114 lines
3.9 KiB
Lua
114 lines
3.9 KiB
Lua
-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/LandMode/ClearVehicles.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/ClearVehicles.lua $
|
|
--
|
|
-- Original Author: James Yarrow
|
|
--
|
|
-- $Author: Brian_Hayes $
|
|
--
|
|
-- $Change: 637819 $
|
|
--
|
|
-- $DateTime: 2017/03/22 10:16:16 $
|
|
--
|
|
-- $Revision: #1 $
|
|
--
|
|
--/////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
require("pgevents")
|
|
|
|
-- Tell the script pooling system to pre-cache this number of scripts.
|
|
ScriptPoolCount = 6
|
|
|
|
function Definitions()
|
|
|
|
Category = "Clear_Vehicles"
|
|
MinContrastScale = 0.2
|
|
MaxContrastScale = 3.0
|
|
TaskForce = {
|
|
{
|
|
"MainForce"
|
|
,"DenyHeroAttach"
|
|
,"Infantry = 0,5"
|
|
,"Vehicle | Air = 0,5"
|
|
,"LandHero = 0,3"
|
|
,"-Gallofree_HTT_Company"
|
|
,"-HAV_Juggernaut_Company"
|
|
,"-F9TZ_Cloaking_Transport_Company"
|
|
,"-AT_AA_Walker"
|
|
}
|
|
}
|
|
|
|
AllowEngagedUnits = false
|
|
|
|
start_loc = nil
|
|
closest_vehicle = nil
|
|
kill_target = nil
|
|
|
|
end
|
|
|
|
function MainForce_Thread()
|
|
BlockOnCommand(MainForce.Produce_Force())
|
|
|
|
QuickReinforce(PlayerObject, AITarget, MainForce)
|
|
|
|
--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)
|
|
BlockOnCommand(MainForce.Attack_Move(AITarget, MainForce.Get_Self_Threat_Max()))
|
|
|
|
-- If the original goal on this target is still valid, keep hunting
|
|
while (EvaluatePerception("Should_Clear_Vehicles", PlayerObject, AITarget) > 0) do
|
|
|
|
closest_vehicle = Find_Nearest(MainForce, "Vehicle", PlayerObject, false)
|
|
if TestValid(closest_vehicle) then
|
|
BlockOnCommand(MainForce.Attack_Move(closest_vehicle))
|
|
else
|
|
-- Prevent endless loops in case of an unexpected condition
|
|
break
|
|
end
|
|
end
|
|
|
|
ScriptExit()
|
|
end
|
|
|
|
-- Make sure that units don't sit idle at the end of their move order, waiting for others
|
|
function MainForce_Unit_Move_Finished(tf, unit)
|
|
|
|
DebugMessage("%s -- %s reached end of move, giving new order", tostring(Script), tostring(unit))
|
|
|
|
-- Assist the tf with whatever is holding it up
|
|
kill_target = FindDeadlyEnemy(tf)
|
|
if TestValid(kill_target) then
|
|
unit.Attack_Move(kill_target)
|
|
else
|
|
unit.Attack_Move(tf)
|
|
end
|
|
end
|