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//
//see s1s1.abl for usage - jcem
//
//TEMPLATENAME=<AttackList1>
//VALUE<attackRange,500>
//VALUE<withdrawRange,750>
//VALUE<piloting,50>
//VALUE<gunnery,50>
//VALUE<minDelay,1.000000>
//VALUE<maxDelay,2.000000>
//VALUE<eliteLevel,60>
//VALUE<isShotRadius,120>
//VALUE<takeOffDistance,160>
//VALUE<attackThrottle,80>
//VALUE<groupToAttack,12>
//------------------------------------------------------------------
// NOTE: The fsm name below MUST be changed in order for the
// script to be considered a unique entity!
fsm Generic_AttackHero : integer;
//------------------------------------------------------------------
// Generic_AttackHero:
// This script can be used to attack (or defend) a series of targets
// contained in a group. The unit will use a specified tactic
// on the first living target in the group, and if that unit is
// destroyed, it will switch to the next one. When there are no
// units left in the group, it will go on a rampage, attacking
// any enemies it can find.
//------------------------------------------------------------------
//------------------------------------------------------------------
// Constants
//------------------------------------------------------------------
const
#include_ <content\ABLScripts\mwconst.abi>
//------------------------------------------------------------------
// Types
//------------------------------------------------------------------
type
#include_ <content\ABLScripts\mwtype.abi>
//------------------------------------------------------------------
// Variables
//------------------------------------------------------------------
var
static integer AttackRange; // When all my targets are destroyed, at what range do I start shooting?
static integer withdrawRange; // jcem - withdrawRange?
static integer noTacTic;
static integer tactic; // The tactic to use to attack (or defend) my targets
static integer attackSound; // The attack sound I play when I first attack
static integer deathSound; // The sound I play when I die
static integer takeOffDistance; // My take-off distance if I'm an airplane (ignored if not an airplane)
static locpoint SpawnSpot;
static integer findTypes; // What kind of enemies to look for
static real bot_wakeup_begin;
static real bot_wakeup_time;
static locpoint dummy_hpt;
static integer DROP_OFFS_Y;
//------------------------------------------------------------------
// Init: my initialization function
//------------------------------------------------------------------
function Init;
code
attackRange = 9999; // 900;
withdrawRange = 9999; // attackRange * 3 / 2;
//attackRange = 900;
//withdrawRange = 2000;
takeOffDistance = 160;
noTacTic = 0;
tactic = TACTIC_CIRCLE;
findTypes = FT_DEFAULT + FT_UNARMED;
attackSound = -1; // no sound
deathSound = -1; // no sound
bot_wakeup_begin = 0.0; // will be touched later
bot_wakeup_time = 1.0;
GetLocation(me,SpawnSpot);
SpawnSpot[1] = SpawnSpot[1] + 1;
DROP_OFFS_Y = 300;
endfunction;
//------------------------------------------------------------------
// StartState: my initial state
//------------------------------------------------------------------
state StartState;
code
//TeleportToHell(me);
//SetSensorVisibility (ME,FALSE);
trans TeleportState;
endstate;
state TeleportState;
code
if GetGlobalTrigger(GetMemoryInteger(ME,31)) == TRUE then
dummy_hpt[0] = 0;
dummy_hpt[1] = 1;
dummy_hpt[2] = 2;
if GetMemoryInteger(ME,29) < 1 then
teleportAndLook(ME,dummy_hpt,0,SpawnSpot);
else
SpawnSpot[1] = SpawnSpot[1] + DROP_OFFS_Y;
teleportAndLook(ME,dummy_hpt,1,SpawnSpot);
endif;
Startup(ME);
SetSensorVisibility(ME,TRUE);
trans after_TeleportState
endif;
endstate;
state after_TeleportState;
code
if GetGlobalTrigger(GetMemoryInteger(ME,30)) == TRUE then
StartExecute(ME);
if (0.0 < bot_wakeup_time) then
bot_wakeup_begin = GetTime + bot_wakeup_time;
trans CheckWakeup;
else
trans WaitState;
endif;
endif;
endstate;
state CheckWakeup;
code
if (bot_wakeup_begin <= GetTime) then
trans WaitState;
endif;
if (IsShot(ME) == TRUE) then
SetTarget(ME, WhoShot(ME));
trans WaitState;
endif;
trans CheckWakeup;
endstate;
state WaitState;
code
if (orderTakeOff(takeOffDistance) == true) then
trans AttackState;
else
if (FindEnemy(attackRange,findTypes)) then
trans AttackState;
endif;
//OrderMoveLookOut;
endif;
endstate;
//------------------------------------------------------------------
// AttackState: look for something to shoot
//------------------------------------------------------------------
state AttackState;
code
if (GetTarget(ME) == NO_UNIT) then
SetTarget(ME, getplayervehicle(epl_player0));
endif;
if (LeaveAttackState(withdrawRange)) then
OrderStopAttacking;
SetTarget(ME,NO_UNIT);
trans WaitState;
endif;
if (attackSound <> -1) then
PlaySoundOnce(attackSound);
endif;
if (noTacTic <> 0) then
OrderAttack(true);
else
OrderAttackTactic(tactic,TRUE);
endif;
endstate;
//------------------------------------------------------------------
// DeadState: OK, I kicked the bucket.
//------------------------------------------------------------------
state DeadState;
code
if (deathSound <> -1) then
PlaySoundOnce(deathSound);
endif;
orderDie;
endstate;
endfsm.