#include "baloon.lua" pStartTime = GetFloatParam("starttime", 15) pSpawnTime = GetFloatParam("spawntime", 10) function init() baloonInit() spawnPos = GetBodyTransform(baloon.body).pos startPos = GetLocationTransform(FindLocation("start")).pos endPos = GetLocationTransform(FindLocation("end")).pos escapeVehicle = FindBody("escapevehicle", true) end local spawnCompleted = false function tick(dt) if GetBool("level.alarm") then local startPoint = spawnPos local endPoint = startPos if spawnCompleted then startPoint = startPos endPoint = endPos end local timer = GetFloat("level.alarmtimer") if timer <= pStartTime then local pos if spawnCompleted == false then local t = 1 if pStartTime > 0 then t = 1-((timer-(pStartTime-pSpawnTime)) / pSpawnTime) t = math.abs(t) end pos = VecLerp(startPoint, endPoint, t) if (pStartTime - timer) > pSpawnTime then spawnCompleted = true --pStartTime = pStartTime - pSpawnTime end else local t = 0 if pStartTime > 0 then t = 1-(timer/(pStartTime - pSpawnTime)) end pos = VecLerp(startPoint, endPoint, t) end local lookAt = GetPlayerPos() if escapeVehicle ~= 0 then lookAt = GetBodyTransform(escapeVehicle).pos end baloonTick(dt, pos, lookAt, lookAt) end end end function update(dt) SetBodyDynamic(baloon.basket, true) SetBodyActive(baloon.basket, true) end