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:
- idEntity
- idAnimatedEntity
- idAFEntity_Base
- idAFEntity_Gibbable
- idActor
- idAI
- character_default
- char_campbell_bfg
- char_campbell_bfgcase
- marscity_cinematic_campbell
- char_campbell_bfgcase
- char_campbell_bfg
- character_default
- idAI
- idActor
- idAFEntity_Gibbable
- idAFEntity_Base
- idAnimatedEntity
Note : Entries marked in italics are classes defined in the SDK.
Notes
Notes not available.