Documentation Index
Fetch the complete documentation index at: https://docs.megaworks.dev/llms.txt
Use this file to discover all available pages before exploring further.
The file is still named infected.lua due to the scripts’ initial name. However the correct name would be entities.lua.
StateBags
Entities spawned by mega_entities will have some StateBag values associated to detect which kind of entity type they are and which chunk / zone they belong to depending on the spawn strategy that spawned them. So far the values that you can find inside an entity spawned by mega entities are those:Configuration parameters
- displayName: Display name shown in the PROMPT LOCK ON action (holding right mouse button).
- model: Entity ped model
- group: Group tag for the entity check (groups page)[./scripts/entities/configuration/groups] for more info
Example entity
Let’s say we wanted to create a new entity. This entity is a militia man, it will attack infects and attack only hostile players. Let’s edit the entity types config together:Entity config parameters
Let’s talk about each of these parameters:displayName
Type: stringDisplay name for the entity, it will be shown in prompts, etc.
model
Type: hashModel hash, a list can be found here.
group
Type: hashGroup hash, refer to the groups guide for more info.
scale
Type: numberPed scale for size.
outfits
Type: tableIf set to
nil, it will choose a random ped outfit across all the vanilla ones. Otherwise, you can pass a list with the outfit “numbers” you want to allow.
maxHealth
Type: numberMax health that the entity will have.
walkStyle
Type: stringThe entity walk style. If set to
nil, the default one will be preserved. You can find a list here.
accuracy
Type: numberPed’s shooting accuracy from 0-100.
seeingRange
Type: numberPed’s sight detection range.
hearingRange
Type: numberPed’s hearing detection range.
combatAbility
Type: numberPed’s combat ability from 0 to 2.
combatMovement
Type: numberPed’s combat movement type from 0 to 3.
- 0 -> Stationary (Will just stand in place)
- 1 -> Defensive (Will try to find cover and very likely to blind fire)
- 2 -> Offensive (Will attempt to charge at enemy but take cover as well)
- 3 -> Suicidal Offensive (Will try to flank enemy in a suicidal attack)
combatAttributes
Type: table Ped’s combat attributes, in the key part [xxx] there will be the combat attribute we want to enable or disable (true/false). You can find a list (here)[https://github.com/femga/rdr3_discoveries/tree/master/AI/COMBAT_ATTRIBUTES]equipment
Type: table Ped’s equipment, these are the weapons the ped will be carrying, and the ammo that they have. Example:['weapon'] = ammoQuantity
