FANDOM


MIS-Script for the Standing Guard (BANPE):Edit

[
  .CLASS MACRO
  .TOKEN <NAME>
  .MACRO <BANPE_TYPE>
  .XYZ [ <X> <Y> <Z> ]
  .Angulo <ANGLE>
  .Grafico <SPRITE>
]

MIS-Script for the Patrolling Guard (BAP):Edit

[
  .CLASS MACRO
  .TOKEN <NAME>
  .MACRO <BAP_TYPE>
  .XYZ [ <X> <Y> <Z> ]
  .Angulo <ANGLE>
  .Grafico <SPRITE>
  .AcPatrulla [
    AcPatrulla
    [
      .PATRULLA [
        [
          .VEL <VELOCITY>
          .TIPORUTA <ROUTE_TYPE>
          .NOMBRE PATRULLA1
          .RUTA [
            [ .XYZ [ <X> <Y> <Z> ] ]
            [ .XYZ [ <X> <Y> <Z> ] ]
            < ...MORE WAYPOINTS... >
            [ .XYZ [ <X> <Y> <Z> ] ]
            [ .XYZ [ <X> <Y> <Z> ] ]
          ]
        ]
      ]
    ]
  ]
]


Description of the previously used placeholders:Edit

NAME (string)

must be a unique identifier!
BANPE_TYPE (string) BANPE1 Standing Guard (remains on his position if something suspicious spotted)
BANPE2 Standing Guard (goes investigate if something suspicious spotted)
BAP_TYPE (string) BAP1 Patrolling Guard (keeps patrolling if something suspicious spotted)
BAP2 Patrolling Guard (goes investigate if something suspicious spotted)
XYZ (float) position on the map
ANGLE (float)

0 viewing direction = east
90 viewing direction = south
180 viewing direction = west
270 viewing direction = north
can also be negative (-20 is the same as 340)
can also be larger than 360 (380 is the same as 20) or smaller than -360

ROUTE_TYPE (string) PINGPONG these are the waypoints: A,B,C,D; this is the route: A->B->C->D->C->B->A->B->C->...
LOOP these are the waypoints: A,B,C,D; this is the route: A->B->C->D->A->B->C->D->A->...
(there are more types (JUMP, STOPPED, EXIT) but they are used for triggered routes or recurring vehicles)
VELOCITY (float) the walking speed of the soldier, the default is 1.0
SPRITE (string)

reference to a sprite definition (ANM) inside the folder DATOS\RECURSOS\ELEM
the three most often used are:
ALEMAN2 gray/gray uniform
SOLDADO gray/green uniform
ALEMDES desert uniform

ALEMAN2 SOLDADO ALEMDES

f.l.t.r.: ALEMAN2, SOLDADO, ALEMDES

.RUTA optional paramters

ANGULO, ESPERA, VELOCIDADTRAMO, e.g:

[ .XYZ [ 100 100 100 ] .ANGULO 20 ]            set viewing direction to 20  
[ .XYZ [ 100 100 100 ] .ESPERA 10 ]            wait for 10 ticks 
[ .XYZ [ 100 100 100 ] .VELOCIDADTRAMO 1.4 ]   set velocity for this waypoint to 1.4
optional paramters for the BANPE/BAP script

UmbralNerviosismo, AngBarrido, e.g:

[
  .CLASS MACRO
  .TOKEN GERMAN01
  .MACRO BANPE2
  .XYZ [ 100 100 100 ]
  .Angulo 0
  .Grafico SOLDADO
  .AngBarrido 45          set angle of the field of view (the green cone) to 45
  .UmbralNerviosismo 50   set nervousness threshold to 50, that means the 
                          soldier will shooter sooner if he aims at you
]