home *** CD-ROM | disk | FTP | other *** search
- --#Script.ReloadScript("SCRIPTS/Default/Entities/Vehicles/Zodiac.lua")
- Zodiac = {
- -- type = "Vehicle",
- IsBoat = 1,
-
- bNoImpuls=1,
-
- --model to be used for destroyed vehicle
- fileModelDead = "objects/Vehicles/zodiacraft/zodiacraft_wreck.cgf",
- fPartUpdateTime=0,
- curPathStep = 0,
-
- --entering fake_jump/blending staff
- entVel = 9,
-
- userCounter = 0,
- driverWaiting = 0,
- driverDelay = 0,
- passengerLimit = 0,
-
-
- onPath = 0,
-
- -- previous state on the client before entering the vehicle
- bDriverInTheVehicle = 0,
- -- previous driver on the client before leaving the vehicle
- pPreviousDriver=nil,
- -- previous passenger state on the client before entering the vehicle
- bPassengerInTheVehicle = 0,
- -- previous passenger on the client before leaving the vehicle
- pPreviousPassenger=nil,
-
- IsPhisicalized = 0,
-
- ----------------------------end---------------------------------------
-
- -- particle system to display when the vehicle is damaged stage 1
- Damage1Effect = "smoke.vehicle_damage1.a",
- -- particle system to display when the vehicle is damaged stage 2
- Damage2Effect = "smoke.vehicle_damage2.a",
- -- particle system to display when the vehicle explodes
- ExplosionEffect = "explosions.4WD_explosion.a",
- -- particle system to display when the vehicle is destroyed
- DeadEffect = "fire.burning_after_explosion.a",
- -- material to be used when vehicle is destroyed
- DeadMaterial = "Vehicles.Zodiacraft_Screwed",
-
-
-
-
- szNormalModel="objects/Vehicles/zodiacraft/zodiacraft.cgf",
-
- PropertiesInstance = {
- sightrange = 180,
- soundrange = 10, -- rememeber that sound ranges intersect and sound range for AI doubles when in alert
- aibehavior_behaviour = "Boat_idle",
- groupid = 154,
- },
-
-
- Properties = {
-
- bActive = 1, -- if vehicle is initially active or needs to be activated
- -- with Event_Activate first
- bTrackable=1,
- fileName = "objects/Vehicles/zodiacraft/zodiacraft.cgf",
-
- -- [kirill] vehicle gets different damage depending on who's shooter
- -- defines the intensity of the damage caused by the weapons to
- -- the vehicle
- -- shooter is player
- fDmgScaleExplosion = 1.0, -- explosions
- fDmgScaleBullet = 1.0, -- shooting
- -- shooter is AI
- fDmgScaleAIExplosion = 0.7, -- explosions
- fDmgScaleAIBullet = 0.7, -- shooting
-
- fAISoundRadius = 30,
-
- bUserPassanger = 0,
- bDrawDriver = 0,
- damping = 0.1,
- water_damping = 1.5,
- water_resistance = 0,
- fLimitLRAngles = 150,
- fLimitUDMinAngles = -45,
- fLimitUDMaxAngles = 40,
-
-
- ExplosionParams = {
- nDamage = 800,
- fRadiusMin = 5.0,
- fRadiusMax = 10, -- default 25.5
- fRadius = 10, -- default 17
- fImpulsivePressure = 350,
- },
-
- -- those are AI related properties
- pointReinforce = "Drop",
- pointBackOff = "Base",
- aggression = 1.0,
- commrange = 100.0,
- cohesion = 5,
- attackrange = 70,
- horizontal_fov = 160,
- vertical_fov =90,
- eye_height = 2.1,
- max_health = 70,
- accuracy = 0.6,
- responsiveness = 7,
- species = 1,
- fSpeciesHostility = 2,
- fGroupHostility = 0,
- fPersistence = 0,
- aicharacter_character = "BoatZodiac",
- bodypos = 0,
- pathname = "none",
- pathsteps = 0,
- pathstart = 0,
- ReinforcePoint = "none",
-
- forward_speed = 1, -- don't scale down fwd impuls - max speed
-
- },
-
- -- b_speedv = 400, -- controls Zodiac speed (movement impulse)
- -- b_turn = 20, -- controls how fast Zodiac turns (turning impulse)
- -- fMass = 400,
-
- -- Dumprot = 2500,
- -- Dumpv = 300,
- -- Dumpv = 1000,
- -- Turn = 6000,
- -- Speedv = 8000,
-
- ---------------------------- HERE
- boat_params={
- Damprot = 1000, --turning damp
- Dampv = 300, --movement damp
- Dampvs = 500, --movement damp
- Dampvh = 8000, --
- -- Dampw = 1400, --waves damp
- Dampw = .22, --waves damp
- Turn = 400,
- TurnMin = 700, --7000
- TurnVelScale = 10,
-
- Speedv = 5000, -- 5500,
-
- Speedturnmin = .2,
- WaveM = 300, --fake waves momentum
- Stand = 8000, -- forsing to normal vertical position impuls
- TiltTurn = 100, --tilt momentum when turning
- TiltSpd = 80, --tilt momentum when speeding up
- TiltSpdA = 0.06, --tilt momentum when speeding up (acceleration thrhld)
- TiltSpdMinV = 10.0, --tilt momentum when speeding up (min speed to tilt when not accelerating)
- TiltSpdMinVTilt = 0.37, --tilt momentum when speeding up (how much to tilt when not accelerating)
- fMass = 400,
- Flying = 0,
-
- CameraDist = 6,
-
- -- Dumprot = 2500, --turning damp
- -- Dumpv = 300, --movement damp
- -- Dumpvs = 500, --movement damp
- -- Dumpvh = 8000, --
- -- Dumpw = 5000, --waves damp
- -- Turn = 3000,
- -- Speedv = 5000,
- -- Speedturnmin = .2,
- -- WaveM = 500, --fake waves momentum
- -- Stand = 10000, -- forsing to normal vertical position impuls
- -- TiltTurn = 300, --tilt momentum when turning
- -- TiltSpd = 530, --tilt momentum when speeding up
- -- fMass = 400,
- -- Flying = 0,
-
-
-
-
- -- Dumprot = 2500, --turning damp
- -- Dumpv = 300, --movement damp
- -- Dumpvh = 10000, --
- -- Dumpw = 2000, --waves damp
- -- Turn = 8000,
- -- Speedv = 5000,
- -- Speedturnmin = 2,
- -- WaveM = 500, --fake waves momentum
- -- Stand = 10000, -- forsing to normal vertical position impuls
- -- TiltTurn = 30, --tilt momentum when turning
- -- fMass = 400,
- -- Flying = 0,
- },
-
- boat_paramsAI={
- Damprot = 2500, --turning dump
- Dampv = 300, --movement dump
- Dampvs = 300, --movement dump
- Dampvh = 10000, --
- -- Dampw = 200, --waves dump
- Dampw = .09, --waves damp
- Turn = 1000,
- TurnMin = 1000, --7000
- TurnVelScale = 10,
- Speedv = 10000,
- Speedturnmin = 0.5,
- WaveM = 500, --fake waves momentum
- Stand = 10000, -- forsing to normal vertical position impuls
- TiltTurn = 30, --tilt momentum when turning
- TiltSpd = 100, --tilt momentum when speeding up
- TiltSpdA = 0.06, --tilt momentum when speeding up (acceleration thrhld)
- TiltSpdMinV = 10.0, --tilt momentum when speeding up (min speed to tilt when not accelerating)
- TiltSpdMinVTilt = 0.37, --tilt momentum when speeding up (how much to tilt when not accelerating)
- fMass = 400,
- Flying = 0,
-
- },
-
-
-
- sound_time = 0,
- partDmg_time = 0,
-
-
- --// particles definitions
- --////////////////////////////////////////////////////////////////////////////////////////
-
- WaterParticle = {--boat engines affecting the water (splashes behind the boat)
- focus = 20,
- speed = 2.0,
- count = 7,
- size = 1.8,
- size_speed=0.01,
- gravity={x=0,y=0,z=-3.4},
- rotation={x=1,y=1,z=2},
- lifetime= 1.2,
- tid = System:LoadTexture("textures\\water_splash"),
- start_color = {1,1,1},
- end_color = {1,1,1},
- blend_type = 0,
- frames=0,
- draw_last=1,
- },
-
- WaterFogTrail= {
- focus = 50,
- start_color = {1,1,1},
- end_color = {1,1,1},
- gravity = {x = 0.0,y = 0.0,z = -6.5}, --default z = -6.5
- rotation = {x = 0.0, y = 0.0, z = 2},
- speed = 12, -- default 12
- count = 6,
- size = 1,
- size_speed=2.50, --default = 15
- lifetime= 1.0, --default = 3.5
- tid = System:LoadTexture("textures\\dirt2"),---clouda2.dds
- frames=1,
- blend_type = 0
- },
- WaterSplashes=
- { --boat engines affecting the water (trail thats left behind the boat)
- focus = 60.0,
- start_color = {1,1,1},
- end_color = {1,1,1},
- gravity = {x = 0.0,y = 0.0,z = 0.0},
- rotation = {x = 0.0, y = 0.0, z = 0.5},
- speed = 2,
- count = 2,
- size = 5.0,
- size_speed=20,
- lifetime= 9.0,
- tid = System:LoadTexture("textures\\water_splash"),
- frames=1,
- blend_type = 0,
- particle_type=1
- },
-
- PropellerWake=
- { --PropellerWake
- focus = 20.0,
- start_color = {1,1,1},
- end_color = {1,1,1},
- gravity = {x = 0.0,y = 0.0,z = 0.0},
- rotation = {x = 0.0, y = 0.0, z = 0.1},
- speed = 6,
- count = 2,
- size = 4.0,
- size_speed=4.0,
- lifetime= 6.0,
- tid = System:LoadTexture("textures\\water_splash"),
- frames=1,
- blend_type = 0,
- particle_type=1
- },
-
-
- bExploded=false,
-
- -- engine health, status of the vehicle
- -- default is set to maximum (1.0f)
- fEngineHealth = 100.0,
-
- -- damage inflicted to the vehicle when it collides
- fOnCollideDamage=0,
- -- damage inflicted to the vehicle when it collides with terrain (falls off)
- fOnCollideGroundDamage=0,
-
- bGroundVehicle=0,
-
- driverT = {
- type = PVS_DRIVER,
-
- helper = "driver",
- in_helper = "driver_sit_pos",
- sit_anim = "inflatable_driver_sit",
- anchor = AIAnchor.AIANCHOR_BOATENTER_SPOT,
- out_ang = -90,
- message = "@driverzodiac",
- timePast=0,
- HS=0, -- used for fake jump arch calculatio - arch scale
- HK=0, -- used for fake jump arch calculatio
- HO=0, -- used for fake jump arch calculatio
- HT=0, -- used for fake jump arch calculatio
-
- animations = {
- "inflatable_driver_sit", -- idle in animation
- "inflatable_driver_moving", -- driving firward
- "inflatable_driver_forward_hit", -- impact / break
- "inflatable_driver_leftturn", -- turning left
- "inflatable_driver_rightturn", -- turning right
- "inflatable_driver_reverse", -- reversing
- "inflatable_driver_reverse_hit", -- reversing impact / break
- },
- },
-
- passengersTT = {
- {
- type = PVS_PASSENGER,
-
- helper = "psngr_sit_pos01",
- in_helper = "psngr_sit_pos01",
- -- helper = "driver",
- -- in_helper = "driver",
- sit_anim = "vzsittingd",
- anchor = AIAnchor.AIANCHOR_BOATENTER_SPOT,
- out_ang = -90,
- message = "@passengerzodiac",
- timePast=0,
- HS=0, -- used for fake jump arch calculatio - arch scale
- HK=0, -- used for fake jump arch calculatio
- HO=0, -- used for fake jump arch calculatio
- HT=0, -- used for fake jump arch calculatio
- },
- },
- }
-
- VC.CreateVehicle(Zodiac);
-
- --////////////////////////////////////////////////////////////////////////////////////////
- function Zodiac:OnReset()
- VC.OnResetCommon(self);
-
- self:NetPresent(1);
-
- VC.EveryoneOutForce(self);
-
- self.onPath = 0;
-
- self.fEngineHealth = 100.0;
-
- self.bExploded=false;
- self.cnt:SetVehicleEngineHealth(self.fEngineHealth);
-
- self.fPartUpdateTime = 0;
- --AI stuff
- AI:RegisterWithAI(self.id, AIOBJECT_BOAT,self.Properties,self.PropertiesInstance);
- -- self:RegisterWithAI(AIOBJECT_BOAT,self.Properties);
- -- AI_HandlersDefault:InitCharacter( self );
- VC.AIDriver( self, 0 );
-
- -- Put physics asleep.
- self:AwakePhysics(0);
- end
-
- --////////////////////////////////////////////////////////////////////////////////////////
- --////////////////////////////////////////////////////////////////////////////////////////
- --// CLIENT functions definitions
- --////////////////////////////////////////////////////////////////////////////////////////
- --////////////////////////////////////////////////////////////////////////////////////////
- Zodiac.Client = {
- OnInit = function(self)
- self:InitClient();
- end,
- OnShutDown = function(self)
- self:OnShutDown();
- end,
-
- Alive = {
- OnBeginState = function( self )
- VC.InitBoatCommon(self);
- end,
- OnContact = function(self,player)
- self:OnContactClient(player);
- end,
- OnUpdate = function(self,dt)
- self:UpdateClientAlive(dt);
- end,
- OnCollide = VC.OnCollideClient,
- OnBind = VC.OnBind,
- OnUnBind = VC.OnUnBind,
- },
- Inactive = {
- OnBeginState = function( self )
- self:Hide(1);
- end,
- OnEndState = function( self )
- self.IsPhisicalized = 0;
- end,
- },
- Dead = {
- OnBeginState = function( self )
- VC.BlowUpClient(self);
- end,
- OnContact = function(self,player)
- self:OnContactClient(player);
- end,
- OnUpdate = VC.UpdateClientDead,
- OnCollide = VC.OnCollideClient,
- OnUnBind = VC.OnUnBind,
- },
- }
-
- --////////////////////////////////////////////////////////////////////////////////////////
- function Zodiac:InitClient()
- VC.InitSeats(self, Zodiac);
-
- --// load sounds on client only
- --////////////////////////////////////////////////////////////////////////////////////////
-
- self.ExplosionSound=Sound:Load3DSound("sounds\\weapons\\explosions\\mbarrel.wav",0,0,7,100000);
-
- self.drive_sound = Sound:Load3DSound("sounds\\vehicle\\boat\\zod_idle.wav",0,255,30,150);
- self.drive_sound_move = Sound:Load3DSound("sounds\\vehicle\\boat\\splashLP.wav",0,200,30,150);
-
- self.accelerate_sound = {
- Sound:Load3DSound("sounds\\vehicle\\rev1.wav",0,0,7,100000),
- Sound:Load3DSound("sounds\\vehicle\\rev2.wav",0,0,7,100000),
- Sound:Load3DSound("sounds\\vehicle\\rev3.wav",0,0,7,100000),
- Sound:Load3DSound("sounds\\vehicle\\rev4.wav",0,0,7,100000),
- };
-
- self.break_sound = Sound:Load3DSound("sounds\\vehicle\\break1.wav",0,0,7,100000);
- self.engine_start = Sound:Load3DSound("sounds\\vehicle\\boat\\zod_start.wav",0,255,30,150);
- self.engine_off = Sound:Load3DSound("sounds\\vehicle\\boat\\zod_off.wav",0,255,30,150);
- self.sliding_sound = Sound:Load3DSound("sounds\\vehicle\\break2.wav",0,0,7,100000);
-
- self.crash_sound = Sound:Load3DSound("sounds\\vehicle\\boat\\rubber.wav",0,100,7,100000);
-
- -- init common stuff for client and server
- VC.InitBoatCommon(self,self.szNormalModel);
-
- end
-
- --////////////////////////////////////////////////////////////////////////////////////////
- function Zodiac:UpdateClientAlive(dt)
-
- if(self.lifeCounter < 100) then
- self.lifeCounter = self.lifeCounter + 1;
- end
-
- VC.CreateWaterParticles(self);
- -- create particles and all that
- VC.ExecuteDamageModel(self, dt);
-
- VC.PlayEngineOnOffSounds(self);
-
- -- plays the sounds, using a timestep of 0.04
-
- self.sound_time = self.sound_time + dt;
- if ( self.sound_time > 0.04 ) then
-
- -- reset timer
- self.sound_time = 0;
-
- -- get vehicle's velocity
- local fCarSpeed = self.cnt:GetVehicleVelocity();
-
- VC.PlayDrivingSounds(self,fCarSpeed);
-
- end
-
- VC.UpdateUsersAnimations(self,dt);
- end
-
- --////////////////////////////////////////////////////////////////////////////////////////
- function Zodiac:OnContactClient( player )
-
- if( player==_localplayer and self.Properties.bUsable==0 ) then return end
- VC.OnContactClientT(self,player);
- end
-
-
-
- --////////////////////////////////////////////////////////////////////////////////////////
- --////////////////////////////////////////////////////////////////////////////////////////
- --// SERVER functions definitions
- --////////////////////////////////////////////////////////////////////////////////////////
- --////////////////////////////////////////////////////////////////////////////////////////
- Zodiac.Server = {
- OnInit = function(self)
- self:InitServer();
- end,
- OnEvent = function (self, id, params)
- self:OnEventServer( id, params);
- end,
- OnShutDown = function(self)
- self:OnShutDown();
- end,
- Alive = {
- OnBeginState = function( self )
- VC.InitBoatCommon(self);
- end,
- OnContact = function(self,player)
- self:OnContactServer(player);
- end,
- OnDamage = VC.OnDamageServer,
- OnCollide = VC.OnCollideServer,
- OnUpdate = function(self,dt)
- self:UpdateServer(dt);
- end,
-
- },
- Inactive = {
- },
- Dead = {
- OnBeginState = function( self )
- VC.BlowUpServer(self);
- end,
- OnContact = function(self,player)
- VC.OnContactClientDead(self,player);
- end,
- },
- }
-
- --////////////////////////////////////////////////////////////////////////////////////////
- function Zodiac:InitServer()
- VC.InitSeats(self, Zodiac);
-
- -- init common stuff for client and server
- VC.InitBoatCommon(self,self.szNormalModel);
-
- self:OnReset();
- end
-
- -- called on the server when the player collides with the Zodiac
- --////////////////////////////////////////////////////////////////////////////////////////
- function Zodiac:OnContactServer( player )
-
- if( self.Properties.bUsable==0 ) then return end
- VC.OnContactServerT(self,player);
- end
-
-
- --////////////////////////////////////////////////////////////////////////////////////////
- function Zodiac:UpdateServer(dt)
-
-
- --System:Log("\004 Zodiac:UpdateServer");▀
- if( self.Properties.bUserPassanger == 1 ) then
- if( self.driver == nil ) then
- AI:Signal(SIGNALFILTER_GROUPONLY, 1, "wakeup", self.id);
- AI:Signal(SIGNALFILTER_GROUPONLY, 1, "SHARED_ENTER_ME_VEHICLE", self.id);
- elseif(self.passenger ~= nil) then
- self:StartPath();
- end
- end
-
- VC.UpdateEnteringLeaving( self, dt );
- VC.UpdateServerCommonT( self, dt );
-
- end
-
-
- --////////////////////////////////////////////////////////////////////////////////////////
- function Zodiac:OnEventServer( id, params)
-
- if (id == ScriptEvent_PhysicalizeOnDemand) then
- self:SetPhysicParams( PHYSICPARAM_FLAGS, {flags_mask=pef_pushable_by_players, flags=0} );
- end
-
- end
-
- --////////////////////////////////////////////////////////////////////////////////////////
- function Zodiac:OnShutDown()
- VC.EveryoneOutForce(self);
- VC.RemovePieces(self);
- end
-
-
-
- --////////////////////////////////////////////////////////////////////////////////////////
- function Zodiac:OnSave(stm)
- end
-
- --////////////////////////////////////////////////////////////////////////////////////////
- function Zodiac:OnLoad(stm)
- end
-
-
- --////////////////////////////////////////////////////////////////////////////////////////
- function Zodiac:OnWrite( stm )
-
- end
-
- --////////////////////////////////////////////////////////////////////////////////////////
- function Zodiac:OnRead( stm )
-
- end
-
- --////////////////////////////////////////////////////////////////////////////////////////
-
-
- ----------------------------------------------------------------------------------------------------------------------------
- --
- --
- function Zodiac:RadioChatter()
- end
-
-
- ----------------------------------------------------------------------------------------------------------------------------
- --
- --
- --function Zodiac:LoadPeople()
- --
- ---- self:AIDriver( 1 );
- --
- -- AI:Signal(SIGNALFILTER_GROUPONLY, 1, "SHARED_ENTER_ME_VEHICLE", self.id);
- -- self.dropState = 1;
- --
- --end
-
- ----------------------------------------------------------------------------------------------------------------------------
- --
- -- to test
- function Zodiac:StartPath( )
-
- --System:Log("\001 starting path");
-
- if( self.onPath == 1 ) then return end
-
- if(self.driver and self.passenger) then
- self.onPath = 1;
-
- self:Event_GoPath( );
- -- BroadcastEvent( self,"StartAniPath" );
- end
- end
-
- ----------------------------------------------------------------------------------------------------------------------------
- --
- -- to test
- function Zodiac:Event_StartAniPath( params )
-
- System:LogToConsole("----- got Event_StartAniPath -----");
-
- end
-
-
-
- ----------------------------------------------------------------------------------------------------------------------------
- --
- function Zodiac:Event_GoPath( params )
-
- --System:Log("\001 Humvee GoPath ");
-
- self.curPathStep = self.Properties.pathstart-1;
- VC.AIDriver( self, 1 );
- AI:Signal(0, 1, "GO_PATH", self.id);
-
- end
-
-
- ----------------------------------------------------------------------------------------------------------------------------
- --
-
-
- -------------------------------------------------------------------------------------------------------------
- --
- --
- function Zodiac:DoEnter( puppet )
-
- if( puppet == self.driverT.entity ) then -- driver
- VC.AddUserT( self, self.driverT );
- VC.InitEnteringJump( self, self.driverT );
- -- end
- else -- passengers
- local tbl = VC.FindPassenger( self, puppet );
- if( not tbl ) then return end
- VC.AddUserT( self, tbl );
- VC.InitEnteringJump( self, tbl );
- end
-
- end
-
-
- -------------------------------------------------------------------------------------------------------------
- --
- --
- function Zodiac:AddDriver( puppet )
-
- if (self.driverT.entity ~= nil) then -- already have a driver
- do return 0 end
- end
-
- self.driverT.entity = puppet;
- if( VC.InitApproach( self, self.driverT )==0 ) then
- self:DoEnter( puppet );
- end
- do return 1 end
- -- return VC.AddDriver( self, puppet);
- end
-
- -------------------------------------------------------------------------------------------------------------
- --
- --
- function Zodiac:AddGunner( puppet )
- return 0 -- no gunner
- -- return VC.AddDGunner( self, puppet);
- end
-
- ----------------------------------------------------------------------------------------------------------------------------
- --
- function Zodiac:AddPassenger( puppet )
-
- do return 0 end -- no passanger for now
-
- local pasTbl = VC.CanAddPassenger( self, 1 );
-
- if( not pasTbl ) then return 0 end -- no more passangers can be added
-
- pasTbl.entity = puppet;
- if( VC.InitApproach( self, pasTbl )==0 ) then
- self:DoEnter( puppet );
- end
- do return 1 end
- end
-
-
- ----------------------------------------------------------------------------------------------------------------------------
- --
- --
- function Zodiac:LoadPeople()
-
- if(VC.FreeToUse( self )==0) then return end -- can't use it - player is in
-
- if(self.driverT.entity and self.driverT.entity.ai) then
- System:Log("boat LoadPeople +++++ DRIVER IS IN ");
-
- AI:Signal(0, 1, "DRIVER_IN", self.id);
- end
-
- AI:Signal(SIGNALFILTER_GROUPONLY, 1, "wakeup", self.id);
- AI:Signal(SIGNALFILTER_GROUPONLY, 1, "SHARED_ENTER_ME_VEHICLE", self.id);
- self.dropState = 1;
- end
-
-
-
- ----------------------------------------------------------------------------------------------------------------------------
- --
-
- function Zodiac:Event_AddPlayer( params )
-
- if(_localplayer.theVehicle) then return end -- this player is already in some (this) vehicle
-
- local theTable = VC.GetAvailablePosition(self);
-
- if(theTable == nil) then return end
-
- _localplayer.cnt.use_pressed = nil;
- theTable.entity = _localplayer;
- VC.AddUserT(self, theTable);
-
-
-
- end
-
- ----------------------------------------------------------------------------------------------------------------------------
- --
- function Zodiac:Event_DriverIn( params )
-
- BroadcastEvent( self,"DriverIn" );
-
- end
-
-
- -----------------------------------------------------------------------------------------------------
- --
- --
- function Zodiac:Event_Activate( params )
-
- if(self.bExploded == 1) then return end
-
- self:GotoState( "Alive" );
- end
-
- ----------------------------------------------------------------------------------------------------------------------------
- --
- --
-
- --------------------------------------------------------------------------------------------------------
- -- empty function to get reed of script error - it's called from behavours
- function Zodiac:MakeAlerted()
- end
-
-
- --------------------------------------------------------------------------------------------------------------
-