With regard to unit clarification, 0.1 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.
LookForTarget 500.0, 30000.0 Argument 1: Time interval before checking for targets (msec) Argument 2: Time interval to go back to sleep if target is not visible (msec)
This is one of only a few instincts that can apply to every AI character, (including Turret Guns [only has support for 2 instincts], Dark Jedi, Kell Dragons and even water-based enemies such as Drugons and Water Cycs), although it would be unusual to give this instinct to a pedestrian/neutral character. This instinct instructs the AI to look for a target and switches to an attack mode when a target is acquired. On successfully finding a valid target, this instinct also turns on other attacking instincts (such as PrimaryFire and HitAndRun - basically any other attacking instincts that are defined within the character's AI file).
Argument 1's value is used as an interval between checking for targets. In contrast, argument 2's value is compared with an in-game timer that is incremented as soon as a target disappears from view. If the two values correspond, then the AI goes back to sleep having seemingly "lost its prey". Argument 1 will continue to check for targets even when argument 2 has lost sight of a target or has not initially acquired one.
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.
On its own, this instinct will not force the AI to move, fire or take any other direct course of action. It appears to "wake" the AI from a "dumb" state. Requires other instincts in the *.ai file to prompt the AI to move or fire.