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- AIBehaviour.GAttack = {
- Name = "GAttack",
- pathname = "",
-
- -- 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 )
- AI:Signal(SIGNALFILTER_SUPERGROUP,1,"OnCoverCompromised",entity.id);
- Game:ShowIngameDialog(-1, "", "", 12, entity:GetName()..": Cover compromised! Help, guys!!", 4);
- entity:SelectPipe(0,"hide_threat");
- end,
- ---------------------------------------------
- OnPlayerMemory = function( self,entity )
- end,
- ---------------------------------------------
- OnEnemySeen = function(self,entity )
- end,
- ---------------------------------------------
- OnEnemyMemory = function(self,entity )
- end,
- ---------------------------------------------
- OnDeadFriendSeen = function(self,entity )
- end,
- ---------------------------------------------
- OnDeadEnemySeen = function(self,entity )
- end,
- ---------------------------------------------
- OnInterestingSoundHeard = function(self,entity )
- end,
- ---------------------------------------------
- OnThreateningSoundHeard = function( self,entity )
- 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,
- ---------------------------------------------
- OnReload = function (self,entity, sender)
- entity:SelectPipe(0,"hide_threat");
- end,
- ---------------------------------------------
-
-
- AV_CoveringFire = function (self,entity, sender)
- entity:StartAnimation(0,"ssignal_swait");
- end,
- ---------------------------------------------
- OnHidden = function (self,entity, sender)
- --entity.SelectPipe(0,"standingthere");
- end,
- ---------------------------------------------
- OnCoverCompromised = function (self,entity, sender)
- if (entity ~= sender) then
- local thr = AI:GetAttentionTargetOf(sender.id);
- if (thr) then
- Game:ShowIngameDialog(-1, "", "", 12, entity:GetName()..": I got your back, man!!", 4);
- entity:SelectPipe(0,"attack_threat",thr.id);
- end
- end
- end,
-
- }