PersonClass

Classlabel: "person"

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

Supported Animations:
  • Stand
  • Walk
  • Crouch
  • Jump
  • StandC
  • WalkC
  • CrouchC
  • JumpC
  • StandA
  • WalkA
  • CrouchA
  • JumpA
  • DeathA
  • DeathB
  • DeathC

Description:
Person is a type of Craft that has walking animations, and can enter Vehicles and interact with Terminals. It's also the only Class that can pick up a MoneyBag item.

Default ODF Properties:
[GameObjectClass]
hitType = 2 //HIT_TYPE_PERSON
canDetect = false
canInteract = false
boxCollide = false
isGrouped = false
needGroup = false
isLimited = false
needLimit = false
canDropScrap = false

[CraftClass]
canInteractWithTerminal = true
weaponPitch = 1.0f

Recommended AI Process:
aiName = "PersonFriend"
aiName2 = "PersonEnemy"

ODF Properties:
  • [PersonClass]

    autoDeploy = true
    If this is true (default), this object Deploys when selecting a weapon marked as isAssault. If false, doesn't do the usual Deploy stuff.

    UseFastTransitions = true
    If this is true, starts Deploying/Undeploying based on weapon Selection. if false, Deploys/Undeploys based on animation finishing.

    switchMask = 00000
    Similar to wepaonMask, but sets which weapon hard points switch to Assault Mode when Deployed.

    alphaDampCrawl = 5.0f;
    alphaTrackCrawl = 10.0f;
    velocForwardCrawl = 0.0f;
    velocReverseCrawl = 0.0f;
    velocStrafeCrawl = 0.0f;
    accelThrustCrawl = 20.0f;
    omegaSpinCrawl = 0.5f;
    omegaTurnCrawl = 0.5f;
    alphaSteerCrawl = 5.0f;
    velocJumpCrawl = 0.0f;
    pitchScaleCrawl = 0.5f;
    Physics parameters while Crouched (Deployed) on the ground.

    alphaDampRun = 8.0f;
    alphaTrackRun = 15.0f;
    velocForwardRun = 4.0f;
    velocReverseRun = 3.0f;
    velocStrafeRun = 3.0f;
    accelThrustRun = 20.0f;
    omegaSpinRun = 3.0f;
    omegaTurnRun = 2.0f;
    alphaSteerRun = 5.0f;
    velocJumpRun = 5.0f;
    pitchScaleRun = 1.5f;
    Physics parameters while Walking (Not Deployed) on the ground.

    alphaDampFly = 2.0f;
    alphaTrackFly = 5.0f;
    velocForwardFly = 15.0f;
    velocReverseFly = 10.0f;
    velocStrafeFly = 10.0f;
    accelThrustFly = 5.0f;
    omegaSpinFly = 2.0f;
    omegaTurnFly = 1.5f;
    alphaSteerFly = 2.0f;
    velocJumpFly = 0.0f;
    pitchScaleFly = 1.0f;
    Physics parameters while Airborne.

    painSound1 ... painSound6 = "pain1.wav" ... "pain6.wav"
    Sound file played when this object is Shot.

    burnSound1 ... burnSound2 = "lburn1.wav" ... "lburn2.wav"
    Sound file played when this object is in Water Damage.

    dieSound1 ... dieSound5 = "death1.wav" ... "death5.wav"
    Sound file played when this object dies.

    crushSound = "squish.wav"
    Sound file played when this object gets hit with Collision.

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

    landSound = "land.wav"
    Sound file played when this object lands.

    stepSound = "step.wav"
    Not used.

    animRate = 1.0
    Rate which animations play.

    IsSingle = false
    If this is true, sets this object's categoryType to 22 (TEAM_SLOT_OFFENSE)

    SpawnInvincibleTime = 0.5f
    Time, in seconds, that newly created Persons are unable to be Damaged.

    PersonMass = 75.0f
    Mass setting for Person. Overrides [GameObjectClass] setting if specified.

    PersonRadius = 1.0
    Mass's Radius setting, for Person.

    DyingTimer = 3.0f
    How long it waits to play animations when this object dies.

    PersonClassPilotMask = 0
    Bit Mask for comparing against CraftClassPilotMatch and CraftClassPilotProvides. Used to filter which Pilots can enter a vehicle.

    PersonClassPilotMatch = 0
    Bit Mask for comparing against CraftClassPilotMatch and CraftClassPilotProvides. Used to filter which Pilots can enter a vehicle.

    PersonClassPilotProvides = 0
    Bit Mask for providing against CraftClassPilotMask and CraftClassPilotMatch. Used to filter which Pilots can enter a vehicle.
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