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Character Files
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 TNHNote: 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 TNHNote: 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 TNHNote: 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 TNHNote: 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 TNHNote: 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 TNHNote: 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 TNHNote: 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?)