-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/LandMode/StealVehicle.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/AI/LandMode/StealVehicle.lua $ -- -- Original Author: James Yarrow -- -- $Author: Brian_Hayes $ -- -- $Change: 637819 $ -- -- $DateTime: 2017/03/22 10:16:16 $ -- -- $Revision: #1 $ -- --///////////////////////////////////////////////////////////////////////////////////////////////// require("pgevents") function Definitions() Category = "Steal_Vehicle" TaskForce = { { "MainForce" ,"DenyHeroAttach" ,"CHEWBACCA = 1" } } IgnoreTarget = true AllowEngagedUnits = true end function MainForce_Thread() BlockOnCommand(MainForce.Produce_Force()) QuickReinforce(PlayerObject, AITarget, MainForce) MainForce.Set_As_Goal_System_Removable(false) MainForce.Set_Single_Ability_Autofire("CAPTURE_VEHICLE", false) -- Do something productive while waiting for the ability to become available chewie = MainForce.Get_Unit_Table()[1] if not chewie then MessageBox("%s-- Couldn't find chewie", tostring(Script)) end -- Keep chewie sprinting when he can needs_sprint = true Try_Ability(MainForce, "SPRINT") -- While chewie is in a vehicle already or his ability isn't ready, do something productive. while chewie.Get_Parent_Object() or not chewie.Is_Ability_Ready("CAPTURE_VEHICLE") do if not ConsiderHeal(chewie) then friendly_structure = Find_Nearest(chewie, "Structure", PlayerObject, true) if TestValid(friendly_structure) then BlockOnCommand(MainForce.Attack_Move(friendly_structure)) chewie.Guard_Target(friendly_structure) else ScriptExit() end end Sleep(1) end BlockOnCommand(MainForce.Activate_Ability("CAPTURE_VEHICLE", AITarget)) needs_sprint = false -- Give Chewie time to climb in before issuing another order, which could cancel the ability Sleep(2) -- Cause as much trouble as possible while in the enemy vehicle nearest_enemy = Find_Nearest(chewie, PlayerObject, false) while TestValid(nearest_enemy) and chewie.Get_Parent_Object() do BlockOnCommand(MainForce.Attack_Move(nearest_enemy)) MainForce.Set_Plan_Result(true) nearest_enemy = Find_Nearest(chewie, PlayerObject, false) end -- Go heal up nearest_healer = Find_Nearest(chewie, "HealsInfantry", PlayerObject, true) if nearest_healer then Try_Ability(MainForce, "SPRINT") BlockOnCommand(MainForce.Move_To(nearest_healer)) Sleep(20) end ScriptExit() end -- Try to recover use of an ability if it was lost while we were trying to use it. function MainForce_Unit_Ability_Ready(tf, unit, ability) --MessageBox("%s -- Recovering %s for %s!", tostring(Script), ability, tostring(unit)) if ability == "SPRINT" and needs_sprint then unit.Activate_Ability("SPRINT", true) end -- Default handler behavior is still desired Default_Unit_Ability_Ready(tf, unit, ability) end