1
//Generic VLO file template for start/expand levels
9
//This is the last level!
10
//NextLev LEVEL "CAM3C" //points to next level
11
lastLev BOOL TRUE //don't try to load next one
13
/* Define Players/Enemies */
14
numEnemies int 1 //MAX 2. Must define same as number of enemy players given next
16
alliancePlayer int 0 //ally player with self (could be a different player number
17
allianceEnemy[0] int 3 //ally enemy with self (could be a different player number
18
allianceFlag BOOL FALSE //TRUE if want enemies to ally, otherwise mark FALSE
20
/* Starting Enemy Power */
21
power[0] int 50000 //starting power values for each enemy listed above
23
healthRetreat[0] int 70
24
healthRetreatX[0] int 1728 //default retreat for non-group units
25
healthRetreatY[0] int 11456 //HQ
28
/* Structure Limits */
29
numStrucStats int 6 //MAX 5. Must be same as number of limits given next
30
strucStat[0] STRUCTURESTAT "A0PowerGenerator"
32
strucStat[1] STRUCTURESTAT "A0ResourceExtractor"
34
strucStat[2] STRUCTURESTAT "A0ResearchFacility"
36
strucStat[3] STRUCTURESTAT "A0LightFactory"
38
strucStat[4] STRUCTURESTAT "A0CommandCentre"
40
strucStat[5] STRUCTURESTAT "A0ComDroidControl"
44
centreX int 11200 //11456 //starting view centre (in world units)
45
centreY int 1472 //1344
46
scrollX1 int 0 //scroll limits (in tile units)
50
zoomLevel int 0 //starting radar: 0=zoomed out, 2=zoomed in
52
numLZ int 1 //MAX 8. Number of Landing zones/areas can't build on (0 = LZ)
53
LZX[0] int 87 //89 //coords of LZs in tile units
56
/* Transport exit and entry */
57
transX[0] int 92 //entry coords
59
transX[1] int 92 //exit coords
62
ReinforceTime INT 600 // (1 minute) number of seconds*10 for transport, -1 for no reinforcements
64
/* starting technology for enemy */
65
//NOTE: need to set first number in array for enemy player
66
//second number needs to correspond to numTechs[enemy]
67
//MAX 2 enemies, 10 technologies
69
startTech [0] [0] RESEARCHSTAT "R-Defense-WallUpgrade09"
70
startTech [0] [1] RESEARCHSTAT "R-Struc-Materials09"
71
startTech [0] [2] RESEARCHSTAT "R-Struc-Factory-Upgrade06"
72
startTech [0] [3] RESEARCHSTAT "R-Struc-Factory-Cyborg-Upgrade06"
73
startTech [0] [4] RESEARCHSTAT "R-Struc-VTOLFactory-Upgrade06"
74
startTech [0] [5] RESEARCHSTAT "R-Struc-VTOLPad-Upgrade06"
75
startTech [0] [6] RESEARCHSTAT "R-Vehicle-Engine09"
76
startTech [0] [7] RESEARCHSTAT "R-Vehicle-Metals09"
77
startTech [0] [8] RESEARCHSTAT "R-Cyborg-Metals09"
78
startTech [0] [9] RESEARCHSTAT "R-Vehicle-Armor-Heat06"
79
startTech [0] [10] RESEARCHSTAT "R-Cyborg-Armor-Heat06"
80
startTech [0] [11] RESEARCHSTAT "R-Sys-Engineering03"
81
startTech [0] [12] RESEARCHSTAT "R-Vehicle-Prop-Hover02"
82
startTech [0] [13] RESEARCHSTAT "R-Vehicle-Prop-VTOL02"
83
startTech [0] [14] RESEARCHSTAT "R-Wpn-Bomb-Accuracy03"
84
startTech [0] [15] RESEARCHSTAT "R-Wpn-Energy-Accuracy01"
85
startTech [0] [16] RESEARCHSTAT "R-Wpn-Energy-Damage03"
86
startTech [0] [17] RESEARCHSTAT "R-Wpn-Energy-ROF03"
87
startTech [0] [18] RESEARCHSTAT "R-Wpn-Missile-Accuracy02"
88
startTech [0] [19] RESEARCHSTAT "R-Wpn-Missile-Damage03"
89
startTech [0] [20] RESEARCHSTAT "R-Wpn-Missile-ROF03"
90
startTech [0] [21] RESEARCHSTAT "R-Wpn-Rail-Accuracy01"
91
startTech [0] [22] RESEARCHSTAT "R-Wpn-Rail-Damage03"
92
startTech [0] [23] RESEARCHSTAT "R-Wpn-Rail-ROF03"
93
startTech [0] [24] RESEARCHSTAT "R-Sys-Sensor-Upgrade01"
94
startTech [0] [25] RESEARCHSTAT "R-Sys-NEXUSrepair"
95
startTech [0] [26] RESEARCHSTAT "R-Wpn-Flamer-Damage06"
98
numBriefs int 2 //MAX 5. Needs to be same as the number of briefings given next
99
brief[0] INTMESSAGE "MB3_4_MSG3"
100
brief[1] INTMESSAGE "MB3_4_MSG2"
101
briefVal[0] int 0 //0 remove after playing, 1 keep, 2 don't play immediately
102
briefVal[1] int 2 //0 remove after playing, 1 keep, 2 don't play immediately
103
endMsg INTMESSAGE "END"
106
numObjectives int 1 //MAX 3. Needs to be the same as the number of objective blips given next
107
//done as a base blip as well for now
108
objective[0] INTMESSAGE "CM34_OBJ1"
109
objectiveX[0] int 1984 //doesn't use index to array, use world coords
110
objectiveY[0] int 10688
112
/* Victory Conditions */
113
//NOTE: always assumes victory condition of: number of artifacts collected = victoryArt
114
numVictory int 1 //number of victory conditions to be met (not including artifacts)
115
//DOESN'T need to be same as number given next (these are set TRUE/FALSE)
116
//if victory condition required. Can have 2 set to TRUE and numVictory = 1
117
//This will then let player win if EITHER condition is true!
118
//Use numVictory of 0 if just want player to get artifacts
120
//these now done as integers NOT bools!! Use -1 for False, # for True (often an index to check!)
121
//for this reason must specify ALL victory[]!
122
victory[0] int 1 //all enemy vehicles and structures need to be killed
123
victory[1] int -1 //all players vehicles at REGION index # (eg LZ REGION)
124
victory[2] int -1 //number of objectives to get to (uses objective[0] to objective[#])
125
victory[3] int 1 //number of bases to destroy (uses base[0] to base[#])
127
/* Failure Conditions */
128
//Extra conditions above ALL player units and structures dead, or TIME LIMIT expired
129
//Use -1 for False, # for True (often an index to check!)
130
fail [0] int -1 //droid # index all got to REGION
131
fail [1] int -1 //REGION index for above (these count as one condition!)
134
victoryArt int 0 //number of artifacts required for victory (must be <= numArt)
135
numArt int 3 //MAX 6. Number of artifacts in total (even if not in game, but added as extra research!)
137
//new improved way of doing artifacts
138
//artType: 0 = artifact starts on map, 1 = get from STRUCTURE, 2 = get from FEATURE, 3 = get from DROID, 4 = at end of level
139
//artVal: index to relevant type, ie FEATURE(crate), FEATURE, STRUCTURE, DROID
140
//artX, artY: artifact coords (this is updated for DROIDS moving by script, but still needs an array to store them in!)
142
artType [0] int 1 //Cyborg Factory NW
146
artComp [0] RESEARCHSTAT "R-Wpn-RailGun03"
149
artVal [1] int 2 //NE Factory
152
artComp [1] RESEARCHSTAT "R-Vehicle-Body10"
154
artType [2] int 1 //MultiMissEmp SE
158
artComp [2] RESEARCHSTAT "R-Wpn-HvArtMissile"
161
artType [3] int 1 //Power Generator SE
165
artComp [3] RESEARCHSTAT "R-Struc-Power-Upgrade02"
168
artVal [4] int 3 //get this from base 3 factory
171
artComp [4] RESEARCHSTAT "CAM3RESEARCH" //"R-Wpn-Mortar01Lt"
173
artType [5] int 1 //get this from bunker
177
artComp [5] RESEARCHSTAT "CAM3RESEARCH" //"R-Sys-Engineering01" //"R-Wpn-MG-Damage01"
181
/* ******************************************** */
182
/* lists of stuff referred to by index number */
183
/* ******************************************** */
185
/* ******************************************** */
186
/* FEATURES (inc crates, by ID number) MAX = 10 */
187
//features [0] FEATURE 649 //crate artifact (1st in valley)
188
//features [1] FEATURE 661 //crate artifact (2nd by huts) (CHANGED TO BUNKER)
190
/* ******************************************** */
191
/* STRUCTURES (by ID number) MAX = 10 */
192
structures [0] STRUCTURE 724 //NW Base A Factory 1
193
structures [1] STRUCTURE 751 //NW Base A Factory 2
194
structures [2] STRUCTURE 729 //NE Base B Factory
195
structures [3] STRUCTURE 812 //SW Base C Factory
196
structures [4] STRUCTURE 733 //SE Base D Factory
197
structures [5] STRUCTURE 748 //Base E VTOL Factory (artifact only)
198
structures [6] STRUCTURE 1288 //NW base Cyborg factory
199
structures [7] STRUCTURE 746 //Base E VTOL Factory (artifact only)
200
structures [8] STRUCTURE 238 //SW Base F Cyborg Factory
201
structures [9] STRUCTURE 246 //SW Base F Cyborg Factory
202
structures [10] STRUCTURE 1235 //MultiArtMissEmp (artifact)
203
//structures [12] STRUCTURE 324 //Power Generator SE (artifact)
206
/* ******************************************** */
207
/* DROIDS (by ID number) MAX = 10 */
208
droids [0] DROID 755 //truck
209
droids [1] DROID 756 //truck
210
droids [2] DROID 757 //truck
211
droids [3] DROID 758 //truck
213
/* ******************************************** */
214
/* list of templates (by name) MAX = 20 */
215
/* ******************************************** */
218
templates [0] TEMPLATE "NX-Cyb-Rail1-JUMP"
219
templates [1] TEMPLATE "NX-Cyb-Miss-JUMP"
220
templates [2] TEMPLATE "NX-Cyb-PulseLas-JUMP"
223
templates [3] TEMPLATE "NX-L-Link-Hov"
224
templates [4] TEMPLATE "NX-M-Link-Hover"
227
templates [5] TEMPLATE "NX-H-Rail3-Hover"
228
templates [6] TEMPLATE "NX-M-PulseLas-Hover"
229
templates [7] TEMPLATE "NX-M-Missile-A-T-Hover"
230
templates [8] TEMPLATE "NX-M-HvSam-Hover"
231
templates [9] TEMPLATE "NX-M-Strike-Hover"
233
/* Templates available for this level */
236
TEMPLATE "NX-M-Con-Hover"
238
TEMPLATE "NX-L-Repair-Hover"
240
TEMPLATE "NX-L-Sens-Hov"
241
TEMPLATE "NX-H-CBS-Hover"
242
TEMPLATE "NX-M-VTOLCBS-Hover"
244
TEMPLATE "NX-M-Com-Hover"
245
//Electronic warfare - takeover
246
TEMPLATE "NX-M-Link-Hover"
248
TEMPLATE "NX-M-Missile-A-T-Hover"
249
TEMPLATE "NX-M-PulseLas-Hover"
250
TEMPLATE "NX-M-Rail2-Hover"
251
TEMPLATE "NX-L-Missile-MdArt-Hover"
252
TEMPLATE "NX-M-Strike-Hover"
253
TEMPLATE "NX-H-Com-Hover" //(NOT DESIGNED YET!!!)
254
TEMPLATE "NX-H-HvMiss-Hover"
255
TEMPLATE "NX-H-BeamLas-Hover"
256
TEMPLATE "NX-H-Rail3-Hover"
258
TEMPLATE "NX-Cyb-Rail1-JUMP"
259
TEMPLATE "NX-Cyb-Miss-JUMP"
260
TEMPLATE "NX-Cyb-PulseLas-JUMP"
262
TEMPLATE "NX-L-Missile-A-T-VTOL"
263
TEMPLATE "NX-L-Rail1-VTOL"
264
TEMPLATE "NX-L-PulseLas-VTOL"
265
TEMPLATE "NX-H-Rail2-VTOL"
268
/* ******************************************** */
269
//coordinates (world coords) MAX = 10
270
/* ******************************************** */
272
coordsX [0] int 1728 //SW retreat
273
coordsY [0] int 11456
275
coordsX [1] int 1600 //SW patrol1
277
coordsX [2] int 4160 //SW patrol2
279
coordsX [3] int 5056 //SW patrol3
280
coordsY [3] int 10560
283
coordsX [4] int 10432 //SE retreat
284
coordsY [4] int 11456
286
coordsX [5] int 11328 //SE patrol1
288
coordsX [6] int 10432 //SE patrol2
292
coordsX [7] int 8896 //NE retreat
295
coordsX [8] int 9408 //NE patrol1
297
coordsX [9] int 4800 //NE patrol2
301
coordsX [10] int 1344 //NW retreat
302
coordsY [10] int 1600
304
coordsX [11] int 5824 //NW patrol1
306
coordsX [12] int 2496 //NW patrol2
307
coordsY [12] int 2624
308
coordsX [13] int 704 //NW patrol3
309
coordsY [13] int 4160
312
/* ******************************************** */
313
//regions (world coords) MAX = 20
314
/* ******************************************** */
315
regionsX1 [0] int 192 //NW base defense zone
316
regionsY1 [0] int 192
317
regionsX2 [0] int 6336
318
regionsY2 [0] int 1216
320
regionsX1 [1] int 6336 //NE base defense zone
321
regionsY1 [1] int 1984
322
regionsX2 [1] int 9408
323
regionsY2 [1] int 9024
325
regionsX1 [2] int 192 //SW base defense zone
326
regionsY1 [2] int 7232
327
regionsX2 [2] int 5440
328
regionsY2 [2] int 11968
330
regionsX1 [3] int 9408 //SE base defense zone
331
regionsY1 [3] int 6976
332
regionsX2 [3] int 12096
333
regionsY2 [3] int 12096
336
regionsX1 [4] int 5696 //enemy base E blip
337
regionsY1 [4] int 10176
338
regionsX2 [4] int 8256
339
regionsY2 [4] int 11840
341
regionsX1 [5] int 320 //enemy base F blip
342
regionsY1 [5] int 7744
343
regionsX2 [5] int 4672
344
regionsY2 [5] int 11968
346
regionsX1 [6] int 10816 //enemy base G blip
347
regionsY1 [6] int 6976
348
regionsX2 [6] int 11712
349
regionsY2 [6] int 7744
352
/* ******************************************** */
354
/* ******************************************** */
355
//sectors to attack (covers 1A-C expansion area, in order of priority to attack)
358
sectorsX1 [0] int 192
359
sectorsY1 [0] int 6464
360
sectorsX2 [0] int 6080
361
sectorsY2 [0] int 12096
363
sectorsX1 [1] int 6080
364
sectorsY1 [1] int 6464
365
sectorsX2 [1] int 12096
366
sectorsY2 [1] int 12096
368
sectorsX1 [2] int 6080
369
sectorsY1 [2] int 192
370
sectorsX2 [2] int 12096
371
sectorsY2 [2] int 6464
373
sectorsX1 [3] int 192
374
sectorsY1 [3] int 192
375
sectorsX2 [3] int 6080
376
sectorsY2 [3] int 6464
379
sectorsX1 [4] int 1600
380
sectorsY1 [4] int 10176
381
sectorsX2 [4] int 5952
382
sectorsY2 [4] int 12608
384
sectorsX1 [5] int 4672
385
sectorsY1 [5] int 8640
386
sectorsX2 [5] int 5696
387
sectorsY2 [5] int 10048
389
sectorsX1 [6] int 4160
390
sectorsY1 [6] int 6464
391
sectorsX2 [6] int 5056
392
sectorsY2 [6] int 8512
394
sectorsX1 [7] int 832
395
sectorsY1 [7] int 6336
396
sectorsX2 [7] int 3392
397
sectorsY2 [7] int 7104
399
sectorsX1 [8] int 4800
400
sectorsY1 [8] int 5056
401
sectorsX2 [8] int 6208
402
sectorsY2 [8] int 6208
404
sectorsX1 [9] int 3392
405
sectorsY1 [9] int 4672
406
sectorsX2 [9] int 4160
407
sectorsY2 [9] int 5440
409
sectorsX1 [10] int 5056
410
sectorsY1 [10] int 4160
411
sectorsX2 [10] int 5312
412
sectorsY2 [10] int 4928
414
sectorsX1 [11] int 4032
415
sectorsY1 [11] int 1216
416
sectorsX2 [11] int 6208
417
sectorsY2 [11] int 3264
419
sectorsX1 [12] int 3392
420
sectorsY1 [12] int 832
421
sectorsX2 [12] int 3776
422
sectorsY2 [12] int 1472
424
sectorsX1 [13] int 2624
425
sectorsY1 [13] int 1600
426
sectorsX2 [13] int 3392
427
sectorsY2 [13] int 1856
429
sectorsX1 [14] int 832
430
sectorsY1 [14] int 1344
431
sectorsX2 [14] int 2496
432
sectorsY2 [14] int 3392
434
sectorsX1 [15] int 1600
435
sectorsY1 [15] int 3520
436
sectorsX2 [15] int 2496
437
sectorsY2 [15] int 4544
439
sectorsX1 [16] int 832
440
sectorsY1 [16] int 1344
441
sectorsX2 [16] int 1728
442
sectorsY2 [16] int 2880
445
/* ******************************************** */
446
/* Enemy Base Blips */
447
/* ******************************************** */
448
numBases int 1 //7 //MAX = 5. Must be same as number of bases listed next
450
basePlayer [0] int 0 //enemy player number who owns base
451
baseMsg [0] INTMESSAGE "CM34_OBJ2" //enemy base blip message (prox.txt)
452
baseRegion [0] int 2 //index to regions
454
baseWav2 [0] int 3 //index to baseSnd Eradicated
456
/* NO BASES SINCE GIVES PLAYER POSITION WHEN ARTILLERY FIRES
458
baseMsg [1] INTMESSAGE "CM34_BASEB"
460
baseWav1 [1] int 0 //index to baseSnd enemy detected
461
baseWav2 [1] int 3 //index to baseSnd Eradicated
464
baseMsg [2] INTMESSAGE "CM34_BASEC"
466
baseWav1 [2] int 0 //index to baseSnd enemy detected
467
baseWav2 [2] int 3 //index to baseSnd Eradicated
470
baseMsg [3] INTMESSAGE "CM34_BASED"
473
baseWav2 [3] int 3 //index to baseSnd Eradicated
476
baseMsg [4] INTMESSAGE "CM34_BASEE"
482
baseMsg [5] INTMESSAGE "CM34_BASEF"
488
baseMsg [6] INTMESSAGE "CM34_BASEG"
494
/* ******************************************** */
496
/* ******************************************** */
497
numGroups int 6 //group MAX = 10
500
grpType [0] int 2 //0 = Ambush/Patrol, 1 = Defence, 2 = Scout, 3 = Attack...
501
grpPlayer [0] int 0 //player number (NP)
502
grpRegion [0] int -1 //index in regions array
503
grpTimeGo [0] int 1 //10s. (always make >= 0 for defence forces)
504
grpRegionGo [0] int -1 //index in regions array as trigger
505
grpWhoGo [0] int 0 //player number to cross trigger region (may not need?)
506
grpMorale [0] int 90 //don't set morale/leadership/retreat
507
grpLeadership [0] int 0 //leadership value
508
grpRetreatXY [0] int 0 //retreat to base 1 assembly
509
grpPosStart [0] int 0 //index in coords/sectors array (depends on grpType)
510
grpPosMin [0] int 0 //Minimum index in coords array
511
grpPosMax [0] int 3 //Maximum index in coords array
512
grpPosStep [0] int 1 //Step increase for next 'waypoint'
513
grpPosType [0] int 3 //0 = stop, 1 = loop, 2 = pingpong, 3 = random thru waypoints
514
grpFactory [0] int 5 //index factory to reinforce group. -1 = any factory.
515
grpIdealSize [0] int 12 //ideal size. If less than this factory will reinforce
518
grpType [1] int 3 //0 = Ambush/Patrol, 1 = Defence, 2 = Scout, 3 = Attack...
519
grpPlayer [1] int 0 //player number (NP)
520
grpRegion [1] int -1 //index in regions array
521
grpTimeGo [1] int 30 //5mins time trigger (always make >= 0 for defence forces)
522
grpRegionGo [1] int -1 //no region. index in regions array as trigger
523
grpWhoGo [1] int 0 //player number to cross trigger region (may not need?)
524
grpMorale [1] int 90 //very timid! morale = 1%
525
grpLeadership [1] int 0 //leadership value
526
grpRetreatXY [1] int 0 //retreat (index in coords array) base1 assembly
527
grpPosStart [1] int 0 //index in sectors array (depends on grpType)
528
grpPosMin [1] int 0 //Minimum index in coords array
529
grpPosMax [1] int 3 //Maximum index in coords array
530
grpPosStep [1] int 1 //Step increase for next 'waypoint'
531
grpPosType [1] int 1 //0 = stop, 1 = loop, 2 = pingpong, 3 = random thru waypoints
532
grpFactory [1] int -1 //index structure to reinforce group. -1 = any factory.
533
grpIdealSize [1] int 15 //ideal size. If less than this factory will reinforce
536
grpType [2] int 1 //0 = Ambush/Patrol, 1 = Defence, 2 = Scout, 3 = Attack...
537
grpPlayer [2] int 0 //player number (NP)
538
grpRegion [2] int 1 //index in regions array
539
grpTimeGo [2] int 0 //0s time trigger (always make >= 0 for defence forces)
540
grpRegionGo [2] int 1 //no region. index in regions array as trigger
541
grpWhoGo [2] int 0 //player number to cross trigger region (may not need?)
542
grpMorale [2] int 90 //morale = 25%
543
grpLeadership [2] int 0 //leadership value = 75%
544
grpRetreatXY [2] int 7 //retreat (index in coords array) base2 assembly
545
grpPosStart [2] int 8 //index in coords array (depends on grpType)
546
grpPosMin [2] int 8 //Minimum index in coords array
547
grpPosMax [2] int 9 //Maximum index in coords array
548
grpPosStep [2] int 1 //Step increase for next 'waypoint'
549
grpPosType [2] int 1 //0 = stop, 1 = loop, 2 = pingpong, 3 = random thru waypoints
550
grpFactory [2] int 3 //index factory to reinforce group. -1 = any factory.
551
grpIdealSize [2] int 10 //ideal size. If less than this factory will reinforce
554
grpType [3] int 1 //0 = Ambush/Patrol, 1 = Defence, 2 = Scout, 3 = Attack...
555
grpPlayer [3] int 0 //player number (NP)
556
grpRegion [3] int 0 //index in regions array
557
grpTimeGo [3] int 0 //10s time trigger (always make >= 0 for defence forces)
558
grpRegionGo [3] int 0 //no region. index in regions array as trigger
559
grpWhoGo [3] int 0 //player number to cross trigger region (may not need?)
560
grpMorale [3] int 90 //pretty timid! morale = 25%
561
grpLeadership [3] int 0 //leadership value = 0%
562
grpRetreatXY [3] int 10 //retreat (index in coords array) base 2 assembly
563
grpPosStart [3] int 11 //index in coords array (depends on grpType)
564
grpPosMin [3] int 11 //Minimum index in coords array
565
grpPosMax [3] int 13 //Maximum index in coords array
566
grpPosStep [3] int 1 //Step increase for next 'waypoint'
567
grpPosType [3] int 3 //0 = stop, 1 = loop, 2 = pingpong, 3 = random thru waypoints
568
grpFactory [3] int 1 //index factory to reinforce group. -1 = any factory.
569
grpIdealSize [3] int 10 //ideal size. If less than this factory will reinforce
572
grpType [4] int 1 //0 = Ambush/Patrol, 1 = Defence, 2 = Scout, 3 = Attack...
573
grpPlayer [4] int 0 //player number (NP)
574
grpRegion [4] int 3 //index in regions array
575
grpTimeGo [4] int 0 //20s time trigger (always make >= 0 for defence forces)
576
grpRegionGo [4] int 3 //no region. index in regions array as trigger
577
grpWhoGo [4] int 0 //player number to cross trigger region (may not need?)
578
grpMorale [4] int 90 //morale = 50%
579
grpLeadership [4] int 0 //leadership value = 75%
580
grpRetreatXY [4] int 4 //retreat (index in coords array) base2 assembly
581
grpPosStart [4] int 5 //index in coords array (depends on grpType)
582
grpPosMin [4] int 5 //Minimum index in coords array
583
grpPosMax [4] int 6 //Maximum index in coords array
584
grpPosStep [4] int 1 //Step increase for next 'waypoint'
585
grpPosType [4] int 1 //0 = stop, 1 = loop, 2 = pingpong, 3 = random thru waypoints
586
grpFactory [4] int 4 //index factory to reinforce group. -1 = any factory.
587
grpIdealSize [4] int 10 //ideal size. If less than this factory will reinforce
590
grpType [5] int 1 //0 = Ambush/Patrol, 1 = Defence, 2 = Scout, 3 = Attack...
591
grpPlayer [5] int 0 //player number (NP)
592
grpRegion [5] int 2 //index in regions array
593
grpTimeGo [5] int 0 //20s time trigger (always make >= 0 for defence forces)
594
grpRegionGo [5] int 2 //index in regions array as protect region
595
grpWhoGo [5] int 0 //player number to cross trigger region (may not need?)
596
grpMorale [5] int 90 //morale = 50%
597
grpLeadership [5] int 0 //leadership value = 75%
598
grpRetreatXY [5] int 0 //retreat (index in coords array) base2 assembly
599
grpPosStart [5] int 2 //-1 = no waypoints. index in coords array (depends on grpType)
600
grpPosMin [5] int 1 //Minimum index in coords array
601
grpPosMax [5] int 3 //Maximum index in coords array
602
grpPosStep [5] int 1 //Step increase for next 'waypoint'
603
grpPosType [5] int 3 //0 = stop, 1 = loop, 2 = pingpong, 3 = random thru waypoints
604
grpFactory [5] int -1 //index factory to reinforce group. -1 = any factory.
605
grpIdealSize [5] int 15 //ideal size. If less than this factory will reinforce
609
grpType [6] int 0 //0 = Ambush/Patrol, 1 = Defence, 2 = Scout, 3 = Attack...
610
grpPlayer [6] int 7 //player number (NP)
611
grpRegion [6] int 2 //index in regions array (same as base region)
612
grpTimeGo [6] int -1 //20s time trigger (always make >= 0 for defence forces)
613
grpRegionGo [6] int 5 //no region. index in regions array as trigger
614
grpWhoGo [6] int 0 //player number to cross trigger region (may not need?)
615
grpMorale [6] int 90 //morale = 50%
616
grpLeadership [6] int 50 //leadership value = 75%
617
grpRetreatXY [6] int 2 //retreat (index in coords array) base3 assembly
618
grpPosStart [6] int 5 //index in coords array (depends on grpType)
619
grpPosMin [6] int 5 //Minimum index in coords array
620
grpPosMax [6] int 8 //Maximum index in coords array
621
grpPosStep [6] int 1 //Step increase for next 'waypoint'
622
grpPosType [6] int 2 //0 = stop, 1 = loop, 2 = pingpong, 3 = random thru waypoints
623
grpFactory [6] int 2 //index factory to reinforce group. -1 = any factory.
624
grpIdealSize [6] int 3 //ideal size. If less than this factory will reinforce
628
numFactories int 8 //MAX = 11
631
factID [0] int 0 //index to structures
632
factAssXY [0] int -1 //index to assembly point. -1 for don't set
633
factTimeGo [0] int 60 //10mins delay before starting production in 10s
634
factRegionGo [0] int 0 //-1 = no region for trigger (assume WhoGo = 0)
635
factTempMin [0] int 5 //index to starting template
636
factTempMax [0] int 9 //index to maximum template
637
factEvery [0] int 72 //12mins .Time in 10s for factory to try to produce again
640
factID [1] int 1 //index to structures
641
factAssXY [1] int -1 //index to assembly point. -1 for don't set
642
factTimeGo [1] int 90 //15mins delay before starting production in 10s
643
factRegionGo [1] int -1 //-1 = no region for trigger (assume WhoGo = 0)
644
factTempMin [1] int 5 //index to starting template
645
factTempMax [1] int 9 //index to maximum template
646
factEvery [1] int 60 //10mins .Time in 10s for factory to try to produce again
648
//NW base Cyborg factory 6
649
factID [2] int 6 //index to structures
650
factAssXY [2] int -1 //index to assembly point. -1 for don't set
651
factTimeGo [2] int 120 //20mins delay before starting production in 10s
652
factRegionGo [2] int 0 //-1 = no region for trigger (assume WhoGo = 0)
653
factTempMin [2] int 0 //index to starting template
654
factTempMax [2] int 2 //index to maximum template
655
factEvery [2] int 42 //7mins .Time in 10s for factory to try to produce again
659
factID [3] int 2 //index to structures
660
factAssXY [3] int -1 //index to assembly point. -1 for don't set
661
factTimeGo [3] int 18 //3mins delay before starting production in 10s
662
factRegionGo [3] int -1 //-1 = no region for trigger (assume WhoGo = 0)
663
factTempMin [3] int 5 //index to starting template
664
factTempMax [3] int 9 //index to maximum template
665
factEvery [3] int 60 //10mins .Time in 10s for factory to try to produce again
669
factID [4] int 4 //index to structures
670
factAssXY [4] int -1 //index to assembly point. -1 for don't set
671
factTimeGo [4] int 180 //30 mins delay before starting production in 10s
672
factRegionGo [4] int 3 //-1 = no region for trigger (assume WhoGo = 0)
673
factTempMin [4] int 5 //index to starting template
674
factTempMax [4] int 9 //index to maximum template
675
factEvery [4] int 60 //10mins .Time in 10s for factory to try to produce again
678
//SW base Factory (main) (LINKS only!!)
679
factID [5] int 3 //index to structures
680
factAssXY [5] int -1 //index to assembly point. -1 for don't set
681
factTimeGo [5] int 120 //20 mins delay before starting production in 10s
682
factRegionGo [5] int 2 //-1 = no region for trigger (assume WhoGo = 0)
683
factTempMin [5] int 3 //index to starting template
684
factTempMax [5] int 4 //index to maximum template
685
factEvery [5] int 60 //10mins .Time in 10s for factory to try to produce again
687
//SW base Cyborg Factory (main)
688
factID [6] int 8 //index to structures
689
factAssXY [6] int -1 //index to assembly point. -1 for don't set
690
factTimeGo [6] int 180 //30 mins delay before starting production in 10s
691
factRegionGo [6] int 2 //-1 = no region for trigger (assume WhoGo = 0)
692
factTempMin [6] int 0 //index to starting template
693
factTempMax [6] int 2 //index to maximum template
694
factEvery [6] int 42 //7mins .Time in 10s for factory to try to produce again
696
//SW base Cyborg Factory (main)
697
factID [7] int 9 //index to structures
698
factAssXY [7] int -1 //index to assembly point. -1 for don't set
699
factTimeGo [7] int 240 //40 mins delay before starting production in 10s
700
factRegionGo [7] int -1 //-1 = no region for trigger (assume WhoGo = 0)
701
factTempMin [7] int 0 //index to starting template
702
factTempMax [7] int 2 //index to maximum template
703
factEvery [7] int 54 //9mins .Time in 10s for factory to try to produce again
707
//These should be same in each file, but may need slight alterations
708
player int 0 //player's player number
709
crate FEATURESTAT "Crate"
710
artRange int 200 //171 //range to artifact about 1.5 tiles
711
objectiveRange int 640 //range to objective 5 Tiles
712
wayRange int 300 //range to waypoint 2ish tiles
713
targetRange int 768 //range for target spotting
714
targetMax int 4 //maximum number of targets to store for each enemy
715
lostSnd SOUND "pcv470.ogg" //mission failed
716
attackSnd1 SOUND "pcv337.ogg" //Base Under Attack
717
artSnd1 SOUND "pcv351.ogg" //artifact sounds
718
artSnd2 SOUND "pcv352.ogg"
721
baseSnd[0] SOUND "pcv379.ogg" //Enemy Base Detected
722
baseSnd[1] SOUND "pcv379.ogg" //Enemy Base Detected
723
baseSnd[2] SOUND "pcv379.ogg" //Enemy Base Detected
724
baseSnd[3] SOUND "pcv394.ogg" //Enemy base eradicated
726
/* NEW STUFF for trucks */
727
trucksOn BOOL TRUE //switch for using trucks (won't work without it!)
728
/* Defence Type Structures for any enemy to build */
729
numDefences int 5 //MAX = 5
730
defences[0] STRUCTURESTAT "Sys-NEXUSLinkTOW"
731
defences[1] STRUCTURESTAT "P0-AASite-SAM2"
732
defences[2] STRUCTURESTAT "Emplacement-PrisLas"
733
defences[3] STRUCTURESTAT "NX-Tower-ATMiss"
734
defences[4] STRUCTURESTAT "Sys-NX-CBTower"
736
maxDefence int 4 //ideal number of defences to build
737
/* structures to defend */
738
numToDefend int 5 //MAX = 5
739
toDefend[0] STRUCTURESTAT "A0ResearchFacility"
740
toDefend[1] STRUCTURESTAT "NX-Emp-Plasma-Pit"
741
toDefend[2] STRUCTURESTAT "A0LightFactory"
742
toDefend[3] STRUCTURESTAT "P0-AASite-SAM2"
743
toDefend[4] STRUCTURESTAT "NX-Emp-MultiArtMiss-Pit"
746
oilRes FEATURESTAT "OilResource"
747
truckRange int 8192 //64 tiles range range for truck to check for defendable structures
748
defRange int 512 //4 tiles range for defences to be for defendable structures
749
/* end of NEW STUFF */