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- --------------------------------------------------
- -- Created By: Petar
- -- Description: <short_description>
- --------------------------
- --
-
- AIBehaviour.RearPreAttack = {
- Name = "RearPreAttack",
-
- -- SYSTEM EVENTS -----
- ---------------------------------------------
- OnSelected = function( self, entity )
- end,
- ---------------------------------------------
- OnSpawn = function( self, entity )
- -- called when enemy spawned or reset
- end,
- ---------------------------------------------
- OnActivate = function( self, entity )
- -- called when enemy receives an activate event (from a trigger, for example)
- end,
- ---------------------------------------------
- OnNoTarget = function( self, entity )
- -- called when the enemy stops having an attention target
- end,
- ---------------------------------------------
- OnPlayerSeen = function( self, entity, fDistance )
- -- called when the enemy sees a living player
- entity:SelectPipe(0,"standfire");
- end,
- ---------------------------------------------
- OnEnemySeen = function( self, entity )
- -- called when the enemy sees a foe which is not a living player
- end,
- ---------------------------------------------
- OnFriendSeen = function( self, entity )
- -- called when the enemy sees a friendly target
- end,
- ---------------------------------------------
- OnDeadBodySeen = function( self, entity )
- -- called when the enemy a dead body
- end,
- ---------------------------------------------
- OnEnemyMemory = function( self, entity )
- -- called when the enemy can no longer see its foe, but remembers where it saw it last
- end,
- ---------------------------------------------
- OnInterestingSoundHeard = function( self, entity )
- -- called when the enemy hears an interesting sound
- local rnd=random(1,10);
- if (rnd > 7) then
- entity:SelectPipe(0,"rear_neutralizetarget");
- end
- end,
- ---------------------------------------------
- OnThreateningSoundHeard = function( self, entity )
- -- called when the enemy hears a scary sound
- end,
- ---------------------------------------------
- OnReload = function( self, entity )
- -- called when the enemy goes into automatic reload after its clip is empty
- end,
- ---------------------------------------------
- OnGroupMemberDied = function( self, entity )
- -- called when a member of the group dies
- end,
- ---------------------------------------------
- OnNoHidingPlace = function( self, entity, sender )
- -- called when no hiding place can be found with the specified parameters
- end,
- ---------------------------------------------
- OnReceivingDamage = function ( self, entity, sender)
- -- called when the enemy is damaged
- end,
- ---------------------------------------------
- OnCoverRequested = function ( self, entity, sender)
- -- called when the enemy is damaged
- end,
-
- ---------------------------------------------
- REAR_NORMALATTACK = function (self, entity, sender)
- entity:SelectPipe(0,"scout_suppress");
- end,
- ---------------------------------------------
- WaitForTarget = function (self, entity, sender)
- entity:SelectPipe(0,"standfire");
- end,
-
- -- GROUP SIGNALS
- ---------------------------------------------
- KEEP_FORMATION = function (self, entity, sender)
- -- the team leader wants everyone to keep formation
- end,
- ---------------------------------------------
- BREAK_FORMATION = function (self, entity, sender)
- -- the team can split
- end,
- ---------------------------------------------
- SINGLE_GO = function (self, entity, sender)
- -- the team leader has instructed this group member to approach the enemy
- end,
- ---------------------------------------------
- GROUP_COVER = function (self, entity, sender)
- -- the team leader has instructed this group member to cover his friends
- end,
- ---------------------------------------------
- IN_POSITION = function (self, entity, sender)
- -- some member of the group is safely in position
- end,
- ---------------------------------------------
- GROUP_SPLIT = function (self, entity, sender)
- -- team leader instructs group to split
- end,
- ---------------------------------------------
- PHASE_RED_ATTACK = function (self, entity, sender)
- -- team leader instructs red team to attack
- end,
- ---------------------------------------------
- PHASE_BLACK_ATTACK = function (self, entity, sender)
- -- team leader instructs black team to attack
- end,
- ---------------------------------------------
- GROUP_MERGE = function (self, entity, sender)
- -- team leader instructs groups to merge into a team again
- end,
- ---------------------------------------------
- CLOSE_IN_PHASE = function (self, entity, sender)
- -- team leader instructs groups to initiate part one of assault fire maneuver
- end,
- ---------------------------------------------
- ASSAULT_PHASE = function (self, entity, sender)
- -- team leader instructs groups to initiate part one of assault fire maneuver
- end,
- ---------------------------------------------
- GROUP_NEUTRALISED = function (self, entity, sender)
- -- team leader instructs groups to initiate part one of assault fire maneuver
- end,
- }