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-
- AIBehaviour.Car_idle = {
- Name = "Car_idle",
-
-
- -- SYSTEM EVENTS -----
- ---------------------------------------------
- OnSpawn = function(self , entity )
-
- end,
- ---------------------------------------------
- OnActivate = function(self, entity )
-
- end,
- ---------------------------------------------
- OnNoTarget = function(self, entity )
- -- entity:SelectPipe(0,"return_to_start");
- end,
- ---------------------------------------------
- OnPlayerSeen = function(self, entity )
- -- if (self.allowed == 1) then
- -- entity:SelectPipe(0,"getinvehicle");
- -- end
- end,
- ---------------------------------------------
- OnPlayerMemory = function(self, entity )
- end,
- ---------------------------------------------
- OnEnemySeen = function(self, entity )
- end,
- ---------------------------------------------
- OnEnemyMemory = function(self, entity )
- -- entity:SelectPipe(0,"return_to_start");
- -- entity:SelectPipe(0,"standingthere");
- end,
- ---------------------------------------------
- OnDeadFriendSeen = function(self,entity )
- end,
- ---------------------------------------------
- OnGranateSeen = function(self, entity )
- end,
- ---------------------------------------------
- OnDied = function( self,entity )
- end,
- ---------------------------------------------
- OnGroupMemberDied = function( self,entity )
- end,
- ---------------------------------------------
- OnGroupMemberDiedNearest = function ( self, entity, sender)
-
- AI:Signal(SIGNALFILTER_NEARESTGROUP, 1, "OnGroupMemberDiedNearest",entity.id);
-
- end,
- ---------------------------------------------
-
-
- -- CUSTOM
- ---------------------------------------------
-
- --------------------------------------------
- BRING_REINFORCMENT = function( self,entity, sender )
-
- printf( "car idle BRING_REINFORCMENT " );
-
- -- entity:AIDriver( 1 );
- entity:LoadPeople();
-
- -- entity:SelectPipe(0,"c_goto", entity.Properties.pointReinforce);
- -- entity.EventToCall = ""
-
- end,
-
- --------------------------------------------
- GO_PATH = function( self,entity, sender )
-
- if(entity.LoadPeople) then
- entity:LoadPeople();
- end
- -- entity.EventToCall = "next_point";
-
- --entity:SelectPipe(0,"c_standingthere");
-
- end,
-
- --------------------------------------------
- GO_PATROL = function( self,entity, sender )
-
- if(entity.LoadPeople) then
- entity:LoadPeople();
- end
- -- entity.EventToCall = "next_point";
-
- --entity:SelectPipe(0,"c_standingthere");
-
- end,
-
- --------------------------------------------
- GO_CHASE = function( self,entity, sender )
- if(entity.LoadPeople) then
- entity:LoadPeople();
- end
- end,
-
-
- -- SHARED_ENTER_ME_VEHICLE = function( self,entity, sender )
- -- end,
-
- ---------------------------------------------
- DRIVER_OUT = function( self,entity,sender )
- --printf( "car patol -------------- driver out" );
-
- --System:Log("\001 DRIVER_OUT >> DropPeople ");
-
- entity:SelectPipe(0,"c_brake" );
- entity:DropPeople();
- end,
-
-
- ---------------------------------------------
- PALYER_ENTERED = function( self,entity,sender )
- --printf( "car patol -------------- driver out" );
-
- -- if it's not Valery drivind -
- if( entity.driverT and entity.driverT.entity and entity.driverT.entity.Properties.special ~= 1 and entity.driverT.entity ~= _localplayer
- or
- entity.gunnerT and entity.gunnerT.entity and entity.gunnerT.entity.Properties.special ~= 1 and entity.gunnerT.entity ~= _localplayer
- ) then
- --System:Log("\001 PALYER_ENTERED >> DropPeople ");
-
- entity:SelectPipe(0,"c_brake" );
- entity:DropPeople();
- end
- end,
-
-
-
- }
-