{ type = "parallel" children = [ // memorize enemies through vision { type = "subtree" file = "scripts/ai/modules/bt_memorize_enemies_vision.kv3" name = "MemorizeEnemiesVision" }, // memorize noises happening right now { type = "subtree" file = "scripts/ai/modules/bt_memorize_noises.kv3" name = "MemorizeNoises" }, // record the nearest memorized event to investigate { type = "subtree" file = "scripts/ai/modules/bt_memorize_nearest_investigation.kv3" name = "MemorizeNearestInvestigation" }, // memorize incoming grenades { type = "subtree" file = "scripts/ai/modules/bt_memorize_area_damage_grenades.kv3" name = "MemorizeAreaDamageGrenades" }, // memorize nearby infernos { type = "subtree" file = "scripts/ai/modules/bt_memorize_area_damage_infernos.kv3" name = "MemorizeAreaDamageInfernos" }, // memorize incoming damage { type = "subtree" file = "scripts/ai/modules/bt_memorize_damage.kv3" name = "MemorizeDamage" }, // memorize threats { type = "subtree" file = "scripts/ai/guardian/modules/bt_memorize_threats.kv3" name = "MemorizeThreats" }, // memorize whether we're standing on damaging area { type = "subtree" file = "scripts/ai/modules/bt_memorize_area_damage_current.kv3" name = "MemorizeAreaDamageCurrent" } ] }