// use with 2 NPCs -- funky behavior due to NPCs hearing each other (try slomo 100) inert 1 //debugmode 0 //debugaievents 1 //debugaiflags 6 //inert 1 onevent hearnoiseother gotolabel handlehearnoise onevent hearnoisethreat gotolabel handlehearnoise setmovespeed 0.3 // default patrol :beginpatrol_1 gotoactor pathnode9 gotoactor pathnode39 gotoactor pathnode38 gotoactor pathnode33 gotoactor pathnode5 gotolabel beginpatrol_1 :endpatrol_1 :handlehearnoise savedestination //stopmovement setstance crouching animplay duckidle 0.0 0.0 1 sleeprand 2.0 // mdf-tbd: have a patrol setup section for stuff like this otherwise anything that interrupts patrol // will ahve to do this all over the place? setstance standing setmovespeed 0.3 resumepatrol beginpatrol_1 endpatrol_1 saved message "shouldn't get here"