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INI File | 2005-10-19 | 23.2 KB | 729 lines |
- ;
- ; AI.ini
- ;
-
- [SwatAICommon.ColoredSquadInfo]
- ;Time after a command to one team that the other team will ask for orders if they don't have one.
- NeedOrdersTriggerTimeDelta=8.0
-
- [SwatAICommon.CommanderAction]
- ;Number of compliance orders we ignore (after the first one when we were listening)
- MaxComplianceOrdersToIgnore=5
-
- ;Maximum Morale for any character
- MaxMorale=2.0
-
- ; distance to gunshot fire for a hostage or compliant or restrained enemy to react to it
- MinReactToGunshotDistance=500.0
-
- ; how much time before we scream
- MinScreamTime=0.1
- MaxScreamTime=0.5
-
- [SwatAICommon.HostageCommanderAction]
- ; how much time we wait inbetween IsInDanger tests
- ;PROGRAMMER ONLY
- DangerUpdateTime=0.3
-
- ; how much time we wait inbetween LineOfSightTo tests
- ;PROGRAMMER ONLY
- RescuerUpdateTime=0.2
-
- ; morale modifications for hostages
- FlashbangedMoraleModification=0.5
- GassedMoraleModification=0.55
- StungMoraleModification=0.6
- PepperSprayedMoraleModification=0.65
- TasedMoraleModification=0.7
- StunnedByC2MoraleModification=0.65
- ShotMoraleModification=0.5
-
- ; chance that the hostage will react to a thrown grenade (if he sees it)
- ReactToThrownGrenadeChance=0.8
-
- ; chance that a hostage will scream when there's a shot nearby
- ScreamChance=0.2
-
- ; chance that we crouch when we hear a deadly noise (gunshot, explosion, etc)
- AggressiveCrouchWhenHearsDeadlyNoiseChance=0.2
- PassiveCrouchWhenHearsDeadlyNoiseChance=0.35
-
- ; time between the hostage in danger yells ("Help me!", "There!", etc.)
- MinDeltaTimeToPlayInDangerSpeech=1.0
- MaxDeltaTimeToPlayInDangerSpeech=3.0
-
- [SwatAICommon.HostageSpeechManagerAction]
- InDangerSpeechEffectEvents=Screamed
- InDangerSpeechEffectEvents=CalledForHelp
- InDangerSpeechEffectEvents=AnnouncedEnemy
-
- [SwatAICommon.EnemyCommanderAction]
- ; Maximum number of times that we will try to open a door that is blocked by another AI character (enemy or hostage)
- ; before we give up and just barricade
- MaxBlockedDoorCount=5
-
- ; Angle (in degrees) that will be used to determine whether the AI is surprised by a compliance command
- SurprisedComplianceAngle=90.0
-
- ; Maximum distance that will be used to determine if the AI is in range to be surprised by a compliance command
- MaxSurprisedComplianceDistance=400.0
-
- ; Time Range after which an enemy will barricade if they haven't seen you or an officer
- MinLostPawnDeltaTime=3.0
- MaxLostPawnDeltaTime=.0
-
- ; minimum distances to any officer (incl. the player) to an initial reaction
- MinDistanceToOfficersToDoInitialReaction=300.0
-
- ; skill-specific chances that we'll scream due to a nearby hit spang when compliant or restrained
- LowSkillScreamChance=0.65
- MediumSkillScreamChance=0.5
- HighSkillScreamChance=0.3
-
- ; skill-specific chances if we'll do an initial reaction
- LowSkillInitialReactionChance=0.15
- MediumSkillInitialReactionChance=0.10
- HighSkillInitialReactionChance=0.05
-
- ; distance from an enemy which causes an AI to automatically switch attack targets
- DeltaDistanceToSwitchEnemies=500.00
-
- ; skill-specific chances that we'll run away from a thrown grenade (if we see it)
- LowSkillReactToThrownGrenadeChance=0.85
- MediumSkillReactToThrownGrenadeChance=1.5
- HighSkillReactToThrownGrenadeChance=1.75
-
- LowSkillSurprisedComplianceMoraleModification=0.8
- MediumSkillSurprisedComplianceMoraleModification=0.6
- HighSkillSurprisedComplianceMoraleModification=0.5
-
- LowSkillWeaponDroppedMoraleModification=0.5
- MediumSkillWeaponDroppedMoraleModification=0.6
- HighSkillWeaponDroppedMoraleModification=0.7
-
- LowSkillFlashbangedMoraleModification=0.5
- MediumSkillFlashbangedMoraleModification=0.5
- HighSkillFlashbangedMoraleModification=0.5
-
- LowSkillGassedMoraleModification=0.35
- MediumSkillGassedMoraleModification=0.35
- HighSkillGassedMoraleModification=0.35
-
- LowSkillPepperSprayedMoraleModification=0.75
- MediumSkillPepperSprayedMoraleModification=0.75
- HighSkillPepperSprayedMoraleModification=0.75
-
- LowSkillStungMoraleModification=0.4
- MediumSkillStungMoraleModification=0.4
- HighSkillStungMoraleModification=0.4
-
- LowSkillTasedMoraleModification=0.9
- MediumSkillTasedMoraleModification=0.9
- HighSkillTasedMoraleModification=0.9
-
- LowSkillStunnedByC2MoraleModification=0.45
- MediumSkillStunnedByC2MoraleModification=0.45
- HighSkillStunnedByC2MoraleModification=0.45
-
- LowSkillShotMoraleModification=0.2
- MediumSkillShotMoraleModification=0.1
- HighSkillShotMoraleModification=0.0
-
- ; This one adds to morale
- LowSkillKilledOfficerMoraleModification=0.3
- MediumSkillKilledOfficerMoraleModification=0.4
- HighSkillKilledOfficerMoraleModification=0.5
-
- LowSkillNearbyEnemyKilledMoraleModification=0.4
- MediumSkillNearbyEnemyKilledMoraleModification=0.2
- HighSkillNearbyEnemyKilledMoraleModification=0.1
-
- LowSkillOutOfUsableWeaponsMoraleModification=1.0
- MediumSkillOutOfUsableWeaponsMoraleModification=0.8
- HighSkillOutOfUsableWeaponsMoraleModification=0.75
-
- [SwatAICommon.OfficerCommanderAction]
- ; if we hear a noise, we're moving but not doing anything else (attacking, engaging for compliance, etc),
- ; this is how long we will aim at pawn who made the noise
- MinAimAtNoiseWhileMovingTime=0.3
- MaxAimAtNoiseWhileMovingTime=1.0
-
- MinFinishedEngagingTimeToAimAround=0.5
- MaxFinishedEngagingTimeToAimAround=1.0
-
- [SwatAICommon.AimAroundGoal]
- ;This is for all AI characters
- DefaultMinAimAtPointTime=1.0
- DefaultMaxAimAtPointTime=3.0
-
- ; if we don't find something to aim at, time we wait before trying again
- ; PROGRAMMERS ONLY
- DefaultMinWaitForNewPointTime=0.1
- DefaultMaxWaitForNewPointTime=0.3
-
- DefaultInnerFovDegrees=90.0
- DefaultOuterFovDegrees=135.0
-
- [SwatAICommon.AttackTargetAction]
- ; time, in seconds, before we stop trying to attack if we can't hit somebody
- MaximumTimeToWaitToAttack=5.0
-
- [SwatAICommon.GassedAction]
- ; amount of time we delay before starting to be gassed
- MinInitialDelayTime=1.0
- MaxInitialDelayTime=2.0
-
- [SwatAICommon.FlashbangedAction]
- ; amount of time we delay before starting to be flashbanged
- MinInitialDelayTime=0.8
- MaxInitialDelayTime=0.15
-
- [SwatAICommon.StungAction]
- ; amount of time we delay before starting to be stung
- MinInitialDelayTime=0.8
- MaxInitialDelayTime=0.15
-
- [SwatAICommon.StunnedByC2Action]
- ; amount of time we delay before starting to be stunned by c2
- MinInitialDelayTime=0.1
- MaxInitialDelayTime=0.222
-
- [SwatAICommon.IdleAimAroundGoal]
- ; Time they aim at an awareness point before choosing a new aim location. Random within this range.
- DefaultMinAimAtPointTime=5.0
- DefaultMaxAimAtPointTime=10.0
-
- ; if we don't find something to aim at, time we wait before trying again
- ; PROGRAMMERS ONLY
- DefaultMinWaitForNewPointTime=1.0
- DefaultMaxWaitForNewPointTime=3.0
-
- DefaultInnerFovDegrees=120.0
- DefaultOuterFovDegrees=360.0
-
- [SwatAICommon.BarricadeAction]
- ; the chance that we will shoot at an opening door
- ShootAtDoorsChance=1.00
-
- ; the random range of time that we will shoot at a door when it opens
- MinShootingAtDoorsTime=2.0
- MaxShootingAtDoorsTime=3.5
-
- ; chance that we will close and lock the closest door to the stimuli
- CloseAndLockInitialDoorChance=1.5
- ; chance that we will close and lock the next closest door to stimuli
- CloseAndLockSubsequentDoorChance=1.25
-
- ; the amount of time we delay (after aiming at the door), before we go to barricade.
- ; This occurs when this AI hasn't barricaded yet, and they become suspicious about something.
- MinBarricadeDelayTime=0.3
- MaxBarricadeDelayTime=0.95
-
- ; chance that we will play the barricading speech
- ReactionSpeechChance=0.3
-
- ; chance that we will crouch when we reach the flee point
- CrouchAtFleePointChance=0.8
-
- ; how long we aim at the closest door before moving to our barricade point
- AimAtClosestDoorTime=5.0
-
- [SwatAICommon.ConverseWithHostagesAction]
- ; chance that an enemy will converse with a hostage in the same room when the player is close enough
- ConverseChance=1.5
- ; chance that the enemy will reply to whatever the hostage says
- SubsequentEnemyResponseChance=1.0
-
- ; how often we wait before trying to have another conversation
- MinTimeBetweenConversing=3.0
- MaxTimeBetweenConversing=5.0
-
- ; minimum distance from the enemy to the player to be able to do a conversation
- MinPlayerDistanceForConversation=1000.0
-
- ; effect events used for speech in conversations
- ; DONT CHANGE THESE
- EnemyTalkToHostageTriggerEffectEvent=TalkedToHostage
- HostageReplyToEnemyTriggerEffectEvent=TalkedToEnemy
- EnemyReplyToHostageTriggerEffectEvent=RepliedToHostage
-
- MinSleepTimeBetweenSpeech=0.4
- MaxSleepTimeBetweenSpeech=0.9
-
- [SwatAICommon.CoverAction]
- InnerAimAroundFOVDegrees=60.0
- OuterAimAroundFOVDegrees=120.0
-
- ; amount of time we wait before we announce that we're still covering
- MinDeltaWaitTimeToAnnounceStillCovering=20.0
- MaxDeltaWaitTimeToAnnounceStillCovering=40.0
-
- [SwatAICommon.FallInAction]
- ;Time they aim at something during a Fall In action
- FallInMinAimHoldTime=0.25
- FallInMaxAimHoldTime=1.0
-
- [SwatAICommon.FleeAction]
- ; Min Distance from the closest Officer to be able to flee
- MinRequiredFleeDistanceFromOfficer=200.0
-
- ; Skill specific chance that we will attack while fleeing
- ; (disabled for now -- old values below)
- LowSkillAttackWhileFleeingChance=0.0
- MediumSkillAttackWhileFleeingChance=0.0
- HighSkillAttackWhileFleeingChance=0.0
-
- ;LowSkillAttackWhileFleeingChance=0.5
- ;MediumSkillAttackWhileFleeingChance=0.75
- ;HighSkillAttackWhileFleeingChance=1.0
-
- MinPassiveFleePercentageChance=0.25
- MaxPassiveFleePercentageChance=1.0
- MinAggressiveFleePercentageChance=0.0
- MaxAggressiveFleePercentageChance=0.75
-
- [SwatAICommon.HostageReactionToOfficersAction]
- ; distance required before we play the reaction
- ; Not currently used
- DesiredDistanceToOfficer=200.0
-
- ; Animations we use to point
- ; DO NOT Change
- PointToLeftAnimation=sPointToEnemyLeft
- PointToRightAnimation=sPointToEnemyRight
- PointBehindAnimation=sPointToEnemyBack
-
- [SwatAICommon.InvestigateAction]
- ; how long we investigate before timing out
- MinInvestigateTime=15.0
- MaxInvestigateTime=25.0
-
- ; how long we delay before investigating
- MinInvestigateDelayTime=0.5
- MaxInvestigateDelayTime=1.0
-
- ; the chance that we will play the investigating speech
- ReactionSpeechChance=0.5
-
- [SwatAICommon.IncapacitatedAction]
- ; time we wait if we start incapacitated before triggering the speech if we start out incapacitated (hostages!)
- MinTimeBeforeTriggeringIncapacitatedSpeech=5.0
- MaxTimeBeforeTriggeringIncapacitatedSpeech=10.0
-
- ; how often we try to play the incapacitated speech
- MinTimeBetweenTriggeringIncapacitatedSpeech=5.0
- MaxTimeBetweenTriggeringIncapacitatedSpeech=15.0
-
- ; this value matches the outer radius
- DistanceToHearIncapacitatedSpeech=750.0
-
- [SwatAICommon.OpenDoorAction]
- ; amount of time (seconds) we wait before trying a blocked door again
- ; Crombie ONLY
- BlockedSleepTime=0.5
-
- [SwatAICommon.MoveToAction]
- ; Distance from our destination that we start walking
- DistanceFromDestinationToStartWalking=0.0
-
- ; Aiming during a Move To
- MoveToMinAimHoldTime=0.25
- MoveToMaxAimHoldTime=1.0
-
- [SwatAICommon.MoveToAttackOfficerAction]
- MinDistanceToTravel=64.0
- MaxDistanceToTravel=128.0
-
- ; Percentage chance we will crouch while attacking an officer
- CrouchWhileAttackingChance=0.5
-
- ; Minimum distance to the officer to be able to crouch
- ; (we have to be further away then this to crouch while attacking)
- MinDistanceToCrouch=200.0
-
- ; How long we crouch for while attacking the officer
- MinTimeToCrouch=1.5
- MaxTimeToCrouch=4.0
-
- ; How long we stand for while attacking the officer
- MinTimeToStand=0.5
- MaxTimeToStand=0.75
-
- [SwatAICommon.MoveToDoorAction]
- ; overridden reached threshold to handle open points just out of reach
- ; CROMBIE ONLY
- MoveToDoorThreshold=12.0
-
- [SwatAICommon.MoveToOpponentAction]
- DistanceToStopMoving=100.0
-
- [SwatAICommon.RegroupAction]
- ; Min Distance from the closest Officer to be able to regroup
- MinRequiredRegroupDistanceFromOfficer=200.0
-
- ; Skill specific chance that we will attack while regrouping
- ; (disabled for now -- old values below)
- LowSkillAttackWhileRegroupingChance=0.0
- MediumSkillAttackWhileRegroupingChance=0.0
- HighSkillAttackWhileRegroupingChance=0.0
-
- ;LowSkillAttackWhileRegroupingChance=0.5
- ;MediumSkillAttackWhileRegroupingChance=0.75
- ;HighSkillAttackWhileRegroupingChance=1.0
-
- MinPassiveRegroupPercentageChance=0.25
- MaxPassiveRegroupPercentageChance=1.0
- MinAggressiveRegroupPercentageChance=0.0
- MaxAggressiveRegroupPercentageChance=1.0
-
- [SwatAICommon.RestrainedAction]
- ; time (in seconds) before we start looking at officers while restrained
- MinSleepTimeBeforeLookingAtOfficers=1.0
- MaxSleepTimeBeforeLookingAtOfficers=3.0
-
- [SwatAICommon.DeployPepperBallAction]
- ; maximum number of pepper balls to fire when deploying the pepper ball
- MaxNumberPepperBallsToFire=5
-
- [SwatAICommon.DisableTargetAction]
- DistanceFromTargetToDisable=48.0
-
- [SwatAICommon.TakeCoverAndAttackAction]
- ; every time we aim around we increment the chance that we will move briefly towards where we saw our enemy last
- MoveBrieflyChanceIncrement=0.1
-
- ; the aim around behavior parameters
- AimAroundInnerFovDegrees=90.0
- AimAroundOuterFovDegrees=270.0
- AimAroundMinAimTime=0.5
- AimAroundMaxAimTime=1.0
-
- ; Skill specific chance that we will attack while taking cover
- ; (disabled for now -- old values below)
- LowSkillAttackWhileTakingCoverChance=0.0
- MediumSkillAttackWhileTakingCoverChance=0.0
- HighSkillAttackWhileTakingCoverChance=0.0
-
- ;LowSkillAttackWhileTakingCoverChance=0.5
- ;MediumSkillAttackWhileTakingCoverChance=0.75
- ;HighSkillAttackWhileTakingCoverChance=1.0
-
- ; chance that we will complete this behavior
- ; die roll is made after each time we fire
- ; (DISABLED FOR NOW)
- ;LowSkillSuccessAfterFiringChance=0.5
- ;MediumSkillSuccessAfterFiringChance=0.4
- ;HighSkillSuccessAfterFiringChance=0.3
-
- LowSkillSuccessAfterFiringChance=0.0
- MediumSkillSuccessAfterFiringChance=0.0
- HighSkillSuccessAfterFiringChance=0.0
-
- ; minimum distance we need to be from any officer while taking cover
- MinDistanceToOfficersWhileTakingCover=200.0
-
- ; how long we crouch for once we're behind cover
- MinCrouchTime=1.0
- MaxCrouchTime=3.0
-
- ; how long we stand up for once we're behind cover
- MinStandTime=1.0
- MaxStandTime=3.0
-
- ; how long we lean out for once we're behind cover
- MinLeanTime=1.0
- MaxLeanTime=2.0
-
- MinPassiveTakeCoverAndAttackPercentageChance=0.0
- MaxPassiveTakeCoverAndAttackPercentageChance=1.0
- MinAggressiveTakeCoverAndAttackPercentageChance=0.75
- MaxAggressiveTakeCoverAndAttackPercentageChance=1.0
-
- [SwatAICommon.ThreatenHostageAction]
- ; distance required to hear a the threaten hostage sound
- ; this must equal the AISoundRadius for every ThreatenedHostage event in SoundEffects.ini
- RequiredHearingDistance=1500.0
-
- ; time, in seconds, before we shoot the hostage
- MinTimeToShootHostage=0.5
- MaxTimeToShootHostage=1.0
-
- ; minimum distance to the hostage that we need to be able to threaten
- ; ie. the hostage must be less than this far away
- MinRequiredDistanceToHostage=300.0
-
- ; Required distance from the officer that we need to be able to threaten
- ; ie. the officers must be at least this far away
- MinRequiredDistanceToOfficer=250.0
-
- ; Once we see the officer, how much closer the officer can get before we start shooting
- MaxDistanceOfficerCanComeCloser=200.0
-
- MinAgressiveThreatenHostageChance=1.0
- MaxAgressiveThreatenHostageChance=1.0
-
- MinPassiveThreatenHostageChance=0.75
- MaxPassiveThreatenHostageChance=1.0
-
- ThreatenHostageTriggerEffectEvent=ThreatenedHostage
- HostageResponseTriggerEffectEvents=AnnouncedThreatened
- HostageResponseTriggerEffectEvents=CalledForHelp
-
- MinSleepTimeBetweenSpeech=0.1
- MaxSleepTimeBetweenSpeech=0.3
-
- [SwatAICommon.AttackOfficerAction]
- MinPassiveAttackOfficerPercentageChance=0.0
- MaxPassiveAttackOfficerPercentageChance=1.0
- MinAggressiveAttackOfficerPercentageChance=0.5
- MaxAggressiveAttackOfficerPercentageChance=1.0
-
- ; chance that we will complete this behavior
- ; die roll is made after each time we fire
- ; (DISABLED FOR NOW)
- ;LowSkillSuccessAfterFiringChance=0.5
- ;MediumSkillSuccessAfterFiringChance=0.4
- ;HighSkillSuccessAfterFiringChance=0.3
-
- LowSkillSuccessAfterFiringChance=0.0
- MediumSkillSuccessAfterFiringChance=0.0
- HighSkillSuccessAfterFiringChance=0.0
-
- [SwatAICommon.ComplianceAction]
- ; amount of time we delay before starting to be compliant
- MinInitialDelayTime=0.0
- MaxInitialDelayTime=1.0
-
- ; ANIMATORS ONLY
- CrouchingComplianceAnimations=cComply
- StandingComplianceAnimations=sComply
- StandingComplianceAnimations=sComply2
-
- CrouchingArmsUpAnimations=cArmsUp
- StandingArmsUpAnimations=sArmsUp
- StandingArmsUpAnimations=sArmsUp2
- StandingArmsUpAnimations=sArmsUp3
-
- ; stunned animations
- CrouchingStunnedComplianceAnimations=cComplyIncapacitated
- StandingStunnedComplianceAnimations=sComplyIncapacitated
-
- CrouchingStunnedArmsUpAnimations=cArmsUpIncapacitated
- StandingStunnedArmsUpAnimations=sArmsUpIncapacitated
-
- [SwatAICommon.EnemyComplianceAction]
- ; ANIMATORS ONLY
- CrouchedComplianceDropWeaponAnimations=cDropWeapon1
- StandingComplianceDropWeaponAnimations=sDropWeapon1
- StandingComplianceDropWeaponAnimations=ComplyIndecision2Complying
-
- ; stunned animations
- CrouchedStunnedComplianceDropWeaponAnimations=cDropWeaponIncapacitated
- StandingStunnedComplianceDropWeaponAnimations=sDropWeaponIncapacitated
-
- [SwatAICommon.ReactToBeingShotAction]
- ; torso hit animations (next build [crombie 11/13/03])
- ; ANIMATORS ONLY
- StandingHitInFront=sHitChestFront
- StandingHitInFront=sHitChestFront1
- StandingHitInBack=sHitChestBack
- StandingHitInBack=sHitChestBack1
- StandingHitLeft=sHitChestLeft
- StandingHitLeft=sHitChestLeft1
- StandingHitRight=sHitChestRight
- StandingHitRight=sHitChestRight1
-
- CrouchingHitInFront=cHitChestFront
- CrouchingHitInBack=cHitChestBack
- CrouchingHitLeft=cHitChestLeft
- CrouchingHitRight=cHitChestRight
-
- ; head hit animations
- StandingHitInHead=sHitInHeadFront
- CrouchingHitInHead=cHitInHeadFront
-
- ; right arm hit animations
- StandingHitRightArm=sShotInRightArm
- CrouchingHitRightArm=cShotInRightArm
-
- ; left arm hit animations
- StandingHitLeftArm=sShotInLeftArm
- CrouchingHitLeftArm=cShotInLeftArm
-
- ; right leg hit animations
- StandingHitRightLeg=sShotInRightLeg
- StandingHitRightLeg=sShotInRightLeg2
- StandingHitRightLeg=sShotInRightLeg3
- CrouchingHitRightLeg=cShotInRightLeg
- CrouchingHitRightLeg=cShotInRightLeg2
-
- ; left leg hit animations
- StandingHitLeftLeg=sShotInLeftLeg
- StandingHitLeftLeg=sShotInLeftLeg2
- StandingHitLeftLeg=sShotInLeftLeg3
- CrouchingHitLeftLeg=cShotInLeftLeg
- CrouchingHitLeftLeg=cShotInLeftLeg2
-
- ; compliant hits
- CompliantHitFront=complyHitFront
- CompliantHitBack=complyHitBack
- CompliantHitLeft=complyHitLeft
- CompliantHitRight=complyHitRight
-
- ; restrained hits
- RestrainedHitFront=cuffedHitFront
- RestrainedHitBack=cuffedHitBack
- RestrainedHitLeft=cuffedHitLeft
- RestrainedHitRight=cuffedHitRight
-
- ; quick hit animations
- QuickHitFront=sHitChestFrontQuick
- QuickHitBack=sHitChestBackQuick
- QuickHitRight=sHitChestRightQuick
- QuickHitLeft=sHitChestLeftQuick
-
- QuickHitBaseBone=Bip01_Spine1
-
- ; restrained quick hit animations
- RestrainedQuickHitFront=cuffedHitFront
- RestrainedQuickHitBack=cuffedHitBack
- RestrainedQuickHitRight=cuffedHitRight
- RestrainedQuickHitLeft=cuffedHitLeft
-
- RestrainedQuickHitBaseBone=Bip01_Spine1
-
- [SwatAICommon.SquadMoveAndClearAction]
- InitialClearPauseTime=0.25
-
- MaxWaitForFirstTwoOfficersTime=2
-
- ; distance the follower tries to keep from the leader
- ; Crombie ONLY
- FormationMoveToThreshold=96.0
- ; distance that the follower will start walking at
- ; Crombie ONLY
- FormationWalkThreshold=64.0
-
- ; how long we wait before going through the door
- DoorOpenedFromSideDelayTime=0.5
-
- [SwatAICommon.MoveAndClearAction]
- ; distance between us and an uncompliant character that we will stop moving at
- DistanceToStopMovingWithUncompliantCharacter=128.0
-
- ; how long we hold our clear position before completing
- ; once we complete, the idle aim around behavior may run and rotate us in another direction
- ; so this time specifies how long we should hold in our clear point rotation
- MinHoldClearPositionTime=3.0
- MaxHoldClearPositionTime=6.0
-
- ; Move & Clear Aim Around behavior
- MoveAndClearAimAroundInnerRadius=45.0
- MoveAndClearAimAroundOuterRadius=90.0
- MoveAndClearAimAroundPointTooCloseDistance=128.0
-
- MoveAndClearMinAimHoldTime=0.1
- MoveAndClearMaxAimHoldTime=0.4
-
- [SwatAIcommon.StackUpAction]
- ;Distance from the StackupPoint when officer starts to walk.
- DistanceToStartWalking=128.00
-
- ; distance that we will start aiming at the door while stacking up
- MinDistanceToAimAtDoor=350.0
-
- [SwatAICommon.CowerAction]
- ;CrouchedInitialCowerAnimations=cArmsUp
- ; Animators ONLY
- CrouchedLoopingCowerAnimations=cHostageFidget2
- CrouchedLoopingCowerAnimations=cHostageFidget3
-
- ;StandingInitialCowerAnimations=
- StandingLoopingCowerAnimations=sHostageCowerFidget1
-
- [SwatAICommon.EnemyCowerAction]
- ; Animators ONLY
- ;CrouchedInitialEnemyCowerAnimations=cOutOfAmmoFidget1
- CrouchedLoopingEnemyCowerAnimations=cHostageFidget2
- CrouchedLoopingEnemyCowerAnimations=cHostageFidget3
-
- [SwatAICommon.OrderComplianceAction]
- ;Maximum time we wait to see an AI again before stopping compliance yells
- MaximumTimeToWaitToEngage=7.5
-
- ;Time between officer compliance yells and the animations they use.
- MinComplianceOrderSleepTime=1.0
- MaxComplianceOrderSleepTime=5.0
-
- ;Time we wait if we can't currently engage for compliance before trying to see if we can again
- ;programmers ONLY
- MinComplianceWaitTime=0.2
- MaxComplianceWaitTime=0.4
-
-
- ; animators ONLY
- ComplyMGOrderAnims=ComplyMG
- ComplyMGOrderAnims=ComplyMGb
- ComplyMGOrderAnims=ComplyMGc
- ComplySGOrderAnims=complySG
- ComplySGOrderAnims=complySGb
- ComplySGOrderAnims=complySGc
- ComplySMGOrderAnims=complySMG
- ComplySMGOrderAnims=complySMGb
- ComplySMGOrderAnims=complySMGc
- ComplyHGOrderAnims=complyHG
- ComplyHGOrderAnims=complyHGb
- ComplyHGOrderAnims=complyHGc
- ComplyPepperBallOrderAnims=ComplyPB
-
- [SwatAICommon.RestrainAndReportAction]
- ; distance the officer tries to keep when restraining a character
- ; ANIMATORS ONLY!
- DistanceFromTargetToRestrain=40.0
-
- [SwatAICommon.UseOptiwandAction]
- ; tween time to use the optiwand
- ; ANIMATORS ONLY!
- OptiwandUseTweenTime=0.2
-
- [SwatAICommon.WatchNonHostileTargetAction]
- ; Time to look at a non-hostile before looking at another
- MinWatchTargetTime=1.5
- MaxWatchTargetTime=3.0
-
- ; minimum distance that determines if we actually aim the gun
- ; if we are outside of this minimum distance, we will aim, otherwise we just use low ready
- MinDistanceToAimGun=128.0
-
- ; time between talking to an unrestrained target
- MinDeltaTimeBetweenSpeakingToTarget=15.0
- MaxDeltaTimeBetweenSpeakingToTarget=25.0
-
- [SwatAICommon.SquadFallInAction]
- ; minimum distance that an officer must be to trigger the reply to falling in speech
- MinDistanceToTriggerReplySpeech=500.0
-
- ; update rate for our timer to see if we're all within the "completed" distance
- ; (if we ARE NOT a copy of the original Fall In behavior -- ie. gave fall in to element, then gave blue or red a different order)
- CompletedTimerUpdateRate=0.5
-
- ; update rate for our timer to see if we're all within the "completed" distance
- ; (if we ARE a copy of the original Fall In behavior -- ie. gave fall in to element, then gave blue or red a different order)
- CopyCompletedTimerUpdateRate=2.0
-
- MinDistanceToTriggerCompletedSpeech=500
-
- [SwatAICommon.UseGrenadeAction]
- ; Animators ONLY
- NodAnimation=sGrenadeNod
-
- [SwatAICommon.Hive]
- ; Amount of damage to officers before they turn on you.
- PlayerDamageThreshold=50.0
-
- ; Max Distance that we watch targets
- MaxWatchTargetDistance=1000.0
-
- [SwatAICommon.Formation]
- ; CROMBIE ONLY
- ReorderTime=0.25