<NME> Bragit.asset
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%TAG !u! tag:unity3d.com,2011:
--- !u!114 &11400000
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  m_Name: Bragit
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      value="&lt;behaviortree version=&quot;1.1&quot; repeatuntil=&quot;&quot; name=&quot;Bragit&quot;
      debugbreak=&quot;False&quot;&gt;&lt;selector usepriorities=&quot;False&quot;
      repeatuntil=&quot;running&quot; name=&quot;Selector&quot; debugbreak=&quot;False&quot;&gt;&lt;constraint
      repeatuntil=&quot;failure&quot; priority=&quot;&quot; name=&quot;RandomPeaceful&quot;
      debugbreak=&quot;False&quot; constraint=&quot;state==0&quot;&gt;&lt;parallel
      tiebreaker=&quot;fail&quot; succeed=&quot;all&quot; repeatuntil=&quot;running&quot;
      name=&quot;parallel&quot; fail=&quot;any&quot; debugbreak=&quot;False&quot;&gt;&lt;random
      repeatuntil=&quot;success&quot; name=&quot;RandomIdleOrWalk&quot; debugbreak=&quot;False&quot;&gt;&lt;sequencer
      weight=&quot;1&quot; usepriorities=&quot;False&quot; repeatuntil=&quot;failure&quot;
      name=&quot;IdleStand&quot; debugbreak=&quot;False&quot;&gt;&lt;action repeatuntil=&quot;&quot;
      priority=&quot;&quot; parametervalues=&quot;&quot; parameters=&quot;&quot; namespace=&quot;&quot;
      name=&quot;Idle Animation&quot; debugbreak=&quot;False&quot; classname=&quot;AI_IDLE&quot;
      /&gt;&lt;timer waitforsec=&quot;2&quot; returnvalue=&quot;failure&quot; priority=&quot;&quot;
      name=&quot;timer&quot; debugbreak=&quot;False&quot; /&gt;&lt;/sequencer&gt;&lt;parallel
      weight=&quot;1&quot; tiebreaker=&quot;fail&quot; succeed=&quot;all&quot; repeatuntil=&quot;&quot;
      name=&quot;parallel&quot; fail=&quot;any&quot; debugbreak=&quot;False&quot;&gt;&lt;sequencer
      usepriorities=&quot;False&quot; repeatuntil=&quot;&quot; name=&quot;sequencer&quot;
      debugbreak=&quot;False&quot;&gt;&lt;sequencer usepriorities=&quot;False&quot;
      repeatuntil=&quot;failure&quot; priority=&quot;&quot; name=&quot;WalkingToRandom&quot;
      debugbreak=&quot;False&quot;&gt;&lt;action repeatuntil=&quot;&quot; priority=&quot;&quot;
      parametervalues=&quot;&quot; parameters=&quot;&quot; namespace=&quot;&quot;
      name=&quot;RandomMoveDecide&quot; debugbreak=&quot;False&quot; classname=&quot;AI_RANDOM_MOVE&quot;
      /&gt;&lt;action repeatuntil=&quot;&quot; priority=&quot;&quot; parametervalues=&quot;&quot;
      parameters=&quot;&quot; namespace=&quot;(global)&quot; name=&quot;WalkingAnimation&quot;
      debugbreak=&quot;False&quot; classname=&quot;AI_MOVE&quot; /&gt;&lt;move turnspeed=&quot;100&quot;
      repeatuntil=&quot;success&quot; priority=&quot;&quot; name=&quot;MovetoTarget&quot;
      movetarget=&quot;MoveTarget&quot; movespeed=&quot;1&quot; facetarget=&quot;RotateTowards&quot;
      debugbreak=&quot;False&quot; closeenoughdistance=&quot;1&quot; closeenoughangle=&quot;0&quot;
      /&gt;&lt;action repeatuntil=&quot;&quot; priority=&quot;&quot; parametervalues=&quot;&quot;
      parameters=&quot;&quot; namespace=&quot;&quot; name=&quot;Idle on arrival&quot;
      debugbreak=&quot;False&quot; classname=&quot;AI_IDLE&quot; /&gt;&lt;/sequencer&gt;&lt;/sequencer&gt;&lt;constraint
      repeatuntil=&quot;failure&quot; name=&quot;CancelRandomMovement&quot; debugbreak=&quot;False&quot;
      constraint=&quot;isMovingRandom&quot;&gt;&lt;timer waitforsec=&quot;15&quot;
      returnvalue=&quot;success&quot; name=&quot;timer&quot; debugbreak=&quot;False&quot;
      /&gt;&lt;action repeatuntil=&quot;&quot; parametervalues=&quot;&quot; parameters=&quot;&quot;
      namespace=&quot;(global)&quot; name=&quot;Cancel Random Move&quot; debugbreak=&quot;False&quot;
      classname=&quot;AI_STOP_MOVE&quot; /&gt;&lt;move turnspeed=&quot;100&quot; repeatuntil=&quot;&quot;
      name=&quot;Set Move Target&quot; movetarget=&quot;MoveTarget&quot; movespeed=&quot;1&quot;
      facetarget=&quot;MoveTarget&quot; debugbreak=&quot;False&quot; closeenoughdistance=&quot;1&quot;
      closeenoughangle=&quot;0.5&quot; /&gt;&lt;action repeatuntil=&quot;&quot; parametervalues=&quot;&quot;
      parameters=&quot;&quot; namespace=&quot;&quot; name=&quot;Idle Animation&quot;
      debugbreak=&quot;False&quot; classname=&quot;AI_IDLE&quot; /&gt;&lt;/constraint&gt;&lt;/parallel&gt;&lt;/random&gt;&lt;/parallel&gt;&lt;/constraint&gt;&lt;constraint
      repeatuntil=&quot;failure&quot; priority=&quot;&quot; name=&quot;CombatLoop&quot;
      debugbreak=&quot;False&quot; constraint=&quot;state==1&quot;&gt;&lt;timer waitforsec=&quot;0.5&quot;
      returnvalue=&quot;success&quot; name=&quot;timer&quot; debugbreak=&quot;False&quot;
      /&gt;&lt;action repeatuntil=&quot;&quot; parametervalues=&quot;&quot; parameters=&quot;&quot;
      namespace=&quot;&quot; name=&quot;StopMovement&quot; debugbreak=&quot;False&quot;
      classname=&quot;AI_STOP_MOVE&quot; /&gt;&lt;action repeatuntil=&quot;success&quot;
      parametervalues=&quot;&quot; parameters=&quot;&quot; namespace=&quot;(global)&quot;
      name=&quot;Move Animation&quot; debugbreak=&quot;False&quot; classname=&quot;AI_MOVE&quot;
      /&gt;&lt;action repeatuntil=&quot;success&quot; parametervalues=&quot;&quot;
      parameters=&quot;&quot; namespace=&quot;&quot; name=&quot;TargetPlayer&quot;
      debugbreak=&quot;False&quot; classname=&quot;AI_MoveToPlayer&quot; /&gt;&lt;move
      turnspeed=&quot;10&quot; repeatuntil=&quot;&quot; name=&quot;Move to Player&quot;
      movetarget=&quot;playerUW&quot; movespeed=&quot;1&quot; facetarget=&quot;playerUW&quot;
      debugbreak=&quot;False&quot; closeenoughdistance=&quot;0.8&quot; closeenoughangle=&quot;0&quot;
      /&gt;&lt;action repeatuntil=&quot;&quot; parametervalues=&quot;&quot; parameters=&quot;&quot;
      namespace=&quot;(global)&quot; name=&quot;Pick A Random Attack Animation&quot;
      debugbreak=&quot;False&quot; classname=&quot;AI_ATTACK_RANDOM&quot; /&gt;&lt;timer
      /&gt;&lt;move turnspeed=&quot;100&quot; repeatuntil=&quot;success&quot; name=&quot;MoveToPlayer&quot;
      movetarget=&quot;&quot; movespeed=&quot;&quot; facetarget=&quot;MoveTarget&quot;
      debugbreak=&quot;False&quot; closeenoughdistance=&quot;0.1&quot; closeenoughangle=&quot;30&quot;
      /&gt;&lt;action repeatuntil=&quot;&quot; parametervalues=&quot;&quot; parameters=&quot;&quot;
      namespace=&quot;(global)&quot; name=&quot;Pick A Random Attack Animation&quot;
      debugbreak=&quot;False&quot; classname=&quot;AI_ATTACK_RANDOM&quot; /&gt;&lt;timer
      waitforsec=&quot;1.2&quot; returnvalue=&quot;success&quot; name=&quot;timer&quot;
      debugbreak=&quot;False&quot; /&gt;&lt;action repeatuntil=&quot;&quot; parametervalues=&quot;&quot;
      parameters=&quot;&quot; namespace=&quot;(global)&quot; name=&quot;Execute Magic
      Attack&quot; debugbreak=&quot;False&quot; classname=&quot;AI_ATTACK_MAGIC&quot;
      name=&quot;End Combat&quot; debugbreak=&quot;False&quot; classname=&quot;AI_COMBAT_END&quot;
      /&gt;&lt;action repeatuntil=&quot;&quot; parametervalues=&quot;&quot; parameters=&quot;&quot;
      namespace=&quot;(global)&quot; name=&quot;playDeathAnim&quot; debugbreak=&quot;False&quot;
      classname=&quot;AI_DEATH&quot; /&gt;&lt;timer waitforsec=&quot;3&quot; returnvalue=&quot;success&quot;
      name=&quot;timer&quot; debugbreak=&quot;False&quot; /&gt;&lt;action repeatuntil=&quot;&quot;
      parametervalues=&quot;&quot; parameters=&quot;&quot; namespace=&quot;(global)&quot;
      name=&quot;DestroyAI&quot; debugbreak=&quot;False&quot; classname=&quot;AI_Destroy&quot;
      classname=&quot;AI_MoveToPlayer&quot; /&gt;&lt;move turnspeed=&quot;100&quot;
      repeatuntil=&quot;success&quot; name=&quot;MoveToPlayer&quot; movetarget=&quot;MoveTarget&quot;
      movespeed=&quot;Speed&quot; facetarget=&quot;MoveTarget&quot; debugbreak=&quot;False&quot;
      closeenoughdistance=&quot;1&quot; closeenoughangle=&quot;30&quot; /&gt;&lt;action
      repeatuntil=&quot;&quot; parametervalues=&quot;&quot; parameters=&quot;&quot;
      namespace=&quot;(global)&quot; name=&quot;Pick A Random Attack Animation&quot;
      debugbreak=&quot;False&quot; classname=&quot;AI_ATTACK_RANDOM&quot; /&gt;&lt;timer
      waitforsec=&quot;0.8&quot; returnvalue=&quot;success&quot; name=&quot;timer&quot;
      debugbreak=&quot;False&quot; /&gt;&lt;action repeatuntil=&quot;&quot; parametervalues=&quot;&quot;
      parameters=&quot;&quot; namespace=&quot;(global)&quot; name=&quot;Execute Melee
      Attack&quot; debugbreak=&quot;False&quot; classname=&quot;AI_ATTACK_EXECUTE&quot;
      /&gt;&lt;action repeatuntil=&quot;&quot; parametervalues=&quot;&quot; parameters=&quot;&quot;
      namespace=&quot;(global)&quot; name=&quot;Combat Idle&quot; debugbreak=&quot;False&quot;
      classname=&quot;AI_COMBAT_IDLE&quot; /&gt;&lt;/constraint&gt;&lt;constraint
      repeatuntil=&quot;failure&quot; priority=&quot;&quot; name=&quot;RangedAttack&quot;
      debugbreak=&quot;False&quot; constraint=&quot;attackMode==1&quot;&gt;&lt;action
      repeatuntil=&quot;success&quot; parametervalues=&quot;&quot; parameters=&quot;&quot;
      namespace=&quot;&quot; name=&quot;TargetPlayer&quot; debugbreak=&quot;False&quot;
      classname=&quot;AI_MoveToPlayer&quot; /&gt;&lt;move turnspeed=&quot;100&quot;
      repeatuntil=&quot;success&quot; name=&quot;MoveToPlayer&quot; movetarget=&quot;&quot;
      movespeed=&quot;&quot; facetarget=&quot;MoveTarget&quot; debugbreak=&quot;False&quot;
      closeenoughdistance=&quot;1&quot; closeenoughangle=&quot;30&quot; /&gt;&lt;action
      repeatuntil=&quot;&quot; parametervalues=&quot;&quot; parameters=&quot;&quot;
      namespace=&quot;(global)&quot; name=&quot;Pick Secondary Animation&quot; debugbreak=&quot;False&quot;
      classname=&quot;AI_ATTACK_SECONDARY&quot; /&gt;&lt;timer waitforsec=&quot;1.2&quot;
      returnvalue=&quot;success&quot; name=&quot;timer&quot; debugbreak=&quot;False&quot;
      /&gt;&lt;action repeatuntil=&quot;&quot; parametervalues=&quot;&quot; parameters=&quot;&quot;
      namespace=&quot;(global)&quot; name=&quot;Execute Range Attack&quot; debugbreak=&quot;False&quot;
      classname=&quot;AI_ATTACK_RANGED&quot; /&gt;&lt;action repeatuntil=&quot;&quot;
      parametervalues=&quot;&quot; parameters=&quot;&quot; namespace=&quot;(global)&quot;
      name=&quot;Combat Idle&quot; debugbreak=&quot;False&quot; classname=&quot;AI_COMBAT_IDLE&quot;
      /&gt;&lt;/constraint&gt;&lt;/selector&gt;&lt;/constraint&gt;&lt;constraint repeatuntil=&quot;failure&quot;
      priority=&quot;&quot; name=&quot;Death&quot; debugbreak=&quot;False&quot; constraint=&quot;state==2&quot;&gt;&lt;action
      repeatuntil=&quot;&quot; parametervalues=&quot;&quot; parameters=&quot;&quot;
      namespace=&quot;(global)&quot; name=&quot;End Combat&quot; debugbreak=&quot;False&quot;
      classname=&quot;AI_COMBAT_END&quot; /&gt;&lt;action repeatuntil=&quot;&quot;
      parametervalues=&quot;&quot; parameters=&quot;&quot; namespace=&quot;(global)&quot;
      name=&quot;playDeathAnim&quot; debugbreak=&quot;False&quot; classname=&quot;AI_DEATH&quot;
      /&gt;&lt;timer waitforsec=&quot;1&quot; returnvalue=&quot;success&quot; name=&quot;timer&quot;
      debugbreak=&quot;False&quot; /&gt;&lt;action repeatuntil=&quot;&quot; parametervalues=&quot;&quot;
      parameters=&quot;&quot; namespace=&quot;(global)&quot; name=&quot;DestroyAI&quot;
      debugbreak=&quot;False&quot; classname=&quot;AI_Destroy&quot; /&gt;&lt;/constraint&gt;&lt;constraint
      repeatuntil=&quot;failure&quot; priority=&quot;&quot; name=&quot;IdleStanding&quot;
      debugbreak=&quot;False&quot; constraint=&quot;state==3&quot;&gt;&lt;action repeatuntil=&quot;&quot;
      parametervalues=&quot;&quot; parameters=&quot;&quot; namespace=&quot;&quot;
      name=&quot;Idle Animation&quot; debugbreak=&quot;False&quot; classname=&quot;AI_IDLE&quot;
      /&gt;&lt;timer waitforsec=&quot;4&quot; returnvalue=&quot;success&quot; name=&quot;timer&quot;
      debugbreak=&quot;False&quot; /&gt;&lt;/constraint&gt;&lt;constraint repeatuntil=&quot;&quot;
      priority=&quot;&quot; name=&quot;AlwaysWalking&quot; debugbreak=&quot;False&quot;
      constraint=&quot;state==4&quot;&gt;&lt;parallel tiebreaker=&quot;fail&quot;
      succeed=&quot;all&quot; repeatuntil=&quot;&quot; name=&quot;parallel&quot; fail=&quot;any&quot;
      debugbreak=&quot;False&quot;&gt;&lt;constraint repeatuntil=&quot;running&quot;
      name=&quot;CancelRandomMovement&quot; debugbreak=&quot;False&quot; constraint=&quot;isMovingRandom&quot;&gt;&lt;timer
      waitforsec=&quot;5&quot; returnvalue=&quot;success&quot; name=&quot;timer&quot;
      debugbreak=&quot;False&quot; /&gt;&lt;action repeatuntil=&quot;&quot; parametervalues=&quot;&quot;
      parameters=&quot;&quot; namespace=&quot;(global)&quot; name=&quot;CancelMove&quot;
      debugbreak=&quot;False&quot; classname=&quot;AI_STOP_MOVE&quot; /&gt;&lt;move
      turnspeed=&quot;100&quot; repeatuntil=&quot;&quot; name=&quot;Set Move target&quot;
      movetarget=&quot;MoveTarget&quot; movespeed=&quot;1&quot; facetarget=&quot;MoveTarget&quot;
      debugbreak=&quot;False&quot; closeenoughdistance=&quot;1&quot; closeenoughangle=&quot;0.5&quot;
      /&gt;&lt;action repeatuntil=&quot;&quot; parametervalues=&quot;&quot; parameters=&quot;&quot;
      namespace=&quot;&quot; name=&quot;Idle Animation&quot; debugbreak=&quot;False&quot;
      classname=&quot;AI_IDLE&quot; /&gt;&lt;/constraint&gt;&lt;sequencer usepriorities=&quot;False&quot;
      repeatuntil=&quot;failure&quot; name=&quot;WalkingToRandom&quot; debugbreak=&quot;False&quot;&gt;&lt;action
      repeatuntil=&quot;&quot; priority=&quot;&quot; parametervalues=&quot;&quot;
      parameters=&quot;&quot; namespace=&quot;(global)&quot; name=&quot;WalkingAnimation&quot;
      debugbreak=&quot;False&quot; classname=&quot;AI_MOVE&quot; /&gt;&lt;action repeatuntil=&quot;success&quot;
      priority=&quot;&quot; parametervalues=&quot;&quot; parameters=&quot;&quot; namespace=&quot;&quot;
      name=&quot;TargetPlayer&quot; debugbreak=&quot;False&quot; classname=&quot;AI_MoveToPlayer&quot;
      /&gt;&lt;move turnspeed=&quot;100&quot; repeatuntil=&quot;success&quot; priority=&quot;&quot;
      name=&quot;MoveToPlayer&quot; movetarget=&quot;MoveTarget&quot; movespeed=&quot;Speed&quot;
      facetarget=&quot;MoveTarget&quot; debugbreak=&quot;False&quot; closeenoughdistance=&quot;1&quot;
      closeenoughangle=&quot;30&quot; /&gt;&lt;/sequencer&gt;&lt;/parallel&gt;&lt;/constraint&gt;&lt;constraint
      repeatuntil=&quot;failure&quot; priority=&quot;&quot; name=&quot;Followtarget&quot;
      debugbreak=&quot;False&quot; constraint=&quot;state==6&quot;&gt;&lt;parallel
      tiebreaker=&quot;fail&quot; succeed=&quot;all&quot; repeatuntil=&quot;running&quot;
      name=&quot;parallel&quot; fail=&quot;any&quot; debugbreak=&quot;False&quot;&gt;&lt;random
      repeatuntil=&quot;success&quot; name=&quot;RandomIdleOrWalk&quot; debugbreak=&quot;False&quot;&gt;&lt;parallel
      weight=&quot;1&quot; tiebreaker=&quot;fail&quot; succeed=&quot;all&quot; repeatuntil=&quot;&quot;
      name=&quot;parallel&quot; fail=&quot;any&quot; debugbreak=&quot;False&quot;&gt;&lt;sequencer
      usepriorities=&quot;False&quot; repeatuntil=&quot;&quot; name=&quot;sequencer&quot;
      debugbreak=&quot;False&quot;&gt;&lt;sequencer usepriorities=&quot;False&quot;
      repeatuntil=&quot;failure&quot; priority=&quot;&quot; name=&quot;WalkingToRandom&quot;
      debugbreak=&quot;False&quot;&gt;&lt;action repeatuntil=&quot;&quot; priority=&quot;&quot;
      parametervalues=&quot;&quot; parameters=&quot;&quot; namespace=&quot;(global)&quot;
      name=&quot;WalkingAnimation&quot; debugbreak=&quot;False&quot; classname=&quot;AI_MOVE&quot;
      /&gt;&lt;move turnspeed=&quot;100&quot; repeatuntil=&quot;&quot; priority=&quot;&quot;
      name=&quot;MovetoTarget&quot; movetarget=&quot;MoveTarget&quot; movespeed=&quot;Speed&quot;
      facetarget=&quot;RotateTowards&quot; debugbreak=&quot;False&quot; closeenoughdistance=&quot;0.5&quot;
      closeenoughangle=&quot;30&quot; /&gt;&lt;action repeatuntil=&quot;&quot; priority=&quot;&quot;
      parametervalues=&quot;&quot; parameters=&quot;&quot; namespace=&quot;&quot;
      name=&quot;Idle on arrival&quot; debugbreak=&quot;False&quot; classname=&quot;AI_IDLE&quot;
      /&gt;&lt;/sequencer&gt;&lt;/sequencer&gt;&lt;constraint repeatuntil=&quot;failure&quot;
      name=&quot;CancelRandomMovement&quot; debugbreak=&quot;False&quot; constraint=&quot;isMovingRandom&quot;&gt;&lt;timer
      waitforsec=&quot;10&quot; returnvalue=&quot;success&quot; name=&quot;timer&quot;
      debugbreak=&quot;False&quot; /&gt;&lt;action repeatuntil=&quot;&quot; parametervalues=&quot;&quot;
      parameters=&quot;&quot; namespace=&quot;(global)&quot; name=&quot;Cancel Random
      Move&quot; debugbreak=&quot;False&quot; classname=&quot;AI_STOP_MOVE&quot; /&gt;&lt;move
      turnspeed=&quot;100&quot; repeatuntil=&quot;&quot; name=&quot;Set Move Target&quot;
      movetarget=&quot;MoveTarget&quot; movespeed=&quot;1&quot; facetarget=&quot;MoveTarget&quot;
      debugbreak=&quot;False&quot; closeenoughdistance=&quot;1&quot; closeenoughangle=&quot;0.5&quot;
      /&gt;&lt;action repeatuntil=&quot;&quot; parametervalues=&quot;&quot; parameters=&quot;&quot;
      namespace=&quot;&quot; name=&quot;Idle Animation&quot; debugbreak=&quot;False&quot;
      classname=&quot;AI_IDLE&quot; /&gt;&lt;/constraint&gt;&lt;/parallel&gt;&lt;/random&gt;&lt;/parallel&gt;&lt;/constraint&gt;&lt;constraint
      repeatuntil=&quot;failure&quot; priority=&quot;&quot; name=&quot;Fleeing&quot;
      debugbreak=&quot;False&quot; constraint=&quot;state==5&quot;&gt;&lt;parallel
      tiebreaker=&quot;fail&quot; succeed=&quot;all&quot; repeatuntil=&quot;running&quot;
      name=&quot;parallel&quot; fail=&quot;any&quot; debugbreak=&quot;False&quot;&gt;&lt;random
      repeatuntil=&quot;success&quot; name=&quot;RandomIdleOrWalk&quot; debugbreak=&quot;False&quot;&gt;&lt;parallel
      weight=&quot;1&quot; tiebreaker=&quot;fail&quot; succeed=&quot;all&quot; repeatuntil=&quot;&quot;
      name=&quot;parallel&quot; fail=&quot;any&quot; debugbreak=&quot;False&quot;&gt;&lt;sequencer
      usepriorities=&quot;False&quot; repeatuntil=&quot;&quot; name=&quot;sequencer&quot;
      debugbreak=&quot;False&quot;&gt;&lt;sequencer usepriorities=&quot;False&quot;
      repeatuntil=&quot;failure&quot; priority=&quot;&quot; name=&quot;WalkingToRandom&quot;
      debugbreak=&quot;False&quot;&gt;&lt;action repeatuntil=&quot;&quot; priority=&quot;&quot;
      parametervalues=&quot;&quot; parameters=&quot;&quot; namespace=&quot;&quot;
      name=&quot;RandomMoveDecide&quot; debugbreak=&quot;False&quot; classname=&quot;AI_RANDOM_MOVE&quot;
      /&gt;&lt;action repeatuntil=&quot;&quot; priority=&quot;&quot; parametervalues=&quot;&quot;
      parameters=&quot;&quot; namespace=&quot;(global)&quot; name=&quot;WalkingAnimation&quot;
      debugbreak=&quot;False&quot; classname=&quot;AI_MOVE&quot; /&gt;&lt;move turnspeed=&quot;100&quot;
      repeatuntil=&quot;&quot; priority=&quot;&quot; name=&quot;MovetoTarget&quot;
      movetarget=&quot;MoveTarget&quot; movespeed=&quot;Speed&quot; facetarget=&quot;RotateTowards&quot;
      debugbreak=&quot;False&quot; closeenoughdistance=&quot;0.5&quot; closeenoughangle=&quot;30&quot;
      /&gt;&lt;action repeatuntil=&quot;&quot; priority=&quot;&quot; parametervalues=&quot;&quot;
      parameters=&quot;&quot; namespace=&quot;&quot; name=&quot;Idle on arrival&quot;
      debugbreak=&quot;False&quot; classname=&quot;AI_IDLE&quot; /&gt;&lt;/sequencer&gt;&lt;/sequencer&gt;&lt;constraint
      repeatuntil=&quot;failure&quot; name=&quot;CancelRandomMovement&quot; debugbreak=&quot;False&quot;
      constraint=&quot;isMovingRandom&quot;&gt;&lt;timer waitforsec=&quot;10&quot;
      returnvalue=&quot;success&quot; name=&quot;timer&quot; debugbreak=&quot;False&quot;
      /&gt;&lt;action repeatuntil=&quot;&quot; parametervalues=&quot;&quot; parameters=&quot;&quot;
      namespace=&quot;(global)&quot; name=&quot;Cancel Random Move&quot; debugbreak=&quot;False&quot;
      classname=&quot;AI_STOP_MOVE&quot; /&gt;&lt;move turnspeed=&quot;100&quot; repeatuntil=&quot;&quot;
      name=&quot;Set Move Target&quot; movetarget=&quot;MoveTarget&quot; movespeed=&quot;1&quot;
      facetarget=&quot;MoveTarget&quot; debugbreak=&quot;False&quot; closeenoughdistance=&quot;1&quot;
      closeenoughangle=&quot;0.5&quot; /&gt;&lt;action repeatuntil=&quot;&quot; parametervalues=&quot;&quot;
      parameters=&quot;&quot; namespace=&quot;&quot; name=&quot;Idle Animation&quot;
      debugbreak=&quot;False&quot; classname=&quot;AI_IDLE&quot; /&gt;&lt;/constraint&gt;&lt;/parallel&gt;&lt;/random&gt;&lt;/parallel&gt;&lt;/constraint&gt;&lt;/selector&gt;&lt;/behaviortree&gt;"
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<MSG> Increased AI awake distance.
Made AI's rotate towards a point at their current transform's height when moving. Increased rotate clos enough value.
Changed billboarding slightly (based on Citadel implementation)
<DFF> @@ -38,14 +38,14 @@ MonoBehaviour:
       /&gt;&lt;action repeatuntil=&quot;&quot; priority=&quot;&quot; parametervalues=&quot;&quot;
       parameters=&quot;&quot; namespace=&quot;(global)&quot; name=&quot;WalkingAnimation&quot;
       debugbreak=&quot;False&quot; classname=&quot;AI_MOVE&quot; /&gt;&lt;move turnspeed=&quot;100&quot;
-      repeatuntil=&quot;success&quot; priority=&quot;&quot; name=&quot;MovetoTarget&quot;
+      repeatuntil=&quot;&quot; priority=&quot;&quot; name=&quot;MovetoTarget&quot;
       movetarget=&quot;MoveTarget&quot; movespeed=&quot;1&quot; facetarget=&quot;RotateTowards&quot;
-      debugbreak=&quot;False&quot; closeenoughdistance=&quot;1&quot; closeenoughangle=&quot;0&quot;
+      debugbreak=&quot;False&quot; closeenoughdistance=&quot;1&quot; closeenoughangle=&quot;30&quot;
       /&gt;&lt;action repeatuntil=&quot;&quot; priority=&quot;&quot; parametervalues=&quot;&quot;
       parameters=&quot;&quot; namespace=&quot;&quot; name=&quot;Idle on arrival&quot;
       debugbreak=&quot;False&quot; classname=&quot;AI_IDLE&quot; /&gt;&lt;/sequencer&gt;&lt;/sequencer&gt;&lt;constraint
       repeatuntil=&quot;failure&quot; name=&quot;CancelRandomMovement&quot; debugbreak=&quot;False&quot;
-      constraint=&quot;isMovingRandom&quot;&gt;&lt;timer waitforsec=&quot;15&quot;
+      constraint=&quot;isMovingRandom&quot;&gt;&lt;timer waitforsec=&quot;60&quot;
       returnvalue=&quot;success&quot; name=&quot;timer&quot; debugbreak=&quot;False&quot;
       /&gt;&lt;action repeatuntil=&quot;&quot; parametervalues=&quot;&quot; parameters=&quot;&quot;
       namespace=&quot;(global)&quot; name=&quot;Cancel Random Move&quot; debugbreak=&quot;False&quot;
@@ -66,9 +66,9 @@ MonoBehaviour:
       /&gt;&lt;action repeatuntil=&quot;success&quot; parametervalues=&quot;&quot;
       parameters=&quot;&quot; namespace=&quot;&quot; name=&quot;TargetPlayer&quot;
       debugbreak=&quot;False&quot; classname=&quot;AI_MoveToPlayer&quot; /&gt;&lt;move
-      turnspeed=&quot;10&quot; repeatuntil=&quot;&quot; name=&quot;Move to Player&quot;
-      movetarget=&quot;playerUW&quot; movespeed=&quot;1&quot; facetarget=&quot;playerUW&quot;
-      debugbreak=&quot;False&quot; closeenoughdistance=&quot;0.8&quot; closeenoughangle=&quot;0&quot;
+      turnspeed=&quot;500&quot; repeatuntil=&quot;success&quot; name=&quot;Move to
+      Player&quot; movetarget=&quot;playerUW&quot; movespeed=&quot;1&quot; facetarget=&quot;playerUW&quot;
+      debugbreak=&quot;False&quot; closeenoughdistance=&quot;0.9&quot; closeenoughangle=&quot;0&quot;
       /&gt;&lt;action repeatuntil=&quot;&quot; parametervalues=&quot;&quot; parameters=&quot;&quot;
       namespace=&quot;(global)&quot; name=&quot;Pick A Random Attack Animation&quot;
       debugbreak=&quot;False&quot; classname=&quot;AI_ATTACK_RANDOM&quot; /&gt;&lt;timer
@@ -85,7 +85,7 @@ MonoBehaviour:
       name=&quot;End Combat&quot; debugbreak=&quot;False&quot; classname=&quot;AI_COMBAT_END&quot;
       /&gt;&lt;action repeatuntil=&quot;&quot; parametervalues=&quot;&quot; parameters=&quot;&quot;
       namespace=&quot;(global)&quot; name=&quot;playDeathAnim&quot; debugbreak=&quot;False&quot;
-      classname=&quot;AI_DEATH&quot; /&gt;&lt;timer waitforsec=&quot;3&quot; returnvalue=&quot;success&quot;
+      classname=&quot;AI_DEATH&quot; /&gt;&lt;timer waitforsec=&quot;1.2&quot; returnvalue=&quot;success&quot;
       name=&quot;timer&quot; debugbreak=&quot;False&quot; /&gt;&lt;action repeatuntil=&quot;&quot;
       parametervalues=&quot;&quot; parameters=&quot;&quot; namespace=&quot;(global)&quot;
       name=&quot;DestroyAI&quot; debugbreak=&quot;False&quot; classname=&quot;AI_Destroy&quot;

Increased AI awake distance. Made AI's rotate towards a point at their current transform's height when moving. Increased rotate clos enough value. Changed billboarding slightly (based on Citadel implementation)