; ; Game Conditions for team 1 ; DefineAICondTree() { ; ; Conditional State #1 DO NOTHING ; DefineCondState() { DefineCondition(2 0 0 0 "go_to_harass") ; TRANSITION TO HARASS { CritOR() { CritTeamInRegion(67903 0) ; outer prison #1 CritTeamInRegion(64129 0) ; outer prison #2 CritTeamInRegion(64154 0) ; outer prison #3 } } DefineCondition(4 0 0 0 "go_to_defend") ;TRANSITION TO DEFEND { CritEnemyInRegion(17654) } SetAIPFile(M03fNO.aip) } ; ; Conditional State #2 - HARASS STATE ; DefineCondState() { DefineCondition(4 0 0 0 "defend") ;TRANSITION TO DEFEND { CritEnemyInRegion(17654) } DefineCondition(3 0 0 0 "offensive") ;TRANSITION TO ATTACK { CritAND() { CritEnemyInRegion(67975) CritTimer(11000) } } SetAIPFile(M03fHAR.aip) AdjustRegionPri(17611 5000 100 600) AdjustRegionPri(67796 5000 100 600) } ; ; Conditional State #3 - ATTACK STATE ; DefineCondState() { DefineCondition(4 0 0 0 "Defend") ;TRANSITION TO DEFEND { CritEnemyInRegion(17654) } DefineCondition(5 0 0 0 "regroup") ;TRANSITION TO re-group { CritTimer(4500) } SetAIPFile(M03fOFF.aip) } ; ; Conditional State #4 - DEFEND STATE ; DefineCondState() { DefineCondition(3 0 0 0 "offensive") ;TRANSITION TO attack { CritNOT() { CritEnemyInRegion(17654) } } SetAIPFile(M03fdef.aip) } ; ; Conditional State #5 - Re-group ; DefineCondState() { DefineCondition(3 0 0 0 "offensive") ;TRANSITION TO attack { CritTimer(2000) } DefineCondition(4 0 0 0 "defend") ;TRANSITION TO DEFEND { CritEnemyInRegion(17654) } SetAIPFile(M03fhar.aip) } }