PARAM 1 shootrange 3 PARAM 2 engagedist 1.5 state InActive { Conditions { if ObstacleChainPhase "firstdoor" != 1 goto Activate } Actions { } } state Activate { Conditions { } Actions { Activate ;Activate starts the creature. Will be started at position calculated in AllocatedPickup } } state Base { Conditions { } Actions { KeepWeaponOut BreakFormation Idle "1.5" //Wait for the Intruder Alert to sound SetState "Update" } } state Update { Conditions { if GotOpponent == 1 goto Attack } Actions { FollowPlayer } } state Attack { Conditions { } Actions { EngageOpponent "goalrange engagedist" "firerange shootrange" } }