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Text File  |  2004-01-06  |  5.4 KB  |  152 lines

  1. --------------------------------------------------
  2. --   Created By: amanda
  3. --   Description: run to alarm anchor
  4. --------------------------
  5.  
  6. AIBehaviour.RunPath = {
  7.     Name = "RunPath",
  8.     
  9.     ---------------------------------------------
  10.     OnSpawn = function( self, entity )
  11.         AI:CreateGoalPipe(entity.Properties.pathname.."RunPath");
  12.         AI:PushGoal(entity.Properties.pathname.."RunPath","signal",0,1,"AI_AGGRESSIVE",SIGNALID_READIBILITY);    
  13.         AI:PushGoal(entity.Properties.pathname.."RunPath","run",0,1);
  14.         AI:PushGoal(entity.Properties.pathname.."RunPath","bodypos",0,0);
  15.         AI:PushGoal(entity.Properties.pathname.."RunPath","firecmd",0,1);
  16.         AI:PushGoal(entity.Properties.pathname.."RunPath","pathfind",1,entity.Properties.pathname);
  17.         AI:PushGoal(entity.Properties.pathname.."RunPath","trace",1,1);
  18.         AI:PushGoal(entity.Properties.pathname.."RunPath","signal",0,1,"PathDone",0);    
  19.         
  20.         entity:SelectPipe(0,entity.Properties.pathname.."RunPath");    
  21.     end,
  22.     ---------------------------------------------
  23.     OnActivate = function( self, entity )
  24. --    System:LogToConsole("\001"..entity:GetName().."+++++++++++++++++ RunToAlarm OnActivate");
  25.         entity:SelectPipe(0,entity.Properties.pathname.."RunPath");    
  26.     end,
  27.     ---------------------------------------------
  28.     OnBored = function( self, entity )
  29.     end,
  30.     ---------------------------------------------
  31.     OnNoTarget = function( self, entity )
  32.     
  33.     end,
  34.     ---------------------------------------------
  35.     OnPlayerSeen = function( self, entity, fDistance )
  36.  
  37.     end,
  38.     ---------------------------------------------
  39.     OnEnemySeen = function( self, entity )
  40.         -- called when the enemy sees a foe which is not a living player
  41.     end,
  42.     ---------------------------------------------
  43.     OnEnemyMemory = function( self, entity )
  44.         -- called when the enemy can no longer see its foe, but remembers where it saw it last
  45.     end,
  46.     ---------------------------------------------
  47.     OnInterestingSoundHeard = function( self, entity )
  48.  
  49.     end,
  50.     ---------------------------------------------
  51.     OnThreateningSoundHeard = function( self, entity )
  52.     end,
  53.     ---------------------------------------------
  54.     OnReceivingDamage = function ( self, entity, sender)
  55.     end,
  56.     --------------------------------------------------
  57.     OnCoverRequested = function ( self, entity, sender)
  58.         -- called when the enemy is damaged
  59.     end,
  60.     ---------------------------------------------
  61.     OnBulletRain = function ( self, entity, sender)    
  62.  
  63.     end,
  64.     --------------------------------------------------
  65.     OnGrenadeSeen = function( self, entity, fDistance )
  66.  
  67.     end,
  68.     --------------------------------------------------
  69.     -- CUSTOM SIGNALS
  70.     --------------------------------------------------
  71.     
  72.     PathDone= function (self, entity, sender)
  73.         entity:SelectPipe(0,"randomhide");
  74.         entity:InsertSubpipe(0,"force_reevaluate");
  75.     end,
  76.  
  77.     OnGroupMemberDied = function( self, entity, sender)
  78.     end,
  79.     --------------------------------------------------
  80.     OnGroupMemberDiedNearest = function ( self, entity, sender)
  81.  
  82.     end,
  83.     --------------------------------------------------
  84.     COVER_NORMALATTACK = function (self, entity, sender)
  85.     end,
  86.     --------------------------------------------------
  87.     COVER_RELAX = function (self, entity, sender)
  88.     end,
  89.     --------------------------------------------------
  90.     AISF_GoOn = function (self, entity, sender)
  91.     end,
  92.     --------------------------------------------------
  93.     -- GROUP SIGNALS
  94.     --------------------------------------------------
  95.     HEADS_UP_GUYS = function (self, entity, sender)
  96.  
  97.     end,
  98.     ---------------------------------------------
  99.     INCOMING_FIRE = function (self, entity, sender)
  100.  
  101.     end,
  102.     ---------------------------------------------
  103.     KEEP_FORMATION = function (self, entity, sender)
  104.  
  105.     end,
  106.     ---------------------------------------------    
  107.     MOVE_IN_FORMATION = function (self, entity, sender)
  108.  
  109.     end,
  110.     ---------------------------------------------    
  111.     BREAK_FORMATION = function (self, entity, sender)
  112.         -- the team can split
  113.     end,
  114.     ---------------------------------------------    
  115.     SINGLE_GO = function (self, entity, sender)
  116.         -- the team leader has instructed this group member to approach the enemy
  117.     end,
  118.     ---------------------------------------------    
  119.     GROUP_COVER = function (self, entity, sender)
  120.         -- the team leader has instructed this group member to cover his friends
  121.     end,
  122.     ---------------------------------------------    
  123.     IN_POSITION = function (self, entity, sender)
  124.         -- some member of the group is safely in position
  125.     end,
  126.     
  127.     ---------------------------------------------    
  128.     PHASE_RED_ATTACK = function (self, entity, sender)
  129.         -- team leader instructs red team to attack
  130.     end,
  131.     ---------------------------------------------    
  132.     PHASE_BLACK_ATTACK = function (self, entity, sender)
  133.         -- team leader instructs black team to attack
  134.     end,
  135.     ---------------------------------------------    
  136.     GROUP_MERGE = function (self, entity, sender)
  137.         -- team leader instructs groups to merge into a team again
  138.     end,
  139.     ---------------------------------------------    
  140.     CLOSE_IN_PHASE = function (self, entity, sender)
  141.         -- team leader instructs groups to initiate part one of assault fire maneuver
  142.     end,
  143.     ---------------------------------------------    
  144.     ASSAULT_PHASE = function (self, entity, sender)
  145.         -- team leader instructs groups to initiate part one of assault fire maneuver
  146.     end,
  147.     ---------------------------------------------    
  148.     GROUP_NEUTRALISED = function (self, entity, sender)
  149.         -- team leader instructs groups to initiate part one of assault fire maneuver
  150.     end,
  151.     
  152. }