6.0
Entities Definitions - Actors

Last Updated : 2/28/98
©1998 Carl Glave
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Misc. Apocalypse Stuff Index

- actor_stationary
- path_actor
- actor_moveable
- actor "impulse" setups

actor_stationary (0 .5 .8) (-8 -8 -8) (8 8 8)

This is a powerfull actor entity that can perform two different actions or be killed when triggered by one of it's targetnames, and has sound playing support. This actor entity is stationary and is not solid. You don't have to worry about what all the different setable values are unless you want to make a new or special purpose actor because there are several preset value sets that are selectable using the "impulse" value. The list of these impulses is below. Any of these preset collections of settings for the actors can be overridden just by setting the value on the actor. To add your own preset value groups, add then to the actor_values_setup function in the actors.qc file then recompile. To make the actor do the first action, trigger it with its "targetname". To make it do its second action, trigger it with its "targetname2". To make it die(which makes it totally inactive) trigger it with its "targetname3". The value names would be intuitive, but due to the number of values used by the actor entity, I had to scroung up every entity data value I could find. If you're ever wondering what a certain value does, please just look for it here to find what it does. If it's not listed here, then that means it's not actually a used value.

"impulse" is the number of the preset values set to use. There several sets for some models to allow for different purposes. Any of the values that are specifically set in the other values will override these presets so that you can modify any of the preset values sets as needed. Default is 0, which is the first player model values set.

"model" is the model to use for the actor.

"targetname" is the name to trigger to make the actor do its action 1.

"targetname2" is the name to trigger to make the actor do its action 2.

"targetname3" is the name to trigger to make to actor die.

"weaponframe" is the first stand frame number

"weapon" is the total number of standing frames.

"pausetime" is the time that each standing frame will be displayed. Should usually be set to 0.1.

"noise" is the standing noise.

"items" is the %chance that it will the standing sound each time it uses its first stand frame.

"sounds" is the minimum amount of time between playings of the standing sound.

"fly_sound" is the first frame of action 1.

"style" is the total number of frames in action 1.

"search_time" is time delay for each frame of action 1.

"noise3" is the sound to play when doing action 1.

"attack_finished" is the effects to use when action 1 is done. Usually 0 for none, or 2 for a muzzle flash.

"t_length" is the frame number to do the effects and sound for action 1.

"invisible_sound" is the first frame of action 2.

"invisible_time" is the total number of frames in action 2.

"rad_time" is time delay for each frame of action 2.

"noise4" is the sound to play when doing action 2.

"pain_finished" is the effects to use when action 2 is done. Usually 0 for none, or 2 for a muzzle flash.

"t_width" is the frame number to do the effects and sound for action 2.

"invincible_sound" is the first frame of dying.

"invincible_time" is the total number of frames for dying.

"radsuit_finished" is the frame delay time for dying.

"path" is the sound to play when dying.

"super_sound" is the effects to use when dying. Usually 0 for none, or 2 for a muzzle flash.

"invincible_finished" is the frame to do the effects and sound for dying.

path_actor (0 .5 .8) (-8 -8 -8) (8 8 8) AP_ACT1 AP_ACT2 AP_DIE AP_WALK AP_RUN AP_SETANGLE AP_NOFACE AP_SETMODEL AP_SETVARS

This is the path entity used by the actor entities.

AP_ACT1 makes the actor perform its action one when it reaches the actor_path.

AP_ACT2 makes the actor perform its action two when it reaches the actor_path.

AP_DIE makes the actor die when it reaches the actor_path. This makes it completly inactive afterwards.

AP_WALK sets the actors movement rate to its walking rate.

AP_RUN sets the actors movement rate to its running rate.

AP_SETANGLE sets the actors angles to the actor_path's angles when the actor reaches it.

AP_NOFACE makes the actor not face the actor_path while moving towards it. Good for making an actor strafe.

AP_SETMODEL sets the actor's model to the actor_path's "model" value.

AP_SETVARS changes all the actors values to what was set on the actor_path.

"Impulse" can be set on the actor_path so that the actor will use the values for that impulse values set when it reaches there. For all the different setable values, see the actor_moveable entry just below.

"duration" how long the actor will take in getting there from the previous actor_path. Set to -1 for warp.

"angles" the angles to set the actor to when it reaches the actor_path. Only usefull if AP_SETANGLE is set.

"model" the model to make the sctor use when it gets there. Only works when AP_SETMODEL is set.

"targetname" its name.

"target" the name of the next actor_path.

actor_moveable (0 .5 .8) (-8 -8 -8) (8 8 8) ACTOR_STARTON ACTOR_RUN ACTOR_ACTPAUSE ACTOR_MOVEBREAK ACTOR_DONTFACE ACTOR_FLYFACE

This is a powerfull actor entity that can perform two different actions, be killed, or move when triggered by one of it's targetnames. It has sound playing support during all its different actions. This actor entity is moveable and is not solid. It usually moves at one of the two rates specified, its walking rate, or its running rate. A travel time duration can be specified. You don't have to worry about what all the different setable values are unless you want to make a new or special purpose actor because there are several preset value sets that are selectable using the "impulse" value. The list of these impulses is below. Any of these preset collections of settings for the actors can be overridden just by setting the value on the actor. To add your own preset value groups, add then to the actor_values_setup function in the actors.qc file then recompile. To make the actor do the first action, trigger it with its "targetname". To make it do its second action, trigger it with its "targetname2". To make it die(which makes it totally inactive thereafter) trigger it with its "targetname3". To make start moving from a stationary position, trigger it with its "targetname4".

ACTOR_STARTON makes the actor start moving immediately.

ACTOR_ACTPAUSE makes the actor pause it's movement to perform its actions.

ACTOR_MOVEBREAK makes the actor completely stop all movement when it performs an action. It must be triggered with its "targetname4" to make it move again.

ACTOR_DONTFACE will make the actor not automatically face the direction that he is moving in.

ACTOR_FLYFACE will make the actor adjust it's pitch and roll as well as its yaw to the direction it is facing. This is usefull for 3D flight paths for ships or making actors walk on walls and ceilings. If not set, the actor will only adjust its yaw to face the direction that it is heading.

ACTOR_RUN makes the actor start out with a running movment rate. If this is not used, the actor will start out movement at a walking rate.

"impulse" is the number of the preset values set to use. There several sets for some models to allow for different purposes. Any of the values that are specifically set in the other values will override these presets so that you can modify any of the preset values sets as needed. Default is 0, which is the first player model values set.

"targetname" is the name to trigger to make the actor do its action 1.

"targetname2" is the name to trigger to make the actor do its action 2.

"targetname3" is the name to trigger to make to actor die.

"targetname4" is the name to trigger to make it start moving from a stationary position.

"path" is the name of the first actor_path entity to heads towards.

"model" is the model to use for the actor.

"yaw_speed" is the number of degrees that it turns towards it's chosen facing direction at each of its frames. This is also for pitch and roll when using flight facing.

"weaponframe" is the first stand frame number

"weapon" is the total number of standing frames.

"pausetime" is the time that each standing frame will be displayed. Should usually be set to 0.1.

"noise" is the standing noise.

"items" is the %chance that it will the standing sound each time it uses its first stand frame.

"sounds" is the minimum amount of time between playings of the standing sound.

"fly_sound" is the first frame of action 1.

"style" is the total number of frames in action 1.

"search_time" is time delay for each frame of action 1.

"noise3" is the sound to play when doing action 1.

"attack_finished" is the effects to use when action 1 is done. Usually 0 for none, or 2 for a muzzle flash.

"t_length" is the frame number to do the effects and sound for action 1.

"invisible_sound" is the first frame of action 2.

"invisible_time" is the total number of frames in action 2.

"rad_time" is time delay for each frame of action 2.

"noise4" is the sound to play when doing action 2.

"pain_finished" is the effects to use when action 2 is done. Usually 0 for none, or 2 for a muzzle flash.

"t_width" is the frame number to do the effects and sound for action 2.

"walkframe" is the first walking frame.

"lip" is the total number of walking frames.

"lefty" is the time delay for each walking frame.

"noise1" is the sound to play while walking.

"count" is the minimum time delay for playing the walking sound.

"cnt" is the percent chance to play the sound while walking.

"speed" is the walking speed.

"ammo_cells" is the first running frame.

"ammo_shells" is the total number of running frames.

"currentammo" is the time delay for eash running frame.

"noise2" is the sound to play while running.

"ammo_nails" is the minimum time delay for playing the running sound.

"ammo_rockets" is the percent chance of playing the running frame.

"height" is the running speed.

"invincible_sound" is the first frame of dying.

"invincible_time" is the total number of frames for dying.

"radsuit_finished" is the frame delay time for dying.

"path" is the sound to play when dying.

"super_sound" is the effects to use when dying. Usually 0 for none, or 2 for a muzzle flash.

"invincible_finished" is the frame to do the effects and sound for dying.

Actor "impulse" auto setups

Each entry in this list specifies non-implied settings. What this means is that things like running and walking as implied, and not specifically stated. While actions like shooting and being hurt are defined because they can often be different action for different setups.

Impulse# : Name
------------------
0: player with a shotgun

Action 1: fire shotgun
Action 2: hurt
Die: fall forward

1: player with rocket launcher

Action 1: fire rocket launcher
Action 2: hurt
Die: blown back type death

2: player with an ax

Action 1: swing ax
Action 2: hurt

3: soldier (grunt)

Action 1: fire shotgun
Action 2: hurt

4: enforcer

Action 1: fire laser
Action 2: hurt