Files
firestorm/Gameleap/mw4/Content/ABLScripts/GenericScripts/Generic_Ambush.abl
T
Cyd 2b8ca921cb Initial full mirror of c:\VWE (source + assets + toolchain + outputs) via Git LFS
Complete disaster-recovery snapshot: engine/game source, game data assets,
VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive.
Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false,
no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
2026-06-24 21:28:16 -05:00

156 lines
4.4 KiB
Plaintext

//------------------------------------------------------------------
// 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_ <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 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
// script-specific variables
attackRange = 500;
withdrawRange = 2000;
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;
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.