-- $Id: //depot/Projects/StarWars_Expansion/Run/Data/Scripts/AI/LandMode/DestroyLandUnit.lua#5 $ --///////////////////////////////////////////////////////////////////////////////////////////////// -- -- (C) Petroglyph Games, Inc. -- -- -- ***** ** * * -- * ** * * * -- * * * * * -- * * * * * * * * -- * * *** ****** * ** **** *** * * * ***** * *** -- * ** * * * ** * ** ** * * * * ** ** ** * -- *** ***** * * * * * * * * ** * * * * -- * * * * * * * * * * * * * * * -- * * * * * * * * * * ** * * * * -- * ** * * ** * ** * * ** * * * * -- ** **** ** * **** ***** * ** *** * * -- * * * -- * * * -- * * * -- * * * * -- **** * * -- --///////////////////////////////////////////////////////////////////////////////////////////////// -- 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_Expansion/Run/Data/Scripts/AI/LandMode/DestroyLandUnit.lua $ -- -- Original Author: James Yarrow -- -- $Author: James_Yarrow $ -- -- $Change: 56734 $ -- -- $DateTime: 2006/10/24 14:15:48 $ -- -- $Revision: #5 $ -- --///////////////////////////////////////////////////////////////////////////////////////////////// require("pgevents") ScriptPoolCount = 5 function Definitions() Category = "Destroy_Land_Unit" TaskForce = { { "MainForce" ,"DenyHeroAttach" ,"Vehicle | Air = 1,8" ,"LandHero = 0,1" ,"-Gallofree_HTT_Company" ,"-HAV_Juggernaut_Company" ,"-F9TZ_Cloaking_Transport_Company" ,"-Hutt_SailBarge_Company" ,"-Fanblade_Fighter" ,"-AALL6" ,"-AT_AA_Walker" }, { "GuardForce" ,"EscortForce" ,"Infantry = 0,4" } } start_loc = nil end function MainForce_Thread() BlockOnCommand(MainForce.Produce_Force()) QuickReinforce(PlayerObject, AITarget, MainForce, GuardForce) --BlockOnCommand(MainForce.Move_To(MainForce.Get_Stage(), false)) -- true = wait for entire taskforce at intermediate zone points MainForce.Set_As_Goal_System_Removable(false) Set_Land_AI_Targeting_Priorities(MainForce) -- Assign appropriate targeting priorities here, once we get the ability to do this per unit type BlockOnCommand(MainForce.Attack_Move(AITarget, MainForce.Get_Self_Threat_Max())) ScriptExit() end function GuardForce_Thread() BlockOnCommand(GuardForce.Produce_Force()) QuickReinforce(PlayerObject, AITarget, GuardForce, MainForce) Set_Land_AI_Targeting_Priorities(GuardForce) -- Give an initial order to put the escorts in a state that the Escort function expects GuardForce.Guard_Target(MainForce) while true do Escort(GuardForce, MainForce) end end