Difference between revisions of "Enemy Parameters"
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Enemy behaviour parameters are configured in each enemy's blueprint file, or sometimes its superclass file. These exist in <code>Carrot4/Placeables/Teki</code> and <code>Carrot4/Placeables/Teki/Base</code> for superclasses and can be edited as JSON, once decoded. For enemy parameters relating to economy/health/carrying/damage see [[Data Table/Actor Parameters]]. | Enemy behaviour parameters are configured in each enemy's blueprint file, or sometimes its superclass file. These exist in <code>Carrot4/Placeables/Teki</code> and <code>Carrot4/Placeables/Teki/Base</code> for superclasses and can be edited as JSON, once decoded. For enemy parameters relating to economy/health/carrying/damage see [[Data Table/Actor Parameters]]. | ||
− | While the blueprint files are quite large, they are mostly full of irrelevant code for the common user. The file is split into "generator variables" which are used to set the base characteristics of an enemy at runtime, likely laid underneath an enemy's instance-parameters, which come from [[ | + | While the blueprint files are quite large, they are mostly full of irrelevant code for the common user. The file is split into "generator variables" which are used to set the base characteristics of an enemy at runtime, likely laid underneath an enemy's instance-parameters, which come from [[ActorSerializeParameter and AI]]. |
The gen variables one is likely looking for are: | The gen variables one is likely looking for are: |
Latest revision as of 02:22, 13 May 2024
Enemy behaviour parameters are configured in each enemy's blueprint file, or sometimes its superclass file. These exist in Carrot4/Placeables/Teki
and Carrot4/Placeables/Teki/Base
for superclasses and can be edited as JSON, once decoded. For enemy parameters relating to economy/health/carrying/damage see Data Table/Actor Parameters.
While the blueprint files are quite large, they are mostly full of irrelevant code for the common user. The file is split into "generator variables" which are used to set the base characteristics of an enemy at runtime, likely laid underneath an enemy's instance-parameters, which come from ActorSerializeParameter and AI.
The gen variables one is likely looking for are:
Gen var | Meaning |
---|---|
AttackAffordance_GEN_VARIABLE |
Possibly the properties of if an entity believes it can attack |
{EntityName}AI_GEN_VARIABLE |
Configures an enemy's behaviour and values |
CarrotMove_GEN_VARIABLE |
Speed values |
Life_GEN_VARIABLE |
Health, health bar and some damage properties |
PointerAssist_GEN_VARIABLE |
Cursor properties |