1) The hero (boba fett) is showing up in the chose unit list from the startup, not as a hero.[SOLVED]
2) My custom unit only shows up when you get to play as the hero, but he doesn't act like a hero.
3) In the HUD you ca see the odf names for the weapon(i havent given them new names yet because my side doesn't show up in the editlocalize.bat) and how much ammo is left. But the weapons don't fire.
4) the weapons don't show up ingame.
My MNAg_con.lua
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local DEF = 2
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:Start()
EnableSPHeroRules()
end
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_hansolo_tat")
ReadDataFile("dc:SIDE\\mp1.lvl",
"mp1_inf_commander")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_fly_destroyer_dome" )
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser")
SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "all_inf_rifleman",9, 25},
assault = { "all_inf_rocketeer",1,4},
engineer = { "all_inf_engineer",1,4},
sniper = { "all_inf_sniper",1,4},
officer = { "all_inf_officer",1,4},
special = { "all_inf_wookiee",1,4},
},
imp = {
team = IMP,
units = 20,
reinforcements = 150,
soldier = { "imp_inf_rifleman",9, 25},
assault = { "imp_inf_rocketeer",1,4},
engineer = { "imp_inf_engineer",1,4},
sniper = { "imp_inf_sniper",1,4},
officer = { "imp_inf_officer",1,4},
special = { "imp_inf_dark_trooper",1,4},
},
}
SetHeroClass(ALL, "all_hero_hansolo_tat")
SetHeroClass(IMP, "imp_hero_bobafett")
AddUnitClass(IMP, "mp1_inf_commander",1,4)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:MNA\\MNA.lvl", "MNA_conquest")
SetDenseEnvironment("false")
-- Sound Stats
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")
SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_tat_amb_end", 2,1)
SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")
-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local DEF = 2
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:Start()
EnableSPHeroRules()
end
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_hansolo_tat")
ReadDataFile("dc:SIDE\\mp1.lvl",
"mp1_inf_commander")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_fly_destroyer_dome" )
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser")
SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "all_inf_rifleman",9, 25},
assault = { "all_inf_rocketeer",1,4},
engineer = { "all_inf_engineer",1,4},
sniper = { "all_inf_sniper",1,4},
officer = { "all_inf_officer",1,4},
special = { "all_inf_wookiee",1,4},
},
imp = {
team = IMP,
units = 20,
reinforcements = 150,
soldier = { "imp_inf_rifleman",9, 25},
assault = { "imp_inf_rocketeer",1,4},
engineer = { "imp_inf_engineer",1,4},
sniper = { "imp_inf_sniper",1,4},
officer = { "imp_inf_officer",1,4},
special = { "imp_inf_dark_trooper",1,4},
},
}
SetHeroClass(ALL, "all_hero_hansolo_tat")
SetHeroClass(IMP, "imp_hero_bobafett")
AddUnitClass(IMP, "mp1_inf_commander",1,4)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:MNA\\MNA.lvl", "MNA_conquest")
SetDenseEnvironment("false")
-- Sound Stats
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")
SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_tat_amb_end", 2,1)
SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")
-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
Hidden/Spoiler:
cft
{
REQN
{
"lvl"
"mp1_inf_commander"
}
}
{
REQN
{
"lvl"
"mp1_inf_commander"
}
}
Hidden/Spoiler:
ucft
{
REQN
{
"class"
"mp1_inf_commander"
}
}
{
REQN
{
"class"
"mp1_inf_commander"
}
}
Hidden/Spoiler:
[GameObjectClass]
// Base class for all soldiers, inherits from base type soldier
ClassLabel = "soldier"
[Properties]
MapTexture = "troop_icon"
MapScale = 1.4
MapViewMin = 50
MapViewMax = 50
MapSpeedMin = 0
MapSpeedMax = 100
HealthType = "person"
MaxHealth = 600.0
// Movement defaults
// These are values for an average class - some soldiers will override these
MaxSpeed = 7.5 // base forward speed
MaxStrafeSpeed = 5.25 // base right/left speed
MaxTurnSpeed = 5.0 // base turn speed
JumpHeight = 4.5 // base jump height in meters
// Speed multipliers for various actions
JumpForwardSpeedFactor = 3.3 // boost forward part of velocity by this factor when jumping
JumpStrafeSpeedFactor = 2.0 // boost side/backward part of velocity by this factor when jumping
RollSpeedFactor = 3.5 // in forward arc, boost speed by this factor when rolling
// Apparently contant for all or most classes:
Acceleration = 70.0 // accelerate to full run in about 7/70 = 0.1 seconds
SprintAccelerateTime = 0.35 // accelerate from run to sprint in this time
// ControlSpeed = "<stance> <thrustfactor> <strafefactor> <turnfactor>"
// For grounded states (stand, crouch, prone, sprint) and jet state,
// in which the thrust/strafe stick controls the player's velocity,
// these values are multipliers on the max speed and acceleration.
// For flying states (jump, roll, tumble), in which the thrust/strafe stick
// applies an acceleration, these values only multiply the acceleration.
ControlSpeed = "stand 1.00 1.00 1.00"
ControlSpeed = "crouch 0.70 0.60 1.00"
ControlSpeed = "prone 0.30 0.20 0.50"
ControlSpeed = "sprint 1.50 0.50 0.35"
ControlSpeed = "jet 0.30 0.30 1.00"
ControlSpeed = "jump 0.03 0.03 0.35"
ControlSpeed = "roll 0.02 0.02 0.35"
ControlSpeed = "tumble 0.00 0.00 0.10"
// Energy bar defaults
EnergyBar = 120.0 // Max energy
EnergyRestore = 25.0 // energy regained per second if moving
EnergyRestoreIdle = 35.0 // energy regained per second if not
EnergyDrainSprint = 10.0 // energy spent per second of sprinting
EnergyMinSprint = 5.0 // min energy to start sprinting
EnergyCostJump = 30.0 // energy cost to jump
EnergyCostRoll = 25.0 // energy cost to roll
AimValue = "1.0"
AimFactorPostureSpecial = 50
AimFactorPostureStand = 100
AimFactorPostureCrouch = 140
AimFactorPostureProne = 160
AimFactorStrafe = 60
AimFactorMove = 70
AISizeType = "SOLDIER"
DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.0
NextDropItem = "-"
DropItemClass = "com_item_powerup_health25"
DropItemProbability = 0.0
NextDropItem = "-"
DropItemClass = "com_item_powerup_offense"
DropItemProbability = 0.0
NextDropItem = "-"
DropItemClass = "com_item_powerup_defense"
DropItemProbability = 0.0
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.0
NextDropItem = "-"
DropItemClass = "com_item_powerup_dual"
DropItemProbability = 1.0
NextDropItem = "-"
DropItemClass = "com_item_powerup_energy"
DropItemProbability = 0.0
FootWaterSplashEffect = "com_sfx_watersplash_sm"
WaterSplashEffect = "com_sfx_watersplash_md"
WakeWaterSplashEffect = "com_sfx_watersplash_wade"
FirstPersonFOV = "70"
ThirdPersonFOV = "65"
CAMERASECTION = "STAND"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 3.2"
TiltValue = "10.0"
CAMERASECTION = "STANDZOOM"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.4 0.05 2.8"
TiltValue = "3.5"
CAMERASECTION = "CROUCH"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.0 0.15 3.0"
TiltValue = "10.0"
CameraBlendTime = "0.75"
CAMERASECTION = "CROUCHZOOM"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"
CAMERASECTION = "PRONE"
EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.0 0.0 3.0"
TiltValue = "5.0"
CameraBlendTime = "1.0"
CAMERASECTION = "PRONEZOOM"
EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"
CAMERASECTION = "SPRINT"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 4.0"
TiltValue = "10.0"
CameraBlendTime = "0.75"
// Base class for all soldiers, inherits from base type soldier
ClassLabel = "soldier"
[Properties]
MapTexture = "troop_icon"
MapScale = 1.4
MapViewMin = 50
MapViewMax = 50
MapSpeedMin = 0
MapSpeedMax = 100
HealthType = "person"
MaxHealth = 600.0
// Movement defaults
// These are values for an average class - some soldiers will override these
MaxSpeed = 7.5 // base forward speed
MaxStrafeSpeed = 5.25 // base right/left speed
MaxTurnSpeed = 5.0 // base turn speed
JumpHeight = 4.5 // base jump height in meters
// Speed multipliers for various actions
JumpForwardSpeedFactor = 3.3 // boost forward part of velocity by this factor when jumping
JumpStrafeSpeedFactor = 2.0 // boost side/backward part of velocity by this factor when jumping
RollSpeedFactor = 3.5 // in forward arc, boost speed by this factor when rolling
// Apparently contant for all or most classes:
Acceleration = 70.0 // accelerate to full run in about 7/70 = 0.1 seconds
SprintAccelerateTime = 0.35 // accelerate from run to sprint in this time
// ControlSpeed = "<stance> <thrustfactor> <strafefactor> <turnfactor>"
// For grounded states (stand, crouch, prone, sprint) and jet state,
// in which the thrust/strafe stick controls the player's velocity,
// these values are multipliers on the max speed and acceleration.
// For flying states (jump, roll, tumble), in which the thrust/strafe stick
// applies an acceleration, these values only multiply the acceleration.
ControlSpeed = "stand 1.00 1.00 1.00"
ControlSpeed = "crouch 0.70 0.60 1.00"
ControlSpeed = "prone 0.30 0.20 0.50"
ControlSpeed = "sprint 1.50 0.50 0.35"
ControlSpeed = "jet 0.30 0.30 1.00"
ControlSpeed = "jump 0.03 0.03 0.35"
ControlSpeed = "roll 0.02 0.02 0.35"
ControlSpeed = "tumble 0.00 0.00 0.10"
// Energy bar defaults
EnergyBar = 120.0 // Max energy
EnergyRestore = 25.0 // energy regained per second if moving
EnergyRestoreIdle = 35.0 // energy regained per second if not
EnergyDrainSprint = 10.0 // energy spent per second of sprinting
EnergyMinSprint = 5.0 // min energy to start sprinting
EnergyCostJump = 30.0 // energy cost to jump
EnergyCostRoll = 25.0 // energy cost to roll
AimValue = "1.0"
AimFactorPostureSpecial = 50
AimFactorPostureStand = 100
AimFactorPostureCrouch = 140
AimFactorPostureProne = 160
AimFactorStrafe = 60
AimFactorMove = 70
AISizeType = "SOLDIER"
DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.0
NextDropItem = "-"
DropItemClass = "com_item_powerup_health25"
DropItemProbability = 0.0
NextDropItem = "-"
DropItemClass = "com_item_powerup_offense"
DropItemProbability = 0.0
NextDropItem = "-"
DropItemClass = "com_item_powerup_defense"
DropItemProbability = 0.0
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.0
NextDropItem = "-"
DropItemClass = "com_item_powerup_dual"
DropItemProbability = 1.0
NextDropItem = "-"
DropItemClass = "com_item_powerup_energy"
DropItemProbability = 0.0
FootWaterSplashEffect = "com_sfx_watersplash_sm"
WaterSplashEffect = "com_sfx_watersplash_md"
WakeWaterSplashEffect = "com_sfx_watersplash_wade"
FirstPersonFOV = "70"
ThirdPersonFOV = "65"
CAMERASECTION = "STAND"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 3.2"
TiltValue = "10.0"
CAMERASECTION = "STANDZOOM"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.4 0.05 2.8"
TiltValue = "3.5"
CAMERASECTION = "CROUCH"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.0 0.15 3.0"
TiltValue = "10.0"
CameraBlendTime = "0.75"
CAMERASECTION = "CROUCHZOOM"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"
CAMERASECTION = "PRONE"
EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.0 0.0 3.0"
TiltValue = "5.0"
CameraBlendTime = "1.0"
CAMERASECTION = "PRONEZOOM"
EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"
CAMERASECTION = "SPRINT"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 4.0"
TiltValue = "10.0"
CameraBlendTime = "0.75"
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "mp1_inf_commander_default"
[Properties]
GeometryName = "imp_inf_shocktrooper"
GeometryLowRes = "imp_inf_shocktrooper_low1"
PointsToUnlock = 14
UnitType = "support"
AnimationName = "impofficer"
ScanningRange = 30.0
TransmitRange = 300.0
WEAPONSECTION = 1
WeaponName = "mp1_weap_inf_rifle"
WeaponAmmo = 3
WEAPONSECTION = 2
WeaponName = "mp1_weap_inf_shotgun"
WeaponAmmo = 10
WEAPONSECTION = 3
WeaponName = "mp1_weap_inf_sniper_rifle"
WeaponAmmo = 20
WEAPONSECTION = 4
WeaponName = "mp1_weap_inf_bulldog"
WeaponAmmo = 2
VOUnitType = 43
// VOSound = "imp_command_follow SC_Follow"
// VOSound = "imp_command_stopFollow SC_StopFollow"
// VOSound = "imp_command_stopVehicle SC_VehicleWaitUp"
// VOSound = "imp_command_getIn SC_GetIn"
// VOSound = "imp_command_getOut SC_GetOut"
// VOSound = "imp_response_follow SC_FollowResponse"
// VOSound = "imp_response_stopFollow SC_StopFollowResponse"
// VOSound = "imp_response_stopVehicle SC_VehicleWaitUpResponse"
// VOSound = "imp_response_getIn SC_GetInResponse"
// VOSound = "imp_response_getOut SC_GetOutResponse"
VOSound = "imp2_inf_pc_com_hostile SpottedVO"
VOSound = "imp2_inf_pc_com_bacta NeedMedicVO"
VOSound = "imp2_inf_pc_com_mechanic NeedRepairVO"
VOSound = "imp2_inf_pc_com_ammo NeedAmmoVO"
VOSound = "imp2_inf_pc_com_transport NeedPickupVO"
VOSound = "imp2_inf_pc_com_backup NeedBackupVO"
VOSound = "imp2_inf_pc_com_clear_area AttackPositionVO"
VOSound = "imp2_inf_pc_com_defend DefendPositionVO"
VOSound = "imp2_inf_pc_com_hostile_inVehicle SpottedVO +InVehicle"
VOSound = "imp2_inf_pc_com_bacta_inVehicle NeedMedicVO +InVehicle"
VOSound = "imp2_inf_pc_com_mechanic_inVehicle NeedRepairVO +InVehicle"
VOSound = "imp2_inf_pc_com_ammo_inVehicle NeedAmmoVO +InVehicle"
VOSound = "imp2_inf_pc_com_transport_inVehicle NeedPickupVO +InVehicle"
VOSound = "imp2_inf_pc_com_backup_inVehicle NeedBackupVO +InVehicle"
VOSound = "imp2_inf_pc_com_clear_area_inVehicle AttackPositionVO +InVehicle"
VOSound = "imp2_inf_pc_com_defend_inVehicle DefendPositionVO +InVehicle"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum1 AcquiredTarget +VOUnitNum1"
// VOSound = "imp2_inf_chatter_AcquiredTarget_left AcquiredTarget +left"
// VOSound = "imp2_inf_chatter_AcquiredTarget_right AcquiredTarget +right"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum2 AcquiredTarget +VOUnitNum2"
// VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum3 AcquiredTarget +VOUnitNum3"
// VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum5 AcquiredTarget +VOUnitNum5"
// VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum6 AcquiredTarget +VOUnitNum6"
// VOSound = "imp2_inf_chatter_NotShootingCriticalHit_VOUnitNum6 NotShootingCriticalHit +VOUnitNum6"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum10 AcquiredTarget +VOUnitNum10"
// VOSound = "imp2_inf_chatter_NotShootingCriticalHit_VOUnitNum10 NotShootingCriticalHit +VOUnitNum10"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum12 AcquiredTarget +VOUnitNum12"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum11 AcquiredTarget +VOUnitNum11"
// VOSound = "imp2_inf_chatter_NotShootingCriticalHit_VOUnitNum11 NotShootingCriticalHit +VOUnitNum11"
VOSound = "imp2_inf_chatter_NearbyEnemySlaughter NearbyEnemySlaughter"
VOSound = "imp2_inf_chatter_NearbyFriendlySlaughter NearbyFriendlySlaughter"
// VOSound = "imp2_inf_chatter_KillingSpree4 KillingSpree4"
// VOSound = "imp2_inf_chatter_KillingSpree8 KillingSpree8"
// VOSound = "imp2_inf_chatter_HeadshotKill HeadshotKill"
VOSound = "imp2_inf_chatter_Grenade Grenade"
// VOSound = "imp2_inf_chatter_MissileIncoming MissileIncoming"
// VOSound = "imp2_inf_chatter_AcquiredTarget_IsSniper_VOUnitNum4 AcquiredTarget +IsSniper +VOUnitNum4"
// VOSound = "imp2_inf_chatter_FriendlyFire FriendlyFire"
// VOSound = "imp2_inf_chatter_RebelsShootDeadBody RebelsShootDeadBody"
VOSound = "imp2_inf_chatter_GivePowerup GivePowerup"
VOSound = "imp2_inf_chatter_AcquiredTarget_IsTurret AcquiredTarget +IsTurret"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum121 AcquiredTarget +VOUnitNum121"
// VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum123 AcquiredTarget +VOUnitNum123"
// VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum124 AcquiredTarget +VOUnitNum124"
// VOSound = "imp2_inf_chatter_NotShootingCriticalHit_VOUnitNum124 NotShootingCriticalHit +VOUnitNum124"
// VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum125 AcquiredTarget +VOUnitNum125"
// VOSound = "imp2_inf_chatter_NotShootingCriticalHit_VOUnitNum125 NotShootingCriticalHit +VOUnitNum125"
// VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum126 AcquiredTarget +VOUnitNum126"
// VOSound = "imp2_inf_chatter_NotShootingCriticalHit_VOUnitNum126 NotShootingCriticalHit +VOUnitNum126"
// VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum127 AcquiredTarget +VOUnitNum127"
// VOSound = "imp2_inf_chatter_NotShootingCriticalHit_VOUnitNum127 NotShootingCriticalHit +VOUnitNum127"
// VOSound = "imp2_inf_chatter_NotShootingCriticalHit_VOUnitNum126 NotShootingCriticalHit +VOUnitNum126"
// VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum132 AcquiredTarget +VOUnitNum132"
// VOSound = "imp2_inf_chatter_NotShootingCriticalHit_VOUnitNum132 NotShootingCriticalHit +VOUnitNum132"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum182 AcquiredTarget +VOUnitNum182"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum183 AcquiredTarget +VOUnitNum183"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum184 AcquiredTarget +VOUnitNum184"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum185 AcquiredTarget +VOUnitNum185"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum186 AcquiredTarget +VOUnitNum186"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum187 AcquiredTarget +VOUnitNum187"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum188 AcquiredTarget +VOUnitNum188"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum189 AcquiredTarget +VOUnitNum189"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum190 AcquiredTarget +VOUnitNum190"
// VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum83 AcquiredTarget +VOUnitNum83"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum82 AcquiredTarget +VOUnitNum82"
// VOSound = "imp2_inf_chatter_AcquiredTarget AcquiredTarget"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum176 AcquiredTarget +VOUnitNum176"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum175 AcquiredTarget +VOUnitNum175"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum177 AcquiredTarget +VOUnitNum177"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum172 AcquiredTarget +VOUnitNum172"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum174 AcquiredTarget +VOUnitNum174"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum173 AcquiredTarget +VOUnitNum173"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum171 AcquiredTarget +VOUnitNum171"
ClassParent = "mp1_inf_commander_default"
[Properties]
GeometryName = "imp_inf_shocktrooper"
GeometryLowRes = "imp_inf_shocktrooper_low1"
PointsToUnlock = 14
UnitType = "support"
AnimationName = "impofficer"
ScanningRange = 30.0
TransmitRange = 300.0
WEAPONSECTION = 1
WeaponName = "mp1_weap_inf_rifle"
WeaponAmmo = 3
WEAPONSECTION = 2
WeaponName = "mp1_weap_inf_shotgun"
WeaponAmmo = 10
WEAPONSECTION = 3
WeaponName = "mp1_weap_inf_sniper_rifle"
WeaponAmmo = 20
WEAPONSECTION = 4
WeaponName = "mp1_weap_inf_bulldog"
WeaponAmmo = 2
VOUnitType = 43
// VOSound = "imp_command_follow SC_Follow"
// VOSound = "imp_command_stopFollow SC_StopFollow"
// VOSound = "imp_command_stopVehicle SC_VehicleWaitUp"
// VOSound = "imp_command_getIn SC_GetIn"
// VOSound = "imp_command_getOut SC_GetOut"
// VOSound = "imp_response_follow SC_FollowResponse"
// VOSound = "imp_response_stopFollow SC_StopFollowResponse"
// VOSound = "imp_response_stopVehicle SC_VehicleWaitUpResponse"
// VOSound = "imp_response_getIn SC_GetInResponse"
// VOSound = "imp_response_getOut SC_GetOutResponse"
VOSound = "imp2_inf_pc_com_hostile SpottedVO"
VOSound = "imp2_inf_pc_com_bacta NeedMedicVO"
VOSound = "imp2_inf_pc_com_mechanic NeedRepairVO"
VOSound = "imp2_inf_pc_com_ammo NeedAmmoVO"
VOSound = "imp2_inf_pc_com_transport NeedPickupVO"
VOSound = "imp2_inf_pc_com_backup NeedBackupVO"
VOSound = "imp2_inf_pc_com_clear_area AttackPositionVO"
VOSound = "imp2_inf_pc_com_defend DefendPositionVO"
VOSound = "imp2_inf_pc_com_hostile_inVehicle SpottedVO +InVehicle"
VOSound = "imp2_inf_pc_com_bacta_inVehicle NeedMedicVO +InVehicle"
VOSound = "imp2_inf_pc_com_mechanic_inVehicle NeedRepairVO +InVehicle"
VOSound = "imp2_inf_pc_com_ammo_inVehicle NeedAmmoVO +InVehicle"
VOSound = "imp2_inf_pc_com_transport_inVehicle NeedPickupVO +InVehicle"
VOSound = "imp2_inf_pc_com_backup_inVehicle NeedBackupVO +InVehicle"
VOSound = "imp2_inf_pc_com_clear_area_inVehicle AttackPositionVO +InVehicle"
VOSound = "imp2_inf_pc_com_defend_inVehicle DefendPositionVO +InVehicle"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum1 AcquiredTarget +VOUnitNum1"
// VOSound = "imp2_inf_chatter_AcquiredTarget_left AcquiredTarget +left"
// VOSound = "imp2_inf_chatter_AcquiredTarget_right AcquiredTarget +right"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum2 AcquiredTarget +VOUnitNum2"
// VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum3 AcquiredTarget +VOUnitNum3"
// VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum5 AcquiredTarget +VOUnitNum5"
// VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum6 AcquiredTarget +VOUnitNum6"
// VOSound = "imp2_inf_chatter_NotShootingCriticalHit_VOUnitNum6 NotShootingCriticalHit +VOUnitNum6"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum10 AcquiredTarget +VOUnitNum10"
// VOSound = "imp2_inf_chatter_NotShootingCriticalHit_VOUnitNum10 NotShootingCriticalHit +VOUnitNum10"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum12 AcquiredTarget +VOUnitNum12"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum11 AcquiredTarget +VOUnitNum11"
// VOSound = "imp2_inf_chatter_NotShootingCriticalHit_VOUnitNum11 NotShootingCriticalHit +VOUnitNum11"
VOSound = "imp2_inf_chatter_NearbyEnemySlaughter NearbyEnemySlaughter"
VOSound = "imp2_inf_chatter_NearbyFriendlySlaughter NearbyFriendlySlaughter"
// VOSound = "imp2_inf_chatter_KillingSpree4 KillingSpree4"
// VOSound = "imp2_inf_chatter_KillingSpree8 KillingSpree8"
// VOSound = "imp2_inf_chatter_HeadshotKill HeadshotKill"
VOSound = "imp2_inf_chatter_Grenade Grenade"
// VOSound = "imp2_inf_chatter_MissileIncoming MissileIncoming"
// VOSound = "imp2_inf_chatter_AcquiredTarget_IsSniper_VOUnitNum4 AcquiredTarget +IsSniper +VOUnitNum4"
// VOSound = "imp2_inf_chatter_FriendlyFire FriendlyFire"
// VOSound = "imp2_inf_chatter_RebelsShootDeadBody RebelsShootDeadBody"
VOSound = "imp2_inf_chatter_GivePowerup GivePowerup"
VOSound = "imp2_inf_chatter_AcquiredTarget_IsTurret AcquiredTarget +IsTurret"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum121 AcquiredTarget +VOUnitNum121"
// VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum123 AcquiredTarget +VOUnitNum123"
// VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum124 AcquiredTarget +VOUnitNum124"
// VOSound = "imp2_inf_chatter_NotShootingCriticalHit_VOUnitNum124 NotShootingCriticalHit +VOUnitNum124"
// VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum125 AcquiredTarget +VOUnitNum125"
// VOSound = "imp2_inf_chatter_NotShootingCriticalHit_VOUnitNum125 NotShootingCriticalHit +VOUnitNum125"
// VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum126 AcquiredTarget +VOUnitNum126"
// VOSound = "imp2_inf_chatter_NotShootingCriticalHit_VOUnitNum126 NotShootingCriticalHit +VOUnitNum126"
// VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum127 AcquiredTarget +VOUnitNum127"
// VOSound = "imp2_inf_chatter_NotShootingCriticalHit_VOUnitNum127 NotShootingCriticalHit +VOUnitNum127"
// VOSound = "imp2_inf_chatter_NotShootingCriticalHit_VOUnitNum126 NotShootingCriticalHit +VOUnitNum126"
// VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum132 AcquiredTarget +VOUnitNum132"
// VOSound = "imp2_inf_chatter_NotShootingCriticalHit_VOUnitNum132 NotShootingCriticalHit +VOUnitNum132"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum182 AcquiredTarget +VOUnitNum182"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum183 AcquiredTarget +VOUnitNum183"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum184 AcquiredTarget +VOUnitNum184"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum185 AcquiredTarget +VOUnitNum185"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum186 AcquiredTarget +VOUnitNum186"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum187 AcquiredTarget +VOUnitNum187"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum188 AcquiredTarget +VOUnitNum188"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum189 AcquiredTarget +VOUnitNum189"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum190 AcquiredTarget +VOUnitNum190"
// VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum83 AcquiredTarget +VOUnitNum83"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum82 AcquiredTarget +VOUnitNum82"
// VOSound = "imp2_inf_chatter_AcquiredTarget AcquiredTarget"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum176 AcquiredTarget +VOUnitNum176"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum175 AcquiredTarget +VOUnitNum175"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum177 AcquiredTarget +VOUnitNum177"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum172 AcquiredTarget +VOUnitNum172"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum174 AcquiredTarget +VOUnitNum174"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum173 AcquiredTarget +VOUnitNum173"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum171 AcquiredTarget +VOUnitNum171"
My mp1_weap_inf_sniper_rifle.odf
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "cannon"
GeometryName = "imp_weap_inf_sniperrifle.msh"
[Properties]
ScoreForMedalsType = 4
MedalsTypeToLock = 4
AnimationBank = "rifle"
//***********************************************
//************* TARGET & RANGE VALUES **********
//***********************************************
TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "1"
TargetBuilding = "0"
MinRange = "2"
OptimalRange = "64"
MaxRange = "200"
AIUseBubbleCircle = "1"
AIBubbleSizeMultiplier = "0.6"
LockOnRange = "0.0"
LockTime = "0.0"
LockOnAngle = "0.0"
ReticuleInAimingOnly = 1
SniperScope = 1
ZoomFirstPerson = 1
ZoomMin = "7.0"
ZoomMax = "7.0"
ZoomRate = "0.0"
YawSpread = "0.0"
PitchSpread = "0.0"
KickStrength = "3.0" // "2.0"
SpreadPerShot = "1.1"
SpreadRecoverRate = "4.8"
SpreadThreshold = "1.6"
SpreadLimit = "6.0"
StandStillSpread = "0.0"
StandMoveSpread = "0.0"
CrouchStillSpread = "0.0"
CrouchMoveSpread = "0.0"
ProneStillSpread = "0.0"
ProneMoveSpread = "0.0"
//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************
RoundsPerClip = "1" // 5
ReloadTime = "0.8"
ShotDelay = "0.0" //1.0
TriggerSingle = "1"
MaxPressedTime = "0.0"
SalvoCount = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.0"
SalvoTime = "0.0"
//***********************************************
//*********** HUD & CONTROLLER VALUES *********
//***********************************************
ScopeTexture = "weapon_scope3"
MuzzleFlash = "small_muzzle_flash"
FlashColor = "255 80 80 255"
FlashLength = 0.025
FlashLightColor = "255 192 192 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"
ClassLabel = "cannon"
GeometryName = "imp_weap_inf_sniperrifle.msh"
[Properties]
ScoreForMedalsType = 4
MedalsTypeToLock = 4
AnimationBank = "rifle"
//***********************************************
//************* TARGET & RANGE VALUES **********
//***********************************************
TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "1"
TargetBuilding = "0"
MinRange = "2"
OptimalRange = "64"
MaxRange = "200"
AIUseBubbleCircle = "1"
AIBubbleSizeMultiplier = "0.6"
LockOnRange = "0.0"
LockTime = "0.0"
LockOnAngle = "0.0"
ReticuleInAimingOnly = 1
SniperScope = 1
ZoomFirstPerson = 1
ZoomMin = "7.0"
ZoomMax = "7.0"
ZoomRate = "0.0"
YawSpread = "0.0"
PitchSpread = "0.0"
KickStrength = "3.0" // "2.0"
SpreadPerShot = "1.1"
SpreadRecoverRate = "4.8"
SpreadThreshold = "1.6"
SpreadLimit = "6.0"
StandStillSpread = "0.0"
StandMoveSpread = "0.0"
CrouchStillSpread = "0.0"
CrouchMoveSpread = "0.0"
ProneStillSpread = "0.0"
ProneMoveSpread = "0.0"
//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************
RoundsPerClip = "1" // 5
ReloadTime = "0.8"
ShotDelay = "0.0" //1.0
TriggerSingle = "1"
MaxPressedTime = "0.0"
SalvoCount = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.0"
SalvoTime = "0.0"
//***********************************************
//*********** HUD & CONTROLLER VALUES *********
//***********************************************
ScopeTexture = "weapon_scope3"
MuzzleFlash = "small_muzzle_flash"
FlashColor = "255 80 80 255"
FlashLength = 0.025
FlashLightColor = "255 192 192 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"
Hidden/Spoiler:
[OrdnanceClass]
ClassLabel = "bolt"
[Properties]
LaserLength = "5.0"
LaserWidth = "0.15"
GlowLength = "24"
BlurLength = "32"
FadeOutTime = "0.3"
ImpactEffectSoft = "com_sfx_ord_exp"
ImpactEffectRigid = "com_sfx_ord_exp"
ImpactEffectStatic = "com_sfx_ord_exp"
ImpactEffectTerrain = "com_sfx_ord_exp"
ImpactEffectWater = "com_sfx_watersplash_ord"
ImpactEffectShield = "com_sfx_ord_exp"
ExpireEffect = "com_sfx_ord_exp"
LifeSpan = "0.15"
MaxDamage = "700.0"
Velocity = "1500.0"
Gravity = "0.0"
Rebound = "1.0"
VehicleScale = "1.5"
ShieldScale = "1.0"
PersonScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.1"
DamageTransitionDelay = "0.0" //How long in seconds before the damage change begins.
DamageTransitionPeriod = "0.05" //How long in seconds the damage change lasts.
DamageFinalDamage = "800.0" //What the damage would be at the end of the transition period. A negative value means that no change is applied.
FadeLightColor = "0" //Whether or not the color on the light should be faded along with the damage.
EndLaserGlowColor = "0 0 0 0" //What color the laser glow will be by the end of the transition. Varies over DamageTransitionPeriod. (only for lasers.)
EndLightColor = "0 0 0 0" //What color light will be applied by the end of the transition. Varies over DamageTransitionPeriod.
OrdnanceSound = "com_weap_inf_ord_hum_sm"
CollisionSound = "imp_weap_ord_exp"
BonusAmplification = "0.25" //how much more damage will be done when team_bonus_blaster_amplication is on
ClassLabel = "bolt"
[Properties]
LaserLength = "5.0"
LaserWidth = "0.15"
GlowLength = "24"
BlurLength = "32"
FadeOutTime = "0.3"
ImpactEffectSoft = "com_sfx_ord_exp"
ImpactEffectRigid = "com_sfx_ord_exp"
ImpactEffectStatic = "com_sfx_ord_exp"
ImpactEffectTerrain = "com_sfx_ord_exp"
ImpactEffectWater = "com_sfx_watersplash_ord"
ImpactEffectShield = "com_sfx_ord_exp"
ExpireEffect = "com_sfx_ord_exp"
LifeSpan = "0.15"
MaxDamage = "700.0"
Velocity = "1500.0"
Gravity = "0.0"
Rebound = "1.0"
VehicleScale = "1.5"
ShieldScale = "1.0"
PersonScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.1"
DamageTransitionDelay = "0.0" //How long in seconds before the damage change begins.
DamageTransitionPeriod = "0.05" //How long in seconds the damage change lasts.
DamageFinalDamage = "800.0" //What the damage would be at the end of the transition period. A negative value means that no change is applied.
FadeLightColor = "0" //Whether or not the color on the light should be faded along with the damage.
EndLaserGlowColor = "0 0 0 0" //What color the laser glow will be by the end of the transition. Varies over DamageTransitionPeriod. (only for lasers.)
EndLightColor = "0 0 0 0" //What color light will be applied by the end of the transition. Varies over DamageTransitionPeriod.
OrdnanceSound = "com_weap_inf_ord_hum_sm"
CollisionSound = "imp_weap_ord_exp"
BonusAmplification = "0.25" //how much more damage will be done when team_bonus_blaster_amplication is on


