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--/////////////////////////////////////////////////////////////////////////////////////////////////
-- (c) Galyana's Ultimate Empire at War Modifications
--
-- ****** *** *** ************ *** ***
-- * * * * * * * *
-- * * * * * * *
-- * * * * * * *
-- * * * * * **** * * *
-- * * * ****** * * * *
-- * **** * * * * * * * *** *
-- * * * * * * * * * *
-- * * * * * * * * * *
-- * * * * * * * ** * * *
-- ****** ****** ************ **** ** *******
--/////////////////////////////////////////////////////////////////////////////////////////////////
-- 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: GUEaW/Data/Scripts/GameObject/SecondaryHeavyFactory.LUA
--
-- Original Editor: Giovanni Galyana
--
-- Final Edit By: Giovanni Galyana
--
-- Date: 30 March, 2018
--
-- Revisions: 1
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
require("PGStateMachine")
--Once this object has fully transitioned to a playable side it spits out vehicles for its owner
function Definitions()
Define_State("State_Waiting_For_Control", State_Waiting_For_Control);
Define_State("State_Controlled", State_Controlled);
end
function State_Waiting_For_Control(message)
if message == OnEnter then
Object.Set_Garrison_Spawn(false)
elseif message == OnUpdate then
faction = Object.Get_Owner().Get_Faction_Name()
if faction == "REBEL" or faction == "EMPIRE" or faction == "UNDERWORLD" or faction == "HUTTS" or faction == "PIRATES" then
Set_Next_State("State_Controlled")
end
end
end
function State_Controlled(message)
if message == OnEnter then
Object.Set_Garrison_Spawn(true)
Object.Disable_Capture(true)
Sleep(45)
Object.Take_Damage(10001)
end
end