diff options
-rw-r--r-- | Northstar.CustomServers/mod/scripts/vscripts/ai/_ai_stalker.gnut | 37 |
1 files changed, 23 insertions, 14 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/ai/_ai_stalker.gnut b/Northstar.CustomServers/mod/scripts/vscripts/ai/_ai_stalker.gnut index 9ff479f9..0b4d6a9a 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/ai/_ai_stalker.gnut +++ b/Northstar.CustomServers/mod/scripts/vscripts/ai/_ai_stalker.gnut @@ -1,3 +1,4 @@ +untyped global function AiStalker_Init global function GetDeathForce global function StalkerGearOverloads @@ -168,7 +169,7 @@ void function StalkerSprint( entity npc, var damageInfo ) npc.EndSignal("OnDestroy") float damage = DamageInfo_GetDamage( damageInfo ) - if ( npc.GetHealth() - damage < 50 || npc.GetHealth() <= 80) + if (!IsCrawling(npc)&&( npc.GetHealth() - damage < 50 || npc.GetHealth() <= 80)) { entity weapon = npc.GetActiveWeapon() if (IsValid(weapon)) @@ -180,6 +181,7 @@ void function StalkerSprint( entity npc, var damageInfo ) npc.SetNoTarget( true ) npc.ClearMoveAnim() npc.SetMoveAnim("sp_spectre_sprint_F") + npc.s.isSprinting = true } } @@ -189,7 +191,7 @@ void function FDStalkerThink( entity npc, entity generator ) npc.EndSignal( "OnDestroy" ) generator.EndSignal( "OnDeath" ) generator.EndSignal( "OnDestroy" ) - bool isSprinting = false + npc.s.isSprinting <- false thread FDStalkerGetsStunned( npc , generator ) while ( IsAlive( npc ) ) { @@ -197,20 +199,23 @@ void function FDStalkerThink( entity npc, entity generator ) // cant sprint with 1 leg // also upped to 1800 so that stalkers sprint from roughly their vanilla positions, could probably do it based on % of distance left to go? - if ( !IsCrawling( npc ) && DistanceSqr( npc.GetOrigin(), generator.GetOrigin() ) < (1800 * 1800) && !isSprinting ) + if ( DistanceSqr( npc.GetOrigin(), generator.GetOrigin() ) < (1800 * 1800) ) { - entity weapon = npc.GetActiveWeapon() - if (IsValid(weapon)) - npc.TakeActiveWeapon() // when stalkers fall over on harvester they will randomly shoot their guns, we don't want that. - npc.EnableNPCMoveFlag( NPCMF_PREFER_SPRINT ) - npc.SetCapabilityFlag( bits_CAP_MOVE_SHOOT | bits_CAP_WEAPON_RANGE_ATTACK1 | bits_CAP_AIM_GUN, false ) - npc.EnableNPCFlag( NPC_DISABLE_SENSING | NPC_IGNORE_ALL ) - npc.ClearMoveAnim() - npc.SetMoveAnim("sp_spectre_sprint_F") - npc.SetNoTarget( true ) - // stalkers were just going to the final node and stopping, meaning they never actually reached the harvester + if(!IsCrawling( npc ) && !npc.s.isSprinting) + { + entity weapon = npc.GetActiveWeapon() + if (IsValid(weapon)) + npc.TakeActiveWeapon() // when stalkers fall over on harvester they will randomly shoot their guns, we don't want that. + npc.EnableNPCMoveFlag( NPCMF_PREFER_SPRINT ) + npc.SetCapabilityFlag( bits_CAP_MOVE_SHOOT | bits_CAP_WEAPON_RANGE_ATTACK1 | bits_CAP_AIM_GUN, false ) + npc.EnableNPCFlag( NPC_DISABLE_SENSING | NPC_IGNORE_ALL ) + npc.ClearMoveAnim() + npc.SetMoveAnim("sp_spectre_sprint_F") + npc.SetNoTarget( true ) + // stalkers were just going to the final node and stopping, meaning they never actually reached the harvester + npc.s.isSprinting = true + } npc.AssaultPoint(generator.GetOrigin()) - isSprinting = true } // upped from 230 to more accurately mimic vanilla i think? @@ -230,6 +235,9 @@ void function FDStalkerGetsStunned( entity npc , entity generator ) npc.WaitSignal( "ArcStunned" ) print("arc trapped...") + if(IsCrawling(npc)) + return + entity weapon = npc.GetActiveWeapon() if (IsValid(weapon)) npc.TakeActiveWeapon() // when stalkers fall over on harvester they will randomly shoot their guns, we don't want that. @@ -239,6 +247,7 @@ void function FDStalkerGetsStunned( entity npc , entity generator ) npc.ClearMoveAnim() npc.SetMoveAnim("sp_spectre_sprint_F") npc.SetNoTarget( true ) // stop keeping track of any player and instead go for the harvester + npc.s.isSprinting = true } bool function TryDismemberStalker( entity npc, var damageInfo, entity attacker, int hitGroup ) |