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- -----------------------
- |Model Texture Details|
- -----------------------
- Must be in .dds format and place in the "HiResTextures" folder and
- you must also have a matching named low res .tga texture in the "textures" folder in order for it to work in game.
- -----------------------------
- |New Game Sequence of Events|
- -----------------------------
- After starting a new game and selecting your difficulty Cinema 140 will play ("Cinemas/Dream Cinema.json").
- Then the Character select screen is displayed.
- Which characters are shown can be changed through defs/SPCharacters.txt unlock_state property. (0=Normal, 1=Always Show, 2=Never Show)
- After the character is selected that characters select_cinema will play then the player is warped to map 0.
- --------------------
- |defs/actorInfo.txt|
- --------------------
- scriptClass: The name of the script class this actor should use
- intelligenceID: The loose intelligence ID value defined in intelligence/generators as "Id". This is only used when SpawnActorWithTypeID is called and the intelligence passed in is null.
- model: The model file to use when SpawnActorWithTypeID is called
- override_scale: Overrides actors scale
- faction: Sets this actors faction. Can be overridden by the intelligence "OverrideFaction" value.
- override_collide_radius: Overrides the collision radius
- override_collide_height: Overrides the collision height
- override_collide_offset: Overrides the collision height offset
- override_turn_delta: Overrides Turn Delta Speed
- bAllowTargetEnemies: If this actor is an Enemy AI then it will be able to target other enemies that use a different model and are in a different faction.
- bTargetIgnored: If this actor is an Enemy AI no other enemies will be able to target this actor.
- bCanEnterWater: Can enter water
- bCanExitWater: Can exit water
- bAllowAutoAim: Does nothing except enables the turokCommonIntelligenceFlags_e::UNKNOWN2000 flag.
- -------------------------------
- |intelligence/generators files|
- -------------------------------
- "Id": Intelligence lookup Id value
- "Type": The type of intelligence.
- 0 = Static
- 1 = Enemy
- 2 = Platform
- 3 = Generator
- 4 = Turret
- 5 = Throwable
- 6 = Door
- 7 = Destructible
- 8 = Pickup
- 9 = Interactive Anim
- 10 = Action
- 11 = Player
- 12 = Morpher
- 13 = Warp Entrance
- 14 = Weather Generator
- 15 = Camera Placement
- 16 = Empty
- "ModelGroup1": Model Group index to use
- "Texture": The alt texture index to use
- "Tag": Tag value
- "OverrideFaction": Overrides faction
- "Flags": turokCommonIntelligenceFlags_e
- ALIASING_REDUCED = BIT(0), // Not used
- ALIASING_FULL = BIT(1), // Not used
- TRACK_GROUND = BIT(2), // If actors are walking on a slope they will rotate according to the slope
- EASY_DIFFICULTY = BIT(3),
- MEDIUM_DIFFICULTY = BIT(4),
- HARD_DIFFICULTY = BIT(5),
- USE_STATIC_LIGHTING = BIT(6), // The mesh will use vertex lighting
- CAN_BE_LANDED_ON = BIT(7), // Not used
- ENABLED = BIT(8), // Draws, and enables collision. Flag is toggle-able via triggers
- ENABLED_CINEMA = BIT(9), // Same as Enabled except while a Cinema is playing
- NO_TARGETING = BIT(10), // Enemies won't target the player and won't be alerted. Also the player won't be able to target the enemy.
- UNKNOWN800 = BIT(11), // Not used
- BLOCKER = BIT(12), // Never draws. Collision still considered
- UNKNOWN2000 = BIT(13), // Not used
- UNKNOWN4000 = BIT(14), // Not used
- UNKNOWN8000 = BIT(15), // Not used
- UNKNOWN10000 = BIT(16), // Not used
- UNKNOWN20000 = BIT(17), // Not used
- UNKNOWN40000 = BIT(18), // Not used
- UNKNOWN80000 = BIT(19), // Not used
- UNKNOWN100000 = BIT(20), // Not used
- NO_DAMAGE = BIT(21),
- FLAG_NODES_ON_PATHS = BIT(22), // For Enemy AI only. If the enemy has a path set in it's properties and it's not walking then If the path was going forward, or there wasn't a direction installed, go forward, otherwise continue in reverse mode.
- DRAW_IF_DANI = BIT(23),
- DRAW_IF_JOSEPH = BIT(24),
- BLOCK_AI = BIT(25), // Only AI collides with this
- UNKNOWN4000000 = BIT(26), // Not used
- UNKNOWN8000000 = BIT(27), // Not used
- DRAW_IF_JOSHUA = BIT(28),
- DRAW_IF_RAPTOR = BIT(29),
- OBLIVION_DIFFICULTY = BIT(30)
- "LODDist2": Not used
- "Model": Not used
- "Model2": Not used
- "ModelGroup2": Not used
- "ModelGroup3": Not used
- "ModelGroup4": Not used
- ---------------------
- SoundFX (.ksnd)
- ---------------------
- "Volume" values range from 0 to -91. (0 = Full Volume)
- 0 = 1.0
- -1 = 0.9456653709630987,
- -2 = 0.8937186350319225,
- -3 = 0.8440802057613169,
- -4 = 0.7966722850513982,
- -5 = 0.7514188428254499,
- -6 = 0.708245596707819,
- -7 = 0.6670799917018072,
- -8 = 0.6278511798675676,
- -9 = 0.5904900000000001,
- -10 = 0.5549289573066435,
- -11 = 0.521102203085573,
- -12 = 0.48894551440329226,
- -13 = 0.4583962737726294,
- -14 = 0.4293934488306322,
- -15 = 0.401877572016461,
- -16 = 0.3757907202492844,
- -17 = 0.3510764946061745,
- -18 = 0.3276800000000001,
- -19 = 0.30554782485732185,
- -20 = 0.28462802079628785,
- -21 = 0.26487008230452685,
- -22 = 0.24622492641704344,
- -23 = 0.2286448723941134,
- -24 = 0.21208362139917689,
- -25 = 0.19649623617673456,
- -26 = 0.18183912073024103,
- -27 = 0.16806999999999994,
- -28 = 0.15514789954105912,
- -29 = 0.1430331252011042,
- -30 = 0.13168724279835387,
- -31 = 0.1210730577994547,
- -32 = 0.1111545949973751,
- -33 = 0.10189707818930038,
- ...
- -91 = 0.0
- "RadioVolume"
- 0 = Scales volume by 0.5, and sets max sound distance to GAME_SCALE(150.0f)
- 1 = Scales volume by 0.75, and sets max sound distance to GAME_SCALE(150.0f)
- 2 = Scales volume by 1.0, and sets max sound distance to GAME_SCALE(300.0f)
- Other Values = Scales volume by 1.0, and sets max sound distance to GAME_SCALE(150.0f)
- "DistanceType" Overrides max sound distance.
- 1 = GAME_SCALE(400.0f)
- 2 = GAME_SCALE(1200.0f)
- 3 = GAME_SCALE(800.0f)
- 4 = GAME_SCALE(20000.0f)
- "Pitch" Values range from -6000 to 1200. (-1200 = Normal Pitch)
- 1200 = 4.0
- 1000 = 3.5599997
- 700 = 3.0
- 400 = 2.5266664
- 0 = 2.0
- -500 = 1.4986665
- -1200 = 1.0
- -2400 = 0.5
- -3600 = 0.25
- -4800 = 0.125
- -6000 = 0.0
- "PitchRandMin" and "PitchRandMax"
- Amount (in cents, same as pitch values detailed above) by which to randomize pitch when sound starts.
- PitchRandMin is the lower bounds for the pitch randomization, and
- PitchRandMax is the upper bounds within which the pitch will be randomized.
- Both of these values are RELATIVE to the original pitch of the sound.
- "VolumeRandMin" and "VolumeRandMax"
- The percentage amount by which to randomize the volume when the sound starts. values range from 0 to 100.
- "FXMix": Not used.
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