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Text File | 2001-03-05 | 2.1 MB | 102,937 lines |
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- Path Poly=Rom1 Path1 building shooter
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- Done Action=CSendAIDoneMessage
- {
- Target=$Instigator
- }
- Behavior to run=CEntityBehaviorIdle
- {
- Num Seconds=1000
- Seconds Have Transitioned=0
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- Time Until Next Fidget=0
- FPS Play Ratio=1
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- }
- }
- AI=CBehaviorActivity
- {
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- AI Instigator=
- AI Trigger=
- Behavior Queue=CEntityBehaviorQueue
- {
- Behavior=Array
- {
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- {
- Play Sequence=
- Turn Behavior=CAimWeaponAtTargetBehavior
- {
- }
- Idle Behavior=CEntityBehaviorIdle
- {
- Num Seconds=1
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- Time Until Next Fidget=0
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- }
- State=Finished
- Weapon Definition=!None
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- }
- }
- Current Behavior=0
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- }
- }
- }
- Current AI=0
- When Done=Repeat Series
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- }
- Time to Patrol=-1
- How long have Patrolled=1
- Start Action=
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- Current State=0
- Move Behavior=CEntityBehaviorMoveToPos
- {
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- Path Finding Params=CWayPointPath
- {
- Start Point=0,0
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- }
- Pos Moving From=0.000000,0.000000
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- Path Collide Checker=CPathCollideChecker
- {
- }
- }
- Turn Behavior=CEntityBehaviorTurnToAngle
- {
- Old Stationary Flag=0
- Angle To Turn To=0
- }
- }
- Alert=CBorgStateAlert
- {
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- {
- Item Count=0
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- Alert AI=CTurnToTargetAlertAI
- {
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- AI Instigator=
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- {
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- }
- Idle behavior=CEntityBehaviorIdle
- {
- Num Seconds=1
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- Time Until Next Fidget=0
- FPS Play Ratio=1
- Fidgeting=0
- }
- }
- Alert Time=2
- Start Action=CTriggerRelayAction
- {
- Relay Name=Attack Voice Relay
- }
- End Action=
- Next State=Got a Target
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- Attack=CBorgStateAttack
- {
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- {
- Item Count=0
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- Attack AI=CStarTrekStandGroundAttackAI
- {
- SubAI=
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- AI Instigator=
- AI Trigger=
- Behavior=CShootWeaponBehavior
- {
- Play Sequence=
- Turn Behavior=CAimWeaponAtTargetBehavior
- {
- }
- Idle Behavior=CEntityBehaviorIdle
- {
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- State=Finished
- Weapon Definition=!None
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- }
- }
- Start Action=
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- }
- Pursue=CBorgStatePursue
- {
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- {
- Item Count=0
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- Pursue AI=CChasePursueAI
- {
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- AFloat=CEntityBehaviorMoveToPos
- {
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- {
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- Pos Moving From=0.000000,0.000000
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- Path Collide Checker=CPathCollideChecker
- {
- }
- }
- Play Ratio=0
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- Start Action=
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- }
- DoSomething=CBorgStateDoSomething
- {
- Last State=Any
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- {
- Item Count=0
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- DoSomething AI=
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- }
- Inactive=CBorgStateInactive
- {
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- {
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- Inactive AI=
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- PlaySequenceBehavior=CEntityBehaviorPlaySequenceOnce
- {
- Sequence=Idle
- Speed To Play=1
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- Current State=Shutting Down
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- Stun=CBorgStateStun
- {
- Last State=Any
- Move Mode=Run
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- {
- Item Count=0
- }
- Stun AI=CStunAI
- {
- SubAI=
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- AI Instigator=
- AI Trigger=
- Time To Stun=30
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- Die Sequence=Death
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- OldFlag=0
- Warp Effect=
- Current Sequence=
- Count Down=0
- Attached to=
- Ignore Begin=0
- }
- Start Action=CMultipleActionsAction
- {
- Action=Array
- {
- Item Count=3
- Action=CDeactivateAction
- {
- Target Name=Play movie of enter line up help
- }
- Action=CDeactivateAction
- {
- Target Name=1st Rom Free Pause movie, 1st Rom Pauser for Movie
- }
- Action=CDeactivateAction
- {
- Target Name=Fake hearing radius 1st guy
- }
- }
- }
- End Action=CMultipleActionsAction
- {
- Action=Array
- {
- Item Count=5
- Action=CTriggerRelayAction
- {
- Relay Name=Stun Done Voice Relay
- }
- Action=CActivateAction
- {
- Target Name=1st Rom Pauser for Movie, 1st Rom Free Pause movie
- Play Activate Sound=0
- Delay Between Activations=0
- }
- Action=CTriggerRelayAction
- {
- Relay Name=1st Rom AutoStun wakeup in movie
- }
- Action=CSetCollidableAction
- {
- Target Name=$Trigger
- Collidable=1
- }
- Action=CActivateAction
- {
- Target Name=Fake hearing radius 1st guy
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- Delay Between Activations=0
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- }
- }
- Next State=Investigate
- Old Flags=
- }
- Dead=CBorgStateDead
- {
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- {
- Item Count=0
- }
- }
- Retreat=CBorgStateRetreat
- {
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- {
- Item Count=0
- }
- Retreat AI=
- Start Action=
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- }
- Investigate=CBorgStateInvestigate
- {
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- {
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- Investigate AI=CChaseInvestigateAI
- {
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- AI Instigator=
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- AFloat=CEntityBehaviorMoveToPos
- {
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- {
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- Pos Moving From=0.000000,0.000000
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- {
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- }
- Turn Behavior=CEntityBehaviorTurnToAngle
- {
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- }
- Play Ratio=0
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- Time To Investigate=5
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- State=Chasing
- Investigate AI=CScanInvestigateAI
- {
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- AI Trigger=
- AI=CScanAreaAI
- {
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- AI Instigator=
- AI Trigger=
- Starting Angle=-30
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- Turning Speed=10
- Time Between Turning=0
- Start Out Waiting=0
- Start Counterclockwise=0
- Turn Sequence Name=Idle
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- Execute Each Turn=0
- Reset Each Begin=1
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- Turning Flag=0
- Starting Facing Angle=-999
- Complete Turn Time=0
- Current Turn Time=0
- }
- }
- }
- Start Action=
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- Time to track target=0
- Num Failed=0
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- InvestigateDeadBody=CBorgStateInvestigateDeadBody
- {
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- {
- Item Count=0
- }
- Investigate Dead Body AI=CChaseInvestigateAI
- {
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- AFloat=CEntityBehaviorMoveToPos
- {
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- {
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- Pos Moving From=0.000000,0.000000
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- {
- }
- }
- Turn Behavior=CEntityBehaviorTurnToAngle
- {
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- }
- Play Ratio=0
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- Time To Investigate=5
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- State=Chasing
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- {
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- AI=CScanAreaAI
- {
- SubAI=
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- AI Instigator=
- AI Trigger=
- Starting Angle=-30
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- Turning Speed=10
- Time Between Turning=0
- Start Out Waiting=0
- Start Counterclockwise=0
- Turn Sequence Name=Idle
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- Execute Each Turn=0
- Reset Each Begin=1
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- Waiting=1
- Turning Flag=0
- Starting Facing Angle=-999
- Complete Turn Time=0
- Current Turn Time=0
- }
- }
- }
- Start Action=
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- }
- GotATarget=CBorgStateGotATarget
- {
- Last State=Any
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- {
- Item Count=0
- }
- Acquired a Target=Attack
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- Dead Body=Patrol
- Default=Patrol
- }
- LostATarget=CBorgStateLostATarget
- {
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- {
- Item Count=0
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- Had a Target=Investigate
- Default=Patrol
- }
- TargetAcquired=CBorgStateTargetAcquired
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- {
- Item Count=0
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- }
- TargetLost=CBorgStateTargetLost
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- Item Count=0
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- }
- Paused=CBorgStatePaused
- {
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- Item Count=0
- }
- Idle Behavior=CEntityBehaviorIdle
- {
- Num Seconds=1
- Seconds Have Transitioned=0
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- Time Until Next Fidget=0
- FPS Play Ratio=1
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- }
- Idle Started=0
- }
- RunAway=CBorgStateRunAway
- {
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- {
- Item Count=0
- }
- RunAway AI=CRunAwayRetreatAI
- {
- SubAI=
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- AI Instigator=
- AI Trigger=
- TimeOfLastChangeDirectionDueToCollide=0
- Moving=CEntityBehaviorMoveToPos
- {
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- Play Ratio=1
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- {
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- }
- Pos Moving From=0.000000,0.000000
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- {
- }
- }
- Retry New Point=0
- Radius=0
- }
- }
- Target If Hit=1
- Investigate Sounds=0
- Damage Action=CRemoveAIAction
- {
- Target Name=first romulan met
- AI=CTouchingOvalTriggerAI
- Delay Between Removes=0
- }
- Stun State=Stun
- Run Away If Too Close=1
- Targeting=CBorgSetClosestTarget
- {
- Max Distance=360
- Vision Cone=125
- Must Be Collideable=1
- Must Have HPs=1
- Valid Targets=Player,Team Member
- }
- Current State=Patrol
- Retreat At Percent=0
- Had Target=0
- Weapon Dist=0
- Weapon Dist Sqrd=0
- Transitions=CBorgTransitionHolder
- {
- Transition=Array
- {
- Array Count=0
- }
- }
- Debug=0
- Dead Bodies=Array
- {
- Item Count=0
- }
- State To Change To=Any
- Need To Change State=0
- AI Paused=0
- Start Position=0.000000,0.000000
- Original Weapon Setting=4294967295
- Blind Time=0
- Retreat Time=0
- Stand Ground Time=0
- Check New Target Delay Countdown=0
- }
- Activity=CProcessListAI
- {
- SubAI=
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- AI Instigator=
- AI Trigger=
- Hot Spot=
- Process=Array
- {
- Item Count=2
- Process=CProcess
- {
- Process Type=Scan
- Process Cursor=Tricorder Active
- Can't Use Cursor=Tricorder Inactive
- Required Selected Item=Tricorder
- Required Item In Inventory=!None
- Hint Item In Inventory=!None
- Default Use Sound=!None.ogg
- Allow Multiple Members=1
- Execute if Hovering=1
- Always Use Target Under Cursor=0
- Use On Others If Empty=0
- Process Activity=Array
- {
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- {
- SubAI=
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- AI Instigator=
- AI Trigger=
- Action=CTricorderDialogAction
- {
- Script=Mission 01/Mission 01
- Line=01 Scan Romulan
- }
- Executed Action=0
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- }
- Debug Process=0
- }
- Process=CProcess
- {
- Process Type=Medical Scan
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- Can't Use Cursor=Tricorder Inactive
- Required Selected Item=!None
- Required Item In Inventory=!None
- Hint Item In Inventory=!None
- Default Use Sound=!None.ogg
- Allow Multiple Members=1
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- Process Activity=Array
- {
- Item Count=1
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- {
- SubAI=
- Marked For Deletion=0
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- AI Instigator=
- AI Trigger=
- Action=CTricorderDialogAction
- {
- Script=Mission 01/Mission 01
- Line=01 Scan Medical Romulan
- }
- Executed Action=0
- }
- }
- Debug Process=0
- }
- }
- }
- Activity=CTouchingOvalTriggerAI
- {
- SubAI=
- Marked For Deletion=0
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- AI Instigator=
- AI Trigger=
- Trigger Only Once=1
- Was Triggered=0
- Auto-Flip Switch=1
- Trigge Must Have HP=0
- Triggered By Anything=0
- Triggered By Players=1
- Triggered By Enemies=0
- Triggered By Projectiles=0
- Triggered By Name=
- Enter Action=CTriggerRelayAction
- {
- Relay Name=Fake hearing radius 1st guy
- }
- Exit Action=
- Repeat Action=
- Repeat Every=0
- Touching LayerPart=
- Next Repeat Time=0
- X Radius=75
- YX Ratio=0.712766
- }
- }
- Category=Enemy
- Current Target=
- Targeting Point=0.000000,0.000000
- Broadcaster=
- Model=Characters/Romulan
- Position X=918
- Position Y=1584
- Rendering Height=0
- Rendering Height Float=0
- Cur Sequence=Idle
- Cur Damage=80
- Destroyed Action=CMultipleActionsAction
- {
- Action=Array
- {
- Item Count=11
- Action=CDeactivateAction
- {
- Target Name=relay for first toggle target
- }
- Action=CTriggerRelayAction
- {
- Relay Name=Master for KlingonTrapped1
- }
- Action=CDropItemAction
- {
- Model to Create=Items/Weapons/Power Ups/PU Romulan Disruptor
- Inventory Definition to Consume=!None
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- Deploy Sequence=Idle
- Offset In Front Of=15
- Try to find a good spot=1
- }
- Action=CDelayAction
- {
- Next Action=CTriggerRelayAction
- {
- Relay Name=triggers the arrow and the movie
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- Delay=2
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- Action=CDeactivateAction
- {
- Target Name=Play movie of enter line up help
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- Action=CDeactivateAction
- {
- Target Name=1st Rom Pauser for Movie
- }
- Action=CDeactivateAction
- {
- Target Name=1st Rom Free Pause movie
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- Action=CDeactivateAction
- {
- Target Name=1st Rom AutoStun wakeup in movie
- }
- Action=CDelayAction
- {
- Next Action=CClearCategoryAction
- {
- Who to Clear=$Trigger
- Category to Clear=Dead Bodies,Enemy
- }
- Delay=2
- Forget Trigger=0
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- Action=CRemoveAIAction
- {
- Target Name=first romulan met
- AI=CTouchingOvalTriggerAI
- Delay Between Removes=0
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- Action=CDeactivateAction
- {
- Target Name=Fake hearing radius 1st guy
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- }
- }
- Default Death Type=Klingon
- Show Health If Player=1
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- Facing Angle=6.16101
- Start FacingAngle=6.16101
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- BehaviorStack=CEntityBehaviorStack
- {
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- {
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- {
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- Came From Map=
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- Inventory=CInventory
- {
- Inventory List=Array
- {
- Item Count=1
- Inventory Item=CStarTrekEnergyWeaponInventoryItem
- {
- Definition Index=Romulan Disruptor
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- Enhance Time=0
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- Current Energy=100
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- Discovered Items=Array
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- Disposed Items=Array
- {
- Item Count=0
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- Cur Focus Index=4294967295
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- Waiting For Discharge=0
- Still Shooting=0
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- }
- Level Part=CEntityBase
- {
- Name=Romulan1 Home point
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- {
- Item Count=1
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- Action=
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- When Done=Repeat Last Action
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- Category=
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- Name=
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- AI=
- Activity=Array
- {
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- Category=
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- Targeting Point=0.000000,0.000000
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- Model=Characters/Klingon
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- Cur Sequence=Dead
- Cur Damage=95
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- Default Death Type=Already Dead
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- {
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- {
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- Target If Hit=1
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- {
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- {
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- {
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- {
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- {
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- Target Name=relay for first toggle target
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- {
- Target Name=Neural Disrupt guy vo trigger
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- {
- Target Name=Nueral Disrupt AutoStun wakeup in movie, Nueral Disrupt Rom Free Pause movie, Nueral Disrupt Rom Pauser for Movie
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- New Location=guy to be neural disrupted
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- Source Name=Sirta Disrupt Dialogue
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- Action=CDelayAction
- {
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- {
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- Done action=CSendAIDoneMessage
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- Path Poly=path2 for snipered guys buddy
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- Action=CRemoveAIAction
- {
- Target Name=$Trigger
- AI=CTouchingOvalTriggerAI
- Delay Between Removes=0
- }
- Action=CDeactivateAction
- {
- Target Name=triggerer 4 activation of grenade vo
- }
- }
- }
- Stun State=Stun
- Run Away If Too Close=1
- Targeting=CBorgSetClosestTarget
- {
- Max Distance=475
- Vision Cone=110
- Must Be Collideable=1
- Must Have HPs=1
- Valid Targets=Player,Team Member
- }
- Current State=Patrol
- Retreat At Percent=0
- Had Target=0
- Weapon Dist=0
- Weapon Dist Sqrd=0
- Transitions=CBorgTransitionHolder
- {
- Transition=Array
- {
- Array Count=0
- }
- }
- Debug=0
- Dead Bodies=Array
- {
- Item Count=0
- }
- State To Change To=Any
- Need To Change State=0
- AI Paused=0
- Start Position=0.000000,0.000000
- Original Weapon Setting=4294967295
- Blind Time=0
- Retreat Time=0
- Stand Ground Time=0
- Check New Target Delay Countdown=0
- }
- Activity=CProcessListAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Hot Spot=
- Process=Array
- {
- Item Count=2
- Process=CProcess
- {
- Process Type=Scan
- Process Cursor=Tricorder Active
- Can't Use Cursor=Tricorder Inactive
- Required Selected Item=Tricorder
- Required Item In Inventory=!None
- Hint Item In Inventory=!None
- Default Use Sound=!None.ogg
- Allow Multiple Members=1
- Execute if Hovering=1
- Always Use Target Under Cursor=0
- Use On Others If Empty=0
- Process Activity=Array
- {
- Item Count=1
- Process Activity=CActionAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Action=CTricorderDialogAction
- {
- Script=Mission 01/Mission 01
- Line=01 Scan Romulan
- }
- Executed Action=0
- }
- }
- Debug Process=0
- }
- Process=CProcess
- {
- Process Type=Medical Scan
- Process Cursor=Tricorder Active
- Can't Use Cursor=Tricorder Inactive
- Required Selected Item=!None
- Required Item In Inventory=!None
- Hint Item In Inventory=!None
- Default Use Sound=!None.ogg
- Allow Multiple Members=1
- Execute if Hovering=1
- Always Use Target Under Cursor=0
- Use On Others If Empty=0
- Process Activity=Array
- {
- Item Count=1
- Process Activity=CActionAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Action=CTricorderDialogAction
- {
- Script=Mission 01/Mission 01
- Line=01 Scan Medical Romulan
- }
- Executed Action=0
- }
- }
- Debug Process=0
- }
- }
- }
- Activity=CTouchingOvalTriggerAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Trigger Only Once=1
- Was Triggered=0
- Auto-Flip Switch=1
- Trigge Must Have HP=0
- Triggered By Anything=0
- Triggered By Players=1
- Triggered By Enemies=0
- Triggered By Projectiles=0
- Triggered By Name=
- Enter Action=CAssignTemporaryTaskAction
- {
- Target=$Trigger
- Temporary Task AI=CBorgAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Any=CBorgStateAny
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- }
- Recharge=CBorgStateRecharge
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- Recharge AI=
- Time To Recharge=-1
- Current Recharge Time=0
- Start Action=
- End Action=
- }
- EndRecharge=CBorgStateEndRecharge
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- End Recharge AI=CGoForwardAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Dist to Move=0
- Move Behavior=CEntityBehaviorMoveToPos
- {
- Old Stationary Flag=0
- Angle To Turn To=0
- Play Ratio=1
- Smooth Turning=0
- Do Path Finding=1
- Finished=1
- Failed Last Path=0
- Move To Rate=0
- CurTargetNormalX=0
- CurTargetNormalY=0
- Path Finding Params=CWayPointPath
- {
- Start Point=0,0
- End Point=0,0
- Length=0
- Max Dist To Travel=0
- Num Failed Paths=0
- Max Failed Paths=0
- Pos To Move Index=0
- Dist So Far=0
- Path=
- }
- Pos Moving From=0.000000,0.000000
- Final Dest=0.000000,0.000000
- Cur Dest Move To=0.000000,0.000000
- Last Neg Dist=0
- NumTimesLostGound=0
- Path Collide Checker=CPathCollideChecker
- {
- }
- }
- Done action=CSendAIDoneMessage
- {
- Target=$Trigger
- }
- }
- }
- Patrol=CBorgStatePatrol
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- Patrol AI=CGoToAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Destination=scipted event for 2nd arrow
- Offset=0.000000,0.000000
- Starting Action=
- Finished=0
- Move Finished=0
- Failed Path=0
- Move Behavior=CEntityBehaviorMoveToPos
- {
- Old Stationary Flag=0
- Angle To Turn To=0
- Play Ratio=1
- Smooth Turning=0
- Do Path Finding=1
- Finished=1
- Failed Last Path=0
- Move To Rate=0
- CurTargetNormalX=0
- CurTargetNormalY=0
- Path Finding Params=CWayPointPath
- {
- Start Point=0,0
- End Point=0,0
- Length=0
- Max Dist To Travel=0
- Num Failed Paths=0
- Max Failed Paths=0
- Pos To Move Index=0
- Dist So Far=0
- Path=
- }
- Pos Moving From=0.000000,0.000000
- Final Dest=0.000000,0.000000
- Cur Dest Move To=0.000000,0.000000
- Last Neg Dist=0
- NumTimesLostGound=0
- Path Collide Checker=CPathCollideChecker
- {
- }
- }
- Done action=CSendAIDoneMessage
- {
- Target=$Trigger
- }
- Make New Home=0
- Play Ratio=0
- Time To Try To Move=0
- Set Facing Angle=0
- Turn Sequence Name=Idle
- Facing Angle=CEntityBehaviorTurnToAngle
- {
- Old Stationary Flag=0
- Angle To Turn To=0
- }
- Need to Call Start=1
- }
- Time to Patrol=-1
- How long have Patrolled=1
- Start Action=
- End Action=
- Current State=0
- Move Behavior=CEntityBehaviorMoveToPos
- {
- Old Stationary Flag=0
- Angle To Turn To=0
- Play Ratio=1
- Smooth Turning=0
- Do Path Finding=1
- Finished=1
- Failed Last Path=0
- Move To Rate=0
- CurTargetNormalX=0
- CurTargetNormalY=0
- Path Finding Params=CWayPointPath
- {
- Start Point=0,0
- End Point=0,0
- Length=0
- Max Dist To Travel=0
- Num Failed Paths=0
- Max Failed Paths=0
- Pos To Move Index=0
- Dist So Far=0
- Path=
- }
- Pos Moving From=0.000000,0.000000
- Final Dest=0.000000,0.000000
- Cur Dest Move To=0.000000,0.000000
- Last Neg Dist=0
- NumTimesLostGound=0
- Path Collide Checker=CPathCollideChecker
- {
- }
- }
- Turn Behavior=CEntityBehaviorTurnToAngle
- {
- Old Stationary Flag=0
- Angle To Turn To=0
- }
- }
- Alert=CBorgStateAlert
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- Alert AI=CTurnToTargetAlertAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Turn behavior=CEntityBehaviorTurnToAngle
- {
- Old Stationary Flag=0
- Angle To Turn To=0
- }
- Idle behavior=CEntityBehaviorIdle
- {
- Num Seconds=1
- Seconds Have Transitioned=0
- Override Fidget Options=
- Time Until Next Fidget=0
- FPS Play Ratio=1
- Fidgeting=0
- }
- }
- Alert Time=2
- Start Action=CTriggerRelayAction
- {
- Relay Name=Attack Voice Relay
- }
- End Action=
- Next State=Got a Target
- }
- Attack=CBorgStateAttack
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- Attack AI=CStarTrekStandGroundAttackAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Behavior=CShootWeaponBehavior
- {
- Play Sequence=
- Turn Behavior=CAimWeaponAtTargetBehavior
- {
- }
- Idle Behavior=CEntityBehaviorIdle
- {
- Num Seconds=1
- Seconds Have Transitioned=0
- Override Fidget Options=
- Time Until Next Fidget=0
- FPS Play Ratio=1
- Fidgeting=0
- }
- State=Finished
- Weapon Definition=!None
- Wait Behavior=
- }
- }
- Start Action=
- End Action=
- }
- Pursue=CBorgStatePursue
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- Pursue AI=CChasePursueAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- AFloat=CEntityBehaviorMoveToPos
- {
- Old Stationary Flag=0
- Angle To Turn To=0
- Play Ratio=1
- Smooth Turning=1
- Do Path Finding=1
- Finished=1
- Failed Last Path=0
- Move To Rate=0
- CurTargetNormalX=0
- CurTargetNormalY=0
- Path Finding Params=CWayPointPath
- {
- Start Point=0,0
- End Point=0,0
- Length=0
- Max Dist To Travel=0
- Num Failed Paths=0
- Max Failed Paths=0
- Pos To Move Index=0
- Dist So Far=0
- Path=
- }
- Pos Moving From=0.000000,0.000000
- Final Dest=0.000000,0.000000
- Cur Dest Move To=0.000000,0.000000
- Last Neg Dist=0
- NumTimesLostGound=0
- Path Collide Checker=CPathCollideChecker
- {
- }
- }
- Play Ratio=0
- Next Try To Move=0
- }
- Start Action=
- End Action=
- }
- DoSomething=CBorgStateDoSomething
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- DoSomething AI=
- Start Action=
- End Action=
- }
- Inactive=CBorgStateInactive
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- Inactive AI=
- Start Action=
- End Action=
- PlaySequenceBehavior=CEntityBehaviorPlaySequenceOnce
- {
- Sequence=Idle
- Speed To Play=1
- Done Sequence=Idle
- Done Frame=0
- Was Stationary=0
- Old Play Ratio=0
- }
- Current State=Shutting Down
- }
- Stun=CBorgStateStun
- {
- Last State=Any
- Move Mode=Run
- Old AI=Array
- {
- Item Count=0
- }
- Stun AI=CStunAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Time To Stun=30
- Show Effect=1
- Current State=Start
- Die Sequence=Death
- Dead Sequence=Dead
- Stand Up Sequence=GetUp
- OldFlag=0
- Warp Effect=
- Current Sequence=
- Count Down=0
- Attached to=
- Ignore Begin=0
- }
- Start Action=CDeactivateAction
- {
- Target Name=Taunt VO for Rom Group1
- }
- End Action=CTriggerRelayAction
- {
- Relay Name=Stun Done Voice Relay
- }
- Next State=Investigate
- Old Flags=
- }
- Dead=CBorgStateDead
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- }
- Retreat=CBorgStateRetreat
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- Retreat AI=
- Start Action=
- End Action=
- }
- Investigate=CBorgStateInvestigate
- {
- Last State=Any
- Move Mode=Run
- Old AI=Array
- {
- Item Count=0
- }
- Investigate AI=CChaseInvestigateAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- AFloat=CEntityBehaviorMoveToPos
- {
- Old Stationary Flag=0
- Angle To Turn To=0
- Play Ratio=1
- Smooth Turning=1
- Do Path Finding=1
- Finished=1
- Failed Last Path=0
- Move To Rate=0
- CurTargetNormalX=0
- CurTargetNormalY=0
- Path Finding Params=CWayPointPath
- {
- Start Point=0,0
- End Point=0,0
- Length=0
- Max Dist To Travel=0
- Num Failed Paths=0
- Max Failed Paths=0
- Pos To Move Index=0
- Dist So Far=0
- Path=
- }
- Pos Moving From=0.000000,0.000000
- Final Dest=0.000000,0.000000
- Cur Dest Move To=0.000000,0.000000
- Last Neg Dist=0
- NumTimesLostGound=0
- Path Collide Checker=CPathCollideChecker
- {
- }
- }
- Turn Behavior=CEntityBehaviorTurnToAngle
- {
- Old Stationary Flag=0
- Angle To Turn To=0
- }
- Play Ratio=0
- Next Try To Move=0
- Time To Investigate=5
- Count To Investigate=0
- Radius to Investigate Point=0
- Run To Investigate=1
- State=Chasing
- Investigate AI=CScanInvestigateAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- AI=CScanAreaAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Starting Angle=-30
- Ending Angle=30
- Turning Speed=10
- Time Between Turning=0
- Start Out Waiting=0
- Start Counterclockwise=0
- Turn Sequence Name=Idle
- End Turn Action=
- Execute Each Turn=0
- Reset Each Begin=1
- Current Time To Wait=0
- Current Start Angle=0
- Current End Angle=0
- Waiting=1
- Turning Flag=0
- Starting Facing Angle=-999
- Complete Turn Time=0
- Current Turn Time=0
- }
- }
- }
- Start Action=
- End Action=
- Time to track target=0
- Num Failed=0
- }
- InvestigateDeadBody=CBorgStateInvestigateDeadBody
- {
- Last State=Any
- Move Mode=Run
- Old AI=Array
- {
- Item Count=0
- }
- Investigate Dead Body AI=CChaseInvestigateAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- AFloat=CEntityBehaviorMoveToPos
- {
- Old Stationary Flag=0
- Angle To Turn To=0
- Play Ratio=1
- Smooth Turning=0
- Do Path Finding=1
- Finished=1
- Failed Last Path=0
- Move To Rate=0
- CurTargetNormalX=0
- CurTargetNormalY=0
- Path Finding Params=CWayPointPath
- {
- Start Point=0,0
- End Point=0,0
- Length=0
- Max Dist To Travel=0
- Num Failed Paths=0
- Max Failed Paths=0
- Pos To Move Index=0
- Dist So Far=0
- Path=
- }
- Pos Moving From=0.000000,0.000000
- Final Dest=0.000000,0.000000
- Cur Dest Move To=0.000000,0.000000
- Last Neg Dist=0
- NumTimesLostGound=0
- Path Collide Checker=CPathCollideChecker
- {
- }
- }
- Turn Behavior=CEntityBehaviorTurnToAngle
- {
- Old Stationary Flag=0
- Angle To Turn To=0
- }
- Play Ratio=0
- Next Try To Move=0
- Time To Investigate=5
- Count To Investigate=0
- Radius to Investigate Point=0
- Run To Investigate=1
- State=Chasing
- Investigate AI=CScanInvestigateAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- AI=CScanAreaAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Starting Angle=-30
- Ending Angle=30
- Turning Speed=10
- Time Between Turning=0
- Start Out Waiting=0
- Start Counterclockwise=0
- Turn Sequence Name=Idle
- End Turn Action=
- Execute Each Turn=0
- Reset Each Begin=1
- Current Time To Wait=0
- Current Start Angle=0
- Current End Angle=0
- Waiting=1
- Turning Flag=0
- Starting Facing Angle=-999
- Complete Turn Time=0
- Current Turn Time=0
- }
- }
- }
- Start Action=
- End Action=
- }
- GotATarget=CBorgStateGotATarget
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- Acquired a Target=Attack
- Had a Target=Investigate
- Dead Body=Patrol
- Default=Patrol
- }
- LostATarget=CBorgStateLostATarget
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- Had a Target=Investigate
- Default=Patrol
- }
- TargetAcquired=CBorgStateTargetAcquired
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- }
- TargetLost=CBorgStateTargetLost
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- }
- Paused=CBorgStatePaused
- {
- Last State=Patrol
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- Idle Behavior=CEntityBehaviorIdle
- {
- Num Seconds=1
- Seconds Have Transitioned=0
- Override Fidget Options=
- Time Until Next Fidget=0
- FPS Play Ratio=1
- Fidgeting=0
- }
- Idle Started=0
- }
- RunAway=CBorgStateRunAway
- {
- Last State=Patrol
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- RunAway AI=CRunAwayRetreatAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- TimeOfLastChangeDirectionDueToCollide=0
- Moving=CEntityBehaviorMoveToPos
- {
- Old Stationary Flag=0
- Angle To Turn To=0
- Play Ratio=1
- Smooth Turning=0
- Do Path Finding=1
- Finished=1
- Failed Last Path=0
- Move To Rate=0
- CurTargetNormalX=0
- CurTargetNormalY=0
- Path Finding Params=CWayPointPath
- {
- Start Point=0,0
- End Point=0,0
- Length=0
- Max Dist To Travel=0
- Num Failed Paths=0
- Max Failed Paths=0
- Pos To Move Index=0
- Dist So Far=0
- Path=
- }
- Pos Moving From=0.000000,0.000000
- Final Dest=0.000000,0.000000
- Cur Dest Move To=0.000000,0.000000
- Last Neg Dist=0
- NumTimesLostGound=0
- Path Collide Checker=CPathCollideChecker
- {
- }
- }
- Retry New Point=0
- Radius=0
- }
- }
- Target If Hit=1
- Investigate Sounds=0
- Damage Action=CSendInvestigateHereMessageAction
- {
- Target=First Romulan Group by crates
- }
- Stun State=Stun
- Run Away If Too Close=1
- Targeting=CBorgSetClosestTarget
- {
- Max Distance=475
- Vision Cone=110
- Must Be Collideable=1
- Must Have HPs=1
- Valid Targets=Player,Team Member
- }
- Current State=Patrol
- Retreat At Percent=0
- Had Target=0
- Weapon Dist=0
- Weapon Dist Sqrd=0
- Transitions=CBorgTransitionHolder
- {
- Transition=Array
- {
- Array Count=0
- }
- }
- Debug=0
- Dead Bodies=Array
- {
- Item Count=0
- }
- State To Change To=Any
- Need To Change State=0
- AI Paused=0
- Start Position=0.000000,0.000000
- Original Weapon Setting=4294967295
- Blind Time=0
- Retreat Time=0
- Stand Ground Time=0
- Check New Target Delay Countdown=0
- }
- }
- Exit Action=
- Repeat Action=
- Repeat Every=0
- Touching LayerPart=
- Next Repeat Time=0
- X Radius=100
- YX Ratio=0.712766
- }
- }
- Category=Enemy
- Current Target=
- Targeting Point=0.000000,0.000000
- Broadcaster=
- Model=Characters/Romulan
- Position X=1217
- Position Y=1303
- Rendering Height=0
- Rendering Height Float=0
- Cur Sequence=Idle
- Cur Damage=50
- Destroyed Action=CMultipleActionsAction
- {
- Action=Array
- {
- Item Count=7
- Action=CTriggerRelayAction
- {
- Relay Name=Master for KlingonTrapped1
- }
- Action=CDeactivateAction
- {
- Target Name=take down guys from back vo trigger
- }
- Action=CSendInvestigateHereMessageAction
- {
- Target=First Romulan Group by crates
- }
- Action=CDeactivateAction
- {
- Target Name=Taunt VO for Rom Group1
- }
- Action=CDelayAction
- {
- Next Action=CClearCategoryAction
- {
- Who to Clear=$Trigger
- Category to Clear=Dead Bodies,Enemy
- }
- Delay=2
- Forget Trigger=0
- }
- Action=CRemoveAIAction
- {
- Target Name=$Trigger
- AI=CTouchingOvalTriggerAI
- Delay Between Removes=0
- }
- Action=CTriggerRelayAction
- {
- Relay Name=Fake hearing radius 3 guy group
- }
- }
- }
- Default Death Type=Klingon
- Show Health If Player=1
- Play Ratio=0
- Facing Angle=0.733038
- Start FacingAngle=0.733038
- Updates Since Relocate=0
- Current Frame=0
- Created By=
- BehaviorStack=CEntityBehaviorStack
- {
- InProcess=0
- Blocking Priority=Idle
- BehaviorList=Array
- {
- Item Count=0
- }
- }
- Has Seperate Upper Body=0
- Render Effect List=Array
- {
- Item Count=0
- }
- Came From Map=
- Came From Position X=0
- Came From Position Y=0
- Friction=0
- Velocity X=0
- Velocity Y=0
- Acceleration X=0
- Acceleration Y=0
- Inventory=CInventory
- {
- Inventory List=Array
- {
- Item Count=1
- Inventory Item=CStarTrekEnergyWeaponInventoryItem
- {
- Definition Index=Romulan Disruptor
- Current Delay=0
- Broadcaster=
- Enhance Time=0
- Currently Using=0
- Is On Overload=0
- Overload Time=0
- Max Overload Time=0
- Weapon Setting=Kill
- Current Energy=100
- }
- }
- Discovered Items=Array
- {
- Item Count=0
- }
- Disposed Items=Array
- {
- Item Count=0
- }
- Cur Focus Index=4294967295
- }
- Home Pos X=1217
- Home Pos Y=1303
- Weapons Use Amo=0
- LastDischargePosX=0
- LastDischargePosY=0
- LastDischargeDefIndex=-1
- LastDischargeSequenceName=
- Waiting For Discharge=0
- Still Shooting=0
- Movement Speed=Walk
- }
- Level Part=CEntityBase
- {
- Name=
- Child List=
- Visible=1
- Collideable=1
- Half Height=0
- Full Height=1
- Tries To Collide=0
- Has Hit Points=0
- Stationary=1
- Active=1
- Is Temporarily Excluded=0
- Is Marked For Deletion=0
- Occludes Sound=0
- AI=
- Activity=Array
- {
- Item Count=0
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- Angle To Turn To=0
- Play Ratio=1
- Smooth Turning=0
- Do Path Finding=1
- Finished=1
- Failed Last Path=0
- Move To Rate=0
- CurTargetNormalX=0
- CurTargetNormalY=0
- Path Finding Params=CWayPointPath
- {
- Start Point=0,0
- End Point=0,0
- Length=0
- Max Dist To Travel=0
- Num Failed Paths=0
- Max Failed Paths=0
- Pos To Move Index=0
- Dist So Far=0
- Path=
- }
- Pos Moving From=0.000000,0.000000
- Final Dest=0.000000,0.000000
- Cur Dest Move To=0.000000,0.000000
- Last Neg Dist=0
- NumTimesLostGound=0
- Path Collide Checker=CPathCollideChecker
- {
- }
- }
- Retry New Point=0
- Radius=0
- }
- }
- Target If Hit=1
- Investigate Sounds=0
- Damage Action=CMultipleActionsAction
- {
- Action=Array
- {
- Item Count=3
- Action=CSendInvestigateHereMessageAction
- {
- Target=First Romulan Group by crates
- }
- Action=CRemoveAIAction
- {
- Target Name=$Trigger
- AI=CTouchingOvalTriggerAI
- Delay Between Removes=0
- }
- Action=CDeactivateAction
- {
- Target Name=triggerer 4 activation of grenade vo
- }
- }
- }
- Stun State=Stun
- Run Away If Too Close=1
- Targeting=CBorgSetClosestTarget
- {
- Max Distance=475
- Vision Cone=90
- Must Be Collideable=1
- Must Have HPs=1
- Valid Targets=Player,Team Member
- }
- Current State=Patrol
- Retreat At Percent=0
- Had Target=0
- Weapon Dist=0
- Weapon Dist Sqrd=0
- Transitions=CBorgTransitionHolder
- {
- Transition=Array
- {
- Array Count=0
- }
- }
- Debug=0
- Dead Bodies=Array
- {
- Item Count=0
- }
- State To Change To=Any
- Need To Change State=0
- AI Paused=0
- Start Position=0.000000,0.000000
- Original Weapon Setting=4294967295
- Blind Time=0
- Retreat Time=0
- Stand Ground Time=0
- Check New Target Delay Countdown=0
- }
- Activity=CProcessListAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Hot Spot=
- Process=Array
- {
- Item Count=2
- Process=CProcess
- {
- Process Type=Scan
- Process Cursor=Tricorder Active
- Can't Use Cursor=Tricorder Inactive
- Required Selected Item=Tricorder
- Required Item In Inventory=!None
- Hint Item In Inventory=!None
- Default Use Sound=!None.ogg
- Allow Multiple Members=1
- Execute if Hovering=1
- Always Use Target Under Cursor=0
- Use On Others If Empty=0
- Process Activity=Array
- {
- Item Count=1
- Process Activity=CActionAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Action=CTricorderDialogAction
- {
- Script=Mission 01/Mission 01
- Line=01 Scan Romulan
- }
- Executed Action=0
- }
- }
- Debug Process=0
- }
- Process=CProcess
- {
- Process Type=Medical Scan
- Process Cursor=Tricorder Active
- Can't Use Cursor=Tricorder Inactive
- Required Selected Item=!None
- Required Item In Inventory=!None
- Hint Item In Inventory=!None
- Default Use Sound=!None.ogg
- Allow Multiple Members=1
- Execute if Hovering=1
- Always Use Target Under Cursor=0
- Use On Others If Empty=0
- Process Activity=Array
- {
- Item Count=1
- Process Activity=CActionAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Action=CTricorderDialogAction
- {
- Script=Mission 01/Mission 01
- Line=01 Scan Medical Romulan
- }
- Executed Action=0
- }
- }
- Debug Process=0
- }
- }
- }
- Activity=CTouchingOvalTriggerAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Trigger Only Once=1
- Was Triggered=0
- Auto-Flip Switch=1
- Trigge Must Have HP=0
- Triggered By Anything=0
- Triggered By Players=1
- Triggered By Enemies=0
- Triggered By Projectiles=0
- Triggered By Name=
- Enter Action=CAssignTemporaryTaskAction
- {
- Target=$Trigger
- Temporary Task AI=CBorgAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Any=CBorgStateAny
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- }
- Recharge=CBorgStateRecharge
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- Recharge AI=
- Time To Recharge=-1
- Current Recharge Time=0
- Start Action=
- End Action=
- }
- EndRecharge=CBorgStateEndRecharge
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- End Recharge AI=CGoForwardAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Dist to Move=0
- Move Behavior=CEntityBehaviorMoveToPos
- {
- Old Stationary Flag=0
- Angle To Turn To=0
- Play Ratio=1
- Smooth Turning=0
- Do Path Finding=1
- Finished=1
- Failed Last Path=0
- Move To Rate=0
- CurTargetNormalX=0
- CurTargetNormalY=0
- Path Finding Params=CWayPointPath
- {
- Start Point=0,0
- End Point=0,0
- Length=0
- Max Dist To Travel=0
- Num Failed Paths=0
- Max Failed Paths=0
- Pos To Move Index=0
- Dist So Far=0
- Path=
- }
- Pos Moving From=0.000000,0.000000
- Final Dest=0.000000,0.000000
- Cur Dest Move To=0.000000,0.000000
- Last Neg Dist=0
- NumTimesLostGound=0
- Path Collide Checker=CPathCollideChecker
- {
- }
- }
- Done action=CSendAIDoneMessage
- {
- Target=$Trigger
- }
- }
- }
- Patrol=CBorgStatePatrol
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- Patrol AI=CGoToAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Destination=Second arrow flasher
- Offset=0.000000,0.000000
- Starting Action=
- Finished=0
- Move Finished=0
- Failed Path=0
- Move Behavior=CEntityBehaviorMoveToPos
- {
- Old Stationary Flag=0
- Angle To Turn To=0
- Play Ratio=1
- Smooth Turning=1
- Do Path Finding=1
- Finished=1
- Failed Last Path=0
- Move To Rate=0
- CurTargetNormalX=0
- CurTargetNormalY=0
- Path Finding Params=CWayPointPath
- {
- Start Point=0,0
- End Point=0,0
- Length=0
- Max Dist To Travel=0
- Num Failed Paths=0
- Max Failed Paths=0
- Pos To Move Index=0
- Dist So Far=0
- Path=
- }
- Pos Moving From=0.000000,0.000000
- Final Dest=0.000000,0.000000
- Cur Dest Move To=0.000000,0.000000
- Last Neg Dist=0
- NumTimesLostGound=0
- Path Collide Checker=CPathCollideChecker
- {
- }
- }
- Done action=CSendAIDoneMessage
- {
- Target=$Trigger
- }
- Make New Home=0
- Play Ratio=0
- Time To Try To Move=0
- Set Facing Angle=0
- Turn Sequence Name=Idle
- Facing Angle=CEntityBehaviorTurnToAngle
- {
- Old Stationary Flag=0
- Angle To Turn To=0
- }
- Need to Call Start=1
- }
- Time to Patrol=-1
- How long have Patrolled=1
- Start Action=
- End Action=
- Current State=0
- Move Behavior=CEntityBehaviorMoveToPos
- {
- Old Stationary Flag=0
- Angle To Turn To=0
- Play Ratio=1
- Smooth Turning=0
- Do Path Finding=1
- Finished=1
- Failed Last Path=0
- Move To Rate=0
- CurTargetNormalX=0
- CurTargetNormalY=0
- Path Finding Params=CWayPointPath
- {
- Start Point=0,0
- End Point=0,0
- Length=0
- Max Dist To Travel=0
- Num Failed Paths=0
- Max Failed Paths=0
- Pos To Move Index=0
- Dist So Far=0
- Path=
- }
- Pos Moving From=0.000000,0.000000
- Final Dest=0.000000,0.000000
- Cur Dest Move To=0.000000,0.000000
- Last Neg Dist=0
- NumTimesLostGound=0
- Path Collide Checker=CPathCollideChecker
- {
- }
- }
- Turn Behavior=CEntityBehaviorTurnToAngle
- {
- Old Stationary Flag=0
- Angle To Turn To=0
- }
- }
- Alert=CBorgStateAlert
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- Alert AI=CTurnToTargetAlertAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Turn behavior=CEntityBehaviorTurnToAngle
- {
- Old Stationary Flag=0
- Angle To Turn To=0
- }
- Idle behavior=CEntityBehaviorIdle
- {
- Num Seconds=1
- Seconds Have Transitioned=0
- Override Fidget Options=
- Time Until Next Fidget=0
- FPS Play Ratio=1
- Fidgeting=0
- }
- }
- Alert Time=2
- Start Action=CTriggerRelayAction
- {
- Relay Name=Attack Voice Relay
- }
- End Action=
- Next State=Got a Target
- }
- Attack=CBorgStateAttack
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- Attack AI=CStarTrekStandGroundAttackAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Behavior=CShootWeaponBehavior
- {
- Play Sequence=
- Turn Behavior=CAimWeaponAtTargetBehavior
- {
- }
- Idle Behavior=CEntityBehaviorIdle
- {
- Num Seconds=1
- Seconds Have Transitioned=0
- Override Fidget Options=
- Time Until Next Fidget=0
- FPS Play Ratio=1
- Fidgeting=0
- }
- State=Finished
- Weapon Definition=!None
- Wait Behavior=
- }
- }
- Start Action=
- End Action=
- }
- Pursue=CBorgStatePursue
- {
- Last State=Any
- Move Mode=Run
- Old AI=Array
- {
- Item Count=0
- }
- Pursue AI=CChasePursueAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- AFloat=CEntityBehaviorMoveToPos
- {
- Old Stationary Flag=0
- Angle To Turn To=0
- Play Ratio=1
- Smooth Turning=1
- Do Path Finding=1
- Finished=1
- Failed Last Path=0
- Move To Rate=0
- CurTargetNormalX=0
- CurTargetNormalY=0
- Path Finding Params=CWayPointPath
- {
- Start Point=0,0
- End Point=0,0
- Length=0
- Max Dist To Travel=0
- Num Failed Paths=0
- Max Failed Paths=0
- Pos To Move Index=0
- Dist So Far=0
- Path=
- }
- Pos Moving From=0.000000,0.000000
- Final Dest=0.000000,0.000000
- Cur Dest Move To=0.000000,0.000000
- Last Neg Dist=0
- NumTimesLostGound=0
- Path Collide Checker=CPathCollideChecker
- {
- }
- }
- Play Ratio=0
- Next Try To Move=0
- }
- Start Action=
- End Action=
- }
- DoSomething=CBorgStateDoSomething
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- DoSomething AI=
- Start Action=
- End Action=
- }
- Inactive=CBorgStateInactive
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- Inactive AI=
- Start Action=
- End Action=
- PlaySequenceBehavior=CEntityBehaviorPlaySequenceOnce
- {
- Sequence=Idle
- Speed To Play=1
- Done Sequence=Idle
- Done Frame=0
- Was Stationary=0
- Old Play Ratio=0
- }
- Current State=Shutting Down
- }
- Stun=CBorgStateStun
- {
- Last State=Any
- Move Mode=Run
- Old AI=Array
- {
- Item Count=0
- }
- Stun AI=CStunAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Time To Stun=30
- Show Effect=1
- Current State=Start
- Die Sequence=Death
- Dead Sequence=Dead
- Stand Up Sequence=GetUp
- OldFlag=0
- Warp Effect=
- Current Sequence=
- Count Down=0
- Attached to=
- Ignore Begin=0
- }
- Start Action=CDeactivateAction
- {
- Target Name=Taunt VO for Rom Group1
- }
- End Action=CTriggerRelayAction
- {
- Relay Name=Stun Done Voice Relay
- }
- Next State=Investigate
- Old Flags=
- }
- Dead=CBorgStateDead
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- }
- Retreat=CBorgStateRetreat
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- Retreat AI=
- Start Action=
- End Action=
- }
- Investigate=CBorgStateInvestigate
- {
- Last State=Any
- Move Mode=Run
- Old AI=Array
- {
- Item Count=0
- }
- Investigate AI=CChaseInvestigateAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- AFloat=CEntityBehaviorMoveToPos
- {
- Old Stationary Flag=0
- Angle To Turn To=0
- Play Ratio=1
- Smooth Turning=1
- Do Path Finding=1
- Finished=1
- Failed Last Path=0
- Move To Rate=0
- CurTargetNormalX=0
- CurTargetNormalY=0
- Path Finding Params=CWayPointPath
- {
- Start Point=0,0
- End Point=0,0
- Length=0
- Max Dist To Travel=0
- Num Failed Paths=0
- Max Failed Paths=0
- Pos To Move Index=0
- Dist So Far=0
- Path=
- }
- Pos Moving From=0.000000,0.000000
- Final Dest=0.000000,0.000000
- Cur Dest Move To=0.000000,0.000000
- Last Neg Dist=0
- NumTimesLostGound=0
- Path Collide Checker=CPathCollideChecker
- {
- }
- }
- Turn Behavior=CEntityBehaviorTurnToAngle
- {
- Old Stationary Flag=0
- Angle To Turn To=0
- }
- Play Ratio=0
- Next Try To Move=0
- Time To Investigate=5
- Count To Investigate=0
- Radius to Investigate Point=0
- Run To Investigate=1
- State=Chasing
- Investigate AI=CScanInvestigateAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- AI=CScanAreaAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Starting Angle=-30
- Ending Angle=30
- Turning Speed=10
- Time Between Turning=0
- Start Out Waiting=0
- Start Counterclockwise=0
- Turn Sequence Name=Idle
- End Turn Action=
- Execute Each Turn=0
- Reset Each Begin=1
- Current Time To Wait=0
- Current Start Angle=0
- Current End Angle=0
- Waiting=1
- Turning Flag=0
- Starting Facing Angle=-999
- Complete Turn Time=0
- Current Turn Time=0
- }
- }
- }
- Start Action=
- End Action=
- Time to track target=0
- Num Failed=0
- }
- InvestigateDeadBody=CBorgStateInvestigateDeadBody
- {
- Last State=Any
- Move Mode=Run
- Old AI=Array
- {
- Item Count=0
- }
- Investigate Dead Body AI=CChaseInvestigateAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- AFloat=CEntityBehaviorMoveToPos
- {
- Old Stationary Flag=0
- Angle To Turn To=0
- Play Ratio=1
- Smooth Turning=0
- Do Path Finding=1
- Finished=1
- Failed Last Path=0
- Move To Rate=0
- CurTargetNormalX=0
- CurTargetNormalY=0
- Path Finding Params=CWayPointPath
- {
- Start Point=0,0
- End Point=0,0
- Length=0
- Max Dist To Travel=0
- Num Failed Paths=0
- Max Failed Paths=0
- Pos To Move Index=0
- Dist So Far=0
- Path=
- }
- Pos Moving From=0.000000,0.000000
- Final Dest=0.000000,0.000000
- Cur Dest Move To=0.000000,0.000000
- Last Neg Dist=0
- NumTimesLostGound=0
- Path Collide Checker=CPathCollideChecker
- {
- }
- }
- Turn Behavior=CEntityBehaviorTurnToAngle
- {
- Old Stationary Flag=0
- Angle To Turn To=0
- }
- Play Ratio=0
- Next Try To Move=0
- Time To Investigate=5
- Count To Investigate=0
- Radius to Investigate Point=0
- Run To Investigate=1
- State=Chasing
- Investigate AI=CScanInvestigateAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- AI=CScanAreaAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Starting Angle=-30
- Ending Angle=30
- Turning Speed=10
- Time Between Turning=0
- Start Out Waiting=0
- Start Counterclockwise=0
- Turn Sequence Name=Idle
- End Turn Action=
- Execute Each Turn=0
- Reset Each Begin=1
- Current Time To Wait=0
- Current Start Angle=0
- Current End Angle=0
- Waiting=1
- Turning Flag=0
- Starting Facing Angle=-999
- Complete Turn Time=0
- Current Turn Time=0
- }
- }
- }
- Start Action=
- End Action=
- }
- GotATarget=CBorgStateGotATarget
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- Acquired a Target=Attack
- Had a Target=Investigate
- Dead Body=Patrol
- Default=Patrol
- }
- LostATarget=CBorgStateLostATarget
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- Had a Target=Investigate
- Default=Patrol
- }
- TargetAcquired=CBorgStateTargetAcquired
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- }
- TargetLost=CBorgStateTargetLost
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- }
- Paused=CBorgStatePaused
- {
- Last State=Patrol
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- Idle Behavior=CEntityBehaviorIdle
- {
- Num Seconds=1
- Seconds Have Transitioned=0
- Override Fidget Options=
- Time Until Next Fidget=0
- FPS Play Ratio=1
- Fidgeting=0
- }
- Idle Started=0
- }
- RunAway=CBorgStateRunAway
- {
- Last State=Patrol
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- RunAway AI=CRunAwayRetreatAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- TimeOfLastChangeDirectionDueToCollide=0
- Moving=CEntityBehaviorMoveToPos
- {
- Old Stationary Flag=0
- Angle To Turn To=0
- Play Ratio=1
- Smooth Turning=0
- Do Path Finding=1
- Finished=1
- Failed Last Path=0
- Move To Rate=0
- CurTargetNormalX=0
- CurTargetNormalY=0
- Path Finding Params=CWayPointPath
- {
- Start Point=0,0
- End Point=0,0
- Length=0
- Max Dist To Travel=0
- Num Failed Paths=0
- Max Failed Paths=0
- Pos To Move Index=0
- Dist So Far=0
- Path=
- }
- Pos Moving From=0.000000,0.000000
- Final Dest=0.000000,0.000000
- Cur Dest Move To=0.000000,0.000000
- Last Neg Dist=0
- NumTimesLostGound=0
- Path Collide Checker=CPathCollideChecker
- {
- }
- }
- Retry New Point=0
- Radius=0
- }
- }
- Target If Hit=1
- Investigate Sounds=0
- Damage Action=CSendInvestigateHereMessageAction
- {
- Target=First Romulan Group by crates
- }
- Stun State=Stun
- Run Away If Too Close=1
- Targeting=CBorgSetClosestTarget
- {
- Max Distance=475
- Vision Cone=90
- Must Be Collideable=1
- Must Have HPs=1
- Valid Targets=Player,Team Member
- }
- Current State=Patrol
- Retreat At Percent=0
- Had Target=0
- Weapon Dist=0
- Weapon Dist Sqrd=0
- Transitions=CBorgTransitionHolder
- {
- Transition=Array
- {
- Array Count=0
- }
- }
- Debug=0
- Dead Bodies=Array
- {
- Item Count=0
- }
- State To Change To=Any
- Need To Change State=0
- AI Paused=0
- Start Position=0.000000,0.000000
- Original Weapon Setting=4294967295
- Blind Time=0
- Retreat Time=0
- Stand Ground Time=0
- Check New Target Delay Countdown=0
- }
- }
- Exit Action=
- Repeat Action=
- Repeat Every=0
- Touching LayerPart=
- Next Repeat Time=0
- X Radius=100
- YX Ratio=0.712766
- }
- }
- Category=Enemy
- Current Target=
- Targeting Point=0.000000,0.000000
- Broadcaster=
- Model=Characters/Romulan
- Position X=1278
- Position Y=1306
- Rendering Height=0
- Rendering Height Float=0
- Cur Sequence=Idle
- Cur Damage=50
- Destroyed Action=CMultipleActionsAction
- {
- Action=Array
- {
- Item Count=8
- Action=CTriggerRelayAction
- {
- Relay Name=Master for KlingonTrapped1
- }
- Action=CDeactivateAction
- {
- Target Name=take down guys from back vo trigger
- }
- Action=CSendInvestigateHereMessageAction
- {
- Target=First Romulan Group by crates
- }
- Action=CDeactivateAction
- {
- Target Name=Taunt VO for Rom Group1
- }
- Action=CDelayAction
- {
- Next Action=CClearCategoryAction
- {
- Who to Clear=$Trigger
- Category to Clear=Dead Bodies,Enemy
- }
- Delay=2
- Forget Trigger=0
- }
- Action=CDropItemAction
- {
- Model to Create=Items/Weapons/Power Ups/PU Romulan Disruptor
- Inventory Definition to Consume=!None
- New Name=
- Deploy Sequence=Idle
- Offset In Front Of=15
- Try to find a good spot=1
- }
- Action=CRemoveAIAction
- {
- Target Name=$Trigger
- AI=CTouchingOvalTriggerAI
- Delay Between Removes=0
- }
- Action=CTriggerRelayAction
- {
- Relay Name=Fake hearing radius 3 guy group
- }
- }
- }
- Default Death Type=Klingon
- Show Health If Player=1
- Play Ratio=0
- Facing Angle=1.50098
- Start FacingAngle=1.50098
- Updates Since Relocate=0
- Current Frame=0
- Created By=
- BehaviorStack=CEntityBehaviorStack
- {
- InProcess=0
- Blocking Priority=Idle
- BehaviorList=Array
- {
- Item Count=0
- }
- }
- Has Seperate Upper Body=0
- Render Effect List=Array
- {
- Item Count=0
- }
- Came From Map=
- Came From Position X=0
- Came From Position Y=0
- Friction=0
- Velocity X=0
- Velocity Y=0
- Acceleration X=0
- Acceleration Y=0
- Inventory=CInventory
- {
- Inventory List=Array
- {
- Item Count=1
- Inventory Item=CStarTrekEnergyWeaponInventoryItem
- {
- Definition Index=Romulan Disruptor
- Current Delay=0
- Broadcaster=
- Enhance Time=0
- Currently Using=0
- Is On Overload=0
- Overload Time=0
- Max Overload Time=0
- Weapon Setting=Kill
- Current Energy=100
- }
- }
- Discovered Items=Array
- {
- Item Count=0
- }
- Disposed Items=Array
- {
- Item Count=0
- }
- Cur Focus Index=4294967295
- }
- Home Pos X=1278
- Home Pos Y=1306
- Weapons Use Amo=0
- LastDischargePosX=0
- LastDischargePosY=0
- LastDischargeDefIndex=-1
- LastDischargeSequenceName=
- Waiting For Discharge=0
- Still Shooting=0
- Movement Speed=Walk
- }
- Level Part=CEntityWalking
- {
- Name=First Romulan Group by crates
- Child List=
- Visible=1
- Collideable=1
- Half Height=0
- Full Height=1
- Tries To Collide=0
- Has Hit Points=1
- Stationary=1
- Active=1
- Is Temporarily Excluded=0
- Is Marked For Deletion=0
- Occludes Sound=0
- AI=
- Activity=Array
- {
- Item Count=3
- Activity=CBorgAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Any=CBorgStateAny
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- }
- Recharge=CBorgStateRecharge
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- Recharge AI=
- Time To Recharge=-1
- Current Recharge Time=0
- Start Action=
- End Action=
- }
- EndRecharge=CBorgStateEndRecharge
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- End Recharge AI=CGoForwardAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Dist to Move=0
- Move Behavior=CEntityBehaviorMoveToPos
- {
- Old Stationary Flag=0
- Angle To Turn To=0
- Play Ratio=1
- Smooth Turning=0
- Do Path Finding=1
- Finished=1
- Failed Last Path=0
- Move To Rate=0
- CurTargetNormalX=0
- CurTargetNormalY=0
- Path Finding Params=CWayPointPath
- {
- Start Point=0,0
- End Point=0,0
- Length=0
- Max Dist To Travel=0
- Num Failed Paths=0
- Max Failed Paths=0
- Pos To Move Index=0
- Dist So Far=0
- Path=
- }
- Pos Moving From=0.000000,0.000000
- Final Dest=0.000000,0.000000
- Cur Dest Move To=0.000000,0.000000
- Last Neg Dist=0
- NumTimesLostGound=0
- Path Collide Checker=CPathCollideChecker
- {
- }
- }
- Done action=CSendAIDoneMessage
- {
- Target=$Trigger
- }
- }
- }
- Patrol=CBorgStatePatrol
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- Patrol AI=CSeriesAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- AIs=Array
- {
- Item Count=2
- AI=CGoHomeAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Turn Behavior=CEntityBehaviorTurnToAngle
- {
- Old Stationary Flag=0
- Angle To Turn To=0
- }
- Move Behavior=CEntityBehaviorMoveToPos
- {
- Old Stationary Flag=0
- Angle To Turn To=0
- Play Ratio=1
- Smooth Turning=1
- Do Path Finding=1
- Finished=1
- Failed Last Path=0
- Move To Rate=0
- CurTargetNormalX=0
- CurTargetNormalY=0
- Path Finding Params=CWayPointPath
- {
- Start Point=0,0
- End Point=0,0
- Length=0
- Max Dist To Travel=0
- Num Failed Paths=0
- Max Failed Paths=0
- Pos To Move Index=0
- Dist So Far=0
- Path=
- }
- Pos Moving From=0.000000,0.000000
- Final Dest=0.000000,0.000000
- Cur Dest Move To=0.000000,0.000000
- Last Neg Dist=0
- NumTimesLostGound=0
- Path Collide Checker=CPathCollideChecker
- {
- }
- }
- State=Going Home
- }
- AI=CScanAreaAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Starting Angle=10
- Ending Angle=-10
- Turning Speed=4
- Time Between Turning=0
- Start Out Waiting=0
- Start Counterclockwise=0
- Turn Sequence Name=Idle
- End Turn Action=
- Execute Each Turn=0
- Reset Each Begin=1
- Current Time To Wait=0
- Current Start Angle=0
- Current End Angle=0
- Waiting=1
- Turning Flag=0
- Starting Facing Angle=-999
- Complete Turn Time=0
- Current Turn Time=0
- }
- }
- Current AI=0
- When Done=Repeat Series
- Restart Series Next Begin=0
- }
- Time to Patrol=-1
- How long have Patrolled=1
- Start Action=
- End Action=
- Current State=0
- Move Behavior=CEntityBehaviorMoveToPos
- {
- Old Stationary Flag=0
- Angle To Turn To=0
- Play Ratio=1
- Smooth Turning=0
- Do Path Finding=1
- Finished=1
- Failed Last Path=0
- Move To Rate=0
- CurTargetNormalX=0
- CurTargetNormalY=0
- Path Finding Params=CWayPointPath
- {
- Start Point=0,0
- End Point=0,0
- Length=0
- Max Dist To Travel=0
- Num Failed Paths=0
- Max Failed Paths=0
- Pos To Move Index=0
- Dist So Far=0
- Path=
- }
- Pos Moving From=0.000000,0.000000
- Final Dest=0.000000,0.000000
- Cur Dest Move To=0.000000,0.000000
- Last Neg Dist=0
- NumTimesLostGound=0
- Path Collide Checker=CPathCollideChecker
- {
- }
- }
- Turn Behavior=CEntityBehaviorTurnToAngle
- {
- Old Stationary Flag=0
- Angle To Turn To=0
- }
- }
- Alert=CBorgStateAlert
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- Alert AI=CTurnToTargetAlertAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Turn behavior=CEntityBehaviorTurnToAngle
- {
- Old Stationary Flag=0
- Angle To Turn To=0
- }
- Idle behavior=CEntityBehaviorIdle
- {
- Num Seconds=1
- Seconds Have Transitioned=0
- Override Fidget Options=
- Time Until Next Fidget=0
- FPS Play Ratio=1
- Fidgeting=0
- }
- }
- Alert Time=2
- Start Action=CTriggerRelayAction
- {
- Relay Name=Attack Voice Relay
- }
- End Action=
- Next State=Got a Target
- }
- Attack=CBorgStateAttack
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- Attack AI=CStarTrekStandGroundAttackAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Behavior=CShootWeaponBehavior
- {
- Play Sequence=
- Turn Behavior=CAimWeaponAtTargetBehavior
- {
- }
- Idle Behavior=CEntityBehaviorIdle
- {
- Num Seconds=1
- Seconds Have Transitioned=0
- Override Fidget Options=
- Time Until Next Fidget=0
- FPS Play Ratio=1
- Fidgeting=0
- }
- State=Finished
- Weapon Definition=!None
- Wait Behavior=
- }
- }
- Start Action=
- End Action=
- }
- Pursue=CBorgStatePursue
- {
- Last State=Any
- Move Mode=Run
- Old AI=Array
- {
- Item Count=0
- }
- Pursue AI=CChasePursueAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- AFloat=CEntityBehaviorMoveToPos
- {
- Old Stationary Flag=0
- Angle To Turn To=0
- Play Ratio=1
- Smooth Turning=1
- Do Path Finding=1
- Finished=1
- Failed Last Path=0
- Move To Rate=0
- CurTargetNormalX=0
- CurTargetNormalY=0
- Path Finding Params=CWayPointPath
- {
- Start Point=0,0
- End Point=0,0
- Length=0
- Max Dist To Travel=0
- Num Failed Paths=0
- Max Failed Paths=0
- Pos To Move Index=0
- Dist So Far=0
- Path=
- }
- Pos Moving From=0.000000,0.000000
- Final Dest=0.000000,0.000000
- Cur Dest Move To=0.000000,0.000000
- Last Neg Dist=0
- NumTimesLostGound=0
- Path Collide Checker=CPathCollideChecker
- {
- }
- }
- Play Ratio=0
- Next Try To Move=0
- }
- Start Action=
- End Action=
- }
- DoSomething=CBorgStateDoSomething
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- DoSomething AI=
- Start Action=
- End Action=
- }
- Inactive=CBorgStateInactive
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- Inactive AI=
- Start Action=
- End Action=
- PlaySequenceBehavior=CEntityBehaviorPlaySequenceOnce
- {
- Sequence=Idle
- Speed To Play=1
- Done Sequence=Idle
- Done Frame=0
- Was Stationary=0
- Old Play Ratio=0
- }
- Current State=Shutting Down
- }
- Stun=CBorgStateStun
- {
- Last State=Any
- Move Mode=Run
- Old AI=Array
- {
- Item Count=0
- }
- Stun AI=CStunAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Time To Stun=30
- Show Effect=1
- Current State=Start
- Die Sequence=Death
- Dead Sequence=Dead
- Stand Up Sequence=GetUp
- OldFlag=0
- Warp Effect=
- Current Sequence=
- Count Down=0
- Attached to=
- Ignore Begin=0
- }
- Start Action=CMultipleActionsAction
- {
- Action=Array
- {
- Item Count=2
- Action=CDeactivateAction
- {
- Target Name=Taunt VO for Rom Group1
- }
- Action=CTriggerRelayAction
- {
- Relay Name=Fake hearing radius 3 guy group
- }
- }
- }
- End Action=CMultipleActionsAction
- {
- Action=Array
- {
- Item Count=2
- Action=CTriggerRelayAction
- {
- Relay Name=Stun Done Voice Relay
- }
- Action=CSetCollidableAction
- {
- Target Name=$Trigger
- Collidable=1
- }
- }
- }
- Next State=Investigate
- Old Flags=
- }
- Dead=CBorgStateDead
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- }
- Retreat=CBorgStateRetreat
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- Retreat AI=
- Start Action=
- End Action=
- }
- Investigate=CBorgStateInvestigate
- {
- Last State=Any
- Move Mode=Run
- Old AI=Array
- {
- Item Count=0
- }
- Investigate AI=CChaseInvestigateAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- AFloat=CEntityBehaviorMoveToPos
- {
- Old Stationary Flag=0
- Angle To Turn To=0
- Play Ratio=1
- Smooth Turning=1
- Do Path Finding=1
- Finished=1
- Failed Last Path=0
- Move To Rate=0
- CurTargetNormalX=0
- CurTargetNormalY=0
- Path Finding Params=CWayPointPath
- {
- Start Point=0,0
- End Point=0,0
- Length=0
- Max Dist To Travel=0
- Num Failed Paths=0
- Max Failed Paths=0
- Pos To Move Index=0
- Dist So Far=0
- Path=
- }
- Pos Moving From=0.000000,0.000000
- Final Dest=0.000000,0.000000
- Cur Dest Move To=0.000000,0.000000
- Last Neg Dist=0
- NumTimesLostGound=0
- Path Collide Checker=CPathCollideChecker
- {
- }
- }
- Turn Behavior=CEntityBehaviorTurnToAngle
- {
- Old Stationary Flag=0
- Angle To Turn To=0
- }
- Play Ratio=0
- Next Try To Move=0
- Time To Investigate=5
- Count To Investigate=0
- Radius to Investigate Point=0
- Run To Investigate=1
- State=Chasing
- Investigate AI=CScanInvestigateAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- AI=CScanAreaAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Starting Angle=-30
- Ending Angle=30
- Turning Speed=10
- Time Between Turning=0
- Start Out Waiting=0
- Start Counterclockwise=0
- Turn Sequence Name=Idle
- End Turn Action=
- Execute Each Turn=0
- Reset Each Begin=1
- Current Time To Wait=0
- Current Start Angle=0
- Current End Angle=0
- Waiting=1
- Turning Flag=0
- Starting Facing Angle=-999
- Complete Turn Time=0
- Current Turn Time=0
- }
- }
- }
- Start Action=
- End Action=
- Time to track target=0
- Num Failed=0
- }
- InvestigateDeadBody=CBorgStateInvestigateDeadBody
- {
- Last State=Any
- Move Mode=Run
- Old AI=Array
- {
- Item Count=0
- }
- Investigate Dead Body AI=CChaseInvestigateAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- AFloat=CEntityBehaviorMoveToPos
- {
- Old Stationary Flag=0
- Angle To Turn To=0
- Play Ratio=1
- Smooth Turning=0
- Do Path Finding=1
- Finished=1
- Failed Last Path=0
- Move To Rate=0
- CurTargetNormalX=0
- CurTargetNormalY=0
- Path Finding Params=CWayPointPath
- {
- Start Point=0,0
- End Point=0,0
- Length=0
- Max Dist To Travel=0
- Num Failed Paths=0
- Max Failed Paths=0
- Pos To Move Index=0
- Dist So Far=0
- Path=
- }
- Pos Moving From=0.000000,0.000000
- Final Dest=0.000000,0.000000
- Cur Dest Move To=0.000000,0.000000
- Last Neg Dist=0
- NumTimesLostGound=0
- Path Collide Checker=CPathCollideChecker
- {
- }
- }
- Turn Behavior=CEntityBehaviorTurnToAngle
- {
- Old Stationary Flag=0
- Angle To Turn To=0
- }
- Play Ratio=0
- Next Try To Move=0
- Time To Investigate=5
- Count To Investigate=0
- Radius to Investigate Point=0
- Run To Investigate=1
- State=Chasing
- Investigate AI=CScanInvestigateAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- AI=CScanAreaAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Starting Angle=-30
- Ending Angle=30
- Turning Speed=10
- Time Between Turning=0
- Start Out Waiting=0
- Start Counterclockwise=0
- Turn Sequence Name=Idle
- End Turn Action=
- Execute Each Turn=0
- Reset Each Begin=1
- Current Time To Wait=0
- Current Start Angle=0
- Current End Angle=0
- Waiting=1
- Turning Flag=0
- Starting Facing Angle=-999
- Complete Turn Time=0
- Current Turn Time=0
- }
- }
- }
- Start Action=
- End Action=
- }
- GotATarget=CBorgStateGotATarget
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- Acquired a Target=Attack
- Had a Target=Investigate
- Dead Body=Patrol
- Default=Patrol
- }
- LostATarget=CBorgStateLostATarget
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- Had a Target=Investigate
- Default=Patrol
- }
- TargetAcquired=CBorgStateTargetAcquired
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- }
- TargetLost=CBorgStateTargetLost
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- }
- Paused=CBorgStatePaused
- {
- Last State=Patrol
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- Idle Behavior=CEntityBehaviorIdle
- {
- Num Seconds=1
- Seconds Have Transitioned=0
- Override Fidget Options=
- Time Until Next Fidget=0
- FPS Play Ratio=1
- Fidgeting=0
- }
- Idle Started=0
- }
- RunAway=CBorgStateRunAway
- {
- Last State=Patrol
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- RunAway AI=CRunAwayRetreatAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- TimeOfLastChangeDirectionDueToCollide=0
- Moving=CEntityBehaviorMoveToPos
- {
- Old Stationary Flag=0
- Angle To Turn To=0
- Play Ratio=1
- Smooth Turning=0
- Do Path Finding=1
- Finished=1
- Failed Last Path=0
- Move To Rate=0
- CurTargetNormalX=0
- CurTargetNormalY=0
- Path Finding Params=CWayPointPath
- {
- Start Point=0,0
- End Point=0,0
- Length=0
- Max Dist To Travel=0
- Num Failed Paths=0
- Max Failed Paths=0
- Pos To Move Index=0
- Dist So Far=0
- Path=
- }
- Pos Moving From=0.000000,0.000000
- Final Dest=0.000000,0.000000
- Cur Dest Move To=0.000000,0.000000
- Last Neg Dist=0
- NumTimesLostGound=0
- Path Collide Checker=CPathCollideChecker
- {
- }
- }
- Retry New Point=0
- Radius=0
- }
- }
- Target If Hit=1
- Investigate Sounds=0
- Damage Action=CMultipleActionsAction
- {
- Action=Array
- {
- Item Count=3
- Action=CSendInvestigateHereMessageAction
- {
- Target=First Romulan Group by crates
- }
- Action=CRemoveAIAction
- {
- Target Name=$Trigger
- AI=CTouchingOvalTriggerAI
- Delay Between Removes=0
- }
- Action=CDeactivateAction
- {
- Target Name=triggerer 4 activation of grenade vo
- }
- }
- }
- Stun State=Stun
- Run Away If Too Close=1
- Targeting=CBorgSetClosestTarget
- {
- Max Distance=450
- Vision Cone=110
- Must Be Collideable=1
- Must Have HPs=1
- Valid Targets=Player,Team Member
- }
- Current State=Patrol
- Retreat At Percent=0
- Had Target=0
- Weapon Dist=0
- Weapon Dist Sqrd=0
- Transitions=CBorgTransitionHolder
- {
- Transition=Array
- {
- Array Count=0
- }
- }
- Debug=0
- Dead Bodies=Array
- {
- Item Count=0
- }
- State To Change To=Any
- Need To Change State=0
- AI Paused=0
- Start Position=0.000000,0.000000
- Original Weapon Setting=4294967295
- Blind Time=0
- Retreat Time=0
- Stand Ground Time=0
- Check New Target Delay Countdown=0
- }
- Activity=CProcessListAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Hot Spot=
- Process=Array
- {
- Item Count=2
- Process=CProcess
- {
- Process Type=Scan
- Process Cursor=Tricorder Active
- Can't Use Cursor=Tricorder Inactive
- Required Selected Item=Tricorder
- Required Item In Inventory=!None
- Hint Item In Inventory=!None
- Default Use Sound=!None.ogg
- Allow Multiple Members=1
- Execute if Hovering=1
- Always Use Target Under Cursor=0
- Use On Others If Empty=0
- Process Activity=Array
- {
- Item Count=1
- Process Activity=CActionAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Action=CTricorderDialogAction
- {
- Script=Mission 01/Mission 01
- Line=01 Scan Romulan
- }
- Executed Action=0
- }
- }
- Debug Process=0
- }
- Process=CProcess
- {
- Process Type=Medical Scan
- Process Cursor=Tricorder Active
- Can't Use Cursor=Tricorder Inactive
- Required Selected Item=!None
- Required Item In Inventory=!None
- Hint Item In Inventory=!None
- Default Use Sound=!None.ogg
- Allow Multiple Members=1
- Execute if Hovering=1
- Always Use Target Under Cursor=0
- Use On Others If Empty=0
- Process Activity=Array
- {
- Item Count=1
- Process Activity=CActionAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Action=CTricorderDialogAction
- {
- Script=Mission 01/Mission 01
- Line=01 Scan Medical Romulan
- }
- Executed Action=0
- }
- }
- Debug Process=0
- }
- }
- }
- Activity=CTouchingOvalTriggerAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Trigger Only Once=1
- Was Triggered=0
- Auto-Flip Switch=1
- Trigge Must Have HP=0
- Triggered By Anything=0
- Triggered By Players=1
- Triggered By Enemies=0
- Triggered By Projectiles=0
- Triggered By Name=
- Enter Action=CAssignTemporaryTaskAction
- {
- Target=$Trigger
- Temporary Task AI=CBorgAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Any=CBorgStateAny
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- }
- Recharge=CBorgStateRecharge
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- Recharge AI=
- Time To Recharge=-1
- Current Recharge Time=0
- Start Action=
- End Action=
- }
- EndRecharge=CBorgStateEndRecharge
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- End Recharge AI=CGoForwardAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Dist to Move=0
- Move Behavior=CEntityBehaviorMoveToPos
- {
- Old Stationary Flag=0
- Angle To Turn To=0
- Play Ratio=1
- Smooth Turning=0
- Do Path Finding=1
- Finished=1
- Failed Last Path=0
- Move To Rate=0
- CurTargetNormalX=0
- CurTargetNormalY=0
- Path Finding Params=CWayPointPath
- {
- Start Point=0,0
- End Point=0,0
- Length=0
- Max Dist To Travel=0
- Num Failed Paths=0
- Max Failed Paths=0
- Pos To Move Index=0
- Dist So Far=0
- Path=
- }
- Pos Moving From=0.000000,0.000000
- Final Dest=0.000000,0.000000
- Cur Dest Move To=0.000000,0.000000
- Last Neg Dist=0
- NumTimesLostGound=0
- Path Collide Checker=CPathCollideChecker
- {
- }
- }
- Done action=CSendAIDoneMessage
- {
- Target=$Trigger
- }
- }
- }
- Patrol=CBorgStatePatrol
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- Patrol AI=CGoToAI
- {
- SubAI=
- Marked For Deletion=0
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- AI Instigator=
- AI Trigger=
- Destination=Taunt VO for Rom Group1
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- {
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- {
- }
- }
- Done action=CSendAIDoneMessage
- {
- Target=$Trigger
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- Make New Home=0
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- Facing Angle=CEntityBehaviorTurnToAngle
- {
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- Time to Patrol=-1
- How long have Patrolled=1
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- {
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- {
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- Turn Behavior=CEntityBehaviorTurnToAngle
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- Alert=CBorgStateAlert
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- Alert Time=2
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- {
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- {
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- {
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- Count Down=0
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- Ignore Begin=0
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- Start Action=CDeactivateAction
- {
- Target Name=Taunt VO for Rom Group1
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- End Action=CTriggerRelayAction
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- Relay Name=Stun Done Voice Relay
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- Next State=Investigate
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- Dead=CBorgStateDead
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- {
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- Retreat AI=
- Start Action=
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- {
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- Start Action=
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- Start Action=
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- GotATarget=CBorgStateGotATarget
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- Acquired a Target=Attack
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- Target If Hit=1
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- Current State=Patrol
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- Category=Enemy
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- {
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- Relay Name=Master for KlingonTrapped1
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- Action=CSendInvestigateHereMessageAction
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- Target Name=take down guys from back vo trigger
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- Target Name=Taunt VO for Rom Group1
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- Relay Name=Fake hearing radius 3 guy group
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- Level Part=CEntityBase
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- Name=Taunt VO for Rom Group1
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- {
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- {
- Item Count=7
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- {
- Sound=ENEMIES/Romulan/speech/Group/Brave.ogg
- Position=$Trigger
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- Action=CPlaySoundAction
- {
- Sound=ENEMIES/Romulan/speech/Group/Comrades.ogg
- Position=$Trigger
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- Action=CPlaySoundAction
- {
- Sound=ENEMIES/Romulan/speech/Group/Day Die.ogg
- Position=$Trigger
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- Action=CPlaySoundAction
- {
- Sound=ENEMIES/Romulan/speech/Group/Lay down.ogg
- Position=$Trigger
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- Action=CPlaySoundAction
- {
- Sound=ENEMIES/Romulan/speech/Group/Train fight.ogg
- Position=$Trigger
- }
- Action=CPlaySoundAction
- {
- Sound=ENEMIES/Romulan/speech/Group/Where Honor.ogg
- Position=$Trigger
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- Action=
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- Delay Between Actions=45
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- Category=
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- Targeting Point=0.000000,0.000000
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- Model=Editor/Relay
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- Level Part=CEntityBase
- {
- Name=Pan crate1
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- {
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- {
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- {
- Script=Mission 01/Mission 01
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- {
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- {
- Script=Mission 01/Mission 01
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- Category=
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