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path: root/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