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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_Turret : integer;
-
-
- //------------------------------------------------------------------
-
- // Generic_Turret:
- // This shoots anything that comes near, but never moves.
- // It can be used for turrets.
-
- //------------------------------------------------------------------
-
-
-
- //------------------------------------------------------------------
- // Constants
- //------------------------------------------------------------------
-
- const
- #include_ <content\ABLScripts\mwconst.abi>
-
- //------------------------------------------------------------------
- // Types
- //------------------------------------------------------------------
-
- type
- #include_ <content\ABLScripts\mwtype.abi>
-
-
- //------------------------------------------------------------------
- // Variables
- //------------------------------------------------------------------
-
- var
- static integer attackRange; // At what range do I start shooting?
- static integer withdrawRange; // At what range do I stop attacking?
-
- static ObjectID turretTower; // My control tower: if destroyed, I stop firing
-
- 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 isShotRadius; // How far away from me will I detect an enemy shot?
- static integer findTypes; // What kind of enemies to look for
-
- 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
- attackRange = 500;
- withdrawRange = attackRange * 3 / 2;
-
- turretTower = NO_UNIT;
-
- takeOffDistance = 150;
-
- // driver settings
- piloting = 50;
- gunnery = 30;
- minDelay = 1.5;
- maxDelay = 3.0;
- eliteLevel = 30;
- 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);
-
- if (orderTakeOff(takeOffDistance) == true) then
- trans WaitState;
- endif;
-
- endstate;
-
- //------------------------------------------------------------------
- // WaitState: wait for someone to come near
- //------------------------------------------------------------------
-
- state WaitState;
- code
- if (FindEnemy(attackRange,findTypes)) then
- trans AttackState;
- endif;
-
- if (turretTower <> NO_UNIT) then
- if (IsDead(turretTower) == true) then
- trans TowerGoneState;
- endif;
- endif;
-
- SetSensorVisibility(ME,FALSE);
- OrderMoveLookOut;
- endstate;
-
- //------------------------------------------------------------------
- // AttackState: let's see what's around, and destroy it
- //------------------------------------------------------------------
-
- state AttackState;
- code
- if (LeaveAttackState(withdrawRange)) then
- OrderStopAttacking;
- SetTarget(ME,NO_UNIT);
- trans WaitState;
- endif;
-
- if (turretTower <> NO_UNIT) then
- if (IsDead(turretTower) == true) then
- trans TowerGoneState;
- endif;
- endif;
-
- if (attackSound <> -1) then
- PlaySoundOnce(attackSound);
- endif;
-
- SetSensorVisibility(ME,TRUE);
- OrderAttackTactic(TACTIC_SHOOT_ONLY,true);
-
- endstate;
-
- //------------------------------------------------------------------
- // TowerGoneState: my control tower is destroyed; I can do nothing
- //------------------------------------------------------------------
-
- state TowerGoneState;
- code
- SetTarget(ME,NO_UNIT);
- OrderStopAttacking;
- ClearMoveOrder(ME);
- SetTargetDesirability(ME,-1);
- SetSensorVisibility(ME,FALSE);
- endstate;
-
- //------------------------------------------------------------------
- // DeadState: OK, I kicked the bucket.
- //------------------------------------------------------------------
-
- state DeadState;
- code
- if (deathSound <> -1) then
- PlaySoundOnce(deathSound);
- endif;
-
- orderDie;
-
- endstate;
-
-
- endfsm.
-
-