
Template for a NPC
[874]
; cse_abstract properties
section_name = stalker
name = esc_bandit_0001
position = -169.59,-28.17,-322.55
direction = 0,0,0
; cse_alife_trader_abstract properties
money = 5000
character_profile = esc_bandit_novice
; cse_alife_object properties
game_vertex_id = 73
distance = 15
level_vertex_id = 168210
object_flags = 0xffffffbf
custom_data = <<END
[smart_terrains]
none = true
END
; cse_visual properties
visual_name = actors\bandit\stalker_bandit_master
; cse_alife_creature_abstract properties
g_team = 0
g_squad = 0
g_group = 0
health = 1
dynamic_out_restrictions =
dynamic_in_restrictions =
upd:health = 1
upd:timestamp = 0
upd:creature_flags = 0
upd:position = -169.59,-28.17,-322.55
upd:o_model = 0
upd:o_torso = 0,0,0
upd:g_team = 0
upd:g_squad = 0
upd:g_group = 0
; cse_alife_monster_abstract properties
upd:next_game_vertex_id = 65535
upd:prev_game_vertex_id = 65535
upd:distance_from_point = 0
upd:distance_to_point = 0
; cse_alife_human_abstract properties
predicate5 = 0,1,0,2,1
predicate4 = 2,1,0,0
upd:start_dialog =
Template for a mutant
[873]
; cse_abstract properties
section_name = bloodsucker_weak
name = esc_bloodsucker_0001
position = -220.88,-18.31,-168.64
direction = 0,0,0
; cse_alife_object properties
game_vertex_id = 73
distance = 4
level_vertex_id = 168210
object_flags = 0xffffffbf
custom_data = <<END
[smart_terrains]
none = true
END
; cse_visual properties
visual_name = monsters\krovosos\krovosos
; cse_alife_creature_abstract properties
g_team = 0
g_squad = 0
g_group = 0
health = 1
dynamic_out_restrictions =
dynamic_in_restrictions =
upd:health = 1
upd:timestamp = 0
upd:creature_flags = 0
upd:position = -166.77,-18.39,-128.83
upd:o_model = 0
upd:o_torso = 0,0,0
upd:g_team = 0
upd:g_squad = 0
upd:g_group = 0
; cse_alife_monster_abstract properties
upd:next_game_vertex_id = 65535
upd:prev_game_vertex_id = 65535
upd:distance_from_point = 0
upd:distance_to_point = 0
So whats what then?
This is a simple breakdown of the "need to know" aspects of these templates.
section_name - Definition of the type of spawn. IE; bandit, stalker, controller, bloodsucker, etc.
Name - Not particularly any relation to the above but equally important. In the template esc_bloodsucker_0001 breaks into level>mutant>"ID" of mutant. The last point must always be different if adding more than a single one off spawn entry of a particular mutant\NPC in a level. IE; if adding 2 bloodsucker one off spawns the names would look like so;
esc_bloodsucker_0001
esc_bloodsucker_0002
Position - The co-ordinates the mutant\NPC will spawn around.
Direction - What way a NPC\mutant will face when spawned. Best left at 0,0,0.
Distance - How far the NPC\mutant is allowed to "wander". I'm unsure of the maximum value, I assume 300.
[smart_terrains] - Allows you to define a specific path. In the template none = true lets the NPC\mutant wander wherever they feel like and do whatever they want.
cse_visual_properties - Directory of the mutant\NPCs skin texture.
g_team\g_squad\g_group - Experimenting seems to show that these options do the following;
Allows NPC\mutant to decide randomly if they want to join another of their "kind"
Allows NPC\mutant to not act so "civillian" in a team. In other words, they seem to help eachother more not just follow eachother around.
A friendly sort of gathering. Seems to be a mix of the former two.
Other options such as game_vertex_id should be taken from the all.spawn file your editing and changing accordingly.
upd:position - Set this the same as Position.
upd:g_team\upd:g_squad\upd:g_group - Your probably supposed to set these the same as g_team\g_squad\g_group paramaters.
Hopefull this helps all.spawn first-timers out
