/* Script file for Cam1-5S (to start off world map) */ /* Simply place transporter and show briefing */ /* General Values */ public int player; /* structure limit stuff */ public STRUCTURESTAT factory, research, oilDerrick, powerGen; //public STRUCTURESTAT powerModuleHack; public STRUCTURESTAT command, comRelay; public INT numPow, numExt, numFac, numRes; /* Briefing stuff */ public INTMESSAGE MissionBrief; public INTMESSAGE endMsg; //, winMsg; /* Win or lose */ public LEVEL NextLev; public TEMPLATE transporter; public SOUND lostSnd; public INT timeLimit; /* Landing Zone coords for Map to follow */ public INT LZ_X1, LZ_Y1, LZ_X2, LZ_Y2; public int exitX, exitY; /* Triggers: Briefing */ trigger vidEndTrig(CALL_VIDEO_QUIT); trigger gameLostTrig(every, 20); event nextLevEvnt; event startEvnt(CALL_GAMEINIT) { //set scroll limits // setScrollParams(0, 0, 128, 128); //limit scroll centreViewPos(1728, 6720); //centre near transport addDroid(transporter,1472,6720,player); //place transporter!!! setTransporterExit(player, exitX, exitY); //set zoom Level 128x128 setRadarZoom(0); //stop player building on LZ setLandingZone(10, 51, 12, 53); //set Mission time limit setMissionTime(timeLimit); //allow to build stuff setStructureLimits (powerGen,numPow,0); setStructureLimits (oilDerrick,numExt,0); setStructureLimits (research,numRes,0); setStructureLimits (factory,numFac,0); setStructureLimits(command, 1, player); setStructureLimits(comRelay, 1, player); enableStructure(command, player); enableStructure(powerGen,0); enableStructure(oilDerrick,0); enableStructure(research,0); enableStructure(factory,0); //enableStructure(powerModuleHack, 0); //give player briefing //setEventTrigger(nextLevEvnt, vidEndTrig); //flag next stuff after briefing over addMessage(MissionBrief, MISS_MSG, 0, true); setEventTrigger(startEvnt, inactive); } event nextLevEvnt(CALL_START_NEXT_LEVEL) { //removeMessage(MissionBrief, MISS_MSG, 0); //setLandingZone(LZ_X1, LZ_Y1, LZ_X2, LZ_Y2); startMission(OFF_KEEP, NextLev); setEventTrigger(nextLevEvnt, inactive); } event gameLost(inactive) { // addMessage(endMsg, MISS_MSG, 0, true); // gameOver(false); gameOverMessage(endMsg, MISS_MSG, 0, false); setEventTrigger(gameLost, inactive); } //out of time? event lostYetEvnt(CALL_MISSION_TIME) { setEventTrigger(nextLevEvnt,inactive); setEventTrigger(lostYetEvnt, inactive); setEventTrigger(gameLost, gameLostTrig); //waits 2 seconds before ending }