function ai_tank2_init(e) ai_soldier_state[e] = "patrol" end function ai_tank2_main(e) SetAnimation(0); SetAnimationSpeed(e,125) SetCharacterSound(e,"enemysub") if GetPlayerDistance(e) > 500 then RotateToPlayerSlowly(e,1) MoveForward(e,100) LoopAnimation(e); PlaySoundIfSilent(e,0) elseif GetPlayerDistance(e) <= 500 then StopAnimation(e) end if ai_soldier_state[e] == "patrol" then if ai_soldier_pathindex[e] == -1 then ai_soldier_pathindex[e] = -2 CharacterControlArmed(e) PathIndex = -1 PathPointIndex = -1 pClosest = 99999 for pa = 1, AIGetTotalPaths(), 1 do for po = 1 , AIGetPathCountPoints(pa), 1 do pDX = g_Entity[e]['x'] - AIPathGetPointX(pa,po) pDZ = g_Entity[e]['z'] - AIPathGetPointZ(pa,po) pDist = math.sqrt(math.abs(pDX*pDX)+math.abs(pDZ*pDZ)) if pDist < pClosest and pDist < 200 then pClosest = pDist PathIndex = pa PathPointIndex = po end end -- po end -- pa if PathIndex > -1 then ai_soldier_pathindex[e] = PathIndex ai_path_point_index[e] = PathPointIndex ModulateSpeed(e,1.0) SetCharacterToWalk(e) ai_path_point_direction[e] = 1 ai_path_point_max[e] = AIGetPathCountPoints(ai_soldier_pathindex[e]) end elseif ai_soldier_pathindex[e] > -1 then ai_patrol_x[e] = AIPathGetPointX(ai_soldier_pathindex[e],ai_path_point_index[e]) ai_patrol_z[e] = AIPathGetPointZ(ai_soldier_pathindex[e],ai_path_point_index[e]) AIEntityGoToPosition(EntObjNo,ai_patrol_x[e],ai_patrol_z[e]) tDistX = g_Entity[e]['x'] - ai_patrol_x[e] tDistZ = g_Entity[e]['z'] - ai_patrol_z[e] DistFromPath = math.sqrt(math.abs(tDistX*tDistX)+math.abs(tDistZ*tDistZ)) if DistFromPath < 50 then if ai_path_point_direction[e] == 1 then ai_path_point_index[e] = ai_path_point_index[e] + 1 if ( ai_path_point_index[e] > ai_path_point_max[e] ) then ai_path_point_index[e] = ai_path_point_max[e] - 1 ai_path_point_direction[e] = 0 end else ai_path_point_index[e] = ai_path_point_index[e] - 1 if ( ai_path_point_index[e] < 1 ) then ai_path_point_index[e] = 2 ai_path_point_direction[e] = 1 end end end end end end