HPL2/AMFP/NewEntities
AMFP features a few new entity types.
PhoneBox
The entity which executes phone calls. There's only one such asset in the game, and the entity file doesn't have any unique type vars (User Defined Variables). However, in the Level Editor, it has multiple instance vars.
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. |
IsOccluder | Bool | false | If objects behind should be culled. |
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. |
GlowEnabled | Bool | true | If the object should have a glowing effect. Only works on interactables! |
GlowColor | Color | 0.5 0.5 1.0 0 | Color of the objects glow. |
GlowOutlineColor | Color | 0 0 0.5 0 | Color of the outline when object is in focus |
UpdateAnimationWhenCulled | Bool | false | Should the animation be reset when the player isn't looking. |
Name | Type | Default | Description |
---|---|---|---|
VoiceFile1 | File (.ogg) | Voice file to be played. The file has to be located in the sounds folder or one of its subfolders. | |
TextEntry1 | String | The text entry to be used. Category is always Voice | |
Delay1 | Float | 1 | The time between text entries. |
TextEntry2 | String | The text entry to be used. Category is always Voice | |
Delay2 | Float | 1 | The time between text entries. |
TextEntry3 | String | The text entry to be used. Category is always Voice | |
Delay3 | Float | 1 | The time between text entries. |
TextEntry4 | String | The text entry to be used. Category is always Voice | |
Delay4 | Float | 1 | The time between text entries. |
TextEntry5 | String | The text entry to be used. Category is always Voice | |
Delay5 | Float | 1 | The time between text entries. |
TextEntry6 | String | The text entry to be used. Category is always Voice | |
Delay6 | Float | 1 | The time between text entries. |
TextEntry7 | String | The text entry to be used. Category is always Voice | |
Delay7 | Float | 1 | The time between text entries. |
Not all 7 entries must be used, but there can't be more than that in a single phonecall.
The PhoneBox entity has three dedicated functions for it:
void StartPhoneRinging(string& asName);
void StopPhoneRinging(string& asName);
void HangUpPhone(string& asName);
- asName - The phone box entity to use.
The PhoneBox won't ring until the StartPhoneRinging
function is called. StopPhoneRinging
can be used if the player leaves an area without picking up the phone, or takes too long.
When StartPhoneRinging
is used, the PhoneBox will start ringing (the sound is only audible at a quite short distance, and a bell animation will play). A unique crosshair is shown when looking at the PhoneBox. Interacting with it will play a switch animation as well as the voice file, and display all the defined subtitles at specified intervals. After the voice file finishes playing, another switch animation will play and the glow will disappear (if it was used).
HangUpPhone
ends the call early, stopping any voice lines currently playing. Plays a unique hang up sound (entities/telephone/telephone_down.snt) that is not used anywhere else.
Keep in mind that the green light which appears on the PhoneBox is not a part of the entity; it's a Lamp entity which needs to be enabled by scripting.
Enemy_ManPig
The entity type used for the Wretch, Engineer, and Tesla manpigs. The Failed Experiments reuse Enemy_WaterLurker instead.
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. |
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 |
WalkBiped_ForwardSpeed | Float | 1 | Forward speed when walking, in meters per second. |
WalkBiped_BackwardSpeed | Float | 1 | Backward speed when walking, in meters per second. |
WalkBiped_ForwardAcc | Float | 2 | |
WalkBiped_ForwardDeacc | Float | 8 | |
RunBiped_ForwardSpeed | Float | 3 | Forward speed when running, in meters per second. |
RunBiped_BackwardSpeed | Float | 2 | Backward speed when running, in meters per second. |
RunBiped_ForwardAcc | Float | 4 | |
RunBiped_ForwardDeacc | Float | 8 | |
WalkQuadruped_ForwardSpeed | Float | 1 | Forward speed when walking on all fours, in meters per second. |
WalkQuadruped_BackwardSpeed | Float | 1 | Backward speed when walking on all fours, in meters per second. |
WalkQuadruped_ForwardAcc | Float | 2 | |
WalkQuadruped_ForwardDeacc | Float | 8 | |
RunQuadruped_ForwardSpeed | Float | 3 | Forward speed when running on all fours, in meters per second. |
RunQuadruped_BackwardSpeed | Float | 2 | Backward speed when running on all fours, in meters per second. |
RunQuadruped_ForwardAcc | Float | 4 | |
RunQuadruped_ForwardDeacc | Float | 8 | |
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_Biped | Float | 0.05 | Speed at which the walk animation is played |
WalkToStoppedSpeed_Biped | Float | 0.02 | Speed at which walk goes to stopped |
WalkToRunSpeed_Biped | Float | 1.2 | Speed at which walk turns to run animation |
RunToWalkSpeed_Biped | Float | 1 | Speed at which run turns to walk. |
WalkToJogSpeed_Biped | Float | 1.2 | Speed at which walk turns to jog animation |
RunToJogSpeed_Biped | Float | 1 | Speed at which run turns to jog. |
StoppedToWalkSpeed_Quadruped | Float | 0.05 | Speed at which stopped goes to walk when on all fours |
WalkToStoppedSpeed_Quadruped | Float | 0.02 | Speed at which walk goes to stopped when on all fours |
WalkToRunSpeed_Quadruped | Float | 2 | Speed at which walk turns to run when on all fours |
RunToWalkSpeed_Quadruped | Float | 0.9 | Speed at which run turns to walk when on all fours |
WalkToJogSpeed_Quadruped | Float | 1.2 | Speed at which walk turns to jog animation |
RunToJogSpeed_Quadruped | Float | 1 | Speed at which run turns to jog. |
WaterStepSpeedWalk | Float | 3 | Speed used when calculating effect when taking step in water during walk. |
WaterStepSpeedRun | Float | 5 | Speed used when calculating effect when taking step in water during run. |
WaterStepSpeedMisc | Float | 3 | Speed used when calculating effect when taking step in water during NOT walk or run |
PathNodeReachedCheckVolumeScaleFactor | Float | 1.2 | The amount to scale the character body by on X/Z for the purposes of detecting if the enemy reached a PathNode. Not defined in EntityTypes.cfg. |
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 |
---|---|---|---|
NoticeSound | File (.snt) | Sound played when enemy notices that player is nearby | |
GiveUpNoticeSound | File (.snt) | Sound played when enemy gives up investigation (after a notice) | |
EnabledSound | File (.snt) | Sound played when enemy is enabled | |
GroggyDamageCount | Float | 15 | The accumulated amount of damage the enemy can take before getting groggy by the hit. The enemy will flinch after taking this amount of damage. |
AlertToHuntDistance | Float | 10 | If range is above this then enemy can go from alert to hunt |
AlertToInstantHuntDistance | Float | 3.5 | If range is below this, enemy geos instantly to hunt. |
HuntPauseMinTime | Float | 2 | Min time enemy spends not attacking after an attack. |
HuntPauseMaxTime | Float | 4.5 | Max time enemy spends not attacking after an attack. |
IncreaseAlertSpeedDistance | Float | 6 | Distance at which the alert move speed increases. |
IncreasedAlertSpeedMul | Float | 1.5 | The amount that move speed is multiplied by when alert. |
AlertRunTowardsToHuntLimit | Float | 30 | The accumulated limit value when alert goes to hunt because of player running towards enemy. |
AlertRunTowardsCheckDistance | Float | 5 | The distance where the move toward enemy check starts |
IsTesla | Bool | false | If this is the tesla pig |
ChaseSound | File (.snt) | Played when the pig is chasing. Incorrectly defined as a string in EntityTypes.cfg. |
Name | Type | Default | Description |
---|---|---|---|
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 meters away from them. |
IsOccluder | Bool | false | If objects behind should be culled. |
AutoReverseAtPathEnd | Bool | false | No effect. Formerly made the enemy return to its first patrol node if it didn't auto-disable on reaching the end of its path. Not defined in EntityTypes.cfg. |
AutoRemoveMinPlayerDistance | Float | 10 | No effect. Formerly the minimum distance from the player that the enemy needs to be in order to be auto-removed at the end of its path. |
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. Uses enemy_hallucination_disappear.snt, which isn't in the game files but can be added. The hallucination effect now consists of some organic particles instead of the TDD dust particles. |
HallucinationEndDist | Float | 3 | The distance at which the hallucination disappears |
Blind | Bool | false | If true, the enemy will not react to seeing the player. |
Deaf | Bool | false | If true, the enemy will not react to hearing the player. |
Invisible | Bool | false | No effect. Formerly made the enemy invisible. Not defined in EntityTypes.cfg. |
Pose | String | Biped | The starting pose of the enemy. Can be "Biped" or "Quadruped". |
Name | Type | Default | Description |
---|---|---|---|
ThreatenOnAlert | Bool | false | If the pig should stand still and threaten instead of walking towards player when in alert mode. |
FleeFromPlayer | Bool | false | The pig will flee instead of hunting (threaten if ThreatenOnAlert). Disabled if far enough away. Will attack if cornered. Running to the furthest PathNode seems to be the main behavior. If the map has no PathNodes, the game will crash when the enemy notices the player! |
AutoDisableAfterFlee | Bool | false | If pig should be disabled after having fled (if possible) Must not be seen by the player and must be more than 15 meters away from them. |
LanternSensitivity | Float | 1 | A modifier for how quickly the pig reacts to being shined on by the lantern. |
IdleBehavior | String | The behavior used when there are no patrol nodes left to walk. Can be "None", "Stalk", or "Track". | |
PlayActivateSound | Bool | true | If the enemy can play its EnabledSound. |
AllowZeroNodeWaitTimes | Bool | false | If set to true, path node wait times with value 0 actually mean no waiting Normally, specifying a wait time of 0 in AddEnemyPatrolNode results in a wait time of 1-3 seconds.
|
PatrolMoveSpeed | String | Walk | Whether this pig walks or runs along its patrol Can be "Walk" or "Run". |
DamageMul | Float | 1 | Multiplier for the enemy's attack damage. |
RunSpeedMul | Float | 1 | Multiplier for the enemy's run speed. |
HuntPauseTimeMul | Float | 1 | Multiplier for the wait time between attacks. |
Enemy_Child
An enemy variation used for acting out scenes. This "enemy" doesn't seem to respond to any player input, aside from proximity. Used mainly for the Mandus twins, but also for the NPCs seen running in the Streets chapter.
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. |
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 |
WalkBiped_ForwardSpeed | Float | 1 | Forward speed when walking, in meters per second. |
WalkBiped_BackwardSpeed | Float | 1 | Backward speed when walking, in meters per second. |
WalkBiped_ForwardAcc | Float | 2 | |
WalkBiped_ForwardDeacc | Float | 8 | |
RunBiped_ForwardSpeed | Float | 3 | Forward speed when running, in meters per second. |
RunBiped_BackwardSpeed | Float | 2 | Backward speed when running, in meters per second. |
RunBiped_ForwardAcc | Float | 4 | |
RunBiped_ForwardDeacc | Float | 8 | |
WalkQuadruped_ForwardSpeed | Float | 1 | Forward speed when walking on all fours, in meters per second. |
WalkQuadruped_BackwardSpeed | Float | 1 | Backward speed when walking on all fours, in meters per second. |
WalkQuadruped_ForwardAcc | Float | 2 | |
WalkQuadruped_ForwardDeacc | Float | 8 | |
RunQuadruped_ForwardSpeed | Float | 3 | Forward speed when running on all fours, in meters per second. |
RunQuadruped_BackwardSpeed | Float | 2 | Backward speed when running on all fours, in meters per second. |
RunQuadruped_ForwardAcc | Float | 4 | |
RunQuadruped_ForwardDeacc | Float | 8 | |
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_Biped | Float | 0.05 | Speed at which the walk animation is played |
WalkToStoppedSpeed_Biped | Float | 0.02 | Speed at which walk goes to stopped |
WalkToRunSpeed_Biped | Float | 1.2 | Speed at which walk turns to run animation |
RunToWalkSpeed_Biped | Float | 1 | Speed at which run turns to walk. |
WalkToJogSpeed_Biped | Float | 1.2 | Speed at which walk turns to jog animation |
RunToJogSpeed_Biped | Float | 1 | Speed at which run turns to jog. |
StoppedToWalkSpeed_Quadruped | Float | 0.05 | Speed at which stopped goes to walk when on all fours |
WalkToStoppedSpeed_Quadruped | Float | 0.02 | Speed at which walk goes to stopped when on all fours |
WalkToRunSpeed_Quadruped | Float | 2 | Speed at which walk turns to run when on all fours |
RunToWalkSpeed_Quadruped | Float | 0.9 | Speed at which run turns to walk when on all fours |
WalkToJogSpeed_Quadruped | Float | 1.2 | Speed at which walk turns to jog animation |
RunToJogSpeed_Quadruped | Float | 1 | Speed at which run turns to jog. |
WaterStepSpeedWalk | Float | 3 | Speed used when calculating effect when taking step in water during walk. |
WaterStepSpeedRun | Float | 5 | Speed used when calculating effect when taking step in water during run. |
WaterStepSpeedMisc | Float | 3 | Speed used when calculating effect when taking step in water during NOT walk or run |
PathNodeReachedCheckVolumeScaleFactor | Float | 1.2 | The amount to scale the character body by on X/Z for the purposes of detecting if the enemy reached a PathNode. Not defined in EntityTypes.cfg. |
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 |
---|---|---|---|
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 meters away from them. |
IsOccluder | Bool | false | If objects behind should be culled. |
AutoReverseAtPathEnd | Bool | false | No effect. Formerly made the enemy return to its first patrol node if it didn't auto-disable on reaching the end of its path. Not defined in EntityTypes.cfg. |
AutoRemoveMinPlayerDistance | Float | 10 | No effect. Formerly the minimum distance from the player that the enemy needs to be in order to be auto-removed at the end of its path. |
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. Uses enemy_hallucination_disappear.snt, which isn't in the game files but can be added. The hallucination effect now consists of some organic particles instead of the TDD dust particles. |
HallucinationEndDist | Float | 3 | The distance at which the hallucination disappears |
Blind | Bool | false | If true, the enemy will not react to seeing the player. |
Deaf | Bool | false | If true, the enemy will not react to hearing the player. |
Invisible | Bool | false | No effect. Formerly made the enemy invisible. Not defined in EntityTypes.cfg. |
Pose | String | Biped | The starting pose of the enemy. Can be "Biped" or "Quadruped". |
EntityTypes.cfg has a few instance vars listed in the Enemy base class that in fact only apply to Enemy_ManPig. These are skipped here.
Name | Type | Default | Description |
---|---|---|---|
PatrolMoveSpeed | String | Walk | The movement speed type to use when patrolling. Can be "Walk" or "Run". |
AnimatedProp
Identical to StaticProp, except it can play an animation. Used for models that have a continuous looping animation but otherwise have no interactivity, such as fans and machines that have moving dials or spin.
Name | Type | Default | Description |
---|---|---|---|
CastShadows | Bool | true | If entity casts shadows. |
IsAffectedByDecal | Bool | true | If decals can be created on entity. |
VoiceFlashbackTrigger
A prop that plays a voice flashback with screen effects when interacted with. The type of all entities in entities/voice_triggers. Unused in the official maps, as they seem to have been replaced by Script areas that call PlayEffectVoice
when collided 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. |
IsOccluder | Bool | false | If objects behind should be culled. |
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. |
GlowEnabled | Bool | true | If the object should have a glowing effect. Only works on interactables! |
GlowColor | Color | 0.5 0.5 1.0 0 | Color of the objects glow. |
GlowOutlineColor | Color | 0 0 0.5 0 | Color of the outline when object is in focus |
UpdateAnimationWhenCulled | Bool | false | Should the animation be reset when the player isn't looking. |
Name | Type | Default | Description |
---|---|---|---|
VoiceFile | File (.ogg) | Voice file to be played. | |
TextEntry | String | The text entry to be used. Category is always Voice |