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e7158ae6b1
18b317bc19(#563) introduced an ANIMAL-state from a separate AnimalAI-component (introduced ine19146cf25). This patch merges that separate state and brings the ROAMING and FEEDING (renamed to LINGERING) under the INDIVIDUAL.IDLE-state. This enables e.g. city-building mods to have human units that linger and roam or animals that behave like humans. The specific values for animals might need tweaking after this. Differential revision: D2646 Fixes: #1832, #5593 Comments by: @Angen, @Langbart, @Nescio, @Stan, @wraitii Refs.: #3919 This was SVN commit r24953.
65 lines
1.9 KiB
XML
65 lines
1.9 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<!-- This entity file is meant to make birds move
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on the map instead of just staying there,
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but not affect the gameplay in any way.
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They have a minimum number of components. -->
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<Entity>
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<Position>
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<Altitude>0</Altitude>
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<Anchor>upright</Anchor>
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<Floating>false</Floating>
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<FloatDepth>0</FloatDepth>
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<TurnRate>1</TurnRate>
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</Position>
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<Selectable>
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<EditorOnly/>
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<Overlay>
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<Texture>
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<MainTexture>128x256/ellipse.png</MainTexture>
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<MainTextureMask>128x256/ellipse_mask.png</MainTextureMask>
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</Texture>
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</Overlay>
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</Selectable>
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<UnitAI>
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<DefaultStance>passive</DefaultStance>
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<FormationController>false</FormationController>
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<CanGuard>false</CanGuard>
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<CanPatrol>false</CanPatrol>
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<PatrolWaitTime>0</PatrolWaitTime>
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<RoamDistance>1000.0</RoamDistance>
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<FleeDistance>10.0</FleeDistance>
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<RoamTimeMin>10000</RoamTimeMin>
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<RoamTimeMax>100000</RoamTimeMax>
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<FeedTimeMin>1</FeedTimeMin>
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<FeedTimeMax>2</FeedTimeMax>
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</UnitAI>
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<UnitMotionFlying>
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<MaxSpeed>15.0</MaxSpeed>
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<TakeoffSpeed>1.0</TakeoffSpeed>
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<LandingSpeed>5.0</LandingSpeed>
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<AccelRate>5.0</AccelRate>
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<SlowingRate>5.0</SlowingRate>
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<BrakingRate>5.0</BrakingRate>
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<TurnRate>0.5</TurnRate>
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<OvershootTime>2.0</OvershootTime>
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<FlyingHeight>40.0</FlyingHeight>
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<ClimbRate>4.0</ClimbRate>
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<DiesInWater>false</DiesInWater>
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<PassabilityClass>unrestricted</PassabilityClass>
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</UnitMotionFlying>
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<Visibility>
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<RetainInFog>true</RetainInFog>
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<AlwaysVisible>false</AlwaysVisible>
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<Corpse>false</Corpse>
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<Preview>false</Preview>
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</Visibility>
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<Vision>
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<Range>0</Range>
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</Vision>
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<VisualActor>
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<SilhouetteDisplay>false</SilhouetteDisplay>
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<SilhouetteOccluder>false</SilhouetteOccluder>
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<VisibleInAtlasOnly>false</VisibleInAtlasOnly>
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</VisualActor>
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</Entity>
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