53 lines
1.8 KiB
Plaintext
53 lines
1.8 KiB
Plaintext
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;Note: Ignore distance is only checked if danger was produced by game_object.enemy with the exception of grenade and ent. corpse
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[danger_inertion] ;May use condlists from xr_condition
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grenade = 6000
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entity_corpse = 60000
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entity_attacked = 30000
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attacked = 120000
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bullet_ricochet = 250000
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enemy_sound = 45000
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attack_sound = 45000
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entity_death = 30000
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hit = 126000
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sound = 25000
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visual = 45000
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[danger_object] ;Ignore distances squared -- May use condlists from xr_condition
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grenade = 400
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entity_corpse = 10000
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entity_attacked = {=is_dark_night} 900, {=is_heavy_rain} 625, {=is_rain} 900, 2500
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attacked = 90000
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bullet_ricochet = 16
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enemy_sound = {=is_heavy_rain} 900, {=is_rain} 2500, 5625
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attack_sound = {=is_heavy_rain} 900, {=is_rain} 2500, 5625
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entity_death = {=is_heavy_rain} 225,{=is_rain} 400, 1000
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hit = 22500
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sound = {=is_heavy_rain} 900, {=is_rain} 2500, 5625
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visual = {=is_dark_night} 2500, {=is_heavy_rain} 8100,{=is_rain} 10000, 22500
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[danger_inertion_actor] ;May use condlists from xr_condition
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grenade = 6000
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entity_corpse = 60000
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entity_attacked = 30000
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attacked = 120000
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bullet_ricochet = 5000
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enemy_sound = 45000
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attack_sound = {=actor_enemy} 45000, 3000
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entity_death = 30000
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hit = 126000
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sound = 25000
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visual = 45000
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[danger_object_actor] ;Ignore distances squared -- May use condlists from xr_condition
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grenade = 400
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entity_corpse = 60000
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entity_attacked = {=is_dark_night} 900, {=is_heavy_rain} 625, {=is_rain} 900, 2500
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attacked = 90000
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bullet_ricochet = {=actor_enemy} 250000, 10000
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enemy_sound = {=is_heavy_rain} 900, {=is_rain} 2500, 5625
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attack_sound = {=is_heavy_rain} 900, {=is_rain} 2500, 5625
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entity_death = {=is_heavy_rain} 225,{=is_rain} 400, 1000
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hit = 22500
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sound = {=is_heavy_rain} 900, {=is_rain} 2500, 5625
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visual = {=is_dark_night} 2500, {=is_heavy_rain} 8100,{=is_rain} 10000, 22500
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