[code]
target1 = GetTeamMember(3,0)
target2 = GetTeamMember(3,1)
playerone = GetTeamMember(1,0)
AddAIGoal(3, "deathmatch", 100)
AddAIGoal(4, "deathmatch", 100)
SetClassProperty("cis_hero_darthmaul", "MaxSpeed", 4.0)
SetClassProperty("cis_hero_countdooku", "MaxSpeed", 4.0)
SetClassProperty("cis_inf_rifleman", "MaxSpeed", 4.0)
SelectCharacterClass(target1, "cis_hero_darthmaul")
SelectCharacterClass(target2, "cis_hero_countdooku")
SpawnCharacter(target1, GetPathPoint("cp4_spawn", 0))
SpawnCharacter(target2, GetPathPoint("cp4_spawn", 0))
print("Target setup complete")
...
function EnemyDistance()
detected = 0
for unitnum = 0, 9 do --make sure this is updated to reflect the number of people on team 2, or face the consequences
enemynum = GetTeamMember(2,unitnum)
xenemy,yenemy,zenemy = GetWorldPosition(GetCharacterUnit(enemynum))
print("\nGetting enemy X: " .. xenemy)
print("Getting enemy Y: " .. yenemy)
print("Getting enemy Z: " .. zenemy)
if (math.abs(xenemy - xplayer) <= 16) and (math.abs(zenemy - zplayer) <= 16) then
print("Enemy too close")
ShowMessageText("level.jer.noevade")
StartTimer(noevadetimer)
detected = detected + 1
break
else
print("Enemy far enough away, moving on")
end
end
if detected == 0 then
print("State: Anonymous")
SetTeamAsFriend(1,2)
SetTeamAsFriend(2,1)
ClearAIGoals(2)
ShowMessageText("level.jer.evadecomplete")
if numTargetsDone == 1 then
StartTimer(switchtargettimer)
end
end
end
OnTimerElapse(
function(timer)
if numTargetsDone == 1 then
StopTimer(switchtargettimer)
SetTimerValue(switchtargettimer, 0.5)
ClearAIGoals(2)
AddAIGoal(2, "follow", 1000, GetCharacterUnit(target2))
MapAddEntityMarker(GetCharacterUnit(target2), "hud_objective_icon_circle", 5, 1, "RED", true, true, true) --map marker
print("Second map marker created")
ShowMessageText("level.jer.kill2")
end
end,
switchtargettimer)
[/code]