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aidialog.cfg
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// behavior-specific key pairs have the following syntax:
//
// <keyname> string "<default_string>" ? help_text
// <keyname> value <default> <min> <max> <slow_spin> <fast_spin> ? 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
{
}
}