mirror of
https://github.com/EpochModTeam/Epoch.git
synced 2024-08-30 18:22:13 +00:00
878 lines
51 KiB
Plaintext
878 lines
51 KiB
Plaintext
/*%FSM<COMPILE "F:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\FSMEditor\scriptedFSM.cfg, zombie">*/
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/*%FSM<HEAD>*/
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/*
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item0[] = {"brainz",0,250,-25.000000,75.000000,75.000000,125.000000,0.000000,"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",4,218,275.000000,-250.000000,375.000000,-200.000000,5.000000,"check"};
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item4[] = {"pre_dispose",2,4346,-75.000000,-100.000000,25.000000,-50.000000,0.000000,"pre dispose"};
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item5[] = {"dispose_1",4,218,-75.000000,-275.000000,25.000000,-225.000000,100.000000,"dispose"};
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item6[] = {"wait_dispose",4,218,-100.000000,-25.000000,0.000000,25.000000,0.000000,"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",4,218,550.000000,-100.000000,650.000000,-50.000000,60.000000,"do attack"};
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item9[] = {"dispose",4,218,-75.000000,-200.000000,25.000000,-150.000000,200.000000,"dispose"};
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item10[] = {"imaginary_target",4,218,600.000000,-150.000000,700.000000,-100.000000,70.000000,"imaginary" \n "target"};
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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",2,250,400.000000,-175.000000,500.000000,-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",4,218,375.000000,-75.000000,475.000000,-25.000000,10.000000,"final" \n "checks / resets"};
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item15[] = {"done",4,218,275.000000,-100.000000,375.000000,-50.000000,100.000000,"done"};
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item16[] = {"moan",4,218,300.000000,-400.000000,400.000000,-350.000000,70.000000,"moan"};
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item17[] = {"Wait_random",4,218,25.000000,-25.000000,125.000000,25.000000,10.000000,"Wait random"};
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item18[] = {"end",1,250,-150.000000,75.000000,-50.000000,125.000000,0.000000,"end"};
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item19[] = {"attack",4,218,-50.000000,-350.000000,50.000000,-300.000000,90.000000,"attack"};
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item20[] = {"stuck",4,218,475.000000,-50.000000,575.000000,0.000000,30.000000,"stuck"};
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item21[] = {"pre_vars___check",4,218,375.000000,-300.000000,475.000000,-250.000000,95.000000,"pre vars / checks"};
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item22[] = {"sight___target",4,218,550.000000,-275.000000,650.000000,-225.000000,85.000000,"sight / target"};
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item23[] = {"hearing___target",4,218,600.000000,-225.000000,700.000000,-175.000000,80.000000,"hearing / target"};
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item24[] = {"spin",2,250,-50.000000,-425.000000,50.000000,-375.000000,0.000000,"spin"};
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item25[] = {"wait",4,218,75.000000,-425.000000,175.000000,-375.000000,0.000000,"wait"};
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item26[] = {"scream",4,218,200.000000,-425.000000,300.000000,-375.000000,80.000000,"scream"};
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item27[] = {"____FAKE____",9,0,0.000000,0.000000,5135053892148252000000000000000000.000000,0.000000,0.000000,"____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[] = {2,19};
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link8[] = {2,26};
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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[] = {12,20};
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link24[] = {12,21};
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link25[] = {12,22};
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link26[] = {12,23};
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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[] = {19,24};
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link33[] = {20,12};
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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[] = {24,25};
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link38[] = {25,2};
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link39[] = {26,2};
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link40[] = {27,10};
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globals[] = {0.000000,0,0,0,0,640,480,1,267,6316128,1,-268.969421,732.515686,320.848328,-611.003845,978,884,1};
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window[] = {2,-1,-1,-1,-1,733,208,1233,208,3,996};
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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 = 0;
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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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"_trgt = player;" \n
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"" \n
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"//Defaults" \n
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"_fsmPath = ""epoch_code\system"";" \n
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"_zombie setBehaviour ""CARELESS"";" \n
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"_zombie setUnitPos ""UP""; " \n
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"_trgtArr = [""Epoch_Male_F"",""Epoch_Female_F"",""LandVehicle"",""Ship"",""Air"",""Tank""];" \n
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"" \n
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"_trgt = player;" \n
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"_t = diag_tickTime;" \n
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"_zedPos = getPosATL _zombie;" \n
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"" \n
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"//Behaviour Vars" \n
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"_attackDist = getNumber (getMissionConfig ""CfgEpochRyanZombie"" >> ""attackDist"");" \n
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"_groanTrig = getNumber (getMissionConfig ""CfgEpochRyanZombie"" >> ""groanTrig"");" \n
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"_zDisposeRange = getNumber (getMissionConfig ""CfgEpochRyanZombie"" >> ""disposeRange"");" \n
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"_sHideTrig = getNumber (getMissionConfig ""CfgEpochRyanZombie"" >> ""hideLevel""); " \n
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"_moveTrig = getNumber (getMissionConfig ""CfgEpochRyanZombie"" >> ""chargeLevel""); " \n
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"_sHardness = floor (random 6) max 1;" \n
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"_checkFreq = getNumber (getMissionConfig ""CfgEpochRyanZombie"" >> ""reflexSpeed"");" \n
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"_welcomeWait = random 4;" \n
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"_config = 'CfgEpochClient' call EPOCH_returnConfig;" \n
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"_zSmell = getArray (getMissionConfig ""CfgEpochRyanZombie"" >> ""smell"");" \n
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"_zSight = getArray (getMissionConfig ""CfgEpochRyanZombie"" >> ""sight"");" \n
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"_zHear = getArray (getMissionConfig ""CfgEpochRyanZombie"" >> ""hearing"");" \n
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"_zMem = getArray (getMissionConfig ""CfgEpochRyanZombie"" >> ""memory"");" \n
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"_zMoans = getArray (getMissionConfig ""CfgEpochRyanZombie"" >> ""moans"");" \n
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"_zScreams = getArray (getMissionConfig ""CfgEpochRyanZombie"" >> ""screams"");" \n
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"" \n
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"//Smell" \n
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"_smellDist = _zSmell select 0;" \n
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"_smellCoeff = _zSmell select 1;" \n
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"" \n
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"//Sight" \n
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"_sightDist = _zSight select 0;" \n
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"_sightCoeff = _zSight select 1;" \n
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"_sight = [_zombie, ""VIEW""] checkVisibility [eyePos _zombie,aimPos _trgt];" \n
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"" \n
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"//Hearing" \n
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"_hearDist = _zHear select 0;" \n
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"_hearCoeff = _zHear select 1;" \n
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"_zFiredNear = _zombie getVariable [""zFiredNear"",[objNull, 0]];" \n
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"_shotDist = 0;" \n
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"" \n
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"//Memory" \n
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"_memTime = _zMem select 0;" \n
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"_memCoeff = _zMem select 1;" \n
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"_m = _t;" \n
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"_spottedPos = [0,0,0];" \n
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"" \n
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"//Moving" \n
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"_moveTo = [0,0,0];" \n
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"" \n
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"//Init moveTo" \n
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"_zombie moveTo _zedPos;" \n
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"" \n
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"//Attack" \n
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"_lastAttack = _t;" \n
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"_doAttack = false;" \n
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"" \n
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"//Sounds" \n
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"_doMoan = false;" \n
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"_doScream = false;" \n
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"_lastMoan = _t;" \n
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"" \n
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"//Missions" \n
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"_traderDispose = false;" \n
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"" \n
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"//FSM" \n
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"_walkHandle = -1;" \n
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"" \n
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"_requestDispose = false;" \n
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"_nrstTrgt = objNull;" \n
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"_lowDist = 0;" \n
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"_currDist = 0;" \n
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"_filterBuilds = [""Land_i_Addon_03_V1_F"",""Land_Offices_01_V1_F""];" \n
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"" \n
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"_u = _t;" \n
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"_c = _u;" \n
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"_f = _c;" \n
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"_h = _f;" \n
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"_d2 = _h;" \n
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"" \n
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"" \n
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"" \n
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"_dirTo = 0;" \n
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"_lDist = 0;" \n
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"_checkEntry = """";" \n
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"" \n
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"_decisionMade = false;" \n
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"_actionDone = false;" \n
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"_zombiePos=[0,0,0];" \n
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"_moveTo=[0,0,0];" \n
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"_trgtPos=[0,0,0];" \n
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"_hidePos = [0,0,0];" \n
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"_nrPlyrs = [];" \n
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"_circlePos = [0,0,0];" \n
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"_behindPos = [0,0,0];" \n
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"_sSide = 90;" \n
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"" \n
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"_vectTot = [0,0,0];" \n
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"" \n
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"_lastAction = """";" \n
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"_maxStalkDist = 48;" \n
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"_maxStalkDistPerm = 48;" \n
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"_minStalkDist = 12;" \n
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"_minStalkDistPerm = 12;" \n
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"_doWander = false;" \n
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"_callHide = false;" \n
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"_callMove = false;" \n
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"_callGroan = false;" \n
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"" \n
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"//Feeling vars" \n
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"_sAnger = 50;" \n
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"_sFear = 50;" \n
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"_threateLevel = 0;" \n
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"_addThreat = 0;" \n
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"_sHit = [objNull, 0];" \n
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"" \n
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"_angerCoeff = random 1;" \n
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"_calmAngerCoeff = 1 - _angerCoeff;" \n
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"_fearCoeff = random 1;" \n
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"_calmFearCoeff = 1 - _fearCoeff;" \n
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"" \n
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"_stuckCount = 0;" \n
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"" \n
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"_traderDispose = false;" \n
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"" \n
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"_doMove = false;" \n
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"_sanityCheckDone = false;" \n
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"_canSee = ([_zombie, ""VIEW""] checkVisibility [eyePos _zombie,aimPos _trgt] >= 0.5);" \n
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"_nrTrgts = [];" \n
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"_threatLevel = 0;" \n
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"_trgtDist = _trgt distance _zombie;" \n
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"_sanityCheck = 0;" \n
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"_doHide = false;" \n
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"_doAttack = false;" \n
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"_firedNear = 0;" \n
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"" \n
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"" \n
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"" \n
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"" \n
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"//Debug - Uncomment Sounds for live" \n
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"_randomGroan = {" \n
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"/*" \n
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"_sounds = [""sapper_groan0"",""sapper_groan1"",""sapper_groan2""];" \n
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"_sound = selectRandom _sounds;" \n
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"" \n
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"_zombie say3D _sound;" \n
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"[player, _zombie, _sound, Epoch_personalToken] remoteExec [""EPOCH_server_handle_say3D"",2];" \n
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"*/" \n
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"};" \n
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"" \n
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"_doInterrupt = {" \n
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"_actionDone = true;" \n
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"_criteria = ""(true)"";" \n
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"};" \n
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"" \n
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"//DEBUG" \n
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"_doDebug = false;" \n
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"axeDebug = _doDebug ;" \n
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"if(_doDebug)then{" \n
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"axeDebug = true;" \n
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"axeZed = _zombie;" \n
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"_debugDo = ""START"";" \n
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"_mkrName = """";" \n
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"};" \n
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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 = 17;
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priority = 10.000000;
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to="reset_vars";
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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 = 2;
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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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""/*%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 = 9;
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priority = 200.000000;
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to="pre_dispose";
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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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"_zombie removeAllEventHandlers ""FiredNear"";" \n
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"//[] call EPOCH_zombieSpawn;" \n
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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"";"/*%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 = 5;
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priority = 100.000000;
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to="instinct";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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condition=/*%FSM<CONDITION""">*/"!(alive _zombie) || _traderDispose || _trgtDist > _zDisposeRange;"/*%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 = 19;
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priority = 90.000000;
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to="spin";
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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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"_unitvDir = vectorDir _zombie;" \n
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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;"/*%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 = 26;
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priority = 80.000000;
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to="instinct";
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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"";"/*%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 = 16;
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priority = 70.000000;
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to="instinct";
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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"";"/*%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 = 11;
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priority = 60.000000;
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to="instinct";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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condition=/*%FSM<CONDITION""">*/"!(_moveTo isEqualTo [0,0,0]) && moveToCompleted _zombie"/*%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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"_walkHandle setFSMVariable [""_deadTrgts"", _deadTrgts];" \n
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"_moveTo = [0,0,0];" \n
|
|
"_debugDo = ""MOVE"";"/*%FSM</ACTION""">*/;
|
|
};
|
|
/*%FSM</LINK>*/
|
|
/*%FSM<LINK "check">*/
|
|
class check
|
|
{
|
|
itemno = 3;
|
|
priority = 5.000000;
|
|
to="checking_status";
|
|
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
|
condition=/*%FSM<CONDITION""">*/"diag_tickTime > _u + _checkFreq"/*%FSM</CONDITION""">*/;
|
|
action=/*%FSM<ACTION""">*/"_sanityCheck = 100;" \n
|
|
"_debugDo = ""CHECK"";" \n
|
|
"" \n
|
|
""/*%FSM</ACTION""">*/;
|
|
};
|
|
/*%FSM</LINK>*/
|
|
};
|
|
};
|
|
/*%FSM</STATE>*/
|
|
/*%FSM<STATE "pre_dispose">*/
|
|
class pre_dispose
|
|
{
|
|
name = "pre_dispose";
|
|
itemno = 4;
|
|
init = /*%FSM<STATEINIT""">*/"_nrTrgts = (_zedPos nearEntities [_trgtArr, 480]) select {isPlayer _x};" \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
|
|
"};"/*%FSM</STATEINIT""">*/;
|
|
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
|
class Links
|
|
{
|
|
/*%FSM<LINK "wait_dispose">*/
|
|
class wait_dispose
|
|
{
|
|
itemno = 6;
|
|
priority = 0.000000;
|
|
to="end";
|
|
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
|
condition=/*%FSM<CONDITION""">*/"diag_tickTime - _t > 480;"/*%FSM</CONDITION""">*/;
|
|
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
|
};
|
|
/*%FSM</LINK>*/
|
|
};
|
|
};
|
|
/*%FSM</STATE>*/
|
|
/*%FSM<STATE "reset_vars">*/
|
|
class reset_vars
|
|
{
|
|
name = "reset_vars";
|
|
itemno = 7;
|
|
init = /*%FSM<STATEINIT""">*/"//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
|
|
"//Safezones" \n
|
|
"_inSafe = false;" \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
|
|
""/*%FSM</STATEINIT""">*/;
|
|
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
|
class Links
|
|
{
|
|
/*%FSM<LINK "dispose">*/
|
|
class dispose
|
|
{
|
|
itemno = 9;
|
|
priority = 200.000000;
|
|
to="pre_dispose";
|
|
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
|
condition=/*%FSM<CONDITION""">*/"_doDispose || !(alive _zombie)"/*%FSM</CONDITION""">*/;
|
|
action=/*%FSM<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"";"/*%FSM</ACTION""">*/;
|
|
};
|
|
/*%FSM</LINK>*/
|
|
/*%FSM<LINK "_">*/
|
|
class _
|
|
{
|
|
itemno = 1;
|
|
priority = 0.000000;
|
|
to="instinct";
|
|
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 = 12;
|
|
init = /*%FSM<STATEINIT""">*/""/*%FSM</STATEINIT""">*/;
|
|
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
|
class Links
|
|
{
|
|
/*%FSM<LINK "done">*/
|
|
class done
|
|
{
|
|
itemno = 15;
|
|
priority = 100.000000;
|
|
to="reset_vars";
|
|
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 = 21;
|
|
priority = 95.000000;
|
|
to="checking_status";
|
|
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
|
|
"//Target" \n
|
|
"_trgtDist = _trgt distance _zombie;" \n
|
|
"_trgtPos = getPosATL _trgt;" \n
|
|
"_deadTrgts = [];" \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
|
|
"//Wander - Imaginary Target" \n
|
|
"_wanderVect = [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
|
|
"//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 = 13;
|
|
priority = 90.000000;
|
|
to="checking_status";
|
|
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, _sightDist]) select {isPlayer _x};" \n
|
|
"_avPos = [0,0,0];" \n
|
|
"_upwindPos = [0,0,0];" \n
|
|
"_smellTrgtPos = [];" \n
|
|
"" \n
|
|
"{" \n
|
|
" if(alive _x)then{" \n
|
|
" _upwindPos = [_x, _smellDist, winddir] call BIS_fnc_relPos;" \n
|
|
" if(_zombie distance _upwindPos < _smellDist + 1)exitWith{" \n
|
|
" _smellTrgtPos = getPosATL _x;" \n
|
|
" _canSmellCount =_canSmellCount + 1;" \n
|
|
" };" \n
|
|
" }else{" \n
|
|
" _deadTrgts pushBack _x;" \n
|
|
" };" \n
|
|
"} forEach _nrTrgts;" \n
|
|
"" \n
|
|
"" \n
|
|
"if(_canSmellCount > 0)then{" \n
|
|
"_smellVect = _zedPos vectorDiff _smellTrgtPos;" \n
|
|
"_vectDiv = _vectDiv + 1;" \n
|
|
"};" \n
|
|
"" \n
|
|
"" \n
|
|
"_sanityCheck = 90;"/*%FSM</ACTION""">*/;
|
|
};
|
|
/*%FSM</LINK>*/
|
|
/*%FSM<LINK "sight___target">*/
|
|
class sight___target
|
|
{
|
|
itemno = 22;
|
|
priority = 85.000000;
|
|
to="checking_status";
|
|
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
|
condition=/*%FSM<CONDITION""">*/"_sanityCheck > 85 && _sightCoeff > 0 && !_inSafe"/*%FSM</CONDITION""">*/;
|
|
action=/*%FSM<ACTION""">*/"_nrTrgts = (_zedPos nearEntities [_trgtArr, _sightDist]) select {isPlayer _x};" \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
|
|
"" \n
|
|
"" \n
|
|
" {" \n
|
|
" _sight = [_zombie, ""VIEW""] checkVisibility [eyePos _zombie,aimPos (driver _x)];" \n
|
|
" if(alive _x)then{" \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
|
|
" }else{" \n
|
|
" _deadTrgts pushBack _x;" \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 = _zedPos vectorDiff _spottedPos;" \n
|
|
" _sightVect = [_sightVect,_sightCoeff] call BIS_fnc_vectorMultiply;" \n
|
|
" _vectDiv = _vectDiv + 1;" \n
|
|
" _canSee = true;" \n
|
|
" }; " \n
|
|
"" \n
|
|
"};" \n
|
|
"_sanityCheck = 85;"/*%FSM</ACTION""">*/;
|
|
};
|
|
/*%FSM</LINK>*/
|
|
/*%FSM<LINK "hearing___target">*/
|
|
class hearing___target
|
|
{
|
|
itemno = 23;
|
|
priority = 80.000000;
|
|
to="checking_status";
|
|
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;"/*%FSM</ACTION""">*/;
|
|
};
|
|
/*%FSM</LINK>*/
|
|
/*%FSM<LINK "do_attack">*/
|
|
class do_attack
|
|
{
|
|
itemno = 8;
|
|
priority = 60.000000;
|
|
to="checking_status";
|
|
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
|
condition=/*%FSM<CONDITION""">*/"_sanityCheck > 60 && _sight > 0.6 && _trgtDist < _attackDist && diag_tickTime - _lastAttack > 3 && !_inSafe"/*%FSM</CONDITION""">*/;
|
|
action=/*%FSM<ACTION""">*/"_doAttack = true;" \n
|
|
"_doScream = true;" \n
|
|
"_sanityCheck = 60;"/*%FSM</ACTION""">*/;
|
|
};
|
|
/*%FSM</LINK>*/
|
|
/*%FSM<LINK "stuck">*/
|
|
class stuck
|
|
{
|
|
itemno = 20;
|
|
priority = 30.000000;
|
|
to="checking_status";
|
|
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
|
condition=/*%FSM<CONDITION""">*/"_sanityCheck > 30 && _moving && _attempts > 6 && _zedSpeed < 0.4" \n
|
|
"" \n
|
|
"" \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
|
|
" _zombie moveTo _zedPos;" \n
|
|
" _attempts = 0;" \n
|
|
" //systemChat format[""UnSticking: %1"", diag_tickTime];" \n
|
|
" };" \n
|
|
"" \n
|
|
"_sanityCheck = 30;"/*%FSM</ACTION""">*/;
|
|
};
|
|
/*%FSM</LINK>*/
|
|
/*%FSM<LINK "final_checks___r">*/
|
|
class final_checks___r
|
|
{
|
|
itemno = 14;
|
|
priority = 10.000000;
|
|
to="checking_status";
|
|
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
|
|
"if(_vectDiv > 0)then{" \n
|
|
"_vectTot = _smellVect vectorAdd _sightVect vectorAdd _hearVect vectorAdd _spottedVect vectorAdd _wanderVect;" \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
|
|
""/*%FSM</ACTION""">*/;
|
|
};
|
|
/*%FSM</LINK>*/
|
|
};
|
|
};
|
|
/*%FSM</STATE>*/
|
|
/*%FSM<STATE "end">*/
|
|
class end
|
|
{
|
|
name = "end";
|
|
itemno = 18;
|
|
init = /*%FSM<STATEINIT""">*/"if (!isNull _zombie) then {" \n
|
|
"deleteVehicle _zombie;//Move to cleanup" \n
|
|
"};" \n
|
|
"" \n
|
|
"" \n
|
|
"" \n
|
|
"" \n
|
|
""/*%FSM</STATEINIT""">*/;
|
|
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
|
class Links
|
|
{
|
|
};
|
|
};
|
|
/*%FSM</STATE>*/
|
|
/*%FSM<STATE "spin">*/
|
|
class spin
|
|
{
|
|
name = "spin";
|
|
itemno = 24;
|
|
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 = 25;
|
|
priority = 0.000000;
|
|
to="instinct";
|
|
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
|
condition=/*%FSM<CONDITION""">*/"diag_tickTime - _t > 0.6;"/*%FSM</CONDITION""">*/;
|
|
action=/*%FSM<ACTION""">*/"[_zombie,_trgt] call EPOCH_client_bitePlayer;"/*%FSM</ACTION""">*/;
|
|
};
|
|
/*%FSM</LINK>*/
|
|
};
|
|
};
|
|
/*%FSM</STATE>*/
|
|
/*%FSM<STATE "____FAKE____">*/
|
|
class ____FAKE____
|
|
{
|
|
name = "____FAKE____";
|
|
itemno = 27;
|
|
init = /*%FSM<STATEINIT""">*/""/*%FSM</STATEINIT""">*/;
|
|
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
|
class Links
|
|
{
|
|
/*%FSM<LINK "imaginary_target">*/
|
|
class imaginary_target
|
|
{
|
|
itemno = 10;
|
|
priority = 70.000000;
|
|
to="checking_status";
|
|
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
|
condition=/*%FSM<CONDITION""">*/"_sanityCheck > 70 && _vectDiv < 1"/*%FSM</CONDITION""">*/;
|
|
action=/*%FSM<ACTION""">*/"_rndPos = [_zedPos, random 360, ((random 4) max 1)] call BIS_fnc_relPos;" \n
|
|
"_wanderVect = _zedPos vectorDiff _rndPos;" \n
|
|
"_vectDiv = _vectDiv + 1;" \n
|
|
"_sanityCheck = 70;"/*%FSM</ACTION""">*/;
|
|
};
|
|
/*%FSM</LINK>*/
|
|
};
|
|
};
|
|
/*%FSM</STATE>*/
|
|
};
|
|
initState="brainz";
|
|
finalStates[] =
|
|
{
|
|
"end",
|
|
};
|
|
};
|
|
/*%FSM</COMPILE>*/
|