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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.