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PC Gamer (Italian) 35
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PC Gamer IT CD 35 1-2.iso
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ARMYMEN
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Maps
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alp2_1.txt
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1998-04-16
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5KB
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232 lines
//ALPINE SCENARIO 2 Mission 1 Pac Man
PAD spyescape 42 BLUE > 0
PAD guard1 10
PAD guard2 11
PAD flee 12 GREEN > 0
PAD flee2 13 GREEN > 0
PAD hide 14
PAD trapped1 15 GREEN SARGE > 0
PAD path2 38 BLUE > 0
PAD greenguarding 40 GREEN > 0
PAD greenguarding2 43 GREEN > 0
PAD path3 61 BLUE > 0
PAD path1 41 BLUE > 0
PAD medicaltentpad 23 GREEN SARGE > 0
PAD medicaltentpad1 23 GREEN UNIT > 0
PAD sargeisabadboy 99 GREEN SARGE > 0
PAD sargeisabadboy2 98 GREEN SARGE > 0
PAD sargeisabadboy3 97 GREEN SARGE > 0
PAD sargeisabadboy4 7 GREEN SARGE > 0
// ** UNIT DISPERSEMENT ** //
//4 Total
//GreenSarge deployed at base in southwest corner
//GreenRifle1 deployed at base near Sarge, 3 troopers
//TanRifle1 undeployed in camp on eastside, 1 trooper
//TanRifle2 undeployed in camp on eastside, 1 trooper
IF startup THEN
ALLY TAN BLUE,
TRIGGER reducetension,
TRIGGER timetoheal,
TRIGGER endlooping
// ** GAME TERMINATION CONDITIONS ** //
// if sarge dies or tan spy reaches escape area, tan wins
IF ANYOF killed_GreenSarge on_spyescape THEN
TRIGGERDELAY 1 endcampalarm,
TRIGGERDELAY 2 tanwins
// win if you kill the spy and companion unit
IF get_GreenSarge_spynote THEN
INVULNERABLESARGE,
TRIGGERDELAY 1 endcampalarm,
SHOWBMP "tannote01.bmp",
TRIGGERDELAY 2 greenwins
/Music
IF addtension THEN
AUDIO HIGHINTENSITY
IF reducetension THEN
AUDIO LOWINTENSITY
// ** GAME EVENTS ** //
//gurad1 and guard2 : DEPLOYS tan units in camp
IF 1 OF on_guard1 THEN
TRIGGER Guard1
IF 1 OF on_guard2 THEN
TRIGGER Guard2
IF Guard1 BUTNOT Guard2 THEN
DEPLOY TanRifle1 ATMODE DEFEND,
DEPLOY TanRifle2 ATMODE DEFEND
IF Guard2 BUTNOT Guard1 THEN
DEPLOY TanRifle1 ATMODE DEFEND,
DEPLOY TanRifle2 ATMODE DEFEND
// use of mortar on a tent causes confusion in the camp.
//For now, triggering pads will accomplish this
IF Flee THEN
TRIGGER spystart
IF hit_tent2 THEN
TRIGGER campalarm,
TRIGGERDELAY 10 endcampalarm,
TRIGGER Hide
IF spystart THEN
TRIGGER addtension,
DEPLOY Spy1 ATMODE IGNORE,
SETAICONTROL Spy1,
TRIGGER pathtest
// Go to path2 if green units are directly west
IF ALLOF pathtest on_greenguarding THEN
ORDER Spy1 GOTO path2 SLOW INMODE IGNORE THEN ATMODE IGNORE TRIGGER newpath
// If green are not guarding directly west then look to see if the rock has fallen
IF pathtest BUTNOT on_greenguarding THEN
TRIGGER rockpathtest
IF rockpathtest BUTNOT fallingrock THEN
ORDER Spy1 GOTO path3 SLOW INMODE IGNORE THEN ATMODE IGNORE TRIGGER newerpath
IF ALLOF rockpathtest fallingrock THEN
ORDER Spy1 GOTO path2 SLOW INMODE IGNORE THEN ATMODE IGNORE TRIGGER newpath
IF newpath THEN
ORDER Spy1 GOTO path1 SLOW INMODE IGNORE THEN ATMODE IGNORE TRIGGER newerpath
IF newerpath THEN
ORDER Spy1 GOTO spyescape SLOW INMODE IGNORE THEN ATMODE IGNORE
IF killed_mineshaft1 THEN
TRIGGER fallingrock
//Spy hides if Green approaches camp from west side
//Flee
IF 1 OF on_flee THEN
TRIGGER campalarm,
TRIGGERDELAY 10 endcampalarm,
TRIGGER Flee
//flee2
IF 1 OF on_flee2 THEN
TRIGGER campalarm,
TRIGGERDELAY 10 endcampalarm,
TRIGGER Hide
IF Hide BUTNOT Flee THEN
DEPLOY Spy1 ATMODE RETURNFIRE,
SETAICONTROL Spy1,
ORDER Spy1 GOTO hide SLOW INMODE IGNORE THEN ATMODE DEFEND TRIGGER delay
//Makes a dash for the escape pad after 30 seconds of hiding
IF delay THEN
TRIGGERDELAY 30 spystart
IF killed_Spy1 THEN
REMOVEOBJECT spynote,
PLACEOBJECT spynote Spy1
//PLACE POWER-UPS
IF killed_TanGrenadier1 THEN
REMOVEOBJECT gren1,
PLACEOBJECT gren1 TanGrenadier1
IF killed_TanGrenadier2 THEN
REMOVEOBJECT gren2,
PLACEOBJECT gren2 TanGrenadier2
IF killed_TanMortar1 THEN
REMOVEOBJECT mort1,
PLACEOBJECT mort1 TanMortar1
IF killed_TanRifle8 THEN
REMOVEOBJECT recon69,
PLACEOBJECT recon69 TanRifle8
// enable mash tents
IF startup THEN
TRIGGER setupgreen,
TRIGGERDELAY 0.1 setmash
IF setupgreen THEN
TRIGGER gsmedtime
IF setmash THEN
TRIGGER greenmashready
IF on_medicaltentpad AFTER off_medicaltentpad AND gsmedtime AFTER NULL AND startup AFTER killed_greenmash THEN
HEAL ME 10,
TRIGGERDELAY 1.5 gsmedtime
IF on_medicaltentpad1 BUTNOT killed_greenmash THEN
HEAL ME 100
// If sarge is trapped due to a mine collapse
IF on_sargeisabadboy AFTER off_sargeisabadboy AND checktrapped1 AFTER NULL THEN
EXPLODE GreenSarge
IF killed_mineshaft3 THEN
TRIGGER checktrapped1,
TRIGGER checktrapped3
IF killed_mineshaft2 THEN
TRIGGER checktrapped3
IF killed_mineshaft5 THEN
TRIGGER checktrapped2
IF killed_startbridge THEN
TRIGGER checktrapped4
IF on_sargeisabadboy4 AFTER off_sargeisabadboy4 AND checktrapped4 AFTER NULL THEN
TRIGGERDELAY 2 airstrikesarge
IF on_sargeisabadboy2 AFTER off_sargeisabadboy2 AND checktrapped2 AFTER NULL THEN
TRIGGERDELAY 2 airstrikesarge
IF on_trapped1 AFTER off_trapped1 AND checktrapped3 AFTER NULL THEN
TRIGGERDELAY 2 airstrikesarge
IF on_sargeisabadboy3 AFTER off_sargeisabadboy3 AND bridgekilled AFTER NULL THEN
TRIGGERDELAY 2 airstrikesarge
IF ALLOF airstrikesarge BUTNOT killed_GreenSarge THEN
AIRSTRIKE GreenSarge,
TRIGGERDELAY 6 airstrikesarge