//////////////////////////////////////// // AI functions for Clan Practice CTF // // z0dd - ZOD, 4/25/02 // //////////////////////////////////////// function PracticeCTFGame::onAIRespawn(%game, %client) { //add the default task if (! %client.defaultTasksAdded) { %client.defaultTasksAdded = true; %client.addTask(AIEngageTask); %client.addTask(AIPickupItemTask); %client.addTask(AITauntCorpseTask); %client.addtask(AIEngageTurretTask); %client.addtask(AIDetectMineTask); } } function PracticeCTFGame::AIInit(%game) { // load external objectives files loadObjectives(); for (%i = 1; %i <= %game.numTeams; %i++) { if (!isObject($ObjectiveQ[%i])) { $ObjectiveQ[%i] = new AIObjectiveQ(); MissionCleanup.add($ObjectiveQ[%i]); } error("team " @ %i @ " objectives load..."); $ObjectiveQ[%i].clear(); AIInitObjectives(%i, %game); } //call the default AIInit() function AIInit(); } function PracticeCTFGame::AIplayerCaptureFlipFlop(%game, %player, %flipFlop) { } function PracticeCTFGame::AIplayerTouchEnemyFlag(%game, %player, %flag) { } function PracticeCTFGame::AIplayerTouchOwnFlag(%game, %player, %flag) { } function PracticeCTFGame::AIflagCap(%game, %player, %flag) { //signal the flag cap event AIRespondToEvent(%player.client, 'EnemyFlagCaptured', %player.client); // MES - changed above line - did not pass args in correct order } function PracticeCTFGame::AIplayerDroppedFlag(%game, %player, %flag) { } function PracticeCTFGame::AIflagReset(%game, %flag) { } function PracticeCTFGame::onAIDamaged(%game, %clVictim, %clAttacker, %damageType, %implement) { if (%clAttacker && %clAttacker != %clVictim && %clAttacker.team == %clVictim.team) { schedule(250, %clVictim, "AIPlayAnimSound", %clVictim, %clAttacker.player.getWorldBoxCenter(), "wrn.watchit", -1, -1, 0); //clear the "lastDamageClient" tag so we don't turn on teammates... unless it's uberbob! %clVictim.lastDamageClient = -1; } } function PracticeCTFGame::onAIKilledClient(%game, %clVictim, %clAttacker, %damageType, %implement) { if (%clVictim.team != %clAttacker.team) DefaultGame::onAIKilledClient(%game, %clVictim, %clAttacker, %damageType, %implement); } function PracticeCTFGame::onAIKilled(%game, %clVictim, %clAttacker, %damageType, %implement) { DefaultGame::onAIKilled(%game, %clVictim, %clAttacker, %damageType, %implement); } function PracticeCTFGame::onAIFriendlyFire(%game, %clVictim, %clAttacker, %damageType, %implement) { if (%clAttacker && %clAttacker.team == %clVictim.team && %clAttacker != %clVictim && !%clVictim.isAIControlled()) { // The Bot is only a little sorry: if ( getRandom() > 0.9 ) AIMessageThread("ChatSorry", %clAttacker, %clVictim); } } function PracticeCTFGame::AIHalfTime(%game) { //clear all the bots, and clean up all the sets, objective qs, etc... AIMissionEnd(); //reset everything from scratch %game.aiInit(); //respawn all the bots for (%i = 0; %i < ClientGroup.getCount(); %i++) { %cl = ClientGroup.getObject(%i); if (%cl.isAIControlled()) onAIRespawn(%cl); } }