>>719204705
>>719205097
Yeah, CE is VERY specific with the way it handles things.
>Each individual enemy type is its own .actor file that controls basic perception info, along with .actor variant files that control weapon info...for EACH INDIVIDUAL WEAPON
>On top of that, this also applies to individual ranks too (minor, major, specops, etc.)
>This is NOT the case for the later games, which just use an ai_generic.character file with all the basic data in it (health, weapon usage, vision, stuff like that) as a master or template file
>Individual ranks still have their own .character files, though, such as elite_minor, elite_major, etc.
>Weapon parameters are also specifed in the .character itself (for instance, jackals have a plasma_pistol weapon node that has 'Special Fire Mode' properties, allowing them to charge it up)
>Extra fact: in CE, each and every weapon has its own melee.damage_effect file, rather then a universal melee.damage_effect file like in the later games
>This means you could do something like have the rocket launcher's melee do more damage then the pistols, for example.