/*%FSM*/ /*%FSM*/ /* item0[] = {"init",0,250,50.000000,-400.000000,150.000000,-350.000000,0.000000,"init"}; item1[] = {"End",1,250,175.000000,-250.000000,275.000000,-200.000000,0.000000,"End"}; item2[] = {"wait",4,218,-75.000000,0.000000,25.000000,50.000000,0.000000,"wait"}; item3[] = {"Looking_for_Targ",2,250,-75.000000,75.000000,25.000000,125.000000,0.000000,"Looking for" \n "Target"}; item4[] = {"Not_Alive",4,218,25.000000,375.000000,125.000000,425.000000,5.000000,"Not" \n "Alive"}; item5[] = {"Nobody_Near",4,218,25.000000,450.000000,125.000000,500.000000,6.000000,"Nobody" \n "Near"}; item6[] = {"loiter",4,218,-400.000000,0.000000,-300.000000,50.000000,0.000000,"loiter"}; item7[] = {"Loiter",2,250,-400.000000,75.000000,-300.000000,125.000000,0.000000,"Loiter"}; item8[] = {"",7,210,-29.000042,396.000000,-20.999958,404.000000,0.000000,""}; item9[] = {"",7,210,-29.000042,470.999939,-20.999958,479.000061,0.000000,""}; item10[] = {"true",8,218,-75.000000,-400.000000,25.000000,-350.000000,0.000000,"true"}; item11[] = {"Begin",2,250,-75.000000,-150.000000,25.000000,-100.000000,0.000000,"Begin"}; item12[] = {"",7,210,-29.000006,-29.000004,-20.999996,-20.999996,0.000000,""}; item13[] = {"",7,210,-354.000092,-29.000004,-345.999908,-20.999996,0.000000,""}; item14[] = {"",7,210,-329.000031,208.500000,-321.000000,216.500000,0.000000,""}; item15[] = {"Has_Target",4,218,-150.000000,275.000000,-50.000000,325.000000,5.000000,"Has" \n "Target"}; item16[] = {"Chase",2,4346,-150.000000,375.000000,-50.000000,425.000000,0.000000,"Chase"}; item17[] = {"Time_Check",4,218,50.000000,75.000000,150.000000,125.000000,1.000000,"Time" \n "Check"}; item18[] = {"",7,210,-29.000006,208.500000,-20.999996,216.500000,0.000000,""}; item19[] = {"",7,210,-29.000006,296.000000,-20.999996,304.000031,0.000000,""}; item20[] = {"Time_Check",4,218,-275.000000,75.000000,-175.000000,125.000000,0.000000,"Time" \n "Check"}; item21[] = {"Check",8,218,-300.000000,300.000000,-200.000000,350.000000,1.000000,"Check"}; item22[] = {"No_Target",4,218,-400.000000,450.000000,-300.000000,500.000000,3.000000,"No" \n "Target"}; item23[] = {"",7,210,-479.000000,471.000000,-471.000000,479.000000,0.000000,""}; item24[] = {"",7,210,-479.000000,208.500000,-471.000000,216.500000,0.000000,""}; item25[] = {"",7,210,221.000000,396.000000,229.000000,404.000000,0.000000,""}; item26[] = {"",7,210,221.000000,471.000000,229.000000,479.000000,0.000000,""}; item27[] = {"Cleanup_",2,250,175.000000,200.000000,275.000000,250.000000,0.000000,"Cleanup?"}; item28[] = {"nobody_around",4,218,175.000000,-25.000000,275.000000,25.000000,0.000000,"nobody" \n "around"}; item29[] = {"",7,210,-104.000023,471.000000,-95.999985,479.000000,0.000000,""}; item30[] = {"cant_see",4,218,-275.000000,575.000000,-175.000000,625.000000,2.000000,"cant" \n "see"}; item31[] = {"Finish_Move",2,250,-275.000000,650.000000,-175.000000,700.000000,0.000000,"Finish" \n "Move"}; item32[] = {"finished",4,218,-425.000000,650.000000,-325.000000,700.000000,1.000000,"finished"}; item33[] = {"",7,210,-479.000000,671.000000,-471.000000,679.000000,0.000000,""}; item34[] = {"",7,210,-29.000002,671.000000,-20.999998,679.000000,0.000000,""}; item35[] = {"",7,210,-404.000000,208.500000,-396.000000,216.500000,0.000000,""}; item36[] = {"someone_here",4,218,300.000000,200.000000,400.000000,250.000000,0.000000,"someone" \n "here"}; item37[] = {"wait",2,250,300.000000,125.000000,400.000000,175.000000,0.000000,"wait"}; item38[] = {"time_up",4,218,300.000000,-25.000000,400.000000,25.000000,0.000000,"time" \n "up"}; item39[] = {"",7,210,346.000000,95.999992,354.000000,104.000000,0.000000,""}; item40[] = {"",7,210,221.000000,96.000008,229.000000,103.999977,0.000000,""}; item41[] = {"Time_Check",4,218,425.000000,125.000000,525.000000,175.000000,0.000000,"Time" \n "Check"}; item42[] = {"",7,210,346.000000,-79.000000,354.000000,-71.000000,0.000000,""}; item43[] = {"",7,210,221.000000,-79.000000,229.000000,-71.000000,0.000000,""}; item44[] = {"too_long",4,218,-425.000000,725.000000,-325.000000,775.000000,0.000000,"too long"}; item45[] = {"",7,210,-229.000000,746.000000,-221.000000,754.000000,0.000000,""}; item46[] = {"",7,210,-479.000000,746.000000,-471.000000,754.000000,0.000000,""}; item47[] = {"Reset_Targeting",2,250,-525.000000,325.000000,-425.000000,375.000000,0.000000,"Reset" \n "Targeting"}; item48[] = {"true",8,218,-525.000000,250.000000,-425.000000,300.000000,0.000000,"true"}; item49[] = {"deleted",4,218,425.000000,-25.000000,525.000000,25.000000,0.000000,"deleted"}; item50[] = {"",7,210,471.000000,-79.000000,479.000000,-71.000000,0.000000,""}; item51[] = {"",7,210,471.000000,95.999977,479.000000,104.000023,0.000000,""}; item52[] = {"",7,210,-104.000000,596.000000,-95.999992,604.000000,0.000000,""}; item53[] = {"player_check",4,218,-525.000000,75.000000,-425.000000,125.000000,2.000000,"player" \n "check"}; item54[] = {"player_check",4,218,50.000000,0.000000,150.000000,50.000000,2.000000,"player" \n "check"}; item55[] = {"is_Dedicated",4,218,50.000000,-250.000000,150.000000,-200.000000,5.000000,"is" \n "Dedicated"}; item56[] = {"MoveCompleted_",4,218,-525.000000,-75.000000,-425.000000,-25.000000,3.000000,"MoveCompleted "}; item57[] = {"Failed_Move",4,218,-675.000000,-100.000000,-575.000000,-50.000000,3.000000,"Failed Move"}; item58[] = {"Target_Dead",4,218,-275.000000,500.000000,-175.000000,550.000000,3.000000,"Target Dead"}; item59[] = {"",7,210,-479.000000,521.000000,-471.000000,529.000000,0.000000,""}; item60[] = {"Start_Attack",4,218,-725.000000,175.000000,-625.000000,225.000000,0.000000,"Start Attack"}; item61[] = {"End_Attack",4,218,-725.000000,100.000000,-625.000000,150.000000,0.000000,"End Attack"}; item62[] = {"TargetMoved",4,218,50.000000,300.000000,150.000000,350.000000,3.000000,"TargetMoved"}; item63[] = {"Not_moving",4,218,-300.000000,150.000000,-200.000000,200.000000,1.000000,"Not moving"}; item64[] = {"TimeOut",8,218,-300.000000,375.000000,-200.000000,425.000000,2.000000,"TimeOut"}; item65[] = {"____FAKE____",9,2600,0.000000,0.000000,0.000000,0.000000,0.000000,"____FAKE____"}; link0[] = {0,10}; link1[] = {0,55}; link2[] = {2,3}; link3[] = {3,17}; link4[] = {3,18}; link5[] = {3,54}; link6[] = {4,25}; link7[] = {5,26}; link8[] = {6,7}; link9[] = {7,14}; link10[] = {7,20}; link11[] = {7,53}; link12[] = {8,4}; link13[] = {8,9}; link14[] = {9,5}; link15[] = {10,11}; link16[] = {11,12}; link17[] = {12,2}; link18[] = {12,13}; link19[] = {13,6}; link20[] = {14,18}; link21[] = {15,16}; link22[] = {16,8}; link23[] = {16,29}; link24[] = {16,64}; link25[] = {17,3}; link26[] = {18,19}; link27[] = {19,8}; link28[] = {19,15}; link29[] = {20,7}; link30[] = {22,23}; link31[] = {23,47}; link32[] = {24,35}; link33[] = {25,27}; link34[] = {26,25}; link35[] = {27,36}; link36[] = {27,40}; link37[] = {28,43}; link38[] = {29,22}; link39[] = {29,52}; link40[] = {29,58}; link41[] = {30,31}; link42[] = {31,32}; link43[] = {31,34}; link44[] = {31,45}; link45[] = {32,33}; link46[] = {33,59}; link47[] = {34,9}; link48[] = {35,7}; link49[] = {36,37}; link50[] = {37,39}; link51[] = {37,41}; link52[] = {38,42}; link53[] = {39,38}; link54[] = {39,40}; link55[] = {39,51}; link56[] = {40,28}; link57[] = {41,37}; link58[] = {42,43}; link59[] = {43,1}; link60[] = {44,46}; link61[] = {45,44}; link62[] = {46,33}; link63[] = {47,48}; link64[] = {48,24}; link65[] = {49,50}; link66[] = {50,42}; link67[] = {51,49}; link68[] = {52,30}; link69[] = {53,7}; link70[] = {54,3}; link71[] = {55,1}; link72[] = {58,59}; link73[] = {59,23}; link74[] = {64,16}; link75[] = {21,65}; link76[] = {65,21}; link77[] = {56,65}; link78[] = {65,56}; link79[] = {57,65}; link80[] = {65,57}; link81[] = {60,65}; link82[] = {65,60}; link83[] = {61,65}; link84[] = {65,61}; link85[] = {62,65}; link86[] = {65,62}; link87[] = {63,65}; link88[] = {65,63}; globals[] = {25.000000,1,0,0,0,640,480,1,157,6316128,1,-640.890259,559.593506,704.095276,-186.586182,806,598,1}; window[] = {2,-1,-1,-1,-1,727,26,1234,26,3,824}; *//*%FSM*/ class FSM { fsmName = "DayZ Zombie Agent"; class States { /*%FSM*/ class init { name = "init"; init = /*%FSM*/"_position = _this select 0;" \n "_agent = _this select 1;" \n "_secondHand = false;" \n "" \n "if (count _this > 2) then {" \n " _secondHand = true;" \n " diag_log (""Second Hand Zombie Initialized: "" + str(_this));" \n "};"/*%FSM*/; precondition = /*%FSM*/""/*%FSM*/; class Links { /*%FSM*/ class is_Dedicated { priority = 5.000000; to="End"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"isDedicated"/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class true { priority = 0.000000; to="Begin"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"dayz_clientPreload and !(isNull _agent)"/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ }; }; /*%FSM*/ /*%FSM*/ class End { name = "End"; init = /*%FSM*/"if (!isDedicated) then {" \n " if (!isNull _agent) then {" \n " deleteVehicle _agent;" \n " //dayz_spawnZombies = dayz_spawnZombies - 1;" \n " };" \n "} else {" \n " [_agent] call zombie_findOwner;" \n "};"/*%FSM*/; precondition = /*%FSM*/""/*%FSM*/; class Links { }; }; /*%FSM*/ /*%FSM*/ class Looking_for_Targ { name = "Looking_for_Targ"; init = /*%FSM*/"_isAlive = alive _agent;" \n "_target = _agent call zombie_findTargetAgent;" \n "_timeN = diag_tickTime;" \n "" \n "_newDest = _agent getVariable [""myDest"",getposATL _agent];" \n "if (!isNil ""_newDest"") then {" \n " if (_newDest distance _myDest > 0) then {" \n " _myDest = _newDest;" \n " _agent moveTo _myDest;" \n " _agent forceSpeed 2;" \n " };" \n "};" \n "" \n "//diag_log (""Zombie "" + str(_agent) + "" Wait "");"/*%FSM*/; precondition = /*%FSM*/""/*%FSM*/; class Links { /*%FSM*/ class Nobody_Near { priority = 6.000000; to="Cleanup_"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"!_isSomeone"/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class Has_Target { priority = 5.000000; to="Chase"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"!(isNull _target)"/*%FSM*/; action=/*%FSM*/"//Leader cries out" \n "if (_isSomeone) then {" \n " [_agent,""spotted"",0,false] call dayz_zombieSpeak;" \n "};" \n "" \n "if (!_hasMoved) then {" \n " _agent setVariable[""doLoiter"",true,true];" \n "};" \n "" \n "//Lets see if we can get the AI to stop running away before heading to the player" \n "_agent moveTo (getposATL _agent);" \n "" \n "_countr = 0;" \n "_losCheck = 0;" \n "_agroCheck = 0;" \n "_cantSee = false;" \n "_cantSeeAnything = false;" \n "" \n "" \n "//diag_log (""Has Target"");"/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class Not_Alive { priority = 5.000000; to="Cleanup_"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"!_isAlive"/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class player_check { priority = 2.000000; to="Looking_for_Targ"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"(diag_tickTime - _entityTime) > 30"/*%FSM*/; action=/*%FSM*/"_entityTime = diag_tickTime;" \n "" \n "_list = (getposATL _agent) nearEntities [[""CAManBase"",""AllVehicles""],300];" \n "_isSomeone = ({isPlayer _x} count _list) > 0;"/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class Time_Check { priority = 1.000000; to="Looking_for_Targ"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"(diag_tickTime - _timeN) > 1"/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ }; }; /*%FSM*/ /*%FSM*/ class Loiter { name = "Loiter"; init = /*%FSM*/"_isAlive = alive _agent;" \n "_timeN = diag_tickTime;" \n "" \n "//Look for target" \n "_target = _agent call zombie_findTargetAgent;" \n "" \n "//Check for alert var" \n "_newDest = _agent getVariable [""myDest"",nil];" \n "" \n "if ((moveToCompleted _agent) or (moveToFailed _agent) or (Speed _agent == 0)) then { " \n " _myDest = [_agent,_position] call zombie_loiter;" \n "};" \n "" \n "" \n "//Change location to alert" \n "if (!isNil ""_newDest"") then {" \n " if (_newDest distance _myDest > 0) then {" \n " _myDest = _newDest;" \n " };" \n "};" \n "" \n "" \n "//Move to location" \n "" \n "if (_myDest distance (getposATL _agent) > 3) then {" \n " //diag_log format[""Loiter - %1 - [%2,%3] - Range %4"",(typeof _agent),_myDest,_movingTo,(_myDest distance _movingTo)];" \n "" \n " _agent moveTo _myDest;" \n "};" \n "" \n "//hintSilent (""loitering..."" + str(_agent distance (_agent getVariable [""myDest"",getposATL _agent])));" \n "" \n "if (_secondHand) then {" \n " diag_log (""Zombie "" + str(_agent) + "" Loiter "" + "" distance: "" + str(_newDest distance _myDest));" \n " _agent doMove (getPosATL player);" \n " _agent moveTo (getPosATL player);" \n "};"/*%FSM*/; precondition = /*%FSM*/""/*%FSM*/; class Links { /*%FSM*/ class Nobody_Near { priority = 6.000000; to="Cleanup_"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"!_isSomeone"/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class Has_Target { priority = 5.000000; to="Chase"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"!(isNull _target)"/*%FSM*/; action=/*%FSM*/"//Leader cries out" \n "if (_isSomeone) then {" \n " [_agent,""spotted"",0,false] call dayz_zombieSpeak;" \n "};" \n "" \n "if (!_hasMoved) then {" \n " _agent setVariable[""doLoiter"",true,true];" \n "};" \n "" \n "//Lets see if we can get the AI to stop running away before heading to the player" \n "_agent moveTo (getposATL _agent);" \n "" \n "_countr = 0;" \n "_losCheck = 0;" \n "_agroCheck = 0;" \n "_cantSee = false;" \n "_cantSeeAnything = false;" \n "" \n "" \n "//diag_log (""Has Target"");"/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class Not_Alive { priority = 5.000000; to="Cleanup_"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"!_isAlive"/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class player_check { priority = 2.000000; to="Loiter"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"(diag_tickTime - _entityTime) > 30"/*%FSM*/; action=/*%FSM*/"_entityTime = diag_tickTime;" \n "" \n "_list = (getposATL _agent) nearEntities [[""CAManBase"",""AllVehicles""],300];" \n "_isSomeone = ({isPlayer _x} count _list) > 0;"/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class Time_Check { priority = 0.000000; to="Loiter"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"(diag_tickTime - _timeN) > 1"/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ }; }; /*%FSM*/ /*%FSM*/ class Begin { name = "Begin"; init = /*%FSM*/"_hasMoved = _agent getVariable[""doLoiter"",true];" \n "" \n "_myDest = [_agent,_position] call zombie_loiter;" \n "_newDest = nil;" \n "_movingTo = _myDest;" \n "_array = [];" \n "_waypoint = [];" \n "" \n "_agentReset = false;" \n "" \n "_bodyStay = 60;" \n "" \n "_agent disableAI ""FSM"";" \n "_timeN = diag_tickTime;" \n "" \n "_agent setBehaviour ""CARELESS"";" \n "" \n " _id = _agent addeventhandler [""HandleDamage"",{_this call local_zombieDamage}];" \n "" \n "//hint ""run local zombie"";" \n "_isSomeone = true;" \n "" \n "_target = objNull;" \n "_targetPos = [];" \n "_countr = 0;" \n "" \n "//Spawn roaming script (individual to unit)" \n "_entityTime = diag_tickTime;" \n "" \n "_isCarrier = false;" \n "_chance = round(random 12);" \n "if ((_chance % 4) == 0) then {" \n " _isCarrier = true;" \n "};" \n "" \n "//Debug" \n "if (_secondHand) then {" \n " diag_log (""Zombie Brain Initialized "" + str(_agent) + "" doLoiter: "" + str(_doLoiter));" \n " [_agent,_position] call zombie_loiter;" \n " _myDest = _agent getVariable [""myDest"",getposATL _agent];" \n "" \n "};" \n ""/*%FSM*/; precondition = /*%FSM*/""/*%FSM*/; class Links { /*%FSM*/ class loiter { priority = 0.000000; to="Loiter"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"_hasMoved"/*%FSM*/; action=/*%FSM*/"_myDest = [_agent,_position] call zombie_loiter;" \n "_agent forceSpeed 2;"/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class wait { priority = 0.000000; to="Looking_for_Targ"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"!_hasMoved"/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ }; }; /*%FSM*/ /*%FSM*/ class Chase { name = "Chase"; init = /*%FSM*/"_timeN = diag_tickTime;" \n "" \n "if (isNull _agent) exitWith {}; //Prevent errors if zombie is suddenly deleted" \n "_adjustSpeed = if (DZE_slowZombies) then {2} else {_agent getVariable [""speedLimit"", 3]};" \n "_agent forceSpeed _adjustSpeed;" \n "" \n "_target = _agent call zombie_findTargetAgent;" \n "_targetPos = getPosATL _target;" \n "_isAlive = alive _agent;" \n "_isTargetAlive = alive _target;" \n "" \n "//Move to location" \n "if (_movingTo distance _targetPos > .5) then {" \n " //diag_log format[""Chase - %1 - [%2,%3] - Range %4"",(typeof _agent),_myDest,_movingTo,(_myDest distance _movingTo)];" \n "" \n " _agent moveTo _targetPos;" \n " _movingTo = _targetPos;" \n "};" \n "" \n "" \n "" \n "//Check if LOS" \n "if ((_agroCheck % 8) == 0) then {" \n " _agroCheck = 0;" \n " _cantSee = [_target,_agent] call dayz_losCheck;" \n "};" \n "" \n "" \n "" \n "//diag_log format[""%1"",(typeof _agent)];"/*%FSM*/; precondition = /*%FSM*/""/*%FSM*/; class Links { /*%FSM*/ class Nobody_Near { priority = 6.000000; to="Cleanup_"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"!_isSomeone"/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class Not_Alive { priority = 5.000000; to="Cleanup_"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"!_isAlive"/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class No_Target { priority = 3.000000; to="Reset_Targeting"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"(isNull _target)"/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class Target_Dead { priority = 3.000000; to="Reset_Targeting"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"!_isTargetAlive"/*%FSM*/; action=/*%FSM*/"_timeN = diag_tickTime;"/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class cant_see { priority = 2.000000; to="Finish_Move"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"_cantSee"/*%FSM*/; action=/*%FSM*/"//diag_log (""Cant See"");"/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class TimeOut { priority = 2.000000; to="Chase"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"(diag_tickTime - _timeN) > 1" \n ""/*%FSM*/; action=/*%FSM*/"_agroCheck= _agroCheck + 1;"/*%FSM*/; }; /*%FSM*/ }; }; /*%FSM*/ /*%FSM*/ class Cleanup_ { name = "Cleanup_"; init = /*%FSM*/"_waitStart = diag_tickTime;" \n "" \n "_list = (getposATL _agent) nearEntities [[""CAManBase"",""AllVehicles""],300];" \n "_isSomeone = ({isPlayer _x} count _list) > 0;"/*%FSM*/; precondition = /*%FSM*/""/*%FSM*/; class Links { /*%FSM*/ class nobody_around { priority = 0.000000; to="End"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"!_isSomeone"/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class someone_here { priority = 0.000000; to="wait"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"_isSomeone"/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ }; }; /*%FSM*/ /*%FSM*/ class Finish_Move { name = "Finish_Move"; init = /*%FSM*/"_timeN = diag_tickTime;" \n "" \n "_list = (getposATL _agent) nearEntities [[""CAManBase"",""AllVehicles""],300];" \n "_isSomeone = ({isPlayer _x} count _list) > 0;"/*%FSM*/; precondition = /*%FSM*/""/*%FSM*/; class Links { /*%FSM*/ class Nobody_Near { priority = 6.000000; to="Cleanup_"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"!_isSomeone"/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class finished { priority = 1.000000; to="Reset_Targeting"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"_agent distance _targetPos < 3"/*%FSM*/; action=/*%FSM*/"//diag_log (""Finished"");"/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class too_long { priority = 0.000000; to="Reset_Targeting"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"(diag_tickTime - _timeN) > 20"/*%FSM*/; action=/*%FSM*/"//diag_log (""Timeout"");"/*%FSM*/; }; /*%FSM*/ }; }; /*%FSM*/ /*%FSM*/ class wait { name = "wait"; init = /*%FSM*/"_list = (getposATL _agent) nearEntities [[""CAManBase"",""AllVehicles""],300];" \n "_isSomeone = ({isPlayer _x} count _list) > 0;" \n "" \n "_timeN = diag_tickTime;"/*%FSM*/; precondition = /*%FSM*/""/*%FSM*/; class Links { /*%FSM*/ class time_up { priority = 0.000000; to="End"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"(diag_tickTime - _waitStart) > 300"/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class nobody_around { priority = 0.000000; to="End"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"!_isSomeone"/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class deleted { priority = 0.000000; to="End"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"isNull _agent;"/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class Time_Check { priority = 0.000000; to="wait"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"(diag_tickTime - _timeN) > 30"/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ }; }; /*%FSM*/ /*%FSM*/ class Reset_Targeting { name = "Reset_Targeting"; init = /*%FSM*/"// reset stance to favorite one" \n "_agent setUnitPos (_agent getVariable [""stance"", ""UP""]);" \n "" \n "//Lets move" \n "_myDest = [_agent,_position] call zombie_loiter;" \n "" \n "//Local" \n "_agent setVariable [""localtargets"",[],false];" \n "" \n "//Remote" \n "_remotetargets = [];" \n "_remotetargets = _agent getVariable [""remotetargets"",[]];" \n "" \n "//Clear remote on reset" \n "if (count _remotetargets > 0) then {" \n " _agent setVariable [""remotetargets"",[],true];" \n "};" \n "" \n "//Clear Target" \n "_target = objNull;" \n "" \n "//force Speed" \n "_agent forceSpeed 2;" \n "" \n "" \n "//diag_log (""Agent reset"");" \n ""/*%FSM*/; precondition = /*%FSM*/""/*%FSM*/; class Links { /*%FSM*/ class true { priority = 0.000000; to="Loiter"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"true"/*%FSM*/; action=/*%FSM*/"//diag_log (""Reset"");" \n "" \n ""/*%FSM*/; }; /*%FSM*/ }; }; /*%FSM*/ /*%FSM*/ class ____FAKE____ { name = "____FAKE____"; init = /*%FSM*/""/*%FSM*/; precondition = /*%FSM*/""/*%FSM*/; class Links { /*%FSM*/ class MoveCompleted_ { priority = 3.000000; to="____FAKE____"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"moveToCompleted _agent;" \n "//_agent distance (_agent getVariable [""myDest"",getposATL _agent]) < 3"/*%FSM*/; action=/*%FSM*/"_myDest = [_agent,_position] call zombie_loiter;" \n "//_myDest = _agent getVariable [""myDest"",getposATL _agent];"/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class Failed_Move { priority = 3.000000; to="____FAKE____"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"moveToFailed _agent;"/*%FSM*/; action=/*%FSM*/"_myDest = [_agent,_position] call zombie_loiter;" \n "//_myDest = _agent getVariable [""myDest"",getposATL _agent];" \n ""/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class TargetMoved { priority = 3.000000; to="____FAKE____"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"(((_agent distance _target) >= 3) and ((diag_tickTime - _timeN) > 1))" \n ""/*%FSM*/; action=/*%FSM*/"diag_log (""TargetMoved"");"/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class Not_moving { priority = 1.000000; to="____FAKE____"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"(Speed _agent == 0)" \n ""/*%FSM*/; action=/*%FSM*/"_myDest = [_agent,_position] call zombie_loiter;"/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class Check { priority = 1.000000; to="____FAKE____"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"((_agent distance _target) >= 2)" \n ""/*%FSM*/; action=/*%FSM*/"// reset stance to favorite one" \n "//if (_agent distance _targetPos > 5) then {" \n "// _agent setUnitPos (_agent getVariable [""stance"", ""UP""]);" \n "//};" \n "" \n "//diag_log (""Reset Chase"");" \n "" \n "/*" \n "if (_agent distance _targetPos < 5) then {" \n " //Stand up" \n " _agent setUnitPos ""UP"";" \n "};" \n "*/" \n ""/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class End_Attack { priority = 0.000000; to="____FAKE____"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"(diag_tickTime - _timeAttack) > 0.3"/*%FSM*/; action=/*%FSM*/"[_agent, ""zombie""] spawn player_zombieAttack;" \n "_agent setVariable[""lastAttack"", diag_tickTime];"/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class Start_Attack { priority = 0.000000; to="____FAKE____"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"((local _target) and (_agent distance _target <= 3.3) and ((diag_tickTime - _last) > 2) and (_delta < 1.5) and (_delta > -1.5) and (alive _target))"/*%FSM*/; action=/*%FSM*/"[_agent, ""zombie""] spawn player_attackdelay;" \n "_agent setVariable[""lastAttack"", diag_tickTime];" \n "" \n "_timeAttack = diag_ticktime;"/*%FSM*/; }; /*%FSM*/ }; }; /*%FSM*/ }; initState="init"; finalStates[] = { "End", }; }; /*%FSM*/