LandCreatureClass

Classlabel: "animal"

Class Tree: Entity->GameObject->Craft->LandCreature

Supported Animations:
  • Idle
  • Idle2
  • Idle3
  • Curious
  • Walk
  • Run
  • Attack1
  • Attack2
  • Attack3
  • Attack4
  • Eat1
  • Eat2

Description:
LandCreature class is most similar to PersonClass, but differs mostly in AI behavior.

Default ODF Properties:
[GameObjectClass]
hitType = 2 //HIT_TYPE_PERSON

Recommended AI Process:
aiName = "LandAnimalProcess"

ODF Properties:
  • [LandCreature]

    velocJump = 10.0f
    Jump Velocity.

    alphaTrack = 20.0f
    Alpha Traction.

    alphaDamp = 5.0f
    Alpha Damping.

    accelThrust = 0.7f
    Acceleration Multiplier. Maximum is 1.0. It is used as a modified along with Gravity on VelocForward to calculate Acceleration.

    velocForward = 5.0f
    Maximum forward velocity from Thrust.

    alphaSteer = 2.0f
    Steering Acceleration.

    omegaSpin = 10.0f
    Turning speed while standing still.

    omegaTurn = 20.0f
    Turning speed while moving.

    GroundInteractHeight = 0.2f
    Height tolerance from Ground to be considered not Airborne.

    TooFarDist = 5.5f
    How far it's Target has to be before it stops Attacking and switches to Goto.

    DamageBase = 100.0f
    Base Damage done per Attack.

    DamageArmor = 1.0f
    Damage Multiplier for Armor.

    DamageShield = 1.0f
    Damage Multiplier for Shield.

    DamageValue = 100.0f
    Damage value per Attack.

    jumpSound = "jump.wav"
    Sound file played when this object Jumps.

    landSound = "land.wav"

    stepSound = "step.wav"

    splashSound = "splash.wav"

    painSound1 ... painSound6 = ""
    Sound file played when this object is Shot.

    burnSound1 ... burnSound2
    Sound file played when this object is in Water Damage.

    dieSound1 ... dieSound5
    Sound file played when this object dies.

    curiousSound1 ... curiousSound4
    Sound file played when this object detects a nearby Target.

    eatSound1 ... eatSound4
    Sound file played when this object Attacks.

    crushSound = ""
    If specified, this is the sound file played when this object dies from Collision.

    leftfootpiece = "lfoot"
    Model piece name for the Left Foot.

    rightfootpiece = "rfoot"
    Model piece name for the Right Foot.
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