; Plaguespitter1 Script ; Script for Team 3: PS South Skirmishers startstate Begin state Begin { AIFunction Defensive Defensive Lookouts Aggressive Ambushers TriggerProcessor GoNamedState FoundEnemyFunction RepelAttack FoundEnemyState 1stEncounter GroupsWatchingEnemy Lookouts Ambushers GroupsHelpingRepelEnemy Null } ; STATES FOR GROUP 2 and 3 --------------------------------------------------- state 1stEncounter { AIFunction RepelAttack TriggerProcessor GoNamedState NextState RunOnce FoundEnemyFunction RepelAttack } state RunOnce { AIFunction Defensive Passive Lookouts Aggressive Ambushers TriggerProcessor GoNamedState GroupsWatchingEnemy Ambushers GroupsHelpingRepelEnemy NUll WaypointPath Lookouts ToFirstStop noloop } state Attack { AIFunction Defensive Aggressive Ambushers Lookouts TriggerProcessor GoNamedState FoundEnemyFunction RepelAttack FoundEnemyState 2ndEncounter GroupsWatchingEnemy Lookouts Ambushers GroupsHelpingRepelEnemy NUll WaypointPath Lookouts ToFirstStop noloop } state 2ndEncounter { AIFunction RepelAttack TriggerProcessor GoNamedState NextState RunTwice FoundEnemyFunction RepelAttack } state RunTwice { AIFunction Defensive Passive Lookouts Aggressive Ambushers TriggerProcessor GoNamedState GroupsWatchingEnemy Ambushers GroupsHelpingRepelEnemy NUll WaypointPath Lookouts ToSecondStop noloop } state AttackSecond { AIFunction Defensive Aggressive Ambushers Lookouts TriggerProcessor GoNamedState FoundEnemyFunction RepelAttack FoundEnemyState FinalEncounter GroupsWatchingEnemy Lookouts Ambushers GroupsHelpingRepelEnemy NUll WaypointPath Lookouts ToSecondStop noloop } state FinalEncounter { AIFunction RepelAttack TriggerProcessor GoNamedState NextState RunHome FoundEnemyFunction RepelAttack } state RunHome { AIFunction Defensive Passive Lookouts Aggressive Ambushers TriggerProcessor GoNamedState GroupsWatchingEnemy Ambushers GroupsHelpingRepelEnemy NUll WaypointPath Lookouts ToHome noloop } state FinalStand { AIFunction Defensive Aggressive Lookouts Ambushers TriggerProcessor GoNamedState FoundEnemyFunction RepelAttack FoundEnemyState FoundEnemy GroupsWatchingEnemy Lookouts Ambushers GroupsHelpingRepelEnemy NUll WaypointPath Lookouts ToHome noloop } state FoundEnemy { AIFunction RepelAttack NextState FinalStand FoundEnemyFunction RepelAttack } ; PATHS FOR ALL GROUPS HERE -------------------------------------------- Path ToFirstStop { 12.368 2.539 -166.488 } Path ToSecondStop { 87.323 5.634 -163.798 } Path ToHome { 145.424 4.875 -190.113 }