// 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)= 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; }