warzone2100/data/script/text/cam1c.slo

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// SCRIPT file for Cam 1-C
/* General Values */
public int player;
public int enemy1, enemy2;
public int pow1, pow2;
private int numart;
private STRUCTURE newDroidFactory;
/* structure limit stuff */
public STRUCTURESTAT factory, research, oilDerrick, powerGen;
//public STRUCTURESTAT powerModuleHack;
public STRUCTURESTAT command;
public INT numPow, numExt, numFac, numRes;
/* Win or lose */
public SOUND lostSnd;
public LEVEL NextLev;
public INT timeLimit;
private GROUP allPlayer, nearLZ;
private int totDroids;
public TEMPLATE transporter; //required for enemy transports landing
private DROID transportDroid, loadDroid;
private TEMPLATE reinforceTemplate;
private BOOL transOnMap;
/* Base Under Attack Stuff */
private STRUCTURE hitStruc;
private BASEOBJ attackerObj, viewerObj, targetObj;
private int t;
public SOUND attackSnd1;
private DROID targetDroid;
/* Briefing stuff */
public INTMESSAGE MissionBrief, MissionBrief2, MissionBrief3, MissionBrief4;
//public INTMESSAGE NewParadigm_MSG1, NewParadigm_MSG2;
public SOUND incomingSnd;
public INTMESSAGE endMsg; //, winMsg;
public INTMESSAGE obj0Msg, obj1Msg, obj2Msg; //enemy LZ's
/* Proximity: Resources */
/*
public FEATURE res1;
public INTMESSAGE res1Msg;
public SOUND res1Snd;
public STRUCTURESTAT derrick;
private int res1x,res1y; //temp values to cope with oil disappearing!
*/
/* Proximity: Artifacts */
public FEATURESTAT crate;
public int art1X, art1Y;
public STRUCTURE art1Get;
public SOUND art1Snd2;
//public INTMESSAGE art1Msg;
public RESEARCHSTAT art1Comp;
private FEATURE art1ID;
public int art2X, art2Y;
public STRUCTURE art2Get;
public SOUND art2Snd2;
//public INTMESSAGE art2Msg;
public RESEARCHSTAT art2Comp;
private FEATURE art2ID;
public int art3X, art3Y;
public STRUCTURE art3Get;
public SOUND art3Snd2;
//public INTMESSAGE art3Msg;
public RESEARCHSTAT art3Comp;
private FEATURE art3ID;
/* No longer used
public int art4X, art4Y;
public STRUCTURE art4Get;
public SOUND art4Snd2;
//public INTMESSAGE art4Msg;
public RESEARCHSTAT art4Comp;
private FEATURE art4ID;
*/
public int art5X, art5Y;
public STRUCTURE art5Get;
public SOUND art5Snd2;
//public INTMESSAGE art5Msg;
public RESEARCHSTAT art5Comp;
private FEATURE art5ID;
/* player Bonus Research topics given at end of mission */
public int numResP0;
public RESEARCHSTAT resP0[20]; //need to be declared with value >= numResP0, numResP1, etc.
private INT count;
/* Proximity: Enemy */
public STRUCTURE enm1a, enm1b, enm1c;
public STRUCTUREID enm1aID, enm1bID, enm1cID;
//public INTMESSAGE enm1Msg;
//public SOUND enm1Snd1;
//public SOUND enm1Snd2;
public STRUCTURE enm2a, enm2b, enm2c; //enm2d;
public STRUCTUREID enm2aID, enm2bID, enm2cID; //enm2dID;
//public INTMESSAGE enm2Msg;
//public SOUND enm2Snd1;
//public SOUND enm2Snd2;
/* AI STUFF */
// enemy1 variables
private GROUP enemy1Build, enemy1Attack, enemy1Start, enemy1Fin, enemy1Force1, enemy1Force2;
private GROUP enemy2Build, enemy2Attack, enemy2Start, enemy2Fin, enemy1Guard, enemy2Guard;
private GROUP Strike3, Ambush1, Reserve1, IDF1, dummy1, dummy2;
private GROUP Scav1, Scav2, Scav3;
//public DROID sensor1, sensor2;
//public DROID Ambush1Droid; //a Howitzer droid used to figure out when in position!
private INT tempInt, tempx1, tempx2, tempy1, tempy2, temp1, temp2;
private INT AmbushTot, Scav2Health; //for keeping track of casualties
public INT playerX,playerY;
private STRUCTURE attackedStruct;
private BASEOBJ attacker;
// temporary variables
private DROID newDroid, testDroid;
private INT moveX,moveY;
private INT xdiff,ydiff;
private INT ld; //default leadership for enemy2
/* values for build lists start here */
/* General Values */
public int enemy1Tot; //limit build to this number
public int enemy2Tot; //limit build to this number
/* Enemy Tactics */
public TEMPLATE trike, buggy, bloke, jeep;
public TEMPLATE rktJeep, rktBuggy;
public TEMPLATE BusCan, FireCan;
public TEMPLATE BugRktP, BugHMG, BugSensor;
public TEMPLATE ScorpMCan, ScorpMCan2, ScorpLMort;
public TEMPLATE scorpTruck;
/* Reinforcement Lists for New Paradigm */
public INT numScout, numHeavy;
public TEMPLATE scout[3], heavy[3];
/*
public TEMPLATE scorpRkt, scorpTank, scorpHow, scorpTruck;
public TEMPLATE beetSensor, beetTank;
*/
/* enemy1 */
private int enm1aState, enm1bState, enm1cState, atkTot;
private bool enm1aDestroyed, enm1bDestroyed, enm1cDestroyed;
/* enemy2 */
private int enm2aState, enm2bState, enm2cState; //enm2dState;
private bool enm2aDestroyed, enm2bDestroyed, enm2cDestroyed; //enm2dDestroyed;
/* Values for build Commands */
public DROID enemyTruck1; //, enemyTruck2, enemyTruck3;
private int comTruck1, comTruck2, comTruck3;
private INT dist1, dist2, dist3; //used to calc closest repair truck!
/* DON'T BOTHER!!!! Structures to be built
public INT numStruc1, numStruc2, numStruc3;
public STRUCTURESTAT struc1[6], struc2[2], struc3[19];
public INT struc1X[6], struc1Y[6], struc2X[2], struc2Y[2], struc3X[19], struc3Y[19];
*/
private STRUCTURE testStruc; //for checking repair
/* Starting nology */
public int numtecE1, numtecE2;
public RESEARCHSTAT tecE1[2], tecE2[12];
/* Enemy LZs for 1CA */
public INT numLZ, enemyLZX[7], enemyLZY[7];
public SOUND warnSnd;
private INT LZpos;
/* Sectors to check */
public int numAtk1Sects;
public int atk1SectX1[17], atk1SectY1[17], atk1SectX2[17], atk1SectY2[17];
private int as, as1, asX, asY;
/* target acquisition */
public int targetMax;
private int targetX[2][5], targetY[2][5];
//arrayed version of sector scout!
public int st; //scouts total (2)
private int targetCount[2], scoutSector[2], sectInc[2], sn; //scout number (used in loops)
private GROUP Strike1[2], Strike2[2]; //scout and heavy forces
private int temp;
//Build oil derricks
public FEATURESTAT oilRes;
private FEATURE feature;
public int numDefStructs;
public STRUCTURESTAT defStructs[4];
private int oilFlag, oilX, oilY;
private BOOL boolResult;
/* Enemy Base Blips */
public int numBases, basePlayer[10];
public int baseRegion[10], baseWav1[10], baseWav2[10];
public INTMESSAGE baseMsg[10];
private int baseFlag[10];
private int basesDead;
public int regionsX1[10], regionsY1[10], regionsX2[10], regionsY2[10];
public SOUND baseSnd[5]; //base detected/dead
/* Triggers: Win or Lose */
trigger winLoseTrig(every, 5);
trigger gameLostTrig(every, 20);
/* Triggers: Briefing */
trigger vidEndTrig(CALL_VIDEO_QUIT);
/* Triggers: Resource */
/*
trigger res1SeenTrig(droidHasSeen(res1, player), 10);
trigger res1UsedTrig(every, 10);
*/
/* Triggers: Artifacts */
//trigger art1SeenTrig(droidHasSeen(art1ID, player), 5);
trigger art1TakeTrig(droidInRange(player, art1X, art1Y, 171), 5);
trigger art1PlaceTrig((art1Get==NULLOBJECT), 5);
//trigger art2SeenTrig(droidHasSeen(art2ID, player), 5);
trigger art2TakeTrig(droidInRange(player, art2X, art2Y, 171), 5);
trigger art2PlaceTrig((art2Get==NULLOBJECT), 5);
//trigger art3SeenTrig(droidHasSeen(art3ID, player), 5);
trigger art3TakeTrig(droidInRange(player, art3X, art3Y, 171), 5);
trigger art3PlaceTrig((art3Get==NULLOBJECT), 5);
/*
//trigger art4SeenTrig(droidHasSeen(art4ID, player), 5);
trigger art4TakeTrig(droidInRange(player, art4X, art4Y, 171), 5);
trigger art4PlaceTrig((art4Get==NULLOBJECT), 5);
*/
//trigger art5SeenTrig(droidHasSeen(art5ID, player), 5);
trigger art5TakeTrig(droidInRange(player, art5X, art5Y, 171), 5);
trigger art5PlaceTrig((art5Get==NULLOBJECT), 5);
/* Triggers: Enemy */
//trigger enm1SeenTrig(droidHasSeen(enm1a, player), 10); //enmWait
//trigger enm1DeadTrig(every, 10); //enmWait
//trigger enm2SeenTrig(droidHasSeen(enm2a, player), 10); //enmWait
//trigger enm2DeadTrig(every, 10); //enmWait
/* AI TRIGGERS */
trigger enemy1AttackPause( every, 3000 ); //5 mins
/* triggers for build lists start here */
/* Triggers: Enemy Tactics */
//trigger enm1aStartTrig(droidInRange(player,enm1a.x, enm1a.y, 15*128),20);
trigger enm1aStartTrig(wait, 20);
trigger enm1aFactTrig(every,900); //600);
trigger enm1bStartTrig(droidInRange(player,enm1b.x, enm1b.y, 15*128),20);
trigger enm1bFactTrig(every,600); //400);
trigger enm1cStartTrig(droidInRange(player,enm1c.x, enm1c.y, 15*128),20);
trigger enm1cFactTrig(every,300); //200);
//trigger enm2aStartTrig(droidInRange(player,enm2a.x, enm2a.y, 15*128),20);
trigger enm2aFactTrig(every,900); //600);
//trigger enm2bStartTrig(droidInRange(player,enm2b.x, enm2b.y, 15*128),20);
trigger enm2bStartTrig(wait, 3000); //5 min delay on first factory
trigger enm2bFactTrig(every,600); //450);
trigger enm2cStartTrig(droidInRange(player,enm2c.x, enm2c.y, 15*128),20);
trigger enm2cFactTrig(every,300);
//trigger enm2dStartTrig(droidInRange(player,enm2d.x, enm2d.y, 15*128),20);
//trigger enm2dFactTrig(every,300);
trigger buildTrig(every, 30);
//Triggers for ordering groups
//trigger orderTrig1((droidInArea(enemy2, 4288, 12480, 6080, 14272)), 20); //for ambush force to follow
trigger orderTrig1((droidInArea(player, 8896, 13760, 10048, 14656)), 10); //for ambush force to attack when player through ravine
trigger orderTrig2((droidInArea(player, 6592, 14656, 8896, 15680)), 20); //for reserve force to protect South of Ravine
trigger orderTrig4(every, 30); //for checking Ambush in position (so can Hold)
trigger baseTrig (every, 15);
/* transport triggers */
trigger landTransTrig(every, 3000); //5min delay
trigger landTransTrig2(wait, 100); //10 second delay
//trigger startTransTrig1(droidInArea(player, 9536, 9024, 15808, 9920), 25); //start for 1st landing
trigger startTransTrig1(droidInArea(player, 10560, 6400, 16320, 8256), 25); //Moved Further NORTH!
trigger startTransTrig2(droidInArea(player, 7616, 4800, 9408, 5696), 25); //start for 2nd landing
trigger stopTransTrig1((numStructsButNotWallsInArea(enemy2, 12992, 3904, 14272, 5568)== 0), 35); //stop 1st landing
trigger stopTransTrig2((numStructsButNotWallsInArea(enemy2, 8512, 9792, 9664, 10944)== 0), 35); //stop 2nd landing
trigger obj0Trig(droidInRange(player, 6848, 13888, 5*128), 20);
/* Events: Initialise */
event timeUp;
/* Events: Start */
event start2Evnt;
event startEvnt(CALL_GAMEINIT)
{
centreViewPos(11*128, 52*128);
//make scavengers and New paradigm allies (just in case!)
createAlliance(enemy1, enemy2);
//set scroll limits
// setScrollParams(0, 0, 128, 128); //limit scroll
//set zoom Level 128x128
setRadarZoom(0);
//stop player building on LZ
initAllNoGoAreas();
setLandingZone(10, 51, 12, 53);
//also don't allow building on 1CA's enemy LZs!
count = 0;
while (count < numLZ - 1) //don't go over 7!! SKIP LAST ONE, since changes!
{
setNoGoArea((enemyLZX[count]/128) - 1, (enemyLZY[count]/128) - 1, (enemyLZX[count]/128) + 1, (enemyLZY[count]/128) + 1, count + 2); //count+2 so doesn't set NP's LZ (since changes later!)
count = count + 1;
}
//set no time limits (can carry over from previous missions if not set!)
setReinforcementTime(-1);
setMissionTime(timeLimit); //set Mission time limit
//add enemy transport (once!)
setNoGoArea((enemyLZX[0] / 128) - 1, (enemyLZY[0] / 128) - 1, (enemyLZX[0] / 128) + 1, (enemyLZY[0] / 128) + 1, enemy2);
transportDroid = addDroidToMissionList(transporter, enemy2);
//allow to build stuff
setStructureLimits (powerGen,numPow,0);
setStructureLimits (oilDerrick,numExt,0);
setStructureLimits (research,numRes,0);
setStructureLimits (factory,numFac,0);
setStructureLimits(command, 1, player);
enableStructure(command, player);
enableStructure(powerGen,0);
enableStructure(oilDerrick,0);
enableStructure(research,0);
enableStructure(factory,0);
//enableStructure(powerModuleHack, 0);
setPowerLevel(pow1, enemy1);
setPowerLevel(pow2, enemy2);
setEventTrigger(startEvnt, inactive);
addMessage(obj0Msg, PROX_MSG, player, false); //show enemy Position
addMessage(MissionBrief, MISS_MSG, 0, true);
}
event start2Evnt(CALL_VIDEO_QUIT)
{
//remove first part of two part message, and play second part
setEventTrigger(start2Evnt, inactive);
removeMessage(MissionBrief, MISS_MSG, 0);
addMessage(MissionBrief2, MISS_MSG, 0, true);
}
event removeObj0(obj0Trig)
{
removeMessage(obj0Msg, PROX_MSG, player);
setEventTrigger(removeObj0, inactive);
}
/*Events:*/
/* Events: Artifacts */
event art1TakeEvnt(inactive)
{
numart=numart+1;
//playSound(art1Snd2, player);
playSoundPos(art1Snd2, player, art1ID.x, art1ID.y, art1ID.z);
destroyFeature(art1ID);
//removeMessage(art1Msg, PROX_MSG, player);
enableResearch(art1Comp, player);
setEventTrigger(art1TakeEvnt, inactive);
}
event art1PlaceEvnt(art1PlaceTrig)
{
//place artifact crate, and allow check for prox
art1ID=addFeature(crate, art1X, art1Y);
//setEventTrigger(art1SeenEvnt, art1SeenTrig);
setEventTrigger(art1TakeEvnt, art1TakeTrig);
setEventTrigger(art1PlaceEvnt, inactive);
}
event art2TakeEvnt(inactive)
{
numart=numart+1;
//playSound(art2Snd2, player);
playSoundPos(art2Snd2, player, art2ID.x, art2ID.y, art2ID.z);
destroyFeature(art2ID);
//removeMessage(art2Msg, PROX_MSG, player);
enableResearch(art2Comp, player);
setEventTrigger(art2TakeEvnt, inactive);
}
event art2PlaceEvnt(art2PlaceTrig)
{
//place artifact crate, and allow check for prox
art2ID=addFeature(crate, art2X, art2Y);
//setEventTrigger(art2SeenEvnt, art2SeenTrig);
setEventTrigger(art2TakeEvnt, art2TakeTrig);
setEventTrigger(art2PlaceEvnt, inactive);
}
event art3TakeEvnt(inactive)
{
numart=numart+1;
//playSound(art3Snd2, player);
playSoundPos(art3Snd2, player, art3ID.x, art3ID.y, art3ID.z);
destroyFeature(art3ID);
//removeMessage(art3Msg, PROX_MSG, player);
enableResearch(art3Comp, player);
setEventTrigger(art3TakeEvnt, inactive);
}
event art3PlaceEvnt(art3PlaceTrig)
{
//place artifact crate, and allow check for prox
art3ID=addFeature(crate, art3X, art3Y);
//setEventTrigger(art3SeenEvnt, art3SeenTrig);
setEventTrigger(art3TakeEvnt, art3TakeTrig);
setEventTrigger(art3PlaceEvnt, inactive);
}
/*
event art4TakeEvnt(inactive)
{
numart=numart+1;
//playSound(art4Snd2, player);
playSoundPos(art4Snd2, player, art4ID.x, art4ID.y, art4ID.z);
destroyFeature(art4ID);
//removeMessage(art4Msg, PROX_MSG, player);
enableResearch(art4Comp, player);
setEventTrigger(art4TakeEvnt, inactive);
}
event art4PlaceEvnt(art4PlaceTrig)
{
//place artifact crate, and allow check for prox
art4ID=addFeature(crate, art4X, art4Y);
//setEventTrigger(art4SeenEvnt, art4SeenTrig);
setEventTrigger(art4TakeEvnt, art4TakeTrig);
setEventTrigger(art4PlaceEvnt, inactive);
}
*/
event art5TakeEvnt(inactive)
{
numart=numart+1;
//playSound(art5Snd2, player);
playSoundPos(art5Snd2, player, art5ID.x, art5ID.y, art5ID.z);
destroyFeature(art5ID);
//removeMessage(art5Msg, PROX_MSG, player);
enableResearch(art5Comp, player);
setEventTrigger(art5TakeEvnt, inactive);
}
event art5PlaceEvnt(art5PlaceTrig)
{
//place artifact crate, and allow check for prox
art5ID=addFeature(crate, art5X, art5Y);
//setEventTrigger(art5SeenEvnt, art5SeenTrig);
setEventTrigger(art5TakeEvnt, art5TakeTrig);
setEventTrigger(art5PlaceEvnt, inactive);
}
event wonYetEvnt;
/* Events: Win or Lose */
event nextLevEvnt(inactive) //assumes victory already checked
{
pause(20); //increased to allow all audio before won
// give bonus research (if req'd)
count = 0;
while (count < numResP0)
{
enableResearch(resP0[count], 0);
count = count +1;
}
gameLevel=gameLevel+1; //flag next part of map
//removing message unnecessary
//removeMessage(MissionBrief2, MISS_MSG, player);
startMission(CAMP_EXPAND, NextLev);
//End game here for now! (don't try next mission)
//gameOver(true);
setEventTrigger(nextLevEvnt, inactive);
}
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(gameLost, gameLostTrig); //waits 2 seconds before ending
setEventTrigger(lostYetEvnt, inactive);
setEventTrigger(timeUp, inactive);
}
}
}
event wonYetEvnt(winLoseTrig) // have all enemies lost yet?
{
if (not anyDroidsLeft(enemy2))
{
if (not anyStructButWallsLeft(enemy2))
{
if (not anyDroidsLeft(enemy1))
{
if (not anyStructButWallsLeft(enemy1))
{
if (numart==4) // a victory condition
{
setEventTrigger(lostYetEvnt, inactive);
setEventTrigger(nextLevEvnt, winLoseTrig);
setEventTrigger(wonYetEvnt, inactive);
setEventTrigger(timeUp, 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!
}
}
/* AI EVENTS */
// event prototypes
//event enemy1AttackBase;
event enm1bFactEvnt;
event enm1cFactEvnt;
event enm2bFactEvnt;
event enm2cFactEvnt;
//event enm2dFactEvnt;
//event setBuild1;
//event setBuild2;
//event setBuild3;
event startup(CALL_GAMEINIT) //(init)
{
//setass here since factory may be dead if done later!!!
setAssemblyPoint (enm1a, 13248, 13632);
//setAssemblyPoint (enm1b, 8384, 704); //in good place
setAssemblyPoint (enm1c, 8384, 704);
//setAssemblyPoint (enm2a, 13504, 13248); //12736, 14016);
setAssemblyPoint (enm2b, 12736, 11456);
setAssemblyPoint (enm2c, 9920, 3136);
//setAssemblyPoint (enm2d, 14528, 3776);
randomiseSeed();
//make scavengers allies with NP
createAlliance(enemy1, enemy2);
//set attack level for scavs
atkTot = 4;
//make up starting forces
//Send sensor droids to new positions
//orderDroidLoc(sensor1, DORDER_SCOUT, 6976, 13376);
//orderDroidLoc(sensor2, DORDER_SCOUT, 6592, 14400);
//Setup Mortar group
groupAddArea(IDF1, enemy2, 8384, 15168, 9024, 15680);
//orderGroupLoc(IDF1, DORDER_SCOUT, 7232, 15168); //then move into position (no good other way round!)
//set up strike force (scout)
groupAddArea(Strike1[0], enemy2, 8384, 13760, 8512, 14144); //rocket-sensor scout force
groupAddArea(Strike2[0], enemy2, 8640, 13760, 8896, 14144); //rocket-sensor force
groupAddArea(Strike1[1], enemy2, 9280, 13760, 9920, 14144); //halftrack 'scout' force
groupAddArea(Strike2[1], enemy2, 9280, 14272, 9920, 14656); //tank force
scoutSector[0] = 6; //first scout to south of players base
as1 = scoutSector[0]; //set going immediately!
asX = atk1SectX1[as1] + random(atk1SectX2[as1] - atk1SectX1[as1]);
asY = atk1SectY1[as1] + random(atk1SectY2[as1] - atk1SectY1[as1]);
orderGroupLoc(Strike1[0], DORDER_SCOUT, asX, asY);
as1 = 3; //5; //move followup force out to 2 sectors back
asX = atk1SectX1[as1] + random(atk1SectX2[as1] - atk1SectX1[as1]);
asY = atk1SectY1[as1] + random(atk1SectY2[as1] - atk1SectY1[as1]);
//orderGroupLoc(Strike2[0], DORDER_SCOUT, asX, asY);
scoutSector[1] = 0; //3;//second scout South 1B
sectInc[0] = 1; //sector increment to get to next one
sectInc[1] = 1;
//setGroupSecondary(Strike1, DSO_ATTACK_RANGE, DSS_ARANGE_LONG);
//scout player's base
groupAddArea(Ambush1, enemy2, 10944, 10816, 11712, 11712);
AmbushTot=Ambush1.members; //keep note of max for checking casualties later
//orderGroupObj(Ambush1, DORDER_FIRESUPPORT, sensor1); //use sensor droid for firesupport?
//groupAddArea(Reserve1, enemy2, 9280, 13632, 9664, 14144);
//set up Scavenger forces
groupAddArea(Scav1, enemy1, 13120, 13376, 12896, 13587); //4 Jeeps
groupAddArea(Scav2, enemy1, 13730, 9419, 13863, 9505); //4 Rocket Buggies
//setGroupSecondary(Scav2, DSO_HALTTYPE, DSS_HALT_HOLD); //Hold position
Scav2Health=Scav2.health; //keep track of casualties
// player specific technology startups
count = 0;
while (count < numtecE1)
{
completeResearch(tecE1[count], enemy1);
count = count +1;
}
count = 0;
while (count < numtecE2)
{
completeResearch(tecE2[count], enemy2);
count = count +1;
}
initGetFeature(oilRes, enemy2, enemy2); //build on oil resources setup
}
//event orderEvnt4;
event enm1bFactEvnt;
event enm1cFactEvnt;
event orderEvnt1(orderTrig1)
{
//follow attack force when they're a bit ahead
orderGroupLoc(Ambush1, DORDER_SCOUT, 8352, 13880);
setEventTrigger(enm1bFactEvnt, enm1bFactTrig); //start mid scavs building also!
playerX = 8352; //change attack point to ravine ambush
playerY = 13880;
//setEventTrigger(orderEvnt4, orderTrig4);
setEventTrigger(orderEvnt1, inactive);
}
// deal with a droid being built by enemy1
event enemy1build(CALL_NEWDROID, enemy1, ref newDroid,ref newDroidFactory)
{
groupAddDroid(enemy1Build, newDroid);
if (enemy1Build.members >= atkTot)
{
groupAddGroup(enemy1Attack, enemy1Build);
//do attack force decision here!
if (atkTot < enemy1Tot)
{
atkTot = atkTot + 1;
}
if (targetCount[0] > 0)
{
orderGroupLoc(enemy1Attack, DORDER_SCOUT, targetX[0][0], targetY[0][0]); //only use first target seen!
}
else
{
orderGroupLoc(enemy1Attack, DORDER_SCOUT, playerX, playerY); //go to set position
}
}
}
// deal with a droid being built by enemy2
event enemy2build(CALL_NEWDROID, enemy2, ref newDroid,ref newDroidFactory)
{
//check for New Truck Built!!!!
if (newDroid.droidType == DROID_CONSTRUCT)
{
if (enemyTruck1 == NULLOBJECT)
{
enemyTruck1=newDroid;
//setEventTrigger(setBuild1, buildTrig);
}
/*
else if (enemyTruck2 == NULLOBJECT)
{
enemyTruck2=newDroid;
setEventTrigger(setBuild2, buildTrig);
}
else if (enemyTruck3 == NULLOBJECT)
{
enemyTruck3=newDroid;
setEventTrigger(setBuild3, buildTrig);
}
*/
}
else
//just normal droid so add to attack etc.
{
groupAddDroid(enemy2Build, newDroid);
if (enemy2Build.members >= 4)
{
if (enemy2Attack.members >= 4)
{
groupAddGroup(enemy2Attack, enemy2Build); //keep defemsive force
}
else
{
sn = 0;
while (sn < st)
{
if (Strike1[sn].members == 0)
{
groupAddGroup(Strike1[sn], enemy2Build); //rebuild scout and strike groups!
scoutSector[sn] = 0; //start from 1st sector again!
sectInc[sn] = 1;
}
else if (Strike2[sn].members == 0)
{
groupAddGroup(Strike2[sn], enemy2Build);
}
sn = sn +1;
}
}
}
}
}
/* events for build lists start here */
/* Enemy 1 Scavengers*/
//build list Scav South factory!
event enm1aFactEvnt(inactive)
{
enm1aDestroyed = buildingDestroyed (enm1aID, enemy1);
if (enm1aDestroyed)
{
setEventTrigger(enm1bFactEvnt, enm1bFactTrig); //start other factory!!
setEventTrigger(enm1aFactEvnt, inactive);
}
else if (structureIdle(enm1a) and (enemy1Build.members+enemy1Attack.members)<enemy1Tot)
{
if (enm1aState == 0)
{
buildDroid (BusCan, enm1a, enemy1, 1);
enm1aState = 1;
}
else if (enm1aState== 1)
{
buildDroid (rktJeep, enm1a, enemy1, 1);
enm1aState = 2;
}
else if (enm1aState == 2)
{
buildDroid (trike, enm1a, enemy1, 3);
enm1aState = 3;
}
else
{
buildDroid (buggy, enm1a, enemy1, 2);
enm1aState = 0;
}
}
}
event enm1aStartEvnt(enm1aStartTrig)
{
setEventTrigger(enm1aFactEvnt, enm1aFactTrig);
setEventTrigger(enm1aStartEvnt, inactive);
}
//build list Scav mid Factory
event enm1bFactEvnt(inactive)
{
enm1bDestroyed = buildingDestroyed (enm1bID, enemy1);
if (enm1bDestroyed)
{
setEventTrigger(enm1cFactEvnt, enm1cFactTrig); //start other factory!!
setEventTrigger(enm1bFactEvnt, inactive);
}
else if (structureIdle(enm1b) and (enemy1Build.members+enemy1Attack.members)<enemy1Tot)
{
if (enm1bState == 0)
{
buildDroid (FireCan, enm1b, enemy1, 1);
enm1bState = 1;
}
else if (enm1bState== 1)
{
buildDroid (rktBuggy, enm1b, enemy1, 1);
enm1bState = 2;
}
else if (enm1bState == 2)
{
buildDroid (jeep, enm1b, enemy1, 2);
enm1bState = 3;
}
else
{
buildDroid (bloke, enm1b, enemy1, 3);
enm1bState = 0;
}
}
}
event enm1bStartEvnt(enm1bStartTrig)
{
setEventTrigger(enm1bFactEvnt, enm1bFactTrig);
setEventTrigger(enm1bStartEvnt, inactive);
}
//build list Scav north Factory
event enm1cFactEvnt(inactive)
{
enm1cDestroyed = buildingDestroyed (enm1cID, enemy1);
if (enm1cDestroyed)
{
setEventTrigger(enm1cFactEvnt, inactive);
}
else if (structureIdle(enm1c) and (enemy1Build.members+enemy1Attack.members)<enemy1Tot)
{
if (enm1cState == 0)
{
buildDroid (FireCan, enm1c, enemy1, 1);
enm1cState = 1;
}
else if (enm1cState== 1)
{
buildDroid (rktBuggy, enm1c, enemy1, 1);
enm1cState = 2;
}
else if (enm1cState == 2)
{
buildDroid (BusCan, enm1c, enemy1, 2);
enm1cState = 3;
}
else
{
buildDroid (trike, enm1c, enemy1, 3);
enm1cState = 0;
}
}
}
event enm1cStartEvnt(enm1cStartTrig)
{
setEventTrigger(enm1cFactEvnt, enm1cFactTrig);
setEventTrigger(enm1cStartEvnt, inactive);
}
/* New paradigm Factories */
//build list NP South factory!
// 0 = tanks
// 1 = rocket tanks
/* NO LONGER THERE!
event enm2aFactEvnt(inactive)
{
enm2aDestroyed = buildingDestroyed (enm2aID, enemy2);
if (enm2aDestroyed)
{
setEventTrigger(enm2cFactEvnt, enm2cFactTrig); //set next factory to build!
setEventTrigger(enm2aFactEvnt, inactive);
}
else if (structureIdle(enm2a) and (enemy2Build.members+enemy2Attack.members)<enemy2Tot)
{
if (enm2aState == 0) //ScorpMCan
{
buildDroid (ScorpMCan, enm2a, enemy2, 1);
enm2aState = 1;
}
else if (enm2aState == 1)
{
buildDroid (BugRktP, enm2a, enemy2, 3);
enm2aState = 2;
}
else if (enm2aState == 2)
{
buildDroid (BugHMG, enm2a, enemy2, 3);
enm2aState = 0;
}
else if (enm2aState == 3)
{
buildDroid (scorpTruck, enm2a, enemy2, 1); //build a replacement truck
enm2aState = 0; //set back to normal build
}
}
}
event enm2aStartEvnt(wait, 50) //start producing soon after start of mission
{
setEventTrigger(enm2aFactEvnt, enm2aFactTrig);
setEventTrigger(enm2aStartEvnt, inactive);
}
*/
//build list NP central Factory
event enm2bFactEvnt(inactive)
{
enm2bDestroyed = buildingDestroyed (enm2bID, enemy2);
if (enm2bDestroyed)
{
setEventTrigger(enm2cFactEvnt, enm2cFactTrig); //set next factory to build
setEventTrigger(enm2bFactEvnt, inactive);
}
else if (structureIdle(enm2b) and (enemy2Build.members+enemy2Attack.members)<enemy2Tot)
{
if (enm2bState == 0)
{
buildDroid (ScorpLMort, enm2b, enemy2, 3);
enm2bState= 1;
}
else if (enm2bState== 1)
{
buildDroid (BugSensor, enm2b, enemy2, 1);
enm2bState = 2;
}
else if (enm2bState == 2)
{
buildDroid (ScorpMCan, enm2b, enemy2, 2);
enm2bState = 0;
}
else
{
buildDroid (scorpTruck, enm2b, enemy2, 1);
enm2bState= 0;
}
//check for any trucks dead, and set to manufacturing a replacement
if (enemyTruck1 == NULLOBJECT) // or (enemyTruck2 == NULLOBJECT) or (enemyTruck3 == NULLOBJECT))
{
enm2bState = 3; //build another one!!
}
}
}
event enm2bStartEvnt(enm2bStartTrig) //(wait, 50)
{
setEventTrigger(enm2bFactEvnt, enm2bFactTrig);
setEventTrigger(enm2bStartEvnt, inactive);
}
//build list NP NW Factory
//rocket tanks always
event enm2cFactEvnt(inactive)
{
enm2cDestroyed = buildingDestroyed (enm2cID, enemy2);
if (enm2cDestroyed)
{
//setEventTrigger(enm2dFactEvnt, enm2dFactTrig); //set next factory to build!
setEventTrigger(enm2cFactEvnt, inactive);
}
else if ((structureIdle(enm2c) and (enemy2Build.members+enemy2Attack.members)<enemy2Tot)
and (structureBuilt(powerGen, enemy2))) //must have at least 1 pow gens!
{
if (enm2cState == 0)
{
buildDroid (BugRktP, enm2c, enemy2, 3);
enm2cState = 1;
}
else if (enm2cState== 1)
{
buildDroid (ScorpMCan2, enm2c, enemy2, 3);
enm2cState = 2;
}
else if (enm2cState == 2)
{
buildDroid (ScorpLMort, enm2c, enemy2, 3);
enm2cState = 0;
}
else
{
buildDroid (scorpTruck, enm2c, enemy2, 1);
enm2cState = 0;
}
//check for any trucks dead, and set to manufacturing a replacement
if (enemyTruck1 == NULLOBJECT) // or (enemyTruck2 == NULLOBJECT) or (enemyTruck3 == NULLOBJECT))
{
enm2cState = 3; //build another one!!
}
}
}
/* use 2B factory destruction to trigger and/or brief
event enm2cStartEvnt(enm2cStartTrig)
{
setEventTrigger(enm2cFactEvnt, enm2cFactTrig);
setEventTrigger(enm2cStartEvnt, inactive);
}
*/
//build list NP NW2 Factory
// 0 or 1 = 2 howitzer, 1 sensor
// 2 = rocket tanks
/* not on map any more!
event enm2dFactEvnt(inactive)
{
enm2dDestroyed = buildingDestroyed (enm2dID, enemy2);
if (enm2dDestroyed)
{
setEventTrigger(enm2dFactEvnt, inactive);
}
else if (structureIdle(enm2d) and (enemy2Build.members+enemy2Attack.members)<enemy2Tot)
{
if (enm2dState == 0)
{
buildDroid (ScorpLMort, enm2d, enemy2, 3);
enm2dState= 1;
}
else if (enm2dState== 1)
{
buildDroid (BugSensor, enm2d, enemy2, 1);
enm2dState= 2;
}
else if (enm2dState == 2)
{
buildDroid (BugRktP, enm2d, enemy2, 3);
enm2dState= 3;
}
else
{
buildDroid (ScorpMCan, enm2d, enemy2, 2);
enm2dState= 0;
}
}
}
event enm2dStartEvnt(enm2dStartTrig)
{
setEventTrigger(enm2dFactEvnt, enm2dFactTrig);
setEventTrigger(enm2dStartEvnt, 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, 128*128, 128*128);
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, 128*128, 128*128);
orderGroupLoc(enemy2Fin, DORDER_SCOUT, playerX, playerY);
//setEventTrigger(lastAttack2, inactive);
}
}
//Generic 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(dummy1, enemy1Guard); //empty enemy1Guard 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 + 128;
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(dummy2, enemy2Guard); //empty enemy2Guard group first!
while ((enemy2Guard.members < 4) and (tempx2 <= 2560))
{
groupAddArea(enemy2Guard, enemy2, hitStruc.x - tempx2, hitStruc.y - tempx2, hitStruc.x + tempx2, hitStruc.y + tempx2);
tempx2 = tempx2 + 128;
tempy2 = enemy2Attack.members; //hack to recalculate members in enemy2Guard!!!
}
setGroupSecondary(enemy2Guard, DSO_REPAIR_LEVEL, DSS_REPLEV_HIGH); //set repair level
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);
}
/* AUTO REPAIR NOW SO DON'T BOTHER!!!
//then send a repair droid (if not a wall, corner wall or defence)
//testStruc = objToStructure(hitStruc);
//.type will never give these values!!!!!!!!!
//if ((testStruc.type != REF_WALL) and (testStruc.type != REF_WALLCORNER) and (testStruc.type != REF_DEFENSE))
//check not wall, cornerwall or defense!
if ((numStructsByTypeInArea(player, REF_WALL, hitStruc.x - 10, hitStruc.y - 10, hitStruc.x + 10, hitStruc.y + 10) == 0) and
(numStructsByTypeInArea(player, REF_WALLCORNER, hitStruc.x - 10, hitStruc.y - 10, hitStruc.x + 10, hitStruc.y + 10) == 0) and
(numStructsByTypeInArea(player, REF_DEFENSE, hitStruc.x - 10, hitStruc.y - 10, hitStruc.x + 10, hitStruc.y + 10) == 0))
{
if (enemyTruck3!=NULLOBJECT) //not dead
{
orderDroidObj(enemyTruck3, DORDER_REPAIR, hitStruc);
}
else if (enemyTruck2!=NULLOBJECT)
{
orderDroidObj(enemyTruck2, DORDER_REPAIR, hitStruc);
}
else if (enemyTruck1!=NULLOBJECT)
{
orderDroidObj(enemyTruck1, DORDER_REPAIR, hitStruc);
}
}
*/
}
}
/* Construction lists */
/* now with arrays!!!! */
/* DON'T BOTHER!!!
event buildStruc1(every, 30)
{
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 buildStruc2(every, 30)
{
if (enemyTruck2 == NULLOBJECT)
{
setEventTrigger(setBuild2, inactive);
setEventTrigger(buildStruc2, inactive);
}
else if (comTruck2 < numStruc2)
{
orderDroidStatsLoc(enemyTruck2, DORDER_BUILD, struc2[comTruck2], struc2X[comTruck2], struc2Y[comTruck2]);
}
setEventTrigger(setBuild2, buildTrig);
setEventTrigger(buildStruc2, inactive);
}
event setBuild2(inactive)
{
if (enemyTruck2 == NULLOBJECT)
{
setEventTrigger(setBuild2, inactive);
setEventTrigger(buildStruc2, inactive);
}
else if (enemyTruck2.order == DORDER_NONE)
{
comTruck2 = comTruck2+1;
setEventTrigger(buildStruc2, buildTrig);
setEventTrigger(setBuild2, inactive);
}
//check if finished
if (comTruck2 >= numStruc2)
{
setEventTrigger(setBuild2, inactive);
setEventTrigger(buildStruc2, inactive);
}
}
event buildStruc3(every, 30)
{
if (enemyTruck3 == NULLOBJECT)
{
setEventTrigger(setBuild3, inactive);
setEventTrigger(buildStruc3, inactive);
}
else if (comTruck3 < numStruc3)
{
orderDroidStatsLoc(enemyTruck3, DORDER_BUILD, struc3[comTruck3], struc3X[comTruck3], struc3Y[comTruck3]);
}
setEventTrigger(setBuild3, buildTrig);
setEventTrigger(buildStruc3, inactive);
}
event setBuild3(inactive)
{
if (enemyTruck3 == NULLOBJECT)
{
setEventTrigger(setBuild3, inactive);
setEventTrigger(buildStruc3, inactive);
}
else if (enemyTruck3.order == DORDER_NONE)
{
comTruck3=comTruck3+1;
setEventTrigger(buildStruc3, buildTrig);
setEventTrigger(setBuild3, inactive);
}
//check if finished
if (comTruck3 >= numStruc3)
{
setEventTrigger(setBuild3, inactive);
setEventTrigger(buildStruc3, inactive);
}
}
*/
/* done in factory event now!
event checkTrucks(every, 30)
{
//check for any trucks dead, and set to manufacturing a replacement
if (enemyTruck1 == NULLOBJECT) // or (enemyTruck2 == NULLOBJECT) or (enemyTruck3 == NULLOBJECT))
{
enm2cState = 3; //build another one!!
enm2bState = 3; //build another one!!
}
}
//This callback doesn't seem to work! Need John to fix!
/*
event checkSensor(CALL_STRUCT_SEEN, player, ref hitStruc, ref viewerObj)
{
playSound(lostSnd,1);
if (viewerObj.type == OBJ_DROID)
{
testDroid = objToDroid(viewerObj);
if (testDroid == sensor2)
{
orderDroidObj(sensor2, DORDER_OBSERVE, targetDroid);
}
}
}
*/
event scoutAtk1Sectors(every, 150)
{
sn = 0;
while (sn < st) //for all 'st' forces (scout group + heavy group)
{
if (Strike1[sn].members == 0)
{
groupAddGroup(Strike1[sn], Strike2[sn]); //make next group in chain the scout group!
}
//check all attack areas for enemy
as1 = scoutSector[sn];
//if (not (objectInArea(player, atk1SectX1[as1], atk1SectY1[as1], atk1SectX2[as1], atk1SectY2[as1])))
//if ((numStructsButNotWallsInArea(player, atk1SectX1[as1], atk1SectY1[as1], atk1SectX2[as1], atk1SectY2[as1]) == 0)
// and (numStructsButNotWallsInArea(player, targetX[sn] - 768, targetY[sn] - 768, targetX[sn] + 768, targetY[sn] + 768) == 0))
//if ((random(100) < 25) and (targetCount[sn] == 0)) //25% chance of moving on if no targets
//10% chance of scouting past an occupied sector (even if targets!)
temp1 = numStructsButNotWallsInArea(player, atk1SectX1[as1], atk1SectY1[as1], atk1SectX2[as1], atk1SectY2[as1]);
temp2 = numDroidsInArea(player, atk1SectX1[as1], atk1SectY1[as1], atk1SectX2[as1], atk1SectY2[as1]);
if ((random(100) < 10) or (temp1 == 0) or (temp2 ==0))
{
//sector clear so use as a retreat point
setGroupRetreatPoint(Strike1[sn], Strike1[sn].x, Strike1[sn].y);
//sector clear so choose another
scoutSector[sn] = scoutSector[sn] + sectInc[sn]; //keep track of frontline
if ((scoutSector[sn] >= numAtk1Sects) or (scoutSector[sn] < 0))
{
//out of sectors! so work back through them
sectInc[sn] = - sectInc[sn];
scoutSector[sn] = scoutSector[sn] + sectInc[sn];
}
}
if (idleGroup(Strike1[sn]) >= Strike1[sn].members / 2)
{
as1 = scoutSector[sn];
//order scout forces to random position in this sector
asX = atk1SectX1[as1] + random(atk1SectX2[as1] - atk1SectX1[as1]);
asY = atk1SectY1[as1] + random(atk1SectY2[as1] - atk1SectY1[as1]);
orderGroupLoc(Strike1[sn], DORDER_SCOUT, asX, asY);
}
sn = sn +1;
}
}
event attackAtk1Sector(every, 250)
{
//order heavies to acquired target
sn = 0;
while (sn < st)
{
if ((idleGroup(Strike2[sn]) >= Strike2[sn].members / 2) or (random(100) < 5))
{
if (targetCount[sn] > 0)
{
//new targetting system!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
//find a target in area
resetStructTargets();
if (random(100) < 10)
{
setStructTarPref(ST_WALL); //pick walls occassionally
}
hitStruc = structTargetInArea(player, enemy2, Strike2[sn].x - 768, Strike2[sn].y - 768, Strike2[sn].x + 768, Strike2[sn].y + 768);
if (hitStruc != NULLOBJECT)
{
orderGroupObj(Strike2[sn], DORDER_ATTACK, hitStruc);
}
else //go to new target
{
orderGroupLoc(Strike2[sn], DORDER_SCOUT, targetX[sn][0] - 384 + random(768),
targetY[sn][0] - 384 + random(768)); //only use first target seen!
}
}
else
{
//go to previous scouted sector
as1 = scoutSector[sn] - sectInc[sn];
if ((as1 >= numAtk1Sects) or (as1 < 0))
{
as1 = scoutSector[sn];
}
asX = atk1SectX1[as1] + random(atk1SectX2[as1] - atk1SectX1[as1]);
asY = atk1SectY1[as1] + random(atk1SectY2[as1] - atk1SectY1[as1]);
orderGroupLoc(Strike2[sn], DORDER_SCOUT, asX, asY); //random pos in previous sector
}
}
sn = sn +1;
}
}
event scavAttack(every, 190)
{
//update targets for scavs also
if (targetCount[0] > 0)
{
orderGroupLoc(enemy1Attack, DORDER_SCOUT, targetX[0][0], targetY[0][0]); //only use first target seen!
}
else
{
orderGroupLoc(enemy1Attack, DORDER_SCOUT, playerX, playerY); //go to set position
}
}
/*
event flagIDF(wait, 600)
{
//playSound(wonSnd,0);
orderGroupObj(IDF1, DORDER_FIRESUPPORT, sensor2); //use sensor droid for firesupport, once mortars hopefully in position
}
*/
/* */
/* New Version using 2D Arrays */
/* */
event flagTargets(every, 77) //(every, 43)
{
//clear targets if any gone (by shuffling down array)
sn = 0;
while (sn < st)
{
if (targetCount[sn] > 0)
{
tempInt = 0;
while (tempInt < targetCount[sn])
{
/* OLD SYSTEM
if (numStructsButNotWallsInArea(player, targetX[sn][tempInt] - 768, targetY[sn][tempInt] - 768,
targetX[sn][tempInt] + 768, targetY[sn][tempInt] + 768) == 0)
//(not (objectInRange(player, targetX[sn][tempInt], targetY[sn][tempInt], 6 * 128)))
*/
//find a target in area
resetStructTargets();
setStructTarPref(ST_WALL); //include walls always
hitStruc = structTargetInArea(player, enemy2, targetX[sn][tempInt] - 768, targetY[sn][tempInt] - 768,
targetX[sn][tempInt] + 768, targetY[sn][tempInt] + 768);
if (hitStruc == NULLOBJECT)
{
//target cleared so shuffle down
count = tempInt;
while (count < targetCount[sn])
{
targetX[sn][count] = targetX[sn][count + 1];
targetY[sn][count] = targetY[sn][count + 1];
count = count + 1;
}
targetCount[sn] = targetCount[sn] - 1; //reduce total
}
tempInt = tempInt + 1;
}
}
//flag new targets, if any (structures and droids but not walls!)
temp1 = numStructsButNotWallsInArea(player, Strike1[sn].x - 768, Strike1[sn].y - 768, Strike1[sn].x + 768, Strike1[sn].y + 768);
temp2 = numDroidsInArea(player, Strike1[sn].x - 768, Strike1[sn].y - 768, Strike1[sn].x + 768, Strike1[sn].y + 768);
/* OLD SYSTEM
if ((targetCount[sn] < targetMax) and ((temp1 > 0) or (temp2 > 0)))
//(objectInRange(player, Strike1[sn].x, Strike1[sn].y, 6 * 128)))
{
*/
//new targetting system!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
//find a target in area
resetStructTargets();
if (random(100) < 10)
{
setStructTarPref(ST_WALL); //pick walls occassionally
}
hitStruc = structTargetInArea(player, enemy2, Strike1[sn].x - 768, Strike1[sn].y - 768, Strike1[sn].x + 768, Strike1[sn].y + 768);
if ((targetCount[sn] < targetMax) and (hitStruc != NULLOBJECT))
{
//playSound(lostSnd,1);
targetX[sn][targetCount[sn]] = Strike1[sn].x;
targetY[sn][targetCount[sn]] = Strike1[sn].y;
orderGroupLoc(Strike2[sn], DORDER_SCOUT, targetX[sn][targetCount[sn]], targetY[sn][targetCount[sn]]);
//if (Strike2[sn].members > Strike1[sn].members) //make heavies target this, and shoot with scouts (if more than heavies)!
if ((Strike1[sn].members < temp1) or (Strike1[sn].members < temp2))
//if more objects than scouts, run away!!!
{
//make scout group back off one sector (unless last sector)
scoutSector[sn] = scoutSector[sn] - sectInc[sn];
if ((scoutSector[sn] >= numAtk1Sects) or (scoutSector[sn] < 0))
{
scoutSector[sn] = scoutSector[sn] + sectInc[sn];
}
as1 = scoutSector[sn];
//order scout forces to random position in this sector
asX = atk1SectX1[as1] + random(atk1SectX2[as1] - atk1SectX1[as1]);
asY = atk1SectY1[as1] + random(atk1SectY2[as1] - atk1SectY1[as1]);
orderGroupLoc(Strike1[sn], DORDER_SCOUT, asX, asY);
//orderGroup(Strike1[sn], DORDER_RUN); //run away for a bit!
}
else if ((idleGroup(Strike1[sn]) >= Strike1[sn].members / 2) or (random(100) < 5)) //only if not busy or small chance
{
/* OLD SYSTEM
orderGroup(Strike1[sn], DORDER_STOP); //stay where you are (and hopefully kill stuff)
*/
orderGroupObj(Strike1[sn], DORDER_ATTACK, hitStruc);
}
targetCount[sn] = targetCount[sn] +1;
}
/* OLD SYSTEM
//check for targets from heavies also!
temp1 = numStructsButNotWallsInArea(player, Strike2[sn].x - 768, Strike2[sn].y - 768, Strike2[sn].x + 768, Strike2[sn].y + 768);
temp2 = numDroidsInArea(player, Strike2[sn].x - 768, Strike2[sn].y - 768, Strike2[sn].x + 768, Strike2[sn].y + 768);
if ((targetCount[sn] < targetMax) and ((temp1 > 0) or (temp2 > 0)))
*/
//new targetting system!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
//find a target in area
resetStructTargets();
if (random(100) < 10)
{
setStructTarPref(ST_WALL); //pick walls occassionally
}
hitStruc = structTargetInArea(player, enemy2, Strike2[sn].x - 768, Strike2[sn].y - 768, Strike2[sn].x + 768, Strike2[sn].y + 768);
if ((targetCount[sn] < targetMax) and (hitStruc != NULLOBJECT))
{
targetX[sn][targetCount[sn]] = Strike2[sn].x;
targetY[sn][targetCount[sn]] = Strike2[sn].y;
orderGroup(Strike2[sn], DORDER_STOP); //stay where you are (and hopefully kill stuff)
targetCount[sn] = targetCount[sn] + 1;
}
sn = sn +1;
}
}
event buildDerrick(every, 50)
{
//Build a new powergen if less than one
if (not (structureBuilt(powerGen, enemy2)))
{
if (enemyTruck1 != NULLOBJECT)
{
if (enemyTruck1.order == DORDER_NONE)
{
tempx1 = enemyTruck1.x; //build as soon as poss!
tempy1 = enemyTruck1.y;
boolResult = pickStructLocation(powerGen, ref tempx1, ref tempy1, enemy2);
if (boolResult == TRUE)
{
orderDroidStatsLoc(enemyTruck1, DORDER_BUILD, powerGen, tempx1, tempy1);
}
}
}
}
feature = getFeature(enemy2); // find unoccupied oil resource that's been seen!
if(feature != NULLOBJECT)
{
if (enemyTruck1 != NULLOBJECT)
{
if (enemyTruck1.order == DORDER_NONE)
{
if (oilFlag == 0)
{
oilX = feature.x; //keep track of coords for building defences later
oilY = feature.y;
orderDroidStatsLoc(enemyTruck1, DORDER_BUILD, oilDerrick, oilX, oilY); //build a derick
oilFlag = random(4) + 1; //number of defences to build nearby
//need special guard force to go with truck (later!).
}
else if (oilFlag < 6)
{
tempx1 = oilX + random(1024) - 512;
tempy1 = oilY + random(1024) - 512;
temp1 = random(numDefStructs);
boolResult = pickStructLocation(defStructs[temp1], ref tempx1, ref tempy1, enemy2);
if(boolResult == TRUE)
{
orderDroidStatsLoc(enemyTruck1, DORDER_BUILD, defStructs[temp1], tempx1, tempy1);
oilFlag = oilFlag - 1;
}
}
}
}
}
else // feature is null
{
initGetFeature(oilRes, enemy2, enemy2); // start again next time.
}
}
/* Enemy Base Blips */
event baseLoop(baseTrig) //update base blips
{
if (basesDead == numBases) //all bases gone?
{
setEventTrigger(baseLoop, inactive);
}
else
{
count = 0;
while (count < numBases)
{
if (baseFlag[count] == 0)
{
if (seenStructInArea(player, basePlayer[count], FALSE,
regionsX1[baseRegion[count]], regionsY1[baseRegion[count]],
regionsX2[baseRegion[count]], regionsY2[baseRegion[count]]))
{
addMessage(baseMsg[count], PROX_MSG, player, false);
if (baseWav1[count] >= 0)
{
//playSound(baseSnd[baseWav1[count]], player);
//tricky one since don't have coords! Use middle of region??
playSoundPos(baseSnd[baseWav1[count]], player, (regionsX1[baseRegion[count]] + regionsX2[baseRegion[count]]) / 2,
(regionsY1[baseRegion[count]] + regionsY2[baseRegion[count]]) / 2, 0);
}
baseFlag[count] = 1;
}
}
if (baseFlag[count] == 1)
{
if (numStructsButNotWallsInArea(basePlayer[count],
regionsX1[baseRegion[count]], regionsY1[baseRegion[count]],
regionsX2[baseRegion[count]], regionsY2[baseRegion[count]])== 0)
{
basesDead = basesDead + 1;
baseFlag[count] = 2;
if (baseWav2[count] >= 0)
{
//playSound(baseSnd[baseWav2[count]], player);
//tricky one since don't have coords! Use middle of region??
playSoundPos(baseSnd[baseWav2[count]], player, (regionsX1[baseRegion[count]] + regionsX2[baseRegion[count]]) / 2,
(regionsY1[baseRegion[count]] + regionsY2[baseRegion[count]]) / 2, 0);
}
removeMessage(baseMsg[count], PROX_MSG, player);
killStructsInArea(basePlayer[count], REF_WALL, //remove walls and building features in base
regionsX1[baseRegion[count]], regionsY1[baseRegion[count]],
regionsX2[baseRegion[count]], regionsY2[baseRegion[count]],
TRUE, TRUE);
killStructsInArea(basePlayer[count], REF_WALLCORNER, //remove corner walls in base
regionsX1[baseRegion[count]], regionsY1[baseRegion[count]],
regionsX2[baseRegion[count]], regionsY2[baseRegion[count]],
TRUE, FALSE);
}
}
count = count + 1;
}
}
}
/* Transports */
/* group landed enemy units and get going! */
event groupTrans(CALL_TRANSPORTER_LANDED, enemy2Build, enemy2)
{
//playSound(warnSnd, player);
//tricky one since the LZ moves later, but uses this same event
playSoundPos(warnSnd, player, enemyLZX[LZpos], enemyLZY[LZpos], 0);
pause(10);
//use random to figure out which groups to go into
temp = random(3);
if (temp == 0)
{
groupAddGroup(Strike1[0], enemy2Build); //rebuild scout and strike groups!
scoutSector[0] = 0; //start from 1st sector again!
sectInc[0] = 1;
}
else if (temp == 1)
{
groupAddGroup(Strike1[1], enemy2Build); //rebuild scout and strike groups!
scoutSector[1] = 0; //start from 1st sector again!
sectInc[1] = 1;
}
else if (temp == 2)
{
groupAddGroup(Strike2[0], enemy2Build);
}
else
{
groupAddGroup(Strike2[1], enemy2Build);
}
}
event landTrans(inactive)
{
if (transportDroid != NULLOBJECT)
{
if (not transOnMap) //make sure transporter not still on map!
{
//transportDroid = addDroidToMissionList(transporter, enemy2);
temp1 = 1 + random(5); //range 1 to 5
temp2 = 8 - temp1; //make rest upto 8
count =0;
while (count < temp1)
{
reinforceTemplate = scout[random(numScout)]; //random selection of scouts
loadDroid = addDroidToMissionList(reinforceTemplate, enemy2);
if (loadDroid != NULLOBJECT)
{
addDroidToTransporter(transportDroid, loadDroid);
}
count = count + 1;
}
reinforceTemplate = heavy[random(numHeavy)]; //use same selection for all heavies
count =0;
while (count < temp2)
{
loadDroid = addDroidToMissionList(reinforceTemplate, enemy2);
if (loadDroid != NULLOBJECT)
{
addDroidToTransporter(transportDroid, loadDroid);
}
count = count + 1;
}
//call in transport
setTransporterExit(1, 126, 20 + random(32));
flyTransporterIn(1, 126, 60 + random(32), false);
transOnMap = TRUE;
setEventTrigger(landTrans, landTransTrig); //5 mins until next one
}
}
}
event startTrans1(startTransTrig1)
{
//need Warning message here!!!!
playSound(incomingSnd, player);
LZpos = 0; //used to keep track of where the LZ is for F12
pause(20);
addMessage(MissionBrief4, MISS_MSG, 0, true);
addMessage(obj1Msg, PROX_MSG, player, false); //show enemy LZ
setNoGoArea((enemyLZX[0] / 128) - 1, (enemyLZY[0] / 128) - 1, (enemyLZX[0] / 128) + 1, (enemyLZY[0] / 128) + 1, enemy2);
setEventTrigger(landTrans, landTransTrig2);
setEventTrigger(startTrans1, inactive);
}
event startTrans2(startTransTrig2)
{
//need Warning message here!!!!
playSound(incomingSnd, player);
LZpos = 6; //used to keep track of where the LZ is for F12
pause(20);
addMessage(MissionBrief3, MISS_MSG, 0, true);
addMessage(obj2Msg, PROX_MSG, player, false); //show enemy LZ
//move LZ
setNoGoArea((enemyLZX[6] / 128) - 1, (enemyLZY[6] / 128) - 1, (enemyLZX[6] / 128) + 1, (enemyLZY[6] / 128) + 1, enemy2);
setEventTrigger(landTrans, landTransTrig2);
setEventTrigger(startTrans2, inactive);
}
event stopTrans1(stopTransTrig1)
{
removeMessage(obj1Msg, PROX_MSG, player);
setEventTrigger(landTrans, inactive);
setEventTrigger(stopTrans1, inactive);
}
event stopTrans2(stopTransTrig2)
{
removeMessage(obj2Msg, PROX_MSG, player);
setEventTrigger(landTrans, inactive);
setEventTrigger(stopTrans2, inactive);
}
event transOff(CALL_TRANSPORTER_OFFMAP, enemy2)
{
transOnMap = FALSE;
}
event timeUp(CALL_MISSION_TIME)
{
setEventTrigger(wonYetEvnt,inactive);
setEventTrigger(lostYetEvnt,inactive);
setEventTrigger(gameLost, gameLostTrig);
setEventTrigger(timeUp, inactive);
}