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- ;
- ; AI Conditional FSM for team 2
- ;
- DefineEndCondTree(0)
- {
-
- ; state 1
- ; the "okay" state
- ; just chill and see if there is a trespass (before the money's been paid)
- DefineCondState()
- {
- DefineCondition(2 0 0 0 I_gots_to_get_paid!!!)
- {
- CritAND()
- {
- CritNOT()
- {
- CritHaveCredits(300000)
- }
- CritTeamInRegion(28979 0) ; the near region (#1)
- }
- }
- }
-
- ; state 2
- ; the "warn" state
- ; this means the player has run around too much and needs to head back
- DefineCondState()
- {
-
-
- ; optional condition to repeat the warning every so often
- DefineCondition(2 0 0 0 I'm_warning_you)
- {
- CritTimer(400)
- }
-
- ; if they go any farther, they're gonna lose
- DefineCondition(3 0 0 0 You_don't_listen_too_well)
- {
- CritAND()
- {
- CritNOT()
- {
- CritHaveCredits(300000)
- }
- CritTeamInRegion(28978 0) ; the far region (#2)
- }
- }
-
- ; if player clears out, though, then go back to okay
- DefineCondition(1 0 0 0 Good_thinkin')
- {
- CritNOT()
- {
- CritTeamInRegion(28979 0) ; the near region (#1)
- }
- }
-
- TriggerMessage(gvt3aol9) ; "turn around" or something like that
-
- }
-
- ; state 3
- ; point of no return... say one last thing then fail them
- DefineCondState()
- {
-
-
- DefineCondition(0 0 0 0 I_told_you_so)
- {
- CritTimer(200) ; just long enough to say my peace
- }
- TriggerMessage(gvt3bol0) ; "well, I warned you" or something
- }
-
- }