mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-13 19:52:38 +03:00
708 lines
27 KiB
Plaintext
708 lines
27 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,-75.000000,-250.000000,25.000000,-200.000000,0.000000,"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",4,218,0.000000,300.000000,100.000000,350.000000,5.000000,"Not" \n "Alive"};
|
|
item5[] = {"Nobody_Near",4,218,0.000000,375.000000,100.000000,425.000000,4.000000,"Nobody" \n "Near"};
|
|
item6[] = {"loiter",4,218,-325.000000,0.000000,-225.000000,50.000000,0.000000,"loiter"};
|
|
item7[] = {"Loiter",2,250,-325.000000,75.000000,-225.000000,125.000000,0.000000,"Loiter"};
|
|
item8[] = {"In_Position",4,218,-200.000000,75.000000,-100.000000,125.000000,1.000000,"In Position"};
|
|
item9[] = {"",7,210,-29.000042,321.000000,-20.999958,329.000000,0.000000,""};
|
|
item10[] = {"",7,210,-29.000042,395.999939,-20.999958,404.000061,0.000000,""};
|
|
item11[] = {"true",8,218,-75.000000,-175.000000,25.000000,-125.000000,0.000000,"true"};
|
|
item12[] = {"Begin",2,250,-75.000000,-100.000000,25.000000,-50.000000,0.000000,"Begin"};
|
|
item13[] = {"",7,210,-29.000006,-29.000004,-20.999996,-20.999996,0.000000,""};
|
|
item14[] = {"",7,210,-279.000061,-29.000004,-270.999969,-20.999996,0.000000,""};
|
|
item15[] = {"",7,210,-254.000046,146.000000,-245.999954,154.000000,0.000000,""};
|
|
item16[] = {"Has_Target",4,218,-150.000000,225.000000,-50.000000,275.000000,1.000000,"Has" \n "Target"};
|
|
item17[] = {"Chase",2,4346,-150.000000,300.000000,-50.000000,350.000000,0.000000,"Chase"};
|
|
item18[] = {"Time_Check",4,218,50.000000,75.000000,150.000000,125.000000,0.000000,"Time" \n "Check"};
|
|
item19[] = {"",7,210,-29.000006,146.000000,-20.999996,154.000000,0.000000,""};
|
|
item20[] = {"",7,210,-29.000006,196.000000,-20.999996,204.000000,0.000000,""};
|
|
item21[] = {"",7,210,-104.000000,196.000000,-95.999992,204.000000,0.000000,""};
|
|
item22[] = {"Time_Check",4,218,-450.000000,75.000000,-350.000000,125.000000,0.000000,"Time" \n "Check"};
|
|
item23[] = {"Time_Check",4,218,-275.000000,300.000000,-175.000000,350.000000,0.000000,"Time" \n "Check"};
|
|
item24[] = {"No_Target",4,218,-275.000000,375.000000,-175.000000,425.000000,3.000000,"No" \n "Target"};
|
|
item25[] = {"",7,210,-479.000000,396.000000,-471.000000,404.000000,0.000000,""};
|
|
item26[] = {"",7,210,-479.000000,146.000000,-471.000000,154.000000,0.000000,""};
|
|
item27[] = {"",7,210,221.000000,321.000000,229.000000,329.000000,0.000000,""};
|
|
item28[] = {"",7,210,221.000000,396.000000,229.000000,404.000000,0.000000,""};
|
|
item29[] = {"Cleanup_",2,250,175.000000,200.000000,275.000000,250.000000,0.000000,"Cleanup?"};
|
|
item30[] = {"nobody_around",4,218,175.000000,-25.000000,275.000000,25.000000,0.000000,"nobody" \n "around"};
|
|
item31[] = {"",7,210,-104.000023,396.000000,-95.999992,404.000000,0.000000,""};
|
|
item32[] = {"cant_see",4,218,-275.000000,450.000000,-175.000000,500.000000,2.000000,"cant" \n "see"};
|
|
item33[] = {"Finish_Move",2,250,-275.000000,525.000000,-175.000000,575.000000,0.000000,"Finish" \n "Move"};
|
|
item34[] = {"finished",4,218,-425.000000,525.000000,-325.000000,575.000000,1.000000,"finished"};
|
|
item35[] = {"",7,210,-479.000000,546.000000,-471.000000,554.000000,0.000000,""};
|
|
item36[] = {"",7,210,-29.000002,546.000000,-20.999998,554.000000,0.000000,""};
|
|
item37[] = {"",7,210,-304.000000,146.000000,-296.000000,154.000000,0.000000,""};
|
|
item38[] = {"someone_here",4,218,300.000000,200.000000,400.000000,250.000000,0.000000,"someone" \n "here"};
|
|
item39[] = {"wait",2,250,300.000000,125.000000,400.000000,175.000000,0.000000,"wait"};
|
|
item40[] = {"time_up",4,218,300.000000,-25.000000,400.000000,25.000000,0.000000,"time" \n "up"};
|
|
item41[] = {"",7,210,346.000000,95.999992,354.000000,104.000000,0.000000,""};
|
|
item42[] = {"",7,210,221.000000,96.000008,229.000000,103.999977,0.000000,""};
|
|
item43[] = {"Time_Check",4,218,425.000000,125.000000,525.000000,175.000000,0.000000,"Time" \n "Check"};
|
|
item44[] = {"",7,210,346.000000,-79.000000,354.000000,-71.000000,0.000000,""};
|
|
item45[] = {"",7,210,221.000000,-79.000000,229.000000,-71.000000,0.000000,""};
|
|
item46[] = {"too_long",4,218,-425.000000,600.000000,-325.000000,650.000000,0.000000,"too long"};
|
|
item47[] = {"",7,210,-229.000000,621.000000,-221.000000,629.000000,0.000000,""};
|
|
item48[] = {"",7,210,-479.000000,621.000000,-471.000000,629.000000,0.000000,""};
|
|
item49[] = {"Reset_Targeting",2,250,-525.000000,325.000000,-425.000000,375.000000,0.000000,"Reset" \n "Targeting"};
|
|
item50[] = {"true",8,218,-525.000000,250.000000,-425.000000,300.000000,0.000000,"true"};
|
|
item51[] = {"deleted",4,218,425.000000,-25.000000,525.000000,25.000000,0.000000,"deleted"};
|
|
item52[] = {"",7,210,471.000000,-79.000000,479.000000,-71.000000,0.000000,""};
|
|
item53[] = {"",7,210,471.000000,95.999977,479.000000,104.000023,0.000000,""};
|
|
item54[] = {"",7,210,-104.000000,471.000000,-95.999992,479.000000,0.000000,""};
|
|
item55[] = {"player_check",4,218,-450.000000,0.000000,-350.000000,50.000000,0.000000,"player" \n "check"};
|
|
item56[] = {"player_check",4,218,50.000000,0.000000,150.000000,50.000000,0.000000,"player" \n "check"};
|
|
item57[] = {"is_Dedicated",4,218,50.000000,-250.000000,150.000000,-200.000000,5.000000,"is" \n "Dedicated"};
|
|
link0[] = {0,11};
|
|
link1[] = {0,57};
|
|
link2[] = {2,3};
|
|
link3[] = {3,18};
|
|
link4[] = {3,19};
|
|
link5[] = {3,56};
|
|
link6[] = {4,27};
|
|
link7[] = {5,28};
|
|
link8[] = {6,7};
|
|
link9[] = {7,8};
|
|
link10[] = {7,15};
|
|
link11[] = {7,22};
|
|
link12[] = {7,55};
|
|
link13[] = {8,7};
|
|
link14[] = {9,4};
|
|
link15[] = {9,10};
|
|
link16[] = {10,5};
|
|
link17[] = {11,12};
|
|
link18[] = {12,13};
|
|
link19[] = {13,2};
|
|
link20[] = {13,14};
|
|
link21[] = {14,6};
|
|
link22[] = {15,19};
|
|
link23[] = {16,17};
|
|
link24[] = {17,9};
|
|
link25[] = {17,23};
|
|
link26[] = {17,31};
|
|
link27[] = {18,3};
|
|
link28[] = {19,20};
|
|
link29[] = {20,9};
|
|
link30[] = {20,21};
|
|
link31[] = {21,16};
|
|
link32[] = {22,7};
|
|
link33[] = {23,17};
|
|
link34[] = {24,25};
|
|
link35[] = {25,49};
|
|
link36[] = {26,37};
|
|
link37[] = {27,29};
|
|
link38[] = {28,27};
|
|
link39[] = {29,38};
|
|
link40[] = {29,42};
|
|
link41[] = {30,45};
|
|
link42[] = {31,24};
|
|
link43[] = {31,54};
|
|
link44[] = {32,33};
|
|
link45[] = {33,34};
|
|
link46[] = {33,36};
|
|
link47[] = {33,47};
|
|
link48[] = {34,35};
|
|
link49[] = {35,25};
|
|
link50[] = {36,10};
|
|
link51[] = {37,7};
|
|
link52[] = {38,39};
|
|
link53[] = {39,41};
|
|
link54[] = {39,43};
|
|
link55[] = {40,44};
|
|
link56[] = {41,40};
|
|
link57[] = {41,42};
|
|
link58[] = {41,53};
|
|
link59[] = {42,30};
|
|
link60[] = {43,39};
|
|
link61[] = {44,45};
|
|
link62[] = {45,1};
|
|
link63[] = {46,48};
|
|
link64[] = {47,46};
|
|
link65[] = {48,35};
|
|
link66[] = {49,50};
|
|
link67[] = {50,26};
|
|
link68[] = {51,52};
|
|
link69[] = {52,44};
|
|
link70[] = {53,51};
|
|
link71[] = {54,32};
|
|
link72[] = {55,7};
|
|
link73[] = {56,3};
|
|
link74[] = {57,1};
|
|
globals[] = {25.000000,1,0,0,0,640,480,1,98,6316128,1,-542.928589,768.370728,784.378479,-389.521301,983,910,1};
|
|
window[] = {2,-1,-1,-1,-1,962,182,1390,182,3,1001};
|
|
*//*%FSM</HEAD>*/
|
|
class FSM
|
|
{
|
|
fsmName = "DayZ Zombie Agent";
|
|
class States
|
|
{
|
|
/*%FSM<STATE "init">*/
|
|
class init
|
|
{
|
|
name = "init";
|
|
init = /*%FSM<STATEINIT""">*/"_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</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""">*/"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
|
|
" };" \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 = time;" \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 "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 "Nobody_Near">*/
|
|
class Nobody_Near
|
|
{
|
|
priority = 4.000000;
|
|
to="Cleanup_";
|
|
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
|
condition=/*%FSM<CONDITION""">*/"!_isSomeone"/*%FSM</CONDITION""">*/;
|
|
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
|
};
|
|
/*%FSM</LINK>*/
|
|
/*%FSM<LINK "Has_Target">*/
|
|
class Has_Target
|
|
{
|
|
priority = 1.000000;
|
|
to="Chase";
|
|
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
|
condition=/*%FSM<CONDITION""">*/"!(isNull _target)"/*%FSM</CONDITION""">*/;
|
|
action=/*%FSM<ACTION""">*/"//Leader cries out" \n
|
|
"if (_isSomeone) then {" \n
|
|
" [_agent,""spotted"",0,false] call dayz_zombieSpeak;" \n
|
|
"};" \n
|
|
"if (!_hasMoved) then {" \n
|
|
" _agent setVariable[""doLoiter"",true,true];" \n
|
|
"};" \n
|
|
"_countr = 0;" \n
|
|
"_losCheck = 0;" \n
|
|
"_cantSee = false;"/*%FSM</ACTION""">*/;
|
|
};
|
|
/*%FSM</LINK>*/
|
|
/*%FSM<LINK "player_check">*/
|
|
class player_check
|
|
{
|
|
priority = 0.000000;
|
|
to="Looking_for_Targ";
|
|
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
|
condition=/*%FSM<CONDITION""">*/"(time - _entityTime) > 30"/*%FSM</CONDITION""">*/;
|
|
action=/*%FSM<ACTION""">*/"_entityTime = time;" \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="Looking_for_Targ";
|
|
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
|
condition=/*%FSM<CONDITION""">*/"(time - _timeN) > 1"/*%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
|
|
"_target = _agent call zombie_findTargetAgent;" \n
|
|
"" \n
|
|
"_agent forceSpeed 2;" \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
|
|
"_timeN = time;" \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 "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 "Nobody_Near">*/
|
|
class Nobody_Near
|
|
{
|
|
priority = 4.000000;
|
|
to="Cleanup_";
|
|
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
|
condition=/*%FSM<CONDITION""">*/"!_isSomeone"/*%FSM</CONDITION""">*/;
|
|
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
|
};
|
|
/*%FSM</LINK>*/
|
|
/*%FSM<LINK "Has_Target">*/
|
|
class Has_Target
|
|
{
|
|
priority = 1.000000;
|
|
to="Chase";
|
|
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
|
condition=/*%FSM<CONDITION""">*/"!(isNull _target)"/*%FSM</CONDITION""">*/;
|
|
action=/*%FSM<ACTION""">*/"//Leader cries out" \n
|
|
"if (_isSomeone) then {" \n
|
|
" [_agent,""spotted"",0,false] call dayz_zombieSpeak;" \n
|
|
"};" \n
|
|
"if (!_hasMoved) then {" \n
|
|
" _agent setVariable[""doLoiter"",true,true];" \n
|
|
"};" \n
|
|
"_countr = 0;" \n
|
|
"_losCheck = 0;" \n
|
|
"_cantSee = false;"/*%FSM</ACTION""">*/;
|
|
};
|
|
/*%FSM</LINK>*/
|
|
/*%FSM<LINK "In_Position">*/
|
|
class In_Position
|
|
{
|
|
priority = 1.000000;
|
|
to="Loiter";
|
|
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
|
condition=/*%FSM<CONDITION""">*/"_agent distance (_agent getVariable [""myDest"",getposATL _agent]) < 3"/*%FSM</CONDITION""">*/;
|
|
action=/*%FSM<ACTION""">*/"[_agent,_position] call zombie_loiter;" \n
|
|
"_myDest = _agent getVariable [""myDest"",getposATL _agent];" \n
|
|
""/*%FSM</ACTION""">*/;
|
|
};
|
|
/*%FSM</LINK>*/
|
|
/*%FSM<LINK "player_check">*/
|
|
class player_check
|
|
{
|
|
priority = 0.000000;
|
|
to="Loiter";
|
|
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
|
condition=/*%FSM<CONDITION""">*/"(time - _entityTime) > 30"/*%FSM</CONDITION""">*/;
|
|
action=/*%FSM<ACTION""">*/"_entityTime = time;" \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""">*/"(time - _timeN) > 1"/*%FSM</CONDITION""">*/;
|
|
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
|
};
|
|
/*%FSM</LINK>*/
|
|
};
|
|
};
|
|
/*%FSM</STATE>*/
|
|
/*%FSM<STATE "Begin">*/
|
|
class Begin
|
|
{
|
|
name = "Begin";
|
|
init = /*%FSM<STATEINIT""">*/"_doLoiter = _agent getVariable[""doLoiter"",true];" \n
|
|
"" \n
|
|
"_myDest = _position;" \n
|
|
"_newDest = _position;" \n
|
|
"_array = [];" \n
|
|
"" \n
|
|
"_bodyStay = 60;" \n
|
|
"" \n
|
|
"_hasMoved = _doLoiter;" \n
|
|
"" \n
|
|
"_agent disableAI ""FSM"";" \n
|
|
"_agent setBehaviour ""CARELESS"";" \n
|
|
"_agent setCombatMode ""RED"";" \n
|
|
"_agent setSkill 0;" \n
|
|
"" \n
|
|
"_newDest = getPosATL _agent;" \n
|
|
"_timeN = time;" \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 = time;" \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";
|
|
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
|
condition=/*%FSM<CONDITION""">*/"_hasMoved"/*%FSM</CONDITION""">*/;
|
|
action=/*%FSM<ACTION""">*/""/*%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 = time;" \n
|
|
"" \n
|
|
"if (speed _agent < 0.1) then {_countr = _countr + 1} else {_countr = 0};" \n
|
|
"_target = _agent call zombie_findTargetAgent;" \n
|
|
"_isAlive = alive _agent;" \n
|
|
"_targetPos = getPosATL _target;" \n
|
|
"" \n
|
|
"" \n
|
|
"//Move to target" \n
|
|
"_agent moveTo _targetPos;" \n
|
|
"_speed = if (!isNil ""DZE_slowZombies"" && {DZE_slowZombies}) then { 2 } else { 10 };" \n
|
|
"_agent forceSpeed _speed;" \n
|
|
"" \n
|
|
"if (_losCheck == 2) then {" \n
|
|
" _losCheck = 0;" \n
|
|
" _cantSee = [_agent,_target] call dayz_losCheck;" \n
|
|
"};" \n
|
|
""/*%FSM</STATEINIT""">*/;
|
|
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
|
class Links
|
|
{
|
|
/*%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 "Nobody_Near">*/
|
|
class Nobody_Near
|
|
{
|
|
priority = 4.000000;
|
|
to="Cleanup_";
|
|
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
|
condition=/*%FSM<CONDITION""">*/"!_isSomeone"/*%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)"/*%FSM</CONDITION""">*/;
|
|
action=/*%FSM<ACTION""">*/""/*%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""">*/""/*%FSM</ACTION""">*/;
|
|
};
|
|
/*%FSM</LINK>*/
|
|
/*%FSM<LINK "Time_Check">*/
|
|
class Time_Check
|
|
{
|
|
priority = 0.000000;
|
|
to="Chase";
|
|
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
|
condition=/*%FSM<CONDITION""">*/"(time - _timeN) > 1"/*%FSM</CONDITION""">*/;
|
|
action=/*%FSM<ACTION""">*/"_losCheck = _losCheck + 1;"/*%FSM</ACTION""">*/;
|
|
};
|
|
/*%FSM</LINK>*/
|
|
};
|
|
};
|
|
/*%FSM</STATE>*/
|
|
/*%FSM<STATE "Cleanup_">*/
|
|
class Cleanup_
|
|
{
|
|
name = "Cleanup_";
|
|
init = /*%FSM<STATEINIT""">*/"_waitStart = time;" \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""">*/"dayz_spawnZombies = dayz_spawnZombies - 1;"/*%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 = time;" \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 = 4.000000;
|
|
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 < 1"/*%FSM</CONDITION""">*/;
|
|
action=/*%FSM<ACTION""">*/""/*%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""">*/"(time - _timeN) > 10"/*%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 = time;"/*%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""">*/"(time - _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""">*/"dayz_spawnZombies = dayz_spawnZombies - 1;"/*%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""">*/"(time - _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""">*/"if (!isNull _target) then {" \n
|
|
" _targetPos = getPosATL _target;" \n
|
|
" _agent setVariable [""myDest"",_targetPos];" \n
|
|
" _agent moveTo _targetPos;" \n
|
|
"};" \n
|
|
"" \n
|
|
"_agent setVariable [""targets"",[],true];" \n
|
|
"_target = objNull;" \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""">*/"true"/*%FSM</CONDITION""">*/;
|
|
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
|
};
|
|
/*%FSM</LINK>*/
|
|
};
|
|
};
|
|
/*%FSM</STATE>*/
|
|
};
|
|
initState="init";
|
|
finalStates[] =
|
|
{
|
|
"End",
|
|
};
|
|
};
|
|
/*%FSM</COMPILE>*/
|