EntitiesCinematic
click for full size image in pop-up window cinematic_blade
 
Description
 
Blade used for cinematic cut-scenes. This actor has "cinematic" AI set by default (global/cinematic.scr) in which no AI states are defined and the actor type is set as "civilian".
 
Keys
 
angle:
initial orientation of model in game (default: 0).
model:
name of entity's model definition file (cine_blade.def). Do not change.
anim:
default "Idle" animation alias name of model. Points to a .sam animation file in the model's .def file. See Notes below.
scale:
controls size of model in the game (ex: 1.0).
targetname:
name referred to when controlled by a script.
target: the entity this points to will be triggered when actor dies.
killthread: name of thread to call when actor dies.
alpha: translucency of model in game. Values are from 0-1 (default: 1).

Spawnflags
 
None

Notes

The anim key cannot be used directly to change the model's initial animation in the game. A script with animation commands (anim, nextanim, animate, etc.) must be used for this. In the case where the sentient or actor has default AI states set, it might be necessary to use simple AI commands (ignore, ignoreall, respondto, definestate, etc.) to "desensitize" it to some or all game events (sounds, enemy sighting, etc.) before it can respond to animation commands without interference from its own AI.

However, changing the value of the anim key in SinEd by using the + and - buttons in the entity dialog and using the "Toggle animations" feature (CTRL-A) can be useful for browsing the model's different animations directly in the 3D view. This information can then be used to set the animation commands in the script to the desired animations.


click for full size image in pop-up window cinematic_elexis
 
Description
 
Elexis Sinclaire used for cinematic cut-scenes. This actor has "cinematic" AI set by default (global/cinematic.scr) in which no AI states are defined and the actor type is set as "civilian".
 
Keys
 
angle:
initial orientation of model in game (default: 0).
model:
name of entity's model definition file (cine_elexis.def). Do not change.
anim:
default "Idle" animation alias name of model. Points to a .sam animation file in the model's .def file. See Notes below.
scale:
controls size of model in the game (ex: 1.0).
targetname:
name referred to when controlled by a script.
target: the entity this points to will be triggered when actor dies.
killthread: name of thread to call when actor dies.
alpha: translucency of model in game. Values are from 0-1 (default: 1).

Spawnflags
 
None

Notes

The anim key cannot be used directly to change the model's initial animation in the game. A script with animation commands (anim, nextanim, animate, etc.) must be used for this. In the case where the sentient or actor has default AI states set, it might be necessary to use simple AI commands (ignore, ignoreall, respondto, definestate, etc.) to "desensitize" it to some or all game events (sounds, enemy sighting, etc.) before it can respond to animation commands without interference from its own AI.

However, changing the value of the anim key in SinEd by using the + and - buttons in the entity dialog and using the "Toggle animations" feature (CTRL-A) can be useful for browsing the model's different animations directly in the 3D view. This information can then be used to set the animation commands in the script to the desired animations.


click for full size image in pop-up window cinematic_jc
 
Description
 
JC used for cinematic cut-scenes. This actor has "cinematic" AI set by default (global/cinematic.scr) in which no AI states are defined and the actor type is set as "civilian".
 
Keys
 
angle:
initial orientation of model in game (default: 0).
model:
name of entity's model definition file (cine_jc.def). Do not change.
anim:
default "Idle" animation alias name of model. Points to a .sam animation file in the model's .def file. See Notes below.
scale:
controls size of model in the game (ex: 1.0).
targetname:
name referred to when controlled by a script.
target: the entity this points to will be triggered when actor dies.
killthread: name of thread to call when actor dies.
alpha: translucency of model in game. Values are from 0-1 (default: 1).

Spawnflags
 
None

Notes

The anim key cannot be used directly to change the model's initial animation in the game. A script with animation commands (anim, nextanim, animate, etc.) must be used for this. In the case where the sentient or actor has default AI states set, it might be necessary to use simple AI commands (ignore, ignoreall, respondto, definestate, etc.) to "desensitize" it to some or all game events (sounds, enemy sighting, etc.) before it can respond to animation commands without interference from its own AI.

However, changing the value of the anim key in SinEd by using the + and - buttons in the entity dialog and using the "Toggle animations" feature (CTRL-A) can be useful for browsing the model's different animations directly in the 3D view. This information can then be used to set the animation commands in the script to the desired animations.


click for full size image in pop-up window cinematic_mancini
 
Description
 
Mancini used for cinematic cut-scenes. This actor has "enemy" AI set by default (global/enemy.scr) in which its AI states are defined and the actor type is set as "enemy".
 
Keys
 
angle:
initial orientation of model in game (default: 0).
model:
name of entity's model definition file (cine_mancini.def). Do not change.
anim:
default "Idle" animation alias name of model. Points to a .sam animation file in the model's .def file. See Notes below.
scale:
controls size of model in the game (ex: 1.0).
targetname:
name referred to when controlled by a script.
target: the entity this points to will be triggered when actor dies.
killthread: name of thread to call when actor dies.
alpha: translucency of model in game. Values are from 0-1 (default: 1).

Spawnflags
 
None

Notes

The anim key cannot be used directly to change the model's initial animation in the game. A script with animation commands (anim, nextanim, animate, etc.) must be used for this. In the case where the sentient or actor has default AI states set, it might be necessary to use simple AI commands (ignore, ignoreall, respondto, definestate, etc.) to "desensitize" it to some or all game events (sounds, enemy sighting, etc.) before it can respond to animation commands without interference from its own AI.

However, changing the value of the anim key in SinEd by using the + and - buttons in the entity dialog and using the "Toggle animations" feature (CTRL-A) can be useful for browsing the model's different animations directly in the 3D view. This information can then be used to set the animation commands in the script to the desired animations.


click for full size image in pop-up window cinematic_manumit
 
Description
 
Manumit used for cinematic cut-scenes. This actor has "cinematic" AI set by default (global/cinematic.scr) in which no AI states are defined and the actor type is set as "civilian".
 
Keys
 
angle:
initial orientation of model in game (default: 0).
model:
name of entity's model definition file (cine_manumit.def). Do not change.
anim:
default "Idle" animation alias name of model. Points to a .sam animation file in the model's .def file. See Notes below.
scale:
controls size of model in the game (ex: 1.0).
targetname:
name referred to when controlled by a script.
target: the entity this points to will be triggered when actor dies.
killthread: name of thread to call when actor dies.
alpha: translucency of model in game. Values are from 0-1 (default: 1).

Spawnflags
 
None

Notes

The anim key cannot be used directly to change the model's initial animation in the game. A script with animation commands (anim, nextanim, animate, etc.) must be used for this. In the case where the sentient or actor has default AI states set, it might be necessary to use simple AI commands (ignore, ignoreall, respondto, definestate, etc.) to "desensitize" it to some or all game events (sounds, enemy sighting, etc.) before it can respond to animation commands without interference from its own AI.

However, changing the value of the anim key in SinEd by using the + and - buttons in the entity dialog and using the "Toggle animations" feature (CTRL-A) can be useful for browsing the model's different animations directly in the 3D view. This information can then be used to set the animation commands in the script to the desired animations.


click for full size image in pop-up window cinematic_thug
 
Description
 
Thug used for cinematic cut-scenes. This actor has "enemy" AI set by default (global/enemy.scr) in which its AI states are defined and the actor type is set as "enemy". Since it tries to act as an "enemy", this thug may need to have some or all of his responses disabled to suit the needs of the cut-scene. The Monster_Thug_4Cinematic actor which uses the same model as this one can also be used for cinematics.
 
Keys
 
angle:
initial orientation of model in game (default: 0).
model:
name of entity's model definition file (cine_thug.def). Do not change.
anim:
default "Idle" animation alias name of model. Points to a .sam animation file in the model's .def file. See Notes below.
scale:
controls size of model in the game (ex: 1.0).
targetname:
name referred to when controlled by a script.
target: the entity this points to will be triggered when actor dies.
killthread: name of thread to call when actor dies.
alpha: translucency of model in game. Values are from 0-1 (default: 1).

Spawnflags
 
None

Notes

The anim key cannot be used directly to change the model's initial animation in the game. A script with animation commands (anim, nextanim, animate, etc.) must be used for this. In the case where the sentient or actor has default AI states set, it might be necessary to use simple AI commands (ignore, ignoreall, respondto, definestate, etc.) to "desensitize" it to some or all game events (sounds, enemy sighting, etc.) before it can respond to animation commands without interference from its own AI.

However, changing the value of the anim key in SinEd by using the + and - buttons in the entity dialog and using the "Toggle animations" feature (CTRL-A) can be useful for browsing the model's different animations directly in the 3D view. This information can then be used to set the animation commands in the script to the desired animations.