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- // * Scout
- // * will remain hidden if hidden, but will attack if becomes visible.
-
- IF
- ActionListEmpty()
- Delay(3)
- !StateCheck(Myself,STATE_INVISIBLE)
- THEN
- RESPONSE #100
- Hide()
- END
-
- //*Combat*
- // * if not invisible then attack
- IF
- ActionListEmpty()
- !StateCheck(Myself,STATE_INVISIBLE)
- See(NearestEnemyOf(Myself))
- THEN
- RESPONSE #100
- AttackReevaluate(LastSeenBy(Myself),30)
- END