KCD2 Lua Dump
🧩 Syntax:
ACTIVATION_TIMER=0
ADJUSTAIM_AIM=0
ADJUSTAIM_HIDE=1
AHC_BASIC=0
AHC_CHAT=8
AHC_DOG=7
AHC_FOLLOW=9
AHT_HOLD=2
AHT_PRESS=0
AHT_RELEASE=1
AI = {
AbortAction()
AddAggressiveTarget()
AddCombatClass()
AddCoverEntity()
AddFormationPoint()
AddFormationPointFixed()
AddPersonallyHostile()
AgentLookAtPos()
AllowLowerBodyToTurn()
Animation()
AssignPFPropertiesToPathType()
AssignPathTypeToSOUser()
AutoDisable()
BeginGoalPipe()
BeginGroup()
BehaviorEvent()
BreakEvent()
CanFireInStance()
CanMelee()
CanMoveStraightToPoint()
ChangeFormation()
ChangeMovementAbility()
ChangeParameter()
CheckForFriendlyAgentsAroundPoint()
CheckMeleeDamage()
CheckVehicleColision()
ClearAnimationTag()
ClearMovementContext()
ClearPotentialTargets()
ClearTempTarget()
ConstrainPointInsideGenericShape()
CreateFormation()
CreateGoalPipe()
CreateGroupFormation()
CreateStimulusEvent()
CreateStimulusEventInRange()
CreateTempGenericShapeBox()
DebugReportHitDamage()
DestroyAllTPSQueries()
DistanceToGenericShape()
DropTarget()
EnableCoverFire()
EnableFire()
EnableUpdateLookTarget()
EnableWeaponAccessory()
EndGoalPipe()
EndGroup()
Error()
EvalHidespot()
EvalPeek()
Event()
ExecuteAction()
FindObjectOfType()
FindStandbySpotInShape()
FindStandbySpotInSphere()
FreeSignal()
GetAIObjectPosition()
GetAlertness()
GetAnchor()
GetAttentionTargetAIType()
GetAttentionTargetDirection()
GetAttentionTargetDistance()
GetAttentionTargetEntity()
GetAttentionTargetOf()
GetAttentionTargetPosition()
GetAttentionTargetThreat()
GetAttentionTargetType()
GetAttentionTargetViewDirection()
GetBeaconPosition()
GetBehaviorBlackBoard()
GetBehaviorVariable()
GetBiasedDirection()
GetCurrentHideAnchor()
GetDirLabelToPoint()
GetDirectAnchorPos()
GetDistanceAlongPath()
GetDistanceToClosestGroupMember()
GetEnclosingGenericShapeOfType()
GetEnclosingSpace()
GetExtraPriority()
GetFactionOf()
GetFlyingVehicleFlockingPos()
GetFormationLookingPoint()
GetFormationPointClass()
GetFormationPointPosition()
GetFormationPosition()
GetForwardDir()
GetGroupAlertness()
GetGroupAveragePosition()
GetGroupCount()
GetGroupMember()
GetGroupOf()
GetGroupScopeUserCount()
GetGroupScriptTable()
GetGroupTarget()
GetGroupTargetCount()
GetGroupTargetEntity()
GetGroupTargetThreat()
GetGroupTargetType()
GetHeliAdvancePoint()
GetLastUsedSmartObject()
GetLeader()
GetMemoryFireType()
GetNavigationType()
GetNearestEntitiesOfType()
GetNearestHidespot()
GetNearestPathOfTypeInRange()
GetNearestPointOnPath()
GetObjectBlackBoard()
GetObjectRadius()
GetParameter()
GetPathLoop()
GetPathSegNoOnPath()
GetPeakThreatLevel()
GetPeakThreatType()
GetPointOnPathBySegNo()
GetPosturePriority()
GetPotentialTargetCount()
GetPotentialTargetCountFromFaction()
GetPredictedPosAlongPath()
GetPreviousBehaviorName()
GetPreviousPeakThreatLevel()
GetPreviousPeakThreatType()
GetProbableTargetPosition()
GetReactionOf()
GetRefPointDirection()
GetRefPointPosition()
GetRefShapeName()
GetSmartObjectHelper()
GetSoundPerceptionDescriptor()
GetStance()
GetSubTypeOf()
GetTacticalPoints()
GetTargetSubType()
GetTargetType()
GetTotalLengthOfPath()
GetTypeOf()
GetUnitCount()
GoTo()
Hostile()
IgnoreCurrentHideObject()
IntersectsForbidden()
InvalidateHidespot()
IsAgentInAgentFOV()
IsAgentInTargetFOV()
IsAimReady()
IsCoverCompromised()
IsEnabled()
IsFireEnabled()
IsGoalPipe()
IsInCover()
IsLowHealthPauseActive()
IsLowOnAmmo()
IsMoving()
IsMovingInCover()
IsMovingToCover()
IsOutOfAmmo()
IsPersonallyHostile()
IsPointInFlightRegion()
IsPointInWaterRegion()
IsPointInsideGenericShape()
IsPunchableObjectValid()
IsTakingCover()
LoadBehaviors()
LoadGoalPipes()
LogComment()
LogEvent()
LogProgress()
MeleePunchableObject()
ModifySmartObjectStates()
NotifyGroup()
NotifyReinfDone()
NotifySurpriseEntityAction()
PlayCommunication()
ProcessBalancedDamage()
PushGoal()
PushLabel()
QueueBubbleMessage()
RecComment()
RegisterDamageRegion()
RegisterInterestedActor()
RegisterInterestingEntity()
RegisterTacticalPointQuery()
RegisterTargetTrack()
RemoveCoverEntity()
RemovePersonallyHostile()
RequestToStopMovement()
ResetAgentLookAtPos()
ResetAgentState()
ResetParameters()
ResetPersonallyHostiles()
ScaleFormation()
SequenceBehaviorReady()
SequenceInterruptibleBehaviorLeft()
SequenceNonInterruptibleBehaviorLeft()
SetAdjustPath()
SetAlarmed()
SetAnimationTag()
SetAssesmentMultiplier()
SetAttentiontarget()
SetBeaconPosition()
SetBehaviorTreeEvaluationEnabled()
SetBehaviorVariable()
SetCollisionAvoidanceRadiusIncrement()
SetContinuousMotion()
SetCoverCompromised()
SetEntitySpeedRange()
SetExtraPriority()
SetFactionOf()
SetFactionThreatMultiplier()
SetFireMode()
SetForcedNavigation()
SetFormationAngleThreshold()
SetFormationLookingPoint()
SetFormationPosition()
SetFormationUpdate()
SetFormationUpdateSight()
SetIgnorant()
SetInCover()
SetLastOpResult()
SetLeader()
SetMemoryFireType()
SetMovementContext()
SetPFBlockerRadius()
SetPFProperties()
SetPathAttributeToFollow()
SetPathToFollow()
SetPointListToFollow()
SetPosturePriority()
SetPostures()
SetReactionOf()
SetRefPointAtDefensePos()
SetRefPointDirection()
SetRefPointPosition()
SetRefPointRadius()
SetRefPointToGrenadeAvoidTarget()
SetRefShapeName()
SetRefpointToAnchor()
SetRefpointToPunchableObject()
SetSmartObjectState()
SetSoundPerceptionDescriptor()
SetSpeed()
SetStance()
SetTargetTrackClassThreat()
SetTempTargetPriority()
SetTerritoryShapeName()
SetUnitProperties()
SetUseSecondaryVehicleWeapon()
SetVehicleStickTarget()
Signal()
SmartObjectEvent()
SoundEvent()
StartModularBehaviorTree()
StopCommunication()
StopModularBehaviorTree()
ThrowGrenade()
TriggerCurrentTargetTrackPulse()
UnregisterInterestedActor()
UnregisterInterestingEntity()
UnregisterTargetTrack()
UpTargetPriority()
UpdateGlobalPerceptionScale()
UpdateTempTarget()
VisualEvent()
Warning()
}
AIALERTSTATUS_ACTION=3
AIALERTSTATUS_READY=2
AIALERTSTATUS_SAFE=0
AIALERTSTATUS_UNSAFE=1
AIANCHOR_BEHIND=128
AIANCHOR_BEHIND_IN_RANGE=7
AIANCHOR_FARTHEST=6
AIANCHOR_HIDE_FROM_REFPOINT=10
AIANCHOR_LEFT_TO_REFPOINT=8
AIANCHOR_NEAREST=0
AIANCHOR_NEAREST_FACING_AT=4
AIANCHOR_NEAREST_IN_FRONT=1
AIANCHOR_NEAREST_TO_REFPOINT=5
AIANCHOR_RANDOM_IN_RANGE=2
AIANCHOR_RANDOM_IN_RANGE_FACING_AT=3
AIANCHOR_RIGHT_TO_REFPOINT=9
AIANCHOR_SEES_TARGET=64
AIANIM_ACTION=2
AIANIM_SIGNAL=1
AIEVENT_AGENTDIED=5
AIEVENT_CLEAR=15
AIEVENT_CLEARACTIVEGOALS=22
AIEVENT_DISABLE=9
AIEVENT_DRIVER_IN=23
AIEVENT_DRIVER_OUT=24
AIEVENT_DROPBEACON=17
AIEVENT_ENABLE=8
AIEVENT_FORCEDNAVIGATION=25
AIEVENT_ONVISUALSTIMULUS=2
AIEVENT_PATHFINDOFF=12
AIEVENT_PATHFINDON=11
AIEVENT_SLEEP=6
AIEVENT_USE=19
AIEVENT_WAKEUP=7
AIFAF_INCLUDE_DEVALUED=4
AIFAF_INCLUDE_DISABLED=8
AIFAF_VISIBLE_FROM_REQUESTER=1
AIFO_CHOOSE_RANDOM=4
AIFO_FACING_TARGET=1
AIFO_NONOCCUPIED=2
AIFO_NONOCCUPIED_REFPOINT=8
AIFO_NO_DEVALUE=32
AIFO_USE_BEACON_AS_FALLBACK_TGT=16
AIGOALPIPE_DONT_RESET_AG=16
AIGOALPIPE_HIGHPRIORITY=4
AIGOALPIPE_KEEP_LAST_SUBPIPE=32
AIGOALPIPE_KEEP_ON_TOP=64
AIGOALPIPE_LOOP=0
AIGOALPIPE_NOTDUPLICATE=2
AIGOALPIPE_RUN_ONCE=1
AIGOALPIPE_SAMEPRIORITY=8
AILASTOPRES_LOOKAT=2
AILASTOPRES_USE=1
AILOOKMOTIVATION_DOUBLETAKE=3
AILOOKMOTIVATION_GLANCE=1
AILOOKMOTIVATION_LOOK=0
AILOOKMOTIVATION_STARTLE=2
AIMOVEABILITY_MAXFLIGHTHEIGHT=3
AIMOVEABILITY_MINFLIGHTHEIGHT=2
AIMOVEABILITY_OPTIMALFLIGHTHEIGHT=1
AIMOVEABILITY_TELEPORTENABLE=4
AIMOVEABILITY_USEPREDICTIVEFOLLOWING=5
AIOBJECTFILTER_INCLUDEINACTIVE=8
AIOBJECTFILTER_NOGROUP=4
AIOBJECTFILTER_SAMEFACTION=1
AIOBJECTFILTER_SAMEGROUP=2
AIOBJECT_2D_FLY=80
AIOBJECT_ACTOR=5
AIOBJECT_ALIENTICK=46
AIOBJECT_ATTRIBUTE=11
AIOBJECT_BOAT=60
AIOBJECT_CAR=50
AIOBJECT_DUMMY=0
AIOBJECT_GLOBALALERTNESS=94
AIOBJECT_GRENADE=150
AIOBJECT_GUNFIRE=42
AIOBJECT_HELICOPTER=40
AIOBJECT_HELICOPTERCRYSIS2=41
AIOBJECT_INFECTED=45
AIOBJECT_MOUNTEDWEAPON=90
AIOBJECT_NAV_SEED=15
AIOBJECT_NONE=200
AIOBJECT_ORDER=96
AIOBJECT_PLAYER=100
AIOBJECT_RPG=151
AIOBJECT_SNDSUPRESSOR=14
AIOBJECT_TARGET=9
AIOBJECT_VEHICLE=6
AIOBJECT_WAYPOINT=12
AIPARAM_ACCURACY=3
AIPARAM_AIM_TURNSPEED=22
AIPARAM_ATTACKRANGE=2
AIPARAM_CLOAKED=30
AIPARAM_CLOAK_SCALE=16
AIPARAM_COMBATCLASS=12
AIPARAM_COMMRANGE=7
AIPARAM_FACTION=9
AIPARAM_FACTIONHOSTILITY=10
AIPARAM_FIRE_TURNSPEED=23
AIPARAM_FORGETTIME_MEMORY=19
AIPARAM_FORGETTIME_SEEK=18
AIPARAM_FORGETTIME_TARGET=17
AIPARAM_FOVPRIMARY=5
AIPARAM_FOVSECONDARY=6
AIPARAM_FWDSPEED=8
AIPARAM_GROUPID=4
AIPARAM_INVISIBLE=13
AIPARAM_LOOKCOMBAT_TURNSPEED=21
AIPARAM_LOOKIDLE_TURNSPEED=20
AIPARAM_MELEE_DISTANCE=24
AIPARAM_MIN_ALARM_LEVEL=26
AIPARAM_PERCEPTIONAUDIORANGE_AGGRESSIVE=31
AIPARAM_PERCEPTIONAUDIORANGE_INTERESTING=33
AIPARAM_PERCEPTIONAUDIORANGE_THREATENING=32
AIPARAM_PERCEPTIONSCALE_AUDIO=15
AIPARAM_PERCEPTIONSCALE_VISUAL=14
AIPARAM_PERCEPTIONVISUALTIME_AGGRESSIVE=35
AIPARAM_PERCEPTIONVISUALTIME_INTERESTING=37
AIPARAM_PERCEPTIONVISUALTIME_NEARREACT=34
AIPARAM_PERCEPTIONVISUALTIME_THREATENING=36
AIPARAM_PERCEPTIONVISUAL_CANFORGET=40
AIPARAM_PERCEPTIONVISUAL_TARGETLONGMEMORYTIME=39
AIPARAM_PERCEPTIONVISUAL_TARGETSTATIONARYTIME=38
AIPARAM_PROJECTILE_LAUNCHDIST=27
AIPARAM_SIGHTDELAY=28
AIPARAM_SIGHTNEARRANGE=29
AIPARAM_SIGHTRANGE=1
AIPARAM_STRAFINGPITCH=11
AIPATH_3D=7
AIPATH_BOAT=5
AIPATH_CAR=3
AIPATH_DEFAULT=0
AIPATH_HELI=6
AIPATH_HUMAN=1
AIPATH_HUMAN_COVER=2
AIPATH_HUNTER=10
AIPATH_SCOUT=8
AIPATH_TANK=4
AIPATH_TROOPER=9
AIPROX_SIGNAL_ON_OBJ_DISABLE=1
AIPROX_VISIBLE_TARGET_ONLY=2
AIREADIBILITY_INTERESTING=5
AIREADIBILITY_LOST=20
AIREADIBILITY_NOPRIORITY=1
AIREADIBILITY_NORMAL=30
AIREADIBILITY_SEEN=10
AISIGNAL_ALLOW_DUPLICATES=10
AISIGNAL_DEFAULT=1
AISIGNAL_INCLUDE_DISABLED=0
AISIGNAL_NOTIFY_ONLY=9
AISIGNAL_PROCESS_NEXT_UPDATE=3
AISOUND_COLLISION=1
AISOUND_COLLISION_LOUD=2
AISOUND_EXPLOSION=6
AISOUND_GENERIC=0
AISOUND_MOVEMENT=3
AISOUND_MOVEMENT_LOUD=4
AISOUND_WEAPON=5
AISYSEVENT_DISABLEMODIFIER=1
AISpawner = {
CreateDummy()
Editor = {
DisplayArrow=1
Icon=SpawnPoint.bmp
Model=Editor/Objects/Particles.cgf
}
Event_AutoDisableOff()
Event_AutoDisableOn()
Event_Disable()
Event_Enable()
Event_Limit()
FindSpawnProtoUnitId()
FindSpawnReinfPoint()
FlowEvents = {
Inputs = {
AutoDisableOff = {
[02]=bool
[01]()
}
AutoDisableOn = {
[02]=bool
[01]()
}
Disable = {
[02]=bool
[01]()
}
Enable = {
[02]=bool
[01]()
}
}
Outputs = {
Limit=bool
}
}
OnLoad()
OnPropertyChange()
OnReset()
OnSave()
Properties = {
Limit=4
NumUnits=2
bDoVisCheck=0
bExported_to_game=true
bExported_to_test=true
bLimitStop=1
bSaved_by_game=true
}
RemoveDummy()
Server = {
OnInit()
OnShutDown()
}
SpawnInitially()
SpawnUnit()
UnitDown()
isEnabled=0
spawnedIdsSize=0
totalUnitsCounter=0
unitsCounter=0
}
AITARGET_BEACON=6
AITARGET_ENEMY=4
AITARGET_FRIENDLY=5
AITARGET_GRENADE=7
AITARGET_MEMORY=2
AITARGET_NONE=0
AITARGET_RPG=8
AITARGET_SOUND=1
AITARGET_VISUAL=3
AITHREAT_AGGRESSIVE=4
AITHREAT_INTERESTING=2
AITHREAT_NONE=0
AITHREAT_SUSPECT=1
AITHREAT_THREATENING=3
AITSR_NONE=0
AITSR_SEE_CLOAKED=2
AITSR_SEE_STUNT_ACTION=1
AIUSEOP_PLANTBOMB=1
AIUSEOP_RPG=3
AIUSEOP_VEHICLE=2
AIWEPA_COMBAT_LIGHT=2
AIWEPA_LASER=1
AIWEPA_PATROL_LIGHT=4
AI_ADJUST_SPEED=131072
AI_BACKOFF_FROM_TARGET=2048
AI_BREAK_ON_LIVE_TARGET=4096
AI_CHECK_SLOPE_DISTANCE=262144
AI_COLLISION_AVOIDANCE_RAGDOLL_AGENT_MODE_BOUNDINGBOXBONE=1
AI_COLLISION_AVOIDANCE_RAGDOLL_AGENT_MODE_DEFAULT=0
AI_CONSTANT_SPEED=8192
AI_JUMP_CHECK_COLLISION=1
AI_JUMP_MOVING_TARGET=8
AI_JUMP_ON_GROUND=2
AI_JUMP_RELATIVE=4
AI_LOOKAT_CONTINUOUS=1
AI_LOOKAT_USE_BODYDIR=2
AI_LOOK_FORWARD=4
AI_MOVE_BACKLEFT=256
AI_MOVE_BACKRIGHT=128
AI_MOVE_BACKWARD=8
AI_MOVE_FORWARD=64
AI_MOVE_LEFT=32
AI_MOVE_RIGHT=16
AI_MOVE_TOWARDS_GROUP=512
AI_NOGROUP=-1
AI_RANDOM_ORDER=8192
AI_REG_ATTENTIONTARGET=3
AI_REG_COVER=4
AI_REG_LASTOP=1
AI_REG_NONE=0
AI_REG_PATH=5
AI_REG_REFPOINT=2
AI_REQUEST_PARTIAL_PATH=1024
AI_RGT_ANY=0
AI_RGT_EMP_GRENADE=4
AI_RGT_FLASHBANG_GRENADE=2
AI_RGT_FRAG_GRENADE=3
AI_RGT_GRUNT_GRENADE=5
AI_RGT_SMOKE_GRENADE=1
AI_STOP_ON_ANIMATION_START=32768
AI_USE_HIDESPOTS=16384
AI_USE_TARGET_MOVEMENT=65536
AI_USE_TIME=16384
AREA_BOX=1
AREA_CYLINDER=4
AREA_GEOMETRY=2
AREA_SHAPE=3
AREA_SPHERE=0
AREA_SPLINE=5
ATTACHMENT_KEEP_TRANSFORMATION=1
AVOIDANCE_ALL=65535
AVOIDANCE_DAMAGE_REGION=256
AVOIDANCE_DEFAULT=65535
AVOIDANCE_NONE=0
AVOIDANCE_PLAYERS=4
AVOIDANCE_PUPPETS=2
AVOIDANCE_PUSHABLE_OBSTACLES=32
AVOIDANCE_STATIC_OBSTACLES=16
AVOIDANCE_VEHICLES=1
Action()
ActionMapManager = {
EnableActionMap()
EnableActionMapManager()
GetDefaultActionEntity()
InitActionMaps()
IsFilterEnabled()
LoadControllerLayoutFile()
LoadFromXML()
SetActionListener()
SetDefaultActionEntity()
}
ActionTrigger = {
Editor = {
Icon=Trigger.bmp
}
GetActions()
GetHint()
GetHintHold()
GetLinkedSmartObject()
GetOwner()
InteractorPriority=4
IsActionAvailable()
IsEnabled()
IsEnabledByProperties()
IsEnabledByScriptPerk()
IsEnabledBySoulAbility()
IsEnabledFromQuestSystem()
IsEnabledHold()
IsLegal()
IsLegalHold()
IsLegalImpl()
IsUsable()
IsUsableHold()
NeedSerialize()
OnAction()
OnEditorSetGameMode()
OnInventoryClosed()
OnInventoryItemUsed()
OnLoad()
OnNPCStateSearchDone()
OnPropertyChange()
OnReset()
OnResourcesHosted()
OnResourcesHostingInterrupted()
OnSave()
OnSpawn()
OnTriggerPoint()
OnUsed()
OnUsedHold()
OpenInventory()
PhysicalizeThis()
Properties = {
Click = {
Angle = {
fAngleTolerance=180
fApproachDirection=0
}
InventoryFilter=
InventoryMultiFilter=
Item = {
bAllowUseWithoutItem=false
bDeleteAfterUse=false
guidItemClassId=
sAliasToBarkWithoutItem=
}
Synchro = {
nNumParticipants=2
sKeyContextLinkName=
sKeyName=
sTimeout=
}
UseMessage=@ui_hud_use_item
UseNotOwnerMessage=@ui_hud_use_item_not_owner
bAllowNoOwner=true
bAllowTorch=false
bCheckOwner=false
bDelayedReportUse=false
bDisableFocusCamera=true
bIsActive=true
bIsActiveInCombat=false
bIsActiveInTenseCircumstance=false
bIsActiveWhileCarryingCorpse=false
bRequireTargetHaveDialog=false
bSaveLock=false
esActionType=Stance
fActiveDistance=-1
fActiveMinDistance=-1
fZToleration=-1
guidRequiredScriptPerk=
sAction=sitting
sActionTags=
sAnimationResourceOverride=
sRequiredSoulAbility=
sSendMessageTo=
sSlaveLinkName=
sTriggerPointId=
}
Hold = {
Angle = {
fAngleTolerance=180
fApproachDirection=0
}
InventoryFilter=
InventoryMultiFilter=
Item = {
bAllowUseWithoutItem=false
bDeleteAfterUse=false
guidItemClassId=
sAliasToBarkWithoutItem=
}
Synchro = {
nNumParticipants=2
sKeyContextLinkName=
sKeyName=
sTimeout=
}
UseMessage=
UseNotOwnerMessage=@ui_hud_use_item_not_owner
bAllowNoOwner=true
bAllowTorch=false
bCheckOwner=false
bDelayedReportUse=false
bDisableFocusCamera=true
bIsActive=false
bIsActiveInCombat=false
bIsActiveInTenseCircumstance=false
bIsActiveWhileCarryingCorpse=false
bRequireTargetHaveDialog=false
bSaveLock=false
esActionType=None
fActiveDistance=-1
fActiveMinDistance=-1
fZToleration=-1
guidRequiredScriptPerk=
sAction=
sActionTags=
sAnimationResourceOverride=
sRequiredSoulAbility=
sSendMessageTo=
sSlaveLinkName=
sTriggerPointId=
}
InteractorPriorityOverride=-1
Script = {
Misc=
}
bExported_to_game=true
bExported_to_test=true
bQuestSystemTrigger=false
bSaved_by_game=true
object_Model=objects/special/primitive_cylinder.cgf
sWH_AI_EntityCategory=
}
ReportUse()
ResetHoldMessage()
ResetUseMessage()
SetAvailable()
SetAvailableHold()
SetHoldMessage()
SetUseMessage()
UpdateMaterial()
UserNoItem()
_CheckDialog()
_GetSendTargets()
}
Actor = {
CreateActor()
}
AddAction()
AddInteractorAction()
AddWeapon()
Alchemy = {
GetDisableReason()
GetFlagTextFor()
GetUsableFor()
IsCrossCenteringEnabled()
IsUsableByHold()
IsUsableEnabledFor()
IsUsableVisibleFor()
OnUse()
ResetTable()
StartAlchemy()
}
AlchemyItem = {
Editor = {
Icon=animobject.bmp
IconOnTop=1
ShowBounds=1
}
GetActions()
GetUsableName()
InteractorPriority=2
IsCrossCenteringEnabled()
IsUsableMsgChanged()
LoadModel()
OnInit()
OnPropertyChange()
OnReset()
OnSpawn()
OnUse()
OnUsed()
PhysicalizeThis()
Properties = {
alchemy_type=0
bExported_to_game=true
bExported_to_test=true
bInteractableThroughCollision=false
bInteractiveCollisionClass=false
bSaved_by_game=false
bUpdateOnlyByScript=false
object_Model=
sWH_AI_EntityCategory=
slot_name=
soclasses_SmartObjectClass=
}
Reset()
ResetChild()
SetInteractiveCollisionType()
bUseableMsgChanged=0
nUserId=0
}
AlchemyTable = {
Client = {
OnLevelLoaded()
}
Editor = {
Icon=animobject.bmp
IconOnTop=1
ShowBounds=1
}
Event_Use()
Event_User()
FlowEvents = {
Inputs = {
Use = {
[02]=entityid
[01]()
}
User = {
[02]=entityid
[01]()
}
}
Outputs = {
OnUse=bool
}
}
GetActions()
GetUsableMessage()
IsUsable()
IsUsableMsgChanged()
LoadModel()
OnEnablePhysics()
OnPropertyChange()
OnReset()
OnSpawn()
OnUsed()
PhysicalizeThis()
Properties = {
BellowsIdleTimeout=0.5
BellowsUseCountToDistill=2
CameraLimitAngleDown=-60
CameraLimitAngleLeft=-75
CameraLimitAngleRight=95
CameraLimitAngleUp=20
FireSound=Sounds/environment:special/alchemy:fireplace
FlaskRise=Objects/props/alchemy/flask/potion_rise.cax
HerbsBow=Objects/props/alchemy/bowl/bowl_herbs.cgf
HerbsBowMilled=Objects/props/alchemy/bowl/bowl_herbs_crushed.cgf
HerbsMortar=Objects/props/alchemy/mortar/mortar_herbs.cgf
HerbsMortarMilled=Objects/props/alchemy/mortar/mortar_herbs_crushed.cgf
HourGlassAlembic=Objects/props/alchemy/sandglass/sandglass_sand.cax
HourGlassUnitTime=10
MortarFinishingMilledModel=Objects/manmade/task_specific_props/alchemy/mortar/mortar_gunpowder_crushed.cgf
MortarFinishingModel=Objects/manmade/task_specific_props/alchemy/mortar/mortar_gunpowder.cgf
MortarUseCount=1
Physics = {
Density=-1
Mass=-1
bPhysicalize=true
bPushableByPlayers=false
bRigidBody=true
}
PotFinish=Objects/props/alchemy/alchemy_pot/alchemy_pot_finish.cax
PotInsertBase=Objects/props/alchemy/alchemy_pot/alchemy_pot_start.cax
PotionPouring=Objects/props/alchemy/flask/potion_pouring.cax
StepsTolerance=2
StrongBoilFireIntensity=2
StrongBoilTimeout=10
WaitDuration=5
WaterSound=Sounds/environment:special/alchemy:boiling_water
WeakBoilTimeout=5
bExported_to_game=true
bExported_to_test=true
bInteractiveCollisionClass=false
bOnlyNPC=true
bSaved_by_game=true
fUseAngle=0.9
fUseDistance=3.25
guidSmartObjectType=
object_Model=Objects/props/alchemy/alchemist_table.cgf
sWH_AI_EntityCategory=
soclass_SmartObjectHelpers=
soclasses_SmartObjectClass=
}
Reset()
ResetChild()
SetInteractiveCollisionType()
SetupTrigger()
State = {
enteredBook=false
isUsedByPlayer=false
}
bUseTrigger=false
bUseableMsgChanged=0
fMinUseDistance=0.7
fUseAngle=0.7
nUserId=0
}
AnimChar = {
Client = {
OnPhysicsBreak()
}
Editor = {
Icon=physicsobject.bmp
IconOnTop=1
}
Event_BodyBlood()
Event_DisableUsable()
Event_EnableUsable()
Event_Hide()
Event_Ragdollize()
Event_Remove()
Event_UnHide()
Event_Used()
FlowEvents = {
Inputs = {
BodyBlood = {
[02]=string
[01]()
}
DisableUsable = {
[02]=bool
}
EnableUsable = {
[02]=bool
}
Hide = {
[02]=bool
[01]()
}
Ragdollize = {
[02]=bool
[01]()
}
Remove = {
[02]=bool
[01]()
}
UnHide = {
[02]=bool
[01]()
}
Used = {
[02]=bool
}
}
Outputs = {
Activate=bool
Break=int
DisableUsable=bool
EnableUsable=bool
Hide=bool
Ragdollized=bool
Remove=bool
UnHide=bool
Used=bool
}
}
GetUsableMessage()
IsRigidBody()
IsUsable()
OnLoad()
OnPropertyChange()
OnReset()
OnSave()
OnSpawn()
OnUsed()
PhysicalizeThis()
Properties = {
Body = {
bIsMortal=false
bVisorClosed=false
fBloodOverride=-1
fDirtOverride=-1
fScratchesOverride=-1
guidBodyPresetId=0
guidClothingPresetId=0
guidSubstituteBodyPresetId=0
guidWeaponPresetId=0
}
DmgFactorWhenCollidingAI=1
MultiplayerOptions = {
bNetworked=false
}
Physics = {
CollisionFiltering = {
collisionIgnore = {
bT_collision_class_articulated=0
bT_collision_class_living=0
bT_collision_class_particle=0
bT_collision_class_soft=0
bT_collision_class_terrain=0
bT_collision_class_wheeled=0
bT_gcc_ai=0
bT_gcc_animal=0
bT_gcc_decoy_projectile=0
bT_gcc_horse=0
bT_gcc_horse_bridle=0
bT_gcc_ignore_z_correction=0
bT_gcc_interactive=0
bT_gcc_item=0
bT_gcc_ledge=0
bT_gcc_npc_ignored_type=0
bT_gcc_npc_reported_type=0
bT_gcc_player_body=0
bT_gcc_player_capsule=0
bT_gcc_player_ghostable_type=0
bT_gcc_player_type=0
bT_gcc_ragdoll=0
bT_gcc_rigid=0
bT_gcc_vehicle=0
}
collisionType = {
bT_collision_class_articulated=0
bT_collision_class_living=0
bT_collision_class_particle=0
bT_collision_class_soft=0
bT_collision_class_terrain=0
bT_collision_class_wheeled=0
bT_gcc_ai=0
bT_gcc_animal=0
bT_gcc_decoy_projectile=0
bT_gcc_horse=0
bT_gcc_horse_bridle=0
bT_gcc_ignore_z_correction=0
bT_gcc_interactive=0
bT_gcc_item=0
bT_gcc_ledge=0
bT_gcc_npc_ignored_type=0
bT_gcc_npc_reported_type=0
bT_gcc_player_body=0
bT_gcc_player_capsule=0
bT_gcc_player_ghostable_type=0
bT_gcc_player_type=0
bT_gcc_ragdoll=0
bT_gcc_rigid=0
bT_gcc_vehicle=0
}
}
Density=-1
Mass=-1
bPhysicalize=false
bPushableByPlayers=true
bRigidBody=true
}
Rendering = {
bWrinkleMap=true
}
UseMessage=
bCanTriggerAreas=false
bClothingRemoveHelmet=true
bExcludeCover=false
bExported_to_game=true
bExported_to_test=true
bHeavyObject=false
bInteractLargeObject=false
bMissionCritical=false
bPickable=false
bSaved_by_game=false
bUsable=false
characterDetail=0
esClothingConfig=male2
object_Model=Objects/Characters/humans/male/skeleton/male.cdf
sWH_AI_EntityCategory=
soclasses_SmartObjectClass=
}
ResetOnUsed()
SetFromProperties()
SetupModel()
}
AnimDoor = {
BuildNPCAnimationName()
BuildObjectAnimationName()
Client = {
OnLevelLoaded()
}
Close()
DespawnSuspiciousVolume()
DisableLockpick()
DoLockOnMissingHomeArea()
DoPlayAnimation()
DoPlaySound()
DoStopSound()
DumpState()
Editor = {
Icon=Door.bmp
ShowBounds=1
}
EnableLockpick()
Event_Close()
Event_Hide()
Event_Lock()
Event_Open()
Event_UnHide()
Event_Unlock()
FlowEvents = {
Inputs = {
Close = {
[02]=bool
[01]()
}
Hide = {
[02]=bool
[01]()
}
Lock = {
[02]=bool
[01]()
}
Open = {
[02]=bool
[01]()
}
UnHide = {
[02]=bool
[01]()
}
Unlock = {
[02]=bool
[01]()
}
}
Outputs = {
Close=bool
Hide=bool
Lock=bool
Open=bool
UnHide=bool
Unlock=bool
}
}
GenerateLockDifficulty()
GetActions()
GetLockDifficulty()
GetSuspiciousVolume()
IsAccessedFromFront()
IsInUse()
IsInteractive()
IsLocked()
IsOnKeySide()
IsOpen()
IsRightDoor()
IsUsable()
IsUsableMsgChanged()
Lock()
LockType=door
Lockpick()
NeedSerialize()
OnEnablePhysics()
OnLoad()
OnPropertyChange()
OnReset()
OnSave()
OnSpawn()
OnUsed()
Open()
PhysicalizeThis()
ProduceAiSound()
Properties = {
Animation = {
anim_Close=Close
anim_Open=Open
}
Lock = {
bCanLockPick=true
bCanUnlockWithDynamicKey=true
bDoLockOnMissingHomeArea=true
bLockDifficultyOverride=false
bLockInside=false
bLockOutside=false
bLockReversed=false
bLocked=false
bNeverLockByPassingNPC=true
bSendMessage=false
esLockFanciness=Common
esLockTypes=none/none
fKeepUnlockedFrom=7.5
fKeepUnlockedTo=19.5
fLockDifficulty=0.5
guidItemClassId=
}
Physics = {
Density=-1
Mass=-1
bPhysicalize=true
bPushableByPlayers=false
bRigidBody=false
}
Sounds = {
snd_Close=Sounds/environment:doors:door_wood_1_close
snd_Open=Sounds/environment:doors:door_wood_1_open
}
bActivatePortal=false
bExported_to_game=true
bExported_to_test=true
bInteractiveCollisionClass=true
bNoFriendlyFire=false
bSaved_by_game=true
esDoorAnimSet=
esNavCompoment=Door
fUseDistance=2.5
guidSmartObjectType=
object_Model=
sWH_AI_EntityCategory=Door
soclass_SmartObjectHelpers=
soclasses_SmartObjectClass=
}
Reset()
Server = {
OnUpdate()
}
SetInteractiveCollisionType()
SetLockedDueToPrivate()
SetPhysicalFlags()
SetShouldBeLockedOverride()
SetUnlockedDueExpected()
ShouldBeLocked()
SpawnSuspiciousVolume()
Unlock()
bLocked=false
bNeedUpdate=0
bNoAnims=0
bUseSameAnim=0
bUseableMsgChanged=0
lastAnim=
nDirection=-1
nSoundId=0
nUpdateAfterLoad=0
nUserId=0
}
AnimObjectBase = {
Client = {
OnPhysicsBreak()
}
Editor = {
Icon=physicsobject.bmp
IconOnTop=1
}
Event_DisableUsable()
Event_EnableUsable()
Event_Hide()
Event_Ragdollize()
Event_Remove()
Event_UnHide()
Event_Used()
FlowEvents = {
Inputs = {
DisableUsable = {
[02]=bool
}
EnableUsable = {
[02]=bool
}
Hide = {
[02]=bool
[01]()
}
Ragdollize = {
[02]=bool
[01]()
}
Remove = {
[02]=bool
[01]()
}
UnHide = {
[02]=bool
[01]()
}
Used = {
[02]=bool
}
}
Outputs = {
Activate=bool
Break=int
DisableUsable=bool
EnableUsable=bool
Hide=bool
Ragdollized=bool
Remove=bool
UnHide=bool
Used=bool
}
}
GetUsableMessage()
IsRigidBody()
IsUsable()
OnLoad()
OnPropertyChange()
OnReset()
OnSave()
OnSpawn()
OnUsed()
PhysicalizeThis()
Properties = {
DmgFactorWhenCollidingAI=1
MultiplayerOptions = {
bNetworked=false
}
Physics = {
CollisionFiltering = {
collisionIgnore = {
bT_collision_class_articulated=0
bT_collision_class_living=0
bT_collision_class_particle=0
bT_collision_class_soft=0
bT_collision_class_terrain=0
bT_collision_class_wheeled=0
bT_gcc_ai=0
bT_gcc_animal=0
bT_gcc_decoy_projectile=0
bT_gcc_horse=0
bT_gcc_horse_bridle=0
bT_gcc_ignore_z_correction=0
bT_gcc_interactive=0
bT_gcc_item=0
bT_gcc_ledge=0
bT_gcc_npc_ignored_type=0
bT_gcc_npc_reported_type=0
bT_gcc_player_body=0
bT_gcc_player_capsule=0
bT_gcc_player_ghostable_type=0
bT_gcc_player_type=0
bT_gcc_ragdoll=0
bT_gcc_rigid=0
bT_gcc_vehicle=0
}
collisionType = {
bT_collision_class_articulated=0
bT_collision_class_living=0
bT_collision_class_particle=0
bT_collision_class_soft=0
bT_collision_class_terrain=0
bT_collision_class_wheeled=0
bT_gcc_ai=0
bT_gcc_animal=0
bT_gcc_decoy_projectile=0
bT_gcc_horse=0
bT_gcc_horse_bridle=0
bT_gcc_ignore_z_correction=0
bT_gcc_interactive=0
bT_gcc_item=0
bT_gcc_ledge=0
bT_gcc_npc_ignored_type=0
bT_gcc_npc_reported_type=0
bT_gcc_player_body=0
bT_gcc_player_capsule=0
bT_gcc_player_ghostable_type=0
bT_gcc_player_type=0
bT_gcc_ragdoll=0
bT_gcc_rigid=0
bT_gcc_vehicle=0
}
}
Density=-1
Mass=-1
bPhysicalize=true
bPushableByPlayers=true
bRigidBody=true
}
UseMessage=
bCanTriggerAreas=false
bExcludeCover=false
bExported_to_game=true
bExported_to_test=true
bHeavyObject=false
bInteractLargeObject=false
bMissionCritical=false
bPickable=false
bSaved_by_game=true
bUsable=false
object_Model=objects/default/primitive_pyramid.cgf
sWH_AI_EntityCategory=
soclasses_SmartObjectClass=
}
ResetOnUsed()
SetFromProperties()
SetupModel()
}
AnimalSpawner = {
Editor = {
Icon=pig.bmp
IconOnTop=0
}
Properties = {
AnimalCount=5
EntityClass=
RespawnDays=14
SpawnInFlock=true
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
guidSoul=
}
}
Archery = {
getArrows()
getMoneyBet()
getShootingRange()
shootmaster = {
aus_shootmaster = {
difficulty = {
advanced = {
arrows=13
bet=30
}
beginer = {
arrows=7
bet=10
}
expert = {
arrows=21
bet=70
}
}
shootingRange=q_archery_uzice
}
prib_shootmaster = {
difficulty = {
advanced = {
arrows=13
bet=30
}
beginer = {
arrows=7
bet=10
}
expert = {
arrows=21
bet=70
}
}
shootingRange=q_archery_pribyslavice
}
q_theresa_skao_shootmaster = {
difficulty = {
advanced = {
arrows=13
bet=30
}
beginer = {
arrows=7
bet=10
}
expert = {
arrows=21
bet=70
}
}
shootingRange=q_archery_skalice
}
rat_shootmaster = {
difficulty = {
advanced = {
arrows=13
bet=30
}
beginer = {
arrows=7
bet=10
}
expert = {
arrows=21
bet=70
}
}
shootingRange=q_archery_rataje
}
tal_shootmaster = {
difficulty = {
advanced = {
arrows=13
bet=30
}
beginer = {
arrows=7
bet=10
}
expert = {
arrows=21
bet=70
}
}
shootingRange=q_archery_mrchojedy
}
}
}
AreaBezierVolume = {
Event_Disable()
Event_Enable()
FlowEvents = {
Inputs = {
Disable = {
[02]=bool
[01]()
}
Enable = {
[02]=bool
[01]()
}
}
Outputs = {
Disable=bool
Enable=bool
}
}
OnEnable()
OnInit()
OnLoad()
OnPropertyChange()
OnSave()
OnSpawn()
Properties = {
MultiplayerOptions = {
bNetworked=false
}
bEnabled=true
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
}
type=AreaBezierVolume
}
AreaTrigger = {
CanTrigger()
Client = {
ClEnter()
ClLeave()
OnEnterArea()
OnLeaveArea()
}
Editor = {
Icon=AreaTrigger.bmp
IsRotatable=false
IsScalable=false
Model=Editor/Objects/T.cgf
}
Enable()
EnteredArea()
Event_Disable()
Event_Enable()
Event_Enter()
Event_Leave()
FlowEvents = {
Inputs = {
Disable = {
[02]=bool
[01]()
}
Enable = {
[02]=bool
[01]()
}
Enter = {
[02]=bool
[01]()
}
Leave = {
[02]=bool
[01]()
}
}
Outputs = {
Disable=bool
Enable=bool
Enter=entity
Faction=string
IsInside=int
Leave=entity
Sender=entity
}
}
LeftArea()
OnLoad()
OnPropertyChange()
OnReset()
OnSave()
OnSpawn()
Properties = {
MultiplayerOptions = {
bNetworked=false
bPerPlayer=0
}
PlaySequence=
ScriptCommand=
bCameraOnly=0
bEnabled=true
bExported_to_game=true
bExported_to_test=true
bInVehicleOnly=0
bOnlyLocalPlayer=0
bOnlyPlayers=1
bSaved_by_game=true
bTriggerOnce=1
esFactionFilter=
}
Server = {
OnEnterArea()
OnLeaveArea()
}
Trigger()
__client_dispatch = {
[02]=ClLeave:Eb
[01]=ClEnter:Eb
ClEnter()
ClLeave()
__validated=false
}
__server_dispatch = {
__validated=false
}
}
AreaUnion = {
Editor = {
Icon=areaunion.bmp
IconOnTop=1
}
Properties = {
Label=
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=false
sWH_AI_EntityCategory=
}
type=AreaUnion
}
AssignPFPropertiesToPathType()
AudioAreaAmbience = {
CliSrv_OnInit()
Client = {
OnAudioListenerEnterArea()
OnAudioListenerEnterNearArea()
OnAudioListenerLeaveArea()
OnAudioListenerLeaveNearArea()
OnAudioListenerMoveNearArea()
OnAudioListenerProceedFadeArea()
OnBindThis()
OnHidden()
OnInit()
OnShutDown()
OnSoundDone()
OnUnBindThis()
OnUnHidden()
}
Editor = {
Icon=AudioAreaAmbience.bmp
Model=Editor/Objects/Sound.cgf
}
Event_Disable()
Event_Enable()
FlowEvents = {
Inputs = {
Disable = {
[02]=bool
[01]()
}
Enable = {
[02]=bool
[01]()
}
}
Outputs = {
Done=bool
}
}
OnLoad()
OnPostLoad()
OnPropertyChange()
OnReset()
OnSave()
OnSpawn()
Play()
Properties = {
audioEnvironmentEnvironment=
audioRTPCGlobalRtpc=
audioRTPCRtpc=
audioTriggerPlayTrigger=
audioTriggerStopTrigger=
bEnabled=true
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=false
eiSoundObstructionType=1
fEnvironmentDistance=5
fRtpcDistance=5
}
Server = {
OnInit()
OnShutDown()
}
Stop()
UpdateFadeValue()
_DisableObstruction()
_LookupControlIDs()
_LookupObstructionSwitchIDs()
_SetObstruction()
_UpdateParameters()
_UpdateRtpc()
bIsHidden=false
bIsPlaying=false
bOriginalEnabled=true
fFadeOnUnregister=1
fFadeValue=0
nState=0
type=AudioAreaAmbience
}
AudioAreaEntity = {
CliSrv_OnInit()
Client = {
OnAudioListenerEnterArea()
OnAudioListenerEnterNearArea()
OnAudioListenerLeaveArea()
OnAudioListenerLeaveNearArea()
OnAudioListenerMoveNearArea()
OnAudioListenerProceedFadeArea()
OnBindThis()
OnInit()
OnShutDown()
OnUnBindThis()
}
Editor = {
Icon=AudioAreaEntity.bmp
Model=Editor/Objects/Sound.cgf
}
Event_Disable()
Event_Enable()
FlowEvents = {
Inputs = {
Disable = {
[02]=bool
[01]()
}
Enable = {
[02]=bool
[01]()
}
}
Outputs = {
FadeValue=float
OnFarToNear=bool
OnInsideToNear=bool
OnNearToFar=bool
OnNearToInside=bool
}
}
OnLoad()
OnPostLoad()
OnPropertyChange()
OnSave()
OnSpawn()
Properties = {
audioEnvironmentEnvironment=
bEnabled=true
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=false
eiSoundObstructionType=1
fEnvironmentDistance=5
fFadeDistance=5
fRtpcDistance=5
}
Server = {
OnInit()
OnShutDown()
}
UpdateFadeValue()
_ActivateOutput()
_DisableObstruction()
_LookupObstructionSwitchIDs()
_SetObstruction()
_UpdateParameters()
fFadeOnUnregister=1
fFadeValue=0
nState=0
type=AudioAreaEntity
}
AudioAreaRandom = {
CliSrv_OnInit()
Client = {
OnAudioListenerEnterArea()
OnAudioListenerEnterNearArea()
OnAudioListenerLeaveArea()
OnAudioListenerLeaveNearArea()
OnAudioListenerMoveNearArea()
OnAudioListenerProceedFadeArea()
OnBindThis()
OnHidden()
OnInit()
OnMove()
OnShutDown()
OnTimer()
OnUnBindThis()
OnUnHidden()
}
Editor = {
Icon=AudioAreaRandom.bmp
Model=Editor/Objects/Sound.cgf
}
Event_Disable()
Event_Enable()
FlowEvents = {
Inputs = {
Disable = {
[02]=bool
[01]()
}
Enable = {
[02]=bool
[01]()
}
}
}
OnLoad()
OnPostLoad()
OnPropertyChange()
OnReset()
OnSave()
OnSpawn()
Play()
Properties = {
audioRTPCRtpc=
audioTriggerPlayTrigger=
audioTriggerStopTrigger=
bEnabled=true
bExported_to_game=true
bExported_to_test=true
bMoveWithEntity=false
bSaved_by_game=false
eiSoundObstructionType=1
fMaxDelay=2
fMinDelay=1
fRadiusRandom=10
fRtpcDistance=5
}
Server = {
OnInit()
OnShutDown()
}
Stop()
UpdateFadeValue()
_GenerateOffset()
_LookupControlIDs()
_LookupObstructionSwitchIDs()
_SetObstruction()
_UpdateParameters()
_UpdateRtpc()
bHasMoved=false
bIsHidden=false
bIsPlaying=false
bOriginalEnabled=true
fFadeValue=0
nState=0
type=AudioAreaRandom
}
AudioTriggerSpot = {
Client = {
OnHidden()
OnInit()
OnMove()
OnShutDown()
OnSoundDone()
OnTimer()
OnUnHidden()
}
Editor = {
Icon=Sound.bmp
Model=Editor/Objects/Sound.cgf
}
Event_Disable()
Event_Enable()
FlowEvents = {
Inputs = {
Disable = {
[02]=bool
[01]()
}
Enable = {
[02]=bool
[01]()
}
}
Outputs = {
Done=bool
}
}
OnLoad()
OnPostLoad()
OnPropertyChange()
OnReset()
OnSave()
OnSpawn()
OnTransformFromEditorDone()
Play()
Properties = {
audioTriggerPlayTriggerName=
audioTriggerStopTriggerName=
bEnabled=true
bExported_to_game=true
bExported_to_test=true
bPlayOnX=false
bPlayOnY=false
bPlayOnZ=false
bPlayRandom=false
bSaved_by_game=false
bSerializePlayState=true
bTriggerAreasOnMove=false
eiSoundObstructionType=1
fMaxDelay=2
fMinDelay=1
fRadiusRandom=10
}
Server = {
OnInit()
OnShutDown()
}
Stop()
_GenerateOffset()
_Init()
_LookupObstructionSwitchIDs()
_LookupTriggerIDs()
_SetObstruction()
bHasMoved=false
bIsHidden=false
bIsPlaying=false
bOriginalEnabled=true
bWasPlaying=false
}
AudioUtils = {
LookupAudioEnvironmentID()
LookupObstructionSwitchAndStates()
LookupRtpcID()
LookupSwitchID()
LookupSwitchStateIDs()
LookupTriggerID()
PlayAudioTrigger()
PlayAudioTriggerWUID()
SetAudioTriggerParam()
SetAudioTriggerParamWUID()
sObstructionCalcSwitchName=ObstrOcclCalcType
sObstructionStateNames = {
[02]=SingleRay
[01]=Ignore
[03]=MultiRay
}
}
BEHAVIOR_FAILED=3
BEHAVIOR_FINISHED=2
BEHAVIOR_INTERRUPTED=1
BEHAVIOR_STARTED=0
BODYPOS_CROUCH=1
BODYPOS_PRONE=2
BODYPOS_RELAX=3
BODYPOS_STAND=0
BODYPOS_STEALTH=4
BOOL=66
BRANCH_ALWAYS=46
Barber = {
Commit()
Create()
Destroy()
Revert()
TryBeard()
TryHair()
}
Barbershop = {
ChooseBeard()
ChooseHair()
Cleanup()
Create()
beardGUIDs = {
[04]=413b142e-40fb-074d-44b7-1fa4ea3de9b1
[01]=4f8c154f-dee8-8e81-627c-45972dba72a7
[03]=47bb7d4d-08fa-dbde-6781-8c9618000a96
[02]=40645b14-c22c-b264-bd6b-844193a30e80
[05]=4b8b7289-41e9-2785-a0b9-1651465445a5
}
chosenBeardGUID=
chosenHairGUID=
hairGUIDs = {
[02]=4595b124-5c14-1c0c-fc61-e9ee0de417b2
[04]=4bc51034-3ad5-0050-f5c1-ba11046ed4ba
[01]=4fc88899-0dbf-f14f-9a86-444e0f4c2185
[03]=4a2ee070-1f7c-1855-0e98-3ec5c2e9d9b2
}
}
BasicAI = {
AIMovementAbility = {
avoidanceRadius=1.5
b3DMove=0
collisionAvoidanceParticipation=true
collisionAvoidanceRadiusIncrement=0
maneuverSpeed=1.5
maneuverTrh=2
maxAccel=1e+06
maxDecel=1e+06
maxTurnRadius=3
minTurnRadius=0
pathLookAhead=2
pathRadius=0.3
pathRegenIntervalDuringTrace=-1
resolveStickingInTrace=1
runSpeed=4
sprintSpeed=6.4
walkSpeed=2
}
Editor = {
Icon=User.bmp
IconOnTop=1
}
Expose()
GetReturnToPoolWeight()
IsAIControlled()
OnLoadAI()
OnPropertyChange()
OnReset()
OnSaveAI()
OnSpawn()
Properties = {
aicharacter_character=
bInvulnerable=false
commrange=30
eiColliderMode=0
esBehaviorSelectionTree=
esCommConfig=npc_default
esModularBehaviorTree=IdleSeq
esNavigationType=
esVoice=npc_default
fFmodCharacterTypeParam=0
fileModel=
guidSharedSoulId=
nModelVariations=0
sWH_AI_EntityCategory=
sharedSoulInstanceId=0
}
PropertiesInstance = {
aibehavior_behaviour=
bAutoDisable=false
esVoice=
nVariation=0
soclasses_SmartObjectClass=
}
RegisterAI()
ResetAIParameters()
Server = {
OnInit()
}
ai=1
}
BasicAIActions = {
ActorCanTalk()
AddLootAction()
ForceUsable()
GetActions()
GetCanTalkHintType()
GetChatActions()
OnChat()
OnChatOpen()
OnChatRequestAccepted()
OnChatWithFocus()
OnFollow()
OnGrabCorpse()
OnHorsePullDown()
OnKnockout()
OnLoot()
OnMercyKill()
OnPickpocketing()
OnStealthKill()
OnTalk()
}
BasicAITable = {
AIMovementAbility = {
avoidanceRadius=1.5
b3DMove=0
collisionAvoidanceParticipation=true
collisionAvoidanceRadiusIncrement=0
maneuverSpeed=1.5
maneuverTrh=2
maxAccel=1e+06
maxDecel=1e+06
maxTurnRadius=3
minTurnRadius=0
pathLookAhead=2
pathRadius=0.3
pathRegenIntervalDuringTrace=-1
resolveStickingInTrace=1
runSpeed=4
sprintSpeed=6.4
walkSpeed=2
}
Properties = {
aicharacter_character=
bInvulnerable=false
commrange=30
eiColliderMode=0
esBehaviorSelectionTree=
esCommConfig=npc_default
esModularBehaviorTree=IdleSeq
esNavigationType=
esVoice=npc_default
fFmodCharacterTypeParam=0
fileModel=
guidSharedSoulId=
nModelVariations=0
sWH_AI_EntityCategory=
sharedSoulInstanceId=0
}
PropertiesInstance = {
aibehavior_behaviour=
bAutoDisable=false
esVoice=
nVariation=0
soclasses_SmartObjectClass=
}
}
BasicActor = {
GetDogActions()
InitialSetup()
InteractorPriority=2
IsChatUsable=0
IsDogUsable=1
OnDogRequest()
OnSpawn()
Properties = {
CharacterSounds = {
foleyEffect=foleys
footstepEffect=footsteps
}
ControlProfile=0
LipSync = {
TransitionQueueSettings = {
nAnimLayer=12
nCharacterSlot=0
playbackWeight=0.75
sDefaultAnimName=facial_chewing_01
}
bEnabled=true
esLipSyncType=LipSync_TransitionQueue
}
Rendering = {
bWrinkleMap=true
}
Script = {
Misc=
bIdleUntilFirstPatch=false
}
bIsDummy=false
fileHitDeathReactionsParamsDataFile=Libs/HitDeathReactionsData/HitDeathReactions_Default.xml
physicMassMult=1
}
Reset()
ResetCommon()
ReviveInEditor()
SetActorModel()
gameParams = {
stance = {
carryCorpse = {
heightCollider=0.9
heightPivot=0
name=carryCorpse
size = {
x=0.4
y=0.4
z=0.15
}
stanceId=9
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
combat = {
heightCollider=1.05
heightPivot=0
name=combat
size = {
x=0.3
y=0
z=0.4
}
stanceId=0
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
crouch = {
heightCollider=0.8
heightPivot=0
name=crouch
size = {
x=0.35
y=0
z=0.1
}
stanceId=1
useCapsule=1
viewOffset = {
x=0
y=0
z=1.1
}
}
injured = {
heightCollider=1.05
heightPivot=0
name=injured
size = {
x=0.3
y=0
z=0.4
}
stanceId=7
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
normal = {
heightCollider=1.05
heightPivot=0
name=normal
size = {
x=0.3
y=0
z=0.4
}
stanceId=3
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
stoneThrowing = {
heightCollider=1.05
heightPivot=0
name=stoneThrowing
size = {
x=0.3
y=0
z=0.4
}
stanceId=2
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
}
}
physicsParams = {
Living = {
air_resistance=0.5
colliderMat=mat_player_collider
gravity=13
inertia=11
inertiaAccel=11
k_air_control=0.1
mass=80
max_climb_angle=50
max_jump_angle=40
max_vel_ground=16
min_fall_angle=90
min_slide_angle=49
timeImpulseRecover=1
}
flags=0
mass=80
stiffness_scale=73
}
}
BasicActorParams = {
gameParams = {
stance = {
carryCorpse = {
heightCollider=0.9
heightPivot=0
name=carryCorpse
size = {
x=0.4
y=0.4
z=0.15
}
stanceId=9
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
combat = {
heightCollider=1.05
heightPivot=0
name=combat
size = {
x=0.3
y=0
z=0.4
}
stanceId=0
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
crouch = {
heightCollider=0.8
heightPivot=0
name=crouch
size = {
x=0.35
y=0
z=0.1
}
stanceId=1
useCapsule=1
viewOffset = {
x=0
y=0
z=1.1
}
}
injured = {
heightCollider=1.05
heightPivot=0
name=injured
size = {
x=0.3
y=0
z=0.4
}
stanceId=7
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
normal = {
heightCollider=1.05
heightPivot=0
name=normal
size = {
x=0.3
y=0
z=0.4
}
stanceId=3
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
stoneThrowing = {
heightCollider=1.05
heightPivot=0
name=stoneThrowing
size = {
x=0.3
y=0
z=0.4
}
stanceId=2
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
}
}
physicsParams = {
Living = {
air_resistance=0.5
colliderMat=mat_player_collider
gravity=13
inertia=11
inertiaAccel=11
k_air_control=0.1
mass=80
max_climb_angle=50
max_jump_angle=40
max_vel_ground=16
min_fall_angle=90
min_slide_angle=49
timeImpulseRecover=1
}
flags=0
mass=80
stiffness_scale=73
}
}
BasicAnimal = {
AddAnimalLootAction()
GetActions()
GetDogActions()
InitialSetup()
InteractorPriority=2
IsChatUsable=0
IsDogUsable=1
IsUsable()
OnDogRequest()
OnReset()
OnSpawn()
OnUsed()
Properties = {
CharacterSounds = {
foleyEffect=foleys
footstepEffect=footsteps
}
ControlProfile=0
LipSync = {
TransitionQueueSettings = {
nAnimLayer=12
nCharacterSlot=0
playbackWeight=0.75
sDefaultAnimName=facial_chewing_01
}
bEnabled=true
esLipSyncType=LipSync_TransitionQueue
}
Rendering = {
bWrinkleMap=true
}
Script = {
Misc=
bIdleUntilFirstPatch=false
}
bCanHoldInformation=false
bIsDummy=false
fileHitDeathReactionsParamsDataFile=Libs/HitDeathReactionsData/HitDeathReactions_Default.xml
physicMassMult=1
}
Reset()
ResetCommon()
ReviveInEditor()
SetActorModel()
collisionClass=2.09715e+06
gameParams = {
stance = {
carryCorpse = {
heightCollider=0.9
heightPivot=0
name=carryCorpse
size = {
x=0.4
y=0.4
z=0.15
}
stanceId=9
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
combat = {
heightCollider=1.05
heightPivot=0
name=combat
size = {
x=0.3
y=0
z=0.4
}
stanceId=0
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
crouch = {
heightCollider=0.8
heightPivot=0
name=crouch
size = {
x=0.35
y=0
z=0.1
}
stanceId=1
useCapsule=1
viewOffset = {
x=0
y=0
z=1.1
}
}
injured = {
heightCollider=1.05
heightPivot=0
name=injured
size = {
x=0.3
y=0
z=0.4
}
stanceId=7
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
normal = {
heightCollider=1.05
heightPivot=0
name=normal
size = {
x=0.3
y=0
z=0.4
}
stanceId=3
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
stoneThrowing = {
heightCollider=1.05
heightPivot=0
name=stoneThrowing
size = {
x=0.3
y=0
z=0.4
}
stanceId=2
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
}
}
physicsParams = {
Living = {
air_resistance=0.5
colliderMat=mat_player_collider
gravity=13
inertia=11
inertiaAccel=11
k_air_control=0.1
mass=80
max_climb_angle=89
max_jump_angle=89
max_vel_ground=16
min_fall_angle=89
min_slide_angle=89
timeImpulseRecover=1
}
additionalPhysicsMass=1
flags=0
mass=80
stiffness_scale=73
}
}
Battlement = {
Editor = {
Icon=
ShowBounds=1
}
ExportToGame()
IsClosed()
IsShapeOnly()
Properties = {
BattlementMerlonWidth=0
BattlementSlotWidth=0
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=false
esWallType=wall
vectorPoint0 = {
x=0
y=0
z=0
}
vectorPoint1 = {
x=0
y=0
z=0
}
}
ShapeMaxPoints()
ShapeMinPoints()
}
Bed = {
Client = {
OnInit()
OnLevelLoaded()
OnPhysicsBreak()
}
Editor = {
Icon=physicsobject.bmp
IconOnTop=1
}
Event_DisableUsable()
Event_EnableUsable()
Event_Hide()
Event_Ragdollize()
Event_Remove()
Event_UnHide()
Event_Used()
FlowEvents = {
Inputs = {
DisableUsable = {
[02]=bool
}
EnableUsable = {
[02]=bool
}
Hide = {
[02]=bool
[01]()
}
Ragdollize = {
[02]=bool
[01]()
}
Remove = {
[02]=bool
[01]()
}
UnHide = {
[02]=bool
[01]()
}
Used = {
[02]=bool
}
}
Outputs = {
Activate=bool
Break=int
DisableUsable=bool
EnableUsable=bool
Hide=bool
Ragdollized=bool
Remove=bool
UnHide=bool
Used=bool
}
}
GetActions()
GetReadingQuality()
GetSleepQuality()
GetUsableMessage()
IsRigidBody()
IsUsable()
IsUsableByPlayer()
MarkUsedByNPC()
OnEnablePhysics()
OnLoad()
OnPropertyChange()
OnReset()
OnSave()
OnSpawn()
OnUsed()
OnUsedHold()
PhysicalizeThis()
Properties = {
Bed = {
esReadingQuality=none
esSleepQuality=low
}
Body = {
guidBodyPrestId=0
guidClothingPresetId=0
}
DmgFactorWhenCollidingAI=1
MultiplayerOptions = {
bNetworked=false
}
Physics = {
CollisionFiltering = {
collisionIgnore = {
bT_collision_class_articulated=0
bT_collision_class_living=0
bT_collision_class_particle=0
bT_collision_class_soft=0
bT_collision_class_terrain=0
bT_collision_class_wheeled=0
bT_gcc_ai=0
bT_gcc_animal=0
bT_gcc_decoy_projectile=0
bT_gcc_horse=0
bT_gcc_horse_bridle=0
bT_gcc_ignore_z_correction=0
bT_gcc_interactive=0
bT_gcc_item=0
bT_gcc_ledge=0
bT_gcc_npc_ignored_type=0
bT_gcc_npc_reported_type=0
bT_gcc_player_body=0
bT_gcc_player_capsule=0
bT_gcc_player_ghostable_type=0
bT_gcc_player_type=0
bT_gcc_ragdoll=0
bT_gcc_rigid=0
bT_gcc_vehicle=0
}
collisionType = {
bT_collision_class_articulated=0
bT_collision_class_living=0
bT_collision_class_particle=0
bT_collision_class_soft=0
bT_collision_class_terrain=0
bT_collision_class_wheeled=0
bT_gcc_ai=0
bT_gcc_animal=0
bT_gcc_decoy_projectile=0
bT_gcc_horse=0
bT_gcc_horse_bridle=0
bT_gcc_ignore_z_correction=0
bT_gcc_interactive=0
bT_gcc_item=0
bT_gcc_ledge=0
bT_gcc_npc_ignored_type=0
bT_gcc_npc_reported_type=0
bT_gcc_player_body=0
bT_gcc_player_capsule=0
bT_gcc_player_ghostable_type=0
bT_gcc_player_type=0
bT_gcc_ragdoll=0
bT_gcc_rigid=0
bT_gcc_vehicle=0
}
}
Density=-1
Mass=-1
bPhysicalize=true
bPushableByPlayers=true
bRigidBody=true
}
Script = {
Misc=
esBedTypes=bench
}
UseMessage=
bCanTriggerAreas=false
bExcludeCover=false
bExported_to_game=true
bExported_to_test=true
bHeavyObject=false
bInteractLargeObject=false
bInteractiveCollisionClass=false
bMissionCritical=false
bPickable=false
bSaved_by_game=false
bUsable=false
esFaction=
fUsabilityDistance=1.75
guidSmartObjectType=
object_Model=Objects/props/furniture/beds/bed_cottage_01.cgf
sSittingTagGlobal=sittingNoTable
sWH_AI_EntityCategory=
soclass_SmartObjectHelpers=
soclasses_SmartObjectClass=
}
ResetOnUsed()
Server = {
OnInit()
}
SetFromProperties()
SetInteractiveCollisionType()
SetupModel()
}
BedTrigger = {
CanSleep()
Editor = {
Icon=Trigger.bmp
}
GetActions()
GetHint()
GetHintHold()
GetLinkedSmartObject()
GetOwner()
InteractorPriority=4
IsActionAvailable()
IsEnabled()
IsEnabledByProperties()
IsEnabledByScriptPerk()
IsEnabledBySoulAbility()
IsEnabledFromQuestSystem()
IsEnabledHold()
IsLegal()
IsLegalHold()
IsLegalImpl()
IsLyingAction()
IsUsable()
IsUsableHold()
NeedSerialize()
OnAction()
OnEditorSetGameMode()
OnInventoryClosed()
OnInventoryItemUsed()
OnLoad()
OnNPCStateSearchDone()
OnPropertyChange()
OnReset()
OnResourcesHosted()
OnResourcesHostingInterrupted()
OnSave()
OnSpawn()
OnTriggerPoint()
OnUsed()
OnUsedHold()
OpenInventory()
PhysicalizeThis()
Properties = {
Click = {
Angle = {
fAngleTolerance=180
fApproachDirection=0
}
InventoryFilter=
InventoryMultiFilter=
Item = {
bAllowUseWithoutItem=false
bDeleteAfterUse=false
guidItemClassId=
sAliasToBarkWithoutItem=
}
Synchro = {
nNumParticipants=2
sKeyContextLinkName=
sKeyName=
sTimeout=
}
UseMessage=@ui_hud_use_item
UseNotOwnerMessage=@ui_hud_use_item_not_owner
bAllowNoOwner=true
bAllowTorch=false
bCheckOwner=false
bDelayedReportUse=false
bDisableFocusCamera=true
bIsActive=true
bIsActiveInCombat=false
bIsActiveInTenseCircumstance=false
bIsActiveWhileCarryingCorpse=false
bRequireTargetHaveDialog=false
bSaveLock=false
esActionType=Stance
fActiveDistance=-1
fActiveMinDistance=-1
fZToleration=-1
guidRequiredScriptPerk=
sAction=sitting
sActionTags=
sAnimationResourceOverride=
sRequiredSoulAbility=
sSendMessageTo=
sSlaveLinkName=
sTriggerPointId=
}
Hold = {
Angle = {
fAngleTolerance=180
fApproachDirection=0
}
InventoryFilter=
InventoryMultiFilter=
Item = {
bAllowUseWithoutItem=false
bDeleteAfterUse=false
guidItemClassId=
sAliasToBarkWithoutItem=
}
Synchro = {
nNumParticipants=2
sKeyContextLinkName=
sKeyName=
sTimeout=
}
UseMessage=
UseNotOwnerMessage=@ui_hud_use_item_not_owner
bAllowNoOwner=true
bAllowTorch=false
bCheckOwner=false
bDelayedReportUse=false
bDisableFocusCamera=true
bIsActive=false
bIsActiveInCombat=false
bIsActiveInTenseCircumstance=false
bIsActiveWhileCarryingCorpse=false
bRequireTargetHaveDialog=false
bSaveLock=false
esActionType=None
fActiveDistance=-1
fActiveMinDistance=-1
fZToleration=-1
guidRequiredScriptPerk=
sAction=
sActionTags=
sAnimationResourceOverride=
sRequiredSoulAbility=
sSendMessageTo=
sSlaveLinkName=
sTriggerPointId=
}
InteractorPriorityOverride=-1
Script = {
Misc=
}
bExported_to_game=true
bExported_to_test=true
bQuestSystemTrigger=false
bSaved_by_game=true
object_Model=objects/special/primitive_cylinder.cgf
sWH_AI_EntityCategory=
}
ReportUse()
ResetHoldMessage()
ResetUseMessage()
SetAvailable()
SetAvailableHold()
SetHoldMessage()
SetUseMessage()
UpdateMaterial()
UserNoItem()
_CheckDialog()
_GetSendTargets()
}
Birds = {
Animations = {
[01]=fly_loop
[02]=take_off
[05]=landing
[04]=idle_loop
[03]=walk_loop
}
CreateFlock()
ENTITY_DETAIL_ID=1
Editor = {
Icon=Bird.bmp
}
Event_Activate()
Event_AttractTo()
Event_Deactivate()
FlowEvents = {
Inputs = {
Activate = {
[02]=bool
[01]()
}
AttractTo = {
[02]=Vec3
[01]()
}
Deactivate = {
[02]=bool
[01]()
}
}
Outputs = {
Activate=bool
AttractEnd=bool
Deactivate=bool
}
}
InitFlock()
MapVisMask=0
OnAttractPointReached()
OnInit()
OnProceedFadeArea()
OnPropertyChange()
OnSpawn()
Properties = {
Boid = {
Mass=10
bInvulnerable=true
gravity_at_death=-9.81
nCount=4
object_Model=objects/characters/animals/birds/boids_bird_a.cgf
}
Flocking = {
AttractDistMax=50
AttractDistMin=30
FactorAlign=1
FactorCohesion=2
FactorSeparation=1
FieldOfViewAngle=250
bEnableFlocking=false
}
Ground = {
FactorAlign=0
FactorCohesion=3
FactorOrigin=10
FactorSeparation=0.1
HeightOffset=0
OnGroundIdleDurationMax=3.2
OnGroundIdleDurationMin=1.6
OnGroundWalkDurationMax=6
OnGroundWalkDurationMin=4
WalkSpeed=0
WalkToIdleDuration=3
}
Movement = {
FactorAvoidLand=100
FactorHeight=0.6
FactorOrigin=1
FactorTakeOff=10
FlightTime=20
HeightMax=60
HeightMin=53
LandDecelerationHeight=5
MaxAnimSpeed=1
SpeedMax=2
SpeedMin=1
}
Options = {
AnimationDist=0
PickableMessage=
Radius=25
VisibilityDist=200
bActivate=true
bFollowPlayer=false
bNoLanding=true
bObstacleAvoidance=true
bPickableWhenAlive=false
bPickableWhenDead=true
bSpawnFromPoint=false
bStartOnGround=false
}
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
}
params = {
x=0
y=0
z=0
}
type=Birds
}
BirdsTakeoff = {
ApplyPreset()
CacheResources()
Editor = {
Icon=smartObjectHolder.bmp
}
EnteredSoundArea()
GetEditorModel()
IsDebugEnabled()
IsOffCooldown()
LeftSoundArea()
OnInit()
OnLevelLoaded()
OnLoad()
OnPropertyChange()
OnReset()
OnSave()
Properties = {
Script = {
Misc=
}
Settings = {
Audio = {
snd_idle=
snd_scared=
}
ManualValues = {
ParticleEffect=
bIgnoreDaytimeCheck=false
bSpawnAwayFromPlayer=true
esBirdsTakeoffType=AwayFromPlayer
fMaxRandomSpread=1
fSpeedScale=1
iCooldownSeconds=240
}
esBirdsTakeoffPreset=None
}
bDebugEnabled=false
bExported_to_game=true
bExported_to_test=true
bNo_POI=false
bOwnedByHome=false
bPOI_discoverable_by_location=true
bSaved_by_game=false
guidSmartObjectType=861d5258-0d30-4638-be5e-2c6f02b3d187
object_editorModel=
sWH_AI_EntityCategory=
soclass_SmartObjectHelpers=
}
SpawnBirds()
_ParticleSlot=1
_SpawnParticle()
_playSound()
_stopSound()
bSoundIdleIsPlaying=false
iLastSpawnGameTime=-1
}
Blacksmithing = {
CanUse()
StartMinigame()
}
Boar = {
AIMovementAbility = {
AIMovementSpeeds = {
Relaxed = {
Run = {
[03]=3
[01]=2.5
[02]=2
}
Slow = {
[01]=0.9
[03]=1.3
[02]=0.8
}
Sprint = {
[02]=5
[01]=7
[03]=8
}
Walk = {
[01]=1.5
[03]=2
[02]=1.3
}
}
}
avoidanceRadius=1.5
b3DMove=0
collisionAvoidanceParticipation=true
collisionAvoidanceRadiusIncrement=0
cornerSlowDown=0.75
maneuverSpeed=1.5
maneuverTrh=2
maxAccel=2
maxDecel=4
maxTurnRadius=3
minTurnRadius=0
pathFindPrediction=0.5
pathLookAhead=1
pathRadius=0.4
pathRegenIntervalDuringTrace=4
pathSpeedLookAheadPerSpeed=-1.5
pathType=AIPATH_HUMAN
resolveStickingInTrace=1
runSpeed=2.5
sprintSpeed=7
usePredictiveFollowing=1
velDecay=0.5
walkSpeed=1.5
}
ActionController=Animations/Mannequin/ADB/kcd_pig_controllerdefs.xml
AddAnimalLootAction()
AnimDatabase3P=Animations/Mannequin/ADB/kcd_pig_database.adb
CombatOpponentMnTag=oppPig
Editor = {
Icon=User.bmp
IconOnTop=1
}
Event_Spawn()
Event_SpawnKeep()
Event_Spawn_Internal()
Event_Spawned()
Expose()
FlowEvents = {
Inputs = {
Spawn = {
[02]=bool
[01]()
}
}
Outputs = {
Spawned=entity
}
}
GetActions()
GetDogActions()
GetFlowgraphForwardingEntity()
GetReturnToPoolWeight()
InitialSetup()
InteractorPriority=2
IsAIControlled()
IsChatUsable=0
IsDogUsable=1
IsUsable()
NotifyRemoval()
OnDestroy()
OnDogRequest()
OnEditorSetGameMode()
OnLoadAI()
OnPropertyChange()
OnReset()
OnSaveAI()
OnSpawn()
OnUsed()
Properties = {
CharacterSounds = {
foleyEffect=foley_Sheep
footstepEffect=footsteps_Sheep
}
ControlProfile=0
LipSync = {
TransitionQueueSettings = {
nAnimLayer=12
nCharacterSlot=0
playbackWeight=0.75
sDefaultAnimName=facial_chewing_01
}
bEnabled=true
esLipSyncType=LipSync_TransitionQueue
}
NPC = {
aianchorHome=
eiNPCCategory=1
}
Rendering = {
bWrinkleMap=true
}
Script = {
Misc=
bIdleUntilFirstPatch=false
}
SpawnedEntityName=
aicharacter_character=
bCanHoldInformation=true
bExported_to_game=true
bExported_to_test=true
bInvulnerable=false
bIsDummy=false
bNotPlayerMountable=false
bSaved_by_game=true
bSpawner=false
bWH_ListenerObject=true
bWH_PerceptibleObject=true
bWH_PerceptorObject=true
bWH_RequiresHome=false
commrange=30
eiColliderMode=0
esBehaviorSelectionTree=
esClothingConfig=boar
esCommConfig=npc_default
esModularBehaviorTree=IdleSeq
esNavigationType=MediumSizedCharacters
esVoice=npc_default
fFmodCharacterTypeParam=0
fileHitDeathReactionsParamsDataFile=Libs/HitDeathReactionsData/HitDeathReactions_Default.xml
fileModel=objects/characters/animals/boar/boar.cdf
guidSharedSoulId=
nModelVariations=0
physicMassMult=1
sWH_AI_EntityCategory=
sharedSoulInstanceId=0
}
PropertiesInstance = {
aibehavior_behaviour=
bAutoDisable=false
esVoice=
nVariation=0
soclasses_SmartObjectClass=
}
RegisterAI()
Reset()
ResetAIParameters()
ResetCommon()
ReviveInEditor()
Server = {
OnInit()
}
SetActorModel()
UseMannequinAGState=true
ai=1
collisionCapsule = {
axis = {
x=0
y=1
z=0
}
height=0.8
pos = {
x=0
y=0.15
z=0.6
}
posCarcass = {
x=0.25
y=0.1
z=0.25
}
radius=0.25
}
collisionClass=524288
defaultSoulArchetype=Boar
defaultSoulClass=pig
gameParams = {
backwardMultiplier=0.5
inertia=0
inertiaAccel=0
jumpHeight=1
stance = {
carryCorpse = {
heightCollider=0.9
heightPivot=0
name=carryCorpse
size = {
x=0.4
y=0.4
z=0.15
}
stanceId=9
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
combat = {
heightCollider=1.05
heightPivot=0
name=combat
size = {
x=0.3
y=0
z=0.4
}
stanceId=0
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
crouch = {
heightCollider=0.8
heightPivot=0
name=crouch
size = {
x=0.35
y=0
z=0.1
}
stanceId=1
useCapsule=1
viewOffset = {
x=0
y=0
z=1.1
}
}
injured = {
heightCollider=1.05
heightPivot=0
name=injured
size = {
x=0.3
y=0
z=0.4
}
stanceId=7
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
normal = {
heightCollider=1.05
heightPivot=0
name=normal
size = {
x=0.3
y=0
z=0.4
}
stanceId=3
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
relaxed = {
heightCollider=0.4
heightPivot=0
name=relaxed
size = {
x=0.1
y=0
z=0.1
}
stanceId=3
useCapsule=0
viewOffset = {
x=0
y=0.1
z=0.5
}
}
stoneThrowing = {
heightCollider=1.05
heightPivot=0
name=stoneThrowing
size = {
x=0.3
y=0
z=0.4
}
stanceId=2
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
}
}
physicsParams = {
Living = {
air_resistance=0.5
colliderMat=mat_player_collider
gravity=13
inertia=11
inertiaAccel=11
k_air_control=0.1
mass=100
max_climb_angle=89
max_jump_angle=89
max_vel_ground=16
min_fall_angle=89
min_slide_angle=89
timeImpulseRecover=1
}
additionalPhysicsMass=1
flags=0
mass=100
stiffness_scale=73
}
}
Boid = {
Client = {
OnHit()
}
GetUsableMessage()
IsUsable()
OnPickup()
Properties = {
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
}
Server = {
OnHit()
}
type=Boid
}
Boids = {
CreateFlock()
EnableFlock()
FLOCK_BIRDS=0
FLOCK_BUGS=2
FLOCK_CHICKENS=3
FLOCK_FISH=1
FLOCK_FROGS=4
FLOCK_RATS=6
FLOCK_TURTLES=5
OnBoidHit()
SetAttractionPoint()
SetFlockParams()
SetFlockPercentEnabled()
}
Book = {
AnimClose=close
AnimOpen=open
AnimPageNext=list_next
AnimPagePrev=list_prev
ContentChanged=false
ContentImages=
ContentLayout=0
ContentScramble=1
ContentText=
Editor = {
Icon=animobject.bmp
IconOnTop=1
ShowBounds=1
}
Event_Use()
Event_User()
FlowEvents = {
Inputs = {
Use = {
[02]=entityid
[01]()
}
User = {
[02]=entityid
[01]()
}
}
Outputs = {
OnUse=bool
}
}
GetActions()
GetLinkedSmartObject()
GetUsableMessage()
GetUsableName()
GfxName=GeneralBook
InteractorPriority=3
IsCrossCenteringEnabled()
IsUsable()
IsUsableMsgChanged()
LoadModel()
Model=objects/characters/assets/book/book_01.cdf
OnEnablePhysics()
OnLevelLoaded()
OnLoad()
OnPropertyChange()
OnReset()
OnSave()
OnSpawn()
OnUsed()
OnUsedHold()
PageAnimationTransitionTime=0.4
PhysicalizeThis()
Properties = {
Physics = {
Density=-1
Mass=-1
bPhysicalize=true
bPushableByPlayers=false
bRigidBody=false
}
Script = {
Misc=
}
bExported_to_game=true
bExported_to_test=true
bInteractiveCollisionClass=false
bIsDirectlyReadable=false
bNotPickable=false
bSaved_by_game=true
fUsabilityDistance=1.75
object_Model=
soclasses_SmartObjectClass=
}
RegisterAiListener()
Reset()
ResetChild()
SetInteractiveCollisionType()
SetUsable()
SetupTrigger()
SubMtlId=1
TexSlot=11
UnregisterAiListener()
Use()
bUseTrigger=false
bUseableMsgChanged=0
fMinUseDistance=0.7
fUseAngle=0.1
nUserId=0
npcOnly=false
}
BreakableObject = {
Editor = {
Icon=physicsobject.bmp
IconOnTop=1
}
Event_Dead()
Event_DisableUsable()
Event_EnableUsable()
Event_Hit()
Event_MakeInvulnerable()
Event_MakeVulnerable()
Event_OnBreak()
Event_OnFirstBreak()
Event_ResetHealth()
Event_Used()
FlowEvents = {
Inputs = {
MakeInvulnerable = {
[01]()
[02]=any
}
MakeVulnerable = {
[01]()
[02]=any
}
OnBreak = {
[02]=bool
[01]()
}
OnFirstBreak = {
[02]=bool
[01]()
}
ResetHealth = {
[01]()
[02]=any
}
}
Outputs = {
Dead=bool
Health=float
Hit=bool
OnBreak=bool
OnFirstBreak=bool
}
}
GetHealthRatio()
GetMaxHealth()
GetUsableMessage()
IsDead()
IsInvulnerable()
IsUsable()
OnLoad()
OnPhysicsBreak()
OnPropertyChange()
OnReset()
OnSave()
OnShutDown()
OnSpawn()
OnUsed()
Properties = {
Health = {
MaxHealth=500
bInvulnerable=false
bOnlyEnemyFire=true
}
PhysicsBreakable = {
GroundPlanes = {
negativeX=0
negativeY=0
negativeZ=0
positiveX=0
positiveY=0
positiveZ=0.05
}
crack_weaken=0.5
max_bend_torque=0.01
max_pull_force=0.01
max_push_force=0.01
max_shift_force=0.01
max_twist_torque=0.01
}
PhysicsBuoyancy = {
water_damping=1.5
water_density=1
water_resistance=0
}
PhysicsSimulation = {
damping=0
max_time_step=0.01
sleep_speed=0.04
}
UseMessage=
bExported_to_game=true
bExported_to_test=true
bPickable=false
bResting=0
bRigidBody=false
bSaved_by_game=true
bUsable=false
esFaction=
fDensity=5000
fMass=-1
nBreakableType=0
objModel=objects/default/primitive_box.cgf
}
RegisterWithAI()
ResetOnUsed()
Server = {
OnHit()
}
SetGroundPlane()
SetInvulnerability()
SetupHealthProperties()
}
Breakage = {
IsUsable()
}
CCCP()
CHECKTYPE_MIN_DISTANCE=0
CHECKTYPE_MIN_ROOMSIZE=1
CHECK_TIMER=0
CIPileBind = {
CanDeposit()
CanPackAndPick()
CanPickUp()
Deposit()
PickUp()
}
COVER_HIDE=0
COVER_UNHIDE=1
CRYPARTICLE_ONE_TIME_SPAWN=2
CRYPARTICLE_RAIN_MODE=1
Calendar = {
GetGameTime()
GetWorldDay()
GetWorldDayOfWeek()
GetWorldHourOfDay()
GetWorldTime()
GetWorldTimeRatio()
IsFakedTimeOfDay()
IsNightTimeOfDay()
IsWorldTimePaused()
SetFakeTimeOfDay()
SetWorldTime()
SetWorldTimeRatio()
UnfakeTimeOfDay()
}
CameraShake = {
Editor = {
Icon=shake.bmp
}
Event_Shake()
FlowEvents = {
Inputs = {
Shake = {
[02]=bool
[01]()
}
}
}
OnPropertyChange()
Properties = {
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
fDuration=2
fFrequency=0.5
fRadius=10
fStrength=1
vector_Position = {
x=0
y=0
z=0
}
}
}
CameraSource = {
Editor = {
Icon=Camera.bmp
}
OnInit()
Properties = {
DialogueCamera = {
esDialogueCameraOverrideType=NoOverride
iDialogueContextId=-1
}
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=false
}
}
CanMount_Disable=0
CanMount_DisableEncumbered=2
CanMount_Enable=1
CaptionObject = {
Editor = {
Icon=Comment.bmp
IconOnTop=1
}
GetActions()
GetUsableName()
IsCrossCenteringEnabled()
LoadModel()
OnLoad()
OnPropertyChange()
OnSave()
OnSpawn()
OnUsed()
Properties = {
Scale = {
x=1
y=1
z=1
}
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
object_Model=objects/editor/box_nodraw.cgf
sFlagMessage=
sWH_AI_EntityCategory=
}
Reset()
bDiscovered=false
}
CarryItemPile = {
Editor = {
Icon=mine.bmp
}
GetActions()
OnDeposit()
OnPickUp()
Properties = {
audioSwitchPackSoundOverride=
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
guidCarryItemPileId=0
guidItemClassId=0
guidSmartObjectType=
nCapacity=1
nNumberOfItems=0
sDepositAnimTagOverride=
sHintDeposit=@ui_deposit_item
sHintPackAndPick=@ui_packandpick_item
sHintPickup=@ui_pickup_item
sMaterialOverride=
sPickupAnimTagOverride=
vInteractBoxOffset = {
x=0
y=0
z=0
}
vInteractSize = {
x=0.5
y=0.5
z=0.5
}
}
}
CarryableItem = {
GetActions()
GetUsableName()
InteractorPriority=2
IsCrossCenteringEnabled()
OnEnablePhysics()
OnLevelLoaded()
OnPickUp()
OnPropertyChange()
OnUsed()
OnUsedHold()
PhysicalizeThis()
Properties = {
Script = {
Misc=
}
bExported_to_game=true
bExported_to_test=true
bInteractiveCollisionClass=false
bSaved_by_game=true
}
SetInteractiveCollisionType()
Use()
npcOnly=false
}
CarryableItemBind = {
CanPickUp()
PickUp()
}
CartStash = {
AssignInventory()
Close()
DoPlayAnimation()
Editor = {
Icon=stash.bmp
IconOnTop=1
ShowBounds=1
}
Event_Close()
Event_Hide()
Event_Lock()
Event_Open()
Event_StartLockPicking()
Event_UnHide()
Event_Unlock()
FlowEvents = {
Inputs = {
Close = {
[02]=bool
[01]()
}
Hide = {
[02]=bool
[01]()
}
Lock = {
[02]=bool
[01]()
}
Open = {
[02]=bool
[01]()
}
UnHide = {
[02]=bool
[01]()
}
Unlock = {
[02]=bool
[01]()
}
}
Outputs = {
Close=bool
Hide=bool
Lock=bool
Open=bool
UnHide=bool
Unlock=bool
}
}
GenerateLockDifficulty()
GetActions()
GetInventoryToOpen()
GetLockDifficulty()
GetUsableEvent()
IsUsable()
IsUsableHold()
IsUsableMsgChanged()
LoadOriginalModel()
LoadPhaseModel()
Lock()
LockType=cartChest
NeedSerialize()
OnClose()
OnInventoryClosed()
OnItemAdded()
OnItemRemoved()
OnLoad()
OnLockpicked()
OnOpen()
OnPropertyChange()
OnReset()
OnSave()
OnSpawn()
OnUsed()
OnUsedHold()
Open()
PhysicalizeThis()
Properties = {
Animation = {
anim_Close=close
anim_Open=open
bOpenOnly=false
}
Database = {
bReadOnly=false
iMinimalShopItemPrice=0
nRestockPeriodDays=7
sGeneratedInventory=
sInventoryPreset=
}
Lock = {
bCanLockPick=true
bCanUnlockWithDynamicKey=true
bLockDifficultyOverride=false
bLocked=false
bSendMessage=false
esLockFanciness=Common
fLockDifficulty=1
guidItemClassId=
}
Phase = {
esStashPhaseChangeEvent=Never
object_PhaseModel=
}
Physics = {
Density=-1
Mass=-1
bPhysicalize=true
bPushableByPlayers=false
bRigidBody=true
}
Script = {
Misc=
bAllowUsageInCombatDanger=true
bTutorial=false
fTutorialMaxThievery=15
fTutorialMaxThieveryOpenLimit=10
}
Sounds = {
snd_Close=
snd_Open=
}
bExported_to_game=true
bExported_to_test=true
bInteractableThroughCollision=false
bOwnedByHome=true
bSaved_by_game=true
bSkipAngleCheck=false
esChestContextLabel=none
fUseAngle=0.7
fUseDistance=1.5
fUseZOffset=0
guidSmartObjectType=
object_Model=objects/manmade/common_furniture/chests/chest-rustic-a-wagon.cga
sOpenMessage=@ui_open_stash
sPickPlaceAnimTag=
sWH_AI_EntityCategory=
soclass_SmartObjectHelpers=
}
Reset()
ResetAnimationWithActivation()
Server = {
OnUpdate()
}
SetBeingUsedByNPC()
SetBeingUsedByPlayer()
SetInteractive()
Unlock()
UsesStealUiPrompt()
__super = {
AssignInventory()
Close()
DoPlayAnimation()
Editor = {
Icon=stash.bmp
IconOnTop=1
ShowBounds=1
}
Event_Close()
Event_Hide()
Event_Lock()
Event_Open()
Event_StartLockPicking()
Event_UnHide()
Event_Unlock()
FlowEvents = {
Inputs = {
Close = {
[02]=bool
[01]()
}
Hide = {
[02]=bool
[01]()
}
Lock = {
[02]=bool
[01]()
}
Open = {
[02]=bool
[01]()
}
UnHide = {
[02]=bool
[01]()
}
Unlock = {
[02]=bool
[01]()
}
}
Outputs = {
Close=bool
Hide=bool
Lock=bool
Open=bool
UnHide=bool
Unlock=bool
}
}
GenerateLockDifficulty()
GetActions()
GetInventoryToOpen()
GetLockDifficulty()
GetUsableEvent()
IsUsable()
IsUsableHold()
IsUsableMsgChanged()
LoadOriginalModel()
LoadPhaseModel()
Lock()
LockType=chest
NeedSerialize()
OnClose()
OnInventoryClosed()
OnItemAdded()
OnItemRemoved()
OnLoad()
OnLockpicked()
OnOpen()
OnPropertyChange()
OnReset()
OnSave()
OnSpawn()
OnUsed()
OnUsedHold()
Open()
PhysicalizeThis()
Properties = {
Animation = {
anim_Close=close
anim_Open=open
bOpenOnly=false
}
Database = {
bReadOnly=false
iMinimalShopItemPrice=0
nRestockPeriodDays=7
sGeneratedInventory=
sInventoryPreset=
}
Lock = {
bCanLockPick=true
bCanUnlockWithDynamicKey=true
bLockDifficultyOverride=false
bLocked=false
bSendMessage=false
esLockFanciness=Common
fLockDifficulty=1
guidItemClassId=
}
Phase = {
esStashPhaseChangeEvent=Never
object_PhaseModel=
}
Physics = {
Density=-1
Mass=-1
bPhysicalize=true
bPushableByPlayers=false
bRigidBody=true
}
Script = {
Misc=
bAllowUsageInCombatDanger=true
bTutorial=false
fTutorialMaxThievery=15
fTutorialMaxThieveryOpenLimit=10
}
Sounds = {
snd_Close=
snd_Open=
}
bExported_to_game=true
bExported_to_test=true
bInteractableThroughCollision=false
bOwnedByHome=true
bSaved_by_game=true
bSkipAngleCheck=false
esChestContextLabel=none
fUseAngle=0.7
fUseDistance=2.5
fUseZOffset=0
guidSmartObjectType=
object_Model=objects/characters/assets/chest/chest_fancy_b.cdf
sOpenMessage=@ui_open_stash
sPickPlaceAnimTag=
sWH_AI_EntityCategory=
soclass_SmartObjectHelpers=
}
Reset()
ResetAnimationWithActivation()
Server = {
OnUpdate()
}
SetBeingUsedByNPC()
SetBeingUsedByPlayer()
SetInteractive()
Unlock()
UsesStealUiPrompt()
bFirstUpdateAfterResetAnimation=false
bLocked=false
bNeedUpdate=0
bNoAnims=0
bOpenAfterUnlock=0
bOpened=0
bUseSameAnim=0
bUseableMsgChanged=0
fTutorialOpenCount=0
inventoryId=0
nDirection=-1
nSoundId=0
nUserId=0
objectPhaseChanged=false
}
bFirstUpdateAfterResetAnimation=false
bLocked=false
bNeedUpdate=0
bNoAnims=0
bOpenAfterUnlock=0
bOpened=0
bUseSameAnim=0
bUseableMsgChanged=0
fTutorialOpenCount=0
inventoryId=0
nDirection=-1
nSoundId=0
nUserId=0
objectPhaseChanged=false
}
CatHolder = {
Editor = {
Icon=cat.bmp
IconOnTop=0
}
Properties = {
Model=Objects/characters/animals/cat/cat.cdf
RunAfterSpawn=false
SpawnDayOfWeek=0
SpawnWeekLength=7
bExported_to_game=true
bExported_to_test=true
bLying=false
bSaved_by_game=true
esIdlePose=Sitting
}
}
CatWaypoint = {
Editor = {
Icon=Step.bmp
IconOnTop=0
}
Properties = {
bExported_to_game=false
bExported_to_test=true
bFollowTerrain=false
bIsJump=false
bSaved_by_game=true
}
}
CattleBull = {
AIMovementAbility = {
AIMovementSpeeds = {
Relaxed = {
Run = {
[03]=3
[01]=2.5
[02]=2
}
Slow = {
[01]=0.9
[03]=1.3
[02]=0.8
}
Sprint = {
[02]=5
[01]=7
[03]=8
}
Walk = {
[01]=1.5
[03]=2
[02]=1.3
}
}
}
avoidanceRadius=1.5
b3DMove=0
collisionAvoidanceParticipation=true
collisionAvoidanceRadiusIncrement=0
cornerSlowDown=0.75
maneuverSpeed=1.5
maneuverTrh=2
maxAccel=2
maxDecel=4
maxTurnRadius=3
minTurnRadius=0
passRadius=1.25
pathFindPrediction=0.5
pathLookAhead=1
pathRadius=0.4
pathRegenIntervalDuringTrace=4
pathSpeedLookAheadPerSpeed=-1.5
pathType=AIPATH_HUMAN
resolveStickingInTrace=1
runSpeed=2.5
sprintSpeed=7
usePredictiveFollowing=1
velDecay=0.5
walkSpeed=1.5
}
ActionController=Animations/Mannequin/ADB/kcd_cow_controllerdefs.xml
AddAnimalLootAction()
AnimDatabase3P=Animations/Mannequin/ADB/kcd_cow_database.adb
Editor = {
Icon=User.bmp
IconOnTop=1
}
Event_Spawn()
Event_SpawnKeep()
Event_Spawn_Internal()
Event_Spawned()
Expose()
FlowEvents = {
Inputs = {
Spawn = {
[02]=bool
[01]()
}
}
Outputs = {
Spawned=entity
}
}
GetActions()
GetDogActions()
GetFlowgraphForwardingEntity()
GetReturnToPoolWeight()
InitialSetup()
InteractorPriority=2
IsAIControlled()
IsChatUsable=0
IsDogUsable=1
IsUsable()
NotifyRemoval()
OnDestroy()
OnDogRequest()
OnEditorSetGameMode()
OnLoadAI()
OnPropertyChange()
OnReset()
OnSaveAI()
OnSpawn()
OnUsed()
Properties = {
CharacterSounds = {
foleyEffect=foley_Cow
footstepEffect=footsteps_Cow
}
ControlProfile=0
LipSync = {
TransitionQueueSettings = {
nAnimLayer=12
nCharacterSlot=0
playbackWeight=0.75
sDefaultAnimName=facial_chewing_01
}
bEnabled=true
esLipSyncType=LipSync_TransitionQueue
}
NPC = {
aianchorHome=
eiNPCCategory=1
}
Rendering = {
bWrinkleMap=true
}
Script = {
Misc=
bIdleUntilFirstPatch=false
}
SpawnedEntityName=
aicharacter_character=
bCanHoldInformation=false
bExported_to_game=true
bExported_to_test=true
bInvulnerable=false
bIsDummy=false
bNotPlayerMountable=false
bSaved_by_game=true
bSpawner=false
bWH_ListenerObject=true
bWH_PerceptibleObject=true
bWH_PerceptorObject=true
bWH_RequiresHome=true
commrange=30
eiColliderMode=0
esBehaviorSelectionTree=
esClothingConfig=cattle_bull
esCommConfig=npc_default
esModularBehaviorTree=IdleSeq
esNavigationType=MediumSizedCharacters
esVoice=npc_default
fFmodCharacterTypeParam=0
fileHitDeathReactionsParamsDataFile=Libs/HitDeathReactionsData/HitDeathReactions_Default.xml
fileModel=Objects/Characters/animals/cow/cow.cdf
guidSharedSoulId=
nModelVariations=0
physicMassMult=1
sWH_AI_EntityCategory=
sharedSoulInstanceId=0
}
PropertiesInstance = {
aibehavior_behaviour=
bAutoDisable=false
esVoice=
nVariation=0
soclasses_SmartObjectClass=
}
RegisterAI()
Reset()
ResetAIParameters()
ResetCommon()
ReviveInEditor()
Server = {
OnInit()
}
SetActorModel()
UseMannequinAGState=true
ai=1
collisionCapsule = {
axis = {
x=0
y=1
z=0
}
height=1.6
pos = {
x=0
y=0.35
z=0.9
}
posCarcass = {
x=0.2
y=0.35
z=0.16
}
radius=0.35
}
collisionClass=2.09715e+06
defaultSoulArchetype=CattleBull
defaultSoulClass=cattle_bull
gameParams = {
backwardMultiplier=0.5
inertia=0
inertiaAccel=0
jumpHeight=1
stance = {
carryCorpse = {
heightCollider=0.9
heightPivot=0
name=carryCorpse
size = {
x=0.4
y=0.4
z=0.15
}
stanceId=9
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
combat = {
heightCollider=1.05
heightPivot=0
name=combat
size = {
x=0.3
y=0
z=0.4
}
stanceId=0
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
crouch = {
heightCollider=0.8
heightPivot=0
name=crouch
size = {
x=0.35
y=0
z=0.1
}
stanceId=1
useCapsule=1
viewOffset = {
x=0
y=0
z=1.1
}
}
injured = {
heightCollider=1.05
heightPivot=0
name=injured
size = {
x=0.3
y=0
z=0.4
}
stanceId=7
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
normal = {
heightCollider=0.4
heightPivot=0
name=normal
size = {
x=0.1
y=0
z=0.01
}
stanceId=3
useCapsule=0
viewOffset = {
x=0
y=0.1
z=0.5
}
}
stoneThrowing = {
heightCollider=1.05
heightPivot=0
name=stoneThrowing
size = {
x=0.3
y=0
z=0.4
}
stanceId=2
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
}
}
physicsParams = {
Living = {
air_resistance=0.5
colliderMat=mat_player_collider
gravity=13
inertia=11
inertiaAccel=11
k_air_control=0.1
mass=500
max_climb_angle=89
max_jump_angle=89
max_vel_ground=16
min_fall_angle=89
min_slide_angle=89
timeImpulseRecover=1
}
additionalPhysicsMass=1
flags=0
mass=500
stiffness_scale=73
}
simplifiedRootRotation=false
}
CattleCow = {
AIMovementAbility = {
AIMovementSpeeds = {
Relaxed = {
Run = {
[03]=3
[01]=2.5
[02]=2
}
Slow = {
[01]=0.9
[03]=1.3
[02]=0.8
}
Sprint = {
[02]=5
[01]=7
[03]=8
}
Walk = {
[01]=1.5
[03]=2
[02]=1.3
}
}
}
avoidanceRadius=1.5
b3DMove=0
collisionAvoidanceParticipation=true
collisionAvoidanceRadiusIncrement=0
cornerSlowDown=0.75
maneuverSpeed=1.5
maneuverTrh=2
maxAccel=2
maxDecel=4
maxTurnRadius=3
minTurnRadius=0
passRadius=1.25
pathFindPrediction=0.5
pathLookAhead=1
pathRadius=0.4
pathRegenIntervalDuringTrace=4
pathSpeedLookAheadPerSpeed=-1.5
pathType=AIPATH_HUMAN
resolveStickingInTrace=1
runSpeed=2.5
sprintSpeed=7
usePredictiveFollowing=1
velDecay=0.5
walkSpeed=1.5
}
ActionController=Animations/Mannequin/ADB/kcd_cow_controllerdefs.xml
AddAnimalLootAction()
AnimDatabase3P=Animations/Mannequin/ADB/kcd_cow_database.adb
Editor = {
Icon=User.bmp
IconOnTop=1
}
Event_Spawn()
Event_SpawnKeep()
Event_Spawn_Internal()
Event_Spawned()
Expose()
FlowEvents = {
Inputs = {
Spawn = {
[02]=bool
[01]()
}
}
Outputs = {
Spawned=entity
}
}
GetActions()
GetDogActions()
GetFlowgraphForwardingEntity()
GetReturnToPoolWeight()
InitialSetup()
InteractorPriority=2
IsAIControlled()
IsChatUsable=0
IsDogUsable=1
IsUsable()
NotifyRemoval()
OnDestroy()
OnDogRequest()
OnEditorSetGameMode()
OnLoadAI()
OnPropertyChange()
OnReset()
OnSaveAI()
OnSpawn()
OnUsed()
ProceduralContextLook = {
fadeInSeconds=1
fadeOutMinDistance=0
fadeOutSeconds=1
polarCoordinatesMaxPitchDegreesPerSecond=360
polarCoordinatesMaxYawDegreesPerSecond=360
polarCoordinatesSmoothEnable=true
polarCoordinatesSmoothTimeSeconds=0.2
}
Properties = {
CharacterSounds = {
foleyEffect=foley_Cow
footstepEffect=footsteps_Cow
}
ControlProfile=0
LipSync = {
TransitionQueueSettings = {
nAnimLayer=12
nCharacterSlot=0
playbackWeight=0.75
sDefaultAnimName=facial_chewing_01
}
bEnabled=true
esLipSyncType=LipSync_TransitionQueue
}
NPC = {
aianchorHome=
eiNPCCategory=1
}
Rendering = {
bWrinkleMap=true
}
Script = {
Misc=
bIdleUntilFirstPatch=false
}
SpawnedEntityName=
aicharacter_character=
bCanHoldInformation=false
bExported_to_game=true
bExported_to_test=true
bInvulnerable=false
bIsDummy=false
bNotPlayerMountable=false
bSaved_by_game=true
bSpawner=false
bWH_ListenerObject=true
bWH_PerceptibleObject=true
bWH_PerceptorObject=true
bWH_RequiresHome=true
commrange=30
eiColliderMode=0
esBehaviorSelectionTree=
esClothingConfig=cattle_cow
esCommConfig=npc_default
esModularBehaviorTree=IdleSeq
esNavigationType=MediumSizedCharacters
esVoice=npc_default
fFmodCharacterTypeParam=0
fileHitDeathReactionsParamsDataFile=Libs/HitDeathReactionsData/HitDeathReactions_Default.xml
fileModel=Objects/Characters/animals/cow/cow.cdf
guidSharedSoulId=
nModelVariations=0
physicMassMult=1
sWH_AI_EntityCategory=
sharedSoulInstanceId=0
}
PropertiesInstance = {
aibehavior_behaviour=
bAutoDisable=false
esVoice=
nVariation=0
soclasses_SmartObjectClass=
}
RegisterAI()
Reset()
ResetAIParameters()
ResetCommon()
ReviveInEditor()
Server = {
OnInit()
}
SetActorModel()
UseMannequinAGState=true
ai=1
collisionCapsule = {
axis = {
x=0
y=1
z=0
}
height=1.6
pos = {
x=0
y=0.35
z=0.9
}
posCarcass = {
x=0.2
y=0.35
z=0.16
}
radius=0.35
}
collisionClass=2.09715e+06
defaultSoulArchetype=CattleCow
defaultSoulClass=cattle_cow
gameParams = {
backwardMultiplier=0.5
inertia=0
inertiaAccel=0
jumpHeight=1
stance = {
carryCorpse = {
heightCollider=0.9
heightPivot=0
name=carryCorpse
size = {
x=0.4
y=0.4
z=0.15
}
stanceId=9
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
combat = {
heightCollider=1.05
heightPivot=0
name=combat
size = {
x=0.3
y=0
z=0.4
}
stanceId=0
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
crouch = {
heightCollider=0.8
heightPivot=0
name=crouch
size = {
x=0.35
y=0
z=0.1
}
stanceId=1
useCapsule=1
viewOffset = {
x=0
y=0
z=1.1
}
}
injured = {
heightCollider=1.05
heightPivot=0
name=injured
size = {
x=0.3
y=0
z=0.4
}
stanceId=7
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
normal = {
heightCollider=0.4
heightPivot=0
name=normal
size = {
x=0.1
y=0
z=0.01
}
stanceId=3
useCapsule=0
viewOffset = {
x=0
y=0.1
z=0.5
}
}
stoneThrowing = {
heightCollider=1.05
heightPivot=0
name=stoneThrowing
size = {
x=0.3
y=0
z=0.4
}
stanceId=2
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
}
}
physicsParams = {
Living = {
air_resistance=0.5
colliderMat=mat_player_collider
gravity=13
inertia=11
inertiaAccel=11
k_air_control=0.1
mass=500
max_climb_angle=89
max_jump_angle=89
max_vel_ground=16
min_fall_angle=89
min_slide_angle=89
timeImpulseRecover=1
}
additionalPhysicsMass=1
flags=0
mass=500
stiffness_scale=73
}
simplifiedRootRotation=false
}
Chair = {
Client = {
OnPhysicsBreak()
}
Editor = {
Icon=physicsobject.bmp
IconOnTop=1
}
Event_DisableUsable()
Event_EnableUsable()
Event_Hide()
Event_Ragdollize()
Event_Remove()
Event_UnHide()
Event_Used()
FlowEvents = {
Inputs = {
DisableUsable = {
[02]=bool
}
EnableUsable = {
[02]=bool
}
Hide = {
[02]=bool
[01]()
}
Ragdollize = {
[02]=bool
[01]()
}
Remove = {
[02]=bool
[01]()
}
UnHide = {
[02]=bool
[01]()
}
Used = {
[02]=bool
}
}
Outputs = {
Activate=bool
Break=int
DisableUsable=bool
EnableUsable=bool
Hide=bool
Ragdollized=bool
Remove=bool
UnHide=bool
Used=bool
}
}
GetUsableMessage()
IsRigidBody()
IsUsable()
OnLoad()
OnPropertyChange()
OnReset()
OnSave()
OnSpawn()
OnUsed()
PhysicalizeThis()
Properties = {
DmgFactorWhenCollidingAI=1
MultiplayerOptions = {
bNetworked=false
}
Physics = {
CollisionFiltering = {
collisionIgnore = {
bT_collision_class_articulated=0
bT_collision_class_living=0
bT_collision_class_particle=0
bT_collision_class_soft=0
bT_collision_class_terrain=0
bT_collision_class_wheeled=0
bT_gcc_ai=0
bT_gcc_animal=0
bT_gcc_decoy_projectile=0
bT_gcc_horse=0
bT_gcc_horse_bridle=0
bT_gcc_ignore_z_correction=0
bT_gcc_interactive=0
bT_gcc_item=0
bT_gcc_ledge=0
bT_gcc_npc_ignored_type=0
bT_gcc_npc_reported_type=0
bT_gcc_player_body=0
bT_gcc_player_capsule=0
bT_gcc_player_ghostable_type=0
bT_gcc_player_type=0
bT_gcc_ragdoll=0
bT_gcc_rigid=0
bT_gcc_vehicle=0
}
collisionType = {
bT_collision_class_articulated=0
bT_collision_class_living=0
bT_collision_class_particle=0
bT_collision_class_soft=0
bT_collision_class_terrain=0
bT_collision_class_wheeled=0
bT_gcc_ai=0
bT_gcc_animal=0
bT_gcc_decoy_projectile=0
bT_gcc_horse=0
bT_gcc_horse_bridle=0
bT_gcc_ignore_z_correction=0
bT_gcc_interactive=0
bT_gcc_item=0
bT_gcc_ledge=0
bT_gcc_npc_ignored_type=0
bT_gcc_npc_reported_type=0
bT_gcc_player_body=0
bT_gcc_player_capsule=0
bT_gcc_player_ghostable_type=0
bT_gcc_player_type=0
bT_gcc_ragdoll=0
bT_gcc_rigid=0
bT_gcc_vehicle=0
}
}
Density=-1
Mass=-1
bPhysicalize=true
bPushableByPlayers=true
bRigidBody=true
}
Script = {
Misc=
}
UseMessage=
bCanTriggerAreas=false
bExcludeCover=false
bExported_to_game=true
bExported_to_test=true
bHeavyObject=false
bInteractLargeObject=false
bMissionCritical=false
bPickable=false
bSaved_by_game=false
bUsable=false
bUsable_by_player=true
object_Model=objects/props/furniture/chairs_benches/tripod_chair_01.cgf
sWH_AI_EntityCategory=
soclasses_SmartObjectClass=
}
ResetOnUsed()
SetFromProperties()
SetupModel()
}
CharacterAttachHelper = {
Client = {
OnBindThis()
OnUnBindThis()
}
DestroyAttachment()
Editor = {
Icon=Magnet.bmp
}
MakeAttachment()
OnBindThis()
OnInit()
OnPropertyChange()
OnShutDown()
OnStartGame()
OnUnBindThis()
Properties = {
BoneName=Bip01 Head
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
}
Server = {
OnBindThis()
OnUnBindThis()
}
}
ChatToAll=2
ChatToTarget=0
ChatToTeam=1
Chickens = {
Animations = {
[08]=hen_run_fwd
[01]=hen_walk_fwd
[04]=hen_idle_03_eating
[06]=throw
[02]=hen_idle_01_look_around
[03]=hen_idle_02_look_around
[07]=rooster_crowing
[05]=pickup
}
CreateFlock()
ENTITY_DETAIL_ID=1
Editor = {
Icon=Bird.bmp
}
Event_Activate()
Event_Deactivate()
GetFlockType()
MapVisMask=0
OnInit()
OnProceedFadeArea()
OnPropertyChange()
OnSpawn()
Properties = {
Boid = {
Mass=10
SpecialModel=Data/objects/characters/animals/rooster/rooster.cdf
bInvulnerable=false
gravity_at_death=-9.81
guidItemSpawnedOnKill=18ff9093-2cc4-4ab3-9f34-7cb0dd7cd30a
nCount=10
object_Model=objects/characters/animals/hen_v2/hen_v2.cdf
object_Model1=objects/characters/animals/hen_v2/hen_v2_brown.cdf
object_Model2=objects/characters/animals/hen_v2/hen_v2_black.cdf
object_Model3=objects/characters/animals/hen_v2/hen_v2_speckled.cdf
object_Model4=objects/characters/animals/hen_v2/hen_v2_white.cdf
}
Flocking = {
AttractDistMax=20
AttractDistMin=5
FactorAlign=1
FactorCohesion=1
FactorSeparation=1
FieldOfViewAngle=250
bEnableFlocking=true
}
Movement = {
FactorAvoidLand=15
FactorHeight=1
FactorOrigin=0.3
HeightMax=1
HeightMin=0
MaxAnimSpeed=1
MaxDistFromOrigin=30
RunAnimationSpeed=2
RunThreshold=1.1
SpeedMax=0.4
SpeedMin=0.4
SpeedScared=2
WalkAnimationSpeed=0.4
}
Options = {
ActiveHoursBegin=4
ActiveHoursEnd=21
PickableMessage=
Radius=6
VisibilityDist=40
bActivate=true
bAvoidWater=true
bDisableOnRain=true
bFollowPlayer=false
bNoLanding=false
bObstacleAvoidance=true
bPickableWhenAlive=true
bPickableWhenDead=true
}
bExported_to_game=true
bExported_to_test=true
bOwnedByHome=true
bRequiresOwner=true
bSaved_by_game=true
guidSmartObjectType=def0005e-0000-0000-0000-def00000005e
}
Sounds = {
[03]=b_hen_death
[01]=b_hen_idle
[02]=b_hen_scared
}
params = {
x=0
y=0
z=0
}
type=Boids
}
ChickensBrownLight = {
Animations = {
[08]=hen_run_fwd
[01]=hen_walk_fwd
[04]=hen_idle_03_eating
[06]=throw
[02]=hen_idle_01_look_around
[03]=hen_idle_02_look_around
[07]=rooster_crowing
[05]=pickup
}
CreateFlock()
ENTITY_DETAIL_ID=1
Editor = {
Icon=Bird.bmp
}
Event_Activate()
Event_Deactivate()
FlowEvents = {
Inputs = {
Activate = {
[02]=bool
}
Deactivate = {
[02]=bool
}
}
Outputs = {
Activate=bool
Deactivate=bool
}
}
GetFlockType()
MapVisMask=0
OnInit()
OnProceedFadeArea()
OnPropertyChange()
OnSpawn()
Properties = {
Boid = {
Mass=10
SpecialModel=Data/objects/characters/animals/rooster/rooster.cdf
bInvulnerable=false
gravity_at_death=-9.81
guidItemSpawnedOnKill=18ff9093-2cc4-4ab3-9f34-7cb0dd7cd30a
nCount=10
object_Model=objects/characters/animals/hen_v2/hen_v2.cdf
object_Model1=objects/characters/animals/hen_v2/hen_v2_brown.cdf
object_Model2=objects/characters/animals/hen_v2/hen_v2_black.cdf
object_Model3=objects/characters/animals/hen_v2/hen_v2_speckled.cdf
object_Model4=objects/characters/animals/hen_v2/hen_v2_white.cdf
}
Flocking = {
AttractDistMax=20
AttractDistMin=5
FactorAlign=1
FactorCohesion=1
FactorSeparation=1
FieldOfViewAngle=250
bEnableFlocking=true
}
Movement = {
FactorAvoidLand=15
FactorHeight=1
FactorOrigin=0.3
HeightMax=1
HeightMin=0
MaxAnimSpeed=1
MaxDistFromOrigin=30
RunAnimationSpeed=2
RunThreshold=1.1
SpeedMax=0.4
SpeedMin=0.4
SpeedScared=2
WalkAnimationSpeed=0.4
}
Options = {
ActiveHoursBegin=4
ActiveHoursEnd=21
PickableMessage=
Radius=6
VisibilityDist=40
bActivate=true
bAvoidWater=true
bDisableOnRain=true
bFollowPlayer=false
bNoLanding=false
bObstacleAvoidance=true
bPickableWhenAlive=true
bPickableWhenDead=true
}
bExported_to_game=true
bExported_to_test=true
bOwnedByHome=true
bRequiresOwner=true
bSaved_by_game=true
guidSmartObjectType=def0005e-0000-0000-0000-def00000005e
}
Sounds = {
[03]=b_hen_death
[01]=b_hen_idle
[02]=b_hen_scared
}
params = {
x=0
y=0
z=0
}
type=Boids
}
ChickensWhite = {
Animations = {
[08]=hen_run_fwd
[01]=hen_walk_fwd
[04]=hen_idle_03_eating
[06]=throw
[02]=hen_idle_01_look_around
[03]=hen_idle_02_look_around
[07]=rooster_crowing
[05]=pickup
}
CreateFlock()
ENTITY_DETAIL_ID=1
Editor = {
Icon=Bird.bmp
}
Event_Activate()
Event_Deactivate()
FlowEvents = {
Inputs = {
Activate = {
[02]=bool
}
Deactivate = {
[02]=bool
}
}
Outputs = {
Activate=bool
Deactivate=bool
}
}
GetFlockType()
MapVisMask=0
OnInit()
OnProceedFadeArea()
OnPropertyChange()
OnSpawn()
Properties = {
Boid = {
Mass=10
SpecialModel=Data/objects/characters/animals/rooster/rooster.cdf
bInvulnerable=false
gravity_at_death=-9.81
guidItemSpawnedOnKill=18ff9093-2cc4-4ab3-9f34-7cb0dd7cd30a
nCount=10
object_Model=objects/characters/animals/hen_v2/hen_v2_white.cdf
object_Model1=objects/characters/animals/hen_v2/hen_v2_brown.cdf
object_Model2=objects/characters/animals/hen_v2/hen_v2_black.cdf
object_Model3=objects/characters/animals/hen_v2/hen_v2_speckled.cdf
object_Model4=objects/characters/animals/hen_v2/hen_v2_white.cdf
}
Flocking = {
AttractDistMax=20
AttractDistMin=5
FactorAlign=1
FactorCohesion=1
FactorSeparation=1
FieldOfViewAngle=250
bEnableFlocking=true
}
Movement = {
FactorAvoidLand=15
FactorHeight=1
FactorOrigin=0.3
HeightMax=1
HeightMin=0
MaxAnimSpeed=1
MaxDistFromOrigin=30
RunAnimationSpeed=2
RunThreshold=1.1
SpeedMax=0.4
SpeedMin=0.4
SpeedScared=2
WalkAnimationSpeed=0.4
}
Options = {
ActiveHoursBegin=4
ActiveHoursEnd=21
PickableMessage=
Radius=6
VisibilityDist=40
bActivate=true
bAvoidWater=true
bDisableOnRain=true
bFollowPlayer=false
bNoLanding=false
bObstacleAvoidance=true
bPickableWhenAlive=true
bPickableWhenDead=true
}
bExported_to_game=true
bExported_to_test=true
bOwnedByHome=true
bRequiresOwner=true
bSaved_by_game=true
guidSmartObjectType=def0005e-0000-0000-0000-def00000005e
}
Sounds = {
[03]=b_hen_death
[01]=b_hen_idle
[02]=b_hen_scared
}
params = {
x=0
y=0
z=0
}
type=Boids
}
ChoppingBlock = {
Editor = {
Icon=animobject.bmp
IconOnTop=1
ShowBounds=1
}
Event_Eff2Spawn()
Event_EffPos()
Event_EffSpawn()
Event_LogEntityId()
Event_LogHide()
FlowEvents = {
Inputs = {
Effect2Spawn = {
[02]=void
[01]()
}
EffectPos = {
[02]=Vec3
[01]()
}
EffectSpawn = {
[02]=void
[01]()
}
LogEntityId = {
[02]=int
[01]()
}
LogHide = {
[02]=bool
[01]()
}
}
Outputs = {
LogVisible=bool
}
}
OnLoad()
OnPropertyChange()
OnReset()
OnSave()
OnSpawn()
PhysicalizeThis()
Properties = {
Cutting = {
Effect=particles_woodcutting.cutting.wood_split
Effect2=particles_woodcutting.cutting.wood_chip
pos = {
x=0
y=0
z=0
}
}
Physics = {
Density=-1
Mass=-1
bPhysicalize=true
bPushableByPlayers=false
bRigidBody=true
}
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
object_Model=objects/props/misc/wood_stock_anim/wood_stock_anim.cgf
sWH_AI_EntityCategory=
}
Reset()
RunCuttingEffect()
RunCuttingEffect2()
m_upDir = {
x=1
y=0
z=0
}
}
Cloth = {
Editor = {
Icon=physicsobject.bmp
}
Event_WindOff()
Event_WindOn()
FlowEvents = {
Inputs = {
WindOff = {
[02]=bool
[01]()
}
WindOn = {
[02]=bool
[01]()
}
}
Outputs = {
WindOff=bool
WindOn=bool
}
}
LookForEntityToAttachTo()
OnDamage()
OnInit()
OnPropertyChange()
OnReset()
OnShutDown()
OnSpawn()
Properties = {
MultiplayerOptions = {
bNetworked=false
}
accuracy=0.05
air_resistance=1
attach_radius=0
bCollideWithPhysical=1
bCollideWithPlayers=1
bCollideWithStatics=1
bCollideWithTerrain=0
bExported_to_game=true
bExported_to_test=true
bRigidCore=0
bSaved_by_game=true
collision_impulse_scale=1
damping=0.3
density=200
explosion_scale=0.003
fileModel=Objects/props/misc/cloth/cloth.cgf
friction=0
gravity = {
x=0
y=0
z=-9.8
}
hardness=20
impulse_scale=0.02
mass=5
mass_decay=0
max_collision_impulse=160
max_iters=20
max_safe_step=0.2
max_time_step=0.02
sleep_speed=0.01
thickness=0.06
water_resistance=600
wind = {
x=0
y=0
z=0
}
wind_event = {
x=0
y=10
z=0
}
wind_variance=0.2
}
Server = {
OnStartGame()
OnUnHidden()
}
id_attach_to=-1
id_part_attach_to=-1
}
Cloud = {
CreateCloud()
DeleteCloud()
ENTITY_DETAIL_ID=1
Editor = {
Icon=Clouds.bmp
Model=Editor/Objects/Particles.cgf
}
Event_Hide()
Event_Show()
FlowEvents = {
Inputs = {
Hide = {
[02]=bool
[01]()
}
Show = {
[02]=bool
[01]()
}
}
Outputs = {
Hide=bool
Show=bool
}
}
OnInit()
OnLoad()
OnPropertyChange()
OnReset()
OnSave()
OnShutDown()
OnSpawn()
Properties = {
Movement = {
bAutoMove=0
fFadeDistance=0
vector_SpaceLoopBox = {
x=2000
y=2000
z=2000
}
vector_Speed = {
x=0
y=0
z=0
}
}
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
fScale=1
file_CloudFile=Libs/Clouds/Default.xml
}
SetMovementProperties()
type=Cloud
}
CombatDebug = {
AddAllCombatPerks()
AddCombatPerks()
AddSkill()
AddStat()
DebugSkillKey()
DebugSwitchWeapons()
EnemyArmor=0
EnemyProfile=0
EnemyWeapon=0
IDEnemy=0
IDPlayer=0
MakeSpawnedTough()
PlayerArmor=0
PlayerProfile=0
PlayerWeapon=0
RemoveAllCombatPerks()
SetArmorProfile()
SetDef()
SetDefBack()
SetEnv()
SetHardcoreCVars()
SetSkillProfile()
Spawn()
SpawnBattle()
SpawnBattleOld()
SpawnEnemy()
SpawnFighters()
SpawnFriend()
StartLog()
StopLog()
TestCombat()
TestLock()
dbgSetV6()
}
Comment = {
Editor = {
Icon=Comment.bmp
Model=Editor/Objects/comment.cgf
}
Event_Hide()
Event_UnHide()
FlowEvents = {
Inputs = {
Hide = {
[02]=bool
[01]()
}
UnHide = {
[02]=bool
[01]()
}
}
Outputs = {
Hide=bool
UnHide=bool
}
}
OnInit()
OnLoad()
OnPropertyChange()
OnReset()
OnSave()
OnUpdate()
Properties = {
Text=This is a comment
bExported_to_game=true
bExported_to_test=true
bFixed=false
bHidden=false
bSaved_by_game=false
clrDiffuse = {
x=1
y=0.5
z=0
}
fMaxDist=100
fSize=1.2
nCharsPerLine=30
}
bNoUpdateInGame=1
fMaxDistSquared=0
hidden=false
lineCount=0
}
Concept = {
Properties = {
bExported_to_game=true
bExported_to_test=true
bIncludeModConcepts=false
bSaved_by_game=true
fileConcept=
}
}
Constraint = {
Apply()
Editor = {
Icon=Magnet.bmp
ShowBounds=1
}
Event_ConstraintBroken()
FlowEvents = {
Inputs = {
ConstraintBroken = {
[02]=bool
[01]()
}
}
Outputs = {
ConstraintBroken=bool
}
}
OnDestroy()
OnLevelLoaded()
OnLoad()
OnPropertyChange()
OnReset()
OnSave()
OnSpawn()
OnTimer()
Properties = {
Limits = {
x_max=0
x_min=0
yz_max=0
}
bConstrainFully=1
bConstrainToLine=0
bConstrainToPlane=0
bExported_to_game=true
bExported_to_test=true
bNoRotation=0
bNoSelfCollisions=1
bSaved_by_game=true
bUseEntityFrame=1
damping=0
max_bend_torque=0
max_pull_force=0
radius=0.03
}
numUpdates=0
}
CreateItemTable()
Crime = {
BuildLockpickPromptStrName()
DetermineSuspiciousDealReaction()
GetSkillcheckLevelFromPrice()
GetStatusMultiplier()
ProduceAiSoundOnDudePosition()
SendCampTrespassChatResult()
SendCombatChatResult()
SendFriskChatResult()
SendFriskDialogResult()
SendOffenceChatAction()
SendResolveDialogResult()
SendSelfhelpChatResult()
SendSelfhelpResolveDialogResult()
SendSurrenderChatResult()
SendSurrenderDialogResult()
}
CrimeDebugger = {
Editor = {
Icon=smartObjectHolder.bmp
}
GetEditorModel()
OnInit()
OnPropertyChange()
OnReset()
OnUpdate()
Properties = {
Script = {
Misc=
}
bExported_to_game=true
bExported_to_test=true
bNo_POI=false
bOwnedByHome=false
bPOI_discoverable_by_location=true
bSaved_by_game=false
guidSmartObjectType=43c857b4-032b-844f-3d1b-3cc90d5a2382
object_editorModel=
sWH_AI_EntityCategory=
soclass_SmartObjectHelpers=
}
SetDebugEnabled()
SetHighestPerceptionThreshold()
_getPerceptionIconPosition()
_getPerceptionIconString()
bPerceptionDebugEnabled=false
fHighestPerceptionThreshold=0
}
CryAction = {
ActivateEffect()
ActivateExtensionForGameObject()
AddAngleSignal()
AddRangeSignal()
AddTargetRangeSignal()
BanPlayer()
BindGameObjectToNetwork()
CacheItemGeometry()
CacheItemSound()
ClearEntityTags()
ClearStaticTag()
ConnectToServer()
CreateGameObjectForEntity()
DestroyRangeSignaling()
DisableSignalTimer()
DontSyncPhysics()
EnableRangeSignaling()
EnableSignalTimer()
ForceGameObjectUpdate()
GetClassName()
GetPlayerList()
GetServer()
GetServerTime()
GetWaterInfo()
HasAI()
IsChannelOnHold()
IsChannelSpecial()
IsClient()
IsGameObjectProbablyVisible()
IsGameStarted()
IsImmersivenessEnabled()
IsRMIServer()
IsServer()
LoadXML()
PauseGame()
Persistant2DText()
PersistantArrow()
PersistantEntityTag()
PersistantLine()
PersistantSphere()
PreLoadADB()
RefreshPings()
RegisterWithAI()
ResetRangeSignaling()
ResetSignalTimer()
ResetToNormalCamera()
SaveXML()
SendGameplayEvent()
SetAimQueryMode()
SetNetworkParent()
SetSignalTimerRate()
SetViewCamera()
SetViewCameraByAngles()
}
CutsceneHolder = {
Editor = {
Icon=CutsceneHolder.bmp
}
Properties = {
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
esCutsceneName=
}
}
DIR_EAST=2
DIR_NORTH=0
DIR_SOUTH=1
DIR_WEST=3
Database = {
GetColumnInfo()
GetTableColumnData()
GetTableInfo()
GetTableLine()
LoadTable()
}
DatabaseUtils = {
LoadTable()
LoadTableColumn()
LoadTableColumnWithIndex()
LoadTableColumns()
LoadTableColumnsWithIndex()
RemapColumns()
RemapSingleColumn()
}
DeadBody = {
Client = {
OnInit()
}
Client_OnInit()
DeadBodyParams = {
damping=0.3
freefall_damping=0.1
lying_damping=1.5
lying_mode_ncolls=4
lying_sleep_speed=0.065
max_time_step=0.025
sleep_speed=0.025
}
Editor = {
Icon=DeadBody.bmp
IconOnTop=1
}
Event_Awake()
Event_Hide()
Event_Hit()
Event_UnHide()
FlowEvents = {
Inputs = {
Awake = {
[02]=bool
[01]()
}
Hide = {
[02]=bool
[01]()
}
UnHide = {
[02]=bool
[01]()
}
}
Outputs = {
Awake=bool
Hit=bool
Scanned=bool
}
}
HasBeenScanned()
OnHit()
OnLoad()
OnPropertyChange()
OnReset()
OnSave()
PhysParams = {
eyeheight=1.7
height=1.8
lod=1
mass=80
radius=0.45
retain_joint_vel=0
sphereheight=1.2
stiffness_scale=0
}
PhysicalizeThis()
Properties = {
Buoyancy = {
water_damping=0
water_density=1000
water_resistance=1000
}
Mass=80
MaxTimeStep=0.025
PoseAnim=
Stiffness=0
TacticalInfo = {
LookupName=
bScannable=0
}
bCollidesWithPlayers=0
bExported_to_game=true
bExported_to_test=true
bExtraStiff=0
bNoFriendlyFire=false
bPushableByPlayers=false
bResting=1
bSaved_by_game=true
lying_damping=1.5
object_Model=objects/characters/humans/male/skeleton/male.cdf
soclasses_SmartObjectClass=
}
Server = {
OnDamage()
OnHit()
OnInit()
}
Server_OnDamageDead()
Server_OnInit()
temp_ModelName=
type=DeadBody
}
DeadBody_Base_Human = {
ApplyDirtAndBlood()
Editor = {
Icon=DeadBody.bmp
}
OnEditorLayerLoaded()
OnPropertyChange()
OnSpawn()
Properties = {
DeadBody = {
AddBlood = {
fArm_left=0
fArm_right=0
fHead=0
fLeg_left=0
fLeg_right=0
fTorso=0
}
bLootableByPlayer=true
bRagdollOnly=false
bRagdollOnly_DontPosition=false
fAddDirt=0
}
}
UpdateGhosts()
sequenceName=
unstanceName=
}
DeadBody_Horse = {
ApplyDirtAndBlood()
Editor = {
Icon=DeadBody.bmp
}
OnEditorLayerLoaded()
OnPropertyChange()
OnSpawn()
Properties = {
DeadBody = {
AddBlood = {
fHead=0
fLegs=0
fTorso=0
}
bRagdollOnly=false
esDeadBody_Horse_Variant=horse_lyingOnLeftSide_01
fAddDirt=0
}
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
}
UpdateData()
UpdateGhosts()
sequenceName=
unstanceName=
}
DeadBody_Human = {
ApplyDirtAndBlood()
Editor = {
Icon=DeadBody.bmp
}
OnEditorLayerLoaded()
OnPropertyChange()
OnSpawn()
Properties = {
DeadBody = {
AddBlood = {
fArm_left=0
fArm_right=0
fHead=0
fLeg_left=0
fLeg_right=0
fTorso=0
}
bLootableByPlayer=true
bRagdollOnly=false
bRagdollOnly_DontPosition=false
esDeadBody_Human_Variant=male_lyingOnBack_01
fAddDirt=0
}
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
}
UpdateData()
UpdateGhosts()
sequenceName=
unstanceName=
}
DeadBody_WolfDog = {
ApplyDirtAndBlood()
Editor = {
Icon=DeadBody.bmp
}
OnEditorLayerLoaded()
OnPropertyChange()
OnSpawn()
Properties = {
DeadBody = {
AddBlood = {
fTorso=0
}
esDeadBody_WolfDog_Variant=wolfDog_lyingOnRightSide_01
fAddDirt=0
}
}
UpdateData()
UpdateGhosts()
unstanceName=
}
Debris = {
Client = {
OnPhysicsBreak()
}
CommonSwitchToMaterial()
Editor = {
Icon=physicsobject.bmp
IconOnTop=1
}
Event_Activate()
Event_DisableUsable()
Event_EnableUsable()
Event_Hide()
Event_Ragdollize()
Event_Remove()
Event_SwitchToMaterial1()
Event_SwitchToMaterial2()
Event_SwitchToMaterialOriginal()
Event_UnHide()
Event_Used()
FlowEvents = {
Inputs = {
Activate = {
[02]=bool
[01]()
}
DisableUsable = {
[02]=bool
[01]()
}
EnableUsable = {
[02]=bool
[01]()
}
Hide = {
[02]=bool
[01]()
}
MakeInvulnerable = {
[02]=any
}
MakeVulnerable = {
[02]=any
}
Ragdollize = {
[02]=bool
[01]()
}
Remove = {
[02]=bool
[01]()
}
ResetHealth = {
[02]=any
}
SwitchToMaterial1 = {
[02]=bool
[01]()
}
SwitchToMaterial2 = {
[02]=bool
[01]()
}
SwitchToMaterialOriginal = {
[02]=bool
[01]()
}
UnHide = {
[02]=bool
[01]()
}
Used = {
[02]=bool
[01]()
}
}
Outputs = {
Activate=bool
Break=int
Dead=bool
DisableUsable=bool
EnableUsable=bool
Health=float
Hide=bool
Hit=bool
Ragdollized=bool
Remove=bool
UnHide=bool
Used=bool
}
}
GetUsableMessage()
IsRigidBody()
IsUsable()
OnDamage()
OnLoad()
OnPhysicsBreak()
OnPropertyChange()
OnReset()
OnSave()
OnSpawn()
OnUsed()
PhysicalizeThis()
Properties = {
AI = {
bUsedAsDynamicObstacle=1
}
DmgFactorWhenCollidingAI=1
MultiplayerOptions = {
bNetworked=false
}
Physics = {
Buoyancy = {
water_damping=0
water_density=1000
water_resistance=1000
}
CGFPropsOverride = {
Constraint = {
constraint_collides=
constraint_damping=
constraint_limit=
constraint_maxang=
constraint_minang=
}
Deformable = {
explosion_scale=
hardness=
max_impulse=
max_stretch=
skin_dist=
stiffness=
thickness=
}
Joint = {
bend=
limit=
pull=
push=
shift=
twist=
}
player_can_break=
}
CollisionFiltering = {
collisionIgnore = {
bT_collision_class_articulated=0
bT_collision_class_living=0
bT_collision_class_particle=0
bT_collision_class_soft=0
bT_collision_class_terrain=0
bT_collision_class_wheeled=0
bT_gcc_ai=0
bT_gcc_animal=0
bT_gcc_decoy_projectile=0
bT_gcc_horse=0
bT_gcc_horse_bridle=0
bT_gcc_ignore_z_correction=0
bT_gcc_interactive=0
bT_gcc_item=0
bT_gcc_ledge=0
bT_gcc_npc_ignored_type=0
bT_gcc_npc_reported_type=0
bT_gcc_player_body=0
bT_gcc_player_capsule=0
bT_gcc_player_ghostable_type=0
bT_gcc_player_type=0
bT_gcc_ragdoll=0
bT_gcc_rigid=0
bT_gcc_vehicle=0
}
collisionType = {
bT_collision_class_articulated=0
bT_collision_class_living=0
bT_collision_class_particle=0
bT_collision_class_soft=0
bT_collision_class_terrain=0
bT_collision_class_wheeled=0
bT_gcc_ai=0
bT_gcc_animal=0
bT_gcc_decoy_projectile=0
bT_gcc_horse=0
bT_gcc_horse_bridle=0
bT_gcc_ignore_z_correction=0
bT_gcc_interactive=0
bT_gcc_item=0
bT_gcc_ledge=0
bT_gcc_npc_ignored_type=0
bT_gcc_npc_reported_type=0
bT_gcc_player_body=0
bT_gcc_player_capsule=0
bT_gcc_player_ghostable_type=0
bT_gcc_player_type=0
bT_gcc_ragdoll=0
bT_gcc_rigid=0
bT_gcc_vehicle=0
}
}
Density=-1
ForeignData = {
bMovingPlatform=0
}
Mass=-1
Simulation = {
bFixedDamping=0
bUseSimpleSolver=0
damping=0
max_time_step=0.02
sleep_speed=0.04
}
bActivateOnDamage=0
bCanBreakOthers=0
bPhysicalize=true
bPushableByPlayers=true
bResting=1
bRigidBody=true
bRigidBodyActive=true
}
UseMessage=
bCanTriggerAreas=false
bDamagesPlayerOnCollisionSP=0
bExcludeCover=false
bExported_to_game=true
bExported_to_test=true
bHeavyObject=false
bInteractLargeObject=false
bMissionCritical=false
bPickable=false
bSaved_by_game=false
bSerialize=0
bUsable=false
guidSmartObjectType=
object_Model=objects/default/primitive_pyramid.cgf
sWH_AI_EntityCategory=
soclass_SmartObjectHelpers=
soclasses_SmartObjectClass=
}
ResetOnUsed()
Server = {
Activated = {
OnBeginState()
OnDamage()
OnPhysicsBreak()
}
Default = {
OnBeginState()
OnDamage()
OnPhysicsBreak()
}
}
SetFromProperties()
SetupModel()
States = {
[02]=Activated
[01]=Default
}
__super = {
Client = {
OnPhysicsBreak()
}
CommonSwitchToMaterial()
Editor = {
Icon=physicsobject.bmp
IconOnTop=1
}
Event_Activate()
Event_DisableUsable()
Event_EnableUsable()
Event_Hide()
Event_Ragdollize()
Event_Remove()
Event_SwitchToMaterial1()
Event_SwitchToMaterial2()
Event_SwitchToMaterialOriginal()
Event_UnHide()
Event_Used()
FlowEvents = {
Inputs = {
Activate = {
[02]=bool
[01]()
}
DisableUsable = {
[02]=bool
[01]()
}
EnableUsable = {
[02]=bool
[01]()
}
Hide = {
[02]=bool
[01]()
}
MakeInvulnerable = {
[02]=any
}
MakeVulnerable = {
[02]=any
}
Ragdollize = {
[02]=bool
[01]()
}
Remove = {
[02]=bool
[01]()
}
ResetHealth = {
[02]=any
}
SwitchToMaterial1 = {
[02]=bool
[01]()
}
SwitchToMaterial2 = {
[02]=bool
[01]()
}
SwitchToMaterialOriginal = {
[02]=bool
[01]()
}
UnHide = {
[02]=bool
[01]()
}
Used = {
[02]=bool
[01]()
}
}
Outputs = {
Activate=bool
Break=int
Dead=bool
DisableUsable=bool
EnableUsable=bool
Health=float
Hide=bool
Hit=bool
Ragdollized=bool
Remove=bool
UnHide=bool
Used=bool
}
}
GetUsableMessage()
IsRigidBody()
IsUsable()
OnDamage()
OnLoad()
OnPhysicsBreak()
OnPropertyChange()
OnReset()
OnSave()
OnSpawn()
OnUsed()
PhysicalizeThis()
Properties = {
AI = {
bUsedAsDynamicObstacle=1
}
DmgFactorWhenCollidingAI=1
MultiplayerOptions = {
bNetworked=false
}
Physics = {
Buoyancy = {
water_damping=0
water_density=1000
water_resistance=1000
}
CGFPropsOverride = {
Constraint = {
constraint_collides=
constraint_damping=
constraint_limit=
constraint_maxang=
constraint_minang=
}
Deformable = {
explosion_scale=
hardness=
max_impulse=
max_stretch=
skin_dist=
stiffness=
thickness=
}
Joint = {
bend=
limit=
pull=
push=
shift=
twist=
}
player_can_break=
}
CollisionFiltering = {
collisionIgnore = {
bT_collision_class_articulated=0
bT_collision_class_living=0
bT_collision_class_particle=0
bT_collision_class_soft=0
bT_collision_class_terrain=0
bT_collision_class_wheeled=0
bT_gcc_ai=0
bT_gcc_animal=0
bT_gcc_decoy_projectile=0
bT_gcc_horse=0
bT_gcc_horse_bridle=0
bT_gcc_ignore_z_correction=0
bT_gcc_interactive=0
bT_gcc_item=0
bT_gcc_ledge=0
bT_gcc_npc_ignored_type=0
bT_gcc_npc_reported_type=0
bT_gcc_player_body=0
bT_gcc_player_capsule=0
bT_gcc_player_ghostable_type=0
bT_gcc_player_type=0
bT_gcc_ragdoll=0
bT_gcc_rigid=0
bT_gcc_vehicle=0
}
collisionType = {
bT_collision_class_articulated=0
bT_collision_class_living=0
bT_collision_class_particle=0
bT_collision_class_soft=0
bT_collision_class_terrain=0
bT_collision_class_wheeled=0
bT_gcc_ai=0
bT_gcc_animal=0
bT_gcc_decoy_projectile=0
bT_gcc_horse=0
bT_gcc_horse_bridle=0
bT_gcc_ignore_z_correction=0
bT_gcc_interactive=0
bT_gcc_item=0
bT_gcc_ledge=0
bT_gcc_npc_ignored_type=0
bT_gcc_npc_reported_type=0
bT_gcc_player_body=0
bT_gcc_player_capsule=0
bT_gcc_player_ghostable_type=0
bT_gcc_player_type=0
bT_gcc_ragdoll=0
bT_gcc_rigid=0
bT_gcc_vehicle=0
}
}
Density=-1
ForeignData = {
bMovingPlatform=0
}
Mass=-1
Simulation = {
bFixedDamping=0
bUseSimpleSolver=0
damping=0
max_time_step=0.02
sleep_speed=0.04
}
bActivateOnDamage=0
bCanBreakOthers=0
bPhysicalize=true
bPushableByPlayers=true
bResting=1
bRigidBody=true
bRigidBodyActive=true
}
UseMessage=
bCanTriggerAreas=false
bDamagesPlayerOnCollisionSP=0
bExcludeCover=false
bExported_to_game=true
bExported_to_test=true
bHeavyObject=false
bInteractLargeObject=false
bMissionCritical=false
bPickable=false
bSaved_by_game=true
bSerialize=0
bUsable=false
guidSmartObjectType=
object_Model=objects/default/primitive_pyramid.cgf
sWH_AI_EntityCategory=
soclass_SmartObjectHelpers=
soclasses_SmartObjectClass=
}
ResetOnUsed()
Server = {
Activated = {
OnBeginState()
OnDamage()
OnPhysicsBreak()
}
Default = {
OnBeginState()
OnDamage()
OnPhysicsBreak()
}
}
SetFromProperties()
SetupModel()
States = {
[01]=Default
[02]=Activated
}
bRigidBodyActive=true
}
bRigidBodyActive=true
}
DebugUtils = {
CheckExp()
DistanceToPlayer()
FakeLoadedGameVersion()
FlyMode()
Log()
LogError()
LogWarning()
NavmeshCleaner()
RainOff()
RainOn()
UnlockAllCodexEntries()
WarnDeprecated()
}
DestroStash = {
AfterReset()
AfterShot()
AssignInventory()
CanBeUsed()
Client = {
OnHit()
}
Close()
DoPlaySound()
DoStopSound()
Editor = {
Icon=DestroStash.bmp
IconOnTop=1
ShowBounds=1
}
Event_Close()
Event_Hide()
Event_Open()
Event_UnHide()
FlowEvents = {
Inputs = {
Close = {
[02]=bool
[01]()
}
Hide = {
[02]=bool
[01]()
}
Open = {
[02]=bool
[01]()
}
UnHide = {
[02]=bool
[01]()
}
}
Outputs = {
Close=bool
Hide=bool
Open=bool
UnHide=bool
}
}
GetActions()
GetSoundTriggerID()
IsUsable()
NeedSerialize()
OnInventoryClosed()
OnLoad()
OnPropertyChange()
OnReset()
OnSave()
OnSpawn()
OnUsed()
Open()
PhysicalizeThis()
Properties = {
Database = {
bReadOnly=true
guidInventoryDBId=0
sInventoryPreset=
}
Lock = {
bCanLockPick=false
bCanUnlockWithDynamicKey=false
bLockDifficultyOverride=false
bLocked=false
bSendMessage=false
esLockFanciness=Common
fLockDifficulty=1
guidItemClassId=
}
ParticleEffect=
Physics = {
Density=-1
Mass=1
bPhysicalize=true
bPushableByPlayers=false
bRigidBody=true
}
Sounds = {
snd_Hit=
}
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
object_Model=objects/natural/animal/bird_nest.cgf
object_ShardModel=objects/natural/stones/stone_basalt_b.cgf
}
Reset()
SpawnShard()
StartParticleEffect()
bLocked=false
inventoryId=0
shot=0
}
DestroyableObject = {
ActivateDelayEffect()
AfterThrownTimer()
Base_OnUsed()
CacheResources()
CanBeMadeTargetable()
Client = {
Alive = {
OnBeginState()
OnPhysicsBreak()
}
ClActivateDelayEffect()
ClExplode()
ClUsedBy()
Dead = {
OnBeginState()
}
OnInit()
OnPhysicsBreak()
}
CommonInit()
DeactivateTacticalInfo()
Die()
Editor = {
Icon=explosion.bmp
IsScalable=false
}
Event_Dead()
Event_DisableUsable()
Event_EnableUsable()
Event_Explode()
Event_Hide()
Event_Hit()
Event_MakeInvulnerable()
Event_MakeVulnerable()
Event_Reset()
Event_ResetHealth()
Event_UnHide()
Event_Used()
Explode()
FlowEvents = {
Inputs = {
DisableUsable = {
[02]=bool
}
EnableUsable = {
[02]=bool
}
Explode = {
[02]=bool
[01]()
}
Hide = {
[02]=bool
[01]()
}
MakeInvulnerable = {
[01]()
[02]=any
}
MakeVulnerable = {
[01]()
[02]=any
}
Reset = {
[02]=bool
[01]()
}
ResetHealth = {
[01]()
[02]=any
}
UnHide = {
[02]=bool
[01]()
}
Used = {
[02]=bool
}
}
Outputs = {
Break=int
Dead=bool
DisableUsable=bool
EnableUsable=bool
Explode=bool
Health=float
Hide=bool
Hit=bool
HitBy=entity
Reset=bool
Scanned=bool
UnHide=bool
Used=bool
UsedBy=entity
}
}
GetHealthRatio()
GetMaxHealth()
GetUsableMessage()
HasBeenScanned()
IsDead()
IsInvulnerable()
IsUsable()
OnLoad()
OnPropertyChange()
OnReset()
OnSave()
OnShutDown()
OnSpawn()
OnThrown()
OnUsed()
PhysicalizeThis()
Properties = {
AutoAimTarget = {
AfterThrownTargetableTime=3
InnerRadiusVolumeFactor=0.35
OuterRadiusVolumeFactor=0.6
SnapRadiusVolumeFactor=1.25
bMakeTargetableOnThrown=0
}
Breakage = {
bSurfaceEffects=1
fExplodeImpulse=0
fLifeTime=10
}
DamageMultipliers = {
fBullet=1
fCollision=1
fProjectileClass=1
}
DestroyedSubObject=
DmgFactorWhenCollidingAI=1
Explosion = {
Damage=1000
Delay=0
DelayEffect = {
Params = {
AttachForm=none
AttachType=none
CountScale=1
Scale=1
SpawnPeriod=0
bCountPerUnit=false
bPrime=false
bSizePerUnit=0
}
ParticleEffect=
bHasDelayEffect=0
vOffset = {
x=0
y=0
z=0
}
vRotation = {
x=0
y=0
z=0
}
}
Direction = {
x=0
y=0
z=1
}
EffectScale=1
MinPhysRadius=2.5
MinRadius=5
ParticleEffect=explosions.grenade_air.explosion
PhysRadius=5
Pressure=1000
Radius=10
SoundRadius=0
vOffset = {
x=0
y=0
z=0
}
}
Health = {
MaxHealth=500
bInvulnerable=false
bOnlyEnemyFire=true
}
ModelSubObject=
Physics = {
Density=-1
MP = {
bDontSyncPos=0
}
Mass=100
Simulation = {
damping=0
max_time_step=0.02
sleep_speed=0.04
}
bActivateOnDamage=0
bCanBreakOthers=0
bPushableByPlayers=false
bRigidBody=true
bRigidBodyActive=true
bRigidBodyAfterDeath=1
}
Sounds = {
bStopSoundsOnDestroyed=1
fAISoundRadius=30
sound_Alive=
sound_Dead=
sound_Dying=
}
TacticalInfo = {
LookupName=
bScannable=0
}
UseMessage=
Vulnerability = {
bBullet=1
bCollision=1
bExplosion=1
bMelee=1
bOther=1
projectileClass=
}
bAutoGenAIHidePts=0
bExplode=1
bExported_to_game=true
bExported_to_test=true
bInteractLargeObject=false
bOnlyAllowPlayerToFullyDestroyObject=0
bPickable=false
bPlayerOnly=1
bSaved_by_game=true
bUsable=false
esFaction=
fDamageTreshold=0
object_Model=objects/default/primitive_sphere.cgf
object_ModelDestroyed=
soclasses_SmartObjectClass=
}
RegisterWithAI()
Reload()
RemoveEffect()
ResetOnUsed()
RestorePhysicalState()
SavePhysicalState()
Server = {
Alive = {
OnTimer()
}
Dead = {
OnBeginState()
}
OnHit()
OnInit()
OnTimer()
SvRequestUsedBy()
}
SetCurrentSlot()
SetInvulnerability()
SetupHealthProperties()
States = {
[02]=Dead
[01]=Alive
}
__client_dispatch = {
[03]=ClActivateDelayEffect:
[01]=ClExplode:
[02]=ClUsedBy:E
ClActivateDelayEffect()
ClExplode()
ClUsedBy()
__validated=false
}
__server_dispatch = {
[01]=SvRequestUsedBy:E
SvRequestUsedBy()
__validated=false
}
}
DetailMovementSmartObject = {
Editor = {
Icon=smartObjectHolder.bmp
}
GetEditorModel()
OnInit()
OnPropertyChange()
OnSpawn()
Properties = {
MovementDetails = {
esMovementSpeed=b_Walk
fContinualSuccessDistance=10
}
Script = {
Misc=
}
bExported_to_game=true
bExported_to_test=true
bNo_POI=false
bOwnedByHome=false
bPOI_discoverable_by_location=true
bSaved_by_game=false
guidSmartObjectType=DEF0005E-0000-0000-0000-DEF00000005E
object_editorModel=
sWH_AI_EntityCategory=
soclass_SmartObjectHelpers=
}
Reset()
movementSpeed=Walk
}
DialogModule = {
AnalyzeRequest()
ForceDialog()
IsSoulInDialog()
ResetHaggle()
SetAIInteractionState()
SetPlayerInteractiveState()
}
DialogState()
DialogTrigger = {
Properties = {
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=false
}
}
DialogUtils = {
DialogState()
EventChaseCheckItemsOnPlayer()
GetMoneySliderInputSelectedAmount()
HidePaymentAmount()
ImpressByPlayer()
MoneySliderSetupResultNpcLimitFail()
MoneySliderSetupResultPlayerLimitFail()
MoneySliderSetupResultSuccess()
PersuadeByPlayer()
ProcessPayment()
RequestPlayerMonologByMetarole()
SetupBribe()
SetupHaggle()
SetupMoneySlider()
ShowPaymentAmount()
SimpleBribeTransaction()
SkillCheck()
ThreatenByPlayer()
dialogParticipant=
}
DialogueHolder = {
Editor = {
Icon=DialogueHolder.bmp
}
Properties = {
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
}
}
Dice = {
HoldDie()
OverrideNextThrow()
RollDie()
SetAIDifficulty()
SetAIRiskTaking()
SetAdvantage()
SetScore()
ToggleHoldDie()
}
DiceInteractor = {
Editor = {
Icon=animobject.bmp
IconOnTop=0
ShowBounds=1
}
Event_Use()
Event_User()
FlowEvents = {
Inputs = {
Use = {
[02]=entityid
[01]()
}
User = {
[02]=entityid
[01]()
}
}
Outputs = {
OnUse=bool
}
}
GetActions()
GetUsableMessage()
IsUsable()
IsUsableMsgChanged()
LoadModel()
OnPropertyChange()
OnReset()
OnSpawn()
OnUsed()
PhysicalizeThis()
Properties = {
Physics = {
Density=-1
Mass=-1
bPhysicalize=false
bPushableByPlayers=false
bRigidBody=false
}
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
object_Model=objects/manmade/task_specific_props/entertainment/games/dice/dice_board.cgf
soclasses_SmartObjectClass=
}
Reset()
ResetChild()
SetDiceAvailable()
SetupTrigger()
bUseTrigger=false
bUseableMsgChanged=0
diceAvailable=true
fMinUseDistance=0.7
fUseAngle=0.7
nUserId=0
}
DiceMinigameCup = {
Editor = {
Icon=animobject.bmp
IconOnTop=0
ShowBounds=1
}
Event_Use()
Event_User()
FlowEvents = {
Inputs = {
Use = {
[02]=entityid
[01]()
}
User = {
[02]=entityid
[01]()
}
}
Outputs = {
OnUse=bool
}
}
GetActions()
GetUsableMessage()
IsUsable()
IsUsableMsgChanged()
LoadModel()
OnPropertyChange()
OnReset()
OnSpawn()
OnUsed()
PhysicalizeThis()
Properties = {
Physics = {
Density=-1
Mass=-1
bPhysicalize=false
bPushableByPlayers=false
bRigidBody=false
}
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=false
object_Model=objects/manmade/task_specific_props/entertainment/games/dice/dice_cup_b.cgf
soclasses_SmartObjectClass=
}
Reset()
ResetChild()
SetupTrigger()
__super = {
Editor = {
Icon=animobject.bmp
IconOnTop=1
ShowBounds=1
}
Event_Use()
Event_User()
FlowEvents = {
Inputs = {
Use = {
[02]=entityid
[01]()
}
User = {
[02]=entityid
[01]()
}
}
Outputs = {
OnUse=bool
}
}
GetUsableMessage()
IsUsable()
IsUsableMsgChanged()
LoadModel()
OnPropertyChange()
OnReset()
OnSpawn()
OnUsed()
PhysicalizeThis()
Properties = {
Physics = {
Density=-1
Mass=-1
bPhysicalize=true
bPushableByPlayers=false
bRigidBody=true
}
object_Model=
soclasses_SmartObjectClass=
}
Reset()
ResetChild()
SetupTrigger()
bUseTrigger=false
bUseableMsgChanged=0
fMinUseDistance=0.7
fUseAngle=0.7
nUserId=0
}
bUseTrigger=false
bUseableMsgChanged=0
fMinUseDistance=0.7
fUseAngle=0.7
nUserId=0
}
Dog = {
AIMovementAbility = {
AIMovementSpeeds = {
Relaxed = {
Run = {
[03]=3
[01]=2.5
[02]=2
}
Slow = {
[01]=0.9
[03]=1.3
[02]=0.8
}
Sprint = {
[02]=5
[01]=7
[03]=8
}
Walk = {
[01]=1.5
[03]=2
[02]=1.3
}
}
}
avoidanceRadius=1.5
b3DMove=0
collisionAvoidanceParticipation=true
collisionAvoidanceRadiusIncrement=0
cornerSlowDown=0.75
dashPossibleCheckDistance=12
dashPossibleCheckRequiredSpeedParam=0.75
maneuverSpeed=1.5
maneuverTrh=2
maxAccel=2
maxDecel=4
maxTurnRadius=3
minTurnRadius=0
pathFindPrediction=0.5
pathLookAhead=1
pathRadius=0.4
pathRegenIntervalDuringTrace=4
pathSpeedLookAheadPerSpeed=-1.5
pathType=AIPATH_HUMAN
resolveStickingInTrace=1
runSpeed=2.5
sprintSpeed=7
usePredictiveFollowing=1
velDecay=0.5
walkSpeed=1.5
}
ActionController=Animations/Mannequin/ADB/kcd_dog_controllerdefs.xml
ActorCanTalk()
AddAnimalLootAction()
AddLootAction()
AnimDatabase3P=Animations/Mannequin/ADB/kcd_dog_database.adb
CombatOpponentMnTag=oppDog
Editor = {
Icon=User.bmp
IconOnTop=1
}
Event_Spawn()
Event_SpawnKeep()
Event_Spawn_Internal()
Event_Spawned()
Expose()
FlowEvents = {
Inputs = {
Spawn = {
[02]=bool
[01]()
}
}
Outputs = {
Spawned=entity
}
}
ForceUsable()
GetActions()
GetCanTalkHintType()
GetChatActions()
GetDogActions()
GetFlowgraphForwardingEntity()
GetReturnToPoolWeight()
InitialSetup()
InteractorPriority=2
IsAIControlled()
IsChatUsable=1
IsDogUsable=1
IsUsable()
NotifyRemoval()
OnBonding()
OnChat()
OnChatOpen()
OnChatRequestAccepted()
OnChatWithFocus()
OnDestroy()
OnDogRequest()
OnEditorSetGameMode()
OnFollow()
OnGrabCorpse()
OnHorsePullDown()
OnKnockout()
OnLoadAI()
OnLoot()
OnMercyKill()
OnPickpocketing()
OnPropertyChange()
OnReset()
OnSaveAI()
OnSpawn()
OnStealthKill()
OnTalk()
OnUsed()
OpponentMnTag=relatedDog
ProceduralContextLook = {
fadeInSeconds=1
fadeOutMinDistance=0
fadeOutSeconds=1
polarCoordinatesMaxPitchDegreesPerSecond=360
polarCoordinatesMaxYawDegreesPerSecond=360
polarCoordinatesSmoothEnable=true
polarCoordinatesSmoothTimeSeconds=0.2
}
Properties = {
CharacterSounds = {
foleyEffect=foley_Dog
footstepEffect=footsteps_Dog
}
ControlProfile=0
LipSync = {
TransitionQueueSettings = {
nAnimLayer=12
nCharacterSlot=0
playbackWeight=0.75
sDefaultAnimName=facial_chewing_01
}
bEnabled=true
esLipSyncType=LipSync_TransitionQueue
}
NPC = {
aianchorHome=
eiNPCCategory=1
}
Rendering = {
bWrinkleMap=true
}
Script = {
Misc=
bIdleUntilFirstPatch=false
esDefaultBehavior=none
}
SpawnedEntityName=
aicharacter_character=
bCanHoldInformation=true
bExported_to_game=true
bExported_to_test=true
bInvulnerable=false
bIsDummy=false
bNotPlayerMountable=false
bSaved_by_game=true
bSpawner=false
bWH_CreateSituationSubsystem=false
bWH_ListenerObject=true
bWH_PerceptibleObject=true
bWH_PerceptorObject=true
bWH_RequiresHome=true
commrange=30
eiColliderMode=0
esBehaviorSelectionTree=
esClothingConfig=dog
esCommConfig=npc_default
esModularBehaviorTree=IdleSeq
esNavigationType=MediumSizedCharacters
esVoice=npc_default
fFmodCharacterTypeParam=0
fileHitDeathReactionsParamsDataFile=Libs/HitDeathReactionsData/HitDeathReactions_Default.xml
fileModel=Objects/Characters/animals/Dog/dog.cdf
guidSharedSoulId=
nModelVariations=0
physicMassMult=1
sWH_AI_EntityCategory=
sharedSoulInstanceId=0
}
PropertiesInstance = {
aibehavior_behaviour=
bAutoDisable=false
esVoice=
nVariation=0
soclasses_SmartObjectClass=
}
RegisterAI()
Reset()
ResetAIParameters()
ResetCommon()
ReviveInEditor()
Server = {
OnInit()
}
SetActorModel()
UseMannequinAGState=true
ai=1
collisionCapsule = {
axis = {
x=0
y=1
z=0
}
height=0.55
pos = {
x=0
y=0.05
z=0.52
}
posCarcass = {
x=0.1
y=0.16
z=0.08
}
radius=0.13
}
collisionClass=2.09715e+06
defaultSoulArchetype=Dog
defaultSoulClass=dog
gameParams = {
animatedCharacterTurnSpeedSmoothingTime=0.2
inertia=0
inertiaAccel=0
lookFOV=180
stance = {
carryCorpse = {
heightCollider=0.4
heightPivot=0
name=carryCorpse
size = {
x=0.1
y=0
z=0.01
}
stanceId=9
useCapsule=1
viewOffset = {
x=0
y=0.1
z=0.5
}
}
combat = {
heightCollider=0.4
heightPivot=0
name=combat
size = {
x=0.1
y=0
z=0.01
}
stanceId=0
useCapsule=0
viewOffset = {
x=0
y=0.1
z=0.5
}
}
crouch = {
heightCollider=0.4
heightPivot=0
name=crouch
size = {
x=0.1
y=0
z=0.01
}
stanceId=1
useCapsule=0
viewOffset = {
x=0
y=0.1
z=0.5
}
}
injured = {
heightCollider=1.05
heightPivot=0
name=injured
size = {
x=0.3
y=0
z=0.4
}
stanceId=7
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
normal = {
heightCollider=0.4
heightPivot=0
name=normal
size = {
x=0.1
y=0
z=0.01
}
stanceId=3
useCapsule=0
viewOffset = {
x=0
y=0.1
z=0.5
}
}
stoneThrowing = {
heightCollider=1.05
heightPivot=0
name=stoneThrowing
size = {
x=0.3
y=0
z=0.4
}
stanceId=2
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
}
}
physicsParams = {
Living = {
air_resistance=0.5
colliderMat=mat_player_collider
gravity=30
inertia=11
inertiaAccel=11
k_air_control=0.1
mass=25
max_climb_angle=89
max_jump_angle=89
max_vel_ground=16
min_fall_angle=89
min_slide_angle=89
timeImpulseRecover=1
}
additionalPhysicsMass=1
flags=0
mass=25
stiffness_scale=73
}
}
DogMarkingSpot = {
Editor = {
Icon=smartObjectHolder.bmp
IconOnTop=1
}
GetEditorModel()
OnInit()
Properties = {
Script = {
Misc=
}
bExported_to_game=false
bExported_to_test=true
bNo_POI=false
bOwnedByHome=false
bPOI_discoverable_by_location=true
bSaved_by_game=false
guidSmartObjectType=99b89107-acd5-4d85-8930-7dd1f5f8c864
object_editorModel=objects/helpers/dog/dog_marking.cgf
sWH_AI_EntityCategory=
soclass_SmartObjectHelpers=dogMarkPoint
}
}
DummyTarget = {
AIMovementAbility = {
AIMovementSpeeds = {
Combat = {
Run = {
[01]=2.5
[02]=2.3
[03]=6
}
Slow = {
[01]=0.8
[03]=1.3
[02]=0.8
}
Sprint = {
[03]=6.5
[02]=2.3
[01]=6.5
}
Walk = {
[03]=1.3
[01]=1.3
[02]=0.8
}
}
Cover = {
Run = {
[02]=7
[01]=7
[03]=7
}
Slow = {
[01]=1
[02]=1
[03]=1
}
Sprint = {
[02]=7
[01]=7
[03]=7
}
Walk = {
[02]=1.9
[03]=1.9
[01]=1.9
}
}
Crouch = {
Run = {
[02]=2.7
[03]=5.5
[01]=3.5
}
Slow = {
[02]=0.3
[03]=1.3
[01]=0.5
}
Walk = {
[01]=0.9
[02]=0.3
[03]=1.3
}
}
Prone = {
Run = {
[03]=0.5
[02]=0.4
[01]=0.5
}
Slow = {
[03]=0.5
[02]=0.4
[01]=0.4
}
Walk = {
[03]=0.5
[02]=0.4
[01]=0.5
}
}
Relaxed = {
Run = {
[03]=7.2
[02]=2
[01]=4.5
}
Slow = {
[03]=1.9
[01]=1
[02]=1
}
Walk = {
[03]=1.9
[01]=1.3
[02]=1
}
}
Stealth = {
Run = {
[02]=2.7
[03]=5.5
[01]=3.5
}
Slow = {
[01]=0.8
[02]=0.7
[03]=1
}
Walk = {
[01]=0.9
[02]=0.7
[03]=1
}
}
Swim = {
Run = {
[03]=4.3
[01]=3
[02]=2.9
}
Slow = {
[02]=0.6
[01]=0.5
[03]=0.7
}
Walk = {
[02]=0.6
[01]=0.6
[03]=0.7
}
}
}
aimTurnSpeed=-1
allowEntityClampingByAnimation=1
avoidanceRadius=1.5
b3DMove=0
collisionAvoidanceParticipation=true
collisionAvoidanceRadiusIncrement=0
cornerSlowDown=0.75
directionalScaleRefSpeedMax=8
directionalScaleRefSpeedMin=1
fireTurnSpeed=-1
lightAffectsSpeed=1
lookCombatTurnSpeed=50
lookIdleTurnSpeed=30
maneuverSpeed=1.5
maneuverTrh=2
maxAccel=3
maxDecel=8
maxTurnRadius=3
minTurnRadius=0
pathFindPrediction=0.5
pathLookAhead=1
pathRadius=0.4
pathRegenIntervalDuringTrace=4
pathSpeedLookAheadPerSpeed=-1.5
pathType=AIPATH_DEFAULT
resolveStickingInTrace=1
runSpeed=4
sprintSpeed=6.4
usePredictiveFollowing=1
velDecay=0.5
walkSpeed=2
}
AI_changeCoverInterval=7
AI_changeCoverLastTime=0
ActionController=Animations/Mannequin/ADB/kcd_male_controllerdefs.xml
AnimDatabase3P=Animations/Mannequin/ADB/kcd_male_database.adb
Editor = {
Icon=User.bmp
IconOnTop=1
}
Event_Spawn()
Event_SpawnKeep()
Event_Spawn_Internal()
Event_Spawned()
Expose()
FlowEvents = {
Inputs = {
Spawn = {
[02]=bool
[01]()
}
}
Outputs = {
Spawned=entity
}
}
GetDogActions()
GetFlowgraphForwardingEntity()
GetReturnToPoolWeight()
InitialSetup()
InteractorPriority=2
IsAIControlled()
IsChatUsable=0
IsDogUsable=1
NotifyRemoval()
OnDestroy()
OnDogRequest()
OnEditorSetGameMode()
OnLoadAI()
OnPropertyChange()
OnReset()
OnSaveAI()
OnSpawn()
Properties = {
CharacterSounds = {
foleyEffect=foley_npc
footstepEffect=footsteps_npc
}
ControlProfile=0
LipSync = {
TransitionQueueSettings = {
nAnimLayer=12
nCharacterSlot=0
playbackWeight=0.75
sDefaultAnimName=facial_chewing_01
}
bEnabled=true
esLipSyncType=LipSync_TransitionQueue
}
Rendering = {
bWrinkleMap=true
}
Script = {
Misc=
bIdleUntilFirstPatch=false
}
SpawnedEntityName=
aicharacter_character=
bExported_to_game=true
bExported_to_test=true
bInvulnerable=false
bIsDummy=false
bSaved_by_game=true
bSpawner=false
commrange=30
distanceToHideFrom=3
eiColliderMode=0
esBehaviorSelectionTree=CombatDummy
esClothingConfig=male2
esCommConfig=npc_default
esFaction=grunts
esModularBehaviorTree=IdleSeq
esNavigationType=MediumSizedCharacters
esVoice=npc_default
fFmodCharacterTypeParam=0
fileHitDeathReactionsParamsDataFile=Libs/HitDeathReactionsData/HitDeathReactions_SkeletonMale.xml
fileModel=Objects/Characters/humans/male/skeleton/male.cdf
guidSharedSoulId=
nModelVariations=0
physicMassMult=1
preferredCombatDistance=20
sWH_AI_EntityCategory=
sharedSoulInstanceId=0
voiceType=enemy
}
PropertiesInstance = {
aibehavior_behaviour=
bAutoDisable=false
esVoice=
nVariation=0
soclasses_SmartObjectClass=
}
RegisterAI()
Reset()
ResetAIParameters()
ResetCommon()
ReviveInEditor()
Server = {
OnInit()
}
SetActorModel()
UseMannequinAGState=true
ai=1
colliderEnergyScale=10
colliderRagdollScale=150
gameParams = {
inertia=0
inertiaAccel=0
stance = {
carryCorpse = {
heightCollider=0.9
heightPivot=0
name=carryCorpse
size = {
x=0.4
y=0.4
z=0.15
}
stanceId=9
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
combat = {
heightCollider=1.05
heightPivot=0
name=combat
size = {
x=0.3
y=0
z=0.4
}
stanceId=0
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
crouch = {
heightCollider=0.8
heightPivot=0
name=crouch
size = {
x=0.35
y=0
z=0.1
}
stanceId=1
useCapsule=1
viewOffset = {
x=0
y=0
z=1.1
}
}
injured = {
heightCollider=1.05
heightPivot=0
name=injured
size = {
x=0.3
y=0
z=0.4
}
stanceId=7
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
normal = {
heightCollider=1.05
heightPivot=0
name=normal
size = {
x=0.3
y=0
z=0.4
}
stanceId=3
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
stoneThrowing = {
heightCollider=1.05
heightPivot=0
name=stoneThrowing
size = {
x=0.3
y=0
z=0.4
}
stanceId=2
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
}
}
physicsParams = {
Living = {
air_resistance=0.5
colliderMat=mat_player_collider
gravity=13
inertia=11
inertiaAccel=11
k_air_control=0.1
mass=80
max_climb_angle=50
max_jump_angle=40
max_vel_ground=16
min_fall_angle=90
min_slide_angle=49
timeImpulseRecover=1
}
flags=0
mass=80
stiffness_scale=73
}
}
Dump = {
Dump()
FormatTerminal()
ListKeys()
Print()
}
ENTITYID=69
ENTITY_FLAG_AI_HIDEABLE=-2.14748e+09
ENTITY_FLAG_CALCBBOX_USEALL=2048
ENTITY_FLAG_CALC_PHYSICS=128
ENTITY_FLAG_CASTSHADOW=2
ENTITY_FLAG_CLIENT_ONLY=256
ENTITY_FLAG_EXTENDED_CAN_COLLIDE_WITH_MERGED_MESHES=8
ENTITY_FLAG_EXTENDED_FORCE_UPDATE=1024
ENTITY_FLAG_EXTENDED_NEEDS_MOVEINSIDE=4
ENTITY_FLAG_GOOD_OCCLUDER=8
ENTITY_FLAG_IGNORE_PHYSICS_UPDATE=8.38861e+06
ENTITY_FLAG_MODIFIED_BY_PHYSICS=6.71089e+07
ENTITY_FLAG_NOT_REGISTER_IN_SECTORS=64
ENTITY_FLAG_NO_PROXIMITY=524288
ENTITY_FLAG_NO_SAVE=32768
ENTITY_FLAG_RAIN_OCCLUDER=1
ENTITY_FLAG_SERVER_ONLY=512
ENTITY_FLAG_TRIGGER_AREAS=16384
ENTITY_FLAG_UPDATE_HIDDEN=2.09715e+06
ENTITY_FLAG_VOLUME_SOUND=4096
ENTITY_FLAG_WRITE_ONLY=32
ENTITY_UPDATE_ALWAYS=6
ENTITY_UPDATE_IN_RANGE=1
ENTITY_UPDATE_NEVER=0
ENTITY_UPDATE_PHYSICS=4
ENTITY_UPDATE_PHYSICS_VISIBLE=5
ENTITY_UPDATE_POT_VISIBLE=2
ENTITY_UPDATE_SCRIPT=7
ENTITY_UPDATE_VISIBLE=3
EP_DISCARD=0
EP_FOLD=1
EST_BulletRain=3
EST_Generic=0
EST_Sound=2
EST_Visual=1
E_ACTORSTANCE_CARRYCORPSE=9
E_ACTORSTANCE_COMBAT=0
E_ACTORSTANCE_CROUCH=1
E_ACTORSTANCE_INJURED=7
E_ACTORSTANCE_NORMAL=3
E_ACTORSTANCE_STONETHROWING=2
E_MUF_CombatDanger=1
E_MUF_Other=2
E_MinigameType_Alchemy=3
E_MinigameType_BattleArchery=10
E_MinigameType_Blacksmithing=12
E_MinigameType_Dice=7
E_MinigameType_Distract=11
E_MinigameType_HerbGathering=4
E_MinigameType_HoleDigging=6
E_MinigameType_LockPicking=5
E_MinigameType_Pickpocketing=8
E_MinigameType_Reading=2
E_MinigameType_Sharpening=1
E_MinigameType_StoneThrowing=9
E_MinigameType_Undefined=0
E_SkipTimeMessage_Combat=5
E_SkipTimeMessage_Empty=0
E_SkipTimeMessage_InCart=9
E_SkipTimeMessage_LowFood=7
E_SkipTimeMessage_LowHealth=6
E_SkipTimeMessage_NotIdle=1
E_SkipTimeMessage_OnHorse=11
E_SkipTimeMessage_Overread=4
E_SkipTimeMessage_Oversleep=3
E_SkipTimeMessage_TenseCircumstance=8
E_SkipTimeMessage_TimePause=2
E_SkipTimeMessage_Trespass=10
E_Urgency_Default=0
E_Urgency_Fast=2
E_Urgency_Instant=3
E_Urgency_Slow=1
Entity = {
Activate()
ActivateOutput()
ActivatePlayerPhysics()
AddConstraint()
AddImpulse()
AttachChild()
AttachSurfaceEffect()
AuxAudioProxiesMoveWithEntity()
AwakeCharacterPhysics()
AwakeEnvironment()
AwakePhysics()
BreakToPieces()
CalcWorldAnglesFromRelativeDir()
CancelSubpipe()
ChangeAttachmentMaterial()
CharacterUpdateAlways()
CharacterUpdateOnRender()
CheckCollisions()
CheckShaderParamCallbacks()
CloneMaterial()
CopySlotTM()
CountLinks()
CreateAuxAudioProxy()
CreateBBoxProxy()
CreateBoneAttachment()
CreateCameraProxy()
CreateDRSProxy()
CreateLink()
CreateRenderProxy()
CreateSkinAttachment()
Damage()
DeactivateParticleEmitter()
DeleteParticleEmitter()
DeleteThis()
DestroyAttachment()
DestroyBBoxProxy()
DestroyPhysics()
DetachAll()
DetachThis()
DisableAnimationEvent()
DrawSlot()
EnableBoneAnimation()
EnableBoneAnimationAll()
EnableInheritXForm()
EnableMaterialLayer()
EnablePhysics()
EnableProceduralFacialAnimation()
ExecuteAudioTrigger()
FadeGlobalDensity()
ForceCharacterUpdate()
ForwardTriggerEventsTo()
FreeAllSlots()
FreeSlot()
GetAIName()
GetAllAuxAudioProxiesID()
GetAngles()
GetAnimationLength()
GetAnimationSpeed()
GetAnimationTime()
GetArchetype()
GetAttachmentBone()
GetAttachmentCGF()
GetBBoxProxyBBox()
GetBoneAngularVelocity()
GetBoneDir()
GetBoneLocal()
GetBoneNameFromTable()
GetBonePos()
GetBoneVelocity()
GetCenterOfMassPos()
GetCharacter()
GetChild()
GetChildCount()
GetCurAnimation()
GetDefaultAuxAudioProxyID()
GetDirectionVector()
GetDistance()
GetEntityMaterial()
GetExplosionImpulse()
GetExplosionObstruction()
GetFlags()
GetFlagsExtended()
GetGUID()
GetGeomCachePrecachedTime()
GetGravity()
GetHelperAngles()
GetHelperDir()
GetHelperPos()
GetLink()
GetLinkName()
GetLinkTarget()
GetLocalAngles()
GetLocalBBox()
GetLocalPos()
GetLocalScale()
GetLodRatio()
GetMass()
GetMaterial()
GetMaterialFloat()
GetMaterialVec3()
GetName()
GetParent()
GetParentSlot()
GetPhysicalStats()
GetPos()
GetProjectedWorldBBox()
GetRawId()
GetScale()
GetSlotAngles()
GetSlotCount()
GetSlotHelperPos()
GetSlotPos()
GetSlotScale()
GetSlotWorldDir()
GetSlotWorldPos()
GetSpeed()
GetState()
GetSubmergedVolume()
GetTimeOfDayHour()
GetTimeSinceLastSeen()
GetTouchedPoint()
GetTouchedSurfaceID()
GetTriggerBBox()
GetUpdateRadius()
GetVelocity()
GetVelocityEx()
GetViewDistRatio()
GetVolume()
GetWorldAngles()
GetWorldBBox()
GetWorldBoundsCenter()
GetWorldDir()
GetWorldPos()
GetWorldScale()
GotoState()
HasFlags()
HasFlagsExtended()
Hide()
HideAllAttachments()
HideAttachment()
HideAttachmentMaster()
IgnorePhysicsUpdatesOnSlot()
InsertSubpipe()
IntersectRay()
InvalidateLocalBBox()
InvalidateTrigger()
IsActive()
IsAnimationRunning()
IsColliding()
IsEntityInside()
IsEntityInsideArea()
IsFromPool()
IsGarbage()
IsGeomCacheStreaming()
IsHidden()
IsInState()
IsPerInstanceStreamable()
IsPointInsideArea()
IsSlotCharacter()
IsSlotGeometry()
IsSlotLight()
IsSlotParticleEmitter()
IsSlotValid()
IsUsingPipe()
KillTimer()
LoadCharacter()
LoadCloud()
LoadFogVolume()
LoadGeomCache()
LoadLight()
LoadObject()
LoadObjectLattice()
LoadObjectWithFlags()
LoadParticleEffect()
LoadPrismObject()
LoadSubObject()
LoadVolumeObject()
MaterialFlashInvoke()
MultiplyWithSlotTM()
NetPresent()
NoBulletForce()
NoExplosionCollision()
PassParamsToPipe()
Physicalize()
PhysicalizeAttachment()
PhysicalizeSlot()
PlayFacialAnimation()
PreLoadParticleEffect()
ProcessBroadcastEvent()
RagDollize()
ReattachSoftEntityVtx()
RedirectAnimationToLayer0()
RegisterForAreaEvents()
RemoveAllLinks()
RemoveAuxAudioProxy()
RemoveDecals()
RemoveLink()
RenderAlways()
RenderShadow()
ReplaceMaterial()
ResetAnimation()
ResetAttachment()
ResetMaterial()
ResetPhysics()
SelectPipe()
SetAIName()
SetAngles()
SetAnimateOffScreenShadow()
SetAnimationBlendOut()
SetAnimationDrivenMotion()
SetAnimationEvent()
SetAnimationFlip()
SetAnimationKeyEvent()
SetAnimationSpeed()
SetAnimationTime()
SetAttachmentAngles()
SetAttachmentCGF()
SetAttachmentDir()
SetAttachmentEffect()
SetAttachmentLight()
SetAttachmentObject()
SetAttachmentPos()
SetAudioEnvironmentID()
SetAudioObstructionCalcType()
SetAudioProxyOffset()
SetAudioRtpcValue()
SetAudioSwitchState()
SetBBoxProxyBBox()
SetCharacterPhysicParams()
SetCloudMovementProperties()
SetColliderMode()
SetCurrentAudioEnvironments()
SetDefaultIdleAnimations()
SetDirectionVector()
SetEnvironmentFadeDistance()
SetFadeDistance()
SetFlags()
SetFlagsExtended()
SetGeomCacheDrawing()
SetGeomCacheParams()
SetGeomCachePlaybackTime()
SetGeomCacheStreaming()
SetLightColorParams()
SetLinkTarget()
SetLocalAngles()
SetLocalBBox()
SetLocalPos()
SetLocalScale()
SetLodRatio()
SetMaterial()
SetMaterialFloat()
SetMaterialVec3()
SetName()
SetParentSlot()
SetPhysicParams()
SetPos()
SetPublicParam()
SetRegisterInSectors()
SetScale()
SetScriptUpdateRate()
SetSelfAsLightCasterException()
SetSlotAngles()
SetSlotHud3D()
SetSlotPos()
SetSlotPosAndDir()
SetSlotScale()
SetSlotScaleAsymmetric()
SetSlotWorldTM()
SetStateClientside()
SetTimer()
SetTriggerBBox()
SetUpdatePolicy()
SetUpdateRadius()
SetVelocity()
SetVelocityEx()
SetViewDistRatio()
SetViewDistUnlimited()
SetVolumeObjectMovementProperties()
SetWorldAngles()
SetWorldPos()
SetWorldScale()
StartAnimation()
StopAnimation()
StopAudioTrigger()
ToGlobal()
ToLocal()
TriggerEvent()
UnSeenFrames()
UpdateAreas()
UpdateLightClipBounds()
UpdateSlotPhysics()
VectorToGlobal()
VectorToLocal()
}
EntityCommon = {
AddHeavyObjectProperty()
AddInteractLargeObjectProperty()
ApplyCollisionFiltering()
BroadcastEvent()
CompareEntitiesByName()
Derive()
DeriveOverride()
GetCollisionFiltering()
MakeAICoverEntity()
MakeCompareEntitiesByDistanceFromPoint()
MakeKillable()
MakePickable()
MakeRenderProxyOptions()
MakeSpawnable()
MakeTargetableByAI()
MakeThrownObjectTargetable()
MakeUninteractableFromScript()
MakeUsable()
OnEntityBookmarkCreated()
PhysicalizeRigid()
SetupCollisionFiltering()
TempPhysParams = {
density=0
mass=0
}
TempPhysicsFlags = {
flags=0
flags_mask=0
}
TempSimulationParams = {
max_time_step=0.02
}
}
EntityModule = {
AnimCharCopyVisual()
CanUseInventory()
GetEntityScriptMisc()
GetInventoryOwner()
GetSlotItemClassId()
IsInventoryReadOnly()
MakeParticleEffectActive()
MakeParticleEffectIdle()
SequenceEntitiesCopyVisual()
WillSleepingOnThisBedSave()
}
EntityNamed()
EntityUtils = {
DumpEntities()
EntityNamed()
GetEntityCategory()
GetMiscProperty()
GetName()
GetScriptProperty()
GetScriptSoulData()
IsAnimal()
IsFemale()
Teleport()
}
Enum = {
FromIndex()
FromStr()
ListValues()
__index()
new()
}
EnumValue = {
ToIndex()
ToStr()
__le()
__lt()
}
EnvironmentLight = {
ActivateLight()
CacheResources()
Editor = {
AbsoluteRadius=1
ShowBounds=0
}
Event_Active()
Event_Disable()
Event_Enable()
FlowEvents = {
Inputs = {
Active = {
[02]=bool
[01]()
}
Disable = {
[02]=bool
[01]()
}
Enable = {
[02]=bool
[01]()
}
}
Outputs = {
Active=bool
}
}
LoadLightToSlot()
OnInit()
OnLevelLoaded()
OnLoad()
OnPropertyAnimated()
OnPropertyChange()
OnReset()
OnSave()
OnShutDown()
OnUpdate()
Properties = {
BoxSizeX=10
BoxSizeY=10
BoxSizeZ=10
Color = {
clrDiffuse = {
x=1
y=1
z=1
}
fDiffuseMultiplier=1
fGIMultiplier=1
fSpecularMultiplier=1
fToDMulWeight=1
fVolumetricMultiplier=1
}
GenOffsetX=0
GenOffsetY=0
GenOffsetZ=0
Options = {
SortPriority=0
_texture_deferred_cubemap=
bAffectsThisAreaOnly=false
bAffectsVolumetricFogOnly=false
bDeferredClipBounds=false
bIgnoresVisAreas=false
bVolumetricFog=true
fAttenuationFalloffMax=0.3
fGiBiasMultiplier=1
}
OptionsAdvanced = {
bDynamic=true
texture_deferred_cubemap=
}
Projection = {
bBoxProject=false
fBoxHeight=10
fBoxLength=10
fBoxWidth=10
}
bActive=true
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=false
}
}
EnvironmentModule = {
BlendTimeOfDay()
CoverHole()
ForceImmediateWeatherUpdate()
GetRainIntensity()
MakeHole()
RebuildClouds()
}
EquipWeapon()
Explosion = {
Editor = {
Icon=explosion.bmp
IconOnTop=1
}
Event_Activate()
Event_Deactivate()
Event_Explode()
Explode()
FlowEvents = {
Inputs = {
Activate = {
[02]=bool
[01]()
}
Deactivate = {
[02]=bool
[01]()
}
Explode = {
[02]=bool
[01]()
}
}
Outputs = {
Activate=bool
Deactivate=bool
Explode=bool
}
}
OnInit()
OnLoad()
OnPropertyChange()
OnReset()
OnSave()
Properties = {
Explosion = {
Damage=1000
Direction = {
x=0
y=0
z=1
}
EffectScale=1
MinPhysRadius=2.5
MinRadius=5
ParticleEffect=explosions.grenade_air.explosion
PhysRadius=5
Pressure=1000
Radius=10
}
bActive=true
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
soclasses_SmartObjectClass=
}
}
FIREMODE_AIM=4
FIREMODE_AIM_SWEEP=14
FIREMODE_BURST=1
FIREMODE_BURST_DRAWFIRE=11
FIREMODE_BURST_ONCE=15
FIREMODE_BURST_SNIPE=13
FIREMODE_BURST_WHILE_MOVING=9
FIREMODE_CONTINUOUS=2
FIREMODE_FORCED=3
FIREMODE_KILL=8
FIREMODE_MELEE=7
FIREMODE_MELEE_FORCED=12
FIREMODE_OFF=0
FIREMODE_PANIC_SPREAD=10
FIREMODE_SECONDARY=5
FIREMODE_SECONDARY_SMOKE=6
FLOAT=102
FOREIGNFLAGS_MOVING_PLATFORM=128
FX_TIMER=1
FastTravel = {
Stop()
}
FastTravelCutsceneData = {
Editor = {
Icon=sequence.bmp
}
Properties = {
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
esDisableRandomEvents=All
esFastTravelIcon=Player
}
}
FieldMouse = {
Animations = {
[01]=rat_run
[03]=rat_idle_var01
[02]=rat_idle
[07]=
[08]=rat_run_jump
[04]=rat_idle_var02
[06]=throw
[05]=pickup
}
CreateFlock()
ENTITY_DETAIL_ID=1
Editor = {
Icon=Bird.bmp
}
Event_Activate()
Event_Deactivate()
GetFlockType()
MapVisMask=0
OnInit()
OnProceedFadeArea()
OnPropertyChange()
OnSpawn()
Properties = {
Boid = {
Mass=10
bInvulnerable=false
gravity_at_death=-9.81
guidItemSpawnedOnKill=18ff9093-2cc4-4ab3-9f34-7cb0dd7cd30a
nCount=3
object_Model=Objects/characters/animals/rat/rat.cdf
}
Flocking = {
AttractDistMax=10
AttractDistMin=0.1
FactorAlign=1
FactorCohesion=0.5
FactorSeparation=3
FieldOfViewAngle=250
bEnableFlocking=true
}
Movement = {
FactorAvoidLand=50000
FactorHeight=10
FactorOrigin=15
HeightMax=0
HeightMin=0
IgnoreTerrainElevation=false
IgnoreWallsBehindPlayer=false
MaxAnimSpeed=1
MaxDistFromOrigin=50
RandomMovement=1
RunAnimationSpeed=2.5
RunThreshold=2.2
SpeedMax=1.8
SpeedMin=1.5
SpeedScared=2.7
WalkAnimationSpeed=2
}
Options = {
PickableMessage=
Radius=20
VisibilityDist=80
bActivate=true
bAvoidWater=true
bFollowPlayer=false
bNoLanding=false
bObstacleAvoidance=true
bPickableWhenAlive=true
bPickableWhenDead=true
}
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
}
Sounds = {
[02]=b_rat_scared
[01]=b_rat_idle
[03]=
}
params = {
x=0
y=0
z=0
}
type=Boids
}
FireplaceSmartObject = {
Editor = {
Icon=smartObjectHolder.bmp
}
GetEatItemClassId()
GetEditorModel()
OnInit()
OnPropertyChange()
OnSpawn()
Properties = {
Fireplace = {
bFullOnInit=true
esFireplaceCauldronType=goulash
}
Script = {
Misc=
}
bExported_to_game=true
bExported_to_test=true
bNo_POI=false
bOwnedByHome=false
bPOI_discoverable_by_location=true
bSaved_by_game=false
guidSmartObjectType=DEF0005E-0000-0000-0000-DEF00000005E
object_editorModel=
sWH_AI_EntityCategory=
soclass_SmartObjectHelpers=
}
Reset()
cauldronType=goulash
}
Fish = {
Animations = {
[01]=fish_anim
}
BubblesEffect=
CacheResources()
CreateFlock()
ENTITY_DETAIL_ID=1
Editor = {
Icon=Fish.bmp
}
Event_Activate()
Event_Deactivate()
FlowEvents = {
Inputs = {
Activate = {
[02]=bool
[01]()
}
Deactivate = {
[02]=bool
[01]()
}
}
Outputs = {
Activate=bool
Deactivate=bool
}
}
MapVisMask=0
OnInit()
OnProceedFadeArea()
OnPropertyChange()
OnSpawn()
OnSpawnBubble()
OnSpawnSplash()
Properties = {
Boid = {
Mass=10
bInvulnerable=false
gravity_at_death=-9.81
guidItemSpawnedOnKill=06be2a3d-4e05-4a78-85cd-33879cd669c9
nCount=5
object_Model=objects/characters/animals/fish/salmo_trutta.cdf
}
Flocking = {
AttractDistMax=20
AttractDistMin=5
FactorAlign=0
FactorCohesion=1
FactorSeparation=10
FieldOfViewAngle=250
bEnableFlocking=false
}
Movement = {
FactorAvoidLand=10
FactorHeight=1
FactorOrigin=0.2
FactorRandomAcceleration=2
HeightMax=20
HeightMin=1
MaxAnimSpeed=1.7
SpeedMax=0.9
SpeedMin=0.3
SpeedScared=10
}
Options = {
Radius=5
VisibilityDist=15
bActivate=true
bFollowPlayer=false
bNoLanding=false
bObstacleAvoidance=false
bPickableWhenAlive=false
bPickableWhenDead=true
}
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
}
SplashEffect=
bubble_dir = {
x=0
y=0
z=1
}
bubble_pos = {
x=0
y=0
z=0
}
params = {
x=0
y=0
z=0
}
type=Fish
}
Flash = {
Editor = {
Icon=Flash.bmp
}
Event_Stop()
Event_Strike()
FlowEvents = {
Inputs = {
Stop = {
[02]=bool
[01]()
}
Strike = {
[02]=bool
[01]()
}
}
Outputs = {
Stop=bool
Strike=bool
}
}
OnInit()
OnLoad()
OnSave()
OnShutDown()
OnUpdate()
Properties = {
Effects = {
SkyHighlightAtten=10
SkyHighlightMultiplier=1
color_SkyHighlightColor = {
x=0.8
y=0.8
z=1
}
sound_Sound=
}
Timing = {
fFadeInTime=0.1
fFadeOutTime=0.1
fFlashDuration=1
}
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
}
StopStrike()
TempPos = {
x=0
y=0
z=0
}
UpdateFlashParams()
_SkyHighlight = {
color = {
x=0
y=0
z=0
}
position = {
x=0
y=0
z=0
}
size=0
}
}
FlyMode_Off=0
FlyMode_On=1
FlyMode_OnNoCollisions=2
Fog = {
CurFadeAmount=0
Editor = {
Icon=Fog.bmp
}
LastTime=0
OnEnterArea()
OnInit()
OnLeaveArea()
OnLoad()
OnPropertyChange()
OnReset()
OnSave()
OnShutDown()
OnTimer()
OnUpdate()
Properties = {
AtmosphereHeightModifier=0
FadeTime=1
GlobalDensityModifier=1
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
}
ResetValues()
SetFog()
type=FogController
}
FogVolume = {
CheckMove()
CreateFogVolume()
DeleteFogVolume()
Editor = {
Icon=FogVolume.bmp
Model=Editor/Objects/invisiblebox.cgf
ShowBounds=1
}
Event_Enabled()
Event_Fade()
Event_FadeTime()
Event_FadeValue()
Event_Hide()
Event_SetDensityNoiseOffset()
Event_SetDensityNoiseScale()
Event_SetGlobalDensity()
Event_SetWindInfluence()
Event_Show()
Fader = {
fadeTime=0
fadeToValue=0
}
FlowEvents = {
Inputs = {
AO_Enabled = {
[02]=bool
[01]()
}
EV_Density = {
[02]=float
[01]()
}
EV_DensityNoiseOffset = {
[02]=float
[01]()
}
EV_DensityNoiseScale = {
[02]=float
[01]()
}
EV_WindInfluence = {
[02]=float
[01]()
}
}
Outputs = {
Enabled=bool
}
}
InitFogVolumeProperties()
OnInit()
OnLoad()
OnPropertyAnimated()
OnPropertyChange()
OnReset()
OnSave()
OnShutDown()
OnSpawn()
Properties = {
DensityNoiseFrequency = {
x=10
y=10
z=10
}
DensityNoiseOffset=1
DensityNoiseScale=1
DensityNoiseTimeFrequency=0
DensityOffset=0
EmissionIntensity=0
FallOffDirLati=90
FallOffDirLong=0
FallOffScale=1
FallOffShift=0
GlobalDensity=1
NearCutoff=0
RampEnd=50
RampInfluence=0
RampStart=0
Size = {
x=1
y=1
z=1
}
SoftEdges=1
WindInfluence=1
bActive=true
bAffectsThisAreaOnly=false
bExported_to_game=true
bExported_to_test=true
bIgnoresVisAreas=false
bSaved_by_game=false
bUseGlobalFogColor=false
color_Color = {
x=1
y=1
z=1
}
color_Emission = {
x=1
y=1
z=1
}
eiVolumeType=0
fHDRDynamic=0
}
type=FogVolume
}
FoodProcessingTrigger = {
Editor = {
Icon=Trigger.bmp
}
GetActions()
GetHint()
GetHintHold()
InteractorPriority=4
IsActionAvailable()
IsEnabled()
IsEnabledByProperties()
IsEnabledByScriptPerk()
IsEnabledBySoulAbility()
IsEnabledFromQuestSystem()
IsEnabledHold()
IsUsable()
IsUsableHold()
NeedSerialize()
OnAction()
OnEditorSetGameMode()
OnInventoryClosed()
OnInventoryItemUsed()
OnLoad()
OnPropertyChange()
OnReset()
OnSave()
OnSpawn()
OnUsed()
OnUsedHold()
OpenInventory()
PhysicalizeThis()
Properties = {
Click = {
Angle = {
fAngleTolerance=180
fApproachDirection=0
}
InventoryFilter=
InventoryMultiFilter=
Item = {
bAllowUseWithoutItem=false
bDeleteAfterUse=false
guidItemClassId=
sAliasToBarkWithoutItem=
}
UseMessage=@ui_hud_use_item
bIsActive=true
bIsActiveInCombat=false
bIsActiveInTenseCircumstance=false
bIsActiveWhileCarryingCorpse=false
bRequireTargetHaveDialog=false
fActiveDistance=-1
fActiveMinDistance=-1
fZToleration=-1
guidRequiredScriptPerk=
sRequiredSoulAbility=
sSendMessageTo=
}
Hold = {
Angle = {
fAngleTolerance=180
fApproachDirection=0
}
InventoryFilter=
InventoryMultiFilter=
Item = {
bAllowUseWithoutItem=false
bDeleteAfterUse=false
guidItemClassId=
sAliasToBarkWithoutItem=
}
UseMessage=
bIsActive=false
bIsActiveInCombat=false
bIsActiveInTenseCircumstance=false
bIsActiveWhileCarryingCorpse=false
bRequireTargetHaveDialog=false
fActiveDistance=-1
fActiveMinDistance=-1
fZToleration=-1
guidRequiredScriptPerk=
sRequiredSoulAbility=
sSendMessageTo=
}
InteractorPriorityOverride=-1
Script = {
Misc=
}
bExported_to_game=true
bExported_to_test=true
bQuestSystemTrigger=false
bSaved_by_game=true
object_Model=objects/special/primitive_cylinder.cgf
sWH_AI_EntityCategory=
}
ReportUse()
ResetHoldMessage()
ResetUseMessage()
SetAvailable()
SetAvailableHold()
SetHoldMessage()
SetUseMessage()
ShowFoodProcessingTutorials()
UpdateMaterial()
UserNoItem()
_CheckDialog()
_GetSendTargets()
}
Framework = {
Expr()
IsValidWUID()
ScriptHandlerToString()
WUIDToMsg()
WUIDToString()
WUIDToUI()
}
Friendly=2
GE_ADVANCE_POS=2
GE_DEFEND_POS=4
GE_GROUP_STATE=0
GE_LEADER_COUNT=5
GE_MOST_LOST_UNIT=6
GE_MOVEMENT_SIGNAL=7
GE_NEAREST_SEEK=8
GE_SEEK_POS=3
GE_UNIT_STATE=1
GN_AVOID_CURRENT_POS=3
GN_CLEAR_DEFEND_POS=2
GN_INIT=0
GN_MARK_DEFEND_POS=1
GN_NOTIFY_ADVANCING=6
GN_NOTIFY_ALERTED=11
GN_NOTIFY_COVERING=7
GN_NOTIFY_HIDING=9
GN_NOTIFY_IDLE=13
GN_NOTIFY_REINFORCE=15
GN_NOTIFY_SEARCHING=14
GN_NOTIFY_SEEKING=10
GN_NOTIFY_UNAVAIL=12
GN_NOTIFY_WEAK_COVERING=8
GN_PREFER_ATTACK=4
GN_PREFER_FLEE=5
GROUP_ALL=1
GROUP_ENABLED=2
GROUP_MAX=4
GS_ADVANCE=3
GS_COVER=2
GS_IDLE=0
GS_SEARCH=5
GS_SEEK=4
GU_ALIEN_ASSAULT=6
GU_ALIEN_ASSAULT_DEFEND=8
GU_ALIEN_EVADE=9
GU_ALIEN_MELEE=5
GU_ALIEN_MELEE_DEFEND=7
GU_HUMAN_CAMPER=0
GU_HUMAN_COVER=1
GU_HUMAN_LEADER=3
GU_HUMAN_SNEAKER=2
GU_HUMAN_SNEAKER_SPECOP=4
Game = {
AddSaveLock()
AllowTutorials()
BlockTutorials()
CacheResource()
CreatePrefab()
DeletePrefab()
HideCurrentTutorial()
HideInfoText()
HidePrefab()
HideTutorial()
InventoryModeOnlyCodex()
IsDemo()
IsLoadingEngineSaveGame()
IsPlayer()
KeybindsRebindInput()
LogGameEvent()
MovePrefab()
QuickLoad()
QuickSave()
RemoveSaveLock()
ResetEntity()
ResetTutorial()
SaveGameViaResting()
SendInfoText()
SetPrefabPhase()
SetPrefabPhaseById()
ShadowplayStartStop()
ShowItemsTransfer()
ShowNotification()
ShowOverlayTutorial()
ShowStatCheckResult()
ShowTutorial()
SpawnPrefab()
}
GameToken = {
DumpAllTokens()
GetToken()
SetToken()
}
GameUtils = {
ConvertGameGuidToLyrGuid()
ConvertLyrGuidToGameGuid()
DisableSave()
EnableSave()
GetLocalVar()
HideHorseCutscene()
SetLocalVar()
}
GeomCache = {
Editor = {
Icon=animobject.bmp
IconOnTop=1
}
Event_Hide()
Event_PrecacheTime()
Event_SetTime()
Event_Start()
Event_StartDrawing()
Event_StartStreaming()
Event_Stop()
Event_StopDrawing()
Event_StopStreaming()
Event_Unhide()
FlowEvents = {
Inputs = {
Hide = {
[01]()
[02]=any
}
PrecacheTime = {
[02]=float
[01]()
}
SetTime = {
[02]=float
[01]()
}
Start = {
[01]()
[02]=any
}
StartDrawing = {
[01]()
[02]=any
}
StartStreaming = {
[01]()
[02]=any
}
Stop = {
[01]()
[02]=any
}
StopDrawing = {
[01]()
[02]=any
}
StopStreaming = {
[01]()
[02]=any
}
Unhide = {
[01]()
[02]=any
}
}
Outputs = {
Precached=bool
}
}
OnLoad()
OnPropertyChange()
OnReset()
OnSave()
OnSpawn()
OnUpdate()
PhysicalizeThis()
Properties = {
Physics = {
bPhysicalize=false
}
bExported_to_game=true
bExported_to_test=true
bLooping=false
bPlaying=false
bSaved_by_game=true
fStandInDistance=0
fStartTime=0
fStreamInDistance=0
geomcacheFile=EngineAssets/GeomCaches/default.cax
materialFirstFrameStandInMaterial=
materialLastFrameStandInMaterial=
materialStandInMaterial=
objectFirstFrameStandIn=
objectLastFrameStandIn=
objectStandIn=
}
SetFromProperties()
bPlaying=false
bPrecachedOutputTriggered=false
currentTime=0
precacheTime=0
}
GeomEntity = {
Client = {
OnInit()
OnLevelLoaded()
OnPhysicsBreak()
}
Editor = {
Icon=physicsobject.bmp
IconOnTop=1
}
Event_Dead()
Event_Hide()
Event_Hit()
Event_MakeInvulnerable()
Event_MakeVulnerable()
Event_Remove()
Event_ResetHealth()
Event_UnHide()
FlowEvents = {
Inputs = {
Hide = {
[02]=bool
[01]()
}
MakeInvulnerable = {
[01]()
[02]=any
}
MakeVulnerable = {
[01]()
[02]=any
}
Remove = {
[02]=bool
[01]()
}
ResetHealth = {
[01]()
[02]=any
}
UnHide = {
[02]=bool
[01]()
}
}
Outputs = {
Break=int
Dead=bool
Health=float
Hide=bool
Hit=bool
Remove=bool
UnHide=bool
}
}
GetHealthRatio()
GetMaxHealth()
IsDead()
IsInvulnerable()
OnEnablePhysics()
OnLoad()
OnPropertyChange()
OnReset()
OnSave()
OnSpawn()
PhysicalizeThis()
Properties = {
Health = {
MaxHealth=500
bInvulnerable=false
bOnlyEnemyFire=true
}
Physics = {
Density=-1
Mass=-1
bPhysicalize=true
bPushableByPlayers=false
bRigidBody=true
}
RenderProxyOptions = {
bAnimateOffScreenShadow=false
}
Script = {
Misc=
}
bAlwaysLoaded=false
bExported_to_game=true
bExported_to_test=true
bInteractiveCollisionClass=false
bSaved_by_game=false
bUpdateOnlyByScript=false
esFaction=
guidSmartObjectType=
sWH_AI_EntityCategory=
soclass_SmartObjectHelpers=
}
RegisterWithAI()
Reset()
Server = {
OnHit()
OnInit()
}
SetInteractiveCollisionType()
SetInvulnerability()
SetRenderProxyOptions()
SetupHealthProperties()
}
GhostDummy = {
Client = {
OnPhysicsBreak()
}
Editor = {
Icon=physicsobject.bmp
IconOnTop=1
}
Event_DisableUsable()
Event_EnableUsable()
Event_Hide()
Event_Ragdollize()
Event_Remove()
Event_UnHide()
Event_Used()
FlowEvents = {
Inputs = {
DisableUsable = {
[02]=bool
}
EnableUsable = {
[02]=bool
}
Hide = {
[02]=bool
[01]()
}
Ragdollize = {
[02]=bool
[01]()
}
Remove = {
[02]=bool
[01]()
}
UnHide = {
[02]=bool
[01]()
}
Used = {
[02]=bool
}
}
Outputs = {
Activate=bool
Break=int
DisableUsable=bool
EnableUsable=bool
Hide=bool
Ragdollized=bool
Remove=bool
UnHide=bool
Used=bool
}
}
GetUsableMessage()
IsRigidBody()
IsUsable()
OnEditorSetGameMode()
OnLoad()
OnPropertyChange()
OnReset()
OnSave()
OnSpawn()
OnUsed()
PhysicalizeThis()
Properties = {
DmgFactorWhenCollidingAI=1
MultiplayerOptions = {
bNetworked=false
}
Physics = {
CollisionFiltering = {
collisionIgnore = {
bT_collision_class_articulated=0
bT_collision_class_living=0
bT_collision_class_particle=0
bT_collision_class_soft=0
bT_collision_class_terrain=0
bT_collision_class_wheeled=0
bT_gcc_ai=0
bT_gcc_animal=0
bT_gcc_decoy_projectile=0
bT_gcc_horse=0
bT_gcc_horse_bridle=0
bT_gcc_ignore_z_correction=0
bT_gcc_interactive=0
bT_gcc_item=0
bT_gcc_ledge=0
bT_gcc_npc_ignored_type=0
bT_gcc_npc_reported_type=0
bT_gcc_player_body=0
bT_gcc_player_capsule=0
bT_gcc_player_ghostable_type=0
bT_gcc_player_type=0
bT_gcc_ragdoll=0
bT_gcc_rigid=0
bT_gcc_vehicle=0
}
collisionType = {
bT_collision_class_articulated=0
bT_collision_class_living=0
bT_collision_class_particle=0
bT_collision_class_soft=0
bT_collision_class_terrain=0
bT_collision_class_wheeled=0
bT_gcc_ai=0
bT_gcc_animal=0
bT_gcc_decoy_projectile=0
bT_gcc_horse=0
bT_gcc_horse_bridle=0
bT_gcc_ignore_z_correction=0
bT_gcc_interactive=1
bT_gcc_item=0
bT_gcc_ledge=0
bT_gcc_npc_ignored_type=0
bT_gcc_npc_reported_type=0
bT_gcc_player_body=0
bT_gcc_player_capsule=0
bT_gcc_player_ghostable_type=0
bT_gcc_player_type=0
bT_gcc_ragdoll=0
bT_gcc_rigid=0
bT_gcc_vehicle=0
}
}
Density=-1
Mass=-1
bPhysicalize=true
bPushableByPlayers=true
bRigidBody=true
}
UseMessage=
bCanTriggerAreas=false
bExcludeCover=false
bExported_to_game=false
bExported_to_test=false
bHeavyObject=false
bInteractLargeObject=false
bMissionCritical=false
bPickable=false
bSaved_by_game=true
bUsable=false
object_Model=
sWH_AI_EntityCategory=
soclasses_SmartObjectClass=
}
ResetOnUsed()
SetFromProperties()
SetupModel()
UpdateGhost()
UpdateMaterial()
}
GhostsController = {
OnEditorLayerLoaded()
OnPropertyChange()
OnSpawn()
UpdateGhosts()
}
Grindstone = {
Editor = {
Icon=animobject.bmp
IconOnTop=1
ShowBounds=1
}
Event_Use()
Event_User()
FlowEvents = {
Inputs = {
Use = {
[02]=entityid
[01]()
}
User = {
[02]=entityid
[01]()
}
}
Outputs = {
OnUse=bool
}
}
GetActions()
GetUsableMessage()
IsUsable()
IsUsableMsgChanged()
LoadModel()
OnInventoryItemUsed()
OnPropertyChange()
OnReset()
OnSpawn()
OnUsed()
PhysicalizeThis()
Properties = {
Physics = {
Density=-1
Mass=-1
bPhysicalize=true
bPushableByPlayers=false
bRigidBody=true
}
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=false
fSpeedMultiplier=1
guidSmartObjectType=
nDifficulty=1
object_Model=objects/characters/assets/grindstone/grindstone.cdf
sWH_AI_EntityCategory=
soclass_SmartObjectHelpers=
soclasses_SmartObjectClass=
}
Reset()
ResetChild()
SetupTrigger()
bUseTrigger=false
bUseableMsgChanged=0
fMinUseDistance=0.7
fUseAngle=0.7
nUserId=0
}
HAS_Disabled=1
HAS_Enabled=2
HAS_Undefined=0
HPS_Disabled=1
HPS_Enabled=2
HPS_Undefined=0
HS_LEFT=1
HS_RIGHT=0
Hare = {
AIMovementAbility = {
AIMovementSpeeds = {
Relaxed = {
Run = {
[03]=3
[01]=2.5
[02]=2
}
Slow = {
[01]=0.9
[03]=1.3
[02]=0.8
}
Sprint = {
[02]=5
[01]=7
[03]=8
}
Walk = {
[01]=1.5
[03]=2
[02]=1.3
}
}
}
avoidanceRadius=1.5
b3DMove=0
collisionAvoidanceParticipation=true
collisionAvoidanceRadiusIncrement=0
cornerSlowDown=0.75
maneuverSpeed=1.5
maneuverTrh=2
maxAccel=2
maxDecel=4
maxTurnRadius=3
minTurnRadius=0
pathFindPrediction=0.5
pathLookAhead=1
pathRadius=0.4
pathRegenIntervalDuringTrace=4
pathSpeedLookAheadPerSpeed=-1.5
pathType=AIPATH_HUMAN
resolveStickingInTrace=1
runSpeed=2.5
sprintSpeed=7
usePredictiveFollowing=1
velDecay=0.5
walkSpeed=1.5
}
ActionController=Animations/Mannequin/ADB/wh_hare_controllerdefs.xml
AddAnimalLootAction()
AnimDatabase3P=Animations/Mannequin/ADB/wh_hare_database.adb
CombatOpponentMnTag=oppHare
Editor = {
Icon=User.bmp
IconOnTop=1
}
Event_Spawn()
Event_SpawnKeep()
Event_Spawn_Internal()
Event_Spawned()
Expose()
FlowEvents = {
Inputs = {
Spawn = {
[02]=bool
[01]()
}
}
Outputs = {
Spawned=entity
}
}
GetActions()
GetDogActions()
GetFlowgraphForwardingEntity()
GetReturnToPoolWeight()
InitialSetup()
InteractorPriority=2
IsAIControlled()
IsChatUsable=0
IsDogUsable=1
IsUsable()
NotifyRemoval()
OnDestroy()
OnDogRequest()
OnEditorSetGameMode()
OnLoadAI()
OnPropertyChange()
OnReset()
OnSaveAI()
OnSpawn()
OnUsed()
OpponentMnTag=relatedHare
Properties = {
CharacterSounds = {
foleyEffect=foley_Hare
footstepEffect=footsteps_Hare
}
ControlProfile=0
LipSync = {
TransitionQueueSettings = {
nAnimLayer=12
nCharacterSlot=0
playbackWeight=0.75
sDefaultAnimName=facial_chewing_01
}
bEnabled=true
esLipSyncType=LipSync_TransitionQueue
}
NPC = {
aianchorHome=
eiNPCCategory=1
}
Rendering = {
bWrinkleMap=true
}
Script = {
Misc=
bIdleUntilFirstPatch=false
}
SpawnedEntityName=
aicharacter_character=
bCanHoldInformation=false
bExported_to_game=true
bExported_to_test=true
bInvulnerable=false
bIsDummy=false
bSaved_by_game=true
bSpawner=false
bWH_ListenerObject=true
bWH_PerceptibleObject=true
bWH_PerceptorObject=true
bWH_RequiresHome=false
commrange=30
eiColliderMode=0
esBehaviorSelectionTree=
esClothingConfig=hare
esCommConfig=npc_default
esModularBehaviorTree=IdleSeq
esNavigationType=MediumSizedCharacters
esVoice=npc_default
fFmodCharacterTypeParam=0
fileHitDeathReactionsParamsDataFile=Libs/HitDeathReactionsData/HitDeathReactions_Default.xml
fileModel=Objects/Characters/animals/hare/hare.cdf
guidSharedSoulId=
nModelVariations=0
physicMassMult=1
sWH_AI_EntityCategory=
sharedSoulInstanceId=0
}
PropertiesInstance = {
aibehavior_behaviour=
bAutoDisable=false
esVoice=
nVariation=0
soclasses_SmartObjectClass=
}
RegisterAI()
Reset()
ResetAIParameters()
ResetCommon()
ReviveInEditor()
Server = {
OnInit()
}
SetActorModel()
UseMannequinAGState=true
ai=1
collisionCapsule = {
axis = {
x=0
y=1
z=0
}
height=0.25
pos = {
x=0
y=0
z=0.2
}
posCarcass = {
x=0
y=0.12
z=0.05
}
radius=0.1
}
collisionClass=2.09715e+06
defaultSoulArchetype=Hare
defaultSoulClass=hare
gameParams = {
inertia=0
inertiaAccel=0
jumpHeight=1
stance = {
carryCorpse = {
heightCollider=0.9
heightPivot=0
name=carryCorpse
size = {
x=0.4
y=0.4
z=0.15
}
stanceId=9
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
combat = {
heightCollider=1.05
heightPivot=0
name=combat
size = {
x=0.3
y=0
z=0.4
}
stanceId=0
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
crouch = {
heightCollider=0.8
heightPivot=0
name=crouch
size = {
x=0.35
y=0
z=0.1
}
stanceId=1
useCapsule=1
viewOffset = {
x=0
y=0
z=1.1
}
}
injured = {
heightCollider=1.05
heightPivot=0
name=injured
size = {
x=0.3
y=0
z=0.4
}
stanceId=7
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
normal = {
heightCollider=0.5
heightPivot=0
name=normal
size = {
x=0.1
y=0
z=0.01
}
stanceId=3
useCapsule=0
viewOffset = {
x=0
y=0.1
z=1.625
}
}
stoneThrowing = {
heightCollider=1.05
heightPivot=0
name=stoneThrowing
size = {
x=0.3
y=0
z=0.4
}
stanceId=2
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
}
}
physicsParams = {
Living = {
air_resistance=0.5
colliderMat=mat_player_collider
gravity=13
inertia=11
inertiaAccel=11
k_air_control=0.1
mass=1.5
max_climb_angle=89
max_jump_angle=89
max_vel_ground=16
min_fall_angle=89
min_slide_angle=89
timeImpulseRecover=1
}
additionalPhysicsMass=1
flags=0
mass=1.5
stiffness_scale=73
}
}
Hazard = {
AddScreenEffect()
Client = {
Activated = {
OnTimer()
}
AddScreenEffect()
Deactivated = {
OnTimer()
}
DoFX()
InitFX()
OnInit()
RemoveScreenEffect()
}
DoFX()
Editor = {
Icon=hazard.bmp
Model=Editor/Objects/T.cgf
ShowBounds=1
}
Event_Activated()
Event_Deactivated()
FlowEvents = {
Inputs = {
Activated = {
[02]=bool
[01]()
}
Deactivated = {
[02]=bool
[01]()
}
}
Outputs = {
Activated=bool
Deactivated=bool
Enter=bool
Leave=bool
}
}
HandleEntities()
HandleEntity()
InitFX()
IsEntityAlreadyInTable()
OnLoad()
OnPropertyChange()
OnReset()
OnSave()
Properties = {
Damage = {
bOnlyPlayer=1
eiHazardType=0
fDamage=50
}
bEnabled=true
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
}
RemoveScreenEffect()
Server = {
Activated = {
OnBeginState()
OnEndState()
OnEnterArea()
OnLeaveArea()
OnTimer()
}
Deactivated = {
OnBeginState()
OnEnterArea()
OnLeaveArea()
}
OnInit()
}
States = {
[02]=Deactivated
[03]=Turning
[01]=Activated
}
__client_dispatch = {
[03]=RemoveScreenEffect:E
[01]=DoFX:
[04]=InitFX:
[02]=AddScreenEffect:E
AddScreenEffect()
DoFX()
InitFX()
RemoveScreenEffect()
__validated=false
}
__server_dispatch = {
__validated=false
}
type=Trigger
}
Hen = {
AIMovementAbility = {
AIMovementSpeeds = {
Relaxed = {
Run = {
[03]=3
[01]=2.5
[02]=2
}
Slow = {
[01]=0.9
[03]=1.3
[02]=0.8
}
Sprint = {
[02]=5
[01]=7
[03]=8
}
Walk = {
[01]=1.5
[03]=2
[02]=1.3
}
}
}
avoidanceRadius=1.5
b3DMove=0
collisionAvoidanceParticipation=true
collisionAvoidanceRadiusIncrement=0
cornerSlowDown=0.75
maneuverSpeed=1.5
maneuverTrh=2
maxAccel=2
maxDecel=4
maxTurnRadius=3
minTurnRadius=0
pathFindPrediction=0.5
pathLookAhead=1
pathRadius=0.4
pathRegenIntervalDuringTrace=4
pathSpeedLookAheadPerSpeed=-1.5
pathType=AIPATH_HUMAN
resolveStickingInTrace=1
runSpeed=2.5
sprintSpeed=7
usePredictiveFollowing=1
velDecay=0.5
walkSpeed=1.5
}
ActionController=Animations/Mannequin/ADB/kcd_hen_controllerdefs.xml
AddAnimalLootAction()
AnimDatabase3P=Animations/Mannequin/ADB/kcd_hen_database.adb
Editor = {
Icon=User.bmp
IconOnTop=1
}
Event_Spawn()
Event_SpawnKeep()
Event_Spawn_Internal()
Event_Spawned()
Expose()
FlowEvents = {
Inputs = {
Spawn = {
[02]=bool
[01]()
}
}
Outputs = {
Spawned=entity
}
}
GetActions()
GetDogActions()
GetFlowgraphForwardingEntity()
GetReturnToPoolWeight()
InitialSetup()
InteractorPriority=2
IsAIControlled()
IsChatUsable=0
IsDogUsable=1
IsUsable()
NotifyRemoval()
OnDestroy()
OnDogRequest()
OnEditorSetGameMode()
OnLoadAI()
OnPropertyChange()
OnReset()
OnSaveAI()
OnSpawn()
OnUsed()
Properties = {
CharacterSounds = {
foleyEffect=foley_Hare
footstepEffect=footsteps_Hare
}
ControlProfile=0
LipSync = {
TransitionQueueSettings = {
nAnimLayer=12
nCharacterSlot=0
playbackWeight=0.75
sDefaultAnimName=facial_chewing_01
}
bEnabled=true
esLipSyncType=LipSync_TransitionQueue
}
NPC = {
aianchorHome=
eiNPCCategory=1
}
Rendering = {
bWrinkleMap=true
}
Script = {
Misc=
bIdleUntilFirstPatch=false
}
SpawnedEntityName=
aicharacter_character=
bCanHoldInformation=false
bExported_to_game=true
bExported_to_test=true
bInvulnerable=false
bIsDummy=false
bSaved_by_game=true
bSpawner=false
bWH_ListenerObject=false
bWH_PerceptibleObject=false
bWH_PerceptorObject=false
bWH_RequiresHome=true
commrange=30
eiColliderMode=0
esBehaviorSelectionTree=
esCommConfig=npc_default
esModularBehaviorTree=IdleSeq
esNavigationType=MediumSizedCharacters
esVoice=npc_default
fFmodCharacterTypeParam=0
fileHitDeathReactionsParamsDataFile=Libs/HitDeathReactionsData/HitDeathReactions_Default.xml
fileModel=Objects/Characters/animals/hen/hen_brown_light.cdf
guidSharedSoulId=
nModelVariations=0
physicMassMult=1
sWH_AI_EntityCategory=
sharedSoulInstanceId=0
}
PropertiesInstance = {
aibehavior_behaviour=
bAutoDisable=false
esVoice=
nVariation=0
soclasses_SmartObjectClass=
}
RegisterAI()
Reset()
ResetAIParameters()
ResetCommon()
ReviveInEditor()
Server = {
OnInit()
}
SetActorModel()
UseMannequinAGState=true
ai=1
collisionCapsule = {
axis = {
x=0
y=1
z=0
}
height=0.07
pos = {
x=0
y=0
z=0.25
}
radius=0.15
}
collisionClass=2.09715e+06
defaultSoulArchetype=Hen
gameParams = {
inertia=0
inertiaAccel=0
jumpHeight=1
stance = {
carryCorpse = {
heightCollider=0.9
heightPivot=0
name=carryCorpse
size = {
x=0.4
y=0.4
z=0.15
}
stanceId=9
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
combat = {
heightCollider=1.05
heightPivot=0
name=combat
size = {
x=0.3
y=0
z=0.4
}
stanceId=0
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
crouch = {
heightCollider=0.8
heightPivot=0
name=crouch
size = {
x=0.35
y=0
z=0.1
}
stanceId=1
useCapsule=1
viewOffset = {
x=0
y=0
z=1.1
}
}
injured = {
heightCollider=1.05
heightPivot=0
name=injured
size = {
x=0.3
y=0
z=0.4
}
stanceId=7
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
normal = {
heightCollider=0.5
heightPivot=0
name=normal
size = {
x=0.1
y=0
z=0.01
}
stanceId=3
useCapsule=0
viewOffset = {
x=0
y=0.1
z=1.625
}
}
stoneThrowing = {
heightCollider=1.05
heightPivot=0
name=stoneThrowing
size = {
x=0.3
y=0
z=0.4
}
stanceId=2
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
}
}
physicsParams = {
Living = {
air_resistance=0.5
colliderMat=mat_player_collider
gravity=13
inertia=11
inertiaAccel=11
k_air_control=0.1
mass=0.7
max_climb_angle=89
max_jump_angle=89
max_vel_ground=16
min_fall_angle=89
min_slide_angle=89
timeImpulseRecover=1
}
additionalPhysicsMass=1
flags=0
mass=0.7
stiffness_scale=73
}
}
Hole = {
ChangeModel()
CreateHole()
Editor = {
Icon=DeadBody.bmp
IconOnTop=1
ShowBounds=1
}
Event_Use()
Event_User()
FlowEvents = {
Inputs = {
Use = {
[02]=entityid
[01]()
}
User = {
[02]=entityid
[01]()
}
}
Outputs = {
OnUse=bool
}
}
GetActions()
GetUsableMessage()
IsUsable()
IsUsableMsgChanged()
LoadModel()
OnLoad()
OnPropertyChange()
OnReset()
OnSave()
OnSpawn()
OnUsed()
PhysicalizeThis()
Properties = {
Physics = {
Density=-1
Mass=-1
bPhysicalize=true
bPushableByPlayers=false
bRigidBody=false
}
Script = {
bLegalToDig=false
}
bCanBeUsed=true
bCover=true
bExported_to_game=true
bExported_to_test=true
bPreview=false
bSaved_by_game=true
bSendMessage=false
fUsabilityDistance=5
guidSmartObjectType=
nDiggingTime=6.5
object_Model=objects/characters/assets/grave_pit/grave_pit.cgf
sWH_AI_EntityCategory=
soclass_SmartObjectHelpers=
soclasses_SmartObjectClass=
}
Reset()
ResetChild()
SetInteractive()
SetupTrigger()
bUseTrigger=false
bUseableMsgChanged=0
fMinUseDistance=0.7
fUseAngle=0.7
nDepth=0
nUserId=0
}
HoleDigging = {
CheckPlayerAboveHole()
}
Horse = {
AIMovementAbility = {
AIMovementSpeeds = {
Relaxed = {
Run = {
[02]=2
[01]=2.3
[03]=2.6
}
Slow = {
[03]=1.3
[01]=1.2
[02]=0.9
}
Sprint = {
[02]=6.5
[01]=6.8
[03]=7.1
}
Walk = {
[01]=1.7
[03]=2
[02]=1.3
}
}
}
avoidanceRadius=1.5
b3DMove=0
collisionAvoidanceAgentMinRadius=0.8
collisionAvoidanceAgentRadius=1.25
collisionAvoidanceObstacleOffest = {
x=0
y=0.3
z=0
}
collisionAvoidanceObstacleRadius=0.5
collisionAvoidanceObstacleTravel=0.8
collisionAvoidanceParticipation=true
collisionAvoidanceRadiusIncrement=0
cornerSlowDown=0.75
maneuverSpeed=1.5
maneuverTrh=2
maxAccel=2
maxDecel=4
maxTurnRadius=3
minTurnRadius=0
passRadius=0.5
pathFindPrediction=0.5
pathLookAhead=1
pathRadius=0.4
pathRegenIntervalDuringTrace=4
pathSpeedLookAheadPerSpeed=-1.5
pathType=AIPATH_HUMAN
resolveStickingInTrace=1
runSpeed=2.5
sprintSpeed=7
usePredictiveFollowing=1
velDecay=0.5
walkSpeed=1.5
}
ActionController=Animations/Mannequin/ADB/kcd_horse_controllerdefs.xml
AddAnimalLootAction()
AnimDatabase3P=Animations/Mannequin/ADB/kcd_horse_database.adb
Editor = {
Icon=User.bmp
IconOnTop=1
}
Event_Spawn()
Event_SpawnKeep()
Event_Spawn_Internal()
Event_Spawned()
Expose()
FlowEvents = {
Inputs = {
Spawn = {
[02]=bool
[01]()
}
}
Outputs = {
Spawned=entity
}
}
ForceUsable()
GetActions()
GetDogActions()
GetFlowgraphForwardingEntity()
GetInspectableByPlayer()
GetMountableByPlayer()
GetReturnToPoolWeight()
InitialSetup()
InteractorPriority=2
IsAIControlled()
IsChatUsable=0
IsDogUsable=1
IsMountLegal()
IsUsable()
NotifyRemoval()
OnBonding()
OnDestroy()
OnDogRequest()
OnEditorSetGameMode()
OnInspect()
OnLoad()
OnLoadAI()
OnLoot()
OnMount()
OnPropertyChange()
OnReset()
OnSave()
OnSaveAI()
OnSpawn()
OnStartle()
OnUsed()
Properties = {
CharacterSounds = {
foleyEffect=foley_horse
footstepEffect=footsteps_horse_mat
}
ControlProfile=0
LipSync = {
TransitionQueueSettings = {
nAnimLayer=12
nCharacterSlot=0
playbackWeight=0.75
sDefaultAnimName=facial_chewing_01
}
bEnabled=true
esLipSyncType=LipSync_TransitionQueue
}
NPC = {
aianchorHome=
eiNPCCategory=1
}
Rendering = {
bWrinkleMap=true
}
Script = {
Misc=
bIdleUntilFirstPatch=false
}
SpawnedEntityName=
aicharacter_character=
bCanHoldInformation=false
bExported_to_game=true
bExported_to_test=true
bInvulnerable=false
bIsDummy=false
bMountIsLegal=false
bNotPlayerInspectable=false
bNotPlayerMountable=false
bSaved_by_game=true
bSpawner=false
bWH_ListenerObject=true
bWH_PerceptibleObject=true
bWH_PerceptorObject=true
bWH_RequiresHome=true
commrange=30
eiColliderMode=0
esBehaviorSelectionTree=
esClothingConfig=horse2
esCommConfig=npc_default
esModularBehaviorTree=IdleSeq
esNavigationType=MediumSizedCharacters
esVoice=npc_default
fFmodCharacterTypeParam=0
fileHitDeathReactionsParamsDataFile=Libs/HitDeathReactionsData/HitDeathReactions_Default.xml
fileModel=Objects/Characters/animals/horse/horse.cdf
guidSharedSoulId=
nModelVariations=0
physicMassMult=1
sWH_AI_EntityCategory=
sharedSoulInstanceId=0
}
PropertiesInstance = {
aibehavior_behaviour=
bAutoDisable=false
esVoice=
nVariation=0
soclasses_SmartObjectClass=
}
RegisterAI()
Reset()
ResetAIParameters()
ResetCommon()
ReviveInEditor()
Server = {
OnInit()
}
SetActorModel()
SetInspectableByPlayer()
SetMountIsLegal()
SetMountIsLegalFromAI()
SetMountableByPlayer()
SetMountableByPlayerDisabledFromAI()
UseMannequinAGState=true
actorCombatDimension = {
size = {
x=0.5
y=1.3
z=0
}
}
ai=1
collisionCapsule = {
axis = {
x=0
y=1
z=0
}
height=1
pos = {
x=0
y=0
z=1.15
}
posCarcass = {
x=0.18
y=0
z=0.22
}
radius=0.32
}
collisionClass=2.09715e+06
defaultSoulArchetype=Horse
defaultSoulClass=horse
gameParams = {
stance = {
carryCorpse = {
heightCollider=0.9
heightPivot=0
name=carryCorpse
size = {
x=0.4
y=0.4
z=0.15
}
stanceId=9
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
combat = {
heightCollider=1.05
heightPivot=0
name=combat
size = {
x=0.3
y=0
z=0.4
}
stanceId=0
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
crouch = {
heightCollider=0.8
heightPivot=0
name=crouch
size = {
x=0.35
y=0
z=0.1
}
stanceId=1
useCapsule=1
viewOffset = {
x=0
y=0
z=1.1
}
}
injured = {
heightCollider=1.05
heightPivot=0
name=injured
size = {
x=0.3
y=0
z=0.4
}
stanceId=7
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
normal = {
heightCollider=1.3
heightPivot=0
name=normal
size = {
x=0.4
y=0.4
z=0.2
}
stanceId=3
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
stoneThrowing = {
heightCollider=1.05
heightPivot=0
name=stoneThrowing
size = {
x=0.3
y=0
z=0.4
}
stanceId=2
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
}
}
inspectableByPlayer=true
maxMountDistance=1.75
mountIsLegalFromAI=false
mountableByPlayer=true
mountableByPlayerDisabledFromAI=false
physicsParams = {
Living = {
air_resistance=0.5
colliderMat=mat_player_collider
gravity=30
inertia=11
inertiaAccel=11
k_air_control=0.1
mass=480
max_climb_angle=50
max_jump_angle=40
max_vel_ground=16
min_fall_angle=90
min_slide_angle=90
timeImpulseRecover=1
}
additionalPhysicsMass=1
flags=0
mass=480
neckMass=1
stiffness_scale=73
}
simplifiedRootRotation=false
}
Horsetraders = {
RemoveHaggleMetarole()
SetupHaggle()
}
Hostile=0
IF_ACTIVE_GOALS=0
IF_ACTIVE_GOALS_HIDE=1
IF_CANNOT_HIDE=6
IF_CAN_HIDE=5
IF_CAN_MELEE=14
IF_CAN_SHOOT_TARGET=13
IF_CAN_SHOOT_TARGET_CROUCHED=40
IF_COVER_COMPROMISED=35
IF_COVER_FIRE_ENABLED=42
IF_COVER_NOT_COMPROMISED=36
IF_COVER_NOT_SOFT=38
IF_COVER_SOFT=37
IF_EXPOSED_TO_TARGET=34
IF_FIRE_IS=8
IF_HAS_FIRED=9
IF_IS_HIDDEN=4
IF_LASTOP_FAILED=44
IF_LASTOP_SUCCEED=45
IF_NAV_TRIANGULAR=20
IF_NAV_WAYPOINT_HUMAN=19
IF_NO_ENEMY_TARGET=15
IF_NO_LASTOP=10
IF_NO_PATH=2
IF_PATH_LONGER=16
IF_PATH_LONGER_RELATIVE=18
IF_PATH_SHORTER=17
IF_PATH_STILL_FINDING=3
IF_RANDOM=43
IF_SEES_LASTOP=11
IF_SEES_TARGET=12
IF_STANCE_IS=7
IF_TARGET_DIST_GREATER=23
IF_TARGET_DIST_LESS=21
IF_TARGET_IN_RANGE=24
IF_TARGET_LOST_TIME_LESS=29
IF_TARGET_LOST_TIME_MORE=28
IF_TARGET_MOVED=33
IF_TARGET_MOVED_SINCE_START=32
IF_TARGET_OUT_OF_RANGE=25
INT16=115
INT32=105
INT8=98
INVALID_AUDIO_ENVIRONMENT_ID=0000000000000000
INVALID_WUID=0000000000000000
ImpressByPlayer()
IndulgenceBoxTrigger = {
Editor = {
Icon=Trigger.bmp
}
GetActions()
GetHint()
GetHintHold()
InteractorPriority=4
IsActionAvailable()
IsEnabled()
IsEnabledByProperties()
IsEnabledByScriptPerk()
IsEnabledBySoulAbility()
IsEnabledFromQuestSystem()
IsEnabledHold()
IsPenanceMeaningful()
IsUsable()
IsUsableHold()
NeedSerialize()
OnAction()
OnEditorSetGameMode()
OnInventoryClosed()
OnInventoryItemUsed()
OnLoad()
OnPropertyChange()
OnReset()
OnSave()
OnSpawn()
OnUsed()
OnUsedHold()
OpenInventory()
PhysicalizeThis()
Properties = {
Click = {
Angle = {
fAngleTolerance=180
fApproachDirection=0
}
InventoryFilter=
InventoryMultiFilter=
Item = {
bAllowUseWithoutItem=false
bDeleteAfterUse=false
guidItemClassId=
sAliasToBarkWithoutItem=
}
UseMessage=@ui_hud_use_item
bIsActive=true
bIsActiveInCombat=false
bIsActiveInTenseCircumstance=false
bIsActiveWhileCarryingCorpse=false
bRequireTargetHaveDialog=false
fActiveDistance=-1
fActiveMinDistance=-1
fZToleration=-1
guidRequiredScriptPerk=
sRequiredSoulAbility=
sSendMessageTo=
}
Hold = {
Angle = {
fAngleTolerance=180
fApproachDirection=0
}
InventoryFilter=
InventoryMultiFilter=
Item = {
bAllowUseWithoutItem=false
bDeleteAfterUse=false
guidItemClassId=
sAliasToBarkWithoutItem=
}
UseMessage=@kajicna_p_slozit_odpustek_VfYM
bIsActive=true
bIsActiveInCombat=false
bIsActiveInTenseCircumstance=false
bIsActiveWhileCarryingCorpse=false
bRequireTargetHaveDialog=false
fActiveDistance=-1
fActiveMinDistance=-1
fZToleration=-1
guidRequiredScriptPerk=
sRequiredSoulAbility=
sSendMessageTo=
}
InteractorPriorityOverride=-1
Script = {
Misc=
}
bExported_to_game=true
bExported_to_test=true
bQuestSystemTrigger=false
bSaved_by_game=true
object_Model=objects/special/primitive_cylinder.cgf
sWH_AI_EntityCategory=
}
ReportUse()
ResetHoldMessage()
ResetUseMessage()
SetAvailable()
SetAvailableHold()
SetHoldMessage()
SetUseMessage()
UpdateMaterial()
UserNoItem()
_CheckDialog()
_GetSendTargets()
}
IngameCutsceneData = {
Editor = {
Icon=sequence.bmp
}
Properties = {
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
esGameProfile=
esSequenceName=
}
}
InteractionTrigger = {
Editor = {
Icon=Trigger.bmp
}
GetActions()
GetHint()
GetHintHold()
InteractorPriority=4
IsActionAvailable()
IsEnabled()
IsEnabledByProperties()
IsEnabledByScriptPerk()
IsEnabledBySoulAbility()
IsEnabledFromQuestSystem()
IsEnabledHold()
IsUsable()
IsUsableHold()
NeedSerialize()
OnAction()
OnEditorSetGameMode()
OnInventoryClosed()
OnInventoryItemUsed()
OnLoad()
OnPropertyChange()
OnReset()
OnSave()
OnSpawn()
OnUsed()
OnUsedHold()
OpenInventory()
PhysicalizeThis()
Properties = {
Click = {
Angle = {
fAngleTolerance=180
fApproachDirection=0
}
InventoryFilter=
InventoryMultiFilter=
Item = {
bAllowUseWithoutItem=false
bDeleteAfterUse=false
guidItemClassId=
sAliasToBarkWithoutItem=
}
UseMessage=@ui_hud_use_item
bIsActive=true
bIsActiveInCombat=false
bIsActiveInTenseCircumstance=false
bIsActiveWhileCarryingCorpse=false
bRequireTargetHaveDialog=false
fActiveDistance=-1
fActiveMinDistance=-1
fZToleration=-1
guidRequiredScriptPerk=
sRequiredSoulAbility=
sSendMessageTo=
}
Hold = {
Angle = {
fAngleTolerance=180
fApproachDirection=0
}
InventoryFilter=
InventoryMultiFilter=
Item = {
bAllowUseWithoutItem=false
bDeleteAfterUse=false
guidItemClassId=
sAliasToBarkWithoutItem=
}
UseMessage=
bIsActive=false
bIsActiveInCombat=false
bIsActiveInTenseCircumstance=false
bIsActiveWhileCarryingCorpse=false
bRequireTargetHaveDialog=false
fActiveDistance=-1
fActiveMinDistance=-1
fZToleration=-1
guidRequiredScriptPerk=
sRequiredSoulAbility=
sSendMessageTo=
}
InteractorPriorityOverride=-1
Script = {
Misc=
}
bExported_to_game=true
bExported_to_test=true
bQuestSystemTrigger=false
bSaved_by_game=true
object_Model=objects/special/primitive_cylinder.cgf
sWH_AI_EntityCategory=
}
ReportUse()
ResetHoldMessage()
ResetUseMessage()
SetAvailable()
SetAvailableHold()
SetHoldMessage()
SetUseMessage()
UpdateMaterial()
UserNoItem()
_CheckDialog()
_GetSendTargets()
}
InteractiveObjectEx = {
AbortUse()
Editor = {
Icon=animobject.bmp
IconOnTop=1
}
Event_DisableUsable()
Event_EnableUsable()
Event_Hide()
Event_Reset()
Event_UnHide()
Event_Use()
Event_Used()
Event_UserId()
FlowEvents = {
Inputs = {
Disable = {
[02]=bool
[01]()
}
Enable = {
[02]=bool
[01]()
}
Hide = {
[02]=bool
[01]()
}
Reset = {
[02]=bool
[01]()
}
UnHide = {
[02]=bool
[01]()
}
Use = {
[02]=bool
[01]()
}
UserId = {
[02]=entity
[01]()
}
}
Outputs = {
Aborted=bool
Disabled=bool
Enabled=bool
Finished=bool
Hide=bool
Reset=bool
Started=bool
UnHide=bool
UsedBy=entity
}
}
GetUsableMessage()
IsUsable()
OnInit()
OnLoad()
OnPropertyChange()
OnReset()
OnSave()
OnShutDown()
OnUsed()
Properties = {
Interaction = {
Interaction=OpenElevatorDoor
InteractionAngle=70
InteractionRadius=1.5
bRemoveDecalsOnUse=0
bStartInteractionOnExplosion=0
object_Model=Objects/prototype/ElevatorDoors/AnimatedElevatorDoors.cga
}
Physics = {
bRigidBody=false
}
UseMessage=
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
bUsable=false
}
ResetOnUsed()
StopUse()
type=InteractiveObjectEx
userId=0000000000000000
}
InventoryDummyDog = {
AIMovementAbility = {
avoidanceRadius=1.5
b3DMove=0
collisionAvoidanceParticipation=true
collisionAvoidanceRadiusIncrement=0
maneuverSpeed=1.5
maneuverTrh=2
maxAccel=1e+06
maxDecel=1e+06
maxTurnRadius=3
minTurnRadius=0
pathLookAhead=2
pathRadius=0.3
pathRegenIntervalDuringTrace=-1
resolveStickingInTrace=1
runSpeed=4
sprintSpeed=6.4
walkSpeed=2
}
ActionController=Animations/Mannequin/ADB/inv_dog_controllerdefs.xml
AddAnimalLootAction()
AnimDatabase3P=Animations/Mannequin/ADB/inv_dog_database.adb
Editor = {
Icon=User.bmp
IconOnTop=1
}
Event_Spawn()
Event_SpawnKeep()
Event_Spawn_Internal()
Event_Spawned()
Expose()
FlowEvents = {
Inputs = {
Spawn = {
[02]=bool
[01]()
}
}
Outputs = {
Spawned=entity
}
}
GetActions()
GetDogActions()
GetFlowgraphForwardingEntity()
GetReturnToPoolWeight()
InitialSetup()
InteractorPriority=2
IsAIControlled()
IsChatUsable=0
IsDogUsable=1
IsUsable()
NotifyRemoval()
OnDestroy()
OnDogRequest()
OnEditorSetGameMode()
OnLoadAI()
OnPropertyChange()
OnReset()
OnSaveAI()
OnSpawn()
OnUsed()
Properties = {
CharacterSounds = {
foleyEffect=foleys
footstepEffect=footsteps
}
ControlProfile=2
LipSync = {
TransitionQueueSettings = {
nAnimLayer=12
nCharacterSlot=0
playbackWeight=0.75
sDefaultAnimName=facial_chewing_01
}
bEnabled=true
esLipSyncType=LipSync_TransitionQueue
}
NPC = {
aianchorHome=
eiNPCCategory=1
}
Rendering = {
bWrinkleMap=true
}
Script = {
Misc=
bIdleUntilFirstPatch=false
}
SpawnedEntityName=
aicharacter_character=
bCanHoldInformation=false
bExported_to_game=true
bExported_to_test=true
bInvulnerable=false
bIsDummy=true
bNotPlayerMountable=false
bSaved_by_game=true
bSpawner=false
bWH_ListenerObject=true
bWH_PerceptibleObject=true
bWH_PerceptorObject=true
bWH_RequiresHome=false
commrange=30
eiColliderMode=0
esBehaviorSelectionTree=
esClothingConfig=dog
esCommConfig=npc_default
esModularBehaviorTree=IdleSeq
esNavigationType=MediumSizedCharacters
esVoice=npc_default
fFmodCharacterTypeParam=0
fileHitDeathReactionsParamsDataFile=Libs/HitDeathReactionsData/HitDeathReactions_Default.xml
fileModel=objects/characters/animals/dog/dog.cdf
guidSharedSoulId=
nModelVariations=0
physicMassMult=1
sWH_AI_EntityCategory=
sharedSoulInstanceId=0
}
PropertiesInstance = {
aibehavior_behaviour=
bAutoDisable=false
esVoice=
nVariation=0
soclasses_SmartObjectClass=
}
RegisterAI()
Reset()
ResetAIParameters()
ResetCommon()
ReviveInEditor()
Server = {
OnInit()
}
SetActorModel()
UseMannequinAGState=true
ai=1
collisionClass=2.09715e+06
defaultSoulArchetype=Dog
defaultSoulClass=dog
gameParams = {
stance = {
carryCorpse = {
heightCollider=0.9
heightPivot=0
name=carryCorpse
size = {
x=0.4
y=0.4
z=0.15
}
stanceId=9
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
combat = {
heightCollider=1.05
heightPivot=0
name=combat
size = {
x=0.3
y=0
z=0.4
}
stanceId=0
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
crouch = {
heightCollider=0.8
heightPivot=0
name=crouch
size = {
x=0.35
y=0
z=0.1
}
stanceId=1
useCapsule=1
viewOffset = {
x=0
y=0
z=1.1
}
}
injured = {
heightCollider=1.05
heightPivot=0
name=injured
size = {
x=0.3
y=0
z=0.4
}
stanceId=7
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
normal = {
heightCollider=1.05
heightPivot=0
name=normal
size = {
x=0.3
y=0
z=0.4
}
stanceId=3
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
stoneThrowing = {
heightCollider=1.05
heightPivot=0
name=stoneThrowing
size = {
x=0.3
y=0
z=0.4
}
stanceId=2
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
}
}
physicsParams = {
Living = {
air_resistance=0.5
colliderMat=mat_player_collider
gravity=13
inertia=11
inertiaAccel=11
k_air_control=0.1
mass=80
max_climb_angle=89
max_jump_angle=89
max_vel_ground=16
min_fall_angle=89
min_slide_angle=89
timeImpulseRecover=1
}
additionalPhysicsMass=1
enabled=0
flags=0
mass=80
stiffness_scale=73
}
}
InventoryDummyHorse = {
AIMovementAbility = {
AIMovementSpeeds = {
Relaxed = {
Run = {
[02]=2
[01]=2.3
[03]=2.6
}
Slow = {
[03]=1.3
[01]=1.2
[02]=0.9
}
Sprint = {
[02]=6.5
[01]=6.8
[03]=7.1
}
Walk = {
[01]=1.7
[03]=2
[02]=1.3
}
}
}
avoidanceRadius=1.5
b3DMove=0
collisionAvoidanceAgentMinRadius=0.8
collisionAvoidanceAgentRadius=1.25
collisionAvoidanceObstacleOffest = {
x=0
y=0.3
z=0
}
collisionAvoidanceObstacleRadius=0.5
collisionAvoidanceObstacleTravel=0.8
collisionAvoidanceParticipation=true
collisionAvoidanceRadiusIncrement=0
cornerSlowDown=0.75
maneuverSpeed=1.5
maneuverTrh=2
maxAccel=2
maxDecel=4
maxTurnRadius=3
minTurnRadius=0
passRadius=0.5
pathFindPrediction=0.5
pathLookAhead=1
pathRadius=0.4
pathRegenIntervalDuringTrace=4
pathSpeedLookAheadPerSpeed=-1.5
pathType=AIPATH_HUMAN
resolveStickingInTrace=1
runSpeed=2.5
sprintSpeed=7
usePredictiveFollowing=1
velDecay=0.5
walkSpeed=1.5
}
ActionController=Animations/Mannequin/ADB/inv_horse_controllerdefs.xml
AddAnimalLootAction()
AnimDatabase3P=Animations/Mannequin/ADB/inv_horse_database.adb
Editor = {
Icon=User.bmp
IconOnTop=1
}
Event_Spawn()
Event_SpawnKeep()
Event_Spawn_Internal()
Event_Spawned()
Expose()
FlowEvents = {
Inputs = {
Spawn = {
[02]=bool
[01]()
}
}
Outputs = {
Spawned=entity
}
}
ForceUsable()
GetActions()
GetDogActions()
GetFlowgraphForwardingEntity()
GetInspectableByPlayer()
GetMountableByPlayer()
GetReturnToPoolWeight()
InitialSetup()
InteractorPriority=2
IsAIControlled()
IsChatUsable=0
IsDogUsable=1
IsMountLegal()
IsUsable()
NotifyRemoval()
OnBonding()
OnDestroy()
OnDogRequest()
OnEditorSetGameMode()
OnInspect()
OnLoad()
OnLoadAI()
OnLoot()
OnMount()
OnPropertyChange()
OnReset()
OnSave()
OnSaveAI()
OnSpawn()
OnStartle()
OnUsed()
Properties = {
CharacterSounds = {
foleyEffect=foley_horse
footstepEffect=footsteps_horse_mat
}
ControlProfile=2
LipSync = {
TransitionQueueSettings = {
nAnimLayer=12
nCharacterSlot=0
playbackWeight=0.75
sDefaultAnimName=facial_chewing_01
}
bEnabled=true
esLipSyncType=LipSync_TransitionQueue
}
NPC = {
aianchorHome=
eiNPCCategory=1
}
Rendering = {
bWrinkleMap=true
}
Script = {
Misc=
bIdleUntilFirstPatch=false
}
SpawnedEntityName=
aicharacter_character=
bCanHoldInformation=false
bExported_to_game=true
bExported_to_test=true
bInvulnerable=false
bIsDummy=true
bMountIsLegal=false
bNotPlayerInspectable=false
bNotPlayerMountable=false
bSaved_by_game=true
bSpawner=false
bWH_ListenerObject=true
bWH_PerceptibleObject=true
bWH_PerceptorObject=true
bWH_RequiresHome=true
commrange=30
eiColliderMode=0
esBehaviorSelectionTree=
esClothingConfig=horse2
esCommConfig=npc_default
esModularBehaviorTree=IdleSeq
esNavigationType=MediumSizedCharacters
esVoice=npc_default
fFmodCharacterTypeParam=0
fileHitDeathReactionsParamsDataFile=Libs/HitDeathReactionsData/HitDeathReactions_Default.xml
fileModel=Objects/Characters/animals/horse/horse.cdf
guidSharedSoulId=
nModelVariations=0
physicMassMult=1
sWH_AI_EntityCategory=
sharedSoulInstanceId=0
}
PropertiesInstance = {
aibehavior_behaviour=
bAutoDisable=false
esVoice=
nVariation=0
soclasses_SmartObjectClass=
}
RegisterAI()
Reset()
ResetAIParameters()
ResetCommon()
ReviveInEditor()
Server = {
OnInit()
}
SetActorModel()
SetInspectableByPlayer()
SetMountIsLegal()
SetMountIsLegalFromAI()
SetMountableByPlayer()
SetMountableByPlayerDisabledFromAI()
UseMannequinAGState=true
actorCombatDimension = {
size = {
x=0.5
y=1.3
z=0
}
}
ai=1
collisionCapsule = {
axis = {
x=0
y=1
z=0
}
height=1
pos = {
x=0
y=0
z=1.15
}
posCarcass = {
x=0.18
y=0
z=0.22
}
radius=0.32
}
collisionClass=2.09715e+06
defaultSoulArchetype=Horse
defaultSoulClass=horse
gameParams = {
stance = {
carryCorpse = {
heightCollider=0.9
heightPivot=0
name=carryCorpse
size = {
x=0.4
y=0.4
z=0.15
}
stanceId=9
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
combat = {
heightCollider=1.05
heightPivot=0
name=combat
size = {
x=0.3
y=0
z=0.4
}
stanceId=0
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
crouch = {
heightCollider=0.8
heightPivot=0
name=crouch
size = {
x=0.35
y=0
z=0.1
}
stanceId=1
useCapsule=1
viewOffset = {
x=0
y=0
z=1.1
}
}
injured = {
heightCollider=1.05
heightPivot=0
name=injured
size = {
x=0.3
y=0
z=0.4
}
stanceId=7
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
normal = {
heightCollider=1.3
heightPivot=0
name=normal
size = {
x=0.4
y=0.4
z=0.2
}
stanceId=3
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
stoneThrowing = {
heightCollider=1.05
heightPivot=0
name=stoneThrowing
size = {
x=0.3
y=0
z=0.4
}
stanceId=2
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
}
}
inspectableByPlayer=true
maxMountDistance=1.75
mountIsLegalFromAI=false
mountableByPlayer=true
mountableByPlayerDisabledFromAI=false
physicsParams = {
Living = {
air_resistance=0.5
colliderMat=mat_player_collider
gravity=30
inertia=11
inertiaAccel=11
k_air_control=0.1
mass=480
max_climb_angle=50
max_jump_angle=40
max_vel_ground=16
min_fall_angle=90
min_slide_angle=90
timeImpulseRecover=1
}
additionalPhysicsMass=1
enabled=0
flags=0
mass=480
neckMass=1
stiffness_scale=73
}
simplifiedRootRotation=false
}
InventoryDummyPlayer = {
AIMovementAbility = {
avoidanceRadius=1.5
b3DMove=0
collisionAvoidanceParticipation=true
collisionAvoidanceRadiusIncrement=0
cornerSlowDown=0.75
maneuverSpeed=1.5
maneuverTrh=2
maxAccel=6
maxDecel=1e+06
maxTurnRadius=3
minTurnRadius=0
pathFindPrediction=0.5
pathLookAhead=1
pathRadius=0.4
pathRegenIntervalDuringTrace=4
pathSpeedLookAheadPerSpeed=-1.5
pathType=AIPATH_HUMAN
resolveStickingInTrace=1
runSpeed=3.5
sprintSpeed=6.4
usePredictiveFollowing=1
velDecay=0.5
walkSpeed=1
}
ActionController=Animations/Mannequin/ADB/inv_male_controllerdefs.xml
AnimDatabase3P=Animations/Mannequin/ADB/inv_male_database.adb
Editor = {
Icon=User.bmp
IconOnTop=1
}
Event_Spawn()
Event_SpawnKeep()
Event_Spawn_Internal()
Event_Spawned()
Expose()
FlowEvents = {
Inputs = {
Spawn = {
[02]=bool
[01]()
}
}
Outputs = {
Spawned=entity
}
}
GetDogActions()
GetFlowgraphForwardingEntity()
GetReturnToPoolWeight()
InitInventoryDummyPlayer()
InitialSetup()
InteractorPriority=2
InventoryDummyPlayer_OnInit()
InventoryDummyPlayer_OnReset()
InventoryDummyPlayer_Reset()
InventoryDummyPlayer_ResetCommon()
IsAIControlled()
IsChatUsable=0
IsDogUsable=1
IsUsable()
NotifyRemoval()
OnDestroy()
OnDogRequest()
OnEditorSetGameMode()
OnLoadAI()
OnPropertyChange()
OnReset()
OnSaveAI()
OnSpawn()
Properties = {
CharacterSounds = {
foleyEffect=foley_npc
footstepEffect=footsteps_npc
}
ControlProfile=2
LipSync = {
TransitionQueueSettings = {
nAnimLayer=12
nCharacterSlot=0
playbackWeight=0.75
sDefaultAnimName=facial_chewing_01
}
bEnabled=true
esLipSyncType=LipSync_TransitionQueue
}
Rendering = {
bWrinkleMap=true
}
Script = {
Misc=
bIdleUntilFirstPatch=false
}
SpawnedEntityName=
aicharacter_character=
bExported_to_game=true
bExported_to_test=true
bInvulnerable=false
bIsDummy=true
bSaved_by_game=true
bSpawner=false
commrange=30
eiColliderMode=0
esBehaviorSelectionTree=
esClothingConfig=male2
esCommConfig=npc_default
esFaction=Civilians
esModularBehaviorTree=IdleSeq
esNavigationType=MediumSizedCharacters
esVoice=npc_default
fFmodCharacterTypeParam=0
fileHitDeathReactionsParamsDataFile=Libs/HitDeathReactionsData/HitDeathReactions_SkeletonMale.xml
fileModel=Objects/Characters/humans/male/skeleton/male.cdf
guidSharedSoulId=
nModelVariations=0
physicMassMult=1
sWH_AI_EntityCategory=
sharedSoulInstanceId=0
voiceType=enemy
}
PropertiesInstance = {
aibehavior_behaviour=
bAutoDisable=false
esVoice=
nVariation=0
soclasses_SmartObjectClass=
}
RegisterAI()
Reset()
ResetAIParameters()
ResetCommon()
ReviveInEditor()
Server = {
OnInit()
}
SetActorModel()
UseMannequinAGState=true
ai=1
defaultSoulArchetype=NPC
gameParams = {
inertia=0
inertiaAccel=0
stance = {
carryCorpse = {
heightCollider=0.9
heightPivot=0
name=carryCorpse
size = {
x=0.4
y=0.4
z=0.15
}
stanceId=9
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
combat = {
heightCollider=1.05
heightPivot=0
name=combat
size = {
x=0.3
y=0
z=0.4
}
stanceId=0
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
crouch = {
heightCollider=0.8
heightPivot=0
name=crouch
size = {
x=0.35
y=0
z=0.1
}
stanceId=1
useCapsule=1
viewOffset = {
x=0
y=0
z=1.1
}
}
injured = {
heightCollider=1.05
heightPivot=0
name=injured
size = {
x=0.3
y=0
z=0.4
}
stanceId=7
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
normal = {
heightCollider=1.05
heightPivot=0
name=normal
size = {
x=0.3
y=0
z=0.4
}
stanceId=3
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
stoneThrowing = {
heightCollider=1.05
heightPivot=0
name=stoneThrowing
size = {
x=0.3
y=0
z=0.4
}
stanceId=2
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
}
}
physicsParams = {
Living = {
air_resistance=0.5
colliderMat=mat_player_collider
gravity=13
inertia=11
inertiaAccel=11
k_air_control=0.1
mass=80
max_climb_angle=50
max_jump_angle=40
max_vel_ground=16
min_fall_angle=90
min_slide_angle=49
timeImpulseRecover=1
}
enabled=0
flags=0
mass=80
stiffness_scale=73
}
}
InventoryDummyPlayerFemale = {
AIMovementAbility = {
avoidanceRadius=1.5
b3DMove=0
collisionAvoidanceParticipation=true
collisionAvoidanceRadiusIncrement=0
cornerSlowDown=0.75
maneuverSpeed=1.5
maneuverTrh=2
maxAccel=6
maxDecel=1e+06
maxTurnRadius=3
minTurnRadius=0
pathFindPrediction=0.5
pathLookAhead=1
pathRadius=0.4
pathRegenIntervalDuringTrace=4
pathSpeedLookAheadPerSpeed=-1.5
pathType=AIPATH_HUMAN
resolveStickingInTrace=1
runSpeed=3.5
sprintSpeed=6.4
usePredictiveFollowing=1
velDecay=0.5
walkSpeed=1
}
ActionController=Animations/Mannequin/ADB/wh_female_controllerdefs.xml
AnimDatabase3P=Animations/Mannequin/ADB/wh_female_database.adb
Editor = {
Icon=User.bmp
IconOnTop=1
}
Event_Spawn()
Event_SpawnKeep()
Event_Spawn_Internal()
Event_Spawned()
Expose()
FlowEvents = {
Inputs = {
Spawn = {
[02]=bool
[01]()
}
}
Outputs = {
Spawned=entity
}
}
GetDogActions()
GetFlowgraphForwardingEntity()
GetReturnToPoolWeight()
InitInventoryDummyPlayer()
InitialSetup()
InteractorPriority=2
InventoryDummyPlayer_OnInit()
InventoryDummyPlayer_OnReset()
InventoryDummyPlayer_Reset()
InventoryDummyPlayer_ResetCommon()
IsAIControlled()
IsChatUsable=0
IsDogUsable=1
IsUsable()
NotifyRemoval()
OnDestroy()
OnDogRequest()
OnEditorSetGameMode()
OnLoadAI()
OnPropertyChange()
OnReset()
OnSaveAI()
OnSpawn()
Properties = {
CharacterSounds = {
foleyEffect=foley_npc
footstepEffect=footsteps_npc
}
ControlProfile=2
LipSync = {
TransitionQueueSettings = {
nAnimLayer=12
nCharacterSlot=0
playbackWeight=0.75
sDefaultAnimName=facial_chewing_01
}
bEnabled=true
esLipSyncType=LipSync_TransitionQueue
}
Rendering = {
bWrinkleMap=true
}
Script = {
Misc=
bIdleUntilFirstPatch=false
}
SpawnedEntityName=
aicharacter_character=
bExported_to_game=true
bExported_to_test=true
bInvulnerable=false
bIsDummy=true
bSaved_by_game=true
bSpawner=false
commrange=30
eiColliderMode=0
esBehaviorSelectionTree=
esClothingConfig=female2
esCommConfig=npc_default
esFaction=Civilians
esModularBehaviorTree=IdleSeq
esNavigationType=MediumSizedCharacters
esVoice=npc_default
fFmodCharacterTypeParam=0
fileHitDeathReactionsParamsDataFile=Libs/HitDeathReactionsData/HitDeathReactions_SkeletonMale.xml
fileModel=Objects/Characters/humans/female/skeleton/female.cdf
guidSharedSoulId=
nModelVariations=0
physicMassMult=1
sWH_AI_EntityCategory=
sharedSoulInstanceId=0
voiceType=enemy
}
PropertiesInstance = {
aibehavior_behaviour=
bAutoDisable=false
esVoice=
nVariation=0
soclasses_SmartObjectClass=
}
RegisterAI()
Reset()
ResetAIParameters()
ResetCommon()
ReviveInEditor()
Server = {
OnInit()
}
SetActorModel()
UseMannequinAGState=true
ai=1
defaultSoulArchetype=NPC_Female
gameParams = {
inertia=0
inertiaAccel=0
stance = {
carryCorpse = {
heightCollider=0.9
heightPivot=0
name=carryCorpse
size = {
x=0.4
y=0.4
z=0.15
}
stanceId=9
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
combat = {
heightCollider=1.05
heightPivot=0
name=combat
size = {
x=0.3
y=0
z=0.4
}
stanceId=0
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
crouch = {
heightCollider=0.8
heightPivot=0
name=crouch
size = {
x=0.35
y=0
z=0.1
}
stanceId=1
useCapsule=1
viewOffset = {
x=0
y=0
z=1.1
}
}
injured = {
heightCollider=1.05
heightPivot=0
name=injured
size = {
x=0.3
y=0
z=0.4
}
stanceId=7
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
normal = {
heightCollider=1.05
heightPivot=0
name=normal
size = {
x=0.3
y=0
z=0.4
}
stanceId=3
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
stoneThrowing = {
heightCollider=1.05
heightPivot=0
name=stoneThrowing
size = {
x=0.3
y=0
z=0.4
}
stanceId=2
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
}
}
physicsParams = {
Living = {
air_resistance=0.5
colliderMat=mat_player_collider
gravity=13
inertia=11
inertiaAccel=11
k_air_control=0.1
mass=80
max_climb_angle=50
max_jump_angle=40
max_vel_ground=16
min_fall_angle=90
min_slide_angle=49
timeImpulseRecover=1
}
enabled=0
flags=0
mass=80
stiffness_scale=73
}
}
InventoryWeapon = {
Category=approved
Implementation()
Inputs = {
[04] = {
[01]=DrawWeapon
[02]=bool
}
[01] = {
[01]=t_Activate
[02]=bool
}
[03] = {
[02]=string
[01]=ItemGUID
}
[02] = {
[02]=entityid
[01]=Entity
}
}
}
IsAnimal()
IsFemale()
IsInt()
IsNumber()
IsStr()
IsTable()
ItemManager = {
AddOnEquipBuff()
GetItem()
GetItemName()
GetItemOwner()
GetItemUIName()
IsItemOversized()
RemoveItem()
}
ItemSystem = {
GetPackItemByIndex()
GetPackNumItems()
GetPackPrimaryItem()
GiveItem()
GiveItemPack()
Reset()
SerializePlayerLTLInfo()
SetActorItem()
SetActorItemByName()
}
ItemUtils = {
AddMoneyToInventory()
CheckMoneyAmount()
CreateInvItem()
DeliverItemByPlayer()
GiveItem()
GiveItemToPlayer()
HasItem()
IsItemInInventory()
IsNullWeaponGuid()
MoneyTransaction()
RemoveInvItem()
RemoveMoneyFromInventory()
itemIDs = {
berans_chalice=b16db2b4-788a-4a04-8b9a-6ecfebcfc8ec
black_feather=c5b24e5e-69f0-4ed9-bc74-96c3de9dc677
bloodSack=76bada6c-15b5-4109-9857-0a261162849c
boar_tooth=a4f0f4c8-dc3f-4cb2-be89-f0f56fbb09fa
cizeks_dagger=67ef62fd-7d5a-4235-b68e-eede03cd9c99
dlc4_matej_die=c56c54b5-b113-41ce-a250-b4eb137909bc
dog_skin=c0dd0e15-8cb8-4342-9a4b-eb3d217421c9
lockpick=8d76f58e-a521-4205-a7e8-9ac077eee5f0
monasteryKey=56be1ad5-676e-4b6d-9d6d-e94f3164a90c
money=5ef63059-322e-4e1b-abe8-926e100c770e
necronomicon_treasure=7becbe4a-c4b4-448e-bb12-5a383da1db31
newhomes_prib_report=f37ae0ba-bdad-44e9-8f85-027cacf963a8
newhomes_rat_report=9036ea9d-c80a-4e0b-b0a1-09eb15efc449
raven_feather=2bf46965-a851-4602-8282-cbefe7f24945
wolf_teeth=7b1c57a3-54fd-441f-8cad-21157bd1a85b
}
}
JUMP_ANIM_FLY=0
JUMP_ANIM_LAND=1
JointGen = {
Editor = {
DisplayArrow=1
Icon=Shake.bmp
}
OnPropertyChange()
OnReset()
OnSpawn()
Properties = {
Impulse=1000
bExported_to_game=true
bExported_to_test=true
bForceEntityPieces=0
bHierarchical=1
bSaved_by_game=true
file_Material=
minSize=0.0003
object_BreakTemplate=objects/broken_cube.cgf
offset = {
x=0
y=0
z=0
}
radius=0.05
scale=1
}
}
KettleActionTrigger = {
CanEat()
Editor = {
Icon=Trigger.bmp
}
GetActions()
GetEatItemClassId()
GetHint()
GetHintHold()
GetLinkedSmartObject()
GetOwner()
InteractorPriority=4
IsActionAvailable()
IsEnabled()
IsEnabledByProperties()
IsEnabledByScriptPerk()
IsEnabledBySoulAbility()
IsEnabledFromQuestSystem()
IsEnabledHold()
IsKettleVirtuallyEmpty()
IsLegal()
IsLegalHold()
IsLegalImpl()
IsUsable()
IsUsableHold()
NeedSerialize()
OnAction()
OnEditorSetGameMode()
OnInventoryClosed()
OnInventoryItemUsed()
OnLoad()
OnNPCStateSearchDone()
OnPropertyChange()
OnReset()
OnResourcesHosted()
OnResourcesHostingInterrupted()
OnSave()
OnSpawn()
OnTriggerPoint()
OnUsed()
OnUsedHold()
OpenInventory()
PhysicalizeThis()
Properties = {
Click = {
Angle = {
fAngleTolerance=180
fApproachDirection=0
}
InventoryFilter=
InventoryMultiFilter=
Item = {
bAllowUseWithoutItem=false
bDeleteAfterUse=false
guidItemClassId=
sAliasToBarkWithoutItem=
}
Synchro = {
nNumParticipants=2
sKeyContextLinkName=
sKeyName=
sTimeout=
}
UseMessage=@ui_hud_use_item
UseNotOwnerMessage=@ui_hud_use_item_not_owner
bAllowNoOwner=true
bAllowTorch=false
bCheckOwner=false
bDelayedReportUse=false
bDisableFocusCamera=true
bIsActive=true
bIsActiveInCombat=false
bIsActiveInTenseCircumstance=false
bIsActiveWhileCarryingCorpse=false
bRequireTargetHaveDialog=false
bSaveLock=false
esActionType=Stance
fActiveDistance=-1
fActiveMinDistance=-1
fZToleration=-1
guidRequiredScriptPerk=
sAction=sitting
sActionTags=
sAnimationResourceOverride=
sPersistentKettleStateVariable=
sRequiredSoulAbility=
sSendMessageTo=
sSlaveLinkName=
sTriggerPointId=
}
Hold = {
Angle = {
fAngleTolerance=180
fApproachDirection=0
}
InventoryFilter=
InventoryMultiFilter=
Item = {
bAllowUseWithoutItem=false
bDeleteAfterUse=false
guidItemClassId=
sAliasToBarkWithoutItem=
}
Synchro = {
nNumParticipants=2
sKeyContextLinkName=
sKeyName=
sTimeout=
}
UseMessage=
UseNotOwnerMessage=@ui_hud_use_item_not_owner
bAllowNoOwner=true
bAllowTorch=false
bCheckOwner=false
bDelayedReportUse=false
bDisableFocusCamera=true
bIsActive=false
bIsActiveInCombat=false
bIsActiveInTenseCircumstance=false
bIsActiveWhileCarryingCorpse=false
bRequireTargetHaveDialog=false
bSaveLock=false
esActionType=None
fActiveDistance=-1
fActiveMinDistance=-1
fZToleration=-1
guidRequiredScriptPerk=
sAction=
sActionTags=
sAnimationResourceOverride=
sRequiredSoulAbility=
sSendMessageTo=
sSlaveLinkName=
sTriggerPointId=
}
InteractorPriorityOverride=-1
Script = {
Misc=
}
bExported_to_game=true
bExported_to_test=true
bQuestSystemTrigger=false
bSaved_by_game=true
object_Model=objects/special/primitive_cylinder.cgf
sWH_AI_EntityCategory=
}
ReportUse()
ResetHoldMessage()
ResetUseMessage()
SetAvailable()
SetAvailableHold()
SetHoldMessage()
SetUseMessage()
UpdateMaterial()
UserNoItem()
_CheckDialog()
_GetSendTargets()
}
LAS_ATTACK_CHAIN=10
LAS_ATTACK_CHASE=16
LAS_ATTACK_CIRCLE=2
LAS_ATTACK_COORDINATED_FIRE1=11
LAS_ATTACK_COORDINATED_FIRE2=12
LAS_ATTACK_FLANK=3
LAS_ATTACK_FLANK_HIDE=4
LAS_ATTACK_FOLLOW_LEADER=5
LAS_ATTACK_FRONT=9
LAS_ATTACK_FUNNEL=6
LAS_ATTACK_HIDE=14
LAS_ATTACK_HIDE_COVER=8
LAS_ATTACK_LEAPFROG=7
LAS_ATTACK_ROW=1
LAS_ATTACK_SWITCH_POSITIONS=15
LAS_ATTACK_USE_SPOTS=13
LAS_DEFAULT=0
LAS_SEARCH_COVER=18
LAS_SEARCH_DEFAULT=17
LA_ATTACK=3
LA_FOLLOW=5
LA_HIDE=1
LA_HOLD=2
LA_NONE=0
LA_SEARCH=4
LA_USE=6
LA_USE_VEHICLE=7
LODArea = {
Properties = {
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
connecting_outside=false
}
type=LODArea
}
Ladder = {
Editor = {
Icon=ladder.bmp
IconOnTop=1
}
GetActions()
IsUsable()
OnLoad()
OnPropertyChange()
OnSave()
OnSpawn()
OnUsed()
Properties = {
Movement = {
movementAcceleration=5
movementInertiaDecayRate=5.5
movementSettleSpeed=0.8
movementSpeedDownwards=2.25
movementSpeedUpwards=2.5
}
Offsets = {
bShowHelpers=false
getOnDistanceAwayBottom=0
getOnDistanceAwayTop=0.85
verticalDistanceBetweenRungs=0.25
}
ViewLimits = {
horizontalViewLimit=30
verticalDownViewLimit=-45
verticalUpViewLimit=45
}
bDrawWeaponOntop=false
bExported_to_game=true
bExported_to_test=true
bInteractiveCollisionClass=true
bSaved_by_game=false
bTopBlocked=false
bTopOnPalisade=false
bUsable=true
bUseOnlyFromFront=true
esLadderType=Ladder
esNavCompoment=Ladder
fileModel=objects/manmade/common_fixtures/ladders/ladder.cgf
guidSmartObjectType=
height=3.7
sWH_AI_EntityCategory=Ladder
soclass_SmartObjectHelpers=
soclasses_SmartObjectClass=
}
Server = {
OnUpdate()
}
SetInteractiveCollisionType()
SetUsable()
}
Lamp = {
FlowEvents = {
Inputs = {
ModelReset = {
[02]=bool
[01]()
}
}
Outputs = {
ModelReset=bool
}
}
GetActions()
GetUsableName()
InteractorPriority=2
IsCrossCenteringEnabled()
ModelReset()
OnEnablePhysics()
OnLevelLoaded()
OnLoad()
OnPropertyChange()
OnReset()
OnSave()
OnUsed()
OnUsedHold()
PhysicalizeThis()
Properties = {
Script = {
Misc=
}
bExported_to_game=true
bExported_to_test=true
bInteractiveCollisionClass=false
bSaved_by_game=true
sWH_AI_EntityCategory=
}
Properties2 = {
Helper=slt_particle
LightSource=Lights.Standard.Light_Lantern
ParticleEffect=WH_Particels.fires.candle
}
SetInteractiveCollisionType()
TurnLightOn()
Use()
npcOnly=false
}
LayerProfile = {
Properties = {
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
esGameProfile=
}
}
LedgeObject = {
Editor = {
Icon=ledge.bmp
ShowBounds=1
}
Event_Disable()
Event_Enable()
FlowEvents = {
Inputs = {
Disable = {
[02]=bool
[01]()
}
Enable = {
[02]=bool
[01]()
}
}
Outputs = {
Disable=bool
Enable=bool
StartUse=entity
}
}
IsClosed()
IsShapeOnly()
OnPropertyChange()
OnSpawn()
Properties = {
MainSide = {
bEndCrouched=false
bEndFalling=false
bUsableByMarines=true
esLedgeType=Vault
}
OppositeSide = {
bEndCrouched=false
bEndFalling=false
bUsableByMarines=true
esLedgeType=Vault
}
bEnabled=true
bExported_to_game=true
bExported_to_test=true
bIsThin=true
bIsWindow=false
bLedgeDoubleSide=true
bLedgeFlipped=false
bSaved_by_game=false
fCornerEndAdjustAmount=0.5
fCornerMaxAngle=130
}
ShapeMaxPoints()
ShapeMinPoints()
StartUse()
}
LedgeObjectStatic = {
Editor = {
Icon=ledge.bmp
ShowBounds=1
}
ExportToGame()
IsClosed()
IsShapeOnly()
OnPropertyChange()
OnSpawn()
Properties = {
MainSide = {
bEndCrouched=false
bEndFalling=false
bUsableByMarines=true
esLedgeType=Vault
}
OppositeSide = {
bEndCrouched=false
bEndFalling=false
bUsableByMarines=true
esLedgeType=Vault
}
bExported_to_game=true
bExported_to_test=true
bIsThin=true
bIsWindow=false
bLedgeDoubleSide=true
bLedgeFlipped=false
bSaved_by_game=false
fCornerEndAdjustAmount=0.5
fCornerMaxAngle=130
}
ShapeMaxPoints()
ShapeMinPoints()
}
LevelHolder = {
Editor = {
Icon=LevelHolder.bmp
}
Properties = {
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
iLevelId=-1
}
}
Light = {
ActivateLight()
CacheResources()
Editor = {
AbsoluteRadius=1
Icon=Light.bmp
IsScalable=false
ShowBounds=0
}
Event_Active()
Event_Disable()
Event_Enable()
FlowEvents = {
Inputs = {
Active = {
[02]=bool
[01]()
}
Disable = {
[02]=bool
[01]()
}
Enable = {
[02]=bool
[01]()
}
}
Outputs = {
Active=bool
}
}
GetLightDesc()
InitTodActiveTable()
LoadLightToSlot()
NotifySwitchOnOffFromParent()
OnInit()
OnLevelLoaded()
OnLoad()
OnPropertyAnimated()
OnPropertyChange()
OnReset()
OnSave()
OnShutDown()
OnSysSpecLightChanged()
Properties = {
Color = {
clrDiffuse = {
x=1
y=1
z=1
}
fDiffuseMultiplier=1
fGIMultiplier=1
fSpecularMultiplier=1
fVolumetricMultiplier=1
}
Options = {
bAffectsThisAreaOnly=true
bAffectsVolumetricFogOnly=false
bAmbient=false
bCutsceneLight=false
bFakeLight=false
bIgnoresVisAreas=false
bVolumetricFog=true
esGIMode=None
fFogRadialLobe=0
fVerticalClipDistanceDownward=0
fVerticalClipDistanceUpward=0
file_deferred_clip_geom=
}
Projector = {
bSpotShadow=false
bSpotShadowBack=false
bSpotShadowBottom=false
bSpotShadowLeft=false
bSpotShadowRight=false
bSpotShadowTop=false
fProjectorFov=90
fProjectorNearPlane=0
texture_Texture=
}
Radius=10
Shadows = {
bDisableShadowCutoff=false
fShadowAutoBiasScale=1
fShadowBias=1
fShadowJitterWH=0
fShadowResolutionScale=1
fShadowSlopeBias=1
fShadowUpdateMinRadius=10
fShadowUpdateRatio=1
nCastShadows=0
nShadowMinResPercent=0
}
Shape = {
bAreaLight=false
bAreaPhysicalAttenuation=false
fFadeInRadius=0
fNearClip=0
fPlaneHeight=1
fPlaneWidth=1
fWallChamferHorizontal=45
fWallChamferVertical=45
fWallThickness=0
fWindowMarginHorizontal=0
fWindowMarginVertical=0
}
Style = {
_fTimeScrubbed=0
bAttachToSun=false
bFlareEnable=true
bTimeScrubbingInTrackView=false
esLightAnimType=LoopConstantSeed
fAnimationSpeed=1
fFlareFOV=360
flare_Flare=
lightanimation_LightAnimation=
nAnimationPhase=0
nLightStyle=0
}
bActive=true
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=false
fAttenuationBulbSize=0.05
sToDActive=
sWH_AI_EntityCategory=
}
SetColorParams()
UpdateLightTOD()
}
LightSlot=1
Lightning = {
CacheResources()
Editor = {
Icon=Lightning.bmp
Model=Editor/Objects/Particles.cgf
}
Event_Disable()
Event_Enable()
Event_Strike()
FlowEvents = {
Inputs = {
Disable = {
[02]=bool
[01]()
}
Enable = {
[02]=bool
[01]()
}
Strike = {
[02]=bool
[01]()
}
}
Outputs = {
Strike=bool
}
}
GetValueWithVariation()
LoadLightToSlot()
OnInit()
OnLoad()
OnPropertyChange()
OnSave()
OnShutDown()
OnSpawn()
OnStartGame()
OnTimer()
OnUpdate()
Properties = {
Audio = {
audioRTPCDistanceRtpc=
audioRTPCIntensityRtpc=lightning_intensity
audioTriggerPlayTrigger=lightning
audioTriggerStopTrigger=
fSpeedOfSoundScale=1
}
Effects = {
LightIntensity=0
LightRadius=0
ParticleEffect=WH_Particels.weather.lightning_1
ParticleScale=0.5
ParticleScaleVariation=0.2
SkyHighlightAtten=0.2
SkyHighlightMultiplier=1
SkyHighlightVerticalOffset=1000
color_SkyHighlightColor = {
x=0.8
y=0.8
z=1
}
}
Timing = {
fDelay=20
fDelayVariation=0.8
fLightningDuration=0.5
}
bActive=true
bExported_to_game=true
bExported_to_test=true
bRelativeToPlayer=1
bSaved_by_game=true
fDistance=2000
fDistanceVariation=0.5
}
ScheduleNextStrike()
StopStrike()
TempPos = {
x=0
y=0
z=0
}
UpdateLightningParams()
_KillAllAudioTimers()
_LightTable = {
diffuse_color = {
x=1
y=1
z=1
}
specular_color = {
x=1
y=1
z=1
}
}
_LookupControlIDs()
_SkyHighlight = {
color = {
x=0
y=0
z=0
}
position = {
x=0
y=0
z=0
}
size=0
}
_StrikeCount=0
nAudioTimerMinID=2
nNumAuxAudioProxies=4
nNumThunder=1
}
LoadAllScripts()
LocationPoint = {
Editor = {
Icon=TagPoint.bmp
}
OnInit()
OnReset()
Properties = {
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=false
guidLocationId=
}
type=LocationPoint
}
Lockpickable = {
DoPlaySound()
DoStopSound()
Editor = {
Icon=lockpickable.bmp
IconOnTop=1
ShowBounds=1
}
Event_Hide()
Event_Lock()
Event_UnHide()
Event_Unlock()
FlowEvents = {
Inputs = {
Hide = {
[02]=bool
[01]()
}
Lock = {
[02]=bool
[01]()
}
UnHide = {
[02]=bool
[01]()
}
Unlock = {
[02]=bool
[01]()
}
}
Outputs = {
Hide=bool
Lock=bool
UnHide=bool
Unlock=bool
}
}
GetActions()
GetLockDifficulty()
GetUsableEvent()
IsUsable()
IsUsableHold()
IsUsableMsgChanged()
Lock()
LockType=pillory
OnLoad()
OnPropertyChange()
OnReset()
OnSave()
OnSpawn()
OnUsed()
OnUsedHold()
PhysicalizeThis()
Properties = {
Lock = {
bCanLockPick=true
bLocked=true
bSendMessage=false
esLockFanciness=Common
fLockDifficulty=0.1
guidItemClassId=
}
Phase = {
bChangeAfterPlayerInteract=false
object_ModelAfterInteract=
}
Physics = {
Density=-1
Mass=-1
bPhysicalize=true
bPushableByPlayers=false
bRigidBody=true
}
bExported_to_game=true
bExported_to_test=true
bInteractableThroughCollision=false
bOwnedByHome=true
bSaved_by_game=true
bSkipAngleCheck=false
fUseAngle=0.3
fUseDistance=1.5
fUseSlotRotationAngle=0
fUseXOffset=0
fUseYOffset=0
fUseZOffset=0
guidSmartObjectType=
object_Model=Objects/manmade/food/food/egg.cgf
sPickPlaceAnimTag=
sWH_AI_EntityCategory=
soclass_SmartObjectHelpers=
}
Reset()
SetBeingUsedByNPC()
SetBeingUsedByPlayer()
SetInteractive()
Unlock()
bLocked=false
bNeedUpdate=0
bUseableMsgChanged=0
nSoundId=0
nUserId=0
}
LuaUtils = {
IsInt()
IsNumber()
IsStr()
IsTable()
NativeToStr()
NumberToBool()
Pick()
StrToNative()
}
MFT_Always=2
MFT_Disabled=0
MFT_UseCoverFireTime=1
MFX_INVALID_EFFECTID=0
MKS_Disabled=1
MKS_Enabled=2
MKS_Undefined=0
MO_ACTIVATED=3
MO_COMPLETED=1
MO_DEACTIVATED=0
MO_FAILED=2
MTL_LAYER_CLOAK=4
MTL_LAYER_FROZEN=1
MTL_LAYER_WET=2
MaterialEffects = {
ExecuteEffect()
GetEffectId()
GetEffectIdByLibName()
PrintEffectIdByMatIndex()
}
MergeInternal()
Minigame = {
CanStartReadingMinigame()
CanUseMinigame()
GetBookStudyProgress()
StartDice()
StartDiceByName()
StartDiceWithScore()
StartHerbGathering()
StartHoleDigging()
StartLockPicking()
WasBookOpened()
}
MissileWeapon = {
GetActions()
GetUsableName()
InteractorPriority=2
IsCrossCenteringEnabled()
OnEnablePhysics()
OnLevelLoaded()
OnPropertyChange()
OnUsed()
OnUsedHold()
PhysicalizeThis()
Properties = {
Script = {
Misc=
}
bExported_to_game=true
bExported_to_test=true
bInteractiveCollisionClass=false
bSaved_by_game=true
}
SetInteractiveCollisionType()
Use()
__super = {
GetActions()
GetUsableName()
InteractorPriority=2
IsCrossCenteringEnabled()
OnEnablePhysics()
OnLevelLoaded()
OnPropertyChange()
OnUsed()
OnUsedHold()
PhysicalizeThis()
Properties = {
Script = {
Misc=
}
bExported_to_game=true
bExported_to_test=true
bInteractiveCollisionClass=false
bSaved_by_game=true
}
SetInteractiveCollisionType()
Use()
npcOnly=false
}
npcOnly=false
}
MissionObjective = {
Activated = {
OnBeginState()
OnEndState()
}
Completed = {
OnBeginState()
}
Deactivated = {
OnBeginState()
}
Editor = {
Icon=TagPoint.bmp
Model=Editor/Objects/T.cgf
}
Event_Activate()
Event_Completed()
Event_Deactivate()
Event_Failed()
Event_SilentActivate()
Event_SilentDeactivate()
Failed = {
OnBeginState()
}
FlowEvents = {
Inputs = {
Activate = {
[02]=bool
[01]()
}
Completed = {
[02]=bool
[01]()
}
Deactivate = {
[02]=bool
[01]()
}
Failed = {
[02]=bool
[01]()
}
SilentActivate = {
[02]=bool
[01]()
}
SilentDeactivate = {
[02]=bool
[01]()
}
}
Outputs = {
Activated=bool
Completed=bool
Deactivated=bool
Failed=bool
}
}
OnDestroy()
OnPropertyChange()
OnReset()
OnSpawn()
Properties = {
bExported_to_game=true
bExported_to_test=true
bIsPathHelper=0
bSaved_by_game=true
bShowOnRadar=1
mission_MissionID=
sTrackedEntityName=
}
Reset()
States = {
[04]=Completed
[01]=Deactivated
[03]=Failed
[02]=Activated
}
}
Movie = {
AbortSequence()
PauseSequences()
PlaySequence()
ResumeSequences()
StopAllCutScenes()
StopAllSequences()
StopSequence()
}
MovingSmartObjectHolder = {
Editor = {
Icon=smartObjectHolder.bmp
}
GetEditorModel()
OnInit()
Properties = {
Script = {
Misc=
}
bExported_to_game=true
bExported_to_test=true
bMovingSmartObject=true
bNo_POI=false
bOwnedByHome=false
bPOI_discoverable_by_location=true
bSaved_by_game=false
guidSmartObjectType=DEF0005E-0000-0000-0000-DEF00000005E
object_editorModel=
sWH_AI_EntityCategory=
soclass_SmartObjectHelpers=
}
}
MusicCutscene = {
Editor = {
Icon=AudioAreaEntity.bmp
IconOnTop=1
ShowBounds=1
}
Properties = {
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=false
}
}
NAVMASK_SURFACE=198
NAV_FLIGHT=16
NAV_FREE_2D=256
NAV_ROAD=64
NAV_SMARTOBJECT=128
NAV_TRIANGULAR=2
NAV_UNSET=1
NAV_VOLUME=32
NAV_WAYPOINT_3DSURFACE=8
NAV_WAYPOINT_HUMAN=4
NOT=256
NO_ATTACH=2
NPC = {
AIMovementAbility = {
AIMovementSpeeds = {
Alerted = {
Run = {
[02]=3.5
[01]=3.5
[03]=3.5
}
Slow = {
[01]=0.8
[03]=0.8
[02]=0.8
}
Sprint = {
[02]=5
[03]=5
[01]=5
}
Walk = {
[02]=1.4
[01]=1.4
[03]=1.4
}
}
Combat = {
Run = {
[01]=4.5
[03]=4.5
[02]=4.5
}
Slow = {
[01]=0.8
[03]=0.8
[02]=0.8
}
Sprint = {
[01]=6
[02]=6
[03]=6
}
Walk = {
[01]=1.7
[03]=1.7
[02]=1.7
}
}
Crouch = {
Run = {
[02]=2
[01]=2
[03]=2
}
Slow = {
[01]=0.8
[03]=0.8
[02]=0.8
}
Sprint = {
[02]=2
[01]=2
[03]=2
}
Walk = {
[03]=1.3
[01]=1.3
[02]=1.3
}
}
HighCover = {
Run = {
[02]=1.8
[01]=1.8
[03]=1.8
}
Slow = {
[03]=1.3
[01]=1.3
[02]=1.3
}
Sprint = {
[02]=1.8
[01]=1.8
[03]=1.8
}
Walk = {
[03]=1.3
[01]=1.3
[02]=1.3
}
}
LowCover = {
Run = {
[02]=1.8
[01]=1.8
[03]=1.8
}
Slow = {
[01]=0.9
[03]=0.9
[02]=0.9
}
Sprint = {
[02]=1.8
[01]=1.8
[03]=1.8
}
Walk = {
[01]=0.9
[03]=0.9
[02]=0.9
}
}
Relaxed = {
Run = {
[02]=3.5
[01]=3.5
[03]=3.5
}
Slow = {
[02]=0.6
[03]=0.6
[01]=0.6
}
Sprint = {
[02]=5
[03]=5
[01]=5
}
Walk = {
[01]=1.1
[02]=1.1
[03]=1.1
}
}
Swim = {
Run = {
[02]=3.5
[01]=3.5
[03]=3.5
}
Slow = {
[01]=1
[02]=1
[03]=1
}
Sprint = {
[02]=5
[03]=5
[01]=5
}
Walk = {
[01]=1
[02]=1
[03]=1
}
}
}
aimTurnSpeed=-1
allowEntityClampingByAnimation=1
avoidanceAbilities=65535
avoidanceRadius=1.5
b3DMove=0
collisionAvoidanceParticipation=true
collisionAvoidanceRadiusIncrement=0
cornerSlowDown=0.75
directionalScaleRefSpeedMax=8
directionalScaleRefSpeedMin=1
distanceToCover=0.5
effectiveCoverHeight=0.55
effectiveHighCoverHeight=1.75
fireTurnSpeed=-1
inCoverRadius=0.075
lightAffectsSpeed=1
lookCombatTurnSpeed=50
lookIdleTurnSpeed=30
maneuverSpeed=1.5
maneuverTrh=2
maxAccel=2
maxDecel=4
maxTurnRadius=3
minTurnRadius=0
passRadius=0.25
pathFindPrediction=0.5
pathLookAhead=1
pathRadius=0.25
pathRegenIntervalDuringTrace=1
pathSpeedLookAheadPerSpeed=-1.5
pathType=1
pushableObstacleAvoidanceRadius=0.4
pushableObstacleWeakAvoidance=true
resolveStickingInTrace=1
runSpeed=4
sprintSpeed=6.4
usePredictiveFollowing=1
velDecay=0.5
walkSpeed=2
}
ActionController=Animations/Mannequin/ADB/kcd_male_controllerdefs.xml
ActorCanTalk()
AddLootAction()
AnimDatabase3P=Animations/Mannequin/ADB/kcd_male_database.adb
CombatOpponentMnTag=oppMale
Editor = {
Icon=User.bmp
IconOnTop=1
}
Event_Spawn()
Event_SpawnKeep()
Event_Spawn_Internal()
Event_Spawned()
Expose()
FlowEvents = {
Inputs = {
Spawn = {
[02]=bool
[01]()
}
}
Outputs = {
Spawned=entity
}
}
ForceUsable()
GetActions()
GetCanTalkHintType()
GetChatActions()
GetDogActions()
GetFlowgraphForwardingEntity()
GetReturnToPoolWeight()
InitialSetup()
InteractorPriority=2
IsAIControlled()
IsChatUsable=1
IsDogUsable=1
IsUsableMsgChanged()
NotifyRemoval()
OnChat()
OnChatOpen()
OnChatRequestAccepted()
OnChatWithFocus()
OnDestroy()
OnDogRequest()
OnEditorSetGameMode()
OnFollow()
OnGrabCorpse()
OnHorsePullDown()
OnKnockout()
OnLoadAI()
OnLoot()
OnMercyKill()
OnPickpocketing()
OnPropertyChange()
OnReset()
OnSaveAI()
OnSpawn()
OnStealthKill()
OnTalk()
OpponentMnTag=relatedMale
ProceduralContextLook = {
fadeInSeconds=0.8
fadeOutMinDistance=0
fadeOutSeconds=0.8
polarCoordinatesMaxPitchDegreesPerSecond=360
polarCoordinatesMaxYawDegreesPerSecond=360
polarCoordinatesSmoothEnable=true
polarCoordinatesSmoothTimeSeconds=0.2
}
Properties = {
CharacterSounds = {
foleyEffect=foleys_npc
footstepEffect=footsteps_npc
}
ControlProfile=0
LipSync = {
TransitionQueueSettings = {
nAnimLayer=12
nCharacterSlot=0
playbackWeight=0.75
sDefaultAnimName=facial_chewing_01
}
bEnabled=true
esLipSyncType=LipSync_TransitionQueue
}
Rendering = {
bWrinkleMap=true
}
Script = {
Misc=
bIdleUntilFirstPatch=false
}
SpawnedEntityName=
aicharacter_character=
bExported_to_game=true
bExported_to_test=true
bInvulnerable=false
bIsDummy=false
bSaved_by_game=true
bSpawner=false
bWH_CreateSituationSubsystem=true
bWH_ListenerObject=true
bWH_PerceptibleObject=true
bWH_PerceptorObject=true
bWH_RequiresHome=true
commrange=30
eiColliderMode=0
eiSoundObstructionType=2
esBehaviorSelectionTree=
esClothingConfig=male2
esCommConfig=npc_default
esModularBehaviorTree=IdleSeq
esNavigationType=MediumSizedCharacters
esVoice=npc_default
fFmodCharacterTypeParam=0
fileHitDeathReactionsParamsDataFile=Libs/HitDeathReactionsData/HitDeathReactions_SkeletonMale.xml
fileModel=Objects/Characters/humans/male/skeleton/male.cdf
guidSharedSoulId=
nModelVariations=0
perInstanceStreamingPriority=0
physicMassMult=1
sWH_AI_EntityCategory=
sharedSoulInstanceId=0
voiceType=enemy
}
PropertiesInstance = {
aibehavior_behaviour=
bAutoDisable=false
esVoice=
nVariation=0
soclasses_SmartObjectClass=
}
RegisterAI()
Reset()
ResetAIParameters()
ResetCommon()
ReviveInEditor()
Server = {
OnInit()
}
SetActorModel()
UseMannequinAGState=true
ai=1
collisionDamageThreshold=2
gameParams = {
inertia=0
inertiaAccel=0
lookFOV=180
minimumAngleForTurnWithoutDelay=20
stance = {
carryCorpse = {
heightCollider=0.9
heightPivot=0
name=carryCorpse
size = {
x=0.4
y=0.4
z=0.15
}
stanceId=9
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
combat = {
heightCollider=1.05
heightPivot=0
name=combat
size = {
x=0.3
y=0
z=0.4
}
stanceId=0
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
crouch = {
heightCollider=0.8
heightPivot=0
name=crouch
size = {
x=0.35
y=0
z=0.1
}
stanceId=1
useCapsule=1
viewOffset = {
x=0
y=0
z=1.1
}
}
injured = {
heightCollider=1.05
heightPivot=0
name=injured
size = {
x=0.3
y=0
z=0.4
}
stanceId=7
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
normal = {
heightCollider=1.05
heightPivot=0
name=normal
size = {
x=0.3
y=0
z=0.4
}
stanceId=3
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
stoneThrowing = {
heightCollider=1.05
heightPivot=0
name=stoneThrowing
size = {
x=0.3
y=0
z=0.4
}
stanceId=2
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
}
}
lastCanTalkHintFlag=true
physicsParams = {
Living = {
air_resistance=0.5
colliderMat=mat_player_collider
gravity=13
inertia=11
inertiaAccel=11
k_air_control=0.1
mass=80
max_climb_angle=50
max_jump_angle=40
max_vel_ground=16
min_fall_angle=90
min_slide_angle=49
timeImpulseRecover=1
}
flags=0
mass=80
stiffness_scale=73
}
}
NPC_Female = {
AIMovementAbility = {
AIMovementSpeeds = {
Alerted = {
Run = {
[02]=3.5
[01]=3.5
[03]=3.5
}
Slow = {
[01]=0.8
[03]=0.8
[02]=0.8
}
Sprint = {
[02]=5
[03]=5
[01]=5
}
Walk = {
[02]=1.4
[01]=1.4
[03]=1.4
}
}
Combat = {
Run = {
[01]=4.5
[03]=4.5
[02]=4.5
}
Slow = {
[01]=0.8
[03]=0.8
[02]=0.8
}
Sprint = {
[01]=6
[02]=6
[03]=6
}
Walk = {
[01]=1.7
[03]=1.7
[02]=1.7
}
}
Crouch = {
Run = {
[02]=2
[01]=2
[03]=2
}
Slow = {
[01]=0.8
[03]=0.8
[02]=0.8
}
Sprint = {
[02]=2
[01]=2
[03]=2
}
Walk = {
[03]=1.3
[01]=1.3
[02]=1.3
}
}
HighCover = {
Run = {
[02]=1.8
[01]=1.8
[03]=1.8
}
Slow = {
[03]=1.3
[01]=1.3
[02]=1.3
}
Sprint = {
[02]=1.8
[01]=1.8
[03]=1.8
}
Walk = {
[03]=1.3
[01]=1.3
[02]=1.3
}
}
LowCover = {
Run = {
[02]=1.8
[01]=1.8
[03]=1.8
}
Slow = {
[01]=0.9
[03]=0.9
[02]=0.9
}
Sprint = {
[02]=1.8
[01]=1.8
[03]=1.8
}
Walk = {
[01]=0.9
[03]=0.9
[02]=0.9
}
}
Relaxed = {
Run = {
[02]=3.5
[01]=3.5
[03]=3.5
}
Slow = {
[02]=0.6
[03]=0.6
[01]=0.6
}
Sprint = {
[02]=5
[03]=5
[01]=5
}
Walk = {
[01]=1.1
[02]=1.1
[03]=1.1
}
}
Swim = {
Run = {
[02]=3.5
[01]=3.5
[03]=3.5
}
Slow = {
[01]=1
[02]=1
[03]=1
}
Sprint = {
[02]=5
[03]=5
[01]=5
}
Walk = {
[01]=1
[02]=1
[03]=1
}
}
}
aimTurnSpeed=-1
allowEntityClampingByAnimation=1
avoidanceAbilities=65535
avoidanceRadius=1.5
b3DMove=0
collisionAvoidanceParticipation=true
collisionAvoidanceRadiusIncrement=0
cornerSlowDown=0.75
directionalScaleRefSpeedMax=8
directionalScaleRefSpeedMin=1
distanceToCover=0.5
effectiveCoverHeight=0.55
effectiveHighCoverHeight=1.75
fireTurnSpeed=-1
inCoverRadius=0.075
lightAffectsSpeed=1
lookCombatTurnSpeed=50
lookIdleTurnSpeed=30
maneuverSpeed=1.5
maneuverTrh=2
maxAccel=2
maxDecel=4
maxTurnRadius=3
minTurnRadius=0
passRadius=0.25
pathFindPrediction=0.5
pathLookAhead=1
pathRadius=0.25
pathRegenIntervalDuringTrace=-1
pathSpeedLookAheadPerSpeed=-1.5
pathType=1
pushableObstacleAvoidanceRadius=0.4
pushableObstacleWeakAvoidance=true
resolveStickingInTrace=1
runSpeed=4
sprintSpeed=6.4
usePredictiveFollowing=1
velDecay=0.5
walkSpeed=2
}
ActionController=Animations/Mannequin/ADB/wh_female_controllerdefs.xml
ActorCanTalk()
AddLootAction()
AnimDatabase3P=Animations/Mannequin/ADB/wh_female_database.adb
CombatOpponentMnTag=oppFemale
Editor = {
Icon=User.bmp
IconOnTop=1
}
Event_Spawn()
Event_SpawnKeep()
Event_Spawn_Internal()
Event_Spawned()
Expose()
FlowEvents = {
Inputs = {
Spawn = {
[02]=bool
[01]()
}
}
Outputs = {
Spawned=entity
}
}
ForceUsable()
GetActions()
GetCanTalkHintType()
GetChatActions()
GetDogActions()
GetFlowgraphForwardingEntity()
GetReturnToPoolWeight()
InitialSetup()
InteractorPriority=2
IsAIControlled()
IsChatUsable=1
IsDogUsable=1
IsUsableMsgChanged()
NotifyRemoval()
OnChat()
OnChatOpen()
OnChatRequestAccepted()
OnChatWithFocus()
OnDestroy()
OnDogRequest()
OnEditorSetGameMode()
OnFollow()
OnGrabCorpse()
OnHorsePullDown()
OnKnockout()
OnLoadAI()
OnLoot()
OnMercyKill()
OnPickpocketing()
OnPropertyChange()
OnReset()
OnSaveAI()
OnSpawn()
OnStealthKill()
OnTalk()
OpponentMnTag=relatedFemale
ProceduralContextLook = {
fadeInSeconds=0.8
fadeOutMinDistance=0
fadeOutSeconds=0.8
polarCoordinatesMaxPitchDegreesPerSecond=360
polarCoordinatesMaxYawDegreesPerSecond=360
polarCoordinatesSmoothEnable=true
polarCoordinatesSmoothTimeSeconds=0.2
}
Properties = {
CharacterSounds = {
foleyEffect=foley_npc
footstepEffect=footsteps_npc
}
ControlProfile=0
LipSync = {
TransitionQueueSettings = {
nAnimLayer=12
nCharacterSlot=0
playbackWeight=0.75
sDefaultAnimName=facial_chewing_01
}
bEnabled=true
esLipSyncType=LipSync_TransitionQueue
}
Rendering = {
bWrinkleMap=true
}
Script = {
Misc=
bIdleUntilFirstPatch=false
}
SpawnedEntityName=
aicharacter_character=
bExported_to_game=true
bExported_to_test=true
bInvulnerable=false
bIsDummy=false
bSaved_by_game=true
bSpawner=false
bWH_CreateSituationSubsystem=true
bWH_ListenerObject=true
bWH_PerceptibleObject=true
bWH_PerceptorObject=true
bWH_RequiresHome=true
commrange=30
eiColliderMode=0
eiSoundObstructionType=2
esBehaviorSelectionTree=
esClothingConfig=female2
esCommConfig=npc_default
esModularBehaviorTree=IdleSeq
esNavigationType=MediumSizedCharacters
esVoice=npc_default
fFmodCharacterTypeParam=0
fileHitDeathReactionsParamsDataFile=Libs/HitDeathReactionsData/HitDeathReactions_SkeletonMale.xml
fileModel=Objects/Characters/humans/female/skeleton/female.cdf
guidSharedSoulId=
nModelVariations=0
perInstanceStreamingPriority=0
physicMassMult=1
sWH_AI_EntityCategory=
sharedSoulInstanceId=0
voiceType=enemy
}
PropertiesInstance = {
aibehavior_behaviour=
bAutoDisable=false
esVoice=
nVariation=0
soclasses_SmartObjectClass=
}
RegisterAI()
Reset()
ResetAIParameters()
ResetCommon()
ReviveInEditor()
Server = {
OnInit()
}
SetActorModel()
UseMannequinAGState=true
ai=1
defaultSoulArchetype=NPC_Female
gameParams = {
inertia=0
inertiaAccel=0
lookFOV=180
minimumAngleForTurnWithoutDelay=20
stance = {
carryCorpse = {
heightCollider=0.9
heightPivot=0
name=carryCorpse
size = {
x=0.4
y=0.4
z=0.15
}
stanceId=9
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.5
}
}
combat = {
heightCollider=1.05
heightPivot=0
name=combat
size = {
x=0.3
y=0
z=0.4
}
stanceId=0
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.5
}
}
crouch = {
heightCollider=0.8
heightPivot=0
name=crouch
size = {
x=0.35
y=0
z=0.1
}
stanceId=1
useCapsule=1
viewOffset = {
x=0
y=0
z=1.1
}
}
injured = {
heightCollider=1.05
heightPivot=0
name=injured
size = {
x=0.3
y=0
z=0.4
}
stanceId=7
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
normal = {
heightCollider=1.05
heightPivot=0
name=normal
size = {
x=0.3
y=0
z=0.4
}
stanceId=3
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.5
}
}
stoneThrowing = {
heightCollider=1.05
heightPivot=0
name=stoneThrowing
size = {
x=0.3
y=0
z=0.4
}
stanceId=2
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.5
}
}
}
}
lastCanTalkHintFlag=true
physicsParams = {
Living = {
air_resistance=0.5
colliderMat=mat_player_collider
gravity=13
inertia=11
inertiaAccel=11
k_air_control=0.1
mass=80
max_climb_angle=50
max_jump_angle=40
max_vel_ground=16
min_fall_angle=90
min_slide_angle=49
timeImpulseRecover=1
}
flags=0
mass=80
stiffness_scale=73
}
}
NPC_NAI = {
AIMovementAbility = {
avoidanceRadius=1.5
b3DMove=0
collisionAvoidanceParticipation=true
collisionAvoidanceRadiusIncrement=0
cornerSlowDown=0.75
maneuverSpeed=1.5
maneuverTrh=2
maxAccel=6
maxDecel=1e+06
maxTurnRadius=3
minTurnRadius=0
pathFindPrediction=0.5
pathLookAhead=1
pathRadius=0.4
pathRegenIntervalDuringTrace=4
pathSpeedLookAheadPerSpeed=-1.5
pathType=AIPATH_HUMAN
resolveStickingInTrace=1
runSpeed=3.5
sprintSpeed=6.4
usePredictiveFollowing=1
velDecay=0.5
walkSpeed=1
}
ActionController=Animations/Mannequin/ADB/kcd_male_controllerdefs.xml
ActorCanTalk()
AddLootAction()
AnimDatabase3P=Animations/Mannequin/ADB/kcd_male_database.adb
Editor = {
Icon=User.bmp
IconOnTop=1
}
Event_Spawn()
Event_SpawnKeep()
Event_Spawn_Internal()
Event_Spawned()
Expose()
FlowEvents = {
Inputs = {
Spawn = {
[02]=bool
[01]()
}
}
Outputs = {
Spawned=entity
}
}
ForceUsable()
GetActions()
GetCanTalkHintType()
GetChatActions()
GetDogActions()
GetFlowgraphForwardingEntity()
GetReturnToPoolWeight()
InitNPC_NAI()
InitialSetup()
InteractorPriority=2
IsAIControlled()
IsChatUsable=0
IsDogUsable=1
NPC_NAI_OnInit()
NPC_NAI_OnReset()
NPC_NAI_Reset()
NPC_NAI_ResetCommon()
NotifyRemoval()
OnChat()
OnChatOpen()
OnChatRequestAccepted()
OnChatWithFocus()
OnDestroy()
OnDogRequest()
OnEditorSetGameMode()
OnFollow()
OnGrabCorpse()
OnHorsePullDown()
OnKnockout()
OnLoadAI()
OnLoot()
OnMercyKill()
OnPickpocketing()
OnPropertyChange()
OnReset()
OnSaveAI()
OnSpawn()
OnStealthKill()
OnTalk()
Properties = {
CharacterSounds = {
foleyEffect=foley_npc
footstepEffect=footsteps_npc
}
ControlProfile=0
LipSync = {
TransitionQueueSettings = {
nAnimLayer=12
nCharacterSlot=0
playbackWeight=0.75
sDefaultAnimName=facial_chewing_01
}
bEnabled=true
esLipSyncType=LipSync_TransitionQueue
}
Rendering = {
bWrinkleMap=true
}
Script = {
Misc=
bIdleUntilFirstPatch=false
}
SpawnedEntityName=
aicharacter_character=
bExported_to_game=true
bExported_to_test=true
bInvulnerable=false
bIsDummy=false
bSaved_by_game=true
bSpawner=false
commrange=30
eiColliderMode=0
esBehaviorSelectionTree=
esClothingConfig=male2
esCommConfig=npc_default
esFaction=Civilians
esModularBehaviorTree=IdleSeq
esNavigationType=MediumSizedCharacters
esVoice=npc_default
fFmodCharacterTypeParam=0
fileHitDeathReactionsParamsDataFile=Libs/HitDeathReactionsData/HitDeathReactions_SkeletonMale.xml
fileModel=Objects/Characters/humans/male/skeleton/male.cdf
guidSharedSoulId=
nModelVariations=0
physicMassMult=1
sWH_AI_EntityCategory=
sharedSoulInstanceId=0
voiceType=enemy
}
PropertiesInstance = {
aibehavior_behaviour=
bAutoDisable=false
esVoice=
nVariation=0
soclasses_SmartObjectClass=
}
RegisterAI()
Reset()
ResetAIParameters()
ResetCommon()
ReviveInEditor()
Server = {
OnInit()
}
SetActorModel()
UseMannequinAGState=true
ai=1
defaultSoulArchetype=NPC
gameParams = {
inertia=0
inertiaAccel=0
stance = {
carryCorpse = {
heightCollider=0.9
heightPivot=0
name=carryCorpse
size = {
x=0.4
y=0.4
z=0.15
}
stanceId=9
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
combat = {
heightCollider=1.05
heightPivot=0
name=combat
size = {
x=0.3
y=0
z=0.4
}
stanceId=0
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
crouch = {
heightCollider=0.8
heightPivot=0
name=crouch
size = {
x=0.35
y=0
z=0.1
}
stanceId=1
useCapsule=1
viewOffset = {
x=0
y=0
z=1.1
}
}
injured = {
heightCollider=1.05
heightPivot=0
name=injured
size = {
x=0.3
y=0
z=0.4
}
stanceId=7
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
normal = {
heightCollider=1.05
heightPivot=0
name=normal
size = {
x=0.3
y=0
z=0.4
}
stanceId=3
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
stoneThrowing = {
heightCollider=1.05
heightPivot=0
name=stoneThrowing
size = {
x=0.3
y=0
z=0.4
}
stanceId=2
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
}
}
physicsParams = {
Living = {
air_resistance=0.5
colliderMat=mat_player_collider
gravity=13
inertia=11
inertiaAccel=11
k_air_control=0.1
mass=80
max_climb_angle=50
max_jump_angle=40
max_vel_ground=16
min_fall_angle=90
min_slide_angle=49
timeImpulseRecover=1
}
flags=0
mass=80
stiffness_scale=73
}
}
NULL_ENTITY=0000000000000000
NavigationSeedPoint = {
Editor = {
Icon=Seed.bmp
}
OnInit()
type=NavigationSeedPoint
}
NavigationUtils = {
DotProduct()
GetChasingPoint()
GetChasingPointInOpposingQuadrant()
GetChasingPointOpposingTwoQuadrants()
GetSurroundingChasingPoint()
}
Negotiation = {
CalcAcceptableTolerance()
CalcDominance()
CalcImpatienceIncMod()
CalcPriceRatio()
CalcReaction()
CalcStep()
CheckImpatienceOverLimit()
GetMerchantMoney()
GetPlayerMoney()
HasSecondChance()
Init()
InitControls()
InitDominance()
OpenWithBaseProposition()
ReactToPlayerProposition()
RecalcIntermediateValues()
RecalcPlayerSellsValue()
Round()
SpendSecondChance()
UpdateUiState()
new()
}
NegotiationOrientation = {
}
NegotiationProposition = {
GetImpatience()
GetPrice()
new()
}
NegotiationReactionKind = {
Accept = {
index=1
}
Counter = {
index=2
}
Mock = {
index=3
}
Refuse = {
index=4
}
}
NegotiationReason = {
Bathhouse = {
index=5
}
Bribe = {
index=2
}
Haggle = {
index=1
}
Sleepover = {
index=3
}
Trainer = {
index=4
}
}
NegotiationUtils = {
PlayTransactionSound()
SetupNegotiation()
}
Nest = {
AfterReset()
AfterShot()
AssignInventory()
CanBeUsed()
Client = {
OnHit()
}
Close()
DoPlaySound()
DoStopSound()
Editor = {
Icon=Stash.bmp
IconOnTop=1
ShowBounds=1
}
Event_Close()
Event_Hide()
Event_Open()
Event_UnHide()
FlowEvents = {
Inputs = {
Close = {
[02]=bool
[01]()
}
Hide = {
[02]=bool
[01]()
}
Open = {
[02]=bool
[01]()
}
UnHide = {
[02]=bool
[01]()
}
}
Outputs = {
Close=bool
Hide=bool
Open=bool
UnHide=bool
}
}
GetActions()
GetSoundTriggerID()
IsUsable()
NeedSerialize()
OnInventoryClosed()
OnLoad()
OnPropertyChange()
OnReset()
OnSave()
OnSpawn()
OnUsed()
Open()
PhysicalizeThis()
Properties = {
Database = {
bReadOnly=false
guidInventoryDBId=0
sInventoryPreset=inventory_birdNest
}
Lock = {
bCanLockPick=false
bCanUnlockWithDynamicKey=false
bLockDifficultyOverride=false
bLocked=false
bSendMessage=false
esLockFanciness=Common
fLockDifficulty=1
guidItemClassId=
}
ParticleEffect=
Physics = {
Density=-1
Mass=1
bPhysicalize=true
bPushableByPlayers=false
bRigidBody=true
}
Sounds = {
snd_Birds=a_l_poi_birdnest
}
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
isShootingTarget=true
object_Model=Objects/natural/animal/bird_nest.cgf
}
Reset()
StartParticleEffect()
__super = {
AssignInventory()
Client = {
OnHit()
}
Close()
DoPlaySound()
DoStopSound()
Editor = {
Icon=Stash.bmp
IconOnTop=1
ShowBounds=1
}
Event_Close()
Event_Hide()
Event_Open()
Event_UnHide()
FlowEvents = {
Inputs = {
Close = {
[02]=bool
[01]()
}
Hide = {
[02]=bool
[01]()
}
Open = {
[02]=bool
[01]()
}
UnHide = {
[02]=bool
[01]()
}
}
Outputs = {
Close=bool
Hide=bool
Open=bool
UnHide=bool
}
}
GetSoundTriggerID()
IsUsable()
NeedSerialize()
OnInventoryClosed()
OnPropertyChange()
OnReset()
OnSave()
OnSpawn()
OnUsed()
Open()
PhysicalizeThis()
Properties = {
Database = {
bReadOnly=false
guidInventoryDBId=0
sInventoryPreset=
}
Lock = {
bCanLockPick=false
bCanUnlockWithDynamicKey=false
bLockDifficultyOverride=false
bLocked=false
bSendMessage=false
esLockFanciness=Common
fLockDifficulty=1
guidItemClassId=
}
ParticleEffect=
Physics = {
Density=-1
Mass=1
bPhysicalize=true
bPushableByPlayers=false
bRigidBody=true
}
object_Model=Objects/natural/animal/bird_nest.cgf
}
Reset()
StartParticleEffect()
bLocked=false
inventoryId=0
shot=0
}
bLocked=false
inventoryId=0
shot=0
}
Net = {
DelegateAuthority()
Expose()
}
Neutral=1
NewHomesEntity = {
CreateGameCore()
Editor = {
Icon=Seed.bmp
IconOnTop=1
ShowBounds=1
}
LoadState()
OnLoad()
OnReset()
OnSave()
PrepareBookData()
PrepareBookMetaData()
RequestAddonBuilding()
RequestStructureBuilding()
}
NullAI = {
AIMovementAbility = {
avoidanceRadius=1.5
b3DMove=0
collisionAvoidanceParticipation=true
collisionAvoidanceRadiusIncrement=0
maneuverSpeed=1.5
maneuverTrh=2
maxAccel=1e+06
maxDecel=1e+06
maxTurnRadius=3
minTurnRadius=0
pathLookAhead=2
pathRadius=0.3
pathRegenIntervalDuringTrace=-1
resolveStickingInTrace=1
runSpeed=4
sprintSpeed=6.4
walkSpeed=2
}
ActionController=Animations/Mannequin/ADB/kcd_male_controllerdefs.xml
AnimDatabase3P=Animations/Mannequin/ADB/kcd_male_database.adb
AnimationGraph=
Editor = {
Icon=User.bmp
IconOnTop=1
}
Event_Spawn()
Event_SpawnKeep()
Event_Spawn_Internal()
Event_Spawned()
Expose()
FlowEvents = {
Inputs = {
Spawn = {
[02]=bool
[01]()
}
}
Outputs = {
Spawned=entity
}
}
GetDogActions()
GetFlowgraphForwardingEntity()
GetReturnToPoolWeight()
InitNullAI()
InitialSetup()
InteractorPriority=2
IsAIControlled()
IsChatUsable=0
IsDogUsable=1
NotifyRemoval()
NullAI_OnInit()
NullAI_OnReset()
NullAI_OnSpawn()
NullAI_Reset()
NullAI_ResetCommon()
NullAI_SetActorModel()
OnDestroy()
OnDogRequest()
OnEditorSetGameMode()
OnInit()
OnLoadAI()
OnPropertyChange()
OnReset()
OnSaveAI()
OnSpawn()
Properties = {
CharacterSounds = {
foleyEffect=foleys
footstepEffect=footsteps
}
ControlProfile=0
LipSync = {
TransitionQueueSettings = {
nAnimLayer=12
nCharacterSlot=0
playbackWeight=0.75
sDefaultAnimName=facial_chewing_01
}
bEnabled=true
esLipSyncType=LipSync_TransitionQueue
}
Rendering = {
bWrinkleMap=true
}
Script = {
Misc=
bIdleUntilFirstPatch=false
}
SpawnedEntityName=
aicharacter_character=Player
bExported_to_game=true
bExported_to_test=true
bInvulnerable=false
bIsDummy=false
bSaved_by_game=true
bSpawner=false
commrange=30
eiColliderMode=0
esBehaviorSelectionTree=
esCommConfig=npc_default
esModularBehaviorTree=IdleSeq
esNavigationType=
esVoice=npc_default
fFmodCharacterTypeParam=0
fileHitDeathReactionsParamsDataFile=
fileModel=
guidSharedSoulId=
nModelVariations=0
physicMassMult=1
sWH_AI_EntityCategory=
sharedSoulInstanceId=0
soclasses_SmartObjectClass=
}
PropertiesInstance = {
aibehavior_behaviour=
bAutoDisable=false
esVoice=
nVariation=0
soclasses_SmartObjectClass=
}
RegisterAI()
Reset()
ResetAIParameters()
ResetCommon()
ReviveInEditor()
Server = {
OnInit()
}
SetActorModel()
UpperBodyGraph=
_Parent = {
OnReset()
OnSpawn()
Reset()
ResetCommon()
SetActorModel()
}
ai=1
defaultSoulArchetype=NPC
gameParams = {
physicsParams = {
Living = {
inertia=0
inertiaAccel=0
}
}
stance = {
carryCorpse = {
heightCollider=0.9
heightPivot=0
name=carryCorpse
size = {
x=0.4
y=0.4
z=0.15
}
stanceId=9
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
combat = {
heightCollider=1.05
heightPivot=0
name=combat
size = {
x=0.3
y=0
z=0.4
}
stanceId=0
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
crouch = {
heightCollider=0.8
heightPivot=0
name=crouch
size = {
x=0.35
y=0
z=0.1
}
stanceId=1
useCapsule=1
viewOffset = {
x=0
y=0
z=1.1
}
}
injured = {
heightCollider=1.05
heightPivot=0
name=injured
size = {
x=0.3
y=0
z=0.4
}
stanceId=7
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
normal = {
heightCollider=1.05
heightPivot=0
name=normal
size = {
x=0.3
y=0
z=0.4
}
stanceId=3
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
stoneThrowing = {
heightCollider=1.05
heightPivot=0
name=stoneThrowing
size = {
x=0.3
y=0
z=0.4
}
stanceId=2
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
}
}
hitDeathReactionsParamsDefFile=
physicsParams = {
Living = {
air_resistance=0.5
colliderMat=mat_player_collider
gravity=13
inertia=11
inertiaAccel=11
k_air_control=0.1
mass=80
max_climb_angle=50
max_jump_angle=40
max_vel_ground=16
min_fall_angle=90
min_slide_angle=49
timeImpulseRecover=1
}
flags=0
mass=80
stiffness_scale=73
}
}
ORDERED=0
OnInit()
OnShutdown()
OverriddenAndAiming=1
OverriddenAndNotAiming=2
PE_AREA=9
PE_ARTICULATED=6
PE_LIVING=4
PE_NONE=0
PE_PARTICLE=5
PE_RIGID=2
PE_ROPE=7
PE_SOFT=8
PE_STATIC=1
PE_WHEELEDVEHICLE=3
PFB_ATT_TARGET=1
PFB_BEACON=3
PFB_BETWEEN_NAV_TARGET=7
PFB_DEAD_BODIES=4
PFB_EXPLOSIVES=5
PFB_NONE=0
PFB_PLAYER=6
PFB_REF_POINT=2
PFT_COOK=0
PFT_DRY=2
PFT_SMOKE=1
PHYSICPARAM_ARTICULATED=6
PHYSICPARAM_AUTO_DETACHMENT=20
PHYSICPARAM_BUOYANCY=9
PHYSICPARAM_COLLISION_CLASS=21
PHYSICPARAM_CONSTRAINT=10
PHYSICPARAM_FLAGS=12
PHYSICPARAM_FOREIGNDATA=19
PHYSICPARAM_GROUND_PLANE=18
PHYSICPARAM_JOINT=7
PHYSICPARAM_PARTICLE=1
PHYSICPARAM_PART_FLAGS=16
PHYSICPARAM_PLAYERDIM=4
PHYSICPARAM_PLAYERDYN=3
PHYSICPARAM_REMOVE_CONSTRAINT=11
PHYSICPARAM_ROPE=8
PHYSICPARAM_SIMULATION=5
PHYSICPARAM_SOFTBODY=14
PHYSICPARAM_SUPPORT_LATTICE=17
PHYSICPARAM_VEHICLE=2
PHYSICPARAM_VELOCITY=15
PHYSICPARAM_WHEEL=13
POSTURE_AIM=2
POSTURE_HIDE=3
POSTURE_NULL=0
POSTURE_PEEK=1
POST_ATTACH=1
PRE_ATTACH=0
Particle = {
CreateDecal()
CreateEffect()
CreateMatDecal()
DeleteEffect()
IsEffectAvailable()
SpawnEffect()
SpawnEffectLine()
SpawnParticles()
}
PathfindDebugUtils = {
Data = {
Speed=walk
}
FindDataTable()
GenerateSpawnParams()
GetNPCSpeed()
Presets = {
SoulName=test_pathfollower_dummy
SoulSharedGUID=88bee0ec-f164-4282-ae1e-6576a76b9bac
}
SaveDestinationPos()
SaveOriginPos()
SetNPCSpeed()
SpawnNPC()
SpawnOrMoveTagPointToPlayerPos()
}
PersuadeByPlayer()
Physics = {
RayTraceCheck()
RayWorldIntersection()
RegisterExplosionCrack()
RegisterExplosionShape()
SamplePhysEnvironment()
SimulateExplosion()
}
Pick()
PickableArea = {
Activate()
Amount=0
ArePickableAreasEnabledInGeneral()
DisablePickableAreasInGeneral()
Editor = {
Icon=Seed.bmp
IconOnTop=1
}
EnablePickableAreasInGeneral()
FlowEvents = {
Inputs = {
Hide = {
[02]=bool
}
UnHide = {
[02]=bool
}
}
Outputs = {
Hide=bool
UnHide=bool
}
}
Gather()
GetActions()
GetUsableName()
GuidItemPicked=
IsCrossCenteringEnabled()
PickingTime=1
Properties = {
bExported_to_game=true
bExported_to_test=true
bHasUsableFlag=true
bSaved_by_game=true
sUsableMessage=@ui_pickherb
sWH_AI_EntityCategory=
}
UsableName=
}
Pig = {
AIMovementAbility = {
AIMovementSpeeds = {
Relaxed = {
Run = {
[03]=3
[01]=2.5
[02]=2
}
Slow = {
[01]=0.9
[03]=1.3
[02]=0.8
}
Sprint = {
[02]=5
[01]=7
[03]=8
}
Walk = {
[01]=1.5
[03]=2
[02]=1.3
}
}
}
avoidanceRadius=1.5
b3DMove=0
collisionAvoidanceParticipation=true
collisionAvoidanceRadiusIncrement=0
cornerSlowDown=0.75
maneuverSpeed=1.5
maneuverTrh=2
maxAccel=2
maxDecel=4
maxTurnRadius=3
minTurnRadius=0
pathFindPrediction=0.5
pathLookAhead=1
pathRadius=0.4
pathRegenIntervalDuringTrace=4
pathSpeedLookAheadPerSpeed=-1.5
pathType=AIPATH_HUMAN
resolveStickingInTrace=1
runSpeed=2.5
sprintSpeed=7
usePredictiveFollowing=1
velDecay=0.5
walkSpeed=1.5
}
ActionController=Animations/Mannequin/ADB/kcd_pig_controllerdefs.xml
AddAnimalLootAction()
AnimDatabase3P=Animations/Mannequin/ADB/kcd_pig_database.adb
CombatOpponentMnTag=oppPig
Editor = {
Icon=User.bmp
IconOnTop=1
}
Event_Spawn()
Event_SpawnKeep()
Event_Spawn_Internal()
Event_Spawned()
Expose()
FlowEvents = {
Inputs = {
Spawn = {
[02]=bool
[01]()
}
}
Outputs = {
Spawned=entity
}
}
GetActions()
GetDogActions()
GetFlowgraphForwardingEntity()
GetReturnToPoolWeight()
InitialSetup()
InteractorPriority=2
IsAIControlled()
IsChatUsable=0
IsDogUsable=1
IsUsable()
NotifyRemoval()
OnDestroy()
OnDogRequest()
OnEditorSetGameMode()
OnLoadAI()
OnPropertyChange()
OnReset()
OnSaveAI()
OnSpawn()
OnUsed()
Properties = {
CharacterSounds = {
foleyEffect=foley_Sheep
footstepEffect=footsteps_Sheep
}
ControlProfile=0
LipSync = {
TransitionQueueSettings = {
nAnimLayer=12
nCharacterSlot=0
playbackWeight=0.75
sDefaultAnimName=facial_chewing_01
}
bEnabled=true
esLipSyncType=LipSync_TransitionQueue
}
NPC = {
aianchorHome=
eiNPCCategory=1
}
Rendering = {
bWrinkleMap=true
}
Script = {
Misc=
bIdleUntilFirstPatch=false
}
SpawnedEntityName=
aicharacter_character=
bCanHoldInformation=false
bExported_to_game=true
bExported_to_test=true
bInvulnerable=false
bIsDummy=false
bNotPlayerMountable=false
bSaved_by_game=true
bSpawner=false
bWH_ListenerObject=true
bWH_PerceptibleObject=true
bWH_PerceptorObject=true
bWH_RequiresHome=true
commrange=30
eiColliderMode=0
esBehaviorSelectionTree=
esClothingConfig=pig
esCommConfig=npc_default
esModularBehaviorTree=IdleSeq
esNavigationType=MediumSizedCharacters
esVoice=npc_default
fFmodCharacterTypeParam=0
fileHitDeathReactionsParamsDataFile=Libs/HitDeathReactionsData/HitDeathReactions_Default.xml
fileModel=Objects/Characters/animals/pig/pig_female.cdf
guidSharedSoulId=
nModelVariations=0
physicMassMult=1
sWH_AI_EntityCategory=
sharedSoulInstanceId=0
}
PropertiesInstance = {
aibehavior_behaviour=
bAutoDisable=false
esVoice=
nVariation=0
soclasses_SmartObjectClass=
}
RegisterAI()
Reset()
ResetAIParameters()
ResetCommon()
ReviveInEditor()
Server = {
OnInit()
}
SetActorModel()
UseMannequinAGState=true
ai=1
collisionCapsule = {
axis = {
x=0
y=1
z=0
}
height=0.8
pos = {
x=0
y=0.15
z=0.6
}
posCarcass = {
x=0.25
y=0.1
z=0.25
}
radius=0.25
}
collisionClass=524288
defaultSoulArchetype=Pig
defaultSoulClass=pig
gameParams = {
inertia=0
inertiaAccel=0
jumpHeight=1
stance = {
carryCorpse = {
heightCollider=0.9
heightPivot=0
name=carryCorpse
size = {
x=0.4
y=0.4
z=0.15
}
stanceId=9
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
combat = {
heightCollider=1.05
heightPivot=0
name=combat
size = {
x=0.3
y=0
z=0.4
}
stanceId=0
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
crouch = {
heightCollider=0.8
heightPivot=0
name=crouch
size = {
x=0.35
y=0
z=0.1
}
stanceId=1
useCapsule=1
viewOffset = {
x=0
y=0
z=1.1
}
}
injured = {
heightCollider=1.05
heightPivot=0
name=injured
size = {
x=0.3
y=0
z=0.4
}
stanceId=7
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
normal = {
heightCollider=1.05
heightPivot=0
name=normal
size = {
x=0.3
y=0
z=0.4
}
stanceId=3
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
relaxed = {
heightCollider=0.4
heightPivot=0
name=relaxed
size = {
x=0.1
y=0
z=0.1
}
stanceId=3
useCapsule=0
viewOffset = {
x=0
y=0.1
z=0.5
}
}
stoneThrowing = {
heightCollider=1.05
heightPivot=0
name=stoneThrowing
size = {
x=0.3
y=0
z=0.4
}
stanceId=2
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
}
}
physicsParams = {
Living = {
air_resistance=0.5
colliderMat=mat_player_collider
gravity=13
inertia=11
inertiaAccel=11
k_air_control=0.1
mass=100
max_climb_angle=89
max_jump_angle=89
max_vel_ground=16
min_fall_angle=89
min_slide_angle=89
timeImpulseRecover=1
}
additionalPhysicsMass=1
flags=0
mass=100
stiffness_scale=73
}
}
Player = {
AIMovementAbility = {
collisionAvoidanceObstacleRadius=0.7
}
ActionController=Animations/Mannequin/ADB/kcd_male_controllerdefs.xml
AnimDatabase3P=Animations/Mannequin/ADB/kcd_male_database.adb
CheatEngine()
CheatEngine_animal()
CheatEngine_equipweapon()
CheatEngine_money()
CheatEngine_skill()
CheatEngine_stat()
CheatEngine_time()
CheatGiveBow()
Client = {
OnInit()
}
CombatOpponentMnTag=oppMale
GetDogActions()
InitialSetup()
InteractorPriority=2
IsChatUsable=0
IsDogUsable=1
OnAction()
OnDogRequest()
OnInit()
OnLoadAI()
OnReset()
OnSaveAI()
OnSpawn()
OpponentMnTag=relatedMale
PRTelep()
PRTelepShowMessage()
PRTelep_unlock()
Properties = {
CharacterSounds = {
foleyEffect=foleys_player
footstepEffect=footsteps_player
}
ControlProfile=0
LipSync = {
TransitionQueueSettings = {
nAnimLayer=12
nCharacterSlot=0
playbackWeight=1
sDefaultAnimName=facial_chewing_01
}
bEnabled=true
esLipSyncType=LipSync_TransitionQueue
}
Rendering = {
bWrinkleMap=true
}
Script = {
Misc=
bIdleUntilFirstPatch=false
}
SoundPack=ai_player_default
aicharacter_character=Player
bCanHoldInformation=false
bExported_to_game=true
bExported_to_test=true
bIsDummy=false
bSaved_by_game=true
clientFileModel=Objects/Characters/humans/male/skeleton/male.cdf
commrange=40
esClothingConfig=male2
esCommConfig=player_default
esNavigationType=MediumSizedCharacters
esVoice=player_default
fileHitDeathReactionsParamsDataFile=Libs/HitDeathReactionsData/HitDeathReactions_SkeletonMale.xml
fileModel=Objects/Characters/humans/male/skeleton/male.cdf
fpItemHandsModel=
physicMassMult=1
}
PropertiesInstance = {
aibehavior_behaviour=PlayerIdle
}
Reset()
ResetCommon()
ReviveInEditor()
Server = {
OnInit()
}
SetActorModel()
SetModel()
UseMannequinAGState=true
defaultSoulClass=player
foreignCollisionDamageMult=0.1
gameParams = {
canUseComplexLookIK=false
lookAtSimpleHeadBone=LookIK
lookFOV=720
slopeSlowdown=3
stance = {
carryCorpse = {
heightCollider=0.9
heightPivot=0
name=carryCorpse
size = {
x=0.4
y=0.4
z=0.15
}
stanceId=9
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
combat = {
heightCollider=1.05
heightPivot=0
name=combat
size = {
x=0.3
y=0
z=0.4
}
stanceId=0
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
crouch = {
heightCollider=0.8
heightPivot=0
name=crouch
size = {
x=0.35
y=0
z=0.1
}
stanceId=1
useCapsule=1
viewOffset = {
x=0
y=0
z=1.1
}
}
injured = {
heightCollider=1.05
heightPivot=0
name=injured
size = {
x=0.3
y=0
z=0.4
}
stanceId=7
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
normal = {
heightCollider=1.05
heightPivot=0
name=normal
size = {
x=0.35
y=0
z=0.4
}
stanceId=3
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
stoneThrowing = {
heightCollider=1.05
heightPivot=0
name=stoneThrowing
size = {
x=0.3
y=0
z=0.4
}
stanceId=2
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
}
}
physicsParams = {
Living = {
air_resistance=0.5
colliderMat=mat_player_collider
gravity=13
inertia=11
inertiaAccel=11
k_air_control=0.1
mass=80
max_climb_angle=50
max_jump_angle=40
max_vel_ground=16
min_fall_angle=90
min_slide_angle=49
timeImpulseRecover=1
}
flags=0
mass=80
stiffness_scale=73
}
type=Player
vehicleCollisionDamageMult=7.5
}
PlayerFemale = {
AIMovementAbility = {
collisionAvoidanceObstacleRadius=0.7
}
ActionController=Animations/Mannequin/ADB/wh_female_controllerdefs.xml
AnimDatabase3P=Animations/Mannequin/ADB/wh_female_database.adb
CheatEngine()
CheatEngine_animal()
CheatEngine_equipweapon()
CheatEngine_money()
CheatEngine_skill()
CheatEngine_stat()
CheatEngine_time()
CheatGiveBow()
Client = {
OnInit()
}
CombatOpponentMnTag=oppFemale
GetDogActions()
InitialSetup()
InteractorPriority=2
IsChatUsable=0
IsDogUsable=1
OnAction()
OnDogRequest()
OnInit()
OnLoadAI()
OnReset()
OnSaveAI()
OnSpawn()
OpponentMnTag=relatedFemale
PRTelep()
PRTelepShowMessage()
PRTelep_unlock()
Properties = {
CharacterSounds = {
foleyEffect=foleys_player
footstepEffect=footsteps_player
}
ControlProfile=0
LipSync = {
TransitionQueueSettings = {
nAnimLayer=12
nCharacterSlot=0
playbackWeight=1
sDefaultAnimName=facial_chewing_01
}
bEnabled=true
esLipSyncType=LipSync_TransitionQueue
}
Rendering = {
bWrinkleMap=true
}
Script = {
Misc=
bIdleUntilFirstPatch=false
}
SoundPack=ai_player_default
aicharacter_character=Player
bCanHoldInformation=false
bExported_to_game=true
bExported_to_test=true
bIsDummy=false
bSaved_by_game=true
clientFileModel=Objects/Characters/humans/female/skeleton/female.cdf
commrange=40
esClothingConfig=female2
esCommConfig=player_default
esNavigationType=MediumSizedCharacters
esVoice=player_default
fileHitDeathReactionsParamsDataFile=Libs/HitDeathReactionsData/HitDeathReactions_SkeletonMale.xml
fileModel=Objects/Characters/humans/female/skeleton/female.cdf
fpItemHandsModel=
physicMassMult=1
}
PropertiesInstance = {
aibehavior_behaviour=PlayerIdle
}
Reset()
ResetCommon()
ReviveInEditor()
Server = {
OnInit()
}
SetActorModel()
SetModel()
UseMannequinAGState=true
defaultSoulArchetype=NPC_Female
defaultSoulClass=NPC_Female
foreignCollisionDamageMult=0.1
gameParams = {
canUseComplexLookIK=false
lookAtSimpleHeadBone=LookIK
lookFOV=720
slopeSlowdown=3
stance = {
carryCorpse = {
heightCollider=0.9
heightPivot=0
name=carryCorpse
size = {
x=0.4
y=0.4
z=0.15
}
stanceId=9
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
combat = {
heightCollider=1.05
heightPivot=0
name=combat
size = {
x=0.3
y=0
z=0.4
}
stanceId=0
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
crouch = {
heightCollider=0.8
heightPivot=0
name=crouch
size = {
x=0.35
y=0
z=0.1
}
stanceId=1
useCapsule=1
viewOffset = {
x=0
y=0
z=1.1
}
}
injured = {
heightCollider=1.05
heightPivot=0
name=injured
size = {
x=0.3
y=0
z=0.4
}
stanceId=7
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
normal = {
heightCollider=1.05
heightPivot=0
name=normal
size = {
x=0.35
y=0
z=0.4
}
stanceId=3
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
stoneThrowing = {
heightCollider=1.05
heightPivot=0
name=stoneThrowing
size = {
x=0.3
y=0
z=0.4
}
stanceId=2
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
}
}
physicsParams = {
Living = {
air_resistance=0.5
colliderMat=mat_player_collider
gravity=13
inertia=11
inertiaAccel=11
k_air_control=0.1
mass=80
max_climb_angle=50
max_jump_angle=40
max_vel_ground=16
min_fall_angle=90
min_slide_angle=49
timeImpulseRecover=1
}
flags=0
mass=80
stiffness_scale=73
}
type=PlayerFemale
vehicleCollisionDamageMult=7.5
}
PlayerStateHandler = {
ChangeStance()
ChangeUnstance()
ChangeUnstanceJoined()
EndHostResourcesPlayAnimationAction()
HostResourcesPlayAnimationAction()
PlayAnimationAction()
PlayAnimationActionJoined()
StartMinigame()
}
PlayerWeapon = {
Client = {
ClEvent_ResetAnimation()
ClEvent_StartAnimation()
ClSync()
OnLevelLoaded()
OnPhysicsBreak()
OnTimer()
}
CorrectTiming()
DoStartAnimation()
Editor = {
Icon=animobject.bmp
IconOnTop=0
}
Event_DisableUsable()
Event_EnableUsable()
Event_Hide()
Event_ModelLoad()
Event_ModelUnload()
Event_Ragdollize()
Event_RagdollizeDerived()
Event_Remove()
Event_RenderAlwaysDisable()
Event_RenderAlwaysEnable()
Event_ResetAnimation()
Event_StartAnimation()
Event_StopAnimation()
Event_UnHide()
Event_Used()
FlowEvents = {
Inputs = {
DisableUsable = {
[02]=bool
}
EnableUsable = {
[02]=bool
}
Hide = {
[02]=bool
[01]()
}
ModelLoad = {
[02]=bool
[01]()
}
ModelUnload = {
[02]=bool
[01]()
}
Ragdollize = {
[02]=bool
[01]()
}
Remove = {
[02]=bool
[01]()
}
ResetAnimation = {
[02]=bool
[01]()
}
StartAnimation = {
[02]=bool
[01]()
}
StopAnimation = {
[02]=bool
[01]()
}
UnHide = {
[02]=bool
[01]()
}
Used = {
[02]=bool
}
}
Outputs = {
Activate=bool
Break=int
DisableUsable=bool
EnableUsable=bool
Hide=bool
Ragdollized=bool
Remove=bool
UnHide=bool
Used=bool
}
}
GetUsableMessage()
IsRigidBody()
IsUsable()
LoadAndPhysicalizeModel()
LoadModelOnDemand()
NeedSerialize()
OnEnablePhysics()
OnFlowGraphAnimationEnd()
OnFlowGraphAnimationStart()
OnFlowGraphAnimationStop()
OnLoad()
OnObjectUnslaved()
OnPropertyChange()
OnReset()
OnSave()
OnSequenceAnimationStart()
OnSequenceAnimationStop()
OnSequenceStart()
OnSequenceStop()
OnSpawn()
OnUsed()
PHYSICALIZEAFTER_TIMER=1
POSTQL_TIMER=2
PhysicalizeThis()
Properties = {
ActivatePhysicsDist=50
ActivatePhysicsThreshold=0
Animation = {
Animation=Default
BlendTime=0
Speed=1
bAlwaysUpdate=false
bLoop=true
bPhysicalizeAfterAnimation=false
bPlaying=true
bResetOnUnslaved=false
playerAnimationState=
}
Cinematic = {
bOnDemandModelLoad=false
bRenderAlways=false
}
DmgFactorWhenCollidingAI=1
MultiplayerOptions = {
bNetworked=false
}
Physics = {
CollisionFiltering = {
collisionIgnore = {
bT_collision_class_articulated=0
bT_collision_class_living=0
bT_collision_class_particle=0
bT_collision_class_soft=0
bT_collision_class_terrain=0
bT_collision_class_wheeled=0
bT_gcc_ai=0
bT_gcc_animal=0
bT_gcc_decoy_projectile=0
bT_gcc_horse=0
bT_gcc_horse_bridle=0
bT_gcc_ignore_z_correction=0
bT_gcc_interactive=0
bT_gcc_item=0
bT_gcc_ledge=0
bT_gcc_npc_ignored_type=0
bT_gcc_npc_reported_type=0
bT_gcc_player_body=0
bT_gcc_player_capsule=0
bT_gcc_player_ghostable_type=0
bT_gcc_player_type=0
bT_gcc_ragdoll=0
bT_gcc_rigid=0
bT_gcc_vehicle=0
}
collisionType = {
bT_collision_class_articulated=0
bT_collision_class_living=0
bT_collision_class_particle=0
bT_collision_class_soft=0
bT_collision_class_terrain=0
bT_collision_class_wheeled=0
bT_gcc_ai=0
bT_gcc_animal=0
bT_gcc_decoy_projectile=0
bT_gcc_horse=0
bT_gcc_horse_bridle=0
bT_gcc_ignore_z_correction=0
bT_gcc_interactive=0
bT_gcc_item=0
bT_gcc_ledge=0
bT_gcc_npc_ignored_type=0
bT_gcc_npc_reported_type=0
bT_gcc_player_body=0
bT_gcc_player_capsule=0
bT_gcc_player_ghostable_type=0
bT_gcc_player_type=0
bT_gcc_ragdoll=0
bT_gcc_rigid=0
bT_gcc_vehicle=0
}
}
Density=-1
Mass=-1
bArticulated=false
bBulletCollisionEnabled=true
bPhysicalize=true
bPushableByPlayers=false
bRigidBody=false
}
Rendering = {
bWrinkleMap=false
}
Script = {
bDefaultOpen=false
}
UseMessage=
bCanTriggerAreas=false
bExcludeCover=false
bExported_to_game=true
bExported_to_test=true
bHeavyObject=false
bInteractLargeObject=false
bInteractiveCollisionClass=false
bMissionCritical=false
bNoFriendlyFire=false
bPickable=false
bSaved_by_game=true
bUpdateOnlyByScript=false
bUsable=false
guidSmartObjectType=
object_Model=objects/nature/vegetable/carrot_2.cgf
sWH_AI_EntityCategory=
soclass_SmartObjectHelpers=
soclasses_SmartObjectClass=
}
ResetOnUsed()
RestorePhysicalState()
SavePhysicalState()
SendSyncToClient()
Server = {
OnPostInitClient()
SVSync()
}
SetFromProperties()
SetInteractiveCollisionType()
SetUpdatePolicyInternal()
SetupModel()
StartEntityAnimation()
UnloadModel()
__client_dispatch = {
[01]=ClEvent_ResetAnimation:
[03]=ClEvent_StartAnimation:f
[02]=ClSync:fff
ClEvent_ResetAnimation()
ClEvent_StartAnimation()
ClSync()
__validated=false
}
__server_dispatch = {
[01]=SVSync:
SVSync()
__validated=false
}
__super = {
Client = {
ClEvent_ResetAnimation()
ClEvent_StartAnimation()
ClSync()
OnLevelLoaded()
OnPhysicsBreak()
OnTimer()
}
CorrectTiming()
DoStartAnimation()
Editor = {
Icon=animobject.bmp
IconOnTop=0
}
Event_DisableUsable()
Event_EnableUsable()
Event_Hide()
Event_ModelLoad()
Event_ModelUnload()
Event_Ragdollize()
Event_RagdollizeDerived()
Event_Remove()
Event_RenderAlwaysDisable()
Event_RenderAlwaysEnable()
Event_ResetAnimation()
Event_StartAnimation()
Event_StopAnimation()
Event_UnHide()
Event_Used()
FlowEvents = {
Inputs = {
DisableUsable = {
[02]=bool
}
EnableUsable = {
[02]=bool
}
Hide = {
[02]=bool
[01]()
}
ModelLoad = {
[02]=bool
[01]()
}
ModelUnload = {
[02]=bool
[01]()
}
Ragdollize = {
[02]=bool
[01]()
}
Remove = {
[02]=bool
[01]()
}
ResetAnimation = {
[02]=bool
[01]()
}
StartAnimation = {
[02]=bool
[01]()
}
StopAnimation = {
[02]=bool
[01]()
}
UnHide = {
[02]=bool
[01]()
}
Used = {
[02]=bool
}
}
Outputs = {
Activate=bool
Break=int
DisableUsable=bool
EnableUsable=bool
Hide=bool
Ragdollized=bool
Remove=bool
UnHide=bool
Used=bool
}
}
GetUsableMessage()
IsRigidBody()
IsUsable()
LoadAndPhysicalizeModel()
LoadModelOnDemand()
NeedSerialize()
OnEnablePhysics()
OnFlowGraphAnimationEnd()
OnFlowGraphAnimationStart()
OnFlowGraphAnimationStop()
OnLoad()
OnObjectUnslaved()
OnPropertyChange()
OnReset()
OnSave()
OnSequenceAnimationStart()
OnSequenceAnimationStop()
OnSequenceStart()
OnSequenceStop()
OnSpawn()
OnUsed()
PHYSICALIZEAFTER_TIMER=1
POSTQL_TIMER=2
PhysicalizeThis()
Properties = {
ActivatePhysicsDist=50
ActivatePhysicsThreshold=0
Animation = {
Animation=Default
BlendTime=0
Speed=1
bAlwaysUpdate=false
bLoop=true
bPhysicalizeAfterAnimation=false
bPlaying=true
bResetOnUnslaved=false
playerAnimationState=
}
Cinematic = {
bOnDemandModelLoad=false
bRenderAlways=false
}
DmgFactorWhenCollidingAI=1
MultiplayerOptions = {
bNetworked=false
}
Physics = {
CollisionFiltering = {
collisionIgnore = {
bT_collision_class_articulated=0
bT_collision_class_living=0
bT_collision_class_particle=0
bT_collision_class_soft=0
bT_collision_class_terrain=0
bT_collision_class_wheeled=0
bT_gcc_ai=0
bT_gcc_animal=0
bT_gcc_decoy_projectile=0
bT_gcc_horse=0
bT_gcc_horse_bridle=0
bT_gcc_ignore_z_correction=0
bT_gcc_interactive=0
bT_gcc_item=0
bT_gcc_ledge=0
bT_gcc_npc_ignored_type=0
bT_gcc_npc_reported_type=0
bT_gcc_player_body=0
bT_gcc_player_capsule=0
bT_gcc_player_ghostable_type=0
bT_gcc_player_type=0
bT_gcc_ragdoll=0
bT_gcc_rigid=0
bT_gcc_vehicle=0
}
collisionType = {
bT_collision_class_articulated=0
bT_collision_class_living=0
bT_collision_class_particle=0
bT_collision_class_soft=0
bT_collision_class_terrain=0
bT_collision_class_wheeled=0
bT_gcc_ai=0
bT_gcc_animal=0
bT_gcc_decoy_projectile=0
bT_gcc_horse=0
bT_gcc_horse_bridle=0
bT_gcc_ignore_z_correction=0
bT_gcc_interactive=0
bT_gcc_item=0
bT_gcc_ledge=0
bT_gcc_npc_ignored_type=0
bT_gcc_npc_reported_type=0
bT_gcc_player_body=0
bT_gcc_player_capsule=0
bT_gcc_player_ghostable_type=0
bT_gcc_player_type=0
bT_gcc_ragdoll=0
bT_gcc_rigid=0
bT_gcc_vehicle=0
}
}
Density=-1
Mass=-1
bArticulated=false
bBulletCollisionEnabled=true
bPhysicalize=true
bPushableByPlayers=false
bRigidBody=false
}
Rendering = {
bWrinkleMap=false
}
Script = {
bDefaultOpen=false
}
UseMessage=
bCanTriggerAreas=false
bExcludeCover=false
bExported_to_game=true
bExported_to_test=true
bHeavyObject=false
bInteractLargeObject=false
bInteractiveCollisionClass=false
bMissionCritical=false
bNoFriendlyFire=false
bPickable=false
bSaved_by_game=true
bUpdateOnlyByScript=false
bUsable=false
guidSmartObjectType=
object_Model=objects/props/maritime/windsock/windsock.cga
sWH_AI_EntityCategory=
soclass_SmartObjectHelpers=
soclasses_SmartObjectClass=
}
ResetOnUsed()
RestorePhysicalState()
SavePhysicalState()
SendSyncToClient()
Server = {
OnPostInitClient()
SVSync()
}
SetFromProperties()
SetInteractiveCollisionType()
SetUpdatePolicyInternal()
SetupModel()
StartEntityAnimation()
UnloadModel()
__client_dispatch = {
[02]=ClSync:fff
[01]=ClEvent_ResetAnimation:
[03]=ClEvent_StartAnimation:f
ClEvent_ResetAnimation()
ClEvent_StartAnimation()
ClSync()
__validated=false
}
__server_dispatch = {
[01]=SVSync:
SVSync()
__validated=false
}
}
}
PositioningAreaShape = {
Properties = {
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
}
type=PositioningAreaShape
}
PrecacheCamera = {
Editor = {
Icon=PrecacheCamera.bmp
}
OnSpawn()
}
PredefinedNavigationPath = {
OnSpawn()
Properties = {
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=false
sWH_AI_EntityCategory=
}
type=PredefinedNavigationPath
}
PrefabPort = {
Editor = {
Icon=PrefabPort/defaultIn.bmp
}
Properties = {
esForwardedLinkName=Merged
esPrefabPort_Icon=_default
esPrefabPort_Type=In
}
noGameObject=1
}
PresetSettings = {
Bats = {
Properties = {
Settings = {
Audio = {
snd_idle=a_o_netopyr_idle
snd_scared=a_o_netopyr_scared
}
ManualValues = {
ParticleEffect=WH_Particels.other.bats
bIgnoreDaytimeCheck=true
esBirdsTakeoffType=TowardsPlayer
fMaxRandomSpread=45
fSpeedScale=1.5
iCooldownSeconds=600
}
}
}
}
Buzzard_takeoff_only = {
Properties = {
Settings = {
Audio = {
snd_idle=
snd_scared=a_o_kane_scared
}
ManualValues = {
ParticleEffect=WH_Particels.other.bird_big_single
esBirdsTakeoffType=AwayFromPlayer
fMaxRandomSpread=180
fSpeedScale=3
iCooldownSeconds=300
}
}
}
}
Crows = {
Properties = {
Settings = {
Audio = {
snd_idle=a_o_kavka_idle
snd_scared=a_o_kavka_scared
}
ManualValues = {
ParticleEffect=WH_Particels.other.crows_tree
esBirdsTakeoffType=AwayFromPlayer
fMaxRandomSpread=90
fSpeedScale=2.5
iCooldownSeconds=300
}
}
}
}
Crows_no_sound = {
Properties = {
Settings = {
Audio = {
snd_idle=
snd_scared=
}
ManualValues = {
ParticleEffect=WH_Particels.other.crows
esBirdsTakeoffType=AwayFromPlayer
fMaxRandomSpread=180
fSpeedScale=2.5
iCooldownSeconds=300
}
}
}
}
Crows_static_angle = {
Properties = {
Settings = {
Audio = {
snd_idle=
snd_scared=
}
ManualValues = {
ParticleEffect=WH_Particels.other.birds_small_tree
esBirdsTakeoffType=StaticAngle
fMaxRandomSpread=0
fSpeedScale=2.5
iCooldownSeconds=300
}
}
}
}
Crows_takeoff_only = {
Properties = {
Settings = {
Audio = {
snd_idle=a_o_kavka_idle
snd_scared=a_o_kavka_scared
}
ManualValues = {
ParticleEffect=WH_Particels.other.crows
esBirdsTakeoffType=AwayFromPlayer
fMaxRandomSpread=180
fSpeedScale=2.5
iCooldownSeconds=300
}
}
}
}
Nightjar = {
Properties = {
Settings = {
Audio = {
snd_idle=a_o_lelek_idle
snd_scared=a_o_lelek_scared
}
ManualValues = {
ParticleEffect=WH_Particels.other.birds_small_tree
esBirdsTakeoffType=AwayFromPlayer
fMaxRandomSpread=45
fSpeedScale=2.5
iCooldownSeconds=300
}
}
}
}
None = {
}
Nuthatchs = {
Properties = {
Settings = {
Audio = {
snd_idle=a_o_brhlik_idle
snd_scared=a_o_brhlik_scared
}
ManualValues = {
ParticleEffect=WH_Particels.other.birds_small_tree
esBirdsTakeoffType=AwayFromPlayer
fMaxRandomSpread=45
fSpeedScale=2.5
iCooldownSeconds=300
}
}
}
}
Starlings = {
Properties = {
Settings = {
Audio = {
snd_idle=a_o_spacek_idle
snd_scared=a_o_spacek_scared
}
ManualValues = {
ParticleEffect=WH_Particels.other.birds_small_tree
esBirdsTakeoffType=AwayFromPlayer
fMaxRandomSpread=45
fSpeedScale=2.5
iCooldownSeconds=300
}
}
}
}
}
PressurizedObject = {
CacheResources()
CheckDamage()
ClearLeaks()
Client = {
AddLeak()
OnInit()
OnUpdate()
}
Event_Dead()
Event_DisableUsable()
Event_EnableUsable()
Event_Hide()
Event_Hit()
Event_MakeInvulnerable()
Event_MakeVulnerable()
Event_ResetHealth()
Event_UnHide()
Event_Used()
FlowEvents = {
Inputs = {
Hide = {
[02]=bool
[01]()
}
Hit = {
[02]=bool
[01]()
}
MakeInvulnerable = {
[01]()
[02]=any
}
MakeVulnerable = {
[01]()
[02]=any
}
ResetHealth = {
[01]()
[02]=any
}
UnHide = {
[02]=bool
[01]()
}
}
Outputs = {
Dead=bool
Health=float
Hide=bool
Hit=bool
Scanned=bool
UnHide=bool
}
}
GetHealthRatio()
GetMaxHealth()
GetUsableMessage()
HasBeenScanned()
IsDead()
IsInvulnerable()
IsUsable()
OnDestroy()
OnPropertyChange()
OnReset()
OnSpawn()
OnUsed()
Properties = {
DamageMultipliers = {
fBullet=1
fCollision=1
}
Health = {
MaxHealth=500
bInvulnerable=false
bOnlyEnemyFire=true
}
Leak = {
Damage=100
DamageHitType=fire
DamageRange=3
Effect = {
AttachForm=none
AttachType=none
CountScale=1
ParticleEffect=smoke_and_fire.geysir.intense_steam_small
PulsePeriod=0
Scale=1
bCountPerUnit=false
bPrime=true
bSizePerUnit=0
}
ImpulseScale=1
MaxLeaks=10
Pressure=1000
PressureDecay=10
PressureImpulse=100
Volume=10
VolumeDecay=1
}
PhysicsBuoyancy = {
water_damping=1.5
water_density=1
water_resistance=0
}
PhysicsSimulation = {
damping=0
max_time_step=0.01
sleep_speed=0.04
}
TacticalInfo = {
LookupName=
bScannable=0
}
UseMessage=
Vulnerability = {
bBullet=1
bCollision=1
bExplosion=1
bMelee=1
bOther=1
}
bAutoGenAIHidePts=0
bCanBreakOthers=0
bExported_to_game=true
bExported_to_test=true
bInteractLargeObject=false
bPickable=false
bPlayerOnly=1
bPushableByPlayers=false
bResting=1
bRigidBody=false
bSaved_by_game=true
bUsable=false
esFaction=
fDamageTreshold=0
fDensity=1000
fMass=10
objModel=objects/library/props/fire extinguisher/fire_extinguisher.cgf
}
RegisterWithAI()
ResetOnUsed()
Server = {
OnHit()
OnInit()
OnUpdate()
}
SetInvulnerability()
SetupHealthProperties()
StartLeaking()
StopLeaking()
UpdateLeak()
UpdateLeaks()
__client_dispatch = {
[01]=AddLeak:VV
AddLeak()
__validated=false
}
__server_dispatch = {
__validated=false
}
}
PrismObject = {
Create()
Delete()
ENTITY_DETAIL_ID=1
Editor = {
Icon=Clouds.bmp
Model=Editor/Objects/Particles.cgf
}
Event_Hide()
Event_Show()
FlowEvents = {
Inputs = {
Hide = {
[02]=bool
[01]()
}
Show = {
[02]=bool
[01]()
}
}
Outputs = {
Hide=bool
Show=bool
}
}
OnInit()
OnLoad()
OnReset()
OnSave()
OnShutDown()
OnSpawn()
Properties = {
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
}
type=PrismObject
}
ProximityTrigger = {
CanTrigger()
CheckAIDeaths()
Client = {
ClEnter()
ClLeave()
OnEnterArea()
OnLeaveArea()
OnTimer()
}
CreateAIDeathsCheckTrigger()
CreateTimer()
Editor = {
Icon=Trigger.bmp
IsRotatable=false
IsScalable=false
Model=Editor/Objects/T.cgf
ShowBounds=1
}
Enable()
EnteredArea()
Event_Disable()
Event_Enable()
Event_Enter()
Event_Leave()
FlowEvents = {
Inputs = {
Disable = {
[02]=bool
[01]()
}
Enable = {
[02]=bool
[01]()
}
Enter = {
[02]=bool
[01]()
}
Leave = {
[02]=bool
[01]()
}
}
Outputs = {
Disable=bool
Enable=bool
Enter=entity
Faction=string
Leave=entity
NrOfEntitiesInside=int
Sender=entity
}
}
GetUsableMessage()
IsUsable()
LeftArea()
LockUsability()
OnDestroy()
OnLoad()
OnPropertyChange()
OnReset()
OnSave()
OnSpawn()
OnTimer()
OnUsed()
Properties = {
DimX=5
DimY=5
DimZ=5
EnterDelay=0
ExitDelay=0
MultiplayerOptions = {
bNetworked=false
bPerPlayer=0
}
OnlySelectedEntity=None
PlaySequence=
ScriptCommand=
UsableMessage=
bActivateWithUseButton=0
bEnabled=true
bExported_to_game=true
bExported_to_test=true
bInVehicleOnly=0
bOnlyAI=0
bOnlyMyPlayer=0
bOnlyOneEntity=0
bOnlyPlayer=1
bOnlySpecialAI=0
bRemoveOnTrigger=0
bSaved_by_game=true
bTriggerOnce=0
esFactionFilter=
sWH_AI_EntityCategory=
}
Server = {
OnEnterArea()
OnLeaveArea()
OnTimer()
SvRequestUse()
}
Trigger()
__client_dispatch = {
[02]=ClLeave:Eb
[01]=ClEnter:Eb
ClEnter()
ClLeave()
__validated=false
}
__server_dispatch = {
[01]=SvRequestUse:E
SvRequestUse()
__validated=false
}
}
QueryAimFromMovementController=0
RELIABLE_ORDERED=0
RELIABLE_UNORDERED=1
RPG = {
AddLocationPoint()
AddStatXP()
CaptionObjectUsed()
GetFactionById()
GetFactions()
GetIndulgencePrice()
GetLocationById()
GetLocationByName()
GetLocations()
IsPublicEnemy()
NotifyLevelXpGain()
ReconcileWithPublicFriends()
_GetConstant()
}
Rain = {
Editor = {
Icon=shake.bmp
}
Event_Amount()
Event_Disable()
Event_Enable()
FlowEvents = {
Inputs = {
Amount = {
[02]=float
[01]()
}
Disable = {
[02]=bool
[01]()
}
Enable = {
[02]=bool
[01]()
}
}
Outputs = {
Disable=bool
Enable=bool
}
}
OnInit()
OnLoad()
OnPropertyChange()
OnReset()
OnSave()
OnShutDown()
Properties = {
bDisableOcclusion=false
bEnabled=true
bExported_to_game=true
bExported_to_test=true
bIgnoreVisareas=false
bSaved_by_game=true
clrColor = {
x=1
y=1
z=1
}
fAmount=1
fDiffuseDarkening=0.5
fFakeGlossiness=0.5
fFakeReflectionsAmount=1.5
fMistAmount=3
fMistHeight=8
fPuddlesAmount=1.5
fPuddlesMaskAmount=1
fPuddlesRippleAmount=2
fRadius=10000
fRainDropsAmount=0.5
fRainDropsLighting=1
fRainDropsSpeed=1
fSplashesAmount=1.3
}
type=Rain
}
RandomEvent = {
Properties = {
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
fDespawnDistance=100
gpGameProfile=
nRandomEventDBId=0
}
}
RandomEventPlace = {
Editor = {
Icon=RandomEventPlace.bmp
}
Properties = {
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
guidSmartObjectType=
sWH_AI_EntityCategory=
soclass_SmartObjectHelpers=
}
}
Raptors = {
Animations = {
[08]=hen_run_fwd
[01]=hen_walk_fwd
[04]=hen_idle_03_eating
[06]=throw
[02]=hen_idle_01_look_around
[03]=hen_idle_02_look_around
[07]=rooster_crowing
[05]=pickup
}
CreateFlock()
ENTITY_DETAIL_ID=1
Editor = {
Icon=Bird.bmp
}
Event_Activate()
Event_Deactivate()
GetFlockType()
MapVisMask=0
OnInit()
OnProceedFadeArea()
OnPropertyChange()
OnSpawn()
Properties = {
Boid = {
Mass=10
SpecialModel=objects/characters/animals/hen_v2/hen_raptor.cdf
bInvulnerable=false
gravity_at_death=-9.81
guidItemSpawnedOnKill=18ff9093-2cc4-4ab3-9f34-7cb0dd7cd30a
nCount=10
object_Model=objects/characters/animals/hen_v2/hen_raptor.cdf
object_Model1=objects/characters/animals/hen_v2/hen_raptor.cdf
object_Model2=objects/characters/animals/hen_v2/hen_raptor.cdf
}
Flocking = {
AttractDistMax=20
AttractDistMin=5
FactorAlign=1
FactorCohesion=1
FactorSeparation=1
FieldOfViewAngle=250
bEnableFlocking=true
}
Movement = {
FactorAvoidLand=15
FactorHeight=1
FactorOrigin=0.3
HeightMax=1
HeightMin=0
IgnoreTerrainElevation=false
MaxAnimSpeed=1
MaxDistFromOrigin=30
SpeedMax=0.55
SpeedMin=0.55
SpeedScared=0.8
}
Options = {
ActiveHoursBegin=4
ActiveHoursEnd=21
PickableMessage=
Radius=6
VisibilityDist=40
bActivate=true
bAvoidWater=true
bDisableOnRain=true
bFollowPlayer=false
bNoLanding=false
bObstacleAvoidance=true
bPickableWhenAlive=true
bPickableWhenDead=true
}
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
guidSmartObjectType=def0005e-0000-0000-0000-def00000005e
}
Sounds = {
[01]=
[03]=b_hen_death
[04]=c_torch_whoosh1
[02]=b_hen_scared
}
params = {
x=0
y=0
z=0
}
type=Boids
}
Rats = {
Animations = {
[01]=rat_run
[03]=rat_idle_var01
[02]=rat_idle
[07]=
[08]=rat_run_jump
[04]=rat_idle_var02
[06]=throw
[05]=pickup
}
CreateFlock()
ENTITY_DETAIL_ID=1
Editor = {
Icon=Bird.bmp
}
Event_Activate()
Event_Deactivate()
GetFlockType()
MapVisMask=0
OnInit()
OnProceedFadeArea()
OnPropertyChange()
OnSpawn()
Properties = {
Boid = {
Mass=10
bInvulnerable=false
gravity_at_death=-9.81
guidItemSpawnedOnKill=18ff9093-2cc4-4ab3-9f34-7cb0dd7cd30a
nCount=3
object_Model=Objects/characters/animals/rat/rat.cdf
}
Flocking = {
AttractDistMax=10
AttractDistMin=0.1
FactorAlign=1
FactorCohesion=1
FactorSeparation=1
FieldOfViewAngle=250
bEnableFlocking=true
}
Movement = {
FactorAvoidLand=50000
FactorHeight=10
FactorOrigin=1e+08
HeightMax=0
HeightMin=0
IgnoreTerrainElevation=true
IgnoreWallsBehindPlayer=true
MaxAnimSpeed=1
MaxDistFromOrigin=10
RandomMovement=1
RunAnimationSpeed=2.5
RunThreshold=2.2
SpeedMax=1.8
SpeedMin=1.5
SpeedScared=2.7
WalkAnimationSpeed=2
}
Options = {
PickableMessage=
Radius=2
VisibilityDist=20
bActivate=true
bAvoidWater=true
bFollowPlayer=false
bNoLanding=false
bObstacleAvoidance=true
bPickableWhenAlive=true
bPickableWhenDead=true
}
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
}
Sounds = {
[02]=b_rat_scared
[01]=b_rat_idle
[03]=
}
params = {
x=0
y=0
z=0
}
type=Boids
}
RecipesBook = {
AnimClose=alchemy_close_book
AnimOpen=alchemy_place_book
AnimPageNext=alchemy_flip_alchemy_book_fwd
AnimPagePrev=alchemy_flip_alchemy_book_bwd
Editor = {
Icon=ledge.bmp
IconOnTop=1
ShowBounds=1
}
Event_Use()
Event_User()
FlowEvents = {
Inputs = {
Use = {
[02]=entityid
[01]()
}
User = {
[02]=entityid
[01]()
}
}
Outputs = {
OnUse=bool
}
}
GetActions()
GetUsableMessage()
GetUsableName()
GfxName=AlchemyBook
InteractorPriority=2
IsCrossCenteringEnabled()
IsUsable()
IsUsableMsgChanged()
LoadModel()
Model=objects/characters/assets/book/book_01.cdf
OnEnablePhysics()
OnLevelLoaded()
OnPropertyChange()
OnReset()
OnSpawn()
OnUse()
OnUsed()
OnUsedHold()
PageAnimationTransitionTime=0.4
PhysicalizeThis()
Properties = {
Physics = {
Density=-1
Mass=-1
bPhysicalize=true
bPushableByPlayers=false
bRigidBody=true
}
Script = {
Misc=
}
alchemy_type=19
bExported_to_game=true
bExported_to_test=true
bHasHerbal=false
bInteractiveCollisionClass=false
bSaved_by_game=true
object_Model=
sWH_AI_EntityCategory=
slot_name=dummy_alchemy_book
soclasses_SmartObjectClass=
}
Reset()
ResetChild()
SetInteractiveCollisionType()
SetupTrigger()
SubMtl=book01
SubMtlId=1
TexSlot=11
Use()
bDoublePage=false
bUseTrigger=false
bUseableMsgChanged=0
fMinUseDistance=0.7
fUseAngle=0.7
nUserId=0
npcOnly=false
}
RedDeerDoe = {
AIMovementAbility = {
AIMovementSpeeds = {
Relaxed = {
Run = {
[03]=3
[01]=2.5
[02]=2
}
Slow = {
[01]=0.9
[03]=1.3
[02]=0.8
}
Sprint = {
[02]=5
[01]=7
[03]=8
}
Walk = {
[01]=1.5
[03]=2
[02]=1.3
}
}
}
avoidanceRadius=1.5
b3DMove=0
collisionAvoidanceParticipation=true
collisionAvoidanceRadiusIncrement=0
cornerSlowDown=0.75
maneuverSpeed=1.5
maneuverTrh=2
maxAccel=2
maxDecel=4
maxTurnRadius=3
minTurnRadius=0
passRadius=1.25
pathFindPrediction=0.5
pathLookAhead=1
pathRadius=0.4
pathRegenIntervalDuringTrace=4
pathSpeedLookAheadPerSpeed=-1.5
pathType=AIPATH_HUMAN
resolveStickingInTrace=1
runSpeed=2.5
sprintSpeed=7
usePredictiveFollowing=1
velDecay=0.5
walkSpeed=1.5
}
ActionController=Animations/Mannequin/ADB/kcd_deerDoe_controllerdefs.xml
AddAnimalLootAction()
AnimDatabase3P=Animations/Mannequin/ADB/kcd_deerDoe_database.adb
CombatOpponentMnTag=oppDeer
Editor = {
Icon=User.bmp
IconOnTop=1
}
Event_Spawn()
Event_SpawnKeep()
Event_Spawn_Internal()
Event_Spawned()
Expose()
FlowEvents = {
Inputs = {
Spawn = {
[02]=bool
[01]()
}
}
Outputs = {
Spawned=entity
}
}
GetActions()
GetDogActions()
GetFlowgraphForwardingEntity()
GetReturnToPoolWeight()
InitialSetup()
InteractorPriority=2
IsAIControlled()
IsChatUsable=0
IsDogUsable=1
IsUsable()
NotifyRemoval()
OnDestroy()
OnDogRequest()
OnEditorSetGameMode()
OnLoadAI()
OnPropertyChange()
OnReset()
OnSaveAI()
OnSpawn()
OnUsed()
ProceduralContextLook = {
fadeInSeconds=0.8
fadeOutMinDistance=0
fadeOutSeconds=0.8
polarCoordinatesMaxPitchDegreesPerSecond=360
polarCoordinatesMaxYawDegreesPerSecond=360
polarCoordinatesSmoothEnable=true
polarCoordinatesSmoothTimeSeconds=0.2
}
Properties = {
CharacterSounds = {
foleyEffect=foley_DeerDoe
footstepEffect=footsteps_DeerDoe
}
ControlProfile=0
LipSync = {
TransitionQueueSettings = {
nAnimLayer=12
nCharacterSlot=0
playbackWeight=0.75
sDefaultAnimName=facial_chewing_01
}
bEnabled=true
esLipSyncType=LipSync_TransitionQueue
}
NPC = {
aianchorHome=
eiNPCCategory=1
}
Rendering = {
bWrinkleMap=true
}
Script = {
Misc=
bIdleUntilFirstPatch=false
}
SpawnedEntityName=
aicharacter_character=
bCanHoldInformation=true
bExported_to_game=true
bExported_to_test=true
bInvulnerable=false
bIsDummy=false
bNotPlayerMountable=false
bSaved_by_game=true
bSpawner=false
bWH_ListenerObject=true
bWH_PerceptibleObject=true
bWH_PerceptorObject=true
bWH_RequiresHome=false
commrange=30
eiColliderMode=0
esBehaviorSelectionTree=
esClothingConfig=red_deer_doe
esCommConfig=npc_default
esModularBehaviorTree=IdleSeq
esNavigationType=MediumSizedCharacters
esVoice=npc_default
fFmodCharacterTypeParam=0
fileHitDeathReactionsParamsDataFile=Libs/HitDeathReactionsData/HitDeathReactions_Default.xml
fileModel=Objects/Characters/animals/red_deer/deer_doe.cdf
guidSharedSoulId=
nModelVariations=0
physicMassMult=1
sWH_AI_EntityCategory=
sharedSoulInstanceId=0
}
PropertiesInstance = {
aibehavior_behaviour=
bAutoDisable=false
esVoice=
nVariation=0
soclasses_SmartObjectClass=
}
RegisterAI()
Reset()
ResetAIParameters()
ResetCommon()
ReviveInEditor()
Server = {
OnInit()
}
SetActorModel()
UseMannequinAGState=true
ai=1
collisionCapsule = {
axis = {
x=0
y=1
z=0
}
height=0.8
pos = {
x=0
y=0
z=0.88
}
posCarcass = {
x=-0.1
y=-0.1
z=0.15
}
radius=0.22
}
collisionClass=2.09715e+06
defaultSoulArchetype=RedDeerDoe
defaultSoulClass=red_deer_doe
gameParams = {
inertia=0
inertiaAccel=0
jumpHeight=1
stance = {
carryCorpse = {
heightCollider=0.9
heightPivot=0
name=carryCorpse
size = {
x=0.4
y=0.4
z=0.15
}
stanceId=9
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
combat = {
heightCollider=1.05
heightPivot=0
name=combat
size = {
x=0.3
y=0
z=0.4
}
stanceId=0
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
crouch = {
heightCollider=0.8
heightPivot=0
name=crouch
size = {
x=0.35
y=0
z=0.1
}
stanceId=1
useCapsule=1
viewOffset = {
x=0
y=0
z=1.1
}
}
injured = {
heightCollider=1.05
heightPivot=0
name=injured
size = {
x=0.3
y=0
z=0.4
}
stanceId=7
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
normal = {
heightCollider=0.4
heightPivot=0
name=normal
size = {
x=0.1
y=0
z=0.01
}
stanceId=3
useCapsule=0
viewOffset = {
x=0
y=0.1
z=0.5
}
}
stoneThrowing = {
heightCollider=1.05
heightPivot=0
name=stoneThrowing
size = {
x=0.3
y=0
z=0.4
}
stanceId=2
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
}
}
physicsParams = {
Living = {
air_resistance=0.5
colliderMat=mat_player_collider
gravity=13
inertia=11
inertiaAccel=11
k_air_control=0.1
mass=30
max_climb_angle=89
max_jump_angle=89
max_vel_ground=16
min_fall_angle=89
min_slide_angle=89
timeImpulseRecover=1
}
additionalPhysicsMass=1
flags=0
mass=30
stiffness_scale=73
}
}
RedDeerStag = {
AIMovementAbility = {
AIMovementSpeeds = {
Relaxed = {
Run = {
[03]=3
[01]=2.5
[02]=2
}
Slow = {
[01]=0.9
[03]=1.3
[02]=0.8
}
Sprint = {
[02]=5
[01]=7
[03]=8
}
Walk = {
[01]=1.5
[03]=2
[02]=1.3
}
}
}
avoidanceRadius=1.5
b3DMove=0
collisionAvoidanceAgentMinRadius=0.8
collisionAvoidanceAgentRadius=1.25
collisionAvoidanceObstacleOffest = {
x=0
y=0.3
z=0
}
collisionAvoidanceObstacleRadius=0.5
collisionAvoidanceObstacleTravel=0.8
collisionAvoidanceParticipation=true
collisionAvoidanceRadiusIncrement=0
collisionAvoidanceRagdollMode=1
cornerSlowDown=0.75
maneuverSpeed=1.5
maneuverTrh=2
maxAccel=2
maxDecel=4
maxTurnRadius=3
minTurnRadius=0
passRadius=0.5
pathFindPrediction=0.5
pathLookAhead=1
pathRadius=0.4
pathRegenIntervalDuringTrace=4
pathSpeedLookAheadPerSpeed=-1.5
pathType=AIPATH_HUMAN
resolveStickingInTrace=1
runSpeed=2.5
sprintSpeed=7
usePredictiveFollowing=1
velDecay=0.5
walkSpeed=1.5
}
ActionController=Animations/Mannequin/ADB/kcd_redDeer_controllerdefs.xml
AddAnimalLootAction()
AnimDatabase3P=Animations/Mannequin/ADB/kcd_redDeer_database.adb
CombatOpponentMnTag=oppDeer
Editor = {
Icon=User.bmp
IconOnTop=1
}
Event_Spawn()
Event_SpawnKeep()
Event_Spawn_Internal()
Event_Spawned()
Expose()
FlowEvents = {
Inputs = {
Spawn = {
[02]=bool
[01]()
}
}
Outputs = {
Spawned=entity
}
}
GetActions()
GetDogActions()
GetFlowgraphForwardingEntity()
GetReturnToPoolWeight()
InitialSetup()
InteractorPriority=2
IsAIControlled()
IsChatUsable=0
IsDogUsable=1
IsUsable()
NotifyRemoval()
OnDestroy()
OnDogRequest()
OnEditorSetGameMode()
OnLoadAI()
OnPropertyChange()
OnReset()
OnSaveAI()
OnSpawn()
OnUsed()
ProceduralContextLook = {
fadeInSeconds=0.8
fadeOutMinDistance=0
fadeOutSeconds=0.8
polarCoordinatesMaxPitchDegreesPerSecond=360
polarCoordinatesMaxYawDegreesPerSecond=360
polarCoordinatesSmoothEnable=true
polarCoordinatesSmoothTimeSeconds=0.2
}
Properties = {
CharacterSounds = {
foleyEffect=foley_RedDeer
footstepEffect=footsteps_RedDeer
}
ControlProfile=0
LipSync = {
TransitionQueueSettings = {
nAnimLayer=12
nCharacterSlot=0
playbackWeight=0.75
sDefaultAnimName=facial_chewing_01
}
bEnabled=true
esLipSyncType=LipSync_TransitionQueue
}
NPC = {
aianchorHome=
eiNPCCategory=1
}
Rendering = {
bWrinkleMap=true
}
Script = {
Misc=
bIdleUntilFirstPatch=false
}
SpawnedEntityName=
aicharacter_character=
bCanHoldInformation=true
bExported_to_game=true
bExported_to_test=true
bInvulnerable=false
bIsDummy=false
bNotPlayerMountable=false
bSaved_by_game=true
bSpawner=false
bWH_ListenerObject=true
bWH_PerceptibleObject=true
bWH_PerceptorObject=true
bWH_RequiresHome=false
commrange=30
eiColliderMode=0
esBehaviorSelectionTree=
esClothingConfig=red_deer_stag
esCommConfig=npc_default
esModularBehaviorTree=IdleSeq
esNavigationType=MediumSizedCharacters
esVoice=npc_default
fFmodCharacterTypeParam=0
fileHitDeathReactionsParamsDataFile=Libs/HitDeathReactionsData/HitDeathReactions_Default.xml
fileModel=Objects/Characters/animals/red_deer/red_deer.cdf
guidSharedSoulId=
nModelVariations=0
physicMassMult=1
sWH_AI_EntityCategory=
sharedSoulInstanceId=0
}
PropertiesInstance = {
aibehavior_behaviour=
bAutoDisable=false
esVoice=
nVariation=0
soclasses_SmartObjectClass=
}
RegisterAI()
Reset()
ResetAIParameters()
ResetCommon()
ReviveInEditor()
Server = {
OnInit()
}
SetActorModel()
UseMannequinAGState=true
ai=1
collisionCapsule = {
axis = {
x=0
y=1
z=0
}
height=1.3
pos = {
x=0
y=0.2
z=1.05
}
posCarcass = {
x=0
y=0.2
z=0.2
}
radius=0.26
}
collisionClass=2.09715e+06
defaultSoulArchetype=RedDeerStag
defaultSoulClass=red_deer_stag
gameParams = {
inertia=0
inertiaAccel=0
jumpHeight=1
stance = {
carryCorpse = {
heightCollider=0.9
heightPivot=0
name=carryCorpse
size = {
x=0.4
y=0.4
z=0.15
}
stanceId=9
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
combat = {
heightCollider=1.05
heightPivot=0
name=combat
size = {
x=0.3
y=0
z=0.4
}
stanceId=0
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
crouch = {
heightCollider=0.8
heightPivot=0
name=crouch
size = {
x=0.35
y=0
z=0.1
}
stanceId=1
useCapsule=1
viewOffset = {
x=0
y=0
z=1.1
}
}
injured = {
heightCollider=1.05
heightPivot=0
name=injured
size = {
x=0.3
y=0
z=0.4
}
stanceId=7
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
normal = {
heightCollider=0.4
heightPivot=0
name=normal
size = {
x=0.1
y=0
z=0.01
}
stanceId=3
useCapsule=0
viewOffset = {
x=0
y=0.1
z=0.5
}
}
stoneThrowing = {
heightCollider=1.05
heightPivot=0
name=stoneThrowing
size = {
x=0.3
y=0
z=0.4
}
stanceId=2
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
}
}
physicsParams = {
Living = {
air_resistance=0.5
colliderMat=mat_player_collider
gravity=13
inertia=11
inertiaAccel=11
k_air_control=0.1
mass=30
max_climb_angle=89
max_jump_angle=89
max_vel_ground=16
min_fall_angle=89
min_slide_angle=89
timeImpulseRecover=1
}
additionalPhysicsMass=1
flags=0
mass=30
stiffness_scale=73
}
}
ReflexLight = {
ActivateLight()
CacheResources()
Editor = {
AbsoluteRadius=1
IsScalable=false
ShowBounds=0
}
Event_Active()
Event_DiffuseColor()
Event_DiffuseMultiplier()
Event_Disable()
Event_Enable()
Event_Radius()
Event_SpecularMultiplier()
FlowEvents = {
Inputs = {
Active = {
[02]=bool
[01]()
}
DiffuseColor = {
[02]=vec3
[01]()
}
DiffuseMultiplier = {
[02]=float
[01]()
}
Disable = {
[02]=bool
[01]()
}
Enable = {
[02]=bool
[01]()
}
Radius = {
[02]=float
[01]()
}
SpecularMultiplier = {
[02]=float
[01]()
}
}
Outputs = {
Active=bool
}
}
LoadLightToSlot()
NotifySwitchOnOffFromParent()
OnInit()
OnLevelLoaded()
OnLoad()
OnPropertyAnimated()
OnPropertyChange()
OnReset()
OnSave()
OnShutDown()
OnSysSpecLightChanged()
OnUpdate()
Properties = {
Color = {
clrDiffuse = {
x=1
y=1
z=1
}
fDiffuseMultiplier=2
fGIMultiplier=2
fSpecularMultiplier=2
fToDMulWeight=1
fVolumetricMultiplier=0.012
}
Options = {
bAffectsThisAreaOnly=true
bAffectsVolumetricFogOnly=false
bAmbient=false
bDeferredClipBounds=false
bFakeLight=false
bIgnoresVisAreas=false
bVolumetricFog=true
esGIMode=StaticLight
fFogRadialLobe=0
fVerticalClipDistanceDownward=5
fVerticalClipDistanceUpward=5
file_deferred_clip_geom=
}
Projector = {
fProjectorFov=90
fProjectorNearPlane=0.02
texture_Texture=
}
Radius=10
Shadows = {
bDisableShadowCutoff=false
fShadowAutoBiasScale=1
fShadowBias=1
fShadowJitterWH=0
fShadowResolutionScale=1
fShadowSlopeBias=1
fShadowUpdateMinRadius=10
fShadowUpdateRatio=1
nCastShadows=4
nShadowMinResPercent=0
}
Shape = {
bAreaLight=true
bAreaPhysicalAttenuation=true
fFadeInRadius=0.35
fNearClip=0
fPlaneHeight=1
fPlaneWidth=1
fWallChamferHorizontal=0
fWallChamferVertical=0
fWallThickness=0.2
fWindowMarginHorizontal=0
fWindowMarginVertical=0
vFadeDimensionsBottom=0
vFadeDimensionsFar=0
vFadeDimensionsLeft=0
vFadeDimensionsNear=0
vFadeDimensionsRight=0
vFadeDimensionsTop=0
}
ToDData = {
T00 = {
clrColor = {
x=1
y=1
z=1
}
fMult=1
}
T01 = {
clrColor = {
x=1
y=1
z=1
}
fMult=1
}
T02 = {
clrColor = {
x=1
y=1
z=1
}
fMult=1
}
T03 = {
clrColor = {
x=1
y=1
z=1
}
fMult=1
}
T04 = {
clrColor = {
x=1
y=1
z=1
}
fMult=1
}
T05 = {
clrColor = {
x=1
y=1
z=1
}
fMult=1
}
T06 = {
clrColor = {
x=1
y=1
z=1
}
fMult=1
}
T07 = {
clrColor = {
x=1
y=1
z=1
}
fMult=1
}
T08 = {
clrColor = {
x=1
y=1
z=1
}
fMult=1
}
T09 = {
clrColor = {
x=1
y=1
z=1
}
fMult=1
}
T10 = {
clrColor = {
x=1
y=1
z=1
}
fMult=1
}
T11 = {
clrColor = {
x=1
y=1
z=1
}
fMult=1
}
}
bActive=true
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=false
fAttenuationBulbSize=0.7
}
}
RigidBody = {
Editor = {
Icon=physicsobject.bmp
IconOnTop=1
}
Event_Activate()
Event_AddImpulse()
Event_Hide()
Event_OnTouch()
Event_Show()
FlowEvents = {
Inputs = {
Activate = {
[02]=bool
[01]()
}
AddImpulse = {
[02]=bool
[01]()
}
Hide = {
[02]=bool
[01]()
}
OnTouch = {
[02]=bool
[01]()
}
Show = {
[02]=bool
[01]()
}
}
Outputs = {
Activate=bool
AddImpulse=bool
Hide=bool
OnTouch=bool
Show=bool
}
}
MapVisMask=0
OnContact()
OnDamage()
OnInit()
OnPropertyChange()
OnReset()
OnShutDown()
OnTimer()
OnUpdate()
PhysParams = {
density=0
mass=0
}
Properties = {
Density=5000
Impulse = {
X=0
Y=0
Z=0
}
Mass=1
bActivateOnRocketDamage=0
bAutoGenAIHidePts=0
bExported_to_game=true
bExported_to_test=true
bResting=1
bRigidBodyActive=true
bSaved_by_game=true
bVisible=1
damping=0
max_time_step=0.01
objModel=Objects/box.cgf
sleep_speed=0.04
soclasses_SmartObjectClass=
water_damping=1.5
water_resistance=0
}
gravityUpdate=0
temp_vec = {
x=0
y=0
z=0
}
type=RigidBody
updateTime=500
}
RoeDeerBuck = {
AIMovementAbility = {
AIMovementSpeeds = {
Relaxed = {
Run = {
[03]=3
[01]=2.5
[02]=2
}
Slow = {
[01]=0.9
[03]=1.3
[02]=0.8
}
Sprint = {
[02]=5
[01]=7
[03]=8
}
Walk = {
[01]=1.5
[03]=2
[02]=1.3
}
}
}
avoidanceRadius=1.5
b3DMove=0
collisionAvoidanceParticipation=true
collisionAvoidanceRadiusIncrement=0
cornerSlowDown=0.75
maneuverSpeed=1.5
maneuverTrh=2
maxAccel=2
maxDecel=4
maxTurnRadius=3
minTurnRadius=0
passRadius=1.25
pathFindPrediction=0.5
pathLookAhead=1
pathRadius=0.4
pathRegenIntervalDuringTrace=4
pathSpeedLookAheadPerSpeed=-1.5
pathType=AIPATH_HUMAN
resolveStickingInTrace=1
runSpeed=2.5
sprintSpeed=7
usePredictiveFollowing=1
velDecay=0.5
walkSpeed=1.5
}
ActionController=Animations/Mannequin/ADB/kcd_roebuck_controllerdefs.xml
AddAnimalLootAction()
AnimDatabase3P=Animations/Mannequin/ADB/kcd_roebuck_database.adb
CombatOpponentMnTag=oppRoebuck
Editor = {
Icon=User.bmp
IconOnTop=1
}
Event_Spawn()
Event_SpawnKeep()
Event_Spawn_Internal()
Event_Spawned()
Expose()
FlowEvents = {
Inputs = {
Spawn = {
[02]=bool
[01]()
}
}
Outputs = {
Spawned=entity
}
}
GetActions()
GetDogActions()
GetFlowgraphForwardingEntity()
GetReturnToPoolWeight()
InitialSetup()
InteractorPriority=2
IsAIControlled()
IsChatUsable=0
IsDogUsable=1
IsUsable()
NotifyRemoval()
OnDestroy()
OnDogRequest()
OnEditorSetGameMode()
OnLoadAI()
OnPropertyChange()
OnReset()
OnSaveAI()
OnSpawn()
OnUsed()
ProceduralContextLook = {
fadeInSeconds=0.8
fadeOutMinDistance=0
fadeOutSeconds=0.8
polarCoordinatesMaxPitchDegreesPerSecond=360
polarCoordinatesMaxYawDegreesPerSecond=360
polarCoordinatesSmoothEnable=true
polarCoordinatesSmoothTimeSeconds=0.2
}
Properties = {
CharacterSounds = {
bFootstepGearEffect=true
foleyEffect=foley_Roebuck
footstepEffect=footsteps_Roebuck
footstepIndGearAudioSignal_Run=
footstepIndGearAudioSignal_Walk=
remoteFootstepEffect=footsteps_Roebuck
}
ControlProfile=0
LipSync = {
TransitionQueueSettings = {
nAnimLayer=12
nCharacterSlot=0
playbackWeight=0.75
sDefaultAnimName=facial_chewing_01
}
bEnabled=true
esLipSyncType=LipSync_TransitionQueue
}
NPC = {
aianchorHome=
eiNPCCategory=1
}
Rendering = {
bWrinkleMap=true
}
Script = {
Misc=
bIdleUntilFirstPatch=false
}
SpawnedEntityName=
aicharacter_character=
bCanHoldInformation=true
bExported_to_game=true
bExported_to_test=true
bInvulnerable=false
bIsDummy=false
bNotPlayerMountable=false
bSaved_by_game=true
bSpawner=false
bWH_ListenerObject=true
bWH_PerceptibleObject=true
bWH_PerceptorObject=true
bWH_RequiresHome=false
commrange=30
eiColliderMode=0
esBehaviorSelectionTree=
esClothingConfig=roe_deer_buck
esCommConfig=npc_default
esModularBehaviorTree=IdleSeq
esNavigationType=MediumSizedCharacters
esVoice=npc_default
fFmodCharacterTypeParam=0
fileHitDeathReactionsParamsDataFile=Libs/HitDeathReactionsData/HitDeathReactions_Default.xml
fileModel=Objects/Characters/animals/roebuck/roebuck.cdf
guidSharedSoulId=
nModelVariations=0
physicMassMult=1
sWH_AI_EntityCategory=
sharedSoulInstanceId=0
}
PropertiesInstance = {
aibehavior_behaviour=
bAutoDisable=false
esVoice=
nVariation=0
soclasses_SmartObjectClass=
}
RegisterAI()
Reset()
ResetAIParameters()
ResetCommon()
ReviveInEditor()
Server = {
OnInit()
}
SetActorModel()
UseMannequinAGState=true
ai=1
collisionCapsule = {
axis = {
x=0
y=1
z=0
}
height=0.6
pos = {
x=0
y=0
z=0.65
}
posCarcass = {
x=-0.05
y=-0.15
z=0.15
}
radius=0.15
}
collisionClass=2.09715e+06
defaultSoulArchetype=RoeDeerBuck
defaultSoulClass=roe_deer_buck
gameParams = {
inertia=0
inertiaAccel=0
stance = {
carryCorpse = {
heightCollider=0.9
heightPivot=0
name=carryCorpse
size = {
x=0.4
y=0.4
z=0.15
}
stanceId=9
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
combat = {
heightCollider=1.05
heightPivot=0
name=combat
size = {
x=0.3
y=0
z=0.4
}
stanceId=0
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
crouch = {
heightCollider=0.8
heightPivot=0
name=crouch
size = {
x=0.35
y=0
z=0.1
}
stanceId=1
useCapsule=1
viewOffset = {
x=0
y=0
z=1.1
}
}
injured = {
heightCollider=1.05
heightPivot=0
name=injured
size = {
x=0.3
y=0
z=0.4
}
stanceId=7
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
normal = {
heightCollider=0.4
heightPivot=0
name=normal
size = {
x=0.1
y=0
z=0.01
}
stanceId=3
useCapsule=0
viewOffset = {
x=0
y=0.1
z=0.5
}
}
stoneThrowing = {
heightCollider=1.05
heightPivot=0
name=stoneThrowing
size = {
x=0.3
y=0
z=0.4
}
stanceId=2
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
}
}
physicsParams = {
Living = {
air_resistance=0.5
colliderMat=mat_player_collider
gravity=13
inertia=11
inertiaAccel=11
k_air_control=0.1
mass=30
max_climb_angle=89
max_jump_angle=89
max_vel_ground=16
min_fall_angle=89
min_slide_angle=89
timeImpulseRecover=1
}
additionalPhysicsMass=1
flags=0
mass=30
stiffness_scale=73
}
}
RoeDeerHind = {
AIMovementAbility = {
AIMovementSpeeds = {
Relaxed = {
Run = {
[03]=3
[01]=2.5
[02]=2
}
Slow = {
[01]=0.9
[03]=1.3
[02]=0.8
}
Sprint = {
[02]=5
[01]=7
[03]=8
}
Walk = {
[01]=1.5
[03]=2
[02]=1.3
}
}
}
avoidanceRadius=1.5
b3DMove=0
collisionAvoidanceParticipation=true
collisionAvoidanceRadiusIncrement=0
cornerSlowDown=0.75
maneuverSpeed=1.5
maneuverTrh=2
maxAccel=2
maxDecel=4
maxTurnRadius=3
minTurnRadius=0
passRadius=1.25
pathFindPrediction=0.5
pathLookAhead=1
pathRadius=0.4
pathRegenIntervalDuringTrace=4
pathSpeedLookAheadPerSpeed=-1.5
pathType=AIPATH_HUMAN
resolveStickingInTrace=1
runSpeed=2.5
sprintSpeed=7
usePredictiveFollowing=1
velDecay=0.5
walkSpeed=1.5
}
ActionController=Animations/Mannequin/ADB/kcd_roebuck_controllerdefs.xml
AddAnimalLootAction()
AnimDatabase3P=Animations/Mannequin/ADB/kcd_roebuck_database.adb
CombatOpponentMnTag=oppRoebuck
Editor = {
Icon=User.bmp
IconOnTop=1
}
Event_Spawn()
Event_SpawnKeep()
Event_Spawn_Internal()
Event_Spawned()
Expose()
FlowEvents = {
Inputs = {
Spawn = {
[02]=bool
[01]()
}
}
Outputs = {
Spawned=entity
}
}
GetActions()
GetDogActions()
GetFlowgraphForwardingEntity()
GetReturnToPoolWeight()
InitialSetup()
InteractorPriority=2
IsAIControlled()
IsChatUsable=0
IsDogUsable=1
IsUsable()
NotifyRemoval()
OnDestroy()
OnDogRequest()
OnEditorSetGameMode()
OnLoadAI()
OnPropertyChange()
OnReset()
OnSaveAI()
OnSpawn()
OnUsed()
ProceduralContextLook = {
fadeInSeconds=0.8
fadeOutMinDistance=0
fadeOutSeconds=0.8
polarCoordinatesMaxPitchDegreesPerSecond=360
polarCoordinatesMaxYawDegreesPerSecond=360
polarCoordinatesSmoothEnable=true
polarCoordinatesSmoothTimeSeconds=0.2
}
Properties = {
CharacterSounds = {
foleyEffect=foley_Roebuck
footstepEffect=footsteps_Roebuck
}
ControlProfile=0
LipSync = {
TransitionQueueSettings = {
nAnimLayer=12
nCharacterSlot=0
playbackWeight=0.75
sDefaultAnimName=facial_chewing_01
}
bEnabled=true
esLipSyncType=LipSync_TransitionQueue
}
NPC = {
aianchorHome=
eiNPCCategory=1
}
Rendering = {
bWrinkleMap=true
}
Script = {
Misc=
bIdleUntilFirstPatch=false
}
SpawnedEntityName=
aicharacter_character=
bCanHoldInformation=true
bExported_to_game=true
bExported_to_test=true
bInvulnerable=false
bIsDummy=false
bNotPlayerMountable=false
bSaved_by_game=true
bSpawner=false
bWH_ListenerObject=true
bWH_PerceptibleObject=true
bWH_PerceptorObject=true
bWH_RequiresHome=false
commrange=30
eiColliderMode=0
esBehaviorSelectionTree=
esClothingConfig=roe_deer_hind
esCommConfig=npc_default
esModularBehaviorTree=IdleSeq
esNavigationType=MediumSizedCharacters
esVoice=npc_default
fFmodCharacterTypeParam=0
fileHitDeathReactionsParamsDataFile=Libs/HitDeathReactionsData/HitDeathReactions_Default.xml
fileModel=Objects/Characters/animals/roebuck/roebuck.cdf
guidSharedSoulId=
nModelVariations=0
physicMassMult=1
sWH_AI_EntityCategory=
sharedSoulInstanceId=0
}
PropertiesInstance = {
aibehavior_behaviour=
bAutoDisable=false
esVoice=
nVariation=0
soclasses_SmartObjectClass=
}
RegisterAI()
Reset()
ResetAIParameters()
ResetCommon()
ReviveInEditor()
Server = {
OnInit()
}
SetActorModel()
UseMannequinAGState=true
ai=1
collisionCapsule = {
axis = {
x=0
y=1
z=0
}
height=0.6
pos = {
x=0
y=0
z=0.65
}
posCarcass = {
x=-0.05
y=-0.15
z=0.15
}
radius=0.15
}
collisionClass=2.09715e+06
defaultSoulArchetype=RoeDeerHind
defaultSoulClass=roe_deer_hind
gameParams = {
inertia=0
inertiaAccel=0
jumpHeight=1
stance = {
carryCorpse = {
heightCollider=0.9
heightPivot=0
name=carryCorpse
size = {
x=0.4
y=0.4
z=0.15
}
stanceId=9
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
combat = {
heightCollider=1.05
heightPivot=0
name=combat
size = {
x=0.3
y=0
z=0.4
}
stanceId=0
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
crouch = {
heightCollider=0.8
heightPivot=0
name=crouch
size = {
x=0.35
y=0
z=0.1
}
stanceId=1
useCapsule=1
viewOffset = {
x=0
y=0
z=1.1
}
}
injured = {
heightCollider=1.05
heightPivot=0
name=injured
size = {
x=0.3
y=0
z=0.4
}
stanceId=7
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
normal = {
heightCollider=0.4
heightPivot=0
name=normal
size = {
x=0.1
y=0
z=0.01
}
stanceId=3
useCapsule=0
viewOffset = {
x=0
y=0.1
z=0.5
}
}
stoneThrowing = {
heightCollider=1.05
heightPivot=0
name=stoneThrowing
size = {
x=0.3
y=0
z=0.4
}
stanceId=2
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
}
}
physicsParams = {
Living = {
air_resistance=0.5
colliderMat=mat_player_collider
gravity=13
inertia=11
inertiaAccel=11
k_air_control=0.1
mass=30
max_climb_angle=89
max_jump_angle=89
max_vel_ground=16
min_fall_angle=89
min_slide_angle=89
timeImpulseRecover=1
}
additionalPhysicsMass=1
flags=0
mass=30
stiffness_scale=73
}
}
RopeEntity = {
Event_BreakEnd()
Event_BreakStart()
Event_GetLength()
Event_Hide()
Event_Length()
Event_MaxForce()
Event_PhysIdEnd()
Event_PhysIdStart()
Event_PtEnd()
Event_PtStart()
Event_Radius()
Event_Remove()
Event_SegCount()
Event_SleepSpeed()
Event_UnHide()
FlowEvents = {
Inputs = {
BreakEnd = {
[02]=bool
[01]()
}
BreakStart = {
[02]=bool
[01]()
}
GetLength = {
[02]=bool
[01]()
}
Hide = {
[02]=bool
[01]()
}
Length = {
[02]=float
[01]()
}
MaxForce = {
[02]=float
[01]()
}
PhysIdEnd = {
[02]=int
[01]()
}
PhysIdStart = {
[02]=int
[01]()
}
PtEnd = {
[02]=Vec3
[01]()
}
PtStart = {
[02]=Vec3
[01]()
}
Radius = {
[02]=float
[01]()
}
Remove = {
[02]=bool
[01]()
}
SegCount = {
[02]=int
[01]()
}
SleepSpeed = {
[02]=float
[01]()
}
UnHide = {
[02]=bool
[01]()
}
}
Outputs = {
Break=int
Hide=bool
Length=float
Remove=bool
Strained=bool
UnHide=bool
}
}
OnPhysicsBreak()
OnSpawn()
Properties = {
MultiplayerOptions = {
bNetworked=false
}
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=false
}
}
RuntimePrefab = {
CreateOnLoad()
Editor = {
Icon=RuntimePrefab.bmp
ShowBounds=1
}
OnDestroy()
OnHidden()
OnInit()
OnMove()
OnPropertyChange()
OnReset()
OnSpawn()
OnUnHidden()
Properties = {
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
guidPrefabTemplate=0
nMaxSpawn=0
}
Reset()
Spawn()
type=RuntimePrefab
}
RuntimePrefabAutoPhase = {
Editor = {
Icon=RuntimePrefabAutoPhase.bmp
ShowBounds=1
}
Properties = {
bChangeWhenVisible=false
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
esAutoPhaseChangeCategory=fireplace_burning
sAutoPhaseChangeTimeOfDayPhases=(5h,1);(21h,2)
sAutoPhaseChangeWorldTimeDelayStdDev=30m
}
type=RuntimePrefabAutoPhase
}
SAT_KillDisabled=1
SAT_KillDisabledNoDagger=5
SAT_KillEnabled=3
SAT_KnockoutDisabled=2
SAT_KnockoutEnabled=4
SAT_Undefined=0
SCANDIR_ALL=0
SCANDIR_FILES=1
SCANDIR_SUBDIRS=2
SEQUENCE_NOT_STARTED=0
SEQUENCE_PLAYING=1
SEQUENCE_STOPPED=2
SHOOTING_SPOT_POINT=32768
SIGNALFILTER_ANYONEINCOMM=4
SIGNALFILTER_ANYONEINCOMM_EXCEPT=15
SIGNALFILTER_FACTIONONLY=3
SIGNALFILTER_FORMATION=19
SIGNALFILTER_FORMATION_EXCEPT=20
SIGNALFILTER_GROUPONLY=2
SIGNALFILTER_GROUPONLY_EXCEPT=14
SIGNALFILTER_HALFOFGROUP=12
SIGNALFILTER_LASTOP=1
SIGNALFILTER_LEADER=13
SIGNALFILTER_LEADERENTITY=16
SIGNALFILTER_NEARESTGROUP=9
SIGNALFILTER_NEARESTINCOMM=11
SIGNALFILTER_NEARESTINCOMM_FACTION=17
SIGNALFILTER_NEARESTINCOMM_LOOKING=18
SIGNALFILTER_SENDER=0
SIGNALFILTER_SUPERFACTION=7
SIGNALFILTER_SUPERGROUP=6
SIGNALFILTER_SUPERTARGET=8
SIGNALFILTER_TARGET=5
SIGNALID_READIBILITY=100
SIGNALID_READIBILITYAT=101
SOUND_INTERESTING=0
SOUND_THREATENING=1
SO_ActionSettings = {
Editor = {
Icon=smartObjectHolder.bmp
}
GetEditorModel()
OnInit()
Properties = {
CameraLimitHorizontal=75
CameraLimitVerticalMax=70
CameraLimitVerticalMin=-75
Script = {
Misc=
}
bExported_to_game=true
bExported_to_test=true
bNo_POI=false
bOwnedByHome=false
bPOI_discoverable_by_location=true
bSaved_by_game=false
guidSmartObjectType=5d76491c-c52a-42cf-ba9c-4dbdd35d475a
object_editorModel=
sWH_AI_EntityCategory=
soclass_SmartObjectHelpers=
}
}
SO_AnimationAndBark = {
Editor = {
Icon=smartObjectHolder.bmp
}
GetEditorModel()
OnInit()
Properties = {
Animation = {
sAnimationFragment=
sAnimationTags=
}
Bark = {
sAlias=
}
Script = {
Misc=
}
bExported_to_game=true
bExported_to_test=true
bNo_POI=false
bOwnedByHome=false
bPOI_discoverable_by_location=true
bSaved_by_game=false
guidSmartObjectType=DEF0005E-0000-0000-0000-DEF00000005E
object_editorModel=
sWH_AI_EntityCategory=
soclass_SmartObjectHelpers=
}
}
SO_CheeringSpot_Leaning = {
Editor = {
Icon=smartObjectHolder.bmp
}
GetEditorModel()
GetGenderVariantLimit()
GetVariantData()
OnEditorLayerLoaded()
OnInit()
OnPropertyChange()
OnSpawn()
Properties = {
CheeringSpot = {
bDisable_Force_Look=false
esCheeringSpot_Leaning_Variant=random
}
Script = {
Misc=
}
bExported_to_game=true
bExported_to_test=true
bNo_POI=false
bOwnedByHome=false
bPOI_discoverable_by_location=true
bSaved_by_game=false
guidSmartObjectType=DEF0005E-0000-0000-0000-DEF00000005E
object_editorModel=
sWH_AI_EntityCategory=
soclass_SmartObjectHelpers=
}
UpdateData()
UpdateGhosts()
}
SO_CheeringSpot_Standing = {
Editor = {
Icon=smartObjectHolder.bmp
}
GetEditorModel()
GetGenderVariantLimit()
GetVariantData()
OnEditorLayerLoaded()
OnInit()
OnPropertyChange()
OnSpawn()
Properties = {
CheeringSpot = {
bDisable_Force_Look=false
esCheeringSpot_Standing_Variant=random
}
Script = {
Misc=
}
bExported_to_game=true
bExported_to_test=true
bNo_POI=false
bOwnedByHome=false
bPOI_discoverable_by_location=true
bSaved_by_game=false
guidSmartObjectType=DEF0005E-0000-0000-0000-DEF00000005E
object_editorModel=
sWH_AI_EntityCategory=
soclass_SmartObjectHelpers=
}
UpdateData()
UpdateGhosts()
}
SO_DeadBody_Horse = {
ApplyDirtAndBlood()
Editor = {
Icon=DeadBody.bmp
}
GetEditorModel()
OnEditorLayerLoaded()
OnInit()
OnPropertyChange()
OnSpawn()
Properties = {
DeadBody = {
AddBlood = {
fHead=0
fLegs=0
fTorso=0
}
bRagdollOnly=false
esDeadBody_Horse_Variant=horse_lyingOnLeftSide_01
fAddDirt=0
}
Script = {
Misc=
}
bExported_to_game=true
bExported_to_test=true
bNo_POI=false
bOwnedByHome=false
bPOI_discoverable_by_location=true
bSaved_by_game=true
guidSmartObjectType=DEF0005E-0000-0000-0000-DEF00000005E
object_editorModel=
sWH_AI_EntityCategory=
soclass_SmartObjectHelpers=
}
UpdateData()
UpdateGhosts()
sequenceName=
unstanceName=
}
SO_DeadBody_Human = {
ApplyDirtAndBlood()
Editor = {
Icon=DeadBody.bmp
}
GetEditorModel()
OnEditorLayerLoaded()
OnInit()
OnPropertyChange()
OnSpawn()
Properties = {
DeadBody = {
AddBlood = {
fArm_left=0
fArm_right=0
fHead=0
fLeg_left=0
fLeg_right=0
fTorso=0
}
bLootableByPlayer=true
bPickableByPlayer=true
bRagdollOnly=false
bRagdollOnly_DontPosition=false
esDeadBody_Human_Variant=male_lyingOnBack_01
fAddDirt=0
}
Script = {
Misc=
}
bExported_to_game=true
bExported_to_test=true
bNo_POI=false
bOwnedByHome=false
bPOI_discoverable_by_location=true
bSaved_by_game=true
guidSmartObjectType=DEF0005E-0000-0000-0000-DEF00000005E
object_editorModel=
sWH_AI_EntityCategory=
soclass_SmartObjectHelpers=
}
UpdateData()
UpdateGhosts()
sequenceName=
unstanceName=
}
SO_DeadBody_Human_Hanged = {
ApplyDirtAndBlood()
Editor = {
Icon=DeadBody.bmp
}
GetEditorModel()
OnEditorLayerLoaded()
OnInit()
OnPropertyChange()
OnSpawn()
Properties = {
DeadBody = {
AddBlood = {
fArm_left=0
fArm_right=0
fHead=0
fLeg_left=0
fLeg_right=0
fTorso=0
}
bLootableByPlayer=true
bPickableByPlayer=false
bRagdollOnly=false
bRagdollOnly_DontPosition=false
esDeadBody_Human_Hanged_Variant=male_hanged_01
fAddDirt=0
}
Script = {
Misc=
}
bExported_to_game=true
bExported_to_test=true
bNo_POI=false
bOwnedByHome=false
bPOI_discoverable_by_location=true
bSaved_by_game=false
guidSmartObjectType=DEF0005E-0000-0000-0000-DEF00000005E
object_editorModel=
sWH_AI_EntityCategory=
soclass_SmartObjectHelpers=
}
UpdateData()
UpdateGhosts()
sequenceName=
unstanceName=
useItem_left=false
}
SO_DeadBody_Human_Interactable = {
ApplyDirtAndBlood()
Editor = {
Icon=DeadBody.bmp
}
GetEditorModel()
OnEditorLayerLoaded()
OnInit()
OnPropertyChange()
OnSpawn()
Properties = {
DeadBody = {
AddBlood = {
fArm_left=0
fArm_right=0
fHead=0
fLeg_left=0
fLeg_right=0
fTorso=0
}
bAlwaysFastForwardIntoInteracting=true
bLootableByPlayer=true
bPickableByPlayer=false
bRagdollOnly=false
bRagdollOnly_DontPosition=false
esDeadBody_Human_Interactable_Variant=male_looting_male_lyingOnBack_01
fAddDirt=0
}
Script = {
Misc=
}
bExported_to_game=true
bExported_to_test=true
bNo_POI=false
bOwnedByHome=false
bPOI_discoverable_by_location=true
bSaved_by_game=false
guidSmartObjectType=DEF0005E-0000-0000-0000-DEF00000005E
object_editorModel=
sWH_AI_EntityCategory=
soclass_SmartObjectHelpers=
}
UpdateData()
UpdateGhosts()
sequenceName=
unstanceName=
unstanceName_beingInteracted=deadBody_male_looting_male_lyingOnBack_01_beingInteracted
unstanceName_interactant=deadBody_male_looting_male_lyingOnBack_01_interactant
}
SO_DeadBody_WolfDog = {
ApplyDirtAndBlood()
Editor = {
Icon=DeadBody.bmp
}
GetEditorModel()
OnEditorLayerLoaded()
OnInit()
OnPropertyChange()
OnSpawn()
Properties = {
DeadBody = {
AddBlood = {
fTorso=0
}
esDeadBody_WolfDog_Variant=wolfDog_lyingOnRightSide_01
fAddDirt=0
}
Script = {
Misc=
}
bExported_to_game=true
bExported_to_test=true
bNo_POI=false
bOwnedByHome=false
bPOI_discoverable_by_location=true
bSaved_by_game=false
guidSmartObjectType=DEF0005E-0000-0000-0000-DEF00000005E
object_editorModel=
sWH_AI_EntityCategory=
soclass_SmartObjectHelpers=
}
UpdateData()
UpdateGhosts()
unstanceName=
}
SO_DiggingSpot = {
Editor = {
Icon=smartObjectHolder.bmp
}
GetEditorModel()
OnInit()
Properties = {
DiggingSpot = {
bGetShovelFromInventory=false
}
Script = {
Misc=
}
bExported_to_game=true
bExported_to_test=true
bNo_POI=false
bOwnedByHome=false
bPOI_discoverable_by_location=true
bSaved_by_game=false
guidSmartObjectType=DEF0005E-0000-0000-0000-DEF00000005E
object_editorModel=
sWH_AI_EntityCategory=
soclass_SmartObjectHelpers=
}
}
SO_HostageSituation = {
Editor = {
Icon=smartObjectHolder.bmp
}
GetAnimationSet()
GetEditorModel()
OnEditorLayerLoaded()
OnInit()
OnPropertyChange()
OnSpawn()
Properties = {
HostageSituation = {
esHostageSituation_Variant=maleHoldsFemale
}
Script = {
Misc=
}
bExported_to_game=true
bExported_to_test=true
bNo_POI=false
bOwnedByHome=false
bPOI_discoverable_by_location=true
bSaved_by_game=false
guidSmartObjectType=DEF0005E-0000-0000-0000-DEF00000005E
object_editorModel=
sWH_AI_EntityCategory=
soclass_SmartObjectHelpers=
}
UpdateData()
UpdateGhosts()
useRealWeapon=true
}
SO_LeaningRail = {
Editor = {
Icon=smartObjectHolder.bmp
}
GetEditorModel()
OnInit()
OnPropertyChange()
OnSpawn()
Properties = {
LeaningRail = {
esLeaningRail_Variant=LeaningRail1
}
Script = {
Misc=
}
bExported_to_game=true
bExported_to_test=true
bNo_POI=false
bOwnedByHome=false
bPOI_discoverable_by_location=true
bSaved_by_game=false
guidSmartObjectType=DEF0005E-0000-0000-0000-DEF00000005E
object_editorModel=
sWH_AI_EntityCategory=
soclass_SmartObjectHelpers=
}
Reset()
unstanceName=leaningRail1
}
SO_LyingHarmed = {
Editor = {
Icon=smartObjectHolder.bmp
}
GetEditorModel()
OnInit()
OnPropertyChange()
OnSpawn()
Properties = {
LyingHarmed = {
esLyingHarmedPose=male_lyingWounded_01
}
Script = {
Misc=
}
bExported_to_game=true
bExported_to_test=true
bNo_POI=false
bOwnedByHome=false
bPOI_discoverable_by_location=true
bSaved_by_game=false
guidSmartObjectType=DEF0005E-0000-0000-0000-DEF00000005E
object_editorModel=
sWH_AI_EntityCategory=
soclass_SmartObjectHelpers=
}
Reset()
unstanceName=lyingWounded_01
}
SO_LyingHarmed_Healing = {
Editor = {
Icon=smartObjectHolder.bmp
}
GetEditorModel()
OnInit()
OnPropertyChange()
OnSpawn()
Properties = {
LyingHarmed_Healing = {
esLyingHarmed_Healing_Variant=male_lyingInjured_bed_low
}
Script = {
Misc=
}
bExported_to_game=true
bExported_to_test=true
bNo_POI=false
bOwnedByHome=false
bPOI_discoverable_by_location=true
bSaved_by_game=false
guidSmartObjectType=DEF0005E-0000-0000-0000-DEF00000005E
object_editorModel=
sWH_AI_EntityCategory=
soclass_SmartObjectHelpers=
}
Reset()
unstanceName=lyingInjured_bedLow
}
SO_LyingHarmed_Wounded = {
Editor = {
Icon=smartObjectHolder.bmp
}
GetEditorModel()
OnInit()
OnPropertyChange()
OnSpawn()
Properties = {
LyingHarmed_Wounded = {
esLyingHarmed_Wounded_Variant=male_lyingWounded_01_bed_low
}
Script = {
Misc=
}
bExported_to_game=true
bExported_to_test=true
bNo_POI=false
bOwnedByHome=false
bPOI_discoverable_by_location=true
bSaved_by_game=false
guidSmartObjectType=DEF0005E-0000-0000-0000-DEF00000005E
object_editorModel=
sWH_AI_EntityCategory=
soclass_SmartObjectHelpers=
}
Reset()
unstanceName=lyingWounded_01_bedLow
}
SO_Party_Duo_Sitting = {
Editor = {
Icon=smartObjectHolder.bmp
}
GetEditorModel()
OnEditorLayerLoaded()
OnInit()
OnPropertyChange()
OnSpawn()
Properties = {
Party = {
esParty_Duo_Sitting_Variant=male_male_talkingAndDrinkingAndCheering_pickingCup_01
}
Script = {
Misc=
}
bExported_to_game=true
bExported_to_test=true
bNo_POI=false
bOwnedByHome=false
bPOI_discoverable_by_location=true
bSaved_by_game=false
guidSmartObjectType=DEF0005E-0000-0000-0000-DEF00000005E
object_editorModel=
sWH_AI_EntityCategory=
soclass_SmartObjectHelpers=
}
UpdateData()
UpdateGhosts()
gesturesCount=0
gesturesFragmentID_leader=Party_Duo_Sitting_TalkingAndDrinkingAndCheering_PickingCup_01_Gestures_Leader
gesturesFragmentID_minion=Party_Duo_Sitting_TalkingAndDrinkingAndCheering_PickingCup_01_Gestures_Minion
unstanceName_leader=party_duo_sitting_talkingAndDrinkingAndCheering_pickingCup_01_leader
unstanceName_minion=party_duo_sitting_talkingAndDrinkingAndCheering_pickingCup_01_minion
}
SO_Party_Duo_Standing = {
Editor = {
Icon=smartObjectHolder.bmp
}
GetEditorModel()
OnEditorLayerLoaded()
OnInit()
OnPropertyChange()
OnSpawn()
Properties = {
Party = {
esParty_Duo_Standing_Variant=male_male_talking_01
}
Script = {
Misc=
}
bExported_to_game=true
bExported_to_test=true
bNo_POI=false
bOwnedByHome=false
bPOI_discoverable_by_location=true
bSaved_by_game=false
guidSmartObjectType=DEF0005E-0000-0000-0000-DEF00000005E
object_editorModel=
sWH_AI_EntityCategory=
soclass_SmartObjectHelpers=
}
UpdateData()
UpdateGhosts()
__super = {
Editor = {
Icon=smartObjectHolder.bmp
}
GetEditorModel()
OnInit()
Properties = {
Script = {
Misc=
}
bExported_to_game=true
bExported_to_test=true
bNo_POI=false
bOwnedByHome=false
bPOI_discoverable_by_location=true
bSaved_by_game=false
guidSmartObjectType=DEF0005E-0000-0000-0000-DEF00000005E
object_editorModel=
sWH_AI_EntityCategory=
soclass_SmartObjectHelpers=
}
}
gesturesCount=0
gesturesFragmentID_leader=
gesturesFragmentID_minion=
holdingItem=false
unstanceName_leader=party_duo_standing_talking_01_leader
unstanceName_minion=party_duo_standing_talking_01_minion
}
SO_Party_Lying = {
Editor = {
Icon=smartObjectHolder.bmp
}
GetEditorModel()
OnEditorLayerLoaded()
OnInit()
OnPropertyChange()
OnSpawn()
Properties = {
Party = {
esParty_Lying_Variant=male_drunk_resting_01
}
Script = {
Misc=
}
bExported_to_game=true
bExported_to_test=true
bNo_POI=false
bOwnedByHome=false
bPOI_discoverable_by_location=true
bSaved_by_game=false
guidSmartObjectType=DEF0005E-0000-0000-0000-DEF00000005E
object_editorModel=
sWH_AI_EntityCategory=
soclass_SmartObjectHelpers=
}
UpdateData()
UpdateGhosts()
unstanceName=party_lying_drunk_resting_01
}
SO_Party_Sitting = {
Editor = {
Icon=smartObjectHolder.bmp
}
GetEditorModel()
OnEditorLayerLoaded()
OnInit()
OnPropertyChange()
OnSpawn()
Properties = {
Party = {
esParty_Sitting_Variant=male_talking_01
}
Script = {
Misc=
}
bExported_to_game=true
bExported_to_test=true
bNo_POI=false
bOwnedByHome=false
bPOI_discoverable_by_location=true
bSaved_by_game=false
guidSmartObjectType=DEF0005E-0000-0000-0000-DEF00000005E
object_editorModel=
sWH_AI_EntityCategory=
soclass_SmartObjectHelpers=
}
UpdateData()
UpdateGhosts()
unstanceName=party_sitting_talking_01
}
SO_Party_Standing = {
Editor = {
Icon=smartObjectHolder.bmp
}
GetEditorModel()
OnEditorLayerLoaded()
OnInit()
OnPropertyChange()
OnSpawn()
Properties = {
Party = {
esParty_Standing_Variant=male_talking_01
}
Script = {
Misc=
}
bExported_to_game=true
bExported_to_test=true
bNo_POI=false
bOwnedByHome=false
bPOI_discoverable_by_location=true
bSaved_by_game=false
guidSmartObjectType=DEF0005E-0000-0000-0000-DEF00000005E
object_editorModel=
sWH_AI_EntityCategory=
soclass_SmartObjectHelpers=
}
UpdateData()
UpdateGhosts()
holdingItem=false
unstanceName_female=party_standing_talking_01_female
unstanceName_male=party_standing_talking_01_male
}
SO_SpecialSittingActivity = {
Editor = {
Icon=smartObjectHolder.bmp
}
GetEditorModel()
OnEditorLayerLoaded()
OnInit()
OnPropertyChange()
OnSpawn()
Properties = {
Script = {
Misc=
}
SpecialSittingActivity = {
esSpecialSittingActivity_Variant=female_noTable_crying
}
bExported_to_game=true
bExported_to_test=true
bNo_POI=false
bOwnedByHome=false
bPOI_discoverable_by_location=true
bSaved_by_game=false
guidSmartObjectType=DEF0005E-0000-0000-0000-DEF00000005E
object_editorModel=
sWH_AI_EntityCategory=
soclass_SmartObjectHelpers=
}
UpdateData()
UpdateGhosts()
unstanceName=specialSittingActivity_female_noTable_crying
}
SO_Test_AnimationPreview = {
Editor = {
Icon=smartObjectHolder.bmp
}
GetEditorModel()
OnInit()
Properties = {
AnimationPreview = {
bAligned=false
bSitting=false
sOneshot_Animation_Fragment=
sOneshot_Animation_Tags=
sUnstance_Name=
}
Script = {
Misc=
}
bExported_to_game=true
bExported_to_test=true
bNo_POI=false
bOwnedByHome=false
bPOI_discoverable_by_location=true
bSaved_by_game=false
guidSmartObjectType=DEF0005E-0000-0000-0000-DEF00000005E
object_editorModel=
sWH_AI_EntityCategory=
soclass_SmartObjectHelpers=
}
}
SO_TrackviewMessage = {
Editor = {
Icon=trackviewMessage.bmp
}
Event_DisableUsable()
Event_EnableUsable()
Event_SendAIMessage()
Event_Used()
FlowEvents = {
Inputs = {
SendAIMessage = {
[02]=string
[01]()
}
}
}
GetUsableMessage()
IsUsable()
OnUsed()
Properties = {
EntityName = {
esReceiverEntityName=
esSecondaryParametr=
}
UseMessage=
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
bUsable=false
}
ResetOnUsed()
}
SO_WaitingSpot = {
Editor = {
Icon=smartObjectHolder.bmp
}
GetEditorModel()
OnEditorLayerLoaded()
OnInit()
OnPropertyChange()
OnSpawn()
Properties = {
MovementDetails = {
esMovementSpeed=b_Walk
}
Script = {
Misc=
}
WaitingSpot = {
esWaitingSpot_Variant=male_armAkimbo
}
bExported_to_game=true
bExported_to_test=true
bNo_POI=false
bOwnedByHome=false
bPOI_discoverable_by_location=true
bSaved_by_game=false
guidSmartObjectType=DEF0005E-0000-0000-0000-DEF00000005E
object_editorModel=
sWH_AI_EntityCategory=
soclass_SmartObjectHelpers=
}
UpdateData()
UpdateGhosts()
movementSpeed=Walk
unstanceName_female=waiting_holdingArm
unstanceName_male=waiting_armAkimbo
}
SPECIAL_FORMATION_POINT=65536
SPEED_RUN=2
SPEED_SLOW=0.9
SPEED_SPRINT=3
SPEED_WALK=1
SPEED_ZERO=0
STANCE_ALERTED=6
STANCE_CROUCH=1
STANCE_HIGH_COVER=7
STANCE_LOW_COVER=5
STANCE_PRONE=2
STANCE_RELAXED=3
STANCE_STAND=0
STANCE_STEALTH=4
STANCE_SWIM=8
STANCE_ZEROG=9
STICK_BREAK=1
STICK_SHORTCUTNAV=2
STRING=83
STRINGTABLE=84
Script = {
DumpLoadedScripts()
KillTimer()
LoadScript()
ReloadEntityScript()
ReloadScript()
ReloadScripts()
SetTimer()
SetTimerForFunction()
UnloadScript()
}
ScriptCommand = {
Category=advanced
Implementation()
Inputs = {
[01] = {
[01]=t_Activate
[02]=bool
}
[02] = {
[01]=Command
[02]=string
}
}
Outputs = {
[01] = {
[01]=Done
[02]=bool
}
}
}
ScriptLoader = {
IsLuaScript()
LoadFolder()
LoadFromInclude()
LoadScript()
ShouldIgnore()
ignoredPaths = {
[01]=Scripts/Utils/ScriptLoader.lua
}
}
Sequence = {
FreezeGame()
UnfreezeGame()
}
SequenceArea = {
Editor = {
Icon=Sequencearea.bmp
IconOnTop=1
}
OnPropertyChange()
Properties = {
bCreate_Obstacle=true
bExported_to_game=true
bExported_to_test=true
bHide_Actors=true
bHide_Items=true
bHide_Other_Entities=false
bSaved_by_game=false
}
type=SequenceArea
}
SequenceObject = {
Editor = {
Icon=sequence.bmp
}
OnPropertyChange()
Properties = {
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
}
bSaved_by_game=false
}
SequenceTrigger = {
BaseReportUse()
Editor = {
Icon=Trigger.bmp
}
GetActions()
GetHint()
GetHintHold()
InteractorPriority=4
IsActionAvailable()
IsEnabled()
IsEnabledByProperties()
IsEnabledByScriptPerk()
IsEnabledBySoulAbility()
IsEnabledFromQuestSystem()
IsEnabledHold()
IsUsable()
IsUsableHold()
NeedSerialize()
OnAction()
OnEditorSetGameMode()
OnInventoryClosed()
OnInventoryItemUsed()
OnLoad()
OnPropertyChange()
OnReset()
OnSave()
OnSpawn()
OnUsed()
OnUsedHold()
OpenInventory()
PhysicalizeThis()
Properties = {
Click = {
Angle = {
fAngleTolerance=180
fApproachDirection=0
}
InventoryFilter=
InventoryMultiFilter=
Item = {
bAllowUseWithoutItem=false
bDeleteAfterUse=false
guidItemClassId=
sAliasToBarkWithoutItem=
}
UseMessage=@ui_hud_use_item
bIsActive=true
bIsActiveInCombat=false
bIsActiveInTenseCircumstance=false
bIsActiveWhileCarryingCorpse=false
bRequireTargetHaveDialog=false
fActiveDistance=-1
fActiveMinDistance=-1
fZToleration=-1
guidRequiredScriptPerk=
sRequiredSoulAbility=
sSendMessageTo=
}
Hold = {
Angle = {
fAngleTolerance=180
fApproachDirection=0
}
InventoryFilter=
InventoryMultiFilter=
Item = {
bAllowUseWithoutItem=false
bDeleteAfterUse=false
guidItemClassId=
sAliasToBarkWithoutItem=
}
UseMessage=
bIsActive=false
bIsActiveInCombat=false
bIsActiveInTenseCircumstance=false
bIsActiveWhileCarryingCorpse=false
bRequireTargetHaveDialog=false
fActiveDistance=-1
fActiveMinDistance=-1
fZToleration=-1
guidRequiredScriptPerk=
sRequiredSoulAbility=
sSendMessageTo=
}
InteractorPriorityOverride=-1
Script = {
Misc=
}
Sequence=
bExported_to_game=true
bExported_to_test=true
bQuestSystemTrigger=false
bSaved_by_game=true
object_Model=objects/special/primitive_cylinder.cgf
sWH_AI_EntityCategory=
}
ReportUse()
ResetHoldMessage()
ResetUseMessage()
SetAvailable()
SetAvailableHold()
SetHoldMessage()
SetUseMessage()
UpdateMaterial()
UserNoItem()
_CheckDialog()
_GetSendTargets()
}
Set = {
Add()
Check()
DeserializeEntities()
DeserializeItems()
DeserializeValues()
Get()
Merge()
New()
Remove()
RemoveAll()
SanityCheck()
SerializeEntities()
SerializeItems()
SerializeValues()
Set()
Size()
Test()
}
SetRPGProfile()
SetupBribe()
SetupHaggle()
Sharpening = {
DoStepOnGrindstone()
GetTotalQuality()
GetWheelSpeed()
IsActive()
MoveToWorstZone()
SetGrindstone()
SetOptimalRotation()
SetPosition()
SetPressure()
SetRotation()
SetWheelSpeed()
Start()
Stop()
}
SheepEwe = {
AIMovementAbility = {
AIMovementSpeeds = {
Relaxed = {
Run = {
[03]=3
[01]=2.5
[02]=2
}
Slow = {
[01]=0.9
[03]=1.3
[02]=0.8
}
Sprint = {
[02]=5
[01]=7
[03]=8
}
Walk = {
[01]=1.5
[03]=2
[02]=1.3
}
}
}
avoidanceRadius=1.5
b3DMove=0
collisionAvoidanceParticipation=true
collisionAvoidanceRadiusIncrement=0
cornerSlowDown=0.75
maneuverSpeed=1.5
maneuverTrh=2
maxAccel=2
maxDecel=4
maxTurnRadius=3
minTurnRadius=0
pathFindPrediction=0.5
pathLookAhead=1
pathRadius=0.4
pathRegenIntervalDuringTrace=4
pathSpeedLookAheadPerSpeed=-1.5
pathType=AIPATH_HUMAN
resolveStickingInTrace=1
runSpeed=2.5
sprintSpeed=7
usePredictiveFollowing=1
velDecay=0.5
walkSpeed=1.5
}
ActionController=Animations/Mannequin/ADB/wh_sheep_controllerdefs.xml
ActorCanTalk()
AddAnimalLootAction()
AddLootAction()
AnimDatabase3P=Animations/Mannequin/ADB/wh_sheep_database.adb
CombatOpponentMnTag=oppSheep
Editor = {
Icon=User.bmp
IconOnTop=1
}
Event_Spawn()
Event_SpawnKeep()
Event_Spawn_Internal()
Event_Spawned()
Expose()
FlowEvents = {
Inputs = {
Spawn = {
[02]=bool
[01]()
}
}
Outputs = {
Spawned=entity
}
}
ForceUsable()
GetActions()
GetCanTalkHintType()
GetChatActions()
GetDogActions()
GetFlowgraphForwardingEntity()
GetReturnToPoolWeight()
InitialSetup()
InteractorPriority=2
IsAIControlled()
IsChatUsable=1
IsDogUsable=1
IsUsable()
NotifyRemoval()
OnChat()
OnChatOpen()
OnChatRequestAccepted()
OnChatWithFocus()
OnDestroy()
OnDogRequest()
OnEditorSetGameMode()
OnFollow()
OnGrabCorpse()
OnHorsePullDown()
OnKnockout()
OnLoadAI()
OnLoot()
OnMercyKill()
OnPickpocketing()
OnPropertyChange()
OnReset()
OnSaveAI()
OnSpawn()
OnStealthKill()
OnTalk()
OnUsed()
Properties = {
CharacterSounds = {
foleyEffect=foley_Sheep
footstepEffect=footsteps_Sheep
}
ControlProfile=0
LipSync = {
TransitionQueueSettings = {
nAnimLayer=12
nCharacterSlot=0
playbackWeight=0.75
sDefaultAnimName=facial_chewing_01
}
bEnabled=true
esLipSyncType=LipSync_TransitionQueue
}
NPC = {
aianchorHome=
eiNPCCategory=1
}
Rendering = {
bWrinkleMap=true
}
Script = {
Misc=
bIdleUntilFirstPatch=false
}
SpawnedEntityName=
aicharacter_character=
bCanHoldInformation=false
bExported_to_game=true
bExported_to_test=true
bInvulnerable=false
bIsDummy=false
bNotPlayerMountable=false
bSaved_by_game=true
bSpawner=false
bWH_ListenerObject=true
bWH_PerceptibleObject=true
bWH_PerceptorObject=true
bWH_RequiresHome=true
commrange=30
eiColliderMode=0
esBehaviorSelectionTree=
esClothingConfig=sheep_ewe
esCommConfig=npc_default
esModularBehaviorTree=IdleSeq
esNavigationType=MediumSizedCharacters
esVoice=npc_default
fFmodCharacterTypeParam=0
fileHitDeathReactionsParamsDataFile=Libs/HitDeathReactionsData/HitDeathReactions_Default.xml
fileModel=Objects/Characters/animals/sheep/sheep_female.cdf
guidSharedSoulId=
nModelVariations=0
physicMassMult=1
sWH_AI_EntityCategory=
sharedSoulInstanceId=0
}
PropertiesInstance = {
aibehavior_behaviour=
bAutoDisable=false
esVoice=
nVariation=0
soclasses_SmartObjectClass=
}
RegisterAI()
Reset()
ResetAIParameters()
ResetCommon()
ReviveInEditor()
Server = {
OnInit()
}
SetActorModel()
UseMannequinAGState=true
ai=1
collisionCapsule = {
axis = {
x=0
y=1
z=0
}
height=0.65
pos = {
x=0
y=0.1
z=0.55
}
posCarcass = {
x=0.27
y=0.1
z=0.1
}
radius=0.25
}
collisionClass=2.09715e+06
defaultSoulArchetype=SheepEwe
defaultSoulClass=sheep_ewe
gameParams = {
inertia=0
inertiaAccel=0
jumpHeight=1
stance = {
carryCorpse = {
heightCollider=0.9
heightPivot=0
name=carryCorpse
size = {
x=0.4
y=0.4
z=0.15
}
stanceId=9
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
combat = {
heightCollider=1.05
heightPivot=0
name=combat
size = {
x=0.3
y=0
z=0.4
}
stanceId=0
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
crouch = {
heightCollider=0.8
heightPivot=0
name=crouch
size = {
x=0.35
y=0
z=0.1
}
stanceId=1
useCapsule=1
viewOffset = {
x=0
y=0
z=1.1
}
}
injured = {
heightCollider=1.05
heightPivot=0
name=injured
size = {
x=0.3
y=0
z=0.4
}
stanceId=7
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
normal = {
heightCollider=0.4
heightPivot=0
name=normal
size = {
x=0.1
y=0
z=0.01
}
stanceId=3
useCapsule=0
viewOffset = {
x=0
y=0.1
z=0.5
}
}
stoneThrowing = {
heightCollider=1.05
heightPivot=0
name=stoneThrowing
size = {
x=0.3
y=0
z=0.4
}
stanceId=2
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
}
}
physicsParams = {
Living = {
air_resistance=0.5
colliderMat=mat_player_collider
gravity=13
inertia=11
inertiaAccel=11
k_air_control=0.1
mass=100
max_climb_angle=89
max_jump_angle=89
max_vel_ground=16
min_fall_angle=89
min_slide_angle=89
timeImpulseRecover=1
}
additionalPhysicsMass=1
flags=0
mass=100
stiffness_scale=73
}
}
SheepRam = {
AIMovementAbility = {
AIMovementSpeeds = {
Relaxed = {
Run = {
[03]=3
[01]=2.5
[02]=2
}
Slow = {
[01]=0.9
[03]=1.3
[02]=0.8
}
Sprint = {
[02]=5
[01]=7
[03]=8
}
Walk = {
[01]=1.5
[03]=2
[02]=1.3
}
}
}
avoidanceRadius=1.5
b3DMove=0
collisionAvoidanceParticipation=true
collisionAvoidanceRadiusIncrement=0
cornerSlowDown=0.75
maneuverSpeed=1.5
maneuverTrh=2
maxAccel=2
maxDecel=4
maxTurnRadius=3
minTurnRadius=0
pathFindPrediction=0.5
pathLookAhead=1
pathRadius=0.4
pathRegenIntervalDuringTrace=4
pathSpeedLookAheadPerSpeed=-1.5
pathType=AIPATH_HUMAN
resolveStickingInTrace=1
runSpeed=2.5
sprintSpeed=7
usePredictiveFollowing=1
velDecay=0.5
walkSpeed=1.5
}
ActionController=Animations/Mannequin/ADB/wh_sheep_controllerdefs.xml
ActorCanTalk()
AddAnimalLootAction()
AddLootAction()
AnimDatabase3P=Animations/Mannequin/ADB/wh_sheep_database.adb
CombatOpponentMnTag=oppSheep
Editor = {
Icon=User.bmp
IconOnTop=1
}
Event_Spawn()
Event_SpawnKeep()
Event_Spawn_Internal()
Event_Spawned()
Expose()
FlowEvents = {
Inputs = {
Spawn = {
[02]=bool
[01]()
}
}
Outputs = {
Spawned=entity
}
}
ForceUsable()
GetActions()
GetCanTalkHintType()
GetChatActions()
GetDogActions()
GetFlowgraphForwardingEntity()
GetReturnToPoolWeight()
InitialSetup()
InteractorPriority=2
IsAIControlled()
IsChatUsable=1
IsDogUsable=1
IsUsable()
NotifyRemoval()
OnChat()
OnChatOpen()
OnChatRequestAccepted()
OnChatWithFocus()
OnDestroy()
OnDogRequest()
OnEditorSetGameMode()
OnFollow()
OnGrabCorpse()
OnHorsePullDown()
OnKnockout()
OnLoadAI()
OnLoot()
OnMercyKill()
OnPickpocketing()
OnPropertyChange()
OnReset()
OnSaveAI()
OnSpawn()
OnStealthKill()
OnTalk()
OnUsed()
Properties = {
CharacterSounds = {
foleyEffect=foley_Sheep
footstepEffect=footsteps_Sheep
}
ControlProfile=0
LipSync = {
TransitionQueueSettings = {
nAnimLayer=12
nCharacterSlot=0
playbackWeight=0.75
sDefaultAnimName=facial_chewing_01
}
bEnabled=true
esLipSyncType=LipSync_TransitionQueue
}
NPC = {
aianchorHome=
eiNPCCategory=1
}
Rendering = {
bWrinkleMap=true
}
Script = {
Misc=
bIdleUntilFirstPatch=false
}
SpawnedEntityName=
aicharacter_character=
bCanHoldInformation=false
bExported_to_game=true
bExported_to_test=true
bInvulnerable=false
bIsDummy=false
bNotPlayerMountable=false
bSaved_by_game=true
bSpawner=false
bWH_ListenerObject=true
bWH_PerceptibleObject=true
bWH_PerceptorObject=true
bWH_RequiresHome=true
commrange=30
eiColliderMode=0
esBehaviorSelectionTree=
esClothingConfig=sheep_ram
esCommConfig=npc_default
esModularBehaviorTree=IdleSeq
esNavigationType=MediumSizedCharacters
esVoice=npc_default
fFmodCharacterTypeParam=0
fileHitDeathReactionsParamsDataFile=Libs/HitDeathReactionsData/HitDeathReactions_Default.xml
fileModel=Objects/Characters/animals/sheep/sheep_female.cdf
guidSharedSoulId=
nModelVariations=0
physicMassMult=1
sWH_AI_EntityCategory=
sharedSoulInstanceId=0
}
PropertiesInstance = {
aibehavior_behaviour=
bAutoDisable=false
esVoice=
nVariation=0
soclasses_SmartObjectClass=
}
RegisterAI()
Reset()
ResetAIParameters()
ResetCommon()
ReviveInEditor()
Server = {
OnInit()
}
SetActorModel()
UseMannequinAGState=true
ai=1
collisionCapsule = {
axis = {
x=0
y=1
z=0
}
height=0.65
pos = {
x=0
y=0.1
z=0.55
}
posCarcass = {
x=0.27
y=0.1
z=0.1
}
radius=0.25
}
collisionClass=2.09715e+06
defaultSoulArchetype=SheepRam
defaultSoulClass=sheep_ram
gameParams = {
inertia=0
inertiaAccel=0
jumpHeight=1
stance = {
carryCorpse = {
heightCollider=0.9
heightPivot=0
name=carryCorpse
size = {
x=0.4
y=0.4
z=0.15
}
stanceId=9
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
combat = {
heightCollider=1.05
heightPivot=0
name=combat
size = {
x=0.3
y=0
z=0.4
}
stanceId=0
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
crouch = {
heightCollider=0.8
heightPivot=0
name=crouch
size = {
x=0.35
y=0
z=0.1
}
stanceId=1
useCapsule=1
viewOffset = {
x=0
y=0
z=1.1
}
}
injured = {
heightCollider=1.05
heightPivot=0
name=injured
size = {
x=0.3
y=0
z=0.4
}
stanceId=7
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
normal = {
heightCollider=0.4
heightPivot=0
name=normal
size = {
x=0.1
y=0
z=0.01
}
stanceId=3
useCapsule=0
viewOffset = {
x=0
y=0.1
z=0.5
}
}
stoneThrowing = {
heightCollider=1.05
heightPivot=0
name=stoneThrowing
size = {
x=0.3
y=0
z=0.4
}
stanceId=2
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
}
}
physicsParams = {
Living = {
air_resistance=0.5
colliderMat=mat_player_collider
gravity=13
inertia=11
inertiaAccel=11
k_air_control=0.1
mass=100
max_climb_angle=89
max_jump_angle=89
max_vel_ground=16
min_fall_angle=89
min_slide_angle=89
timeImpulseRecover=1
}
additionalPhysicsMass=1
flags=0
mass=100
stiffness_scale=73
}
}
ShootingContest = {
HideHorseShootingContestTable()
HideShootingContestTable()
ShowHorseShootingContestTable()
ShowShootingContestTable()
ShowShootingHit()
UpdateHorseShootingContestTable()
UpdateShootingContestTable()
}
ShootingTarget = {
AddPhysicalImpulse()
Client = {
OnHit()
}
Editor = {
Icon=ShootingTarget.bmp
}
Event_Hide()
Event_UnHide()
Init()
OnLoad()
OnPropertyChange()
OnReset()
OnSave()
OnSpawn()
PhysicalizeThis()
Properties = {
Physics = {
Density=20
Mass=-1
bPhysicalize=true
bRigidBody=true
}
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=false
fileModel=objects/manmade/task_specific_props/combat/archery/target_small.cgf
hitMsgListener=
iHitScoreValue=1
iPhysicalizeMode=0
isShootingTarget=true
}
ResetPosition()
shotDown=0
}
ShootingTargetOld = {
Client = {
OnHit()
}
Editor = {
Icon=Item.bmp
ShowBounds=1
}
Event_Activated()
Event_Deactivated()
OnLoad()
OnPropertyChange()
OnReset()
OnSave()
Properties = {
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
bTurningMode=false
fIntervallMax=5
fIntervallMin=3
fLightUpTime=2
fScoreScale=10
fTurnSpeed=0.5
fileModel=objects/manmade/task_specific_props/combat/archery/target.cgf
}
Server = {
Activated = {
OnBeginState()
OnTimer()
}
Deactivated = {
OnBeginState()
OnTimer()
}
Init = {
OnBeginState()
OnTimer()
}
OnHit()
OnInit()
}
States = {
[04]=Init
[02]=Deactivated
[03]=Turning
[01]=Activated
}
}
Shop = {
Editor = {
Icon=bug.bmp
}
OnPropertyChange()
Properties = {
bExported_to_game=true
bExported_to_test=true
bOwnerIsSpawned=false
bSaved_by_game=true
guidSmartObjectType=
iShopId=0
sShopName=
sWH_AI_EntityCategory=
soclass_SmartObjectHelpers=
soclasses_SmartObjectClass=
}
}
Shops = {
AcceptTransaction()
CancelTransaction()
DoMoneyTransaction()
FindItemInShop()
FindShopInventoryForItem()
GetShopDBIdByKeeper()
GetShopDBIdByLinkedEntityId()
GetShopMoney()
IsLinkedWithShop()
IsShopOpened()
OpenInventory()
OpenInventoryForItem()
}
SimpleBribeTransaction()
SinglePlayer = {
AreUsable()
Client = {
OnHit()
}
ClientViewShake()
CreateHit()
EndLevel()
IsUsable()
IsUsableByDog()
IsUsableForChat()
IsUsableMsgChanged()
OnChatUsableMessage()
OnDogUsableMessage()
OnShoot()
OnUsableMessage()
Properties = {
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=0
}
Server = {
OnClientConnect()
OnStartLevel()
}
ViewShake()
tempVec = {
x=0
y=0
z=0
}
}
SkillCheck()
SkipTime = {
GetSkipTimeMessageUIString()
}
SkipTimeCutsceneData = {
Editor = {
Icon=sequence.bmp
}
Properties = {
Duration=
TargetTime=
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
esSkipTimeType=
}
}
SmartAreaShape = {
OnInit()
Properties = {
EventIds=
Label=
Script = {
Misc=
bValidWithoutTemplate=false
}
bExported_to_game=true
bExported_to_test=true
bNo_POI=false
bPOI_discoverable_by_location=true
bSaved_by_game=false
fEventDespawnDistance=500
guidLocationId=
guidSmartAreaTemplate=DEF0005E-0000-0000-0000-DEF00000005E
layerEventLayer=
sWH_AI_EntityCategory=
}
type=SmartAreaShape
}
SmartObject = {
Editor = {
Icon=smartobject.bmp
IconOnTop=1
Model=Editor/Objects/anchor.cgf
}
Event_Used()
FlowEvents = {
Inputs = {
Used = {
[02]=bool
[01]()
}
}
Outputs = {
NavigationStarted=entity
Used=bool
}
}
OnInit()
OnNavigationStarted()
OnReset()
OnUsed()
Properties = {
Script = {
Misc=
}
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
sWH_AI_EntityCategory=
soclasses_SmartObjectClass=
}
type=SmartObject
}
SmartObjectCondition = {
Editor = {
Model=Editor/Objects/Pyramid.cgf
}
OnInit()
OnPropertyChange()
OnReset()
Properties = {
Action = {
soaction_Name=
sostate_ObjectState=Busy
sostate_UserState=Busy
}
Delay = {
fMaximum=15
fMemory=1
fMinimum=0.5
}
Limits = {
fDistance=10
fOrientation=360
}
Multipliers = {
fOrientation=0
fProximity=1
fRandomness=0.25
fVisibility=0
}
Object = {
object_Model=
soclass_Class=BasicEntity
sostate_State=Idle
}
User = {
object_Model=
soclass_Class=AIOBJECT_ACTOR
sostate_State=Idle
}
bEnabled=true
bExported_to_game=true
bExported_to_test=true
bIncludeInNavigation=true
bRelativeToTarget=false
bSaved_by_game=true
}
Register()
type=SmartObjectCondition
}
SmartObjectTrigger = {
Editor = {
Icon=Trigger.bmp
}
GetActions()
GetHint()
GetHintHold()
InteractorPriority=4
IsActionAvailable()
IsEnabled()
IsEnabledByProperties()
IsEnabledByScriptPerk()
IsEnabledBySoulAbility()
IsEnabledFromQuestSystem()
IsEnabledHold()
IsUsable()
IsUsableHold()
NeedSerialize()
OnAction()
OnEditorSetGameMode()
OnInventoryClosed()
OnInventoryItemUsed()
OnLoad()
OnPropertyChange()
OnReset()
OnSave()
OnSpawn()
OnUsed()
OnUsedHold()
OpenInventory()
PhysicalizeThis()
Properties = {
Click = {
Angle = {
fAngleTolerance=180
fApproachDirection=0
}
InventoryFilter=
InventoryMultiFilter=
Item = {
bAllowUseWithoutItem=false
bDeleteAfterUse=false
guidItemClassId=
sAliasToBarkWithoutItem=
}
UseMessage=@ui_hud_use_item
bIsActive=true
bIsActiveInCombat=false
bIsActiveInTenseCircumstance=false
bIsActiveWhileCarryingCorpse=false
bRequireTargetHaveDialog=false
fActiveDistance=-1
fActiveMinDistance=-1
fZToleration=-1
guidRequiredScriptPerk=
sRequiredSoulAbility=
sSendMessageTo=
}
Hold = {
Angle = {
fAngleTolerance=180
fApproachDirection=0
}
InventoryFilter=
InventoryMultiFilter=
Item = {
bAllowUseWithoutItem=false
bDeleteAfterUse=false
guidItemClassId=
sAliasToBarkWithoutItem=
}
UseMessage=
bIsActive=false
bIsActiveInCombat=false
bIsActiveInTenseCircumstance=false
bIsActiveWhileCarryingCorpse=false
bRequireTargetHaveDialog=false
fActiveDistance=-1
fActiveMinDistance=-1
fZToleration=-1
guidRequiredScriptPerk=
sRequiredSoulAbility=
sSendMessageTo=
}
InteractorPriorityOverride=-1
Script = {
Misc=
}
bExported_to_game=true
bExported_to_test=true
bQuestSystemTrigger=false
bSaved_by_game=true
guidSmartObjectType=
object_Model=objects/special/primitive_cylinder.cgf
sWH_AI_EntityCategory=
soclass_SmartObjectHelpers=
}
ReportUse()
ResetHoldMessage()
ResetUseMessage()
SetAvailable()
SetAvailableHold()
SetHoldMessage()
SetUseMessage()
UpdateMaterial()
UserNoItem()
_CheckDialog()
_GetSendTargets()
}
Smithery = {
Editor = {
Icon=animobject.bmp
IconOnTop=1
ShowBounds=1
}
Event_Use()
Event_User()
FlowEvents = {
Inputs = {
Use = {
[02]=entityid
[01]()
}
User = {
[02]=entityid
[01]()
}
}
Outputs = {
OnUse=bool
}
}
GetActions()
GetLinkedSmartObject()
GetUsableMessage()
IsUsable()
IsUsableMsgChanged()
LoadModel()
OnPropertyChange()
OnReset()
OnSpawn()
OnUsed()
PhysicalizeThis()
Properties = {
Physics = {
Density=-1
Mass=-1
bPhysicalize=true
bPushableByPlayers=false
bRigidBody=true
}
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
object_Model=
soclasses_SmartObjectClass=
}
Reset()
ResetChild()
SetupTrigger()
bUseTrigger=true
bUseableMsgChanged=0
fMinUseDistance=0.7
fUseAngle=0.7
nUserId=0
}
SocialClass = {
GetEntitySocialClassData()
GetSocialClassData()
data = {
apothecary = {
dirtMultiplier=0
persuadeToTalkWithLowReputationPriceMultiplier=5
wealthyCustomer=true
}
armorer = {
crimePunishmentMultiplier=1.5
dirtMultiplier=0.7
persuadeToTalkWithLowReputationPriceMultiplier=4
wealthyCustomer=true
}
bailiff = {
crimePunishmentMultiplier=5
dirtMultiplier=0
persuadeToTalkWithLowReputationPriceMultiplier=5
wealthyCustomer=true
}
baker = {
dirtMultiplier=0.3
persuadeToTalkWithLowReputationPriceMultiplier=2
}
bandit = {
persuadeToTalkWithLowReputationPriceMultiplier=2
}
bartender = {
dirtMultiplier=0.3
persuadeToTalkWithLowReputationPriceMultiplier=3
}
bathhouseAbbess = {
dirtMultiplier=0
persuadeToTalkWithLowReputationPriceMultiplier=3
}
bathhouseMaid = {
dirtMultiplier=0
persuadeToTalkWithLowReputationPriceMultiplier=2
}
beggar = {
persuadeToTalkWithLowReputationPriceMultiplier=0.5
}
blacksmith = {
crimePunishmentMultiplier=1.5
dirtMultiplier=0.7
persuadeToTalkWithLowReputationPriceMultiplier=3
wealthyCustomer=true
}
blacksmithApprentice = {
dirtMultiplier=0.7
persuadeToTalkWithLowReputationPriceMultiplier=2
}
butcher = {
dirtMultiplier=0.5
persuadeToTalkWithLowReputationPriceMultiplier=2
}
circator = {
crimePunishmentMultiplier=2
dirtMultiplier=0
persuadeToTalkWithLowReputationPriceMultiplier=5
}
collier = {
persuadeToTalkWithLowReputationPriceMultiplier=1
}
craftsman = {
dirtMultiplier=0.5
persuadeToTalkWithLowReputationPriceMultiplier=2
}
cuman = {
isCuman=true
persuadeToTalkWithLowReputationPriceMultiplier=2
}
fake_soldier = {
dirtMultiplier=0.5
persuadeToTalkWithLowReputationPriceMultiplier=3
}
fightClubFighter = {
persuadeToTalkWithLowReputationPriceMultiplier=2
}
fortuneTeller = {
dirtMultiplier=0.3
persuadeToTalkWithLowReputationPriceMultiplier=1
}
herbalist = {
dirtMultiplier=0.5
persuadeToTalkWithLowReputationPriceMultiplier=1
}
innkeeper = {
dirtMultiplier=0.3
persuadeToTalkWithLowReputationPriceMultiplier=3
}
lumberjack = {
persuadeToTalkWithLowReputationPriceMultiplier=1
}
mason = {
dirtMultiplier=0.7
persuadeToTalkWithLowReputationPriceMultiplier=1
}
mercenary = {
persuadeToTalkWithLowReputationPriceMultiplier=3
}
merchant = {
crimePunishmentMultiplier=1.5
dirtMultiplier=0
persuadeToTalkWithLowReputationPriceMultiplier=3
wealthyCustomer=true
}
miller = {
dirtMultiplier=0.5
persuadeToTalkWithLowReputationPriceMultiplier=2
}
miner = {
persuadeToTalkWithLowReputationPriceMultiplier=1
}
monk = {
dirtMultiplier=0
persuadeToTalkWithLowReputationPriceMultiplier=2
}
nobleman = {
crimePunishmentMultiplier=12.5
dirtMultiplier=0
greetMeWithWave=false
lunchInPub=false
persuadeToTalkWithLowReputationPriceMultiplier=10
wealthyCustomer=true
}
officer = {
crimePunishmentMultiplier=2.5
dirtMultiplier=0
lunchInPub=false
persuadeToTalkWithLowReputationPriceMultiplier=6
suppressWatchCorpse=true
wealthyCustomer=true
}
poacher = {
persuadeToTalkWithLowReputationPriceMultiplier=1
}
priest = {
crimePunishmentMultiplier=1.5
dirtMultiplier=0
persuadeToTalkWithLowReputationPriceMultiplier=5
}
quarryman = {
persuadeToTalkWithLowReputationPriceMultiplier=1
}
refugee = {
persuadeToTalkWithLowReputationPriceMultiplier=0.5
}
renegade = {
neverAcceptsSurrender=true
}
ruffian = {
persuadeToTalkWithLowReputationPriceMultiplier=1
}
scribe = {
dirtMultiplier=0
persuadeToTalkWithLowReputationPriceMultiplier=4
wealthyCustomer=true
}
security = {
dirtMultiplier=0.5
neverAcceptsSurrender=true
persuadeToTalkWithLowReputationPriceMultiplier=5
}
shoemaker = {
dirtMultiplier=0.3
persuadeToTalkWithLowReputationPriceMultiplier=3
}
shootmaster = {
dirtMultiplier=0.5
persuadeToTalkWithLowReputationPriceMultiplier=3
}
soldier = {
crimePunishmentMultiplier=2.5
dirtMultiplier=0.5
persuadeToTalkWithLowReputationPriceMultiplier=3
}
tailor = {
dirtMultiplier=0.3
persuadeToTalkWithLowReputationPriceMultiplier=3
}
tanner = {
dirtMultiplier=0.7
persuadeToTalkWithLowReputationPriceMultiplier=2
}
townsman = {
dirtMultiplier=0
persuadeToTalkWithLowReputationPriceMultiplier=3
}
villager = {
dirtMultiplier=0.7
persuadeToTalkWithLowReputationPriceMultiplier=1
}
wanderer = {
persuadeToTalkWithLowReputationPriceMultiplier=1
}
watchman = {
crimePunishmentMultiplier=2.5
dirtMultiplier=0.5
persuadeToTalkWithLowReputationPriceMultiplier=3
}
weaponsmith = {
crimePunishmentMultiplier=1.5
dirtMultiplier=0.7
persuadeToTalkWithLowReputationPriceMultiplier=4
wealthyCustomer=true
}
}
defaultValues = {
crimePunishmentMultiplier=1
dealsWithStolenItems=false
diceMaximumBet=1000
diceMinimumBet=10
dirtMultiplier=1
greetMeWithWave=true
isCuman=false
lunchInPub=true
neverAcceptsSurrender=false
persuadeToTalkWithLowReputationPriceMultiplier=1
suppressWatchCorpse=false
wealthyCustomer=false
}
}
Sound = {
GetAudioEnvironmentID()
GetAudioRtpcID()
GetAudioSwitchID()
GetAudioSwitchStateID()
GetAudioTriggerID()
SetAudioRtpcValue()
}
SpawnBattle()
SpawnEnemy()
SpawnFriend()
SpawnGroup = {
AddSpawnPoints()
Editor = {
Icon=spawngroup.bmp
}
Enable()
Event_Disable()
Event_Enable()
FlowEvents = {
Inputs = {
Disable = {
[02]=bool
[01]()
}
Enable = {
[02]=bool
[01]()
}
}
}
IsEnabled()
LoadModel()
NetSetup = {
}
OnPropertyChange()
OnSpawn()
Properties = {
bDefault=0
bEnabled=true
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
objModelForSpawnGroup=
teamName=
}
RemoveSpawnPoints()
Server = {
OnInit()
OnShutDown()
OnStartGame()
}
__client_dispatch = {
__validated=false
}
__server_dispatch = {
__validated=false
}
}
SpawnParticleEffect = {
Category=approved
Implementation()
Inputs = {
[03] = {
[02]=string
[01]=Effect
}
[02] = {
[02]=vec3
[01]=Position
}
[01] = {
[01]=t_Activate
[02]=bool
}
}
Outputs = {
[01] = {
[01]=Done
[02]=bool
}
}
}
SpawnPoint = {
Client = {
OnInit()
OnShutDown()
}
Editor = {
DisplayArrow=1
Icon=SpawnPoint.bmp
Model=Editor/Objects/spawnpointhelper.cgf
}
Enable()
Event_Disable()
Event_Enable()
Event_Spawn()
FlowEvents = {
Inputs = {
Disable = {
[02]=bool
[01]()
}
Enable = {
[02]=bool
[01]()
}
Spawn = {
[02]=bool
[01]()
}
}
Outputs = {
Disabled=bool
Enabled=bool
Spawn=entity
}
}
IsEnabled()
OnPropertyChange()
Properties = {
bDoVisTest=true
bEnabled=true
bExported_to_game=true
bExported_to_test=true
bInitialSpawn=false
bSaved_by_game=false
groupName=
teamName=
}
Server = {
OnInit()
OnShutDown()
}
Spawned()
}
SpeedLimiter = {
CanTrigger()
Editor = {
Icon=forbiddenarea.bmp
IsRotatable=false
IsScalable=false
Model=Editor/Objects/T.cgf
ShowBounds=1
}
Enable()
OnEnterArea()
OnLeaveArea()
OnLoad()
OnPropertyChange()
OnReset()
OnSave()
OnSpawn()
Properties = {
bAllowRun=1
bAllowSprint=0
bEnabled=true
bExported_to_game=true
bExported_to_test=true
bOnlyPlayers=1
bSaved_by_game=true
}
Trigger()
}
StanceSmartObject = {
Editor = {
Icon=smartObjectHolder.bmp
}
GetEditorModel()
OnInit()
Properties = {
Bed = {
esReadingQuality=none
esSleepQuality=none
}
Script = {
Misc=
esBedTypes=bench
}
bExported_to_game=true
bExported_to_test=true
bNo_POI=false
bOwnedByHome=false
bPOI_discoverable_by_location=true
bSaved_by_game=false
guidSmartObjectType=DEF0005E-0000-0000-0000-DEF00000005E
object_editorModel=
sWH_AI_EntityCategory=
soclass_SmartObjectHelpers=
}
}
StartFG = {
Editor = {
Icon=stash.bmp
IconOnTop=1
ShowBounds=1
}
FlowEvents = {
Outputs = {
Activate=bool
}
}
OnReset()
OnSpawn()
Properties = {
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=false
object_Model=
}
Reset()
}
Startup = {
CombatTest_Startup()
DogTest_startup()
DogVsDogTest_startup()
Tutorials()
}
StashCorpse = {
AssignInventory()
Close()
DoPlayAnimation()
Editor = {
Icon=stash.bmp
IconOnTop=1
ShowBounds=1
}
Event_Close()
Event_Hide()
Event_Lock()
Event_Open()
Event_StartLockPicking()
Event_UnHide()
Event_Unlock()
FlowEvents = {
Inputs = {
Close = {
[02]=bool
[01]()
}
Hide = {
[02]=bool
[01]()
}
Lock = {
[02]=bool
[01]()
}
Open = {
[02]=bool
[01]()
}
UnHide = {
[02]=bool
[01]()
}
Unlock = {
[02]=bool
[01]()
}
}
Outputs = {
Close=bool
Hide=bool
Lock=bool
Open=bool
UnHide=bool
Unlock=bool
}
}
GenerateLockDifficulty()
GetActions()
GetInventoryToOpen()
GetLockDifficulty()
GetUsableEvent()
IsUsable()
IsUsableHold()
IsUsableMsgChanged()
LoadOriginalModel()
LoadPhaseModel()
Lock()
LockType=chest
NeedSerialize()
OnClose()
OnInventoryClosed()
OnItemAdded()
OnItemRemoved()
OnLoad()
OnLockpicked()
OnOpen()
OnPropertyChange()
OnReset()
OnSave()
OnSpawn()
OnUsed()
OnUsedHold()
Open()
PhysicalizeThis()
Properties = {
Animation = {
anim_Close=
anim_Open=
bOpenOnly=false
}
Database = {
bReadOnly=false
iMinimalShopItemPrice=0
nRestockPeriodDays=0
sGeneratedInventory=
sInventoryPreset=
}
Lock = {
bCanLockPick=true
bCanUnlockWithDynamicKey=true
bLockDifficultyOverride=false
bLocked=false
bSendMessage=false
esLockFanciness=Common
fLockDifficulty=1
guidItemClassId=
}
Phase = {
esStashPhaseChangeEvent=Never
object_PhaseModel=
}
Physics = {
Density=-1
Mass=-1
bPhysicalize=true
bPushableByPlayers=false
bRigidBody=true
}
Script = {
Misc=
bAllowUsageInCombatDanger=true
bTutorial=false
fTutorialMaxThievery=15
fTutorialMaxThieveryOpenLimit=10
}
Sounds = {
snd_Close=
snd_Open=
}
bExported_to_game=true
bExported_to_test=true
bInteractableThroughCollision=false
bOwnedByHome=true
bSaved_by_game=true
bSkipAngleCheck=true
esChestContextLabel=none
fUseAngle=0.7
fUseDistance=2.5
fUseZOffset=0
guidSmartObjectType=
object_Model=Objects/special/primitive_cylinder_nodraw.cgf
sOpenMessage=@ui_open_stash
sPickPlaceAnimTag=
sWH_AI_EntityCategory=
soclass_SmartObjectHelpers=
}
Reset()
ResetAnimationWithActivation()
Server = {
OnUpdate()
}
SetBeingUsedByNPC()
SetBeingUsedByPlayer()
SetInteractive()
Unlock()
UsesStealUiPrompt()
bFirstUpdateAfterResetAnimation=false
bLocked=false
bNeedUpdate=0
bNoAnims=0
bOpenAfterUnlock=0
bOpened=0
bUseSameAnim=0
bUseableMsgChanged=0
fTutorialOpenCount=0
inventoryId=0
nDirection=-1
nSoundId=0
nUserId=0
objectPhaseChanged=false
}
StashInventoryCollector = {
GetHomeInhabitantsData()
GetNPCInformation()
GetOwnerPrefix()
GetOwnersData()
GetStashHome()
GetStashInformation()
GetStashOwner()
GetStashWuid()
HasClothingLink()
IsMasterStash()
IsShopStash()
}
StashInventoryGenerator = {
GetInventoryFromData()
}
Statistics = {
Increment()
Insert()
Remove()
Reset()
Set()
}
StoneThrowing = {
CanUse()
StartMinigame()
}
StoneThrowingNode = {
Editor = {
Icon=POI.bmp
}
}
StoneThrowingPile = {
Editor = {
Icon=mine.bmp
IconOnTop=1
ShowBounds=1
}
Event_Use()
Event_User()
FlowEvents = {
Inputs = {
Use = {
[02]=entityid
[01]()
}
User = {
[02]=entityid
[01]()
}
}
Outputs = {
OnUse=bool
}
}
GetActions()
GetUsableMessage()
IsUsable()
IsUsableMsgChanged()
LoadModel()
OnPropertyChange()
OnReset()
OnSpawn()
OnUsed()
PhysicalizeThis()
Properties = {
Physics = {
Density=-1
Mass=-1
bPhysicalize=true
bPushableByPlayers=false
bRigidBody=true
}
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
esOrientation=left
esThrowType=hole
guidSmartObjectType=
object_Model=
soclasses_SmartObjectClass=
}
Reset()
ResetChild()
SetupTrigger()
bUseTrigger=true
bUseableMsgChanged=0
fMinUseDistance=0.7
fUseAngle=0.7
nUserId=0
}
StrFormat()
System = {
ActivateLight()
ActivatePortal()
AddCCommand()
ApplicationTest()
ApplyForceToEnvironment()
Break()
BrowseURL()
CheckHeapValid()
ClearConsole()
ClearKeyState()
CreateDownload()
DebugStats()
DeformTerrain()
DeformTerrainUsingMat()
Draw2DLine()
DrawLabel()
DrawLine()
DrawText()
DumpMMStats()
DumpMemStats()
DumpMemoryCoverage()
DumpWinHeaps()
EnableHeatVision()
EnableMainView()
EnableOceanRendering()
EnumAAFormats()
EnumDisplayFormats()
Error()
ExecuteCommand()
GetArchetypeProperties()
GetCVar()
GetConfigSpec()
GetCurrAsyncTime()
GetCurrTime()
GetEntities()
GetEntitiesByClass()
GetEntitiesInSphere()
GetEntitiesInSphereByClass()
GetEntity()
GetEntityByGUID()
GetEntityByName()
GetEntityByTextGUID()
GetEntityClass()
GetEntityIdByName()
GetEntityPositionAndDirection()
GetFrameID()
GetFrameTime()
GetLocalOSTime()
GetNearestEntityByClass()
GetNearestEntityByName()
GetOutdoorAmbientColor()
GetPhysicalEntitiesInBox()
GetPhysicalEntitiesInBoxByClass()
GetPostProcessFxParam()
GetScreenFx()
GetSkyColor()
GetSkyHighlight()
GetSunColor()
GetSurfaceTypeIdByName()
GetSurfaceTypeNameById()
GetSystemMem()
GetTerrainElevation()
GetUserName()
GetViewCameraAngles()
GetViewCameraDir()
GetViewCameraFov()
GetViewCameraPos()
GetViewCameraUpDir()
GetViewport()
GetWind()
IsDevModeEnable()
IsEditing()
IsEditor()
IsFileExist()
IsHDRSupported()
IsMultiplayer()
IsPointIndoors()
IsPointVisible()
IsValidMapPos()
LoadFont()
LoadLocalizationXml()
LoadTextFile()
Log()
LogAlways()
LogToConsole()
PrepareEntityFromPool()
ProjectToScreen()
Quit()
QuitInNSeconds()
RayTraceCheck()
RayWorldIntersection()
RemoveEntity()
ResetPoolEntity()
ReturnEntityToPool()
ScanDirectory()
ScreenToTexture()
SetBudget()
SetCVar()
SetConsoleImage()
SetGammaDelta()
SetOutdoorAmbientColor()
SetPostProcessFxParam()
SetScissor()
SetScreenFx()
SetSkyColor()
SetSkyHighlight()
SetSunColor()
SetViewCameraFov()
SetVolumetricFogModifiers()
SetWaterVolumeOffset()
SetWind()
ShowConsole()
ShowDebugger()
SpawnEntity()
ViewDistanceGet()
ViewDistanceSet()
Warning()
}
TBrutus()
TDebug()
TDetail()
TError()
TFatal()
TInfo()
TTP_Always=2
TTP_Last=0
TTP_OverSounds=1
TURN_TIMER=1
TWarning()
TagPointWithScript = {
Editor = {
Icon=TagPoint.bmp
}
Properties = {
Script = {
Misc=
}
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=false
sWH_AI_EntityCategory=
}
type=TagPoint
}
TestScripted = {
Activate_output()
Category=wip
Inputs = {
[01]=input
}
OnActivate_input()
Outputs = {
[01]=output
}
}
TextMessageCenter=0
TextMessageConsole=1
TextMessageError=2
TextMessageInfo=3
TextMessageServer=4
TextMessageToAll=8
TextMessageToAllRemote=65544
TextMessageToClient=1
ThreatenByPlayer()
TimeUtils = {
CheckTimeInBounds()
ConvertDecimalHoursToDigitalTimeOfDay()
ConvertTimeArrayToDecimalHours()
ConvertTimeArrayToMiliseconds()
ConvertTimeStringToTimeArray()
ConvertTimesStringToNumArray()
FloatToTime()
ForwardTime()
GetOneDayWaitDuration()
}
Tmax_trace_level()
ToStr()
Torch = {
Cleanup()
Disable()
Enable()
Event_Disable()
Event_Enable()
Event_GroundCollision()
FlowEvents = {
Inputs = {
Disable = {
[02]=bool
[01]()
}
Enable = {
[02]=bool
[01]()
}
GroundCollision = {
[02]=bool
[01]()
}
}
Outputs = {
Disable=bool
Enable=bool
GroundCollision=bool
}
}
GetActions()
GetUsableName()
GroundCollision()
InteractorPriority=2
IsCrossCenteringEnabled()
OnActivate()
OnBurningOut()
OnDestroy()
OnEnablePhysics()
OnIdle()
OnLevelLoaded()
OnLoad()
OnPreBurnOut()
OnPropertyChange()
OnReset()
OnSave()
OnUsed()
OnUsedHold()
PhysicalizeThis()
Properties = {
Script = {
Misc=
}
bExported_to_game=true
bExported_to_test=true
bInteractiveCollisionClass=false
bSaved_by_game=true
sHelper=slt_particle
sWH_AI_EntityCategory=
}
Properties2 = {
BurningOutParticleEffect=WH_Particels.fires.torch_burn_out
HighVisibilityParticleEffect=WH_Particels.fires.torch_longdistance
ParticleEffect=WH_Particels.fires.torch_trailer
bActive=true
fBurningOutAnimSpeed=30
fBurnoutDurationSec=20
fPreBurnoutDurationSec=5
nBurningOutLightSourceStyle=22
}
Server = {
Active = {
OnBeginState()
}
BurningOut = {
OnBeginState()
OnUpdate()
}
Idle = {
OnBeginState()
OnUpdate()
}
PreBurnOut = {
OnBeginState()
OnUpdate()
}
}
SetInteractiveCollisionType()
StartBurnOut()
StartPreBurnOut()
States = {
[02]=Idle
[03]=PreBurnOut
[01]=Active
[04]=BurningOut
}
Use()
bIsBurning=false
fBurnOutTime=0
npcOnly=false
}
Trace = {
Brutus()
Debug()
Detail()
Error()
Fatal()
Info()
Msg()
PlotXY()
TableXY()
Warning()
max_trace_level()
}
TranscriptionTable = {
Editor = {
Icon=ledge.bmp
IconOnTop=1
ShowBounds=1
}
Event_Use()
Event_User()
FlowEvents = {
Inputs = {
Use = {
[02]=entityid
[01]()
}
User = {
[02]=entityid
[01]()
}
}
Outputs = {
OnUse=bool
}
}
GetActions()
GetRandomTranscriptionBook()
GetUsableMessage()
IsUsable()
IsUsableMsgChanged()
LoadModel()
OnLoad()
OnPropertyChange()
OnReset()
OnSpawn()
OnUsed()
PhysicalizeThis()
Properties = {
Physics = {
Density=-1
Mass=100
bPhysicalize=true
bPushableByPlayers=false
bRigidBody=false
}
Script = {
Misc=
sTranscriptionBooksItemIds=3bed7288-086a-4a62-8291-22f32291b06f|40d029c9-3b81-4758-8aa2-a6c71fc4500b|5b262db6-3fa3-4be6-b0d5-4c50f2d35a5e|5943bccf-03ce-4ced-bef7-b28f4d5f3fb1|dbf96a07-0769-4327-ae31-14a95bdfd603
}
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
object_Model=Objects/props/alchemy/bookstand/bookstand.cgf
soclasses_SmartObjectClass=
}
Reset()
ResetChild()
SetUsable()
SetupTrigger()
bUsable=false
bUseTrigger=false
bUseableMsgChanged=0
fMinUseDistance=0.7
fUseAngle=0.7
nUserId=0
}
TriggerArea = {
Properties = {
EventIds=
Label=
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=false
bTrackAlways=false
layerEventLayer=
sWH_AI_EntityCategory=
}
type=TriggerArea
}
TriggerBase = {
Editor = {
Icon=Trigger.bmp
}
GetActions()
GetHint()
GetHintHold()
InteractorPriority=4
IsActionAvailable()
IsEnabled()
IsEnabledByProperties()
IsEnabledByScriptPerk()
IsEnabledBySoulAbility()
IsEnabledFromQuestSystem()
IsEnabledHold()
IsUsable()
IsUsableHold()
NeedSerialize()
OnAction()
OnEditorSetGameMode()
OnInventoryClosed()
OnInventoryItemUsed()
OnLoad()
OnPropertyChange()
OnReset()
OnSave()
OnSpawn()
OnUsed()
OnUsedHold()
OpenInventory()
PhysicalizeThis()
Properties = {
Click = {
Angle = {
fAngleTolerance=180
fApproachDirection=0
}
InventoryFilter=
InventoryMultiFilter=
Item = {
bAllowUseWithoutItem=false
bDeleteAfterUse=false
guidItemClassId=
sAliasToBarkWithoutItem=
}
UseMessage=@ui_hud_use_item
bIsActive=true
bIsActiveInCombat=false
bIsActiveInTenseCircumstance=false
bIsActiveWhileCarryingCorpse=false
bRequireTargetHaveDialog=false
fActiveDistance=-1
fActiveMinDistance=-1
fZToleration=-1
guidRequiredScriptPerk=
sRequiredSoulAbility=
sSendMessageTo=
}
Hold = {
Angle = {
fAngleTolerance=180
fApproachDirection=0
}
InventoryFilter=
InventoryMultiFilter=
Item = {
bAllowUseWithoutItem=false
bDeleteAfterUse=false
guidItemClassId=
sAliasToBarkWithoutItem=
}
UseMessage=
bIsActive=false
bIsActiveInCombat=false
bIsActiveInTenseCircumstance=false
bIsActiveWhileCarryingCorpse=false
bRequireTargetHaveDialog=false
fActiveDistance=-1
fActiveMinDistance=-1
fZToleration=-1
guidRequiredScriptPerk=
sRequiredSoulAbility=
sSendMessageTo=
}
InteractorPriorityOverride=-1
Script = {
Misc=
}
bQuestSystemTrigger=false
object_Model=objects/special/primitive_cylinder.cgf
sWH_AI_EntityCategory=
}
ReportUse()
ResetHoldMessage()
ResetUseMessage()
SetAvailable()
SetAvailableHold()
SetHoldMessage()
SetUseMessage()
UpdateMaterial()
UserNoItem()
_CheckDialog()
_GetSendTargets()
}
Tutorials = {
InitData()
}
UI = {
OnApseLinkNodeDespawn()
OnApseLinkNodeSpawn()
OnShopLinkNodeDespawn()
OnShopLinkNodeSpawn()
}
UIAction = {
CallFunction()
DisableAction()
EnableAction()
EndAction()
GetAlpha()
GetArray()
GetPos()
GetRotation()
GetScale()
GetVariable()
GotoAndPlay()
GotoAndPlayFrameName()
GotoAndStop()
GotoAndStopFrameName()
HideElement()
IsVisible()
RegisterActionListener()
RegisterElementListener()
RegisterEventSystemListener()
ReloadElement()
RequestHide()
SetAlpha()
SetArray()
SetPos()
SetRotation()
SetScale()
SetVariable()
SetVisible()
ShowElement()
StartAction()
UnloadElement()
UnregisterActionListener()
UnregisterElementListener()
UnregisterEventSystemListener()
}
UIApseLinkNode = {
Editor = {
Icon=Flash.bmp
}
OnDestroy()
OnSpawn()
Properties = {
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
}
}
UIMap = {
GoToCheckpointMark()
}
UIShopLinkNode = {
Editor = {
Icon=Flash.bmp
}
OnDestroy()
OnSpawn()
Properties = {
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
}
}
UNIT_CLASS_CIVILIAN=64
UNIT_CLASS_COMPANION=128
UNIT_CLASS_ENGINEER=16
UNIT_CLASS_INFANTRY=4
UNIT_CLASS_LEADER=2
UNIT_CLASS_MEDIC=32
UNIT_CLASS_SCOUT=8
UNIT_CLASS_UNDEFINED=1
UNORDERED=1
UNRELIABLE_ORDERED=2
UPR_COMBAT_FLIGHT=2
UPR_COMBAT_GROUND=1
UPR_COMBAT_MARINE=4
UPR_COMBAT_RECON=8
VEC3=86
Variables = {
CreateContext()
DecrementGlobal()
DecrementLocal()
DestroyContext()
DiscardContextVariables()
GetGlobal()
GetLocal()
IncrementGlobal()
IncrementLocal()
SetGlobal()
SetLocal()
}
VectorUtils = {
Copy()
CrossProduct()
Distance()
DistanceSquared()
DistanceSquared2D()
DotProduct()
DotProduct2D()
GetAngleBetween()
GetAngleBetween2D()
GetDirection()
IsZero()
Length()
LengthSquared()
Lerp()
LogVector()
Negate()
Normalize()
Product()
Rotate2D()
Rotate90AroundZ()
RotateAround()
RotateMinus90AroundZ()
Scale()
Subtract()
Sum()
ToString()
}
ViewDist = {
Editor = {
Model=Editor/Objects/T.cgf
}
Event_Disable()
Event_Enable()
FadeViewDist()
FlowEvents = {
Inputs = {
Disable = {
[02]=bool
[01]()
}
Enable = {
[02]=bool
[01]()
}
}
Outputs = {
Disable=bool
Enable=bool
}
}
OnEnterArea()
OnInit()
OnLeaveArea()
OnLoad()
OnProceedFadeArea()
OnPropertyChange()
OnReset()
OnSave()
OnShutDown()
OnSpawn()
OnTimer()
Properties = {
MaxViewDist=25
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
fFadeTime=1
}
ResetValues()
type=ViewDistController
}
VisibilityArea = {
Properties = {
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
linked_to_global_area=false
}
type=VisibilityArea
}
VolumeObject = {
Create()
Delete()
ENTITY_DETAIL_ID=1
Editor = {
Icon=Clouds.bmp
Model=Editor/Objects/Particles.cgf
}
Event_Hide()
Event_Show()
FlowEvents = {
Inputs = {
Hide = {
[02]=bool
[01]()
}
Show = {
[02]=bool
[01]()
}
}
Outputs = {
Hide=bool
Show=bool
}
}
OnInit()
OnLoad()
OnPropertyChange()
OnReset()
OnSave()
OnShutDown()
OnSpawn()
Properties = {
Movement = {
bAutoMove=0
fFadeDistance=0
vector_SpaceLoopBox = {
x=2000
y=2000
z=2000
}
vector_Speed = {
x=0
y=0
z=0
}
}
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
file_VolumeObjectFile=Libs/Clouds/Default.xml
}
SetMovementProperties()
type=VolumeObject
}
WAIT_ALL=0
WAIT_ANY=1
WAIT_ANY_2=2
WHCart = {
Editor = {
Icon=vehicle.bmp
IconOnTop=1
}
GetCartType()
GetIsQuestCart()
OnLoad()
OnPropertyChange()
OnReset()
OnSave()
OnSpawn()
Properties = {
bExported_to_game=true
bExported_to_test=true
bIsQuestCart=false
bMovingSmartObject=true
bSaved_by_game=true
guidSmartObjectType=DEF0005E-0000-0000-0000-DEF00000005E
sCartType=fourWheeled
soclass_SmartObjectHelpers=Cart
}
Reset()
cartType=fourWheeled
isQuestCart=false
}
WHCartMountPoint = {
Editor = {
Icon=Ladder.bmp
IconOnTop=1
ShowBounds=1
}
Event_Use()
Event_User()
FlowEvents = {
Inputs = {
Use = {
[02]=entityid
[01]()
}
User = {
[02]=entityid
[01]()
}
}
Outputs = {
OnUse=bool
}
}
GetActions()
GetUsableMessage()
IsUsable()
IsUsableMsgChanged()
LoadModel()
OnEnablePhysics()
OnMount()
OnPropertyChange()
OnReset()
OnSpawn()
OnUsed()
PhysicalizeThis()
Properties = {
Physics = {
Density=-1
Mass=-1
bPhysicalize=true
bPushableByPlayers=false
bRigidBody=true
}
bCartFrontSeat=true
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=false
fUseAngle=0.92
fUseDistance=2.2
object_Model=objects/special/primitive_cylinder.cgf
soclasses_SmartObjectClass=
}
Reset()
ResetChild()
SetInteractiveCollisionType()
SetupTrigger()
bUseTrigger=true
bUseableMsgChanged=0
fMinUseDistance=0.7
fUseAngle=0.7
nUserId=0
}
WS_PRIMARY=0
WS_SECONDARY=1
WaterPuddle = {
Editor = {
Icon=Water.bmp
IsRotatable=true
IsScalable=false
Model=Editor/Objects/T.cgf
ShowBounds=1
}
Event_Hide()
Event_UnHide()
FlowEvents = {
Inputs = {
Hide = {
[02]=bool
[01]()
}
UnHide = {
[02]=bool
[01]()
}
}
Outputs = {
Hidden=bool
UnHidden=bool
}
}
IsShapeOnly()
OnPropertyChange()
Properties = {
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
bThisIsAPuddle=0
}
type=WaterPuddle
}
WaterTubeActionTrigger = {
CanWash()
CanWashWithSoap()
Editor = {
Icon=Trigger.bmp
}
GetActions()
GetHint()
GetHintHold()
GetLinkedSmartObject()
GetOwner()
InteractorPriority=4
IsActionAvailable()
IsEnabled()
IsEnabledByProperties()
IsEnabledByScriptPerk()
IsEnabledBySoulAbility()
IsEnabledFromQuestSystem()
IsEnabledHold()
IsLegal()
IsLegalHold()
IsLegalImpl()
IsUsable()
IsUsableHold()
NeedSerialize()
OnAction()
OnEditorSetGameMode()
OnInventoryClosed()
OnInventoryItemUsed()
OnLoad()
OnNPCStateSearchDone()
OnPropertyChange()
OnReset()
OnResourcesHosted()
OnResourcesHostingInterrupted()
OnSave()
OnSpawn()
OnTriggerPoint()
OnUsed()
OnUsedHold()
OpenInventory()
PhysicalizeThis()
Properties = {
Click = {
Angle = {
fAngleTolerance=180
fApproachDirection=0
}
CannotWashReason=
InventoryFilter=
InventoryMultiFilter=
Item = {
bAllowUseWithoutItem=false
bDeleteAfterUse=false
guidItemClassId=
sAliasToBarkWithoutItem=
}
Synchro = {
nNumParticipants=2
sKeyContextLinkName=
sKeyName=
sTimeout=
}
UseMessage=@ui_hud_use_item
UseNotOwnerMessage=@ui_hud_use_item_not_owner
bAllowNoOwner=true
bAllowTorch=false
bCheckOwner=false
bDelayedReportUse=false
bDisableFocusCamera=true
bIsActive=true
bIsActiveInCombat=false
bIsActiveInTenseCircumstance=false
bIsActiveWhileCarryingCorpse=false
bRequireTargetHaveDialog=false
bSaveLock=false
esActionType=Stance
fActiveDistance=-1
fActiveMinDistance=-1
fZToleration=-1
guidRequiredScriptPerk=
sAction=sitting
sActionTags=
sAnimationResourceOverride=
sRequiredSoulAbility=
sSendMessageTo=
sSlaveLinkName=
sTriggerPointId=
}
Hold = {
Angle = {
fAngleTolerance=180
fApproachDirection=0
}
InventoryFilter=
InventoryMultiFilter=
Item = {
bAllowUseWithoutItem=false
bDeleteAfterUse=false
guidItemClassId=
sAliasToBarkWithoutItem=
}
Synchro = {
nNumParticipants=2
sKeyContextLinkName=
sKeyName=
sTimeout=
}
UseMessage=
UseNotOwnerMessage=@ui_hud_use_item_not_owner
bAllowNoOwner=true
bAllowTorch=false
bCheckOwner=false
bDelayedReportUse=false
bDisableFocusCamera=true
bIsActive=false
bIsActiveInCombat=false
bIsActiveInTenseCircumstance=false
bIsActiveWhileCarryingCorpse=false
bRequireTargetHaveDialog=false
bSaveLock=false
esActionType=None
fActiveDistance=-1
fActiveMinDistance=-1
fZToleration=-1
guidRequiredScriptPerk=
sAction=
sActionTags=
sAnimationResourceOverride=
sRequiredSoulAbility=
sSendMessageTo=
sSlaveLinkName=
sTriggerPointId=
}
InteractorPriorityOverride=-1
Script = {
Misc=
}
bExported_to_game=true
bExported_to_test=true
bQuestSystemTrigger=false
bSaved_by_game=true
fMinDirtBloodBody=0.2
fMinDirtBloodClothing=0.7
guidSoap=
object_Model=objects/special/primitive_cylinder.cgf
sWH_AI_EntityCategory=
}
ReportUse()
ResetHoldMessage()
ResetUseMessage()
SetAvailable()
SetAvailableHold()
SetHoldMessage()
SetUseMessage()
UpdateMaterial()
UserNoItem()
_CheckDialog()
_GetSendTargets()
}
WaterVolume = {
Editor = {
Icon=Water.bmp
IsRotatable=true
IsScalable=false
Model=Editor/Objects/T.cgf
ShowBounds=1
}
Event_Hide()
Event_PhysicsDisable()
Event_PhysicsEnable()
Event_UnHide()
FlowEvents = {
Inputs = {
Hide = {
[02]=bool
[01]()
}
PhysicsDisable = {
[02]=bool
[01]()
}
PhysicsEnable = {
[02]=bool
[01]()
}
UnHide = {
[02]=bool
[01]()
}
}
Outputs = {
Hidden=bool
UnHidden=bool
}
}
IsShapeOnly()
OnPropertyChange()
OnSpawn()
Properties = {
CausticHeight=0.5
CausticIntensity=1
CausticTiling=1
Depth=5
FogColorMultiplier=0.5
FogDensity=0.5
FogShadowing=0.5
MaterialLayerMask=0
MinSpec=0
MultiplayerOptions = {
bNetworked=false
}
StreamSpeed=0
UScale=1
VScale=1
ViewDistanceRatio=100
bAwakeAreaWhenMoving=false
bCapFogAtVolumeDepth=false
bCaustics=true
bExported_to_game=true
bExported_to_test=true
bFogColorAffectedBySun=true
bIsRiver=false
bSaved_by_game=true
color_FogColor = {
x=0.005
y=0.01
z=0.02
}
}
type=WaterVolume
}
WildDog = {
AIMovementAbility = {
AIMovementSpeeds = {
Relaxed = {
Run = {
[03]=3
[01]=2.5
[02]=2
}
Slow = {
[01]=0.9
[03]=1.3
[02]=0.8
}
Sprint = {
[02]=5
[01]=7
[03]=8
}
Walk = {
[01]=1.5
[03]=2
[02]=1.3
}
}
}
avoidanceRadius=1.5
b3DMove=0
collisionAvoidanceParticipation=true
collisionAvoidanceRadiusIncrement=0
cornerSlowDown=0.75
dashPossibleCheckDistance=12
dashPossibleCheckRequiredSpeedParam=0.75
maneuverSpeed=1.5
maneuverTrh=2
maxAccel=2
maxDecel=4
maxTurnRadius=3
minTurnRadius=0
pathFindPrediction=0.5
pathLookAhead=1
pathRadius=0.4
pathRegenIntervalDuringTrace=4
pathSpeedLookAheadPerSpeed=-1.5
pathType=AIPATH_HUMAN
resolveStickingInTrace=1
runSpeed=2.5
sprintSpeed=7
usePredictiveFollowing=1
velDecay=0.5
walkSpeed=1.5
}
ActionController=Animations/Mannequin/ADB/kcd_dog_controllerdefs.xml
AddAnimalLootAction()
AnimDatabase3P=Animations/Mannequin/ADB/kcd_dog_database.adb
CombatOpponentMnTag=oppDog
Editor = {
Icon=User.bmp
IconOnTop=1
}
Event_Spawn()
Event_SpawnKeep()
Event_Spawn_Internal()
Event_Spawned()
Expose()
FlowEvents = {
Inputs = {
Spawn = {
[02]=bool
[01]()
}
}
Outputs = {
Spawned=entity
}
}
GetActions()
GetDogActions()
GetFlowgraphForwardingEntity()
GetReturnToPoolWeight()
InitialSetup()
InteractorPriority=2
IsAIControlled()
IsChatUsable=1
IsDogUsable=1
IsUsable()
NotifyRemoval()
OnDestroy()
OnDogRequest()
OnEditorSetGameMode()
OnLoadAI()
OnPropertyChange()
OnReset()
OnSaveAI()
OnSpawn()
OnUsed()
OpponentMnTag=relatedDog
ProceduralContextLook = {
fadeInSeconds=1
fadeOutMinDistance=0
fadeOutSeconds=1
polarCoordinatesMaxPitchDegreesPerSecond=360
polarCoordinatesMaxYawDegreesPerSecond=360
polarCoordinatesSmoothEnable=true
polarCoordinatesSmoothTimeSeconds=0.2
}
Properties = {
CharacterSounds = {
foleyEffect=foley_Dog
footstepEffect=footsteps_Dog
}
ControlProfile=0
LipSync = {
TransitionQueueSettings = {
nAnimLayer=12
nCharacterSlot=0
playbackWeight=0.75
sDefaultAnimName=facial_chewing_01
}
bEnabled=true
esLipSyncType=LipSync_TransitionQueue
}
NPC = {
aianchorHome=
eiNPCCategory=1
}
Rendering = {
bWrinkleMap=true
}
Script = {
Misc=
bIdleUntilFirstPatch=false
}
SpawnedEntityName=
aicharacter_character=
bCanHoldInformation=true
bExported_to_game=true
bExported_to_test=true
bInvulnerable=false
bIsDummy=false
bNotPlayerMountable=false
bSaved_by_game=true
bSpawner=false
bWH_ListenerObject=true
bWH_PerceptibleObject=true
bWH_PerceptorObject=true
bWH_RequiresHome=false
commrange=30
eiColliderMode=0
esBehaviorSelectionTree=
esClothingConfig=wild_dog
esCommConfig=npc_default
esModularBehaviorTree=IdleSeq
esNavigationType=MediumSizedCharacters
esVoice=npc_default
fFmodCharacterTypeParam=0
fileHitDeathReactionsParamsDataFile=Libs/HitDeathReactionsData/HitDeathReactions_Default.xml
fileModel=Objects/Characters/animals/Dog/dog.cdf
guidSharedSoulId=
nModelVariations=0
physicMassMult=1
sWH_AI_EntityCategory=
sharedSoulInstanceId=0
}
PropertiesInstance = {
aibehavior_behaviour=
bAutoDisable=false
esVoice=
nVariation=0
soclasses_SmartObjectClass=
}
RegisterAI()
Reset()
ResetAIParameters()
ResetCommon()
ReviveInEditor()
Server = {
OnInit()
}
SetActorModel()
UseMannequinAGState=true
ai=1
collisionCapsule = {
axis = {
x=0
y=1
z=0
}
height=0.55
pos = {
x=0
y=0.05
z=0.52
}
posCarcass = {
x=0.1
y=0.16
z=0.08
}
radius=0.13
}
collisionClass=2.09715e+06
defaultSoulArchetype=WildDog
defaultSoulClass=wilddog
gameParams = {
animatedCharacterTurnSpeedSmoothingTime=0.2
inertia=0
inertiaAccel=0
jumpHeight=1
lookFOV=180
stance = {
carryCorpse = {
heightCollider=0.4
heightPivot=0
name=carryCorpse
size = {
x=0.1
y=0
z=0.01
}
stanceId=9
useCapsule=1
viewOffset = {
x=0
y=0.1
z=0.5
}
}
combat = {
heightCollider=0.4
heightPivot=0
name=combat
size = {
x=0.1
y=0
z=0.01
}
stanceId=0
useCapsule=0
viewOffset = {
x=0
y=0.1
z=0.5
}
}
crouch = {
heightCollider=0.4
heightPivot=0
name=crouch
size = {
x=0.1
y=0
z=0.01
}
stanceId=1
useCapsule=0
viewOffset = {
x=0
y=0.1
z=0.5
}
}
injured = {
heightCollider=1.05
heightPivot=0
name=injured
size = {
x=0.3
y=0
z=0.4
}
stanceId=7
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
normal = {
heightCollider=0.4
heightPivot=0
name=normal
size = {
x=0.1
y=0
z=0.01
}
stanceId=3
useCapsule=0
viewOffset = {
x=0
y=0.1
z=0.5
}
}
stoneThrowing = {
heightCollider=1.05
heightPivot=0
name=stoneThrowing
size = {
x=0.3
y=0
z=0.4
}
stanceId=2
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
}
}
physicsParams = {
Living = {
air_resistance=0.5
colliderMat=mat_player_collider
gravity=30
inertia=11
inertiaAccel=11
k_air_control=0.1
mass=25
max_climb_angle=89
max_jump_angle=89
max_vel_ground=16
min_fall_angle=89
min_slide_angle=89
timeImpulseRecover=1
}
additionalPhysicsMass=1
flags=0
mass=25
stiffness_scale=73
}
}
Wind = {
Editor = {
Icon=Tornado.bmp
}
Event_Disable()
Event_Enable()
Fade()
FlowEvents = {
Inputs = {
Disable = {
[02]=bool
[01]()
}
Enable = {
[02]=bool
[01]()
}
}
Outputs = {
Disable=bool
Enable=bool
}
}
OnEnterArea()
OnInit()
OnLeaveArea()
OnLoad()
OnProceedFadeArea()
OnPropertyChange()
OnReset()
OnSave()
OnShutDown()
OnTimer()
Properties = {
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
fFadeTime=1
vVelocity = {
x=1
y=0
z=0
}
}
ResetValues()
type=WindController
}
WindArea = {
Editor = {
Icon=Tornado.bmp
}
Event_Activate()
Event_Deactivate()
FlowEvents = {
Inputs = {
Activate = {
[02]=bool
[01]()
}
Deactivate = {
[02]=bool
[01]()
}
}
Outputs = {
Activate=bool
Deactivate=bool
}
}
OnInit()
OnLoad()
OnPropertyChange()
OnReset()
OnSave()
PhysicalizeThis()
Properties = {
AirDensity=0
AirResistance=0
Dir = {
x=0
y=0
z=0
}
FalloffInner=0
Size = {
x=10
y=10
z=10
}
Speed=0
bActive=true
bEllipsoidal=1
bExported_to_game=true
bExported_to_test=true
bSaved_by_game=true
}
_PhysTable = {
}
}
Wolf = {
AIMovementAbility = {
AIMovementSpeeds = {
Relaxed = {
Run = {
[03]=3
[01]=2.5
[02]=2
}
Slow = {
[01]=0.9
[03]=1.3
[02]=0.8
}
Sprint = {
[02]=5
[01]=7
[03]=8
}
Walk = {
[01]=1.5
[03]=2
[02]=1.3
}
}
}
avoidanceRadius=1.5
b3DMove=0
collisionAvoidanceParticipation=true
collisionAvoidanceRadiusIncrement=0
cornerSlowDown=0.75
dashPossibleCheckDistance=12
dashPossibleCheckRequiredSpeedParam=0.75
maneuverSpeed=1.5
maneuverTrh=2
maxAccel=2
maxDecel=4
maxTurnRadius=3
minTurnRadius=0
pathFindPrediction=0.5
pathLookAhead=1
pathRadius=0.4
pathRegenIntervalDuringTrace=4
pathSpeedLookAheadPerSpeed=-1.5
pathType=AIPATH_HUMAN
resolveStickingInTrace=1
runSpeed=2.5
sprintSpeed=7
usePredictiveFollowing=1
velDecay=0.5
walkSpeed=1.5
}
ActionController=Animations/Mannequin/ADB/kcd_dog_controllerdefs.xml
AddAnimalLootAction()
AnimDatabase3P=Animations/Mannequin/ADB/kcd_dog_database.adb
CombatOpponentMnTag=oppDog
Editor = {
Icon=User.bmp
IconOnTop=1
}
Event_Spawn()
Event_SpawnKeep()
Event_Spawn_Internal()
Event_Spawned()
Expose()
FlowEvents = {
Inputs = {
Spawn = {
[02]=bool
[01]()
}
}
Outputs = {
Spawned=entity
}
}
GetActions()
GetDogActions()
GetFlowgraphForwardingEntity()
GetReturnToPoolWeight()
InitialSetup()
InteractorPriority=2
IsAIControlled()
IsChatUsable=1
IsDogUsable=1
IsUsable()
NotifyRemoval()
OnDestroy()
OnDogRequest()
OnEditorSetGameMode()
OnLoadAI()
OnPropertyChange()
OnReset()
OnSaveAI()
OnSpawn()
OnUsed()
OpponentMnTag=relatedDog
ProceduralContextLook = {
fadeInSeconds=1
fadeOutMinDistance=0
fadeOutSeconds=1
polarCoordinatesMaxPitchDegreesPerSecond=360
polarCoordinatesMaxYawDegreesPerSecond=360
polarCoordinatesSmoothEnable=true
polarCoordinatesSmoothTimeSeconds=0.2
}
Properties = {
CharacterSounds = {
foleyEffect=foley_Dog
footstepEffect=footsteps_Dog
}
ControlProfile=0
LipSync = {
TransitionQueueSettings = {
nAnimLayer=12
nCharacterSlot=0
playbackWeight=0.75
sDefaultAnimName=facial_chewing_01
}
bEnabled=true
esLipSyncType=LipSync_TransitionQueue
}
NPC = {
aianchorHome=
eiNPCCategory=1
}
Rendering = {
bWrinkleMap=true
}
Script = {
Misc=
bIdleUntilFirstPatch=false
}
SpawnedEntityName=
aicharacter_character=
bCanHoldInformation=true
bExported_to_game=true
bExported_to_test=true
bInvulnerable=false
bIsDummy=false
bNotPlayerMountable=false
bSaved_by_game=true
bSpawner=false
bWH_ListenerObject=true
bWH_PerceptibleObject=true
bWH_PerceptorObject=true
bWH_RequiresHome=false
commrange=30
eiColliderMode=0
esBehaviorSelectionTree=
esClothingConfig=wolf
esCommConfig=npc_default
esModularBehaviorTree=IdleSeq
esNavigationType=MediumSizedCharacters
esVoice=npc_default
fFmodCharacterTypeParam=0
fileHitDeathReactionsParamsDataFile=Libs/HitDeathReactionsData/HitDeathReactions_Default.xml
fileModel=Objects/Characters/animals/wolf/wolf.cdf
guidSharedSoulId=
nModelVariations=0
physicMassMult=1
sWH_AI_EntityCategory=
sharedSoulInstanceId=0
}
PropertiesInstance = {
aibehavior_behaviour=
bAutoDisable=false
esVoice=
nVariation=0
soclasses_SmartObjectClass=
}
RegisterAI()
Reset()
ResetAIParameters()
ResetCommon()
ReviveInEditor()
Server = {
OnInit()
}
SetActorModel()
UseMannequinAGState=true
ai=1
collisionCapsule = {
axis = {
x=0
y=1
z=0
}
height=0.53
pos = {
x=0
y=0.05
z=0.52
}
posCarcass = {
x=0
y=0.1
z=0.08
}
radius=0.13
}
collisionClass=2.09715e+06
defaultSoulArchetype=Wolf
defaultSoulClass=wolf
gameParams = {
animatedCharacterTurnSpeedSmoothingTime=0.2
inertia=0
inertiaAccel=0
jumpHeight=1
lookFOV=180
stance = {
carryCorpse = {
heightCollider=0.4
heightPivot=0
name=carryCorpse
size = {
x=0.1
y=0
z=0.01
}
stanceId=9
useCapsule=1
viewOffset = {
x=0
y=0.1
z=0.5
}
}
combat = {
heightCollider=0.4
heightPivot=0
name=combat
size = {
x=0.1
y=0
z=0.01
}
stanceId=0
useCapsule=0
viewOffset = {
x=0
y=0.1
z=0.5
}
}
crouch = {
heightCollider=0.4
heightPivot=0
name=crouch
size = {
x=0.1
y=0
z=0.01
}
stanceId=1
useCapsule=0
viewOffset = {
x=0
y=0.1
z=0.5
}
}
injured = {
heightCollider=1.05
heightPivot=0
name=injured
size = {
x=0.3
y=0
z=0.4
}
stanceId=7
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
normal = {
heightCollider=0.4
heightPivot=0
name=normal
size = {
x=0.1
y=0
z=0.01
}
stanceId=3
useCapsule=0
viewOffset = {
x=0
y=0.1
z=0.5
}
}
stoneThrowing = {
heightCollider=1.05
heightPivot=0
name=stoneThrowing
size = {
x=0.3
y=0
z=0.4
}
stanceId=2
useCapsule=1
viewOffset = {
x=0
y=0.1
z=1.6
}
}
}
}
physicsParams = {
Living = {
air_resistance=0.5
colliderMat=mat_player_collider
gravity=30
inertia=11
inertiaAccel=11
k_air_control=0.1
mass=25
max_climb_angle=89
max_jump_angle=89
max_vel_ground=16
min_fall_angle=89
min_slide_angle=89
timeImpulseRecover=1
}
additionalPhysicsMass=1
flags=0
mass=25
stiffness_scale=73
}
}
XGenAIModule = {
AddLink()
AddRecordedIntellectForFaderProfiling()
DespawnPerceptibleVolume()
FindLinks()
GetBrainVariable()
GetEntityByWUID()
GetEntityIdByWUID()
GetMyWUID()
GetOwner()
GetWuidDebugString()
HasClothingLink()
IgnorePerception()
IsOneshotAvailable()
IsOneshotBlocked()
IsPointInAreaWithLabel()
IsPointInAreaWithLabelWUID()
IsStanceAvailable()
IsStanceBlocked()
IsUnstanceAvailable()
IsUnstanceBlocked()
LootEnd()
LootInventoryBegin()
MakeTableFromType()
OnDestroy()
OnPropertyChange()
OnSpawn()
OnStart()
PlaceToSlotFromInventory()
ProduceSound()
ProduceSoundWUID()
SendMessageToEntity()
SendMessageToEntityArray()
SendMessageToEntityData()
SetBrainVariable()
SetPlayerDogMode()
SpawnPerceptibleVolume()
SpawnPerceptibleVolumeOnWUID()
_GetDataVariable()
_SetDataVariable()
}
_IAction()
_IActionMap()
_IClass()
_IDisabledBarkMetarole()
_IEnabled()
_IFunc()
_IHint()
_IInteraction()
_IReason()
_IType()
_IUiOrder()
_IUiVisible()
_VERSION=Lua 5.1
__land=0000000000000000
__null=0000000000000000
__player=0000000000000000
__playerDog=0000000000000000
__version = {
current=0
loaded=0
}
_aitick=0
_dataMetaTable = {
__index()
__newindex()
}
_frametime=0
_time=0
alarm=19
arrow_hit=15
arshift()
assert()
band()
bio_drunkeness=12
bio_exhaustion=11
bio_hunger=10
bnot()
bor()
bow_fired=13
bullet_hit=16
bxor()
collectgarbage()
collision_class_articulated=8
collision_class_living=4
collision_class_particle=64
collision_class_soft=16
collision_class_terrain=1
collision_class_wheeled=2
combat=1
combatScript=6
coroutine = {
create()
resume()
running()
status()
wrap()
yield()
}
debug = {
debug()
getfenv()
gethook()
getinfo()
getlocal()
getmetatable()
getregistry()
getupvalue()
setfenv()
sethook()
setlocal()
setmetatable()
setupvalue()
traceback()
}
decoy_distract=8
dofile()
dog_attack_command=23
dog_bark=22
dog_distract=24
door=7
dramatic_bark=18
eGE_ChangedTeam=9
eGE_Connected=6
eGE_Currency=12
eGE_Damage=24
eGE_Death=20
eGE_Disconnected=7
eGE_DiscreetSample=0
eGE_GameEnd=5
eGE_GameReset=1
eGE_GameStarted=2
eGE_Rank=13
eGE_Renamed=8
eGE_RoundEnd=4
eGE_ScoreReset=15
eGE_Scored=11
eGE_Spectator=14
eGE_SuddenDeath=3
eGE_WeaponHit=25
eGameCacheResourceType_Material=3
eGameCacheResourceType_StaticObject=2
eGameCacheResourceType_Texture=0
eGameCacheResourceType_TextureDeferredCubemap=1
ent_all=287
ent_independent=16
ent_living=8
ent_rigid=4
ent_sleeping_rigid=2
ent_sort_by_mass=131072
ent_static=1
ent_terrain=256
enum_CombatEvent = {
aoutOfAmmo=0
}
enum_CombatMoveEvent = {
any=4
onMeleeRange=2
tooFar=1
unreachable=0
unreached=3
unreachedUnreachable=5
unreachedUnreachableTooFar=6
}
enum_CompanionType = {
Dog=1
Horse=0
}
enum_HitReactionStrength = {
Exhausting=4
Fatal=7
Healing=1
MajorInjury=6
MinorInjury=5
Tickle=2
Unpleasant=3
Zero=0
}
enum_HitReactionType = {
Bullet=6
Collision=3
Decoy=8
Fall=5
Melee=1
MeleeStealth=2
Shock=10
Stone=9
}
enum_HorseCommands = {
Autopilot_Dash=31
Autopilot_Run=29
Autopilot_Sprint=30
Autopilot_Walk=28
ClearPlayerHorse=3
ComeToMe=1
CreateFormation=4
CustomBehavior=19
Dash=27
Eat=17
GoInFormation=16
GoToHome=14
GoToPath=15
GoToPoint=11
GoToPointExact=12
GoToWaypoints=13
Halt=0
OnDismount=23
OnLead=18
OnMount=22
Reserve=20
ReserveRelease=21
RideHome=8
RideInFormation=10
RidePath=9
RidePoint=5
RidePointExact=6
RideWaypoints=7
Run=25
SetPlayerHorse=2
Sprint=26
Walk=24
}
enum_HorseResult = {
Failed=0
Fall=2
Success=1
}
enum_MeleeHit = {
receivedComboHit=4
receivedDefendedHit=2
receivedFinalComboHit=6
receivedHit=0
receivedHitByBrokenBlock=3
receivedHitWithoutFreeAttack=7
receivedNonFinalComboHit=5
receivedUndefendedHit=1
}
enum_PatrolType = {
BackAndForth=1
Loop=2
ToEndPoint=0
}
enum_UnconsciousReason = {
alcohol=2
exhaustion=3
knockout=1
unknown=0
}
enum_WeaponChangeFilter = {
any=0
melee=1
missile=2
oversized=3
unarmed=4
weapon=5
}
enum_achievement = {
closeOne=4
collector=3
sweetDreams=1
thatWasMyFavouritePair=2
unknown=0
}
enum_actorState = {
actorAnim=39
battleArcheryNpc=16
battleArcheryPlayer=15
blacksmithing=17
butchering=40
carried=12
carryCorpse=11
carryItem=13
cart=27
combat=25
crouch=36
cutscene=34
dead=22
dialogue=31
dogInteraction=6
dying=21
fall=18
fastTravel=33
follow=26
hit=10
holdingDecoy=24
horse=37
idle=0
inAir=29
interactiveScene=30
itemInteraction=5
jump=1
ladder=3
land=19
ledge=2
minigame=4
none=44
onBed=38
ragdoll=8
reading=41
readingFromInventory=42
rear=43
shooting=7
skipTime=32
sprinting=28
standingUp=20
stoneThrowing=14
tenseCircumstance=35
trackview=23
unconscious=9
}
enum_addRemove = {
add=1
remove=0
}
enum_aliveness = {
alive=0
aliveOrUnconscious=4
any=6
dead=1
deadOrAlive=5
deadOrUnconscious=3
unconscious=2
}
enum_allOne = {
all=0
atLeastOne=1
}
enum_ammo_class = {
Arrow=1
Ball=3
Bolt=2
Shotgun=4
}
enum_angrinessType = {
material=1
violence=0
}
enum_angrinessValue = {
material=1
violence=0
}
enum_animationApproach = {
dontPlayDialogAnimations=0
ingameDialogPoseAndAnimations=3
playDialogAnimationsIfFaderDialog=2
tryDialogAnimations=1
}
enum_animationOverride = {
dialogControlled=1
dialogControlledItemsAllowed=3
noOverride=2
userControlled=0
}
enum_archeryContest_refereeCommand = {
endShooting=3
getReady=1
none=0
playerLost=7
playerWon=6
startShooting=2
timeIsRunningOut=4
timeIsUp=5
}
enum_armor_archetype = {
ArmsPlateBackGuardsLong=33
ArmsPlateBackGuardsShort=29
ArmsPlateCombinedLong=32
ArmsPlateForearmBack=34
ArmsPlateForearmFull=35
ArmsPlateFullBack_withShoulders=84
ArmsPlateFullComplete_withShoulders=85
ArmsPlateFullGuardsLong=31
ArmsPlateFullGuardsShort=30
ArmsPlateShoulderGuards=28
Belt=103
BodyChainOverall_longSleeves=21
BodyChainOverall_noSleeves=20
BodyChainShirtLong_longSleeves=19
BodyChainShirtLong_shortSleeves=18
BodyChainShirt_longSleeves=16
BodyChainShirt_shortSleeves=15
BodyChainVestLong=17
BodyChainVestShort=14
BodyClothShirtLong_longSleeves=27
BodyClothShirtLong_noSleeves=25
BodyClothShirtLong_shortSleeves=26
BodyClothShirt_longSleeves=24
BodyClothShirt_noSleeves=22
BodyClothShirt_shortSleeves=23
BodyDecorLong_noSleeves=91
BodyDecorShirtLong_shortSleeves=86
BodyDecorUltraLong_noSleeves=92
BodyPlateCuirassDoubleLong=0
BodyPlateCuirassDoubleShort=3
BodyPlateCuirassFrontLong=2
BodyPlateCuirassFrontShort=1
BodyPlateCuirassFullLong=11
BodyPlateCuirassFullLong_longSleeves=12
BodyPlateCuirassFullLong_shortSleeves=13
BodyPlateCuirassFullShort=10
Boots=97
BootsAnkle=98
BootsKnee=99
CattlePaint=105
Coat=83
Coat_Bergov=102
Coat_noSleeves=67
Collar=94
HandsGloves=45
HandsGlovesPlate_toBeDeleted=46
HeadChainCap=38
HeadChainCap_collarOnly=88
HeadChainCap_withCollar=89
HeadClothCap=36
HeadClothCap_withCollar=90
HeadClothFullMask=37
HeadPlateHatBig=40
HeadPlateHatSmall=39
HeadPlateHelmFull=43
HeadPlateHelmFull_collar=44
HeadPlateHelmOpen=41
HeadPlateHelmOpen_collar=42
HoodDown=96
HoodOn=95
HorseArmorHeadNeck=76
HorseBridle=77
HorseSaddle=75
HorseShoe=87
HorseTrappingsFull=74
LegsClothTrousersLong=47
LegsClothTrousersLong_withFeet=106
LegsClothTrousersShort=48
LegsPlateProtsLongFront=55
LegsPlateProtsLongFront_withFeet=57
LegsPlateProtsLongFull=56
LegsPlateProtsLongFull_withFeet=58
LegsPlateProtsLowerFront=53
LegsPlateProtsLowerFull=54
LegsPlateProtsUpperFront=51
LegsPlateProtsUpperFull=52
Necklace=82
Pouch=104
Ring=80
Robe_cape=93
Spur=81
Tmp_HoodDown=79
Tmp_HoodOn=78
_UberlodPlaceholder=100
}
enum_armor_type = {
ArmBrigandine=38
ArmPlate=39
BascinetOpen=20
BascinetVisor=21
Bells=79
Belt=76
BootsAnkle=50
BootsKnee=51
Bridle=56
Brigandine=34
Caftan=29
Cap=17
Caparison=58
Coat=35
CoifCap=13
CoifLarge=15
CoifMail=16
CoifSmall=14
CollarMail=23
CollarPadded=22
Cuirass=33
F_Bonnet=63
F_CapAndWimple=64
F_Hat=72
F_Hood=62
F_HoodOpen=73
F_Shoes=65
F_SimpleDress=68
F_Smock=69
F_Veil=74
F_VeilAndWimple=75
GambesonLong=28
GambesonShort=27
Gauntlets=40
Gloves=41
Habit=37
Hood=24
HorsePadded=61
HorsePlate=59
HorseShoe=60
HoseJoined=42
HoseLoose=43
HoseSeparate=44
KettleHat=18
LeatherApron=81
LeatherCap=80
LegsBrigandine=47
LegsChain=46
LegsPadded=45
LegsPlate=48
MailLong=32
MailShort=31
Necklace=55
Pouch=77
Pourpoint=30
Ring=54
Saddle=57
Scabbard=53
Shoes=49
SkullCap=19
Spectacles=78
Spurs=52
TunicLong=26
TunicShort=25
Waffenrock=36
}
enum_assaultVictimKind = {
animal=2
flock=3
none=0
npc=1
}
enum_badgeTier = {
gold=2
invalidTier=3
plumb=0
silver=1
}
enum_bathhouse_barberTry = {
revert=2
tryChosenBeard=1
tryChosenHair=0
}
enum_bathhouse_serviceType = {
BarberBeard=7
BarberHaircut=6
Clean=1
CleanHorse=3
CureClean=2
Love=4
Love_censored=5
None=0
}
enum_bathhouse_skiptimeDuration = {
1h=0
2h=1
3h=2
}
enum_battleRequestPriority = {
high=1
normal=0
}
enum_bedType = {
bench=0
ground=1
normal=2
shelter=3
tent=4
}
enum_bohutovaVlozka_erik_battlefieldPhases = {
Completed=3
GivingOrders=2
None=0
WaitingForBohuta=1
}
enum_bohutovaVlozka_playerFollowsErikToNebakov = {
Completed=3
GetHorse=1
MoveToDestination=2
None=0
}
enum_boidHit = {
collision=2
melee=0
ranged=1
}
enum_buffTagId = {
alcohol_blackout=2
alcohol_drunk=1
alcohol_hangover=14
alcohol_mood=0
bleed=4
encumbered=16
exhausted=15
food_poison=13
injury=7
low_health=11
overeat=6
poison=3
q_romanceWithTheresa_alphaMale=10
q_tournament_poison=9
savegame=8
sleep=5
smell=17
unstream_protection=12
}
enum_buffTimestampType = {
buffAdded=0
clear=1
}
enum_cartSlotRequest = {
any=0
driver=1
horseLeft=7
horseRight=8
leftBack=4
leftFront=2
playerBack=6
playerFront=5
rightFront=3
}
enum_cartSpeed = {
fast=1
instant=2
normal=0
}
enum_cartUserType = {
driver=0
horse=1
passenger=2
}
enum_checkManyMode = {
HasAll=0
HasSome=1
}
enum_cheering_reactionType = {
Happy=0
Sad=1
}
enum_cheering_shoutingType = {
ongoing=0
reaction=1
}
enum_circularSpatialQueryFilter = {
ConsciousHumanNPCsPlayerExcluded=8
LivingHumanNPCsPlayerExcluded=7
all=0
humanNPCs=2
humanNPCsPlayerExcluded=3
livingHumanNPCs=6
nonHumanNPCs=4
npcs=1
perceivableItems=5
}
enum_combatAttackKind = {
dogBite=5
melee=4
missile=1
none=0
stealthAction=2
unarmed=3
}
enum_combatAttackTypes = {
heavy=1
light=0
special=2
}
enum_combatAutomationGuardMode = {
automate=0
forceDisable=2
forceEnable=1
freeBlock=3
}
enum_combatGuardMode = {
automate=0
forceDisable=2
forceEnable=1
}
enum_combatGuardType = {
clinch=1
main=0
none=2
}
enum_combatSlots = {
combo=2
dodge=1
perfectBlock=0
riposte=3
specialPerfectBlock=4
}
enum_combatStates = {
clinch=10
death=7
failedAttack=4
guard=1
hit=6
idle=0
parryInPlace=9
prepareToParry=8
readyToStrike=2
strike=3
withdraw=5
}
enum_combatZoneType = {
attack=0
block=2
guard=1
}
enum_combatZones = {
center=5
head=0
lowerLeft=3
lowerRight=4
upperLeft=1
upperRight=2
}
enum_combat_combatChatResult = {
surrender=0
}
enum_combat_questFightStatus = {
fled=1
started=0
}
enum_combat_skirmishFoul = {
DogIsInCombat=4
DrawMissileWeapon=1
DrawWeapon=2
MountHorse=3
NewCrimeCreated=5
none=0
}
enum_combat_skirmishReaction = {
indifference=3
join=1
none=0
withdraw=2
}
enum_concept_weaponSet = {
oversized=2
primary=0
secondary=1
}
enum_confiscateItems = {
all=4
none=0
poached=3
relevant=1
relevantOwnAndMates=2
}
enum_consciousness = {
conscious=0
dead=2
unconscious=1
}
enum_corpseState = {
cleared=4
discovered=1
investigated=2
undiscovered=0
watched=3
}
enum_crafting_material_subtype = {
bezoar=6
craftingSkin=7
dryable=5
horn=2
lard=4
q_disguise_anyfeather=3
tusk=1
}
enum_crafting_material_type = {
blacksmithing=3
herb=1
special=2
}
enum_crimeFollowingMode = {
default=0
dontBackOff=1
noMoveOnlyTurn=2
}
enum_crimeFollowingRole = {
assist=1
main=0
observer=2
}
enum_crime_alarmReactionType = {
calm=1
none=0
urgent=2
}
enum_crime_allowedSharePlayerPosAssistance = {
barkAndAnimation=2
none=0
onlyBark=1
}
enum_crime_animalAbuseKind = {
assault=1
murder=2
none=0
theft=3
}
enum_crime_animalKind = {
domestic=1
unknown=0
wild=2
}
enum_crime_animalSpecies = {
Boar=1
Bull=2
Cow=5
DeerDoe=3
Dog=4
Horse=6
Pig=7
RedDeer=8
Sheep=9
Unknown=0
WildDog=10
Wolf=11
}
enum_crime_animal_escapeKind = {
annoyedReposition=1
sprintAway=2
unknown=0
}
enum_crime_animal_impulseLevel = {
annoying=1
critical=2
unknown=0
}
enum_crime_animal_reactionKind = {
annoyance=1
attack=2
check=3
eatDroppedFood=4
escape=5
horseWait=6
lookAround=7
reposition=9
returnFromStartle=8
startle=10
unknown=0
watchTrespass=11
}
enum_crime_animal_stimulusKind = {
combat=1
enemy=2
flyBy=3
hit=5
human=4
item=6
sound=7
startle=8
trespass=9
unknown=0
}
enum_crime_arrestChatResult = {
accept=0
evade=2
reject=1
}
enum_crime_attackKind = {
armed=8
collision=2
dog=5
missile=7
pebble=1
playerHorseCollision=3
stealth=6
stone=9
unarmed=4
unknown=0
}
enum_crime_authorityKind = {
activeDuty=4
offDuty=2
offDuty_sleeping=3
onDuty=1
stationaryDuty=5
unknown=0
}
enum_crime_banishCompanionType = {
Dog=1
Horse=2
Unknown=0
}
enum_crime_barkPriority = {
addressingPlayer=4
addressingPlayer_important=5
flavor=0
important=3
low=1
medium=2
}
enum_crime_barkReactionKind = {
bodyFound=12
companionComment=15
companionDog=4
companionHorse=2
greetPlayer=3
hasWeapon=7
heldBodyEnemy=14
heldBodyFriendly=10
ignoredPickpocket=11
indifferentCombat=9
isTorchless=6
kettleEatingGoodRep=13
mourn=1
playerInStealth=5
semipublicTrespass=8
unknown=0
}
enum_crime_barkReactionType = {
chat=1
ingameMonolog=0
}
enum_crime_barkSituation = {
crimeReported=1
hitReaction=0
lookAround=2
report_reporting=4
report_running=3
}
enum_crime_campTrespassChatResult = {
evade=4
fight=3
freeRoam=2
leave=1
none=0
}
enum_crime_chaseState = {
lockedOn=1
lockedOut=2
lockingOn=3
lockingOut=4
none=0
}
enum_crime_cooperationNotification = {
arrestEscalation=4
crimeResolved=0
informationTransformed=1
playerLeftCamp=2
selfhelpEscalation=3
}
enum_crime_createInformationPositionType = {
perceivedWuid=0
positionVec3=1
positionWuid=2
}
enum_crime_crimeLevel = {
murder=5
none=0
offence=1
property=3
trespass=2
violent=4
}
enum_crime_crimeSceneSearchMode = {
concentrated=0
widespread=1
}
enum_crime_criminalFreshness = {
notFresh=3
somewhatFresh=2
unknown=0
veryFresh=1
}
enum_crime_doorKind = {
basic=0
entrance=1
storage=2
}
enum_crime_findStolenItems_wuidFilterType = {
inventory=2
none=0
relation=1
}
enum_crime_friskChatResult = {
discuss=1
evade=2
frisk=0
}
enum_crime_friskDialogResult = {
fight=2
frisk=0
release=1
}
enum_crime_hearingSubscription = {
subscribe=0
unsubscribe=1
}
enum_crime_hearingSubscriptionNotificationType = {
diedOrLostConsciousness=0
fedUp=4
notHeard=1
notReacting=2
reacting=3
}
enum_crime_horseReturnReason = {
afterArrest=4
fromFollowUp=3
sawMissingVolume=2
sawStartledAnimal=1
unknown=0
}
enum_crime_informationDiffStatus = {
Forgot=2
Learned=1
unknown=0
}
enum_crime_interruptAttackState = {
attacking=0
fightIsDone=5
fightIsPaused=4
playerInUnconscious=2
playerIsSurrendering=1
playerSurrendered=3
}
enum_crime_lookAround_approachType = {
approximate=0
close=2
loose=1
special_animal_corpse=4
special_corpse=3
special_sound=5
special_sound_dog_bark_align=6
}
enum_crime_lookAround_movementType = {
fast=1
receiveReport=2
slow=0
}
enum_crime_lookAround_searchMode = {
barkAtUninterestingPlayer=2
followWuid=1
points=0
stopWhileRecognizingPlayer=3
}
enum_crime_mercyDialogueResult = {
continueFight=2
forceDialogue=4
friendsAgain=3
itemsGiven=6
playerAway=5
run=1
standUp=7
unknown=0
}
enum_crime_offence = {
drawnWeapon=0
noTorch=1
}
enum_crime_offenceChatAction = {
unequipForbiddenEquipment=0
}
enum_crime_pickpocketBagType = {
pouch=0
satchel=1
}
enum_crime_playerUrgingPriority = {
arrest=11
arrest_far=3
frisk=10
frisk_far=1
kzik_openworldGate=9
postResolveWatchTrespass=6
resolve=12
selfhelp=7
selfhelp_far=2
selfhelp_security=8
unknown=0
watchTrespass=4
watchTrespass_authority=5
}
enum_crime_projectileType = {
arrow=1
pebble=2
unknown=0
}
enum_crime_punishmentLocation = {
Kutnahora=2
Malesov=3
Miskovice=4
Suchdol=5
Troskovice=1
Unknown=0
Zikmundtabor=6
}
enum_crime_punishmentType = {
beating=2
branding=3
execution=4
pillory=1
unknown=0
}
enum_crime_reactionKind = {
arrest=1
attack=2
bandageMyself=3
banishCompanion=4
check=5
checkHomeStashes=7
checkLyingBody=8
checkPockets=9
checkProperty=10
checkStash=11
choke=6
flee=12
frisk=13
haulGameMeat=14
lookAround=15
markKettleAsPoisoned=16
mercy=17
mindPlayer=18
missingNpcFound=19
mourn=20
pickUpItem=21
postSkirmish=22
report=23
returnStartledAnimal=24
returnWithHelp=25
scan=26
selfhelp=27
throwOutUnconsciousPlayer=30
unknown=0
wakeUp=28
warnPlayer=29
watch=31
watchCampTrespass=32
watchCorpse=33
watchTrespass=34
}
enum_crime_reactionType = {
arrest=16
banishCompanion=5
blindInvestigate=12
checkHomeStashes=4
investigate=15
mildWatchTrespass=7
none=1
passive=2
pickUpItem=3
reactToCorpse=8
reactToUnconsciousBody=10
report=14
reportNonattributedCrime=6
shooterInvestigate=13
unknown=0
warnOrFrisk=11
watchTrespass=9
}
enum_crime_reportDestinationDistanceConditionType = {
close=0
far=1
unlimited=2
}
enum_crime_reportDestinationType = {
authority=2
mate=1
none=0
security=3
}
enum_crime_reputationHitForm = {
faction=1
unknown=0
witness=2
}
enum_crime_resolutionDialogIntroKind = {
notResistingArrest_crimeSeenByGuard=0
notResistingArrest_foundAccidentally=1
notResistingArrest_lookedFor=2
resistingArrest_beaten=5
resistingArrest_repeated=6
resistingArrest_running=4
resistingArrest_violent=3
unconscious=7
}
enum_crime_resolutionKind = {
fight=5
fine=0
leaveUnconscious=1
punishment=2
questPunishment=3
skillCheck=4
}
enum_crime_secondArrestFeedbackResult = {
acceptPunishment=1
none=0
rejectPunishment=2
}
enum_crime_selfhelpChatResult = {
accept=0
evade=2
reject=1
}
enum_crime_selfhelpParticipants = {
meAndMates=1
onlyMe=0
unrelated=2
}
enum_crime_selfhelpResolutionKind = {
fight=0
leaveUnconscious=1
pay=2
payAllMoney=3
punishment=4
questPunishment=5
report=6
skillCheck=7
}
enum_crime_settlementLevel = {
city=2
none=0
settlement=1
}
enum_crime_soundReactionType = {
bark=1
ignore=2
react=0
}
enum_crime_source = {
direct=2
hearing=1
indirect=0
personal=3
}
enum_crime_startleSource = {
attack=3
decoy=2
interactor=1
unknown=0
}
enum_crime_stimulusKind = {
aim=1
alarm=2
animalAbuse=3
animalCorpse=4
combat=5
corpse=6
corpseMissing=8
corpseViolation=7
criminal=9
disturbance=10
dramaticBark=11
enemy=12
escalatedTrespass=13
foul=14
friskRefusal=16
friskable=15
graveRobbing=17
hit=18
horseTheft=19
information=20
item=21
kettlePoisoning=22
lockpick=23
lyingBody=24
missingAnimal=25
missingNpc=26
murder=27
nearTrespass=28
nonAttributedCrime=29
offence=30
pickpocket=31
pilloryBreak=32
playerCompanion=33
shooter=34
sound=35
suspiciousDoor=36
takedown=37
theft=38
threat=39
trespass=40
unconsciousBody=41
unknown=0
unknownShooter=42
}
enum_crime_surrenderChatResult = {
accept=1
refuse=2
unknown=0
}
enum_crime_surrenderDialogResult = {
fight=2
peace=1
unknown=0
}
enum_crime_surrenderStatement = {
noInformation=1
none=0
rejected=4
solvedByAuthority=2
solvedBySelfhelper=3
}
enum_crime_theftMethod = {
kettleEating=4
loot=1
lootCorpse=2
lootUnconsciousBody=3
pick=5
pickpocket=6
seenEquipped=7
unknown=0
}
enum_crime_theftVolumeReactionKind = {
attributed=2
ignored=0
immediate=3
nonAttributed=1
}
enum_crime_theft_seenEquippedType = {
multipleOwners=3
owner_multipleItems=2
owner_singleArmor=1
owner_singleWeapon=0
}
enum_crime_trespassInformationWuid = {
home=1
homeArea=2
none=0
}
enum_crime_weaponCheckingMethod = {
graphSearch=1
perceivableState=0
}
enum_customHaltingReason = {
none=0
}
enum_dialogPreset = {
chat=3
fader=1
ignored=0
ingame=2
}
enum_dialogResult = {
interruptedDialog=4
invalidDialog=3
refusedByReceiver=2
success=5
timeout=1
undefined=0
}
enum_diceBadge = {
antibust=4
doubleTake=5
extraDice=7
extraValue=3
formations=1
headStart=0
invalidBadge=11
multiplier=6
null=2
rerollDice=8
rerollPips=10
setDice=9
}
enum_diceEventType = {
cancelled=2
end=1
highScore=5
onTurnEnded=0
readyToStart=4
start=3
}
enum_diceGameTypes = {
beggar=0
cardinal=10
courtier=9
craftsman=5
emperor=13
king=12
knight=8
lord=11
miner=3
noType=14
novice=4
peasant=2
priest=7
soldier=6
wagoner=1
}
enum_diceTurnEndType = {
bust=2
careful=1
gaveUp=4
normal=0
won=3
}
enum_dice_badgeEffects = {
antibust=4
doubleTake=5
extraDice=7
extraValue=3
formations=0
headstart=1
multiplier=6
null=2
rerollDice=8
rerollPips=10
setDice=9
}
enum_dice_badge_subtype = {
Antibust=4
DoubleTake=5
ExtraDice=7
ExtraValue=3
Formations=1
Headstart=0
Multiplier=6
Null=2
RerollDice=8
RerollPips=10
SetDice=9
}
enum_dice_badge_type = {
gold=2
plumb=0
silver=1
}
enum_dice_betType = {
mixed=3
money=1
none=0
token=2
}
enum_dice_gamblerState = {
arriving=0
leaving=5
playingAgainstNpc=2
playingAgainstPlayer=4
waitingForMinigame=3
waitingForOpponent=1
}
enum_dice_gameLevel = {
beggar=0
cardinal=10
courtier=9
craftsman=5
emperor=13
farmer=2
king=12
knight=8
lord=11
miner=3
novice=4
priest=7
soldier=6
wagoner=1
}
enum_dice_initDialogResultType = {
npcOutOfMoney=1
startMinigame=0
}
enum_dice_kibitzMood = {
dissapointed=1
extaticHappy=5
facepalm=2
leaving=6
mildlyHappy=4
neutral=3
waiting=0
}
enum_dice_minigameEndReaction = {
negative=2
neutral=0
positive=1
}
enum_dice_minigameResult = {
gameInterrupted=3
playerLeft=2
playerLost=1
playerWon=0
}
enum_dice_npcSychronizationEvent = {
bust=3
endGame=4
pass=2
score=1
startGame=0
}
enum_dice_reasonToLeaveTable = {
kickedByPlayer=2
lostAllMoney=1
unspecified=0
}
enum_dice_tablePlayState = {
inactive=0
minigameActive=3
npcWaitingForOpponent=1
twoNpcsPlay=2
}
enum_directions = {
backward=3
forward=2
left=0
right=1
}
enum_document_class = {
book=1
letter=5
map=4
recipe=2
skillBook=3
}
enum_dogBehavior = {
campGuard=1
event=2
none=0
}
enum_dogCompanionMode = {
aggressive=3
ambush=7
follow=1
free=2
guard=6
hunt=5
search=4
wait=0
}
enum_dogCompanionPriority = {
attack=6
bestFun=3
doable=2
duty=4
executingOrder=7
follow=5
gettingOrder=9
hit=8
impossible=0
lowest=1
runAway=10
}
enum_dogObjective = {
alarm=12
bark=2
chase=18
dig=3
distract=21
eat=19
fail=13
fetch=9
follow=4
followHeel=5
followRider=6
funMove=15
funOnPoint=17
funOnSo=16
hunt=10
invalid=25
mark=1
meleeCombat=8
move=14
pet=22
runaway=11
search=7
searchItem=23
shakeOut=20
teleport=24
wait=0
}
enum_dogObservableActivityType = {
counterSniffing=2
forsaken=1
none=0
}
enum_dogState = {
alive=0
dead=1
deadAndHiden=2
}
enum_dvojityAgent_jan_duringAmbush = {
Canceled=7
Done=6
HealedAfterAmbush=5
HidingDuringFight=1
LyingInTheWood=4
None=0
RunningAway=2
Unconcious=3
}
enum_extraGuards_location = {
Unknown=0
kh_DanemarkMlyn=14
kh_HoranskoMines=16
kh_KutnaHoraKupecka=22
kh_MalesovStudFarm=19
kh_PritokyHospoda=13
kh_PritokyVillage=20
kh_RabstejnskoLogging=17
kh_RabstejnskoMlyn=18
kh_RatborickoVillage=21
kh_StaraKutnaHospoda=15
kh_bohounoviceVillage=30
kh_bylanskoVillage=28
kh_horanskaVillage=31
kh_lorecVineyard=24
kh_miskovickoVillage=27
kh_pachIndustryArea=23
kh_staraKutnaVillage=26
kh_suchdolVillage=25
kh_vysokaVillage=29
tr_ApolenaOvcak=5
tr_NebakovMlyn=10
tr_SeminVillage=12
tr_SlatejovFarma=1
tr_TachovVillage=11
tr_Troskovice=9
tr_VidlakFisherman=8
tr_VidlakLovec=6
tr_VidlakTanner=7
tr_ZdarFarmaVychod=3
tr_ZdarFarmaZapad=2
tr_ZelejovHospoda=4
}
enum_extraGuards_operation = {
Despawn=1
Spawn=0
}
enum_extremeType = {
max=1
min=0
}
enum_fTIconType = {
couple=3
group=1
player=0
woman=2
}
enum_fightclub_proposingFights = {
Active_WaitingAndTurningTowardsPlayer=3
Active_WavingAtPlayer=2
Active_WavingAtPlayerWithForcedInRangeAlias=1
Disabled=0
Inactive_PlayerIsFarAway=4
}
enum_finale_lordsDialog = {
Approaching=1
Bowing=2
Done=4
None=0
Talking=3
}
enum_fistfights_proposingFistFightsState = {
InRange=0
OutOfRange=1
}
enum_food_subtype = {
aesopPotion=10
antidotePotion=23
apple=0
aquaVitalisPotion=12
artemisiaPotion=22
bacon=2
bardPotion=21
beer=7
bowmanBrewPotion=27
chamomileDecoctionPotion=18
dryable=15
embrocationPotion=16
hairODogPotion=20
insomniaPotion=19
liquor=8
marigoldPotion=24
nighthawkPotion=4
padfootPotion=26
painkillerPotion=17
pear=13
poison=5
preserver=9
raw=6
staminaPotion=25
vegetable=14
water=11
wine=3
}
enum_food_type = {
bowel=5
dairy=9
drink=3
fruit=0
meat=2
mushroom=7
pastry=8
potion=1
vegetable=6
}
enum_formationMode = {
KeepDistance=1
KeepShape=3
MoveHistory=2
Relaxed=0
}
enum_formationType = {
KeepDistance=1
KeepShape=3
MoveHistory=2
Relaxed=0
}
enum_frontBack = {
back=1
front=0
}
enum_gameVersion = {
Invalid=2.14748e+09
ver_01_00=10000
ver_01_01=10100
ver_01_01_01=10101
}
enum_gender = {
female=2
male=1
not-defined=0
unisex=3
}
enum_genericRandomEventType = {
arrest=1
combat=3
enemy=4
frisk=0
selfHelp=2
}
enum_handType = {
left=1
right=0
}
enum_hideType = {
Any=0
NPCLOD=1
NPCVisibility=2
}
enum_hledaniLichtenstejna_kozina_ambushingSomeDrunk = {
AmbushingPlayer_ExpectedSide=5
AmbushingPlayer_UnexpectedSide=7
AmbushingUdo=3
Canceled=9
ConfrontingPlayer_ExpectedSide=6
ConfrontingPlayer_UnexpectedSide=8
ConfrontingUdo=4
LyingInAmbush=2
None=0
PreparingForAmbush=1
}
enum_hledaniLichtenstejna_udo_goingToGetAmbushed = {
BeingConfronted=2
Canceled=4
GoingFromBaths=1
GotToSafety=3
None=0
}
enum_hledaniLichtenstejna_vsivaMari_warningKozina = {
ConfrontedNearHideout=4
Done=6
GoingToWarn=2
None=0
Returning=3
WaitingToGo=1
YellingAtPlayer=5
}
enum_horseHandler_operation = {
PlayerHorseAdded=3
PlayerHorseRemoved=4
ResetValidHorsesCount=5
Unknown=0
ValidHorseAdded=1
ValidHorseRemoved=2
}
enum_hostageSituation = {
HoldHostage_Calm=2
HoldHostage_Tense=1
HostageGetsHit_HostageDies_KidnapperToCombat=9
KidnapperGetsHit_KidnapperDies_HostageToGround=8
KidnapperGetsHit_KidnapperToCombat_HostageToGround=7
KidnapperKillsHostage_KidnapperToCombat=6
KidnapperKillsHostage_KidnapperToIdle=5
KidnapperReleasesHostage_BothToIdle=3
KidnapperReleasesHostage_HostageKillsKidnapper=4
None=0
SituationFinished=10
}
enum_hostageSituation_femaleHoldsFemale = {
HoldHostage=1
KidnapperKillsHostage=3
KidnapperReleasesHostage=2
None=0
SituationFinished=4
}
enum_hostageSituation_maleHoldsLooseFemale = {
HoldHostage=1
HostageGetsHit_HostageDies_KidnapperToCombat=9
HostageGetsHit_HostageToIdle_KidnapperToCombat=8
KidnapperGetsHit_KidnapperDies_HostageToIdle=7
KidnapperGetsHit_KidnapperToCombat_HostageToIdle=6
KidnapperKillsHostage_KidnapperToCombat=5
KidnapperKillsHostage_KidnapperToIdle=4
KidnapperReleasesHostage_BothToIdle=2
KidnapperReleasesHostage_KidnapperToCombat=3
None=0
SituationFinished=10
}
enum_hostageSituation_maleHoldsTiedFemale = {
HoldHostage_Calm=2
HoldHostage_Tense=1
HostageGetsHit_HostageDies_KidnapperToCombat=6
KidnapperGetsHit_KidnapperDies_HostageToGround=5
KidnapperKillsHostage_KidnapperToCombat=4
KidnapperReleasesHostage_HostageKillsKidnapper=3
None=0
SituationFinished=7
}
enum_humanGender = {
female=2
male=1
notDefined=0
}
enum_ingameDialogType = {
Bark=1
Chat=0
}
enum_intellectHaltingReason = {
layerUnload=1
none=0
}
enum_itemClassProperty = {
hasVisor=4
isDivisible=3
manipulationId=2
price=0
weight=1
}
enum_itemProperty = {
amount=4
consumableBuff=6
guid=3
hasVisor=11
health=5
inHand=7
inInventory=9
isDivisible=10
manipulationId=8
owner=2
price=0
weight=1
}
enum_item_category = {
alchemy_base=11
ammo=3
armor=4
consumable_item=28
crafting_material=9
dice_badge=7
die=15
divisible_item=23
document=8
equippable_item=26
food=5
helmet=16
herb=10
hood=29
item=21
key=17
keyring=18
melee_weapon=1
misc=0
missile_weapon=2
money=6
npc_tool=12
ointment_item=13
pickable_item=22
player_item=25
poison=14
quick_slot_container=19
weapon=27
weapon_equip=24
}
enum_jizdniLukostrelba_spectatorsReactionType = {
hattrick=0
miss=2
normalHit=1
}
enum_kettleFireState = {
off=1
on=0
}
enum_kettleState = {
eaten=1
empty=3
full=0
halfEmpty=2
}
enum_kettleType = {
kettle=0
wineBarrel=1
}
enum_kumaniNaTrosecku_pubFightEscalation = {
BarkingFromTable=1
BarkingNearPubExit=4
ChasingOutCumans=3
CumansLeaving=2
Done=5
None=0
}
enum_kzik_actionRequest = {
Escalate=1
GivePlayerAccess=2
MindPlayer=0
}
enum_kzik_gateGuardState = {
Escalate=1
MindPlayer=2
SeePlayerApproaching=0
}
enum_ladderState = {
unused=0
usedForClimbDown=2
usedForClimbUp=1
}
enum_lastHitAttackKind = {
dogBite=5
melee=4
missile=1
none=0
stealthAction=2
unarmed=3
}
enum_linkOpHandleMode = {
error=2
fail=1
overwrite=3
success=0
}
enum_lockManagerType = {
Global=0
Intellect=2
Local=1
}
enum_lovVlku_behaviourType = {
Fight=1
Flee=2
Unknown=0
}
enum_measureMode = {
threeDimensions=1
twoDimensions=0
}
enum_minigameType = {
alchemy=3
battleArchery=10
blacksmithing=12
dice=7
distract=11
herbGathering=4
holeDigging=6
lockPicking=5
pickpocketing=8
reading=2
sharpening=1
stoneThrowing=9
undefined=0
}
enum_misc_subtype = {
clean_carryable_item=1
loot=2
spice=3
trash_metal=0
}
enum_misc_type = {
broken_ammo=6
carryable_item=3
common=5
ear=2
skin=1
usable=4
}
enum_moneySliderSetupResult = {
npcLimitFail=3
parametersFail=1
playerLimitFail=2
success=0
}
enum_movementDoorClosingPolicy = {
automatic=0
leaveClosed=1
leaveOpened=2
}
enum_movementSpeed = {
alertedWalk=2
dash=11
fastRun=4
moderateDash=10
moderateSprint=6
relaxedWalk=0
run=3
slowDash=9
slowSprint=5
slowestDash=8
sprint=7
walk=1
}
enum_movementTargetType = {
path=2
vec3=1
wuid=0
}
enum_movementType = {
FollowPlayer=0
NoMovement=2
TurnBody=1
}
enum_mucirna_prisonerHealthState = {
Alive=0
Dead=2
Dying=1
}
enum_nPCCombatHelperRequestResult = {
combatCanceled=3
combatEnded=0
failedAddingToSkirmish=2
nPCStateSearchFailed=1
}
enum_navmeshTracking = {
MNMPos=1
NPCPos=0
}
enum_npc_tool_subtype = {
hammer=0
pocketed=2
spawned=1
}
enum_npc_tool_type = {
axe=1
basket=2
broom=3
bucket=4
cage_left=5
cage_right=6
chicken_tray=10
cleaver=21
default=0
fishing_rod=8
hammer=7
hoe=19
knife=22
leather_scraper=9
light=26
meal_tray=25
meat=24
rasp=16
rope=20
sack=11
semifinished_sword=17
shovel=12
stein=13
tankard=14
treasure_chest=18
two_handed_knife=23
washing_stick=15
}
enum_ointment_item_subtype = {
armor=1
bow=4
clothes=2
gun=7
perfumeLongWeak=6
perfumeShortStrong=5
shoes=3
weapon=0
}
enum_ointment_item_type = {
bandage=0
perfume=2
repairkit=1
soap=3
}
enum_openWorld_cooldownEventType = {
commentCompanionDog=8
commentCompanionHorse=7
dialogPlayerGreeting=0
playerCrimeReaction=2
playerGreeting=1
playerSoliloquy=6
situation_npcGreeting=3
situation_other=4
soliloquy=5
}
enum_papezskyLegat_legateChase = {
Chasing=1
Dying=2
Waiting=0
}
enum_papezskyLegat_rozaSecretTunnel = {
BeCarriedFirstTime=6
BeforeWaypoint=2
Done=10
Entrance=1
None=0
PostWater=7
PreWater=3
WaitingAtDoor=8
WaitingAtWindow=9
WaitingForDialog=4
WaitingForUber=5
}
enum_party_dancingPlayerWithFemale_variant = {
variant_01=0
variant_02=1
}
enum_pickpocketEvent = {
failedPouch=0
failedSatchel=1
failedWithoutCrime=3
success=2
}
enum_pickpocket_stage = {
none=0
onPlace=1
ready=2
}
enum_playerAction_stanceObject_stance = {
lying=1
sitting=0
}
enum_playerBedType = {
bench=2
chair=3
groundBed=0
normalBed=1
}
enum_playerOnBedState = {
inTransition=0
lying=2
sitting=1
}
enum_playerSittingAction = {
endImmediately=6
lyingToEnd=3
lyingToSit=2
prepareForSittingDialog=4
prepareForStandingDialog=5
sittingToEnd=1
sittingToLay=0
startToLay=8
startToSit=7
}
enum_pogrom_dialogType = {
chat=1
ingameDialog=2
none=0
}
enum_pour_wine = {
None=0
Red=2
White=1
}
enum_prefab_phase_category = {
_autotest_fireplace_burning=2.14748e+09
bowls_pile=2
bowls_pile_normal_goulash=8
bowls_pile_normal_lentil=9
bowls_pile_normal_soup=10
bowls_pile_tin_goulash=11
bowls_pile_tin_lentil=12
bowls_pile_tin_soup=13
fireplace_burning=1
fireplace_burning_camp=16
fireplace_cauldron_camp=7
fireplace_cauldron_home=6
fireplace_chimneySmoke=3
fireplace_steam=5
fireplace_windowSmoke=15
torch=4
torch_special=14
}
enum_prepadeni_ptacekInFormation = {
Chat=1
Complete=3
None=0
Polylog=2
}
enum_prepadeni_throughForrest = {
AroundBoulder=3
AtEntranceToMaze=10
AtTheEndOfMaze=14
AtTheMazeGuarding=11
BeforeEndOfMaze=13
CrouchToTheFirstCrossroad=2
Done=17
None=0
OverTheFallenTree=6
Slide=16
TemporaryPlace=12
ThroughTheRockPath=8
ToTheEndOfBoulders=4
ToTheEndOfRoad=15
ToTheFallenTree=5
ToTheFirstCrossroad=1
ToTheMaze=9
ToTheRockPath=7
}
enum_prepareFood = {
cook=0
dry=2
smoke=1
}
enum_presentNotThere = {
notThere=1
present=0
}
enum_priorityManipulation = {
boostNothing=3
boostPlayer=2
boostRangedWeapon=1
none=0
}
enum_questTourState = {
move=0
timeout=2
wait=1
}
enum_relocationPolicy = {
DynamicRelocation=1
KeepDistance=3
KeepPosition=0
RelaxedFollow=2
}
enum_roomRenting_accommodation = {
infinite=2
none=0
oneNight=1
}
enum_roundOperation = {
down=1
nearest=0
up=2
}
enum_shockReaction = {
low=0
medium=1
pickpocket=2
}
enum_shootingContest_autotestHandler = {
HasteActivated=2
None=0
WaitForSignal=1
}
enum_shootingContest_bark = {
hitBad=2
hitGood=1
hitPerfect=0
miss=3
sameTarget=4
winner=5
}
enum_shootingContest_difficulty = {
Advanced=2
Beginner=1
Expert=3
None=0
}
enum_shootingContest_progress = {
Running=1
Stopped=0
}
enum_shootingContest_result = {
FirstTime=0
Lost=2
WaitForResult=3
Won=1
}
enum_shootingContest_situation = {
disable=0
enable=1
}
enum_shootingContest_type = {
Birds=1
CircleTarget=0
}
enum_shootingContest_weapon = {
Bow=0
Crossbow=1
Rifle=2
}
enum_sittingBehindTableMood = {
angry=1
drunk=2
injured=3
judge=4
nervous=5
neutral=0
pensive=6
sad=7
}
enum_situation_beggarStyle = {
kneeling=0
laying=1
}
enum_situation_gossipStanceType = {
leaning=3
sitting=2
standing=1
unknown=0
}
enum_situation_gossipState = {
exitGossipBehaviour=5
none=0
readyForDialog=4
useBasicMovement=1
useShapePositionMovement=2
useTurn=3
}
enum_skirmishDecisionReason = {
hit=1
perception=0
}
enum_skirmishRelationOverride = {
hostile=1
none=0
}
enum_smartBehaviorState = {
disabled=2
enabled=0
noRequests=1
requestsByHolders=3
}
enum_soul_ability = {
AimToMaim=75
Alarm=58
Archer=86
ArmOfBeowulf=72
Attack=57
Bacchus=23
Bark=68
BatteringRam=21
BeerBibber=27
BlacksmithingMaster=65
Blacksmithsson=55
Bonebreaker=78
Bumper=7
BundleAlchemist=30
CauseAlwaysHeavyBleeding=85
CauseMoralHitOnCollision=89
ChainStrikeHeavyWeapon=74
ChainStrikePolearm=43
ChainStrikeSword=51
ChainStrikeUnarmed=11
CleanCut=82
CleanlinessIsNextToGodliness=71
Comrade=10
CripplingHit=76
CripplingHit_=91
CuttingEdge=81
DisarmStrike=17
Distract=59
Dodge=0
DownToSize=93
EasyWayOut=12
Empathic=48
EutuBrutus=36
ExperimentalPowder=92
Finticka=3
FirstAid=47
ForbiddenWeapon=90
GreenKnight=83
HardenedSteel=87
Harvester=38
HeavyTip=50
HorrendousWounds=40
HorsePullDown=6
HumanDustbin=31
Hunt=60
HuntAttack=45
HuntingPermit=56
Inconspicuous=69
LetEmCome=8
Letailleur=53
LiquorAntidote=34
LiquorBibber=28
LooseTongue=29
Looter=98
LuckyFind=24
MasterStrike=73
MasterStrikeUnarmed=9
Masterchef=95
MercyKill=46
MischiefArtist=97
NoHangoverWhenSleeping=94
OneShotAtGlory=99
OneWayOrTheOther=39
OpeningStrike=79
OpeningStrike_=80
Padding=54
Painkiller=84
PerfectBlock=1
RazorSharp=67
Reading_ArtAdmirer=15
Reading_AvidReader=16
Reading_Wanderer=37
Riposte=2
SaltAndSmoke=33
Salty=42
Salva=77
Search=61
SecretOfSecrets=63
Serration=49
SevenLeague=52
SevenLeague_=88
SkillcheckDifficulty=25
SmartBootstraping=66
SteakTartare=18
StealthKill=5
StealthKnockOut=4
StrangeMan=96
Taunt=44
ThiefSight=64
TormentingStrike=41
Totentanz=70
TrialAndError=19
TwoHanded=62
Undercut=13
Undercut_=14
WineBibber=26
}
enum_sound = {
alarm=19
arrow_hit=15
bio_drunkeness=12
bio_exhaustion=11
bio_hunger=10
bow_fired=13
bullet_hit=16
combat=1
combatScript=6
decoy_distract=8
dog_attack_command=23
dog_bark=22
dog_distract=24
door=7
dramatic_bark=18
gun_fired=14
hunting_alarm=21
invalid=0
lockpick=2
lure_distract=26
movement=3
perfume=28
photo_mode=27
sharpener=4
smell=9
speech=17
startled_critter=20
thrash=25
whistle=5
}
enum_speech_ingameDialogPoseTransition_type = {
intoDialogPose=0
outOfDialogPose=1
}
enum_speech_ingameDialogType = {
Bark=2
Chat=1
Ingame=0
}
enum_stanceCategory = {
cart=7
crouch=6
horse=5
kneel=4
lying=2
sitting=3
standing=1
undefined=0
}
enum_stateMachineStates = {
Any=0
InteractiveGround=1
ItemInteraction=2
OnBed=3
}
enum_stealthTakedown_stage = {
firstTakedown=0
none=3
repeatTakedown=2
secondTakedown=1
}
enum_stealthTakedown_treeState = {
ChatAndTurn=1
MoveToPoint=0
ReadyForTakedown=2
}
enum_surfaceTest = {
eatSpot=0
sleepSpot=1
}
enum_sweetSpotLockPolicy = {
locked=0
semiLocked=2
unlocked=1
}
enum_switch_genericAwareness = {
npcGreeted=0
}
enum_switch_hotEntityReason = {
assaultAnimal=15
check=1
dogWhistle=12
lookAround=2
missingAnimal=3
missingCorpse=4
missingNpc=5
murder=19
murderAnimal=16
nearTrespass=7
poaching=17
shooter=10
sound=11
stolenCorpse=8
suspiciousDoor=6
theft=14
unconsciousBody=18
unknown=0
unknownShooter=13
weaponSound=9
}
enum_switch_interruptInitiator = {
concept=1
scheduler=2
switch=3
unknown=0
}
enum_switch_recognitionState = {
state_0=0
state_I=1
state_II=2
state_III=3
}
enum_switch_unconsciousBodyState = {
discovered=1
undiscovered=0
}
enum_test_zachrana_synchroWalk = {
Fail=3
None=0
Start=1
Success=2
}
enum_timerType = {
gameTime=1
worldTime=0
}
enum_tour_dialogType = {
bark=1
chat=0
ingameDialog=2
none=3
}
enum_tour_followType = {
followableNpcCenter=1
followableNpcLeft=2
followableNpcRight=3
none=0
}
enum_tour_forceLookEnabled = {
always=0
inDestination=1
never=2
}
enum_tour_handContentElementMode = {
all=0
leader=1
none=2
}
enum_tour_handType = {
both=2
left=1
none=3
right=0
}
enum_tour_nextPhaseTrigger = {
both=0
dialogFinished=2
none=3
tagpointReached=1
}
enum_tour_onPlayerLeft_dialogProgression = {
startDialog=2
waitForPlayerSkipDialog=0
waitForPlayerStopDialog=1
}
enum_tour_onPlayerLeft_wait = {
afterPlayerGetsClose=1
always=0
never=2
}
enum_tour_onPlayerLeft_waitMode = {
everybodyTurnsOnPlayer=1
leaderTurnsOnPlayer=0
}
enum_tour_tourProgress = {
none=0
progress=1
stop=2
}
enum_tour_weaponSet = {
none=3
oversized=0
primary=1
secondary=2
}
enum_tournamentCrowdSpotType = {
leaning=1
standing=0
}
enum_trespassLevel = {
personal=3
prohibited=4
public=0
semipersonal=2
semipublic=1
}
enum_trigonometryOperation = {
acos=4
asin=3
atan=5
cos=1
sin=0
tan=2
}
enum_urgency = {
default=0
fast=2
instant=3
slow=1
}
enum_weaponChange = {
melee=1
missile=2
none=0
oversized=3
unarmed=4
}
enum_weaponSelection_mainHand = {
any_meleeWeapon=1
specifiedByItemClassId=0
type_axe=4
type_bow=9
type_crossbowHeavy=12
type_crossbowLight=10
type_crossbowMedium=11
type_flail=7
type_huntingSword=14
type_longSword=5
type_mace=6
type_polearm=8
type_rifle=13
type_sabre=3
type_sword=2
type_swordOrLongSword=15
}
enum_weaponSelection_offHand = {
anything=0
emptyHand=1
specifiedByItemClassId=2
type_shield=3
}
enum_weaponSet = {
oversized=2
primary=0
secondary=1
}
enum_weaponType = {
Any=0
None=1
}
enum_weapon_class = {
axe=3
bow=9
crossbow_heavy=15
crossbow_light=10
crossbow_medium=14
dagger=0
flail=6
halberd=7
hunting_sword=16
longsword=4
mace=5
rifle=13
sabre=2
shield=8
shield_broken=17
sword=1
torch=11
unarmed=12
undefined=2.14748e+09
}
enum_wildDogBehavior = {
eat=3
fight=2
goToFinalPosition=1
normal=0
}
enum_wildDogQuestBehavior = {
fight=1
go=0
huntSheep=3
lookingFor=2
}
enum_zaby_cooking = {
Carrying=4
Cooking=2
Done=7
FoodDespawnDelay=6
FoodWaitingForAlsik=5
Goto=1
None=0
PickingUp=3
}
enum_zaby_eating = {
Done=4
Eat=1
None=0
Transition=2
Vomit=3
}
enum_zachranaPtacka_prisonersMovementMode = {
Run=1
Sneak=0
Wait=2
}
enum_zachranaPtacka_prisonersWaitingAnimation = {
Crouch=1
Kneel=0
WaitingNervous=2
}
enum_zachranaPtacka_prisonersWithdrawnItemMode = {
Done=3
None=0
TorchBeforeMovement=1
Weapon=2
}
enum_zakopanyZitrek_hankaProgress = {
BothDead=3
CrisisAverted=5
NobodyDead=1
None=0
TimeLimitExpired=4
VendulaDead=2
}
enum_zakopanyZitrek_killingSvatavaProgress = {
Attacking=1
Talking=0
}
enum_zbranePanaSemina_TalkInTroskovice = {
BehaviorStarted=2
Done=4
None=0
TrackingDistance=1
TurnToHenry=3
}
enum_zbranePanaSemina_crossroadSearchPhases = {
Done=7
Finding=5
None=0
Reporting=6
Searching1=1
Searching2=2
Searching3=3
Searching4=4
}
enum_zoufalaObranaZaBohutu_prazanSituation = {
ClimbingLadder=1
Done=3
JumpingFromLadder=2
None=0
PrazanDied=4
}
error()
expr()
fBurnoutLightOffset=0.05
forwardTime()
g_2Pi=6.28319
g_Deg2Rad=0.0174533
g_HitTable = {
}
g_PhysicsCollisionClass = {
bT_collision_class_articulated=8
bT_collision_class_living=4
bT_collision_class_particle=64
bT_collision_class_soft=16
bT_collision_class_terrain=1
bT_collision_class_wheeled=2
bT_gcc_ai=131072
bT_gcc_animal=8.38861e+06
bT_gcc_decoy_projectile=6.71089e+07
bT_gcc_horse=65536
bT_gcc_horse_bridle=1.67772e+07
bT_gcc_ignore_z_correction=8192
bT_gcc_interactive=262144
bT_gcc_item=1.34218e+08
bT_gcc_ledge=4.1943e+06
bT_gcc_npc_ignored_type=2.09715e+06
bT_gcc_npc_reported_type=524288
bT_gcc_player_body=2048
bT_gcc_player_capsule=1024
bT_gcc_player_ghostable_type=3.35544e+07
bT_gcc_player_type=1.04858e+06
bT_gcc_ragdoll=16384
bT_gcc_rigid=32768
bT_gcc_vehicle=4096
}
g_Pi=3.14159
g_Pi2=1.5708
g_Rad2Deg=57.2958
g_SignalData = {
ObjectName=
fValue=0
iValue=0
iValue2=0
point = {
x=0
y=0
z=0
}
point2 = {
x=0
y=0
z=0
}
}
g_StringTemp1=
g_Vectors = {
down = {
x=0
y=0
z=-1
}
temp = {
x=0
y=0
z=0
}
tempColor = {
x=0
y=0
z=0
}
temp_v1 = {
x=0
y=0
z=0
}
temp_v2 = {
x=0
y=0
z=0
}
temp_v3 = {
x=0
y=0
z=0
}
temp_v4 = {
x=0
y=0
z=0
}
temp_v5 = {
x=0
y=0
z=0
}
temp_v6 = {
x=0
y=0
z=0
}
up = {
x=0
y=0
z=1
}
v000 = {
x=0
y=0
z=0
}
v001 = {
x=0
y=0
z=1
}
v010 = {
x=0
y=1
z=0
}
v011 = {
x=0
y=1
z=1
}
v100 = {
x=1
y=0
z=0
}
v101 = {
x=1
y=0
z=1
}
v110 = {
x=1
y=1
z=0
}
v111 = {
x=1
y=1
z=1
}
vecMathTemp1 = {
x=0
y=0
z=0
}
vecMathTemp2 = {
x=0
y=0
z=0
}
}
gcc_ai=131072
gcc_all=4.29497e+09
gcc_all_engine=1023
gcc_all_game=4.29497e+09
gcc_animal=8.38861e+06
gcc_decoy_projectile=6.71089e+07
gcc_horse=65536
gcc_horse_bridle=1.67772e+07
gcc_ignore_z_correction=8192
gcc_interactive=262144
gcc_item=1.34218e+08
gcc_ledge=4.1943e+06
gcc_npc_avoiding_types=2.62144e+06
gcc_npc_ignored_type=2.09715e+06
gcc_npc_reported_type=524288
gcc_player_all=3072
gcc_player_body=2048
gcc_player_capsule=1024
gcc_player_ghostable_type=3.35544e+07
gcc_player_type=1.04858e+06
gcc_ragdoll=16384
gcc_rigid=32768
gcc_vehicle=4096
gcinfo()
geom_collides=65535
geom_colltype0=1
geom_colltype_explosion=4
geom_colltype_foliage_proxy=8192
geom_colltype_player=2
geom_colltype_ray=32768
geom_colltype_vehicle=8
geom_floats=65536
getfenv()
getmetatable()
gun_fired=14
hunting_alarm=21
imod()
inr_alchemy=2
inr_bedSit=35
inr_bedSleep=34
inr_bench=33
inr_bookReading=1
inr_captionRead=42
inr_carryItem=46
inr_chair=32
inr_chatFollow=23
inr_dice=8
inr_doorClose=30
inr_doorLockpick=31
inr_doorOpen=29
inr_doorUnlock=28
inr_herbGathering=6
inr_holeDigging=5
inr_horseBond=37
inr_horseInspect=39
inr_horseLoot=38
inr_horseMount=36
inr_indulgence=45
inr_knockOut=20
inr_ladder=43
inr_lockpickableLockpick=41
inr_lockpickableUnlock=40
inr_loot=26
inr_mercyKill=25
inr_pickableLoot=16
inr_pickablePickup=17
inr_pickableShop=15
inr_pickableSteal=14
inr_pickupCorpse=18
inr_pullDown=21
inr_scriptTrigger=44
inr_sharpening=4
inr_stashClose=9
inr_stashLockpick=13
inr_stashOpen=10
inr_stashShop=11
inr_stashUnlock=12
inr_steal=24
inr_stealthKill=19
inr_stoneThrowing=7
inr_talk=22
inr_transcription=3
inr_use_alch=27
ipairs()
json = {
_version=0.1.1
decode()
encode()
}
lef_push_objects=1
lef_push_players=2
lef_snap_velocities=4
load()
loadfile()
loadstring()
lockpick=2
lshift()
lure_distract=26
mat_default = {
AI = {
crouchMult=0.5
fFootStepRadius=15
fImpactRadius=5
movingMult=1
proneMult=0.2
}
}
mat_water = {
AI = {
crouchMult=0.5
fFootStepRadius=15
fImpactRadius=5
movingMult=1
proneMult=0.2
}
}
math = {
Clamp()
Lerp()
PseudoGaussPDF()
RandomFloat()
Round()
Sign()
SkewedPseudoGauss()
Sqr()
abs()
acos()
asin()
atan()
atan2()
ceil()
cos()
cosh()
deg()
exp()
floor()
fmod()
frexp()
huge=inf
ldexp()
log()
log10()
max()
min()
mod()
modf()
pi=3.14159
pow()
rad()
random()
randomseed()
sin()
sinh()
sqrt()
tan()
tanh()
}
module()
movement=3
newproxy()
next()
nullGuid=00000000-0000-0000-0000-000000000000
os = {
clock()
time()
}
package = {
config=\
;
?
!
-
cpath=.\?.dll;!\?.dll;!\loadall.dll
loaded = {
}
loaders = {
[02]()
[03]()
[01]()
[04]()
}
loadlib()
path=.\?.lua;!\lua\?.lua;!\lua\?\init.lua;!\?.lua;!\?\init.lua
seeall()
}
pairs()
particle_constant_orientation=2
particle_no_path_alignment=8
particle_no_roll=4
particle_no_spin=16
particle_single_contact=1
particle_traceable=1024
pcall()
pef_always_notify_on_deletion=1.04858e+06
pef_always_shoot_ray_down=5.36871e+08
pef_cannot_squash_players=2.68435e+08
pef_disabled=32
pef_fixed_damping=262144
pef_ignore_areas=8.38861e+06
pef_monitor_state_changes=4096
pef_never_affect_triggers=32768
pef_never_break=64
pef_override_impulse_scale=2.09715e+06
pef_pushable_by_players=512
pef_traceable=1024
perfume=28
photo_mode=27
print()
q = {
ci()
dd()
en()
nen()
sm()
utils = {
parseEntityParam()
}
}
random()
rawequal()
rawget()
rawset()
rd()
ref_use_simple_solver=1
require()
rope_collides=2.09715e+06
rope_subdivide_segs=256
rope_traceable=1024
rp()
rshift()
select()
setfenv()
setmetatable()
sharpener=4
smell=9
speech=17
startled_critter=20
string = {
CapitaliseFirst()
Explode()
IsEmpty()
Split()
StartsWith()
Trim()
byte()
char()
dump()
find()
format()
gfind()
gmatch()
gsub()
len()
lower()
match()
rep()
reverse()
sub()
upper()
}
table = {
Append()
ArrayShiftOne()
ArrayShiftZero()
Contains()
ContainsIgnoreCase()
Count()
CountWithPredicate()
DeepCopy()
Find()
IndexArrayOfObjects()
IsEmpty()
Lookup()
MakeFromType()
Merge()
PopFirst()
PopLast()
ReindexTableToMBT()
RemoveValue()
RemoveWithPredicate()
ReservoirSample()
RollingSample()
SafeGet()
Select()
SelectOne()
SelectValues()
ShallowCopy()
Shuffle()
SortArrayOfObjects()
WeightedReservoirSample()
WeightedSample()
concat()
foreach()
foreachi()
getn()
insert()
maxn()
remove()
setn()
sort()
}
thrash=25
tonumber()
tostring()
twister = {
__presets__ = {
recognition:instant = {
RecognitionTimeKNegativeCoef=0
RecognitionTimeKPositiveCoef=0
RecognitionTimePCoef=0
}
}
}
type()
unpack()
vividuslux = {
__ui_callback_id=1
loadCfg()
}
whistle=5
xpcall()