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<h1 id="head-83324d66697b6f9556c651c5bb8363983f32e544">actor_default</h1>
<span class="anchor" id="line-2"></span><span class="anchor" id="line-3"></span><p class="line867"><strong><a href="/quake4/LevelEditor">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&lt;#&gt;:</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&lt;#&gt;:</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_&lt;shortname&gt;_killed:</strong> Lipsync to use when an ally named &lt;shortname&gt; 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="/quake4/LevelEditor_EntityReference">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="/quake4/AndrewWeldon" title="AndrewWeldon @ 24-240-36-51.dhcp.mdsn.wi.charter.com[24.240.36.51]">AndrewWeldon</a></span>)</p>
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