state InActive { Conditions { if BeenToLevel "Kamino_E" == 0 goto Activate } Actions { } } state Activate { Conditions { } Actions { Activate ;Activate starts the creature. Will be started at position calculated in AllocatedPickup } } state Base { Conditions { if Message "KaminoFProgress" == 0 goto GotoWait1 if PreviousResult == 1 goto SnapToWait1 if PreviousResult == 2 goto SnapToWait2 if PreviousResult == 3 goto SnapToWait3 if PreviousResult == 4 goto SnapToWait4 if PreviousResult == 5 goto SnapToWait5 if PreviousResult == 6 goto SnapToWait6 if PreviousResult == 7 goto SnapToDoor } Actions { SetMessage "name=EndKillActive" "value=1" DontPush SetInvulnerable CanOpenDoors "FALSE" } } state GotoWait1 { Conditions { } Actions { SetDoomedEscapeLocator "name=jango_1" GoToLocator "name" "jango_1" SetMessage "name=KaminoFProgress" "value=1" SetState "Wait1" } } state SnapToWait1 { Conditions { } Actions { SnapToLocator "name=jango_1" SetState "Wait1" } } state Wait1 { Conditions { if BeenHit == 1 goto GotoWait2 if ObstacleFinished "drop1" == 1 goto GotoWait2 } Actions { FacePlayer } } state GotoWait2 { Conditions { } Actions { SetDoomedEscapeLocator "name=jango_2" GoToLocator "name" "jango_2" SetMessage "name=KaminoFProgress" "value=2" SetState "Wait2" } } state SnapToWait2 { Conditions { } Actions { SnapToLocator "name=jango_2" SetState "Wait2" } } state Wait2 { Conditions { if BeenHit == 1 goto GotoWait3 if ObstacleFinished "drop2" == 1 goto GotoWait3 } Actions { FacePlayer } } state GotoWait3 { Conditions { } Actions { SetDoomedEscapeLocator "name=jango_3" GoToLocator "name" "jango_3" SetMessage "name=KaminoFProgress" "value=3" SetState "Wait3" } } state SnapToWait3 { Conditions { } Actions { SnapToLocator "name=jango_3" SetState "Wait3" } } state Wait3 { Conditions { if BeenHit == 1 goto GotoWait4 if ObstacleFinished "drop3" == 1 goto GotoWait4 } Actions { FacePlayer } } state GotoWait4 { Conditions { } Actions { SetDoomedEscapeLocator "name=jango_4" GoToLocator "name" "jango_4" SetMessage "name=KaminoFProgress" "value=4" SetState "Wait4" } } state SnapToWait4 { Conditions { } Actions { SnapToLocator "name=jango_4" SetState "Wait4" } } state Wait4 { Conditions { if BeenHit == 1 goto GotoWait5 if ObstacleFinished "drop4" == 1 goto GotoWait5 } Actions { FacePlayer } } state GotoWait5 { Conditions { } Actions { SetDoomedEscapeLocator "name=jango_5" GoToLocator "name" "jango_5" SetMessage "name=KaminoFProgress" "value=5" SetState "Wait5" } } state SnapToWait5 { Conditions { } Actions { SnapToLocator "name=jango_5" SetState "Wait5" } } state Wait5 { Conditions { if BeenHit == 1 goto GotoWait6 if ObstacleFinished "drop5" == 1 goto GotoWait6 } Actions { FacePlayer } } state GotoWait6 { Conditions { } Actions { SetDoomedEscapeLocator "name=jango_6" GoToLocator "name" "jango_6" SetMessage "name=KaminoFProgress" "value=6" SetState "Wait6" } } state SnapToWait6 { Conditions { } Actions { SnapToLocator "name=jango_6" SetState "Wait6" } } state Wait6 { Conditions { if BeenHit == 1 goto GotoDoor if EitherPlayerInTriggerArea "Area1" == 1 goto GotoDoor } Actions { FacePlayer } } state GotoDoor { Conditions { } Actions { SetHoverPhase "TRUE" SetDoomedEscapeLocator "name=jango_door" GoToLocator "name" "jango_door" SetMessage "name=KaminoFProgress" "value=7" SetState "WaitDoor" } } state SnapToDoor { Conditions { } Actions { SnapToLocator "name=jango_door" SetState "WaitDoor" } } state WaitDoor { Conditions { if BeenHit == 1 goto GoThroughDoor if EitherPlayerInTriggerArea "Area1" == 1 goto GoThroughDoor } Actions { SetHoverPhase "FALSE" FacePlayer } } state GoThroughDoor { Conditions { if DoorOpened "lift_up" == 1 goto Kill } Actions { UnLockDoor "r4_door1" OpenDoor "r4_door1" Idle "1" SetDoomedEscapeLocator "name=jango_end" GoToLocator "name" "jango_end" CloseDoor "r4_door1" LockDoor "r4_door1" OpenDoor "lift_up" "stayopen" } } state Kill { Conditions { } Actions { Idle "1" CloseDoor "lift_up" SetMessage "name=EndKillActive" "value=0" Kill } }