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PC World Komputer 1998 April B
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Pcwk4b98.iso
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Gry
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DARKREIG
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Data
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Dark
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SCENARIO
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Fixed
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M03F
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M03F0.END
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1997-10-28
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8KB
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422 lines
;
; Game End Conditions for team 0
;
DefineEndCondTree(0)
{
;
; Conditional State #1
;
DefineCondState()
{
DefineCondition(2 0 0 0 "D") ;Rescue group 1 (medic / infantry)
{
CritONCE()
{
CritInRegion(67903)
}
}
DefineCondition(3 0 0 0 "D") ; rescue group 2 (tanks / mechanic)
{
CritONCE()
{
CritInRegion(64129)
}
}
DefineCondition(4 0 0 0 "D") ; rescue group 3 (Rigs / Freighters)
{
CritONCE()
{
CritInRegion(64154)
}
}
DefineCondition(5 0 0 0 "D") ; rescue group 4 (upper left in base)
{
CritONCE()
{
CritInRegion(67897)
}
}
DefineCondition(6 0 0 0 "D") ; rescue group 5 (upper right in base)
{
CritONCE()
{
CritInRegion(67898)
}
}
DefineCondition(7 0 0 0 "D") ; rescue group 6 (lower right in base)
{
CritONCE()
{
CritInRegion(67900)
}
}
DefineCondition(8 0 0 0 "D") ; rescue group 7 (lower left in base)
{
CritONCE()
{
CritInRegion(67899)
}
}
DefineCondition(10 0 0 0 "D") ; rescue group 8 (JEB RADEC)
{
CritONCE()
{
CritInRegion(67901)
}
}
; DefineCondition(10 0 0 0 "D") ; Jeb is in the house (killing zone)
; {
; CritONCE()
; {
; CritMoveUnitsToRegion(67902 1)
; {
; 69616
; }
; }
; }
; DefineCondition(11 0 0 0 "D") ; Group #1 (upper left) makes it to base
; {
; CritONCE()
; {
; CritMoveUnitsToRegion(67976 1)
; {
; 69568 69566 69564 69560 69558 69554
; }
; }
; }
;
; DefineCondition(12 0 0 0 "D") ; Group #2 (upper right) makes it to base
; {
; CritONCE()
; {
; CritMoveUnitsToRegion(67976 1)
; {
; 69590 69588 69586 69584 69582 69576
; }
; }
; }
; DefineCondition(13 0 0 0 "D") ; Group #3 (lower right) makes it to base
; {
; CritONCE()
; {
; CritMoveUnitsToRegion(67976 1)
; {
; 69602 69600 69598 69596 69594 69592
; }
; }
; }
; DefineCondition(14 0 0 0 "D") ; Group #4 (lower left) makes it to base
; {
; CritONCE()
; {
; CritMoveUnitsToRegion(67976 1)
; {
; 69614 69612 69610 69608 69606 69604
; }
; }
; }
; DefineCondition(15 0 0 0 "D") ; JEB makes it to base
; {
; CritONCE()
; {
; CritMoveUnitsToRegion(67976 1)
; {
; 69616
; }
; }
; }
DefineCondition(17 0 0 0 "D") ; Player has destroyed ai base
{
CritONCE()
{
CritDestroyTeamBuildings(1 0)
}
}
DefineCondition(16 0 0 0 "D") ; Player has destroyed AI and rescued all
{
CritAND()
{
CritAND()
{
CritKillTeamUnits(2 0)
CritKillTeamUnits(3 0)
CritKillTeamUnits(4 0)
CritKillTeamUnits(5 0)
CritKillTeamUnits(6 0)
CritKillTeamUnits(7 0)
}
CritDestroyTeamBuildings(1 0)
}
}
SetAlliance(2 0 1 1 1 1 1 2)
}
;
; Conditional State #2 -This is the first group of outside prisoners
;
DefineCondState()
{
DefineCondition(1 0 0 0 "D")
{
CritTimer(0)
}
GiveSpecialForces(101 0)
; BonusCredits(2 1000)
TriggerMessage(GVSTSCLT) ; units liberated
}
;
; Conditional State #3- This is the second group of outside prisoners
;
DefineCondState()
{
DefineCondition(1 0 0 0 "D")
{
CritTimer(0)
}
GiveSpecialForces(202 0)
; BonusCredits(2 1000)
TriggerMessage(GVSTSCLT) ; units liberated
}
;
; Conditional State #4 - This is the third group of outside prisoners
;
DefineCondState()
{
DefineCondition(1 0 0 0 "D")
{
CritTimer(0)
}
GiveSpecialForces(303 0)
; BonusCredits(2 1000)
TriggerMessage(GVSTSCLT) ; units liberated
}
;
; Conditional State #5 - upper left prisoners in base
;
DefineCondState()
{
DefineCondition(1 0 0 0 "D")
{
CritTimer(0)
}
; TriggerSpecialForces(404 67976)
GiveSpecialForces(404 0)
; BonusCredits(2 1000)
TriggerMessage(GVSTSCLT) ; units liberated
}
;
; Conditional State #6 - upper right prisoners in base
;
DefineCondState()
{
DefineCondition(1 0 0 0 "D")
{
CritTimer(0)
}
; TriggerSpecialForces(505 67976)
GiveSpecialForces(505 0)
; BonusCredits(2 1000)
TriggerMessage(GVSTSCLT) ; units liberated
}
;
; Conditional State #7 - lower right prisoners in base
;
DefineCondState()
{
DefineCondition(1 0 0 0 "D")
{
CritTimer(0)
}
; TriggerSpecialForces(606 67976)
GiveSpecialForces(606 0)
; BonusCredits(2 1000)
TriggerMessage(GVSTSCLT) ; units liberated
}
;
; Conditional State #8 - lower left prisoners in base
;
DefineCondState()
{
DefineCondition(1 0 0 0 "D")
{
CritTimer(0)
}
; TriggerSpecialForces(707 67976)
GiveSpecialForces(707 0)
; BonusCredits(2 1000)
TriggerMessage(GVSTSCLT) ; units liberated
}
;
; Conditional State #9 - Our hero JEB RADEC in the zone
;
DefineCondState()
{
DefineCondition(10 0 0 0 "region_one")
{
CritTeamInRegion(67902 7)
}
; TriggerSpecialForces(808 67902)
; BonusCredits(2 1000)
; TriggerMessage(GVINTCL3) ; objective sucesful
}
;
; Conditional State #10 - JEB's AI takes over he slauters everyone
;
DefineCondState()
{
DefineCondition(1 0 0 0 "D")
{
CritTimer(0)
}
; BonusCredits(2 1000)
GiveSpecialForces(808 0)
TriggerMessage(GVINTCL3) ; objective succesful
; ReleaseSpecialForces(808)
}
;
; Conditional State #11 - Group #1 (upper left is in the players base)
;
DefineCondState()
{
DefineCondition(1 0 0 0 "D")
{
CritTimer(0)
}
GiveSpecialForces(404 0)
}
;
; Conditional State #12 - Group #2 (upper right is in the players base)
;
DefineCondState()
{
DefineCondition(1 0 0 0 "D")
{
CritTimer(0)
}
GiveSpecialForces(505 0)
}
;
; Conditional State #13 - Group #3 (lower right is in the players base)
;
DefineCondState()
{
DefineCondition(1 0 0 0 "D")
{
CritTimer(0)
}
GiveSpecialForces(606 0)
}
;
; Conditional State #14 - Group #4 (lower left is in players base)
;
DefineCondState()
{
DefineCondition(1 0 0 0 "D")
{
CritTimer(0)
}
GiveSpecialForces(707 0)
}
;
; Conditional State #15 - Group #5
;
DefineCondState()
{
DefineCondition(1 0 0 0 "give_jeb")
{
CritTimer(0)
}
GiveSpecialForces(808 0)
}
;
; Conditional State #16 "mission succesful"
;
DefineCondState()
{
DefineCondition(0 0 0 0 you_win)
{
CritTimer(50)
}
; TriggerMessage(GVINTCL5)
}
;
; Conditional State #17 "objective succesful"
;
DefineCondState()
{
DefineCondition(1 0 0 0 you_win)
{
CritTimer(0)
}
TriggerMessage(GVINTCL3)
}
}