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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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// generic value file for cam1-3.gam
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script "cam1-3.slo"
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run
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{
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/* General Values */
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player          int             0
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enemy1          int             7       //barbarians (base1)
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enemy2          int             1       //New Paradigm (base2)
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pow1            int             200     //scavenger start power
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pow2            int             50000   //NP start power (infinite!)
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repLev          int             66      //repair level (not used, set either DSS_REPLEV_HIGH, or DSS_REPLEV_LOW in SLO)
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/* Set Structure Limits */
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powerGen                STRUCTURESTAT           "A0PowerGenerator"
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oilDerrick              STRUCTURESTAT           "A0ResourceExtractor"
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research                STRUCTURESTAT           "A0ResearchFacility"
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factory                 STRUCTURESTAT           "A0LightFactory"
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//powerModuleHack               STRUCTURESTAT           "PowMod1"
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command                 STRUCTURESTAT           "A0CommandCentre"
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numPow                  INT                     0               //Limit on number of Power Generator Buildings
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numExt                  INT                     0               //Limit on number of resource Extractors
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numFac                  INT                     0               //Limit on number of Factory Buildings
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numRes                  INT                     0               //Limit on number of Research Facility Buildings
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/* Base Under Attack */
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attackSnd1      SOUND           "pcv337.ogg"
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/* Win or lose */
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lostSnd         SOUND           "pcv470.ogg"                    //mision failed
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NextLev         LEVEL           "CAM_1C"        
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/* Briefing Stuff */
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MissionBrief            INTMESSAGE              "SB1_3_MSG"
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NewParadigm_MSG1        INTMESSAGE              "SB1_3_MSG3"
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NewParadigm_MSG2        INTMESSAGE              "SB1_3_MSG4"
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incomingSnd     SOUND           "pcv455.ogg"
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endMsg                  INTMESSAGE      "END"
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//winMsg                INTMESSAGE      "WIN"
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/* Return to LZ Message */
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LZ_MSG          INTMESSAGE      "C1-3_LZ"
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obj1            INTMESSAGE      "C1-3_OBJ1"
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obj2            INTMESSAGE      "C1-3_OBJ2"
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obj3            INTMESSAGE      "C1-3_OBJ3"
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obj4            INTMESSAGE      "C1-3_OBJ4"
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LZSnd           SOUND           "pcv427.ogg"
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LZComp          SOUND           "pcv445.ogg"
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LZClear         SOUND           "lz-clear.ogg"
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reinfSnd        SOUND           "pcv440.ogg"
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RetLZMsg        TEXTSTRING      "LZ_MSG2"
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ReinforceTime   INT             1200    //(2 min 0 secs) number of seconds*10 for transport, -1 for no reinforcements
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/* Transport exit and entry */
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entryX          int             1
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entryY          int             10
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exitX           int             10
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exitY           int             1
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/* Proximity: Artifacts */
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crate           FEATURESTAT     "Crate"
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art1X           int             6464
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art1Y           int             1728
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art1Get         STRUCTURE       528     //109           //get this from NP factory
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art1Snd2        SOUND           "pcv352.ogg"
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//art1Msg               INTMESSAGE      "C1-3_ART1"
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art1Comp        RESEARCHSTAT    "R-Struc-Factory-Module"
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art2X           int             6336
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art2Y           int             2240
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art2Get         STRUCTURE       543             //get this from Command Relay centre
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art2Snd2        SOUND           "pcv352.ogg"
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//art2Msg               INTMESSAGE      "C1-3_ART2"
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art2Comp        RESEARCHSTAT    "R-Struc-CommandRelay"
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art3X           int             5184
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art3Y           int             4928
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art3Get         STRUCTURE       270             //get this from Scavenger factory
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art3Snd2        SOUND           "pcv352.ogg"
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//art3Msg               INTMESSAGE      "C1-3_ART3"
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art3Comp        RESEARCHSTAT    "R-Wpn-Cannon1Mk1"      //"R-Wpn-Rocket05-MiniPod"
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art4X           int             6976
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art4Y           int             832
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art4Get         STRUCTURE       542             //get this from NP HQ
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art4Snd2        SOUND           "pcv352.ogg"
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//art4Msg               INTMESSAGE      "C1-3_ART4"
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art4Comp        RESEARCHSTAT    "R-Defense-HardcreteWall"
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//Player Bonus Research Topics given on completion of mission
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numResP0        int             0                       //number of topics to enable
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resP0[0]        RESEARCHSTAT    "R-Defense-HardcreteWall" //got from NP HQ
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/* Proximity: Enemy */
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//base1
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enm1            STRUCTURE       270     //base1=factory1
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enm1ID          STRUCTUREID     270
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enm1Msg         INTMESSAGE      "C1-3_BASE1"
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enm1Snd1        SOUND           "pcv374.ogg"
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enm1Snd2        SOUND           "pcv392.ogg"
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//base2
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enm2            STRUCTURE       528     //109   //base2=factory1 New Paradigm
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enm2ID          STRUCTUREID     528     //109
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enm2Msg         INTMESSAGE      "C1-3_BASE2"
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enm2Snd1        SOUND           "pcv379.ogg"
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enm2Snd2        SOUND           "pcv394.ogg"
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/* NO SECOND BASE!!!
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enm22           STRUCTURE       633     //base2=factory2 New Paradigm
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enm22ID         STRUCTUREID     633
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*/
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/* AI STUFF */
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/*
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// first attack pos for enemy1 (at bunkers)
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rBlkX           int             5000
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rBlkY           int             5000
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// position of base oil
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oilPatchX       int             5000
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oilPatchY       int             5000
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// position of player base
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playerX         int             5000
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playerY         int             5000
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*/
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/* General Values */
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enemy1Tot       int             10      //4     //total extra droids allowed to build
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enemy2Tot       int             20      //16    //Total droids allowed on map
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/* Enemy Tactics */
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//build templates
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trike           TEMPLATE        "BarbarianTrike"
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buggy           TEMPLATE        "BarbarianBuggy"
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bloke           TEMPLATE        "BaBaPeople"
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jeep            TEMPLATE        "BabaJeep"
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rktJeep         TEMPLATE        "BabaRKJeep"
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rktBuggy        TEMPLATE        "BarbarianRKBuggy"
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BugRktP         TEMPLATE        "NP-L-RocketPod-Wheels"
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BugHMG          TEMPLATE        "NP-L-HMG-Halftrack"
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ScorpMCan       TEMPLATE        "NP-M-MdCannon-Halftrack"
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scoutDroid      DROID           639
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//base1
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enm1Ass1X       int             5312
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enm1Ass1Y       int             4288
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enm1Ret1X       int             6848
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enm1Ret1Y       int             3264
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enm1Ret2X       int             6848
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enm1Ret2Y       int             3264
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//base2
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enm2Ass1X       int             6720    //6848
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enm2Ass1Y       int             1728    //2624
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enm2Ret1X       int             5312    //NP base point
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enm2Ret1Y       int             3904
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enm2Ass2X       int             6592    //2nd NP factory
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enm2Ass2Y       int             1344
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enm2Ret2X       int             5952    //Scav Base point
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enm2Ret2Y       int             4288
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173
 
 
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//sectors to attack (starting at NP base and snaking to south of LZ)
175
 
numAtk1Sects    int             6
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//sect1 (NP base sector)
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atk1SectX1[0]   int             6080
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atk1SectY1[0]   int             192
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atk1SectX2[0]   int             7744
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atk1SectY2[0]   int             3008
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//sect2
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atk1SectX1[1]   int             6080
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atk1SectY1[1]   int             3136
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atk1SectX2[1]   int             7744
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atk1SectY2[1]   int             7744
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//sect3
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atk1SectX1[2]   int             1728
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atk1SectY1[2]   int             192
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atk1SectX2[2]   int             5568
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atk1SectY2[2]   int             5312
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//sect4
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atk1SectX1[3]   int             192     //1728
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atk1SectY1[3]   int             1216    //5440
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atk1SectX2[3]   int             1600    //5568
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atk1SectY2[3]   int             1216    //7744
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//sect5
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atk1SectX1[4]   int             1728    //192
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atk1SectY1[4]   int             5440    //192
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atk1SectX2[4]   int             5568    //1600
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atk1SectY2[4]   int             7744    //3136
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//sect6 (now LZ sector!)
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atk1SectX1[5]   int             192     //192
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atk1SectY1[5]   int             192     //3264
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atk1SectX2[5]   int             1600    //1600
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atk1SectY2[5]   int             1216    //7744
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//starting Technology
208
 
numtecE1        int             1                                                       //Enemy1 Scavs
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tecE1[0]        RESEARCHSTAT    "R-Wpn-MG-Damage02"
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//tecE1[1]      RESEARCHSTAT    "R-Vehicle-Metals02"
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212
 
numtecE2        int             3                                                       //Enemy2 NP
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//tecE2[0]      RESEARCHSTAT    "R-Wpn-Cannon-Damage01"
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tecE2[0]        RESEARCHSTAT    "R-Wpn-Flamer-Damage03"
215
 
tecE2[1]        RESEARCHSTAT    "R-Wpn-MG-Damage02"
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tecE2[2]        RESEARCHSTAT    "R-Struc-RprFac-Upgrade03"
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219
 
}