Difference between revisions of "Sinow Family"
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* '''Position Y''' - Y coordinate of enemy in reference to the center of the room. | * '''Position Y''' - Y coordinate of enemy in reference to the center of the room. | ||
* '''Position Z''' - Z coordinate of enemy in reference to the center of the room. | * '''Position Z''' - Z coordinate of enemy in reference to the center of the room. | ||
− | * '''Rotation Y''' - Rotation on the Y axis ([[Rotation Values]]). | + | * '''Rotation Y''' - Rotation on the Y-axis of the enemy ([[Rotation Values]]). |
==== Unique Arguments ==== | ==== Unique Arguments ==== | ||
* '''(1) Spawn Code''' - Spawn Location | * '''(1) Spawn Code''' - Spawn Location | ||
− | ** 0 = Invisible Ground Spawn | + | ** ''0 = Invisible Ground Spawn'' |
− | ** 1 = Invisible Ceiling Spawn | + | ** ''1 = Invisible Ceiling Spawn'' |
− | ** 2 = Visible Ground Spawn | + | ** ''2 = Visible Ground Spawn'' |
− | ** 3 = Visible Ceiling Spawn | + | ** ''3 = Visible Ceiling Spawn'' |
− | * '''(5)''' - | + | * '''(3) Technique Bias''' - AI bias towards casting techniques(recommend a float value between 0 and 1). |
+ | * '''(4) Cloak Bias''' - AI bias towards cloaking (recommend a float value between 0 and 1). | ||
+ | * '''(5) Decloak Bias''' - AI bias towards decloaking (recommend a float value between 0 and 1). | ||
* '''(6) Subtype''' - Choose which type of Sinow spawns: | * '''(6) Subtype''' - Choose which type of Sinow spawns: | ||
− | ** 0 = [https://wiki.pioneer2.net/index.php?title=Sinow_Berill Sinow Berill] | + | ** ''0 = [https://wiki.pioneer2.net/index.php?title=Sinow_Berill Sinow Berill]'' |
− | ** 1 = [https://wiki.pioneer2.net/index.php?title=Sinow_Spigell Sinow Spigell] | + | ** ''1 = [https://wiki.pioneer2.net/index.php?title=Sinow_Spigell Sinow Spigell]'' |
Latest revision as of 03:58, 5 August 2018
Enemy
Parameters
Generic Arguments
- Skin - Value = 212, enemy ID. Defines this enemy as a Sinow. Do not change.
- Child Count - Unused for this enemy.
- Floor Number - Floor ID the enemy is in.
- Map Section - Room ID the enemy is in.
- Wave Number 1 - First wave ID this unit spawns in?
- Wave Number 2 - Second wave ID this unit spawns in?
- Position X - X coordinate of enemy in reference to the center of the room.
- Position Y - Y coordinate of enemy in reference to the center of the room.
- Position Z - Z coordinate of enemy in reference to the center of the room.
- Rotation Y - Rotation on the Y-axis of the enemy (Rotation Values).
Unique Arguments
- (1) Spawn Code - Spawn Location
- 0 = Invisible Ground Spawn
- 1 = Invisible Ceiling Spawn
- 2 = Visible Ground Spawn
- 3 = Visible Ceiling Spawn
- (3) Technique Bias - AI bias towards casting techniques(recommend a float value between 0 and 1).
- (4) Cloak Bias - AI bias towards cloaking (recommend a float value between 0 and 1).
- (5) Decloak Bias - AI bias towards decloaking (recommend a float value between 0 and 1).
- (6) Subtype - Choose which type of Sinow spawns:
- 0 = Sinow Berill
- 1 = Sinow Spigell