scriptName _00E_MQ11cCritterMainScript extends ObjectReference ; Imported for RandomFloat() import Utility import debug ;---------------------------------------------- ; Properties to be set for this Critter ;---------------------------------------------- ; Randomness added to location and orientation at a plant float Property fPositionVarianceX = 20.0 auto {When picking a destination reference, how much variance in he X coordinate the critter to travel to.} float Property fPositionVarianceY = 20.0 auto {When picking a destination reference, how much variance in he Y coordinate the critter to travel to.} float Property fPositionVarianceZMin = 50.0 auto {When picking a destination reference, how much variance in he Z coordinate the critter to travel to, lower bound} float Property fPositionVarianceZMax = 100.0 auto {When picking a destination reference, how much variance in he Z coordinate the critter to travel to, upper bound} float Property fAngleVarianceZ = 90.0 auto {When picking a destination reference, how much variance from the ref's Z angle the critter can end at} float Property fAngleVarianceX = 20.0 auto {When picking a destination reference, how much variance from the ref's X angle the critter can end at} ; Path Curviness float Property fPathCurveMean = 100.0 auto {When moving, how "curvy" the path can be, mean (see associated Variance)} float Property fPathCurveVariance = 200.0 auto {When moving, how "curvy" the path can be, variance (see associated Mean)} ; For bell-shaped paths, where along the path to place waypoints float Property fBellShapedWaypointPercent = 0.2 auto {When moving on a bell-shaped path, how far along the path to place the bell waypoint (so that the critter doesn't go straight up, but up and forward)} ; Animation events to be sent to the graph, and associated delays string Property PathStartGraphEvent = "" auto {Animation event to send when starting a path} float Property fPathStartAnimDelay = 1.0 auto {Duration of the path start animation (delay used before the critter actually moves)} string Property PathEndGraphEvent = "" auto {Animation event to send when ending a path} float Property fPathEndAnimDelay = 1.0 auto {Duration of the path end animation (delay used before the critter returns path complete)} ; properties relevant to collection items ingredient property lootable auto {ingredient gathered from this critter} formlist property nonIngredientLootable auto {Optional: If our loot item is not an ingredient, use this instead.} formlist property fakeCorpse auto {Optional: If we want to leave a fake "Corpse" behind, point to it here.} bool property bPushOnDeath = FALSE auto {apply a small push on death to add english to ingredients? Default: False} explosion property deathPush auto {a small explosion force to propel wings on death} int property lootableCount = 1 auto {How many lootables do I drop on Death? Default: 1} bool property bIncrementsWingPluckStat = FALSE auto {do I count towards the wings plucked misc stat? will be false for majority} ; properties relevant to landing behavior Static property LandingMarkerForm auto {What landing marker to use to compute offsets from landing position} float property fLandingSpeedRatio = 0.33 auto {The speed percentage to use when landing, Default = 0.33 (or 33% of flight speed)} string property ApproachNodeName = "ApproachSmall01" auto {The name of the approach node in the landing marker, Default=ApproachSmall01} ;---------------------------------------------- ; Hidden Properties for AI Sim ;---------------------------------------------- bool property reserved auto hidden {should this object be invalidated for searches?} objectReference property hunter auto hidden {if being hunted, by whom?} bool bKilled = false ; if been killed once, don't do Die() a second time ;---------------------------------------------- ; Properties set by the spawner ;---------------------------------------------- ; The distance from the spawner this critter can be float Property fLeashLength auto hidden ; The distance from the player this critter can be float Property fMaxPlayerDistance auto hidden ; The Height above the spawner that critters be move to (when applicable: dragonfly) float Property fHeight auto hidden ; The Depth below the spawner that critters be move to (when applicable: fish) float Property fDepth auto hidden ; The spawner that owns this critter CritterSpawn Property Spawner auto hidden ;---------------------------------------------- ; Debugging ;---------------------------------------------- bool Property bCritterDebug = false auto hidden ;---------------------------------------------- ; Events ;---------------------------------------------- FUNCTION Die() if bKilled == false bKilled = true disableAndDelete(false) int i = 0 while i < lootableCount i += 1 objectReference createdLootable if fakeCorpse ; do we have the optional fakeCorpse parameter? ; we have to jump through a hoop here to get the more open-ended functionality of using a formlist int total = fakeCorpse.getSize() ; it would unusual if this was > 1, but just in case... int current = 0 while current < total createdLootable = placeAtMe(fakeCorpse.getAt(current), 1) current += 1 endWhile else createdLootable = placeatMe(lootable, 1) endif createdLootable.moveTo(createdLootable, randomFloat(self.getWidth(), 2*self.getWidth()), randomFloat(self.getWidth(), 2*self.getWidth()), -1*(randomFloat(self.getHeight(), 2*self.getHeight())), false) endWhile if bPushOnDeath == TRUE placeatMe(deathPush) endif endif endFUNCTIOn EVENT onActivate(objectReference actronaut) if (bKilled == false) bKilled = true disableAndDelete(false) ; Nuke the critter as early as possible so the player knows something happened ;Player receives loot for direct activation? Probably need a bool here for other critters in future if nonIngredientLootable ; do I have the optional non-ingredient lootable parameter set? actronaut.additem(nonIngredientLootable, lootableCount) else actronaut.addItem(lootable, lootableCount) endif if bIncrementsWingPluckStat == TRUE game.IncrementStat("Wings Plucked", lootableCount) endif endIf endEVENT EVENT onHit(ObjectReference akAggressor, Form akWeapon, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked) ; debug.trace(self + " got hit by " + akAggressor) Die() endEVENT Event OnMagicEffectApply(ObjectReference akCaster, MagicEffect akEffect) ; debug.trace(self + " got hit by magic of " + akCaster) Die() EndEvent ; This event is called once the Critter is ready to kick off its processing Event OnStart() endEvent ; Triggered when the critter is about to reach its destination Event OnCritterGoalAlmostReached() endEvent ; Triggered when the critter reaches its destination Event OnCritterGoalReached() endEvent ; Triggered if critter failed reaching the destination Event OnCritterGoalFailed() endEvent ; Indicates whether the critter has had everything initialized ;bool b3DInitialized = false bool bDefaultPropertiesInitialized = false bool bSpawnerVariablesInitialized = false ; Prevent getting event for 3D loaded after move to bool bfirstOnStart = true ; These are used to store location/orientation ObjectReference landingMarker = none ObjectReference dummyMarker = none ; Called as soon as the critter is loaded ;Event OnLoad() ; ; ; Debug.TraceConditional("Critter " + self + " OnLoad() called!", bCritterDebug) ; if (bfirstOnStart) ; ; We know the 3D is good ; b3DInitialized = true ; ; If everything else is also good, start doing stuff ; CheckStateAndStart() ; bfirstOnStart = false ; endIf ;endEvent ; Called when properties for this object have been initialized Event OnInit() ; We know default properties are good bDefaultPropertiesInitialized = true ; If everything else is also good, start doing stuff CheckStateAndStart() endEvent ; Called by the spawner when it has set the initial variables float fradiusPropVal float fmaxPlayerDistPropVal float fheightPropVal float fdepthPropVal CritterSpawn spawnerPropVal Function SetInitialSpawnerProperties(float afRadius, float afHeight, float afDepth, float afMaxPlayerDistance, CritterSpawn arSpawner) ; Set initial variables to be set once default properties have been set fradiusPropVal = afRadius fheightPropVal = afHeight fdepthPropVal = afDepth fmaxPlayerDistPropVal = afMaxPlayerDistance spawnerPropVal = arSpawner ; We know spawner-set variables are good now bSpawnerVariablesInitialized = true ; If everything else is also good, start doing stuff CheckStateAndStart() endFunction ; Stores initial spawner properties temporarily until object is ready to have them overwritten Function SetSpawnerProperties() fLeashLength = fradiusPropVal fHeight = fheightPropVal fDepth = fDepthPropVal fMaxPlayerDistance = fmaxPlayerDistPropVal Spawner = spawnerPropVal endFunction ; Checks that the critter is all initialized, and if so, kick off the behavior Function CheckStateAndStart() ; ; Debug.TraceConditional("Critter " + self + "bDefaultPropertiesInitialized=" + bDefaultPropertiesInitialized + ", bSpawnerVariablesInitialized=" + bSpawnerVariablesInitialized, bCritterDebug) if (bDefaultPropertiesInitialized && bSpawnerVariablesInitialized) ; Set actual properties from the spawner SetSpawnerProperties() ; Do the next part asynchronously, to allow the spawner to keep creating more critters GotoState("KickOffOnStart") RegisterForSingleUpdate(0.0) endIf endFunction state KickOffOnStart Function OnUpdate() GotoState("") ; ; Debug.TraceConditional("Critter " + self + " is creating landing markers", bCritterDebug) ; Create our landing and dummy markers landingMarker = PlaceAtMe(LandingMarkerForm) while(!landingMarker.Is3DLoaded() && is3DLoaded()) wait(0.1) endWhile dummyMarker = PlaceAtMe(LandingMarkerForm) while(!dummyMarker.Is3DLoaded() && is3DLoaded()) wait(0.1) endWhile ; We're all set to go, start doing stuff ; ; Debug.TraceConditional("Critter " + self + " is triggering OnStart", bCritterDebug) OnStart() Enable() endFunction endState ; Called to remove the critter ; This should be called when a critter is too far from the player to be seen for instance Function DisableAndDelete(bool abFadeOut = true) ; Unregister for any kind of update UnregisterForUpdate() UnregisterForUpdateGameTime() ; Disable the critter - don't wait if we aren't fading if !abFadeOut DisableNoWait() else Disable(abFadeOut) endIf ; Stop Any movement CurrentMovementState = "Idle" if (GetParentCell()) StopTranslation() endIf ; Delete dummy marker if (landingMarker != none) landingMarker.Delete() endIf if (dummyMarker != none) dummyMarker.Delete() endIf ; And delete ourselves if getParentCell() Delete() endif ; Notify spawner if (Spawner != none) Spawner.OnCritterDied() endIf ; Debug ; ;Debug.Trace("Critter " + self + " just killed itself.") endFunction ; Variable used to store the desired state after translation string CurrentTargetState = "" ; Target Node name string CurrentTargetNode = "" ; Internal state used when moving string CurrentMovementState = "Idle" Function PlaceLandingMarker(ObjectReference arTarget, string asTargetNode) ; ; Debug.TraceConditional("Critter " + self + " placing landing marker " + landingMarker, bCritterDebug) while(!landingMarker.Is3DLoaded() && is3DLoaded()) wait(0.1) endWhile if (asTargetNode != "") landingMarker.MoveToNode(arTarget, asTargetNode) else ; Use random offset from ref pivot point landingMarker.SetPosition(arTarget.X + RandomFloat(-fPositionVarianceX, fPositionVarianceX), arTarget.Y + RandomFloat(-fPositionVarianceY, fPositionVarianceY), arTarget.Z + RandomFloat(fPositionVarianceZMin, fPositionVarianceZMax)) landingMarker.SetAngle(arTarget.GetAngleX() + RandomFloat(-fAngleVarianceX, fAngleVarianceX), arTarget.GetAngleY(), arTarget.GetAngleZ() + RandomFloat(-fAngleVarianceZ, fAngleVarianceZ)) endIf ; MoveTo might have temporarily disabled 3D while (!landingMarker.Is3DLoaded() && is3DLoaded()) wait(0.1) endWhile endFunction Function PlaceDummyMarker(ObjectReference arTarget, string asTargetNode) ; ; Debug.TraceConditional("Critter " + self + " placing Dummy marker " + dummyMarker, bCritterDebug) while(!dummyMarker.Is3DLoaded() && is3DLoaded()) wait(0.1) endWhile dummyMarker.MoveToNode(arTarget, asTargetNode) while(!dummyMarker.Is3DLoaded() && is3DLoaded()) wait(0.1) endWhile endFunction ; Variables used during spline paths float fStraightLineTargetX float fStraightLineTargetY float fStraightLineTargetZ float fStraightLineTargetAngleX float fStraightLineTargetAngleY float fStraightLineTargetAngleZ float fStraightLineSpeed float fStraightLineMaxRotationSpeed ; Travel to the given reference at a given speed ; This function will call the OnCritterGoalReached() event upon completion Function SplineTranslateToRefAtSpeed(ObjectReference arTarget, float afSpeed, float afMaxRotationSpeed) ; Make sure we're keyframed so we can be moved around SetMotionType(Motion_Keyframed, false) ; If applicable, play animation DoPathStartStuff() ; We're about to kick off a standard spline stranslation, so switch to that state ; ; Debug.TraceConditional("Critter " + self + " going to state SplineTranslation", bCritterDebug) CurrentMovementState = "SplineTranslation" ; Compute target location float ftargetX float ftargetY float ftargetZ ; Use a dummy marker to get the node location PlaceLandingMarker(arTarget, CurrentTargetNode) ; Place a dummy marker to store the position / orientation PlaceDummyMarker(landingMarker, ApproachNodeName) ; Use the X,Y and Z of the dummy marker fStraightLineTargetX = dummyMarker.X fStraightLineTargetY = dummyMarker.Y fStraightLineTargetZ = dummyMarker.Z fStraightLineTargetAngleX = dummyMarker.GetAngleX() fStraightLineTargetAngleY = dummyMarker.GetAngleY() fStraightLineTargetAngleZ = dummyMarker.GetAngleZ() float fdeltaX = fStraightLineTargetX - X float fdeltaY = fStraightLineTargetY - Y float fdeltaZ = fStraightLineTargetZ - Z ftargetX = X + fdeltaX * 0.9 ftargetY = Y + fdeltaY * 0.9 ftargetZ = Z + fdeltaZ * 0.9 ; Clear target node for next time CurrentTargetNode = "" fStraightLineSpeed = afSpeed fStraightLineMaxRotationSpeed = afMaxRotationSpeed ; Kick off the the translation SplineTranslateTo(ftargetX, ftargetY, ftargetZ, fStraightLineTargetAngleX, fStraightLineTargetAngleY, fStraightLineTargetAngleZ, RandomFloat(fPathCurveMean - fPathCurveVariance, fPathCurveMean + fPathCurveVariance), afSpeed, afMaxRotationSpeed) endFunction ; Travel to the given reference's named node ; This function will call the OnCritterGoalReached() event upon completion Function SplineTranslateToRefNodeAtSpeed(ObjectReference arTarget, string arNode, float afSpeed, float afMaxRotationSpeed) ; Set target node name CurrentTargetNode = arNode ; Call base version SplineTranslateToRefAtSpeed(arTarget, afSpeed, afMaxRotationSpeed) endFunction ; Travel to the given reference and then switch to the given state ; This function will call the OnCritterGoalReached() event upon completion Function SplineTranslateToRefAtSpeedAndGotoState(ObjectReference arTarget, float afSpeed, float afMaxRotationSpeed, string arTargetState) ; Set target state for the OnTranslationComplete event CurrentTargetState = arTargetState ; Call base version SplineTranslateToRefAtSpeed(arTarget, afSpeed, afMaxRotationSpeed) endFunction ; Travel to the given reference's named node and then switch to the given state ; This function will call the OnCritterGoalReached() event upon completion Function SplineTranslateToRefNodeAtSpeedAndGotoState(ObjectReference arTarget, string arNode, float afSpeed, float afMaxRotationSpeed, string arTargetState) ; Set target state for the OnTranslationComplete event CurrentTargetState = arTargetState ; Set target node name CurrentTargetNode = arNode ; Call base version SplineTranslateToRefAtSpeed(arTarget, afSpeed, afMaxRotationSpeed) endFunction ; Travel to the given reference at a given speed ; This function will call the OnCritterGoalReached() event upon completion Function TranslateToRefAtSpeed(ObjectReference arTarget, float afSpeed, float afMaxRotationSpeed) ; Make sure we're keyframed so we can be moved around SetMotionType(Motion_Keyframed, false) ; If applicable, play animation DoPathStartStuff() ; We're about to kick off a standard spline stranslation, so switch to that state ; ; Debug.TraceConditional("Critter " + self + " going to state SplineTranslation", bCritterDebug) CurrentMovementState = "Translation" ; Compute target location float ftargetX float ftargetY float ftargetZ ; Use a dummy marker to get the node location PlaceLandingMarker(arTarget, CurrentTargetNode) ; Place a dummy marker to store the position / orientation PlaceDummyMarker(landingMarker, ApproachNodeName) ; Use the X,Y and Z of the dummy marker fStraightLineTargetX = dummyMarker.X fStraightLineTargetY = dummyMarker.Y fStraightLineTargetZ = dummyMarker.Z fStraightLineTargetAngleX = dummyMarker.GetAngleX() fStraightLineTargetAngleY = dummyMarker.GetAngleY() fStraightLineTargetAngleZ = dummyMarker.GetAngleZ() float fdeltaX = fStraightLineTargetX - X float fdeltaY = fStraightLineTargetY - Y float fdeltaZ = fStraightLineTargetZ - Z ftargetX = X + fdeltaX * 0.9 ftargetY = Y + fdeltaY * 0.9 ftargetZ = Z + fdeltaZ * 0.9 ; Clear target node for next time CurrentTargetNode = "" fStraightLineSpeed = afSpeed ; Kick off the the translation TranslateTo(ftargetX, ftargetY, ftargetZ, fStraightLineTargetAngleX, fStraightLineTargetAngleY, fStraightLineTargetAngleZ, afSpeed, afMaxRotationSpeed) endFunction ; Travel to the given reference's named node ; This function will call the OnCritterGoalReached() event upon completion Function TranslateToRefNodeAtSpeed(ObjectReference arTarget, string arNode, float afSpeed, float afMaxRotationSpeed) ; Set target node name CurrentTargetNode = arNode ; Call base version TranslateToRefAtSpeed(arTarget, afSpeed, afMaxRotationSpeed) endFunction ; Travel to the given reference and then switch to the given state ; This function will call the OnCritterGoalReached() event upon completion Function TranslateToRefAtSpeedAndGotoState(ObjectReference arTarget, float afSpeed, float afMaxRotationSpeed, string arTargetState) ; Set target state for the OnTranslationComplete event CurrentTargetState = arTargetState ; Call base version TranslateToRefAtSpeed(arTarget, afSpeed, afMaxRotationSpeed) endFunction ; Travel to the given reference's named node and then switch to the given state ; This function will call the OnCritterGoalReached() event upon completion Function TranslateToRefNodeAtSpeedAndGotoState(ObjectReference arTarget, string arNode, float afSpeed, float afMaxRotationSpeed, string arTargetState) ; Set target state for the OnTranslationComplete event CurrentTargetState = arTargetState ; Set target node name CurrentTargetNode = arNode ; Call base version TranslateToRefAtSpeed(arTarget, afSpeed, afMaxRotationSpeed) endFunction ; Variables used during bell-shaped paths ObjectReference BellShapeTarget = none float fBellShapeSpeed float fBellShapeMaxRotationSpeed float fBellShapeStartX float fBellShapeStartY float fBellShapeStartZ float fBellShapeStartLandingPointX float fBellShapeStartLandingPointY float fBellShapeStartLandingPointZ float fBellShapeTargetPointX float fBellShapeTargetPointY float fBellShapeTargetPointZ float fBellShapeTargetAngleX float fBellShapeTargetAngleY float fBellShapeTargetAngleZ float fBellShapeDeltaX float fBellShapeDeltaY float fBellShapeDeltaZ float fBellShapeHeight ; Travel to the given reference in a bell-shaped path ; This function will call the OnCritterGoalReached() event upon completion Function BellShapeTranslateToRefAtSpeed(ObjectReference arTarget, float afBellHeight, float afSpeed, float afMaxRotationSpeed) ; Make sure we're keyframed so we can be moved around SetMotionType(Motion_Keyframed, false) ; If applicable, play animation DoPathStartStuff() ; We're about to kick off a bell-shaped stranslation, so switch to the first state ; ; Debug.TraceConditional("Critter " + self + " going to state BellShapeGoingUp", bCritterDebug) CurrentMovementState = "BellShapeGoingUp" fBellShapeStartX = self.X fBellShapeStartY = self.Y fBellShapeStartZ = self.Z ; Use a dummy marker to get the node location PlaceLandingMarker(arTarget, CurrentTargetNode) ; Place a dummy marker to store the position / orientation PlaceDummyMarker(landingMarker, ApproachNodeName) ; Use the X,Y and Z of the dummy marker fBellShapeStartLandingPointX = dummyMarker.X fBellShapeStartLandingPointY = dummyMarker.Y fBellShapeStartLandingPointZ = dummyMarker.Z fBellShapeTargetPointX = landingMarker.X fBellShapeTargetPointY = landingMarker.Y fBellShapeTargetPointZ = landingMarker.Z fBellShapeTargetAngleX = landingMarker.GetAngleX() fBellShapeTargetAngleY = landingMarker.GetAngleY() fBellShapeTargetAngleZ = landingMarker.GetAngleZ() ; Clear target node for next time CurrentTargetNode = "" ; Compute location for the "UP" portion of the path fBellShapeDeltaX = fBellShapeTargetPointX - fBellShapeStartX fBellShapeDeltaY = fBellShapeTargetPointY - fBellShapeStartY fBellShapeDeltaZ = fBellShapeTargetPointZ - fBellShapeStartZ ; Remember the bell height and the target fBellShapeHeight = afBellHeight BellShapeTarget = arTarget fBellShapeSpeed = afSpeed fBellShapeMaxRotationSpeed = afMaxRotationSpeed ; Compute point 1/5th of the way along (1/5 is an example, the percentage is defined by a property) float fFirstWaypointX = fBellShapeStartX + fBellShapeDeltaX * fBellShapedWaypointPercent float fFirstWaypointY = fBellShapeStartY + fBellShapeDeltaY * fBellShapedWaypointPercent float fFirstWaypointZ = fBellShapeStartZ + fBellShapeDeltaZ * fBellShapedWaypointPercent + fBellShapeHeight ; Kick off the the translation SplineTranslateTo(fFirstWaypointX, fFirstWaypointY, fFirstWaypointZ, GetAngleX(), GetAngleY(), GetAngleZ(), fPathCurveMean, fBellShapeSpeed, afMaxRotationSpeed) endFunction ; Travel to the given reference's named node in a bell-shaped path ; This function will call the OnCritterGoalReached() event upon completion Function BellShapeTranslateToRefNodeAtSpeed(ObjectReference arTarget, string arNode, float afBellHeight, float afSpeed, float afMaxRotationSpeed) ; Set target node name CurrentTargetNode = arNode ; Call base version BellShapeTranslateToRefAtSpeed(arTarget, afBellHeight, afSpeed, afMaxRotationSpeed) endFunction ; Travel to the given reference in a bell-shaped path and then switch to the given state ; This function will call the OnCritterGoalReached() event upon completion Function BellShapeTranslateToRefAtSpeedAndGotoState(ObjectReference arTarget, float afBellHeight, float afSpeed, float afMaxRotationSpeed, string arTargetState) ; Set target state for the OnTranslationComplete event CurrentTargetState = arTargetState ; Call base version BellShapeTranslateToRefAtSpeed(arTarget, afBellHeight, afSpeed, afMaxRotationSpeed) endFunction ; Travel to the given reference's named node in a bell-shaped path and then switch to the given state ; This function will call the OnCritterGoalReached() event upon completion Function BellShapeTranslateToRefNodeAtSpeedAndGotoState(ObjectReference arTarget, string arNode, float afBellHeight, float afSpeed, float afMaxRotationSpeed, string arTargetState) ; Set target state for the OnTranslationComplete event CurrentTargetState = arTargetState ; Set target node name CurrentTargetNode = arNode ; Call base version BellShapeTranslateToRefAtSpeed(arTarget, afBellHeight, afSpeed, afMaxRotationSpeed) endFunction Function WarpToRefAndGotoState(ObjectReference arTarget, string asState) PlaceLandingMarker(arTarget, "") MoveTo(landingMarker); ; Switch state ; ; Debug.TraceConditional("Critter " + self + " Warping to ref (and switching to " + CurrentTargetState + " )", bCritterDebug) GotoState(asState) CurrentMovementState == "Idle" endFunction Function WarpToRefNodeAndGotoState(ObjectReference arTarget, string asNode, string asState) PlaceLandingMarker(arTarget, asNode) MoveTo(landingMarker); ; Switch state ; ; Debug.TraceConditional("Critter " + self + " Warping to ref (and switching to " + CurrentTargetState + " )", bCritterDebug) GotoState(asState) CurrentMovementState == "Idle" endFunction ;---------------------------------------------- ; Internal bell-shaped path management ;---------------------------------------------- ; Handle translation complete event Event OnTranslationComplete() if (CurrentMovementState == "BellShapeGoingUp") ; Switch state to the next segment ; ; Debug.TraceConditional("Critter " + self + " going to state BellShapeGoingAcross", bCritterDebug) CurrentMovementState = "BellShapeGoingAcross" ; Move to the 2nd waypoint float fsecondWaypointPercent = 1.0 - fBellShapedWaypointPercent float fSecondWaypointX = fBellShapeStartX + fBellShapeDeltaX * fsecondWaypointPercent float fSecondWaypointY = fBellShapeStartY + fBellShapeDeltaY * fsecondWaypointPercent float fSecondWaypointZ = fBellShapeStartZ + fBellShapeDeltaZ * fsecondWaypointPercent + fBellShapeHeight ; Kick off the the translation SplineTranslateTo(fSecondWaypointX, fSecondWaypointY, fSecondWaypointZ, GetAngleX(), GetAngleY(), GetAngleZ(), fPathCurveMean, fBellShapeSpeed, fBellShapeMaxRotationSpeed) elseif (CurrentMovementState == "BellShapeGoingAcross") ; Switch state to the last segment ; ; Debug.TraceConditional("Critter " + self + " going to state BellShapeGoingDown", bCritterDebug) CurrentMovementState = "BellShapeGoingDown" ; Move to the goal SplineTranslateTo(fBellShapeStartLandingPointX, fBellShapeStartLandingPointY, fBellShapeStartLandingPointZ, fBellShapeTargetAngleX, fBellShapeTargetAngleY, fBellShapeTargetAngleZ, fPathCurveMean, fBellShapeSpeed, fBellShapeMaxRotationSpeed) elseif (CurrentMovementState == "BellShapeGoingDown") ; Wait for the end event ; ; Debug.TraceConditional("Critter " + self + " going to state BellShapeLanding", bCritterDebug) ; Play landing animation if applicable DoPathEndStuff() CurrentMovementState = "BellShapeLanding" ; Move to the destination TranslateTo(fBellShapeTargetPointX, fBellShapeTargetPointY, fBellShapeTargetPointZ, fBellShapeTargetAngleX, fBellShapeTargetAngleY, fBellShapeTargetAngleZ, fBellShapeSpeed * fLandingSpeedRatio, fBellShapeMaxRotationSpeed) elseif (CurrentMovementState == "BellShapeLanding") ; Switch state ; ; Debug.TraceConditional("Critter " + self + " going to state Idle (and switching to " + CurrentTargetState + " )", bCritterDebug) if (CurrentTargetState != "") ; ; Debug.TraceConditional("Critter " + self + " going to state " + CurrentTargetState, bCritterDebug) GotoState(CurrentTargetState) endIf CurrentMovementState == "Idle" ; Clear all global variables that we shouldn't use anymore, just for safety's sake BellShapeTarget = none CurrentTargetState = "" ; Trigger event for derived script to handle OnCritterGoalReached() elseif (CurrentMovementState == "SplineTranslation") ; Play landing animation if applicable DoPathEndStuff() CurrentMovementState = "StraightLineLanding" ; Move to the destination SplineTranslateTo(fStraightLineTargetX, fStraightLineTargetY, fStraightLineTargetZ, fStraightLineTargetAngleX, fStraightLineTargetAngleY, fStraightLineTargetAngleZ, RandomFloat(fPathCurveMean - fPathCurveVariance, fPathCurveMean + fPathCurveVariance), fStraightLineSpeed * fLandingSpeedRatio, fStraightLineMaxRotationSpeed) elseif (CurrentMovementState == "StraightLineLanding") ; Switch state if (CurrentTargetState != "") ; ; Debug.TraceConditional("Critter " + self + " going to state " + CurrentTargetState, bCritterDebug) GotoState(CurrentTargetState) endIf CurrentMovementState == "Idle" CurrentTargetState = "" ; Trigger event for derived script to handle OnCritterGoalReached() elseif (CurrentMovementState == "Translation") ; Play landing animation if applicable DoPathEndStuff() ; Switch state if (CurrentTargetState != "") ; ; Debug.TraceConditional("Critter " + self + " going to state " + CurrentTargetState, bCritterDebug) GotoState(CurrentTargetState) endIf CurrentMovementState == "Idle" CurrentTargetState = "" ; Trigger event for derived script to handle OnCritterGoalReached() else ; Don't know this state, just trigger event for derived script to handle OnCritterGoalReached() endif endEvent Event OnTranslationAlmostComplete() if ((CurrentMovementState != "BellShapeGoingUp") && (CurrentMovementState != "BellShapeGoingAcross") && (CurrentMovementState != "BellShapeGoingDown") && (CurrentMovementState != "SplineTranslation")) ; Trigger custom event OnCritterGoalAlmostReached() endif endEvent ; Regardless of state, handle the translation failed event Event OnTranslationFailed() ; Trigger event ; Debug.Trace("Critter " + self + " Translation Failed", 1) OnCritterGoalFailed() endEvent ; Debugging Function PrintInitialProperties() ; Debug.Trace("Critter " + self + " initial properties") ; Debug.Trace("\tfRadius = " + fLeashLength) ; Debug.Trace("\tfMaxPlayerDistance = " + fMaxPlayerDistance) ; Debug.Trace("\tSpawner = " + Spawner) endFunction Function DoPathStartStuff() ; Transition to the flight state SetAnimationVariableFloat("fTakeOff", 1.0); endFunction Function DoPathEndStuff() ; Transition to the hover/landed state SetAnimationVariableFloat("fTakeOff", 0.0); endFunction ;---------------------------------------- ; Fly to a random point within the leash radius ;---------------------------------------------- FUNCTION flyAroundSpawner(float fminTravel, float fMaxTravel, float fSpeed, float afMaxRotationSpeed, bool bflyBelowSpawner = false) {this function chooses and flies to a new, nearby point} ; if flybelowSpawner is float fMinHeight = spawner.z float fMaxheight = fMinHeight + (0.5*fLeashLength) float oldX = self.x float oldY = self.y float oldZ = self.z float newX = (self.x + randomFloat(fminTravel, fMaxTravel)) float newY = (self.Y + randomFloat(fminTravel, fMaxTravel)) float newZ = (self.Z + randomFloat(fminTravel, fMaxTravel)) doPathStartStuff() ; some safety checks to keep him from flying far from home if newX > spawner.X if newX > spawner.X + fLeashLength newX = spawner.X + fLeashLength endif else if newX < spawner.X - fLeashLength newX = spawner.X - fLeashLength endif endif if newY > spawner.Y if newY > spawner.Y + fLeashLength newY = spawner.Y + fLeashLength endif else if newY < spawner.Y - fLeashLength newY = spawner.Y - fLeashLength endif endif if bFlyBelowSpawner == true if newZ < fMinHeight newZ = fMinHeight endif if newZ > fMaxHeight newZ = fMaxHeight endif endif ; now fly to that spot! ;gotoMarker.setPosition(newX, newY, newZ) TranslateTo(newX, newY, newZ, self.getAngleX(), self.getAngleY(), self.getAngleZ(), fSpeed, afMaxRotationSpeed) ; traceConditional(self + " flying to point at: " + newX as int + ", " + newY as int + ", " + newZ as int, bCritterDebug) endFunction ;/ ; Imported for RandomFloat() import Utility import debug ;---------------------------------------------- ; Properties to be set for this Critter ;---------------------------------------------- ; Randomness added to location and orientation at a plant float Property fPositionVarianceX = 20.0 auto {When picking a destination reference, how much variance in he X coordinate the critter to travel to.} float Property fPositionVarianceY = 20.0 auto {When picking a destination reference, how much variance in he Y coordinate the critter to travel to.} float Property fPositionVarianceZMin = 50.0 auto {When picking a destination reference, how much variance in he Z coordinate the critter to travel to, lower bound} float Property fPositionVarianceZMax = 100.0 auto {When picking a destination reference, how much variance in he Z coordinate the critter to travel to, upper bound} float Property fAngleVarianceZ = 90.0 auto {When picking a destination reference, how much variance from the ref's Z angle the critter can end at} float Property fAngleVarianceX = 20.0 auto {When picking a destination reference, how much variance from the ref's X angle the critter can end at} ; Path Curviness float Property fPathCurveMean = 100.0 auto {When moving, how "curvy" the path can be, mean (see associated Variance)} float Property fPathCurveVariance = 200.0 auto {When moving, how "curvy" the path can be, variance (see associated Mean)} ; For bell-shaped paths, where along the path to place waypoints float Property fBellShapedWaypointPercent = 0.2 auto {When moving on a bell-shaped path, how far along the path to place the bell waypoint (so that the critter doesn't go straight up, but up and forward)} ; Animation events to be sent to the graph, and associated delays string Property PathStartGraphEvent = "" auto {Animation event to send when starting a path} float Property fPathStartAnimDelay = 1.0 auto {Duration of the path start animation (delay used before the critter actually moves)} string Property PathEndGraphEvent = "" auto {Animation event to send when ending a path} float Property fPathEndAnimDelay = 1.0 auto {Duration of the path end animation (delay used before the critter returns path complete)} ; properties relevant to collection items MiscObject property lootable auto MiscObject property Glas auto {ingredient gathered from this critter} formlist property nonIngredientLootable auto {Optional: If our loot item is not an ingredient, use this instead.} formlist property fakeCorpse auto {Optional: If we want to leave a fake "Corpse" behind, point to it here.} bool property bPushOnDeath = FALSE auto {apply a small push on death to add english to ingredients? Default: False} explosion property deathPush auto {a small explosion force to propel wings on death} int property lootableCount = 1 auto {How many lootables do I drop on Death? Default: 1} bool property bIncrementsWingPluckStat = FALSE auto {do I count towards the wings plucked misc stat? will be false for majority} ; properties relevant to landing behavior Static property LandingMarkerForm auto {What landing marker to use to compute offsets from landing position} float property fLandingSpeedRatio = 0.33 auto {The speed percentage to use when landing, Default = 0.33 (or 33% of flight speed)} string property ApproachNodeName = "ApproachSmall01" auto {The name of the approach node in the landing marker, Default=ApproachSmall01} GlobalVariable Property _00E_MQ11c_ButterfliesGlobal Auto ;---------------------------------------------- ; Hidden Properties for AI Sim ;---------------------------------------------- bool property reserved auto hidden {should this object be invalidated for searches?} objectReference property hunter auto hidden {if being hunted, by whom?} bool bKilled = false ; if been killed once, don't do Die() a second time ;---------------------------------------------- ; Properties set by the spawner ;---------------------------------------------- ; The distance from the spawner this critter can be float Property fLeashLength auto hidden ; The distance from the player this critter can be float Property fMaxPlayerDistance auto hidden ; The Height above the spawner that critters be move to (when applicable: dragonfly) float Property fHeight auto hidden ; The Depth below the spawner that critters be move to (when applicable: fish) float Property fDepth auto hidden ; The spawner that owns this critter CritterSpawn Property Spawner auto hidden ;---------------------------------------------- ; Debugging ;---------------------------------------------- bool Property bCritterDebug = false auto hidden ;---------------------------------------------- ; Events ;---------------------------------------------- FUNCTION Die() if bKilled == false bKilled = true disableAndDelete(false) int i = 0 while i < lootableCount i += 1 objectReference createdLootable if fakeCorpse ; do we have the optional fakeCorpse parameter? ; we have to jump through a hoop here to get the more open-ended functionality of using a formlist int total = fakeCorpse.getSize() ; it would unusual if this was > 1, but just in case... int current = 0 while current < total createdLootable = placeAtMe(fakeCorpse.getAt(current), 1) current += 1 endWhile else createdLootable = placeatMe(lootable, 1) endif createdLootable.moveTo(createdLootable, randomFloat(self.getWidth(), 2*self.getWidth()), randomFloat(self.getWidth(), 2*self.getWidth()), -1*(randomFloat(self.getHeight(), 2*self.getHeight())), false) endWhile if bPushOnDeath == TRUE placeatMe(deathPush) endif endif endFUNCTIOn EVENT onActivate(objectReference actronaut) if actronaut.GetItemCount(Glas) > 0 if (bKilled == false) bKilled = true disableAndDelete(false) ; Nuke the critter as early as possible so the player knows something happened ;Player receives loot for direct activation? Probably need a bool here for other critters in future actronaut.addItem(lootable, lootableCount) actronaut.removeItem(Glas, 1) _00E_MQ11c_ButterfliesGlobal.SetValue(_00E_MQ11c_ButterfliesGlobal.GetValue() + 1) if bIncrementsWingPluckStat == TRUE game.IncrementStat("Wings Plucked", lootableCount) endif endIf endif endEVENT EVENT onHit(ObjectReference akAggressor, Form akWeapon, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked) ; debug.trace(self + " got hit by " + akAggressor) Die() endEVENT Event OnMagicEffectApply(ObjectReference akCaster, MagicEffect akEffect) ; debug.trace(self + " got hit by magic of " + akCaster) Die() EndEvent ; This event is called once the Critter is ready to kick off its processing Event OnStart() endEvent ; Triggered when the critter is about to reach its destination Event OnCritterGoalAlmostReached() endEvent ; Triggered when the critter reaches its destination Event OnCritterGoalReached() endEvent ; Triggered if critter failed reaching the destination Event OnCritterGoalFailed() endEvent ; Indicates whether the critter has had everything initialized ;bool b3DInitialized = false bool bDefaultPropertiesInitialized = false bool bSpawnerVariablesInitialized = false ; Prevent getting event for 3D loaded after move to bool bfirstOnStart = true ; These are used to store location/orientation ObjectReference landingMarker = none ObjectReference dummyMarker = none ; Called as soon as the critter is loaded ;Event OnLoad() ; ; ; Debug.TraceConditional("Critter " + self + " OnLoad() called!", bCritterDebug) ; if (bfirstOnStart) ; ; We know the 3D is good ; b3DInitialized = true ; ; If everything else is also good, start doing stuff ; CheckStateAndStart() ; bfirstOnStart = false ; endIf ;endEvent ; Called when properties for this object have been initialized Event OnInit() ; We know default properties are good bDefaultPropertiesInitialized = true ; If everything else is also good, start doing stuff CheckStateAndStart() endEvent ; Called by the spawner when it has set the initial variables float fradiusPropVal float fmaxPlayerDistPropVal float fheightPropVal float fdepthPropVal CritterSpawn spawnerPropVal Function SetInitialSpawnerProperties(float afRadius, float afHeight, float afDepth, float afMaxPlayerDistance, CritterSpawn arSpawner) ; Set initial variables to be set once default properties have been set fradiusPropVal = afRadius fheightPropVal = afHeight fdepthPropVal = afDepth fmaxPlayerDistPropVal = afMaxPlayerDistance spawnerPropVal = arSpawner ; We know spawner-set variables are good now bSpawnerVariablesInitialized = true ; If everything else is also good, start doing stuff CheckStateAndStart() endFunction ; Stores initial spawner properties temporarily until object is ready to have them overwritten Function SetSpawnerProperties() fLeashLength = fradiusPropVal fHeight = fheightPropVal fDepth = fDepthPropVal fMaxPlayerDistance = fmaxPlayerDistPropVal Spawner = spawnerPropVal endFunction ; Checks that the critter is all initialized, and if so, kick off the behavior Function CheckStateAndStart() ; ; Debug.TraceConditional("Critter " + self + "bDefaultPropertiesInitialized=" + bDefaultPropertiesInitialized + ", bSpawnerVariablesInitialized=" + bSpawnerVariablesInitialized, bCritterDebug) if (bDefaultPropertiesInitialized && bSpawnerVariablesInitialized) ; Set actual properties from the spawner SetSpawnerProperties() ; Do the next part asynchronously, to allow the spawner to keep creating more critters GotoState("KickOffOnStart") RegisterForSingleUpdate(0.0) endIf endFunction state KickOffOnStart Function OnUpdate() GotoState("") ; ; Debug.TraceConditional("Critter " + self + " is creating landing markers", bCritterDebug) ; Create our landing and dummy markers landingMarker = PlaceAtMe(LandingMarkerForm) while(!landingMarker.Is3DLoaded() && is3DLoaded()) wait(0.1) endWhile dummyMarker = PlaceAtMe(LandingMarkerForm) while(!dummyMarker.Is3DLoaded() && is3DLoaded()) wait(0.1) endWhile ; We're all set to go, start doing stuff ; ; Debug.TraceConditional("Critter " + self + " is triggering OnStart", bCritterDebug) OnStart() Enable() endFunction endState ; Called to remove the critter ; This should be called when a critter is too far from the player to be seen for instance Function DisableAndDelete(bool abFadeOut = true) ; Unregister for any kind of update UnregisterForUpdate() UnregisterForUpdateGameTime() ; Disable the critter - don't wait if we aren't fading if !abFadeOut DisableNoWait() else Disable(abFadeOut) endIf ; Stop Any movement CurrentMovementState = "Idle" if (GetParentCell()) StopTranslation() endIf ; Delete dummy marker if (landingMarker != none) landingMarker.Delete() endIf if (dummyMarker != none) dummyMarker.Delete() endIf ; And delete ourselves if getParentCell() Delete() endif ; Notify spawner if (Spawner != none) Spawner.OnCritterDied() endIf ; Debug ; ;Debug.Trace("Critter " + self + " just killed itself.") endFunction ; Variable used to store the desired state after translation string CurrentTargetState = "" ; Target Node name string CurrentTargetNode = "" ; Internal state used when moving string CurrentMovementState = "Idle" Function PlaceLandingMarker(ObjectReference arTarget, string asTargetNode) ; ; Debug.TraceConditional("Critter " + self + " placing landing marker " + landingMarker, bCritterDebug) while(!landingMarker.Is3DLoaded() && is3DLoaded()) wait(0.1) endWhile if (asTargetNode != "") landingMarker.MoveToNode(arTarget, asTargetNode) else ; Use random offset from ref pivot point landingMarker.SetPosition(arTarget.X + RandomFloat(-fPositionVarianceX, fPositionVarianceX), arTarget.Y + RandomFloat(-fPositionVarianceY, fPositionVarianceY), arTarget.Z + RandomFloat(fPositionVarianceZMin, fPositionVarianceZMax)) landingMarker.SetAngle(arTarget.GetAngleX() + RandomFloat(-fAngleVarianceX, fAngleVarianceX), arTarget.GetAngleY(), arTarget.GetAngleZ() + RandomFloat(-fAngleVarianceZ, fAngleVarianceZ)) endIf ; MoveTo might have temporarily disabled 3D while (!landingMarker.Is3DLoaded() && is3DLoaded()) wait(0.1) endWhile endFunction Function PlaceDummyMarker(ObjectReference arTarget, string asTargetNode) ; ; Debug.TraceConditional("Critter " + self + " placing Dummy marker " + dummyMarker, bCritterDebug) while(!dummyMarker.Is3DLoaded() && is3DLoaded()) wait(0.1) endWhile dummyMarker.MoveToNode(arTarget, asTargetNode) while(!dummyMarker.Is3DLoaded() && is3DLoaded()) wait(0.1) endWhile endFunction ; Variables used during spline paths float fStraightLineTargetX float fStraightLineTargetY float fStraightLineTargetZ float fStraightLineTargetAngleX float fStraightLineTargetAngleY float fStraightLineTargetAngleZ float fStraightLineSpeed float fStraightLineMaxRotationSpeed ; Travel to the given reference at a given speed ; This function will call the OnCritterGoalReached() event upon completion Function SplineTranslateToRefAtSpeed(ObjectReference arTarget, float afSpeed, float afMaxRotationSpeed) ; Make sure we're keyframed so we can be moved around SetMotionType(Motion_Keyframed, false) ; If applicable, play animation DoPathStartStuff() ; We're about to kick off a standard spline stranslation, so switch to that state ; ; Debug.TraceConditional("Critter " + self + " going to state SplineTranslation", bCritterDebug) CurrentMovementState = "SplineTranslation" ; Compute target location float ftargetX float ftargetY float ftargetZ ; Use a dummy marker to get the node location PlaceLandingMarker(arTarget, CurrentTargetNode) ; Place a dummy marker to store the position / orientation PlaceDummyMarker(landingMarker, ApproachNodeName) ; Use the X,Y and Z of the dummy marker fStraightLineTargetX = dummyMarker.X fStraightLineTargetY = dummyMarker.Y fStraightLineTargetZ = dummyMarker.Z fStraightLineTargetAngleX = dummyMarker.GetAngleX() fStraightLineTargetAngleY = dummyMarker.GetAngleY() fStraightLineTargetAngleZ = dummyMarker.GetAngleZ() float fdeltaX = fStraightLineTargetX - X float fdeltaY = fStraightLineTargetY - Y float fdeltaZ = fStraightLineTargetZ - Z ftargetX = X + fdeltaX * 0.9 ftargetY = Y + fdeltaY * 0.9 ftargetZ = Z + fdeltaZ * 0.9 ; Clear target node for next time CurrentTargetNode = "" fStraightLineSpeed = afSpeed fStraightLineMaxRotationSpeed = afMaxRotationSpeed ; Kick off the the translation SplineTranslateTo(ftargetX, ftargetY, ftargetZ, fStraightLineTargetAngleX, fStraightLineTargetAngleY, fStraightLineTargetAngleZ, RandomFloat(fPathCurveMean - fPathCurveVariance, fPathCurveMean + fPathCurveVariance), afSpeed, afMaxRotationSpeed) endFunction ; Travel to the given reference's named node ; This function will call the OnCritterGoalReached() event upon completion Function SplineTranslateToRefNodeAtSpeed(ObjectReference arTarget, string arNode, float afSpeed, float afMaxRotationSpeed) ; Set target node name CurrentTargetNode = arNode ; Call base version SplineTranslateToRefAtSpeed(arTarget, afSpeed, afMaxRotationSpeed) endFunction ; Travel to the given reference and then switch to the given state ; This function will call the OnCritterGoalReached() event upon completion Function SplineTranslateToRefAtSpeedAndGotoState(ObjectReference arTarget, float afSpeed, float afMaxRotationSpeed, string arTargetState) ; Set target state for the OnTranslationComplete event CurrentTargetState = arTargetState ; Call base version SplineTranslateToRefAtSpeed(arTarget, afSpeed, afMaxRotationSpeed) endFunction ; Travel to the given reference's named node and then switch to the given state ; This function will call the OnCritterGoalReached() event upon completion Function SplineTranslateToRefNodeAtSpeedAndGotoState(ObjectReference arTarget, string arNode, float afSpeed, float afMaxRotationSpeed, string arTargetState) ; Set target state for the OnTranslationComplete event CurrentTargetState = arTargetState ; Set target node name CurrentTargetNode = arNode ; Call base version SplineTranslateToRefAtSpeed(arTarget, afSpeed, afMaxRotationSpeed) endFunction ; Travel to the given reference at a given speed ; This function will call the OnCritterGoalReached() event upon completion Function TranslateToRefAtSpeed(ObjectReference arTarget, float afSpeed, float afMaxRotationSpeed) ; Make sure we're keyframed so we can be moved around SetMotionType(Motion_Keyframed, false) ; If applicable, play animation DoPathStartStuff() ; We're about to kick off a standard spline stranslation, so switch to that state ; ; Debug.TraceConditional("Critter " + self + " going to state SplineTranslation", bCritterDebug) CurrentMovementState = "Translation" ; Compute target location float ftargetX float ftargetY float ftargetZ ; Use a dummy marker to get the node location PlaceLandingMarker(arTarget, CurrentTargetNode) ; Place a dummy marker to store the position / orientation PlaceDummyMarker(landingMarker, ApproachNodeName) ; Use the X,Y and Z of the dummy marker fStraightLineTargetX = dummyMarker.X fStraightLineTargetY = dummyMarker.Y fStraightLineTargetZ = dummyMarker.Z fStraightLineTargetAngleX = dummyMarker.GetAngleX() fStraightLineTargetAngleY = dummyMarker.GetAngleY() fStraightLineTargetAngleZ = dummyMarker.GetAngleZ() float fdeltaX = fStraightLineTargetX - X float fdeltaY = fStraightLineTargetY - Y float fdeltaZ = fStraightLineTargetZ - Z ftargetX = X + fdeltaX * 0.9 ftargetY = Y + fdeltaY * 0.9 ftargetZ = Z + fdeltaZ * 0.9 ; Clear target node for next time CurrentTargetNode = "" fStraightLineSpeed = afSpeed ; Kick off the the translation TranslateTo(ftargetX, ftargetY, ftargetZ, fStraightLineTargetAngleX, fStraightLineTargetAngleY, fStraightLineTargetAngleZ, afSpeed, afMaxRotationSpeed) endFunction ; Travel to the given reference's named node ; This function will call the OnCritterGoalReached() event upon completion Function TranslateToRefNodeAtSpeed(ObjectReference arTarget, string arNode, float afSpeed, float afMaxRotationSpeed) ; Set target node name CurrentTargetNode = arNode ; Call base version TranslateToRefAtSpeed(arTarget, afSpeed, afMaxRotationSpeed) endFunction ; Travel to the given reference and then switch to the given state ; This function will call the OnCritterGoalReached() event upon completion Function TranslateToRefAtSpeedAndGotoState(ObjectReference arTarget, float afSpeed, float afMaxRotationSpeed, string arTargetState) ; Set target state for the OnTranslationComplete event CurrentTargetState = arTargetState ; Call base version TranslateToRefAtSpeed(arTarget, afSpeed, afMaxRotationSpeed) endFunction ; Travel to the given reference's named node and then switch to the given state ; This function will call the OnCritterGoalReached() event upon completion Function TranslateToRefNodeAtSpeedAndGotoState(ObjectReference arTarget, string arNode, float afSpeed, float afMaxRotationSpeed, string arTargetState) ; Set target state for the OnTranslationComplete event CurrentTargetState = arTargetState ; Set target node name CurrentTargetNode = arNode ; Call base version TranslateToRefAtSpeed(arTarget, afSpeed, afMaxRotationSpeed) endFunction ; Variables used during bell-shaped paths ObjectReference BellShapeTarget = none float fBellShapeSpeed float fBellShapeMaxRotationSpeed float fBellShapeStartX float fBellShapeStartY float fBellShapeStartZ float fBellShapeStartLandingPointX float fBellShapeStartLandingPointY float fBellShapeStartLandingPointZ float fBellShapeTargetPointX float fBellShapeTargetPointY float fBellShapeTargetPointZ float fBellShapeTargetAngleX float fBellShapeTargetAngleY float fBellShapeTargetAngleZ float fBellShapeDeltaX float fBellShapeDeltaY float fBellShapeDeltaZ float fBellShapeHeight ; Travel to the given reference in a bell-shaped path ; This function will call the OnCritterGoalReached() event upon completion Function BellShapeTranslateToRefAtSpeed(ObjectReference arTarget, float afBellHeight, float afSpeed, float afMaxRotationSpeed) ; Make sure we're keyframed so we can be moved around SetMotionType(Motion_Keyframed, false) ; If applicable, play animation DoPathStartStuff() ; We're about to kick off a bell-shaped stranslation, so switch to the first state ; ; Debug.TraceConditional("Critter " + self + " going to state BellShapeGoingUp", bCritterDebug) CurrentMovementState = "BellShapeGoingUp" fBellShapeStartX = self.X fBellShapeStartY = self.Y fBellShapeStartZ = self.Z ; Use a dummy marker to get the node location PlaceLandingMarker(arTarget, CurrentTargetNode) ; Place a dummy marker to store the position / orientation PlaceDummyMarker(landingMarker, ApproachNodeName) ; Use the X,Y and Z of the dummy marker fBellShapeStartLandingPointX = dummyMarker.X fBellShapeStartLandingPointY = dummyMarker.Y fBellShapeStartLandingPointZ = dummyMarker.Z fBellShapeTargetPointX = landingMarker.X fBellShapeTargetPointY = landingMarker.Y fBellShapeTargetPointZ = landingMarker.Z fBellShapeTargetAngleX = landingMarker.GetAngleX() fBellShapeTargetAngleY = landingMarker.GetAngleY() fBellShapeTargetAngleZ = landingMarker.GetAngleZ() ; Clear target node for next time CurrentTargetNode = "" ; Compute location for the "UP" portion of the path fBellShapeDeltaX = fBellShapeTargetPointX - fBellShapeStartX fBellShapeDeltaY = fBellShapeTargetPointY - fBellShapeStartY fBellShapeDeltaZ = fBellShapeTargetPointZ - fBellShapeStartZ ; Remember the bell height and the target fBellShapeHeight = afBellHeight BellShapeTarget = arTarget fBellShapeSpeed = afSpeed fBellShapeMaxRotationSpeed = afMaxRotationSpeed ; Compute point 1/5th of the way along (1/5 is an example, the percentage is defined by a property) float fFirstWaypointX = fBellShapeStartX + fBellShapeDeltaX * fBellShapedWaypointPercent float fFirstWaypointY = fBellShapeStartY + fBellShapeDeltaY * fBellShapedWaypointPercent float fFirstWaypointZ = fBellShapeStartZ + fBellShapeDeltaZ * fBellShapedWaypointPercent + fBellShapeHeight ; Kick off the the translation SplineTranslateTo(fFirstWaypointX, fFirstWaypointY, fFirstWaypointZ, GetAngleX(), GetAngleY(), GetAngleZ(), fPathCurveMean, fBellShapeSpeed, afMaxRotationSpeed) endFunction ; Travel to the given reference's named node in a bell-shaped path ; This function will call the OnCritterGoalReached() event upon completion Function BellShapeTranslateToRefNodeAtSpeed(ObjectReference arTarget, string arNode, float afBellHeight, float afSpeed, float afMaxRotationSpeed) ; Set target node name CurrentTargetNode = arNode ; Call base version BellShapeTranslateToRefAtSpeed(arTarget, afBellHeight, afSpeed, afMaxRotationSpeed) endFunction ; Travel to the given reference in a bell-shaped path and then switch to the given state ; This function will call the OnCritterGoalReached() event upon completion Function BellShapeTranslateToRefAtSpeedAndGotoState(ObjectReference arTarget, float afBellHeight, float afSpeed, float afMaxRotationSpeed, string arTargetState) ; Set target state for the OnTranslationComplete event CurrentTargetState = arTargetState ; Call base version BellShapeTranslateToRefAtSpeed(arTarget, afBellHeight, afSpeed, afMaxRotationSpeed) endFunction ; Travel to the given reference's named node in a bell-shaped path and then switch to the given state ; This function will call the OnCritterGoalReached() event upon completion Function BellShapeTranslateToRefNodeAtSpeedAndGotoState(ObjectReference arTarget, string arNode, float afBellHeight, float afSpeed, float afMaxRotationSpeed, string arTargetState) ; Set target state for the OnTranslationComplete event CurrentTargetState = arTargetState ; Set target node name CurrentTargetNode = arNode ; Call base version BellShapeTranslateToRefAtSpeed(arTarget, afBellHeight, afSpeed, afMaxRotationSpeed) endFunction Function WarpToRefAndGotoState(ObjectReference arTarget, string asState) PlaceLandingMarker(arTarget, "") MoveTo(landingMarker); ; Switch state ; ; Debug.TraceConditional("Critter " + self + " Warping to ref (and switching to " + CurrentTargetState + " )", bCritterDebug) GotoState(asState) CurrentMovementState == "Idle" endFunction Function WarpToRefNodeAndGotoState(ObjectReference arTarget, string asNode, string asState) PlaceLandingMarker(arTarget, asNode) MoveTo(landingMarker); ; Switch state ; ; Debug.TraceConditional("Critter " + self + " Warping to ref (and switching to " + CurrentTargetState + " )", bCritterDebug) GotoState(asState) CurrentMovementState == "Idle" endFunction ;---------------------------------------------- ; Internal bell-shaped path management ;---------------------------------------------- ; Handle translation complete event Event OnTranslationComplete() if (CurrentMovementState == "BellShapeGoingUp") ; Switch state to the next segment ; ; Debug.TraceConditional("Critter " + self + " going to state BellShapeGoingAcross", bCritterDebug) CurrentMovementState = "BellShapeGoingAcross" ; Move to the 2nd waypoint float fsecondWaypointPercent = 1.0 - fBellShapedWaypointPercent float fSecondWaypointX = fBellShapeStartX + fBellShapeDeltaX * fsecondWaypointPercent float fSecondWaypointY = fBellShapeStartY + fBellShapeDeltaY * fsecondWaypointPercent float fSecondWaypointZ = fBellShapeStartZ + fBellShapeDeltaZ * fsecondWaypointPercent + fBellShapeHeight ; Kick off the the translation SplineTranslateTo(fSecondWaypointX, fSecondWaypointY, fSecondWaypointZ, GetAngleX(), GetAngleY(), GetAngleZ(), fPathCurveMean, fBellShapeSpeed, fBellShapeMaxRotationSpeed) elseif (CurrentMovementState == "BellShapeGoingAcross") ; Switch state to the last segment ; ; Debug.TraceConditional("Critter " + self + " going to state BellShapeGoingDown", bCritterDebug) CurrentMovementState = "BellShapeGoingDown" ; Move to the goal SplineTranslateTo(fBellShapeStartLandingPointX, fBellShapeStartLandingPointY, fBellShapeStartLandingPointZ, fBellShapeTargetAngleX, fBellShapeTargetAngleY, fBellShapeTargetAngleZ, fPathCurveMean, fBellShapeSpeed, fBellShapeMaxRotationSpeed) elseif (CurrentMovementState == "BellShapeGoingDown") ; Wait for the end event ; ; Debug.TraceConditional("Critter " + self + " going to state BellShapeLanding", bCritterDebug) ; Play landing animation if applicable DoPathEndStuff() CurrentMovementState = "BellShapeLanding" ; Move to the destination TranslateTo(fBellShapeTargetPointX, fBellShapeTargetPointY, fBellShapeTargetPointZ, fBellShapeTargetAngleX, fBellShapeTargetAngleY, fBellShapeTargetAngleZ, fBellShapeSpeed * fLandingSpeedRatio, fBellShapeMaxRotationSpeed) elseif (CurrentMovementState == "BellShapeLanding") ; Switch state ; ; Debug.TraceConditional("Critter " + self + " going to state Idle (and switching to " + CurrentTargetState + " )", bCritterDebug) if (CurrentTargetState != "") ; ; Debug.TraceConditional("Critter " + self + " going to state " + CurrentTargetState, bCritterDebug) GotoState(CurrentTargetState) endIf CurrentMovementState == "Idle" ; Clear all global variables that we shouldn't use anymore, just for safety's sake BellShapeTarget = none CurrentTargetState = "" ; Trigger event for derived script to handle OnCritterGoalReached() elseif (CurrentMovementState == "SplineTranslation") ; Play landing animation if applicable DoPathEndStuff() CurrentMovementState = "StraightLineLanding" ; Move to the destination SplineTranslateTo(fStraightLineTargetX, fStraightLineTargetY, fStraightLineTargetZ, fStraightLineTargetAngleX, fStraightLineTargetAngleY, fStraightLineTargetAngleZ, RandomFloat(fPathCurveMean - fPathCurveVariance, fPathCurveMean + fPathCurveVariance), fStraightLineSpeed * fLandingSpeedRatio, fStraightLineMaxRotationSpeed) elseif (CurrentMovementState == "StraightLineLanding") ; Switch state if (CurrentTargetState != "") ; ; Debug.TraceConditional("Critter " + self + " going to state " + CurrentTargetState, bCritterDebug) GotoState(CurrentTargetState) endIf CurrentMovementState == "Idle" CurrentTargetState = "" ; Trigger event for derived script to handle OnCritterGoalReached() elseif (CurrentMovementState == "Translation") ; Play landing animation if applicable DoPathEndStuff() ; Switch state if (CurrentTargetState != "") ; ; Debug.TraceConditional("Critter " + self + " going to state " + CurrentTargetState, bCritterDebug) GotoState(CurrentTargetState) endIf CurrentMovementState == "Idle" CurrentTargetState = "" ; Trigger event for derived script to handle OnCritterGoalReached() else ; Don't know this state, just trigger event for derived script to handle OnCritterGoalReached() endif endEvent Event OnTranslationAlmostComplete() if ((CurrentMovementState != "BellShapeGoingUp") && (CurrentMovementState != "BellShapeGoingAcross") && (CurrentMovementState != "BellShapeGoingDown") && (CurrentMovementState != "SplineTranslation")) ; Trigger custom event OnCritterGoalAlmostReached() endif endEvent ; Regardless of state, handle the translation failed event Event OnTranslationFailed() ; Trigger event ; Debug.Trace("Critter " + self + " Translation Failed", 1) OnCritterGoalFailed() endEvent ; Debugging Function PrintInitialProperties() ; Debug.Trace("Critter " + self + " initial properties") ; Debug.Trace("\tfRadius = " + fLeashLength) ; Debug.Trace("\tfMaxPlayerDistance = " + fMaxPlayerDistance) ; Debug.Trace("\tSpawner = " + Spawner) endFunction Function DoPathStartStuff() ; Transition to the flight state SetAnimationVariableFloat("fTakeOff", 1.0); endFunction Function DoPathEndStuff() ; Transition to the hover/landed state SetAnimationVariableFloat("fTakeOff", 0.0); endFunction ;---------------------------------------- ; Fly to a random point within the leash radius ;---------------------------------------------- FUNCTION flyAroundSpawner(float fminTravel, float fMaxTravel, float fSpeed, float afMaxRotationSpeed, bool bflyBelowSpawner = false) {this function chooses and flies to a new, nearby point} ; if flybelowSpawner is float fMinHeight = spawner.z float fMaxheight = fMinHeight + (0.5*fLeashLength) float oldX = self.x float oldY = self.y float oldZ = self.z float newX = (self.x + randomFloat(fminTravel, fMaxTravel)) float newY = (self.Y + randomFloat(fminTravel, fMaxTravel)) float newZ = (self.Z + randomFloat(fminTravel, fMaxTravel)) doPathStartStuff() ; some safety checks to keep him from flying far from home if newX > spawner.X if newX > spawner.X + fLeashLength newX = spawner.X + fLeashLength endif else if newX < spawner.X - fLeashLength newX = spawner.X - fLeashLength endif endif if newY > spawner.Y if newY > spawner.Y + fLeashLength newY = spawner.Y + fLeashLength endif else if newY < spawner.Y - fLeashLength newY = spawner.Y - fLeashLength endif endif if bFlyBelowSpawner == true if newZ < fMinHeight newZ = fMinHeight endif if newZ > fMaxHeight newZ = fMaxHeight endif endif ; now fly to that spot! ;gotoMarker.setPosition(newX, newY, newZ) TranslateTo(newX, newY, newZ, self.getAngleX(), self.getAngleY(), self.getAngleZ(), fSpeed, afMaxRotationSpeed) ; traceConditional(self + " flying to point at: " + newX as int + ", " + newY as int + ", " + newZ as int, bCritterDebug) endFunction /;