; Script for team 10, map Machine4 startstate Default ; ---------------------------------------------- States state FoundEnemy { AIFunction RepelAttack TriggerProcessor GoNamedState NextState Default FoundEnemyFunction RepelAttack GroupsWatchingEnemy Patrol GroupsHelpingRepelEnemy None } state Default { AIState Defensive Aggressive SF TriggerProcessor GoNamedState FoundEnemyFunction RepelAttack GroupsWatchingEnemy Patrol GroupsHelpingRepelEnemy None Build SF SK Maintain BaseBuild 8 200 0.1 Build Patrol SK Maintain BaseBuild 8 200 0.1 WaypointPath SF WaitInReserve noloop WaypointPath Patrol PatrolWholeMap loop } state ClaimSF1 { AIState Defensive TriggerProcessor GoNamedState GroupsWatchingEnemy Patrol GroupsHelpingRepelEnemy None Build SF SK Maintain BaseBuild 6 200 0.1 Build Patrol SK Maintain BaseBuild 4 200 0.1 WaypointPath SF ClaimSF1 noloop } state ReturnFromSF1 { AIState Defensive TriggerProcessor GoNamedState FoundEnemyFunction RepelAttack GroupsWatchingEnemy Patrol GroupsHelpingRepelEnemy None WaypointPath SF ReturnFromSF1 noloop } state ClaimSF2 { AIState Defensive TriggerProcessor GoNamedState Build SF SK Maintain ToughBuild 6 200 0.1 Build Patrol SK Maintain BaseBuild 4 200 0.1 GroupsWatchingEnemy Patrol GroupsHelpingRepelEnemy None WaypointPath SF ClaimSF2 noloop } state ReturnFromSF2 { AIState Defensive TriggerProcessor GoNamedState FoundEnemyFunction RepelAttack GroupsWatchingEnemy Patrol GroupsHelpingRepelEnemy None WaypointPath SF ReturnFromSF2 noloop } state ClaimSF3 { AIState Defensive TriggerProcessor GoNamedState Build SF SK Maintain ToughBuild 6 200 0.1 Build Patrol SK Maintain BaseBuild 4 200 0.1 GroupsWatchingEnemy Patrol GroupsHelpingRepelEnemy None WaypointPath SF ClaimSF3 noloop } state ReturnFromSF3 { AIState Defensive TriggerProcessor GoNamedState FoundEnemyFunction RepelAttack GroupsWatchingEnemy Patrol GroupsHelpingRepelEnemy None WaypointPath SF ReturnFromSF3 noloop } state ClaimSF4 { AIState Defensive TriggerProcessor GoNamedState Build SF SK Maintain ToughBuild 6 200 0.1 Build Patrol SK Maintain BaseBuild 4 200 0.1 FoundEnemyFunction RepelAttack GroupsWatchingEnemy Patrol GroupsHelpingRepelEnemy None WaypointPath SF ClaimSF4 noloop } state ReturnFromSF4 { AIState Defensive TriggerProcessor GoNamedState FoundEnemyFunction RepelAttack GroupsWatchingEnemy Patrol GroupsHelpingRepelEnemy None WaypointPath SF ReturnFromSF4 noloop } state AttackPlayer { AIState Defensive TriggerProcessor GoNamedState FoundEnemyFunction RepelAttack GroupsWatchingEnemy None GroupsHelpingRepelEnemy None WaypointPath SF AttackPlayer noloop } ; ---------------------------------------------- paths ; ------------- Assault path WaitInReserve { 218.947 21.139 77.309 } path ClaimSF1 { -208.255020 9.633484 128.587646 } path ReturnFromSF1 { 172.707245 22.654602 263.739319 } path ClaimSF2 { 172.707245 22.654602 263.739319 } path ReturnFromSF2 { 172.707245 22.654602 263.739319 } path ClaimSF3 { -205.127151 23.151932 -157.784546 } path ReturnFromSF3 { 172.707245 22.654602 263.739319 } path PatrolWholeMap { -221.927780 20.573425 244.516830 -189.615601 22.366455 -158.774384 172.344925 29.835815 -163.339798 172.707245 22.654602 263.739319 -221.927780 20.573425 244.516830 } path AttackPlayer { 149.449 30.189 -214.380 185.645 29.786 -148.334 200.310 29.024 -120.104 218.947 21.139 77.309 } ; ------------- Other ; ---------------------------------------------- BuildLists BuildList BaseBuild { RockThrower } BuildList ToughBuild { Miner Miner Drummer RockThrower RockThrower RockThrower Rubbler Rubbler Rubbler PitBoss PitBoss }