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