mirror of
https://github.com/EpochModTeam/Epoch.git
synced 2024-08-30 18:22:13 +00:00
Added safe zone protection and fully compiled :)
This commit is contained in:
parent
e0db89a7c7
commit
ee9f89f29c
@ -1,13 +1,97 @@
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/*%FSM<COMPILE "D:\Program Files (x86)\Bohemia Interactive\Tools\FSM Editor Personal Edition\scriptedFSM.cfg, zombie">*/
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/*%FSM<HEAD>*/
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/*
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item0[] = {"brainz",0,250,-25.000000,-25.000000,75.000000,25.000000,0.000000,"brainz"};
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item1[] = {"_",8,218,125.000000,-175.000000,225.000000,-125.000000,0.000000,""};
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item2[] = {"instinct",2,250,125.000000,-250.000000,225.000000,-200.000000,0.000000,"instinct"};
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item3[] = {"check",4,218,325.000000,-250.000000,425.000000,-200.000000,5.000000,"check"};
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item4[] = {"pre_dispose",2,250,-175.000000,-175.000000,-75.000000,-125.000000,0.000000,"pre dispose"};
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item5[] = {"dispose_1",4,218,-25.000000,-350.000000,75.000000,-300.000000,100.000000,"dispose"};
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item6[] = {"wait_dispose",4,218,-175.000000,-100.000000,-75.000000,-50.000000,0.000000,"wait" \n "dispose"};
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item7[] = {"reset_vars",2,250,125.000000,-100.000000,225.000000,-50.000000,0.000000,"reset vars"};
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item8[] = {"do_attack",4,218,707.467102,-275.601715,807.467102,-225.601715,70.000000,"do attack"};
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item9[] = {"dispose",4,218,-25.000000,-175.000000,75.000000,-125.000000,200.000000,"dispose"};
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item10[] = {"check_threat",4,218,675.000000,25.000000,775.000000,75.000000,80.000000,"check threat"};
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item11[] = {"move",4,218,375.000000,-375.000000,475.000000,-325.000000,60.000000,"move"};
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item12[] = {"checking_status",2,250,525.000000,-175.000000,625.000000,-125.000000,0.000000,"checking status"};
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item13[] = {"smell",4,218,475.000000,-325.000000,575.000000,-275.000000,90.000000,"smell"};
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item14[] = {"final_checks___r",4,218,400.000000,-75.000000,500.000000,-25.000000,10.000000,"final" \n "checks / resets"};
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item15[] = {"done",4,218,325.000000,-100.000000,425.000000,-50.000000,100.000000,"done"};
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item16[] = {"moan",4,218,300.000000,-425.000000,400.000000,-375.000000,70.000000,"moan"};
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item17[] = {"Wait_random",4,218,-25.000000,-100.000000,75.000000,-50.000000,10.000000,"Wait random"};
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item18[] = {"end",1,250,-175.000000,-25.000000,-75.000000,25.000000,0.000000,"end"};
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item19[] = {"check_target",4,218,725.000000,50.000000,825.000000,100.000000,60.000000,"check target"};
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item20[] = {"attack",4,218,50.000000,-400.000000,150.000000,-350.000000,90.000000,"attack"};
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item21[] = {"stuck",4,218,475.000000,-50.000000,575.000000,0.000000,30.000000,"stuck"};
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item22[] = {"feeling",4,218,625.000000,50.000000,725.000000,100.000000,50.000000,"feeling"};
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item23[] = {"pre_vars___check",4,218,400.000000,-300.000000,500.000000,-250.000000,95.000000,"pre vars / checks"};
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item24[] = {"sight___target",4,218,550.000000,-350.000000,650.000000,-300.000000,85.000000,"sight / target"};
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item25[] = {"hearing___target",4,218,650.000000,-325.000000,750.000000,-275.000000,80.000000,"hearing / target"};
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item26[] = {"nearest_target",4,218,725.000000,0.000000,825.000000,50.000000,75.000000,"nearest" \n "target"};
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item27[] = {"spin",2,250,0.000000,-500.000000,100.000000,-450.000000,0.000000,"spin"};
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item28[] = {"wait",4,218,100.000000,-425.000000,200.000000,-375.000000,0.000000,"wait"};
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item29[] = {"scream",4,218,200.000000,-475.000000,300.000000,-425.000000,80.000000,"scream"};
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item30[] = {"____FAKE____",9,352,0.000000,0.000000,0.000000,0.000000,0.000000,"____FAKE____"};
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link0[] = {0,17};
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link1[] = {1,2};
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link2[] = {2,3};
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link3[] = {2,5};
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link4[] = {2,9};
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link5[] = {2,11};
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link6[] = {2,16};
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link7[] = {2,20};
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link8[] = {2,29};
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link9[] = {3,12};
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link10[] = {4,6};
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link11[] = {5,2};
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link12[] = {6,18};
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link13[] = {7,1};
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link14[] = {7,9};
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link15[] = {8,12};
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link16[] = {9,4};
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link17[] = {10,12};
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link18[] = {11,2};
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link19[] = {12,8};
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link20[] = {12,13};
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link21[] = {12,14};
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link22[] = {12,15};
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link23[] = {12,21};
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link24[] = {12,23};
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link25[] = {12,24};
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link26[] = {12,25};
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link27[] = {13,12};
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link28[] = {14,12};
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link29[] = {15,7};
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link30[] = {16,2};
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link31[] = {17,7};
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link32[] = {19,12};
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link33[] = {20,27};
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link34[] = {21,12};
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link35[] = {22,12};
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link36[] = {23,12};
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link37[] = {24,12};
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link38[] = {25,12};
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link39[] = {26,12};
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link40[] = {27,28};
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link41[] = {28,2};
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link42[] = {29,2};
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link43[] = {30,10};
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link44[] = {30,19};
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link45[] = {30,22};
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link46[] = {30,26};
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globals[] = {0.000000,0,0,0,0,640,480,1,266,6316128,1,-207.474609,835.795471,312.554321,-630.442322,978,884,1};
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window[] = {2,-1,-1,-1,-1,707,182,1207,182,3,996};
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*//*%FSM</HEAD>*/
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class FSM
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{
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fsmName = "zombie";
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class States
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{
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/*%FSM<STATE "brainz">*/
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class brainz
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{
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name = "brainz";
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itemno = ;
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init = "_zombie = _this select 0;" \n
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init = /*%FSM<STATEINIT""">*/"_zombie = _this select 0;" \n
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"_sBomb = _this select 1;" \n
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"_head = objNull;" \n
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"_lastAlert = diag_tickTime;" \n
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@ -178,41 +262,43 @@ class FSM
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"_debugDo = ""START"";" \n
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"_mkrName = """";" \n
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"};" \n
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"";
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precondition = "";
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""/*%FSM</STATEINIT""">*/;
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precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
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class Links
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{
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/*%FSM<LINK "Wait_random">*/
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class Wait_random
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{
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itemno = ;
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priority = 10.000000;
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to="reset_vars";
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precondition = "";
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condition="(diag_tickTime - _t) > _welcomeWait;";
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action="call _randomGroan;";
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};
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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condition=/*%FSM<CONDITION""">*/"(diag_tickTime - _t) > _welcomeWait;"/*%FSM</CONDITION""">*/;
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action=/*%FSM<ACTION""">*/"call _randomGroan;"/*%FSM</ACTION""">*/;
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};
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/*%FSM</LINK>*/
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};
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};
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/*%FSM</STATE>*/
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/*%FSM<STATE "instinct">*/
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class instinct
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{
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name = "instinct";
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itemno = ;
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init = "//systemchat format[""I %1"",diag_tickTime];" \n
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init = /*%FSM<STATEINIT""">*/"//systemchat format[""I %1"",diag_tickTime];" \n
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"" \n
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"" \n
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"" \n
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"";
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precondition = "";
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""/*%FSM</STATEINIT""">*/;
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precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
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class Links
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{
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/*%FSM<LINK "dispose">*/
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class dispose
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{
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itemno = ;
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priority = 200.000000;
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to="pre_dispose";
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precondition = "";
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condition="_doDispose || !(alive _zombie)";
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action="if(_walkHandle < 0)then{" \n
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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condition=/*%FSM<CONDITION""">*/"_doDispose || !(alive _zombie)"/*%FSM</CONDITION""">*/;
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action=/*%FSM<ACTION""">*/"if(_walkHandle < 0)then{" \n
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"_walkHandle setFSMVariable [""_callDispose"", true];" \n
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"};" \n
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"_zombie removeAllEventHandlers ""Hit"";" \n
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@ -221,25 +307,27 @@ class FSM
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"" \n
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"_t = diag_tickTime;" \n
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"" \n
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"//systemChat ""Dispose/Respawn"";";
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"//systemChat ""Dispose/Respawn"";"/*%FSM</ACTION""">*/;
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};
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/*%FSM</LINK>*/
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/*%FSM<LINK "dispose_1">*/
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class dispose_1
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{
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itemno = ;
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priority = 100.000000;
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to="instinct";
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precondition = "";
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condition="!(alive _zombie) || _traderDispose || _trgtDist > _zRange;";
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action="_doDispose = true;";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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condition=/*%FSM<CONDITION""">*/"!(alive _zombie) || _traderDispose || _trgtDist > _zRange;"/*%FSM</CONDITION""">*/;
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action=/*%FSM<ACTION""">*/"_doDispose = true;"/*%FSM</ACTION""">*/;
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};
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/*%FSM</LINK>*/
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/*%FSM<LINK "attack">*/
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class attack
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{
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itemno = ;
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priority = 90.000000;
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to="spin";
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precondition = "";
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condition="_doAttack";
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action="_zombie moveTo _zedPos;" \n
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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condition=/*%FSM<CONDITION""">*/"_doAttack"/*%FSM</CONDITION""">*/;
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action=/*%FSM<ACTION""">*/"_zombie moveTo _zedPos;" \n
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"_aslPos = ATLToASL _zedPos;" \n
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"_trgtPos = getPosASLVisual _trgt;" \n
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"_unitV = velocity _zombie;" \n
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@ -247,67 +335,73 @@ class FSM
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"_vDir = _aslPos vectorFromTo _trgtPos;" \n
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"_unitvUp = vectorUp _trgt;" \n
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"_lastAttack = _t;" \n
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"_doAttack = false;";
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"_doAttack = false;"/*%FSM</ACTION""">*/;
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};
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/*%FSM</LINK>*/
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/*%FSM<LINK "scream">*/
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class scream
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{
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itemno = ;
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priority = 80.000000;
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to="instinct";
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precondition = "";
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condition="_doScream";
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action="_random = selectRandom _zScreams;" \n
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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condition=/*%FSM<CONDITION""">*/"_doScream"/*%FSM</CONDITION""">*/;
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action=/*%FSM<ACTION""">*/"_random = selectRandom _zScreams;" \n
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"playSound format [""%1"",_random];" \n
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"_doScream = false;" \n
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"_debugDo = ""SCREAM"";" \n
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"//systemChat ""Scream"";";
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"//systemChat ""Scream"";"/*%FSM</ACTION""">*/;
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};
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/*%FSM</LINK>*/
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/*%FSM<LINK "moan">*/
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class moan
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{
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itemno = ;
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priority = 70.000000;
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to="instinct";
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precondition = "";
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condition="_doMoan && diag_tickTime - _lastMoan > 8";
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action="_random = selectRandom _zMoans;" \n
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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condition=/*%FSM<CONDITION""">*/"_doMoan && diag_tickTime - _lastMoan > 8"/*%FSM</CONDITION""">*/;
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action=/*%FSM<ACTION""">*/"_random = selectRandom _zMoans;" \n
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"playSound format [""%1"",_random];" \n
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"_doMoan = false;" \n
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"_lastMoan = _t;" \n
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"_debugDo = ""SOUNDS"";";
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"_debugDo = ""SOUNDS"";"/*%FSM</ACTION""">*/;
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};
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/*%FSM</LINK>*/
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/*%FSM<LINK "move">*/
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class move
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{
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itemno = ;
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priority = 60.000000;
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to="instinct";
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precondition = "";
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condition="!(_moveTo isEqualTo [0,0,0])";
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action="if(_walkHandle < 0)then{" \n
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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condition=/*%FSM<CONDITION""">*/"!(_moveTo isEqualTo [0,0,0])"/*%FSM</CONDITION""">*/;
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action=/*%FSM<ACTION""">*/"if(_walkHandle < 0)then{" \n
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"_walkHandle = [""EPOCH_zombie_walking"",_fsmPath,[_zombie]] call EPOCH_fnc_dynamicFSM;" \n
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"};" \n
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"_walkHandle setFSMVariable [""_nextPos"", _moveTo];" \n
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"_moveTo = [0,0,0];" \n
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"_debugDo = ""MOVE"";";
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"_debugDo = ""MOVE"";"/*%FSM</ACTION""">*/;
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};
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/*%FSM</LINK>*/
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/*%FSM<LINK "check">*/
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class check
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{
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itemno = ;
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priority = 5.000000;
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to="checking_status";
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precondition = "";
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condition="diag_tickTime > _u + _checkFreq";
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action="_sanityCheck = 100;" \n
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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condition=/*%FSM<CONDITION""">*/"diag_tickTime > _u + _checkFreq"/*%FSM</CONDITION""">*/;
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action=/*%FSM<ACTION""">*/"_sanityCheck = 100;" \n
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"_debugDo = ""CHECK"";" \n
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"" \n
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"";
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};
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""/*%FSM</ACTION""">*/;
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};
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/*%FSM</LINK>*/
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};
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};
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/*%FSM</STATE>*/
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/*%FSM<STATE "pre_dispose">*/
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class pre_dispose
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{
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name = "pre_dispose";
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itemno = ;
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init = "_nrTrgts = _zedPos nearEntities [_trgtArr, 480];" \n
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init = /*%FSM<STATEINIT""">*/"_nrTrgts = _zedPos nearEntities [_trgtArr, 480];" \n
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"_canSee = [];" \n
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"{" \n
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" if !(lineIntersects [eyePos _trgt, eyePos _zombie, _zombie, _trgt]) then{" \n
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@ -319,26 +413,28 @@ class FSM
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"_t = _t + 480;" \n
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"}else{" \n
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"_zombie setdamage 1;" \n
|
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"};";
|
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precondition = "";
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"};"/*%FSM</STATEINIT""">*/;
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precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
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class Links
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{
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/*%FSM<LINK "wait_dispose">*/
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class wait_dispose
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{
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itemno = ;
|
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priority = 0.000000;
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to="end";
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precondition = "";
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condition="diag_tickTime - _t > 480;";
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action="";
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};
|
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
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condition=/*%FSM<CONDITION""">*/"diag_tickTime - _t > 480;"/*%FSM</CONDITION""">*/;
|
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action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
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};
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/*%FSM</LINK>*/
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};
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};
|
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/*%FSM</STATE>*/
|
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/*%FSM<STATE "reset_vars">*/
|
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class reset_vars
|
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{
|
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name = "reset_vars";
|
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itemno = ;
|
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init = "//System Vars" \n
|
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init = /*%FSM<STATEINIT""">*/"//System Vars" \n
|
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"_t = diag_tickTime;" \n
|
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"_u = _t;" \n
|
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"" \n
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@ -367,6 +463,9 @@ class FSM
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"//Sight" \n
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"//_spottedPos = [0,0,0];" \n
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"" \n
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"//Safezones" \n
|
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"_inSafe = false;" \n
|
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"" \n
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"//Dispose" \n
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"" \n
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"//FSM" \n
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@ -385,18 +484,18 @@ class FSM
|
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"" \n
|
||||
"" \n
|
||||
"" \n
|
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"";
|
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precondition = "";
|
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""/*%FSM</STATEINIT""">*/;
|
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precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
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class Links
|
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{
|
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/*%FSM<LINK "dispose">*/
|
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class dispose
|
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{
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itemno = ;
|
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priority = 200.000000;
|
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to="pre_dispose";
|
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precondition = "";
|
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condition="_doDispose || !(alive _zombie)";
|
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action="if(_walkHandle < 0)then{" \n
|
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
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condition=/*%FSM<CONDITION""">*/"_doDispose || !(alive _zombie)"/*%FSM</CONDITION""">*/;
|
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action=/*%FSM<ACTION""">*/"if(_walkHandle < 0)then{" \n
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"_walkHandle setFSMVariable [""_callDispose"", true];" \n
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"};" \n
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"_zombie removeAllEventHandlers ""Hit"";" \n
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@ -405,45 +504,49 @@ class FSM
|
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"" \n
|
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"_t = diag_tickTime;" \n
|
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"" \n
|
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"//systemChat ""Dispose/Respawn"";";
|
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"//systemChat ""Dispose/Respawn"";"/*%FSM</ACTION""">*/;
|
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};
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||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "_">*/
|
||||
class _
|
||||
{
|
||||
itemno = ;
|
||||
priority = 0.000000;
|
||||
to="instinct";
|
||||
precondition = "";
|
||||
condition="true";
|
||||
action="";
|
||||
};
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "checking_status">*/
|
||||
class checking_status
|
||||
{
|
||||
name = "checking_status";
|
||||
itemno = ;
|
||||
init = "";
|
||||
precondition = "";
|
||||
init = /*%FSM<STATEINIT""">*/""/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "done">*/
|
||||
class done
|
||||
{
|
||||
itemno = ;
|
||||
priority = 100.000000;
|
||||
to="reset_vars";
|
||||
precondition = "";
|
||||
condition="_sanityCheck < 1" \n
|
||||
"";
|
||||
action="_debugDo = ""CHECKED"";";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"_sanityCheck < 1" \n
|
||||
""/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"_debugDo = ""CHECKED"";"/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "pre_vars___check">*/
|
||||
class pre_vars___check
|
||||
{
|
||||
itemno = ;
|
||||
priority = 95.000000;
|
||||
to="checking_status";
|
||||
precondition = "";
|
||||
condition="_sanityCheck > 95;";
|
||||
action="//Zed" \n
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"_sanityCheck > 95;"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"//Zed" \n
|
||||
"_zedPos = getPosATL _zombie;" \n
|
||||
"_zedSpeed = speed _zombie;" \n
|
||||
"" \n
|
||||
@ -484,16 +587,24 @@ class FSM
|
||||
"_spottedPos = [0,0,0];" \n
|
||||
"};" \n
|
||||
"" \n
|
||||
"_sanityCheck = 95;";
|
||||
"//Safe Zones" \n
|
||||
"" \n
|
||||
"_restricted = nearestObjects [player, [""ProtectionZone_Invisible_F""], 30];" \n
|
||||
"if !(_restricted isEqualTo []) then {" \n
|
||||
"_inSafe = true;" \n
|
||||
"};" \n
|
||||
"" \n
|
||||
"_sanityCheck = 95;"/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "smell">*/
|
||||
class smell
|
||||
{
|
||||
itemno = ;
|
||||
priority = 90.000000;
|
||||
to="checking_status";
|
||||
precondition = "";
|
||||
condition="_sanityCheck > 90 && !_moving && _smellCoeff > 0";
|
||||
action="_nrstTrgt = objNull;" \n
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"_sanityCheck > 90 && !_moving && _smellCoeff > 0 && !_inSafe"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"_nrstTrgt = objNull;" \n
|
||||
"_nrTrgts = _zedPos nearEntities [_trgtArr, _smellDist];" \n
|
||||
"_avPos = [0,0,0];" \n
|
||||
"_upwindPos = [0,0,0];" \n
|
||||
@ -514,16 +625,17 @@ class FSM
|
||||
"};" \n
|
||||
"" \n
|
||||
"" \n
|
||||
"_sanityCheck = 90;";
|
||||
"_sanityCheck = 90;"/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "sight___target">*/
|
||||
class sight___target
|
||||
{
|
||||
itemno = ;
|
||||
priority = 85.000000;
|
||||
to="checking_status";
|
||||
precondition = "";
|
||||
condition="_sanityCheck > 85 && _sightCoeff > 0";
|
||||
action="_nrTrgts = _zedPos nearEntities [_trgtArr, _sightDist];" \n
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"_sanityCheck > 85 && _sightCoeff > 0 && !_inSafe"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"_nrTrgts = _zedPos nearEntities [_trgtArr, _sightDist];" \n
|
||||
"" \n
|
||||
"_sightPos = [0,0,0];" \n
|
||||
"_avPos = [0,0,0];" \n
|
||||
@ -555,45 +667,48 @@ class FSM
|
||||
" }; " \n
|
||||
"" \n
|
||||
"};" \n
|
||||
"_sanityCheck = 85;";
|
||||
"_sanityCheck = 85;"/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "hearing___target">*/
|
||||
class hearing___target
|
||||
{
|
||||
itemno = ;
|
||||
priority = 80.000000;
|
||||
to="checking_status";
|
||||
precondition = "";
|
||||
condition="_sanityCheck > 80 && !_moving && (_shotDist > 0 && _shotDist < _hearDist) && _hearCoeff > 0";
|
||||
action="_trgt = (_zFiredNear select 0);" \n
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"_sanityCheck > 80 && !_moving && (_shotDist > 0 && _shotDist < _hearDist) && _hearCoeff > 0 && !_inSafe"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"_trgt = (_zFiredNear select 0);" \n
|
||||
"_hearTrgtPos = getPosATL _trgt;" \n
|
||||
"_hearVect = _zedPos vectorDiff _hearTrgtPos;" \n
|
||||
"_hearVect = [_hearVect,_hearCoeff] call BIS_fnc_vectorMultiply;" \n
|
||||
"_vectDiv = _vectDiv + 1;" \n
|
||||
"_zombie setVariable [""zFiredNear"", nil];" \n
|
||||
"_sanityCheck = 80;";
|
||||
"_sanityCheck = 80;"/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "do_attack">*/
|
||||
class do_attack
|
||||
{
|
||||
itemno = ;
|
||||
priority = 70.000000;
|
||||
to="checking_status";
|
||||
precondition = "";
|
||||
condition="_sanityCheck > 70 && _sight > 0.6 && _trgtDist < _attackDist && diag_tickTime - _lastAttack > 3";
|
||||
action="_doAttack = true;" \n
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"_sanityCheck > 70 && _sight > 0.6 && _trgtDist < _attackDist && diag_tickTime - _lastAttack > 3 && !_inSafe"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"_doAttack = true;" \n
|
||||
"_doScream = true;" \n
|
||||
"_sanityCheck = 70;";
|
||||
"_sanityCheck = 70;"/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "stuck">*/
|
||||
class stuck
|
||||
{
|
||||
itemno = ;
|
||||
priority = 30.000000;
|
||||
to="checking_status";
|
||||
precondition = "";
|
||||
condition="_sanityCheck > 30 && _moving && _attempts > 6 && _zedSpeed < 0.4" \n
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"_sanityCheck > 30 && _moving && _attempts > 6 && _zedSpeed < 0.4" \n
|
||||
"" \n
|
||||
"" \n
|
||||
"";
|
||||
action="" \n
|
||||
""/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"" \n
|
||||
" if (!(_moveTo isEqualTo [0,0,0])) then {" \n
|
||||
"" \n
|
||||
" _moveTo = [_moveTo, floor(random 2), floor(random 360)] call BIS_fnc_relPos;" \n
|
||||
@ -602,16 +717,17 @@ class FSM
|
||||
" systemChat format[""UnSticking: %1"", diag_tickTime];" \n
|
||||
" };" \n
|
||||
"" \n
|
||||
"_sanityCheck = 30;";
|
||||
"_sanityCheck = 30;"/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "final_checks___r">*/
|
||||
class final_checks___r
|
||||
{
|
||||
itemno = ;
|
||||
priority = 10.000000;
|
||||
to="checking_status";
|
||||
precondition = "";
|
||||
condition="_sanityCheck > 10;";
|
||||
action="" \n
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"_sanityCheck > 10;"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"" \n
|
||||
"_sAnger =_sAnger min 100 max 0;" \n
|
||||
"_sFear =_sFear min 100 max 0;" \n
|
||||
"" \n
|
||||
@ -647,63 +763,68 @@ class FSM
|
||||
"" \n
|
||||
"" \n
|
||||
"" \n
|
||||
"";
|
||||
};
|
||||
""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "end">*/
|
||||
class end
|
||||
{
|
||||
name = "end";
|
||||
itemno = ;
|
||||
init = "if (!isNull _zombie) then {" \n
|
||||
init = /*%FSM<STATEINIT""">*/"if (!isNull _zombie) then {" \n
|
||||
"deleteVehicle _zombie;//Move to cleanup" \n
|
||||
"};" \n
|
||||
"" \n
|
||||
"" \n
|
||||
"" \n
|
||||
"" \n
|
||||
"";
|
||||
precondition = "";
|
||||
""/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "spin">*/
|
||||
class spin
|
||||
{
|
||||
name = "spin";
|
||||
itemno = ;
|
||||
init = "_t = diag_tickTime;" \n
|
||||
"_zombie setVelocityTransformation [_aslPos,_aslPos,_unitV,_unitV,_unitvDir,_vDir,_unitvUp,_unitvUp,2];";
|
||||
precondition = "";
|
||||
init = /*%FSM<STATEINIT""">*/"_t = diag_tickTime;" \n
|
||||
"_zombie setVelocityTransformation [_aslPos,_aslPos,_unitV,_unitV,_unitvDir,_vDir,_unitvUp,_unitvUp,2];"/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "wait">*/
|
||||
class wait
|
||||
{
|
||||
itemno = ;
|
||||
priority = 0.000000;
|
||||
to="instinct";
|
||||
precondition = "";
|
||||
condition="diag_tickTime - _t > 0.6;";
|
||||
action="[_zombie,_trgt] call EPOCH_client_bitePlayer;";
|
||||
};
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"diag_tickTime - _t > 0.6;"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"_zombie switchMove ""AwopPercMstpSgthWnonDnon_throw"";"/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "____FAKE____">*/
|
||||
class ____FAKE____
|
||||
{
|
||||
name = "____FAKE____";
|
||||
itemno = ;
|
||||
init = "";
|
||||
precondition = "";
|
||||
init = /*%FSM<STATEINIT""">*/""/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "check_threat">*/
|
||||
class check_threat
|
||||
{
|
||||
itemno = ;
|
||||
priority = 80.000000;
|
||||
to="checking_status";
|
||||
precondition = "";
|
||||
condition="_sanityCheck > 80;";
|
||||
action="_avDist = 0;" \n
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"_sanityCheck > 80;"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"_avDist = 0;" \n
|
||||
"_tDist = 0;" \n
|
||||
"_wepCount = 0;" \n
|
||||
"_addThreat = 0;" \n
|
||||
@ -733,36 +854,38 @@ class FSM
|
||||
"" \n
|
||||
"" \n
|
||||
"_sanityCheck = 80;" \n
|
||||
"";
|
||||
""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "nearest_target">*/
|
||||
class nearest_target
|
||||
{
|
||||
itemno = ;
|
||||
priority = 75.000000;
|
||||
to="checking_status";
|
||||
precondition = "";
|
||||
condition="_sanityCheck > 75 && !_moving && !(_spottedPos isEqualTo [0,0,0]);" \n
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"_sanityCheck > 75 && !_moving && !(_spottedPos isEqualTo [0,0,0]);" \n
|
||||
"" \n
|
||||
"" \n
|
||||
"";
|
||||
action="_spottedVect = _zedPos vectorDiff _spottedPos;" \n
|
||||
""/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"_spottedVect = _zedPos vectorDiff _spottedPos;" \n
|
||||
"_spottedVect = [_spottedVect,_sightCoeff] call BIS_fnc_vectorMultiply;" \n
|
||||
"_vectDiv = _vectDiv + 1;" \n
|
||||
"_sanityCheck = 75;" \n
|
||||
"" \n
|
||||
"";
|
||||
""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "check_target">*/
|
||||
class check_target
|
||||
{
|
||||
itemno = ;
|
||||
priority = 60.000000;
|
||||
to="checking_status";
|
||||
precondition = "";
|
||||
condition="_sanityCheck > 60;" \n
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"_sanityCheck > 60;" \n
|
||||
"" \n
|
||||
"" \n
|
||||
"";
|
||||
action="" \n
|
||||
""/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"" \n
|
||||
"_trgtDist = _zombie distance _trgt;" \n
|
||||
"_canSee = (([_zombie, ""VIEW""] checkVisibility [eyePos _zombie,aimPos _trgt] >= 0.5) && _trgtDist < _smellDist);" \n
|
||||
"_trgtPos = getPosATL _trgt;" \n
|
||||
@ -772,19 +895,20 @@ class FSM
|
||||
"" \n
|
||||
"_sanityCheck = 60;" \n
|
||||
"" \n
|
||||
"";
|
||||
""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "feeling">*/
|
||||
class feeling
|
||||
{
|
||||
itemno = ;
|
||||
priority = 50.000000;
|
||||
to="checking_status";
|
||||
precondition = "";
|
||||
condition="_sanityCheck > 50;" \n
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"_sanityCheck > 50;" \n
|
||||
"" \n
|
||||
"" \n
|
||||
"";
|
||||
action="" \n
|
||||
""/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"" \n
|
||||
"if (_zFiredNear select 1 > 0 && _zFiredNear select 1 < 50) then {" \n
|
||||
"_sAnger = _sAnger + ( random 2 * _angerCoeff);" \n
|
||||
"_sFear = _sFear + (random 2 * _fearCoeff);" \n
|
||||
@ -821,10 +945,12 @@ class FSM
|
||||
"" \n
|
||||
"_sanityCheck = 50;" \n
|
||||
"" \n
|
||||
"";
|
||||
};
|
||||
""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
};
|
||||
initState="brainz";
|
||||
finalStates[] =
|
||||
@ -832,3 +958,4 @@ class FSM
|
||||
"end",
|
||||
};
|
||||
};
|
||||
/*%FSM</COMPILE>*/
|
||||
|
Loading…
Reference in New Issue
Block a user