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- --------------------------------------------------
- -- Created By: amanda
- -- Description: run to alarm anchor
- --------------------------
-
- AIBehaviour.RunPath = {
- Name = "RunPath",
-
- ---------------------------------------------
- OnSpawn = function( self, entity )
- AI:CreateGoalPipe(entity.Properties.pathname.."RunPath");
- AI:PushGoal(entity.Properties.pathname.."RunPath","signal",0,1,"AI_AGGRESSIVE",SIGNALID_READIBILITY);
- AI:PushGoal(entity.Properties.pathname.."RunPath","run",0,1);
- AI:PushGoal(entity.Properties.pathname.."RunPath","bodypos",0,0);
- AI:PushGoal(entity.Properties.pathname.."RunPath","firecmd",0,1);
- AI:PushGoal(entity.Properties.pathname.."RunPath","pathfind",1,entity.Properties.pathname);
- AI:PushGoal(entity.Properties.pathname.."RunPath","trace",1,1);
- AI:PushGoal(entity.Properties.pathname.."RunPath","signal",0,1,"PathDone",0);
-
- entity:SelectPipe(0,entity.Properties.pathname.."RunPath");
- end,
- ---------------------------------------------
- OnActivate = function( self, entity )
- -- System:LogToConsole("\001"..entity:GetName().."+++++++++++++++++ RunToAlarm OnActivate");
- entity:SelectPipe(0,entity.Properties.pathname.."RunPath");
- end,
- ---------------------------------------------
- OnBored = function( self, entity )
- end,
- ---------------------------------------------
- OnNoTarget = function( self, entity )
-
- end,
- ---------------------------------------------
- OnPlayerSeen = function( self, entity, fDistance )
-
- end,
- ---------------------------------------------
- OnEnemySeen = function( self, entity )
- -- called when the enemy sees a foe which is not a living player
- 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 )
-
- end,
- ---------------------------------------------
- OnThreateningSoundHeard = function( self, entity )
- end,
- ---------------------------------------------
- OnReceivingDamage = function ( self, entity, sender)
- end,
- --------------------------------------------------
- OnCoverRequested = function ( self, entity, sender)
- -- called when the enemy is damaged
- end,
- ---------------------------------------------
- OnBulletRain = function ( self, entity, sender)
-
- end,
- --------------------------------------------------
- OnGrenadeSeen = function( self, entity, fDistance )
-
- end,
- --------------------------------------------------
- -- CUSTOM SIGNALS
- --------------------------------------------------
-
- PathDone= function (self, entity, sender)
- entity:SelectPipe(0,"randomhide");
- entity:InsertSubpipe(0,"force_reevaluate");
- end,
-
- OnGroupMemberDied = function( self, entity, sender)
- end,
- --------------------------------------------------
- OnGroupMemberDiedNearest = function ( self, entity, sender)
-
- end,
- --------------------------------------------------
- COVER_NORMALATTACK = function (self, entity, sender)
- end,
- --------------------------------------------------
- COVER_RELAX = function (self, entity, sender)
- end,
- --------------------------------------------------
- AISF_GoOn = function (self, entity, sender)
- end,
- --------------------------------------------------
- -- GROUP SIGNALS
- --------------------------------------------------
- HEADS_UP_GUYS = function (self, entity, sender)
-
- end,
- ---------------------------------------------
- INCOMING_FIRE = function (self, entity, sender)
-
- end,
- ---------------------------------------------
- KEEP_FORMATION = function (self, entity, sender)
-
- end,
- ---------------------------------------------
- MOVE_IN_FORMATION = function (self, entity, sender)
-
- 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,
-
- ---------------------------------------------
- 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,
-
- }