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PC World Komputer 1998 April B
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Pcwk4b98.iso
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Gry
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DARKREIG
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Data
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Dark
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SCENARIO
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Fixed
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T3
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T3p.end
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1997-10-28
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16KB
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851 lines
;
; AI Conditional FSM for team 1
;
; 3x + 1 is an instructional state
; 3x + 2 is a wait state
; 3x is a taunt state for the previous ones...
DefineEndCondTree(0)
{
;
; Conditional State 1
; the first instructional state
DefineCondState()
{
; instantly go to the wait state
DefineCondition(2 0 0 0 "wait0")
{
CritTimer(0)
}
; play the first sound
TriggerMessage(instruct19)
TriggerMessage(instruct0)
TriggerMessage(instruct14)
TriggerMessage(instruct1)
}
;
; Conditional State #2
; the first wait state
DefineCondState()
{
; if the units get moved, then go to
; next instructional state
DefineCondition(4 0 0 0 "good0")
{
CritMoveUnitsToRegion(330 8)
{
0 2 6 8 10 12 14 16
}
}
;bad. don't do that. you fail
DefineCondition(39 0 0 0 "good0")
{
CritMoveUnitsToRegion(431 1)
{
0 2 6 8 10 12 14 16
}
}
; in about twenty seconds, taunt the player
DefineCondition(3 0 0 0 "taunt0")
{
CritTimer(1400)
}
}
;
; Conditional State #3
; the first taunt
DefineCondState()
{
; we've taunted the player, so go wait some more
DefineCondition(2 0 0 0 "wait1")
{
CritTimer(0)
}
TriggerMessage(taunt0)
}
; Conditional State 4
; the second instructional state
DefineCondState()
{
; instantly go to the wait state
DefineCondition(5 0 0 0 "wait2")
{
CritTimer(0)
}
; play the first sound
TriggerMessage(instruct2)
TriggerMessage(instruct3)
TriggerMessage(instruct15)
SetAlliance( 2 0 2 1 1 1 1 1 )
BonusCredits(2 50000)
}
; Conditional State #5
; the second wait state
DefineCondState()
{
; if the units get moved, then go to
; next instructional state
DefineCondition(7 0 0 0 "good2")
{
CritMoveUnitsToRegion(395 4)
{
10 12 14 16
}
}
;bad. don't do that. you fail
DefineCondition(39 0 0 0 "good0")
{
CritMoveUnitsToRegion(431 1)
{
0 2 6 8 10 12 14 16
}
}
;bad. don't do that. you fail
DefineCondition(40 0 0 0 "good0")
{
CritMoveUnitsToRegion(395 1)
{
0 2 6 8
}
}
; in about twenty seconds, taunt the player
DefineCondition(6 0 0 0 "taunt1")
{
CritTimer(1400)
}
}
; Conditional State #6
; the second taunt
DefineCondState()
{
; we've taunted the player, so go wait some more
DefineCondition(5 0 0 0 "wait1")
{
CritTimer(0)
}
TriggerMessage(taunt1)
}
; Conditional State #7
; the third instructional state
DefineCondState()
{
; instantly go to the wait state
DefineCondition(8 0 0 0 "wait2")
{
CritTimer(0)
}
; play the first sound
TriggerMessage(instruct4)
TriggerMessage(instruct16)
}
; Conditional State #8
; the third wait state
DefineCondState()
{
; if the units get moved, then go to
; next instructional state
DefineCondition(10 0 0 0 "good2")
{
CritMoveUnitsToRegion(395 4)
{
0 2 6 8
}
}
;bad. don't do that. you fail
DefineCondition(39 0 0 0 "good0")
{
CritMoveUnitsToRegion(431 1)
{
0 2 6 8 10 12 14 16
}
}
; in about twenty seconds, taunt the player
DefineCondition(9 0 0 0 "taunt1")
{
CritTimer(1400)
}
}
; Conditional State #9
; the thirdtaunt
DefineCondState()
{
; we've taunted the player, so go wait some more
DefineCondition(8 0 0 0 "wait1")
{
CritTimer(0)
}
TriggerMessage(taunt2)
}
; Conditional State #10
; the fourth instructional state
DefineCondState()
{
; instantly go to the wait state
DefineCondition(11 0 0 0 "wait2")
{
CritTimer(0)
}
; play the first sound
TriggerMessage(instruct5)
TriggerMessage(instruct13)
}
; Conditional State #11
; the fourth wait state
DefineCondState()
{
; if the units get moved, then go to
; next instructional state
DefineCondition(36 0 0 0 "good2")
{
CritMoveUnitsToRegion(428 4)
{
10 12 14 16
}
}
;bad. don't do that. you fail
DefineCondition(39 0 0 0 "good0")
{
CritMoveUnitsToRegion(431 1)
{
0 2 6 8 10 12 14 16
}
}
; in about twenty seconds, taunt the player
DefineCondition(12 0 0 0 "taunt1")
{
CritTimer(1400)
}
}
; Conditional State #12
; the fourth taunt
DefineCondState()
{
; we've taunted the player, so go wait some more
DefineCondition(11 0 0 0 "wait1")
{
CritTimer(0)
}
TriggerMessage(taunt3)
}
; Conditional State #13
; the fifth instructional state
DefineCondState()
{
; instantly go to the wait state
DefineCondition(14 0 0 0 "wait2")
{
CritTimer(0)
}
; play the first sound
TriggerMessage(instruct17)
TriggerMessage(instruct6)
TriggerMessage(instruct12)
TriggerMessage(instruct7)
}
; Conditional State #14
; the fifth wait state
DefineCondState()
{
; if the units get moved, then go to
; next instructional state
DefineCondition(38 0 0 0 "good2")
{
CritMoveUnitsToRegion(428 4)
{
0 2 6 8
}
}
;bad. don't do that. you fail
DefineCondition(39 0 0 0 "good0")
{
CritMoveUnitsToRegion(431 1)
{
0 2 6 8 10 12 14 16
}
}
; in about twenty seconds, taunt the player
DefineCondition(15 0 0 0 "taunt1")
{
CritTimer(2000)
}
}
; Conditional State #15
; the fifth taunt
DefineCondState()
{
; we've taunted the player, so go wait some more
DefineCondition(14 0 0 0 "wait1")
{
CritTimer(0)
}
TriggerMessage(taunt4)
}
; Conditional State #16
; the sixth instructional state
DefineCondState()
{
; instantly go to the wait state
DefineCondition(17 0 0 0 "wait2")
{
CritTimer(0)
}
; play the first sound
TriggerMessage(instruct8)
SetAlliance( 2 0 2 2 1 1 1 1 )
BonusCredits(3 50000)
}
; Conditional State #17
; the sixth wait state
DefineCondState()
{
; if the units get moved, then go to
; next instructional state
DefineCondition(19 0 0 0 "good2")
{
CritMoveUnitsToRegion(461 8)
{
0 2 6 8 10 12 14 16
}
}
;bad. don't do that. you fail
DefineCondition(39 0 0 0 "good0")
{
CritMoveUnitsToRegion(430 1)
{
0 2 6 8 10 12 14 16
}
}
; in about twenty seconds, taunt the player
DefineCondition(18 0 0 0 "taunt1")
{
CritTimer(1400)
}
}
; Conditional State #18
; the sixth taunt
DefineCondState()
{
; we've taunted the player, so go wait some more
DefineCondition(17 0 0 0 "wait1")
{
CritTimer(0)
}
TriggerMessage(taunt5)
}
; Conditional State #19
; the seventh instructional state
DefineCondState()
{
; instantly go to the wait state
DefineCondition(23 0 0 0 "wait2")
{
CritTimer(0)
}
; play the first sound
TriggerMessage(instruct9)
BonusCredits(7 50000)
}
; Conditional State #20
; A useless state, kind of like a vestigial organ,
; here only to confuse and take up hard disk space.
; Renee Zellweger, if you're reading this, call me.
; Robert (310) 255-2000 ext.4543
DefineCondState()
{
}
; Conditional State #21
; the seventh taunt
DefineCondState()
{
; we've taunted the player, so go wait some more
DefineCondition(23 0 0 0 "wait1")
{
CritTimer(0)
}
TriggerMessage(taunt6)
}
; Conditional State #22
; the eighth instructional state
DefineCondState()
{
; instantly go to the wait state
DefineCondition(0 0 0 0 "wait2")
{
CritTimer(0)
}
; play the first sound
TriggerMessage(instruct10)
}
; Conditional State #23
; the eighth wait state
DefineCondState()
{
; if the units get moved, then go to
; next instructional state
DefineCondition(25 0 0 0 "good2")
{
CritOR()
{
; trigger when any one of the spider
; bikes gets killed
CritDestroyUnit()
{
10
}
CritDestroyUnit()
{
12
}
CritDestroyUnit()
{
14
}
CritDestroyUnit()
{
16
}
}
}
;bad. don't do that. you fail
DefineCondition(39 0 0 0 "good0")
{
CritMoveUnitsToRegion(432 1)
{
0 2 6 8 10 12 14 16
}
}
; in about twenty seconds, taunt the player
DefineCondition(21 0 0 0 "taunt1")
{
CritTimer(1400)
}
}
; Conditional State #24
; the eighth taunt
DefineCondState()
{
; we've taunted the player, so go wait some more
DefineCondition(20 0 0 0 "wait1")
{
CritTimer(0)
}
TriggerMessage(taunt7)
}
; Conditional State #25
; the ninth instructional state
DefineCondState()
{
; instantly go to the wait state
DefineCondition(26 0 0 0 "wait2")
{
CritTimer(0)
}
; play the first sound
TriggerMessage(instruct11)
TriggerMessage(instruct18)
}
; Conditional State #26
; the ninth wait state
DefineCondState()
{
; if the units get moved, then go to
; next instructional state
DefineCondition(27 0 0 0 "good2")
{
;any unit moving toward guard towers
CritMoveUnitsToRegion(199 1)
{
0 2 6 8 10 12 14 16
}
}
; this is where we want them to go
DefineCondition(28 0 0 0 "good2")
{
CritMoveUnitsToRegion(494 1)
{
10 12 14 16
}
}
;wrong units to region
DefineCondition(29 0 0 0 "good2")
{
CritMoveUnitsToRegion(494 1)
{
0 2 6 8
}
}
; in about twenty seconds, taunt the player
DefineCondition(30 0 0 0 "taunt1")
{
CritTimer(3000)
}
}
; Conditional State #27
; the tenth taunt
DefineCondState()
{
; we've taunted the player, so go wait some more
DefineCondition(31 0 0 0 "wait1")
{
CritTimer(100)
}
TriggerMessage(taunt8)
}
; Conditional State #28
; the win state
DefineCondState()
{
;good work message, game over
DefineCondition(0 0 0 0 "wait1")
{
CritTimer(100)
}
TriggerMessage(congrats1)
}
; Conditional State #29
; the eleventh taunt
DefineCondState()
{
; we've taunted the player, so go wait some more
DefineCondition(33 0 0 0 "wait1")
{
CritTimer(100)
}
TriggerMessage(taunt9)
}
; Conditional State #30
; the 12th taunt
DefineCondState()
{
; we've taunted the player, so go wait some more
DefineCondition(35 0 0 0 "wait1")
{
CritTimer(0)
}
TriggerMessage(taunt10)
}
; Conditional State #31
; modified state 26
DefineCondState()
{
; this is where we want them to go
DefineCondition(28 0 0 0 "good2")
{
CritMoveUnitsToRegion(494 1)
{
10 12 14 16
}
}
;wrong units to region
DefineCondition(29 0 0 0 "good2")
{
CritMoveUnitsToRegion(494 1)
{
0 2 6 8
}
}
; in about twenty seconds, taunt the player
DefineCondition(32 0 0 0 "taunt1")
{
CritTimer(1400)
}
}
; Conditional State #32
; modified state 30
DefineCondState()
{
; we've taunted the player, so go wait some more
DefineCondition(31 0 0 0 "wait1")
{
CritTimer(0)
}
TriggerMessage(taunt10)
}
; Conditional State #33
; modified state 26
DefineCondState()
{
; this is where we want them to go
DefineCondition(28 0 0 0 "good2")
{
CritMoveUnitsToRegion(494 1)
{
10 12 14 16
}
}
; in about twenty seconds, taunt the player
DefineCondition(34 0 0 0 "taunt1")
{
CritTimer(1400)
}
}
; Conditional State #34
; modified state 30
DefineCondState()
{
; we've taunted the player, so go wait some more
DefineCondition(33 0 0 0 "wait1")
{
CritTimer(0)
}
TriggerMessage(taunt10)
}
; Conditional State #35
; modified state 26
DefineCondState()
{
; if the units get moved, then go to
; next instructional state
DefineCondition(27 0 0 0 "good2")
{
;any unit moving toward guard towers
CritMoveUnitsToRegion(199 1)
{
0 2 6 8 10 12 14 16
}
}
; this is where we want them to go
DefineCondition(28 0 0 0 "good2")
{
CritMoveUnitsToRegion(494 1)
{
10 12 14 16
}
}
;wrong units to region
DefineCondition(29 0 0 0 "good2")
{
CritMoveUnitsToRegion(494 1)
{
0 2 6 8
}
}
; in about twenty seconds, taunt the player
DefineCondition(30 0 0 0 "taunt1")
{
CritTimer(1400)
}
}
; Conditional State #36
; patrol around repair bays
DefineCondState()
{
; if the units get moved, then go to
; next instructional state
DefineCondition(37 0 0 0 "good2")
{
CritMoveUnitsToRegion(429 4)
{
10 12 14 16
}
}
;bad. don't do that. you fail
DefineCondition(39 0 0 0 "good0")
{
CritMoveUnitsToRegion(430 1)
{
0 2 6 8 10 12 14 16
}
}
;bad. don't do that. you fail
DefineCondition(39 0 0 0 "good0")
{
CritMoveUnitsToRegion(431 1)
{
0 2 6 8 10 12 14 16
}
}
; in about twenty seconds, taunt the player
DefineCondition(12 0 0 0 "taunt1")
{
CritTimer(1400)
}
}
; Conditional State #37
; patrol around repair bays
DefineCondState()
{
; if the units get moved, then go to
; next instructional state
DefineCondition(13 0 0 0 "good2")
{
CritMoveUnitsToRegion(428 4)
{
10 12 14 16
}
}
;bad. don't do that. you fail
DefineCondition(39 0 0 0 "good0")
{
CritMoveUnitsToRegion(430 1)
{
0 2 6 8 10 12 14 16
}
}
;bad. don't do that. you fail
DefineCondition(39 0 0 0 "good0")
{
CritMoveUnitsToRegion(431 1)
{
0 2 6 8 10 12 14 16
}
}
; in about twenty seconds, taunt the player
DefineCondition(12 0 0 0 "taunt1")
{
CritTimer(1400)
}
}
; Conditional State #38
; infantry patrol
DefineCondState()
{
; if the units get moved, then go to
; next instructional state
DefineCondition(16 0 0 0 "good2")
{
CritMoveUnitsToRegion(429 4)
{
0 2 6 8
}
}
; in about twenty seconds, taunt the player
DefineCondition(15 0 0 0 "taunt1")
{
CritTimer(1400)
}
}
; Conditional State #39 you lose
;
DefineCondState()
{
BonusCredits(1 50000)
}
; Conditional State 40
; special fail message
DefineCondState()
{
; play the fail message
TriggerMessage(fail1)
BonusCredits(1 50000)
}
}