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lars |
1 |
//Generated by BehavEd
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2 |
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3 |
rem ( "comment" );
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4 |
declare ( /*@DECLARE_TYPE*/ STRING, "dooropen2" );
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declare ( /*@DECLARE_TYPE*/ STRING, "dooropen3" );
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set ( "dooropen2", "false" );
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set ( "dooropen3", "false" );
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use ( "sludgesound" );
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9 |
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affect ( "sludge", /*@AFFECT_TYPE*/ FLUSH )
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{
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move ( < 0.000 0.000 -83.000 >, < 0.000 0.000 0.000 >, 0.000 );
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}
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14 |
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15 |
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affect ( "hurttrigger", /*@AFFECT_TYPE*/ FLUSH )
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{
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move ( < 0.000 0.000 -83.000 >, < 0.000 0.000 0.000 >, 0.000 );
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}
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20 |
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//(BHVDREM) use ( "fountain" );
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22 |
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affect ( "Vorik", /*@AFFECT_TYPE*/ FLUSH )
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{
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set ( /*@SET_TYPES*/ "SET_NO_RESPONSE", /*@BOOL_TYPES*/ "true" );
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set ( /*@SET_TYPES*/ "SET_SQUADNAME", "munro" );
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set ( /*@SET_TYPES*/ "SET_CREATEFORMATION", /*@BOOL_TYPES*/ "true" );
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set ( /*@SET_TYPES*/ "SET_CAMERA_GROUP", "cg2" );
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set ( /*@SET_TYPES*/ "SET_ENEMY_TEAM", /*@TEAM_NAMES*/ "TEAM_SCAVENGERS" );
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set ( /*@SET_TYPES*/ "SET_ARMOR", 100 );
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set ( /*@SET_TYPES*/ "SET_HEALTH", 150 );
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//(BHVDREM) set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_HUNT_AND_KILL" );
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33 |
}
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34 |
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35 |
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36 |
affect ( "Lang", /*@AFFECT_TYPE*/ FLUSH )
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{
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set ( /*@SET_TYPES*/ "SET_NO_RESPONSE", /*@BOOL_TYPES*/ "true" );
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set ( /*@SET_TYPES*/ "SET_SQUADNAME", "munro" );
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40 |
set ( /*@SET_TYPES*/ "SET_CREATEFORMATION", /*@BOOL_TYPES*/ "true" );
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set ( /*@SET_TYPES*/ "SET_CAMERA_GROUP", "cg2" );
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set ( /*@SET_TYPES*/ "SET_ENEMY_TEAM", /*@TEAM_NAMES*/ "TEAM_SCAVENGERS" );
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//(BHVDREM) set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_HUNT_AND_KILL" );
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set ( /*@SET_TYPES*/ "SET_ARMOR", 100 );
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set ( /*@SET_TYPES*/ "SET_HEALTH", 150 );
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}
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47 |
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48 |
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49 |
affect ( "Pelletier", /*@AFFECT_TYPE*/ FLUSH )
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50 |
{
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51 |
set ( /*@SET_TYPES*/ "SET_NO_RESPONSE", /*@BOOL_TYPES*/ "true" );
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52 |
set ( /*@SET_TYPES*/ "SET_SQUADNAME", "munro" );
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set ( /*@SET_TYPES*/ "SET_CREATEFORMATION", /*@BOOL_TYPES*/ "true" );
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set ( /*@SET_TYPES*/ "SET_CAMERA_GROUP", "cg2" );
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set ( /*@SET_TYPES*/ "SET_ENEMY_TEAM", /*@TEAM_NAMES*/ "TEAM_SCAVENGERS" );
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set ( /*@SET_TYPES*/ "SET_ARMOR", 100 );
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set ( /*@SET_TYPES*/ "SET_HEALTH", 150 );
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//(BHVDREM) set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_HUNT_AND_KILL" );
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}
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60 |
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61 |
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affect ( "Munrocin", /*@AFFECT_TYPE*/ FLUSH )
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63 |
{
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set ( /*@SET_TYPES*/ "SET_SOLID", /*@BOOL_TYPES*/ "false" );
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set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "true" );
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66 |
set ( /*@SET_TYPES*/ "SET_CAMERA_GROUP", "cg1" );
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}
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68 |
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69 |
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70 |
affect ( "Control_Klingon", /*@AFFECT_TYPE*/ FLUSH )
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71 |
{
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72 |
set ( /*@SET_TYPES*/ "SET_CAMERA_GROUP", "cg3" );
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}
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74 |
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75 |
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//(BHVDREM) affect ( "Munro", /*@AFFECT_TYPE*/ FLUSH )
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77 |
//(BHVDREM) {
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//(BHVDREM) set ( /*@SET_TYPES*/ "SET_HEALTH", 100 );
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79 |
//(BHVDREM) }
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80 |
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