//MaulD state InActive { Conditions { if BeenToLevel "Maul_E" == 0 goto Activate } Actions { } } state Activate { Conditions { } Actions { Activate } } state Base { Conditions { if NearestPlayerRange < 3 goto Flee if EitherPlayerInTriggerArea "Flee" == 1 goto Flee } Actions { KeepWeaponOut SetInvulnerable ; SetHitPoints "0" GoToOrigin } } state Flee { Conditions { if DoorOpened "far_path" == 1 goto ReallyFlee } Actions { CameraCut "tgt_character=AI_DarthMaul" "range=5.5" "roty=150" "rotx=15" "FollowTgt" SnapToLocator "character=Player0" "name=Player_0" SnapToLocator "character=Player1" "name=Player_1" GoToLocator "name" "Wait1" JudderGameCamera "axis=x" "time=-0.4" UnlockDoor "orig_far_path" OpenDoor "orig_far_path" FacePlayer "1.5" SetMessage "name=Ambush" "value=1" FacePlayer } } state ReallyFlee { Conditions { if DoorOpened "far_path" == 1 goto ReallyFlee } Actions { GoToLocator "name" "Exit" FacePlayer } }