Difference between revisions of "Script Parameters"
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Silverfish (talk | contribs) (instructions on how to add missing parameters) |
Silverfish (talk | contribs) (Added character script parameters) |
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− | The parameters | + | The script parameters for the selected object can be most easily changed using the [[Editor_Interface#Selected_Window|selected window]]. |
− | Some parameters might not exist by default. If that's the case you simply need to press the | + | 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). |
== Level == | == Level == | ||
Line 42: | Line 42: | ||
! Sky Tint | ! Sky Tint | ||
| Makes the sky have a specified color. | | Makes the sky have a specified color. | ||
+ | |} | ||
+ | |||
+ | == Character == | ||
+ | === Stats === | ||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | ! Parameter !! Description | ||
+ | |- | ||
+ | ! Attack Damage | ||
+ | | The higher this is, the more health is taken from attacked characters. | ||
+ | |- | ||
+ | ! Attack Knockback | ||
+ | | The higher this is, the more physics force is applied to attacked characters. | ||
+ | |- | ||
+ | ! Attack Speed | ||
+ | | The higher this is, the faster attack animations play. | ||
+ | |- | ||
+ | ! Damage Resistance | ||
+ | | The higher this is, less health this character loses when it takes damage. | ||
+ | |- | ||
+ | ! Knockout shield | ||
+ | | How many times the character needs to lose their footing before they start taking real damage. | ||
+ | |- | ||
+ | ! Movement Speed | ||
+ | | How fast the character moves when running. | ||
+ | |} | ||
+ | |||
+ | === AI === | ||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | ! Parameter !! 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. | ||
+ | |} | ||
+ | |||
+ | '''TODO: Exactly how does focus/peripheral FOV work? | ||
+ | |||
+ | === Visual === | ||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | ! Parameter !! 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 | ||
+ | | If checked, the character uses weapons in their left hand instead of their right hand. | ||
+ | |- | ||
+ | ! Muscle | ||
+ | | How bulky the character is. | ||
+ | |} | ||
+ | |||
+ | === Other === | ||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | ! Parameter !! Description | ||
+ | |- | ||
+ | ! Cannot Be Disarmed | ||
+ | | If checked, this character cannot have its weapon taken away. | ||
+ | |- | ||
+ | ! Static | ||
+ | | If checked, this character can't move and has no AI. | ||
+ | |- | ||
+ | ! Teams | ||
+ | | 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 <code>team1, team2, team3</code> | ||
|} | |} |
Revision as of 11:00, 31 January 2018
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).
Contents
Level
The level parameters can be accessed by bringing up the scenegraph window, expanding "Level" at the top, and then "Script Params".
Parameter | Description |
---|---|
Achievements | Decide which challenges you can complete on the level, they appear on the level end screen. |
Custom Shader | Here you can specify certain shader defines to change how the level is rendered. TODO: Create and link to list of shader defines that can be used |
Fog amount | Sets the thicknoess of the atmosphere and thus how far you can see. |
HDR Black point | Sets what brightness should be regarded as black. |
HDR Bloom multiplier | Decides how much light pixels bleed. |
HDR White point | Sets what brightness should be regarded as white. |
Level Boundaries | If this is checked characters will be pushed back into the level when they try to go past a certain point. |
Objectives | Set the goal of the level. |
Sky Brightness | Adjust how bright the sky should be. |
Sky Rotation | Move the sky around. |
Sky Tint | Makes the sky have a specified color. |
Character
Stats
Parameter | Description |
---|---|
Attack Damage | The higher this is, the more health is taken from attacked characters. |
Attack Knockback | The higher this is, the more physics force is applied to attacked characters. |
Attack Speed | The higher this is, the faster attack animations play. |
Damage Resistance | The higher this is, less health this character loses when it takes damage. |
Knockout shield | How many times the character needs to lose their footing before they start taking real damage. |
Movement Speed | How fast the character moves when running. |
AI
Parameter | 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. |
TODO: Exactly how does focus/peripheral FOV work?
Visual
Parameter | 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 | If checked, the character uses weapons in their left hand instead of their right hand. |
Muscle | How bulky the character is. |
Other
Parameter | Description |
---|---|
Cannot Be Disarmed | If checked, this character cannot have its weapon taken away. |
Static | If checked, this character can't move and has no AI. |
Teams | 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
|