Post
by bernie » Thu Apr 03, 2008 11:58 am
Creekmonkey...
Here is a perfectai script I modifed so that a pawn was made unconcious for a few seconds if he was clubbed with a cosh and respawns when he comes round. If he is struck with any other weapon he is killed. If you look through it you will see how I did the respawn. This script works ok for me no problems. Hope this helps you.
{
// Perfect AI
// by Peter Coleman
// Modified by Bernard Parkin 2006
// monster will fire missiles or melee if close enough
// Changes to ai-run and Check-Any-Attack
MAXPOINTS [7] //Number of Scriptpoints in level for this pawn
SCALE [1] // scale of actor
GROUP [soldier] // name of monster group
BOXWIDTH [25] // width and depth of bounding box
HOSTILEPLAYER [true] // hostile to player
HOSTILEDIFFERENT [false] // hostile to different Pawn group
HOSTILESAME [false] // hostile to same Pawn group
HEALTHATTRIBUTE [health] // name of health attribute
CONATTRIBUTE [conciousness]
CON [10]
HEALTH [50] // initial amount of health
SIGHTDIST [200] // max distance monster can see at idle
ALERTSIGHTDIST [150] // max distance monster can see when alert
FOV [160] // field of view in degrees
ATTACKFOV [360] // attacking field of view
YAWSPEED [360] // speed of rotation in deg/sec
DAMAGEATTRIBUTE [health] // attribute damaged by attack
ALERTTRIGGER [AlertG] // name of alert trigger
// define the type of monster this will be
ATTACKTYPE [melee] // type of attack - melee or missile
PATROL [true] // false - ambush or true - patrol
PC [0] // make any visible point the next point
// idling and turning
STAND [Idle] // idle animation
TURNL [Idle] // turn left animation
TURNR [Idle] // turn right animation
// when in pain
PAIN [Injury] // pain animations
PAIN1 [Injury]
PAIN2 [Injury]
PAIN3 [Injury]
PAINPERCENT [50] // percentage of time pain is shown
PAINSOUND [pl_pain2.wav] // sounds played when in pain
PAINSOUND1 [injury1.wav]
PAINSOUND2 [injury1.wav]
PAINSOUND3 [injury1.wav]
// when dying
DIE [Die] // dying animations
DIE1 [Die]
DIE2 [Die]
DIE3 [Die]
DIEHOLD [false] // time corpse still appears
DIEFADE [false] // fadeout time of corpse
DIESOUND [deathyell.wav] // sounds played when dying
DIESOUND1 [die1.wav]
DIESOUND2 [die1.wav]
DIESOUND3 [deathyell.wav]
// when running to attack
RUN [Run] // running animation
RUNSPEED [200] // average run speed
RUNSOUNDDELAY [2] // delay between making sounds when running to attack
RUNSOUND [breath.wav] // sound played while running to attack
// when walking while patroling
WALK [Walk] // walking animation
WALKSPEED [100] // average walking speed
WALKSOUND [breath.wav] // walking sound
// the projectile attack mode
MISSILEATTACK [Run]//[crouch_shoot_xm4_blend1] // missile attacking animations
MISSILEATTACK1 [Run]//[ref_shoot_xm4_blend1]
MISSILEATTACK2 [Run]//[crouch_shoot_xm4_blend1]
SHOOTUP [Run]//[ref_shoot_xm4_blend2]
SHOOTDOWN [Run]//[ref_shoot_xm4_blend1]
FIREDELAY [0.3] // delay after animation starts before projectile launch
FIREDELAY1 [0.3]
FIREDELAY2 [0.3]
MISSILESOUND [shoot1.wav] // sounds played when shooting
MISSILESOUND1 [shoot1.wav]
MISSILESOUND2 [shoot1.wav]
MISSILERANGE [1]//[700] // max distance to start missile attack
PROJECTILE [PlasmaBullet] // projectile name
FIREBONE [Bip01 R Finger1] // projectile launch bone
OFFSETX [0] // launch offsets
OFFSETY [0]
OFFSETZ [0]
ATTACKDELAY [0.3] // time between shots
SKILL [5] // skill level 1 to 10
// the melee attack mode
MELEEATTACK [Punch] // melee attacking animations
MELEEATTACK1 [Slash1]
MELEEATTACK2 [Slash2]
MELEESOUND [uuh.wav] // sounds played when melee attacking
MELEESOUND1 [uuh.wav]
MELEESOUND2 [uuh.wav]
MELEERANGE [35] // max distance to start melee attack
//MAXMELEERANGE [100] // max distance for melee mode
MINMELEEDAMAGE [10] // minimum amount of damage per melee attack
MAXMELEEDAMAGE [10] // maximum amount of damage per melee attack
MELEEDELAY [2] // number of seconds between melee damages
MELEEDAMAGESOUND [melee2.wav] // sound played when damage is done
// search for enemy
LOSTTIME [10] // time to search for enemy before giving up
POINTRADIUS [20] // radius from point when considered there
// obstacle avoidance forces for jumping
FORCEUP [65] // obstacle avoidance jump speed
FORCEFORWARD [20] // obstacle avoidance forward speed
FORCESIDE [20] // obstacle avoidance sideways speed
// local variables - do not change
RUNFUNC [monster_run_start] // monster run to attack function
MISSILEFUNC [monster_missile_start] // monster missile function
MELEEFUNC [monster_melee_start] // monster melee function
LOSTFUNC [monster_lost_target_start] // monster lost target function
AS_NONE [0]
AS_MELEE [1]
AS_MISSILE [2]
AS_STRAIGHT [3]
attack_delay [0]
melee_time [0]
lost_time [0]
back_up [false]
back_time [0]
left_time [0]
back_flag [false]
fire_delay [0]
skill_time [0]
attack_state [0]
run_sound_time [0]
missile_sound [NULL]
door_check [TRUE] // always check first to see if obstacle is a door
LENGTH [0] //Length of time to delay at script point do not change -- is set elsewhere
// spawn pawn and do setup work
Spawn[ ()
{
Console(true); // false = console off
Scale(SCALE); // scale the actor
if(BOXWIDTH > 0)
{
BoxWidth(BOXWIDTH*SCALE); // set bounding box width/depth
}
AttributeOrder(HEALTHATTRIBUTE, HEALTH, "Death"); // give monster health
HostilePlayer(HOSTILEPLAYER); // set who monster is hostile to
HostileSame(HOSTILESAME);
HostileDifferent(HOSTILEDIFFERENT);
SetFOV(160,"Bip01 Head"); // set field of view
SetGroup(GROUP); // assign a group to belong to
FindTargetOrder(SIGHTDIST, "FoundTarget", DAMAGEATTRIBUTE); // seen a target to chase
AddPainOrder("IdlePain", 100); // show pain and trigger alert
AvoidOrder("Avoidance"); // avoid obstacles
AddTriggerOrder("IdleToAlert", ALERTTRIGGER, 0); // go to alert when triggered
//SetWeapon("Sword"); // give the monster a big gun
RotateToPoint(STAND, YAWSPEED, false, ""); // go to point if any specified
MoveToPoint(WALK, WALKSPEED*SCALE, WALKSOUND);
if(PATROL = true)
{
NewOrder("Patrol");
}
else
{
NewOrder("Idle");
}
} ]
// avoid objects when doing a MoveToPoint
Avoidance[ ()
{
if(door_check=true)
{
MoveBackward(WALK, WALKSPEED*SCALE, (WALKSPEED/2)*SCALE, ""); // if it's a door try again
door_check=false; // if it wasn't a door try other ways
Return();
}
if(random(1,10)<3) // backup and move sideways sometimes
{
MoveBackward(WALK, WALKSPEED*SCALE, (WALKSPEED/2)*SCALE, "");
MoveRight(WALK, WALKSPEED*SCALE, (WALKSPEED/2)*SCALE, "");
}
else
{
Jump(RUN, FORCEUP*SCALE, true, "");
if(random(1,10)<6)
{
Move("", FORCEFORWARD*SCALE, (FORCEFORWARD/2)*SCALE, 0, 90, 0, "");
}
else
{
Move("", FORCEFORWARD*SCALE, (FORCEFORWARD/2)*SCALE, 0, -90, 0, "");
}
}
Return();
} ]
// idle in place waiting for something to happen
Idle[ ()
{
PlayAnimation(STAND, true, "");
RestartOrder();
} ]
// walk the beat from point to point
Patrol[ ()
{
SetFOV(FOV,"Bip01 Head"); // set field of view
NextPoint();
LENGTH=random(5,10); // Set delay time between 5 and 10 secs
if(self.point_name="CStart2")
{
Delay("Idle",LENGTH,""); // Wait at CStart for BETWEEN 5 & 10 secs
}
LENGTH=random(5,10); // Set delay time between 5 and 10 secs
if(self.point_name="Cspc3")
{
Delay("Idle",LENGTH,""); // Wait at Cspc3 BETWEEN 5 & 10 secs
}
RotateMoveToPoint(WALK, YAWSPEED, WALKSPEED*SCALE, false, WALKSOUND);
MoveToPoint(WALK, WALKSPEED*SCALE, WALKSOUND);
door_check=true; // ready to check for doors again
RestartOrder();
//}
} ]
// show pain at idle then trigger to alert
IdlePain[ ()
{
NewOrder("FoundTarget");
} ]
// start shifting from idle to alert
IdleToAlert[ ()
{
NewOrder("FoundTarget");
} ]
// look around at alert looking for enemy
Alert[ ()
{
NewOrder("FoundTarget");
} ]
// show pain at alert
AlertPain[ ()
{
NewOrder("FoundTarget");
} ]
// timed out at alert
AlertToIdle[ ()
{
NewOrder("FoundTarget");
} ]
// found a target to attack
FoundTarget[ ()
{
SetFOV(360,"Bip01 Head"); // set field of view
LowLevel(RUNFUNC); // attack functions are low level
} ]
// lost target while attacking so go back to idle again
LostTarget[ ()
{
SetFOV(FOV,"Bip01 Head"); // set field of view
FindTargetOrder(SIGHTDIST, "FoundTarget", DAMAGEATTRIBUTE); // seen a target to chase
//FindPointOrder("Patrol"); // do point stuff
PC=1;
LowLevel("Conscious");
if(PATROL = true)
{
NewOrder("Patrol");
}
else
{
NewOrder("Idle");
}
} ]
// you died
Death[()
{
LowLevel("death_biz");
return 0;
} ]
Death_1[ ()
{
SetNoCollision(); // remove bounding box so there are no collisions with corpse
FadeOut(5,0);
Remove(true); // remove actor
//RemoveWeapon(true); // remove the current weapon actor.
return 0;
}]
// Low level attack routines
// Start of run to attack
monster_run_start[ ()
{
TargetPlayer();
UpdateEnemyVis(true); //always aware of player position
UpdateTarget();
Animate(RUN); // play run animation
self.ThinkTime = 0; // start thinking on next frame
self.think = "monster_run"; // go to run attack routine
self.ideal_yaw = enemy_yaw; // set direction to run
self.yaw_speed = YAWSPEED; // set rotation speed
back_up = false; // initialize obstacle avoidance
attack_state = AS_NONE; // not attacking yet
melee_time = time;
run_sound_time = time;
} ]
// run to enemy to attack
monster_run[ ()
{
self.ThinkTime = 0;
if(self.health<=0)
{
self.think = "death_biz"; // dead
return 0;
}
if((self.in_pain = true) and (random(1,100)<PAINPERCENT))
{
self.think = "monster_run_pain_start"; // in pain
return 0;
}
if(EnemyExist(DAMAGEATTRIBUTE) < 3)
{
HighLevel("LostTarget"); // enemy is gone or dead
return 0;
}
if(enemy_vis = false)
{
self.think = LOSTFUNC; // lost sight of enemy
lost_time = time + LOSTTIME;
return 0;
}
if(run_sound_time < time)
{
if(random(1,10)>7)
{
run_sound_time = time + RUNSOUNDDELAY;
PlaySound(RUNSOUND);
}
}
ai_run(random((RUNSPEED-2)*SCALE,(RUNSPEED+2)*SCALE)); // run toward enemy
} ]
// start of pain while running
monster_run_pain_start[ ()
{
switch(random(1,4)) // play one of 4 pain animations
{
case 1
{
Animate(PAIN);
PlaySound("pl_pain2.wav", 500);
}
case 2
{
Animate(PAIN1);
PlaySound("pl_pain2.wav", 500);
}
case 3
{
Animate(PAIN2);
PlaySound("pl_pain2.wav", 500);
}
case 4
{
Animate(PAIN3);
PlaySound("pl_pain2.wav", 500);
}
}
SetHoldAtEnd(true); // set to stop at animation end
self.ThinkTime = 0;
self.think = "monster_run_pain";
} ]
// wait for animation to stop
monster_run_pain[ ()
{
self.ThinkTime = 0;
if(self.animate_at_end = true) // wait for end of animation
{
self.think = "monster_run_start"; // start running again
SetHoldAtEnd(false); // remove animation stop
self.ThinkTime = 0;
}
} ]
// start of lost sight of enemy routine
monster_lost_target_start[ ()
{
Animate(RUN); // play run animation
self.ThinkTime = 0; // start thinking on next frame
self.think = "monster_lost_target";
run_sound_time = time + RUNSOUNDDELAY;
} ]
// go to last known location of enemy
monster_lost_target[ ()
{
self.ThinkTime = 0;
if(lost_time<time)
{
HighLevel("LostTarget"); // timed out while looking
return 0;
}
self.ThinkTime = 0;
if(self.health<=0)
{
self.think = "death_biz"; // dead
return 0;
}
if((self.in_pain = true) and (random(1,100)<PAINPERCENT))
{
self.think = "monster_lost_pain_start"; // in pain
return 0;
}
if(EnemyExist(DAMAGEATTRIBUTE) < 3)
{
HighLevel("LostTarget"); // enemy died or was removed
return 0;
}
if(enemy_vis = true)
{
PlaySound("overhere_a.wav", 500);
self.think = "monster_run_start"; // seen again so run to attack
self.ThinkTime = 0;
return 0;
}
if(run_sound_time < time)
{
if(random(1,10)>7)
{
run_sound_time = time + RUNSOUNDDELAY;
PlaySound(RUNSOUND);
}
}
if((enemy_range>POINTRADIUS) and (RUNSPEED > 0)) // get close to last known location
{
walk_movetogoal(random((RUNSPEED-2)*SCALE,(RUNSPEED+2)*SCALE));
}
else
{
HighLevel("LostTarget"); // can't find at last known location
return 0;
}
} ]
// start of showing pain while searching
monster_lost_pain_start[ ()
{
switch(random(1,4)) // play one of 4 pain animations
{
case 1
{
Animate(PAIN);
PlaySound("pl_pain2.wav", 500);
}
case 2
{
Animate(PAIN1);
PlaySound("pl_pain2.wav", 500);
}
case 3
{
Animate(PAIN2);
PlaySound("pl_pain2.wav", 500);
}
case 4
{
Animate(PAIN3);
PlaySound("pl_pain2.wav", 500);
}
}
SetHoldAtEnd(true); // set to stop at end
self.ThinkTime = 0;
self.think = "monster_lost_pain";
} ]
// wait till animation is done
monster_lost_pain[ ()
{
self.ThinkTime = 0;
if(self.animate_at_end = true) // animation done
{
self.think = "monster_lost_target_start"; // go back to finding target
SetHoldAtEnd(false); // remove stop at end
self.ThinkTime = 0;
}
} ]
CheckForPoints[()
{
self.ThinkTime=0; // Process every frame
if((self.point_vis)and(CURPOINTL="C"))
{
// point is visible - go to high level for nav and targetting
HighLevel("LostTarget");
return 0;
}
else
{
// Point not visible - cycle points
PC=PC+1; // Increment point counter variable
if(PC > 27)
{
// Point count has exceeded max - set to 0. (Max was 110 but 27 for me)
PC=1;
}
NextPoint();
}
return 0;
}]
// start of missile attack
monster_missile_start[ ()
{
switch(random(1,3)) // play one of 3 missile animations
{
case 1
{
Animate(MISSILEATTACK);
fire_delay = time + FIREDELAY; // set firing delay
PlaySound("shotfire.wav", 500);
}
case 2
{
Animate(MISSILEATTACK1);
fire_delay = time + FIREDELAY1; // set firing delay
PlaySound("shotfire.wav", 500);
}
case 3
{
Animate(MISSILEATTACK2);
fire_delay = time + FIREDELAY2; // set firing delay
PlaySound("shotfire.wav", 500);
}
}
TargetPlayer();
UpdateEnemyVis(true); //always aware of player position
UpdateTarget();
self.ideal_yaw = enemy_yaw; // set direction to run
SetHoldAtEnd(true);
self.ThinkTime = 0.3;
self.think = "monster_missile";
skill_time = time + (SKILL*0.1); // calculate next update time
attack_delay = time + ATTACKDELAY; // delay until next shot
} ]
// attack target with projectile
monster_missile[ ()
{
self.ThinkTime = 0.3;
if(self.health<=0)
{
self.think = "death_biz";
return 0;
}
if((self.in_pain = true) and (random(1,100)<PAINPERCENT))
{
self.think = "monster_missile_pain_start"; // in pain
SetHoldAtEnd(false);
return 0;
}
exist = EnemyExist(DAMAGEATTRIBUTE);
if(exist < 2)
{
SetHoldAtEnd(false);
HighLevel("LostTarget"); // enemy is dead and gone
return 0;
}
if(exist = 2)
{
SetHoldAtEnd(false);
HighLevel("LostTarget"); // enemy is dead but body remains
return 0;
}
if(enemy_vis = false)
{
self.think = LOSTFUNC; // lost sight of enemy
lost_time = time + LOSTTIME;
SetHoldAtEnd(false);
return 0;
}
if(self.player_Y>self.current_Y)
{
Animate(SHOOTUP);
FireProjectile(PROJECTILE, FIREBONE, OFFSETX, OFFSETY, OFFSETZ, DAMAGEATTRIBUTE);
PlaySound("shotfire.wav", 500);
SetHoldAtEnd(false);
self.ThinkTime = 0.3;
}
if(self.player_Y<self.current_Y)
{
Animate(SHOOTDOWN);
FireProjectile(PROJECTILE, FIREBONE, OFFSETX, OFFSETY, OFFSETZ, DAMAGEATTRIBUTE);
PlaySound("shotfire.wav", 500);
SetHoldAtEnd(false);
self.ThinkTime = 0.3;
}
if(enemy_range>MISSILERANGE)
{
Animate(MISSILEATTACK);
FireProjectile(PROJECTILE, FIREBONE, OFFSETX, OFFSETY, OFFSETZ, DAMAGEATTRIBUTE);
fire_delay = time + FIREDELAY; // set firing delay
PlaySound("shotfire.wav", 500);
self.think = RUNFUNC; // too far away so run toward
SetHoldAtEnd(false);
return 0;
}
if(skill_time<time) // update according to skill level
{
UpdateTarget(); // update target location
skill_time = time + (SKILL*0);
ai_face(); // face enemy while attacking
}
if(fire_delay<time) // delay after animation starts before firing
{
FireProjectile(PROJECTILE, FIREBONE, OFFSETX, OFFSETY, OFFSETZ, DAMAGEATTRIBUTE);
fire_delay = time + 1000; // set delay well ahead so it is ignored
PlaySound("shotfire.wav", 500);
}
if(self.animate_at_end = true)
{
if(attack_delay < time)
{
//self.think = RUNFUNC; // no
self.think = "monster_missile_start";
SetHoldAtEnd(false);
self.ThinkTime = 0;
}
}
} ]
//Is the Pawn dead or just unconscious
death_biz[ ()
{
Animate(DIE);
PlaySound("deathyell.wav", 500);
SetHoldAtEnd(true); // set to stop at end
self.ThinkTime = 0.1;
if(self.player_weapon = 1)
{
SetAttribute(HEALTHATTRIBUTE,HEALTH);
HighLevel("Unconscious");
return 0;
}
HighLevel("Death_2");
return 0;
} ]
Death_2[()
{
NewOrder("Death_1");
return 0;
} ]
Unconscious[()
{
Delay("",20,""); //Stay unconscious for 20 secs
PC=1;
LowLevel("Conscious");
} ]
Conscious[()
{
self.ThinkTime = 0;
if(self.animate_at_end = true) // animation done
{
SetHoldAtEnd(false); // remove stop at end
}
if(self.point_vis)
{
// point is visible - go to high level for nav
HighLevel("Spawn");
return 0;
}
PC=PC+1; //point not visible - increment counter and try next point
if( PC > MAXPOINTS) // tried all points to no avail
{ // Chas totally lost and confused -- send him back to start point and get back to work
PC=1;
NewPoint("CStart2");
TeleportEntity("Chas" , "CStart2" );
HighLevel("Spawn");
return 0;
}
NewPoint("Cspc" # Integer(PC)); //next point for THIS pawn
} ]
// start of showing pain
monster_missile_pain_start[ ()
{
switch(random(1,4)) // play one of 4 pain animations
{
case 1
{
Animate(PAIN);
PlaySound("pl_pain2.wav", 500);
}
case 2
{
Animate(PAIN1);
PlaySound("pl_pain2.wav", 500);
}
case 3
{
Animate(PAIN2);
PlaySound("pl_pain2.wav", 500);
}
case 4
{
Animate(PAIN3);
PlaySound("pl_pain2.wav", 500);
}
}
SetHoldAtEnd(true); // set to stop at end
self.ThinkTime = 0;
self.think = "monster_missile_pain";
} ]
// wait until animation is done
monster_missile_pain[ ()
{
self.ThinkTime = 0;
if(self.animate_at_end = true) // animation is done
{
self.think = "monster_missile_start"; // go back to missile attack
SetHoldAtEnd(false);
self.ThinkTime = 0;
}
} ]
// start of melee attack
monster_melee_start[ ()
{
switch(random(1,3)) // play one of 3 melee animations
{
case 1
{
Animate(MELEEATTACK);
}
case 2
{
Animate(MELEEATTACK1);
}
case 3
{
Animate(MELEEATTACK2);
}
}
SetHoldAtEnd(true); // set to stop at end
self.ThinkTime = 0.1;
self.think = "monster_melee";
} ]
// melee attack
monster_melee[ ()
{
self.ThinkTime = 0;
if(self.health<=0)
{
PlaySound("deathyell.wav", 500);
self.think = "death_biz"; // in pain
return 0;
}
if((self.in_pain = true) and (random(1,100)<PAINPERCENT))
{
SetHoldAtEnd(false);
self.think = "monster_melee_pain_start"; // in pain
return 0.1;
}
exist = EnemyExist(DAMAGEATTRIBUTE); // see if target is around
if(exist < 2)
{
SetHoldAtEnd(false);
HighLevel("LostTarget"); // enemy is dead and gone
return 0;
}
if(exist = 2)
{
SetHoldAtEnd(false);
HighLevel("DeadTarget"); // enemy is dead but body remains
return 0;
}
if(enemy_vis = false)
{
SetHoldAtEnd(false);
self.think = LOSTFUNC; // lost sight of enemy
lost_time = time + LOSTTIME;
return 0;
}
if(enemy_range>(MELEERANGE*SCALE))
{
SetHoldAtEnd(false);
self.think = RUNFUNC; // too far away so run toward
return 0;
}
ai_face(); // face enemy while attacking
if(self.animate_at_end = true) // animation is done
{
SetHoldAtEnd(false);
switch(random(1,3)) // play one of 3 melee animations
{
case 1
{
Animate(MELEEATTACK);
}
case 2
{
Animate(MELEEATTACK1);
}
case 3
{
Animate(MELEEATTACK2);
}
}
SetHoldAtEnd(true); // set to stop at end
}
if(time>melee_time) // if time then damage
{
damage = random(MINMELEEDAMAGE, MAXMELEEDAMAGE); // get damage amount
Damage(damage, DAMAGEATTRIBUTE); // damage target
melee_time = time + MELEEDELAY; // reset time until next damage
}
} ]
// start of showing pain
monster_melee_pain_start[ ()
{
switch(random(1,4)) // play one of 4 pain animations
{
case 1
{
Animate(PAIN);
PlaySound("pl_pain2.wav", 500);
}
case 2
{
Animate(PAIN1);
PlaySound("pl_pain2.wav", 500);
}
case 3
{
Animate(PAIN2);
PlaySound("pl_pain2.wav", 500);
}
case 4
{
Animate(PAIN3);
PlaySound("pl_pain2.wav", 500);
}
}
SetHoldAtEnd(true); // set to stop at end
self.ThinkTime = 0.1;
self.think = "monster_melee_pain";
} ]
// wait until animation is done
monster_melee_pain[ ()
{
self.ThinkTime = 0.1;
if(self.animate_at_end = true) // animation is done
{
self.think = "monster_melee_start"; // go back to melee attack
SetHoldAtEnd(false);
self.ThinkTime = 0.1;
melee_time = time + MELEEDELAY; // reset attack deley
}
} ]
// basic AI routines
// run toward enemy and see if you are ready to attack
ai_run[ (dist)
{
if (attack_state = AS_MELEE) // do melee attack
{
ai_run_melee();
}
if (attack_state = AS_MISSILE) // do missile attack
{
ai_run_missile();
}
attack_state = AS_NONE;
if (CheckAnyAttack()) // check if you can start the actual attack
{
return 0;
}
if(RUNSPEED > 0)
{
walk_movetogoal(dist); // else move toward the enemy
}
} ]
// check if ready to do actual attacking
CheckAnyAttack[ ()
{
if(enemy_range<MELEERANGE)
{
if(enemy_range<(MELEERANGE*SCALE)) // inside melee range
{
attack_state = AS_MELEE; // do a melee attack
return true;
}
return false;
}
if(enemy_range<MISSILERANGE)
{
if(attack_delay>time)
{
return false;
}
if(enemy_range<MISSILERANGE)
{
attack_state = AS_MISSILE; // do a missile attack
return true;
}
}
return false;
} ]
// missile attack setup
ai_run_missile[ ()
{
ai_face();
if(FacingIdeal()) // got close enough
{
self.think = MISSILEFUNC; // start missile attack
attack_state = AS_STRAIGHT;
UpdateTarget();
skill_time = time + (SKILL*0.1);
}
} ]
// melee attack setup
ai_run_melee[ ()
{
ai_face(); // turn to face target
if(FacingIdeal()) // got close enough
{
self.think = MELEEFUNC; // start melee attack
self.attack_state = AS_STRAIGHT;
}
} ]
// face enemy
ai_face[ ()
{
self.ideal_yaw = enemy_yaw;
ChangeYaw(); // rotate to face enemy
} ]
// use walkmove to naviagte to enemy
walk_movetogoal[ (dist)
{
if(IsFalling = true)
{
return 0; // don't move while falling
}
if(dist < 0)
{
return 0;
}
if(back_up = false)
{
ai_face(); // turn to face enemy
if(FacingIdeal())
{
if(walkmove(self.current_yaw, dist) = true)
{
return 0; // can move in current direction
}
else
{
if(random(1,10)<3) // backup and move sideways
{
back_up = true;
back_time = time + 0.5;
back_flag = false;
return 0;
}
else
{
ForceUp(FORCEUP*SCALE); // jump up, forward and to side
ForceForward(FORCEFORWARD*SCALE);
if(random(1,10)<6)
{
ForceRight(FORCESIDE*SCALE);
}
else
{
ForceLeft(FORCESIDE*SCALE);
}
}
}
}
}
else
{
if(back_flag = false) // go backward 1/2 sec
{
if(back_time > time)
{
walkmove((self.current_yaw-(180*0.0174532925199433)), dist);
return 0;
}
else
{
back_time = time + 0.5;
back_flag = true;
}
}
if(back_time > time) // go sideways 1/2 sec
{
walkmove((self.current_yaw-(90*0.0174532925199433)), dist);
return 0;
}
back_up = false;
}
} ]
// check if nearly facing enemy
FacingIdeal[ ()
{
selfangle = self.current_yaw/0.0174532925199433; // your direction in degrees
idealangle = self.ideal_yaw/0.0174532925199433; // his direction in degrees
delta = selfangle - idealangle; // difference in directions
if (delta > -20 and delta < 20) // within 20 degrees is close enough
{
return true;
}
return false;
} ]
}