#include "script/tdm_ai_base.script" object alarm_ai : ai_darkmod_base { float time_to_next_alarm; void enableAlarm(entity inflictor,float f); }; void alarm_ai::init() { ResponseAdd(23); ResponseSetAction(23,"enableAlarm"); ResponseEnable(23,1); time_to_next_alarm=getFloatKey("alarm_wait"); if (!time_to_next_alarm) { time_to_next_alarm=120; } } void alarm_ai::enableAlarm(entity inflictor,float f) { sys.println(inflictor.getName()); if (!canSee(inflictor)) return; ResponseEnable(23,0); flee($player1,1,0); sys.wait(1.0); while(moveStatus()) { waitFrame(); } string key=""; entity e,temp; float distance=128; while ( (key=getNextKey("target",key))!="") { temp=getEntityKey(key); if (temp.getKey("spawnclass")=="tdmPathFlee" && distanceTo(temp)