1237 lines
32 KiB
Plaintext
1237 lines
32 KiB
Plaintext
// SCRIPT file for Cam 1-4A
|
|
|
|
/* General Values */
|
|
public int player;
|
|
public int enemy1, enemy2;
|
|
public int pow1, pow2;
|
|
private int numart;
|
|
|
|
/* structure limit stuff */
|
|
public STRUCTURESTAT factory, research, oilDerrick, powerGen;
|
|
//public STRUCTURESTAT powerModuleHack;
|
|
public STRUCTURESTAT command, comRelay;
|
|
public INT numPow, numExt, numFac, numRes;
|
|
|
|
private STRUCTURE newDroidFactory;
|
|
|
|
/* Win or lose */
|
|
public SOUND lostSnd;
|
|
public LEVEL NextLev;
|
|
public int timeLimit;
|
|
private GROUP allPlayer, nearLZ;
|
|
private int totDroids;
|
|
|
|
/* Base Under Attack Stuff */
|
|
private STRUCTURE hitStruc;
|
|
private BASEOBJ attackerObj;
|
|
private int t;
|
|
public SOUND attackSnd1;
|
|
|
|
/* Transport Entry/Exit coords */
|
|
public int entryX, entryY, exitX, exitY;
|
|
|
|
/* Briefing stuff */
|
|
public INTMESSAGE MissionBrief, MissionBrief2;
|
|
//public INTMESSAGE NewParadigm_MSG1, NewParadigm_MSG2;
|
|
public SOUND incomingSnd;
|
|
public INTMESSAGE endMsg; //, winMsg;
|
|
|
|
/* LZ Message */
|
|
public INTMESSAGE LZ_MSG;
|
|
public SOUND LZSnd;
|
|
public INTMESSAGE obj1;
|
|
public TEXTSTRING RetLZMsg;
|
|
public TEXTSTRING ReinforceMsg;
|
|
public SOUND ReinforceSnd;
|
|
public INT ReinforceTime;
|
|
public SOUND LZComp, LZClear;
|
|
private BOOL playerTransOnMap;
|
|
|
|
|
|
|
|
/* Proximity: Artifacts */
|
|
public FEATURESTAT crate;
|
|
|
|
/*
|
|
public int art1X, art1Y;
|
|
public STRUCTURE art1Get;
|
|
public SOUND art1Snd2;
|
|
public RESEARCHSTAT art1Comp;
|
|
private FEATURE art1ID;
|
|
*/
|
|
|
|
public int art2X, art2Y;
|
|
public STRUCTURE art2Get;
|
|
public SOUND art2Snd2;
|
|
public RESEARCHSTAT art2Comp;
|
|
private FEATURE art2ID;
|
|
|
|
public int art3X, art3Y;
|
|
public STRUCTURE art3Get;
|
|
public SOUND art3Snd2;
|
|
public RESEARCHSTAT art3Comp;
|
|
private FEATURE art3ID;
|
|
|
|
public int art4X, art4Y;
|
|
public STRUCTURE art4Get;
|
|
public SOUND art4Snd2;
|
|
public RESEARCHSTAT art4Comp;
|
|
private FEATURE art4ID;
|
|
|
|
/* player Bonus Research topics given at end of mission */
|
|
public int numResP0;
|
|
public RESEARCHSTAT resP0[20]; //need to be declared with value >= numResP0, numResP1, etc.
|
|
private INT count;
|
|
|
|
/* Proximity: Enemy */
|
|
public STRUCTURE enm1a, enm1b;
|
|
public STRUCTUREID enm1aID, enm1bID;
|
|
|
|
public STRUCTURE enm1See, enm2See, enm3See;
|
|
public INTMESSAGE enm1Msg;
|
|
public SOUND enm1Snd1;
|
|
public SOUND enm1Snd2;
|
|
|
|
public INTMESSAGE enm3Msg;
|
|
public SOUND enm3Snd1;
|
|
public SOUND enm3Snd2;
|
|
|
|
public STRUCTURE enm2a, enm2b;
|
|
public STRUCTUREID enm2aID, enm2bID;
|
|
|
|
public INTMESSAGE enm2Msg;
|
|
public SOUND enm2Snd1;
|
|
public SOUND enm2Snd2;
|
|
|
|
|
|
/* AI STUFF */
|
|
|
|
// enemy1 variables
|
|
private GROUP enemy1Build, enemy1Attack, enemy1Start, enemy1Fin, enemy1Force1, enemy1Force2;
|
|
private GROUP enemy2Build, enemy2Attack, enemy2Start, enemy2Fin, enemy1Guard, enemy2Guard;
|
|
private GROUP Strike1, Ambush1, Reserve1;
|
|
private GROUP Scav1, Scav2, Scav3;
|
|
|
|
private INT tempx1, tempx2, tempy1, tempy2;
|
|
private INT AmbushTot, Scav2Health; //for keeping track of casualties
|
|
public INT playerX,playerY;
|
|
|
|
private STRUCTURE attackedStruct;
|
|
private BASEOBJ attacker;
|
|
private INT attackX, attackY;
|
|
|
|
// temporary variables
|
|
private DROID newDroid;
|
|
private INT moveX,moveY;
|
|
private INT xdiff,ydiff;
|
|
private INT ld; //default leadership for enemy2
|
|
|
|
/* values for build lists start here */
|
|
/* General Values */
|
|
public int enemy1Tot; //limit build to this number
|
|
public int enemy2Tot; //limit build to this number
|
|
|
|
/* Enemy Tactics */
|
|
public TEMPLATE template1[8], template2[10];
|
|
|
|
/* enemy1 */
|
|
private int enm1aState, enm1bState;
|
|
private bool enm1aDestroyed, enm1bDestroyed;
|
|
|
|
/* enemy2 */
|
|
private int enm2aState, enm2bState, enm2cState, enm2dState;
|
|
private bool enm2aDestroyed, enm2bDestroyed, enm2cDestroyed, enm2dDestroyed;
|
|
|
|
|
|
/* Values for build Commands */
|
|
public DROID enemyTruck1, enemyTruck2, enemyTruck3, enemyTruck4, enemyTruck5;
|
|
private int comTruck1, comTruck2, comTruck3;
|
|
private INT dist1, dist2, dist3; //used to calc closest repair truck!
|
|
|
|
/* Structures to be built */
|
|
public INT numStruc1, numStruc2, numStruc3;
|
|
public STRUCTURESTAT struc1[4], struc2[5], struc3[8];
|
|
public INT struc1X[4], struc1Y[4], struc2X[5], struc2Y[5], struc3X[8], struc3Y[8];
|
|
|
|
/* Starting Technology */
|
|
public int numtecE1, numtecE2;
|
|
public RESEARCHSTAT tecE1[2], tecE2[18];
|
|
|
|
|
|
/* Triggers: Win or Lose */
|
|
trigger winLoseTrig(every, 5);
|
|
trigger gameLostTrig(every, 20);
|
|
|
|
trigger RTLZStart(wait,0);
|
|
trigger RTLZFreq(every,300);
|
|
|
|
/* Triggers: Briefing */
|
|
trigger vidEndTrig(CALL_VIDEO_QUIT);
|
|
trigger obj1Trig(droidInRange(player, 4160, 3904, 5*128), 20);
|
|
|
|
|
|
|
|
/* Triggers: Artifacts */
|
|
/*
|
|
trigger art1TakeTrig(droidInRange(player, art1X, art1Y, 171), 5);
|
|
trigger art1PlaceTrig((art1Get==NULLOBJECT), 5);
|
|
*/
|
|
|
|
trigger art2TakeTrig(droidInRange(player, art2X, art2Y, 171), 5);
|
|
trigger art2PlaceTrig((art2Get==NULLOBJECT), 5);
|
|
|
|
trigger art3TakeTrig(droidInRange(player, art3X, art3Y, 171), 5);
|
|
trigger art3PlaceTrig((art3Get==NULLOBJECT), 5);
|
|
|
|
trigger art4TakeTrig(droidInRange(player, art4X, art4Y, 171), 5);
|
|
trigger art4PlaceTrig((art4Get==NULLOBJECT), 5);
|
|
|
|
/* Triggers: Enemy */
|
|
trigger enm1SeenTrig(seenStructInArea(player, enemy1, FALSE, 1600, 6464, 3776, 7872), 10);
|
|
trigger enm1DeadTrig(numStructsButNotWallsInArea(enemy1, 1600, 6464, 3776, 7872) == 0, 20);
|
|
|
|
trigger enm2SeenTrig(seenStructInArea(player, enemy2, FALSE, 2368, 960, 5952, 4416), 10);
|
|
trigger enm2DeadTrig(numStructsButNotWallsInArea(enemy2, 2368, 960, 5952, 4416) == 0, 20);
|
|
|
|
|
|
trigger enm3SeenTrig(seenStructInArea(player, enemy1, FALSE, 5696, 1472, 7872, 3264), 10);
|
|
trigger enm3DeadTrig(numStructsButNotWallsInArea(enemy1, 5696, 1472, 7872, 3264) == 0, 20);
|
|
|
|
//trigger LZTrig(droidInArea(player, 57*128, 35*128, 61*128, 39*128), 10);
|
|
trigger LZTrig(droidInArea(player, 7232, 4416, 7744, 4928), 10);
|
|
|
|
/* AI TRIGGERS */
|
|
|
|
trigger enemy1AttackPause( every, 3000 ); //5 mins
|
|
|
|
/* triggers for build lists start here */
|
|
|
|
/* Triggers: Enemy Tactics */
|
|
//trigger enm1aStartTrig(droidInRange(player,enm1a.x, enm1a.y, 10*128),20);
|
|
trigger enm1aStartTrig(wait,100); //10 seconds before producing
|
|
trigger enm1aFactTrig(every,350);
|
|
trigger enm1bStartTrig(droidInRange(player,enm1b.x, enm1b.y, 10*128),20);
|
|
trigger enm1bFactTrig(every,350);
|
|
|
|
trigger enm2aStartTrig(droidInRange(player,enm2a.x, enm2a.y, 10*128),20);
|
|
trigger enm2aFactTrig(every,400);
|
|
trigger enm2bStartTrig(droidInRange(player,enm2b.x, enm2b.y, 10*128),20);
|
|
trigger enm2bFactTrig(every,400);
|
|
|
|
trigger buildTrig(every, 30);
|
|
|
|
//player near oil resources
|
|
trigger orderTrig1(droidInRange(player, 3136, 3392, 8*128), 20);
|
|
|
|
//LZ contains enemies?
|
|
trigger LZNoGoTrig((objectInArea(enemy1, 6656, 3840, 8192, 5376)) or
|
|
(objectInArea(enemy2, 6656, 3840, 8192, 5376)), 35);
|
|
//LZ clear of enemies?
|
|
trigger LZ_OKTrig((not objectInArea(enemy1, 6656, 3840, 8192, 5376)) and
|
|
(not objectInArea(enemy2, 6656, 3840, 8192, 5376)), 35);
|
|
trigger retLZTrig(numart == 3, 24);
|
|
|
|
/* Events: Start */
|
|
|
|
event enm1aFactEvnt;
|
|
event enm1bFactEvnt;
|
|
event enm2aFactEvnt;
|
|
event enm2bFactEvnt;
|
|
event reachedLZEvnt;
|
|
event LZNoGo;
|
|
event LZ_OK;
|
|
event periodicRTLZ;
|
|
|
|
|
|
event startEvnt(CALL_GAMEINIT)
|
|
{
|
|
centreViewPos(576, 6592);
|
|
//make scavengers and New paradigm allies (just in case!)
|
|
createAlliance(enemy1, enemy2);
|
|
//set scroll limits
|
|
// setScrollParams(0, 0, 64, 64); //limit scroll
|
|
//set zoom Level 64x64
|
|
setRadarZoom(1);
|
|
//stop player building on LZ#1
|
|
//set landing zone
|
|
setLandingZone(3,50,5,52);
|
|
//call in transport
|
|
flyTransporterIn(player, entryX, entryY, false);
|
|
setTransporterExit(player, exitX, exitY);
|
|
attackX = 512; //so enemies attack LZ
|
|
attackY = 6528;
|
|
//removeReticuleButton(BUILD);
|
|
//set up resource coords (since oil pools diappear when built on!!!)
|
|
//res1x=res1.x;
|
|
//res1y=res1.y;
|
|
setPowerLevel(pow1, enemy1);
|
|
setPowerLevel(pow2, enemy2);
|
|
//no reinforcements yet!!
|
|
setReinforcementTime(-1);
|
|
//changed so give LZ when base spotted! Rather than at start
|
|
//addMessage(LZ_MSG, PROX_MSG, player, false);
|
|
//addConsoleText(RetLZMsg, player);
|
|
//playSound(LZSnd, player);
|
|
//Blip Given at start
|
|
addMessage(obj1, PROX_MSG, player, false);
|
|
//allow to build stuff
|
|
setStructureLimits (powerGen,numPow,0);
|
|
setStructureLimits (oilDerrick,numExt,0);
|
|
setStructureLimits (research,numRes,0);
|
|
setStructureLimits (factory,numFac,0);
|
|
setStructureLimits(command, 0, player);
|
|
setStructureLimits(comRelay, 0, player);
|
|
enableStructure(command, player);
|
|
enableStructure(powerGen,0);
|
|
enableStructure(oilDerrick,0);
|
|
enableStructure(research,0);
|
|
enableStructure(factory,0);
|
|
//enableStructure(powerModuleHack, 0);
|
|
//set up initial attack force for NP
|
|
groupAddArea(enemy2Attack, enemy2, 3264, 3008, 3648, 3264);
|
|
groupAddArea(enemy2Attack, enemy2, 3392, 2112, 3776, 2624);
|
|
// player specific technology startups
|
|
count = 0;
|
|
while (count < numtecE1)
|
|
{
|
|
completeResearch(tecE1[count], enemy1);
|
|
count = count +1;
|
|
}
|
|
count = 0;
|
|
while (count < numtecE2)
|
|
{
|
|
completeResearch(tecE2[count], enemy2);
|
|
count = count +1;
|
|
}
|
|
|
|
|
|
setEventTrigger(startEvnt, inactive);
|
|
addMessage(MissionBrief, MISS_MSG, 0, false);
|
|
flashOff(INTELMAP);
|
|
}
|
|
|
|
|
|
/*Events:*/
|
|
|
|
/* Events: Artifacts */
|
|
/*
|
|
event art1TakeEvnt(inactive)
|
|
{
|
|
numart=numart+1;
|
|
//playSound(art1Snd2, player);
|
|
playSoundPos(art1Snd2, player, art1ID.x, art1ID.y, art1ID.z);
|
|
destroyFeature(art1ID);
|
|
enableResearch(art1Comp, player);
|
|
setEventTrigger(art1TakeEvnt, inactive);
|
|
}
|
|
|
|
event art1PlaceEvnt(art1PlaceTrig)
|
|
{
|
|
//place artifact crate, and allow check for prox
|
|
art1ID=addFeature(crate, art1X, art1Y);
|
|
setEventTrigger(art1TakeEvnt, art1TakeTrig);
|
|
setEventTrigger(art1PlaceEvnt, inactive);
|
|
}
|
|
*/
|
|
|
|
event art2TakeEvnt(inactive)
|
|
{
|
|
numart=numart+1;
|
|
//playSound(art2Snd2, player);
|
|
playSoundPos(art2Snd2, player, art2ID.x, art2ID.y, art2ID.z);
|
|
destroyFeature(art2ID);
|
|
enableResearch(art2Comp, player);
|
|
setEventTrigger(art2TakeEvnt, inactive);
|
|
}
|
|
|
|
event art2PlaceEvnt(art2PlaceTrig)
|
|
{
|
|
//place artifact crate, and allow check for prox
|
|
art2ID=addFeature(crate, art2X, art2Y);
|
|
setEventTrigger(art2TakeEvnt, art2TakeTrig);
|
|
setEventTrigger(art2PlaceEvnt, inactive);
|
|
}
|
|
|
|
event art3TakeEvnt(inactive)
|
|
{
|
|
numart=numart+1;
|
|
//playSound(art3Snd2, player);
|
|
playSoundPos(art3Snd2, player, art3ID.x, art3ID.y, art3ID.z);
|
|
destroyFeature(art3ID);
|
|
enableResearch(art3Comp, player);
|
|
setEventTrigger(art3TakeEvnt, inactive);
|
|
}
|
|
|
|
event art3PlaceEvnt(art3PlaceTrig)
|
|
{
|
|
//place artifact crate, and allow check for prox
|
|
art3ID=addFeature(crate, art3X, art3Y);
|
|
setEventTrigger(art3TakeEvnt, art3TakeTrig);
|
|
setEventTrigger(art3PlaceEvnt, inactive);
|
|
}
|
|
|
|
event art4TakeEvnt(inactive)
|
|
{
|
|
numart=numart+1;
|
|
//playSound(art4Snd2, player);
|
|
playSoundPos(art4Snd2, player, art4ID.x, art4ID.y, art4ID.z);
|
|
destroyFeature(art4ID);
|
|
enableResearch(art4Comp, player);
|
|
setEventTrigger(art4TakeEvnt, inactive);
|
|
}
|
|
|
|
event art4PlaceEvnt(art4PlaceTrig)
|
|
{
|
|
//place artifact crate, and allow check for prox
|
|
art4ID=addFeature(crate, art4X, art4Y);
|
|
setEventTrigger(art4TakeEvnt, art4TakeTrig);
|
|
setEventTrigger(art4PlaceEvnt, inactive);
|
|
}
|
|
|
|
/* Events: Enemies */
|
|
event enm1DeadEvnt(inactive)
|
|
{
|
|
killStructsInArea(enemy1, REF_WALL, 1600, 6464, 3776, 7872, TRUE, TRUE); //remove walls and features in base
|
|
killStructsInArea(enemy1, REF_WALLCORNER, 1600, 6464, 3776, 7872, TRUE, FALSE); //remove corner walls in base
|
|
removeMessage(enm1Msg, PROX_MSG, player);
|
|
//playSound(enm1Snd2, player);
|
|
playSoundPos(enm1Snd2, player, 2624, 7488, 0);
|
|
setEventTrigger(enm1DeadEvnt, inactive);
|
|
}
|
|
|
|
event enm1SeenEvnt(enm1SeenTrig)
|
|
{
|
|
addMessage(enm1Msg, PROX_MSG, player, false);
|
|
//playSound(enm1Snd1, player);
|
|
playSoundPos(enm1Snd1, player, 2624, 7488, 0);
|
|
setEventTrigger(enm1DeadEvnt, enm1DeadTrig);
|
|
setEventTrigger(enm1SeenEvnt, inactive);
|
|
}
|
|
|
|
event enm3DeadEvnt(inactive)
|
|
{
|
|
killStructsInArea(enemy1, REF_WALL, 5696, 1472, 7872, 3264, TRUE, TRUE); //remove walls and features in base
|
|
killStructsInArea(enemy1, REF_WALLCORNER, 5696, 1472, 7872, 3264, TRUE, FALSE); //remove corner walls in base
|
|
removeMessage(enm3Msg, PROX_MSG, player);
|
|
//playSound(enm3Snd2, player);
|
|
playSoundPos(enm3Snd2, player, 7104, 2496, 0);
|
|
setEventTrigger(enm3DeadEvnt, inactive);
|
|
}
|
|
|
|
event enm3SeenEvnt(enm3SeenTrig) //hidden Scav base!
|
|
{
|
|
addMessage(enm3Msg, PROX_MSG, player, false);
|
|
//playSound(enm3Snd1, player);
|
|
playSoundPos(enm3Snd1, player, 7104, 2496, 0);
|
|
setEventTrigger(enm3DeadEvnt, enm3DeadTrig);
|
|
setEventTrigger(enm3SeenEvnt, inactive);
|
|
}
|
|
|
|
event enm2DeadEvnt(inactive)
|
|
{
|
|
killStructsInArea(enemy2, REF_WALL, 2368, 960, 5952, 4416, TRUE, TRUE); //remove walls and features in base
|
|
killStructsInArea(enemy2, REF_WALLCORNER, 2368, 960, 5952, 4416, TRUE, FALSE); //remove corner walls in base
|
|
removeMessage(enm2Msg, PROX_MSG, player);
|
|
//playSound(enm2Snd2, player);
|
|
playSoundPos(enm2Snd2, player, 3648, 2240, 0);
|
|
setEventTrigger(enm2DeadEvnt, inactive);
|
|
}
|
|
|
|
event enm2SeenEvnt(enm2SeenTrig) //base 2 seen
|
|
{
|
|
addMessage(enm2Msg, PROX_MSG, player, false);
|
|
//playSound(enm2Snd1, player);
|
|
playSoundPos(enm2Snd1, player, 3648, 2240, 0);
|
|
//give LZ when base spotted!
|
|
addMessage(LZ_MSG, PROX_MSG, player, false);
|
|
//addConsoleText(RetLZMsg, player);
|
|
//playSound(LZSnd, player);
|
|
//playSoundPos(LZSnd, player, 7488, 4672, 0);
|
|
|
|
//set enemy factories producing!!!
|
|
setEventTrigger(enm1aFactEvnt, enm1aFactTrig);
|
|
setEventTrigger(enm1bFactEvnt, enm1bFactTrig);
|
|
setEventTrigger(enm2aFactEvnt, enm2aFactTrig);
|
|
setEventTrigger(enm2bFactEvnt, enm2bFactTrig);
|
|
attackX = 4032; //so enemies don't go all the way to 1st LZ
|
|
attackY = 4032;
|
|
setEventTrigger(reachedLZEvnt, LZTrig);
|
|
setEventTrigger(enm2DeadEvnt, enm2DeadTrig);
|
|
setEventTrigger(enm2SeenEvnt, inactive);
|
|
}
|
|
|
|
|
|
event wonYetEvnt;
|
|
event timeUp;
|
|
|
|
/* Events: Win or Lose */
|
|
|
|
event nextLevEvnt(inactive) //assumes victory already checked
|
|
{
|
|
pause(20); //increased to allow all audio before won
|
|
// give bonus research (if req'd)
|
|
count = 0;
|
|
while (count < numResP0)
|
|
{
|
|
enableResearch(resP0[count], 0);
|
|
count = count +1;
|
|
}
|
|
|
|
gameLevel=gameLevel+1; //flag next part of map
|
|
//setLandingZone(10, 51, 12, 53);
|
|
//enable research
|
|
//enableResearch(art1Comp, player);
|
|
enableResearch(art2Comp, player);
|
|
enableResearch(art3Comp, player);
|
|
enableResearch(art4Comp, player);
|
|
//removeMessage(MissionBrief, MISS_MSG, player);
|
|
startMission(BETWEEN, NextLev);
|
|
//End game here for now! (don't try next mission)
|
|
//gameOver(true);
|
|
|
|
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);
|
|
}
|
|
|
|
event lostYetEvnt(winLoseTrig)
|
|
{
|
|
if (not anyDroidsLeft(player))
|
|
{
|
|
if (not anyStructButWallsLeft(player))
|
|
{
|
|
setEventTrigger(wonYetEvnt,inactive);
|
|
//setEventTrigger(wonYetLZEvnt, inactive);
|
|
setEventTrigger(timeUp, inactive);
|
|
setEventTrigger(gameLost, gameLostTrig); //waits 2 seconds before ending
|
|
setEventTrigger(lostYetEvnt, inactive);
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
//out of time?
|
|
event timeUp(CALL_MISSION_TIME)
|
|
{
|
|
setEventTrigger(wonYetEvnt,inactive);
|
|
//setEventTrigger(wonYetLZEvnt, inactive);
|
|
setEventTrigger(lostYetEvnt,inactive);
|
|
setEventTrigger(gameLost, gameLostTrig); //waits 2 seconds before ending
|
|
setEventTrigger(timeUp, inactive);
|
|
}
|
|
|
|
/*
|
|
event wonYetEvnt(winLoseTrig) // have all enemies lost yet?
|
|
{
|
|
if (not anyDroidsLeft(enemy2))
|
|
{
|
|
if (not anyStructButWallsLeft(enemy2))
|
|
{
|
|
if (not anyDroidsLeft(enemy1))
|
|
{
|
|
if (not anyStructButWallsLeft(enemy1))
|
|
{
|
|
if (numart==3) // a victory condition
|
|
{
|
|
setEventTrigger(lostYetEvnt, inactive);
|
|
setEventTrigger(timeUp, inactive);
|
|
setEventTrigger(nextLevEvnt, winLoseTrig);
|
|
setEventTrigger(wonYetEvnt, inactive);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
event wonYetEvnt(inactive) // has player got to LZ (once enemy NP dead and collected all the artifacts?)
|
|
{
|
|
totDroids = numDroidsInArea(player, 0, 0, 64*128, 64*128);
|
|
//if (totDroids == numDroidsInArea(player, 6720, 3776, 7872, 5312))
|
|
//area increased a bit by popular demand!
|
|
if (totDroids == numDroidsInArea(player, 6592, 3392, 8192, 5568))
|
|
{
|
|
if (totDroids!=0)
|
|
{
|
|
setEventTrigger(lostYetEvnt, inactive);
|
|
setEventTrigger(timeUp, inactive);
|
|
setEventTrigger(nextLevEvnt, winLoseTrig);
|
|
setEventTrigger(wonYetEvnt, inactive);
|
|
}
|
|
}
|
|
}
|
|
|
|
//get player to return to LZ when NP and artifacts done
|
|
event retLZ(inactive) //checks for all artifacts
|
|
{
|
|
if (not anyDroidsLeft(enemy2))
|
|
{
|
|
if (not anyStructButWallsLeft(enemy2))
|
|
{
|
|
//add LZ blip and WAV message
|
|
addMessage(LZ_MSG, PROX_MSG, player, false);
|
|
// addConsoleText(RetLZMsg, player);
|
|
// playSound(LZSnd, player);
|
|
setEventTrigger(periodicRTLZ,RTLZStart);
|
|
setEventTrigger(retLZ, inactive);
|
|
setEventTrigger(wonYetEvnt, winLoseTrig);
|
|
}
|
|
}
|
|
}
|
|
|
|
event periodicRTLZ(inactive)
|
|
{
|
|
showConsoleText(RetLZMsg, player);
|
|
playSound(LZSnd, player);
|
|
setEventTrigger(periodicRTLZ,RTLZFreq);
|
|
}
|
|
|
|
event reachedLZEvnt(inactive) //check player has at least one droid in LZ, before allowing reinforcements
|
|
{
|
|
//Change LZ position to LZ#2
|
|
setLandingZone(57, 35, 59, 37);
|
|
attackX = 7424; //so enemies attack LZ
|
|
attackY = 4608;
|
|
|
|
removeMessage(LZ_MSG, PROX_MSG, player);
|
|
playSound(incomingSnd,0);
|
|
pause(40);
|
|
addMessage(MissionBrief2, MISS_MSG, 0, true);
|
|
//add extra Mission time limit
|
|
timeLimit = timeLimit + missionTimeRemaining();
|
|
setMissionTime(timeLimit);
|
|
//allow reinforce function to go here
|
|
setReinforcementTime(ReinforceTime);
|
|
//addConsoleText(ReinforceMsg, player);
|
|
setEventTrigger(reachedLZEvnt, inactive);
|
|
//set enemy factories producing!!!
|
|
setEventTrigger(enm1aFactEvnt, enm1aFactTrig);
|
|
setEventTrigger(enm1bFactEvnt, enm1bFactTrig);
|
|
setEventTrigger(enm2aFactEvnt, enm2aFactTrig);
|
|
setEventTrigger(enm2bFactEvnt, enm2bFactTrig);
|
|
setEventTrigger(LZNoGo, LZNoGoTrig); //allow LZ checks
|
|
setEventTrigger(retLZ, retLZTrig); //allow victory checks
|
|
}
|
|
|
|
|
|
event cheatEvnt(CALL_MISSION_START) //cheat button ctrl M
|
|
{
|
|
setEventTrigger(nextLevEvnt, winLoseTrig);
|
|
setEventTrigger(cheatEvnt, inactive);
|
|
}
|
|
|
|
/* Base Under Attack */
|
|
event baseHit(CALL_STRUCT_ATTACKED, selectedPlayer, ref hitStruc, ref attackerObj)
|
|
{
|
|
if (t >= 20)
|
|
{
|
|
t=0;
|
|
if (hitStruc != NULLOBJECT)
|
|
{
|
|
playSoundPos(attackSnd1, selectedPlayer, hitStruc.x, hitStruc.y, hitStruc.z); //show position if still alive
|
|
}
|
|
else
|
|
{
|
|
playSound(attackSnd1, selectedPlayer);
|
|
}
|
|
}
|
|
}
|
|
|
|
event everySec(every, 10)
|
|
{
|
|
t=t+1;
|
|
}
|
|
|
|
event seeBaseHit(CALL_MISSION_END)
|
|
{
|
|
//go to where the structure being attacked is on CTRL B
|
|
if (hitStruc!=NULLOBJECT)
|
|
{
|
|
centreView(hitStruc);
|
|
t=0; //flag known about!
|
|
}
|
|
}
|
|
|
|
|
|
event removeObj1(obj1Trig)
|
|
{
|
|
removeMessage(obj1, PROX_MSG, player);
|
|
setEventTrigger(removeObj1, inactive);
|
|
}
|
|
|
|
|
|
/* AI EVENTS */
|
|
|
|
// event prototypes
|
|
//event enemy1AttackBase;
|
|
event setBuild1;
|
|
event setBuild2;
|
|
event setBuild3;
|
|
|
|
event startup(CALL_GAMEINIT)
|
|
{
|
|
//setass here since factory may be dead if done later!!!
|
|
setAssemblyPoint (enm1a, 2624, 6848);
|
|
setAssemblyPoint (enm1b, 6720, 1728);
|
|
setAssemblyPoint (enm2a, 3648, 2368);
|
|
setAssemblyPoint (enm2b, 4032, 1984);
|
|
|
|
//make scavengers allies with NP
|
|
createAlliance(enemy1, enemy2);
|
|
|
|
//make up starting forces
|
|
|
|
//set up Scavenger forces
|
|
|
|
}
|
|
|
|
|
|
|
|
// deal with a droid being built by enemy2
|
|
event enemy1build(CALL_NEWDROID, enemy1, ref newDroid,ref newDroidFactory)
|
|
{
|
|
groupAddDroid(enemy1Build, newDroid);
|
|
if (enemy1Build.members >= 4)
|
|
{
|
|
groupAddGroup(enemy1Attack, enemy1Build);
|
|
//do attack force decision here!
|
|
orderGroupLoc(enemy1Attack, DORDER_SCOUT, attackX, attackY);
|
|
}
|
|
}
|
|
|
|
// deal with a droid being built by enemy2
|
|
event enemy2build(CALL_NEWDROID, enemy2, ref newDroid,ref newDroidFactory)
|
|
{
|
|
//check for New Truck Built!!!!
|
|
if ((newDroid.droidType == DROID_CONSTRUCT) and (enemyTruck1 == NULLOBJECT))
|
|
{
|
|
enemyTruck1=newDroid;
|
|
setEventTrigger(setBuild1, buildTrig);
|
|
}
|
|
else if ((newDroid.droidType == DROID_CONSTRUCT) and (enemyTruck2 == NULLOBJECT))
|
|
{
|
|
enemyTruck2=newDroid;
|
|
setEventTrigger(setBuild2, buildTrig);
|
|
}
|
|
else if ((newDroid.droidType == DROID_CONSTRUCT) and (enemyTruck3 == NULLOBJECT))
|
|
{
|
|
enemyTruck3=newDroid;
|
|
setEventTrigger(setBuild3, buildTrig);
|
|
}
|
|
else
|
|
//just normal droid so add to attack etc.
|
|
{
|
|
groupAddDroid(enemy2Build, newDroid);
|
|
if (enemy2Build.members >= 4)
|
|
{
|
|
groupAddGroup(enemy2Attack, enemy2Build);
|
|
//do attack force decision here!
|
|
orderGroupLoc(enemy2Attack, DORDER_SCOUT, attackX, attackY);
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
/* events for build lists start here */
|
|
/* Enemy 1 Scavengers*/
|
|
//build list Scav South factory!
|
|
event enm1aFactEvnt(inactive)
|
|
{
|
|
|
|
enm1aDestroyed = buildingDestroyed (enm1aID, enemy1);
|
|
if (enm1aDestroyed)
|
|
{
|
|
setEventTrigger(enm1aFactEvnt, inactive);
|
|
}
|
|
else if (structureIdle(enm1a) and (enemy1Build.members+enemy1Attack.members)<enemy1Tot)
|
|
{
|
|
if (enm1aState == 0)
|
|
{
|
|
buildDroid (template1[4], enm1a, enemy1, 1);
|
|
enm1aState = 1;
|
|
}
|
|
else if (enm1aState== 1)
|
|
{
|
|
buildDroid (template1[3], enm1a, enemy1, 1);
|
|
enm1aState = 2;
|
|
}
|
|
else if (enm1aState == 2)
|
|
{
|
|
buildDroid (template1[6], enm1a, enemy1, 1);
|
|
enm1aState = 3;
|
|
}
|
|
else
|
|
{
|
|
buildDroid (template1[1], enm1a, enemy1, 3);
|
|
enm1aState = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
event enm1aStartEvnt(enm1aStartTrig)
|
|
{
|
|
setEventTrigger(enm1aFactEvnt, enm1aFactTrig);
|
|
setEventTrigger(enm1aStartEvnt, inactive);
|
|
}
|
|
|
|
//build list Scav north Factory
|
|
event enm1bFactEvnt(inactive)
|
|
{
|
|
enm1bDestroyed = buildingDestroyed (enm1bID, enemy1);
|
|
if (enm1bDestroyed)
|
|
{
|
|
setEventTrigger(enm1bFactEvnt, inactive);
|
|
}
|
|
else if (structureIdle(enm1b) and (enemy1Build.members+enemy1Attack.members)<enemy1Tot)
|
|
{
|
|
if (enm1bState == 0)
|
|
{
|
|
buildDroid (template1[7], enm1b, enemy1, 1);
|
|
enm1bState = 1;
|
|
}
|
|
else if (enm1bState== 1)
|
|
{
|
|
buildDroid (template1[5], enm1b, enemy1, 1);
|
|
enm1bState = 2;
|
|
}
|
|
else if (enm1bState == 2)
|
|
{
|
|
buildDroid (template1[0], enm1b, enemy1, 3);
|
|
enm1bState = 3;
|
|
}
|
|
else
|
|
{
|
|
buildDroid (template1[2], enm1b, enemy1, 3);
|
|
enm1bState = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
event enm1bStartEvnt(enm1bStartTrig)
|
|
{
|
|
setEventTrigger(enm1bFactEvnt, enm1bFactTrig);
|
|
setEventTrigger(enm1bStartEvnt, inactive);
|
|
}
|
|
|
|
|
|
/* New paradigm Factories */
|
|
//build list NP Heavy factory!
|
|
event enm2aFactEvnt(inactive)
|
|
{
|
|
enm2aDestroyed = buildingDestroyed (enm2aID, enemy2);
|
|
if (enm2aDestroyed)
|
|
{
|
|
setEventTrigger(enm2aFactEvnt, inactive);
|
|
}
|
|
else if (structureIdle(enm2a) and (enemy2Build.members+enemy2Attack.members)<enemy2Tot)
|
|
{
|
|
if (enm2aState == 0)
|
|
{
|
|
buildDroid (template2[5], enm2a, enemy2, 3);
|
|
enm2aState = 1;
|
|
}
|
|
else if (enm2aState== 1)
|
|
{
|
|
buildDroid (template2[2], enm2a, enemy2, 3);
|
|
enm2aState = 2;
|
|
}
|
|
else if (enm2aState == 2)
|
|
{
|
|
buildDroid (template2[4], enm2a, enemy2, 2);
|
|
enm2aState = 0;
|
|
}
|
|
else if (enm2aState == 3)
|
|
{
|
|
buildDroid (template2[9], enm2a, enemy2, 1); //build a replacement truck
|
|
enm2aState = 0; //set back to normal build
|
|
}
|
|
}
|
|
}
|
|
|
|
event enm2aStartEvnt(wait, 600) //start producing 1 minute after start of mission
|
|
{
|
|
setEventTrigger(enm2aFactEvnt, enm2aFactTrig);
|
|
setEventTrigger(enm2aStartEvnt, inactive);
|
|
}
|
|
|
|
|
|
//build list NP Medium Factory
|
|
// 0, 1 = produce Rocket Cyborg, chaingun cyborg
|
|
event enm2bFactEvnt(inactive)
|
|
{
|
|
enm2bDestroyed = buildingDestroyed (enm2bID, enemy2);
|
|
if (enm2bDestroyed)
|
|
{
|
|
setEventTrigger(enm2bFactEvnt, inactive);
|
|
}
|
|
else if (structureIdle(enm2b) and (enemy2Build.members+enemy2Attack.members)<enemy2Tot)
|
|
{
|
|
if (enm2bState == 0)
|
|
{
|
|
buildDroid (template2[6], enm2b, enemy2, 3);
|
|
enm2bState= 1;
|
|
}
|
|
else if (enm2bState== 1)
|
|
{
|
|
buildDroid (template2[7], enm2b, enemy2, 3);
|
|
enm2bState = 2;
|
|
}
|
|
else if (enm2bState == 2)
|
|
{
|
|
buildDroid (template2[8], enm2b, enemy2, 3);
|
|
enm2bState = 3;
|
|
}
|
|
else
|
|
{
|
|
buildDroid (template2[3], enm2b, enemy2, 3);
|
|
enm2bState= 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
event enm2bStartEvnt(enm2bStartTrig)
|
|
{
|
|
setEventTrigger(enm2bFactEvnt, enm2bFactTrig);
|
|
setEventTrigger(enm2bStartEvnt, inactive);
|
|
}
|
|
|
|
event lastAttack1(every, 50)
|
|
{
|
|
//make enemy attack player's base if all enemy buildings destroyed
|
|
if (not anyStructButWallsLeft(enemy1))
|
|
{
|
|
groupAddArea(enemy1Fin, enemy1, 0, 0, 64*64, 64*64);
|
|
orderGroupLoc(enemy1Fin, DORDER_MOVE, playerX, playerY);
|
|
//setEventTrigger(lastAttack1, inactive);
|
|
}
|
|
}
|
|
|
|
event lastAttack2(every, 50)
|
|
{
|
|
//make enemy easier to find if all his buildings destroyed
|
|
if (not anyStructButWallsLeft(enemy2))
|
|
{
|
|
groupAddArea(enemy2Fin, enemy1, 0, 0, 64*64, 64*64);
|
|
orderGroupLoc(enemy2Fin, DORDER_MOVE, playerX, playerY);
|
|
//setEventTrigger(lastAttack2, inactive);
|
|
}
|
|
}
|
|
|
|
/* don't use this anymore since makes scout part too difficult!
|
|
event NPattack(CALL_STRUCT_ATTACKED, enemy1, ref hitStruc, ref attackerObj)
|
|
{
|
|
//make NP attack early if player attacks scav buildings
|
|
orderGroupLoc(enemy2Attack, DORDER_SCOUT, attackX, attackY);
|
|
setEventTrigger(enm2aFactEvnt, enm2aFactTrig);
|
|
setEventTrigger(enm2bFactEvnt, enm2bFactTrig);
|
|
setEventTrigger(NPattack, inactive);
|
|
}
|
|
*/
|
|
|
|
//Generic-ish go investigate nearby structures if under attack!
|
|
event enm1Hit(CALL_STRUCT_ATTACKED, enemy1, ref hitStruc, ref attackerObj)
|
|
{
|
|
//playSound(attackSnd1, 0); //quick check
|
|
//get force nearby
|
|
if (hitStruc!=NULLOBJECT)
|
|
{
|
|
//find at least 4 vehicles to defend structure first
|
|
tempx1 = 1 * 128;
|
|
groupAddGroup(enemy1Attack, enemy1Guard); //empty the group first!
|
|
while ((enemy1Guard.members < 4) and (tempx1 <= 1280))
|
|
{
|
|
groupAddArea(enemy1Guard, enemy1, hitStruc.x - tempx1, hitStruc.y - tempx1, hitStruc.x + tempx1, hitStruc.y + tempx1);
|
|
tempx1 = tempx1 + 128;
|
|
tempy1 = enemy1Attack.members; //hack to recalculate members in enemy1Guard!!!
|
|
}
|
|
if (attackerObj != NULLOBJECT)
|
|
{
|
|
//attack attacker (if he exists)!!
|
|
//orderGroupObj(enemy1Guard, DORDER_ATTACK, attackerObj);
|
|
orderGroupLoc(enemy1Guard, DORDER_SCOUT, attackerObj.x, attackerObj.y);
|
|
}
|
|
else
|
|
{
|
|
//defend structure!!
|
|
orderGroupLoc(enemy1Guard,DORDER_SCOUT, hitStruc.x, hitStruc.y);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
event enm2Hit(CALL_STRUCT_ATTACKED, enemy2, ref hitStruc, ref attackerObj)
|
|
{
|
|
//Find a free Truck to Repair Object (in Theory!)
|
|
//playSound(attackSnd1, 0); //quick check
|
|
if (hitStruc!=NULLOBJECT)
|
|
{
|
|
|
|
//find at least 4 vehicles to defend structure first
|
|
tempx2 = 1 * 128;
|
|
//groupAddGroup(enemy2Guard, enemy2Attack); //empty the group first!
|
|
//don't empty for NP
|
|
while ((enemy2Guard.members < 4) and (tempx2 <= 2000))
|
|
{
|
|
groupAddArea(enemy2Guard, enemy2, hitStruc.x - tempx2, hitStruc.y - tempx2, hitStruc.x + tempx2, hitStruc.y + tempx2);
|
|
tempx2 = tempx2 + 128;
|
|
tempy2 = enemy2Attack.members; //hack to recalculate members in enemy2Guard!!!
|
|
}
|
|
if (attackerObj != NULLOBJECT)
|
|
{
|
|
//attack attacker (if he exists)!!
|
|
//orderGroupObj(enemy2Guard, DORDER_ATTACK, attackerObj);
|
|
orderGroupLoc(enemy2Guard, DORDER_SCOUT, attackerObj.x, attackerObj.y);
|
|
}
|
|
else
|
|
{
|
|
//defend structure!!
|
|
orderGroupLoc(enemy2Guard, DORDER_SCOUT, hitStruc.x, hitStruc.y + 128);
|
|
}
|
|
|
|
//then send a repair droid
|
|
if (enemyTruck5!=NULLOBJECT) //not dead
|
|
{
|
|
orderDroidObj(enemyTruck5, DORDER_REPAIR, hitStruc);
|
|
}
|
|
else if (enemyTruck4!=NULLOBJECT)
|
|
{
|
|
orderDroidObj(enemyTruck4, DORDER_REPAIR, hitStruc);
|
|
}
|
|
else if (enemyTruck3!=NULLOBJECT)
|
|
{
|
|
orderDroidObj(enemyTruck3, DORDER_REPAIR, hitStruc);
|
|
}
|
|
else if (enemyTruck2!=NULLOBJECT)
|
|
{
|
|
orderDroidObj(enemyTruck2, DORDER_REPAIR, hitStruc);
|
|
}
|
|
else if (enemyTruck1!=NULLOBJECT)
|
|
{
|
|
orderDroidObj(enemyTruck1, DORDER_REPAIR, hitStruc);
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Construction lists */
|
|
|
|
/* now with arrays!!!! */
|
|
|
|
|
|
event buildStruc1(enm2SeenTrig) //(res1SeenTrig)
|
|
{
|
|
if (enemyTruck1==NULLOBJECT)
|
|
{
|
|
setEventTrigger(setBuild1, inactive);
|
|
setEventTrigger(buildStruc1, inactive);
|
|
}
|
|
else if (comTruck1<numStruc1)
|
|
{
|
|
orderDroidStatsLoc(enemyTruck1, DORDER_BUILD, struc1[comTruck1], struc1X[comTruck1], struc1Y[comTruck1]);
|
|
}
|
|
setEventTrigger(setBuild1, buildTrig);
|
|
setEventTrigger(buildStruc1, inactive);
|
|
}
|
|
|
|
event setBuild1(inactive)
|
|
{
|
|
if (enemyTruck1==NULLOBJECT)
|
|
{
|
|
setEventTrigger(setBuild1, inactive);
|
|
setEventTrigger(buildStruc1, inactive);
|
|
}
|
|
else if (enemyTruck1.order == DORDER_NONE)
|
|
{
|
|
comTruck1 = comTruck1+1;
|
|
setEventTrigger(buildStruc1, buildTrig);
|
|
setEventTrigger(setBuild1, inactive);
|
|
}
|
|
//check if finished
|
|
if (comTruck1 >= numStruc1)
|
|
{
|
|
setEventTrigger(setBuild1, inactive);
|
|
setEventTrigger(buildStruc1, inactive);
|
|
}
|
|
}
|
|
|
|
event buildStruc2(enm2SeenTrig) //res1SeenTrig)
|
|
{
|
|
if (enemyTruck2 == NULLOBJECT)
|
|
{
|
|
setEventTrigger(setBuild2, inactive);
|
|
setEventTrigger(buildStruc2, inactive);
|
|
}
|
|
else if (comTruck2 < numStruc2)
|
|
{
|
|
orderDroidStatsLoc(enemyTruck2, DORDER_BUILD, struc2[comTruck2], struc2X[comTruck2], struc2Y[comTruck2]);
|
|
}
|
|
setEventTrigger(setBuild2, buildTrig);
|
|
setEventTrigger(buildStruc2, inactive);
|
|
}
|
|
|
|
event setBuild2(inactive)
|
|
{
|
|
if (enemyTruck2 == NULLOBJECT)
|
|
{
|
|
setEventTrigger(setBuild2, inactive);
|
|
setEventTrigger(buildStruc2, inactive);
|
|
}
|
|
else if (enemyTruck2.order == DORDER_NONE)
|
|
{
|
|
comTruck2 = comTruck2+1;
|
|
setEventTrigger(buildStruc2, buildTrig);
|
|
setEventTrigger(setBuild2, inactive);
|
|
}
|
|
//check if finished
|
|
if (comTruck2 >= numStruc2)
|
|
{
|
|
setEventTrigger(setBuild2, inactive);
|
|
setEventTrigger(buildStruc2, inactive);
|
|
}
|
|
}
|
|
|
|
event buildStruc3(enm2SeenTrig) //(res1SeenTrig)
|
|
{
|
|
if (enemyTruck3 == NULLOBJECT)
|
|
{
|
|
setEventTrigger(setBuild3, inactive);
|
|
setEventTrigger(buildStruc3, inactive);
|
|
}
|
|
else if (comTruck3 < numStruc3)
|
|
{
|
|
orderDroidStatsLoc(enemyTruck3, DORDER_BUILD, struc3[comTruck3], struc3X[comTruck3], struc3Y[comTruck3]);
|
|
}
|
|
setEventTrigger(setBuild3, buildTrig);
|
|
setEventTrigger(buildStruc3, inactive);
|
|
}
|
|
|
|
event setBuild3(inactive)
|
|
{
|
|
if (enemyTruck3 == NULLOBJECT)
|
|
{
|
|
setEventTrigger(setBuild3, inactive);
|
|
setEventTrigger(buildStruc3, inactive);
|
|
}
|
|
else if (enemyTruck3.order == DORDER_NONE)
|
|
{
|
|
comTruck3=comTruck3+1;
|
|
setEventTrigger(buildStruc3, buildTrig);
|
|
setEventTrigger(setBuild3, inactive);
|
|
}
|
|
//check if finished
|
|
if (comTruck3 >= numStruc3)
|
|
{
|
|
setEventTrigger(setBuild3, inactive);
|
|
setEventTrigger(buildStruc3, inactive);
|
|
}
|
|
}
|
|
|
|
/* don't bother
|
|
event checkTrucks(every, 30)
|
|
{
|
|
//check for any trucks dead, and set to manufacturing a replacement
|
|
|
|
//chesk for able to use Trucks 4 or 5
|
|
if ((enemyTruck1 == NULLOBJECT) and (enemyTruck4 != NULLOBJECT))
|
|
{
|
|
enemyTruck1 = enemyTruck4;
|
|
enemyTruck4 = NULLOBJECT;
|
|
setEventTrigger(setBuild1, buildTrig);
|
|
}
|
|
else if ((enemyTruck1 == NULLOBJECT) and (enemyTruck5 != NULLOBJECT))
|
|
{
|
|
enemyTruck1 = enemyTruck5;
|
|
enemyTruck5 = NULLOBJECT;
|
|
setEventTrigger(setBuild1, buildTrig);
|
|
}
|
|
else if (enemyTruck1 == NULLOBJECT)
|
|
{
|
|
enm2aState = 3; //build another one!!
|
|
}
|
|
|
|
if ((enemyTruck2 == NULLOBJECT) and (enemyTruck4 != NULLOBJECT))
|
|
{
|
|
enemyTruck2 = enemyTruck4;
|
|
enemyTruck4 = NULLOBJECT;
|
|
setEventTrigger(setBuild2, buildTrig);
|
|
}
|
|
else if ((enemyTruck2 == NULLOBJECT) and (enemyTruck5 != NULLOBJECT))
|
|
{
|
|
enemyTruck2 = enemyTruck5;
|
|
enemyTruck5 = NULLOBJECT;
|
|
setEventTrigger(setBuild2, buildTrig);
|
|
}
|
|
else if (enemyTruck2 == NULLOBJECT)
|
|
{
|
|
enm2aState = 3; //build another one!!
|
|
}
|
|
|
|
if ((enemyTruck3 == NULLOBJECT) and (enemyTruck4 != NULLOBJECT))
|
|
{
|
|
enemyTruck3 = enemyTruck4;
|
|
enemyTruck4 = NULLOBJECT;
|
|
setEventTrigger(setBuild3, buildTrig);
|
|
}
|
|
else if ((enemyTruck3 == NULLOBJECT) and (enemyTruck5 != NULLOBJECT))
|
|
{
|
|
enemyTruck3 = enemyTruck5;
|
|
enemyTruck5 = NULLOBJECT;
|
|
setEventTrigger(setBuild3, buildTrig);
|
|
}
|
|
else if (enemyTruck3 == NULLOBJECT)
|
|
{
|
|
enm2aState = 3; //build another one!!
|
|
}
|
|
|
|
}
|
|
*/
|
|
|
|
event LZNoGo(inactive)
|
|
{
|
|
if (not playerTransOnMap) //make sure transport not already landing!
|
|
{
|
|
//check LZ area for enemy structures and/or vehicles (in Trigger)
|
|
//playSound(LZComp, player); //"LZ Compromised"
|
|
playSoundPos(LZComp, player, 7424, 4608, 0);
|
|
//disable transport landing
|
|
setReinforcementTime(LZ_COMPROMISED_TIME); //(set to 30 mins)
|
|
//allow check for clear!
|
|
setEventTrigger(LZ_OK,LZ_OKTrig);
|
|
setEventTrigger(LZNoGo, inactive);
|
|
}
|
|
}
|
|
|
|
event LZ_OK(inactive)
|
|
{
|
|
//check LZ area clear of enemy structures and/or vehicles (in Trigger)
|
|
//playSound(LZClear, player); //"LZ Clear"
|
|
playSoundPos(LZClear, player, 7424, 4608, 0);
|
|
//allow reinforcements now LZ clear
|
|
setReinforcementTime(ReinforceTime); //(set back to normal)
|
|
setEventTrigger(LZNoGo, LZNoGoTrig);
|
|
setEventTrigger(LZ_OK, inactive);
|
|
}
|
|
|
|
event transOn(CALL_TRANSPORTER_REINFORCE)
|
|
{
|
|
playerTransOnMap = TRUE;
|
|
}
|
|
|
|
event transOff(CALL_TRANSPORTER_OFFMAP, player)
|
|
{
|
|
playerTransOnMap = FALSE;
|
|
|
|
}
|