class FSM { fsmName = "zombie"; class States { class brainz { name = "brainz"; itemno = ; init = "_zombie = _this select 0;" \n "_sBomb = _this select 1;" \n "_head = objNull;" \n "_lastAlert = diag_tickTime;" \n "_trgt = player;" \n "" \n "//Defaults" \n "_fsmPath = ""epoch_code\system"";" \n "_zombie setBehaviour ""CARELESS"";" \n "_zombie setUnitPos ""UP""; " \n "_trgtArr = [""Epoch_Man_Base_F"",""Epoch_Female_base_F""];" \n "_vehArray = [""Car""];" \n "_trgt = player;" \n "_t = diag_tickTime;" \n "_zedPos = getPosATL _zombie;" \n "" \n "//Behaviour Vars" \n "_attackDist = getNumber (getMissionConfig ""CfgEpochRyanZombie"" >> ""attackDist"");" \n "_groanTrig = getNumber (getMissionConfig ""CfgEpochRyanZombie"" >> ""groanTrig"");" \n "_zRange = getNumber (getMissionConfig ""CfgEpochRyanZombie"" >> ""range"");" \n "_sHideTrig = getNumber (getMissionConfig ""CfgEpochRyanZombie"" >> ""hideLevel""); " \n "_moveTrig = getNumber (getMissionConfig ""CfgEpochRyanZombie"" >> ""chargeLevel""); " \n "_sHardness = floor (random 6) max 1;" \n "_checkFreq = getNumber (getMissionConfig ""CfgEpochRyanZombie"" >> ""reflexSpeed"");" \n "_welcomeWait = random 4;" \n "_config = 'CfgEpochClient' call EPOCH_returnConfig;" \n "_jammerRange = getNumber(_config >> ""buildingJammerRange"");" \n "_zSmell = getArray (getMissionConfig ""CfgEpochRyanZombie"" >> ""smell"");" \n "_zSight = getArray (getMissionConfig ""CfgEpochRyanZombie"" >> ""sight"");" \n "_zHear = getArray (getMissionConfig ""CfgEpochRyanZombie"" >> ""hearing"");" \n "_zMem = getArray (getMissionConfig ""CfgEpochRyanZombie"" >> ""memory"");" \n "_zMoans = getArray (getMissionConfig ""CfgEpochRyanZombie"" >> ""moans"");" \n "_zScreams = getArray (getMissionConfig ""CfgEpochRyanZombie"" >> ""screams"");" \n "" \n "//Smell" \n "_smellDist = _zSmell select 0;" \n "_smellCoeff = _zSmell select 1;" \n "" \n "//Sight" \n "_sightDist = _zSight select 0;" \n "_sightCoeff = _zSight select 1;" \n "_sight = [_zombie, ""VIEW""] checkVisibility [eyePos _zombie,aimPos _trgt];" \n "" \n "//Hearing" \n "_hearDist = _zHear select 0;" \n "_hearCoeff = _zHear select 1;" \n "_zFiredNear = _zombie getVariable [""zFiredNear"",[objNull, 0]];" \n "_shotDist = 0;" \n "" \n "//Memory" \n "_memTime = _zMem select 0;" \n "_memCoeff = _zMem select 1;" \n "_m = _t;" \n "_spottedPos = [0,0,0];" \n "" \n "//Moving" \n "_moveTo = [0,0,0];" \n "" \n "//Attack" \n "_lastAttack = _t;" \n "_doAttack = false;" \n "" \n "//Sounds" \n "_doMoan = false;" \n "_doScream = false;" \n "_lastMoan = _t;" \n "" \n "//Missions" \n "_traderDispose = false;" \n "" \n "//FSM" \n "_walkHandle = -1;" \n "" \n "_requestDispose = false;" \n "_nrstTrgt = objNull;" \n "_lowDist = 0;" \n "_currDist = 0;" \n "_filterBuilds = [""Land_i_Addon_03_V1_F"",""Land_Offices_01_V1_F""];" \n "" \n "_u = _t;" \n "_c = _u;" \n "_f = _c;" \n "_h = _f;" \n "_d2 = _h;" \n "" \n "" \n "" \n "_dirTo = 0;" \n "_lDist = 0;" \n "_checkEntry = """";" \n "" \n "_decisionMade = false;" \n "_actionDone = false;" \n "_zombiePos=[0,0,0];" \n "_moveTo=[0,0,0];" \n "_trgtPos=[0,0,0];" \n "_hidePos = [0,0,0];" \n "_nrPlyrs = [];" \n "_circlePos = [0,0,0];" \n "_behindPos = [0,0,0];" \n "_sSide = 90;" \n "" \n "_vectTot = [0,0,0];" \n "" \n "_lastAction = """";" \n "_maxStalkDist = 48;" \n "_maxStalkDistPerm = 48;" \n "_minStalkDist = 12;" \n "_minStalkDistPerm = 12;" \n "_doWander = false;" \n "_callHide = false;" \n "_callMove = false;" \n "_callGroan = false;" \n "" \n "//Feeling vars" \n "_sAnger = 50;" \n "_sFear = 50;" \n "_threateLevel = 0;" \n "_addThreat = 0;" \n "_sHit = [objNull, 0];" \n "" \n "_angerCoeff = random 1;" \n "_calmAngerCoeff = 1 - _angerCoeff;" \n "_fearCoeff = random 1;" \n "_calmFearCoeff = 1 - _fearCoeff;" \n "" \n "_stuckCount = 0;" \n "" \n "_traderDispose = false;" \n "" \n "_doMove = false;" \n "_sanityCheckDone = false;" \n "_canSee = ([_zombie, ""VIEW""] checkVisibility [eyePos _zombie,aimPos _trgt] >= 0.5);" \n "_nrTrgts = [];" \n "_threatLevel = 0;" \n "_trgtDist = _trgt distance _zombie;" \n "_sanityCheck = 0;" \n "_doHide = false;" \n "_doAttack = false;" \n "_firedNear = 0;" \n "" \n "" \n "" \n "" \n "//Debug - Uncomment Sounds for live" \n "_randomGroan = {" \n "/*" \n "_sounds = [""sapper_groan0"",""sapper_groan1"",""sapper_groan2""];" \n "_sound = selectRandom _sounds;" \n "" \n "_zombie say3D _sound;" \n "_say3D_PVS = [player, _zombie,(EPOCH_sounds find _sound), Epoch_personalToken];" \n "_say3D_PVS remoteExec [""EPOCH_server_handle_say3D"",2];" \n "*/" \n "};" \n "" \n "_doInterrupt = {" \n "_actionDone = true;" \n "_criteria = ""(true)"";" \n "};" \n "" \n "//DEBUG" \n "_doDebug = false;" \n "axeDebug = _doDebug ;" \n "if(_doDebug)then{" \n "axeDebug = true;" \n "_jammerRange = 75;" \n "axeZed = _zombie;" \n "_debugDo = ""START"";" \n "_mkrName = """";" \n "};" \n ""; precondition = ""; class Links { class Wait_random { itemno = ; priority = 10.000000; to="reset_vars"; precondition = ""; condition="(diag_tickTime - _t) > _welcomeWait;"; action="call _randomGroan;"; }; }; }; class instinct { name = "instinct"; itemno = ; init = "//systemchat format[""I %1"",diag_tickTime];" \n "" \n "" \n "" \n ""; precondition = ""; class Links { class dispose { itemno = ; priority = 200.000000; to="pre_dispose"; precondition = ""; condition="_doDispose || !(alive _zombie)"; action="if(_walkHandle < 0)then{" \n "_walkHandle setFSMVariable [""_callDispose"", true];" \n "};" \n "_zombie removeAllEventHandlers ""Hit"";" \n "_zombie removeAllEventHandlers ""FiredNear"";" \n "//[] call EPOCH_zombieSpawn;" \n "" \n "_t = diag_tickTime;" \n "" \n "//systemChat ""Dispose/Respawn"";"; }; class dispose_1 { itemno = ; priority = 100.000000; to="instinct"; precondition = ""; condition="!(alive _zombie) || _traderDispose || _trgtDist > _zRange;"; action="_doDispose = true;"; }; class attack { itemno = ; priority = 90.000000; to="spin"; precondition = ""; condition="_doAttack"; action="_zombie moveTo _zedPos;" \n "_aslPos = ATLToASL _zedPos;" \n "_trgtPos = getPosASLVisual _trgt;" \n "_unitV = velocity _zombie;" \n "_unitvDir = vectorDir _zombie;" \n "_vDir = _aslPos vectorFromTo _trgtPos;" \n "_unitvUp = vectorUp _trgt;" \n "_lastAttack = _t;" \n "_doAttack = false;"; }; class scream { itemno = ; priority = 80.000000; to="instinct"; precondition = ""; condition="_doScream"; action="_random = selectRandom _zScreams;" \n "playSound format [""%1"",_random];" \n "_doScream = false;" \n "_debugDo = ""SCREAM"";" \n "//systemChat ""Scream"";"; }; class moan { itemno = ; priority = 70.000000; to="instinct"; precondition = ""; condition="_doMoan && diag_tickTime - _lastMoan > 8"; action="_random = selectRandom _zMoans;" \n "playSound format [""%1"",_random];" \n "_doMoan = false;" \n "_lastMoan = _t;" \n "_debugDo = ""SOUNDS"";"; }; class move { itemno = ; priority = 60.000000; to="instinct"; precondition = ""; condition="!(_moveTo isEqualTo [0,0,0])"; action="if(_walkHandle < 0)then{" \n "_walkHandle = [""EPOCH_zombie_walking"",_fsmPath,[_zombie]] call EPOCH_fnc_dynamicFSM;" \n "};" \n "_walkHandle setFSMVariable [""_nextPos"", _moveTo];" \n "_moveTo = [0,0,0];" \n "_debugDo = ""MOVE"";"; }; class check { itemno = ; priority = 5.000000; to="checking_status"; precondition = ""; condition="diag_tickTime > _u + _checkFreq"; action="_sanityCheck = 100;" \n "_debugDo = ""CHECK"";" \n "" \n ""; }; }; }; class pre_dispose { name = "pre_dispose"; itemno = ; init = "_nrTrgts = _zedPos nearEntities [_trgtArr, 480];" \n "_canSee = [];" \n "{" \n " if !(lineIntersects [eyePos _trgt, eyePos _zombie, _zombie, _trgt]) then{" \n " _canSee pushBack _x;" \n " };" \n "}forEach _nrTrgts;" \n "if (count _canSee < 1)then{" \n "deleteVehicle _zombie;" \n "_t = _t + 480;" \n "}else{" \n "_zombie setdamage 1;" \n "};"; precondition = ""; class Links { class wait_dispose { itemno = ; priority = 0.000000; to="end"; precondition = ""; condition="diag_tickTime - _t > 480;"; action=""; }; }; }; class reset_vars { name = "reset_vars"; itemno = ; init = "//System Vars" \n "_t = diag_tickTime;" \n "_u = _t;" \n "" \n "_doLoiter = false;" \n "_loiterType = 0;" \n "" \n "_doMove = false;" \n "_moving = false;" \n "_moveCount = 0;" \n "_attempts = 0;" \n "" \n "_doGroan = false;" \n "" \n "" \n "_rnd = 0;" \n "_sWait = 0;" \n "_doDispose = false;" \n "_chooseTarget = false;" \n "" \n "_nrTrgts=[];" \n "_doHide = false;" \n "" \n "//Moving" \n "_moving = false;" \n "" \n "//Sight" \n "//_spottedPos = [0,0,0];" \n "" \n "//Dispose" \n "" \n "//FSM" \n "" \n "" \n "//Brain Vars" \n "_override = false;" \n "_criteria =""(false)"";" \n "_criteriaMet = false;" \n "_criteriaMetAction = nil;" \n "_allowInterrupt = false;" \n "_interruptReason = ""(false)"";" \n "" \n "_debugDo = ""RESET"";" \n "" \n "" \n "" \n "" \n ""; precondition = ""; class Links { class dispose { itemno = ; priority = 200.000000; to="pre_dispose"; precondition = ""; condition="_doDispose || !(alive _zombie)"; action="if(_walkHandle < 0)then{" \n "_walkHandle setFSMVariable [""_callDispose"", true];" \n "};" \n "_zombie removeAllEventHandlers ""Hit"";" \n "_zombie removeAllEventHandlers ""FiredNear"";" \n "//[] call EPOCH_zombieSpawn;" \n "" \n "_t = diag_tickTime;" \n "" \n "//systemChat ""Dispose/Respawn"";"; }; class _ { itemno = ; priority = 0.000000; to="instinct"; precondition = ""; condition="true"; action=""; }; }; }; class checking_status { name = "checking_status"; itemno = ; init = ""; precondition = ""; class Links { class done { itemno = ; priority = 100.000000; to="reset_vars"; precondition = ""; condition="_sanityCheck < 1" \n ""; action="_debugDo = ""CHECKED"";"; }; class pre_vars___check { itemno = ; priority = 95.000000; to="checking_status"; precondition = ""; condition="_sanityCheck > 95;"; action="//Zed" \n "_zedPos = getPosATL _zombie;" \n "_zedSpeed = speed _zombie;" \n "" \n "//Target" \n "_trgtDist = _trgt distance _zombie;" \n "_trgtPos = getPosATL _trgt;" \n "" \n "//Smell" \n "_smellVect = [0,0,0];" \n "_smellPos = [0,0,0];" \n "_canSmellCount = 0;" \n "" \n "//Sight" \n "_canSee = false;" \n "_visTrgts = [];" \n "_sightVect = [0,0,0];" \n "_spottedVect = [0,0,0];" \n "" \n "//Attack" \n "_sight = 0;" \n "" \n "" \n "//Hearing" \n "_hearVect = [0,0,0];" \n "" \n "//Target" \n "_spottedVect = [0,0,0];" \n "" \n "_vectTot = [0,0,0];" \n "_vectDiv = 0;" \n "" \n "//EH" \n "_zFiredNear = _zombie getVariable [""zFiredNear"",[objNull, 0]];" \n "_shotDist = _zFiredNear select 1;" \n "" \n "//Memory" \n "if(diag_tickTime - _m > _memTime)then{" \n "_spottedPos = [0,0,0];" \n "};" \n "" \n "_sanityCheck = 95;"; }; class smell { itemno = ; priority = 90.000000; to="checking_status"; precondition = ""; condition="_sanityCheck > 90 && !_moving && _smellCoeff > 0"; action="_nrstTrgt = objNull;" \n "_nrTrgts = _zedPos nearEntities [_trgtArr, _smellDist];" \n "_avPos = [0,0,0];" \n "_upwindPos = [0,0,0];" \n "" \n "{" \n " _upwindPos = [_x, _smellDist, winddir] call BIS_fnc_relPos;" \n " if(_zombie distance _upwindPos < _smellDist + 1)then{" \n " _canSmellCount = _canSmellCount + 1;" \n " _avPos = _avPos vectorAdd getPosATL _x;" \n " };" \n "} forEach _nrTrgts;" \n "" \n "" \n "if(_canSmellCount > 0)then{" \n "_smellVect = _zedPos vectorDiff ([_avPos,_canSmellCount] call EPOCH_fnc_vectorDivide);" \n "_smellVect = [_smellVect,_smellCoeff] call BIS_fnc_vectorMultiply;" \n "_vectDiv = _vectDiv + 1;" \n "};" \n "" \n "" \n "_sanityCheck = 90;"; }; class sight___target { itemno = ; priority = 85.000000; to="checking_status"; precondition = ""; condition="_sanityCheck > 85 && _sightCoeff > 0"; action="_nrTrgts = _zedPos nearEntities [_trgtArr, _sightDist];" \n "" \n "_sightPos = [0,0,0];" \n "_avPos = [0,0,0];" \n "" \n "_trgtCount = count _nrTrgts;" \n "_visTrgts = [];" \n "" \n "if(_trgtCount > 0)then{" \n "" \n "_sight = [_zombie, ""VIEW""] checkVisibility [eyePos _zombie,aimPos _trgt];" \n "" \n " {" \n " if(_sight >= 0.62)then{" \n " _thisPos = getPosATL _x;" \n " _relDir = _zombie getRelDir _thisPos;" \n " if(_relDir < 42 || _relDir > 318)then{" \n " _visTrgts pushBack _x;" \n " _avPos = _avPos vectorAdd _thisPos;" \n " };" \n " };" \n " } forEach _nrTrgts;" \n "" \n " if(count _visTrgts > 0)then{" \n " _spottedPos = getPosATL (_visTrgts select 0);" \n " _sightVect = _zedPos vectorDiff ([_avPos,_trgtCount,false] call EPOCH_fnc_vectorDivide);" \n " _sightVect = [_sightVect,_sightCoeff] call BIS_fnc_vectorMultiply;" \n " _vectDiv = _vectDiv + 1;" \n " _canSee = true;" \n " }; " \n "" \n "};" \n "_sanityCheck = 85;"; }; 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 "_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;"; }; 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 "_doScream = true;" \n "_sanityCheck = 70;"; }; class stuck { itemno = ; priority = 30.000000; to="checking_status"; precondition = ""; condition="_sanityCheck > 30 && _moving && _attempts > 6 && _zedSpeed < 0.4" \n "" \n "" \n ""; action="" \n " if (!(_moveTo isEqualTo [0,0,0])) then {" \n "" \n " _moveTo = [_moveTo, floor(random 2), floor(random 360)] call BIS_fnc_relPos;" \n " _zombie moveTo _moveTo;" \n " _attempts = 0;" \n " systemChat format[""UnSticking: %1"", diag_tickTime];" \n " };" \n "" \n "_sanityCheck = 30;"; }; class final_checks___r { itemno = ; priority = 10.000000; to="checking_status"; precondition = ""; condition="_sanityCheck > 10;"; action="" \n "_sAnger =_sAnger min 100 max 0;" \n "_sFear =_sFear min 100 max 0;" \n "" \n "if(_vectDiv > 0)then{" \n "_vectTot = _smellVect vectorAdd _sightVect vectorAdd _hearVect vectorAdd _spottedVect;" \n "_moveTo = _zedPos vectorDiff ([_vectTot,_vectDiv,false] call EPOCH_fnc_vectorDivide);" \n "_doMoan = true;" \n "//_moveTo = [_moveTo, floor(random 2), floor(random 360)] call BIS_fnc_relPos;" \n "};" \n "" \n "" \n "if(_zedPos distance _spottedPos < 3)then{" \n "_spottedPos = [0,0,0];" \n "};" \n "" \n "if(_zombie getVariable [""EPOCH_callGroan"",false])then{_zombie setVariable [""EPOCH_callGroan"",false];_callGroan = true; _doGroan = true;};" \n "if(_zombie getVariable [""EPOCH_callBoom"",false])then{_zombie setVariable [""EPOCH_callBoom"",false];_callBoom = true; _doBoom = true;};" \n "" \n "" \n "if(_doDebug)then{" \n "_plyrVel = velocity player;" \n "_plyrVelSpeed = (_plyrVel select 0) + (_plyrVel select 1);" \n "_plyRelDir = (player getRelDir _zedPos) - 180; " \n "hintSilent format [""ZOMBIE (%4)\nStalk: %1 / %2\nDist To Move: %3 | Plyr:%6\nSee: %5 (%20)\nAnger: %7\nFear: %8\nHit: %9\nNear: %10\nSmell: %11\nMoved(ing):%12(%17)\nAttempts: %15\nPlyr Vel: %13\nRDir: %14\nSpeed: %16\nVectors: %18\nFPS: %19"",_minStalkDist,_maxStalkDist,_moveTo distance _zombie,_debugDo, _canSee,_zombie distance _trgt,_sAnger,_sFear,_sHit,_zFiredNear,_canSmellCount,moveToCompleted _zombie, _plyrVelSpeed,_plyRelDir,_attempts,_zedSpeed,_moving,_vectDiv,diag_FPS,_sight];" \n "[_zombie,_zedPos,wind,""Sign_Arrow_Direction_Pink_F""] call EPOCH_fncHordeMemberVelPointer;" \n "[""target"",0.8,_moveTo]call EPOCH_fnc_DebugMarker;" \n "[""zed"",0.8,_zedPos]call EPOCH_fnc_DebugMarker;" \n "};" \n "" \n "_sHit = [objNull, 0];" \n "_zFiredNear = [objNull, 0];" \n "_sanityCheck = 0;" \n "" \n "" \n "" \n ""; }; }; }; class end { name = "end"; itemno = ; init = "if (!isNull _zombie) then {" \n "deleteVehicle _zombie;//Move to cleanup" \n "};" \n "" \n "" \n "" \n "" \n ""; precondition = ""; class Links { }; }; class spin { name = "spin"; itemno = ; init = "_t = diag_tickTime;" \n "_zombie setVelocityTransformation [_aslPos,_aslPos,_unitV,_unitV,_unitvDir,_vDir,_unitvUp,_unitvUp,2];"; precondition = ""; class Links { class wait { itemno = ; priority = 0.000000; to="instinct"; precondition = ""; condition="diag_tickTime - _t > 0.6;"; action="[_zombie,_trgt] call EPOCH_client_bitePlayer;"; }; }; }; class ____FAKE____ { name = "____FAKE____"; itemno = ; init = ""; precondition = ""; class Links { class check_threat { itemno = ; priority = 80.000000; to="checking_status"; precondition = ""; condition="_sanityCheck > 80;"; action="_avDist = 0;" \n "_tDist = 0;" \n "_wepCount = 0;" \n "_addThreat = 0;" \n "" \n "_nrTrgtCount = (count _nrTrgts);" \n "if (_nrTrgtCount>0) then {" \n "{" \n "" \n "" \n " if!((currentWeapon _x) == """") then {" \n " _tDist = _tDist + (_x distance _zombie);" \n "" \n " if!(lineIntersects [aimPos _zombie, eyePos _x, _zombie, _x]) then {" \n " _wepCount = _wepCount + 1;" \n " };" \n "" \n " };" \n "" \n "" \n "}forEach _nrTrgts;" \n "" \n "_avDist = _tDist / _nrTrgtCount;" \n "_addThreat = _wepCount;" \n "" \n "" \n "};" \n "" \n "" \n "_sanityCheck = 80;" \n ""; }; class nearest_target { itemno = ; priority = 75.000000; to="checking_status"; precondition = ""; condition="_sanityCheck > 75 && !_moving && !(_spottedPos isEqualTo [0,0,0]);" \n "" \n "" \n ""; action="_spottedVect = _zedPos vectorDiff _spottedPos;" \n "_spottedVect = [_spottedVect,_sightCoeff] call BIS_fnc_vectorMultiply;" \n "_vectDiv = _vectDiv + 1;" \n "_sanityCheck = 75;" \n "" \n ""; }; class check_target { itemno = ; priority = 60.000000; to="checking_status"; precondition = ""; condition="_sanityCheck > 60;" \n "" \n "" \n ""; action="" \n "_trgtDist = _zombie distance _trgt;" \n "_canSee = (([_zombie, ""VIEW""] checkVisibility [eyePos _zombie,aimPos _trgt] >= 0.5) && _trgtDist < _smellDist);" \n "_trgtPos = getPosATL _trgt;" \n "" \n "if(_trgt getVariable [""EPOCH_callGroan"",false])then{_trgt setVariable [""EPOCH_callGroan"",false];_callGroan = true; _doGroan = true;};" \n "if(_trgt getVariable [""EPOCH_callBoom"",false])then{_trgt setVariable [""EPOCH_callBoom"",false];_callBoom = true; _doBoom = true;};" \n "" \n "_sanityCheck = 60;" \n "" \n ""; }; class feeling { itemno = ; priority = 50.000000; to="checking_status"; precondition = ""; condition="_sanityCheck > 50;" \n "" \n "" \n ""; 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 "if (isPlayer (_sHit select 0)) then {" \n "_trgt = _sHit select 0;" \n "};" \n "};" \n "" \n "if (_sHit select 1>0) then {" \n "_sAnger = _sAnger + (random 14 * _angerCoeff);" \n "_sFear = _sFear + (random 14 * _fearCoeff);" \n "if (isPlayer (_sHit select 0)) then {" \n "_trgt = _sHit select 0;" \n "};" \n "};" \n "" \n "//Can see target grrr" \n "if (_canSee) then {" \n "_sAnger = _sAnger + (random 2 * _angerCoeff);" \n "};" \n "" \n "//can see armed targets" \n "if (_addThreat > 0) then {" \n "_sFear = _sFear + (_addThreat * _fearCoeff);" \n "};" \n "" \n "//calm down calm down" \n "//if (diag_tickTime > _f + 28) then {" \n "_sAnger = _sAnger - (random _sHardness * _calmAngerCoeff);" \n "_sFear = _sFear - (random _sHardness * _calmFearCoeff);" \n "_f = diag_tickTime;" \n "//};" \n "" \n "" \n "_sanityCheck = 50;" \n "" \n ""; }; }; }; }; initState="brainz"; finalStates[] = { "end", }; };