/* Script file for Cam1B */ /* General Values */ public int player; public int enemy1; public int enemy2; private int numart; //keep track of number of artifacts collected /* structure limit stuff */ public STRUCTURESTAT factory, research, oilDerrick, powerGen; //public STRUCTURESTAT powerModuleHack; public STRUCTURESTAT command; public INT numPow, numExt, numFac, numRes; /* Briefing stuff */ public INTMESSAGE MissionBrief; public INTMESSAGE endMsg; //, winMsg; /* Base Under Attack Stuff */ private STRUCTURE hitStruc; private BASEOBJ attackerObj; private int t; public SOUND attackSnd1; /* Proximity: Resources */ /* Proximity: Artifacts */ public FEATURESTAT crate; public int art1X, art1Y; public STRUCTURE art1Get; public SOUND art1Snd2; //public INTMESSAGE art1Msg; public RESEARCHSTAT art1Comp; //Heavy Machine Gun private FEATURE art1ID; public int art2X, art2Y; public STRUCTURE art2Get; public SOUND art2Snd2; //public INTMESSAGE art2Msg; public RESEARCHSTAT art2Comp; //Power Module private FEATURE art2ID; // added by Keith for Sensor Tower Artefact public int art3X, art3Y; public STRUCTURE art3Get; public SOUND art3Snd2; //public INTMESSAGE art3Msg; public RESEARCHSTAT art3Comp; //Sensor Tower private FEATURE art3ID; public int art4X, art4Y; public STRUCTURE art4Get; public SOUND art4Snd2; //public INTMESSAGE art4Msg; public RESEARCHSTAT art4Comp; //Power Module 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 INTMESSAGE enm0Msg; public SOUND enm0Snd1; public SOUND enm0Snd2; public STRUCTURE enm1; public STRUCTUREID enm1ID; public INTMESSAGE enm1Msg; public SOUND enm1Snd1; public SOUND enm1Snd2; public STRUCTURE obj1; public INTMESSAGE obj1Msg; public SOUND obj1Snd1; private BOOL obj1Flag; public STRUCTURE enm2; public STRUCTUREID enm2ID; public INTMESSAGE enm2Msg; public SOUND enm2Snd1; public SOUND enm2Snd2; /* Win or lose */ public SOUND lostSnd; public LEVEL NextLev; public TEMPLATE transporter; public INT timeLimit; /* Enemy Tactics */ public TEMPLATE trike; public TEMPLATE buggy; public TEMPLATE bloke; public TEMPLATE jeep; /* enemy1 ** Done in AI script! *** public int enm1Ass1X, enm1Ass1Y; private int enm1Fact1State; private bool enm1Fact1Destroyed; public int enm2Ass1X, enm2Ass1Y; private int enm2Fact1State; private bool enm2Fact1Destroyed; */ /* Triggers: Briefing */ trigger vidEndTrig(CALL_VIDEO_QUIT); /* Triggers: Resource */ /* Triggers: Artifacts */ //trigger art1SeenTrig(droidHasSeen(art1ID, player), 5); trigger art1TakeTrig(droidInRange(player, art1X, art1Y, 171), 5); trigger art1PlaceTrig((art1Get==NULLOBJECT), 5); //trigger art2SeenTrig(droidHasSeen(art2ID, player), 5); trigger art2TakeTrig(droidInRange(player, art2X, art2Y, 171), 5); trigger art2PlaceTrig((art2Get==NULLOBJECT), 5); // added for Sensor Artefact //trigger art3SeenTrig(droidHasSeen(art3ID, player), 5); trigger art3TakeTrig(droidInRange(player, art3X, art3Y, 171), 5); trigger art3PlaceTrig((art3Get==NULLOBJECT), 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, enemy2, FALSE, 704, 8896, 2496, 10688), 10); trigger enm0DeadTrig((numStructsButNotWallsInArea(enemy2, 704, 8896, 2496, 10688) == 0), 20); trigger enm1SeenTrig(droidHasSeen(enm1, player), 10); //enmWait //trigger enm1DeadTrig(every, 10); //enmWait trigger enm1DeadTrig((numStructsButNotWallsInArea(enemy1, 2112, 8768, 5696, 10560) == 0), 20); trigger obj1SeenTrig(droidHasSeen(obj1, player), 10); //trigger obj1DeadTrig((obj1==NULLOBJECT), 10); //enmWait trigger obj1DeadTrig((numStructsButNotWallsInArea(enemy2, 2368, 10688, 4416, 12224) == 0), 20); trigger enm2SeenTrig(droidHasSeen(enm2, player), 10); //enmWait //trigger enm2DeadTrig(every, 10); //enmWait trigger enm2DeadTrig((numStructsButNotWallsInArea(enemy2, 2240, 12864, 5312, 14400) == 0), 20); /* Triggers: Win or Lose */ trigger winLoseTrig(every, 5); trigger gameLostTrig(every, 20); /* Triggers: Enemy Tactics */ trigger enm1Start1Trig(droidInRange(player, enm1.x, enm1.y, 2816),10); trigger enm1Fact1Trig(every,150); trigger enm2Start1Trig(droidInRange(player, enm2.x, enm2.y, 2000),10); trigger enm2Fact1Trig(every,100); /* Events: Initialise */ event enm2DeadEvnt; event wonYetEvnt; event timeUp; /* Events: Start */ event startEvnt(CALL_GAMEINIT) { //set scroll limits // setScrollParams(0, 0, 64, 128); //limit scroll centreViewPos(1728, 6720); //centre near transport //set zoom Level 128x128 setRadarZoom(0); //stop player building on LZ setLandingZone(10, 51, 12, 53); //allow to build stuff setStructureLimits (powerGen,numPow,0); setStructureLimits (oilDerrick,numExt,0); setStructureLimits (research,numRes,0); setStructureLimits (factory,numFac,0); setStructureLimits(command, 1, player); enableStructure(command, player); enableStructure(powerGen,0); enableStructure(oilDerrick,0); enableStructure(research,0); enableStructure(factory,0); //set no time limits (can carry over from previous missions if not set!) setReinforcementTime(-1); setMissionTime(timeLimit); //set Mission time limit //Give blip at start addMessage(enm2Msg, PROX_MSG, player, false); //give player briefing //setEventTrigger(start2Evnt, vidEndTrig); //flag next stuff after briefing over addMessage(MissionBrief, MISS_MSG, 0, true); setEventTrigger(startEvnt, inactive); } /* Events: Resources */ /* Events: Artifacts */ 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); } 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); } 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); } event art2PlaceEvnt(art2PlaceTrig) { //place artifact crate, and allow check for prox art2ID=addFeature(crate, art2X, art2Y); //setEventTrigger(art2SeenEvnt, art2SeenTrig); setEventTrigger(art2TakeEvnt, art2TakeTrig); setEventTrigger(art2PlaceEvnt, inactive); } 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); } 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); } event art4TakeEvnt(inactive) { 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); } event art4PlaceEvnt(art4PlaceTrig) { //place artifact crate, and allow check for prox art4ID=addFeature(crate, art4X, art4Y); //setEventTrigger(art4SeenEvnt, art4SeenTrig); setEventTrigger(art4TakeEvnt, art4TakeTrig); setEventTrigger(art4PlaceEvnt, inactive); } /* Events: Enemies */ event enm0DeadEvnt(inactive) { killStructsInArea(enemy2, REF_WALL, 704, 8896, 2496, 10688, TRUE, TRUE); //remove walls and features in base killStructsInArea(enemy2, REF_WALLCORNER, 704, 8896, 2496, 10688, TRUE, FALSE); //remove corner walls in base removeMessage(enm0Msg, PROX_MSG, player); //playSound(enm0Snd2, player); playSoundPos(enm0Snd2, player, 2112, 9280, 0); setEventTrigger(enm0DeadEvnt, inactive); } event enm0SeenEvnt(enm0SeenTrig) { addMessage(enm0Msg, PROX_MSG, player, false); //playSound(enm0Snd1, player); playSoundPos(enm0Snd1, player, 2112, 9280, 0); setEventTrigger(enm0DeadEvnt, enm0DeadTrig); setEventTrigger(enm0SeenEvnt, inactive); } event enm1DeadEvnt(inactive) { killStructsInArea(enemy1, REF_WALL, 2112, 8768, 5696, 10560, TRUE, TRUE); //remove walls and features in base killStructsInArea(enemy1, REF_WALLCORNER, 2112, 8768, 5696, 10560, TRUE, FALSE); //remove corner walls in base removeMessage(enm1Msg, PROX_MSG, player); //playSound(enm1Snd2, player); playSoundPos(enm1Snd1, player, 4370, 9872, 0); setEventTrigger(enm1DeadEvnt, inactive); } event enm1SeenEvnt(enm1SeenTrig) { addMessage(enm1Msg, PROX_MSG, player, false); //playSound(enm1Snd1, player); playSoundPos(enm1Snd1, player, 4370, 9872, 0); setEventTrigger(enm1DeadEvnt, enm1DeadTrig); setEventTrigger(enm1SeenEvnt, inactive); } event obj1DeadEvnt(inactive) { removeMessage(obj1Msg, PROX_MSG, player); //playSound(enm1Snd2, player); setEventTrigger(obj1DeadEvnt, inactive); } event obj1SeenEvnt(obj1SeenTrig) { obj1Flag = TRUE; addMessage(obj1Msg, PROX_MSG, player, false); //playSound(obj1Snd1, player); playSoundPos(obj1Snd1, player, 3776, 11328, 0); setEventTrigger(obj1DeadEvnt, obj1DeadTrig); setEventTrigger(obj1SeenEvnt, inactive); } event enm2DeadEvnt(enm2DeadTrig) { killStructsInArea(enemy2, REF_WALL, 2240, 12864, 5312, 14400, TRUE, TRUE); //remove walls and features in base killStructsInArea(enemy2, REF_WALLCORNER, 2240, 12864, 5312, 14400, TRUE, FALSE); //remove corner walls in base removeMessage(enm2Msg, PROX_MSG, player); //playSound(enm2Snd2, player); playSoundPos(enm2Snd2, player, 3193, 13806, 0); if (not obj1Flag) //show radar tower if missed somehow! { obj1Flag = TRUE; addMessage(obj1Msg, PROX_MSG, player, false); //playSound(obj1Snd1, player); playSoundPos(obj1Snd1, player, 3776, 11328, 0); setEventTrigger(obj1DeadEvnt, enm1DeadTrig); setEventTrigger(obj1SeenEvnt, inactive); } setEventTrigger(enm2DeadEvnt, inactive); } /* Now given as objective event enm2SeenEvnt(enm2SeenTrig) //base 2 seen { addMessage(enm2Msg, PROX_MSG, player, false); playSound(enm2Snd1, player); setEventTrigger(enm2DeadEvnt, enm2DeadTrig); setEventTrigger(enm2SeenEvnt, inactive); } */ /* 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 //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(gameLost, gameLostTrig); //waits 2 seconds before ending setEventTrigger(lostYetEvnt, inactive); 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==4) { setEventTrigger(lostYetEvnt, inactive); setEventTrigger(nextLevEvnt, winLoseTrig); setEventTrigger(wonYetEvnt, inactive); setEventTrigger(timeUp, inactive); } } } } } } 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 timeUp(CALL_MISSION_TIME) { setEventTrigger(wonYetEvnt,inactive); setEventTrigger(lostYetEvnt,inactive); setEventTrigger(gameLost, gameLostTrig); setEventTrigger(timeUp, inactive); }