Optimized FXBirdFleeSCRIPT
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@ -1,10 +1,7 @@
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Scriptname FXBirdFleeSCRIPT extends ObjectReference
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{Triggers birds to fly away}
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import debug ; import debug.psc for acces to trace()
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import game ; game.psc for access to getPlayer()
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import utility ; utility.psc for access to wait()
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import sound ; sound.psc for access to play()
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; Eddoursul 2024.01.21: Use states and updates, added OnReset
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sound property BirdFlockSound auto
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sound property BirdFlockFleeSound auto
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@ -15,32 +12,50 @@ int instanceID00
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;*************************************************
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Event onCellAttach()
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;USKP 2.0.1 - Short delay added to let 3D catch up.
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Utility.Wait(0.5)
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instanceID00 = BirdFlockSound.Play(Self)
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gotoState("Waiting")
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endEvent
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auto state Init
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Event OnCellAttach()
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RegisterForSingleUpdate(0.5)
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endEvent
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event OnUpdate()
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instanceID00 = BirdFlockSound.Play(Self)
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GotoState("Waiting")
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endevent
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endstate
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;*************************************************
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State Waiting
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Event onTriggerEnter(ObjectReference akActionRef)
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Actor actionRef = akActionRef as Actor
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if(((PlayerTriggered) && (actionRef == game.GetPlayer() as Actor)) || (PlayerTriggered == False))
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gotoState("doNothing")
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Self.PlayAnimation("PlayAnim01")
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int instanceID01 = BirdFlockFleeSound.Play(Self)
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wait (0.5)
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StopInstance(instanceID00)
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if ! PlayerTriggered || (akActionRef as Actor && akActionRef == Game.GetForm(0x14))
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GotoState("Triggered")
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PlayAnimation("PlayAnim01")
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BirdFlockFleeSound.Play(Self)
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RegisterForSingleUpdate(0.5)
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endif
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endEvent
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endState
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;*************************************************
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State doNothing
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;do nothing
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State Triggered
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event OnUpdate()
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GotoState("WaitForReset")
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Sound.StopInstance(instanceID00)
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instanceID00 = 0
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endevent
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endState
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;*************************************************
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State WaitForReset
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event OnReset()
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GotoState("Init")
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; OnReset fires after onCellAttach()
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if Is3DLoaded()
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RegisterForSingleUpdate(0.5)
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endif
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endevent
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endState
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;*************************************************
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