I made few modifications to have better behaviour and faster reactions
1) Before you could fire down a character that doesn't have seen you or that is too far, he didn't move.
Now whatever the character can't see you or he is too far, if you fire at him, he will switch to combat mode
(this is a common issue with some other AI scripts).
2) for ai_soldier, some timer variables have been decreased, characters will be more reactive when they switch to combat mode
Those two files must be changed, because ai_cover calls ai_soldier script.
ai_soldier.lua
-- LUA Script - precede every function and global member with lowercase name of script
-- globals for AI enemies
ai_newdest_time = {}
ai_cover_on = {}
-- 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
ai_newdest_time[e] = -1
ai_cover_on[e] = 0
ai_alerted_spoken[e] = 0
SetCharacterSoundSet(e)
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)
-- Death Animation
if ai_soldier_state[e] ~= "deathanim" then
-- 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'];
-- Handle health
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
-- Force character as unarmed
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
LookAtPlayer(e)
-- alert taken out
if g_Entity[e]['plrvisible'] == 1 then
ai_soldier_state[e] = "combat";
PlayCombatMusic(8000,500)
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']
AISetEntityControl(EntObjNo,AI_MANUAL)
AIEntityStop(EntObjNo)
CharacterControlArmed(e)
SetCharacterToRun(e)
else
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
if ai_alerted_spoken[e] == 0 then
PlayCharacterSound(e,"onAlert")
ai_alerted_spoken[e] = 1
end
-- 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
ai_soldier_state[e] = "combat";
PlayCombatMusic(8000,500)
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']
AISetEntityControl(EntObjNo,AI_MANUAL)
AIEntityStop(EntObjNo)
CharacterControlArmed(e)
SetCharacterToRun(e)
end
end
end
-- Combat mode
if ai_soldier_state[e] == "combat" then
-- Look at player
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
tSpeed = math.random(100,130) / 100.0
ModulateSpeed(e,tSpeed)
-- instead of a point around player, choose a strafe point between player and enemy
--angle = math.random(360)
--ai_dest_x[e] = g_PlayerPosX + (math.sin(angle) * 200)
--ai_dest_z[e] = g_PlayerPosZ - (math.cos(angle) * 200)
dx = g_Entity[e]['x'] - g_PlayerPosX
dz = g_Entity[e]['z'] - g_PlayerPosZ
angle = math.random(360)
ai_dest_x[e] = (g_PlayerPosX + (dx/2)) + (math.sin(angle) * 100)
ai_dest_z[e] = (g_PlayerPosZ + (dz/2)) - (math.cos(angle) * 100)
-- 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;
end
if PlayerDist < AI_CLOSEST_TO_PLAYER then
ai_dest_x[e] = g_Entity[e]['x']
ai_dest_z[e] = g_Entity[e]['z']
end
-- FORCE ENEMY ONTO STOP FOR TEST - STAY PUT!
--ai_dest_x[e] = g_Entity[e]['x']
--ai_dest_z[e] = g_Entity[e]['z']
StartTimer(e)
CharacterControlArmed(e)
ai_combat_mode[e] = 1
ai_cover_on[e] = AIEntityMoveToCover(EntObjNo,g_PlayerPosX,g_PlayerPosZ)
if ai_cover_on[e] == 0 then
AIEntityGoToPosition(EntObjNo,ai_dest_x[e],ai_dest_z[e])
ai_combat_state_delay[e] = math.random(50,100)
else
ai_combat_state_delay[e] = math.random(100,700)
end
-- Target the player, wait a short time then run in to attack
elseif ai_combat_mode[e] == 1 then
if GetTimer(e) > ai_combat_state_delay[e] then
ai_combat_state_delay[e] = math.random(100,500)
StartTimer(e)
ai_combat_mode[e] = 2
end
if g_Entity[e]['plrvisible'] == 1 then
RotateToPlayer(e)
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
ai_combat_mode[e] = 3
end
-- Target the player
elseif ai_combat_mode[e] == 3 then
CharacterControlArmed(e)
ai_combat_mode[e] = 4
if ai_cover_on[e] == 1 then
ai_combat_state_delay[e] = math.random(300,700)
else
ai_combat_state_delay[e] = math.random(50,100)
end
StartTimer(e)
-- 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
FireWeapon(e)
end
if ai_cover_on[e] == 1 then
CharacterControlDucked(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
CharacterControlStand(e)
if g_Entity[e]['plrvisible'] == 0 then
ai_combat_mode[e] = 7
ai_cover_on[e] = 0
ai_combat_state_delay[e] = math.random(300,700)
StartTimer(e)
AIEntityGoToPosition(EntObjNo,g_PlayerPosX,g_PlayerPosZ)
else
ai_combat_mode[e] = 0
end
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
AIEntityGoToPosition(EntObjNo,g_PlayerPosX,g_PlayerPosZ)
if ( g_Entity[e]['plrvisible'] == 1 or PlayerDist <= AI_CLOSEST_TO_PLAYER ) and GetTimer(e) > ai_combat_state_delay[e] then
ai_combat_mode[e] = 0
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!
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
ai_old_health[e] = g_Entity[e]['health']
end
elseif ai_combat_mode[e] == 11 then
if g_Entity[e]['plrvisible'] == 1 then
if os.clock() - ai_combat_old_time[e] > ai_combat_state_delay[e] then
CharacterControlStand(e)
ai_combat_old_time[e] = os.clock()
ai_combat_state_delay[e] = 1
ai_combat_mode[e] = 12
end
end
if ai_combat_mode[e] == 12 then
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_mode[e] = 4
end
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);
a=AIEntityMoveToCover(EntObjNo,g_PlayerPosX,g_PlayerPosZ);
ai_combat_old_time[e] = 1000
StartTimer(e)
ai_combat_mode[e] = 5
end
-- When player out of range, return to patrol
if PlayerDist > AIGetEntityViewRange(EntObjNo)*3 then
ai_combat_mode[e] = 6
end
end
if string.find(string.lower(g_Entity[e]['limbhit']), "head") ~= nil then
ai_soldier_state[e] = "deathanim"
PlayCharacterSound(e,"onDeath")
StartTimer(e)
CharacterControlLimbo(e)
BulletRayDX = g_Entity[e]['x'] - g_PlayerPosX;
BulletRayDY = g_Entity[e]['y'] - g_PlayerPosY;
BulletRayDZ = g_Entity[e]['z'] - g_PlayerPosZ;
BulletAngle = (math.atan2(BulletRayDX,BulletRayDZ)/6.28)*360
BulletAngle = BulletAngle + g_Entity[e]['angley']
if BulletAngle < 0 then
BulletAngle = BulletAngle + 360
end
if BulletAngle >= 360 then
BulletAngle = BulletAngle - 360
end
if BulletAngle >= 360 then
BulletAngle = BulletAngle - 360
end
--Prompt ( BulletAngle )
if BulletAngle >= 360-45 or BulletAngle <= 0+45 then
SetAnimationFrames(5031,5050)
SetAnimationFrame(e,5031)
end
if BulletAngle >= 180-45 and BulletAngle <= 180+45 then
SetAnimationFrames(4972,5002)
SetAnimationFrame(e,4972)
end
if BulletAngle >= 90-45 and BulletAngle <= 90+45 then
-- side hit animations not aligned for this technique (yet)
SetAnimationFrames(4972,5002)
SetAnimationFrame(e,4972)
end
if BulletAngle >= 270-45 and BulletAngle <= 270+45 then
-- side hit animations not aligned for this technique (yet)
SetAnimationFrames(4972,5002)
SetAnimationFrame(e,4972)
end
PlayAnimation(e)
ModulateSpeed(e,1.0)
SetAnimationSpeed(e,1.5)
end
else --DeathAnim Else
-- wait until death anim mostly over, then switch to ragdoll
if GetTimer(e)>200 then
SetEntityHealth(e,0)
BulletRayDX = g_Entity[e]['x'] - g_PlayerPosX;
BulletRayDY = g_Entity[e]['y'] - g_PlayerPosY;
BulletRayDZ = g_Entity[e]['z'] - g_PlayerPosZ;
SetEntityRagdollForce(e,g_Entity[e]['limbhitindex'],BulletRayDX,BulletRayDY,BulletRayDZ,750)
ResetLimbHit(e)
end
end --DeathAnim Endif
-- Debug prompt
--if ai_soldier_state[e] ~= nil and ai_combat_mode[e] ~= nil and g_Entity[e]['angley'] ~= nil then
-- Prompt( ai_soldier_state[e] .. " mode=" .. ai_combat_mode[e] .. " angley=" .. g_Entity[e]['angley'] )
--else
-- Prompt( "angley=" .. g_Entity[e]['angley'] )
--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 g_Entity[e]['health'] < ai_starting_heath[e] or g_Entity[e]['plrvisible'] == 1 then
ai_soldier_state[e] = "combat";
PlayCombatMusic(8000,500)
ai_combat_mode[e] = 0
PlayCharacterSound(e,"onAggro")
-- 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);
SetCharacterToRun(e)
elseif PlayerDist >= AIGetEntityViewRange(EntObjNo) then
-- 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";
PlayCombatMusic(8000,500)
ai_combat_mode[e] = 0
AISetEntityControl(EntObjNo,AI_MANUAL)
AIEntityStop(EntObjNo);
SetCharacterToRun(e)
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
function ai_soldier_exit(e)
if ai_soldier_state[e] ~= "deathanim" then
PlayCharacterSound(e,"onDeath")
end
end
ai_cover.lua
-- LUA Script - precede every function and global member with lowercase name of script
-- init when level first runs
function ai_cover_init(e)
ai_soldier_state[e] = "hiding";
ai_soldier_pathindex[e] = -1;
ai_start_x[e] = nil
ai_starting_heath[e] = nil
ModulateSpeed(e,1.0)
CharacterControlArmed(e)
CharacterControlDucked(e)
LockCharacterPosition(e)
Include("ai_soldier.lua")
end
-- main
function ai_cover_main(e)
-- Detect player distance
PlayerDist = GetPlayerDistance(e)
-- Entity Object Number
EntObjNo = g_Entity[e]['obj'];
if ai_starting_heath[e] == nil then
ai_starting_heath[e] = g_Entity[e]['health']
end
if PlayerDist < 500 or g_Entity[e]['health'] < ai_starting_heath[e] then
UnlockCharacterPosition(e)
SwitchScript(e,"ai_soldier")
ai_soldier_state[e] = "combat"
PlayCombatMusic(8000,500)
ai_combat_mode[e] = 0
return
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] == "hiding" then
LookAtPlayer(e)
AIEntityStop(EntObjNo);
-- If there player is in range or we can see him, or we have been shot, move into combat mode
if PlayerDist < AIGetEntityViewRange(EntObjNo) or g_Entity[e]['plrvisible'] == 1 or g_Entity[e]['health'] < ai_starting_heath[e] then
ai_soldier_state[e] = "combat";
PlayCombatMusic(8000,500)
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']
elseif PlayerDist >= AIGetEntityViewRange(EntObjNo) then
-- 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";
PlayCombatMusic(8000,500)
ai_combat_mode[e] = 0
AIEntityStop(EntObjNo);
end
end
end
end
-- Combat mode
if ai_soldier_state[e] == "combat" then
LookAtPlayer(e)
AIEntityStop(EntObjNo);
-- Kick off combat, starting in hiding
if ai_combat_mode[e] == 0 then
CharacterControlDucked(e)
if g_Entity[e]['plrvisible'] == 1 then
if math.random(1,120) == 60 then
CharacterControlStand(e)
ai_combat_old_time[e] = os.clock()
ai_combat_state_delay[e] = 1
ai_combat_mode[e] = 1
end
end
end
-- Shoot
if ai_combat_mode[e] == 1 then
if g_Entity[e]['plrvisible'] == 1 then
if os.clock() - ai_combat_old_time[e] > ai_combat_state_delay[e] then
CharacterControlStand(e)
ai_combat_old_time[e] = os.clock()
ai_combat_state_delay[e] = 1
ai_combat_mode[e] = 2
end
end
end
-- Back to ducking
if ai_combat_mode[e] == 2 then
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_mode[e] = 0
end
end
-- When player out of range, return to hiding
if PlayerDist > AIGetEntityViewRange(EntObjNo) then
ai_soldier_state[e] = "hiding"
end
end
if string.find(string.lower(g_Entity[e]['limbhit']), "head") ~= nil then
SetEntityHealth(e,0)
ResetLimbHit(e)
end
end
This is a first version, i'll improve it as i do more tests.
I would like to expose to "properties" some timer or range variables that are hard coded, or i'll declare them as global in top of Lua file.