; Script for team 2, map Hellfire4 startstate wait ; ---------------------------------------------- States state FoundEnemy { AIFunction RepelAttack TriggerProcessor GoNamedState NextState CampGuardsMakeGuys FoundEnemyFunction RepelAttack } state FoundEnemyBase { AIFunction RepelAttack TriggerProcessor GoNamedState NextState CampGuardsMakeGuys FoundEnemyFunction RepelAttack WaypointPath Probes ShrineAttackPlayerBase loop WaypointPath ShrineGuard ShrineAttackPlayerBase loop } state wait { AIState Defensive ; Passive Probes Aggressive CampGuards ShrineGuard TriggerProcessor GoNamedState GroupsWatchingEnemy None GroupsHelpingRepelEnemy None FoundEnemyFunction RepelAttack FoundEnemyState FoundEnemy } state Default { AIState Defensive ; Passive Probes Aggressive CampGuards ShrineGuard TriggerProcessor GoNamedState Build CampGuards HF Maintain Lumberjack 3 12 1 Build Shrineguard HF Maintain ToughBuild 3 12 1 GroupsWatchingEnemy None GroupsHelpingRepelEnemy None FoundEnemyFunction RepelAttack FoundEnemyState FoundEnemy WaypointPath CampGuards CampGuardWalkAround loop WaypointPath ShrineGuard ShrineGuardWalkAround loop } state CampGuardsMakeGuys { AIState Defensive TriggerProcessor GoNamedState Build CampGuards HF Maintain BasicBuild 3 12 0.5 Build Shrineguard HF Maintain ToughBuild 3 12 0.5 FoundEnemyFunction RepelAttack FoundEnemyState FoundEnemy WaypointPath CampGuards CampGuardWalkAround loop } state ShrineguardMakeGuys { AIState Defensive TriggerProcessor GoNamedState Build CampGuards HF Maintain BasicBuild 3 12 0.5 Build ShrineGuard HF Maintain ToughBuild 3 12 0.5 FoundEnemyFunction RepelAttack FoundEnemyState FoundEnemy WaypointPath Shrineguard ShrineGuardWalkAround loop } state SendProbes { AIState Defensive ; Passive Probes TriggerProcessor GoNamedState Build Probes HF Maintain ScoutBuild 1 2 0.5 Build CampGuards HF Maintain BasicBuild 3 12 0.5 Build ShrineGuard HF Maintain ToughBuild 3 12 0.5 FoundEnemyFunction RepelAttack FoundEnemyState FoundEnemy WaypointPath Probes ProbePlayerBase noloop } state AttackPlayerBase { AIState Defensive Defensive Probes TriggerProcessor GoNamedState Build Probes HF Maintain BasicBuild 4 16 0.5 ; Build ShrineGuard HF Maintain ToughBuild 2 10 0.5 GroupsWatchingEnemy None GroupsHelpingRepelEnemy None FoundEnemyFunction RepelAttack WaypointPath Probes ShrineAttackPlayerBase loop ; WaypointPath ShrineGuard ShrineAttackPlayerBase loop } state CampGuardsRetreat { AIFunction Defensive ; Passive CampGuards NextState Default TriggerProcessor GoNamedState WaypointPath CampGuards CampGuardsRetreat noloop } state ShrineGuardsRetreat { AIFunction Defensive Passive ShrineGuards NextState Default TriggerProcessor GoNamedState WaypointPath CampGuards ShrineGuardsRetreat noloop } ; ---------------------------------------------- paths ; ------------- Walk Post Path ShrineGuardWalkAround { -159.294296 37.065430 50.672077 -201.089279 39.276352 91.998878 -94.986115 45.091278 -24.788788 -159.294296 37.065430 50.672077 } Path ShrineHelpCamp { -178.325089 38.580200 -30.632088 } Path CampGuardWalkAround { -166.242798 38.528793 -47.502380 -165.157593 39.184616 -18.788734 -194.778671 39.461502 -32.427345 -166.242798 38.528793 -47.502380 } ; ------------- Assault Path CampHelpShrine { -165.157593 39.184616 -18.788734 -159.294296 37.065430 50.672077 } Path ShrineAttackPlayerBase { -133 33 -257 -190 39 -229 -151 36 -207 -133 33 -257 } Path CampAttackPlayerBase { -133 33 -257 -190 39 -229 -151 36 -207 -133 33 -257 } Path ProbePlayerBase { -133 33 -257 -190 39 -229 -151 36 -207 -166 38 6 } ; ------------- Other Path CampGuardsRetreat { -166.242798 38.528793 -47.502380 } Path ShrineGuardsRetreat { -159.294296 37.065430 50.672077 } ; ---------------------------------------------- BuildLists BuildList Lumberjack { Lumberjack } BuildList Archer { Archer } BuildList BasicBuild { Lumberjack Lumberjack Archer Archer Hunter } BuildList ToughBuild { Lumberjack Lumberjack Archer Archer Hunter Hunter Hunter Bombardier Bombardier Bombardier } BuildList ScoutBuild { Inventor Lumberjack Lumberjack Lumberjack }