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  • Committer: Bazaar Package Importer
  • Author(s): Christoph Egger, Paul Wise, Christoph Egger
  • Date: 2009-06-29 17:12:52 UTC
  • mfrom: (1.1.11 upstream) (2.1.7 squeeze)
  • Revision ID: james.westby@ubuntu.com-20090629171252-5ddnlfg3zfchrega
Tags: 2.2.1+dfsg1-1
[ Paul Wise ]
* New upstream release (Closes: #534962)
* Adjust the flex build-depends to take account of the conflict
  with all the versions of flex 2.5.34 (LP: #372872)
* Make the -music Recommends more strict, 2.1 music doesn't work
  with 2.2.
* Upstream moved the downloads to sourceforge, update the watch file
* Bump Standards-Version, no changes needed
* Drop use of dh_desktop since it no longer does anything
* Recommend the new warzone2100-video package, version 2.2 or similar
* Mention the warzone2100 crash reports in the -dbg package description

[ Christoph Egger ]
* Replace CC-2.0 graphic from cybersphinx, create a new tarball
* Add myself to uploaders

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Lines of Context:
 
1
//Generic VLO file template for start/expand levels
 
2
 
 
3
//Cam2-1.vlo
 
4
 
 
5
script "GenExp.slo"
 
6
run
 
7
{
 
8
/* Next level stuff */
 
9
NextLev         LEVEL           "CAM_2B"        //points to next level
 
10
 
 
11
 
 
12
/* Define Players/Enemies */
 
13
numEnemies      int             1               //MAX 2. Must define same as number of enemy players given next
 
14
enemy[0]        int             2
 
15
//cyborgs now player 2!!!
 
16
//enemy[1]      int             7
 
17
alliancePlayer  int             0               //ally player with self (could be a different player number
 
18
allianceEnemy[0]        int     2       //7             //ally enemy with self (could be a different player number
 
19
//allianceEnemy[1]      int     2
 
20
allianceFlag    BOOL            FALSE           //TRUE if want enemies to use each others targets, otherwise mark FALSE
 
21
 
 
22
 
 
23
/* Starting Enemy Power */
 
24
power[0]        int             10000           //starting power values for each enemy listed above
 
25
//power[1]      int             1000
 
26
 
 
27
/* Structure Limits */
 
28
numStrucStats   int     6                       //MAX 5. Must be same as number of limits given next
 
29
strucStat[0]    STRUCTURESTAT   "A0PowerGenerator"
 
30
strucLimit[0]   int             0
 
31
strucStat[1]    STRUCTURESTAT   "A0ResourceExtractor"
 
32
strucLimit[1]   int             0
 
33
strucStat[2]    STRUCTURESTAT   "A0ResearchFacility"
 
34
strucLimit[2]   int             0
 
35
strucStat[3]    STRUCTURESTAT   "A0LightFactory"
 
36
strucLimit[3]   int             0
 
37
strucStat[4]    STRUCTURESTAT   "A0CommandCentre"
 
38
strucLimit[4]   int             0
 
39
strucStat[5]    STRUCTURESTAT   "A0ComDroidControl"
 
40
strucLimit[5]   int             0
 
41
 
 
42
/* Initialisation */
 
43
centreX         int             960     //starting view centre (in world units)
 
44
centreY         int             7488
 
45
scrollX1        int             0       //scroll limits (in tile units)
 
46
scrollY1        int             0
 
47
scrollX2        int             64
 
48
scrollY2        int             64
 
49
zoomLevel       int             1       //starting radar: 0=zoomed out, 2=zoomed in
 
50
 
 
51
numLZ           int             1       //MAX 8. Number of Landing zones/areas can't build on (0 = LZ)
 
52
//These now represent the coords for the current map - ie cam2-1! Hurrah!
 
53
LZX[0]          int             7       //coords of LZs in tile units
 
54
LZY[0]          int             58
 
55
//special, last LZ is for next map!! (don't count in numLZ) DON'T NEED ANYMORE
 
56
//LZX[1]                int             87      //coords of Campaign Map LZ in tile units
 
57
//LZY[1]                int             100
 
58
 
 
59
/* Transport exit and entry */
 
60
transX[0]       int             1       //entry
 
61
transY[0]       int             55
 
62
transX[1]       int             10      //exit
 
63
transY[1]       int             62
 
64
 
 
65
ReinforceTime   INT             -1      // number of seconds*10 for transport, -1 for no reinforcements
 
66
 
 
67
/* starting technology for enemy */
 
68
//NOTE: need to set first number in array for enemy player
 
69
//second number needs to correspond to numTechs[enemy]
 
70
//MAX 2 enemies, 10 technologies
 
71
numTechs[0]     int             20
 
72
startTech       [0]     [0]     RESEARCHSTAT    "R-Defense-WallUpgrade03"       
 
73
startTech       [0]     [1]     RESEARCHSTAT    "R-Struc-Materials03"   
 
74
startTech       [0]     [2]     RESEARCHSTAT    "R-Vehicle-Engine04"    
 
75
startTech       [0]     [3]     RESEARCHSTAT    "R-Vehicle-Metals03"    
 
76
startTech       [0]     [4]     RESEARCHSTAT    "R-Cyborg-Metals03"     
 
77
startTech       [0]     [5]     RESEARCHSTAT    "R-Vehicle-Armor-Heat01"        
 
78
startTech       [0]     [6]     RESEARCHSTAT    "R-Cyborg-Armor-Heat01" 
 
79
startTech       [0]     [7]     RESEARCHSTAT    "R-Wpn-Cannon-Accuracy02"       
 
80
startTech       [0]     [8]     RESEARCHSTAT    "R-Wpn-Cannon-Damage04"
 
81
startTech       [0]     [9]     RESEARCHSTAT    "R-Wpn-Cannon-ROF01"
 
82
startTech       [0]     [10]    RESEARCHSTAT    "R-Wpn-Flamer-Damage04"
 
83
startTech       [0]     [11]    RESEARCHSTAT    "R-Wpn-Flamer-ROF01"
 
84
startTech       [0]     [12]    RESEARCHSTAT    "R-Wpn-MG-Damage04"
 
85
startTech       [0]     [13]    RESEARCHSTAT    "R-Wpn-MG-ROF02"
 
86
startTech       [0]     [14]    RESEARCHSTAT    "R-Sys-Sensor-Upgrade01"        
 
87
startTech       [0]     [15]    RESEARCHSTAT    "R-Wpn-Mortar-Damage03" 
 
88
startTech       [0]     [16]    RESEARCHSTAT    "R-Wpn-Mortar-Damage04" //"R-Wpn-Mortar-ROF01"  
 
89
startTech       [0]     [17]    RESEARCHSTAT    "R-Wpn-RocketSlow-Accuracy03"   
 
90
startTech       [0]     [18]    RESEARCHSTAT    "R-Wpn-RocketSlow-Damage03"     
 
91
startTech       [0]     [19]    RESEARCHSTAT    "R-Wpn-RocketSlow-ROF03"        
 
92
 
 
93
/* Briefings */
 
94
numBriefs       int             1       //MAX 5. Needs to be same as the number of briefings given next
 
95
brief[0]        INTMESSAGE      "MB2_1_MSG2"
 
96
briefVal[0]     int             2       //0 remove after playing, 1 keep, 2 don't play immediately
 
97
endMsg          INTMESSAGE      "END"
 
98
 
 
99
 
 
100
/* Objectives */
 
101
numObjectives   int             1       //MAX 3. Needs to be the same as the number of objective blips given next
 
102
objective[0]    INTMESSAGE      "C21_OBJECTIVE"
 
103
objectiveX[0]   int             6464    //doesn't use index to array, use world coords
 
104
objectiveY[0]   int             1728
 
105
 
 
106
/* Victory Conditions */
 
107
//NOTE: always assumes victory condition of: number of artifacts collected = victoryArt
 
108
numVictory      int             0       //number of victory conditions to be met (not including artifacts)
 
109
                                        //DOESN'T need to be same as number given next (these are set TRUE/FALSE)
 
110
                                        //if victory condition required. Can have 2 set to TRUE and numVictory = 1
 
111
                                        //This will then let player win if EITHER condition is true!
 
112
                                        //Use numVictory of 0 if just want player to get artifacts
 
113
 
 
114
//these now done as integers NOT bools!! Use -1 for False, # for True (often an index to check!)
 
115
//for this reason must specify ALL victory[]!
 
116
victory[0]      int             -1      //all enemy vehicles and structures need to be killed
 
117
victory[1]      int             -1      //all players vehicles at REGION index # (eg LZ REGION)
 
118
victory[2]      int             -1      //number of objectives to get to (uses objective[0] to objective[#])
 
119
victory[3]      int             -1      //number of bases to destroy (uses base[0] to base[#])
 
120
 
 
121
/* might use these later if necessary
 
122
victory[4]      int             -1      //kill all UNITS belonging to enemy # index
 
123
victory[5]      int             -1      //kill all STRUCTURES belonging to enemy # index
 
124
victory[6]      int             -1      //REGION index to check for defences built
 
125
victory[7]      int             -1      //# of EXTRA defences to build in REGION
 
126
*/
 
127
linkVictory     BOOL            TRUE    //got to transport (other script)
 
128
 
 
129
/* Failure Conditions */
 
130
//Extra conditions above ALL player units and structures dead, or TIME LIMIT expired
 
131
//numFail       int             0       //number required to be met (usually one if used!)
 
132
//only one of these has to be met
 
133
//Use -1 for False, # for True (often an index to check!)
 
134
 
 
135
fail    [0]     int             -1      //0     //group # index all got to REGION
 
136
fail    [1]     int             -1      //2     //REGION index for above (these count as one condition!)
 
137
 
 
138
/* might use these later if necessary
 
139
fail    [2]     int             -1      //only Player UNITS need to be killed to lose
 
140
fail    [3]     int             -1      //only Player STRUCTURES need to be killed to lose
 
141
fail    [4]     int             -1      //Structure index # to be destroyed to lose????
 
142
*/
 
143
linkFail        BOOL            TRUE
 
144
 
 
145
/* Artifacts */
 
146
victoryArt      int             0       //number of artifacts required for victory (must be <= numArt)
 
147
numArt  int             0       //MAX 6. Number of artifacts in total (even if not in game, but added as extra research!)
 
148
 
 
149
//new improved way of doing artifacts
 
150
//artType: 0 = artifact starts on map, 1 = get from STRUCTURE, 2 = get from FEATURE, 3 = get from DROID, 4 = at end of level
 
151
//artVal: index to relevant type, ie FEATURE(crate), FEATURE, STRUCTURE, DROID
 
152
//artX, artY: artifact coords (this is updated for DROIDS moving by script, but still needs an array to store them in!)
 
153
/*
 
154
artType [0]     int             1                               //get from STRUCTURE
 
155
artVal  [0]     int             0                               //get from Medium Factory
 
156
artX            [0]     int             4928
 
157
artY            [0]     int             4288
 
158
artComp [0]     RESEARCHSTAT    "CAM2RESEARCH" //"R-Wpn-TUTMG"                  //CHANGE THIS RESEARCH STAT
 
159
*/
 
160
 
 
161
/* ******************************************** */
 
162
/* lists of stuff referred to by index number   */
 
163
/* ******************************************** */
 
164
 
 
165
/* ******************************************** */
 
166
/* FEATURES (inc crates, by ID number)  MAX = 10        */
 
167
//features      [0]     FEATURE         649             //crate artifact (1st in valley)
 
168
//features      [1]     FEATURE         661             //crate artifact (2nd by huts) (CHANGED TO BUNKER)
 
169
 
 
170
/* ******************************************** */
 
171
/* STRUCTURES (by ID number)            MAX = 10        */
 
172
//structures    [0]     STRUCTURE       423             //Collective Base 1 Factory
 
173
//structures    [1]     STRUCTURE       650             //radar Tower
 
174
//structures    [2]     STRUCTURE       481             //Base 2 Factory
 
175
//structures    [3]     STRUCTURE       623             //Base 3 Factory
 
176
//structures    [4]     STRUCTURE       666             //Bunker
 
177
 
 
178
/* ******************************************** */
 
179
/* DROIDS (by ID number)                MAX = 10        */
 
180
//droids                [0]     DROID           3279            //testdroid
 
181
 
 
182
/* ******************************************** */
 
183
/* list of templates (by name)           MAX = 20       */
 
184
/* ******************************************** */
 
185
/* old templates
 
186
templates       [5]     TEMPLATE        "CO-M-Rocket-LtA-T-Halftrack"
 
187
templates       [6]     TEMPLATE        "CO-M-MedCan-Tracks"
 
188
templates       [7]     TEMPLATE        "CO-M-Mortar1-Halftrack"
 
189
*/
 
190
 
 
191
templates       [0]     TEMPLATE        "CO-M-Con-T"            //Truck Vehicle
 
192
templates       [1]     TEMPLATE        "CO-M-Repair-T"         //Repair Vehicle
 
193
templates       [2]     TEMPLATE        "CO-M-Sensor-T" //Sensor Vehicle
 
194
templates       [3]     TEMPLATE        "CO-M-CBS-T"
 
195
templates       [4]     TEMPLATE        "CO-M-HMG-T"
 
196
 
 
197
templates       [5]     TEMPLATE        "CO-M-Rocket-LtA-T-T"
 
198
templates       [6]     TEMPLATE        "CO-M-MedCan-Tracks"
 
199
templates       [7]     TEMPLATE        "CO-M-HvMortar-T"
 
200
 
 
201
/*
 
202
templates       [8]     TEMPLATE        "CO-M-HvMortar-T"
 
203
templates       [9]     TEMPLATE        "CO-H-Command-Track"
 
204
templates       [10]    TEMPLATE        "CO-M-Rocket-LtA-T-Halftrack"
 
205
 
 
206
//Collective VTOL Templates
 
207
templates       [11]    TEMPLATE        "CO-L-Rocket-VTOL-Pod-VTOL"
 
208
templates       [12]    TEMPLATE        "CO-L-Rocket-LtA-T-VTOL"
 
209
templates       [13]    TEMPLATE        "CO-M-Bomb1-VTOL"
 
210
 
 
211
//Cyborg Templates (SHARED)
 
212
templates       [14]    TEMPLATE        "Cyb-Flamer-GROUND"
 
213
templates       [15]    TEMPLATE        "Cyb-Cannon-GROUND"
 
214
templates       [16]    TEMPLATE        "Cyb-Rocket-GROUND"
 
215
*/
 
216
 
 
217
/* Templates available for this level */
 
218
/*
 
219
//Trucks
 
220
TEMPLATE        "CO-M-Con-T" 
 
221
 
 
222
//Repairs
 
223
TEMPLATE        "CO-M-Repair-T"
 
224
 
 
225
//Sensors
 
226
TEMPLATE        "CO-M-Sensor-T"
 
227
TEMPLATE        "CO-M-CBS-T"
 
228
TEMPLATE        "CO-M-Vstrike-T"
 
229
//TEMPLATE      "CO-M-VTOLCBS-Halftrack"
 
230
 
 
231
//Commanders
 
232
TEMPLATE        "CO-H-Command-Track"
 
233
 
 
234
//Tanks
 
235
TEMPLATE        "CO-M-HMG-T"
 
236
TEMPLATE        "CO-M-MedCan-Tracks"
 
237
TEMPLATE        "CO-H-HvyCan-Tracks"
 
238
TEMPLATE        "CO-M-HvMortar-T"
 
239
TEMPLATE        "CO-M-Rocket-LtA-T-T"                   //NEW
 
240
 
 
241
//Cyborgs
 
242
TEMPLATE        "Cyb-Chain-GROUND"
 
243
TEMPLATE        "Cyb-Cannon-GROUND"
 
244
TEMPLATE        "Cyb-Rocket-GROUND"
 
245
TEMPLATE        "Cyb-Flamer-GROUND"                     //NEW
 
246
 
 
247
//VTOLS
 
248
TEMPLATE        "CO-M-Bomb1-VTOL"
 
249
TEMPLATE        "CO-L-Rocket-LtA-T-VTOL"                //NEW
 
250
 
 
251
//Sensor Towers
 
252
TEMPLATE        "Sys-SensoTower02"
 
253
TEMPLATE        "Sys-CB-Tower01"
 
254
 
 
255
//Defenses
 
256
TEMPLATE        "CO-Tower-MG3"
 
257
TEMPLATE        "CO-Tower-LtATRkt"
 
258
TEMPLATE        "CO-Tower-MdCan"
 
259
*/
 
260
 
 
261
/* ******************************************** */
 
262
//coordinates (world coords)            MAX = 10
 
263
/* ******************************************** */
 
264
coordsX         [0]     int             4416            //base 1 Assembly
 
265
coordsY         [0]     int             4928
 
266
 
 
267
coordsX         [1]     int             5824            //base 2 Assembly (and valley group retreat!)
 
268
coordsY         [1]     int             2368
 
269
 
 
270
coordsX         [2]     int             5184            //base 3 Assembly
 
271
coordsY         [2]     int             6592
 
272
 
 
273
coordsX         [3]     int             3904            //Factory waypoint 1
 
274
coordsY         [3]     int             3776    
 
275
coordsX         [4]     int             5952            //Factory waypoint 2
 
276
coordsY         [4]     int             3776
 
277
coordsX         [5]     int             5952            //Factory waypoint 3
 
278
coordsY         [5]     int             5952
 
279
coordsX         [6]     int             3776            //Factory waypoint 4
 
280
coordsY         [6]     int             5952
 
281
 
 
282
coordsX         [7]     int             960             //player's LZ
 
283
coordsY         [7]     int             7488
 
284
 
 
285
coordsX         [8]     int             832             //cyborg base
 
286
coordsY         [8]     int             960
 
287
 
 
288
coordsX         [9]     int             5696            //Cyb Group way1
 
289
coordsY         [9]     int             7104
 
290
coordsX         [10]    int             7104            //Cyb Group way2
 
291
coordsY         [10]    int             7104
 
292
coordsX         [11]    int             7232            //Cyb Group way3
 
293
coordsY         [11]    int             3904
 
294
 
 
295
/* ******************************************** */
 
296
//regions (world coords)                MAX = 20
 
297
/* ******************************************** */
 
298
regionsX1       [0]     int             2496            //enemy base1 blip
 
299
regionsY1       [0]     int             3904
 
300
regionsX2       [0]     int             3776
 
301
regionsY2       [0]     int             5440
 
302
 
 
303
regionsX1       [1]     int             3904            //enemy base2 blip
 
304
regionsY1       [1]     int             3904
 
305
regionsX2       [1]     int             5824
 
306
regionsY2       [1]     int             5952
 
307
 
 
308
regionsX1       [2]     int             832             //enemy base3 blip      (cyborg group also)
 
309
regionsY1       [2]     int             960
 
310
regionsX2       [2]     int             1856
 
311
regionsY2       [2]     int             1728
 
312
 
 
313
regionsX1       [3]     int             320             //base 1 Factory start
 
314
regionsY1       [3]     int             4160            //crossed by 1st derrick
 
315
regionsX2       [3]     int             2368
 
316
regionsY2       [3]     int             5184    
 
317
 
 
318
regionsX1       [4]     int             192             //Player's LZ region for victory
 
319
regionsY1       [4]     int             6720
 
320
regionsX2       [4]     int             1856
 
321
regionsY2       [4]     int             8000
 
322
 
 
323
regionsX1       [5]     int             7104            //SE Cyborg group
 
324
regionsY1       [5]     int             6336
 
325
regionsX2       [5]     int             7616
 
326
regionsY2       [5]     int             6848    
 
327
 
 
328
/* reuse
 
329
regionsX1       [6]     int             704             //region group 0 (along valley)
 
330
regionsY1       [6]     int             4544
 
331
regionsX2       [6]     int             1728            //include guys on hill!
 
332
regionsY2       [6]     int             4800    
 
333
regionsX1       [7]     int             576             //region group 1
 
334
regionsY1       [7]     int             4032
 
335
regionsX2       [7]     int             1728
 
336
regionsY2       [7]     int             4543    
 
337
regionsX1       [8]     int             576             //region group 2
 
338
regionsY1       [8]     int             3136
 
339
regionsX2       [8]     int             1216
 
340
regionsY2       [8]     int             4032    
 
341
regionsX1       [9]     int             576             //region group 3
 
342
regionsY1       [9]     int             1728
 
343
regionsX2       [9]     int             1600
 
344
regionsY2       [9]     int             4032    
 
345
regionsX1       [10]    int             704             //region group 4
 
346
regionsY1       [10]    int             704
 
347
regionsX2       [10]    int             2112
 
348
regionsY2       [10]    int             1728    
 
349
 
 
350
regionsX1       [11]    int             1728            //region group 5 (radar defenders)
 
351
regionsY1       [11]    int             320
 
352
regionsX2       [11]    int             6208
 
353
regionsY2       [11]    int             3904    
 
354
regionsX1       [12]    int             4032            //protect region group 5 (radar object)
 
355
regionsY1       [12]    int             2368
 
356
regionsX2       [12]    int             4800
 
357
regionsY2       [12]    int             3136    
 
358
*/
 
359
/* ******************************************** */
 
360
/* sector Stuff */
 
361
/* ******************************************** */
 
362
/*reuse
 
363
//sectors to attack (covers 1A-C expansion area, in order of priority to attack)
 
364
//MAX = 20
 
365
//sect15
 
366
sectorsX1       [0]     int             10432
 
367
sectorsY1       [0]     int             12736
 
368
sectorsX2       [0]     int             14272
 
369
sectorsY2       [0]     int             15552
 
370
//sect21
 
371
sectorsX1       [1]     int             8896
 
372
sectorsY1       [1]     int             13760
 
373
sectorsX2       [1]     int             10304
 
374
sectorsY2       [1]     int             15040
 
375
//sect20
 
376
sectorsX1       [2]     int             6336
 
377
sectorsY1       [2]     int             13760
 
378
sectorsX2       [2]     int             8768
 
379
sectorsY2       [2]     int             14144
 
380
//ravine entrance to 1B
 
381
//sect
 
382
sectorsX1       [3]     int             2112
 
383
sectorsY1       [3]     int             12736
 
384
sectorsX2       [3]     int             6336
 
385
sectorsY2       [3]     int             14784
 
386
//sect
 
387
sectorsX1       [4]     int             1600
 
388
sectorsY1       [4]     int             10176
 
389
sectorsX2       [4]     int             5952
 
390
sectorsY2       [4]     int             12608
 
391
//sect
 
392
sectorsX1       [5]     int             4672
 
393
sectorsY1       [5]     int             8640
 
394
sectorsX2       [5]     int             5696
 
395
sectorsY2       [5]     int             10048
 
396
//sect
 
397
sectorsX1       [6]     int             4160
 
398
sectorsY1       [6]     int             6464
 
399
sectorsX2       [6]     int             5056
 
400
sectorsY2       [6]     int             8512
 
401
//sect (base)
 
402
sectorsX1       [7]     int             832
 
403
sectorsY1       [7]     int             6336
 
404
sectorsX2       [7]     int             3392
 
405
sectorsY2       [7]     int             7104
 
406
//sect
 
407
sectorsX1       [8]     int             4800
 
408
sectorsY1       [8]     int             5056
 
409
sectorsX2       [8]     int             6208
 
410
sectorsY2       [8]     int             6208
 
411
//sect
 
412
sectorsX1       [9]     int             3392
 
413
sectorsY1       [9]     int             4672
 
414
sectorsX2       [9]     int             4160
 
415
sectorsY2       [9]     int             5440
 
416
//sect
 
417
sectorsX1       [10]    int             5056
 
418
sectorsY1       [10]    int             4160
 
419
sectorsX2       [10]    int             5312
 
420
sectorsY2       [10]    int             4928
 
421
//sect
 
422
sectorsX1       [11]    int             4032
 
423
sectorsY1       [11]    int             1216
 
424
sectorsX2       [11]    int             6208
 
425
sectorsY2       [11]    int             3264
 
426
//sect
 
427
sectorsX1       [12]    int             3392
 
428
sectorsY1       [12]    int             832
 
429
sectorsX2       [12]    int             3776
 
430
sectorsY2       [12]    int             1472
 
431
//sect
 
432
sectorsX1       [13]    int             2624
 
433
sectorsY1       [13]    int             1600
 
434
sectorsX2       [13]    int             3392
 
435
sectorsY2       [13]    int             1856
 
436
//sect
 
437
sectorsX1       [14]    int             832
 
438
sectorsY1       [14]    int             1344
 
439
sectorsX2       [14]    int             2496
 
440
sectorsY2       [14]    int             3392
 
441
//sect
 
442
sectorsX1       [15]    int             1600
 
443
sectorsY1       [15]    int             3520
 
444
sectorsX2       [15]    int             2496
 
445
sectorsY2       [15]    int             4544
 
446
//sect
 
447
sectorsX1       [16]    int             832
 
448
sectorsY1       [16]    int             1344
 
449
sectorsX2       [16]    int             1728
 
450
sectorsY2       [16]    int             2880
 
451
*/
 
452
 
 
453
/* ******************************************** */
 
454
/* Enemy Base Blips */
 
455
/* ******************************************** */
 
456
numBases                int             0               //MAX = 5. Must be same as number of bases listed next
 
457
basePlayer      [0]     int             0               //enemy player number who owns base
 
458
baseMsg [0]     INTMESSAGE      "C21_BASE1"     //enemy base blip message (prox.txt)
 
459
baseRegion      [0]     int             0               //index to regions
 
460
baseWav1        [0]     int             0               //index to baseSnd      Superior Weapons
 
461
baseWav2        [0]     int             3               //index to baseSnd      Eradicated
 
462
 
 
463
basePlayer      [1]     int             0
 
464
baseMsg [1]     INTMESSAGE      "C21_BASE2"
 
465
baseRegion      [1]     int             1
 
466
baseWav1        [1]     int             0               //index to baseSnd      enemy detected
 
467
baseWav2        [1]     int             3               //index to baseSnd      Eradicated
 
468
 
 
469
basePlayer      [2]     int             1
 
470
baseMsg [2]     INTMESSAGE      "C21_BASE3"
 
471
baseRegion      [2]     int             2
 
472
baseWav1        [2]     int             0               //index to baseSnd      enemy detected
 
473
baseWav2        [2]     int             3               //index to baseSnd      Eradicated
 
474
 
 
475
/* ******************************************** */
 
476
/* Enemy Groups */
 
477
/* ******************************************** */
 
478
numGroups               int             3       //group MAX = 10
 
479
//one group to patrol around the collective base
 
480
grpType         [0]     int             0               //0 = Ambush/Patrol, 1 = Defence, 2 = Scout, 3 = Attack...
 
481
grpPlayer               [0]     int             0               //player number (Collective)
 
482
grpRegion               [0]     int             -1              //index in regions array
 
483
grpTimeGo               [0]     int             1               //10s. (always make >= 0 for defence forces)
 
484
grpRegionGo             [0]     int             -1              //index in regions array as trigger
 
485
grpWhoGo                [0]     int             0               //player number to cross trigger region (may not need?)
 
486
grpMorale               [0]     int             50              //don't set morale/leadership/retreat
 
487
grpLeadership   [0]     int             50              //leadership value
 
488
grpRetreatXY    [0]     int             0               //retreat to base 1 assembly
 
489
grpPosStart             [0]     int             3               //index in coords/sectors array (depends on grpType)
 
490
grpPosMin               [0]     int             3               //Minimum index in coords array
 
491
grpPosMax               [0]     int             6               //Maximum index in coords array
 
492
grpPosStep              [0]     int             1               //Step increase for next 'waypoint'
 
493
grpPosType              [0]     int             1               //0 = stop, 1 = loop, 2 = pingpong, 3 = random thru waypoints
 
494
grpFactory              [0]     int             0               //index factory to reinforce group. -1 = any factory.
 
495
grpIdealSize    [0]     int             8               //ideal size. If less than this factory will reinforce
 
496
 
 
497
//cyborg group
 
498
grpType         [1]     int             0               //0 = Ambush/Patrol, 1 = Defence, 2 = Scout, 3 = Attack...
 
499
grpPlayer               [1]     int             0               //player number (Collective)
 
500
grpRegion               [1]     int             2               //cyborg base region
 
501
grpTimeGo               [1]     int             3               //move after 30 seconds
 
502
grpRegionGo             [1]     int             -1              //no region. index in regions array as trigger
 
503
grpWhoGo                [1]     int             0               //player number to cross trigger region (may not need?)
 
504
grpMorale               [1]     int             50              //morale = 50%
 
505
grpLeadership   [1]     int             50              //leadership value
 
506
grpRetreatXY    [1]     int             0               //retreat (index in coords array) base1 assembly
 
507
grpPosStart             [1]     int             7               //player's LZ
 
508
grpPosMin               [1]     int             6               //main base
 
509
grpPosMax               [1]     int             8               //cyborg base
 
510
grpPosStep              [1]     int             1               //
 
511
grpPosType              [1]     int             2               //0 = stop, 1 = loop, 2 = pingpong, 3 = random thru waypoints
 
512
grpFactory              [1]     int             -1              //index structure to reinforce group. -1 = any factory.
 
513
grpIdealSize    [1]     int             0               //ideal size. If less than this factory will reinforce
 
514
 
 
515
//cyborg group2
 
516
grpType         [2]     int             0               //0 = Ambush/Patrol, 1 = Defence, 2 = Scout, 3 = Attack...
 
517
grpPlayer               [2]     int             0               //player number (Collective)
 
518
grpRegion               [2]     int             5               //cyborg base region
 
519
grpTimeGo               [2]     int             0               //move after 30 seconds
 
520
grpRegionGo             [2]     int             -1              //no region. index in regions array as trigger
 
521
grpWhoGo                [2]     int             0               //player number to cross trigger region (may not need?)
 
522
grpMorale               [2]     int             -1              //morale = 50%
 
523
grpLeadership   [2]     int             0               //leadership value
 
524
grpRetreatXY    [2]     int             0               //retreat (index in coords array) base1 assembly
 
525
grpPosStart             [2]     int             9               //L shaped patrol region
 
526
grpPosMin               [2]     int             9               //
 
527
grpPosMax               [2]     int             11              //
 
528
grpPosStep              [2]     int             1               //
 
529
grpPosType              [2]     int             2               //0 = stop, 1 = loop, 2 = pingpong, 3 = random thru waypoints
 
530
grpFactory              [2]     int             -1              //index structure to reinforce group. -1 = any factory.
 
531
grpIdealSize    [2]     int             0               //ideal size. If less than this factory will reinforce
 
532
 
 
533
/* Factories */
 
534
numFactories            int             0               //MAX = 10
 
535
//collective tank factory
 
536
factID          [0]     int             0               //index to structures
 
537
factAssXY               [0]     int             0               //index to assembly point. -1 for don't set
 
538
factTimeGo              [0]     int             0               //delay before starting production in 10s
 
539
factRegionGo    [0]     int             -1              //-1 = no region for trigger (assume WhoGo = 0)
 
540
factTempMin             [0]     int             5               //index to starting template
 
541
factTempMax             [0]     int             7               //index to maximum template
 
542
factEvery               [0]     int             9               //1.5 min. Time in 10s for factory to try to produce again
 
543
 
 
544
/* 'Globals' */
 
545
//These should be same in each file, but may need slight alterations
 
546
player          int             0                               //player's player number
 
547
crate           FEATURESTAT     "Crate"
 
548
artRange        int             200     //171                           //range to artifact about 1.5 tiles
 
549
objectiveRange  int             640                             //range to objective 5 Tiles
 
550
wayRange        int             300                             //range to waypoint 2ish tiles
 
551
targetRange     int             768                             //range for target spotting
 
552
targetMax       int             4                               //maximum number of targets to store for each enemy
 
553
lostSnd         SOUND           "pcv470.ogg"            //mission failed
 
554
attackSnd1      SOUND           "pcv337.ogg"    //Base Under Attack
 
555
artSnd1         SOUND           "pcv351.ogg"    //artifact sounds
 
556
artSnd2         SOUND           "pcv352.ogg"
 
557
transporter     TEMPLATE        "Transporter"   //for enemy transports
 
558
LZComp          SOUND           "pcv445.ogg"
 
559
LZClear         SOUND           "lz-clear.ogg"
 
560
 
 
561
//base WAVs. MAX = 5
 
562
baseSnd[0]      SOUND           "pcv379.ogg"    //Enemy Base Detected
 
563
baseSnd[1]      SOUND           "pcv379.ogg"    //Enemy Base Detected
 
564
baseSnd[2]      SOUND           "pcv379.ogg"    //Enemy Base Detected
 
565
baseSnd[3]      SOUND           "pcv394.ogg"    //Enemy base eradicated
 
566
 
 
567
/* NEW STUFF FOR THREAT ASSESSMENT */
 
568
//this only works on groups with Morale Values
 
569
//if not declared just won't do anything!!
 
570
threatLight             int                     2       //value for light vehicles
 
571
threatMedium    int                     4       //value for medium vehicles
 
572
threatHeavy             int                     8       //value for large vehicles
 
573
threatRange             int                     512     //range to check for enemy and player threats
 
574
/* end of NEW STUFF */
 
575
 
 
576
}