WalkerClass

Classlabel: "iv_walker" or "fv_walker"

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

Description:
Walker is a Craft that requires feet pieces and has special Walking animations. It also has a Head piece that can swivel.

Default ODF Properties:
[GameObjectClass]
categoryTypeOverride = 22 //TEAM_SLOT_OFFENSE
canSnipe = false
boxCollide = true
isAssault = true

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

ODF Properties:
  • [WalkerClass]

    is13Walker = true
    If this is false, uses old Model hierarchy code.

    Walker12Type = -1
    If Is13Walker is false, this setting is used. Valid values: -1 = Default, use Race letter to determine higherarchy. i = ISDF, everything else = Scion. 0 = ISDF style, 1 = Scion style.

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

    velocWalkFactor = 0.5f
    Percent of velocForward that it switches from Walk to Run animations. Min is 0.3, Max is 0.8.

    alphaDamp = 3.0f
    Dampening acceleration.

    alphaTrack = 15.0f
    Terrain Tracking acceleration.

    pitchPitch = 0.25f
    Pitch from Pitching.

    pitchThrust = 0.1f
    Pitch from Thrusting.

    velocForward = 4.0f
    Maximum forward speed from Thrusting.

    velocReverse = 3.0f
    Maximum reverse speed from Thrusting.

    accelThrust = 6.0f
    Acceleration from Thrusting.

    omegaTurn = 20.0f
    Turn speed.

    velocJump = 10.0f
    Velocity from Jumping.

    omegaTurnAttenuation = 0.2f

    AI Only versions of physics settings. These default to their non-AI values:
    AIalphaDamp = alphaDamp
    AIalphaTrack = alphaTrack
    AIpitchPitch = pitchPitch
    AIpitchThrust = pitchThrust
    AIvelocForward = velocForward
    AIvelocReverse = velocReverse
    AIaccelThrust = accelThrust
    AIomegaTurn = omegaTurn
    AIvelocJump = velocJump
    AIomegaTurnAttenuation = omegaTurnAttenuation
    Note: These do not support ODF Inheritance.

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

    landSound = "land.wav"
    Sound file played when this units Lands.

    stepSound = "step.wav"
    Sound file played when one of the foot pieces makes contact with the Ground on Terrain.

    splashSound = "splash.wav"
    Sound file played when one of the foot pieces makes contact with the Ground under Water.

    engineSound = "engthrst.wav"
    Sound file played for this unit's Engine.

    headpiece = "head"
    Model piece name for this unit's Head Turret.

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

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

    headYawRate = 200.0f
    Head turn rate in Degrees per second.
    Note: This differs from all other Yaw/Pitch rate inptus which are Radians per second.

    minHeadYaw = -80.0f
    Minimum Head Yaw in Degrees.
    Note: This differs from all other Yaw/Pitch rate inptus which are Radians per second.

    maxHeadYaw = 80.0f
    Maximum Head Yaw in Degrees.
    Note: This differs from all other Yaw/Pitch rate inptus which are Radians per second.

    headYawFilter = 10.0f
    How fast Head Yaw can change.

    minHeadPitch = -30.0f
    Minimum Head Pitch in Degrees.
    Note: This differs from all other Yaw/Pitch rate inptus which are Radians per second.

    maxHeadPitch = 30.0f
    Maximum Head Pitch in Degrees.
    Note: This differs from all other Yaw/Pitch rate inptus which are Radians per second.

    headPitchFilter = 10.0f
    How fast Head Pitch can change.

    CanWaterDamage = false
    If true, takes Damage from being under Water, similar to TrackedVehicle.

    attackSpeed = topSpeed.
    Speed which it moves at when Attacking. Default is CraftClass topSpeed.

    FRICTION_COEF = 0.35f
    Friction Coefficient with the Ground.

    DeathTimer = 3.0f
    How long it waits to play animations when this object disappears.

    ExplodeTimer = 0.4f
    Time left in DeathTimer at which the Explosion will occur.
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