; Script for team 5, map Stormbringer4 startstate initial state initial { AIFunction Defensive TriggerProcessor GoNamedState FoundEnemyFunction RepelAttack FoundEnemyNewState FoundEnemy GroupsWatchingEnemy GroupsHelpingRepelEnemy } state observatory { AIFunction Defensive TriggerProcessor GoNamedState FoundEnemyFunction RepelAttack FoundEnemyNewState FoundEnemy GroupsWatchingEnemy GroupsHelpingRepelEnemy WaypointPath lightningright observatory noloop } state rain { AIFunction Defensive TriggerProcessor GoNamedState FoundEnemyFunction RepelAttack FoundEnemyNewState FoundEnemy GroupsWatchingEnemy GroupsHelpingRepelEnemy WaypointPath lightningleft fountainalchemist noloop } state alchemist { AIFunction Defensive TriggerProcessor GoNamedState FoundEnemyFunction RepelAttack FoundEnemyNewState FoundEnemy GroupsWatchingEnemy GroupsHelpingRepelEnemy WaypointPath lightningcenter fountain1from2 noloop } state attack1 { AIFunction Defensive TriggerProcessor GoNamedState FoundEnemyFunction RepelAttack FoundEnemyNewState FoundEnemy GroupsWatchingEnemy GroupsHelpingRepelEnemy WaypointPath lightningright fountain1 noloop } state patrolcenter { AIFunction Defensive TriggerProcessor GoNamedState FoundEnemyFunction RepelAttack FoundEnemyNewState FoundEnemy GroupsWatchingEnemy GroupsHelpingRepelEnemy WaypointPath patrolcenter center noloop } state patrolback { AIFunction Defensive TriggerProcessor GoNamedState FoundEnemyFunction RepelAttack FoundEnemyNewState FoundEnemy GroupsWatchingEnemy GroupsHelpingRepelEnemy WaypointPath patrolback back noloop } state randompatrol { AIFunction Defensive TriggerProcessor GoNamedState FoundEnemyFunction RepelAttack FoundEnemyNewState FoundEnemy GroupsWatchingEnemy GroupsHelpingRepelEnemy WaypointPath randompatrol random noloop } state attackbase { AIFunction Defensive TriggerProcessor GoNamedState FoundEnemyFunction RepelAttack FoundEnemyNewState FoundEnemy GroupsWatchingEnemy GroupsHelpingRepelEnemy WaypointPath lightningright playerbase noloop WaypointPath lightningleft newfountain noloop WaypointPath lightningcenter playerbase noloop WaypointPath patrolcenter Playerbase noloop WaypointPath patrolback playerbase noloop WaypointPath randompatrol fountainlongway noloop } state FoundEnemy { AIFunction RepelAttack NextState initial FoundEnemyFunction RepelAttack } Path observatory { -135.929 54.617 60.491 -138.863 67.357 12.862 -99.426 61.003 -58.878 -55.326 72.776 -80.798 -23.097 73.702 -112.659 7.209 44.693 -151.352 8.382 45.342 -208.028 } Path fountain1from2 { -54.727 72.917 -80.447 -22.207 73.935 -110.930 7.944 44.643 -152.542 13.917 42.321 -182.217 7.369 45.597 -209.741 } Path fountainalchemist { 72.644 55.316 -47.651 17.921 43.585 -83.640 -19.550 74.496 -99.831 } Path fountain1 { -7.163 45.626 -125.437 4.809 60.675 -43.096 } Path playerbase { 14.206 41.903 -183.624 -9.726 46.191 -226.060 -135.484 40.477 -194.759 -145.307 41.073 -200.102 -158.807 42.826 -200.693 -149.437 39.513 -220.358 -136.759 39.256 -227.961 -123.097 39.351 -217.004 -135.484 40.477 -194.759 } Path back { -135.528 47.255 124.843 -92.986 44.862 126.893 -26.390 50.685 81.384 -6.460 77.883 81.986 98.130 44.792 27.852 141.566 57.239 -29.167 72.730 55.326 -50.131 96.728 44.991 28.959 10.014 50.526 60.241 -28.442 50.812 80.075 -94.293 44.823 125.394 -135.528 47.255 124.843 } Path center { -101.811 60.855 -57.695 -48.405 74.024 -80.606 -22.406 73.912 -111.134 9.629 44.739 -151.745 85.145 51.638 -89.236 72.959 55.311 -48.992 5.493 60.751 -45.313 -55.475 72.739 -80.947 -22.406 73.912 -111.134 } Path random { 8.852 44.759 -150.729 -29.198 57.443 -118.938 -54.351 73.005 -80.524 -102.224 60.769 -56.296 -142.739 66.328 10.379 -132.802 54.424 62.421 -135.670 47.135 123.367 -91.588 45.261 126.927 -26.581 50.709 82.166 8.852 44.759 -150.729 } Path newfountain { 133.934 36.649 -154.518 140.053 43.785 -182.204 } Path alchemist { -54.357 72.833 -80.771 -33.153 57.225 -57.507 } Path fountainlongway { 8.702 38.214 74.326 140.185 57.520 -29.439 166.756 44.373 -115.162 60.434 39.151 -193.947 -9.879 46.149 -228.082 }