warzone2100/data/script/text/cam2dx.slo

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//SLO file for capturing NASDA central Uplink structure when player is near
//updates victory and fail conditions
//cam2DX.SLO
/* ******************** */
/* Declared Variables */
/* ******************** */
public int player, enemy, uplinkPlayer, capRange;
public STRUCTURE uplink;
public TEXTSTRING failed_msg, captured_msg;
public SOUND goodSnd, badSnd;
private int uplinkX, uplinkY;
trigger captureTrig((droidInRange(player, uplinkX, uplinkY, 300) and (uplink != NULLOBJECT)), 13); //3 tiles range
trigger captureDeadTrig((uplink == NULLOBJECT), 17);
trigger clearMessageTrig(wait, 100); //10 second delay
event captureEvnt;
event start(CALL_GAMEINIT)
{
//set up alliances first so don't kill each other!
createAlliance(player, uplinkPlayer);
createAlliance(enemy, uplinkPlayer);
if (uplink != NULLOBJECT)
{
uplinkX = uplink.x;
uplinkY = uplink.y;
}
}
event captureDeadEvnt(captureDeadTrig)
{
/* PROBLEM WITH THIS KICKING IN EVEN WHEN STRUCTURE CAPTURED */
/* MAY JUST REQUIRE REORDER OF TURNING EVENTS INACTIVE BEFORE DOING ACTIONS */
//need to play audio if possible
addConsoleText(failed_msg, player);
playSound(badSnd, player); //Objective destroyed
extraFailFlag = TRUE;
//don't allow win
setEventTrigger(captureDeadEvnt, inactive);
setEventTrigger(captureEvnt, inactive);
}
event clearMessage(inactive)
{
flushConsoleMessages();
setEventTrigger(clearMessage, inactive);
}
event captureEvnt(captureTrig)
{
//check taht no enemy defences/units nearby
if ((numDroidsInArea(enemy, uplinkX - capRange, uplinkY - capRange, uplinkX + capRange, uplinkY + capRange) == 0)
and (numStructsByTypeInArea(enemy, REF_DEFENSE, uplinkX - capRange, uplinkY - capRange, uplinkX + capRange, uplinkY + capRange) == 0))
{
//convert structure to player ownership now script function exists
takeOverStructsInArea(uplinkPlayer, player, uplinkX - 128, uplinkY - 128, uplinkX + 128, uplinkY + 128);
//need to play Audio if possible
showConsoleText(captured_msg, player);
playSound(goodSnd, player); //Objective captured
extraVictoryFlag = TRUE;
//don't allow lose
setEventTrigger(captureEvnt, inactive);
setEventTrigger(captureDeadEvnt, inactive);
setEventTrigger(clearMessage, clearMessageTrig);
}
}