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authorBobTheBob <32057864+BobTheBob9@users.noreply.github.com>2021-08-31 23:14:58 +0100
committerBobTheBob <32057864+BobTheBob9@users.noreply.github.com>2021-08-31 23:14:58 +0100
commit9a96d0bff56f1969c68bb52a2f33296095bdc67d (patch)
tree4175928e488632705692e3cccafa1a38dd854615 /Northstar.CustomServers/scripts/aibehavior/common_schedules.txt
parent27bd240871b7c0f2f49fef137718b2e3c208e3b4 (diff)
downloadNorthstarMods-9a96d0bff56f1969c68bb52a2f33296095bdc67d.tar.gz
NorthstarMods-9a96d0bff56f1969c68bb52a2f33296095bdc67d.zip
move to new mod format
Diffstat (limited to 'Northstar.CustomServers/scripts/aibehavior/common_schedules.txt')
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diff --git a/Northstar.CustomServers/scripts/aibehavior/common_schedules.txt b/Northstar.CustomServers/scripts/aibehavior/common_schedules.txt
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-//=========================================================
-// > Fail
-// This schedule itself can fail because the NPC may
-// be unable to finish the stop moving. If so, fall back
-// the a fail schedule that has no stop moving in it.
-//=========================================================
-Schedule
-
- SCHED_FAIL
-
- Tasks
- TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_FAIL_NOSTOP
- TASK_STOP_MOVING 0
- TASK_SET_IDLE_ACTIVITY 0
- TASK_WAIT 0.5
- TASK_WAIT_PVS 0
-
- Interrupts
- COND_CAN_RANGE_ATTACK1
- COND_CAN_RANGE_ATTACK2
- COND_ANY_MELEE_ATTACK
- COND_GIVE_WAY
-End_Schedule
-
-//=========================================================
-// > Fail without stop moving, which can fail.
-//=========================================================
-Schedule
-
- SCHED_FAIL_NOSTOP
-
- Tasks
- TASK_SET_IDLE_ACTIVITY 0
- TASK_WAIT 0.5
- TASK_WAIT_PVS 0
-
- Interrupts
- COND_CAN_RANGE_ATTACK1
- COND_CAN_RANGE_ATTACK2
- COND_ANY_MELEE_ATTACK
- COND_GIVE_WAY
- End_Schedule
-
-//===============================================
-// > Idle_Stand
-//===============================================
-Schedule
-
- SCHED_IDLE_STAND
-
- Tasks
- TASK_STOP_MOVING 2
- TASK_FACE_ENEMY 5
- TASK_SET_IDLE_ACTIVITY 0
- TASK_WAIT 1
-
- Interrupts
- COND_NEW_ENEMY
- COND_SEE_FEAR
- COND_LIGHT_DAMAGE
- COND_HEAVY_DAMAGE
- COND_PROVOKED
- COND_GIVE_WAY
- COND_HEAR_PLAYER
- COND_INSIDE_DANGEROUS_AREA
- COND_HEAR_COMBAT
- COND_HEAR_BULLET_IMPACT
- COND_IDLE_INTERRUPT
- COND_REACT_SURPRISED
- COND_REACT_FRIENDLY_PLAYER
-End_Schedule
-
-//===============================================
-// > IdleWalk
-//===============================================
-Schedule
-
- SCHED_IDLE_WALK
-
- Tasks
- TASK_WALK_PATH 9999
- TASK_WAIT_FOR_MOVEMENT 0
- TASK_WAIT_PVS 0
-
- Interrupts
- COND_NEW_ENEMY
- COND_SEE_ENEMY // in deference to scripted schedule where the enemy was slammed, thus no COND_NEW_ENEMY
- COND_LIGHT_DAMAGE
- COND_HEAVY_DAMAGE
- COND_PROVOKED
- COND_HEAR_COMBAT
- COND_HEAR_BULLET_IMPACT
- COND_REACT_SURPRISED
-End_Schedule
-
-
-//===============================================
-// > SCHED_SWITCH_TO_PENDING_WEAPON
-//===============================================
-Schedule
-
- SCHED_SWITCH_TO_PENDING_WEAPON
-
- Tasks
- TASK_STOP_MOVING 2
- TASK_PLAY_SEQUENCE ACTIVITY:ACT_SWITCH_WEAPON
-
- Interrupts
- COND_HEAVY_DAMAGE
-End_Schedule
-
-
-//===============================================
-// > RangeAttackWait
-//===============================================
-Schedule
-
- SCHED_RANGE_ATTACK_WAIT
-
- Tasks
- TASK_WAIT_BETWEEN_BURSTS 0
-
- Interrupts
- COND_NEW_ENEMY
- COND_HEAVY_DAMAGE
- COND_TOO_CLOSE_TO_ATTACK
- COND_GIVE_WAY
- COND_INSIDE_DANGEROUS_AREA
- COND_SWITCH_WEAPON_REQUEST
- COND_ANY_MELEE_ATTACK
- COND_NOT_FACING_ENEMY
- COND_REACT_SURPRISED
- COND_REACT_CLOAK
- COND_REACT_JUMPED_OVER
-End_Schedule
-
-
-//===============================================
-Schedule
-
- SCHED_RANGE_ATTACK1_EVASIVE
-
- Tasks
- TASK_STOP_MOVING 2
- TASK_RANGE_ATTACK1_EVASIVE 0
-
- Interrupts
- COND_HEAVY_DAMAGE
- COND_NO_PRIMARY_CLIP_AMMO
- COND_TOO_CLOSE_TO_ATTACK
- COND_GIVE_WAY
- COND_INSIDE_DANGEROUS_AREA
- COND_ANY_MELEE_ATTACK
- COND_NOT_FACING_ENEMY
- COND_REACT_SURPRISED
- COND_REACT_CLOAK
- COND_REACT_JUMPED_OVER
-End_Schedule
-
-
-//===============================================
-// > RangeAttack1
-//===============================================
-Schedule
-
- SCHED_RANGE_ATTACK1
-
- Tasks
- TASK_STOP_MOVING 2
- TASK_AIM_AT_ENEMY 0
- TASK_ANNOUNCE_ATTACK 1 // 1 = primary attack
- TASK_RANGE_ATTACK1 0
-
- Interrupts
- COND_NEW_ENEMY
- COND_HEAVY_DAMAGE
- COND_NO_PRIMARY_CLIP_AMMO
- COND_WEAPON_BLOCKED_BY_FRIEND
- COND_WEAPON_SIGHT_OCCLUDED
- COND_TOO_CLOSE_TO_ATTACK
- COND_GIVE_WAY
- COND_INSIDE_DANGEROUS_AREA
- COND_SWITCH_WEAPON_REQUEST
- COND_ANY_MELEE_ATTACK
- COND_REACT_SURPRISED
- COND_REACT_CLOAK
- COND_REACT_JUMPED_OVER
-End_Schedule
-
-
-//===============================================
-// > RangeAttack2
-//===============================================
-Schedule
-
- SCHED_RANGE_ATTACK2
-
- Tasks
- TASK_STOP_MOVING 2
- TASK_FACE_ENEMY_STRICT 3
- TASK_AIM_AT_ENEMY 0
- TASK_RANGE_ATTACK2 0
-
- Interrupts
- COND_WEAPON_SIGHT_OCCLUDED
-End_Schedule
-
-//===============================================
-Schedule
-
- SCHED_RANGE_ATTACK_TWITCH
-
- Tasks
- TASK_STOP_MOVING 2
- TASK_PLAY_SEQUENCE ACTIVITY:ACT_RANGE_ATTACK_TWITCH
-
- Interrupts
- COND_NEW_ENEMY
- COND_HEAVY_DAMAGE
- COND_NO_PRIMARY_CLIP_AMMO
- COND_WEAPON_BLOCKED_BY_FRIEND
- COND_WEAPON_SIGHT_OCCLUDED
- COND_TOO_CLOSE_TO_ATTACK
- COND_GIVE_WAY
- COND_INSIDE_DANGEROUS_AREA
- COND_SWITCH_WEAPON_REQUEST
- COND_ANY_MELEE_ATTACK
- COND_NOT_FACING_ENEMY
- COND_REACT_SURPRISED
- COND_REACT_CLOAK
- COND_REACT_JUMPED_OVER
-End_Schedule
-
-
-//===============================================
-// > SpecialAttack
-//===============================================
-Schedule
-
- SCHED_SPECIAL_ATTACK
-
- Tasks
- TASK_STOP_MOVING 2
- TASK_FACE_ENEMY_STRICT 3
- TASK_PLAY_SEQUENCE ACTIVITY:ACT_SPECIAL_ATTACK_START
- TASK_SPECIAL_ATTACK 0
- TASK_PLAY_SEQUENCE ACTIVITY:ACT_SPECIAL_ATTACK_END
-
- Interrupts
- COND_GIVE_WAY
-End_Schedule
-
-
-//===============================================
-Schedule
-
- SCHED_THROW_GRENADE
-
- Tasks
- TASK_STOP_MOVING 2
- TASK_FACE_ENEMY_STRICT 4
- TASK_SCRIPTED_DIALOGUE 10 // eCodeDialogueID.GRENADE_OUT
- TASK_PLAY_SEQUENCE ACTIVITY:ACT_THROW_GRENADE
-
- Interrupts
- COND_HEAVY_DAMAGE
-End_Schedule
-
-
-//===============================================
-Schedule
-
- SCHED_RODEO_ATTACK
-
- Tasks
- TASK_RANGE_ATTACK1 0
- TASK_WAIT_BETWEEN_BURSTS 0
- Interrupts
-End_Schedule
-
-
-//=========================================================
-// > Ambush - monster stands in place and waits for a new
-// enemy or chance to attack an existing enemy.
-//=========================================================
-Schedule
-
- SCHED_AMBUSH
-
- Tasks
- TASK_STOP_MOVING 0
- TASK_SET_IDLE_ACTIVITY 0
- TASK_WAIT_INDEFINITE 0
-
- Interrupts
- COND_NEW_ENEMY
- COND_HEAVY_DAMAGE
- COND_PROVOKED
-End_Schedule
-
-
-//=========================================================
-// > AlertFace
-//=========================================================
-Schedule
-
- SCHED_ALERT_FACE
-
- Tasks
- TASK_STOP_MOVING 2
- TASK_FACE_IDEAL 0
- TASK_SET_IDLE_ACTIVITY 0
-
- Interrupts
- COND_NEW_ENEMY
- COND_PROVOKED
-End_Schedule
-
-//=========================================================
-// > AlertFace best sound
-//=========================================================
-Schedule
-
- SCHED_ALERT_FACE_BESTSOUND
-
- Tasks
- TASK_STORE_BESTSOUND_REACTORIGIN_IN_SAVEPOSITION 0
- TASK_STOP_MOVING 2
- TASK_FACE_SAVEPOSITION 0
- TASK_SET_IDLE_ACTIVITY 0
- TASK_WAIT 1.5
- TASK_FACE_REASONABLE 0
-
- Interrupts
- COND_NEW_ENEMY
- COND_SEE_FEAR
- COND_HEAVY_DAMAGE
- COND_PROVOKED
-End_Schedule
-
-
-//=========================================================
-// > Alert_Scan
-//=========================================================
-Schedule
-
- SCHED_ALERT_SCAN
-
- Tasks
- TASK_STOP_MOVING 0
- TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE_SCAN
- TASK_WAIT 1
-
- Interrupts
- COND_NEW_ENEMY
- COND_SEE_ENEMY
- COND_SEE_FEAR
- COND_SQUAD_SEARCH
- COND_LIGHT_DAMAGE
- COND_HEAVY_DAMAGE
- COND_HEAR_COMBAT
- COND_HEAR_PLAYER
- COND_INSIDE_DANGEROUS_AREA
- COND_HEAR_BULLET_IMPACT
- COND_REACT_SURPRISED
- COND_IDLE_INTERRUPT
-
-End_Schedule
-
-//=========================================================
-// > Alert_Area_Clear
-//=========================================================
-Schedule
-
- SCHED_ALERT_AREA_CLEAR
-
- Tasks
- TASK_STOP_MOVING 0
- TASK_NOTIFY_ENEMY_ELUDED 0
- TASK_RESERVE_NEXT_SEARCH_POINT 0
- TASK_PLAY_SEQUENCE ACTIVITY:ACT_IDLE_SCAN
-
- Interrupts
- COND_NEW_ENEMY
- COND_SEE_ENEMY
- COND_SEE_FEAR
- COND_SQUAD_SEARCH
- COND_LIGHT_DAMAGE
- COND_HEAVY_DAMAGE
- COND_HEAR_COMBAT
- COND_HEAR_PLAYER
- COND_INSIDE_DANGEROUS_AREA
- COND_HEAR_BULLET_IMPACT
- COND_REACT_SURPRISED
- COND_IDLE_INTERRUPT
-
-End_Schedule
-
-
-//=========================================================
-// > AlertStand
-//=========================================================
-Schedule
-
- SCHED_ALERT_STAND
-
- Tasks
- TASK_STOP_MOVING 0
- TASK_FACE_ENEMY 5
- TASK_SET_IDLE_ACTIVITY 0
- TASK_WAIT 1
-
- Interrupts
- COND_NEW_ENEMY
- COND_SEE_ENEMY
- COND_SEE_FEAR
- COND_LIGHT_DAMAGE
- COND_PROVOKED
- COND_HEAR_COMBAT
- COND_HEAR_PLAYER
- COND_INSIDE_DANGEROUS_AREA
- COND_HEAR_BULLET_IMPACT
- COND_IDLE_INTERRUPT
- COND_GIVE_WAY
- COND_REACT_SURPRISED
- COND_REACT_FRIENDLY_PLAYER
- COND_IDLE_INTERRUPT
-
-End_Schedule
-
-
-
-//=========================================================
-// > AlertWAlk
-//=========================================================
-Schedule
-
- SCHED_ALERT_WALK
-
- Tasks
- TASK_WALK_PATH 0
- TASK_WAIT_FOR_MOVEMENT 0
- TASK_WAIT_PVS 0
-
- Interrupts
- COND_NEW_ENEMY
- COND_SEE_ENEMY
- COND_SEE_FEAR
- COND_ENEMY_DEAD
- COND_LIGHT_DAMAGE
- COND_HEAVY_DAMAGE
- COND_INSIDE_DANGEROUS_AREA
- COND_CAN_RANGE_ATTACK1
- COND_CAN_RANGE_ATTACK2
- COND_ANY_MELEE_ATTACK
- COND_REACT_SURPRISED
-End_Schedule
-
-//=========================================================
-// > InvestigateSound
-//
-// sends a monster to the location of the
-// sound that was just heard to check things out.
-//=========================================================
-Schedule
-
- SCHED_INVESTIGATE_SOUND
-
- Tasks
- TASK_STOP_MOVING 0
- TASK_STORE_BESTSOUND_IN_SAVEPOSITION 0
- TASK_GET_PATH_TO_SAVEPOSITION_LOS 0
- TASK_MOVE_PATH 0
- TASK_WAIT_FOR_MOVEMENT 0
- TASK_STOP_MOVING 0
- TASK_FACE_SAVEPOSITION 0
- TASK_LOOKAT_SAVEPOSITION 1.5
- TASK_SET_ACTIVITY ACTIVITY:ACT_SEARCH_LOOK_AROUND
- TASK_WAIT 0.3
- TASK_NOTIFY_ENEMY_ELUDED 0
- TASK_WAIT 1.7
-
- Interrupts
- COND_NEW_ENEMY
- COND_SEE_FEAR
- COND_SEE_ENEMY
- COND_HEAVY_DAMAGE
- COND_REACT_SURPRISED
- COND_REACT_CORPSE
- COND_NEW_INVESTIGATE_SOUND
-End_Schedule
-
-//=========================================================
-// > InvestigateCorpse
-//=========================================================
-Schedule
-
- SCHED_INVESTIGATE_CORPSE
-
- Tasks
- TASK_STOP_MOVING 0
- TASK_SCRIPTED_DIALOGUE 0 // eCodeDialogueID.MAN_DOWN
- TASK_PLAY_SEQUENCE ACTIVITY:ACT_SIGNAL_GROUP
- TASK_SET_TOLERANCE_DISTANCE 100
- TASK_STORE_CORPSE_POSITION_IN_SAVEPOSITION 0
- TASK_GET_PATH_TO_SAVEPOSITION 0
- TASK_NOTIFY_ENEMY_ELUDED 0
- TASK_RESERVE_NEXT_SEARCH_POINT 0 // must be done after path find or will be cleared
- TASK_DISABLE_ARRIVAL_ONCE 0
- TASK_MOVE_PATH 0
- TASK_WAIT_FOR_MOVEMENT 0
- TASK_STOP_MOVING 0
- TASK_PLAY_SEQUENCE ACTIVITY:ACT_SEARCH_CORPSE
- TASK_PLAY_SEQUENCE ACTIVITY:ACT_SIGNAL_GROUP
- TASK_INIT_SEARCH_PATH 0
- TASK_SET_SCHEDULE SCHEDULE:SCHED_PATROL_PATH
-
- Interrupts
- COND_NEW_ENEMY
- COND_SEE_FEAR
- COND_SEE_ENEMY
- COND_LIGHT_DAMAGE
- COND_HEAVY_DAMAGE
- COND_HEAR_COMBAT
- COND_REACT_SURPRISED
-End_Schedule
-
-
-//=========================================================
-// > Stand up
-//=========================================================
-Schedule
-
- SCHED_STAND_UP
-
- Tasks
- TASK_STOP_MOVING 0
- TASK_PLAY_SEQUENCE ACTIVITY:ACT_STAND
-
- Interrupts
-End_Schedule
-
-
-//=========================================================
-// > Crouch down
-//=========================================================
-Schedule
-
- SCHED_CROUCH_DOWN
-
- Tasks
- TASK_STOP_MOVING 0
- TASK_PLAY_SEQUENCE ACTIVITY:ACT_CROUCH
-
- Interrupts
-End_Schedule
-
-
-//=========================================================
-// > CombatStand
-//=========================================================
-Schedule
-
- SCHED_COMBAT_STAND
-
- Tasks
- TASK_STOP_MOVING 0
- TASK_SET_IDLE_ACTIVITY 0
- TASK_WAIT_INDEFINITE 0
-
- Interrupts
- COND_NEW_ENEMY
- COND_ENEMY_DEAD
- COND_LIGHT_DAMAGE
- COND_HEAVY_DAMAGE
- COND_SEE_ENEMY
- COND_CAN_RANGE_ATTACK1
- COND_CAN_RANGE_ATTACK2
- COND_ANY_MELEE_ATTACK
- COND_IDLE_INTERRUPT
- COND_REACT_SURPRISED
-End_Schedule
-
-//=========================================================
-// > CombatWalk
-//=========================================================
-Schedule
-
- SCHED_COMBAT_WALK
-
- Tasks
- TASK_WALK_PATH 0
- TASK_WAIT_FOR_MOVEMENT 0
- TASK_WAIT_PVS 0
-
- Interrupts
- COND_NEW_ENEMY
- COND_ENEMY_DEAD
- COND_LIGHT_DAMAGE
- COND_HEAVY_DAMAGE
- COND_INSIDE_DANGEROUS_AREA
- COND_CAN_RANGE_ATTACK1
- COND_CAN_RANGE_ATTACK2
- COND_ANY_MELEE_ATTACK
- COND_REACT_SURPRISED
-End_Schedule
-
-//=========================================================
-// > CombatFace
-//=========================================================
-Schedule
-
- SCHED_COMBAT_FACE
-
- Tasks
- TASK_STOP_MOVING 2
- TASK_FACE_ENEMY 3
- TASK_WAIT_UNTIL_ATTACK_READY 0.5
-
- Interrupts
- COND_ANY_MELEE_ATTACK
- COND_SQUAD_SEARCH
- COND_INSIDE_DANGEROUS_AREA
- COND_REACT_SURPRISED
- COND_REACT_BULLET
- COND_REACT_CLOAK
- COND_REACT_JUMPED_OVER
-End_Schedule
-
-//=========================================================
-// COMBAT_SWEEP
-//
-// Do a small sweep of the area
-//=========================================================
-Schedule
-
- SCHED_COMBAT_SWEEP
-
- Tasks
- TASK_STOP_MOVING 2
- TASK_PLAY_SEQUENCE ACTIVITY:ACT_SEARCH_LOOK_AROUND
-
- Interrupts
- COND_SQUAD_SEARCH
- COND_NEW_ENEMY
- COND_SEE_ENEMY
- COND_SEE_FEAR
- COND_LIGHT_DAMAGE
- COND_HEAVY_DAMAGE
- COND_PROVOKED
- COND_HEAR_COMBAT // sound flags
- COND_HEAR_PLAYER
- COND_INSIDE_DANGEROUS_AREA
- COND_HEAR_BULLET_IMPACT
- COND_GIVE_WAY
- COND_REACT_SURPRISED
- COND_REACT_BULLET
- COND_REACT_CLOAK
-End_Schedule
-
-
-//=========================================================
-// > Combat Wait facing current, reload if necessary
-//=========================================================
-Schedule
-
- SCHED_COMBAT_WAIT
-
- Tasks
- TASK_STOP_MOVING 0
- TASK_RELOAD 0.5
- TASK_SCRIPTED_DIALOGUE 4 // script enum eCodeDialogueID.RELOADING
- TASK_SET_IDLE_ACTIVITY 0
- TASK_WAIT_FACE_ENEMY 1
-
- Interrupts
- COND_IN_DANGER
- COND_SEE_ENEMY
- COND_LOS_TO_ENEMY_LKP
- COND_CAN_RANGE_ATTACK1
- COND_CAN_RANGE_ATTACK2
- COND_ANY_MELEE_ATTACK
- COND_INSIDE_DANGEROUS_AREA
- COND_REACT_SURPRISED
- COND_REACT_BULLET
- COND_REACT_CLOAK
- COND_REACT_JUMPED_OVER
-End_Schedule
-
-
- //=========================================================
-// > Combat Wait facing enemy
-//=========================================================
-Schedule
-
- SCHED_WAIT_FACING_ENEMY
-
- Tasks
- TASK_STOP_MOVING 0
- TASK_RELOAD 0.5
- TASK_FACE_REASONABLE 0
- TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE_SCAN
- TASK_WAIT 1
-
- Interrupts
- COND_IN_DANGER
- COND_ENEMY_DEAD
- COND_LIGHT_DAMAGE
- COND_HEAVY_DAMAGE
- COND_INSIDE_DANGEROUS_AREA
- COND_NEW_ENEMY
- COND_SEE_ENEMY
- COND_CAN_RANGE_ATTACK1
- COND_CAN_RANGE_ATTACK2
- COND_REACT_SURPRISED
- COND_REACT_BULLET
- COND_REACT_CLOAK
- End_Schedule
-
-//=========================================================
-// SCHED_HIDE_AND_RELOAD
-//=========================================================
-Schedule
-
- SCHED_HIDE_AND_RELOAD
-
- Tasks
- TASK_STOP_MOVING 0
- TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_RELOAD
- TASK_FIND_COVER_FROM_ENEMY_WITHIN_RADIUS 0
- TASK_SPRINT_PATH 0
- TASK_WAIT_FOR_MOVEMENT 0
- TASK_REMEMBER MEMORY:INCOVER
- TASK_FACE_ENEMY 3
- TASK_RELOAD 0
- TASK_SCRIPTED_DIALOGUE 4 // script enum eCodeDialogueID.RELOADING
-
- Interrupts
- COND_IN_DANGER
- COND_ANY_MELEE_ATTACK
- COND_HEAVY_DAMAGE
- COND_INSIDE_DANGEROUS_AREA
- COND_REACT_SURPRISED
-End_Schedule
-
-//=========================================================
-// > Reload
-//=========================================================
-Schedule
-
- SCHED_RELOAD
-
- Tasks
- TASK_STOP_MOVING 0
- TASK_LOOKAT_ENEMY 1.0
- TASK_RELOAD 0
- TASK_SCRIPTED_DIALOGUE 4 // script enum eCodeDialogueID.RELOADING
-
- Interrupts
- COND_IN_DANGER
- COND_INSIDE_DANGEROUS_AREA
- COND_ANY_MELEE_ATTACK
- COND_REACT_SURPRISED
-End_Schedule
-
-//=========================================================
-// > Directional melee
-//=========================================================
-Schedule
-
- SCHED_DIRECTIONAL_MELEE
-
- Tasks
- TASK_STOP_MOVING 0
- TASK_MELEE_DIRECTIONAL_ATTACK 0
-
- Interrupts
- COND_NEW_ENEMY
- COND_ENEMY_DEAD
- COND_HEAVY_DAMAGE
- COND_ENEMY_OCCLUDED
-End_Schedule
-
-
-//=========================================================
-// > Melee_Attack1
-//=========================================================
-Schedule
-
- SCHED_MELEE_ATTACK1
-
- Tasks
- TASK_STOP_MOVING 0
- TASK_FACE_ENEMY_STRICT 1.5
- TASK_ANNOUNCE_ATTACK 1 // 1 = primary attack
- TASK_MELEE_ATTACK1 0
-
- Interrupts
-End_Schedule
-
-//=========================================================
-// > Melee_Charge
-//=========================================================
-Schedule
-
- SCHED_MELEE_CHARGE
-
- Tasks
- TASK_FACE_ENEMY 1.5
- TASK_ANNOUNCE_ATTACK 2 // 2 = secondary attack
- TASK_MELEE_CHARGE 0
-
- Interrupts
-End_Schedule
-
-
-//=========================================================
-// > Melee_Attack_Wait
-//=========================================================
-Schedule
-
- SCHED_MELEE_ATTACK_WAIT
-
- Tasks
- TASK_FACE_ENEMY_STRICT 3
- TASK_SET_ACTIVITY ACTIVITY:ACT_MELEE_ATTACK_WAIT
- TASK_WAIT 0.5
-
- Interrupts
- COND_ANY_MELEE_ATTACK
-End_Schedule
-
-
- //=========================================================
- //=========================================================
-Schedule
-
- SCHED_PRESS_ATTACK
-
- Tasks
- TASK_SET_TOLERANCE_DISTANCE 0
- TASK_SET_PATH_CLUSTER_EXCLUDE 1
- TASK_GET_PATH_TO_ENEMY_LKP 0
- TASK_MOVE_PATH 0
- TASK_WAIT_FOR_MOVEMENT_FACE_TARGET_AT_END 0
-
- Interrupts
- COND_IN_DANGER
- COND_VERY_DIFFERENT_NEW_ENEMY
- COND_SQUAD_SEARCH
- COND_ENEMY_DEAD
- COND_ENEMY_UNREACHABLE
- COND_NO_PRIMARY_AMMO
- COND_TOO_CLOSE_TO_ATTACK
- COND_ANY_MELEE_ATTACK
- COND_ATTACK_SLOT_AVAILABLE
- COND_INSIDE_DANGEROUS_AREA
-End_Schedule
-
-
-//=========================================================
-// > ChaseEnemy
-//=========================================================
-Schedule
-
- SCHED_CHASE_ENEMY
-
- Tasks
- TASK_SET_PATH_CLUSTER_EXCLUDE 1
- TASK_GET_PATH_TO_ENEMY 0
- TASK_RUN_PATH 0
- TASK_SCRIPTED_DIALOGUE 9 // script enum eCodeDialogueID.CHASE_ENEMY
- TASK_WAIT_FOR_MOVEMENT_CHASE 0
- TASK_FACE_ENEMY 3
-
- Interrupts
- COND_NEW_ENEMY
- COND_ENEMY_DEAD
- COND_ENEMY_UNREACHABLE
- COND_ANY_MELEE_ATTACK
- COND_CAN_RANGE_ATTACK1
- COND_CAN_RANGE_ATTACK2
- COND_TOO_CLOSE_TO_ATTACK
- COND_LOST_ENEMY
- COND_INSIDE_DANGEROUS_AREA
- COND_IN_DANGER
- COND_GIVE_WAY
- COND_REACT_SURPRISED
- COND_REACT_CLOAK
- COND_REACT_JUMPED_OVER
-End_Schedule
-
-
-//=========================================================
-// > ChaseEnemyRangeAttacking
-//=========================================================
-Schedule
-
- SCHED_CHASE_ENEMY_RANGE_ATTACKING
-
- Tasks
- TASK_SET_PATH_CLUSTER_EXCLUDE 1
- TASK_GET_PATH_TO_ENEMY 0
- TASK_RUN_PATH 0
- TASK_WAIT_FOR_MOVEMENT_CHASE 0
-
- Interrupts
- COND_NEW_ENEMY
- COND_ENEMY_DEAD
- COND_ENEMY_UNREACHABLE
- COND_ANY_MELEE_ATTACK
- COND_TOO_CLOSE_TO_ATTACK
- COND_LOST_ENEMY
- COND_INSIDE_DANGEROUS_AREA
- COND_IN_DANGER
- COND_GIVE_WAY
- COND_REACT_SURPRISED
- COND_REACT_CLOAK
- COND_REACT_JUMPED_OVER
-End_Schedule
-
-//=========================================================
-// > ChargeAttackRun
-//=========================================================
-Schedule
-
- SCHED_CHARGE_ATTACK_RUN
-
- Tasks
- TASK_GET_PATH_TO_ENEMY 0
- TASK_RUN_PATH 0
- TASK_WAIT_FOR_MOVEMENT_CHASE 0
- TASK_FACE_ENEMY 1.5
-
- Interrupts
- COND_NEW_ENEMY
- COND_ENEMY_DEAD
- COND_ENEMY_UNREACHABLE
- COND_ANY_MELEE_ATTACK
- COND_TOO_CLOSE_TO_ATTACK
- COND_LOST_ENEMY
- COND_INSIDE_DANGEROUS_AREA
-End_Schedule
-
-//=========================================================
-// > SCHED_BACK_AWAY_FROM_SAVE_POSITION
-//=========================================================
-Schedule
-
- SCHED_BACK_AWAY_FROM_SAVE_POSITION
-
- Tasks
- TASK_FIND_BACKAWAY_FROM_SAVEPOSITION 0
- TASK_RUN_PATH 0
- TASK_WAIT_FOR_MOVEMENT 0
-
- Interrupts
-End_Schedule
-
-//=========================================================
-// > BackAwayFromEnemy
-//=========================================================
-Schedule
-
- SCHED_BACK_AWAY_FROM_ENEMY
-
- Tasks
- TASK_STORE_ENEMY_POSITION_IN_SAVEPOSITION 0
- TASK_FIND_BACKAWAY_FROM_SAVEPOSITION 0
- TASK_MOVE_PATH 0
- TASK_WAIT_FOR_MOVEMENT 0
-
- Interrupts
- COND_IN_DANGER
- COND_NEW_ENEMY
- COND_ANY_MELEE_ATTACK
-End_Schedule
-
-//=========================================================
-// > BigFlinch
-// played when heavy damage is taken for the first time in a while
-//=========================================================
-Schedule
-
- SCHED_BIG_FLINCH
-
- Tasks
- TASK_BIG_FLINCH 0
- TASK_REFRESH_REACT_TO_SOUND 0.5
-
- Interrupts
- COND_INTERRUPT_DAMAGE
-End_Schedule
-
-//=========================================================
-// > Die
-//=========================================================
-Schedule
-
- SCHED_DIE
-
- Tasks
- TASK_STOP_MOVING 0
- TASK_DIE 0
-
- Interrupts
- COND_NO_CUSTOM_INTERRUPTS
-End_Schedule
-
-//=========================================================
-// > Die
-//=========================================================
-Schedule
-
- SCHED_DIE_RAGDOLL
-
- Tasks
- TASK_STOP_MOVING 0
-
- Interrupts
- COND_NO_CUSTOM_INTERRUPTS
-End_Schedule
-
-//=========================================================
-// > VictoryDance
-//=========================================================
-Schedule
-
- SCHED_VICTORY_DANCE
-
- Tasks
- TASK_STOP_MOVING 0
- TASK_PLAY_SEQUENCE ACTIVITY:ACT_VICTORY_DANCE
-
- Interrupts
-End_Schedule
-
-//=========================================================
-// > Wait for Anim
-//=========================================================
-Schedule
-
- SCHED_WAIT_FOR_SCRIPT_ANIM_END
-
- Tasks
- TASK_WAIT_FOR_SCRIPT_ANIM_END 0
-
- Interrupts
-End_Schedule
-
-//=========================================================
-// > Synced melee anim
-//=========================================================
-Schedule
-
- SCHED_WAIT_FOR_SYNCED_MELEE_ANIM_END
-
- Tasks
- TASK_WAIT_FOR_SYNCED_MELEE_ANIM_END 0
-
- Interrupts
-End_Schedule
-
-//=========================================================
-// > Path towards a place to start a Synced melee
-//=========================================================
-Schedule
-
- SCHED_PRESS_TO_INITIATE_SYNCED_MELEE_ATTACK
-
- Tasks
- TASK_GET_PATH_TO_INITIATE_SYNCED_MELEE 0
- TASK_RUN_PATH 0
- TASK_DISABLE_ARRIVAL_ONCE 0
- TASK_WAIT_FOR_MOVEMENT 3
-
- Interrupts
- COND_CAN_SYNCED_MELEE_ATTACK
- COND_INSIDE_DANGEROUS_AREA
- COND_ENEMY_DEAD
-End_Schedule
-
-//=========================================================
-// > Cower
-//
-// This is what is usually done when attempts
-// to escape danger fail.
-//=========================================================
-Schedule
-
- SCHED_COWER
-
- Tasks
- TASK_STOP_MOVING 2
- TASK_FACE_ENEMY 2
- TASK_SET_NPC_FLAG FLAG:NPC_DIE_ON_ANY_DAMAGE
- TASK_SET_NPC_FLAG FLAG:NPC_RAGDOLL_IMMEDIATE
- TASK_PLAY_SEQUENCE ACTIVITY:ACT_COWER
- TASK_CLEAR_NPC_FLAG FLAG:NPC_ALLOW_FLEE
- TASK_CLEAR_NPC_FLAG FLAG:NPC_DIE_ON_ANY_DAMAGE
- TASK_CLEAR_NPC_FLAG FLAG:NPC_RAGDOLL_IMMEDIATE
-
- Interrupts
-End_Schedule
-
-//=========================================================
-// > TakeCoverFromBestSound
-//
-// hide from the loudest sound source
-//=========================================================
-Schedule
-
- SCHED_TAKE_COVER_FROM_BEST_SOUND
-
- Tasks
- TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_FLEE_FROM_BEST_SOUND
- TASK_STOP_MOVING 0
- TASK_FIND_COVER_FROM_BEST_SOUND 0
- TASK_SPRINT_RUNAWAY_PATH 0
- TASK_WAIT_FOR_MOVEMENT 0
- TASK_REMEMBER MEMORY:INCOVER
- TASK_FACE_REASONABLE 0
- TASK_SET_IDLE_ACTIVITY 0
- TASK_WAIT 3
-
- Interrupts
- COND_NEW_ENEMY
-End_Schedule
-
-
-//=========================================================
-//
-//=========================================================
-Schedule
-
- SCHED_FLEE_FROM_BEST_SOUND
-
- Tasks
- TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_COWER
- TASK_GET_PATH_AWAY_FROM_BEST_SOUND 600
- TASK_SPRINT_PATH_TIMED 2
- TASK_STOP_MOVING 0
-
- Interrupts
- COND_NEW_ENEMY
-End_Schedule
-
-
-//=========================================================
-//
-//=========================================================
-Schedule
-
- SCHED_TAKE_COVER_FROM_ENEMY
-
- Tasks
- TASK_SCRIPTED_DIALOGUE 8 // script enum eCodeDialogueID.TAKE_COVER_FROM_ENEMY
- TASK_STOP_MOVING 0
- TASK_FIND_COVER_FROM_ENEMY 0
- TASK_MOVE_PATH 0
- TASK_WAIT_FOR_MOVEMENT 0
- TASK_REMEMBER MEMORY:INCOVER
-
- Interrupts
- COND_REACT_SURPRISED
- COND_REACT_JUMPED_OVER
- COND_DEFENSIVE_PLACEMENT
- COND_INSIDE_DANGEROUS_AREA
-End_Schedule
-
-//=========================================================
-//
-//=========================================================
-Schedule
-
- SCHED_DISPLACE_FROM_DANGEROUS_AREA
-
- Tasks
- TASK_SCRIPTED_DIALOGUE 11 // script enum eCodeDialogueID.DANGEROUS_AREA_DISPLACE
- TASK_DISPLACE_FROM_DANGEROUS_AREA 0
-
- Interrupts
- COND_HEAVY_DAMAGE
-End_Schedule
-
-
-//=========================================================
-//
-//=========================================================
-Schedule
-
- SCHED_MELEE_DISENGAGE
-
- Tasks
- TASK_PLAY_SEQUENCE ACTIVITY:ACT_DISENGAGE
-
- Interrupts
-End_Schedule
-
-
-//=========================================================
-// > RunFromEnemy
-//
-// Run to cover, but don't turn to face enemy and upon
-// fail run around randomly
-//=========================================================
-Schedule
-
- SCHED_RUN_FROM_ENEMY
-
- Tasks
- TASK_SCRIPTED_DIALOGUE 3 // script enum eCodeDialogueID.RUN_FROM_ENEMY
- TASK_SET_RUNNING_FROM_ENEMY 0
- TASK_STOP_MOVING 0
- TASK_FIND_SAFE_HINT_FROM_ENEMY 1500
- TASK_FIND_COVER_FROM_ENEMY_LIMITLESS 300
- TASK_SPRINT_RUNAWAY_PATH 0
- TASK_WAIT_FOR_MOVEMENT 0
- TASK_SET_SCHEDULE SCHEDULE:SCHED_RUN_FROM_ENEMY_FALLBACK_COMPLETE
-
- Interrupts
- COND_NEW_ENEMY
- COND_ENEMY_DEAD
-End_Schedule
-
-
-//=========================================================
-Schedule
-
- SCHED_RUN_FROM_ENEMY_FALLBACK
-
- Tasks
- TASK_SET_RUNNING_FROM_ENEMY 0
- TASK_STOP_MOVING 0
- TASK_STORE_ENEMY_POSITION_IN_SAVEPOSITION 0
- TASK_FIND_BACKAWAY_FROM_SAVEPOSITION 0
- TASK_SPRINT_RUNAWAY_PATH 0
- TASK_WAIT_FOR_MOVEMENT 0
- TASK_SET_SCHEDULE SCHEDULE:SCHED_RUN_FROM_ENEMY_FALLBACK_COMPLETE
-
- Interrupts
- COND_NEW_ENEMY
- COND_ENEMY_DEAD
-End_Schedule
-
-//=========================================================
-Schedule
-
- SCHED_RUN_FROM_ENEMY_FALLBACK_COMPLETE
-
- Tasks
- TASK_WAIT_RANDOM 1
- TASK_STOP_MOVING 0
- TASK_PLAY_SEQUENCE ACTIVITY:ACT_SIGNAL_ACKNOWLEDGE
- TASK_RELOAD 0.5
- TASK_SCRIPTED_DIALOGUE 4 // script enum eCodeDialogueID.RELOADING
- TASK_SET_IDLE_ACTIVITY 0
- TASK_FACE_ENEMY_IF_HAS_LOS 3
- TASK_PLAY_SEQUENCE ACTIVITY:ACT_SIGNAL_ACKNOWLEDGE
-
- Interrupts
- COND_LOS_TO_ENEMY_LKP
- COND_SEE_ENEMY
- COND_LIGHT_DAMAGE
- COND_HEAVY_DAMAGE
- COND_INSIDE_DANGEROUS_AREA
-End_Schedule
-
-//=========================================================
-// > Forced_Go (Used for debug only)
-//=========================================================
-Schedule
-
- SCHED_FORCED_GO
-
- Tasks
- TASK_SET_TOLERANCE_DISTANCE 0
- TASK_GET_PATH_TO_SAVEPOSITION 0
- TASK_MOVE_PATH 0
- TASK_WAIT_FOR_MOVEMENT 0
-
- Interrupts
- COND_ANY_MELEE_ATTACK
-
-End_Schedule
-
-//=========================================================
-// > Forced_Go (Used for debug only)
-//=========================================================
-Schedule
-
- SCHED_FORCED_GO_RUN
-
- Tasks
- TASK_SET_TOLERANCE_DISTANCE 0
- TASK_GET_PATH_TO_SAVEPOSITION 0
- TASK_RUN_PATH 0
- TASK_WAIT_FOR_MOVEMENT 0
-
- Interrupts
- COND_ANY_MELEE_ATTACK
-
-End_Schedule
-
-
-//=========================================================
-// SCHED_MOVE_TO_ENEMY
-// different from SCHED_CHASE_ENEMY, uses LKP
-//=========================================================
-Schedule
-
- SCHED_MOVE_TO_ENEMY
-
- Tasks
- TASK_SET_TOLERANCE_DISTANCE 72
- TASK_SET_PATH_CLUSTER_EXCLUDE 1
- TASK_GET_PATH_TO_ENEMY_LKP 0
- TASK_MOVE_PATH 0
- TASK_WAIT_FOR_MOVEMENT_FACE_TARGET_AT_END 0
-
- Interrupts
- COND_VERY_DIFFERENT_NEW_ENEMY
- COND_SQUAD_SEARCH
- COND_ENEMY_DEAD
- COND_LOST_ENEMY
- COND_CAN_RANGE_ATTACK1
- COND_CAN_RANGE_ATTACK2
- COND_ANY_MELEE_ATTACK
- COND_INSIDE_DANGEROUS_AREA
- COND_REACT_SURPRISED
-End_Schedule
-
-
-//=========================================================
-// SCHED_MOVE_TO_ENGAGEMENT_RANGE
-//
-//=========================================================
-Schedule
-
- SCHED_MOVE_TO_ENGAGEMENT_RANGE
-
- Tasks
- TASK_SET_PATH_CLUSTER_EXCLUDE 1
- TASK_GET_PATH_TO_ENEMY_LKP_LOS 0
- TASK_MOVE_PATH 0
- TASK_WAIT_FOR_MOVEMENT_FACE_TARGET_AT_END 0
-
- Interrupts
- COND_IN_DANGER
- COND_VERY_DIFFERENT_NEW_ENEMY
- COND_SQUAD_SEARCH
- COND_ENEMY_DEAD
- COND_LOST_ENEMY
- COND_ANY_MELEE_ATTACK
- COND_INSIDE_DANGEROUS_AREA
- COND_REACT_SURPRISED
-End_Schedule
-
-
-//=========================================================
-// SCHED_MOVE_TO_WEAPON_RANGE
-//
-//=========================================================
-Schedule
-
- SCHED_MOVE_TO_WEAPON_RANGE
-
- Tasks
- TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY
- TASK_GET_PATH_TO_RANGE_ENEMY_LKP_LOS 0
- TASK_MOVE_PATH 0
- TASK_WAIT_FOR_MOVEMENT 0
- TASK_SET_SCHEDULE SCHEDULE:SCHED_COMBAT_FACE
-
- Interrupts
- COND_IN_DANGER
- COND_NEW_ENEMY
- COND_ENEMY_DEAD
- COND_LOST_ENEMY
- COND_CAN_RANGE_ATTACK1
- COND_CAN_RANGE_ATTACK2
- COND_ANY_MELEE_ATTACK
- COND_INSIDE_DANGEROUS_AREA
- COND_REACT_SURPRISED
-End_Schedule
-
-//=========================================================
-// SCHED_MOVE_TO_SQUAD_RANGE
-//
-//=========================================================
-Schedule
-
- SCHED_MOVE_TO_SQUAD_RANGE
-
- Tasks
- TASK_SET_PATH_CLUSTER_EXCLUDE 1
- TASK_GET_PATH_TO_ENEMY_LKP 0
- TASK_MOVE_PATH 0
- TASK_WAIT_FOR_MOVEMENT_FACE_TARGET_AT_END 0
-
- Interrupts
- COND_IN_DANGER
- COND_NEW_ENEMY
- COND_SQUAD_SEARCH
- COND_ENEMY_DEAD
- COND_LOST_ENEMY
- COND_CAN_RANGE_ATTACK1
- COND_CAN_RANGE_ATTACK2
- COND_ANY_MELEE_ATTACK
- COND_INSIDE_DANGEROUS_AREA
- COND_REACT_SURPRISED
-End_Schedule
-
-
-//=========================================================
-Schedule
-
- SCHED_MOVE_TO_SQUAD_LEADER_GOAL
-
- Tasks
- TASK_GET_PATH_TO_SQUAD_LEADER_GOAL 0
- TASK_SCRIPTED_DIALOGUE 6 // script enum eCodeDialogueID.MOVE_TO_SQUAD_LEADER
- TASK_MOVE_PATH 0
- TASK_WAIT_FOR_MOVEMENT 0
- TASK_STOP_MOVING 0
-
- Interrupts
- COND_IN_DANGER
- COND_SQUAD_SEARCH
- COND_SQUAD_TAKING_POSITION
- COND_ANY_MELEE_ATTACK
- COND_SEE_ENEMY_VERY_CLOSE
-End_Schedule
-
-//=========================================================
-Schedule
-
- SCHED_MOVE_TO_SQUAD_ASSIGNED_NODE
-
- Tasks
- TASK_GET_PATH_TO_SQUAD_ASSIGNED_NODE 0
- TASK_SCRIPTED_DIALOGUE 7 // script enum eCodeDialogueID.FAN_OUT
- TASK_MOVE_PATH 0
- TASK_WAIT_FOR_MOVEMENT 0
- TASK_STOP_MOVING 0
-
- Interrupts
- COND_IN_DANGER
- COND_SQUAD_SEARCH
- COND_ANY_MELEE_ATTACK
- COND_SEE_ENEMY_VERY_CLOSE
-End_Schedule
-
-
-//=========================================================
-// ESTABLISH_LINE_OF_FIRE
-//
-// Go to a location from which I can shoot my enemy
-//=========================================================
-Schedule
-
- SCHED_ESTABLISH_LINE_OF_FIRE
-
- Tasks
- TASK_SET_TOLERANCE_DISTANCE 0
- TASK_GET_PATH_TO_ENEMY_LKP_LOS 0
- TASK_MOVE_PATH 0
- TASK_WAIT_FOR_MOVEMENT_FACE_TARGET_AT_END 0
-
- Interrupts
- COND_IN_DANGER
- COND_VERY_DIFFERENT_NEW_ENEMY
- COND_SQUAD_SEARCH
- COND_ENEMY_DEAD
- COND_ANY_MELEE_ATTACK
- COND_INSIDE_DANGEROUS_AREA
- COND_REACT_SURPRISED
-End_Schedule
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-Schedule
-
- SCHED_MOVE_TO_HIGH_GROUND
-
- Tasks
- TASK_STOP_MOVING 0
- TASK_FIND_HIGH_GROUND_NODE_FROM_ORIGIN 150
- TASK_SPRINT_RUNAWAY_PATH 0
- TASK_WAIT_FOR_MOVEMENT 0
- TASK_SET_TOLERANCE_DISTANCE 0
-
- Interrupts
- COND_IN_DANGER
- COND_CAN_MELEE_ATTACK1
-End_Schedule
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-Schedule
-
- SCHED_PREPARE_TO_SNIPE
-
- Tasks
- TASK_GET_PATH_TO_ENEMY_LKP_LOS 0
- TASK_MOVE_PATH 0
- TASK_WAIT_FOR_MOVEMENT_FACE_TARGET_AT_END 0
- TASK_STOP_MOVING 2
- TASK_FACE_ENEMY 0
- TASK_SET_WEAPON_BLOCKED_TIMER 5
- TASK_PLAY_SEQUENCE ACTIVITY:ACT_ARM
-
- Interrupts
- COND_IN_DANGER
- COND_ANY_MELEE_ATTACK
-End_Schedule
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-Schedule
-
- SCHED_SNIPE_WAIT
-
- Tasks
- TASK_AIM_AT_ENEMY 0
- TASK_WAIT_BETWEEN_BURSTS 0
- TASK_WAIT 0.2
-
- Interrupts
- COND_IN_DANGER
- COND_CAN_RANGE_ATTACK1
- COND_CAN_RANGE_ATTACK2
- COND_ANY_MELEE_ATTACK
- COND_WEAPON_BLOCKED_TIMER
-End_Schedule
-
-//=========================================================
-// > PATROL_PATH
-//
-// patrol a path, with option running scripts at each patrol point
-//=========================================================
-
-Schedule
-
- SCHED_PATROL_PATH
-
- Tasks
- TASK_GET_PATH_TO_NEXT_SEARCH_POINT 1500
- TASK_WALK_PATH 0
- TASK_WAIT_FOR_MOVEMENT 0
- TASK_RUN_VSCRIPT 0
- TASK_RESERVE_NEXT_SEARCH_POINT 0
-
- Interrupts
- COND_ENEMY_DEAD
- COND_LOST_ENEMY
- COND_LIGHT_DAMAGE
- COND_HEAVY_DAMAGE
- COND_HEAR_COMBAT
- COND_INSIDE_DANGEROUS_AREA
- COND_HEAR_BULLET_IMPACT
- COND_NEW_ENEMY
- COND_SEE_ENEMY
- COND_CAN_RANGE_ATTACK1
- COND_CAN_RANGE_ATTACK2
- COND_REACT_SURPRISED
- COND_REACT_BULLET
- COND_REACT_CLOAK
- COND_REACT_JUMPED_OVER
- COND_REACT_CORPSE
- COND_REACT_FRIENDLY_PLAYER
- COND_SQUAD_ENGAGE
-
- End_Schedule
-
-
-//=========================================================
-// > PATROL_RUN
-//
-// Run around randomly until we detect an enemy
-//=========================================================
-Schedule
-
- SCHED_PATROL_RUN
-
- Tasks
- TASK_SET_TOLERANCE_DISTANCE 0
- TASK_SET_ROUTE_SEARCH_TIME 5 // Spend 5 seconds trying to build a path if stuck
- TASK_GET_PATH_TO_RANDOM_NODE 0
- TASK_MOVE_PATH 0
- TASK_WAIT_FOR_MOVEMENT 0
-
- Interrupts
- COND_GIVE_WAY
- COND_NEW_ENEMY
- COND_SEE_ENEMY
- COND_SEE_FEAR
- COND_HEAR_COMBAT
- COND_INSIDE_DANGEROUS_AREA
- COND_HEAR_PLAYER
- COND_LIGHT_DAMAGE
- COND_HEAVY_DAMAGE
- COND_PROVOKED
-End_Schedule
-
-//=========================================================
-// > IDLE_WANDER
-//
-// Walk around randomly
-//=========================================================
-Schedule
-
- SCHED_IDLE_WANDER
-
- Tasks
- TASK_SET_ROUTE_SEARCH_TIME 5 // Spend 5 seconds trying to build a path if stuck
- TASK_WANDER 0
- TASK_WALK_PATH 0
- TASK_WAIT_FOR_MOVEMENT 0
-
- Interrupts
- COND_GIVE_WAY
- COND_HEAR_COMBAT
- COND_INSIDE_DANGEROUS_AREA
- COND_NEW_ENEMY
- COND_SEE_ENEMY
- COND_SEE_FEAR
- COND_LIGHT_DAMAGE
- COND_HEAVY_DAMAGE
- COND_IDLE_INTERRUPT
-End_Schedule
-
-//=========================================================
-// > FALL_TO_GROUND
-//=========================================================
-Schedule
-
- SCHED_FALL_TO_GROUND
-
- Tasks
- TASK_FALL_TO_GROUND 0
-
- Interrupts
-End_Schedule
-
-//=========================================================
-// > SCHED_MOVE_AWAY_FROM_ENEMY
-//=========================================================
-Schedule
-
- SCHED_MOVE_AWAY_FROM_ENEMY
-
- Tasks
- TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_MOVE_AWAY_FAIL
- TASK_FACE_ENEMY 3
- TASK_MOVE_AWAY_PATH 120
- TASK_MOVE_PATH 0
- TASK_WAIT_FOR_MOVEMENT 0
- TASK_SET_SCHEDULE SCHEDULE:SCHED_MOVE_AWAY_END
-
- Interrupts
- COND_VERY_DIFFERENT_NEW_ENEMY
- COND_CAN_RANGE_ATTACK1
- COND_CAN_RANGE_ATTACK2
- COND_ANY_MELEE_ATTACK
-End_Schedule
-
-//=========================================================
-// > SCHED_MOVE_AWAY
-//=========================================================
-Schedule
-
- SCHED_MOVE_AWAY
-
- Tasks
- TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_MOVE_AWAY_FAIL
- TASK_MOVE_AWAY_PATH 120
- TASK_MOVE_PATH 0
- TASK_WAIT_FOR_MOVEMENT 0
- TASK_SET_SCHEDULE SCHEDULE:SCHED_MOVE_AWAY_END
-
- Interrupts
-End_Schedule
-
-//=========================================================
-// > SCHED_MOVE_AWAY_FAIL
-//=========================================================
-Schedule
-
- SCHED_MOVE_AWAY_FAIL
-
- Tasks
- TASK_STOP_MOVING 0
-
- Interrupts
-End_Schedule
-
-//=========================================================
-// > SCHED_MOVE_AWAY_END (allows derived class to translate to appropriate behavior)
-//=========================================================
-Schedule
-
- SCHED_MOVE_AWAY_END
-
- Tasks
- TASK_STOP_MOVING 0
- TASK_FACE_REASONABLE 0
-
- Interrupts
- COND_NEW_ENEMY
- COND_SEE_ENEMY
- COND_SEE_FEAR
- COND_LIGHT_DAMAGE
- COND_HEAVY_DAMAGE
- COND_PROVOKED
- COND_HEAR_COMBAT
- COND_HEAR_PLAYER
- COND_INSIDE_DANGEROUS_AREA
- COND_HEAR_BULLET_IMPACT
- COND_IDLE_INTERRUPT
-End_Schedule
-
-//=========================================================
-// > SCHED_DODGE_USE_DANGEROUS_AREA
-//=========================================================
-Schedule
-
- SCHED_DODGE_USE_DANGEROUS_AREA
-
- Tasks
- TASK_STOP_MOVING 0
- TASK_PLAY_SEQUENCE_FACE_ENEMY ACTIVITY:ACT_DODGE_FORWARD
- TASK_WAIT_FOR_ACTIVITY_TO_FINISH 5
- TASK_WAIT_RANDOM 0.35
- TASK_SET_SCHEDULE SCHEDULE:SCHED_DODGE_BACKWARD
-
- Interrupts
- COND_HEAVY_DAMAGE
-End_Schedule
-
-//=========================================================
-// > SCHED_DODGE_FORWARD
-//=========================================================
-Schedule
-
- SCHED_DODGE_FORWARD
-
- Tasks
- TASK_STOP_MOVING 0
- TASK_PLAY_SEQUENCE_FACE_ENEMY ACTIVITY:ACT_DODGE_FORWARD
-
- Interrupts
- COND_HEAVY_DAMAGE
-End_Schedule
-
-//=========================================================
-// > SCHED_DODGE_BACKWARD
-//=========================================================
-Schedule
-
- SCHED_DODGE_BACKWARD
-
- Tasks
- TASK_STOP_MOVING 0
- TASK_PLAY_SEQUENCE_FACE_ENEMY ACTIVITY:ACT_DODGE_BACKWARD
-
- Interrupts
- COND_HEAVY_DAMAGE
-End_Schedule
-
-//=========================================================
-// > SCHED_DODGE
-//=========================================================
-Schedule
-
- SCHED_DODGE
-
- Tasks
- TASK_STOP_MOVING 0
- TASK_DODGE 0
-
- Interrupts
- COND_HEAVY_DAMAGE
-End_Schedule
-
-
-//=========================================================
-// > SCHED_STRAFE_DODGE
-//=========================================================
-Schedule
-
- SCHED_STRAFE_DODGE
-
- Tasks
- TASK_STOP_MOVING 0
- TASK_STRAFE_DODGE 0
-
- Interrupts
- COND_HEAVY_DAMAGE
-End_Schedule
-
-//=========================================================
-// > SCHED_DODGE_PATH
-//=========================================================
-Schedule
-
- SCHED_DODGE_PATH
-
- Tasks
- TASK_DODGE_PATH 0
- TASK_RUN_PATH 0
- TASK_WAIT_FOR_MOVEMENT 0
-
- Interrupts
- COND_HEAVY_DAMAGE
-End_Schedule
-
-
-//=========================================================
-// > SCHED_STRAFE_DODGE_PATH
-//=========================================================
-Schedule
-
- SCHED_STRAFE_DODGE_PATH
-
- Tasks
- TASK_STOP_MOVING 0
- TASK_DODGE_PATH 0
- TASK_RUN_PATH 0
- TASK_WAIT_FOR_MOVEMENT 0
-
- Interrupts
-End_Schedule
-
-
-//=========================================================
-// > SCHED_CIRCLE_STRAFE
-//=========================================================
-Schedule
-
- SCHED_CIRCLE_STRAFE
-
- Tasks
- TASK_CIRCLE_STRAFE_PATH 0
- TASK_LOOKAT_ENEMY 0.5
- TASK_RUN_PATH 0
- TASK_WAIT_FOR_MOVEMENT_FACE_TARGET_AT_END 0
-
- Interrupts
- COND_ANY_MELEE_ATTACK
- COND_IN_DANGER
- COND_INSIDE_DANGEROUS_AREA
- COND_REACT_SURPRISED
- COND_REACT_JUMPED_OVER
-End_Schedule
-
-
-//=========================================================
-// > SCHED_ATTACK_RUN
-//=========================================================
-Schedule
-
- SCHED_ATTACK_RUN
-
- Tasks
- TASK_WAIT 0.5
- TASK_ATTACK_RUN_PATH 0
- TASK_SET_STOP_AT_GOAL 0
- TASK_RUN_PATH 0
- TASK_WAIT_FOR_MOVEMENT 0
- TASK_WAIT 0.5
-
- Interrupts
- COND_IN_DANGER
-End_Schedule
-
-
-//=========================================================
-// > SCHED_SLEEP
-//=========================================================
-Schedule
-
- SCHED_SLEEP
-
- Tasks
- TASK_STOP_MOVING 0
- TASK_WAIT 0.2
-
- Interrupts
-End_Schedule
-
-//=========================================================
-// SCHED_TITAN_MOVE_TO_DEFENSIVE_PLACMENT
-//=========================================================
-Schedule
-
- SCHED_TITAN_MOVE_TO_DEFENSIVE_PLACMENT
-
- Tasks
- TASK_STOP_MOVING 0
- TASK_GET_PATH_TO_SAVEPOSITION 0
- TASK_RUN_PATH 0
- TASK_WAIT_FOR_MOVEMENT 0
- TASK_REMEMBER MEMORY:INCOVER
- TASK_SET_SCHEDULE SCHEDULE:SCHED_WAIT_FACING_ENEMY
-
- Interrupts
-End_Schedule
-
-
-//=========================================================
-// > SCHED_REACT_JUMPED_OVER
-//=========================================================
-Schedule
-
- SCHED_REACT_JUMPED_OVER
-
- Tasks
- TASK_PLAY_REACTION_SEQUENCE ACTIVITY:ACT_REACT_JUMPED_OVER
-
- Interrupts
- COND_IN_DANGER
-End_Schedule
-
-//=========================================================
-// > SCHED_REACT_CLOAK_APPEAR
-//=========================================================
-Schedule
-
- SCHED_REACT_CLOAK_APPEAR
-
- Tasks
- TASK_FACE_ENEMY 1
- TASK_PLAY_REACTION_SEQUENCE ACTIVITY:ACT_REACT_CLOAK_APPEAR_NEAR
-
- Interrupts
- COND_IN_DANGER
-End_Schedule
-
-//=========================================================
-// > SCHED_REACT_CLOAK_DISAPPEAR
-//=========================================================
-Schedule
-
- SCHED_REACT_CLOAK_DISAPPEAR
-
- Tasks
- TASK_FACE_ENEMY 1
- TASK_PLAY_REACTION_SEQUENCE ACTIVITY:ACT_REACT_CLOAK_DISAPPEAR_NEAR
-
- Interrupts
- COND_SEE_ENEMY
- COND_IN_DANGER
- COND_INSIDE_DANGEROUS_AREA
- COND_REACT_CLOAK
-End_Schedule
-
-
-//=========================================================
-// > SCHED_REACT_SURPRISED
-//=========================================================
-Schedule
-
- SCHED_REACT_SURPRISED
-
- Tasks
- TASK_STOP_MOVING 2
- TASK_SCRIPTED_DIALOGUE 12 // script enum eCodeDialogueID.REACT_SURPRISED
- TASK_PLAY_REACTION_SEQUENCE ACTIVITY:ACT_REACT_SURPRISED
-
- Interrupts
-End_Schedule
-
-
-//=========================================================
-// > SCHED_REACT_BULLET
-//=========================================================
-Schedule
-
- SCHED_REACT_BULLET
-
- Tasks
- TASK_STORE_BESTSOUND_REACTORIGIN_IN_SAVEPOSITION 0
- TASK_STOP_MOVING 0
- TASK_PLAY_REACTION_SEQUENCE ACTIVITY:ACT_REACT_BULLET
- TASK_REFRESH_REACT_TO_SOUND 0.5
-
- Interrupts
- COND_HEAVY_DAMAGE
-End_Schedule
-
-
-//=========================================================
-// > SCHED_SIGNAL_ACKNOWLEDGE
-//=========================================================
-Schedule
-
- SCHED_SIGNAL_ACKNOWLEDGE
-
- Tasks
- TASK_WAIT_RANDOM 0.7
- TASK_STOP_MOVING 0
- TASK_PLAY_SEQUENCE ACTIVITY:ACT_SIGNAL_ACKNOWLEDGE
-
- Interrupts
- COND_NEW_ENEMY
- COND_SEE_ENEMY
- COND_LIGHT_DAMAGE
- COND_HEAVY_DAMAGE
- COND_INSIDE_DANGEROUS_AREA
-End_Schedule
-
-//=========================================================
-// > SCHED_SIGNAL_SALUTE
-//=========================================================
-Schedule
-
- SCHED_SIGNAL_SALUTE
-
- Tasks
- TASK_STOP_MOVING 2
- TASK_FACE_PLAYER 0.5
- TASK_SCRIPTED_DIALOGUE 1 // script enum eCodeDialogueID.SALUTE
- TASK_PLAY_SEQUENCE ACTIVITY:ACT_SIGNAL_SALUTE
-
- Interrupts
- COND_VERY_DIFFERENT_NEW_ENEMY
- COND_SEE_ENEMY
- COND_LIGHT_DAMAGE
- COND_HEAVY_DAMAGE
-End_Schedule
-
-
-//=========================================================
-// > SCHED_SIGNAL_FORWARD
-//=========================================================
- Schedule
-
- SCHED_SIGNAL_FORWARD
-
- Tasks
- TASK_STOP_MOVING 2
- TASK_FACE_IDEAL 0
- TASK_SCRIPTED_DIALOGUE 2 // script enum eCodeDialogueID.ENEMY_CONTACT
- TASK_PLAY_SEQUENCE_FACE_ENEMY ACTIVITY:ACT_SIGNAL_FORWARD
-
- Interrupts
- COND_IN_DANGER
- COND_VERY_DIFFERENT_NEW_ENEMY
- COND_LIGHT_DAMAGE
- COND_HEAVY_DAMAGE
- End_Schedule
-
-
-//=========================================================
-// > SCHED_SIGNAL_TAUNT
-//=========================================================
- Schedule
-
- SCHED_SIGNAL_TAUNT
-
- Tasks
- TASK_STOP_MOVING 2
- TASK_FACE_ENEMY 3
- TASK_PLAY_SEQUENCE_FACE_ENEMY ACTIVITY:ACT_SIGNAL_TAUNT
-
- Interrupts
- COND_IN_DANGER
- COND_VERY_DIFFERENT_NEW_ENEMY
- COND_LIGHT_DAMAGE
- COND_HEAVY_DAMAGE
- End_Schedule
-
-
-//=========================================================
-// > SCHED_KNOCK_AWAY_PHYS_ENTS
-//=========================================================
-Schedule
-
- SCHED_KNOCK_AWAY_PHYS_ENTS
-
- Tasks
- TASK_STOP_MOVING 0
- TASK_FACE_BLOCKING_PHYS_ENT 0
- TASK_KNOCK_AWAY_PHYS_ENTS 0
-
- Interrupts
-
-End_Schedule
-
-//=========================================================
-// > SCHED_DANGEROUS_CLUSTER_STANDOFF
-//=========================================================
-Schedule
-
- SCHED_DANGEROUS_CLUSTER_STANDOFF
-
- Tasks
- TASK_STOP_MOVING 0
- TASK_FACE_ENEMY 0
- TASK_SET_IDLE_ACTIVITY 0
- TASK_WAIT 7.5
-
- Interrupts
- COND_CAN_RANGE_ATTACK1
- COND_CAN_RANGE_ATTACK2
- COND_ANY_MELEE_ATTACK
- COND_VERY_DIFFERENT_NEW_ENEMY
- COND_SEE_ENEMY
-
-End_Schedule
-
-//=========================================================
-// > SCHED_MOVE_TO_SHOOTING_COVER
-//=========================================================
-Schedule
-
- SCHED_MOVE_TO_SHOOTING_COVER
-
- Tasks
- TASK_GET_PATH_TO_SHOOTING_COVER 0
- TASK_RUN_PATH 0
- TASK_WAIT_FOR_MOVEMENT 0
- TASK_ALIGN_WITH_SHOOTING_COVER_IDEAL_YAW 0
-
- Interrupts
- COND_ANY_MELEE_ATTACK
- COND_INSIDE_DANGEROUS_AREA
- COND_REACT_SURPRISED
- COND_REACT_CLOAK
- COND_REACT_JUMPED_OVER
- COND_SHOOTING_COVER_HINT_COMPROMISED
- COND_TOO_CLOSE_FOR_SHOOTING_COVER
-
-End_Schedule
-
-//=========================================================
-// > SCHED_IDLE_INSIDE_SHOOTING_COVER
-//=========================================================
-Schedule
-
- SCHED_IDLE_INSIDE_SHOOTING_COVER
-
- Tasks
- TASK_STOP_MOVING 0
- TASK_ALIGN_WITH_SHOOTING_COVER_IDEAL_YAW 0
- TASK_RELOAD 1
- TASK_SET_SHOOTING_COVER_ACTIVITY ACTIVITY:ACT_SHOOTING_COVER_IDLE
- TASK_WAIT 0.5
-
- Interrupts
- COND_ANY_MELEE_ATTACK
- COND_INSIDE_DANGEROUS_AREA
- COND_REACT_SURPRISED
- COND_REACT_CLOAK
- COND_REACT_JUMPED_OVER
- COND_SHOOTING_COVER_HINT_COMPROMISED
-
-End_Schedule
-
-//=========================================================
-// > SCHED_CHECK_INSIDE_SHOOTING_COVER
-//=========================================================
-Schedule
-
- SCHED_CHECK_INSIDE_SHOOTING_COVER
-
- Tasks
- TASK_STOP_MOVING 0
- TASK_ALIGN_WITH_SHOOTING_COVER_IDEAL_YAW 0
- TASK_SET_SHOOTING_COVER_ACTIVITY ACTIVITY:ACT_SHOOTING_COVER_CHECK
- TASK_WAIT_FOR_ACTIVITY_TO_FINISH 5
-
- Interrupts
- COND_ANY_MELEE_ATTACK
- COND_INSIDE_DANGEROUS_AREA
- COND_REACT_SURPRISED
- COND_REACT_CLOAK
- COND_REACT_JUMPED_OVER
- COND_SHOOTING_COVER_HINT_COMPROMISED
-
-End_Schedule
-
-//=========================================================
-// > SCHED_ADVANCE_FROM_SHOOTING_COVER
-//=========================================================
-Schedule
-
- SCHED_ADVANCE_FROM_SHOOTING_COVER
-
- Tasks
- TASK_SET_ADVANCE_FROM_SHOOTING_COVER_ACTIVITY 0
- TASK_WAIT_FOR_ACTIVITY_TO_FINISH 5
- TASK_BEGIN_SHOOTING_COVER_BURST_FIRE 0
-
- Interrupts
- COND_ANY_MELEE_ATTACK
- COND_INSIDE_DANGEROUS_AREA
- COND_REACT_SURPRISED
- COND_REACT_CLOAK
- COND_REACT_JUMPED_OVER
- COND_SHOOTING_COVER_HINT_COMPROMISED
-
-End_Schedule
-
-//=========================================================
-// > SCHED_RETREAT_TO_SHOOTING_COVER
-//=========================================================
-Schedule
-
- SCHED_RETREAT_TO_SHOOTING_COVER
-
- Tasks
- TASK_SET_RETREAT_TO_SHOOTING_COVER_ACTIVITY 0
- TASK_WAIT_FOR_ACTIVITY_TO_FINISH 3
- TASK_ALIGN_WITH_SHOOTING_COVER_IDEAL_YAW 0
- TASK_RELOAD 0.3
- TASK_SET_SHOOTING_COVER_ACTIVITY ACTIVITY:ACT_SHOOTING_COVER_IDLE
- TASK_WAIT 0.5
-
- Interrupts
- COND_ANY_MELEE_ATTACK
- COND_INSIDE_DANGEROUS_AREA
- COND_REACT_SURPRISED
- COND_REACT_JUMPED_OVER
- COND_SHOOTING_COVER_HINT_COMPROMISED
-
-End_Schedule
-
-//=========================================================
-// > SCHED_GRENADE_FROM_SHOOTING_COVER
-//=========================================================
-Schedule
-
- SCHED_GRENADE_FROM_SHOOTING_COVER
-
- Tasks
- TASK_SCRIPTED_DIALOGUE 10 // eCodeDialogueID.GRENADE_OUT
- TASK_SET_SHOOTING_COVER_ACTIVITY ACTIVITY:ACT_SHOOTING_COVER_GRENADE
- TASK_WAIT_FOR_ACTIVITY_TO_FINISH 5
-
- Interrupts
- COND_ANY_MELEE_ATTACK
- COND_REACT_SURPRISED
- COND_REACT_JUMPED_OVER
- COND_SHOOTING_COVER_HINT_COMPROMISED
-
-End_Schedule
-
-//=========================================================
-// > SCHED_GRENADE_ADVANCE_FROM_SHOOTING_COVER
-//=========================================================
-Schedule
-
- SCHED_GRENADE_ADVANCE_FROM_SHOOTING_COVER
-
- Tasks
- TASK_SCRIPTED_DIALOGUE 10 // eCodeDialogueID.GRENADE_OUT
- TASK_SET_SHOOTING_COVER_ACTIVITY ACTIVITY:ACT_SHOOTING_COVER_GRENADE_ADVANCE
- TASK_WAIT_FOR_ACTIVITY_TO_FINISH 5
- TASK_BEGIN_SHOOTING_COVER_BURST_FIRE 0
-
- Interrupts
- COND_ANY_MELEE_ATTACK
- COND_INSIDE_DANGEROUS_AREA
- COND_REACT_SURPRISED
- COND_REACT_JUMPED_OVER
- COND_SHOOTING_COVER_HINT_COMPROMISED
-
-End_Schedule
-
-//=========================================================
-// > SCHED_WAIT_WHILE_ADVANCED_FROM_SHOOTING_COVER
-//=========================================================
-Schedule
-
- SCHED_WAIT_WHILE_ADVANCED_FROM_SHOOTING_COVER
-
- Tasks
- TASK_WAIT_UNTIL_ATTACK_READY 0.5
-
- Interrupts
- COND_ANY_MELEE_ATTACK
- COND_INSIDE_DANGEROUS_AREA
- COND_REACT_SURPRISED
- COND_REACT_CLOAK
- COND_REACT_JUMPED_OVER
- COND_SHOOTING_COVER_HINT_COMPROMISED
-
-End_Schedule
-
-//=========================================================
-// > SCHED_GRAPPLED
-//=========================================================
-Schedule
-
- SCHED_GRAPPLED
-
- Tasks
- TASK_STOP_MOVING 0
- TASK_BIG_FLINCH 0
-
- Interrupts
-
-End_Schedule
-
-
-//=========================================================
-// > SCHED_FOLLOWER_MOVE_AWAY_END
-//=========================================================
-Schedule
-
- SCHED_FOLLOWER_MOVE_AWAY_END
-
- Tasks
- TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_FOLLOWER_MOVE_AWAY_FAIL
- TASK_STOP_MOVING 0
- TASK_FACE_FOLLOW_TARGET 0
- TASK_SET_FOLLOW_DELAY 2
-
- Interrupts
- COND_PLAYER_PUSHING
-End_Schedule
-
-//=========================================================
-// > SCHED_FOLLOWER_MOVE_AWAY_FAIL
-//=========================================================
-Schedule
-
- SCHED_FOLLOWER_MOVE_AWAY_FAIL
-
- Tasks
- TASK_STOP_MOVING 0
- TASK_FACE_FOLLOW_TARGET 0
- TASK_SET_FOLLOW_DELAY 2
-
- Interrupts
- COND_PLAYER_PUSHING
-End_Schedule
-
-//=========================================================
-// > SCHED_FOLLOW
-//=========================================================
-Schedule
-
- SCHED_FOLLOW
-
- Tasks
- TASK_GET_PATH_TO_FOLLOW_POSITION 0
- TASK_MOVE_PATH 0
- TASK_MOVE_TO_FOLLOW_POSITION 0
- TASK_WAIT_FOR_MOVEMENT 0
-
- Interrupts
- COND_VERY_DIFFERENT_NEW_ENEMY
- COND_ANY_MELEE_ATTACK
- COND_LIGHT_DAMAGE
- COND_HEAVY_DAMAGE
- COND_INSIDE_DANGEROUS_AREA
- COND_REACT_SURPRISED
- COND_PROVOKED
-End_Schedule
-
-//=========================================================
-// > SCHED_FOLLOW_NO_INTERRUPT
-//=========================================================
-Schedule
-
- SCHED_FOLLOW_NO_INTERRUPT
-
- Tasks
- TASK_GET_PATH_TO_FOLLOW_POSITION 0
- TASK_MOVE_PATH 0
- TASK_MOVE_TO_FOLLOW_POSITION 0
- TASK_WAIT_FOR_MOVEMENT 0
-
- Interrupts
- COND_HEAVY_DAMAGE
-End_Schedule
-
-//=========================================================
-// > SCHED_FACE_FOLLOW_TARGET
-//=========================================================
-Schedule
-
- SCHED_FACE_FOLLOW_TARGET
-
- Tasks
- TASK_SET_IDLE_ACTIVITY 0
- TASK_FACE_FOLLOW_TARGET 0
- TASK_SET_IDLE_ACTIVITY 0
- TASK_SET_SCHEDULE SCHEDULE:SCHED_FOLLOWER_IDLE_STAND
-
- Interrupts
- COND_VERY_DIFFERENT_NEW_ENEMY
- COND_LIGHT_DAMAGE
- COND_HEAVY_DAMAGE
- COND_INSIDE_DANGEROUS_AREA
- COND_PROVOKED
- COND_GIVE_WAY
-End_Schedule
-
-//=========================================================
-// > SCHED_FOLLOWER_GO_TO_WAIT_POINT
-//=========================================================
-Schedule
-
- SCHED_FOLLOWER_GO_TO_WAIT_POINT
-
- Tasks
- TASK_LOCK_HINTNODE 0
- TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_FOLLOWER_GO_TO_WAIT_POINT_FAIL
- TASK_SET_TOLERANCE_DISTANCE 4
- TASK_GET_PATH_TO_FOLLOW_POINT 0
- TASK_SET_FOLLOW_TARGET_MARK 0
- TASK_WALK_PATH 0
- TASK_WAIT_FOR_MOVEMENT 0
- TASK_ARRIVE_AT_FOLLOW_POINT 0
- TASK_SET_FOLLOW_POINT_STAND_SCHEDULE 0
-
- Interrupts
- COND_VERY_DIFFERENT_NEW_ENEMY
- COND_LIGHT_DAMAGE
- COND_HEAVY_DAMAGE
- COND_INSIDE_DANGEROUS_AREA
- COND_PROVOKED
- COND_PLAYER_PUSHING
- COND_TARGET_MOVED_FROM_MARK
-End_Schedule
-
-//=========================================================
-// > SCHED_FOLLOWER_GO_TO_WAIT_POINT_FAIL
-//=========================================================
-Schedule
-
- SCHED_FOLLOWER_GO_TO_WAIT_POINT_FAIL
-
- Tasks
- TASK_CLEAR_HINTNODE .5
- TASK_SET_FOLLOW_DELAY 1
-
- Interrupts
-End_Schedule
-
-//=========================================================
-// > SCHED_FOLLOWER_STAND_AT_WAIT_POINT
-//=========================================================
-Schedule
-
- SCHED_FOLLOWER_STAND_AT_WAIT_POINT
-
- Tasks
- TASK_BEGIN_STAND_AT_WAIT_POINT 0
- TASK_PLAY_HINT_ACTIVITY 0
- TASK_SET_SCHEDULE SCHEDULE:SCHED_FOLLOWER_STAND_AT_WAIT_POINT
-
- Interrupts
- COND_VERY_DIFFERENT_NEW_ENEMY
- COND_LIGHT_DAMAGE
- COND_HEAVY_DAMAGE
- COND_INSIDE_DANGEROUS_AREA
- COND_REACT_SURPRISED
- COND_PROVOKED
- COND_PLAYER_PUSHING
- COND_TARGET_MOVED_FROM_MARK
- COND_GIVE_WAY
- COND_FOLLOW_WAIT_POINT_INVALID
-End_Schedule
-
-Schedule
-
- SCHED_FOLLOWER_IDLE_STAND
-
- Tasks
- TASK_SET_FOLLOW_DELAY 0
- TASK_STOP_MOVING 2
- TASK_FACE_FOLLOW_TARGET 0
- TASK_SET_IDLE_ACTIVITY 0
- TASK_WAIT 3
-
- Interrupts
- COND_VERY_DIFFERENT_NEW_ENEMY
- COND_SEE_FEAR
- COND_CAN_RANGE_ATTACK1
- COND_NO_PRIMARY_AMMO
- COND_LIGHT_DAMAGE
- COND_HEAVY_DAMAGE
- COND_PROVOKED
- COND_GIVE_WAY
- COND_INSIDE_DANGEROUS_AREA
- COND_HEAR_COMBAT
- COND_HEAR_BULLET_IMPACT
- COND_REACT_SURPRISED
- COND_PLAYER_PUSHING
- COND_TARGET_MOVED_FROM_MARK
- COND_FOLLOW_DELAY_EXPIRED
- COND_FOUND_WAIT_POINT
- COND_IDLE_INTERRUPT
-End_Schedule
-
-Schedule
-
- SCHED_FOLLOWER_COMBAT_FACE
-
- Tasks
- TASK_STOP_MOVING 2
- TASK_FACE_ENEMY 3
- TASK_WAIT_UNTIL_ATTACK_READY 0.5
-
- Interrupts
- COND_VERY_DIFFERENT_NEW_ENEMY
- COND_SEE_FEAR
- COND_CAN_RANGE_ATTACK1
- COND_CAN_RANGE_ATTACK2
- COND_ANY_MELEE_ATTACK
- COND_NO_PRIMARY_AMMO
- COND_LIGHT_DAMAGE
- COND_HEAVY_DAMAGE
- COND_PROVOKED
- COND_GIVE_WAY
- COND_INSIDE_DANGEROUS_AREA
- COND_HEAR_BULLET_IMPACT
- COND_PLAYER_PUSHING
- COND_TARGET_MOVED_FROM_MARK
- COND_FOLLOW_DELAY_EXPIRED
- COND_FOUND_WAIT_POINT
-End_Schedule
-
-Schedule
-
- SCHED_FOLLOWER_COVER_IDLE
-
- Tasks
- TASK_STOP_MOVING 0
- TASK_FACE_HINTNODE 0
- TASK_SET_ACTIVITY ACTIVITY:ACT_COVER
- TASK_WAIT 3
-
- Interrupts
- COND_VERY_DIFFERENT_NEW_ENEMY
- COND_SEE_FEAR
- COND_CAN_RANGE_ATTACK1
- COND_CAN_RANGE_ATTACK2
- COND_ANY_MELEE_ATTACK
- COND_LIGHT_DAMAGE
- COND_HEAVY_DAMAGE
- COND_INSIDE_DANGEROUS_AREA
- COND_REACT_SURPRISED
- COND_PROVOKED
- COND_PLAYER_PUSHING
- COND_FOLLOW_DELAY_EXPIRED
-End_Schedule
-
-//=========================================================
-//=========================================================
-Schedule
-
- SCHED_ASSAULT_FAILED_TO_MOVE
-
- Tasks
- TASK_ASSAULT_DEFER_SCHEDULE_SELECTION 1
-
- Interrupts
-End_Schedule
-
-
-//=========================================================
-//=========================================================
-Schedule
-
- SCHED_HOLD_ASSAULT_POINT
-
- Tasks
- TASK_FACE_ASSAULT_POINT 0
- TASK_SET_IDLE_ACTIVITY 0
- TASK_WAIT 3
-
- Interrupts
- COND_VERY_DIFFERENT_NEW_ENEMY
- COND_ENEMY_DEAD
- COND_CAN_RANGE_ATTACK1
- COND_CAN_RANGE_ATTACK2
- COND_ANY_MELEE_ATTACK
- COND_TOO_CLOSE_TO_ATTACK
- COND_LOST_ENEMY
- COND_INSIDE_DANGEROUS_AREA
- COND_IN_DANGER
- COND_HEAR_BULLET_IMPACT
- COND_NO_PRIMARY_AMMO
- COND_REACT_SURPRISED
- COND_REACT_FRIENDLY_PLAYER
-End_Schedule
-
-//=========================================================
-//=========================================================
-Schedule
-
- SCHED_MOVE_TO_ASSAULT_POINT
-
- Tasks
- TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ASSAULT_FAILED_TO_MOVE
- TASK_GATHER_CONDITIONS 0
- TASK_GET_PATH_TO_ASSAULT_POINT 0
- TASK_SET_ADJUST_MOVE_SPEED_TO_SQUAD 1
- TASK_SCRIPTED_DIALOGUE 5 // eCodeDialogueID.MOVE_TO_ASSAULT
- TASK_MOVE_PATH 0
- TASK_WAIT_FOR_MOVEMENT 0
- TASK_FACE_ASSAULT_POINT 0
-
- Interrupts
- COND_PROVOKED
- COND_SQUAD_TAKING_POSITION
- COND_INSIDE_DANGEROUS_AREA
- COND_IN_DANGER
- COND_REACT_SURPRISED
- COND_REACT_FRIENDLY_PLAYER
- COND_ANY_MELEE_ATTACK
- COND_PATH_INVOLVES_DANGEROUS_CLUSTER
-End_Schedule
-
-//=========================================================
-//=========================================================
-Schedule
-
- SCHED_WALK_TO_ASSAULT_POINT
-
- Tasks
- TASK_GET_PATH_TO_ASSAULT_POINT 0
- TASK_WALK_PATH 0
- TASK_WAIT_FOR_MOVEMENT 0
- TASK_FACE_ASSAULT_POINT 0
-
- Interrupts
- COND_GIVE_WAY
- COND_HEAR_COMBAT
- COND_INSIDE_DANGEROUS_AREA
- COND_NEW_ENEMY
- COND_SEE_ENEMY
- COND_SEE_FEAR
- COND_LIGHT_DAMAGE
- COND_HEAVY_DAMAGE
- COND_IDLE_INTERRUPT
- COND_SQUAD_TAKING_POSITION
- COND_IN_DANGER
- COND_REACT_SURPRISED
- COND_REACT_FRIENDLY_PLAYER
- COND_ANY_MELEE_ATTACK
- COND_PATH_INVOLVES_DANGEROUS_CLUSTER
-End_Schedule
-
-//=========================================================
-//=========================================================
-Schedule
-
- SCHED_AT_ASSAULT_POINT
-
- Tasks
- TASK_FACE_ASSAULT_POINT 0
-
- Interrupts
- COND_NO_PRIMARY_AMMO
- COND_INSIDE_DANGEROUS_AREA
- COND_IN_DANGER
-End_Schedule
-
-
-//=========================================================
-//=========================================================
-Schedule
-
- SCHED_ASSAULT_MOVE_AWAY
-
- Tasks
- TASK_MOVE_AWAY_PATH 120
- TASK_MOVE_PATH 0
- TASK_WAIT_FOR_MOVEMENT 0
-
- Interrupts
-End_Schedule \ No newline at end of file