diff options
Diffstat (limited to 'Northstar.CustomServers/scripts/aibehavior/common_schedules.txt')
-rw-r--r-- | Northstar.CustomServers/scripts/aibehavior/common_schedules.txt | 2681 |
1 files changed, 0 insertions, 2681 deletions
diff --git a/Northstar.CustomServers/scripts/aibehavior/common_schedules.txt b/Northstar.CustomServers/scripts/aibehavior/common_schedules.txt deleted file mode 100644 index 8ef03ec4..00000000 --- a/Northstar.CustomServers/scripts/aibehavior/common_schedules.txt +++ /dev/null @@ -1,2681 +0,0 @@ -//========================================================= -// > 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
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