Deployment Zone (Terrorist) Properties


The following explains the fields for the R6DZoneTerrorist properties of terrorists.

- m_bAllowLeave : Allow terrorist to leave the area to investigate or to engage. Useful to force sniper to keep their position. When set to false for a point zone, it means that the terrorist will always stay on spot whatever happens. He will only turn to face the threat. On a rectangle or circle zone, he will go to the closest point to the threat inside of his zone. For a path, he will choose the closest point in the radius of one the node of the path.
- m_bHuntDisallowed : When there is only on terrorist left in the map, he will start walking toward the closest rainbow. Set this to true to avoided this behavior for this terrorist.
- m_bHuntFromStart : Terrorist walk toward the closest rainbow from the start of the game.
- m_bKnowInPlanning : The terrorist from this zone will be displayed in the planning. (Not implemented yet)
- m_bMustBeEliminated : For mission objectives. Terrorist must be killed.
- m_bMustBeSecured : For mission objectives. Terrorist must be secured.
- m_bPreventCrouching : Prevent the terrorist to go crouch.
- m_eDefCon : Starting DefCon of all the terrorists in this zone.
- m_eEngageReaction : By default to random. Can be used to always force the same reaction for this terrorist.
- m_iGroupID : Group that the spawned terrorist will be member of. Terrorist call backup from other terrorists of the same group. Setting group to 0 mean the terrorist is not part of any group and will never be called for backup.
- m_iGroupIDToCall : Second group that the terrorist will call for backup. It could be used, in example, you want an alarm to call one terrorist who will in return call other terrorists only if he is alive. You put the first terrorist in group 1 and the other terrorists in group 2 and make the first call group 2.
- m_iMinTerrorist : Minimum number of terrorist to spawn in this zone.
- m_iMaxTerrorist : Maximum number of terrorist to spawn in this zone.
- m_Template : Array of template name and chance percentage associate with them.
 

The following are the R6DZone properties for the following types of terrorists.

R6DZoneCircle

A R6DZoneCircle is a circle area where a terrorist can move freely. Terrorist spawned in this type of zone will roam at random within the circle.
Variable:
- m_fRadius : Radius of the circle in witch the terrorists may wander.


R6DZoneRectangle

A R6DZoneRectangle is just like a R6DZoneCircle, but the area is of rectangular shape.
Variables:
- m_fX : Size of the X side of the rectangle.
- m_fY : Size of the Y side of the rectangle.


R6DZonePoint

A R6DZonePoint is, just like the name says, a point. A terrorist spawned in this type of zone will not move or turn. He will stay in place until something happen. There can be only one terrorist per R6DZonePoint. The rotation of the R6DZonePoint will be the rotation of the terrorist.
Variable:
- m_eStance : Position of the pawn waiting (STAN_Standing or STAN_Crouching)
- m_bUseReactionZone : When set to true, and combined with the flag m_bAllowLeave set to false, this flag permits the terrorist to react outside of his point zone, but inside of the reaction zone defined with the next variables.
- m_fReactionZoneX : Size of the X side of the reaction zone.
- m_fReactionZoneY : Size of the Y side of the reaction zone.
- m_vReactionZoneCenter : Center of the reaction zone.


R6DZonePath
A R6DZonePath is composed of 2 or more R6DZonePathNode. Terrorist assigned to this type of zone will patrol the node in sequential order.

Note: You still need to add normal path node (apple) between two R6DZonePathNode if you have obstacle between them.

Variables:
- m_bCycle : If true, when reaching the last node, the terrorist will then go to the first. If false, he will turn back instead.
- m_bActAsGroup : If more than a terrorist is assigned to this zone, they will all walk together from node to node rather than taking on an individual basis there decision.


R6DZonePathNode

Those are nodes of a R6DZonePath.
Variables:
- m_fRadius : Radius size of the circle around the node. The terrorist will go to a random point inside this circle rather than always in the middle.
- m_bWait : True by default, make the terrorist stop, wait, look around, etc… at this node.
- bDirectional : (In the Advanced properties) If true, the terrorist will face in the direction of the node Rotation when stopping there. If not, the terrorist will simply stay in the orientation he was when he stopped walking.
- m_AnimToPlay : Name of a specific animation for the terrorist to play when he reach that node.
- m_AnimChance : Chance (0 to 100), to play the specific animation.


Character Template


Character templates are used to generate random variation of terrorist. Click here for a tutorial on how to create a character template for terrorists.


Template Name
The template name, must be unique.
When you create a new template, a file is created, $\Template\[TemplateName].ctp. and don’t modify a template used by more than one map without checking that the change is correct with all of the maps.


Skills
Value of each skills of the terrorist to be spawned. The field “Rnd Variation” is the variation to be added (or subtracted) to each skill. Suppose that the field “Demolitions” is at 50 and the field “Rnd Variation” is at 20, the resulting value for the spawned terrorist will be a random number between 30 and 70.

Personality
Percentage chances that the spawned terrorist got this personality. The total of all the fields in Personality must be equal to 100.
In example, if you want to be sure that it’s a “Suicide Bomber”, you must put 100 in “Suicide Bomber” and 0 in all the other.


Pawn class
The combo box contains all the existing terrorist pawn class. A pawn class defines the mesh, the texture and the armor of the terrorist. The total percentage chance of each pawn in the list must be 100.
You choose a pawn class in the combo box, you write the percentage chance that the spawned terrorist was of this class and click the “Add” button. To replace a percentage, simply click the list item you want to modify or choose it again in the combo box, write the new percentage and click “Add” again.
To remove, click the list item you want to remove and click the “Remove” button.


Grenade
Same functionality as the Pawn class list, but for the grenade the terrorist will have. The combo box contains all grenades available in the game.
The terrorist can only have one grenade. If you want to be sure that the terrorist doesn’t have any, add the value “None” with a percentage of 100.


Weapon
Same as the other, but the combo box contains the list of all weapons available in the game.


Radio
Chance that the terrorist get a radio.


Gadget
Chance that the terrorist get a flashlight or a laser pointer.


Attachment
Chance that the terrorist get a gas mask, glasses, sunglasses, helmet, cap or winter cap. The total must not exceed 100, the terrorist cannot have more than one attachment. Once an attachment type is randomly chosen at terrorist creation time, another random choice is made to decide exactly witch of this type of attachment he will get.
NB: Some terrorist pawn class doesn’t have attachment for all type. If the chosen type is missing for the terrorist pawn class, no error will be triggered, the terrorist will simply have no attachment.

Contributed by TaLoN.

Edited by cwv_Odedge

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