blob: b2d7f38fb5995d96fe3154aaf34b7b94f690e898 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
|
npc_titan
{
HullType "HULL_TITAN"
useSequenceBounds 1
collideWithPlayer 1
AIClass titan
BodyType titan
ArmorType heavy
SmartAmmoLockType large
TraverseAnimType titan
title #NPC_TITAN
ui_targetinfo "ui/targetinfo_titan" [$mp]
ui_targetinfo "ui/targetinfo_titan_sp" [$sp]
smartAmmoLockAttachmentName0 SMART_AMMO_HEAD
smartAmmoLockAttachmentName1 SMART_AMMO_TORSO_FRONT
smartAmmoLockAttachmentName2 SMART_AMMO_TORSO_BASE
smartAmmoLockAttachmentName3 SMART_AMMO_ARM_LEFT
smartAmmoLockAttachmentName4 SMART_AMMO_ARM_RIGHT
BaseClass "npc_titan"
DefaultModelName "models/titans/buddy/titan_buddy.mdl"
DefaultWeapon "mp_titanweapon_particle_accelerator"
BehaviorSelector "behavior_titan"
WeaponCapacity "TitanMainWeapons"
npc_titan_player_settings "titan_atlas"
mechanical 1
showHolsteredWeapons 1
Health 8000 [$sp]
Health 8000 [$mp]
PainOnHeavyDamageThreshold 1000
PainOnRepeatDamageThreshold 3000
RepeatDamageTimeInterval 3
breakOutOfPainDamageThreshold 300
lightPainMinInterval 1.5
heavyPainMinInterval 8
FOV_Vert_Offset -20
FOV_Near_Dist 180 // use near values up to this distance
FOV_Far_Dist 1000 // use far values after this distance, interpolate horizontal in between, use far for vertical
FOV_Idle_Near_Horz 140
FOV_Idle_Near_Vert 120
FOV_Idle_Far_Horz 100
FOV_Idle_Far_Vert 70
FOV_Alert_Near_Horz 180
FOV_Alert_Near_Vert 90
FOV_Alert_Far_Horz 170
FOV_Alert_Far_Vert 70
FOV_Combat_Near_Horz 180
FOV_Combat_Near_Vert 120
FOV_Combat_Far_Horz 170
FOV_Combat_Far_Vert 90
YawSpeed 25
MoveYawSpeed 15
AimAngularSpeed 10
moveDeflectionSmallObstacleRadius 25
MeleeDamageMin 150
MeleeDamageMax 300
MeleeDamageMinHeavyArmor 500
MeleeDamageMaxHeavyArmor 600
MeleeDamageRadius 120
MeleeDamageForce 2500000
MeleeChargeDamageForce 2800000
MeleeDamageUpwardBias 0.5
MeleeRange 200
MeleeChargeRange 270
MeleeChargeDamageRadius 150
MeleeChargeDamageHeight 150
MeleeChargeDamageMin 500
MeleeChargeDamageMax 700
MeleeChargeDamageMinHeavyArmor 700
MeleeChargeDamageMaxHeavyArmor 1000
meleeInterval 2
meleeChargeInterval 3
meleeMaxCombo 2
meleeCameraShakeDuration 1.0
MeleeEnemyArmorType any
MeleeChargeEnemyArmorType any
meleeImpactEffectTable "melee_titan"
syncedMeleeEngageDist 80
syncedMeleePressToInitiateDist 300
landingImpactTable "titan_landing"
footstepImpactTable "titan_footstep"
dodgeImpactTable "titan_dodge"
circleStrafeDist 1000
circleStrafeAngleIncrement 20
faceEnemyToleranceAngle 85
faceEnemyWhileMovingDist 3500
faceEnemyWhileMovingDuration 3
StrafeDodgeDamage 800
takeCoverFromEnemyRadius 700
chaseStopDist 200
chaseStopDistHeavyArmor 1000
MinStartMoveDist 300
MaxArrivalDist 320
MinForceWalkDist 300
showFriendlyIcon 1
restrictAimGunToValidSequences 1
waitBetweenWeaponBurst 1
shootableByFriendlyPlayer 1
allowFlee 0
allowSignals 1
allowPatrol 1
allowInvestigate 1
allowCrouchAnims 0
patrolRangeMin 1000
patrolRangeMax 2500
minGoalRadius 256
aiEnemy_immediateThreatDist 800 [$sp]
aiEnemy_usePriorityDist 2200
aiEnemy_priority 50
ai_passThroughThickness 128
titan_footstep_damage_height_check_ratio 0.15
titan_footstep_damage_min_speed 50
titan_footstep_damage_interval 1.0
titan_footstep_damage_dist_interval 150
chasecamDistanceMax 320
chasecamMaxOrbitDepth 90
chasecamOffsetUp 0
chasecamOffsetRight 110
magneticRange 190
dodgePeriod 8 // Don't dodge more than maxDodgePerPeriod within this time
maxDodgePerPeriod 2 // Don't dodge more than this many times in dodgePeriod
dodgeForwardThreshold 1000
dodgeBackwardThreshold 1600
enemyAimAtMeWidthHeavyArmor 50
reactChanceDefault 100
evasiveCombatShieldPct 0.8 // if my shield is above 80% don't be evasive
evasiveCombatHealthSegmentPct 0.0
aggressiveCombatHealthSegmentPct 0.0
aggressiveCombatTotalHealthDiffPct 0.3 // if my health+shield - enemy heatlh+shield is > 30% of my max health+shield
evasiveCombatTotalHealthDiffPct 1.0 [$mp] // if enemy health+shield - my heatlh+shield is > 100% of my max health+shield
evasiveCombatTotalHealthDiffPct 0.2 [$sp] // if enemy health+shield - my heatlh+shield is > 20% of my max health+shield
evasiveCombatHealthChangeRateDiff -200
aggresiveCombatHealthChangeRateDiff 100
sharedEnergyTotal 1000
sharedEnergyRegenDelay 0.2
sharedEnergyRegenRate 100.0
DrawEnemyHealthBar 1
}
|