Files
DayZ-Epoch/SQF/dayz_code/system/zombie_agent.fsm
ebayShopper 61786244bc Update zombie_agent.fsm
The only changes were to apply these two commits:

91f94a5ab9

4bc07b71e7
2017-11-20 16:42:05 -05:00

1126 lines
44 KiB
Plaintext

/*%FSM<COMPILE "C:\Program Files (x86)\Bohemia Interactive\Tools\FSM Editor Personal Edition\scriptedFSM.cfg, DayZ Zombie Agent">*/
/*%FSM<HEAD>*/
/*
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,-50.000000,25.000000,0.000000,0.000000,"wait"};
item3[] = {"Looking_for_Targ",2,250,-75.000000,25.000000,25.000000,75.000000,0.000000,"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",4,218,25.000000,525.000000,125.000000,575.000000,6.000000,"Nobody" \n "Near"};
item6[] = {"loiter",4,218,-1225.000000,0.000000,-1125.000000,50.000000,0.000000,"loiter"};
item7[] = {"Loiter",2,250,-1225.000000,75.000000,-1125.000000,125.000000,0.000000,"Loiter"};
item8[] = {"",7,210,-29.000042,396.000000,-20.999958,404.000000,0.000000,""};
item9[] = {"",7,210,-29.000040,470.999939,-20.999960,479.000061,0.000000,""};
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,-1179.000122,-29.000004,-1170.999878,-20.999996,0.000000,""};
item13[] = {"",7,210,-354.000031,121.000000,-346.000000,129.000000,0.000000,""};
item14[] = {"UnitReady",4,218,-275.000000,275.000000,-175.000000,325.000000,5.000000,"UnitReady"};
item15[] = {"Chase",2,4346,-150.000000,375.000000,-50.000000,425.000000,0.000000,"Chase"};
item16[] = {"Time_Check",4,218,50.000000,25.000000,150.000000,75.000000,1.000000,"Time" \n "Check"};
item17[] = {"",7,210,-29.000006,121.000000,-20.999994,129.000000,0.000000,""};
item18[] = {"",7,210,-29.000008,221.000000,-20.999992,229.000015,0.000000,""};
item19[] = {"Time_Check",4,218,-1100.000000,75.000000,-1000.000000,125.000000,0.000000,"Time" \n "Check"};
item20[] = {"No_Target",4,218,-400.000000,450.000000,-300.000000,500.000000,3.000000,"No" \n "Target"};
item21[] = {"",7,210,-479.000000,471.000000,-471.000000,479.000000,0.000000,""};
item22[] = {"",7,210,-729.000000,346.000000,-721.000000,354.000000,0.000000,""};
item23[] = {"",7,210,221.000000,396.000000,229.000000,404.000000,0.000000,""};
item24[] = {"",7,210,221.000000,471.000000,229.000000,479.000000,0.000000,""};
item25[] = {"Cleanup_",2,250,175.000000,200.000000,275.000000,250.000000,0.000000,"Cleanup?"};
item26[] = {"nobody_around",4,218,175.000000,-25.000000,275.000000,25.000000,0.000000,"nobody" \n "around"};
item27[] = {"",7,210,-104.000023,471.000000,-95.999985,479.000000,0.000000,""};
item28[] = {"cant_see",4,218,-275.000000,575.000000,-175.000000,625.000000,2.000000,"cant" \n "see"};
item29[] = {"Finish_Move",2,250,-275.000000,650.000000,-175.000000,700.000000,0.000000,"Finish" \n "Move"};
item30[] = {"finished",4,218,-425.000000,650.000000,-325.000000,700.000000,1.000000,"finished"};
item31[] = {"",7,210,-479.000000,671.000000,-471.000000,679.000000,0.000000,""};
item32[] = {"",7,210,-29.000002,671.000000,-20.999998,679.000000,0.000000,""};
item33[] = {"Move",2,250,-650.000000,50.000000,-550.000000,100.000000,0.000000,"Move"};
item34[] = {"someone_here",4,218,300.000000,200.000000,400.000000,250.000000,0.000000,"someone" \n "here"};
item35[] = {"wait",2,250,300.000000,125.000000,400.000000,175.000000,0.000000,"wait"};
item36[] = {"time_up",4,218,300.000000,-25.000000,400.000000,25.000000,0.000000,"time" \n "up"};
item37[] = {"",7,210,346.000000,95.999992,354.000000,104.000000,0.000000,""};
item38[] = {"",7,210,221.000000,96.000008,229.000000,103.999977,0.000000,""};
item39[] = {"Time_Check",4,218,425.000000,125.000000,525.000000,175.000000,0.000000,"Time" \n "Check"};
item40[] = {"",7,210,346.000000,-79.000000,354.000000,-71.000000,0.000000,""};
item41[] = {"",7,210,221.000000,-79.000000,229.000000,-71.000000,0.000000,""};
item42[] = {"too_long",4,218,-425.000000,725.000000,-325.000000,775.000000,0.000000,"too long"};
item43[] = {"",7,210,-229.000000,746.000000,-221.000000,754.000000,0.000000,""};
item44[] = {"",7,210,-479.000000,746.000000,-471.000000,754.000000,0.000000,""};
item45[] = {"Reset_Targeting",2,250,-525.000000,325.000000,-425.000000,375.000000,0.000000,"Reset" \n "Targeting"};
item46[] = {"true",8,218,-1050.000000,275.000000,-950.000000,325.000000,0.000000,"true"};
item47[] = {"deleted",4,218,425.000000,-25.000000,525.000000,25.000000,0.000000,"deleted"};
item48[] = {"",7,210,471.000000,-79.000000,479.000000,-71.000000,0.000000,""};
item49[] = {"",7,210,471.000000,95.999977,479.000000,104.000023,0.000000,""};
item50[] = {"",7,210,-104.000000,596.000000,-95.999992,604.000000,0.000000,""};
item51[] = {"player_check",4,218,-1350.000000,75.000000,-1250.000000,125.000000,2.000000,"player" \n "check"};
item52[] = {"player_check",4,218,50.000000,-50.000000,150.000000,0.000000,2.000000,"player" \n "check"};
item53[] = {"is_Dedicated",4,218,50.000000,-250.000000,150.000000,-200.000000,5.000000,"is" \n "Dedicated"};
item54[] = {"MoveCompleted_",4,218,-1250.000000,-325.000000,-1150.000000,-275.000000,3.000000,"MoveCompleted "};
item55[] = {"Failed_Move",4,218,-1425.000000,-375.000000,-1325.000000,-325.000000,3.000000,"Failed Move"};
item56[] = {"Target_Dead",4,218,-275.000000,500.000000,-175.000000,550.000000,3.000000,"Target Dead"};
item57[] = {"",7,210,-479.000000,521.000000,-471.000000,529.000000,0.000000,""};
item58[] = {"Start_Attack",4,218,-1475.000000,-100.000000,-1375.000000,-50.000000,0.000000,"Start Attack"};
item59[] = {"End_Attack",4,218,-1475.000000,-175.000000,-1375.000000,-125.000000,0.000000,"End Attack"};
item60[] = {"TargetMoved",4,218,-1350.000000,-275.000000,-1250.000000,-225.000000,3.000000,"TargetMoved"};
item61[] = {"Not_moving",4,218,-1450.000000,-275.000000,-1350.000000,-225.000000,1.000000,"Not moving"};
item62[] = {"TimeCheck",4,218,-150.000000,275.000000,-50.000000,325.000000,2.000000,"TimeCheck"};
item63[] = {"No_Agent",4,218,25.000000,450.000000,125.000000,500.000000,5.000000,"No Agent"};
item64[] = {"",7,210,221.000015,546.000061,229.000000,553.999939,0.000000,""};
item65[] = {"",7,210,-29.000042,545.999939,-20.999958,554.000061,0.000000,""};
item66[] = {"loiter",4,218,-400.000000,-50.000000,-300.000000,0.000000,0.000000,"loiter"};
item67[] = {"Loiter_1",2,250,-400.000000,25.000000,-300.000000,75.000000,0.000000,"Loiter"};
item68[] = {"Time_Check",4,218,-275.000000,50.000000,-175.000000,100.000000,0.000000,"Time" \n "Check"};
item69[] = {"MoveCompleted_",4,218,-525.000000,50.000000,-425.000000,100.000000,3.000000,"MoveCompleted "};
item70[] = {"Failed_Move",4,218,-525.000000,100.000000,-425.000000,150.000000,3.000000,"Failed Move"};
item71[] = {"Not_moving",4,218,-525.000000,0.000000,-425.000000,50.000000,1.000000,"Not moving"};
item72[] = {"",7,210,-604.000000,-29.000000,-596.000000,-21.000000,0.000000,""};
item73[] = {"player_check",4,218,-275.000000,0.000000,-175.000000,50.000000,2.000000,"player" \n "check"};
item74[] = {"True",8,218,-525.000000,-50.000000,-425.000000,0.000000,0.000000,"True"};
item75[] = {"",7,210,-729.000000,-129.000000,-721.000000,-121.000000,0.000000,""};
item76[] = {"",7,210,-354.000000,-129.000000,-346.000000,-121.000000,0.000000,""};
item77[] = {"InRange",4,218,-275.000000,400.000000,-175.000000,450.000000,1.000000,"InRange"};
item78[] = {"Attacking_Wait",2,250,-400.000000,375.000000,-300.000000,425.000000,0.000000,"Attacking Wait"};
item79[] = {"NotInRange",4,218,-275.000000,350.000000,-175.000000,400.000000,1.000000,"NotInRange"};
item80[] = {"TimeCheck",4,218,-400.000000,275.000000,-300.000000,325.000000,0.000000,"TimeCheck"};
item81[] = {"Has_Target",4,218,-150.000000,200.000000,-50.000000,250.000000,0.000000,"Has" \n "Target"};
item82[] = {"Reset_MoveTo",2,250,-275.000000,200.000000,-175.000000,250.000000,0.000000,"Reset MoveTo"};
item83[] = {"____FAKE____",9,3320,0.000000,0.000000,0.000000,0.000000,0.000000,"____FAKE____"};
link0[] = {0,10};
link1[] = {0,53};
link2[] = {2,3};
link3[] = {3,16};
link4[] = {3,17};
link5[] = {3,52};
link6[] = {4,23};
link7[] = {5,64};
link8[] = {6,7};
link9[] = {7,19};
link10[] = {7,51};
link11[] = {8,4};
link12[] = {8,9};
link13[] = {9,63};
link14[] = {9,65};
link15[] = {10,11};
link16[] = {11,2};
link17[] = {11,76};
link18[] = {12,6};
link19[] = {13,17};
link20[] = {14,15};
link21[] = {15,8};
link22[] = {15,27};
link23[] = {15,62};
link24[] = {15,77};
link25[] = {16,3};
link26[] = {17,18};
link27[] = {18,8};
link28[] = {18,81};
link29[] = {19,7};
link30[] = {20,21};
link31[] = {21,45};
link32[] = {22,75};
link33[] = {23,25};
link34[] = {24,23};
link35[] = {25,34};
link36[] = {25,38};
link37[] = {26,41};
link38[] = {27,20};
link39[] = {27,50};
link40[] = {27,56};
link41[] = {28,29};
link42[] = {29,30};
link43[] = {29,32};
link44[] = {29,43};
link45[] = {30,31};
link46[] = {31,57};
link47[] = {32,65};
link48[] = {33,72};
link49[] = {34,35};
link50[] = {35,37};
link51[] = {35,39};
link52[] = {36,40};
link53[] = {37,36};
link54[] = {37,38};
link55[] = {37,49};
link56[] = {38,26};
link57[] = {39,35};
link58[] = {40,41};
link59[] = {41,1};
link60[] = {42,44};
link61[] = {43,42};
link62[] = {44,31};
link63[] = {45,22};
link64[] = {47,48};
link65[] = {48,40};
link66[] = {49,47};
link67[] = {50,28};
link68[] = {51,7};
link69[] = {52,3};
link70[] = {53,1};
link71[] = {56,57};
link72[] = {57,21};
link73[] = {62,15};
link74[] = {63,24};
link75[] = {64,24};
link76[] = {65,5};
link77[] = {66,67};
link78[] = {67,13};
link79[] = {67,68};
link80[] = {67,69};
link81[] = {67,70};
link82[] = {67,71};
link83[] = {67,73};
link84[] = {68,67};
link85[] = {69,33};
link86[] = {70,33};
link87[] = {71,33};
link88[] = {72,74};
link89[] = {73,67};
link90[] = {74,67};
link91[] = {75,76};
link92[] = {76,66};
link93[] = {77,78};
link94[] = {78,79};
link95[] = {78,80};
link96[] = {79,15};
link97[] = {80,78};
link98[] = {81,82};
link99[] = {82,14};
link100[] = {83,6};
link101[] = {46,83};
link102[] = {83,46};
link103[] = {54,83};
link104[] = {83,54};
link105[] = {55,83};
link106[] = {83,55};
link107[] = {58,83};
link108[] = {83,58};
link109[] = {59,83};
link110[] = {83,59};
link111[] = {60,83};
link112[] = {83,60};
link113[] = {61,83};
link114[] = {83,61};
globals[] = {25.000000,1,0,0,0,640,480,1,189,6316128,1,-713.213928,288.267639,611.326172,-131.708481,806,598,1};
window[] = {2,-1,-1,-32000,-32000,831,130,1338,130,3,824};
*//*%FSM</HEAD>*/
class FSM
{
fsmName = "DayZ Zombie Agent";
class States
{
/*%FSM<STATE "init">*/
class init
{
name = "init";
init = /*%FSM<STATEINIT""">*/"_agent = _this select 1; //Compatible with old configs like Namalsk's custom zombies" \n
"_position = _agent modelToWorld [0,0,0];" \n
"_secondHand = false;" \n
"" \n
"if (count _this > 2) then {" \n
" _secondHand = true;" \n
" diag_log (""Second Hand Zombie Initialized: "" + str(_this));" \n
"};"/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "is_Dedicated">*/
class is_Dedicated
{
priority = 5.000000;
to="End";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"isDedicated"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "true">*/
class true
{
priority = 0.000000;
to="Begin";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"(!isNil 'dayz_clientPreload' && {dayz_clientPreload}) && !(isNull _agent)"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%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
" //dayz_spawnZombies = dayz_spawnZombies - 1;" \n
" };" \n
"} else {" \n
" [_agent] call zombie_findOwner;" \n
"};"/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "Looking_for_Targ">*/
class Looking_for_Targ
{
name = "Looking_for_Targ";
init = /*%FSM<STATEINIT""">*/"_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</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 "player_check">*/
class player_check
{
priority = 2.000000;
to="Looking_for_Targ";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"(diag_tickTime - _entityTime) > 30"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_entityTime = diag_tickTime;" \n
"" \n
"_list = (getposATL _agent) nearEntities [[""CAManBase"",""AllVehicles""],300];" \n
"_isSomeone = ({isPlayer _x} count _list) > 0;"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "Time_Check">*/
class Time_Check
{
priority = 1.000000;
to="Looking_for_Targ";
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""">*/""/*%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 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</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%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
"_list = (getposATL _agent) nearEntities [[""CAManBase"",""AllVehicles""],300];" \n
"_isSomeone = ({isPlayer _x} count _list) > 0;"/*%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</STATE>*/
/*%FSM<STATE "Begin">*/
class Begin
{
name = "Begin";
init = /*%FSM<STATEINIT""">*/"_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
"_agent setSpeedMode ""FULL"";" \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</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "loiter">*/
class loiter
{
priority = 0.000000;
to="Loiter_1";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_hasMoved"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"" \n
"_agent forceSpeed 2;"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "wait">*/
class wait
{
priority = 0.000000;
to="Looking_for_Targ";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"!_hasMoved"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "Chase">*/
class Chase
{
name = "Chase";
init = /*%FSM<STATEINIT""">*/"_timeN = diag_tickTime;" \n
"" \n
"_target = _agent call zombie_findTargetAgent;" \n
"//_targetPos = _target modelToWorld [0,-1,0];" \n
"_targetPos = getPosATL _target;" \n
"_isAlive = alive _agent;" \n
"_isTargetAlive = alive _target;" \n
"" \n
"" \n
"//Move to location" \n
"//if (_movingTo distance _targetPos > .5) then {" \n
" _agent moveTo _targetPos;" \n
" _agent setSpeedMode ""FULL"";" \n
"//};" \n
"" \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 (""Cant See"");"/*%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;" \n
"" \n
"_list = (getposATL _agent) nearEntities [[""CAManBase"",""AllVehicles""],300];" \n
"_isSomeone = ({isPlayer _x} count _list) > 0;"/*%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
"_list = (getposATL _agent) nearEntities [[""CAManBase"",""AllVehicles""],300];" \n
"_isSomeone = ({isPlayer _x} count _list) > 0;"/*%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 (""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_1";
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""">*/"_list = (getposATL _agent) nearEntities [[""CAManBase"",""AllVehicles""],300];" \n
"_isSomeone = ({isPlayer _x} count _list) > 0;" \n
"" \n
"_timeN = diag_tickTime;"/*%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""">*/"// 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 (isNull _agent) then {_remotetargets = [];};" \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</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "loiter">*/
class loiter
{
priority = 0.000000;
to="Loiter_1";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_hasMoved"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"" \n
"_agent forceSpeed 2;"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "Loiter_1">*/
class Loiter_1
{
name = "Loiter_1";
init = /*%FSM<STATEINIT""">*/"_isAlive = alive _agent;" \n
"_timeN = diag_tickTime;" \n
"" \n
"//Look for target" \n
"_target = _agent call zombie_findTargetAgent;" \n
"" \n
"if (_myDest distance (getposATL _agent) > 3) then {" \n
" _agent moveTo _myDest;" \n
"};" \n
"" \n
"//diag_log (""loitering..."" + str(_agent distance (_agent getVariable [""myDest"",_myDest])));"/*%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;" \n
"//_agent distance (_agent getVariable [""myDest"",getposATL _agent]) < 3"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "player_check">*/
class player_check
{
priority = 2.000000;
to="Loiter_1";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"(diag_tickTime - _entityTime) > 30"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_entityTime = diag_tickTime;" \n
"" \n
"_list = (getposATL _agent) nearEntities [[""CAManBase"",""AllVehicles""],300];" \n
"_isSomeone = ({isPlayer _x} count _list) > 0;"/*%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_1";
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""">*/""/*%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""">*/"//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
"_myDest = [ _agent modelToWorld [0,0,0]];" \n
"_agent setVariable [""myDest"",(_agent modelToWorld [0,0,0])];" \n
"" \n
"_speedMin = DZE_ZombieSpeed select 0;" \n
"_speedMax = DZE_ZombieSpeed select 1;" \n
"_adjustSpeed = if (_speedMin == _speedMax && ((_speedMin > 0) && (_speedMax > 0))) then {_speedMin} else {_agent getVariable [""speedLimit"", 3]};" \n
"" \n
"_agent forceSpeed _adjustSpeed;" \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
"_countr = 0;" \n
"_losCheck = 0;" \n
"_agroCheck = 0;" \n
"_cantSee = false;" \n
"_cantSeeAnything = false;" \n
"" \n
"" \n
"//diag_log (""Has Target"");"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "____FAKE____">*/
class ____FAKE____
{
name = "____FAKE____";
init = /*%FSM<STATEINIT""">*/""/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "TargetMoved">*/
class TargetMoved
{
priority = 3.000000;
to="____FAKE____";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"(((_agent distance _target) >= 3) and ((diag_tickTime - _timeN) > 1))" \n
""/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"diag_log (""TargetMoved"");"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "MoveCompleted_">*/
class MoveCompleted_
{
priority = 3.000000;
to="____FAKE____";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"moveToCompleted _agent;" \n
"//_agent distance (_agent getVariable [""myDest"",getposATL _agent]) < 3"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_myDest = [_agent,_position] call zombie_loiter;" \n
"//_myDest = _agent getVariable [""myDest"",getposATL _agent];"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "Failed_Move">*/
class Failed_Move
{
priority = 3.000000;
to="____FAKE____";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"moveToFailed _agent;"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_myDest = [_agent,_position] call zombie_loiter;" \n
"//_myDest = _agent getVariable [""myDest"",getposATL _agent];" \n
""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "Not_moving">*/
class Not_moving
{
priority = 1.000000;
to="____FAKE____";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"(Speed _agent == 0)" \n
""/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_myDest = [_agent,_position] call zombie_loiter;"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "End_Attack">*/
class End_Attack
{
priority = 0.000000;
to="____FAKE____";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"(diag_tickTime - _timeAttack) > 0.3"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"[_agent, ""zombie""] spawn player_zombieAttack;" \n
"_agent setVariable[""lastAttack"", diag_tickTime];"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "Start_Attack">*/
class Start_Attack
{
priority = 0.000000;
to="____FAKE____";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"((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</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"[_agent, ""zombie""] spawn player_attackdelay;" \n
"_agent setVariable[""lastAttack"", diag_tickTime];" \n
"" \n
"_timeAttack = diag_ticktime;"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "true">*/
class true
{
priority = 0.000000;
to="____FAKE____";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"//diag_log (""Reset"");" \n
"" \n
""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "loiter">*/
class loiter
{
priority = 0.000000;
to="Loiter";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_hasMoved"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_myDest = [_agent,_position] call zombie_loiter;" \n
"_agent forceSpeed 2;"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
};
initState="init";
finalStates[] =
{
"End",
};
};
/*%FSM</COMPILE>*/