Patrols
- todo
- todo
- todo
Related schemes
☎️ Patrol flags system
To control patrol movement / staying on some point flags system is implemented.
Following parameters can be used to affect patrolling logics.
🔨 path_walk
a=state
- body state when moving on a patrol
p=percent
- percent probability to stop on a patrol point (0-100), it is 100 by default
sig=name
- set signal on waypoint arrival (without look check and correct), for the following check with the logic system field on_signal
- -to set a signal after turning, use the corresponding flag for a path_look waypoint
🔨 path_look
a=state
- body state when stand/sit at place
t=msec
- time to stay idle when on point and look
*
means unlimited time- valid values are in the range [1000, 30000], 5000 by default
- for terminal waypoints of path_walk that have no more than one corresponding path_look, the value of
t
is always considered infinite and does not have to be set
sig=name
- set signal on path_look waypoint with the given name after turning towards the point
syn
- flag to wait whole team before setting signal as complete, used to wait others and stay idle before gathering
- this flag will halt setting the signal until all characters with the given team arrive
- the team is set as a text string in customdata, the given character will be play its idle animation until the others arrive
sigtm=signal
- set signal on time callback from state manager
- if t=0, signal is set right after playing
init
animation
💊 Examples
Button press
Play press animation and emit scheme signal:
- wp00 | a=press | t=0 | sigtm=pressed
- on_signal = pressed | another_scheme@section
todo:
- Check docs from links and integrate more
⛽️ References
- http://sdk.stalker-game.com/en/index.php?title=Logic
- http://sdk.stalker-game.com/ru/index.php?title=%D0%9D%D0%B0%D1%81%D1%82%D1%80%D0%BE%D0%B9%D0%BA%D0%B0_%D0%BB%D0%BE%D0%B3%D0%B8%D0%BA%D0%B8_%28%D1%87%D0%B0%D1%81%D1%82%D1%8C_1%29