; Script for team 2, map PlagueSpitter map 3 startstate Default ; ---------------------------------------------- States ;state FoundEnemy { ; AIFunction RepelAttack ; TriggerProcessor GoNamedState ; NextState Default ; FoundEnemyFunction RepelAttack ;} state Default { AIState Defensive Defensive Patrol CampGuards Preplaced1 Preplaced2 Preplaced3 Preplaced4 TriggerProcessor GoNamedState Build CampGuards PS Maintain BasicBuild 5 20 0.1 FoundEnemyFunction RepelAttack ; FoundEnemyState FoundEnemy GroupsWatchingEnemy None WaypointPath Patrol PatrolZone2 loop WaypointPath CampGuards CampGuardWalkAround loop WaypointPath Preplaced1 Preplace1Wait noloop WaypointPath Preplaced2 Preplace2Wait noloop WaypointPath Preplaced3 Preplace3Wait noloop WaypointPath Preplaced4 Preplace4Wait noloop } state CampGuardsMakeGuys { AIState Defensive TriggerProcessor GoNamedState Build CampGuards PS Maintain BasicBuild 3 9 0.5 FoundEnemyFunction RepelAttack ; FoundEnemyState CampGuardsMakeGuys GroupsWatchingEnemy None WaypointPath CampGuards WaitInReserve noloop } state DefendCamp { AIState Defensive TriggerProcessor GoNamedState Build CampGuards PS Maintain BasicBuild 3 9 0.1 FoundEnemyFunction RepelAttack ; FoundEnemyState CampGuardsMakeGuys GroupsWatchingEnemy None WaypointPath CampGuards WaitInReserve noloop } state PatrolZone2 { AIState Defensive TriggerProcessor GoNamedState Build CampGuards PS Maintain BasicBuild 3 9 0.5 FoundEnemyFunction RepelAttack ; FoundEnemyState FoundEnemy GroupsWatchingEnemy None WaypointPath Patrol PatrolZone2 loop WaypointPath CampGuards CampGuardWalkAround loop } state CampGuardsRetreat { AIFunction Defensive Passive CampGuards NextState PatrolZone2 TriggerProcessor GoNamedState GroupsWatchingEnemy None WaypointPath CampGuards CampGuardsRetreat noloop WaypointPath Patrol PatrolZone2 } state PatrolRetreat { AIFunction Defensive Passive Patrol NextState Default TriggerProcessor GoNamedState GroupsWatchingEnemy None WaypointPath Patrol CampGuardsRetreat noloop WaypointPath CampGuards CampGuardWalkAround loop } state AllRetreat { AIFunction Defensive Passive Patrol CampGuards Preplaced1 Preplaced2 Preplaced3 Preplaced4 NextState Default TriggerProcessor GoNamedState GroupsWatchingEnemy None WaypointPath Patrol CampGuardsRetreat noloop WaypointPath CampGuards CampGuardsRetreat noloop WaypointPath Preplaced1 CampGuardsRetreat noloop WaypointPath Preplaced2 CampGuardsRetreat noloop WaypointPath Preplaced3 CampGuardsRetreat noloop WaypointPath Preplaced4 CampGuardsRetreat noloop } state SlimeRun { AIFunction Defensive Passive Patrol CampGuards Preplaced1 Preplaced2 Preplaced3 Preplaced4 NextState Default TriggerProcessor GoNamedState GroupsWatchingEnemy None WaypointPath Patrol SlimeRun noloop WaypointPath CampGuards CampGuardsRetreat noloop } ; ---------------------------------------------- paths ; ------------- Walk Post Path CampGuardWalkAround { -136.813400 42.870636 -104.734909 -50.826603 35.479675 -38.653061 -144.391556 54.290695 -46.439110 -136.813400 42.870636 -104.734909 } Path PatrolZone2 { -41.737278 27.366058 -71.044968 -119.866745 51.706329 -34.995720 -179.835358 57.612335 -73.651482 -85.725143 24.658234 -139.957031 -41.737278 27.366058 -71.044968 } ; ------------- Assault ; ------------- Other Path SlimeRun { -17.005301 30.306381 8.698669 } Path WaitInReserve { -41.737278 27.366058 -71.044968 } Path CampGuardsRetreat { -136.813400 42.870636 -104.734909 } path Preplace1Wait { -58.442837 38.408249 -54.911469 } path Preplace2Wait { -91.734634 31.870590 -130.804092 } path Preplace3Wait { -157.450806 53.492172 -109.505127 } path Preplace4Wait { -139.231567 54.719269 -30.441223 } ; ---------------------------------------------- BuildLists BuildList Cropper { Cropper } BuildList Savage { Savage } BuildList BasicBuild { Cropper Cropper Savage Savage SnotLobber } BuildList ToughBuild { Cropper Cropper Savage Savage SnotLobber SnotLobber SnotLobber HiveMaster HiveMaster HiveMaster } BuildList PatrolBuild { Cropper }