Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- [XComGame.XComIdleAnimationStateMachine]
- PodIdleFidgetPercentage=0.15; Percentage chance to play POD_Fidget while in green alert.
- PodTalkFidgetPercentage=0.30; Percentage chance to play POD_TalkFidget while in green alert.
- PeekTimeoutMin=1.0; Minimum time between peeks in seconds.
- PeekTimeoutMax=5.0; Maximum time between peeks in seconds.
- 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
- [XComGame.X2Action_BeginTurnSignals]
- AttackHimPercentage=0.25; Percentage chance for squad leader to play the "Attack Him" anim when another alien sees the leaders target
- [XComGame.XGAIPlayer_Civilian]
- PodIdleTalkDistanceInUnits=288.0; (3 Tiles)If civilians spawn within this distance to each other they talk to each other
- [XComGame.X2Action_MoveBegin]
- TurnAngleThreshold=30.0; Degrees, If we turn instead of playing a run start, only turn if the start angle is off by this much
- [XComGame.X2Action_MoveDirect]
- RunStopVsRunCoverThreshold=30.0; Degrees, At what angle (parallel to cover) do we switch from using RunStop to using Run2Cover animations
- PredictedCoverShouldUsePeeksThreshold=27.0; Degrees, At what angle (perpindicular to cover) do we switch from caring about having peeks to not caring
- MaxUnitRunRate=1.3; Max animation play rate for units running
- MinUnitRunRate=1.0; Min animation play rate for units running
- bUseRunRateOption=true; Whether to use/allow the run rate option or not. Hidden by default at the request of the art team
- RunFlinchBlendTime=0.1; Time to blend from run to run flinch and back to run
- RunFlinchDuration=1.0; Time to play run flinch before blending back to run
- RunSlopeRateModifier=0.70
- [XComGame.X2Action_ApplyWeaponDamageToUnit]
- HitReactDelayTimeToDeath=0.1; Seconds, When playing the hit react before death delay death by this amount (play hit react for this duration then death)
- [XComGame.XComAnimTreeController]
- AimDifferenceTriggersBlend=5.0; Degrees, When the AimOffset tries to adjust more than this value (0-90) it triggers a new blend
- StepOutAngleThreshold=40.0; Angle in degrees that we decide to step out (0 = Parallel to Cover, 90 = Perpindicular to cover)
- 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
- 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
- [XComGame.X2Action_EnterCover]
- CelebrateAfterKillPercent=0.2; Percentage chance to play the Positive signal after killing a guy
- [XComGame.X2Action_ExitCover]
- CrossFadeTime=0.1; Time before the end of the stepout to start blending to the next animation. Should match the blend time
- [IniVersion]
- 0=1736987799.000000
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement