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DL2notes.md

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107 lines (89 loc) · 2.97 KB

DL2notes

#TODO { Why doesn't prone ragdoll get behaviors?

Change ai\damage_rules.scr Rule("stamina_depleted_melee_weapon_blunt_light_inflicts_unstable"); Rule("stamina_depleted_melee_weapon_blunt_medium_inflicts_unstable"); unstable is probably not a ragdoll and not as fun }

general{

You CANNOT nest /* */ comments

animation

ai_timing.def $EVENT_FALL_FROM_EDGE_ENABLED (i, 102) } characters\animations\animscripts\pinhead\biter.scr seems to define hit reaction animations

EVENT_FORCE_FALL causes ragdoll? characters\animations\animscripts\pinhead\viral.scr All EVENT_FORCE_FALL commented out

#weapon{ scripts\inventory\inventory_special.scr Defines Melee_Fists, the player fists

}

ragdoll

ai\ai_lod_policy.scr MaxActiveAIRagdolls

ragdoll_behaviors.def defines variables for .phx ragdoll_behaviors.phx defines behaviors for ragdoll .scr scripts to use

ragdoll_behavior_rules.scr Links reaction attributes to RagdollBehaviorPresets in ai_ragdoll_behavior_presets.scr Data(EReactionType_Cut, EReactionContext_MeleeWeapon, EHitSeverity_Any, EMoveSeverity_Any, ERagdollHitPart_Head, EImpactDirection_Left, "cut_melee_weapon_UB_left@ai_ragdoll_behavior_presets.scr");

ragdoll_behaviors.phx Defines Behaviors using various dynamics like Behavior("TorsoVertical1_Down") { LinVel(0, 0.15, 12.5, CURVE_CONST, "neck1", "", [-0.3, -1, 1], COORD_START) vector3 with COORD_START for [x, y, z] where hit occurs right side +x toward player -x toward player +y up -y down +z left of player (same direction as swing) -z right of player (opposite direction of swing) z tends to be the most important axis with COORD_START COORD_WORLD +x -x +y up -y down +z -z COORD_LOCAL on "spine3" Assuming spine 3 goes up from pelvis (bone tip is up) +x toward bone tip (initially up if zombie standing) -x away from bone tip (initially down if zombie standing) +y zombie's left -y zombie's right +z zombie's back -z zombie's front AngVel(0, 10.0, 50, CURVE_CONST, "spine3", "", [1, 0, 0], COORD_LOCAL) Assuming spine 3 goes up from pelvis +x -x +y -y +z -z RandLinImpulse With start = 0.5 and end = 0.5, setting impulse to 0.5 will impulse exactly 1 time

ai_ragdoll_behavior_presets.scr Defines RagdollBehaviorPresets using behaviors from ragdoll_behaviors.phx These presets are applied at death and maybe other ragdolls

ai_ragdoll_behavior_params.scr damage_does_not_trigger_ragdoll_after_death

damage damage_reaction_presets.scr SReactionData("light_collision") { type(EReactionType_Push); context(EReactionContext_Collision); hit_severity(EHitSeverity_Light); move_severity(EMoveSeverity_Light); flags(EReactionFlag_Interrupt); }

CheatMenu stuff in debugconf.def curve_di.xml has stuff like infected_melee_dodge_prob and infected_turn_speed bone_names.scr