Yeesh. These properties are easy enough to clone :rolleyes: Just use the text of the .uc between:
exec MyBattyPropsAndLinks.bat & all of those properties are automatically applied to your new actor! For cryin' out loud! Just suppose we have an emitter someone else wants. Just create the emitter, export the .uc, share the .uc on the forum, then the other person just adds the actor, extracts the text from the .uc & saves the bat file, exec's it, then blam! The other person didn't need to do all the work!
I added a MyGarrett under *Garrett & all I had to do was paste this into a text file & save it as a .bat (D_584.uc):
Code:
Begin Links
Begin SourceLinks
Begin Link
Point=T3Gamesys.D_587
Begin LinkObject Class=VulnerabilityLinkDataObject Name=VulnerabilityLinkDataObject__0
Name="VulnerabilityLinkDataObject__0"
End LinkObject
End Link
Begin Link
Point=T3Gamesys.D_834
Begin LinkObject Class=RigidAttachmentLinkDataObject Name=RigidAttachmentLinkDataObject__103
m_attachmentBone="HP_teeth_up_"
m_parentBone="HP_teeth_up"
Name="RigidAttachmentLinkDataObject__103"
End LinkObject
End Link
Begin Link
Point=T3Gamesys.D_833
Begin LinkObject Class=RigidAttachmentLinkDataObject Name=RigidAttachmentLinkDataObject__156
m_attachmentBone="HP_Leye"
m_parentBone="HP_Leye"
Name="RigidAttachmentLinkDataObject__156"
End LinkObject
End Link
Begin Link
Point=T3Gamesys.D_835
Begin LinkObject Class=RigidAttachmentLinkDataObject Name=RigidAttachmentLinkDataObject__65
m_attachmentBone="HP_teeth_lw_"
m_parentBone="HP_teeth_lw"
Name="RigidAttachmentLinkDataObject__65"
End LinkObject
End Link
Begin Link
Point=T3Gamesys.D_2190
Begin LinkObject Class=RigidAttachmentLinkDataObject Name=RigidAttachmentLinkDataObject__122
bDontSpawn=True
m_name="speedup"
Name="RigidAttachmentLinkDataObject__122"
End LinkObject
End Link
Begin Link
Point=T3Gamesys.D_2187
Begin LinkObject Class=RigidAttachmentLinkDataObject Name=RigidAttachmentLinkDataObject__79
bDontSpawn=True
m_name="bless"
Name="RigidAttachmentLinkDataObject__79"
End LinkObject
End Link
Begin Link
Point=T3Gamesys.D_2316
Begin LinkObject Class=RigidAttachmentLinkDataObject Name=RigidAttachmentLinkDataObject__155
m_attachmentBone="HP_LeftHip"
m_parentBone="HP_LeftHip"
Name="RigidAttachmentLinkDataObject__155"
End LinkObject
End Link
Begin Link
Point=T3Gamesys.D_2317
Begin LinkObject Class=RigidAttachmentLinkDataObject Name=RigidAttachmentLinkDataObject__163
m_attachmentBone="HP_Back"
m_parentBone="HP_Back"
Name="RigidAttachmentLinkDataObject__163"
End LinkObject
End Link
Begin Link
Point=T3Gamesys.D_2315
Begin LinkObject Class=RigidAttachmentLinkDataObject Name=RigidAttachmentLinkDataObject__201
m_attachmentBone="HP_RightHip"
m_parentBone="HP_RightHip"
Name="RigidAttachmentLinkDataObject__201"
End LinkObject
End Link
Begin Link
Point=T3Gamesys.D_2334
Begin LinkObject Class=RigidAttachmentLinkDataObject Name=RigidAttachmentLinkDataObject__137
m_attachmentBone="HP_Reye"
m_parentBone="HP_Reye"
Name="RigidAttachmentLinkDataObject__137"
End LinkObject
End Link
End SourceLinks
End Links
MinFallDamage=320.000000
MaxFallDamage=800.000000
FallDamageModifier=0.100000
MinTimeBetweenNPCGreetings=40.000000
MaxTimeBetweenNPCGreetings=50.000000
BonesForLightLevelCalc(0)="Garrett Head"
BonesForLightLevelCalc(1)="Garrett L Foot"
BonesForLightLevelCalc(2)="Garrett L Hand"
BonesForLightLevelCalc(3)="Garrett L Thigh"
BonesForLightLevelCalc(4)="Garrett L UpperArm"
BonesForLightLevelCalc(5)="Garrett Pelvis"
BonesForLightLevelCalc(6)="Garrett R Foot"
BonesForLightLevelCalc(7)="Garrett R Hand"
BonesForLightLevelCalc(8)="Garrett R Thigh"
BonesForLightLevelCalc(9)="Garrett R UpperArm"
BonesForLightLevelCalc(10)="Garrett Spine"
BoneWeightsForLightLevel(0)=1.000000
BoneWeightsForLightLevel(1)=1.000000
BoneWeightsForLightLevel(2)=1.000000
BoneWeightsForLightLevel(3)=1.000000
BoneWeightsForLightLevel(4)=1.000000
BoneWeightsForLightLevel(5)=1.000000
BoneWeightsForLightLevel(6)=1.000000
BoneWeightsForLightLevel(7)=1.000000
BoneWeightsForLightLevel(8)=1.000000
BoneWeightsForLightLevel(9)=1.000000
BoneWeightsForLightLevel(10)=1.000000
LightLevelMods=(VelocityModifierLookup=((LookupInput=30.000000),(LookupInput=50.000000,LookupOutput=0.010000),(LookupInput=80.000000,LookupOutput=0.025000),(LookupInput=100.000000,LookupOutput=0.045000),(LookupInput=120.000000,LookupOutput=0.070000),(LookupInput=140.000000,LookupOutput=0.095000)),MinWallDistance=36.000000,WallLightModifier=-0.035000,CrouchLightModifier=-0.050000,InterpolationRate=0.800000)
BrightnessWeights=(RedWeight=0.550000,BlueWeight=0.100000,GreenWeight=0.350000)
AmbientWeight=0.300000
ImpulseMultiplier=0.250000
ImpulseMultiplierRagdoll=4.000000
CrouchHeight=30.000000
OneLinerTag="player"
StepHeight=20.000000
MaxSlopeDegrees=45.000000
MassPounds=150.000000
RagdollTag="Garrett"
CollisionRadius=15.000000
CollisionHeight=45.000000
TriggerScripts(0)="TS_3247"
TriggerScripts(1)="TS_3250"
TriggerScripts(2)="TS_3251"
TriggerScripts(3)="TS_3764"
MaterialOverride=4
MainHealth=(Current=16.000000,Max=16.000000)
CastShadows=ShadowCasting_True
JumpHeight=56.000000
HoldArrowTime=20.000000
BowStrength=1450.000000
BowDrawPerSec=1.700000
BowFOVZoomIn=30.000000
BowFOVZoomInSpeed=100.000000
BowFOVZoomInDelay=5.000000
BowFOVZoomOutSpeed=100.000000
BaseFOV=85.000000
BodyCarrySpeed=(MinSpeed=48.000000,MaxSpeed=100.000000)
CollisionDamageVelModifier=6.000000
LightLevelToVisibilityLookup(0)=(LookupInput=0.020000,LookupOutput=0.090000)
LightLevelToVisibilityLookup(1)=(LookupInput=0.030000,LookupOutput=0.270000)
LightLevelToVisibilityLookup(2)=(LookupInput=0.040000,LookupOutput=0.350000)
LightLevelToVisibilityLookup(3)=(LookupInput=0.070000,LookupOutput=0.430000)
LightLevelToVisibilityLookup(4)=(LookupInput=0.100000,LookupOutput=0.500000)
LightLevelToVisibilityLookup(5)=(LookupInput=0.120000,LookupOutput=0.590000)
LightLevelToVisibilityLookup(6)=(LookupInput=0.140000,LookupOutput=0.680000)
LightLevelToVisibilityLookup(7)=(LookupInput=0.160000,LookupOutput=0.720000)
LightLevelToVisibilityLookup(8)=(LookupInput=0.180000,LookupOutput=0.830000)
LightLevelToVisibilityLookup(9)=(LookupInput=0.210000,LookupOutput=0.930000)
And I made a perfect clone of the default Garrett.
EDIT: There is something to this . . .