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{
// 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;
} ]
}