Mercenary
The mercenary has several special sets of idle animations accessible
through the following attributes - bButtonPusher, bTalker, and bSquatter.
If one of these attributes is set true, then these animations will play
whenever the mercenary is stopped (waiting, or stopped on patrol, etc.).
Note that for bTalker and bSquatter, the mercenary should be talking to
teammates (so that the conversation will be synchronized).
bHasInvulnerableShield, bCanFireWhileInvulnerable, and
invulnerableCharge are parameters which can be used to adjust the
Mercenary’s invulnerability capabilities.
Skaarj
The Skaarj has a special set of animations accessible through the
attribute bButtonPusher, which work in an analogous fashion to the
mercenary bButtonPusher animations. Also, bFakeDeath tells the skaarj
to remain laying down until a little after he sees the player. Note that
skaarj using bFakeDeath should be placed slightly above the floor, so
they don’t adjust out of the floor on first seeing the player (thereby giving
away the fact that they are not really a carcass).
Krall
The Krall has a special set of animations accessible through the attribute
bDicePlayer. Krall using these animations should be teamed with several other Krall
and closely arranged in a circle. The bSleeping attribute will make a Krall
play a sleeping animation and be very un-alert while waiting.
Nali
A Nali with orders "Guarding" will play his praying animations.
A Nali with orders "Ambushing" will play his meditating animation.
The bNeverbow attribute should only be used with Nali who have a
homebase (and only in well tested situations). When enabled, the Nali
will not stop and bow while retreating.
Birds
Although birds are flockpawns, they are added individually.
They have several different selectable behaviours. By default, they
will fly around randomly in an area whose size is
determined by their CircleRadius attribute. Note that this area should
be relatively free of obstructions, as birds are not smart.
If bCircle is set, they will soar around a circle with radius CircleRadius.
If GoalTag is set, they will not move until triggered, and then quickly fly
to their GoalActor. Birds are now unlit by default. If you want a bird to
show off cool light/shadows, then set its bUnlit property to false.
Birds that you don’t see no longer cost anything. However, be sure not
to use birds in big open areas where they can be seen from far away,
as the full cost of rendering their mesh still exists, even if they are
smaller than a pixel.
BirdsCow and Rabbit
The bStayClose attribute (on by default) specifies whether the creature
will wander around within its WanderRadius, rather than wandering randomly anywhere.
Pupae
Pupae can be placed and rotated onto any wall or ceiling initially. When
they see the player, they will drop off the wall/ceiling and go at the player.
Brute
The bTurret attribute when true will make the Brute stay in place and just fire at the player.
Warlord
The Mutilating orders are for hub one. The Warlord has a new attribute,
bTeleportWhenHurt, which causes him to teleport away rather than dying.
BiterFishSchool
The bNonAggressive attribute when true will make the fish ignore
the player. BiterFishSchools have a fishcolor attribute. 0 to 6 makes all the fish in
the school the same color, while a value larger than 6 gives them a random mix of colors.
Carcasses
You can add permanent creature and player carcasses
(they are a subclass of decoration). If a creature has multiple
deathanimations animations, you can select the death pose by changing
AnimSequence in the Display properties.
Carcass management note:
Carcasses are destroyed more quickly in zones that already have
reached their limit of carcasses. In less cluttered zones, carcasses will
never disappear or change forms before your eyes.
The MaxCarcasses attribute of zones sets the limit for "uncluttered"
carcasses in a zone. The default is now 3, which should be optimal
for most situations.
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