;
; AI.ini
;

[SwatAICommon.ColoredSquadInfo]
;Time after a command to one team that the other team will ask for orders if they don't have one.
NeedOrdersTriggerTimeDelta=8.0

[SwatAICommon.CommanderAction]
;Number of compliance orders we ignore (after the first one when we were listening)
MaxComplianceOrdersToIgnore=3

;Maximum Morale for any character
MaxMorale=1.5

; distance to gunshot fire for a hostage or compliant or restrained enemy to react to it
MinReactToGunshotDistance=300.0

; how much time before we scream
MinScreamTime=0.1
MaxScreamTime=1.0

[SwatAICommon.HostageCommanderAction]
; how much time we wait inbetween IsInDanger tests
;PROGRAMMER ONLY
DangerUpdateTime=0.5

; how much time we wait inbetween LineOfSightTo tests
;PROGRAMMER ONLY
RescuerUpdateTime=0.2

; morale modifications for hostages
FlashbangedMoraleModification=0.65
GassedMoraleModification=0.55
StungMoraleModification=0.6
PepperSprayedMoraleModification=0.75
TasedMoraleModification=0.9
StunnedByC2MoraleModification=0.65
ShotMoraleModification=0.5

; chance that the hostage will react to a thrown grenade (if he sees it)
ReactToThrownGrenadeChance=1.0

; chance that a hostage will scream when there's a shot nearby
ScreamChance=0.7

; chance that we crouch when we hear a deadly noise (gunshot, explosion, etc)
AggressiveCrouchWhenHearsDeadlyNoiseChance=0.85
PassiveCrouchWhenHearsDeadlyNoiseChance=0.65

; time between the hostage in danger yells ("Help me!", "There!", etc.)
MinDeltaTimeToPlayInDangerSpeech=3.0
MaxDeltaTimeToPlayInDangerSpeech=8.0

[SwatAICommon.HostageSpeechManagerAction]
InDangerSpeechEffectEvents=Screamed
InDangerSpeechEffectEvents=CalledForHelp
InDangerSpeechEffectEvents=AnnouncedEnemy

[SwatAICommon.EnemyCommanderAction]
; Maximum number of times that we will try to open a door that is blocked by another AI character (enemy or hostage)
; before we give up and just barricade
MaxBlockedDoorCount=3

; Angle (in degrees) that will be used to determine whether the AI is surprised by a compliance command
SurprisedComplianceAngle=90.0

; Maximum distance that will be used to determine if the AI is in range to be surprised by a compliance command
MaxSurprisedComplianceDistance=400.0

; Time Range after which an enemy will barricade if they haven't seen you or an officer
MinLostPawnDeltaTime=3.0
MaxLostPawnDeltaTime=8.0

; minimum distances to any officer (incl. the player) to an initial reaction
MinDistanceToOfficersToDoInitialReaction=200.0

; skill-specific chances that we'll scream due to a nearby hit spang when compliant or restrained
LowSkillScreamChance=0.65
MediumSkillScreamChance=0.5
HighSkillScreamChance=0.3

; skill-specific chances if we'll do an initial reaction
LowSkillInitialReactionChance=0.15
MediumSkillInitialReactionChance=0.10
HighSkillInitialReactionChance=0.05

; distance from an enemy which causes an AI to automatically switch attack targets
DeltaDistanceToSwitchEnemies=300.00

; skill-specific chances that we'll run away from a thrown grenade (if we see it)
LowSkillReactToThrownGrenadeChance=0.333
MediumSkillReactToThrownGrenadeChance=0.5
HighSkillReactToThrownGrenadeChance=0.75

LowSkillSurprisedComplianceMoraleModification=0.8
MediumSkillSurprisedComplianceMoraleModification=0.6
HighSkillSurprisedComplianceMoraleModification=0.5

LowSkillWeaponDroppedMoraleModification=0.25
MediumSkillWeaponDroppedMoraleModification=0.15
HighSkillWeaponDroppedMoraleModification=0.1

LowSkillFlashbangedMoraleModification=0.5
MediumSkillFlashbangedMoraleModification=0.5
HighSkillFlashbangedMoraleModification=0.5

LowSkillGassedMoraleModification=0.35
MediumSkillGassedMoraleModification=0.35
HighSkillGassedMoraleModification=0.35

LowSkillPepperSprayedMoraleModification=0.75
MediumSkillPepperSprayedMoraleModification=0.75
HighSkillPepperSprayedMoraleModification=0.75

LowSkillStungMoraleModification=0.4
MediumSkillStungMoraleModification=0.4
HighSkillStungMoraleModification=0.4

LowSkillTasedMoraleModification=0.9
MediumSkillTasedMoraleModification=0.9
HighSkillTasedMoraleModification=0.9

LowSkillStunnedByC2MoraleModification=0.45
MediumSkillStunnedByC2MoraleModification=0.45
HighSkillStunnedByC2MoraleModification=0.45

LowSkillShotMoraleModification=0.2
MediumSkillShotMoraleModification=0.1
HighSkillShotMoraleModification=0.0

; This one adds to morale
LowSkillKilledOfficerMoraleModification=0.3
MediumSkillKilledOfficerMoraleModification=0.4
HighSkillKilledOfficerMoraleModification=0.5

LowSkillNearbyEnemyKilledMoraleModification=0.4
MediumSkillNearbyEnemyKilledMoraleModification=0.2
HighSkillNearbyEnemyKilledMoraleModification=0.1

LowSkillOutOfUsableWeaponsMoraleModification=1.0
MediumSkillOutOfUsableWeaponsMoraleModification=0.8
HighSkillOutOfUsableWeaponsMoraleModification=0.75

[SwatAICommon.OfficerCommanderAction]
; if we hear a noise, we're moving but not doing anything else (attacking, engaging for compliance, etc),
; this is how long we will aim at pawn who made the noise
MinAimAtNoiseWhileMovingTime=1.0
MaxAimAtNoiseWhileMovingTime=2.5

MinFinishedEngagingTimeToAimAround=1.0
MaxFinishedEngagingTimeToAimAround=2.0

[SwatAICommon.AimAroundGoal]
;This is for all AI characters
DefaultMinAimAtPointTime=2.0
DefaultMaxAimAtPointTime=5.0

; if we don't find something to aim at, time we wait before trying again
; PROGRAMMERS ONLY
DefaultMinWaitForNewPointTime=0.1
DefaultMaxWaitForNewPointTime=0.3

DefaultInnerFovDegrees=90.0
DefaultOuterFovDegrees=135.0

[SwatAICommon.AttackTargetAction]
; time, in seconds, before we stop trying to attack if we can't hit somebody
MaximumTimeToWaitToAttack=7.5

[SwatAICommon.GassedAction]
; amount of time we delay before starting to be gassed
MinInitialDelayTime=0.0
MaxInitialDelayTime=0.333

[SwatAICommon.FlashbangedAction]
; amount of time we delay before starting to be flashbanged
MinInitialDelayTime=0.0
MaxInitialDelayTime=0.333

[SwatAICommon.StungAction]
; amount of time we delay before starting to be stung
MinInitialDelayTime=0.0
MaxInitialDelayTime=0.333

[SwatAICommon.StunnedByC2Action]
; amount of time we delay before starting to be stunned by c2
MinInitialDelayTime=0.0
MaxInitialDelayTime=0.333

[SwatAICommon.IdleAimAroundGoal]
; Time they aim at an awareness point before choosing a new aim location.  Random within this range.
DefaultMinAimAtPointTime=5.0
DefaultMaxAimAtPointTime=10.0

; if we don't find something to aim at, time we wait before trying again
; PROGRAMMERS ONLY
DefaultMinWaitForNewPointTime=1.0
DefaultMaxWaitForNewPointTime=3.0

DefaultInnerFovDegrees=120.0
DefaultOuterFovDegrees=360.0

[SwatAICommon.BarricadeAction]
; the chance that we will shoot at an opening door
ShootAtDoorsChance=1.00

; the random range of time that we will shoot at a door when it opens
MinShootingAtDoorsTime=2.0
MaxShootingAtDoorsTime=3.5

; chance that we will close and lock the closest door to the stimuli
CloseAndLockInitialDoorChance=0.5
; chance that we will close and lock the next closest door to stimuli
CloseAndLockSubsequentDoorChance=0.25

; the amount of time we delay (after aiming at the door), before we go to barricade.  
; This occurs when this AI hasn't barricaded yet, and they become suspicious about something.
MinBarricadeDelayTime=0.5
MaxBarricadeDelayTime=1.0

; chance that we will play the barricading speech
ReactionSpeechChance=0.5

; chance that we will crouch when we reach the flee point
CrouchAtFleePointChance=0.8

; how long we aim at the closest door before moving to our barricade point
AimAtClosestDoorTime=5.0

[SwatAICommon.ConverseWithHostagesAction]
; chance that an enemy will converse with a hostage in the same room when the player is close enough
ConverseChance=0.85
; chance that the enemy will reply to whatever the hostage says
SubsequentEnemyResponseChance=0.5

; how often we wait before trying to have another conversation
MinTimeBetweenConversing=5.0
MaxTimeBetweenConversing=10.0

; minimum distance from the enemy to the player to be able to do a conversation
MinPlayerDistanceForConversation=1500.0

; effect events used for speech in conversations
; DONT CHANGE THESE
EnemyTalkToHostageTriggerEffectEvent=TalkedToHostage
HostageReplyToEnemyTriggerEffectEvent=TalkedToEnemy
EnemyReplyToHostageTriggerEffectEvent=RepliedToHostage

MinSleepTimeBetweenSpeech=0.4
MaxSleepTimeBetweenSpeech=0.9

[SwatAICommon.CoverAction]
InnerAimAroundFOVDegrees=60.0
OuterAimAroundFOVDegrees=120.0

; amount of time we wait before we announce that we're still covering
MinDeltaWaitTimeToAnnounceStillCovering=20.0
MaxDeltaWaitTimeToAnnounceStillCovering=40.0

[SwatAICommon.FallInAction]
;Time they aim at something during a Fall In action
FallInMinAimHoldTime=0.25
FallInMaxAimHoldTime=1.0
 
[SwatAICommon.FleeAction]
; Min Distance from the closest Officer to be able to flee 
MinRequiredFleeDistanceFromOfficer=200.0

; Skill specific chance that we will attack while fleeing
; (disabled for now -- old values below)
LowSkillAttackWhileFleeingChance=0.0
MediumSkillAttackWhileFleeingChance=0.0
HighSkillAttackWhileFleeingChance=0.0

;LowSkillAttackWhileFleeingChance=0.5
;MediumSkillAttackWhileFleeingChance=0.75
;HighSkillAttackWhileFleeingChance=1.0

MinPassiveFleePercentageChance=0.25
MaxPassiveFleePercentageChance=1.0
MinAggressiveFleePercentageChance=0.0
MaxAggressiveFleePercentageChance=0.75

[SwatAICommon.HostageReactionToOfficersAction]
; distance required before we play the reaction
; Not currently used
DesiredDistanceToOfficer=200.0

; Animations we use to point
; DO NOT Change
PointToLeftAnimation=sPointToEnemyLeft
PointToRightAnimation=sPointToEnemyRight
PointBehindAnimation=sPointToEnemyBack

[SwatAICommon.InvestigateAction]
; how long we investigate before timing out
MinInvestigateTime=15.0
MaxInvestigateTime=25.0

; how long we delay before investigating
MinInvestigateDelayTime=0.5
MaxInvestigateDelayTime=1.0

; the chance that we will play the investigating speech
ReactionSpeechChance=0.5

[SwatAICommon.IncapacitatedAction]
; time we wait if we start incapacitated before triggering the speech if we start out incapacitated (hostages!)
MinTimeBeforeTriggeringIncapacitatedSpeech=5.0
MaxTimeBeforeTriggeringIncapacitatedSpeech=10.0

; how often we try to play the incapacitated speech
MinTimeBetweenTriggeringIncapacitatedSpeech=5.0
MaxTimeBetweenTriggeringIncapacitatedSpeech=15.0

; this value matches the outer radius
DistanceToHearIncapacitatedSpeech=750.0

[SwatAICommon.OpenDoorAction]
; amount of time (seconds) we wait before trying a blocked door again
; Crombie ONLY
BlockedSleepTime=0.5

[SwatAICommon.MoveToAction]
; Distance from our destination that we start walking
DistanceFromDestinationToStartWalking=0.0

; Aiming during a Move To
MoveToMinAimHoldTime=0.25
MoveToMaxAimHoldTime=1.0

[SwatAICommon.MoveToAttackOfficerAction]
MinDistanceToTravel=64.0
MaxDistanceToTravel=128.0

; Percentage chance we will crouch while attacking an officer
CrouchWhileAttackingChance=0.5

; Minimum distance to the officer to be able to crouch 
; (we have to be further away then this to crouch while attacking)
MinDistanceToCrouch=200.0

; How long we crouch for while attacking the officer 
MinTimeToCrouch=1.5
MaxTimeToCrouch=4.0

; How long we stand for while attacking the officer 
MinTimeToStand=0.5
MaxTimeToStand=0.75

[SwatAICommon.MoveToDoorAction]
; overridden reached threshold to handle open points just out of reach
; CROMBIE ONLY
MoveToDoorThreshold=12.0

[SwatAICommon.MoveToOpponentAction]
DistanceToStopMoving=100.0

[SwatAICommon.RegroupAction]
; Min Distance from the closest Officer to be able to regroup
MinRequiredRegroupDistanceFromOfficer=200.0

; Skill specific chance that we will attack while regrouping
; (disabled for now -- old values below)
LowSkillAttackWhileRegroupingChance=0.0
MediumSkillAttackWhileRegroupingChance=0.0
HighSkillAttackWhileRegroupingChance=0.0

;LowSkillAttackWhileRegroupingChance=0.5
;MediumSkillAttackWhileRegroupingChance=0.75
;HighSkillAttackWhileRegroupingChance=1.0

MinPassiveRegroupPercentageChance=0.25
MaxPassiveRegroupPercentageChance=1.0
MinAggressiveRegroupPercentageChance=0.0
MaxAggressiveRegroupPercentageChance=1.0

[SwatAICommon.RestrainedAction]
; time (in seconds) before we start looking at officers while restrained
MinSleepTimeBeforeLookingAtOfficers=1.0
MaxSleepTimeBeforeLookingAtOfficers=3.0

[SwatAICommon.DeployPepperBallAction]
; maximum number of pepper balls to fire when deploying the pepper ball
MaxNumberPepperBallsToFire=5

[SwatAICommon.DisableTargetAction]
DistanceFromTargetToDisable=48.0

[SwatAICommon.TakeCoverAndAttackAction]
; every time we aim around we increment the chance that we will move briefly towards where we saw our enemy last
MoveBrieflyChanceIncrement=0.1

; the aim around behavior parameters
AimAroundInnerFovDegrees=90.0
AimAroundOuterFovDegrees=270.0
AimAroundMinAimTime=0.5
AimAroundMaxAimTime=1.0

; Skill specific chance that we will attack while taking cover
; (disabled for now -- old values below)
LowSkillAttackWhileTakingCoverChance=0.0
MediumSkillAttackWhileTakingCoverChance=0.0
HighSkillAttackWhileTakingCoverChance=0.0

;LowSkillAttackWhileTakingCoverChance=0.5
;MediumSkillAttackWhileTakingCoverChance=0.75
;HighSkillAttackWhileTakingCoverChance=1.0

; chance that we will complete this behavior 
; die roll is made after each time we fire
; (DISABLED FOR NOW)
;LowSkillSuccessAfterFiringChance=0.5
;MediumSkillSuccessAfterFiringChance=0.4
;HighSkillSuccessAfterFiringChance=0.3

LowSkillSuccessAfterFiringChance=0.0
MediumSkillSuccessAfterFiringChance=0.0
HighSkillSuccessAfterFiringChance=0.0

; minimum distance we need to be from any officer while taking cover
MinDistanceToOfficersWhileTakingCover=200.0

; how long we crouch for once we're behind cover
MinCrouchTime=1.0
MaxCrouchTime=3.0

; how long we stand up for once we're behind cover
MinStandTime=1.0
MaxStandTime=3.0

; how long we lean out for once we're behind cover
MinLeanTime=1.0
MaxLeanTime=2.0

MinPassiveTakeCoverAndAttackPercentageChance=0.0
MaxPassiveTakeCoverAndAttackPercentageChance=1.0
MinAggressiveTakeCoverAndAttackPercentageChance=0.75
MaxAggressiveTakeCoverAndAttackPercentageChance=1.0

[SwatAICommon.ThreatenHostageAction]
; distance required to hear a the threaten hostage sound
; this must equal the AISoundRadius for every ThreatenedHostage event in SoundEffects.ini
RequiredHearingDistance=1500.0

; time, in seconds, before we shoot the hostage
MinTimeToShootHostage=2.0
MaxTimeToShootHostage=4.0

; minimum distance to the hostage that we need to be able to threaten
; ie. the hostage must be less than this far away
MinRequiredDistanceToHostage=256.0

; Required distance from the officer that we need to be able to threaten
; ie. the officers must be at least this far away
MinRequiredDistanceToOfficer=200.0

; Once we see the officer, how much closer the officer can get before we start shooting
MaxDistanceOfficerCanComeCloser=200.0

MinAgressiveThreatenHostageChance=1.0
MaxAgressiveThreatenHostageChance=1.0

MinPassiveThreatenHostageChance=0.75
MaxPassiveThreatenHostageChance=1.0

ThreatenHostageTriggerEffectEvent=ThreatenedHostage
HostageResponseTriggerEffectEvents=AnnouncedThreatened
HostageResponseTriggerEffectEvents=CalledForHelp

MinSleepTimeBetweenSpeech=0.1
MaxSleepTimeBetweenSpeech=0.3

[SwatAICommon.AttackOfficerAction]
MinPassiveAttackOfficerPercentageChance=0.0
MaxPassiveAttackOfficerPercentageChance=1.0
MinAggressiveAttackOfficerPercentageChance=0.5
MaxAggressiveAttackOfficerPercentageChance=1.0

; chance that we will complete this behavior 
; die roll is made after each time we fire
; (DISABLED FOR NOW)
;LowSkillSuccessAfterFiringChance=0.5
;MediumSkillSuccessAfterFiringChance=0.4
;HighSkillSuccessAfterFiringChance=0.3

LowSkillSuccessAfterFiringChance=0.0
MediumSkillSuccessAfterFiringChance=0.0
HighSkillSuccessAfterFiringChance=0.0

[SwatAICommon.ComplianceAction]
; amount of time we delay before starting to be compliant
MinInitialDelayTime=0.0
MaxInitialDelayTime=1.0

; ANIMATORS ONLY
CrouchingComplianceAnimations=cComply
StandingComplianceAnimations=sComply
StandingComplianceAnimations=sComply2

CrouchingArmsUpAnimations=cArmsUp
StandingArmsUpAnimations=sArmsUp
StandingArmsUpAnimations=sArmsUp2
StandingArmsUpAnimations=sArmsUp3

; stunned animations
CrouchingStunnedComplianceAnimations=cComplyIncapacitated
StandingStunnedComplianceAnimations=sComplyIncapacitated

CrouchingStunnedArmsUpAnimations=cArmsUpIncapacitated
StandingStunnedArmsUpAnimations=sArmsUpIncapacitated

[SwatAICommon.EnemyComplianceAction]
; ANIMATORS ONLY
CrouchedComplianceDropWeaponAnimations=cDropWeapon1
StandingComplianceDropWeaponAnimations=sDropWeapon1
StandingComplianceDropWeaponAnimations=ComplyIndecision2Complying

; stunned animations
CrouchedStunnedComplianceDropWeaponAnimations=cDropWeaponIncapacitated
StandingStunnedComplianceDropWeaponAnimations=sDropWeaponIncapacitated

[SwatAICommon.ReactToBeingShotAction]
; torso hit animations (next build [crombie 11/13/03])
; ANIMATORS ONLY
StandingHitInFront=sHitChestFront
StandingHitInFront=sHitChestFront1
StandingHitInBack=sHitChestBack
StandingHitInBack=sHitChestBack1
StandingHitLeft=sHitChestLeft
StandingHitLeft=sHitChestLeft1
StandingHitRight=sHitChestRight
StandingHitRight=sHitChestRight1

CrouchingHitInFront=cHitChestFront
CrouchingHitInBack=cHitChestBack
CrouchingHitLeft=cHitChestLeft
CrouchingHitRight=cHitChestRight

; head hit animations
StandingHitInHead=sHitInHeadFront
CrouchingHitInHead=cHitInHeadFront

; right arm hit animations
StandingHitRightArm=sShotInRightArm
CrouchingHitRightArm=cShotInRightArm

; left arm hit animations
StandingHitLeftArm=sShotInLeftArm
CrouchingHitLeftArm=cShotInLeftArm

; right leg hit animations
StandingHitRightLeg=sShotInRightLeg
StandingHitRightLeg=sShotInRightLeg2
StandingHitRightLeg=sShotInRightLeg3
CrouchingHitRightLeg=cShotInRightLeg
CrouchingHitRightLeg=cShotInRightLeg2

; left leg hit animations
StandingHitLeftLeg=sShotInLeftLeg
StandingHitLeftLeg=sShotInLeftLeg2
StandingHitLeftLeg=sShotInLeftLeg3
CrouchingHitLeftLeg=cShotInLeftLeg
CrouchingHitLeftLeg=cShotInLeftLeg2

; compliant hits
CompliantHitFront=complyHitFront
CompliantHitBack=complyHitBack
CompliantHitLeft=complyHitLeft
CompliantHitRight=complyHitRight

; restrained hits
RestrainedHitFront=cuffedHitFront
RestrainedHitBack=cuffedHitBack
RestrainedHitLeft=cuffedHitLeft
RestrainedHitRight=cuffedHitRight

; quick hit animations
QuickHitFront=sHitChestFrontQuick
QuickHitBack=sHitChestBackQuick
QuickHitRight=sHitChestRightQuick
QuickHitLeft=sHitChestLeftQuick

QuickHitBaseBone=Bip01_Spine1

; restrained quick hit animations
RestrainedQuickHitFront=cuffedHitFront
RestrainedQuickHitBack=cuffedHitBack
RestrainedQuickHitRight=cuffedHitRight
RestrainedQuickHitLeft=cuffedHitLeft

RestrainedQuickHitBaseBone=Bip01_Spine1

[SwatAICommon.SquadMoveAndClearAction]
InitialClearPauseTime=0.25

MaxWaitForFirstTwoOfficersTime=2

; distance the follower tries to keep from the leader
; Crombie ONLY
FormationMoveToThreshold=96.0
; distance that the follower will start walking at
; Crombie ONLY
FormationWalkThreshold=64.0

; how long we wait before going through the door
DoorOpenedFromSideDelayTime=0.5

[SwatAICommon.MoveAndClearAction]
; distance between us and an uncompliant character that we will stop moving at
DistanceToStopMovingWithUncompliantCharacter=128.0

; how long we hold our clear position before completing
; once we complete, the idle aim around behavior may run and rotate us in another direction
; so this time specifies how long we should hold in our clear point rotation
MinHoldClearPositionTime=3.0
MaxHoldClearPositionTime=6.0

; Move & Clear Aim Around behavior
MoveAndClearAimAroundInnerRadius=45.0
MoveAndClearAimAroundOuterRadius=90.0
MoveAndClearAimAroundPointTooCloseDistance=128.0

MoveAndClearMinAimHoldTime=0.1
MoveAndClearMaxAimHoldTime=0.4

[SwatAIcommon.StackUpAction]
;Distance from the StackupPoint when officer starts to walk.
DistanceToStartWalking=128.00

; distance that we will start aiming at the door while stacking up
MinDistanceToAimAtDoor=350.0

[SwatAICommon.CowerAction]
;CrouchedInitialCowerAnimations=cArmsUp
; Animators ONLY
CrouchedLoopingCowerAnimations=cHostageFidget2
CrouchedLoopingCowerAnimations=cHostageFidget3

;StandingInitialCowerAnimations=
StandingLoopingCowerAnimations=sHostageCowerFidget1

[SwatAICommon.EnemyCowerAction]
; Animators ONLY
;CrouchedInitialEnemyCowerAnimations=cOutOfAmmoFidget1 
CrouchedLoopingEnemyCowerAnimations=cHostageFidget2
CrouchedLoopingEnemyCowerAnimations=cHostageFidget3

[SwatAICommon.OrderComplianceAction]
;Maximum time we wait to see an AI again before stopping compliance yells
MaximumTimeToWaitToEngage=7.5

;Time between officer compliance yells and the animations they use.
MinComplianceOrderSleepTime=1.5
MaxComplianceOrderSleepTime=4.0

;Time we wait if we can't currently engage for compliance before trying to see if we can again
;programmers ONLY
MinComplianceWaitTime=0.1
MaxComplianceWaitTime=0.3


; animators ONLY
ComplyMGOrderAnims=ComplyMG
ComplyMGOrderAnims=ComplyMGb
ComplyMGOrderAnims=ComplyMGc
ComplySGOrderAnims=complySG
ComplySGOrderAnims=complySGb
ComplySGOrderAnims=complySGc
ComplySMGOrderAnims=complySMG
ComplySMGOrderAnims=complySMGb
ComplySMGOrderAnims=complySMGc
ComplyHGOrderAnims=complyHG
ComplyHGOrderAnims=complyHGb
ComplyHGOrderAnims=complyHGc
ComplyPepperBallOrderAnims=ComplyPB

[SwatAICommon.RestrainAndReportAction]
; distance the officer tries to keep when restraining a character
; ANIMATORS ONLY!
DistanceFromTargetToRestrain=40.0

[SwatAICommon.UseOptiwandAction]
; tween time to use the optiwand
; ANIMATORS ONLY!
OptiwandUseTweenTime=0.2

[SwatAICommon.WatchNonHostileTargetAction]
; Time to look at a non-hostile before looking at another
MinWatchTargetTime=1.5
MaxWatchTargetTime=3.0

; minimum distance that determines if we actually aim the gun
; if we are outside of this minimum distance, we will aim, otherwise we just use low ready
MinDistanceToAimGun=128.0

; time between talking to an unrestrained target
MinDeltaTimeBetweenSpeakingToTarget=15.0
MaxDeltaTimeBetweenSpeakingToTarget=25.0

[SwatAICommon.SquadFallInAction]
; minimum distance that an officer must be to trigger the reply to falling in speech
MinDistanceToTriggerReplySpeech=500.0

; update rate for our timer to see if we're all within the "completed" distance 
; (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)
CompletedTimerUpdateRate=0.5

; update rate for our timer to see if we're all within the "completed" distance 
; (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)
CopyCompletedTimerUpdateRate=2.0

MinDistanceToTriggerCompletedSpeech=500

[SwatAICommon.UseGrenadeAction]
; Animators ONLY
NodAnimation=sGrenadeNod

[SwatAICommon.Hive]
; Amount of damage to officers before they turn on you.
PlayerDamageThreshold=100.0

; Max Distance that we watch targets
MaxWatchTargetDistance=1000.0

[SwatAICommon.Formation]
; CROMBIE ONLY
ReorderTime=0.25