require('o_mis') require('State') function onStartup(self) self:SetName { name = "Scene Dir" } self:SetProximityRadius { radius = 500 , name = "ALL" } self:SetVar("Mission_A_State", "idle") self:SetVar("Mission_B_State", "idle") self:UseStateMachine{} Idle = State.create() Idle.onEnter = function(self) local foundObj = self:GetProximityObjects { name = "ALL"}.objects for i = 1, table.maxn (foundObj) do if foundObj[i]:GetName().name == "Trigger_1" or foundObj[i]:GetName().name == "Contest Brick Walker" or foundObj[i]:GetName().name == "Contest Red Brick Walker" or foundObj[i]:GetName().name == "Contest Scene Dir Main" then StoreOutHouse( foundObj[i], self) end end end Idle.onArrived = function(self) end Stage1 = State.create() Stage1.onEnter = function(self) end Stage1.onArrived = function(self) end Stage2 = State.create() Stage2.onEnter = function(self) end Stage2.onArrived = function(self) end Stage3 = State.create() Stage3.onEnter = function(self) end Stage3.onArrived = function(self) end addState(Stage1, "Stage1", "Stage1", self) addState(Stage2, "Stage2", "Stage2", self) addState(Stage3, "Stage3", "Stage3", self) addState(Idle, "Idle", "Idle", self) beginStateMachine("Idle", self) end