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FPSC Classic Scripts / Help with this script?

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Homegamesindie
6
Years of Service
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Joined: 28th Jul 2017
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Posted: 13th Aug 2020 20:18
Hello, im trying to make a game like Battlefield 1942 with enemies and allies following waypoints and i found a game called combat 1944 and i used some script of them, in the version 1.18 it works fine but in the 1.19 is bugged. And i cant understand nothin it used very rare commands

/TF-341 Artificial Intelligence Script
;//Script by Errant AI, Requires FPSC x9 v1.18 Beta 6 or later and character with TF341 animations.

desc = DarkAI TF341 basic patrol AI for enemy or non-recruitable ally - Assign to Main AI slot must be used with a Shoot AI script
;//IMPORTANT NOTE: AI can not detect idle foes when patroling waypoints (current engine bug). They will only respond to sounds and being attacked. AI will resume waypoint following after fighting.
;//USE NOT RECCOMENDED if you have waypoints on multiple layers/floor levels.
;------------------------------------------------------------------------------------------------------------------------------------------------------
:random=3500,aiteam=2:sound=audiobank\user\g\fire.wav
:random=4001,aiteam=2:sound=audiobank\user\g\joke.wav
:random=6002,aiteam=2:sound=audiobank\user\g\retreat.wav
:random=2803,aiteam=1:sound=audiobank\user\a\cover.wav
:random=4204,aiteam=1:sound=audiobank\user\a\go.wav
:random=8003,aiteam=1:sound=audiobank\user\a\insult.wav
:random=7502,aiteam=1:sound=audiobank\user\a\insult1.wav
;//Walking animations
:waypointstate=2,isdarkai=1:animationnormal,animate=5
:waypointstate=99,isdarkai=1,ducking=0,strafingleft=1:animationnormal,animate=5
:waypointstate=99,isdarkai=1,ducking=0,strafingright=1:animationnormal,animate=5
:waypointstate=99,isdarkai=1,ducking=0,movingforwards=1:animationnormal,animate=5
:waypointstate=99,isdarkai=1,ducking=0,runningforwards=1:animationnormal,animate=5
:waypointstate=99,isdarkai=1,ducking=0,movingbackwards=1:animationreverse,animate=5
:waypointstate=99,isdarkai=1,ducking=0,idle=1:animationnormal,animate=51
;//Crouching Animations
:waypointstate=99,isdarkai=1,ducking=1,strafingleft=1:animationnormal,animate=34
:waypointstate=99,isdarkai=1,ducking=1,strafingright=1:animationnormal,animate=34
:waypointstate=99,isdarkai=1,ducking=1,movingforwards=1:animationnormal,animate=34
:waypointstate=99,isdarkai=1,ducking=1,movingbackwards=1:animationreverse,animate=34
:waypointstate=99,isdarkai=1,ducking=1,idle=1:animationnormal,animate=33
;------------------------------------------------------------------------------------------------------------------------------------------------------
;//PATROL WAYPOINTS UNTIL FIRST CONTACT then behave like default AI
:state=0:aisetspeed=200,dimlocalvar=patrol,setvar=patrol 0
:state=1:waypointstop,aisetspeed=100
:state=1,etimergreater=1000:aiattackawareness=0,aicleartarget,state=300,setvar=patrol 1,aisetspeed=325,waypointstart
:state=300,waypointstate=99:waypointstart
:state=300,waypointstate=3:waypointnext
:state=300,waypointstate=4:waypointrandom
:state=300,waypointstate=5:waypointreverse
:aiheardsound=20000,aisetspeed=100,state=300:setvar=patrol 0,state=30,etimerstart,aimovetosound
;------------------------------------------------------------------------------------------------------------------------------------------------------
;------------------------------------------------------------------------------------------------------------------------------------------------------
;//Listen for enemy
:state=1,aicanshoot=0,aiheardsound=600:state=30,etimerstart.aisettarget
:state=30:waypointstop,aisetspeed=100
:state=30:airotatetosound
:state=30,etimergreater=50:aistop,state=2,etimerstart
;------------------------------------------------------------------------------------------------------------------------------------------------------
;//Assist team if called while in standby mode (RoE permitting)
:varequal=patrol 0,isdarkai=1,aicalled=2000,aihastarget=0,idle=1:airespondtocall
;------------------------------------------------------------------------------------------------------------------------------------------------------
;//Go to shoot script
:state=1,aicanshoot=1:state=999
:state=30,aicanshoot=1:state=999,sound=audiobank\moh\dialogue\Generic\G\sighted\Sig_011b.wav
:state=999:waypointstop,aisetspeed=100,aistop,aisettarget,airotatetotarget,setvar=beenshot 99,state=1000
:state=1000:aistop,setaiactive=0,setframe=24,state=1001
:state=1001:incframe=24,freeze
:state=1001,frameatend=24:setaiactive=1,aistop,state=1002
:state=1002:etimerstart,aicallteam=5000,state=2,setvar=beenshot 0,aisetspeed=100,shootplr
;------------------------------------------------------------------------------------------------------------------------------------------------------
;//Open Doors
:nearactivatable=0:settarget,activatetarget=2
;------------------------------------------------------------------------------------------------------------------------------------------------------
;//Start Script
:state=0:setaiactive=1,alwaysactive=1,reloadweapon,aiattackawareness=1,state=2
;//Start Script with FLOORLOGIC (more reliable on single layer levels but AI will not be able to use stairs)
;state=0:setaiactive=1,alwaysactive=1,reloadweapon,aiattackawareness=1,floorlogic,state=2
:state=2:state=1,etimerstart
;//End

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