[CraftClass]
If false, won't play "Unit Lost" Betty VO.
If false, weapons won't converge on the Target reticle's location.
UseAssaultSpecials = false
If false, will skip over Special hard points when selecting weapons vs isAssault
targets.
HealthChangeLevelDelta = 0.1
This is the amount of health (percentage, divided by 100) the craft must lose before it sends
a "change state" request to its AI process.
Minimum collision Bounce Velocity.
OBJECT_ELASTICITY = 0.125
Object collision bounce Elasticity.
GROUND_ELASTICITY = 0.03125
Ground collision bounce Elasticity.
X_SPIN_RATE = 1.5707963267948966
Collision Bounce velocity spin rate on the X axis.
Y_SPIN_RATE = 3.1415926535897932
Collision Bounce velocity spin rate on the Y axis.
Z_SPIN_RATE = 0.7853981633974483
Collision Bounce velocity spin rate on the Z axis.
Scale in turning Velocity into Damage from Craft > Ground and Craft > Building
collisions.
MAX_PILOT_HORIZ_VELOCITY = 25.0
Maximum horizontal Velocity of a Pilot ejecting out of this Craft.
How far from the Recycler the object must get to Recycle.
Pathing type for this Craft. Valid values are: -1 = auto, 0 = Hover, 1 = Walker, 2 = Person, 3
= Tracked, 4 = Flyer.
Avoidance type for this Craft. Valid values are: -1 = auto, 0 = None, 1 = force, 2 =
plan.
Range a target must get before considering to ATTACK.
Range that a target must get before switching to WAIT state.
TurretTankAttackRange = 320.0
Range a target must get before considering to ATTACK.
Note:
Only used by TurretTank
Class.
TurretTankWaitRange = 370.0
Range that a target must get before switching to WAIT state.
Note:
Only used by
TurretTank Class.
Base firing cone angle on X axis.
fireConeXSkillAdj = -0.05
Skill multiplier on fireConeXBase.
Base firing cone angle on Y axis.
fireConeYSkillAdj = -0.05
Skill multiplier on fireConeYBase.
AttackTaskBlastDist = 40.0
How close AttackTask gets before opening fire.
OffensiveProcessMadTime = 30.0
How long an object stays aggro'ed on the object that shot it.
The below values are for
AlternateAnimalProcess AI:
AltAnimalTCoolDist = 125.0
Dist looking for tanks
Dist looking for pilots
AltAnimalTGotoClose = 15.0
Goto distance.
AltAnimalTGotoCloseMax = 30.0
Max Goto distance.
AltAnimalTFleeDist = 75.0
Flee distance.
AltAnimalTGoto2AttackDist = 15.0
How close we need to be to switch from GOTO to ATTACK
AltAnimalTDontStand = false
If true, won't stand still for long while wandering.
The below values are for
BoidProcess AI:
BoidTaskInfluenceRadius = 50.0
Influence Radius.
BoidTaskCollisionFraction = 0.8
Collision fraction between Boid objects.
BoidTaskNormalSpeed = 0.75
Normal forward speed.
BoidTaskAngleTweak = 0.06
Amount it changes angle when pitching up or down.
BoidTaskPitchToSpeedRatio = 0.002
How much it slows down when changing Pitch.
The below values are for LandAnimalProcess
AI:
LandAnimalTCoolDist = 125.0
Dist looking for tanks
LandAnimalTYumDist = 75.0
Dist looking for pilots
LandAnimalTGotoClose = 15.0
Goto distance.
LandAnimalTGotoCloseMax = 30.0
Max Goto distance.
LandAnimalTFleeDist = 75.0
Flee distance.
LandAnimalTGoto2AttackDist = 15.0
How close we need to be to switch from GOTO to ATTACK
LandAnimalTDontStand = false
If true, won't stand still for long while wandering.
Bit Mask for use with [PersonClass]::PersonClassPilotProvides to filter which pilots can enter
this a vehicle.
Bit Mask for use with PersonClassPilotMask and [PersonClass]::PilotClassPilotProvides to
filter which pilots can enter this a vehicle.
CraftClassPilotProvides = 0
Bit Mask for what use with [PersonClass]::PersonClassPilotMask and
[PersonClass]::PersonClassPilotMatch to filter which pilots can enter this a vehicle.