// aiPlayerDatablocks.cs // breaks out the datablocks for aiguard.cs to make them easier to edit. // also manages the trigger controller ////////////////////////////////////// // // TRIGGER CONTROLLER // This code handles the placing and behavior of aiSoldierTriggers ///////////////////////////////////////// datablock TriggerData(guardTrigger) { tickPeriodMS = 100; }; //////////////////////////////////////// //This is the default datablock for the Guard. //I changed the stock datablock name from those used in AIPLAYER.CS //I did this to allow me to create different classes of bots with their own //thinking and reaction routines for each class. /////////////////////////////////// // //You can specifiy as many datablocks as you have characters. //The first variable after PlayerData must be a unique name. The second variable (after the semicolon) //must be a valid body type. datablock PlayerData(DemoPlayer : DefaultPlayerData) { maxDamage = 100; maxForwardSpeed = 14; maxBackwardSpeed = 13; maxSideSpeed = 13; //The art used by this datablock shapeFile = "data/Soldier/Shapes/soldier_Rigged.DAE";//"art/shapes/actors/Soldier/soldier_rigged.DAE"; //Set the bot's inventory so it can use different weapons maxInv[Rifle] = 1; maxInv[BulletAmmo] = 1000; maxInv[RocketLauncher] = 1; maxInv[RocketLauncherAmmo] = 1000; maxInv[GrenadeLauncher] = 1; maxInv[GrenadeLauncherAmmo] = 1000; maxInvRifle = "1"; maxInvBulletAmmo = "1000"; maxInvGrenadeLauncher = "1"; maxInvGrenadeLauncherAmmo = "1000"; maxInvRocketLauncher = "1"; maxInvRocketLauncherAmmo = "1000"; };