init supply Orion #get the city and suburb on their "wait" paths supply OsubA supply OsubB trigdelay 600 hi_there trigdelay 2100 start_move end #init code end delay hi_there #greet the commander sound dave1 end ######################################################################### # Make Orion float after player gets close and have suburbs split off. # # # Also, have alarm claxons go off before split. # # ######################################################################### path waitO #make 'em wait until the claxon setpath moveO waitsignal claxonO end path waitA setpath moveA waitsignal claxonA end path waitB setpath moveB waitsignal claxonB end delay start_move #sound the claxon and start the cities detaching sound claxon trigdelay 2200 detach_cities trigdelay 2500 explain #after the claxon, tell cmdr about cities end delay detach_cities #get the cities moving setsignal claxonO setsignal claxonA setsignal claxonB end delay explain #now talk and set up next speel sound tour8 trigdelay 1400 air_traffic end delay air_traffic sound tour7 trigdelay 1100 buildings end delay buildings sound tour9 trigdelay 4200 over_up end delay over_up sound tour10 end path moveO #set the cities on their looping paths setpath circleO end path moveA setpath circleA end path moveB setpath circleB end path circleO #keep 'em circling setpath circleO end path circleA setpath circleA end path circleB setpath circleB end ################################################## # Player path code # ################################################## ###############Hill Above Delta Area################# path player1 #move player into the hills above Delta setpath player2 trigdelay 700 fuel #talk about ice mining trigdelay 6000 takeoff #Delay Dragonfly vertical liftoff end delay fuel sound dave4 trigdelay 1400 science end delay science sound tour11 trigdelay 2500 no_prob end delay no_prob sound tour12 trigdelay 1000 delta end delay delta sound dave5 end ############Delta Mine Area################# path player2 #fly over the Delta Mine Area sound tour13 trigdelay 1300 talk_mags setpath player3 end delay talk_mags sound dave6 #talk about maglocks trigdelay 2800 muletalk end delay muletalk sound tour14 end path DCULT3A #One of the dragonflies awaits launch setpath DCULT3B waitsignal launch end path DCULT3B supply DCULT4 #First dragonfly changes to air vehicle after vertical elevator movement end path DCULT5A #Second dragonfly lifts off vertically... setpath DCULT5B waitsignal launch end path DCULT5B supply DCULT6 #...and changes to air vehicle end delay takeoff setsignal launch #After 10 seconds, give signal to launch. end ###################Shooting Hulks#################### path player3 trigdelay 2200 junkyard #tell about upcoming hulks trigdelay 5000 how_he_do #figure out how well the player did trigdelay 6500 go_south setpath player4 end delay junkyard #the talking bit sound dave7 end delay how_he_do #give player feedback on how well he did cksa gtx1bldg.fsd #count up how many dead shapes the player killed ckaa gtx1cran.fsd ckaa gtx1dril.fsd ckaa px1mule.fsd ckaa gtx1vent.fsd ckaa gtx1hab.fsd ckaa px1mag2.fsd iflt 2 #if player killed 0-1, then "getting used to weapons" sound dave8 else ifgt 1 and iflt 4 #if killed 2-3, the "good shooting" sound dave9 else ifgt 3 #if 4 or more, then "awesome!" sound dave10 endif endif endif trigdelay 100 gobattle #start depots generating in triangle area end delay go_south sound tour15 trigdelay 1400 jupiter end delay jupiter sound tour16 end delay gobattle #generate first wave of enemy attackers supply frstwave supply frstwave supply frstwave supply frstwave supply frstwave supply frstwave supply frstwave supply frstwave supply shaddep supply shaddep end ###############Drydock Area################# path player4 sound tour17 setpath player5 trigdelay 1500 converse end delay converse sound tour1 end #############Virtual Target Practice################## path player5 setpath player6 trigdelay 2100 vrstuff #talk about shooting targets end delay vrstuff sound dave14 trigdelay 6500 checkvr #in 68 seconds, check to see how player did at shooting end delay checkvr cksa targ1.fsd #count how many targ's were killed ckaa targ2.fsd iflt 2 #if 0-1, then "count on my flying" sound dave15 else ifgt 1 and iflt 5 #if 2-4, then "might make it yet" sound dave16 else ifgt 4 #if 5 or more, then "nothin' can stop us" sound dave17 endif endif endif trigdelay 2000 stay_awake trigdelay 3700 bridgedead #tell about why bridges are destroyed end delay stay_awake sound tour18 end delay bridgedead sound dave18 end #################Triangle Area###################3 path player6 setblue #designate the player a reasonable target trigdelay 1 sighted #sight the MUTs and Wolverines setpath player7 end delay sighted sound dave19 trigdelay 1500 converse2 #start conversation between Kelly and Greg in 15 seconds end delay converse2 sound dave20 trigdelay 200 kelly1 trigdelay 450 kelly2 trigdelay 900 kelly3 trigdelay 2700 warning #give warning of oncoming enemy end delay kelly1 sound dave21 end delay kelly2 sound dave22 end delay kelly3 sound dave23 end delay warning sound dave24 trigdelay 2600 overgrowth #talk about the tunnel and crystal growths trigdelay 100 scndwave #now that you're in it, generate the second wave of attackers trigdelay 2500 thrdwave #and make the crowd thicker in 15 seconds end delay scndwave supply frstwave supply frstwave supply frstwave supply frstwave supply scordep2 supply scordep2 supply scordep2 supply scordep2 supply shaddep supply shaddep supply webfight supply webfight supply webfight supply webfight end delay thrdwave supply frstwave supply frstwave supply frstwave supply frstwave supply scordep2 supply scordep2 supply scordep2 supply scordep2 supply shaddep supply shaddep supply webstrafe supply webstrafe supply webstrafe supply webstrafe supply webfight supply webfight supply webfight supply webfight end delay overgrowth sound dave25 trigdelay 6200 warning2 #90 seconds after tunnel discovery, warn Kelly he's in trouble end delay warning2 sound dave26 trigdelay 450 backatcha #have Kelly reply immediately trigdelay 1200 dive #then talk about low, fast dive end delay backatcha sound dave27 end delay dive sound dave28 end #################End of Game################# path player7 setpath goodbye sound dave29 #talk about Cmdr. being last, best hope trigdelay 1900 end_demo end delay end_demo win 1 end ############################### # This code section allows # # miners to escape into buses# ############################### path takins1 setblue #designate him a viable target setpath takins2 supply guydep1 #make miners run out to meet bus supply guydep1 #make miners run out to meet bus supply guydep2 supply guydep2 supply guydep3 supply guydep3 supply guydep3 waitsignal go_go_go1 end path johnson1 #as above setblue #designate him a viable target setpath johnson2 waitsignal go_go_go2 end path emery1 #as above setblue #designate him a viable target setpath emery2 waitsignal go_go_go3 end ####################################################### # Make the miners endlessly resupply themselves # ####################################################### path guy5 trigdelay 200 moremen1 trigdelay 300 moremen2 trigdelay 100 moremen3 end delay moremen1 supply guydep1 supply guydep1 end delay moremen2 supply guydep2 supply guydep2 end delay moremen3 supply guydep3 supply guydep3 supply guydep3 end #################################################### # Once the scorps and shads are sighted, the forces# # move out to attack. # #################################################### path masser1 setpath masser2 end path carson1 setpath carson2 end path bremen1 setpath bremen2 end path toshiro1 setpath toshiro2 end #################################################### # Toshiro orders Masser to hold 'em off while he # # covers the buses. # #################################################### path masser2 setpath masser3 end ################################################### # Bremen and Carson trade jabs as they go into the# # fray. # ################################################### path carson2 setpath carson3 end path bremen2 setpath bremen3 end ################################################### # Carson's decision making branchway # ################################################### path carson3 cpathsa emery3 #if the buses are on their way home, then do the rearguard thang. cpathaa johnson3 cpathaa takins3 ifgt 0 setpath carson4a else cksa abremen.fsd #if bremen bought it, then... ifeq 1 cksa amasser.fsd #check to see if masser bought it ifeq 1 setpath masser3 #if she did, then go all the way over there, otherwise... else setpath bremen3 #fill in bremen's gap endif else cksa amasser.fsd #check again to see if she's dead ifeq 1 setpath masser3 else setpath carson3 #if no one is dead, stay looping and defending endif endif endif end ################################################### # Bremen's decision making branchway # ################################################### path bremen3 cpathsa emery3 cpathaa johnson3 cpathaa takins3 ifgt 0 cksa abremen.fsd ifeq 0 setpath bremen4 #if the buses are on their way home, then do the rearguard thang. else setpath carson4b #otherwise, it's Carson on his path -- send him home instead endif else setpath bremen3 #otherwise stay looping endif end ################################################### # Masser's decision making branchway # ################################################### path masser3 cpathsa emery2 cpathaa johnson2 cpathaa takins2 ifgt 0 cksa amasser.fsd #check to see if masser is dead ifeq 0 setpath toshiro4d #if she's not dead, then put her on the MUT advance guard path else setpath carson4c #otherwise, it's Carson on her path and send HIM home. endif else setpath masser3 #if none of the above, then loop again. endif end ################################################### # This is Toshiro's decision making branchway. # ################################################### path toshiro2 setpath toshiro3 trigdelay 500 stand_n_shoot waitsignal waitforit end delay stand_n_shoot ifstrlt Player 9 #if player gets wounded... trigdelay 700 move_out else trigdelay 500 stand_n_shoot #otherwise sit there and guard the MUTs endif end delay move_out #go attack the shadow tanks setsignal waitforit end path toshiro3 ifdead guydep1 #if buses have left... setpath toshiro4b #guard them home... else #if they haven't left... cksa pt2shad.fsd iflt 2 #shoot the shadow tanks if any remain... setpath toshiro4a else setpath toshiro4b #otherwise, go help Masser endif endif end path toshiro4a #upon completion of your attack loop... ifalive guydep1 #if buses are still picking up miners... cksa pt2shad.fsd iflt 2 setpath toshiro4a #and if tanks aren't dead, stay and fight... else setpath toshiro4b #otherwise, go help Masser. endif else setpath toshiro4b #if buses are gone, then go help Masser endif end path toshiro4b cksa amasser.fsd #check to see if Masser is dead... ifeq 1 #if she's dead... ifdead guydep1 #and buses have left... setpath toshiro4d #go be the advance guard for the buses else setpath toshiro4c #otherwise, stay and shoot scorpions endif else #if Masser is still alive... ifdead guydep1 #and buses have left... setpath toshiro4d #then go play guard for them else setpath toshiro4c endif endif end path toshiro4c cksa amasser.fsd #check to see if Masser is dead ifeq 1 #if so... ifdead guydep1 #and buses have left... setpath toshiro4d #go do the path destroying scorps for MUT home free run else #otherwise, buses are still at depot and Masser is dead, so... setpath toshiro4c #stay and be a rearguard for buses endif else #Masser is still alive ifdead guydep1 #see if buses have left... setpath toshiro4d #if so, go keep them safe from harm else setpath toshiro4c #otherwise stay and fight endif endif end path toshiro4d cpathsa toshiro4d ifeq 1 setpath toshiro4e #send you through Bremen & Carson's area else setpath masser4 #send Masser home endif end path toshiro4e cpathsa bremen4 cpathaa carson4a cpathaa carson4b cpathaa carson4c ifeq 2 setpath toshiro4g #if Bremen & Carson aren't headed home, then stay and loop some more... else setpath toshiro4f #if they're gone, so are you. endif end path toshiro4f setpath toshiro4g end path toshiro4g trigdelay 100 reinforcements setpath toshiro6 end ################################################################## # Move the aliens to their attack loops # ################################################################## path scor1a cpathsa scor1a div 2 ifremeq 1 setpath scor1b else setpath scor1c endif end path scor2a cpathsa scor2a div 2 ifremeq 1 setpath scor2b else setpath scor2c endif end path scor3a cpathsa scor3a div 2 ifremeq 1 setpath scor3b else setpath scor3c endif end path scor4a cpathsa scor4a div 2 ifremeq 1 setpath scor4b else setpath scor4c endif end path shad1a cpathsa shad1a div 2 ifremeq 1 setpath shad1b else setpath shad1c endif end ################################################################## # Make the aliens loop indefinitely # ################################################################## path scor1b setpath scor1b end path scor1c setpath scor1c end path scor2b setpath scor2b end path scor2c setpath scor2c end path scor3b setpath scor3c end path scor4b setpath scor4b end path scor4c setpath scor4c end path shad1b setpath shad1b end path shad1c setpath shad1c end ################################################################# eocc