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SoaFE/DATA/SCRIPTS/GAMEOBJECT/UM02_DROIDCRATE.LUA
2026-02-28 14:00:45 -06:00

86 lines
3.2 KiB
Lua

-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/GameObject/UM02_DroidCrate.lua#1 $
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- (C) Petroglyph Games, Inc.
--
--
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--
--/////////////////////////////////////////////////////////////////////////////////////////////////
-- 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/UM02_DroidCrate.lua $
--
-- Original Author: James Yarrow
--
-- $Author: Brian_Hayes $
--
-- $Change: 637819 $
--
-- $DateTime: 2017/03/22 10:16:16 $
--
-- $Revision: #1 $
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
require("PGStateMachine")
require("JGS_FunctionLib") -- added library of commonly used functions
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);
player=nil
end
function State_Init(message)
if message == OnEnter then
-- Register a prox event that looks for any nearby units
empire_player = Find_Player("Empire")
underworld_player = Find_Player("Underworld")
Register_Prox(Object, Unit_Prox, 150, nil)
elseif message == OnUpdate then
-- Do nothing
elseif message == OnExit then
-- Do nothing
end
end
function Unit_Prox(self_obj, trigger_obj)
if not trigger_obj then
DebugMessage("Warning: prox received a nil trigger_obj.")
return
end
if trigger_obj.Get_Owner() == underworld_player then
last_droid = Create_Generic_Object("Destroyer_Droid",Object.Get_Position(),empire_player)
Create_Thread("Hunt_Underworld",{last_droid})
self_obj.Take_Damage(10000)
-- self_obj.Despawn()
end
end