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Text File  |  1999-11-03  |  4KB  |  200 lines

  1. //MTEXT: Defense Strategy Practice:\n\nProtect a small cargo vessel until it reaches the jumpgate. Watch out for enemy fighters and turrets.\n\nHints:\n\nAvoid being sucked into dogfights away from the cargo vessel. Watch out for enemy vessels breaking through the fighter cover. Turrets are deadly, but can be distracted with hit-and-run tactics.
  2.  
  3. //SCENE: Mscenes\cargoprotect.cen
  4. //TACTICS: Misc
  5. //TACTICS: Dogfight
  6. //PHRASES: Dogfight.txt
  7. //PHRASES: Punctuation.txt
  8. //PHRASES: Badmil.txt
  9. //PHRASES: BattlePrattle.txt
  10. //ALIAS: Cameras.txt
  11. //ALIAS: Ifs.txt
  12. //ALIAS: testalias.txt
  13. //NEBPIC: neb bluethin
  14. //BACKLIGHT: 20 40 60 40 80 120
  15. //MAINLIGHT: 255 255 255 255 255 255
  16. //AMBIENT: 25 35 45
  17.  
  18. //WEAPONS_AVAILABLE: 2 Laser Gun
  19. //WEAPONS_AVAILABLE: 2 Missile Launcher
  20. //WEAPONS_AVAILABLE: 2 Shield Mk I
  21. //WEAPONS_AVAILABLE: 1 Scanner
  22. //WEAPONS_AVAILABLE: 2 Engine
  23. //WEAPONS_AVAILABLE: 2 Chain Gun
  24. //WEAPONS_AVAILABLE: 3 Generator
  25. //WEAPONS_AVAILABLE: 1 Energy Bomb Gun
  26. //WEAPONS_AVAILABLE: 1 Player
  27. //WEAPONS_AVAILABLE: 1 Grapple
  28.  
  29. //SHIP_AVAILABLE: Human Light Fighter (Player)
  30. //SHIP_AVAILABLE: Human Medium Fighter (player)
  31. //SHIP_AVAILABLE: Human Heavy Fighter (Player)
  32.  
  33. VAR: Wait
  34. VAR: Sec1
  35. VAR: Gone
  36. VAR: Away
  37. VAR: WAVE1GONE
  38. VAR: WAVE2GONE
  39. VAR: WAVE3GONE
  40. VAR: WAVE4GONE
  41.  
  42. //*****************************************************
  43.  
  44. Start(_Beckdead)
  45.  
  46. @WAIT{10000}
  47.  
  48. Label(Bdead)
  49. If(s_ShipGoneStrength["PHOENIX"]): If(s_PlayerOn[]): Goto(Bdead2)
  50. Goto(Bdead)
  51.  
  52. Label(Bdead2)
  53. Player(OFF)
  54. Player View(OFF)
  55. End Battle
  56.  
  57. Timer(4000)
  58. Label(becksdeath)
  59. Position Camera(BeckDeath.POS)
  60. Target Camera(Phoenix.POS)
  61. If(Timer): Goto(becksdeath)
  62.  
  63. @SCREENFADE{0,4000,255,0,0,0}
  64. @WAIT{4000}
  65. QUIT
  66.  
  67. Label(_Beckdead)
  68. Goto(_Beckdead)
  69.  
  70.  
  71. Start(_CHECKBADBOY)
  72.  
  73. @WARNPLAYER{Alpha}
  74. @WAIT{4000}
  75. @SCREENFADE{0,4000,255,0,0,0}
  76. @WAIT{4000}
  77. Player(OFF)
  78. Player View(OFF)
  79. @WAIT{2000}
  80. QUIT
  81.  
  82. Label(ENDBADBOY)
  83. Goto(ENDBADBOY)
  84.  
  85. Start(Alpha)
  86. @SOUNDON{}
  87. Player(ON)
  88. Player View(ON)
  89.  
  90. BattlePrattle(ON)
  91.  
  92. Protect Ship(Shuttle,50)
  93.  
  94. Music Set(7)
  95. Fade To Calm
  96.  
  97. label(Alpha_END)
  98. goto(Alpha_END)
  99.  
  100. //********************************
  101.  
  102. Start(Cargo)
  103.  
  104. @WAIT{1000}
  105. Tactic(FlyTo,Shuttle,WARPOUT)
  106.  
  107. Label(WaitOut)
  108. if(S_SHIPGONE["SHUTTLE"]): Goto(DEADCARGO)
  109. If(S_FARAPART["SHUTTLE","WARPOUT",10000]): Goto(WaitOut)
  110.  
  111. Player(OFF)
  112. Player View(OFF)
  113. Position Camera(Shuttle.POS+[1000,-3000,-5000])
  114. Target Camera(Shuttle.POS)
  115. Camera Velocity([0,0,0])
  116. Squad Forget Us(TURRET)
  117. Squad Forget Us(E1)
  118. End Battle
  119.  
  120. @WAIT{3000|Track Camera(SHUTTLE.POS)}
  121. Jump Out(Cargo)
  122. @SCREENFADE{0|2000|255|0|0|0}
  123. @WAIT{2000}
  124. QUIT
  125.  
  126. Label(ENDCARGO)
  127. Goto(ENDCARGO)
  128.  
  129. Label(DEADCARGO)
  130.  
  131. Type(394,240,0,1000,"#C1#D5CARGO DESTROYED")
  132. Type(398,260,0,1000,"#C1#D5MISSION FAILED")
  133.  
  134. Type(394,240,1500,2500,"#C1#D5CARGO DESTROYED")
  135. Type(398,260,1500,2500,"#C1#D5MISSION FAILED")
  136.  
  137. Type(394,240,3000,4000,"#C1#D5CARGO DESTROYED")
  138. Type(398,260,3000,4000,"#C1#D5MISSION FAILED")
  139.  
  140. Type(394,240,4500,5500,"#C1#D5CARGO DESTROYED")
  141. Type(398,260,4500,5500,"#C1#D5MISSION FAILED")
  142.  
  143. Type(394,240,6000,7000,"#C1#D5CARGO DESTROYED")
  144. Type(398,260,6000,7000,"#C1#D5MISSION FAILED")
  145.  
  146. @WAIT{7000}
  147. @SCREENFADE{0|2000|255|0|0|0}
  148. @WAIT{2000}
  149. QUIT
  150.  
  151. Start(E1)
  152. Standby(E1)
  153.  
  154. Label(secondwave)
  155. If(S_FARAPART["SHUTTLE","MIDPOINT",10000]): Goto(secondwave)
  156.  
  157. Jump In(E1)
  158. Destroy Ship(Shuttle,50)
  159. Squad Destroy Us(Alpha,30)
  160.  
  161. Label(E1END)
  162. Goto(E1END)
  163.  
  164. Start(E2)
  165. Standby(E2)
  166.  
  167. Label(E2END)
  168. Goto(E2END)
  169.  
  170. Start(E3)
  171. Standby(E3)
  172.  
  173. @WAIT{4000}
  174. Jump In Ship(N3B)
  175. @WAIT{500}
  176. Jump In Ship(N3A)
  177. @WAIT{500}
  178. Jump In Ship(N3C)
  179. @WAIT{500}
  180. Jump In Ship(N3D)
  181. Fade To Suspense
  182. Battle
  183. Destroy Ship(Shuttle,50)
  184. Squad Destroy Us(Alpha,30)
  185.  
  186. Label(E3END)
  187. Goto(E3END)
  188.  
  189. Start(E4)
  190. Standby(E4)
  191.  
  192. Label(E4END)
  193. Goto(E4END)
  194.  
  195. Start(TURRET)
  196.  
  197. Destroy Ship(Shuttle,50)
  198.  
  199. Label(ENDTURRET)
  200. Goto(ENDTURRET)