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-
- //------------------------------------------------------------------
- // NOTE: The fsm name below MUST be changed in order for the
- // script to be considered a unique entity!
-
- UIFIELDS
- {
- FIELD< INT,attackRange,"Attack Range",500>; // At what range do I start shooting?
- FIELD< INT,withdrawRange,"Withdraw Range",750>; // At what range do I withdraw from combat entirely?
- FIELD< INT,piloting,"Piloting Skill",50>; // Piloting skill
- FIELD< INT,gunnery,"Gunnery Skill",50>; // Gunnery skill/chance to hit
- FIELD< FLOAT,minDelay,"Minimum fire Delay",1.0>; // Minimum amount of time I will wait between shots once a weapon is reloaded
- FIELD< FLOAT,maxDelay,"Maximum fire Delay",2.0>; // Maximum amount of time I will wait between shots once a weapon is reloaded
- FIELD< INT,eliteLevel,"Elite Level",60>; // Elite level. This helps determine tactics, defensive manuevers, opportunity fire
- // and other things. It indicates a general level of combat experience.
- FIELD< INT,isShotRadius,"Is Shot Radius",120>; // How far away from me will I detect an enemy shot?
- FIELD<INT, takeOffDistance,"Take Off Distance (ignored if not a plane)",160>;
- FIELD<INT, attackThrottle,"Percent throttle when in combat",80>;
-
- FIELD<INT, trigger,"ID of trigger that makes the unit wake up",1>;
-
- FIELD<INT, speed,"Movement Speed",600>;
- FIELD<INT, DestX,"X coordinate of destination (-1 = none)",-1>;
- FIELD<INT, DestY,"Y coordinate of destination (-1 = none)",-1>;
- FIELD<INT, DestZ,"Z coordinate of destination (-1 = none)",-1>;
- }
-
- fsm Generic_Reinforcement : integer;
-
-
- //------------------------------------------------------------------
-
- // Generic_Reinforcement:
- // Shuts down, waits until a trigger, powers up, moves to a specific
- // point (if specified) and attacks anything that comes near
-
- //------------------------------------------------------------------
-
-
-
- //------------------------------------------------------------------
- // 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 (as I'm moving to the point)?
- static integer attackRange2; // At what range do I start shooting (as a reinforcement)?
- static integer withdrawRange; // At what range do I stop shooting (as a reinforcement)?
-
- static integer triggerID; // The index of my global trigger
- static LocPoint destination; // The destination to move to when ready
-
- 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 speed; // What speed so I move at?
- 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
-
- // Variables set by editor
- attackRange1 = <attackRange>;
- withdrawRange = <withdrawRange>;
- takeOffDistance = <takeOffDistance>;
- piloting = <piloting>;
- gunnery = <gunnery>;
- minDelay = <minDelay>;
- maxDelay = <maxDelay>;
- eliteLevel = <eliteLevel>;
- isShotRadius = <isShotRadius>;
- attackThrottle = <attackThrottle>;
- speed = <speed>;
- triggerID = <trigger>;
- destination[0] = <DestX>;
- destination[1] = <DestY>;
- destination[2] = <DestZ>;
-
- // script-specific variables
-
- attackRange2 = attackrange1;
-
-
-
-
- // driver settings
- 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);
-
- trans ShutdownAndWaitState;
-
- endstate;
-
- //------------------------------------------------------------------
- // ShutdownAndWaitState: shut down and wait for the trigger to be set, then go
- //------------------------------------------------------------------
-
- state ShutdownAndWaitState;
- code
- Shutdown(ME);
-
- if ((GetGlobalTrigger(triggerID)) or (isshot(me))) then
- if (orderTakeOff(takeOffDistance) == true) then
- Startup(ME);
-
- if ((destination[0] == -1) and (destination[1] == -1) and (destination[2] == -1)) then
- trans AttackState;
- endif;
-
- trans MoveToPointState;
- endif;
- endif;
-
- endstate;
-
- //------------------------------------------------------------------
- // MoveToPointState: go to the destination, and attack when we get there
- //------------------------------------------------------------------
-
- state MoveToPointState;
- code
- if (OrderMoveToLocPoint(destination,speed,true,true)) then
- orderstopattacking;
- SetTarget(ME,NO_UNIT);
- trans WaitAtPointState;
- else
- if (FindEnemy(attackRange1,findTypes)) then
-
- if (attackSound <> -1) then
- PlaySoundOnce(attackSound);
- endif;
-
- OrderAttack(false);
- endif;
- endif;
- endstate;
-
- //------------------------------------------------------------------
- // WaitAtPointState: I got to the point; let's look around
- //------------------------------------------------------------------
-
- state WaitAtPointState;
- code
- if (FindEnemy(attackRange2,findTypes)) then
- trans AttackState;
- endif;
- endstate;
-
- //------------------------------------------------------------------
- // AttackState: let's find someone and hurt them
- //------------------------------------------------------------------
-
- state AttackState;
- code
- if (LeaveAttackState(withdrawRange)) then
- OrderStopAttacking;
- SetTarget(ME,NO_UNIT);
- trans MoveToPointState;
- endif;
-
- if (attackSound <> -1) then
- PlaySoundOnce(attackSound);
- endif;
-
- OrderAttack(TRUE);
-
- endstate;
-
- //------------------------------------------------------------------
- // DeadState: OK, I kicked the bucket.
- //------------------------------------------------------------------
-
- state DeadState;
- code
- if (deathSound <> -1) then
- PlaySoundOnce(deathSound);
- endif;
-
- orderDie;
-
- endstate;
-
-
- endfsm.
-
-