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()