-- LUA Script - precede every function and global member with lowercase name of script -- init when level first runs function ai_soldier_init(e) ai_soldier_state[e] = "patrol"; ai_soldier_pathindex[e] = -1; ai_start_x[e] = nil ai_starting_heath[e] = nil ai_ran_to_cover[e] = 0 ModulateSpeed(e,1.0) ai_old_health[e] = 0 CharacterControlStand(e) ai_returning_home[e] = 0 --MsgBox ( "soldier init" ) end -- logic will patrol closest waypoint path, then shoot at player if they -- get too close, and will run away for cover if their health is low function ai_soldier_main(e) -- Detect player distance (note: possible optimization here) PlayerDX = g_Entity[e]['x'] - g_PlayerPosX; PlayerDY = g_Entity[e]['y'] - g_PlayerPosY; PlayerDZ = g_Entity[e]['z'] - g_PlayerPosZ; PlayerDist = math.sqrt(math.abs(PlayerDX*PlayerDX)+math.abs(PlayerDY*PlayerDY)+math.abs(PlayerDZ*PlayerDZ)); -- Entity Object Number EntObjNo = g_Entity[e]['obj']; if ai_starting_heath[e] == nil then ai_starting_heath[e] = g_Entity[e]['health'] end -- Store starting point so we can return there if player moves far away if ai_start_x[e] == nil then ai_start_x[e] = g_Entity[e]['x'] ai_start_z[e] = g_Entity[e]['z'] AISetEntityControl(EntObjNo,AI_MANUAL); end -- Patrol Mode if ai_soldier_state[e] == "patrol" then -- Try and find a close path to patrol, just check once for it if ai_soldier_pathindex[e] == -1 then ai_soldier_pathindex[e] = -2 CharacterControlArmed(e) -- find initial waypoint path to follow PathIndex = -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; end end -- po end -- pa -- follow found path if PathIndex > -1 then ai_soldier_pathindex[e] = PathIndex; ai_path_point_index[e] = 2 ModulateSpeed(e,1.0) SetCharacterToWalk(e) ai_path_point_direction[e] = 1 ai_path_point_max[e] = AIGetPathCountPoints(ai_soldier_pathindex[e]) end end CharacterControlUnarmed(e) -- If set to head home, lets go there if ai_returning_home[e] == 1 then tDistX = g_Entity[e]['x'] - ai_start_x[e]; tDistZ = g_Entity[e]['z'] - ai_start_z[e]; DistToStart = math.sqrt(math.abs(tDistX*tDistX)+math.abs(tDistZ*tDistZ)) if DistToStart < 200 or GetTimer(e) > ai_combat_state_delay[e] then ai_soldier_pathindex[e] = -1 SetCharacterToWalk(e) CharacterControlUnarmed(e) AIEntityStop(EntObjNo); ModulateSpeed(e,1.0) ai_returning_home[e] = 0 ai_soldier_state[e] = "alerted" ai_alerted_mode[e] = 0 else AIEntityGoToPosition(EntObjNo,ai_start_x[e],ai_start_z[e]) end -- If we have a path then lets patrol it 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 else CharacterControlFidget(e) end ai_soldier_AggroCheck(e) ai_soldier_AlertAggroCheck(e) -- Alerted, perhaps player is near or gunshots can be heard? if PlayerDist < AIGetEntityViewRange(EntObjNo) / 3 or AIGetEntityHeardSound(EntObjNo) == 1 then ai_soldier_state[e] = "alerted" ai_alerted_mode[e] = 0 ai_alert_x = g_Entity[e]['x'] ai_alert_z = g_Entity[e]['z'] ai_alert_counter = 10 ai_alert_entity = e end end -- alerted mode if ai_soldier_state[e] == "alerted" then if ai_alerted_mode[e] == 0 then tSpeed = math.random(100,130) / 100.0 ModulateSpeed(e,tSpeed) angle = math.random(360) ai_dest_x[e] = g_PlayerPosX + (math.sin(angle) * 150) ai_dest_z[e] = g_PlayerPosZ + (math.cos(angle) * 150) AIEntityGoToPosition(EntObjNo,ai_dest_x[e],ai_dest_z[e]) ai_alerted_state_delay[e] = math.random(0,1) ai_alerted_old_time[e] = os.clock() CharacterControlArmed(e) ai_alerted_mode[e] = 1 -- Target the player, run in to attack elseif ai_alerted_mode[e] == 1 then LookAtPlayer(e) if os.clock() - ai_alerted_old_time[e] > ai_alerted_state_delay[e] then ai_alerted_state_delay[e] = 2 ai_alerted_mode[e] = 2 AIEntityGoToPosition(EntObjNo,ai_dest_x[e],ai_dest_z[e]) end elseif ai_alerted_mode[e] == 2 then if os.clock() - ai_alerted_old_time[e] > ai_alerted_state_delay[e] then AIEntityStop(EntObjNo) ai_alerted_mode[e] = 0 ai_soldier_state[e] = "patrol"; ai_soldier_AggroCheck(e) end end if g_Entity[e]['plrvisible'] == 1 then AIEntityStop(EntObjNo) ai_alerted_mode[e] = 0 ai_soldier_state[e] = "patrol"; ai_soldier_AggroCheck(e) end end -- Combat mode if ai_soldier_state[e] == "combat" then LookAtPlayer(e) -- If we are the soldier with aggro then update our position so if we run near to others, we can alert them to the fight if ai_aggro_entity ~= null then if ai_aggro_entity == e then ai_aggro_x = g_Entity[e]['x'] ai_aggro_z = g_Entity[e]['z'] end end -- Kick off combat by choosing a destination to head for around the player if ai_combat_mode[e] == 0 then SetCharacterToRun(e) tSpeed = math.random(100,130) / 100.0 ModulateSpeed(e,tSpeed) angle = math.random(360) ai_dest_x[e] = g_PlayerPosX + (math.sin(angle) * 500) ai_dest_z[e] = g_PlayerPosZ + (math.cos(angle) * 500) -- Check if we can get to the new position without going around something if ( AICouldSee ( EntObjNo , ai_dest_x[e] , g_Entity[e]['y'] , ai_dest_z[e] ) == 0 ) then ai_dest_x[e] = g_PlayerPosX; ai_dest_z[e] = g_PlayerPosZ; elseif PlayerDist < AI_CLOSEST_TO_PLAYER then ai_dest_x[e] = g_Entity[e]['x'] ai_dest_z[e] = g_Entity[e]['z'] AIEntityStop(EntObjNo) end ai_combat_state_delay[e] = math.random(1000,2500) StartTimer(e) CharacterControlArmed(e) ai_combat_mode[e] = 1 -- Target the player, wait a short time then run in to attack elseif ai_combat_mode[e] == 1 then --if PlayerDist > AI_CLOSEST_TO_PLAYER then AIEntityGoToPosition(EntObjNo,ai_dest_x[e],ai_dest_z[e]) --else -- AIEntityStop(EntObjNo) --end if GetTimer(e) > ai_combat_state_delay[e] then ai_combat_state_delay[e] = math.random(1000,2500) StartTimer(e) ai_combat_mode[e] = 2 end if g_Entity[e]['plrvisible'] == 1 then FireWeapon(e) end -- Run to destination for a small amount of time elseif ai_combat_mode[e] == 2 then if g_Entity[e]['plrvisible'] == 1 then FireWeapon(e) end if (GetTimer(e) > ai_combat_state_delay[e]) or PlayerDist <= AI_CLOSEST_TO_PLAYER then AIEntityStop(EntObjNo); ai_combat_mode[e] = 3 end -- Target the player elseif ai_combat_mode[e] == 3 then CharacterControlArmed(e) ai_combat_mode[e] = 4 -- Set how long we will shoot him for ai_combat_state_delay[e] = math.random(500,1000) StartTimer(e) FireWeapon(e) if PlayerDist <= AI_CLOSEST_TO_PLAYER then AIEntityStop(EntObjNo) end -- Shoot the player if we can, if not head off to find him elseif ai_combat_mode[e] == 4 then if g_Entity[e]['plrvisible'] == 1 then -- We can see the player, lets shoot him! AIEntityStop(EntObjNo); FireWeapon(e) end -- Once our shooting time has ended, lets go back to mode 0 and start over -- If we cannot see the player, wait a short time before hunting him down if GetTimer(e) > ai_combat_state_delay[e] then if g_Entity[e]['plrvisible'] == 0 then ai_combat_mode[e] = 7 ai_combat_state_delay[e] = math.random(1000,2000) StartTimer(e) AIEntityStop(EntObjNo); if PlayerDist > AI_CLOSEST_TO_PLAYER then AIEntityGoToPosition(EntObjNo,g_PlayerPosX,g_PlayerPosZ) end else ai_combat_mode[e] = 0 AIEntityStop(EntObjNo); end end -- if we have been hurt, lets strafe a bit --if ai_old_health[e] > g_Entity[e]['health'] then -- ai_combat_mode[e] = 8 -- ai_combat_state_delay[e] = 1 --end ai_old_health[e] = g_Entity[e]['health'] -- In cover, we wait a while, shoot if we can see the player, before venturing out again elseif ai_combat_mode[e] == 5 then CharacterControlArmed(e) if g_Entity[e]['plrvisible'] == 1 then FireWeapon(e) end if GetTimer(e) > ai_combat_old_time[e] then ModulateSpeed(e,1.0) AIEntityStop(EntObjNo) ai_combat_mode[e] = 0 end -- Out of the range of the player, heading back to start point for a while, once there going back to Patrol mode elseif ai_combat_mode[e] == 6 then ai_returning_home[e] = 1 SetCharacterToWalk(e) CharacterControlUnarmed(e) AIEntityGoToPosition(EntObjNo,ai_start_x[e],ai_start_z[e]) ai_soldier_state[e] = "patrol" ai_combat_state_delay[e] = 3000 StartTimer(e) tSpeed = math.random(100,130) / 100.0 ModulateSpeed(e,tSpeed) return -- Unable to see the player to shoot, so heading after him elseif ai_combat_mode[e] == 7 then if g_Entity[e]['plrvisible'] == 1 then FireWeapon(e) end if ( g_Entity[e]['plrvisible'] == 1 or PlayerDist <= AI_CLOSEST_TO_PLAYER ) and GetTimer(e) > ai_combat_state_delay[e] then AIEntityStop(EntObjNo) ai_combat_mode[e] = 0 elseif PlayerDist > AI_CLOSEST_TO_PLAYER then AIEntityGoToPosition(EntObjNo,g_PlayerPosX,g_PlayerPosZ) else AIEntityStop(EntObjNo) end elseif ai_combat_mode[e] == 8 then ai_combat_mode[e] = 9 AIEntityStop(EntObjNo) elseif ai_combat_mode[e] == 9 then ai_combat_mode[e] = 10 -- Pick left or right strafe if ( math.random(0,1) == 0 ) then SetCharacterToStrafeLeft(e) else SetCharacterToStrafeRight(e) end ai_combat_old_time[e] = os.clock() elseif ai_combat_mode[e] == 10 then -- We can see the player, lets shoot him! --RotateToPlayer(e) if g_Entity[e]['plrvisible'] == 1 then FireWeapon(e) end if os.clock() - ai_combat_old_time[e] > ai_combat_state_delay[e] then ai_combat_state_delay[e] = math.random(1,3) ai_combat_mode[e] = 4 SetCharacterToRun(e) ai_old_health[e] = g_Entity[e]['health'] end end -- If health is below 30, run and hide, then head to mode 5 if g_Entity[e]['health'] < 30 and ai_combat_mode[e] ~= 4 and ai_ran_to_cover[e] == 0 then ModulateSpeed(e,1.3) ai_ran_to_cover[e] = 1 AISetEntityControl(EntObjNo,AI_MANUAL); AIEntityMoveToCover(EntObjNo,g_PlayerPosX,g_PlayerPosZ); ai_combat_old_time[e] = 3000 StartTimer(e) ai_combat_mode[e] = 5 end -- When player out of range, return to patrol if PlayerDist > AIGetEntityViewRange(EntObjNo)*1.5 then ai_combat_mode[e] = 6 end --RotateToPlayer(e) end end function ai_soldier_AggroCheck(e) -- If there player is in range and we can see him, or we have been shot, move into combat mode if PlayerDist < AIGetEntityViewRange(EntObjNo) then if g_Entity[e]['plrvisible'] == 1 or g_Entity[e]['health'] < ai_starting_heath[e] then ai_soldier_state[e] = "combat"; ai_combat_mode[e] = 0 -- Add this enemy as a point of aggro, alerting anyone near to join the fight ai_aggro_entity = e ai_aggro_x = g_Entity[e]['x'] ai_aggro_z = g_Entity[e]['z'] ai_alert_x = g_Entity[e]['x'] ai_alert_z = g_Entity[e]['z'] AISetEntityControl(EntObjNo,AI_MANUAL) AIEntityStop(EntObjNo); else -- We cant see the player, but perhaps we are near someone that can if ai_aggro_entity ~= nil then tDistX = g_Entity[e]['x'] - ai_aggro_x tDistZ = g_Entity[e]['z'] - ai_aggro_z tDist = math.sqrt(math.abs(tDistX*tDistX)+math.abs(tDistZ*tDistZ)) if tDist < ai_aggro_range then ai_soldier_state[e] = "combat"; ai_combat_mode[e] = 0 AISetEntityControl(EntObjNo,AI_MANUAL) AIEntityStop(EntObjNo); end end end end end function ai_soldier_AlertAggroCheck(e) -- If there is an alert close by if e == ai_alert_entity then ai_alert_counter = ai_alert_counter - 1 if ai_alert_counter <= 0 then ai_alert_x = -10000 ai_alert_z = -10000 ai_alert_entity = 0 end end pDX = g_Entity[e]['x'] - ai_alert_x pDZ = g_Entity[e]['z'] - ai_alert_z; pDist = math.sqrt(math.abs(pDX*pDX)+math.abs(pDZ*pDZ)); if pDist < 800 then ai_soldier_state[e] = "alerted" ai_alerted_mode[e] = 0 end end