Trespasser Script Reference
This document describes the classes and values of the scripting used by Trespasser. The syntax of the script is that used by TresEd, the Trespasser Level Editor.
Script Reference:
General Script Classes
Trigger Classes
Trigger Actions
Notes:
- Default value “none” means value is optional and only used if specified.
- A ‘$’ object is one whose name begins with ‘$’ and is used by the physics engine.
- If restrictions (eg. “Named object must exist”) are not honored, Trespasser may behave oddly or crash.
- If a value is listed as “Must specify”, Trespasser may behave oddly or crash if the value is not specified.
Disclaimer: This page is work in progress, is far from complete, and has not been thoroughly checked so use it just as a guide.
General Script Classes and Values
Trespasser recognizes the following data types:
- bool
- A boolean logic state, can be either true or false
- char
- A single text character in ASCII, probably. Uses a single byte? Not used in any level.
- int
- An integer numerical value, stored in four bytes
- float
- A floating-point numerical value, stored as four bytes too.
- string
- A sequence of characters ending with a null character.
- object
- A structure that engulfs values of other types (including other objects). TresEd calls it “group”, but internally, the Trespasser executables use “object”. Throughout this document, “group” is used, until a newer version of TresEd adds support for “object” while keeping “group” for backwards compatibility.
Values are case sensitive and strongly typed. This means that if you type “moveable” instead of “Moveable” or “int Frame” instead of “float Frame”, Trespasser will ignore the value. Where the default value is listed as “must specify”, Trespasser may behave badly or even crash if the value is not specified.
The Class value determines the type of object, and all objects should specify it.
Type | Name | Default | Description |
string | Class | “CInstance” | Class of object, described below. |
Example:
group MyTerrainTexture = { string Class = "CTerrainObj" int Height = 1 string SoundMaterial = "Grass" }
Classes:
AI Command
CAnimal
CBackdrop
CEntityAttached
CEntityWater
CGun
CHitSpang
CInstance
CJoint
CLightDirectional
CMagnet or MasterMagnet
SlaveMagnet
CSocket
CMuzzleFlash
CParticles
CSky
CSubsystem
CTerrainObj
CTest
CWaterDisturbance or Disturbance
Player
Player Settings
Settings
Teleport
Marker
TerrainPlacement
<no Class specified>
IGNORE
See also Trigger classes
Possible classes, with unknown usage (not used in original levels): CHitSpang, CInput, CSocket, Default, Marker, TerrainExtent, CTest, CSubsystem.
AI Command
Specifies the sounds to use for CAnimals. See a level for examples.
Type | Name | Default | Description |
---|---|---|---|
int | Dinosaur | must specify | Indicates which dinosaur species these vocals are for. 0 = Raptor 1 = T-rex 2 = Parasaurolophus 3 = Triceratops 4 = Stegosaur 5 = Brach 6 = Albertosaur |
int | Vocal | must specify | Indicates to which vocal activity we are asigning sounds. Possible values are as follows: 0=Pain (Ouch), 1=Call (Help), 2=Roar (Howl), 3=Snarl, 4=Stalk (Croon), 5=Whimper, 6=Dying (Die), 7=Attack, 8=Bite, 9=Chew (Eat), 10=Drink, 11=Swallow, 12=Sniff, 13=Tear |
string | A00, A01, … | must specify | The name of the samples that can be played by this vocal activity. When the activity is executed, one of these sounds is chosen at random. |
group | A00, A01, … | must specify | Optional. Can be use instead of string AXX to specify when to open and close the mouth. Parameters listed below. |
string | Sample | must specify | The name of the corresponding sample for this group. |
float | Open | 0.0 ? | How long after the start of the sound the mouth should open, in seconds. |
float | Close | 0.0 ? | How long before the end of the sound the mouth should close, in seconds. |
Example:
group VocalTriceratopsRoar = { string Class = "AI Command" int Dinosaur = 3 int Vocal = 2 string A00 = "TRIC-CALL-03" string A01 = "TRIC-STLK-01" object A02 = { string Sample = "TRIC-WMPR-02" float Open = 0.1 float Close = 0.2 } }
Vocal values are as follows: 0=Pain, 1=Call, 2=Roar, 3=Snarl, 4=Stalk, 5=Whimper, 6=Dying, 7=Attack, 8=Bite, 9=Chew, 10=Drink, 11=Swallow, 12=Sniff, 13=Tear
CAnimal
A dinosaur, see a level for examples. See also the trigger actions “CSetAIAction”, “CSetAnimatePropertiesAction” and “CWakeAIAction”.
Type | Name | Default | Description |
---|---|---|---|
int | ArcheType | must specify | What this dino eats. A “Not-Anne” Carnivore has no interest in eating Anne, though they may still kill her if she gets in the way. 1 = Herbivore 0 = Carnivore -1 = Not-Anne Carnivore |
int | Dinosaur | must specify | Used by vocals (class AI Command). Not sure if it means anything more than which sounds to use. Could affect dino AI behaviour and/or physics (skeleton). 0 = Raptor 1 = T-rex 2 = Parasaurolophus 3 = Triceratops 4 = Stegosaur 5 = Brach 6 = Albertosaur |
int | Team | 0 | What team this dinosaur belongs to. Dinosaurs on the same team won’t fight each other, even if they are of different species. 0 (the default) means no team. |
float | WalkOver | -0.3 | Maximum obstacle relative height (to “hip” bone) over which the dinosaur can walk. Over this it must jump. |
float | JumpOver | 0.5 | Maximum obstacle relative height over which the dinosaur can jump. JumpOver > WalkOver |
float | WalkUnder | 3.0 | Minimum obstacle relative height under which the dinosaur can walk. Below this it must crouch. |
float | CrouchUnder | 2.0 | Minimum obstacle relative height under which the dinosaur can crouch. CrouchUnder < WalkUnder |
float | JumpDistance | 3.0 | Maximum distance the dino can try to jump. |
float | JumpUp | 1.0 | Maximum height the dino can try to jump. |
float | JumpDown | 1.0 | Maximum height from which the dino can jump without fear of suffering damage. |
float | UpAngle | unknown | Maximum angle the dino can try to climb up. |
float | DownAngle | unknown | Maximum angle the dino can try to climb down. |
float | Bravery | 0.5 | Dinosaur bravery. How much it’s willing to attack, from 0.0 to 1.0 |
float | HitPoints | 100.0 | Starting hitpoints of dinosaur, decreases with damage received. |
float | MaxHitPoints | 100.0 | Maximum hitpoints of dinosaur, if not specified equal to HitPoints. |
float | CriticalHit | unknown | Decrease in HitPoints due to a single damage hit that is considered critical. See also CCreatureTrigger. |
float | Regeneration | 1.0 | Rate at which the HitPoints are increased per second after receiving damage until reaching MaxHitPoints again. |
float | ReallyDie | -20.0 | Value at which the HitPoints don’t decrease anymore. |
float | DieRate | 1.0 | Rate at which the HitPoints decrease per second automatically after reaching a value equal or less than 0.0 until reaching ReallyDie. |
float | Width | 1.0 | Used by AI in movement calculations. |
float | Height | 1.0 | Used by AI in movement calculations. |
float | HeadReach | 2.0 | Used by AI in movement calculations. |
float | TailReach | 4.0 | Used by AI in movement calculations. |
float | ClawReach | unknown | Used by AI in movement calculations involving removed ActClaw activity. |
float | MoveableMass | 0.5 | The maximum mass an object can have for the AI to move it, from 0.0 to 1.0. See AIMass. |
float | Speed | unknown | How fast the AI moves. |
float | Mouth | unknown | Not sure yet whether it’s how fast the AI opens and closes its mouth, or how wide it does. Need some more tests. |
Physics | |||
string | Type | must specify | Arrangement of physics boxes: “Trike” = Four legged creature “Raptor” = Two legged creature “TRex” = Two legged creature, seems to be the same as Raptor Possibly it also defines the basic skeleton arrangement for the dino (number of joints and parent/child relationships between them), with any additional joints being defined based on the NumJoints, NumDoubleJoints and related values like Ratio and RotationRatio (see). |
int | PVA | must specify | Physics Vertex Assignment. Always -2 in original levels, meaning “read from t-scripts”. At some point the old meshes like the Green Rex may have used other values for predefined assignments for each one, but that would prevent addition of new dinosaurs unless they had exactly the same arrangement of triangles and vertices. |
float | WakeUp | 30.0 | Distance from the player at which the physics of the animal are activated. |
float | Sleep | 30.0 | Distance from the player at which the physics of the animal are deactivated. Sleep >= WakeUp |
string | Head | must specify | Physics object used for collisions. (Named ‘$’ object must exist.) |
string | Neck | must specify | Physics object used for collisions. Posssibly meant at one time for Brachiosaurus? (Named ‘$’ object must exist.) |
string | Body | must specify | Physics object used for collisions. (Named ‘$’ object must exist.) |
string | Tail | must specify | Physics object used for collisions. (Named ‘$’ object must exist.) |
string | Foot, LeftFoot, RightFoot, LeftRearFoot, RightRearFoot |
unknown | Physics objects used for collisions. In the original levels these are not set – Trespasser uses default foot models. They can be set, though. For two-legged creatures, use “Foot” for the right foot, and “LeftFoot” for the left one. For four-legged creatures, use “Foot” for the right rear foot, “LeftRearFoot” for the left one, and “RightFoot” and “LeftFoot” for both front feet. (Named ‘$’ objects must exist.) |
int | NumJoints | must specify | Number of joints (not including double joints). If there are more than the basic number defined by the Type parameter (21 for bipeds, 29 for quadrupeds), the new ones may stay in a fixed position relative to the “hip” bone. See CJoint . |
int | NumDoubleJoints | must specify | Number of interpolated joints. They never include any of the basic bones defined by the Type parameter. These don’t stay fixed but instead move together with the bones between which they have been interpolated according to the corresponding parameters. See CJoint . |
bool | ReverseKnees | false | If set to true, the knees will bend the other way in quadrupeds. |
Pathfinding | |||
bool | TerrainPathfinding | true | If true, AI will use pathfinding to move around the terrain. Set to false for dinos in difficult places (see raptor at Harbor in Lab level, Rexes and Para outside Town, Alberto and Rex in Ascent or Raptors in Summit) so that they only guide themselves by AI boxes instead. |
float | SenseTerrain | unknown | Maximum distance at which AI will sense the terrain around for pathfinding calculations. |
float | SenseObjects | unknown | Maximum distance at which AI will sense objects around for pathfinding calculations. |
float | SenseAnimates | unknown | Maximum distance at which AI will sense other animates around for pathfinding calculations. |
int | MaxNodes | must specify | Maximum number of pathfinding nodes the AI can “learn”/store. |
float | MaxPathLength | unknown | Maximum distance at which AI will perform pathfinding calculations. |
float | NodesPerSecond | unknown | How many pathfinding nodes the AI calculates per second. |
float | TimeToForgetNode | unknown | How long the AI remembers a node without using it. |
float | TimeToForgetNode | unknown | How long the AI remembers anything it’s “seen” (sensed) after not seeing it anymore. |
int | MaxAStarSteps | must specify | Maximum number of steps the AI will take while pathfinding? |
Emotions | |||
float | Fear | 0.2 | Starting value for dinosaur’s fear. Valid range is 0.0-1.0. 0.0 = fearless, 1.0 = panic attack |
float | Love | 0.2 | Starting value for dinosaur’s love. Valid range is 0.0-1.0. 0.0 = no affection for anything, 1.0 = full of love |
float | Anger | 0.2 | Starting value for dinosaur’s anger. Valid range is 0.0-1.0. 0.0 = at peace with the world, 1.0 = really angry |
float | Curiosity | 0.2 | Starting value for dinosaur’s curiosity. Valid range is 0.0-1.0. 0.0 = not interested in anything, 1.0 = would be dead if it were a cat |
float | Hunger | 0.5 | Starting value for dinosaur’s hunger. Valid range is 0.0-1.0. 0.0 = won’t eat, 1.0 = will eat anything in sight |
float | Thirst | 0.5 | Starting value for dinosaur’s thirst. Valid range is 0.0-1.0. 0.0 = won’t drink, 1.0 = until the last drop |
float | Fatigue | 0.0 | Starting value for dinosaur’s fatigue. Valid range is 0.0-1.0. Decreases slowly with time. 0.0 = full of vitality, 1.0 = about to drop on the floor |
float | Pain | 0.0 | Starting value for dinosaur’s pain. Valid range is 0.0-1.0. Decreases quickly with time. 0.0 = nothing to care about, 1.0 = agonizing in pain |
float | Solidity | 1.0 | Starting value for dinosaur’s solidity (fear of hitting solid objects). Valid range is 0.0-1.0. 0.0 = as if things weren’t there, 1.0 = will take care not to break anything |
float | HumanFear | 0.2 | Dinosaur’s fear towards player. Valid range is 0.0-1.0. If not specified, same as Fear. |
float | HumanLove | 0.2 | Dinosaur’s love towards player. Valid range is 0.0-1.0. If not specified, same as Love. |
float | HumanAnger | 0.2 | Dinosaur’s anger towards player. Valid range is 0.0-1.0. If not specified, same as Anger. |
float | HumanCuriosity | 0.2 | Dinosaur’s curiosity towards player. Valid range is 0.0-1.0. If not specified, same as Curiosity. |
float | HumanHunger | 0.5 | Dinosaur’s hunger towards player. Valid range is 0.0-1.0. If not specified, same as Hunger. |
float | HumanThirst | 0.5 | Dinosaur’s thirst towards player. Valid range is 0.0-1.0. If not specified, same as Thirst. |
float | HumanFatigue | 0.0 | Dinosaur’s fatigue towards player. Valid range is 0.0-1.0. If not specified, same as Fatigue. |
float | HumanPain | 0.0 | Dinosaur’s pain towards player. Valid range is 0.0-1.0. If not specified, same as Pain. |
float | HumanSolidity | 1.0 | Dinosaur’s solidity towards player. Valid range is 0.0-1.0. If not specified, same as Solidity. |
float | DamageFear | 0.0 | Factor for increase in dinosaur’s fear when taking damage. Fear = Fear + DamageFear * Gun_Damage * $Object_Armour / MaxHitPoints |
float | DamageLove | 0.0 | Factor for increase in dinosaur’s love when taking damage. Love = Love + DamageLove * Gun_Damage * $Object_Armour / MaxHitPoints Use negative values to decrease (otherwise, you’re looking at “amor serrano” – “highlands love”: “the more you beat me, the more I love you”). |
float | DamageAnger | 0.0 | Factor for increase in dinosaur’s anger when taking damage. Anger = Anger + DamageAnger * Gun_Damage * $Object_Armour / MaxHitPoints |
float | DamageCuriosity | 0.0 | Factor for increase in dinosaur’s curiosity when taking damage. Curiosity = Curiosity + DamageCuriosity * Gun_Damage * $Object_Armour / MaxHitPoints Use negative values to decrease. |
float | DamageHunger | 0.0 | Factor for increase in dinosaur’s hunger when taking damage. Hunger = Hunger + DamageHunger * Gun_Damage * $Object_Armour / MaxHitPoints |
float | DamageThirst | 0.0 | Factor for increase in dinosaur’s thirst when taking damage. Thirst = Thirst + DamageThirst * Gun_Damage * $Object_Armour / MaxHitPoints |
float | DamageFatigue | 0.0 | Factor for increase in dinosaur’s fatigue when taking damage. Fatigue = Fatigue + DamageFatigue * Gun_Damage * $Object_Armour / MaxHitPoints |
float | DamagePain | 0.0 | Factor for increase in dinosaur’s pain when taking damage. Pain = Pain + DamagePain * Gun_Damage * $Object_Armour / MaxHitPoints |
float | DamageSolidity | 0.0 | Factor for increase in dinosaur’s solidity when taking damage. Solidity = Solidity + DamageSolidity * Gun_Damage * $Object_Armour / MaxHitPoints Use negative values to decrease. |
Activities | |||
bool | ActEat | false | Move head to target, chew noisily. Maybe lift head while chewing. |
float | ActEatFear | -10.0 | Rating feeling, how much the Fear emotion influences in the ActEat activity. Valid range: -10.0 to 10.0. For example, Anger and Hunger will have a great influence in ActBite, while Love and Fatigue affect it negatively, and Pain will have a great influence on ActOuch. It’s likely disabled activities like ActJump have simply had their default values set to 0, so the activity is never triggered… |
float | ActEatLove | -10.0 | Rating feeling, how much the Love emotion influences in the ActEat activity. Valid range: -10.0 to 10.0. |
float | ActEatAnger | -10.0 | Rating feeling, how much the Anger emotion influences in the ActEat activity. Valid range: -10.0 to 10.0. |
float | ActEatCuriosity | 0.0 | Rating feeling, how much the Curiosity emotion influences in the ActEat activity. Valid range: -10.0 to 10.0. |
float | ActEatHunger | 3.0 | Rating feeling, how much the Hunger emotion influences in the ActEat activity. Valid range: -10.0 to 10.0. |
float | ActEatThirst | 0.0 | Rating feeling, how much the Thirst emotion influences in the ActEat activity. Valid range: -10.0 to 10.0. |
float | ActEatFatigue | -10.0 | Rating feeling, how much the Fatigue emotion influences in the ActEat activity. Valid range: -10.0 to 10.0. |
float | ActEatPain | -10.0 | Rating feeling, how much the Pain emotion influences in the ActEat activity. Valid range: -10.0 to 10.0. |
float | ActEatSolidity | 0.0 | Rating feeling, how much the Solidity emotion influences in the ActEat activity. Valid range: -10.0 to 10.0. |
bool | ActBite | false | Attempts to bite target. Move head to target. Opens mouth when close, closes mouth when on target. See also BiteTargetDistance. |
float | ActBiteFear | 0.0 | Rating feeling, how much the Fear emotion influences in the ActBite activity. Valid range: -10.0 to 10.0. |
float | ActBiteLove | -4.0 | Rating feeling, how much the Love emotion influences in the ActBite activity. Valid range: -10.0 to 10.0. |
float | ActBiteAnger | 5.0 | Rating feeling, how much the Anger emotion influences in the ActBite activity. Valid range: -10.0 to 10.0. |
float | ActBiteCuriosity | 0.0 | Rating feeling, how much the Curiosity emotion influences in the ActBite activity. Valid range: -10.0 to 10.0. |
float | ActBiteHunger | 5.0 | Rating feeling, how much the Hunger emotion influences in the ActBite activity. Valid range: -10.0 to 10.0. |
float | ActBiteThirst | 0.0 | Rating feeling, how much the Thirst emotion influences in the ActBite activity. Valid range: -10.0 to 10.0. |
float | ActBiteFatigue | -3.0 | Rating feeling, how much the Fatigue emotion influences in the ActBite activity. Valid range: -10.0 to 10.0. |
float | ActBitePain | 0.0 | Rating feeling, how much the Pain emotion influences in the ActBite activity. Valid range: -10.0 to 10.0. |
float | ActBiteSolidity | 0.0 | Rating feeling, how much the Solidity emotion influences in the ActBite activity. Valid range: -10.0 to 10.0. |
bool | ActFeint | false | A fake bite. Stops just short of the target. Requires ActJumpBack to be cool. See also FeintTargetDistance. |
float | ActFeintFear | 0.0 | Rating feeling, how much the Fear emotion influences in the ActFeint activity. Valid range: -10.0 to 10.0. |
float | ActFeintLove | 0.0 | Rating feeling, how much the Love emotion influences in the ActFeint activity. Valid range: -10.0 to 10.0. |
float | ActFeintAnger | 2.0 | Rating feeling, how much the Anger emotion influences in the ActFeint activity. Valid range: -10.0 to 10.0. |
float | ActFeintCuriosity | 0.0 | Rating feeling, how much the Curiosity emotion influences in the ActFeint activity. Valid range: -10.0 to 10.0. |
float | ActFeintHunger | 2.0 | Rating feeling, how much the Hunger emotion influences in the ActFeint activity. Valid range: -10.0 to 10.0. |
float | ActFeintThirst | 0.0 | Rating feeling, how much the Thirst emotion influences in the ActFeint activity. Valid range: -10.0 to 10.0. |
float | ActFeintFatigue | -4.0 | Rating feeling, how much the Fatigue emotion influences in the ActFeint activity. Valid range: -10.0 to 10.0. |
float | ActFeintPain | 0.0 | Rating feeling, how much the Pain emotion influences in the ActFeint activity. Valid range: -10.0 to 10.0. |
float | ActFeintSolidity | 0.0 | Rating feeling, how much the Solidity emotion influences in the ActFeint activity. Valid range: -10.0 to 10.0. |
bool | ActRam | false | The dinosaur hits the target with its head physics box. Put head down and run through target. Should try to keep running past a bit. The head physics box needs a damage value. |
float | ActRamFear | -2.0 | Rating feeling, how much the Fear emotion influences in the ActRam activity. Valid range: -10.0 to 10.0. |
float | ActRamLove | -1.0 | Rating feeling, how much the Love emotion influences in the ActRam activity. Valid range: -10.0 to 10.0. |
float | ActRamAnger | 3.0 | Rating feeling, how much the Anger emotion influences in the ActRam activity. Valid range: -10.0 to 10.0. |
float | ActRamCuriosity | 0.0 | Rating feeling, how much the Curiosity emotion influences in the ActRam activity. Valid range: -10.0 to 10.0. |
float | ActRamHunger | 0.0 | Rating feeling, how much the Hunger emotion influences in the ActRam activity. Valid range: -10.0 to 10.0. |
float | ActRamThirst | 0.0 | Rating feeling, how much the Thirst emotion influences in the ActRam activity. Valid range: -10.0 to 10.0. |
float | ActRamFatigue | 0.0 | Rating feeling, how much the Fatigue emotion influences in the ActRam activity. Valid range: -10.0 to 10.0. |
float | ActRamPain | -0.5 | Rating feeling, how much the Pain emotion influences in the ActRam activity. Valid range: -10.0 to 10.0. |
float | ActRamSolidity | -0.2 | Rating feeling, how much the Solidity emotion influences in the ActRam activity. Valid range: -10.0 to 10.0. |
bool | ActDrink | false | Move head to target, slurp noisily. Jiggle the head up and down a tad. |
float | ActDrinkFear | -5.0 | Rating feeling, how much the Fear emotion influences in the ActDrink activity. Valid range: -10.0 to 10.0. |
float | ActDrinkLove | 0.0 | Rating feeling, how much the Love emotion influences in the ActDrink activity. Valid range: -10.0 to 10.0. |
float | ActDrinkAnger | 0.0 | Rating feeling, how much the Anger emotion influences in the ActDrink activity. Valid range: -10.0 to 10.0. |
float | ActDrinkCuriosity | 0.0 | Rating feeling, how much the Curiosity emotion influences in the ActDrink activity. Valid range: -10.0 to 10.0. |
float | ActDrinkHunger | 0.0 | Rating feeling, how much the Hunger emotion influences in the ActDrink activity. Valid range: -10.0 to 10.0. |
float | ActDrinkThirst | 5.0 | Rating feeling, how much the Thirst emotion influences in the ActDrink activity. Valid range: -10.0 to 10.0. |
float | ActDrinkFatigue | 0.0 | Rating feeling, how much the Fatigue emotion influences in the ActDrink activity. Valid range: -10.0 to 10.0. |
float | ActDrinkPain | -5.0 | Rating feeling, how much the Pain emotion influences in the ActDrink activity. Valid range: -10.0 to 10.0. |
float | ActDrinkSolidity | 0.0 | Rating feeling, how much the Solidity emotion influences in the ActDrink activity. Valid range: -10.0 to 10.0. |
bool | ActJumpBite | false | Not implemented? Leap into the air and bite the target. Not useful, but very cinematic. |
float | ActJumpBiteFear | -5.0 | Rating feeling, how much the Fear emotion influences in the ActJumpBite activity. Valid range: -10.0 to 10.0. |
float | ActJumpBiteLove | 0.0 | Rating feeling, how much the Love emotion influences in the ActJumpBite activity. Valid range: -10.0 to 10.0. |
float | ActJumpBiteAnger | 0.0 | Rating feeling, how much the Anger emotion influences in the ActJumpBite activity. Valid range: -10.0 to 10.0. |
float | ActJumpBiteCuriosity | 1.0 | Rating feeling, how much the Curiosity emotion influences in the ActJumpBite activity. Valid range: -10.0 to 10.0. |
float | ActJumpBiteHunger | 0.0 | Rating feeling, how much the Hunger emotion influences in the ActJumpBite activity. Valid range: -10.0 to 10.0. |
float | ActJumpBiteThirst | 5.0 | Rating feeling, how much the Thirst emotion influences in the ActJumpBite activity. Valid range: -10.0 to 10.0. |
float | ActJumpBiteFatigue | 0.0 | Rating feeling, how much the Fatigue emotion influences in the ActJumpBite activity. Valid range: -10.0 to 10.0. |
float | ActJumpBitePain | -5.0 | Rating feeling, how much the Pain emotion influences in the ActJumpBite activity. Valid range: -10.0 to 10.0. |
float | ActJumpBiteSolidity | 0.0 | Rating feeling, how much the Solidity emotion influences in the ActJumpBite activity. Valid range: -10.0 to 10.0. |
bool | ActShoulderCharge | false | Not implemented? The dinosaur hits the target with its body physics box, mostly using the shoulder area. The body physics box needs a damage value. Like Ram, but instead of hitting with the head we try to hit with the side of the neck (or shoulder, if we are lucky). |
float | ActShoulderChargeFear | -2.0 | Rating feeling, how much the Fear emotion influences in the ActShoulderCharge activity. Valid range: -10.0 to 10.0. |
float | ActShoulderChargeLove | -1.0 | Rating feeling, how much the Love emotion influences in the ActShoulderCharge activity. Valid range: -10.0 to 10.0. |
float | ActShoulderChargeAnger | 3.0 | Rating feeling, how much the Anger emotion influences in the ActShoulderCharge activity. Valid range: -10.0 to 10.0. |
float | ActShoulderChargeCuriosity | 0.0 | Rating feeling, how much the Curiosity emotion influences in the ActShoulderCharge activity. Valid range: -10.0 to 10.0. |
float | ActShoulderChargeHunger | 0.0 | Rating feeling, how much the Hunger emotion influences in the ActShoulderCharge activity. Valid range: -10.0 to 10.0. |
float | ActShoulderChargeThirst | 0.0 | Rating feeling, how much the Thirst emotion influences in the ActShoulderCharge activity. Valid range: -10.0 to 10.0. |
float | ActShoulderChargeFatigue | 0.0 | Rating feeling, how much the Fatigue emotion influences in the ActShoulderCharge activity. Valid range: -10.0 to 10.0. |
float | ActShoulderChargePain | -0.5 | Rating feeling, how much the Pain emotion influences in the ActShoulderCharge activity. Valid range: -10.0 to 10.0. |
float | ActShoulderChargeSolidity | -0.2 | Rating feeling, how much the Solidity emotion influences in the ActShoulderCharge activity. Valid range: -10.0 to 10.0. |
bool | ActTailSwipe | false | Lash tail at target. The dinosaur hits the target with its tail physics box. It will run backward while doing this action. The tail physics box needs a damage value. |
float | ActTailSwipeFear | -2.0 | Rating feeling, how much the Fear emotion influences in the ActTailSwipe activity. Valid range: -10.0 to 10.0. |
float | ActTailSwipeLove | -1.0 | Rating feeling, how much the Love emotion influences in the ActTailSwipe activity. Valid range: -10.0 to 10.0. |
float | ActTailSwipeAnger | 3.0 | Rating feeling, how much the Anger emotion influences in the ActTailSwipe activity. Valid range: -10.0 to 10.0. |
float | ActTailSwipeCuriosity | 0.0 | Rating feeling, how much the Curiosity emotion influences in the ActTailSwipe activity. Valid range: -10.0 to 10.0. |
float | ActTailSwipeHunger | 0.0 | Rating feeling, how much the Hunger emotion influences in the ActTailSwipe activity. Valid range: -10.0 to 10.0. |
float | ActTailSwipeThirst | 0.0 | Rating feeling, how much the Thirst emotion influences in the ActTailSwipe activity. Valid range: -10.0 to 10.0. |
float | ActTailSwipeFatigue | 0.0 | Rating feeling, how much the Fatigue emotion influences in the ActTailSwipe activity. Valid range: -10.0 to 10.0. |
float | ActTailSwipePain | -0.5 | Rating feeling, how much the Pain emotion influences in the ActTailSwipe activity. Valid range: -10.0 to 10.0. |
float | ActTailSwipeSolidity | -0.2 | Rating feeling, how much the Solidity emotion influences in the ActTailSwipe activity. Valid range: -10.0 to 10.0. |
bool | ActOuch | false | Not implemented? Make a sound. Use vocal cube with “int Vocal = 0”. |
float | ActOuchFear | 0.0 | Rating feeling, how much the Fear emotion influences in the ActOuch activity. Valid range: -10.0 to 10.0. |
float | ActOuchLove | 0.0 | Rating feeling, how much the Love emotion influences in the ActOuch activity. Valid range: -10.0 to 10.0. |
float | ActOuchAnger | 0.0 | Rating feeling, how much the Anger emotion influences in the ActOuch activity. Valid range: -10.0 to 10.0. |
float | ActOuchCuriosity | 0.0 | Rating feeling, how much the Curiosity emotion influences in the ActOuch activity. Valid range: -10.0 to 10.0. |
float | ActOuchHunger | 0.0 | Rating feeling, how much the Hunger emotion influences in the ActOuch activity. Valid range: -10.0 to 10.0. |
float | ActOuchThirst | 0.0 | Rating feeling, how much the Thirst emotion influences in the ActOuch activity. Valid range: -10.0 to 10.0. |
float | ActOuchFatigue | 0.0 | Rating feeling, how much the Fatigue emotion influences in the ActOuch activity. Valid range: -10.0 to 10.0. |
float | ActOuchPain | 5.0 | Rating feeling, how much the Pain emotion influences in the ActOuch activity. Valid range: -10.0 to 10.0. |
float | ActOuchSolidity | 0.0 | Rating feeling, how much the Solidity emotion influences in the ActOuch activity. Valid range: -10.0 to 10.0. |
bool | ActHelp | false | Not implemented? Make a sound. Use vocal cube with “int Vocal = 1”. |
float | ActHelpFear | 1.0 | Rating feeling, how much the Fear emotion influences in the ActHelp activity. Valid range: -10.0 to 10.0. |
float | ActHelpLove | 0.0 | Rating feeling, how much the Love emotion influences in the ActHelp activity. Valid range: -10.0 to 10.0. |
float | ActHelpAnger | 0.0 | Rating feeling, how much the Anger emotion influences in the ActHelp activity. Valid range: -10.0 to 10.0. |
float | ActHelpCuriosity | 2.0 | Rating feeling, how much the Curiosity emotion influences in the ActHelp activity. Valid range: -10.0 to 10.0. |
float | ActHelpHunger | 0.0 | Rating feeling, how much the Hunger emotion influences in the ActHelp activity. Valid range: -10.0 to 10.0. |
float | ActHelpThirst | 0.0 | Rating feeling, how much the Thirst emotion influences in the ActHelp activity. Valid range: -10.0 to 10.0. |
float | ActHelpFatigue | 1.0 | Rating feeling, how much the Fatigue emotion influences in the ActHelp activity. Valid range: -10.0 to 10.0. |
float | ActHelpPain | 0.0 | Rating feeling, how much the Pain emotion influences in the ActHelp activity. Valid range: -10.0 to 10.0. |
float | ActHelpSolidity | 0.0 | Rating feeling, how much the Solidity emotion influences in the ActHelp activity. Valid range: -10.0 to 10.0. |
bool | ActHowl | false | Not implemented? Make a sound. Use vocal cube with “int Vocal = 2”. |
float | ActHowlFear | -3.0 | Rating feeling, how much the Fear emotion influences in the ActHowl activity. Valid range: -10.0 to 10.0. |
float | ActHowlLove | 0.0 | Rating feeling, how much the Love emotion influences in the ActHowl activity. Valid range: -10.0 to 10.0. |
float | ActHowlAnger | 0.0 | Rating feeling, how much the Anger emotion influences in the ActHowl activity. Valid range: -10.0 to 10.0. |
float | ActHowlCuriosity | 1.0 | Rating feeling, how much the Curiosity emotion influences in the ActHowl activity. Valid range: -10.0 to 10.0. |
float | ActHowlHunger | 2.0 | Rating feeling, how much the Hunger emotion influences in the ActHowl activity. Valid range: -10.0 to 10.0. |
float | ActHowlThirst | 0.0 | Rating feeling, how much the Thirst emotion influences in the ActHowl activity. Valid range: -10.0 to 10.0. |
float | ActHowlFatigue | -3.0 | Rating feeling, how much the Fatigue emotion influences in the ActHowl activity. Valid range: -10.0 to 10.0. |
float | ActHowlPain | 0.0 | Rating feeling, how much the Pain emotion influences in the ActHowl activity. Valid range: -10.0 to 10.0. |
float | ActHowlSolidity | 0.0 | Rating feeling, how much the Solidity emotion influences in the ActHowl activity. Valid range: -10.0 to 10.0. |
bool | ActSnarl | false | Make a sound. Use vocal cube with “int Vocal = 3”. |
float | ActSnarlFear | 0.0 | Rating feeling, how much the Fear emotion influences in the ActSnarl activity. Valid range: -10.0 to 10.0. |
float | ActSnarlLove | 0.0 | Rating feeling, how much the Love emotion influences in the ActSnarl activity. Valid range: -10.0 to 10.0. |
float | ActSnarlAnger | 3.0 | Rating feeling, how much the Anger emotion influences in the ActSnarl activity. Valid range: -10.0 to 10.0. |
float | ActSnarlCuriosity | 0.0 | Rating feeling, how much the Curiosity emotion influences in the ActSnarl activity. Valid range: -10.0 to 10.0. |
float | ActSnarlHunger | -5.0 | Rating feeling, how much the Hunger emotion influences in the ActSnarl activity. Valid range: -10.0 to 10.0. |
float | ActSnarlThirst | 0.0 | Rating feeling, how much the Thirst emotion influences in the ActSnarl activity. Valid range: -10.0 to 10.0. |
float | ActSnarlFatigue | -2.0 | Rating feeling, how much the Fatigue emotion influences in the ActSnarl activity. Valid range: -10.0 to 10.0. |
float | ActSnarlPain | 0.0 | Rating feeling, how much the Pain emotion influences in the ActSnarl activity. Valid range: -10.0 to 10.0. |
float | ActSnarlSolidity | 0.0 | Rating feeling, how much the Solidity emotion influences in the ActSnarl activity. Valid range: -10.0 to 10.0. |
bool | ActCroon | false | Make a sound. Use vocal cube with “int Vocal = 5”? |
float | ActCroonFear | -3.0 | Rating feeling, how much the Fear emotion influences in the ActCroon activity. Valid range: -10.0 to 10.0. |
float | ActCroonLove | 0.0 | Rating feeling, how much the Love emotion influences in the ActCroon activity. Valid range: -10.0 to 10.0. |
float | ActCroonAnger | -2.0 | Rating feeling, how much the Anger emotion influences in the ActCroon activity. Valid range: -10.0 to 10.0. |
float | ActCroonCuriosity | 0.0 | Rating feeling, how much the Curiosity emotion influences in the ActCroon activity. Valid range: -10.0 to 10.0. |
float | ActCroonHunger | 5.0 | Rating feeling, how much the Hunger emotion influences in the ActCroon activity. Valid range: -10.0 to 10.0. |
float | ActCroonThirst | 0.0 | Rating feeling, how much the Thirst emotion influences in the ActCroon activity. Valid range: -10.0 to 10.0. |
float | ActCroonFatigue | -8.0 | Rating feeling, how much the Fatigue emotion influences in the ActCroon activity. Valid range: -10.0 to 10.0. |
float | ActCroonPain | 0.0 | Rating feeling, how much the Pain emotion influences in the ActCroon activity. Valid range: -10.0 to 10.0. |
float | ActCroonSolidity | 0.0 | Rating feeling, how much the Solidity emotion influences in the ActCroon activity. Valid range: -10.0 to 10.0. |
bool | ActDie | false | Not implemented? Make a sound. Use vocal cube with “int Vocal = 6”. |
float | ActDieFear | 0.0 | Rating feeling, how much the Fear emotion influences in the ActDie activity. Valid range: -10.0 to 10.0. |
float | ActDieLove | 0.0 | Rating feeling, how much the Love emotion influences in the ActDie activity. Valid range: -10.0 to 10.0. |
float | ActDieAnger | 0.0 | Rating feeling, how much the Anger emotion influences in the ActDie activity. Valid range: -10.0 to 10.0. |
float | ActDieCuriosity | 0.0 | Rating feeling, how much the Curiosity emotion influences in the ActDie activity. Valid range: -10.0 to 10.0. |
float | ActDieHunger | 0.0 | Rating feeling, how much the Hunger emotion influences in the ActDie activity. Valid range: -10.0 to 10.0. |
float | ActDieThirst | 0.0 | Rating feeling, how much the Thirst emotion influences in the ActDie activity. Valid range: -10.0 to 10.0. |
float | ActDieFatigue | 1.0 | Rating feeling, how much the Fatigue emotion influences in the ActDie activity. Valid range: -10.0 to 10.0. |
float | ActDiePain | 0.0 | Rating feeling, how much the Pain emotion influences in the ActDie activity. Valid range: -10.0 to 10.0. |
float | ActDieSolidity | 0.0 | Rating feeling, how much the Solidity emotion influences in the ActDie activity. Valid range: -10.0 to 10.0. |
bool | ActMoveToward | false | Move body closer to the target. |
float | ActMoveTowardFear | -3.0 | Rating feeling, how much the Fear emotion influences in the ActMoveToward activity. Valid range: -10.0 to 10.0. |
float | ActMoveTowardLove | 0.0 | Rating feeling, how much the Love emotion influences in the ActMoveToward activity. Valid range: -10.0 to 10.0. |
float | ActMoveTowardAnger | 0.0 | Rating feeling, how much the Anger emotion influences in the ActMoveToward activity. Valid range: -10.0 to 10.0. |
float | ActMoveTowardCuriosity | 4.0 | Rating feeling, how much the Curiosity emotion influences in the ActMoveToward activity. Valid range: -10.0 to 10.0. |
float | ActMoveTowardHunger | 2.0 | Rating feeling, how much the Hunger emotion influences in the ActMoveToward activity. Valid range: -10.0 to 10.0. |
float | ActMoveTowardThirst | 2.0 | Rating feeling, how much the Thirst emotion influences in the ActMoveToward activity. Valid range: -10.0 to 10.0. |
float | ActMoveTowardFatigue | -3.0 | Rating feeling, how much the Fatigue emotion influences in the ActMoveToward activity. Valid range: -10.0 to 10.0. |
float | ActMoveTowardPain | -4.0 | Rating feeling, how much the Pain emotion influences in the ActMoveToward activity. Valid range: -10.0 to 10.0. |
float | ActMoveTowardSolidity | 0.0 | Rating feeling, how much the Solidity emotion influences in the ActMoveToward activity. Valid range: -10.0 to 10.0. |
bool | ActJump | false | Not implemented? Perform a jump. |
float | ActJumpFear | 1.0 | Rating feeling, how much the Fear emotion influences in the ActJump activity. Valid range: -10.0 to 10.0. |
float | ActJumpLove | 1.0 | Rating feeling, how much the Love emotion influences in the ActJump activity. Valid range: -10.0 to 10.0. |
float | ActJumpAnger | 1.0 | Rating feeling, how much the Anger emotion influences in the ActJump activity. Valid range: -10.0 to 10.0. |
float | ActJumpCuriosity | 0.0 | Rating feeling, how much the Curiosity emotion influences in the ActJump activity. Valid range: -10.0 to 10.0. |
float | ActJumpHunger | 1.0 | Rating feeling, how much the Hunger emotion influences in the ActJump activity. Valid range: -10.0 to 10.0. |
float | ActJumpThirst | 0.0 | Rating feeling, how much the Thirst emotion influences in the ActJump activity. Valid range: -10.0 to 10.0. |
float | ActJumpFatigue | 1.0 | Rating feeling, how much the Fatigue emotion influences in the ActJump activity. Valid range: -10.0 to 10.0. |
float | ActJumpPain | 1.0 | Rating feeling, how much the Pain emotion influences in the ActJump activity. Valid range: -10.0 to 10.0. |
float | ActJumpSolidity | 1.0 | Rating feeling, how much the Solidity emotion influences in the ActJump activity. Valid range: -10.0 to 10.0. |
bool | ActMoveAway | false | Not implemented? Move body farther from the target. |
float | ActMoveAwayFear | 4.0 | Rating feeling, how much the Fear emotion influences in the ActMoveAway activity. Valid range: -10.0 to 10.0. |
float | ActMoveAwayLove | 0.0 | Rating feeling, how much the Love emotion influences in the ActMoveAway activity. Valid range: -10.0 to 10.0. |
float | ActMoveAwayAnger | -2.0 | Rating feeling, how much the Anger emotion influences in the ActMoveAway activity. Valid range: -10.0 to 10.0. |
float | ActMoveAwayCuriosity | 0.0 | Rating feeling, how much the Curiosity emotion influences in the ActMoveAway activity. Valid range: -10.0 to 10.0. |
float | ActMoveAwayHunger | -1.0 | Rating feeling, how much the Hunger emotion influences in the ActMoveAway activity. Valid range: -10.0 to 10.0. |
float | ActMoveAwayThirst | 0.0 | Rating feeling, how much the Thirst emotion influences in the ActMoveAway activity. Valid range: -10.0 to 10.0. |
float | ActMoveAwayFatigue | 2.0 | Rating feeling, how much the Fatigue emotion influences in the ActMoveAway activity. Valid range: -10.0 to 10.0. |
float | ActMoveAwayPain | -1.0 | Rating feeling, how much the Pain emotion influences in the ActMoveAway activity. Valid range: -10.0 to 10.0. |
float | ActMoveAwaySolidity | 0.0 | Rating feeling, how much the Solidity emotion influences in the ActMoveAway activity. Valid range: -10.0 to 10.0. |
bool | ActDontTouch | false | Not implemented? The dino will not touch the player; use it with ActCircle. Make sure that you don’t touch target, but you can get close. |
float | ActDontTouchFear | 0.75 | Rating feeling, how much the Fear emotion influences in the ActDontTouch activity. Valid range: -10.0 to 10.0. |
float | ActDontTouchLove | 0.0 | Rating feeling, how much the Love emotion influences in the ActDontTouch activity. Valid range: -10.0 to 10.0. |
float | ActDontTouchAnger | 0.0 | Rating feeling, how much the Anger emotion influences in the ActDontTouch activity. Valid range: -10.0 to 10.0. |
float | ActDontTouchCuriosity | 0.0 | Rating feeling, how much the Curiosity emotion influences in the ActDontTouch activity. Valid range: -10.0 to 10.0. |
float | ActDontTouchHunger | 0.0 | Rating feeling, how much the Hunger emotion influences in the ActDontTouch activity. Valid range: -10.0 to 10.0. |
float | ActDontTouchThirst | 0.0 | Rating feeling, how much the Thirst emotion influences in the ActDontTouch activity. Valid range: -10.0 to 10.0. |
float | ActDontTouchFatigue | 0.0 | Rating feeling, how much the Fatigue emotion influences in the ActDontTouch activity. Valid range: -10.0 to 10.0. |
float | ActDontTouchPain | 0.0 | Rating feeling, how much the Pain emotion influences in the ActDontTouch activity. Valid range: -10.0 to 10.0. |
float | ActDontTouchSolidity | 0.75 | Rating feeling, how much the Solidity emotion influences in the ActDontTouch activity. Valid range: -10.0 to 10.0. |
bool | ActWander | false | Move about randomly. |
float | ActWanderFear | 0.0 | Rating feeling, how much the Fear emotion influences in the ActWander activity. Valid range: -10.0 to 10.0. |
float | ActWanderLove | 0.0 | Rating feeling, how much the Love emotion influences in the ActWander activity. Valid range: -10.0 to 10.0. |
float | ActWanderAnger | 0.0 | Rating feeling, how much the Anger emotion influences in the ActWander activity. Valid range: -10.0 to 10.0. |
float | ActWanderCuriosity | 0.005 | Rating feeling, how much the Curiosity emotion influences in the ActWander activity. Valid range: -10.0 to 10.0. |
float | ActWanderHunger | 0.005 | Rating feeling, how much the Hunger emotion influences in the ActWander activity. Valid range: -10.0 to 10.0. |
float | ActWanderThirst | 0.005 | Rating feeling, how much the Thirst emotion influences in the ActWander activity. Valid range: -10.0 to 10.0. |
float | ActWanderFatigue | 0.0 | Rating feeling, how much the Fatigue emotion influences in the ActWander activity. Valid range: -10.0 to 10.0. |
float | ActWanderPain | 0.0 | Rating feeling, how much the Pain emotion influences in the ActWander activity. Valid range: -10.0 to 10.0. |
float | ActWanderSolidity | 0.0 | Rating feeling, how much the Solidity emotion influences in the ActWander activity. Valid range: -10.0 to 10.0. |
bool | ActStalk | false | Not implemented? Follow target and make stalking sounds. Use vocal cube with “int Vocal = 4”. Move body closer to the target stealthily. Move slow, crouch a bit. |
float | ActStalkFear | -3.0 | Rating feeling, how much the Fear emotion influences in the ActStalk activity. Valid range: -10.0 to 10.0. |
float | ActStalkLove | -1.0 | Rating feeling, how much the Love emotion influences in the ActStalk activity. Valid range: -10.0 to 10.0. |
float | ActStalkAnger | 2.5 | Rating feeling, how much the Anger emotion influences in the ActStalk activity. Valid range: -10.0 to 10.0. |
float | ActStalkCuriosity | 0.0 | Rating feeling, how much the Curiosity emotion influences in the ActStalk activity. Valid range: -10.0 to 10.0. |
float | ActStalkHunger | 6.0 | Rating feeling, how much the Hunger emotion influences in the ActStalk activity. Valid range: -10.0 to 10.0. |
float | ActStalkThirst | 0.0 | Rating feeling, how much the Thirst emotion influences in the ActStalk activity. Valid range: -10.0 to 10.0. |
float | ActStalkFatigue | -4.0 | Rating feeling, how much the Fatigue emotion influences in the ActStalk activity. Valid range: -10.0 to 10.0. |
float | ActStalkPain | -4.0 | Rating feeling, how much the Pain emotion influences in the ActStalk activity. Valid range: -10.0 to 10.0. |
float | ActStalkSolidity | 0.0 | Rating feeling, how much the Solidity emotion influences in the ActStalk activity. Valid range: -10.0 to 10.0. |
bool | ActCircle | false | Not implemented? Dino will circle around target surrounding it. Move body in an orbit around the target. |
float | ActCircleFear | -1.0 | Rating feeling, how much the Fear emotion influences in the ActCircle activity. Valid range: -10.0 to 10.0. |
float | ActCircleLove | 0.0 | Rating feeling, how much the Love emotion influences in the ActCircle activity. Valid range: -10.0 to 10.0. |
float | ActCircleAnger | 1.0 | Rating feeling, how much the Anger emotion influences in the ActCircle activity. Valid range: -10.0 to 10.0. |
float | ActCircleCuriosity | 1.0 | Rating feeling, how much the Curiosity emotion influences in the ActCircle activity. Valid range: -10.0 to 10.0. |
float | ActCircleHunger | 1.0 | Rating feeling, how much the Hunger emotion influences in the ActCircle activity. Valid range: -10.0 to 10.0. |
float | ActCircleThirst | 0.0 | Rating feeling, how much the Thirst emotion influences in the ActCircle activity. Valid range: -10.0 to 10.0. |
float | ActCircleFatigue | -2.0 | Rating feeling, how much the Fatigue emotion influences in the ActCircle activity. Valid range: -10.0 to 10.0. |
float | ActCirclePain | -3.0 | Rating feeling, how much the Pain emotion influences in the ActCircle activity. Valid range: -10.0 to 10.0. |
float | ActCircleSolidity | 0.0 | Rating feeling, how much the Solidity emotion influences in the ActCircle activity. Valid range: -10.0 to 10.0. |
bool | ActStayNear | false | When you get far enough away, run back to target. See StayNearOK, StayNearMax and StayNearTarget. |
float | ActStayNearFear | 0.0 | Rating feeling, how much the Fear emotion influences in the ActStayNear activity. Valid range: -10.0 to 10.0. |
float | ActStayNearLove | 4.0 | Rating feeling, how much the Love emotion influences in the ActStayNear activity. Valid range: -10.0 to 10.0. |
float | ActStayNearAnger | 0.0 | Rating feeling, how much the Anger emotion influences in the ActStayNear activity. Valid range: -10.0 to 10.0. |
float | ActStayNearCuriosity | 0.0 | Rating feeling, how much the Curiosity emotion influences in the ActStayNear activity. Valid range: -10.0 to 10.0. |
float | ActStayNearHunger | 0.0 | Rating feeling, how much the Hunger emotion influences in the ActStayNear activity. Valid range: -10.0 to 10.0. |
float | ActStayNearThirst | 0.0 | Rating feeling, how much the Thirst emotion influences in the ActStayNear activity. Valid range: -10.0 to 10.0. |
float | ActStayNearFatigue | 0.0 | Rating feeling, how much the Fatigue emotion influences in the ActStayNear activity. Valid range: -10.0 to 10.0. |
float | ActStayNearPain | 0.0 | Rating feeling, how much the Pain emotion influences in the ActStayNear activity. Valid range: -10.0 to 10.0. |
float | ActStayNearSolidity | 0.0 | Rating feeling, how much the Solidity emotion influences in the ActStayNear activity. Valid range: -10.0 to 10.0. |
bool | ActStayAway | false | Stay away from target. See StayAwayOK, StayAwayMin and StayAwayTarget. |
float | ActStayAwayFear | 4.0 | Rating feeling, how much the Fear emotion influences in the ActStayAway activity. Valid range: -10.0 to 10.0. |
float | ActStayAwayLove | 0.0 | Rating feeling, how much the Love emotion influences in the ActStayAway activity. Valid range: -10.0 to 10.0. |
float | ActStayAwayAnger | 0.0 | Rating feeling, how much the Anger emotion influences in the ActStayAway activity. Valid range: -10.0 to 10.0. |
float | ActStayAwayCuriosity | 0.0 | Rating feeling, how much the Curiosity emotion influences in the ActStayAway activity. Valid range: -10.0 to 10.0. |
float | ActStayAwayHunger | 0.0 | Rating feeling, how much the Hunger emotion influences in the ActStayAway activity. Valid range: -10.0 to 10.0. |
float | ActStayAwayThirst | 0.0 | Rating feeling, how much the Thirst emotion influences in the ActStayAway activity. Valid range: -10.0 to 10.0. |
float | ActStayAwayFatigue | 0.0 | Rating feeling, how much the Fatigue emotion influences in the ActStayAway activity. Valid range: -10.0 to 10.0. |
float | ActStayAwayPain | 0.0 | Rating feeling, how much the Pain emotion influences in the ActStayAway activity. Valid range: -10.0 to 10.0. |
float | ActStayAwaySolidity | 0.0 | Rating feeling, how much the Solidity emotion influences in the ActStayAway activity. Valid range: -10.0 to 10.0. |
bool | ActFlee | false | Move body away from target at top speed. |
float | ActFleeFear | 8.0 | Rating feeling, how much the Fear emotion influences in the ActFlee activity. Valid range: -10.0 to 10.0. |
float | ActFleeLove | -8.0 | Rating feeling, how much the Love emotion influences in the ActFlee activity. Valid range: -10.0 to 10.0. |
float | ActFleeAnger | -8.0 | Rating feeling, how much the Anger emotion influences in the ActFlee activity. Valid range: -10.0 to 10.0. |
float | ActFleeCuriosity | 0.0 | Rating feeling, how much the Curiosity emotion influences in the ActFlee activity. Valid range: -10.0 to 10.0. |
float | ActFleeHunger | 0.0 | Rating feeling, how much the Hunger emotion influences in the ActFlee activity. Valid range: -10.0 to 10.0. |
float | ActFleeThirst | 0.0 | Rating feeling, how much the Thirst emotion influences in the ActFlee activity. Valid range: -10.0 to 10.0. |
float | ActFleeFatigue | 8.0 | Rating feeling, how much the Fatigue emotion influences in the ActFlee activity. Valid range: -10.0 to 10.0. |
float | ActFleePain | 8.0 | Rating feeling, how much the Pain emotion influences in the ActFlee activity. Valid range: -10.0 to 10.0. |
float | ActFleeSolidity | 0.0 | Rating feeling, how much the Solidity emotion influences in the ActFlee activity. Valid range: -10.0 to 10.0. |
bool | ActPursue | false | Move towards the target at top speed. |
float | ActPursueFear | -3.0 | Rating feeling, how much the Fear emotion influences in the ActPursue activity. Valid range: -10.0 to 10.0. |
float | ActPursueLove | -1.0 | Rating feeling, how much the Love emotion influences in the ActPursue activity. Valid range: -10.0 to 10.0. |
float | ActPursueAnger | 4.5 | Rating feeling, how much the Anger emotion influences in the ActPursue activity. Valid range: -10.0 to 10.0. |
float | ActPursueCuriosity | 0.0 | Rating feeling, how much the Curiosity emotion influences in the ActPursue activity. Valid range: -10.0 to 10.0. |
float | ActPursueHunger | 4.0 | Rating feeling, how much the Hunger emotion influences in the ActPursue activity. Valid range: -10.0 to 10.0. |
float | ActPursueThirst | 0.0 | Rating feeling, how much the Thirst emotion influences in the ActPursue activity. Valid range: -10.0 to 10.0. |
float | ActPursueFatigue | -4.0 | Rating feeling, how much the Fatigue emotion influences in the ActPursue activity. Valid range: -10.0 to 10.0. |
float | ActPursuePain | -4.0 | Rating feeling, how much the Pain emotion influences in the ActPursue activity. Valid range: -10.0 to 10.0. |
float | ActPursueSolidity | 0.0 | Rating feeling, how much the Solidity emotion influences in the ActPursue activity. Valid range: -10.0 to 10.0. |
bool | ActJumpBack | false | A quick retreat. |
float | ActJumpBackFear | 4.0 | Rating feeling, how much the Fear emotion influences in the ActJumpBack activity. Valid range: -10.0 to 10.0. |
float | ActJumpBackLove | -3.0 | Rating feeling, how much the Love emotion influences in the ActJumpBack activity. Valid range: -10.0 to 10.0. |
float | ActJumpBackAnger | 2.0 | Rating feeling, how much the Anger emotion influences in the ActJumpBack activity. Valid range: -10.0 to 10.0. |
float | ActJumpBackCuriosity | 0.0 | Rating feeling, how much the Curiosity emotion influences in the ActJumpBack activity. Valid range: -10.0 to 10.0. |
float | ActJumpBackHunger | 2.0 | Rating feeling, how much the Hunger emotion influences in the ActJumpBack activity. Valid range: -10.0 to 10.0. |
float | ActJumpBackThirst | 0.0 | Rating feeling, how much the Thirst emotion influences in the ActJumpBack activity. Valid range: -10.0 to 10.0. |
float | ActJumpBackFatigue | 4.0 | Rating feeling, how much the Fatigue emotion influences in the ActJumpBack activity. Valid range: -10.0 to 10.0. |
float | ActJumpBackPain | 4.0 | Rating feeling, how much the Pain emotion influences in the ActJumpBack activity. Valid range: -10.0 to 10.0. |
float | ActJumpBackSolidity | 0.0 | Rating feeling, how much the Solidity emotion influences in the ActJumpBack activity. Valid range: -10.0 to 10.0. |
bool | ActGetOut | false | Move body outside thing it is inside. Pathfinding fix. This will help dinos get unstuck. |
float | ActGetOutFear | 4.0 | Rating feeling, how much the Fear emotion influences in the ActGetOut activity. Valid range: -10.0 to 10.0. |
float | ActGetOutLove | -1.0 | Rating feeling, how much the Love emotion influences in the ActGetOut activity. Valid range: -10.0 to 10.0. |
float | ActGetOutAnger | 2.0 | Rating feeling, how much the Anger emotion influences in the ActGetOut activity. Valid range: -10.0 to 10.0. |
float | ActGetOutCuriosity | 0.0 | Rating feeling, how much the Curiosity emotion influences in the ActGetOut activity. Valid range: -10.0 to 10.0. |
float | ActGetOutHunger | 2.0 | Rating feeling, how much the Hunger emotion influences in the ActGetOut activity. Valid range: -10.0 to 10.0. |
float | ActGetOutThirst | 0.0 | Rating feeling, how much the Thirst emotion influences in the ActGetOut activity. Valid range: -10.0 to 10.0. |
float | ActGetOutFatigue | 0.0 | Rating feeling, how much the Fatigue emotion influences in the ActGetOut activity. Valid range: -10.0 to 10.0. |
float | ActGetOutPain | 4.0 | Rating feeling, how much the Pain emotion influences in the ActGetOut activity. Valid range: -10.0 to 10.0. |
float | ActGetOutSolidity | 0.0 | Rating feeling, how much the Solidity emotion influences in the ActGetOut activity. Valid range: -10.0 to 10.0. |
bool | ActApproach | false | Perform a cinematic approach. Zig, zag, and show the profile. |
float | ActApproachFear | -1.0 | Rating feeling, how much the Fear emotion influences in the ActApproach activity. Valid range: -10.0 to 10.0. |
float | ActApproachLove | -1.0 | Rating feeling, how much the Love emotion influences in the ActApproach activity. Valid range: -10.0 to 10.0. |
float | ActApproachAnger | 4.5 | Rating feeling, how much the Anger emotion influences in the ActApproach activity. Valid range: -10.0 to 10.0. |
float | ActApproachCuriosity | 0.0 | Rating feeling, how much the Curiosity emotion influences in the ActApproach activity. Valid range: -10.0 to 10.0. |
float | ActApproachHunger | 4.0 | Rating feeling, how much the Hunger emotion influences in the ActApproach activity. Valid range: -10.0 to 10.0. |
float | ActApproachThirst | 0.0 | Rating feeling, how much the Thirst emotion influences in the ActApproach activity. Valid range: -10.0 to 10.0. |
float | ActApproachFatigue | -4.0 | Rating feeling, how much the Fatigue emotion influences in the ActApproach activity. Valid range: -10.0 to 10.0. |
float | ActApproachPain | -4.0 | Rating feeling, how much the Pain emotion influences in the ActApproach activity. Valid range: -10.0 to 10.0. |
float | ActApproachSolidity | 0.0 | Rating feeling, how much the Solidity emotion influences in the ActApproach activity. Valid range: -10.0 to 10.0. |
bool | ActDash | false | Not implemented? Move body in a random direction for ten meters. Good for compies and frantic dinos. |
float | ActDashFear | 1.5 | Rating feeling, how much the Fear emotion influences in the ActDash activity. Valid range: -10.0 to 10.0. |
float | ActDashLove | 0.0 | Rating feeling, how much the Love emotion influences in the ActDash activity. Valid range: -10.0 to 10.0. |
float | ActDashAnger | 1.5 | Rating feeling, how much the Anger emotion influences in the ActDash activity. Valid range: -10.0 to 10.0. |
float | ActDashCuriosity | 0.0 | Rating feeling, how much the Curiosity emotion influences in the ActDash activity. Valid range: -10.0 to 10.0. |
float | ActDashHunger | 1.5 | Rating feeling, how much the Hunger emotion influences in the ActDash activity. Valid range: -10.0 to 10.0. |
float | ActDashThirst | 0.0 | Rating feeling, how much the Thirst emotion influences in the ActDash activity. Valid range: -10.0 to 10.0. |
float | ActDashFatigue | 0.0 | Rating feeling, how much the Fatigue emotion influences in the ActDash activity. Valid range: -10.0 to 10.0. |
float | ActDashPain | 4.5 | Rating feeling, how much the Pain emotion influences in the ActDash activity. Valid range: -10.0 to 10.0. |
float | ActDashSolidity | 0.0 | Rating feeling, how much the Solidity emotion influences in the ActDash activity. Valid range: -10.0 to 10.0. |
bool | ActMoveBy | false | Perform a run-by. |
float | ActMoveByFear | -2.0 | Rating feeling, how much the Fear emotion influences in the ActMoveBy activity. Valid range: -10.0 to 10.0. |
float | ActMoveByLove | -1.0 | Rating feeling, how much the Love emotion influences in the ActMoveBy activity. Valid range: -10.0 to 10.0. |
float | ActMoveByAnger | 3.0 | Rating feeling, how much the Anger emotion influences in the ActMoveBy activity. Valid range: -10.0 to 10.0. |
float | ActMoveByCuriosity | 0.0 | Rating feeling, how much the Curiosity emotion influences in the ActMoveBy activity. Valid range: -10.0 to 10.0. |
float | ActMoveByHunger | 4.0 | Rating feeling, how much the Hunger emotion influences in the ActMoveBy activity. Valid range: -10.0 to 10.0. |
float | ActMoveByThirst | 0.0 | Rating feeling, how much the Thirst emotion influences in the ActMoveBy activity. Valid range: -10.0 to 10.0. |
float | ActMoveByFatigue | -3.0 | Rating feeling, how much the Fatigue emotion influences in the ActMoveBy activity. Valid range: -10.0 to 10.0. |
float | ActMoveByPain | -3.0 | Rating feeling, how much the Pain emotion influences in the ActMoveBy activity. Valid range: -10.0 to 10.0. |
float | ActMoveBySolidity | 0.0 | Rating feeling, how much the Solidity emotion influences in the ActMoveBy activity. Valid range: -10.0 to 10.0. |
bool | ActLookAt | false | Not implemented? Dino will look at target without doing anything else. Turn head so we are looking at target. |
float | ActLookAtFear | 0.0 | Rating feeling, how much the Fear emotion influences in the ActLookAt activity. Valid range: -10.0 to 10.0. |
float | ActLookAtLove | 0.0 | Rating feeling, how much the Love emotion influences in the ActLookAt activity. Valid range: -10.0 to 10.0. |
float | ActLookAtAnger | 0.0 | Rating feeling, how much the Anger emotion influences in the ActLookAt activity. Valid range: -10.0 to 10.0. |
float | ActLookAtCuriosity | 2.0 | Rating feeling, how much the Curiosity emotion influences in the ActLookAt activity. Valid range: -10.0 to 10.0. |
float | ActLookAtHunger | 0.0 | Rating feeling, how much the Hunger emotion influences in the ActLookAt activity. Valid range: -10.0 to 10.0. |
float | ActLookAtThirst | 0.0 | Rating feeling, how much the Thirst emotion influences in the ActLookAt activity. Valid range: -10.0 to 10.0. |
float | ActLookAtFatigue | 0.0 | Rating feeling, how much the Fatigue emotion influences in the ActLookAt activity. Valid range: -10.0 to 10.0. |
float | ActLookAtPain | 0.0 | Rating feeling, how much the Pain emotion influences in the ActLookAt activity. Valid range: -10.0 to 10.0. |
float | ActLookAtSolidity | 0.0 | Rating feeling, how much the Solidity emotion influences in the ActLookAt activity. Valid range: -10.0 to 10.0. |
bool | ActTaste | false | Not implemented? Dino takes a little nibble at the back of the target. Move head to target slowly, open mouth slightly, and make a licking sound. |
float | ActTasteFear | 0.0 | Rating feeling, how much the Fear emotion influences in the ActTaste activity. Valid range: -10.0 to 10.0. |
float | ActTasteLove | 0.0 | Rating feeling, how much the Love emotion influences in the ActTaste activity. Valid range: -10.0 to 10.0. |
float | ActTasteAnger | 0.0 | Rating feeling, how much the Anger emotion influences in the ActTaste activity. Valid range: -10.0 to 10.0. |
float | ActTasteCuriosity | 2.0 | Rating feeling, how much the Curiosity emotion influences in the ActTaste activity. Valid range: -10.0 to 10.0. |
float | ActTasteHunger | 0.0 | Rating feeling, how much the Hunger emotion influences in the ActTaste activity. Valid range: -10.0 to 10.0. |
float | ActTasteThirst | 0.0 | Rating feeling, how much the Thirst emotion influences in the ActTaste activity. Valid range: -10.0 to 10.0. |
float | ActTasteFatigue | 0.0 | Rating feeling, how much the Fatigue emotion influences in the ActTaste activity. Valid range: -10.0 to 10.0. |
float | ActTastePain | 0.0 | Rating feeling, how much the Pain emotion influences in the ActTaste activity. Valid range: -10.0 to 10.0. |
float | ActTasteSolidity | 0.0 | Rating feeling, how much the Solidity emotion influences in the ActTaste activity. Valid range: -10.0 to 10.0. |
bool | ActSniffTarget | false | Move head to target slowly, close mouth, and make a sniffing sound. Use vocal cube with “int Vocal = 12”. |
float | ActSniffTargetFear | 0.0 | Rating feeling, how much the Fear emotion influences in the ActSniffTarget activity. Valid range: -10.0 to 10.0. |
float | ActSniffTargetLove | 0.0 | Rating feeling, how much the Love emotion influences in the ActSniffTarget activity. Valid range: -10.0 to 10.0. |
float | ActSniffTargetAnger | 0.0 | Rating feeling, how much the Anger emotion influences in the ActSniffTarget activity. Valid range: -10.0 to 10.0. |
float | ActSniffTargetCuriosity | 2.0 | Rating feeling, how much the Curiosity emotion influences in the ActSniffTarget activity. Valid range: -10.0 to 10.0. |
float | ActSniffTargetHunger | 0.0 | Rating feeling, how much the Hunger emotion influences in the ActSniffTarget activity. Valid range: -10.0 to 10.0. |
float | ActSniffTargetThirst | 0.0 | Rating feeling, how much the Thirst emotion influences in the ActSniffTarget activity. Valid range: -10.0 to 10.0. |
float | ActSniffTargetFatigue | 0.0 | Rating feeling, how much the Fatigue emotion influences in the ActSniffTarget activity. Valid range: -10.0 to 10.0. |
float | ActSniffTargetPain | 0.0 | Rating feeling, how much the Pain emotion influences in the ActSniffTarget activity. Valid range: -10.0 to 10.0. |
float | ActSniffTargetSolidity | 0.0 | Rating feeling, how much the Solidity emotion influences in the ActSniffTarget activity. Valid range: -10.0 to 10.0. |
bool | ActCockHead | false | Look at target, but cock head. Maybe twist it a bit to give one eye a good view. |
float | ActCockHeadFear | 0.0 | Rating feeling, how much the Fear emotion influences in the ActCockHead activity. Valid range: -10.0 to 10.0. |
float | ActCockHeadLove | 0.0 | Rating feeling, how much the Love emotion influences in the ActCockHead activity. Valid range: -10.0 to 10.0. |
float | ActCockHeadAnger | 0.0 | Rating feeling, how much the Anger emotion influences in the ActCockHead activity. Valid range: -10.0 to 10.0. |
float | ActCockHeadCuriosity | 2.0 | Rating feeling, how much the Curiosity emotion influences in the ActCockHead activity. Valid range: -10.0 to 10.0. |
float | ActCockHeadHunger | 0.0 | Rating feeling, how much the Hunger emotion influences in the ActCockHead activity. Valid range: -10.0 to 10.0. |
float | ActCockHeadThirst | 0.0 | Rating feeling, how much the Thirst emotion influences in the ActCockHead activity. Valid range: -10.0 to 10.0. |
float | ActCockHeadFatigue | 0.0 | Rating feeling, how much the Fatigue emotion influences in the ActCockHead activity. Valid range: -10.0 to 10.0. |
float | ActCockHeadPain | 0.0 | Rating feeling, how much the Pain emotion influences in the ActCockHead activity. Valid range: -10.0 to 10.0. |
float | ActCockHeadSolidity | 0.0 | Rating feeling, how much the Solidity emotion influences in the ActCockHead activity. Valid range: -10.0 to 10.0. |
bool | ActRearBack | false | Lift head up high, but keep looking at target. Indicates fear or surprise. |
float | ActRearBackFear | 0.0 | Rating feeling, how much the Fear emotion influences in the ActRearBack activity. Valid range: -10.0 to 10.0. |
float | ActRearBackLove | 0.0 | Rating feeling, how much the Love emotion influences in the ActRearBack activity. Valid range: -10.0 to 10.0. |
float | ActRearBackAnger | -2.0 | Rating feeling, how much the Anger emotion influences in the ActRearBack activity. Valid range: -10.0 to 10.0. |
float | ActRearBackCuriosity | 0.0 | Rating feeling, how much the Curiosity emotion influences in the ActRearBack activity. Valid range: -10.0 to 10.0. |
float | ActRearBackHunger | 0.0 | Rating feeling, how much the Hunger emotion influences in the ActRearBack activity. Valid range: -10.0 to 10.0. |
float | ActRearBackThirst | 0.0 | Rating feeling, how much the Thirst emotion influences in the ActRearBack activity. Valid range: -10.0 to 10.0. |
float | ActRearBackFatigue | 0.0 | Rating feeling, how much the Fatigue emotion influences in the ActRearBack activity. Valid range: -10.0 to 10.0. |
float | ActRearBackPain | 5.0 | Rating feeling, how much the Pain emotion influences in the ActRearBack activity. Valid range: -10.0 to 10.0. |
float | ActRearBackSolidity | 0.0 | Rating feeling, how much the Solidity emotion influences in the ActRearBack activity. Valid range: -10.0 to 10.0. |
bool | ActBackAway | false | Not implemented? Seems to make the dino casually take a couple of steps back. The dino will turn away if it sustains too much damage/fear. Back up slowly away from target. |
float | ActBackAwayFear | 0.0 | Rating feeling, how much the Fear emotion influences in the ActBackAway activity. Valid range: -10.0 to 10.0. |
float | ActBackAwayLove | 0.0 | Rating feeling, how much the Love emotion influences in the ActBackAway activity. Valid range: -10.0 to 10.0. |
float | ActBackAwayAnger | 0.0 | Rating feeling, how much the Anger emotion influences in the ActBackAway activity. Valid range: -10.0 to 10.0. |
float | ActBackAwayCuriosity | 2.0 | Rating feeling, how much the Curiosity emotion influences in the ActBackAway activity. Valid range: -10.0 to 10.0. |
float | ActBackAwayHunger | 0.0 | Rating feeling, how much the Hunger emotion influences in the ActBackAway activity. Valid range: -10.0 to 10.0. |
float | ActBackAwayThirst | 0.0 | Rating feeling, how much the Thirst emotion influences in the ActBackAway activity. Valid range: -10.0 to 10.0. |
float | ActBackAwayFatigue | 0.0 | Rating feeling, how much the Fatigue emotion influences in the ActBackAway activity. Valid range: -10.0 to 10.0. |
float | ActBackAwayPain | 0.0 | Rating feeling, how much the Pain emotion influences in the ActBackAway activity. Valid range: -10.0 to 10.0. |
float | ActBackAwaySolidity | 0.0 | Rating feeling, how much the Solidity emotion influences in the ActBackAway activity. Valid range: -10.0 to 10.0. |
bool | ActCower | false | Crouch down, lower the head, look at target. Maybe back away slowly. Indicates fear, submission. |
float | ActCowerFear | 3.0 | Rating feeling, how much the Fear emotion influences in the ActCower activity. Valid range: -10.0 to 10.0. |
float | ActCowerLove | 0.0 | Rating feeling, how much the Love emotion influences in the ActCower activity. Valid range: -10.0 to 10.0. |
float | ActCowerAnger | -2.0 | Rating feeling, how much the Anger emotion influences in the ActCower activity. Valid range: -10.0 to 10.0. |
float | ActCowerCuriosity | 0.0 | Rating feeling, how much the Curiosity emotion influences in the ActCower activity. Valid range: -10.0 to 10.0. |
float | ActCowerHunger | 0.0 | Rating feeling, how much the Hunger emotion influences in the ActCower activity. Valid range: -10.0 to 10.0. |
float | ActCowerThirst | 0.0 | Rating feeling, how much the Thirst emotion influences in the ActCower activity. Valid range: -10.0 to 10.0. |
float | ActCowerFatigue | 4.0 | Rating feeling, how much the Fatigue emotion influences in the ActCower activity. Valid range: -10.0 to 10.0. |
float | ActCowerPain | 0.0 | Rating feeling, how much the Pain emotion influences in the ActCower activity. Valid range: -10.0 to 10.0. |
float | ActCowerSolidity | 0.0 | Rating feeling, how much the Solidity emotion influences in the ActCower activity. Valid range: -10.0 to 10.0. |
bool | ActGlare | false | Look at the target, but somehow make it seem more menacing. |
float | ActGlareFear | 0.0 | Rating feeling, how much the Fear emotion influences in the ActGlare activity. Valid range: -10.0 to 10.0. |
float | ActGlareLove | -2.0 | Rating feeling, how much the Love emotion influences in the ActGlare activity. Valid range: -10.0 to 10.0. |
float | ActGlareAnger | 2.0 | Rating feeling, how much the Anger emotion influences in the ActGlare activity. Valid range: -10.0 to 10.0. |
float | ActGlareCuriosity | 2.0 | Rating feeling, how much the Curiosity emotion influences in the ActGlare activity. Valid range: -10.0 to 10.0. |
float | ActGlareHunger | 0.0 | Rating feeling, how much the Hunger emotion influences in the ActGlare activity. Valid range: -10.0 to 10.0. |
float | ActGlareThirst | 0.0 | Rating feeling, how much the Thirst emotion influences in the ActGlare activity. Valid range: -10.0 to 10.0. |
float | ActGlareFatigue | -2.0 | Rating feeling, how much the Fatigue emotion influences in the ActGlare activity. Valid range: -10.0 to 10.0. |
float | ActGlarePain | -10.0 | Rating feeling, how much the Pain emotion influences in the ActGlare activity. Valid range: -10.0 to 10.0. |
float | ActGlareSolidity | 0.0 | Rating feeling, how much the Solidity emotion influences in the ActGlare activity. Valid range: -10.0 to 10.0. |
bool | ActSniff | false | Lift head into the air. Play a sniff sound and jerk head back/up a tiny bit. Repeat. Use vocal cube with “int Vocal = 12”. |
float | ActSniffFear | 0.0 | Rating feeling, how much the Fear emotion influences in the ActSniff activity. Valid range: -10.0 to 10.0. |
float | ActSniffLove | 0.0 | Rating feeling, how much the Love emotion influences in the ActSniff activity. Valid range: -10.0 to 10.0. |
float | ActSniffAnger | 0.0 | Rating feeling, how much the Anger emotion influences in the ActSniff activity. Valid range: -10.0 to 10.0. |
float | ActSniffCuriosity | 2.0 | Rating feeling, how much the Curiosity emotion influences in the ActSniff activity. Valid range: -10.0 to 10.0. |
float | ActSniffHunger | 0.0 | Rating feeling, how much the Hunger emotion influences in the ActSniff activity. Valid range: -10.0 to 10.0. |
float | ActSniffThirst | 0.0 | Rating feeling, how much the Thirst emotion influences in the ActSniff activity. Valid range: -10.0 to 10.0. |
float | ActSniffFatigue | 0.0 | Rating feeling, how much the Fatigue emotion influences in the ActSniff activity. Valid range: -10.0 to 10.0. |
float | ActSniffPain | 0.0 | Rating feeling, how much the Pain emotion influences in the ActSniff activity. Valid range: -10.0 to 10.0. |
float | ActSniffSolidity | 0.0 | Rating feeling, how much the Solidity emotion influences in the ActSniff activity. Valid range: -10.0 to 10.0. |
bool | ActLookAround | false | Look about to see if anyone is there. |
float | ActLookAroundFear | 0.1 | Rating feeling, how much the Fear emotion influences in the ActLookAround activity. Valid range: -10.0 to 10.0. |
float | ActLookAroundLove | 0.0 | Rating feeling, how much the Love emotion influences in the ActLookAround activity. Valid range: -10.0 to 10.0. |
float | ActLookAroundAnger | 0.0 | Rating feeling, how much the Anger emotion influences in the ActLookAround activity. Valid range: -10.0 to 10.0. |
float | ActLookAroundCuriosity | 0.1 | Rating feeling, how much the Curiosity emotion influences in the ActLookAround activity. Valid range: -10.0 to 10.0. |
float | ActLookAroundHunger | 0.0 | Rating feeling, how much the Hunger emotion influences in the ActLookAround activity. Valid range: -10.0 to 10.0. |
float | ActLookAroundThirst | 0.0 | Rating feeling, how much the Thirst emotion influences in the ActLookAround activity. Valid range: -10.0 to 10.0. |
float | ActLookAroundFatigue | 0.0 | Rating feeling, how much the Fatigue emotion influences in the ActLookAround activity. Valid range: -10.0 to 10.0. |
float | ActLookAroundPain | 0.0 | Rating feeling, how much the Pain emotion influences in the ActLookAround activity. Valid range: -10.0 to 10.0. |
float | ActLookAroundSolidity | 0.0 | Rating feeling, how much the Solidity emotion influences in the ActLookAround activity. Valid range: -10.0 to 10.0. |
bool | ActNothing | false | Do absolutely nothing. Used for tranquilized dinos. |
float | ActNothingFear | 1.0 | Rating feeling, how much the Fear emotion influences in the ActNothing activity. Valid range: -10.0 to 10.0. |
float | ActNothingLove | 1.0 | Rating feeling, how much the Love emotion influences in the ActNothing activity. Valid range: -10.0 to 10.0. |
float | ActNothingAnger | 1.0 | Rating feeling, how much the Anger emotion influences in the ActNothing activity. Valid range: -10.0 to 10.0. |
float | ActNothingCuriosity | 1.0 | Rating feeling, how much the Curiosity emotion influences in the ActNothing activity. Valid range: -10.0 to 10.0. |
float | ActNothingHunger | 1.0 | Rating feeling, how much the Hunger emotion influences in the ActNothing activity. Valid range: -10.0 to 10.0. |
float | ActNothingThirst | 1.0 | Rating feeling, how much the Thirst emotion influences in the ActNothing activity. Valid range: -10.0 to 10.0. |
float | ActNothingFatigue | 1.0 | Rating feeling, how much the Fatigue emotion influences in the ActNothing activity. Valid range: -10.0 to 10.0. |
float | ActNothingPain | 1.0 | Rating feeling, how much the Pain emotion influences in the ActNothing activity. Valid range: -10.0 to 10.0. |
float | ActNothingSolidity | 1.0 | Rating feeling, how much the Solidity emotion influences in the ActNothing activity. Valid range: -10.0 to 10.0. |
bool | ActTestHeadCock | false | Not implemented? Cocks the dino’s head around the nose vector. |
float | ActTestHeadCockFear | 0.5 | Rating feeling, how much the Fear emotion influences in the ActTestHeadCock activity. Valid range: -10.0 to 10.0. |
float | ActTestHeadCockLove | 0.5 | Rating feeling, how much the Love emotion influences in the ActTestHeadCock activity. Valid range: -10.0 to 10.0. |
float | ActTestHeadCockAnger | 0.5 | Rating feeling, how much the Anger emotion influences in the ActTestHeadCock activity. Valid range: -10.0 to 10.0. |
float | ActTestHeadCockCuriosity | 0.5 | Rating feeling, how much the Curiosity emotion influences in the ActTestHeadCock activity. Valid range: -10.0 to 10.0. |
float | ActTestHeadCockHunger | 0.5 | Rating feeling, how much the Hunger emotion influences in the ActTestHeadCock activity. Valid range: -10.0 to 10.0. |
float | ActTestHeadCockThirst | 0.5 | Rating feeling, how much the Thirst emotion influences in the ActTestHeadCock activity. Valid range: -10.0 to 10.0. |
float | ActTestHeadCockFatigue | 0.5 | Rating feeling, how much the Fatigue emotion influences in the ActTestHeadCock activity. Valid range: -10.0 to 10.0. |
float | ActTestHeadCockPain | 0.5 | Rating feeling, how much the Pain emotion influences in the ActTestHeadCock activity. Valid range: -10.0 to 10.0. |
float | ActTestHeadCockSolidity | 0.5 | Rating feeling, how much the Solidity emotion influences in the ActTestHeadCock activity. Valid range: -10.0 to 10.0. |
bool | ActTestHeadOrient | false | Not implemented? Points the dino nose vector in a random direction. When directed to look behind self, body turns very slowly. |
float | ActTestHeadOrientFear | 0.5 | Rating feeling, how much the Fear emotion influences in the ActTestHeadOrient activity. Valid range: -10.0 to 10.0. |
float | ActTestHeadOrientLove | 0.5 | Rating feeling, how much the Love emotion influences in the ActTestHeadOrient activity. Valid range: -10.0 to 10.0. |
float | ActTestHeadOrientAnger | 0.5 | Rating feeling, how much the Anger emotion influences in the ActTestHeadOrient activity. Valid range: -10.0 to 10.0. |
float | ActTestHeadOrientCuriosity | 0.5 | Rating feeling, how much the Curiosity emotion influences in the ActTestHeadOrient activity. Valid range: -10.0 to 10.0. |
float | ActTestHeadOrientHunger | 0.5 | Rating feeling, how much the Hunger emotion influences in the ActTestHeadOrient activity. Valid range: -10.0 to 10.0. |
float | ActTestHeadOrientThirst | 0.5 | Rating feeling, how much the Thirst emotion influences in the ActTestHeadOrient activity. Valid range: -10.0 to 10.0. |
float | ActTestHeadOrientFatigue | 0.5 | Rating feeling, how much the Fatigue emotion influences in the ActTestHeadOrient activity. Valid range: -10.0 to 10.0. |
float | ActTestHeadOrientPain | 0.5 | Rating feeling, how much the Pain emotion influences in the ActTestHeadOrient activity. Valid range: -10.0 to 10.0. |
float | ActTestHeadOrientSolidity | 0.5 | Rating feeling, how much the Solidity emotion influences in the ActTestHeadOrient activity. Valid range: -10.0 to 10.0. |
bool | ActTestWagTail | false | Not implemented? Wags the tail with a random amplitude and frequency. |
float | ActTestWagTailFear | 0.5 | Rating feeling, how much the Fear emotion influences in the ActTestWagTail activity. Valid range: -10.0 to 10.0. |
float | ActTestWagTailLove | 0.5 | Rating feeling, how much the Love emotion influences in the ActTestWagTail activity. Valid range: -10.0 to 10.0. |
float | ActTestWagTailAnger | 0.5 | Rating feeling, how much the Anger emotion influences in the ActTestWagTail activity. Valid range: -10.0 to 10.0. |
float | ActTestWagTailCuriosity | 0.5 | Rating feeling, how much the Curiosity emotion influences in the ActTestWagTail activity. Valid range: -10.0 to 10.0. |
float | ActTestWagTailHunger | 0.5 | Rating feeling, how much the Hunger emotion influences in the ActTestWagTail activity. Valid range: -10.0 to 10.0. |
float | ActTestWagTailThirst | 0.5 | Rating feeling, how much the Thirst emotion influences in the ActTestWagTail activity. Valid range: -10.0 to 10.0. |
float | ActTestWagTailFatigue | 0.5 | Rating feeling, how much the Fatigue emotion influences in the ActTestWagTail activity. Valid range: -10.0 to 10.0. |
float | ActTestWagTailPain | 0.5 | Rating feeling, how much the Pain emotion influences in the ActTestWagTail activity. Valid range: -10.0 to 10.0. |
float | ActTestWagTailSolidity | 0.5 | Rating feeling, how much the Solidity emotion influences in the ActTestWagTail activity. Valid range: -10.0 to 10.0. |
bool | ActTestHeadPosition | false | Not implemented? Dino puts its head in a random spot in the world (near the origin). |
float | ActTestHeadPositionFear | 0.5 | Rating feeling, how much the Fear emotion influences in the ActTestHeadPosition activity. Valid range: -10.0 to 10.0. |
float | ActTestHeadPositionLove | 0.5 | Rating feeling, how much the Love emotion influences in the ActTestHeadPosition activity. Valid range: -10.0 to 10.0. |
float | ActTestHeadPositionAnger | 0.5 | Rating feeling, how much the Anger emotion influences in the ActTestHeadPosition activity. Valid range: -10.0 to 10.0. |
float | ActTestHeadPositionCuriosity | 0.5 | Rating feeling, how much the Curiosity emotion influences in the ActTestHeadPosition activity. Valid range: -10.0 to 10.0. |
float | ActTestHeadPositionHunger | 0.5 | Rating feeling, how much the Hunger emotion influences in the ActTestHeadPosition activity. Valid range: -10.0 to 10.0. |
float | ActTestHeadPositionThirst | 0.5 | Rating feeling, how much the Thirst emotion influences in the ActTestHeadPosition activity. Valid range: -10.0 to 10.0. |
float | ActTestHeadPositionFatigue | 0.5 | Rating feeling, how much the Fatigue emotion influences in the ActTestHeadPosition activity. Valid range: -10.0 to 10.0. |
float | ActTestHeadPositionPain | 0.5 | Rating feeling, how much the Pain emotion influences in the ActTestHeadPosition activity. Valid range: -10.0 to 10.0. |
float | ActTestHeadPositionSolidity | 0.5 | Rating feeling, how much the Solidity emotion influences in the ActTestHeadPosition activity. Valid range: -10.0 to 10.0. |
bool | ActTestMouth | false | Not implemented? Moves the mouth to a random openness with random speed. Speed ignored. |
float | ActTestMouthFear | 0.5 | Rating feeling, how much the Fear emotion influences in the ActTestMouth activity. Valid range: -10.0 to 10.0. |
float | ActTestMouthLove | 0.5 | Rating feeling, how much the Love emotion influences in the ActTestMouth activity. Valid range: -10.0 to 10.0. |
float | ActTestMouthAnger | 0.5 | Rating feeling, how much the Anger emotion influences in the ActTestMouth activity. Valid range: -10.0 to 10.0. |
float | ActTestMouthCuriosity | 0.5 | Rating feeling, how much the Curiosity emotion influences in the ActTestMouth activity. Valid range: -10.0 to 10.0. |
float | ActTestMouthHunger | 0.5 | Rating feeling, how much the Hunger emotion influences in the ActTestMouth activity. Valid range: -10.0 to 10.0. |
float | ActTestMouthThirst | 0.5 | Rating feeling, how much the Thirst emotion influences in the ActTestMouth activity. Valid range: -10.0 to 10.0. |
float | ActTestMouthFatigue | 0.5 | Rating feeling, how much the Fatigue emotion influences in the ActTestMouth activity. Valid range: -10.0 to 10.0. |
float | ActTestMouthPain | 0.5 | Rating feeling, how much the Pain emotion influences in the ActTestMouth activity. Valid range: -10.0 to 10.0. |
float | ActTestMouthSolidity | 0.5 | Rating feeling, how much the Solidity emotion influences in the ActTestMouth activity. Valid range: -10.0 to 10.0. |
string | StayNearTarget | must specify | Object near which the dinosaur should stay. Can be of any class. |
float | StayNearMax | must specify | Maximum distance from target at which dinosaur can get before turning back towards the target (ActStayNear is triggered). |
float | StayNearOK | must specify | Distance from target at which dinosaur doesn’t need to get closer anymore (ActStayNear isn’t enforced anymore). StayNearOK < StayNearMax |
string | StayAwayTarget | must specify | Object from which the dinosaur should stay away. Can be of any class. |
float | StayAwayMin | must specify | Minimum distance from target at which dinosaur can get before turning back away from the target (ActStayAway is triggered). |
float | StayAwayOK | must specify | Distance from target at which dinosaur doesn’t need to get further away anymore (ActStayAway isn’t enforced anymore). StayAwayOK > StayAwayMin |
float | BiteTargetDistance | must specify | Distance from target at which ActBite is triggered. |
float | FeintTargetDistance | must specify | Distance from target at which ActFeint is triggered. |
CBackdrop
Used in original levels to represent Mt. Watson from great distances, either when terrain is too distant to be rendered or does not extend far enough to have it included. CBackdrop is excluded from the normal render-distance restriction for visible models in Trespasser, where the mesh begins to disappear at a certain range, and as such will be viewable in full quality across any ingame distance. CBackdrop is also excluded from Occlusion objects. In the original levels, the CBackdrop always takes on the color of the level’s fog setting. New CBackdrop objects are colored black when within a certain viewing distance, for uknown reasons. They can sometimes take on the level’s fog color when far enough away. CBackdrop objects cannot use textures, however if one is textured, it will take on an average color of the texture rather than black in the afore mentioned circumstances. CBackdrop meshes copied in TresEd from other CBackdrop meshes can appear as gray-textureless rather than black unless reimported, suggesting lighting settings used by GeomAdd are required for CBackdrop to work properly and would also be why new CBackdrop objects do not work like those in the original levels. No original instances contain other values, just “string Class = “CBackdrop””. Initialized as standard instance (may have different function in-game).
CEntityAttached
Pretty much like a CInstance, but has a “string Target” value, which is the object it is attached to. Beware, if it’s tangible and it’s colliding with the “parent” object, it will attempt to “free” itself.
CEntityWater
Ripples happen on water entities when objects collide with it. See also CWaterDisturbance.
Type | Name | Default | Description |
---|---|---|---|
float | ResolutionRatio | 1.0 | Optional. One original level has this as 2.0, the others do not specify it. Range is 0.0 to 2.0? Specifies scales of ripples on water. |
string | SoundMaterial | none | Optional. For the few original levels that have this, it is “Water”. |
CGun
See a level for examples..
Type | Name | Default | Description |
---|---|---|---|
string | MFlashObject0, MFlashObject1, … MFlashObject9 | must specify | CMuzzleFlash for gun (Named object must exist.) |
string | MFlashOrg | must specify | Origin for CMuzzleFlash animations. The animations will be pointed towards the gun’s positive Y-axis, regardless of the MFlashOrg $object’s orientation. (Named $object must exist.) |
bool | RandomRotate | false? | If true, CMuzzleFlash animations will rotate around Y-axis while firing. |
float | MFlashDuration | none | Duration of the CMuzzleFlash animations. Usually set to 0.0 |
bool | AutoFire | false? | If true, gun is automatic and will use both Sample and RingSample. |
string | Sample | must specify | Name of sound effect from Effects.tpa to play for every shot or burst (for guns with AutoFire set to true) fired. |
string | RingSample | must specify | Name of sound effect from Effects.tpa to play at the end of every burst fired (for guns with AutoFire set to true only). |
string | EmptyClipSample | must specify | Name of sound effect from Effects.tpa to play for after all ammo has been expended. |
string | SoundMaterial | must specify | There are two specific sound materials designed to be used by guns, appropiately named “Pistol” and “Rifle”. |
string | RecoilOrg | must specify | Origin of the gun’s RecoilForce, applied in the direction of the positive Y-axis of the $object. Named $object must exist. |
float | RecoilForce | must specify | Amount of recoil applied each time the gun is fired. |
string | Barrel | must specify | Origin of the gun’s firepower (Push). Shots will be fired along the gun’s positive Y-axis from this point, regardless of the Barrel $object’s orientation. Named $object must exist. |
float | Push | must specify | Amount of force with which a shot fired from the gun hits its target. Negative values can be used to “attract” objects. |
float | Kick | must specify | ? |
float | Damage | must specify | Amount of damage caused by a shot fired from the gun upon hitting a CAnimal or Player. Value isn’t affected by Scale parameter. |
float | DamageMultiplier | must specify | Damage caused by a gun when used to hit a CAnimal or Player. Since on guns “Damage” is used for the bullets, this was needed for the actual gun’s damage. |
float | TranqDamage | must specify | Amount of tranquilizer “damage” caused by a shot fired from the gun upon hitting a CAnimal or Player. Value isn’t affected by Scale parameter. |
float | Range | must specify | Maximum range at which a shot fired from the gun is able to hit its intended target. Value is affected by Scale parameter (guns were designed to be 2.0m long and appropiately reduced by applying a Scale parameter between 0.0 and 1.0), so often it’s higher than the real-life range to compensate. |
float | WakeUp | must specify | Range at which an AI is alerted by a shot fired from the gun. Silenced guns and tranq guns have far smaller values than the rest. |
float | ROF | must specify | Rate of fire, how quickly the ammo is spent, in shots per second. |
int | MaxAmmo | must specify | Maximum number of rounds the gun can be loaded with. |
int | Ammo | must specify | Number of rounds the gun has when you pick it up. If not specified, gun is assumed to have MaxAmmo rounds. |
bool | AltAmmoCount | false | Enables the usage of “alternate” ammo counting by the player (giving out expressions like “It’s half gone.” instead of actually saying how much ammo is left). Weapons with an ammo load over 30 need the bool AltAmmoCount = true parameter added, otherwise you won’t get any ammo count until it’s down to 30. If you haven’t specified an Ammo value and the MaxAmmo value is over 100, even with this parameter, you won’t get a proper count, you’ll get “almost out” and “half full” notifications when it’s not the case yet. To prevent that, you must have set the Ammo value properly. |
Other possible values: Kick
Example:
group Pak47drumagazine-00 = { string MFlashOrg = "$FAKDFlash-00" string MFlashObject0 = "FMFrifleMF03-00" string MFlashObject1 = "FMFrifleMF04-00" string MFlashObject2 = "FMFrifleMF05-00" bool RandomRotate = true float MFlashDuration = 0.000000 bool AutoFire = true string Sample = "GUN - AK47 SHOT" string RingSample = "GUN - AK47 REL" string EmptyClipSample = "GUN - AUTOMATIC DRYFIRE 01" string SoundMaterial = "Rifle" float WakeUp = 175.000000 float RecoilForce = 55.000000 float ROF = 10.000000 float Push = 230.000000 float Damage = 15.000000 float DamageMultiplier = 1.000000 float Range = 200.000000 int MaxAmmo = 100 bool AltAmmoCount = true string Class = "CGun" bool Tangible = true bool Moveable = true float Density = 0.080000 string Type = "Compound" string Model00 = "$Fak47drum00-00" string Model01 = "$Fak47drum01-00" string Detail1 = "$Pak47drumagazineDRC-00" float A01 = 30.000000 string DetailShadow = "$Pak47drumagazineShdw-00" string Barrel = "$FAKDbarrel-00" string RecoilOrg = "$FAKDrecoil-00" float Diffuse = 1.200000 float Specular = 1.200000 float SpecularAngle = 37.000000 }
CHitSpang
Is not implemented in executable (no initialization function). However, there seem to be some properties related to it (like SpangCount).
Type | Name | Default | Description |
---|---|---|---|
string | A00, A01, … | must specify | SoundMaterials for which the effect is applied. If none is listed, this the default HitSpang. |
int | SpangCount | unknown | Maximum number of spangs the effect uses at the same time. |
float | MinScale | unknown | Scale factor for minimum size of each spang. |
float | MaxScale | unknown | Scale factor for maximum size of each spang. Actual scale will be a random value such that MinScale <= Scale <= MaxScale. |
float | Decay | unknown | How much the scale decays in 1 second, in %. 100 means in 1s it has already disappeared. Can take positive or negative numbers. |
float | ScaleLimit | unknown | Maximum scale the spangles can take before disappearing. Used for when they grow larger instead of decaying. |
At some point, it was used to make the “hit spangle” effects when a gun’s bullet hit different materials, in a way somewhat similar to the muzzle flashes, but apparently, with the addition of particles, it was dropped.
Example:
group FMFHitSpangDefault00-00 = { string Class = "CHitSpang" bool Shadow = false int Normals = 2 int SpangCount = 8 float MinScale = 0.100000 float MaxScale = 0.100000 float Decay = -300.000000 float ScaleLimit = 0.400000 } group FMFHitSpangChips00-00 = { string Class = "CHitSpang" bool Shadow = false int Normals = 2 int SpangCount = 8 float MinScale = 0.100000 float MaxScale = 0.100000 float Decay = -250.000000 float ScaleLimit = 0.700000 string A00 = "Terrain - Gravel" string A01 = "Terrain - Wood Loose" string A02 = "Terrain - Dirt" string A03 = "Log 1" string A04 = "Log 2" }
CInstance
General object in world. See also the trigger actions “CAnimateTextureAction”, “CSetPhysicsAction”, and “CSubstituteMeshAction”.
Type | Name | Default | Description |
---|---|---|---|
Misc | |||
bool | AI | true | If true, object is considered in calculations for pathfinding, if false, object is ignored. If true and a dino has ActGetOut=true, the dino won’t go into this bounding volume. I think the default value of AI is true if object is Visible, and false if it has Visible=false. |
bool | Climb | false | If true, dinos can step over object. AI must be set to true in order for it to work. |
float | AIMass | unknown | How much mass the AI thinks this object has. Used together with the MoveableMass parameter in animates. Used in Anne and dinos. |
int | AIType | unknown | What AI sees this object as: 0 = don’t care 1 = unknown 2 = animal (dinosaur) 3 = meat (carnivore food) 4 = grass (herbivore food) 5 = human (Anne) 6 = node hint (for pathfinding) 7 = water (both for herbivores and carnivores) |
float | Damage | 1.0 | Base value for calculating damage caused by an object to Anne or CAnimals in collisions. Set it to 0.0 if you want it to cause no damage at all. |
float | Armour | 1.0 | In physics boxes for CAnimals or Player, factor for calculating how much the HitPoints are to be decreased when sustaining damage. Set it to 0.0 if you want it not to receive any damage at all. HitPoints = HitPoints – $Object_Armour * Weapon_Damage |
float | Height | unknown | Use if Planted=true. See Planted for more info. |
bool | Planted | false | Displaces the vertices of a mesh more than the specified Height value below its center onto the terrain. Used for certain tree models in original levels. One of its intended purposes is likely to prevent underground portions of the trees from casting shadows on the terrain. |
string | Mesh | none | Use mesh of given object instead of own mesh. |
string | Physics | none | Use physics properties of given object instead of own ones. |
string | SoundMaterial | none | Used for determining sound effect(s) played when object collides with another, looking both soundmaterials up in the Foley table. The same strings can be used by CCollisionTrigger, and to define custom particle effects (see CParticles). |
bool | Merge | true | ? Possibly a value exported from 3DS MAX (need to check). |
bool | Split | true | ? Possibly a value exported from 3DS MAX (need to check). |
bool | Wrap | true | ? Possibly a value exported from 3DS MAX (need to check). |
Rendering | |||
int | AlphaChannel | none | 0,1,8 in original levels. Make object transparent, according to predefined settings. See Settings for more info. Used by LightBeam in testscene, and also by many triggers. |
bool | AlwaysFace | false | True to create a ‘billboard’. Rotates around (world) Z-axis (object’s Z-axis is aligned with the world’s), Y-axis of object faces viewer. |
bool | Bumpmaps | unknown | ? Ignored if all textures are 8bit. Ignored completely? |
float | Bumpiness | unknown | How bumpy are unspecified bumpmaps (normal maps). |
bool | Curved | false | True for curved bumpmaps (normal maps). |
float | Diffuse | 1.0 | Amount of diffuse lighting. WARNING: If this value is changed, Trespasser won’t load the level unless the PID is updated. This is because the Diffuse value is used in the hash function that converts texture names in the GRF with texture IDs in the PID. |
float | Emissive | 0.0 | Emissive lighting parameter, often used by billboards and detail objects that are Unlit. |
bool | MipMap | true | Used during level creation, unclear whether used by engine. Specifies whether mipmaps are to be generated and used for the textures of this mesh. If true, only the smallest mipmap is permanently in memory. If false, the whole texture always resides in memory, so use with care. Must be false for CSky, and perhaps TerrainPlacement. |
int | Normals | unknown | (does this work? perhaps only used during level creation) Which sort of face normals to use. 0 = Use vertex normals? 1 = Use face normals? 2 = ? (used on Anne, GoldBar on JR) 3 = ? (used on GoldBar in TestScene) |
bool | Reflect | unknown | ? Only used on GoldBar (in jr?) |
bool | Refract | unknown | ? Only used on GoldBar (in jr?) (mistyped with lowercase ‘r’) |
float | RefractIndex | unknown | ? Only used on GoldBar (=1.1, in jr?) |
float | Specular | 0.0 | 1.1 to 1.9 in original levels. |
float | SpecularAngle | unknown | 0.2 to 37 in original levels. |
bool | Shadow | true | If true cast shadow onto terrain. |
bool | Unlit | false | If true don’t apply diffuse light (nor ambient as well?) to this object. Will usually specify Emissive=1.0 in this case. |
bool | Visible | true | If true object can be seen. (Can be used if it’s a CInstance, CAnimal, or if it has no valuetable entry.) See also the trigger action “CHideShowAction”. |
Physics | |||
bool | Moveable | false | Object can be moved (perhaps only works if it’s Tangible?). |
bool | Tangible | false | Is this a physical object ie. one that feels solid. |
bool | Floats | false | If set to true, object floats on water. |
bool | Frozen | false | If set to true, object won’t move until ‘unfrozen’. |
float | Density | 0.1 | Used to compute mass from bounding volume. |
float | Elasticity | 0.2 | Original levels have 0.1-0.2, except for PBasketBall00-00=2.0 |
float | Friction | 5.0 | Ranges 0 to 10 in original levels. |
float | Mass | unknown | Explicitly set mass (ie. not using Density). |
string | Type | “Box” | Arrangement of pysics boxes: “Box” = Simple box-shaped object (regardless of actual shape) “Compound” = Compound object (array of boxes) If “Compound” then use Model00s for the physics. Both this object and Model00’s should have Tangible=true, and the Moveable flags must match as well. |
string | Model00, Model01, … | none | Physics sub-object. Specifies object(s) whose bounding boxes should be used for physics instead of this object’s bounding box. Type must be “Compound”. Trespasser files only use numbers 00-09. Note: I believe that if geometry type2 objects are used as subobjects, the name must begin with ‘$’, and the values cannot contain “Visible=false” (having the name start with ‘$’ will make it invisible). (Named ‘$’ object must exist.) |
Animated textures For a scrolling texture, set DeltaX and Delta. For animated texture, specify some Anim00s. When the current animation Frame changes, all textures in the object are replaced with the new Anim texture. Note that a model retains it’s original textures until the first frame change (which occurs after Interval seconds). |
|||
float | DeltaX | 0.0 | For scrolling texture, X texture coords/second. |
float | DeltaY | 0.0 | For scrolling texture, Y texture coords/second. |
string | Anim00, Anim01, … | 0 | If specified, defines an animated texture. Name of texture must be without path eg. “AnneHealth100.bmp”. Can have up to Anim31. See also the trigger action“CAnimateTextureAction”. |
int | Frame | 0 | Initial frame number. Note: even if this is specified, the model retails original textures until the animation first updates. |
int | FreezeFrame | -1 | Stop animation when this frame is reached. -1 means don’t stop, loop through the textures continuously. |
float | Interval | unknown | Delay in seconds between changing animated texture, -1 to freeze. |
int | TrackTwo | 0 | (optional, default is one track only) Set first frame of second animation track If Frame gets to the end of the first track, it loops back to zero. If Frame gets to the last Anim frame, it loops to TrackTwo. Change tracks by setting Frame in the “CAnimateTextureAction” action. |
Visibility culling and image caching: | |||
float | Culling | unknown | Don’t draw if object is further away than this. |
float | ShadowCulling | unknown | Don’t draw shadow if object is further away than this. |
bool | CacheIntersecting | false | Set to true to prevent “Z-fighting” between two closely layered objects. |
float | CacheMul | 1.0 | Cache object at further distance than normal (eg. 2, 3, 4). The default distance is the one we’ve called “draw distance”. The “image cache” is used for the 2-D “imposters” that replace the 3-D meshes. |
bool | NoCache | false | If true, don’t use an image cache for this object. |
bool | NoCacheAlone | false | If true, don’t use an image cache for this object alone (but OK if it’s together with some other). |
bool | HardwareOnly | false | Only draw object when Trespasser runs in Hardware mode. |
bool | SoftwareOnly | false | Only draw object when Trespasser runs in Software mode. |
bool | NoLowRes | false | Set to true for the object to use high-res textures even if the user has selected the “Low resolution” option in Settings. |
bool | TrrMovingShadows | true | False to not draw shadows while object is moving. (Not used in original levels.) |
string | DetailShadow | none | Object to use for shadow. (Named object must exist.) |
int | Priority | unknown | 1,2,3 in original levels. Tied to video quality settings. (Not sure of exact usage, but eg. at low quality option, Priority 1 objects are not rendered, but Priority 3 objects are.) Priority allows you to specify which things are drawn on different Quality settings. Things with Priority=1 get drawn all the time, even at the lowest Quality level, things with higher Priority values will only be drawn if Quality is set to higher values. Quality goes from 0 to 4, and I’ve seen Priority set from 1 to 3. |
string | Detail1 | none | LOD mesh. Specifies models (eg. with reduced detail) to use when object is less than a certain number of pixels along an axis (specified by A00, A01). (Named ‘$’ object must exist.) |
float | A01 | none | See Detail1. (In original levels, A01 is always greater than A02. ie. A01 is larger pixel size so used when object is closer). |
string | Detail2 | none | See Detail1. (Named ‘$’ object must exist.) |
float | A02 | none | See Detail1. |
bool | X | false | Set to true to use the X axis for reference to use the LOD meshes. |
bool | Y | false | Set to true to use the Y axis for reference to use the LOD meshes. |
bool | Z | true | Set to true to use the Z axis for reference to use the LOD meshes (default axis). |
CJoint
CAnimal (and Anne also) have joints, which have no Class specified, and are named $J<objectname>XX where XX is the joint number (starting at 00). Basic joints have a list A00, A01,… of vertices attached to the joint, the highest value being A199, which means no more than 200 vertices can be attached to the same joint. “Double” joints also have “int Anim00,Anim01” specifying parent joints, and “float Ratio,RotationRatio” specfying an interpolation between the parent joints (Ratio and RotationRatio determining how much the Anim00 bone/joint influences the position and rotation over the Anim01 one). Maybe the default values are 0.5 for an interpolation that goes 50/50 between Anim00 and Anim01?
Looking at the retail:
- Raptors have 21 joints and 6 double joints, interpolated ones are 21, 22, 23, 24, 25, 26
- The para has 21 joints, no double/interpolated ones
- The albertasaur and rexes have 21 joints and 1 double, interpolated one is 21
- The brachi has 29 joints, no double/interpolated ones
- The steg has 30 joints and 2 double joints, interpolated ones are 30 and 31
- The trike has 31 joints and 4 double joints, interpolated ones are 31, 32, 33 and 34
While in the beta:
- No CAnimal uses NumDoubleJoints
- Only raptors use interpolated joints, on bone 20 and with these values:
Anim00 = 22 Anim01 = 16 Ratio = 0.500000 RotationRatio = 0.500000
- Only raptors have a NumJoints value of 23, all other bipeds have 21
- All quadrupeds have a NumJoints value of 29
Some analysis seems to imply that:
- there were some predefined vertex assignments for certain meshes (for example, 6000 for the “old” Para), new ones use a value of -2 and t-scripts for vertex assignment instead
- the base biped skeleton (indicated by string Type = “Raptor” or “TRex”, which are synonyms) has 21 bones/joints
- the base quadruped one (indicated by string Type = “Trike”) has 29 bones/joints
- additional bones/joints can be added (yes, I’m being redundant)
- some of the new bones/joints can become double/interpolated, but they don’t need to; I guess non-interpolated ones remain “static” relative to the “hip” bone and interpolated ones instead move together with the ones between which they’re interpolated
Example:
group $JRaptorB05 = { int A00 = 24 int A01 = 25 } group $JRaptorB26 = { int Anim00 = 7 int Anim01 = 6 float Ratio = 0.500000 float RotationRatio = 0.500000 int A00 = 0 int A01 = 1 int A02 = 2 int A03 = 15 }
Type | Name | Default | Description |
---|---|---|---|
int | A00, A01, … | Not specified | Vertices attached to this joint, the list can go up to A199 for a maximum total of 200 vertices per joint. |
int | Anim00 | Not specified | For interpolated joints, the first joint of two between which this interpolated joint should go. |
int | Anim01 | Not specified | For interpolated joints, the second joint of two between which this interpolated joint should go. |
float | Ratio | 0.5 ? | For interpolated joints, determines how much the Anim00 joint influences the position over the Anim01 one, from 0.0 (nothing) to 1.0 (completely) |
float | Rotationratio | 0.5 ? | For interpolated joints, determines how much the Anim00 joint influences the rotation over the Anim01 one, from 0.0 (nothing) to 1.0 (completely) |
CLightDirectional
Directional light source for the level. Light direction is along the Z axis of the model. Not all levels have this. When missing, apparently Trespasser assigns a default one. Always has “bool Visible = false”. See also the trigger action “CSetRendererAction”.
Example:
group DLight_JungleRoad = { string Class = "CLightDirectional" bool Visible = false }
Type | Name | Default | Description |
---|---|---|---|
float | Intensity | 0.99 | Can go from 0.0 to 1.0 |
CMagnet or MasterMagnet
Magnets are used to create rotational joints, slide joints, attach a slave object to a master, and attach master objects to Anne’s hand or shoulder. See also the trigger action “CMagnetAction”. (Suspected invalid value: “float RestoringForce”, only specified once (=2.5) in original levels, not mentioned in exe.)
Type | Name | Default | Description |
---|---|---|---|
string | MasterObject | none | Master object to which magnet is attached. If not specified, it’s the object which the magnet is touching. (Named object must exist.) |
string | SlaveObject | none | Slave object. If not specified, Master object is attached to the world. (Named object must exist.) |
bool | Breakable | false | If true, magnet can be broken (uses BreakStrength). |
float | BreakStrength | 0.0 | 1-150 in original levels. |
bool | XFree, YFree, ZFree | false | Axes to allow rotation around. eg. ZFree for a door, all free for a swivel joint. Note that Trespasser ignores the MasterObject if any of these are true (ie. rotation joints can only be attached to the world). If the object has subobjects, the first subobject’s axes are used for reference. |
bool | XTFree, YTFree, ZTFree | false | Axes to allow translation along, refered to the world, not the mesh or the magnet. |
int | AngleMin | unknown | Rotation angle limit. |
int | AngleMax | unknown | Rotation angle limit. |
float | RestoreStrength | unknown | Restoring force for hinge magnets. Not used in original levels. |
float | Drive | 0.0 | Rotational driving force if ZFree=true (X,Y too?). |
float | Friction | 0.0 | Rotational friction. |
bool | HandPickup | false | Can Anne grab this magnet? Specify MasterObject only, and use Instance=true. Can specify a Substitute mesh for Anne. |
bool | ShoulderHold | false | This magnet will attach to Anne’s shoulder. Specify MasterObject only, and use Instance=true. |
int | Substitute | none | Substitute mesh for Anne if HandPickup. |
Possible additional values (but not used in original levels): Delta, Delay, Gender, Magnet, X, Z.
SlaveMagnet
Initialized as standard instance (may have different function in-game).
CSocket
This class shares several properties with CMagnet, but unlike it, CSocket objecs can be visible, tangible and moveable. Not used in original levels.
Type | Name | Default | Description |
---|---|---|---|
int | Gender | unknown | |
float | Radius | 0.0 |
CMuzzleFlash
Muzzle flashes are used by CGun.MFlashObject0, and are always of the form:
Example:
group FMFrifleMF03-00 = { string Class = "CMuzzleFlash" bool Unlit = true bool Shadow = false }
CParticles
Particle system definition. See a level for examples. Replaced the older Hit Spang system.
Type | Name | Default | Description |
---|---|---|---|
string | A00, A01, … | must specify | Use this particle effect only when these SoundMaterials are hit. Original levels have up to A03. “Default” means this effect will be used for any SoundMaterials not listed elsewhere. |
int | R,G,B | must specify | Color for these particles |
bool | Solid | false ? | If Solid is set to true, then the particle is solid and doesn’t get elongated as it falls. |
bool | Dust | false ? | Simlar to Solid, but isn’t affected by Gravity. Instead, its acceleration decreases along its trajectory. |
bool | Fluid | unknown | Not actually a valid parameter, but appears to be used internally for materials like Water and Blood. Maybe this is what’s assumed when neither Solid nor Dust are specified as true? |
bool | Log | false ? | If Log is set to true, then the effect is proportional to the logarithm of the force of the impact, otherwise it’s linearly proportional. |
group | Min, Max | must specify | Range for random particle parameters (see a level for examples). The Min group defines the parameters for the minimum, the Max group the ones for the maximum, and the particles randomly use the whole range in between. Parameters listed below. |
float | Threshold | 0.0/1.0 ? | Minimum/Maximum impact force for which the effect is applied. Value ranges between 0.0 and 1.0 for normalized linear or logarithmic range. |
float | Number | unknown | Minimum/Maximum number of particles in effect. |
float | Velocity | unknown | Minimum/Maximum initial velocity for the particles. |
float | Lifespan | unknown | Minimum/Maximum lifespan of particles |
float | Size | unknown | Minimum/Maximum size for particles. |
float | Length | unknown | Minimum/Maximum length for non-Solid (Fluid?) particles. |
float | Gravity | unknown | Minimum/Maximum gravity acceleration for particles. Standard gravity is 10.0. |
float | StuckGravity | unknown | Minimum/Maximum gravity acceleration for non-Solid particles while they don’t reach their whole Length yet. Useful for “dripping” effects with StuckGravity < Gravity. |
float | Spread | unknown | Minimum/Maximum spread angle for the particles measured from the center axis along their direction of movement. |
Example:
group EffectDefault = { string Class = "CParticles" int R = 188 int G = 188 int B = 188 bool Solid = true group Min = { float Threshold = 0.500000 float Number = 15.000000 float Velocity = 0.900000 float Lifespan = 0.300000 float Size = 0.003000 float Length = 0.050000 float Gravity = 0.050000 float StuckGravity = 0.000000 float Spread = 20.000000 } group Max = { float Threshold = 1.000000 float Number = 30.000000 float Velocity = 1.250000 float Lifespan = 0.500000 float Size = 0.007000 float Length = 0.050000 float Gravity = 0.050000 float StuckGravity = 0.000000 float Spread = 35.000000 } string A00 = "Default" }
Retail levels have “GravityStuck”, which is a typo. Other possible values: Log, Dust.
CSky
The sky object. Always has “bool MipMap = false”. See also the trigger action “CSetSkyAction”.
Example:
group MySky-00 = { string Class = "CSky" bool MipMap = false // MUST specify false, so sky texture is always loaded int SkyFlatColour = 0 // Always 0 in original levels }
Type | Name | Default | Description |
---|---|---|---|
int | SkyFlatColour | unknown |
CSubsystem
Recognized by executable, but does not appear to accept any parameters.
CTerrainObj
Can have CInstance values Culling and SoundMaterial. (Also AI, CacheMul and CacheIntersecting, but I’m not sure if Trespasser uses those three). See also the trigger action “CSetTerrainAction”.
Type | Name | Default | Description |
---|---|---|---|
int | Height | must specify | Specifies layering of terrain objects. Higher numbers are drawn on top of lower ones, base objects should have Height = 1. If terrain objects have the same height, they are drawn in an unspecified order, so best set the Heights appropriately. |
string | SoundMaterial | none | |
float | Friction | unknown |
Example:
group MyTrnobj-00 = { string Class = "CTerrainObj" int Height = 2 string SoundMaterial = "Terrain - Cement" }
CTest
Scans for at least one script entry of each type (int, bool, float, string, and type 2 – presumably “char”). Does not appear to create an explicit instance.
CWaterDisturbance
I assume that if an instance of this is placed by a CEntityWater object it creates some waves. A couple of instances of this class have some other values (like “Visible=false”) but I think Trespasser ignores them.
Example:
group WaterDisturb1-00 = { string Class = "CWaterDisturbance" float Interval = 1.0 // Either 1,2,3 in original levels float Strength = 0.1 // Either 0.1,0.2 in original levels }
Also uses float Radius to indicate the size of the disturbance.
Type | Name | Default | Description |
---|---|---|---|
float | Strength | unknown | |
float | Interval | unknown | |
float | Radius | unknown |
Player
This is Anne, the player in Trespasser. Not much to modify here, just use Anne from an existing level. Note that values in the script refer to Anne as “Player” instead of the instance name “Anne”.
Example:
group Anne = { string Class = "Player" int PVA = -2 int NumJoints = 20 int NumDoubleJoints = 2 int Normals = 2 int AnimSubMaterial = 8 string Anim00 = "Anne2_Health_100t2.bmp" string Anim01 = "Anne2_Health_90t2.bmp" string Anim02 = "Anne2_Health_80t2.bmp" string Anim03 = "Anne2_Health_70t2.bmp" string Anim04 = "Anne2_Health_60t2.bmp" string Anim05 = "Anne2_Health_50t2.bmp" string Anim06 = "Anne2_Health_40t2.bmp" string Anim07 = "Anne2_Health_30t2.bmp" string Anim08 = "Anne2_Health_20t2.bmp" string Anim09 = "Anne2_Health_10t2.bmp" string Anim10 = "Anne2_Health_deadt2.bmp" string A00 = "$Anne_Gun1-00" string A01 = "$Anne_Bat-00" string A02 = "$Anne_Gun2-00" string A03 = "$Anne_Barrett-00" string A04 = "$Anne_TranqPistol-00" string A05 = "$Anne_Benelli-00" string A06 = "$Anne_ButtonFinger-00" string A07 = "$Anne_Natural-00" string A08 = "$Anne_Rock-00" string A09 = "$Anne_Bird-00" string A10 = "$Anne_HamRev-00" string A11 = "$Anne_KeyCard-00" string A12 = "$Anne_HuntRifle-00" bool Merge = false bool Split = false bool Wrap = false bool Shadow = false string Hand = "$AnneHand" string Foot = "$AnneFoot" string Body = "$AnneBody" }
Doesn’t need to be called “Anne”, Shadow can be set to true and the substitute meshes (A00 to A12) need to exist in order to pick up objects without the level crashing.
Player Settings
Specifies the sounds to use for Anne. Just copy from an existing level if needed.
Example:
group VocalAnneJump = { string Class = "Player Settings" group JumpUp = { string A00 = "ANNEJUMP" } } group VocalAnneFall = { string Class = "Player Settings" group Fall = { group A00 = { float Damage = 0.650000 string A00 = "ANNEFALLDAMAGE01" string A01 = "ANNEFALLDAMAGE02" string A02 = "ANNEFALLDAMAGE03" string A03 = "ANNEFALLDAMAGE04" string A04 = "ANNEFALLDAMAGE05" } group A01 = { float Damage = 0.000000 string A00 = "ANNEFALLDEATH01" string A01 = "ANNEFALLDEATH02" string A02 = "ANNEFALLDEATH03" string A03 = "ANNEFALLDEATH04" string A04 = "ANNEFALLDEATH05" } } } group VocalAnneAmmoPickup = { string Class = "Player Settings" group AmmoPickup = { group AmmoAlmostEmpty = { string A00 = "ANNEAMMOAUTO1" string A01 = "ANNEAMMOAUTO2" string A02 = "ANNEAMMOAUTO3" } group AmmoHalfFull = { string A00 = "ANNEAMMOAUTO4" string A01 = "ANNEAMMOAUTO5" string A02 = "ANNEAMMOAUTO6" } group AmmoFull = { string A00 = "ANNEAMMOAUTO7" } group AmmoReallyFull = { string A00 = "ANNEAMMOAUTO8" string A01 = "ANNEAMMOAUTO9" } group A00 = { string A00 = "ANNEAMMOPHRASE2" string A01 = "ANNEAMMOPHRASE1" } group A01 = { string A00 = "ANNEAMMOPHRASE3" string A01 = "ANNEAMMOPHRASE4" } group A02 = { string A00 = "ANNEAMMOPHRASE5" string A01 = "ANNEAMMOPHRASE6" } group A03 = { string A00 = "ANNEAMMOPHRASE7" string A01 = "ANNEAMMOPHRASE8" } group A04 = { string A00 = "ANNEAMMOPHRASE9" string A01 = "ANNEAMMOPHRASE10" } group A05 = { string A00 = "ANNEAMMOPHRASE11" string A01 = "ANNEAMMOPHRASE12" } group A06 = { string A00 = "ANNEAMMOPHRASE13" string A01 = "ANNEAMMOPHRASE14" } group A07 = { string A00 = "ANNEAMMOPHRASE15" string A01 = "ANNEAMMOPHRASE16" } group A08 = { string A00 = "ANNEAMMOPHRASE18" string A01 = "ANNEAMMOPHRASE19" } group A09 = { string A00 = "ANNEAMMOPHRASE20" string A01 = "ANNEAMMOPHRASE21" } group A10 = { string A00 = "ANNEAMMOPHRASE22" string A01 = "ANNEAMMOPHRASE23" } group A11 = { string A00 = "ANNEAMMOPHRASE24" string A01 = "ANNEAMMOPHRASE25" } group A12 = { string A00 = "ANNEAMMOPHRASE24" string A01 = "ANNEAMMOPHRASE25" } group A13 = { string A00 = "ANNEAMMOPHRASE24" string A01 = "ANNEAMMOPHRASE25" } group A14 = { string A00 = "ANNEAMMOPHRASE9" string A01 = "ANNEAMMOPHRASE10" } group A15 = { string A00 = "ANNEAMMOPHRASE26" string A01 = "ANNEAMMOPHRASE27" } group A16 = { string A00 = "ANNEAMMOPHRASE26" string A01 = "ANNEAMMOPHRASE27" } group A17 = { string A00 = "ANNEAMMOPHRASE26" string A01 = "ANNEAMMOPHRASE27" } group A20 = { string A00 = "ANNEAMMOPHRASE28" string A01 = "ANNEAMMOPHRASE29" } group A30 = { string A00 = "ANNEAMMOPHRASE30" string A01 = "ANNEAMMOPHRASE31" } } } group VocalAnneAmmoCount = { string Class = "Player Settings" group Ammo = { group A00 = { string A00 = "ANNEAMMOPHRASE2" string A01 = "ANNEAMMOPHRASE1" } group A01 = { string A00 = "ANNEAMMONUMERAL1A" string A01 = "ANNEAMMONUMERAL1B" string A02 = "ANNEAMMONUMERAL1C" } group A02 = { string A00 = "ANNEAMMONUMERAL2A" string A01 = "ANNEAMMONUMERAL2B" } group A03 = { string A00 = "ANNEAMMONUMERAL3A" string A01 = "ANNEAMMONUMERAL3B" string A02 = "ANNEAMMONUMERAL3C" } group A04 = { string A00 = "ANNEAMMONUMERAL4A" string A01 = "ANNEAMMONUMERAL4B" } group A05 = { string A00 = "ANNEAMMONUMERAL5A" string A01 = "ANNEAMMONUMERAL5B" } group A06 = { string A00 = "ANNEAMMONUMERAL6A" string A01 = "ANNEAMMONUMERAL6C" } group A07 = { string A00 = "ANNEAMMONUMERAL7A" string A01 = "ANNEAMMONUMERAL7B" string A02 = "ANNEAMMONUMERAL7C" } group A08 = { string A00 = "ANNEAMMONUMERAL8A" string A01 = "ANNEAMMONUMERAL8B" } group A09 = { string A00 = "ANNEAMMONUMERAL9B" string A01 = "ANNEAMMONUMERAL9C" } group A10 = { string A00 = "ANNEAMMONUMERAL10A" string A01 = "ANNEAMMONUMERAL10B" } group A12 = { string A00 = "ANNEAMMONUMERAL12A" string A01 = "ANNEAMMONUMERAL12B" } group A13 = { string A00 = "ANNEAMMONUMERAL13A" string A01 = "ANNEAMMONUMERAL13B" string A02 = "ANNEAMMONUMERAL13C" } group A15 = { string A00 = "ANNEAMMONUMERAL15A" string A01 = "ANNEAMMONUMERAL15B" string A02 = "ANNEAMMONUMERAL15C" } group A17 = { string A00 = "ANNEAMMONUMERAL17A" string A01 = "ANNEAMMONUMERAL17B" string A02 = "ANNEAMMONUMERAL17C" } group A20 = { string A00 = "ANNEAMMONUMERAL20B" string A01 = "ANNEAMMONUMERAL20C" } group A30 = { string A00 = "ANNEAMMONUMERAL30A" string A01 = "ANNEAMMONUMERAL30B" string A02 = "ANNEAMMONUMERAL30C" } group AmmoAlmostEmpty = { string A00 = "ANNEAMMOAUTO1" string A01 = "ANNEAMMOAUTO2" string A02 = "ANNEAMMOAUTO3" } group AmmoHalfFull = { string A00 = "ANNEAMMOAUTO4" string A01 = "ANNEAMMOAUTO5" string A02 = "ANNEAMMOAUTO6" } } } group VocalAnneOuch = { string Class = "Player Settings" group Ouch = { group A00 = { float Damage = 0.500000 string A00 = "ANNELIGHTHIT02" string A01 = "ANNELIGHTHIT06" string A02 = "ANNELIGHTHIT07" string A03 = "ANNELIGHTHIT09" string A04 = "ANNEEFFORT3" } group A01 = { string A00 = "ANNELIGHTHIT03" string A01 = "ANNEEFFORT8" string A02 = "ANNELIGHTHIT08" string A03 = "ANNEEFFORT1" string A04 = "ANNEEFFORT7" } group A02 = { float Damage = 0.000000 string A00 = "ANNELIGHTHIT05" string A01 = "ANNEEFFORT2" } } }
Settings
Define the settings for the 16 available AlphaChannels (0-15). You need one Settings object for each channel you want to redefine.
Type | Name | Default | Description |
---|---|---|---|
float | Alpha | unknown | Degree of Alpha blending, 0.0-1.0 |
int | AlphaChannel | unknown | # of channel being redefined, 0-15 |
int | R | unknown | Level of Red, 0-255 |
int | G | unknown | Level of Green, 0-255 |
int | B | unknown | Level of Blue, 0-255 |
Teleport
Teleport objects are the destinations for the “tnext” cheat. I’m not sure what the order of the teleports is, but most likely the order they’re listed in the GRF regiontable. Teleports often contain other CInstance values, but I think Trespasser ignores them.
Example:
group TeleportA = { string Class = "Teleport" }
Marker
Is not implemented in executable. Maybe similar to Teleport?
TerrainPlacement
Specifies the terrain file for the level. (The texture on this object sometimes looks like a render of the terrain objects of the whole level.)
Type | Name | Default | Description |
---|---|---|---|
string | File | must specify | Name of terrain .WTD file, no extension. |
bool | MipMap | must be “false” | Always false in the original levels. |
Example:
group TrnPlacement-00 = { string Class = "TerrainPlacement" string File = "be" bool MipMap = false }
<no Class specified>
If no “Class” value is specified, Trespasser seems to assume it’s a CInstance. However, there is one special object which defines a color look up table. The name of the object follows a standard format for all the levels, but I don’t know if that format is important. The object contains two groups:
Example:
group Trig_BEGlobalClut-00 = { group DefaultClutStartColor = { int B = 223 int G = 237 int R = 251 } group DefaultClutStopColor = { int B = 17 int G = 20 int R = 24 } }
Apparently, the CLUT defines the range of colors that are rendered in a level.
Other possible values: DefaultClutReflectionColor, ClutStartColor, ClutStopColor, ClutReflectionColor
IGNORE
Recognized by executable, but is then treated as its name implies.
Trigger Classes
Triggers perform one or more actions when certain conditions are met. The base class CBooleanTrigger evaluates a FireExpression monitoring the state of trigger instances. All other trigger classes inherit CBooleanTrigger’s values, and have additional contitions to determine when the trigger fires.
Class | What makes the trigger fire: |
CBooleanTrigger CCollisionTrigger CCreatureTrigger CLocationTrigger CMoreMassTrigger CObjectTrigger CSequenceTrigger CStartTrigger CTimerTrigger CVariableTrigger |
When boolean expression of other triggers’ states is true When objects collide When Anne or a dino dies When (Anne/object/dino) (enters/is in/exits) a location Usage unknown (not used in original levels) When an object is picked up, used, or dropped When a sequence of events occurs When the level starts At certain intervals Not really a trigger, just stores a boolean variable |
Example:
group InsideHouseTigger = { string Class = "CLocationTrigger" bool PlayerEnterTrigger = true int ActionType = 34 string OverlayText = "You have entered the house" }
These values are common to all trigger classes.
Type | Name | Default | Description | ||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
int | ActionType | none | Type of action(s) to perform when trigger fires. See the Trigger Actions section. | ||||||||||||||||
int | BoundVol | 0 | Which bounding volume to use for trigger. Only used by CLocationTrigger and CCollisionTrigger. 0 = Sphere 1 = Cube |
||||||||||||||||
int | FireCount | -1 | Maximum number of times trigger should fire. -1 means any number of times. Decreases by 1 each time until reaching 0. (See also ResetFire) | ||||||||||||||||
float | FireDelay | 0.0 | When trigger is activated, wait this long (in seconds) before processing the actions. | ||||||||||||||||
string | FireExpression | true | Trigger only fires if this boolean expression is true. The expression evaluates the state of other triggers. Operators in the expression can be: “!” for NOT, “&” for AND, “|” for OR, “^” for XOR and “=” for EQUAL. By default the expression checks if a trigger has ever fired, and putting “@” before the trigger name means “check the current state”, or “Evaluate Now”, but not all triggers have that function. There is no operator precedence so parentheses must be used. eg. If Place1 etc. are all CLocationTriggers: “Place1 & Place2” to check if player has been in both places, or “@InRoom | InShed” to check if player is currently in the room, OR was in the shed at some time in the past. |
||||||||||||||||
int | Probability | 100 | Probability (0-100, in %) that trigger will actually fire (ie. process the actions) when activated. If trigger doesn’t fire, FireCount isn’t decreased. (Not used in original levels) | ||||||||||||||||
int | ProcessStyle | 3 | Used when there is more than one action to perform (see the Actions section). eg. For three actions the trigger contains sub-groups called Action00, Action01, Action02, and the ProcessStyle says when and in what order to execute the actions.
|
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float | RepeatPeriod | 0.0 | Time to wait before trigger can fire again. | ||||||||||||||||
bool | FireAtZero | false | When set to true, trigger will only fire when FireCount has reached down to zero. Use with ResetFire. | ||||||||||||||||
bool | ResetFire | false | Reset FireCount after reaching zero. ie. Make it as if this trigger hasn’t fired yet, and allow the trigger to fire FireCount times all over again. | ||||||||||||||||
float | SequenceDelayMin | unknown | Min and Max values for a random delay between sequential actions. | ||||||||||||||||
float | SequenceDelayMax | unknown | If the Min and Max values are the same, then the delay is exactly that value. | ||||||||||||||||
int | AlphaChannel | unknown | Not used by Trespasser. See CInstance.AlphaChannel. |
CBooleanTrigger
Trigger fires automatically when FireExpression evaluates to true. Evaluate Now function returns the current value of the expression.
CCollisionTrigger
Trigger fires when two objects collide. Evaluate Now function will return false.
Type | Name | Default | Description |
---|---|---|---|
string | Element1 | unknown | If trigger has only one of Element1,2 set, then fire when that object hits anything else. If trigger has both of Element1,2 set, then fire only when those two collide. |
string | Element2 | unknown | |
float | MaxVelocity | 1.0 | Maximum velocity for the collision check. MaxVelocity=1.0 whenever it is set in the original levels. |
float | MinVelocity | 0.0 | Minimum velocity for the collision check. (Not used in original levels) |
bool | SoundMaterial1 | false | If true, Element1 is a SoundMaterial string and not an object. See CInstance.SoundMaterial. |
bool | SoundMaterial2 | false | If true, Element2 is a SoundMaterial string and not an object. See CInstance.SoundMaterial. |
CCreatureTrigger
Trigger fires when a Anne or a CAnimal dies, wakes, or sleeps. Evaluate Now function only works with CreatureDie.
Type | Name | Default | Description |
---|---|---|---|
string | A00, A01, … | must specify | Name of creature(s) to monitor. (Named object must exist.) |
bool | CreatureDie | false | If true, trigger fires when creature dies. |
bool | CreatureCriticalDamage | false | If true, trigger fires when creature gets a single damage hit that decreases its HitPoints by an amount greater than or equal to its CriticalHit value. |
float | CreatureDamagePoints | must specify | If set, trigger fires when creature gets a single damage hit that decreases its HitPoints by an amount greater than or equal to this value but less than its CriticalHit value. |
bool | CreatureSleep | false | If true, trigger fires when creature (physics) falls asleep. |
bool | CreatureWake | false | If true, trigger fires when creature physics is awoken. |
bool | EvaluateAll | false | Only used once in original levels. False means “when any creature listed”, and true means “when all creatures listed”. Works only with CreatureDie. |
Example:
group CreatureDie-00 = { string Class = "CCreatureTrigger" string A00 = "RaptorB-300" bool CreatureDie = true int ActionType = 34 string OverlayText = "Raptor died" }
Probable additional values (but not used in original levels): CreatureWake, CreatureSleep, CreatureCriticalDamage, CreatureDamagePoints.
CLocationTrigger
Trigger fires when Anne or an object enters/is in/leaves a certain area. Evaluate Now function first checks the TriggerActivate string, then the other flags and returns the current state.
Type | Name | Default | Description |
---|---|---|---|
bool | PlayerEnterTrigger | false | If true, fire trigger when player enters. |
bool | PlayerInTrigger | false | If true, fire trigger continuously while player is in the bounding volume. |
bool | PlayerLeaveTrigger | false | If true, fire trigger when player exits. |
bool | ObjectEnterTrigger | false | See PlayerEnter etc., but can use the TriggerActivate object. |
bool | ObjectInTrigger | false | |
bool | ObjectLeaveTrigger | false | |
bool | CreatureEnterTrigger | false | See PlayerEnter etc., but can use the TriggerActivate object. |
bool | CreatureInTrigger | false | |
bool | CreatureLeaveTrigger | false | |
int | CreatureEnterCount | 0 | If set to a non-zero value, trigger will only fire after as many creatures have entered the trigger’s bounding volume. Sets CreatureEnterTrigger automatically to true. |
int | CreatureLeaveCount | 0 | If set to a non-zero value, trigger will only fire after as many creatures have left the trigger’s bounding volume. Sets CreatureLeaveTrigger automatically to true. |
string | TriggerActivate | none | Object or animal that exclusively activates trigger. If set, watch out if you’re using Player* flags as it may never fire. If not set, any object or animal will fire the trigger. (Named object must exist.) |
bool | PointTrigger | true | If true, trigger will fire when center point of object is inside trigger’s bounding volume. If false, it will fire whenever both bounding volumes intersect. |
Probable additional values (but not used in original levels): CreatureEnterTrigger, CreatureInTrigger, CreatureLeaveTrigger, CreatureEnterCount, CreatureLeaveCount.
CMoreMassTrigger
Will compare mass of objects inside trigger to specified mass. Trigger never fires. Returns true if mass is higher than specified value, false if not. Evaluate Now function returns current value.
Type | Name | Default | Description |
---|---|---|---|
string | Target | unknown | Specifies another trigger’s volume to compare to instead of using the Mass value. |
float | Mass | 0.0 | Mass value to compare, used only if Target isn’t specified. |
string | A00, A01, … A15 | unknown | Objects to ignore in mass comparison calculations. |
Not used in any original levels (possibly meant for Lab capacitor puzzle).
CObjectTrigger
Fires when an object is picked up, put down, or “used” (eg. by pressing spacebar).
Type | Name | Default | Description |
---|---|---|---|
string | A%d | must specify | Name of object(s) to monitor. (Named object must exist.) |
bool | PickUpObject | false | If true, fire trigger when an object is picked up. |
bool | PutDownObject | false | If true, fire trigger when an object is put down or thrown. |
bool | UseObject | false | If true, fire trigger when an object is used. |
CSequenceTrigger
Fires when a sequence of things happen. See ‘lab’ level for some examples.
Eg. If there are 5 SequenceOrderNames, the trigger waits until 5 triggers from the SequenceListenNames list have fired. Or if any trigger in the SequenceEvalNowNames list fires, the sequence is evaluated immediately. Then, if the order they fired matches the order listed in SequenceOrderNames, the trigger fires. If the order does not match, SequenceFalseTriggerName fires.
Type | Name | Default | Description |
---|---|---|---|
group | SequenceListenNames | must specify | List of triggers to monitor. |
group | SequenceOrderNames | must specify | Order the monitored triggers must fire in. |
group | SequenceEvalNowNames | unknown | Force evaluation of sequence if one of these triggers fires. |
string | SequenceFalseTriggerName | unknown | Trigger name to fire if there’s a bad sequence. |
Example:
group TrigKeypadSequence = { string Class = "CSequenceTrigger" group SequenceListenNames = { string A00 = "TrigButtonBeepLoc-00" string A01 = "TrigButtonBeepLoc-01" string A02 = "TrigButtonBeepLoc-02" string A03 = "TrigButtonBeepLoc-03" string A04 = "TrigButtonBeepLoc-04" string A05 = "TrigButtonBeepLoc-05" string A06 = "TrigButtonBeepLoc-06" string A07 = "TrigButtonBeepLoc-07" string A08 = "TrigButtonBeepLoc-08" string A09 = "TrigButtonBeepLoc-09" } string SequenceFalseTriggerName = "TrigBadKeyCode" group SequenceOrderNames = { string A00 = "TrigButtonBeepLoc-05" string A01 = "TrigButtonBeepLoc-02" string A02 = "TrigButtonBeepLoc-06" string A03 = "TrigButtonBeepLoc-03" string A04 = "TrigButtonBeepLoc-02" string A05 = "TrigButtonBeepLoc-07" } int FireCount = 1 int ActionType = 23 string Sample = "Spec-Keypad Confirmation01" int BoundVol = 1 }
CStartTrigger
Trigger fires once when level starts.
CTimerTrigger
Apparently, the trigger fires on the transition from Low to High. Evaluate Now function returns the current state of the trigger.
Type | Name | Default | Description |
---|---|---|---|
bool | InitialState | false | Initial state of trigger, true (high) or false (low). (Not used in original levels) |
float | MaxHighTime | 1.0 | Once trigger fires, it is ‘on’ for a random amount of time between MinHighTime and MaxHighTime, then it turns off. |
float | MinHighTime | 1.0 | If MinHighTime and MaxHighTime are equal, trigger is on for that exact amount of time. |
float | MaxLowTime | 1.0 | Trigger is ‘off’ for a random amount of time between MinLowTime and MaxLowTime, before turning on again. (Unless FireCount has been exceeded, then trigger stays off.) |
float | MinLowTime | 1.0 | If MinLowTime and MaxLowTime are equal, trigger is off for that exact amount of time. |
CVariableTrigger
I don’t think this trigger ever fires, it’s just a “boolean variable” that can be controlled by the script (using CSetVariableTriggerAction), and can be used in other triggers’ FireExpression. Eavlauate Now function returns current state of the trigger.
Type | Name | Default | Description |
---|---|---|---|
bool | Value | must specify | Initial state of trigger. Use CSetVariableTriggerAction to change. |
Example:
group MyBooleanVariable-00 = { string Class = "CVariableTrigger" bool Value = true // Initial state }
Trigger Actions
Actions that can happen when a trigger fires.
0 = “CVoiceOverAction”
1 = “CAmbientAction”
2 = “CMusicAction”
3 = “CFadeMusicAction”
4 = “CShowOverlayAction”
5 = “CSetFogAction”
6 = “CSetRendererAction”
7 = “CSetTerrainAction”
8 = “CSetImageCacheAction”
9 = “CSetAIAction”
10 = “CSetPhysicsAction”
11 = “CSubstituteMeshAction”
12 = “CSetSortAction”
13 = “CSetSkyAction”
14 = “CSetAlphaWaterAction”
15 = “CWaterOnOffAction”
16 = “CLoadLevelAction”
17 = “CSetAnimatePropertiesAction”
18 = “CTeleportAction”
19 = “CSaveLevelAction”
20 = “CMagnetAction”
21 = “CAnimateTextureAction”
22 = “CHideShowAction”
23 = “CSoundEffectAction”
24 = “CWakeAIAction”
25 = “CDelayAction”
26 = “CScriptedAnimationAction”
27 = “CSetVariableTriggerAction”
28 = “CSetHintAction”
29 = “CAudioEnvironmentAction”
30 = “CSubstituteAIAction”
31 = “CEndGameAction”
32 = “CControlPlayerAction”
33 = “CAISystemAction”
34 = “CTextAction”
35 = “CWaterDisturbanceAction”
The type of action is specified in the ActionType value of a trigger. If there is only one action for a trigger, the ActionType and the action’s values can simply be added into the trigger group:
group SimpleActionTrigger = { string Class = "CStartTrigger" int ActionType = 34 string OverlayText = "This trigger just displays some text." }
If there is more than one action, the actions are specified as ActionXX groups, each containing one ActionType, and that action’s values. The trigger may also contain a ProcessStyle value to specify how the multiple actions are to be executed:
group MultipleActionTrigger = { string Class = "CStartTrigger" int ProcessStyle = 3 group Action00 = { int ActionType = 0 string Sample = "VA01" } group Action01 = { int ActionType = 25 float Delay = 4.0 } group Action02 = { int ActionType = 34 string OverlayText = "This trigger plays a sound, waits 4 seconds, then displays this text." } }
Some action types were not used in the original levels and their usage is unknown: 3, 4, 8, 12, 14, 15, 26, 30, 32, 33.
ActionType 0 = “CVoiceOverAction”
Play voiceover (from “Stream.tpa”). I think volumes are specified in Decibels (dB), in which case -3 = half volume.
There is a difference between ActionType 0 and 2. 0 is known as “CVoiceOverAction” and 2 is known as “CMusicAction”. All voiceovers and music are located in the Stream.tpa file (or your ATX additive file). Only 1 sound out of any called to play using AT 0 will play at one time, and only 1 sound out of any called to play using AT 2 will play at one time. However, a sound from AT 0 and AT 2 may play at the same time. If a sound from Stream.tpa is playing via AT 2 while one from AT 0 is playing, the sound from AT 0 is dominant – the volume of the AT 2 sound is automatically lowered and the AT 0 sound plays over it. This is how you get voiceovers to play while music is going. As far as I know, any sounds from Effects.tpa will play on top of each other, since in some cases many collisions and dinosaur sounds must be played immediately once they are called on.
Type | Name | Default | Description |
---|---|---|---|
string | Sample | must specify | Name of sample to play from “Stream.tpa” file. |
int | SpatialType | 0 ? | Spatial type of audio sample (not used in original levels). 0 = constant-volume stereo 1 = distance-attenuated 2 = 3-D audio |
float | Attenuation | 1.0 ? | Sound attenuation with distance in dB/m. 0 or 1 in original levels. Only for SpatialType = 1 |
float | Volume | 0.0 ? | Sound volume in dB.If set in original levels, it’s always to -5. Only for SpatialType = 0 |
string | Emitter | must specify | Name of object emitting this sound. If not specified, it’s the trigger itself. (Named object must exist.) |
float | Frustum | unknown | Angle of the sound cone around the Y-axis for 3-D samples. Only for SpatialType = 2 |
float | OutsideVolume | unknown | Sound volume outside the cone in dB for 3-D samples. Only for SpatialType = 2 |
Possible additional values (but not used in original levels): Attach, BoundaryVolume, LoopCount, MaximumDistance, OutsideVolume, Mute, Frustum, Emitter, StopAfterFade, VolumeFader.
ActionType 1 = “CAmbientAction”
Play ambient sound (from “Ambient.tpa”).
Type | Name | Default | Description |
---|---|---|---|
string | Sample | must specify | Name of sample to play from “Ambient.tpa” file. |
int | SpatialType | 1 ? | Spatial type of audio sample (If the original levels have this value, it’s always 0). 0 = constant-volume stereo 1 = distance-attenuated 2 = 3-D audio |
float | Attenuation | 1.0 ? | Sound attenuation with distance in dB/m. 0 or 1 in original levels. Only for SpatialType = 1 |
float | Volume | 0.0 ? | Sound volume in dB.If set in original levels, it’s always to -5. Only for SpatialType = 0 |
string | Emitter | must specify | Name of object emitting this sound. If not specified, it’s the trigger itself. (Named object must exist.) |
float | Frustum | unknown | Angle of the sound cone around the Y-axis for 3-D samples. Only for SpatialType = 2 |
float | OutsideVolume | unknown | Sound volume outside the cone in dB for 3-D samples. Only for SpatialType = 2 |
float | MaxVolDistance | unknown | Percentage of emitter’s radius at which attenuation starts (0.0 to 1.0). 0.4 to 1.0 in original levels. |
float | BoundaryVolume | unknown | Sound volume outside the emitter’s radius in dB. |
float | MaximumDistance | unknown | Distance at which the sound stops being heard, in m. |
bool | Looped | false | Specifies if the sample is looped or not. |
int | LoopCount | -1 | Specifies how many times the sample is looped, -1 means continuously. |
float | MasterVolumeMin | unknown | A random volume between min and max is used. In original levels Min ranges from -25 to -3. |
float | MasterVolumeMax | unknown | |
bool | Mute | true | Specifies if the sample is muted or not when a dinosaur vocal is played. |
string | A00, A01, … | unknown | Used instead of Sample to set a list of several samples to play, together with ProcessStyle = 6. In which case the trigger has no list of Action00s. |
Possible additional values (but not used in original levels): Attach, BoundaryVolume, LoopCount, MaximumDistance, OutsideVolume, Mute, Frustum, Emitter, StopAfterFade, VolumeFader.
ActionType 2 = “CMusicAction”
Play music (from “Stream.tpa”).
Type | Name | Default | Description |
---|---|---|---|
string | Sample | must specify | Name of sample to play (from “Stream.tpa” file). |
int | SpatialType | 0 ? | Spatial type of audio sample (If the original levels have this value, it’s always 0). 0 = constant-volume stereo 1 = distance-attenuated 2 = 3-D audio |
float | Attenuation | 1.0 ? | Sound attenuation with distance in dB/m. 0 or 1 in original levels. Only for SpatialType = 1 |
float | Volume | 0.0 ? | Sound volume in dB.If set in original levels, it’s always to -5. Only for SpatialType = 0 |
string | Emitter | must specify | Name of object emitting this sound. If not specified, it’s the trigger itself. (Named object must exist.) |
float | Frustum | unknown | Angle of the sound cone around the Y-axis for 3-D samples. Only for SpatialType = 2 |
float | OutsideVolume | unknown | Sound volume outside the cone in dB for 3-D samples. Only for SpatialType = 2 |
Possible additional values (but not used in original levels): Attach, BoundaryVolume, LoopCount, MaximumDistance, OutsideVolume, Mute, Frustum, Emitter, StopAfterFade, VolumeFader.
ActionType 3 = “CFadeMusicAction”
Fade music (from “Stream.tpa”).
Type | Name | Default | Description |
---|---|---|---|
float | VolumeFader | unknown | Rate to fade the music in or out in dB/s. Use negative values to fade out, positive ones to fade in. |
bool | StopAfterFade | unknown | Set to true to stop the music playing after fading out? |
ActionType 4 = “CShowOverlayAction”
Overlay bitmap on screen.
Type | Name | Default | Description |
---|---|---|---|
string | Bitmap | required | Image has to be 16-bit BMP, in RGB565 format (not RGB555), and located inside the Trespasser root folder. Filename doesn’t include any path. Black (0, 0, 0) is used to indicate transparency. |
bool | Center | true | Set to false to manually set the X and Y positions. |
int | XPos | 0 | Horizontal position in pixels from the left margin of the screen. |
int | YPos | 0 | Vertical position in pixels from the top margin of the screen. |
bool | Discard | false | If set to true, image will get discarded after a period. (How can this be used to remove a previous overlay? Still need to check.) |
ActionType 5 = “CSetFogAction”
Set fog parameters. See also the trigger action “CSetSkyAction”.
Type | Name | Default | Description |
---|---|---|---|
float | FogHalf | 0.28 | Z-Half value, Z-plane distance at which half the light is absorbed by the fog. Original levels have 0.12, 0.22 |
float | FogPower | 1.2 | Fog power. Original levels have 0.8 |
int | FogType | 0 | Select between linear (0) and exp (1) fog types. (Not used in original levels.) |
int | R | unknown | Fog color component 0-255. |
int | G | unknown | Fog color component 0-255. |
int | B | unknown | Fog color component 0-255. |
ActionType 6 = “CSetRendererAction”
Set renderer parameters.
Type | Name | Default | Description |
---|---|---|---|
float | AmbientLight | 0.2 | Ambient light intensity. Original levels have 0.17, 0.2 |
float | CameraFOV | 75.0 | Camera. Field of view in degrees. (Not used in original levels.) |
float | FarClipPlane | 1000.0 | Camera. An object’s polygons and vertices further than this distance aren’t rendered. Value only used once in original levels (set to 500 in testscene). |
float | NearClipPlane | 0.025 | Camera. An object’s polygons and vertices closer than this distance aren’t rendered. (Not used in original levels.) |
float | PixelError | 1.0 | Perspective correction. Pixel error. |
int | SubdivisionLen | 16 | Perspective correction. # pixels to subdivide over. |
float | AltPixelError | 1.0 | Perspective correction. Alternate pixel error. |
int | AltSubdivisionLen | 32 | Perspective correction. Alternate # pixels to subdivide over. |
float | CullMaxDist | 800.0 | Culling. Distance at which an object of maximum radius disappears. |
float | CullMaxRadius | 8.0 | Culling. Maximum (cylindrical) radius of an object. |
float | CullMaxDistShadow | 120.0 | Culling. Distance at which an object’s shadow of maximum radius disappears. |
float | CullMaxRadiusShadow | 1.0 | Culling. Maximum (cylindrical) radius of an object’s shadow. |
Possible additional values (not used in original levels): AltSubdivisionLen, AltPixelError, SubdivisionLen, PixelError, NoLowRes, SoftwareOnly, HardwareOnly, Priority, CullMaxRadiusShadow, CullMaxDistShadow, CullMaxRadius, CullMaxDist, ShadowCulling, Culling.
ActionType 7 = “CSetTerrainAction”
Set terrain renderer parameters.
Type | Name | Default | Description |
---|---|---|---|
float | TrrPixelTol | 8.0 | Maximum error (in pixels) while rendering terrain. Original levels have 7-10, which is high, hence the abrupt changes in terrain geometry as you get closer. A value of 2-4 produces much better results. However, low values may cause a level to crash when the player approaches certain places. |
float | TrrPixelTolFar | 20.0 | Pixel tolerance at 500m distance. Original levels have 50 |
float | TrrNoDynTextureDist | 230.0 | No dynamic terrain textures drawn past this distance. Original levels have 230 |
float | TrrNoShadowDist | 32.0 | No shadows drawn on terrain past this distance (not used in original levels). Default value must be very low. |
float | TrrNoTextureDist | 230.0 | No terrain textures drawn past this distance. Original levels have 230 |
bool | TrrMovingShadows | true | No moving shadows drawn on terrain if set to false (not used in original levels). |
ActionType 8 = “CSetImageCacheAction”
Set image cache parameters.
Type | Name | Default | Description |
---|---|---|---|
bool | CacheActive | unknown | Enable (true) or disable (false) image cache system. |
bool | CacheIntersect | unknown | Enable (true) or disable (false) caching of intersecting objects. |
float | PixelRatio | unknown | Texels to screen pixels ratio? |
int | MinPixels | unknown | Possibly smallest size of images in the cache. |
int | CacheAge | unknown | Time to keep images in cache? |
ActionType 9 = “CSetAIAction”
Modify dinosaur behaviour.
Type | Name | Default | Description |
---|---|---|---|
string | Target | must specify | Target dino (Named object must exist.) |
bool | ActStayAway | false | If true use StayAwayMin|OK|Target |
float | StayAwayMin | unknown | |
float | StayAwayOK | unknown | |
string | StayAwayTarget | none | (Named object must exist.) |
bool | ActStayNear | false | If true use StayNearMax|OK|Target |
float | StayNearMax | unknown | |
float | StayNearOK | unknown | |
string | StayNearTarget | none | (Named object must exist.) |
float | Fear | must specify | Sets value for dinosaur’s fear. Valid range is 0.0-1.0. |
float | Love | must specify | Sets value for dinosaur’s love. Valid range is 0.0-1.0. |
float | Anger | must specify | Sets value for dinosaur’s anger. Valid range is 0.0-1.0. |
float | Curiosity | must specify | Sets value for dinosaur’s curiosity. Valid range is 0.0-1.0. |
float | Hunger | must specify | Sets value for dinosaur’s hunger. Valid range is 0.0-1.0. |
float | Thirst | must specify | Sets value for dinosaur’s thirst. Valid range is 0.0-1.0. |
float | Fatigue | must specify | Sets value for dinosaur’s fatigue. Valid range is 0.0-1.0. Decreases slowly with time. |
float | Pain | must specify | Sets value for dinosaur’s pain. Valid range is 0.0-1.0. Decreases quickly with time. |
float | Solidity | must specify | Sets value for dinosaur’s solidity (fear of hitting solid objects). Valid range is 0.0-1.0. |
The various other AI emotions from CAnimal can also be set. Eg. Anger, Hunger etc.
ActionType 10 = “CSetPhysicsAction”
Freeze, set velocity, or apply push to an object.
Type | Name | Default | Description |
---|---|---|---|
string | Target | must specify | Name of instance to apply physics action to. (Named object must exist.) |
bool | Frozen | none | Set Frozen state of target if specified. |
bool | Impulse | false | If true then apply Push (otherwise use XYZ velocity). Requires Push and Emitter values. |
float | Push | unknown | Force (or velocity?) to apply to target. |
string | Emitter | none | Must be specified if Impulse=true. Push is applied in the direction of the Y axis of this instance. Emitter can be any object, moving or not. (Named object must exist.) |
float | X | 0.0 | Set X velocity of target if specified. |
float | Y | 0.0 | Set Y velocity of target if specified. |
float | Z | 0.0 | Set Z velocity of target if specified. |
ActionType 11 = “CSubstituteMeshAction”
Change mesh used by object.
Type | Name | Default | Description |
---|---|---|---|
string | Target | must specify | Name of instance to perform substitution on. (Named object must exist.) |
int | Substitute | must specify | For target instance use mesh in value “A%d” of target instance, where %d is the same as this Substitute number. 0 is the original mesh. |
ActionType 12 = “CSetSortAction”
Depth sort settings.
Type | Name | Default | Description |
---|---|---|---|
float | NearTolerance | 0.0000025 | 0.0<NearTolerance<=1.0 |
float | FarTolerance | 0.0078 | 0.0<FarTolerance<=1.0 |
float | NearZ | 0.000644 | 0.0<NearZ<=1.0 |
float | FarZ | 0.4 | 0.0<FarZ<=1.0 |
float | FarZNo | 0.5 | 0.0<FarZNo<=1.0 |
float | SortPixelTol | 0.65 | 0.0<=SortPixelTol<=2.0 |
int | MaxNumToSort | 1000 | 100<=MaxNumToSort<=2000 |
int | Sort2PartAt | 1000 | At which number of polygons should dual partitions be used. 100<=Sort2PartAt<=2000 |
int | Sort4PartAt | 1500 | At which number of polygons should quad partitions be used. 100<=Sort4PartAt<=2000 |
float | TerrNearTolerance | 0.0001 | 0.0<TerrNearTolerance<=1.0 |
float | TerrFarTolerance | 0.02 | 0.0<TerrFarTolerance<=1.0 |
float | TerrNearZ | 0.000644 | 0.0<TerrNearZ<=1.0 |
float | TerrFarZ | 0.3 | 0.0<TerrFarZ<=1.0 |
bool | UseSeperateTol | false | Set to true to use separate tolerance parameters for terrain. |
ActionType 13 = “CSetSkyAction”
Set parameters of the sky. See also the trigger action “CSetFogAction”.
Type | Name | Default | Description |
---|---|---|---|
float | FogFar | 0.95 | Full fog after this value. 0.0 is at the player’s position, 1.0 at the horizon. Around 0.85 in original levels. |
float | FogNear | 0.75 | No fog before this value. Around 0.7 in original levels. |
float | Height | 1000 | Height of sky in m. Around 1000 in original levels. |
float | Scale | 0.055 | Pixel scale in pix/m. Usually 0.075 in original levels. |
int | SubDivision | 32 | Number of pixels between perspective subdivisions, 2 to 64. 32 pixels in original levels. |
float | WindspeedX | 0.8 | Usually 0.8 m/s in original levels. |
float | WindspeedY | 1.8 | Usually 1.8 m/s in original levels. |
bool | FillScreen | unknown | Set to true to fill the screen with the fog color. |
Values that were never used in the original levels: probably ScaleLimit, MinScale, MaxScale, FillScreen.
ActionType 14 = “CSetAlphaWaterAction”
Define water properties.
Type | Name | Default | Description |
---|---|---|---|
group | AlphaWaterProperties | none | This is one of the main groups. |
group | NonAlphaWaterProperties | none | This is the other main group. |
The following are sub-groups to the main AlphaWaterProperties and NonAlphaWaterProperties groups. | |||
group | A00 to A15 | none | Secondary groups, for different levels of disturbance, apparently. |
The following values are each used once for every one of the GROUP type entries above (1 for each of the 16 groups, multiplied by 2 for each of the larger groups further above). | |||
int | R | unknown | Amount of red color. |
int | G | unknown | Amount of green color. |
int | B | unknown | Amount of blue color. |
float | Alpha | unknown | Level of transparency. |
Example:
group SomeTrigger { ; (trigger class start) string Class = "SomeTriggerType" ... int ActionType = 14 ... group AlphaWaterProperties { group A00 { int R = ? int G = ? int B = ? float Alpha = ? } group A01 { int R = ? int G = ? int B = ? float Alpha = ? } (same for group A02, A03, etc.) } ... group NonAlphaWaterProperties { group A00 { int R = ? int G = ? int B = ? float Alpha = ? } group A01 { int R = ? int G = ? int B = ? float Alpha = ? } (same for group A02, A03, etc.) } ... } ;(trigger class end)
ActionType 15 = “CWaterOnOffAction”
Type | Name | Default | Description |
---|---|---|---|
string | ObjectName | unknown | Name of water object to affect |
bool | Enable | unknown | Set state, true to enable, false to disable. |
ActionType 16 = “CLoadLevelAction”
Load a level.
Type | Name | Default | Description |
---|---|---|---|
string | LevelName | must specify | Name of level scene file to load (eg. “jr.scn”). |
ActionType 17 = “CSetAnimatePropertiesAction”
Modify health and other values of Anne and dinosaurs.
Type | Name | Default | Description |
---|---|---|---|
string | ObjectName | must specify | Name of a CAnimal, or “Player” for Anne. (Named object must exist.) |
float | Damage | 0.0 | Amount to substract from instance HitPoints. |
float | CriticalHit | none | Decrease in HitPoints due to a single damage hit that is considered critical. |
float | HitPoints | none | If specified, set current health of object. |
float | MaxHitPoints | none | If specified, set maximum health of object. |
float | Regeneration | none | Rate at which the HitPoints are increased per second after receiving damage until reaching MaxHitPoints again. |
float | DieRate | none | Rate at which the HitPoints decrease per second automatically after reaching a value equal or less than 0.0 until reaching ReallyDie. |
float | ReallyDie | none | Value at which the HitPoints don’t decrease anymore. |
ActionType 18 = “CTeleportAction”
Move object.
Type | Name | Default | Description |
---|---|---|---|
string | ObjectName | must specify | Instance to teleport (Named object must exist.) |
string | TeleportDestObjectName | must specify | Teleport destination (Named object must exist.) |
bool | HeightRelative | true | If true, object will be teleported above anything at destination location. |
bool | OnTerrain | true | If true, object will be teleported on the terrain surface. |
bool | SetPosition | true | If true, object’s pivot will be positioned at the same coordinates as destination’s pivot. |
bool | SetOrientation | true | If true, object’s orientation will be the same as destination’s orientation. |
Values that were never used in the original levels: possibly OnTerrain.
ActionType 19 = “CSaveLevelAction”
Creates a new savegame (eg. “Savegame.000”) in the Trespasser directory. Doesn’t include a thumbnail though, so it’s more like a .scn file than a savegame.
Type | Name | Default | Description |
---|---|---|---|
string | LevelName | Autosave.scn | Not actually the level name, but rather the name that appears in the savegame list in the Load Level menu. Doesn’t matter if name has occurred before, always creates another save game file. |
(This action was not used in the original levels.)
ActionType 20 = “CMagnetAction”
Change the parameters of a magnet attached to an object. Probably can use any values from CMagnet (@test). Original levels set the following CMagnet values: Drive, Enable, Friction, MasterObject, Target, ZFree. MasterObject is required. A couple of triggers also set a “string Target” value, probably a typo.
Type | Name | Default | Description |
---|---|---|---|
string | MasterObject | must specify | Master object. It’s needed to indicate which magnet to apply properties to. (Named object must exist.) |
string | SlaveObject | must specify | Slave object. If not specified, magnet is attached to the world. (Named object must exist.) |
bool | Enable | unknown | Set to true to activate the magnet, set to false to disable the magnet (freeing the object it’s attached to). |
bool | Delta | false | Set to true to add values to the current magnet’s ones, set to false to replace them. |
bool | Merge | false | Set to true to replace non-zero values, set to false to replace all. |
ActionType 21 = “CAnimateTextureAction”
Set animated texture parameters.
Type | Name | Default | Description |
---|---|---|---|
string | Target | must specify | Target object. Textures on all instances of the object’s mesh are changed. (Named object must exist.) |
int | Frame | unknown | Set animated texture frame number for target. See CInstance.Anim00 |
int | FreezeFrame | none | If specified, set freeze frame for target (-1 for no freeze frame). |
float | Interval | none | If specified, set animation interval for target (-1.0 to freeze). |
int | TrackTwo | none | If specified, set start of second animation track for target. Set to -1 if want only one track. |
Values that were never used in the original levels: possibly Toggle.
ActionType 22 = “CHideShowAction”
Set visible/hidden state of object.
Type | Name | Default | Description |
---|---|---|---|
string | ObjectName | must specify | Object to set Visible state of. (Named object must exist.) |
bool | Volume | unknown | If true, affect all objects inside bounding volume of ObjectName Only set in one trigger. |
bool | Visible | must specify | Object visibility state is set to this. |
bool | Toggle | false? | Toggle object visibility. |
If an object is initially set to bool Visible = false in its t-script, ActionType 22 can’t make it visible. The way around this is to make it bool Visible = true and se a start trigger with ActionType 22 to make it invisible as soon as the level loads, and later use another trigger with ActionType 22 to make it visible again when you need to.
ActionType 23 = “CSoundEffectAction”
Play effect sound (from “Effects.tpa”). Similar to action “CAmbientAction” but can attach to (move with) an object.
Type | Name | Default | Description |
---|---|---|---|
string | Sample | must specify | Name of sample to play from “Effects.tpa” file. |
string | Emitter | must specify | Name of object emitting this sound. See Attach. (Named object must exist.) |
bool | Attach | false | If true, sound is attached to (moves with) Emitter. |
float | Volume | unknown | Sound volume in dB. |
float | Attenuation | unknown | Sound attenuation with distance in dB/m. 0,1,2 in original levels. |
float | Frustum | unknown | Angle of the sound cone around the Y-axis for 3-D samples. |
float | OutsideVolume | unknown | Sound volume outside the cone in dB for 3-D samples. |
ActionType 24 = “CWakeAIAction”
Wake up dinos or put them to sleep. It’s only used once in original levels, in a trigger with name “TrigWakeupA-00”.
Type | Name | Default | Description |
---|---|---|---|
bool | WakeUp | true | Set to true to wake up dinos, set to false to put them to sleep. |
string | Target | none | Name of dinosaur to wake up or put to sleep. If not specified, affect all dinosaurs within radius of sphere of influence. (Named object must exist.) |
string | Location | none | Name of object to use as center of sphere of influence. If not specified, use the trigger itself. (Named object must exist.) |
float | Radius | unknown | Radius of sphere of influence. If not specified, use trigger’s scale. |
float | X | none | X coordinate of sphere’s center, overrides Location. |
float | Y | none | Y coordinate of sphere’s center, overrides Location. |
float | Z | none | Z coordinate of sphere’s center, overrides Location. |
ActionType 25 = “CDelayAction”
Delay before moving to next action.
Type | Name | Default | Description |
---|---|---|---|
float | Delay | must specify | Time to delay before moving to next action. |
ActionType = 26 “CScriptedAnimationAction”
Not used in original levels. This action animates objects and/or the camera. See the Animation Scripts section for details of the script format.
Type | Name | Default | Description |
---|---|---|---|
string | AnimationName | must specify | Name of animation script, without file extension. If a .asb file exists in the data directory, it is used. If not, a .asa file is loaded from the data/anim/ directory, and a .asb file is saved in the data directory. Action is ignored if no animation file is found. |
eg. To play animation script “D:dataanimtest.asa” where D: is the Trespaser “Data Drive”
group Trig_Start2-00 = { string Class = "CStartTrigger" int FireCount = 1 int ActionType = 26 string AnimationName = "test" }
ActionType 27 = “CSetVariableTriggerAction”
Set (boolean) variable trigger state.
Type | Name | Default | Description |
---|---|---|---|
string | TriggerName | must specify | Name of a CVariableTrigger (Named trigger must exist.) |
bool | Value | true | Value to set trigger to. |
bool | Toggle | false | Set to “true” to toggle trigger’s current value. |
ActionType 28 = “CSetHintAction”
Type | Name | Default | Description |
---|---|---|---|
int | HintID | must specify | Used without any other parameters to access predefined texts, encoded inside the executable, same as ResourceIDs. Values used are of the form x for the TestScene, 10x for the Beach, 20x for Jungle Road, 30x for Industrial Jungle, 40x for Ingen Town, 60x for the lab, 70x for Ascent, 80x for Ascent 2, 90x for Summit, where x is a number between 0-9 (not all are valid for all levels). The demo doesn’t use a trigger to set Hints, so it’s using the “default” HintID of 0, in all likelihood (which also appears in the TestScene until a trigger replaces it with HintID 1). Maybe 50x Hints were used for Pine Valley? Currently, selecting a 50x HintID displays only a blank message. |
ActionType 29 = “CAudioEnvironmentAction”
Set EAX environmental audio parameters. Eg. Set default parameters in a CStartTrigger, and then in CLocationTriggers to give different areas special effects. Remember to set the defaults again when player leaves the area.
Type | Name | Default | Description |
---|---|---|---|
int | AudioEnvironment | unknown | EAX environment preset (see table below). |
float | ReverbDamping | depends on preset | Ranges from 0 – 0.79 in original levels. |
float | ReverbDecay | depends on preset | Ranges from 0.4 – 4.32 in original levels. |
float | ReverbVolume | depends on preset | Ranges from 0.15 – 1.0 in original levels. |
The following table lists Creative EAX 1.0’s 26 environment presets as used by Trespasser and their default values:
# | Preset Base Environment | Reverb Mix Volume | Reverb Decay Time | Damping |
0 | Generic | 0.5 | 1.49 | 0.5 |
1 | Padded Cell | 0.25 | 0.17 | 0.4 |
2 | Room | 0.42 | 0.4 | 0.66 |
3 | Bathroom | 0.65 | 1.49 | 0.16 |
4 | Living Room | 0.21 | 0.5 | 0.1 |
5 | Stone Room | 0.5 | 2.31 | 0.89 |
6 | Auditorium | 0.4 | 4.32 | 0.5 |
7 | Concert Hall | 0.5 | 3.92 | 0.5 |
8 | Cave | 0.5 | 2.91 | 1.3 |
9 | Arena | 0.36 | 7.24 | 0.33 |
10 | Hangar | 0.5 | 10.05 | 0.3 |
11 | Carpeted Hallway | 0.15 | 0.3 | 0.55 |
12 | Hallway | 0.36 | 1.49 | 0.5 |
13 | Stone Corridor | 0.44 | 2.7 | 0.64 |
14 | Alley | 0.25 | 1.49 | 0.5 |
15 | Forest | 0.11 | 1.49 | 0.5 |
16 | City | 0.11 | 1.49 | 0.5 |
17 | Mountains | 0.19 | 1.49 | 0.5 |
18 | Quarry | 1.0 | 1.49 | 0.5 |
19 | Plain | 0.1 | 1.49 | 0.17 |
20 | Parking Lot | 0.21 | 1.65 | 1.5 |
21 | Sewer Pipe | 0.65 | 2.81 | 0.25 |
22 | Underwater | 1.0 | 1.49 | 0.81 |
23 | Drugged | 0.88 | 8.39 | 1.39 |
24 | Dizzy | 0.14 | 17.23 | 0.66 |
25 | Psychotic | 0.49 | 7.56 | 0.81 |
ActionType 30 = “CSubstituteAIAction”
Change AI used by object.
Type | Name | Default | Description |
---|---|---|---|
string | Target | must specify | Name of instance to perform substitution on. (Named object must exist.) |
string | Substitute | must specify | Name of instance to get AI from for substitution. |
ActionType 31 = “CEndGameAction”
End game and play ‘win’ movie. No other values for this action.
ActionType 32 = “CControlPlayerAction”
Make player perform an action.
Type | Name | Default | Description |
---|---|---|---|
bool | PutDownObject | false | Forces player to drop item currently in hand |
ActionType 33 = “CAISystemAction”
Can be used to enable/disable AI options. Affects all AIs.
Type | Name | Default | Description |
---|---|---|---|
bool | WakeUp | true | Set to false to prevent dinos from waking up (similar to “dinos” cheat), set to true to reactivate WakeUp parameters of every AI. |
ActionType 34 = “CTextAction”
Display text at top of screen.
Type | Name | Default | Description |
---|---|---|---|
string | OverlayText | must specify | Text to display |
bool | TextAtTop | true | True to display text at top, false to display at bottom. |
float | TextDisplayTime | 3.0 | Period to display text for (in seconds) |
int | TextPosition | 1 | Horizontal alignment of text: 0 = Left 1 = Center 2 = Right |
float | R | 1.0 | Red text color component, 0.0-1.0 |
float | G | 1.0 | Green text color component, 0.0-1.0 |
float | B | 1.0 | Blue text color component, 0.0-1.0 |
int | ResourceID | unknown | Used without any other parameters to access predefined texts, encoded inside the executable, same as HintIDs. Tutorials on Beach use 1010, 1020, 1030, 1040, 1050, 1060, 1070, 1080, 1090, 1100, 1110, 1120, 1130, 1140, 1150, 1160, 1170, 1180, 1190, 1200, 1210, 1220, 1230, 1240, 1250, 1260, 1270, 1280, 1290 |
Values that were never used in the original levels: TextDisplayTime, TextPosition (and possibly ResourceID, TextAtTop).
ActionType 35 = “CWaterDisturbanceAction”
Activate CWaterDisturbance object.
Type | Name | Default | Description |
---|---|---|---|
string | Target | unknown | CWaterDisturbance object to activate (named object must exist). |
Animation Scripts
Animation scripts were not used in any of the original levels – I’ve had to determine the format myself.
An animation script is used to animate object and camera movements, and is used by trigger action CScriptedAnimationAction. File extensions are “.asb” for binary format, or “.asa” for ASCII format.
ASCII Animation Script (.asa)
Binary Animation Script (.asb)
- ASCII scripts (.asa extension) must be placed in “<data drive>dataanim”. Binary scripts (.asb extension) must be in “<data drive>data”. Trespasser tries to load the binary file first. If it’s not found, it loads the ASCII file, and saves a binary version in the data directory (which in future is used in preference to the ASCII version).
- Note that shadows of moving objects are not updated. I haven’t found a workaround for this.
ASCII Animation Script (.asa)
I’ll continue the example from the CScriptedAnimationAction section, then describe the script keywords.
Eg. For our earlier example, this is the file “C:Tres CDdataanimtest.asa” where “C:Tres CD” is the Trespaser “Data Drive”. The level must contain a CInstance called “Box-00” |
version 1 object Box-00 frame 0 pos 0 5 3 rot 0 0 0 1 scale 1 frame 3.5 pos 5.5 3 3 rot 0 0 1 0 scale 1 end_object |
If there’s a syntax error in the file, anything from that point on is ignored. If the file is not found, the trigger does nothing.
Keyword | Description |
version <number> |
This line is required, but the number seems to be ignored. |
forced_rate <number> |
Can specify after version, and I think before any “object” section. I’m not sure exactly what this means. “0” doesn’t seem to do much, “1” makes the animation play very fast (perhaps it ignores the frame time, playing frames as fast as possible). |
object <name> |
Define animation for instance “<name>”. If the instance is not found, script continues running, ignoring this object section. |
frame <time> |
Time (in seconds) for this keyframe |
pos <X> <Y> <Z> |
Position for this keyframe. Absolute (world) coordinates, as Trespasser has no hierarchy. |
rot <X> <Y> <Z> <W> |
Rotation quaternion for this keyframe. Will be normalized during loading. |
scale <S> |
Scale for this keyframe. (I think it might be multiplied by original object scale, so it would normally be set to 1.0) |
object Camera |
Define animation for “Camera”. ie. give Anne an out-of-body experience. Just like the object block described above, but specifies animation of the viewport. With zero rotation, view direction is along the positive Y-axis, positive Z is up. (I think, perhaps it depends on Anne’s orientation?) Note: If Anne is moving (eg. a movement key is pressed) when the first Camera frame is reached, she will continue moving while the animation plays, even though the key may be released. |
Binary Animation Script (.asb)
Trespasser loads these (from the data directory) in preference to a .asa file, and they should be used when a level is released. An .asb file is created automatically in the data directory the first time a .asa file is loaded.
Page researched and created by Andres, with additional research by Rebel, BigRed, Draconisaurus, chronzerg and machf.
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