Divergent/mods/Dead Air XR Danger/gamedata/configs/ai_tweaks/xr_danger.ltx

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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
[danger_inertion] ;May use condlists from xr_condition
grenade = 6000
entity_corpse = 60000
entity_attacked = 30000
attacked = 120000
bullet_ricochet = 250000
enemy_sound = 45000
attack_sound = 45000
entity_death = 30000
hit = 126000
sound = 25000
visual = 45000
[danger_object] ;Ignore distances squared -- May use condlists from xr_condition
grenade = 400
entity_corpse = 10000
entity_attacked = {=is_dark_night} 900, {=is_heavy_rain} 625, {=is_rain} 900, 2500
attacked = 90000
bullet_ricochet = 16
enemy_sound = {=is_heavy_rain} 900, {=is_rain} 2500, 5625
attack_sound = {=is_heavy_rain} 900, {=is_rain} 2500, 5625
entity_death = {=is_heavy_rain} 225,{=is_rain} 400, 1000
hit = 22500
sound = {=is_heavy_rain} 900, {=is_rain} 2500, 5625
visual = {=is_dark_night} 2500, {=is_heavy_rain} 8100,{=is_rain} 10000, 22500
[danger_inertion_actor] ;May use condlists from xr_condition
grenade = 6000
entity_corpse = 60000
entity_attacked = 30000
attacked = 120000
bullet_ricochet = 5000
enemy_sound = 45000
attack_sound = {=actor_enemy} 45000, 3000
entity_death = 30000
hit = 126000
sound = 25000
visual = 45000
[danger_object_actor] ;Ignore distances squared -- May use condlists from xr_condition
grenade = 400
entity_corpse = 60000
entity_attacked = {=is_dark_night} 900, {=is_heavy_rain} 625, {=is_rain} 900, 2500
attacked = 90000
bullet_ricochet = {=actor_enemy} 250000, 10000
enemy_sound = {=is_heavy_rain} 900, {=is_rain} 2500, 5625
attack_sound = {=is_heavy_rain} 900, {=is_rain} 2500, 5625
entity_death = {=is_heavy_rain} 225,{=is_rain} 400, 1000
hit = 22500
sound = {=is_heavy_rain} 900, {=is_rain} 2500, 5625
visual = {=is_dark_night} 2500, {=is_heavy_rain} 8100,{=is_rain} 10000, 22500