-- LUA Script - melee attacker script for classic characters -- LOBOTOMY Animframes: -- 2499,2560 - walk -- 2563,2598 - attack (2586) -- 2601,2662 - lunge walk -- 2665,2700 - attack (2689) -- 2703,2793 - roar -- 2798,2849 - cowering -- 2851,2909 - get up from cower -- 2895,2909 - hurt attackdistance = {} attackstart = {} attackend = {} roarstart = {} roarend = {} hurtstart = {} hurtend = {} viewrange = {} damageframestart = {} damageframeend = {} chargemode = {} attacktype = {} lastroar = {} lastswipe = {} function ai_classiccharacter_lobotomy_init(e) ai_soldier_state[e] = "patrol" ai_soldier_pathindex[e] = -1 SetAnimationFrames(2,79) LoopAnimation(e) ModulateSpeed(e,0.4) SetAnimationSpeed(e,1.0) roarstart[e]=2703 roarend[e]=2793 hurtstart[e]=2895 hurtend[e]=2909 attackdistance[e]=75 attackstart[e]=2563 attackend[e]=2598 damageframestart[e]=2586 damageframeend[e]=2592 lastroar[e] = 0 lastswipe[e] = 0 ai_old_health[e] = -1 SetCharacterSoundSet(e) end function ai_classiccharacter_lobotomy_main(e) PlayerDist = GetPlayerDistance(e) EntObjNo = g_Entity[e]['obj'] if viewrange[e]==nil then viewrange[e] = AIGetEntityViewRange(EntObjNo) end if ai_soldier_state[e] == "patrol" then if ai_soldier_pathindex[e] == -1 then ai_soldier_pathindex[e] = -2 CharacterControlUnarmed(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,0.4) SetCharacterToWalk(e) ai_path_point_direction[e] = 1 ai_path_point_max[e] = AIGetPathCountPoints(ai_soldier_pathindex[e]) end end if 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 if PlayerDist < viewrange[e] then if GetPlayerDistance(e)0 then if ai_soldier_state[e] ~= "attack" then AIEntityStop(EntObjNo) ai_soldier_state[e] = "attack" CharacterControlLimbo(e) attacktype[e] = math.random(1,2) if attacktype[e] == 1 then attackstart[e]=2563 attackend[e]=2598 damageframestart[e]=2586 damageframeend[e]=2592 end if attacktype[e] == 2 then attackstart[e]=2665 attackend[e]=2700 damageframestart[e]=2689 damageframeend[e]=2694 end SetAnimationSpeed(e,2.0) SetAnimationFrames(attackstart[e],attackend[e]) PlayAnimation(e) lastswipe[e] = 0 else if lastswipe[e]==0 and GetAnimationFrame(e)=attackend[e]-1 then ai_soldier_state[e] = "patrol" StopAnimation(e) lastswipe[e]=2 end end else if ai_soldier_state[e] == "attack" then if GetAnimationFrame(e)=attackend[e]-1 then ai_soldier_state[e] = "patrol" StopAnimation(e) end else if ai_soldier_state[e] ~= "charge" then if lastroar[e]==0 or lastroar[e] > g_Time then if lastroar[e] == 0 then lastroar[e] = g_Time + 1000 end AIEntityGoToPosition(EntObjNo,g_PlayerPosX,g_PlayerPosZ) else if ai_soldier_state[e] == "hurtanim" then if GetAnimationFrame(e) > hurtend[e]-2 then ai_soldier_state[e] = "dazedreadytochargenext" end end if ai_soldier_state[e] ~= "hurtanim" then if (GetAnimationFrame(e) > roarend[e]-2 and GetAnimationFrame(e) < roarend[e]+20) or lastroar[e] == -2 then ai_soldier_state[e] = "charge" CharacterControlUnarmed(e) --chargemode[e] = math.random(1,2) --if chargemode[e]==1 then -- SetCharacterToWalk(e) -- ModulateSpeed(e,0.4) -- SetAnimationSpeed(e,1.0) --end --if chargemode[e]==2 then SetCharacterToRun(e) ModulateSpeed(e,0.4) SetAnimationSpeed(e,3.0) --end lastroar[e] = -2 end end if lastroar[e] > 0 then AIEntityStop(EntObjNo) ai_soldier_state[e] = "roar" CharacterControlLimbo(e) SetAnimationSpeed(e,2.5) SetAnimationFrames(roarstart[e],roarend[e]) PlayAnimation(e) RotateToPlayer(e) PlaySound(e,1) lastroar[e] = -1 end end end end end if ai_soldier_state[e] == "charge" then RotateToPlayer(e) AIEntityGoToPosition(EntObjNo,g_PlayerPosX,g_PlayerPosZ) end if ai_soldier_state[e] == "attack" then RotateToPlayer(e) if GetAnimationFrame(e)>damageframestart[e] and GetAnimationFrame(e)= viewrange[e] and ai_soldier_state[e]~="patrol" then ai_soldier_state[e] = "patrol" SetCharacterToWalk(e) ModulateSpeed(e,0.4) end if string.find(string.lower(g_Entity[e]['limbhit']), "head") ~= nil then SetEntityHealth(e,0) ResetLimbHit(e) end end function ai_classiccharacter_lobotomy_exit(e) PlayCharacterSound(e,"onDeath") CollisionOff(e) end