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Jul 20th, 2018
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  1. if ${DroneIterator.Value.ToEntity.ShieldPct} < 95 && ${Time.Timestamp} > ${DroneTimer.Timestamp}
  2. {
  3. UI:UpdateConsole["Recalling Damaged Drone ${DroneIterator.Value.ID}"]
  4. UI:UpdateConsole["Debug: Shield: ${DroneIterator.Value.ToEntity.ShieldPct}, Armor: ${DroneIterator.Value.ToEntity.ArmorPct}, Structure: ${DroneIterator.Value.ToEntity.StructurePct}"]
  5. ;returnIndex:Insert[${DroneIterator.Value.ID}]
  6. call This.ReturnAllToDroneBay
  7. DroneTimer:Set[${Time.Timestamp}]
  8. DroneTimer.Second:Inc[30]
  9. DroneTimer:Update
  10. }
  11. else
  12. {
  13. if ${MyShip.DronebayCapacity.Equal[125]}
  14. {
  15. if ${Me.ActiveTarget.Radius} < 100 && ${This.DronesOut} > 10
  16. {
  17. call This.ReturnAllToDroneBay
  18. call This.LaunchLightDrones
  19. }
  20. elseif ${Me.ActiveTarget.Radius} > 100 && ${This.DronesOut} <= 10
  21. {
  22. call This.ReturnAllToDroneBay
  23. call This.LaunchSentryDrones
  24. }
  25. }
  26. elseif ${MyShip.DronebayCapacity} > 50 && \
  27. ${MyShip.DronebayCapacity} < 125
  28. {
  29. if ${Me.ActiveTarget.Radius} < 100 && ${This.DronesOut} > 10
  30. {
  31. call This.ReturnAllToDroneBay
  32. call This.LaunchLightDrones
  33. }
  34. elseif ${Me.ActiveTarget.Radius} > 100 && ${This.DronesOut} <= 10
  35. {
  36. call This.ReturnAllToDroneBay
  37. call This.LaunchMediumDrones
  38. }
  39. }
  40. ;This is a check to see if drones are returning (if they are we don't want them to engage fuck all), also a check to see if this drones target is our activetarget
  41. if ${DroneIterator.Value.State} != 4
  42. {
  43. ;UI:UpdateConsole["Debug: Engage Target ${DroneIterator.Value.ID}"]
  44. engageIndex:Insert[${DroneIterator.Value.ID}]
  45. }
  46.  
  47. }
  48. }
  49. while ${DroneIterator:Next(exists)}
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