Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- /*
- ** DEdit
- **
- */
- [DEdit]
- /*
- ** Brains
- **
- ** DodgeVectorCheckTime - how frequently we check to see if we need to dodge a vector
- ** DodgeVectorCheckChance - the % chance we will check to see if we need to dodge a vector once this time is up
- ** DodgeVectorDelayTime - after dodging a vector, the time we must wait before we can check again
- ** DodgeVectorShuffleDist - how much space is needed to shuffle.
- ** DodgeVectorRollDist - how much space is needed to roll.
- ** DodgeVectorShuffleChance - the % chance the dodge will be a shuffle.
- ** DodgeVectorRollChance - the % chance the dodge will be a roll.
- ** DodgeVectorBlockChance - the % chance the dodge will be a block.
- **
- ** DodgeProjectileCheckTime - how frequently we check to see if we need to dodge a Projectile
- ** DodgeProjectileCheckChance - the % chance we will check to see if we need to dodge a Projectile once this time is up
- ** DodgeProjectileDelayTime - after dodging a projectile, the time we must wait before we can check again
- **
- ** AttackRangedRange - the min/max distance we must be at to attack with a ranged weapon (e.g. rifle)
- ** AttackThrownRange - the min/max distance we must be at to attack with a thrown weapon (e.g. grenade)
- ** AttackMeleeRange - the min/max distance we must be at to attack with a melee weapon (e.g. sword)
- ** AttackChaseTime - after we lose sight of our target, how long do we wait before chasing
- ** AttackChaseTimeRandom - an additional random amount of time to the above time
- ** AttackPoseCrouchChance - when we enter the attack state, chance we will crouch and fire
- ** AttackPoseCrouchTime - how long we stay crouched
- ** AttackGrenadeThrowTime - how often we'll consider throwing a grenade
- ** AttackGrenadeThrowChance - chance we'll attempt to throw the grenade after this time expires
- ** AttackCoverCheckTime - how often we check for the presence of cover
- ** AttackCoverCheckChance - chance we'll check once this time expires
- ** AttackSoundTimeMin - min amount of time since any AI played combat dialog before this AI can play combat dialog
- ** AttackWhileMoving - Can the AI attack while moving?
- **
- ** AttackFromCoverCoverTime - how long we will stay covered for before uncovering
- ** AttackFromCoverCoverTimeRandom - an additional random amount of time to the above time
- ** AttackFromCoverUncoverTime - how long we will stay uncovered for before covering
- ** AttackFromCoverUncoverTimeRandom - an additional random amount of time to the above time
- ** AttackFromCoverReactionTime - if uncovered and shot at, the delay before we will go back to cover
- ** AttackFromCoverMaxRetries - how many times we will attempt to go for new cover when cover becomes invalidated
- **
- ** AttackFromVantageAttackTime - time we will fire from a vantage node before moving on to the next one
- ** AttackFromVantageAttackTimeRandom - an additional random amount of time to the above time
- **
- ** AttackFromViewChaseTime - how long we will we wait to chase at an attack from view node
- **
- ** ChaseExtraTime - extra amount of time we continue running once we're in range and have spotted the player
- ** ChaseExtraTimeRandom - an additional random amount of time to the above time
- ** ChaseSearchTime - how long we will chase, after our last sighting of the player, until we give up and enter the search state
- **
- ** PatrolSoundTime - time between chances of playing a patrolling sound
- ** PatrolSoundTimeRandom - an additional random amount of time to the above time
- ** PatrolSoundChance - the chance we'll play a patrol sound after the patrolsoundtime
- **
- ** DistressFacingThreshhold - dot product (-1=180' to 1=0') at which target must be facing towards us to be considered threatening
- ** DistressIncreaseRate - rate at which distress increases when being threatened
- ** DistressDecreaseRate - rate at which distress decreases when not being threatened
- ** DistressLevels - how many levels of distress to go through before panic
- **
- ** MajorAlarmThreshold - how high alarm level must be to start searching (threat assumed)
- ** ImmediateAlarmThreshold - how high alarm level must be to know threat is immediate
- **
- ** TauntDelay - How long between checks to taunt
- ** TauntChance - Chance the AI should taunt when it is able to
- **
- ** CrawlThreshhold - % of hitpoints left before we check to see if we should crawl
- ** CrawlChance - % chance we will crawl when injured after this point
- ** CrawlLifetime - how long we crawl for before we die
- **
- ** CanLipSync - can this AI lip sync?
- **
- ** DamageMask - Mask of accepted types of damage. Other types are ignored.
- ** Valid choices are listed at the bottom of this file.
- ** "None"means affected by all damage types.
- */
- [Brain0] //////////////////////////////////////////////////////////////////////////
- Name ="Infected_Explode"
- DodgeVectorCheckTime = 0.25
- DodgeVectorCheckChance = 1.00
- DodgeVectorDelayTime = 3.00
- DodgeVectorShuffleDist = 109.0
- DodgeVectorRollDist = 140.0
- DodgeVectorShuffleChance = 0.7 // \
- DodgeVectorRollChance = 0.3 // >- must add up to 1.0
- DodgeVectorBlockChance = 0.0 // /
- DodgeProjectileCheckTime = 0.25
- DodgeProjectileCheckChance = 1.00
- DodgeProjectileDelayTime = 3.00
- DodgeProjectileFleeChance = 1.00 // >- must add up to 1.0
- AttackRangedRange = [0.0, 1000.0000]
- AttackThrownRange = [250.0, 1000.000]
- AttackMeleeRange = [0.0, 100.0]
- AttackChaseTime = 5.000000
- AttackChaseTimeRandom = [-4.500000, 12.000000]
- AttackPoseCrouchChance = 0.01
- AttackPoseCrouchTime = 10.0
- AttackGrenadeThrowTime = 7.00
- AttackGrenadeThrowChance = 0.1
- AttackCoverCheckTime = 5.00
- AttackCoverCheckChance = 0.125
- AttackSoundTimeMin = 5.0
- AttackFromCoverCoverTime = 1.000000
- AttackFromCoverCoverTimeRandom = 1.000000
- AttackFromCoverUncoverTime = 5.000000
- AttackFromCoverUncoverTimeRandom = 2.000000
- AttackFromCoverReactionTime = 0.250000
- AttackFromCoverMaxRetries = 3
- AttackWhileMoving = TRUE
- AttackFromVantageAttackTime = 2.000000
- AttackFromVantageAttackTimeRandom = 2.000000
- AttackFromViewChaseTime = 5.0
- ChaseExtraTime = 10.4000
- ChaseExtraTimeRandom = [-10.1, 5.1]
- ChaseSearchTime = 0.10
- PatrolSoundTime = 8.0
- PatrolSoundTimeRandom = [-1.0, 2.0]
- PatrolSoundChance = 0.25
- DistressFacingThreshhold = 0.1
- DistressIncreaseRate = 0.5
- DistressDecreaseRate = 0.2
- DistressLevels = 2
- MajorAlarmThreshold = 5
- ImmediateAlarmThreshold = 10
- CrawlThreshhold = 0.00000
- CrawlChance = 0.00000
- CrawlLifetime = 0.00000
- TauntDelay = 0.000000
- TauntChance = 0.000000
- CanLipSync = TRUE
- DamageMask ="None"
- AIData0 ="AccidentChance=0.1"
- AIData1 ="DivergePaths=1.0"
- AIData2 ="OneAnimCover=1.0"
- AIData3 ="DynMoveTimeMin=3.0"
- AIData4 ="DynMoveTimeMax=5.0"
- AIData5 ="DynMoveBackupDist=128.0"
- AIData6 ="DynMoveFlankPassDist=128.0"
- AIData7 ="DynMoveFlankWidthDist=192.0"
- AIData8 ="ProneTime=20.0"
- AIData9 ="ProneDistMin=768.0"
- AIData10 ="ProneSlideDist=165.0"
- AIData11 ="GoalProximityDist=256.0"
- AIData12 ="MeleeKnockBackDist=72.0"
- DropItem0 = "43"
- DropItemType0 = "Pri_Ammo"
- DropItem1 = "5"
- DropItemType1 = "Full_Ammo"
- DropItem2 = "2"
- DropItemType2 = "Medikit"
- DropItem3 = "30"
- DropItemType3 = "Grenade"
- [Brain1] //////////////////////////////////////////////////////////////////////////
- Name ="Infected_Light"
- DodgeVectorCheckTime = 0.00
- DodgeVectorCheckChance = 0.00
- DodgeVectorDelayTime = 0.00
- DodgeVectorShuffleDist = 0.0
- DodgeVectorRollDist = 0.0
- DodgeVectorShuffleChance = 0.0 // \
- DodgeVectorRollChance = 0.0 // >- must add up to 1.0
- DodgeVectorBlockChance = 0.0 // /
- DodgeProjectileCheckTime = 0.0
- DodgeProjectileCheckChance = 0.00
- DodgeProjectileDelayTime = 0.00
- DodgeProjectileFleeChance = 0.00 // >- must add up to 1.0
- AttackRangedRange = [100.0, 500.0000]
- AttackThrownRange = [350.0, 1000.000]
- AttackMeleeRange = [0.0, 100.0]
- AttackChaseTime = 0.500000
- AttackChaseTimeRandom = [-0.250000, 0.250000]
- AttackPoseCrouchChance = 0.00
- AttackPoseCrouchTime = 10.0
- AttackGrenadeThrowTime = 2.00
- AttackGrenadeThrowChance = 0.50
- AttackCoverCheckTime = 5.00
- AttackCoverCheckChance = 0.125
- AttackSoundTimeMin = 5.0
- AttackFromCoverCoverTime = 1.000000
- AttackFromCoverCoverTimeRandom = 1.000000
- AttackFromCoverUncoverTime = 5.000000
- AttackFromCoverUncoverTimeRandom = 2.000000
- AttackFromCoverReactionTime = 0.250000
- AttackFromCoverMaxRetries = 3
- AttackWhileMoving = FALSE
- AttackFromVantageAttackTime = 2.000000
- AttackFromVantageAttackTimeRandom = 2.000000
- AttackFromViewChaseTime = 5.0
- ChaseExtraTime = 0.4000
- ChaseExtraTimeRandom = [-0.1, 0.1]
- ChaseSearchTime = 4.0
- PatrolSoundTime = 8.0
- PatrolSoundTimeRandom = [-1.0, 2.0]
- PatrolSoundChance = 0.25
- DistressFacingThreshhold = 0.95
- DistressIncreaseRate = 0.5
- DistressDecreaseRate = 0.2
- DistressLevels = 4
- MajorAlarmThreshold = 5
- ImmediateAlarmThreshold = 10
- CrawlThreshhold = 0.00000
- CrawlChance = 0.00000
- CrawlLifetime = 0.00000
- TauntDelay = 0.000000
- TauntChance = 0.000000
- CanLipSync = TRUE
- DamageMask ="None"
- AIData0 ="AccidentChance=0.1"
- AIData1 ="DivergePaths=1.0"
- AIData2 ="DynMoveTimeMin=3.0"
- AIData3 ="DynMoveTimeMax=5.0"
- AIData4 ="DynMoveBackupDist=128.0"
- AIData5 ="DynMoveFlankPassDist=128.0"
- AIData6 ="DynMoveFlankWidthDist=192.0"
- AIData7 ="GoalProximityDist=128.0"
- AIData8 ="ProneTime=20.0"
- AIData9 ="ProneDistMin=768.0"
- AIData10 ="ProneSlideDist=165.0"
- AIData11 ="MeleeKnockBackDist=48.0"
- DropItem0 = "43"
- DropItemType0 = "Pri_Ammo"
- DropItem1 = "5"
- DropItemType1 = "Full_Ammo"
- DropItem2 = "2"
- DropItemType2 = "Medikit"
- DropItem3 = "30"
- DropItemType3 = "Grenade"
- [Brain2] //////////////////////////////////////////////////////////////////////////
- Name ="Infected_Gas"
- DodgeVectorCheckTime = 0.25
- DodgeVectorCheckChance = 1.00
- DodgeVectorDelayTime = 3.00
- DodgeVectorShuffleDist = 109.0
- DodgeVectorRollDist = 140.0
- DodgeVectorShuffleChance = 0.5 // \
- DodgeVectorRollChance = 0.5 // >- must add up to 1.0
- DodgeVectorBlockChance = 0.0 // /
- DodgeProjectileCheckTime = 0.25
- DodgeProjectileCheckChance = 1.00
- DodgeProjectileDelayTime = 3.00
- DodgeProjectileFleeChance = 1.00 // >- must add up to 1.0
- AttackRangedRange = [0.0, 500.0000]
- AttackThrownRange = [350.0, 1000.000]
- AttackMeleeRange = [0.0, 100.0]
- AttackChaseTime = 0.500000
- AttackChaseTimeRandom = [-0.250000, 0.250000]
- AttackPoseCrouchChance = 0.01
- AttackPoseCrouchTime = 10.0
- AttackGrenadeThrowTime = 2.00
- AttackGrenadeThrowChance = 0.50
- AttackCoverCheckTime = 5.00
- AttackCoverCheckChance = 0.125
- AttackSoundTimeMin = 5.0
- AttackFromCoverCoverTime = 1.000000
- AttackFromCoverCoverTimeRandom = 1.000000
- AttackFromCoverUncoverTime = 5.000000
- AttackFromCoverUncoverTimeRandom = 2.000000
- AttackFromCoverReactionTime = 0.250000
- AttackFromCoverMaxRetries = 3
- AttackWhileMoving = TRUE
- AttackFromVantageAttackTime = 2.000000
- AttackFromVantageAttackTimeRandom = 2.000000
- AttackFromViewChaseTime = 5.0
- ChaseExtraTime = 0.4000
- ChaseExtraTimeRandom = [-0.1, 0.1]
- ChaseSearchTime = 4.0
- PatrolSoundTime = 8.0
- PatrolSoundTimeRandom = [-1.0, 2.0]
- PatrolSoundChance = 0.25
- DistressFacingThreshhold = 0.95
- DistressIncreaseRate = 0.5
- DistressDecreaseRate = 0.2
- DistressLevels = 0
- MajorAlarmThreshold = 5
- ImmediateAlarmThreshold = 10
- CrawlThreshhold = 0.00000
- CrawlChance = 0.00000
- CrawlLifetime = 0.00000
- TauntDelay = 0.000000
- TauntChance = 0.000000
- CanLipSync = TRUE
- DamageMask ="None"
- AIData0 ="ProneTime=20.0"
- AIData1 ="ProneDistMin=768.0"
- AIData2 ="ProneSlideDist=165.0"
- AIData3 ="DynMoveTimeMin=3.0"
- AIData4 ="DynMoveTimeMax=5.0"
- AIData5 ="DynMoveBackupDist=128.0"
- AIData6 ="DynMoveFlankPassDist=128.0"
- AIData7 ="DynMoveFlankWidthDist=192.0"
- DropItem0 = "43"
- DropItemType0 = "Pri_Ammo"
- DropItem1 = "5"
- DropItemType1 = "Full_Ammo"
- DropItem2 = "2"
- DropItemType2 = "Medikit"
- DropItem3 = "30"
- DropItemType3 = "Grenade"
- [Brain3] //////////////////////////////////////////////////////////////////////////
- Name ="Infected_Normal"
- DodgeVectorCheckTime = 0.25
- DodgeVectorCheckChance = 1.00
- DodgeVectorDelayTime = 3.00
- DodgeVectorShuffleDist = 109.0
- DodgeVectorRollDist = 140.0
- DodgeVectorShuffleChance = 0.7 // \
- DodgeVectorRollChance = 0.3 // >- must add up to 1.0
- DodgeVectorBlockChance = 0.0 // /
- DodgeProjectileCheckTime = 0.25
- DodgeProjectileCheckChance = 1.00
- DodgeProjectileDelayTime = 3.00
- DodgeProjectileFleeChance = 1.00 // >- must add up to 1.0
- AttackRangedRange = [0.0, 7000]
- AttackThrownRange = [350.0, 1000.000]
- AttackMeleeRange = [0.0, 100.0]
- AttackChaseTime = 0.500000
- AttackChaseTimeRandom = [-0.250000, 0.250000]
- AttackPoseCrouchChance = 0.01
- AttackPoseCrouchTime = 10.0
- AttackGrenadeThrowTime = 10.00
- AttackGrenadeThrowChance = 0.50
- AttackCoverCheckTime = 5.00
- AttackCoverCheckChance = 0.125
- AttackSoundTimeMin = 5.0
- AttackFromCoverCoverTime = 1.000000
- AttackFromCoverCoverTimeRandom = 1.000000
- AttackFromCoverUncoverTime = 5.000000
- AttackFromCoverUncoverTimeRandom = 2.000000
- AttackFromCoverReactionTime = 0.250000
- AttackFromCoverMaxRetries = 3
- AttackWhileMoving = TRUE
- AttackFromVantageAttackTime = 2.000000
- AttackFromVantageAttackTimeRandom = 2.000000
- AttackFromViewChaseTime = 5.0
- ChaseExtraTime = 0.4000
- ChaseExtraTimeRandom = [-0.1, 0.1]
- ChaseSearchTime = 4.0
- PatrolSoundTime = 8.0
- PatrolSoundTimeRandom = [-1.0, 2.0]
- PatrolSoundChance = 0.25
- DistressFacingThreshhold = 0.95
- DistressIncreaseRate = 0.5
- DistressDecreaseRate = 0.2
- DistressLevels = 4
- MajorAlarmThreshold = 5
- ImmediateAlarmThreshold = 10
- CrawlThreshhold = 0.00000
- CrawlChance = 0.00000
- CrawlLifetime = 0.00000
- TauntDelay = 0.000000
- TauntChance = 0.000000
- CanLipSync = TRUE
- DamageMask ="None"
- AIData0 ="AccidentChance=0.1"
- AIData1 ="DivergePaths=1.0"
- AIData2 ="OneAnimCover=1.0"
- AIData3 ="DynMoveTimeMin=3.0"
- AIData4 ="DynMoveTimeMax=5.0"
- AIData5 ="DynMoveBackupDist=128.0"
- AIData6 ="DynMoveFlankPassDist=128.0"
- AIData7 ="DynMoveFlankWidthDist=192.0"
- AIData8 ="ProneTime=20.0"
- AIData9 ="ProneDistMin=768.0"
- AIData10 ="ProneSlideDist=165.0"
- AIData11 ="GoalProximityDist=256.0"
- AIData12 ="MeleeKnockBackDist=72.0"
- DropItem0 = "43"
- DropItemType0 = "Pri_Ammo"
- DropItem1 = "5"
- DropItemType1 = "Full_Ammo"
- DropItem2 = "2"
- DropItemType2 = "Medikit"
- DropItem3 = "30"
- DropItemType3 = "Grenade"
- [Brain4] //////////////////////////////////////////////////////////////////////////
- Name ="Infected_Stick"
- DodgeVectorCheckTime = 0.00
- DodgeVectorCheckChance = 0.00
- DodgeVectorDelayTime = 0.00
- DodgeVectorShuffleDist = 0.0
- DodgeVectorRollDist = 0.0
- DodgeVectorShuffleChance = 0.0 // \
- DodgeVectorRollChance = 0.0 // >- must add up to 1.0
- DodgeVectorBlockChance = 0.0 // /
- DodgeProjectileCheckTime = 0.0
- DodgeProjectileCheckChance = 0.00
- DodgeProjectileDelayTime = 0.00
- DodgeProjectileFleeChance = 0.00 // >- must add up to 1.0
- AttackRangedRange = [100.0, 500.0000]
- AttackThrownRange = [350.0, 1000.000]
- AttackMeleeRange = [0.0, 100.0]
- AttackChaseTime = 0.500000
- AttackChaseTimeRandom = [-0.250000, 0.250000]
- AttackPoseCrouchChance = 0.00
- AttackPoseCrouchTime = 10.0
- AttackGrenadeThrowTime = 2.00
- AttackGrenadeThrowChance = 0.50
- AttackCoverCheckTime = 5.00
- AttackCoverCheckChance = 0.125
- AttackSoundTimeMin = 5.0
- AttackFromCoverCoverTime = 1.000000
- AttackFromCoverCoverTimeRandom = 1.000000
- AttackFromCoverUncoverTime = 5.000000
- AttackFromCoverUncoverTimeRandom = 2.000000
- AttackFromCoverReactionTime = 0.250000
- AttackFromCoverMaxRetries = 3
- AttackWhileMoving = FALSE
- AttackFromVantageAttackTime = 2.000000
- AttackFromVantageAttackTimeRandom = 2.000000
- AttackFromViewChaseTime = 5.0
- ChaseExtraTime = 0.4000
- ChaseExtraTimeRandom = [-0.1, 0.1]
- ChaseSearchTime = 4.0
- PatrolSoundTime = 8.0
- PatrolSoundTimeRandom = [-1.0, 2.0]
- PatrolSoundChance = 0.25
- DistressFacingThreshhold = 0.95
- DistressIncreaseRate = 0.5
- DistressDecreaseRate = 0.2
- DistressLevels = 4
- MajorAlarmThreshold = 5
- ImmediateAlarmThreshold = 10
- CrawlThreshhold = 0.00000
- CrawlChance = 0.00000
- CrawlLifetime = 0.00000
- TauntDelay = 0.000000
- TauntChance = 0.000000
- CanLipSync = TRUE
- DamageMask ="None"
- AIData0 ="AccidentChance=0.1"
- AIData1 ="DivergePaths=1.0"
- AIData2 ="DynMoveTimeMin=3.0"
- AIData3 ="DynMoveTimeMax=5.0"
- AIData4 ="DynMoveBackupDist=128.0"
- AIData5 ="DynMoveFlankPassDist=128.0"
- AIData6 ="DynMoveFlankWidthDist=192.0"
- AIData7 ="ChaseEndurance=8.0"
- AIData8 ="ProneTime=20.0"
- AIData9 ="ProneDistMin=768.0"
- AIData10 ="ProneSlideDist=165.0"
- AIData11 ="MeleeKnockBackDist=48.0"
- DropItem0 = "43"
- DropItemType0 = "Pri_Ammo"
- DropItem1 = "5"
- DropItemType1 = "Full_Ammo"
- DropItem2 = "2"
- DropItemType2 = "Medikit"
- DropItem3 = "30"
- DropItemType3 = "Grenade"
- [Brain5] //////////////////////////////////////////////////////////////////////////
- Name ="SH_Rifle"
- DodgeVectorCheckTime = 0.25
- DodgeVectorCheckChance = 1.00
- DodgeVectorDelayTime = 3.00
- DodgeVectorShuffleDist = 109.0
- DodgeVectorRollDist = 140.0
- DodgeVectorShuffleChance = 0.7 // \
- DodgeVectorRollChance = 0.3 // >- must add up to 1.0
- DodgeVectorBlockChance = 0.0 // /
- DodgeProjectileCheckTime = 0.25
- DodgeProjectileCheckChance = 1.00
- DodgeProjectileDelayTime = 3.00
- DodgeProjectileFleeChance = 1.00 // >- must add up to 1.0
- AttackRangedRange = [0.0, 2000]
- AttackThrownRange = [350.0, 1000.000]
- AttackMeleeRange = [0.0, 100.0]
- AttackChaseTime = 0.500000
- AttackChaseTimeRandom = [-0.250000, 0.250000]
- AttackPoseCrouchChance = 0.01
- AttackPoseCrouchTime = 10.0
- AttackGrenadeThrowTime = 10.00
- AttackGrenadeThrowChance = 0.50
- AttackCoverCheckTime = 5.00
- AttackCoverCheckChance = 0.125
- AttackSoundTimeMin = 5.0
- AttackFromCoverCoverTime = 1.000000
- AttackFromCoverCoverTimeRandom = 1.000000
- AttackFromCoverUncoverTime = 5.000000
- AttackFromCoverUncoverTimeRandom = 2.000000
- AttackFromCoverReactionTime = 0.250000
- AttackFromCoverMaxRetries = 3
- AttackWhileMoving = TRUE
- AttackFromVantageAttackTime = 2.000000
- AttackFromVantageAttackTimeRandom = 2.000000
- AttackFromViewChaseTime = 5.0
- ChaseExtraTime = 0.4000
- ChaseExtraTimeRandom = [-0.1, 0.1]
- ChaseSearchTime = 4.0
- PatrolSoundTime = 8.0
- PatrolSoundTimeRandom = [-1.0, 2.0]
- PatrolSoundChance = 0.25
- DistressFacingThreshhold = 0.95
- DistressIncreaseRate = 0.5
- DistressDecreaseRate = 0.2
- DistressLevels = 4
- MajorAlarmThreshold = 5
- ImmediateAlarmThreshold = 10
- CrawlThreshhold = 0.00000
- CrawlChance = 0.00000
- CrawlLifetime = 0.00000
- TauntDelay = 0.000000
- TauntChance = 0.000000
- CanLipSync = TRUE
- DamageMask ="None"
- AIData0 ="AccidentChance=0.1"
- AIData1 ="DivergePaths=1.0"
- AIData2 ="OneAnimCover=1.0"
- AIData3 ="DynMoveTimeMin=3.0"
- AIData4 ="DynMoveTimeMax=5.0"
- AIData5 ="DynMoveBackupDist=128.0"
- AIData6 ="DynMoveFlankPassDist=128.0"
- AIData7 ="DynMoveFlankWidthDist=192.0"
- AIData8 ="ProneTime=20.0"
- AIData9 ="ProneDistMin=768.0"
- AIData10 ="ProneSlideDist=165.0"
- AIData11 ="GoalProximityDist=256.0"
- AIData12 ="MeleeKnockBackDist=72.0"
- DropItem0 = "43"
- DropItemType0 = "Pri_Ammo"
- DropItem1 = "5"
- DropItemType1 = "Full_Ammo"
- DropItem2 = "2"
- DropItemType2 = "Medikit"
- DropItem3 = "30"
- DropItemType3 = "Grenade"
- [Brain6] //////////////////////////////////////////////////////////////////////////
- Name ="Default"
- DodgeVectorCheckTime = 0.25
- DodgeVectorCheckChance = 1.00
- DodgeVectorDelayTime = 3.00
- DodgeVectorShuffleDist = 109.0
- DodgeVectorRollDist = 140.0
- DodgeVectorShuffleChance = 0.7 // \
- DodgeVectorRollChance = 0.3 // >- must add up to 1.0
- DodgeVectorBlockChance = 0.0 // /
- DodgeProjectileCheckTime = 0.25
- DodgeProjectileCheckChance = 1.00
- DodgeProjectileDelayTime = 3.00
- DodgeProjectileFleeChance = 1.00 // >- must add up to 1.0
- AttackRangedRange = [0.0, 2000.0000]
- AttackThrownRange = [250.0, 1000.000]
- AttackMeleeRange = [0.0, 100.0]
- AttackChaseTime = 10.500000
- AttackChaseTimeRandom = [-10.500000, 5.000000]
- AttackPoseCrouchChance = 0.01
- AttackPoseCrouchTime = 10.0
- AttackGrenadeThrowTime = 5.00
- AttackGrenadeThrowChance = 0.25
- AttackCoverCheckTime = 5.00
- AttackCoverCheckChance = 0.125
- AttackSoundTimeMin = 5.0
- AttackFromCoverCoverTime = 1.000000
- AttackFromCoverCoverTimeRandom = 1.000000
- AttackFromCoverUncoverTime = 5.000000
- AttackFromCoverUncoverTimeRandom = 2.000000
- AttackFromCoverReactionTime = 0.250000
- AttackFromCoverMaxRetries = 3
- AttackWhileMoving = TRUE
- AttackFromVantageAttackTime = 2.000000
- AttackFromVantageAttackTimeRandom = 2.000000
- AttackFromViewChaseTime = 5.0
- ChaseExtraTime = 5.4000
- ChaseExtraTimeRandom = [-4.1, 4.1]
- ChaseSearchTime = 4.0
- PatrolSoundTime = 8.0
- PatrolSoundTimeRandom = [-1.0, 2.0]
- PatrolSoundChance = 0.25
- DistressFacingThreshhold = 0.1
- DistressIncreaseRate = 0.5
- DistressDecreaseRate = 0.2
- DistressLevels = 2
- MajorAlarmThreshold = 5
- ImmediateAlarmThreshold = 10
- CrawlThreshhold = 0.00000
- CrawlChance = 0.00000
- CrawlLifetime = 0.00000
- TauntDelay = 0.000000
- TauntChance = 0.000000
- CanLipSync = TRUE
- DamageMask ="None"
- AIData0 ="AccidentChance=0.1"
- AIData1 ="DivergePaths=1.0"
- AIData2 ="OneAnimCover=1.0"
- AIData3 ="DynMoveTimeMin=3.0"
- AIData4 ="DynMoveTimeMax=5.0"
- AIData5 ="DynMoveBackupDist=128.0"
- AIData6 ="DynMoveFlankPassDist=128.0"
- AIData7 ="DynMoveFlankWidthDist=192.0"
- AIData8 ="ProneTime=20.0"
- AIData9 ="ProneDistMin=768.0"
- AIData10 ="ProneSlideDist=165.0"
- AIData11 ="GoalProximityDist=256.0"
- AIData12 ="MeleeKnockBackDist=72.0"
- DropItem0 = "43"
- DropItemType0 = "Pri_Ammo"
- DropItem1 = "5"
- DropItemType1 = "Full_Ammo"
- DropItem2 = "2"
- DropItemType2 = "Medikit"
- DropItem3 = "30"
- DropItemType3 = "Grenade"
- [Brain7] //////////////////////////////////////////////////////////////////////////
- Name ="SH_HeavyGunner"
- DodgeVectorCheckTime = 0.25
- DodgeVectorCheckChance = 1.00
- DodgeVectorDelayTime = 3.00
- DodgeVectorShuffleDist = 109.0
- DodgeVectorRollDist = 140.0
- DodgeVectorShuffleChance = 0.7 // \
- DodgeVectorRollChance = 0.3 // >- must add up to 1.0
- DodgeVectorBlockChance = 0.0 // /
- DodgeProjectileCheckTime = 0.25
- DodgeProjectileCheckChance = 1.00
- DodgeProjectileDelayTime = 3.00
- DodgeProjectileFleeChance = 1.00 // >- must add up to 1.0
- AttackRangedRange = [0.0, 1000.0000]
- AttackThrownRange = [250.0, 1000.000]
- AttackMeleeRange = [0.0, 100.0]
- AttackChaseTime = 10.500000
- AttackChaseTimeRandom = [-10.500000, 5.000000]
- AttackPoseCrouchChance = 0.01
- AttackPoseCrouchTime = 10.0
- AttackGrenadeThrowTime = 10.00
- AttackGrenadeThrowChance = 0.25
- AttackCoverCheckTime = 5.00
- AttackCoverCheckChance = 0.125
- AttackSoundTimeMin = 5.0
- AttackFromCoverCoverTime = 1.000000
- AttackFromCoverCoverTimeRandom = 1.000000
- AttackFromCoverUncoverTime = 5.000000
- AttackFromCoverUncoverTimeRandom = 2.000000
- AttackFromCoverReactionTime = 0.250000
- AttackFromCoverMaxRetries = 3
- AttackWhileMoving = TRUE
- AttackFromVantageAttackTime = 2.000000
- AttackFromVantageAttackTimeRandom = 2.000000
- AttackFromViewChaseTime = 5.0
- ChaseExtraTime = 5.4000
- ChaseExtraTimeRandom = [-4.1, 4.1]
- ChaseSearchTime = 4.0
- PatrolSoundTime = 8.0
- PatrolSoundTimeRandom = [-1.0, 2.0]
- PatrolSoundChance = 0.25
- DistressFacingThreshhold = 0.1
- DistressIncreaseRate = 0.5
- DistressDecreaseRate = 0.2
- DistressLevels = 2
- MajorAlarmThreshold = 5
- ImmediateAlarmThreshold = 10
- CrawlThreshhold = 0.00000
- CrawlChance = 0.00000
- CrawlLifetime = 0.00000
- TauntDelay = 0.000000
- TauntChance = 0.000000
- CanLipSync = TRUE
- DamageMask ="None"
- AIData0 ="AccidentChance=0.1"
- AIData1 ="DivergePaths=1.0"
- AIData2 ="OneAnimCover=1.0"
- AIData3 ="DynMoveTimeMin=3.0"
- AIData4 ="DynMoveTimeMax=5.0"
- AIData5 ="DynMoveBackupDist=128.0"
- AIData6 ="DynMoveFlankPassDist=128.0"
- AIData7 ="DynMoveFlankWidthDist=192.0"
- AIData8 ="ProneTime=20.0"
- AIData9 ="ProneDistMin=768.0"
- AIData10 ="ProneSlideDist=165.0"
- AIData11 ="GoalProximityDist=256.0"
- AIData12 ="MeleeKnockBackDist=72.0"
- DropItem0 = "43"
- DropItemType0 = "Pri_Ammo"
- DropItem1 = "5"
- DropItemType1 = "Full_Ammo"
- DropItem2 = "2"
- DropItemType2 = "Medikit"
- DropItem3 = "30"
- DropItemType3 = "Grenade"
- [Brain8] //////////////////////////////////////////////////////////////////////////
- Name ="SH_RoaylGuard"
- DodgeVectorCheckTime = 0.25
- DodgeVectorCheckChance = 1.00
- DodgeVectorDelayTime = 3.00
- DodgeVectorShuffleDist = 109.0
- DodgeVectorRollDist = 140.0
- DodgeVectorShuffleChance = 0.7 // \
- DodgeVectorRollChance = 0.3 // >- must add up to 1.0
- DodgeVectorBlockChance = 0.0 // /
- DodgeProjectileCheckTime = 0.25
- DodgeProjectileCheckChance = 1.00
- DodgeProjectileDelayTime = 3.00
- DodgeProjectileFleeChance = 1.00 // >- must add up to 1.0
- AttackRangedRange = [0.0, 5000.0000]
- AttackThrownRange = [250.0, 1000.000]
- AttackMeleeRange = [0.0, 100.0]
- AttackChaseTime = 10.500000
- AttackChaseTimeRandom = [-10.500000, 5.000000]
- AttackPoseCrouchChance = 0.01
- AttackPoseCrouchTime = 10.0
- AttackGrenadeThrowTime = 5.00
- AttackGrenadeThrowChance = 0.1
- AttackCoverCheckTime = 5.00
- AttackCoverCheckChance = 0.125
- AttackSoundTimeMin = 5.0
- AttackFromCoverCoverTime = 1.000000
- AttackFromCoverCoverTimeRandom = 1.000000
- AttackFromCoverUncoverTime = 5.000000
- AttackFromCoverUncoverTimeRandom = 2.000000
- AttackFromCoverReactionTime = 0.250000
- AttackFromCoverMaxRetries = 3
- AttackWhileMoving = TRUE
- AttackFromVantageAttackTime = 2.000000
- AttackFromVantageAttackTimeRandom = 2.000000
- AttackFromViewChaseTime = 5.0
- ChaseExtraTime = 5.4000
- ChaseExtraTimeRandom = [-4.1, 4.1]
- ChaseSearchTime = 4.0
- PatrolSoundTime = 8.0
- PatrolSoundTimeRandom = [-1.0, 2.0]
- PatrolSoundChance = 0.25
- DistressFacingThreshhold = 0.1
- DistressIncreaseRate = 0.5
- DistressDecreaseRate = 0.2
- DistressLevels = 2
- MajorAlarmThreshold = 5
- ImmediateAlarmThreshold = 10
- CrawlThreshhold = 0.00000
- CrawlChance = 0.00000
- CrawlLifetime = 0.00000
- TauntDelay = 0.000000
- TauntChance = 0.000000
- CanLipSync = TRUE
- DamageMask ="None"
- AIData0 ="AccidentChance=0.1"
- AIData1 ="DivergePaths=1.0"
- AIData2 ="OneAnimCover=1.0"
- AIData3 ="DynMoveTimeMin=3.0"
- AIData4 ="DynMoveTimeMax=5.0"
- AIData5 ="DynMoveBackupDist=128.0"
- AIData6 ="DynMoveFlankPassDist=128.0"
- AIData7 ="DynMoveFlankWidthDist=192.0"
- AIData8 ="ProneTime=20.0"
- AIData9 ="ProneDistMin=768.0"
- AIData10 ="ProneSlideDist=165.0"
- AIData11 ="GoalProximityDist=256.0"
- AIData12 ="MeleeKnockBackDist=72.0"
- DropItem0 = "43"
- DropItemType0 = "Pri_Ammo"
- DropItem1 = "5"
- DropItemType1 = "Full_Ammo"
- DropItem2 = "2"
- DropItemType2 = "Medikit"
- DropItem3 = "30"
- DropItemType3 = "Grenade"
- [Brain9] //////////////////////////////////////////////////////////////////////////
- Name ="SH_MGunner"
- DodgeVectorCheckTime = 0.25
- DodgeVectorCheckChance = 1.00
- DodgeVectorDelayTime = 3.00
- DodgeVectorShuffleDist = 109.0
- DodgeVectorRollDist = 140.0
- DodgeVectorShuffleChance = 0.7 // \
- DodgeVectorRollChance = 0.3 // >- must add up to 1.0
- DodgeVectorBlockChance = 0.0 // /
- DodgeProjectileCheckTime = 0.25
- DodgeProjectileCheckChance = 1.00
- DodgeProjectileDelayTime = 3.00
- DodgeProjectileFleeChance = 1.00 // >- must add up to 1.0
- AttackRangedRange = [0.0, 5000.0000]
- AttackThrownRange = [250.0, 1000.000]
- AttackMeleeRange = [0.0, 100.0]
- AttackChaseTime = 10.500000
- AttackChaseTimeRandom = [-10.500000, 5.000000]
- AttackPoseCrouchChance = 0.01
- AttackPoseCrouchTime = 10.0
- AttackGrenadeThrowTime = 10.00
- AttackGrenadeThrowChance = 0.01
- AttackCoverCheckTime = 5.00
- AttackCoverCheckChance = 0.125
- AttackSoundTimeMin = 5.0
- AttackFromCoverCoverTime = 1.000000
- AttackFromCoverCoverTimeRandom = 1.000000
- AttackFromCoverUncoverTime = 5.000000
- AttackFromCoverUncoverTimeRandom = 2.000000
- AttackFromCoverReactionTime = 0.250000
- AttackFromCoverMaxRetries = 3
- AttackWhileMoving = TRUE
- AttackFromVantageAttackTime = 2.000000
- AttackFromVantageAttackTimeRandom = 2.000000
- AttackFromViewChaseTime = 5.0
- ChaseExtraTime = 5.4000
- ChaseExtraTimeRandom = [-4.1, 4.1]
- ChaseSearchTime = 4.0
- PatrolSoundTime = 8.0
- PatrolSoundTimeRandom = [-1.0, 2.0]
- PatrolSoundChance = 0.25
- DistressFacingThreshhold = 0.1
- DistressIncreaseRate = 0.5
- DistressDecreaseRate = 0.2
- DistressLevels = 2
- MajorAlarmThreshold = 5
- ImmediateAlarmThreshold = 10
- CrawlThreshhold = 0.00000
- CrawlChance = 0.00000
- CrawlLifetime = 0.00000
- TauntDelay = 0.000000
- TauntChance = 0.000000
- CanLipSync = TRUE
- DamageMask ="None"
- AIData0 ="AccidentChance=0.1"
- AIData1 ="DivergePaths=1.0"
- AIData2 ="OneAnimCover=1.0"
- AIData3 ="DynMoveTimeMin=3.0"
- AIData4 ="DynMoveTimeMax=5.0"
- AIData5 ="DynMoveBackupDist=128.0"
- AIData6 ="DynMoveFlankPassDist=128.0"
- AIData7 ="DynMoveFlankWidthDist=192.0"
- AIData8 ="ProneTime=20.0"
- AIData9 ="ProneDistMin=768.0"
- AIData10 ="ProneSlideDist=165.0"
- AIData11 ="GoalProximityDist=256.0"
- AIData12 ="MeleeKnockBackDist=72.0"
- DropItem0 = "43"
- DropItemType0 = "Pri_Ammo"
- DropItem1 = "5"
- DropItemType1 = "Full_Ammo"
- DropItem2 = "2"
- DropItemType2 = "Medikit"
- DropItem3 = "30"
- DropItemType3 = "Grenade"
- [Brain10] //////////////////////////////////////////////////////////////////////////
- Name ="SH_Recon"
- DodgeVectorCheckTime = 0.25
- DodgeVectorCheckChance = 1.00
- DodgeVectorDelayTime = 3.00
- DodgeVectorShuffleDist = 109.0
- DodgeVectorRollDist = 140.0
- DodgeVectorShuffleChance = 0.7 // \
- DodgeVectorRollChance = 0.3 // >- must add up to 1.0
- DodgeVectorBlockChance = 0.0 // /
- DodgeProjectileCheckTime = 0.25
- DodgeProjectileCheckChance = 1.00
- DodgeProjectileDelayTime = 3.00
- DodgeProjectileFleeChance = 1.00 // >- must add up to 1.0
- AttackRangedRange = [0.0, 5000.0000]
- AttackThrownRange = [250.0, 1000.000]
- AttackMeleeRange = [0.0, 100.0]
- AttackChaseTime = 10.500000
- AttackChaseTimeRandom = [-10.500000, 5.000000]
- AttackPoseCrouchChance = 0.01
- AttackPoseCrouchTime = 10.0
- AttackGrenadeThrowTime = 10.00
- AttackGrenadeThrowChance = 0.01
- AttackCoverCheckTime = 5.00
- AttackCoverCheckChance = 0.125
- AttackSoundTimeMin = 5.0
- AttackFromCoverCoverTime = 1.000000
- AttackFromCoverCoverTimeRandom = 1.000000
- AttackFromCoverUncoverTime = 5.000000
- AttackFromCoverUncoverTimeRandom = 2.000000
- AttackFromCoverReactionTime = 0.250000
- AttackFromCoverMaxRetries = 3
- AttackWhileMoving = TRUE
- AttackFromVantageAttackTime = 2.000000
- AttackFromVantageAttackTimeRandom = 2.000000
- AttackFromViewChaseTime = 5.0
- ChaseExtraTime = 5.4000
- ChaseExtraTimeRandom = [-4.1, 4.1]
- ChaseSearchTime = 4.0
- PatrolSoundTime = 8.0
- PatrolSoundTimeRandom = [-1.0, 2.0]
- PatrolSoundChance = 0.25
- DistressFacingThreshhold = 0.1
- DistressIncreaseRate = 0.5
- DistressDecreaseRate = 0.2
- DistressLevels = 2
- MajorAlarmThreshold = 5
- ImmediateAlarmThreshold = 10
- CrawlThreshhold = 0.00000
- CrawlChance = 0.00000
- CrawlLifetime = 0.00000
- TauntDelay = 0.000000
- TauntChance = 0.000000
- CanLipSync = TRUE
- DamageMask ="None"
- AIData0 ="AccidentChance=0.1"
- AIData1 ="DivergePaths=1.0"
- AIData2 ="OneAnimCover=1.0"
- AIData3 ="DynMoveTimeMin=3.0"
- AIData4 ="DynMoveTimeMax=5.0"
- AIData5 ="DynMoveBackupDist=128.0"
- AIData6 ="DynMoveFlankPassDist=128.0"
- AIData7 ="DynMoveFlankWidthDist=192.0"
- AIData8 ="ProneTime=20.0"
- AIData9 ="ProneDistMin=768.0"
- AIData10 ="ProneSlideDist=165.0"
- AIData11 ="GoalProximityDist=256.0"
- AIData12 ="MeleeKnockBackDist=72.0"
- DropItem0 = "43"
- DropItemType0 = "Pri_Ammo"
- DropItem1 = "5"
- DropItemType1 = "Full_Ammo"
- DropItem2 = "2"
- DropItemType2 = "Medikit"
- DropItem3 = "30"
- DropItemType3 = "Grenade"
- [Brain11] //////////////////////////////////////////////////////////////////////////
- Name ="SH_Assualt"
- DodgeVectorCheckTime = 0.25
- DodgeVectorCheckChance = 1.00
- DodgeVectorDelayTime = 3.00
- DodgeVectorShuffleDist = 109.0
- DodgeVectorRollDist = 140.0
- DodgeVectorShuffleChance = 0.7 // \
- DodgeVectorRollChance = 0.3 // >- must add up to 1.0
- DodgeVectorBlockChance = 0.0 // /
- DodgeProjectileCheckTime = 0.25
- DodgeProjectileCheckChance = 1.00
- DodgeProjectileDelayTime = 3.00
- DodgeProjectileFleeChance = 1.00 // >- must add up to 1.0
- AttackRangedRange = [0.0, 500.0000]
- AttackThrownRange = [250.0, 500.000]
- AttackMeleeRange = [0.0, 100.0]
- AttackChaseTime = 10.500000
- AttackChaseTimeRandom = [-10.500000, 5.000000]
- AttackPoseCrouchChance = 0.01
- AttackPoseCrouchTime = 10.0
- AttackGrenadeThrowTime = 5.00
- AttackGrenadeThrowChance = 0.5
- AttackCoverCheckTime = 5.00
- AttackCoverCheckChance = 0.125
- AttackSoundTimeMin = 5.0
- AttackFromCoverCoverTime = 1.000000
- AttackFromCoverCoverTimeRandom = 1.000000
- AttackFromCoverUncoverTime = 5.000000
- AttackFromCoverUncoverTimeRandom = 2.000000
- AttackFromCoverReactionTime = 0.250000
- AttackFromCoverMaxRetries = 3
- AttackWhileMoving = TRUE
- AttackFromVantageAttackTime = 2.000000
- AttackFromVantageAttackTimeRandom = 2.000000
- AttackFromViewChaseTime = 5.0
- ChaseExtraTime = 5.4000
- ChaseExtraTimeRandom = [-4.1, 4.1]
- ChaseSearchTime = 4.0
- PatrolSoundTime = 8.0
- PatrolSoundTimeRandom = [-1.0, 2.0]
- PatrolSoundChance = 0.25
- DistressFacingThreshhold = 0.1
- DistressIncreaseRate = 0.5
- DistressDecreaseRate = 0.2
- DistressLevels = 2
- MajorAlarmThreshold = 5
- ImmediateAlarmThreshold = 10
- CrawlThreshhold = 0.00000
- CrawlChance = 0.00000
- CrawlLifetime = 0.00000
- TauntDelay = 0.000000
- TauntChance = 0.000000
- CanLipSync = TRUE
- DamageMask ="None"
- AIData0 ="AccidentChance=0.1"
- AIData1 ="DivergePaths=1.0"
- AIData2 ="OneAnimCover=1.0"
- AIData3 ="DynMoveTimeMin=3.0"
- AIData4 ="DynMoveTimeMax=5.0"
- AIData5 ="DynMoveBackupDist=128.0"
- AIData6 ="DynMoveFlankPassDist=128.0"
- AIData7 ="DynMoveFlankWidthDist=192.0"
- AIData8 ="ProneTime=20.0"
- AIData9 ="ProneDistMin=768.0"
- AIData10 ="ProneSlideDist=165.0"
- AIData11 ="GoalProximityDist=256.0"
- AIData12 ="MeleeKnockBackDist=72.0"
- DropItem0 = "43"
- DropItemType0 = "Pri_Ammo"
- DropItem1 = "5"
- DropItemType1 = "Full_Ammo"
- DropItem2 = "2"
- DropItemType2 = "Medikit"
- DropItem3 = "30"
- DropItemType3 = "Grenade"
- [Brain12] //////////////////////////////////////////////////////////////////////////
- Name ="SH_Sniper"
- DodgeVectorCheckTime = 0.25
- DodgeVectorCheckChance = 1.00
- DodgeVectorDelayTime = 3.00
- DodgeVectorShuffleDist = 109.0
- DodgeVectorRollDist = 140.0
- DodgeVectorShuffleChance = 0.7 // \
- DodgeVectorRollChance = 0.3 // >- must add up to 1.0
- DodgeVectorBlockChance = 0.0 // /
- DodgeProjectileCheckTime = 0.25
- DodgeProjectileCheckChance = 1.00
- DodgeProjectileDelayTime = 3.00
- DodgeProjectileFleeChance = 1.00 // >- must add up to 1.0
- AttackRangedRange = [0.0, 1000.0000]
- AttackThrownRange = [250.0, 1000.000]
- AttackMeleeRange = [0.0, 100.0]
- AttackChaseTime = 10.500000
- AttackChaseTimeRandom = [-10.500000, 5.000000]
- AttackPoseCrouchChance = 0.01
- AttackPoseCrouchTime = 10.0
- AttackGrenadeThrowTime = 5.00
- AttackGrenadeThrowChance = 0.25
- AttackCoverCheckTime = 5.00
- AttackCoverCheckChance = 0.125
- AttackSoundTimeMin = 5.0
- AttackFromCoverCoverTime = 1.000000
- AttackFromCoverCoverTimeRandom = 1.000000
- AttackFromCoverUncoverTime = 5.000000
- AttackFromCoverUncoverTimeRandom = 2.000000
- AttackFromCoverReactionTime = 0.250000
- AttackFromCoverMaxRetries = 3
- AttackWhileMoving = TRUE
- AttackFromVantageAttackTime = 2.000000
- AttackFromVantageAttackTimeRandom = 2.000000
- AttackFromViewChaseTime = 5.0
- ChaseExtraTime = 5.4000
- ChaseExtraTimeRandom = [-4.1, 4.1]
- ChaseSearchTime = 4.0
- PatrolSoundTime = 8.0
- PatrolSoundTimeRandom = [-1.0, 2.0]
- PatrolSoundChance = 0.25
- DistressFacingThreshhold = 0.1
- DistressIncreaseRate = 0.5
- DistressDecreaseRate = 0.2
- DistressLevels = 2
- MajorAlarmThreshold = 5
- ImmediateAlarmThreshold = 10
- CrawlThreshhold = 0.00000
- CrawlChance = 0.00000
- CrawlLifetime = 0.00000
- TauntDelay = 0.000000
- TauntChance = 0.000000
- CanLipSync = TRUE
- DamageMask ="None"
- AIData0 ="AccidentChance=0.1"
- AIData1 ="DivergePaths=1.0"
- AIData2 ="OneAnimCover=1.0"
- AIData3 ="DynMoveTimeMin=3.0"
- AIData4 ="DynMoveTimeMax=5.0"
- AIData5 ="DynMoveBackupDist=128.0"
- AIData6 ="DynMoveFlankPassDist=128.0"
- AIData7 ="DynMoveFlankWidthDist=192.0"
- AIData8 ="ProneTime=20.0"
- AIData9 ="ProneDistMin=768.0"
- AIData10 ="ProneSlideDist=165.0"
- AIData11 ="GoalProximityDist=256.0"
- AIData12 ="MeleeKnockBackDist=72.0"
- DropItem0 = "43"
- DropItemType0 = "Pri_Ammo"
- DropItem1 = "5"
- DropItemType1 = "Full_Ammo"
- DropItem2 = "2"
- DropItemType2 = "Medikit"
- DropItem3 = "30"
- DropItemType3 = "Grenade"
- [Brain13] //////////////////////////////////////////////////////////////////////////
- Name ="Agent_Z"
- DodgeVectorCheckTime = 0.25
- DodgeVectorCheckChance = 1.00
- DodgeVectorDelayTime = 3.00
- DodgeVectorShuffleDist = 109.0
- DodgeVectorRollDist = 140.0
- DodgeVectorShuffleChance = 0.7 // \
- DodgeVectorRollChance = 0.3 // >- must add up to 1.0
- DodgeVectorBlockChance = 0.0 // /
- DodgeProjectileCheckTime = 0.25
- DodgeProjectileCheckChance = 1.00
- DodgeProjectileDelayTime = 3.00
- DodgeProjectileFleeChance = 1.00 // >- must add up to 1.0
- AttackRangedRange = [0.0, 10000.0000]
- AttackThrownRange = [250.0, 1000.000]
- AttackMeleeRange = [0.0, 100.0]
- AttackChaseTime = 1.000000
- AttackChaseTimeRandom = [-0.500000, 2.000000]
- AttackPoseCrouchChance = 0.01
- AttackPoseCrouchTime = 10.0
- AttackGrenadeThrowTime = 10.00
- AttackGrenadeThrowChance = 0.50
- AttackCoverCheckTime = 5.00
- AttackCoverCheckChance = 0.125
- AttackSoundTimeMin = 5.0
- AttackFromCoverCoverTime = 1.000000
- AttackFromCoverCoverTimeRandom = 1.000000
- AttackFromCoverUncoverTime = 5.000000
- AttackFromCoverUncoverTimeRandom = 2.000000
- AttackFromCoverReactionTime = 0.250000
- AttackFromCoverMaxRetries = 3
- AttackWhileMoving = TRUE
- AttackFromVantageAttackTime = 2.000000
- AttackFromVantageAttackTimeRandom = 2.000000
- AttackFromViewChaseTime = 5.0
- ChaseExtraTime = 0.4000
- ChaseExtraTimeRandom = [-0.1, 0.1]
- ChaseSearchTime = 4.0
- PatrolSoundTime = 8.0
- PatrolSoundTimeRandom = [-1.0, 2.0]
- PatrolSoundChance = 0.25
- DistressFacingThreshhold = 0.1
- DistressIncreaseRate = 0.5
- DistressDecreaseRate = 0.2
- DistressLevels = 2
- MajorAlarmThreshold = 5
- ImmediateAlarmThreshold = 10
- CrawlThreshhold = 0.00000
- CrawlChance = 0.00000
- CrawlLifetime = 0.00000
- TauntDelay = 0.000000
- TauntChance = 0.000000
- CanLipSync = TRUE
- DamageMask ="None"
- AIData0 ="AccidentChance=0.1"
- AIData1 ="DivergePaths=1.0"
- AIData2 ="OneAnimCover=1.0"
- AIData3 ="DynMoveTimeMin=3.0"
- AIData4 ="DynMoveTimeMax=5.0"
- AIData5 ="DynMoveBackupDist=128.0"
- AIData6 ="DynMoveFlankPassDist=128.0"
- AIData7 ="DynMoveFlankWidthDist=192.0"
- AIData8 ="ProneTime=20.0"
- AIData9 ="ProneDistMin=768.0"
- AIData10 ="ProneSlideDist=165.0"
- AIData11 ="GoalProximityDist=256.0"
- AIData12 ="MeleeKnockBackDist=72.0"
- DropItem0 = "43"
- DropItemType0 = "Pri_Ammo"
- DropItem1 = "5"
- DropItemType1 = "Full_Ammo"
- DropItem2 = "2"
- DropItemType2 = "Medikit"
- DropItem3 = "30"
- DropItemType3 = "Grenade"
- ///////////////////////////////////////////////////////////////////////////////////
- /*
- ** Miser Settings
- **
- ** Enabled [bool] is the miser enabled?
- **
- */
- [Miser]
- Enabled = TRUE
- ///////////////////////////////////////////////////////////////////////////////////
- /*
- ** Rules
- **
- **
- */
- [Rules]
- EnableDeltaRepathing = FALSE
- KeepInvalidNodeHistory = FALSE
- UseTrueWeaponPosition = FALSE
- ///////////////////////////////////////////////////////////////////////////////////
- /*
- ** ResetTimer Settings
- **
- ** JunctionResetTimer [float in seconds] amount of time after an AI uses a junction before another AI can use it.
- ** BodyResetTimer [float in seconds] amount of time after an AI checks a body before another AI can check it.
- **
- */
- [ResetTimers]
- JunctionResetTimer = 10.000000
- BodyResetTimer = 10.000000
- ///////////////////////////////////////////////////////////////////////////////////
- /*
- ** TextID Settings
- **
- ** ApprehendMissionFailedID [integer] ID of text for Mission Failure screen.
- **
- */
- [TextIDs]
- ApprehendMissionFailedID = 6502
- ///////////////////////////////////////////////////////////////////////////////////
- /*
- ** Global Senses Settings
- **
- ** NoFOVDistance [float in dedit units] the internal radius of an AI where the FOV is 180 no matter what
- ** InstantSeeDistance [float in dedit units] the internal radius of an AI where they will see you instantly
- ** ThreatTooCloseDistance [float in dedit units] the internal radius of an AI where they will abandon running to a node.
- ** PersonalBubbleDistance [float in dedit units] the internal radius of an AI where they will ignore hidden, and gradually sense you when not in view.
- ** PersonalBubbleMultiplier [float] the amount to multiply vision stimulation increases by when target is within the personal bubble.
- ** DarknessMultiplier [float] the amount to multiply vision stimulation increases by when target is in darness
- **
- */
- [Senses]
- NoFOVDistance = 256.000000
- InstantSeeDistance = 384.000000
- ThreatTooCloseDistance = 128.000000
- PersonalBubbleDistance = 128.000000
- PersonalBubbleMultiplier = 0.25
- DarknessMultiplier = 0.5
- ////////////////////////////////////////////////////////////////////////////////////////
- /*
- ** Attract Settings
- **
- ** NoTargetTime [float in seconds]
- **
- */
- [Attract]
- NoTargetTime = 10.000000
- ///////////////////////////////////////////////////////////////////////////////////
- /*
- ** Attribute Templates
- **
- */
- [AttributeTemplate0]
- Name ="SH_Rifle"
- RunSpeed = 300.0
- JumpSpeed = 300.0
- JumpOverSpeed = 300.0
- FallSpeed = 300.0
- CrawlSpeed = 25.0
- WalkSpeed = 150.0
- SwimSpeed = 0.0
- FlySpeed = 0.0
- Marksmanship = 0.9
- Bravado = 0.95
- SoundRadius = 13000.0
- HitPoints = 70.0
- Armor = 0
- Accuracy = 0.915 //0.015
- AccuracyIncreaseRate = 0.50
- AccuracyDecreaseRate = 0.50
- FullAccuracyRadius = 128.0
- AccuracyMissPerturb = 3.5
- MaxMovementAccuracyPerturb = 3.5
- MovementAccuracyPerturbTime = 3.0
- CanSeeEnemy = TRUE
- SeeEnemyDistance = 500.0
- CanSeeEnemyLean = TRUE
- SeeEnemyLeanDistance = 12000.0
- CanSeeAllyDeath = TRUE
- SeeAllyDeathDistance = 12000.0
- CanHearAllyDeath = TRUE
- HearAllyDeathDistance = 12000.0
- CanHearAllyPain = TRUE
- HearAllyPainDistance = 10000.0
- CanHearEnemyFootstep = TRUE
- HearEnemyFootstepDistance = 10000.0
- CanSeeEnemyFootprint = TRUE
- SeeEnemyFootprintDistance = 10000.0
- CanHearEnemyWeaponImpact = TRUE
- HearEnemyWeaponImpactDistance = 10000.0
- CanHearEnemyWeaponFire = TRUE
- HearEnemyWeaponFireDistance = 10000.0
- CanHearAllyWeaponFire = TRUE
- HearAllyWeaponFireDistance = 10000.0
- CanSeeEnemyFlashlight = TRUE
- SeeEnemyFlashlightDistance = 10000.0
- CanHearEnemyDisturbance = TRUE
- HearEnemyDisturbanceDistance = 10000.0
- CanSeeEnemyDisturbance = TRUE
- SeeEnemyDisturbanceDistance = 12000.0
- CanSeeEnemyLightDisturbance = TRUE
- SeeEnemyLightDisturbanceDistance = 12000.0
- CanSeeEnemyWeaponImpact = TRUE
- SeeEnemyWeaponImpactDistance = 10000.0
- CanHearEnemyAlarm = TRUE
- HearEnemyAlarmDistance = 10000.0
- CanSeeAllySpecialDamage = TRUE
- SeeAllySpecialDamageDistance = 10000.0
- CanSeeAllyDisturbance = TRUE
- SeeAllyDisturbanceDistance = 10000.0
- CanHearAllyDisturbance = TRUE
- HearAllyDisturbanceDistance = 10000.0
- CanSeeAllyDistress = TRUE
- SeeAllyDistressDistance = 10000.0
- CanSeeProjectile = FALSE
- SeeProjectileDistance = 0.0
- CanSeeEnemyDanger = TRUE
- SeeEnemyDangerDistance = 10000.0
- CanUseVolumeAmbientLife = FALSE
- Alignment ="BadCharacter"
- [AttributeTemplate1]
- Name ="SH_Recon"
- RunSpeed = 300.0
- JumpSpeed = 300.0
- JumpOverSpeed = 300.0
- FallSpeed = 300.0
- CrawlSpeed = 25.0
- WalkSpeed = 150.0
- SwimSpeed = 0.0
- FlySpeed = 0.0
- Marksmanship = 0.8
- Bravado = 0.95
- SoundRadius = 1500.0
- HitPoints = 70.0
- Armor = 0
- Accuracy = 0.915 //0.015
- AccuracyIncreaseRate = 0.50
- AccuracyDecreaseRate = 0.50
- FullAccuracyRadius = 128.0
- AccuracyMissPerturb = 3.5
- MaxMovementAccuracyPerturb = 3.5
- MovementAccuracyPerturbTime = 3.0
- CanSeeEnemy = TRUE
- SeeEnemyDistance = 2000.0
- CanSeeEnemyLean = TRUE
- SeeEnemyLeanDistance = 2000.0
- CanSeeAllyDeath = TRUE
- SeeAllyDeathDistance = 2000.0
- CanHearAllyDeath = TRUE
- HearAllyDeathDistance = 2000.0
- CanHearAllyPain = TRUE
- HearAllyPainDistance = 0.0
- CanHearEnemyFootstep = TRUE
- HearEnemyFootstepDistance = 0.0
- CanSeeEnemyFootprint = TRUE
- SeeEnemyFootprintDistance = 500.0
- CanHearEnemyWeaponImpact = TRUE
- HearEnemyWeaponImpactDistance = 2000.0
- CanHearEnemyWeaponFire = TRUE
- HearEnemyWeaponFireDistance = 0.0
- CanHearAllyWeaponFire = TRUE
- HearAllyWeaponFireDistance = 0.0
- CanSeeEnemyFlashlight = TRUE
- SeeEnemyFlashlightDistance = 512.0
- CanHearEnemyDisturbance = TRUE
- HearEnemyDisturbanceDistance = 0.0
- CanSeeEnemyDisturbance = TRUE
- SeeEnemyDisturbanceDistance = 2000.0
- CanSeeEnemyLightDisturbance = TRUE
- SeeEnemyLightDisturbanceDistance = 2000.0
- CanSeeEnemyWeaponImpact = TRUE
- SeeEnemyWeaponImpactDistance = 500.0
- CanHearEnemyAlarm = TRUE
- HearEnemyAlarmDistance = 0.0
- CanSeeAllySpecialDamage = TRUE
- SeeAllySpecialDamageDistance = 0.0
- CanSeeAllyDisturbance = TRUE
- SeeAllyDisturbanceDistance = 0.0
- CanHearAllyDisturbance = TRUE
- HearAllyDisturbanceDistance = 0.0
- CanSeeAllyDistress = TRUE
- SeeAllyDistressDistance = 0.0
- CanSeeProjectile = FALSE
- SeeProjectileDistance = 0.0
- CanSeeEnemyDanger = TRUE
- SeeEnemyDangerDistance = 0.0
- CanUseVolumeAmbientLife = FALSE
- Alignment ="BadCharacter"
- [AttributeTemplate2]
- Name ="SH_MGunner"
- RunSpeed = 300.0
- JumpSpeed = 300.0
- JumpOverSpeed = 300.0
- FallSpeed = 300.0
- CrawlSpeed = 25.0
- WalkSpeed = 150.0
- SwimSpeed = 0.0
- FlySpeed = 0.0
- Marksmanship = 0.8
- Bravado = 0.95
- SoundRadius = 1500.0
- HitPoints = 70.0
- Armor = 0
- Accuracy = 0.915 //0.015
- AccuracyIncreaseRate = 0.50
- AccuracyDecreaseRate = 0.50
- FullAccuracyRadius = 128.0
- AccuracyMissPerturb = 3.5
- MaxMovementAccuracyPerturb = 3.5
- MovementAccuracyPerturbTime = 3.0
- CanSeeEnemy = TRUE
- SeeEnemyDistance = 2000.0
- CanSeeEnemyLean = TRUE
- SeeEnemyLeanDistance = 2000.0
- CanSeeAllyDeath = TRUE
- SeeAllyDeathDistance = 2000.0
- CanHearAllyDeath = TRUE
- HearAllyDeathDistance = 2000.0
- CanHearAllyPain = TRUE
- HearAllyPainDistance = 0.0
- CanHearEnemyFootstep = TRUE
- HearEnemyFootstepDistance = 0.0
- CanSeeEnemyFootprint = TRUE
- SeeEnemyFootprintDistance = 500.0
- CanHearEnemyWeaponImpact = TRUE
- HearEnemyWeaponImpactDistance = 0.0
- CanHearEnemyWeaponFire = TRUE
- HearEnemyWeaponFireDistance = 0.0
- CanHearAllyWeaponFire = TRUE
- HearAllyWeaponFireDistance = 0.0
- CanSeeEnemyFlashlight = TRUE
- SeeEnemyFlashlightDistance = 512.0
- CanHearEnemyDisturbance = TRUE
- HearEnemyDisturbanceDistance = 0.0
- CanSeeEnemyDisturbance = TRUE
- SeeEnemyDisturbanceDistance = 2000.0
- CanSeeEnemyLightDisturbance = TRUE
- SeeEnemyLightDisturbanceDistance = 2000.0
- CanSeeEnemyWeaponImpact = TRUE
- SeeEnemyWeaponImpactDistance = 500.0
- CanHearEnemyAlarm = TRUE
- HearEnemyAlarmDistance = 0.0
- CanSeeAllySpecialDamage = TRUE
- SeeAllySpecialDamageDistance = 0.0
- CanSeeAllyDisturbance = TRUE
- SeeAllyDisturbanceDistance = 0.0
- CanHearAllyDisturbance = TRUE
- HearAllyDisturbanceDistance = 0.0
- CanSeeAllyDistress = TRUE
- SeeAllyDistressDistance = 0.0
- CanSeeProjectile = FALSE
- SeeProjectileDistance = 0.0
- CanSeeEnemyDanger = TRUE
- SeeEnemyDangerDistance = 0.0
- CanUseVolumeAmbientLife = FALSE
- Alignment ="BadCharacter"
- [AttributeTemplate3]
- Name ="SH_Sniper"
- RunSpeed = 300.0
- JumpSpeed = 300.0
- JumpOverSpeed = 300.0
- FallSpeed = 300.0
- CrawlSpeed = 25.0
- WalkSpeed = 150.0
- SwimSpeed = 0.0
- FlySpeed = 0.0
- Marksmanship = 0.8
- Bravado = 0.95
- SoundRadius = 1500.0
- HitPoints = 70.0
- Armor = 0
- Accuracy = 0.005 //0.015
- AccuracyIncreaseRate = 0.50
- AccuracyDecreaseRate = 0.50
- FullAccuracyRadius = 128.0
- AccuracyMissPerturb = 3.5
- MaxMovementAccuracyPerturb = 3.5
- MovementAccuracyPerturbTime = 3.0
- CanSeeEnemy = TRUE
- SeeEnemyDistance = 4000.0 //2000 ¿¡¼ 4000 Áõ°¡ ±èÀçÀ±
- CanSeeEnemyLean = TRUE
- SeeEnemyLeanDistance = 2000.0
- CanSeeAllyDeath = TRUE
- SeeAllyDeathDistance = 2000.0
- CanHearAllyDeath = TRUE
- HearAllyDeathDistance = 2000.0
- CanHearAllyPain = TRUE
- HearAllyPainDistance = 0.0
- CanHearEnemyFootstep = TRUE
- HearEnemyFootstepDistance = 0.0
- CanSeeEnemyFootprint = TRUE
- SeeEnemyFootprintDistance = 500.0
- CanHearEnemyWeaponImpact = TRUE
- HearEnemyWeaponImpactDistance = 0.0
- CanHearEnemyWeaponFire = TRUE
- HearEnemyWeaponFireDistance = 0.0
- CanHearAllyWeaponFire = TRUE
- HearAllyWeaponFireDistance = 0.0
- CanSeeEnemyFlashlight = TRUE
- SeeEnemyFlashlightDistance = 512.0
- CanHearEnemyDisturbance = TRUE
- HearEnemyDisturbanceDistance = 0.0
- CanSeeEnemyDisturbance = TRUE
- SeeEnemyDisturbanceDistance = 2000.0
- CanSeeEnemyLightDisturbance = TRUE
- SeeEnemyLightDisturbanceDistance = 2000.0
- CanSeeEnemyWeaponImpact = TRUE
- SeeEnemyWeaponImpactDistance = 500.0
- CanHearEnemyAlarm = TRUE
- HearEnemyAlarmDistance = 0.0
- CanSeeAllySpecialDamage = TRUE
- SeeAllySpecialDamageDistance = 0.0
- CanSeeAllyDisturbance = TRUE
- SeeAllyDisturbanceDistance = 0.0
- CanHearAllyDisturbance = TRUE
- HearAllyDisturbanceDistance = 0.0
- CanSeeAllyDistress = TRUE
- SeeAllyDistressDistance = 0.0
- CanSeeProjectile = FALSE
- SeeProjectileDistance = 0.0
- CanSeeEnemyDanger = TRUE
- SeeEnemyDangerDistance = 0.0
- CanUseVolumeAmbientLife = FALSE
- Alignment ="BadCharacter"
- [AttributeTemplate4]
- Name ="SH_HeavyGunner"
- RunSpeed = 300.0
- JumpSpeed = 300.0
- JumpOverSpeed = 300.0
- FallSpeed = 300.0
- CrawlSpeed = 25.0
- WalkSpeed = 150.0
- SwimSpeed = 0.0
- FlySpeed = 0.0
- Marksmanship = 0.8
- Bravado = 0.95
- SoundRadius = 1500.0
- HitPoints = 70.0
- Armor = 0
- Accuracy = 0.9
- AccuracyIncreaseRate = 1.0
- AccuracyDecreaseRate = 1.0
- FullAccuracyRadius = 512.0
- AccuracyMissPerturb = 5.1
- MaxMovementAccuracyPerturb = 5.1
- MovementAccuracyPerturbTime = 1.0
- CanSeeEnemy = TRUE
- SeeEnemyDistance = 2000.0
- CanSeeEnemyLean = TRUE
- SeeEnemyLeanDistance = 2000.0
- CanSeeAllyDeath = TRUE
- SeeAllyDeathDistance = 2000.0
- CanHearAllyDeath = TRUE
- HearAllyDeathDistance = 2000.0
- CanHearAllyPain = TRUE
- HearAllyPainDistance = 0.0
- CanHearEnemyFootstep = TRUE
- HearEnemyFootstepDistance = 0.0
- CanSeeEnemyFootprint = TRUE
- SeeEnemyFootprintDistance = 500.0
- CanHearEnemyWeaponImpact = TRUE
- HearEnemyWeaponImpactDistance = 0.0
- CanHearEnemyWeaponFire = TRUE
- HearEnemyWeaponFireDistance = 0.0
- CanHearAllyWeaponFire = TRUE
- HearAllyWeaponFireDistance = 0.0
- CanSeeEnemyFlashlight = TRUE
- SeeEnemyFlashlightDistance = 512.0
- CanHearEnemyDisturbance = TRUE
- HearEnemyDisturbanceDistance = 0.0
- CanSeeEnemyDisturbance = TRUE
- SeeEnemyDisturbanceDistance = 2000.0
- CanSeeEnemyLightDisturbance = TRUE
- SeeEnemyLightDisturbanceDistance = 2000.0
- CanSeeEnemyWeaponImpact = TRUE
- SeeEnemyWeaponImpactDistance = 500.0
- CanHearEnemyAlarm = TRUE
- HearEnemyAlarmDistance = 0.0
- CanSeeAllySpecialDamage = TRUE
- SeeAllySpecialDamageDistance = 0.0
- CanSeeAllyDisturbance = TRUE
- SeeAllyDisturbanceDistance = 0.0
- CanHearAllyDisturbance = TRUE
- HearAllyDisturbanceDistance = 0.0
- CanSeeAllyDistress = TRUE
- SeeAllyDistressDistance = 0.0
- CanSeeProjectile = FALSE
- SeeProjectileDistance = 0.0
- CanSeeEnemyDanger = TRUE
- SeeEnemyDangerDistance = 0.0
- CanUseVolumeAmbientLife = FALSE
- Alignment ="BadCharacter"
- [AttributeTemplate5]
- Name ="SH_Assualt"
- RunSpeed = 300.0
- JumpSpeed = 300.0
- JumpOverSpeed = 300.0
- FallSpeed = 300.0
- CrawlSpeed = 25.0
- WalkSpeed = 150.0
- SwimSpeed = 0.0
- FlySpeed = 0.0
- Marksmanship = 0.8
- Bravado = 0.95
- SoundRadius = 1500.0
- HitPoints = 70.0
- Armor = 0
- Accuracy = 0.915
- AccuracyIncreaseRate = 1.0
- AccuracyDecreaseRate = 1.0
- FullAccuracyRadius = 512.0
- AccuracyMissPerturb = 0.1
- MaxMovementAccuracyPerturb = 0.1
- MovementAccuracyPerturbTime = 1.0
- CanSeeEnemy = TRUE
- SeeEnemyDistance = 2000.0
- CanSeeEnemyLean = TRUE
- SeeEnemyLeanDistance = 2000.0
- CanSeeAllyDeath = TRUE
- SeeAllyDeathDistance = 2000.0
- CanHearAllyDeath = TRUE
- HearAllyDeathDistance = 2000.0
- CanHearAllyPain = TRUE
- HearAllyPainDistance = 0.0
- CanHearEnemyFootstep = TRUE
- HearEnemyFootstepDistance = 0.0
- CanSeeEnemyFootprint = TRUE
- SeeEnemyFootprintDistance = 500.0
- CanHearEnemyWeaponImpact = TRUE
- HearEnemyWeaponImpactDistance = 0.0
- CanHearEnemyWeaponFire = TRUE
- HearEnemyWeaponFireDistance = 0.0
- CanHearAllyWeaponFire = TRUE
- HearAllyWeaponFireDistance = 0.0
- CanSeeEnemyFlashlight = TRUE
- SeeEnemyFlashlightDistance = 512.0
- CanHearEnemyDisturbance = TRUE
- HearEnemyDisturbanceDistance = 0.0
- CanSeeEnemyDisturbance = TRUE
- SeeEnemyDisturbanceDistance = 2000.0
- CanSeeEnemyLightDisturbance = TRUE
- SeeEnemyLightDisturbanceDistance = 2000.0
- CanSeeEnemyWeaponImpact = TRUE
- SeeEnemyWeaponImpactDistance = 500.0
- CanHearEnemyAlarm = TRUE
- HearEnemyAlarmDistance = 0.0
- CanSeeAllySpecialDamage = TRUE
- SeeAllySpecialDamageDistance = 0.0
- CanSeeAllyDisturbance = TRUE
- SeeAllyDisturbanceDistance = 0.0
- CanHearAllyDisturbance = TRUE
- HearAllyDisturbanceDistance = 0.0
- CanSeeAllyDistress = TRUE
- SeeAllyDistressDistance = 0.0
- CanSeeProjectile = FALSE
- SeeProjectileDistance = 0.0
- CanSeeEnemyDanger = TRUE
- SeeEnemyDangerDistance = 0.0
- CanUseVolumeAmbientLife = FALSE
- Alignment ="BadCharacter"
- [AttributeTemplate6]
- Name ="SH_RoyalGuard"
- RunSpeed = 300.0
- JumpSpeed = 300.0
- JumpOverSpeed = 300.0
- FallSpeed = 300.0
- CrawlSpeed = 25.0
- WalkSpeed = 150.0
- SwimSpeed = 0.0
- FlySpeed = 0.0
- Marksmanship = 0.8
- Bravado = 0.95
- SoundRadius = 1500.0
- HitPoints = 160
- Armor = 0
- Accuracy = 0.515
- AccuracyIncreaseRate = 1.0
- AccuracyDecreaseRate = 1.0
- FullAccuracyRadius = 512.0
- AccuracyMissPerturb = 0.1
- MaxMovementAccuracyPerturb = 0.1
- MovementAccuracyPerturbTime = 1.0
- CanSeeEnemy = TRUE
- SeeEnemyDistance = 2000.0
- CanSeeEnemyLean = TRUE
- SeeEnemyLeanDistance = 2000.0
- CanSeeAllyDeath = TRUE
- SeeAllyDeathDistance = 2000.0
- CanHearAllyDeath = TRUE
- HearAllyDeathDistance = 2000.0
- CanHearAllyPain = TRUE
- HearAllyPainDistance = 0.0
- CanHearEnemyFootstep = TRUE
- HearEnemyFootstepDistance = 0.0
- CanSeeEnemyFootprint = TRUE
- SeeEnemyFootprintDistance = 500.0
- CanHearEnemyWeaponImpact = TRUE
- HearEnemyWeaponImpactDistance = 0.0
- CanHearEnemyWeaponFire = TRUE
- HearEnemyWeaponFireDistance = 0.0
- CanHearAllyWeaponFire = TRUE
- HearAllyWeaponFireDistance = 0.0
- CanSeeEnemyFlashlight = TRUE
- SeeEnemyFlashlightDistance = 512.0
- CanHearEnemyDisturbance = TRUE
- HearEnemyDisturbanceDistance = 0.0
- CanSeeEnemyDisturbance = TRUE
- SeeEnemyDisturbanceDistance = 2000.0
- CanSeeEnemyLightDisturbance = TRUE
- SeeEnemyLightDisturbanceDistance = 2000.0
- CanSeeEnemyWeaponImpact = TRUE
- SeeEnemyWeaponImpactDistance = 500.0
- CanHearEnemyAlarm = TRUE
- HearEnemyAlarmDistance = 0.0
- CanSeeAllySpecialDamage = TRUE
- SeeAllySpecialDamageDistance = 0.0
- CanSeeAllyDisturbance = TRUE
- SeeAllyDisturbanceDistance = 0.0
- CanHearAllyDisturbance = TRUE
- HearAllyDisturbanceDistance = 0.0
- CanSeeAllyDistress = TRUE
- SeeAllyDistressDistance = 0.0
- CanSeeProjectile = FALSE
- SeeProjectileDistance = 0.0
- CanSeeEnemyDanger = TRUE
- SeeEnemyDangerDistance = 0.0
- CanUseVolumeAmbientLife = FALSE
- Alignment ="BadCharacter"
- [AttributeTemplate7]
- Name ="SH_Sandhog"
- RunSpeed = 300.0
- JumpSpeed = 300.0
- JumpOverSpeed = 300.0
- FallSpeed = 300.0
- CrawlSpeed = 25.0
- WalkSpeed = 150.0
- SwimSpeed = 0.0
- FlySpeed = 0.0
- Marksmanship = 0.8
- Bravado = 0.95
- SoundRadius = 1500.0
- HitPoints = 500.0
- Armor = 0
- Accuracy = 0.015
- AccuracyIncreaseRate = 1.0
- AccuracyDecreaseRate = 1.0
- FullAccuracyRadius = 512.0
- AccuracyMissPerturb = 0.1
- MaxMovementAccuracyPerturb = 0.1
- MovementAccuracyPerturbTime = 1.0
- CanSeeEnemy = TRUE
- SeeEnemyDistance = 2000.0
- CanSeeEnemyLean = TRUE
- SeeEnemyLeanDistance = 2000.0
- CanSeeAllyDeath = TRUE
- SeeAllyDeathDistance = 2000.0
- CanHearAllyDeath = TRUE
- HearAllyDeathDistance = 2000.0
- CanHearAllyPain = TRUE
- HearAllyPainDistance = 0.0
- CanHearEnemyFootstep = TRUE
- HearEnemyFootstepDistance = 0.0
- CanSeeEnemyFootprint = TRUE
- SeeEnemyFootprintDistance = 500.0
- CanHearEnemyWeaponImpact = TRUE
- HearEnemyWeaponImpactDistance = 0.0
- CanHearEnemyWeaponFire = TRUE
- HearEnemyWeaponFireDistance = 0.0
- CanHearAllyWeaponFire = TRUE
- HearAllyWeaponFireDistance = 0.0
- CanSeeEnemyFlashlight = TRUE
- SeeEnemyFlashlightDistance = 512.0
- CanHearEnemyDisturbance = TRUE
- HearEnemyDisturbanceDistance = 0.0
- CanSeeEnemyDisturbance = TRUE
- SeeEnemyDisturbanceDistance = 2000.0
- CanSeeEnemyLightDisturbance = TRUE
- SeeEnemyLightDisturbanceDistance = 2000.0
- CanSeeEnemyWeaponImpact = TRUE
- SeeEnemyWeaponImpactDistance = 500.0
- CanHearEnemyAlarm = TRUE
- HearEnemyAlarmDistance = 0.0
- CanSeeAllySpecialDamage = TRUE
- SeeAllySpecialDamageDistance = 0.0
- CanSeeAllyDisturbance = TRUE
- SeeAllyDisturbanceDistance = 0.0
- CanHearAllyDisturbance = TRUE
- HearAllyDisturbanceDistance = 0.0
- CanSeeAllyDistress = TRUE
- SeeAllyDistressDistance = 0.0
- CanSeeProjectile = FALSE
- SeeProjectileDistance = 0.0
- CanSeeEnemyDanger = TRUE
- SeeEnemyDangerDistance = 0.0
- CanUseVolumeAmbientLife = FALSE
- Alignment ="BadCharacter"
- ///////////// Fireteam Bloody Night ///////////////
- [AttributeTemplate8]
- Name ="Heavy_Infecter_Gas_A"
- VoiceType = "Infected_Heavy"
- AlwaysWalk = FALSE
- RunSpeed =120.0 // 90.0
- JumpSpeed = 120.0 // 90.0
- JumpOverSpeed = 120.0 // 90.0
- FallSpeed = 120.0 // 90.0
- CrawlSpeed = 50.0
- WalkSpeed = 100.0 //70.0
- SwimSpeed = 0.0
- FlySpeed = 0.0
- Marksmanship = 0.9
- Bravado = 0.95
- SoundRadius = 13000.0
- HitPoints = 1000.0
- Armor = 100
- Accuracy = 0.915 //0.015
- AccuracyIncreaseRate = 0.50
- AccuracyDecreaseRate = 0.50
- FullAccuracyRadius = 128.0
- AccuracyMissPerturb = 3.5
- MaxMovementAccuracyPerturb = 3.5
- MovementAccuracyPerturbTime = 3.0
- CanSeeEnemy = TRUE
- SeeEnemyDistance = 500.0
- CanSeeEnemyLean = FALSE
- SeeEnemyLeanDistance = 12000.0
- CanSeeAllyDeath = FALSE
- SeeAllyDeathDistance = 12000.0
- CanHearAllyDeath = FALSE
- HearAllyDeathDistance = 12000.0
- CanHearAllyPain = FALSE
- HearAllyPainDistance = 10000.0
- CanHearEnemyFootstep = FALSE
- HearEnemyFootstepDistance = 10000.0
- CanSeeEnemyFootprint = FALSE
- SeeEnemyFootprintDistance = 10000.0
- CanHearEnemyWeaponImpact = FALSE
- HearEnemyWeaponImpactDistance = 10000.0
- CanHearEnemyWeaponFire = TRUE
- HearEnemyWeaponFireDistance = 300.0
- CanHearAllyWeaponFire = FALSE
- HearAllyWeaponFireDistance = 10000.0
- CanSeeEnemyFlashlight = FALSE
- SeeEnemyFlashlightDistance = 10000.0
- CanHearEnemyDisturbance = FALSE
- HearEnemyDisturbanceDistance = 10000.0
- CanSeeEnemyDisturbance = FALSE
- SeeEnemyDisturbanceDistance = 12000.0
- CanSeeEnemyLightDisturbance = FALSE
- SeeEnemyLightDisturbanceDistance = 12000.0
- CanSeeEnemyWeaponImpact = FALSE
- SeeEnemyWeaponImpactDistance = 10000.0
- CanHearEnemyAlarm = FALSE
- HearEnemyAlarmDistance = 10000.0
- CanSeeAllySpecialDamage = FALSE
- SeeAllySpecialDamageDistance = 10000.0
- CanSeeAllyDisturbance = FALSE
- SeeAllyDisturbanceDistance = 10000.0
- CanHearAllyDisturbance = FALSE
- HearAllyDisturbanceDistance = 10000.0
- CanSeeAllyDistress = FALSE
- SeeAllyDistressDistance = 10000.0
- CanSeeProjectile = FALSE
- SeeProjectileDistance = 0.0
- CanSeeEnemyDanger = FALSE
- SeeEnemyDangerDistance = 10000.0
- CanUseVolumeAmbientLife = FALSE
- Alignment ="BadCharacter"
- [AttributeTemplate9]
- Name ="Light_Infecter_Speed_B"
- VoiceType = "Infected_Light"
- AlwaysWalk = FALSE
- CrouchWhenDamaged = FALSE // TRUE
- RunSpeed = 180.0 // 160.0
- JumpSpeed = 180.0 // 160.0
- JumpOverSpeed = 180.0 // 160.0
- FallSpeed = 180.0 // 160.0
- CrawlSpeed = 50.0
- WalkSpeed = 100.0 // 100.0
- SwimSpeed = 0.0
- FlySpeed = 0.0
- Marksmanship = 0.9
- Bravado = 0.95
- SoundRadius = 13000.0
- HitPoints = 200.0 // 150.0
- Armor = 100
- Accuracy = 0.915 //0.015
- AccuracyIncreaseRate = 0.50
- AccuracyDecreaseRate = 0.50
- FullAccuracyRadius = 128.0
- AccuracyMissPerturb = 3.5
- MaxMovementAccuracyPerturb = 3.5
- MovementAccuracyPerturbTime = 3.0
- CanSeeEnemy = TRUE
- SeeEnemyDistance = 700.0
- CanSeeEnemyLean = FALSE
- SeeEnemyLeanDistance = 12000.0
- CanSeeAllyDeath = FALSE
- SeeAllyDeathDistance = 12000.0
- CanHearAllyDeath = FALSE
- HearAllyDeathDistance = 12000.0
- CanHearAllyPain = FALSE
- HearAllyPainDistance = 10000.0
- CanHearEnemyFootstep = FALSE
- HearEnemyFootstepDistance = 10000.0
- CanSeeEnemyFootprint = FALSE
- SeeEnemyFootprintDistance = 10000.0
- CanHearEnemyWeaponImpact = FALSE
- HearEnemyWeaponImpactDistance = 10000.0
- CanHearEnemyWeaponFire = TRUE
- HearEnemyWeaponFireDistance = 300.0
- CanHearAllyWeaponFire = FALSE
- HearAllyWeaponFireDistance = 10000.0
- CanSeeEnemyFlashlight = FALSE
- SeeEnemyFlashlightDistance = 10000.0
- CanHearEnemyDisturbance = FALSE
- HearEnemyDisturbanceDistance = 10000.0
- CanSeeEnemyDisturbance = FALSE
- SeeEnemyDisturbanceDistance = 12000.0
- CanSeeEnemyLightDisturbance = FALSE
- SeeEnemyLightDisturbanceDistance = 12000.0
- CanSeeEnemyWeaponImpact = FALSE
- SeeEnemyWeaponImpactDistance = 10000.0
- CanHearEnemyAlarm = FALSE
- HearEnemyAlarmDistance = 10000.0
- CanSeeAllySpecialDamage = FALSE
- SeeAllySpecialDamageDistance = 10000.0
- CanSeeAllyDisturbance = FALSE
- SeeAllyDisturbanceDistance = 10000.0
- CanHearAllyDisturbance = FALSE
- HearAllyDisturbanceDistance = 10000.0
- CanSeeAllyDistress = FALSE
- SeeAllyDistressDistance = 10000.0
- CanSeeProjectile = FALSE
- SeeProjectileDistance = 0.0
- CanSeeEnemyDanger = FALSE
- SeeEnemyDangerDistance = 10000.0
- CanUseVolumeAmbientLife = FALSE
- Alignment ="BadCharacter"
- [AttributeTemplate10]
- Name ="Normal_Infecter_Explode_C"
- VoiceType = "Infected_Explode"
- AlwaysWalk = FALSE
- RunSpeed = 160.0 // 140.0
- JumpSpeed = 160.0 // 140.0
- JumpOverSpeed = 160.0 // 140.0
- FallSpeed = 160.0 // 140.0
- CrawlSpeed = 50.0
- WalkSpeed = 100.0 // 80.0
- SwimSpeed = 0.0
- FlySpeed = 0.0
- Marksmanship = 0.9
- Bravado = 0.95
- SoundRadius = 13000.0
- HitPoints = 120.0 // 100.0
- Armor = 100
- Accuracy = 0.915 //0.015
- AccuracyIncreaseRate = 0.50
- AccuracyDecreaseRate = 0.50
- FullAccuracyRadius = 128.0
- AccuracyMissPerturb = 3.5
- MaxMovementAccuracyPerturb = 3.5
- MovementAccuracyPerturbTime = 3.0
- CanSeeEnemy = TRUE
- SeeEnemyDistance = 700.0 // 800.0
- CanSeeEnemyLean = FALSE
- SeeEnemyLeanDistance = 12000.0
- CanSeeAllyDeath = FALSE
- SeeAllyDeathDistance = 12000.0
- CanHearAllyDeath = FALSE
- HearAllyDeathDistance = 12000.0
- CanHearAllyPain = FALSE
- HearAllyPainDistance = 10000.0
- CanHearEnemyFootstep = FALSE
- HearEnemyFootstepDistance = 10000.0
- CanSeeEnemyFootprint = FALSE
- SeeEnemyFootprintDistance = 10000.0
- CanHearEnemyWeaponImpact = FALSE
- HearEnemyWeaponImpactDistance = 10000.0
- CanHearEnemyWeaponFire = TRUE
- HearEnemyWeaponFireDistance = 300.0
- CanHearAllyWeaponFire = FALSE
- HearAllyWeaponFireDistance = 10000.0
- CanSeeEnemyFlashlight = FALSE
- SeeEnemyFlashlightDistance = 10000.0
- CanHearEnemyDisturbance = FALSE
- HearEnemyDisturbanceDistance = 10000.0
- CanSeeEnemyDisturbance = FALSE
- SeeEnemyDisturbanceDistance = 12000.0
- CanSeeEnemyLightDisturbance = FALSE
- SeeEnemyLightDisturbanceDistance = 12000.0
- CanSeeEnemyWeaponImpact = FALSE
- SeeEnemyWeaponImpactDistance = 10000.0
- CanHearEnemyAlarm = FALSE
- HearEnemyAlarmDistance = 10000.0
- CanSeeAllySpecialDamage = FALSE
- SeeAllySpecialDamageDistance = 10000.0
- CanSeeAllyDisturbance = FALSE
- SeeAllyDisturbanceDistance = 10000.0
- CanHearAllyDisturbance = FALSE
- HearAllyDisturbanceDistance = 10000.0
- CanSeeAllyDistress = FALSE
- SeeAllyDistressDistance = 10000.0
- CanSeeProjectile = FALSE
- SeeProjectileDistance = 0.0
- CanSeeEnemyDanger = FALSE
- SeeEnemyDangerDistance = 10000.0
- CanUseVolumeAmbientLife = FALSE
- Alignment ="BadCharacter"
- [AttributeTemplate11]
- Name ="Normal_Infecter_Common_D"
- VoiceType = "Infected_Normal"
- AlwaysWalk = FALSE //TRUE
- RunSpeed = 140.0 //100.0
- JumpSpeed = 140.0 //100.0
- JumpOverSpeed = 140.0 //100.0
- FallSpeed = 140.0 //100.0
- CrawlSpeed = 50.0
- WalkSpeed = 100.0 //80.0
- SwimSpeed = 0.0
- FlySpeed = 0.0
- Marksmanship = 0.9
- Bravado = 0.95
- SoundRadius = 13000.0
- HitPoints = 150.0
- Armor = 100
- Accuracy = 0.915 //0.015
- AccuracyIncreaseRate = 0.50
- AccuracyDecreaseRate = 0.50
- FullAccuracyRadius = 128.0
- AccuracyMissPerturb = 3.5
- MaxMovementAccuracyPerturb = 3.5
- MovementAccuracyPerturbTime = 3.0
- CanSeeEnemy = TRUE
- SeeEnemyDistance = 300.0 // 500.0
- CanSeeEnemyLean = FALSE
- SeeEnemyLeanDistance = 12000.0
- CanSeeAllyDeath = FALSE
- SeeAllyDeathDistance = 12000.0
- CanHearAllyDeath = FALSE
- HearAllyDeathDistance = 12000.0
- CanHearAllyPain = FALSE
- HearAllyPainDistance = 10000.0
- CanHearEnemyFootstep = FALSE
- HearEnemyFootstepDistance = 10000.0
- CanSeeEnemyFootprint = FALSE
- SeeEnemyFootprintDistance = 10000.0
- CanHearEnemyWeaponImpact = FALSE
- HearEnemyWeaponImpactDistance = 10000.0
- CanHearEnemyWeaponFire = TRUE
- HearEnemyWeaponFireDistance = 300.0
- CanHearAllyWeaponFire = FALSE
- HearAllyWeaponFireDistance = 10000.0
- CanSeeEnemyFlashlight = FALSE
- SeeEnemyFlashlightDistance = 10000.0
- CanHearEnemyDisturbance = FALSE
- HearEnemyDisturbanceDistance = 10000.0
- CanSeeEnemyDisturbance = FALSE
- SeeEnemyDisturbanceDistance = 12000.0
- CanSeeEnemyLightDisturbance = FALSE
- SeeEnemyLightDisturbanceDistance = 12000.0
- CanSeeEnemyWeaponImpact = FALSE
- SeeEnemyWeaponImpactDistance = 10000.0
- CanHearEnemyAlarm = FALSE
- HearEnemyAlarmDistance = 10000.0
- CanSeeAllySpecialDamage = FALSE
- SeeAllySpecialDamageDistance = 10000.0
- CanSeeAllyDisturbance = FALSE
- SeeAllyDisturbanceDistance = 10000.0
- CanHearAllyDisturbance = FALSE
- HearAllyDisturbanceDistance = 10000.0
- CanSeeAllyDistress = FALSE
- SeeAllyDistressDistance = 10000.0
- CanSeeProjectile = FALSE
- SeeProjectileDistance = 0.0
- CanSeeEnemyDanger = FALSE
- SeeEnemyDangerDistance = 10000.0
- CanUseVolumeAmbientLife = FALSE
- Alignment ="BadCharacter"
- [AttributeTemplate12]
- Name ="Agent_Z"
- RunSpeed = 300.0
- JumpSpeed = 300.0
- JumpOverSpeed = 300.0
- FallSpeed = 300.0
- CrawlSpeed = 25.0
- WalkSpeed = 150.0
- SwimSpeed = 0.0
- FlySpeed = 0.0
- Marksmanship = 0.9
- Bravado = 0.95
- SoundRadius = 13000.0
- HitPoints = 70.0
- Armor = 0
- Accuracy = 0.915 //0.015
- AccuracyIncreaseRate = 0.50
- AccuracyDecreaseRate = 0.50
- FullAccuracyRadius = 128.0
- AccuracyMissPerturb = 3.5
- MaxMovementAccuracyPerturb = 3.5
- MovementAccuracyPerturbTime = 3.0
- CanSeeEnemy = TRUE
- SeeEnemyDistance = 2000.0
- CanSeeEnemyLean = TRUE
- SeeEnemyLeanDistance = 12000.0
- CanSeeAllyDeath = TRUE
- SeeAllyDeathDistance = 12000.0
- CanHearAllyDeath = TRUE
- HearAllyDeathDistance = 12000.0
- CanHearAllyPain = TRUE
- HearAllyPainDistance = 10000.0
- CanHearEnemyFootstep = TRUE
- HearEnemyFootstepDistance = 10000.0
- CanSeeEnemyFootprint = TRUE
- SeeEnemyFootprintDistance = 10000.0
- CanHearEnemyWeaponImpact = TRUE
- HearEnemyWeaponImpactDistance = 10000.0
- CanHearEnemyWeaponFire = TRUE
- HearEnemyWeaponFireDistance = 10000.0
- CanHearAllyWeaponFire = TRUE
- HearAllyWeaponFireDistance = 10000.0
- CanSeeEnemyFlashlight = TRUE
- SeeEnemyFlashlightDistance = 10000.0
- CanHearEnemyDisturbance = TRUE
- HearEnemyDisturbanceDistance = 10000.0
- CanSeeEnemyDisturbance = TRUE
- SeeEnemyDisturbanceDistance = 12000.0
- CanSeeEnemyLightDisturbance = TRUE
- SeeEnemyLightDisturbanceDistance = 12000.0
- CanSeeEnemyWeaponImpact = TRUE
- SeeEnemyWeaponImpactDistance = 10000.0
- CanHearEnemyAlarm = TRUE
- HearEnemyAlarmDistance = 10000.0
- CanSeeAllySpecialDamage = TRUE
- SeeAllySpecialDamageDistance = 10000.0
- CanSeeAllyDisturbance = TRUE
- SeeAllyDisturbanceDistance = 10000.0
- CanHearAllyDisturbance = TRUE
- HearAllyDisturbanceDistance = 10000.0
- CanSeeAllyDistress = TRUE
- SeeAllyDistressDistance = 10000.0
- CanSeeProjectile = FALSE
- SeeProjectileDistance = 0.0
- CanSeeEnemyDanger = TRUE
- SeeEnemyDangerDistance = 10000.0
- CanUseVolumeAmbientLife = FALSE
- Alignment ="BadCharacter"
- ///////////////////////////////////////////////////////////////////////////////////
- /*
- ** Stimulus Settings
- **
- ** Name [stimulus] Name of stimulus (matches AIStimulusTypeEnum)
- ** Sense [sense] Sense that stimulus triggers (matches AISenseTypeEnum)
- ** RequiredAlignment [LIKE or HATE] Required alignment of AIs to react to stimulus.
- ** Assumes TOLERATE.
- ** Distance [float in dedit units] The base amount of distance a stimulus carries.
- ** 1.0 means it is handled by code.
- ** Duration [float in seconds] Time that a stimulus exists.
- ** Zero means it exists forever.
- ** AlarmLevel [int] Priority of how alarming a stimulus is.
- ** The AlarmLevel corresponds to the MajorAlarmThreshold,
- ** and ImmediateAlarmThreshold in the AIBrains (above in this file).
- **
- ** - Optional Parameters -
- **
- ** VerticalRadius [float in dedit units] Distance vertically from center to cut off stimulus, to handle it like a cylander.
- ** Default = 0.0 meaning no vertical cut-off.
- ** ReactionDelay [float range] How long the reaction delay to this sense is.
- ** Default = [0.00, 0.00]
- ** StimulationIncreaseRateAlert [float rate] The rate at which the sense stimulation increases when alert.
- ** Default = 100.00
- ** StimulationIncreaseRateUnalert [float rate] The rate at which the sense stimulation increases when unalert.
- ** Default = 100.00
- ** StimulationDecreaseRateAlert [float rate] The rate at which the sense stimulation decreases when alert.
- ** Default = 100.00
- ** StimulationDecreaseRateUnalert [float rate] The rate at which the sense stimulation decreases when unalert.
- ** Default = 100.00
- ** StimulationThreshhold [float range] Values that specify partial and full stimulation levels.
- ** Default = [1.00, 1.00]
- ** FalseStimulationLimit [int] How many false stimulation may occur before the ai will just jump to full stimulation.
- ** Default = 0
- ** FalseStimulusSense [sense] Sense to stimulate for each false stimulation (optional).
- ** Default =""
- ** MaxResponders [int] How many AIs can respond to this stimulus.
- ** Zero means no limit.
- ** Default = 0
- ** IgnoreOldStimulus [TRUE or FALSE] Should AI ignore stimulus older than last one seen?
- ** Default = TRUE
- **
- **
- ** Stimulus:
- ** EnemyVisible
- ** EnemyLeanVisible
- ** EnemyFootprintVisible
- ** EnemyWeaponFireSound
- ** EnemyWeaponImpactSound
- ** EnemyWeaponReloadSound
- ** EnemyWeaponImpactVisible
- ** EnemyFootstepSound
- ** EnemyAlarmSound
- ** EnemyCoinSound
- ** EnemyDisturbanceSound
- ** EnemyDisturbanceVisible
- ** EnemyLightDisturbanceVisible
- ** EnemyDangerVisible
- ** AllyDeathVisible
- ** AllyDeathSound
- ** AllyPainSound
- ** AllyWeaponFireSound
- ** AllyDisturbanceVisible
- ** AllyDisturbanceSound
- ** AllyDistressVisible
- ** AllySpecialDamageVisible
- **
- ** Senses:
- ** SeeEnemy
- ** SeeEnemyLean
- ** SeeEnemyFootprint
- ** HearEnemyWeaponFire
- ** HearEnemyWeaponImpact
- ** SeeEnemyWeaponImpact
- ** HearEnemyFootstep
- ** HearEnemyAlarm
- ** HearEnemyDisturbance
- ** SeeEnemyDisturbance
- ** SeeEnemyLightDisturbance
- ** SeeEnemyDanger
- ** SeeAllyDeath
- ** HearAllyDeath
- ** HearAllyPain
- ** HearAllyWeaponFire
- ** SeeAllyDisturbance
- ** SeeAllySpecialDamage
- **
- */
- [Stimulus0]
- Name ="EnemyVisible"
- Sense ="SeeEnemy"
- RequiredAlignment0 ="HATE"
- Distance = 5000.00
- Duration = 0.00 // Always in the queue.
- AlarmLevel = 100
- StimulationIncreaseRateAlert = 10.00
- StimulationIncreaseRateUnalert = 0.50
- StimulationDecreaseRateAlert = 0.125
- StimulationDecreaseRateUnalert = 0.500
- StimulationThreshhold = [0.50, 1.00]
- FalseStimulationLimit = 3
- FalseStimulusSense ="SeeEnemyLean"
- ReactionDelay = [0.00, 0.00]
- IgnoreOldStimulus = TRUE
- [Stimulus1]
- Name ="EnemyLeanVisible"
- Sense ="SeeEnemyLean"
- RequiredAlignment0 ="HATE"
- Distance = 5000.00
- VerticalRadius = 512.00
- Duration = 0.00 // Lean code removes when finished.
- AlarmLevel = 1
- StimulationIncreaseRateAlert = 5.00
- StimulationIncreaseRateUnalert = 0.25
- StimulationDecreaseRateAlert = 0.06
- StimulationDecreaseRateUnalert = 0.25
- StimulationThreshhold = [0.50, 1.00]
- FalseStimulationLimit = 3
- ReactionDelay = [0.0, 0.0]
- IgnoreOldStimulus = FALSE
- [Stimulus2]
- Name ="EnemyFootprintVisible"
- Sense ="SeeEnemyFootprint"
- RequiredAlignment0 ="HATE"
- Distance = 10.00
- VerticalRadius = 128.00
- Duration = 1.00 // Gets multiplied by surface factor
- AlarmLevel = 1
- ReactionDelay = [1.00, 1.50]
- IgnoreOldStimulus = TRUE
- [Stimulus3]
- Name ="EnemyWeaponFireSound"
- Sense ="HearEnemyWeaponFire"
- RequiredAlignment0 ="HATE"
- RequiredAlignment1 ="TOLERATE" // for neutrals
- Distance = 1.00 // Handled by code
- VerticalRadius = 512.00
- Duration = 1.00
- AlarmLevel = 75
- ReactionDelay = [0.1, 0.3]
- IgnoreOldStimulus = TRUE
- [Stimulus4]
- Name ="EnemyWeaponReloadSound"
- Sense ="HearEnemyDisturbance"
- RequiredAlignment0 ="HATE"
- Distance = 1.00 // Handled by code
- VerticalRadius = 128.00
- Duration = 1.00
- AlarmLevel = 1
- ReactionDelay = [0.3, 1.0]
- IgnoreOldStimulus = TRUE
- [Stimulus5]
- Name ="EnemyWeaponImpactSound"
- Sense ="HearEnemyWeaponImpact"
- RequiredAlignment0 ="HATE"
- RequiredAlignment1 ="TOLERATE" // for neutrals
- Distance = 1.00 // Handled by code
- VerticalRadius = 256.00
- Duration = 1.00
- AlarmLevel = 1
- ReactionDelay = [0.1, 0.3]
- IgnoreOldStimulus = TRUE
- [Stimulus6]
- Name ="EnemyWeaponImpactVisible"
- Sense ="SeeEnemyWeaponImpact"
- RequiredAlignment0 ="HATE"
- RequiredAlignment1 ="TOLERATE" // for neutrals
- Distance = 500.00
- VerticalRadius = 256.00
- Duration = 1.00
- AlarmLevel = 50
- ReactionDelay = [0.00, 0.00]
- IgnoreOldStimulus = FALSE
- [Stimulus7]
- Name ="EnemyFootstepSound"
- Sense ="HearEnemyFootstep"
- RequiredAlignment0 ="HATE"
- Distance = 256.00
- VerticalRadius = 128.00
- Duration = 0.50
- AlarmLevel = 1
- StimulationIncreaseRateAlert = 50.000
- StimulationIncreaseRateUnalert = 50.000
- //StimulationIncreaseRateAlert = 5.500
- //StimulationIncreaseRateUnalert = 5.250
- StimulationDecreaseRateAlert = 0.125
- StimulationDecreaseRateUnalert = 0.250
- StimulationThreshhold = [0.500, 1.00]
- FalseStimulationLimit = 3
- ReactionDelay = [0.0, 0.0]
- IgnoreOldStimulus = TRUE
- [Stimulus8]
- Name ="EnemyAlarmSound"
- Sense ="HearEnemyAlarm"
- RequiredAlignment0 ="HATE"
- Distance = 1.00 // Handled by code
- Duration = 1.00 // Handled by code.
- AlarmLevel = 50
- ReactionDelay = [0.3, 1.0]
- IgnoreOldStimulus = TRUE
- [Stimulus9]
- Name ="EnemyDisturbanceSound"
- Sense ="HearEnemyDisturbance"
- RequiredAlignment0 ="HATE"
- Distance = 1.00 // multiplied by stimradius on prop or worldmodel.
- VerticalRadius = 128.00
- Duration = 0.50
- AlarmLevel = 1
- ReactionDelay = [0.3, 1.0]
- IgnoreOldStimulus = TRUE
- [Stimulus10]
- Name ="EnemyDisturbanceVisible"
- Sense ="SeeEnemyDisturbance"
- RequiredAlignment0 ="HATE"
- Distance = 1.00 // multiplied by stimradius on prop or worldmodel.
- VerticalRadius = 128.00
- Duration = 0.0 // removed when disturbance reversed.
- AlarmLevel = 1
- ReactionDelay = [0.3, 1.0]
- IgnoreOldStimulus = FALSE
- [Stimulus11]
- Name ="EnemyLightDisturbanceVisible"
- Sense ="SeeEnemyLightDisturbance"
- RequiredAlignment0 ="HATE"
- Distance = 1.00 // multiplied by radius of lit volume.
- VerticalRadius = 256.00
- Duration = 1.00
- AlarmLevel = 1
- ReactionDelay = [0.3, 1.0]
- IgnoreOldStimulus = FALSE
- [Stimulus12]
- Name ="EnemyDangerVisible"
- Sense ="SeeEnemyDanger"
- RequiredAlignment0 ="HATE"
- Distance = 2000.00
- VerticalRadius = 512.00
- Duration = 0.0 // removed when danger is destroyed.
- AlarmLevel = 5
- ReactionDelay = [0.0, 0.0]
- IgnoreOldStimulus = FALSE
- [Stimulus13]
- Name ="AllyDeathVisible"
- Sense ="SeeAllyDeath"
- RequiredAlignment0 ="LIKE"
- RequiredAlignment1 ="TOLERATE" // for neutrals
- Distance = 2000.00
- VerticalRadius = 256.00
- Duration = 0.00 // Lasts until body disappears.
- AlarmLevel = 10
- ReactionDelay = [0.0, 0.0]
- IgnoreOldStimulus = FALSE
- [Stimulus14]
- Name ="AllyPainSound"
- Sense ="HearAllyPain"
- RequiredAlignment0 ="LIKE"
- RequiredAlignment1 ="TOLERATE" // for neutrals
- Distance = 1024.00
- VerticalRadius = 512.00
- Duration = 1.00
- AlarmLevel = 40
- ReactionDelay = [0.0, 0.0]
- IgnoreOldStimulus = TRUE
- [Stimulus15]
- Name ="AllyDeathSound"
- Sense ="HearAllyDeath"
- RequiredAlignment0 ="LIKE"
- RequiredAlignment1 ="TOLERATE" // for neutrals
- Distance = 256.00
- VerticalRadius = 128.00
- Duration = 1.00
- AlarmLevel = 30
- ReactionDelay = [0.3, 1.0]
- IgnoreOldStimulus = TRUE
- [Stimulus16]
- Name ="AllyWeaponFireSound"
- Sense ="HearAllyWeaponFire"
- RequiredAlignment0 ="LIKE"
- RequiredAlignment1 ="TOLERATE" // for neutrals
- Distance = 1.00 // Handled by code
- Duration = 1.00
- VerticalRadius = 512.00
- AlarmLevel = 70
- ReactionDelay = [0.1, 0.3]
- IgnoreOldStimulus = TRUE
- [Stimulus17]
- Name ="AllyDisturbanceVisible"
- Sense ="SeeAllyDisturbance"
- RequiredAlignment0 ="LIKE"
- RequiredAlignment1 ="TOLERATE"
- Distance = 512.00
- VerticalRadius = 256.00
- Duration = 0.0
- AlarmLevel = 5
- ReactionDelay = [0.0, 0.0]
- IgnoreOldStimulus = FALSE
- [Stimulus18]
- Name ="AllyDisturbanceSound"
- Sense ="HearAllyDisturbance"
- RequiredAlignment0 ="LIKE"
- Distance = 512.00
- VerticalRadius = 128.00
- Duration = 1.00
- AlarmLevel = 1 // Handled by code.
- ReactionDelay = [0.3, 1.0]
- IgnoreOldStimulus = TRUE
- [Stimulus19]
- Name ="AllyDistressVisible"
- Sense ="SeeAllyDistress"
- RequiredAlignment0 ="LIKE"
- Distance = 1.00 // Handled by code
- VerticalRadius = 256.00
- Duration = 0.0 // Removed in backup state code.
- AlarmLevel = 80
- IgnoreOldStimulus = FALSE
- [Stimulus20]
- Name ="AllySpecialDamageVisible"
- Sense ="SeeAllySpecialDamage"
- RequiredAlignment0 ="LIKE"
- Distance = 512.00
- VerticalRadius = 256.00
- Duration = 0.0 // Removed in SpecialDamage goal code.
- AlarmLevel = 10
- ReactionDelay = [0.3, 1.0]
- IgnoreOldStimulus = FALSE
- [Stimulus21]
- Name ="EnemyCoinSound"
- Sense ="HearEnemyDisturbance"
- RequiredAlignment0 ="HATE"
- Distance = 1.00 // multiplied by stimradius on prop or worldmodel.
- VerticalRadius = 128.00
- Duration = 0.50
- AlarmLevel = 1
- ReactionDelay = [0.3, 1.0]
- IgnoreOldStimulus = TRUE
- ///////////////////////////////////////////////////////////////////////////////////
- /*
- ** AI Volume Sense Masks
- **
- ** Name Name of sense mask
- ** Sense0-N Senses to block out
- **
- */
- [SenseMask0]
- Name ="None"
- [SenseMask1]
- Name ="EnemyPermitted"
- Sense0 ="SeeEnemy"
- Sense1 ="HearEnemyFootstep"
- Sense2 ="HearEnemyDisturbance"
- Sense3 ="SeeEnemyDisturbance"
- Sense4 ="SeeEnemyLightDisturbance"
- Sense5 ="SeeEnemyFootprint"
- Sense6 ="SeeEnemyLean"
- ///////////////////////////////////////////////////////////////////////////////////
- /*
- ** Damage Masks
- **
- ** Name Name of damage mask
- ** Damage0-N Type of damage to accept
- **
- ** Choices are:
- ** Bleeding
- ** Bullet
- ** Burn
- ** Choke
- ** Crush
- ** Electrocute
- ** Explode
- ** Freeze
- ** Poison
- ** EndlessFall
- ** Sleeping
- ** Stun
- ** Melee
- ** Glue
- ** BearTrap
- ** Laughing
- ** AntiSuperSoldierSerum
- ** Slippery
- ** Sword
- */
- [DamageMask0]
- Name ="SSoldier"
- Damage0 ="AntiSuperSoldierSerum"
- Damage1 ="Bullet"
- Damage2 ="Explode"
- Damage3 ="Melee"
- Damage4 ="Sword"
- [DamageMask1]
- Name ="Robot"
- Damage0 ="Electrocute"
- [DamageMask2]
- Name ="Isako"
- Damage0 ="Melee"
- Damage1 ="Sword"
- Damage2 ="Bullet"
- Damage3 ="Explode"
- [DamageMask3]
- Name ="Volkov"
- Damage0 ="Bullet"
- Damage1 ="Explode"
- Damage2 ="Melee"
- Damage3 ="Sword"
- [DamageMask4]
- Name ="Pierre"
- Damage0 ="Bullet"
- Damage1 ="Explode"
- Damage2 ="Melee"
- Damage3 ="Sword"
- Damage4 ="Burn"
- Damage5 ="Electrocute"
- Damage6 ="Bleeding"
- Damage7 ="Choke"
- Damage8 ="Crush"
- Damage9 ="Poison"
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement