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npc_soldier
{
AIClass human
ArmorType normal
BaseClass "npc_soldier"
BodyType human
HullType "HULL_HUMAN"
SmartAmmoLockType small // defaults to small
TraverseAnimType human
traverseCostFactor 5.0
difficultTraverseFlags 256 // 1 << 8 (TRAVERSE_JUMP_UP_DOWN_128)
BehaviorSelector "behavior_soldier" [$mp]
BehaviorSelector "behavior_sp_soldier" [$sp]
footstep_type "grunt"
footstepSprintSpeedThreshold 100
title #NPC_SOLDIER
title_IMC #NPC_GRUNT_IMC
title_MIL #NPC_GRUNT_MILITIA
ui_targetinfo "ui/targetinfo_soldier_bounty" [$mp]
ui_targetinfo "ui/targetinfo_cockpit_name" [$sp]
IsGenericGrunt 1
GrenadeWeaponName mp_weapon_frag_grenade
AimAngularSpeed 7
allowFlee 1
allowInvestigate 1 [$sp]
allowPatrol 1 [$sp]
allowSignals 1
allowUseCover 1
DefaultModelName "models/humans/grunts/imc_grunt_rifle.mdl"
DefaultModelName_IMC "models/humans/grunts/imc_grunt_rifle.mdl"
DefaultModelName_MIL "models/humans/grunts/mlt_grunt_rifle.mdl"
DefaultWeapon "mp_weapon_rspn101"
WeaponCapacity "PilotMainWeapons"
GibModel0 "models/gibs/human_gibs.mdl"
headshotFX "P_headshot_human"
faceEnemyStrictToleranceAngle 30
faceEnemyWhileMovingDist 400 [$sp]
faceEnemyWhileMovingDist 600 [$mp]
Health 90 [$sp]
Health 50 [$mp]
PainOnRepeatDamageThreshold 39 [$sp]
PainOnRepeatDamageThreshold 15 [$mp]
RepeatDamageTimeInterval 8
PainOnHeavyDamageThreshold 80 // more than health so never happens for base soldier but will happen for higher health ones
PainOnSurpriseHit 1
PainWhileRunning 1
fallDeathHeight 300
aimassist_adspull_centerAttachmentName "CHESTFOCUS"
aimassist_adspull_centerRadius 11.0
aimassist_adspull_headshotAttachmentName "HEADSHOT"
aimassist_adspull_headshotRadius 8.0
MeleeDamageMax 30 [$mp]
MeleeDamageMin 30 [$mp]
MeleeDamageMax 53 [$sp]
MeleeDamageMin 53 [$sp]
MeleeDamageRadius 40 [$mp]
MeleeRange 40 [$mp]
MeleeDamageRadius 60 [$sp]
MeleeRange 60 [$sp]
MeleeDamageForce 15000
MeleeChargeDamageMin 20
MeleeChargeDamageMax 20
MeleeChargeDamageRadius 35
MeleeChargeRange 0
MeleeChargeCosAngleRange 0.866 // 30 degrees
MeleeChargeInterval 3
MeleeChargeEnemyArmorType normal
MeleeChargeOnlyPlayers 1
MaxArrivalDist 170
MinForceWalkDist 150
MinStartMoveDist 100
MoveYawSpeed 12
moveDeflectionLookAheadTime 0.5 [$sp]
moveDeflectionLookAheadTime 0.5 [$mp]
LookDistDefault_Alert 3000
LookDistDefault_Combat 5000
LookDistDefault_Idle 1500
"mp" [$mp]
{
crouchCombatDistInner 350
crouchCombatDistOuter 450
FOV_Alert_Far_Horz 100
FOV_Alert_Far_Vert 60
FOV_Alert_Near_Horz 130
FOV_Alert_Near_Vert 180
FOV_Combat_Far_Horz 100
FOV_Combat_Far_Vert 60
FOV_Combat_Near_Horz 130
FOV_Combat_Near_Vert 180
FOV_Idle_Far_Horz 100
FOV_Idle_Far_Vert 60
FOV_Idle_Near_Horz 130
FOV_Idle_Near_Vert 180
NoticeForgetPostTime 5.0
NoticeForgetPreTime 1.0
NoticeDistNear_Alert 300
NoticeDistNear_Combat 300
NoticeDistNear_Idle 150
NoticeDistFar_Alert 2000
NoticeDistFar_Combat 2000
NoticeDistFar_Idle 2000
NoticeTimeNear_Alert 0.1
NoticeTimeNear_Combat 0.0
NoticeTimeNear_Idle 0.1
NoticeTimeFar_Alert 1.0
NoticeTimeFar_Combat 1.0
NoticeTimeFar_Idle 1.0
NoticeTimePeripheral_Alert 0.7
NoticeTimePeripheral_Combat 0.7
NoticeTimePeripheral_Idle 0.7
}
"sp" [$sp]
{
crouchCombatDistInner 500
crouchCombatDistOuter 650
FOV_Alert_Far_Horz 100
FOV_Alert_Far_Vert 60
FOV_Alert_Near_Horz 180
FOV_Alert_Near_Vert 100
FOV_Combat_Far_Horz 100
FOV_Combat_Far_Vert 60
FOV_Combat_Near_Horz 180
FOV_Combat_Near_Vert 80
FOV_Idle_Far_Horz 80
FOV_Idle_Far_Vert 60
FOV_Idle_Near_Horz 170
FOV_Idle_Near_Vert 80
NoticeForgetPostTime 5.0
NoticeForgetPreTime 1.0
NoticeDistNear_Alert 300
NoticeDistNear_Combat 300
NoticeDistNear_Idle 150
NoticeDistFar_Alert 1800
NoticeDistFar_Combat 2500
NoticeDistFar_Idle 1500
NoticeTimeNear_Alert 0.2
NoticeTimeNear_Combat 0.1
NoticeTimeNear_Idle 0.5
NoticeTimeFar_Alert 0.75
NoticeTimeFar_Combat 0.5
NoticeTimeFar_Idle 2.0
NoticeTimePeripheral_Alert 1.0
NoticeTimePeripheral_Combat 0.75
NoticeTimePeripheral_Idle 2.0
}
FOV_Near_Dist 150 // distance at which we transition between near and far FOV values
FOV_Far_Dist 2000 // use far values after this distance, interpolate horizontal in between, use far for vertical
FOV_Vert_Offset -20 // looking down instead of up... better for pilots on high ground feeling
showTitle 1
resetBurstOnStopShootOverlay 1
restrictAimGunToValidSequences 1
showFriendlyIcon 1
waitBetweenWeaponBurst 1
suppressLSP_duration 10 [$sp]
suppressLSP_duration 10 [$mp]
enemyAimAtMeWidth 100
aiEnemy_usePriorityDist 2000 [$sp]
aiEnemy_immediateThreatDist 230 [$sp]
aiEnemy_immediateThreatDist 94 [$mp]
braceWhenDangerousAreaDisplacementFails 1
reactChanceDefault 90 [$sp]
reactChanceDefault 60 [$mp]
reactBulletChanceDefault 90 [$sp]
reactBulletChanceDefault 60 [$mp]
reactFriendlyChanceDefault 100
}
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