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dark soul

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Posts posted by dark soul

  1. i'm using radiant 1.6.4 and when i try to place a misc_security_panel it's not appearing in the list. i tried to create a brush and then change the classname but breaks the map, and the other thing i tried is placing a misc_model with no model field and change the classname to misc_security_panel but i'm not sure it has to be done that way.

     

    am i missing something?

  2. nice i like how they act like doing the shift betwean each others whne the get close and then go back and sit down for ther turn   :P

     

    that was the idea XD

     

    and the next script was a cinematic where they get killed but that was easier once i struggled with icarus for a few days

  3. Your wait issue is strangely, i suggest you to use multiple spawnscript for entities and sincronize that with signal and waitsignal. OR use the affect way. :\ yes, i know the sinchro scripting is the hardest part of icarus.

    i get some big headache for making custom cinematics, years ago, for this. >,<

    might it be cause of openjk? i'm acutally doing the tests there, but as far as I know the only thing that changed in openjk is added things for face anims

  4. Bpe, they are completely different.

    waitsignal and signal not use task brank.

    check the t1_surprise intro cutscene script and you will see how they works. :)

     
    //Generated by BehavEd
    
    rem ( "comment" );
    camera ( /*@CAMERA_COMMANDS*/ ENABLE );
    camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "keithCam1", ORIGIN)$, 0 );
    camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "keithCam1", ANGLES)$, < 0.000 0.000 0.000 >, 0 );
    camera ( /*@CAMERA_COMMANDS*/ ZOOM, 60.000, 0 );
    
    affect ( "npc_fakePlayer1", /*@AFFECT_TYPE*/ FLUSH )
    {
        set ( /*@SET_TYPES*/ "SET_WEAPON", /*@[member='weaponx']_NAMES*/ "WP_NONE" );
        wait ( 500.000 );
        set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_CIN_2" );
        set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 );
        waitsignal ( "okay" );
        sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/jaden_male/04jak001.mp3" );
        wait ( 1500.000 );
        signal ( "people" );
    }
    
    
    affect ( "npc_Kyle1", /*@AFFECT_TYPE*/ FLUSH )
    {
        set ( /*@SET_TYPES*/ "SET_WEAPON", /*@[member='weaponx']_NAMES*/ "WP_NONE" );
        wait ( 500.000 );
        set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_CIN_1" );
        set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 );
        wait ( 1050.000 );
        sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/kyle/04kyk002.mp3" );
        wait ( 3550.000 );
        camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "keithCam1a", ORIGIN)$, 1500 );
        camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "keithCam1a", ANGLES)$, < 0.000 0.000 0.000 >, 1500 );
        wait ( 1000.000 );
        sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/kyle/04kyk003.mp3" );
        wait ( 4850.000 );
        sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/kyle/04kyk004.mp3" );
        wait ( 9000.000 );
        signal ( "okay" );
        waitsignal ( "people" );
        sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/kyle/04kyk005.mp3" );
        wait ( 3000.000 );
        camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 1.000, 2000 );
        wait ( 2000.000 );
        camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 1.000, < 0.000 0.000 0.000 >, 0.000, 2000 );
        camera ( /*@CAMERA_COMMANDS*/ DISABLE );
    
        affect ( "player", /*@AFFECT_TYPE*/ FLUSH )
        {
            set ( /*@SET_TYPES*/ "SET_WEAPON", /*@[member='weaponx']_NAMES*/ "WP_SABER" );
            set ( /*@SET_TYPES*/ "SET_SABER1", "reaver2" );
            set ( /*@SET_TYPES*/ "SET_SABER2", "none" );
            set ( /*@SET_TYPES*/ "SET_WEAPON", /*@[member='weaponx']_NAMES*/ "WP_BOWCASTER" );
            set ( /*@SET_TYPES*/ "SET_NO_ACROBATICS", /*@BOOL_TYPES*/ "true" );
            set ( /*@SET_TYPES*/ "SET_FORCE_HEAL_LEVEL", /*@[member='Force']_LEVELS*/ "2" );
            set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@[member='Force']_LEVELS*/ "2" );
            set ( /*@SET_TYPES*/ "SET_GRAVITY", 1600.000 );
            set ( /*@SET_TYPES*/ "SET_NO_ACROBATICS", /*@BOOL_TYPES*/ "true" );
            set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@[member='Force']_LEVELS*/ "1" );
            set ( /*@SET_TYPES*/ "SET_FORCE_PUSH_LEVEL", /*@[member='Force']_LEVELS*/ "1" );
            set ( /*@SET_TYPES*/ "SET_FORCE_PULL_LEVEL", /*@[member='Force']_LEVELS*/ "0" );
            set ( /*@SET_TYPES*/ "SET_FORCE_MINDTRICK_LEVEL", /*@[member='Force']_LEVELS*/ "0" );
            set ( /*@SET_TYPES*/ "SET_FORCE_GRIP_LEVEL", /*@[member='Force']_LEVELS*/ "0" );
            set ( /*@SET_TYPES*/ "SET_FORCE_LIGHTNING_LEVEL", /*@[member='Force']_LEVELS*/ "1" );
            set ( /*@SET_TYPES*/ "SET_SABER_THROW", /*@[member='Force']_LEVELS*/ "0" );
            set ( /*@SET_TYPES*/ "SET_SABER_DEFENSE", /*@[member='Force']_LEVELS*/ "1" );
            set ( /*@SET_TYPES*/ "SET_SABER_OFFENSE", /*@[member='Force']_LEVELS*/ "1" );
            set ( /*@SET_TYPES*/ "SET_FORCE_RAGE_LEVEL", /*@[member='Force']_LEVELS*/ "3" );
            set ( /*@SET_TYPES*/ "SET_FORCE_PROTECT_LEVEL", /*@[member='Force']_LEVELS*/ "1" );
            set ( /*@SET_TYPES*/ "SET_FORCE_ABSORB_LEVEL", /*@[member='Force']_LEVELS*/ "0" );
            set ( /*@SET_TYPES*/ "SET_FORCE_DRAIN_LEVEL", /*@[member='Force']_LEVELS*/ "0" );
            set ( /*@SET_TYPES*/ "SET_FORCE_SIGHT_LEVEL", /*@[member='Force']_LEVELS*/ "2" );
        }
    
        wait ( 2000.000 );
        remove ( "npc_Kyle1" );
        remove ( "npc_fakePlayer1" );
        set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SHOW", /*@OBJECTIVES*/ "T1_SURPRISE_OBJ1" );
    }
    
    wait ( 1000.000 );
    
    affect ( "r2_wander_1", /*@AFFECT_TYPE*/ FLUSH )
    {
        set ( /*@SET_TYPES*/ "SET_ANGERSCRIPT", "t1_surprise/r2_wander_1" );
    }
    
    remove ( "r2d2_1" );
     
     
    

    a my edited version of t1_surprise intro cinematic script. you can see how work the signal and waitsignal here.

     

    understood the concept from the other post, the hardest part is synchronizing. i did only a test script (1/10 of the complete script), and see what i can do.

     

    still, i don't understand very well where i can place 'waits', cause more than two outside the affect blocks breaks it

  5. Well apparently I can't use two or more waits in the script. If I do it the cinematic never finishes no matter what.

     

    I put waits in the affect block and made the only wait(outside of the block) be a second longer than the affect block.

     

    Still, I need an explanation for the multiple waits not working

  6. Hello.

    Sorry for my late. today i was busy.

    However, the problem is simple: the NPCs are alls of the same teammeate, and so they not fight each other.

    if you want a NPC fight against another, you need to use the SET_PLAYER_TEAM and SET_ENEMY_TEAM script. you need to

    turn into an Enemy.

    for example, about the saber_student1 it's okay.

    about the saber_student2, for the time of the fight, you need to put saber_student2 to

    SET_PLAYER_TEAM TEAM_ENEMY

    SET_ENEMY_TEAM  TEAM_PLAYER. 

    you can do with icarus. in that way student 2 and student 1 will fight each other.

    remember of use SET_INVINCIBILE for together the two student for the entire duration of the fight, or they can hit or kill the adversary. it's not much good a murder for a simple training... :)

     

    When fight is end, you can turn back the set_student2 by team_enemy to team player, with the same procedure, but inverse parameters.

    :) and so they will stop of fight.

     

    Same happen for snowtropper vs imperial. they are all two of Enemy team, setted into NPC files. so they not attack each others.

    also, jedi not attack each others because they are of team_player vs team_player.

    teammates NPC never attack their teammates, but if you turn a teammate into a foe, they will fight immediatly.

    i followed this, but only the first part of the script runs. until the first wait 25000 (in comented the code that doesn't run)

     

    //Generated by BehavEd
    
    affect ( "saber_master", /*@AFFECT_TYPE*/ FLUSH )
    {
    	set ( "SET_PLAYER_TEAM", "TEAM_NEUTRAL" );
    	set ( "SET_ENEMY_TEAM", "TEAM_NEUTRAL" );
    	set ( "SET_BEHAVIOR_STATE", "BS_CINEMATIC" );
    	set ( "SET_INVINCIBLE", "true" );
    }
    
    
    affect ( "saber_student1", /*@AFFECT_TYPE*/ FLUSH )
    {
    //$"default"@6
    	set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" );
    	set ( /*!*/ "SET_CHASE_ENEMIES", /*!*/ "true" );
    	set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "true" );
    	set ( /*!*/ "SET_IGNOREALERTS", /*!*/ "false" );
    	set ( /*!*/ "SET_WALKING", /*!*/ "false" );
    	set ( /*!*/ "SET_RUNNING", /*!*/ "false" );
    	set ( "SET_IGNOREENEMIES", "false" );
    	set ( "SET_ENEMY", "saber_student2" );
    	set ( "SET_LOCKED_ENEMY", "true" );
    	set ( "SET_INVINCIBLE", "true" );
    	set ( "SET_PLAYER_TEAM", "TEAM_PLAYER" );
    	set ( "SET_ENEMY_TEAM", "TEAM_ENEMY" );
    }
    
    
    affect ( "saber_student2", /*@AFFECT_TYPE*/ FLUSH )
    {
    //$"default"@6
    	set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" );
    	set ( /*!*/ "SET_CHASE_ENEMIES", /*!*/ "true" );
    	set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "true" );
    	set ( /*!*/ "SET_IGNOREALERTS", /*!*/ "false" );
    	set ( /*!*/ "SET_WALKING", /*!*/ "false" );
    	set ( /*!*/ "SET_RUNNING", /*!*/ "false" );
    	set ( "SET_IGNOREENEMIES", "false" );
    	set ( "SET_ENEMY", "saber_student1" );
    	set ( "SET_LOCKED_ENEMY", "true" );
    	set ( "SET_INVINCIBLE", "true" );
    }
    
    wait ( "25000" );
    
    // DOESN'T RUN
    affect ( "saber_student1", /*@AFFECT_TYPE*/ FLUSH )
    {
    
    	task ( "go_start" )
    	{
    		set ( "SET_NAVGOAL", "fight_place1" );
    	}
    
    //$"runOnly"@7
    	set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" );
    	set ( /*!*/ "SET_WALKING", /*!*/ "false" );
    	set ( /*!*/ "SET_RUNNING", /*!*/ "true" );
    	set ( /*!*/ "SET_IGNOREALERTS", /*!*/ "true" );
    	set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "false" );
    	set ( "SET_IGNOREENEMIES", "true" );
    	set ( "SET_PLAYER_TEAM", "TEAM_ENEMY" );
    	set ( "SET_ENEMY_TEAM", "TEAM_PLAYER" );
    	set ( "SET_BEHAVIOR_STATE", "BS_CINEMATIC" );
    	set ( "SET_LOCKED_ENEMY", "false" );
    	set ( "SET_ENEMY", "NULL" );
    	wait ( "3000" );
    	set ( "SET_SABERACTIVE", "false" );
    	dowait ( "go_start" );
    	set ( "SET_DYAW", "135" );
    }
     
  7. strange. have you setted the right path for your icarus script? it need to match with

    radiant script path.

     

    example: if Spawnscript is "hotlava/runattack"

    you need to make a folder, called hotlava, inside the scripts folder of your mod, and inside put the runattack.IBI.

    i suggest you to subdivide script by folder for each map. so every map of the mod get his custom script and they not mixed up.

    basically, like into the assest of the game.

     

    if the paths are fine... should be a problem of syntax.

    remember this:

    if a script is run directly by a NPC, with spawnscript, painscript etc, every istruction you put into the IBI file affected the NPC itself that run the script. basically they run on activator.

     

    instead, if you run a script with a target scriptrunner.

    if you want a script affect an NPC you need to use

    Affect ( Targetname)

    set 1

    set 2

    set 3

     

    structire.

    where Targetname is the targetname of your NPC that youw want to affect.

    for some entity, also is necessary to set a script_targetname flag into the entity on radiabnt, if you want the script affected they.

    example:

     

    NPC_spawner

    Npc_type stormtrooper

    Targetname St1

    script_targetname St1

    spawnscript: hotlava/st1spawn

     

    the script hotlava/st1spawn.IBI will Directly affected the NPC when it spawn withoiut any afffect field necessary.

    Insead, if the script is run with a target_scriptrunner or a trigger, you need to use

    Usescript hotlava/st1_spawn

    and inside the script, you need to put the SET istruction inside

    affect (St1)

    inside the branks of affect, you put SET_FORCE_LIGHTNING, true.

    and it will shoot a lightning when it spawn.

    well i was actually trying this:

    //Generated by BehavEd
    
    camera ( /*@CAMERA_COMMANDS*/ ENABLE );
    camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "startcam", ORIGIN)$, 0 );
    camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "startcam", ANGLES)$, < 0.000 0.000 0.000 >, 0 );
    
    affect ( "fakeplayer", FLUSH )
    {
    	set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_STAND9" );
    	set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 2000 );
    	wait ( 2000 );
    	set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" );
    	set ( /*@SET_TYPES*/ "SET_NAVGOAL", "walkspawn" );
    }
    
    wait ( 20000 );
    
    affect ( "fakeplayer", /*@AFFECT_TYPE*/ FLUSH )
    {
    	set ( "SET_FORCE_LIGHTNING", "true" );
    }
    
    
    task ( "death" )
    {
    	kill ( "st1" );
    	kill ( "st2" );
    	kill ( "st3" );
    	kill ( "st4" );
    	kill ( "st5" );
    	kill ( "st6" );
    	kill ( "of1" );
    }
    
    dowait ( "death" );
    wait ( "1500" );
    remove ( "fakeplayer" );
    camera ( /*@CAMERA_COMMANDS*/ DISABLE );
    
    
    (i'm using an enemy-team npc in the meanwhile to use the lightning)

     

    if i don't put wait after dowait, the thing goes fine, stormies die but the lightning is unseen whereas if i put wait the cinematic doesn't end

     

    edit: apparently fixed the cinematic

  8. Sure,

    with SET_FORCE_LIGHTNING , true.

    you force a NPC with force lightning power to shoot it. :)

     

    i have been trying it with Npc_player but nothing happens :/ I'll try with other and see

     

    edit works with ohter npc, gotta check how to mod npc_player

  9. i'm trying to make NPCs fight each other (just like in yavin_temple).

     

    i saw that in JK2 there were 3-4 scripts for doing it but I think it can be done in one (looping it, of course). this code doesn't include the loop cause it's for testing purposes.

     

    if i create a target_scriptrunner and add Usescript : training - none happens. if i add to the npc the spawnflag spawnscript training, then the first block of code seems to do something (it sets the npc to invincible) but none of the rest is executed (or looks like that). it doesn't even target the npc i told to.

     

    i used jedi and cultists for the example, all of the same class but nothing :/

     

    is anything wrong with the way i scripted it or do I need to fix something in the map? cc: @@Asgarath83

    //Generated by BehavEd
    
    rem ( "FIGHT S1 S2" );
    
    	affect ( "saber_student1", /*@AFFECT_TYPE*/ FLUSH )
    	{
    //$"default"@6
    		set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" );
    		set ( /*!*/ "SET_CHASE_ENEMIES", /*!*/ "true" );
    		set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "true" );
    		set ( /*!*/ "SET_IGNOREALERTS", /*!*/ "false" );
    		set ( /*!*/ "SET_WALKING", /*!*/ "false" );
    		set ( /*!*/ "SET_RUNNING", /*!*/ "false" );
    		set ( "SET_IGNOREENEMIES", "false" );
    		set ( "SET_ENEMY", "saber_student2" );
    		set ( "SET_LOCKED_ENEMY", "true" );
    		set ( "SET_INVINCIBLE", "true" );
    	}
    
    	affect ( "saber_student2", /*@AFFECT_TYPE*/ FLUSH )
    	{
    //$"default"@6
    		set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" );
    		set ( /*!*/ "SET_CHASE_ENEMIES", /*!*/ "true" );
    		set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "true" );
    		set ( /*!*/ "SET_IGNOREALERTS", /*!*/ "false" );
    		set ( /*!*/ "SET_WALKING", /*!*/ "false" );
    		set ( /*!*/ "SET_RUNNING", /*!*/ "false" );
    		set ( "SET_IGNOREENEMIES", "false" );
    		set ( "SET_ENEMY", "saber_student1" );
    		set ( "SET_LOCKED_ENEMY", "true" );
    		set ( "SET_INVINCIBLE", "true" );
    	}
    
    wait ( "25000" );
    rem ( "STOP - SIT (S2)" );
    rem ( "RESTORE S1" );
    
    affect ( "saber_student1", /*@AFFECT_TYPE*/ FLUSH )
    {
    
    	task ( "go_start" )
    	{
    		set ( "SET_NAVGOAL", "fight_place1" );
    	}
    
    //$"runOnly"@5
    	set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" );
    	set ( /*!*/ "SET_WALKING", /*!*/ "false" );
    	set ( /*!*/ "SET_RUNNING", /*!*/ "true" );
    	set ( /*!*/ "SET_IGNOREALERTS", /*!*/ "true" );
    	set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "false" );
    	set ( "SET_IGNOREENEMIES", "true" );
    	set ( "SET_BEHAVIOR_STATE", "BS_CINEMATIC" );
    	set ( "SET_LOCKED_ENEMY", "false" );
    	set ( "SET_ENEMY", "NULL" );
    	wait ( "1000" );
    	set ( "SET_SABERACTIVE", "false" );
    	dowait ( "go_start" );
    	set ( "SET_DYAW", "135" );
    }
    
    rem ( "SIT S2" );
    
    affect ( "saber_student2", /*@AFFECT_TYPE*/ FLUSH )
    {
    
    	task ( "go_starts2" )
    	{
    		set ( "SET_NAVGOAL", "fight_place2" );
    	}
    
    
    	task ( "go_sit" )
    	{
    		set ( "SET_NAVGOAL", "student_start2" );
    	}
    
    
    	task ( "sit2" )
    	{
    		set ( "SET_ANIM_BOTH", "BOTH_STAND5TOSIT2" );
    	}
    
    //$"runOnly"@5
    	set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" );
    	set ( /*!*/ "SET_WALKING", /*!*/ "false" );
    	set ( /*!*/ "SET_RUNNING", /*!*/ "true" );
    	set ( /*!*/ "SET_IGNOREALERTS", /*!*/ "true" );
    	set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "false" );
    	set ( "SET_IGNOREENEMIES", "true" );
    	set ( "SET_BEHAVIOR_STATE", "BS_CINEMATIC" );
    	set ( "SET_LOCKED_ENEMY", "false" );
    	set ( "SET_ENEMY", "NULL" );
    	wait ( "1000" );
    	set ( "SET_SABERACTIVE", "false" );
    	set ( "SET_ANIM_HOLDTIME_BOTH", "0" );
    	dowait ( "go_starts2" );
    	dowait ( "go_sit" );
    	set ( "SET_SABERACTIVE", "false" );
    	set ( "SET_ANGLES", "0 270 0" );
    	dowait ( "sit2" );
    	set ( "SET_ANIM_BOTH", "BOTH_SIT2" );
    	set ( "SET_ANIM_HOLDTIME_BOTH", "-1" );
    }
    
    rem ( "WAKE MASTER" );
    
    affect ( "saber_master", /*@AFFECT_TYPE*/ FLUSH )
    {
    //$"runOnly"@5
    	set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" );
    	set ( /*!*/ "SET_WALKING", /*!*/ "false" );
    	set ( /*!*/ "SET_RUNNING", /*!*/ "true" );
    	set ( /*!*/ "SET_IGNOREALERTS", /*!*/ "true" );
    	set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "false" );
    
    	task ( "go_start" )
    	{
    		set ( "SET_NAVGOAL", "fight_place2" );
    	}
    
    
    	task ( "stand5" )
    	{
    		set ( "SET_ANIM_BOTH", "BOTH_SIT2TOSTAND5" );
    	}
    
    	dowait ( "stand5" );
    	set ( "SET_ANIM_HOLDTIME_BOTH", "0" );
    	dowait ( "go_start" );
    	set ( "SET_DYAW", "315" );
    }
    
    wait ( "12000" );
    rem ( "START FIGHT S1 MASTER" );
    
    affect ( "saber_student1", /*@AFFECT_TYPE*/ FLUSH )
    {
    //$"default"@6
    	set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" );
    	set ( /*!*/ "SET_CHASE_ENEMIES", /*!*/ "true" );
    	set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "true" );
    	set ( /*!*/ "SET_IGNOREALERTS", /*!*/ "false" );
    	set ( /*!*/ "SET_WALKING", /*!*/ "false" );
    	set ( /*!*/ "SET_RUNNING", /*!*/ "false" );
    	set ( "SET_IGNOREENEMIES", "false" );
    	set ( "SET_ENEMY", "saber_master" );
    	set ( "SET_LOCKED_ENEMY", "true" );
    	set ( "SET_INVINCIBLE", "true" );
    }
    
    
    affect ( "saber_master", /*@AFFECT_TYPE*/ FLUSH )
    {
    //$"default"@6
    	set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" );
    	set ( /*!*/ "SET_CHASE_ENEMIES", /*!*/ "true" );
    	set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "true" );
    	set ( /*!*/ "SET_IGNOREALERTS", /*!*/ "false" );
    	set ( /*!*/ "SET_WALKING", /*!*/ "false" );
    	set ( /*!*/ "SET_RUNNING", /*!*/ "false" );
    	set ( "SET_IGNOREENEMIES", "false" );
    	set ( "SET_ENEMY", "saber_student1" );
    	set ( "SET_LOCKED_ENEMY", "true" );
    	set ( "SET_INVINCIBLE", "true" );
    }
    
    wait ( "25000" );
    rem ( "STOP - SIT S1" );
    rem ( "RESTORE MASTER (1)" );
    
    affect ( "saber_master", /*@AFFECT_TYPE*/ FLUSH )
    {
    
    	task ( "go_start" )
    	{
    		set ( "SET_NAVGOAL", "fight_place1" );
    	}
    
    //$"runOnly"@5
    	set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" );
    	set ( /*!*/ "SET_WALKING", /*!*/ "false" );
    	set ( /*!*/ "SET_RUNNING", /*!*/ "true" );
    	set ( /*!*/ "SET_IGNOREALERTS", /*!*/ "true" );
    	set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "false" );
    	set ( "SET_IGNOREENEMIES", "true" );
    	set ( "SET_BEHAVIOR_STATE", "BS_CINEMATIC" );
    	set ( "SET_LOCKED_ENEMY", "false" );
    	set ( "SET_ENEMY", "NULL" );
    	wait ( "1000" );
    	set ( "SET_SABERACTIVE", "false" );
    	dowait ( "go_start" );
    	set ( "SET_DYAW", "135" );
    }
    
    rem ( "SITS1" );
    
    affect ( "saber_student1", /*@AFFECT_TYPE*/ FLUSH )
    {
    
    	task ( "go_starts2" )
    	{
    		set ( "SET_NAVGOAL", "fight_place2" );
    	}
    
    
    	task ( "go_sit" )
    	{
    		set ( "SET_NAVGOAL", "student_start1" );
    	}
    
    
    	task ( "sit2" )
    	{
    		set ( "SET_ANIM_BOTH", "BOTH_STAND5TOSIT2" );
    	}
    
    //$"runOnly"@5
    	set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" );
    	set ( /*!*/ "SET_WALKING", /*!*/ "false" );
    	set ( /*!*/ "SET_RUNNING", /*!*/ "true" );
    	set ( /*!*/ "SET_IGNOREALERTS", /*!*/ "true" );
    	set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "false" );
    	set ( "SET_IGNOREENEMIES", "true" );
    	set ( "SET_BEHAVIOR_STATE", "BS_CINEMATIC" );
    	set ( "SET_LOCKED_ENEMY", "false" );
    	set ( "SET_ENEMY", "NULL" );
    	wait ( "1000" );
    	set ( "SET_SABERACTIVE", "false" );
    	set ( "SET_ANIM_HOLDTIME_BOTH", "0" );
    	dowait ( "go_starts2" );
    	dowait ( "go_sit" );
    	set ( "SET_SABERACTIVE", "false" );
    	set ( "SET_ANGLES", "0 270 0" );
    	dowait ( "sit2" );
    	set ( "SET_ANIM_BOTH", "BOTH_SIT2" );
    	set ( "SET_ANIM_HOLDTIME_BOTH", "-1" );
    }
    
    rem ( "WAKE S2" );
    
    affect ( "saber_student2", /*@AFFECT_TYPE*/ FLUSH )
    {
    //$"runOnly"@5
    	set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" );
    	set ( /*!*/ "SET_WALKING", /*!*/ "false" );
    	set ( /*!*/ "SET_RUNNING", /*!*/ "true" );
    	set ( /*!*/ "SET_IGNOREALERTS", /*!*/ "true" );
    	set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "false" );
    
    	task ( "go_start" )
    	{
    		set ( "SET_NAVGOAL", "fight_place2" );
    	}
    
    
    	task ( "stand5" )
    	{
    		set ( "SET_ANIM_BOTH", "BOTH_SIT2TOSTAND5" );
    	}
    
    	dowait ( "stand5" );
    	set ( "SET_ANIM_HOLDTIME_BOTH", "0" );
    	dowait ( "go_start" );
    	set ( "SET_DYAW", "315" );
    }
    
    wait ( 12000.000 );
    rem ( "START FIGHT S2 MASTER" );
    
    affect ( "saber_master", /*@AFFECT_TYPE*/ FLUSH )
    {
    //$"default"@6
    	set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" );
    	set ( /*!*/ "SET_CHASE_ENEMIES", /*!*/ "true" );
    	set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "true" );
    	set ( /*!*/ "SET_IGNOREALERTS", /*!*/ "false" );
    	set ( /*!*/ "SET_WALKING", /*!*/ "false" );
    	set ( /*!*/ "SET_RUNNING", /*!*/ "false" );
    	set ( "SET_IGNOREENEMIES", "false" );
    	set ( "SET_ENEMY", "saber_student2" );
    	set ( "SET_LOCKED_ENEMY", "true" );
    	set ( "SET_INVICIBLE", "true" );
    }
    
    
    affect ( "saber_student2", /*@AFFECT_TYPE*/ FLUSH )
    {
    //$"default"@6
    	set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" );
    	set ( /*!*/ "SET_CHASE_ENEMIES", /*!*/ "true" );
    	set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "true" );
    	set ( /*!*/ "SET_IGNOREALERTS", /*!*/ "false" );
    	set ( /*!*/ "SET_WALKING", /*!*/ "false" );
    	set ( /*!*/ "SET_RUNNING", /*!*/ "false" );
    	set ( "SET_IGNOREENEMIES", "false" );
    	set ( "SET_ENEMY", "saber_master" );
    	set ( "SET_LOCKED_ENEMY", "true" );
    	set ( "SET_INVINCIBLE", "true" );
    }
    
    wait ( "25000" );
    rem ( "STOP - SIT MASTER" );
    rem ( "RESTORE S2" );
    
    affect ( "saber_student2", /*@AFFECT_TYPE*/ FLUSH )
    {
    
    	task ( "go_start" )
    	{
    		set ( "SET_NAVGOAL", "fight_place2" );
    	}
    
    //$"runOnly"@5
    	set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" );
    	set ( /*!*/ "SET_WALKING", /*!*/ "false" );
    	set ( /*!*/ "SET_RUNNING", /*!*/ "true" );
    	set ( /*!*/ "SET_IGNOREALERTS", /*!*/ "true" );
    	set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "false" );
    	set ( "SET_IGNOREENEMIES", "true" );
    	set ( "SET_BEHAVIOR_STATE", "BS_CINEMATIC" );
    	set ( "SET_LOCKED_ENEMY", "false" );
    	set ( "SET_ENEMY", "NULL" );
    	wait ( "1000" );
    	set ( "SET_SABERACTIVE", "false" );
    	dowait ( "go_start" );
    	set ( "SET_DYAW", "135" );
    }
    
    rem ( "SIT MASTER" );
    
    affect ( "saber_master", /*@AFFECT_TYPE*/ FLUSH )
    {
    
    	task ( "go_starts2" )
    	{
    		set ( "SET_NAVGOAL", "fight_place1" );
    	}
    
    
    	task ( "go_sit" )
    	{
    		set ( "SET_NAVGOAL", "master_start" );
    	}
    
    
    	task ( "sit2" )
    	{
    		set ( "SET_ANIM_BOTH", "BOTH_STAND5TOSIT2" );
    	}
    
    //$"runOnly"@5
    	set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" );
    	set ( /*!*/ "SET_WALKING", /*!*/ "false" );
    	set ( /*!*/ "SET_RUNNING", /*!*/ "true" );
    	set ( /*!*/ "SET_IGNOREALERTS", /*!*/ "true" );
    	set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "false" );
    	set ( "SET_IGNOREENEMIES", "true" );
    	set ( "SET_BEHAVIOR_STATE", "BS_CINEMATIC" );
    	set ( "SET_LOCKED_ENEMY", "false" );
    	set ( "SET_ENEMY", "NULL" );
    	wait ( "1000" );
    	set ( "SET_SABERACTIVE", "false" );
    	set ( "SET_ANIM_HOLDTIME_BOTH", "0" );
    	dowait ( "go_starts2" );
    	dowait ( "go_sit" );
    	set ( "SET_SABERACTIVE", "false" );
    	set ( "SET_ANGLES", "0 270 0" );
    	dowait ( "sit2" );
    	set ( "SET_ANIM_BOTH", "BOTH_SIT2" );
    	set ( "SET_ANIM_HOLDTIME_BOTH", "-1" );
    }
    
    rem ( "WAKE S1" );
    
    affect ( "saber_student1", /*@AFFECT_TYPE*/ FLUSH )
    {
    //$"runOnly"@5
    	set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" );
    	set ( /*!*/ "SET_WALKING", /*!*/ "false" );
    	set ( /*!*/ "SET_RUNNING", /*!*/ "true" );
    	set ( /*!*/ "SET_IGNOREALERTS", /*!*/ "true" );
    	set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "false" );
    
    	task ( "go_start" )
    	{
    		set ( "SET_NAVGOAL", "fight_place1" );
    	}
    
    
    	task ( "stand5" )
    	{
    		set ( "SET_ANIM_BOTH", "BOTH_SIT2TOSTAND5" );
    	}
    
    	dowait ( "stand5" );
    	set ( "SET_ANIM_HOLDTIME_BOTH", "0" );
    	dowait ( "go_start" );
    	set ( "SET_DYAW", "315" );
    }
    
    wait ( 12000.000 );
    
    
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