//SkaarjEncounter call setupontriggers inert 1 dormant 1 :waitingforplayer setmovespeed 0.25 sleep :appear ontrigger DropSkaarj dormant 0 //setstance crouching setproperty pawn fallingMaxVelocityZ -10000000.000000 sleep 3.0 gotoactor pathnode5 sleep 0.25 turntoactor patrolpointred0 playsound pawn U2Skaarj.MeleeAttack2 slot_talk //agentcall Event_A_Melee 0 //-----------------------------new animloop SmashDown sendevent machineflash1 1 sleep 0.85 animrelease //-----------------------------new //sleep 0.5 playsoundwait pawn U2Skaarj.Taunt2 slot_talk //agentcall Event_A_Melee 0 //-----------------------------new animloop SlashDown sendevent machineflash2 1 sendevent SmallSparksStream1 1 sleep 1.0 animrelease //-----------------------------new //sendevent machineflash2 1 //sendevent SmallSparksStream1 1 sleep 0.5 sendevent Dis3creaks1 1 gotoactor pathnode3 playsound pawn U2Skaarj.Taunt1 slot_talk turntoactor patrolpointred2 //sleep 1.0 playsound pawn U2Skaarj.MeleeAttack1 slot_talk //agentcall Event_A_Melee 0 //-----------------------------new animloop SmashDown sendevent machineflash3 1 sleep 0.85 animrelease //-----------------------------new //sendevent machineflash3 1 playsound pawn U2Skaarj.Hit1 slot_talk sleep 0.6 playsound pawn U2Skaarj.MeleeAttack4 slot_talk //agentcall Event_A_Melee 0 //-----------------------------new animloop SlashDown sendevent machineflash4 1 sleep 1.0 animrelease //-----------------------------new //sendevent machineflash4 1 playsound pawn U2Skaarj.Taunt3 slot_talk sleep 2.0 playsound pawn U2Skaarj.SeeEnemy3 slot_talk sendevent RedStrobeLight1 1 //agentcall Event_A_Melee 0 //-------------------------------------------------elevator goin down //-----------------------------new animloop SlashDown sendevent machineflash5 1 sleep 0.5 sendevent Fallingshaft 1 //-------------------------------hello hello new trigger sendevent safetytimer 1 sleep 0.5 animrelease //-----------------------------new //sendevent machineflash5 1 //sleep 0.5 //sendevent Fallingshaft 1 playsound pawn U2Skaarj.Taunt2 slot_talk sleep 0.25 //---------------------------------------------------beginss roof attack :RoofAttack directionalpatrol 1 gotoactor patrolpointred4 directionalpatrol 0 //agentcall Event_A_Melee 0 //-----------------------------new animloop SmashDown sendevent ElevatorBolt1 1 sleep 0.85 animrelease //-----------------------------new //sendevent ElevatorBolt1 1 sleep 1.5 playsound pawn U2Skaarj.Hit2 slot_talk //agentcall Event_A_Melee 0 //-----------------------------new animloop SlashDown sendevent ElevatorBolt2 1 sleep 1.0 animrelease //-----------------------------new //sendevent ElevatorBolt2 1 sleep 1.5 playsound pawn U2Skaarj.Hit1 slot_talk //agentcall Event_A_Melee 0 //-----------------------------new animloop SmashDown sendevent ElevatorBolt3 1 sleep 0.85 animrelease //-----------------------------new //sendevent ElevatorBolt3 1 sleep 1.65 playsound pawn U2Skaarj.Hit4 slot_talk //agentcall Event_A_Melee 0 //-----------------------------new animloop SlashDown sendevent ElevatorBolt4 1 sleep 1.0 animrelease //-----------------------------new //sendevent FAkeSkaarjHAnd1 1 //sendevent ElevatorBolt4 1 sleep 1.45 playsound pawn U2Skaarj.Hit4 slot_talk //agentcall Event_A_Melee 0 //-----------------------------new animloop SmashDown sendevent ElevatorBolt5 1 //--------------------------------------------------------Triggerhere //------------------------------------------------Doors openeing was here //sendevent opendoorsforescape 1 sleep 0.85 animrelease //-----------------------------new //sendevent ElevatorBolt5 1 //sleep 1.45 //-----------------------------------------------------Newtimingchangehere sleep 0.5 playsound pawn U2Skaarj.Hit4 slot_talk //agentcall Event_A_Melee 0 //-----------------------------new animloop SlashDown sendevent ElevatorBolt6 1 //XXXXXXXXX sendevent opendoorsforescape 1 sleep 1.0 animrelease //-----------------------------new //sendevent ElevatorBolt6 1 playsoundwait pawn U2Skaarj.Taunt2 slot_talk //-----------------------------new //animloop SlashDown //sendevent ElevatorBolt6 1 //sleep 1.0 playsound player U2Skaarj.DieHard1 slot_talk //animrelease animloop SlashDown sendevent ElevatorBolt5 1 playsound pawn U2Skaarj.SeeEnemy2 slot_talk sleep 1.0 animrelease //-----------------------------new sendevent slammingRoof1 1 animloop LandHard02 sleep 0.9 animrelease sleep 0.5 :getsout setmovespeed 1.0 gotoactor pathnode9 playsound player U2Skaarj.Taunt2 slot_talk directionalpatrol 1 gotoactor patrolpointred3 //message "i am here now" agentcall Event_A_Taunt 1 sleep 2.0 //---------------------------Skaarj should get step out of elevator at this point gotoactor pathnode11 inert 0 sleep :setupontriggers ontrigger DropSkaarj gotolabel appear return