RF crashes everytime i kill my pawn!!! pls help!!!
Posted: Wed Mar 29, 2006 1:26 pm
hi, may all you ppl that can help pls help,
i have added a pawn into my level, but there's one problem, it runs fine until you kill it....
when you kill it RF crashes and exits... (RF0.75)
here is my pawn's script
please help!!!
all help will be APPRECIATED
thanks in advance
i have added a pawn into my level, but there's one problem, it runs fine until you kill it....
when you kill it RF crashes and exits... (RF0.75)
here is my pawn's script
Code: Select all
// Male Zombie
SCALE [1] // scale of actor
GROUP [Bosses] // name of monster group
BOXWIDTH [0] // width and depth of bounding box
HOSTILEPLAYER [true] // hostile to player
HOSTILEDIFFERENT [true] // hostile to different Pawn group
HOSTILESAME [false] // hostile to same Pawn group
HEALTHATTRIBUTE [health] // name of health attribute
HEALTH [2500] // initial amount of health
SIGHTDIST [4000] // max distance monster can see at idle
ALERTSIGHTDIST [4000] // max distance monster can see when alert
FOV [360] // field of view in degrees
YAWSPEED [50] // 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
// idling and turning
STAND [idle] // idle animation
TURNL [] // turn left animation
TURNR [] // turn right animation
// when in pain
PAIN [jab] // pain animations
PAIN1 [jab]
PAINPERCENT [75] // percentage of time pain is shown
PAINSOUND [bosses\holmespain1.wav]// sounds played when in pain
PAINSOUND1 [bosses\holmespain2.wav]
PAINSOUND2 [bosses\holmespain3.wav]
PAINSOUND3 [bosses\holmespain4.wav]
// when dying
DIE [die_backwards] // dying animations
DIE1 [die_backwards]
DIE2 [die_backwards]
DIE3 [die_backwards]
DIEHOLD [300] // time corpse still appears
DIEFADE [300] // fadeout time of corpse
DIESOUND [bosses\holmesdie.wav] // sounds played when dying
DIESOUND1 [bosses\holmesdie.wav]
DIESOUND2 [bosses\holmesdie.wav]
DIESOUND3 [bosses\holmesdie.wav]
// when running to attack
RUN [walk] // running animation
RUNSPEED [150] // average run speed
RUNSOUNDDELAY [2] // delay between making sounds when running to attack
RUNSOUND [bosses\holmeswalk.wav] // sound played while running to attack
// when walking while patroling
WALK [walk] // walking animation
WALKSPEED [75] // average walking speed
// the melee attack mode
MELEEATTACK [ref_shoot_kick_blend1.wav] // melee attacking animations
MELEEATTACK1 [ref_shoot_kick_blend1.wav]
MELEEATTACK2 [ref_shoot_kick_blend1.wav]
MELEESOUND [bosses\holmesmelee.wav] // sounds played when melee attacking
MELEESOUND1 [bosses\holmesmelee.wav]
MELEESOUND2 [bosses\holmesmelee.wav]
MELEERANGE [90] // max distance to start melee attack
MINMELEEDAMAGE [20] // minimum amount of damage per melee attack
MAXMELEEDAMAGE [33] // maximum amount of damage per melee attack
MELEEDELAY [15] // number of seconds between melee damages
MELEEDAMAGESOUND [bosses\holmesmeleedamage.wav] // sound played when damage is done
// search for enemy
LOSTTIME [15] // time to search for enemy before giving up
POINTRADIUS [20] // radius from point when considered there
// obstacle avoidance forces for jumping
FORCEUP [30] // obstacle avoidance jump speed
FORCEFORWARD [30] // obstacle avoidance forward speed
FORCESIDE [30] // 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]
// 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(FOV); // 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");
AddTriggerOrder("IdleToAlert", ALERTTRIGGER, 0); // go to alert when triggered
AddTriggerOrder("GoLowCheck", INTERACTTRIGGER, 0); // go to interactmode when triggered
RotateToPoint(STAND, YAWSPEED, false, ""); // go to point if any specified
MoveToPoint(WALK, WALKSPEED*SCALE, "");
if(PATROL = false)
{
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[ ()
{
// need to monitor if the player is within distance and if so, detect the usekey being pressed
PlayAnimation(STAND, true, "");
PlayerDistOrder(BOXSIZE,"GoLowCheck");
if(random(1,10)>6)
{
if(random(1,10)>5)
{
Rotate(TURNL, 102, 0, 90, 0, "");
PlayAnimation(STAND, true, "");
Rotate(TURNR, 108, 0, -90, 0, "");
}
else
{
Rotate(TURNR, 108, 0, -90, 0, "");
PlayAnimation(STAND, true, "");
Rotate(TURNL, 102, 0, 90, 0, "");
}
}
RestartOrder();
} ]
GoLowCheck[()
{
// Switch to low level
LowLevel("CheckIn");
}]
CheckIn[()
{
// Check if keynumber 22 is pressed. Key 22 is, O
if(self.key_pressed=22)
{
// OK, key is pressed. get in
self.think="GetIn";
return 0;
}
if(self.player_range>BOXSIZE)
{
// Player no longer near pawn. Go to High Level Idle.
HighLevel("Idle");
return 0;
}
}]
GetIn[()
{
// Set Think Time to run every frame.
self.ThinkTime=0;
//SetEventState(DRIVINGTRIG,true);
self.think="InteractPlayer";
}]
// walk the beat from point to point
Patrol[ ()
{
NextPoint();
RotateMoveToPoint(WALK, YAWSPEED, WALKSPEED*SCALE, false, "");
MoveToPoint(WALK, WALKSPEED*SCALE, "");
RestartOrder();
} ]
// show pain at idle then trigger to alert
IdlePain[ ()
{
switch(random(1,4)) // chose between 4 animations
{
case 1
{
PlayAnimation(PAIN, true, PAINSOUND);
}
case 2
{
PlayAnimation(PAIN1, true, PAINSOUND1);
}
case 3
{
PlayAnimation(PAIN2, true, PAINSOUND2);
}
case 4
{
PlayAnimation(PAIN3, true, "PAINSOUND3");
}
}
SetEventState(ALERTTRIGGER, true); // set trigger to go to alert
Return();
} ]
// start shifting from idle to alert
IdleToAlert[ ()
{
FindTargetOrder(ALERTSIGHTDIST, "FoundTarget", DAMAGEATTRIBUTE); // increase viewing distance
AddPainOrder("AlertPain", PAINPERCENT); // show pain
AddTimerOrder(1, 10, "AlertToIdle"); // go to idle after 10 secs
SetEventState(ALERTTRIGGER, false); // turn off alert trigger
NewOrder("Alert");
} ]
// look around at alert looking for enemy
Alert[ ()
{
if(random(1,10)>5)
{
Rotate(TURNL, 102, 0, 90, 0, "");
Rotate(TURNL, 102, 0, 90, 0, "");
Rotate(TURNL, 102, 0, 90, 0, "");
Rotate(TURNL, 102, 0, 90, 0, "");
}
else
{
Rotate(TURNR, 108, 0, -90, 0, "");
Rotate(TURNR, 108, 0, -90, 0, "");
Rotate(TURNR, 108, 0, -90, 0, "");
Rotate(TURNR, 108, 0, -90, 0, "");
}
RestartOrder();
} ]
// show pain at alert
AlertPain[ ()
{
switch(random(1,4)) // play one of 4 animations
{
case 1
{
PlayAnimation(PAIN, true, PAINSOUND);
}
case 2
{
PlayAnimation(PAIN1, true, PAINSOUND1);
}
case 3
{
PlayAnimation(PAIN2, true, PAINSOUND2);
}
case 4
{
PlayAnimation(PAIN3, true, PAINSOUND3);
}
}
Return();
} ]
// timed out at alert
AlertToIdle[ ()
{
FindTargetOrder(SIGHTDIST, "FoundTarget", DAMAGEATTRIBUTE); // decrease viewing distance
AddTriggerOrder("IdleToAlert", ALERTTRIGGER, 0); // go to alert when triggered
AddPainOrder("IdlePain", 100); // show pain
if(PATROL = false)
{
NewOrder("Idle");
}
else
{
RotateToPoint(STAND, YAWSPEED, false, "");
MoveToPoint(WALK, WALKSPEED*SCALE, "");
NewOrder("Patrol");
}
} ]
// found a target to attack
FoundTarget[ ()
{
DelTimerOrder(1); // get rid of alert timer
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
AddPainOrder("IdlePain", 100); // show pain and trigger alert
AddTriggerOrder("IdleToAlert", ALERTTRIGGER, 0); // go to alert when triggered
if(PATROL = false)
{
NewOrder("Idle");
}
else
{
RotateToPoint(STAND, YAWSPEED, false, "");
MoveToPoint(WALK, WALKSPEED*SCALE, "");
NewOrder("Patrol");
}
} ]
// you died
Death[ ()
{
DelTimerOrder(1); // remove alert timer
AddPainOrder("IdlePain", 0); // remove pain order
FindTargetOrder(0, "FoundTarget", DAMAGEATTRIBUTE); // remove target finding
DelTriggerOrder("IdleToAlert"); // remove alert trigger
SetNoCollision(); // remove bounding box so there are no collisions with corpse
switch(random(1,4)) // chose between 4 death animations
{
case 1
{
AnimateStop(DIE, DIEHOLD, DIESOUND);
}
case 2
{
AnimateStop(DIE1, DIEHOLD, DIESOUND1);
}
case 3
{
AnimateStop(DIE2, DIEHOLD, DIESOUND2);
}
case 4
{
AnimateStop(DIE, DIEHOLD, DIESOUND3);
}
}
if(DIEHOLD >= 0)
{
FadeOut(DIEFADE, 0); // fade out corpse
Remove(true); // remove actor
}
} ]
// Low level attack routines
// Start of run to attack
monster_run_start[ ()
{
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 = 0.1;
if(self.health<=0)
{
HighLevel("Death"); // 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(PAINSOUND);
}
case 2
{
Animate(PAIN1);
PlaySound(PAINSOUND1);
}
case 3
{
Animate(PAIN2);
PlaySound(PAINSOUND2);
}
case 4
{
Animate(PAIN3);
PlaySound(PAINSOUND3);
}
}
SetHoldAtEnd(true); // set to stop at animation end
self.ThinkTime = 0.1;
self.think = "monster_run_pain";
} ]
// wait for animation to stop
monster_run_pain[ ()
{
self.ThinkTime = 0.1;
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 = 0.1;
if(lost_time<time)
{
HighLevel("LostTarget"); // timed out while looking
return 0;
}
if(self.health<=0)
{
HighLevel("Death"); // died
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)
{
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(PAINSOUND);
}
case 2
{
Animate(PAIN1);
PlaySound(PAINSOUND1);
}
case 3
{
Animate(PAIN2);
PlaySound(PAINSOUND2);
}
case 4
{
Animate(PAIN3);
PlaySound(PAINSOUND3);
}
}
SetHoldAtEnd(true); // set to stop at end
self.ThinkTime = 0.1;
self.think = "monster_lost_pain";
} ]
// wait till animation is done
monster_lost_pain[ ()
{
self.ThinkTime = 0.1;
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;
}
} ]
// 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
missile_sound = MISSILESOUND;
}
case 2
{
Animate(MISSILEATTACK1);
fire_delay = time + FIREDELAY1; // set firing delay
missile_sound = MISSILESOUND1;
}
case 3
{
Animate(MISSILEATTACK2);
fire_delay = time + FIREDELAY2; // set firing delay
missile_sound = MISSILESOUND2;
}
}
SetHoldAtEnd(true);
self.ThinkTime = 0;
self.think = "monster_missile";
UpdateTarget(); // update target location
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 = 0.1;
if(self.health<=0)
{
SetHoldAtEnd(false);
HighLevel("Death"); // dead
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(enemy_range>MISSILERANGE)
{
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*0.1);
ai_face(); // face enemy while attacking
}
if(fire_delay<time) // delay after animation starts before firing
{
FireProjectile(PROJECTILE, FIREBONE, (OFFSETX*SCALE), (OFFSETY*SCALE), (OFFSETZ*SCALE), DAMAGEATTRIBUTE);
fire_delay = time + 1000; // set delay well ahead so it is ignored
PlaySound(missile_sound);
}
// wait until animation is done before attacking again
// hold animation at end until attack delay is over
if(self.animate_at_end = true)
{
if(attack_delay < time)
{
self.think = "monster_missile_start"; // go back to missile attack
SetHoldAtEnd(false);
self.ThinkTime = 0.1;
}
}
} ]
// start of showing pain
monster_missile_pain_start[ ()
{
switch(random(1,4)) // play one of 4 pain animations
{
case 1
{
Animate(PAIN);
PlaySound(PAINSOUND);
}
case 2
{
Animate(PAIN1);
PlaySound(PAINSOUND1);
}
case 3
{
Animate(PAIN2);
PlaySound(PAINSOUND2);
}
case 4
{
Animate(PAIN3);
PlaySound(PAINSOUND3);
}
}
SetHoldAtEnd(true); // set to stop at end
self.ThinkTime = 0.1;
self.think = "monster_missile_pain";
} ]
// wait until animation is done
monster_missile_pain[ ()
{
self.ThinkTime = 0.1;
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);
PlaySound(MELEESOUND);
}
case 2
{
Animate(MELEEATTACK1);
PlaySound(MELEESOUND1);
}
case 3
{
Animate(MELEEATTACK2);
PlaySound(MELEESOUND2);
}
}
SetHoldAtEnd(true); // set to stop at end
self.ThinkTime = 0;
self.think = "monster_melee";
} ]
// melee attack
monster_melee[ ()
{
self.ThinkTime = 0.1;
if(self.health<=0)
{
SetHoldAtEnd(false);
HighLevel("Death"); // you died
return 0;
}
if((self.in_pain = true) and (random(1,100)<PAINPERCENT))
{
SetHoldAtEnd(false);
self.think = "monster_melee_pain_start"; // in pain
return 0;
}
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);
PlaySound(MELEESOUND);
}
case 2
{
Animate(MELEEATTACK1);
PlaySound(MELEESOUND1);
}
case 3
{
Animate(MELEEATTACK2);
PlaySound(MELEESOUND2);
}
}
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
PlaySound(MELEEDAMAGESOUND);
}
} ]
// start of showing pain
monster_melee_pain_start[ ()
{
switch(random(1,4)) // play one of 4 pain animations
{
case 1
{
Animate(PAIN);
PlaySound(PAINSOUND);
}
case 2
{
Animate(PAIN1);
PlaySound(PAINSOUND1);
}
case 3
{
Animate(PAIN2);
PlaySound(PAINSOUND2);
}
case 4
{
Animate(PAIN3);
PlaySound(PAINSOUND3);
}
}
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;
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();
return 0;
}
if (attack_state = AS_MISSILE) // do missile attack
{
ai_run_missile();
return 0;
}
if (CheckAnyAttack()) // check if you can start the actual attack
{
return 0;
}
if(RUNSPEED > 0)
{
walk_movetogoal(dist); // else move toward the enemy
}
} ]
// 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;
} ]
// check if ready to do actual attacking
CheckAnyAttack[ ()
{
if(ATTACKTYPE = "melee")
{
if(enemy_range<(MELEERANGE*SCALE)) // inside melee range
{
attack_state = AS_MELEE; // do a melee attack
return true;
}
return false;
}
if(ATTACKTYPE = "missile")
{
if(attack_delay>time)
{
return false;
}
if(enemy_range<MISSILERANGE) // inside missile range
{
attack_state = AS_MISSILE; // do a missile attack
return true;
}
}
return false;
} ]
}

all help will be APPRECIATED

thanks in advance