Remove unused data files
parent
59b6c670de
commit
6882a9a1a5
Binary file not shown.
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/* Demo Map Global Script */
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/* put all non player specific stuff in here */
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/* currently has:
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Fog colour
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Starting Technology and Starting Research
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*/
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//structures
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public STRUCTURESTAT command;
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public STRUCTURESTAT factory;
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public STRUCTURESTAT wall;
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public STRUCTURESTAT cornerWall;
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public STRUCTURESTAT oilDerrick;
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public STRUCTURESTAT powerGen;
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public STRUCTURESTAT research;
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public STRUCTURESTAT commandrelay;
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//starting tech
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public int numtecCommon;
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public int numtecP0, numtecP1, numtecP2, numtecP3,numtecP4, numtecP5, numtecP6, numtecP7;
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public RESEARCHSTAT tecCommon[32];
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public RESEARCHSTAT tecP0[1], tecP1[1], tecP2[1], tecP3[1], tecP4[1], tecP5[1], tecP6[1], tecP7[1];
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public int numResCommon;
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public int numResP0, numResP1, numResP2, numResP3, numResP4, numResP5, numResP6, numResP7;
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public RESEARCHSTAT resCommon[10];
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public RESEARCHSTAT resP0[1], resP1[1], resP2[1], resP3[1], resP4[1], resP5[1], resP6[1], resP7[1];
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private INT count;
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private INT playnum;
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/* Triggers */
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trigger startTrig(every, 50);
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trigger stopTrig(every, 100);
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/* Events */
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event weatherStop;
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event startup(CALL_GAMEINIT)
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{
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setFogColour(182, 225, 236); //set fog to blue-white
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setBackgroundFog(TRUE); //set fog on
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setDepthFog(TRUE);
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centreViewPos(3392, 10944); //centre on P0 base
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playnum=0;
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while (playnum < 8)
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{
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enableStructure(command ,playnum); //make structures available to build
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enableStructure(factory ,playnum);
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enableStructure(wall ,playnum);
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enableStructure(cornerWall ,playnum);
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enableStructure(oilDerrick ,playnum);
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enableStructure(powerGen ,playnum);
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enableStructure(research ,playnum);
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count = 0; // Common Starting Technologies
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while (count < numtecCommon)
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{
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completeResearch(tecCommon[count], playnum);
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count = count +1;
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}
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count = 0; // Common Starting Research
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while (count < numResCommon)
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{
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enableResearch(resCommon[count], playnum);
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count = count +1;
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}
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setStructureLimits(factory, 5, playnum); // set structure limits
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setStructureLimits(powerGen, 5, playnum);
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setStructureLimits(research, 3, playnum);
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setStructureLimits(command, 1, playnum);
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//setPowerLevel(1500,playnum);
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playnum = playnum + 1;
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}
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// player specific technology startups
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count = 0;
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while (count < numtecP0)
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{
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completeResearch(tecP0[count], 0);
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count = count +1;
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}
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count = 0;
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while (count < numtecP1)
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{
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completeResearch(tecP1[count], 1);
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count = count +1;
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}
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count = 0;
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while (count < numtecP2)
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{
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completeResearch(tecP2[count], 2);
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count = count +1;
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}
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count = 0;
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while (count < numtecP3)
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{
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completeResearch(tecP3[count], 3);
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count = count +1;
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}
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count = 0;
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while (count < numtecP4)
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{
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completeResearch(tecP4[count], 4);
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count = count +1;
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}
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count = 0;
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while (count < numtecP5)
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{
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completeResearch(tecP5[count], 5);
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count = count +1;
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}
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count = 0;
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while (count < numtecP6)
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{
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completeResearch(tecP6[count], 6);
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count = count +1;
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}
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count = 0;
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while (count < numtecP7)
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{
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completeResearch(tecP7[count], 7);
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count = count +1;
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}
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// player specific research startups
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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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count = 0;
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while (count < numResP1)
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{
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enableResearch(resP1[count], 1);
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count = count +1;
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}
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count = 0;
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while (count < numResP2)
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{
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enableResearch(resP2[count], 2);
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count = count +1;
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}
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count = 0;
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while (count < numResP3)
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{
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enableResearch(resP3[count], 3);
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count = count +1;
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}
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count = 0;
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while (count < numResP4)
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{
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enableResearch(resP4[count], 4);
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count = count +1;
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}
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count = 0;
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while (count < numResP5)
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{
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enableResearch(resP5[count], 5);
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count = count +1;
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}
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count = 0;
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while (count < numResP6)
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{
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enableResearch(resP6[count], 6);
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count = count +1;
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}
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count = 0;
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while (count < numResP7)
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{
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enableResearch(resP7[count], 7);
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count = count +1;
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}
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}
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event weatherStart(startTrig)
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{
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if (random(10)< 5)
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{
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setSnow(TRUE);
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setEventTrigger(weatherStop, stopTrig);
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setEventTrigger(weatherStart, inactive);
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}
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}
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event weatherStop(inactive)
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{
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if (random(10)< 4)
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{
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setSnow(FALSE);
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setEventTrigger(weatherStart, startTrig);
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setEventTrigger(weatherStop, inactive);
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}
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}
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@ -1,107 +0,0 @@
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/* Demo Map Global Script */
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script "demo_global.slo"
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run
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{
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// structures
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command STRUCTURESTAT "A0CommandCentre"
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factory STRUCTURESTAT "A0LightFactory"
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wall STRUCTURESTAT "A0HardcreteMk1Wall"
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cornerWall STRUCTURESTAT "A0HardcreteMk1CWall"
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oilDerrick STRUCTURESTAT "A0ResourceExtractor"
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powerGen STRUCTURESTAT "A0PowerGenerator"
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research STRUCTURESTAT "A0ResearchFacility"
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commandrelay STRUCTURESTAT "A0ComDroidControl"
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// Technologies.
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// Common.
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numtecCommon int 31
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tecCommon[0] RESEARCHSTAT "R-Wpn-MG1Mk1"
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tecCommon[1] RESEARCHSTAT "R-Defense-HardcreteWall"
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tecCommon[2] RESEARCHSTAT "R-Vehicle-Prop-Wheels"
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tecCommon[3] RESEARCHSTAT "R-Sys-Spade1Mk1"
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tecCommon[4] RESEARCHSTAT "R-Struc-Factory-Cyborg"
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tecCommon[5] RESEARCHSTAT "R-Cyborg-Wpn-MG"
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tecCommon[6] RESEARCHSTAT "R-Defense-Pillbox01"
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tecCommon[7] RESEARCHSTAT "R-Defense-Tower01"
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tecCommon[8] RESEARCHSTAT "R-Vehicle-Body01"
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tecCommon[9] RESEARCHSTAT "R-Vehicle-Body05"
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tecCommon[10] RESEARCHSTAT "R-Vehicle-Engine01"
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tecCommon[11] RESEARCHSTAT "R-Vehicle-Prop-Tracks"
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tecCommon[12] RESEARCHSTAT "R-Vehicle-Prop-Halftracks"
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tecCommon[13] RESEARCHSTAT "R-Cyborg-Wpn-Cannon"
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tecCommon[14] RESEARCHSTAT "R-Cyborg-Wpn-Flamer"
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tecCommon[15] RESEARCHSTAT "R-Wpn-MG3Mk1"
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tecCommon[16] RESEARCHSTAT "R-Wpn-Cannon1Mk1"
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tecCommon[17] RESEARCHSTAT "R-Wpn-Flamer01Mk1"
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tecCommon[18] RESEARCHSTAT "R-Wpn-Mortar01Lt"
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tecCommon[19] RESEARCHSTAT "R-Defense-Pillbox03"
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tecCommon[20] RESEARCHSTAT "R-Defense-Tower03"
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tecCommon[21] RESEARCHSTAT "R-Defense-WallTower02"
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tecCommon[22] RESEARCHSTAT "R-Struc-Research-Module"
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tecCommon[23] RESEARCHSTAT "R-Struc-PowerModuleMk1"
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tecCommon[24] RESEARCHSTAT "R-Struc-Factory-Module"
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tecCommon[25] RESEARCHSTAT "R-Sys-Sensor-Turret01"
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tecCommon[26] RESEARCHSTAT "R-Sys-Sensor-Tower01"
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tecCommon[27] RESEARCHSTAT "R-Struc-CommandRelay"
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tecCommon[28] RESEARCHSTAT "R-Sys-Engineering01"
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tecCommon[29] RESEARCHSTAT "R-Sys-MobileRepairTurret01"
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tecCommon[30] RESEARCHSTAT "R-Defense-Pillbox04"
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//tecCommon[31] RESEARCHSTAT "R-Comp-CommandTurret01"
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// player specific.
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numtecP0 int 1 //Player0
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tecP0[0] RESEARCHSTAT "R-Vehicle-Body01"
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numtecP1 int 1 //Player1
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tecP1[0] RESEARCHSTAT "R-Vehicle-Body01"
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numtecP2 int 1 //Player2
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tecP2[0] RESEARCHSTAT "R-Vehicle-Body01"
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numtecP3 int 1 //Player3
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tecP3[0] RESEARCHSTAT "R-Vehicle-Body01"
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numtecP4 int 1 //Player4
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tecP4[0] RESEARCHSTAT "R-Vehicle-Body01"
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numtecP5 int 1 //Player5
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tecP5[0] RESEARCHSTAT "R-Vehicle-Body01"
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numtecP6 int 1 //Player6
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tecP6[0] RESEARCHSTAT "R-Vehicle-Body01"
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numtecP7 int 1 //Player7
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tecP7[0] RESEARCHSTAT "R-Vehicle-Body01"
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// Available Research Topics.
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// Common
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numResCommon int 4 //number of topics to research
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resCommon[0] RESEARCHSTAT "R-Sys-Engineering01"
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resCommon[1] RESEARCHSTAT "R-Sys-Sensor-Turret01"
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resCommon[2] RESEARCHSTAT "R-Wpn-Flamer01Mk1"
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resCommon[3] RESEARCHSTAT "R-Struc-CommandRelay"
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// Player Specific
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// eg numResP0 int 0 //number of topics to enable
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// resP0[0] RESEARCHSTAT "R-Lab-Electronics"
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// resP0[1] RESEARCHSTAT "R-Lab-Chemical"
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numResP0 int 0
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numResP1 int 0
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numResP2 int 0
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numResP3 int 0
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numResP4 int 0
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numResP5 int 0
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numResP6 int 0
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numResP7 int 0
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}
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@ -1,53 +0,0 @@
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/* Demo Map Script for Player 0*/
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/* General values */
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public int player;
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public int power;
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private int n; //keeps track of current factory
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/* Factory values */
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public int numFacts;
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public STRUCTURE fact[4]; //must be >= numFacts
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public STRUCTUREID factID[4];
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public int assX[4], assY[4];
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/* Build Templates */
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public TEMPLATE build[4]; //must be >= numFacts
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/* Triggers */
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trigger factTrig(every, 100); //new build every 10 seconds
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/* Events */
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event startup(init)
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{
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setPowerLevel(power, player); //set starting power
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while (n < numFacts)
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{
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setAssemblyPoint (fact[n], assX[n], assY[n]); //set assembly points (can't do later in case the factories are dead!!!
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n = n +1;
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}
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n = 0;
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}
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//build list for all factories (n controls which!)
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event factEvnt(factTrig) //try building every 10 seconds
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{
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if (not (buildingDestroyed (factID[n], player)))
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{
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if (structureIdle(fact[n]))
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{
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//build different template for each factory!!!!!!
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buildDroid (build[n], fact[n], player, 1);
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}
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}
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n = n +1;
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if (n >= numFacts)
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{
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n = 0;
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}
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}
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@ -1,34 +0,0 @@
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/* Demo Map Script for Player 0 */
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script "demo_p0.slo"
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run
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{
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player INT 0 //player number to use
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power int 10000 //start power
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//base1
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numFacts int 3
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fact[0] STRUCTURE 72
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factID[0] STRUCTUREID 72
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assX[0] int 11328 //2752
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assY[0] int 11200 //11200
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build[0] TEMPLATE "ViperLtMGWheels"
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fact[1] STRUCTURE 588
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factID[1] STRUCTUREID 588
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assX[1] int 1216 //4160
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assY[1] int 1152 //11328
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build[1] TEMPLATE "ViperLtCannonWheels"
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fact[2] STRUCTURE 332
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factID[2] STRUCTUREID 332
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assX[2] int 8192 //5184
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assY[2] int 448 //10580
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build[2] TEMPLATE "CyborgChain01Ground"
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//all build templates
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// "ViperLtMGWheels" "ViperLtCannonWheels"
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// "ViperLtCannonTracks"
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}
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@ -1,53 +0,0 @@
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/* Demo Map Script for Player 1*/
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/* General values */
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public int player;
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public int power;
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private int n; //keeps track of current factory
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/* Factory values */
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public int numFacts;
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public STRUCTURE fact[4]; //must be >= numFacts
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public STRUCTUREID factID[4];
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public int assX[4], assY[4];
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/* Build Templates */
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public TEMPLATE build[4]; //must be >= numFacts
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/* Triggers */
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trigger factTrig(every, 100); //new build every 10 seconds
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/* Events */
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event startup(init)
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{
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setPowerLevel(power, player); //set starting power
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while (n < numFacts)
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{
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setAssemblyPoint (fact[n], assX[n], assY[n]); //set assembly points (can't do later in case the factories are dead!!!
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n = n +1;
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}
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n = 0;
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}
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//build list for all factories (n controls which!)
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event factEvnt(factTrig) //try building every 10 seconds
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{
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if (not (buildingDestroyed (factID[n], player)))
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{
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if (structureIdle(fact[n]))
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{
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//build different template for each factory!!!!!!
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buildDroid (build[n], fact[n], player, 1);
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}
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}
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n = n +1;
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if (n >= numFacts)
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{
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n = 0;
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}
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}
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@ -1,33 +0,0 @@
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/* Demo Map Script for Player 1 */
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script "demo_p1.slo"
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run
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{
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player INT 1 //player number to use
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power int 10000 //start power
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//base1
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numFacts int 2
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fact[0] STRUCTURE 36
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factID[0] STRUCTUREID 36
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assX[0] int 10304 //2752
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assY[0] int 8960 //11200
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build[0] TEMPLATE "NP-L-RocketPod-Wheels"
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fact[1] STRUCTURE 334
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factID[1] STRUCTUREID 334
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assX[1] int 4800 //4160
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assY[1] int 10496 //11328
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build[1] TEMPLATE "CyborgRkt01Ground"
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//all build templates
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// "ViperLtMGWheels" "ViperLtCannonWheels"
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// "ViperLtCannonTracks"
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// "ScorpionRkPodWheels" "ScorpionLtCanTracks"
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// "ScorpianHowTracks"
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// "BeetleSensor1Wheels" "BeetleCanTracks"
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// "CyborgChain01Ground" "CyborgRkt01Ground"
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}
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@ -1,53 +0,0 @@
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/* Demo Map Script for Player 2*/
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/* General values */
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public int player;
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public int power;
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private int n; //keeps track of current factory
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/* Factory values */
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public int numFacts;
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public STRUCTURE fact[4]; //must be >= numFacts
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public STRUCTUREID factID[4];
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||||
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;
|
||||
}
|
||||
}
|
|
@ -1,34 +0,0 @@
|
|||
/* 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"
|
||||
|
||||
}
|
|
@ -1,53 +0,0 @@
|
|||
/* 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;
|
||||
}
|
||||
}
|
|
@ -1,42 +0,0 @@
|
|||
/* 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!
|
||||
}
|
Loading…
Reference in New Issue