//------------------------------ //AI Inventory functions function AINeedEquipment(%equipmentList, %client) { %index = 0; %item = getWord(%equipmentList, %index); //first, see if we're testing the armor class as well... if (%item $= "Heavy" || %item $= "Medium" || %item $= "Light") { if (%client.player.getArmorSize() !$= %item) return true; %index++; %item = getWord(%equipmentList, %index); } while (%item !$= "") { if (%client.player.getInventory(%item) == 0) return true; //get the next item %index++; %item = getWord(%equipmentList, %index); } //made it through the list without needing anything return false; } function AIBuyInventory(%client, %requiredEquipment, %equipmentSets, %buyInvTime) { //make sure we have a live player %player = %client.player; if (!isObject(%player)) return "Failed"; if (! AIClientIsAlive(%client)) return "Failed"; //see if we've already initialized our state machine if (%client.buyInvTime == %buyInvTime) return AIProcessBuyInventory(%client); //if the closest inv station is not a remote, buy the first available set... %result = AIFindClosestInventory(%client, false); %closestInv = getWord(%result, 0); %closestDist = getWord(%result, 1); if (%closestInv <= 0) return "Failed"; //see if the closest inv station was a remote %buyingSet = false; %usingRemote = false; if (%closestInv.getDataBlock().getName() $= "DeployedStationInventory") { //see if we can buy at least the required equipment from the set if (%requiredEquipment !$= "") { if (! AIMustUseRegularInvStation(%requiredEquipment, %client)) %canUseRemote = true; else %canUseRemote = false; } else { %inventorySet = AIFindSameArmorEquipSet(%equipmentSets, %client); if (%inventorySet !$= "") %canUseRemote = true; else %canUseRemote = false; } //if we can't use a remote, we need to look for a regular inv station if (! %canUseRemote) { %result = AIFindClosestInventory(%client, true); %closestInv = getWord(%result, 0); %closestDist = getWord(%result, 1); if (%closestInv <= 0) return "Failed"; } else %usingRemote = true; } //at this point we've found the closest inv, see which set/list we need to buy if (!%usingRemote) { //choose the equipment first equipment set if (%equipmentSets !$= "") { %inventorySet = getWord(%equipmentSets, 0); %buyingSet = true; } else { %inventorySet = %requiredEquipment; %buyingSet = false; } } else { %inventorySet = AIFindSameArmorEquipSet(%equipmentSets, %client); if (%inventorySet $= "") { %inventorySet = %requiredEquipment; %buyingSet = false; } else %buyingSet = true; } //init some vars for the state machine... %client.buyInvTime = %buyInvTime; //used to mark the begining of the inv buy session %client.invToUse = %closestInv; //used if we need to go to an alternate inv station %client.invWaitTime = ""; //used to track how long we've been waiting %client.invBuyList = %inventorySet; //the list/set of items we're going to buy... %client.buyingSet = %buyingSet; //whether it's a list or a set... %client.isSeekingInv = false; %client.seekingInv = ""; //now process the state machine return AIProcessBuyInventory(%client); } function AIProcessBuyInventory(%client) { //get some vars %player = %client.player; if (!isObject(%player)) return "Failed"; %closestInv = %client.invToUse; %inventorySet = %client.invBuyList; %buyingSet = %client.buyingSet; //make sure it's still valid, enabled, and on our team if (! (%closestInv > 0 && isObject(%closestInv) && (%closestInv.team <= 0 || %closestInv.team == %client.team) && %closestInv.isEnabled())) { //reset the state machine %client.buyInvTime = 0; return "InProgress"; } //make sure the inventory station is not blocked %invLocation = %closestInv.getWorldBoxCenter(); InitContainerRadiusSearch(%invLocation, 2, $TypeMasks::PlayerObjectType); %objSrch = containerSearchNext(); if (%objSrch == %client.player) %objSrch = containerSearchNext(); //the closestInv is busy... if (%objSrch > 0) { //have the AI range the inv if (%client.seekingInv $= "" || %client.seekingInv != %closestInv) { %client.invWaitTime = ""; %client.seekingInv = %closestInv; %client.stepRangeObject(%closestInv, "DefaultRepairBeam", 5, 10); } //inv is still busy - see if we're within range else if (%client.getStepStatus() $= "Finished") { //initialize the wait time if (%client.invWaitTime $= "") %client.invWaitTime = getSimTime() + 5000 + (getRandom() * 10000); //else see if we've waited long enough else if (getSimTime() > %client.invWaitTime) { schedule(250, %client, "AIPlayAnimSound", %client, %objSrch.getWorldBoxCenter(), "vqk.move", -1, -1, 0); %client.invWaitTime = getSimTime() + 5000 + (getRandom() * 10000); } } else { //in case we got bumped, and are ranging the target again... %client.invWaitTime = ""; } } //else if we've triggered the inv, automatically give us the equipment... else if (isObject(%closestInv) && isObject(%closestInv.trigger) && VectorDist(%closestInv.trigger.getWorldBoxCenter(), %player.getWorldBoxCenter()) < 1.5) { //first stop... %client.stop(); %index = 0; if (%buyingSet) { //first, clear the players inventory %player.clearInventory(); %item = $AIEquipmentSet[%inventorySet, %index]; } else %item = getWord(%inventorySet, %index); //armor must always be bought first if (%item $= "Light" || %item $= "Medium" || %item $= "Heavy") { %player.setArmor(%item); %index++; } //set the data block after the armor had been upgraded %playerDataBlock = %player.getDataBlock(); //next, loop through the inventory set, and buy each item if (%buyingSet) %item = $AIEquipmentSet[%inventorySet, %index]; else %item = getWord(%inventorySet, %index); while (%item !$= "") { //set the inventory amount to the maximum quantity available if (%player.getInventory(AmmoPack) > 0) %ammoPackQuantity = AmmoPack.max[%item]; else %ammoPackQuantity = 0; %quantity = %player.getDataBlock().max[%item] + %ammoPackQuantity; if ($InvBanList[$CurrentMissionType, %item]) %quantity = 0; %player.setInventory(%item, %quantity); //get the next item %index++; if (%buyingSet) %item = $AIEquipmentSet[%inventorySet, %index]; else %item = getWord(%inventorySet, %index); } //put a weapon in the bot's hand... %player.cycleWeapon(); //return a success return "Finished"; } //else, keep moving towards the inv station else { if (isObject(%closestInv) && isObject(%closestInv.trigger)) { //quite possibly we may need to deal with what happens if a bot doesn't have a path to the inv... //the current premise is that no inventory stations are "unpathable"... //if (%client.isSeekingInv) //{ // %dist = %client.getPathDistance(%closestInv.trigger.getWorldBoxCenter()); // if (%dist < 0) // error("DEBUG Tinman - still need to handle bot stuck trying to get to an inv!"); //} %client.stepMove(%closestInv.trigger.getWorldBoxCenter(), 1.5); %client.isSeekingInv = true; } return "InProgress"; } } function AIFindSameArmorEquipSet(%equipmentSets, %client) { %clientArmor = %client.player.getArmorSize(); %index = 0; %set = getWord(%equipmentSets, %index); while (%set !$= "") { if ($AIEquipmentSet[%set, 0] $= %clientArmor) return %set; //get the next equipment set in the list of sets %index++; %set = getWord(%equipmentSets, %index); } return ""; } function AIMustUseRegularInvStation(%equipmentList, %client) { %clientArmor = %client.player.getArmorSize(); //first, see if the set contains an item not available %needRemoteInv = false; %index = 0; %item = getWord(%equipmentList, 0); while (%item !$= "") { if (%item $= "InventoryDeployable" || (%clientArmor !$= "Light" && %item $= "SniperRifle") || (%clientArmor $= "Light" && (%item $= "Mortar" || %item $= "MissileLauncher"))) { return true; } else { %index++; %item = getWord(%equipmentList, %index); } } if (%needRemoteInv) return true; //otherwise, see if the set begins with an armor class %needArmor = %equipmentList[0]; if (%needArmor !$= "Light" && %needArmor !$= "Medium" && %needArmor !$= "Heavy") return false; //also including looking for an inventory set if (%needArmor != %client.player.getArmorSize()) return true; //we must be fine... return false; } function AICouldUseItem(%client, %item) { if(!AIClientIsAlive(%client)) return false; %player = %client.player; if (!isObject(%player)) return false; %playerDataBlock = %client.player.getDataBlock(); %armor = %player.getArmorSize(); %type = %item.getDataBlock().getName(); //check packs first if (%type $= "RepairPack" || %type $= "EnergyPack" || %type $= "ShieldPack" || %type $= "CloakingPack" || %type $= "AmmoPack") { if (%client.player.getMountedImage($BackpackSlot) <= 0) return true; else return false; } //if the item is acutally, a corpse, check the corpse inventory... if (%item.isCorpse) { %corpse = %item; if (%corpse.getInventory("ChainGunAmmo") > 0 && %player.getInventory(%type) < %playerDataBlock.max[ChainGunAmmo]) return true; if (%corpse.getInventory("PlasmaAmmo") > 0 && %player.getInventory(%type) < %playerDataBlock.max[PlasmaAmmo]) return true; if (%corpse.getInventory("DiscAmmo") > 0 && %player.getInventory(%type) < %playerDataBlock.max[DiscAmmo]) return true; if (%corpse.getInventory("GrenadeLauncher") > 0 && %player.getInventory(%type) < %playerDataBlock.max[GrenadeLauncher]) return true; if (%corpse.getInventory("MortarAmmo") > 0 && %player.getInventory(%type) < %playerDataBlock.max[MortarAmmo] && %player.getInventory("Mortar") > 0) return true; } else { //check ammo %quantity = mFloor(%playerDataBlock.max[%type]); if (%player.getInventory(%type) < %quantity) { if (%type $= "ChainGunAmmo") return true; if (%type $= "PlasmaAmmo") return true; if (%type $= "DiscAmmo") return true; if (%type $= "GrenadeLauncher") return true; if (%type $= "MortarAmmo" && %player.getInventory("Mortar") > 0) return true; //check mines and grenades as well if (%type $= "Grenade" || %type $= "FlashGrenade" || %type $= "ConcussionGrenade") return true; } //see if we can carry another weapon... if (AICanPickupWeapon(%client, %type)) return true; } //guess we didn't find anything useful... (should still check for mines and grenades) return false; } function AIEngageOutofAmmo(%client) { //this function only cares about weapons used in engagement... //no mortars, or missiles %player = %client.player; if (!isObject(%player)) return false; %ammoWeapons = 0; %energyWeapons = 0; //get our inventory %hasBlaster = (%player.getInventory("Blaster") > 0); %hasPlasma = (%player.getInventory("Plasma") > 0); %hasChain = (%player.getInventory("Chaingun") > 0); %hasDisc = (%player.getInventory("Disc") > 0); %hasGrenade = (%player.getInventory("GrenadeLauncher") > 0); %hasSniper = (%player.getInventory("SniperRifle") > 0) && (%player.getInventory("EnergyPack") > 0); %hasELF = (%player.getInventory("ELFGun") > 0); %hasMortar = (%player.getInventory("Mortar") > 0); %hasMissile = (%player.getInventory("MissileLauncher") > 0); %hasLance = (%player.getInventory("ShockLance") > 0); if (%hasBlaster || %hasSniper || %hasElf || %hasLance) return false; else { // we only have ammo type weapons if(%hasDisc && (%player.getInventory("DiscAmmo") > 0)) return false; else if(%hasChain && (%player.getInventory("ChainGunAmmo") > 0)) return false; else if(%hasGrenade && (%player.getInventory("GrenadeLauncherAmmo") > 0)) return false; else if(%hasPlasma && (%player.getInventory("PlasmaAmmo") > 0)) return false; } return true; // were out! } function AICanPickupWeapon(%client, %weapon) { //first, make sure it's not a weapon we already have... %player = %client.player; if (!isObject(%player)) return false; %armor = %player.getArmorSize(); if (%player.getInventory(%weapon) > 0) return false; //make sure the %weapon given is a weapon they can use for engagement if (%weapon !$= "Blaster" && %weapon !$= "Plasma" && %weapon !$= "Chaingun" && %weapon !$= "Disc" && %weapon !$= "GrenadeLauncher" && %weapon !$= "SniperRifle" && %weapon !$= "ELFGun" && %weapon !$= "ShockLance") { return false; } %weaponCount = 0; if (%player.getInventory("Blaster") > 0) %weaponCount++; if (%player.getInventory("Plasma") > 0) %weaponCount++; if (%player.getInventory("Chaingun") > 0) %weaponCount++; if (%player.getInventory("Disc") > 0) %weaponCount++; if (%player.getInventory("GrenadeLauncher") > 0) %weaponCount++; if (%player.getInventory("SniperRifle") > 0) %weaponCount++; if (%player.getInventory("ELFGun") > 0) %weaponCount++; if (%player.getInventory("Mortar") > 0) %weaponCount++; if (%player.getInventory("MissileLauncher") > 0) %weaponCount++; if (%player.getInventory("ShockLance") > 0) %weaponCount++; if ((%armor $= "Light" && %weaponCount < 3) || (%armor $= "Medium" && %weaponCount < 4) || (%armor $= "Heavy" && %weaponCount < 5)) { if ((%type $= "Mortar" && %armor !$= "Heavy") || (%type $= "MissileLauncher" && %armor $= "Light") || (%type $= "SniperRifle" && %armor !$= "Light")) return false; else return true; } //else we're full of weapons already... return false; } function AIEngageWeaponRating(%client) { %player = %client.player; if (!isObject(%player)) return; %playerDataBlock = %client.player.getDataBlock(); //get our inventory %hasBlaster = (%player.getInventory("Blaster") > 0); %hasPlasma = (%player.getInventory("Plasma") > 0 && %player.getInventory("PlasmaAmmo") >= 1); %hasChain = (%player.getInventory("Chaingun") > 0 && %player.getInventory("ChaingunAmmo") >= 1); %hasDisc = (%player.getInventory("Disc") > 0 && %player.getInventory("DiscAmmo") >= 1); %hasGrenade = (%player.getInventory("GrenadeLauncher") > 0 && %player.getInventory("GrenadeLauncherAmmo") >= 1); %hasSniper = (%player.getInventory("SniperRifle") > 0) && (%player.getInventory("EnergyPack") > 0); %hasELF = (%player.getInventory("ELFGun") > 0); //check ammo %quantity = mFloor(%playerDataBlock.max[%type] * 0.7); %rating = 0; if (%hasBlaster) %rating += 9; if (%hasSniper) %rating += 9; if (%hasElf) %rating += 9; if (%hasDisc) { %quantity = %player.getInventory("DiscAmmo") / %playerDataBlock.max["DiscAmmo"]; %rating += 15 + (15 * %quantity); } if (%hasPlasma) { %quantity = %player.getInventory("PlasmaAmmo") / %playerDataBlock.max["PlasmaAmmo"]; %rating += 15 + (15 * %quantity); } if (%hasChain) { %quantity = %player.getInventory("ChainGunAmmo") / %playerDataBlock.max["ChainGunAmmo"]; %rating += 15 + (15 * %quantity); } //not really an effective weapon for hand to hand... // if (%hasGrenade) // { // %quantity = %player.getInventory("GrenadeLauncherAmmo") / %playerDataBlock.max["GrenadeLauncherAmmo"]; // %rating += 10 + (15 * %quantity); // } //note a rating of 20+ means at least two energy weapons, or an ammo weapon with at least 1/3 ammo... return %rating; } function AIFindSafeItem(%client, %needType) { %player = %client.player; if (!isObject(%player)) return -1; %closestItem = -1; %closestDist = 32767; %itemCount = $AIItemSet.getCount(); for (%i = 0; %i < %itemCount; %i++) { %item = $AIItemSet.getObject(%i); if (%item.isHidden()) continue; %type = %item.getDataBlock().getName(); if ((%needType $= "Health" && (%type $= "RepairKit" || %type $= "RepairPatch") && %player.getDamagePercent() > 0) || (%needType $= "Ammo" && (%type $= "ChainGunAmmo" || %type $= "PlasmaAmmo" || %type $= "DiscAmmo" || %type $= "GrenadeLauncherAmmo" || %type $= "MortarAmmo") && AICouldUseItem(%client, %item)) || (%needType $= "Ammo" && AICanPickupWeapon(%type)) || ((%needType $= "" || %needType $= "Any") && AICouldUseItem(%client, %item))) { //first, see if it's close to us... %distance = %client.getPathDistance(%item.getTransform()); if (%distance > 0 && %distance < %closestDist) { //now see if it's got bad enemies near it... %clientCount = ClientGroup.getCount(); for (%j = 0; %j < %clientCount; %j++) { %cl = ClientGroup.getObject(%j); if (%cl == %client || %cl.team == %client.team || !AIClientIsAlive(%cl)) continue; //if the enemy is stronger, see if they're close to the item if (AIEngageWhoWillWin(%client, %cl) == %cl) { %tempDist = %client.getPathDistance(%item.getWorldBoxCenter()); if (%tempDist > 0 && %tempDist < %distance + 50) continue; } //either no enemy, or a weaker one... %closestItem = %item; %closestDist = %distance; } } } } return %closestItem; } function AIChooseObjectWeapon(%client, %targetObject, %distToTarg, %mode, %canUseEnergyStr, %environmentStr) { //get our inventory %player = %client.player; if (!isObject(%player)) return; if (!isObject(%targetObject)) return; %canUseEnergy = (%canUseEnergyStr $= "true"); %inWater = (%environmentStr $= "water"); %hasBlaster = (%player.getInventory("Blaster") > 0) && %canUseEnergy; %hasPlasma = (%player.getInventory("Plasma") > 0) && (%player.getInventory("PlasmaAmmo") > 0) && !%inWater; %hasChain = (%player.getInventory("Chaingun") > 0) && (%player.getInventory("ChaingunAmmo") > 0); %hasDisc = (%player.getInventory("Disc") > 0) && (%player.getInventory("DiscAmmo") > 0); %hasGrenade = (%player.getInventory("GrenadeLauncher") > 0) && (%player.getInventory("GrenadeLauncherAmmo") > 0); %hasMortar = (%player.getInventory("Mortar") > 0) && (%player.getInventory("MortarAmmo") > 0); %hasRepairPack = (%player.getInventory("RepairPack") > 0) && %canUseEnergy; %hasTargetingLaser = (%player.getInventory("TargetingLaser") > 0) && %canUseEnergy; %hasMissile = (%player.getInventory("MissileLauncher") > 0) && (%player.getInventory("MissileLauncherAmmo") > 0); //see if we're destroying the object if (%mode $= "Destroy") { if ((%targetObject.getDataBlock().getClassName() $= "TurretData" || %targetObject.getDataBlock().getName() $= "MineDeployed") && %distToTarg < 50) { if (%hasPlasma) %useWeapon = "Plasma"; else if (%hasDisc) %useWeapon = "Disc"; else if (%hasBlaster) %useWeapon = "Blaster"; else if (%hasChain) %useWeapon = "Chaingun"; else %useWeapon = "NoAmmo"; } else if (%distToTarg < 40) { if (%hasPlasma) %useWeapon = "Plasma"; else if (%hasChain) %useWeapon = "Chaingun"; else if (%hasBlaster) %useWeapon = "Blaster"; else if (%hasDisc) %useWeapon = "Disc"; else %useWeapon = "NoAmmo"; } else %useWeapon = "NoAmmo"; } //else See if we're repairing the object else if (%mode $= "Repair") { if (%hasRepairPack) %useWeapon = "RepairPack"; else %useWeapon = "NoAmmo"; } //else see if we're lazing the object else if (%mode $= "Laze") { if (%hasTargetingLaser) %useWeapon = "TargetingLaser"; else %useWeapon = "NoAmmo"; } //else see if we're mortaring the object else if (%mode $= "Mortar") { if (%hasMortar) %useWeapon = "Mortar"; else %useWeapon = "NoAmmo"; } //else see if we're rocketing the object else if (%mode $= "Missile" || %mode $= "MissileNoLock") { if (%hasMissile) %useWeapon = "MissileLauncher"; else %useWeapon = "NoAmmo"; } //now select the weapon switch$ (%useWeapon) { case "Blaster": %client.player.use("Blaster"); %client.setWeaponInfo("EnergyBolt", 25, 50, 1, 0.1); case "Plasma": %client.player.use("Plasma"); %client.setWeaponInfo("PlasmaBolt", 25, 50); case "Chaingun": %client.player.use("Chaingun"); %client.setWeaponInfo("ChaingunBullet", 30, 75, 150); case "Disc": %client.player.use("Disc"); %client.setWeaponInfo("DiscProjectile", 30, 75); case "GrenadeLauncher": %client.player.use("GrenadeLauncher"); %client.setWeaponInfo("BasicGrenade", 40, 75); case "Mortar": %client.player.use("Mortar"); %client.setWeaponInfo("MortarShot", 100, 350); case "RepairPack": if (%player.getImageState($BackpackSlot) $= "Idle") %client.player.use("RepairPack"); %client.setWeaponInfo("DefaultRepairBeam", 40, 75, 300, 0.1); case "TargetingLaser": %client.player.use("TargetingLaser"); %client.setWeaponInfo("BasicTargeter", 20, 300, 300, 0.1); case "MissileLauncher": %client.player.use("MissileLauncher"); %client.setWeaponInfo("ShoulderMissile", 80, 300); case "NoAmmo": %client.setWeaponInfo("NoAmmo", 30, 75); } } function AIChooseEngageWeapon(%client, %targetClient, %distToTarg, %canUseEnergyStr, %environmentStr) { //get some status %player = %client.player; if (!isObject(%player)) return; %enemy = %targetClient.player; if (!isObject(%enemy)) return; %canUseEnergy = (%canUseEnergyStr $= "true"); %inWater = (%environmentStr $= "water"); %outdoors = (%environmentStr $= "outdoors"); %targVelocity = %targetClient.player.getVelocity(); %targEnergy = %targetClient.player.getEnergyPercent(); %targDamage = %targetClient.player.getDamagePercent(); %myEnergy = %player.getEnergyPercent(); %myDamage = %player.getDamagePercent(); //get our inventory %hasBlaster = (%player.getInventory("Blaster") > 0) && %canUseEnergy; %hasPlasma = (%player.getInventory("Plasma") > 0) && (%player.getInventory("PlasmaAmmo") > 0) && !%inWater; %hasChain = (%player.getInventory("Chaingun") > 0) && (%player.getInventory("ChaingunAmmo") > 0); %hasDisc = (%player.getInventory("Disc") > 0) && (%player.getInventory("DiscAmmo") > 0); %hasGrenade = (%player.getInventory("GrenadeLauncher") > 0) && (%player.getInventory("GrenadeLauncherAmmo") > 0); %hasSniper = (%player.getInventory("SniperRifle") > 0) && (%player.getInventory("EnergyPack") > 0) && %canUseEnergy && !%inWater; %hasELF = (%player.getInventory("ELFGun") > 0) && %canUseEnergy && !%inWater; %hasMortar = (%player.getInventory("Mortar") > 0) && (%player.getInventory("MortarAmmo") > 0); %hasMissile = (%player.getInventory("MissileLauncher") > 0) && (%player.getInventory("MissileLauncherAmmo") > 0); %hasShockLance = (%player.getInventory("ShockLance") > 0) && %canUseEnergy && !%inWater; //choose the weapon %useWeapon = "NoAmmo"; //first, see if it's a pilot we're shooting if (%dist > 50 && %enemy.isMounted() && %hasMissile) { %useWeapon = "MissileLauncher"; } else if (%distToTarg < 5 && %hasShockLance) { %useWeapon = "ShockLance"; } else if (%distToTarg < 15) { if (%hasELF && %myEnergy > 0.5 && %targEnergy > 0.3 && %myDamage < %targDamage && %targetZ > %myZ + 20) %useWeapon = "ELFGun"; else if (%hasPlasma) %useWeapon = "Plasma"; else if (%hasChain) %useWeapon = "Chaingun"; else if (%hasBlaster) %useWeapon = "Blaster"; else if (%hasELF && %targEnergy > 0.2) %useWeapon = "ELFGun"; else if (%hasDisc) %useWeapon = "Disc"; else if (%hasShockLance) %useWeapon = "ShockLance"; } else if (%distToTarg < 35) { if (%hasELF && %targEnergy > 0.4 && (%myDamage < 0.3 || %myDamage - %targDamage < 0.2) && %targetZ > %myZ + 20) %useWeapon = "ELFGun"; else if (!%outdoors && %hasPlasma) %useWeapon = "Plasma"; else if (%hasChain && %hasDisc) { %speed = VectorDist("0 0 0", %targVelocity); %myZ = getWord(%player.getTransform(), 2); %targetZ = getWord(%enemy.getTransform(), 2); %targetZVel = getWord(%targVelocity, 2); if (%speed > 15.0 || %targetZ > %myZ || %targetZVel > 1.0) %useWeapon = "Chaingun"; else %useWeapon = "Disc"; } else if (%hasPlasma) %useWeapon = "Plasma"; else if (%hasChain) %useWeapon = "Chaingun"; else if (%hasDisc) %useWeapon = "Disc"; else if (%hasBlaster) %useWeapon = "Blaster"; } else if (%distToTarg < 60) { if (%hasGrenade) %useWeapon = "GrenadeLauncher"; else if (%hasSniper && %myEnergy > 0.6) %useWeapon = "SniperRifle"; } else if (%distToTarg < 80) { if (%hasSniper && %myEnergy > 0.4) %useWeapon = "SniperRifle"; else if (%hasDisc) %useWeapon = "Disc"; else if (%hasChain) %useWeapon = "Chaingun"; else if (%hasBlaster) %useWeapon = "Blaster"; } else { if (%hasSniper) %useWeapon = "SniperRifle"; } //now make sure we actually selected something if (%useWeapon $= "NoAmmo") { if (%hasDisc) %useWeapon = "Disc"; else if (%hasChain) %useWeapon = "Chaingun"; else if (%hasPlasma) %useWeapon = "Plasma"; else if (%hasBlaster) %useWeapon = "Blaster"; else if (%hasELF) %useWeapon = "ELFGun"; else if (%hasSniper) %useWeapon = "SniperRifle"; else if (%hasShockLance) %useWeapon = "ShockLance"; else if (%hasGrenade) %useWeapon = "GrenadeLauncher"; else if (%hasMissile) %useWeapon = "MissileLauncher"; } //now select the weapon switch$ (%useWeapon) { case "Blaster": %client.player.use("Blaster"); %client.setWeaponInfo("EnergyBolt", 25, 50, 1, 0.1); case "Plasma": %client.player.use("Plasma"); %client.setWeaponInfo("PlasmaBolt", 25, 50); case "Chaingun": %client.player.use("Chaingun"); %client.setWeaponInfo("ChaingunBullet", 30, 75, 150); case "Disc": %client.player.use("Disc"); %client.setWeaponInfo("DiscProjectile", 30, 75); case "GrenadeLauncher": %client.player.use("GrenadeLauncher"); %client.setWeaponInfo("BasicGrenade", 40, 75); case "SniperRifle": %client.player.use("SniperRifle"); %client.setWeaponInfo("BasicSniperShot", 80, 350, 1, 0.75, 0.5); case "ELFGun": %client.player.use("ELFGun"); %client.setWeaponInfo("BasicELF", 25, 45, 90, 0.1); case "ShockLance": %client.player.use("ShockLance"); %client.setWeaponInfo("BasicShocker", 0.5, 8, 1, 0.1); case "MissileLauncher": %client.player.use("MissileLauncher"); %client.setWeaponInfo("ShoulderMissile", 80, 350); case "NoAmmo": %client.setWeaponInfo("NoAmmo", 30, 75); } } //function is called once per frame, to handle packs, healthkits, grenades, etc... function AIProcessEngagement(%client, %target, %type, %projectile) { //make sure we're still alive if (! AIClientIsAlive(%client)) return; //clear the pressFire %client.pressFire(-1); //see if we have to use a repairkit %player = %client.player; if (!isObject(%player)) return; if (%client.getSkillLevel() > 0.1 && %player.getDamagePercent() > 0.3 && %player.getInventory("RepairKit") > 0) { //add in a "skill" value to delay the using of the repair kit for up to 10 seconds... %elapsedTime = getSimTime() - %client.lastDamageTime; %skillValue = (1.0 - %client.getSkillLevel()) * (1.0 - %client.getSkillLevel()); if (%elapsedTime > (%skillValue * 20000)) %player.use("RepairKit"); } //see if we've been blinded if (%player.getWhiteOut() > 0.6) %client.setBlinded(2000); //else see if there's a grenade in the vicinity... else { %count = $AIGrenadeSet.getCount(); for (%i = 0; %i < %count; %i++) { %grenade = $AIGrenadeSet.getObject(%i); //make sure the grenade isn't ours if (%grenade.sourceObject.client != %client) { //see if it's within 15 m if (VectorDist(%grenade.position, %client.player.position) < 15) { %client.setDangerLocation(%grenade.position, 20); break; } } } } //if we're being hunted by a seeker projectile, throw a flare grenade if (%player.getInventory("FlareGrenade") > 0) { %missileCount = MissileSet.getCount(); for (%i = 0; %i < %missileCount; %i++) { %missile = MissileSet.getObject(%i); if (%missile.getTargetObject() == %player) { //see if the missile is within range if (VectorDist(%missile.getTransform(), %player.getTransform()) < 50) { %player.throwStrength = 1.5; %player.use("FlareGrenade"); break; } } } } //see what we're fighting switch$ (%type) { case "player": //make sure the target is alive if (AIClientIsAlive(%target)) { //if the target is in range, and within 10-40 m, and heading in this direction, toss a grenade if (!$AIDisableGrenades && %client.getSkillLevel() >= 0.3) { if (%player.getInventory("Grenade") > 0) %grenadeType = "Grenade"; else if (%player.getInventory("FlashGrenade") > 0) %grenadeType = "FlashGrenade"; else if (%player.getInventory("ConcussionGrenade") > 0) %grenadeType = "ConcussionGrenade"; else %grenadeType = ""; if (%grenadeType !$= "" && %client.targetInSight()) { //see if the predicted location of the target is within 10m %targPos = %target.player.getWorldBoxCenter(); %clientPos = %player.getWorldBoxCenter(); //make sure we're not *way* above the target if (getWord(%clientPos, 2) - getWord(%targPos, 2) < 3) { %dist = VectorDist(%targPos, %clientPos); %direction = VectorDot(VectorSub(%clientPos, %targPos), %target.player.getVelocity()); %facing = VectorDot(VectorSub(%client.getAimLocation(), %clientPos), VectorSub(%targPos, %clientPos)); if (%dist > 20 && %dist < 45 && (%direction > 0.9 || %direction < -0.9) && (%facing > 0.9)) { %player.throwStrength = 1.0; %player.use(%grenadeType); } } } } //see if we have a shield pack that we need to use if (%player.getInventory("ShieldPack") > 0) { if (%projectile > 0 && %player.getImageState($BackpackSlot) $= "Idle") { %player.use("Backpack"); } else if (%projectile <= 0 && %player.getImageState($BackpackSlot) $= "activate") { %player.use("Backpack"); } } } case "object": %hasGrenade = %player.getInventory("Grenade"); if (%hasGrenade && %client.targetInRange()) { %targPos = %target.getWorldBoxCenter(); %myPos = %player.getWorldBoxCenter(); %dist = VectorDist(%targPos, %myPos); if (%dist > 5 && %dist < 20) { %player.throwStrength = 1.0; %player.use("Grenade"); } } case "none": //use the repair pack if we have one if (%player.getDamagePercent() > 0 && %player.getInventory(RepairPack) > 0) { if (%player.getImageState($BackpackSlot) $= "Idle") %client.player.use("RepairPack"); else //sustain the fire for 30 frames - this callback is timesliced... %client.pressFire(30); } } } function AIFindClosestInventory(%client, %armorChange) { %closestInv = -1; %closestDist = 32767; %depCount = 0; %depGroup = nameToID("MissionCleanup/Deployables"); if (%depGroup > 0) %depCount = %depGroup.getCount(); // there exists a deployed station, lets find it if(!%armorChange && %depCount > 0) { for(%i = 0; %i < %depCount; %i++) { %obj = %depGroup.getObject(%i); if(%obj.getDataBlock().getName() $= "DeployedStationInventory" && %obj.team == %client.team && %obj.isEnabled()) { %distance = %client.getPathDistance(%obj.getTransform()); if (%distance > 0 && %distance < %closestDist) { %closestInv = %obj; %closestDist = %distance; } } } } // still check if there is one that is closer %invCount = $AIInvStationSet.getCount(); for (%i = 0; %i < %invCount; %i++) { %invStation = $AIInvStationSet.getObject(%i); if (%invStation.team <= 0 || %invStation.team == %client.team) { //error("DEBUG: found an inventory station: " @ %invStation @ " status: " @ %invStation.isPowered()); //make sure the station is powered if (!%invStation.isDisabled() && %invStation.isPowered()) { %dist = %client.getPathDistance(%invStation.getTransform()); if (%dist > 0 && %dist < %closestDist) { %closestInv = %invStation; %closestDist = %dist; } } } } return %closestInv @ " " @ %closestDist; } //------------------------------ //find the closest inventories for the objective weight functions function AIFindClosestInventories(%client) { %closestInv = -1; %closestDist = 32767; %closestRemoteInv = -1; %closestRemoteDist = 32767; %depCount = 0; %depGroup = nameToID("MissionCleanup/Deployables"); //first, search for the nearest deployable inventory station if (isObject(%depGroup)) { %depCount = %depGroup.getCount(); for (%i = 0; %i < %depCount; %i++) { %obj = %depGroup.getObject(%i); if (%obj.getDataBlock().getName() $= "DeployedStationInventory" && %obj.team == %client.team && %obj.isEnabled()) { %distance = %client.getPathDistance(%obj.getTransform()); if (%distance > 0 && %distance < %closestRemoteDist) { %closestRemoteInv = %obj; %closestRemoteDist = %distance; } } } } // now find the closest regular inventory station %invCount = $AIInvStationSet.getCount(); for (%i = 0; %i < %invCount; %i++) { %invStation = $AIInvStationSet.getObject(%i); if (%invStation.team <= 0 || %invStation.team == %client.team) { //make sure the station is powered if (!%invStation.isDisabled() && %invStation.isPowered()) { %dist = %client.getPathDistance(%invStation.getTransform()); if (%dist > 0 && %dist < %closestDist) { %closestInv = %invStation; %closestDist = %dist; } } } } //if the regular inv station is closer than the deployed, don't bother with the remote if (%closestDist < %closestRemoteDist) %returnStr = %closestInv SPC %closestDist; else %returnStr = %closestInv SPC %closestDist SPC %closestRemoteInv SPC %closestRemoteDist; return %returnStr; } //------------------------------ //AI Equipment Configs $EquipConfigIndex = -1; $AIEquipmentSet[HeavyAmmoSet, $EquipConfigIndex++] = "Heavy"; $AIEquipmentSet[HeavyAmmoSet, $EquipConfigIndex++] = "AmmoPack"; $AIEquipmentSet[HeavyAmmoSet, $EquipConfigIndex++] = "Plasma"; $AIEquipmentSet[HeavyAmmoSet, $EquipConfigIndex++] = "PlasmaAmmo"; $AIEquipmentSet[HeavyAmmoSet, $EquipConfigIndex++] = "Chaingun"; $AIEquipmentSet[HeavyAmmoSet, $EquipConfigIndex++] = "ChaingunAmmo"; $AIEquipmentSet[HeavyAmmoSet, $EquipConfigIndex++] = "Disc"; $AIEquipmentSet[HeavyAmmoSet, $EquipConfigIndex++] = "DiscAmmo"; $AIEquipmentSet[HeavyAmmoSet, $EquipConfigIndex++] = "GrenadeLauncher"; $AIEquipmentSet[HeavyAmmoSet, $EquipConfigIndex++] = "GrenadeLauncherAmmo"; $AIEquipmentSet[HeavyAmmoSet, $EquipConfigIndex++] = "Mortar"; $AIEquipmentSet[HeavyAmmoSet, $EquipConfigIndex++] = "MortarAmmo"; $AIEquipmentSet[HeavyAmmoSet, $EquipConfigIndex++] = "RepairKit"; $AIEquipmentSet[HeavyAmmoSet, $EquipConfigIndex++] = "Grenade"; $AIEquipmentSet[HeavyAmmoSet, $EquipConfigIndex++] = "Mine"; $EquipConfigIndex = -1; $AIEquipmentSet[HeavyShieldSet, $EquipConfigIndex++] = "Heavy"; $AIEquipmentSet[HeavyShieldSet, $EquipConfigIndex++] = "ShieldPack"; $AIEquipmentSet[HeavyShieldSet, $EquipConfigIndex++] = "Plasma"; $AIEquipmentSet[HeavyShieldSet, $EquipConfigIndex++] = "PlasmaAmmo"; $AIEquipmentSet[HeavyShieldSet, $EquipConfigIndex++] = "Chaingun"; $AIEquipmentSet[HeavyShieldSet, $EquipConfigIndex++] = "ChaingunAmmo"; $AIEquipmentSet[HeavyShieldSet, $EquipConfigIndex++] = "Disc"; $AIEquipmentSet[HeavyShieldSet, $EquipConfigIndex++] = "DiscAmmo"; $AIEquipmentSet[HeavyShieldSet, $EquipConfigIndex++] = "GrenadeLauncher"; $AIEquipmentSet[HeavyShieldSet, $EquipConfigIndex++] = "GrenadeLauncherAmmo"; $AIEquipmentSet[HeavyShieldSet, $EquipConfigIndex++] = "Mortar"; $AIEquipmentSet[HeavyShieldSet, $EquipConfigIndex++] = "MortarAmmo"; $AIEquipmentSet[HeavyShieldSet, $EquipConfigIndex++] = "RepairKit"; $AIEquipmentSet[HeavyShieldSet, $EquipConfigIndex++] = "Grenade"; $AIEquipmentSet[HeavyShieldSet, $EquipConfigIndex++] = "Mine"; $EquipConfigIndex = -1; $AIEquipmentSet[HeavyEnergySet, $EquipConfigIndex++] = "Heavy"; $AIEquipmentSet[HeavyEnergySet, $EquipConfigIndex++] = "EnergyPack"; $AIEquipmentSet[HeavyEnergySet, $EquipConfigIndex++] = "Plasma"; $AIEquipmentSet[HeavyEnergySet, $EquipConfigIndex++] = "PlasmaAmmo"; $AIEquipmentSet[HeavyEnergySet, $EquipConfigIndex++] = "Disc"; $AIEquipmentSet[HeavyEnergySet, $EquipConfigIndex++] = "DiscAmmo"; $AIEquipmentSet[HeavyEnergySet, $EquipConfigIndex++] = "GrenadeLauncher"; $AIEquipmentSet[HeavyEnergySet, $EquipConfigIndex++] = "GrenadeLauncherAmmo"; $AIEquipmentSet[HeavyEnergySet, $EquipConfigIndex++] = "ELFGun"; $AIEquipmentSet[HeavyEnergySet, $EquipConfigIndex++] = "Mortar"; $AIEquipmentSet[HeavyEnergySet, $EquipConfigIndex++] = "MortarAmmo"; $AIEquipmentSet[HeavyEnergySet, $EquipConfigIndex++] = "RepairKit"; $AIEquipmentSet[HeavyEnergySet, $EquipConfigIndex++] = "Grenade"; $AIEquipmentSet[HeavyEnergySet, $EquipConfigIndex++] = "Mine"; $EquipConfigIndex = -1; $AIEquipmentSet[HeavyRepairSet, $EquipConfigIndex++] = "Heavy"; $AIEquipmentSet[HeavyRepairSet, $EquipConfigIndex++] = "RepairPack"; $AIEquipmentSet[HeavyRepairSet, $EquipConfigIndex++] = "Chaingun"; $AIEquipmentSet[HeavyRepairSet, $EquipConfigIndex++] = "ChaingunAmmo"; $AIEquipmentSet[HeavyRepairSet, $EquipConfigIndex++] = "Disc"; $AIEquipmentSet[HeavyRepairSet, $EquipConfigIndex++] = "DiscAmmo"; $AIEquipmentSet[HeavyRepairSet, $EquipConfigIndex++] = "GrenadeLauncher"; $AIEquipmentSet[HeavyRepairSet, $EquipConfigIndex++] = "GrenadeLauncherAmmo"; $AIEquipmentSet[HeavyRepairSet, $EquipConfigIndex++] = "ELFGun"; $AIEquipmentSet[HeavyRepairSet, $EquipConfigIndex++] = "Mortar"; $AIEquipmentSet[HeavyRepairSet, $EquipConfigIndex++] = "MortarAmmo"; $AIEquipmentSet[HeavyRepairSet, $EquipConfigIndex++] = "RepairKit"; $AIEquipmentSet[HeavyRepairSet, $EquipConfigIndex++] = "Grenade"; $AIEquipmentSet[HeavyRepairSet, $EquipConfigIndex++] = "Mine"; $EquipConfigIndex = -1; $AIEquipmentSet[HeavyIndoorTurretSet, $EquipConfigIndex++] = "Heavy"; $AIEquipmentSet[HeavyIndoorTurretSet, $EquipConfigIndex++] = "TurretIndoorDeployable"; $AIEquipmentSet[HeavyIndoorTurretSet, $EquipConfigIndex++] = "Chaingun"; $AIEquipmentSet[HeavyIndoorTurretSet, $EquipConfigIndex++] = "ChaingunAmmo"; $AIEquipmentSet[HeavyIndoorTurretSet, $EquipConfigIndex++] = "Disc"; $AIEquipmentSet[HeavyIndoorTurretSet, $EquipConfigIndex++] = "DiscAmmo"; $AIEquipmentSet[HeavyIndoorTurretSet, $EquipConfigIndex++] = "GrenadeLauncher"; $AIEquipmentSet[HeavyIndoorTurretSet, $EquipConfigIndex++] = "GrenadeLauncherAmmo"; $AIEquipmentSet[HeavyIndoorTurretSet, $EquipConfigIndex++] = "ELFGun"; $AIEquipmentSet[HeavyIndoorTurretSet, $EquipConfigIndex++] = "TargetingLaser"; $AIEquipmentSet[HeavyIndoorTurretSet, $EquipConfigIndex++] = "RepairKit"; $AIEquipmentSet[HeavyIndoorTurretSet, $EquipConfigIndex++] = "Grenade"; $AIEquipmentSet[HeavyIndoorTurretSet, $EquipConfigIndex++] = "Mine"; $EquipConfigIndex = -1; $AIEquipmentSet[HeavyInventorySet, $EquipConfigIndex++] = "Heavy"; $AIEquipmentSet[HeavyInventorySet, $EquipConfigIndex++] = "InventoryDeployable"; $AIEquipmentSet[HeavyInventorySet, $EquipConfigIndex++] = "Chaingun"; $AIEquipmentSet[HeavyInventorySet, $EquipConfigIndex++] = "ChaingunAmmo"; $AIEquipmentSet[HeavyInventorySet, $EquipConfigIndex++] = "Disc"; $AIEquipmentSet[HeavyInventorySet, $EquipConfigIndex++] = "DiscAmmo"; $AIEquipmentSet[HeavyInventorySet, $EquipConfigIndex++] = "GrenadeLauncher"; $AIEquipmentSet[HeavyInventorySet, $EquipConfigIndex++] = "GrenadeLauncherAmmo"; $AIEquipmentSet[HeavyInventorySet, $EquipConfigIndex++] = "ELFGun"; $AIEquipmentSet[HeavyInventorySet, $EquipConfigIndex++] = "TargetingLaser"; $AIEquipmentSet[HeavyInventorySet, $EquipConfigIndex++] = "RepairKit"; $AIEquipmentSet[HeavyInventorySet, $EquipConfigIndex++] = "Grenade"; $AIEquipmentSet[HeavyInventorySet, $EquipConfigIndex++] = "Mine"; //------------------------------ $EquipConfigIndex = -1; $AIEquipmentSet[MediumRepairSet, $EquipConfigIndex++] = "Medium"; $AIEquipmentSet[MediumRepairSet, $EquipConfigIndex++] = "RepairPack"; $AIEquipmentSet[MediumRepairSet, $EquipConfigIndex++] = "Plasma"; $AIEquipmentSet[MediumRepairSet, $EquipConfigIndex++] = "PlasmaAmmo"; $AIEquipmentSet[MediumRepairSet, $EquipConfigIndex++] = "Chaingun"; $AIEquipmentSet[MediumRepairSet, $EquipConfigIndex++] = "ChaingunAmmo"; $AIEquipmentSet[MediumRepairSet, $EquipConfigIndex++] = "Disc"; $AIEquipmentSet[MediumRepairSet, $EquipConfigIndex++] = "DiscAmmo"; $AIEquipmentSet[MediumRepairSet, $EquipConfigIndex++] = "GrenadeLauncher"; $AIEquipmentSet[MediumRepairSet, $EquipConfigIndex++] = "GrenadeLauncherAmmo"; $AIEquipmentSet[MediumRepairSet, $EquipConfigIndex++] = "TargetingLaser"; $AIEquipmentSet[MediumRepairSet, $EquipConfigIndex++] = "RepairKit"; $AIEquipmentSet[MediumRepairSet, $EquipConfigIndex++] = "Grenade"; $AIEquipmentSet[MediumRepairSet, $EquipConfigIndex++] = "Mine"; $EquipConfigIndex = -1; $AIEquipmentSet[MediumShieldSet, $EquipConfigIndex++] = "Medium"; $AIEquipmentSet[MediumShieldSet, $EquipConfigIndex++] = "ShieldPack"; $AIEquipmentSet[MediumShieldSet, $EquipConfigIndex++] = "Plasma"; $AIEquipmentSet[MediumShieldSet, $EquipConfigIndex++] = "PlasmaAmmo"; $AIEquipmentSet[MediumShieldSet, $EquipConfigIndex++] = "Chaingun"; $AIEquipmentSet[MediumShieldSet, $EquipConfigIndex++] = "ChaingunAmmo"; $AIEquipmentSet[MediumShieldSet, $EquipConfigIndex++] = "Disc"; $AIEquipmentSet[MediumShieldSet, $EquipConfigIndex++] = "DiscAmmo"; $AIEquipmentSet[MediumShieldSet, $EquipConfigIndex++] = "GrenadeLauncher"; $AIEquipmentSet[MediumShieldSet, $EquipConfigIndex++] = "GrenadeLauncherAmmo"; $AIEquipmentSet[MediumShieldSet, $EquipConfigIndex++] = "TargetingLaser"; $AIEquipmentSet[MediumShieldSet, $EquipConfigIndex++] = "RepairKit"; $AIEquipmentSet[MediumShieldSet, $EquipConfigIndex++] = "Grenade"; $AIEquipmentSet[MediumShieldSet, $EquipConfigIndex++] = "Mine"; $EquipConfigIndex = -1; $AIEquipmentSet[MediumEnergySet, $EquipConfigIndex++] = "Medium"; $AIEquipmentSet[MediumEnergySet, $EquipConfigIndex++] = "EnergyPack"; $AIEquipmentSet[MediumEnergySet, $EquipConfigIndex++] = "Chaingun"; $AIEquipmentSet[MediumEnergySet, $EquipConfigIndex++] = "ChaingunAmmo"; $AIEquipmentSet[MediumEnergySet, $EquipConfigIndex++] = "Disc"; $AIEquipmentSet[MediumEnergySet, $EquipConfigIndex++] = "DiscAmmo"; $AIEquipmentSet[MediumEnergySet, $EquipConfigIndex++] = "GrenadeLauncher"; $AIEquipmentSet[MediumEnergySet, $EquipConfigIndex++] = "GrenadeLauncherAmmo"; $AIEquipmentSet[MediumEnergySet, $EquipConfigIndex++] = "ELFGun"; $AIEquipmentSet[MediumEnergySet, $EquipConfigIndex++] = "TargetingLaser"; $AIEquipmentSet[MediumEnergySet, $EquipConfigIndex++] = "RepairKit"; $AIEquipmentSet[MediumEnergySet, $EquipConfigIndex++] = "Grenade"; $AIEquipmentSet[MediumEnergySet, $EquipConfigIndex++] = "Mine"; $EquipConfigIndex = -1; $AIEquipmentSet[MediumMissileSet, $EquipConfigIndex++] = "Medium"; $AIEquipmentSet[MediumMissileSet, $EquipConfigIndex++] = "EnergyPack"; $AIEquipmentSet[MediumMissileSet, $EquipConfigIndex++] = "Chaingun"; $AIEquipmentSet[MediumMissileSet, $EquipConfigIndex++] = "ChaingunAmmo"; $AIEquipmentSet[MediumMissileSet, $EquipConfigIndex++] = "Disc"; $AIEquipmentSet[MediumMissileSet, $EquipConfigIndex++] = "DiscAmmo"; $AIEquipmentSet[MediumMissileSet, $EquipConfigIndex++] = "MissileLauncher"; $AIEquipmentSet[MediumMissileSet, $EquipConfigIndex++] = "MissileLauncherAmmo"; $AIEquipmentSet[MediumMissileSet, $EquipConfigIndex++] = "ELFGun"; $AIEquipmentSet[MediumMissileSet, $EquipConfigIndex++] = "TargetingLaser"; $AIEquipmentSet[MediumMissileSet, $EquipConfigIndex++] = "RepairKit"; $AIEquipmentSet[MediumMissileSet, $EquipConfigIndex++] = "Grenade"; $AIEquipmentSet[MediumMissileSet, $EquipConfigIndex++] = "Mine"; $EquipConfigIndex = -1; $AIEquipmentSet[MediumOutdoorTurretSet, $EquipConfigIndex++] = "Medium"; $AIEquipmentSet[MediumOutdoorTurretSet, $EquipConfigIndex++] = "TurretOutdoorDeployable"; $AIEquipmentSet[MediumOutdoorTurretSet, $EquipConfigIndex++] = "Chaingun"; $AIEquipmentSet[MediumOutdoorTurretSet, $EquipConfigIndex++] = "ChaingunAmmo"; $AIEquipmentSet[MediumOutdoorTurretSet, $EquipConfigIndex++] = "Disc"; $AIEquipmentSet[MediumOutdoorTurretSet, $EquipConfigIndex++] = "DiscAmmo"; $AIEquipmentSet[MediumOutdoorTurretSet, $EquipConfigIndex++] = "GrenadeLauncher"; $AIEquipmentSet[MediumOutdoorTurretSet, $EquipConfigIndex++] = "GrenadeLauncherAmmo"; $AIEquipmentSet[MediumOutdoorTurretSet, $EquipConfigIndex++] = "ELFGun"; $AIEquipmentSet[MediumOutdoorTurretSet, $EquipConfigIndex++] = "RepairKit"; $AIEquipmentSet[MediumOutdoorTurretSet, $EquipConfigIndex++] = "Grenade"; $AIEquipmentSet[MediumOutdoorTurretSet, $EquipConfigIndex++] = "Mine"; $EquipConfigIndex = -1; $AIEquipmentSet[MediumIndoorTurretSet, $EquipConfigIndex++] = "Medium"; $AIEquipmentSet[MediumIndoorTurretSet, $EquipConfigIndex++] = "TurretIndoorDeployable"; $AIEquipmentSet[MediumIndoorTurretSet, $EquipConfigIndex++] = "Chaingun"; $AIEquipmentSet[MediumIndoorTurretSet, $EquipConfigIndex++] = "ChaingunAmmo"; $AIEquipmentSet[MediumIndoorTurretSet, $EquipConfigIndex++] = "Disc"; $AIEquipmentSet[MediumIndoorTurretSet, $EquipConfigIndex++] = "DiscAmmo"; $AIEquipmentSet[MediumIndoorTurretSet, $EquipConfigIndex++] = "GrenadeLauncher"; $AIEquipmentSet[MediumIndoorTurretSet, $EquipConfigIndex++] = "GrenadeLauncherAmmo"; $AIEquipmentSet[MediumIndoorTurretSet, $EquipConfigIndex++] = "ELFGun"; $AIEquipmentSet[MediumIndoorTurretSet, $EquipConfigIndex++] = "TargetingLaser"; $AIEquipmentSet[MediumIndoorTurretSet, $EquipConfigIndex++] = "RepairKit"; $AIEquipmentSet[MediumIndoorTurretSet, $EquipConfigIndex++] = "Grenade"; $AIEquipmentSet[MediumIndoorTurretSet, $EquipConfigIndex++] = "Mine"; $EquipConfigIndex = -1; $AIEquipmentSet[MediumInventorySet, $EquipConfigIndex++] = "Medium"; $AIEquipmentSet[MediumInventorySet, $EquipConfigIndex++] = "InventoryDeployable"; $AIEquipmentSet[MediumInventorySet, $EquipConfigIndex++] = "Chaingun"; $AIEquipmentSet[MediumInventorySet, $EquipConfigIndex++] = "ChaingunAmmo"; $AIEquipmentSet[MediumInventorySet, $EquipConfigIndex++] = "Disc"; $AIEquipmentSet[MediumInventorySet, $EquipConfigIndex++] = "DiscAmmo"; $AIEquipmentSet[MediumInventorySet, $EquipConfigIndex++] = "GrenadeLauncher"; $AIEquipmentSet[MediumInventorySet, $EquipConfigIndex++] = "GrenadeLauncherAmmo"; $AIEquipmentSet[MediumInventorySet, $EquipConfigIndex++] = "ELFGun"; $AIEquipmentSet[MediumInventorySet, $EquipConfigIndex++] = "TargetingLaser"; $AIEquipmentSet[MediumInventorySet, $EquipConfigIndex++] = "RepairKit"; $AIEquipmentSet[MediumInventorySet, $EquipConfigIndex++] = "Grenade"; $AIEquipmentSet[MediumInventorySet, $EquipConfigIndex++] = "Mine"; //------------------------------ $EquipConfigIndex = -1; $AIEquipmentSet[LightEnergyDefault, $EquipConfigIndex++] = "Light"; $AIEquipmentSet[LightEnergyDefault, $EquipConfigIndex++] = "EnergyPack"; $AIEquipmentSet[LightEnergyDefault, $EquipConfigIndex++] = "Chaingun"; $AIEquipmentSet[LightEnergyDefault, $EquipConfigIndex++] = "ChaingunAmmo"; $AIEquipmentSet[LightEnergyDefault, $EquipConfigIndex++] = "Disc"; $AIEquipmentSet[LightEnergyDefault, $EquipConfigIndex++] = "DiscAmmo"; $AIEquipmentSet[LightEnergyDefault, $EquipConfigIndex++] = "GrenadeLauncher"; $AIEquipmentSet[LightEnergyDefault, $EquipConfigIndex++] = "GrenadeLauncherAmmo"; $AIEquipmentSet[LightEnergyDefault, $EquipConfigIndex++] = "TargetingLaser"; $AIEquipmentSet[LightEnergyDefault, $EquipConfigIndex++] = "RepairKit"; $AIEquipmentSet[LightEnergyDefault, $EquipConfigIndex++] = "Grenade"; $AIEquipmentSet[LightEnergyDefault, $EquipConfigIndex++] = "Mine"; $EquipConfigIndex = -1; $AIEquipmentSet[LightEnergySniper, $EquipConfigIndex++] = "Light"; $AIEquipmentSet[LightEnergySniper, $EquipConfigIndex++] = "EnergyPack"; $AIEquipmentSet[LightEnergySniper, $EquipConfigIndex++] = "Disc"; $AIEquipmentSet[LightEnergySniper, $EquipConfigIndex++] = "DiscAmmo"; $AIEquipmentSet[LightEnergySniper, $EquipConfigIndex++] = "GrenadeLauncher"; $AIEquipmentSet[LightEnergySniper, $EquipConfigIndex++] = "GrenadeLauncherAmmo"; $AIEquipmentSet[LightEnergySniper, $EquipConfigIndex++] = "SniperRifle"; $AIEquipmentSet[LightEnergySniper, $EquipConfigIndex++] = "TargetingLaser"; $AIEquipmentSet[LightEnergySniper, $EquipConfigIndex++] = "RepairKit"; $AIEquipmentSet[LightEnergySniper, $EquipConfigIndex++] = "Grenade"; $AIEquipmentSet[LightEnergySniper, $EquipConfigIndex++] = "Mine"; $EquipConfigIndex = -1; $AIEquipmentSet[LightEnergyELF, $EquipConfigIndex++] = "Light"; $AIEquipmentSet[LightEnergyELF, $EquipConfigIndex++] = "EnergyPack"; $AIEquipmentSet[LightEnergyELF, $EquipConfigIndex++] = "Chaingun"; $AIEquipmentSet[LightEnergyELF, $EquipConfigIndex++] = "ChaingunAmmo"; $AIEquipmentSet[LightEnergyELF, $EquipConfigIndex++] = "Disc"; $AIEquipmentSet[LightEnergyELF, $EquipConfigIndex++] = "DiscAmmo"; $AIEquipmentSet[LightEnergyELF, $EquipConfigIndex++] = "ELFGun"; $AIEquipmentSet[LightEnergyELF, $EquipConfigIndex++] = "TargetingLaser"; $AIEquipmentSet[LightEnergyELF, $EquipConfigIndex++] = "RepairKit"; $AIEquipmentSet[LightEnergyELF, $EquipConfigIndex++] = "Grenade"; $AIEquipmentSet[LightEnergyELF, $EquipConfigIndex++] = "Mine"; $EquipConfigIndex = -1; $AIEquipmentSet[LightShieldSet, $EquipConfigIndex++] = "Light"; $AIEquipmentSet[LightShieldSet, $EquipConfigIndex++] = "ShieldPack"; $AIEquipmentSet[LightShieldSet, $EquipConfigIndex++] = "Plasma"; $AIEquipmentSet[LightShieldSet, $EquipConfigIndex++] = "PlasmaAmmo"; $AIEquipmentSet[LightShieldSet, $EquipConfigIndex++] = "Disc"; $AIEquipmentSet[LightShieldSet, $EquipConfigIndex++] = "DiscAmmo"; $AIEquipmentSet[LightShieldSet, $EquipConfigIndex++] = "GrenadeLauncher"; $AIEquipmentSet[LightShieldSet, $EquipConfigIndex++] = "GrenadeLauncherAmmo"; $AIEquipmentSet[LightShieldSet, $EquipConfigIndex++] = "TargetingLaser"; $AIEquipmentSet[LightShieldSet, $EquipConfigIndex++] = "RepairKit"; $AIEquipmentSet[LightShieldSet, $EquipConfigIndex++] = "Grenade"; $AIEquipmentSet[LightShieldSet, $EquipConfigIndex++] = "Mine"; $EquipConfigIndex = -1; $AIEquipmentSet[LightCloakSet, $EquipConfigIndex++] = "Light"; $AIEquipmentSet[LightCloakSet, $EquipConfigIndex++] = "CloakingPack"; $AIEquipmentSet[LightCloakSet, $EquipConfigIndex++] = "Plasma"; $AIEquipmentSet[LightCloakSet, $EquipConfigIndex++] = "PlasmaAmmo"; $AIEquipmentSet[LightCloakSet, $EquipConfigIndex++] = "Disc"; $AIEquipmentSet[LightCloakSet, $EquipConfigIndex++] = "DiscAmmo"; $AIEquipmentSet[LightCloakSet, $EquipConfigIndex++] = "GrenadeLauncher"; $AIEquipmentSet[LightCloakSet, $EquipConfigIndex++] = "GrenadeLauncherAmmo"; $AIEquipmentSet[LightCloakSet, $EquipConfigIndex++] = "TargetingLaser"; $AIEquipmentSet[LightCloakSet, $EquipConfigIndex++] = "RepairKit"; $AIEquipmentSet[LightCloakSet, $EquipConfigIndex++] = "FlashGrenade"; $AIEquipmentSet[LightCloakSet, $EquipConfigIndex++] = "Mine"; $EquipConfigIndex = -1; $AIEquipmentSet[LightRepairSet, $EquipConfigIndex++] = "Light"; $AIEquipmentSet[LightRepairSet, $EquipConfigIndex++] = "RepairPack"; $AIEquipmentSet[LightRepairSet, $EquipConfigIndex++] = "Chaingun"; $AIEquipmentSet[LightRepairSet, $EquipConfigIndex++] = "ChaingunAmmo"; $AIEquipmentSet[LightRepairSet, $EquipConfigIndex++] = "Disc"; $AIEquipmentSet[LightRepairSet, $EquipConfigIndex++] = "DiscAmmo"; $AIEquipmentSet[LightRepairSet, $EquipConfigIndex++] = "GrenadeLauncher"; $AIEquipmentSet[LightRepairSet, $EquipConfigIndex++] = "GrenadeLauncherAmmo"; $AIEquipmentSet[LightRepairSet, $EquipConfigIndex++] = "TargetingLaser"; $AIEquipmentSet[LightRepairSet, $EquipConfigIndex++] = "RepairKit"; $AIEquipmentSet[LightRepairSet, $EquipConfigIndex++] = "Grenade"; $AIEquipmentSet[LightRepairSet, $EquipConfigIndex++] = "Mine"; $EquipConfigIndex = -1; $AIEquipmentSet[LightSniperChain, $EquipConfigIndex++] = "Light"; $AIEquipmentSet[LightSniperChain, $EquipConfigIndex++] = "EnergyPack"; $AIEquipmentSet[LightSniperChain, $EquipConfigIndex++] = "Disc"; $AIEquipmentSet[LightSniperChain, $EquipConfigIndex++] = "DiscAmmo"; $AIEquipmentSet[LightSniperChain, $EquipConfigIndex++] = "Chaingun"; $AIEquipmentSet[LightSniperChain, $EquipConfigIndex++] = "ChaingunAmmo"; $AIEquipmentSet[LightSniperChain, $EquipConfigIndex++] = "SniperRifle"; $AIEquipmentSet[LightSniperChain, $EquipConfigIndex++] = "TargetingLaser"; $AIEquipmentSet[LightSniperChain, $EquipConfigIndex++] = "RepairKit"; $AIEquipmentSet[LightSniperChain, $EquipConfigIndex++] = "Grenade"; $AIEquipmentSet[LightSniperChain, $EquipConfigIndex++] = "Mine";