//BlockadeRunner_B //Vader2 is the first one you meet, the one at the start of BlockadeRunner_B state Base { Conditions { if ForceComplete "arm_pop_1_h5" == 1 goto Kill if ForceComplete "arm_pop_2_h5" == 1 goto Kill if EitherPlayerInTriggerArea "vader2_start" == 1 goto Start } Actions { UseTimeBasedUpdate "FALSE" DontAimAt SetInvulnerable SetViewDistance "0.0" DontPush CanDefend "FALSE" } } state Start { Conditions { } Actions { SetInvulnerable OpenDoor "door_04" "stayopen" GoToLocator SetState "SpawnTroopers" SetState "Update" } } state Update { Conditions { if ForceComplete "arm_pop_1_h5" == 1 goto RunAway if ForceComplete "arm_pop_2_h5" == 1 goto RunAway if NumInSetAlive "4" == 0 goto WaitSpawnTroopers if LocatorRangeXZ > 0.5 goto Update } Actions { GoToLocator SetForceBack "radius=3" "type=CHOKE" OverrideAnimation "from=all" "to=UseForce" FacePlayer } } state WaitSpawnTroopers { Conditions { if ForceComplete "arm_pop_1_h5" == 1 goto RunAway if ForceComplete "arm_pop_2_h5" == 1 goto RunAway } Actions { FacePlayer "3" SetState "SpawnTroopers" } } state SpawnTroopers { Conditions { if ForceComplete "arm_pop_1_h5" == 1 goto RunAway if ForceComplete "arm_pop_2_h5" == 1 goto RunAway } Actions { CreateCreatures "locator=spawn_1" "type=stormtrooper" "script=vader_Trooper" "addtoset=4" Idle "0.5" CreateCreatures "locator=spawn_2" "type=stormtrooper" "script=vader_Trooper" "addtoset=4" SetState "Update" } } state SnapToCantSee { Conditions { } Actions { SetInvulnerable SnapToLocator SetState "CantSee" } } state CantSee { Conditions { if Message "PhaseB" > 0 goto RunAway } Actions { SetForceBack "radius=1" "type=CHOKE" } } state RunAway { Conditions { } Actions { SetForceBack "radius=1.5" "type=CHOKE" ;CanDefend "FALSE" SnapWeaponOut "FALSE" OverrideAnimation "from=All" "to=cough" FacePlayer "5" OverrideAnimation "reset" GoToLocator "name" "spawn_1" CloseDoor "door_04" SetForceBack "FALSE" SetState "Kill" } } state Kill { Conditions { } Actions { Kill } }