npc_prowler { HullType "HULL_PROWLER" useSequenceBounds 1 orientToGround 1 AIClass prowler TraverseAnimType prowler BodyType human ArmorType normal collideWithPlayer 1 title #NPC_PROWLER ui_targetinfo "ui/targetinfo_npc_basic" [$mp] ui_targetinfo "" [$sp] BaseClass "npc_prowler" footstep_type "prowler" quadruped 1 DefaultModelName "models/creatures/prowler/r2_prowler.mdl" DefaultWeapon "" BehaviorSelector "behavior_prowler" GibModel0 "models/gibs/human_gibs.mdl" melee_charge_set prowler Health 280 painOnHeavyDamageThreshold 50 PainOnRepeatDamageThreshold 210 heavyPainMinInterval 4 PainOnSurpriseHit 0 PainWhileRunning 1 FOV_Vert_Offset 0 FOV_Near_Dist 150 // distance at which we transition between near and far FOV values FOV_Far_Dist 1000 // use far values after this distance, interpolate horizontal in between, use far for vertical FOV_Idle_Near_Horz 160 FOV_Idle_Near_Vert 160 FOV_Idle_Far_Horz 120 FOV_Idle_Far_Vert 120 FOV_Alert_Near_Horz 160 FOV_Alert_Near_Vert 160 FOV_Alert_Far_Horz 150 FOV_Alert_Far_Vert 120 FOV_Combat_Near_Horz 160 FOV_Combat_Near_Vert 160 FOV_Combat_Far_Horz 150 FOV_Combat_Far_Vert 120 faceEnemyToleranceAngle 45 faceEnemyStrictToleranceAngle 45 MoveYawSpeed 15 AimAngularSpeed 20 allowTurn45Anims 0 aimassist_adspull_centerAttachmentName "aimassist_center" aimassist_adspull_centerRadius 18.0 aimassist_adspull_headshotAttachmentName "HEADSHOT" aimassist_adspull_headshotRadius 13.0 MeleeDamageMin 60 [$mp] MeleeDamageMax 80 [$mp] MeleeDamageMinHeavyArmor 60 [$mp] MeleeDamageMaxHeavyArmor 80 [$mp] MeleeDamageRadius 60 [$mp] MeleeRange 80 [$mp] MeleeInterval 1.5 [$mp] MeleeMaxCombo 2 [$mp] MeleeChargeDamageMin 100 [$mp] MeleeChargeDamageMax 100 [$mp] MeleeChargeDamageMinHeavyArmor 100 [$mp] MeleeChargeDamageMaxHeavyArmor 100 [$mp] MeleeChargeDamageRadius 60 [$mp] MeleeChargeRange 240 [$mp] meleeChargeInterval 3 [$mp] MeleeDamageMin 15 [$sp] MeleeDamageMax 20 [$sp] MeleeDamageMinHeavyArmor 150 [$sp] MeleeDamageMaxHeavyArmor 150 [$sp] MeleeDamageRadius 60 [$sp] MeleeRange 80 [$sp] MeleeInterval 1.5 [$sp] MeleeMaxCombo 2 [$sp] MeleeChargeDamageMin 25 [$sp] MeleeChargeDamageMax 25 [$sp] MeleeChargeDamageMinHeavyArmor 300 [$sp] MeleeChargeDamageMaxHeavyArmor 300 [$sp] MeleeChargeDamageRadius 60 [$sp] MeleeChargeRange 240 [$sp] meleeChargeInterval 3 [$sp] MeleeCosAngleRange 0.707 // Matches faceEnemyStrictToleranceAngle MeleeEnemyArmorType any MeleeChargeEnemyArmorType any meleeHighOffset 70 meleeImpactEffectTable "melee_prowler" syncedMeleeEngageDist 40 meleeable 1 canBeAlertedByEnemiesOutsideOfMaxDist 0 returnToIdleTime 15 maxEnemyDist 950 maxEnemyDistHeavyArmor 1200 aiEnemy_usePriorityDist 0 pathMaxDetourBase 1000 pathMaxDetourMultiplier 2.0 minGoalRadius 256 MinStartMoveDist 100 MaxArrivalDist 230 MinForceWalkDist 0 circleStrafeDist 420 enemyAimAtMeWidth 100 chaseStopDist 100 chaseStopDistHeavyArmor 200 chaseStopVerticalDist 300 chaseTryRunningDodgeWhenAimedAtMinDist 300 // This should be greater than MeleeChargeRange so that he prioritizes leap attacking over dodging dodgePeriod 4 // Don't dodge more than maxDodgePerPeriod within this time maxDodgePerPeriod 2 // Don't dodge more than this many times in dodgePeriod traverseCostFactor 0.5 showFriendlyIcon 1 allowFlee 1 allowSignals 1 allowPatrol 1 allowInvestigate 0 // no investigate patrolRangeMin 600 patrolRangeMax 800 moveDeflectionLookAheadTime 0.5 reactChanceDefault 100 reactBulletChanceDefault 90 }