EntitiesNeutral
click for full size image in pop-up window Neutral_ChemicalWorker
 
Description
 
Chemical Plant Worker - Suited Up. Actor used for scripted game sequences. This actor has "neutral" AI set by default (global/neutral.scr) in which its 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 (chem.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 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 Neutral_OilRigForeman
 
Description
 
Oilrig Foreman. Actor used for scripted game sequences. This actor has "neutral" AI set by default (global/neutral.scr) in which its 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 (foreman_oilrig.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 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 Neutral_LabWorker
 
Description
 
Lab Worker. Actor used for scripted game sequences. This actor has "lab" AI set by default (global/lab.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 (lab.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 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 Neutral_Scientist
 
Description
 
SinTek Scientist. Actor used for scripted game sequences. This actor has "enemy_meleeweapon" AI set by default (global/enemy_meleeweapon.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 (scientist.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 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 Neutral_Technician_ChemicalWorker
 
Description
 
Technician - Chemical. Actor used for scripted game sequences. This actor has "neutral" AI set by default (global/neutral.scr) in which its 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 (tech_chem.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 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 Neutral_Technician_Freeport
 
Description
 
Technician - Freeport. Actor used for scripted game sequences. This actor has "neutral" AI set by default (global/neutral.scr) in which its 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 (tech_freeport.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 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 Neutral_Technician_Marine
 
Description
 
Technician - Marine. Actor used for scripted game sequences. This actor has "neutral" AI set by default (global/neutral.scr) in which its 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 (tech_marine.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 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 Neutral_Technician_SinTEK
 
Description
 
Technician - SinTEK. Actor used for scripted game sequences. This actor has "neutral" AI set by default (global/neutral.scr) in which its 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 (tech_sintek.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 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.