; Script for team 4 StoneKrusher, Machine map 4 startstate Default ; ---------------------------------------------- States state FoundEnemy { AIFunction RepelAttack TriggerProcessor GoNamedState NextState Default } state Default { AIFunction Defensive Defensive Patrol CampGuards Preplaced1 Preplaced2 Preplaced3 Preplaced4 TriggerProcessor GoNamedState Build CampGuards SK Maintain ToughBuild 10 15 0.1 Build Patrol SK Maintain BasicBuild 8 15 0.1 FoundEnemyFunction RepelAttack GroupsWatchingEnemy Patrol GroupsHelpingRepelEnemy None WaypointPath CampGuards GuardSouth noloop WaypointPath Patrol GuardWest noloop } state WestPerimeter { AIFunction Defensive Defensive Patrol CampGuards Preplaced1 Preplaced2 Preplaced3 Preplaced4 TriggerProcessor GoNamedState Build CampGuards SK Maintain ToughBuild 8 15 0.1 Build Patrol SK Maintain BasicBuild 8 15 0.1 FoundEnemyFunction RepelAttack GroupsWatchingEnemy Patrol GroupsHelpingRepelEnemy None WaypointPath CampGuards DefendSouth noloop WaypointPath Patrol DefendWest noloop } state SouthPerimeter { AIFunction Defensive Defensive Patrol CampGuards Preplaced1 Preplaced2 Preplaced3 Preplaced4 TriggerProcessor GoNamedState Build CampGuards SK Maintain ToughBuild 8 15 0.1 Build Patrol SK Maintain BasicBuild 8 15 0.1 FoundEnemyFunction RepelAttack GroupsWatchingEnemy Patrol GroupsHelpingRepelEnemy None WaypointPath CampGuards DefendSouth noloop WaypointPath Patrol DefendWest noloop } state DefendCamp { AIFunction Defensive Defensive Patrol CampGuards Preplaced1 Preplaced2 Preplaced3 Preplaced4 TriggerProcessor GoNamedState Build CampGuards SK Maintain BrutalBuild 10 50 0.1 Build Patrol SK Maintain ToughBuild 10 50 0.1 FoundEnemyFunction RepelAttack GroupsWatchingEnemy Patrol GroupsHelpingRepelEnemy None WaypointPath CampGuards DefendWest loop WaypointPath Patrol DefendSouth loop } state StormPlayerBase { AIFunction Defensive Passive Patrol CampGuards TriggerProcessor GoNamedState GroupsWatchingEnemy Patrol CampGuards GroupsHelpingRepelEnemy Patrol CampGuards WaypointPath CampGuards AttackPlayer noloop WaypointPath Patrol AttackPlayerFinal noloop WaypointPath Preplaced1 AttackPlayerFinal noloop WaypointPath Preplaced2 AttackPlayerFinal noloop WaypointPath Preplaced3 AttackPlayerFinal noloop WaypointPath Preplaced4 AttackPlayerFinal noloop } state SmashPlayerBase { AIFunction Defensive Aggressive Patrol CampGuards TriggerProcessor GoNamedState FoundEnemyFunction RepelAttack GroupsWatchingEnemy Patrol CampGuards GroupsHelpingRepelEnemy Patrol CampGuards WaypointPath CampGuards AttackPlayer noloop WaypointPath Patrol AttackPlayer noloop WaypointPath Preplaced1 AttackPlayer noloop WaypointPath Preplaced2 AttackPlayer noloop WaypointPath Preplaced3 AttackPlayer noloop WaypointPath Preplaced4 AttackPlayer noloop } state DrawPlayerOut { AIFunction Defensive Passive Preplaced1 Preplaced2 Preplaced3 Preplaced4 NextState Default TriggerProcessor GoNamedState GroupsWatchingEnemy None WaypointPath Preplaced4 DrawPlayerOut noloop } ; ---------------------------------------------- paths ; ------------- Walk Post ; ------------- Assault Path AttackPlayer { 153.778519 30.254429 -162.415466 168.091843 29.890476 -153.356277 167.753586 29.839260 -168.951569 186.364288 29.882334 -164.559845 172.052109 33.946289 167.832901 } Path AttackPlayerFinal { 153.778519 30.254429 -162.415466 168.091843 29.890476 -153.356277 167.753586 29.839260 -168.951569 186.364288 29.882334 -164.559845 172.052109 33.946289 167.832901 } Path AttackPlayerBaseNorth { 228.397110 24.278748 -72.577995 172.052109 33.946289 167.832901 211.194733 20.934998 78.886719 228.397110 24.278748 -72.577995 153.778519 30.254429 -162.415466 168.091843 29.890476 -153.356277 167.753586 29.839260 -168.951569 186.364288 29.882334 -164.559845 172.052109 33.946289 167.832901 } Path AttackPlayerBaseEast { 92.854675 30.288574 -66.945953 153.778519 30.254429 -162.415466 168.091843 29.890476 -153.356277 167.753586 29.839260 -168.951569 186.364288 29.882334 -164.559845 172.052109 33.946289 167.832901 } ; ------------- Retreat Path DrawPlayerOut { 28.615032 12.721093 -48.633987 } Path DrawOutPlayerNorth { -26.940563 24.533997 -212.523499 -110.108093 21.177429 -173.111908 28.615032 12.721093 -48.633987 } Path DrawOutPlayerEast { 68.546417 30.226563 -192.179474 -22.065605 23.053284 -110.339676 28.615032 12.721093 -48.633987 } ; ------------- Other Path GuardSouth { 211.194733 20.934998 78.886719 } Path GuardWest { 92.886276 28.460754 200.642181 } Path DefendSouth { 211.194733 20.934998 78.886719 261.078064 21.369446 175.181915 211.194733 20.934998 78.886719 } Path DefendWest { 92.886276 28.460754 200.642181 172.052109 33.946289 167.832901 92.886276 28.460754 200.642181 } path Preplace1Wait { -189.615601 22.366455 -158.774384 } path Preplace2Wait { -26.940563 24.533997 -212.523499 } path Preplace3Wait { -22.065605 23.053284 -110.339676 } path Preplace4Wait { -97.232162 8.054138 -42.760132 } ; sk fountain Path ClaimSF1 { 211.194733 20.934998 78.886719 } ; nh fountain Path ClaimSF2 { 19.311632 9.138489 69.165512 } ; sb fountain Path ClaimSF3 { -189.615601 22.366455 -158.774384 } ; neutral fountain Path ClaimSF4 { -208.255020 9.633484 128.587646 } ; ---------------------------------------------- BuildLists BuildList BasicBuild { Miner Miner RockThrower RockThrower Rubbler } BuildList ToughBuild { Miner Miner RockThrower RockThrower Rubbler Rubbler Rubbler PitBoss PitBoss PitBoss } BuildList BrutalBuild{ Rubbler Rubbler Rubbler Rubbler PitBoss PitBoss PitBoss Miner RockThrower Drummer } BuildList PatrolBuild { Miner }