With regard to unit clarification, 1 JKU is the equivalent of 1 meter, a time value of 3000.0 msec is the equivalent of 3 seconds and boolean values within are assigned by either a 0 (false) or 1 (true) value. Interestingly, both integer and floating-point numbers seem to be legal values for boolean arguments (but must be of the form 0.0 or 1.0).
Each instinct has a set number of arguments which must be set, in order for the AI character to use that instinct. The following details show examples, as well as listing each argument effect and type.
Follow 1.0, 2.0 Follow 0.5, 4.0, 0.05 (Eg: Ree-yees with thermals and fists - "rytherdefault.ai") Follow 0.0, 0.10, 0.0, 1.0 (Eg: Gammorrian Guard - "ggdefault.ai") Argument 1: Minimum distance to allow following (JKUs) Argument 2: Maximum distance to allow following (JKUs) Argument 3: [Optional] Maximum melee distance eg: rifle/punch combo (JKUs) Argument 4: [Optional] If 1, disables LOS checking (JKUs - the AI character does not have to see a target)
This instinct forces the AI to pursue a target when it runs away. Logistically, argument 2 should always be greater than argument 1. Arguments 3 and 4 are optional. Argument 4 is especially interesting because of its implications (disables LOS checking) and is still being tested.
This section details how the instinct is initiated. In some cases, a charactor's AI are dependent upon certain actions/events occurring before the instinct is triggered.
This does not invoke any aggressive behaviour. It is important to note that the AI turns to view the player once its FOV has been entered. The AI will then follow the player, but there seems to be a pause before the instinct is initiated. The character can jump over objects to follow a target, but must have the Jump instinct present; the height must also be greater than "maxstep" for the AI to jump over in order to continue following. AI will not follow a target (even if target is within the AI's FOV) if the actor's target is outside it's "sightdist" value.