//MosEisley_B //This is the sandtrooper that appears in the minicut when the ATST has first been created. //If it completes the MiniCut, even when it is killed, BuildItATST will be > 1, so no more will be spawned //If the player managed to kill the atst trooper before the cut is completed, then BuildItATST will be 1, meaning ATST built, but cam not completed and level will respawn state Base { Conditions { if CharacterRange "BuildItATST" < 1.7 goto Enter } Actions { CameraCut "range=7" "roty=300" "rotx=10" "tgt_character=myself" "FollowTgt" "bXlend_in_time=0.5" "end_time=15" "nXo_borders" SetAIOverrideControl "character=Player" SetScriptState "state=RunFromATST" "character=Player" SetAIOverrideControl "character=Player_2" SetScriptState "state=RunFromATST" "character=Player_2" FollowCharacter "character=BuildItATST" } } state Start { Conditions { if CharacterRange "BuildItATST" < 1.7 goto Enter } Actions { CameraCut "range=7" "roty=300" "rotx=10" "tgt_character=myself" "FollowTgt" "bXlend_in_time=0.5" "end_time=15" "nXo_borders" FollowCharacter "character=BuildItATST" } } state Enter { Conditions { } Actions { TakeOver "target=BuildItATST" CameraCut "use_current_campos" "tgt_character=myself" "FollowTgt" "blend_out_time=0.5" "end_time=3" "nXo_borders" SetMessage "name=BuiltATST" "value=3" //Cut scene ended Idle "3" ;SetOpponent "opponent=player" PrefersPlayers EngageOpponent "goalrange=1.5" "firerange=4.0" } } state BeenKilled { Conditions { } Actions { SetMessage "name=BuiltATST" "decrement=1" //CameraCut "use_current_campos" "tgt_character=myself" "FollowTgt" "blend_out_time=0.5" "end_time=0.1" "nXo_borders" } } ;Just been kicked out... run away state ReleasedTakeOver { Conditions { if Timer > 14 goto Update } Actions { ResetTimer "mintime=1" "maxtime=2" SetOpponent "opponent=player" RetreatFromOpponent "20" } } state EngageOpponent { Conditions { } Actions { PrefersPlayers EngageOpponent "goalrange=1.5" "firerange=4.0" } }