1
//Generic VLO file template for start/expand levels
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
13
/* Define Players/Enemies */
14
numEnemies int 1 //MAX 2. Must define same as number of enemy players given next
16
alliancePlayer int 0 //ally player with self (could be a different player number
17
allianceEnemy[0] int 3 //ally enemy with self (could be a different player number
18
allianceFlag BOOL FALSE //TRUE if want enemies to use each others targets, otherwise mark FALSE
20
/* Starting Enemy Power */
21
power[0] int 20000 //starting power values for each enemy listed above
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!
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"
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"
40
strucStat[5] STRUCTURESTAT "A0ComDroidControl"
44
centreX int 7360 //starting view centre (in world units)
46
scrollX1 int 0 //scroll limits (in tile units)
50
zoomLevel int 0 //starting radar: 0=zoomed out, 2=zoomed in
52
numLZ int 1 //MAX 8. Number of Landing zones/areas can't build on (0 = LZ)
53
LZX[0] int 56 //coords of LZ in tile units
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!)
59
/* Transport exit and entry */
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
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"
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"
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
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
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
127
// ***********************************************************************************************************
128
// Player must first stop Nexus absorption thru researching resistance circuits, then destroy all enemy
129
// ***********************************************************************************************************
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!)
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!)
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!)
147
artType [0] int 4 //No artifacts (get from previous mission at end!!!!)
151
artComp [0] RESEARCHSTAT "CAM3RESEARCH"
154
artVal [1] int 0 //get this from base 1 factory
157
artComp [1] RESEARCHSTAT "CAM3RESEARCH" //"R-Defense-Tower01"
160
artVal [2] int 1 //get this from radar tower
163
artComp [2] RESEARCHSTAT "CAM3RESEARCH" //"R-Sys-Sensor-Turret01"
166
artVal [3] int 2 //get this from base 2 factory
169
artComp [3] RESEARCHSTAT "CAM3RESEARCH" //"R-Vehicle-Prop-Halftracks" //"R-Sys-Engineering01"
172
artVal [4] int 3 //get this from base 3 factory
175
artComp [4] RESEARCHSTAT "CAM3RESEARCH" //"R-Wpn-Mortar01Lt"
177
artType [5] int 1 //get this from bunker
181
artComp [5] RESEARCHSTAT "CAM3RESEARCH" //"R-Sys-Engineering01" //"R-Wpn-MG-Damage01"
184
/* ******************************************** */
185
/* lists of stuff referred to by index number */
186
/* ******************************************** */
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)
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
201
/* ******************************************** */
202
/* DROIDS (by ID number) MAX = 10 */
203
//droids [0] DROID 3279 //testdroid
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"
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//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"
226
/* Templates available for this level */
229
TEMPLATE "NX-M-Con-Hover"
231
TEMPLATE "NX-L-Repair-Hover"
233
TEMPLATE "NX-L-Sens-Hov"
234
TEMPLATE "NX-H-CBS-Hover"
236
TEMPLATE "NX-M-Com-Hover"
237
//Electronic warfare - takeover
238
TEMPLATE "NX-M-Link-Hover"
240
TEMPLATE "NX-M-Missile-A-T-Hover"
241
TEMPLATE "NX-M-Missile-LtSAM-HT"
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TEMPLATE "NX-M-PulseLas-Hover"
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TEMPLATE "NX-M-Rail2-Hover"
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TEMPLATE "NX-L-Missile-MdArt-Hover"
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TEMPLATE "NX-M-Strike-Hover"
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TEMPLATE "NX-H-Com-Hover" //(NOT DESIGNED YET!!!)
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TEMPLATE "NX-H-HvMiss-Hover" //NEW
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TEMPLATE "NX-Cyb-Rail1-JUMP"
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TEMPLATE "NX-Cyb-Miss-JUMP"
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TEMPLATE "NX-Cyb-PulseLas-JUMP"
253
TEMPLATE "NX-L-Missile-A-T-VTOL"
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TEMPLATE "NX-L-Rail1-VTOL"
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TEMPLATE "NX-L-PulseLas-VTOL" //NEW
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/* ******************************************** */
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
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
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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
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
295
regionsX1 [3] int 320 //base 1 Factory start
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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
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regionsX1 [5] int 3904 //base 3 Factory start
304
regionsY1 [5] int 2496 //crossed by radar tower
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regionsX2 [5] int 5312
306
regionsY2 [5] int 4288
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
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
339
/* ******************************************** */
341
/* ******************************************** */
344
sectorsY1 [0] int 12288
345
sectorsX2 [0] int 4096
346
sectorsY2 [0] int 16384
348
sectorsX1 [1] int 4096
349
sectorsY1 [1] int 12288
350
sectorsX2 [1] int 8000
351
sectorsY2 [1] int 16384
353
sectorsX1 [2] int 4096
354
sectorsY1 [2] int 8192
355
sectorsX2 [2] int 8000
356
sectorsY2 [2] int 12288
359
sectorsY1 [3] int 8192
360
sectorsX2 [3] int 4096
361
sectorsY2 [3] int 12288
364
sectorsY1 [4] int 4096
365
sectorsX2 [4] int 4096
366
sectorsY2 [4] int 8192
370
sectorsX2 [5] int 4096
371
sectorsY2 [5] int 4096
373
sectorsX1 [6] int 4096
375
sectorsX2 [6] int 8000
376
sectorsY2 [6] int 4096
378
sectorsX1 [7] int 4096
379
sectorsY1 [7] int 4096
380
sectorsX2 [7] int 8000
381
sectorsY2 [7] int 8192
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
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
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
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
411
/* ******************************************** */
413
/* ******************************************** */
414
numGroups int 4 //group MAX = 10
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
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
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
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
489
numFactories int 4 //MAX = 10
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
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
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
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
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
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