Actually there are MORE user defined variables then state. Like Activate, you can also use move and raycast to create a thrid variable if you need it, the concept is good but it may create errors.
And API has no relivance to the topic. You are right that it can be consitered API, technically (and technically not, FPI scripts aren't directly processed into the system), but you don't need to change what is already in place. FPI is the ACCEPTED term, we don't need others.
Yes I did read your post. But I think you should take some time to think it though...
:STATE=0:STATE=1
:state=1,plrdistwithin=500:state=2
:state=2,ifweapon=0:state=10
:state=2,ifweapon=1:rotatetoplr,useweapon,state=1
:state=10:reloadweapon,state=1
simple non-mobile Enemy AI.
State is always zero when the script is first run.
State can not change by use of mathamatics
ifweapon has the values 0 1 and 2
0 means that it can not be used
1 means it can be used
2 is unknown, but it appears to be there
plrdistwithin = x
x is 1/100th of one tile.
Most of it IS self explanatory... there are a few commands that give people head aches, but if you take the time to read the scripts and WORKOUT how they work, it becomes alot easier. problem is, most people don't bother.
Blasting, Shooting, and Maiming. Aspects of Modern Gamming.