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- AddActor = AHuman
- PresetName = Dummy Template
- AddToGroup = Dummies
- AddToGroup = Robots
- Mass = 31.27
- GoldValue = 85
- Sharpness = 1
- HitsMOs = 1
- GetsHitByMOs = 1
- SpriteFile = ContentFile
- FilePath = Dummy Template.rte/Images/TorsoA.bmp // Torso of the Actor
- FrameCount = 1
- SpriteOffset = Vector
- X = -4
- Y = -16
- AngularVel = 6
- EntryWound = AEmitter
- CopyOf = Wound Bone Entry
- ExitWound = AEmitter
- CopyOf = Wound Bone Exit
- AtomGroup = AtomGroup
- AutoGenerate = 1
- Material = Material
- CopyOf = Civilian Stuff
- Resolution = 4
- Depth = 0
- DeepGroup = AtomGroup
- AutoGenerate = 1
- Material = Material
- CopyOf = Civilian Stuff
- Resolution = 6
- Depth = 3
- DeepCheck = 0
- BodyHitSound = Sound // This is the sound that plays when you fall, or an accidental bump into another actor.
- CopyOf = Bone Crack
- PainSound = Sound // This is the sound that plays when you get shot.
- CopyOf = Bone Crack
- DeathSound = Sound // This is the sound that plays when you die.
- CopyOf = Bone Crack
- DeviceSwitchSound = Sound // This is the sound that plays when you switch/pickup weapons with this actor.
- CopyOf = Device Switch
- Status = 0
- Health = 100 // Amount of health your actor has, WARNING: has a direct impact to the cost of the actor.
- ImpulseDamageThreshold = 1700 // How much Impulse [Kinetic Force] that has to be forced upon your actor [eg. Falls] Before he loses health from it.
- AimAngle = 0 // [I think angle at which the actor aims]
- AimDistance = 30 // How much he can aim [Correct me please if I'm wrong]
- CharHeight = 90 // How tall is your character, basically moves the health meter up or down, the higher this is, the higher the Heart is.
- HolsterOffset = Vector // Where the gun is drawn from? [correct me if I'm Wrong]
- X = -6
- Y = -8
- Head = Attachable // The head, which we made earlier
- CopyOf = Dummy Template Head A // Place the PresetName of the head you defined earlier here.
- ParentOffset = Vector // Where it appears on the torso
- X = -1
- Y = -13
- Jetpack = AEmitter // Jetpack, If you have one goes here
- CopyOf = Jetpack // Change this to the PresetName of your Jetpack
- ParentOffset = Vector // Where the Jetpack Appears on the Torso
- X = -6
- Y = -1
- JumpTime = 4 // How long can the Jetpack continue it's fire in seconds.
- FGArm = Arm // The FG Arm we defined earlier
- CopyOf = Dummy Template Arm FG A // Place the FG Arm's PresetName you defined earlier here
- ParentOffset = Vector // Where the arm appears on the actor, Yes It can be below the legs.
- X = 0
- Y = -8
- BGArm = Arm // Same as Above except BG
- CopyOf = Dummy Template Arm BG A
- ParentOffset = Vector
- X = 4
- Y = -9
- FGLeg = Leg // Same as Arms
- CopyOf = Dummy Template Leg FG A
- ParentOffset = Vector
- X = 0
- Y = 1
- BGLeg = Leg // Same as Arms
- CopyOf = Dummy Template Leg BG A
- ParentOffset = Vector
- X = 2
- Y = 1
- HandGroup = AtomGroup // What atom groups are these In?
- CopyOf = HandGroup
- FGFootGroup = AtomGroup
- CopyOf = Foot
- BGFootGroup = AtomGroup
- CopyOf = Foot
- StrideSound = Sound // Sound your actor makes when it walks.
- CopyOf = Robot Stride
- StandLimbPath = LimbPath // Walkpaths, will be covered later.
- PresetName = Dummy Template Stand Path
- StartOffset = Vector
- X = 4
- Y = 17
- StartSegCount = 0
- SlowTravelSpeed = 0.1
- NormalTravelSpeed = 0.5
- FastTravelSpeed = 1.5
- PushForce = 1800
- WalkLimbPath = LimbPath
- PresetName = Dummy Template Walk Path
- StartOffset = Vector
- X = 10
- Y = -2
- StartSegCount = 3
- AddSegment = Vector
- X = 0
- Y = 2
- AddSegment = Vector
- X = 0
- Y = 2
- AddSegment = Vector
- X = 0
- Y = 5
- AddSegment = Vector
- X = 0
- Y = 5
- AddSegment = Vector
- X = -6
- Y = 4
- AddSegment = Vector
- X = -4
- Y = 0
- AddSegment = Vector
- X = -4
- Y = 0
- AddSegment = Vector
- X = -4
- Y = 1
- AddSegment = Vector
- X = -3
- Y = 1
- AddSegment = Vector
- X = 0
- Y = -2
- SlowTravelSpeed = 1.5
- NormalTravelSpeed = 2.5
- FastTravelSpeed = 4.5
- PushForce = 8000
- CrouchLimbPath = LimbPath
- PresetName = Dummy Template Crouch Path
- StartOffset = Vector
- X = 10
- Y = 0
- StartSegCount = 0
- SlowTravelSpeed = 0.1
- NormalTravelSpeed = 0.5
- FastTravelSpeed = 1.5
- PushForce = 5000
- CrawlLimbPath = LimbPath
- PresetName = Dummy Template Crawl Path
- StartOffset = Vector
- X = -12
- Y = -8
- StartSegCount = 2
- AddSegment = Vector
- X = 12
- Y = 0
- AddSegment = Vector
- X = 8
- Y = 2
- AddSegment = Vector
- X = 0
- Y = 8
- AddSegment = Vector
- X = 0
- Y = 10
- SlowTravelSpeed = 1.5
- NormalTravelSpeed = 1.8
- FastTravelSpeed = 4.5
- PushForce = 8000
- ArmCrawlLimbPath = LimbPath
- PresetName = Dummy Template Arm Crawl Path
- StartOffset = Vector
- X = -8
- Y = -5
- StartSegCount = 2
- AddSegment = Vector
- X = 0
- Y = -4
- AddSegment = Vector
- X = 3
- Y = -3
- AddSegment = Vector
- X = 4
- Y = 0
- AddSegment = Vector
- X = 4
- Y = 4
- AddSegment = Vector
- X = 0
- Y = 10
- SlowTravelSpeed = 1.5
- NormalTravelSpeed = 1.5
- FastTravelSpeed = 4.5
- PushForce = 6000
- ClimbLimbPath = LimbPath
- PresetName = Dummy Template Climb Path
- StartOffset = Vector
- X = -8
- Y = -10
- StartSegCount = 6
- AddSegment = Vector
- X = 0
- Y = -4
- AddSegment = Vector
- X = 3
- Y = -3
- AddSegment = Vector
- X = 4
- Y = 0
- AddSegment = Vector
- X = 4
- Y = 4
- AddSegment = Vector
- X = 6
- Y = 8
- AddSegment = Vector
- X = 0
- Y = 14
- AddSegment = Vector
- X = -5
- Y = 5
- AddSegment = Vector
- X = -3
- Y = 0
- SlowTravelSpeed = 1.0
- NormalTravelSpeed = 1.5
- FastTravelSpeed = 4.5
- PushForce = 5000
- JumpLimbPath = LimbPath
- PresetName = Dummy Template Jump Path
- StartOffset = Vector
- X = 0
- Y = 8
- StartSegCount = 3
- AddSegment = Vector
- X = 0
- Y = -10
- AddSegment = Vector
- X = 0
- Y = 4
- AddSegment = Vector
- X = 0
- Y = 4
- AddSegment = Vector
- X = -8
- Y = 14
- SlowTravelSpeed = 3
- NormalTravelSpeed = 6
- FastTravelSpeed = 7
- PushForce = 5000
- DislodgeLimbPath = LimbPath
- PresetName = Dummy Template Dislodge Path
- StartOffset = Vector
- X = 2
- Y = -10
- StartSegCount = 0
- AddSegment = Vector
- X = 0
- Y = 6
- SlowTravelSpeed = 1.5
- NormalTravelSpeed = 2.5
- FastTravelSpeed = 4.5
- PushForce = 10000
- AddGib = Gib
- GibParticle = MOSRotating
- CopyOf = Dummy Template Rib Cage Gib A
- Offset = Vector
- X = -2
- Y = -3
- Count = 1
- Spread = 0
- MinVelocity = 0
- MaxVelocity = 0
- AddGib = Gib
- GibParticle = MOSRotating
- CopyOf = Dummy Template Rib Cage Gib B
- Offset = Vector
- X = 0
- Y = -5
- Count = 1
- Spread = 0
- MinVelocity = 0
- MaxVelocity = 0
- AddGib = Gib
- GibParticle = MOSRotating
- CopyOf = Gib Panel Orange Small F
- Offset = Vector
- X = -3
- Y = -6
- Count = 1
- Spread = 0
- MinVelocity = 0
- MaxVelocity = 0
- AddGib = Gib
- GibParticle = MOSParticle
- CopyOf = Gib Panel Orange Tiny A
- Offset = Vector
- X = -3
- Y = -9
- Count = 1
- Spread = 0
- MinVelocity = 0
- MaxVelocity = 0
- AddGib = Gib
- GibParticle = MOSParticle
- CopyOf = Gib Panel Orange Micro A
- Offset = Vector
- X = -1
- Y = -1
- Count = 1
- Spread = 0
- MinVelocity = 0
- MaxVelocity = 0
- AddGib = Gib
- GibParticle = MOSParticle
- CopyOf = Gib Panel Orange Micro A
- Offset = Vector
- X = -4
- Y = -10
- Count = 1
- Spread = 0
- MinVelocity = 0
- MaxVelocity = 0
- GibImpulseLimit = 1900
- GibWoundLimit = 8
- GibSound = Sound
- CopyOf = Bone Crack
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