/* Generic Herbivore Exhaustion Behaviour // */ machine HerbExhaustion { default state ExhaustionStart { action SetAutoMovementBlend(true) action SetStandStill() action StartLook("LookProximity", 0.5) action AddRandomAnimation("call", "02_lp", 10.0, 15.0) action AddRandomAnimation("tail", "flck_lp", 3.0, 5.0) transition { goto ExhaustionLoop } } state ExhaustionLoop { ;// this machine has been greatly simplified with the use of ;// separate look machine running } ;------------------------ Exit States Begin ---------------------- exitstart state CleanUp { action StopLook() transition { goto CleanUpEnd } } exitend state CleanUpEnd { } ;------------------------ Exit States End ---------------------- }