ScavengerHClass

Classlabel: "scavengerH"

Class Tree: Entity->GameObject->Craft->HoverCraft->Deployable->ScavengerH

Description:
Scavenger is a special Hover Vehicle that can Deploy into a building when it Deploys on top of a Deposit Class object. It can also pick up loose pieces of Scrap by driving over them and activating the Deploy function.

Default ODF Properties:
[GameObjectClass]
categoryTypeOverride = 25 //TEAM_SLOT_SCAVENGER

Recommended AI Process:
aiName = "ScavHProcess"
aiName2 = "ScavHProcess"

ODF Properties:
  • [ScavengerHClass]

    soundPickup = "suck.wav"
    Sound file played when this object picks up a piece of Scrap.

    scrapHold = 20
    How much Scrap this object holds. By default this is internal hold only, and does not add to the Scrap Bar. It transfers any scrap from it's hold that will fit into the Scrap Bar immediately.
    Note: If the Scrap Bar is full, it will continue to Scavenge until it's internal hold is full.

    deployClass = ""
    The ODF of the object this vehicle turns into when Deployed onto a Deposit Class. Must be a valid GameObject Class.

    enablePoolGoTo = true
    If this is false, it won't do the point-space reticle action to go to a Deposit. It is also false if the DeployClass is invalid.

    deployOffset = 0.0f
    How far away it moves from the Center of the pool to start Deploying when entering the SLIDE state.

    doDrop = false
    If false, won't instantly transfer scrap to the Scrap Hold, but instead will return to the nearest valid Drop Off point, like BZ1/98R Scavengers.

    DropDist = 8.0f
    If doDrop is true, this is how far it must be from the Dropoff point to transfer it's Scrap Hold to the Scrap Bar.

    doDropRecycler = true
    If doDrop is true, sets if this object can Dropoff scrap at a Recycler.

    doDropExtractor = true
    If doDrop is true, sets if this object can Dropoff scrap at an Extractor.

    doDropSilo = true
    If doDrop is true, sets if this object can Dropoff scrap at a Silo.

    CanScavenge = true
    If false, can't pick up Loose Scrap.

    ScrapFirst = true
    If true, will collect visible loose scrap before deploying on a pool. If false, will deploy on any nearby pools first.

    IsFearless = true
    If false, will flee to nearest Allied building when shot.

    animPickup = ""
    If specified, the animationName used when picking up a piece of Scrap.

    animPickupCycle = 0
    The Animation Type of the pickup animation. 0 = Loop, 1 = Two way.

    DeathScrapDropRatio = 0.0f
    This is the ratio of current Scrap Hold that is dropped when this object dies. Max is 5.0

    AddScrapHoldToTotal = false
    If this is true, it's Scrap Hold is added to the Scrap Bar and it behaves more like a mobile Extractor.

    RequiresExtractor = true
    If true, requires a deployed Extractor for this object to generate Scrap. If false, will generate Scrap on it's own.

    RunParallel = false
    If this is true, Scrap is generated in parallel for this object, instead of in Scrap Bar sequence.

    InitScrapDelay = 0.0f
    If AddScrapHoldToTotal is true, this is the time in seconds before it starts generating Scrap.

    ScrapDelay = 0.0f
    If AddScrapHoldToTotal is true, this is the time in seconds between generating 1 Scrap.

    ScavClassMask = 0
    Bit Mask for use against ScrapClassMatch/DepositClassMatch and ScrapClassProvides/DepositClassProvides for filtering what kinds of Scrap or Deposits this object can interact with.

    ScavClassMatch = 0
    Bit Mask for use against ScrapClassMask/DepositClassMask and ScrapClassProvides/DepositClassProvides for filtering what kinds of Scrap or Deposits this object can interact with.

    ScavClassProvides = 0
    Bit Mask this object provides against ScrapClassMask/DepositClassMask and ScrapClassMatch/DepositClassMatch for filtering what kinds of Scrap or Deposits this object can interact with.
    ChromeEffect = false
    If true, builds using Chrome method. Default is true for Race f.

    ChromeTexture = ""
    Environment texture applied to Chrome effect. Default is the world's environment texture.

    BuildSparkConfig = "sparker"
    Render name for the Build effect. Only used if ChromeEffect is false.

    LineStartColor = "0 127 255 255"
    Starting color for Build effect's Extrude lines.

    LineFinishColor = "0 0 255 0"
    Finish color for Build effect's Extrude lines.

    BeamColor = "0 127 255 31"
    Color for Build effect's beams that go from hp_special on constructor object to Extrude lines)

    lineSolidColor = "0 63 255 127"
    LOD line Color for Build effect.

    SolidColorDistance = 150.0f
    LOD distance for Build effect's Extrude to switch to lineSolidColor.

    MaxLineDistance = 250.0f
    Max distance for Build effect's Extrude efffect.

  • CraftClass

    ScavengerCollectPoolRange = rangeScan
    How far it can auto detect Pools.

    ScavengerChoosePoolRange = 300.0f
    How far it can auto choose a pool.
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