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Text File  |  2004-01-06  |  3.3 KB  |  133 lines

  1.  
  2. AIBehaviour.Boat_patrol = {
  3.     Name = "Boat_patrol",
  4.     
  5.     step = 0,
  6.     
  7.  
  8.     -- SYSTEM EVENTS            -----
  9.     ---------------------------------------------
  10.     OnSpawn = function(self , entity )
  11.  
  12.         self.step = entity.Properties.pathstart;
  13.  
  14.     end,
  15.     ---------------------------------------------
  16.     OnActivate = function(self, entity )
  17.  
  18.     end,
  19.     ---------------------------------------------
  20.     ---------------------------------------------
  21.     OnGrenadeSeen = function(self, entity )
  22.  
  23. printf( "Vehicle -------------- OnGranateSeen" );    
  24.     
  25. --        entity:InsertSubpipe(0,"c_grenade_run_away" );
  26.         
  27.     end,
  28.     ---------------------------------------------
  29.     OnGroupMemberDied = function( self,entity,sender )
  30. --    OnDeath = function( self,entity,sender )
  31.  
  32. --do return end
  33.     
  34. printf( "Vehicle -------------- OnDeath" );    
  35.     
  36.         if( sender == entity.driver ) then                -- stop if the driver is killed
  37.             AI:Signal( 0, 1, "DRIVER_OUT",entity.id);
  38.         end    
  39.     
  40.     end,    
  41.  
  42.     ---------------------------------------------
  43.     OnEnemyMemory = function( self, entity )
  44. --printf( "Vehicle -------------- RejectPlayer" );    
  45.  
  46. --        entity:TriggerEvent(AIEVENT_REJECT);
  47.  
  48.  
  49.  
  50.  
  51.  
  52.     end,
  53.  
  54.     --------------------------------------------
  55.     OnPlayerSeen = function( self, entity, fDistance )
  56.  
  57. --printf( "Vehicle -------------- RejectPlayer" );    
  58.  
  59. --        entity:TriggerEvent(AIEVENT_REJECT);
  60.  
  61.         entity.EventToCall = "DRIVER_IN";
  62.  
  63.     end,
  64.  
  65.     ---------------------------------------------
  66.     -- CUSTOM
  67.     ---------------------------------------------
  68.     ---------------------------------------------
  69.     VEHICLE_ARRIVED = function( self,entity, sender )
  70.         printf( "Vehicle is there" );
  71.         entity:SelectPipe(0,"v_brake");
  72.     end,
  73.     
  74.  
  75.     --------------------------------------------
  76.     DRIVER_IN = function( self,entity, sender )
  77.     
  78.         printf( "-->>boat DRIVER_IN !!  point is #%d", entity.curPathStep );        
  79.     
  80.         AI:Signal( 0, 1, "next_point",entity.id);                    
  81.         
  82. --entity:SelectPipe(0,"c_standingthere");        
  83.         
  84.     end,    
  85.  
  86.     ---------------------------------------------
  87.     DRIVER_OUT = function( self,entity,sender )
  88. printf( "boat path  -------------- driver out" );    
  89.         entity:SelectPipe(0,"b_standingthere" );
  90.         
  91.         if( entity.UnloadPeople ) then
  92.             entity:UnloadPeople();
  93.         end    
  94.     end,
  95.  
  96.     --------------------------------------------
  97.     BRING_REINFORCMENT = function( self,entity, sender )
  98.         entity.EventToCall = "DRIVER_IN";
  99.     end,
  100.  
  101.     --------------------------------------------
  102.     FLARE_OUT = function( self,entity, sender )
  103.         AI:Signal( 0, 1, "BRING_REINFORCMENT",entity.id);
  104.     end,
  105.  
  106.     --------------------------------------------
  107.     next_point = function( self,entity, sender )    
  108.     
  109.         entity.curPathStep = entity.curPathStep + 1;
  110.         if( entity.curPathStep >= entity.Properties.pathsteps ) then
  111.             entity.curPathStep = entity.Properties.pathstart;            
  112.         end    
  113.         
  114.         printf( "---->>let's go!!  #%d", entity.curPathStep );        
  115.         entity:SelectPipe(0,"b_goto", entity.Properties.pathname..entity.curPathStep);
  116. --        entity:SelectPipe(0,"c_goto_path", entity.Properties.pathname..self.step);        
  117.  
  118.     end,
  119.  
  120.     --------------------------------------------
  121.     ON_GROUND = function( self,entity, sender )    
  122.     
  123.         if( entity.UnloadPeople ) then
  124.             entity:UnloadPeople();
  125.         end    
  126.         
  127.         printf( "---->>Boat_transport >>> onground " );        
  128.         entity:SelectPipe(0,"b_standingthere");
  129.     end,
  130.  
  131.     
  132. }
  133.