state InActive { Conditions { if FreePlay == 1 and if Message "JangoMiniCut" == 0 goto Activate if Message "KaminoCProgress" != 0 and if PreviousResult != 4 goto Activate } Actions { } } state Activate { Conditions { } Actions { Activate ;Activate starts the creature. Will be started at position calculated in AllocatedPickup } } state Base { Conditions { if FreePlay == 1 and if Message "JangoMiniCut" == 0 goto FreePlay_Start if Message "KaminoCProgress" == 1 goto HideBehindForceField if PreviousResult == 2 goto WaitBehindBrokenForceField if PreviousResult == 3 goto SnapToHatch } Actions { SetInvulnerable } } state FreePlay_Start { Conditions { if FreePlay == 1 and if Message "JangoMiniCut" == 0 and if Message "KaminoCProgress" == 1 goto FreePlay_RunOutOfRoom } Actions { SnapToLocator "character=AI_Jango" "name=Jango_Freeplay" } } state FreePlay_RunOutOfRoom { Conditions { if Timer > 5 goto FreePlay_FinishedRunOutOfRoom } Actions { CanOpenDoors ResetTimer SetMessage "name=JangoMiniCut" "value=1" SnapToLocator "character=player" "name=OBIWAN" SetAIOverrideControl "character=player" SetScriptState "character=player" "state=FreePlayMiniCut" SnapToLocator "character=player_2" "name=R4" SetAIOverrideControl "character=player_2" SetScriptState "character=player_2" "state=FreePlayMiniCut" CameraCut "campos_x=34.77" "campos_y=1.27" "campos_z=-6.43" "tgt_character=AI_Jango" "bAlend_in_time=0.5" "blend_out_time=0.5" "end_time=5" "FollowTgt" FacePlayer "1" GoToOrigin "name" "Jango_Freeplay2" } } state FreePlay_FinishedRunOutOfRoom { Conditions { } Actions { SetAIOverrideControl "character=player" "FALSE" SetScriptState "character=player" "state=Base" SetAIOverrideControl "character=player_2" "FALSE" SetScriptState "character=player" "state=Base" SetMessage "name=JangoMiniCut" "value=2" SnapToOrigin SetState "HideBehindForceField" } } state HideBehindForceField { Conditions { if TurretAlive "turret01" == 0 and if TurretAlive "turret02" == 0 goto OpenForceField } Actions { SetMessage "name=TurretsOn" "value=1" CloseDoor "jangofield01" LockDoor "jangofield01" FacePlayer } } state OpenForceField { Conditions { } Actions { UnLockDoor "jangofield01" OpenDoor "jangofield01" SetState "WaitBehindBrokenForceField" } } state WaitBehindBrokenForceField { Conditions { if BeenHit == 1 goto GoToHatch if NearestPlayerRange < 2 goto GoToHatch } Actions { SetMessage "name=KaminoCProgress" "value=2" FacePlayer } } state GoToHatch { Conditions { } Actions { CanOpenDoors GoToLocator "name" "Jango_Wait2" SetState "WaitByHatch" } } state SnapToHatch { Conditions { } Actions { SnapToLocator "name=Jango_Wait2" SetState "WaitByHatch" } } state WaitByHatch { Conditions { if BeenHit == 1 goto Escape if NearestPlayerRange < 1 goto Escape } Actions { SetMessage "name=KaminoCProgress" "value=3" FacePlayer } } state Escape { Conditions { } Actions { GoToLocator "name" "Jango_Escape" SetMessage "name=KaminoCProgress" "value=4" Kill } }