but I have to do all of this because of I want made a sound script,when ap1 detect ap2 ap1 say"eng12", when ap1 knowsabout ap2 but ap1 don't detect ap2 ap1 say"eng37",when ap1 "fire" ap1 say "eng8",when ap1 "hit" but ap1 don't detect ap2 ap1 say"eng40",when ap1 "hit" and ap1 detect ap2 ap1 say"eng39"....
by I don't know how to do this,so now the script is like this.
;soundAI.sqs V0.1 tonyranger
;after";"is what the guy will say。
_soundAI=10
_ap1=_this select 0
_ap2=_this select 1
#main
?alive _ap1:goto"work"
#work
?(_ap1 distance _ap2 <10) and (_man1 Knowabout _man2 >3):goto"close"
?(_ap1 distance _ap2 <150) and (_ap1 distance _ap2 > 100)and (_man1 Knowabout _man2 >1):goto"far"
?rating _ap1==200:goto"kill"
?speed _ap1>0.1:goto "move"
?(getdammage _ap1 >0.6) and (alive ap1):goto"medic"
?(getdammage _ap1 >0.1) and (getdammage _ap1 <0.6):goto"under"
?(fleeing _ap1) and (alive _ap1):goto "surrander"
?getdammage _ap2>0.1 :goto "see"
~(random 5)
goto "main"
#close
? (_soundAI =< 2) :_ap1 say"eng6";cover me1
? (_soundAI >2) and (_soundAI <4):_ap1 say"eng7";cover me 2
? (_soundAI >4) and (_soundAI <6):_ap1 say"eng1";bastard 1
? (_soundAI >6) and (_soundAI <
:_ap1 say"eng2";bastard 2
? (_soundAI >
and (_soundAI =<10):_ap1 say"eng3";bastard 3
goto "main"
#far
? (_soundAI =< 3) :_ap1 say"eng40";who's there
? (_soundAI >3) and (_soundAI <6):_ap1 say"eng16";get out of there 1
? (_soundAI >6) and (_soundAI =<10):_ap1 say"eng17"";get out of there 2
goto "main"
#kill
? (_soundAI =< 2) :_ap1 say"eng35";stector clear 1
? (_soundAI >2) and (_soundAI <4):_ap1 say"eng36";stector clear 2
? (_soundAI >4) and (_soundAI <6):_ap1 say"eng8";die 1
? (_soundAI >6) and (_soundAI <
:_ap1 say"eng9";die 2
? (_soundAI >
and (_soundAI =<10):_ap1 say"eng10";die 3
goto "main"
#move
? (_soundAI =< 2) :_ap1 say"eng20";go go go 1
? (_soundAI >2) and (_soundAI <4):_ap1 say"eng21";go go go 2
? (_soundAI >4) and (_soundAI <6):_ap1 say"eng15";forward
? (_soundAI >6) and (_soundAI <
:_ap1 say"eng18";get in your position 1
? (_soundAI >
and (_soundAI =<10):_ap1 say"eng19";get in your position 2
goto "main"
#medic
? (_soundAI =< 2) :_ap1 say"eng32";medic I'm hit 1
? (_soundAI >2) and (_soundAI <4):_ap1 say"eng33";medic I'm hit 2
? (_soundAI >4) and (_soundAI <6):_ap1 say"eng34";medic I'm hit 3
? (_soundAI >6) and (_soundAI <
:_ap1 say"eng22";help 1
? (_soundAI >
and (_soundAI =<10):_ap1 say"eng23";help 2
goto "main"
#under
? (_soundAI =< 2) :_ap1 say"eng29";we are under attack return fire
? (_soundAI >2) and (_soundAI <4):_ap1 say"eng30";stay sharp they are all round us
? (_soundAI >4) and (_soundAI <6):_ap1 say"eng31";look out 1
? (_soundAI >6) and (_soundAI <
:_ap1 say"eng39";look out 2
? (_soundAI >
and (_soundAI =<10):_ap1 say"eng37";look out 3
goto "main"
#surrander
? (_soundAI =< 5) :_ap1 say"eng11";don't shoot we are not armed
? (_soundAI >5) and (_soundAI =<10):_ap1 say"eng38";we surrander
goto "main"
#see
? (_soundAI =< 2) :_ap1 say"eng12";enemy spotted,open fire 1
? (_soundAI >2) and (_soundAI <4):_ap1 say"eng13";enemy spotted,open fire2
? (_soundAI >4) and (_soundAI <6):_ap1 say"eng14";enemy spotted,open fire3
? (_soundAI >6) and (_soundAI <
:_ap1 say"eng27";let they have it 1
? (_soundAI >
and (_soundAI =<10):_ap1 say"eng28";let they have it 2
goto "main"