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des-refmat:param:npcthinkparam

NpcThinkParam

Fields

Field Type Offset Description Notes
logicId s32 0x0 The logic script to use for this character.
battleGoalID s32 0x4 The battle script to use for this character.
disablePathMove s8 0x8 If ON, then path movement using the navigation mesh is ignored, and direct movement occurs in a straight line (obstacles are not accounted for). This field is a boolean.
bMoveOnHearSound u8 0x9 If ON, this character will to sound.
TeamAttackEffectivity u8 0xa A value used to determine the number of simultaneous attackers within a group of characters that share the same team. Each potential attacker adds thier TeamAttackEffectivity to a total value. If this total value is or exceeds 100, no more attackers will be allowed to attack. In general, this means higher values reduce the number of potential attackers against a target.
skipArrivalVisibleCheck u8 0xb If ON, arrival is achieved even if there is no line of sight. This field is a boolean.
pad1 dummy8 0xc This field is padding.
nearDist f32 0x10 The distance between this character and the target that is treated as 'short' for combat distance calculations.
midDist f32 0x14 The distance between this character and the target that is treated as 'medium' for combat distance calculations.
farDist f32 0x18 The distance between this character and the target that is treated as 'long' for combat distance calculations.
outDist f32 0x1c The distance between this character and the target that ends combat aggression. A character outside of this range will no longer attempt combat actions.
eye_dist f32 0x20 The maximum extent to check for when searching visually (sight) for this character. In metres.
eye_angX f32 0x24 The horizontal cone within which the visual search is performed. In degrees.
eye_angY f32 0x28 The vertical cone within which the visual search is performed. In degrees.
ear_dist f32 0x2c The maximum extent to check for when searching aurally (sound) for this character. In metres.
ear_soundcut_dist f32 0x30 The distance at which the size of a sound source will be reduced. Sounds below this distance will no longer be heard. In metres.
ear_angX u8 0x34 The horizontal cone within which the aural search is performed. In degrees.
ear_angY u8 0x35 The vertical cone within which the aural search is performed. In degrees.
pad3 dummy8 0x36 This field is padding.
nose_dist f32 0x38 The maximum extent to check for when searching olfactorily (smell) for this character. This method of searching is never blocked by any obstacle. In metres.
maxBackhomeDist f32 0x3c The distance after which this character will always return home. In metres. A parameter for the COMMON_SetBattleActLogic script.
backhomeDist f32 0x40 The distance after which this character will return home if in combat with a target. In metres. A parameter for the COMMON_SetBattleActLogic script.
backhomeBattleDist f32 0x44 The distance whilst in combat, after which an attempt to return home will be aborted. In metres. A parameter for the COMMON_SetBattleActLogic script.
nonBattleActLife f32 0x48 The duration for non-combat acts whilst this character is aware of a target. In seconds. A parameter for the COMMON_SetBattleActLogic script.
BattleStartDist f32 0x4c
BackHome_LookTargetTime f32 0x50 When this character is returning home, this is the duration they keep looking at their current target for. In seconds.
BackHome_LookTargetDist f32 0x54 When this character is returning home, this is the distance at which they keep looking at their current target for. In metres.
SightTargetForgetTime u16 0x58 The duration after a visual target has been acquired in which it will be forgotten. In frames.
SoundTargetForgetTime u16 0x5a The duration after a aural target has been acquired in which it will be forgotten. In frames.
idAttackCannotMove s32 0x5c The EzState ID to use for the action to perform when this character's movement is stopped by a destructible object.
BackHomeLife_OnHitEneWal f32 0x60 The duration of the BackToHome goal when this character hits an enemy wall collision (which blocks movement). In seconds.
pad6 dummy8 0x64 This field is padding.
goalAction_ToCaution u8 0x70 The goal action when this character becomes alert. This field uses the following enum: NPC_THINK_GOAL_ACTION
pad4 dummy8 0x71 This field is padding.
goalID_ToCaution s32 0x74 The goal ID to use when this character enters the 'Caution' alert state.
goalAction_ToFind u8 0x78 The goal action when this character acquires a target. This field uses the following enum: NPC_THINK_GOAL_ACTION
pad5 dummy8 0x79 This field is padding.
goalID_ToFind s32 0x7c The goal ID to use when this character enters the 'Search' alert state.

Enums

NPC_THINK_GOAL_ACTION

Option Description Notes
0 Do nothing
1 Face towards Target
2 Walk to Target
3 Run to Target
4 Set any Goal
5 Away from Target
6 Wander Around
7 Hold up Shield → Walk to Target
8 Route movement
9 Walk around nearby
des-refmat/param/npcthinkparam.txt · Last modified: by admin