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