true, quite clever... I will test... just tested... and I just remembered my new problem after adding stuff... The enemy just shoots me when it hears a sound... here is my latest script
;Artificial Intelligence Script
;Header
desc = Intelligent AI Script by meteorite
;Triggers
;///WAYPOINTS\\\
:waypointstate=0:waypointstart,animate=52
:waypointstate=3:waypointnext,animate=52
:waypointstate=5:waypointreverse,animate=52
;///Cautious\\\
:state=1:animate=81,rotatehead=50
:state=1,plrcanbeseen:rotatetoplr,shootplr
:state=1,noiseheard=1:setvar=1,sound=audiobank/possibleintuder.wav,state=3
:state=1,plrdistwithin=300:rotatetoplr,shootplr
:state=1,varequal=1:state=2
:state=1,shotdamage=1:rotatetoplr,shootplr
;///Unaware\\\
:state=0,plrcanbeseen=1:rotatetoplr,shootplr
:state=0,noiseheard=1:waypointstop,state=1
:state=0,plrdistwithin=300:rotatetoplr,shootplr
:state=0,nearactivateable=1:settarget,activatetarget=1
:state=0,varequal=1:state=2
:state=0,shotdamage=1:shootplr
;///Alert\\\
:state=2:setvar=0,state=3
:state=3:waypointstart
:state=3,plrcanbeseen=1:rotatetoplr,shootplr
:state=3,plrdistwithin=1500:rotatetoplr,shootplr
:state=3,nearactivateable=1:settarget,activatetarget=1
:state=3,shotdamage=1:shootplr
;///Always\\\
:always:globalvar=5
:always,shotdamage=75:state=4
;///Afraid\\\
:state=4,random=2:state=5
:state=4,random=10:state=6
;///Cover Fire\\\
:state=5:runfpi=scriptbank/meteoritesscripts/coverfire
;///Cloak\\\
:state=6,setalphafade=100,shootplr
Please note, I have not done any shotdamage testing yet
I love Jenkins forever :p