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it's more or less usable now! all images (except for the ones of moinmoin itself) are still missing. possibly articles are missing as well, haven't checked yet (and the lost downloads are missing, of course)
243 lines
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<h1 id="head-83324d66697b6f9556c651c5bb8363983f32e544">actor_default</h1>
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<span class="anchor" id="line-2"></span><span class="anchor" id="line-3"></span><p class="line867"><strong><a href="./LevelEditor.html">LevelEditor</a> Info:</strong> <span class="anchor" id="line-4"></span><ul><li><p class="line891"><strong>Usage:</strong> Generic target to point camera views at. <span class="anchor" id="line-5"></span><span class="anchor" id="line-6"></span></li><li class="gap"><p class="line891"><strong>script_init:</strong> Script executed immediately after an spawning in. <span class="anchor" id="line-7"></span></li><li><p class="line891"><strong>script_first_sight:</strong> Script executed the first time an enemy sees a target. <span class="anchor" id="line-8"></span></li><li><p class="line891"><strong>script_sight:</strong> Script executed when a new target is sighted. <span class="anchor" id="line-9"></span></li><li><p class="line891"><strong>script_pain:</strong> Script executed when pain is taken. <span class="anchor" id="line-10"></span></li><li><p class="line891"><strong>script_damage:</strong> Script executed when any dmage is taken. <span class="anchor" id="line-11"></span></li><li><p class="line891"><strong>script_death:</strong> Script executed on death. <span class="anchor" id="line-12"></span></li><li><p class="line891"><strong>script_footstep:</strong> Script executed for each footstep generated. <span class="anchor" id="line-13"></span></li><li><p class="line891"><strong>script_onclick:</strong> Script executed when clicked on by the player. <span class="anchor" id="line-14"></span><span class="anchor" id="line-15"></span></li><li class="gap"><p class="line891"><strong>forceWalk:</strong> Set to 1 to always use walk animations when moving (Default 0). <span class="anchor" id="line-16"></span></li><li><p class="line891"><strong>forceRun:</strong> Set to 1 to alwasy use run animations when moving (Default 0). <span class="anchor" id="line-17"></span></li><li><p class="line891"><strong>forceRush:</strong> Set to 1 to alwasy rush in to melee range with the current enemy (Default 0). <span class="anchor" id="line-18"></span></li><li><p class="line891"><strong>hideRange:</strong> Set min max range for distance to use when finding a place to hide from enemy (Default: 150 750). <span class="anchor" id="line-19"></span><span class="anchor" id="line-20"></span></li><li class="gap"><p class="line891"><strong>leader:</strong> Set to name of actor which should be this actor's leader. <span class="anchor" id="line-21"></span></li><li><p class="line891"><strong>follows:</strong> Set to 1 to enable following when talked to (will override the talks keyword). <span class="anchor" id="line-22"></span></li><li><p class="line891"><strong>talk_turn:</strong> Set to 1 to turn towards the talk target before talking. <span class="anchor" id="line-23"></span></li><li><p class="line891"><strong>talks:</strong> Set to 1 to enable talking. <span class="anchor" id="line-24"></span><span class="anchor" id="line-25"></span></li><li class="gap"><p class="line891"><strong>lipsync_talk_primary:</strong> First lipsync to use when talked to. <span class="anchor" id="line-26"></span></li><li><p class="line891"><strong>lipsync_talk_secondary:</strong> Second lipsync to use when talked to. <span class="anchor" id="line-27"></span></li><li><p class="line891"><strong>lipsync_talk_loop<#>:</strong> Lipsync to repeat after primary and secondary have been played (the first loop cycle is lipsync_talk_loop1). <span class="anchor" id="line-28"></span></li><li><p class="line891"><strong>anim_talk:</strong> Animation to use when talking. <span class="anchor" id="line-29"></span></li><li><p class="line891"><strong>anim_talk_primary:</strong> Animation to use when talking using primary lipsync. <span class="anchor" id="line-30"></span></li><li><p class="line891"><strong>anim_talk_secondary:</strong> Animation to use when talking using secondary lipsync. <span class="anchor" id="line-31"></span></li><li><p class="line891"><strong>anim_talk_loop<#>:</strong> Animation to use when talking using loop lipsync. <span class="anchor" id="line-32"></span><span class="anchor" id="line-33"></span></li><li class="gap"><p class="line891"><strong>lipsync_follow:</strong> Lipsync to use when being asked to follow. <span class="anchor" id="line-34"></span></li><li><p class="line891"><strong>lipsync_stopfollow:</strong> Lipsync to use when being asked to stop following. <span class="anchor" id="line-35"></span></li><li><p class="line891"><strong>lipsync_busy:</strong> Lipsync to use when they are busy and cant talk. <span class="anchor" id="line-36"></span></li><li><p class="line891"><strong>lipsync_rush:</strong> Lipsync to use when ai decides to rush their enemy. <span class="anchor" id="line-37"></span></li><li><p class="line891"><strong>lipsync_cover:</strong> Lipsync to use when ai decides to take cover. <span class="anchor" id="line-38"></span></li><li><p class="line891"><strong>lipsync_loud_to_leadcover:</strong> Lipsync to use when in combat and moving to cover location near leader. <span class="anchor" id="line-39"></span></li><li><p class="line891"><strong>lipsync_loud_at_leadcover:</strong> Lipsync to use when in combat and reached cover location near leader. <span class="anchor" id="line-40"></span></li><li><p class="line891"><strong>lipsync_to_leadcover:</strong> Lipsync to use when moving to cover location near leader. <span class="anchor" id="line-41"></span></li><li><p class="line891"><strong>lipsync_at_leadcover:</strong> Lipsync to use when reached cover location near leader. <span class="anchor" id="line-42"></span></li><li><p class="line891"><strong>lipsync_flank:</strong> Lipsync to use when flanking enemy. <span class="anchor" id="line-43"></span></li><li><p class="line891"><strong>lipsync_moveup:</strong> Lipsync to use when advancing on enemy. <span class="anchor" id="line-44"></span></li><li><p class="line891"><strong>lipsync_fallback:</strong> Lipsync to use when retreating. <span class="anchor" id="line-45"></span></li><li><p class="line891"><strong>lipsync_checkfire:</strong> Lipsync to use when hit by a teammate's attack. <span class="anchor" id="line-46"></span></li><li><p class="line891"><strong>lipsync_grenade:</strong> Lipsync to use when a grenade lands nearby. <span class="anchor" id="line-47"></span></li><li><p class="line891"><strong>lipsync_throw_grenade:</strong> Lipsync to use when throwing a grenade. <span class="anchor" id="line-48"></span></li><li><p class="line891"><strong>lipsync_sniper:</strong> Lipsync to use when being shot at by a sniper. <span class="anchor" id="line-49"></span></li><li><p class="line891"><strong>lipsync_mandown:</strong> Lipsync to use when an ally dies nearby. <span class="anchor" id="line-50"></span></li><li><p class="line891"><strong>lipsync_victory:</strong> Lipsync to use when an enemy has been killed. <span class="anchor" id="line-51"></span></li><li><p class="line891"><strong>lipsync_watchit:</strong> Lipsync to use when an enemy is killed that was targetting a friendly. <span class="anchor" id="line-52"></span></li><li><p class="line891"><strong>lipsync_supressed:</strong> Lipsync to use when an enemy is using supressing fire on us. <span class="anchor" id="line-53"></span></li><li><p class="line891"><strong>lipsync_supressing:</strong> Lipsync to use when using supressing fire. <span class="anchor" id="line-54"></span></li><li><p class="line891"><strong>lipsync_closeone:</strong> Lipsync to use when an enemy's attack just misses. <span class="anchor" id="line-55"></span></li><li><p class="line891"><strong>lipsync_<shortname>_killed:</strong> Lipsync to use when an ally named <shortname> dies nearby. <span class="anchor" id="line-56"></span></li><li><p class="line891"><strong>lipsync_thanks:</strong> Lipsync to use when saying thanks for the player killing an enemy targetting a buddy. <span class="anchor" id="line-57"></span></li><li><p class="line891"><strong>lipsync_niceshot:</strong> Lipsync to use when congratulating the player for killing an enemy. <span class="anchor" id="line-58"></span></li><li><p class="line891"><strong>lipsync_traitor:</strong> Lipsync to use when the player kills a teammate. <span class="anchor" id="line-59"></span></li><li><p class="line891"><strong>lipsync_canihelpyou:</strong> Lipsync to use when the player stands in front of a friendly marine too long. <span class="anchor" id="line-60"></span></li><li><p class="line891"><strong>lipsync_enemy_back:</strong> Lipsync to use when enemy spotted behind. <span class="anchor" id="line-61"></span></li><li><p class="line891"><strong>lipsync_enemy_left:</strong> Lipsync to use when enemy spotted to the left. <span class="anchor" id="line-62"></span></li><li><p class="line891"><strong>lipsync_enemy_right:</strong> Lipsync to use when enemy spotted to the right. <span class="anchor" id="line-63"></span></li><li><p class="line891"><strong>lipsync_enemy_default:</strong> Lipsync to use when enemy spotted (not a specific direction). <span class="anchor" id="line-64"></span><span class="anchor" id="line-65"></span></li><li class="gap"><p class="line891"><strong>objectivetitle_failed:</strong> Oobjective to fail when killed. <span class="anchor" id="line-66"></span></li><li><p class="line891"><strong>objectivetext_failed:</strong> Failed objective text to display when killed. <span class="anchor" id="line-67"></span></li><li><p class="line891"><strong>objectivetitle_completed:</strong> Objective to complete when killed. <span class="anchor" id="line-68"></span></li><li><p class="line891"><strong>objectivetext_completed:</strong> Completed objective text to display when killed. <span class="anchor" id="line-69"></span><span class="anchor" id="line-70"></span></li></ul><p class="line867"><strong>Additional Information:</strong> <span class="anchor" id="line-71"></span><span class="anchor" id="line-72"></span><p class="line874">While you will likely never use actor_default itself in a level, most monsters and characters inherit from this class as a base, though not all keys will function on all entities. The information is listed here to minimize clutter in individual monster listings. <span class="anchor" id="line-73"></span><span class="anchor" id="line-74"></span><p class="line862">Back to <a href="./LevelEditor_EntityReference.html">Entities</a>. <span class="anchor" id="line-75"></span><span class="anchor" id="bottom"></span></div><p id="pageinfo" class="info" lang="en" dir="ltr">Entity ActorDefault (last edited 2005-12-08 20:58:49 by <span title="AndrewWeldon @ 24-240-36-51.dhcp.mdsn.wi.charter.com[24.240.36.51]"><a class="nonexistent" href="./AndrewWeldon.html" title="AndrewWeldon @ 24-240-36-51.dhcp.mdsn.wi.charter.com[24.240.36.51]">AndrewWeldon</a></span>)</p>
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