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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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SCENARIO
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Fixed
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T1
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train1p.end
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1997-10-28
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23KB
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955 lines
DefineEndCondTree( 0 )
{
; State 1 this tells the player to begin building an HQ, warning +20
DefineCondState()
{
; this detects for the player starting to build an HQ
DefineCondition( 2 0 0 0 "State_2" )
{
CritBeginBuildBuilding( ih1 3080 1 )
;; Criteria
}
; this detects for a transition to the warning state
DefineCondition( 21 0 0 0 "warning" )
{
CritOR()
{
CritInRegion( 3070 )
CritTimer( 1000 )
;; Criteria
}
;; Criteria
}
; this detects for a tranistion to the lose state
DefineCondition( 20 0 0 0 "you_lose" )
{
CritOR()
{
CritBeginBuildBuilding( iu1 3080 1 )
CritBeginBuildBuilding( imppp 3080 1 )
CritBeginBuildBuilding( implp 3080 1 )
CritBeginBuildBuilding( ig 3080 1 )
CritBeginBuildBuilding( ic1 3080 1 )
;; Criteria
}
;; Criteria
}
TriggerMessage( State_0 )
TriggerMessage( State_1 )
TriggerMessage( State_2 )
; this sets up the players initial alliances
SetAlliance( 2 0 2 2 2 2 2 1 )
;; State_Actions
}
; State 2 this tells the player what the HQ does
DefineCondState()
{
; this detects for the completion of the players HQ
DefineCondition( 3 0 0 0 "State_3" )
{
CritBuildBuilding( ih1 3080 1 )
;; Criteria
}
TriggerMessage( State_3 )
;; State_Actions
}
; State 3 this tells the player to build 3 rigs
DefineCondState()
{
; this detects if the player has built 3 rigs
DefineCondition( 4 0 0 0 "State_4" )
{
CritBuildUnit( IMPConstructionCrew 3 )
;; Criteria
}
; this detects for a transition to the warning state
DefineCondition( 23 0 0 0 "warning" )
{
CritOR()
{
CritInRegion( 3070 )
CritTimer( 2000 )
;; Criteria
}
;; Criteria
}
; this detects for a tranistion to the lose state
DefineCondition( 20 0 0 0 "you_lose" )
{
CritOR()
{
CritBeginBuildBuilding( ih1 3080 2 )
CritBeginBuildBuilding( iu1 3080 1 )
CritBeginBuildBuilding( imppp 3080 1 )
CritBeginBuildBuilding( implp 3080 1 )
CritBeginBuildBuilding( ig 3080 1 )
CritBeginBuildBuilding( ic1 3080 1 )
;; Criteria
}
;; Criteria
}
TriggerMessage( State_6 )
TriggerMessage( State_4 )
TriggerMessage( State_5 )
;; State_Actions
}
; State 4 this tells the player to build Power, Training, Assembly see state 18
DefineCondState()
{
; this detects for the player begining to build the power, training, & assembly
DefineCondition( 18 0 0 0 "state_18" )
{
CritAND()
{
CritBeginBuildBuilding( imppp 3080 1 )
CritBeginBuildBuilding( iu1 3080 1 )
CritBeginBuildBuilding( ic1 3080 1 )
;; Criteria
}
;; Criteria
}
; This detects for a transition to the warning state
DefineCondition( 24 0 0 0 "warning" )
{
CritOR()
{
CritInRegion( 3070 )
CritTimer( 700 )
;; Criteria
}
;; Criteria
}
; this detects for a transition to the lose state
DefineCondition( 20 0 0 0 "you_lose" )
{
CritOR()
{
CritBeginBuildBuilding( ih1 3080 2 )
CritBeginBuildBuilding( implp 3080 1 )
CritBeginBuildBuilding( ig 3080 1 )
CritBuildUnit( IMPScoutTank 1 )
CritBuildUnit( IMPGroundTransporter 1 )
CritBuildUnit( IMPStrikeMarine 1 )
;; Criteria
}
;; Criteria
}
TriggerMessage( State_7 )
TriggerMessage( State_8 )
;; State_Actions
}
; State 5 this tells the player to build a guardian and go north
DefineCondState()
{
; this detects to see if they've built a guardian and entered the region
DefineCondition( 6 0 0 0 "state_6" )
{
CritAND()
{
CritBuildUnit( IMPStrikeMarine 1 )
CritInRegion( 3081 )
;; Criteria
}
;; Criteria
}
; this detects for a transition to the warning state
DefineCondition( 25 0 0 0 "warning" )
{
CritTimer( 800 )
;; Criteria
}
; this detects for a transition to the lose state
DefineCondition( 20 0 0 0 "you_lose" )
{
CritOR()
{
CritBuildUnit( IMPScoutTank 1 )
CritBuildUnit( IMPGroundTransporter 1 )
;; Criteria
}
;; Criteria
}
TriggerMessage( State_B )
;; State_Actions
}
; State 6 this state gives the player 3 units and tells them to head north
DefineCondState()
{
; this detects if they've entered the mud region
DefineCondition( 7 0 0 0 "state_7" )
{
CritMoveUnitsToRegion( 3071 1 )
{
2968
2966
2964
;; Unit_ID
}
;; Criteria
}
; this detects for a transition to the warning state
DefineCondition( 26 0 0 0 "warning" )
{
CritTimer( 1000 )
;; Criteria
}
GiveSpecialForces( 101 0 )
BonusCredits( 2 100000 )
TriggerMessage( State_C )
TriggerMessage( State_D )
;; State_Actions
}
; State 7 this state tells the player about mud
DefineCondState()
{
DefineCondition( 8 0 0 0 "state_8" )
{
CritMoveUnitsToRegion( 3072 1 )
{
2968
2966
2964
;; Unit_ID
}
;; Criteria
}
; this detects for a transition to the warning state
DefineCondition( 27 0 0 0 "warning" )
{
CritTimer( 1000 )
;; Criteria
}
TriggerMessage( State_E )
;; State_Actions
}
; State 8 this state tells the player about pourous surfaces
DefineCondState()
{
DefineCondition( 9 0 0 0 "state_9" )
{
CritMoveUnitsToRegion( 3073 1 )
{
2968
2966
2964
;; Unit_ID
}
;; Criteria
}
; this detects for a transition to the warning state
DefineCondition( 28 0 0 0 "warning" )
{
CritTimer( 1000 )
;; Criteria
}
TriggerMessage( State_F )
;; State_Actions
}
; State 9 this state tells the player about road
DefineCondState()
{
DefineCondition( 10 0 0 0 "state_10" )
{
CritMoveUnitsToRegion( 3074 1 )
{
2968
2966
2964
;; Unit_ID
}
;; Criteria
}
; this detects for a transition to the warning state
DefineCondition( 29 0 0 0 "warning" )
{
CritTimer( 1000 )
;; Criteria
}
TriggerMessage( State_G )
;; State_Actions
}
; State 10 this state tells the player about picking the fastest path
DefineCondState()
{
DefineCondition( 11 0 0 0 "state_11" )
{
CritMoveUnitsToRegion( 3075 1 )
{
2968
2966
2964
;; Unit_ID
}
;; Criteria
}
; this detects for a transition to the warning state
DefineCondition( 30 0 0 0 "warning" )
{
CritTimer( 1000 )
;; Criteria
}
TriggerMessage( State_H )
;; State_Actions
}
; State 11 this state talks about hover vehicles crossing water
DefineCondState()
{
DefineCondition( 12 0 0 0 "state_12" )
{
CritMoveUnitsToRegion( 3076 3 )
{
2968
2966
2964
;; Unit_ID
}
;; Criteria
}
; this detects for a transition to the warning state
DefineCondition( 31 0 0 0 "warning" )
{
CritTimer( 1000 )
;; Criteria
}
TriggerMessage( State_I )
;; State_Actions
}
; State 12 this state describes elevations effect on LOS
DefineCondState()
{
DefineCondition( 13 0 0 0 "state_13" )
{
CritMoveUnitsToRegion( 3077 3 )
{
2968
2966
2964
;; Unit_ID
}
;; Criteria
}
; this detects for a transition to the warning state
DefineCondition( 32 0 0 0 "warning" )
{
CritTimer( 1000 )
;; Criteria
}
TriggerMessage( State_J )
TriggerMessage( State_K )
TriggerMessage( State_L )
;; State_Actions
}
; State 13 this state tells the player to head north to the camera tower
DefineCondState()
{
DefineCondition( 14 0 0 0 "state_14" )
{
CritNOT()
{
CritInRegion( 3077 )
;; Criteria
}
;; Criteria
}
; this detects for a transition to the warning state
DefineCondition( 33 0 0 0 "warning" )
{
CritTimer( 600 )
;; Criteria
}
TriggerMessage( State_M )
;; State_Actions
}
; State 14 this state tells the player about moving over elevations
DefineCondState()
{
DefineCondition( 15 0 0 0 "state_15" )
{
CritAND()
{
CritTimer( 800 )
CritMoveUnitsToRegion( 3078 3 )
{
2968
2966
2964
;; Unit_ID
}
;; Criteria
}
;; Criteria
}
; this detects for a transition to the warning state
DefineCondition( 34 0 0 0 "warning" )
{
CritTimer( 1200 )
;; Criteria
}
TriggerMessage( State_N )
TriggerMessage( State_O )
TriggerMessage( State_P )
;; State_Actions
}
; State 15 this state tells the player to destroy the enemy base
DefineCondState()
{
DefineCondition( 16 0 0 0 "state_16" )
{
CritDestroyTeamBuildings( 1 0 )
;; Criteria
}
; this detects for a transition to the warning state
DefineCondition( 35 0 0 0 "warning" )
{
CritTimer( 2500 )
;; Criteria
}
ReleaseSpecialForces( 102 )
BonusCredits( 5 100000 )
TriggerMessage( State_Q )
;; State_Actions
}
; State 16 this state tells the player they won
DefineCondState()
{
DefineCondition( 0 0 0 0 "you_win" )
{
CritTimer( 150 )
;; Criteria
}
TriggerMessage( State_R )
;; State_Actions
}
; State 17
DefineCondState()
{
;; State_Actions
}
; State 18 this state is an addition to state 4 and tells the player about LOS
DefineCondState()
{
; this detects for the player building the power, training, & assembly
DefineCondition( 5 0 0 0 "state_5" )
{
CritAND()
{
CritBuildBuilding( imppp 3080 1 )
CritBuildBuilding( iu1 3080 1 )
CritBuildBuilding( ic1 3080 1 )
;; Criteria
}
;; Criteria
}
; This detects for a transition to the warning state
DefineCondition( 38 0 0 0 "warning" )
{
CritOR()
{
CritInRegion( 3070 )
CritTimer( 2000 )
;; Criteria
}
;; Criteria
}
; this detects for a transition to the lose state
DefineCondition( 20 0 0 0 "you_lose" )
{
CritOR()
{
CritBeginBuildBuilding( ih1 3080 2 )
CritBeginBuildBuilding( implp 3080 1 )
CritBeginBuildBuilding( ig 3080 1 )
CritBuildUnit( IMPScoutTank 1 )
CritBuildUnit( IMPGroundTransporter 1 )
CritBuildUnit( IMPStrikeMarine 1 )
;; Criteria
}
;; Criteria
}
TriggerMessage( State_9 )
TriggerMessage( State_A )
;; State_Actions
}
; State 19 this state makes the player lose
DefineCondState()
{
BonusCredits( 7 100000 )
;; State_Actions
}
; State 20 this state tells the player the have lost
DefineCondState()
{
; this provides a delay for the audio before failing the player
DefineCondition( 19 0 0 0 "bye_bye" )
{
CritTimer( 100 )
;; Criteria
}
TriggerMessage( State_S )
;; State_Actions
}
; State 21 this is the error state for state 1t
DefineCondState()
{
; this detects to see if the player should lose if entering a region
DefineCondition( 20 0 0 0 "you_lose" )
{
CritInRegion( 3081 )
;; Criteria
}
; this detects to see if the player is sitting sitting there, loops
DefineCondition( 21 0 0 0 "not_responding" )
{
CritTimer( 400 )
;; Criteria
}
; this detects to see if the player has started the HQ
DefineCondition( 2 0 0 0 "state_2" )
{
CritBeginBuildBuilding( ih1 3080 1 )
;; Criteria
}
; this detects for a tranistion to the lose state
DefineCondition( 20 0 0 0 "you_lose" )
{
CritOR()
{
CritBeginBuildBuilding( iu1 3080 1 )
CritBeginBuildBuilding( imppp 3080 1 )
CritBeginBuildBuilding( implp 3080 1 )
CritBeginBuildBuilding( ig 3080 1 )
CritBeginBuildBuilding( ic1 3080 1 )
;; Criteria
}
;; Criteria
}
TriggerMessage( State_T )
;; State_Actions
}
; State 22 this is the error state for state 2 Not currently used
DefineCondState()
{
; this detects to see if the player built an HQ
DefineCondition( 3 0 0 0 "State_3" )
{
CritBuildBuilding( ih1 3080 1 )
;; Criteria
}
;; State_Actions
}
; State 23 this is the error state for state 3t
DefineCondState()
{
; this detects to see if the player should lose by entering a region
DefineCondition( 20 0 0 0 "you_lose" )
{
CritInRegion( 3081 )
;; Criteria
}
; this detects for a tranistion to the lose state
DefineCondition( 20 0 0 0 "you_lose" )
{
CritOR()
{
CritBeginBuildBuilding( ih1 3080 2 )
CritBeginBuildBuilding( iu1 3080 1 )
CritBeginBuildBuilding( imppp 3080 1 )
CritBeginBuildBuilding( implp 3080 1 )
CritBeginBuildBuilding( ig 3080 1 )
CritBeginBuildBuilding( ic1 3080 1 )
;; Criteria
}
;; Criteria
}
; this detects to see if the player is sitting there, loops
DefineCondition( 23 0 0 0 "not_responding" )
{
CritTimer( 1000 )
;; Criteria
}
DefineCondition( 4 0 0 0 "State_4" )
{
CritBuildUnit( IMPConstructionCrew 3 )
;; Criteria
}
TriggerMessage( State_U )
;; State_Actions
}
; State 24 this is the error state for state 4
DefineCondState()
{
; this detects to see if the player should lose by entering a region
DefineCondition( 20 0 0 0 "you_lose" )
{
CritInRegion( 3081 )
;; Criteria
}
; this detects to see if the player is sitting there, loops
DefineCondition( 24 0 0 0 "not_responding" )
{
CritTimer( 600 )
;; Criteria
}
; this detects for a transition to the lose state
DefineCondition( 20 0 0 0 "you_lose" )
{
CritOR()
{
CritBeginBuildBuilding( ih1 3080 2 )
CritBeginBuildBuilding( implp 3080 1 )
CritBeginBuildBuilding( ig 3080 1 )
;; Criteria
}
;; Criteria
}
; this detects for the player begining to build the power, training, & assembly
DefineCondition( 18 0 0 0 "state_18" )
{
CritAND()
{
CritBeginBuildBuilding( imppp 3080 1 )
CritBeginBuildBuilding( iu1 3080 1 )
CritBeginBuildBuilding( ic1 3080 1 )
;; Criteria
}
;; Criteria
}
TriggerMessage( State_V )
;; State_Actions
}
; State 25 this is the error state for state 5
DefineCondState()
{
; this detects to see if the player is sitting there, loops
DefineCondition( 25 0 0 0 "not_responding" )
{
CritTimer( 400 )
;; Criteria
}
DefineCondition( 6 0 0 0 "state_6" )
{
CritAND()
{
CritBuildUnit( IMPStrikeMarine 1 )
CritInRegion( 3081 )
;; Criteria
}
;; Criteria
}
TriggerMessage( State_W )
;; State_Actions
}
; State 26 this is the error state for state 6
DefineCondState()
{
; this detects to see if the player is sitting there, loops
DefineCondition( 26 0 0 0 "not_responding" )
{
CritTimer( 400 )
;; Criteria
}
DefineCondition( 7 0 0 0 "state_7" )
{
CritMoveUnitsToRegion( 3071 1 )
{
2968
2966
2964
;; Unit_ID
}
;; Criteria
}
TriggerMessage( State_X )
;; State_Actions
}
; State 27 this is the error state for state 7
DefineCondState()
{
; this detects to see if the player is sitting there, loops
DefineCondition( 27 0 0 0 "not_responding" )
{
CritTimer( 400 )
;; Criteria
}
DefineCondition( 8 0 0 0 "state_8" )
{
CritMoveUnitsToRegion( 3072 1 )
{
2968
2966
2964
;; Unit_ID
}
;; Criteria
}
TriggerMessage( State_X )
;; State_Actions
}
; State 28 this is the error state for state 8
DefineCondState()
{
; this detects to see if the player is sitting there, loops
DefineCondition( 28 0 0 0 "not_responding" )
{
CritTimer( 400 )
;; Criteria
}
DefineCondition( 9 0 0 0 "state_9" )
{
CritMoveUnitsToRegion( 3073 1 )
{
2968
2966
2964
;; Unit_ID
}
;; Criteria
}
TriggerMessage( State_X )
;; State_Actions
}
; State 29 this is the error state for state 9
DefineCondState()
{
; this detects to see if the player is sitting there, loops
DefineCondition( 29 0 0 0 "not_responding" )
{
CritTimer( 400 )
;; Criteria
}
DefineCondition( 10 0 0 0 "state_10" )
{
CritMoveUnitsToRegion( 3074 1 )
{
2968
2966
2964
;; Unit_ID
}
;; Criteria
}
TriggerMessage( State_X )
;; State_Actions
}
; State 30 this is the error state for state 10
DefineCondState()
{
; this detects to see if the player is sitting there, loops
DefineCondition( 30 0 0 0 "not_responding" )
{
CritTimer( 400 )
;; Criteria
}
DefineCondition( 11 0 0 0 "state_11" )
{
CritMoveUnitsToRegion( 3075 1 )
{
2968
2966
2964
;; Unit_ID
}
;; Criteria
}
TriggerMessage( State_X )
;; State_Actions
}
; State 31 this is the error state for state 11
DefineCondState()
{
; this detects to see if the player is sitting there, loops
DefineCondition( 31 0 0 0 "not_responding" )
{
CritTimer( 400 )
;; Criteria
}
DefineCondition( 12 0 0 0 "state_12" )
{
CritMoveUnitsToRegion( 3076 3 )
{
2968
2966
2964
;; Unit_ID
}
;; Criteria
}
TriggerMessage( State_X )
;; State_Actions
}
; State 32 this is the error state for state 12
DefineCondState()
{
; this detects to see if the player is sitting there, loops
DefineCondition( 32 0 0 0 "not_responding" )
{
CritTimer( 1000 )
;; Criteria
}
DefineCondition( 13 0 0 0 "state_13" )
{
CritMoveUnitsToRegion( 3077 3 )
{
2968
2966
2964
;; Unit_ID
}
;; Criteria
}
TriggerMessage( State_X )
;; State_Actions
}
; State 33 this is the error state for state 13
DefineCondState()
{
; this detects to see if the player is sitting there, loops
DefineCondition( 33 0 0 0 "not_responding" )
{
CritTimer( 400 )
;; Criteria
}
DefineCondition( 14 0 0 0 "state_14" )
{
CritNOT()
{
CritInRegion( 3077 )
;; Criteria
}
;; Criteria
}
TriggerMessage( State_Y )
;; State_Actions
}
; State 34 this is the error state for state 14
DefineCondState()
{
; this detects to see if the player is sitting there, loops
DefineCondition( 34 0 0 0 "not_responding" )
{
CritTimer( 400 )
;; Criteria
}
DefineCondition( 15 0 0 0 "state_15" )
{
CritMoveUnitsToRegion( 3078 3 )
{
2968
2966
2964
;; Unit_ID
}
;; Criteria
}
TriggerMessage( State_Y )
;; State_Actions
}
; State 35 this is the error state for state 15
DefineCondState()
{
; this detects to see if the player is sitting there, loops
DefineCondition( 35 0 0 0 "not_responding" )
{
CritTimer( 2000 )
;; Criteria
}
DefineCondition( 16 0 0 0 "state_16" )
{
CritDestroyTeamBuildings( 1 0 )
;; Criteria
}
TriggerMessage( State_Z )
;; State_Actions
}
; State 36
DefineCondState()
{
;; State_Actions
}
; State 37
DefineCondState()
{
;; State_Actions
}
; State 38 this is the error state for state 18 see also 4 & 24
DefineCondState()
{
; this detects to see if the player should lose by entering a region
DefineCondition( 20 0 0 0 "you_lose" )
{
CritInRegion( 3081 )
;; Criteria
}
; this detects to see if the player is sitting there, loops
DefineCondition( 24 0 0 0 "not_responding" )
{
CritTimer( 1000 )
;; Criteria
}
; this detects for a transition to the lose state
DefineCondition( 20 0 0 0 "you_lose" )
{
CritOR()
{
CritBeginBuildBuilding( ih1 3080 2 )
CritBeginBuildBuilding( implp 3080 1 )
CritBeginBuildBuilding( ig 3080 1 )
;; Criteria
}
;; Criteria
}
DefineCondition( 5 0 0 0 "state_5" )
{
CritAND()
{
CritBuildBuilding( imppp 3080 1 )
CritBuildBuilding( iu1 3080 1 )
CritBuildBuilding( ic1 3080 1 )
;; Criteria
}
;; Criteria
}
TriggerMessage( State_V )
;; State_Actions
}
;; State
}