; ; AI Conditional FSM for team 2 ; DefineEndCondTree(0) { ; state 1 ; the "okay" state ; just chill and see if there is a trespass (before the money's been paid) DefineCondState() { DefineCondition(2 0 0 0 I_gots_to_get_paid!!!) { CritAND() { CritNOT() { CritHaveCredits(300000) } CritTeamInRegion(28979 0) ; the near region (#1) } } } ; state 2 ; the "warn" state ; this means the player has run around too much and needs to head back DefineCondState() { ; optional condition to repeat the warning every so often DefineCondition(2 0 0 0 I'm_warning_you) { CritTimer(400) } ; if they go any farther, they're gonna lose DefineCondition(3 0 0 0 You_don't_listen_too_well) { CritAND() { CritNOT() { CritHaveCredits(300000) } CritTeamInRegion(28978 0) ; the far region (#2) } } ; if player clears out, though, then go back to okay DefineCondition(1 0 0 0 Good_thinkin') { CritNOT() { CritTeamInRegion(28979 0) ; the near region (#1) } } TriggerMessage(gvt3aol9) ; "turn around" or something like that } ; state 3 ; point of no return... say one last thing then fail them DefineCondState() { DefineCondition(0 0 0 0 I_told_you_so) { CritTimer(200) ; just long enough to say my peace } TriggerMessage(gvt3bol0) ; "well, I warned you" or something } }