Advertisement
tjd802

XCOM2 XComAnimation

Mar 24th, 2025
11
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 2.79 KB | None | 0 0
  1. [XComGame.XComIdleAnimationStateMachine]
  2. PodIdleFidgetPercentage=0.15; Percentage chance to play POD_Fidget while in green alert.
  3. PodTalkFidgetPercentage=0.30; Percentage chance to play POD_TalkFidget while in green alert.
  4. PeekTimeoutMin=1.0; Minimum time between peeks in seconds.
  5. PeekTimeoutMax=5.0; Maximum time between peeks in seconds.
  6. LeftHandIKBlendTime=0.1; Time in seconds for the left hand to transition from its animated position to the IK target position when IK is activated
  7.  
  8. [XComGame.X2Action_BeginTurnSignals]
  9. AttackHimPercentage=0.25; Percentage chance for squad leader to play the "Attack Him" anim when another alien sees the leaders target
  10.  
  11. [XComGame.XGAIPlayer_Civilian]
  12. PodIdleTalkDistanceInUnits=288.0; (3 Tiles)If civilians spawn within this distance to each other they talk to each other
  13.  
  14. [XComGame.X2Action_MoveBegin]
  15. TurnAngleThreshold=30.0; Degrees, If we turn instead of playing a run start, only turn if the start angle is off by this much
  16.  
  17. [XComGame.X2Action_MoveDirect]
  18. RunStopVsRunCoverThreshold=30.0; Degrees, At what angle (parallel to cover) do we switch from using RunStop to using Run2Cover animations
  19. PredictedCoverShouldUsePeeksThreshold=27.0; Degrees, At what angle (perpindicular to cover) do we switch from caring about having peeks to not caring
  20. MaxUnitRunRate=1.3; Max animation play rate for units running
  21. MinUnitRunRate=1.0; Min animation play rate for units running
  22. bUseRunRateOption=true; Whether to use/allow the run rate option or not. Hidden by default at the request of the art team
  23. RunFlinchBlendTime=0.1; Time to blend from run to run flinch and back to run
  24. RunFlinchDuration=1.0; Time to play run flinch before blending back to run
  25. RunSlopeRateModifier=0.70
  26.  
  27. [XComGame.X2Action_ApplyWeaponDamageToUnit]
  28. HitReactDelayTimeToDeath=0.1; Seconds, When playing the hit react before death delay death by this amount (play hit react for this duration then death)
  29.  
  30. [XComGame.XComAnimTreeController]
  31. AimDifferenceTriggersBlend=5.0; Degrees, When the AimOffset tries to adjust more than this value (0-90) it triggers a new blend
  32. StepOutAngleThreshold=40.0; Angle in degrees that we decide to step out (0 = Parallel to Cover, 90 = Perpindicular to cover)
  33. DistanceNeededForMovingMelee=48.0; (Half a Tile) If we are trying to do a moving melee and end up within this range of the target, do a standard melee instead
  34. RaiseWeaponHeightCheck=64.0; Height to cast a ray to see if we hit collision where our weapon should go to determine if we should raise it
  35.  
  36. [XComGame.X2Action_EnterCover]
  37. CelebrateAfterKillPercent=0.2; Percentage chance to play the Positive signal after killing a guy
  38.  
  39. [XComGame.X2Action_ExitCover]
  40. CrossFadeTime=0.1; Time before the end of the stepout to start blending to the next animation. Should match the blend time
  41.  
  42. [IniVersion]
  43. 0=1736987799.000000
  44.  
  45.  
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement