Embedded Behaviors

Embedded Behaviors are the default hardcoded AIs which Postal 3 sets to certain entities on map load.

These behaviors can be given an AI (if they are unused) providing an actual script file with the behavior name.

Tip

The '?' symbol in the tables mean they can be overridden by the entity's existing key values.
If there are no hardcoded default values, it'll fallback to the Default AI's values.


Default AI (Error/Missing Behavior)

Note

Postal 3 will fallback to this behavior if a behavior name couldn't be found, or it has too many errors in them.

Warning

  • default_behavior won't override init and start states if they were pre-defined in some way.
  • Manner and Faction will re-use parameters from the entity.
Behavior Name Init State Start State Manner Faction
default_behavior st_def_init (?) st_default (?) ? ?


Anchor AI

Note

Anchor function will spawn an entity with this AI. Unused.

Behavior Name Init State Start State Manner Faction
Anchor st_def_init st_default Anchor Anchor


Weapon AI

Note

All weapons in the game have this AI. Unused.

Broken Feature

Scriptable weapons are not possible, weapons will not have any working P3S scripting attached to them.

Behavior Name Init State Start State Manner Faction
itmWeapon itm_weapon st_default itmWeapon Items


Flame FX AI

Note

Any entity on fire will have a second entity spawned on them with this AI.

Behavior Name Init State Start State Manner Faction
Flame fx_init_flame fx_flame Flame Effects


Catnip Mark AI

Note

Spraying catnip will spawn an entity with this AI.

Behavior Name Init State Start State Manner Faction
bh_catnip_dot catnip_init catnip Catnip Effects


Catnip AI

Note

Catnip on the ground. Unused.

Behavior Name Init State Start State Manner Faction
default_behavior st_def_init itm_catnip itmCatnip Items


Laserdot AI

Note

The Laser's AI that comes out from the Player's laserpen.

Behavior Name Init State Start State Manner Faction
bh_laserdot st_init_laserdot st_laserdot LaserDot LaserDot


Player AI

Note

The Player's AI.

Behavior Name Init State Start State Manner Faction
bh_player st_player_init st_player Player Player


Corpse AI

Note

The corpse's AI. Reuses the victim's behavior, manner, and faction.

Behavior Name Init State Start State Manner Faction
? st_init_corpse st_corpse ? ?


Motorhead AI

Note

Motorhead's AI.

Behavior Name Init State Start State Manner Faction
bh_motorhead st_init st_start MonkeyApe Animals


Monkey AI

Note

Monkey's AI (not Motorhead). Start and init states won't be overridden if they were already defined in the map.
If there's no pre-defined behavior name then it'll fallback to default_behavior.

Behavior Name Init State Start State Manner Faction
? p3_wild_monkey_init (?) p3_wild_monkey (?) MonkeyApe Animals


Krotchy Grenade AI

Note

Krotchy Grenade's AI. Unused.

Behavior Name Init State Start State Manner Faction
default_behavior st_def_init itm_toy itmKrotchyToy Items


Seed AI

Note

Leftover from unfinished Seed weapon. The projectile's AI. Unused.

Behavior Name Init State Start State Manner Faction
default_behavior st_def_init itm_seed itmSeed Items


Taser FX AI

Note

Taser's beam AI. Unused.

Behavior Name Init State Start State Manner Faction
default_behavior st_def_init fx_taserbeam fxTaserBeam Effects