2023-04-13 17:30:38 +02:00

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