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-
- function PipeManager:OnInitShared()
- System:Log("ON INIT SHARED");
-
-
-
- -- ______________________________________________________________________________________________________________________
- -- -------------------------------------------------- SHARED SCRIPTS ----------------------------------------------------
- AI:CreateGoalPipe("AIS_GoOn");
- AI:PushGoal("AIS_GoOn","signal",0,1,"AISF_GoOn",0);
-
- AI:CreateGoalPipe("GoOn2sec");
- AI:PushGoal("GoOn2sec","timeout",1,2);
- AI:PushGoal("GoOn2sec","signal",0,1,"GoOn",0);
-
- AI:CreateGoalPipe("GoOn4sec");
- AI:PushGoal("GoOn4sec","timeout",1,4);
- AI:PushGoal("GoOn4sec","signal",0,1,"GoOn",0);
-
-
- AI:CreateGoalPipe("AIS_Test");
- AI:PushGoal("AIS_Test","bodypos",1,0);
-
- ------------------------------ IGNORE ---------------------------
- AI:CreateGoalPipe("AIS_ignoreall");
- AI:PushGoal("AIS_ignoreall","ignoreall",1,1);
-
- AI:CreateGoalPipe("AIS_dont_ignore");
- AI:PushGoal("AIS_dont_ignore","ignoreall",1,0);
- AI:PushGoal("AIS_dont_ignore","signal",0,1,"AISF_GoOn",0);
- ------------------------------------------------------------------
- -------------------------------- DELAY ---------------------------
- -- Delay_1
- AI:CreateGoalPipe("AIS_Delay_1");
- AI:PushGoal("AIS_Delay_1","timeout",1,1);
- AI:PushGoal("AIS_Delay_1","signal",0,1,"AISF_GoOn",0);
-
- -- Delay_2
- AI:CreateGoalPipe("AIS_Delay_2");
- AI:PushGoal("AIS_Delay_2","timeout",1,2);
- AI:PushGoal("AIS_Delay_2","signal",0,1,"AISF_GoOn",0);
-
- -- Delay_3
- AI:CreateGoalPipe("AIS_Delay_3");
- AI:PushGoal("AIS_Delay_3","timeout",1,4);
- AI:PushGoal("AIS_Delay_3","signal",0,1,"AISF_GoOn",0);
-
- -- Delay_4
- AI:CreateGoalPipe("AIS_Delay_4");
- AI:PushGoal("AIS_Delay_4","timeout",1,6);
- AI:PushGoal("AIS_Delay_4","signal",0,1,"AISF_GoOn",0);
-
- -- Delay_5
- AI:CreateGoalPipe("AIS_Delay_5");
- AI:PushGoal("AIS_Delay_5","timeout",1,8);
- AI:PushGoal("AIS_Delay_5","signal",0,1,"AISF_GoOn",0);
-
- -- Delay_6
- AI:CreateGoalPipe("AIS_Delay_6");
- AI:PushGoal("AIS_Delay_6","timeout",1,10);
- AI:PushGoal("AIS_Delay_6","signal",0,1,"AISF_GoOn",0);
-
- -- Delay_7
- AI:CreateGoalPipe("AIS_Delay_7");
- AI:PushGoal("AIS_Delay_7","timeout",1,12);
- AI:PushGoal("AIS_Delay_7","signal",0,1,"AISF_GoOn",0);
-
- -- Delay_8
- AI:CreateGoalPipe("AIS_Delay_8");
- AI:PushGoal("AIS_Delay_8","timeout",1,14);
- AI:PushGoal("AIS_Delay_8","signal",0,1,"AISF_GoOn",0);
- ------------------------------------------------------------------
- ------------------------------ searching -------------------------
- -- Look for Threat
- AI:CreateGoalPipe("LookForThreat");
- AI:PushGoal("LookForThreat","lookat",1,-150,-210);
- AI:PushGoal("LookForThreat","timeout",1,1);
- AI:PushGoal("LookForThreat","lookat",1,-90,-180);
- AI:PushGoal("LookForThreat","timeout",1,1);
- AI:PushGoal("LookForThreat","lookat",1,70,110);
- AI:PushGoal("LookForThreat","lookat",1,-70,-110);
-
- -- Look for Threat GoOn
- AI:CreateGoalPipe("LookForThreatGoOn");
- AI:PushGoal("LookForThreatGoOn","LookForThreat");
- AI:PushGoal("LookForThreatGoOn","signal",0,1,"AISF_GoOn",0);
-
- -- LookLeft
- AI:CreateGoalPipe("LookLeft");
- AI:PushGoal("LookLeft","lookat",1,75,90);
- AI:PushGoal("LookLeft","timeout",1,1,2);
-
- -- LookRight
- AI:CreateGoalPipe("LookRight");
- AI:PushGoal("LookRight","lookat",1,-75,-90);
- AI:PushGoal("LookRight","timeout",1,1,2);
-
- -- LookInTargetDirection
- AI:CreateGoalPipe("LookInTargetDirection");
- AI:PushGoal("LookInTargetDirection","lookat",1,0,0);
- AI:PushGoal("LookInTargetDirection","timeout",1,1,2);
-
-
- -- randomly search a hide point, walk towards
- AI:CreateGoalPipe("RandomSearch");
- AI:PushGoal("RandomSearch","locate",0,"hidepoint");
- AI:PushGoal("RandomSearch","bodypos",0,5);
- AI:PushGoal("RandomSearch","run",0,0);
- AI:PushGoal("RandomSearch","acqtarget",1,"");
- AI:PushGoal("RandomSearch","approach",1,3);
- AI:PushGoal("RandomSearch","clear",0);
-
- AI:CreateGoalPipe("RandomSearchTrace");
- AI:PushGoal("RandomSearchTrace","locate",0,"hidepoint");
- AI:PushGoal("RandomSearchTrace","bodypos",0,5);
- AI:PushGoal("RandomSearchTrace","run",0,0);
- AI:PushGoal("RandomSearchTrace","pathfind",1,"");
- AI:PushGoal("RandomSearchTrace","trace",1,1);
- AI:PushGoal("RandomSearchTrace","clear",0);
-
- AI:CreateGoalPipe("InvestigateSound");
- AI:PushGoal("InvestigateSound","bodypos",1,0);
- AI:PushGoal("InvestigateSound","timeout",1,5);
- AI:PushGoal("InvestigateSound","run",1,0);
- AI:PushGoal("InvestigateSound","approach",1,0.5);
-
-
- AI:CreateGoalPipe("ApproachSound");
- AI:PushGoal("ApproachSound","form",1,"beacon");
- AI:PushGoal("ApproachSound","locate",1,"beacon");
- AI:PushGoal("ApproachSound","acqtarget",1,"");
- AI:PushGoal("ApproachSound","bodypos",0,0);
- AI:PushGoal("ApproachSound","run",0,0);
- AI:PushGoal("ApproachSound","hide",1,10,HM_NEAREST);
- AI:PushGoal("ApproachSound","bodypos",0,5);
- AI:PushGoal("ApproachSound","run",0,0);
- AI:PushGoal("ApproachSound","timeout",1,1);
- AI:PushGoal("ApproachSound","hide",1,10,HM_NEAREST_TO_TARGET);
- AI:PushGoal("ApproachSound","timeout",1,0,1);
- AI:PushGoal("ApproachSound","branch",0,-3,1); -- this will loop until there is no more hiding points
- AI:PushGoal("ApproachSound","approach",1,0.5);
-
- ------------------------------------------------------------------
- ------------------------------ beacon ----------------------------
- AI:CreateGoalPipe("AIS_DropBeacon");
- AI:PushGoal("AIS_DropBeacon","form",1,"beacon");
-
- AI:CreateGoalPipe("DropBeaconAt");
- AI:PushGoal("DropBeaconAt","form",1,"beacon");
-
- AI:CreateGoalPipe("DropBeaconTarget");
- AI:PushGoal("DropBeaconTarget","form",0,"beacon");
- AI:PushGoal("DropBeaconTarget","locate",0,"beacon");
- AI:PushGoal("DropBeaconTarget","acqtarget",0,"");
-
-
- AI:CreateGoalPipe("AcqBeacon");
- AI:PushGoal("AcqBeacon","acqtarget",0,"beacon");
-
-
- AI:CreateGoalPipe("DropBeaconSignal");
- AI:PushGoal("DropBeaconSignal","DropBeaconAt");
- AI:PushGoal("DropBeaconSignal","signal",0,1,"DropedBeacon",0);
- ------------------------------------------------------------------
- ---------------------- Reinforcement -----------------------------
- AI:CreateGoalPipe("AIS_GoForReinforcement");
- AI:PushGoal("AIS_GoForReinforcement","ignoreall",1,1);
- AI:PushGoal("AIS_GoForReinforcement","DropBeaconAt");
- AI:PushGoal("AIS_GoForReinforcement","signal",1,1,"OnGroupMemberDied",SIGNALFILTER_SPECIESONLY);
- AI:PushGoal("AIS_GoForReinforcement","setup_idle");
- AI:PushGoal("AIS_GoForReinforcement","run",0,1);
- -- AI:PushGoal("AIS_GoForReinforcement","acqtarget",1,"");
- AI:PushGoal("AIS_GoForReinforcement","pathfind",1,"");
- AI:PushGoal("AIS_GoForReinforcement","signal",1,1,"GET_REINFORCEMENTS",SIGNALID_READIBILITY);
- AI:PushGoal("AIS_GoForReinforcement","trace",1,1);
- AI:PushGoal("AIS_GoForReinforcement","signal",1,1,"CALL_REINFORCEMENTS",SIGNALID_READIBILITY);
- -- AI:PushGoal("AIS_GoForReinforcement","timeout",1,2);
- AI:PushGoal("AIS_GoForReinforcement","signal",1,1,"TELL_LEADER_BAD_NEWS",SIGNALID_READIBILITY);
- AI:PushGoal("AIS_GoForReinforcement","signal",1,1,"wakeup",SIGNALFILTER_ANYONEINCOMM);
- AI:PushGoal("AIS_GoForReinforcement","signal",1,1,"AISF_CallForHelp",SIGNALFILTER_ANYONEINCOMM);
- AI:PushGoal("AIS_GoForReinforcement","setup_combat");
- AI:PushGoal("AIS_GoForReinforcement","signal",1,1,"RETURN_TO_PREVIOUS",0);
- AI:PushGoal("AIS_GoForReinforcement","clear",0)
- AI:PushGoal("AIS_GoForReinforcement","ignoreall",1,0);
-
-
- ------------------------------------------------------------------
- ---------------------- SeenByGroupMember -------------------------
- AI:CreateGoalPipe("PlayerSeenByGroupMember");
- AI:PushGoal("PlayerSeenByGroupMember","LookForThreat");
- AI:PushGoal("PlayerSeenByGroupMember","bodypos",0,0);
- AI:PushGoal("PlayerSeenByGroupMember","run",0,1);
- AI:PushGoal("PlayerSeenByGroupMember","timeout",1,0.2);
- AI:PushGoal("PlayerSeenByGroupMember","acqtarget",1,"");
- AI:PushGoal("PlayerSeenByGroupMember","approach",1,5);
- AI:PushGoal("PlayerSeenByGroupMember","LookForThreat");
-
- AI:CreateGoalPipe("PlayerSeenByGroupMemberIndoor");
- AI:PushGoal("PlayerSeenByGroupMemberIndoor","bodypos",1,0);
- AI:PushGoal("PlayerSeenByGroupMemberIndoor","run",1,1);
- AI:PushGoal("PlayerSeenByGroupMemberIndoor","timeout",1,0.5);
- AI:PushGoal("PlayerSeenByGroupMemberIndoor","pathfind",1,"");
- AI:PushGoal("PlayerSeenByGroupMemberIndoor","timeout",1,0.5);
- AI:PushGoal("PlayerSeenByGroupMemberIndoor","trace",1,1);
- AI:PushGoal("PlayerSeenByGroupMemberIndoor","LookForThreat");
- ------------------------------------------------------------------
- ------------------------ TeamMemberDied --------------------------
- -- Team Member Died
- AI:CreateGoalPipe("TeamMemberDied");
- AI:PushGoal("TeamMemberDied","timeout",1,0.2);
- AI:PushGoal("TeamMemberDied","locate",1,"beacon");
- AI:PushGoal("TeamMemberDied","acqtarget",1,"");
- AI:PushGoal("TeamMemberDied","bodypos",1,0);
- AI:PushGoal("TeamMemberDied","run",1,1);
- AI:PushGoal("TeamMemberDied","timeout",1,1);
- AI:PushGoal("TeamMemberDied","hide",1,10,HM_NEAREST,1);
- AI:PushGoal("TeamMemberDied","bodypos",1,5);
- AI:PushGoal("TeamMemberDied","run",1,0);
-
- AI:CreateGoalPipe("TeamMemberDiedLook");
- AI:PushGoal("TeamMemberDiedLook","TeamMemberDied");
- AI:PushGoal("TeamMemberDiedLook","timeout",0,1000);
- AI:PushGoal("TeamMemberDiedLook","LookForThreat");
- AI:PushGoal("TeamMemberDiedLook","branch",1,-1);
-
- AI:CreateGoalPipe("TeamMemberDiedBeaconGoOn");
- AI:PushGoal("TeamMemberDiedBeaconGoOn","DropBeaconAt");
- AI:PushGoal("TeamMemberDiedBeaconGoOn","TeamMemberDied");
- AI:PushGoal("TeamMemberDiedBeaconGoOn","clear",0);
- AI:PushGoal("TeamMemberDiedBeaconGoOn","signal",0,1,"DEATH_CONFIRMED",SIGNALFILTER_GROUPONLY);
-
- AI:CreateGoalPipe("ChooseManner");
- AI:PushGoal("ChooseManner","timeout",1,1,2);
- AI:PushGoal("ChooseManner","signal",0,1,"ChooseManner",0);
-
- -- approach dead body beacon
- AI:CreateGoalPipe("ApproachDeadBeacon");
- AI:PushGoal("ApproachDeadBeacon","bodypos",0,5);
- AI:PushGoal("ApproachDeadBeacon","run",0,0);
- AI:PushGoal("ApproachDeadBeacon","locate",1,"beacon");
- AI:PushGoal("ApproachDeadBeacon","acqtarget",1,"");
- AI:PushGoal("ApproachDeadBeacon","approach",1,3);
- AI:PushGoal("ApproachDeadBeacon","clear",0);
- AI:PushGoal("ApproachDeadBeacon","LookForThreat");
- AI:PushGoal("ApproachDeadBeacon","RandomSearch");
-
- -- approach dead body beacon
- AI:CreateGoalPipe("ApproachDeadBeaconTrace");
- AI:PushGoal("ApproachDeadBeaconTrace","bodypos",0,5);
- AI:PushGoal("ApproachDeadBeaconTrace","run",0,0);
- AI:PushGoal("ApproachDeadBeaconTrace","locate",1,"beacon");
- AI:PushGoal("ApproachDeadBeaconTrace","pathfind",1,"");
- AI:PushGoal("ApproachDeadBeaconTrace","trace",1,1);
- AI:PushGoal("ApproachDeadBeaconTrace","LookForThreat");
- AI:PushGoal("ApproachDeadBeaconTrace","RandomSearch");
-
- -- Recognice Corpse
- AI:CreateGoalPipe("RecogCorpse");
- AI:PushGoal("RecogCorpse","form",1,"beacon");
- AI:PushGoal("RecogCorpse","locate",1,"beacon");
- AI:PushGoal("RecogCorpse","acqtarget",1,"");
- AI:PushGoal("RecogCorpse","bodypos",0,0);
- AI:PushGoal("RecogCorpse","run",1,1);
- AI:PushGoal("RecogCorpse","hide",1,20,HM_NEAREST);
- AI:PushGoal("RecogCorpse","bodypos",0,BODYPOS_STEALTH);
- AI:PushGoal("RecogCorpse","run",1,0);
- AI:PushGoal("RecogCorpse","hide",1,10,HM_NEAREST_TO_LASTOPRESULT);
- AI:PushGoal("RecogCorpse","timeout",1,0,1);
- AI:PushGoal("RecogCorpse","branch",0,-2,1); -- this will loop until there is no more hiding points
- AI:PushGoal("RecogCorpse","acqtarget",1,"");
- AI:PushGoal("RecogCorpse","approach",1,1);
- AI:PushGoal("RecogCorpse","timeout",1,1);
- AI:PushGoal("RecogCorpse","signal",1,1,"death_recognition",0);
- AI:PushGoal("RecogCorpse","timeout",1,2);
- AI:PushGoal("RecogCorpse","signal",1,1,"DEATH_CONFIRMED",SIGNALFILTER_GROUPONLY);
- ------------------------------------------------------------------
- ------------------------ Formation -------------------------------
- AI:CreateGoalPipe("MoveFormation");
- AI:PushGoal("MoveFormation","ignoreall",1,1);
- AI:PushGoal("MoveFormation","run",0,1);
- AI:PushGoal("MoveFormation","locate",1,"formation");
- AI:PushGoal("MoveFormation","acqtarget",1,"");
- AI:PushGoal("MoveFormation","approach",1,1);
- AI:PushGoal("MoveFormation","ignoreall",1,0);
-
- AI:CreateGoalPipe("PatrolFormation");
- AI:PushGoal("PatrolFormation","timeout",1,0.5);
- AI:PushGoal("PatrolFormation","locate",1,"formation");
- AI:PushGoal("PatrolFormation","acqtarget",1,"");
- AI:PushGoal("PatrolFormation","approach",1,1);
-
- AI:CreateGoalPipe("RegainFormation");
- AI:PushGoal("RegainFormation","signal",0,1,"MOVE_IN_FORMATION",0);
-
- AI:CreateGoalPipe("FormWoodwalk");
- AI:PushGoal("FormWoodwalk","form",1,"woodwalk");
- ------------------------------------------------------------------
- -- go to tag
- AI:CreateGoalPipe("AIS_GoToTag");
- AI:PushGoal("AIS_GoToTag","signal",0,1,"JoinGroup",SIGNALFILTER_LASTOP);
- AI:PushGoal("AIS_GoToTag","timeout",1,0.5);
- AI:PushGoal("AIS_GoToTag","form",0,"wedge");
- AI:PushGoal("AIS_GoToTag","timeout",1,0.5);
- AI:PushGoal("AIS_GoToTag","signal",0,1,"wakeup",SIGNALFILTER_SUPERGROUP);
- AI:PushGoal("AIS_GoToTag","signal",0,1,"MOVE_IN_FORMATION",SIGNALFILTER_SUPERGROUP);
- AI:PushGoal("AIS_GoToTag","run",0,1);
- AI:PushGoal("AIS_GoToTag","bodypos",0,BODYPOS_STAND);
- AI:PushGoal("AIS_GoToTag","firecmd",1,1);
- AI:PushGoal("AIS_GoToTag","locate",1,"beacon");
- AI:PushGoal("AIS_GoToTag","acqtarget",1,"");
- AI:PushGoal("AIS_GoToTag","approach",1,1);
- AI:PushGoal("AIS_GoToTag","timeout",1,1);
-
- ------------------------------------------------------------------
- -------------------------- Job -----------------------------------
- -- acquire fenceanchor
- AI:CreateGoalPipe("AcqFenceAnchor");
- AI:PushGoal("AcqFenceAnchor","locate",1,AIAnchor.AIANCHOR_FENCE);
- AI:PushGoal("AcqFenceAnchor","acqtarget",1,"");
- AI:PushGoal("AcqFenceAnchor","ApproachAnchor");
-
- -- acquire pissanchor
- AI:CreateGoalPipe("AcqPissAnchor");
- AI:PushGoal("AcqPissAnchor","locate",1,AIAnchor.AIANCHOR_PISS);
- AI:PushGoal("AcqPissAnchor","acqtarget",1,"");
- AI:PushGoal("AcqPissAnchor","ApproachAnchor");
-
- -- acquire smokeanchor
- AI:CreateGoalPipe("AcqSmokeAnchor");
- AI:PushGoal("AcqSmokeAnchor","locate",1,AIAnchor.AIANCHOR_SMOKE);
- AI:PushGoal("AcqSmokeAnchor","acqtarget",1,"");
- AI:PushGoal("AcqSmokeAnchor","ApproachAnchor");
-
- -- acquire animalanchor
- AI:CreateGoalPipe("AcqAnimalAnchor");
- AI:PushGoal("AcqAnimalAnchor","locate",1,AIAnchor.AIANCHOR_ANIMALSPOT);
- AI:PushGoal("AcqAnimalAnchor","acqtarget",1,"");
- AI:PushGoal("AcqAnimalAnchor","ApproachAnchor");
-
- -- look at idleanchor
- AI:CreateGoalPipe("LookIdleAnchor");
- AI:PushGoal("LookIdleAnchor","timeout",1,0.5);
- AI:PushGoal("LookIdleAnchor","locate",1,AIAnchor.AIANCHOR_IDLE);
- AI:PushGoal("LookIdleAnchor","lookat",1,0,0);
- AI:PushGoal("LookIdleAnchor","timeout",1,1,2);
-
-
- -- approach anchor
- AI:CreateGoalPipe("ApproachAnchor");
- AI:PushGoal("ApproachAnchor","timeout",1,0.5,2);
- AI:PushGoal("ApproachAnchor","approach",1,2);
- AI:PushGoal("ApproachAnchor","timeout",1,0.2);
- AI:PushGoal("ApproachAnchor","lookat",1,0,0);
- AI:PushGoal("ApproachAnchor","devalue",0);
- AI:PushGoal("ApproachAnchor","timeout",1,0.2);
-
- -- general idle pipe
- AI:CreateGoalPipe("IdlePipe");
- AI:PushGoal("IdlePipe","timeout",1,0.5,1.5);
- AI:PushGoal("IdlePipe","signal",0,1,"SelectAnchor",0);
- AI:PushGoal("IdlePipe","signal",0,1,"IdleStart",0);
- AI:PushGoal("IdlePipe","signal",0,1,"IdleLoop",0);
- AI:PushGoal("IdlePipe","timeout",0,18,22);
- AI:PushGoal("IdlePipe","timeout",1,6,9);
- AI:PushGoal("IdlePipe","signal",0,1,"IdleRandom",0);
- AI:PushGoal("IdlePipe","branch",1,-2);
- AI:PushGoal("IdlePipe","timeout",1,6,9);
- AI:PushGoal("IdlePipe","signal",0,1,"IdleEnd",0);
-
- -- patrol idle pipe
- AI:CreateGoalPipe("PatrolIdle");
- AI:PushGoal("PatrolIdle","run",0,0);
- AI:PushGoal("PatrolIdle","bodypos",1,0);
- -- AI:PushGoal("PatrolIdle","timeout",0,8);
- AI:PushGoal("PatrolIdle","timeout",1,0.5,1);
- AI:PushGoal("PatrolIdle","signal",0,1,"IdleRandom",0);
- AI:PushGoal("PatrolIdle","timeout",1,0.5,1);
- AI:PushGoal("PatrolIdle","signal",0,1,"IdleLook",0);
- -- AI:PushGoal("PatrolIdle","branch",1,-4);
- AI:PushGoal("PatrolIdle","timeout",1,0.5,1);
- AI:PushGoal("PatrolIdle","signal",0,1,"IdleEnd",0);
-
- -- pecari idel pipe
- AI:CreateGoalPipe("PecariPipe");
- AI:PushGoal("PecariPipe","run",1,0);
- AI:PushGoal("PecariPipe","bodypos",1,0);
- AI:PushGoal("PecariPipe","timeout",1,0.5,1.5);
- AI:PushGoal("PecariPipe","signal",0,1,"SelectAnchor",0);
- AI:PushGoal("PecariPipe","signal",0,1,"IdleStart",0);
- AI:PushGoal("PecariPipe","signal",0,1,"IdleLoop",0);
- AI:PushGoal("PecariPipe","timeout",0,2,3);
- AI:PushGoal("PecariPipe","timeout",1,2,3);
- AI:PushGoal("PecariPipe","signal",0,1,"IdleRandom",0);
- AI:PushGoal("PecariPipe","branch",1,-2);
- AI:PushGoal("PecariPipe","timeout",1,2,3);
- AI:PushGoal("PecariPipe","signal",0,1,"IdleEnd",0);
-
- ------------------------------------------------------------------
- ------------------------ Patrol ----------------------------------
- --Outdoor
-
- AI:CreateGoalPipe("JobPatrol");
- AI:PushGoal("JobPatrol","run",1,0);
- AI:PushGoal("JobPatrol","bodypos",1,0);
- AI:PushGoal("JobPatrol","acqtarget",1,"");
- AI:PushGoal("JobPatrol","signal",0,1,"RELAXED_STANCE",0);
- AI:PushGoal("JobPatrol","timeout",1,1);
- AI:PushGoal("JobPatrol","approach",1,2);
- AI:PushGoal("JobPatrol","devalue",0);
- AI:PushGoal("JobPatrol","timeout",1,0.5,1);
- AI:PushGoal("JobPatrol","signal",0,1,"IdleStart",0);
-
- -- Indoor
- AI:CreateGoalPipe("JobPatrolIndoor");
- AI:PushGoal("JobPatrolIndoor","run",1,0);
- AI:PushGoal("JobPatrolIndoor","bodypos",1,0);
- AI:PushGoal("JobPatrolIndoor","pathfind",1,"");
- AI:PushGoal("JobPatrolIndoor","signal",0,1,"RELAXED_STANCE",0);
- AI:PushGoal("JobPatrolIndoor","timeout",1,0.5);
- AI:PushGoal("JobPatrolIndoor","trace",1,1);
- --AI:PushGoal("JobPatrolIndoor","devalue",0);
- AI:PushGoal("JobPatrolIndoor","timeout",1,0.5,1);
- AI:PushGoal("JobPatrolIndoor","signal",0,1,"IdleStart",0);
- ------------------------------------------------------------------
- -------------------------- Hide ----------------------------------
- -- SneakNearestToTarget
- AI:CreateGoalPipe("SneakNearestToTarget");
- AI:PushGoal("SneakNearestToTarget","bodypos",1,5);
- AI:PushGoal("SneakNearestToTarget","run",1,0);
- AI:PushGoal("SneakNearestToTarget","hide",1,15,HM_NEAREST_TO_TARGET);
-
- -- RunNearestToTarget
- AI:CreateGoalPipe("AIS_RunNearestToTarget");
- AI:PushGoal("AIS_RunNearestToTarget","run",1,1);
- AI:PushGoal("AIS_RunNearestToTarget","hide",1,7,HM_NEAREST_TO_TARGET);
- AI:PushGoal("AIS_RunNearestToTarget","signal",0,1,"AISF_GoOn",0);
-
- -- RunFarCoverGoOn
- AI:CreateGoalPipe("AIS_PatrolRunFarCoverGoOn");
- AI:PushGoal("AIS_PatrolRunFarCoverGoOn","run",1,1);
- AI:PushGoal("AIS_PatrolRunFarCoverGoOn","hide",1,15,HM_FARTHEST_FROM_TARGET);
- AI:PushGoal("AIS_PatrolRunFarCoverGoOn","signal",0,1,"AISF_GoOn",0);
-
- -- RunNearCover GoOn
- AI:CreateGoalPipe("AIS_PatrolRunNearCoverGoOn");
- AI:PushGoal("AIS_PatrolRunNearCoverGoOn","bodypos",0,0);
- AI:PushGoal("AIS_PatrolRunNearCoverGoOn","run",0,1);
- AI:PushGoal("AIS_PatrolRunNearCoverGoOn","hide",1,15,HM_NEAREST);
- AI:PushGoal("AIS_PatrolRunNearCoverGoOn","signal",0,1,"AISF_GoOn",0);
- ------------------------------------------------------------------
- ---------------------------- Side Step ---------------------------
- AI:CreateGoalPipe("AIS_SideStepLeft");
- AI:PushGoal("AIS_SideStepLeft","run",1,1);
- AI:PushGoal("AIS_SideStepLeft","bodypos",1,0);
- AI:PushGoal("AIS_SideStepLeft","strafe",1,-1);
- AI:PushGoal("AIS_SideStepLeft","timeout",1,0.5);
- AI:PushGoal("AIS_SideStepLeft","strafe",1,0);
- AI:PushGoal("AIS_SideStepLeft","signal",0,1,"AISF_GoOn",0);
-
- AI:CreateGoalPipe("AIS_SideStepRight");
- AI:PushGoal("AIS_SideStepRight","run",1,1);
- AI:PushGoal("AIS_SideStepRight","bodypos",1,0);
- AI:PushGoal("AIS_SideStepRight","strafe",1,1);
- AI:PushGoal("AIS_SideStepRight","timeout",1,0.5);
- AI:PushGoal("AIS_SideStepRight","strafe",1,0);
- AI:PushGoal("AIS_SideStepRight","signal",0,1,"AISF_GoOn",0);
- ------------------------------------------------------------------
- --------------------------- Side Strafe --------------------------
- AI:CreateGoalPipe("StrafeLeftDelay");
- AI:PushGoal("StrafeLeftDelay","bodypos",1,0);
- AI:PushGoal("StrafeLeftDelay","strafe",1,-1);
- AI:PushGoal("StrafeLeftDelay","timeout",1,0.2,0.8);
- AI:PushGoal("StrafeLeftDelay","strafe",1,0);
-
-
- AI:CreateGoalPipe("StrafeRightDelay");
- AI:PushGoal("StrafeRightDelay","bodypos",1,0);
- AI:PushGoal("StrafeRightDelay","strafe",1,1);
- AI:PushGoal("StrafeRightDelay","timeout",1,0.2,0.8);
- AI:PushGoal("StrafeRightDelay","strafe",1,0);
-
- ------------------------------------------------------------------
- ---------------------------- Side Roll ---------------------------
- AI:CreateGoalPipe("RollFromRight");
- AI:PushGoal("RollFromRight","firecmd",0,0);
- AI:PushGoal("RollFromRight","strafe",0,1);
- AI:PushGoal("RollFromRight","signal",0,1,"PlayRollLeftAnim",0);
- AI:PushGoal("RollFromRight","timeout",1,0.5);
- AI:PushGoal("RollFromRight","strafe",0,0);
- AI:PushGoal("RollFromRight","bodypos",0,1);
- AI:PushGoal("RollFromRight","firecmd",0,1);
-
- AI:CreateGoalPipe("RollFromLeft");
- AI:PushGoal("RollFromLeft","firecmd",0,0);
- AI:PushGoal("RollFromLeft","strafe",0,-1);
- AI:PushGoal("RollFromLeft","signal",0,1,"PlayRollRightAnim",0);
- AI:PushGoal("RollFromLeft","timeout",1,0.5);
- AI:PushGoal("RollFromLeft","strafe",0,0);
- AI:PushGoal("RollFromLeft","bodypos",0,1);
- AI:PushGoal("RollFromLeft","firecmd",0,1);
-
- ------------------------------------------------------------------
- ---------------------------- Attack ---------------------------
- AI:CreateGoalPipe("AIS_Fight");
- AI:PushGoal("AIS_Fight","firecmd",1,1);
- AI:PushGoal("AIS_Fight","bodypos",1,0);
- AI:PushGoal("AIS_Fight","strafe",1,0);
- AI:PushGoal("AIS_Fight","signal",0,1,"AISF_GoOn",0);
- ------------------------------------------------------------------
- AI:CreateGoalPipe("CoverFight");
- AI:PushGoal("CoverFight","firecmd",0,1);
- AI:PushGoal("CoverFight","bodypos",0,0);
- -- AI:PushGoal("CoverFight","timeout",1,1,2);
- AI:PushGoal("CoverFight","hide",1,10,HM_NEAREST);
-
- -- acquire shootspot
- AI:CreateGoalPipe("AcqShootAnchor");
- AI:PushGoal("AcqShootAnchor","timeout",1,0.2,0.5);
- AI:PushGoal("AcqShootAnchor","pathfind",1,"");
- AI:PushGoal("AcqShootAnchor","trace",1,0);
-
- AI:CreateGoalPipe("TraceToPlayer");
- AI:PushGoal("TraceToPlayer","locate",1,"atttarget");
- AI:PushGoal("TraceToPlayer","firecmd",0,1);
- AI:PushGoal("TraceToPlayer","bodypos",0,0);
- AI:PushGoal("TraceToPlayer","pathfind",1,"");
- -- AI:PushGoal("TraceToPlayer","timeout",1,0.3,0.6);
- AI:PushGoal("TraceToPlayer","trace",1,0,1);
- AI:PushGoal("TraceToPlayer","timeout",1,0.3,0.6);
- AI:PushGoal("TraceToPlayer","cover_scramble");
- ---------------------
- --
- -- COVER
- --
- ---------------------
-
- -- interesting sound heard
- -- attentive -----------------------
- AI:CreateGoalPipe("cover_attentive");
- AI:PushGoal("cover_attentive","bodypos",0,0);
- AI:PushGoal("cover_attentive","timeout",0,10,15); -- start branch
- AI:PushGoal("cover_attentive","lookat",1,-45,45);
- AI:PushGoal("cover_attentive","timeout",1,3,4);
- AI:PushGoal("cover_attentive","branch",1,-2); -- end branch
- AI:PushGoal("cover_attentive","signal",0,1,"back_to",0); -- change behaviour back to idle
- AI:PushGoal("cover_attentive","signal",0,1,"GoOn",0); -- start proper action there
-
- -- investigate -----------------------
- AI:CreateGoalPipe("cover_investigate");
- AI:PushGoal("cover_investigate","run",1,0);
- AI:PushGoal("cover_investigate","bodypos",1,1);
- AI:PushGoal("cover_investigate","bodypos",1,0);
- AI:PushGoal("cover_investigate","timeout",1,1,1.5);
- AI:PushGoal("cover_investigate","approach",1,0.5);
- AI:PushGoal("cover_investigate","timeout",1,2,3);
- AI:PushGoal("cover_investigate","signal",0,1,"Cease",0);
-
- -- cease -------------------------------------
- AI:CreateGoalPipe("cover_cease_investigation");
- AI:PushGoal("cover_cease_investigation","devalue",0);
- AI:PushGoal("cover_cease_investigation","timeout",0,8,12); -- start branch
- AI:PushGoal("cover_cease_investigation","signal",0,1,"Soundheard",0); -- play animation
- AI:PushGoal("cover_cease_investigation","timeout",1,2,3);
- AI:PushGoal("cover_cease_investigation","lookat",1,-60,60);
- AI:PushGoal("cover_cease_investigation","timeout",1,2,2.5);
- AI:PushGoal("cover_cease_investigation","branch",1,-4); -- end branch
- AI:PushGoal("cover_cease_investigation","signal",0,1,"confused_animation",0); -- play animation
- AI:PushGoal("cover_cease_investigation","timeout",1,3,4);
- AI:PushGoal("cover_cease_investigation","signal",0,1,"back_to",0); -- change behaviour back to idle
- AI:PushGoal("cover_cease_investigation","signal",0,1,"GoOn",0); -- start proper action there
-
-
-
- -- threatened ----------------------------
- AI:CreateGoalPipe("cover_approach_threat");
- AI:PushGoal("cover_approach_threat","bodypos",1,0);
- AI:PushGoal("cover_approach_threat","run",1,1);
- AI:PushGoal("cover_approach_threat","hide",1,10,HM_NEAREST);
- -- AI:PushGoal("cover_approach_threat","bodypos",1,1);
- AI:PushGoal("cover_approach_threat","timeout",1,0.5,1);
- AI:PushGoal("cover_approach_threat","run",0,0);
- AI:PushGoal("cover_approach_threat","bodypos",1,5);
- AI:PushGoal("cover_approach_threat","approach",1,0.8);
- AI:PushGoal("cover_approach_threat","bodypos",1,0);
- AI:PushGoal("cover_approach_threat","approach",1,0.5);
- AI:PushGoal("cover_approach_threat","timeout",1,1);
- AI:PushGoal("cover_approach_threat","signal",0,1,"Cease",0);
-
- -- cease -------------------------------------
- AI:CreateGoalPipe("cover_cease_approach");
- AI:PushGoal("cover_cease_approach","devalue",0);
- AI:PushGoal("cover_cease_approach","timeout",0,8,10); -- start branch
- AI:PushGoal("cover_cease_approach","signal",0,1,"target_lost_animation",0); -- play animation
- AI:PushGoal("cover_cease_approach","timeout",1,2,3);
- AI:PushGoal("cover_cease_approach","lookat",1,-60,60);
- AI:PushGoal("cover_cease_approach","timeout",1,2,2.5);
- AI:PushGoal("cover_cease_approach","branch",1,-4); -- end branch
- AI:PushGoal("cover_cease_approach","timeout",1,1);
- AI:PushGoal("cover_cease_approach","signal",0,1,"confused_animation",0); -- play animation
- AI:PushGoal("cover_cease_approach","timeout",1,2,3);
- AI:PushGoal("cover_cease_approach","signal",0,1,"back_to",0); -- change behaviour back to idle
- AI:PushGoal("cover_cease_approach","signal",0,1,"GoOn",0); -- start proper action there
-
-
- -- go for cover
- AI:CreateGoalPipe("cover_goforcover");
- AI:PushGoal("cover_goforcover","locate",0,"beacon");
- AI:PushGoal("cover_goforcover","acqtarget",0,"");
- AI:PushGoal("cover_goforcover","bodypos",1,0);
- AI:PushGoal("cover_goforcover","run",1,1);
- AI:PushGoal("cover_goforcover","hide",1,10,HM_NEAREST);
- AI:PushGoal("cover_goforcover","devalue",0);
- AI:PushGoal("cover_goforcover","timeout",1,0.25,0.5);
- AI:PushGoal("cover_goforcover","lookat",1,180);
- AI:PushGoal("cover_goforcover","timeout",1,1,1.5);
- AI:PushGoal("cover_goforcover","locate",0,"beacon");
- AI:PushGoal("cover_goforcover","acqtarget",0,"");
- AI:PushGoal("cover_goforcover","cover_approach_threat");
-
-
- ---------------------
- --
- -- REAR
- --
- ---------------------
-
- -- interesting sound heard
- -- attentive -----------------------
- AI:CreateGoalPipe("rear_attentive");
- AI:PushGoal("rear_attentive","bodypos",0,0);
- AI:PushGoal("rear_attentive","timeout",0,15,20); -- start branch
- AI:PushGoal("rear_attentive","lookat",1,-75,75);
- AI:PushGoal("rear_attentive","timeout",1,3,4);
- AI:PushGoal("rear_attentive","branch",1,-2); -- end branch
- AI:PushGoal("rear_attentive","signal",0,1,"back_to",0); -- change behaviour back to idle
- AI:PushGoal("rear_attentive","signal",0,1,"GoOn",0); -- start proper action there
-
- -- investigate -----------------------
- AI:CreateGoalPipe("rear_investigate");
- AI:PushGoal("rear_investigate","run",1,0);
- AI:PushGoal("rear_investigate","bodypos",1,5);
- AI:PushGoal("rear_investigate","timeout",1,0.5,0.75);
- AI:PushGoal("rear_investigate","approach",1,0.75);
- AI:PushGoal("rear_investigate","timeout",1,0.2,0.3);
- AI:PushGoal("rear_investigate","lookat",1,35,55);
- AI:PushGoal("rear_investigate","timeout",1,0.2,0.3);
- AI:PushGoal("rear_investigate","lookat",1,-35,-55);
- AI:PushGoal("rear_investigate","timeout",1,2,3);
- AI:PushGoal("rear_investigate","signal",0,1,"Cease",0);
-
- -- cease -------------------------------------
- AI:CreateGoalPipe("rear_cease_investigation");
- AI:PushGoal("rear_cease_investigation","devalue",0);
- AI:PushGoal("rear_cease_investigation","timeout",0,8,12); -- start branch
- AI:PushGoal("rear_cease_investigation","signal",0,1,"target_lost_animation",0); -- play animation
- AI:PushGoal("rear_cease_investigation","timeout",1,2.5,3);
- AI:PushGoal("rear_cease_investigation","lookat",1,-55,55);
- AI:PushGoal("rear_cease_investigation","timeout",1,3);
- AI:PushGoal("rear_cease_investigation","branch",1,-4); -- end branch
- AI:PushGoal("rear_cease_investigation","bodypos",1,0);
- AI:PushGoal("rear_cease_investigation","timeout",1,1,2);
- AI:PushGoal("rear_cease_investigation","signal",0,1,"confused_animation",0); -- play animation
- AI:PushGoal("rear_cease_investigation","timeout",1,2,3);
- AI:PushGoal("rear_cease_investigation","signal",0,1,"back_to",0); -- change behaviour back to idle
- AI:PushGoal("rear_cease_investigation","signal",0,1,"GoOn",0); -- start proper action there
-
- -- threatening sound heard
- -- disturbed -----------------------
- AI:CreateGoalPipe("rear_disturbed");
- AI:PushGoal("rear_disturbed","bodypos",0,5);
- AI:PushGoal("rear_disturbed","timeout",0,15,20); -- start branch
- AI:PushGoal("rear_disturbed","lookat",1,-120,120);
- AI:PushGoal("rear_disturbed","timeout",1,0.5,1);
- AI:PushGoal("rear_disturbed","branch",1,-2); -- end branch
- AI:PushGoal("rear_disturbed","timeout",1,4,6);
- AI:PushGoal("rear_disturbed","signal",0,1,"back_to",0); -- change behaviour back to idle
- AI:PushGoal("rear_disturbed","signal",0,1,"GoOn",0); -- start proper action there
-
- -- threatened ----------------------------
- AI:CreateGoalPipe("rear_approach_threat");
- AI:PushGoal("rear_approach_threat","bodypos",1,0);
- AI:PushGoal("rear_approach_threat","run",1,1);
- AI:PushGoal("rear_approach_threat","hide",1,10,HM_NEAREST_TO_TARGET);
- AI:PushGoal("rear_approach_threat","timeout",1,0.5,1);
- AI:PushGoal("rear_approach_threat","run",0,0);
- AI:PushGoal("rear_approach_threat","approach",1,0.8);
- AI:PushGoal("rear_approach_threat","bodypos",1,5);
- AI:PushGoal("rear_approach_threat","approach",1,0.8);
- AI:PushGoal("rear_approach_threat","timeout",1,1);
- AI:PushGoal("rear_approach_threat","signal",0,1,"Cease",0);
-
- -- cease --------------------------------
- AI:CreateGoalPipe("rear_cease_approach");
- AI:PushGoal("rear_cease_approach","devalue",0);
- AI:PushGoal("rear_cease_approach","timeout",0,8,12); -- start branch
- AI:PushGoal("rear_cease_approach","signal",0,1,"target_lost_animation",0); -- play animation
- AI:PushGoal("rear_cease_approach","timeout",1,3,3.5);
- AI:PushGoal("rear_cease_approach","lookat",1,-65,65);
- AI:PushGoal("rear_cease_approach","timeout",1,3);
- AI:PushGoal("rear_cease_approach","branch",1,-4); -- end branch
- AI:PushGoal("rear_cease_approach","bodypos",1,0);
- AI:PushGoal("rear_cease_approach","timeout",1,1,2);
- AI:PushGoal("rear_cease_approach","signal",0,1,"confused_animation",0); -- play animation
- AI:PushGoal("rear_cease_approach","timeout",1,2,3);
- AI:PushGoal("rear_cease_approach","signal",0,1,"back_to",0); -- change behaviour back to idle
- AI:PushGoal("rear_cease_approach","signal",0,1,"GoOn",0); -- start proper action there
-
-
-
-
- -- got shoot from, no clue who -----------------
- AI:CreateGoalPipe("rear_lookaround_threatened");
- AI:PushGoal("rear_lookaround_threatened","bodypos",1,1);
- AI:PushGoal("rear_lookaround_threatened","timeout",0,10,15); -- start branch
- AI:PushGoal("rear_lookaround_threatened","LookForThreat");
- AI:PushGoal("rear_lookaround_threatened","branch",1,-1); -- end branch
- AI:PushGoal("rear_lookaround_threatened","bodypos",0,0);
- AI:PushGoal("rear_lookaround_threatened","timeout",1,2,3);
- AI:PushGoal("rear_lookaround_threatened","signal",0,1,"back_to",0); -- change behaviour back to idle
- AI:PushGoal("rear_lookaround_threatened","signal",0,1,"GoOn",0); -- start proper action there
-
- -- prone, because there is not cover and you got shot
- AI:CreateGoalPipe("rear_nocover_prone");
- AI:PushGoal("rear_nocover_prone","signal",0,1,"PlayGetDownAnim",0);
- AI:PushGoal("rear_nocover_prone","timeout",1,2);
- AI:PushGoal("rear_nocover_prone","bodypos",1,2);
- AI:PushGoal("rear_nocover_prone","devalue",0);
- AI:PushGoal("rear_nocover_prone","timeout",0,13,17); -- start branch
- AI:PushGoal("rear_nocover_prone","timeout",1,3,6);
- AI:PushGoal("rear_nocover_prone","lookat",1,50,-50);
- AI:PushGoal("rear_nocover_prone","branch",1,-2); -- end branch
- AI:PushGoal("rear_nocover_prone","timeout",1,2,3);
- AI:PushGoal("rear_nocover_prone","signal",0,1,"PlayGetUpAnim",0);
- AI:PushGoal("rear_nocover_prone","timeout",1,2);
- AI:PushGoal("rear_nocover_prone","bodypos",1,0);
- AI:PushGoal("rear_nocover_prone","timeout",0,7,12); -- start branch
- AI:PushGoal("rear_nocover_prone","timeout",1,2,5);
- AI:PushGoal("rear_nocover_prone","lookat",1,35,-35);
- AI:PushGoal("rear_nocover_prone","branch",1,-2); -- end branch
- AI:PushGoal("rear_nocover_prone","timeout",1,3,4);
- AI:PushGoal("rear_nocover_prone","signal",0,1,"back_to",0); -- change behaviour back to idle
- AI:PushGoal("rear_nocover_prone","signal",0,1,"GoOn",0); -- start proper action there
-
- -- received damage or bullet rain
- AI:CreateGoalPipe("rear_crouchlook");
- AI:PushGoal("rear_crouchlook","bodypos",1,1);
- AI:PushGoal("rear_crouchlook","devalue",0);
- AI:PushGoal("rear_crouchlook","timeout",0,7,10); -- start branch
- AI:PushGoal("rear_crouchlook","lookat",1,50,-50);
- AI:PushGoal("rear_crouchlook","timeout",1,2,4);
- AI:PushGoal("rear_crouchlook","branch",1,-2); -- end branch
- AI:PushGoal("rear_crouchlook","bodypos",1,0);
- AI:PushGoal("rear_crouchlook","timeout",0,7,10); -- start branch
- AI:PushGoal("rear_crouchlook","timeout",1,3,6);
- AI:PushGoal("rear_crouchlook","lookat",1,50,-50);
- AI:PushGoal("rear_crouchlook","branch",1,-2); -- end branch
- AI:PushGoal("rear_crouchlook","signal",0,1,"back_to",0); -- change behaviour back to idle
- AI:PushGoal("rear_crouchlook","signal",0,1,"GoOn",0); -- start proper action there
-
- -- go for cover
- AI:CreateGoalPipe("rear_goforcover");
- AI:PushGoal("rear_goforcover","locate",0,"beacon");
- AI:PushGoal("rear_goforcover","acqtarget",0,"");
- AI:PushGoal("rear_goforcover","bodypos",1,0);
- AI:PushGoal("rear_goforcover","run",1,1);
- AI:PushGoal("rear_goforcover","hide",1,10,HM_NEAREST);
- AI:PushGoal("rear_goforcover","devalue",0);
- AI:PushGoal("rear_goforcover","bodypos",1,1);
- AI:PushGoal("rear_goforcover","timeout",1,0.25,0.5);
- AI:PushGoal("rear_goforcover","timeout",0,10,12); -- start branch
- AI:PushGoal("rear_goforcover","lookat",1,50,-50);
- AI:PushGoal("rear_goforcover","timeout",1,1,1.5);
- AI:PushGoal("rear_goforcover","branch",1,-2); -- end branch
- AI:PushGoal("rear_goforcover","locate",0,"beacon");
- AI:PushGoal("rear_goforcover","acqtarget",0,"");
- AI:PushGoal("rear_goforcover","rear_approach_threat");
-
- -- heads up, and go -------------
- AI:CreateGoalPipe("rear_headup");
- AI:PushGoal("rear_headup","locate",0,"beacon");
- AI:PushGoal("rear_headup","acqtarget",0,"");
- AI:PushGoal("rear_headup","bodypos",1,0);
- AI:PushGoal("rear_headup","run",1,1);
- AI:PushGoal("rear_headup","hide",1,10,HM_NEAREST_TO_TARGET);
- AI:PushGoal("rear_headup","timeout",1,1,1.5);
- AI:PushGoal("rear_headup","approach",1,0.9);
-
-
- -- Attack Modes
- -- comeout
- AI:CreateGoalPipe("rear_comeout2");
- AI:PushGoal("rear_comeout2","bodypos",0,1);
- AI:PushGoal("rear_comeout2","firecmd",0,1);
- AI:PushGoal("rear_comeout2","approach",1,0.9);
- AI:PushGoal("rear_comeout2","timeout",1,2,4);
- AI:PushGoal("rear_comeout2","signal",0,1,"REAR_SELECTATTACK",0);
-
- -- left cover
- AI:CreateGoalPipe("rear_takeleftcover");
- AI:PushGoal("rear_takeleftcover","bodypos",1,0);
- AI:PushGoal("rear_takeleftcover","run",1,1);
- AI:PushGoal("rear_takeleftcover","hide",1,10,HM_LEFTMOST_FROM_TARGET);
- AI:PushGoal("rear_takeleftcover","approach",1,0.9);
- AI:PushGoal("rear_takeleftcover","firecmd",0,1);
- AI:PushGoal("rear_takeleftcover","timeout",1,0.7,1.3);
- AI:PushGoal("rear_takeleftcover","signal",0,1,"REAR_SELECTATTACK",0);
-
- -- right cover
- AI:CreateGoalPipe("rear_takerightcover");
- AI:PushGoal("rear_takerightcover","bodypos",1,0);
- AI:PushGoal("rear_takerightcover","run",1,1);
- AI:PushGoal("rear_takerightcover","hide",1,10,HM_RIGHTMOST_FROM_TARGET);
- AI:PushGoal("rear_takerightcover","approach",1,0.9);
- AI:PushGoal("rear_takerightcover","firecmd",0,1);
- AI:PushGoal("rear_takerightcover","timeout",1,0.7,1.3);
- AI:PushGoal("rear_takerightcover","signal",0,1,"REAR_SELECTATTACK",0);
-
- -- ______________________________________________________________________________________________________________________
- -- -------------------------------------------------- SHARED SCRIPTS ----------------------------------------------------
-
-
-
-
-
-
- end
-
-