-------------------------------------------------------- --horsemen 1 script -------------------------------------------------------- function onStartup(self) self:SetVar("Set.SuspendLuaMovementAI", true) -- a state suspending scripted movement AI self:SetVar("Set.MovementType", "Wander") -- this is how the NPC will behave when not on a path. -- Wander Settings --------------------------------------------------------- self:SetVar("Set.WanderChance",100) -- Main Weight self:SetVar("Set.WanderDelayMin",5) -- Min Wander Delay self:SetVar("Set.WanderDelayMax", 5) -- Max Wander Delay self:SetVar("Set.WanderSpeed",1) -- Move speed self:SetVar("Set.wanderRadius",5) -- Move radius --print("horseman 1 starting up") --print( tostring(self:GetVar("groupID")) ) for groupName in string.gmatch(self:GetVar("groupID"), "%w+;") do -------------------------------------------------------------- --get the name of the group that the object is in and trim off the ';'s -------------------------------------------------------------- groupName = string.sub(groupName, 1, -2) local mygroup = self:GetObjectsInGroup{group = groupName, ignoreSpawners = true}.objects -------------------------------------------------------------- --for the object in my group with ID 8551, tell it I spawned -------------------------------------------------------------- for i, object in ipairs(mygroup) do if object and object:GetLOT().objtemplate == 8551 then object:FireEvent{args = "ISpawned", senderID = self} --print("telling the turret I spawned") end end end end -- on horseman death function onDie(self,msg) -- if Brick Fury killed the horseman if msg.killerID:GetLOT().objtemplate == 8665 then -- get the mission update volume by group name, tell it Brick fury killed the horseman local volume = self:GetObjectsInGroup{group = "HorsemenTrigger", ignoreSpawners = true}.objects[1] --I'm assuming there is only one volume if volume then volume:FireEvent{senderID = self; args = "HorsemanDeath"} end end end