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-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/LandMode/LandScout.lua#1 $
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- (C) Petroglyph Games, Inc.
--
--
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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
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- $File: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/LandMode/LandScout.lua $
--
-- Original Author: James Yarrow
--
-- $Author: Brian_Hayes $
--
-- $Change: 637819 $
--
-- $DateTime: 2017/03/22 10:16:16 $
--
-- $Revision: #1 $
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
require("pgevents")
function Definitions()
Category = "Land_Scout_Area"
IgnoreTarget = true
TaskForce =
{
{
"MainForce",
"Infantry | Air | LandHero = 1"
}
}
end
function MainForce_Thread()
BlockOnCommand(MainForce.Produce_Force())
QuickReinforce(PlayerObject, AITarget, MainForce)
-- Do it once without interruption
MainForce.Set_As_Goal_System_Removable(false)
Try_Ability(MainForce, "FORCE_CLOAK")
BlockOnCommand(MainForce.Attack_Move(AITarget, MainForce.Get_Self_Threat_Max()))
BlockOnCommand(MainForce.Explore_Area(AITarget), 10)
MainForce.Set_Plan_Result(true)
-- MainForce.Set_As_Goal_System_Removable(true)
-- Removing this loop to give other plans a chance. If the AI still wants to scout, the plan will be proposed again.
-- while true do
-- AITarget = FindTarget(MainForce, "Land_Area_Needs_Scouting", "Tactical_Location", 0.8, 1000.0)
-- if not TestValid(AITarget) then
-- DebugMessage("%s -- Unable to find a target for MainForce.", tostring(Script))
-- ScriptExit()
-- end
-- BlockOnCommand(MainForce.Move_To(AITarget, MainForce.Get_Self_Threat_Max()))
-- BlockOnCommand(MainForce.Explore_Area(AITarget), 10)
-- Sleep(1)
-- end
ScriptExit()
end