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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
//Cam3-4.vlo
 
4
 
 
5
script "GenExp.slo"
 
6
run
 
7
{
 
8
/* Next level stuff */
 
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
 
12
 
 
13
/* Define Players/Enemies */
 
14
numEnemies      int             1               //MAX 2. Must define same as number of enemy players given next
 
15
enemy[0]        int             3
 
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
 
19
 
 
20
/* Starting Enemy Power */
 
21
power[0]        int             50000           //starting power values for each enemy listed above
 
22
//power[1]      int             1000
 
23
healthRetreat[0]        int             70
 
24
healthRetreatX[0]       int             1728            //default retreat for non-group units
 
25
healthRetreatY[0]       int             11456           //HQ
 
26
runOffFlag              BOOL            TRUE
 
27
 
 
28
/* Structure Limits */
 
29
numStrucStats   int     6                       //MAX 5. Must be same as number of limits given next
 
30
strucStat[0]    STRUCTURESTAT   "A0PowerGenerator"
 
31
strucLimit[0]   int             0
 
32
strucStat[1]    STRUCTURESTAT   "A0ResourceExtractor"
 
33
strucLimit[1]   int             0
 
34
strucStat[2]    STRUCTURESTAT   "A0ResearchFacility"
 
35
strucLimit[2]   int             0
 
36
strucStat[3]    STRUCTURESTAT   "A0LightFactory"
 
37
strucLimit[3]   int             0
 
38
strucStat[4]    STRUCTURESTAT   "A0CommandCentre"
 
39
strucLimit[4]   int             0
 
40
strucStat[5]    STRUCTURESTAT   "A0ComDroidControl"
 
41
strucLimit[5]   int             0
 
42
 
 
43
/* Initialisation */
 
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)
 
47
scrollY1        int             0
 
48
scrollX2        int             96
 
49
scrollY2        int             96
 
50
zoomLevel       int             0       //starting radar: 0=zoomed out, 2=zoomed in
 
51
 
 
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
 
54
LZY[0]          int             11      //10
 
55
 
 
56
/* Transport exit and entry */
 
57
transX[0]       int             92      //entry coords
 
58
transY[0]       int             12
 
59
transX[1]       int             92      //exit coords
 
60
transY[1]       int             12
 
61
 
 
62
ReinforceTime   INT             600     // (1 minute) number of seconds*10 for transport, -1 for no reinforcements
 
63
 
 
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
 
68
numTechs[0]     int             27
 
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"
 
96
 
 
97
/* Briefings */
 
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"
 
104
 
 
105
/* Objectives */
 
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
 
111
 
 
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
 
119
 
 
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[#])
 
126
 
 
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!)
 
132
 
 
133
/* Artifacts */
 
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!)
 
136
 
 
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!)
 
141
 
 
142
artType [0]     int             1                               //Cyborg Factory NW
 
143
artVal  [0]     int             6                               
 
144
artX            [0]     int             832
 
145
artY            [0]     int             1216
 
146
artComp [0]     RESEARCHSTAT    "R-Wpn-RailGun03"
 
147
 
 
148
artType [1]     int             1
 
149
artVal  [1]     int             2                               //NE Factory
 
150
artX            [1]     int             9024
 
151
artY            [1]     int             3776
 
152
artComp [1]     RESEARCHSTAT    "R-Vehicle-Body10"
 
153
 
 
154
artType [2]     int             1                               //MultiMissEmp SE
 
155
artVal  [2]     int             10
 
156
artX            [2]     int             11072
 
157
artY            [2]     int             11200
 
158
artComp [2]     RESEARCHSTAT    "R-Wpn-HvArtMissile"
 
159
 
 
160
/*reuse
 
161
artType [3]     int             1                               //Power Generator SE
 
162
artVal  [3]     int             12
 
163
artX            [3]     int             10432
 
164
artY            [3]     int             11328
 
165
artComp [3]     RESEARCHSTAT    "R-Struc-Power-Upgrade02"
 
166
 
 
167
artType [4]     int             1
 
168
artVal  [4]     int             3                               //get this from base 3 factory
 
169
artX    [4]     int             4928
 
170
artY    [4]     int             6464
 
171
artComp [4]     RESEARCHSTAT    "CAM3RESEARCH" //"R-Wpn-Mortar01Lt"
 
172
 
 
173
artType [5]     int             1                               //get this from bunker
 
174
artVal  [5]     int             4                               
 
175
artX    [5]     int             3136
 
176
artY    [5]     int             3904
 
177
artComp [5]     RESEARCHSTAT    "CAM3RESEARCH" //"R-Sys-Engineering01"          //"R-Wpn-MG-Damage01"
 
178
*/
 
179
 
 
180
 
 
181
/* ******************************************** */
 
182
/* lists of stuff referred to by index number   */
 
183
/* ******************************************** */
 
184
 
 
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)
 
189
 
 
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)
 
204
 
 
205
 
 
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
 
212
 
 
213
/* ******************************************** */
 
214
/* list of templates (by name)           MAX = 20       */
 
215
/* ******************************************** */
 
216
 
 
217
//cyborg factories
 
218
templates       [0]     TEMPLATE        "NX-Cyb-Rail1-JUMP"
 
219
templates       [1]     TEMPLATE        "NX-Cyb-Miss-JUMP"
 
220
templates       [2]     TEMPLATE        "NX-Cyb-PulseLas-JUMP"
 
221
 
 
222
//link factory
 
223
templates       [3]     TEMPLATE        "NX-L-Link-Hov"
 
224
templates       [4]     TEMPLATE        "NX-M-Link-Hover"
 
225
 
 
226
//other factories
 
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"
 
232
 
 
233
/* Templates available for this level */
 
234
/*
 
235
//Trucks
 
236
TEMPLATE        "NX-M-Con-Hover" 
 
237
//Repairs
 
238
TEMPLATE        "NX-L-Repair-Hover"
 
239
//Sensors
 
240
TEMPLATE        "NX-L-Sens-Hov"
 
241
TEMPLATE        "NX-H-CBS-Hover"
 
242
TEMPLATE        "NX-M-VTOLCBS-Hover"
 
243
//Commanders
 
244
TEMPLATE        "NX-M-Com-Hover"
 
245
//Electronic warfare - takeover
 
246
TEMPLATE        "NX-M-Link-Hover"
 
247
//Tanks
 
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"
 
257
//Cyborgs
 
258
TEMPLATE        "NX-Cyb-Rail1-JUMP"
 
259
TEMPLATE        "NX-Cyb-Miss-JUMP"
 
260
TEMPLATE        "NX-Cyb-PulseLas-JUMP"
 
261
//VTOLS
 
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"
 
266
*/
 
267
 
 
268
/* ******************************************** */
 
269
//coordinates (world coords)            MAX = 10
 
270
/* ******************************************** */
 
271
 
 
272
coordsX         [0]     int             1728            //SW retreat
 
273
coordsY         [0]     int             11456
 
274
 
 
275
coordsX         [1]     int             1600            //SW patrol1
 
276
coordsY         [1]     int             8000
 
277
coordsX         [2]     int             4160            //SW patrol2
 
278
coordsY         [2]     int             8128
 
279
coordsX         [3]     int             5056            //SW patrol3
 
280
coordsY         [3]     int             10560
 
281
 
 
282
 
 
283
coordsX         [4]     int             10432           //SE retreat
 
284
coordsY         [4]     int             11456
 
285
 
 
286
coordsX         [5]     int             11328           //SE patrol1
 
287
coordsY         [5]     int             6976
 
288
coordsX         [6]     int             10432           //SE patrol2
 
289
coordsY         [6]     int             9664
 
290
 
 
291
 
 
292
coordsX         [7]     int             8896            //NE retreat
 
293
coordsY         [7]     int             4032
 
294
 
 
295
coordsX         [8]     int             9408            //NE patrol1
 
296
coordsY         [8]     int             5184
 
297
coordsX         [9]     int             4800            //NE patrol2
 
298
coordsY         [9]     int             5696
 
299
 
 
300
 
 
301
coordsX         [10]    int             1344            //NW retreat
 
302
coordsY         [10]    int             1600
 
303
 
 
304
coordsX         [11]    int             5824            //NW patrol1
 
305
coordsY         [11]    int             832
 
306
coordsX         [12]    int             2496            //NW patrol2
 
307
coordsY         [12]    int             2624
 
308
coordsX         [13]    int             704             //NW patrol3
 
309
coordsY         [13]    int             4160
 
310
 
 
311
 
 
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
 
319
 
 
320
regionsX1       [1]     int             6336            //NE base defense zone
 
321
regionsY1       [1]     int             1984
 
322
regionsX2       [1]     int             9408
 
323
regionsY2       [1]     int             9024
 
324
 
 
325
regionsX1       [2]     int             192             //SW base defense zone
 
326
regionsY1       [2]     int             7232
 
327
regionsX2       [2]     int             5440
 
328
regionsY2       [2]     int             11968
 
329
        
 
330
regionsX1       [3]     int             9408            //SE base defense zone
 
331
regionsY1       [3]     int             6976
 
332
regionsX2       [3]     int             12096
 
333
regionsY2       [3]     int             12096   
 
334
 
 
335
/* reuse
 
336
regionsX1       [4]     int             5696            //enemy base E blip
 
337
regionsY1       [4]     int             10176
 
338
regionsX2       [4]     int             8256
 
339
regionsY2       [4]     int             11840
 
340
 
 
341
regionsX1       [5]     int             320                     //enemy base F blip
 
342
regionsY1       [5]     int             7744
 
343
regionsX2       [5]     int             4672
 
344
regionsY2       [5]     int             11968   
 
345
 
 
346
regionsX1       [6]     int             10816           //enemy base G blip
 
347
regionsY1       [6]     int             6976
 
348
regionsX2       [6]     int             11712
 
349
regionsY2       [6]     int             7744    
 
350
*/
 
351
 
 
352
/* ******************************************** */
 
353
/* sector Stuff */
 
354
/* ******************************************** */
 
355
//sectors to attack (covers 1A-C expansion area, in order of priority to attack)
 
356
//MAX = 20
 
357
//SW
 
358
sectorsX1       [0]     int             192
 
359
sectorsY1       [0]     int             6464
 
360
sectorsX2       [0]     int             6080
 
361
sectorsY2       [0]     int             12096
 
362
//SE
 
363
sectorsX1       [1]     int             6080
 
364
sectorsY1       [1]     int             6464
 
365
sectorsX2       [1]     int             12096
 
366
sectorsY2       [1]     int             12096
 
367
//NE
 
368
sectorsX1       [2]     int             6080
 
369
sectorsY1       [2]     int             192
 
370
sectorsX2       [2]     int             12096
 
371
sectorsY2       [2]     int             6464
 
372
//NW
 
373
sectorsX1       [3]     int             192
 
374
sectorsY1       [3]     int             192
 
375
sectorsX2       [3]     int             6080
 
376
sectorsY2       [3]     int             6464
 
377
 
 
378
/*reuse
 
379
sectorsX1       [4]     int             1600
 
380
sectorsY1       [4]     int             10176
 
381
sectorsX2       [4]     int             5952
 
382
sectorsY2       [4]     int             12608
 
383
//sect
 
384
sectorsX1       [5]     int             4672
 
385
sectorsY1       [5]     int             8640
 
386
sectorsX2       [5]     int             5696
 
387
sectorsY2       [5]     int             10048
 
388
//sect
 
389
sectorsX1       [6]     int             4160
 
390
sectorsY1       [6]     int             6464
 
391
sectorsX2       [6]     int             5056
 
392
sectorsY2       [6]     int             8512
 
393
//sect (base)
 
394
sectorsX1       [7]     int             832
 
395
sectorsY1       [7]     int             6336
 
396
sectorsX2       [7]     int             3392
 
397
sectorsY2       [7]     int             7104
 
398
//sect
 
399
sectorsX1       [8]     int             4800
 
400
sectorsY1       [8]     int             5056
 
401
sectorsX2       [8]     int             6208
 
402
sectorsY2       [8]     int             6208
 
403
//sect
 
404
sectorsX1       [9]     int             3392
 
405
sectorsY1       [9]     int             4672
 
406
sectorsX2       [9]     int             4160
 
407
sectorsY2       [9]     int             5440
 
408
//sect
 
409
sectorsX1       [10]    int             5056
 
410
sectorsY1       [10]    int             4160
 
411
sectorsX2       [10]    int             5312
 
412
sectorsY2       [10]    int             4928
 
413
//sect
 
414
sectorsX1       [11]    int             4032
 
415
sectorsY1       [11]    int             1216
 
416
sectorsX2       [11]    int             6208
 
417
sectorsY2       [11]    int             3264
 
418
//sect
 
419
sectorsX1       [12]    int             3392
 
420
sectorsY1       [12]    int             832
 
421
sectorsX2       [12]    int             3776
 
422
sectorsY2       [12]    int             1472
 
423
//sect
 
424
sectorsX1       [13]    int             2624
 
425
sectorsY1       [13]    int             1600
 
426
sectorsX2       [13]    int             3392
 
427
sectorsY2       [13]    int             1856
 
428
//sect
 
429
sectorsX1       [14]    int             832
 
430
sectorsY1       [14]    int             1344
 
431
sectorsX2       [14]    int             2496
 
432
sectorsY2       [14]    int             3392
 
433
//sect
 
434
sectorsX1       [15]    int             1600
 
435
sectorsY1       [15]    int             3520
 
436
sectorsX2       [15]    int             2496
 
437
sectorsY2       [15]    int             4544
 
438
//sect
 
439
sectorsX1       [16]    int             832
 
440
sectorsY1       [16]    int             1344
 
441
sectorsX2       [16]    int             1728
 
442
sectorsY2       [16]    int             2880
 
443
*/
 
444
 
 
445
/* ******************************************** */
 
446
/* Enemy Base Blips */
 
447
/* ******************************************** */
 
448
numBases                int             1       //7             //MAX = 5. Must be same as number of bases listed next
 
449
 
 
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
 
453
baseWav1        [0]     int             0
 
454
baseWav2        [0]     int             3               //index to baseSnd      Eradicated
 
455
 
 
456
/* NO BASES SINCE GIVES PLAYER POSITION WHEN ARTILLERY FIRES
 
457
basePlayer      [1]     int             0
 
458
baseMsg         [1]     INTMESSAGE      "CM34_BASEB"
 
459
baseRegion      [1]     int             1
 
460
baseWav1        [1]     int             0               //index to baseSnd      enemy detected
 
461
baseWav2        [1]     int             3               //index to baseSnd      Eradicated
 
462
 
 
463
basePlayer      [2]     int             0
 
464
baseMsg         [2]     INTMESSAGE      "CM34_BASEC"
 
465
baseRegion      [2]     int             2
 
466
baseWav1        [2]     int             0               //index to baseSnd      enemy detected
 
467
baseWav2        [2]     int             3               //index to baseSnd      Eradicated
 
468
 
 
469
basePlayer      [3]     int             0
 
470
baseMsg         [3]     INTMESSAGE      "CM34_BASED"
 
471
baseRegion      [3]     int             3
 
472
baseWav1        [3]     int             0
 
473
baseWav2        [3]     int             3               //index to baseSnd      Eradicated
 
474
 
 
475
basePlayer      [4]     int             0
 
476
baseMsg         [4]     INTMESSAGE      "CM34_BASEE"
 
477
baseRegion      [4]     int             4
 
478
baseWav1        [4]     int             0
 
479
baseWav2        [4]     int             3
 
480
 
 
481
basePlayer      [5]     int             0
 
482
baseMsg         [5]     INTMESSAGE      "CM34_BASEF"
 
483
baseRegion      [5]     int             5
 
484
baseWav1        [5]     int             0
 
485
baseWav2        [5]     int             3
 
486
 
 
487
basePlayer      [6]     int             0
 
488
baseMsg         [6]     INTMESSAGE      "CM34_BASEG"
 
489
baseRegion      [6]     int             6
 
490
baseWav1        [6]     int             0
 
491
baseWav2        [6]     int             3
 
492
*/
 
493
 
 
494
/* ******************************************** */
 
495
/* Enemy Groups */
 
496
/* ******************************************** */
 
497
numGroups               int             6       //group MAX = 10
 
498
 
 
499
//link Scouts
 
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
 
516
 
 
517
//attackers
 
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
 
534
 
 
535
//NE defenders
 
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
 
552
 
 
553
//NW defenders
 
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
 
570
 
 
571
//SE defenders
 
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
 
588
 
 
589
//SW defenders
 
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
 
606
 
 
607
/* reuse
 
608
//hillgroup
 
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
 
625
*/
 
626
 
 
627
/* Factories */
 
628
numFactories            int             8               //MAX = 11
 
629
 
 
630
//NW base Factory 0
 
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
 
638
 
 
639
//NW base Factory 1
 
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
 
647
 
 
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
 
656
 
 
657
 
 
658
//NE base Factory
 
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
 
666
 
 
667
 
 
668
//SE base Factory
 
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
 
676
 
 
677
 
 
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
 
686
 
 
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
 
695
 
 
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
 
704
 
 
705
 
 
706
/* 'Globals' */
 
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"
 
719
 
 
720
//base WAVs. MAX = 5
 
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
 
725
 
 
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"
 
735
 
 
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"
 
744
 
 
745
/* extra Globals */
 
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 */
 
750
 
 
751
}