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- ; Crazy scripts for Delta Force
- ; FORMAT
- ; {Command}, Arg1, Arg2, ..., ArgN
- ; Please note that comments are preceded by a ';'
- ;
- ; Coordinate System Info
- ; VIRTUAL coordinates (0->99,0->99)
- ; SCREEN coords (0->639,0->479)
- ;
- ; 'flags' are dependent on the type of command, values of flags are ADDITIVE
- ; 'color' is a df.mnu RGBA name (ie TrueGreen, DarkBlue, WeirdYellow, etc.)
- ; 'font' is a df.mnu font name (ie LCD10, LCD07,AVA10B, AVA12B, etc.)
- ;
- ; ALL text (except the mission text),pictures and drawing primitives (lines,rects,circles) are referenced by an ID number.
- ; for example, pic 1 can have ID of 1, and pic 2 an ID of 2, now if we drew a line with an ID of 1, the
- ; original pic 1 would be REPLACED by our new line!
- ; So to display 3 DISTINCT pictures, and 2 Lines, you will need 5 DISTINCT IDs
- ; ID ranges are 0-50 for MISSION BRIEFINGS and 0-100 for credit screen
- ; * going beyond this range will cause VERY VERY BAD things to happen!
- ;
- ; COMMAND LIST
- ; {PRINTTEXTTTY},ID,flags,font,color,x,y,TEXTTOOLSTR print teletyped text 'TEXTTOOLSTR' at x,y
- ; STRINGs are references to Texttool
- ; {PRINTTEXT},ID,flags,font,color,x,y,TEXTTOOLSTR Just print the text
- ; {PAUSE},t amount of ticks to pause (there are 60 ticks/sec)
- ; 'life'=amount of ticks before the object dies
- ; if 'life'= -1, the object WILL NOT die (used this if you want it to be displayed until you remove it yourself)
- ; {DISPLAYPIC},ID,flags, life,x,y, ..image name.. display a pic at x,y The 'image name' are images in df.mnu
- ; PIC and ANIM IDs are tied
- ; {DISPLAYANIM},ID,flags, life,x,y, t, type, ..image name.. display an anim (an image with multiple frames)
- ; at x,y t= time to wait per frame
- ; if we want the image to stop being displayed, we can either give it a finite life time or
- ; PHYSICALLY remove it with the following
- ; {REMOVEOBJECT}, ID
- ; {DRAWLINE},ID,flags,life,color(from df.mnu),x1,y1,x2,y2 turns on a line with color color
- ; ID is tied with pic and anims
- ; coords in virtual coords
- ; {DRAWANIMLINE},ID,flags,life,t,color(from df.mnu),x1,y1,x2,y2 similar to drawline except will draw small increments
- ; pass it the amount of ticks to complete
- ; {PLAYSOUND},filename,volume filename=wav filename, volume=0->255
- ; {DRAWRECTANGLE},ID,flags,life,x1,y1,x2,y2,color
- ;
- ; {END} terminates our script
- ; ALL scripts must terminate with this end or CRAZY things will happen
- ;
- ; For Mission Designers (Commands that you will use, everything else is IGNORED)
- ; Mission SPECIFIC commands
- ; {MIS_PRINTTEXT},TEXTTOOLSTR teletypes the texttoolstr string to a specified window
- ; {DISPLAYPIC} same as above except the coordinates are VIRTUAL (based on map)
- ; {DISPLAYANIM} "
- ; {DRAWLINE} "
- ; {DRAWANIMLINE} "
- ; {DISPLAYRECTANGLE} "
- ; {PLAYSOUND}
- ; {REMOVEOBJECT}
- ; {PAUSE}
- ; {END}
-
-
-
-
-
-
- ; Test mission briefing
- [MISSIONSCRIPT]
- ; first we clear out the text box then wait 30 ticks of 1/2 sec
- SCRIPT={MIS_PRINTTEXT},EMPTY
- SCRIPT={PAUSE},30
- SCRIPT={MIS_PRINTTEXT},LINE1
- ; now draw the blue crosshair animation
- ; type 0 is the blue cross hair
- SCRIPT={DISPLAYANIM},0,0,-1,20,30,0,NULL
- ; play the bird sound and wait 3 secs
- SCRIPT={PLAYSOUND},Canvas5.wav,200
- SCRIPT={PAUSE},180
-
- SCRIPT={MIS_PRINTTEXT},LINE2
- SCRIPT={DISPLAYANIM},8,0,-1,35,50,0,NULL
- SCRIPT={PLAYSOUND},Canvas5.wav,200
- SCRIPT={PAUSE},180
-
- ; print out text, then display the next waypoint
- SCRIPT={MIS_PRINTTEXT},LINE3
- SCRIPT={DISPLAYPIC},1,0,-1,10,70,ImageGreenCircle
- ; play the sound with the waypoint and prepare the animated growing line
- SCRIPT={PLAYSOUND},Canvas5.wav,200
- SCRIPT={DRAWANIMLINE},4,0,-1,240,LightRed,20,30,10,70
- SCRIPT={DRAWANIMLINE},7,0,-1,240,LightRed,35,50,10,70
- ; wait 4 secs
- SCRIPT={PAUSE},240
-
- ; gray out the lines (redlines -> greenish gray lines)
- SCRIPT={DRAWLINE},4,0,-1,ButtonGreen,20,30,10,70
- SCRIPT={DRAWLINE},7,0,-1,ButtonGreen,35,50,10,70
- ; continue printing text, and draw the three guns to the east
- SCRIPT={MIS_PRINTTEXT},LINE4
- SCRIPT={DISPLAYPIC},9,0,-1,65,65,ImageMapGun
- SCRIPT={DISPLAYPIC},10,0,-1,60,60,ImageMapGun
- SCRIPT={DISPLAYPIC},11,0,-1,60,70,ImageMapGun
- SCRIPT={PAUSE},120
-
- SCRIPT={MIS_PRINTTEXT},LINE5
- SCRIPT={DISPLAYPIC},2,0,-1,60,65,ImageGreenCircle
- SCRIPT={PLAYSOUND},Canvas5.wav,200
- SCRIPT={DRAWANIMLINE},5,0,-1,240,LightRed,10,70,60,65
- SCRIPT={PAUSE},240
-
- SCRIPT={DRAWLINE},5,0,-1,ButtonGreen,10,70,60,65
- ; change the gun pictures to gun pictures with an X over it
- SCRIPT={DISPLAYPIC},9,0,-1,65,65,ImageMapGunGone
- SCRIPT={DISPLAYPIC},10,0,-1,60,60,ImageMapGunGone
- SCRIPT={DISPLAYPIC},11,-0,1,60,70,ImageMapGunGone
- SCRIPT={PAUSE},30
-
- SCRIPT={MIS_PRINTTEXT},LINE6
- SCRIPT={DISPLAYPIC},3,0,-1,70,25,ImageRedTriangle
- SCRIPT={PLAYSOUND},Explode.wav,200
- SCRIPT={DRAWANIMLINE},6,0,-1,242,LightRed,60,65,70,25
- SCRIPT={PAUSE},240
-
- SCRIPT={DRAWLINE},6,0,-1,ButtonGreen,60,65,70,25
- SCRIPT={MIS_PRINTTEXT},LINE7
- SCRIPT={PAUSE},240
-
- ; were done so remove the anim/pic references (so it doesn't get displayed right away when we loop)
- SCRIPT={REMOVEOBJECT},0
- SCRIPT={REMOVEOBJECT},1
- SCRIPT={REMOVEOBJECT},2
- SCRIPT={REMOVEOBJECT},3
- SCRIPT={REMOVEOBJECT},4
- SCRIPT={REMOVEOBJECT},5
- SCRIPT={REMOVEOBJECT},6
- SCRIPT={REMOVEOBJECT},7
- SCRIPT={REMOVEOBJECT},8
- SCRIPT={REMOVEOBJECT},9
- SCRIPT={REMOVEOBJECT},10
- SCRIPT={REMOVEOBJECT},11
- SCRIPT={END}
-
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