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-
- //------------------------------------------------------------------
- // NOTE: The fsm name below MUST be changed in order for the
- // script to be considered a unique entity!
-
- fsm Generic_SentryAlly : integer;
-
-
- //------------------------------------------------------------------
-
- // Generic_SentryAlly:
- // Stands still. Move to attack anything that comes within range.
- // Whenever we get within a certain range of a target unit,
- // we follow that unit, and continue to attack any enemies.
-
- //------------------------------------------------------------------
-
-
-
- //------------------------------------------------------------------
- // Constants
- //------------------------------------------------------------------
-
- const
- #include_ <content\ABLScripts\mwconst.abi>
-
- //------------------------------------------------------------------
- // Types
- //------------------------------------------------------------------
-
- type
- #include_ <content\ABLScripts\mwtype.abi>
-
-
- //------------------------------------------------------------------
- // Variables
- //------------------------------------------------------------------
-
- var
- static integer attackRange1; // At what range do I start shooting?
- static integer withdrawRange1; // At what range do I withdraw from combat completely?
-
- static ObjectID whoToJoin; // Who do I want to join?
- static integer joinRange; // At what range do I join my leader?
- static integer followXOffset; // My follow X offset
- static integer followYOffset; // My follow Y offset
-
- static integer attackRange2; // At what range do I start shooting (after joining)?
- static integer withdrawRange2; // At what range do I stop shooting (after joining)?
-
- static integer piloting; // Piloting skill
- static integer gunnery; // Gunnery skill/chance to hit
- static real minDelay; // Minimum amount of time I will wait between shots once a weapon is reloaded
- static real maxDelay; // Maximum amount of time I will wait between shots once a weapon is reloaded
- static integer eliteLevel; // Elite level. This helps determine tactics, defensive manuevers, opportunity fire
- // and other things. It indicates a general level of combat experience.
- static integer attackThrottle; // My attack throttle
- static integer findTypes; // What kind of enemies to look for
-
- static integer isShotRadius; // How far away from me will I detect an enemy shot?
-
- static integer attackSound; // The attack sound I play when I first attack
- static integer deathSound; // The sound I play when I die
-
- static integer mood; // My default mood.
-
- static integer takeOffDistance; // My take-off distance if I'm an airplane (ignored if not an airplane)
-
- //------------------------------------------------------------------
- // Init: my initialization function
- //------------------------------------------------------------------
-
- function Init;
- code
- // script-specific variables
- attackRange1 = 500;
- withdrawRange1 = attackRange1 * 3 / 2;
-
- whoToJoin = NO_UNIT;
- joinRange = 500;
- followXOffset = 0;
- followYOffset = 50;
-
- attackRange2 = attackRange1;
- withdrawRange2 = attackRange2 * 3 / 2;
-
- takeOffDistance = 150;
-
- // driver settings
- piloting = 50;
- gunnery = 30;
- minDelay = 1.5;
- maxDelay = 3.0;
- eliteLevel = 30;
- attackThrottle = 80;
- isShotRadius = 120;
- attackSound = -1; // no sound
- deathSound = -1; // no sound
- mood = NEUTRAL_START;
- findTypes = FT_DEFAULT;
-
- endfunction;
-
- //------------------------------------------------------------------
- // StartState: my initial state
- //------------------------------------------------------------------
-
- state StartState;
-
- code
- SetFiringDelay (ME,minDelay,maxDelay);
- SetIgnoreFriendlyFire (ME,true);
- SetIsShotRadius (ME,isShotRadius);
- SetEntropyMood (ME,mood);
- SetCurMood (ME,mood);
- SetSkillLevel (ME,piloting,gunnery,eliteLevel);
- SetAttackThrottle (ME,attackThrottle);
-
- if (orderTakeOff(takeOffDistance) == true) then
- trans Wait1State;
- endif;
-
- endstate;
-
- //------------------------------------------------------------------
- // Wait1State: wait for something to shoot
- //------------------------------------------------------------------
-
- state Wait1State;
- code
- OrderMoveLookOut;
-
- if (IsWithin(ME,whoToJoin,joinRange)) then
- trans FollowState;
- endif;
-
- if (FindEnemy(attackRange1,findTypes)) then
- trans Attack1State;
- endif;
- endstate;
-
- //------------------------------------------------------------------
- // Attack1State: look for something to shoot
- //------------------------------------------------------------------
-
- state Attack1State;
- code
- if (LeaveAttackState(withdrawRange1)) then
- OrderStopAttacking;
- SetTarget(ME,NO_UNIT);
- trans Wait1State;
- endif;
-
- if (IsWithin(ME,whoToJoin,joinRange)) then
- trans Attack2State;
- endif;
-
- OrderAttack(true);
-
- endstate;
-
- //------------------------------------------------------------------
- // FollowState: follow the chosen unit
- //------------------------------------------------------------------
-
- state FollowState;
- code
- if (FindEnemy(attackRange2,findTypes)) then
- trans Attack2State;
- endif;
-
- OrderMoveFollow(whoToJoin,followXOffset,followYOffset);
-
- endstate;
-
- //------------------------------------------------------------------
- // Attack2State: look for something to shoot
- //------------------------------------------------------------------
-
- state Attack2State;
- code
- if (LeaveAttackState(withdrawRange2)) then
- OrderStopAttacking;
- SetTarget(ME,NO_UNIT);
- trans FollowState;
- endif;
-
- OrderAttack(true);
-
- endstate;
-
- //------------------------------------------------------------------
- // DeadState: OK, I kicked the bucket.
- //------------------------------------------------------------------
-
- state DeadState;
- code
- if (deathSound <> -1) then
- PlaySoundOnce(deathSound);
- endif;
-
- orderDie;
-
- endstate;
-
-
- endfsm.
-
-