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Nov 18th, 2011
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  1. /*
  2. ** DEdit
  3. **
  4. */
  5.  
  6. [DEdit]
  7.  
  8. /*
  9. ** Brains
  10. **
  11. ** DodgeVectorCheckTime - how frequently we check to see if we need to dodge a vector
  12. ** DodgeVectorCheckChance - the % chance we will check to see if we need to dodge a vector once this time is up
  13. ** DodgeVectorDelayTime - after dodging a vector, the time we must wait before we can check again
  14. ** DodgeVectorShuffleDist - how much space is needed to shuffle.
  15. ** DodgeVectorRollDist - how much space is needed to roll.
  16. ** DodgeVectorShuffleChance - the % chance the dodge will be a shuffle.
  17. ** DodgeVectorRollChance - the % chance the dodge will be a roll.
  18. ** DodgeVectorBlockChance - the % chance the dodge will be a block.
  19. **
  20. ** DodgeProjectileCheckTime - how frequently we check to see if we need to dodge a Projectile
  21. ** DodgeProjectileCheckChance - the % chance we will check to see if we need to dodge a Projectile once this time is up
  22. ** DodgeProjectileDelayTime - after dodging a projectile, the time we must wait before we can check again
  23. **
  24. ** AttackRangedRange - the min/max distance we must be at to attack with a ranged weapon (e.g. rifle)
  25. ** AttackThrownRange - the min/max distance we must be at to attack with a thrown weapon (e.g. grenade)
  26. ** AttackMeleeRange - the min/max distance we must be at to attack with a melee weapon (e.g. sword)
  27. ** AttackChaseTime - after we lose sight of our target, how long do we wait before chasing
  28. ** AttackChaseTimeRandom - an additional random amount of time to the above time
  29. ** AttackPoseCrouchChance - when we enter the attack state, chance we will crouch and fire
  30. ** AttackPoseCrouchTime - how long we stay crouched
  31. ** AttackGrenadeThrowTime - how often we'll consider throwing a grenade
  32. ** AttackGrenadeThrowChance - chance we'll attempt to throw the grenade after this time expires
  33. ** AttackCoverCheckTime - how often we check for the presence of cover
  34. ** AttackCoverCheckChance - chance we'll check once this time expires
  35. ** AttackSoundTimeMin - min amount of time since any AI played combat dialog before this AI can play combat dialog
  36. ** AttackWhileMoving - Can the AI attack while moving?
  37. **
  38. ** AttackFromCoverCoverTime - how long we will stay covered for before uncovering
  39. ** AttackFromCoverCoverTimeRandom - an additional random amount of time to the above time
  40. ** AttackFromCoverUncoverTime - how long we will stay uncovered for before covering
  41. ** AttackFromCoverUncoverTimeRandom - an additional random amount of time to the above time
  42. ** AttackFromCoverReactionTime - if uncovered and shot at, the delay before we will go back to cover
  43. ** AttackFromCoverMaxRetries - how many times we will attempt to go for new cover when cover becomes invalidated
  44. **
  45. ** AttackFromVantageAttackTime - time we will fire from a vantage node before moving on to the next one
  46. ** AttackFromVantageAttackTimeRandom - an additional random amount of time to the above time
  47. **
  48. ** AttackFromViewChaseTime - how long we will we wait to chase at an attack from view node
  49. **
  50. ** ChaseExtraTime - extra amount of time we continue running once we're in range and have spotted the player
  51. ** ChaseExtraTimeRandom - an additional random amount of time to the above time
  52. ** ChaseSearchTime - how long we will chase, after our last sighting of the player, until we give up and enter the search state
  53. **
  54. ** PatrolSoundTime - time between chances of playing a patrolling sound
  55. ** PatrolSoundTimeRandom - an additional random amount of time to the above time
  56. ** PatrolSoundChance - the chance we'll play a patrol sound after the patrolsoundtime
  57. **
  58. ** DistressFacingThreshhold - dot product (-1=180' to 1=0') at which target must be facing towards us to be considered threatening
  59. ** DistressIncreaseRate - rate at which distress increases when being threatened
  60. ** DistressDecreaseRate - rate at which distress decreases when not being threatened
  61. ** DistressLevels - how many levels of distress to go through before panic
  62. **
  63. ** MajorAlarmThreshold - how high alarm level must be to start searching (threat assumed)
  64. ** ImmediateAlarmThreshold - how high alarm level must be to know threat is immediate
  65. **
  66. ** TauntDelay - How long between checks to taunt
  67. ** TauntChance - Chance the AI should taunt when it is able to
  68. **
  69. ** CrawlThreshhold - % of hitpoints left before we check to see if we should crawl
  70. ** CrawlChance - % chance we will crawl when injured after this point
  71. ** CrawlLifetime - how long we crawl for before we die
  72. **
  73. ** CanLipSync - can this AI lip sync?
  74. **
  75. ** DamageMask - Mask of accepted types of damage. Other types are ignored.
  76. ** Valid choices are listed at the bottom of this file.
  77. ** "None"means affected by all damage types.
  78. */
  79.  
  80. [Brain0] //////////////////////////////////////////////////////////////////////////
  81.  
  82. Name ="Infected_Explode"
  83.  
  84. DodgeVectorCheckTime = 0.25
  85. DodgeVectorCheckChance = 1.00
  86. DodgeVectorDelayTime = 3.00
  87. DodgeVectorShuffleDist = 109.0
  88. DodgeVectorRollDist = 140.0
  89. DodgeVectorShuffleChance = 0.7 // \
  90. DodgeVectorRollChance = 0.3 // >- must add up to 1.0
  91. DodgeVectorBlockChance = 0.0 // /
  92. DodgeProjectileCheckTime = 0.25
  93. DodgeProjectileCheckChance = 1.00
  94. DodgeProjectileDelayTime = 3.00
  95. DodgeProjectileFleeChance = 1.00 // >- must add up to 1.0
  96.  
  97. AttackRangedRange = [0.0, 1000.0000]
  98. AttackThrownRange = [250.0, 1000.000]
  99. AttackMeleeRange = [0.0, 100.0]
  100. AttackChaseTime = 5.000000
  101. AttackChaseTimeRandom = [-4.500000, 12.000000]
  102. AttackPoseCrouchChance = 0.01
  103. AttackPoseCrouchTime = 10.0
  104. AttackGrenadeThrowTime = 7.00
  105. AttackGrenadeThrowChance = 0.1
  106. AttackCoverCheckTime = 5.00
  107. AttackCoverCheckChance = 0.125
  108. AttackSoundTimeMin = 5.0
  109.  
  110. AttackFromCoverCoverTime = 1.000000
  111. AttackFromCoverCoverTimeRandom = 1.000000
  112. AttackFromCoverUncoverTime = 5.000000
  113. AttackFromCoverUncoverTimeRandom = 2.000000
  114. AttackFromCoverReactionTime = 0.250000
  115. AttackFromCoverMaxRetries = 3
  116. AttackWhileMoving = TRUE
  117.  
  118. AttackFromVantageAttackTime = 2.000000
  119. AttackFromVantageAttackTimeRandom = 2.000000
  120.  
  121. AttackFromViewChaseTime = 5.0
  122.  
  123. ChaseExtraTime = 10.4000
  124. ChaseExtraTimeRandom = [-10.1, 5.1]
  125. ChaseSearchTime = 0.10
  126.  
  127. PatrolSoundTime = 8.0
  128. PatrolSoundTimeRandom = [-1.0, 2.0]
  129. PatrolSoundChance = 0.25
  130.  
  131. DistressFacingThreshhold = 0.1
  132. DistressIncreaseRate = 0.5
  133. DistressDecreaseRate = 0.2
  134. DistressLevels = 2
  135.  
  136. MajorAlarmThreshold = 5
  137. ImmediateAlarmThreshold = 10
  138.  
  139. CrawlThreshhold = 0.00000
  140. CrawlChance = 0.00000
  141. CrawlLifetime = 0.00000
  142.  
  143. TauntDelay = 0.000000
  144. TauntChance = 0.000000
  145.  
  146. CanLipSync = TRUE
  147.  
  148. DamageMask ="None"
  149.  
  150. AIData0 ="AccidentChance=0.1"
  151. AIData1 ="DivergePaths=1.0"
  152. AIData2 ="OneAnimCover=1.0"
  153. AIData3 ="DynMoveTimeMin=3.0"
  154. AIData4 ="DynMoveTimeMax=5.0"
  155. AIData5 ="DynMoveBackupDist=128.0"
  156. AIData6 ="DynMoveFlankPassDist=128.0"
  157. AIData7 ="DynMoveFlankWidthDist=192.0"
  158. AIData8 ="ProneTime=20.0"
  159. AIData9 ="ProneDistMin=768.0"
  160. AIData10 ="ProneSlideDist=165.0"
  161. AIData11 ="GoalProximityDist=256.0"
  162. AIData12 ="MeleeKnockBackDist=72.0"
  163.  
  164. DropItem0 = "43"
  165. DropItemType0 = "Pri_Ammo"
  166. DropItem1 = "5"
  167. DropItemType1 = "Full_Ammo"
  168. DropItem2 = "2"
  169. DropItemType2 = "Medikit"
  170. DropItem3 = "30"
  171. DropItemType3 = "Grenade"
  172.  
  173.  
  174.  
  175.  
  176. [Brain1] //////////////////////////////////////////////////////////////////////////
  177.  
  178. Name ="Infected_Light"
  179.  
  180. DodgeVectorCheckTime = 0.00
  181. DodgeVectorCheckChance = 0.00
  182. DodgeVectorDelayTime = 0.00
  183. DodgeVectorShuffleDist = 0.0
  184. DodgeVectorRollDist = 0.0
  185. DodgeVectorShuffleChance = 0.0 // \
  186. DodgeVectorRollChance = 0.0 // >- must add up to 1.0
  187. DodgeVectorBlockChance = 0.0 // /
  188. DodgeProjectileCheckTime = 0.0
  189. DodgeProjectileCheckChance = 0.00
  190. DodgeProjectileDelayTime = 0.00
  191. DodgeProjectileFleeChance = 0.00 // >- must add up to 1.0
  192.  
  193. AttackRangedRange = [100.0, 500.0000]
  194. AttackThrownRange = [350.0, 1000.000]
  195. AttackMeleeRange = [0.0, 100.0]
  196. AttackChaseTime = 0.500000
  197. AttackChaseTimeRandom = [-0.250000, 0.250000]
  198. AttackPoseCrouchChance = 0.00
  199. AttackPoseCrouchTime = 10.0
  200. AttackGrenadeThrowTime = 2.00
  201. AttackGrenadeThrowChance = 0.50
  202. AttackCoverCheckTime = 5.00
  203. AttackCoverCheckChance = 0.125
  204. AttackSoundTimeMin = 5.0
  205.  
  206. AttackFromCoverCoverTime = 1.000000
  207. AttackFromCoverCoverTimeRandom = 1.000000
  208. AttackFromCoverUncoverTime = 5.000000
  209. AttackFromCoverUncoverTimeRandom = 2.000000
  210. AttackFromCoverReactionTime = 0.250000
  211. AttackFromCoverMaxRetries = 3
  212. AttackWhileMoving = FALSE
  213.  
  214. AttackFromVantageAttackTime = 2.000000
  215. AttackFromVantageAttackTimeRandom = 2.000000
  216.  
  217. AttackFromViewChaseTime = 5.0
  218.  
  219. ChaseExtraTime = 0.4000
  220. ChaseExtraTimeRandom = [-0.1, 0.1]
  221. ChaseSearchTime = 4.0
  222.  
  223. PatrolSoundTime = 8.0
  224. PatrolSoundTimeRandom = [-1.0, 2.0]
  225. PatrolSoundChance = 0.25
  226.  
  227. DistressFacingThreshhold = 0.95
  228. DistressIncreaseRate = 0.5
  229. DistressDecreaseRate = 0.2
  230. DistressLevels = 4
  231.  
  232. MajorAlarmThreshold = 5
  233. ImmediateAlarmThreshold = 10
  234.  
  235. CrawlThreshhold = 0.00000
  236. CrawlChance = 0.00000
  237. CrawlLifetime = 0.00000
  238.  
  239. TauntDelay = 0.000000
  240. TauntChance = 0.000000
  241.  
  242. CanLipSync = TRUE
  243.  
  244. DamageMask ="None"
  245.  
  246. AIData0 ="AccidentChance=0.1"
  247. AIData1 ="DivergePaths=1.0"
  248. AIData2 ="DynMoveTimeMin=3.0"
  249. AIData3 ="DynMoveTimeMax=5.0"
  250. AIData4 ="DynMoveBackupDist=128.0"
  251. AIData5 ="DynMoveFlankPassDist=128.0"
  252. AIData6 ="DynMoveFlankWidthDist=192.0"
  253. AIData7 ="GoalProximityDist=128.0"
  254. AIData8 ="ProneTime=20.0"
  255. AIData9 ="ProneDistMin=768.0"
  256. AIData10 ="ProneSlideDist=165.0"
  257. AIData11 ="MeleeKnockBackDist=48.0"
  258.  
  259.  
  260. DropItem0 = "43"
  261. DropItemType0 = "Pri_Ammo"
  262. DropItem1 = "5"
  263. DropItemType1 = "Full_Ammo"
  264. DropItem2 = "2"
  265. DropItemType2 = "Medikit"
  266. DropItem3 = "30"
  267. DropItemType3 = "Grenade"
  268.  
  269. [Brain2] //////////////////////////////////////////////////////////////////////////
  270.  
  271. Name ="Infected_Gas"
  272.  
  273. DodgeVectorCheckTime = 0.25
  274. DodgeVectorCheckChance = 1.00
  275. DodgeVectorDelayTime = 3.00
  276. DodgeVectorShuffleDist = 109.0
  277. DodgeVectorRollDist = 140.0
  278. DodgeVectorShuffleChance = 0.5 // \
  279. DodgeVectorRollChance = 0.5 // >- must add up to 1.0
  280. DodgeVectorBlockChance = 0.0 // /
  281. DodgeProjectileCheckTime = 0.25
  282. DodgeProjectileCheckChance = 1.00
  283. DodgeProjectileDelayTime = 3.00
  284. DodgeProjectileFleeChance = 1.00 // >- must add up to 1.0
  285.  
  286. AttackRangedRange = [0.0, 500.0000]
  287. AttackThrownRange = [350.0, 1000.000]
  288. AttackMeleeRange = [0.0, 100.0]
  289. AttackChaseTime = 0.500000
  290. AttackChaseTimeRandom = [-0.250000, 0.250000]
  291. AttackPoseCrouchChance = 0.01
  292. AttackPoseCrouchTime = 10.0
  293. AttackGrenadeThrowTime = 2.00
  294. AttackGrenadeThrowChance = 0.50
  295. AttackCoverCheckTime = 5.00
  296. AttackCoverCheckChance = 0.125
  297. AttackSoundTimeMin = 5.0
  298.  
  299. AttackFromCoverCoverTime = 1.000000
  300. AttackFromCoverCoverTimeRandom = 1.000000
  301. AttackFromCoverUncoverTime = 5.000000
  302. AttackFromCoverUncoverTimeRandom = 2.000000
  303. AttackFromCoverReactionTime = 0.250000
  304. AttackFromCoverMaxRetries = 3
  305. AttackWhileMoving = TRUE
  306.  
  307. AttackFromVantageAttackTime = 2.000000
  308. AttackFromVantageAttackTimeRandom = 2.000000
  309.  
  310. AttackFromViewChaseTime = 5.0
  311.  
  312. ChaseExtraTime = 0.4000
  313. ChaseExtraTimeRandom = [-0.1, 0.1]
  314. ChaseSearchTime = 4.0
  315.  
  316. PatrolSoundTime = 8.0
  317. PatrolSoundTimeRandom = [-1.0, 2.0]
  318. PatrolSoundChance = 0.25
  319.  
  320. DistressFacingThreshhold = 0.95
  321. DistressIncreaseRate = 0.5
  322. DistressDecreaseRate = 0.2
  323. DistressLevels = 0
  324.  
  325. MajorAlarmThreshold = 5
  326. ImmediateAlarmThreshold = 10
  327.  
  328. CrawlThreshhold = 0.00000
  329. CrawlChance = 0.00000
  330. CrawlLifetime = 0.00000
  331.  
  332. TauntDelay = 0.000000
  333. TauntChance = 0.000000
  334.  
  335. CanLipSync = TRUE
  336.  
  337. DamageMask ="None"
  338.  
  339. AIData0 ="ProneTime=20.0"
  340. AIData1 ="ProneDistMin=768.0"
  341. AIData2 ="ProneSlideDist=165.0"
  342. AIData3 ="DynMoveTimeMin=3.0"
  343. AIData4 ="DynMoveTimeMax=5.0"
  344. AIData5 ="DynMoveBackupDist=128.0"
  345. AIData6 ="DynMoveFlankPassDist=128.0"
  346. AIData7 ="DynMoveFlankWidthDist=192.0"
  347.  
  348.  
  349. DropItem0 = "43"
  350. DropItemType0 = "Pri_Ammo"
  351. DropItem1 = "5"
  352. DropItemType1 = "Full_Ammo"
  353. DropItem2 = "2"
  354. DropItemType2 = "Medikit"
  355. DropItem3 = "30"
  356. DropItemType3 = "Grenade"
  357.  
  358. [Brain3] //////////////////////////////////////////////////////////////////////////
  359.  
  360. Name ="Infected_Normal"
  361.  
  362. DodgeVectorCheckTime = 0.25
  363. DodgeVectorCheckChance = 1.00
  364. DodgeVectorDelayTime = 3.00
  365. DodgeVectorShuffleDist = 109.0
  366. DodgeVectorRollDist = 140.0
  367. DodgeVectorShuffleChance = 0.7 // \
  368. DodgeVectorRollChance = 0.3 // >- must add up to 1.0
  369. DodgeVectorBlockChance = 0.0 // /
  370. DodgeProjectileCheckTime = 0.25
  371. DodgeProjectileCheckChance = 1.00
  372. DodgeProjectileDelayTime = 3.00
  373. DodgeProjectileFleeChance = 1.00 // >- must add up to 1.0
  374.  
  375. AttackRangedRange = [0.0, 7000]
  376. AttackThrownRange = [350.0, 1000.000]
  377. AttackMeleeRange = [0.0, 100.0]
  378. AttackChaseTime = 0.500000
  379. AttackChaseTimeRandom = [-0.250000, 0.250000]
  380. AttackPoseCrouchChance = 0.01
  381. AttackPoseCrouchTime = 10.0
  382. AttackGrenadeThrowTime = 10.00
  383. AttackGrenadeThrowChance = 0.50
  384. AttackCoverCheckTime = 5.00
  385. AttackCoverCheckChance = 0.125
  386. AttackSoundTimeMin = 5.0
  387.  
  388. AttackFromCoverCoverTime = 1.000000
  389. AttackFromCoverCoverTimeRandom = 1.000000
  390. AttackFromCoverUncoverTime = 5.000000
  391. AttackFromCoverUncoverTimeRandom = 2.000000
  392. AttackFromCoverReactionTime = 0.250000
  393. AttackFromCoverMaxRetries = 3
  394. AttackWhileMoving = TRUE
  395.  
  396. AttackFromVantageAttackTime = 2.000000
  397. AttackFromVantageAttackTimeRandom = 2.000000
  398.  
  399. AttackFromViewChaseTime = 5.0
  400.  
  401. ChaseExtraTime = 0.4000
  402. ChaseExtraTimeRandom = [-0.1, 0.1]
  403. ChaseSearchTime = 4.0
  404.  
  405. PatrolSoundTime = 8.0
  406. PatrolSoundTimeRandom = [-1.0, 2.0]
  407. PatrolSoundChance = 0.25
  408.  
  409. DistressFacingThreshhold = 0.95
  410. DistressIncreaseRate = 0.5
  411. DistressDecreaseRate = 0.2
  412. DistressLevels = 4
  413.  
  414. MajorAlarmThreshold = 5
  415. ImmediateAlarmThreshold = 10
  416.  
  417. CrawlThreshhold = 0.00000
  418. CrawlChance = 0.00000
  419. CrawlLifetime = 0.00000
  420.  
  421. TauntDelay = 0.000000
  422. TauntChance = 0.000000
  423.  
  424. CanLipSync = TRUE
  425.  
  426. DamageMask ="None"
  427.  
  428. AIData0 ="AccidentChance=0.1"
  429. AIData1 ="DivergePaths=1.0"
  430. AIData2 ="OneAnimCover=1.0"
  431. AIData3 ="DynMoveTimeMin=3.0"
  432. AIData4 ="DynMoveTimeMax=5.0"
  433. AIData5 ="DynMoveBackupDist=128.0"
  434. AIData6 ="DynMoveFlankPassDist=128.0"
  435. AIData7 ="DynMoveFlankWidthDist=192.0"
  436. AIData8 ="ProneTime=20.0"
  437. AIData9 ="ProneDistMin=768.0"
  438. AIData10 ="ProneSlideDist=165.0"
  439. AIData11 ="GoalProximityDist=256.0"
  440. AIData12 ="MeleeKnockBackDist=72.0"
  441.  
  442.  
  443.  
  444. DropItem0 = "43"
  445. DropItemType0 = "Pri_Ammo"
  446. DropItem1 = "5"
  447. DropItemType1 = "Full_Ammo"
  448. DropItem2 = "2"
  449. DropItemType2 = "Medikit"
  450. DropItem3 = "30"
  451. DropItemType3 = "Grenade"
  452.  
  453. [Brain4] //////////////////////////////////////////////////////////////////////////
  454.  
  455. Name ="Infected_Stick"
  456.  
  457. DodgeVectorCheckTime = 0.00
  458. DodgeVectorCheckChance = 0.00
  459. DodgeVectorDelayTime = 0.00
  460. DodgeVectorShuffleDist = 0.0
  461. DodgeVectorRollDist = 0.0
  462. DodgeVectorShuffleChance = 0.0 // \
  463. DodgeVectorRollChance = 0.0 // >- must add up to 1.0
  464. DodgeVectorBlockChance = 0.0 // /
  465. DodgeProjectileCheckTime = 0.0
  466. DodgeProjectileCheckChance = 0.00
  467. DodgeProjectileDelayTime = 0.00
  468. DodgeProjectileFleeChance = 0.00 // >- must add up to 1.0
  469.  
  470. AttackRangedRange = [100.0, 500.0000]
  471. AttackThrownRange = [350.0, 1000.000]
  472. AttackMeleeRange = [0.0, 100.0]
  473. AttackChaseTime = 0.500000
  474. AttackChaseTimeRandom = [-0.250000, 0.250000]
  475. AttackPoseCrouchChance = 0.00
  476. AttackPoseCrouchTime = 10.0
  477. AttackGrenadeThrowTime = 2.00
  478. AttackGrenadeThrowChance = 0.50
  479. AttackCoverCheckTime = 5.00
  480. AttackCoverCheckChance = 0.125
  481. AttackSoundTimeMin = 5.0
  482.  
  483. AttackFromCoverCoverTime = 1.000000
  484. AttackFromCoverCoverTimeRandom = 1.000000
  485. AttackFromCoverUncoverTime = 5.000000
  486. AttackFromCoverUncoverTimeRandom = 2.000000
  487. AttackFromCoverReactionTime = 0.250000
  488. AttackFromCoverMaxRetries = 3
  489. AttackWhileMoving = FALSE
  490.  
  491. AttackFromVantageAttackTime = 2.000000
  492. AttackFromVantageAttackTimeRandom = 2.000000
  493.  
  494. AttackFromViewChaseTime = 5.0
  495.  
  496. ChaseExtraTime = 0.4000
  497. ChaseExtraTimeRandom = [-0.1, 0.1]
  498. ChaseSearchTime = 4.0
  499.  
  500. PatrolSoundTime = 8.0
  501. PatrolSoundTimeRandom = [-1.0, 2.0]
  502. PatrolSoundChance = 0.25
  503.  
  504. DistressFacingThreshhold = 0.95
  505. DistressIncreaseRate = 0.5
  506. DistressDecreaseRate = 0.2
  507. DistressLevels = 4
  508.  
  509. MajorAlarmThreshold = 5
  510. ImmediateAlarmThreshold = 10
  511.  
  512. CrawlThreshhold = 0.00000
  513. CrawlChance = 0.00000
  514. CrawlLifetime = 0.00000
  515.  
  516. TauntDelay = 0.000000
  517. TauntChance = 0.000000
  518.  
  519. CanLipSync = TRUE
  520.  
  521. DamageMask ="None"
  522.  
  523. AIData0 ="AccidentChance=0.1"
  524. AIData1 ="DivergePaths=1.0"
  525. AIData2 ="DynMoveTimeMin=3.0"
  526. AIData3 ="DynMoveTimeMax=5.0"
  527. AIData4 ="DynMoveBackupDist=128.0"
  528. AIData5 ="DynMoveFlankPassDist=128.0"
  529. AIData6 ="DynMoveFlankWidthDist=192.0"
  530. AIData7 ="ChaseEndurance=8.0"
  531. AIData8 ="ProneTime=20.0"
  532. AIData9 ="ProneDistMin=768.0"
  533. AIData10 ="ProneSlideDist=165.0"
  534. AIData11 ="MeleeKnockBackDist=48.0"
  535.  
  536.  
  537.  
  538. DropItem0 = "43"
  539. DropItemType0 = "Pri_Ammo"
  540. DropItem1 = "5"
  541. DropItemType1 = "Full_Ammo"
  542. DropItem2 = "2"
  543. DropItemType2 = "Medikit"
  544. DropItem3 = "30"
  545. DropItemType3 = "Grenade"
  546.  
  547. [Brain5] //////////////////////////////////////////////////////////////////////////
  548.  
  549. Name ="SH_Rifle"
  550.  
  551. DodgeVectorCheckTime = 0.25
  552. DodgeVectorCheckChance = 1.00
  553. DodgeVectorDelayTime = 3.00
  554. DodgeVectorShuffleDist = 109.0
  555. DodgeVectorRollDist = 140.0
  556. DodgeVectorShuffleChance = 0.7 // \
  557. DodgeVectorRollChance = 0.3 // >- must add up to 1.0
  558. DodgeVectorBlockChance = 0.0 // /
  559. DodgeProjectileCheckTime = 0.25
  560. DodgeProjectileCheckChance = 1.00
  561. DodgeProjectileDelayTime = 3.00
  562. DodgeProjectileFleeChance = 1.00 // >- must add up to 1.0
  563.  
  564. AttackRangedRange = [0.0, 2000]
  565. AttackThrownRange = [350.0, 1000.000]
  566. AttackMeleeRange = [0.0, 100.0]
  567. AttackChaseTime = 0.500000
  568. AttackChaseTimeRandom = [-0.250000, 0.250000]
  569. AttackPoseCrouchChance = 0.01
  570. AttackPoseCrouchTime = 10.0
  571. AttackGrenadeThrowTime = 10.00
  572. AttackGrenadeThrowChance = 0.50
  573. AttackCoverCheckTime = 5.00
  574. AttackCoverCheckChance = 0.125
  575. AttackSoundTimeMin = 5.0
  576.  
  577. AttackFromCoverCoverTime = 1.000000
  578. AttackFromCoverCoverTimeRandom = 1.000000
  579. AttackFromCoverUncoverTime = 5.000000
  580. AttackFromCoverUncoverTimeRandom = 2.000000
  581. AttackFromCoverReactionTime = 0.250000
  582. AttackFromCoverMaxRetries = 3
  583. AttackWhileMoving = TRUE
  584.  
  585. AttackFromVantageAttackTime = 2.000000
  586. AttackFromVantageAttackTimeRandom = 2.000000
  587.  
  588. AttackFromViewChaseTime = 5.0
  589.  
  590. ChaseExtraTime = 0.4000
  591. ChaseExtraTimeRandom = [-0.1, 0.1]
  592. ChaseSearchTime = 4.0
  593.  
  594. PatrolSoundTime = 8.0
  595. PatrolSoundTimeRandom = [-1.0, 2.0]
  596. PatrolSoundChance = 0.25
  597.  
  598. DistressFacingThreshhold = 0.95
  599. DistressIncreaseRate = 0.5
  600. DistressDecreaseRate = 0.2
  601. DistressLevels = 4
  602.  
  603. MajorAlarmThreshold = 5
  604. ImmediateAlarmThreshold = 10
  605.  
  606. CrawlThreshhold = 0.00000
  607. CrawlChance = 0.00000
  608. CrawlLifetime = 0.00000
  609.  
  610. TauntDelay = 0.000000
  611. TauntChance = 0.000000
  612.  
  613. CanLipSync = TRUE
  614.  
  615. DamageMask ="None"
  616.  
  617. AIData0 ="AccidentChance=0.1"
  618. AIData1 ="DivergePaths=1.0"
  619. AIData2 ="OneAnimCover=1.0"
  620. AIData3 ="DynMoveTimeMin=3.0"
  621. AIData4 ="DynMoveTimeMax=5.0"
  622. AIData5 ="DynMoveBackupDist=128.0"
  623. AIData6 ="DynMoveFlankPassDist=128.0"
  624. AIData7 ="DynMoveFlankWidthDist=192.0"
  625. AIData8 ="ProneTime=20.0"
  626. AIData9 ="ProneDistMin=768.0"
  627. AIData10 ="ProneSlideDist=165.0"
  628. AIData11 ="GoalProximityDist=256.0"
  629. AIData12 ="MeleeKnockBackDist=72.0"
  630.  
  631.  
  632.  
  633. DropItem0 = "43"
  634. DropItemType0 = "Pri_Ammo"
  635. DropItem1 = "5"
  636. DropItemType1 = "Full_Ammo"
  637. DropItem2 = "2"
  638. DropItemType2 = "Medikit"
  639. DropItem3 = "30"
  640. DropItemType3 = "Grenade"
  641.  
  642. [Brain6] //////////////////////////////////////////////////////////////////////////
  643.  
  644. Name ="Default"
  645.  
  646. DodgeVectorCheckTime = 0.25
  647. DodgeVectorCheckChance = 1.00
  648. DodgeVectorDelayTime = 3.00
  649. DodgeVectorShuffleDist = 109.0
  650. DodgeVectorRollDist = 140.0
  651. DodgeVectorShuffleChance = 0.7 // \
  652. DodgeVectorRollChance = 0.3 // >- must add up to 1.0
  653. DodgeVectorBlockChance = 0.0 // /
  654. DodgeProjectileCheckTime = 0.25
  655. DodgeProjectileCheckChance = 1.00
  656. DodgeProjectileDelayTime = 3.00
  657. DodgeProjectileFleeChance = 1.00 // >- must add up to 1.0
  658.  
  659. AttackRangedRange = [0.0, 2000.0000]
  660. AttackThrownRange = [250.0, 1000.000]
  661. AttackMeleeRange = [0.0, 100.0]
  662. AttackChaseTime = 10.500000
  663. AttackChaseTimeRandom = [-10.500000, 5.000000]
  664. AttackPoseCrouchChance = 0.01
  665. AttackPoseCrouchTime = 10.0
  666. AttackGrenadeThrowTime = 5.00
  667. AttackGrenadeThrowChance = 0.25
  668. AttackCoverCheckTime = 5.00
  669. AttackCoverCheckChance = 0.125
  670. AttackSoundTimeMin = 5.0
  671.  
  672. AttackFromCoverCoverTime = 1.000000
  673. AttackFromCoverCoverTimeRandom = 1.000000
  674. AttackFromCoverUncoverTime = 5.000000
  675. AttackFromCoverUncoverTimeRandom = 2.000000
  676. AttackFromCoverReactionTime = 0.250000
  677. AttackFromCoverMaxRetries = 3
  678. AttackWhileMoving = TRUE
  679.  
  680. AttackFromVantageAttackTime = 2.000000
  681. AttackFromVantageAttackTimeRandom = 2.000000
  682.  
  683. AttackFromViewChaseTime = 5.0
  684.  
  685. ChaseExtraTime = 5.4000
  686. ChaseExtraTimeRandom = [-4.1, 4.1]
  687. ChaseSearchTime = 4.0
  688.  
  689. PatrolSoundTime = 8.0
  690. PatrolSoundTimeRandom = [-1.0, 2.0]
  691. PatrolSoundChance = 0.25
  692.  
  693. DistressFacingThreshhold = 0.1
  694. DistressIncreaseRate = 0.5
  695. DistressDecreaseRate = 0.2
  696. DistressLevels = 2
  697.  
  698. MajorAlarmThreshold = 5
  699. ImmediateAlarmThreshold = 10
  700.  
  701. CrawlThreshhold = 0.00000
  702. CrawlChance = 0.00000
  703. CrawlLifetime = 0.00000
  704.  
  705. TauntDelay = 0.000000
  706. TauntChance = 0.000000
  707.  
  708. CanLipSync = TRUE
  709.  
  710. DamageMask ="None"
  711.  
  712. AIData0 ="AccidentChance=0.1"
  713. AIData1 ="DivergePaths=1.0"
  714. AIData2 ="OneAnimCover=1.0"
  715. AIData3 ="DynMoveTimeMin=3.0"
  716. AIData4 ="DynMoveTimeMax=5.0"
  717. AIData5 ="DynMoveBackupDist=128.0"
  718. AIData6 ="DynMoveFlankPassDist=128.0"
  719. AIData7 ="DynMoveFlankWidthDist=192.0"
  720. AIData8 ="ProneTime=20.0"
  721. AIData9 ="ProneDistMin=768.0"
  722. AIData10 ="ProneSlideDist=165.0"
  723. AIData11 ="GoalProximityDist=256.0"
  724. AIData12 ="MeleeKnockBackDist=72.0"
  725.  
  726.  
  727.  
  728. DropItem0 = "43"
  729. DropItemType0 = "Pri_Ammo"
  730. DropItem1 = "5"
  731. DropItemType1 = "Full_Ammo"
  732. DropItem2 = "2"
  733. DropItemType2 = "Medikit"
  734. DropItem3 = "30"
  735. DropItemType3 = "Grenade"
  736.  
  737. [Brain7] //////////////////////////////////////////////////////////////////////////
  738.  
  739. Name ="SH_HeavyGunner"
  740.  
  741. DodgeVectorCheckTime = 0.25
  742. DodgeVectorCheckChance = 1.00
  743. DodgeVectorDelayTime = 3.00
  744. DodgeVectorShuffleDist = 109.0
  745. DodgeVectorRollDist = 140.0
  746. DodgeVectorShuffleChance = 0.7 // \
  747. DodgeVectorRollChance = 0.3 // >- must add up to 1.0
  748. DodgeVectorBlockChance = 0.0 // /
  749. DodgeProjectileCheckTime = 0.25
  750. DodgeProjectileCheckChance = 1.00
  751. DodgeProjectileDelayTime = 3.00
  752. DodgeProjectileFleeChance = 1.00 // >- must add up to 1.0
  753.  
  754. AttackRangedRange = [0.0, 1000.0000]
  755. AttackThrownRange = [250.0, 1000.000]
  756. AttackMeleeRange = [0.0, 100.0]
  757. AttackChaseTime = 10.500000
  758. AttackChaseTimeRandom = [-10.500000, 5.000000]
  759. AttackPoseCrouchChance = 0.01
  760. AttackPoseCrouchTime = 10.0
  761. AttackGrenadeThrowTime = 10.00
  762. AttackGrenadeThrowChance = 0.25
  763. AttackCoverCheckTime = 5.00
  764. AttackCoverCheckChance = 0.125
  765. AttackSoundTimeMin = 5.0
  766.  
  767. AttackFromCoverCoverTime = 1.000000
  768. AttackFromCoverCoverTimeRandom = 1.000000
  769. AttackFromCoverUncoverTime = 5.000000
  770. AttackFromCoverUncoverTimeRandom = 2.000000
  771. AttackFromCoverReactionTime = 0.250000
  772. AttackFromCoverMaxRetries = 3
  773. AttackWhileMoving = TRUE
  774.  
  775. AttackFromVantageAttackTime = 2.000000
  776. AttackFromVantageAttackTimeRandom = 2.000000
  777.  
  778. AttackFromViewChaseTime = 5.0
  779.  
  780. ChaseExtraTime = 5.4000
  781. ChaseExtraTimeRandom = [-4.1, 4.1]
  782. ChaseSearchTime = 4.0
  783.  
  784. PatrolSoundTime = 8.0
  785. PatrolSoundTimeRandom = [-1.0, 2.0]
  786. PatrolSoundChance = 0.25
  787.  
  788. DistressFacingThreshhold = 0.1
  789. DistressIncreaseRate = 0.5
  790. DistressDecreaseRate = 0.2
  791. DistressLevels = 2
  792.  
  793. MajorAlarmThreshold = 5
  794. ImmediateAlarmThreshold = 10
  795.  
  796. CrawlThreshhold = 0.00000
  797. CrawlChance = 0.00000
  798. CrawlLifetime = 0.00000
  799.  
  800. TauntDelay = 0.000000
  801. TauntChance = 0.000000
  802.  
  803. CanLipSync = TRUE
  804.  
  805. DamageMask ="None"
  806.  
  807. AIData0 ="AccidentChance=0.1"
  808. AIData1 ="DivergePaths=1.0"
  809. AIData2 ="OneAnimCover=1.0"
  810. AIData3 ="DynMoveTimeMin=3.0"
  811. AIData4 ="DynMoveTimeMax=5.0"
  812. AIData5 ="DynMoveBackupDist=128.0"
  813. AIData6 ="DynMoveFlankPassDist=128.0"
  814. AIData7 ="DynMoveFlankWidthDist=192.0"
  815. AIData8 ="ProneTime=20.0"
  816. AIData9 ="ProneDistMin=768.0"
  817. AIData10 ="ProneSlideDist=165.0"
  818. AIData11 ="GoalProximityDist=256.0"
  819. AIData12 ="MeleeKnockBackDist=72.0"
  820.  
  821.  
  822.  
  823.  
  824. DropItem0 = "43"
  825. DropItemType0 = "Pri_Ammo"
  826. DropItem1 = "5"
  827. DropItemType1 = "Full_Ammo"
  828. DropItem2 = "2"
  829. DropItemType2 = "Medikit"
  830. DropItem3 = "30"
  831. DropItemType3 = "Grenade"
  832.  
  833. [Brain8] //////////////////////////////////////////////////////////////////////////
  834.  
  835. Name ="SH_RoaylGuard"
  836.  
  837. DodgeVectorCheckTime = 0.25
  838. DodgeVectorCheckChance = 1.00
  839. DodgeVectorDelayTime = 3.00
  840. DodgeVectorShuffleDist = 109.0
  841. DodgeVectorRollDist = 140.0
  842. DodgeVectorShuffleChance = 0.7 // \
  843. DodgeVectorRollChance = 0.3 // >- must add up to 1.0
  844. DodgeVectorBlockChance = 0.0 // /
  845. DodgeProjectileCheckTime = 0.25
  846. DodgeProjectileCheckChance = 1.00
  847. DodgeProjectileDelayTime = 3.00
  848. DodgeProjectileFleeChance = 1.00 // >- must add up to 1.0
  849.  
  850. AttackRangedRange = [0.0, 5000.0000]
  851. AttackThrownRange = [250.0, 1000.000]
  852. AttackMeleeRange = [0.0, 100.0]
  853. AttackChaseTime = 10.500000
  854. AttackChaseTimeRandom = [-10.500000, 5.000000]
  855. AttackPoseCrouchChance = 0.01
  856. AttackPoseCrouchTime = 10.0
  857. AttackGrenadeThrowTime = 5.00
  858. AttackGrenadeThrowChance = 0.1
  859. AttackCoverCheckTime = 5.00
  860. AttackCoverCheckChance = 0.125
  861. AttackSoundTimeMin = 5.0
  862.  
  863. AttackFromCoverCoverTime = 1.000000
  864. AttackFromCoverCoverTimeRandom = 1.000000
  865. AttackFromCoverUncoverTime = 5.000000
  866. AttackFromCoverUncoverTimeRandom = 2.000000
  867. AttackFromCoverReactionTime = 0.250000
  868. AttackFromCoverMaxRetries = 3
  869. AttackWhileMoving = TRUE
  870.  
  871. AttackFromVantageAttackTime = 2.000000
  872. AttackFromVantageAttackTimeRandom = 2.000000
  873.  
  874. AttackFromViewChaseTime = 5.0
  875.  
  876. ChaseExtraTime = 5.4000
  877. ChaseExtraTimeRandom = [-4.1, 4.1]
  878. ChaseSearchTime = 4.0
  879.  
  880. PatrolSoundTime = 8.0
  881. PatrolSoundTimeRandom = [-1.0, 2.0]
  882. PatrolSoundChance = 0.25
  883.  
  884. DistressFacingThreshhold = 0.1
  885. DistressIncreaseRate = 0.5
  886. DistressDecreaseRate = 0.2
  887. DistressLevels = 2
  888.  
  889. MajorAlarmThreshold = 5
  890. ImmediateAlarmThreshold = 10
  891.  
  892. CrawlThreshhold = 0.00000
  893. CrawlChance = 0.00000
  894. CrawlLifetime = 0.00000
  895.  
  896. TauntDelay = 0.000000
  897. TauntChance = 0.000000
  898.  
  899. CanLipSync = TRUE
  900.  
  901. DamageMask ="None"
  902.  
  903. AIData0 ="AccidentChance=0.1"
  904. AIData1 ="DivergePaths=1.0"
  905. AIData2 ="OneAnimCover=1.0"
  906. AIData3 ="DynMoveTimeMin=3.0"
  907. AIData4 ="DynMoveTimeMax=5.0"
  908. AIData5 ="DynMoveBackupDist=128.0"
  909. AIData6 ="DynMoveFlankPassDist=128.0"
  910. AIData7 ="DynMoveFlankWidthDist=192.0"
  911. AIData8 ="ProneTime=20.0"
  912. AIData9 ="ProneDistMin=768.0"
  913. AIData10 ="ProneSlideDist=165.0"
  914. AIData11 ="GoalProximityDist=256.0"
  915. AIData12 ="MeleeKnockBackDist=72.0"
  916.  
  917.  
  918.  
  919.  
  920. DropItem0 = "43"
  921. DropItemType0 = "Pri_Ammo"
  922. DropItem1 = "5"
  923. DropItemType1 = "Full_Ammo"
  924. DropItem2 = "2"
  925. DropItemType2 = "Medikit"
  926. DropItem3 = "30"
  927. DropItemType3 = "Grenade"
  928.  
  929. [Brain9] //////////////////////////////////////////////////////////////////////////
  930.  
  931. Name ="SH_MGunner"
  932.  
  933. DodgeVectorCheckTime = 0.25
  934. DodgeVectorCheckChance = 1.00
  935. DodgeVectorDelayTime = 3.00
  936. DodgeVectorShuffleDist = 109.0
  937. DodgeVectorRollDist = 140.0
  938. DodgeVectorShuffleChance = 0.7 // \
  939. DodgeVectorRollChance = 0.3 // >- must add up to 1.0
  940. DodgeVectorBlockChance = 0.0 // /
  941. DodgeProjectileCheckTime = 0.25
  942. DodgeProjectileCheckChance = 1.00
  943. DodgeProjectileDelayTime = 3.00
  944. DodgeProjectileFleeChance = 1.00 // >- must add up to 1.0
  945.  
  946. AttackRangedRange = [0.0, 5000.0000]
  947. AttackThrownRange = [250.0, 1000.000]
  948. AttackMeleeRange = [0.0, 100.0]
  949. AttackChaseTime = 10.500000
  950. AttackChaseTimeRandom = [-10.500000, 5.000000]
  951. AttackPoseCrouchChance = 0.01
  952. AttackPoseCrouchTime = 10.0
  953. AttackGrenadeThrowTime = 10.00
  954. AttackGrenadeThrowChance = 0.01
  955. AttackCoverCheckTime = 5.00
  956. AttackCoverCheckChance = 0.125
  957. AttackSoundTimeMin = 5.0
  958.  
  959. AttackFromCoverCoverTime = 1.000000
  960. AttackFromCoverCoverTimeRandom = 1.000000
  961. AttackFromCoverUncoverTime = 5.000000
  962. AttackFromCoverUncoverTimeRandom = 2.000000
  963. AttackFromCoverReactionTime = 0.250000
  964. AttackFromCoverMaxRetries = 3
  965. AttackWhileMoving = TRUE
  966.  
  967. AttackFromVantageAttackTime = 2.000000
  968. AttackFromVantageAttackTimeRandom = 2.000000
  969.  
  970. AttackFromViewChaseTime = 5.0
  971.  
  972. ChaseExtraTime = 5.4000
  973. ChaseExtraTimeRandom = [-4.1, 4.1]
  974. ChaseSearchTime = 4.0
  975.  
  976. PatrolSoundTime = 8.0
  977. PatrolSoundTimeRandom = [-1.0, 2.0]
  978. PatrolSoundChance = 0.25
  979.  
  980. DistressFacingThreshhold = 0.1
  981. DistressIncreaseRate = 0.5
  982. DistressDecreaseRate = 0.2
  983. DistressLevels = 2
  984.  
  985. MajorAlarmThreshold = 5
  986. ImmediateAlarmThreshold = 10
  987.  
  988. CrawlThreshhold = 0.00000
  989. CrawlChance = 0.00000
  990. CrawlLifetime = 0.00000
  991.  
  992. TauntDelay = 0.000000
  993. TauntChance = 0.000000
  994.  
  995. CanLipSync = TRUE
  996.  
  997. DamageMask ="None"
  998.  
  999. AIData0 ="AccidentChance=0.1"
  1000. AIData1 ="DivergePaths=1.0"
  1001. AIData2 ="OneAnimCover=1.0"
  1002. AIData3 ="DynMoveTimeMin=3.0"
  1003. AIData4 ="DynMoveTimeMax=5.0"
  1004. AIData5 ="DynMoveBackupDist=128.0"
  1005. AIData6 ="DynMoveFlankPassDist=128.0"
  1006. AIData7 ="DynMoveFlankWidthDist=192.0"
  1007. AIData8 ="ProneTime=20.0"
  1008. AIData9 ="ProneDistMin=768.0"
  1009. AIData10 ="ProneSlideDist=165.0"
  1010. AIData11 ="GoalProximityDist=256.0"
  1011. AIData12 ="MeleeKnockBackDist=72.0"
  1012.  
  1013.  
  1014.  
  1015. DropItem0 = "43"
  1016. DropItemType0 = "Pri_Ammo"
  1017. DropItem1 = "5"
  1018. DropItemType1 = "Full_Ammo"
  1019. DropItem2 = "2"
  1020. DropItemType2 = "Medikit"
  1021. DropItem3 = "30"
  1022. DropItemType3 = "Grenade"
  1023.  
  1024. [Brain10] //////////////////////////////////////////////////////////////////////////
  1025.  
  1026. Name ="SH_Recon"
  1027.  
  1028. DodgeVectorCheckTime = 0.25
  1029. DodgeVectorCheckChance = 1.00
  1030. DodgeVectorDelayTime = 3.00
  1031. DodgeVectorShuffleDist = 109.0
  1032. DodgeVectorRollDist = 140.0
  1033. DodgeVectorShuffleChance = 0.7 // \
  1034. DodgeVectorRollChance = 0.3 // >- must add up to 1.0
  1035. DodgeVectorBlockChance = 0.0 // /
  1036. DodgeProjectileCheckTime = 0.25
  1037. DodgeProjectileCheckChance = 1.00
  1038. DodgeProjectileDelayTime = 3.00
  1039. DodgeProjectileFleeChance = 1.00 // >- must add up to 1.0
  1040.  
  1041. AttackRangedRange = [0.0, 5000.0000]
  1042. AttackThrownRange = [250.0, 1000.000]
  1043. AttackMeleeRange = [0.0, 100.0]
  1044. AttackChaseTime = 10.500000
  1045. AttackChaseTimeRandom = [-10.500000, 5.000000]
  1046. AttackPoseCrouchChance = 0.01
  1047. AttackPoseCrouchTime = 10.0
  1048. AttackGrenadeThrowTime = 10.00
  1049. AttackGrenadeThrowChance = 0.01
  1050. AttackCoverCheckTime = 5.00
  1051. AttackCoverCheckChance = 0.125
  1052. AttackSoundTimeMin = 5.0
  1053.  
  1054. AttackFromCoverCoverTime = 1.000000
  1055. AttackFromCoverCoverTimeRandom = 1.000000
  1056. AttackFromCoverUncoverTime = 5.000000
  1057. AttackFromCoverUncoverTimeRandom = 2.000000
  1058. AttackFromCoverReactionTime = 0.250000
  1059. AttackFromCoverMaxRetries = 3
  1060. AttackWhileMoving = TRUE
  1061.  
  1062. AttackFromVantageAttackTime = 2.000000
  1063. AttackFromVantageAttackTimeRandom = 2.000000
  1064.  
  1065. AttackFromViewChaseTime = 5.0
  1066.  
  1067. ChaseExtraTime = 5.4000
  1068. ChaseExtraTimeRandom = [-4.1, 4.1]
  1069. ChaseSearchTime = 4.0
  1070.  
  1071. PatrolSoundTime = 8.0
  1072. PatrolSoundTimeRandom = [-1.0, 2.0]
  1073. PatrolSoundChance = 0.25
  1074.  
  1075. DistressFacingThreshhold = 0.1
  1076. DistressIncreaseRate = 0.5
  1077. DistressDecreaseRate = 0.2
  1078. DistressLevels = 2
  1079.  
  1080. MajorAlarmThreshold = 5
  1081. ImmediateAlarmThreshold = 10
  1082.  
  1083. CrawlThreshhold = 0.00000
  1084. CrawlChance = 0.00000
  1085. CrawlLifetime = 0.00000
  1086.  
  1087. TauntDelay = 0.000000
  1088. TauntChance = 0.000000
  1089.  
  1090. CanLipSync = TRUE
  1091.  
  1092. DamageMask ="None"
  1093.  
  1094. AIData0 ="AccidentChance=0.1"
  1095. AIData1 ="DivergePaths=1.0"
  1096. AIData2 ="OneAnimCover=1.0"
  1097. AIData3 ="DynMoveTimeMin=3.0"
  1098. AIData4 ="DynMoveTimeMax=5.0"
  1099. AIData5 ="DynMoveBackupDist=128.0"
  1100. AIData6 ="DynMoveFlankPassDist=128.0"
  1101. AIData7 ="DynMoveFlankWidthDist=192.0"
  1102. AIData8 ="ProneTime=20.0"
  1103. AIData9 ="ProneDistMin=768.0"
  1104. AIData10 ="ProneSlideDist=165.0"
  1105. AIData11 ="GoalProximityDist=256.0"
  1106. AIData12 ="MeleeKnockBackDist=72.0"
  1107.  
  1108.  
  1109.  
  1110. DropItem0 = "43"
  1111. DropItemType0 = "Pri_Ammo"
  1112. DropItem1 = "5"
  1113. DropItemType1 = "Full_Ammo"
  1114. DropItem2 = "2"
  1115. DropItemType2 = "Medikit"
  1116. DropItem3 = "30"
  1117. DropItemType3 = "Grenade"
  1118.  
  1119. [Brain11] //////////////////////////////////////////////////////////////////////////
  1120.  
  1121. Name ="SH_Assualt"
  1122.  
  1123. DodgeVectorCheckTime = 0.25
  1124. DodgeVectorCheckChance = 1.00
  1125. DodgeVectorDelayTime = 3.00
  1126. DodgeVectorShuffleDist = 109.0
  1127. DodgeVectorRollDist = 140.0
  1128. DodgeVectorShuffleChance = 0.7 // \
  1129. DodgeVectorRollChance = 0.3 // >- must add up to 1.0
  1130. DodgeVectorBlockChance = 0.0 // /
  1131. DodgeProjectileCheckTime = 0.25
  1132. DodgeProjectileCheckChance = 1.00
  1133. DodgeProjectileDelayTime = 3.00
  1134. DodgeProjectileFleeChance = 1.00 // >- must add up to 1.0
  1135.  
  1136. AttackRangedRange = [0.0, 500.0000]
  1137. AttackThrownRange = [250.0, 500.000]
  1138. AttackMeleeRange = [0.0, 100.0]
  1139. AttackChaseTime = 10.500000
  1140. AttackChaseTimeRandom = [-10.500000, 5.000000]
  1141. AttackPoseCrouchChance = 0.01
  1142. AttackPoseCrouchTime = 10.0
  1143. AttackGrenadeThrowTime = 5.00
  1144. AttackGrenadeThrowChance = 0.5
  1145. AttackCoverCheckTime = 5.00
  1146. AttackCoverCheckChance = 0.125
  1147. AttackSoundTimeMin = 5.0
  1148.  
  1149. AttackFromCoverCoverTime = 1.000000
  1150. AttackFromCoverCoverTimeRandom = 1.000000
  1151. AttackFromCoverUncoverTime = 5.000000
  1152. AttackFromCoverUncoverTimeRandom = 2.000000
  1153. AttackFromCoverReactionTime = 0.250000
  1154. AttackFromCoverMaxRetries = 3
  1155. AttackWhileMoving = TRUE
  1156.  
  1157. AttackFromVantageAttackTime = 2.000000
  1158. AttackFromVantageAttackTimeRandom = 2.000000
  1159.  
  1160. AttackFromViewChaseTime = 5.0
  1161.  
  1162. ChaseExtraTime = 5.4000
  1163. ChaseExtraTimeRandom = [-4.1, 4.1]
  1164. ChaseSearchTime = 4.0
  1165.  
  1166. PatrolSoundTime = 8.0
  1167. PatrolSoundTimeRandom = [-1.0, 2.0]
  1168. PatrolSoundChance = 0.25
  1169.  
  1170. DistressFacingThreshhold = 0.1
  1171. DistressIncreaseRate = 0.5
  1172. DistressDecreaseRate = 0.2
  1173. DistressLevels = 2
  1174.  
  1175. MajorAlarmThreshold = 5
  1176. ImmediateAlarmThreshold = 10
  1177.  
  1178. CrawlThreshhold = 0.00000
  1179. CrawlChance = 0.00000
  1180. CrawlLifetime = 0.00000
  1181.  
  1182. TauntDelay = 0.000000
  1183. TauntChance = 0.000000
  1184.  
  1185. CanLipSync = TRUE
  1186.  
  1187. DamageMask ="None"
  1188.  
  1189. AIData0 ="AccidentChance=0.1"
  1190. AIData1 ="DivergePaths=1.0"
  1191. AIData2 ="OneAnimCover=1.0"
  1192. AIData3 ="DynMoveTimeMin=3.0"
  1193. AIData4 ="DynMoveTimeMax=5.0"
  1194. AIData5 ="DynMoveBackupDist=128.0"
  1195. AIData6 ="DynMoveFlankPassDist=128.0"
  1196. AIData7 ="DynMoveFlankWidthDist=192.0"
  1197. AIData8 ="ProneTime=20.0"
  1198. AIData9 ="ProneDistMin=768.0"
  1199. AIData10 ="ProneSlideDist=165.0"
  1200. AIData11 ="GoalProximityDist=256.0"
  1201. AIData12 ="MeleeKnockBackDist=72.0"
  1202.  
  1203.  
  1204.  
  1205. DropItem0 = "43"
  1206. DropItemType0 = "Pri_Ammo"
  1207. DropItem1 = "5"
  1208. DropItemType1 = "Full_Ammo"
  1209. DropItem2 = "2"
  1210. DropItemType2 = "Medikit"
  1211. DropItem3 = "30"
  1212. DropItemType3 = "Grenade"
  1213.  
  1214. [Brain12] //////////////////////////////////////////////////////////////////////////
  1215.  
  1216. Name ="SH_Sniper"
  1217.  
  1218. DodgeVectorCheckTime = 0.25
  1219. DodgeVectorCheckChance = 1.00
  1220. DodgeVectorDelayTime = 3.00
  1221. DodgeVectorShuffleDist = 109.0
  1222. DodgeVectorRollDist = 140.0
  1223. DodgeVectorShuffleChance = 0.7 // \
  1224. DodgeVectorRollChance = 0.3 // >- must add up to 1.0
  1225. DodgeVectorBlockChance = 0.0 // /
  1226. DodgeProjectileCheckTime = 0.25
  1227. DodgeProjectileCheckChance = 1.00
  1228. DodgeProjectileDelayTime = 3.00
  1229. DodgeProjectileFleeChance = 1.00 // >- must add up to 1.0
  1230.  
  1231. AttackRangedRange = [0.0, 1000.0000]
  1232. AttackThrownRange = [250.0, 1000.000]
  1233. AttackMeleeRange = [0.0, 100.0]
  1234. AttackChaseTime = 10.500000
  1235. AttackChaseTimeRandom = [-10.500000, 5.000000]
  1236. AttackPoseCrouchChance = 0.01
  1237. AttackPoseCrouchTime = 10.0
  1238. AttackGrenadeThrowTime = 5.00
  1239. AttackGrenadeThrowChance = 0.25
  1240. AttackCoverCheckTime = 5.00
  1241. AttackCoverCheckChance = 0.125
  1242. AttackSoundTimeMin = 5.0
  1243.  
  1244. AttackFromCoverCoverTime = 1.000000
  1245. AttackFromCoverCoverTimeRandom = 1.000000
  1246. AttackFromCoverUncoverTime = 5.000000
  1247. AttackFromCoverUncoverTimeRandom = 2.000000
  1248. AttackFromCoverReactionTime = 0.250000
  1249. AttackFromCoverMaxRetries = 3
  1250. AttackWhileMoving = TRUE
  1251.  
  1252. AttackFromVantageAttackTime = 2.000000
  1253. AttackFromVantageAttackTimeRandom = 2.000000
  1254.  
  1255. AttackFromViewChaseTime = 5.0
  1256.  
  1257. ChaseExtraTime = 5.4000
  1258. ChaseExtraTimeRandom = [-4.1, 4.1]
  1259. ChaseSearchTime = 4.0
  1260.  
  1261. PatrolSoundTime = 8.0
  1262. PatrolSoundTimeRandom = [-1.0, 2.0]
  1263. PatrolSoundChance = 0.25
  1264.  
  1265. DistressFacingThreshhold = 0.1
  1266. DistressIncreaseRate = 0.5
  1267. DistressDecreaseRate = 0.2
  1268. DistressLevels = 2
  1269.  
  1270. MajorAlarmThreshold = 5
  1271. ImmediateAlarmThreshold = 10
  1272.  
  1273. CrawlThreshhold = 0.00000
  1274. CrawlChance = 0.00000
  1275. CrawlLifetime = 0.00000
  1276.  
  1277. TauntDelay = 0.000000
  1278. TauntChance = 0.000000
  1279.  
  1280. CanLipSync = TRUE
  1281.  
  1282. DamageMask ="None"
  1283.  
  1284. AIData0 ="AccidentChance=0.1"
  1285. AIData1 ="DivergePaths=1.0"
  1286. AIData2 ="OneAnimCover=1.0"
  1287. AIData3 ="DynMoveTimeMin=3.0"
  1288. AIData4 ="DynMoveTimeMax=5.0"
  1289. AIData5 ="DynMoveBackupDist=128.0"
  1290. AIData6 ="DynMoveFlankPassDist=128.0"
  1291. AIData7 ="DynMoveFlankWidthDist=192.0"
  1292. AIData8 ="ProneTime=20.0"
  1293. AIData9 ="ProneDistMin=768.0"
  1294. AIData10 ="ProneSlideDist=165.0"
  1295. AIData11 ="GoalProximityDist=256.0"
  1296. AIData12 ="MeleeKnockBackDist=72.0"
  1297.  
  1298.  
  1299.  
  1300. DropItem0 = "43"
  1301. DropItemType0 = "Pri_Ammo"
  1302. DropItem1 = "5"
  1303. DropItemType1 = "Full_Ammo"
  1304. DropItem2 = "2"
  1305. DropItemType2 = "Medikit"
  1306. DropItem3 = "30"
  1307. DropItemType3 = "Grenade"
  1308.  
  1309. [Brain13] //////////////////////////////////////////////////////////////////////////
  1310.  
  1311. Name ="Agent_Z"
  1312.  
  1313. DodgeVectorCheckTime = 0.25
  1314. DodgeVectorCheckChance = 1.00
  1315. DodgeVectorDelayTime = 3.00
  1316. DodgeVectorShuffleDist = 109.0
  1317. DodgeVectorRollDist = 140.0
  1318. DodgeVectorShuffleChance = 0.7 // \
  1319. DodgeVectorRollChance = 0.3 // >- must add up to 1.0
  1320. DodgeVectorBlockChance = 0.0 // /
  1321. DodgeProjectileCheckTime = 0.25
  1322. DodgeProjectileCheckChance = 1.00
  1323. DodgeProjectileDelayTime = 3.00
  1324. DodgeProjectileFleeChance = 1.00 // >- must add up to 1.0
  1325.  
  1326. AttackRangedRange = [0.0, 10000.0000]
  1327. AttackThrownRange = [250.0, 1000.000]
  1328. AttackMeleeRange = [0.0, 100.0]
  1329. AttackChaseTime = 1.000000
  1330. AttackChaseTimeRandom = [-0.500000, 2.000000]
  1331. AttackPoseCrouchChance = 0.01
  1332. AttackPoseCrouchTime = 10.0
  1333. AttackGrenadeThrowTime = 10.00
  1334. AttackGrenadeThrowChance = 0.50
  1335. AttackCoverCheckTime = 5.00
  1336. AttackCoverCheckChance = 0.125
  1337. AttackSoundTimeMin = 5.0
  1338.  
  1339. AttackFromCoverCoverTime = 1.000000
  1340. AttackFromCoverCoverTimeRandom = 1.000000
  1341. AttackFromCoverUncoverTime = 5.000000
  1342. AttackFromCoverUncoverTimeRandom = 2.000000
  1343. AttackFromCoverReactionTime = 0.250000
  1344. AttackFromCoverMaxRetries = 3
  1345. AttackWhileMoving = TRUE
  1346.  
  1347. AttackFromVantageAttackTime = 2.000000
  1348. AttackFromVantageAttackTimeRandom = 2.000000
  1349.  
  1350. AttackFromViewChaseTime = 5.0
  1351.  
  1352. ChaseExtraTime = 0.4000
  1353. ChaseExtraTimeRandom = [-0.1, 0.1]
  1354. ChaseSearchTime = 4.0
  1355.  
  1356. PatrolSoundTime = 8.0
  1357. PatrolSoundTimeRandom = [-1.0, 2.0]
  1358. PatrolSoundChance = 0.25
  1359.  
  1360. DistressFacingThreshhold = 0.1
  1361. DistressIncreaseRate = 0.5
  1362. DistressDecreaseRate = 0.2
  1363. DistressLevels = 2
  1364.  
  1365. MajorAlarmThreshold = 5
  1366. ImmediateAlarmThreshold = 10
  1367.  
  1368. CrawlThreshhold = 0.00000
  1369. CrawlChance = 0.00000
  1370. CrawlLifetime = 0.00000
  1371.  
  1372. TauntDelay = 0.000000
  1373. TauntChance = 0.000000
  1374.  
  1375. CanLipSync = TRUE
  1376.  
  1377. DamageMask ="None"
  1378.  
  1379. AIData0 ="AccidentChance=0.1"
  1380. AIData1 ="DivergePaths=1.0"
  1381. AIData2 ="OneAnimCover=1.0"
  1382. AIData3 ="DynMoveTimeMin=3.0"
  1383. AIData4 ="DynMoveTimeMax=5.0"
  1384. AIData5 ="DynMoveBackupDist=128.0"
  1385. AIData6 ="DynMoveFlankPassDist=128.0"
  1386. AIData7 ="DynMoveFlankWidthDist=192.0"
  1387. AIData8 ="ProneTime=20.0"
  1388. AIData9 ="ProneDistMin=768.0"
  1389. AIData10 ="ProneSlideDist=165.0"
  1390. AIData11 ="GoalProximityDist=256.0"
  1391. AIData12 ="MeleeKnockBackDist=72.0"
  1392.  
  1393.  
  1394.  
  1395. DropItem0 = "43"
  1396. DropItemType0 = "Pri_Ammo"
  1397. DropItem1 = "5"
  1398. DropItemType1 = "Full_Ammo"
  1399. DropItem2 = "2"
  1400. DropItemType2 = "Medikit"
  1401. DropItem3 = "30"
  1402. DropItemType3 = "Grenade"
  1403.  
  1404.  
  1405. ///////////////////////////////////////////////////////////////////////////////////
  1406.  
  1407. /*
  1408. ** Miser Settings
  1409. **
  1410. ** Enabled [bool] is the miser enabled?
  1411. **
  1412. */
  1413.  
  1414. [Miser]
  1415.  
  1416. Enabled = TRUE
  1417.  
  1418. ///////////////////////////////////////////////////////////////////////////////////
  1419.  
  1420. /*
  1421. ** Rules
  1422. **
  1423. **
  1424. */
  1425.  
  1426. [Rules]
  1427.  
  1428. EnableDeltaRepathing = FALSE
  1429. KeepInvalidNodeHistory = FALSE
  1430. UseTrueWeaponPosition = FALSE
  1431.  
  1432. ///////////////////////////////////////////////////////////////////////////////////
  1433.  
  1434. /*
  1435. ** ResetTimer Settings
  1436. **
  1437. ** JunctionResetTimer [float in seconds] amount of time after an AI uses a junction before another AI can use it.
  1438. ** BodyResetTimer [float in seconds] amount of time after an AI checks a body before another AI can check it.
  1439. **
  1440. */
  1441.  
  1442. [ResetTimers]
  1443.  
  1444. JunctionResetTimer = 10.000000
  1445. BodyResetTimer = 10.000000
  1446.  
  1447. ///////////////////////////////////////////////////////////////////////////////////
  1448.  
  1449. /*
  1450. ** TextID Settings
  1451. **
  1452. ** ApprehendMissionFailedID [integer] ID of text for Mission Failure screen.
  1453. **
  1454. */
  1455.  
  1456. [TextIDs]
  1457.  
  1458. ApprehendMissionFailedID = 6502
  1459.  
  1460. ///////////////////////////////////////////////////////////////////////////////////
  1461.  
  1462. /*
  1463. ** Global Senses Settings
  1464. **
  1465. ** NoFOVDistance [float in dedit units] the internal radius of an AI where the FOV is 180 no matter what
  1466. ** InstantSeeDistance [float in dedit units] the internal radius of an AI where they will see you instantly
  1467. ** ThreatTooCloseDistance [float in dedit units] the internal radius of an AI where they will abandon running to a node.
  1468. ** PersonalBubbleDistance [float in dedit units] the internal radius of an AI where they will ignore hidden, and gradually sense you when not in view.
  1469. ** PersonalBubbleMultiplier [float] the amount to multiply vision stimulation increases by when target is within the personal bubble.
  1470. ** DarknessMultiplier [float] the amount to multiply vision stimulation increases by when target is in darness
  1471. **
  1472. */
  1473.  
  1474. [Senses]
  1475.  
  1476. NoFOVDistance = 256.000000
  1477. InstantSeeDistance = 384.000000
  1478. ThreatTooCloseDistance = 128.000000
  1479. PersonalBubbleDistance = 128.000000
  1480. PersonalBubbleMultiplier = 0.25
  1481. DarknessMultiplier = 0.5
  1482.  
  1483. ////////////////////////////////////////////////////////////////////////////////////////
  1484.  
  1485. /*
  1486. ** Attract Settings
  1487. **
  1488. ** NoTargetTime [float in seconds]
  1489. **
  1490. */
  1491.  
  1492. [Attract]
  1493.  
  1494. NoTargetTime = 10.000000
  1495.  
  1496. ///////////////////////////////////////////////////////////////////////////////////
  1497.  
  1498. /*
  1499. ** Attribute Templates
  1500. **
  1501. */
  1502.  
  1503. [AttributeTemplate0]
  1504. Name ="SH_Rifle"
  1505. RunSpeed = 300.0
  1506. JumpSpeed = 300.0
  1507. JumpOverSpeed = 300.0
  1508. FallSpeed = 300.0
  1509. CrawlSpeed = 25.0
  1510. WalkSpeed = 150.0
  1511. SwimSpeed = 0.0
  1512. FlySpeed = 0.0
  1513. Marksmanship = 0.9
  1514. Bravado = 0.95
  1515. SoundRadius = 13000.0
  1516. HitPoints = 70.0
  1517. Armor = 0
  1518. Accuracy = 0.915 //0.015
  1519. AccuracyIncreaseRate = 0.50
  1520. AccuracyDecreaseRate = 0.50
  1521. FullAccuracyRadius = 128.0
  1522. AccuracyMissPerturb = 3.5
  1523. MaxMovementAccuracyPerturb = 3.5
  1524. MovementAccuracyPerturbTime = 3.0
  1525. CanSeeEnemy = TRUE
  1526. SeeEnemyDistance = 500.0
  1527. CanSeeEnemyLean = TRUE
  1528. SeeEnemyLeanDistance = 12000.0
  1529. CanSeeAllyDeath = TRUE
  1530. SeeAllyDeathDistance = 12000.0
  1531. CanHearAllyDeath = TRUE
  1532. HearAllyDeathDistance = 12000.0
  1533. CanHearAllyPain = TRUE
  1534. HearAllyPainDistance = 10000.0
  1535. CanHearEnemyFootstep = TRUE
  1536. HearEnemyFootstepDistance = 10000.0
  1537. CanSeeEnemyFootprint = TRUE
  1538. SeeEnemyFootprintDistance = 10000.0
  1539. CanHearEnemyWeaponImpact = TRUE
  1540. HearEnemyWeaponImpactDistance = 10000.0
  1541. CanHearEnemyWeaponFire = TRUE
  1542. HearEnemyWeaponFireDistance = 10000.0
  1543. CanHearAllyWeaponFire = TRUE
  1544. HearAllyWeaponFireDistance = 10000.0
  1545. CanSeeEnemyFlashlight = TRUE
  1546. SeeEnemyFlashlightDistance = 10000.0
  1547. CanHearEnemyDisturbance = TRUE
  1548. HearEnemyDisturbanceDistance = 10000.0
  1549. CanSeeEnemyDisturbance = TRUE
  1550. SeeEnemyDisturbanceDistance = 12000.0
  1551. CanSeeEnemyLightDisturbance = TRUE
  1552. SeeEnemyLightDisturbanceDistance = 12000.0
  1553. CanSeeEnemyWeaponImpact = TRUE
  1554. SeeEnemyWeaponImpactDistance = 10000.0
  1555. CanHearEnemyAlarm = TRUE
  1556. HearEnemyAlarmDistance = 10000.0
  1557. CanSeeAllySpecialDamage = TRUE
  1558. SeeAllySpecialDamageDistance = 10000.0
  1559. CanSeeAllyDisturbance = TRUE
  1560. SeeAllyDisturbanceDistance = 10000.0
  1561. CanHearAllyDisturbance = TRUE
  1562. HearAllyDisturbanceDistance = 10000.0
  1563. CanSeeAllyDistress = TRUE
  1564. SeeAllyDistressDistance = 10000.0
  1565. CanSeeProjectile = FALSE
  1566. SeeProjectileDistance = 0.0
  1567. CanSeeEnemyDanger = TRUE
  1568. SeeEnemyDangerDistance = 10000.0
  1569. CanUseVolumeAmbientLife = FALSE
  1570. Alignment ="BadCharacter"
  1571.  
  1572. [AttributeTemplate1]
  1573. Name ="SH_Recon"
  1574. RunSpeed = 300.0
  1575. JumpSpeed = 300.0
  1576. JumpOverSpeed = 300.0
  1577. FallSpeed = 300.0
  1578. CrawlSpeed = 25.0
  1579. WalkSpeed = 150.0
  1580. SwimSpeed = 0.0
  1581. FlySpeed = 0.0
  1582. Marksmanship = 0.8
  1583. Bravado = 0.95
  1584. SoundRadius = 1500.0
  1585. HitPoints = 70.0
  1586. Armor = 0
  1587. Accuracy = 0.915 //0.015
  1588. AccuracyIncreaseRate = 0.50
  1589. AccuracyDecreaseRate = 0.50
  1590. FullAccuracyRadius = 128.0
  1591. AccuracyMissPerturb = 3.5
  1592. MaxMovementAccuracyPerturb = 3.5
  1593. MovementAccuracyPerturbTime = 3.0
  1594. CanSeeEnemy = TRUE
  1595. SeeEnemyDistance = 2000.0
  1596. CanSeeEnemyLean = TRUE
  1597. SeeEnemyLeanDistance = 2000.0
  1598. CanSeeAllyDeath = TRUE
  1599. SeeAllyDeathDistance = 2000.0
  1600. CanHearAllyDeath = TRUE
  1601. HearAllyDeathDistance = 2000.0
  1602. CanHearAllyPain = TRUE
  1603. HearAllyPainDistance = 0.0
  1604. CanHearEnemyFootstep = TRUE
  1605. HearEnemyFootstepDistance = 0.0
  1606. CanSeeEnemyFootprint = TRUE
  1607. SeeEnemyFootprintDistance = 500.0
  1608. CanHearEnemyWeaponImpact = TRUE
  1609. HearEnemyWeaponImpactDistance = 2000.0
  1610. CanHearEnemyWeaponFire = TRUE
  1611. HearEnemyWeaponFireDistance = 0.0
  1612. CanHearAllyWeaponFire = TRUE
  1613. HearAllyWeaponFireDistance = 0.0
  1614. CanSeeEnemyFlashlight = TRUE
  1615. SeeEnemyFlashlightDistance = 512.0
  1616. CanHearEnemyDisturbance = TRUE
  1617. HearEnemyDisturbanceDistance = 0.0
  1618. CanSeeEnemyDisturbance = TRUE
  1619. SeeEnemyDisturbanceDistance = 2000.0
  1620. CanSeeEnemyLightDisturbance = TRUE
  1621. SeeEnemyLightDisturbanceDistance = 2000.0
  1622. CanSeeEnemyWeaponImpact = TRUE
  1623. SeeEnemyWeaponImpactDistance = 500.0
  1624. CanHearEnemyAlarm = TRUE
  1625. HearEnemyAlarmDistance = 0.0
  1626. CanSeeAllySpecialDamage = TRUE
  1627. SeeAllySpecialDamageDistance = 0.0
  1628. CanSeeAllyDisturbance = TRUE
  1629. SeeAllyDisturbanceDistance = 0.0
  1630. CanHearAllyDisturbance = TRUE
  1631. HearAllyDisturbanceDistance = 0.0
  1632. CanSeeAllyDistress = TRUE
  1633. SeeAllyDistressDistance = 0.0
  1634. CanSeeProjectile = FALSE
  1635. SeeProjectileDistance = 0.0
  1636. CanSeeEnemyDanger = TRUE
  1637. SeeEnemyDangerDistance = 0.0
  1638. CanUseVolumeAmbientLife = FALSE
  1639. Alignment ="BadCharacter"
  1640.  
  1641. [AttributeTemplate2]
  1642. Name ="SH_MGunner"
  1643. RunSpeed = 300.0
  1644. JumpSpeed = 300.0
  1645. JumpOverSpeed = 300.0
  1646. FallSpeed = 300.0
  1647. CrawlSpeed = 25.0
  1648. WalkSpeed = 150.0
  1649. SwimSpeed = 0.0
  1650. FlySpeed = 0.0
  1651. Marksmanship = 0.8
  1652. Bravado = 0.95
  1653. SoundRadius = 1500.0
  1654. HitPoints = 70.0
  1655. Armor = 0
  1656. Accuracy = 0.915 //0.015
  1657. AccuracyIncreaseRate = 0.50
  1658. AccuracyDecreaseRate = 0.50
  1659. FullAccuracyRadius = 128.0
  1660. AccuracyMissPerturb = 3.5
  1661. MaxMovementAccuracyPerturb = 3.5
  1662. MovementAccuracyPerturbTime = 3.0
  1663. CanSeeEnemy = TRUE
  1664. SeeEnemyDistance = 2000.0
  1665. CanSeeEnemyLean = TRUE
  1666. SeeEnemyLeanDistance = 2000.0
  1667. CanSeeAllyDeath = TRUE
  1668. SeeAllyDeathDistance = 2000.0
  1669. CanHearAllyDeath = TRUE
  1670. HearAllyDeathDistance = 2000.0
  1671. CanHearAllyPain = TRUE
  1672. HearAllyPainDistance = 0.0
  1673. CanHearEnemyFootstep = TRUE
  1674. HearEnemyFootstepDistance = 0.0
  1675. CanSeeEnemyFootprint = TRUE
  1676. SeeEnemyFootprintDistance = 500.0
  1677. CanHearEnemyWeaponImpact = TRUE
  1678. HearEnemyWeaponImpactDistance = 0.0
  1679. CanHearEnemyWeaponFire = TRUE
  1680. HearEnemyWeaponFireDistance = 0.0
  1681. CanHearAllyWeaponFire = TRUE
  1682. HearAllyWeaponFireDistance = 0.0
  1683. CanSeeEnemyFlashlight = TRUE
  1684. SeeEnemyFlashlightDistance = 512.0
  1685. CanHearEnemyDisturbance = TRUE
  1686. HearEnemyDisturbanceDistance = 0.0
  1687. CanSeeEnemyDisturbance = TRUE
  1688. SeeEnemyDisturbanceDistance = 2000.0
  1689. CanSeeEnemyLightDisturbance = TRUE
  1690. SeeEnemyLightDisturbanceDistance = 2000.0
  1691. CanSeeEnemyWeaponImpact = TRUE
  1692. SeeEnemyWeaponImpactDistance = 500.0
  1693. CanHearEnemyAlarm = TRUE
  1694. HearEnemyAlarmDistance = 0.0
  1695. CanSeeAllySpecialDamage = TRUE
  1696. SeeAllySpecialDamageDistance = 0.0
  1697. CanSeeAllyDisturbance = TRUE
  1698. SeeAllyDisturbanceDistance = 0.0
  1699. CanHearAllyDisturbance = TRUE
  1700. HearAllyDisturbanceDistance = 0.0
  1701. CanSeeAllyDistress = TRUE
  1702. SeeAllyDistressDistance = 0.0
  1703. CanSeeProjectile = FALSE
  1704. SeeProjectileDistance = 0.0
  1705. CanSeeEnemyDanger = TRUE
  1706. SeeEnemyDangerDistance = 0.0
  1707. CanUseVolumeAmbientLife = FALSE
  1708. Alignment ="BadCharacter"
  1709.  
  1710. [AttributeTemplate3]
  1711. Name ="SH_Sniper"
  1712. RunSpeed = 300.0
  1713. JumpSpeed = 300.0
  1714. JumpOverSpeed = 300.0
  1715. FallSpeed = 300.0
  1716. CrawlSpeed = 25.0
  1717. WalkSpeed = 150.0
  1718. SwimSpeed = 0.0
  1719. FlySpeed = 0.0
  1720. Marksmanship = 0.8
  1721. Bravado = 0.95
  1722. SoundRadius = 1500.0
  1723. HitPoints = 70.0
  1724. Armor = 0
  1725. Accuracy = 0.005 //0.015
  1726. AccuracyIncreaseRate = 0.50
  1727. AccuracyDecreaseRate = 0.50
  1728. FullAccuracyRadius = 128.0
  1729. AccuracyMissPerturb = 3.5
  1730. MaxMovementAccuracyPerturb = 3.5
  1731. MovementAccuracyPerturbTime = 3.0
  1732. CanSeeEnemy = TRUE
  1733. SeeEnemyDistance = 4000.0 //2000 ¿¡¼­ 4000 Áõ°¡ ±èÀçÀ±
  1734. CanSeeEnemyLean = TRUE
  1735. SeeEnemyLeanDistance = 2000.0
  1736. CanSeeAllyDeath = TRUE
  1737. SeeAllyDeathDistance = 2000.0
  1738. CanHearAllyDeath = TRUE
  1739. HearAllyDeathDistance = 2000.0
  1740. CanHearAllyPain = TRUE
  1741. HearAllyPainDistance = 0.0
  1742. CanHearEnemyFootstep = TRUE
  1743. HearEnemyFootstepDistance = 0.0
  1744. CanSeeEnemyFootprint = TRUE
  1745. SeeEnemyFootprintDistance = 500.0
  1746. CanHearEnemyWeaponImpact = TRUE
  1747. HearEnemyWeaponImpactDistance = 0.0
  1748. CanHearEnemyWeaponFire = TRUE
  1749. HearEnemyWeaponFireDistance = 0.0
  1750. CanHearAllyWeaponFire = TRUE
  1751. HearAllyWeaponFireDistance = 0.0
  1752. CanSeeEnemyFlashlight = TRUE
  1753. SeeEnemyFlashlightDistance = 512.0
  1754. CanHearEnemyDisturbance = TRUE
  1755. HearEnemyDisturbanceDistance = 0.0
  1756. CanSeeEnemyDisturbance = TRUE
  1757. SeeEnemyDisturbanceDistance = 2000.0
  1758. CanSeeEnemyLightDisturbance = TRUE
  1759. SeeEnemyLightDisturbanceDistance = 2000.0
  1760. CanSeeEnemyWeaponImpact = TRUE
  1761. SeeEnemyWeaponImpactDistance = 500.0
  1762. CanHearEnemyAlarm = TRUE
  1763. HearEnemyAlarmDistance = 0.0
  1764. CanSeeAllySpecialDamage = TRUE
  1765. SeeAllySpecialDamageDistance = 0.0
  1766. CanSeeAllyDisturbance = TRUE
  1767. SeeAllyDisturbanceDistance = 0.0
  1768. CanHearAllyDisturbance = TRUE
  1769. HearAllyDisturbanceDistance = 0.0
  1770. CanSeeAllyDistress = TRUE
  1771. SeeAllyDistressDistance = 0.0
  1772. CanSeeProjectile = FALSE
  1773. SeeProjectileDistance = 0.0
  1774. CanSeeEnemyDanger = TRUE
  1775. SeeEnemyDangerDistance = 0.0
  1776. CanUseVolumeAmbientLife = FALSE
  1777. Alignment ="BadCharacter"
  1778.  
  1779. [AttributeTemplate4]
  1780. Name ="SH_HeavyGunner"
  1781. RunSpeed = 300.0
  1782. JumpSpeed = 300.0
  1783. JumpOverSpeed = 300.0
  1784. FallSpeed = 300.0
  1785. CrawlSpeed = 25.0
  1786. WalkSpeed = 150.0
  1787. SwimSpeed = 0.0
  1788. FlySpeed = 0.0
  1789. Marksmanship = 0.8
  1790. Bravado = 0.95
  1791. SoundRadius = 1500.0
  1792. HitPoints = 70.0
  1793. Armor = 0
  1794. Accuracy = 0.9
  1795. AccuracyIncreaseRate = 1.0
  1796. AccuracyDecreaseRate = 1.0
  1797. FullAccuracyRadius = 512.0
  1798. AccuracyMissPerturb = 5.1
  1799. MaxMovementAccuracyPerturb = 5.1
  1800. MovementAccuracyPerturbTime = 1.0
  1801. CanSeeEnemy = TRUE
  1802. SeeEnemyDistance = 2000.0
  1803. CanSeeEnemyLean = TRUE
  1804. SeeEnemyLeanDistance = 2000.0
  1805. CanSeeAllyDeath = TRUE
  1806. SeeAllyDeathDistance = 2000.0
  1807. CanHearAllyDeath = TRUE
  1808. HearAllyDeathDistance = 2000.0
  1809. CanHearAllyPain = TRUE
  1810. HearAllyPainDistance = 0.0
  1811. CanHearEnemyFootstep = TRUE
  1812. HearEnemyFootstepDistance = 0.0
  1813. CanSeeEnemyFootprint = TRUE
  1814. SeeEnemyFootprintDistance = 500.0
  1815. CanHearEnemyWeaponImpact = TRUE
  1816. HearEnemyWeaponImpactDistance = 0.0
  1817. CanHearEnemyWeaponFire = TRUE
  1818. HearEnemyWeaponFireDistance = 0.0
  1819. CanHearAllyWeaponFire = TRUE
  1820. HearAllyWeaponFireDistance = 0.0
  1821. CanSeeEnemyFlashlight = TRUE
  1822. SeeEnemyFlashlightDistance = 512.0
  1823. CanHearEnemyDisturbance = TRUE
  1824. HearEnemyDisturbanceDistance = 0.0
  1825. CanSeeEnemyDisturbance = TRUE
  1826. SeeEnemyDisturbanceDistance = 2000.0
  1827. CanSeeEnemyLightDisturbance = TRUE
  1828. SeeEnemyLightDisturbanceDistance = 2000.0
  1829. CanSeeEnemyWeaponImpact = TRUE
  1830. SeeEnemyWeaponImpactDistance = 500.0
  1831. CanHearEnemyAlarm = TRUE
  1832. HearEnemyAlarmDistance = 0.0
  1833. CanSeeAllySpecialDamage = TRUE
  1834. SeeAllySpecialDamageDistance = 0.0
  1835. CanSeeAllyDisturbance = TRUE
  1836. SeeAllyDisturbanceDistance = 0.0
  1837. CanHearAllyDisturbance = TRUE
  1838. HearAllyDisturbanceDistance = 0.0
  1839. CanSeeAllyDistress = TRUE
  1840. SeeAllyDistressDistance = 0.0
  1841. CanSeeProjectile = FALSE
  1842. SeeProjectileDistance = 0.0
  1843. CanSeeEnemyDanger = TRUE
  1844. SeeEnemyDangerDistance = 0.0
  1845. CanUseVolumeAmbientLife = FALSE
  1846. Alignment ="BadCharacter"
  1847.  
  1848. [AttributeTemplate5]
  1849. Name ="SH_Assualt"
  1850. RunSpeed = 300.0
  1851. JumpSpeed = 300.0
  1852. JumpOverSpeed = 300.0
  1853. FallSpeed = 300.0
  1854. CrawlSpeed = 25.0
  1855. WalkSpeed = 150.0
  1856. SwimSpeed = 0.0
  1857. FlySpeed = 0.0
  1858. Marksmanship = 0.8
  1859. Bravado = 0.95
  1860. SoundRadius = 1500.0
  1861. HitPoints = 70.0
  1862. Armor = 0
  1863. Accuracy = 0.915
  1864. AccuracyIncreaseRate = 1.0
  1865. AccuracyDecreaseRate = 1.0
  1866. FullAccuracyRadius = 512.0
  1867. AccuracyMissPerturb = 0.1
  1868. MaxMovementAccuracyPerturb = 0.1
  1869. MovementAccuracyPerturbTime = 1.0
  1870. CanSeeEnemy = TRUE
  1871. SeeEnemyDistance = 2000.0
  1872. CanSeeEnemyLean = TRUE
  1873. SeeEnemyLeanDistance = 2000.0
  1874. CanSeeAllyDeath = TRUE
  1875. SeeAllyDeathDistance = 2000.0
  1876. CanHearAllyDeath = TRUE
  1877. HearAllyDeathDistance = 2000.0
  1878. CanHearAllyPain = TRUE
  1879. HearAllyPainDistance = 0.0
  1880. CanHearEnemyFootstep = TRUE
  1881. HearEnemyFootstepDistance = 0.0
  1882. CanSeeEnemyFootprint = TRUE
  1883. SeeEnemyFootprintDistance = 500.0
  1884. CanHearEnemyWeaponImpact = TRUE
  1885. HearEnemyWeaponImpactDistance = 0.0
  1886. CanHearEnemyWeaponFire = TRUE
  1887. HearEnemyWeaponFireDistance = 0.0
  1888. CanHearAllyWeaponFire = TRUE
  1889. HearAllyWeaponFireDistance = 0.0
  1890. CanSeeEnemyFlashlight = TRUE
  1891. SeeEnemyFlashlightDistance = 512.0
  1892. CanHearEnemyDisturbance = TRUE
  1893. HearEnemyDisturbanceDistance = 0.0
  1894. CanSeeEnemyDisturbance = TRUE
  1895. SeeEnemyDisturbanceDistance = 2000.0
  1896. CanSeeEnemyLightDisturbance = TRUE
  1897. SeeEnemyLightDisturbanceDistance = 2000.0
  1898. CanSeeEnemyWeaponImpact = TRUE
  1899. SeeEnemyWeaponImpactDistance = 500.0
  1900. CanHearEnemyAlarm = TRUE
  1901. HearEnemyAlarmDistance = 0.0
  1902. CanSeeAllySpecialDamage = TRUE
  1903. SeeAllySpecialDamageDistance = 0.0
  1904. CanSeeAllyDisturbance = TRUE
  1905. SeeAllyDisturbanceDistance = 0.0
  1906. CanHearAllyDisturbance = TRUE
  1907. HearAllyDisturbanceDistance = 0.0
  1908. CanSeeAllyDistress = TRUE
  1909. SeeAllyDistressDistance = 0.0
  1910. CanSeeProjectile = FALSE
  1911. SeeProjectileDistance = 0.0
  1912. CanSeeEnemyDanger = TRUE
  1913. SeeEnemyDangerDistance = 0.0
  1914. CanUseVolumeAmbientLife = FALSE
  1915. Alignment ="BadCharacter"
  1916.  
  1917. [AttributeTemplate6]
  1918. Name ="SH_RoyalGuard"
  1919. RunSpeed = 300.0
  1920. JumpSpeed = 300.0
  1921. JumpOverSpeed = 300.0
  1922. FallSpeed = 300.0
  1923. CrawlSpeed = 25.0
  1924. WalkSpeed = 150.0
  1925. SwimSpeed = 0.0
  1926. FlySpeed = 0.0
  1927. Marksmanship = 0.8
  1928. Bravado = 0.95
  1929. SoundRadius = 1500.0
  1930. HitPoints = 160
  1931. Armor = 0
  1932. Accuracy = 0.515
  1933. AccuracyIncreaseRate = 1.0
  1934. AccuracyDecreaseRate = 1.0
  1935. FullAccuracyRadius = 512.0
  1936. AccuracyMissPerturb = 0.1
  1937. MaxMovementAccuracyPerturb = 0.1
  1938. MovementAccuracyPerturbTime = 1.0
  1939. CanSeeEnemy = TRUE
  1940. SeeEnemyDistance = 2000.0
  1941. CanSeeEnemyLean = TRUE
  1942. SeeEnemyLeanDistance = 2000.0
  1943. CanSeeAllyDeath = TRUE
  1944. SeeAllyDeathDistance = 2000.0
  1945. CanHearAllyDeath = TRUE
  1946. HearAllyDeathDistance = 2000.0
  1947. CanHearAllyPain = TRUE
  1948. HearAllyPainDistance = 0.0
  1949. CanHearEnemyFootstep = TRUE
  1950. HearEnemyFootstepDistance = 0.0
  1951. CanSeeEnemyFootprint = TRUE
  1952. SeeEnemyFootprintDistance = 500.0
  1953. CanHearEnemyWeaponImpact = TRUE
  1954. HearEnemyWeaponImpactDistance = 0.0
  1955. CanHearEnemyWeaponFire = TRUE
  1956. HearEnemyWeaponFireDistance = 0.0
  1957. CanHearAllyWeaponFire = TRUE
  1958. HearAllyWeaponFireDistance = 0.0
  1959. CanSeeEnemyFlashlight = TRUE
  1960. SeeEnemyFlashlightDistance = 512.0
  1961. CanHearEnemyDisturbance = TRUE
  1962. HearEnemyDisturbanceDistance = 0.0
  1963. CanSeeEnemyDisturbance = TRUE
  1964. SeeEnemyDisturbanceDistance = 2000.0
  1965. CanSeeEnemyLightDisturbance = TRUE
  1966. SeeEnemyLightDisturbanceDistance = 2000.0
  1967. CanSeeEnemyWeaponImpact = TRUE
  1968. SeeEnemyWeaponImpactDistance = 500.0
  1969. CanHearEnemyAlarm = TRUE
  1970. HearEnemyAlarmDistance = 0.0
  1971. CanSeeAllySpecialDamage = TRUE
  1972. SeeAllySpecialDamageDistance = 0.0
  1973. CanSeeAllyDisturbance = TRUE
  1974. SeeAllyDisturbanceDistance = 0.0
  1975. CanHearAllyDisturbance = TRUE
  1976. HearAllyDisturbanceDistance = 0.0
  1977. CanSeeAllyDistress = TRUE
  1978. SeeAllyDistressDistance = 0.0
  1979. CanSeeProjectile = FALSE
  1980. SeeProjectileDistance = 0.0
  1981. CanSeeEnemyDanger = TRUE
  1982. SeeEnemyDangerDistance = 0.0
  1983. CanUseVolumeAmbientLife = FALSE
  1984. Alignment ="BadCharacter"
  1985.  
  1986. [AttributeTemplate7]
  1987. Name ="SH_Sandhog"
  1988. RunSpeed = 300.0
  1989. JumpSpeed = 300.0
  1990. JumpOverSpeed = 300.0
  1991. FallSpeed = 300.0
  1992. CrawlSpeed = 25.0
  1993. WalkSpeed = 150.0
  1994. SwimSpeed = 0.0
  1995. FlySpeed = 0.0
  1996. Marksmanship = 0.8
  1997. Bravado = 0.95
  1998. SoundRadius = 1500.0
  1999. HitPoints = 500.0
  2000. Armor = 0
  2001. Accuracy = 0.015
  2002. AccuracyIncreaseRate = 1.0
  2003. AccuracyDecreaseRate = 1.0
  2004. FullAccuracyRadius = 512.0
  2005. AccuracyMissPerturb = 0.1
  2006. MaxMovementAccuracyPerturb = 0.1
  2007. MovementAccuracyPerturbTime = 1.0
  2008. CanSeeEnemy = TRUE
  2009. SeeEnemyDistance = 2000.0
  2010. CanSeeEnemyLean = TRUE
  2011. SeeEnemyLeanDistance = 2000.0
  2012. CanSeeAllyDeath = TRUE
  2013. SeeAllyDeathDistance = 2000.0
  2014. CanHearAllyDeath = TRUE
  2015. HearAllyDeathDistance = 2000.0
  2016. CanHearAllyPain = TRUE
  2017. HearAllyPainDistance = 0.0
  2018. CanHearEnemyFootstep = TRUE
  2019. HearEnemyFootstepDistance = 0.0
  2020. CanSeeEnemyFootprint = TRUE
  2021. SeeEnemyFootprintDistance = 500.0
  2022. CanHearEnemyWeaponImpact = TRUE
  2023. HearEnemyWeaponImpactDistance = 0.0
  2024. CanHearEnemyWeaponFire = TRUE
  2025. HearEnemyWeaponFireDistance = 0.0
  2026. CanHearAllyWeaponFire = TRUE
  2027. HearAllyWeaponFireDistance = 0.0
  2028. CanSeeEnemyFlashlight = TRUE
  2029. SeeEnemyFlashlightDistance = 512.0
  2030. CanHearEnemyDisturbance = TRUE
  2031. HearEnemyDisturbanceDistance = 0.0
  2032. CanSeeEnemyDisturbance = TRUE
  2033. SeeEnemyDisturbanceDistance = 2000.0
  2034. CanSeeEnemyLightDisturbance = TRUE
  2035. SeeEnemyLightDisturbanceDistance = 2000.0
  2036. CanSeeEnemyWeaponImpact = TRUE
  2037. SeeEnemyWeaponImpactDistance = 500.0
  2038. CanHearEnemyAlarm = TRUE
  2039. HearEnemyAlarmDistance = 0.0
  2040. CanSeeAllySpecialDamage = TRUE
  2041. SeeAllySpecialDamageDistance = 0.0
  2042. CanSeeAllyDisturbance = TRUE
  2043. SeeAllyDisturbanceDistance = 0.0
  2044. CanHearAllyDisturbance = TRUE
  2045. HearAllyDisturbanceDistance = 0.0
  2046. CanSeeAllyDistress = TRUE
  2047. SeeAllyDistressDistance = 0.0
  2048. CanSeeProjectile = FALSE
  2049. SeeProjectileDistance = 0.0
  2050. CanSeeEnemyDanger = TRUE
  2051. SeeEnemyDangerDistance = 0.0
  2052. CanUseVolumeAmbientLife = FALSE
  2053. Alignment ="BadCharacter"
  2054.  
  2055. ///////////// Fireteam Bloody Night ///////////////
  2056.  
  2057. [AttributeTemplate8]
  2058. Name ="Heavy_Infecter_Gas_A"
  2059. VoiceType = "Infected_Heavy"
  2060. AlwaysWalk = FALSE
  2061. RunSpeed =120.0 // 90.0
  2062. JumpSpeed = 120.0 // 90.0
  2063. JumpOverSpeed = 120.0 // 90.0
  2064. FallSpeed = 120.0 // 90.0
  2065. CrawlSpeed = 50.0
  2066. WalkSpeed = 100.0 //70.0
  2067. SwimSpeed = 0.0
  2068. FlySpeed = 0.0
  2069. Marksmanship = 0.9
  2070. Bravado = 0.95
  2071. SoundRadius = 13000.0
  2072. HitPoints = 1000.0
  2073. Armor = 100
  2074. Accuracy = 0.915 //0.015
  2075. AccuracyIncreaseRate = 0.50
  2076. AccuracyDecreaseRate = 0.50
  2077. FullAccuracyRadius = 128.0
  2078. AccuracyMissPerturb = 3.5
  2079. MaxMovementAccuracyPerturb = 3.5
  2080. MovementAccuracyPerturbTime = 3.0
  2081. CanSeeEnemy = TRUE
  2082. SeeEnemyDistance = 500.0
  2083. CanSeeEnemyLean = FALSE
  2084. SeeEnemyLeanDistance = 12000.0
  2085. CanSeeAllyDeath = FALSE
  2086. SeeAllyDeathDistance = 12000.0
  2087. CanHearAllyDeath = FALSE
  2088. HearAllyDeathDistance = 12000.0
  2089. CanHearAllyPain = FALSE
  2090. HearAllyPainDistance = 10000.0
  2091. CanHearEnemyFootstep = FALSE
  2092. HearEnemyFootstepDistance = 10000.0
  2093. CanSeeEnemyFootprint = FALSE
  2094. SeeEnemyFootprintDistance = 10000.0
  2095. CanHearEnemyWeaponImpact = FALSE
  2096. HearEnemyWeaponImpactDistance = 10000.0
  2097. CanHearEnemyWeaponFire = TRUE
  2098. HearEnemyWeaponFireDistance = 300.0
  2099. CanHearAllyWeaponFire = FALSE
  2100. HearAllyWeaponFireDistance = 10000.0
  2101. CanSeeEnemyFlashlight = FALSE
  2102. SeeEnemyFlashlightDistance = 10000.0
  2103. CanHearEnemyDisturbance = FALSE
  2104. HearEnemyDisturbanceDistance = 10000.0
  2105. CanSeeEnemyDisturbance = FALSE
  2106. SeeEnemyDisturbanceDistance = 12000.0
  2107. CanSeeEnemyLightDisturbance = FALSE
  2108. SeeEnemyLightDisturbanceDistance = 12000.0
  2109. CanSeeEnemyWeaponImpact = FALSE
  2110. SeeEnemyWeaponImpactDistance = 10000.0
  2111. CanHearEnemyAlarm = FALSE
  2112. HearEnemyAlarmDistance = 10000.0
  2113. CanSeeAllySpecialDamage = FALSE
  2114. SeeAllySpecialDamageDistance = 10000.0
  2115. CanSeeAllyDisturbance = FALSE
  2116. SeeAllyDisturbanceDistance = 10000.0
  2117. CanHearAllyDisturbance = FALSE
  2118. HearAllyDisturbanceDistance = 10000.0
  2119. CanSeeAllyDistress = FALSE
  2120. SeeAllyDistressDistance = 10000.0
  2121. CanSeeProjectile = FALSE
  2122. SeeProjectileDistance = 0.0
  2123. CanSeeEnemyDanger = FALSE
  2124. SeeEnemyDangerDistance = 10000.0
  2125. CanUseVolumeAmbientLife = FALSE
  2126. Alignment ="BadCharacter"
  2127.  
  2128. [AttributeTemplate9]
  2129. Name ="Light_Infecter_Speed_B"
  2130. VoiceType = "Infected_Light"
  2131. AlwaysWalk = FALSE
  2132. CrouchWhenDamaged = FALSE // TRUE
  2133. RunSpeed = 180.0 // 160.0
  2134. JumpSpeed = 180.0 // 160.0
  2135. JumpOverSpeed = 180.0 // 160.0
  2136. FallSpeed = 180.0 // 160.0
  2137. CrawlSpeed = 50.0
  2138. WalkSpeed = 100.0 // 100.0
  2139. SwimSpeed = 0.0
  2140. FlySpeed = 0.0
  2141. Marksmanship = 0.9
  2142. Bravado = 0.95
  2143. SoundRadius = 13000.0
  2144. HitPoints = 200.0 // 150.0
  2145. Armor = 100
  2146. Accuracy = 0.915 //0.015
  2147. AccuracyIncreaseRate = 0.50
  2148. AccuracyDecreaseRate = 0.50
  2149. FullAccuracyRadius = 128.0
  2150. AccuracyMissPerturb = 3.5
  2151. MaxMovementAccuracyPerturb = 3.5
  2152. MovementAccuracyPerturbTime = 3.0
  2153. CanSeeEnemy = TRUE
  2154. SeeEnemyDistance = 700.0
  2155. CanSeeEnemyLean = FALSE
  2156. SeeEnemyLeanDistance = 12000.0
  2157. CanSeeAllyDeath = FALSE
  2158. SeeAllyDeathDistance = 12000.0
  2159. CanHearAllyDeath = FALSE
  2160. HearAllyDeathDistance = 12000.0
  2161. CanHearAllyPain = FALSE
  2162. HearAllyPainDistance = 10000.0
  2163. CanHearEnemyFootstep = FALSE
  2164. HearEnemyFootstepDistance = 10000.0
  2165. CanSeeEnemyFootprint = FALSE
  2166. SeeEnemyFootprintDistance = 10000.0
  2167. CanHearEnemyWeaponImpact = FALSE
  2168. HearEnemyWeaponImpactDistance = 10000.0
  2169. CanHearEnemyWeaponFire = TRUE
  2170. HearEnemyWeaponFireDistance = 300.0
  2171. CanHearAllyWeaponFire = FALSE
  2172. HearAllyWeaponFireDistance = 10000.0
  2173. CanSeeEnemyFlashlight = FALSE
  2174. SeeEnemyFlashlightDistance = 10000.0
  2175. CanHearEnemyDisturbance = FALSE
  2176. HearEnemyDisturbanceDistance = 10000.0
  2177. CanSeeEnemyDisturbance = FALSE
  2178. SeeEnemyDisturbanceDistance = 12000.0
  2179. CanSeeEnemyLightDisturbance = FALSE
  2180. SeeEnemyLightDisturbanceDistance = 12000.0
  2181. CanSeeEnemyWeaponImpact = FALSE
  2182. SeeEnemyWeaponImpactDistance = 10000.0
  2183. CanHearEnemyAlarm = FALSE
  2184. HearEnemyAlarmDistance = 10000.0
  2185. CanSeeAllySpecialDamage = FALSE
  2186. SeeAllySpecialDamageDistance = 10000.0
  2187. CanSeeAllyDisturbance = FALSE
  2188. SeeAllyDisturbanceDistance = 10000.0
  2189. CanHearAllyDisturbance = FALSE
  2190. HearAllyDisturbanceDistance = 10000.0
  2191. CanSeeAllyDistress = FALSE
  2192. SeeAllyDistressDistance = 10000.0
  2193. CanSeeProjectile = FALSE
  2194. SeeProjectileDistance = 0.0
  2195. CanSeeEnemyDanger = FALSE
  2196. SeeEnemyDangerDistance = 10000.0
  2197. CanUseVolumeAmbientLife = FALSE
  2198. Alignment ="BadCharacter"
  2199.  
  2200. [AttributeTemplate10]
  2201. Name ="Normal_Infecter_Explode_C"
  2202. VoiceType = "Infected_Explode"
  2203. AlwaysWalk = FALSE
  2204. RunSpeed = 160.0 // 140.0
  2205. JumpSpeed = 160.0 // 140.0
  2206. JumpOverSpeed = 160.0 // 140.0
  2207. FallSpeed = 160.0 // 140.0
  2208. CrawlSpeed = 50.0
  2209. WalkSpeed = 100.0 // 80.0
  2210. SwimSpeed = 0.0
  2211. FlySpeed = 0.0
  2212. Marksmanship = 0.9
  2213. Bravado = 0.95
  2214. SoundRadius = 13000.0
  2215. HitPoints = 120.0 // 100.0
  2216. Armor = 100
  2217. Accuracy = 0.915 //0.015
  2218. AccuracyIncreaseRate = 0.50
  2219. AccuracyDecreaseRate = 0.50
  2220. FullAccuracyRadius = 128.0
  2221. AccuracyMissPerturb = 3.5
  2222. MaxMovementAccuracyPerturb = 3.5
  2223. MovementAccuracyPerturbTime = 3.0
  2224. CanSeeEnemy = TRUE
  2225. SeeEnemyDistance = 700.0 // 800.0
  2226. CanSeeEnemyLean = FALSE
  2227. SeeEnemyLeanDistance = 12000.0
  2228. CanSeeAllyDeath = FALSE
  2229. SeeAllyDeathDistance = 12000.0
  2230. CanHearAllyDeath = FALSE
  2231. HearAllyDeathDistance = 12000.0
  2232. CanHearAllyPain = FALSE
  2233. HearAllyPainDistance = 10000.0
  2234. CanHearEnemyFootstep = FALSE
  2235. HearEnemyFootstepDistance = 10000.0
  2236. CanSeeEnemyFootprint = FALSE
  2237. SeeEnemyFootprintDistance = 10000.0
  2238. CanHearEnemyWeaponImpact = FALSE
  2239. HearEnemyWeaponImpactDistance = 10000.0
  2240. CanHearEnemyWeaponFire = TRUE
  2241. HearEnemyWeaponFireDistance = 300.0
  2242. CanHearAllyWeaponFire = FALSE
  2243. HearAllyWeaponFireDistance = 10000.0
  2244. CanSeeEnemyFlashlight = FALSE
  2245. SeeEnemyFlashlightDistance = 10000.0
  2246. CanHearEnemyDisturbance = FALSE
  2247. HearEnemyDisturbanceDistance = 10000.0
  2248. CanSeeEnemyDisturbance = FALSE
  2249. SeeEnemyDisturbanceDistance = 12000.0
  2250. CanSeeEnemyLightDisturbance = FALSE
  2251. SeeEnemyLightDisturbanceDistance = 12000.0
  2252. CanSeeEnemyWeaponImpact = FALSE
  2253. SeeEnemyWeaponImpactDistance = 10000.0
  2254. CanHearEnemyAlarm = FALSE
  2255. HearEnemyAlarmDistance = 10000.0
  2256. CanSeeAllySpecialDamage = FALSE
  2257. SeeAllySpecialDamageDistance = 10000.0
  2258. CanSeeAllyDisturbance = FALSE
  2259. SeeAllyDisturbanceDistance = 10000.0
  2260. CanHearAllyDisturbance = FALSE
  2261. HearAllyDisturbanceDistance = 10000.0
  2262. CanSeeAllyDistress = FALSE
  2263. SeeAllyDistressDistance = 10000.0
  2264. CanSeeProjectile = FALSE
  2265. SeeProjectileDistance = 0.0
  2266. CanSeeEnemyDanger = FALSE
  2267. SeeEnemyDangerDistance = 10000.0
  2268. CanUseVolumeAmbientLife = FALSE
  2269. Alignment ="BadCharacter"
  2270.  
  2271. [AttributeTemplate11]
  2272. Name ="Normal_Infecter_Common_D"
  2273. VoiceType = "Infected_Normal"
  2274. AlwaysWalk = FALSE //TRUE
  2275. RunSpeed = 140.0 //100.0
  2276. JumpSpeed = 140.0 //100.0
  2277. JumpOverSpeed = 140.0 //100.0
  2278. FallSpeed = 140.0 //100.0
  2279. CrawlSpeed = 50.0
  2280. WalkSpeed = 100.0 //80.0
  2281. SwimSpeed = 0.0
  2282. FlySpeed = 0.0
  2283. Marksmanship = 0.9
  2284. Bravado = 0.95
  2285. SoundRadius = 13000.0
  2286. HitPoints = 150.0
  2287. Armor = 100
  2288. Accuracy = 0.915 //0.015
  2289. AccuracyIncreaseRate = 0.50
  2290. AccuracyDecreaseRate = 0.50
  2291. FullAccuracyRadius = 128.0
  2292. AccuracyMissPerturb = 3.5
  2293. MaxMovementAccuracyPerturb = 3.5
  2294. MovementAccuracyPerturbTime = 3.0
  2295. CanSeeEnemy = TRUE
  2296. SeeEnemyDistance = 300.0 // 500.0
  2297. CanSeeEnemyLean = FALSE
  2298. SeeEnemyLeanDistance = 12000.0
  2299. CanSeeAllyDeath = FALSE
  2300. SeeAllyDeathDistance = 12000.0
  2301. CanHearAllyDeath = FALSE
  2302. HearAllyDeathDistance = 12000.0
  2303. CanHearAllyPain = FALSE
  2304. HearAllyPainDistance = 10000.0
  2305. CanHearEnemyFootstep = FALSE
  2306. HearEnemyFootstepDistance = 10000.0
  2307. CanSeeEnemyFootprint = FALSE
  2308. SeeEnemyFootprintDistance = 10000.0
  2309. CanHearEnemyWeaponImpact = FALSE
  2310. HearEnemyWeaponImpactDistance = 10000.0
  2311. CanHearEnemyWeaponFire = TRUE
  2312. HearEnemyWeaponFireDistance = 300.0
  2313. CanHearAllyWeaponFire = FALSE
  2314. HearAllyWeaponFireDistance = 10000.0
  2315. CanSeeEnemyFlashlight = FALSE
  2316. SeeEnemyFlashlightDistance = 10000.0
  2317. CanHearEnemyDisturbance = FALSE
  2318. HearEnemyDisturbanceDistance = 10000.0
  2319. CanSeeEnemyDisturbance = FALSE
  2320. SeeEnemyDisturbanceDistance = 12000.0
  2321. CanSeeEnemyLightDisturbance = FALSE
  2322. SeeEnemyLightDisturbanceDistance = 12000.0
  2323. CanSeeEnemyWeaponImpact = FALSE
  2324. SeeEnemyWeaponImpactDistance = 10000.0
  2325. CanHearEnemyAlarm = FALSE
  2326. HearEnemyAlarmDistance = 10000.0
  2327. CanSeeAllySpecialDamage = FALSE
  2328. SeeAllySpecialDamageDistance = 10000.0
  2329. CanSeeAllyDisturbance = FALSE
  2330. SeeAllyDisturbanceDistance = 10000.0
  2331. CanHearAllyDisturbance = FALSE
  2332. HearAllyDisturbanceDistance = 10000.0
  2333. CanSeeAllyDistress = FALSE
  2334. SeeAllyDistressDistance = 10000.0
  2335. CanSeeProjectile = FALSE
  2336. SeeProjectileDistance = 0.0
  2337. CanSeeEnemyDanger = FALSE
  2338. SeeEnemyDangerDistance = 10000.0
  2339. CanUseVolumeAmbientLife = FALSE
  2340. Alignment ="BadCharacter"
  2341.  
  2342. [AttributeTemplate12]
  2343. Name ="Agent_Z"
  2344. RunSpeed = 300.0
  2345. JumpSpeed = 300.0
  2346. JumpOverSpeed = 300.0
  2347. FallSpeed = 300.0
  2348. CrawlSpeed = 25.0
  2349. WalkSpeed = 150.0
  2350. SwimSpeed = 0.0
  2351. FlySpeed = 0.0
  2352. Marksmanship = 0.9
  2353. Bravado = 0.95
  2354. SoundRadius = 13000.0
  2355. HitPoints = 70.0
  2356. Armor = 0
  2357. Accuracy = 0.915 //0.015
  2358. AccuracyIncreaseRate = 0.50
  2359. AccuracyDecreaseRate = 0.50
  2360. FullAccuracyRadius = 128.0
  2361. AccuracyMissPerturb = 3.5
  2362. MaxMovementAccuracyPerturb = 3.5
  2363. MovementAccuracyPerturbTime = 3.0
  2364. CanSeeEnemy = TRUE
  2365. SeeEnemyDistance = 2000.0
  2366. CanSeeEnemyLean = TRUE
  2367. SeeEnemyLeanDistance = 12000.0
  2368. CanSeeAllyDeath = TRUE
  2369. SeeAllyDeathDistance = 12000.0
  2370. CanHearAllyDeath = TRUE
  2371. HearAllyDeathDistance = 12000.0
  2372. CanHearAllyPain = TRUE
  2373. HearAllyPainDistance = 10000.0
  2374. CanHearEnemyFootstep = TRUE
  2375. HearEnemyFootstepDistance = 10000.0
  2376. CanSeeEnemyFootprint = TRUE
  2377. SeeEnemyFootprintDistance = 10000.0
  2378. CanHearEnemyWeaponImpact = TRUE
  2379. HearEnemyWeaponImpactDistance = 10000.0
  2380. CanHearEnemyWeaponFire = TRUE
  2381. HearEnemyWeaponFireDistance = 10000.0
  2382. CanHearAllyWeaponFire = TRUE
  2383. HearAllyWeaponFireDistance = 10000.0
  2384. CanSeeEnemyFlashlight = TRUE
  2385. SeeEnemyFlashlightDistance = 10000.0
  2386. CanHearEnemyDisturbance = TRUE
  2387. HearEnemyDisturbanceDistance = 10000.0
  2388. CanSeeEnemyDisturbance = TRUE
  2389. SeeEnemyDisturbanceDistance = 12000.0
  2390. CanSeeEnemyLightDisturbance = TRUE
  2391. SeeEnemyLightDisturbanceDistance = 12000.0
  2392. CanSeeEnemyWeaponImpact = TRUE
  2393. SeeEnemyWeaponImpactDistance = 10000.0
  2394. CanHearEnemyAlarm = TRUE
  2395. HearEnemyAlarmDistance = 10000.0
  2396. CanSeeAllySpecialDamage = TRUE
  2397. SeeAllySpecialDamageDistance = 10000.0
  2398. CanSeeAllyDisturbance = TRUE
  2399. SeeAllyDisturbanceDistance = 10000.0
  2400. CanHearAllyDisturbance = TRUE
  2401. HearAllyDisturbanceDistance = 10000.0
  2402. CanSeeAllyDistress = TRUE
  2403. SeeAllyDistressDistance = 10000.0
  2404. CanSeeProjectile = FALSE
  2405. SeeProjectileDistance = 0.0
  2406. CanSeeEnemyDanger = TRUE
  2407. SeeEnemyDangerDistance = 10000.0
  2408. CanUseVolumeAmbientLife = FALSE
  2409. Alignment ="BadCharacter"
  2410.  
  2411. ///////////////////////////////////////////////////////////////////////////////////
  2412.  
  2413. /*
  2414. ** Stimulus Settings
  2415. **
  2416. ** Name [stimulus] Name of stimulus (matches AIStimulusTypeEnum)
  2417. ** Sense [sense] Sense that stimulus triggers (matches AISenseTypeEnum)
  2418. ** RequiredAlignment [LIKE or HATE] Required alignment of AIs to react to stimulus.
  2419. ** Assumes TOLERATE.
  2420. ** Distance [float in dedit units] The base amount of distance a stimulus carries.
  2421. ** 1.0 means it is handled by code.
  2422. ** Duration [float in seconds] Time that a stimulus exists.
  2423. ** Zero means it exists forever.
  2424. ** AlarmLevel [int] Priority of how alarming a stimulus is.
  2425. ** The AlarmLevel corresponds to the MajorAlarmThreshold,
  2426. ** and ImmediateAlarmThreshold in the AIBrains (above in this file).
  2427. **
  2428. ** - Optional Parameters -
  2429. **
  2430. ** VerticalRadius [float in dedit units] Distance vertically from center to cut off stimulus, to handle it like a cylander.
  2431. ** Default = 0.0 meaning no vertical cut-off.
  2432. ** ReactionDelay [float range] How long the reaction delay to this sense is.
  2433. ** Default = [0.00, 0.00]
  2434. ** StimulationIncreaseRateAlert [float rate] The rate at which the sense stimulation increases when alert.
  2435. ** Default = 100.00
  2436. ** StimulationIncreaseRateUnalert [float rate] The rate at which the sense stimulation increases when unalert.
  2437. ** Default = 100.00
  2438. ** StimulationDecreaseRateAlert [float rate] The rate at which the sense stimulation decreases when alert.
  2439. ** Default = 100.00
  2440. ** StimulationDecreaseRateUnalert [float rate] The rate at which the sense stimulation decreases when unalert.
  2441. ** Default = 100.00
  2442. ** StimulationThreshhold [float range] Values that specify partial and full stimulation levels.
  2443. ** Default = [1.00, 1.00]
  2444. ** FalseStimulationLimit [int] How many false stimulation may occur before the ai will just jump to full stimulation.
  2445. ** Default = 0
  2446. ** FalseStimulusSense [sense] Sense to stimulate for each false stimulation (optional).
  2447. ** Default =""
  2448. ** MaxResponders [int] How many AIs can respond to this stimulus.
  2449. ** Zero means no limit.
  2450. ** Default = 0
  2451. ** IgnoreOldStimulus [TRUE or FALSE] Should AI ignore stimulus older than last one seen?
  2452. ** Default = TRUE
  2453. **
  2454. **
  2455. ** Stimulus:
  2456. ** EnemyVisible
  2457. ** EnemyLeanVisible
  2458. ** EnemyFootprintVisible
  2459. ** EnemyWeaponFireSound
  2460. ** EnemyWeaponImpactSound
  2461. ** EnemyWeaponReloadSound
  2462. ** EnemyWeaponImpactVisible
  2463. ** EnemyFootstepSound
  2464. ** EnemyAlarmSound
  2465. ** EnemyCoinSound
  2466. ** EnemyDisturbanceSound
  2467. ** EnemyDisturbanceVisible
  2468. ** EnemyLightDisturbanceVisible
  2469. ** EnemyDangerVisible
  2470. ** AllyDeathVisible
  2471. ** AllyDeathSound
  2472. ** AllyPainSound
  2473. ** AllyWeaponFireSound
  2474. ** AllyDisturbanceVisible
  2475. ** AllyDisturbanceSound
  2476. ** AllyDistressVisible
  2477. ** AllySpecialDamageVisible
  2478. **
  2479. ** Senses:
  2480. ** SeeEnemy
  2481. ** SeeEnemyLean
  2482. ** SeeEnemyFootprint
  2483. ** HearEnemyWeaponFire
  2484. ** HearEnemyWeaponImpact
  2485. ** SeeEnemyWeaponImpact
  2486. ** HearEnemyFootstep
  2487. ** HearEnemyAlarm
  2488. ** HearEnemyDisturbance
  2489. ** SeeEnemyDisturbance
  2490. ** SeeEnemyLightDisturbance
  2491. ** SeeEnemyDanger
  2492. ** SeeAllyDeath
  2493. ** HearAllyDeath
  2494. ** HearAllyPain
  2495. ** HearAllyWeaponFire
  2496. ** SeeAllyDisturbance
  2497. ** SeeAllySpecialDamage
  2498. **
  2499. */
  2500.  
  2501. [Stimulus0]
  2502.  
  2503. Name ="EnemyVisible"
  2504. Sense ="SeeEnemy"
  2505. RequiredAlignment0 ="HATE"
  2506. Distance = 5000.00
  2507. Duration = 0.00 // Always in the queue.
  2508. AlarmLevel = 100
  2509. StimulationIncreaseRateAlert = 10.00
  2510. StimulationIncreaseRateUnalert = 0.50
  2511. StimulationDecreaseRateAlert = 0.125
  2512. StimulationDecreaseRateUnalert = 0.500
  2513. StimulationThreshhold = [0.50, 1.00]
  2514. FalseStimulationLimit = 3
  2515. FalseStimulusSense ="SeeEnemyLean"
  2516. ReactionDelay = [0.00, 0.00]
  2517. IgnoreOldStimulus = TRUE
  2518.  
  2519. [Stimulus1]
  2520.  
  2521. Name ="EnemyLeanVisible"
  2522. Sense ="SeeEnemyLean"
  2523. RequiredAlignment0 ="HATE"
  2524. Distance = 5000.00
  2525. VerticalRadius = 512.00
  2526. Duration = 0.00 // Lean code removes when finished.
  2527. AlarmLevel = 1
  2528. StimulationIncreaseRateAlert = 5.00
  2529. StimulationIncreaseRateUnalert = 0.25
  2530. StimulationDecreaseRateAlert = 0.06
  2531. StimulationDecreaseRateUnalert = 0.25
  2532. StimulationThreshhold = [0.50, 1.00]
  2533. FalseStimulationLimit = 3
  2534. ReactionDelay = [0.0, 0.0]
  2535. IgnoreOldStimulus = FALSE
  2536.  
  2537. [Stimulus2]
  2538.  
  2539. Name ="EnemyFootprintVisible"
  2540. Sense ="SeeEnemyFootprint"
  2541. RequiredAlignment0 ="HATE"
  2542. Distance = 10.00
  2543. VerticalRadius = 128.00
  2544. Duration = 1.00 // Gets multiplied by surface factor
  2545. AlarmLevel = 1
  2546. ReactionDelay = [1.00, 1.50]
  2547. IgnoreOldStimulus = TRUE
  2548.  
  2549. [Stimulus3]
  2550.  
  2551. Name ="EnemyWeaponFireSound"
  2552. Sense ="HearEnemyWeaponFire"
  2553. RequiredAlignment0 ="HATE"
  2554. RequiredAlignment1 ="TOLERATE" // for neutrals
  2555. Distance = 1.00 // Handled by code
  2556. VerticalRadius = 512.00
  2557. Duration = 1.00
  2558. AlarmLevel = 75
  2559. ReactionDelay = [0.1, 0.3]
  2560. IgnoreOldStimulus = TRUE
  2561.  
  2562. [Stimulus4]
  2563.  
  2564. Name ="EnemyWeaponReloadSound"
  2565. Sense ="HearEnemyDisturbance"
  2566. RequiredAlignment0 ="HATE"
  2567. Distance = 1.00 // Handled by code
  2568. VerticalRadius = 128.00
  2569. Duration = 1.00
  2570. AlarmLevel = 1
  2571. ReactionDelay = [0.3, 1.0]
  2572. IgnoreOldStimulus = TRUE
  2573.  
  2574. [Stimulus5]
  2575.  
  2576. Name ="EnemyWeaponImpactSound"
  2577. Sense ="HearEnemyWeaponImpact"
  2578. RequiredAlignment0 ="HATE"
  2579. RequiredAlignment1 ="TOLERATE" // for neutrals
  2580. Distance = 1.00 // Handled by code
  2581. VerticalRadius = 256.00
  2582. Duration = 1.00
  2583. AlarmLevel = 1
  2584. ReactionDelay = [0.1, 0.3]
  2585. IgnoreOldStimulus = TRUE
  2586.  
  2587. [Stimulus6]
  2588.  
  2589. Name ="EnemyWeaponImpactVisible"
  2590. Sense ="SeeEnemyWeaponImpact"
  2591. RequiredAlignment0 ="HATE"
  2592. RequiredAlignment1 ="TOLERATE" // for neutrals
  2593. Distance = 500.00
  2594. VerticalRadius = 256.00
  2595. Duration = 1.00
  2596. AlarmLevel = 50
  2597. ReactionDelay = [0.00, 0.00]
  2598. IgnoreOldStimulus = FALSE
  2599.  
  2600. [Stimulus7]
  2601.  
  2602. Name ="EnemyFootstepSound"
  2603. Sense ="HearEnemyFootstep"
  2604. RequiredAlignment0 ="HATE"
  2605. Distance = 256.00
  2606. VerticalRadius = 128.00
  2607. Duration = 0.50
  2608. AlarmLevel = 1
  2609. StimulationIncreaseRateAlert = 50.000
  2610. StimulationIncreaseRateUnalert = 50.000
  2611. //StimulationIncreaseRateAlert = 5.500
  2612. //StimulationIncreaseRateUnalert = 5.250
  2613. StimulationDecreaseRateAlert = 0.125
  2614. StimulationDecreaseRateUnalert = 0.250
  2615. StimulationThreshhold = [0.500, 1.00]
  2616. FalseStimulationLimit = 3
  2617. ReactionDelay = [0.0, 0.0]
  2618. IgnoreOldStimulus = TRUE
  2619.  
  2620. [Stimulus8]
  2621.  
  2622. Name ="EnemyAlarmSound"
  2623. Sense ="HearEnemyAlarm"
  2624. RequiredAlignment0 ="HATE"
  2625. Distance = 1.00 // Handled by code
  2626. Duration = 1.00 // Handled by code.
  2627. AlarmLevel = 50
  2628. ReactionDelay = [0.3, 1.0]
  2629. IgnoreOldStimulus = TRUE
  2630.  
  2631. [Stimulus9]
  2632.  
  2633. Name ="EnemyDisturbanceSound"
  2634. Sense ="HearEnemyDisturbance"
  2635. RequiredAlignment0 ="HATE"
  2636. Distance = 1.00 // multiplied by stimradius on prop or worldmodel.
  2637. VerticalRadius = 128.00
  2638. Duration = 0.50
  2639. AlarmLevel = 1
  2640. ReactionDelay = [0.3, 1.0]
  2641. IgnoreOldStimulus = TRUE
  2642.  
  2643. [Stimulus10]
  2644.  
  2645. Name ="EnemyDisturbanceVisible"
  2646. Sense ="SeeEnemyDisturbance"
  2647. RequiredAlignment0 ="HATE"
  2648. Distance = 1.00 // multiplied by stimradius on prop or worldmodel.
  2649. VerticalRadius = 128.00
  2650. Duration = 0.0 // removed when disturbance reversed.
  2651. AlarmLevel = 1
  2652. ReactionDelay = [0.3, 1.0]
  2653. IgnoreOldStimulus = FALSE
  2654.  
  2655. [Stimulus11]
  2656.  
  2657. Name ="EnemyLightDisturbanceVisible"
  2658. Sense ="SeeEnemyLightDisturbance"
  2659. RequiredAlignment0 ="HATE"
  2660. Distance = 1.00 // multiplied by radius of lit volume.
  2661. VerticalRadius = 256.00
  2662. Duration = 1.00
  2663. AlarmLevel = 1
  2664. ReactionDelay = [0.3, 1.0]
  2665. IgnoreOldStimulus = FALSE
  2666.  
  2667. [Stimulus12]
  2668.  
  2669. Name ="EnemyDangerVisible"
  2670. Sense ="SeeEnemyDanger"
  2671. RequiredAlignment0 ="HATE"
  2672. Distance = 2000.00
  2673. VerticalRadius = 512.00
  2674. Duration = 0.0 // removed when danger is destroyed.
  2675. AlarmLevel = 5
  2676. ReactionDelay = [0.0, 0.0]
  2677. IgnoreOldStimulus = FALSE
  2678.  
  2679. [Stimulus13]
  2680.  
  2681. Name ="AllyDeathVisible"
  2682. Sense ="SeeAllyDeath"
  2683. RequiredAlignment0 ="LIKE"
  2684. RequiredAlignment1 ="TOLERATE" // for neutrals
  2685. Distance = 2000.00
  2686. VerticalRadius = 256.00
  2687. Duration = 0.00 // Lasts until body disappears.
  2688. AlarmLevel = 10
  2689. ReactionDelay = [0.0, 0.0]
  2690. IgnoreOldStimulus = FALSE
  2691.  
  2692. [Stimulus14]
  2693.  
  2694. Name ="AllyPainSound"
  2695. Sense ="HearAllyPain"
  2696. RequiredAlignment0 ="LIKE"
  2697. RequiredAlignment1 ="TOLERATE" // for neutrals
  2698. Distance = 1024.00
  2699. VerticalRadius = 512.00
  2700. Duration = 1.00
  2701. AlarmLevel = 40
  2702. ReactionDelay = [0.0, 0.0]
  2703. IgnoreOldStimulus = TRUE
  2704.  
  2705. [Stimulus15]
  2706.  
  2707. Name ="AllyDeathSound"
  2708. Sense ="HearAllyDeath"
  2709. RequiredAlignment0 ="LIKE"
  2710. RequiredAlignment1 ="TOLERATE" // for neutrals
  2711. Distance = 256.00
  2712. VerticalRadius = 128.00
  2713. Duration = 1.00
  2714. AlarmLevel = 30
  2715. ReactionDelay = [0.3, 1.0]
  2716. IgnoreOldStimulus = TRUE
  2717.  
  2718. [Stimulus16]
  2719.  
  2720. Name ="AllyWeaponFireSound"
  2721. Sense ="HearAllyWeaponFire"
  2722. RequiredAlignment0 ="LIKE"
  2723. RequiredAlignment1 ="TOLERATE" // for neutrals
  2724. Distance = 1.00 // Handled by code
  2725. Duration = 1.00
  2726. VerticalRadius = 512.00
  2727. AlarmLevel = 70
  2728. ReactionDelay = [0.1, 0.3]
  2729. IgnoreOldStimulus = TRUE
  2730.  
  2731. [Stimulus17]
  2732.  
  2733. Name ="AllyDisturbanceVisible"
  2734. Sense ="SeeAllyDisturbance"
  2735. RequiredAlignment0 ="LIKE"
  2736. RequiredAlignment1 ="TOLERATE"
  2737. Distance = 512.00
  2738. VerticalRadius = 256.00
  2739. Duration = 0.0
  2740. AlarmLevel = 5
  2741. ReactionDelay = [0.0, 0.0]
  2742. IgnoreOldStimulus = FALSE
  2743.  
  2744. [Stimulus18]
  2745.  
  2746. Name ="AllyDisturbanceSound"
  2747. Sense ="HearAllyDisturbance"
  2748. RequiredAlignment0 ="LIKE"
  2749. Distance = 512.00
  2750. VerticalRadius = 128.00
  2751. Duration = 1.00
  2752. AlarmLevel = 1 // Handled by code.
  2753. ReactionDelay = [0.3, 1.0]
  2754. IgnoreOldStimulus = TRUE
  2755.  
  2756. [Stimulus19]
  2757.  
  2758. Name ="AllyDistressVisible"
  2759. Sense ="SeeAllyDistress"
  2760. RequiredAlignment0 ="LIKE"
  2761. Distance = 1.00 // Handled by code
  2762. VerticalRadius = 256.00
  2763. Duration = 0.0 // Removed in backup state code.
  2764. AlarmLevel = 80
  2765. IgnoreOldStimulus = FALSE
  2766.  
  2767. [Stimulus20]
  2768.  
  2769. Name ="AllySpecialDamageVisible"
  2770. Sense ="SeeAllySpecialDamage"
  2771. RequiredAlignment0 ="LIKE"
  2772. Distance = 512.00
  2773. VerticalRadius = 256.00
  2774. Duration = 0.0 // Removed in SpecialDamage goal code.
  2775. AlarmLevel = 10
  2776. ReactionDelay = [0.3, 1.0]
  2777. IgnoreOldStimulus = FALSE
  2778.  
  2779. [Stimulus21]
  2780.  
  2781. Name ="EnemyCoinSound"
  2782. Sense ="HearEnemyDisturbance"
  2783. RequiredAlignment0 ="HATE"
  2784. Distance = 1.00 // multiplied by stimradius on prop or worldmodel.
  2785. VerticalRadius = 128.00
  2786. Duration = 0.50
  2787. AlarmLevel = 1
  2788. ReactionDelay = [0.3, 1.0]
  2789. IgnoreOldStimulus = TRUE
  2790.  
  2791. ///////////////////////////////////////////////////////////////////////////////////
  2792.  
  2793. /*
  2794. ** AI Volume Sense Masks
  2795. **
  2796. ** Name Name of sense mask
  2797. ** Sense0-N Senses to block out
  2798. **
  2799. */
  2800.  
  2801. [SenseMask0]
  2802. Name ="None"
  2803.  
  2804. [SenseMask1]
  2805. Name ="EnemyPermitted"
  2806. Sense0 ="SeeEnemy"
  2807. Sense1 ="HearEnemyFootstep"
  2808. Sense2 ="HearEnemyDisturbance"
  2809. Sense3 ="SeeEnemyDisturbance"
  2810. Sense4 ="SeeEnemyLightDisturbance"
  2811. Sense5 ="SeeEnemyFootprint"
  2812. Sense6 ="SeeEnemyLean"
  2813.  
  2814. ///////////////////////////////////////////////////////////////////////////////////
  2815.  
  2816. /*
  2817. ** Damage Masks
  2818. **
  2819. ** Name Name of damage mask
  2820. ** Damage0-N Type of damage to accept
  2821. **
  2822. ** Choices are:
  2823. ** Bleeding
  2824. ** Bullet
  2825. ** Burn
  2826. ** Choke
  2827. ** Crush
  2828. ** Electrocute
  2829. ** Explode
  2830. ** Freeze
  2831. ** Poison
  2832. ** EndlessFall
  2833. ** Sleeping
  2834. ** Stun
  2835. ** Melee
  2836. ** Glue
  2837. ** BearTrap
  2838. ** Laughing
  2839. ** AntiSuperSoldierSerum
  2840. ** Slippery
  2841. ** Sword
  2842. */
  2843.  
  2844. [DamageMask0]
  2845. Name ="SSoldier"
  2846. Damage0 ="AntiSuperSoldierSerum"
  2847. Damage1 ="Bullet"
  2848. Damage2 ="Explode"
  2849. Damage3 ="Melee"
  2850. Damage4 ="Sword"
  2851.  
  2852. [DamageMask1]
  2853. Name ="Robot"
  2854. Damage0 ="Electrocute"
  2855.  
  2856. [DamageMask2]
  2857. Name ="Isako"
  2858. Damage0 ="Melee"
  2859. Damage1 ="Sword"
  2860. Damage2 ="Bullet"
  2861. Damage3 ="Explode"
  2862.  
  2863. [DamageMask3]
  2864. Name ="Volkov"
  2865. Damage0 ="Bullet"
  2866. Damage1 ="Explode"
  2867. Damage2 ="Melee"
  2868. Damage3 ="Sword"
  2869.  
  2870. [DamageMask4]
  2871. Name ="Pierre"
  2872. Damage0 ="Bullet"
  2873. Damage1 ="Explode"
  2874. Damage2 ="Melee"
  2875. Damage3 ="Sword"
  2876. Damage4 ="Burn"
  2877. Damage5 ="Electrocute"
  2878. Damage6 ="Bleeding"
  2879. Damage7 ="Choke"
  2880. Damage8 ="Crush"
  2881. Damage9 ="Poison"
  2882.  
  2883.  
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