99 lines
1.9 KiB
Plaintext
99 lines
1.9 KiB
Plaintext
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// at 96 units distance, AI will prefer to walk instead of running to it.
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// standing offset at covernodes based on the AI pose
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// yaws used to check if the AI can see the enemy
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// offsets used to check if the AI can see the enemy
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// in sec, if AI has not seen enemy for 4 sec, then he will be considered hidden
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// maximum time for idle action at cover, ir-respective of the animation length
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// grenade throw ranges
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// grenade throw modifiers
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// Lower bound of time before a person of the same team can throw another grenade
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// Upper bound of time before a person of the same team can throw another grenade
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// Lower bound of time before a person that finished a scripted animation can throw a grenade
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// Upper bound of time before a person that finished a scripted animation can throw a grenade
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// Lower bound of time before being able to throw another grenade
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// Upper bound of time before being able to throw another grenade
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// New grenade throws must land atleast this far from any previous throw, within the GRENADE_THROW_TIME window.
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// Don't throw a grenade if you are on team allies and it will land this close to a player (may want to change to any ally)
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// Don't throw a grenade if there is a player in laststand this close to the target.
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// Melee ranges and timers
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// allowed 10 units to account for charge blend
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// charge distance is the minimum distance required to even attempt melee
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// Arrival
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// Distance at which enmey is considered to be nearby
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// Cover modes
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//Sprint values
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//delay between two sprints
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//upto one more second delay between sprint
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//additional compensation factor
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//value between 0 and 100, probability of sprinting
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// Cover shoot times
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// *********** SUMEET TODO - Merge seeking and exposed reacquiring behavior together. ***********
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// Reacquire/ Cover/Locomotion Seek
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