import * as modlib from 'modlib'; function OnSpawnerSpawned_New_Rule_Action(eventInfo: any) { let myTeam: number = eventInfo.eventPlayer.getTeamId(); console.log(myTeam); mod.DisplayCustomNotificationMessage(mod.Message("bot is on {} team", myTeam), mod.CustomNotificationSlots.HeaderText,2) switch(myTeam){ case 112: //do stuff break; case 113: //do stuff break; default: break; } mod.AISetMoveSpeed(mod.EventPlayer(),mod.MoveSpeed.InvestigateRun) while (mod.And( mod.GetSoldierState(mod.EventPlayer(),mod.SoldierStateBool.IsAISoldier), mod.GetSoldierState(mod.EventPlayer(),mod.SoldierStateBool.IsAlive))) { await mod.Wait(3) mod.AIMoveToBehavior(mod.EventPlayer(),mod.GetObjectPosition(mod.GetSpatialObject(301))) await mod.Wait(3) mod.AIMoveToBehavior(mod.EventPlayer(),mod.GetObjectPosition(mod.GetSpatialObject(303))) } } function OnSpawnerSpawned_New_Rule(conditionState: any, eventInfo: any) { let newState = true; if (!conditionState.update(newState)) { return; } OnSpawnerSpawned_New_Rule_Action(eventInfo); } function OnGameModeStarted_New_Rule_Action() { await mod.Wait(5) mod.SpawnAIFromAISpawner(mod.GetSpawner(112),mod.GetTeam(2)) } function OnGameModeStarted_New_Rule(conditionState: any) { let newState = true; if (!conditionState.update(newState)) { return; } OnGameModeStarted_New_Rule_Action(); } function OnPlayerDeployed_New_Rule_Condition(eventInfo: any): boolean { const newState = mod.Not(mod.GetSoldierState(mod.EventPlayer(),mod.SoldierStateBool.IsAISoldier)); return newState; } function OnPlayerDeployed_New_Rule_Action(eventInfo: any) { mod.SetTeam(mod.EventPlayer(),mod.GetTeam(1)) } function OnPlayerDeployed_New_Rule(conditionState: any, eventInfo: any) { let newState = OnPlayerDeployed_New_Rule_Condition(eventInfo); if (!conditionState.update(newState)) { return; } OnPlayerDeployed_New_Rule_Action(eventInfo); } function OnPlayerDied_New_Rule_Condition(eventInfo: any): boolean { const newState = mod.GetSoldierState(mod.EventPlayer(),mod.SoldierStateBool.IsAISoldier); return newState; } function OnPlayerDied_New_Rule_Action(eventInfo: any) { if (mod.GetSoldierState(mod.EventPlayer(),mod.SoldierStateBool.IsAISoldier)) { await mod.Wait(5) mod.SpawnAIFromAISpawner(mod.GetSpawner(112),mod.GetTeam(2)) } } function OnPlayerDied_New_Rule(conditionState: any, eventInfo: any) { let newState = OnPlayerDied_New_Rule_Condition(eventInfo); if (!conditionState.update(newState)) { return; } OnPlayerDied_New_Rule_Action(eventInfo); } // global vars // player vars // team vars // capture point vars // mcom vars // vehicle vars export function OnSpawnerSpawned(eventPlayer: mod.Player, eventSpawner: mod.Spawner) { const eventInfo = {eventPlayer, eventSpawner}; let eventNum = 0; OnSpawnerSpawned_New_Rule(modlib.getPlayerCondition(eventPlayer, eventNum++), eventInfo); } export function OnGameModeStarted() { const eventInfo = {}; let eventNum = 0; OnGameModeStarted_New_Rule(modlib.getGlobalCondition(eventNum++)); } export function OnPlayerDeployed(eventPlayer: mod.Player) { const eventInfo = {eventPlayer}; let eventNum = 1; OnPlayerDeployed_New_Rule(modlib.getPlayerCondition(eventPlayer, eventNum++), eventInfo); } export function OnPlayerDied(eventPlayer: mod.Player, eventOtherPlayer: mod.Player, eventDeathType: mod.DeathType, eventWeaponUnlock: mod.WeaponUnlock) { const eventInfo = {eventPlayer, eventOtherPlayer, eventDeathType, eventWeaponUnlock}; let eventNum = 2; OnPlayerDied_New_Rule(modlib.getPlayerCondition(eventPlayer, eventNum++), eventInfo); } // Strings content - add the following to your strings file: { "s0": "MoveSpeed", "s1": "InvestigateRun", "s2": "SoldierStateBool", "s3": "IsAISoldier", "s4": "IsAlive" }