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- -- NotLarry Behaviour SCRIPT
- --------------------------
-
- AIBehaviour.NotLarry = {
- Name = "NotLarry",
- pathname = "",
-
- InPosition = 0,
-
- -- SYSTEM EVENTS -----
- ---------------------------------------------
- OnSelected = function(self,entity )
- end,
- ---------------------------------------------
- OnSpawn = function(self,entity )
- end,
- ---------------------------------------------
- OnActivate = function(self,entity )
- end,
- ---------------------------------------------
- OnNoTarget = function( self,entity )
- end,
- ---------------------------------------------
- OnPlayerSeen = function(self,entity )
- if (entity.Behaviour.InPosition == 0) then
- return
- end
-
- entity:SelectPipe(0,"firesometime");
- end,
- ---------------------------------------------
- OnPlayerMemory = function( self,entity )
- end,
- ---------------------------------------------
- OnEnemySeen = function(self,entity )
- end,
- ---------------------------------------------
- OnEnemyMemory = function(self,entity )
- if (entity.Behaviour.InPosition == 0) then
- return
- end
-
- entity:SelectPipe(0,"wait&reload");
- end,
- ---------------------------------------------
- OnDeadFriendSeen = function(self,entity )
- end,
- ---------------------------------------------
- OnDeadEnemySeen = function(self,entity )
- end,
- ---------------------------------------------
- OnInterestingSoundHeard = function(self,entity )
- if (entity.Behaviour.InPosition == 0) then
- return
- end
-
- entity:SelectPipe(0,"investigate");
- end,
- ---------------------------------------------
- OnThreateningSoundHeard = function( self,entity )
- if (entity.Behaviour.InPosition == 0) then
- return
- end
-
- entity:SelectPipe(0,"hidealways");
- end,
- ---------------------------------------------
- OnGunfireHeard = function(self,entity )
- end,
- ---------------------------------------------
- OnFootstepsHeard = function( self,entity )
- end,
- ---------------------------------------------
- OnGranateSeen = function(self, entity )
- end,
- ---------------------------------------------
- OnLongTimeNoTarget = function( self,entity )
- end,
- ---------------------------------------------
- OnGroupMemberDied = function( self,entity )
- end,
- ---------------------------------------------
- OnNoNearerHidingPlace = function(self, entity , sender)
- end,
- ---------------------------------------------
- OnNoHidingPlace = function(self, entity, sender )
- end,
- ---------------------------------------------
- OnReceivingDamage = function (self,entity, sender)
- end,
-
-
- FollowMeBoys = function (self,entity, sender)
- entity:SelectPipe(0,"followWithHide");
- end,
- --------------------------------------------
- ReformInALine = function( self,entity, sender )
- entity:SelectPipe(0,"followWithHide");
- end,
- --------------------------------------------
- StayAlert = function(self,entity, sender )
- local rnd = random(1,20);
- if (rnd<7) then
- entity:SelectPipe(0,"pronealerted");
- elseif (rnd<14) then
- entity:SelectPipe(0,"pronealerted_d1");
- else
- entity:SelectPipe(0,"pronealerted_d2");
- end
-
- end,
- --------------------------------------------
- StakeOutTunnelEntrance = function( self,entity, sender )
- entity:SelectPipe(0,"hidesomewhere");
- end,
- --------------------------------------------
- WaitForThePlayer = function( self,entity, sender )
- entity:SelectPipe(0,"standingthere");
- entity.Behaviour.InPosition = 1;
- end,
- --------------------------------------------
- GetBackToHidePlace = function( self,entity, sender )
- entity:SelectPipe(0,"hidealways");
- end,
- --------------------------------------------
- CheckEnemyPosition = function(self, entity, sender )
- entity:SelectPipe(0,"findlostenemy");
- end,
-
- }