home *** CD-ROM | disk | FTP | other *** search
-
- AIBehaviour.Boat_patrol = {
- Name = "Boat_patrol",
-
- step = 0,
-
-
- -- SYSTEM EVENTS -----
- ---------------------------------------------
- OnSpawn = function(self , entity )
-
- self.step = entity.Properties.pathstart;
-
- end,
- ---------------------------------------------
- OnActivate = function(self, entity )
-
- end,
- ---------------------------------------------
- ---------------------------------------------
- OnGrenadeSeen = function(self, entity )
-
- printf( "Vehicle -------------- OnGranateSeen" );
-
- -- entity:InsertSubpipe(0,"c_grenade_run_away" );
-
- end,
- ---------------------------------------------
- OnGroupMemberDied = function( self,entity,sender )
- -- OnDeath = function( self,entity,sender )
-
- --do return end
-
- printf( "Vehicle -------------- OnDeath" );
-
- if( sender == entity.driver ) then -- stop if the driver is killed
- AI:Signal( 0, 1, "DRIVER_OUT",entity.id);
- end
-
- end,
-
- ---------------------------------------------
- OnEnemyMemory = function( self, entity )
- --printf( "Vehicle -------------- RejectPlayer" );
-
- -- entity:TriggerEvent(AIEVENT_REJECT);
-
-
-
-
-
- end,
-
- --------------------------------------------
- OnPlayerSeen = function( self, entity, fDistance )
-
- --printf( "Vehicle -------------- RejectPlayer" );
-
- -- entity:TriggerEvent(AIEVENT_REJECT);
-
- entity.EventToCall = "DRIVER_IN";
-
- end,
-
- ---------------------------------------------
- -- CUSTOM
- ---------------------------------------------
- ---------------------------------------------
- VEHICLE_ARRIVED = function( self,entity, sender )
- printf( "Vehicle is there" );
- entity:SelectPipe(0,"v_brake");
- end,
-
-
- --------------------------------------------
- DRIVER_IN = function( self,entity, sender )
-
- printf( "-->>boat DRIVER_IN !! point is #%d", entity.curPathStep );
-
- AI:Signal( 0, 1, "next_point",entity.id);
-
- --entity:SelectPipe(0,"c_standingthere");
-
- end,
-
- ---------------------------------------------
- DRIVER_OUT = function( self,entity,sender )
- printf( "boat path -------------- driver out" );
- entity:SelectPipe(0,"b_standingthere" );
-
- if( entity.UnloadPeople ) then
- entity:UnloadPeople();
- end
- end,
-
- --------------------------------------------
- BRING_REINFORCMENT = function( self,entity, sender )
- entity.EventToCall = "DRIVER_IN";
- end,
-
- --------------------------------------------
- FLARE_OUT = function( self,entity, sender )
- AI:Signal( 0, 1, "BRING_REINFORCMENT",entity.id);
- end,
-
- --------------------------------------------
- next_point = function( self,entity, sender )
-
- entity.curPathStep = entity.curPathStep + 1;
- if( entity.curPathStep >= entity.Properties.pathsteps ) then
- entity.curPathStep = entity.Properties.pathstart;
- end
-
- printf( "---->>let's go!! #%d", entity.curPathStep );
- entity:SelectPipe(0,"b_goto", entity.Properties.pathname..entity.curPathStep);
- -- entity:SelectPipe(0,"c_goto_path", entity.Properties.pathname..self.step);
-
- end,
-
- --------------------------------------------
- ON_GROUND = function( self,entity, sender )
-
- if( entity.UnloadPeople ) then
- entity:UnloadPeople();
- end
-
- printf( "---->>Boat_transport >>> onground " );
- entity:SelectPipe(0,"b_standingthere");
- end,
-
-
- }
-