public void BuildAi() { EncounterLogic.Add(new IssueFollowLanceOrderTrigger(new List <string>() { Tags.EMPLOYER_TEAM }, IssueAIOrderTo.ToLance, new List <string>() { Tags.PLAYER_1_TEAM })); }
public void BuildRandomSpawns() { if (!MissionControl.Instance.IsRandomSpawnsAllowed()) { return; } Main.Logger.Log("[DefendBaseEncounterRules] Building spawns rules"); EncounterLogic.Add(new SpawnLanceMembersAroundTarget(this, "SpawnerPlayerLance", "SpawnerLanceFriendlyTurret", "SpawnerLanceEnemyTurret", SpawnLogic.LookDirection.TOWARDS_TARGET, 100f, 150f)); }
public void BuildRandomSpawns() { if (!MissionControl.Instance.IsRandomSpawnsAllowed()) { return; } Main.Logger.Log("[CaptureBaseAidAssaultEncounterRules] Building spawns rules"); EncounterLogic.Add(new SpawnLanceAtEdgeOfBoundary(this, "SpawnerPlayerLance", "PlotBase")); }
public void BuildRandomSpawns() { if (!Main.Settings.RandomSpawns) { return; } Main.Logger.Log("[CaptureBaseAidAssaultEncounterRules] Building spawns rules"); EncounterLogic.Add(new SpawnLanceAtEdgeOfBoundary(this, "SpawnerPlayerLance", "PlotBase")); }
private void BuildRandomSpawn() { if (!Main.Settings.RandomSpawns) { return; } Main.Logger.Log("[DestroyBaseJointAssaultEncounterRules] Building player spawn rule"); EncounterLogic.Add(new SpawnLanceAtEdgeOfBoundary(this, "SpawnerPlayerLance", "PlotBase")); }
private void BuildRandomSpawn() { if (!MissionControl.Instance.IsRandomSpawnsAllowed()) { return; } Main.Logger.Log("[DestroyBaseJointAssaultEncounterRules] Building player spawn rule"); EncounterLogic.Add(new SpawnLanceAtEdgeOfBoundary(this, "SpawnerPlayerLance", "PlotBase")); }
public void BuildRandomSpawns() { if (!Main.Settings.RandomSpawns) { return; } Main.Logger.Log("[SimpleBattleEncounterRules] Building spawns rules"); EncounterLogic.Add(new SpawnLanceAtEdgeOfBoundary(this, "SpawnerPlayerLance", "LanceEnemyOpposingForce", 400f)); }
public void BuildRandomSpawns() { if (!MissionControl.Instance.IsRandomSpawnsAllowed()) { return; } Main.Logger.Log("[RescueEncounterRules] Building spawns rules"); EncounterLogic.Add(new SpawnLanceAtEdgeOfBoundary(this, "SpawnerPlayerLance", "OccupyRegion1VIPGo")); }
public void BuildRandomSpawns() { if (!Main.Settings.RandomSpawns) { return; } Main.Logger.Log("[RescueEncounterRules] Building spawns rules"); EncounterLogic.Add(new SpawnLanceAtEdgeOfBoundary(this, "SpawnerPlayerLance", "OccupyRegion1VIPGo")); }
public void BuildRandomSpawns() { if (!MissionControl.Instance.IsRandomSpawnsAllowed()) { return; } Main.Logger.Log("[SimpleBattleEncounterRules] Building spawns rules"); EncounterLogic.Add(new SpawnLanceAtEdgeOfBoundary(this, "SpawnerPlayerLance", "LanceEnemyOpposingForce", 400f)); }
public void BuildRandomSpawns() { if (!Main.Settings.RandomSpawns) { return; } Main.Logger.Log("[CaptureEscortAdditionalBlockersEncounterRules] Building spawns rules"); EncounterLogic.Add(new SpawnLanceAtEdgeOfBoundary(this, "SpawnerPlayerLance", "EscortRegion")); EncounterLogic.Add(new SpawnLanceAtEdgeOfBoundary(this, "HunterLance", "EscortExtractionRegion", 200, true)); }
public void BuildRandomSpawns() { if (!MissionControl.Instance.IsRandomSpawnsAllowed()) { return; } Main.Logger.Log("[CaptureEscortAdditionalBlockersEncounterRules] Building spawns rules"); EncounterLogic.Add(new SpawnLanceAtEdgeOfBoundary(this, "SpawnerPlayerLance", "EscortRegion")); EncounterLogic.Add(new SpawnLanceAtEdgeOfBoundary(this, "HunterLance", "EscortExtractionRegion", 312, 480, true)); }
public void BuildRandomSpawns() { if (!MissionControl.Instance.IsRandomSpawnsAllowed()) { return; } Main.Logger.Log("[FireMissionEncounterRules] Building spawns rules"); EncounterLogic.Add(new SpawnLanceAroundTarget(this, "SpawnerPlayerLance", "ChunkBeaconRegion1", SpawnLogic.LookDirection.TOWARDS_TARGET, 500, 700, true)); }
public void BuildRandomSpawns() { if (!Main.Settings.RandomSpawns) { return; } Main.Logger.Log("[FireMissionEncounterRules] Building spawns rules"); EncounterLogic.Add(new SpawnLanceAroundTarget(this, "SpawnerPlayerLance", "ChunkBeaconRegion1", SpawnLogic.LookDirection.TOWARDS_TARGET, 400, 600, true)); }
public void BuildRandomSpawns() { if (!MissionControl.Instance.IsRandomSpawnsAllowed()) { return; } Main.Logger.Log("[AssassinateEncounterRules] Building spawns rules"); EncounterLogic.Add(new SpawnLanceAtEdgeOfBoundary(this, "SpawnerPlayerLance", "AssassinateSpawn")); EncounterLogic.Add(new SpawnLanceAnywhere(this, "AssassinateSpawn", "SpawnerPlayerLance", 400, true)); EncounterLogic.Add(new LookAtTarget(this, "SpawnerPlayerLance", "AssassinateSpawn", true)); }
public void BuildRandomSpawns() { if (!MissionControl.Instance.IsRandomSpawnsAllowed()) { return; } Main.Logger.Log("[BlackoutEncounterRules] Building spawns rules"); EncounterLogic.Add(new SpawnLanceAtEdgeOfBoundary(this, "SpawnerPlayerLance", "FirstRegion", 200f, 800f)); EncounterLogic.Add(new SpawnLanceAnywhere(this, "RoamingForce", "SpawnerPlayerLance", 500f, 1000f)); EncounterLogic.Add(new SpawnLanceAroundTarget(this, "LanceEnemyOpposingForce", "Region_Follow_The_Trail", SpawnLogic.LookDirection.TOWARDS_TARGET, 200f, 400f, true)); }
public void BuildRandomSpawns() { if (!Main.Settings.RandomSpawns) { return; } Main.Logger.Log("[DebugArenaSkirmishEncounterRules] Building spawns rules"); EncounterLogic.Add(new SpawnLanceAnywhere(this, "Player2LanceSpawner", "SpawnerPlayerLance", true)); EncounterLogic.Add(new SpawnLanceAroundTarget(this, "SpawnerPlayerLance", "Player2LanceSpawner", SpawnLogic.LookDirection.TOWARDS_TARGET, 100f, 150f, true)); EncounterLogic.Add(new LookAtTarget(this, "Player2LanceSpawner", "SpawnerPlayerLance", true)); }
public void BuildRandomSpawns() { if (!MissionControl.Instance.IsRandomSpawnsAllowed()) { return; } Main.Logger.Log("[ArenaSkirmishEncounterRules] Building spawns rules"); EncounterLogic.Add(new SpawnLanceAnywhere(this, "Player2LanceSpawner", "SpawnerPlayerLance", true)); EncounterLogic.Add(new SpawnLanceAnywhere(this, "SpawnerPlayerLance", "Player2LanceSpawner", true)); EncounterLogic.Add(new LookAtTarget(this, "Player2LanceSpawner", "SpawnerPlayerLance", true)); EncounterLogic.Add(new LookAtTarget(this, "SpawnerPlayerLance", "Player2LanceSpawner", true)); }
public void BuildRandomSpawns() { if (!MissionControl.Instance.IsRandomSpawnsAllowed()) { return; } Main.Logger.Log("[DefendBaseEncounterRules] Building spawns rules"); EncounterLogic.Add(new SpawnLanceMembersAroundTarget(this, "SpawnerPlayerLance", "PlotBase", SpawnLogic.LookDirection.AWAY_FROM_TARGET, 100f, 250f)); EncounterLogic.Add(new SpawnLanceAroundTarget(this, "SpawnerLanceEnemyWave1", "PlotBase", SpawnLogic.LookDirection.TOWARDS_TARGET, 400f, 600f, true)); EncounterLogic.Add(new SpawnLanceAtEdgeOfBoundary(this, "SpawnerLanceEnemyWave2", "PlotBase")); EncounterLogic.Add(new SpawnLanceAtEdgeOfBoundary(this, "SpawnerLanceEnemyWave3", "PlotBase")); EncounterLogic.Add(new SpawnLanceMembersAroundTarget(this, "SpawnerLanceEnemyWave1", "SpawnerLanceEnemyWave1", "PlotBase", SpawnLogic.LookDirection.TOWARDS_TARGET, 10f, 100f)); EncounterLogic.Add(new SpawnLanceMembersAroundTarget(this, "SpawnerLanceEnemyWave2", "SpawnerLanceEnemyWave2", "PlotBase", SpawnLogic.LookDirection.TOWARDS_TARGET, 10f, 100f)); EncounterLogic.Add(new SpawnLanceMembersAroundTarget(this, "SpawnerLanceEnemyWave3", "SpawnerLanceEnemyWave3", "PlotBase", SpawnLogic.LookDirection.TOWARDS_TARGET, 10f, 100f)); }
public void BuildRandomSpawns() { if (!MissionControl.Instance.IsRandomSpawnsAllowed()) { return; } Main.Logger.Log("[AmbushConvoyEncounterRules] Building spawns rules"); if (MissionControl.Instance.IsExtendedBoundariesAllowed()) { Main.Logger.Log("[AmbushConvoyEncounterRules] Using Extended Boundary spawn rules"); EncounterLogic.Add(new SpawnLanceAroundTarget(this, "SpawnerPlayerLance", "ConvoyUnit1Spawn", SceneManipulationLogic.LookDirection.TOWARDS_TARGET, 400, 600, true)); } else { EncounterLogic.Add(new SpawnLanceAtEdgeOfBoundary(this, "SpawnerPlayerLance", "ConvoyUnit1Spawn")); } }