User:Datiswous: Difference between revisions
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''If you're new to DarkRadiant, please note that the basic character AIs are depicted as headless bodies in DarkRadiant, because their default heads can be swapped for alternative heads if the mapper wishes to add variety. All available AI heads are listed under one of the subfolders in the table below, but separately from the subfolders of the AI character bodies.'' | ''If you're new to DarkRadiant, please note that the basic character AIs are depicted as headless bodies in DarkRadiant, because their default heads can be swapped for alternative heads if the mapper wishes to add variety. All available AI heads are listed under one of the subfolders in the table below, but separately from the subfolders of the AI character bodies.'' | ||
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!bgcolor=#d0d0e0 width="7%"|Subfolder(s) | !bgcolor=#d0d0e0 width="7%"|Subfolder(s) |
Revision as of 19:30, 26 March 2022
"AI" subfolder
If you're new to DarkRadiant, please note that the basic character AIs are depicted as headless bodies in DarkRadiant, because their default heads can be swapped for alternative heads if the mapper wishes to add variety. All available AI heads are listed under one of the subfolders in the table below, but separately from the subfolders of the AI character bodies.
Subfolder(s) | Entity image | Entity file name | Entity description | Notes |
---|---|---|---|---|
AAS_flood | N/A | aas100_flood | This will generate AAS for AI with AAS100 | |
N/A | aas32_flood | This will generate AAS for AI with AAS32 | ||
N/A | aas48_flood | This will generate AAS for AI with AAS48 | ||
N/A | aas96_flood | This will generate AAS for AI with AAS96 | ||
N/A | aas_elemental_flood | This will generate AAS for flying elementals. | ||
N/A | aas_flood_base | Don't use. Base class for all AAS flood entities. | Not for mapper use. | |
N/A | aas_rat_flood | This will generate AAS for rats. | ||
AI Combat Nodes | N/A | ai_attackcone | N/A | |
N/A | ai_attackcone_once | N/A | ||
N/A | ai_attackcone_turret | Attack cone where monster stands in place and uses normal range attack (if it has one). | ||
N/A | ai_lost_combat | Lost combat node. Monster will retreat to this position when he can no longer reach the player. | ||
Animals | atdm:ai_rat_small | N/A | An ordinary rat. | |
atdm:ai_spider_tiny | A regular old, tiny spider. Does not attack; for ambiance only. | |||
Animals/Horses | atdm:ai_animal_horse_tame1 | N/A | Stationary horse with idle animations. | |
atdm:ai_animal_horse_tame2 | N/A | Stationary horse with idle animations. | ||
atdm:ai_animal_horse_tame3 | N/A | Stationary horse with idle animations. | ||
atdm:ai_animal_horse_tame4 | N/A | Stationary horse with idle animations. | ||
atdm:ai_animal_horse_tame5 | N/A | Stationary horse with idle animations. | ||
Builders/Armed | atdm:ai_builder_guard | Builder Guards defend Church territory and sometimes enforce Church law. | ||
atdm:ai_builder_guard_lesser | Newer guards are given the more menial jobs while they earn their ceremonial armour. | |||
atdm:ai_builder_guard_rusted | N/A | |||
atdm:ai_builder_guard_rusted02 | N/A | |||
atdm:ai_builder_priest_combatant | N/A | |||
Builders/Unarmed | atdm:ai_builder_acolyte | Builder Acolytes are the lowest rank of the clergy. | ||
atdm:ai_builder_forger | A valued member of the church who works in the Builder Forges. | |||
atdm:ai_builder_guard_rusted_unarmed | A Builder Guard in rusted, rotten armour. Only prisoners, the lost, or the mad would be seen in such a state. | |||
atdm:ai_builder_priest | Builder Priests have authority over church territory. | |||
Commoners/Armed | atdm:ai_guard_female_rogue | Flaunting social conventions, this woman carries a sword and knows how to use it. | ||
atdm:ai_beggar_armed | A desperate beggar, pauper, or urban pagan, armed. Note: By default, the beggar team is not hostile to the player. | |||
atdm:ai_townsfolk_commoner_archer | This is an untrained peasant who happens to have a bow. | |||
atdm:ai_townsfolk_commoner_armed | This is an untrained peasant who happens to be armed. | |||
atdm:ai_townsfolk_wench_armed | A generic woman, armed. | |||
Commoners/Armed/Citywatch | atdm:ai_citywatch | A regular member of the City Watch, charged with keeping the rule of law in the streets of Bridgeport. | ||
atdm:ai_citywatch_archer | An archer member of the City Watch. | |||
atdm:ai_citywatch_elite | An elite member of the City Watch, assigned to guard the wealthiest areas of the city, or as captains over other wards. | |||
atdm:ai_citywatch_lesser | A less trained, poorly equiped member of the City Watch, generally working in poorer areas of the city. | |||
Commoners/Armed/Foreigners | atdm:ai_moor | A foreigner from the southern continent across the sea. | ||
atdm:ai_moor02 | A foreigner from the southern continent across the sea. | |||
Commoners/Armed/Guards | atdm:ai_guard_archer_01 | A generic archer for hire. | ||
atdm:ai_guard_elite | An elite guard with expensive equipment; works only for the wealthiest employers. | |||
atdm:ai_guard_elite_02 | Often former soldiers, these guards are highly trained and well equipped. | |||
atdm:ai_guard_generic_01 | A generic sword for hire. | |||
atdm:ai_guard_generic_01_pauldrons | A generic sword for hire, slightly more armoured. | |||
atdm:ai_guard_generic_01b | A generic sword for hire. | |||
atdm:ai_guard_generic_02 | Another generic sword for hire. | |||
atdm:ai_guard_thug | A crude hoodlum who enjoys having a reason to push people around. | |||
atdm:ai_proguard | A highly trained, professional guard for hire. | |||
atdm:ai_proguard_archer | A highly trained, professional archer for hire. | |||
Commoners/Armed/Pagans | atdm:ai_pagan_common_archer | A humble pagan, with a bow. | ||
atdm:ai_pagan_common_armed | A humble pagan, armed. | |||
Commoners/Armed/Thieves | atdm:ai_burglar | A stealthy thief, used to breaking into places he isn't supposed to be. Default vocals subject to change; to keep it, add 'def_vocal' 'atdm:ai_vocal_set_pro_guard_01' to entity. | ||
atdm:ai_burglar_professional | Rarest of all, this professional thief is well trained and very well equiped. Default vocals subject to change; to keep it, add 'def_vocal' 'atdm:ai_vocal_set_pro_guard_01' to entity. | |||
atdm:ai_burglar_professional_archer | Rarest of all, this professional thief is well trained and very well equiped. Uses bow in combat. Default vocals subject to change; to keep it, add 'def_vocal' 'atdm:ai_vocal_set_pro_guard_01' to entity. | |||
atdm:ai_female_rogue | Carries a weapon and knows how to defend herself. On the criminal team. Model subject to change. | |||
atdm:ai_female_thief | A professional criminal, this woman can hold her own against most men. | |||
atdm:ai_thief01 | Good at what he does, this thief is a few steps up from a common pickpocket. | |||
atdm:ai_thief02 | A run of the mill pickpocket. Thieves like this are a dime a dozen. | |||
atdm:ai_thief02_archer | A generic thief with bow. | |||
atdm:ai_thief_thug | A crude ruffian who uses his muscle to get what he wants. On the 'Criminal' Team. | |||
Commoners/Unarmed | atdm:ai_gentleman_scientist | Not every inventor is a member of the Inventor's Guild. It is common for wealthy gentlemen with a little bit of curiosity to examine the mysteries of anatomy, astrology and alchemy in their spare time. | ||
atdm:ai_labourer_wealthy01 | A well-off labourer, perhaps a master craftsmen. Carries a 50gp purse by default. | |||
atdm:ai_merchant01 | A generic, middle-class merchant. Carries a 50gp purse by default. | |||
atdm:ai_thug_unarmed | A crude scoundrel who is a coward at heart. | |||
atdm:ai_townsfolk_beggar | A ragged beggar, pauper, or urban pagan. Note: By default, the beggar team is not hostile to the player. | |||
atdm:ai_townsfolk_commoner | A generic engineer/blacksmith/miner character. | |||
atdm:ai_townsfolk_commoner_02 | This is a generic civilian, suitable for servants, merchants, or tradespeople. | |||
atdm:ai_townsfolk_engineer | A generic engineer/blacksmith/miner character. | |||
atdm:ai_townsfolk_female | A maidservant or common woman. | |||
atdm:ai_townsfolk_wench | A generic woman. | |||
atdm:ai_whore | A woman of loose morals. On the 'Street People' team, and thus neutral to the player. | |||
Commoners/Unarmed/Inventors | atdm:ai_inventor_scientist | A high-ranking member of the Inventor's Guild. | ||
Commoners/Unarmed/Pagans | atdm:ai_pagan_common | A humble pagan. | ||
Internal | N/A | atdm:ai_melee_set_base | Base class for melee difficulty sets (Do not use). | Not for mapper use. |
N/A | atdm:ai_melee_set_knife_novice_expert | N/A | ||
N/A | atdm:ai_melee_set_knife_novice_hard | N/A | ||
N/A | atdm:ai_melee_set_knife_novice_normal | N/A | ||
N/A | atdm:ai_melee_set_knife_skilled_expert | N/A | ||
N/A | atdm:ai_melee_set_knife_skilled_hard | N/A | ||
N/A | atdm:ai_melee_set_knife_skilled_normal | N/A | ||
N/A | atdm:ai_melee_set_knife_trained_expert | N/A | ||
N/A | atdm:ai_melee_set_knife_trained_hard | N/A | ||
N/A | atdm:ai_melee_set_knife_trained_normal | N/A | ||
N/A | atdm:ai_melee_set_novice_expert | N/A | ||
N/A | atdm:ai_melee_set_novice_hard | N/A | ||
N/A | atdm:ai_melee_set_novice_normal | N/A | ||
N/A | atdm:ai_melee_set_skilled_expert | N/A | ||
N/A | atdm:ai_melee_set_skilled_hard | N/A | ||
N/A | atdm:ai_melee_set_skilled_normal | N/A | ||
N/A | atdm:ai_melee_set_trained_expert | N/A | ||
N/A | atdm:ai_melee_set_trained_hard | N/A | ||
N/A | atdm:ai_melee_set_trained_normal | N/A | ||
Internal/Base Class | N/A | atdm:ai_archer_base | Don't use. Base class for all TDM AI with projectile weapons. | Not for mapper use. |
N/A | atdm:ai_base | Don't use. Base class for all TDM AI entities. | Not for mapper use. | |
N/A | atdm:ai_humanoid | Don't use. Base class for all TDM humanoid AI entities. | Not for mapper use. | |
N/A | atdm:ai_humanoid_newskel | Don't use. Base class for all TDM humanoid AI entities using new skeleton. | Not for mapper use. | |
N/A | atdm:ai_humanoid_undead | Don't use; base class for all undead. | Not for mapper use. | |
N/A | atdm:ai_humanoid_undead_newskel | Don't use; base class for all undead using new skeleton. | Not for mapper use. | |
N/A | atdm:ai_monster_base | Don't use. Base class for all TDM Monster AI entities. | Not for mapper use. | |
N/A | atdm:ai_undead_zombie_base | Don't use; base class for all zombies. | Not for mapper use. | |
N/A | atdm:ai_steambot_base | N/A | Not for mapper use. (Probably.) | |
Internal/Trainer | atdm:ai_trainer_melee_attack | AI melee trainer, trains player to make attacks. | ||
atdm:ai_trainer_melee_dummy_base | Base class for melee training dummy (do not use). | Not for mapper use. | ||
atdm:ai_trainer_melee_dummy_builder_guard | Builder guard melee training dummy. | |||
atdm:ai_trainer_melee_dummy_builder_guard_lesser | Lesser Builder guard melee training dummy. | |||
atdm:ai_trainer_melee_dummy_citywatch | Citywatch melee training dummy. | |||
atdm:ai_trainer_melee_dummy_commoner | Unarmored melee training dummy (uses commoner model). | |||
atdm:ai_trainer_melee_dummy_elite | Elite guard melee training dummy. | |||
atdm:ai_trainer_melee_dummy_proguard | Proguard melee training dummy. | |||
atdm:ai_trainer_melee_fast_base | Base class for fast AI melee trainer (do not use). | Not for mapper use. | ||
atdm:ai_trainer_melee_feint | AI melee trainer, trains player to make feint attacks. | |||
atdm:ai_trainer_melee_feint_fast | AI melee trainer, trains player to make feint attacks. | |||
atdm:ai_trainer_melee_parry | AI melee trainer, trains player to make parries. | |||
atdm:ai_trainer_melee_parry_fast | AI melee trainer, trains player to make parries. | |||
atdm:ai_trainer_melee_parry_feint | AI melee trainer, trains player to parry, then feint. | |||
atdm:ai_trainer_melee_parry_feint_fast | AI melee trainer, trains player to parry, then feint. | |||
atdm:ai_trainer_melee_parry_riposte | AI melee trainer, trains player to parry-riposte. | |||
atdm:ai_trainer_melee_parry_riposte_fast | AI melee trainer, trains player to parry-riposte. | |||
atdm:ai_trainer_melee_slow_base | Base class for slow AI melee trainer (do not use). | Not for mapper use. | ||
atdm:ai_trainer_melee_stophit_evade | AI melee trainer, trains player stophit and evade. | |||
atdm:ai_trainer_melee_stophit_evade_fast | AI melee trainer, trains player stophit and evade. | |||
atdm:ai_trainer_melee_stophit_parry_feint | AI melee trainer, trains player stophit, then parry and riposte with a feint attack. | |||
atdm:ai_trainer_melee_stophit_parry_riposte | AI melee trainer, trains player stophit, then parry-riposte. | |||
Internal/Vocal Sets | N/A | atdm:ai_vocal_kitchen | ||
N/A | atdm:ai_vocal_set_base | The default vocal set for AI, defines which sounds are played in the different situations. | ||
N/A | atdm:ai_vocal_set_builder_01 | Incomplete set: contains only a builder conversation, is the same as atdm:ai_vocal_set_builder_02. | ||
N/A | atdm:ai_vocal_set_builder_02 | Experienced; zealous; occasionaly uses archaic language; strong voice (suits builder guards). | ||
N/A | atdm:ai_vocal_set_builder_02_priest_armed | Experienced; zealous; occasionaly uses archaic language; strong voice (some specific lines tailored for priests). | ||
N/A | atdm:ai_vocal_set_builder_02_priest_civilian | N/A | ||
N/A | atdm:ai_vocal_set_builder_03_civilian | Strong voice, experienced, determined; archaic language; patient and somewhat monitone, talks about servitude, orthodoxy (suits builder guards, forgers, inquisitors, priests). | ||
N/A | atdm:ai_vocal_set_builder_03_guard | Strong voice, experienced, determined; archaic language; patient and somewhat monitone, talks about servitude, orthodoxy (suits builder guards, forgers, inquisitors, priests). | ||
N/A | atdm:ai_vocal_set_builder_04_civilian | Young; overzealous; slips out of archaic language sometimes; cliche scriptures, full of faith and burning with confidence, talks about doing great things. (suits builder guards, acolytes). | ||
N/A | atdm:ai_vocal_set_builder_04_guard | Young; overzealous; slips out of archaic language sometimes; cliche scriptures, full of faith and burning with confidence, talks about doing great things. (suits builder guards, acolytes). | ||
N/A | atdm:ai_vocal_set_commander_armed_01 | Slight northern accent. This character is used to leading other people. He is strong, confident and used to being listened to. He talks a lot about plans and organization. Suitable for guard leaders or noblemen. | ||
N/A | atdm:ai_vocal_set_commander_mage_01 | A strong, commandeering character, tailored to mages. Slight northern accent. | ||
N/A | atdm:ai_vocal_set_commander_unarmed_01 | This civilian is used to leading other people. Slight northern accent. He is strong, confident and used to being listened to. He talks a lot about plans and organization. Suitable for guard leaders or noblemen. | ||
N/A | atdm:ai_vocal_set_critic_armed_01 | A know-it all, well-spoken character, who always thinks he knows best. (Suits nobles, mages, or snooty guards.) | ||
N/A | atdm:ai_vocal_set_critic_inventor_armed_01 | A know-it all, well-spoken character. (suits commoners, generic guards). | ||
N/A | atdm:ai_vocal_set_critic_inventor_unarmed_01 | A know-it all, well-spoken character. (tailored to inventors). | ||
N/A | atdm:ai_vocal_set_critic_mage_01 | A know-it all, well-spoken character. (tailored to mages). | ||
N/A | atdm:ai_vocal_set_critic_unarmed_01 | A know-it all, well-spoken character, who always thinks he knows best. (Suits nobles, snooty servants.) | ||
N/A | atdm:ai_vocal_set_cynic_armed_01 | This is a cynical, hot-tempered character who complains a lot about his job. Suits guards. | ||
N/A | atdm:ai_vocal_set_cynic_citywatch | This citywatch is a cynical, hot-tempered character. Complains a lot about his job. | ||
N/A | atdm:ai_vocal_set_cynic_unarmed_01 | This civilian is a cynical, hot-tempered character who complains a lot about his job. | ||
N/A | atdm:ai_vocal_set_drunk_citywatch_01 | A gravelly-voiced, inebriated city watch of limited intelligence. | ||
N/A | atdm:ai_vocal_set_drunk_civilian_01 | A gravelly-voiced, inebriated character of limited intelligence. | ||
N/A | atdm:ai_vocal_set_drunk_guard_01 | A gravelly-voiced, inebriated guard of limited intelligence. | ||
N/A | atdm:ai_vocal_set_elemental | Default voices/noises for elementals. | ||
N/A | atdm:ai_vocal_set_grumbler_civilian_01 | A bored, seen-it-all character with a gravelly voice; complains a lot; uneducated; gruff, talks about his aches, pains, hunger, boredom, losing at gambling, etc (suits guards, forger, servants, commoners). | ||
N/A | atdm:ai_vocal_set_grumbler_drunk_01 | N/A | ||
N/A | atdm:ai_vocal_set_grumbler_guard_01 | A bored, seen-it-all character with a gravelly voice; complains a lot; uneducated; gruff, talks about his aches, pains, hunger, boredom, losing at gambling, etc (suits guards, forger, servants, commoners). | ||
N/A | atdm:ai_vocal_set_jack_beggar_01 | A generic beggar character, tends to complain. | ||
N/A | atdm:ai_vocal_set_jack_civilian_01 | A generic character, tends to complain. (Suits generic commoners.) | ||
N/A | atdm:ai_vocal_set_jack_cook_01 | A generic cook character, tends to complain. | ||
N/A | atdm:ai_vocal_set_jack_guard_01 | A generic character, tends to complain. (Suits commoners, generic guards.) | ||
N/A | atdm:ai_vocal_set_jack_labourer_01 | A generic labourer character, tends to complain. | ||
N/A | atdm:ai_vocal_set_jack_merchant_01 | A generic merchant character, tends to complain. | ||
N/A | atdm:ai_vocal_set_lady_01 | An aristocratic woman. | ||
N/A | atdm:ai_vocal_set_lady_02 | An aristocratic woman. | ||
N/A | atdm:ai_vocal_set_lady_armed_02 | An aristocratic woman, ready to fight. | ||
N/A | atdm:ai_vocal_set_lady_guard_01 | An aristocratic woman, ready to fight. | ||
N/A | atdm:ai_vocal_set_lord_civilian_01 | Strong voice; educated; arrogant and cold; dismissive, talks about himself and his own power/money. The Lord is used to being obeyed. (suits noblemen, elite guards, mages, inventor scientists). | ||
N/A | atdm:ai_vocal_set_lord_guard_01 | Strong voice; educated; arrogant and cold; dismissive, talks about himself and his own power/money. The Lord is used to being obeyed. (suits noblemen, elite guards, mages, inventor scientists). | ||
N/A | atdm:ai_vocal_set_maiden_armed_01 | This is a This is a young female from the common class. She is a probably a servant or tradeswoman. She is earnest and somewhat timid and used to being ordered around by her betters. | ||
N/A | atdm:ai_vocal_set_maiden_mage | This is a young female mage. She is earnest and somewhat timid. | ||
N/A | atdm:ai_vocal_set_maiden_unarmed_01 | This is a young female from the common class. She is a probably a servant or tradeswoman. She is earnest and somewhat timid and used to being ordered around by her betters. | ||
N/A | atdm:ai_vocal_set_moor_armed_01 | A foreign moor from the southern desert lands across the sea. | ||
N/A | atdm:ai_vocal_set_moor_mage | A foreign sorcerer from the southern desert lands across the sea. | ||
N/A | atdm:ai_vocal_set_moor_unarmed_01 | This civilian is a foreign moor from the southern desert lands across the sea. | ||
N/A | atdm:ai_vocal_set_mute | Empty vocal set for mute character, for testing, or as basis for new set with just a few utterances. | ||
N/A | atdm:ai_vocal_set_pro_civilian_01 | Professional, cool; uneducated but experienced; man of few words, very aware of his surroundings, often predicts the player's behaviour; talks about doing his job well (suits guards, elite guards, mages, thieves, inventors, nobles). | ||
N/A | atdm:ai_vocal_set_pro_guard_01 | Professional, cool; uneducated but experienced; man of few words, very aware of his surroundings, often predicts the player's behaviour; talks about doing his job well (suits guards, elite guards, mages, thieves, inventors, nobles). | ||
N/A | atdm:ai_vocal_set_pro_trainer | N/A | ||
N/A | atdm:ai_vocal_set_pro_trainer_feint | N/A | ||
N/A | atdm:ai_vocal_set_revenant_01 | Default voices/noises for revenants. | ||
N/A | atdm:ai_vocal_set_simpleton_civilian_01 | A simple, unintelligent character, who speaks in a slow, measured voice. He goes about his life dealing with the here and now, and doesn't think much about anything beyond what he's doing. Tends to state the obvious. | ||
N/A | atdm:ai_vocal_set_simpleton_guard_01 | A simple, unintelligent character, who speaks in a slow, measured voice. He goes about his life dealing with the here and now, and doesn't think much about anything beyond what he's doing. Tends to state the obvious. (Suits commoners, generic guards.) | ||
N/A | atdm:ai_vocal_set_spider01 | Default voices/noises for spiders. | ||
N/A | atdm:ai_vocal_set_thug_civilian_01 | Crude and crass; uneducated; violent; threatening voice, talks about gambling, bullying, whoring, and bodily functions; swears a lot (suits guards, commoners, thieves). | ||
N/A | atdm:ai_vocal_set_thug_guard_01 | Crude and crass; uneducated; violent; threatening voice, talks about gambling, bullying, whoring, and bodily functions; swears a lot (suits guards, commoners, thieves). | ||
N/A | atdm:ai_vocal_set_wench_barmaid_01 | A saucy barmaid. | ||
N/A | atdm:ai_vocal_set_wench_civilian_01 | A saucy woman, unarmed. | ||
N/A | atdm:ai_vocal_set_wench_guard_01 | A saucy woman, ready to fight. | ||
N/A | atdm:ai_vocal_set_wench_soft_civilian_01 | A softer spoken woman, unarmed. | ||
N/A | atdm:ai_vocal_set_wench_soft_guard_01 | A softer spoken woman, ready to fight. | ||
N/A | atdm:ai_vocal_set_wench_whore_01 | A lady of the night, unarmed. | ||
N/A | atdm:ai_vocal_set_werebeast_01 | Default voices/noises for werebeasts. | ||
N/A | atdm:ai_vocal_set_zombie_01 | Default voices/noises for zombies. | ||
Machines | atdm:ai_lantern_bot | N/A | Currently the only working in-game automaton. | |
N/A | atdm:ai_steambot_guard | N/A | Currently not operational in TDM. | |
Mages | atdm:ai_archmage01 | A rare and powerful member of the Hermetic Order with a powerful fireball attack. Note: behaviour subject to change in a future update. | ||
atdm:ai_archmage01_female | N/A | Female counterpart to the male archmage. | ||
atdm:ai_mage01 | A typical member of the Hermetic Order; relies primarily on melee attack. Note: behaviour subject to change in a future update. | |||
atdm:ai_mage01_female | N/A | Female counterpart to the male mage. | ||
atdm:ai_sorcerer_moor | A foreign sorcerer from the southern lands across the sea. | |||
Monsters/Elementals | atdm:ai_elemental | Fire Elemental. Added to TDM in version 2.05. | ||
Monsters/Giant Spiders | atdm:ai_spider | A giant spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly. | ||
atdm:ai_spider_child | A very large spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly. | |||
atdm:ai_spider_huge | A huge giant spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly. | |||
atdm:ai_spider_huge02 | A huge giant spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly. | |||
atdm:ai_spider_thin | A thinner giant spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly. | |||
Monsters/Shapeshifters | N/A | atdm:ai_monster_werebeast | A powerful shapeshifer, able to take the form of a beast. | Currently not operational in TDM. |
N/A | atdm:ai_monster_werebeast_crawler | A powerful shapeshifer, able to take the form of a beast, moves on all fours. | Currently not operational in TDM. | |
Monsters/Undead | atdm:ai_undead_revenant | The animated corpse of a Builder who was executed for the most grevious of heresies. | ||
atdm:ai_undead_skeleton | An unarmed skeleton who uses zombie animations. | |||
atdm:ai_undead_skeleton_armed | An old, bleached white skeleton, who carries a rusty sword. | |||
atdm:ai_undead_skeleton_bloody | A fresh, bloody skeleton; uses unarmed attack. | |||
atdm:ai_undead_skeleton_bloody_armed | A fresh, bloody skeleton, who carries a rusty sword. | |||
atdm:ai_undead_skeleton_dirty | Old, dirty skeleton; uses unarmed attack. | |||
atdm:ai_undead_skeleton_dirty_armed | Old, dirty skeleton, who carries a rusty sword. | |||
Monsters/Undead/Spirits | atdm:ai_builder_guard_ghost | Invisble shadow monster. | ||
atdm:ai_revenant_spirit | A skeletal spirit; uses default AI behaviour right now which isn't really appropriate for a ghost. Probably best used in scripted scenes. | |||
Monsters/Undead/Zombies | atdm:ai_undead_zombie | A walking corpse with gaping mouth. | ||
atdm:ai_undead_zombie_alt01 | A bloodier version of the default zombie. | |||
Nobles/Armed | atdm:ai_nobleman02_armed | An armed aristocrat. | ||
atdm:ai_nobleman_armed | N/A | |||
Nobles/Unarmed | atdm:ai_nobleman | A wealthy aristocrat. | ||
atdm:ai_nobleman02_unarmed | An unarmed aristocrat. | |||
atdm:ai_noblewoman01 | A wealthy aristocratic lady. | |||
Relations | TBA | atdm:team_relations | This entity sets up the team relationships for this map, extending and/or overriding the values read from the 'atdm:team_relations_default' entityDef. This entity will remove itself right after spawn. |
Forum member Destined was kind enough to compile a numerical list of AI characters in early 2016. It should be up to date even now.
"Func" subfolder
Subfolder(s) | Entity image | Entity file name | Entity description | Notes |
---|---|---|---|---|
None | N/A | atdm:func_shooter | An entity shooting projectiles in (regular) time intervals. | |
N/A | atdm:vanishing_platform | Create a brush, select it, then click 'Create entity' and select Info/atdm:start_platform. The platform will vanish after X seconds (default 5, adjustable with the spawnarg 'remove_delay' after the map start. If you place any item on it, link that item to the platform so it will get activated when the platform vanishes. | ||
N/A | func_aas_obstacle | Used to dynamically block off areas from monsters. Toggles on/off when triggered. | ||
N/A | func_aas_portal | Used to dynamically block off areas from monsters. Toggles on/off when triggered. | ||
N/A | func_activator | Non-displayed entity used to activate triggers when it touches them. Bind to a mover to have the mover activate a triggers as it moves. When target by triggers, activating the trigger will toggle the activator on and off. Activator will disable itself when it activates a trigger. | ||
N/A | func_animate | Object that changes animation when triggered. | ||
N/A | func_beam | Creates a beam from origin to origin of targeted func_beam. Turns on and off when triggered. Can only target one func_beam at a time and be targeted by one func_beam. | ||
N/A | func_camera_anim | Camera controlled by animation. | ||
N/A | func_cameraview | Simple Camera view, apply a rotation matrix, angle or target it at a target_null. | ||
N/A | func_clipmodel | Holder for a clip model which can be used by another entity. | ||
N/A | func_damagable | Breakable object. Fires targets and changes shader parms and model when damaged. When damaged, shader parm 3 is set to the current time, and shader parm 7 is set to either a random number from 1 to 'numstates', or to the value in 'forcestate' if it is non-zero. If you want an invisible texture, use common/collision. Make sure you func_remove it after it is shot if it's blocking an entrance. | ||
N/A | func_damage | Damages targeted entities when triggered. | ||
N/A | func_earthquake | Use to trigger earthquakes. The sound shader MUST have shakes set, this allows the sound system to provide a more realistic shake based on sound. | ||
N/A | func_emitter | Inherits from a func_static but is fixed size and shows a rotation arrow. Use it to orient particle models. Use the 'model' spawnarg to specify the particles. Trigger it to fade it in and/or out. | ||
N/A | func_explosion | Hidden object that explodes when activated. | ||
N/A | func_forcefield | Force field. | ||
N/A | func_fracture | b-rep brittle fracture (Breakable glass or other material | ||
N/A | func_fx | Spawns a special effect when triggered. | ||
N/A | func_liquid | Do not use directly, use atdm:water under Liquids instead! Applies liquid physics to entities. | ||
N/A | func_portal | Use to make triggerable portals or close/open portals with distance or depending on LOD bias. | ||
N/A | func_remove | Removes targeted entities from the game when triggered. | ||
N/A | func_securitycamera | Security camera. Orient the camera pointing at the start location, then it will sweep from that + sweepAngle and back. Uses the following sound shadersRemoves targeted entities from the game when triggered. | ||
N/A | func_smoke | Emits smoke via the smoke system. Set 'smoke' to the particle you want to appear. Bind it to a bone of an animation to emit smoke similar to actors. Trigger it to turn it on and off. This is not as efficient as 'func_emitter'. | ||
N/A | func_splat | Splats a decal based on the rotation angle. | ||
N/A | func_splinemover | Entity which stores a spline path. | ||
N/A | func_spring | Spring connecting two entities. | ||
N/A | func_static | A brush model that just sits there, doing nothing. Can be used for conditional walls and models. When triggered, toggles between visible and hidden (see hide). Entity is non-solid when hidden. | ||
N/A | func_teleporter | Teleports the player to its own origin and angle, when DoAction() is called on it. Use 'atdm:teleport' instead. | ||
N/A | func_waitforbutton | When activated, waits for the player to press the fire button and then activates its targets. Targeting entity toggles it on and off. | ||
N/A | urine_s | N/A | ||
Movers | atdm:numberwheel | N/A | ||
atdm:numberwheel_small | N/A | |||
N/A | func_bobbing | Generic bobbing entity. It will bob on the Z axis by default. | ||
N/A | func_cameratarget | Used to control camera view motion and camera view position motion. | ||
N/A | func_mover | Movers are objects meant to be controlled through scripts. | ||
N/A | func_mover_amodel | Mover with a model. Movers are objects meant to be controlled through scripts. | ||
N/A | func_pendulum | Pendulums always swing north / south on unrotated models. Add an angles field to the model to allow rotation in other directions. Pendulum frequency is a physical constant based on the length of the beam and gravity. | ||
N/A | func_plat | Standard Quake-style platform. | ||
N/A | func_riser | Simply rises or falls when triggered. | ||
N/A | func_rotating | Generic rotating entity. It will rotate around the Z axis by default. Targeting entity will cause it to start or stop rotating, and, depending on 'invert_on_trigger' will cause it to reverse its direction. | ||
N/A | func_shaking | Shaking object. Starts shaking at map start by default. Triggering entity turns it on and off. |