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Character Files

Devyn Myers edited this page Apr 5, 2021 · 28 revisions

This page contains all of the base properties of a character file. More detail about some of the used objects can be found by clicking the respective object type


DisplayName

Type: String

Sets what the characters name is in the TNH menu


CharacterGroup

Type: Int

Sets what category the character shows up in, with 0 being daring defaults


Description

Type: String

This is the text that appears below the characters name in the TNH menu


TableID

Type: String

The name of the score board group. Usually sufficient to make this the same as characters name


StartingTokens

Type: Int

Sets the number of tokens a character starts with


ForceAllAgentWeapons

Type: Bool

Unknown what this does, but is normally set to false


ForceDisableOutfitFunctionality

Type: Bool

When true, sosig clothing such as balaklavas will not turn the sosig invisible


UsesPurchasePriceIncrement

Type: Bool

If true, then when the player purchases an item it costs one more token to purchase that item again


HasPrimaryWeapon

Type: Bool

If true, the player will spawn with an item chosen from the PrimaryWeapon pool


HasSecondaryWeapon

Type: Bool

If true, the player will spawn with an item chosen from the SecondaryWeapon pool


HasTertiaryWeapon

Type: Bool

If true, the player will spawn with an item chosen from the TertiaryWeapon pool


HasPrimaryItem

Type: Bool

If true, the player will spawn with an item chosen from the PrimaryItem pool


HasSecondaryItem

Type: Bool

If true, the player will spawn with an item chosen from the SecondaryItem pool


HasTertiaryItem

Type: Bool

If true, the player will spawn with an item chosen from the TertiaryItem pool


HasShield

Type: Bool

If true, the player will spawn with an item chosen from the Shield pool


ValidAmmoEras

Type: List<FVRObject.OTagEra>

A list of eras which ammo can spawn from

Options:

  • None
  • Colonial
  • WildWest
  • TurnOfTheCentury
  • WW1
  • WW2
  • PostWar
  • Modern
  • Futuristic
  • Medieval

ValidAmmoSets

Type: List<FVRObject.OTagSet>

A list of sets which ammo can spawn from

Options:

  • Real
  • GroundedFictional
  • SciFiFictional
  • Meme
  • MF
  • Holiday
  • TNH

GlobalAmmoBlacklist

Type: List<String>

A list of ObjectID strings which will prevent given ammo objects from spawning during TNH. This can be used to prevent ammo such as 12G flares from spawning


MagazineBlacklist

Type: List<MagazineBlacklistEntry>

A list of blacklist entries, which will prevent given magazines and clips from spawning with a given gun

Here is an example of preventing SKS magazines from spawning with a default SKS

"MagazineBlacklist": [
  {
    "FirearmID": "SKSClassic",
    "MagazineBlacklist": [
      "MagazineSKSModern10rnd",
      "MagazineSKSModern20rnd"
    ],
    "ClipBlacklist": []
  }
]

RequireSightTable

Type: EquipmentGroup

Any guns or items that are set to require sights (such as rifles with no iron sights) will spawn with a sight from this equipment group


PrimaryWeapon

Type: LoadoutEntry

If HasPrimaryWeapon is true, an item from this loadout entry will spawn in the starting room of TNH

Note: Items from this pool will spawn in a large weapon case


SecondaryWeapon

Type: LoadoutEntry

If HasSecondaryWeapon is true, an item from this loadout entry will spawn in the starting room of TNH

Note: Items from this pool will spawn in a small weapon case


TertiaryWeapon

Type: LoadoutEntry

If HasTertiaryWeapon is true, an item from this loadout entry will spawn in the starting room of TNH

Note: Items from this pool will spawn on a table


PrimaryItem

Type: LoadoutEntry

If HasPrimaryItem is true, an item from this loadout entry will spawn in the starting room of TNH

Note: Items from this pool will spawn on a table


SecondaryItem

Type: LoadoutEntry

If HasSecondaryItem is true, an item from this loadout entry will spawn in the starting room of TNH

Note: Items from this pool will spawn on a table


TertiaryItem

Type: LoadoutEntry

If HasTertiaryItem is true, an item from this loadout entry will spawn in the starting room of TNH

Note: Items from this pool will spawn on a table


Shield

Type: LoadoutEntry

If HasShield is true, an item from this loadout entry will spawn in the starting room of TNH

Note: Items from this pool between the two metal tables


EquipmentPools

Type: List<EquipmentPool>

A list of all the equipment pools that can spawn in a TNH constructor panel


Levels

Type: List<Level>

A list of levels that the player will go through during standard TNH. Progression through these levels is in order. Any amount of levels can be in this list


LevelsEndless

Type: List<Level>

Currently un-tested where this slots into progression (at start of run or after last level of normal progression?)

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