Torque3D/Templates/Modules/AI_Guard/Datablocks/aiPlayerDatablocks.cs
Areloch f1777016b8 GFX card profile config file logging moved to debug only
WIP mode of guiSliderCtrl to be a filled rectangle instead of a textured UI
Fixed bug with guiTextEditCtrl losing focus updating history passing malformed strings
Updated WIP options menu
Editor/Project settings WIP
Updated editor theme to be consistent, and feed off the editor settings
Updated popup menus to reference renamed profiles
Added more in-progress modules for examples/stress testing
2019-06-17 02:30:45 -05:00

53 lines
1.6 KiB
C#

// 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";
};