Oh great... now the DIRECTOR machine isnt cooperating....
Heres what i got, reply back and highlight anything i need to replace/fill in.
RULES
RULE event sceneInit
:action
SetSceneRadius(100000);
SetRelation(#race_player, #race_raptor, 2);
SetRelation(#race_raptor, #race_player, 2);
SetRelation(#race_vardrag, #race_player, 3);
SetRelation(#race_player, #race_vardrag, 3);
SetRelation(#race_vardrag, #race_raptor, 3);
SetRelation(#race_raptor, #race_vardrag, 3);
SetRelation(#race_player, #race_gorg, 2);
SetRelation(#race_gorg, #race_player, 2);
SetRelation(#race_vardrag, #race_gorg, 3);
SetRelation(#race_gorg, #race_vardrag, 3);
SetRelation(#race_raptor, #race_gorg, 2);
SetRelation(#race_gorg, #race_raptor, 2);
PShip.0 := GetSceneObj("Darkstar");
PShip.1 := GetSceneObj("Vanguard");
PShip.2 := GetSceneObj("Eringuard");
PShip.3 := GetSceneObj("Kings Arch");
R.Ship.0 := GetSceneObj("Highlander");
R.Ship.1 := GetSceneObj("Skirmisher");
R.Ship.2 := GetSceneObj("Stingray");
R.Ship.3 := GetSceneObj("Hellstorm");
R.Ship.4 := GetSceneObj("Ball");
R.Ship.5 := GetSceneObj("Chain");
R.Ship.6 := GetSceneObj("Assassin");
R.Ship.7 := GetSceneObj("Rambler");
R.Ship.8 := GetSceneObj("Baron");
G.Ship.1 := GetSceneObj("Argentum");
G.Ship.2 := GetSceneObj("Predator");
G.Ship.3 := GetSceneObj("Warmonger");
G.Ship.4 := GetSceneObj("Exile");
G.Ship.5 := GetSceneObj("Decay");
V.Ship.0:=GetSceneObj("Paradise");
V.Ship.0:Damage:=55 ;
V.Ship.0:security:=0 ;
V.Ship.1:=GetSceneObj("Atlantis");
V.Ship.1:Damage:=20 ;
V.Ship.1:security:=0 ;
V.Ship.1:secret:=0 ;
V.Ship.1:missingSecretPoints:=5000 ;
M.SOS:=GetSceneObj("SOS");
MakeFullyKnown(M.SOS);
FreezeReconState(M.SOS, 1);
Playmusic(22);
GetMachine("Director"):ChangeState(start, 0);
GetMachine("Objectives"):ChangeState(monitor, 0);
GetMachine("ATLANTIS_AI"):ChangeState(idle, 0);
GetMachine("GORG_AI"):ChangeState(battle, 0);
GetMachine("MAIN_AI"):ChangeState(start, 0);
M.GorgFleet:=GetFreeSel();
SelectShips(M.GorgFleet,S.race=#race_Gorg);
//Hide the Gorgs away...
ExecList(M.GorgFleet,HideShip(S.this));
Dump(M.GorgFleet);
END
MACHINE "Director"
STATE start
RULE event CO_HullLow
condition R.Ship:Race=#race_raptor
:action
Debug("Raptor Damaged");
R.ShipThreshhold:=2;
R.ShipCount:=GetFreeSel();
SelectShips(R.ShipCount, S.race=#race_raptor&S.this:Damage<50);
Dump(R.ShipCount);
IF(AllNumOf(R.ShipCount)<M.RaptorThreshold, LocalEvent(CallGorg));
:end
END
RULE event CallGorg
:action
JumpVector:=VNeg(R2Vec(M.GL:Orientation));
M.GorgFleet:=GetFreeSel();
SelectShips(M.GorgFleet, S.race=#race_gorg);
ExecList(M.GorgFleet,
SetLongRangeDir(S.this, JumpVector, 0, 0);
LongRangeArrive(S.this);
);
:end
END
END
END
#include "11_inner_ai.mach"
#include "11_default_obj.mach"
#include "11_default_ai.mach"
#include "11_music_ai.mach"
#include "11_gorg_ai.mach"
#include "11_atlantis_ai.mach"
END
R.Ships = Raptor ships
PShips = Player ships (obviously)
G.Ships = Gorg Ships
V.Ships = Vardrag Ships
M.Ships = Other
Im guessing the spot where i put 'Orientation' needs to be replaced. Am i right?