1
//Generic VLO file template for start/expand levels
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NextLev LEVEL "SUB_3_1S" //points to next level
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/* Define Players/Enemies */
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numEnemies int 1 //MAX 2. Must define same as number of enemy players given next
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alliancePlayer int 0 //ally player with self (could be a different player number
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allianceEnemy[0] int 3 //ally enemy with self (could be a different player number
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allianceFlag BOOL FALSE //TRUE if want enemies to use each others targets, otherwise mark FALSE
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/* Starting Enemy Power */
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power[0] int 20000 //starting power values for each enemy listed above
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/*Health Retreat Level for each of the enemies listed above*/
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healthRetreat[0] int 80
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healthRetreatX[0] int 1344 //default retreat for non-group units
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healthRetreatY[0] int 15296
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/* Structure Limits */
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numStrucStats int 6 //MAX 5. Must be same as number of limits given next
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strucStat[0] STRUCTURESTAT "A0PowerGenerator"
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strucLimit[0] int 4 //5
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strucStat[1] STRUCTURESTAT "A0ResourceExtractor"
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strucStat[2] STRUCTURESTAT "A0ResearchFacility"
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strucLimit[2] int 4 //5
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strucStat[3] STRUCTURESTAT "A0LightFactory"
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strucLimit[3] int 4 //5
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strucStat[4] STRUCTURESTAT "A0CommandCentre"
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strucStat[5] STRUCTURESTAT "A0ComDroidControl"
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centreX int 7360 //starting view centre (in world units)
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scrollX1 int 0 //scroll limits (in tile units)
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scrollY2 int 130 //145
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zoomLevel int 1 //starting radar: 0=zoomed out, 2=zoomed in
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numLZ int 1 //MAX 8. Number of Landing zones/areas can't build on (0 = LZ)
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LZX[0] int 56 //57 //coords of LZ in tile units
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reinfOff BOOL TRUE //don't set reinforcements (done in another script)
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ReinforceTime INT -1 //-1 for no reinforcements
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timeLimit INT 72000 //2hrs for no time limit (needs to be done if previous misison had a time limit!)
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/* Transport exit and entry */
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/* starting technology for enemy */
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//NOTE: need to set first number in array for enemy player
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//second number needs to correspond to numTechs[enemy]
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//MAX 2 enemies, 10 technologies
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startTech [0] [0] RESEARCHSTAT "R-Defense-WallUpgrade07"
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startTech [0] [1] RESEARCHSTAT "R-Struc-Materials07"
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startTech [0] [2] RESEARCHSTAT "R-Struc-Factory-Upgrade06"
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startTech [0] [3] RESEARCHSTAT "R-Struc-Factory-Cyborg-Upgrade06"
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startTech [0] [4] RESEARCHSTAT "R-Struc-VTOLFactory-Upgrade06"
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startTech [0] [5] RESEARCHSTAT "R-Struc-VTOLPad-Upgrade06"
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startTech [0] [6] RESEARCHSTAT "R-Vehicle-Engine09"
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startTech [0] [7] RESEARCHSTAT "R-Vehicle-Metals07"
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startTech [0] [8] RESEARCHSTAT "R-Cyborg-Metals07"
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startTech [0] [9] RESEARCHSTAT "R-Vehicle-Armor-Heat03"
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startTech [0] [10] RESEARCHSTAT "R-Cyborg-Armor-Heat03"
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startTech [0] [11] RESEARCHSTAT "R-Sys-Engineering03"
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startTech [0] [12] RESEARCHSTAT "R-Vehicle-Prop-Hover02"
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startTech [0] [13] RESEARCHSTAT "R-Vehicle-Prop-VTOL02"
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startTech [0] [14] RESEARCHSTAT "R-Wpn-Bomb-Accuracy03"
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startTech [0] [15] RESEARCHSTAT "R-Wpn-Missile-Damage01"
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startTech [0] [16] RESEARCHSTAT "R-Wpn-Missile-ROF01"
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startTech [0] [17] RESEARCHSTAT "R-Sys-Sensor-Upgrade01"
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startTech [0] [18] RESEARCHSTAT "R-Sys-NEXUSrepair"
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startTech [0] [19] RESEARCHSTAT "R-Wpn-Rail-Damage01"
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startTech [0] [20] RESEARCHSTAT "R-Wpn-Rail-ROF01"
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startTech [0] [21] RESEARCHSTAT "R-Wpn-Flamer-Damage06"
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video[0] TEXTSTRING "CAM3_BEG_RPL"
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videoText[0] TEXTSTRING "CAM3_BEG_TXT"
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numBriefs int 1 //MAX 5. Needs to be same as the number of briefings given next
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//brief[0] INTMESSAGE "MB3A_MSG"
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brief[0] INTMESSAGE "MB3A_MSG2"
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briefVal[0] int 2 //0 remove after playing, 1 keep, 2 don't play immediately
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//briefVal[0] int 1 //0 remove after playing, 1 keep, 2 don't play immediately
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endMsg INTMESSAGE "END"
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numObjectives int 0 //MAX 3. Needs to be the same as the number of objective blips given next
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//objective[0] INTMESSAGE "FAST_OBJ1"
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//objectiveX[0] int 1728 //doesn't use index to array, use world coords
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//objectiveY[0] int 1216
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/* Victory Conditions */
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//NOTE: always assumes victory condition of: number of artifacts collected = victoryArt
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numVictory int 1 //number of victory conditions to be met (not including artifacts)
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//DOESN'T need to be same as number given next (these are set TRUE/FALSE)
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//if victory condition required. Can have 2 set to TRUE and numVictory = 1
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//This will then let player win if EITHER condition is true!
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//Use numVictory of 0 if just want player to get artifacts
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//these now done as integers NOT bools!! Use -1 for False, # for True (often an index to check!)
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//for this reason must specify ALL victory[]!
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victory[0] int 1 //all enemy vehicles and structures need to be killed
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victory[1] int -1 //all players vehicles at REGION index # (eg LZ REGION)
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victory[2] int -1 //number of objectives to get to (uses objective[0] to objective[#])
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victory[3] int -1 //number of bases to destroy (uses base[0] to base[#])
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/* might use these later if necessary
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victory[4] int -1 //kill all UNITS belonging to enemy # index
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victory[5] int -1 //kill all STRUCTURES belonging to enemy # index
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victory[6] int -1 //REGION index to check for defences built
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victory[7] int -1 //# of EXTRA defences to build in REGION
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/* Failure Conditions */
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//Extra conditions above ALL player units and structures dead, or TIME LIMIT expired
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//Use -1 for False, # for True (often an index to check!)
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fail [0] int -1 //group # index all got to REGION
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fail [1] int -1 //REGION index for above (these count as one condition!)
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victoryArt int 2 //number of artifacts required for victory (must be <= numArt)
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numArt int 2 //MAX 6. Number of artifacts in total (even if not in game, but added as extra research!)
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//new improved way of doing artifacts
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//artType: 0 = artifact starts on map, 1 = get from STRUCTURE, 2 = get from FEATURE, 3 = get from DROID, 4 = at end of level
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//artVal: index to relevant type, ie FEATURE(crate), FEATURE, STRUCTURE, DROID
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//artX, artY: artifact coords (this is updated for DROIDS moving by script, but still needs an array to store them in!)
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artType [0] int 1 //Pow Gen in SE base
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artX [0] int 7232 //1216
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artY [0] int 9024 //15296
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artComp [0] RESEARCHSTAT "R-Struc-Power-Upgrade02"
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artType [1] int 1 //Res Fac NE Base
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artComp [1] RESEARCHSTAT "R-Sys-Engineering03"
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artVal [2] int 1 //get this from radar tower
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artComp [2] RESEARCHSTAT "CAM3RESEARCH" //"R-Sys-Sensor-Turret01"
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artVal [3] int 2 //get this from base 2 factory
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artComp [3] RESEARCHSTAT "CAM3RESEARCH" //"R-Vehicle-Prop-Halftracks" //"R-Sys-Engineering01"
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artVal [4] int 3 //get this from base 3 factory
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artComp [4] RESEARCHSTAT "CAM3RESEARCH" //"R-Wpn-Mortar01Lt"
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artType [5] int 1 //get this from bunker
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artComp [5] RESEARCHSTAT "CAM3RESEARCH" //"R-Sys-Engineering01" //"R-Wpn-MG-Damage01"
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/* ******************************************** */
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/* lists of stuff referred to by index number */
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/* ******************************************** */
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/* ******************************************** */
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/* FEATURES (inc crates, by ID number) MAX = 10 */
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//features [0] FEATURE 649 //crate artifact (1st in valley)
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//features [1] FEATURE 661 //crate artifact (2nd by huts) (CHANGED TO BUNKER)
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/* ******************************************** */
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/* STRUCTURES (by ID number) MAX = 10 */
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structures [0] STRUCTURE 187 // Base 2 Cyb Factory
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structures [1] STRUCTURE 88 // Base 3 Cyb Factory 1
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structures [2] STRUCTURE 1059 // Base 3 Cyb Factory 2
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structures [3] STRUCTURE 1065 // Base 3 Factory 1
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//structures [4] STRUCTURE 1007 //86 // Base 3 Factory 2
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structures [5] STRUCTURE 240 // Base 4 Cyb Factory
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structures [6] STRUCTURE 1011 //186 // Res Fac (not HQ) in ne base (artifact)
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structures [7] STRUCTURE 901 // PowGen (artifact)
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/* ******************************************** */
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/* DROIDS (by ID number) MAX = 10 */
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//droids [0] DROID 1019 //truck
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//droids [1] DROID 1020 //truck
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//droids [2] DROID 1021 //truck
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//droids [3] DROID 1022 //truck
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/* ******************************************** */
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/* list of templates (by name) MAX = 20 */
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/* ******************************************** */
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templates [0] TEMPLATE "NX-M-Con-Hover" //Truck template
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templates [1] TEMPLATE "NX-M-Missile-A-T-Hover" //tank templates
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templates [2] TEMPLATE "NX-M-Missile-A-T-Hover"
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templates [3] TEMPLATE "NX-M-Con-Hover" //repair
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templates [4] TEMPLATE "NX-L-Sens-Hov" //sensor
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templates [5] TEMPLATE "NX-Cyb-Rail1-JUMP"
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templates [6] TEMPLATE "NX-Cyb-Miss-JUMP"
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templates [7] TEMPLATE "NX-L-Missile-A-T-VTOL"
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templates [8] TEMPLATE "NX-L-Rail1-VTOL"
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/* Templates available for this level */
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TEMPLATE "NX-M-Con-Wheels"
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TEMPLATE "NX-L-Repair-Hover"
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TEMPLATE "NX-L-Sens-Hov"
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TEMPLATE "NX-M-Missile-A-T-Hover"
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TEMPLATE "NX-M-Missile-LtSAM-HT"
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TEMPLATE "NX-Cyb-Rail1-JUMP"
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TEMPLATE "NX-Cyb-Miss-JUMP"
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TEMPLATE "NX-L-Missile-A-T-VTOL"
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TEMPLATE "NX-L-Rail1-VTOL"
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/* ******************************************** */
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//coordinates (world coords) MAX = 10
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/* ******************************************** */
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// factory assembly points
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coordsY [0] int 10816
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coordsX [1] int 7104 //5952 //6336 //initial attackers (near N derrick)
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coordsY [1] int 9280 //10432 //10944
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// probe attack group target - landing zone
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coordsY [2] int 14656 //14144 //not so close now!! 15682
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// hover droid patrol
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coordsY [3] int 14400
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coordsY [4] int 12352
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coordsY [5] int 12864
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// valley cyborg patrol
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coordsX [6] int 1344 //SW base
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coordsY [6] int 15296
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coordsX [7] int 5952 //West entrance player's base
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coordsY [7] int 14144
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coordsX [8] int 7232 //inside player's base
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coordsY [8] int 14656
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//coordsX [8] int 5952 //6336 //initial attackers (near N derrick)
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//coordsY [8] int 10432 //10944
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coordsX [9] int 5568 //NE base
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coordsX [10] int 1472 //NW base
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coordsY [10] int 8512
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coordsX [11] int 2496 //SW base
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coordsY [11] int 15168
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/* ******************************************** */
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//regions (world coords) MAX = 20
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/* ******************************************** */
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regionsX1 [0] int 64 //SW enemy base2 blip
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regionsY1 [0] int 13376
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regionsX2 [0] int 3520
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regionsY2 [0] int 16192
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regionsX1 [1] int 5056 //NE enemy base3 blip
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regionsY1 [1] int 7744
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regionsX2 [1] int 8000
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regionsY2 [1] int 10432
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regionsX1 [2] int 192 //NW enemy base4 blip
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regionsY1 [2] int 8256
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regionsX2 [2] int 3264 //3008
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regionsY2 [2] int 10176 //9920
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regionsX1 [3] int 704 //W enemy base1 blip
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regionsY1 [3] int 11840
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regionsX2 [3] int 3136
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regionsY2 [3] int 13248
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regionsX1 [4] int 6976 //6976 // first probe attack group - cyborgs
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regionsY1 [4] int 12480 //12992
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regionsX2 [4] int 7360 //7616
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regionsY2 [4] int 12864 //14144
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regionsX1 [5] int 3648 // hover droid patrol
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regionsY1 [5] int 13504
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regionsX2 [5] int 4160
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regionsY2 [5] int 13888
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regionsX1 [6] int 4288 // main valley cyborg patrol
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regionsY1 [6] int 15040
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regionsX2 [6] int 4672
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regionsY2 [6] int 15424
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regionsX1 [7] int 4032 // base 3 defense group
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regionsY1 [7] int 9536
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regionsX2 [7] int 5440
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regionsY2 [7] int 9920
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regionsX1 [8] int 4928 //4288 // base 3 attack group
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regionsY1 [8] int 9664 //10432
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regionsX2 [8] int 5440 //5184
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regionsY2 [8] int 9920 //11072
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regionsX1 [9] int 6080 // N valley Ambush Cyborgs
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regionsY1 [9] int 11456
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regionsX2 [9] int 7232
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regionsY2 [9] int 12224
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/* ******************************************** */
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/* ******************************************** */
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sectorsX1 [0] int 6720 // just outside the player base
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sectorsY1 [0] int 13120
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sectorsX2 [0] int 7744
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sectorsY2 [0] int 14784
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sectorsX1 [1] int 448 // base 2
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sectorsY1 [1] int 14144
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sectorsX2 [1] int 3264
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sectorsY2 [1] int 14784
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sectorsX1 [2] int 5440 // just below base 3
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sectorsY1 [2] int 10432
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sectorsX2 [2] int 7104
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sectorsY2 [2] int 11840
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/* ******************************************** */
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/* Enemy Base Blips */
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/* ******************************************** */
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numBases int 4 //MAX = 5. Must be same as number of bases listed next
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basePlayer [0] int 0 //enemy player number who owns base, ie enemy[0]
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baseMsg [0] INTMESSAGE "CM3A_BASE2" //enemy base blip message (prox.txt)
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baseRegion [0] int 0 //index to regions that defines base boundaries (blip appears when player sees any structure in these boundaries), also area to destroy walls when base is dead.
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baseWav1 [0] int 0 //sound to play when first seen (index to baseSnd) Superior Weapons
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baseWav2 [0] int 3 //sound to play when base dead (index to baseSnd) Eradicated
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basePlayer [1] int 0 //enemy player number who owns base, ie enemy[0]
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baseMsg [1] INTMESSAGE "CM3A_BASE3" //enemy base blip message (prox.txt)
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baseRegion [1] int 1 //index to regions that defines base boundaries (blip appears when player sees any structure in these boundaries), also area to destroy walls when base is dead.
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baseWav1 [1] int 0 //sound to play when first seen (index to baseSnd) Superior Weapons
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baseWav2 [1] int 3 //sound to play when base dead (index to baseSnd) Eradicated
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basePlayer [2] int 0 //enemy player number who owns base, ie enemy[0]
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baseMsg [2] INTMESSAGE "CM3A_BASE4" //enemy base blip message (prox.txt)
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baseRegion [2] int 2 //index to regions that defines base boundaries (blip appears when player sees any structure in these boundaries), also area to destroy walls when base is dead.
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baseWav1 [2] int 0 //sound to play when first seen (index to baseSnd) Superior Weapons
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baseWav2 [2] int 3 //sound to play when base dead (index to baseSnd) Eradicated
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basePlayer [3] int 0 //enemy player number who owns base, ie enemy[0]
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baseMsg [3] INTMESSAGE "CM3A_BASE1" //enemy base blip message (prox.txt)
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baseRegion [3] int 3 //index to regions that defines base boundaries (blip appears when player sees any structure in these boundaries), also area to destroy walls when base is dead.
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baseWav1 [3] int 0 //sound to play when first seen (index to baseSnd) Superior Weapons
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baseWav2 [3] int 3 //sound to play when base dead (index to baseSnd) Eradicated
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/* ******************************************** */
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/* ******************************************** */
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numGroups int 6 //group MAX = 10
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grpType [0] int 0 //0 = Ambush/Patrol
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grpPlayer [0] int 0 //player index, ie enemy[0]
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grpRegion [0] int 4 //index in regions array to define group
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grpTimeGo [0] int 1 //-1 = no time trigger
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grpRegionGo [0] int -1 //index in regions to use as trigger
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grpWhoGo [0] int 0 //player number (0-7) that needs to enter trigger region to trigger group
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grpMorale [0] int 90 //-1 = don't set morale/leadership/retreat
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grpLeadership [0] int 0 //leave zero if morale not set
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grpRetreatXY [0] int 1 //leave zero if morale not set
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grpPosStart [0] int 2 //starting waypoint (goes here when triggered)
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grpPosMin [0] int 1 //Minimum index in coords array for waypoints
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grpPosMax [0] int 2 //Maximum index in coords array for waypoints
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grpPosStep [0] int 1 //Step increase for next 'waypoint'
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grpPosType [0] int 1 //0 = stop when get to last waypoint
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grpFactory [0] int 1 //-1 = any factory can reinforce this group
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grpIdealSize [0] int 8 //0 = don't reinforce (ideal size. If less than this factory will reinforce)
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grpType [1] int 0 //0 = Ambush/Patrol
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grpPlayer [1] int 0 //player index, ie enemy[0]
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grpRegion [1] int 5 //index in regions array to define group
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grpTimeGo [1] int 0 //-1 = no time trigger
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grpRegionGo [1] int -1 //index in regions to use as trigger
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grpWhoGo [1] int 0 //player number (0-7) that needs to enter trigger region to trigger group
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grpMorale [1] int 90 //-1 = don't set morale/leadership/retreat
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grpLeadership [1] int 0 //leave zero if morale not set
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grpRetreatXY [1] int 10 //leave zero if morale not set
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grpPosStart [1] int 3 //starting waypoint (goes here when triggered)
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grpPosMin [1] int 3 //Minimum index in coords array for waypoints
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grpPosMax [1] int 5 //Maximum index in coords array for waypoints
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grpPosStep [1] int 1 //Step increase for next 'waypoint'
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grpPosType [1] int 1 // 1 loop
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grpFactory [1] int 3 //-1 = any factory can reinforce this group
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grpIdealSize [1] int 4 //0 = don't reinforce (ideal size. If less than this factory will reinforce)
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// main valley cyborgs
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grpType [2] int 0 //0 = Ambush/Patrol
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grpPlayer [2] int 0 //player index, ie enemy[0]
440
grpRegion [2] int 6 //index in regions array to define group
441
grpTimeGo [2] int 0 //-1 = no time trigger
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grpRegionGo [2] int -1 //index in regions to use as trigger
443
grpWhoGo [2] int 0 //player number (0-7) that needs to enter trigger region to trigger group
444
grpMorale [2] int 90 //-1 = don't set morale/leadership/retreat
445
grpLeadership [2] int 0 //leave zero if morale not set
446
grpRetreatXY [2] int 11 //to SW base
447
grpPosStart [2] int 6 //starting waypoint (goes here when triggered)
448
grpPosMin [2] int 6 //Minimum index in coords array for waypoints
449
grpPosMax [2] int 8 //Maximum index in coords array for waypoints
450
grpPosStep [2] int 1 //Step increase for next 'waypoint'
451
grpPosType [2] int 2 // 3 random
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grpFactory [2] int 0 //from SW base
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grpIdealSize [2] int 8 //0 = don't reinforce (ideal size. If less than this factory will reinforce)
455
// base 3 attack group
456
grpType [3] int 3 //3- attack
457
grpPlayer [3] int 0 //player index, ie enemy[0]
458
grpRegion [3] int 8 //index in regions array to define group
459
grpTimeGo [3] int 30 //5 mins
460
grpRegionGo [3] int 0 //index in regions to use as trigger (base 2)
461
grpWhoGo [3] int 0 //player number (0-7) that needs to enter trigger region to trigger group
462
grpMorale [3] int 90 //-1 = don't set morale/leadership/retreat
463
grpLeadership [3] int 0 //leave zero if morale not set
464
grpRetreatXY [3] int 2 //SECTOR North base retreat
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grpPosStart [3] int 2 //index in SECTORS array (attack groups use sectors)
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grpPosMin [3] int 0 //Minimum index in SECTORS array
467
grpPosMax [3] int 2 //Maximum index in SECTORS array
468
grpPosStep [3] int 1 //Step increase for next 'waypoint'
469
grpPosType [3] int 1 //3 = random thru waypoints
470
grpFactory [3] int -1 //-1 = any factory can reinforce this group
471
grpIdealSize [3] int 10 //0 = don't reinforce (ideal size. If less than this factory will reinforce)
473
// base 3 defense group
474
grpType [4] int 1 //1- defense
475
grpPlayer [4] int 0 //player index, ie enemy[0]
476
grpRegion [4] int 7 //index in regions array to define group
477
grpTimeGo [4] int 0 //-1 = no time trigger
478
grpRegionGo [4] int 1 //index into regions to protect (usually a base blip region)
479
grpWhoGo [4] int 0 //player number (0-7) that needs to enter trigger region to trigger group
480
grpMorale [4] int 90 //-1 = don't set morale/leadership/retreat
481
grpLeadership [4] int 0 //leave zero if morale not set
482
grpRetreatXY [4] int 9 //leave zero if morale not set
483
grpPosStart [4] int 0 //starting waypoint (goes here when triggered)
484
grpPosMin [4] int 0 //Minimum index in coords array for waypoints
485
grpPosMax [4] int 1 //Maximum index in coords array for waypoints
486
grpPosStep [4] int 1 //Step increase for next 'waypoint'
487
grpPosType [4] int 1 // 1 loop
488
grpFactory [4] int 4 //-1 = any factory can reinforce this group
489
grpIdealSize [4] int 9 //0 = don't reinforce (ideal size. If less than this factory will reinforce)
491
// N Valley Ambush group
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grpType [5] int 0 //0 = Ambush/Patrol
493
grpPlayer [5] int 0 //player index, ie enemy[0]
494
grpRegion [5] int 9 //index in regions array to define group
495
grpTimeGo [5] int 20 //-1 = no time trigger
496
grpRegionGo [5] int -1 //index in regions to use as trigger
497
grpWhoGo [5] int 0 //player number (0-7) that needs to enter trigger region to trigger group
498
grpMorale [5] int 90 //-1 = don't set morale/leadership/retreat
499
grpLeadership [5] int 0 //leave zero if morale not set
500
grpRetreatXY [5] int 9 //leave zero if morale not set
501
grpPosStart [5] int 2 //starting waypoint (goes here when triggered)
502
grpPosMin [5] int 1 //Minimum index in coords array for waypoints
503
grpPosMax [5] int 2 //Maximum index in coords array for waypoints
504
grpPosStep [5] int 1 //Step increase for next 'waypoint'
505
grpPosType [5] int 1 //0 = stop when get to last waypoint
506
grpFactory [5] int 2 //-1 = any factory can reinforce this group
507
grpIdealSize [5] int 8 //0 = don't reinforce (ideal size. If less than this factory will reinforce)
511
numFactories int 5 //MAX = 10
512
// Base 2 Cyb Factory
513
factID [0] int 0 //index to structures
514
factAssXY [0] int -1 //index to assembly point. -1 for don't set
515
factTimeGo [0] int 160 //30mindelay before starting production in 10s
516
factRegionGo [0] int 4 //-1 = no region for trigger (assume WhoGo = 0)
517
factTempMin [0] int 5 //index to starting template
518
factTempMax [0] int 6 //index to maximum template
519
factEvery [0] int 36 //6min .Time in 10s for factory to try to produce again
521
// Base 3 Cyb Factory 1 (Rail & Missile reinforces initial attack group 0)
522
factID [1] int 1 //index to structures
523
factAssXY [1] int -1 //index to assembly point. -1 for don't set
524
factTimeGo [1] int 80 //15mins delay before starting production in 10s
525
factRegionGo [1] int 1 //-1 = no region for trigger (assume WhoGo = 0)
526
factTempMin [1] int 5 //index to starting template
527
factTempMax [1] int 6 //index to maximum template
528
factEvery [1] int 36 //6min .Time in 10s for factory to try to produce again
530
// Base 3 Cyb Factory 2 (Missile only reinforrces north valley group 5)
531
factID [2] int 2 //index to structures
532
factAssXY [2] int -1 //index to assembly point. -1 for don't set
533
factTimeGo [2] int 240 //40mins delay before starting production in 10s
534
factRegionGo [2] int 0 //-1 = no region for trigger (assume WhoGo = 0)
535
factTempMin [2] int 5 //index to starting template
536
factTempMax [2] int 6 //index to maximum template
537
factEvery [2] int 36 //6min .Time in 10s for factory to try to produce again
539
// Base 3 Med Factory 1
540
factID [3] int 3 //index to structures
541
factAssXY [3] int -1 //index to assembly point. -1 for don't set
542
factTimeGo [3] int 240 //40mins delay before starting production in 10s
543
factRegionGo [3] int 0 //-1 = no region for trigger (assume WhoGo = 0)
544
factTempMin [3] int 1 //index to starting template
545
factTempMax [3] int 2 //index to maximum template
546
factEvery [3] int 54 //9min .Time in 10s for factory to try to produce again
548
// Base 4 Cyb Factory
549
factID [4] int 5 //index to structures
550
factAssXY [4] int -1 //index to assembly point. -1 for don't set
551
factTimeGo [4] int 240 //40min delay before starting production in 10s
552
factRegionGo [4] int 2 //-1 = no region for trigger (assume WhoGo = 0)
553
factTempMin [4] int 5 //index to starting template
554
factTempMax [4] int 6 //index to maximum template
555
factEvery [4] int 36 //6min .Time in 10s for factory to try to produce again
558
//These should be same in each file, but may need slight alterations
559
player int 0 //player's player number
560
crate FEATURESTAT "Crate"
561
artRange int 200 //171 //range to artifact about 1.5 tiles
562
objectiveRange int 640 //range to objective 5 Tiles
563
wayRange int 300 //range to waypoint 2ish tiles
564
targetRange int 768 //range for target spotting
565
targetMax int 4 //maximum number of targets to store for each enemy
566
lostSnd SOUND "pcv470.ogg" //mission failed
567
attackSnd1 SOUND "pcv337.ogg" //Base Under Attack
568
artSnd1 SOUND "pcv351.ogg" //artifact sounds
569
artSnd2 SOUND "pcv352.ogg"
570
transporter TEMPLATE "Transporter" //for enemy transports
573
baseSnd[0] SOUND "pcv379.ogg" //Enemy Base Detected
574
baseSnd[1] SOUND "pcv379.ogg" //Enemy Base Detected
575
baseSnd[2] SOUND "pcv379.ogg" //Enemy Base Detected
576
baseSnd[3] SOUND "pcv394.ogg" //Enemy base eradicated
578
/* NEW STUFF for trucks */
579
trucksOn BOOL FALSE //TRUE //switch for using trucks (won't work without it!)
580
/* Defence Type Structures for any enemy to build */
581
numDefences int 2 //MAX = 5
582
defences[0] STRUCTURESTAT "NX-Tower-Rail1"
583
defences[1] STRUCTURESTAT "NX-Tower-ATMiss"
584
//defences[2] STRUCTURESTAT "CO-Tower-MdCan"
585
maxDefence int 3 //ideal number of defences to build
586
/* structures to defend */
587
numToDefend int 3 //MAX = 5
588
toDefend[0] STRUCTURESTAT "A0ResourceExtractor"
589
toDefend[1] STRUCTURESTAT "A0CommandCentreNE"
590
toDefend[2] STRUCTURESTAT "A0PowerGenerator"
592
oilRes FEATURESTAT "OilResource"
593
truckRange int 1280 //range for truck to check for defendable structures
594
defRange int 512 //range for defences to be for defendable structures
595
/* end of NEW STUFF */
597
/* NEW STUFF FOR THREAT ASSESSMENT */
598
//this only works on groups with Morale Values
599
//if not declared just won't do anything!!
600
threatLight int 2 //value for light vehicles
601
threatMedium int 4 //value for medium vehicles
602
threatHeavy int 8 //value for large vehicles
603
threatRange int 700 //512 //range to check for enemy and player threats
604
/* end of NEW STUFF */