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badger:becomes_lost

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Signifies that this entity can become lost, and gives the configuration for the lost state

TypeNameDefault ValueDescription
Arrayalone_exclude_filtersThe list containing the data for what units can't be around this entity for it to be considered lost<br/><h5><p id="alliance_rule_filter">alliance_rule_filter</p></h5>The alliance rule filter for this type of unit</br><br><h5><p id="exclude_tags">exclude_tags</p></h5>The tags units must not have to be considered in this filter</br><br><h5><p id="exclusion_radius">exclusion_radius</p></h5>The distance this type of unit must be from the entity for it to become lost</br><br><h5><p id="include_tags">include_tags</p></h5>The tags units must have to be considered in this filter</br><br>
Stringlost_unit_pacing_buff_idThe buff to put on the unit when it's pacing
Booleanmust_be_player_spawnedWhether or not the unit must be player spawned to become lost
Decimalpace_destination_radiusThe radius of destinations from the initial lost location that the unit will choose to pace to
Decimalpace_frequencyThe frequency of (in average times per second) the unit will change direction when pacing
Stringreturn_to_player_alliance_ruleAlliance rule of who to return to
Decimaltime_alone_to_become_lostHow long a unit has to be 'alone' (where alone is defined by the filter) before it is considered lost
Decimaltime_pacing_before_returningHow long a lost unit paces before it returns to the nearest friendly player
Decimaltime_suspended_to_become_lostHow long a unit has to be suspended before it is considered lost