unitvariables(1).txt

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// defines all the unit variables that may be used in the scripts...

// usually, you do not want to touch the already existing variables (cos that may break
// the existing scripts) - probably just want to add new ones.

// max 48 variables allowed (0 to 47), the max is defined in the game code.

// note: current implementation is slower when using unit variable names instead of
// using the id numbers. However, using names is recommended.

0=engaged
1=fear
2=cdist
3=sneaky
4=grouping
5=leads
6=proning
7=covering
8=retreat
9=docover
10=docovershoot
11=ammolow_said
12=resumespawn
13=pursue
14=nobuildings
15=alertpathdone
16=alertpathrunning
17=dooropen
//18=doordestroyable
19=doorautoclose
20=doormovestate
21=doormovecounter
22=triggered
23=triggercount
24=triggerdelay
25=triggerretire
26=charexecuted
27=charspeechcounter
28=savedestroy
29=savenomain
30=scriptrange
31=scriptclip
32=wander
33=avoidlight
34=cargounitid
35=usablevehicle
36=flankingfailed
37=didnothing
38=executed
39=triggeronscreen
40=following
41=post_id
42=follow_route
43=wait_for_player
44=npc_door
45=wall_group
46=run_from_aliens
47=counter

// WTF is this?
//38=soundfalloff


// NOTICE: most variables still have no effect!!!
// THESE ARE JUST PRELIMINARY DESIGNS!!!

//
// explanations for some variables:
//
// engaged  = used internally by the scripts to determine whether
//            the unit is currently engaged in combat or not.
//            if engaged, usually attempts to close on enemy.
//            if not engaged, usually will continue on its guard path.
//            proper values are 0 or 1.
//
// fear     = fear factor. tells the cowardness of the unit.
//            proper values are 0 - 100.
//
// cdist    = combat distance. tells how far away will this unit will
//            stay from the player (the preferred shooting range).
//            proper values depend pretty much on the weapon's max range.
//
// sneaky   = sneakiness. tells how sneaky this unit is.
//            a sneaky unit is more likely to try to get behind the enemy.
//            proper values are 0 - 100.
//
// grouping = grouping factor. tells how much the unit attempts to get near
//            other friendly units.
//            proper values are 0 - 100.
//
// leads    = leadership factor. tells how much other units do what this
//            unit does. the more leadership, the more likely other friendly
//            units will follow this ones example when for example rushing.
//            proper values are 0 - 100.
//
// proning  = proning factor. tells how often the unit hits the dirt.
//            only soldiers may go prone, vehicles usually cannot.
//            proper values are 0 - 100.
//
// covering = covering factor. tells how othen the unit heads for cover
//            instead of rushing.
//            proper values are 0 - 100.
//
// retreat  = tells whether the unit is in retreat mode or not.
//            while in retreat mode, the unit attempts to get away from
//            the enemy. preferably to other friendly units.
//            proper values are 0 or 1.
// 
// cover    = tells that the unit is currently going for cover or in cover.
//            proper values are 0 or 1.
//
// covershoot = tells that the unit is currently peeking out of cover to 
//              shoot at the enemy.
//              proper values are 0 or 1.
//
// resumespawn = tells that the unit will resume to it's spawn position
//               once dis-engageing from battle (lost or killed the enemy).
//               proper values are 0 or 1.
//
// pursue   = tells that the unit will pursue target enemy (goes to last 
//            position where it saw the enemy).
//            proper values are 0 or 1.
//
// nobuildings = tells that the unit will not go inside buildings
//            (generally set for vehicles).
//            proper values are 0 or 1.
//
// alertpathdone = tells that unit has completed the alert path
//
// alertpathrunning = tells that unit is doing the alert path
//
// dooropen = tells that the unit is open (for doors only)
//
// triggered = unit (alien spawn) triggered
//
// triggercount = how many times the unit should trigger
//
// triggerdelay = the delay between multiple triggers
//
// charexecuted = this character has already been executed
//                (used by special talkable characters that give something)
//
// charspeechcounter = the speech readiness counter
//                (used by special talkable characters that give something)
//
// savedestroy = tells that the unit should be destroyed at save/load
//               (once a unit has been destroyed set this flag to ensure the unit
//               will be destroyed after save/load)
//               proper values are 0 or 1.
//
// savenomain = tells that the unit's main script should be inactivated at save/load
//              (once a one-time event has completed, this flag should be set to ensure
//              the event won't happen again after save/load)
//              proper values are 0 or 1.
//
// scriptrange = range of the script in meters.
//
// scriptclip = axel clipping of the script (bit mask).
//
// wander = unit likes to wander around if not engaged
//
// avoidlight = unit attempts to avoid light in rush paths (does deformPathForDarkness)
//
// cargounitid = unit id of the unit being transported by a vehicle
//               (the original player controlled unit)
//
// usablevehicle = this vehicle is usable (can take in cargo, if empty)
//
// didnothing = common ai did not do anything flag (while engaged).
//              engaged_wait should clear this flag and do whatever is necessary in this case.
//
// triggeronscreen = this trigger will trigger (spawn alien) even if on screen.
//                   (otherwise aliens won't be spawned if spawnpoint is on screen - or 
//                   more precisely, too close to player)
//
                
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