975 lines
26 KiB
Plaintext
975 lines
26 KiB
Plaintext
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// SCRIPT file for Cam 1-7
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/* General Values */
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public int player;
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public int enemy1, enemy2;
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public int pow1, pow2;
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private int numart; //blipFlag;
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private STRUCTURE newDroidFactory;
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/* structure limit stuff */
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public STRUCTURESTAT factory, research, oilDerrick, powerGen;
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//public STRUCTURESTAT powerModuleHack;
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public STRUCTURESTAT command, comRelay;
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public INT numPow, numExt, numFac, numRes;
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/* Win or lose */
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public SOUND lostSnd;
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public LEVEL NextLev;
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//public TEMPLATE transporter;
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private int totDroids;
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/* Base Under Attack Stuff */
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private STRUCTURE hitStruc;
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private BASEOBJ attackerObj;
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private int t;
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public SOUND attackSnd1;
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/* Transport Entry/Exit coords */
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public int entryX, entryY, exitX, exitY;
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public TEMPLATE transporter; //required for enemy transports landing
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public SOUND warnSnd;
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public TEXTSTRING badMsg;
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private DROID transportDroid, loadDroid;
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private TEMPLATE reinforceTemplate;
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private BOOL transFlag; //has transport been triggered?
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/* Briefing stuff */
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public INTMESSAGE MissionBrief, MissionBrief2;
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public INTMESSAGE endMsg; //, winMsg;
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public SOUND incomingSnd;
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/* LZ Message */
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public INTMESSAGE LZ_MSG;
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public SOUND LZSnd;
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public INTMESSAGE obj1;
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public TEXTSTRING RetLZMsg;
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public INT ReinforceTime;
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public SOUND LZComp, LZClear;
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private BOOL playerTransOnMap;
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/* Proximity: Artifacts */
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public FEATURESTAT crate;
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public int art1X, art1Y;
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public STRUCTURE art1Get;
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public SOUND art1Snd2;
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//public INTMESSAGE art1Msg;
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public RESEARCHSTAT art1Comp;
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public FEATURE art1ID;
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/* player Bonus Research topics given at end of mission */
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public int numResP0;
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public RESEARCHSTAT resP0[20]; //need to be declared with value >= numResP0, numResP1, etc.
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private INT count;
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/* Proximity: Enemy */
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public STRUCTURE enm1a, enm1b, enm1c;
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public STRUCTUREID enm1aID, enm1bID, enm1cID;
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public STRUCTURE enm1See, enm2See, enm3See;
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public INTMESSAGE enm1Msg;
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public SOUND enm1Snd1;
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public SOUND enm1Snd2;
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public INTMESSAGE enm2Msg;
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public SOUND enm2Snd1;
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public SOUND enm2Snd2;
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public INTMESSAGE enm3Msg;
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public SOUND enm3Snd1;
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public SOUND enm3Snd2;
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/* AI STUFF */
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/* Enemy Waypoints */
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public INT numWay;
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public INT wayX[4], wayY[4];
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/* Enemy Groups*/
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private GROUP Recovery1, Recovery2, artGroup;
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private INT temp1, temp2, wayCount;
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private FEATURE testID;
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// enemy1 variables
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private GROUP enemy1Build, enemy1Attack, enemy1Start, enemy1Fin, enemy1Force1, enemy1Force2;
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private GROUP enemy2Build, enemy2Attack, enemy2Start, enemy2Fin, enemy1Guard, enemy2Guard;
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private GROUP Strike1, Ambush1, Reserve1;
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private GROUP Scav1, Scav2, Scav3;
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private INT tempx1, tempx2, tempy1, tempy2;
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private INT AmbushTot, Scav2Health; //for keeping track of casualties
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public INT playerX,playerY;
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private STRUCTURE attackedStruct;
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private BASEOBJ attacker;
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// temporary variables
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private DROID newDroid;
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private INT moveX,moveY;
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private INT xdiff,ydiff;
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private INT ld; //default leadership for enemy2
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private BOOL briefFlag; //for additional briefing when NP have picked up artifact
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/* values for build lists start here */
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/* General Values */
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public int enemy1Tot; //limit build to this number
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public int enemy2Tot; //limit build to this number
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/* Enemy Tactics */
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public TEMPLATE template1[8], template2[14], template3[3];
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/* enemy1 */
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private int enm1aState, enm1bState, enm1cState;
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private bool enm1aDestroyed, enm1bDestroyed, enm1cDestroyed;
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/* Values for build Commands */
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public DROID enemyTruck1;
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private int comTruck1;
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/* Structures to be built */
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public INT numStruc1;
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public STRUCTURESTAT struc1[6];
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public INT struc1X[6], struc1Y[6];
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/* Starting Technology */
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public int numtecE1, numtecE2;
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public RESEARCHSTAT tecE1[2], tecE2[21];
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/* Triggers: Win or Lose */
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//check no player droids outside LZ, and some within!! (since shouldn't use groups for player 0)
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//trigger checkLZTrig((droidInArea(player, 0, 6592, 1600, 8192)) and (not droidInArea(player, 0, 0, 8192, 6592)) and (not droidInArea(player, 1600, 6592, 8192, 8192)), 10);
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//trigger checkLZTrig((droidInArea(player, 0, 0, 8192, 8192)), 10);
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trigger winLoseTrig(every, 10);
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/* Triggers: Briefing */
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trigger vidEndTrig(CALL_VIDEO_QUIT);
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trigger obj1Trig(droidInRange(player, 4160, 3904, 5*128), 20);
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/* Triggers: Artifacts */
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//trigger art1SeenTrig(droidHasSeen(art1ID, player), 5);
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//trigger art1SeenTrig(droidInRange(player, art1X, art1Y, 12*128), 10);
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trigger art1TakeTrig(droidInRange(player, art1X, art1Y, 171), 10);
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trigger art1PlaceTrig(every, 5);
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trigger every10( every, 10);
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/* Enemy Grab Artifact */
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trigger art1EnmTakeTrig(droidInRange(enemy2, art1X, art1Y, 171), 10);
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trigger enemyWayTrig(every, 10);
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//trigger startGrabTrig(droidInArea(player, 0, 3392, 7872, 4800), 10);
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trigger startGrabTrig(droidInArea(player, 2122, 3392, 7872, 5184), 10);
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/* Triggers: Enemy */
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trigger enm1SeenTrig(seenStructInArea(player, enemy1, FALSE, 3136, 4288, 5056, 7616), 10);
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trigger enm1DeadTrig(numStructsButNotWallsInArea(enemy1, 3136, 4288, 5056, 7616) == 0, 20);
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trigger enm2SeenTrig(seenStructInArea(player, enemy1, FALSE, 5696, 5312, 8000, 8000), 10);
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trigger enm2DeadTrig(numStructsButNotWallsInArea(enemy1, 5696, 5312, 8000, 8000) == 0, 20);
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trigger enm3SeenTrig(seenStructInArea(player, enemy1, FALSE, 3392, 448, 8000, 1984), 10);
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trigger enm3DeadTrig(numStructsButNotWallsInArea(enemy1, 3392, 448, 8000, 1984) == 0, 20);
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/* AI TRIGGERS */
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trigger enemy1AttackPause( every, 3000 ); //5 mins
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/* triggers for build lists start here */
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/* Triggers: Enemy Tactics */
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trigger enm1aStartTrig(droidInRange(player,enm1a.x, enm1a.y, 15*128),20);
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trigger enm1aFactTrig(every,300);
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trigger enm1bStartTrig(droidInRange(player,enm1b.x, enm1b.y, 15*128),20);
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trigger enm1bFactTrig(every,300);
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trigger enm1cStartTrig(droidInRange(player,enm1c.x, enm1c.y, 15*128),20);
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trigger enm1cFactTrig(every,300);
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trigger buildTrig(every, 30);
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trigger retLZTrig(not anyDroidsLeft(enemy2), 24); //NP vehicles all dead?
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trigger gameLostTrig (every, 20);
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/* transport triggers */
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trigger landTransTrig(droidInArea(player, 0, 0, 3392, 2368), 10);
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trigger NPTRansLeft(CALL_TRANSPORTER_OFFMAP, enemy2);
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trigger warnPlayerTrig(wait, 2); //extra brief
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//LZ contains enemies?
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trigger LZNoGoTrig((objectInArea(enemy1, 128, 6400, 1664, 7936)) or
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(objectInArea(enemy2, 128, 6400, 1664, 7936)), 35);
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//LZ clear of enemies?
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trigger LZ_OKTrig((not objectInArea(enemy1, 128, 6400, 1664, 7936)) and
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(not objectInArea(enemy2, 128, 6400, 1664, 7936)), 35);
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trigger RTLZStart(wait,0);
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trigger RTLZFreq(every,300);
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/* Events: Start */
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event wonYetEvnt;
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event timeUp;
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event art1EnmTakeEvnt;
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event recoveryDead;
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event enemyWayEvnt;
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event startGrab2;
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event setBuild1;
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//event art1SeenEvnt;
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event landTrans;
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event LZNoGo;
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event LZ_OK;
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event periodicRTLZ;
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event startEvnt(CALL_GAMEINIT)
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{
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centreViewPos(7*128, 56*128); //centre near LZ
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//make scavengers and New paradigm allies (just in case!)
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createAlliance(enemy1, enemy2);
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//set scroll limits
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// setScrollParams(0, 0, 64, 64); //limit scroll
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//set zoom Level 64x64
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setRadarZoom(1);
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//stop player building on LZ#1
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setLandingZone(6, 55, 8, 57);
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//call in transport
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flyTransporterIn(player, entryX, entryY, false);
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setTransporterExit(player, exitX, exitY);
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//add enemy transport (once!)
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setNoGoArea(12, 10, 14, 12, enemy2);
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transportDroid = addDroidToMissionList(transporter, enemy2);
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setPowerLevel(pow1, enemy1);
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setPowerLevel(pow2, enemy2);
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//Blip Given at start
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addMessage(obj1, PROX_MSG, player, false);
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//allow to build stuff
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setStructureLimits (powerGen,numPow,0);
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setStructureLimits (oilDerrick,numExt,0);
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setStructureLimits (research,numRes,0);
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setStructureLimits (factory,numFac,0);
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setStructureLimits(command, 0, player);
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setStructureLimits(comRelay, 0, player);
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enableStructure(command, player);
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enableStructure(powerGen,0);
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enableStructure(oilDerrick,0);
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enableStructure(research,0);
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enableStructure(factory,0);
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//enableStructure(powerModuleHack, 0);
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//set transport time
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setReinforcementTime(ReinforceTime);
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//add enemy transport!!
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//addDroid(transporter, 1728, 1472, enemy2); //place enemy transporter!!!
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//get Enemy Recovery Group to pick up artifact
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groupAddArea(Recovery1, enemy2, 4544, 3520, 4800, 3776);
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// player specific technology startups
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count = 0;
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while (count < numtecE1)
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{
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completeResearch(tecE1[count], enemy1);
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count = count +1;
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}
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count = 0;
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while (count < numtecE2)
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{
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completeResearch(tecE2[count], enemy2);
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count = count +1;
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}
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setEventTrigger(startEvnt, inactive);
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addMessage(MissionBrief, MISS_MSG, 0, false);
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flashOff(INTELMAP);
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}
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/* Events: Artifacts */
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event art1TakeEvnt(art1TakeTrig)
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{
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if (art1ID != NULLOBJECT)
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{
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//stop enemy taking it!! or doing anything else!
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setEventTrigger(art1EnmTakeEvnt, inactive);
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setEventTrigger(recoveryDead, inactive);
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setEventTrigger(enemyWayEvnt, inactive);
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//setEventTrigger(art1SeenEvnt, inactive);
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numart=numart+1;
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//playSound(art1Snd2, player);
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playSoundPos(art1Snd2, player, art1ID.x, art1ID.y, art1ID.z);
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destroyFeature(art1ID);
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//if (blipFlag > 0)
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//{
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// removeMessage(art1Msg, PROX_MSG, player);
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//}
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enableResearch(art1Comp, player);
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setEventTrigger(art1TakeEvnt, inactive);
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}
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}
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/* Events: Enemies */
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event enm1DeadEvnt(inactive)
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{
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killStructsInArea(enemy1, REF_WALL, 3136, 4288, 5056, 7616, TRUE, TRUE); //remove walls and features in base
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killStructsInArea(enemy1, REF_WALLCORNER, 3136, 4288, 5056, 7616, TRUE, FALSE); //remove corner walls in base
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removeMessage(enm1Msg, PROX_MSG, player);
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//playSound(enm1Snd2, player);
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playSoundPos(enm1Snd2, player, 4288, 4928, 0);
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setEventTrigger(enm1DeadEvnt, inactive);
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}
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event enm1SeenEvnt(enm1SeenTrig)
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{
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addMessage(enm1Msg, PROX_MSG, player, false);
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//playSound(enm1Snd1, player);
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playSoundPos(enm1Snd1, player, 4288, 4928, 0);
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setEventTrigger(enm1DeadEvnt, enm1DeadTrig);
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setEventTrigger(enm1SeenEvnt, inactive);
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}
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event enm2DeadEvnt(inactive)
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{
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killStructsInArea(enemy1, REF_WALL, 5696, 5312, 8000, 8000, TRUE, TRUE); //remove walls and features in base
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killStructsInArea(enemy1, REF_WALLCORNER, 5696, 5312, 8000, 8000, TRUE, FALSE); //remove corner walls in base
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removeMessage(enm2Msg, PROX_MSG, player);
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//playSound(enm2Snd2, player);
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playSoundPos(enm2Snd2, player, 7232, 7104, 0);
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setEventTrigger(enm2DeadEvnt, inactive);
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}
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event enm2SeenEvnt(enm2SeenTrig)
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{
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addMessage(enm2Msg, PROX_MSG, player, false);
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//playSound(enm2Snd1, player);
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playSoundPos(enm2Snd1, player, 7232, 7104, 0);
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setEventTrigger(enm2DeadEvnt, enm2DeadTrig);
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setEventTrigger(enm2SeenEvnt, inactive);
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}
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event enm3DeadEvnt(inactive)
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{
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killStructsInArea(enemy1, REF_WALL, 3392, 448, 8000, 1984, TRUE, TRUE); //remove walls and features in base
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killStructsInArea(enemy1, REF_WALLCORNER, 3392, 448, 8000, 1984, TRUE, FALSE); //remove corner walls in base
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removeMessage(enm3Msg, PROX_MSG, player);
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//playSound(enm3Snd2, player);
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playSoundPos(enm3Snd2, player, 7616, 576, 0);
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setEventTrigger(enm3DeadEvnt, inactive);
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}
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event enm3SeenEvnt(enm3SeenTrig)
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{
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addMessage(enm3Msg, PROX_MSG, player, false);
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//playSound(enm3Snd1, player);
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playSoundPos(enm3Snd1, player, 7616, 576, 0);
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setEventTrigger(enm3DeadEvnt, enm3DeadTrig);
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setEventTrigger(enm3SeenEvnt, inactive);
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}
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/* Events: Win or Lose */
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event nextLevEvnt(inactive) //assumes victory already checked
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{
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pause(20); //increased to allow all audio before won
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// give bonus research (if req'd)
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count = 0;
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while (count < numResP0)
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{
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enableResearch(resP0[count], 0);
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count = count +1;
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}
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gameLevel=gameLevel+1; //flag next part of map
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//setLandingZone(10, 51, 12, 53);
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enableResearch(art1Comp, player);
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removeMessage(MissionBrief, MISS_MSG, player);
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startMission(BETWEEN, NextLev);
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//End game here for now! (don't try next mission)
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//gameOver(true);
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setEventTrigger(nextLevEvnt, inactive);
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}
|
||
|
|
||
|
event gameLost(inactive)
|
||
|
{
|
||
|
// addMessage(endMsg, MISS_MSG, 0, true);
|
||
|
// pause(10);
|
||
|
// gameOver(false);
|
||
|
gameOverMessage(endMsg, MISS_MSG, 0, false);
|
||
|
setEventTrigger(gameLost, inactive);
|
||
|
}
|
||
|
|
||
|
event lostYetEvnt(winLoseTrig)
|
||
|
{
|
||
|
if (not anyDroidsLeft(player))
|
||
|
{
|
||
|
if (not anyStructButWallsLeft(player))
|
||
|
{
|
||
|
setEventTrigger(wonYetEvnt,inactive);
|
||
|
setEventTrigger(timeUp, inactive);
|
||
|
setEventTrigger(gameLost, gameLostTrig);
|
||
|
setEventTrigger(lostYetEvnt, inactive);
|
||
|
}
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//out of time?
|
||
|
event timeUp(CALL_MISSION_TIME)
|
||
|
{
|
||
|
setEventTrigger(wonYetEvnt,inactive);
|
||
|
setEventTrigger(lostYetEvnt,inactive);
|
||
|
setEventTrigger(gameLost, gameLostTrig); //waits 2 seconds before ending
|
||
|
setEventTrigger(timeUp, inactive);
|
||
|
}
|
||
|
|
||
|
event wonYetEvnt(retLZTrig) //All NP Droids dead //(winLoseTrig) //alternate victory condition, got artifact(s) and back at LZ
|
||
|
{
|
||
|
totDroids = numDroidsInArea(player, 0, 0, 64*128, 64*128);
|
||
|
//if (totDroids == numDroidsInArea(player, 5*128, 80*128, 13*128, 86*128))
|
||
|
if (totDroids == numDroidsInArea(player, 0, 6592, 1600, 8192))
|
||
|
{
|
||
|
if (totDroids!=0)
|
||
|
{
|
||
|
if (numart==1)
|
||
|
{
|
||
|
setEventTrigger(lostYetEvnt, inactive);
|
||
|
setEventTrigger(nextLevEvnt, winLoseTrig);
|
||
|
setEventTrigger(wonYetEvnt, inactive);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
event cheatEvnt(CALL_MISSION_START) //cheat button ctrl M
|
||
|
{
|
||
|
setEventTrigger(nextLevEvnt, winLoseTrig);
|
||
|
setEventTrigger(cheatEvnt, inactive);
|
||
|
}
|
||
|
|
||
|
/* Base Under Attack */
|
||
|
event baseHit(CALL_STRUCT_ATTACKED, selectedPlayer, ref hitStruc, ref attackerObj)
|
||
|
{
|
||
|
if (t >= 20)
|
||
|
{
|
||
|
t=0;
|
||
|
if (hitStruc != NULLOBJECT)
|
||
|
{
|
||
|
playSoundPos(attackSnd1, selectedPlayer, hitStruc.x, hitStruc.y, hitStruc.z); //show position if still alive
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
playSound(attackSnd1, selectedPlayer);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
event everySec(every, 10)
|
||
|
{
|
||
|
t=t+1;
|
||
|
}
|
||
|
|
||
|
event seeBaseHit(CALL_MISSION_END)
|
||
|
{
|
||
|
//go to where the structure being attacked is on CTRL B
|
||
|
if (hitStruc!=NULLOBJECT)
|
||
|
{
|
||
|
centreView(hitStruc);
|
||
|
t=0; //flag known about!
|
||
|
}
|
||
|
}
|
||
|
|
||
|
event retLZ(retLZTrig) //ALl NP droids dead (winLoseTrig)
|
||
|
{
|
||
|
if (numart==1)
|
||
|
{
|
||
|
//add LZ blip and WAV message
|
||
|
addMessage(LZ_MSG, PROX_MSG, player, false);
|
||
|
setEventTrigger(periodicRTLZ,RTLZStart);
|
||
|
// addConsoleText(RetLZMsg, player);
|
||
|
//playSound(LZSnd, player);
|
||
|
// playSoundPos(LZSnd, player, 960, 7232, 0);
|
||
|
setEventTrigger(retLZ, inactive);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
event periodicRTLZ(inactive)
|
||
|
{
|
||
|
showConsoleText(RetLZMsg, player);
|
||
|
playSoundPos(LZSnd, player, 960, 7232, 0);
|
||
|
setEventTrigger(periodicRTLZ,RTLZFreq);
|
||
|
}
|
||
|
|
||
|
event removeObj1(obj1Trig)
|
||
|
{
|
||
|
removeMessage(obj1, PROX_MSG, player);
|
||
|
setEventTrigger(removeObj1, inactive);
|
||
|
}
|
||
|
|
||
|
|
||
|
/* AI EVENTS */
|
||
|
|
||
|
event startup(init)
|
||
|
{
|
||
|
//setass here since factory may be dead if done later!!!
|
||
|
setAssemblyPoint (enm1a, 4288, 5770);
|
||
|
setAssemblyPoint (enm1b, 5824, 6080);
|
||
|
setAssemblyPoint (enm1c, 4800, 576);
|
||
|
|
||
|
//make up starting forces
|
||
|
|
||
|
//set up Scavenger forces
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
// deal with a droid being built by enemy1
|
||
|
event enemy1build(CALL_NEWDROID, enemy1, ref newDroid, ref newDroidFactory)
|
||
|
{
|
||
|
groupAddDroid(enemy1Build, newDroid);
|
||
|
if (enemy1Build.members >= 4)
|
||
|
{
|
||
|
groupAddGroup(enemy1Attack, enemy1Build);
|
||
|
//do attack force decision here!
|
||
|
orderGroupLoc(enemy1Attack, DORDER_SCOUT, 896, 7168); //attack player's LZ
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/* events for build lists start here */
|
||
|
/* Enemy 1 Scavengers*/
|
||
|
|
||
|
event enm1aFactEvnt(inactive)
|
||
|
{
|
||
|
enm1aDestroyed = buildingDestroyed (enm1aID, enemy1);
|
||
|
if (enm1aDestroyed)
|
||
|
{
|
||
|
setEventTrigger(enm1aFactEvnt, inactive);
|
||
|
}
|
||
|
else if (structureIdle(enm1a) and (enemy1Build.members+enemy1Attack.members)<enemy1Tot)
|
||
|
{
|
||
|
if (enm1aState == 0)
|
||
|
{
|
||
|
buildDroid (template1[4], enm1a, enemy1, 1);
|
||
|
enm1aState = 1;
|
||
|
}
|
||
|
else if (enm1aState== 1)
|
||
|
{
|
||
|
buildDroid (template1[3], enm1a, enemy1, 1);
|
||
|
enm1aState = 2;
|
||
|
}
|
||
|
else if (enm1aState == 2)
|
||
|
{
|
||
|
buildDroid (template1[6], enm1a, enemy1, 1);
|
||
|
enm1aState = 3;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
buildDroid (template1[1], enm1a, enemy1, 3);
|
||
|
enm1aState = 0;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
event enm1aStartEvnt(enm1aStartTrig)
|
||
|
{
|
||
|
setEventTrigger(enm1aFactEvnt, enm1aFactTrig);
|
||
|
setEventTrigger(enm1aStartEvnt, inactive);
|
||
|
}
|
||
|
|
||
|
//build list Scav north Factory
|
||
|
event enm1bFactEvnt(inactive)
|
||
|
{
|
||
|
enm1bDestroyed = buildingDestroyed (enm1bID, enemy1);
|
||
|
if (enm1bDestroyed)
|
||
|
{
|
||
|
setEventTrigger(enm1bFactEvnt, inactive);
|
||
|
}
|
||
|
else if (structureIdle(enm1b) and (enemy1Build.members+enemy1Attack.members)<enemy1Tot)
|
||
|
{
|
||
|
if (enm1bState == 0)
|
||
|
{
|
||
|
buildDroid (template1[7], enm1b, enemy1, 1);
|
||
|
enm1bState = 1;
|
||
|
}
|
||
|
else if (enm1bState== 1)
|
||
|
{
|
||
|
buildDroid (template1[5], enm1b, enemy1, 1);
|
||
|
enm1bState = 2;
|
||
|
}
|
||
|
else if (enm1bState == 2)
|
||
|
{
|
||
|
buildDroid (template1[0], enm1b, enemy1, 3);
|
||
|
enm1bState = 3;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
buildDroid (template1[2], enm1b, enemy1, 3);
|
||
|
enm1bState = 0;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
event enm1bStartEvnt(enm1bStartTrig)
|
||
|
{
|
||
|
setEventTrigger(enm1bFactEvnt, enm1bFactTrig);
|
||
|
setEventTrigger(enm1bStartEvnt, inactive);
|
||
|
}
|
||
|
|
||
|
|
||
|
event lastAttack1(every, 50)
|
||
|
{
|
||
|
//make enemy attack player's base if all enemy buildings destroyed
|
||
|
if (not anyStructButWallsLeft(enemy1))
|
||
|
{
|
||
|
groupAddArea(enemy1Fin, enemy1, 0, 0, 64*64, 64*64);
|
||
|
orderGroupLoc(enemy1Fin, DORDER_SCOUT, playerX, playerY);
|
||
|
//setEventTrigger(lastAttack1, inactive);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
event lastAttack2(every, 50)
|
||
|
{
|
||
|
//make enemy easier to find if all his buildings destroyed
|
||
|
if (not anyStructButWallsLeft(enemy2))
|
||
|
{
|
||
|
groupAddArea(enemy2Fin, enemy1, 0, 0, 64*64, 64*64);
|
||
|
orderGroupLoc(enemy2Fin, DORDER_SCOUT, playerX, playerY);
|
||
|
//setEventTrigger(lastAttack2, inactive);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//Generic-ish go investigate nearby structures if under attack!
|
||
|
|
||
|
|
||
|
event enm1Hit(CALL_STRUCT_ATTACKED, enemy1, ref hitStruc, ref attackerObj)
|
||
|
{
|
||
|
//playSound(attackSnd1, 0); //quick check
|
||
|
//get force nearby
|
||
|
if (hitStruc!=NULLOBJECT)
|
||
|
{
|
||
|
//find at least 4 vehicles to defend structure first
|
||
|
tempx1 = 1 * 128;
|
||
|
groupAddGroup(enemy1Guard, enemy1Attack); //empty the group first!
|
||
|
while ((enemy1Guard.members < 4) and (tempx1 <= 1280))
|
||
|
{
|
||
|
groupAddArea(enemy1Guard, enemy1, hitStruc.x - tempx1, hitStruc.y - tempx1, hitStruc.x + tempx1, hitStruc.y + tempx1);
|
||
|
tempx1 = tempx1 + 32;
|
||
|
tempy1 = enemy1Attack.members; //hack to recalculate members in enemy1Guard!!!
|
||
|
}
|
||
|
if (attackerObj != NULLOBJECT)
|
||
|
{
|
||
|
//attack attacker (if he exists)!!
|
||
|
orderGroupObj(enemy1Guard, DORDER_ATTACK, attackerObj);
|
||
|
orderGroupLoc(enemy1Guard, DORDER_SCOUT, attackerObj.x, attackerObj.y);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//defend structure!!
|
||
|
orderGroupLoc(enemy1Guard, DORDER_SCOUT, hitStruc.x, hitStruc.y);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
event enm2Hit(CALL_STRUCT_ATTACKED, enemy2, ref hitStruc, ref attackerObj)
|
||
|
{
|
||
|
//Find a free Truck to Repair Object (in Theory!)
|
||
|
//playSound(attackSnd1, 0); //quick check
|
||
|
if (hitStruc!=NULLOBJECT)
|
||
|
{
|
||
|
|
||
|
//find at least 4 vehicles to defend structure first
|
||
|
tempx2 = 1 * 128;
|
||
|
groupAddGroup(enemy2Guard, enemy2Attack); //empty the group first!
|
||
|
while ((enemy2Guard.members < 4) and (tempx2 <= 1280))
|
||
|
{
|
||
|
groupAddArea(enemy2Guard, enemy2, hitStruc.x - tempx2, hitStruc.y - tempx2, hitStruc.x + tempx2, hitStruc.y + tempx2);
|
||
|
tempx2 = tempx2 + 32;
|
||
|
tempy2 = enemy2Attack.members; //hack to recalculate members in enemy2Guard!!!
|
||
|
}
|
||
|
if (attackerObj != NULLOBJECT)
|
||
|
{
|
||
|
//attack attacker (if he exists)!!
|
||
|
orderGroupObj(enemy2Guard, DORDER_ATTACK, attackerObj);
|
||
|
orderGroupLoc(enemy2Guard, DORDER_SCOUT, attackerObj.x, attackerObj.y);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//defend structure!!
|
||
|
orderGroupLoc(enemy2Guard, DORDER_SCOUT, hitStruc.x, hitStruc.y);
|
||
|
}
|
||
|
|
||
|
//then send a repair droid
|
||
|
if (enemyTruck1!=NULLOBJECT) //not dead
|
||
|
{
|
||
|
orderDroidObj(enemyTruck1, DORDER_REPAIR, hitStruc);
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/* Construction lists */
|
||
|
|
||
|
/* now with arrays!!!! */
|
||
|
|
||
|
|
||
|
event buildStruc1(wait, 300)
|
||
|
{
|
||
|
if (enemyTruck1==NULLOBJECT)
|
||
|
{
|
||
|
setEventTrigger(setBuild1, inactive);
|
||
|
setEventTrigger(buildStruc1, inactive);
|
||
|
}
|
||
|
else if (comTruck1<numStruc1)
|
||
|
{
|
||
|
orderDroidStatsLoc(enemyTruck1, DORDER_BUILD, struc1[comTruck1], struc1X[comTruck1], struc1Y[comTruck1]);
|
||
|
}
|
||
|
setEventTrigger(setBuild1, buildTrig);
|
||
|
setEventTrigger(buildStruc1, inactive);
|
||
|
}
|
||
|
|
||
|
event setBuild1(inactive)
|
||
|
{
|
||
|
if (enemyTruck1==NULLOBJECT)
|
||
|
{
|
||
|
setEventTrigger(setBuild1, inactive);
|
||
|
setEventTrigger(buildStruc1, inactive);
|
||
|
}
|
||
|
else if (enemyTruck1.order == DORDER_NONE)
|
||
|
{
|
||
|
comTruck1 = comTruck1+1;
|
||
|
setEventTrigger(buildStruc1, buildTrig);
|
||
|
setEventTrigger(setBuild1, inactive);
|
||
|
}
|
||
|
//check if finished
|
||
|
if (comTruck1 >= numStruc1)
|
||
|
{
|
||
|
setEventTrigger(setBuild1, inactive);
|
||
|
setEventTrigger(buildStruc1, inactive);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
event warnPlayer(inactive)
|
||
|
{
|
||
|
playSound(incomingSnd, player);
|
||
|
pause(20);
|
||
|
addMessage(MissionBrief2, MISS_MSG, 0, true);
|
||
|
setEventTrigger(warnPlayer, inactive);
|
||
|
}
|
||
|
|
||
|
/* Get enemy to grab the artifact */
|
||
|
|
||
|
event art1EnmTakeEvnt(art1EnmTakeTrig)
|
||
|
{
|
||
|
//check if enemy recovery group has got artifact
|
||
|
temp1 = Recovery1.members;
|
||
|
groupAddArea(Recovery2, enemy2, art1X - 171, art1Y - 171, art1X + 171, art1Y + 171);
|
||
|
temp2 = Recovery2.members; //hack to recalc Recovery1 members also!
|
||
|
if ((temp1 > Recovery1.members) and (temp2 > 0))
|
||
|
{
|
||
|
if (art1ID != NULLOBJECT)
|
||
|
{
|
||
|
//stop player from taking it!
|
||
|
setEventTrigger(art1TakeEvnt, inactive);
|
||
|
//or seeing it!
|
||
|
//setEventTrigger(art1SeenEvnt, inactive);
|
||
|
setEventTrigger(art1EnmTakeEvnt, inactive);
|
||
|
//add taker back to group
|
||
|
//groupAddGroup(Recovery1, Recovery2);
|
||
|
//artTake id the droid with the ball!!!
|
||
|
groupAddGroup(artGroup, Recovery2);
|
||
|
//remove artifact
|
||
|
destroyFeature(art1ID);
|
||
|
if (not briefFlag)
|
||
|
{
|
||
|
briefFlag = TRUE;
|
||
|
setEventTrigger(warnPlayer, warnPlayerTrig);
|
||
|
}
|
||
|
//flag check for all of this group dead, so can drop artifact!!
|
||
|
setEventTrigger(recoveryDead, art1PlaceTrig);
|
||
|
setEventTrigger(enemyWayEvnt, enemyWayTrig);
|
||
|
//go to LZ hopefully!
|
||
|
if (wayCount < numWay)
|
||
|
{
|
||
|
orderGroupLoc(Recovery1, DORDER_SCOUT, wayX[wayCount], wayY[wayCount]);
|
||
|
orderGroupLoc(artGroup, DORDER_MOVE, wayX[wayCount], wayY[wayCount]);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
event enemyWayEvnt(inactive)
|
||
|
{
|
||
|
if (wayCount < numWay)
|
||
|
{
|
||
|
//check if artGroup has got to next waypoint
|
||
|
//if ( (artGroup.members > 0) and (artGroup.x >= wayX[wayCount] - 256) and (artGroup.y >= wayY[wayCount] - 256) and (artGroup.x <= wayX[wayCount] + 256) and (artGroup.y <= wayY[wayCount] + 256))
|
||
|
if ((artGroup.members > 0) and (idleGroup(artGroup) == artGroup.members ))
|
||
|
{
|
||
|
//add back to group
|
||
|
wayCount = wayCount + 1;
|
||
|
if (wayCount < numWay)
|
||
|
{
|
||
|
orderGroupLoc(Recovery1, DORDER_MOVE, wayX[wayCount], wayY[wayCount]); //don't use scout, get distracted!
|
||
|
orderGroupLoc(artGroup, DORDER_MOVE, wayX[wayCount], wayY[wayCount]);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//got to last waypoint, so player has lost!!!
|
||
|
//land transport to pick them up
|
||
|
//hold position
|
||
|
groupAddGroup(Recovery1, Recovery2);
|
||
|
groupAddGroup(Recovery1, artGroup);
|
||
|
setGroupSecondary(Recovery1, DSO_HALTTYPE, DSS_HALT_HOLD);
|
||
|
setEventTrigger(landTrans, landTransTrig);
|
||
|
setEventTrigger(enemyWayEvnt, inactive);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
setEventTrigger(enemyWayEvnt, inactive);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
event recoveryDead(inactive)
|
||
|
{
|
||
|
|
||
|
//check to see if the artGroup has died
|
||
|
if (artGroup.members == 0)
|
||
|
{
|
||
|
//place artifact!!
|
||
|
art1ID=addFeature(crate, art1X, art1Y);
|
||
|
//allow player to snatch it
|
||
|
setEventTrigger(art1TakeEvnt, art1TakeTrig);
|
||
|
//allow remaining recovery group to snatch it!!
|
||
|
orderGroupLoc(Recovery1, DORDER_MOVE, art1X, art1Y); //OK on scout?
|
||
|
setEventTrigger(enemyWayEvnt, inactive);
|
||
|
setEventTrigger(art1EnmTakeEvnt, art1EnmTakeTrig);
|
||
|
//need to make a new recovery force to try to snatch it back if all dead(later!)
|
||
|
setEventTrigger(recoveryDead, inactive);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//mark groups position, so can drop artifact if dead
|
||
|
art1X = artGroup.x;
|
||
|
art1Y = artGroup.y;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
event startGrab(startGrabTrig)
|
||
|
{
|
||
|
//start grab earlier if player nearby!
|
||
|
orderGroupLoc(Recovery1, DORDER_MOVE, art1X, art1Y);
|
||
|
setEventTrigger(startGrab2, inactive);
|
||
|
setEventTrigger(startGrab, inactive);
|
||
|
}
|
||
|
|
||
|
event startGrab2(wait, 1200)
|
||
|
{
|
||
|
//delay for 2 mins before they go for the grab!
|
||
|
orderGroupLoc(Recovery1, DORDER_MOVE, art1X, art1Y);
|
||
|
setEventTrigger(startGrab, inactive);
|
||
|
setEventTrigger(startGrab2, inactive);
|
||
|
}
|
||
|
|
||
|
|
||
|
/* Transports */
|
||
|
/* group landed enemy units and get going! */
|
||
|
event groupTrans(CALL_TRANSPORTER_LANDED, Recovery1, enemy2)
|
||
|
{
|
||
|
setEventTrigger(recoveryDead, inactive); //don't leave artufact behind!
|
||
|
setEventTrigger(gameLost, NPTRansLeft);
|
||
|
setEventTrigger(wonYetEvnt,inactive); //player has lost, so can't win!
|
||
|
|
||
|
//need to make this group vanish along with the artifact group
|
||
|
//Recovery1, Recovery2, artGroup;
|
||
|
|
||
|
//vanish all these!
|
||
|
initIterateGroup(Recovery1);
|
||
|
count = 0;
|
||
|
while (count < Recovery1.members)
|
||
|
{
|
||
|
loadDroid = iterateGroup(Recovery1);
|
||
|
vanishUnit(loadDroid);
|
||
|
count = count + 1;
|
||
|
}
|
||
|
//playSound(warnSnd, player);
|
||
|
playSoundPos(warnSnd, player, 1728, 1472, 0);
|
||
|
showConsoleText(badMsg, player); //text version
|
||
|
pause(10);
|
||
|
}
|
||
|
|
||
|
|
||
|
event landTrans(inactive)
|
||
|
{
|
||
|
//call enemy transport in when artifact group gets to LZ
|
||
|
if (transportDroid != NULLOBJECT)
|
||
|
{
|
||
|
transFlag = TRUE;
|
||
|
loadDroid = addDroidToMissionList(template2[0], enemy2);
|
||
|
if (loadDroid != NULLOBJECT)
|
||
|
{
|
||
|
addDroidToTransporter(transportDroid, loadDroid);
|
||
|
//call in transport
|
||
|
setTransporterExit(enemy2, 32, 62);
|
||
|
flyTransporterIn(enemy2, 46, 1, false);
|
||
|
}
|
||
|
}
|
||
|
setEventTrigger(landTrans, inactive);
|
||
|
}
|
||
|
|
||
|
|
||
|
event LZNoGo(LZNoGoTrig)
|
||
|
{
|
||
|
if (not playerTransOnMap) //make sure transport not already landing!
|
||
|
{
|
||
|
//check LZ area for enemy structures and/or vehicles (in Trigger)
|
||
|
//playSound(LZComp, player); //"LZ Compromised"
|
||
|
playSoundPos(LZComp, player, 896, 7168, 0);
|
||
|
//disable transport landing
|
||
|
setReinforcementTime(LZ_COMPROMISED_TIME); //(set to 30 mins)
|
||
|
//allow check for clear!
|
||
|
setEventTrigger(LZ_OK,LZ_OKTrig);
|
||
|
setEventTrigger(LZNoGo, inactive);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
event LZ_OK(inactive)
|
||
|
{
|
||
|
//check LZ area clear of enemy structures and/or vehicles (in Trigger)
|
||
|
//playSound(LZClear, player); //"LZ Clear"
|
||
|
playSoundPos(LZClear, player, 896, 7168, 0);
|
||
|
//allow reinforcements now LZ clear
|
||
|
setReinforcementTime(ReinforceTime); //(set back to normal)
|
||
|
setEventTrigger(LZNoGo, LZNoGoTrig);
|
||
|
setEventTrigger(LZ_OK, inactive);
|
||
|
}
|
||
|
|
||
|
event transOn(CALL_TRANSPORTER_REINFORCE)
|
||
|
{
|
||
|
playerTransOnMap = TRUE;
|
||
|
}
|
||
|
|
||
|
event transOff(CALL_TRANSPORTER_OFFMAP, player)
|
||
|
{
|
||
|
playerTransOnMap = FALSE;
|
||
|
|
||
|
}
|