diff --git a/data/base/script/text/cam1a-ai.slo b/data/base/script/text/cam1a-ai.slo index 3db79d9eb..3c2554675 100644 --- a/data/base/script/text/cam1a-ai.slo +++ b/data/base/script/text/cam1a-ai.slo @@ -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); } diff --git a/data/base/script/text/cam1a.slo b/data/base/script/text/cam1a.slo index 07115e28c..ef3b27178 100644 --- a/data/base/script/text/cam1a.slo +++ b/data/base/script/text/cam1a.slo @@ -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);