//Marine Sarge - He talks to the player and is the main leader in the trek to the landing site. setproperty scratchpad0 bool1 false ontrigger InitOutro gotolabel outro ontrigger Cavalry gotolabel run inert 1 ontrigger attack gotolabel getontrek ontrigger followme gotolabel leadplayer ontrigger playerarrived gotolabel greetmarshall onevent autobegin gotolabel stopfollow ontrigger patrolclearing gotolabel defend //give him a lot of health - death is not an option! THAT'S RIGHT! sethealth 99999 addammo u2weapons.ammoinvshotgun 999 addammo u2weapons.ammoinvassaultrifle 999 addammo u2weapons.ammoinvpistol 999 ontrigger introsetup gotolabel setupcrash setstance crouching setproperty pawn bCanKnockdown false setproperty pawn bIgnoreImpactForces true settacticalmovetype 0 setproperty pawn bAvoidFriendlyBumps false setproperty pawn bIgnoreRelativeHealth true sleep //Setup Crash Site Defenses :setupcrash setstance standing setmovespeed .325 directionalpatrol 1 gotoactor patrolpoint4 deployinventory u2xmp.fieldgeneratordeployable setmovespeed .325 gotoactor patrolpoint5 deployinventory u2xmp.fieldgeneratordeployable directionalpatrol 0 gotoactor pathnode315 turntoactor pathnode45 setmovespeed 1.0 sleep //When he sees the player, turn of the shield wall and greet him :greetmarshall ontrigger playerarrived agentcall Event_U_Wave 0 setmovespeed 0.39 gotoactor pathnode45 findactor u2xmp.forcewallcollider 0.0 128.0 1 0 10 call turnoffforcewall sleep 0.5 gotoactor player 128.0 setmovespeed 1.0 agentcall Event_U_Salute 0 dialogenable marsh_02_002 dialoginitiate player Marsh_02_002 sleep :turnoffforcewall //redundent? findactor u2xmp.fieldgenerator 0.0 128.0 1 0 10 turntoactor found use found consolecommand "killall fieldgenerator" return //Leads player to dropsite - Marines should act cool, taking cover, slowing in places, etc. :leadplayer dialogdisable marsh_02_002 setproperty pawn bAvoidFriendlyBumps true onevent autoend gotolabel leadplayer ontrigger followme //done above now: //gotoactor patrolpoint5 //findactor u2xmp.forcewallcollider 0.0 128.0 1 0 10 call turnoffforcewall :initialpatrol gotoactor patrolpoint20 gotolabel holdingstanding gotoactor patrolpoint21 gotolabel holdingcrouched gotoactor pathnode454 :initialpatrolend setproperty pawn bIgnoreImpactForces false sendevent izarian_sounds 1 dialogenable marsh_03_002 dialoginitiate Player Marsh_03_002 agentcall Event_U_signalstop 1 sendevent signalstop 1 //setspeed .39 setalert 1 gotoactor patrolpoint6 //setstance crouching call holdingcrouched2 //setstance crouching agentcall Event_U_signalmeaningless 1 agentcall Event_U_signalgo 1 sleep 0.25 setstance standing dialogenable marsh_03_007 dialoginitiate Player Marsh_03_007 onevent autoend gotolabel resumetrek sendevent signalgo 1 //the actual path - if marines go fight, they go to the player to retreive him, then return to the closest point on the path and continue gotoactor pathnode458 sendevent spawn_ambush 1 ontrigger attack sendevent attack 1 dialogenable marsh_04_002 dialoginitiate Player Marsh_04_002 :trek_begin inert 0 gotoactor pathnode459 gotoactor pathnode224 gotoactor pathnode404 gotoactor pathnode299 sendevent spawn_hunt1 0 gotoactor pathnode297 gotoactor pathnode382 gotoactor pathnode319 sendevent spawn_hunt1 0 sendevent spawn_hunt2 0 gotoactor pathnode316 gotoactor pathnode407 gotoactor pathnode324 gotoactor pathnode325 gotoactor pathnode403 gotoactor pathnode327 sendevent spawn_hunt1 0 sendevent spawn_hunt2 0 gotoactor pathnode328 gotoactor pathnode330 sendevent spawn_hunt1 0 sendevent spawn_hunt2 0 gotoactor pathnode429 sendevent spawn_hunt1 0 sendevent spawn_hunt2 0 gotoactor patrolpoint22 sendevent spawn_hunt1 0 sendevent spawn_hunt2 0 :trek_end sleep 1.0 //Once we've made it to the clearing set up defenses and beacons then patrol the area :clearing onevent autoend gotolabel setupdefenses1 :setupdefenses1 inert 1 agentcall U_N_Idle settacticalmovetype 0 gotoactor player 200.0 dialogenable marsh_05_002 dialoginitiate player Marsh_05_002 setproperty scratchpad0 bool1 true sleep 3.0 directionalpatrol 1 gotoactor patrolpoint22 setstance crouching sleep .5 setproperty staticmeshactor813 bhidden false sendevent init_beacon 1 sleep .75 setstance standing dialogenable marsh_05_005 dialoginitiate Player Marsh_05_005 settacticalmovetype 0 gotoactor patrolpoint12 dialogenable marsh_05_008 dialoginitiate Player Marsh_05_008 deployinventory u2xmp.fieldgeneratordeployable sleep 0.25 gotoactor patrolpoint8 deployinventory u2xmp.fieldgeneratordeployable onevent autoend gotolabel setupdefenses2 inert 0 :setupdefenses2 gotoactor pathnode513 inert 1 sleep 1.0 settacticalmovetype 0 directionalpatrol 1 gotoactor patrolpoint9 deployinventory u2xmp.fieldgeneratordeployable sleep .25 gotoactor patrolpoint10 sleep 2 deployinventory u2xmp.fieldgeneratordeployable settacticalmovetype 2 onevent autoend gotolabel startcountdown directionalpatrol 0 inert 0 gotoactor player 256.0 :startcountdown inert 1 dialogenable marsh_05_011 dialoginitiate Player Marsh_05_011 onevent autoend gotolabel defend settacticalmovetype 2 inert 0 //Patrol the clearing for defense :defend onevent autoend gotolabel resumedefend gotoactor pathnode436 setmovespeed .39 sendevent spawn_hunt3 0 sleep 2.0 gotoactor pathnode439 sleep 2.0 gotoactor pathnode429 gotolabel defend :defendend //various stuff //go autonomous - put any cleanup needed here :stopfollow directionalpatrol 0 setmovespeed 1.0 sleep //lost player when pathing :tryagain testrandom 0.5 dialogenable marsh_04_999 dialoginitiate Player Marsh_04_999 dialogdisable marsh_04_999 sleep 1 findactor engine.pathnode 0.0 3000.0 1 gotoactor found sleep 1.0 gotolabel resumetrek :tryagain2 testrandom 0.5 dialogenable marsh_04_999 dialoginitiate Player Marsh_04_999 dialogdisable marsh_04_999 findactor engine.pathnode 0.0 3000.0 1 gotoactor found sleep 1.0 gotolabel resumedefend sleep //resuming the defense of the clearing once returning to script :resumedefend resumepatrol defend defendend closest sleep //resuming the trek to the clearing once returning to script :resumetrek gotoactor player 400.0 //dialogenable marsh_04_998 //dialoginitiate Player Marsh_04_998 //dialogdisable marsh_04_998 //testrandom 0.5 playsoundtableslot pawn generica //sleep 1.0 resumepatrol trek_begin trek_end best sleep :moveout gotolabel leadplayer sleep :holdingcrouched setactorrangetest player 512.0 setstance crouching agentcall Event_U_signalstop 0 ontimer 1 10.0 0.0 gotolabel proceed testactorinrange player 512.0 gotolabel proceed eventwait actorinrange :proceed cleartimers agentcall Event_U_signalgo 0 sleep 0.5 setstance standing setstance standing gotoactor player 512.0 resumepatrol initialpatrol initialpatrolend best :holdingcrouched2 setactorrangetest player 512.0 setstance crouching agentcall Event_U_signalstop 0 ontimer 1 15.0 0.0 gotolabel proceed2 testactorinrange player 512.0 gotolabel proceed2 eventwait actorinrange :proceed2 cleartimers agentcall Event_U_signalgo 0 sleep 0.5 setstance standing setstance standing gotoactor player 512.0 return :holdingstanding setactorrangetest player 512.0 setalert 1 agentcall Event_U_signalstop 0 ontimer 1 10.0 0.0 gotolabel proceedstanding testactorinrange player 512.0 gotolabel proceedstanding eventwait actorinrange :proceedstanding cleartimers agentcall Event_U_signalgo 0 setalert 0 gotoactor player 512.0 resumepatrol initialpatrol initialpatrolend best :die destroy :outro dormant 0 inert 1 //setlocationvector pawn -4312 -6049 689 1 setlocation patrolpoint32 turntoactor PatrolPoint28 2 //setproperty pawn rotation Yaw=-23572 sleep :run sleep 6.2 gotoactor PathNode524 sleep :getontrek ontrigger attack setalert 1 setstance standing onevent autoend gotolabel resumetrek setproperty pawn bIgnoreImpactForces false sendevent signalgo 1 sendevent spawn_ambush 1 gotolabel trek_begin