Difference between revisions of "HPL2/TDD/Entity Types"
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'''Please add more information about missing subjects.''' | '''Please add more information about missing subjects.''' | ||
− | This page talks about the different types of entities found within the HPL2 engine. The type determines how the entity will be set up, what kind it is, what it does under different circumstances etc. Using the Model Editor you can identify and specify which type an entity has. In the Level Editor, the different types have different settings applicable for them. For | + | This page talks about the different types of entities found within the HPL2 engine. The type determines how the entity will be set up, what kind it is, what it does under different circumstances etc. Using the Model Editor you can identify and specify which type an entity has and its type vars, in Settings > User defined variables. In the Level Editor, the different types have different settings applicable for them, known as instance vars. For example, a MoveObject type will have the OffsetArea box available in the Level Editor, and an Item (Note) type will have a NoteText box available. |
A list of all the types and subtypes can be found in the table of contents to the right. | A list of all the types and subtypes can be found in the table of contents to the right. | ||
Line 169: | Line 169: | ||
A Tinderbox item adds itself to the player's tinderbox counter in the inventory. Tinderboxes can be used once to light a light source. | A Tinderbox item adds itself to the player's tinderbox counter in the inventory. Tinderboxes can be used once to light a light source. | ||
+ | |||
+ | === HandObject === | ||
+ | |||
+ | Unused. Would have equipped the corresponding hand object on use. | ||
== Chest == | == Chest == | ||
Line 198: | Line 202: | ||
== NPC == | == NPC == | ||
− | Non-Player Characters | + | Non-Player Characters are non-enemy characters. Agrippa and Alexander as they appear in-game are NPCs. Their only purpose is to stand in place and look at the player (if you enable the option). |
{{HPL2 TypeVars Prop}} | {{HPL2 TypeVars Prop}} | ||
Line 217: | Line 221: | ||
Critters like rats, roaches or fishes on the ground (or in the case of fish, water) those move around the room they are placed in and run away from the player. | Critters like rats, roaches or fishes on the ground (or in the case of fish, water) those move around the room they are placed in and run away from the player. | ||
+ | |||
+ | {{HPL2 TypeVars Prop}} | ||
+ | |||
+ | {{HPL2 InstanceVars Prop}} | ||
+ | |||
+ | == CritterSpider == | ||
+ | |||
+ | A unused critter similar to the spider enemies from [[wikipedia:Penumbra: Overture|Penumbra: Overture]]. Capable of climbing walls and ceilings, as well as attacking the player. | ||
{{HPL2 TypeVars Prop}} | {{HPL2 TypeVars Prop}} | ||
Line 224: | Line 236: | ||
== Enemy_Grunt == | == Enemy_Grunt == | ||
− | An Enemy_Grunt entity is a standard enemy entity. It uses properties like the | + | An Enemy_Grunt entity is a standard enemy entity. It uses properties like the Grunt and Brute in the game. Enemy entities are advanced to set up, and should include animations added through Settings > Animations. Enemy properties can be modified in the entity type window, like certains sounds and music tracks playing, the enemy's awareness levels and damage, speed and other similar settings. An enemy does not use a collision box, but instead a skeleton and the aforementioned properties to determine how to collide/hit something. |
+ | |||
+ | {{HPL2 TypeVars Enemy}} | ||
+ | |||
+ | {{HPL2 InstanceVars Enemy}} | ||
+ | |||
+ | == Enemy_ManPig == | ||
+ | {{clr}} | ||
+ | {{ReqVer|1.3}} | ||
+ | |||
+ | An enemy type ported from A Machine For Pigs. Compare to the [[HPL2/AMFP/NewEntities#Enemy_ManPig|AMFP version]] of the enemy. | ||
+ | |||
+ | {{HPL2 TypeVars Enemy}} | ||
+ | |||
+ | {{HPL2 InstanceVars Enemy}} | ||
== Enemy_Waterlurker == | == Enemy_Waterlurker == | ||
− | Enemy type of the | + | Enemy type of the "water monster". Since you can't assign animations to it, you might as well just use the normal waterlurker of the base game unless you want to change its properties (such as damage, movement speed, or music played). |
+ | |||
+ | {{HPL2 TypeVars Enemy}} | ||
+ | |||
+ | {{HPL2 InstanceVars Enemy}} | ||
== PlayerHands == | == PlayerHands == | ||
− | Player's hands. Unless you want to make a different looking hand for | + | Player's hands. Unless you want to make a different looking hand for a full conversion mod, you don't have to worry about this. |
== HandObject == | == HandObject == |
Revision as of 07:26, 16 November 2024
Contents
- 1 StaticProp
- 2 CommentaryIcon
- 3 Object
- 4 SwingDoor
- 5 Lever
- 6 Wheel
- 7 MultiSlider
- 8 Lamp
- 9 Button
- 10 Photocell
- 11 MoveObject
- 12 Item
- 13 Chest
- 14 OilBarrel
- 15 EmotionStone
- 16 NPC
- 17 LevelDoor
- 18 CritterBug
- 19 CritterSpider
- 20 Enemy_Grunt
- 21 Enemy_ManPig
- 22 Enemy_Waterlurker
- 23 PlayerHands
- 24 HandObject
Please add more information about missing subjects.
This page talks about the different types of entities found within the HPL2 engine. The type determines how the entity will be set up, what kind it is, what it does under different circumstances etc. Using the Model Editor you can identify and specify which type an entity has and its type vars, in Settings > User defined variables. In the Level Editor, the different types have different settings applicable for them, known as instance vars. For example, a MoveObject type will have the OffsetArea box available in the Level Editor, and an Item (Note) type will have a NoteText box available.
A list of all the types and subtypes can be found in the table of contents to the right.
StaticProp
A StaticProp entity resembles a static object. They have no available type properties, but they can still use a collision box and have mass/gravity. Note that they cannot be interacted with in the game, and cannot be disabled. If you need this feature, use Object (Static) instead.
Name | Type | Default | Description |
---|---|---|---|
CastShadows | Bool | true | If entity casts shadows. |
IsAffectedByDecal | Bool | true | If decals can be created on entity. |
CommentaryIcon
A CommentaryIcon entity is simply an object that can execute commentary sound files, as it was done in the main game. These only appear if the player has "Commentary" enabled in their settings.
Name | Type | Default | Description |
---|---|---|---|
RotateSubMesh | String | The name of the submesh that is to be rotated |
Name | Type | Default | Description |
---|---|---|---|
File | File (.comment) | The .comment file for the commentary. |
Object
Name | Type | Default | Description |
---|---|---|---|
Health | Float | 100 | The amount of damage an entity can take. |
Toughness | Int | 0 | Compared to attack strength to determine damage dealt to the entity. The attack deals no damage if Toughness > Strength + 1, half damage if Toughness = Strength + 1, and full damage if Toughness <= Strength. Example: Toughness of 2 provides immunity to Strength 0 attacks, halves the damage of Strength 1 attacks, and full damage at Strength 2. |
MaxFocusDistance | Float | 0 | Max distance the entity can be interacted with. |
MainPhysicsBody | String | This is the name of the most imporant physics body. The body that sounds are played from and objects attached to (attached as results from script!). | |
ShowMesh | Bool | true | If the mesh should be visible. Having this false might useful for blocker objects. |
DissolveOnDestruction | Bool | false | If the dissolve effect should used when entity is destroyed. |
DissolveTime | Float | 1.0 | The time it takes for the dissolve effect to be over. |
EffectsOnSound | File (.snt) | Sound made when turned on. (used for lamps lit/unlit, but also other entity types). | |
EffectsOffSound | File (.snt) | Sound made when turned off. (used for lamps lit/unlit, but also other entity types). | |
EffectsOnTime | Float | 1 | Time it takes for on effect to be done. (used for lamps lit/unlit, but also other entity types). |
EffectsOffTime | Float | 1 | Time it takes for off effect to be done. (used for lamps lit/unlit, but also other entity types). |
EffectsOffLightColor | Color | 0 0 0 0 | Color of lights when off. (used for lamps lit/unlit, but also other entity types). |
EffectsOffLightRadius | Float | -1 | Radius of lights when off. (used for lamps lit/unlit, but also other entity types). |
ShowHints | Bool | true | If it is allowed to show hints upon interaction with entity. |
StaticMoveCheckCollision | Bool | false | If a static move should check for collision. (used when static bodies are moved through script of type specific effect.) |
StaticMoveStartSound | File (.snt) | Sound made at the start of a static move. (used when static bodies are moved through script of type specific effect.) | |
StaticMoveStopSound | File (.snt) | Sound made at the end of a static move. (used when static bodies are moved through script of type specific effect.) | |
StaticMoveLoopSound | File (.snt) | Sound made during a static move. (used when static bodies are moved through script of type specific effect.) | |
RandomizeAnimationStart | Bool | true | Should the animation start time be randomized at start. If false all animations of entity are synchronized. |
Name | Type | Default | Description |
---|---|---|---|
CastShadows | Bool | true | If entity casts shadows. |
StaticPhysics | Bool | false | If the mass of all bodies should be 0. If enabled, the entity cannot be moved by physics or player interactions. |
IsAffectedByDecal | Bool | true | If decals can be created on entity. |
CallbackFunc | String | A callback function used for a number of events. Syntax: void Func(string &in asEntityName, string &in asType) . asType can be OnPickup, Break, OnIgnite
| |
ConnectedProps | String | Props that are connected to this entity and what will happen will depend upon type of prop and what happens. OnBreak makes the connected props active and gives them an impulse. Enter with space and/or comma between entity names. | |
ConnectionStateChangeCallback | String | A callback called when ever the connection state changes (button being switched on). Syntax: void Func(string &in asEntityName, int alState) . alState: -1=off, 0=between, 1=on
| |
FullGameSave | Bool | false | If the all things in the entity should be saved when exiting the level. Only use on few entities! If enabled, additional entity properties are saved, such as the open amount of SwingDoors. |
PlayerLookAtCallback | String | Callback called when player looks at entity. Syntax: void Func(string &in asEntity, int alState) alState: 1=looking, -1=stopped looking
| |
PlayerLookAtCallbackAutoRemove | Bool | false | Should look at callback be removed when entity is looked at and callback called. |
PlayerInteractCallback | String | Callback called when player interacts with entity. Syntax: void Func(string &in asEntity)
| |
PlayerInteractCallbackAutoRemove | Bool | false | Should interact callback be removed when entity is interacted with and is callback called. |
Static
Not to be confused with an actual static object, the Object type is a general object with common properties. The static subtype simply disables any additional properties from the other subtypes. An Object (Static) is similar in concept to a StaticProp type entity, however the Object (Static) can be disabled in the game and interacted with by the player.
Grab
A Grab subtype is a normal Object entity with the ability to be grabbed by the player in the game. In order for this to work, the object must have a mass above 0.
Push
Similar to the Grab subtype, the Push subtype allows the player to push the object by taking hold of it and walking or right clicking. Example of this is the prison bed.
Slide
A Slide Object is similar to the Grab subtype, except it can only be slid in a single direction for a certain amount. An existing entity that uses this is the secret floor carpet you can slide to the side.
SwingDoor
A SwingDoor entity is just that; a swing door. Any door you can grab and swing open is considered a SwingDoor. The other option would be LevelDoor, which goes under its own category. To use a SwingDoor, you need to attach joints to where you want the door to swing around. These are usually placed by the hinges of the door. On the joint you can set the min and max values to limit how much the door can be opened. These are usually approximately 90 degrees apart in either positive or negative directions.
Name | Type | Default | Description |
---|---|---|---|
Health | Float | 100 | The amount of damage an entity can take. |
Toughness | Int | 0 | Compared to attack strength to determine damage dealt to the entity. The attack deals no damage if Toughness > Strength + 1, half damage if Toughness = Strength + 1, and full damage if Toughness <= Strength. Example: Toughness of 2 provides immunity to Strength 0 attacks, halves the damage of Strength 1 attacks, and full damage at Strength 2. |
MaxFocusDistance | Float | 0 | Max distance the entity can be interacted with. |
MainPhysicsBody | String | This is the name of the most imporant physics body. The body that sounds are played from and objects attached to (attached as results from script!). | |
ShowMesh | Bool | true | If the mesh should be visible. Having this false might useful for blocker objects. |
DissolveOnDestruction | Bool | false | If the dissolve effect should used when entity is destroyed. |
DissolveTime | Float | 1.0 | The time it takes for the dissolve effect to be over. |
EffectsOnSound | File (.snt) | Sound made when turned on. (used for lamps lit/unlit, but also other entity types). | |
EffectsOffSound | File (.snt) | Sound made when turned off. (used for lamps lit/unlit, but also other entity types). | |
EffectsOnTime | Float | 1 | Time it takes for on effect to be done. (used for lamps lit/unlit, but also other entity types). |
EffectsOffTime | Float | 1 | Time it takes for off effect to be done. (used for lamps lit/unlit, but also other entity types). |
EffectsOffLightColor | Color | 0 0 0 0 | Color of lights when off. (used for lamps lit/unlit, but also other entity types). |
EffectsOffLightRadius | Float | -1 | Radius of lights when off. (used for lamps lit/unlit, but also other entity types). |
ShowHints | Bool | true | If it is allowed to show hints upon interaction with entity. |
StaticMoveCheckCollision | Bool | false | If a static move should check for collision. (used when static bodies are moved through script of type specific effect.) |
StaticMoveStartSound | File (.snt) | Sound made at the start of a static move. (used when static bodies are moved through script of type specific effect.) | |
StaticMoveStopSound | File (.snt) | Sound made at the end of a static move. (used when static bodies are moved through script of type specific effect.) | |
StaticMoveLoopSound | File (.snt) | Sound made during a static move. (used when static bodies are moved through script of type specific effect.) | |
RandomizeAnimationStart | Bool | true | Should the animation start time be randomized at start. If false all animations of entity are synchronized. |
Name | Type | Default | Description |
---|---|---|---|
CastShadows | Bool | true | If entity casts shadows. |
StaticPhysics | Bool | false | If the mass of all bodies should be 0. If enabled, the entity cannot be moved by physics or player interactions. |
IsAffectedByDecal | Bool | true | If decals can be created on entity. |
CallbackFunc | String | A callback function used for a number of events. Syntax: void Func(string &in asEntityName, string &in asType) . asType can be OnPickup, Break, OnIgnite
| |
ConnectedProps | String | Props that are connected to this entity and what will happen will depend upon type of prop and what happens. OnBreak makes the connected props active and gives them an impulse. Enter with space and/or comma between entity names. | |
ConnectionStateChangeCallback | String | A callback called when ever the connection state changes (button being switched on). Syntax: void Func(string &in asEntityName, int alState) . alState: -1=off, 0=between, 1=on
| |
FullGameSave | Bool | false | If the all things in the entity should be saved when exiting the level. Only use on few entities! If enabled, additional entity properties are saved, such as the open amount of SwingDoors. |
PlayerLookAtCallback | String | Callback called when player looks at entity. Syntax: void Func(string &in asEntity, int alState) alState: 1=looking, -1=stopped looking
| |
PlayerLookAtCallbackAutoRemove | Bool | false | Should look at callback be removed when entity is looked at and callback called. |
PlayerInteractCallback | String | Callback called when player interacts with entity. Syntax: void Func(string &in asEntity)
| |
PlayerInteractCallbackAutoRemove | Bool | false | Should interact callback be removed when entity is interacted with and is callback called. |
Lever
A Lever entity is an entity that can be swung between states to trigger callbacks. A lever requires a joint to swing around.
Name | Type | Default | Description |
---|---|---|---|
Health | Float | 100 | The amount of damage an entity can take. |
Toughness | Int | 0 | Compared to attack strength to determine damage dealt to the entity. The attack deals no damage if Toughness > Strength + 1, half damage if Toughness = Strength + 1, and full damage if Toughness <= Strength. Example: Toughness of 2 provides immunity to Strength 0 attacks, halves the damage of Strength 1 attacks, and full damage at Strength 2. |
MaxFocusDistance | Float | 0 | Max distance the entity can be interacted with. |
MainPhysicsBody | String | This is the name of the most imporant physics body. The body that sounds are played from and objects attached to (attached as results from script!). | |
ShowMesh | Bool | true | If the mesh should be visible. Having this false might useful for blocker objects. |
DissolveOnDestruction | Bool | false | If the dissolve effect should used when entity is destroyed. |
DissolveTime | Float | 1.0 | The time it takes for the dissolve effect to be over. |
EffectsOnSound | File (.snt) | Sound made when turned on. (used for lamps lit/unlit, but also other entity types). | |
EffectsOffSound | File (.snt) | Sound made when turned off. (used for lamps lit/unlit, but also other entity types). | |
EffectsOnTime | Float | 1 | Time it takes for on effect to be done. (used for lamps lit/unlit, but also other entity types). |
EffectsOffTime | Float | 1 | Time it takes for off effect to be done. (used for lamps lit/unlit, but also other entity types). |
EffectsOffLightColor | Color | 0 0 0 0 | Color of lights when off. (used for lamps lit/unlit, but also other entity types). |
EffectsOffLightRadius | Float | -1 | Radius of lights when off. (used for lamps lit/unlit, but also other entity types). |
ShowHints | Bool | true | If it is allowed to show hints upon interaction with entity. |
StaticMoveCheckCollision | Bool | false | If a static move should check for collision. (used when static bodies are moved through script of type specific effect.) |
StaticMoveStartSound | File (.snt) | Sound made at the start of a static move. (used when static bodies are moved through script of type specific effect.) | |
StaticMoveStopSound | File (.snt) | Sound made at the end of a static move. (used when static bodies are moved through script of type specific effect.) | |
StaticMoveLoopSound | File (.snt) | Sound made during a static move. (used when static bodies are moved through script of type specific effect.) | |
RandomizeAnimationStart | Bool | true | Should the animation start time be randomized at start. If false all animations of entity are synchronized. |
Name | Type | Default | Description |
---|---|---|---|
CastShadows | Bool | true | If entity casts shadows. |
StaticPhysics | Bool | false | If the mass of all bodies should be 0. If enabled, the entity cannot be moved by physics or player interactions. |
IsAffectedByDecal | Bool | true | If decals can be created on entity. |
CallbackFunc | String | A callback function used for a number of events. Syntax: void Func(string &in asEntityName, string &in asType) . asType can be OnPickup, Break, OnIgnite
| |
ConnectedProps | String | Props that are connected to this entity and what will happen will depend upon type of prop and what happens. OnBreak makes the connected props active and gives them an impulse. Enter with space and/or comma between entity names. | |
ConnectionStateChangeCallback | String | A callback called when ever the connection state changes (button being switched on). Syntax: void Func(string &in asEntityName, int alState) . alState: -1=off, 0=between, 1=on
| |
FullGameSave | Bool | false | If the all things in the entity should be saved when exiting the level. Only use on few entities! If enabled, additional entity properties are saved, such as the open amount of SwingDoors. |
PlayerLookAtCallback | String | Callback called when player looks at entity. Syntax: void Func(string &in asEntity, int alState) alState: 1=looking, -1=stopped looking
| |
PlayerLookAtCallbackAutoRemove | Bool | false | Should look at callback be removed when entity is looked at and callback called. |
PlayerInteractCallback | String | Callback called when player interacts with entity. Syntax: void Func(string &in asEntity)
| |
PlayerInteractCallbackAutoRemove | Bool | false | Should interact callback be removed when entity is interacted with and is callback called. |
Wheel
A Wheel entity is a wheel that can be turned. They use states similar to the levers. Some wheels can be turned indefinitely and some (mostly valves) can be turned for a fixed amount in order to trigger an event. Wheels require a joint.
Name | Type | Default | Description |
---|---|---|---|
Health | Float | 100 | The amount of damage an entity can take. |
Toughness | Int | 0 | Compared to attack strength to determine damage dealt to the entity. The attack deals no damage if Toughness > Strength + 1, half damage if Toughness = Strength + 1, and full damage if Toughness <= Strength. Example: Toughness of 2 provides immunity to Strength 0 attacks, halves the damage of Strength 1 attacks, and full damage at Strength 2. |
MaxFocusDistance | Float | 0 | Max distance the entity can be interacted with. |
MainPhysicsBody | String | This is the name of the most imporant physics body. The body that sounds are played from and objects attached to (attached as results from script!). | |
ShowMesh | Bool | true | If the mesh should be visible. Having this false might useful for blocker objects. |
DissolveOnDestruction | Bool | false | If the dissolve effect should used when entity is destroyed. |
DissolveTime | Float | 1.0 | The time it takes for the dissolve effect to be over. |
EffectsOnSound | File (.snt) | Sound made when turned on. (used for lamps lit/unlit, but also other entity types). | |
EffectsOffSound | File (.snt) | Sound made when turned off. (used for lamps lit/unlit, but also other entity types). | |
EffectsOnTime | Float | 1 | Time it takes for on effect to be done. (used for lamps lit/unlit, but also other entity types). |
EffectsOffTime | Float | 1 | Time it takes for off effect to be done. (used for lamps lit/unlit, but also other entity types). |
EffectsOffLightColor | Color | 0 0 0 0 | Color of lights when off. (used for lamps lit/unlit, but also other entity types). |
EffectsOffLightRadius | Float | -1 | Radius of lights when off. (used for lamps lit/unlit, but also other entity types). |
ShowHints | Bool | true | If it is allowed to show hints upon interaction with entity. |
StaticMoveCheckCollision | Bool | false | If a static move should check for collision. (used when static bodies are moved through script of type specific effect.) |
StaticMoveStartSound | File (.snt) | Sound made at the start of a static move. (used when static bodies are moved through script of type specific effect.) | |
StaticMoveStopSound | File (.snt) | Sound made at the end of a static move. (used when static bodies are moved through script of type specific effect.) | |
StaticMoveLoopSound | File (.snt) | Sound made during a static move. (used when static bodies are moved through script of type specific effect.) | |
RandomizeAnimationStart | Bool | true | Should the animation start time be randomized at start. If false all animations of entity are synchronized. |
Name | Type | Default | Description |
---|---|---|---|
CastShadows | Bool | true | If entity casts shadows. |
StaticPhysics | Bool | false | If the mass of all bodies should be 0. If enabled, the entity cannot be moved by physics or player interactions. |
IsAffectedByDecal | Bool | true | If decals can be created on entity. |
CallbackFunc | String | A callback function used for a number of events. Syntax: void Func(string &in asEntityName, string &in asType) . asType can be OnPickup, Break, OnIgnite
| |
ConnectedProps | String | Props that are connected to this entity and what will happen will depend upon type of prop and what happens. OnBreak makes the connected props active and gives them an impulse. Enter with space and/or comma between entity names. | |
ConnectionStateChangeCallback | String | A callback called when ever the connection state changes (button being switched on). Syntax: void Func(string &in asEntityName, int alState) . alState: -1=off, 0=between, 1=on
| |
FullGameSave | Bool | false | If the all things in the entity should be saved when exiting the level. Only use on few entities! If enabled, additional entity properties are saved, such as the open amount of SwingDoors. |
PlayerLookAtCallback | String | Callback called when player looks at entity. Syntax: void Func(string &in asEntity, int alState) alState: 1=looking, -1=stopped looking
| |
PlayerLookAtCallbackAutoRemove | Bool | false | Should look at callback be removed when entity is looked at and callback called. |
PlayerInteractCallback | String | Callback called when player interacts with entity. Syntax: void Func(string &in asEntity)
| |
PlayerInteractCallbackAutoRemove | Bool | false | Should interact callback be removed when entity is interacted with and is callback called. |
MultiSlider
Add info.
Name | Type | Default | Description |
---|---|---|---|
Health | Float | 100 | The amount of damage an entity can take. |
Toughness | Int | 0 | Compared to attack strength to determine damage dealt to the entity. The attack deals no damage if Toughness > Strength + 1, half damage if Toughness = Strength + 1, and full damage if Toughness <= Strength. Example: Toughness of 2 provides immunity to Strength 0 attacks, halves the damage of Strength 1 attacks, and full damage at Strength 2. |
MaxFocusDistance | Float | 0 | Max distance the entity can be interacted with. |
MainPhysicsBody | String | This is the name of the most imporant physics body. The body that sounds are played from and objects attached to (attached as results from script!). | |
ShowMesh | Bool | true | If the mesh should be visible. Having this false might useful for blocker objects. |
DissolveOnDestruction | Bool | false | If the dissolve effect should used when entity is destroyed. |
DissolveTime | Float | 1.0 | The time it takes for the dissolve effect to be over. |
EffectsOnSound | File (.snt) | Sound made when turned on. (used for lamps lit/unlit, but also other entity types). | |
EffectsOffSound | File (.snt) | Sound made when turned off. (used for lamps lit/unlit, but also other entity types). | |
EffectsOnTime | Float | 1 | Time it takes for on effect to be done. (used for lamps lit/unlit, but also other entity types). |
EffectsOffTime | Float | 1 | Time it takes for off effect to be done. (used for lamps lit/unlit, but also other entity types). |
EffectsOffLightColor | Color | 0 0 0 0 | Color of lights when off. (used for lamps lit/unlit, but also other entity types). |
EffectsOffLightRadius | Float | -1 | Radius of lights when off. (used for lamps lit/unlit, but also other entity types). |
ShowHints | Bool | true | If it is allowed to show hints upon interaction with entity. |
StaticMoveCheckCollision | Bool | false | If a static move should check for collision. (used when static bodies are moved through script of type specific effect.) |
StaticMoveStartSound | File (.snt) | Sound made at the start of a static move. (used when static bodies are moved through script of type specific effect.) | |
StaticMoveStopSound | File (.snt) | Sound made at the end of a static move. (used when static bodies are moved through script of type specific effect.) | |
StaticMoveLoopSound | File (.snt) | Sound made during a static move. (used when static bodies are moved through script of type specific effect.) | |
RandomizeAnimationStart | Bool | true | Should the animation start time be randomized at start. If false all animations of entity are synchronized. |
Name | Type | Default | Description |
---|---|---|---|
CastShadows | Bool | true | If entity casts shadows. |
StaticPhysics | Bool | false | If the mass of all bodies should be 0. If enabled, the entity cannot be moved by physics or player interactions. |
IsAffectedByDecal | Bool | true | If decals can be created on entity. |
CallbackFunc | String | A callback function used for a number of events. Syntax: void Func(string &in asEntityName, string &in asType) . asType can be OnPickup, Break, OnIgnite
| |
ConnectedProps | String | Props that are connected to this entity and what will happen will depend upon type of prop and what happens. OnBreak makes the connected props active and gives them an impulse. Enter with space and/or comma between entity names. | |
ConnectionStateChangeCallback | String | A callback called when ever the connection state changes (button being switched on). Syntax: void Func(string &in asEntityName, int alState) . alState: -1=off, 0=between, 1=on
| |
FullGameSave | Bool | false | If the all things in the entity should be saved when exiting the level. Only use on few entities! If enabled, additional entity properties are saved, such as the open amount of SwingDoors. |
PlayerLookAtCallback | String | Callback called when player looks at entity. Syntax: void Func(string &in asEntity, int alState) alState: 1=looking, -1=stopped looking
| |
PlayerLookAtCallbackAutoRemove | Bool | false | Should look at callback be removed when entity is looked at and callback called. |
PlayerInteractCallback | String | Callback called when player interacts with entity. Syntax: void Func(string &in asEntity)
| |
PlayerInteractCallbackAutoRemove | Bool | false | Should interact callback be removed when entity is interacted with and is callback called. |
Lamp
A Lamp entity is a light source. If they are unlit, they can be lit by the player, consuming a tinderbox. Examples are torches and candles.
Name | Type | Default | Description |
---|---|---|---|
Health | Float | 100 | The amount of damage an entity can take. |
Toughness | Int | 0 | Compared to attack strength to determine damage dealt to the entity. The attack deals no damage if Toughness > Strength + 1, half damage if Toughness = Strength + 1, and full damage if Toughness <= Strength. Example: Toughness of 2 provides immunity to Strength 0 attacks, halves the damage of Strength 1 attacks, and full damage at Strength 2. |
MaxFocusDistance | Float | 0 | Max distance the entity can be interacted with. |
MainPhysicsBody | String | This is the name of the most imporant physics body. The body that sounds are played from and objects attached to (attached as results from script!). | |
ShowMesh | Bool | true | If the mesh should be visible. Having this false might useful for blocker objects. |
DissolveOnDestruction | Bool | false | If the dissolve effect should used when entity is destroyed. |
DissolveTime | Float | 1.0 | The time it takes for the dissolve effect to be over. |
EffectsOnSound | File (.snt) | Sound made when turned on. (used for lamps lit/unlit, but also other entity types). | |
EffectsOffSound | File (.snt) | Sound made when turned off. (used for lamps lit/unlit, but also other entity types). | |
EffectsOnTime | Float | 1 | Time it takes for on effect to be done. (used for lamps lit/unlit, but also other entity types). |
EffectsOffTime | Float | 1 | Time it takes for off effect to be done. (used for lamps lit/unlit, but also other entity types). |
EffectsOffLightColor | Color | 0 0 0 0 | Color of lights when off. (used for lamps lit/unlit, but also other entity types). |
EffectsOffLightRadius | Float | -1 | Radius of lights when off. (used for lamps lit/unlit, but also other entity types). |
ShowHints | Bool | true | If it is allowed to show hints upon interaction with entity. |
StaticMoveCheckCollision | Bool | false | If a static move should check for collision. (used when static bodies are moved through script of type specific effect.) |
StaticMoveStartSound | File (.snt) | Sound made at the start of a static move. (used when static bodies are moved through script of type specific effect.) | |
StaticMoveStopSound | File (.snt) | Sound made at the end of a static move. (used when static bodies are moved through script of type specific effect.) | |
StaticMoveLoopSound | File (.snt) | Sound made during a static move. (used when static bodies are moved through script of type specific effect.) | |
RandomizeAnimationStart | Bool | true | Should the animation start time be randomized at start. If false all animations of entity are synchronized. |
Name | Type | Default | Description |
---|---|---|---|
CastShadows | Bool | true | If entity casts shadows. |
StaticPhysics | Bool | false | If the mass of all bodies should be 0. If enabled, the entity cannot be moved by physics or player interactions. |
IsAffectedByDecal | Bool | true | If decals can be created on entity. |
CallbackFunc | String | A callback function used for a number of events. Syntax: void Func(string &in asEntityName, string &in asType) . asType can be OnPickup, Break, OnIgnite
| |
ConnectedProps | String | Props that are connected to this entity and what will happen will depend upon type of prop and what happens. OnBreak makes the connected props active and gives them an impulse. Enter with space and/or comma between entity names. | |
ConnectionStateChangeCallback | String | A callback called when ever the connection state changes (button being switched on). Syntax: void Func(string &in asEntityName, int alState) . alState: -1=off, 0=between, 1=on
| |
FullGameSave | Bool | false | If the all things in the entity should be saved when exiting the level. Only use on few entities! If enabled, additional entity properties are saved, such as the open amount of SwingDoors. |
PlayerLookAtCallback | String | Callback called when player looks at entity. Syntax: void Func(string &in asEntity, int alState) alState: 1=looking, -1=stopped looking
| |
PlayerLookAtCallbackAutoRemove | Bool | false | Should look at callback be removed when entity is looked at and callback called. |
PlayerInteractCallback | String | Callback called when player interacts with entity. Syntax: void Func(string &in asEntity)
| |
PlayerInteractCallbackAutoRemove | Bool | false | Should interact callback be removed when entity is interacted with and is callback called. |
Button
A Button entity acts like a lever, except it does not use a joint. It simply calls a callback when interacted with.
Name | Type | Default | Description |
---|---|---|---|
Health | Float | 100 | The amount of damage an entity can take. |
Toughness | Int | 0 | Compared to attack strength to determine damage dealt to the entity. The attack deals no damage if Toughness > Strength + 1, half damage if Toughness = Strength + 1, and full damage if Toughness <= Strength. Example: Toughness of 2 provides immunity to Strength 0 attacks, halves the damage of Strength 1 attacks, and full damage at Strength 2. |
MaxFocusDistance | Float | 0 | Max distance the entity can be interacted with. |
MainPhysicsBody | String | This is the name of the most imporant physics body. The body that sounds are played from and objects attached to (attached as results from script!). | |
ShowMesh | Bool | true | If the mesh should be visible. Having this false might useful for blocker objects. |
DissolveOnDestruction | Bool | false | If the dissolve effect should used when entity is destroyed. |
DissolveTime | Float | 1.0 | The time it takes for the dissolve effect to be over. |
EffectsOnSound | File (.snt) | Sound made when turned on. (used for lamps lit/unlit, but also other entity types). | |
EffectsOffSound | File (.snt) | Sound made when turned off. (used for lamps lit/unlit, but also other entity types). | |
EffectsOnTime | Float | 1 | Time it takes for on effect to be done. (used for lamps lit/unlit, but also other entity types). |
EffectsOffTime | Float | 1 | Time it takes for off effect to be done. (used for lamps lit/unlit, but also other entity types). |
EffectsOffLightColor | Color | 0 0 0 0 | Color of lights when off. (used for lamps lit/unlit, but also other entity types). |
EffectsOffLightRadius | Float | -1 | Radius of lights when off. (used for lamps lit/unlit, but also other entity types). |
ShowHints | Bool | true | If it is allowed to show hints upon interaction with entity. |
StaticMoveCheckCollision | Bool | false | If a static move should check for collision. (used when static bodies are moved through script of type specific effect.) |
StaticMoveStartSound | File (.snt) | Sound made at the start of a static move. (used when static bodies are moved through script of type specific effect.) | |
StaticMoveStopSound | File (.snt) | Sound made at the end of a static move. (used when static bodies are moved through script of type specific effect.) | |
StaticMoveLoopSound | File (.snt) | Sound made during a static move. (used when static bodies are moved through script of type specific effect.) | |
RandomizeAnimationStart | Bool | true | Should the animation start time be randomized at start. If false all animations of entity are synchronized. |
Name | Type | Default | Description |
---|---|---|---|
CastShadows | Bool | true | If entity casts shadows. |
StaticPhysics | Bool | false | If the mass of all bodies should be 0. If enabled, the entity cannot be moved by physics or player interactions. |
IsAffectedByDecal | Bool | true | If decals can be created on entity. |
CallbackFunc | String | A callback function used for a number of events. Syntax: void Func(string &in asEntityName, string &in asType) . asType can be OnPickup, Break, OnIgnite
| |
ConnectedProps | String | Props that are connected to this entity and what will happen will depend upon type of prop and what happens. OnBreak makes the connected props active and gives them an impulse. Enter with space and/or comma between entity names. | |
ConnectionStateChangeCallback | String | A callback called when ever the connection state changes (button being switched on). Syntax: void Func(string &in asEntityName, int alState) . alState: -1=off, 0=between, 1=on
| |
FullGameSave | Bool | false | If the all things in the entity should be saved when exiting the level. Only use on few entities! If enabled, additional entity properties are saved, such as the open amount of SwingDoors. |
PlayerLookAtCallback | String | Callback called when player looks at entity. Syntax: void Func(string &in asEntity, int alState) alState: 1=looking, -1=stopped looking
| |
PlayerLookAtCallbackAutoRemove | Bool | false | Should look at callback be removed when entity is looked at and callback called. |
PlayerInteractCallback | String | Callback called when player interacts with entity. Syntax: void Func(string &in asEntity)
| |
PlayerInteractCallbackAutoRemove | Bool | false | Should interact callback be removed when entity is interacted with and is callback called. |
Photocell
Add info.
Name | Type | Default | Description |
---|---|---|---|
Health | Float | 100 | The amount of damage an entity can take. |
Toughness | Int | 0 | Compared to attack strength to determine damage dealt to the entity. The attack deals no damage if Toughness > Strength + 1, half damage if Toughness = Strength + 1, and full damage if Toughness <= Strength. Example: Toughness of 2 provides immunity to Strength 0 attacks, halves the damage of Strength 1 attacks, and full damage at Strength 2. |
MaxFocusDistance | Float | 0 | Max distance the entity can be interacted with. |
MainPhysicsBody | String | This is the name of the most imporant physics body. The body that sounds are played from and objects attached to (attached as results from script!). | |
ShowMesh | Bool | true | If the mesh should be visible. Having this false might useful for blocker objects. |
DissolveOnDestruction | Bool | false | If the dissolve effect should used when entity is destroyed. |
DissolveTime | Float | 1.0 | The time it takes for the dissolve effect to be over. |
EffectsOnSound | File (.snt) | Sound made when turned on. (used for lamps lit/unlit, but also other entity types). | |
EffectsOffSound | File (.snt) | Sound made when turned off. (used for lamps lit/unlit, but also other entity types). | |
EffectsOnTime | Float | 1 | Time it takes for on effect to be done. (used for lamps lit/unlit, but also other entity types). |
EffectsOffTime | Float | 1 | Time it takes for off effect to be done. (used for lamps lit/unlit, but also other entity types). |
EffectsOffLightColor | Color | 0 0 0 0 | Color of lights when off. (used for lamps lit/unlit, but also other entity types). |
EffectsOffLightRadius | Float | -1 | Radius of lights when off. (used for lamps lit/unlit, but also other entity types). |
ShowHints | Bool | true | If it is allowed to show hints upon interaction with entity. |
StaticMoveCheckCollision | Bool | false | If a static move should check for collision. (used when static bodies are moved through script of type specific effect.) |
StaticMoveStartSound | File (.snt) | Sound made at the start of a static move. (used when static bodies are moved through script of type specific effect.) | |
StaticMoveStopSound | File (.snt) | Sound made at the end of a static move. (used when static bodies are moved through script of type specific effect.) | |
StaticMoveLoopSound | File (.snt) | Sound made during a static move. (used when static bodies are moved through script of type specific effect.) | |
RandomizeAnimationStart | Bool | true | Should the animation start time be randomized at start. If false all animations of entity are synchronized. |
Name | Type | Default | Description |
---|---|---|---|
CastShadows | Bool | true | If entity casts shadows. |
StaticPhysics | Bool | false | If the mass of all bodies should be 0. If enabled, the entity cannot be moved by physics or player interactions. |
IsAffectedByDecal | Bool | true | If decals can be created on entity. |
CallbackFunc | String | A callback function used for a number of events. Syntax: void Func(string &in asEntityName, string &in asType) . asType can be OnPickup, Break, OnIgnite
| |
ConnectedProps | String | Props that are connected to this entity and what will happen will depend upon type of prop and what happens. OnBreak makes the connected props active and gives them an impulse. Enter with space and/or comma between entity names. | |
ConnectionStateChangeCallback | String | A callback called when ever the connection state changes (button being switched on). Syntax: void Func(string &in asEntityName, int alState) . alState: -1=off, 0=between, 1=on
| |
FullGameSave | Bool | false | If the all things in the entity should be saved when exiting the level. Only use on few entities! If enabled, additional entity properties are saved, such as the open amount of SwingDoors. |
PlayerLookAtCallback | String | Callback called when player looks at entity. Syntax: void Func(string &in asEntity, int alState) alState: 1=looking, -1=stopped looking
| |
PlayerLookAtCallbackAutoRemove | Bool | false | Should look at callback be removed when entity is looked at and callback called. |
PlayerInteractCallback | String | Callback called when player interacts with entity. Syntax: void Func(string &in asEntity)
| |
PlayerInteractCallbackAutoRemove | Bool | false | Should interact callback be removed when entity is interacted with and is callback called. |
MoveObject
A MoveObject entity is an entity that can be specifically moved on a single axis through the use of scripting. It can be set to either Angular or Linear. Angular rotates the object around its own center point, unless otherwise specified by the use of an OffsetArea. Linear moves the object in a direction for a specified amount. Note that a linear move object can only move on one axis. You can pick X, Y or Z in the entity and this cannot be changed mid-game. If you want the same object to move on more than 1 axis (for example left then forward) you can switch out the entity with an identical one that uses another axis. The script to move a MoveObject is SetMoveObjectState and SetMoveObjectStateExt, found on the engine scripts page.
Name | Type | Default | Description |
---|---|---|---|
Health | Float | 100 | The amount of damage an entity can take. |
Toughness | Int | 0 | Compared to attack strength to determine damage dealt to the entity. The attack deals no damage if Toughness > Strength + 1, half damage if Toughness = Strength + 1, and full damage if Toughness <= Strength. Example: Toughness of 2 provides immunity to Strength 0 attacks, halves the damage of Strength 1 attacks, and full damage at Strength 2. |
MaxFocusDistance | Float | 0 | Max distance the entity can be interacted with. |
MainPhysicsBody | String | This is the name of the most imporant physics body. The body that sounds are played from and objects attached to (attached as results from script!). | |
ShowMesh | Bool | true | If the mesh should be visible. Having this false might useful for blocker objects. |
DissolveOnDestruction | Bool | false | If the dissolve effect should used when entity is destroyed. |
DissolveTime | Float | 1.0 | The time it takes for the dissolve effect to be over. |
EffectsOnSound | File (.snt) | Sound made when turned on. (used for lamps lit/unlit, but also other entity types). | |
EffectsOffSound | File (.snt) | Sound made when turned off. (used for lamps lit/unlit, but also other entity types). | |
EffectsOnTime | Float | 1 | Time it takes for on effect to be done. (used for lamps lit/unlit, but also other entity types). |
EffectsOffTime | Float | 1 | Time it takes for off effect to be done. (used for lamps lit/unlit, but also other entity types). |
EffectsOffLightColor | Color | 0 0 0 0 | Color of lights when off. (used for lamps lit/unlit, but also other entity types). |
EffectsOffLightRadius | Float | -1 | Radius of lights when off. (used for lamps lit/unlit, but also other entity types). |
ShowHints | Bool | true | If it is allowed to show hints upon interaction with entity. |
StaticMoveCheckCollision | Bool | false | If a static move should check for collision. (used when static bodies are moved through script of type specific effect.) |
StaticMoveStartSound | File (.snt) | Sound made at the start of a static move. (used when static bodies are moved through script of type specific effect.) | |
StaticMoveStopSound | File (.snt) | Sound made at the end of a static move. (used when static bodies are moved through script of type specific effect.) | |
StaticMoveLoopSound | File (.snt) | Sound made during a static move. (used when static bodies are moved through script of type specific effect.) | |
RandomizeAnimationStart | Bool | true | Should the animation start time be randomized at start. If false all animations of entity are synchronized. |
Name | Type | Default | Description |
---|---|---|---|
CastShadows | Bool | true | If entity casts shadows. |
StaticPhysics | Bool | false | If the mass of all bodies should be 0. If enabled, the entity cannot be moved by physics or player interactions. |
IsAffectedByDecal | Bool | true | If decals can be created on entity. |
CallbackFunc | String | A callback function used for a number of events. Syntax: void Func(string &in asEntityName, string &in asType) . asType can be OnPickup, Break, OnIgnite
| |
ConnectedProps | String | Props that are connected to this entity and what will happen will depend upon type of prop and what happens. OnBreak makes the connected props active and gives them an impulse. Enter with space and/or comma between entity names. | |
ConnectionStateChangeCallback | String | A callback called when ever the connection state changes (button being switched on). Syntax: void Func(string &in asEntityName, int alState) . alState: -1=off, 0=between, 1=on
| |
FullGameSave | Bool | false | If the all things in the entity should be saved when exiting the level. Only use on few entities! If enabled, additional entity properties are saved, such as the open amount of SwingDoors. |
PlayerLookAtCallback | String | Callback called when player looks at entity. Syntax: void Func(string &in asEntity, int alState) alState: 1=looking, -1=stopped looking
| |
PlayerLookAtCallbackAutoRemove | Bool | false | Should look at callback be removed when entity is looked at and callback called. |
PlayerInteractCallback | String | Callback called when player interacts with entity. Syntax: void Func(string &in asEntity)
| |
PlayerInteractCallbackAutoRemove | Bool | false | Should interact callback be removed when entity is interacted with and is callback called. |
Item
Name | Type | Default | Description |
---|---|---|---|
Health | Float | 100 | The amount of damage an entity can take. |
Toughness | Int | 0 | Compared to attack strength to determine damage dealt to the entity. The attack deals no damage if Toughness > Strength + 1, half damage if Toughness = Strength + 1, and full damage if Toughness <= Strength. Example: Toughness of 2 provides immunity to Strength 0 attacks, halves the damage of Strength 1 attacks, and full damage at Strength 2. |
MaxFocusDistance | Float | 0 | Max distance the entity can be interacted with. |
MainPhysicsBody | String | This is the name of the most imporant physics body. The body that sounds are played from and objects attached to (attached as results from script!). | |
ShowMesh | Bool | true | If the mesh should be visible. Having this false might useful for blocker objects. |
DissolveOnDestruction | Bool | false | If the dissolve effect should used when entity is destroyed. |
DissolveTime | Float | 1.0 | The time it takes for the dissolve effect to be over. |
EffectsOnSound | File (.snt) | Sound made when turned on. (used for lamps lit/unlit, but also other entity types). | |
EffectsOffSound | File (.snt) | Sound made when turned off. (used for lamps lit/unlit, but also other entity types). | |
EffectsOnTime | Float | 1 | Time it takes for on effect to be done. (used for lamps lit/unlit, but also other entity types). |
EffectsOffTime | Float | 1 | Time it takes for off effect to be done. (used for lamps lit/unlit, but also other entity types). |
EffectsOffLightColor | Color | 0 0 0 0 | Color of lights when off. (used for lamps lit/unlit, but also other entity types). |
EffectsOffLightRadius | Float | -1 | Radius of lights when off. (used for lamps lit/unlit, but also other entity types). |
ShowHints | Bool | true | If it is allowed to show hints upon interaction with entity. |
StaticMoveCheckCollision | Bool | false | If a static move should check for collision. (used when static bodies are moved through script of type specific effect.) |
StaticMoveStartSound | File (.snt) | Sound made at the start of a static move. (used when static bodies are moved through script of type specific effect.) | |
StaticMoveStopSound | File (.snt) | Sound made at the end of a static move. (used when static bodies are moved through script of type specific effect.) | |
StaticMoveLoopSound | File (.snt) | Sound made during a static move. (used when static bodies are moved through script of type specific effect.) | |
RandomizeAnimationStart | Bool | true | Should the animation start time be randomized at start. If false all animations of entity are synchronized. |
Name | Type | Default | Description |
---|---|---|---|
CastShadows | Bool | true | If entity casts shadows. |
StaticPhysics | Bool | false | If the mass of all bodies should be 0. If enabled, the entity cannot be moved by physics or player interactions. |
IsAffectedByDecal | Bool | true | If decals can be created on entity. |
CallbackFunc | String | A callback function used for a number of events. Syntax: void Func(string &in asEntityName, string &in asType) . asType can be OnPickup, Break, OnIgnite
| |
ConnectedProps | String | Props that are connected to this entity and what will happen will depend upon type of prop and what happens. OnBreak makes the connected props active and gives them an impulse. Enter with space and/or comma between entity names. | |
ConnectionStateChangeCallback | String | A callback called when ever the connection state changes (button being switched on). Syntax: void Func(string &in asEntityName, int alState) . alState: -1=off, 0=between, 1=on
| |
FullGameSave | Bool | false | If the all things in the entity should be saved when exiting the level. Only use on few entities! If enabled, additional entity properties are saved, such as the open amount of SwingDoors. |
PlayerLookAtCallback | String | Callback called when player looks at entity. Syntax: void Func(string &in asEntity, int alState) alState: 1=looking, -1=stopped looking
| |
PlayerLookAtCallbackAutoRemove | Bool | false | Should look at callback be removed when entity is looked at and callback called. |
PlayerInteractCallback | String | Callback called when player interacts with entity. Syntax: void Func(string &in asEntity)
| |
PlayerInteractCallbackAutoRemove | Bool | false | Should interact callback be removed when entity is interacted with and is callback called. |
Puzzle
A Puzzle subtype item is a general item with no extra properties. Use this if you only need an inventory item to be used to trigger a scripted action. Other subtypes have special properties, but Puzzle only has the ability to be collected and used from the inventory. When used, it's loaded onto the crosshair so the player can use it on objects.
Coins
Cut item type from the game that was supposed to be a collectible the player could buy something with. They can be used on Chest type entities to open them.
Note
A Note item is an item that adds text to the player's journal. It displays itself when picked up. The note can be narrated, in which case it will automatically close once it's finished. If it isn't voiced, the player must close it. Use this if you want to make a Note item using a custom model / custom properties that differ from the main notes.
Diary
A Diary item is nearly identical to the Note item. Instead, it adds itself to the Diary section of the player's journal, whereas the Note adds itself to the Notes section. Diaries are also always voice enabled. Notes have the option for it.
Lantern
A Lantern item can be picked up like a normal item, but is added as a lantern to the inventory. While having this item, the player can press F to enable/diable it, or click it in the inventory. Note: This is NOT the lantern model, only the item that gives it to the player. If you want a custom lantern model, you can follow this guide.
Health
A Health item acts like a health potion (Laudanum). It acts like a normal item, except when used it is consumed while increasing the player's health by a specified amount.
Sanity
A Sanity item acts like a sanity potion. While used, they increase the player's sanity by a fixed amount, and then consumed from the inventory.
LampOil
A LampOil item acts like an oil potion. When used, it increases the amount of oil for the lantern, and then consumed.
Tinderbox
A Tinderbox item adds itself to the player's tinderbox counter in the inventory. Tinderboxes can be used once to light a light source.
HandObject
Unused. Would have equipped the corresponding hand object on use.
Chest
This is an unused feature, but it was kept in the engine and can be restored by making a custom entity. It is a object which can be opened using coins (or their replacements, if a custom Coin-type entity is made). Interacting with it brings up a text GUI. The text GUI can be changed in the base language file. To make an entity of this type, just copy an existing entity file and change its entity type. The chests that ended up in the game are actually just Levers.
Name | Type | Default | Description |
---|---|---|---|
Health | Float | 100 | The amount of damage an entity can take. |
Toughness | Int | 0 | Compared to attack strength to determine damage dealt to the entity. The attack deals no damage if Toughness > Strength + 1, half damage if Toughness = Strength + 1, and full damage if Toughness <= Strength. Example: Toughness of 2 provides immunity to Strength 0 attacks, halves the damage of Strength 1 attacks, and full damage at Strength 2. |
MaxFocusDistance | Float | 0 | Max distance the entity can be interacted with. |
MainPhysicsBody | String | This is the name of the most imporant physics body. The body that sounds are played from and objects attached to (attached as results from script!). | |
ShowMesh | Bool | true | If the mesh should be visible. Having this false might useful for blocker objects. |
DissolveOnDestruction | Bool | false | If the dissolve effect should used when entity is destroyed. |
DissolveTime | Float | 1.0 | The time it takes for the dissolve effect to be over. |
EffectsOnSound | File (.snt) | Sound made when turned on. (used for lamps lit/unlit, but also other entity types). | |
EffectsOffSound | File (.snt) | Sound made when turned off. (used for lamps lit/unlit, but also other entity types). | |
EffectsOnTime | Float | 1 | Time it takes for on effect to be done. (used for lamps lit/unlit, but also other entity types). |
EffectsOffTime | Float | 1 | Time it takes for off effect to be done. (used for lamps lit/unlit, but also other entity types). |
EffectsOffLightColor | Color | 0 0 0 0 | Color of lights when off. (used for lamps lit/unlit, but also other entity types). |
EffectsOffLightRadius | Float | -1 | Radius of lights when off. (used for lamps lit/unlit, but also other entity types). |
ShowHints | Bool | true | If it is allowed to show hints upon interaction with entity. |
StaticMoveCheckCollision | Bool | false | If a static move should check for collision. (used when static bodies are moved through script of type specific effect.) |
StaticMoveStartSound | File (.snt) | Sound made at the start of a static move. (used when static bodies are moved through script of type specific effect.) | |
StaticMoveStopSound | File (.snt) | Sound made at the end of a static move. (used when static bodies are moved through script of type specific effect.) | |
StaticMoveLoopSound | File (.snt) | Sound made during a static move. (used when static bodies are moved through script of type specific effect.) | |
RandomizeAnimationStart | Bool | true | Should the animation start time be randomized at start. If false all animations of entity are synchronized. |
Name | Type | Default | Description |
---|---|---|---|
CastShadows | Bool | true | If entity casts shadows. |
StaticPhysics | Bool | false | If the mass of all bodies should be 0. If enabled, the entity cannot be moved by physics or player interactions. |
IsAffectedByDecal | Bool | true | If decals can be created on entity. |
CallbackFunc | String | A callback function used for a number of events. Syntax: void Func(string &in asEntityName, string &in asType) . asType can be OnPickup, Break, OnIgnite
| |
ConnectedProps | String | Props that are connected to this entity and what will happen will depend upon type of prop and what happens. OnBreak makes the connected props active and gives them an impulse. Enter with space and/or comma between entity names. | |
ConnectionStateChangeCallback | String | A callback called when ever the connection state changes (button being switched on). Syntax: void Func(string &in asEntityName, int alState) . alState: -1=off, 0=between, 1=on
| |
FullGameSave | Bool | false | If the all things in the entity should be saved when exiting the level. Only use on few entities! If enabled, additional entity properties are saved, such as the open amount of SwingDoors. |
PlayerLookAtCallback | String | Callback called when player looks at entity. Syntax: void Func(string &in asEntity, int alState) alState: 1=looking, -1=stopped looking
| |
PlayerLookAtCallbackAutoRemove | Bool | false | Should look at callback be removed when entity is looked at and callback called. |
PlayerInteractCallback | String | Callback called when player interacts with entity. Syntax: void Func(string &in asEntity)
| |
PlayerInteractCallbackAutoRemove | Bool | false | Should interact callback be removed when entity is interacted with and is callback called. |
OilBarrel
An OilBarrel entity simply adds some oil to the player's lantern storage upon interaction. The oil amount will be random unless otherwise specified.
Name | Type | Default | Description |
---|---|---|---|
Health | Float | 100 | The amount of damage an entity can take. |
Toughness | Int | 0 | Compared to attack strength to determine damage dealt to the entity. The attack deals no damage if Toughness > Strength + 1, half damage if Toughness = Strength + 1, and full damage if Toughness <= Strength. Example: Toughness of 2 provides immunity to Strength 0 attacks, halves the damage of Strength 1 attacks, and full damage at Strength 2. |
MaxFocusDistance | Float | 0 | Max distance the entity can be interacted with. |
MainPhysicsBody | String | This is the name of the most imporant physics body. The body that sounds are played from and objects attached to (attached as results from script!). | |
ShowMesh | Bool | true | If the mesh should be visible. Having this false might useful for blocker objects. |
DissolveOnDestruction | Bool | false | If the dissolve effect should used when entity is destroyed. |
DissolveTime | Float | 1.0 | The time it takes for the dissolve effect to be over. |
EffectsOnSound | File (.snt) | Sound made when turned on. (used for lamps lit/unlit, but also other entity types). | |
EffectsOffSound | File (.snt) | Sound made when turned off. (used for lamps lit/unlit, but also other entity types). | |
EffectsOnTime | Float | 1 | Time it takes for on effect to be done. (used for lamps lit/unlit, but also other entity types). |
EffectsOffTime | Float | 1 | Time it takes for off effect to be done. (used for lamps lit/unlit, but also other entity types). |
EffectsOffLightColor | Color | 0 0 0 0 | Color of lights when off. (used for lamps lit/unlit, but also other entity types). |
EffectsOffLightRadius | Float | -1 | Radius of lights when off. (used for lamps lit/unlit, but also other entity types). |
ShowHints | Bool | true | If it is allowed to show hints upon interaction with entity. |
StaticMoveCheckCollision | Bool | false | If a static move should check for collision. (used when static bodies are moved through script of type specific effect.) |
StaticMoveStartSound | File (.snt) | Sound made at the start of a static move. (used when static bodies are moved through script of type specific effect.) | |
StaticMoveStopSound | File (.snt) | Sound made at the end of a static move. (used when static bodies are moved through script of type specific effect.) | |
StaticMoveLoopSound | File (.snt) | Sound made during a static move. (used when static bodies are moved through script of type specific effect.) | |
RandomizeAnimationStart | Bool | true | Should the animation start time be randomized at start. If false all animations of entity are synchronized. |
Name | Type | Default | Description |
---|---|---|---|
CastShadows | Bool | true | If entity casts shadows. |
StaticPhysics | Bool | false | If the mass of all bodies should be 0. If enabled, the entity cannot be moved by physics or player interactions. |
IsAffectedByDecal | Bool | true | If decals can be created on entity. |
CallbackFunc | String | A callback function used for a number of events. Syntax: void Func(string &in asEntityName, string &in asType) . asType can be OnPickup, Break, OnIgnite
| |
ConnectedProps | String | Props that are connected to this entity and what will happen will depend upon type of prop and what happens. OnBreak makes the connected props active and gives them an impulse. Enter with space and/or comma between entity names. | |
ConnectionStateChangeCallback | String | A callback called when ever the connection state changes (button being switched on). Syntax: void Func(string &in asEntityName, int alState) . alState: -1=off, 0=between, 1=on
| |
FullGameSave | Bool | false | If the all things in the entity should be saved when exiting the level. Only use on few entities! If enabled, additional entity properties are saved, such as the open amount of SwingDoors. |
PlayerLookAtCallback | String | Callback called when player looks at entity. Syntax: void Func(string &in asEntity, int alState) alState: 1=looking, -1=stopped looking
| |
PlayerLookAtCallbackAutoRemove | Bool | false | Should look at callback be removed when entity is looked at and callback called. |
PlayerInteractCallback | String | Callback called when player interacts with entity. Syntax: void Func(string &in asEntity)
| |
PlayerInteractCallbackAutoRemove | Bool | false | Should interact callback be removed when entity is interacted with and is callback called. |
EmotionStone
An EmotionStone entity works like the glowing jar-like objects from the game. Upon interacting with an EmotionStone entity, the screen fades to white and displays a message for the player.
Name | Type | Default | Description |
---|---|---|---|
Health | Float | 100 | The amount of damage an entity can take. |
Toughness | Int | 0 | Compared to attack strength to determine damage dealt to the entity. The attack deals no damage if Toughness > Strength + 1, half damage if Toughness = Strength + 1, and full damage if Toughness <= Strength. Example: Toughness of 2 provides immunity to Strength 0 attacks, halves the damage of Strength 1 attacks, and full damage at Strength 2. |
MaxFocusDistance | Float | 0 | Max distance the entity can be interacted with. |
MainPhysicsBody | String | This is the name of the most imporant physics body. The body that sounds are played from and objects attached to (attached as results from script!). | |
ShowMesh | Bool | true | If the mesh should be visible. Having this false might useful for blocker objects. |
DissolveOnDestruction | Bool | false | If the dissolve effect should used when entity is destroyed. |
DissolveTime | Float | 1.0 | The time it takes for the dissolve effect to be over. |
EffectsOnSound | File (.snt) | Sound made when turned on. (used for lamps lit/unlit, but also other entity types). | |
EffectsOffSound | File (.snt) | Sound made when turned off. (used for lamps lit/unlit, but also other entity types). | |
EffectsOnTime | Float | 1 | Time it takes for on effect to be done. (used for lamps lit/unlit, but also other entity types). |
EffectsOffTime | Float | 1 | Time it takes for off effect to be done. (used for lamps lit/unlit, but also other entity types). |
EffectsOffLightColor | Color | 0 0 0 0 | Color of lights when off. (used for lamps lit/unlit, but also other entity types). |
EffectsOffLightRadius | Float | -1 | Radius of lights when off. (used for lamps lit/unlit, but also other entity types). |
ShowHints | Bool | true | If it is allowed to show hints upon interaction with entity. |
StaticMoveCheckCollision | Bool | false | If a static move should check for collision. (used when static bodies are moved through script of type specific effect.) |
StaticMoveStartSound | File (.snt) | Sound made at the start of a static move. (used when static bodies are moved through script of type specific effect.) | |
StaticMoveStopSound | File (.snt) | Sound made at the end of a static move. (used when static bodies are moved through script of type specific effect.) | |
StaticMoveLoopSound | File (.snt) | Sound made during a static move. (used when static bodies are moved through script of type specific effect.) | |
RandomizeAnimationStart | Bool | true | Should the animation start time be randomized at start. If false all animations of entity are synchronized. |
Name | Type | Default | Description |
---|---|---|---|
CastShadows | Bool | true | If entity casts shadows. |
StaticPhysics | Bool | false | If the mass of all bodies should be 0. If enabled, the entity cannot be moved by physics or player interactions. |
IsAffectedByDecal | Bool | true | If decals can be created on entity. |
CallbackFunc | String | A callback function used for a number of events. Syntax: void Func(string &in asEntityName, string &in asType) . asType can be OnPickup, Break, OnIgnite
| |
ConnectedProps | String | Props that are connected to this entity and what will happen will depend upon type of prop and what happens. OnBreak makes the connected props active and gives them an impulse. Enter with space and/or comma between entity names. | |
ConnectionStateChangeCallback | String | A callback called when ever the connection state changes (button being switched on). Syntax: void Func(string &in asEntityName, int alState) . alState: -1=off, 0=between, 1=on
| |
FullGameSave | Bool | false | If the all things in the entity should be saved when exiting the level. Only use on few entities! If enabled, additional entity properties are saved, such as the open amount of SwingDoors. |
PlayerLookAtCallback | String | Callback called when player looks at entity. Syntax: void Func(string &in asEntity, int alState) alState: 1=looking, -1=stopped looking
| |
PlayerLookAtCallbackAutoRemove | Bool | false | Should look at callback be removed when entity is looked at and callback called. |
PlayerInteractCallback | String | Callback called when player interacts with entity. Syntax: void Func(string &in asEntity)
| |
PlayerInteractCallbackAutoRemove | Bool | false | Should interact callback be removed when entity is interacted with and is callback called. |
NPC
Non-Player Characters are non-enemy characters. Agrippa and Alexander as they appear in-game are NPCs. Their only purpose is to stand in place and look at the player (if you enable the option).
Name | Type | Default | Description |
---|---|---|---|
Health | Float | 100 | The amount of damage an entity can take. |
Toughness | Int | 0 | Compared to attack strength to determine damage dealt to the entity. The attack deals no damage if Toughness > Strength + 1, half damage if Toughness = Strength + 1, and full damage if Toughness <= Strength. Example: Toughness of 2 provides immunity to Strength 0 attacks, halves the damage of Strength 1 attacks, and full damage at Strength 2. |
MaxFocusDistance | Float | 0 | Max distance the entity can be interacted with. |
MainPhysicsBody | String | This is the name of the most imporant physics body. The body that sounds are played from and objects attached to (attached as results from script!). | |
ShowMesh | Bool | true | If the mesh should be visible. Having this false might useful for blocker objects. |
DissolveOnDestruction | Bool | false | If the dissolve effect should used when entity is destroyed. |
DissolveTime | Float | 1.0 | The time it takes for the dissolve effect to be over. |
EffectsOnSound | File (.snt) | Sound made when turned on. (used for lamps lit/unlit, but also other entity types). | |
EffectsOffSound | File (.snt) | Sound made when turned off. (used for lamps lit/unlit, but also other entity types). | |
EffectsOnTime | Float | 1 | Time it takes for on effect to be done. (used for lamps lit/unlit, but also other entity types). |
EffectsOffTime | Float | 1 | Time it takes for off effect to be done. (used for lamps lit/unlit, but also other entity types). |
EffectsOffLightColor | Color | 0 0 0 0 | Color of lights when off. (used for lamps lit/unlit, but also other entity types). |
EffectsOffLightRadius | Float | -1 | Radius of lights when off. (used for lamps lit/unlit, but also other entity types). |
ShowHints | Bool | true | If it is allowed to show hints upon interaction with entity. |
StaticMoveCheckCollision | Bool | false | If a static move should check for collision. (used when static bodies are moved through script of type specific effect.) |
StaticMoveStartSound | File (.snt) | Sound made at the start of a static move. (used when static bodies are moved through script of type specific effect.) | |
StaticMoveStopSound | File (.snt) | Sound made at the end of a static move. (used when static bodies are moved through script of type specific effect.) | |
StaticMoveLoopSound | File (.snt) | Sound made during a static move. (used when static bodies are moved through script of type specific effect.) | |
RandomizeAnimationStart | Bool | true | Should the animation start time be randomized at start. If false all animations of entity are synchronized. |
Name | Type | Default | Description |
---|---|---|---|
CastShadows | Bool | true | If entity casts shadows. |
StaticPhysics | Bool | false | If the mass of all bodies should be 0. If enabled, the entity cannot be moved by physics or player interactions. |
IsAffectedByDecal | Bool | true | If decals can be created on entity. |
CallbackFunc | String | A callback function used for a number of events. Syntax: void Func(string &in asEntityName, string &in asType) . asType can be OnPickup, Break, OnIgnite
| |
ConnectedProps | String | Props that are connected to this entity and what will happen will depend upon type of prop and what happens. OnBreak makes the connected props active and gives them an impulse. Enter with space and/or comma between entity names. | |
ConnectionStateChangeCallback | String | A callback called when ever the connection state changes (button being switched on). Syntax: void Func(string &in asEntityName, int alState) . alState: -1=off, 0=between, 1=on
| |
FullGameSave | Bool | false | If the all things in the entity should be saved when exiting the level. Only use on few entities! If enabled, additional entity properties are saved, such as the open amount of SwingDoors. |
PlayerLookAtCallback | String | Callback called when player looks at entity. Syntax: void Func(string &in asEntity, int alState) alState: 1=looking, -1=stopped looking
| |
PlayerLookAtCallbackAutoRemove | Bool | false | Should look at callback be removed when entity is looked at and callback called. |
PlayerInteractCallback | String | Callback called when player interacts with entity. Syntax: void Func(string &in asEntity)
| |
PlayerInteractCallbackAutoRemove | Bool | false | Should interact callback be removed when entity is interacted with and is callback called. |
LevelDoor
A LevelDoor entity is in concept similar to a SwingDoor, but they function very differently. A LevelDoor instantly transports the player to the specified level when they click it. The sounds, text and destination can be entered in the Level Editor itself.
LevelDoors can also teleport the player (without a loading screen) if the same map is picked.
Name | Type | Default | Description |
---|---|---|---|
Health | Float | 100 | The amount of damage an entity can take. |
Toughness | Int | 0 | Compared to attack strength to determine damage dealt to the entity. The attack deals no damage if Toughness > Strength + 1, half damage if Toughness = Strength + 1, and full damage if Toughness <= Strength. Example: Toughness of 2 provides immunity to Strength 0 attacks, halves the damage of Strength 1 attacks, and full damage at Strength 2. |
MaxFocusDistance | Float | 0 | Max distance the entity can be interacted with. |
MainPhysicsBody | String | This is the name of the most imporant physics body. The body that sounds are played from and objects attached to (attached as results from script!). | |
ShowMesh | Bool | true | If the mesh should be visible. Having this false might useful for blocker objects. |
DissolveOnDestruction | Bool | false | If the dissolve effect should used when entity is destroyed. |
DissolveTime | Float | 1.0 | The time it takes for the dissolve effect to be over. |
EffectsOnSound | File (.snt) | Sound made when turned on. (used for lamps lit/unlit, but also other entity types). | |
EffectsOffSound | File (.snt) | Sound made when turned off. (used for lamps lit/unlit, but also other entity types). | |
EffectsOnTime | Float | 1 | Time it takes for on effect to be done. (used for lamps lit/unlit, but also other entity types). |
EffectsOffTime | Float | 1 | Time it takes for off effect to be done. (used for lamps lit/unlit, but also other entity types). |
EffectsOffLightColor | Color | 0 0 0 0 | Color of lights when off. (used for lamps lit/unlit, but also other entity types). |
EffectsOffLightRadius | Float | -1 | Radius of lights when off. (used for lamps lit/unlit, but also other entity types). |
ShowHints | Bool | true | If it is allowed to show hints upon interaction with entity. |
StaticMoveCheckCollision | Bool | false | If a static move should check for collision. (used when static bodies are moved through script of type specific effect.) |
StaticMoveStartSound | File (.snt) | Sound made at the start of a static move. (used when static bodies are moved through script of type specific effect.) | |
StaticMoveStopSound | File (.snt) | Sound made at the end of a static move. (used when static bodies are moved through script of type specific effect.) | |
StaticMoveLoopSound | File (.snt) | Sound made during a static move. (used when static bodies are moved through script of type specific effect.) | |
RandomizeAnimationStart | Bool | true | Should the animation start time be randomized at start. If false all animations of entity are synchronized. |
Name | Type | Default | Description |
---|---|---|---|
CastShadows | Bool | true | If entity casts shadows. |
StaticPhysics | Bool | false | If the mass of all bodies should be 0. If enabled, the entity cannot be moved by physics or player interactions. |
IsAffectedByDecal | Bool | true | If decals can be created on entity. |
CallbackFunc | String | A callback function used for a number of events. Syntax: void Func(string &in asEntityName, string &in asType) . asType can be OnPickup, Break, OnIgnite
| |
ConnectedProps | String | Props that are connected to this entity and what will happen will depend upon type of prop and what happens. OnBreak makes the connected props active and gives them an impulse. Enter with space and/or comma between entity names. | |
ConnectionStateChangeCallback | String | A callback called when ever the connection state changes (button being switched on). Syntax: void Func(string &in asEntityName, int alState) . alState: -1=off, 0=between, 1=on
| |
FullGameSave | Bool | false | If the all things in the entity should be saved when exiting the level. Only use on few entities! If enabled, additional entity properties are saved, such as the open amount of SwingDoors. |
PlayerLookAtCallback | String | Callback called when player looks at entity. Syntax: void Func(string &in asEntity, int alState) alState: 1=looking, -1=stopped looking
| |
PlayerLookAtCallbackAutoRemove | Bool | false | Should look at callback be removed when entity is looked at and callback called. |
PlayerInteractCallback | String | Callback called when player interacts with entity. Syntax: void Func(string &in asEntity)
| |
PlayerInteractCallbackAutoRemove | Bool | false | Should interact callback be removed when entity is interacted with and is callback called. |
CritterBug
Critters like rats, roaches or fishes on the ground (or in the case of fish, water) those move around the room they are placed in and run away from the player.
Name | Type | Default | Description |
---|---|---|---|
Health | Float | 100 | The amount of damage an entity can take. |
Toughness | Int | 0 | Compared to attack strength to determine damage dealt to the entity. The attack deals no damage if Toughness > Strength + 1, half damage if Toughness = Strength + 1, and full damage if Toughness <= Strength. Example: Toughness of 2 provides immunity to Strength 0 attacks, halves the damage of Strength 1 attacks, and full damage at Strength 2. |
MaxFocusDistance | Float | 0 | Max distance the entity can be interacted with. |
MainPhysicsBody | String | This is the name of the most imporant physics body. The body that sounds are played from and objects attached to (attached as results from script!). | |
ShowMesh | Bool | true | If the mesh should be visible. Having this false might useful for blocker objects. |
DissolveOnDestruction | Bool | false | If the dissolve effect should used when entity is destroyed. |
DissolveTime | Float | 1.0 | The time it takes for the dissolve effect to be over. |
EffectsOnSound | File (.snt) | Sound made when turned on. (used for lamps lit/unlit, but also other entity types). | |
EffectsOffSound | File (.snt) | Sound made when turned off. (used for lamps lit/unlit, but also other entity types). | |
EffectsOnTime | Float | 1 | Time it takes for on effect to be done. (used for lamps lit/unlit, but also other entity types). |
EffectsOffTime | Float | 1 | Time it takes for off effect to be done. (used for lamps lit/unlit, but also other entity types). |
EffectsOffLightColor | Color | 0 0 0 0 | Color of lights when off. (used for lamps lit/unlit, but also other entity types). |
EffectsOffLightRadius | Float | -1 | Radius of lights when off. (used for lamps lit/unlit, but also other entity types). |
ShowHints | Bool | true | If it is allowed to show hints upon interaction with entity. |
StaticMoveCheckCollision | Bool | false | If a static move should check for collision. (used when static bodies are moved through script of type specific effect.) |
StaticMoveStartSound | File (.snt) | Sound made at the start of a static move. (used when static bodies are moved through script of type specific effect.) | |
StaticMoveStopSound | File (.snt) | Sound made at the end of a static move. (used when static bodies are moved through script of type specific effect.) | |
StaticMoveLoopSound | File (.snt) | Sound made during a static move. (used when static bodies are moved through script of type specific effect.) | |
RandomizeAnimationStart | Bool | true | Should the animation start time be randomized at start. If false all animations of entity are synchronized. |
Name | Type | Default | Description |
---|---|---|---|
CastShadows | Bool | true | If entity casts shadows. |
StaticPhysics | Bool | false | If the mass of all bodies should be 0. If enabled, the entity cannot be moved by physics or player interactions. |
IsAffectedByDecal | Bool | true | If decals can be created on entity. |
CallbackFunc | String | A callback function used for a number of events. Syntax: void Func(string &in asEntityName, string &in asType) . asType can be OnPickup, Break, OnIgnite
| |
ConnectedProps | String | Props that are connected to this entity and what will happen will depend upon type of prop and what happens. OnBreak makes the connected props active and gives them an impulse. Enter with space and/or comma between entity names. | |
ConnectionStateChangeCallback | String | A callback called when ever the connection state changes (button being switched on). Syntax: void Func(string &in asEntityName, int alState) . alState: -1=off, 0=between, 1=on
| |
FullGameSave | Bool | false | If the all things in the entity should be saved when exiting the level. Only use on few entities! If enabled, additional entity properties are saved, such as the open amount of SwingDoors. |
PlayerLookAtCallback | String | Callback called when player looks at entity. Syntax: void Func(string &in asEntity, int alState) alState: 1=looking, -1=stopped looking
| |
PlayerLookAtCallbackAutoRemove | Bool | false | Should look at callback be removed when entity is looked at and callback called. |
PlayerInteractCallback | String | Callback called when player interacts with entity. Syntax: void Func(string &in asEntity)
| |
PlayerInteractCallbackAutoRemove | Bool | false | Should interact callback be removed when entity is interacted with and is callback called. |
CritterSpider
A unused critter similar to the spider enemies from Penumbra: Overture. Capable of climbing walls and ceilings, as well as attacking the player.
Name | Type | Default | Description |
---|---|---|---|
Health | Float | 100 | The amount of damage an entity can take. |
Toughness | Int | 0 | Compared to attack strength to determine damage dealt to the entity. The attack deals no damage if Toughness > Strength + 1, half damage if Toughness = Strength + 1, and full damage if Toughness <= Strength. Example: Toughness of 2 provides immunity to Strength 0 attacks, halves the damage of Strength 1 attacks, and full damage at Strength 2. |
MaxFocusDistance | Float | 0 | Max distance the entity can be interacted with. |
MainPhysicsBody | String | This is the name of the most imporant physics body. The body that sounds are played from and objects attached to (attached as results from script!). | |
ShowMesh | Bool | true | If the mesh should be visible. Having this false might useful for blocker objects. |
DissolveOnDestruction | Bool | false | If the dissolve effect should used when entity is destroyed. |
DissolveTime | Float | 1.0 | The time it takes for the dissolve effect to be over. |
EffectsOnSound | File (.snt) | Sound made when turned on. (used for lamps lit/unlit, but also other entity types). | |
EffectsOffSound | File (.snt) | Sound made when turned off. (used for lamps lit/unlit, but also other entity types). | |
EffectsOnTime | Float | 1 | Time it takes for on effect to be done. (used for lamps lit/unlit, but also other entity types). |
EffectsOffTime | Float | 1 | Time it takes for off effect to be done. (used for lamps lit/unlit, but also other entity types). |
EffectsOffLightColor | Color | 0 0 0 0 | Color of lights when off. (used for lamps lit/unlit, but also other entity types). |
EffectsOffLightRadius | Float | -1 | Radius of lights when off. (used for lamps lit/unlit, but also other entity types). |
ShowHints | Bool | true | If it is allowed to show hints upon interaction with entity. |
StaticMoveCheckCollision | Bool | false | If a static move should check for collision. (used when static bodies are moved through script of type specific effect.) |
StaticMoveStartSound | File (.snt) | Sound made at the start of a static move. (used when static bodies are moved through script of type specific effect.) | |
StaticMoveStopSound | File (.snt) | Sound made at the end of a static move. (used when static bodies are moved through script of type specific effect.) | |
StaticMoveLoopSound | File (.snt) | Sound made during a static move. (used when static bodies are moved through script of type specific effect.) | |
RandomizeAnimationStart | Bool | true | Should the animation start time be randomized at start. If false all animations of entity are synchronized. |
Name | Type | Default | Description |
---|---|---|---|
CastShadows | Bool | true | If entity casts shadows. |
StaticPhysics | Bool | false | If the mass of all bodies should be 0. If enabled, the entity cannot be moved by physics or player interactions. |
IsAffectedByDecal | Bool | true | If decals can be created on entity. |
CallbackFunc | String | A callback function used for a number of events. Syntax: void Func(string &in asEntityName, string &in asType) . asType can be OnPickup, Break, OnIgnite
| |
ConnectedProps | String | Props that are connected to this entity and what will happen will depend upon type of prop and what happens. OnBreak makes the connected props active and gives them an impulse. Enter with space and/or comma between entity names. | |
ConnectionStateChangeCallback | String | A callback called when ever the connection state changes (button being switched on). Syntax: void Func(string &in asEntityName, int alState) . alState: -1=off, 0=between, 1=on
| |
FullGameSave | Bool | false | If the all things in the entity should be saved when exiting the level. Only use on few entities! If enabled, additional entity properties are saved, such as the open amount of SwingDoors. |
PlayerLookAtCallback | String | Callback called when player looks at entity. Syntax: void Func(string &in asEntity, int alState) alState: 1=looking, -1=stopped looking
| |
PlayerLookAtCallbackAutoRemove | Bool | false | Should look at callback be removed when entity is looked at and callback called. |
PlayerInteractCallback | String | Callback called when player interacts with entity. Syntax: void Func(string &in asEntity)
| |
PlayerInteractCallbackAutoRemove | Bool | false | Should interact callback be removed when entity is interacted with and is callback called. |
Enemy_Grunt
An Enemy_Grunt entity is a standard enemy entity. It uses properties like the Grunt and Brute in the game. Enemy entities are advanced to set up, and should include animations added through Settings > Animations. Enemy properties can be modified in the entity type window, like certains sounds and music tracks playing, the enemy's awareness levels and damage, speed and other similar settings. An enemy does not use a collision box, but instead a skeleton and the aforementioned properties to determine how to collide/hit something.
Name | Type | Default | Description |
---|---|---|---|
Health | Float | 100 | The amount of damage an entity can take. |
Toughness | Int | 0 | Compared to attack strength to determine damage dealt to the entity. The attack deals no damage if Toughness > Strength + 1, half damage if Toughness = Strength + 1, and full damage if Toughness <= Strength. Example: Toughness of 2 provides immunity to Strength 0 attacks, halves the damage of Strength 1 attacks, and full damage at Strength 2. |
AutoRemoveAtPathEnd | Bool | true | If enemy should be removed when it reaches the end of the path. Must not be seen by the player and must be more than 10 units away from them. |
SightRange | Float | 10 | The distance that the enemy can see. |
DarknessSightRange | Float | 4 | The distance the enemy can see in darkness. Only used if player is also still! |
HearVolume | Float | 10 | The min volume that the enemy can hear (0-1) |
FOV | Float | 180 | The field of view of the enemy, max = 360 |
FOVXMul | Float | 1 | The multiplier for the horiztonal fov. Also known as aspect |
ActivationDistance | Float | 120 | The distance at which the enemy is activated and starts patrolling |
MaxRegenHealth | Float | 100 | The max health that enemy regenerates to |
RegenHealthSpeed | Float | 0 | The amount of health regenerated per second. |
DangerMusic | String | Music played when activated | |
DangerMusicPrio | Int | 0 | When there are several enemies in danger range, the one with highest priority is played. This is NOT music priority |
SearchMusic | String | Music played when searching for player (after having seen them) | |
SearchMusicPrio | Int | 0 | |
AttackMusic | String | Music played when seen player and hunting | |
AttackMusicPrio | Int | 0 | |
PlayerSearchMaxAngle | Float | 45 | When searching for player, the angle used to narrow down search. Smaller angle means it finds player faster |
PlayerSearchMinDistMul | Float | 0.5 | Minimum amount of actual distance from player that the search is made. Must be <0 |
PlayerSearchMaxDistMul | Float | 2 | Maximum amount of actual distance from player that the search is made. Must be >1 |
PlayerSearchTime | Float | 45 | The time that enemy searches for player before stopping |
PlayerPatrolMaxAngle | Float | 110 | When patrolling for player, the angle used to narrow down search. Smaller angle means it finds player faster |
PlayerPatrolMinDist | Float | 3.5 | Minimum amount of actual distance from player that the patrol is made. Must be <0 |
PlayerPatrolMaxDist | Float | 15 | Maximum amount of actual distance from player that the patrol is made. Must be >1 |
Body_Size | Vector3 | 1 1.75 1 | The size of the enemy body. |
Body_Mass | Float | 50 | Mass of body |
Body_AccurateClimbing | Bool | false | If more rays should be cast when checking for edges to climb. |
Body_MaxNoSlideSlopeAngle | Float | 45 | The maximum angle that the enemy does not slide down a slope at. |
Body_MaxPushMass | Float | 20 | The maximum mass of an object that the enemy can push |
Body_PushForce | Float | 60 | The force that objects are pushed with |
Body_CharacterMaxPushMass | Float | 20 | The maximum character mass that can be pushed. |
Body_MaxStepSize | Float | 0.5 | The maximum size of a step that can be climbed |
Body_StepClimbSpeed | Float | 6.0 | The speed of the step climb |
Body_OffsetRot | Vector3 | 0 0 0 | Rotation offset of model relative to body |
Body_OffsetTrans | Vector3 | 0 0 0 | Translation offset of model relative to body |
Walk_ForwardSpeed | Float | 1.0 | Forward speed when walking, in meters per second. |
Walk_BackwardSpeed | Float | 1.0 | Backward speed when walking, in meters per second. |
Walk_ForwardAcc | Float | 2.0 | |
Walk_ForwardDeacc | Float | 8.0 | |
Run_ForwardSpeed | Float | 3.0 | Forward speed when running, in meters per second. |
Run_BackwardSpeed | Float | 2.0 | Backward speed when running, in meters per second. |
Run_ForwardAcc | Float | 4.0 | |
Run_ForwardDeacc | Float | 8.0 | |
TurnSpeedMul | Float | 6 | Determines the angular speed when turning. Is also based on the angle that needs to be turned and the higher the value the faster the speed. |
TurnMaxSpeed | Float | 4 | Maximum angular speed when turning |
TurnMinBreakAngle | Float | 10 | Minimum angle for break mul to be in effect |
TurnBreakMul | Float | 1 | The higher the value, the more the enemy will break (slow down) the forward speed when turning. |
MoveSpeedAnimMul | Float | 4.7 | Multiplier for animation speed based on the speed of the body. |
StoppedToWalkSpeed | Float | 0.05 | Speed at which the walk animation is played |
WalkToStoppedSpeed | Float | 0.02 | Speed at which walk goes to stopped |
WalkToRunSpeed | Float | 1.2 | Speed at which walk turns to run animation |
RunToWalkSpeed | Float | 1.0 | Speed at which run turns to walk. |
WaterStepSpeedWalk | Float | 3.0 | Speed used when calculating effect when taking step in water during walk. |
WaterStepSpeedRun | Float | 5.0 | Speed used when calculating effect when taking step in water during run. |
WaterStepSpeedMisc | Float | 3.0 | Speed used when calculating effect when taking step in water during NOT walk or run |
HitPS_Sword | File (.ps) | Particles created when hit by sword type weapon. | |
HitSound_Sword | File (.snt) | Sound when hit by sword type weapon. | |
HitPS_Club | File (.ps) | Particles created when hit by club type weapon. | |
HitSound_Club | File (.snt) | Sound when hit by club type weapon. | |
HitPS_Bullet | File (.ps) | Particles created when hit by bullet type weapon. | |
HitSound_Bullet | File (.snt) | Sound when hit by bullet type weapon. | |
HitPS_Dud | File (.ps) | Particles created when hit by a weapon taking no damage. | |
HitSound_Dud | File (.snt) | Sound when hit by a weapon taking no damage. | |
AmbientSound_Idle | File (.snt) | Sound made when in idle mode | |
AmbientMinTime_Idle | Float | 1 | Min time between sounds. |
AmbientMaxTime_Idle | Float | 3 | Max time between sounds. |
AmbientSound_Alert | File (.snt) | Sound made when in alert mode | |
AmbientMinTime_Alert | Float | 1 | Min time between sounds. Incorrectly defined as a sound file in EntityTypes.cfg. |
AmbientMaxTime_Alert | Float | 2 | Max time between sounds. Incorrectly defined as a sound file in EntityTypes.cfg. |
AmbientSound_Hunt | File (.snt) | Sound made when in hunt mode | |
AmbientMinTime_Hunt | Float | 1 | Min time between sounds. |
AmbientMaxTime_Hunt | Float | 2 | Max time between sounds. |
NormalAttackDistance | Float | 2 | Distance at which the normal attack is made |
NormalDamageSize | Vector3 | 1 1 1 | Size of the normal damage |
NormalDamageOffset | Vector3 | 0 0 1 | Offset (in local coords) for the normal damage. |
NormalAttackHitSound | File (.snt) | Sound made by normal damage | |
NormalAttackDamage | Vector2 | 10 20 | Damage made by normal damage x=min, y=max |
NormalAttackForce | Vector2 | 30 5 | Force made by normal damage x=force y=max impulse (impulse = force/mass) |
NormalAttackStrength | Int | 1 | Strength for normal attack |
NormalDamageType | String | Claws | Visual feedback of attack Can be "BloodSplat", "Claws", or "Slash". |
BreakDoorAttackDamage | Vector2 | 10 20 | Damage made by break door damage x=min, y=max |
BreakDoorAttackForce | Vector2 | 30 5 | Force made by break door damage x=force y=max impulse (impulse = force/mass) |
BreakDoorAttackStrength | Int | 3 | Strength for break door attack |
BreakDoorAttackHitSound | File (.snt) | Sound made by break door damage | |
BreakDoorDamageType | String | BloodSplat | Visual feedback of attack Can be "BloodSplat", "Claws", or "Slash". |
Name | Type | Default | Description |
---|---|---|---|
CallbackFunc | String | A callback function used for a number of events. Syntax: void Func(string &in asEntityName, string &in asType) . asType can be OnDeath or OnAutoDisabled
| |
DisableTriggers | Bool | false | If true, the enemy does not react to any trigger such as seeing or hearing the player. |
Hallucination | Bool | false | If true, the enemy will disappear when close enough to the player. |
HallucinationEndDist | Float | 3 | The distance at which the hallucination disappears |
Enemy_ManPig
Requires version 1.3
An enemy type ported from A Machine For Pigs. Compare to the AMFP version of the enemy.
Name | Type | Default | Description |
---|---|---|---|
Health | Float | 100 | The amount of damage an entity can take. |
Toughness | Int | 0 | Compared to attack strength to determine damage dealt to the entity. The attack deals no damage if Toughness > Strength + 1, half damage if Toughness = Strength + 1, and full damage if Toughness <= Strength. Example: Toughness of 2 provides immunity to Strength 0 attacks, halves the damage of Strength 1 attacks, and full damage at Strength 2. |
AutoRemoveAtPathEnd | Bool | true | If enemy should be removed when it reaches the end of the path. Must not be seen by the player and must be more than 10 units away from them. |
SightRange | Float | 10 | The distance that the enemy can see. |
DarknessSightRange | Float | 4 | The distance the enemy can see in darkness. Only used if player is also still! |
HearVolume | Float | 10 | The min volume that the enemy can hear (0-1) |
FOV | Float | 180 | The field of view of the enemy, max = 360 |
FOVXMul | Float | 1 | The multiplier for the horiztonal fov. Also known as aspect |
ActivationDistance | Float | 120 | The distance at which the enemy is activated and starts patrolling |
MaxRegenHealth | Float | 100 | The max health that enemy regenerates to |
RegenHealthSpeed | Float | 0 | The amount of health regenerated per second. |
DangerMusic | String | Music played when activated | |
DangerMusicPrio | Int | 0 | When there are several enemies in danger range, the one with highest priority is played. This is NOT music priority |
SearchMusic | String | Music played when searching for player (after having seen them) | |
SearchMusicPrio | Int | 0 | |
AttackMusic | String | Music played when seen player and hunting | |
AttackMusicPrio | Int | 0 | |
PlayerSearchMaxAngle | Float | 45 | When searching for player, the angle used to narrow down search. Smaller angle means it finds player faster |
PlayerSearchMinDistMul | Float | 0.5 | Minimum amount of actual distance from player that the search is made. Must be <0 |
PlayerSearchMaxDistMul | Float | 2 | Maximum amount of actual distance from player that the search is made. Must be >1 |
PlayerSearchTime | Float | 45 | The time that enemy searches for player before stopping |
PlayerPatrolMaxAngle | Float | 110 | When patrolling for player, the angle used to narrow down search. Smaller angle means it finds player faster |
PlayerPatrolMinDist | Float | 3.5 | Minimum amount of actual distance from player that the patrol is made. Must be <0 |
PlayerPatrolMaxDist | Float | 15 | Maximum amount of actual distance from player that the patrol is made. Must be >1 |
Body_Size | Vector3 | 1 1.75 1 | The size of the enemy body. |
Body_Mass | Float | 50 | Mass of body |
Body_AccurateClimbing | Bool | false | If more rays should be cast when checking for edges to climb. |
Body_MaxNoSlideSlopeAngle | Float | 45 | The maximum angle that the enemy does not slide down a slope at. |
Body_MaxPushMass | Float | 20 | The maximum mass of an object that the enemy can push |
Body_PushForce | Float | 60 | The force that objects are pushed with |
Body_CharacterMaxPushMass | Float | 20 | The maximum character mass that can be pushed. |
Body_MaxStepSize | Float | 0.5 | The maximum size of a step that can be climbed |
Body_StepClimbSpeed | Float | 6.0 | The speed of the step climb |
Body_OffsetRot | Vector3 | 0 0 0 | Rotation offset of model relative to body |
Body_OffsetTrans | Vector3 | 0 0 0 | Translation offset of model relative to body |
Walk_ForwardSpeed | Float | 1.0 | Forward speed when walking, in meters per second. |
Walk_BackwardSpeed | Float | 1.0 | Backward speed when walking, in meters per second. |
Walk_ForwardAcc | Float | 2.0 | |
Walk_ForwardDeacc | Float | 8.0 | |
Run_ForwardSpeed | Float | 3.0 | Forward speed when running, in meters per second. |
Run_BackwardSpeed | Float | 2.0 | Backward speed when running, in meters per second. |
Run_ForwardAcc | Float | 4.0 | |
Run_ForwardDeacc | Float | 8.0 | |
TurnSpeedMul | Float | 6 | Determines the angular speed when turning. Is also based on the angle that needs to be turned and the higher the value the faster the speed. |
TurnMaxSpeed | Float | 4 | Maximum angular speed when turning |
TurnMinBreakAngle | Float | 10 | Minimum angle for break mul to be in effect |
TurnBreakMul | Float | 1 | The higher the value, the more the enemy will break (slow down) the forward speed when turning. |
MoveSpeedAnimMul | Float | 4.7 | Multiplier for animation speed based on the speed of the body. |
StoppedToWalkSpeed | Float | 0.05 | Speed at which the walk animation is played |
WalkToStoppedSpeed | Float | 0.02 | Speed at which walk goes to stopped |
WalkToRunSpeed | Float | 1.2 | Speed at which walk turns to run animation |
RunToWalkSpeed | Float | 1.0 | Speed at which run turns to walk. |
WaterStepSpeedWalk | Float | 3.0 | Speed used when calculating effect when taking step in water during walk. |
WaterStepSpeedRun | Float | 5.0 | Speed used when calculating effect when taking step in water during run. |
WaterStepSpeedMisc | Float | 3.0 | Speed used when calculating effect when taking step in water during NOT walk or run |
HitPS_Sword | File (.ps) | Particles created when hit by sword type weapon. | |
HitSound_Sword | File (.snt) | Sound when hit by sword type weapon. | |
HitPS_Club | File (.ps) | Particles created when hit by club type weapon. | |
HitSound_Club | File (.snt) | Sound when hit by club type weapon. | |
HitPS_Bullet | File (.ps) | Particles created when hit by bullet type weapon. | |
HitSound_Bullet | File (.snt) | Sound when hit by bullet type weapon. | |
HitPS_Dud | File (.ps) | Particles created when hit by a weapon taking no damage. | |
HitSound_Dud | File (.snt) | Sound when hit by a weapon taking no damage. | |
AmbientSound_Idle | File (.snt) | Sound made when in idle mode | |
AmbientMinTime_Idle | Float | 1 | Min time between sounds. |
AmbientMaxTime_Idle | Float | 3 | Max time between sounds. |
AmbientSound_Alert | File (.snt) | Sound made when in alert mode | |
AmbientMinTime_Alert | Float | 1 | Min time between sounds. Incorrectly defined as a sound file in EntityTypes.cfg. |
AmbientMaxTime_Alert | Float | 2 | Max time between sounds. Incorrectly defined as a sound file in EntityTypes.cfg. |
AmbientSound_Hunt | File (.snt) | Sound made when in hunt mode | |
AmbientMinTime_Hunt | Float | 1 | Min time between sounds. |
AmbientMaxTime_Hunt | Float | 2 | Max time between sounds. |
NormalAttackDistance | Float | 2 | Distance at which the normal attack is made |
NormalDamageSize | Vector3 | 1 1 1 | Size of the normal damage |
NormalDamageOffset | Vector3 | 0 0 1 | Offset (in local coords) for the normal damage. |
NormalAttackHitSound | File (.snt) | Sound made by normal damage | |
NormalAttackDamage | Vector2 | 10 20 | Damage made by normal damage x=min, y=max |
NormalAttackForce | Vector2 | 30 5 | Force made by normal damage x=force y=max impulse (impulse = force/mass) |
NormalAttackStrength | Int | 1 | Strength for normal attack |
NormalDamageType | String | Claws | Visual feedback of attack Can be "BloodSplat", "Claws", or "Slash". |
BreakDoorAttackDamage | Vector2 | 10 20 | Damage made by break door damage x=min, y=max |
BreakDoorAttackForce | Vector2 | 30 5 | Force made by break door damage x=force y=max impulse (impulse = force/mass) |
BreakDoorAttackStrength | Int | 3 | Strength for break door attack |
BreakDoorAttackHitSound | File (.snt) | Sound made by break door damage | |
BreakDoorDamageType | String | BloodSplat | Visual feedback of attack Can be "BloodSplat", "Claws", or "Slash". |
Name | Type | Default | Description |
---|---|---|---|
CallbackFunc | String | A callback function used for a number of events. Syntax: void Func(string &in asEntityName, string &in asType) . asType can be OnDeath or OnAutoDisabled
| |
DisableTriggers | Bool | false | If true, the enemy does not react to any trigger such as seeing or hearing the player. |
Hallucination | Bool | false | If true, the enemy will disappear when close enough to the player. |
HallucinationEndDist | Float | 3 | The distance at which the hallucination disappears |
Enemy_Waterlurker
Enemy type of the "water monster". Since you can't assign animations to it, you might as well just use the normal waterlurker of the base game unless you want to change its properties (such as damage, movement speed, or music played).
Name | Type | Default | Description |
---|---|---|---|
Health | Float | 100 | The amount of damage an entity can take. |
Toughness | Int | 0 | Compared to attack strength to determine damage dealt to the entity. The attack deals no damage if Toughness > Strength + 1, half damage if Toughness = Strength + 1, and full damage if Toughness <= Strength. Example: Toughness of 2 provides immunity to Strength 0 attacks, halves the damage of Strength 1 attacks, and full damage at Strength 2. |
AutoRemoveAtPathEnd | Bool | true | If enemy should be removed when it reaches the end of the path. Must not be seen by the player and must be more than 10 units away from them. |
SightRange | Float | 10 | The distance that the enemy can see. |
DarknessSightRange | Float | 4 | The distance the enemy can see in darkness. Only used if player is also still! |
HearVolume | Float | 10 | The min volume that the enemy can hear (0-1) |
FOV | Float | 180 | The field of view of the enemy, max = 360 |
FOVXMul | Float | 1 | The multiplier for the horiztonal fov. Also known as aspect |
ActivationDistance | Float | 120 | The distance at which the enemy is activated and starts patrolling |
MaxRegenHealth | Float | 100 | The max health that enemy regenerates to |
RegenHealthSpeed | Float | 0 | The amount of health regenerated per second. |
DangerMusic | String | Music played when activated | |
DangerMusicPrio | Int | 0 | When there are several enemies in danger range, the one with highest priority is played. This is NOT music priority |
SearchMusic | String | Music played when searching for player (after having seen them) | |
SearchMusicPrio | Int | 0 | |
AttackMusic | String | Music played when seen player and hunting | |
AttackMusicPrio | Int | 0 | |
PlayerSearchMaxAngle | Float | 45 | When searching for player, the angle used to narrow down search. Smaller angle means it finds player faster |
PlayerSearchMinDistMul | Float | 0.5 | Minimum amount of actual distance from player that the search is made. Must be <0 |
PlayerSearchMaxDistMul | Float | 2 | Maximum amount of actual distance from player that the search is made. Must be >1 |
PlayerSearchTime | Float | 45 | The time that enemy searches for player before stopping |
PlayerPatrolMaxAngle | Float | 110 | When patrolling for player, the angle used to narrow down search. Smaller angle means it finds player faster |
PlayerPatrolMinDist | Float | 3.5 | Minimum amount of actual distance from player that the patrol is made. Must be <0 |
PlayerPatrolMaxDist | Float | 15 | Maximum amount of actual distance from player that the patrol is made. Must be >1 |
Body_Size | Vector3 | 1 1.75 1 | The size of the enemy body. |
Body_Mass | Float | 50 | Mass of body |
Body_AccurateClimbing | Bool | false | If more rays should be cast when checking for edges to climb. |
Body_MaxNoSlideSlopeAngle | Float | 45 | The maximum angle that the enemy does not slide down a slope at. |
Body_MaxPushMass | Float | 20 | The maximum mass of an object that the enemy can push |
Body_PushForce | Float | 60 | The force that objects are pushed with |
Body_CharacterMaxPushMass | Float | 20 | The maximum character mass that can be pushed. |
Body_MaxStepSize | Float | 0.5 | The maximum size of a step that can be climbed |
Body_StepClimbSpeed | Float | 6.0 | The speed of the step climb |
Body_OffsetRot | Vector3 | 0 0 0 | Rotation offset of model relative to body |
Body_OffsetTrans | Vector3 | 0 0 0 | Translation offset of model relative to body |
Walk_ForwardSpeed | Float | 1.0 | Forward speed when walking, in meters per second. |
Walk_BackwardSpeed | Float | 1.0 | Backward speed when walking, in meters per second. |
Walk_ForwardAcc | Float | 2.0 | |
Walk_ForwardDeacc | Float | 8.0 | |
Run_ForwardSpeed | Float | 3.0 | Forward speed when running, in meters per second. |
Run_BackwardSpeed | Float | 2.0 | Backward speed when running, in meters per second. |
Run_ForwardAcc | Float | 4.0 | |
Run_ForwardDeacc | Float | 8.0 | |
TurnSpeedMul | Float | 6 | Determines the angular speed when turning. Is also based on the angle that needs to be turned and the higher the value the faster the speed. |
TurnMaxSpeed | Float | 4 | Maximum angular speed when turning |
TurnMinBreakAngle | Float | 10 | Minimum angle for break mul to be in effect |
TurnBreakMul | Float | 1 | The higher the value, the more the enemy will break (slow down) the forward speed when turning. |
MoveSpeedAnimMul | Float | 4.7 | Multiplier for animation speed based on the speed of the body. |
StoppedToWalkSpeed | Float | 0.05 | Speed at which the walk animation is played |
WalkToStoppedSpeed | Float | 0.02 | Speed at which walk goes to stopped |
WalkToRunSpeed | Float | 1.2 | Speed at which walk turns to run animation |
RunToWalkSpeed | Float | 1.0 | Speed at which run turns to walk. |
WaterStepSpeedWalk | Float | 3.0 | Speed used when calculating effect when taking step in water during walk. |
WaterStepSpeedRun | Float | 5.0 | Speed used when calculating effect when taking step in water during run. |
WaterStepSpeedMisc | Float | 3.0 | Speed used when calculating effect when taking step in water during NOT walk or run |
HitPS_Sword | File (.ps) | Particles created when hit by sword type weapon. | |
HitSound_Sword | File (.snt) | Sound when hit by sword type weapon. | |
HitPS_Club | File (.ps) | Particles created when hit by club type weapon. | |
HitSound_Club | File (.snt) | Sound when hit by club type weapon. | |
HitPS_Bullet | File (.ps) | Particles created when hit by bullet type weapon. | |
HitSound_Bullet | File (.snt) | Sound when hit by bullet type weapon. | |
HitPS_Dud | File (.ps) | Particles created when hit by a weapon taking no damage. | |
HitSound_Dud | File (.snt) | Sound when hit by a weapon taking no damage. | |
AmbientSound_Idle | File (.snt) | Sound made when in idle mode | |
AmbientMinTime_Idle | Float | 1 | Min time between sounds. |
AmbientMaxTime_Idle | Float | 3 | Max time between sounds. |
AmbientSound_Alert | File (.snt) | Sound made when in alert mode | |
AmbientMinTime_Alert | Float | 1 | Min time between sounds. Incorrectly defined as a sound file in EntityTypes.cfg. |
AmbientMaxTime_Alert | Float | 2 | Max time between sounds. Incorrectly defined as a sound file in EntityTypes.cfg. |
AmbientSound_Hunt | File (.snt) | Sound made when in hunt mode | |
AmbientMinTime_Hunt | Float | 1 | Min time between sounds. |
AmbientMaxTime_Hunt | Float | 2 | Max time between sounds. |
NormalAttackDistance | Float | 2 | Distance at which the normal attack is made |
NormalDamageSize | Vector3 | 1 1 1 | Size of the normal damage |
NormalDamageOffset | Vector3 | 0 0 1 | Offset (in local coords) for the normal damage. |
NormalAttackHitSound | File (.snt) | Sound made by normal damage | |
NormalAttackDamage | Vector2 | 10 20 | Damage made by normal damage x=min, y=max |
NormalAttackForce | Vector2 | 30 5 | Force made by normal damage x=force y=max impulse (impulse = force/mass) |
NormalAttackStrength | Int | 1 | Strength for normal attack |
NormalDamageType | String | Claws | Visual feedback of attack Can be "BloodSplat", "Claws", or "Slash". |
BreakDoorAttackDamage | Vector2 | 10 20 | Damage made by break door damage x=min, y=max |
BreakDoorAttackForce | Vector2 | 30 5 | Force made by break door damage x=force y=max impulse (impulse = force/mass) |
BreakDoorAttackStrength | Int | 3 | Strength for break door attack |
BreakDoorAttackHitSound | File (.snt) | Sound made by break door damage | |
BreakDoorDamageType | String | BloodSplat | Visual feedback of attack Can be "BloodSplat", "Claws", or "Slash". |
Name | Type | Default | Description |
---|---|---|---|
CallbackFunc | String | A callback function used for a number of events. Syntax: void Func(string &in asEntityName, string &in asType) . asType can be OnDeath or OnAutoDisabled
| |
DisableTriggers | Bool | false | If true, the enemy does not react to any trigger such as seeing or hearing the player. |
Hallucination | Bool | false | If true, the enemy will disappear when close enough to the player. |
HallucinationEndDist | Float | 3 | The distance at which the hallucination disappears |
PlayerHands
Player's hands. Unless you want to make a different looking hand for a full conversion mod, you don't have to worry about this.
HandObject
The only available Hand Object is the lantern. It is used in conjunction with a .ho
config file to place it properly in PlayerHands.
Mostly a remnant of cut items that functioned as weapons, like in Penumbra: Overture, including the pickaxe from that game.