action car(){
wait(random(3)); // Randomize first selection AI_ENT
track_select=1; // GLOBlE NOTICE
if(track_select >1)
track_select = 1;
if(track_select ==1)
path_set(my,"path_000");
if(track_select ==2)
path_set(my,"path_001");
if(track_select ==3)
path_set(my,"path_002");
if(track_select ==4)
path_set(my,"path_003");
if(track_select ==5)
path_set(my,"path_004");
if(track_select ==6)
path_set(my,"path_005");
if(track_select ==7)
path_set(my,"path_006");
if(track_select ==8)
path_set(my,"path_007");
if(track_select ==9)
path_set(my,"path_008");
/////////////////////////////////////////////////////////////////////
my.NODE_NEXT=path_nextnode(my,1,1); // SET THE NODE
while(1)
{
// PATH NODE DETECTION AND RANDOMIZATION AND FACING //////////////////////////////////
if(vec_dist(my.x,vec_next_node.x) < my.max_x) // Is next node within 160 units
{
path_next(my); // will jump from current path to new path// Jump to new path
my.NODE_NEXT=path_nextnode(my,my.NODE_NEXT,1); // Grab Next node on new path -- NOTE ALL PATHS MUST HAVE THE SAME NUM NODE IN SAME GEN LOCATION
my.skill10=0; // only enable facing the path node if changing the path.
}
path_getnode(my,my.NODE_NEXT,vec_next_node,NULL); // Get next node actual vector location
if(my.skill10 ==0)
{
vec_to_angle(my.pan,vec_diff(NULL,vec_next_node,my.x)); // face the new node
}
///////////////////////////////////////////////////////////////////////////
// SOFT AND HARD MOVEMENTs /////////////////////////////////////////////////////////////
c_move(my,vector(my.skill3*time_step,0,0),nullvector,GLIDE | IGNORE_PASSABLE);
wait(1);
}
}