zombshoot2()
{
self endon( "death" );
for(;
{
self notify( "zombie_acquire_enemy" );
close_zombie = get_closest_valid_player( self.origin, true );
close_zombie.favoriteenemy = self;
hitLoc = close_zombie gettagorigin("b_c_head");
//if (distance(self.origin, close_zombie.origin) < 1000 ) // Checks if there is a known enemy in distance for my boss if [true] shoot
if ( self IsKnownEnemyInRadius( self.origin, 50 ) ) // Checks if there is a known enemy in a radius for my boss if [true] dus not shoot teal yore out of Radius
//if(self CanSee(close_zombie)) //shots you if mele range
{
self SetLookAt( hitLoc, 0.05 ); // works same puting close_zombie and not hitLoc
self AimAtPos( hitLoc, 0.09 );
self trowrocks();
self shoot(5.1);
self notify( "zombie_acquire_enemy" );
}
else
{
self SetLookAt( hitLoc, 0.05 );
self AimAtPos( hitLoc, 0.09 );
self trowrocks();
self notify( "zombie_acquire_enemy" );
}
wait (randomfloatrange(0.2, 1.1));
}
}
trowrocks()
{
traverseData = [];
traverseData[ "traverseAnim" ] = %YOUR ANIMA NAME; //
SEE THIS DoTraverse( traverseData );
}