;team 3 script : Squeamish group = pockets1 ;C.Holtorf Startstate go3 State go3 { AIFunction Defensive Build pockets1 SB exact Go3 5 20 1 TriggerProcessor GoNamedState FoundEnemyFunction RepelAttack GroupsWatchingEnemy pockets1 GroupsHelpingRepelEnemy pockets1 WaypointPath pockets1 tofountain2 noloop } ;;this is the little connector route between soul2 and soul1 State backloop { AIFunction Defensive TriggerProcessor GoNamedState FoundEnemyFunction RepelAttack FoundEnemyState Foundenemy GroupsWatchingEnemy pockets1 GroupsHelpingRepelEnemy pockets1 Watcher WaypointPath pockets1 backloop noloop } ;;If player is attempting to take fountain2 State counterattack { AIFunction Defensive Build pockets1 SB exact Go3 10 40 .5 TriggerProcessor GoNamedState FoundEnemyFunction RepelAttack GroupsWatchingEnemy pockets1 GroupsHelpingRepelEnemy pockets1 Watcher WaypointPath pockets1 counter noloop } ;;spots the player in the backloop (should return to go3 after threat is removed) State Foundenemy { AIFunction Defensive Build pockets1 SB maintain Go3 7 20 1 TriggerProcessor GoNamedState FoundEnemyFunction RepelAttack nextstate Counterattack GroupsWatchingEnemy pockets1 Watcher GroupsHelpingRepelEnemy pockets1 Watcher WaypointPath pockets1 direct2 noloop } ;;Stormbringer holds both fountains State assault { AIFunction Defensive Build pockets1 SB exact Assault 10 50 .5 TriggerProcessor GoNamedState FoundEnemyFunction RepelAttack GroupsWatchingEnemy pockets1 GroupsHelpingRepelEnemy pockets1 WaypointPath pockets1 counter noloop } ;;player burns the forest State assaultfire { AIFunction Defensive Build pockets1 SB exact Assault 10 50 .5 TriggerProcessor GoNamedState FoundEnemyFunction RepelAttack GroupsWatchingEnemy pockets1 GroupsHelpingRepelEnemy pockets1 WaypointPath pockets1 toplayerbaseleft noloop } BuildList Go3 { Acolyte Acolyte Conjurer Conjurer Pyromage } BuildList Assault { Acolyte Conjurer Conjurer Pyromage Pyromage } Path tofountain1 { -162.292 58.721 217.333 -88.551 55.574 185.024 -9.157 34.455 104.414 47.152 29.759 48.781 67.352 26.394 30.259 } Path tofountain2 { -137.474 58.108 213.445 -55.599 48.285 171.850 -34.773 37.731 89.877 -42.942 28.955 2.842 -37.667 29.192 -47.397 } ;;path to player base right side (back entrance) Path counter { -166.118 59.076 202.499 -106.482 56.448 206.871 -52.677 44.479 123.505 -5.616 36.739 120.359 10.577 29.715 88.019 29.505 32.156 56.450 80.466 26.394 30.675 136.507 26.985 36.221 196.408 33.429 9.493 207.772 46.690 -60.555 172.978 52.000 -144.404 } ;;this path goes through the burned forest Path toplayerbaseleft { -156.898 58.535 215.445 -69.692 52.125 176.598 -12.929 38.405 157.794 77.328 29.246 162.219 120.222 46.437 142.895 130.848 48.956 106.436 159.230 38.022 80.754 193.089 29.431 25.694 211.006 40.238 -31.497 212.538 50.592 -103.606 180.385 52.568 -164.358 } ;;hooks around from fount1 to fount2 Path backloop { 0.101 29.192 -69.263 48.383 32.416 -98.646 59.372 32.113 -106.965 94.932 33.657 -68.630 87.002 26.875 -20.396 71.163 26.394 17.491 } ;;beeline to fountain2 Path direct2 { -166.118 59.076 202.499 -106.482 56.448 206.871 -52.677 44.479 123.505 -5.616 36.739 120.359 10.577 29.715 88.019 29.505 32.156 56.450 80.466 26.394 30.675 } ;;this is the player's base locale ;;181.955 52.108 -154.966