|
|
|
|
|
rawset(_G, 'SetpiecePrgs', rawget(_G, 'SetpiecePrgs') or {}) |
|
SetpiecePrgs.DowntownFirstEnter_LegionSideActor1 = function(seed, state, MainActor, TargetActor) |
|
local li = { id = "DowntownFirstEnter_LegionSideActor1" } |
|
local rand = BraidRandomCreate(seed or AsyncRand()) |
|
local _, LegionActor3Start |
|
prgdbg(li, 1, 1) _, LegionActor3Start = sprocall(SetpieceTeleport.Exec, SetpieceTeleport, state, MainActor, "LegionActor3Start_02", true) |
|
prgdbg(li, 1, 2) sprocall(SetpieceSetStance.Exec, SetpieceSetStance, state, rand, true, "", MainActor, "Standing", "Current Weapon", true) |
|
prgdbg(li, 1, 3) sprocall(SetpieceSleep.Exec, SetpieceSleep, state, rand, true, "", 750) |
|
local _, LegionSideActor1_GoTo |
|
prgdbg(li, 1, 4) _, LegionSideActor1_GoTo = sprocall(SetpieceGotoPosition.Exec, SetpieceGotoPosition, state, rand, true, "", MainActor, "LegionSideActor1_GoTo", true, true, false, "Crouch", false, false, "", 1000) |
|
prgdbg(li, 1, 5) sprocall(SetpieceWaitCheckpoint.Exec, SetpieceWaitCheckpoint, state, rand, "PantagruelFirstEnter_SynPoint") |
|
local _, AttackPointLegion1 |
|
prgdbg(li, 1, 6) _, AttackPointLegion1 = sprocall(SetpieceShoot.Exec, SetpieceShoot, state, rand, true, "", MainActor, "Point", TargetActor, "Arms", "AttackPointSideLegion1", 3, 500, 400, 330, 500, 0) |
|
prgdbg(li, 1, 7) sprocall(SetpieceSleep.Exec, SetpieceSleep, state, rand, true, "", 1500) |
|
local _ |
|
prgdbg(li, 1, 8) _, AttackPointLegion1 = sprocall(SetpieceShoot.Exec, SetpieceShoot, state, rand, true, "", MainActor, "Point", TargetActor, "Arms", "AttackPointSideLegion1", 1, 200, 400, 100, 1000, 0) |
|
end |