id CREO base tangible_object_template templatename .* serverpath ..\..\..\..\..\..\src\engine\server\library\serverGame\src\shared\objectTemplate compilerpath ..\..\..\..\..\..\src\engine\shared\library\sharedTemplate\src\shared\template version 0 enum FearState { FS_fearCalm FS_fearAlert FS_fearNervous FS_fearRetreat FS_fearFlee } enum AngerState { AS_angerCalm AS_angerThreaten AS_angerAttack AS_angerFrenzy } enum PathNodeType { PN_Open //grasslands PN_SparseCover //light forests, vaporator farms PN_DenseCover //dense forests etc. PN_NaturalInterior //caves PN_ArtificialInterior //buildings PN_NaturalPath //paths and trails PN_ArtificialPath //roads PN_PassableWater //rivers, ponds, shorelines PN_ImpassableWater //big lakes and oceans } templateweapon_object_template defaultWeapon //weapon to use if none is equipped list enumListAttributes int attributes //initial value for attributes list enumListAttributes int minAttributes //minimum value for attributes list enumListAttributes int maxAttributes //maximum value for attributes float minDrainModifier //min drain rate in units/sec float maxDrainModifier //max drain rate in units/sec float minFaucetModifier //min regeneration rate in units/sec float maxFaucetModifier //max regeneration rate in units/sec int shockWounds //current shock wounds list structAttribMod attribMods //(de)buffs the creature is created with list enumListMentalStates float mentalStates //initial value for the mental state list enumListMentalStates float maxMentalStates //maximum value for the mental state list enumListMentalStates float mentalStatesDecay //time for the state to decay halfway to it's original value list structMentalStateMod mentalStateMods //mental state (de)buffs the creature is created with list enumListFearState float fearStateCutoffs //midpoints of fear list enumListAngerState float angerStateCutoffs //midpoints of anger states list enumListPathNodeType float pathPreferences //what the creature likes to move on float loiterRange //how far the creature will move from its home (?) int stomach //how much can be eaten before getting full int lifespan //? version 1 enum FearState { FS_fearCalm FS_fearAlert FS_fearNervous FS_fearRetreat FS_fearFlee } enum AngerState { AS_angerCalm AS_angerThreaten AS_angerAttack AS_angerFrenzy } enum PathNodeType { PN_Open //grasslands PN_SparseCover //light forests, vaporator farms PN_DenseCover //dense forests etc. PN_NaturalInterior //caves PN_ArtificialInterior //buildings PN_NaturalPath //paths and trails PN_ArtificialPath //roads PN_PassableWater //rivers, ponds, shorelines PN_ImpassableWater //big lakes and oceans } //Creature Attributes templateweapon_object_template defaultWeapon //weapon to use if none is equipped list enumListAttributes int attributes //initial value for attributes list enumListAttributes int minAttributes //minimum value for attributes list enumListAttributes int maxAttributes //maximum value for attributes float minDrainModifier //min drain rate in units/sec float maxDrainModifier //max drain rate in units/sec float minFaucetModifier //min regeneration rate in units/sec float maxFaucetModifier //max regeneration rate in units/sec list structAttribMod attribMods //(de)buffs the creature is created with int lifespan //? int shockWounds //current shock wounds int stomach //how much can be eaten before getting full // AI Behavioral Variables list enumListAngerState float angerStateCutoffs //midpoints of anger states list enumListMentalStates float approachMentalStateValues float approachTriggerRange float approachTriggerRangeMonitorPercent list enumListFearState float fearStateCutoffs //midpoints of fear float fleeAttributePercentThreshold list enumListMentalStates float mentalStates //initial value for the mental state list enumListMentalStates float maxMentalStates //maximum value for the mental state list enumListMentalStates float mentalStatesDecay //time for the state to decay halfway to it's original value list structMentalStateMod mentalStateMods //mental state (de)buffs the creature is created with list enumListPathNodeType float pathPreferences //what the creature likes to move on // AI State Modifiers float seekSimilarMin float seekSimilarMax float seekDifferentMin float seekDifferentMax float seekNonCreatureMin float seekNonCreatureMax float loiterRangeMinimum //When we can remove loiterRange below, change these to be consistent float loiterRangeMaximum //See above float loiterDelayMin float loiterDelayMax float wanderRangeMin float wanderRangeMax float wanderAngleMin float wanderAngleMax float wanderDelayMin float wanderDelayMax float fleeLegRangeMin float fleeLegRangeMax float loiterRange //TO BE REMOVED version 2 enum FearState { FS_fearCalm FS_fearAlert FS_fearNervous FS_fearRetreat FS_fearFlee } enum AngerState { AS_angerCalm AS_angerThreaten AS_angerAttack AS_angerFrenzy } enum PathNodeType { PN_Open //grasslands PN_SparseCover //light forests, vaporator farms PN_DenseCover //dense forests etc. PN_NaturalInterior //caves PN_ArtificialInterior //buildings PN_NaturalPath //paths and trails PN_ArtificialPath //roads PN_PassableWater //rivers, ponds, shorelines PN_ImpassableWater //big lakes and oceans } //Creature Attributes templateweapon_object_template defaultWeapon //weapon to use if none is equipped list enumListAttributes int attributes //initial value for attributes list enumListAttributes int minAttributes //minimum value for attributes list enumListAttributes int maxAttributes //maximum value for attributes float minDrainModifier //min drain rate in units/sec float maxDrainModifier //max drain rate in units/sec float minFaucetModifier //min regeneration rate in units/sec float maxFaucetModifier //max regeneration rate in units/sec list structAttribMod attribMods //(de)buffs the creature is created with int lifespan //? int shockWounds //current shock wounds int stomach //how much can be eaten before getting full bool canCreateAvatar //can a player create an avatar with this template string nameGeneratorType //identifies which name generator to use // AI Behavioral Variables list enumListAngerState float angerStateCutoffs //midpoints of anger states list enumListMentalStates float approachMentalStateValues float approachTriggerRange float approachTriggerRangeMonitorPercent list enumListFearState float fearStateCutoffs //midpoints of fear float fleeAttributePercentThreshold list enumListMentalStates float mentalStates //initial value for the mental state list enumListMentalStates float maxMentalStates //maximum value for the mental state list enumListMentalStates float mentalStatesDecay //time for the state to decay halfway to it's original value list structMentalStateMod mentalStateMods //mental state (de)buffs the creature is created with list enumListPathNodeType float pathPreferences //what the creature likes to move on // AI State Modifiers float seekSimilarMin float seekSimilarMax float seekDifferentMin float seekDifferentMax float seekNonCreatureMin float seekNonCreatureMax float loiterRangeMinimum //When we can remove loiterRange below, change these to be consistent float loiterRangeMaximum //See above float loiterDelayMin float loiterDelayMax float wanderRangeMin float wanderRangeMax float wanderAngleMin float wanderAngleMax float wanderDelayMin float wanderDelayMax float fleeLegRangeMin float fleeLegRangeMax float loiterRange //TO BE REMOVED version 3 enum FearState { FS_fearCalm FS_fearAlert FS_fearThreaten FS_fearFlee FS_fearPanic } enum AngerState { AS_angerCalm AS_angerAttack AS_angerFrenzy } enum PathNodeType { PN_Open //grasslands PN_SparseCover //light forests, vaporator farms PN_DenseCover //dense forests etc. PN_NaturalInterior //caves PN_ArtificialInterior //buildings PN_NaturalPath //paths and trails PN_ArtificialPath //roads PN_PassableWater //rivers, ponds, shorelines PN_ImpassableWater //big lakes and oceans } //Creature Attributes templateweapon_object_template defaultWeapon //weapon to use if none is equipped list enumListAttributes int attributes //initial value for attributes list enumListAttributes int minAttributes //minimum value for attributes list enumListAttributes int maxAttributes //maximum value for attributes float minDrainModifier //min drain rate in units/sec float maxDrainModifier //max drain rate in units/sec float minFaucetModifier //min regeneration rate in units/sec float maxFaucetModifier //max regeneration rate in units/sec list structAttribMod attribMods //(de)buffs the creature is created with int lifespan //? int shockWounds //current shock wounds int stomach //how much can be eaten before getting full bool canCreateAvatar //can a player create an avatar with this template string nameGeneratorType //identifies which name generator to use // AI Behavioral Variables list enumListAngerState float angerStateCutoffs //midpoints of anger states list enumListMentalStates float approachMentalStateValues float approachTriggerRange float approachTriggerRangeMonitorPercent list enumListFearState float fearStateCutoffs //midpoints of fear float fleeAttributePercentThreshold list enumListMentalStates float mentalStates //initial value for the mental state list enumListMentalStates float maxMentalStates //maximum value for the mental state list enumListMentalStates float mentalStatesDecay //time for the state to decay halfway to it's original value list structMentalStateMod mentalStateMods //mental state (de)buffs the creature is created with list enumListPathNodeType float pathPreferences //what the creature likes to move on // AI State Modifiers float seekSimilarMin float seekSimilarMax float seekDifferentMin float seekDifferentMax float seekNonCreatureMin float seekNonCreatureMax float loiterRangeMinimum //When we can remove loiterRange below, change these to be consistent float loiterRangeMaximum //See above float loiterDelayMin float loiterDelayMax float wanderRangeMin float wanderRangeMax float wanderAngleMin float wanderAngleMax float wanderDelayMin float wanderDelayMax float fleeLegRangeMin float fleeLegRangeMax float loiterRange //TO BE REMOVED version 4 enum FearState { FS_fearCalm FS_fearAlert FS_fearThreaten FS_fearFlee FS_fearPanic } enum AngerState { AS_angerCalm AS_angerAttack AS_angerFrenzy } enum PathNodeType { PN_Open //grasslands PN_SparseCover //light forests, vaporator farms PN_DenseCover //dense forests etc. PN_NaturalInterior //caves PN_ArtificialInterior //buildings PN_NaturalPath //paths and trails PN_ArtificialPath //roads PN_PassableWater //rivers, ponds, shorelines PN_ImpassableWater //big lakes and oceans } //Creature Attributes templateweapon_object_template defaultWeapon //weapon to use if none is equipped list enumListAttributes int attributes //initial value for attributes list enumListAttributes int minAttributes //minimum value for attributes list enumListAttributes int maxAttributes //maximum value for attributes float minDrainModifier //min drain rate in units/sec float maxDrainModifier //max drain rate in units/sec float minFaucetModifier //min regeneration rate in units/sec float maxFaucetModifier //max regeneration rate in units/sec list structAttribMod attribMods //(de)buffs the creature is created with int lifespan //? int shockWounds //current shock wounds bool canCreateAvatar //can a player create an avatar with this template string nameGeneratorType //identifies which name generator to use // AI Behavioral Variables float approachTriggerRange float fleeAttributePercentThreshold list enumListMentalStates float maxMentalStates //maximum value for the mental state list enumListMentalStates float mentalStatesDecay //time for the state to decay from 100 to 0 version 5 enum PathNodeType { PN_Open //grasslands PN_SparseCover //light forests, vaporator farms PN_DenseCover //dense forests etc. PN_NaturalInterior //caves PN_ArtificialInterior //buildings PN_NaturalPath //paths and trails PN_ArtificialPath //roads PN_PassableWater //rivers, ponds, shorelines PN_ImpassableWater //big lakes and oceans } //Creature Attributes templateweapon_object_template defaultWeapon //weapon to use if none is equipped list enumListAttributes int attributes //initial value for attributes list enumListAttributes int minAttributes //minimum value for attributes list enumListAttributes int maxAttributes //maximum value for attributes float minDrainModifier //min drain rate in units/sec float maxDrainModifier //max drain rate in units/sec float minFaucetModifier //min regeneration rate in units/sec float maxFaucetModifier //max regeneration rate in units/sec list structAttribMod attribMods //(de)buffs the creature is created with int shockWounds //current shock wounds bool canCreateAvatar //can a player create an avatar with this template string nameGeneratorType //identifies which name generator to use // AI Behavioral Variables float approachTriggerRange list enumListMentalStates float maxMentalStates //maximum value for the mental state list enumListMentalStates float mentalStatesDecay //time for the state to decay from 100 to 0