Parse Error "near"

Topics regarding Scripting with Reality Factory
Post Reply
morbidsouldotcom
Posts: 12
Joined: Sat Aug 11, 2007 7:15 am
Location: Pennsylvania
Contact:

Parse Error "near"

Post by morbidsouldotcom »

Hey everyone. I'm following Don Valeo's manual and I copied the code straight from the manual, up to where I'm at in the lesson and I'm getting an error: "parse error 'near'". Also the enemy robot should be attacking, but he isn't, any ideas? I've tried almost all of the pre-written codes as well and they all do something wrong (one won't show the pain animation, one won't attack, etc), so I must be messing up somewhere.

Code: Select all

{
Spawn[()
{
Console(true);
AttributeOrder("health",20,"Die");
FindTargetOrder(200,"Alert","health");
SetFOV(360);
HostilePlayer(true);
HostileSame(false);
HostileDifferent(false);
SetGroup("Enemy");
}]
Alert[()
{
AnimateStop(“alert”,0,””);
NewOrder(“Attack”);
}]
Attack[()
{
FireProjectile(“pistolbullet”,”HandR”,0,0,0,”health”,””);
Delay(“stattack”,1,””);
RestartOrder();
}]
Die[()
{
Remove(true);
}]
}
The actors animations are named "idle", "die", "shoot", "slump", "walk" and my pawn.ini contains this:

Code: Select all

;
; Pawn.ini
;
; defintion of all pawns goes here
;

[Conversation]
background = conva4.bmp
backgroundalpha = a_conva4.bmp
iconx = 0
icony = 0
speachx = 22
speachy = 20
speachwidth = 730
speachheight = 155
speachfont = 10
replyx = 22
replyy = 20
replywidth = 730
replyheight = 155
replyfont = 10
replymenufont = 10
replymenubar = menuconv.bmp
replymenubaralpha = a_menuconv.bmp
replybackground = conva4.bmp
replybackgroundalpha = a_conva4.bmp
speachwindowx = 10
speachwindowy = 10
replywindowx = 10
replywindowy = 440
giffile1 = menu\arrow.gif
;giffile2 = 
;giffile3 = 
;giffile4 = 
;giffile5 = 
;giffile6 = 
;giffile7 = 
;giffile8 = 
;giffile9 = 
gifx = 10
gify = 10 

[camera]
actorname = Projectile\proj.act
actorrotation = 0 180 0
actorscale = 1
fillcolor = 0 0 0
ambientcolor = 0 0 0
subjecttogravity = false
boundingboxanimation = nocollide
shadowsize = 0

[Robot]
actorname =android1.act
actorrotation = 0 180 0
actorscale = 1
fillcolor = 128 128 128
ambientcolor = 128 128 128
subjecttogravity = true
boundingboxanimation = idle
shadowsize = 64


Any suggestions would be greatly appreciated.. a game just isn't very fun without some enemies attacking, lol.
User avatar
Juutis
Posts: 1511
Joined: Thu Jan 12, 2006 12:46 pm
Location: Finland

Post by Juutis »

I'm not sure if this is the problem in your script, or just a copy-paste mistake, but you have some strange symbols in the script.
Alert[()
{
AnimateStop(alert,0,””);
NewOrder(Attack);
}]
All of these should look like ", not “ or ”.
Apart from that the script worked fine for me.


Oh, and welcome to the forums. :)
Pain is only psychological.
morbidsouldotcom
Posts: 12
Joined: Sat Aug 11, 2007 7:15 am
Location: Pennsylvania
Contact:

Post by morbidsouldotcom »

First, thanks for the nice welcome! :) But I still couldn't get it, but I think it was probably the wrong "robot.act", cuz I don't think it was original one referenced in the tutorial, so therefore didn't have the same bones and such? Anyways, now I've modified perfectai.s (took out all missile referenes) to this.. it worked almost perfectly, then I did SOMETHING and messed it up. As of right now, when it displays "death_biz" on the console, the enemy just keeps attempting to run forward. Also, the enemy can only be killed with explosive weapons for some reason? And finally is it possible to keep the enemy from getting so close to attck, because it gets so close that it's very hard to hit it or even get away.

Code: Select all

{
	//	 Perfect AI Version 1.1
	//	 by Peter Coleman
	//   monster will fire missiles or melee if close enough
	//   Changes to ai-run and Check-Any-Attack


	SCALE				[1]			// scale of actor
	GROUP				[Zombie]	// 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
	HEALTH				[50]		// initial amount of health
	SIGHTDIST			[2000]		// max distance monster can see at idle
	ALERTSIGHTDIST		[1500]		// max distance monster can see when alert
	FOV					[360]		// 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				[false]		// 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				[Hit]		// pain animations
	PAIN1				[Hit]
	PAIN2				[Hit]
	PAIN3				[Hit]
	PAINPERCENT			[50]				// percentage of time pain is shown
	PAINSOUND			[pl_pain6.wav]		// sounds played when in pain
	PAINSOUND1			[injuryl.wav]
	PAINSOUND2			[injury1.wav]
	PAINSOUND3			[injury1.wav]

	// when dying

	DIE					[Die]		// dying animations
	DIE1				[Die_de_frente]
	DIE2				[Die_rodilla]
	DIE3				[Die_vueltas]
	DIEHOLD				[false]				// time corpse still appears
	DIEFADE				[false]				// fadeout time of corpse
	DIESOUND			[deathyell.wav]		// sounds played when dying
	DIESOUND1			[die.wav]
	DIESOUND2			[death1.wav]
	DIESOUND3			[deathyell.wav]

		// when running to attack

	RUN					[Run]			// running animation
	RUNSPEED			[90]			// 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			[30]			// average walking speed
	WALKSOUND			[breath.wav]	// walking sound

// the melee attack mode

	MELEEATTACK			[Shoot]	// melee attacking animations
	MELEEATTACK1		[Hit]
	MELEEATTACK2		[Shoot]
	MELEESOUND			[uuh.wav]				// sounds played when melee attacking
	MELEESOUND1			[uuh.wav]
	MELEESOUND2			[uuh.wav]
	MELEERANGE			[55]					// max distance to start melee attack
	MAXMELEERANGE		[200]					// 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				[15]	// 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
	MELEEFUNC			[monster_melee_start]		// monster melee function
	LOSTFUNC			[monster_lost_target_start]	// monster lost target function

	AS_NONE				[0]
	AS_MELEE			[1]
	AS_STRAIGHT			[3]
	attack_delay		[0]
	melee_time			[0]
	lost_time			[0]
	back_up				[false]
	back_time			[0]
	left_time			[0]
	back_flag			[false]
	skill_time			[0]
	attack_state		[0]
	run_sound_time		[0]

	// spawn pawn and do setup work

	Spawn[ ()
	{
		Console(true);
		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(360,"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
		RotateToPoint(STAND, YAWSPEED, false, ""); 			// go to point if any specified
		MoveToPoint(WALK, WALKSPEED*SCALE, WALKSOUND);
		if(PATROL = true)
		{
			NewOrder("Idle");
		}
		else
		{
			NewOrder("Patrol");
		}
	} ]

	// avoid objects when doing a MoveToPoint

	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(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, "");
		}
			else
			{
			NewOrder("FoundTarget");
		}
	} ]	

	// walk the beat from point to point

	Patrol[ ()
	{
		NextPoint();
		RotateMoveToPoint(WALK, YAWSPEED, WALKSPEED*SCALE, false, WALKSOUND);
		MoveToPoint(WALK, WALKSPEED*SCALE, WALKSOUND);
		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[ ()
	{
		if(PATROL = true)
		{
			NewOrder("FoundTarget");
		}
		else
		{
			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[ ()
	{
		FindTargetOrder(SIGHTDIST, "FoundTarget", DAMAGEATTRIBUTE);	// seen a target to chase
		FindPointOrder("Patrol");	// do point stuff
		NextPoint();		// recent addition - sets a clear path - avoides bouncing here
		if(PATROL = true)
		{
			NewOrder("Patrol");
		}
		else
		{
			NewOrder("Idle");
		}
	} ]

	// you died

	Death[ ()
	{
		//SetNoCollision();					// remove bounding box so there are no collisions with corpse
		Remove = false;						// remove actor
	    RemoveWeapon = false; 				// 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<=1)
		{ 
			self.think = "death_biz"; 	// in pain
			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"; 	// in pain
			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)
NextPoint();
{
// 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 > 110)
{
// Point count has exceeded max - set to 0. (Max 110)
PC=1;
}
NextPoint();
}

}]

	// 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();
		}
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<MAXMELEERANGE)
		{
			if(enemy_range<(MELEERANGE*SCALE)) 		// inside melee range
			{
				attack_state = AS_MELEE; 		// do a melee attack
				return true;
		}
		return false;
	} ]

	// 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;
	} ]

}


Post Reply