enderalse/source/scripts/_00e_heartlandtrappedbearscript.psc

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Scriptname _00E_HeartlandTrappedBearScript extends actor
; For several hours after being released from the cage the bear remains a friend of both the player and bandits for these reasons:
; 1) as a "thank you" to the player
; 2) to allow a 1v1 fight between the player and the poacher
; 3) not to draw other nearby bears to the cage who otherwise often rush to help this bear
; After those several hours elapse, the bear "forgets" about this.
Faction Property BanditFriendFaction Auto
Faction Property PlayerFriendFaction Auto
Function ReleaseFromCage()
; Debug.Trace(self + ": ReleaseFromCage")
SetAV("Assistance", 1) ; Help allies
If IsDead() == False
_SetStageFlag(1)
GoToState("GetOutOfCage")
EvaluatePackage()
RegisterForSingleUpdateGameTime(12.0)
Else
RemoveFromFaction(BanditFriendFaction)
RemoveFromFaction(PlayerFriendFaction)
_SetStageFlag(2)
EndIf
EndFunction
Function DoneGettingOutOfCage()
GoToState("")
_SetStageFlag(2)
; Debug.Trace(self + ": DoneGettingOutOfCage")
EndFunction
State GetOutOfCage
Event OnDying(Actor akKiller)
; Debug.Trace(self + ": OnDying")
DoneGettingOutOfCage()
UnregisterForUpdateGameTime()
EndEvent
Event OnDeath(Actor akKiller)
; Debug.Trace(self + ": OnDeath")
DoneGettingOutOfCage()
UnregisterForUpdateGameTime()
EndEvent
Event OnCombatStateChanged(Actor akTarget, Int aeCombatState)
If aeCombatState != 0
; Debug.Trace(self + ": OnCombatStateChanged")
DoneGettingOutOfCage()
EndIf
EndEvent
EndState
Event OnUpdateGameTime()
; Debug.Trace(self + ": OnUpdateGameTime")
; Failsafe by timeout
If GetState() == "GetOutOfCage"
DoneGettingOutOfCage()
EndIf
; After some time the bear forgets that humans are its friends
If Is3DLoaded() == False
RemoveFromFaction(BanditFriendFaction)
RemoveFromFaction(PlayerFriendFaction)
Else
RegisterForSingleUpdateGameTime(1.0)
EndIf
EndEvent
Function _SetStageFlag(Int iStage)
SetAV("Variable01", iStage as Float)
EndFunction