**The Player Actor** **Here is an overview about the config values of player actor** config values can be accesed by selecting the actor with a left mouse click and pressing Ctrl+Enter. * AI section: This section is unused for the team AI. The team AI will always use the AI values that are defined in the [[scene properties]]. * Character section: These five values are already known from the character selection menu in the game. Of course you can use them in editor but the game will always override them with the selected soldiers values. If you want to change the ingame stats just hit the [[Export button]] and save the file. The files for each soldier are stored in data.dta/tables/soldiers. * Face/voice section: * - Enemy group: the enemy group is not used for player actors, it is only in use for [[enemy]] actors. * - Face: here you can select the face ID that should be loaded for this player. This feature was disabled in H&D Deluxe, but in H&D Extended it is working again. * - Masked: A simply switch to load masked versions of the face ID. Faces with ID above 40 don't have masked versions (faces from germans and partisans). * - Voice ID: This value selects which voice set should be loaded for this player. the defalut is 00, for enemies 50. Voices are stored in sounds_english.dta\sounds\english\voices\ and sounds.dta\sounds\common\voices\ * Program section: 16 item slots * - Item: a list of programs (commands) that humans should do * -- Move: Uses parameter CP0 and Run, move is completed if the human reaches the given checkpoint or gets stuck somewhere. Move can be interrupted by other programs. * -- Follow: Uses parameter Subject (only humans), Follow is completed if the subject dies or a player says stop (Listen must be enabled). In Follow AI is able to leave vehicles. * -- Use: Uses parameter Subject and ID, suitable options for subject are automobiles, autocannons, cannons and resources. The ID is the number of the seat that should be used. * -- Use_Inv: Uses parameter ID, eqips the choosen weapon ID or activates the choosen ID (like a flare gun or time bomb). * -- Attack: Uses parameter Subject, suitable options for subject are humans, automobiles, autocannons and version. Attack is completed if the subject is destroyed. Invincible subjects will be attacked for an eternity. * -- Guard: Uses parameter CP0, Checkpoint 1 and Count. CP0 is the checkpoint to stand at, they will always run. Checkpoint 1 can be a single checkpoint or a line that will be watched on. Count is the time in miliseconds that Guard will last, 0 value means for ever. In this way Guard can be used as a pause. * -- Watch: Uses parameter Checkpoint 1. Checkpoint 1 is the direction where the AI should look to. Watch is the "eye" program known from the game. * -- Stay_Up: Changes the standing pose to stand * -- Stay_Mid: Changes the standing pose to bench * -- Stay_Down: Changes the standing pose to lay * -- Restart: repeats the whole program section * -- PRG1: Uses parameter Run. The soldier will walk/run around the whole map in a random combination. This program is endless. * -- Walk_CP: Uses parameter CP0 and Run. The soldier will patrol/run along the checkpoint route. This program is endless. * -- Wait_Signal_Supsended: Uses parameter ID. The soldier's AI will be disabled until the given ID signal will be send. * -- Setvisible: Uses parameter Visibility. If false the soldier will get invisible, it true he will be visible again. This function together with Wait_Signal_Suspended is used in the game to let enemies "spawn". * -- Suicide: Simply kills the actor * -- Drive: Uses parameter CP0 and Count. CP0 is the checkpoint route that will be driven. And count is the speed that the AI will drive. Make sure the drive checkpoints are very close to each other like 5-10 meters, otherwise the AI will loose his route and head directly to the last CP. * -- Send_Signal: not working yet. * -- Wait_Signal: The same as Wait_Signal_Supsended but with enabled AI. That means this command can be interrupted and the AI can miss the signal.