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- --------------------------------------------------
- -- Created By: Petar
- -- Description: Enemy should not be disturbed by anything while running for reinforcements
- --------------------------
- --
-
- AIBehaviour.SharedReinforce = {
- Name = "SharedReinforce",
- NOPREVIOUS = 1,
-
- ---------------------------------------------
- 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
- end,
- ---------------------------------------------
- OnGrenadeSeen = function( self, entity, fDistance )
- -- called when the enemy sees a grenade
- 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
- 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,
- ---------------------------------------------
- OnDeath = function( self, entity )
- -- called when the enemy goes into automatic reload after its clip is empty
- end,
- ---------------------------------------------
- OnGroupMemberDied = function( self, entity, sender)
- -- call the default to do stuff that everyone should do
- end,
- --------------------------------------------------
- OnGroupMemberDiedNearest = function ( self, entity, sender)
- -- call the default to do stuff that everyone should do
- end,
- ---------------------------------------------
- OnNoHidingPlace = function( self, entity, sender )
- -- called when no hiding place can be found with the specified parameters
- end,
- --------------------------------------------------
- OnNoFormationPoint = function ( self, entity, sender)
- -- called when the enemy found no formation point
- end,
- ---------------------------------------------
- OnReceivingDamage = function ( self, entity, sender)
- -- called when the enemy is damaged
- end,
- --------------------------------------------------
- OnBulletRain = function ( self, entity, sender)
- -- called when the enemy detects bullet trails around him
- end,
- --------------------------------------------------
-
- --------------------------------------------------
- COVER_NORMALATTACK = function (self, entity, sender)
- -- dont handle this signal
- end,
- --------------------------------------------------
- COVER_RELAX = function (self, entity, sender)
- -- dont handle this signal
- end,
- --------------------------------------------------
- AISF_GoOn = function (self, entity, sender)
- -- dont handle this signal
- end,
- --------------------------------------------------
-
-
- --------------------------------------------------
- RETURN_COVERING_FIRE = function (self, entity, sender)
-
- end,
- --------------------------------------------------
- RETREAT_NOW_PHASE2 = function ( self, entity, sender)
- end,
-
-
-
- ---------------------------------------------
- RETURN_TO_PREVIOUS = function (self, entity, sender)
- entity:SelectPipe(0,"just_shoot");
- AI:Signal(0,1,"OnReload",entity.id);
- end,
-
- STILL_WAITING = function(self,entity,sender)
- entity:InsertSubpipe(0,"waiting...");
- end,
-
- EXIT_WAIT_STATE = function(self,entity,sender)
- entity.EventToCall="OnJobContinue";
- end,
-
-
- --------------------------------------------------
- HEADS_UP_GUYS = function (self, entity, sender)
- -- dont handle this signal
- entity.RunToTrigger = 1;
- end,
- ---------------------------------------------
- INCOMING_FIRE = function (self, entity, sender)
- -- dont handle this signal
- 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,
- }