From 85ee41b91431bb1698975f1d236d815d077e30ed Mon Sep 17 00:00:00 2001 From: RexXxuS Date: Thu, 29 Dec 2022 11:47:59 +0100 Subject: [PATCH] Final merges / fixes --- Content/Configuration/EClassConfig.ecf | 102 ++++++++++++++++++++++++ Content/Configuration/EGroupsConfig.ecf | 6 -- 2 files changed, 102 insertions(+), 6 deletions(-) diff --git a/Content/Configuration/EClassConfig.ecf b/Content/Configuration/EClassConfig.ecf index 08d975f..712d859 100644 --- a/Content/Configuration/EClassConfig.ecf +++ b/Content/Configuration/EClassConfig.ecf @@ -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 diff --git a/Content/Configuration/EGroupsConfig.ecf b/Content/Configuration/EGroupsConfig.ecf index 0e4e6cb..71bd944 100644 --- a/Content/Configuration/EGroupsConfig.ecf +++ b/Content/Configuration/EGroupsConfig.ecf @@ -249,12 +249,6 @@ # Normal AI === - -{ EGroup Name: Ntys - NTY: "1, 1" - SpawnInSameDirection:true -} - { EGroup Name: AssaultCyborgs AssaultCyborgSentinel: "2, 2" AlienCivilian1: "1, 1"