; Script for team 7, 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 GroupsWatchingEnemy None Build CampGuards PS Maintain BasicBuild 3 9 0.1 FoundEnemyFunction RepelAttack ; FoundEnemyState FoundEnemy WaypointPath Patrol PatrolZone7 loop WaypointPath CampGuards CampGuardWalkAround loop WaypointPath Preplaced1 Preplace1Wait loop WaypointPath Preplaced2 Preplace2Wait loop WaypointPath Preplaced3 Preplace3Wait loop WaypointPath Preplaced4 Preplace4Wait loop } state CampGuardsMakeGuys { AIState Defensive TriggerProcessor GoNamedState GroupsWatchingEnemy None Build CampGuards PS Maintain BasicBuild 3 9 0.5 FoundEnemyFunction RepelAttack ; FoundEnemyState CampGuardsMakeGuys WaypointPath CampGuards WaitInReserve loop } state PatrolZone7 { AIState Defensive TriggerProcessor GoNamedState GroupsWatchingEnemy None Build CampGuards PS Maintain BasicBuild 3 9 0.5 FoundEnemyFunction RepelAttack ; FoundEnemyState FoundEnemy WaypointPath Patrol PatrolZone7 loop WaypointPath CampGuards CampGuardWalkAround loop } state CampGuardsRetreat { AIFunction Defensive Passive CampGuards NextState PatrolZone7 GroupsWatchingEnemy None TriggerProcessor GoNamedState WaypointPath CampGuards CampGuardsRetreat noloop WaypointPath Patrol PatrolZone7 } 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 loop WaypointPath CampGuards CampGuardsRetreat noloop } ; ---------------------------------------------- paths ; ------------- Walk Post Path CampGuardWalkAround { 76.576042 40.863968 144.713089 53.588150 39.866745 155.925888 75.806053 34.224838 -23.138245 121.513992 38.928619 21.243904 101.115082 41.036041 143.840698 76.576042 40.863968 144.713089 } Path PatrolZone7 { 94.698334 41.772095 56.279194 101.115082 41.036041 143.840698 21.310417 38.317215 177.379761 50.838497 33.290573 -2.349907 135.407227 38.426483 -10.128769 121.513992 38.928619 21.243904 94.698334 41.772095 56.279194 } ; ------------- Assault ; ------------- Other Path SlimeRun { -32.393074 32.565247 197.729477 36.110130 34.237305 111.219757 -15.712154 30.316711 7.050205 15.419811 28.540771 -104.266953 -32.393074 32.565247 197.729477 } Path WaitInReserve { 76.576042 40.863968 144.713089 } Path CampGuardsRetreat { 119.118713 42.288910 152.876343 127.989784 47.645966 166.965851 } ; ---------------------------------------------- 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 }