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- if ${DroneIterator.Value.ToEntity.ShieldPct} < 95 && ${Time.Timestamp} > ${DroneTimer.Timestamp}
- {
- UI:UpdateConsole["Recalling Damaged Drone ${DroneIterator.Value.ID}"]
- UI:UpdateConsole["Debug: Shield: ${DroneIterator.Value.ToEntity.ShieldPct}, Armor: ${DroneIterator.Value.ToEntity.ArmorPct}, Structure: ${DroneIterator.Value.ToEntity.StructurePct}"]
- ;returnIndex:Insert[${DroneIterator.Value.ID}]
- call This.ReturnAllToDroneBay
- DroneTimer:Set[${Time.Timestamp}]
- DroneTimer.Second:Inc[30]
- DroneTimer:Update
- }
- else
- {
- if ${MyShip.DronebayCapacity.Equal[125]}
- {
- if ${Me.ActiveTarget.Radius} < 100 && ${This.DronesOut} > 10
- {
- call This.ReturnAllToDroneBay
- call This.LaunchLightDrones
- }
- elseif ${Me.ActiveTarget.Radius} > 100 && ${This.DronesOut} <= 10
- {
- call This.ReturnAllToDroneBay
- call This.LaunchSentryDrones
- }
- }
- elseif ${MyShip.DronebayCapacity} > 50 && \
- ${MyShip.DronebayCapacity} < 125
- {
- if ${Me.ActiveTarget.Radius} < 100 && ${This.DronesOut} > 10
- {
- call This.ReturnAllToDroneBay
- call This.LaunchLightDrones
- }
- elseif ${Me.ActiveTarget.Radius} > 100 && ${This.DronesOut} <= 10
- {
- call This.ReturnAllToDroneBay
- call This.LaunchMediumDrones
- }
- }
- ;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
- if ${DroneIterator.Value.State} != 4
- {
- ;UI:UpdateConsole["Debug: Engage Target ${DroneIterator.Value.ID}"]
- engageIndex:Insert[${DroneIterator.Value.ID}]
- }
- }
- }
- while ${DroneIterator:Next(exists)}
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