Marscity cinematic campbell (entity)

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Description

Description not available.

Spawn Arguments

The following is a list of key/value pairs, also known as spawn arguments, that function with this entity.

KEY DESCRIPTION
angle Description not available.
anim Anim to play when talktrigger is set.
anim1 Description not available.
anim2 Description not available.
anim3 Description not available.
anim4 Description not available.
attack_accuracy Maximum angular offset to randomly offset the character’s aim when firing missiles
bind Description not available.
bindOrientated Description not available.
bindToBody Description not available.
bindToJoint Description not available.
bindanim Description not available.
bleed Description not available.
blink_max Maximum time to wait between eye blinks.
blink_min Minimum time to wait between eye blinks.
bone_focus Where the character’s eyes are in his head
bone_leftEye Which bone to modify to adjust the left eye
bone_rightEye Which bone to modify to adjust the right eye
cameraTarget Description not available.
chatter_max maximum amount of time to wait till playing chat sounds when idle
chatter_min minimum amount of time to wait till playing chat sounds when idle
cinematic Description not available.
classname Description not available.
clipmodel Description not available.
cone Description not available.
copy_joint XXXX Description not available.
copy_joint_world XXXX Description not available.
cylinder Description not available.
damage_zone XXXX Description not available.
def_attach Name of entityDef to attach to model. Set ‘joint’ in the attached entity def to the joint to attach to, and use ‘origin’ and ‘angles’ to offset it.
def_dropDeathItem Description not available.
def_head Description not available.
def_projectile name of entityDef to launch as projectile
dropDeathItemJoint Description not available.
editor_color Description not available.
editor_copy Description not available.
editor_maxs Description not available.
editor_mins Description not available.
editor_var XXXX Description not available.
eye_focus_rate how quickly the eyes focus on a target
eye_horizontal_offset horizontal offset from the player’s view that the character’s eyes should focus on. negative values bring eyes closer together.
eye_turn_max max angular offset for eye joint before head has to turn.
eye_turn_min min angular offset for eye joint before head has to turn.
eye_verticle_offset verticle offset from the player’s view that the character’s eyes should focus on.
focus_align_time how long character should glance at the player before turning his head.
guiTarget Description not available.
head_focus_rate how quickly the head focuses on a target
head_joint Description not available.
head_look Description not available.
health Description not available.
hide Causes character to be hfidden and nonsolid until triggered.
ik_ankle1 Description not available.
ik_ankle2 Description not available.
ik_dir1 Description not available.
ik_dir2 Description not available.
ik_foot1 Description not available.
ik_foot2 Description not available.
ik_footSize Description not available.
ik_hip1 Description not available.
ik_hip2 Description not available.
ik_knee1 Description not available.
ik_knee2 Description not available.
ik_numLegs Description not available.
ik_numlegs Description not available.
ik_waist Description not available.
inherit Description not available.
kick_force how much force to apply to blocking obstacles to get them out of the way.
look_joint XXXX Description not available.
look_max maximum angles for head looks
look_min minimum angles for head looks
mass character’s mass.
maxs Description not available.
mins Description not available.
model Description not available.
name Description not available.
networkSync Description not available.
neverDormant Description not available.
noGrab Description not available.
noclipmodel Description not available.
num_cinematics When set, character is in cinematic mode. Remains hidden until triggered, then plays each anim in sequence, then triggers targets becomes hidden once more. Anims are specified by setting ‘anim1’, ‘anim2’, ‘anim3’, etc.
num_projectiles how many projectiles to launch at a time.
on_activate Description not available.
origin Description not available.
projectile_spread how much to spread out projectiles when they’re fired. Works in conjunction with attack_accuracy. Good for things like shotgun blasts.
ragdoll Specifies the .af file to use for a ragdoll when the creature dies
rank Monsters only fight back when attacked by members of it’s own team when its rank is greater than or equal to the attacker’s rank. A rank of 0 will never fight back.
rotation Description not available.
scriptobject Description not available.
size Description not available.
skin Description not available.
skin_dropDeath Description not available.
skin_xray Description not available.
slowmo Description not available.
snd_bounce Description not available.
snd_cower Description not available.
snd_footstep Description not available.
solidForTeam Description not available.
sound_bone Description not available.
spawnclass Description not available.
state Description not available.
talk0_blendin # frames to blend into triggered talk anim.
talk0_blendout # frames to blend out of triggered talk anim.
talk1_blendin # frames to blend into primary talk anim.
talk1_blendout # frames to blend out of primary talk anim.
talk2_blendin # frames to blend into secondary talk anim.
talk2_blendout # frames to blend out of secondary talk anim.
talkradius If the player steps outside this distance from the character, the conversation is over and the character goes back to what he was doing.
talks whether character can be engaged in conversation
talktime How long the character will wait for the player to press the talk button before returning to what he was doing.
target set of path_* entities to visit.
team Monsters do not actively attack players or monsters with the same team #.
turn_rate Maximum # of degrees character can turn per second
use_aas extension of the aas file to use for navigation.

Inheritance

This entity is derived from the following:

Note : Entries marked in italics are classes defined in the SDK.

Notes

Notes not available.