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Revision Autor Zeilennr. Zeile
905 lars 1
//---------------------------------------------------------
2
$define RANGE_WORK			256
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$define	RANGE_PATROL		1024 //Chrissed -> Orginal was 256
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$define STAGE_TURN			  8
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$define TIME_PLAYER_ATTACK	.75
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//---------------------------------------------------------
7
 
8
//---------------------------------------------------------
9
state START
10
//---------------------------------------------------------
11
{
12
	entrycommands
13
	{
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		setvartime ( "playerattacked" )
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		//turntowardsplayer
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	}
17
 
18
	states
19
	{
20
		CORE_MAIN	: default
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	}
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}
23
 
24
//---------------------------------------------------------
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state CORE_MAIN
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//---------------------------------------------------------
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{
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	entrycommands
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	{
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		forgetenemies
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	}
32
 
33
	states
34
	{
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		CORE_PAIN			: SHOW_PAIN
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		TO_COMBAT			: OTHER_DIED
37
 
38
		PATROL 				: VALID_PATROL_NODE_IN_RANGE ( $RANGE_PATROL$ ) //Added by Chriss
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		WORK 				: SHOULD_DO_ACTION ( "work" ) VALID_WORK_NODE_IN_RANGE ( $RANGE_WORK$ )
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		WANDER				: SHOULD_DO_ACTION ( "wander" )
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		HOLD				: default
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	}
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}
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45
//---------------------------------------------------------
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state PATROL
47
//---------------------------------------------------------
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{
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	entrycommands
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	{
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		incontext "patrol"
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	}
53
 
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	Behavior Patrol ( "walk" )
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	states
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	{
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		CORE_PAIN			: SHOW_PAIN
59
 
60
		TO_COMBAT			: OTHER_DIED
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		TO_COMBAT			: ATTACKED
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		TO_COMBAT 			: PAIN
63
 
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		ALERTED 			: HAVE_ENEMY
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		WORK 				: SHOULD_DO_ACTION ( "work" ) VALID_WORK_NODE_IN_RANGE ( $RANGE_WORK$ )
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		CORE_MAIN			: BEHAVIOR_SUCCESS
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		PATROL_FAILED		: BEHAVIOR_FAILED
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	}
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}
70
 
71
//---------------------------------------------------------
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state PATROL_FAILED
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//---------------------------------------------------------
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{
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	legs
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	{
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		idle : default
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	}
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80
	time ( 1.0 )
81
 
82
	states
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	{
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		CORE_PAIN		: SHOW_PAIN
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		TO_COMBAT		: ATTACKED
86
		TO_COMBAT 		: PAIN
87
		TO_COMBAT		: OTHER_DIED
88
 
89
		ALERTED 		: HAVE_ENEMY
90
 
91
		PATROL	: TIME_DONE
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	}
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}
94
 
95
 
96
//---------------------------------------------------------
97
state WORK
98
//---------------------------------------------------------
99
{
100
	entrycommands
101
	{
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		incontext "work"
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	}
104
 
105
	Behavior Work ( "walk" )
106
 
107
	states
108
	{
109
		CORE_PAIN		: SHOW_PAIN
110
		TO_COMBAT		: OTHER_DIED
111
		TO_COMBAT		: ATTACKED
112
		TO_COMBAT 		: PAIN
113
 
114
		ALERTED 		: HAVE_ENEMY
115
 
116
		CORE_MAIN	: BEHAVIOR_SUCCESS
117
		WORK_FAILED	: BEHAVIOR_FAILED
118
	}
119
}
120
 
121
//---------------------------------------------------------
122
state WORK_FAILED
123
//---------------------------------------------------------
124
{
125
	legs
126
	{
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		idle : default
128
	}
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130
	time ( 1.0 )
131
 
132
	states
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	{
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		CORE_PAIN			: SHOW_PAIN
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		TO_COMBAT			: OTHER_DIED
136
		TO_COMBAT			: ATTACKED
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		TO_COMBAT 			: PAIN
138
 
139
		ALERTED 		: HAVE_ENEMY
140
 
141
		WORK	: TIME_DONE
142
	}
143
}
144
 
145
//---------------------------------------------------------
146
state WANDER
147
//---------------------------------------------------------
148
{
149
	entrycommands
150
	{
151
		incontext "wander"
152
	}
153
 
154
	Behavior MoveRandomDirection ( "walk" , 128 , 96 )
155
 
156
	states
157
	{
158
		CORE_PAIN			: SHOW_PAIN
159
		TO_COMBAT			: OTHER_DIED
160
		TO_COMBAT			: ATTACKED
161
		TO_COMBAT 			: PAIN
162
 
163
		//ALERTED 		: HAVE_ENEMY
164
 
165
		WANDER_WAIT			: BEHAVIOR_SUCCESS
166
		WANDER_FAILED		: BEHAVIOR_FAILED
167
	}
168
}
169
 
170
//---------------------------------------------------------
171
state WANDER_WAIT
172
//---------------------------------------------------------
173
{
174
	Behavior HoldPosition
175
 
176
	time ( 7.5 , 10 )
177
 
178
	states
179
	{
180
		CORE_PAIN			: SHOW_PAIN
181
		TO_COMBAT			: OTHER_DIED
182
		TO_COMBAT			: ATTACKED
183
		TO_COMBAT 			: PAIN
184
 
185
		//ALERTED 			: HAVE_ENEMY
186
 
187
		CORE_MAIN			: TIME_DONE
188
	}
189
}
190
 
191
//---------------------------------------------------------
192
state WANDER_FAILED
193
//---------------------------------------------------------
194
{
195
	Behavior HoldPosition
196
 
197
	time ( 1.0 )
198
 
199
	states
200
	{
201
		CORE_PAIN			: SHOW_PAIN
202
		TO_COMBAT			: OTHER_DIED
203
		TO_COMBAT			: ATTACKED
204
		TO_COMBAT 			: PAIN
205
 
206
		//ALERTED 		: HAVE_ENEMY
207
 
208
		WANDER	: TIME_DONE
209
	}
210
}
211
 
212
//---------------------------------------------------------
213
state HOLD
214
//---------------------------------------------------------
215
{
216
	legs
217
	{
218
		idle : default
219
	}
220
 
221
	time ( 1.0 )
222
 
223
	states
224
	{
225
		CORE_PAIN	: SHOW_PAIN
226
		TO_COMBAT	: OTHER_DIED
227
		TO_COMBAT	: ATTACKED
228
		TO_COMBAT 	: PAIN
229
		ALERTED 	: TIME_DONE HAVE_ENEMY
230
		CORE_MAIN	: TIME_DONE
231
	}
232
}
233
 
234
////---------------------------------------------------------
235
//state CORE_COWER
236
////---------------------------------------------------------
237
//{
238
//	entrycommands
239
//	{
240
//		cleartorsoanim
241
//	}
242
//	legs
243
//	{
244
//		cower : default
245
//	}
246
//
247
//	time ( 5 , 7.0 )
248
//
249
//	states
250
//	{
251
//		ALERTED 	: HAVE_ENEMY
252
//		CORE_MAIN : TIME_DONE
253
//	}
254
//}
255
 
256
//---------------------------------------------------------
257
state CORE_PAIN
258
//---------------------------------------------------------
259
{
260
	states
261
	{
262
		CORE_BIG_PAIN	  : MOD ( "explosion" )
263
		CORE_BIG_PAIN	  : MOD ( "imod_primary" )
264
		CORE_BIG_PAIN	  : MOD ( "plasmashotgun" )
265
		CORE_BIG_PAIN	  : MOD ( "small_explosion" )
266
		CORE_SMALL_PAIN : default
267
	}
268
}
269
 
270
//---------------------------------------------------------
271
state CORE_BIG_PAIN
272
//---------------------------------------------------------
273
{
274
	legs
275
	{
276
		pain_knockback : default
277
	}
278
 
279
	states
280
	{
281
		TO_COMBAT : ANIM_DONE
282
	}
283
}
284
 
285
//---------------------------------------------------------
286
state CORE_SMALL_PAIN
287
//---------------------------------------------------------
288
{
289
	entrycommands
290
	{
291
		saveofflasthitbone
292
	}
293
 
294
	legs
295
	{
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		pain_stomach 	: BONE_DAMAGED ( "Bip01 Pelvis" )
297
		pain_stomach 	: BONE_DAMAGED ( "Bip01 Spine" )
298
		pain_chest 		: BONE_DAMAGED ( "Bip01 Spine2" )
299
		pain_head 		: BONE_DAMAGED ( "Bip01 Head" )
300
		pain_shoulder_L : BONE_DAMAGED ( "Bip01 L Clavicle" )
301
		pain_shoulder_L : BONE_DAMAGED ( "Bip01 L Upperarm" )
302
		pain_shoulder_L : BONE_DAMAGED ( "Bip01 L Forearm" )
303
		pain_shoulder_L : BONE_DAMAGED ( "Bip01 L Hand" )
304
		pain_shoulder_L : BONE_DAMAGED ( "Bip01 L Finger2" )
305
		pain_shoulder_R : BONE_DAMAGED ( "Bip01 R Clavicle" )
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		pain_shoulder_R : BONE_DAMAGED ( "Bip01 R Upperarm" )
307
		pain_shoulder_R : BONE_DAMAGED ( "Bip01 R Forearm" )
308
		pain_shoulder_R : BONE_DAMAGED ( "Bip01 R Hand" )
309
		pain_shoulder_R : BONE_DAMAGED ( "Bip01 R Finger2" )
310
		pain_leg_L 		: BONE_DAMAGED ( "Bip01 L Thigh" )
311
		pain_L_lowerleg : BONE_DAMAGED ( "Bip01 L Calf" )
312
		pain_L_lowerleg : BONE_DAMAGED ( "Bip01 L Foot" )
313
		pain_L_lowerleg : BONE_DAMAGED ( "Bip01 L Toe0" )
314
		pain_leg_R 		: BONE_DAMAGED ( "Bip01 R Thigh" )
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		pain_R_lowerleg : BONE_DAMAGED ( "Bip01 R Calf" )
316
		pain_R_lowerleg : BONE_DAMAGED ( "Bip01 R Foot" )
317
		pain_R_lowerleg : BONE_DAMAGED ( "Bip01 R Toe0" )
318
		pain_chest		: default
319
	}
320
 
321
	states
322
	{
323
		TO_COMBAT : ANIM_DONE
324
	}
325
 
326
}
327
 
328
//---------------------------------------------------------
329
state TO_COMBAT
330
//---------------------------------------------------------
331
{
332
	entrycommands
333
	{
334
		groupattack
335
		selectclosestenemy
336
		setvar ( "manual_state" , "combat" )
337
	}
338
}
339
 
340
//---------------------------------------------------------
341
state ALERTED
342
//---------------------------------------------------------
343
{
344
	entrycommands
345
	{
346
		turntowardsenemy
347
		forgetenemies
348
		playdialog ( "localization/sound/dialog/m10l1/rom_whatthat.mp3" , 1 , 192 , 0)
349
	}
350
 
351
	legs
352
	{
353
		//patrol_whosthere : CHANCE ( 0.25 )
354
		//d : CHANCE ( 0.25 )
355
		patrol_spotted : default
356
	}
357
 
358
	states
359
	{
360
		TO_COMBAT	: ATTACKED
361
		TO_COMBAT 	: PAIN
362
		TO_COMBAT	: CAN_SEE_ENEMY
363
		INVESTIGATE : ANIM_DONE
364
	}
365
}
366
 
367
//---------------------------------------------------------
368
state INVESTIGATE
369
//---------------------------------------------------------
370
{
371
	Behavior Investigate ( "walk" , 5 , 0 , "patrol_search" , 3 )
372
 
373
	Time ( 2 );
374
 
375
	states
376
	{
377
		TO_COMBAT	: ATTACKED
378
		TO_COMBAT 	: PAIN
379
		TO_COMBAT	: CAN_SEE_ENEMY
380
 
381
		TO_COMBAT	: TIME_DONE HAVE_ENEMY
382
 
383
		CORE_PAIN 	: SHOW_PAIN
384
 
385
		CORE_MAIN 	: BEHAVIOR_DONE
386
	}
387
}
388