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65
DATA/SCRIPTS/AI/LANDMODE/BUILDANTIVEHICLETURRET.LUA
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65
DATA/SCRIPTS/AI/LANDMODE/BUILDANTIVEHICLETURRET.LUA
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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-- (c) Galyana's Ultimate Empire at War Modifications
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--
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-- ****** *** *** ************ *** ***
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-- * * * * * * * *
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-- * * * * * * *
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-- * * * * * * *
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-- * * * * * **** * * *
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-- * * * ****** * * * *
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-- * **** * * * * * * * *** *
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-- * * * * * * * * * *
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-- * * * * * * * * * *
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-- * * * * * * * ** * * *
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-- ****** ****** ************ **** ** *******
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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-- C O N F I D E N T I A L S O U R C E C O D E -- D O N O T D I S T R I B U T E
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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--
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-- File: GUEaW/Data/Scripts/AI/LandMode/BuildAntiVehicleTurret.LUA
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--
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-- Original Editor: Giovanni Galyana
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--
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-- Final Edit By: Giovanni Galyana
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--
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-- Date: 27 January, 2019
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--
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-- Revisions: 4
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--
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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require("pgevents")
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-- Build a single turret.
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-- Disabling: | FCU_UC_Empire_Buildable_Anti_Vehicle_Turret | FCU_UC_Rebel_Buildable_Anti_Vehicle_Turret | FCU_UC_Underworld_Buildable_Torpedo_Turret | FCU_UC_Hutt_Buildable_Rocket_Turret
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function Definitions()
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Category = "Build_AntiVehicle_Turret"
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TaskForce = {
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{
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"MainForce"
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,"TaskForceRequired"
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,"UC_Empire_Buildable_Anti_Vehicle_Turret | UC_Rebel_Buildable_Anti_Vehicle_Turret | UC_Pirate_Buildable_Anti_Vehicle_Turret | UC_Underworld_Buildable_Torpedo_Turret | UC_Hutt_Buildable_Rocket_Turret = 1"
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}
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}
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end
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function MainForce_Thread()
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--MessageBox("%s -- Building a turret.", tostring(Script))
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-- Make sure we've ended up with a build location that's reasonably close to our original target
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pad_table = MainForce.Get_Reserved_Build_Pads()
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for i,pad in pad_table do
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if pad.Get_Distance(AITarget) > 120 then
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ScriptExit()
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end
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end
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-- Build the task force
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-- Blocking shouldn't be necessary, but we'll use it to ease watching the script
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MainForce.Set_Plan_Result(true)
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BlockOnCommand(MainForce.Build_All())
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ScriptExit()
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end
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