actor_default
LevelEditor Info:
Usage: Generic target to point camera views at.
script_init: Script executed immediately after an spawning in.
script_first_sight: Script executed the first time an enemy sees a target.
script_sight: Script executed when a new target is sighted.
script_pain: Script executed when pain is taken.
script_damage: Script executed when any dmage is taken.
script_death: Script executed on death.
script_footstep: Script executed for each footstep generated.
script_onclick: Script executed when clicked on by the player.
forceWalk: Set to 1 to always use walk animations when moving (Default 0).
forceRun: Set to 1 to alwasy use run animations when moving (Default 0).
forceRush: Set to 1 to alwasy rush in to melee range with the current enemy (Default 0).
hideRange: Set min max range for distance to use when finding a place to hide from enemy (Default: 150 750).
leader: Set to name of actor which should be this actor's leader.
follows: Set to 1 to enable following when talked to (will override the talks keyword).
talk_turn: Set to 1 to turn towards the talk target before talking.
talks: Set to 1 to enable talking.
lipsync_talk_primary: First lipsync to use when talked to.
lipsync_talk_secondary: Second lipsync to use when talked to.
lipsync_talk_loop<#>: Lipsync to repeat after primary and secondary have been played (the first loop cycle is lipsync_talk_loop1).
anim_talk: Animation to use when talking.
anim_talk_primary: Animation to use when talking using primary lipsync.
anim_talk_secondary: Animation to use when talking using secondary lipsync.
anim_talk_loop<#>: Animation to use when talking using loop lipsync.
lipsync_follow: Lipsync to use when being asked to follow.
lipsync_stopfollow: Lipsync to use when being asked to stop following.
lipsync_busy: Lipsync to use when they are busy and cant talk.
lipsync_rush: Lipsync to use when ai decides to rush their enemy.
lipsync_cover: Lipsync to use when ai decides to take cover.
lipsync_loud_to_leadcover: Lipsync to use when in combat and moving to cover location near leader.
lipsync_loud_at_leadcover: Lipsync to use when in combat and reached cover location near leader.
lipsync_to_leadcover: Lipsync to use when moving to cover location near leader.
lipsync_at_leadcover: Lipsync to use when reached cover location near leader.
lipsync_flank: Lipsync to use when flanking enemy.
lipsync_moveup: Lipsync to use when advancing on enemy.
lipsync_fallback: Lipsync to use when retreating.
lipsync_checkfire: Lipsync to use when hit by a teammate's attack.
lipsync_grenade: Lipsync to use when a grenade lands nearby.
lipsync_throw_grenade: Lipsync to use when throwing a grenade.
lipsync_sniper: Lipsync to use when being shot at by a sniper.
lipsync_mandown: Lipsync to use when an ally dies nearby.
lipsync_victory: Lipsync to use when an enemy has been killed.
lipsync_watchit: Lipsync to use when an enemy is killed that was targetting a friendly.
lipsync_supressed: Lipsync to use when an enemy is using supressing fire on us.
lipsync_supressing: Lipsync to use when using supressing fire.
lipsync_closeone: Lipsync to use when an enemy's attack just misses.
lipsync_<shortname>_killed: Lipsync to use when an ally named <shortname> dies nearby.
lipsync_thanks: Lipsync to use when saying thanks for the player killing an enemy targetting a buddy.
lipsync_niceshot: Lipsync to use when congratulating the player for killing an enemy.
lipsync_traitor: Lipsync to use when the player kills a teammate.
lipsync_canihelpyou: Lipsync to use when the player stands in front of a friendly marine too long.
lipsync_enemy_back: Lipsync to use when enemy spotted behind.
lipsync_enemy_left: Lipsync to use when enemy spotted to the left.
lipsync_enemy_right: Lipsync to use when enemy spotted to the right.
lipsync_enemy_default: Lipsync to use when enemy spotted (not a specific direction).
objectivetitle_failed: Oobjective to fail when killed.
objectivetext_failed: Failed objective text to display when killed.
objectivetitle_completed: Objective to complete when killed.
objectivetext_completed: Completed objective text to display when killed.
Additional Information:
While you will likely never use actor_default itself in a level, most monsters and characters inherit from this class as a base, though not all keys will function on all entities. The information is listed here to minimize clutter in individual monster listings.
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