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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
//Cam2c.vlo
 
4
 
 
5
script "GenExp.slo"
 
6
run
 
7
{
 
8
/* Next level stuff */
 
9
NextLev         LEVEL           "SUB_2_5S"      //points to next level
 
10
 
 
11
/* Define Players/Enemies */
 
12
numEnemies      int             1               //MAX 2. Must define same as number of enemy players given next
 
13
enemy[0]        int             2
 
14
alliancePlayer  int             0               //ally player with self (could be a different player number
 
15
allianceEnemy[0]        int     2               //ally enemy with self (could be a different player number
 
16
allianceFlag    BOOL            FALSE           //TRUE if want enemies to use each others targets, otherwise mark FALSE
 
17
 
 
18
/* Starting Enemy Power */
 
19
power[0]        int             100000          //starting power values for each enemy listed above
 
20
//power[1]      int             1000
 
21
 
 
22
/* Structure Limits */
 
23
numStrucStats   int     6                       //MAX 5. Must be same as number of limits given next
 
24
strucStat[0]    STRUCTURESTAT   "A0PowerGenerator"
 
25
strucLimit[0]   int             5
 
26
strucStat[1]    STRUCTURESTAT   "A0ResourceExtractor"
 
27
strucLimit[1]   int             200
 
28
strucStat[2]    STRUCTURESTAT   "A0ResearchFacility"
 
29
strucLimit[2]   int             5
 
30
strucStat[3]    STRUCTURESTAT   "A0LightFactory"
 
31
strucLimit[3]   int             5
 
32
strucStat[4]    STRUCTURESTAT   "A0CommandCentre"
 
33
strucLimit[4]   int             1
 
34
strucStat[5]    STRUCTURESTAT   "A0ComDroidControl"
 
35
strucLimit[5]   int             1
 
36
 
 
37
/* Initialisation */
 
38
centreX         int             11200   //starting view centre (in world units)
 
39
centreY         int             12864
 
40
scrollX1        int             0       //scroll limits (in tile units)
 
41
scrollY1        int             0
 
42
scrollX2        int             128
 
43
scrollY2        int             128
 
44
zoomLevel       int             0       //starting radar: 0=zoomed out, 2=zoomed in
 
45
 
 
46
numLZ           int             3       //MAX 8. Number of Landing zones/areas can't build on (0 = LZ)
 
47
LZX[0]          int             87      //coords of Alpha's LZs in tile units
 
48
LZY[0]          int             100     
 
49
LZX[1]          int             87      //97    //coords of Beta's LZ in tile units
 
50
LZY[1]          int             100     //97    //no longer req'd
 
51
LZX[2]          int             50      //coords of Collective's LZ in tile units
 
52
LZY[2]          int             84
 
53
 
 
54
ReinforceTime   INT             -1      //-1 for no reinforcements
 
55
timeLimit               INT             72000   //2hrs  //-1 for no time limit (needs to be done if previous misison had a time limit!)
 
56
 
 
57
/* starting technology for enemy */
 
58
//NOTE: need to set first number in array for enemy player
 
59
//second number needs to correspond to numTechs[enemy]
 
60
//MAX 2 enemies, 10 technologies
 
61
numTechs[0]     int             31
 
62
startTech       [0]     [0]     RESEARCHSTAT    "R-Defense-WallUpgrade03"       
 
63
startTech       [0]     [1]     RESEARCHSTAT    "R-Struc-Materials04"   
 
64
startTech       [0]     [2]     RESEARCHSTAT    "R-Struc-Factory-Upgrade04"     
 
65
startTech       [0]     [3]     RESEARCHSTAT    "R-Struc-Factory-Cyborg-Upgrade04"      
 
66
startTech       [0]     [4]     RESEARCHSTAT    "R-Struc-VTOLFactory-Upgrade01" 
 
67
startTech       [0]     [5]     RESEARCHSTAT    "R-Struc-VTOLPad-Upgrade01"     
 
68
startTech       [0]     [6]     RESEARCHSTAT    "R-Vehicle-Engine04"    
 
69
startTech       [0]     [7]     RESEARCHSTAT    "R-Vehicle-Metals03"    
 
70
startTech       [0]     [8]     RESEARCHSTAT    "R-Cyborg-Metals04"     
 
71
startTech       [0]     [9]     RESEARCHSTAT    "R-Vehicle-Armor-Heat02"        
 
72
startTech       [0]     [10]    RESEARCHSTAT    "R-Cyborg-Armor-Heat02" 
 
73
startTech       [0]     [11]    RESEARCHSTAT    "R-Sys-Engineering02"   
 
74
startTech       [0]     [12]    RESEARCHSTAT    "R-Wpn-Cannon-Accuracy02"       
 
75
startTech       [0]     [13]    RESEARCHSTAT    "R-Wpn-Cannon-Damage04" 
 
76
startTech       [0]     [14]    RESEARCHSTAT    "R-Wpn-Cannon-ROF03"    
 
77
startTech       [0]     [15]    RESEARCHSTAT    "R-Wpn-Flamer-Damage06" 
 
78
startTech       [0]     [16]    RESEARCHSTAT    "R-Wpn-Flamer-ROF03"    
 
79
startTech       [0]     [17]    RESEARCHSTAT    "R-Wpn-Howitzer-Accuracy02"     
 
80
startTech       [0]     [18]    RESEARCHSTAT    "R-Wpn-Howitzer-Damage02"       
 
81
startTech       [0]     [19]    RESEARCHSTAT    "R-Sys-Sensor-Upgrade01"        
 
82
startTech       [0]     [20]    RESEARCHSTAT    "R-Wpn-MG-Damage07"     
 
83
startTech       [0]     [21]    RESEARCHSTAT    "R-Wpn-MG-ROF03"        
 
84
startTech       [0]     [22]    RESEARCHSTAT    "R-Wpn-Mortar-Acc02"    
 
85
startTech       [0]     [23]    RESEARCHSTAT    "R-Wpn-Mortar-Damage06" 
 
86
startTech       [0]     [24]    RESEARCHSTAT    "R-Wpn-Mortar-ROF03"    
 
87
startTech       [0]     [25]    RESEARCHSTAT    "R-Wpn-Rocket-Accuracy02"       
 
88
startTech       [0]     [26]    RESEARCHSTAT    "R-Wpn-Rocket-Damage06" 
 
89
startTech       [0]     [27]    RESEARCHSTAT    "R-Wpn-Rocket-ROF03"    
 
90
startTech       [0]     [28]    RESEARCHSTAT    "R-Wpn-RocketSlow-Accuracy03"   
 
91
startTech       [0]     [29]    RESEARCHSTAT    "R-Wpn-RocketSlow-Damage05"
 
92
startTech       [0]     [30]    RESEARCHSTAT    "R-Wpn-RocketSlow-ROF03"        
 
93
 
 
94
 
 
95
/* Briefings */
 
96
numBriefs       int             1       //3     //MAX 5. Needs to be same as the number of briefings given next
 
97
brief[0]        INTMESSAGE      "MB2_C_MSG"
 
98
//brief[1]      INTMESSAGE      "MB2_C_MSG2"
 
99
//brief[2]      INTMESSAGE      "MB2_C_MSG3"
 
100
briefVal[0]     int             1       //0 remove after playing, 1 keep, 2 don't play immediately
 
101
//briefVal[1]   int             1       //0 remove after playing, 1 keep, 2 don't play immediately
 
102
//briefVal[2]   int             1       //0 remove after playing, 1 keep, 2 don't play immediately
 
103
endMsg          INTMESSAGE      "END"
 
104
 
 
105
/* Objectives */
 
106
numObjectives   int             1       //2     //MAX 3. Needs to be the same as the number of objective blips given next
 
107
objective[0]    INTMESSAGE      "C2C_OBJ1"      //base
 
108
objectiveX[0]   int             4928    //doesn't use index to array, use world coords
 
109
objectiveY[0]   int             4160
 
110
//objective[1]  INTMESSAGE      "C2C_OBJ2"      //Transport
 
111
//objectiveX[1] int             5696    //doesn't use index to array, use world coords
 
112
//objectiveY[1] int             11072
 
113
 
 
114
 
 
115
/* Victory Conditions */
 
116
//NOTE: always assumes victory condition of: number of artifacts collected = victoryArt
 
117
numVictory      int             1       //number of victory conditions to be met (not including artifacts)
 
118
                                        //DOESN'T need to be same as number given next (these are set TRUE/FALSE)
 
119
                                        //if victory condition required. Can have 2 set to TRUE and numVictory = 1
 
120
                                        //This will then let player win if EITHER condition is true!
 
121
                                        //Use numVictory of 0 if just want player to get artifacts
 
122
 
 
123
//these now done as integers NOT bools!! Use -1 for False, # for True (often an index to check!)
 
124
//for this reason must specify ALL victory[]!
 
125
victory[0]      int             -1      //all enemy vehicles and structures need to be killed
 
126
victory[1]      int             -1      //all players vehicles at REGION index # (eg LZ REGION)
 
127
victory[2]      int             -1      //number of objectives to get to (uses objective[0] to objective[#])
 
128
victory[3]      int             3       //number of bases to destroy (uses base[0] to base[#])
 
129
 
 
130
/* might use these later if necessary
 
131
victory[4]      int             -1      //kill all UNITS belonging to enemy # index
 
132
victory[5]      int             -1      //kill all STRUCTURES belonging to enemy # index
 
133
victory[6]      int             -1      //REGION index to check for defences built
 
134
victory[7]      int             -1      //# of EXTRA defences to build in REGION
 
135
*/
 
136
//no longer extra victory, just an extra fail
 
137
//linkVictory   BOOL            TRUE    //set if player 'takes over' (rescues) > 1/2 civilians (may die afterwards!)
 
138
 
 
139
/* Failure Conditions */
 
140
//Extra conditions above ALL player units and structures dead, or TIME LIMIT expired
 
141
//numFail       int             0       //number required to be met (usually one if used!)
 
142
//only one of these has to be met
 
143
//Use -1 for False, # for True (often an index to check!)
 
144
 
 
145
fail    [0]     int             -1      //0     //group # index all got to REGION
 
146
fail    [1]     int             -1      //2     //REGION index for above (these count as one condition!)
 
147
 
 
148
/* might use these later if necessary
 
149
fail    [2]     int             -1      //only Player UNITS need to be killed to lose
 
150
fail    [3]     int             -1      //only Player STRUCTURES need to be killed to lose
 
151
fail    [4]     int             -1      //Structure index # to be destroyed to lose????
 
152
*/
 
153
linkFail        BOOL            TRUE    //set if > 1/2 civilians transported by the collective
 
154
 
 
155
 
 
156
 
 
157
/* Artifacts */
 
158
victoryArt      int             6       //number of artifacts required for victory (must be <= numArt)
 
159
numArt  int             6       //MAX 6. Number of artifacts in total (even if not in game, but added as extra research!)
 
160
 
 
161
//new improved way of doing artifacts
 
162
//artType: 0 = artifact starts on map, 1 = get from STRUCTURE, 2 = get from FEATURE, 3 = get from DROID, 4 = at end of level
 
163
//artVal: index to relevant type, ie FEATURE(crate), FEATURE, STRUCTURE, DROID
 
164
//artX, artY: artifact coords (this is updated for DROIDS moving by script, but still needs an array to store them in!)
 
165
artType [0]     int             1                               //Vtol Factory
 
166
artVal  [0]     int             3                               
 
167
artX            [0]     int             3008
 
168
artY            [0]     int             832
 
169
artComp [0]     RESEARCHSTAT    "R-Vehicle-Prop-VTOL" 
 
170
 
 
171
artType [1]     int             1                               //AAQuadBof
 
172
artVal  [1]     int             8
 
173
artX            [1]     int             3008
 
174
artY            [1]     int             2112
 
175
artComp [1]     RESEARCHSTAT    "R-Wpn-AAGun02"
 
176
 
 
177
artType [2]     int             1                               //Ripple Rocket Battery
 
178
artVal  [2]     int             9
 
179
artX            [2]     int             1728
 
180
artY            [2]     int             2240
 
181
artComp [2]     RESEARCHSTAT    "R-Wpn-Rocket06-IDF"
 
182
 
 
183
artType [3]     int             1                               //Heavy Factory???
 
184
artVal  [3]     int             6       //8
 
185
artX            [3]     int             3008
 
186
artY            [3]     int             2880
 
187
artComp [3]     RESEARCHSTAT    "R-Struc-Factory-Upgrade04"
 
188
 
 
189
artType [4]     int             1                               //Heavy Factory Main Base
 
190
artVal  [4]     int             1
 
191
artX            [4]     int             3520
 
192
artY            [4]     int             1472
 
193
artComp [4]     RESEARCHSTAT    "R-Vehicle-Body02"
 
194
 
 
195
artType [5]     int             1                               //Howitzer Emplacement
 
196
artVal  [5]     int             7
 
197
artX            [5]     int             1984
 
198
artY            [5]     int             704
 
199
artComp [5]     RESEARCHSTAT    "R-Wpn-HowitzerMk1"
 
200
 
 
201
/* ******************************************** */
 
202
/* lists of stuff referred to by index number   */
 
203
/* ******************************************** */
 
204
 
 
205
/* ******************************************** */
 
206
/* FEATURES (inc crates, by ID number)  MAX = 10        */
 
207
//features      [0]     FEATURE         649             //crate artifact (1st in valley)
 
208
//features      [1]     FEATURE         661             //crate artifact (2nd by huts) (CHANGED TO BUNKER)
 
209
 
 
210
/* ******************************************** */
 
211
/* STRUCTURES (by ID number)            MAX = 10        */
 
212
structures      [0]     STRUCTURE       3672            //Base 1 Heavy Factory 1
 
213
structures      [1]     STRUCTURE       3675            //Base 1 Heavy Factory 2
 
214
structures      [2]     STRUCTURE       4679    //3225          //Base 1 VTOL Factory 1
 
215
structures      [3]     STRUCTURE       4680    //3226          //Base 1 VTOL Factory 2
 
216
//structures    [4]     STRUCTURE       3591            //Base 2 Heavy Factory 
 
217
//structures    [5]     STRUCTURE       2675            //Base 3 Medium Factory 
 
218
//structures    [4]     STRUCTURE       2680            //Base 3 command centre 
 
219
structures      [5]     STRUCTURE       3376            //cyborg factory1
 
220
structures      [6]     STRUCTURE       2293            //research fac
 
221
structures      [7]     STRUCTURE       2552            //Howitzer Emplacement (art)
 
222
structures      [8]     STRUCTURE       4630            //QuadBof (art)
 
223
structures      [9]     STRUCTURE       4641            //RippleRocket (art)
 
224
 
 
225
/* ******************************************** */
 
226
/* DROIDS (by ID number)                MAX = 10        */
 
227
droids          [0]     DROID           3468            //truckdroid
 
228
droids          [1]     DROID           3467            //truckdroid
 
229
 
 
230
/* ******************************************** */
 
231
/* list of templates (by name)           MAX = 20       */
 
232
/* ******************************************** */
 
233
/* Old Templates
 
234
templates       [0]     TEMPLATE        "CO-M-Con-T"            //Truck Vehicle
 
235
//Medium Factories
 
236
templates       [1]     TEMPLATE        "CO-M-HPVCannon-Tracks"
 
237
templates       [2]     TEMPLATE        "CO-M-QuadMG1AA-Halftrack"
 
238
//Heavy Factories
 
239
templates       [3]     TEMPLATE        "CO-H-How150-Tracks"
 
240
templates       [4]     TEMPLATE        "CO-H-HvyCan-Tracks"
 
241
templates       [5]     TEMPLATE        "CO-H-How150-Tracks"
 
242
templates       [6]     TEMPLATE        "CO-H-Rocket-BB-Halftrack"
 
243
 
 
244
templates       [7]     TEMPLATE        "CO-M-HPVCannon-Tracks"
 
245
templates       [8]     TEMPLATE        "CO-H-Rocket-BB-Halftrack"
 
246
templates       [9]     TEMPLATE        "CO-H-How150-Tracks"
 
247
templates       [10]    TEMPLATE        "CO-M-QuadMG1AA-Halftrack"
 
248
 
 
249
//Collective VTOL Templates
 
250
templates       [11]    TEMPLATE        "CO-L-Rocket-VTOL-Pod-VTOL"
 
251
templates       [12]    TEMPLATE        "CO-L-Rocket-LtA-T-VTOL"
 
252
templates       [13]    TEMPLATE        "CO-M-Bomb2-VTOL"
 
253
 
 
254
//Cyborg Templates (SHARED)
 
255
templates       [14]    TEMPLATE        "Cyb-Flamer-GROUND"
 
256
templates       [15]    TEMPLATE        "Cyb-Cannon-GROUND"
 
257
templates       [16]    TEMPLATE        "Cyb-Rocket-GROUND"
 
258
*/
 
259
 
 
260
templates       [0]     TEMPLATE        "CO-M-Con-T"            //Truck Vehicle
 
261
//Medium Factories
 
262
templates       [1]     TEMPLATE        "CO-M-HPVCannon-Tracks"
 
263
templates       [2]     TEMPLATE        "CO-H-QuadRotAA-T"
 
264
//Heavy Factories
 
265
templates       [3]     TEMPLATE        "CO-M-HvFlame-Track"
 
266
templates       [4]     TEMPLATE        "CO-H-HvyCan-Tracks"
 
267
templates       [5]     TEMPLATE        "CO-M-HPVCannon-Tracks"
 
268
templates       [6]     TEMPLATE        "CO-H-Rkt-BB-T"
 
269
 
 
270
/* reuse
 
271
templates       [7]     TEMPLATE        "CO-M-HPVCannon-Tracks"
 
272
templates       [8]     TEMPLATE        "CO-H-Rocket-BB-Halftrack"
 
273
templates       [9]     TEMPLATE        "CO-H-How150-Tracks"
 
274
templates       [10]    TEMPLATE        "CO-M-QuadMG1AA-Halftrack"
 
275
*/
 
276
 
 
277
//Collective VTOL Templates
 
278
templates       [11]    TEMPLATE        "CO-L-RotMG-VTOL"
 
279
templates       [12]    TEMPLATE        "CO-L-Rocket-LtA-T-VTOL"
 
280
templates       [13]    TEMPLATE        "CO-M-Bomb2-VTOL"
 
281
 
 
282
//Cyborg Templates (SHARED)
 
283
templates       [14]    TEMPLATE        "Cyb-Flamer-GROUND"
 
284
templates       [15]    TEMPLATE        "Cyb-Cannon-GROUND"
 
285
templates       [16]    TEMPLATE        "Cyb-Rocket-GROUND"
 
286
 
 
287
/* Templates available for this level */
 
288
/*
 
289
//Trucks
 
290
TEMPLATE        "CO-M-Con-T" 
 
291
 
 
292
//Repairs
 
293
TEMPLATE        "CO-M-Repair-T"
 
294
 
 
295
//Sensors
 
296
TEMPLATE        "CO-M-Sensor-T"
 
297
TEMPLATE        "CO-M-CBS-T"
 
298
TEMPLATE        "CO-M-Vstrike-T"
 
299
TEMPLATE        "CO-M-VTOLCBS-T"                        //new
 
300
 
 
301
//Commanders
 
302
TEMPLATE        "CO-H-Command-Track"
 
303
TEMPLATE        "CO-H-COM-H"                    
 
304
 
 
305
//Tanks
 
306
TEMPLATE        "CO-M-HMG-T"
 
307
TEMPLATE        "CO-M-MedCan-Tracks"
 
308
TEMPLATE        "CO-H-HvyCan-Tracks"
 
309
TEMPLATE        "CO-M-HvMortar-T"
 
310
TEMPLATE        "CO-M-Rocket-LtA-T-T"                   
 
311
TEMPLATE        "CO-M-HvFlame-Track"            
 
312
TEMPLATE        "CO-H-How105-Tracks"            
 
313
TEMPLATE        "CO-M-LTAT-Hover"                       
 
314
TEMPLATE        "CO-M-HPVCannon-Tracks"         //new
 
315
TEMPLATE        "CO-H-Rkt-BB-T"                 //new
 
316
TEMPLATE        "CO-H-How150-Tracks"                    //new
 
317
TEMPLATE        "CO-M-RR-HT"                            //new
 
318
TEMPLATE        "CO-H-QuadRotAA-T"                      //new
 
319
 
 
320
//Cyborgs
 
321
TEMPLATE        "Cyb-Chain-GROUND"
 
322
TEMPLATE        "Cyb-Cannon-GROUND"
 
323
TEMPLATE        "Cyb-Rocket-GROUND"
 
324
TEMPLATE        "Cyb-Flamer-GROUND"                     
 
325
 
 
326
//VTOLS
 
327
TEMPLATE        "CO-M-Bomb1-VTOL"
 
328
TEMPLATE        "CO-L-Rocket-LtA-T-VTOL"
 
329
TEMPLATE        "CO-M-Bomb2-VTOL"                       //new           
 
330
TEMPLATE        "CO-L-RotMG-VTOL"                       //new           
 
331
 
 
332
//Sensor Towers
 
333
TEMPLATE        "Sys-SensoTower02"
 
334
TEMPLATE        "Sys-CB-Tower01"
 
335
TEMPLATE        "Sys-VTOL-RadarTower01"         //new
 
336
TEMPLATE        "Sys-VTOL-CB-Tower01"           //new
 
337
 
 
338
//Defenses
 
339
TEMPLATE        "CO-Tower-MG3"
 
340
TEMPLATE        "CO-Tower-LtATRkt"
 
341
TEMPLATE        "CO-Tower-MdCan"
 
342
TEMPLATE        "Emplacement-MortarPit02"
 
343
TEMPLATE        "CO-Tower-HvATRkt"
 
344
TEMPLATE        "CO-Tower-HvFlame"                      //new
 
345
TEMPLATE        "CO-WallTower-HvCan"                    //new
 
346
TEMPLATE        "Emplacement-Howitzer105"                       //new
 
347
TEMPLATE        "CO-AASite-QuadMg1"                     //new
 
348
*/
 
349
 
 
350
/* ******************************************** */
 
351
//coordinates (world coords)            MAX = 10
 
352
/* ******************************************** */
 
353
coordsX         [0]     int             1856            //factory 1 waypoint 1
 
354
coordsY         [0]     int             5312
 
355
coordsX         [1]     int             12224           //factory 1 waypoint 2 
 
356
coordsY         [1]     int             4672
 
357
coordsX         [2]     int             12224           //factory 1 waypoint 3
 
358
coordsY         [2]     int             12352
 
359
 
 
360
coordsX         [3]     int             2368            //VTOL1 group to go to player base 
 
361
coordsY         [3]     int             2880    
 
362
coordsX         [4]     int             10176   //1344          //VTOL2 group to go to player base 
 
363
coordsY         [4]     int             1984    //14400 
 
364
coordsX         [5]     int             11968           //VTOL3 group to go to player base
 
365
coordsY         [5]     int             12736
 
366
 
 
367
coordsX         [6]     int             12096           //centre of player base
 
368
coordsY         [6]     int             12096
 
369
 
 
370
coordsX         [7]     int             12224           //Oil derricks
 
371
coordsY         [7]     int             6592
 
372
 
 
373
coordsX         [8]     int             3392            //defense group way1
 
374
coordsY         [8]     int             1088
 
375
 
 
376
coordsX         [9]     int             2112            //defense group way2
 
377
coordsY         [9]     int             3136
 
378
 
 
379
/* ******************************************** */
 
380
//regions (world coords)                MAX = 20
 
381
/* ******************************************** */
 
382
regionsX1       [0]     int             64      //704           //enemy base1 blip (Northern base)
 
383
regionsY1       [0]     int             64      //192
 
384
regionsX2       [0]     int             6848    //4160
 
385
regionsY2       [0]     int             5568    //4288
 
386
 
 
387
regionsX1       [1]     int             6720    //1216          //enemy base2 blip (HQ mid mini base)
 
388
regionsY1       [1]     int             6720    //7872
 
389
regionsX2       [1]     int             8512    //3520
 
390
regionsY2       [1]     int             9024    //9664
 
391
 
 
392
regionsX1       [2]     int             3392    //4544          //enemy base3 blip (enemy LZ base)
 
393
regionsY1       [2]     int             9792    //9792
 
394
regionsX2       [2]     int             7872    //6080
 
395
regionsY2       [2]     int             12608   //12224
 
396
        
 
397
regionsX1       [3]     int             4672            //region group 1
 
398
regionsY1       [3]     int             5568            
 
399
regionsX2       [3]     int             5696
 
400
regionsY2       [3]     int             6080    
 
401
 
 
402
regionsX1       [4]     int             2112            //region group VTOL
 
403
regionsY1       [4]     int             1344            
 
404
regionsX2       [4]     int             2368
 
405
regionsY2       [4]     int             2624
 
406
 
 
407
regionsX1       [5]     int             832             //region group 3
 
408
regionsY1       [5]     int             12096           
 
409
regionsX2       [5]     int             1344
 
410
regionsY2       [5]     int             12736   
 
411
 
 
412
regionsX1       [6]     int             6720            //region group 4 cyborgs and tanks
 
413
regionsY1       [6]     int             4032
 
414
regionsX2       [6]     int             8256            
 
415
regionsY2       [6]     int             8896    
 
416
 
 
417
regionsX1       [7]     int             576             //region group 6 (defensive)
 
418
regionsY1       [7]     int             448
 
419
regionsX2       [7]     int             6720
 
420
regionsY2       [7]     int             7872
 
421
        
 
422
/* reuse
 
423
regionsX1       [8]     int             576             //region group 2
 
424
regionsY1       [8]     int             3136
 
425
regionsX2       [8]     int             1216
 
426
regionsY2       [8]     int             4032    
 
427
regionsX1       [9]     int             576             //region group 3
 
428
regionsY1       [9]     int             1728
 
429
regionsX2       [9]     int             1600
 
430
regionsY2       [9]     int             4032    
 
431
regionsX1       [10]    int             704             //region group 4
 
432
regionsY1       [10]    int             704
 
433
regionsX2       [10]    int             2112
 
434
regionsY2       [10]    int             1728    
 
435
 
 
436
regionsX1       [11]    int             1728            //region group 5 (radar defenders)
 
437
regionsY1       [11]    int             320
 
438
regionsX2       [11]    int             6208
 
439
regionsY2       [11]    int             3904    
 
440
regionsX1       [12]    int             4032            //protect region group 5 (radar object)
 
441
regionsY1       [12]    int             2368
 
442
regionsX2       [12]    int             4800
 
443
regionsY2       [12]    int             3136    
 
444
*/
 
445
 
 
446
/* ******************************************** */
 
447
/* sector Stuff */
 
448
/* ******************************************** */
 
449
/*reuse
 
450
//sectors to attack (covers 1A-C expansion area, in order of priority to attack)
 
451
//MAX = 20
 
452
//sect15
 
453
sectorsX1       [0]     int             10432
 
454
sectorsY1       [0]     int             12736
 
455
sectorsX2       [0]     int             14272
 
456
sectorsY2       [0]     int             15552
 
457
//sect21
 
458
sectorsX1       [1]     int             8896
 
459
sectorsY1       [1]     int             13760
 
460
sectorsX2       [1]     int             10304
 
461
sectorsY2       [1]     int             15040
 
462
//sect20
 
463
sectorsX1       [2]     int             6336
 
464
sectorsY1       [2]     int             13760
 
465
sectorsX2       [2]     int             8768
 
466
sectorsY2       [2]     int             14144
 
467
//ravine entrance to 1B
 
468
//sect
 
469
sectorsX1       [3]     int             2112
 
470
sectorsY1       [3]     int             12736
 
471
sectorsX2       [3]     int             6336
 
472
sectorsY2       [3]     int             14784
 
473
//sect
 
474
sectorsX1       [4]     int             1600
 
475
sectorsY1       [4]     int             10176
 
476
sectorsX2       [4]     int             5952
 
477
sectorsY2       [4]     int             12608
 
478
//sect
 
479
sectorsX1       [5]     int             4672
 
480
sectorsY1       [5]     int             8640
 
481
sectorsX2       [5]     int             5696
 
482
sectorsY2       [5]     int             10048
 
483
//sect
 
484
sectorsX1       [6]     int             4160
 
485
sectorsY1       [6]     int             6464
 
486
sectorsX2       [6]     int             5056
 
487
sectorsY2       [6]     int             8512
 
488
//sect (base)
 
489
sectorsX1       [7]     int             832
 
490
sectorsY1       [7]     int             6336
 
491
sectorsX2       [7]     int             3392
 
492
sectorsY2       [7]     int             7104
 
493
//sect
 
494
sectorsX1       [8]     int             4800
 
495
sectorsY1       [8]     int             5056
 
496
sectorsX2       [8]     int             6208
 
497
sectorsY2       [8]     int             6208
 
498
//sect
 
499
sectorsX1       [9]     int             3392
 
500
sectorsY1       [9]     int             4672
 
501
sectorsX2       [9]     int             4160
 
502
sectorsY2       [9]     int             5440
 
503
//sect
 
504
sectorsX1       [10]    int             5056
 
505
sectorsY1       [10]    int             4160
 
506
sectorsX2       [10]    int             5312
 
507
sectorsY2       [10]    int             4928
 
508
//sect
 
509
sectorsX1       [11]    int             4032
 
510
sectorsY1       [11]    int             1216
 
511
sectorsX2       [11]    int             6208
 
512
sectorsY2       [11]    int             3264
 
513
//sect
 
514
sectorsX1       [12]    int             3392
 
515
sectorsY1       [12]    int             832
 
516
sectorsX2       [12]    int             3776
 
517
sectorsY2       [12]    int             1472
 
518
//sect
 
519
sectorsX1       [13]    int             2624
 
520
sectorsY1       [13]    int             1600
 
521
sectorsX2       [13]    int             3392
 
522
sectorsY2       [13]    int             1856
 
523
//sect
 
524
sectorsX1       [14]    int             832
 
525
sectorsY1       [14]    int             1344
 
526
sectorsX2       [14]    int             2496
 
527
sectorsY2       [14]    int             3392
 
528
//sect
 
529
sectorsX1       [15]    int             1600
 
530
sectorsY1       [15]    int             3520
 
531
sectorsX2       [15]    int             2496
 
532
sectorsY2       [15]    int             4544
 
533
//sect
 
534
sectorsX1       [16]    int             832
 
535
sectorsY1       [16]    int             1344
 
536
sectorsX2       [16]    int             1728
 
537
sectorsY2       [16]    int             2880
 
538
*/
 
539
 
 
540
/* ******************************************** */
 
541
/* Enemy Base Blips */
 
542
/* ******************************************** */
 
543
numBases                int             3               //MAX = 5. Must be same as number of bases listed next
 
544
basePlayer      [0]     int             0               //enemy player number who owns base
 
545
baseMsg [0]     INTMESSAGE      "C2C_BASE1"     //enemy base blip message (prox.txt)
 
546
baseRegion      [0]     int             0               //index to regions
 
547
baseWav1        [0]     int             0               //index to baseSnd      enemy detected
 
548
baseWav2        [0]     int             3               //index to baseSnd      Eradicated
 
549
 
 
550
basePlayer      [1]     int             0
 
551
baseMsg [1]     INTMESSAGE      "C2C_BASE2"
 
552
baseRegion      [1]     int             1
 
553
baseWav1        [1]     int             0               //index to baseSnd      enemy detected
 
554
baseWav2        [1]     int             3               //index to baseSnd      Eradicated
 
555
 
 
556
basePlayer      [2]     int             0
 
557
baseMsg [2]     INTMESSAGE      "C2C_BASE3"
 
558
baseRegion      [2]     int             2
 
559
baseWav1        [2]     int             0               //index to baseSnd      Superior Weapons
 
560
baseWav2        [2]     int             3               //index to baseSnd      Eradicated
 
561
 
 
562
/*reuse
 
563
basePlayer      [3]     int             7               //do radar as a base
 
564
baseMsg [3]     INTMESSAGE      "FAST_BASE4"
 
565
baseRegion      [3]     int             12
 
566
baseWav1        [3]     int             1               //index to baseSnd      Threat to project
 
567
baseWav2        [3]     int             -1              //-1 = no sound
 
568
*/
 
569
/* ******************************************** */
 
570
/* Enemy Groups */
 
571
/* ******************************************** */
 
572
numGroups               int             6       //7     //group MAX = 10
 
573
 
 
574
//heavy factory group 1 
 
575
grpType         [0]     int             0               //0 = Ambush/Patrol, 1 = Defence, 2 = Scout, 3 = Attack...
 
576
grpPlayer               [0]     int             0               //player number (COLLECTIVE)
 
577
grpRegion               [0]     int             -1              //index in regions array
 
578
grpTimeGo               [0]     int             0               //3mins. (always make >= 0 for defence forces)
 
579
grpRegionGo             [0]     int             -1              //index in regions array as trigger
 
580
grpWhoGo                [0]     int             1               //player number to cross trigger region (may not need?)
 
581
grpMorale               [0]     int             50              //medium morale
 
582
grpLeadership   [0]     int             50              //medium leadership value
 
583
grpRetreatXY    [0]     int             0               //retreat to base 1 assembly
 
584
grpPosStart             [0]     int             2               //index in coords/sectors array (depends on grpType)
 
585
grpPosMin               [0]     int             1               //Minimum index in coords array
 
586
grpPosMax               [0]     int             3               //Maximum index in coords array
 
587
grpPosStep              [0]     int             1               //Step increase for next 'waypoint'
 
588
grpPosType              [0]     int             3               //0 = stop, 1 = loop, 2 = pingpong, 3 = random thru waypoints
 
589
grpFactory              [0]     int             0               //index factory to reinforce group. -1 = any factory.
 
590
grpIdealSize    [0]     int             10      //5             //ideal size. If less than this factory will reinforce
 
591
 
 
592
/* VTOLS done in a separate script
 
593
//VTOL group 1
 
594
grpType         [1]     int             0               //0 = Ambush/Patrol, 1 = Defence, 2 = Scout, 3 = Attack...
 
595
grpPlayer               [1]     int             0               //player number (collective)
 
596
grpRegion               [1]     int             4               //index in regions array
 
597
grpTimeGo               [1]     int             2               //20s time trigger (always make >= 0 for defence forces)
 
598
grpRegionGo             [1]     int             -1              //no region. index in regions array as trigger
 
599
grpWhoGo                [1]     int             0               //player number to cross trigger region (may not need?)
 
600
grpMorale               [1]     int             -1              //good morale
 
601
grpLeadership   [1]     int             0               //good leadership
 
602
grpRetreatXY    [1]     int             0               //retreat (index in coords array) base1 assembly
 
603
grpPosStart             [1]     int             3               //index in sectors array (depends on grpType)
 
604
grpPosMin               [1]     int             3               //Minimum index in coords array
 
605
grpPosMax               [1]     int             7               //Maximum index in coords array
 
606
grpPosStep              [1]     int             1               //Step increase for next 'waypoint'
 
607
grpPosType              [1]     int             3               //0 = stop, 1 = loop, 2 = pingpong, 3 = random thru waypoints
 
608
grpFactory              [1]     int             2               //index structure to reinforce group. -1 = any factory.
 
609
grpIdealSize    [1]     int             4       //3             //ideal size. If less than this factory will reinforce
 
610
*/
 
611
 
 
612
//region group 1
 
613
grpType         [1]     int             0               //0 = Ambush/Patrol, 1 = Defence, 2 = Scout, 3 = Attack...
 
614
grpPlayer               [1]     int             0               //player number (collective)
 
615
grpRegion               [1]     int             3               //index in regions array
 
616
grpTimeGo               [1]     int             18              //3mins time trigger (always make >= 0 for defence forces)
 
617
grpRegionGo             [1]     int             -1              //no region. index in regions array as trigger
 
618
grpWhoGo                [1]     int             0               //player number to cross trigger region (may not need?)
 
619
grpMorale               [1]     int             -1              //morale = 10%
 
620
grpLeadership   [1]     int             0               //leadership value = 50%
 
621
grpRetreatXY    [1]     int             0               //retreat (index in coords array) base 1 blip
 
622
grpPosStart             [1]     int             4               //index in coords array (depends on grpType)
 
623
grpPosMin               [1]     int             4               //Minimum index in coords array
 
624
grpPosMax               [1]     int             7               //Maximum index in coords array
 
625
grpPosStep              [1]     int             1               //Step increase for next 'waypoint'
 
626
grpPosType              [1]     int             3               //0 = stop, 1 = loop, 2 = pingpong, 3 = random thru waypoints
 
627
grpFactory              [1]     int             1       //2     //4             //index factory to reinforce group. -1 = any factory.
 
628
grpIdealSize    [1]     int             8               //ideal size. If less than this factory will reinforce
 
629
 
 
630
//region group 2
 
631
grpType         [2]     int             0               //0 = Ambush/Patrol, 1 = Defence, 2 = Scout, 3 = Attack...
 
632
grpPlayer               [2]     int             0               //player number (collective)
 
633
grpRegion               [2]     int             -1              //index in regions array
 
634
grpTimeGo               [2]     int             30              //5mins time trigger (always make >= 0 for defence forces)
 
635
grpRegionGo             [2]     int             -1              //no region. index in regions array as trigger
 
636
grpWhoGo                [2]     int             0               //player number to cross trigger region (may not need?)
 
637
grpMorale               [2]     int             -1              //morale = 50%
 
638
grpLeadership   [2]     int             0               //leadership value = 50%
 
639
grpRetreatXY    [2]     int             0               //retreat (index in coords array) base 2 assembly
 
640
grpPosStart             [2]     int             6               //index in coords array (depends on grpType)
 
641
grpPosMin               [2]     int             5               //Minimum index in coords array
 
642
grpPosMax               [2]     int             7               //Maximum index in coords array
 
643
grpPosStep              [2]     int             -1              //Step increase for next 'waypoint'
 
644
grpPosType              [2]     int             3               //0 = stop, 1 = loop, 2 = pingpong, 3 = random thru waypoints
 
645
grpFactory              [2]     int             0       //3     //5             //index factory to reinforce group. -1 = any factory.
 
646
grpIdealSize    [2]     int             10              //ideal size. If less than this factory will reinforce
 
647
 
 
648
//region group 3
 
649
grpType         [3]     int             0               //0 = Ambush/Patrol, 1 = Defence, 2 = Scout, 3 = Attack...
 
650
grpPlayer               [3]     int             0               //player number (collective)
 
651
grpRegion               [3]     int             5               //index in regions array
 
652
grpTimeGo               [3]     int             30              //5 min time trigger (always make >= 0 for defence forces)
 
653
grpRegionGo             [3]     int             -1              //no region. index in regions array as trigger
 
654
grpWhoGo                [3]     int             0               //player number to cross trigger region (may not need?)
 
655
grpMorale               [3]     int             50              //morale = 50%
 
656
grpLeadership   [3]     int             50              //leadership value = 50%
 
657
grpRetreatXY    [3]     int             3               //retreat (index in coords array) base2 assembly
 
658
grpPosStart             [3]     int             2               //index in coords array (depends on grpType)
 
659
grpPosMin               [3]     int             1               //Minimum index in coords array
 
660
grpPosMax               [3]     int             3               //Maximum index in coords array
 
661
grpPosStep              [3]     int             1               //Step increase for next 'waypoint'
 
662
grpPosType              [3]     int             3               //0 = stop, 1 = loop, 2 = pingpong, 3 = random thru waypoints
 
663
grpFactory              [3]     int             1       //3     //5             //index factory to reinforce group. -1 = any factory.
 
664
grpIdealSize    [3]     int             8               //ideal size. If less than this factory will reinforce
 
665
 
 
666
//region group 4 cyborgs
 
667
grpType         [4]     int             0               //0 = Ambush/Patrol, 1 = Defence, 2 = Scout, 3 = Attack...
 
668
grpPlayer               [4]     int             0               //player number (collective)
 
669
grpRegion               [4]     int             6               //index in regions array
 
670
grpTimeGo               [4]     int             48              //8 min time trigger (always make >= 0 for defence forces)
 
671
grpRegionGo             [4]     int             -1              //index in regions array as protect region
 
672
grpWhoGo                [4]     int             0               //player number to cross trigger region (may not need?)
 
673
grpMorale               [4]     int             -1              //morale = 50%
 
674
grpLeadership   [4]     int             0               //leadership value = 50%
 
675
grpRetreatXY    [4]     int             0               //retreat (index in coords array) base2 assembly
 
676
grpPosStart             [4]     int             7               //-1 = no waypoints. index in coords array (depends on grpType)
 
677
grpPosMin               [4]     int             5               //Minimum index in coords array
 
678
grpPosMax               [4]     int             7               //Maximum index in coords array
 
679
grpPosStep              [4]     int             -1              //Step increase for next 'waypoint'
 
680
grpPosType              [4]     int             3               //0 = stop, 1 = loop, 2 = pingpong, 3 = random thru waypoints
 
681
grpFactory              [4]     int             4       //6             //index factory to reinforce group. -1 = any factory.
 
682
grpIdealSize    [4]     int             10              //ideal size. If less than this factory will reinforce
 
683
 
 
684
//defensive group (catch all)
 
685
grpType         [5]     int             1               //0 = Ambush/Patrol, 1 = Defence, 2 = Scout, 3 = Attack...
 
686
grpPlayer               [5]     int             0               //player number (NP)
 
687
grpRegion               [5]     int             -1              //index in regions array (same as base region)
 
688
grpTimeGo               [5]     int             30              //5mins time trigger (always make >= 0 for defence forces)
 
689
grpRegionGo             [5]     int             7               //no region. index in regions array as trigger
 
690
grpWhoGo                [5]     int             0               //player number to cross trigger region (may not need?)
 
691
grpMorale               [5]     int             -1              //morale = 50%
 
692
grpLeadership   [5]     int             0               //leadership value = 75%
 
693
grpRetreatXY    [5]     int             0               //retreat (index in coords array) base3 assembly
 
694
grpPosStart             [5]     int             0               //index in coords array (depends on grpType)
 
695
grpPosMin               [5]     int             8               //Minimum index in coords array
 
696
grpPosMax               [5]     int             9               //Maximum index in coords array
 
697
grpPosStep              [5]     int             1               //Step increase for next 'waypoint'
 
698
grpPosType              [5]     int             1               //0 = stop, 1 = loop, 2 = pingpong, 3 = random thru waypoints
 
699
grpFactory              [5]     int             -1              //index factory to reinforce group. -1 = any factory.
 
700
grpIdealSize    [5]     int             20              //ideal size. If less than this factory will reinforce
 
701
 
 
702
 
 
703
/* Factories */
 
704
numFactories            int             3       //7             //MAX = 10
 
705
 
 
706
//Base 1 Heavy Factory 1
 
707
factID          [0]     int             0               //index to structures
 
708
factAssXY               [0]     int             -1              //index to assembly point. -1 for don't set
 
709
factTimeGo              [0]     int             1               //delay before starting production in 10s
 
710
factRegionGo    [0]     int             -1              //-1 = no region for trigger (assume WhoGo = 0)
 
711
factTempMin             [0]     int             3               //index to starting template
 
712
factTempMax             [0]     int             6               //index to maximum template
 
713
factEvery               [0]     int             24              //4 min. Time in 10s for factory to try to produce again
 
714
 
 
715
//Base 1 Heavy Factory 2
 
716
factID          [1]     int             1               //index to structures
 
717
factAssXY               [1]     int             -1              //index to assembly point. -1 for don't set
 
718
factTimeGo              [1]     int             180             //delay before starting production in 10s
 
719
factRegionGo    [1]     int             -1              //-1 = no region for trigger (assume WhoGo = 0)
 
720
factTempMin             [1]     int             3               //index to starting template
 
721
factTempMax             [1]     int             6               //index to maximum template
 
722
factEvery               [1]     int             24              //4 mins. Time in 10s for factory to try to produce again
 
723
 
 
724
/* VTOLS done in a different script
 
725
//Base 1 VTOL Factory 1
 
726
factID          [2]     int             2               //index to structures
 
727
factAssXY               [2]     int             -1              //index to assembly point. -1 for don't set
 
728
factTimeGo              [2]     int             1               //delay before starting production in 10s
 
729
factRegionGo    [2]     int             -1              //-1 = no region for trigger (assume WhoGo = 0)
 
730
factTempMin             [2]     int             11              //index to starting template
 
731
factTempMax             [2]     int             13              //index to maximum template
 
732
factEvery               [2]     int             42      //21    //15            //50s .Time in 10s for factory to try to produce again
 
733
 
 
734
//Base 1 VTOL Factory 2
 
735
factID          [3]     int             3               //index to structures
 
736
factAssXY               [3]     int             -1              //index to assembly point. -1 for don't set
 
737
factTimeGo              [3]     int             8               //delay before starting production in 10s
 
738
factRegionGo    [3]     int             -1              //-1 = no region for trigger (assume WhoGo = 0)
 
739
factTempMin             [3]     int             12              //index to starting template
 
740
factTempMax             [3]     int             13              //index to maximum template
 
741
factEvery               [3]     int             36      //18    //12            //50s .Time in 10s for factory to try to produce again
 
742
*/
 
743
 
 
744
/*These gone too now!!
 
745
//Base 2 Heavy Factory
 
746
factID          [2]     int             4               //index to structures
 
747
factAssXY               [2]     int             -1              //index to assembly point. -1 for don't set
 
748
factTimeGo              [2]     int             60              //delay before starting production in 10s
 
749
factRegionGo    [2]     int             -1              //-1 = no region for trigger (assume WhoGo = 0)
 
750
factTempMin             [2]     int             3               //index to starting template
 
751
factTempMax             [2]     int             6               //index to maximum template
 
752
factEvery               [2]     int             24      //12    //6             //1 min. Time in 10s for factory to try to produce again
 
753
 
 
754
//Base 3 Medium Factory
 
755
factID          [3]     int             5               //index to structures
 
756
factAssXY               [3]     int             -1              //index to assembly point. -1 for don't set
 
757
factTimeGo              [3]     int             12              //delay before starting production in 10s
 
758
factRegionGo    [3]     int             -1              //-1 = no region for trigger (assume WhoGo = 0)
 
759
factTempMin             [3]     int             1               //index to starting template
 
760
factTempMax             [3]     int             2               //index to maximum template
 
761
factEvery               [3]     int             32      //16    //10            //2 min. Time in 10s for factory to try to produce again
 
762
*/
 
763
 
 
764
//cyborg factory1
 
765
factID          [2]     int             5       //7             //index to structures
 
766
factAssXY               [2]     int             -1              //index to assembly point. -1 for don't set
 
767
factTimeGo              [2]     int             6               //delay before starting production in 10s
 
768
factRegionGo    [2]     int             -1              //-1 = no region for trigger (assume WhoGo = 0)
 
769
factTempMin             [2]     int             14              //index to starting template
 
770
factTempMax             [2]     int             16              //index to maximum template
 
771
factEvery               [2]     int             18              //3 min. Time in 10s for factory to try to produce again
 
772
 
 
773
/* 'Globals' */
 
774
//These should be same in each file, but may need slight alterations
 
775
player          int             0                               //player's player number
 
776
crate           FEATURESTAT     "Crate"
 
777
artRange        int             200     //171                           //range to artifact about 1.5 tiles
 
778
objectiveRange  int             640                             //range to objective 5 Tiles
 
779
wayRange        int             300                             //range to waypoint 2ish tiles
 
780
targetRange     int             768                             //range for target spotting
 
781
targetMax       int             4                               //maximum number of targets to store for each enemy
 
782
lostSnd         SOUND           "pcv470.ogg"            //mission failed
 
783
attackSnd1      SOUND           "pcv337.ogg"    //Base Under Attack
 
784
artSnd1         SOUND           "pcv351.ogg"    //artifact sounds
 
785
artSnd2         SOUND           "pcv352.ogg"
 
786
transporter     TEMPLATE        "Transporter"   //for enemy transports
 
787
 
 
788
//base WAVs. MAX = 5
 
789
baseSnd[0]      SOUND           "pcv379.ogg"    //Enemy Base Detected
 
790
baseSnd[1]      SOUND           "pcv379.ogg"    //Enemy Base Detected
 
791
baseSnd[2]      SOUND           "pcv379.ogg"    //Enemy Base Detected
 
792
baseSnd[3]      SOUND           "pcv394.ogg"    //Enemy base eradicated
 
793
 
 
794
 
 
795
/* NEW STUFF for trucks */
 
796
trucksOn                BOOL                    TRUE            //switch for using trucks (won't work without it!)
 
797
/* Defence Type Structures for any enemy to build */
 
798
numDefences             int                     4       //MAX = 5
 
799
defences[0]             STRUCTURESTAT   "CO-Tower-MG3"
 
800
defences[1]             STRUCTURESTAT   "CO-Tower-LtATRkt"
 
801
defences[2]             STRUCTURESTAT   "CO-Tower-MdCan"
 
802
defences[3]             STRUCTURESTAT   "CO-Tower-LtATRkt"
 
803
 
 
804
maxDefence              int                     4               //ideal number of defences to build
 
805
/* structures to defend */
 
806
numToDefend             int                     3       //MAX = 5
 
807
toDefend[0]             STRUCTURESTAT   "A0ResourceExtractor"
 
808
toDefend[1]             STRUCTURESTAT   "A0CommandCentreCO" //"A0PowerGenerator"
 
809
toDefend[2]             STRUCTURESTAT   "A0PowerGenerator"
 
810
 
 
811
/* extra Globals */
 
812
oilRes          FEATURESTAT             "OilResource"
 
813
truckRange              int                     1024    //range for truck to check for defendable structures
 
814
defRange                int                     512     //range for defences to be for defendable structures
 
815
/* end of NEW STUFF */
 
816
 
 
817
/* NEW STUFF FOR THREAT ASSESSMENT */
 
818
//this only works on groups with Morale Values
 
819
//if not declared just won't do anything!!
 
820
threatLight             int                     2       //value for light vehicles
 
821
threatMedium    int                     4       //value for medium vehicles
 
822
threatHeavy             int                     8       //value for large vehicles
 
823
threatRange             int                     512     //range to check for enemy and player threats
 
824
/* end of NEW STUFF */
 
825
 
 
826
 
 
827
}