-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/GameObject/Demo_Attract_Controller.lua#1 $ --///////////////////////////////////////////////////////////////////////////////////////////////// -- -- (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_Steam/FOC/Run/Data/Scripts/GameObject/Demo_Attract_Controller.lua $ -- -- Original Author: Dan Etter -- -- $Author: Brian_Hayes $ -- -- $Change: 637819 $ -- -- $DateTime: 2017/03/22 10:16:16 $ -- -- $Revision: #1 $ -- --///////////////////////////////////////////////////////////////////////////////////////////////// require("PGStateMachine") require("PGStoryMode") function Definitions() -- Object isn't valid at this point so don't do any operations that -- would require it. State_Init is the first chance you have to do -- operations on Object DebugMessage("%s -- In Definitions", tostring(Script)) Define_State("State_Init", State_Init); empire_player = Find_Player("Empire") rebel_player = Find_Player("Rebel") underworld_player = Find_Player("Underworld") move_command = true controller = Find_First_Object("DEMO_CONTROLLER") hyper_gun = Find_Object_Type("GROUND_EMPIRE_HYPERVELOCITY_GUN") ion_cannon = Find_Object_Type("GROUND_ION_CANNON") starviper = Find_Object_Type("STARVIPER_FIGHTER") tie_phantom = Find_Object_Type("TIE_PHANTOM") tie_fighter = Find_Object_Type("TIE_FIGHTER") tie_bomber = Find_Object_Type("TIE_BOMBER") b_wing = Find_Object_Type("B-WING") x_wing = Find_Object_Type("X-WING") a_wing = Find_Object_Type("A-WING") star_base = Find_Object_Type("REBEL_STAR_BASE_3") end function State_Init(message) if (move_command == true) then empire_reveal = FogOfWar.Reveal_All(empire_player) rebel_reveal = FogOfWar.Reveal_All(rebel_player) uw_reveal = FogOfWar.Reveal_All(underworld_player) empire_unit_list = Find_All_Objects_Of_Type(empire_player) rebel_unit_list = Find_All_Objects_Of_Type(rebel_player) underworld_unit_list = Find_All_Objects_Of_Type(underworld_player) e_goto_list = Find_All_Objects_Of_Type ("STORY_TRIGGER_ZONE_02") r_goto_list = Find_All_Objects_Of_Type ("STORY_TRIGGER_ZONE_00") uw_goto_list = Find_All_Objects_Of_Type ("STORY_TRIGGER_ZONE_01") Move_Fleet(empire_unit_list, e_goto_list) Move_Fleet(rebel_unit_list, r_goto_list) Move_Fleet(underworld_unit_list, uw_goto_list) --MessageBox("Fleets Defined") move_command = false end end function Move_Fleet(list, loc_list) for k, unit in pairs(list) do if TestValid(unit) then if not (unit.Get_Type() == hyper_gun) and not (unit.Get_Type() == ion_cannon) and not (unit.Get_Type() == star_base) and not (unit.Get_Type() == starviper) and not (unit.Get_Type() == tie_phantom) and not (unit.Get_Type() == tie_fighter) and not (unit.Get_Type() == tie_bomber) and not (unit.Get_Type() == a_wing) and not (unit.Get_Type() == x_wing) and not (unit.Get_Type() == b_wing) then rand_loc = GameRandom(1,3) unit.Attack_Move(loc_list[rand_loc].Get_Position()) end end end end