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path: root/Northstar.CustomServers/scripts/aisettings/npc_spectre.txt
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npc_spectre
{
	AIClass							spectre
	TraverseAnimType				spectre

	title							#NPC_SPECTRE
	useSequenceBounds				1

	aiEnemy_usePriorityDist			1300
	aiEnemy_immediateThreatDist		200 [$sp]
	aiEnemy_immediateThreatDist		94	[$mp]

	AimAngularSpeed					7

	ArmorType						normal

	BaseClass						"npc_spectre"
	BodyType						human

	footstep_type					"robot"
	mechanical						1

	BehaviorSelector				"behavior_spectre"

	chaseStopDist					300
	chaseStopDistHeavyArmor			800

	allowCower						0
	allowUseCover					1

	traverseCostFactor				2.0
	minGoalRadius					256

	DefaultModelName				"models/robots/spectre/imc_spectre.mdl"
	DefaultModelName_IMC			"models/robots/spectre/imc_spectre.mdl"
	DefaultModelName_MIL			"models/robots/spectre/imc_spectre.mdl"

	DefaultWeapon					"mp_weapon_rspn101"
	WeaponCapacity					"PilotMainWeapons"

	longJumpCheckMinInterval		15
	longJumpCheckMaxInterval		30
	longJumpMinDist					400
	longJumpMaxDist					700
	longJumpHeight					300

	GibModel0						"models/robots/spectre/spectre_assault_d_gib_leg_l.mdl"
	GibModel1						"models/robots/spectre/spectre_assault_d_gib_leg_r.mdl"
	GibModel2						"models/robots/spectre/spectre_assault_d_gib_arm_l.mdl"
	GibModel3						"models/robots/spectre/spectre_assault_d_gib_arm_r.mdl"
	GibModelSoftened0				"models/robots/spectre/spectre_assault_d_gib_leg_l.mdl"
	GibModelSoftened1				"models/robots/spectre/spectre_assault_d_gib_leg_r.mdl"
	GibModelSoftened2				"models/robots/spectre/spectre_assault_d_gib_arm_l.mdl"
	GibModelSoftened3				"models/robots/spectre/spectre_assault_d_gib_arm_r.mdl"
	GibAttachment0					"left_leg"
	GibAttachment1					"right_leg"
	GibAttachment2					"left_arm"
	GibAttachment3					"right_arm"
	GibSpeed						200
	GibAngularSpeed					20
	GibMaxDist						1600
	GibFX							"P_exp_spectre_death"
	GibSound						"Explo_Spectre"

	headshotFX 						"P_headshot_pilot_robot"
	landingImpactTable				"pilot_landing"
	footstepImpactTable				"pilot_foostep"

	faceEnemyStrictToleranceAngle	30
	faceEnemyWhileMovingDist		600

	"mp" [$mp]
	{
		crouchCombatDistInner	300
		crouchCombatDistOuter	350

		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	400
		crouchCombatDistOuter	500

		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		100
		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

	HullType						"HULL_HUMAN"
	leechAnimSet					spectre
	leechMaxDist					150
	magneticRange					125
	MaxArrivalDist					170

	aimassist_adspull_centerAttachmentName		"CHESTFOCUS"
	aimassist_adspull_centerRadius				11.0
	aimassist_adspull_headshotAttachmentName	"HEADSHOT"
	aimassist_adspull_headshotRadius			7.0

	MeleeDamageMax					20		[$mp]
	MeleeDamageMin					20		[$mp]

	MeleeDamageMax					53		[$sp]
	MeleeDamageMin					53		[$sp]

	Health							130		[$sp]
	Health							100		[$mp]

	PainOnHeavyDamageThreshold		32
	PainOnRepeatDamageThreshold		70

	MeleeDamageRadius				40		[$mp]
	MeleeRange						65		[$mp]

	MeleeDamageRadius				60		[$sp]
	MeleeRange						60		[$sp]

	MeleeChargeDamageMin			80
	MeleeChargeDamageMax			80
	MeleeChargeDamageMinHeavyArmor	80
	MeleeChargeDamageMaxHeavyArmor	80
	MeleeChargeDamageRadius			25
	MeleeChargeRange				135
	meleeChargeInterval				1
	MeleeChargeEnemyArmorType		any

	meleeImpactEffectTable			"melee_spectre"

	MinForceWalkDist				0
	MinStartMoveDist				100
	MoveYawSpeed					12
	moveDeflectionLookAheadTime		0.5			[$sp]

	shootingCoverFightRadius 		600			[$sp]

	DrawEnemyHealthBar				0
	DrawTargetHealthBar				0

	resetBurstOnStopShootOverlay	1
	restrictAimGunToValidSequences	1

	showFriendlyIcon				1
	showTitle						1	[$mp]
	showTitle						1	[$sp]

	ui_targetinfo					"ui/targetinfo_spectre_bounty" [$mp]
	ui_targetinfo					"ui/targetinfo_npc_hackable" [$sp]

	smartAmmoLockAttachmentName0	HEADFOCUS
	waitBetweenWeaponBurst			1
	suppressLSP_duration			1.5
	reactChanceDefault				90
}