mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-14 04:03:46 +00:00
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
53 lines
1.6 KiB
C#
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";
|
|
};
|
|
|