// Setup - wait for trigger before falling //debugmode 3 //debugaiflags 247 onevent died gotolabel idied setorders goto ObjectivesTrigger0 inert 1 dormant 1 ontrigger paratroop_firstwave_02 gotolabel glide 1 sleep :glide //message "#1 starting to fall" 1 // fall slowly, looping this animation //setproperty pawn bstasis false //animloop FallFar_Fr01 dormant 0 sendevent heavy01b_jetpack 0 onevent scriptedlanding gotolabel handlelanding 1 setproperty pawn FallingMaxVelocityZ -800.0 sleep // reset normal falling speed and head to destination :handlelanding //setproperty mover4 mountparent none //sendevent chute_01 1 sendevent heavy01b_jetpack 0 onevent died setproperty pawn FallingMaxVelocityZ default // so AI doesn't play landed animation //temporarily removed until I figure out the agentcall //setproperty pawn velocity (X=0,Y=0,Z=0) // control landed animation ourselves //animplay LandHard_Fr 2.0 0.1 1 //animrelease //agentcall event onevent autoend gotolabel ResumeAssault inert 0 :AssaultFirst :Move4 gotoactor PatrolPoint12 gotoactor ObjectivesTrigger0 :AssaultLast :ResumeAssault directionalpatrol 1 resumepatrol AssaultFirst AssaultLast best sleep :idied setproperty pawn FallingMaxVelocityZ default sendevent heavy01b_jetpack 0 stop