-- LUA Script - precede every function and global member with lowercase name of script attackstart = {} attackend = {} damageframestart = {} damageframeend = {} lastroar = {} lastswipe = {} --how much damage is applied per hit (slightly randomed) local damage = 10 function ai_zombiewalk_clown_init(e) ai_soldier_state[e] = "idle" CharacterControlLimbo(e) SetAnimationFrames(210,234) LoopAnimation(e) ModulateSpeed(e,1.0) SetAnimationSpeed(e,0.1) attackstart[e]=683 attackend[e]=722 damageframestart[e]=694 damageframeend[e]=720 lastroar[e]=0 lastswipe[e]=0 end function ai_zombiewalk_clown_main(e) PlayerDist = GetPlayerDistance(e) EntObjNo = g_Entity[e]['obj'] if (PlayerDist < AIGetEntityViewRange(EntObjNo) and ai_soldier_state[e] == "idle" and g_Entity[e]['plrvisible'] == 1) or (AIGetEntityHeardSound(EntObjNo) == 1 and ai_soldier_state[e] == "idle") or (PlayerDist < 100 and ai_soldier_state[e] == "idle") then RotateToPlayer(e) if GetTimer(e) > lastroar[e] then lastroar[e]=GetTimer(e)+5000 PlaySound(e,0) end end if PlayerDist < AIGetEntityViewRange(EntObjNo) and g_Entity[e]['plrvisible']==1 then RotateToPlayer(e) if PlayerDist < 80 and g_Entity[e]['plrvisible']==1 then if ai_soldier_state[e]~="attack" then SetAnimationSpeed(e,1.75) if GetAnimationFrame(e)attackend[e] then AIEntityStop(EntObjNo) ai_soldier_state[e] = "attack" CharacterControlLimbo(e) SetAnimationFrames(attackstart[e],attackend[e]) PlayAnimation(e) end end if ai_soldier_state[e]=="attack" then if GetAnimationFrame(e)>damageframestart[e] and GetAnimationFrame(e) lastswipe[e] then lastswipe[e]= GetTimer(e)+1200 PlaySound(e,1) randomdamage=math.random(damage*0.9,damage*1.1) HurtPlayer(e,randomdamage) end end end if GetAnimationFrame(e)>attackend[e]-1 then CharacterControlUnarmed(e) ai_soldier_state[e] = "roam" if GetPlayerDistance(e) < 80 then ai_soldier_state[e] = "idle" CharacterControlLimbo(e) SetAnimationFrames(attackstart[e]-1,attackstart[e]-1) PlayAnimation(e) RotateToPlayer(e) end end end else if ai_soldier_state[e]~="roam" then ai_soldier_state[e] = "roam" CharacterControlUnarmed(e) ModulateSpeed(e,1.0) SetAnimationSpeed(e,1.0) SetCharacterToWalk(e) end rndx=math.random(1,360) rndz=math.random(1,360) rndx2=math.sin(rndx)*30 rndz2=math.cos(rndz)*30 AIEntityGoToPosition(EntObjNo,g_PlayerPosX+rndx2,g_PlayerPosZ+rndz2) end else if PlayerDist >= AIGetEntityViewRange(EntObjNo) and ai_soldier_state[e] ~= "idle" or g_Entity[e]['plrvisible'] == 0 and GetPlayerDistance(e) > AIGetEntityViewRange(EntObjNo) / 4 then ai_soldier_state[e] = "idle" CharacterControlLimbo(e) SetAnimationFrames(210,234) LoopAnimation(e) ModulateSpeed(e,1.0) SetAnimationSpeed(e,1.0) end end --PromptLocal(e,"ZOMBIEWALK : Dist=" .. PlayerDist .. " State=" .. ai_soldier_state[e] .. " Vis=" .. g_Entity[e]['plrvisible'] .. " Frm=" .. GetAnimationFrame(e) ) end function ai_zombiewalk_clown_exit(e) PlayCharacterSound(e,"onDeath") CollisionOff(e) end