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
andFaction
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.
🆙🪽 Postal III Ultrapatch-only feature
Ultrapatch has fixed this AI, and is working correctly.
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 |