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idAI2

An entity for AI/NPCs, usually demons.

idAI2 can be individually placed throughout a map, or more preferably, spawned with an idTarget_Spawn. The exact ai type of the idAI2 can be checked by looking at the inherit parameter.

EternalUsage

This is an example of a Hell Soldier AI.

idAI2 entities can greatly vary based on the AI.

entity {
	layers {
		"spawn_target_layer"
	}
	entityDef example_ai_soldier_eternal {
	inherit = "ai/fodder/soldier_blaster";
	class = "idAI2";
	expandInheritance = false;
	poolCount = 0;
	poolGranularity = 2;
	networkReplicated = true;
	disableAIPooling = false;
	edit = { // See "struct idAI2 : public idActor"
		highlightDecl = "glorykill_highlight";
		clipModelInfo = {
			type = "CLIPMODEL_BOX";
			size = {
				x = 0.600000024;
				y = 0.600000024;
				z = 1.829;
			}
		}
		dormancy = {
			delay = 30;
			distance = 19.5070019;
		}
		spawn_statIncreases = { // Increase these stats on spawn
			num = 1;
			item[0] = {
				stat = "STAT_AI_SPAWNED";
				increase = 1;
			}
		}
		targetingDecl = "characters/soldier_blaster"; // Targeting Decl ( defines specific aim assist / AR target points )
		actorConstants = { // See "struct idActor::idActorConstant"
			perception = {
				eyeOffset = { // offset of eye relative to physics origin {{ units = m }}
					z = 1.71500003;
				}
				crouchedEyeOffset = { // eye offset when crouched {{ units = m }}
					z = 1.06700003;
				}
			}
			actorSounds = {
				sndFootsteps = "footsteps/hellified_soldier/hs_footstep";
				sndRagdollStart = "play_hell_soldier_death_short";
			}
			footstepEffectTable = "impacteffect/footsteps/ai_soldier";
			footstepEvents = "footstepevents/default";
			painInfo = {
				decayDelay = 1000; // delay for the decay, in game ticks.
				bucketMaxValue = 400; // the max value for the leaky bucket
				decayRate = -20; // the decay rate for the bucket
			}
			bulletPenetrationData = {
				energyCostToPenetrate = 10; // costs this much penetration energy to penetrate this actor
				damageScaleToPenetrate = 0.75; // bullet damage is scaled by this amount after penetrating
			}
			footstepEffectTable_Sprint = "impacteffect/footsteps/ai_soldier_sprint";
			footstepEffectTable_SlowWalk = "impacteffect/footsteps/ai_soldier";
			footstepEffectTable_CrouchWalk = "impacteffect/footsteps/ai_soldier";
			footstepEffectTable_Landing = "impacteffect/footsteps/ai_soldier_landing";
			footstepEffectTable_HeavyLanding = "impacteffect/footsteps/ai_soldier_landing";
			ledgeGrabEffectTable = "impacteffect/footsteps/ai_soldier";
			ledgeGrabEffectTable_Heavy = "impacteffect/footsteps/ai_soldier";
			ledgeGrabEffectTable_Friendly = "impacteffect/footsteps/ai_soldier";
			ledgeGrabEffectTable_FriendlyHeavy = "impacteffect/footsteps/ai_soldier";
		}
		actorEditable = { // See "struct idActor::idActorEditable"
			entityDamageComponent = { // names of joint groups, their associated damage scale, and armor level
				entityDamage = "entitydamage/ai/soldier_blaster/base";
			}
			injuredStates = { // defines parameters of each injured state, see "struct idInjuredState"
				num = 1;
				item[0] = {
					name = "not_injured";
					damageGroupMaxGoreLevels = {
						num = 6;
						item[0] = {
							damageGroupName = "head";
							maxGoreLevel = "GORELEVEL_TATTERED";
						}
						item[1] = {
							damageGroupName = "chest";
							maxGoreLevel = "GORELEVEL_TATTERED";
						}
						item[2] = {
							damageGroupName = "right_arm";
							maxGoreLevel = "GORELEVEL_TATTERED";
						}
						item[3] = {
							damageGroupName = "left_arm";
							maxGoreLevel = "GORELEVEL_TATTERED";
						}
						item[4] = {
							damageGroupName = "right_leg";
							maxGoreLevel = "GORELEVEL_TATTERED";
						}
						item[5] = {
							damageGroupName = "left_leg";
							maxGoreLevel = "GORELEVEL_TATTERED";
						}
					}
					allowIK = true; // true if AI uses IK in this injured state
					canUseAllTraversalsWhileInjured = true; // true if AI can use all traversals in this injured state
					canUseDownTraversalsWhileInjured = true; // true if AI can use down traversals in this injured state
				}
			}
			radiusDamageJoints = { // names of joints to trace to for radius damage tests
				num = 6;
				item[0] = "head_part01_md";
				item[1] = "spine_part01_md";
				item[2] = "arm_hand_lf";
				item[3] = "arm_hand_rt";
				item[4] = "leg_lower_lf";
				item[5] = "leg_lower_rt";
			}
		}
		factionName = "blaster";
		mass = 18.1439991; // mass of the actor {{ units = kg }}
		lootable = false;
		lootDropComponent = { // lootdrop decl for campaign
			lootDropDataDecl = "ai/default_fodder";
		}
		pvpLootDropComponent = { // lootdrop decl for Battlemode
			lootDropDataDecl = "ai/default_fodder_pvp";
		}
		aiConstants = { // See "struct idAI2::idAIConstant"
			components = {
				ptr = {
					ptr[12] = {
						componentDecl = "aicomponent/pathmanager/base";
					}
					ptr[14] = {
						componentDecl = "aicomponent/attack/base";
					}
					ptr[9] = {
						componentDecl = "aicomponent/positionawareness/soldier_blaster/base";
					}
					ptr[10] = {
						componentDecl = "aicomponent/extendedsense/soldier_blaster/base";
					}
					ptr[11] = {
						componentDecl = "aicomponent/transientfocus/soldier_blaster/base";
					}
					ptr[13] = {
						componentDecl = "aicomponent/soldier_blaster";
					}
				}
			}
			syncMelee = { // See "struct idSyncAttack"
				msAfterAttackBeforeCanSync = 250; // how long after a regular attack before a sync attack can be performed
				syncMeleeEntityDefs = { // entityDef decls for syncmelee
					num = 2;
					item[0] = "syncmelee/soldier_blaster";
					item[1] = "syncmelee/soldier_blaster_3p";
				}
				syncGroups = { // See "struct idSyncAttack"
					num = 1;
					item[0] = {
						syncGroupName = "";
						syncInteractions = { // syncInteraction decls
							num = 19;
							item[0] = "syncdeath/playervsai/soldier_blaster/right_upper";
							item[1] = "syncdeath/playervsai/soldier_blaster/left_upper";
							item[2] = "syncdeath/playervsai/soldier_blaster/front_upper";
							item[3] = "syncdeath/playervsai/soldier_blaster/front_head";
							item[4] = "syncdeath/playervsai/soldier_blaster/left_lower";
							item[5] = "syncdeath/playervsai/soldier_blaster/above_back";
							item[6] = "syncdeath/playervsai/soldier_blaster/above_front";
							item[7] = "syncdeath/playervsai/soldier_blaster/front_rightarm";
							item[8] = "syncdeath/playervsai/soldier_blaster/front_leftarm";
							item[9] = "syncdeath/playervsai/soldier_blaster/berserk/berserk_above_front";
							item[10] = "syncdeath/playervsai/soldier_blaster/chainsaw/cut_back";
							item[11] = "syncdeath/playervsai/soldier_blaster/back_lower";
							item[12] = "syncdeath/playervsai/soldier_blaster/chainsaw/cut_front";
							item[13] = "syncdeath/playervsai/soldier_blaster/berserk/berserk_front_upper";
							item[14] = "syncdeath/playervsai/soldier_blaster/right_lower";
							item[15] = "syncdeath/playervsai/soldier_blaster/back_upper";
							item[16] = "syncdeath/playervsai/soldier_blaster/crucbile/crucible_front";
							item[17] = "syncdeath/playervsai/soldier_blaster/crucbile/crucible_back";
							item[18] = "syncdeath/playervsai/soldier_blaster/front_lower";
						}
					}
				}
				alwaysAllowChainsawGloryKill = true; // if true then always allow chainsaw glory kills without needing stagger states or other such things
			}
			aiDeathStat = "STAT_HELL_MARINE_KILLED"; // what stat to increase on death of this ai
			positioningParms = { // parms used to control major positioning in behaviour finite state machine
				num = 2;
				item[0] = "soldier_blaster/plasma";
				item[1] = "soldier_blaster/plasma_object";
			}
			aiDeathCodex = "codex/hell/demon_soldier_blaster"; // what codex to give the player when this ai dies
		}
		aiEditable = { // See "struct idAIEditable"
			perception = { // See "struct idAIPerception"
				actorPerceptionRadius = 39; // max radius at which AI can perceive other actors {{ units = m }}
				obstaclePerceptionRadius = 78; // max radius at which AI can perceive obstacles {{ units = m }}
				closePerceptionRadius = 5; // max radius .... for close FOV {{ units = m }}
				eventPerceptionRadius = 39; // max radius at which AI will perceive any events {{ units = m }}
				senseUpdatesOnNonEnemies = false; // if true, AI will skip all worldstate updates for non-enemies
			}
			useTouchComponent = true;
			death = { // See "struct idAIEditable::idAIDeath"
				ignoreDamageType = "DAMAGETYPE_EMP"; // entity will not take any damage from any damage decl that ANDs with this value
				fadeOutAfterDeathDelay_Seconds = { // delay burn-away fx until at least after this much time ( 0 uses default, negative implies never )
					value = 3;
				}
				removeAfterFadeOutDelay_Seconds = { // remove the entity this long after burn away fx start
					value = 3;
				}
				canBecomeInjured = false; // if true, AI can become injured and use injured runs and idles
				explosionDecl = "ai/default";
				declTwitchPain = "twitchpain/soldier_blaster";
				deathAnim = ""; // animation to force on death
				trigger = ""; // idEntity to trigger on death
				triggerGloryKill = ""; // idEntity to trigger on death by glory kill
				triggerNonGloryKill = ""; // idEntity to trigger on death by normal kill
				onlyDieByGK = false; // true if the AI will only die as a result of receiving sync damage (glory killed)
			}
			movement = { // See "struct idAIEditable::idAIMovement"
				wanderRadius = 19.5070019; // how far an AI can randomly wander from its spawn position {{ units = m }}
				useTraversalClassA = true; // if true, can use class A traversals
			}
			cover = { // See "struct idAIEditable::idAICoverInfo"
				coverRadius = 19.5070019; // max radius at which the AI will check for cover {{ units = m }}
			}
			behaviors = { // See "struct idAIBehaviors"
				decl = "behaviors/soldier_blaster/soldier_blaster"; // the behavior typeinfo decl this behavior uses.
				declBehaviorEvents = "behaviorevents/default"; // AI events
				attackGraph = "ai/soldier_blaster"; // available attacks
			}
			vsAIDamageMask = "HEALTH"; // damageCategoryMask_t; how to process damage taken from other AI
			spawnSettings = { // Refer to "struct idAIEditable::idAISpawn"
				entranceAnimPath = "animweb/characters/monsters/soldier_blaster/spawn/teleport_entrance"; // initial animation to play specified via animref if entranceAnim not given
				spawnFXEntityDef = "fx/spawn_in_fodder"; // entity def for fx to use when spawned with AIOVERRIDE_TELEPORT
				initialState = "AIOVERRIDE_TELEPORT"; // initial valye for aiStateOverride_t; can be overwritten in the spawn target
				teleportDelayMS = 750; // How long it takes to spawn in when using AIOVERRIDE_TELEPORT
				chanceMissingArmor = { // See "struct idAIEditable::idAIMissingArmor"
					num = 0;
					item[0] = {
						damageGroup = "head"; // damage group whose armour may or may not be there
						missingChance = 100; // 0-100 % chance that armour is missing
					}
				}
			}
			demonTeamInfo = {
				canHostLostSouls = true;
			}
			staggerEnabled = true; // Set to false to disable staggering
		}
		aiHealth = { // Refer to "struct idHealthT < aiHealthComponent_t , AI_HEALTH_MAX , AI_HEALTH_HITPOINTS >"
			components = {
				components[1] = {
					max = 0; // Max regen allowed
					regenInterval = { // interval, in seconds, between regen updates.
						value = 0;
					}
				}
				components[0] = {
					max = 400; // Max HP allowed
					starting = 400; // HP when spawned
				}
			}
		}
		goreComponent = { // See "struct idGoreComponent"
			goreContainer = "ai/fodder/soldier"; // gore component decl
		}
		afProperties = { // See "struct idAnimator_AF : public idAnimator_Base"
			impactEffectTable = "impacteffect/ragdoll/ragdoll_fodder"; // impact table for sound and particles
			articulatedFigure = "characters/monsters/soldier_blaster_auto"; // the articulated figure decl to use
		}
		renderModelInfo = {
			model = "md6def/characters/monsters/soldier_blaster/base/soldier_blaster.md6"; // md6def decl to use
			lightRigDecl = "soldier_blaster/soldier_blaster_default";
			materialRemap = { // Use to replace the textures on a per entity basis
				num = 0;
			}
		}
		fxDecl = "character/hellified_soldier_blaster/hellified_soldier_blaster"; // fx decl for this entity
		startingInventory = { // See "struct idInventoryAttachmentDef"
			num = 2;
			item[0] = {
				startSlot = "EQUIPPED"; // startingSlot_t; EQUIPPED, HOLSTERED, or BACKPACK
				inventoryDecl = "weapon/ai/soldier_blaster/plasma"; // inventory decl for this attachment
			}
			item[1] = {
				showHolstered = false; // if true, attach and show the item when it's holstered
				inventoryDecl = "weapon/ai/soldier_blaster/plasma_slug";
			}
		}
		walkIKDecl = "walkik/biped_base";
		killerNames = { // What to string display when killed by this entity
			num = 1;
			item[0] = "#str_decl_demoncard_summon_fodder_blaster_soldier_name_GHOST53375";
		}
		spawnPosition = { // Spawn position does not really matter
			x = 1;
			y = 1;
			z = 1;
		}
		flags = {
			hide = true;
		}
	}
}
}