home *** CD-ROM | disk | FTP | other *** search
/ .net 1999 December / netCD65.iso / pc / Software / DeltaFor / dfdemo4.exe / data1.cab / Program_Executable_Files / Df.pff / MIS1.SCR < prev    next >
Encoding:
Text File  |  1998-12-02  |  5.4 KB  |  140 lines

  1. ; Crazy scripts for Delta Force
  2. ; FORMAT
  3. ; {Command}, Arg1, Arg2, ..., ArgN
  4. ; Please note that comments are preceded by a ';'
  5. ;
  6. ; Coordinate System Info
  7. ; VIRTUAL coordinates (0->99,0->99) 
  8. ; SCREEN coords (0->639,0->479)
  9. ;
  10. ; 'flags' are dependent on the type of command, values of flags are ADDITIVE
  11. ; 'color' is a df.mnu RGBA name (ie TrueGreen, DarkBlue, WeirdYellow, etc.)
  12. ; 'font' is a df.mnu font name (ie LCD10, LCD07,AVA10B, AVA12B, etc.)
  13. ;
  14. ; ALL text (except the mission text),pictures and drawing primitives (lines,rects,circles) are referenced by an ID number.
  15. ;        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 
  16. ;            original pic 1 would be REPLACED by our new line!
  17. ;        So to display 3 DISTINCT pictures, and 2 Lines, you will need 5 DISTINCT IDs
  18. ;        ID ranges are 0-50 for MISSION BRIEFINGS and 0-100 for credit screen
  19. ;            * going beyond this range will cause VERY VERY BAD things to happen!
  20. ;
  21. ; COMMAND LIST
  22. ; {PRINTTEXTTTY},ID,flags,font,color,x,y,TEXTTOOLSTR    print teletyped text 'TEXTTOOLSTR' at x,y 
  23. ;                                                        STRINGs are references to Texttool
  24. ; {PRINTTEXT},ID,flags,font,color,x,y,TEXTTOOLSTR        Just print the text
  25. ; {PAUSE},t                                                amount of ticks to pause (there are 60 ticks/sec)
  26. ; 'life'=amount of ticks before the object dies
  27. ; if 'life'= -1, the object WILL NOT die (used this if you want it to be displayed until you remove it yourself)
  28. ; {DISPLAYPIC},ID,flags, life,x,y, ..image name..        display a pic at x,y    The 'image name' are images in df.mnu
  29. ;                                                        PIC and ANIM IDs are tied
  30. ; {DISPLAYANIM},ID,flags, life,x,y, t, type, ..image name..    display an anim (an image with multiple frames) 
  31. ;                                                        at x,y t= time to wait per frame
  32. ; if we want the image to stop being displayed, we can either give it a finite life time or
  33. ;     PHYSICALLY remove it with the following
  34. ; {REMOVEOBJECT}, ID
  35. ; {DRAWLINE},ID,flags,life,color(from df.mnu),x1,y1,x2,y2        turns on a line with color color
  36. ;                                                        ID is tied with pic and anims
  37. ;                                                        coords in virtual coords
  38. ; {DRAWANIMLINE},ID,flags,life,t,color(from df.mnu),x1,y1,x2,y2        similar to drawline except will draw small increments
  39. ;                                                        pass it the amount of ticks to complete
  40. ; {PLAYSOUND},filename,volume                            filename=wav filename, volume=0->255
  41. ; {DRAWRECTANGLE},ID,flags,life,x1,y1,x2,y2,color
  42. ;
  43. ; {END}                                                    terminates our script
  44. ;                                                        ALL scripts must terminate with this end or CRAZY things will happen
  45. ;
  46. ; For Mission Designers (Commands that you will use, everything else is IGNORED)
  47. ; Mission SPECIFIC commands
  48. ; {MIS_PRINTTEXT},TEXTTOOLSTR                            teletypes the texttoolstr string to a specified window
  49. ; {DISPLAYPIC}                                            same as above except the coordinates are VIRTUAL (based on map)
  50. ; {DISPLAYANIM}                                                                            "
  51. ; {DRAWLINE}                                                                            "
  52. ; {DRAWANIMLINE}                                                                        "
  53. ; {DISPLAYRECTANGLE}                                                                    "
  54. ; {PLAYSOUND}
  55. ; {REMOVEOBJECT}
  56. ; {PAUSE}
  57. ; {END}
  58.  
  59.  
  60.  
  61.  
  62.  
  63.  
  64. ; Test mission briefing
  65. [MISSIONSCRIPT]
  66. ; first we clear out the text box then wait 30 ticks of 1/2 sec
  67. SCRIPT={MIS_PRINTTEXT},EMPTY
  68. SCRIPT={PAUSE},30
  69. SCRIPT={MIS_PRINTTEXT},LINE1
  70. ; now draw the blue crosshair animation
  71. ; type 0 is the blue cross hair
  72. SCRIPT={DISPLAYANIM},0,0,-1,20,30,0,NULL
  73. ; play the bird sound and wait 3 secs
  74. SCRIPT={PLAYSOUND},Canvas5.wav,200
  75. SCRIPT={PAUSE},180
  76.  
  77. SCRIPT={MIS_PRINTTEXT},LINE2
  78. SCRIPT={DISPLAYANIM},8,0,-1,35,50,0,NULL
  79. SCRIPT={PLAYSOUND},Canvas5.wav,200
  80. SCRIPT={PAUSE},180
  81.  
  82. ; print out text, then display the next waypoint
  83. SCRIPT={MIS_PRINTTEXT},LINE3
  84. SCRIPT={DISPLAYPIC},1,0,-1,10,70,ImageGreenCircle
  85. ; play the sound with the waypoint and prepare the animated growing line
  86. SCRIPT={PLAYSOUND},Canvas5.wav,200
  87. SCRIPT={DRAWANIMLINE},4,0,-1,240,LightRed,20,30,10,70
  88. SCRIPT={DRAWANIMLINE},7,0,-1,240,LightRed,35,50,10,70
  89. ; wait  4 secs
  90. SCRIPT={PAUSE},240
  91.  
  92. ; gray out the lines (redlines -> greenish gray lines)
  93. SCRIPT={DRAWLINE},4,0,-1,ButtonGreen,20,30,10,70
  94. SCRIPT={DRAWLINE},7,0,-1,ButtonGreen,35,50,10,70
  95. ; continue printing text, and draw the three guns to the east
  96. SCRIPT={MIS_PRINTTEXT},LINE4
  97. SCRIPT={DISPLAYPIC},9,0,-1,65,65,ImageMapGun
  98. SCRIPT={DISPLAYPIC},10,0,-1,60,60,ImageMapGun
  99. SCRIPT={DISPLAYPIC},11,0,-1,60,70,ImageMapGun
  100. SCRIPT={PAUSE},120
  101.  
  102. SCRIPT={MIS_PRINTTEXT},LINE5
  103. SCRIPT={DISPLAYPIC},2,0,-1,60,65,ImageGreenCircle
  104. SCRIPT={PLAYSOUND},Canvas5.wav,200
  105. SCRIPT={DRAWANIMLINE},5,0,-1,240,LightRed,10,70,60,65
  106. SCRIPT={PAUSE},240
  107.  
  108. SCRIPT={DRAWLINE},5,0,-1,ButtonGreen,10,70,60,65
  109. ; change the gun pictures to gun pictures with an X over it
  110. SCRIPT={DISPLAYPIC},9,0,-1,65,65,ImageMapGunGone
  111. SCRIPT={DISPLAYPIC},10,0,-1,60,60,ImageMapGunGone
  112. SCRIPT={DISPLAYPIC},11,-0,1,60,70,ImageMapGunGone
  113. SCRIPT={PAUSE},30
  114.  
  115. SCRIPT={MIS_PRINTTEXT},LINE6
  116. SCRIPT={DISPLAYPIC},3,0,-1,70,25,ImageRedTriangle
  117. SCRIPT={PLAYSOUND},Explode.wav,200
  118. SCRIPT={DRAWANIMLINE},6,0,-1,242,LightRed,60,65,70,25
  119. SCRIPT={PAUSE},240
  120.  
  121. SCRIPT={DRAWLINE},6,0,-1,ButtonGreen,60,65,70,25
  122. SCRIPT={MIS_PRINTTEXT},LINE7
  123. SCRIPT={PAUSE},240
  124.  
  125. ; were done so remove the anim/pic references (so it doesn't get displayed right away when we loop)
  126. SCRIPT={REMOVEOBJECT},0
  127. SCRIPT={REMOVEOBJECT},1
  128. SCRIPT={REMOVEOBJECT},2
  129. SCRIPT={REMOVEOBJECT},3
  130. SCRIPT={REMOVEOBJECT},4
  131. SCRIPT={REMOVEOBJECT},5
  132. SCRIPT={REMOVEOBJECT},6
  133. SCRIPT={REMOVEOBJECT},7
  134. SCRIPT={REMOVEOBJECT},8
  135. SCRIPT={REMOVEOBJECT},9
  136. SCRIPT={REMOVEOBJECT},10
  137. SCRIPT={REMOVEOBJECT},11
  138. SCRIPT={END}
  139.  
  140.