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Behavior and Perception
File: tacznpc_behavior.json. Global sections apply to every loadout. Put partial overrides under loadouts.<id>, using the same section names.
{
"perception": {
"calmRange":16,
"restingRange":6,
"alertRange":48
},
"loadouts": {
"guard": {
"perception": {
"calmRange":24
}
}
}
}This is a minimal standalone behavior file. In an existing file, merge the fields rather than discarding other sections.
| Key | Default | Meaning / bounds |
|---|---|---|
| enabled | true | Awareness-based detection; disabled uses the ordinary follow-range behavior |
| calmRange | 16 | Detection while calm |
| restingRange | 6 | Detection while resting; at least 1 |
| alertRange | 48 | Alert detection; no more than 128 |
| alertDurationTicks | 600 | Alert memory; 20–72000 |
| allyAlertRadius | 12 | Nearby ally notification radius; 0–48 |
Require restingRange ≤ calmRange ≤ alertRange. Detection remains subject to the entity's follow-range limits. Setting a larger alert range does not automatically turn every gun into a long-range weapon.
Alert is separate from having a live target. An NPC can stay alert after its opponent disappears. Ordinary dialogue observes the combat/alert restrictions; a leader has special interaction rules for their own companion.
| Key | Default | Meaning / bounds |
|---|---|---|
| enabled | true | Enable the escape reaction |
| reactToAllies | true | Allow reaction to damage attributed to allies |
| durationTicks | 100 | Reaction duration; 20–1200 |
| searchRadius | 12 | Candidate area; 4–32 |
| minDistance | 4 | Desired separation; 1–searchRadius |
| speed | 1.3 | Navigation speed multiplier; >0–4 |
| repathIntervalTicks | 20 | Path refresh interval; 5–100 |
This is movement behavior, not permission to attack an ally and not friendly-fire damage reduction. See Friendly fire for those protections.
rest, campfire and global campfires are covered in Campfires and resting. combat is covered in Combat.
Changing behavior does not directly rewrite saved inventory, XP or faction reputation. Reload applies a new policy; a new spawn is required to test starting equipment or minimum spawn level.
Configuration reference for the customized TACZ NPCs Alive build, baseline 2.2.1-hiki.c2me.1. Home · Troubleshooting
- TACZ NPCs Alive : Configuration Wiki
- Getting started
- Configuration map and inheritance
- Configuration recipes
- Behavior and perception
- Offline loot by biome
- Resting, campfires and social space
- Combat: reaction, accuracy and firing patterns
- Administrator commands
- Recruitment and companion orders
- Dialogue profiles and selection rules
- Factions, relations and player reputation
- Friendly-fire prevention and damage protection
- Greetings and contextual replies
- Inventory, interests and item replacement
- Levels, health and accuracy progression
- Loadouts and equipment
- Offline activity and the time wallet
- Autonomous NPC quests
- Player supply requests
- Spawning and structure replacement
- Trading, prices and currency denominations
- Experimental offline travel
- Troubleshooting and migration
- Weapon-specific percentage modifiers