~ubuntu-branches/ubuntu/lucid/warzone2100/lucid

« back to all changes in this revision

Viewing changes to data/script/data/cam3a-b.vlo

  • 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

Show diffs side-by-side

added added

removed removed

Lines of Context:
1
 
//Generic VLO file template for start/expand levels
2
 
 
3
 
//Cam3a-b.vlo
4
 
 
5
 
script "GenExp.slo"
6
 
run
7
 
{
8
 
/* Next level stuff */
9
 
// cut out sub 3-3 for now
10
 
//NextLev               LEVEL           "SUB_3_3S"      //points to next level
11
 
NextLev         LEVEL           "CAM3C" //points to next level
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 use each others targets, otherwise mark FALSE
19
 
 
20
 
/* Starting Enemy Power */
21
 
power[0]        int             20000           //starting power values for each enemy listed above
22
 
//power[1]      int             1000
23
 
healthRetreat[0]        int             65      //80
24
 
healthRetreatX[0]       int             6976            //default retreat for non-group units
25
 
healthRetreatY[0]       int             15168           //player's LZ so can find them!
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             4       //5
32
 
strucStat[1]    STRUCTURESTAT   "A0ResourceExtractor"
33
 
strucLimit[1]   int             200
34
 
strucStat[2]    STRUCTURESTAT   "A0ResearchFacility"
35
 
strucLimit[2]   int             4       //5
36
 
strucStat[3]    STRUCTURESTAT   "A0LightFactory"
37
 
strucLimit[3]   int             4       //5
38
 
strucStat[4]    STRUCTURESTAT   "A0CommandCentre"
39
 
strucLimit[4]   int             1
40
 
strucStat[5]    STRUCTURESTAT   "A0ComDroidControl"
41
 
strucLimit[5]   int             1
42
 
 
43
 
/* Initialisation */
44
 
centreX         int             7360    //starting view centre (in world units)
45
 
centreY         int             15296
46
 
scrollX1        int             0       //scroll limits (in tile units)
47
 
scrollY1        int             0
48
 
scrollX2        int             64
49
 
scrollY2        int             130
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             56      //coords of LZ in tile units
54
 
LZY[0]          int             120     
55
 
 
56
 
ReinforceTime   INT             -1      //-1 for no reinforcements
57
 
timeLimit               INT             36000   //1 hour time limit (needs to be done if previous misison had a time limit!)
58
 
 
59
 
/* Transport exit and entry */
60
 
transX[0]       int             57
61
 
transY[0]       int             127
62
 
transX[1]       int             57
63
 
transY[1]       int             127
64
 
 
65
 
/* starting technology for enemy */
66
 
//NOTE: need to set first number in array for enemy player
67
 
//second number needs to correspond to numTechs[enemy]
68
 
//MAX 2 enemies, 10 technologies
69
 
numTechs[0]     int             25
70
 
startTech       [0]     [0]     RESEARCHSTAT    "R-Defense-WallUpgrade09"
71
 
startTech       [0]     [1]     RESEARCHSTAT    "R-Struc-Materials09"
72
 
startTech       [0]     [2]     RESEARCHSTAT    "R-Struc-Factory-Upgrade06"
73
 
startTech       [0]     [3]     RESEARCHSTAT    "R-Struc-Factory-Cyborg-Upgrade06"
74
 
startTech       [0]     [4]     RESEARCHSTAT    "R-Struc-VTOLFactory-Upgrade06"
75
 
startTech       [0]     [5]     RESEARCHSTAT    "R-Struc-VTOLPad-Upgrade06"
76
 
startTech       [0]     [6]     RESEARCHSTAT    "R-Vehicle-Engine09"
77
 
startTech       [0]     [7]     RESEARCHSTAT    "R-Vehicle-Metals07"
78
 
startTech       [0]     [8]     RESEARCHSTAT    "R-Cyborg-Metals07"
79
 
startTech       [0]     [9]     RESEARCHSTAT    "R-Vehicle-Armor-Heat05"
80
 
startTech       [0]     [10]    RESEARCHSTAT    "R-Cyborg-Armor-Heat05"
81
 
startTech       [0]     [11]    RESEARCHSTAT    "R-Sys-Engineering03"
82
 
startTech       [0]     [12]    RESEARCHSTAT    "R-Vehicle-Prop-Hover02"
83
 
startTech       [0]     [13]    RESEARCHSTAT    "R-Vehicle-Prop-VTOL02"
84
 
startTech       [0]     [14]    RESEARCHSTAT    "R-Wpn-Bomb-Accuracy03"
85
 
startTech       [0]     [15]    RESEARCHSTAT    "R-Wpn-Energy-Accuracy01"
86
 
startTech       [0]     [16]    RESEARCHSTAT    "R-Wpn-Energy-Damage02"
87
 
startTech       [0]     [17]    RESEARCHSTAT    "R-Wpn-Energy-ROF02"
88
 
startTech       [0]     [18]    RESEARCHSTAT    "R-Wpn-Missile-Accuracy01"
89
 
startTech       [0]     [19]    RESEARCHSTAT    "R-Wpn-Missile-Damage02"
90
 
startTech       [0]     [20]    RESEARCHSTAT    "R-Wpn-Rail-Damage02"
91
 
startTech       [0]     [21]    RESEARCHSTAT    "R-Wpn-Rail-ROF02"
92
 
startTech       [0]     [22]    RESEARCHSTAT    "R-Sys-Sensor-Upgrade01"
93
 
startTech       [0]     [23]    RESEARCHSTAT    "R-Sys-NEXUSrepair"
94
 
startTech       [0]     [24]    RESEARCHSTAT    "R-Wpn-Flamer-Damage06"
95
 
/* Briefings */
96
 
numBriefs       int             3       //MAX 5. Needs to be same as the number of briefings given next
97
 
brief[0]        INTMESSAGE      "MB3_AB_MSG"
98
 
brief[1]        INTMESSAGE      "MB3_AB_MSG2"
99
 
brief[2]        INTMESSAGE      "MB3_AB_MSG3"
100
 
briefVal[0]     int             0       //0 remove after playing, 1 keep, 2 don't play immediately
101
 
briefVal[1]     int             0       //0 remove after playing, 1 keep, 2 don't play immediately
102
 
briefVal[2]     int             1       //0 remove after playing, 1 keep, 2 don't play immediately
103
 
endMsg          INTMESSAGE      "END"
104
 
 
105
 
/* Objectives */
106
 
numObjectives   int             0       //MAX 3. Needs to be the same as the number of objective blips given next
107
 
//objective[0]  INTMESSAGE      "FAST_OBJ1"
108
 
//objectiveX[0] int             1728    //doesn't use index to array, use world coords
109
 
//objectiveY[0] int             1216
110
 
 
111
 
/* Victory Conditions */
112
 
//NOTE: always assumes victory condition of: number of artifacts collected = victoryArt
113
 
numVictory      int             0       //1     //number of victory conditions to be met (not including artifacts)
114
 
                                        //DOESN'T need to be same as number given next (these are set TRUE/FALSE)
115
 
                                        //if victory condition required. Can have 2 set to TRUE and numVictory = 1
116
 
                                        //This will then let player win if EITHER condition is true!
117
 
                                        //Use numVictory of 0 if just want player to get artifacts
118
 
 
119
 
//these now done as integers NOT bools!! Use -1 for False, # for True (often an index to check!)
120
 
//for this reason must specify ALL victory[]!
121
 
victory[0]      int             -1      //1     //all enemy vehicles and structures need to be killed
122
 
victory[1]      int             -1      //all players vehicles at REGION index # (eg LZ REGION)
123
 
victory[2]      int             -1      //number of objectives to get to (uses objective[0] to objective[#])
124
 
victory[3]      int             -1      //number of bases to destroy (uses base[0] to base[#])
125
 
linkVictory     BOOL            TRUE
126
 
 
127
 
// ***********************************************************************************************************
128
 
// Player must first stop Nexus absorption thru researching resistance circuits, then destroy all enemy
129
 
// ***********************************************************************************************************
130
 
 
131
 
/* Failure Conditions */
132
 
//Extra conditions above ALL player units and structures dead, or TIME LIMIT expired
133
 
//Use -1 for False, # for True (often an index to check!)
134
 
fail    [0]     int             -1      //group # index all got to REGION
135
 
fail    [1]     int             -1      //REGION index for above (these count as one condition!)
136
 
 
137
 
/* Artifacts */
138
 
victoryArt      int             0       //number of artifacts required for victory (must be <= numArt)
139
 
numArt  int             0       //MAX 6. Number of artifacts in total (even if not in game, but added as extra research!)
140
 
 
141
 
//new improved way of doing artifacts
142
 
//artType: 0 = artifact starts on map, 1 = get from STRUCTURE, 2 = get from FEATURE, 3 = get from DROID, 4 = at end of level
143
 
//artVal: index to relevant type, ie FEATURE(crate), FEATURE, STRUCTURE, DROID
144
 
//artX, artY: artifact coords (this is updated for DROIDS moving by script, but still needs an array to store them in!)
145
 
 
146
 
/*reuse
147
 
artType [0]     int             4                               //No artifacts (get from previous mission at end!!!!)
148
 
artVal  [0]     int             0                               
149
 
artX            [0]     int             0
150
 
artY            [0]     int             0
151
 
artComp [0]     RESEARCHSTAT    "CAM3RESEARCH"
152
 
 
153
 
artType [1]     int             1
154
 
artVal  [1]     int             0                               //get this from base 1 factory
155
 
artX            [1]     int             3136
156
 
artY            [1]     int             832
157
 
artComp [1]     RESEARCHSTAT    "CAM3RESEARCH" //"R-Defense-Tower01"
158
 
 
159
 
artType [2]     int             1
160
 
artVal  [2]     int             1                               //get this from radar tower
161
 
artX            [2]     int             4416
162
 
artY            [2]     int             2752
163
 
artComp [2]     RESEARCHSTAT    "CAM3RESEARCH" //"R-Sys-Sensor-Turret01"
164
 
 
165
 
artType [3]     int             1
166
 
artVal  [3]     int             2                               //get this from base 2 factory
167
 
artX            [3]     int             5696
168
 
artY            [3]     int             1856
169
 
artComp [3]     RESEARCHSTAT    "CAM3RESEARCH" //"R-Vehicle-Prop-Halftracks"    //"R-Sys-Engineering01"
170
 
 
171
 
artType [4]     int             1
172
 
artVal  [4]     int             3                               //get this from base 3 factory
173
 
artX            [4]     int             4928
174
 
artY            [4]     int             6464
175
 
artComp [4]     RESEARCHSTAT    "CAM3RESEARCH" //"R-Wpn-Mortar01Lt"
176
 
 
177
 
artType [5]     int             1                               //get this from bunker
178
 
artVal  [5]     int             4                               
179
 
artX            [5]     int             3136
180
 
artY            [5]     int             3904
181
 
artComp [5]     RESEARCHSTAT    "CAM3RESEARCH" //"R-Sys-Engineering01"          //"R-Wpn-MG-Damage01"
182
 
*/
183
 
 
184
 
/* ******************************************** */
185
 
/* lists of stuff referred to by index number   */
186
 
/* ******************************************** */
187
 
 
188
 
/* ******************************************** */
189
 
/* FEATURES (inc crates, by ID number)  MAX = 10        */
190
 
//features      [0]     FEATURE         649             //crate artifact (1st in valley)
191
 
//features      [1]     FEATURE         661             //crate artifact (2nd by huts) (CHANGED TO BUNKER)
192
 
 
193
 
/* ******************************************** */
194
 
/* STRUCTURES (by ID number)            MAX = 10        */
195
 
//structures    [0]     STRUCTURE       223             //Base 1 Factory
196
 
//structures    [1]     STRUCTURE       650             //radar Tower
197
 
//structures    [2]     STRUCTURE       481             //Base 2 Factory
198
 
//structures    [3]     STRUCTURE       623             //Base 3 Factory
199
 
//structures    [4]     STRUCTURE       666             //Bunker
200
 
 
201
 
/* ******************************************** */
202
 
/* DROIDS (by ID number)                MAX = 10        */
203
 
//droids                [0]     DROID           3279            //testdroid
204
 
 
205
 
/* ******************************************** */
206
 
/* list of templates (by name)           MAX = 20       */
207
 
/* ******************************************** */
208
 
// edgemap units group 1
209
 
templates       [0]     TEMPLATE        "NX-L-Flash-Hover"
210
 
templates       [1]     TEMPLATE        "NX-M-Missile-A-T-Hover"
211
 
templates       [2]     TEMPLATE        "NX-M-Link-Hover"
212
 
templates       [3]     TEMPLATE        "NX-M-HvSam-Hover"
213
 
templates       [4]     TEMPLATE        "NX-M-Rail2-Hover"
214
 
//edgemap units group 0
215
 
templates       [5]     TEMPLATE        "NX-Cyb-PulseLas-JUMP"
216
 
templates       [6]     TEMPLATE        "NX-Cyb-Miss-JUMP"
217
 
templates       [7]     TEMPLATE        "NX-M-Link-Hover"
218
 
templates       [8]     TEMPLATE        "NX-M-HvSam-Hover"
219
 
templates       [9]     TEMPLATE        "NX-Cyb-Rail1-JUMP"
220
 
//scout units group 3
221
 
templates       [10]    TEMPLATE        "NX-M-Rail2-Hover"
222
 
templates       [11]    TEMPLATE        "NX-M-HvSam-Hover"
223
 
templates       [12]    TEMPLATE        "NX-M-Link-Hover"
224
 
templates       [13]    TEMPLATE        "NX-M-Strike-Hover"
225
 
 
226
 
/* Templates available for this level */
227
 
/*
228
 
//Trucks
229
 
TEMPLATE        "NX-M-Con-Hover" 
230
 
//Repairs
231
 
TEMPLATE        "NX-L-Repair-Hover"
232
 
//Sensors
233
 
TEMPLATE        "NX-L-Sens-Hov"
234
 
TEMPLATE        "NX-H-CBS-Hover"
235
 
//Commanders
236
 
TEMPLATE        "NX-M-Com-Hover"
237
 
//Electronic warfare - takeover
238
 
TEMPLATE        "NX-M-Link-Hover"
239
 
//Tanks
240
 
TEMPLATE        "NX-M-Missile-A-T-Hover"
241
 
TEMPLATE        "NX-M-Missile-LtSAM-HT"
242
 
TEMPLATE        "NX-M-PulseLas-Hover"
243
 
TEMPLATE        "NX-M-Rail2-Hover"
244
 
TEMPLATE        "NX-L-Missile-MdArt-Hover"
245
 
TEMPLATE        "NX-M-Strike-Hover"
246
 
TEMPLATE        "NX-H-Com-Hover"                        //(NOT DESIGNED YET!!!)
247
 
TEMPLATE        "NX-H-HvMiss-Hover"                     //NEW
248
 
//Cyborgs
249
 
TEMPLATE        "NX-Cyb-Rail1-JUMP"
250
 
TEMPLATE        "NX-Cyb-Miss-JUMP"
251
 
TEMPLATE        "NX-Cyb-PulseLas-JUMP"
252
 
//VTOLS
253
 
TEMPLATE        "NX-L-Missile-A-T-VTOL"
254
 
TEMPLATE        "NX-L-Rail1-VTOL"
255
 
TEMPLATE        "NX-L-PulseLas-VTOL"                    //NEW
256
 
*/
257
 
 
258
 
/* ******************************************** */
259
 
//coordinates (world coords)            MAX = 10
260
 
/* ******************************************** */
261
 
coordsX         [0]     int             1088            //SW derricks
262
 
coordsY         [0]     int             15168
263
 
coordsX         [1]     int             6848            //NE derricks
264
 
coordsY         [1]     int             9024
265
 
coordsX         [2]     int             5952            //west door to player base
266
 
coordsY         [2]     int             13760
267
 
coordsX         [3]     int             6720            //North door to player base (derricks)
268
 
coordsY         [3]     int             10560
269
 
coordsX         [4]     int             7232            //Player's LZ
270
 
coordsY         [4]     int             14656
271
 
coordsX         [5]     int             3520            //Retreat to South of pass
272
 
coordsY         [5]     int             10944
273
 
coordsX         [6]     int             64              //Edge position to come in at group 0
274
 
coordsY         [6]     int             10816
275
 
coordsX         [7]     int             64              //Edge position to come in at group 1
276
 
coordsY         [7]     int             2624
277
 
 
278
 
 
279
 
/* ******************************************** */
280
 
//regions (world coords)                MAX = 20
281
 
/* ******************************************** */
282
 
regionsX1       [0]     int             2624            //enemy base1 blip
283
 
regionsY1       [0]     int             448
284
 
regionsX2       [0]     int             3648
285
 
regionsY2       [0]     int             1344
286
 
regionsX1       [1]     int             4800            //enemy base2 blip
287
 
regionsY1       [1]     int             1472
288
 
regionsX2       [1]     int             6464
289
 
regionsY2       [1]     int             2880
290
 
regionsX1       [2]     int             4288            //enemy base3 blip
291
 
regionsY1       [2]     int             5952
292
 
regionsX2       [2]     int             6208
293
 
regionsY2       [2]     int             7488
294
 
        
295
 
regionsX1       [3]     int             320             //base 1 Factory start
296
 
regionsY1       [3]     int             4160            //crossed by 1st derrick
297
 
regionsX2       [3]     int             2368
298
 
regionsY2       [3]     int             5184    
299
 
regionsX1       [4]     int             1984            //base 2 Factory start
300
 
regionsY1       [4]     int             832             //round first corner near base1
301
 
regionsX2       [4]     int             3008
302
 
regionsY2       [4]     int             2368
303
 
regionsX1       [5]     int             3904            //base 3 Factory start
304
 
regionsY1       [5]     int             2496            //crossed by radar tower
305
 
regionsX2       [5]     int             5312
306
 
regionsY2       [5]     int             4288    
307
 
 
308
 
 
309
 
regionsX1       [6]     int             704             //region group 0 (along valley)
310
 
regionsY1       [6]     int             4544
311
 
regionsX2       [6]     int             1728            //include guys on hill!
312
 
regionsY2       [6]     int             4800    
313
 
regionsX1       [7]     int             576             //region group 1
314
 
regionsY1       [7]     int             4032
315
 
regionsX2       [7]     int             1728
316
 
regionsY2       [7]     int             4543    
317
 
regionsX1       [8]     int             576             //region group 2
318
 
regionsY1       [8]     int             3136
319
 
regionsX2       [8]     int             1216
320
 
regionsY2       [8]     int             4032    
321
 
regionsX1       [9]     int             576             //region group 3
322
 
regionsY1       [9]     int             1728
323
 
regionsX2       [9]     int             1600
324
 
regionsY2       [9]     int             4032    
325
 
regionsX1       [10]    int             704             //region group 4
326
 
regionsY1       [10]    int             704
327
 
regionsX2       [10]    int             2112
328
 
regionsY2       [10]    int             1728    
329
 
 
330
 
regionsX1       [11]    int             1728            //region group 5 (radar defenders)
331
 
regionsY1       [11]    int             320
332
 
regionsX2       [11]    int             6208
333
 
regionsY2       [11]    int             3904    
334
 
regionsX1       [12]    int             4032            //protect region group 5 (radar object)
335
 
regionsY1       [12]    int             2368
336
 
regionsX2       [12]    int             4800
337
 
regionsY2       [12]    int             3136    
338
 
 
339
 
/* ******************************************** */
340
 
/* sector Stuff */
341
 
/* ******************************************** */
342
 
//3A SW Quad
343
 
sectorsX1       [0]     int             64
344
 
sectorsY1       [0]     int             12288
345
 
sectorsX2       [0]     int             4096
346
 
sectorsY2       [0]     int             16384
347
 
//3A SE Quad
348
 
sectorsX1       [1]     int             4096
349
 
sectorsY1       [1]     int             12288
350
 
sectorsX2       [1]     int             8000
351
 
sectorsY2       [1]     int             16384
352
 
//3A NE Quad
353
 
sectorsX1       [2]     int             4096
354
 
sectorsY1       [2]     int             8192
355
 
sectorsX2       [2]     int             8000
356
 
sectorsY2       [2]     int             12288
357
 
//3A NW Quad
358
 
sectorsX1       [3]     int             64
359
 
sectorsY1       [3]     int             8192
360
 
sectorsX2       [3]     int             4096
361
 
sectorsY2       [3]     int             12288
362
 
//3B SW Quad
363
 
sectorsX1       [4]     int             64
364
 
sectorsY1       [4]     int             4096
365
 
sectorsX2       [4]     int             4096
366
 
sectorsY2       [4]     int             8192
367
 
//3B NW Quad
368
 
sectorsX1       [5]     int             64
369
 
sectorsY1       [5]     int             64
370
 
sectorsX2       [5]     int             4096
371
 
sectorsY2       [5]     int             4096
372
 
//3B NE Quad
373
 
sectorsX1       [6]     int             4096
374
 
sectorsY1       [6]     int             64
375
 
sectorsX2       [6]     int             8000
376
 
sectorsY2       [6]     int             4096
377
 
//3B SE Quad
378
 
sectorsX1       [7]     int             4096
379
 
sectorsY1       [7]     int             4096
380
 
sectorsX2       [7]     int             8000
381
 
sectorsY2       [7]     int             8192
382
 
 
383
 
/* ******************************************** */
384
 
/* Enemy Base Blips */
385
 
/* ******************************************** */
386
 
numBases                int             0               //MAX = 5. Must be same as number of bases listed next
387
 
//basePlayer    [0]     int             7               //enemy player number who owns base
388
 
//baseMsg               [0]     INTMESSAGE      "FAST_BASE1"    //enemy base blip message (prox.txt)
389
 
//baseRegion    [0]     int             0               //index to regions
390
 
//baseWav1      [0]     int             2               //index to baseSnd      Superior Weapons
391
 
//baseWav2      [0]     int             3               //index to baseSnd      Eradicated
392
 
 
393
 
//basePlayer    [1]     int             7
394
 
//baseMsg               [1]     INTMESSAGE      "FAST_BASE2"
395
 
//baseRegion    [1]     int             1
396
 
//baseWav1      [1]     int             0               //index to baseSnd      enemy detected
397
 
//baseWav2      [1]     int             3               //index to baseSnd      Eradicated
398
 
 
399
 
//basePlayer    [2]     int             7
400
 
//baseMsg               [2]     INTMESSAGE      "FAST_BASE3"
401
 
//baseRegion    [2]     int             2
402
 
//baseWav1      [2]     int             2               //index to baseSnd      Superior Weapons
403
 
//baseWav2      [2]     int             3               //index to baseSnd      Eradicated
404
 
 
405
 
//basePlayer    [3]     int             7               //do radar as a base
406
 
//baseMsg               [3]     INTMESSAGE      "FAST_BASE4"
407
 
//baseRegion    [3]     int             12
408
 
//baseWav1      [3]     int             1               //index to baseSnd      Threat to project
409
 
//baseWav2      [3]     int             -1              //-1 = no sound
410
 
 
411
 
/* ******************************************** */
412
 
/* Enemy Groups */
413
 
/* ******************************************** */
414
 
numGroups               int             4       //group MAX = 10
415
 
//edge group 0
416
 
grpType         [0]     int             0       //1     //0 = Ambush/Patrol, 1 = Defence, 2 = Scout, 3 = Attack...
417
 
grpPlayer               [0]     int             0               //player number (Nexus)
418
 
grpRegion               [0]     int             -1              //index in regions array
419
 
grpTimeGo               [0]     int             1               //20s time trigger (always make >= 0 for defence forces)
420
 
grpRegionGo             [0]     int             -1              //index into regions to protect (usually a base blip region)
421
 
grpWhoGo                [0]     int             0               //player number to cross trigger region (may not need?)
422
 
grpMorale               [0]     int             90              //very timid! morale = 1%
423
 
grpLeadership   [0]     int             0               //leadership value
424
 
grpRetreatXY    [0]     int             5               //retreat (index in coords array) base1 assembly
425
 
grpPosStart             [0]     int             0               //index in sectors array (depends on grpType)
426
 
grpPosMin               [0]     int             0               //Minimum index in coords array
427
 
grpPosMax               [0]     int             4               //Maximum index in coords array
428
 
grpPosStep              [0]     int             1               //Step increase for next 'waypoint'
429
 
grpPosType              [0]     int             3               //0 = stop, 1 = loop, 2 = pingpong, 3 = random thru waypoints
430
 
grpFactory              [0]     int             0               //index structure to reinforce group. -1 = any factory.
431
 
grpIdealSize    [0]     int             99              //ideal size. If less than this factory will reinforce
432
 
 
433
 
//edge group 1
434
 
grpType         [1]     int             0       //1     //0 = Ambush/Patrol, 1 = Defence, 2 = Scout, 3 = Attack...
435
 
grpPlayer               [1]     int             0               //player number (Nexus)
436
 
grpRegion               [1]     int             -1              //index in regions array
437
 
grpTimeGo               [1]     int             17              //20s time trigger (always make >= 0 for defence forces)
438
 
grpRegionGo             [1]     int             -1              //index into regions to protect (usually a base blip region)
439
 
grpWhoGo                [1]     int             0               //player number to cross trigger region (may not need?)
440
 
grpMorale               [1]     int             90              //very timid! morale = 1%
441
 
grpLeadership   [1]     int             0               //leadership value
442
 
grpRetreatXY    [1]     int             5               //retreat (index in coords array) base1 assembly
443
 
grpPosStart             [1]     int             0               //index in sectors array (depends on grpType)
444
 
grpPosMin               [1]     int             0               //Minimum index in coords array
445
 
grpPosMax               [1]     int             4               //Maximum index in coords array
446
 
grpPosStep              [1]     int             1               //Step increase for next 'waypoint'
447
 
grpPosType              [1]     int             3               //0 = stop, 1 = loop, 2 = pingpong, 3 = random thru waypoints
448
 
grpFactory              [1]     int             1               //index structure to reinforce group. -1 = any factory.
449
 
grpIdealSize    [1]     int             99              //ideal size. If less than this factory will reinforce
450
 
 
451
 
//edge group 2
452
 
grpType         [2]     int             0       //1     //0 = Ambush/Patrol, 1 = Defence, 2 = Scout, 3 = Attack...
453
 
grpPlayer               [2]     int             0               //player number (Nexus)
454
 
grpRegion               [2]     int             -1              //index in regions array
455
 
grpTimeGo               [2]     int             100             //Before factory fix (hopefully)
456
 
grpRegionGo             [2]     int             -1              //index into regions to protect (usually a base blip region)
457
 
grpWhoGo                [2]     int             0               //player number to cross trigger region (may not need?)
458
 
grpMorale               [2]     int             90              //very timid! morale = 1%
459
 
grpLeadership   [2]     int             0               //leadership value
460
 
grpRetreatXY    [2]     int             5               //retreat (index in coords array) base1 assembly
461
 
grpPosStart             [2]     int             2               //index in sectors array (depends on grpType)
462
 
grpPosMin               [2]     int             2               //Minimum index in coords array
463
 
grpPosMax               [2]     int             4               //Maximum index in coords array
464
 
grpPosStep              [2]     int             1               //Step increase for next 'waypoint'
465
 
grpPosType              [2]     int             2               //0 = stop, 1 = loop, 2 = pingpong, 3 = random thru waypoints
466
 
grpFactory              [2]     int             2               //index structure to reinforce group. -1 = any factory.
467
 
grpIdealSize    [2]     int             99              //ideal size. If less than this factory will reinforce
468
 
 
469
 
//edge group 3 Scouts
470
 
grpType         [3]     int             2               //0 = Ambush/Patrol, 1 = Defence, 2 = Scout, 3 = Attack...
471
 
grpPlayer               [3]     int             0               //player number (Nexus)
472
 
grpRegion               [3]     int             -1              //index in regions array
473
 
grpTimeGo               [3]     int             0               //20s time trigger (always make >= 0 for defence forces)
474
 
grpRegionGo             [3]     int             -1              //index into regions to protect (usually a base blip region)
475
 
grpWhoGo                [3]     int             0               //player number to cross trigger region (may not need?)
476
 
grpMorale               [3]     int             90              //very timid! morale = 1%
477
 
grpLeadership   [3]     int             0               //leadership value
478
 
grpRetreatXY    [3]     int             3               //retreat (index in SECTOR array) base1 assembly
479
 
grpPosStart             [3]     int             0               //index in sectors array (depends on grpType)
480
 
grpPosMin               [3]     int             0               //Minimum index in coords array
481
 
grpPosMax               [3]     int             7               //Maximum index in coords array
482
 
grpPosStep              [3]     int             1               //Step increase for next 'waypoint'
483
 
grpPosType              [3]     int             2               //0 = stop, 1 = loop, 2 = pingpong, 3 = random thru waypoints
484
 
grpFactory              [3]     int             3               //index structure to reinforce group. -1 = any factory.
485
 
grpIdealSize    [3]     int             99              //ideal size. If less than this factory will reinforce
486
 
 
487
 
 
488
 
/* Factories */
489
 
numFactories            int             4               //MAX = 10
490
 
 
491
 
//group 0 factory
492
 
factID          [0]     int             -1              //phantom factory, uses edge of map
493
 
factAssXY               [0]     int             6               //index to coords (edge of map)
494
 
factTimeGo              [0]     int             2               //immediate before starting production in 10s
495
 
factRegionGo    [0]     int             -1              //trap region to trigger transport
496
 
factTempMin             [0]     int             5               //index to starting template
497
 
factTempMax             [0]     int             9               //index to maximum template
498
 
factEvery               [0]     int             192             //32 mins .Time in 10s for factory to produce again
499
 
 
500
 
//group 1 factory
501
 
factID          [1]     int             -1              //phantom factory, uses edge of map
502
 
factAssXY               [1]     int             7               //index to coords (edge of map)
503
 
factTimeGo              [1]     int             18              //3mins before starting production in 10s
504
 
factRegionGo    [1]     int             -1              //trap region to trigger transport
505
 
factTempMin             [1]     int             0               //index to starting template
506
 
factTempMax             [1]     int             4               //index to maximum template
507
 
factEvery               [1]     int             10000           //never mins .Time in 10s for factory to produce again
508
 
 
509
 
//group 2 factory
510
 
factID          [2]     int             -1              //phantom factory, uses edge of map
511
 
factAssXY               [2]     int             7               //index to coords (edge of map)
512
 
factTimeGo              [2]     int             120             //20mins before starting production in 10s
513
 
factRegionGo    [2]     int             -1              //trap region to trigger transport
514
 
factTempMin             [2]     int             0               //index to starting template
515
 
factTempMax             [2]     int             4               //index to maximum template
516
 
factEvery               [2]     int             10000           //Never mins .Time in 10s for factory to produce again
517
 
 
518
 
//scouts factory
519
 
factID          [3]     int             -1              //phantom factory, uses edge of map
520
 
factAssXY               [3]     int             6               //index to coords (edge of map)
521
 
factTimeGo              [3]     int             1               //10sec before starting production in 10s
522
 
factRegionGo    [3]     int             -1              //trap region to trigger transport
523
 
factTempMin             [3]     int             10              //index to starting template
524
 
factTempMax             [3]     int             13              //index to maximum template
525
 
factEvery               [3]     int             132             //22 mins .Time in 10s for factory to produce again
526
 
 
527
 
 
528
 
 
529
 
/* 'Globals' */
530
 
//These should be same in each file, but may need slight alterations
531
 
player          int             0                               //player's player number
532
 
crate           FEATURESTAT     "Crate"
533
 
artRange        int             200     //171                           //range to artifact about 1.5 tiles
534
 
objectiveRange  int             640                             //range to objective 5 Tiles
535
 
wayRange        int             300                             //range to waypoint 2ish tiles
536
 
targetRange     int             768                             //range for target spotting
537
 
targetMax       int             4                               //maximum number of targets to store for each enemy
538
 
lostSnd         SOUND           "pcv470.ogg"            //mission failed
539
 
attackSnd1      SOUND           "pcv337.ogg"    //Base Under Attack
540
 
artSnd1         SOUND           "pcv351.ogg"    //artifact sounds
541
 
artSnd2         SOUND           "pcv352.ogg"
542
 
transporter     TEMPLATE        "Transporter"   //for enemy transports
543
 
 
544
 
//base WAVs. MAX = 5
545
 
baseSnd[0]      SOUND           "pcv379.ogg"    //Enemy Base Detected
546
 
baseSnd[1]      SOUND           "pcv379.ogg"    //Enemy Base Detected
547
 
baseSnd[2]      SOUND           "pcv379.ogg"    //Enemy Base Detected
548
 
baseSnd[3]      SOUND           "pcv394.ogg"    //Enemy base eradicated
549
 
 
550
 
}