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- ;
- ; AI Conditional FSM for team 1
- ;
-
- ; 3x + 1 is an instructional state
- ; 3x + 2 is a wait state
- ; 3x is a taunt state for the previous ones...
-
- DefineEndCondTree(0)
- {
-
- ;
- ; Conditional State 1
- ; the first instructional state
- DefineCondState()
- {
- ; instantly go to the wait state
- DefineCondition(2 0 0 0 "wait0")
- {
- CritTimer(0)
- }
-
- ; play the first sound
- TriggerMessage(instruct19)
- TriggerMessage(instruct0)
- TriggerMessage(instruct14)
- TriggerMessage(instruct1)
- }
-
- ;
- ; Conditional State #2
- ; the first wait state
- DefineCondState()
- {
- ; if the units get moved, then go to
- ; next instructional state
- DefineCondition(4 0 0 0 "good0")
- {
- CritMoveUnitsToRegion(330 8)
- {
- 0 2 6 8 10 12 14 16
- }
- }
-
- ;bad. don't do that. you fail
- DefineCondition(39 0 0 0 "good0")
- {
- CritMoveUnitsToRegion(431 1)
- {
- 0 2 6 8 10 12 14 16
- }
- }
-
- ; in about twenty seconds, taunt the player
- DefineCondition(3 0 0 0 "taunt0")
- {
- CritTimer(1400)
- }
- }
-
-
- ;
- ; Conditional State #3
- ; the first taunt
- DefineCondState()
- {
- ; we've taunted the player, so go wait some more
- DefineCondition(2 0 0 0 "wait1")
- {
- CritTimer(0)
- }
-
- TriggerMessage(taunt0)
- }
-
- ; Conditional State 4
- ; the second instructional state
- DefineCondState()
- {
- ; instantly go to the wait state
- DefineCondition(5 0 0 0 "wait2")
- {
- CritTimer(0)
- }
-
- ; play the first sound
- TriggerMessage(instruct2)
- TriggerMessage(instruct3)
- TriggerMessage(instruct15)
-
- SetAlliance( 2 0 2 1 1 1 1 1 )
-
- BonusCredits(2 50000)
- }
-
- ; Conditional State #5
- ; the second wait state
- DefineCondState()
- {
- ; if the units get moved, then go to
- ; next instructional state
- DefineCondition(7 0 0 0 "good2")
- {
- CritMoveUnitsToRegion(395 4)
- {
- 10 12 14 16
- }
- }
-
- ;bad. don't do that. you fail
- DefineCondition(39 0 0 0 "good0")
- {
- CritMoveUnitsToRegion(431 1)
- {
- 0 2 6 8 10 12 14 16
- }
- }
-
- ;bad. don't do that. you fail
- DefineCondition(40 0 0 0 "good0")
- {
- CritMoveUnitsToRegion(395 1)
- {
- 0 2 6 8
- }
- }
-
- ; in about twenty seconds, taunt the player
- DefineCondition(6 0 0 0 "taunt1")
- {
- CritTimer(1400)
- }
- }
-
- ; Conditional State #6
- ; the second taunt
- DefineCondState()
- {
- ; we've taunted the player, so go wait some more
- DefineCondition(5 0 0 0 "wait1")
- {
- CritTimer(0)
- }
-
- TriggerMessage(taunt1)
- }
-
- ; Conditional State #7
- ; the third instructional state
- DefineCondState()
- {
- ; instantly go to the wait state
- DefineCondition(8 0 0 0 "wait2")
- {
- CritTimer(0)
- }
-
- ; play the first sound
- TriggerMessage(instruct4)
- TriggerMessage(instruct16)
- }
-
- ; Conditional State #8
- ; the third wait state
- DefineCondState()
- {
- ; if the units get moved, then go to
- ; next instructional state
- DefineCondition(10 0 0 0 "good2")
- {
- CritMoveUnitsToRegion(395 4)
- {
- 0 2 6 8
- }
- }
- ;bad. don't do that. you fail
- DefineCondition(39 0 0 0 "good0")
- {
- CritMoveUnitsToRegion(431 1)
- {
- 0 2 6 8 10 12 14 16
- }
- }
-
- ; in about twenty seconds, taunt the player
- DefineCondition(9 0 0 0 "taunt1")
- {
- CritTimer(1400)
- }
- }
-
-
- ; Conditional State #9
- ; the thirdtaunt
- DefineCondState()
- {
- ; we've taunted the player, so go wait some more
- DefineCondition(8 0 0 0 "wait1")
- {
- CritTimer(0)
- }
-
- TriggerMessage(taunt2)
- }
-
- ; Conditional State #10
- ; the fourth instructional state
- DefineCondState()
- {
- ; instantly go to the wait state
- DefineCondition(11 0 0 0 "wait2")
- {
- CritTimer(0)
- }
-
- ; play the first sound
- TriggerMessage(instruct5)
- TriggerMessage(instruct13)
- }
-
-
- ; Conditional State #11
- ; the fourth wait state
- DefineCondState()
- {
- ; if the units get moved, then go to
- ; next instructional state
- DefineCondition(36 0 0 0 "good2")
- {
- CritMoveUnitsToRegion(428 4)
- {
- 10 12 14 16
- }
- }
-
- ;bad. don't do that. you fail
- DefineCondition(39 0 0 0 "good0")
- {
- CritMoveUnitsToRegion(431 1)
- {
- 0 2 6 8 10 12 14 16
- }
- }
-
- ; in about twenty seconds, taunt the player
- DefineCondition(12 0 0 0 "taunt1")
- {
- CritTimer(1400)
- }
- }
-
- ; Conditional State #12
- ; the fourth taunt
- DefineCondState()
- {
- ; we've taunted the player, so go wait some more
- DefineCondition(11 0 0 0 "wait1")
- {
- CritTimer(0)
- }
-
- TriggerMessage(taunt3)
- }
-
- ; Conditional State #13
- ; the fifth instructional state
- DefineCondState()
- {
- ; instantly go to the wait state
- DefineCondition(14 0 0 0 "wait2")
- {
- CritTimer(0)
- }
-
- ; play the first sound
- TriggerMessage(instruct17)
- TriggerMessage(instruct6)
- TriggerMessage(instruct12)
- TriggerMessage(instruct7)
- }
-
- ; Conditional State #14
- ; the fifth wait state
- DefineCondState()
- {
- ; if the units get moved, then go to
- ; next instructional state
- DefineCondition(38 0 0 0 "good2")
- {
- CritMoveUnitsToRegion(428 4)
- {
- 0 2 6 8
- }
- }
-
-
- ;bad. don't do that. you fail
- DefineCondition(39 0 0 0 "good0")
- {
- CritMoveUnitsToRegion(431 1)
- {
- 0 2 6 8 10 12 14 16
- }
- }
-
-
- ; in about twenty seconds, taunt the player
- DefineCondition(15 0 0 0 "taunt1")
- {
- CritTimer(2000)
- }
- }
-
- ; Conditional State #15
- ; the fifth taunt
- DefineCondState()
- {
- ; we've taunted the player, so go wait some more
- DefineCondition(14 0 0 0 "wait1")
- {
- CritTimer(0)
- }
-
- TriggerMessage(taunt4)
- }
-
- ; Conditional State #16
- ; the sixth instructional state
- DefineCondState()
- {
- ; instantly go to the wait state
- DefineCondition(17 0 0 0 "wait2")
- {
- CritTimer(0)
- }
-
- ; play the first sound
- TriggerMessage(instruct8)
-
- SetAlliance( 2 0 2 2 1 1 1 1 )
-
- BonusCredits(3 50000)
- }
-
- ; Conditional State #17
- ; the sixth wait state
- DefineCondState()
- {
- ; if the units get moved, then go to
- ; next instructional state
- DefineCondition(19 0 0 0 "good2")
- {
- CritMoveUnitsToRegion(461 8)
- {
- 0 2 6 8 10 12 14 16
- }
- }
-
- ;bad. don't do that. you fail
- DefineCondition(39 0 0 0 "good0")
- {
- CritMoveUnitsToRegion(430 1)
- {
- 0 2 6 8 10 12 14 16
- }
- }
-
- ; in about twenty seconds, taunt the player
- DefineCondition(18 0 0 0 "taunt1")
- {
- CritTimer(1400)
- }
- }
-
- ; Conditional State #18
- ; the sixth taunt
- DefineCondState()
- {
- ; we've taunted the player, so go wait some more
- DefineCondition(17 0 0 0 "wait1")
- {
- CritTimer(0)
- }
-
- TriggerMessage(taunt5)
- }
-
- ; Conditional State #19
- ; the seventh instructional state
- DefineCondState()
- {
- ; instantly go to the wait state
- DefineCondition(23 0 0 0 "wait2")
- {
- CritTimer(0)
- }
-
- ; play the first sound
- TriggerMessage(instruct9)
-
- BonusCredits(7 50000)
- }
-
- ; Conditional State #20
- ; A useless state, kind of like a vestigial organ,
- ; here only to confuse and take up hard disk space.
- ; Renee Zellweger, if you're reading this, call me.
- ; Robert (310) 255-2000 ext.4543
- DefineCondState()
- {
- }
-
- ; Conditional State #21
- ; the seventh taunt
- DefineCondState()
- {
- ; we've taunted the player, so go wait some more
- DefineCondition(23 0 0 0 "wait1")
- {
- CritTimer(0)
- }
-
- TriggerMessage(taunt6)
- }
-
-
- ; Conditional State #22
- ; the eighth instructional state
- DefineCondState()
- {
- ; instantly go to the wait state
- DefineCondition(0 0 0 0 "wait2")
- {
- CritTimer(0)
- }
-
- ; play the first sound
- TriggerMessage(instruct10)
- }
-
- ; Conditional State #23
- ; the eighth wait state
- DefineCondState()
- {
- ; if the units get moved, then go to
- ; next instructional state
- DefineCondition(25 0 0 0 "good2")
- {
- CritOR()
- {
- ; trigger when any one of the spider
- ; bikes gets killed
- CritDestroyUnit()
- {
- 10
- }
- CritDestroyUnit()
- {
- 12
- }
- CritDestroyUnit()
- {
- 14
- }
- CritDestroyUnit()
- {
- 16
- }
- }
- }
-
- ;bad. don't do that. you fail
- DefineCondition(39 0 0 0 "good0")
- {
- CritMoveUnitsToRegion(432 1)
- {
- 0 2 6 8 10 12 14 16
- }
- }
-
- ; in about twenty seconds, taunt the player
- DefineCondition(21 0 0 0 "taunt1")
- {
- CritTimer(1400)
- }
- }
-
-
- ; Conditional State #24
- ; the eighth taunt
- DefineCondState()
- {
- ; we've taunted the player, so go wait some more
- DefineCondition(20 0 0 0 "wait1")
- {
- CritTimer(0)
- }
-
- TriggerMessage(taunt7)
- }
-
-
- ; Conditional State #25
- ; the ninth instructional state
- DefineCondState()
- {
- ; instantly go to the wait state
- DefineCondition(26 0 0 0 "wait2")
- {
- CritTimer(0)
- }
-
- ; play the first sound
- TriggerMessage(instruct11)
- TriggerMessage(instruct18)
- }
-
- ; Conditional State #26
- ; the ninth wait state
- DefineCondState()
- {
- ; if the units get moved, then go to
- ; next instructional state
- DefineCondition(27 0 0 0 "good2")
- {
- ;any unit moving toward guard towers
- CritMoveUnitsToRegion(199 1)
- {
- 0 2 6 8 10 12 14 16
- }
- }
-
- ; this is where we want them to go
- DefineCondition(28 0 0 0 "good2")
- {
- CritMoveUnitsToRegion(494 1)
- {
- 10 12 14 16
- }
- }
-
- ;wrong units to region
- DefineCondition(29 0 0 0 "good2")
- {
- CritMoveUnitsToRegion(494 1)
- {
- 0 2 6 8
- }
- }
-
- ; in about twenty seconds, taunt the player
- DefineCondition(30 0 0 0 "taunt1")
- {
- CritTimer(3000)
- }
- }
-
- ; Conditional State #27
- ; the tenth taunt
- DefineCondState()
- {
- ; we've taunted the player, so go wait some more
- DefineCondition(31 0 0 0 "wait1")
- {
- CritTimer(100)
- }
-
- TriggerMessage(taunt8)
- }
-
- ; Conditional State #28
- ; the win state
- DefineCondState()
- {
- ;good work message, game over
- DefineCondition(0 0 0 0 "wait1")
- {
- CritTimer(100)
- }
-
- TriggerMessage(congrats1)
- }
-
- ; Conditional State #29
- ; the eleventh taunt
- DefineCondState()
- {
- ; we've taunted the player, so go wait some more
- DefineCondition(33 0 0 0 "wait1")
- {
- CritTimer(100)
- }
-
- TriggerMessage(taunt9)
- }
-
- ; Conditional State #30
- ; the 12th taunt
- DefineCondState()
- {
- ; we've taunted the player, so go wait some more
- DefineCondition(35 0 0 0 "wait1")
- {
- CritTimer(0)
- }
-
- TriggerMessage(taunt10)
- }
-
- ; Conditional State #31
- ; modified state 26
- DefineCondState()
- {
-
- ; this is where we want them to go
- DefineCondition(28 0 0 0 "good2")
- {
- CritMoveUnitsToRegion(494 1)
- {
- 10 12 14 16
- }
- }
-
- ;wrong units to region
- DefineCondition(29 0 0 0 "good2")
- {
- CritMoveUnitsToRegion(494 1)
- {
- 0 2 6 8
- }
- }
-
- ; in about twenty seconds, taunt the player
- DefineCondition(32 0 0 0 "taunt1")
- {
- CritTimer(1400)
- }
- }
-
- ; Conditional State #32
- ; modified state 30
- DefineCondState()
- {
- ; we've taunted the player, so go wait some more
- DefineCondition(31 0 0 0 "wait1")
- {
- CritTimer(0)
- }
-
- TriggerMessage(taunt10)
- }
-
- ; Conditional State #33
- ; modified state 26
- DefineCondState()
- {
-
- ; this is where we want them to go
- DefineCondition(28 0 0 0 "good2")
- {
- CritMoveUnitsToRegion(494 1)
- {
- 10 12 14 16
- }
- }
-
- ; in about twenty seconds, taunt the player
- DefineCondition(34 0 0 0 "taunt1")
- {
- CritTimer(1400)
- }
- }
-
- ; Conditional State #34
- ; modified state 30
- DefineCondState()
- {
- ; we've taunted the player, so go wait some more
- DefineCondition(33 0 0 0 "wait1")
- {
- CritTimer(0)
- }
-
- TriggerMessage(taunt10)
- }
-
- ; Conditional State #35
- ; modified state 26
- DefineCondState()
- {
- ; if the units get moved, then go to
- ; next instructional state
- DefineCondition(27 0 0 0 "good2")
- {
- ;any unit moving toward guard towers
- CritMoveUnitsToRegion(199 1)
- {
- 0 2 6 8 10 12 14 16
- }
- }
-
- ; this is where we want them to go
- DefineCondition(28 0 0 0 "good2")
- {
- CritMoveUnitsToRegion(494 1)
- {
- 10 12 14 16
- }
- }
-
- ;wrong units to region
- DefineCondition(29 0 0 0 "good2")
- {
- CritMoveUnitsToRegion(494 1)
- {
- 0 2 6 8
- }
- }
-
- ; in about twenty seconds, taunt the player
- DefineCondition(30 0 0 0 "taunt1")
- {
- CritTimer(1400)
- }
- }
-
- ; Conditional State #36
- ; patrol around repair bays
- DefineCondState()
- {
- ; if the units get moved, then go to
- ; next instructional state
- DefineCondition(37 0 0 0 "good2")
- {
- CritMoveUnitsToRegion(429 4)
- {
- 10 12 14 16
- }
- }
-
- ;bad. don't do that. you fail
- DefineCondition(39 0 0 0 "good0")
- {
- CritMoveUnitsToRegion(430 1)
- {
- 0 2 6 8 10 12 14 16
- }
- }
-
- ;bad. don't do that. you fail
- DefineCondition(39 0 0 0 "good0")
- {
- CritMoveUnitsToRegion(431 1)
- {
- 0 2 6 8 10 12 14 16
- }
- }
-
-
- ; in about twenty seconds, taunt the player
- DefineCondition(12 0 0 0 "taunt1")
- {
- CritTimer(1400)
- }
- }
-
- ; Conditional State #37
- ; patrol around repair bays
- DefineCondState()
- {
- ; if the units get moved, then go to
- ; next instructional state
- DefineCondition(13 0 0 0 "good2")
- {
- CritMoveUnitsToRegion(428 4)
- {
- 10 12 14 16
- }
- }
-
- ;bad. don't do that. you fail
- DefineCondition(39 0 0 0 "good0")
- {
- CritMoveUnitsToRegion(430 1)
- {
- 0 2 6 8 10 12 14 16
- }
- }
-
- ;bad. don't do that. you fail
- DefineCondition(39 0 0 0 "good0")
- {
- CritMoveUnitsToRegion(431 1)
- {
- 0 2 6 8 10 12 14 16
- }
- }
-
-
- ; in about twenty seconds, taunt the player
- DefineCondition(12 0 0 0 "taunt1")
- {
- CritTimer(1400)
- }
- }
-
- ; Conditional State #38
- ; infantry patrol
- DefineCondState()
- {
- ; if the units get moved, then go to
- ; next instructional state
- DefineCondition(16 0 0 0 "good2")
- {
- CritMoveUnitsToRegion(429 4)
- {
- 0 2 6 8
- }
- }
-
- ; in about twenty seconds, taunt the player
- DefineCondition(15 0 0 0 "taunt1")
- {
- CritTimer(1400)
- }
- }
-
- ; Conditional State #39 you lose
- ;
- DefineCondState()
- {
- BonusCredits(1 50000)
- }
-
- ; Conditional State 40
- ; special fail message
- DefineCondState()
- {
- ; play the fail message
- TriggerMessage(fail1)
-
- BonusCredits(1 50000)
- }
-
- }
-
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