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[GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "hot_inf_wampa"
[Properties]
HUDTag = "hud_wampa"
AISizeType = "HOVER"
GeometryName = "hot_inf_wampa"
GeometryLowRes = "hot_inf_wampa_low1"
SkeletonLowRes = "wampalz"
SkeletonName = "wampa"
//this keeps the player from entering first person with this char
forcemode = 0
// well, they can't use technology!
NoEnterVehicles = 1
// do NOT kneel when dead
FleeLikeAHero = 1
// one jump animation for this dude
UseDirectionalJumps = 0
JetJump = "1.0" //The initial jump-push given when enabling the jet
JetPush = "1.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "55.0" // for characters with jet jump, use this acceleration for in air control
JetEffect = ""
JetShowHud = 0
CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions
WEAPONSECTION = 1
WeaponName1 = "hot_weap_lightsaber_wampa"
WeaponAmmo1 = "ewk_weap_inf_rock"
//HEALTH
HealthType = "person"
MaxHealth = 20.0
// Movement defaults
// These are values for an average class - some soldiers will override these
MaxSpeed = 100.0 // base forward speed
MaxStrafeSpeed = 100.0 // base right/left speed
MaxTurnSpeed = 100.0 // base turn speed
JumpHeight = 50.0 // base jump height in meters
// Speed multipliers for various actions
JumpForwardSpeedFactor = 1.3 // boost forward part of velocity by this factor when jumping
JumpStrafeSpeedFactor = 1.0 // boost side/backward part of velocity by this factor when jumping
RollSpeedFactor = 1.5 // 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 = 0.01 // 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 3.00 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"
///SOUND
SndHeroSelectable = ""
SndHeroSpawned = ""
SndHeroDefeated = ""
SndHeroKiller = ""
SoldierMusic = ""
HurtSound = "wampahurt"
DeathSound = "wampadeath"
LowHealthSound = "wampa_chatter"
LowHealthThreshold = "1.1"
FoleyFXClass = "wok_inf_soldier"
//this keeps the player from entering first person with this char
forcemode = 0
keep me from being wampa?


