home *** CD-ROM | disk | FTP | other *** search
/ GameStar 2006 January / Gamestar_80_2006-01_dvd.iso / DVDStar / Akce / SWAT4 / lvl13_setup.exe / {app} / System / AI.ini next >
INI File  |  2005-10-19  |  24KB  |  729 lines

  1. ;
  2. ; AI.ini
  3. ;
  4.  
  5. [SwatAICommon.ColoredSquadInfo]
  6. ;Time after a command to one team that the other team will ask for orders if they don't have one.
  7. NeedOrdersTriggerTimeDelta=8.0
  8.  
  9. [SwatAICommon.CommanderAction]
  10. ;Number of compliance orders we ignore (after the first one when we were listening)
  11. MaxComplianceOrdersToIgnore=5
  12.  
  13. ;Maximum Morale for any character
  14. MaxMorale=2.0
  15.  
  16. ; distance to gunshot fire for a hostage or compliant or restrained enemy to react to it
  17. MinReactToGunshotDistance=500.0
  18.  
  19. ; how much time before we scream
  20. MinScreamTime=0.1
  21. MaxScreamTime=0.5
  22.  
  23. [SwatAICommon.HostageCommanderAction]
  24. ; how much time we wait inbetween IsInDanger tests
  25. ;PROGRAMMER ONLY
  26. DangerUpdateTime=0.3
  27.  
  28. ; how much time we wait inbetween LineOfSightTo tests
  29. ;PROGRAMMER ONLY
  30. RescuerUpdateTime=0.2
  31.  
  32. ; morale modifications for hostages
  33. FlashbangedMoraleModification=0.5
  34. GassedMoraleModification=0.55
  35. StungMoraleModification=0.6
  36. PepperSprayedMoraleModification=0.65
  37. TasedMoraleModification=0.7
  38. StunnedByC2MoraleModification=0.65
  39. ShotMoraleModification=0.5
  40.  
  41. ; chance that the hostage will react to a thrown grenade (if he sees it)
  42. ReactToThrownGrenadeChance=0.8
  43.  
  44. ; chance that a hostage will scream when there's a shot nearby
  45. ScreamChance=0.2
  46.  
  47. ; chance that we crouch when we hear a deadly noise (gunshot, explosion, etc)
  48. AggressiveCrouchWhenHearsDeadlyNoiseChance=0.2
  49. PassiveCrouchWhenHearsDeadlyNoiseChance=0.35
  50.  
  51. ; time between the hostage in danger yells ("Help me!", "There!", etc.)
  52. MinDeltaTimeToPlayInDangerSpeech=1.0
  53. MaxDeltaTimeToPlayInDangerSpeech=3.0
  54.  
  55. [SwatAICommon.HostageSpeechManagerAction]
  56. InDangerSpeechEffectEvents=Screamed
  57. InDangerSpeechEffectEvents=CalledForHelp
  58. InDangerSpeechEffectEvents=AnnouncedEnemy
  59.  
  60. [SwatAICommon.EnemyCommanderAction]
  61. ; Maximum number of times that we will try to open a door that is blocked by another AI character (enemy or hostage)
  62. ; before we give up and just barricade
  63. MaxBlockedDoorCount=5
  64.  
  65. ; Angle (in degrees) that will be used to determine whether the AI is surprised by a compliance command
  66. SurprisedComplianceAngle=90.0
  67.  
  68. ; Maximum distance that will be used to determine if the AI is in range to be surprised by a compliance command
  69. MaxSurprisedComplianceDistance=400.0
  70.  
  71. ; Time Range after which an enemy will barricade if they haven't seen you or an officer
  72. MinLostPawnDeltaTime=3.0
  73. MaxLostPawnDeltaTime=.0
  74.  
  75. ; minimum distances to any officer (incl. the player) to an initial reaction
  76. MinDistanceToOfficersToDoInitialReaction=300.0
  77.  
  78. ; skill-specific chances that we'll scream due to a nearby hit spang when compliant or restrained
  79. LowSkillScreamChance=0.65
  80. MediumSkillScreamChance=0.5
  81. HighSkillScreamChance=0.3
  82.  
  83. ; skill-specific chances if we'll do an initial reaction
  84. LowSkillInitialReactionChance=0.15
  85. MediumSkillInitialReactionChance=0.10
  86. HighSkillInitialReactionChance=0.05
  87.  
  88. ; distance from an enemy which causes an AI to automatically switch attack targets
  89. DeltaDistanceToSwitchEnemies=500.00
  90.  
  91. ; skill-specific chances that we'll run away from a thrown grenade (if we see it)
  92. LowSkillReactToThrownGrenadeChance=0.85
  93. MediumSkillReactToThrownGrenadeChance=1.5
  94. HighSkillReactToThrownGrenadeChance=1.75
  95.  
  96. LowSkillSurprisedComplianceMoraleModification=0.8
  97. MediumSkillSurprisedComplianceMoraleModification=0.6
  98. HighSkillSurprisedComplianceMoraleModification=0.5
  99.  
  100. LowSkillWeaponDroppedMoraleModification=0.5
  101. MediumSkillWeaponDroppedMoraleModification=0.6
  102. HighSkillWeaponDroppedMoraleModification=0.7
  103.  
  104. LowSkillFlashbangedMoraleModification=0.5
  105. MediumSkillFlashbangedMoraleModification=0.5
  106. HighSkillFlashbangedMoraleModification=0.5
  107.  
  108. LowSkillGassedMoraleModification=0.35
  109. MediumSkillGassedMoraleModification=0.35
  110. HighSkillGassedMoraleModification=0.35
  111.  
  112. LowSkillPepperSprayedMoraleModification=0.75
  113. MediumSkillPepperSprayedMoraleModification=0.75
  114. HighSkillPepperSprayedMoraleModification=0.75
  115.  
  116. LowSkillStungMoraleModification=0.4
  117. MediumSkillStungMoraleModification=0.4
  118. HighSkillStungMoraleModification=0.4
  119.  
  120. LowSkillTasedMoraleModification=0.9
  121. MediumSkillTasedMoraleModification=0.9
  122. HighSkillTasedMoraleModification=0.9
  123.  
  124. LowSkillStunnedByC2MoraleModification=0.45
  125. MediumSkillStunnedByC2MoraleModification=0.45
  126. HighSkillStunnedByC2MoraleModification=0.45
  127.  
  128. LowSkillShotMoraleModification=0.2
  129. MediumSkillShotMoraleModification=0.1
  130. HighSkillShotMoraleModification=0.0
  131.  
  132. ; This one adds to morale
  133. LowSkillKilledOfficerMoraleModification=0.3
  134. MediumSkillKilledOfficerMoraleModification=0.4
  135. HighSkillKilledOfficerMoraleModification=0.5
  136.  
  137. LowSkillNearbyEnemyKilledMoraleModification=0.4
  138. MediumSkillNearbyEnemyKilledMoraleModification=0.2
  139. HighSkillNearbyEnemyKilledMoraleModification=0.1
  140.  
  141. LowSkillOutOfUsableWeaponsMoraleModification=1.0
  142. MediumSkillOutOfUsableWeaponsMoraleModification=0.8
  143. HighSkillOutOfUsableWeaponsMoraleModification=0.75
  144.  
  145. [SwatAICommon.OfficerCommanderAction]
  146. ; if we hear a noise, we're moving but not doing anything else (attacking, engaging for compliance, etc),
  147. ; this is how long we will aim at pawn who made the noise
  148. MinAimAtNoiseWhileMovingTime=0.3
  149. MaxAimAtNoiseWhileMovingTime=1.0
  150.  
  151. MinFinishedEngagingTimeToAimAround=0.5
  152. MaxFinishedEngagingTimeToAimAround=1.0
  153.  
  154. [SwatAICommon.AimAroundGoal]
  155. ;This is for all AI characters
  156. DefaultMinAimAtPointTime=1.0
  157. DefaultMaxAimAtPointTime=3.0
  158.  
  159. ; if we don't find something to aim at, time we wait before trying again
  160. ; PROGRAMMERS ONLY
  161. DefaultMinWaitForNewPointTime=0.1
  162. DefaultMaxWaitForNewPointTime=0.3
  163.  
  164. DefaultInnerFovDegrees=90.0
  165. DefaultOuterFovDegrees=135.0
  166.  
  167. [SwatAICommon.AttackTargetAction]
  168. ; time, in seconds, before we stop trying to attack if we can't hit somebody
  169. MaximumTimeToWaitToAttack=5.0
  170.  
  171. [SwatAICommon.GassedAction]
  172. ; amount of time we delay before starting to be gassed
  173. MinInitialDelayTime=1.0
  174. MaxInitialDelayTime=2.0
  175.  
  176. [SwatAICommon.FlashbangedAction]
  177. ; amount of time we delay before starting to be flashbanged
  178. MinInitialDelayTime=0.8
  179. MaxInitialDelayTime=0.15
  180.  
  181. [SwatAICommon.StungAction]
  182. ; amount of time we delay before starting to be stung
  183. MinInitialDelayTime=0.8
  184. MaxInitialDelayTime=0.15
  185.  
  186. [SwatAICommon.StunnedByC2Action]
  187. ; amount of time we delay before starting to be stunned by c2
  188. MinInitialDelayTime=0.1
  189. MaxInitialDelayTime=0.222
  190.  
  191. [SwatAICommon.IdleAimAroundGoal]
  192. ; Time they aim at an awareness point before choosing a new aim location.  Random within this range.
  193. DefaultMinAimAtPointTime=5.0
  194. DefaultMaxAimAtPointTime=10.0
  195.  
  196. ; if we don't find something to aim at, time we wait before trying again
  197. ; PROGRAMMERS ONLY
  198. DefaultMinWaitForNewPointTime=1.0
  199. DefaultMaxWaitForNewPointTime=3.0
  200.  
  201. DefaultInnerFovDegrees=120.0
  202. DefaultOuterFovDegrees=360.0
  203.  
  204. [SwatAICommon.BarricadeAction]
  205. ; the chance that we will shoot at an opening door
  206. ShootAtDoorsChance=1.00
  207.  
  208. ; the random range of time that we will shoot at a door when it opens
  209. MinShootingAtDoorsTime=2.0
  210. MaxShootingAtDoorsTime=3.5
  211.  
  212. ; chance that we will close and lock the closest door to the stimuli
  213. CloseAndLockInitialDoorChance=1.5
  214. ; chance that we will close and lock the next closest door to stimuli
  215. CloseAndLockSubsequentDoorChance=1.25
  216.  
  217. ; the amount of time we delay (after aiming at the door), before we go to barricade.  
  218. ; This occurs when this AI hasn't barricaded yet, and they become suspicious about something.
  219. MinBarricadeDelayTime=0.3
  220. MaxBarricadeDelayTime=0.95
  221.  
  222. ; chance that we will play the barricading speech
  223. ReactionSpeechChance=0.3
  224.  
  225. ; chance that we will crouch when we reach the flee point
  226. CrouchAtFleePointChance=0.8
  227.  
  228. ; how long we aim at the closest door before moving to our barricade point
  229. AimAtClosestDoorTime=5.0
  230.  
  231. [SwatAICommon.ConverseWithHostagesAction]
  232. ; chance that an enemy will converse with a hostage in the same room when the player is close enough
  233. ConverseChance=1.5
  234. ; chance that the enemy will reply to whatever the hostage says
  235. SubsequentEnemyResponseChance=1.0
  236.  
  237. ; how often we wait before trying to have another conversation
  238. MinTimeBetweenConversing=3.0
  239. MaxTimeBetweenConversing=5.0
  240.  
  241. ; minimum distance from the enemy to the player to be able to do a conversation
  242. MinPlayerDistanceForConversation=1000.0
  243.  
  244. ; effect events used for speech in conversations
  245. ; DONT CHANGE THESE
  246. EnemyTalkToHostageTriggerEffectEvent=TalkedToHostage
  247. HostageReplyToEnemyTriggerEffectEvent=TalkedToEnemy
  248. EnemyReplyToHostageTriggerEffectEvent=RepliedToHostage
  249.  
  250. MinSleepTimeBetweenSpeech=0.4
  251. MaxSleepTimeBetweenSpeech=0.9
  252.  
  253. [SwatAICommon.CoverAction]
  254. InnerAimAroundFOVDegrees=60.0
  255. OuterAimAroundFOVDegrees=120.0
  256.  
  257. ; amount of time we wait before we announce that we're still covering
  258. MinDeltaWaitTimeToAnnounceStillCovering=20.0
  259. MaxDeltaWaitTimeToAnnounceStillCovering=40.0
  260.  
  261. [SwatAICommon.FallInAction]
  262. ;Time they aim at something during a Fall In action
  263. FallInMinAimHoldTime=0.25
  264. FallInMaxAimHoldTime=1.0
  265.  
  266. [SwatAICommon.FleeAction]
  267. ; Min Distance from the closest Officer to be able to flee 
  268. MinRequiredFleeDistanceFromOfficer=200.0
  269.  
  270. ; Skill specific chance that we will attack while fleeing
  271. ; (disabled for now -- old values below)
  272. LowSkillAttackWhileFleeingChance=0.0
  273. MediumSkillAttackWhileFleeingChance=0.0
  274. HighSkillAttackWhileFleeingChance=0.0
  275.  
  276. ;LowSkillAttackWhileFleeingChance=0.5
  277. ;MediumSkillAttackWhileFleeingChance=0.75
  278. ;HighSkillAttackWhileFleeingChance=1.0
  279.  
  280. MinPassiveFleePercentageChance=0.25
  281. MaxPassiveFleePercentageChance=1.0
  282. MinAggressiveFleePercentageChance=0.0
  283. MaxAggressiveFleePercentageChance=0.75
  284.  
  285. [SwatAICommon.HostageReactionToOfficersAction]
  286. ; distance required before we play the reaction
  287. ; Not currently used
  288. DesiredDistanceToOfficer=200.0
  289.  
  290. ; Animations we use to point
  291. ; DO NOT Change
  292. PointToLeftAnimation=sPointToEnemyLeft
  293. PointToRightAnimation=sPointToEnemyRight
  294. PointBehindAnimation=sPointToEnemyBack
  295.  
  296. [SwatAICommon.InvestigateAction]
  297. ; how long we investigate before timing out
  298. MinInvestigateTime=15.0
  299. MaxInvestigateTime=25.0
  300.  
  301. ; how long we delay before investigating
  302. MinInvestigateDelayTime=0.5
  303. MaxInvestigateDelayTime=1.0
  304.  
  305. ; the chance that we will play the investigating speech
  306. ReactionSpeechChance=0.5
  307.  
  308. [SwatAICommon.IncapacitatedAction]
  309. ; time we wait if we start incapacitated before triggering the speech if we start out incapacitated (hostages!)
  310. MinTimeBeforeTriggeringIncapacitatedSpeech=5.0
  311. MaxTimeBeforeTriggeringIncapacitatedSpeech=10.0
  312.  
  313. ; how often we try to play the incapacitated speech
  314. MinTimeBetweenTriggeringIncapacitatedSpeech=5.0
  315. MaxTimeBetweenTriggeringIncapacitatedSpeech=15.0
  316.  
  317. ; this value matches the outer radius
  318. DistanceToHearIncapacitatedSpeech=750.0
  319.  
  320. [SwatAICommon.OpenDoorAction]
  321. ; amount of time (seconds) we wait before trying a blocked door again
  322. ; Crombie ONLY
  323. BlockedSleepTime=0.5
  324.  
  325. [SwatAICommon.MoveToAction]
  326. ; Distance from our destination that we start walking
  327. DistanceFromDestinationToStartWalking=0.0
  328.  
  329. ; Aiming during a Move To
  330. MoveToMinAimHoldTime=0.25
  331. MoveToMaxAimHoldTime=1.0
  332.  
  333. [SwatAICommon.MoveToAttackOfficerAction]
  334. MinDistanceToTravel=64.0
  335. MaxDistanceToTravel=128.0
  336.  
  337. ; Percentage chance we will crouch while attacking an officer
  338. CrouchWhileAttackingChance=0.5
  339.  
  340. ; Minimum distance to the officer to be able to crouch 
  341. ; (we have to be further away then this to crouch while attacking)
  342. MinDistanceToCrouch=200.0
  343.  
  344. ; How long we crouch for while attacking the officer 
  345. MinTimeToCrouch=1.5
  346. MaxTimeToCrouch=4.0
  347.  
  348. ; How long we stand for while attacking the officer 
  349. MinTimeToStand=0.5
  350. MaxTimeToStand=0.75
  351.  
  352. [SwatAICommon.MoveToDoorAction]
  353. ; overridden reached threshold to handle open points just out of reach
  354. ; CROMBIE ONLY
  355. MoveToDoorThreshold=12.0
  356.  
  357. [SwatAICommon.MoveToOpponentAction]
  358. DistanceToStopMoving=100.0
  359.  
  360. [SwatAICommon.RegroupAction]
  361. ; Min Distance from the closest Officer to be able to regroup
  362. MinRequiredRegroupDistanceFromOfficer=200.0
  363.  
  364. ; Skill specific chance that we will attack while regrouping
  365. ; (disabled for now -- old values below)
  366. LowSkillAttackWhileRegroupingChance=0.0
  367. MediumSkillAttackWhileRegroupingChance=0.0
  368. HighSkillAttackWhileRegroupingChance=0.0
  369.  
  370. ;LowSkillAttackWhileRegroupingChance=0.5
  371. ;MediumSkillAttackWhileRegroupingChance=0.75
  372. ;HighSkillAttackWhileRegroupingChance=1.0
  373.  
  374. MinPassiveRegroupPercentageChance=0.25
  375. MaxPassiveRegroupPercentageChance=1.0
  376. MinAggressiveRegroupPercentageChance=0.0
  377. MaxAggressiveRegroupPercentageChance=1.0
  378.  
  379. [SwatAICommon.RestrainedAction]
  380. ; time (in seconds) before we start looking at officers while restrained
  381. MinSleepTimeBeforeLookingAtOfficers=1.0
  382. MaxSleepTimeBeforeLookingAtOfficers=3.0
  383.  
  384. [SwatAICommon.DeployPepperBallAction]
  385. ; maximum number of pepper balls to fire when deploying the pepper ball
  386. MaxNumberPepperBallsToFire=5
  387.  
  388. [SwatAICommon.DisableTargetAction]
  389. DistanceFromTargetToDisable=48.0
  390.  
  391. [SwatAICommon.TakeCoverAndAttackAction]
  392. ; every time we aim around we increment the chance that we will move briefly towards where we saw our enemy last
  393. MoveBrieflyChanceIncrement=0.1
  394.  
  395. ; the aim around behavior parameters
  396. AimAroundInnerFovDegrees=90.0
  397. AimAroundOuterFovDegrees=270.0
  398. AimAroundMinAimTime=0.5
  399. AimAroundMaxAimTime=1.0
  400.  
  401. ; Skill specific chance that we will attack while taking cover
  402. ; (disabled for now -- old values below)
  403. LowSkillAttackWhileTakingCoverChance=0.0
  404. MediumSkillAttackWhileTakingCoverChance=0.0
  405. HighSkillAttackWhileTakingCoverChance=0.0
  406.  
  407. ;LowSkillAttackWhileTakingCoverChance=0.5
  408. ;MediumSkillAttackWhileTakingCoverChance=0.75
  409. ;HighSkillAttackWhileTakingCoverChance=1.0
  410.  
  411. ; chance that we will complete this behavior 
  412. ; die roll is made after each time we fire
  413. ; (DISABLED FOR NOW)
  414. ;LowSkillSuccessAfterFiringChance=0.5
  415. ;MediumSkillSuccessAfterFiringChance=0.4
  416. ;HighSkillSuccessAfterFiringChance=0.3
  417.  
  418. LowSkillSuccessAfterFiringChance=0.0
  419. MediumSkillSuccessAfterFiringChance=0.0
  420. HighSkillSuccessAfterFiringChance=0.0
  421.  
  422. ; minimum distance we need to be from any officer while taking cover
  423. MinDistanceToOfficersWhileTakingCover=200.0
  424.  
  425. ; how long we crouch for once we're behind cover
  426. MinCrouchTime=1.0
  427. MaxCrouchTime=3.0
  428.  
  429. ; how long we stand up for once we're behind cover
  430. MinStandTime=1.0
  431. MaxStandTime=3.0
  432.  
  433. ; how long we lean out for once we're behind cover
  434. MinLeanTime=1.0
  435. MaxLeanTime=2.0
  436.  
  437. MinPassiveTakeCoverAndAttackPercentageChance=0.0
  438. MaxPassiveTakeCoverAndAttackPercentageChance=1.0
  439. MinAggressiveTakeCoverAndAttackPercentageChance=0.75
  440. MaxAggressiveTakeCoverAndAttackPercentageChance=1.0
  441.  
  442. [SwatAICommon.ThreatenHostageAction]
  443. ; distance required to hear a the threaten hostage sound
  444. ; this must equal the AISoundRadius for every ThreatenedHostage event in SoundEffects.ini
  445. RequiredHearingDistance=1500.0
  446.  
  447. ; time, in seconds, before we shoot the hostage
  448. MinTimeToShootHostage=0.5
  449. MaxTimeToShootHostage=1.0
  450.  
  451. ; minimum distance to the hostage that we need to be able to threaten
  452. ; ie. the hostage must be less than this far away
  453. MinRequiredDistanceToHostage=300.0
  454.  
  455. ; Required distance from the officer that we need to be able to threaten
  456. ; ie. the officers must be at least this far away
  457. MinRequiredDistanceToOfficer=250.0
  458.  
  459. ; Once we see the officer, how much closer the officer can get before we start shooting
  460. MaxDistanceOfficerCanComeCloser=200.0
  461.  
  462. MinAgressiveThreatenHostageChance=1.0
  463. MaxAgressiveThreatenHostageChance=1.0
  464.  
  465. MinPassiveThreatenHostageChance=0.75
  466. MaxPassiveThreatenHostageChance=1.0
  467.  
  468. ThreatenHostageTriggerEffectEvent=ThreatenedHostage
  469. HostageResponseTriggerEffectEvents=AnnouncedThreatened
  470. HostageResponseTriggerEffectEvents=CalledForHelp
  471.  
  472. MinSleepTimeBetweenSpeech=0.1
  473. MaxSleepTimeBetweenSpeech=0.3
  474.  
  475. [SwatAICommon.AttackOfficerAction]
  476. MinPassiveAttackOfficerPercentageChance=0.0
  477. MaxPassiveAttackOfficerPercentageChance=1.0
  478. MinAggressiveAttackOfficerPercentageChance=0.5
  479. MaxAggressiveAttackOfficerPercentageChance=1.0
  480.  
  481. ; chance that we will complete this behavior 
  482. ; die roll is made after each time we fire
  483. ; (DISABLED FOR NOW)
  484. ;LowSkillSuccessAfterFiringChance=0.5
  485. ;MediumSkillSuccessAfterFiringChance=0.4
  486. ;HighSkillSuccessAfterFiringChance=0.3
  487.  
  488. LowSkillSuccessAfterFiringChance=0.0
  489. MediumSkillSuccessAfterFiringChance=0.0
  490. HighSkillSuccessAfterFiringChance=0.0
  491.  
  492. [SwatAICommon.ComplianceAction]
  493. ; amount of time we delay before starting to be compliant
  494. MinInitialDelayTime=0.0
  495. MaxInitialDelayTime=1.0
  496.  
  497. ; ANIMATORS ONLY
  498. CrouchingComplianceAnimations=cComply
  499. StandingComplianceAnimations=sComply
  500. StandingComplianceAnimations=sComply2
  501.  
  502. CrouchingArmsUpAnimations=cArmsUp
  503. StandingArmsUpAnimations=sArmsUp
  504. StandingArmsUpAnimations=sArmsUp2
  505. StandingArmsUpAnimations=sArmsUp3
  506.  
  507. ; stunned animations
  508. CrouchingStunnedComplianceAnimations=cComplyIncapacitated
  509. StandingStunnedComplianceAnimations=sComplyIncapacitated
  510.  
  511. CrouchingStunnedArmsUpAnimations=cArmsUpIncapacitated
  512. StandingStunnedArmsUpAnimations=sArmsUpIncapacitated
  513.  
  514. [SwatAICommon.EnemyComplianceAction]
  515. ; ANIMATORS ONLY
  516. CrouchedComplianceDropWeaponAnimations=cDropWeapon1
  517. StandingComplianceDropWeaponAnimations=sDropWeapon1
  518. StandingComplianceDropWeaponAnimations=ComplyIndecision2Complying
  519.  
  520. ; stunned animations
  521. CrouchedStunnedComplianceDropWeaponAnimations=cDropWeaponIncapacitated
  522. StandingStunnedComplianceDropWeaponAnimations=sDropWeaponIncapacitated
  523.  
  524. [SwatAICommon.ReactToBeingShotAction]
  525. ; torso hit animations (next build [crombie 11/13/03])
  526. ; ANIMATORS ONLY
  527. StandingHitInFront=sHitChestFront
  528. StandingHitInFront=sHitChestFront1
  529. StandingHitInBack=sHitChestBack
  530. StandingHitInBack=sHitChestBack1
  531. StandingHitLeft=sHitChestLeft
  532. StandingHitLeft=sHitChestLeft1
  533. StandingHitRight=sHitChestRight
  534. StandingHitRight=sHitChestRight1
  535.  
  536. CrouchingHitInFront=cHitChestFront
  537. CrouchingHitInBack=cHitChestBack
  538. CrouchingHitLeft=cHitChestLeft
  539. CrouchingHitRight=cHitChestRight
  540.  
  541. ; head hit animations
  542. StandingHitInHead=sHitInHeadFront
  543. CrouchingHitInHead=cHitInHeadFront
  544.  
  545. ; right arm hit animations
  546. StandingHitRightArm=sShotInRightArm
  547. CrouchingHitRightArm=cShotInRightArm
  548.  
  549. ; left arm hit animations
  550. StandingHitLeftArm=sShotInLeftArm
  551. CrouchingHitLeftArm=cShotInLeftArm
  552.  
  553. ; right leg hit animations
  554. StandingHitRightLeg=sShotInRightLeg
  555. StandingHitRightLeg=sShotInRightLeg2
  556. StandingHitRightLeg=sShotInRightLeg3
  557. CrouchingHitRightLeg=cShotInRightLeg
  558. CrouchingHitRightLeg=cShotInRightLeg2
  559.  
  560. ; left leg hit animations
  561. StandingHitLeftLeg=sShotInLeftLeg
  562. StandingHitLeftLeg=sShotInLeftLeg2
  563. StandingHitLeftLeg=sShotInLeftLeg3
  564. CrouchingHitLeftLeg=cShotInLeftLeg
  565. CrouchingHitLeftLeg=cShotInLeftLeg2
  566.  
  567. ; compliant hits
  568. CompliantHitFront=complyHitFront
  569. CompliantHitBack=complyHitBack
  570. CompliantHitLeft=complyHitLeft
  571. CompliantHitRight=complyHitRight
  572.  
  573. ; restrained hits
  574. RestrainedHitFront=cuffedHitFront
  575. RestrainedHitBack=cuffedHitBack
  576. RestrainedHitLeft=cuffedHitLeft
  577. RestrainedHitRight=cuffedHitRight
  578.  
  579. ; quick hit animations
  580. QuickHitFront=sHitChestFrontQuick
  581. QuickHitBack=sHitChestBackQuick
  582. QuickHitRight=sHitChestRightQuick
  583. QuickHitLeft=sHitChestLeftQuick
  584.  
  585. QuickHitBaseBone=Bip01_Spine1
  586.  
  587. ; restrained quick hit animations
  588. RestrainedQuickHitFront=cuffedHitFront
  589. RestrainedQuickHitBack=cuffedHitBack
  590. RestrainedQuickHitRight=cuffedHitRight
  591. RestrainedQuickHitLeft=cuffedHitLeft
  592.  
  593. RestrainedQuickHitBaseBone=Bip01_Spine1
  594.  
  595. [SwatAICommon.SquadMoveAndClearAction]
  596. InitialClearPauseTime=0.25
  597.  
  598. MaxWaitForFirstTwoOfficersTime=2
  599.  
  600. ; distance the follower tries to keep from the leader
  601. ; Crombie ONLY
  602. FormationMoveToThreshold=96.0
  603. ; distance that the follower will start walking at
  604. ; Crombie ONLY
  605. FormationWalkThreshold=64.0
  606.  
  607. ; how long we wait before going through the door
  608. DoorOpenedFromSideDelayTime=0.5
  609.  
  610. [SwatAICommon.MoveAndClearAction]
  611. ; distance between us and an uncompliant character that we will stop moving at
  612. DistanceToStopMovingWithUncompliantCharacter=128.0
  613.  
  614. ; how long we hold our clear position before completing
  615. ; once we complete, the idle aim around behavior may run and rotate us in another direction
  616. ; so this time specifies how long we should hold in our clear point rotation
  617. MinHoldClearPositionTime=3.0
  618. MaxHoldClearPositionTime=6.0
  619.  
  620. ; Move & Clear Aim Around behavior
  621. MoveAndClearAimAroundInnerRadius=45.0
  622. MoveAndClearAimAroundOuterRadius=90.0
  623. MoveAndClearAimAroundPointTooCloseDistance=128.0
  624.  
  625. MoveAndClearMinAimHoldTime=0.1
  626. MoveAndClearMaxAimHoldTime=0.4
  627.  
  628. [SwatAIcommon.StackUpAction]
  629. ;Distance from the StackupPoint when officer starts to walk.
  630. DistanceToStartWalking=128.00
  631.  
  632. ; distance that we will start aiming at the door while stacking up
  633. MinDistanceToAimAtDoor=350.0
  634.  
  635. [SwatAICommon.CowerAction]
  636. ;CrouchedInitialCowerAnimations=cArmsUp
  637. ; Animators ONLY
  638. CrouchedLoopingCowerAnimations=cHostageFidget2
  639. CrouchedLoopingCowerAnimations=cHostageFidget3
  640.  
  641. ;StandingInitialCowerAnimations=
  642. StandingLoopingCowerAnimations=sHostageCowerFidget1
  643.  
  644. [SwatAICommon.EnemyCowerAction]
  645. ; Animators ONLY
  646. ;CrouchedInitialEnemyCowerAnimations=cOutOfAmmoFidget1 
  647. CrouchedLoopingEnemyCowerAnimations=cHostageFidget2
  648. CrouchedLoopingEnemyCowerAnimations=cHostageFidget3
  649.  
  650. [SwatAICommon.OrderComplianceAction]
  651. ;Maximum time we wait to see an AI again before stopping compliance yells
  652. MaximumTimeToWaitToEngage=7.5
  653.  
  654. ;Time between officer compliance yells and the animations they use.
  655. MinComplianceOrderSleepTime=1.0
  656. MaxComplianceOrderSleepTime=5.0
  657.  
  658. ;Time we wait if we can't currently engage for compliance before trying to see if we can again
  659. ;programmers ONLY
  660. MinComplianceWaitTime=0.2
  661. MaxComplianceWaitTime=0.4
  662.  
  663.  
  664. ; animators ONLY
  665. ComplyMGOrderAnims=ComplyMG
  666. ComplyMGOrderAnims=ComplyMGb
  667. ComplyMGOrderAnims=ComplyMGc
  668. ComplySGOrderAnims=complySG
  669. ComplySGOrderAnims=complySGb
  670. ComplySGOrderAnims=complySGc
  671. ComplySMGOrderAnims=complySMG
  672. ComplySMGOrderAnims=complySMGb
  673. ComplySMGOrderAnims=complySMGc
  674. ComplyHGOrderAnims=complyHG
  675. ComplyHGOrderAnims=complyHGb
  676. ComplyHGOrderAnims=complyHGc
  677. ComplyPepperBallOrderAnims=ComplyPB
  678.  
  679. [SwatAICommon.RestrainAndReportAction]
  680. ; distance the officer tries to keep when restraining a character
  681. ; ANIMATORS ONLY!
  682. DistanceFromTargetToRestrain=40.0
  683.  
  684. [SwatAICommon.UseOptiwandAction]
  685. ; tween time to use the optiwand
  686. ; ANIMATORS ONLY!
  687. OptiwandUseTweenTime=0.2
  688.  
  689. [SwatAICommon.WatchNonHostileTargetAction]
  690. ; Time to look at a non-hostile before looking at another
  691. MinWatchTargetTime=1.5
  692. MaxWatchTargetTime=3.0
  693.  
  694. ; minimum distance that determines if we actually aim the gun
  695. ; if we are outside of this minimum distance, we will aim, otherwise we just use low ready
  696. MinDistanceToAimGun=128.0
  697.  
  698. ; time between talking to an unrestrained target
  699. MinDeltaTimeBetweenSpeakingToTarget=15.0
  700. MaxDeltaTimeBetweenSpeakingToTarget=25.0
  701.  
  702. [SwatAICommon.SquadFallInAction]
  703. ; minimum distance that an officer must be to trigger the reply to falling in speech
  704. MinDistanceToTriggerReplySpeech=500.0
  705.  
  706. ; update rate for our timer to see if we're all within the "completed" distance 
  707. ; (if we ARE NOT a copy of the original Fall In behavior -- ie. gave fall in to element, then gave blue or red a different order)
  708. CompletedTimerUpdateRate=0.5
  709.  
  710. ; update rate for our timer to see if we're all within the "completed" distance 
  711. ; (if we ARE a copy of the original Fall In behavior -- ie. gave fall in to element, then gave blue or red a different order)
  712. CopyCompletedTimerUpdateRate=2.0
  713.  
  714. MinDistanceToTriggerCompletedSpeech=500
  715.  
  716. [SwatAICommon.UseGrenadeAction]
  717. ; Animators ONLY
  718. NodAnimation=sGrenadeNod
  719.  
  720. [SwatAICommon.Hive]
  721. ; Amount of damage to officers before they turn on you.
  722. PlayerDamageThreshold=50.0
  723.  
  724. ; Max Distance that we watch targets
  725. MaxWatchTargetDistance=1000.0
  726.  
  727. [SwatAICommon.Formation]
  728. ; CROMBIE ONLY
  729. ReorderTime=0.25