// MVDataOverlayType = 1
class CNPC_ Escort_ VData : public CAI_ CitadelNPCVData
{
public:
// MPropertyStartGroup = Visuals
// MPropertyDescription = Particle that plays when spawned.
CResourceNameTyped < CWeakHandle < InfoForResourceTypeIParticleSystemDefinition > > m_ strSpawnParticle;
// MPropertyStartGroup = Gameplay
// MPropertyDescription = How far to search for friendly players for deploying our shield and slow walking. Only applies if players are behind
float32 m_ flEscortFriendlyHeroSlowMoveSearchRadius;
// MPropertyDescription = How far to search for friendly players for deploying our shield and fast walking
float32 m_ flEscortFriendlyHeroFastMoveSearchRadius;
// MPropertyDescription = Stop walking when we detect an objective this far away.
float32 m_ flEscortEnemyObjectiveSearchRadius;
// MPropertyDescription = Disable fast walk if Enemies are within this range
float32 m_ flEscortEnemySlowWalkRadius;
// MPropertyDescription = How close is close enough for pathfinding to a node.
float32 m_ flCloseEnoughToNode;
// MPropertyDescription = When we detect friendly players in front of us, apply this scale to our walking speed so we'll catch up to them.
float32 m_ flCatchUpSpeed;
// MPropertyDescription = How long after destroying 3 T1s and T2s does it take for the Vanguard to activate and start walking.
float32 m_ flActivateDelay;
} ;
KV3 Class Defaults
{
_ class = "CNPC_ Escort_ VData"
m_ sModelName = resource_ name : ""
m_ hFootstepSounds = ""
m_ vecNavLinkMovementNames = [ ]
m_ flAimConeAngle = 6.0
m_ nMaxHealth = 100
m_ vecIntrinsicModifiers = [ ]
m_ statusEffectMap =
{
}
m_ vecAttachments = [ ]
m_ flHeadDamageMultiplier = 1.5
m_ flChestDamageMultiplier = 1.0
m_ flStomachDamageMultiplier = 1.0
m_ flArmDamageMultiplier = 1.0
m_ flLegDamageMultiplier = 1.0
m_ nMaxAdditionalAmmoBalancingShots = 0
m_ bTakesDamage = true
m_ strDamagedEffect = resource_ name : ""
m_ bLightsFiresWhenDamaged = false
m_ nRagdollHealth = 0
m_ flImpactEnergyScale = 1.0
m_ bAllowNonZUpMovement = false
m_ bUseDynamicCollisionHull = false
m_ bRequestCapsuleCollision = false
m_ flCapsuleRadiusOverride = 0.0
m_ flCapsuleHeightOverride = 0.0
m_ vecActionDesiredShared = [ ]
m_ sPlayerKilledNpcSound = soundevent : ""
m_ sCustomDeathHandshake = ""
m_ sDefaultMovementSettings = ""
m_ mappedMovementSettings = [ ]
m_ bEnableCodeDrivenAnimgraphMovement = false
m_ bEnableAnimgraphTagDrivenStrafing = true
m_ flMassOverride = -1.0
m_ flThreatTemperature = 20.0
m_ flFlashpoint = -1.0
m_ mapBoundAbilities =
{
}
m_ flSightRangePlayers = 0.0
m_ flSightRangeNPCs = 0.0
m_ MeleeAnimName = ""
m_ flMeleeAttemptRange = 80.0
m_ flMeleeHitRange = 80.0
m_ MeleeAttackPoints = [ ]
m_ flMaxHealthBarDrawDistance = 0.0
m_ flWalkSpeed = 300.0
m_ flRunSpeed = 300.0
m_ flTurnRate = 180.0
m_ flAcceleration = 200.0
m_ flStepHeight = 36.0
m_ flJumpAnticipationTime = 0.6
m_ BeamStartSound = soundevent : ""
m_ BeamStopSound = soundevent : ""
m_ BeamPointStartLoopSound = soundevent : ""
m_ BeamPointEndLoopSound = soundevent : ""
m_ BeamPointClosestLoopSound = soundevent : ""
m_ strAmbientLoopSound = soundevent : ""
m_ DeathSound = soundevent : ""
m_ strLastHitSound = soundevent : ""
m_ bPlayLastHitSound = true
m_ flLastHitSoundWindowTime = 1.0
m_ MeleeHitSound = soundevent : ""
m_ MeleeHitPlayerSound = soundevent : ""
m_ sAmberModelName = resource_ name : ""
m_ sSapphireModelName = resource_ name : ""
m_ sDefaultMaterialGroupName = ""
m_ sEnemyMaterialGroupName = ""
m_ sTeam1MaterialGroupName = ""
m_ sTeam2MaterialGroupName = ""
m_ MeleeSwingParticle = resource_ name : ""
m_ MeleeActivateParticle = resource_ name : ""
m_ flModelScale = 1.0
m_ DeathParticle = resource_ name : ""
m_ JumpParticle = resource_ name : ""
m_ flOutlineRange = 2000.0
m_ flOutlineWidth = 4.0
m_ bOutlineThroughWalls = false
m_ bOutlineWhenVisible = false
m_ bSuppressOtherOutlinesWhenVisible = false
m_ HealthBarParticle = resource_ name : ""
m_ sHealthBarAttachment = ""
m_ HealthBarColorFriend = [ 0 , 0 , 0 , 0 ]
m_ HealthBarColorEnemy = [ 0 , 0 , 0 , 0 ]
m_ HealthBarColorTeam1 = [ 0 , 0 , 0 , 0 ]
m_ HealthBarColorTeam2 = [ 0 , 0 , 0 , 0 ]
m_ HealthBarColorTeamNeutral = [ 0 , 0 , 0 , 0 ]
m_ flMeleeTargetRadius = 0.0
m_ flHealthBarOffset = 0.0
m_ bSpawnBreakablesOnDeath = false
m_ flBreakableForceScale = 1.0
m_ flPhysicsImpulseMultiplier = 1.0
m_ flBeamWeaponWidth = 1.0
m_ flBeamTurnRate = 90.0
m_ BeamWeaponParticle = resource_ name : ""
m_ WeaponInfo =
{
m_ flBulletDamage = 0.0
m_ eDamageType = "CITADEL_ DAMAGETYPE_ BULLET"
m_ iBullets = 1
m_ iSplitShotsMax = -1
m_ bHitOnceAcrossAllBullets = false
m_ iBulletsToFullyClaimOrb = 1
m_ flExplosionRadius = 0.0
m_ flExplosionDamageScaleAtMaxRadius = 0.3
m_ bAllowExplosionToCollectGold = false
m_ iClipSize = 0
m_ flCycleTime = 0.15
m_ flBulletCreationDelay = 0.0
m_ iBurstShotCount = 1
m_ flIntraBurstCycleTime = 0.0
m_ iAmmoConsumedPerShot = 1
m_ flRange = 8192.0
m_ flRangeWhileZoomed = 0.0
m_ flDamageFalloffStartRange = 0.0
m_ flDamageFalloffEndRange = 900.0
m_ flDamageFalloffBias = 0.5
m_ flDamageFalloffStartScale = 1.0
m_ flDamageFalloffEndScale = 0.0
m_ bDontPassThroughPortals = false
m_ bPlayImpactEffectsOnTeammates = false
m_ flPenetrationPercent = 0.0
m_ flIronSightsTime = 0.1
m_ reloadDuration = 0.0
m_ bReloadUseActiveWeaponInfoDuration = false
m_ bReloadSingleBullets = false
m_ bReloadSingleBulletsAllowCancel = false
m_ flReloadSingleBulletsInitialDelay = 0.0
m_ bCanCrit = true
m_ flCritBonusStartRange = 0.0
m_ flCritBonusEndRange = 0.0
m_ flCritBonusStart = 1.0
m_ flCritBonusEnd = 1.0
m_ flCritBonusAgainstNPCs = 0.2
m_ eCritFilter = "CITADEL_ UNIT_ TARGET_ ALL"
m_ eCritAlwaysFilter = ""
m_ bSpinsUp = false
m_ flMaxSpinCycleTime = -1.0
m_ flSpinIncreaseRate = 0.0
m_ flSpinDecayRate = 0.0
m_ flBuildUpRate = -1.0
m_ bIsSemiAuto = false
m_ flBulletSpeed = 1000.0
m_ flBulletSpeedRandomFactor = 0.0
m_ flBulletGravityScale = 1.0
m_ flBulletRadius = 0.0
m_ flBulletRadiusVsWorld = 0.0
m_ flBulletLifetime = 0.0
m_ flVerticalAimBias = 0.0
m_ flBulletInheritShooterVelocityScale = 0.0
m_ bCanZoom = true
m_ flZoomFOV = 70.0
m_ flZoomFOV_ Relative = -5.0
m_ flZoomMoveSpeedPercent = 0.75
m_ flShootMoveSpeedPercent = 0.75
m_ flReloadMoveSpeedPercent = 1.0
m_ bUsesSpreadPattern = true
m_ Spread = 0.2
m_ bFirstShotPerfectAccuracy = false
m_ AimingShootSpreadPenalty = 0.0
m_ flScatterYawScale = 1.0
m_ flShootSpreadPenaltyPerShot = 0.0
m_ ShootSpreadPenaltyPerShotNormalization =
{
m_ bNormalizeSpreadPerShot = false
m_ FireRatePctRange = [ 0.0 , 100.0 ]
m_ SpreadPerShotFactor = 1.0
}
m_ flShootSpreadPenaltyDecayDelay = -1.0
m_ flShootSpreadPenaltyDecay = 1.0
m_ flSpreadPenaltyDecay = 3.0
m_ flShootingUpSpreadPenalty = 0.0
m_ flAutoReplenishClip = 0.0
m_ NpcAimingSpread = 0.0
m_ vecScatterOffsets = [ ]
m_ flPelletScatterFactor = 1.0
m_ flPelletScatterSpreadFactor = 0.5
m_ bApplySpreadToFirstPellet = false
m_ vecOriginOffsets = [ ]
m_ flVerticalPunch = 1.0
m_ flHorizontalPunch = 0.5
m_ HorizontalRecoil =
{
m_ Range = 0.0
m_ flBurstSlope = 0.0
m_ flBurstExponent = 1.0
m_ flBurstConstant = 0.0
}
m_ VerticallRecoil =
{
m_ Range = 0.0
m_ flBurstSlope = 0.0
m_ flBurstExponent = 1.0
m_ flBurstConstant = 0.0
}
m_ flRecoilSpeed = 1.0
m_ flRecoilRecoveryDelayFactor = 1.0
m_ flRecoilRecoverySpeed = 1.0
m_ flRecoilShotIndexRecoveryTimeFactor = 0.25
m_ nRecoilSeed = 0
m_ szBulletTravelTracerParticle = resource_ name : "particles/weapon_ fx/default_ tracer.vpcf"
m_ szSelfBulletTravelTracerParticle = resource_ name : ""
m_ szBulletLinkParticle = resource_ name : ""
m_ bUseDesatForFriendlyNonHeroTracer = true
m_ eAttachmentSourceType = "EAttachmentSource_ WeaponMuzzles"
m_ strCustomAttachmentSource = "ability_ cast"
m_ szMuzzleFlashEffectName = resource_ name : ""
m_ strWeaponImpactEffect = resource_ name : ""
m_ mapImpactEffects =
{
}
m_ bUseWeaponAbilityName = false
m_ flDamageForce = 50.0
m_ strShootSound = soundevent : ""
m_ strFirstShotSound = soundevent : ""
m_ strShotReleaseSound = soundevent : ""
m_ strBulletLoopingSound = soundevent : ""
m_ strBulletWhizSound = soundevent : ""
m_ strBulletImpactSound = soundevent : ""
m_ flBulletWhizDistance = 150.0
m_ strReloadSound = soundevent : ""
m_ strReloadEndSound = soundevent : ""
m_ strLocalPlayerBulletImpactSound = soundevent : ""
m_ strLocalPlayerBulletImpactHeavySound = soundevent : ""
m_ strZoomInSound = soundevent : ""
m_ strZoomOutSound = soundevent : ""
m_ strSpinUpSound = soundevent : ""
m_ strSpinDownSound = soundevent : ""
m_ strSpinUpLoopSound = soundevent : ""
m_ flMaxLagCompensation = 340282346638528859811704183484516925440.0
}
m_ strSpawnParticle = resource_ name : ""
m_ flEscortFriendlyHeroSlowMoveSearchRadius = 1500.0
m_ flEscortFriendlyHeroFastMoveSearchRadius = 1000.0
m_ flEscortEnemyObjectiveSearchRadius = 2000.0
m_ flEscortEnemySlowWalkRadius = 787.401978
m_ flCloseEnoughToNode = 200.0
m_ flCatchUpSpeed = 1.5
m_ flActivateDelay = 1.0
}