dormant 1 inert 1 ontrigger wakeup1 gotolabel wake ontrigger side_path gotolabel gethim onevent takedamage gotolabel move sleep :wake ontrigger wakeup1 ontrigger side_path dormant 0 //setstance crouching gotoactor pathnode235 //setstationary 1 //setstance prone // note: prone not working currently? inert 0 sleep :gethim ontrigger wakeup1 ontrigger side_path dormant 0 setstationary 0 gotoactor pathnode122 inert 0 sleep :move onevent takedamage inert 0 setstationary 0 gotoactor pathnode212 //setstance crouch // note: this will leave NPC duckwalking sleep /* old // setproperty pawn bhidden true // this is no longer needed with "dormant 0" ontrigger wakeup1 gotolabel wake ontrigger side_path gotolabel gethim onevent takedamage gotolabel move //setstance crouching // done in handler(s) dormant 1 inert 1 sleep :wake ontrigger wakeup1 // clear event handler? ontrigger side_path // clear event handler? //setproperty pawn bhidden false // no longer needed dormant 0 // setstance prone // use crouching instead? setstance crouching // use crouching instead to get to prone spot? setstationary 1 // gotoactor will fail without this (with new ai) gotoactor pathnode235 //setstationary 1 //setstance prone inert 0 //onevent takedamage gotolabel move // already done in setup sleep :gethim ontrigger wakeup1 // clear event handler? ontrigger side_path // clear event handler? dormant 0 // needed in case 'gethim' happens before 'wake' setstationary 0 gotoactor pathnode122 sleep :move onevent takedamage setstationary 0 // need to enable movement before gotoactor gotoactor pathnode212 setstance crouch //setstationary 0 // moved above sleep */