Remove unused data files

master
Per Inge Mathisen 2011-04-03 12:21:23 +02:00
parent 59b6c670de
commit 6882a9a1a5
11 changed files with 0 additions and 668 deletions

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/* Demo Map Global Script */
/* put all non player specific stuff in here */
/* currently has:
Fog colour
Starting Technology and Starting Research
*/
//structures
public STRUCTURESTAT command;
public STRUCTURESTAT factory;
public STRUCTURESTAT wall;
public STRUCTURESTAT cornerWall;
public STRUCTURESTAT oilDerrick;
public STRUCTURESTAT powerGen;
public STRUCTURESTAT research;
public STRUCTURESTAT commandrelay;
//starting tech
public int numtecCommon;
public int numtecP0, numtecP1, numtecP2, numtecP3,numtecP4, numtecP5, numtecP6, numtecP7;
public RESEARCHSTAT tecCommon[32];
public RESEARCHSTAT tecP0[1], tecP1[1], tecP2[1], tecP3[1], tecP4[1], tecP5[1], tecP6[1], tecP7[1];
public int numResCommon;
public int numResP0, numResP1, numResP2, numResP3, numResP4, numResP5, numResP6, numResP7;
public RESEARCHSTAT resCommon[10];
public RESEARCHSTAT resP0[1], resP1[1], resP2[1], resP3[1], resP4[1], resP5[1], resP6[1], resP7[1];
private INT count;
private INT playnum;
/* Triggers */
trigger startTrig(every, 50);
trigger stopTrig(every, 100);
/* Events */
event weatherStop;
event startup(CALL_GAMEINIT)
{
setFogColour(182, 225, 236); //set fog to blue-white
setBackgroundFog(TRUE); //set fog on
setDepthFog(TRUE);
centreViewPos(3392, 10944); //centre on P0 base
playnum=0;
while (playnum < 8)
{
enableStructure(command ,playnum); //make structures available to build
enableStructure(factory ,playnum);
enableStructure(wall ,playnum);
enableStructure(cornerWall ,playnum);
enableStructure(oilDerrick ,playnum);
enableStructure(powerGen ,playnum);
enableStructure(research ,playnum);
count = 0; // Common Starting Technologies
while (count < numtecCommon)
{
completeResearch(tecCommon[count], playnum);
count = count +1;
}
count = 0; // Common Starting Research
while (count < numResCommon)
{
enableResearch(resCommon[count], playnum);
count = count +1;
}
setStructureLimits(factory, 5, playnum); // set structure limits
setStructureLimits(powerGen, 5, playnum);
setStructureLimits(research, 3, playnum);
setStructureLimits(command, 1, playnum);
//setPowerLevel(1500,playnum);
playnum = playnum + 1;
}
// player specific technology startups
count = 0;
while (count < numtecP0)
{
completeResearch(tecP0[count], 0);
count = count +1;
}
count = 0;
while (count < numtecP1)
{
completeResearch(tecP1[count], 1);
count = count +1;
}
count = 0;
while (count < numtecP2)
{
completeResearch(tecP2[count], 2);
count = count +1;
}
count = 0;
while (count < numtecP3)
{
completeResearch(tecP3[count], 3);
count = count +1;
}
count = 0;
while (count < numtecP4)
{
completeResearch(tecP4[count], 4);
count = count +1;
}
count = 0;
while (count < numtecP5)
{
completeResearch(tecP5[count], 5);
count = count +1;
}
count = 0;
while (count < numtecP6)
{
completeResearch(tecP6[count], 6);
count = count +1;
}
count = 0;
while (count < numtecP7)
{
completeResearch(tecP7[count], 7);
count = count +1;
}
// player specific research startups
count = 0;
while (count < numResP0)
{
enableResearch(resP0[count], 0);
count = count +1;
}
count = 0;
while (count < numResP1)
{
enableResearch(resP1[count], 1);
count = count +1;
}
count = 0;
while (count < numResP2)
{
enableResearch(resP2[count], 2);
count = count +1;
}
count = 0;
while (count < numResP3)
{
enableResearch(resP3[count], 3);
count = count +1;
}
count = 0;
while (count < numResP4)
{
enableResearch(resP4[count], 4);
count = count +1;
}
count = 0;
while (count < numResP5)
{
enableResearch(resP5[count], 5);
count = count +1;
}
count = 0;
while (count < numResP6)
{
enableResearch(resP6[count], 6);
count = count +1;
}
count = 0;
while (count < numResP7)
{
enableResearch(resP7[count], 7);
count = count +1;
}
}
event weatherStart(startTrig)
{
if (random(10)< 5)
{
setSnow(TRUE);
setEventTrigger(weatherStop, stopTrig);
setEventTrigger(weatherStart, inactive);
}
}
event weatherStop(inactive)
{
if (random(10)< 4)
{
setSnow(FALSE);
setEventTrigger(weatherStart, startTrig);
setEventTrigger(weatherStop, inactive);
}
}

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/* Demo Map Global Script */
script "demo_global.slo"
run
{
// structures
command STRUCTURESTAT "A0CommandCentre"
factory STRUCTURESTAT "A0LightFactory"
wall STRUCTURESTAT "A0HardcreteMk1Wall"
cornerWall STRUCTURESTAT "A0HardcreteMk1CWall"
oilDerrick STRUCTURESTAT "A0ResourceExtractor"
powerGen STRUCTURESTAT "A0PowerGenerator"
research STRUCTURESTAT "A0ResearchFacility"
commandrelay STRUCTURESTAT "A0ComDroidControl"
// Technologies.
// Common.
numtecCommon int 31
tecCommon[0] RESEARCHSTAT "R-Wpn-MG1Mk1"
tecCommon[1] RESEARCHSTAT "R-Defense-HardcreteWall"
tecCommon[2] RESEARCHSTAT "R-Vehicle-Prop-Wheels"
tecCommon[3] RESEARCHSTAT "R-Sys-Spade1Mk1"
tecCommon[4] RESEARCHSTAT "R-Struc-Factory-Cyborg"
tecCommon[5] RESEARCHSTAT "R-Cyborg-Wpn-MG"
tecCommon[6] RESEARCHSTAT "R-Defense-Pillbox01"
tecCommon[7] RESEARCHSTAT "R-Defense-Tower01"
tecCommon[8] RESEARCHSTAT "R-Vehicle-Body01"
tecCommon[9] RESEARCHSTAT "R-Vehicle-Body05"
tecCommon[10] RESEARCHSTAT "R-Vehicle-Engine01"
tecCommon[11] RESEARCHSTAT "R-Vehicle-Prop-Tracks"
tecCommon[12] RESEARCHSTAT "R-Vehicle-Prop-Halftracks"
tecCommon[13] RESEARCHSTAT "R-Cyborg-Wpn-Cannon"
tecCommon[14] RESEARCHSTAT "R-Cyborg-Wpn-Flamer"
tecCommon[15] RESEARCHSTAT "R-Wpn-MG3Mk1"
tecCommon[16] RESEARCHSTAT "R-Wpn-Cannon1Mk1"
tecCommon[17] RESEARCHSTAT "R-Wpn-Flamer01Mk1"
tecCommon[18] RESEARCHSTAT "R-Wpn-Mortar01Lt"
tecCommon[19] RESEARCHSTAT "R-Defense-Pillbox03"
tecCommon[20] RESEARCHSTAT "R-Defense-Tower03"
tecCommon[21] RESEARCHSTAT "R-Defense-WallTower02"
tecCommon[22] RESEARCHSTAT "R-Struc-Research-Module"
tecCommon[23] RESEARCHSTAT "R-Struc-PowerModuleMk1"
tecCommon[24] RESEARCHSTAT "R-Struc-Factory-Module"
tecCommon[25] RESEARCHSTAT "R-Sys-Sensor-Turret01"
tecCommon[26] RESEARCHSTAT "R-Sys-Sensor-Tower01"
tecCommon[27] RESEARCHSTAT "R-Struc-CommandRelay"
tecCommon[28] RESEARCHSTAT "R-Sys-Engineering01"
tecCommon[29] RESEARCHSTAT "R-Sys-MobileRepairTurret01"
tecCommon[30] RESEARCHSTAT "R-Defense-Pillbox04"
//tecCommon[31] RESEARCHSTAT "R-Comp-CommandTurret01"
// player specific.
numtecP0 int 1 //Player0
tecP0[0] RESEARCHSTAT "R-Vehicle-Body01"
numtecP1 int 1 //Player1
tecP1[0] RESEARCHSTAT "R-Vehicle-Body01"
numtecP2 int 1 //Player2
tecP2[0] RESEARCHSTAT "R-Vehicle-Body01"
numtecP3 int 1 //Player3
tecP3[0] RESEARCHSTAT "R-Vehicle-Body01"
numtecP4 int 1 //Player4
tecP4[0] RESEARCHSTAT "R-Vehicle-Body01"
numtecP5 int 1 //Player5
tecP5[0] RESEARCHSTAT "R-Vehicle-Body01"
numtecP6 int 1 //Player6
tecP6[0] RESEARCHSTAT "R-Vehicle-Body01"
numtecP7 int 1 //Player7
tecP7[0] RESEARCHSTAT "R-Vehicle-Body01"
// Available Research Topics.
// Common
numResCommon int 4 //number of topics to research
resCommon[0] RESEARCHSTAT "R-Sys-Engineering01"
resCommon[1] RESEARCHSTAT "R-Sys-Sensor-Turret01"
resCommon[2] RESEARCHSTAT "R-Wpn-Flamer01Mk1"
resCommon[3] RESEARCHSTAT "R-Struc-CommandRelay"
// Player Specific
// eg numResP0 int 0 //number of topics to enable
// resP0[0] RESEARCHSTAT "R-Lab-Electronics"
// resP0[1] RESEARCHSTAT "R-Lab-Chemical"
numResP0 int 0
numResP1 int 0
numResP2 int 0
numResP3 int 0
numResP4 int 0
numResP5 int 0
numResP6 int 0
numResP7 int 0
}

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/* Demo Map Script for Player 0*/
/* General values */
public int player;
public int power;
private int n; //keeps track of current factory
/* Factory values */
public int numFacts;
public STRUCTURE fact[4]; //must be >= numFacts
public STRUCTUREID factID[4];
public int assX[4], assY[4];
/* Build Templates */
public TEMPLATE build[4]; //must be >= numFacts
/* Triggers */
trigger factTrig(every, 100); //new build every 10 seconds
/* Events */
event startup(init)
{
setPowerLevel(power, player); //set starting power
while (n < numFacts)
{
setAssemblyPoint (fact[n], assX[n], assY[n]); //set assembly points (can't do later in case the factories are dead!!!
n = n +1;
}
n = 0;
}
//build list for all factories (n controls which!)
event factEvnt(factTrig) //try building every 10 seconds
{
if (not (buildingDestroyed (factID[n], player)))
{
if (structureIdle(fact[n]))
{
//build different template for each factory!!!!!!
buildDroid (build[n], fact[n], player, 1);
}
}
n = n +1;
if (n >= numFacts)
{
n = 0;
}
}

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/* Demo Map Script for Player 0 */
script "demo_p0.slo"
run
{
player INT 0 //player number to use
power int 10000 //start power
//base1
numFacts int 3
fact[0] STRUCTURE 72
factID[0] STRUCTUREID 72
assX[0] int 11328 //2752
assY[0] int 11200 //11200
build[0] TEMPLATE "ViperLtMGWheels"
fact[1] STRUCTURE 588
factID[1] STRUCTUREID 588
assX[1] int 1216 //4160
assY[1] int 1152 //11328
build[1] TEMPLATE "ViperLtCannonWheels"
fact[2] STRUCTURE 332
factID[2] STRUCTUREID 332
assX[2] int 8192 //5184
assY[2] int 448 //10580
build[2] TEMPLATE "CyborgChain01Ground"
//all build templates
// "ViperLtMGWheels" "ViperLtCannonWheels"
// "ViperLtCannonTracks"
}

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/* Demo Map Script for Player 1*/
/* General values */
public int player;
public int power;
private int n; //keeps track of current factory
/* Factory values */
public int numFacts;
public STRUCTURE fact[4]; //must be >= numFacts
public STRUCTUREID factID[4];
public int assX[4], assY[4];
/* Build Templates */
public TEMPLATE build[4]; //must be >= numFacts
/* Triggers */
trigger factTrig(every, 100); //new build every 10 seconds
/* Events */
event startup(init)
{
setPowerLevel(power, player); //set starting power
while (n < numFacts)
{
setAssemblyPoint (fact[n], assX[n], assY[n]); //set assembly points (can't do later in case the factories are dead!!!
n = n +1;
}
n = 0;
}
//build list for all factories (n controls which!)
event factEvnt(factTrig) //try building every 10 seconds
{
if (not (buildingDestroyed (factID[n], player)))
{
if (structureIdle(fact[n]))
{
//build different template for each factory!!!!!!
buildDroid (build[n], fact[n], player, 1);
}
}
n = n +1;
if (n >= numFacts)
{
n = 0;
}
}

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/* Demo Map Script for Player 1 */
script "demo_p1.slo"
run
{
player INT 1 //player number to use
power int 10000 //start power
//base1
numFacts int 2
fact[0] STRUCTURE 36
factID[0] STRUCTUREID 36
assX[0] int 10304 //2752
assY[0] int 8960 //11200
build[0] TEMPLATE "NP-L-RocketPod-Wheels"
fact[1] STRUCTURE 334
factID[1] STRUCTUREID 334
assX[1] int 4800 //4160
assY[1] int 10496 //11328
build[1] TEMPLATE "CyborgRkt01Ground"
//all build templates
// "ViperLtMGWheels" "ViperLtCannonWheels"
// "ViperLtCannonTracks"
// "ScorpionRkPodWheels" "ScorpionLtCanTracks"
// "ScorpianHowTracks"
// "BeetleSensor1Wheels" "BeetleCanTracks"
// "CyborgChain01Ground" "CyborgRkt01Ground"
}

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/* Demo Map Script for Player 2*/
/* General values */
public int player;
public int power;
private int n; //keeps track of current factory
/* Factory values */
public int numFacts;
public STRUCTURE fact[4]; //must be >= numFacts
public STRUCTUREID factID[4];
public int assX[4], assY[4];
/* Build Templates */
public TEMPLATE build[4]; //must be >= numFacts
/* Triggers */
trigger factTrig(every, 100); //new build every 10 seconds
/* Events */
event startup(init)
{
setPowerLevel(power, player); //set starting power
while (n < numFacts)
{
setAssemblyPoint (fact[n], assX[n], assY[n]); //set assembly points (can't do later in case the factories are dead!!!
n = n +1;
}
n = 0;
}
//build list for all factories (n controls which!)
event factEvnt(factTrig) //try building every 10 seconds
{
if (not (buildingDestroyed (factID[n], player)))
{
if (structureIdle(fact[n]))
{
//build different template for each factory!!!!!!
buildDroid (build[n], fact[n], player, 1);
}
}
n = n +1;
if (n >= numFacts)
{
n = 0;
}
}

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/* Demo Map Script for Player 2 */
script "demo_p2.slo"
run
{
player INT 2 //player number to use
power int 10000 //start power
//base1
numFacts int 3
fact[0] STRUCTURE 699
factID[0] STRUCTUREID 699
assX[0] int 832 //9920
assY[0] int 1216 //10816
build[0] TEMPLATE "ViperLtMGWheels"
fact[1] STRUCTURE 292
factID[1] STRUCTUREID 292
assX[1] int 3648 //11712
assY[1] int 10816 //9408
build[1] TEMPLATE "ViperLtCannonWheels"
fact[2] STRUCTURE 295
factID[2] STRUCTUREID 295
assX[2] int 11264 //11072
assY[2] int 6848 //9024
build[2] TEMPLATE "CyborgChain01Ground"
//all build templates
// "ViperLtMGWheels" "ViperLtCannonWheels"
// "ViperLtCannonTracks"
}

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/* Demo Map Script for Player 7*/
/* General values */
public int player;
public int power;
private int n; //keeps track of current factory
/* Factory values */
public int numFacts;
public STRUCTURE fact[4]; //must be same as numFacts
public STRUCTUREID factID[4];
public int assX[4], assY[4];
/* Build Templates */
public TEMPLATE build[4]; //must be same as numFacts
/* Triggers */
trigger factTrig(every, 100); //new build every 10 seconds
/* Events */
event startup(init)
{
setPowerLevel(power, player); //set starting power
while (n < numFacts)
{
setAssemblyPoint (fact[n], assX[n], assY[n]); //set assembly points (can't do later in case the factories are dead!!!
n = n +1;
}
n = 0;
}
//build list for all factories (n controls which!)
event factEvnt(factTrig) //try building every 10 seconds
{
if (not (buildingDestroyed (factID[n], player)))
{
if (structureIdle(fact[n]))
{
//build different template for each factory!!!!!!
buildDroid (build[n], fact[n], player, 1);
}
}
n = n +1;
if (n >= numFacts)
{
n = 0;
}
}

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/* Demo Map Script for Player 7 */
script "demo_p7.slo"
run
{
player INT 7 //player number to use
power int 10000 //scavenger start power
//base1
numFacts int 4
fact[0] STRUCTURE 243
factID[0] STRUCTUREID 243
assX[0] int 832 //7616
assY[0] int 1216 //1216
build[0] TEMPLATE "BaBaPeople"
fact[1] STRUCTURE 684
factID[1] STRUCTUREID 684
assX[1] int 1216 //8896
assY[1] int 1152 //704
build[1] TEMPLATE "BarbarianTrike"
fact[2] STRUCTURE 227
factID[2] STRUCTUREID 227
assX[2] int 11328 //10176
assY[2] int 11200 //2880
build[2] TEMPLATE "BarbarianBuggy"
fact[3] STRUCTURE 226
factID[3] STRUCTUREID 226
assX[3] int 4800 //10944
assY[3] int 10496 //6720
build[3] TEMPLATE "BabaJeep"
//all build templates
// "BaBaPeople" "BarbarianTrike"
// "BarbarianBuggy" "BabaJeep"
// "BarbarianRKBuggy" "BabaRKJeep"
// Firetruck and Schoolbus need adding!
}