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Final merges / fixes
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B-iggy committed Dec 29, 2022
1 parent 4dd50b9 commit 85ee41b
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Showing 2 changed files with 102 additions and 6 deletions.
102 changes: 102 additions & 0 deletions Content/Configuration/EClassConfig.ecf
Expand Up @@ -7088,6 +7088,108 @@

}

{ +Entity Name: RipperDogWild, Ref: PredatorBAITemplate
Mesh: Enemies/RipperDog/RipperDogPrefab
MeshDead: Enemies/RipperDog/RipperDogDeadPrefab
HeadTransform: Head
Faction: Predator

Prefab: AnimalSmall

MaxHealth: 400
XpFactor: 3.12
HandItem: MeleeRipperDog
RotateToGround: true
RotateSpeedMovement: 360

/* Determines particle effect */
SurfaceCategory: human

/* Sound settings */
SfxRandomTime: 50.0
SfxRandom: Enemies/Ripperdog/Ripperdog_SfxRandom

SfxAlertTime: 25.0
SfxAlert: Enemies/Ripperdog/Ripperdog_SfxAlert
SfxHurt: Enemies/Ripperdog/Ripperdog_SfxHurt
SfxDeath: Enemies/Ripperdog/Ripperdog_SfxDeath

MotionAnimationSpeedMultiplier: 1.2

LootListOnDeath: 20

UpdateClusterInfo: true
AllowUserInstantiate: true
AllowInSpawners: true
FadingEnabled: false

/* AI Properties */
{ Child MainBehavior
BehaviorName: Behaviors/HiLevelTrees/MainAnimal
Slot1: "SlotLifeCycle, Behaviors/Activities/RandomWalk"
Slot2: "SlotLowAlert, Behaviors/Activities/RandomWalk"
Slot3: "SlotAlertedNoTarget, Behaviors/Activities/RandomWalk"
Slot4: "SlotSearchTarget, Behaviors/Activities/SearchTarget"
Slot5: "SlotAttackTarget, Behaviors/Activities/AnimalAttack"
}

{ Child Hints
AttackMaxCount: 3
AttackRandomDirection: 100
}

{ Child VariableOverride
SpeedCalm: 0.12
SpeedAlerted: 0.6
SpeedAttack: 3
SpeedFlee: 2.8
MeleeAttackDistance: 2.2 # the animal will attack from this distance, so small value for small animal, bigger for bigger animals, that would clip otherwise
MinimalDistanceToTarget: 1.3 # if the animal is closer then this, it will go a bit further, essentially the player is too close for the attack
}

{ Child VisionSensor
VisibleDistance: 50
ViewAngle: 210
}

{ Child TargetSensor
AttackableTypes: "Player,PlayerBike"
}

{ Child AlertSensor
AlertLevel1: 15, param1: 0
AlertLevel2: 50, param1: 2
AlertLevel3: 80, param1: 20
AlertLevelDrop:10 /* slow alert drop */
AlertAddFromVisionMinNoMovement:0 /* no alert when not moving */
AlertAddFromVisionMovement:200
AlertVisionMaxSpeed:2
AlertAddFromAutoAlert:30
MinDistanceToAutoAlert:20
NoiseMaxDistance:50
NoiseAlertMultiplier:0.3
}

{ Child FearSensor /* fear sensor params */
MaxFear: 40 /* maximal fear of the animal*/

FearDrop: 20 /* how much fear will drop per frame */
FearDropPerFriend: 10 /* fear drop per frame for each group member around */
FearDropMaxFromFriends: 50
MaxFriendDistance: 10 /* if the group member is further, it will not help in decreasing fear */

MinDistanceToFearAnEnemy: 0 /* if closer, the agent will get feat from beign near to enemy, at max
distance, he will get 0, at 0 distance, he will get the FearFromEnemy value per second (linear) */
FearFromEnemy: 0
FearFromFriendDeath: 30
FearFromDamageMultiplier: 0.3 /* damage to fear conversion */
FearFromNoiseMaxDistance: 30 /* max distance to convert noise to fear */
FearFromNoiseMultiplier: 0.2 /* noise to fear conversion multiplier */
FearPropagationDamageMultiplier: 0.5 /* fear from damage propagation to group members */
}

}

{ Entity Name: AlienBug02, Ref: PredatorBAITemplate
Mesh: Enemies/AlienBugs/AlienBug02Prefab
MeshDead: Enemies/AlienBugs/AlienBug02DeadPrefab
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6 changes: 0 additions & 6 deletions Content/Configuration/EGroupsConfig.ecf
Expand Up @@ -249,12 +249,6 @@

# Normal AI ===


{ EGroup Name: Ntys
NTY: "1, 1"
SpawnInSameDirection:true
}

{ EGroup Name: AssaultCyborgs
AssaultCyborgSentinel: "2, 2"
AlienCivilian1: "1, 1"
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