; ; Game End Conditions for team 0 ; DefineEndCondTree(0) { ; ; Conditional State #1 ; DefineCondState() { DefineCondition(2 0 0 0 "D") ;Rescue group 1 (medic / infantry) { CritONCE() { CritInRegion(67903) } } DefineCondition(3 0 0 0 "D") ; rescue group 2 (tanks / mechanic) { CritONCE() { CritInRegion(64129) } } DefineCondition(4 0 0 0 "D") ; rescue group 3 (Rigs / Freighters) { CritONCE() { CritInRegion(64154) } } DefineCondition(5 0 0 0 "D") ; rescue group 4 (upper left in base) { CritONCE() { CritInRegion(67897) } } DefineCondition(6 0 0 0 "D") ; rescue group 5 (upper right in base) { CritONCE() { CritInRegion(67898) } } DefineCondition(7 0 0 0 "D") ; rescue group 6 (lower right in base) { CritONCE() { CritInRegion(67900) } } DefineCondition(8 0 0 0 "D") ; rescue group 7 (lower left in base) { CritONCE() { CritInRegion(67899) } } DefineCondition(10 0 0 0 "D") ; rescue group 8 (JEB RADEC) { CritONCE() { CritInRegion(67901) } } ; DefineCondition(10 0 0 0 "D") ; Jeb is in the house (killing zone) ; { ; CritONCE() ; { ; CritMoveUnitsToRegion(67902 1) ; { ; 69616 ; } ; } ; } ; DefineCondition(11 0 0 0 "D") ; Group #1 (upper left) makes it to base ; { ; CritONCE() ; { ; CritMoveUnitsToRegion(67976 1) ; { ; 69568 69566 69564 69560 69558 69554 ; } ; } ; } ; ; DefineCondition(12 0 0 0 "D") ; Group #2 (upper right) makes it to base ; { ; CritONCE() ; { ; CritMoveUnitsToRegion(67976 1) ; { ; 69590 69588 69586 69584 69582 69576 ; } ; } ; } ; DefineCondition(13 0 0 0 "D") ; Group #3 (lower right) makes it to base ; { ; CritONCE() ; { ; CritMoveUnitsToRegion(67976 1) ; { ; 69602 69600 69598 69596 69594 69592 ; } ; } ; } ; DefineCondition(14 0 0 0 "D") ; Group #4 (lower left) makes it to base ; { ; CritONCE() ; { ; CritMoveUnitsToRegion(67976 1) ; { ; 69614 69612 69610 69608 69606 69604 ; } ; } ; } ; DefineCondition(15 0 0 0 "D") ; JEB makes it to base ; { ; CritONCE() ; { ; CritMoveUnitsToRegion(67976 1) ; { ; 69616 ; } ; } ; } DefineCondition(17 0 0 0 "D") ; Player has destroyed ai base { CritONCE() { CritDestroyTeamBuildings(1 0) } } DefineCondition(16 0 0 0 "D") ; Player has destroyed AI and rescued all { CritAND() { CritAND() { CritKillTeamUnits(2 0) CritKillTeamUnits(3 0) CritKillTeamUnits(4 0) CritKillTeamUnits(5 0) CritKillTeamUnits(6 0) CritKillTeamUnits(7 0) } CritDestroyTeamBuildings(1 0) } } SetAlliance(2 0 1 1 1 1 1 2) } ; ; Conditional State #2 -This is the first group of outside prisoners ; DefineCondState() { DefineCondition(1 0 0 0 "D") { CritTimer(0) } GiveSpecialForces(101 0) ; BonusCredits(2 1000) TriggerMessage(GVSTSCLT) ; units liberated } ; ; Conditional State #3- This is the second group of outside prisoners ; DefineCondState() { DefineCondition(1 0 0 0 "D") { CritTimer(0) } GiveSpecialForces(202 0) ; BonusCredits(2 1000) TriggerMessage(GVSTSCLT) ; units liberated } ; ; Conditional State #4 - This is the third group of outside prisoners ; DefineCondState() { DefineCondition(1 0 0 0 "D") { CritTimer(0) } GiveSpecialForces(303 0) ; BonusCredits(2 1000) TriggerMessage(GVSTSCLT) ; units liberated } ; ; Conditional State #5 - upper left prisoners in base ; DefineCondState() { DefineCondition(1 0 0 0 "D") { CritTimer(0) } ; TriggerSpecialForces(404 67976) GiveSpecialForces(404 0) ; BonusCredits(2 1000) TriggerMessage(GVSTSCLT) ; units liberated } ; ; Conditional State #6 - upper right prisoners in base ; DefineCondState() { DefineCondition(1 0 0 0 "D") { CritTimer(0) } ; TriggerSpecialForces(505 67976) GiveSpecialForces(505 0) ; BonusCredits(2 1000) TriggerMessage(GVSTSCLT) ; units liberated } ; ; Conditional State #7 - lower right prisoners in base ; DefineCondState() { DefineCondition(1 0 0 0 "D") { CritTimer(0) } ; TriggerSpecialForces(606 67976) GiveSpecialForces(606 0) ; BonusCredits(2 1000) TriggerMessage(GVSTSCLT) ; units liberated } ; ; Conditional State #8 - lower left prisoners in base ; DefineCondState() { DefineCondition(1 0 0 0 "D") { CritTimer(0) } ; TriggerSpecialForces(707 67976) GiveSpecialForces(707 0) ; BonusCredits(2 1000) TriggerMessage(GVSTSCLT) ; units liberated } ; ; Conditional State #9 - Our hero JEB RADEC in the zone ; DefineCondState() { DefineCondition(10 0 0 0 "region_one") { CritTeamInRegion(67902 7) } ; TriggerSpecialForces(808 67902) ; BonusCredits(2 1000) ; TriggerMessage(GVINTCL3) ; objective sucesful } ; ; Conditional State #10 - JEB's AI takes over he slauters everyone ; DefineCondState() { DefineCondition(1 0 0 0 "D") { CritTimer(0) } ; BonusCredits(2 1000) GiveSpecialForces(808 0) TriggerMessage(GVINTCL3) ; objective succesful ; ReleaseSpecialForces(808) } ; ; Conditional State #11 - Group #1 (upper left is in the players base) ; DefineCondState() { DefineCondition(1 0 0 0 "D") { CritTimer(0) } GiveSpecialForces(404 0) } ; ; Conditional State #12 - Group #2 (upper right is in the players base) ; DefineCondState() { DefineCondition(1 0 0 0 "D") { CritTimer(0) } GiveSpecialForces(505 0) } ; ; Conditional State #13 - Group #3 (lower right is in the players base) ; DefineCondState() { DefineCondition(1 0 0 0 "D") { CritTimer(0) } GiveSpecialForces(606 0) } ; ; Conditional State #14 - Group #4 (lower left is in players base) ; DefineCondState() { DefineCondition(1 0 0 0 "D") { CritTimer(0) } GiveSpecialForces(707 0) } ; ; Conditional State #15 - Group #5 ; DefineCondState() { DefineCondition(1 0 0 0 "give_jeb") { CritTimer(0) } GiveSpecialForces(808 0) } ; ; Conditional State #16 "mission succesful" ; DefineCondState() { DefineCondition(0 0 0 0 you_win) { CritTimer(50) } ; TriggerMessage(GVINTCL5) } ; ; Conditional State #17 "objective succesful" ; DefineCondState() { DefineCondition(1 0 0 0 you_win) { CritTimer(0) } TriggerMessage(GVINTCL3) } }