0% found this document useful (0 votes)
52 views3 pages

Animactiv Yokebone AR Configuration

The document contains XML data describing the properties and attributes of a 3D character or ped. It includes details about the ped's model, position, health, damage resistance and facial feature values.

Uploaded by

bladerespada4
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
52 views3 pages

Animactiv Yokebone AR Configuration

The document contains XML data describing the properties and attributes of a 3D character or ped. It includes details about the ped's model, position, health, damage resistance and facial feature values.

Uploaded by

bladerespada4
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd

<?xml version="1.0" encoding="ISO-8859-1"?

>
<OutfitPedData>
<ClearDecalOverlays>true</ClearDecalOverlays>
<ModelHash>0x9c9effd8</ModelHash>
<Type>1</Type>
<Dynamic>true</Dynamic>
<FrozenPos>false</FrozenPos>
<HashName>0x9c9effd8</HashName>
<InitialHandle>624898</InitialHandle>
<PedProperties>
<IsStill>false</IsStill>
<CanRagdoll>true</CanRagdoll>
<HasShortHeight>false</HasShortHeight>
<Armour>0</Armour>
<CurrentWeapon>0xa2719263</CurrentWeapon>
<PedProps>
<_0>-1,-1</_0>
<_1>64,0</_1>
<_2>-1,-1</_2>
<_3>-1,-1</_3>
<_4>-1,-1</_4>
<_5>-1,-1</_5>
<_6>-1,-1</_6>
<_7>-1,-1</_7>
<_8>-1,-1</_8>
<_9>-1,-1</_9>
</PedProps>
<PedComps>
<_0>0,0</_0>
<_1>0,0</_1>
<_2>258,0</_2>
<_3>15,0</_3>
<_4>237,0</_4>
<_5>0,0</_5>
<_6>158,1</_6>
<_7>173,0</_7>
<_8>15,0</_8>
<_9>0,0</_9>
<_10>0,0</_10>
<_11>641,1</_11>
</PedComps>
<HeadFeatures WasInArray="true">
<ShapeAndSkinTone>
<ShapeFatherId>27</ShapeFatherId>
<ShapeMotherId>21</ShapeMotherId>
<ShapeOverrideId>0</ShapeOverrideId>
<ToneFatherId>6</ToneFatherId>
<ToneMotherId>29</ToneMotherId>
<ToneOverrideId>1</ToneOverrideId>
<ShapeVal>1.8000000715255737</ShapeVal>
<ToneVal>6.700000166893005</ToneVal>
<OverrideVal>0</OverrideVal>
<IsP>0</IsP>
</ShapeAndSkinTone>
<HairColour>58</HairColour>
<HairColourStreaks>9</HairColourStreaks>
<EyeColour>5</EyeColour>
<FacialFeatures>
<_0>-0.800000011920929</_0>
<_1>0.10000000149011612</_1>
<_2>0.30000001192092896</_2>
<_3>0.4000000059604645</_3>
<_4>0.10000000149011612</_4>
<_6>0.10000000149011612</_6>
<_7>0.10000000149011612</_7>
<_8>-1</_8>
<_9>0.30000001192092896</_9>
<_10>-1</_10>
<_11>0.6000000238418579</_11>
<_12>-1</_12>
<_13>-1</_13>
<_14>-0.6000000238418579</_14>
<_15>-0.6000000238418579</_15>
<_16>0.10000000149011612</_16>
<_17>-0.5</_17>
<_18>-0.05000000074505806</_18>
<_19>1</_19>
</FacialFeatures>
<Overlays>
<_0 index="255" colour="0" colourSecondary="0" opacity="0" />
<_1 index="255" colour="0" colourSecondary="0" opacity="1" />
<_2 index="2" colour="0" colourSecondary="0" opacity="1" />
<_3 index="255" colour="0" colourSecondary="0" opacity="0" />
<_4 index="1" colour="0" colourSecondary="0" opacity="1" />
<_5 index="255" colour="0" colourSecondary="0" opacity="0" />
<_6 index="255" colour="0" colourSecondary="0" opacity="0" />
<_7 index="255" colour="0" colourSecondary="0" opacity="0" />
<_8 index="1" colour="0" colourSecondary="0"
opacity="0.4000000059604645" />
<_9 index="255" colour="0" colourSecondary="0" opacity="0" />
<_10 index="255" colour="0" colourSecondary="0" opacity="1" />
<_11 index="255" colour="0" colourSecondary="0" opacity="0" />
<_12 index="255" colour="0" colourSecondary="0" opacity="0" />
</Overlays>
</HeadFeatures>
<TattooLogoDecals />
<DamagePacks />
<RelationshipGroupAltered>false</RelationshipGroupAltered>
<RelationshipGroup>0xfade4843</RelationshipGroup>
<ScenarioActive>false</ScenarioActive>
<AnimActive>false</AnimActive>
</PedProperties>
<OpacityLevel>255</OpacityLevel>
<LodDistance>16960</LodDistance>
<IsVisible>true</IsVisible>
<MaxHealth>200</MaxHealth>
<Health>200</Health>
<HasGravity>true</HasGravity>
<IsOnFire>false</IsOnFire>
<IsInvincible>false</IsInvincible>
<IsBulletProof>false</IsBulletProof>
<IsCollisionProof>false</IsCollisionProof>
<IsExplosionProof>false</IsExplosionProof>
<IsFireProof>false</IsFireProof>
<IsMeleeProof>false</IsMeleeProof>
<IsOnlyDamagedByPlayer>false</IsOnlyDamagedByPlayer>
<PositionRotation>
<X>2715.033203125</X>
<Y>4738.5458984375</Y>
<Z>44.31245803833008</Z>
<Pitch>0</Pitch>
<Roll>0</Roll>
<Yaw>0.028210913762450218</Yaw>
</PositionRotation>
<Attachment isAttached="false" />
<SpoonerAttachments SetAttachmentsPersistentAndAddToSpoonerDatabase="false"
StartTaskSequencesOnLoad="true" />
</OutfitPedData>

Common questions

Powered by AI

The 'IsDynamic' attribute determines whether an entity is capable of changing states or transforming within the game environment, impacting stability. When 'true', the entity can be manipulated in terms of position, orientation, and interaction, allowing for more vibrant and responsive environmental changes. However, it can also increase computational load and complexity, impacting frame rates and potentially introducing instability if not well managed .

The 'PositionRotation' element defines the spatial coordinates (X, Y, Z) and orientation (Pitch, Roll, Yaw) of the entity, dictating how it is situated and maneuvered within its environment. This data is crucial for interactions as it affects collision detection, pathfinding, and aesthetic alignment. Potential uses include determining starting positions in a virtual scenario, orienting for realistic physics interactions, and aligning for strategic engagements or observational purposes .

The 'OpacityLevel' attribute indicates the transparency of the entity, where 255 denotes full opacity, meaning the entity is completely visible in the simulation. This is significant in virtual simulations as it affects the visual clarity and presence of the entity within the environment. Opacity levels can be adjusted for specific visual effects or gameplay mechanics, such as stealth elements or ghost-like appearances .

The 'RelationshipGroup' and 'RelationshipGroupAltered' attributes dictate the group associations and potential changes an entity has within a simulation, impacting social mechanics. They influence how entities interact with others, allowing for the programming of alliances or enmities. This allows for complex social dynamics to emerge, such as friend or foe identification, group-based behaviors, and narrative-driven changes through player actions or scripted events .

The 'HeadFeatures' element in the XML structure defines specific characteristic attributes related to the entity's appearance such as shape, skin tone, hair color, and facial features. It contributes to the overall characterization of the entity by detailing unique identifiers that customize their appearance, helping to create a specific visual identity within the framework. This customization is detailed through sub-elements like 'ShapeAndSkinTone,' 'FacialFeatures,' and 'Overlays' which allow for a varied representation of visual traits .

Attributes such as 'IsBulletProof' and 'IsExplosionProof' are used to define specific vulnerabilities or immunities of an entity in a game, contributing to defensive strategies. These attributes enhance gameplay by allowing the design of invulnerable states or weakening moments, promoting tactical decision-making. By altering these properties, developers can balance difficulty and realism, dynamically impacting how players approach combat situations and environment interactions .

In the XML data, 'PedProps' refers to properties or add-ons that can be applied to the entity's avatar, such as accessories or equipment, each marked by specific indices and values indicating presence or absence (-1 signifies absence). Meanwhile, 'PedComps' describes components or clothing parts of the avatar, with each pair of numbers signifying the component type and variant. These components define the visual elements and wardrobe setup for the avatar .

The 'IsOnlyDamagedByPlayer' attribute implies that an entity can only take damage from player action, greatly affecting multiplayer game dynamics. It emphasizes player-targeted strategies, reducing environmental or NPC interference, and fostering direct competition among players. This can enhance tension and focus in player engagements, dictating strategies and alliance formation, as well as structuring competitive environments with reduced external chaotic elements .

Facial features and overlays significantly enhance player identification and engagement in virtual avatar customization by allowing for the creation of unique and personalized characters. These elements facilitate emotional connection and immersion within the game by providing visual diversity and authentic expressions, catering to player creativity and individual identity representation. This customization can affect user satisfaction and retention, as players are more likely to engage with game environments where they can express themselves uniquely .

'Health' and 'MaxHealth' attributes serve as vital components in managing the entity's lifecycle by indicating its current vitality and total health capacity, respectively. They determine survivability and resistance to damage in simulations, impacting gameplay dynamics. These mechanisms allow for the implementation of healing, damage, and endurance systems within the virtual environment, often linked to player actions or environmental hazards .

You might also like