Difference between revisions of "Script Parameters"

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(Level: Filled type column)
(Stats: filled type column)
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! Attack Damage
 
! Attack Damage
|
+
| float
 
| The higher this is, the more health is taken from attacked characters.
 
| The higher this is, the more health is taken from attacked characters.
 
|-
 
|-
 
! Attack Knockback
 
! Attack Knockback
|
+
| float
 
| The higher this is, the more physics force is applied to attacked characters.
 
| The higher this is, the more physics force is applied to attacked characters.
 
|-
 
|-
 
! Attack Speed
 
! Attack Speed
|
+
| float
 
| The higher this is, the faster attack animations play.
 
| The higher this is, the faster attack animations play.
 
|-
 
|-
 
! Damage Resistance
 
! Damage Resistance
|
+
| float
 
| The higher this is, less health this character loses when it takes damage.
 
| The higher this is, less health this character loses when it takes damage.
 
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|-
 
! Knockout shield
 
! Knockout shield
|
+
| int
 
| How many times the character needs to lose their footing before they start taking real damage.
 
| How many times the character needs to lose their footing before they start taking real damage.
 
|-
 
|-
 
! Movement Speed
 
! Movement Speed
|
+
| float
 
| How fast the character moves when running.
 
| How fast the character moves when running.
 
|}
 
|}

Revision as of 16:57, 8 March 2018

This page covers non-hotspot object script parameters only. For hotspot specific script parameters, see Hotspots.

Script parameters can be set per object (and Level) and are used to pass parameters to an underlying script.

The script parameters for the selected object can be most easily changed using the selected window.

Some parameters might not exist by default. If that's the case you simply need to press the "New parameter" button and type in the exact same name (including big/small letters).

TODO: fill in type collumns.

Level

The level parameters can be accessed by bringing up the scenegraph window, expanding "Level" at the top, and then "Script Params".

Parameter Type Description
Achievements string Decide which challenges you can complete on the level, they appear on the level end screen.
Custom Shader string Here you can specify a list of shader defines (e.g. #TEST_CLOUDS_2 #SNOW_EVERYWHERE - full list here) to change how the level is rendered.
Fog amount float Sets the thicknoess of the atmosphere and thus how far you can see.
GPU Particle Field string Here you can specify a list of shader defines (e.g. #SNOW #MED - full list here) to add global particle effects.
HDR Black point float Sets what brightness should be regarded as black.
HDR Bloom multiplier float Decides how much light pixels bleed.
HDR White point float Sets what brightness should be regarded as white.
Level Boundaries bool If this is checked characters will be pushed back into the level when they try to go past a certain point.
Objectives string Set the goal of the level.
Sky Brightness float Adjust how bright the sky should be.
Sky Rotation int Move the sky around.
Sky Tint RGB Makes the sky have a specified color.

Character

Stats

Parameter Type Description
Attack Damage float The higher this is, the more health is taken from attacked characters.
Attack Knockback float The higher this is, the more physics force is applied to attacked characters.
Attack Speed float The higher this is, the faster attack animations play.
Damage Resistance float The higher this is, less health this character loses when it takes damage.
Knockout shield int How many times the character needs to lose their footing before they start taking real damage.
Movement Speed float How fast the character moves when running.

AI

Parameter Type Description
Aggression How often this AI should attempt to attack.
Block Follow-up How often this AI should attempt a shoulder throw after blocking an attack.
Block Skill How often this AI should block attacks.
Focus FOV distance How far the AI can see, in meters.
Focus FOV horizontal How wide the AI's field of view is, in degrees.
Focus FOV vertical How tall the AI's field of view is, in degrees.
Peripheral FOV distance How far the AI can see in its close proximity, in meters.
Peripheral FOV horizontal How wide the AI's near field of view is, in degrees.
Peripheral FOV vertical How tall the AI's near field of view is, in degrees.
Ground Aggression How often the AI should attack an opponent that's ragdolled.
Hearing Modifier A multiplier for the distance at which that sounds can be heard.
scared Makes the AI run away from enemies.
Stick To Nav Mesh Removes physics calculations for this NPC's movement to ensure they do not fall off cliffs etc.
Throw Counter Probability Disables this NPC's ability to block shoulder throws.
Throw Trainer Changes sound when shoulder throwing this character. If tutorials are on, it also makes the character invulnerable to jump kicks, makes them block all attacks, and sets their health really low when their KO shield is gone. This is used on the first enemy in the "Slaver Path" level in the Overgrowth story.
Weapon Catch Skill Changes the NPC's ability to grab thrown weapons in the air.

TODO: Exactly how does focus/peripheral FOV work?

Visual

Parameter Type Description
Character Scale The higher this is, the bigger the character is.
Ear Size How big the ears are.
Fat How heavy the character is.
Left handed bool If checked, the character uses weapons in their left hand instead of their right hand.
Muscle How bulky the character is.

Other

Parameter Type Description
Cannot Be Disarmed bool If checked, this character cannot have its weapon taken away.
Static bool If checked, this character can't move and has no AI.
Teams string All characters that share at least one team can't attack each other. A character can be on more than one team if you just separate them by commas, for example team1, team2, team3