House cleaning in scripts for cam1 first mission.

master
Per Inge Mathisen 2011-03-31 21:47:21 +02:00
parent 0f467ceacd
commit 6b4e5ec5b7
2 changed files with 26 additions and 209 deletions

View File

@ -5,7 +5,6 @@
*
*/
// enemy1 variables
private GROUP enemy1Build, enemy1Attack, enemy1Start, enemy1Fin;
private GROUP enemy2Build, enemy2Attack, enemy2Start, enemy2Fin;
@ -83,10 +82,9 @@ trigger enm2Fact2Trig(every,130);
// event prototypes
event enemy1AttackBase;
event startup(CALL_GAMEINIT)
{
//set assembly points (can't do later in case the factories are dead!!!
// set assembly points (can't do later in case the factories are dead!!!
setAssemblyPoint (enm1, enm1Ass1X, enm1Ass1Y);
setAssemblyPoint (enm2, enm2Ass1X, enm2Ass1Y);
setAssemblyPoint (enm22, enm2Ass2X, enm2Ass2Y);
@ -96,55 +94,36 @@ event startup(CALL_GAMEINIT)
createAlliance(enemy1, enemy2);
// whether the oil well has been cleared
oilWellClear = FALSE;
//set starting power
// set starting power
setPowerLevel(pow1, enemy1);
setPowerLevel(pow2, enemy2);
ld=75; //enemy2 leadership (change to higher when fixed!)
//make all droids left part of build group
//temporarily commented out to get morale effects back!
groupAddArea(enemy1Start, enemy1, 128, 128, 7744, 7744);
groupAddGroup(enemy1Build, enemy1Start);
groupAddArea(enemy2Start, enemy2, 128, 128, 7744, 7744);
groupAddGroup(enemy2Build, enemy2Start);
//set retreat point
// set retreat point
setGroupRetreatPoint(enemy1Build, enm1Ret1X, enm1Ret1Y); //retreat to newbase //road block
setGroupRetreatForce(enemy1Build, 99); //95 //set morale to 5%
setGroupRetreatLeadership(enemy1Build, 50); //50 //set leadership chance (small=more likely?)
//set retreat point enemy2
// set retreat point enemy2
setGroupRetreatPoint(enemy2Build, enm2Ret2X, enm2Ret2Y); //retreat to base2
setGroupRetreatForce(enemy2Build, 90); //set morale to 25%
setGroupRetreatLeadership(enemy2Build, ld); //set leadership chance (small=more likely?)
//make 4 barbs attack base
/* Now done after a delay in cam1a.slo
addDroid(bloke,4544,6592,enemy1); //fake attack
addDroid(bloke,4672,6592,enemy1);
addDroid(bloke,4544,6720,enemy1);
addDroid(bloke,4672,6720,enemy1);
groupAddArea(enemy1Start, enemy1, 4544, 6592, 4672, 6720);
orderGroupLoc(enemy1Start, DORDER_SCOUT, playerX,playerY);
*/
//orderGroupLoc(enemy1Start, DORDER_SCOUT, playerX,playerY);
groupAddArea(raidGroup, enemy2, 3392,576, 3904,1088);
}
// deal with a droid being built by enemy1
event enemy1build(CALL_NEWDROID, enemy1, ref newDroid,ref newDroidFactory)
{
// see if there are any enemy droids near the base
if (droidInRange(player, enm1Ass1X, enm1Ass1Y, 9 * 128))
{
groupAddDroid(enemy1Attack, newDroid);
//set Morale to stubborn
setGroupRetreatPoint(enemy1Attack, enm1Ret2X, enm1Ret2Y); //retreat to base
//setGroupRetreatForce(enemy1Attack, 90); //set morale to 50%
//setGroupRetreatLeadership(enemy1Attack, 50); //set leadership chance (small=more likely?)
// get all the droids back to base
orderGroupLoc(enemy1Attack, DORDER_SCOUT, enm1Ass1X, enm1Ass1Y);
@ -155,47 +134,20 @@ event enemy1build(CALL_NEWDROID, enemy1, ref newDroid,ref newDroidFactory)
if (enemy1Build.members >= 4)
{
groupAddGroup(enemy1Attack, enemy1Build);
// if (droidInRange(player, rBlkX,rBlkY, 8 * 128))
// {
// in the canyon go get em
moveX = rBlkX; moveY = rBlkY;
// }
/* don't make base 1 attack player's derek or base!
else
{
if (oilWellClear)
{
// go attack the base
moveX = playerX;
moveY = playerY;
}
else
{
// go and have a look at the derek
moveX = oilPatchX; moveY = oilPatchY;
//setEventTrigger(enemy1AttackBase, enemy1AttackPause);
}
}
*/
// in the canyon go get em
moveX = rBlkX; moveY = rBlkY;
orderGroupLoc(enemy1Attack, DORDER_SCOUT, moveX,moveY);
}
}
}
// send the droids to the player base if there is nothing at
// the oil derek
event enemy1AttackBase( inactive )
{
if (not objectInRange(player, oilPatchX, oilPatchY, 8*128))
{
//orderGroupLoc(enemy1Attack, DORDER_SCOUT, playerX,playerY);
//changed so only does enemy2!!!!
orderGroupLoc(enemy2Attack, DORDER_SCOUT, playerX,playerY);
oilWellClear = TRUE;
}
@ -208,17 +160,12 @@ event enemy1AttackBase( inactive )
// deal with a droid being built by enemy2
event enemy2build(CALL_NEWDROID, enemy2, ref newDroid,ref newDroidFactory)
{
// see if there are any player droids near enemy2 base1
if (droidInRange(player, enm2Ass1X, enm2Ass1Y, 9 * 128))
{
groupAddDroid(enemy2Attack, newDroid);
//Set Morale to stubborn
setGroupRetreatPoint(enemy2Attack, enm2Ret2X, enm2Ret2Y); //retreat to base2
//setGroupRetreatForce(enemy2Attack, 90); //set morale to 50%
//setGroupRetreatLeadership(enemy2Attack, ld); //set leadership chance (small=more likely?)
// get all the droids back to base
orderGroupLoc(enemy2Attack, DORDER_SCOUT, enm2Ass1X, enm2Ass1Y);
}
@ -228,9 +175,6 @@ event enemy2build(CALL_NEWDROID, enemy2, ref newDroid,ref newDroidFactory)
groupAddDroid(enemy2Attack, newDroid);
//Set Morale
setGroupRetreatPoint(enemy2Attack, enm2Ret1X, enm2Ret1Y); //retreat to base1
//setGroupRetreatForce(enemy2Attack, 90); //set morale to 50%
//setGroupRetreatLeadership(enemy2Attack, ld); //set leadership chance (small=more likely?)
// get all the droids back to base
orderGroupLoc(enemy2Attack, DORDER_SCOUT, enm2Ass2X, enm2Ass2Y);
}
@ -243,42 +187,17 @@ event enemy2build(CALL_NEWDROID, enemy2, ref newDroid,ref newDroidFactory)
groupAddGroup(enemy2Attack, enemy2Build);
//set Morale low
setGroupRetreatPoint(enemy2Attack, enm2Ret2X, enm2Ret2Y); //retreat to base2
//setGroupRetreatForce(enemy2Attack, 75); //set morale to 25%
//setGroupRetreatLeadership(enemy2Attack, ld); //set leadership chance (small=more likely?)
if (droidInRange(player, enm1Ass1X, enm1Ass1Y, 4 * 128))
{
// if near base1 go get em
moveX = enm1Ass1X; moveY = enm1Ass1Y;
}
/* stop enemy2 from attacking player's stuff (save for 1B?)
else
{
if (oilWellClear)
{
// go attack the base
//moveX = playerX;
//moveY = playerY;
//go look at base 1 instead!
moveX = enm1Ass1X;
moveY = enm1Ass1Y;
}
else
{
// go and have a look at the derek
moveX = oilPatchX; moveY = oilPatchY;
setEventTrigger(enemy1AttackBase, enemy1AttackPause);
}
}
*/
orderGroupLoc(enemy2Attack, DORDER_SCOUT, moveX,moveY);
}
}
}
/* events for build lists start here */
/* Enemy 1 */
//build list
@ -306,12 +225,8 @@ event enm1Fact1Evnt(inactive)
event enm1Start1Evnt(enm1Start1Trig)
{
//set Morale to low
setGroupRetreatPoint(enemy1Build, enm1Ret2X, enm1Ret2Y); //retreat to base (guys at x-roads should flee!)
//setGroupRetreatForce(enemy1Build, 99); //set morale to 1%
//setGroupRetreatLeadership(enemy1Build, 50); //set leadership chance (small=more likely)
buildDroid (bloke, enm1, enemy1, 3); //build first ones so AI triggered
setEventTrigger(enm1Fact1Evnt, enm1Fact1Trig);
setEventTrigger(enm1Start1Evnt, inactive);
@ -389,31 +304,27 @@ event enm2Start1Evnt(enm2Start1Trig)
event lastAttack1(every, 50)
{
//make enemy easier to find if all his buildings destroyed
// make enemy easier to find if all his buildings destroyed
if (not anyStructButWallsLeft(enemy1))
{
groupAddArea(enemy1Fin, enemy1, 0, 0, 8191, 8191);
orderGroupLoc(enemy1Fin, DORDER_SCOUT, enm1Ass1X, enm1Ass1Y);
//setEventTrigger(lastAttack1, inactive);
}
}
event lastAttack2(every, 50)
{
//make enemy easier to find if all his buildings destroyed
// make enemy easier to find if all his buildings destroyed
if (not anyStructButWallsLeft(enemy2))
{
groupAddArea(enemy2Fin, enemy2, 0, 0, 8191, 8191);
orderGroupLoc(enemy2Fin, DORDER_SCOUT, enm2Ass1X, enm2Ass1Y);
//setEventTrigger(lastAttack2, inactive);
}
}
event raiderAttack(structureBeingBuilt(derek, player) and
droidInArea(player, 4416,1600, 5824,3008), 10)
{
orderGroupLoc(raidGroup, DORDER_SCOUT, 5056,2496);
setEventTrigger(raiderAttack, inactive);
}

View File

@ -4,7 +4,6 @@
/* structure limit stuff */
public STRUCTURESTAT factory, research, oilDerrick, powerGen;
public STRUCTURESTAT command;
//public STRUCTURESTAT powerModuleHack;
public INT numPow, numExt, numFac, numRes;
public int startPower; //initial power level
@ -23,8 +22,6 @@ public int player;
public int enemy1;
public int enemy2;
private int numart; //keep track of number of artifacts collected
//private int res1x,res1y;
//public STRUCTURE commandCentre;
/* Base Under Attack Stuff */
private STRUCTURE hitStruc;
@ -37,44 +34,29 @@ public INTMESSAGE MissionBrief, MissionBrief2, obj1Msg;
public SOUND incomingSnd;
public INTMESSAGE endMsg; //, winMsg;
//public SOUND briefSnd1, briefSnd2;
/* Proximity: Resources */
/*
public FEATURE res1;
public INTMESSAGE res1Msg;
public SOUND res1Snd;
public STRUCTURESTAT derrick;
*/
/* Proximity: Artifacts */
public FEATURESTAT crate;
public int art1X, art1Y;
public STRUCTURE art1Get;
public SOUND art1Snd2;
//public INTMESSAGE art1Msg;
public RESEARCHSTAT art1Comp; //Engineering Upgrade
private FEATURE art1ID;
public int art2X, art2Y;
public STRUCTURE art2Get;
public SOUND art2Snd2;
//public INTMESSAGE art2Msg;
public RESEARCHSTAT art2Comp; //Repair Facility (NOT Robotics)
private FEATURE art2ID;
public int art3X, art3Y;
public STRUCTURE art3Get;
public SOUND art3Snd2;
//public INTMESSAGE art3Msg;
public RESEARCHSTAT art3Comp; //Flamer
private FEATURE art3ID;
public int art4X, art4Y;
//public STRUCTURE art4Get; //placed in script
public SOUND art4Snd2;
//public INTMESSAGE art4Msg;
public RESEARCHSTAT art4Comp; //Light Machine Gun Mk1
private FEATURE art4ID;
@ -104,7 +86,6 @@ public STRUCTURE enm22;
public STRUCTUREID enm22ID;
public INTMESSAGE enm22Msg;
public SOUND enm22Snd1;
//public SOUND enm22Snd2;
private BOOL base2Flag;
/* Enemy Tactics */
@ -121,34 +102,17 @@ public INT timeLimit;
//group to stop players droids chsing too much!!
private GROUP allPlayer, scavGroup;
/* Triggers: Resource */
/*
trigger res1SeenTrig(droidHasSeen(res1, player), 10); //resWait
trigger res1UsedTrig(every, 10); //resWait
//trigger res1UsedTrig(CALL_RESEX_BUILT); //until built function fixed
*/
/* Triggers: Artifacts */
//trigger art1SeenTrig(droidInRange(player, art1X, art1Y, 512), 5);
//trigger art1SeenTrig(droidHasSeen(art1ID, player), 5);
trigger art1TakeTrig(droidInRange(player, art1X, art1Y, 171), 5);
trigger art1PlaceTrig((art1Get==NULLOBJECT), 5);
//trigger art2SeenTrig(droidInRange(player, art2X, art2Y, 512), 5);
//trigger art2SeenTrig(droidHasSeen(art2ID, player), 5);
trigger art2TakeTrig(droidInRange(player, art2X, art2Y, 171), 5);
trigger art2PlaceTrig((art2Get==NULLOBJECT), 5);
//trigger art3SeenTrig(droidInRange(player, art3X, art3Y, 512), 5);
//trigger art3SeenTrig(droidHasSeen(art3ID, player), 5);
trigger art3TakeTrig(droidInRange(player, art3X, art3Y, 171), 5);
trigger art3PlaceTrig((art3Get==NULLOBJECT), 5);
//trigger art4SeenTrig(droidInRange(player, art4X, art4Y, 512), 5);
//trigger art4SeenTrig(droidHasSeen(art4ID, player), 5);
trigger art4TakeTrig(droidInRange(player, art4X, art4Y, 171), 5);
//trigger art4PlaceTrig((art4Get==NULLOBJECT), 5);
/* Triggers: Enemy */
trigger enm0SeenTrig(seenStructInArea(player, enemy1, FALSE, 3520, 4416, 4416, 5056), 10);
@ -163,8 +127,6 @@ trigger enm2DeadTrig((numStructsButNotWallsInArea(enemy2, 1088, 1216, 2240, 2240
trigger enm22SeenTrig(seenStructInArea(player, enemy2, FALSE, 1472, 3776, 2752, 5440), 10);
trigger enm22DeadTrig((numStructsButNotWallsInArea(enemy2, 1472, 3776, 2752, 5440) == 0), 20);
/* Triggers: Win or Lose */
trigger winLoseTrig(every, 5);
trigger gameLostTrig(every, 20);
@ -179,7 +141,6 @@ trigger obj1Trig(droidInRange(player, 4928, 6592, 5*128), 20);
event enm2SeenEvnt;
event enm2DeadEvnt;
event wonYetEvnt;
//event art4SeenEvnt;
event art4TakeEvnt;
event scavAttack2;
event timeUp;
@ -187,23 +148,15 @@ event timeUp;
/* Events: Start */
event startEvnt(CALL_GAMEINIT)
{
//take over the selectedPlayer's units to avoid id number clashes on later levels
takeOverDroidsInArea(0,0, 0,0, mapWidth*128, mapHeight*128);
// take over the selectedPlayer's units to avoid id number clashes on later levels
takeOverDroidsInArea(0,0, 0,0, mapWidth * 128, mapHeight * 128);
//set scroll limits
// setScrollParams(0, 0, 64, 70); //limit scroll
//centreView(commandCentre);
centreViewPos(1728, 6720); //centre near transport
//set zoom Level 64x64
// set zoom Level 64x64
setRadarZoom(1);
//set starting power
// set starting power
setPowerLevel(startPower,player);
//set start tech
/*
makeComponentAvailable(viperBody, player);
makeComponentAvailable(spade, player);
makeComponentAvailable(wheeledProp, player);
*/
makeComponentAvailable(mg, player); //needs to be done this way so doesn't enable rest of tree!
count = 0;
@ -212,9 +165,10 @@ event startEvnt(CALL_GAMEINIT)
completeResearch(tech[count], player);
count = count +1;
}
//give player briefing
// give player briefing
addMessage(MissionBrief, CAMP_MSG, player, false);
//make sure all buttons available
// make sure all buttons available
addReticuleButton(OPTIONS);
addReticuleButton(CANCEL);
addReticuleButton(BUILD);
@ -222,19 +176,15 @@ event startEvnt(CALL_GAMEINIT)
addReticuleButton(RESEARCH);
addReticuleButton(INTELMAP);
addReticuleButton(DESIGN);
//stop player building on LZ
setLandingZone(10, 51, 12, 53);
//stop players droids from chasing!
/* not any more - john
groupAddArea(allPlayer, player, 0, 30*128, 40*128, 70*128);
setGroupSecondary(allPlayer,DSO_HALTTYPE, DSS_HALT_HOLD);
*/
//set no time limits (can carry over from previous missions if not set!)
//stop player building on LZ
setLandingZone(10, 51, 12, 53);
// set no time limits (can carry over from previous missions if not set!)
setReinforcementTime(-1);
setMissionTime(timeLimit); //set Mission time limit
///allow to build stuff
// allow to build stuff
setStructureLimits (powerGen,numPow,0);
setStructureLimits (oilDerrick,numExt,0);
setStructureLimits (research,numRes,0); // numRes changed by Keith to set Research Facility Limits to 1, until.... 1C
@ -245,17 +195,13 @@ event startEvnt(CALL_GAMEINIT)
enableStructure(oilDerrick,0);
enableStructure(research,0);
enableStructure(factory,0);
//enableStructure(powerModuleHack, 0);
//add machine gun crate *** BACK IN ***
//now got from new 1st base
art4ID=addFeature(crate, art4X, art4Y);
//setEventTrigger(art4SeenEvnt, art4SeenTrig);
//setEventTrigger(art4TakeEvnt, art4TakeTrig); //set from start since didn't always set!!
art4ID = addFeature(crate, art4X, art4Y);
//set up initial attack group
// set up initial attack group
groupAddArea(scavGroup, enemy1, 4416, 6336, 5440, 7104);
//set retreat point
// set retreat point
setGroupRetreatPoint(scavGroup, 4416, 5440); //retreat to crossroads
setGroupRetreatForce(scavGroup, 99); //set morale to 1%
setGroupRetreatLeadership(scavGroup, 10); //set leadership chance 10% (small=more likely)
@ -268,10 +214,8 @@ event startEvnt(CALL_GAMEINIT)
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);
}
@ -280,7 +224,6 @@ 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);
}
@ -288,10 +231,8 @@ event art1PlaceEvnt(art1PlaceTrig)
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);
}
@ -300,11 +241,7 @@ event art2PlaceEvnt(art2PlaceTrig)
{
//place artifact crate, and allow check for prox
art2ID=addFeature(crate, art2X, art2Y);
//setEventTrigger(art2SeenEvnt, art2SeenTrig);
setEventTrigger(art2TakeEvnt, art2TakeTrig);
//make sure art2 placed before base2 dead
//setEventTrigger(enm2DeadEvnt, enm2DeadTrig);
//make sure art2 placed before mission won as well!!!
setEventTrigger(wonYetEvnt, winLoseTrig);
setEventTrigger(art2PlaceEvnt, inactive);
}
@ -313,9 +250,7 @@ event art3TakeEvnt(inactive)
{
numart=numart+1;
destroyFeature(art3ID);
//playSound(art3Snd2, player);
playSoundPos(art3Snd2, player, art3ID.x, art3ID.y, art3ID.z);
//removeMessage(art3Msg, PROX_MSG, player);
enableResearch(art3Comp, player);
setEventTrigger(art3TakeEvnt, inactive);
}
@ -324,7 +259,6 @@ 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);
}
@ -333,9 +267,7 @@ event art4TakeEvnt(art4TakeTrig) //mg crate (placed at start of script)
{
numart=numart+1;
destroyFeature(art4ID);
//playSound(art4Snd2, player);
playSoundPos(art4Snd2, player, art4ID.x, art4ID.y, art4ID.z);
//removeMessage(art4Msg, PROX_MSG, player);
enableResearch(art4Comp, player);
setEventTrigger(art4TakeEvnt, inactive);
}
@ -346,7 +278,6 @@ event enm0DeadEvnt(inactive) //newbase dead?
killStructsInArea(enemy1, REF_WALL, 3520, 4416, 4416, 5056, TRUE, TRUE); //remove walls and building features in base
killStructsInArea(enemy1, REF_WALLCORNER, 3520, 4416, 4416, 5056, TRUE, FALSE); //remove corner walls in base
removeMessage(enm0Msg, PROX_MSG, player);
//playSound(enm0Snd2, player);
playSoundPos(enm0Snd2, player, 3904, 4672, 0); //should be same as in prox1a.txt
setEventTrigger(enm0DeadEvnt, inactive);
}
@ -354,7 +285,6 @@ event enm0DeadEvnt(inactive) //newbase dead?
event enm0SeenEvnt(enm0SeenTrig) //base 2 seen
{
addMessage(enm0Msg, PROX_MSG, player, false);
//playSound(enm0Snd1, player);
playSoundPos(enm0Snd1, player, 3904, 4672, 0); //should be same as in prox1a.txt
setEventTrigger(enm0DeadEvnt, enm0DeadTrig);
setEventTrigger(enm0SeenEvnt, inactive);
@ -365,14 +295,12 @@ event enm1DeadEvnt(inactive)
killStructsInArea(enemy1, REF_WALL, 4544, 1856, 5440, 2496, TRUE, TRUE); //remove walls and features in base
killStructsInArea(enemy1, REF_WALLCORNER, 4544, 1856, 5440, 2496, TRUE, FALSE); //remove corner walls in base
removeMessage(enm1Msg, PROX_MSG, player);
//playSound(enm1Snd2, player);
playSoundPos(enm1Snd2, player, 5002, 2154, 135); //should be same as in prox1a.txt
//trigger 2nd base blip if not already triggered
// trigger 2nd base blip if not already triggered
if (not base2Flag)
{
base2Flag = TRUE;
addMessage(enm2Msg, PROX_MSG, player, false);
//playSound(enm2Snd1, player);
playSoundPos(enm2Snd1, player, 1600, 1728, 0); //should be same as in prox1a.txt
setEventTrigger(enm2DeadEvnt, enm2DeadTrig);
setEventTrigger(enm2SeenEvnt, inactive);
@ -383,7 +311,6 @@ event enm1DeadEvnt(inactive)
event enm1SeenEvnt(enm1SeenTrig)
{
addMessage(enm1Msg, PROX_MSG, player, false);
//playSound(enm1Snd1, player);
playSoundPos(enm1Snd1, player, 5002, 2154, 135); //should be same as in prox1a.txt
setEventTrigger(enm1DeadEvnt, enm1DeadTrig);
setEventTrigger(enm1SeenEvnt, inactive);
@ -394,7 +321,6 @@ event enm2DeadEvnt(inactive) //base 2 dead?
killStructsInArea(enemy2, REF_WALL, 1088, 1216, 2240, 2240, TRUE, TRUE); //remove walls and features in base
killStructsInArea(enemy2, REF_WALLCORNER, 1088, 1216, 2240, 2240, TRUE, FALSE); //remove corner walls in base
removeMessage(enm2Msg, PROX_MSG, player);
//playSound(enm2Snd2, player);
playSoundPos(enm2Snd2, player, 1600, 1728, 0); //should be same as in prox1a.txt
setEventTrigger(enm2DeadEvnt, inactive);
}
@ -403,7 +329,6 @@ event enm2SeenEvnt(enm2SeenTrig) //base 2 seen (used to be wrong trigger!)
{
base2Flag = TRUE;
addMessage(enm2Msg, PROX_MSG, player, false);
//playSound(enm2Snd1, player);
playSoundPos(enm2Snd1, player, 1600, 1728, 0); //should be same as in prox1a.txt
setEventTrigger(enm2DeadEvnt, enm2DeadTrig);
setEventTrigger(enm2SeenEvnt, inactive);
@ -414,7 +339,6 @@ event enm22DeadEvnt(inactive) //base 2A dead?
killStructsInArea(enemy2, REF_WALL, 1472, 3776, 2752, 5440, TRUE, TRUE); //remove walls and features in base
killStructsInArea(enemy2, REF_WALLCORNER, 1472, 3776, 2752, 5440, TRUE, FALSE); //remove corner walls in base
removeMessage(enm22Msg, PROX_MSG, player);
//playSound(enm2Snd2, player); //should this be enm22Snd2?
playSoundPos(enm2Snd2, player, 2112, 4544, 0); //should be same as in prox1a.txt
setEventTrigger(enm22DeadEvnt, inactive);
}
@ -422,7 +346,6 @@ event enm22DeadEvnt(inactive) //base 2A dead?
event enm22SeenEvnt(enm22SeenTrig) //base 2A seen
{
addMessage(enm22Msg, PROX_MSG, player, false);
//playSound(enm22Snd1, player);
playSoundPos(enm22Snd1, player, 2112, 4544, 0); //should be same as in prox1a.txt
setEventTrigger(enm22DeadEvnt, enm22DeadTrig);
setEventTrigger(enm22SeenEvnt, inactive);
@ -444,16 +367,12 @@ event nextLevEvnt(inactive) //assumes victory already checked
}
gameLevel=gameLevel+1; //flag next part of map
//removeMessage(MissionBrief, MISS_MSG, player);
startMission(CAMP_EXPAND, NextLev);
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);
}
@ -527,7 +446,7 @@ event everySec(every, 20)
event seeBaseHit(CALL_MISSION_END)
{
//go to where the structure being attacked is on CTRL B
// go to where the structure being attacked is on CTRL B
if (hitStruc!=NULLOBJECT)
{
centreView(hitStruc);
@ -541,21 +460,8 @@ event removeObj1(inactive)
setEventTrigger(removeObj1, inactive);
}
/*
event scavAttack(scavtrig)
{
setEventTrigger(scavAttack2, inactive);
setEventTrigger(scavAttack, inactive);
//setEventTrigger(removeObj1, obj1Trig);
//addMessage(MissionBrief2, MISS_MSG, player, true);
//addMessage(obj1Msg, PROX_MSG, player, false);
//orderGroupLoc(scavGroup, DORDER_SCOUT, 2100, 6700);
}
*/
event scavAttack2(scavtrig2)
{
//setEventTrigger(scavAttack, inactive);
playSound(incomingSnd, player);
pause(20);
setEventTrigger(scavAttack2, inactive);