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; FIELD; } //------------------------------------------------------------------ // NOTE: The fsm name below MUST be changed in order for the // script to be considered a unique entity! fsm Generic_Ambush : integer; //------------------------------------------------------------------ // Generic_Ambush: // Shuts down, waits until an enemy comes near, and then attacks. //------------------------------------------------------------------ //------------------------------------------------------------------ // Constants //------------------------------------------------------------------ const #include_ //------------------------------------------------------------------ // Types //------------------------------------------------------------------ type #include_ //------------------------------------------------------------------ // Variables //------------------------------------------------------------------ var static integer attackRange; // At what range do I start shooting? static integer withdrawRange; // At what range do I withdraw from combat entirely? 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 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 attackRange = ; withdrawRange = ; speed = ; takeOffDistance = ; piloting = ; gunnery = ; minDelay = ; maxDelay = ; eliteLevel = ; isShotRadius = ; attackThrottle = ; // driver settings attackSound = -1; // no sound deathSound = -1; // no sound mood = NEUTRAL_START; 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 WaitToAmbushState; endif; endstate; //------------------------------------------------------------------ // WaitInAmbushState: wait for someone to come close enough to attack //------------------------------------------------------------------ state WaitToAmbushState; code Shutdown(ME); if (FindEnemy(attackrange,FT_DEFAULT)) then trans AttackState; endif; endstate; //------------------------------------------------------------------ // AttackState: the ambush is over -- let's kick some ass! //------------------------------------------------------------------ state AttackState; code if (LeaveAttackState(withdrawRange)) then trans WaitToAmbushState; endif; if (attackSound <> -1) then PlaySoundOnce(attackSound); endif; Startup(ME); OrderAttack(TRUE); endstate; //------------------------------------------------------------------ // DeadState: OK, I kicked the bucket. //------------------------------------------------------------------ state DeadState; code if (deathSound <> -1) then PlaySoundOnce(deathSound); endif; orderDie; endstate; endfsm.