//Dooku B ReferenceScript { Script=Jedi Source=Global ReturnState=Base Conditions { if Message "DontFollowDooku" == 0 and if InMiniCut == 0 } } state Base { Conditions { if DoorOpenedByPlayer "padchain_1" == 1 goto GoToPad2 if DoorOpenedByPlayer "padchain_2" == 1 goto GoToPad3 if DoorOpenedByPlayer "padchain_3" == 1 goto GoToPad4 if DoorOpenedByPlayer "padbonus_1" == 1 goto GoToBonusPad if Message "PadBonusOpen" == 1 and if PlayerInTriggerArea "bonus" == 1 goto GoToBonusPad if DoorOpenedByPlayer "padbonus_1" == 1 goto GoToBonusPad if PlayerUsingForce "coghandle_01" == 1 goto UseHandle2 if PlayerUsingForce "coghandle_02" == 1 goto UseHandle1 if Message "DontFollowDooku" == 1 goto FaceOpponent } Actions { CanSeeBehind FollowPlayer "0.75" } } state UseHandle1 { Conditions { if PlayerUsingForce "coghandle_02" == 0 goto Base } Actions { GoToLocator "name" "Handle1" CycleCharacter "time=0.5" "Catagory=Jedi" UseForce "name=coghandle_01" } } state UseHandle2 { Conditions { if PlayerUsingForce "coghandle_01" == 0 goto Base } Actions { GoToLocator "name" "Handle2" CycleCharacter "time=0.5" "Catagory=Jedi" UseForce "name=coghandle_02" } } state GoToPad2 { Conditions { if PlayerInTriggerArea "puzzle1" == 0 and if PlayerInTriggerArea "puzzle2" == 0 goto Base if DoorOpenedByPlayer "padchain_3" == 1 goto GoToPad4 if RigidAnimFrame "platsub_01" < 31 goto Base } Actions { GoToLocator "name" "Pad2" } } state GoToPad3 { Conditions { if PlayerInTriggerArea "puzzle1" == 0 and if PlayerInTriggerArea "puzzle2" == 0 goto Base if RigidAnimFrame "platsub_02" < 31 goto Base } Actions { GoToLocator "name" "Pad3" } } state GoToPad4 { Conditions { if PlayerInTriggerArea "puzzle1" == 0 and if PlayerInTriggerArea "puzzle2" == 0 goto Base if RigidAnimFrame "platsub_03" < 31 goto Base } Actions { GoToLocator "name" "Pad4" } } state GoToBonusPad { Conditions { if PlayerInTriggerArea "bonus" == 0 goto Base } Actions { GoToLocator "name" "bonus_pad" } } state FaceOpponent { Conditions { if Message "DontFollowDooku" == 0 goto Base } Actions { FaceOpponent } } state MiniCut { Conditions { } Actions { FaceCharacter "character=AI_CountDooku" } }