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npc_prowler
{
HullType "HULL_PROWLER"
useSequenceBounds 1
orientToGround 1
AIClass prowler
TraverseAnimType prowler
BodyType human
ArmorType normal
collideWithPlayer 1
title #NPC_PROWLER
ui_targetinfo "ui/targetinfo_npc_basic" [$mp]
ui_targetinfo "" [$sp]
BaseClass "npc_prowler"
footstep_type "prowler"
quadruped 1
DefaultModelName "models/creatures/prowler/r2_prowler.mdl"
DefaultWeapon ""
BehaviorSelector "behavior_prowler"
GibModel0 "models/gibs/human_gibs.mdl"
melee_charge_set prowler
Health 280
painOnHeavyDamageThreshold 50
PainOnRepeatDamageThreshold 210
heavyPainMinInterval 4
PainOnSurpriseHit 0
PainWhileRunning 1
FOV_Vert_Offset 0
FOV_Near_Dist 150 // distance at which we transition between near and far FOV values
FOV_Far_Dist 1000 // use far values after this distance, interpolate horizontal in between, use far for vertical
FOV_Idle_Near_Horz 160
FOV_Idle_Near_Vert 160
FOV_Idle_Far_Horz 120
FOV_Idle_Far_Vert 120
FOV_Alert_Near_Horz 160
FOV_Alert_Near_Vert 160
FOV_Alert_Far_Horz 150
FOV_Alert_Far_Vert 120
FOV_Combat_Near_Horz 160
FOV_Combat_Near_Vert 160
FOV_Combat_Far_Horz 150
FOV_Combat_Far_Vert 120
faceEnemyToleranceAngle 45
faceEnemyStrictToleranceAngle 45
MoveYawSpeed 15
AimAngularSpeed 20
allowTurn45Anims 0
aimassist_adspull_centerAttachmentName "aimassist_center"
aimassist_adspull_centerRadius 18.0
aimassist_adspull_headshotAttachmentName "HEADSHOT"
aimassist_adspull_headshotRadius 13.0
MeleeDamageMin 60 [$mp]
MeleeDamageMax 80 [$mp]
MeleeDamageMinHeavyArmor 60 [$mp]
MeleeDamageMaxHeavyArmor 80 [$mp]
MeleeDamageRadius 60 [$mp]
MeleeRange 80 [$mp]
MeleeInterval 1.5 [$mp]
MeleeMaxCombo 2 [$mp]
MeleeChargeDamageMin 100 [$mp]
MeleeChargeDamageMax 100 [$mp]
MeleeChargeDamageMinHeavyArmor 100 [$mp]
MeleeChargeDamageMaxHeavyArmor 100 [$mp]
MeleeChargeDamageRadius 60 [$mp]
MeleeChargeRange 240 [$mp]
meleeChargeInterval 3 [$mp]
MeleeDamageMin 15 [$sp]
MeleeDamageMax 20 [$sp]
MeleeDamageMinHeavyArmor 150 [$sp]
MeleeDamageMaxHeavyArmor 150 [$sp]
MeleeDamageRadius 60 [$sp]
MeleeRange 80 [$sp]
MeleeInterval 1.5 [$sp]
MeleeMaxCombo 2 [$sp]
MeleeChargeDamageMin 25 [$sp]
MeleeChargeDamageMax 25 [$sp]
MeleeChargeDamageMinHeavyArmor 300 [$sp]
MeleeChargeDamageMaxHeavyArmor 300 [$sp]
MeleeChargeDamageRadius 60 [$sp]
MeleeChargeRange 240 [$sp]
meleeChargeInterval 3 [$sp]
MeleeCosAngleRange 0.707 // Matches faceEnemyStrictToleranceAngle
MeleeEnemyArmorType any
MeleeChargeEnemyArmorType any
meleeHighOffset 70
meleeImpactEffectTable "melee_prowler"
syncedMeleeEngageDist 40
meleeable 1
canBeAlertedByEnemiesOutsideOfMaxDist 0
returnToIdleTime 15
maxEnemyDist 950
maxEnemyDistHeavyArmor 1200
aiEnemy_usePriorityDist 0
pathMaxDetourBase 1000
pathMaxDetourMultiplier 2.0
minGoalRadius 256
MinStartMoveDist 100
MaxArrivalDist 230
MinForceWalkDist 0
circleStrafeDist 420
enemyAimAtMeWidth 100
chaseStopDist 100
chaseStopDistHeavyArmor 200
chaseStopVerticalDist 300
chaseTryRunningDodgeWhenAimedAtMinDist 300 // This should be greater than MeleeChargeRange so that he prioritizes leap attacking over dodging
dodgePeriod 4 // Don't dodge more than maxDodgePerPeriod within this time
maxDodgePerPeriod 2 // Don't dodge more than this many times in dodgePeriod
traverseCostFactor 0.5
showFriendlyIcon 1
allowFlee 1
allowSignals 1
allowPatrol 1
allowInvestigate 0 // no investigate
patrolRangeMin 600
patrolRangeMax 800
moveDeflectionLookAheadTime 0.5
reactChanceDefault 100
reactBulletChanceDefault 90
}
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