// behavior-specific key pairs have the following syntax: // // string "" ? help_text // value ? help_text // // min, max, slow_spin, and fast_spin must be integers // keys for curious should be placed in type_idle type_idle { idle { sound_awareness value 100 0 100 1 10 ? percent chance to notice a sound within half the sound's range, fades to zero outside range noticescale value 100 1 500 5 10 ? multiplier in time to notice an enemy (default 100, half as big notices twice as fast) fixedleash value 0 0 1 1 1 ? if non-zero, the leash will never auto-reset; if zero, the leash may auto-reset enemysharerange value 0 0 16384 16 256 ? sets the range outside which the AI will not receive notification that a teammate has a new enemy voicetype string "" ? letter for the AI's voice type; leave blank for a random voice each map } patrol { patrolpath string "" ? name of a pathnode or waypoint to use as the patrol path waittrigger value 0 0 1 1 1 ? set to 1 to wait until triggered sound_awareness value 100 0 100 1 10 ? percent chance to notice a sound within half the sound's range, fades to zero outside range noticescale value 100 1 500 5 10 ? multiplier in time to notice an enemy (default 100, half as big notices twice as fast) fixedleash value 0 0 1 1 1 ? if non-zero, the leash will never auto-reset; if zero, the leash may auto-reset enemysharerange value 0 0 16384 16 256 ? sets the range outside which the AI will not receive notification that a teammate has a new enemy voicetype string "" ? letter for the AI's voice type; leave blank for a random voice each map } runner { patrolpath string "" ? name of a pathnode or waypoint to use as the patrol path waittrigger value 0 0 1 1 1 ? set to 1 to wait until triggered sound_awareness value 100 0 100 1 10 ? percent chance to notice a sound within half the sound's range, fades to zero outside range noticescale value 100 1 500 5 10 ? multiplier in time to notice an enemy (default 100, half as big notices twice as fast) fixedleash value 0 0 1 1 1 ? if non-zero, the leash will never auto-reset; if zero, the leash may auto-reset enemysharerange value 0 0 16384 16 256 ? sets the range outside which the AI will not receive notification that a teammate has a new enemy voicetype string "" ? letter for the AI's voice type; leave blank for a random voice each map } machinegunner { turret string "" ? name of turret being used sound_awareness value 100 0 100 1 10 ? percent chance to notice a sound within half the sound's range, fades to zero outside range noticescale value 100 1 500 5 10 ? multiplier in time to notice an enemy (default 100, half as big notices twice as fast) fixedleash value 0 0 1 1 1 ? if non-zero, the leash will never auto-reset; if zero, the leash may auto-reset enemysharerange value 0 0 16384 16 256 ? sets the range outside which the AI will not receive notification that a teammate has a new enemy voicetype string "" ? letter for the AI's voice type; leave blank for a random voice each map } balcony_idle { sound_awareness value 100 0 100 1 10 ? percent chance to notice a sound within half the sound's range, fades to zero outside range noticescale value 100 1 500 5 10 ? multiplier in time to notice an enemy (default 100, half as big notices twice as fast) fixedleash value 0 0 1 1 1 ? if non-zero, the leash will never auto-reset; if zero, the leash may auto-reset enemysharerange value 0 0 16384 16 256 ? sets the range outside which the AI will not receive notification that a teammate has a new enemy voicetype string "" ? letter for the AI's voice type; leave blank for a random voice each map balconyheight value 128 0 1024 16 64 ? minimum height AI must fall to do a balcony death } } type_attack { turret { accuracy value 20 0 100 1 10 ? percent chance to hit ammo_grenade value 0 0 4 1 1 ? number of grenades the guy starts with } cover { accuracy value 20 0 100 1 10 ? percent chance to hit ammo_grenade value 0 0 4 1 1 ? number of grenades the guy starts with } alarm { alarmnode string "" ? name of entity to use as alarm node alarmthread string "" ? thread to call when actor reaches alarm node accuracy value 20 0 100 1 10 ? percent chance to hit ammo_grenade value 0 0 4 1 1 ? number of grenades the guy starts with } machinegunner { turret string "" ? name of turret being used accuracy value 100 0 100 1 10 ? percent chance to hit ammo_grenade value 0 0 4 1 1 ? number of grenades the guy starts with } balcony_attack { accuracy value 100 0 100 1 10 ? percent chance to hit ammo_grenade value 0 0 4 1 1 ? number of grenades the guy starts with } weaponless { ammo_grenade value 0 0 4 1 1 ? number of grenades the guy starts with } } type_disguise { salute { disguise_range value 256 32 16384 32 128 ? maximum distance AI can be for them to do disguise behavior disguise_period value 15 1 3600 1 10 ? minimum time between repititions of disguise behavior } sentry { disguise_range value 256 32 16384 32 128 ? maximum distance AI can be for them to do disguise behavior disguise_accept_thread string "" ? thread to call when actor reaches alarm node disguise_period value 15 1 3600 1 10 ? minimum time between repititions of disguise behavior disguise_level value 1 1 2 1 1 ? level of papers required for success } officer { disguise_range value 256 32 16384 32 128 ? maximum distance AI can be for them to do disguise behavior disguise_period value 15 1 3600 1 10 ? minimum time between repititions of disguise behavior } rover { disguise_range value 256 32 16384 32 128 ? maximum distance AI can be for them to do disguise behavior disguise_period value 15 1 3600 1 10 ? minimum time between repititions of disguise behavior } none { } machinegunner { } balcony_disguise { } } type_grenade { grenade { gren_awareness value 10 0 100 1 10 ? chance that an AI will notice a grenade when they can see it } machinegunner { } balcony_grenade { } }