DML1 // Object Export of "Elemental (-1337)" // Note: Reverse links are not exported. Links, receptrons, stims and metaproperties are exported with '++', // which will cause duplicates if the DML is used on an already populated object. // Game->Damage Model->Hit Points +ObjProp "Elemental" "HitPoints" { "" 12 } // Game->Damage Model->Max Hit Points +ObjProp "Elemental" "MAX_HP" { "" 12 } // Engine Features->FrobInfo +ObjProp "Elemental" "FrobInfo" { "World Action" "[None]" "Inv Action" "Move, FocusScript" "Tool Action" "[None]" } // AI->AI Core->Movement: z offset +ObjProp "Elemental" "AI_MoveZOffset" { "" 5.00 } // AI->AI Core->Movement: max speed +ObjProp "Elemental" "AI_MoveSpeed" { "" 2.50 } // AI->AI Core->Uses doors +ObjProp "Elemental" "AI_UsesDoors" { "" FALSE } ++Receptron "Elemental" "PokeStim" { Min 0 Max None Effect "Amplify" { "Multiply by" 0.20 "Then add" 0.00 } } ++Receptron "Elemental" "ToxicStim" { Min None Max None Effect "Abort" } +ObjProp "FireElement" "ModelName" { "" "fire1" } // Position +ObjProp "FireElement" "Position" { "Location" 0.00, 0.00, 0.00 "Heading" 0 "Pitch" 0 "Bank" 0 } // Renderer->Extra Light +ObjProp "FireElement" "ExtraLight" { "Amount (-1..1)" 0.60 "Additive?" FALSE } // Scripts +ObjProp "FireElement" "Scripts" { "Script 0" "FireElement" "Script 1" "" "Script 2" "" "Script 3" "" "Don't Inherit" FALSE } // Game->Damage Model->Hit Points +ObjProp "FireElement" "HitPoints" { "" 10 } // Game->Damage Model->Max Hit Points +ObjProp "FireElement" "MAX_HP" { "" 10 } // Renderer->Dynamic Light +ObjProp "FireElement" "SelfLit" { "" 60 } // Physics->Model->Type +ObjProp "FireElement" "PhysType" { "Type" "Sphere" "# Submodels" 1 "Remove on Sleep" FALSE "Special" FALSE } // Tweq->Scale +ObjProp "FireElement" "CfgTweqScale" { "Halt" "Destroy Obj" "AnimC" "Sim" "MiscC" "[None]" "CurveC" "[None]" "Primary Axis" 0 "x rate-low-high" 0.00, 0.00, 1.00 "y rate-low-high" 0.00, 0.00, 1.00 "z rate-low-high" 0.00, 0.00, 1.00 } // Tweq->Models +ObjProp "FireElement" "CfgTweqModels" { "Halt" "Continue" "AnimC" "[None]" "MiscC" "Random" "CurveC" "[None]" "Rate" 100 "Model 0" "fire1" "Model 1" "fire2" "Model 2" "fire3" "Model 3" "" "Model 4" "" "Model 5" "" } // Tweq->ScaleState +ObjProp "FireElement" "StTweqScale" { "AnimS" "[None]" "MiscS" "[None]" "Axis 1AnimS" "[None]" "Axis 2AnimS" "[None]" "Axis 3AnimS" "[None]" } // Tweq->ModelsState +ObjProp "FireElement" "StTweqModels" { "AnimS" "On" "MiscS" "[None]" "Cur Time" 0 "Frame #" 0 } // AI->AI Core->AI +ObjProp "FireElement" "AI" { "Behavior set" "Elemental" } // AI->AI Core->Movement: max speed +ObjProp "FireElement" "AI_MoveSpeed" { "" 1.75 } // AI->AI Core->Vision description +ObjProp "FireElement" "AI_VisDesc" { "Z Offset" 0.00 "Cone 1: Flags" "Active, No alert 0, No alert 1, Night vision" "Cone 1: Angle" 170 "Cone 1: Z angle" 170 "Cone 1: Range" 6 "Cone 1: Acuity" 1500 "Cone 2: Flags" "Active, No alert 2, No alert 3, Night vision" "Cone 2: Angle" 50 "Cone 2: Z angle" 100 "Cone 2: Range" 5 "Cone 2: Acuity" 1500 "Cone 3: Flags" "Active, No alert 2, No alert 3" "Cone 3: Angle" 170 "Cone 3: Z angle" 170 "Cone 3: Range" 5 "Cone 3: Acuity" 1500 "Cone 4: Flags" "Active" "Cone 4: Angle" 360 "Cone 4: Z angle" 90 "Cone 4: Range" 10 "Cone 4: Acuity" 250 "Cone 5: Flags" "Active" "Cone 5: Angle" 60 "Cone 5: Z angle" 90 "Cone 5: Range" 20 "Cone 5: Acuity" 250 "Cone 6: Flags" "Active" "Cone 6: Angle" 90 "Cone 6: Z angle" 85 "Cone 6: Range" 40 "Cone 6: Acuity" 125 "Cone 7: Flags" "Active" "Cone 7: Angle" 130 "Cone 7: Z angle" 90 "Cone 7: Range" 60 "Cone 7: Acuity" 85 "Cone 8: Flags" "Active, No alert 0, Peripheral" "Cone 8: Angle" 270 "Cone 8: Z angle" 90 "Cone 8: Range" 5 "Cone 8: Acuity" 75 "Cone 9: Flags" "Active, Peripheral" "Cone 9: Angle" 230 "Cone 9: Z angle" 110 "Cone 9: Range" 80 "Cone 9: Acuity" 63 "Cone 10: Flags" "Active, Peripheral" "Cone 10: Angle" 250 "Cone 10: Z angle" 120 "Cone 10: Range" 120 "Cone 10: Acuity" 43 } // AI->Ranged Combat->Ranged Combat +ObjProp "FireElement" "AIRCProp" { "Minimum Distance" 10 "Ideal Distance" 25 "Firing Delay" 1.75 "Cover Desire" "Low" "Decay Speed" 0.00 "Fire While Moving" "Very Often" "Contain Projectile" FALSE } // AI->AI Core->Uses doors +ObjProp "FireElement" "AI_UsesDoors" { "" FALSE } // Physics->Model->Attributes +ObjProp "FireElement" "PhysAttr" { "Gravity %" 0.00 "Mass" 30.00 "Density" 0.40 "Elasticity" 1.00 "Base Friction" 0.40 "COG Offset" 0.00, 0.00, 0.00 "Climbable Sides" "[None]" "Flags" "[None]" "Rotation Axes" "[None]" "Rest Axes" "[None]" } // Dark GameSys->FlashInvuln +ObjProp "FireElement" "NoFlash" { "" TRUE } // Speech->Voice +ObjProp "FireElement" "SpchVoice" { "" "vfire" } // Schema->Class Tags +ObjProp "FireElement" "Class Tags" { "1: Tags" "CreatureType ElemFire" } // Renderer->Transparency (alpha) +ObjProp "FireElement" "RenderAlpha" { "" 0.30 } ++MetaProp "FireElement" "ColdDamaged" ++Link "FireElement" "ElementalExplode" "Corpse" { } ++Link "FireElement" "firebolt" "AIProjectile" { "Constraint Type" "None" "Constraint Data" 0 "Targeting Method" "Straight-Line" "Selection Desire" "Very High" "Firing Delay" 0.00 "Ammo" 0 "Burst Count" 0 "Accuracy" "High" "Leads Target" TRUE "Launch Joint" "N/A" } ++Receptron "FireElement" "FireStim" { Min 2 Max None Target Me Agent Source Effect "damage" { "Damage Type" 0 "Use stimulus as type" TRUE "Multiply By" -1.00 "Then Add" 2 } } ++Receptron "FireElement" "FireStim" { Min None Max 0 Target Me Agent Source Effect "damage" { "Damage Type" 0 "Use stimulus as type" TRUE "Multiply By" -5.00 "Then Add" 0 } } ++Receptron "FireElement" "WaterStim" { Min 0 Max None Target Me Agent Source Effect "damage" { "Damage Type" 0 "Use stimulus as type" TRUE "Multiply By" 3.00 "Then Add" 0 } } ++Receptron "FireElement" "Stench" { Min 0 Max None Target Me Agent Source Effect "damage" { "Damage Type" 0 "Use stimulus as type" TRUE "Multiply By" 1.00 "Then Add" 0 } } ++Receptron "FireElement" "KOGas" { Min 0 Max None Target Me Agent Source Effect "damage" { "Damage Type" 0 "Use stimulus as type" TRUE "Multiply By" 1.00 "Then Add" 0 } }