//Generated by BehavEd

rem ( "Move NPC Guard 13" );

affect ( "guard13", FLUSH )
{
	flush (  );
	set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_DEFAULT" );
	set ( /*@SET_TYPES*/ "SET_VISRANGE", 300.000 );
	set ( /*@SET_TYPES*/ "SET_CHASE_ENEMIES", /*@BOOL_TYPES*/ "true" );
	set ( /*@SET_TYPES*/ "SET_LOOK_FOR_ENEMIES", /*@BOOL_TYPES*/ "true" );
	set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "false" );
	set ( /*@SET_TYPES*/ "SET_NO_MINDTRICK", /*@BOOL_TYPES*/ "true" );
	set ( /*@SET_TYPES*/ "SET_NO_FORCE", /*@BOOL_TYPES*/ "true" );
	set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_NONE" );
	set ( /*@SET_TYPES*/ "SET_WALKSPEED", 200 );
	wait ( 4000.000 );

	loop ( -1 )
	{
		rem ( "Guard walks to Waypoint 1" );
		set ( /*@SET_TYPES*/ "SET_NAVGOAL", "nav4_stealthhard" );
		wait ( 8000.000 );
		rem ( "Guard walks to Waypoint 2" );
		set ( /*@SET_TYPES*/ "SET_NAVGOAL", "nav3_stealthhard" );
		wait ( 8000.000 );
	}

}

