Files
DayZ-Epoch/SQF/dayz_code/system/mutant_agent.fsm
worldwidesorrow 05118343fc Integrate NS Bloodsuckers
Add and update files for bloodsucker spawning option.
2021-08-18 09:47:25 -05:00

719 lines
28 KiB
Plaintext

/*%FSM<COMPILE "C:\Program Files (x86)\Bohemia Interactive\Tools\FSM Editor Personal Edition\scriptedFSM.cfg, DZE Bloodsucker Agent">*/
/*%FSM<HEAD>*/
/*
item0[] = {"init",0,250,-400.000000,-250.000000,-300.000000,-200.000000,0.000000,"init"};
item1[] = {"End",1,250,175.000000,-250.000000,275.000000,-200.000000,0.000000,"End"};
item2[] = {"Not_Alive",4,218,25.000000,375.000000,125.000000,425.000000,5.000000,"Not" \n "Alive"};
item3[] = {"Nobody_Near",4,218,25.000000,525.000000,125.000000,575.000000,6.000000,"Nobody" \n "Near"};
item4[] = {"",7,210,-29.000042,396.000000,-20.999958,404.000000,0.000000,""};
item5[] = {"",7,210,-29.000040,470.999939,-20.999960,479.000061,0.000000,""};
item6[] = {"",7,210,-354.000031,121.000000,-346.000000,129.000000,0.000000,""};
item7[] = {"UnitReady",4,218,-275.000000,275.000000,-175.000000,325.000000,5.000000,"UnitReady"};
item8[] = {"Chase",2,250,-150.000000,375.000000,-50.000000,425.000000,0.000000,"Chase"};
item9[] = {"",7,210,-29.000006,121.000000,-20.999994,129.000000,0.000000,""};
item10[] = {"",7,210,-29.000008,221.000000,-20.999992,229.000015,0.000000,""};
item11[] = {"No_Target",4,218,-400.000000,450.000000,-300.000000,500.000000,3.000000,"No" \n "Target"};
item12[] = {"",7,210,-479.000000,471.000000,-471.000000,479.000000,0.000000,""};
item13[] = {"",7,210,-729.000000,346.000000,-721.000000,354.000000,0.000000,""};
item14[] = {"",7,210,221.000000,396.000000,229.000000,404.000000,0.000000,""};
item15[] = {"",7,210,221.000000,471.000000,229.000000,479.000000,0.000000,""};
item16[] = {"Cleanup_",2,250,175.000000,200.000000,275.000000,250.000000,0.000000,"Cleanup?"};
item17[] = {"nobody_around",4,218,175.000000,-25.000000,275.000000,25.000000,0.000000,"nobody" \n "around"};
item18[] = {"",7,210,-104.000023,471.000000,-95.999985,479.000000,0.000000,""};
item19[] = {"cant_see",4,218,-275.000000,575.000000,-175.000000,625.000000,2.000000,"cant" \n "see"};
item20[] = {"Finish_Move",2,250,-275.000000,650.000000,-175.000000,700.000000,0.000000,"Finish" \n "Move"};
item21[] = {"finished",4,218,-425.000000,650.000000,-325.000000,700.000000,1.000000,"finished"};
item22[] = {"",7,210,-479.000000,671.000000,-471.000000,679.000000,0.000000,""};
item23[] = {"",7,210,-29.000002,671.000000,-20.999998,679.000000,0.000000,""};
item24[] = {"Move",2,250,-650.000000,50.000000,-550.000000,100.000000,0.000000,"Move"};
item25[] = {"someone_here",4,218,300.000000,200.000000,400.000000,250.000000,0.000000,"someone" \n "here"};
item26[] = {"wait",2,250,300.000000,125.000000,400.000000,175.000000,0.000000,"wait"};
item27[] = {"time_up",4,218,300.000000,-25.000000,400.000000,25.000000,0.000000,"time" \n "up"};
item28[] = {"",7,210,346.000000,95.999992,354.000000,104.000000,0.000000,""};
item29[] = {"",7,210,221.000000,96.000008,229.000000,103.999977,0.000000,""};
item30[] = {"Time_Check",4,218,425.000000,125.000000,525.000000,175.000000,0.000000,"Time" \n "Check"};
item31[] = {"",7,210,346.000000,-79.000000,354.000000,-71.000000,0.000000,""};
item32[] = {"",7,210,221.000000,-79.000000,229.000000,-71.000000,0.000000,""};
item33[] = {"too_long",4,4314,-425.000000,725.000000,-325.000000,775.000000,0.000000,"too long"};
item34[] = {"",7,210,-229.000000,746.000000,-221.000000,754.000000,0.000000,""};
item35[] = {"",7,210,-479.000000,746.000000,-471.000000,754.000000,0.000000,""};
item36[] = {"Reset_Targeting",2,250,-525.000000,325.000000,-425.000000,375.000000,0.000000,"Reset" \n "Targeting"};
item37[] = {"deleted",4,218,425.000000,-25.000000,525.000000,25.000000,0.000000,"deleted"};
item38[] = {"",7,210,471.000000,-79.000000,479.000000,-71.000000,0.000000,""};
item39[] = {"",7,210,471.000000,95.999977,479.000000,104.000023,0.000000,""};
item40[] = {"",7,210,-104.000000,596.000000,-95.999992,604.000000,0.000000,""};
item41[] = {"Target_Dead",4,218,-275.000000,500.000000,-175.000000,550.000000,3.000000,"Target Dead"};
item42[] = {"",7,210,-479.000000,521.000000,-471.000000,529.000000,0.000000,""};
item43[] = {"TimeCheck",4,218,-150.000000,275.000000,-50.000000,325.000000,2.000000,"TimeCheck"};
item44[] = {"No_Agent",4,218,25.000000,450.000000,125.000000,500.000000,5.000000,"No Agent"};
item45[] = {"",7,210,221.000015,546.000061,229.000000,553.999939,0.000000,""};
item46[] = {"",7,210,-29.000042,545.999939,-20.999958,554.000061,0.000000,""};
item47[] = {"Ready",4,218,-400.000000,-125.000000,-300.000000,-75.000000,0.000000,"Ready"};
item48[] = {"Loiter",2,250,-400.000000,25.000000,-300.000000,75.000000,0.000000,"Loiter"};
item49[] = {"Time_Check",4,218,-275.000000,50.000000,-175.000000,100.000000,0.000000,"Time" \n "Check"};
item50[] = {"MoveCompleted_",4,218,-525.000000,50.000000,-425.000000,100.000000,3.000000,"MoveCompleted "};
item51[] = {"Failed_Move",4,218,-525.000000,100.000000,-425.000000,150.000000,3.000000,"Failed Move"};
item52[] = {"Not_moving",4,218,-525.000000,0.000000,-425.000000,50.000000,1.000000,"Not moving"};
item53[] = {"",7,210,-604.000000,-29.000000,-596.000000,-21.000000,0.000000,""};
item54[] = {"player_check",4,218,-275.000000,0.000000,-175.000000,50.000000,2.000000,"player" \n "check"};
item55[] = {"True",8,218,-525.000000,-50.000000,-425.000000,0.000000,0.000000,"True"};
item56[] = {"",7,210,-729.000000,-129.000000,-721.000000,-121.000008,0.000000,""};
item57[] = {"InRange",4,218,-275.000000,400.000000,-175.000000,450.000000,1.000000,"InRange"};
item58[] = {"Attacking_Wait",2,250,-400.000000,375.000000,-300.000000,425.000000,0.000000,"Attacking Wait"};
item59[] = {"NotInRange",4,218,-275.000000,350.000000,-175.000000,400.000000,1.000000,"NotInRange"};
item60[] = {"TimeCheck",4,218,-400.000000,275.000000,-300.000000,325.000000,0.000000,"TimeCheck"};
item61[] = {"Has_Target",4,218,-150.000000,200.000000,-50.000000,250.000000,0.000000,"Has" \n "Target"};
item62[] = {"Reset_MoveTo",2,250,-275.000000,200.000000,-175.000000,250.000000,0.000000,"Reset MoveTo"};
item63[] = {"",7,210,-479.000000,-129.000000,-471.000000,-121.000000,0.000000,""};
item64[] = {"isDedicated",4,218,-125.000000,-250.000000,-25.000000,-200.000000,0.000000,"isDedicated"};
link0[] = {0,47};
link1[] = {0,64};
link2[] = {2,14};
link3[] = {3,45};
link4[] = {4,2};
link5[] = {4,5};
link6[] = {5,44};
link7[] = {5,46};
link8[] = {6,9};
link9[] = {7,8};
link10[] = {8,4};
link11[] = {8,18};
link12[] = {8,43};
link13[] = {8,57};
link14[] = {9,10};
link15[] = {10,4};
link16[] = {10,61};
link17[] = {11,12};
link18[] = {12,36};
link19[] = {13,56};
link20[] = {14,16};
link21[] = {15,14};
link22[] = {16,25};
link23[] = {16,29};
link24[] = {17,32};
link25[] = {18,11};
link26[] = {18,40};
link27[] = {18,41};
link28[] = {19,20};
link29[] = {20,21};
link30[] = {20,23};
link31[] = {20,34};
link32[] = {21,22};
link33[] = {22,42};
link34[] = {23,46};
link35[] = {24,53};
link36[] = {25,26};
link37[] = {26,28};
link38[] = {26,30};
link39[] = {27,31};
link40[] = {28,27};
link41[] = {28,29};
link42[] = {28,39};
link43[] = {29,17};
link44[] = {30,26};
link45[] = {31,32};
link46[] = {32,1};
link47[] = {33,35};
link48[] = {34,33};
link49[] = {35,22};
link50[] = {36,13};
link51[] = {37,38};
link52[] = {38,31};
link53[] = {39,37};
link54[] = {40,19};
link55[] = {41,42};
link56[] = {42,12};
link57[] = {43,8};
link58[] = {44,15};
link59[] = {45,15};
link60[] = {46,3};
link61[] = {47,48};
link62[] = {48,6};
link63[] = {48,49};
link64[] = {48,50};
link65[] = {48,51};
link66[] = {48,52};
link67[] = {48,54};
link68[] = {49,48};
link69[] = {50,24};
link70[] = {51,24};
link71[] = {52,24};
link72[] = {53,55};
link73[] = {54,48};
link74[] = {55,48};
link75[] = {56,63};
link76[] = {57,58};
link77[] = {58,59};
link78[] = {58,60};
link79[] = {59,8};
link80[] = {60,58};
link81[] = {61,62};
link82[] = {62,7};
link83[] = {63,55};
link84[] = {64,1};
globals[] = {25.000000,1,0,0,0,640,480,1,193,6316128,1,-736.296082,268.705750,907.675354,265.884705,1425,910,1};
window[] = {2,-1,-1,-1,-1,883,182,1390,182,3,1443};
*//*%FSM</HEAD>*/
class FSM
{
fsmName = "DZE Bloodsucker Agent";
class States
{
/*%FSM<STATE "init">*/
class init
{
name = "init";
init = /*%FSM<STATEINIT""">*/"_agent = _this select 0;" \n
"_position = _agent modelToWorld [0,0,0];" \n
"" \n
"_secondHand = false;" \n
"" \n
"if (count _this > 1) then {" \n
" _secondHand = true;" \n
" diag_log (""Second Hand Bloodsucker Initialized: "" + str(_this));" \n
"};"/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "isDedicated">*/
class isDedicated
{
priority = 0.000000;
to="End";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"isDedicated"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "Ready">*/
class Ready
{
priority = 0.000000;
to="Loiter";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"(!isNil 'dayz_clientPreload' && {dayz_clientPreload}) && !(isNull _agent)"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_myDest = [_agent,_position] call zombie_loiter;" \n
"" \n
"_agent disableAI ""FSM"";" \n
"_agent setBehaviour ""CARELESS"";" \n
"_agent setSpeedMode ""FULL"";" \n
"" \n
"// hint ""Bloodsucker has spawned"";" \n
"" \n
"_isSomeone = true;" \n
"" \n
"_target = objNull;" \n
"_targetPos = [];" \n
"_entityTime = diag_tickTime;" \n
"" \n
"// Select skin" \n
"_skin = [""act_krovosos_new1"",""act_krovosos_3"",""act_krovosos_2""] call BIS_fnc_selectRandom;" \n
"_agent setVariable [""mutantSkin"",_skin, false];" \n
"" \n
"// Announce presence" \n
"[_agent,""bloodgrowl1"",0,false] call dayz_zombieSpeak;"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "End">*/
class End
{
name = "End";
init = /*%FSM<STATEINIT""">*/"if (!isDedicated) then {" \n
" if (!isNull _agent) then {" \n
" deleteVehicle _agent;" \n
" };" \n
"} else {" \n
" [_agent] call zombie_findOwner;" \n
"};"/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "Chase">*/
class Chase
{
name = "Chase";
init = /*%FSM<STATEINIT""">*/"_timeN = diag_tickTime;" \n
"" \n
"_target = _agent call mutant_findTarget;" \n
"_targetPos = getPosATL _target;" \n
"_isAlive = alive _agent;" \n
"_isTargetAlive = alive _target;" \n
"" \n
"//Move to location" \n
"_agent moveTo _targetPos;" \n
"" \n
"//Check if LOS" \n
"if ((_agroCheck % 8) == 0) then {" \n
" _agroCheck = 0;" \n
" _cantSee = [_target,_agent] call dayz_losCheck;" \n
"};"/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "Nobody_Near">*/
class Nobody_Near
{
priority = 6.000000;
to="Cleanup_";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"!_isSomeone"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "Not_Alive">*/
class Not_Alive
{
priority = 5.000000;
to="Cleanup_";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"!_isAlive"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "No_Agent">*/
class No_Agent
{
priority = 5.000000;
to="Cleanup_";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"(isNull _agent)"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "No_Target">*/
class No_Target
{
priority = 3.000000;
to="Reset_Targeting";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"(isNull _target) && ((diag_tickTime - _timeN) > 5)"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "Target_Dead">*/
class Target_Dead
{
priority = 3.000000;
to="Reset_Targeting";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"!_isTargetAlive"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_timeN = diag_tickTime;"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "cant_see">*/
class cant_see
{
priority = 2.000000;
to="Finish_Move";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_cantSee"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"// diag_log (""Mutant Cant See Target"");"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "TimeCheck">*/
class TimeCheck
{
priority = 2.000000;
to="Chase";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"(diag_tickTime - _timeN) > 2" \n
""/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_agroCheck= _agroCheck + 1;"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "InRange">*/
class InRange
{
priority = 1.000000;
to="Attacking_Wait";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_agent distance _targetPos < 3.1"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_agent stop true;" \n
"" \n
"_myDest = [ _agent modelToWorld [0,0,0]];" \n
"" \n
"_agent setVariable [""myDest"",(_agent modelToWorld [0,0,0])];" \n
"" \n
"_agroCheck= 0;"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "Cleanup_">*/
class Cleanup_
{
name = "Cleanup_";
init = /*%FSM<STATEINIT""">*/"_waitStart = diag_tickTime;"/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "nobody_around">*/
class nobody_around
{
priority = 0.000000;
to="End";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"!_isSomeone"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "someone_here">*/
class someone_here
{
priority = 0.000000;
to="wait";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_isSomeone"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "Finish_Move">*/
class Finish_Move
{
name = "Finish_Move";
init = /*%FSM<STATEINIT""">*/"_timeN = diag_tickTime;" \n
"" \n
"_isSomeone = false;" \n
"{" \n
" if (isPlayer _x && {_x distance _agent < 300}) exitWith {_isSomeone = true;};" \n
"} count playableUnits;"/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "Nobody_Near">*/
class Nobody_Near
{
priority = 6.000000;
to="Cleanup_";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"!_isSomeone"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "finished">*/
class finished
{
priority = 1.000000;
to="Reset_Targeting";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_agent distance _targetPos < 3"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"//diag_log (""Finished"");"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "too_long">*/
class too_long
{
priority = 0.000000;
to="Reset_Targeting";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"(diag_tickTime - _timeN) > 20"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"//diag_log (""Mutant Cant See Timeout"");"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "Move">*/
class Move
{
name = "Move";
init = /*%FSM<STATEINIT""">*/"_myDest = [_agent,_position] call zombie_loiter;"/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "True">*/
class True
{
priority = 0.000000;
to="Loiter";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/""/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "wait">*/
class wait
{
name = "wait";
init = /*%FSM<STATEINIT""">*/"_isSomeone = false;" \n
"{" \n
" if (isPlayer _x && {_x distance _agent < 300}) exitWith {_isSomeone = true;};" \n
"} count playableUnits;" \n
"" \n
"_timeN = diag_tickTime;" \n
"" \n
"//diag_log (""Waiting until players are not near to delete bloodsucker, or timeout"");"/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "time_up">*/
class time_up
{
priority = 0.000000;
to="End";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"(diag_tickTime - _waitStart) > 300"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "nobody_around">*/
class nobody_around
{
priority = 0.000000;
to="End";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"!_isSomeone"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "deleted">*/
class deleted
{
priority = 0.000000;
to="End";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"isNull _agent;"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "Time_Check">*/
class Time_Check
{
priority = 0.000000;
to="wait";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"(diag_tickTime - _timeN) > 30"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "Reset_Targeting">*/
class Reset_Targeting
{
name = "Reset_Targeting";
init = /*%FSM<STATEINIT""">*/"//Lets move" \n
"_myDest = [_agent,_position] call zombie_loiter;" \n
"" \n
"// Reset Targets" \n
"_agent setVariable [""localtargets"", [], false];" \n
"_agent setVariable [""remotetargets"", [], true];" \n
"_target = objNull;" \n
"" \n
"// diag_log (""Mutant Targets Reset"");" \n
""/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "True">*/
class True
{
priority = 0.000000;
to="Loiter";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/""/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "Loiter">*/
class Loiter
{
name = "Loiter";
init = /*%FSM<STATEINIT""">*/"_isAlive = alive _agent;" \n
"_timeN = diag_tickTime;" \n
"" \n
"//Look for target" \n
"_target = _agent call mutant_findTarget;" \n
"" \n
"if (_myDest distance (getposATL _agent) > 3) then {" \n
" _agent moveTo _myDest;" \n
"};"/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "Nobody_Near">*/
class Nobody_Near
{
priority = 6.000000;
to="Cleanup_";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"!_isSomeone"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "No_Agent">*/
class No_Agent
{
priority = 5.000000;
to="Cleanup_";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"(isNull _agent)"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "Not_Alive">*/
class Not_Alive
{
priority = 5.000000;
to="Cleanup_";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"!_isAlive"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "Failed_Move">*/
class Failed_Move
{
priority = 3.000000;
to="Move";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"moveToFailed _agent;"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "MoveCompleted_">*/
class MoveCompleted_
{
priority = 3.000000;
to="Move";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"moveToCompleted _agent;"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "player_check">*/
class player_check
{
priority = 2.000000;
to="Loiter";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"(diag_tickTime - _entityTime) > 30"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_entityTime = diag_tickTime;" \n
"" \n
"_isSomeone = false;" \n
"{" \n
" if (isPlayer _x && {_x distance _agent < 300}) exitWith {_isSomeone = true;};" \n
"} count playableUnits;"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "Not_moving">*/
class Not_moving
{
priority = 1.000000;
to="Move";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"(Speed _agent == 0)" \n
""/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "Time_Check">*/
class Time_Check
{
priority = 0.000000;
to="Loiter";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"(diag_tickTime - _timeN) > 1"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "Has_Target">*/
class Has_Target
{
priority = 0.000000;
to="Reset_MoveTo";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"!(isNull _target)"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"// diag_log ""Bloodsucker found target"";"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "Attacking_Wait">*/
class Attacking_Wait
{
name = "Attacking_Wait";
init = /*%FSM<STATEINIT""">*/"_targetPos = _target modelToWorld [0,-1,0];" \n
"" \n
"_timeN = diag_tickTime;" \n
""/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "NotInRange">*/
class NotInRange
{
priority = 1.000000;
to="Chase";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_agent distance _targetPos > 3.1"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_agent stop false;"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "TimeCheck">*/
class TimeCheck
{
priority = 0.000000;
to="Attacking_Wait";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"((diag_tickTime - _timeN) > 1)"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "Reset_MoveTo">*/
class Reset_MoveTo
{
name = "Reset_MoveTo";
init = /*%FSM<STATEINIT""">*/"_agent moveTo (_agent modelToWorld [0,0,0]);"/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "UnitReady">*/
class UnitReady
{
priority = 5.000000;
to="Chase";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"unitReady _agent"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_myDest = [ _agent modelToWorld [0,0,0]];" \n
"_agent setVariable [""myDest"",(_agent modelToWorld [0,0,0])];" \n
"" \n
"//Lets see if we can get the AI to stop running away before heading to the player" \n
"_agent moveTo (_agent modelToWorld [0,0,0]);" \n
"" \n
"_agroCheck = 0;" \n
"_cantSee = false;"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
};
initState="init";
finalStates[] =
{
"End",
};
};
/*%FSM</COMPILE>*/