Misc. Apocalypse Stuff Index
"impulse" is the number of the preset values set to use. There several sets for some models to allow for different purposes. Any of the values that are specifically set in the other values will override these presets so that you can modify any of the preset values sets as needed. Default is 0, which is the first player model values set.
"model" is the model to use for the actor.
"targetname" is the name to trigger to make the actor do its action 1.
"targetname2" is the name to trigger to make the actor do its action 2.
"targetname3" is the name to trigger to make to actor die.
"weaponframe" is the first stand frame number
"weapon" is the total number of standing frames.
"pausetime" is the time that each standing frame will be displayed. Should usually be set to 0.1.
"noise" is the standing noise.
"items" is the %chance that it will the standing sound each time it uses its first stand frame.
"sounds" is the minimum amount of time between playings of the standing sound.
"fly_sound" is the first frame of action 1.
"style" is the total number of frames in action 1.
"search_time" is time delay for each frame of action 1.
"noise3" is the sound to play when doing action 1.
"attack_finished" is the effects to use when action 1 is done. Usually 0 for none, or 2 for a muzzle flash.
"t_length" is the frame number to do the effects and sound for action 1.
"invisible_sound" is the first frame of action 2.
"invisible_time" is the total number of frames in action 2.
"rad_time" is time delay for each frame of action 2.
"noise4" is the sound to play when doing action 2.
"pain_finished" is the effects to use when action 2 is done. Usually 0 for none, or 2 for a muzzle flash.
"t_width" is the frame number to do the effects and sound for action 2.
"invincible_sound" is the first frame of dying.
"invincible_time" is the total number of frames for dying.
"radsuit_finished" is the frame delay time for dying.
"path" is the sound to play when dying.
"super_sound" is the effects to use when dying. Usually 0 for none, or 2 for a muzzle flash.
"invincible_finished" is the frame to do the effects and sound for dying.
AP_ACT1 makes the actor perform its action one when it reaches the actor_path.
AP_ACT2 makes the actor perform its action two when it reaches the actor_path.
AP_DIE makes the actor die when it reaches the actor_path. This makes it completly inactive afterwards.
AP_WALK sets the actors movement rate to its walking rate.
AP_RUN sets the actors movement rate to its running rate.
AP_SETANGLE sets the actors angles to the actor_path's angles when the actor reaches it.
AP_NOFACE makes the actor not face the actor_path while moving towards it. Good for making an actor strafe.
AP_SETMODEL sets the actor's model to the actor_path's "model" value.
AP_SETVARS changes all the actors values to what was set on the actor_path.
"Impulse" can be set on the actor_path so that the actor will use the values for that impulse values set when it reaches there. For all the different setable values, see the actor_moveable entry just below.
"duration" how long the actor will take in getting there from the previous actor_path. Set to -1 for warp.
"angles" the angles to set the actor to when it reaches the actor_path. Only usefull if AP_SETANGLE is set.
"model" the model to make the sctor use when it gets there. Only works when AP_SETMODEL is set.
"targetname" its name.
"target" the name of the next actor_path.
ACTOR_STARTON makes the actor start moving immediately.
ACTOR_ACTPAUSE makes the actor pause it's movement to perform its actions.
ACTOR_MOVEBREAK makes the actor completely stop all movement when it performs an action. It must be triggered with its "targetname4" to make it move again.
ACTOR_DONTFACE will make the actor not automatically face the direction that he is moving in.
ACTOR_FLYFACE will make the actor adjust it's pitch and roll as well as its yaw to the direction it is facing. This is usefull for 3D flight paths for ships or making actors walk on walls and ceilings. If not set, the actor will only adjust its yaw to face the direction that it is heading.
ACTOR_RUN makes the actor start out with a running movment rate. If this is not used, the actor will start out movement at a walking rate.
"impulse" is the number of the preset values set to use. There several sets for some models to allow for different purposes. Any of the values that are specifically set in the other values will override these presets so that you can modify any of the preset values sets as needed. Default is 0, which is the first player model values set.
"targetname" is the name to trigger to make the actor do its action 1.
"targetname2" is the name to trigger to make the actor do its action 2.
"targetname3" is the name to trigger to make to actor die.
"targetname4" is the name to trigger to make it start moving from a stationary position.
"path" is the name of the first actor_path entity to heads towards.
"model" is the model to use for the actor.
"yaw_speed" is the number of degrees that it turns towards it's chosen facing direction at each of its frames. This is also for pitch and roll when using flight facing.
"weaponframe" is the first stand frame number
"weapon" is the total number of standing frames.
"pausetime" is the time that each standing frame will be displayed. Should usually be set to 0.1.
"noise" is the standing noise.
"items" is the %chance that it will the standing sound each time it uses its first stand frame.
"sounds" is the minimum amount of time between playings of the standing sound.
"fly_sound" is the first frame of action 1.
"style" is the total number of frames in action 1.
"search_time" is time delay for each frame of action 1.
"noise3" is the sound to play when doing action 1.
"attack_finished" is the effects to use when action 1 is done. Usually 0 for none, or 2 for a muzzle flash.
"t_length" is the frame number to do the effects and sound for action 1.
"invisible_sound" is the first frame of action 2.
"invisible_time" is the total number of frames in action 2.
"rad_time" is time delay for each frame of action 2.
"noise4" is the sound to play when doing action 2.
"pain_finished" is the effects to use when action 2 is done. Usually 0 for none, or 2 for a muzzle flash.
"t_width" is the frame number to do the effects and sound for action 2.
"walkframe" is the first walking frame.
"lip" is the total number of walking frames.
"lefty" is the time delay for each walking frame.
"noise1" is the sound to play while walking.
"count" is the minimum time delay for playing the walking sound.
"cnt" is the percent chance to play the sound while walking.
"speed" is the walking speed.
"ammo_cells" is the first running frame.
"ammo_shells" is the total number of running frames.
"currentammo" is the time delay for eash running frame.
"noise2" is the sound to play while running.
"ammo_nails" is the minimum time delay for playing the running sound.
"ammo_rockets" is the percent chance of playing the running frame.
"height" is the running speed.
"invincible_sound" is the first frame of dying.
"invincible_time" is the total number of frames for dying.
"radsuit_finished" is the frame delay time for dying.
"path" is the sound to play when dying.
"super_sound" is the effects to use when dying. Usually 0 for none, or 2 for a muzzle flash.
"invincible_finished" is the frame to do the effects and sound for dying.
Impulse# : Name
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0: player with a shotgun