A most peculiar finding, and dilemma.
Posted: Sat Feb 21, 2009 12:52 am
by MetalcoreRancor
http://www.xfire.com/video/7d2cd/
If you watch this footage, you'll notice that the Rancor is doing things no jedi has done before... you might think that you're on drugs and that isn't really happening, but yes I got Gravity working. The problem is, during this state of flying, you are in "jump" and as a jedi, its not rigged for the character to fire a secondary in this condition, so it creates a dilemma where if you hold the secondary, you begin to descend back down, but if you touch the ground you fly up. This isn't shown in the video, but its a result of work after the video.
I have since then created a means for the rancor to descend by pressing the attack button, but players can chain levitations by pressing attack while falling down.
So what is it I'm asking of you smart folks? To tell me how to structure this technology so jedi can fire rockets/bombs while in this state.. and if they cant, offer suggestions of how to set it up so they can do something. :S
Heres my Combo, and odf.
If you watch this footage, you'll notice that the Rancor is doing things no jedi has done before... you might think that you're on drugs and that isn't really happening, but yes I got Gravity working. The problem is, during this state of flying, you are in "jump" and as a jedi, its not rigged for the character to fire a secondary in this condition, so it creates a dilemma where if you hold the secondary, you begin to descend back down, but if you touch the ground you fly up. This isn't shown in the video, but its a result of work after the video.
I have since then created a means for the rancor to descend by pressing the attack button, but players can chain levitations by pressing attack while falling down.
So what is it I'm asking of you smart folks? To tell me how to structure this technology so jedi can fire rockets/bombs while in this state.. and if they cant, offer suggestions of how to set it up so they can do something. :S
Heres my Combo, and odf.
Hidden/Spoiler:
Animation("stand_attack1a_upper")
{
AimType("None");
BlendInTime(0.0);
BlendOutTime(0.3);
BlendTimeTo("stand_attack1a_end", 0.0);
BlendTimeTo("stand_attack1b", 0.2);
}
Animation("stand_attack1a_lower")
{
BlendInTime(0.3);
BlendOutTime(0.3);
BlendTimeTo("stand_attack1a_end", 0.0);
BlendTimeTo("stand_attack1b", 0.15);
}
State("IDLE")
{
Duration(0.0); // infinite duration
EnergyRestoreRate(); // (0.0, "FromSoldier")
RemapReloadButton("Crouch")
Transition("ATTACK1")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Stand");
Button("Fire", "Press");
}
}
Transition("BASHATTACK")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Sprint");
Button("Fire", "Press");
}
}
Transition("JUMPSPRING")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Jump");
Button("Fire", "Press");
}
}
Transition("FALL")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Jump", "Jet");
//The following should be true during a jetjump, jump, or fall
// unless we're more than 0.35 seconds from the apex.
//NOTE: This may leave too little time for the jumpattack_fall anim
// to play if darth is jetting very close to the ground, and may
// not allow darth to jump attack during a long fall from high up.
//VelocityY(">", -6.3);
Button("Crouch", "Press");
}
}
}
State("ATTACK1")
{
Posture("Stand");
Animation("stand_attack1")
{
AimType("FullBody");
BlendInTime(0.15);
BlendOutTime(0.15);
}
Sound("rancor_amb", 15, "Frames");
//set a duration so we will go to state RECOVER3 before the animation ends
AlignedToThrust();
Duration(3, "Seconds")
StrafeFactor(0.5);
TurnFactor(0.5);
InputLock(0.0,"Sprint", "Jump", "Crouch", "Roll");
Attack()
{
Edge(0);
DamageTime(0.1, 1, "Seconds");
DamageLength(5.5);
DamageWidth(1.25);
Damage(1000);
Push(20.0);
}
Attack()
{
Edge(1);
DamageTime(1.1, 2, "Seconds");
DamageLength(5.5);
DamageWidth(1.25);
Damage(1000);
Push(20.0);
}
Attack()
{
Edge(2);
DamageTime(2.1, 3, "Seconds");
DamageLength(5.5);
DamageWidth(1.25);
Damage(1500);
Push(20.0);
}
Transition("IDLE");
}
State("BASHATTACK")
{
Posture("Stand");
Animation("stand_dashattack")
{
AimType("FullBody");
BlendInTime(0.10);
BlendOutTime(0.25);
BlendTimeTo("stand_attack1c", 0.4);
}
Sound("saber_swing");
AnimatedMove()
{
VelocityZ(17.0);
VelocityX(0.0);
VelocityFromThrust(0.5);
VelocityFromStrafe(0.5);
// Until()
// {
// Break(16, "Seconds");
// }
}
TurnFactor(1.3);
Duration(3, "Seconds");
Deflect()
{
DeflectAngle(-360, 360); // deflect anything from forward arc
EnergyCost(0.0);
}
InputLock("All", "!Thrust");
Attack()
{
Edge(0);
DamageTime(0.1, 1, "Seconds");
DamageLength(5.5);
DamageWidth(1.25);
Damage(1000);
Push(20.0);
}
Attack()
{
Edge(1);
DamageTime(1.1, 2, "Seconds");
DamageLength(5.5);
DamageWidth(1.25);
Damage(1000);
Push(20.0);
}
Attack()
{
Edge(2);
DamageTime(2.1, 3, "Seconds");
DamageLength(5.5);
DamageWidth(1.25);
Damage(1500);
Push(20.0);
}
Transition("BASHATTACKCONTINUED");
}
State("BASHATTACKCONTINUED")
{
Posture("Stand");
Animation("stand_dashattack")
{
AimType("FullBody");
BlendInTime(0.10);
BlendOutTime(0.25);
BlendTimeTo("stand_attack1c", 0.4);
}
Duration(3, "Seconds");
Deflect()
{
DeflectAngle(-360, 360); // deflect anything from forward arc
EnergyCost(0.0);
}
AnimatedMove()
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(0.5);
VelocityFromStrafe(0.5);
}
Attack()
{
Edge(0);
DamageTime(0.1, 1, "Seconds");
DamageLength(5.5);
DamageWidth(1.25);
Damage(1000);
Push(20.0);
}
Attack()
{
Edge(1);
DamageTime(1.1, 2, "Seconds");
DamageLength(5.5);
DamageWidth(1.25);
Damage(1000);
Push(20.0);
}
Attack()
{
Edge(2);
DamageTime(2.1, 3, "Seconds");
DamageLength(5.5);
DamageWidth(1.25);
Damage(1500);
Push(20.0);
}
TurnFactor(0.3);
InputLock("All", "!Thrust");
Transition("IDLE");
}
State("JUMPSPRING")
{
Posture("Jump");
Animation("stand_walkforward")
{
BlendInTime(0.10);
BlendOutTime(0.25);
}
Gravity(-4.0);
GravityVelocityTarget(95.0); // accelerate us
AnimatedMove()
{
VelocityFromThrust(90.0);
VelocityFromStrafe(0.0);
}
AlignedToThrust();
TurnFactor(4.3);
Transition("ATTACK1")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Jump");
Button("Fire", "Press");
}
}
Transition("JUMPSPRING2");
}
State("JUMPSPRING2")
{
Posture("Jump");
Animation("stand_walkforward")
{
BlendInTime(0.10);
BlendOutTime(0.25);
}
Gravity(-4.0);
GravityVelocityTarget(55.0); // accelerate us
AnimatedMove()
{
VelocityFromThrust(40.0);
VelocityFromStrafe(0.0);
}
AlignedToThrust();
TurnFactor(6.3);
Transition("ATTACK1")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Jump");
Button("Fire", "Press");
}
}
Transition("FALL")
}
State("FALL")
{
Posture("Jump");
Animation("stand_walkforward")
{
BlendInTime(0.10);
BlendOutTime(0.25);
}
Gravity(4.0);
GravityVelocityTarget(-15.0); // accelerate us
AnimatedMove()
{
VelocityFromThrust(90.0);
VelocityFromStrafe(0.0);
}
AlignedToThrust();
Duration(3, "Seconds");
AnimatedMove()
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(0.5);
VelocityFromStrafe(0.5);
}
Attack()
{
Edge(0);
DamageTime(0.1, 1, "Seconds");
DamageLength(5.5);
DamageWidth(1.25);
Damage(1000);
Push(20.0);
}
Attack()
{
Edge(1);
DamageTime(1.1, 2, "Seconds");
DamageLength(5.5);
DamageWidth(1.25);
Damage(1000);
Push(20.0);
}
Attack()
{
Edge(2);
DamageTime(2.1, 3, "Seconds");
DamageLength(5.5);
DamageWidth(1.25);
Damage(1500);
Push(20.0);
}
TurnFactor(0.3);
InputLock("All", "!Thrust", "!Fire");
Transition("IDLE");
}
{
AimType("None");
BlendInTime(0.0);
BlendOutTime(0.3);
BlendTimeTo("stand_attack1a_end", 0.0);
BlendTimeTo("stand_attack1b", 0.2);
}
Animation("stand_attack1a_lower")
{
BlendInTime(0.3);
BlendOutTime(0.3);
BlendTimeTo("stand_attack1a_end", 0.0);
BlendTimeTo("stand_attack1b", 0.15);
}
State("IDLE")
{
Duration(0.0); // infinite duration
EnergyRestoreRate(); // (0.0, "FromSoldier")
RemapReloadButton("Crouch")
Transition("ATTACK1")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Stand");
Button("Fire", "Press");
}
}
Transition("BASHATTACK")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Sprint");
Button("Fire", "Press");
}
}
Transition("JUMPSPRING")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Jump");
Button("Fire", "Press");
}
}
Transition("FALL")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Jump", "Jet");
//The following should be true during a jetjump, jump, or fall
// unless we're more than 0.35 seconds from the apex.
//NOTE: This may leave too little time for the jumpattack_fall anim
// to play if darth is jetting very close to the ground, and may
// not allow darth to jump attack during a long fall from high up.
//VelocityY(">", -6.3);
Button("Crouch", "Press");
}
}
}
State("ATTACK1")
{
Posture("Stand");
Animation("stand_attack1")
{
AimType("FullBody");
BlendInTime(0.15);
BlendOutTime(0.15);
}
Sound("rancor_amb", 15, "Frames");
//set a duration so we will go to state RECOVER3 before the animation ends
AlignedToThrust();
Duration(3, "Seconds")
StrafeFactor(0.5);
TurnFactor(0.5);
InputLock(0.0,"Sprint", "Jump", "Crouch", "Roll");
Attack()
{
Edge(0);
DamageTime(0.1, 1, "Seconds");
DamageLength(5.5);
DamageWidth(1.25);
Damage(1000);
Push(20.0);
}
Attack()
{
Edge(1);
DamageTime(1.1, 2, "Seconds");
DamageLength(5.5);
DamageWidth(1.25);
Damage(1000);
Push(20.0);
}
Attack()
{
Edge(2);
DamageTime(2.1, 3, "Seconds");
DamageLength(5.5);
DamageWidth(1.25);
Damage(1500);
Push(20.0);
}
Transition("IDLE");
}
State("BASHATTACK")
{
Posture("Stand");
Animation("stand_dashattack")
{
AimType("FullBody");
BlendInTime(0.10);
BlendOutTime(0.25);
BlendTimeTo("stand_attack1c", 0.4);
}
Sound("saber_swing");
AnimatedMove()
{
VelocityZ(17.0);
VelocityX(0.0);
VelocityFromThrust(0.5);
VelocityFromStrafe(0.5);
// Until()
// {
// Break(16, "Seconds");
// }
}
TurnFactor(1.3);
Duration(3, "Seconds");
Deflect()
{
DeflectAngle(-360, 360); // deflect anything from forward arc
EnergyCost(0.0);
}
InputLock("All", "!Thrust");
Attack()
{
Edge(0);
DamageTime(0.1, 1, "Seconds");
DamageLength(5.5);
DamageWidth(1.25);
Damage(1000);
Push(20.0);
}
Attack()
{
Edge(1);
DamageTime(1.1, 2, "Seconds");
DamageLength(5.5);
DamageWidth(1.25);
Damage(1000);
Push(20.0);
}
Attack()
{
Edge(2);
DamageTime(2.1, 3, "Seconds");
DamageLength(5.5);
DamageWidth(1.25);
Damage(1500);
Push(20.0);
}
Transition("BASHATTACKCONTINUED");
}
State("BASHATTACKCONTINUED")
{
Posture("Stand");
Animation("stand_dashattack")
{
AimType("FullBody");
BlendInTime(0.10);
BlendOutTime(0.25);
BlendTimeTo("stand_attack1c", 0.4);
}
Duration(3, "Seconds");
Deflect()
{
DeflectAngle(-360, 360); // deflect anything from forward arc
EnergyCost(0.0);
}
AnimatedMove()
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(0.5);
VelocityFromStrafe(0.5);
}
Attack()
{
Edge(0);
DamageTime(0.1, 1, "Seconds");
DamageLength(5.5);
DamageWidth(1.25);
Damage(1000);
Push(20.0);
}
Attack()
{
Edge(1);
DamageTime(1.1, 2, "Seconds");
DamageLength(5.5);
DamageWidth(1.25);
Damage(1000);
Push(20.0);
}
Attack()
{
Edge(2);
DamageTime(2.1, 3, "Seconds");
DamageLength(5.5);
DamageWidth(1.25);
Damage(1500);
Push(20.0);
}
TurnFactor(0.3);
InputLock("All", "!Thrust");
Transition("IDLE");
}
State("JUMPSPRING")
{
Posture("Jump");
Animation("stand_walkforward")
{
BlendInTime(0.10);
BlendOutTime(0.25);
}
Gravity(-4.0);
GravityVelocityTarget(95.0); // accelerate us
AnimatedMove()
{
VelocityFromThrust(90.0);
VelocityFromStrafe(0.0);
}
AlignedToThrust();
TurnFactor(4.3);
Transition("ATTACK1")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Jump");
Button("Fire", "Press");
}
}
Transition("JUMPSPRING2");
}
State("JUMPSPRING2")
{
Posture("Jump");
Animation("stand_walkforward")
{
BlendInTime(0.10);
BlendOutTime(0.25);
}
Gravity(-4.0);
GravityVelocityTarget(55.0); // accelerate us
AnimatedMove()
{
VelocityFromThrust(40.0);
VelocityFromStrafe(0.0);
}
AlignedToThrust();
TurnFactor(6.3);
Transition("ATTACK1")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Jump");
Button("Fire", "Press");
}
}
Transition("FALL")
}
State("FALL")
{
Posture("Jump");
Animation("stand_walkforward")
{
BlendInTime(0.10);
BlendOutTime(0.25);
}
Gravity(4.0);
GravityVelocityTarget(-15.0); // accelerate us
AnimatedMove()
{
VelocityFromThrust(90.0);
VelocityFromStrafe(0.0);
}
AlignedToThrust();
Duration(3, "Seconds");
AnimatedMove()
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(0.5);
VelocityFromStrafe(0.5);
}
Attack()
{
Edge(0);
DamageTime(0.1, 1, "Seconds");
DamageLength(5.5);
DamageWidth(1.25);
Damage(1000);
Push(20.0);
}
Attack()
{
Edge(1);
DamageTime(1.1, 2, "Seconds");
DamageLength(5.5);
DamageWidth(1.25);
Damage(1000);
Push(20.0);
}
Attack()
{
Edge(2);
DamageTime(2.1, 3, "Seconds");
DamageLength(5.5);
DamageWidth(1.25);
Damage(1500);
Push(20.0);
}
TurnFactor(0.3);
InputLock("All", "!Thrust", "!Fire");
Transition("IDLE");
}
Hidden/Spoiler:
/////THE ULTIMATE CREATION, A LIVING RANCOR, by ={WGO}=Rancor, also known as MetalcoreRancor
/////Do not ever, EVER push the red button... lolz
/////
[GameObjectClass]
ClassParent = "com_inf_default"
GeometryName = "tat3_bldg_rancor.msh"
GeometryScale = 0.7
[Properties]
UnitType = "trooper"
MapTexture = "troop_icon"
MapScale = 1.4
GeometryName = "tat3_bldg_rancor"
SkeletonName = "Rancor"
AnimationName = "Rancor"
SkeletonRootScale = 1.1
HealthType = "animal"
MaxHealth = 2000.0
UseDirectionalDeaths = 0
UseDirectionalJumps = 0
CapturePosts = 1
MaxSpeed = 6.5 // base forward speed
MaxStrafeSpeed = 6.5 // base right/left speed
MaxTurnSpeed = 3.0 // base turn speed
JumpHeight = 10.5 // base jump height in meters
JumpForwardSpeedFactor = 2.3 // boost forward part of velocity by this factor when jumping
JumpStrafeSpeedFactor = 5.0 // boost side/backward part of velocity by this factor when jumping
RollSpeedFactor = 1.7 // in forward arc, boost speed by this factor when rolling
Acceleration = 90.0 // accelerate to full run in about 7/70 = 0.1 seconds
JetAcceleration = 20.0 // for characters with jet jump, use this acceleration for in air control
SprintAccelerateTime = 0.05 // accelerate from run to sprint in this time
EnergyDrainSprint = 20.0 // energy spent per second of sprinting
ControlSpeed = "sprint 4.00 0.50 0.50"
WEAPONSECTION = 1
WeaponName = "ran_weap_inf_rancorclaw"
WeaponAmmo = 0
WEAPONSECTION = 2
WeaponName = "com_weap_inf_ForceDisaster"
WeaponAmmo = 0
WeaponChannel = 1
JumpHeight = 3.0 // base jump height in meters
RecoverFromTumble = "1"
CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions
EnergyBar = 100.0 // Max energy
EnergyRestore = 10.0 // energy regained per second if moving
EnergyRestoreIdle = 30.0 // energy regained per second if not
EnergyDrainSprint = 20.0 // energy spent per second of sprinting
EnergyMinSprint = 20.0 // min energy to start sprinting
EnergyCostJump = 50.0 // energy cost to jump
EnergyCostRoll = 25.0 // energy cost to roll
CAMERASECTION = "STAND"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 5.8 0.0
TrackOffset = "0.0 0.0 3.5"
TiltValue = "5.0"
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 3.5"
TiltValue = "5.0"
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"
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"
NoEnterVehicles = 1
AISizeType = "SOLDIER"
VOUnitType = 174
SoldierMusic = "rancor_chew_02"
HurtSound = "roar_03"
DeathSound = "roar_03"
AcquiredTargetSound = ""
HidingSound = "gam_chatter"
ApproachingTargetSound = "gam_chatter"
FleeSound = "roar_01"
PreparingForDamageSound = "gam_hurt"
HeardEnemySound = "gam_chatter"
ShockFadeOutTime = ""
ShockFadeInTime = ""
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
LowHealthSound = "rancor_amb"
LowHealthThreshold = "5.0"
FoleyFXClass = "rancor_amb"
/////Do not ever, EVER push the red button... lolz
/////
[GameObjectClass]
ClassParent = "com_inf_default"
GeometryName = "tat3_bldg_rancor.msh"
GeometryScale = 0.7
[Properties]
UnitType = "trooper"
MapTexture = "troop_icon"
MapScale = 1.4
GeometryName = "tat3_bldg_rancor"
SkeletonName = "Rancor"
AnimationName = "Rancor"
SkeletonRootScale = 1.1
HealthType = "animal"
MaxHealth = 2000.0
UseDirectionalDeaths = 0
UseDirectionalJumps = 0
CapturePosts = 1
MaxSpeed = 6.5 // base forward speed
MaxStrafeSpeed = 6.5 // base right/left speed
MaxTurnSpeed = 3.0 // base turn speed
JumpHeight = 10.5 // base jump height in meters
JumpForwardSpeedFactor = 2.3 // boost forward part of velocity by this factor when jumping
JumpStrafeSpeedFactor = 5.0 // boost side/backward part of velocity by this factor when jumping
RollSpeedFactor = 1.7 // in forward arc, boost speed by this factor when rolling
Acceleration = 90.0 // accelerate to full run in about 7/70 = 0.1 seconds
JetAcceleration = 20.0 // for characters with jet jump, use this acceleration for in air control
SprintAccelerateTime = 0.05 // accelerate from run to sprint in this time
EnergyDrainSprint = 20.0 // energy spent per second of sprinting
ControlSpeed = "sprint 4.00 0.50 0.50"
WEAPONSECTION = 1
WeaponName = "ran_weap_inf_rancorclaw"
WeaponAmmo = 0
WEAPONSECTION = 2
WeaponName = "com_weap_inf_ForceDisaster"
WeaponAmmo = 0
WeaponChannel = 1
JumpHeight = 3.0 // base jump height in meters
RecoverFromTumble = "1"
CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions
EnergyBar = 100.0 // Max energy
EnergyRestore = 10.0 // energy regained per second if moving
EnergyRestoreIdle = 30.0 // energy regained per second if not
EnergyDrainSprint = 20.0 // energy spent per second of sprinting
EnergyMinSprint = 20.0 // min energy to start sprinting
EnergyCostJump = 50.0 // energy cost to jump
EnergyCostRoll = 25.0 // energy cost to roll
CAMERASECTION = "STAND"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 5.8 0.0
TrackOffset = "0.0 0.0 3.5"
TiltValue = "5.0"
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 3.5"
TiltValue = "5.0"
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"
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"
NoEnterVehicles = 1
AISizeType = "SOLDIER"
VOUnitType = 174
SoldierMusic = "rancor_chew_02"
HurtSound = "roar_03"
DeathSound = "roar_03"
AcquiredTargetSound = ""
HidingSound = "gam_chatter"
ApproachingTargetSound = "gam_chatter"
FleeSound = "roar_01"
PreparingForDamageSound = "gam_hurt"
HeardEnemySound = "gam_chatter"
ShockFadeOutTime = ""
ShockFadeInTime = ""
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
LowHealthSound = "rancor_amb"
LowHealthThreshold = "5.0"
FoleyFXClass = "rancor_amb"