Knockout Darts Properties by Salvage |
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You must
extract the file Objnames.str from strings.crf. You must add the following line to the end of the document: |
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Name_kodart:
"Knockout Dart" |
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Then place
the file in the strings folder (you may have to create it). |
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Writing in
bold are archetypes and new objects in the archetypes. CustomStim, CustomMeta, and CustomObj are
new directories in the heirarchy |
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Items with
> in them show heirarchy path.
Items with : in them show properties.
The , shows separation between settings of certain properties. |
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After you
add a custom stim you must save the gamesys and restart dromed for them to
function. |
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Act/React |
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CustomStim> |
KOdartStim |
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CustomStim> |
MetaStim |
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CustomStim> |
RelayStim |
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MetaProperties |
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CustomMeta> |
KOdartMeta> |
Creature> |
Time Warp: |
1 |
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Act/React> |
Sources> |
:MetaStim |
Propagator Radius |
,Intensity: 1 |
,Shape Data:1,Line of sight ,None |
,Life Cycle Data: none, 0, 1, 0.00 |
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Act/React> |
Receptrons> |
:MetaStim |
No limit, No limit |
,Add Metaproperty |
Me, M-WasKnockedOut (-5027) |
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Act/React> |
Receptrons> |
:MetaStim |
No limit, No limit |
,Add Metaproperty |
Me, M-KnockedOut (-3665) |
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Act/React> |
Receptrons> |
:MetaStim |
No limit, No limit |
,Knockout |
Me, Me |
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Act/React> |
Receptrons> |
:MetaStim |
No limit, No limit |
,Abort |
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CustomMeta> |
RelayMeta> |
AI> |
Attributes> |
Aggression: |
Well Above Average |
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AI> |
Attributes> |
Hearing: |
Well Above Average |
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AI> |
Attributes> |
Vision: |
Well Above Average |
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AI> |
State> |
Current Mode: |
Combat |
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AI> |
State> |
Current Alertness: |
(3) High, (3) High |
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Creature> |
Time Warp: |
0.9 |
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Act/React> |
Sources> |
:RelayStim |
Radius |
Intensity: 1 |
,Shape Data: 1, Line of sight, None |
,Life Cycle Data: None, 8000, 2, 2.00 |
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Act/React> |
Receptrons> |
:RelayStim |
2, no limit |
Add MetaProperty |
Me, KOdartMeta |
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Archetypes |
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CustomObj> |
KOdartobj> |
Act/React> |
Sources> |
:KOdartstim |
,Intensity 1 |
,Propagator Contact |
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CustomObj> |
KOdartobj> |
Act/React> |
Sources> |
:PokeStim |
,Intensity 1 |
,Propagator Contact |
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CustomObj> |
KOdartobj> |
Engine Features> |
Stack Count: |
1 |
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CustomObj> |
KOdartobj> |
Engine Features> |
Frobinfo: |
{Move, Script; Move,
FocusScript, Use Ammo; Move, Script, FocusScript, Use Ammo} |
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CustomObj> |
KOdartobj> |
Engine Features> |
Combine Type: |
kodart |
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CustomObj> |
KOdartobj> |
Inventory> |
Purchase Price: |
30 |
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CustomObj> |
KOdartobj> |
Inventory> |
Type: |
Item |
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CustomObj> |
KOdartobj> |
Inventory> |
Object Name: |
Name_kodart |
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CustomObj> |
KOdartobj> |
Inventory> |
Max Pick Distance: |
3 |
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CustomObj> |
KOdartobj> |
P> |
Position: |
{0.00,0.00,0.00;0;0;0;-1;-1} |
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CustomObj> |
KOdartobj> |
Physics> |
Misc> |
AI Collides With: |
:True |
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CustomObj> |
KOdartobj> |
Physics> |
Misc> |
Collision Type: |
Bounce |
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CustomObj> |
KOdartobj> |
Physics> |
Model> |
Type: |
Sphere;1;False;False |
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CustomObj> |
KOdartobj> |
Physics> |
Projectile> |
Initial Velocity: |
x1.00, y0.00, z0.00 |
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CustomObj> |
KOdartobj> |
Physics> |
Terrain> |
Can Attach: |
Rope |
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CustomObj> |
KOdartobj> |
Renderer> |
Render Type: |
Normal |
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CustomObj> |
KOdartobj> |
Renderer> |
Has Refs: |
:True |
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CustomObj> |
KOdartobj> |
S> |
Scripts: |
{CollisionStick;LootSounds;;;False} |
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CustomObj> |
KOdartobj> |
Schema> |
Class Tags: |
ArrowType Broadhead |
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CustomObj> |
KOdartobj> |
Shape> |
Model Name: |
apedart |
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CustomObj> |
KOdartobj> |
Sound> |
Projectile Sound: |
arrow_inc_norm |
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To
Physical>Creature>Animal>Human (-14) add Act/React>Receptrons:
KOdartstim, no min, no max, add metaproperty, me, RelayMeta |
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