-
Notifications
You must be signed in to change notification settings - Fork 10
Character Files
This page contains all of the base properties of a character file. More detail about some of the used objects can be found by clicking the respective object type
DisplayNameType: String
Sets what the characters name is in the TNH menu
CharacterGroupType: Int
Sets what category the character shows up in, with 0 being daring defaults
DescriptionType: String
This is the text that appears below the characters name in the TNH menu
TableIDType: String
The name of the score board group. Usually sufficient to make this the same as characters name
StartingTokensType: Int
Sets the number of tokens a character starts with
ForceAllAgentWeaponsType: Bool
Unknown what this does, but is normally set to false
ForceDisableOutfitFunctionalityType: Bool
When true, sosig clothing such as balaklavas will not turn the sosig invisible
UsesPurchasePriceIncrementType: Bool
If true, then when the player purchases an item it costs one more token to purchase that item again
HasPrimaryWeaponType: Bool
If true, the player will spawn with an item chosen from the
PrimaryWeaponpool
HasSecondaryWeaponType: Bool
If true, the player will spawn with an item chosen from the
SecondaryWeaponpool
HasTertiaryWeaponType: Bool
If true, the player will spawn with an item chosen from the
TertiaryWeaponpool
HasPrimaryItemType: Bool
If true, the player will spawn with an item chosen from the
PrimaryItempool
HasSecondaryItemType: Bool
If true, the player will spawn with an item chosen from the
SecondaryItempool
HasTertiaryItemType: Bool
If true, the player will spawn with an item chosen from the
TertiaryItempool
HasShieldType: Bool
If true, the player will spawn with an item chosen from the
Shieldpool
ValidAmmoErasType: List<FVRObject.OTagEra>
A list of eras which ammo can spawn from
Options:
- None
- Colonial
- WildWest
- TurnOfTheCentury
- WW1
- WW2
- PostWar
- Modern
- Futuristic
- Medieval
ValidAmmoSetsType: List<FVRObject.OTagSet>
A list of sets which ammo can spawn from
Options:
- Real
- GroundedFictional
- SciFiFictional
- Meme
- MF
- Holiday
- TNH
GlobalAmmoBlacklistType: List<String>
A list of ObjectID strings which will prevent given ammo objects from spawning during TNH. This can be used to prevent ammo such as 12G flares from spawning
MagazineBlacklistType: List<MagazineBlacklistEntry>
A list of blacklist entries, which will prevent given magazines and clips from spawning with a given gun
Here is an example of preventing SKS magazines from spawning with a default SKS
"MagazineBlacklist": [ { "FirearmID": "SKSClassic", "MagazineBlacklist": [ "MagazineSKSModern10rnd", "MagazineSKSModern20rnd" ], "ClipBlacklist": [] } ]
RequireSightTableType: EquipmentGroup
Any guns or items that are set to require sights (such as rifles with no iron sights) will spawn with a sight from this equipment group
PrimaryWeaponType: LoadoutEntry
If
HasPrimaryWeaponis true, an item from this loadout entry will spawn in the starting room of TNHNote: Items from this pool will spawn in a large weapon case
SecondaryWeaponType: LoadoutEntry
If
HasSecondaryWeaponis true, an item from this loadout entry will spawn in the starting room of TNHNote: Items from this pool will spawn in a small weapon case
TertiaryWeaponType: LoadoutEntry
If
HasTertiaryWeaponis true, an item from this loadout entry will spawn in the starting room of TNHNote: Items from this pool will spawn on a table
PrimaryItemType: LoadoutEntry
If
HasPrimaryItemis true, an item from this loadout entry will spawn in the starting room of TNHNote: Items from this pool will spawn on a table
SecondaryItemType: LoadoutEntry
If
HasSecondaryItemis true, an item from this loadout entry will spawn in the starting room of TNHNote: Items from this pool will spawn on a table
TertiaryItemType: LoadoutEntry
If
HasTertiaryItemis true, an item from this loadout entry will spawn in the starting room of TNHNote: Items from this pool will spawn on a table
ShieldType: LoadoutEntry
If
HasShieldis true, an item from this loadout entry will spawn in the starting room of TNHNote: Items from this pool between the two metal tables
EquipmentPoolsType: List<EquipmentPool>
A list of all the equipment pools that can spawn in a TNH constructor panel
LevelsType: List<Level>
A list of levels that the player will go through during standard TNH. Progression through these levels is in order. Any amount of levels can be in this list
LevelsEndlessType: List<Level>
Currently un-tested where this slots into progression (at start of run or after last level of normal progression?)