Bird
v1.4.8
A skeletal bird that idles on a perch and, if allowed, takes off, flies, and lands. The entity needs a skeleton.
Find placed ones in the Scene panel with s:Bird. See Filter.
Where you put it
Put it on the bird entity, not on the perch. The entity needs bird_skeleton and a bird mesh (crow_mesh, hawk_mesh). Point the entity the way it should fly. Flight moves it backward along its forward axis.
What you set
Native\Prefabs\editor_spawnpoints.xml stores this order on crow.
| Panel field | What to do with it |
|---|---|
| _flyingSpeedInKph | Flight speed, in kilometres per hour. The crow stores 14.4. |
| _idleAnimation | Perch clip. The crow stores anim_bird_idle. |
| _landingAnimation | Landing clip. The crow stores anim_bird_landing. |
| _takingOffAnimation | Takeoff clip. The crow stores anim_bird_flying. |
| _flyCycleAnimation | Airborne loop. The crow stores anim_bird_cycle. |
| CanFly | On: the bird leaves the perch. The crow stores on. A hawk on a stand stores off. |
| _canLand | On: an airborne bird lands again. Off: it is hidden when the airborne timer ends. The crow stores off. |
What it does
It starts perched, unless CanFly is on and _canLand is off, in which case it starts in the air. From the perch it waits, takes off, flies, then either lands or disappears. A hawk prop that only stores CanFly off stays on the idle clip.
Where it lives
Managed script. Perch props are in Native\Prefabs\building_details.xml. The flying crow is in Native\Prefabs\editor_spawnpoints.xml. Multiplayer scenes and a few campaign scenes store the script as well.
Examples
Crow that does not land. Native\Prefabs\editor_spawnpoints.xml, entity crow, skeleton bird_skeleton, mesh crow_mesh. Speed 14.4, CanFly on, _canLand off.
Hawk on a stand. Native\Prefabs\building_details.xml, child hawk of hawk_stand_a_with_hawk. The script stores only CanFly false, so the bird stays on anim_bird_idle. The same file's hawk_cage_a_with_hawk does the same.