Thanks again for the help

Code: Select all
{
SCALE [1]
BOXWIDTH [10]
WALK [Walk] // walking animation
WALKSPEED [70] // average walking speed
FORCEUP [30] // obstacle avoidance jump speed
FORCEFORWARD [30] // obstacle avoidance forward speed
FORCESIDE [30] // obstacle avoidance sideways speed
FOV [180] // field of view in degrees
YAWSPEED [120] // speed of rotation in deg/sec
Start[ ()
{
Console(true);
AvoidOrder("Avoidance");
PlayAnimation("Idle", false, "");
HostilePlayer(true);
if(BOXWIDTH > 0)
{
BoxWidth(BOXWIDTH*SCALE); // set bounding box width/depth
}
SetFOV(FOV);
FindTargetOrder(100, "Follow", "health");
NewOrder("DoNothing");
} ]
Avoidance[ ()
{
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(WALK, 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();
} ]
DoNothing[ ()
{
RestartOrder();
} ]
Follow[ ()
{
AddDistanceOrder(1, 60, "Wait");
RotateMoveToTarget("Walk", YAWSPEED, WALKSPEED*SCALE, false, "");
MoveToTarget("Walk", WALKSPEED*SCALE, "");
NewOrder("Wait");
} ]
Wait[ ()
{
RotateToTarget("Idle", YAWSPEED, false, "");
AddDistanceOrder(1, -80, "Follow");
PlayAnimation("Idle", false, "");
NewOrder("DoNothing");
} ]
}
Code: Select all
{
SCALE [1]
BOXWIDTH [10]
WALK [idle] // walking animation
WALKSPEED [70] // average walking speed
FORCEUP [30] // obstacle avoidance jump speed
FORCEFORWARD [30] // obstacle avoidance forward speed
FORCESIDE [30] // obstacle avoidance sideways speed
FOV [180] // field of view in degrees
YAWSPEED [120] // speed of rotation in deg/sec
Start[ ()
{
Console(true);
AvoidOrder("Avoidance");
PlayAnimation("Idle", false, "");
HostilePlayer(true);
if(BOXWIDTH > 0)
{
BoxWidth(BOXWIDTH*SCALE); // set bounding box width/depth
}
SetFOV(FOV);
FindTargetOrder(100, "Follow", "health");
NewOrder("DoNothing");
} ]
Avoidance[ ()
{
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(WALK, 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();
} ]
DoNothing[ ()
{
RestartOrder();
} ]
Follow[ ()
{
AddDistanceOrder(1, 60, "Wait");
RotateMoveToTarget("Walk", YAWSPEED, WALKSPEED*SCALE, false, "");
MoveToTarget("Walk", WALKSPEED*SCALE, "");
NewOrder("Wait");
} ]
Wait[ ()
{
RotateToTarget("Idle", YAWSPEED, false, "");
AddDistanceOrder(1, -80, "Follow");
PlayAnimation("Idle", false, "");
NewOrder("DoNothing");
} ]
}
Code: Select all
[lightball]
actorname = lightball.act
actorrotation = 0 180 0
actorscale = 1
fillcolor = 255 255 255
ambientcolor = 255 255 255
subjecttogravity = false
boundingboxanimation = Idle
shadowsize = 30