--function onStartup(self) --end require('o_mis') function onStartup(self) local Points = {} local MainPos = self:GetPosition().pos Points[1] = { x = MainPos.x , y = MainPos.y, z = MainPos.z } Points[2] = { x = MainPos.x + 10 , y = MainPos.y, z = MainPos.z} Points[3] = { x = MainPos.x + 10 , y = MainPos.y, z = MainPos.z + 10} Points[4] = { x = MainPos.x + 10 , y = MainPos.y, z = MainPos.z - 10} Points[5] = { x = MainPos.x - 10 , y = MainPos.y, z = MainPos.z} Points[6] = { x = MainPos.x - 10 , y = MainPos.y, z = MainPos.z + 10} Points[7] = { x = MainPos.x, y = MainPos.y, z = MainPos.z + 10} Points[8] = { x = MainPos.x, y = MainPos.y, z = MainPos.z - 10} for i = 1, 8 do self:SetVar("Points_"..i, Points[i] ) end local ran = math.random(1,8) local ranTime = math.random(1,6) self:Teleport{ pos = self:GetVar("Points_"..ran ) } GAMEOBJ:GetTimer():AddTimerWithCancel( ranTime , "bricktimer", self ) end onTimerDone = function(self, msg) if msg.name == "bricktimer" then local ran = math.random(1,8) local ranTime = math.random(1,6) local pos_tele = {} local pos_tele = self:GetVar("Points_"..ran ) self:Teleport{ pos = pos_tele } GAMEOBJ:GetTimer():AddTimerWithCancel( ranTime, "emote", self ) end if msg.name == "emote" then Emote.emote(self, self, "down" ) GAMEOBJ:GetTimer():AddTimerWithCancel( 1, "bricktimer", self ) end end