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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 |
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5 |
affect ( "k_captain", /*@AFFECT_TYPE*/ FLUSH )
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{
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set ( /*@SET_TYPES*/ "SET_CAMERA_GROUP", "k_captain" );
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set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_NONE" );
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}
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10 |
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11 |
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affect ( "k_doctor", /*@AFFECT_TYPE*/ FLUSH )
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{
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set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_NONE" );
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}
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affect ( "k_captain2", /*@AFFECT_TYPE*/ FLUSH )
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{
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set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_NONE" );
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}
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22 |
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23 |
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affect ( "engineer", /*@AFFECT_TYPE*/ FLUSH )
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{
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set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_NONE" );
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task ( "turn" )
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{
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30 |
set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_FACE" );
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}
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task ( "go1" )
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{
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36 |
set ( /*@SET_TYPES*/ "SET_NAVGOAL", "core_nav1" );
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}
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38 |
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39 |
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task ( "console" )
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41 |
{
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dowait ( "turn" );
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set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_CONSOLE1" );
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set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 5000 );
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wait ( 5000.000 );
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set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_PATROL" );
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}
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48 |
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set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_PATROL" );
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dowait ( "go1" );
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set ( /*@SET_TYPES*/ "SET_DYAW", 0.000 );
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dowait ( "console" );
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}
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54 |
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55 |
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56 |
//(BHVDREM) affect ( "mine", /*@AFFECT_TYPE*/ FLUSH )
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//(BHVDREM) {
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//(BHVDREM) rotate ( < 10.000 10.000 360.000 >, 15000.000 );
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//(BHVDREM) }
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60 |
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61 |
wait ( 1000.000 );
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set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SHOW", /*@OBJECTIVES*/ "OBJ_REPEL_CB7" );
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63 |
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64 |
loop ( -1 )
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{
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use ( "moving_thing1" );
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use ( "moving_thing2" );
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use ( "moving_steam1" );
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use ( "moving_steam2" );
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wait ( 2000.000 );
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}
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72 |
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