Semi-automatically generated modding documentation for Barotrauma

Corpses

Relevant files: [Shared:CorpsesFile.cs] [Shared:CorpsePrefab.cs] [Shared:HumanPrefab.cs]

This page was generated automatically.

  • Required by core package: Yes

Attributes

Attribute Type Default value Description
SpawnPosition Level.PositionType Wreck  
MinMoney int 0  
MaxMoney int 0  
Job Identifier “any”  
Commonness float 1  
HealthMultiplier float 1  
HealthMultiplierInMultiplayer float 1  
AimSpeed float 1  
AimAccuracy float 1  
SkillMultiplier float 1  
ExperiencePoints int 0  
BaseSalary int 0  
SalaryMultiplier float 1  
Tags string ””  
ModuleFlags string ”” What outpost module tags does the NPC prefer to spawn in.
SpawnPointTags string ”” Tag(s) of the spawnpoints the NPC prefers to spawn at.
RequireSpawnPointTag bool false If enabled, the NPC will not spawn if the specified spawn point tags can’t be found.
CampaignInteractionType CampaignMode.InteractionType None  
Behavior AIObjectiveIdle.BehaviorType Passive  
Hearing float 1 Affects how far the character can hear sounds created by AI targets with the tag ProvocativeToHumanAI. Used as a multiplier on the sound range of the target, e.g. a value of 0.5 would mean a target with a sound range of 1000 would need to be within 500 units for this character to hear it. Only affects the “fight intruders” objective, which makes the character go and inspect noises.
ReportRange float PositiveInfinity  
FindWeaponsRange float PositiveInfinity  
Faction Identifier ””  
Group Identifier ””  
AllowDraggingIndefinitely bool false