MissionX0.cpp 87 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882188318841885188618871888188918901891189218931894189518961897189818991900190119021903190419051906190719081909191019111912191319141915191619171918191919201921192219231924192519261927192819291930193119321933193419351936193719381939194019411942194319441945194619471948194919501951195219531954195519561957195819591960196119621963196419651966196719681969197019711972197319741975197619771978197919801981198219831984198519861987198819891990199119921993199419951996199719981999200020012002200320042005200620072008200920102011201220132014201520162017201820192020202120222023202420252026202720282029203020312032203320342035203620372038203920402041204220432044204520462047204820492050205120522053205420552056205720582059206020612062206320642065206620672068206920702071207220732074207520762077207820792080208120822083208420852086208720882089209020912092209320942095209620972098209921002101210221032104210521062107210821092110211121122113211421152116211721182119212021212122212321242125212621272128212921302131213221332134213521362137213821392140214121422143214421452146214721482149215021512152215321542155215621572158215921602161216221632164216521662167216821692170217121722173217421752176217721782179218021812182218321842185218621872188218921902191219221932194219521962197219821992200220122022203220422052206220722082209221022112212221322142215221622172218221922202221222222232224222522262227222822292230223122322233223422352236223722382239224022412242224322442245224622472248224922502251225222532254225522562257225822592260226122622263226422652266226722682269227022712272227322742275227622772278227922802281228222832284228522862287228822892290229122922293229422952296229722982299230023012302230323042305230623072308230923102311231223132314231523162317231823192320232123222323232423252326232723282329233023312332233323342335233623372338233923402341234223432344234523462347234823492350235123522353235423552356235723582359236023612362236323642365236623672368236923702371237223732374237523762377237823792380238123822383238423852386238723882389239023912392239323942395239623972398239924002401240224032404240524062407240824092410241124122413241424152416241724182419242024212422242324242425242624272428242924302431243224332434243524362437243824392440244124422443244424452446244724482449245024512452245324542455245624572458245924602461246224632464246524662467246824692470247124722473247424752476247724782479248024812482248324842485248624872488248924902491249224932494249524962497249824992500250125022503250425052506250725082509251025112512251325142515251625172518251925202521252225232524252525262527252825292530253125322533253425352536253725382539254025412542254325442545254625472548254925502551255225532554255525562557255825592560256125622563256425652566256725682569257025712572257325742575257625772578257925802581258225832584258525862587258825892590259125922593259425952596259725982599260026012602260326042605260626072608260926102611261226132614261526162617261826192620262126222623262426252626262726282629263026312632263326342635263626372638263926402641264226432644264526462647264826492650265126522653265426552656265726582659266026612662266326642665266626672668266926702671267226732674267526762677267826792680268126822683268426852686268726882689269026912692269326942695269626972698269927002701270227032704270527062707270827092710271127122713271427152716271727182719272027212722272327242725272627272728272927302731273227332734273527362737273827392740274127422743274427452746274727482749275027512752275327542755275627572758275927602761276227632764276527662767276827692770277127722773277427752776277727782779278027812782278327842785278627872788278927902791279227932794279527962797279827992800280128022803280428052806280728082809281028112812281328142815281628172818281928202821282228232824282528262827282828292830283128322833283428352836283728382839284028412842284328442845284628472848284928502851285228532854285528562857285828592860286128622863286428652866286728682869287028712872287328742875287628772878287928802881288228832884288528862887288828892890289128922893289428952896289728982899290029012902290329042905290629072908290929102911291229132914291529162917291829192920292129222923292429252926292729282929293029312932293329342935293629372938293929402941294229432944294529462947294829492950295129522953295429552956295729582959296029612962296329642965296629672968296929702971297229732974297529762977297829792980298129822983298429852986298729882989299029912992299329942995299629972998299930003001300230033004300530063007300830093010301130123013301430153016301730183019302030213022302330243025302630273028302930303031303230333034303530363037303830393040304130423043304430453046304730483049305030513052305330543055305630573058305930603061306230633064306530663067306830693070307130723073307430753076307730783079308030813082308330843085308630873088308930903091309230933094309530963097309830993100310131023103310431053106310731083109311031113112311331143115311631173118311931203121312231233124312531263127312831293130313131323133313431353136313731383139314031413142314331443145314631473148314931503151315231533154315531563157315831593160316131623163316431653166316731683169317031713172317331743175317631773178317931803181318231833184318531863187318831893190319131923193319431953196319731983199320032013202320332043205320632073208320932103211321232133214321532163217321832193220322132223223322432253226322732283229323032313232323332343235323632373238323932403241324232433244324532463247324832493250325132523253325432553256325732583259326032613262326332643265326632673268326932703271327232733274327532763277327832793280328132823283328432853286328732883289329032913292329332943295329632973298329933003301330233033304330533063307330833093310331133123313331433153316331733183319332033213322332333243325332633273328332933303331333233333334333533363337333833393340334133423343334433453346
  1. /*
  2. ** Command & Conquer Renegade(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. /******************************************************************************
  19. *
  20. * FILE
  21. * MissionX0.cpp
  22. *
  23. * DESCRIPTION
  24. * Mission X0 scripts
  25. *
  26. * PROGRAMMER
  27. * Design Team
  28. *
  29. * VERSION INFO
  30. * $Author: Darren_k $
  31. * $Revision: 25 $
  32. * $Modtime: 2/08/02 9:15a $
  33. * $Archive: /Commando/Code/Scripts/MissionX0.cpp $
  34. *
  35. ******************************************************************************/
  36. #include "scripts.h"
  37. #include "missionX0.h"
  38. DECLARE_SCRIPT(MX0_MissionStart_DME, "") //1200001
  39. {
  40. int engineer1, engineer2, eng_num, count, sniper_1, sniper_2, curr_conv7;
  41. bool SniperNotify;
  42. REGISTER_VARIABLES()
  43. {
  44. SAVE_VARIABLE( engineer1, 1 );
  45. SAVE_VARIABLE( engineer2, 2 );
  46. SAVE_VARIABLE( eng_num, 3 );
  47. SAVE_VARIABLE( count, 4 );
  48. SAVE_VARIABLE( sniper_1, 5 );
  49. SAVE_VARIABLE( sniper_2, 6 );
  50. SAVE_VARIABLE( curr_conv7, 7 );
  51. SAVE_VARIABLE( SniperNotify, 8 );
  52. }
  53. void Created (GameObject * obj)
  54. {
  55. Commands->Select_Weapon (STAR, NULL );
  56. engineer1 = engineer2 = eng_num = count = sniper_1 = sniper_2 = curr_conv7 = 0;
  57. SniperNotify = false;
  58. Vector3 drop_loc = Commands->Get_Position ( Commands->Find_Object(1200001));
  59. //float chin_face = Commands->Get_Facing ( Commands->Find_Object(1200001));
  60. Commands->Fade_Background_Music ( "renegade_intro_no_vox.mp3", 0, 1 );
  61. GameObject * intro = Commands->Create_Object ( "Invisible_Object", Vector3 (0, 0, 0));
  62. //Commands->Set_Facing(intro, chin_face);
  63. Commands->Attach_Script(intro, "Test_Cinematic", "X00_Intro.txt");
  64. }
  65. void Action_Complete (GameObject *obj, int action_id, ActionCompleteReason reason)
  66. {
  67. if (action_id == 100001)
  68. {
  69. Commands->Start_Timer(obj, this, 2.0f, INITIAL_CONV);
  70. }
  71. if (action_id == 100002)
  72. {
  73. Commands->Start_Timer(obj, this, 5.0f, PROMPT_LOOP);
  74. }
  75. if (action_id == 100004)
  76. {
  77. Commands->Send_Custom_Event( obj, Commands->Find_Object (1200015), SEND_EM, 0, 0.0f );
  78. }
  79. }
  80. void Timer_Expired(GameObject * obj, int timer_id)
  81. {
  82. if (timer_id == STAY_HERE)
  83. {
  84. int id = Commands->Create_Conversation("MX0_ENGINEER1_048", 97, 2000, false);
  85. Commands->Join_Conversation (Commands->Find_Object (engineer1), id, false, true, true );
  86. Commands->Join_Conversation (STAR, id, true, true, true );
  87. Commands->Start_Conversation(id, 100048);
  88. Commands->Monitor_Conversation(obj, id);
  89. }
  90. if (timer_id == CROUCH_WANDER && Commands->Find_Object (sniper_1))
  91. {
  92. Commands->Send_Custom_Event( obj, Commands->Find_Object (engineer1), CROUCH_WANDER, sniper_1, 0.0f );
  93. Commands->Send_Custom_Event( obj, Commands->Find_Object (engineer2), CROUCH_WANDER, sniper_1, 0.0f );
  94. Commands->Start_Timer(obj, this, 3.0f, CROUCH_WANDER);
  95. }
  96. if (timer_id == SNIPER_EXCHANGE)
  97. {
  98. Commands->Send_Custom_Event( obj, Commands->Find_Object (MX0_A02_CONTROLLER_ID), MX0_A02_CUSTOM_TYPE_MAIN_STARTUP, 0, 0.0f );
  99. }
  100. if (timer_id == SNIPER_CREATE)
  101. {
  102. Vector3 sniper1_loc = Commands->Get_Position (Commands->Find_Object (1200043));
  103. Vector3 sniper2_loc = Commands->Get_Position (Commands->Find_Object (1200044));
  104. GameObject *sniper1 = Commands->Create_Object ("NOD_Minigunner_2SF", sniper1_loc);
  105. Commands->Attach_Script(sniper1, "M00_Soldier_Powerup_Disable", "");
  106. Commands->Attach_Script(sniper1, "M00_Send_Object_ID", "1200001, 1, 0.0f");
  107. Commands->Attach_Script(sniper1, "MX0_SniperAction", "1200045");
  108. Commands->Attach_Script(sniper1, "MX0_KillNotify", "");
  109. sniper_1 = Commands->Get_ID (sniper1);
  110. GameObject *sniper2 = Commands->Create_Object ("NOD_Minigunner_2SF", sniper2_loc);
  111. Commands->Attach_Script(sniper2, "M00_Soldier_Powerup_Disable", "");
  112. Commands->Attach_Script(sniper2, "M00_Send_Object_ID", "1200001, 2, 0.0f");
  113. Commands->Attach_Script(sniper2, "MX0_SniperAction", "1200045");
  114. sniper_2 = Commands->Get_ID (sniper2);
  115. }
  116. if (timer_id == SNIPER_REMINDER && Commands->Find_Object (sniper_1))
  117. {
  118. Commands->Send_Custom_Event( obj, Commands->Find_Object (1200001), 100007, 0, 0.0f );
  119. }
  120. if (timer_id == INITIAL_CONV)
  121. {
  122. Commands->Send_Custom_Event( obj, obj, 100002, 0, 0.0f );
  123. }
  124. if (timer_id == PROMPT_LOOP && count <= 1)
  125. {
  126. Commands->Send_Custom_Event( obj, obj, 100003, 0, 0.0f );
  127. Commands->Start_Timer(obj, this, 5.0f, PROMPT_LOOP);
  128. }
  129. if (timer_id == MOUSE_HELP)
  130. {
  131. Commands->Set_HUD_Help_Text(MX0_HELPTEXT_01, TEXT_COLOR_OBJECTIVE_PRIMARY);
  132. }
  133. if (timer_id == WSAD_HELP)
  134. {
  135. Commands->Set_HUD_Help_Text(MX0_HELPTEXT_02, TEXT_COLOR_OBJECTIVE_PRIMARY);
  136. }
  137. if (timer_id == F1_HELP)
  138. {
  139. Commands->Set_HUD_Help_Text(MX0_HELPTEXT_03, TEXT_COLOR_OBJECTIVE_PRIMARY);
  140. }
  141. if (timer_id == EQUIP)
  142. {
  143. Commands->Set_Background_Music ( "Level0_pt1_music.mp3" );
  144. Commands->Give_PowerUp (STAR, "POW_AutoRifle_Player", false);
  145. Commands->Give_PowerUp (STAR, "POW_AutoRifle_Player", false);
  146. Commands->Select_Weapon (STAR, "Weapon_AutoRifle_Player" );
  147. Commands->Attach_Script(STAR, "Havoc_Script", "");
  148. }
  149. }
  150. void Custom (GameObject *obj, int type, int param, GameObject *sender)
  151. {
  152. if (type == SNIPER1KILLED)
  153. {
  154. if (!SniperNotify)
  155. {
  156. int id = Commands->Create_Conversation("MX0CON018", 97, 2000, false);
  157. Commands->Join_Conversation (Commands->Find_Object (engineer1), id, false, true, true );
  158. Commands->Join_Conversation (STAR, id, true, true, true );
  159. Commands->Start_Conversation(id, 100018);
  160. Commands->Monitor_Conversation(obj, id);
  161. Commands->Start_Timer(obj, this, 3.0f, STAY_HERE);
  162. }
  163. }
  164. if (type == CROUCH_WANDER)
  165. {
  166. Commands->Start_Timer(obj, this, 2.0f, CROUCH_WANDER);
  167. }
  168. if (type == START_SNIPER)
  169. {
  170. Commands->Send_Custom_Event( obj, Commands->Find_Object (sniper_1), START_SNIPER, 0, 0.0f );
  171. Commands->Send_Custom_Event( obj, Commands->Find_Object (sniper_2), START_SNIPER, 0, 0.0f );
  172. }
  173. if (type == MX0_A02_CUSTOM_TYPE_GET_SNIPER_01_ID)
  174. {
  175. Commands->Send_Custom_Event( obj, sender, type, sniper_1, 0.0f );
  176. }
  177. if (type == MX0_A02_CUSTOM_TYPE_GET_SNIPER_02_ID)
  178. {
  179. Commands->Send_Custom_Event( obj, sender, type, sniper_2, 0.0f );
  180. }
  181. if(type == M00_SEND_OBJECT_ID)
  182. {
  183. if(param == 1)
  184. {
  185. sniper_1 = Commands->Get_ID(sender);
  186. }
  187. if(param == 2)
  188. {
  189. sniper_2 = Commands->Get_ID(sender);
  190. Commands->Start_Timer(obj, this, 2.0f, SNIPER_EXCHANGE);
  191. }
  192. }
  193. if (type == 99)
  194. {
  195. count = 0;
  196. // Vector3 drop_loc = Commands->Get_Position ( Commands->Find_Object(1200001));
  197. // float chin_face = Commands->Get_Facing ( Commands->Find_Object(1200001));
  198. // GameObject * chinook = Commands->Create_Object ( "Invisible_Object", drop_loc);
  199. // Commands->Set_Facing(chinook, chin_face);
  200. // Commands->Attach_Script(chinook, "Test_Cinematic", "MX0_TroopDrop_2X.txt");
  201. GameObject * block1 = Commands->Create_Object ( "Large_Blocker", Vector3 (-148.071f,-31.267f,-0.306f));
  202. Commands->Set_Facing(block1, -30.000f);
  203. Commands->Set_Is_Rendered( block1, false );
  204. GameObject * block2 = Commands->Create_Object ( "Large_Blocker", Vector3 (-148.234f,-31.542f,1.357f));
  205. Commands->Set_Facing(block2, -30.000f);
  206. Commands->Set_Is_Rendered( block2, false );
  207. Commands->Start_Timer(obj, this, 0.5f, EQUIP);
  208. Commands->Start_Timer(obj, this, 3.0f, MOUSE_HELP);
  209. Commands->Start_Timer(obj, this, 6.0f, WSAD_HELP);
  210. Commands->Start_Timer(obj, this, 9.0f, F1_HELP);
  211. Commands->Start_Timer(obj, this, 1.0f, SNIPER_CREATE);
  212. }
  213. if (type == ENGINEER_RETURN)
  214. {
  215. Commands->Send_Custom_Event( obj, Commands->Find_Object (engineer1), RUN_AWAY, 0, 0.0f );
  216. Commands->Send_Custom_Event( obj, Commands->Find_Object (engineer2), RUN_AWAY, 0, 0.0f );
  217. }
  218. if (type == ENGINEER_CROUCH)
  219. {
  220. Commands->Send_Custom_Event( obj, Commands->Find_Object (engineer1), ENGINEER_CROUCH, 0, 0.0f );
  221. }
  222. if (type == RUNNING_CONV)
  223. {
  224. /*int id = Commands->Create_Conversation("MX0CON005", 95, 2000, false);
  225. Commands->Join_Conversation (Commands->Find_Object (engineer2), id, true, true, true );
  226. Commands->Join_Conversation_Facing (Commands->Find_Object (engineer2), id, Commands->Get_ID (STAR));
  227. Commands->Join_Conversation (STAR, id, true, true, true );
  228. Commands->Start_Conversation(id, 100005);
  229. Commands->Monitor_Conversation(obj, id);*/
  230. }
  231. if (type == KILL_SNIPER)
  232. {
  233. Commands->Send_Custom_Event( obj, Commands->Find_Object (engineer1), KILL, 0, 0.0f );
  234. Commands->Send_Custom_Event( obj, Commands->Find_Object (engineer2), KILL, 0, 0.0f );
  235. }
  236. if (type == COUNTER)
  237. {
  238. count = param;
  239. Commands->Send_Custom_Event( obj, Commands->Find_Object (engineer1), COUNT_UP, count, 0.0f );
  240. Commands->Send_Custom_Event( obj, Commands->Find_Object (engineer2), COUNT_UP, count, 0.0f );
  241. }
  242. if (type == SET_ENGINEER)
  243. {
  244. if (eng_num == 0)
  245. {
  246. engineer1 = param;
  247. eng_num++;
  248. }
  249. else
  250. {
  251. engineer2 = param;
  252. }
  253. }
  254. if (type == CHECK_ENGINEER)
  255. {
  256. if (param == 1)
  257. {
  258. Commands->Send_Custom_Event( obj, sender, RETURN_ENGINEER1, engineer1, 0.0f );
  259. }
  260. if (param == 2)
  261. {
  262. Commands->Send_Custom_Event( obj, sender, RETURN_ENGINEER2, engineer2, 0.0f );
  263. }
  264. }
  265. if (type == 100001)
  266. {
  267. int id = Commands->Create_Conversation("MX0CON001", 99, 2000, false);
  268. Commands->Join_Conversation (Commands->Find_Object (engineer2), id, false, true, true );
  269. Commands->Start_Conversation(id, 100001);
  270. Commands->Monitor_Conversation(obj, id);
  271. }
  272. if (type == 100002)
  273. {
  274. int id = Commands->Create_Conversation ("MX0CON002", 97, 2000, false);
  275. Commands->Join_Conversation (Commands->Find_Object (engineer1), id, false, true, true );
  276. Commands->Join_Conversation_Facing (Commands->Find_Object (engineer1), id, Commands->Get_ID (STAR));
  277. Commands->Join_Conversation (Commands->Find_Object (engineer2), id, false, true, true );
  278. Commands->Join_Conversation_Facing (Commands->Find_Object (engineer2), id, Commands->Get_ID (STAR));
  279. Commands->Join_Conversation (STAR, id, true, true, true );
  280. Commands->Start_Conversation(id, 100002);
  281. Commands->Monitor_Conversation(obj, id);
  282. }
  283. if (type == 100003)
  284. {
  285. char *conv3[4] =
  286. {
  287. "MX0CON003",
  288. "MX0CON003alt1",
  289. "MX0CON003alt2",
  290. "MX0CON003alt3",
  291. };
  292. int rand_conv3 = Commands->Get_Random_Int (0, 4);
  293. int id = Commands->Create_Conversation(conv3[rand_conv3], 97, 2000, false);
  294. Commands->Join_Conversation (Commands->Find_Object (engineer2), id, false, true, true );
  295. Commands->Join_Conversation_Facing (Commands->Find_Object (engineer2), id, Commands->Get_ID (STAR));
  296. Commands->Join_Conversation (STAR, id, true, true, true );
  297. Commands->Start_Conversation(id, 100003);
  298. Commands->Monitor_Conversation(obj, id);
  299. }
  300. if (type == 100004)
  301. {
  302. int id = Commands->Create_Conversation("MX0CON004", 95, 2000, false);
  303. Commands->Join_Conversation (Commands->Find_Object (engineer1), id, true, true, true );
  304. Commands->Join_Conversation_Facing (Commands->Find_Object (engineer1), id, Commands->Get_ID (STAR));
  305. Commands->Join_Conversation (STAR, id, true, true, true );
  306. Commands->Start_Conversation(id, 100004);
  307. Commands->Monitor_Conversation(obj, id);
  308. Commands->Innate_Disable (Commands->Find_Object (engineer1));
  309. Commands->Innate_Disable (Commands->Find_Object (engineer2));
  310. }
  311. if (type == 100005)
  312. {
  313. int id = Commands->Create_Conversation("MX0CON005", 97, 2000, false);
  314. Commands->Join_Conversation (Commands->Find_Object (engineer2), id, false, true, true );
  315. Commands->Join_Conversation_Facing (Commands->Find_Object (engineer2), id, Commands->Get_ID (STAR));
  316. Commands->Join_Conversation (STAR, id, true, true, true );
  317. Commands->Start_Conversation(id, 100005);
  318. Commands->Monitor_Conversation(obj, id);
  319. }
  320. if (type == 100006)
  321. {
  322. if (Commands->Find_Object (sniper_1))
  323. {
  324. Commands->Send_Custom_Event( obj, Commands->Find_Object (engineer2), SNIPER_ANIM, 0, 0.0f );
  325. Commands->Start_Timer(obj, this, 5.0f, SNIPER_REMINDER);
  326. int id = Commands->Create_Conversation("MX0CON006", 97, 2000, false);
  327. Commands->Join_Conversation (Commands->Find_Object (engineer2), id, false, true, true );
  328. Commands->Join_Conversation_Facing (Commands->Find_Object (engineer2), id, Commands->Get_ID (STAR));
  329. Commands->Join_Conversation (STAR, id, true, true, true );
  330. Commands->Start_Conversation(id, 100006);
  331. Commands->Monitor_Conversation(obj, id);
  332. SniperNotify = true;
  333. }
  334. }
  335. if (type == 100007)
  336. {
  337. if (Commands->Find_Object (sniper_1))
  338. {
  339. if (curr_conv7 == 0 || curr_conv7 == 2 || curr_conv7 == 4)
  340. {
  341. char *conv7[6] =
  342. {
  343. "MX0CON012",
  344. "MX0CON013",
  345. "MX0CON014",
  346. "MX0CON015",
  347. "MX0CON016",
  348. "MX0CON017",
  349. };
  350. int id = Commands->Create_Conversation(conv7[curr_conv7], 97, 2000, false);
  351. Commands->Join_Conversation (Commands->Find_Object (engineer1), id, false, true, true );
  352. Commands->Join_Conversation (STAR, id, true, true, true );
  353. Commands->Start_Conversation(id, 100007);
  354. Commands->Monitor_Conversation(obj, id);
  355. }
  356. if (curr_conv7 == 1 || curr_conv7 == 3 || curr_conv7 == 5)
  357. {
  358. char *conv7[6] =
  359. {
  360. "MX0CON012",
  361. "MX0CON013",
  362. "MX0CON014",
  363. "MX0CON015",
  364. "MX0CON016",
  365. "MX0CON017",
  366. };
  367. int id = Commands->Create_Conversation(conv7[curr_conv7], 97, 2000, false);
  368. Commands->Join_Conversation (Commands->Find_Object (engineer2), id, false, true, true );
  369. Commands->Join_Conversation (STAR, id, true, true, true );
  370. Commands->Start_Conversation(id, 100007);
  371. Commands->Monitor_Conversation(obj, id);
  372. }
  373. if (curr_conv7 < 5)
  374. {
  375. curr_conv7++;
  376. }
  377. if (curr_conv7 >= 5)
  378. {
  379. curr_conv7 = 0;
  380. }
  381. Commands->Start_Timer(obj, this, 5.0f, SNIPER_REMINDER);
  382. }
  383. }
  384. }
  385. };
  386. DECLARE_SCRIPT (Havoc_Script, "")
  387. {
  388. void Killed (GameObject *obj, GameObject *killer)
  389. {
  390. Commands->Mission_Complete (false);
  391. }
  392. };
  393. DECLARE_SCRIPT (MX0_Engineer1, "Damage_multiplier:float")
  394. {
  395. float current_health, last_health;
  396. int count, point_id;
  397. bool doing_anim;
  398. REGISTER_VARIABLES()
  399. {
  400. SAVE_VARIABLE( current_health, 1 );
  401. SAVE_VARIABLE( last_health, 2 );
  402. SAVE_VARIABLE( count, 3 );
  403. SAVE_VARIABLE( point_id, 4 );
  404. SAVE_VARIABLE( doing_anim, 5 );
  405. }
  406. void Created (GameObject *obj)
  407. {
  408. doing_anim = false;
  409. count = 0;
  410. point_id = 0;
  411. last_health = Commands->Get_Health (obj);
  412. Commands->Start_Timer(obj, this, 4.0f, STATIONARY);
  413. Commands->Start_Timer(obj, this, 4.0f, POINT_ANIM);
  414. Commands->Send_Custom_Event( obj, Commands->Find_Object (1200001), SET_ENGINEER, Commands->Get_ID (obj), 0.0f );
  415. }
  416. void Timer_Expired(GameObject * obj, int timer_id)
  417. {
  418. if (timer_id == RESEND_GOTO)
  419. {
  420. ActionParamsStruct params;
  421. params.Set_Basic( this, 96, ENGINEER_GOTO );
  422. params.Set_Movement( Commands->Get_Position (Commands->Find_Object (point_id)), RUN, 1.0f );
  423. Commands->Action_Goto (obj, params);
  424. }
  425. if (timer_id == STATIONARY)
  426. {
  427. Commands->Set_Innate_Is_Stationary (obj, true);
  428. }
  429. if (timer_id == POINT_ANIM)
  430. {
  431. /*Commands->Set_Facing ( obj, Commands->Get_Facing (Commands->Find_Object (1200006)));
  432. ActionParamsStruct params;
  433. params.Set_Basic( this, 98, DOING_ANIMATION );
  434. params.Set_Animation ("H_A_A0A0_L39", false);
  435. Commands->Action_Play_Animation (obj, params);*/
  436. ActionParamsStruct params;
  437. params.Set_Basic( this, 96, ENGINEER_GOTO );
  438. params.Set_Movement( Commands->Get_Position (Commands->Find_Object (1200029)), RUN, 0.8f );
  439. Commands->Action_Goto (obj, params);
  440. }
  441. }
  442. void Action_Complete (GameObject *obj, int action_id, ActionCompleteReason reason)
  443. {
  444. if (action_id == DOING_ANIMATION)
  445. {
  446. ActionParamsStruct params;
  447. params.Set_Basic( this, 96, ENGINEER_GOTO );
  448. params.Set_Movement( Commands->Get_Position (Commands->Find_Object (1200029)), RUN, 0.8f );
  449. Commands->Action_Goto (obj, params);
  450. }
  451. if (action_id == HIT_ANIMATION)
  452. {
  453. doing_anim = false;
  454. }
  455. if((action_id == ENGINEER_GOTO) && (action_id != Commands->Get_Action_ID(obj)) && (!Commands->Is_Performing_Pathfind_Action(obj)) && (reason == ACTION_COMPLETE_LOW_PRIORITY))
  456. {
  457. Commands->Start_Timer (obj, this, 5.0f, RESEND_GOTO);
  458. }
  459. if (action_id == ENGINEER_GOTO && count == 3 && reason == ACTION_COMPLETE_NORMAL)
  460. {
  461. Commands->Send_Custom_Event( obj, Commands->Find_Object (1200001), 100004, 0, 0.0f );
  462. }
  463. }
  464. void Damaged( GameObject * obj, GameObject * damager, float amount )
  465. {
  466. float damage;
  467. current_health = Commands->Get_Health (obj);
  468. if (current_health == 0)
  469. {
  470. damage = ((last_health - current_health));
  471. }
  472. else
  473. {
  474. damage = (last_health - current_health);
  475. }
  476. float mod_damage = (damage * (Get_Float_Parameter("Damage_multiplier")));
  477. Commands->Set_Health (obj, (last_health - mod_damage));
  478. last_health = Commands->Get_Health (obj);
  479. current_health = Commands->Get_Health (obj);
  480. if (damager == STAR && !doing_anim)
  481. {
  482. char *convs[4] =
  483. {
  484. "MX0CON008",
  485. "MX0CON009",
  486. "MX0CON010",
  487. "MX0CON011",
  488. };
  489. int rand_conv = Commands->Get_Random_Int (0, 4);
  490. int id = Commands->Create_Conversation(convs [rand_conv], 97, 2000, false);
  491. Commands->Join_Conversation (obj, id, false, true, true );
  492. Commands->Join_Conversation (STAR, id, true, true, true );
  493. Commands->Start_Conversation(id, 100008);
  494. Commands->Monitor_Conversation(obj, id);
  495. doing_anim = true;
  496. ActionParamsStruct params;
  497. params.Set_Basic( this, 100, HIT_ANIMATION );
  498. params.Set_Animation( "H_A_J21C", false );
  499. Commands->Action_Play_Animation ( obj, params );
  500. //Vector3 myPosition = Commands->Get_Position ( obj );
  501. //Commands->Create_Sound ( "M04 PanicGuy 01 Twiddler", myPosition, obj );
  502. }
  503. }
  504. void Animation_Complete(GameObject * obj, const char *anim)
  505. {
  506. if (stricmp(anim, "H_A_J21C") == 0)
  507. {
  508. doing_anim = false;
  509. }
  510. }
  511. void Custom(GameObject * obj, int type, int param, GameObject * sender)
  512. {
  513. if (type == CROUCH_WANDER)
  514. {
  515. GameObject * sniper1 = Commands->Find_Object (param);
  516. Commands->Unlock_Soldier_Facing (obj);
  517. if (sniper1)
  518. {
  519. Commands->Lock_Soldier_Facing (obj, sniper1, true );
  520. int crouch_goto [3];
  521. crouch_goto [0] = 1200010;
  522. crouch_goto [1] = 1200022;
  523. crouch_goto [2] = 1200039;
  524. int rand_goto = Commands->Get_Random_Int (0, 3);
  525. ActionParamsStruct params;
  526. params.Set_Basic( this, 97, CROUCH_GOTO );
  527. params.Set_Movement( Commands->Find_Object (crouch_goto [rand_goto]), WALK, 0.2f, true );
  528. params.AttackCrouched = true;
  529. params.MoveCrouched = true;
  530. Commands->Action_Goto ( obj, params );
  531. }
  532. }
  533. if (type == RUN_AWAY)
  534. {
  535. Commands->Action_Reset ( obj, 100 );
  536. ActionParamsStruct params;
  537. params.Set_Basic( this, 97, RUN_AWAY );
  538. params.Set_Movement( Commands->Find_Object (1200006), RUN, 1.0f, false );
  539. Commands->Action_Goto ( obj, params );
  540. }
  541. if (type == ENGINEER_CROUCH)
  542. {
  543. Commands->Lock_Soldier_Facing (obj, STAR, true );
  544. ActionParamsStruct params;
  545. params.Set_Basic( this, 97, DOING_ANIMATION );
  546. params.Set_Animation ("h_a_b0c0", true);
  547. Commands->Action_Play_Animation (obj, params);
  548. }
  549. if (type == KILL)
  550. {
  551. ActionParamsStruct params;
  552. params.Set_Basic( this, 95, 1 );
  553. params.Set_Movement( Commands->Find_Object(1200021), 1.2f, 1.0f, true );
  554. params.Set_Attack (Commands->Find_Object(1200017), 250.0f, 0.0f, 1);
  555. params.AttackCheckBlocked = true;
  556. Commands->Action_Attack( obj, params );
  557. }
  558. if (type == COUNT_UP)
  559. {
  560. count = param;
  561. }
  562. if (type == LEAD)
  563. {
  564. point_id = param;
  565. ActionParamsStruct params;
  566. params.Set_Basic( this, 96, ENGINEER_GOTO );
  567. params.Set_Movement( Commands->Get_Position (Commands->Find_Object (point_id)), RUN, 0.8f );
  568. Commands->Action_Goto (obj, params);
  569. }
  570. }
  571. };
  572. DECLARE_SCRIPT (MX0_Engineer2, "Damage_multiplier:float")
  573. {
  574. float current_health, last_health;
  575. int count, point_id, sniper_1;
  576. bool doing_anim;
  577. REGISTER_VARIABLES()
  578. {
  579. SAVE_VARIABLE( current_health, 1 );
  580. SAVE_VARIABLE( last_health, 2 );
  581. SAVE_VARIABLE( count, 3 );
  582. SAVE_VARIABLE( point_id, 4 );
  583. SAVE_VARIABLE( doing_anim, 5 );
  584. SAVE_VARIABLE( sniper_1, 6 );
  585. }
  586. void Created (GameObject *obj)
  587. {
  588. sniper_1 = 0;
  589. count = 0;
  590. point_id = 0;
  591. last_health = Commands->Get_Health (obj);
  592. doing_anim = false;
  593. Commands->Start_Timer(obj, this, 4.0f, STATIONARY);
  594. Commands->Start_Timer(obj, this, 3.5f, WAVE_ANIM);
  595. Commands->Send_Custom_Event( obj, Commands->Find_Object (1200001), SET_ENGINEER, Commands->Get_ID (obj), 0.0f );
  596. }
  597. void Action_Complete (GameObject *obj, int action_id, ActionCompleteReason reason)
  598. {
  599. if (action_id == DOING_ANIMATION)
  600. {
  601. ActionParamsStruct params;
  602. params.Set_Basic( this, 96, ENGINEER_GOTO );
  603. params.Set_Movement( Commands->Get_Position (Commands->Find_Object (1200026)), RUN, 0.8f );
  604. Commands->Action_Goto (obj, params);
  605. Commands->Send_Custom_Event( obj, obj, 100005, 0, 0.6f );
  606. }
  607. if (action_id == HIT_ANIMATION)
  608. {
  609. doing_anim = false;
  610. }
  611. if((action_id == ENGINEER_GOTO) && (action_id != Commands->Get_Action_ID(obj)) && (!Commands->Is_Performing_Pathfind_Action(obj)) && (reason == ACTION_COMPLETE_LOW_PRIORITY || reason == ACTION_COMPLETE_PATH_BAD_DEST))
  612. {
  613. Commands->Start_Timer (obj, this, 5.0f, RESEND_GOTO);
  614. }
  615. if (action_id == ENGINEER_GOTO && count == 4 && reason == ACTION_COMPLETE_NORMAL)
  616. {
  617. Commands->Send_Custom_Event( obj, Commands->Find_Object (1200001), ENGINEER_CROUCH, 0, 0.0f );
  618. Commands->Lock_Soldier_Facing (obj, STAR, true );
  619. /*Vector3 direction = Commands->Get_Position (STAR) - Commands->Get_Position (obj);
  620. float angle = RAD_TO_DEGF(WWMath::Atan2(direction.Y,direction.X));
  621. Commands->Set_Facing ( obj, angle );*/
  622. ActionParamsStruct params;
  623. params.Set_Basic( this, 97, DOING_ANIMATION );
  624. params.Set_Animation ("h_a_b0c0", true);
  625. Commands->Action_Play_Animation (obj, params);
  626. }
  627. }
  628. void Timer_Expired(GameObject * obj, int timer_id)
  629. {
  630. if (timer_id == CROUCH_GOTO)
  631. {
  632. GameObject * sniper1 = Commands->Find_Object (sniper_1);
  633. Commands->Unlock_Soldier_Facing (obj);
  634. if (sniper1)
  635. {
  636. Commands->Lock_Soldier_Facing (obj, sniper1, true );
  637. int crouch_goto [3];
  638. crouch_goto [0] = 1200011;
  639. crouch_goto [1] = 1200021;
  640. crouch_goto [2] = 1200040;
  641. int rand_goto = Commands->Get_Random_Int (0, 3);
  642. ActionParamsStruct params;
  643. params.Set_Basic( this, 97, CROUCH_GOTO );
  644. params.Set_Movement( Commands->Find_Object (crouch_goto [rand_goto]), WALK, 0.2f, true );
  645. params.AttackCrouched = true;
  646. params.MoveCrouched = true;
  647. Commands->Action_Goto ( obj, params );
  648. }
  649. }
  650. if (timer_id == RESEND_GOTO)
  651. {
  652. ActionParamsStruct params;
  653. params.Set_Basic( this, 96, ENGINEER_GOTO );
  654. params.Set_Movement( Commands->Get_Position (Commands->Find_Object (point_id)), RUN, 1.0f );
  655. Commands->Action_Goto (obj, params);
  656. }
  657. if (timer_id == STATIONARY)
  658. {
  659. Commands->Set_Innate_Is_Stationary (obj, true);
  660. }
  661. /*if (timer_id == 990 && Commands->Find_Object (1200017))
  662. {
  663. Commands->Send_Custom_Event( obj, Commands->Find_Object (1200001), 100007, 0, 0.0f );
  664. }
  665. if (timer_id == 989 && Commands->Find_Object (1200017) && count == 5)
  666. {
  667. //Commands->Send_Custom_Event( obj, Commands->Find_Object (1200001), 100006, 0, 0.0f );
  668. }*/
  669. if (timer_id == WAVE_ANIM)
  670. {
  671. ActionParamsStruct params;
  672. params.Set_Basic( this, 98, DOING_ANIMATION );
  673. params.Set_Animation ("H_A_A0A0_L32", false);
  674. Commands->Action_Play_Animation (obj, params);
  675. }
  676. }
  677. void Damaged( GameObject * obj, GameObject * damager, float amount )
  678. {
  679. float damage;
  680. current_health = Commands->Get_Health (obj);
  681. if (current_health == 0)
  682. {
  683. damage = ((last_health - current_health));
  684. }
  685. else
  686. {
  687. damage = (last_health - current_health);
  688. }
  689. float mod_damage = (damage * (Get_Float_Parameter("Damage_multiplier")));
  690. Commands->Set_Health (obj, (last_health - mod_damage));
  691. last_health = Commands->Get_Health (obj);
  692. current_health = Commands->Get_Health (obj);
  693. if (damager == STAR && !doing_anim)
  694. {
  695. char *convs[4] =
  696. {
  697. "MX0CON008",
  698. "MX0CON009",
  699. "MX0CON010",
  700. "MX0CON011",
  701. };
  702. int rand_conv = Commands->Get_Random_Int (0, 4);
  703. int id = Commands->Create_Conversation(convs [rand_conv], 97, 2000, false);
  704. Commands->Join_Conversation (obj, id, false, true, true );
  705. Commands->Join_Conversation (STAR, id, true, true, true );
  706. Commands->Start_Conversation(id, 100008);
  707. Commands->Monitor_Conversation(obj, id);
  708. doing_anim = true;
  709. ActionParamsStruct params;
  710. params.Set_Basic( this, 100, HIT_ANIMATION );
  711. params.Set_Animation( "H_A_J21C", false );
  712. Commands->Action_Play_Animation ( obj, params );
  713. //Vector3 myPosition = Commands->Get_Position ( obj );
  714. //Commands->Create_Sound ( "M04 PanicGuy 01 Twiddler", myPosition, obj );
  715. }
  716. }
  717. void Animation_Complete(GameObject * obj, const char *anim)
  718. {
  719. if (stricmp(anim, "H_A_J21C") == 0)
  720. {
  721. doing_anim = false;
  722. }
  723. }
  724. void Custom(GameObject * obj, int type, int param, GameObject * sender)
  725. {
  726. if (type == CROUCH_WANDER)
  727. {
  728. sniper_1 = param;
  729. Commands->Start_Timer (obj, this, 5.0f, CROUCH_GOTO);
  730. }
  731. if (type == RUN_AWAY)
  732. {
  733. Commands->Action_Reset ( obj, 100 );
  734. ActionParamsStruct params;
  735. params.Set_Basic( this, 97, RUN_AWAY );
  736. params.Set_Movement( Commands->Find_Object (1200007), RUN, 1.0f, false );
  737. Commands->Action_Goto ( obj, params );
  738. }
  739. if (type == SNIPER_ANIM)
  740. {
  741. Vector3 direction = Commands->Get_Position (STAR) - Commands->Get_Position (obj);
  742. float angle = RAD_TO_DEGF(WWMath::Atan2(direction.Y,direction.X));
  743. Commands->Set_Facing ( obj, angle );
  744. Commands->Action_Reset(obj, 100);
  745. Commands->Set_Animation (obj, "H_A_A0A0_L53", false, NULL, 0.0F, -1.0F, true );
  746. /*ActionParamsStruct params;
  747. params.Set_Basic( this, 98, DOING_ANIMATION );
  748. params.Set_Animation ("H_A_A0A0_L53", false);
  749. Commands->Action_Play_Animation (obj, params);*/
  750. }
  751. if (type == KILL)
  752. {
  753. ActionParamsStruct params;
  754. params.Set_Basic( this, 95, 1 );
  755. params.Set_Movement( Commands->Find_Object(1200022), 1.2f, 1.0f, true );
  756. params.Set_Attack (Commands->Find_Object(1200017), 250.0f, 0.0f, 1);
  757. params.AttackCheckBlocked = true;
  758. Commands->Action_Attack( obj, params );
  759. }
  760. if (type == COUNT_UP)
  761. {
  762. count = param;
  763. }
  764. if (type == LEAD)
  765. {
  766. point_id = param;
  767. ActionParamsStruct params;
  768. params.Set_Basic( this, 96, ENGINEER_GOTO );
  769. params.Set_Movement( Commands->Get_Position (Commands->Find_Object (point_id)), RUN, 0.8f );
  770. Commands->Action_Goto (obj, params);
  771. }
  772. }
  773. };
  774. DECLARE_SCRIPT(MX0_Engineer_Return, "")
  775. {
  776. bool already_entered;
  777. REGISTER_VARIABLES()
  778. {
  779. SAVE_VARIABLE( already_entered, 1 );
  780. }
  781. void Created (GameObject * obj)
  782. {
  783. already_entered = false;
  784. }
  785. void Entered (GameObject * obj, GameObject * enterer)
  786. {
  787. if (!already_entered)
  788. {
  789. already_entered = true;
  790. Commands->Send_Custom_Event( obj, Commands->Find_Object (1200001), ENGINEER_RETURN, 1, 0.0f );
  791. }
  792. }
  793. };
  794. DECLARE_SCRIPT(MX0_Engineer_Goto, "GotoDest1:int, GotoDest2:int, Count:int")
  795. {
  796. bool already_entered;
  797. REGISTER_VARIABLES()
  798. {
  799. SAVE_VARIABLE( already_entered, 1 );
  800. }
  801. void Created (GameObject * obj)
  802. {
  803. already_entered = false;
  804. }
  805. void Custom (GameObject *obj, int type, int param, GameObject *sender)
  806. {
  807. if (type == RETURN_ENGINEER1)
  808. {
  809. Commands->Send_Custom_Event( obj, Commands->Find_Object (param), LEAD, Get_Int_Parameter("GotoDest1"), 0.0f );
  810. }
  811. if (type == RETURN_ENGINEER2)
  812. {
  813. Commands->Send_Custom_Event( obj, Commands->Find_Object (param), LEAD, Get_Int_Parameter("GotoDest2"), 0.0f );
  814. }
  815. }
  816. void Entered (GameObject * obj, GameObject * enterer)
  817. {
  818. if (!already_entered)
  819. {
  820. already_entered = true;
  821. Commands->Send_Custom_Event( obj, Commands->Find_Object (1200001), COUNTER, Get_Int_Parameter("Count"), 0.0f );
  822. Commands->Send_Custom_Event( obj, Commands->Find_Object (1200001), CHECK_ENGINEER, 1, 0.0f );
  823. Commands->Send_Custom_Event( obj, Commands->Find_Object (1200001), CHECK_ENGINEER, 2, 0.0f );
  824. /*GameObject * engineer = Commands->Find_Object (Get_Int_Parameter("GotoObject"));
  825. Commands->Send_Custom_Event( obj, engineer, LEAD, Get_Int_Parameter("GotoDest"), 0.0f );*/
  826. }
  827. }
  828. };
  829. DECLARE_SCRIPT(MX0_Engineer_Goto2, "GotoDest1:int, GotoDest2:int, Count:int")
  830. {
  831. bool already_entered;
  832. REGISTER_VARIABLES()
  833. {
  834. SAVE_VARIABLE( already_entered, 1 );
  835. }
  836. void Created (GameObject * obj)
  837. {
  838. already_entered = false;
  839. }
  840. void Custom (GameObject *obj, int type, int param, GameObject *sender)
  841. {
  842. if (type == RETURN_ENGINEER1)
  843. {
  844. Commands->Send_Custom_Event( obj, Commands->Find_Object (param), LEAD, Get_Int_Parameter("GotoDest1"), 0.0f );
  845. }
  846. if (type == RETURN_ENGINEER2)
  847. {
  848. Commands->Send_Custom_Event( obj, Commands->Find_Object (param), LEAD, Get_Int_Parameter("GotoDest2"), 0.0f );
  849. }
  850. if (type == SEND_EM)
  851. {
  852. Commands->Send_Custom_Event( obj, Commands->Find_Object (1200001), RUNNING_CONV, 1, 0.0f );
  853. Commands->Send_Custom_Event( obj, Commands->Find_Object (1200001), COUNTER, Get_Int_Parameter("Count"), 0.0f );
  854. Commands->Send_Custom_Event( obj, Commands->Find_Object (1200001), CHECK_ENGINEER, 1, 0.0f );
  855. Commands->Send_Custom_Event( obj, Commands->Find_Object (1200001), CHECK_ENGINEER, 2, 0.0f );
  856. }
  857. }
  858. void Timer_Expired (GameObject* obj, int timer_id)
  859. {
  860. if (timer_id == FIRE_HELP)
  861. {
  862. Commands->Set_HUD_Help_Text(MX0_HELPTEXT_04, TEXT_COLOR_OBJECTIVE_PRIMARY);
  863. }
  864. }
  865. void Entered (GameObject * obj, GameObject * enterer)
  866. {
  867. if (!already_entered)
  868. {
  869. if (Get_Int_Parameter("Count") != 5)
  870. {
  871. already_entered = true;
  872. //Commands->Send_Custom_Event( obj, Commands->Find_Object (1200001), 100004, 1, 0.0f );
  873. }
  874. if (Get_Int_Parameter("Count") == 5)
  875. {
  876. already_entered = true;
  877. Commands->Start_Timer(obj, this, 3.0f, FIRE_HELP);
  878. Commands->Send_Custom_Event( obj, Commands->Find_Object (1200001), CROUCH_WANDER, 0, 0.0f );
  879. Commands->Send_Custom_Event( obj, Commands->Find_Object (1200001), 100006, 1, 0.0f );
  880. }
  881. }
  882. }
  883. };
  884. DECLARE_SCRIPT(MX0_Kill_Sniper, "")
  885. {
  886. bool already_entered;
  887. REGISTER_VARIABLES()
  888. {
  889. SAVE_VARIABLE( already_entered, 1 );
  890. }
  891. void Created (GameObject * obj)
  892. {
  893. already_entered = false;
  894. }
  895. void Entered (GameObject * obj, GameObject * enterer)
  896. {
  897. if (!already_entered)
  898. {
  899. already_entered = true;
  900. if (Commands->Find_Object (1200017))
  901. {
  902. Commands->Send_Custom_Event( obj, Commands->Find_Object (1200001), KILL_SNIPER, 0, 0.0f );
  903. }
  904. }
  905. }
  906. };
  907. DECLARE_SCRIPT(MX0_NOD_TroopDrop, "")
  908. {
  909. bool already_entered;
  910. REGISTER_VARIABLES()
  911. {
  912. SAVE_VARIABLE( already_entered, 1 );
  913. }
  914. void Created (GameObject * obj)
  915. {
  916. already_entered = false;
  917. }
  918. void Timer_Expired (GameObject* obj, int timer_id)
  919. {
  920. if (timer_id == TROOP_DROP)
  921. {
  922. Vector3 drop_loc = Commands->Get_Position ( Commands->Find_Object(1200018));
  923. float chin_face = Commands->Get_Facing ( Commands->Find_Object(1200018));
  924. GameObject * chinook_obj = Commands->Create_Object ( "Invisible_Object", drop_loc);
  925. Commands->Set_Facing(chinook_obj, chin_face);
  926. Commands->Attach_Script(chinook_obj, "Test_Cinematic", "MX0_C130Troopdrop.txt");
  927. drop_loc = Commands->Get_Position ( Commands->Find_Object(1200020));
  928. chin_face = Commands->Get_Facing ( Commands->Find_Object(1200020));
  929. GameObject * chinook_obj2 = Commands->Create_Object ( "Invisible_Object", drop_loc);
  930. Commands->Set_Facing(chinook_obj2, chin_face);
  931. Commands->Attach_Script(chinook_obj2, "Test_Cinematic", "MX0_C130Troopdrop2.txt");
  932. }
  933. }
  934. void Entered (GameObject * obj, GameObject * enterer)
  935. {
  936. if (!already_entered)
  937. {
  938. already_entered = true;
  939. Vector3 drop_loc = Commands->Get_Position ( Commands->Find_Object(1200018));
  940. float chin_face = Commands->Get_Facing ( Commands->Find_Object(1200018));
  941. GameObject * chinook_obj = Commands->Create_Object ( "Invisible_Object", drop_loc);
  942. Commands->Set_Facing(chinook_obj, chin_face);
  943. Commands->Attach_Script(chinook_obj, "Test_Cinematic", "MX0_C130Troopdrop.txt");
  944. drop_loc = Commands->Get_Position ( Commands->Find_Object(1200020));
  945. chin_face = Commands->Get_Facing ( Commands->Find_Object(1200020));
  946. GameObject * chinook_obj2 = Commands->Create_Object ( "Invisible_Object", drop_loc);
  947. Commands->Set_Facing(chinook_obj2, chin_face);
  948. Commands->Attach_Script(chinook_obj2, "Test_Cinematic", "MX0_C130Troopdrop2.txt");
  949. Commands->Start_Timer(obj, this, 3.0f, TROOP_DROP);
  950. Commands->Send_Custom_Event( obj, Commands->Find_Object (1200001), START_SNIPER, 0, 0.0f );
  951. }
  952. }
  953. };
  954. DECLARE_SCRIPT (MX0_AmbientBattle, "")
  955. {
  956. int battle_sound;
  957. REGISTER_VARIABLES()
  958. {
  959. SAVE_VARIABLE( battle_sound, 1 );
  960. }
  961. void Created (GameObject *obj)
  962. {
  963. Timer_Expired (obj, AMB_SOUND);
  964. }
  965. void Timer_Expired (GameObject* obj, int timer_id)
  966. {
  967. if (timer_id == AMB_SOUND)
  968. {
  969. battle_sound = Commands->Create_Sound ( "MX0_AmbientBattle_DME", Commands->Get_Position(obj), obj );
  970. Commands->Monitor_Sound (obj, battle_sound);
  971. }
  972. }
  973. void Custom (GameObject * obj, int type, int param, GameObject * sender)
  974. {
  975. if(type == CUSTOM_EVENT_SOUND_ENDED && param == battle_sound)
  976. {
  977. Commands->Start_Timer(obj, this, 3.0f, AMB_SOUND);
  978. }
  979. }
  980. };
  981. DECLARE_SCRIPT (MX0_SniperAction, "FaceObj:int")
  982. {
  983. float current_health, last_health;
  984. REGISTER_VARIABLES()
  985. {
  986. SAVE_VARIABLE( current_health, 1 );
  987. SAVE_VARIABLE( last_health, 2 );
  988. }
  989. void Created (GameObject *obj)
  990. {
  991. last_health = Commands->Get_Health (obj);
  992. Commands->Innate_Disable (obj);
  993. }
  994. void Custom (GameObject * obj, int type, int param, GameObject * sender)
  995. {
  996. if(type == START_SNIPER)
  997. {
  998. Commands->Start_Timer(obj, this, 5.0f, SNIPE);
  999. }
  1000. }
  1001. void Damaged( GameObject * obj, GameObject * damager, float amount )
  1002. {
  1003. Commands->Apply_Damage(obj, 10000.0f, "Blamokiller");
  1004. if ( damager == STAR )
  1005. {
  1006. Commands->Apply_Damage( obj, 10000.0f, "Blamokiller", STAR );
  1007. bool reveal = Commands->Reveal_Encyclopedia_Character( 41 );
  1008. if ( reveal == 1 )
  1009. {
  1010. Commands->Display_Encyclopedia_Event_UI();
  1011. }
  1012. }
  1013. else
  1014. {
  1015. Commands->Apply_Damage(obj, 10000.0f, "Blamokiller");
  1016. }
  1017. }
  1018. void Timer_Expired (GameObject* obj, int timer_id)
  1019. {
  1020. if (timer_id == SNIPE)
  1021. {
  1022. ActionParamsStruct params;
  1023. params.Set_Basic( this, 99, 1 );
  1024. params.Set_Movement( obj, 0.0, 5.0, true );
  1025. params.Set_Attack (Commands->Find_Object(Get_Int_Parameter("FaceObj")), 250.0f, 0.0f, 1);
  1026. params.AttackCheckBlocked = false;
  1027. Commands->Action_Attack( obj, params );
  1028. }
  1029. }
  1030. };
  1031. DECLARE_SCRIPT (MX0_KillNotify, "")
  1032. {
  1033. bool hit;
  1034. REGISTER_VARIABLES()
  1035. {
  1036. SAVE_VARIABLE( hit, 1 );
  1037. }
  1038. void Created (GameObject *obj)
  1039. {
  1040. hit = false;
  1041. }
  1042. void Damaged (GameObject *obj, GameObject *damager)
  1043. {
  1044. if (damager == STAR)
  1045. {
  1046. hit = true;
  1047. }
  1048. }
  1049. void Custom (GameObject *obj, int type, int param, GameObject *sender)
  1050. {
  1051. if(type == START_SNIPER)
  1052. {
  1053. Commands->Start_Timer(obj, this, 3.0f, SNIPE_CONV);
  1054. Commands->Start_Timer(obj, this, 7.0f, SNIPE_CONV2);
  1055. }
  1056. }
  1057. void Timer_Expired (GameObject* obj, int timer_id)
  1058. {
  1059. if (timer_id == SNIPE_CONV)
  1060. {
  1061. int id = Commands->Create_Conversation("MX0CON020", 95, 2000, false);
  1062. Commands->Join_Conversation (obj, id, true, true, true );
  1063. Commands->Start_Conversation(id, 100020);
  1064. Commands->Monitor_Conversation(obj, id);
  1065. }
  1066. if (timer_id == SNIPE_CONV2)
  1067. {
  1068. int id = Commands->Create_Conversation("MX0CON021", 99, 2000, false);
  1069. Commands->Join_Conversation (obj, id, true, true, true );
  1070. Commands->Start_Conversation(id, 100021);
  1071. Commands->Monitor_Conversation(obj, id);
  1072. Commands->Start_Timer(obj, this, 5.0f, SNIPE_CONV_DONE);
  1073. }
  1074. if (timer_id == SNIPE_CONV_DONE)
  1075. {
  1076. if (hit)
  1077. {
  1078. char *snipe_conv[6] =
  1079. {
  1080. "Mx0_NODSNIPER_Alt01",
  1081. "Mx0_NODSNIPER_Alt02",
  1082. "Mx0_NODSNIPER_Alt03",
  1083. "Mx0_NODSNIPER_Alt04",
  1084. "Mx0_NODSNIPER_Alt05",
  1085. "Mx0_NODSNIPER_Alt06",
  1086. };
  1087. int rand_conv_snipe = Commands->Get_Random_Int (0, 6);
  1088. int id = Commands->Create_Conversation(snipe_conv[rand_conv_snipe], 95, 2000, false);
  1089. Commands->Join_Conversation (obj, id, true, true, true );
  1090. Commands->Start_Conversation(id, 100021);
  1091. Commands->Monitor_Conversation(obj, id);
  1092. Commands->Start_Timer(obj, this, 5.0f, SNIPE_CONV_DONE);
  1093. }
  1094. }
  1095. }
  1096. void Killed (GameObject *obj, GameObject *killer)
  1097. {
  1098. if (killer == STAR)
  1099. {
  1100. Commands->Send_Custom_Event( obj, Commands->Find_Object (1200001), SNIPER1KILLED, 0, 0.0f );
  1101. }
  1102. }
  1103. };
  1104. DECLARE_SCRIPT(DAK_MX0_Sec_3_Humvee, "" )
  1105. {
  1106. void Entered ( GameObject *obj, GameObject *enterer )
  1107. {
  1108. ActionParamsStruct params;
  1109. params.Set_Basic( this, 100, 100 ); //MX0_HUMVEE_WAYPATH_01_DAK
  1110. params.Set_Movement( Vector3(0,0,0), 0.5f, 5 );
  1111. params.WaypathID = 1400037;
  1112. params.WaypointStartID = 1400038;
  1113. GameObject *humvee = Commands->Find_Object( 1400035 ); // gets pointer to section 3 Humvee
  1114. Commands->Action_Goto( humvee, params );
  1115. Commands->Debug_Message( "***** DAK_MX0_Sec_3_Humvee:Entered code exectued.\n" );
  1116. }
  1117. };
  1118. #include "scripts.h"
  1119. #include "MissionX0.h"
  1120. DECLARE_SCRIPT(MX0_A03_NOD_PLACED_MINIGUNNER, "" )
  1121. {
  1122. void Created( GameObject *obj )
  1123. {
  1124. Vector3 home_pos = Commands->Get_Position( obj );
  1125. Commands->Set_Innate_Soldier_Home_Location( obj, home_pos, 5);
  1126. // disable innate
  1127. Commands->Innate_Disable( obj );
  1128. Commands->Set_Innate_Is_Stationary(obj, true);
  1129. }
  1130. void Custom( GameObject *obj, int type, int param, GameObject *sender )
  1131. {
  1132. if (type == MX0_A03_CUSTOM_NOD_PLACED_MINIGUNNER_INNATE_ENABLE )
  1133. {
  1134. Commands->Innate_Enable ( obj );
  1135. Commands->Set_Innate_Is_Stationary(obj, false);
  1136. }
  1137. }
  1138. };
  1139. DECLARE_SCRIPT(MX0_GDI_ORCA, "" )
  1140. {
  1141. int Trooper_One_Id;
  1142. bool first_time;
  1143. REGISTER_VARIABLES()
  1144. {
  1145. SAVE_VARIABLE(first_time, 1);
  1146. }
  1147. void Created (GameObject *obj)
  1148. {
  1149. first_time = true;
  1150. }
  1151. void Action_Complete(GameObject * obj, int action_id, ActionCompleteReason reason)
  1152. {
  1153. if(reason == ACTION_COMPLETE_CONVERSATION_ENDED)
  1154. {
  1155. if ( action_id == 1 )
  1156. {
  1157. // start orca Cinematic.
  1158. GameObject * orca = Commands->Create_Object ( "Invisible_Object", Vector3 (0, 0, 0));
  1159. Commands->Attach_Script ( orca, "Test_Cinematic", "X0F_Harvester.txt" );
  1160. // send custom to self to fire off orca "spotted harvester" conversation
  1161. Commands->Send_Custom_Event( obj, obj, 1, 0, 1.5 );
  1162. // send custom to harvester to damage self ( 1st time )
  1163. GameObject *harvester = Commands->Find_Object( MX0_A03_NOD_HARVESTER_ID );
  1164. Commands->Send_Custom_Event( obj, harvester, MX0_A03_CUSTOM_NOD_HARVESTER_DMG_SELF, 4, (1 + 198/30) );
  1165. // send custom to harvester to damage self ( 2nd time )
  1166. Commands->Send_Custom_Event( obj, harvester, MX0_A03_CUSTOM_NOD_HARVESTER_DMG_SELF, 3, (1 + 260/30) );
  1167. // send custom to harvester to damage self ( 3rd time )
  1168. Commands->Send_Custom_Event( obj, harvester, MX0_A03_CUSTOM_NOD_HARVESTER_DMG_SELF, 3, (1 + 272/30) );
  1169. // send custom to self to fire off orca "finished and departing" conversation
  1170. Commands->Send_Custom_Event( obj, obj, 2, 0, 9.5 );
  1171. }
  1172. }
  1173. }
  1174. void Entered ( GameObject *obj, GameObject *enterer )
  1175. {
  1176. if (first_time)
  1177. {
  1178. // start section 3 music.
  1179. Commands->Fade_Background_Music ( "Level 0 Tiberium.mp3", 2, 2 );
  1180. // "Eagle Base, we must be close. There's a NOD Harvester here..."
  1181. const char *conv_name = ("MX0_A03_02");
  1182. int conv_id = Commands->Create_Conversation (conv_name);
  1183. Commands->Join_Conversation(NULL, conv_id, true, true, true);
  1184. Commands->Start_Conversation (conv_id, 1);
  1185. Commands->Monitor_Conversation (obj, conv_id);
  1186. // bring in GDI Medium Tank
  1187. GameObject *Tank_Drop = Commands->Find_Object ( MX0_A03_GDI_TANK_DROP_ID );
  1188. if ( Tank_Drop )
  1189. {
  1190. // Commands->Debug_Message( "***** DAK ***** sending custom, dropping Medium tank\n" );
  1191. Commands->Attach_Script ( Tank_Drop, "Test_Cinematic", "XG_A03_Tank_Drop.txt" );
  1192. }
  1193. first_time = false;
  1194. }
  1195. }
  1196. void Custom( GameObject *obj, int type, int param, GameObject *sender )
  1197. {
  1198. if ( type == 1 )
  1199. {
  1200. // "Orca6: "Orca 6 to Eagle Base. I have visual on the harvester. Starting my run, now."
  1201. const char *conv_name = ("MX0_A03_03");
  1202. int conv_id = Commands->Create_Conversation (conv_name);
  1203. Commands->Join_Conversation(NULL, conv_id, true, true, true);
  1204. Commands->Start_Conversation (conv_id, 1);
  1205. }
  1206. if ( type == 2 )
  1207. {
  1208. // get Trooper 1
  1209. GameObject *controller = Commands->Find_Object( MX0_A03_CONTROLLER_ID );
  1210. if ( controller )
  1211. {
  1212. Commands->Send_Custom_Event( obj, controller , M00_SEND_OBJECT_ID, 12, 0 );
  1213. }
  1214. GameObject *Trooper_One = Commands->Find_Object( Trooper_One_Id );
  1215. // "Trooper1: Woah. "That Rocked!" Orca6: "This is Orca 6 -- bingo Fuel. Returning to Base..."
  1216. int conv_id = Commands->Create_Conversation ( "MX0_A03_04" );
  1217. Commands->Join_Conversation(Trooper_One, conv_id, false, false, true);
  1218. Commands->Join_Conversation(NULL, conv_id, true, true, true);
  1219. Commands->Start_Conversation (conv_id, 2);
  1220. // start Trooper1 attacking Buggie.
  1221. if (Trooper_One)
  1222. {
  1223. Commands->Send_Custom_Event( obj, Trooper_One, 5, 0, 0 );
  1224. }
  1225. // send custom to trooper1 to fire off "Blast that harvester for us sir!" after 10 seconds.
  1226. if (Trooper_One)
  1227. {
  1228. Commands->Send_Custom_Event( obj, Trooper_One, 3, 0, 10 );
  1229. }
  1230. }
  1231. if ( type == M00_SEND_OBJECT_ID )
  1232. {
  1233. Trooper_One_Id = param;
  1234. }
  1235. }
  1236. };
  1237. DECLARE_SCRIPT(MX0_NOD_INFANTRY, "troop_num:int")
  1238. {
  1239. int troop_num;
  1240. REGISTER_VARIABLES()
  1241. {
  1242. SAVE_VARIABLE(troop_num, 1);
  1243. }
  1244. void Created ( GameObject *obj )
  1245. {
  1246. troop_num = Get_Int_Parameter( "troop_num" );
  1247. GameObject *controller = Commands->Find_Object( MX0_A03_CONTROLLER_ID );
  1248. if ( controller )
  1249. {
  1250. Commands->Send_Custom_Event( obj, controller, MX0_A03_CUSTOM_NOD_LEDGE_CREATED, 0, 0);
  1251. }
  1252. if (troop_num == 1 )
  1253. {
  1254. Commands->Attach_Script( obj, "M00_Send_Object_ID", "1400041,15,0"); // sending id to A03 Controller
  1255. }
  1256. else
  1257. {
  1258. Commands->Attach_Script( obj, "M00_Send_Object_ID", "1400041,17,0"); // sending id to A03 Controller
  1259. }
  1260. }
  1261. void Animation_Complete(GameObject * obj, const char *anim)
  1262. {
  1263. if (stricmp(anim, "S_A_Human.H_A_TroopDrop") == 0)
  1264. {
  1265. Commands->Send_Custom_Event( obj, obj, 1, 0, 0.33f );
  1266. }
  1267. }
  1268. void Action_Complete( GameObject *obj, int action_id, ActionCompleteReason complete_reason )
  1269. {
  1270. if ( action_id == 0 )
  1271. {
  1272. Commands->Set_Innate_Is_Stationary( obj, true );
  1273. }
  1274. }
  1275. void Custom ( GameObject *obj, int type, int param, GameObject *target )
  1276. {
  1277. if (type == 0) // GDI troop is attacking you! attack back!
  1278. {
  1279. if ( target )
  1280. {
  1281. ActionParamsStruct params;
  1282. params.Set_Basic(this, INNATE_PRIORITY_ENEMY_SEEN, 1);
  1283. params.Set_Attack(target, 100.0f, 0.75f, true);
  1284. Commands->Action_Attack( obj, params );
  1285. }
  1286. }
  1287. if (type == 1) // you've landed! move to your position.
  1288. {
  1289. Commands->Action_Reset( obj, 100 );
  1290. if (troop_num == 1 ) // move to left pos.
  1291. {
  1292. ActionParamsStruct params;
  1293. params.Set_Basic(this, INNATE_PRIORITY_ENEMY_SEEN, 0);
  1294. // Commands->Debug_Message( "***** DAK ***** Setting NOD Ledge Troop 1 to move to left position.\n" );
  1295. params.Set_Movement( Commands->Find_Object( MX0_A03_NOD_LEDGE_LEFT_LOC_ID ), RUN, 0.25f );
  1296. Commands->Action_Goto (obj, params);
  1297. }
  1298. else // move to right pos.
  1299. {
  1300. ActionParamsStruct params;
  1301. params.Set_Basic(this, INNATE_PRIORITY_ENEMY_SEEN, 0);
  1302. // Commands->Debug_Message( "***** DAK ***** Setting NOD Ledge Troop 2 to move to right position.\n" );
  1303. params.Set_Movement( Commands->Find_Object( MX0_A03_NOD_LEDGE_RIGHT_LOC_ID ), RUN, 0.25f );
  1304. Commands->Action_Goto (obj, params);
  1305. }
  1306. }
  1307. }
  1308. void Killed ( GameObject *obj, GameObject *killer )
  1309. {
  1310. GameObject *controller = Commands->Find_Object( MX0_A03_CONTROLLER_ID );
  1311. if ( controller )
  1312. {
  1313. Commands->Send_Custom_Event( obj, controller, MX0_A03_CUSTOM_NOD_LEDGE_KILLED, troop_num, 2);
  1314. }
  1315. }
  1316. };
  1317. DECLARE_SCRIPT(MX0_A03_GDI_INFANTRY, "troop_num:int" )
  1318. {
  1319. int troop_num;
  1320. int Current_Target;
  1321. REGISTER_VARIABLES()
  1322. {
  1323. SAVE_VARIABLE(troop_num, 1);
  1324. SAVE_VARIABLE(Current_Target, 2);
  1325. }
  1326. void Created ( GameObject *obj )
  1327. {
  1328. troop_num = Get_Int_Parameter( "troop_num" );
  1329. // disable inate
  1330. // Commands->Innate_Disable (obj);
  1331. Commands->Attach_Script( obj, "M00_Damage_Modifier_DME", "0.15,0,1,1,1"); // Setting Damage Modifier.
  1332. if ( troop_num == 1 )
  1333. {
  1334. // first Drop Troop stuff. GDI Minigunner Officer
  1335. // send id to controller.
  1336. Commands->Attach_Script( obj, "M00_Send_Object_ID", "1400041,3,0"); // sending first Drop Troop id to A03 Controller
  1337. // move to your Position
  1338. Commands->Action_Reset( obj, 100 );
  1339. ActionParamsStruct params;
  1340. params.Set_Basic ( this, 91, 0 );
  1341. params.Set_Movement( Commands->Find_Object( MX0_A03_DROP_TROOP_ONE_LOC_ID ), RUN, 0.25f );
  1342. Commands->Action_Goto (obj, params);
  1343. }
  1344. if ( troop_num == 2 )
  1345. {
  1346. // second Drop Troop stuff. GDI Minigunner
  1347. // send id to controller.
  1348. Commands->Attach_Script( obj, "M00_Send_Object_ID", "1400041,5,0"); // sending second Drop Troop id to A03 Controller.
  1349. // move to your Position
  1350. Commands->Action_Reset( obj, 100 );
  1351. ActionParamsStruct params;
  1352. params.Set_Basic ( this, 91, 0 );
  1353. params.Set_Movement( Commands->Find_Object( MX0_A03_DROP_TROOP_TWO_LOC_ID ), RUN, 0.25f );
  1354. Commands->Action_Goto (obj, params);
  1355. }
  1356. if ( troop_num == 3 )
  1357. {
  1358. // third Drop Troop stuff. GDI Rocket Soldier
  1359. // send id to controller.
  1360. Commands->Attach_Script( obj, "M00_Send_Object_ID", "1400041,7,0"); // sending third Drop Troop id to A03 Controller.
  1361. // set target
  1362. Current_Target = MX0_A03_NOD_HARVESTER_ID;
  1363. // move to your Position
  1364. Commands->Action_Reset( obj, 100 );
  1365. ActionParamsStruct params;
  1366. params.Set_Basic ( this, 91, 1 );
  1367. params.Set_Movement( Commands->Find_Object( MX0_A03_DROP_TROOP_THREE_LOC_ID ), RUN, 0.25f );
  1368. Commands->Action_Goto (obj, params);
  1369. }
  1370. }
  1371. void Action_Complete( GameObject *obj, int action_id, ActionCompleteReason complete_reason)
  1372. {
  1373. if (action_id == 0 ) // first movement finished. begin attacking.
  1374. {
  1375. Commands->Set_Innate_Is_Stationary( obj, true );
  1376. }
  1377. if (action_id == 1) // Rocket Launcher is finished moving. begin attacking
  1378. {
  1379. Commands->Set_Innate_Is_Stationary( obj, true );
  1380. Commands->Send_Custom_Event( obj, obj, 0, 0, 0 );
  1381. }
  1382. if (action_id == 2) // Rocket Launcher finished attacking harvester. attack buggie.
  1383. {
  1384. Current_Target = MX0_A03_NOD_BUGGIE_ID;
  1385. Commands->Send_Custom_Event( obj, obj, 0, 0, 0 );
  1386. }
  1387. }
  1388. void Custom ( GameObject *obj, int type, int param, GameObject *sender )
  1389. {
  1390. if ( type == 0 ) // Rocket troop attack
  1391. {
  1392. GameObject *target = Commands->Find_Object( Current_Target );
  1393. if ( target )
  1394. {
  1395. ActionParamsStruct params;
  1396. params.Set_Basic(this, INNATE_PRIORITY_ENEMY_SEEN, 2);
  1397. params.Set_Attack(target, 60.0f, 0.25f, true);
  1398. Commands->Action_Attack(obj, params);
  1399. }
  1400. }
  1401. }
  1402. };
  1403. DECLARE_SCRIPT(MX0_A03_GDI_TROOP_DROP_ZONE_DAK, "" )
  1404. {
  1405. bool First_Time;
  1406. REGISTER_VARIABLES()
  1407. {
  1408. SAVE_VARIABLE(First_Time, 1);
  1409. }
  1410. void Created ( GameObject *obj)
  1411. {
  1412. First_Time = true;
  1413. }
  1414. void Entered ( GameObject *obj, GameObject *enterer )
  1415. {
  1416. if ( First_Time )
  1417. {
  1418. GameObject *Troop_Drop = Commands->Find_Object ( MX0_A03_GDI_TROOP_DROP_ID );
  1419. if ( Troop_Drop )
  1420. {
  1421. // Commands->Debug_Message( "***** sending custom, dropping 3 infantry\n" );
  1422. Commands->Attach_Script ( Troop_Drop, "Test_Cinematic", "MX0_A03_GDI_TroopDrop.txt" );
  1423. }
  1424. First_Time = false;
  1425. }
  1426. }
  1427. };
  1428. DECLARE_SCRIPT(MX0_A03_GDI_TANK_DROP_ZONE_DAK, "" )
  1429. {
  1430. bool First_Time;
  1431. REGISTER_VARIABLES()
  1432. {
  1433. SAVE_VARIABLE(First_Time, 1);
  1434. }
  1435. void Created ( GameObject *obj)
  1436. {
  1437. First_Time = true;
  1438. }
  1439. void Entered ( GameObject *obj, GameObject *enterer )
  1440. {
  1441. if ( First_Time )
  1442. {
  1443. // Fly in Med Tank and attack turrets
  1444. GameObject *Tank_Drop = Commands->Find_Object ( MX0_A03_GDI_TANK_DROP_ID );
  1445. if ( Tank_Drop )
  1446. {
  1447. // Commands->Debug_Message( "***** sending custom, dropping Medium tank\n" );
  1448. Commands->Attach_Script ( Tank_Drop, "Test_Cinematic", "XG_A03_Tank_Drop.txt" );
  1449. }
  1450. First_Time = false;
  1451. }
  1452. }
  1453. };
  1454. DECLARE_SCRIPT (MX0_A03_CONTROLLER_DAK, "" )
  1455. {
  1456. int Humvee_Id;
  1457. int Trooper_One_Id;
  1458. int Havoc_Tank_Id;
  1459. int GDI_Drop_Tank_Id;
  1460. int GDI_Drop_Troop_One_Id;
  1461. int GDI_Drop_Troop_Two_Id;
  1462. int GDI_Drop_Troop_Three_Id;
  1463. int num_NOD_Turret;
  1464. int num_Ledge_Troops;
  1465. int Nod_Ledge_One_Id;
  1466. int Nod_Ledge_Two_Id;
  1467. int target;
  1468. bool harvester_Dead;
  1469. bool buggie_Dead;
  1470. bool zone_not_finished;
  1471. int num_drops;
  1472. REGISTER_VARIABLES()
  1473. {
  1474. SAVE_VARIABLE(Humvee_Id, 1);
  1475. SAVE_VARIABLE(GDI_Drop_Troop_One_Id, 2);
  1476. SAVE_VARIABLE(GDI_Drop_Troop_Two_Id, 3);
  1477. SAVE_VARIABLE(GDI_Drop_Troop_Three_Id, 4);
  1478. SAVE_VARIABLE(GDI_Drop_Tank_Id, 5);
  1479. SAVE_VARIABLE(Trooper_One_Id, 6);
  1480. SAVE_VARIABLE(Havoc_Tank_Id, 7);
  1481. SAVE_VARIABLE(num_NOD_Turret, 8);
  1482. SAVE_VARIABLE(num_Ledge_Troops, 9);
  1483. SAVE_VARIABLE(Nod_Ledge_One_Id, 10);
  1484. SAVE_VARIABLE(Nod_Ledge_Two_Id, 11);
  1485. SAVE_VARIABLE(target, 12);
  1486. SAVE_VARIABLE(harvester_Dead, 14);
  1487. SAVE_VARIABLE(num_drops, 15);
  1488. SAVE_VARIABLE(buggie_Dead, 16);
  1489. SAVE_VARIABLE(zone_not_finished, 17);
  1490. }
  1491. void Created( GameObject *obj )
  1492. {
  1493. num_drops = 1;
  1494. harvester_Dead = false;
  1495. buggie_Dead = false;
  1496. num_NOD_Turret = 0;
  1497. num_Ledge_Troops = 0;
  1498. zone_not_finished = true;
  1499. }
  1500. void Custom ( GameObject *obj, int type, int param, GameObject *sender )
  1501. {
  1502. if ( type == 0 )
  1503. {
  1504. // check to see if both buggie and harvester are dead.
  1505. if ( buggie_Dead && harvester_Dead )
  1506. {
  1507. if ( zone_not_finished )
  1508. {
  1509. Commands->Send_Custom_Event( obj, obj, MX0_A03_CUSTOM_TYPE_END_ZONE, 0, 0);
  1510. GameObject *end_zone = Commands->Find_Object (MX0_A03_END_ZONE_ID );
  1511. Commands->Send_Custom_Event( obj, end_zone, MX0_A03_CUSTOM_LOCK_END_ZONE, 0, 0 );
  1512. }
  1513. }
  1514. }
  1515. if ( type == MX0_A03_CUSTOM_NOD_TURRET_CREATED )
  1516. {
  1517. num_NOD_Turret = num_NOD_Turret + 1;
  1518. }
  1519. if ( type == MX0_A03_CUSTOM_NOD_TURRET_DESTROYED )
  1520. {
  1521. num_NOD_Turret = num_NOD_Turret - 1;
  1522. if ( num_NOD_Turret == 0 )
  1523. {
  1524. }
  1525. }
  1526. if ( type == MX0_A03_CUSTOM_NOD_LEDGE_CREATED )
  1527. {
  1528. num_Ledge_Troops = num_Ledge_Troops + 1;
  1529. }
  1530. if ( type == MX0_A03_CUSTOM_NOD_LEDGE_KILLED )
  1531. {
  1532. num_Ledge_Troops = num_Ledge_Troops - 1;
  1533. if ( num_Ledge_Troops == 0 && num_drops < 5 && !harvester_Dead ) // all ledge troops have been killed. bring in some more
  1534. {
  1535. GameObject * minigunners = Commands->Create_Object ( "Invisible_Object", Commands->Get_Position( Commands->Find_Object ( MX0_A03_NOD_LEDGE_DROP_LOC_ID )));
  1536. Commands->Attach_Script ( minigunners, "Test_Cinematic", "MX0_A03_NOD_LedgeDrop.txt" );
  1537. num_drops++;
  1538. }
  1539. }
  1540. if ( type == MX0_A03_CUSTOM_TYPE_END_ZONE )
  1541. {
  1542. zone_not_finished = false;
  1543. // Additional GDI troop drop
  1544. GameObject * chinook_obj2 = Commands->Create_Object ( "Invisible_Object", Commands->Get_Position(Commands->Find_Object(1500051)));
  1545. Commands->Set_Facing(chinook_obj2, 0.0f);
  1546. Commands->Attach_Script(chinook_obj2, "Test_Cinematic", "MX0_GDI_TroopDrop_Area4.txt");
  1547. // Move Drop Tank up to section 4
  1548. GameObject *tank = Commands->Find_Object( GDI_Drop_Tank_Id );
  1549. if ( tank )
  1550. {
  1551. Commands->Action_Reset( tank, 100 );
  1552. ActionParamsStruct params;
  1553. params.Set_Basic ( this, 91, 1 );
  1554. params.Set_Movement( Vector3(0,0,0), 1.0f, 1 );
  1555. params.WaypathID = MX0_A03_WAYPATH_TANK_ID;
  1556. Commands->Action_Goto (tank, params);
  1557. }
  1558. // Move Humvee up to Section 4
  1559. GameObject *humvee = Commands->Find_Object( Humvee_Id );
  1560. if (humvee)
  1561. {
  1562. Commands->Send_Custom_Event( obj, humvee, 3, 0, 1.25f);
  1563. }
  1564. // Move Trooper 1 up to Seciton 4
  1565. GameObject *trooper_one = Commands->Find_Object( Trooper_One_Id );
  1566. if ( trooper_one )
  1567. {
  1568. Commands->Send_Custom_Event( obj, trooper_one, 2, 0, 0);
  1569. //Commands->Debug_Message( "***** DAK ***** custom sent to trooper 1.\n" );
  1570. }
  1571. }
  1572. if ( type == MX0_A03_CUSTOM_TYPE_START_ZONE )
  1573. {
  1574. Commands->Scale_AI_Awareness( 2, 1 );
  1575. // create humvee
  1576. GameObject *humvee = Commands->Find_Object ( MX0_A03_HUMVEE_DROP_ID );
  1577. if ( humvee )
  1578. {
  1579. Commands->Debug_Message( "***** sending custom, dropping humvee, attaching script\n" );
  1580. Commands->Attach_Script ( humvee, "Test_Cinematic", "XG_A03_HumveeDrop_B.txt" );
  1581. }
  1582. // begin moving NOD Buggie
  1583. GameObject *buggie = Commands->Find_Object ( MX0_A03_NOD_BUGGIE_ID );
  1584. if ( buggie )
  1585. {
  1586. Commands->Send_Custom_Event( obj, buggie, 1, 0, 0 );
  1587. }
  1588. // attach my Trooper1 script to Trooper1 passed from rich.
  1589. GameObject *trooper_one = Commands->Find_Object( Trooper_One_Id );
  1590. if (trooper_one)
  1591. {
  1592. Commands->Attach_Script( trooper_one, "MX0_A03_GDI_TROOPER_ONE", "" );
  1593. // move trooper1 up to first A03 position.
  1594. Commands->Send_Custom_Event( obj, trooper_one, 1, 0, 2);
  1595. }
  1596. // enable placed minigunners
  1597. GameObject *minigunner_one = Commands->Find_Object ( MX0_A03_NOD_PLACED_MINIGUNNER_ONE_ID);
  1598. if (minigunner_one)
  1599. {
  1600. Commands->Send_Custom_Event( obj, minigunner_one, MX0_A03_CUSTOM_NOD_PLACED_MINIGUNNER_INNATE_ENABLE, 0, 0);
  1601. }
  1602. GameObject *minigunner_two = Commands->Find_Object ( MX0_A03_NOD_PLACED_MINIGUNNER_TWO_ID);
  1603. if (minigunner_two)
  1604. {
  1605. Commands->Send_Custom_Event( obj, minigunner_two, MX0_A03_CUSTOM_NOD_PLACED_MINIGUNNER_INNATE_ENABLE, 0, 0);
  1606. }
  1607. }
  1608. if ( type == MX0_A03_CUSTOM_BUGGIE_DEAD )
  1609. {
  1610. buggie_Dead = true;
  1611. /* if ( zone_not_finished )
  1612. {
  1613. GameObject *Trooper_One = Commands->Find_Object( Trooper_One_Id );
  1614. int rand = Commands->Get_Random_Int( 1, 2 );
  1615. if ( rand == 1 )
  1616. {
  1617. // Trooper1: "Standing in Tiberium...Not Smart.
  1618. int conv_id = Commands->Create_Conversation ( "MX0_A03_06" );
  1619. Commands->Join_Conversation( Trooper_One, conv_id, false, false, true);
  1620. Commands->Start_Conversation (conv_id, 0);
  1621. }
  1622. else
  1623. {
  1624. // Trooper1: "What was he thinking? Standing in a Tiberium field!"
  1625. int conv_id = Commands->Create_Conversation ( "MX0_A03_07" );
  1626. Commands->Join_Conversation( Trooper_One, conv_id, false, false, true);
  1627. Commands->Start_Conversation (conv_id, 0);
  1628. }
  1629. }
  1630. */
  1631. // send custom to controller to see if END zone.
  1632. Commands->Send_Custom_Event( obj, obj, 0, 0, 0 );
  1633. }
  1634. if ( type == MX0_A03_CUSTOM_HARVESTER_DEAD )
  1635. {
  1636. harvester_Dead = true;
  1637. GameObject *Trooper_One = Commands->Find_Object( Trooper_One_Id );
  1638. if ( zone_not_finished )
  1639. {
  1640. if (Trooper_One)
  1641. {
  1642. GameObject *Trooper_One = Commands->Find_Object( Trooper_One_Id );
  1643. // Trooper1: "Nice! That'll cost 'em!"
  1644. int conv_id = Commands->Create_Conversation ( "MX0_A03_08" );
  1645. Commands->Join_Conversation( Trooper_One, conv_id, false, false, true);
  1646. Commands->Start_Conversation (conv_id, 0);
  1647. }
  1648. }
  1649. // set trooper 1 to not play "Destroy Harvester havoc..." line
  1650. if (Trooper_One)
  1651. {
  1652. Commands->Send_Custom_Event( obj, Trooper_One, 4, 0, 0 );
  1653. }
  1654. // send custom to controller to see if END zone.
  1655. Commands->Send_Custom_Event( obj, obj, 0, 0, 0 );
  1656. }
  1657. if ( type == M00_SEND_OBJECT_ID )
  1658. {
  1659. if ( param == 1 )
  1660. {
  1661. Humvee_Id = Commands->Get_ID( sender ); // get humvee Id.
  1662. }
  1663. if ( param == 2 ) // send humvee Id.
  1664. {
  1665. Commands->Send_Custom_Event( obj, sender, M00_SEND_OBJECT_ID, Humvee_Id, 0 );
  1666. }
  1667. if ( param == 3 )
  1668. {
  1669. GDI_Drop_Troop_One_Id = Commands->Get_ID( sender ); // get GDI_Drop_Troop_One Id.
  1670. }
  1671. if ( param == 4 )
  1672. {
  1673. Commands->Send_Custom_Event( obj, sender, M00_SEND_OBJECT_ID, GDI_Drop_Troop_One_Id, 0 );
  1674. }
  1675. if ( param == 5 )
  1676. {
  1677. GDI_Drop_Troop_Two_Id = Commands->Get_ID( sender ); // get GDI_Drop_Troop_Two Id.
  1678. }
  1679. if ( param == 6 )
  1680. {
  1681. Commands->Send_Custom_Event( obj, sender, M00_SEND_OBJECT_ID, GDI_Drop_Troop_Two_Id, 0 );
  1682. }
  1683. if ( param == 7 )
  1684. {
  1685. GDI_Drop_Troop_Three_Id = Commands->Get_ID( sender ); // get GDI_Drop_Troop_Three Id.
  1686. }
  1687. if ( param == 8 )
  1688. {
  1689. Commands->Send_Custom_Event( obj, sender, M00_SEND_OBJECT_ID, GDI_Drop_Troop_Three_Id, 0 );
  1690. }
  1691. if ( param == 9 )
  1692. {
  1693. GDI_Drop_Tank_Id = Commands->Get_ID( sender ); // get GDI_Drop_Tank_Id Id.
  1694. }
  1695. if ( param == 10 )
  1696. {
  1697. Commands->Send_Custom_Event( obj, sender, M00_SEND_OBJECT_ID, GDI_Drop_Tank_Id, 0 );
  1698. }
  1699. if ( param == 11 )
  1700. {
  1701. Trooper_One_Id = Commands->Get_ID( sender );
  1702. Commands->Debug_Message( "***** DAK ***** A03: recieved trooper1 ID.\n" );
  1703. }
  1704. if ( param == 12 )
  1705. {
  1706. Commands->Send_Custom_Event( obj, sender, M00_SEND_OBJECT_ID, Trooper_One_Id, 0 );
  1707. }
  1708. if ( param == 13 )
  1709. {
  1710. Havoc_Tank_Id = Commands->Get_ID( sender );
  1711. Commands->Attach_Script( obj, "M00_Send_Object_ID", "1500017,10,1.0f"); // sending Havoc_Tank_Id to shuman.
  1712. }
  1713. if ( param == 14 )
  1714. {
  1715. Commands->Send_Custom_Event( obj, sender, M00_SEND_OBJECT_ID, Havoc_Tank_Id, 0 );
  1716. }
  1717. if ( param == 15 )
  1718. {
  1719. Nod_Ledge_One_Id = Commands->Get_ID( sender );
  1720. }
  1721. if ( param == 16 )
  1722. {
  1723. Commands->Send_Custom_Event( obj, sender, M00_SEND_OBJECT_ID, Nod_Ledge_One_Id, 0 );
  1724. }
  1725. if ( param == 17 )
  1726. {
  1727. Nod_Ledge_Two_Id = Commands->Get_ID( sender );
  1728. }
  1729. if ( param == 18 )
  1730. {
  1731. Commands->Send_Custom_Event( obj, sender, M00_SEND_OBJECT_ID, Nod_Ledge_Two_Id, 0 );
  1732. }
  1733. }
  1734. }
  1735. };
  1736. DECLARE_SCRIPT ( MX0_A03_HUMVEE, "" ) // moves humvee
  1737. {
  1738. int Target_Id[3];
  1739. int target;
  1740. int Current_Target;
  1741. REGISTER_VARIABLES()
  1742. {
  1743. SAVE_VARIABLE(Target_Id, 1);
  1744. SAVE_VARIABLE(target, 2);
  1745. SAVE_VARIABLE(Current_Target, 3);
  1746. }
  1747. void Created( GameObject *obj )
  1748. {
  1749. target = 1;
  1750. // set targets
  1751. Target_Id[1] = MX0_A03_NOD_BUGGIE_ID;
  1752. Target_Id[2] = MX0_A03_NOD_HARVESTER_ID;
  1753. // send id to controller.
  1754. Commands->Attach_Script( obj, "M00_Send_Object_ID", "1400041,1,0"); // sending humvee id to A03 Controller.
  1755. // send id to shuman fool.
  1756. Commands->Attach_Script( obj, "M00_Send_Object_ID", "1500017,1,1.0f"); // sending humvee id to shuman
  1757. Commands->Attach_Script( obj, "M00_Send_Object_ID", "1500020,1,1.0f");
  1758. const char *conv_name = ("MX0_A03_01");
  1759. int conv_id = Commands->Create_Conversation (conv_name);
  1760. Commands->Join_Conversation(NULL, conv_id, true, true, true);
  1761. Commands->Start_Conversation (conv_id, 1);
  1762. // set first movement.
  1763. ActionParamsStruct params;
  1764. params.Set_Basic ( this, INNATE_PRIORITY_ENEMY_SEEN, 0 );
  1765. params.Set_Movement( Vector3(0,0,0), 0.5f, 1 );
  1766. params.WaypathID = MX0_A03_WAYPATH_HUMVEE_ID;
  1767. Commands->Action_Goto (obj, params);
  1768. }
  1769. void Action_Complete( GameObject *obj, int action_id, ActionCompleteReason complete_reason)
  1770. {
  1771. if ( action_id == 0 ) // humvee at end of first waypath. begin attacking buggie.
  1772. {
  1773. // Commands->Debug_Message( "***** DAK ***** finding Object Buggie.\n" );
  1774. Current_Target = Target_Id[target];
  1775. GameObject *target = Commands->Find_Object( Current_Target );
  1776. if ( target )
  1777. {
  1778. ActionParamsStruct params;
  1779. params.Set_Basic(this, INNATE_PRIORITY_ENEMY_SEEN, 1);
  1780. params.Set_Attack(target, 60.0f, 0.25f, true);
  1781. Commands->Action_Attack(obj, params);
  1782. }
  1783. }
  1784. if ( action_id == 1 ) // humvee done with target. attack next target
  1785. {
  1786. target = target + 1;
  1787. Current_Target = Target_Id[target];
  1788. GameObject *target = Commands->Find_Object( Current_Target );
  1789. if ( target )
  1790. {
  1791. ActionParamsStruct params;
  1792. params.Set_Basic(this, INNATE_PRIORITY_ENEMY_SEEN, 1);
  1793. params.Set_Attack(target, 60.0f, 0.25f, true);
  1794. Commands->Action_Attack(obj, params);
  1795. }
  1796. else // no targets. attack whatever you can see.
  1797. Commands->Innate_Enable( obj );
  1798. }
  1799. }
  1800. void Custom ( GameObject *obj, int type, int param, GameObject *sender )
  1801. {
  1802. if ( type == 1 ) // halt fire for 1 - 3 seconds.
  1803. {
  1804. ActionParamsStruct params;
  1805. params.Set_Basic(this, INNATE_PRIORITY_ENEMY_SEEN, 1);
  1806. params.AttackActive = false;
  1807. Commands->Modify_Action( obj, 1, params, false, true );
  1808. float delay = Commands->Get_Random( 1, 3 );
  1809. Commands->Send_Custom_Event( obj, obj, 2, 0, delay );
  1810. }
  1811. if ( type == 2 ) // resume fire on buggy. halt after 3 - 6 seconds.
  1812. {
  1813. GameObject *target = Commands->Find_Object( Current_Target );
  1814. if ( target )
  1815. {
  1816. ActionParamsStruct params;
  1817. params.Set_Basic(this, INNATE_PRIORITY_ENEMY_SEEN, 1);
  1818. params.AttackActive = true;
  1819. Commands->Modify_Action( obj, 1, params, false, true );
  1820. // send custom to self to halt fire after 3 - 6 seconds
  1821. float delay = Commands->Get_Random( 3, 6 );
  1822. Commands->Send_Custom_Event( obj, obj, 1, 0, delay );
  1823. }
  1824. }
  1825. if ( type == 3 )
  1826. {
  1827. Commands->Debug_Message( "***** DAK ***** Humvee: Recieved custom to move to section 4.\n" );
  1828. // move Humvee to section 4
  1829. Commands->Action_Reset( obj, 100 );
  1830. ActionParamsStruct params;
  1831. params.Set_Basic ( this, INNATE_PRIORITY_ENEMY_SEEN, 2 );
  1832. params.Set_Movement( Vector3(0,0,0), 0.5f, 1 );
  1833. params.WaypathID = MX0_A03_WAYPATH_HUMVEE_TO_A04_ID;
  1834. Commands->Action_Goto (obj, params);
  1835. }
  1836. }
  1837. };
  1838. DECLARE_SCRIPT ( MX0_A03_TANK, "" ) // moves tank
  1839. {
  1840. int Target_Id[5];
  1841. int target;
  1842. int Current_Target;
  1843. REGISTER_VARIABLES()
  1844. {
  1845. SAVE_VARIABLE(Target_Id, 1);
  1846. SAVE_VARIABLE(target, 2);
  1847. SAVE_VARIABLE(Current_Target, 3);
  1848. }
  1849. void Created( GameObject *obj )
  1850. {
  1851. target = 1;
  1852. // send id to controller.
  1853. Commands->Attach_Script( obj, "M00_Send_Object_ID", "1400041,9,0"); // sending humvee id to A03 Controller.
  1854. // send Id to shuman
  1855. Commands->Attach_Script( obj, "M00_Send_Object_ID", "1500017,3,1.0f"); // sending tank id to A03 Controller.
  1856. Commands->Attach_Script( obj, "M00_Send_Object_ID", "1500020,3,1.0f"); // sending tank id to A03 Controller.
  1857. // set targets
  1858. Target_Id[1] = MX0_A03_NOD_TURRET_ONE;
  1859. Target_Id[2] = MX0_A03_NOD_TURRET_TWO;
  1860. Target_Id[4] = MX0_A03_NOD_HARVESTER_ID;
  1861. Target_Id[3] = MX0_A03_NOD_BUGGIE_ID;
  1862. // destroy NOD Turrets.
  1863. Commands->Send_Custom_Event ( obj, obj, 0, 0, 1); // attack Turret_One
  1864. }
  1865. void Action_Complete ( GameObject *obj, int action_id, ActionCompleteReason complete_reason )
  1866. {
  1867. if ( action_id == 0 ) // done attacking target. attack next target.
  1868. {
  1869. target = target + 1;
  1870. Commands->Send_Custom_Event ( obj, obj, 0, 0, 1); // attack next target.
  1871. }
  1872. }
  1873. void Custom( GameObject *obj, int type, int param, GameObject *sender )
  1874. {
  1875. if ( type == 0 ) // attack Target_Id[target]
  1876. {
  1877. Current_Target = Target_Id[target];
  1878. GameObject *target = Commands->Find_Object ( Current_Target );
  1879. if ( target )
  1880. {
  1881. ActionParamsStruct params;
  1882. params.Set_Basic(this, INNATE_PRIORITY_ENEMY_SEEN, 0);
  1883. params.Set_Attack( target, 60.0f, 0.25f, true);
  1884. Commands->Action_Attack(obj, params);
  1885. }
  1886. }
  1887. }
  1888. };
  1889. DECLARE_SCRIPT ( MX0_A03_NOD_BUGGIE, "" )
  1890. {
  1891. void Created( GameObject *obj )
  1892. {
  1893. }
  1894. void Custom( GameObject *obj, int type, int param, GameObject *sender )
  1895. {
  1896. if ( type == 1 )
  1897. {
  1898. // move buggie
  1899. ActionParamsStruct params;
  1900. params.Set_Basic ( this, 0, 0 );
  1901. params.Set_Movement( Vector3(0,0,0), 0.25f, 1 );
  1902. params.WaypathID = MX0_A03_WAYPATH_NOD_BUGGIE_ID;
  1903. Commands->Action_Goto (obj, params);
  1904. }
  1905. }
  1906. void Action_Complete( GameObject * obj, int action_id, ActionCompleteReason complete_reason )
  1907. {
  1908. if ( action_id == 0 )
  1909. {
  1910. // send buggy on waypath again.
  1911. ActionParamsStruct params;
  1912. params.Set_Basic ( this, 0, 0 );
  1913. params.Set_Movement( Vector3(0,0,0), 0.33f, 1 );
  1914. params.WaypathID = MX0_A03_WAYPATH_NOD_BUGGIE_ID;
  1915. Commands->Action_Goto (obj, params);
  1916. }
  1917. }
  1918. void Killed ( GameObject *obj, GameObject *killer )
  1919. {
  1920. // spawn a NOD minigunner and attack script to him for when he dies from tib.
  1921. Vector3 position = Commands->Get_Position ( obj );
  1922. GameObject *nod_trooper = Commands->Create_Object("Nod_Minigunner_0", position);
  1923. Commands->Attach_Script( nod_trooper, "MX0_A03_NOD_TROOPER_TIB_DEATH", "" );
  1924. }
  1925. };
  1926. DECLARE_SCRIPT ( MX0_A03_NOD_TROOPER_TIB_DEATH, "" )
  1927. {
  1928. int Trooper_One_Id;
  1929. void Killed ( GameObject *obj, GameObject *killer )
  1930. {
  1931. GameObject *controller = Commands->Find_Object( MX0_A03_CONTROLLER_ID );
  1932. if ( controller )
  1933. {
  1934. Commands->Send_Custom_Event( obj, controller, MX0_A03_CUSTOM_BUGGIE_DEAD, 0, 2);
  1935. }
  1936. }
  1937. void Custom( GameObject *obj, int type, int param, GameObject *sender )
  1938. {
  1939. if ( type == M00_SEND_OBJECT_ID )
  1940. {
  1941. Trooper_One_Id = param;
  1942. }
  1943. }
  1944. };
  1945. DECLARE_SCRIPT ( MX0_A03_NOD_HARVESTER, "" )
  1946. {
  1947. bool Is_Waypath_Complete;
  1948. int Trooper_One_Id;
  1949. REGISTER_VARIABLES()
  1950. {
  1951. SAVE_VARIABLE(Is_Waypath_Complete, 1);
  1952. SAVE_VARIABLE(Trooper_One_Id, 2);
  1953. }
  1954. void Created ( GameObject *obj )
  1955. {
  1956. // Commands->Attach_Script( obj, "M00_Damage_Modifier_DME", "0.25,1,1,0,0" );
  1957. Commands->Set_Health(obj, 1200);
  1958. Is_Waypath_Complete = false;
  1959. // begin moving harvester
  1960. ActionParamsStruct params;
  1961. params.Set_Basic ( this, 0, 0 );
  1962. params.Set_Movement( Vector3(0,0,0), 0.25f, 1 );
  1963. params.WaypathID = MX0_A03_WAYPATH_NOD_HARVESTER_ID;
  1964. Commands->Action_Goto (obj, params);
  1965. }
  1966. void Action_Complete( GameObject * obj, int action_id, ActionCompleteReason complete_reason )
  1967. {
  1968. if ( obj )
  1969. {
  1970. Commands->Set_Animation( obj, "V_NOD_HRVSTR.V_NOD_HRVSTR", false);
  1971. }
  1972. }
  1973. void Animation_Complete(GameObject* obj, const char* name)
  1974. {
  1975. if ( Is_Waypath_Complete )
  1976. {
  1977. Is_Waypath_Complete = false;
  1978. // send harvester the other direction
  1979. ActionParamsStruct params;
  1980. params.Set_Basic ( this, 0, 0 );
  1981. params.Set_Movement( Vector3(0,0,0), 0.25f, 1 );
  1982. params.WaypathID = MX0_A03_WAYPATH_NOD_HARVESTER_ID;
  1983. Commands->Action_Goto (obj, params);
  1984. }
  1985. else
  1986. {
  1987. Is_Waypath_Complete = true;
  1988. // send harvester the other direction
  1989. ActionParamsStruct params;
  1990. params.Set_Basic ( this, 0, 0 );
  1991. params.Set_Movement( Vector3(0,0,0), 0.25f, 1 );
  1992. params.WaypathID = MX0_A03_WAYPATH_NOD_HARVESTER_ID;
  1993. params.WaypointStartID = 1400095;
  1994. params.WaypointEndID = 1400094;
  1995. Commands->Action_Goto (obj, params);
  1996. }
  1997. }
  1998. void Damaged ( GameObject *obj, GameObject *damager, float ammount )
  1999. {
  2000. }
  2001. void Custom( GameObject *obj, int type, int param, GameObject *sender )
  2002. {
  2003. if ( type == MX0_A03_CUSTOM_NOD_HARVESTER_DMG_SELF )
  2004. {
  2005. // turn off damage modifier script.
  2006. // Commands->Send_Custom_Event( obj, obj, M00_ENABLE_DAMAGE_MOD, 0, 0 );
  2007. // apply damage to yourself based on param.
  2008. // Commands->Debug_Message( "***** DAK ***** Orcastrike: Damaging harvester.\n" );
  2009. // float health = Commands->Get_Health( obj );
  2010. // float damage = health / param;
  2011. Commands->Apply_Damage( obj, 200, "EXPLOSIVE", NULL );
  2012. }
  2013. }
  2014. void Killed( GameObject *obj, GameObject *killer )
  2015. {
  2016. GameObject *controller = Commands->Find_Object( MX0_A03_CONTROLLER_ID );
  2017. if ( controller )
  2018. {
  2019. Commands->Send_Custom_Event( obj, controller , MX0_A03_CUSTOM_HARVESTER_DEAD, 0, 0 );
  2020. }
  2021. }
  2022. };
  2023. DECLARE_SCRIPT( MX0_A03_GDI_TROOPER_ONE, "" )
  2024. {
  2025. bool Harvester_Not_Destroyed;
  2026. REGISTER_VARIABLES()
  2027. {
  2028. SAVE_VARIABLE(Harvester_Not_Destroyed, 1);
  2029. }
  2030. void Created( GameObject *obj )
  2031. {
  2032. Commands->Attach_Script( obj, "M00_Send_Object_ID", "1500017,3,1.0f"); // sending Trooper_One_Id to shuman.
  2033. Commands->Innate_Disable( obj );
  2034. Harvester_Not_Destroyed = true;
  2035. }
  2036. void Action_Complete( GameObject *obj, int action_id, ActionCompleteReason complete_reason )
  2037. {
  2038. if (action_id == 1) // trooper1 is at end of waypath B. open fire!
  2039. {
  2040. Commands->Set_Innate_Is_Stationary( obj, true );
  2041. Commands->Innate_Enable( obj );
  2042. }
  2043. }
  2044. void Custom( GameObject *obj, int type, int param, GameObject *sender )
  2045. {
  2046. if (type == 0) // move along MX0_A03_WAYPATH_GDI_TROOPER_ONE_B_ID
  2047. {
  2048. Commands->Action_Reset( obj, 100 );
  2049. ActionParamsStruct params;
  2050. params.Set_Basic ( this, 91, 1 );
  2051. params.Set_Movement( Vector3(0,0,0), RUN, 1 );
  2052. params.WaypathID = MX0_A03_WAYPATH_GDI_TROOPER_ONE_B_ID;
  2053. Commands->Action_Goto (obj, params);
  2054. }
  2055. if (type == 1)
  2056. {
  2057. // Commands->Debug_Message( "***** DAK ***** Trooper One: Custom Recieved. Moving along MX0_A03_WAYPATH_GDI_TROOPER_ONE_A_ID\n" );
  2058. Commands->Action_Reset( obj, 100 );
  2059. ActionParamsStruct params;
  2060. params.Set_Basic ( this, 91, 0 );
  2061. params.Set_Movement( Vector3(0,0,0), RUN, 1 );
  2062. params.WaypathID = MX0_A03_WAYPATH_GDI_TROOPER_ONE_A_ID;
  2063. Commands->Action_Goto (obj, params);
  2064. }
  2065. if (type == 2)
  2066. {
  2067. Commands->Action_Reset( obj, 100 );
  2068. ActionParamsStruct params;
  2069. params.Set_Basic ( this, 91, 2 );
  2070. params.Set_Movement( Vector3(0,0,0), RUN, 1 );
  2071. params.WaypathID = MX0_A03_WAYPATH_GDI_TROOPER_ONE_C_ID;
  2072. Commands->Action_Goto (obj, params);
  2073. }
  2074. if (type == 3)
  2075. {
  2076. if ( Harvester_Not_Destroyed )
  2077. {
  2078. // Trooper1: Blast that Harvester for us, sir!
  2079. int conv_id = Commands->Create_Conversation ( "MX0_A03_05" );
  2080. Commands->Join_Conversation( obj, conv_id, false, false, true);
  2081. Commands->Start_Conversation (conv_id, 0);
  2082. // send custom to self to repeat "Blast that Harvester..." line.
  2083. Commands->Send_Custom_Event( obj, obj, 3, 0, 7 );
  2084. }
  2085. }
  2086. if ( type == 4 )
  2087. {
  2088. Harvester_Not_Destroyed = false;
  2089. }
  2090. if ( type == 5 )
  2091. {
  2092. // start attacking Buggie.
  2093. Commands->Action_Reset( obj, 100 );
  2094. GameObject *buggie = Commands->Find_Object( MX0_A03_NOD_BUGGIE_ID );
  2095. if ( buggie )
  2096. {
  2097. ActionParamsStruct params;
  2098. params.Set_Basic(this, INNATE_PRIORITY_ENEMY_SEEN, 3);
  2099. params.Set_Attack(buggie, 60.0f, 0.25f, true);
  2100. Commands->Action_Attack(obj, params);
  2101. }
  2102. }
  2103. }
  2104. };
  2105. DECLARE_SCRIPT( MX0_A03_HAVOC_TANK, "" )
  2106. {
  2107. bool first_time;
  2108. REGISTER_VARIABLES()
  2109. {
  2110. SAVE_VARIABLE(first_time, 1);
  2111. }
  2112. void Custom( GameObject *obj, int type, int param, GameObject *sender )
  2113. {
  2114. if (type == CUSTOM_EVENT_VEHICLE_ENTERED )
  2115. {
  2116. if (first_time) // first time player enters tank. send trooper 1 ahead.
  2117. {
  2118. GameObject *controller = Commands->Find_Object ( MX0_A03_CONTROLLER_ID );
  2119. if ( controller )
  2120. {
  2121. // Commands->Debug_Message( "***** sending custom MX0_A03_CUSTOM_TYPE_START_ZONE\n" );
  2122. Commands->Send_Custom_Event ( obj, controller, MX0_A03_CUSTOM_TYPE_START_ZONE, 0, 0 );
  2123. }
  2124. first_time = false;
  2125. }
  2126. }
  2127. }
  2128. };
  2129. DECLARE_SCRIPT( MX0_A03_FIRST_PLAYER_ZONE, "" )
  2130. {
  2131. int Trooper_One_Id;
  2132. bool first_time;
  2133. REGISTER_VARIABLES()
  2134. {
  2135. SAVE_VARIABLE(Trooper_One_Id, 1);
  2136. SAVE_VARIABLE(first_time, 1);
  2137. }
  2138. void Created( GameObject *obj )
  2139. {
  2140. first_time = true;
  2141. }
  2142. void Entered ( GameObject *obj, GameObject *enterer )
  2143. {
  2144. if (first_time)
  2145. {
  2146. // reset trooper one and send him to MX0_A03_WAYPATH_GDI_TROOPER_ONE_B_ID
  2147. GameObject *controller = Commands->Find_Object( MX0_A03_CONTROLLER_ID );
  2148. if ( controller )
  2149. {
  2150. Commands->Send_Custom_Event( obj, controller , M00_SEND_OBJECT_ID, 12, 0 );
  2151. }
  2152. GameObject *trooper_one = Commands->Find_Object( Trooper_One_Id );
  2153. if (trooper_one)
  2154. {
  2155. Commands->Action_Reset( trooper_one, 100 );
  2156. // send custom to move trooper one along MX0_A03_WAYPATH_GDI_TROOPER_ONE_B_ID
  2157. Commands->Send_Custom_Event( obj, trooper_one, 0, 0, 0.0f);
  2158. }
  2159. // drop off first NOD minigunners.
  2160. GameObject * minigunners = Commands->Create_Object ( "Invisible_Object", Commands->Get_Position( Commands->Find_Object ( MX0_A03_NOD_LEDGE_DROP_LOC_ID )));
  2161. Commands->Attach_Script ( minigunners, "Test_Cinematic", "MX0_A03_NOD_LedgeDrop.txt" );
  2162. first_time = false;
  2163. }
  2164. }
  2165. void Custom( GameObject *obj, int type, int param, GameObject *sender )
  2166. {
  2167. if ( type == M00_SEND_OBJECT_ID )
  2168. {
  2169. Trooper_One_Id = param;
  2170. }
  2171. }
  2172. };
  2173. DECLARE_SCRIPT( MX0_A03_TROOPER_ONE_TEST, "" )
  2174. {
  2175. void Created (GameObject *obj )
  2176. {
  2177. Commands->Attach_Script( obj, "M00_Send_Object_ID", "1400041,11,0.0f"); // sending Trooper_One_Id to A03_Controller
  2178. }
  2179. };
  2180. DECLARE_SCRIPT ( MX0_A03_NOD_TURRET, "" )
  2181. {
  2182. void Created ( GameObject *obj )
  2183. {
  2184. GameObject *controller = Commands->Find_Object( MX0_A03_CONTROLLER_ID );
  2185. if ( controller )
  2186. {
  2187. Commands->Send_Custom_Event( obj, controller, MX0_A03_CUSTOM_NOD_TURRET_CREATED, 0, 0);
  2188. }
  2189. }
  2190. void Killed ( GameObject *obj, GameObject *killer )
  2191. {
  2192. GameObject *controller = Commands->Find_Object( MX0_A03_CONTROLLER_ID );
  2193. if ( controller )
  2194. {
  2195. Commands->Send_Custom_Event( obj, controller, MX0_A03_CUSTOM_NOD_TURRET_DESTROYED, 0, 0);
  2196. }
  2197. }
  2198. };
  2199. DECLARE_SCRIPT ( MX0_A03_END_ZONE, "" )
  2200. {
  2201. int Trooper_One_Id;
  2202. bool first_time;
  2203. REGISTER_VARIABLES()
  2204. {
  2205. SAVE_VARIABLE(first_time, 1);
  2206. }
  2207. void Created ( GameObject *obj )
  2208. {
  2209. first_time = true;
  2210. }
  2211. void Entered( GameObject *obj, GameObject *enterer )
  2212. {
  2213. if ( first_time )
  2214. {
  2215. // get Trooper 1
  2216. GameObject *controller = Commands->Find_Object( MX0_A03_CONTROLLER_ID );
  2217. if ( controller )
  2218. {
  2219. Commands->Send_Custom_Event( obj, controller , M00_SEND_OBJECT_ID, 12, 0 );
  2220. }
  2221. GameObject *Trooper_One = Commands->Find_Object( Trooper_One_Id );
  2222. // set trooper 1 to not play "Destroy Harvester havoc..." line
  2223. if (Trooper_One)
  2224. {
  2225. Commands->Send_Custom_Event( obj, Trooper_One, 4, 0, 0 );
  2226. }
  2227. if ( controller )
  2228. {
  2229. Commands->Send_Custom_Event( obj, controller, MX0_A03_CUSTOM_TYPE_END_ZONE, 1, 0);
  2230. }
  2231. first_time = false;
  2232. }
  2233. }
  2234. void Custom (GameObject *obj, int type, int param, GameObject *sender)
  2235. {
  2236. if (type == MX0_A03_CUSTOM_LOCK_END_ZONE )
  2237. {
  2238. first_time = false;
  2239. }
  2240. if ( type == M00_SEND_OBJECT_ID )
  2241. {
  2242. Trooper_One_Id = param;
  2243. }
  2244. }
  2245. };
  2246. /*
  2247. DECLARE_SCRIPT (MX0_Triggered_Conv, "")
  2248. {
  2249. void Created (GameObject *obj)
  2250. {
  2251. char *ENGINEER1_Hit[5] =
  2252. {
  2253. "Mx0_ENGINEER1_Hit1",
  2254. "Mx0_ENGINEER1_Hit2",
  2255. "Mx0_ENGINEER1_Hit3",
  2256. "Mx0_ENGINEER1_Hit4",
  2257. "Mx0_ENGINEER1_Hit5",
  2258. };
  2259. char *ENGINEER1_Breath[3] =
  2260. {
  2261. "Mx0_ENGINEER1_Breath1",
  2262. "Mx0_ENGINEER1_Breath2",
  2263. "Mx0_ENGINEER1_Breath3",
  2264. };
  2265. char *ENGINEER1_FFire[9] =
  2266. {
  2267. "Mx0_ENGINEER1_FFire1",
  2268. "Mx0_ENGINEER1_FFire2",
  2269. "Mx0_ENGINEER1_FFire3",
  2270. "Mx0_ENGINEER1_FFire4",
  2271. "Mx0_ENGINEER1_FFire5",
  2272. "Mx0_ENGINEER1_FFire6",
  2273. "Mx0_ENGINEER1_FFire7",
  2274. "Mx0_ENGINEER1_FFire8",
  2275. "Mx0_ENGINEER1_FFire9",
  2276. };
  2277. char *ENGINEER2_Hit[12] =
  2278. {
  2279. "Mx0_ENGINEER2_Hit1",
  2280. "Mx0_ENGINEER2_Hit2",
  2281. "Mx0_ENGINEER2_Hit3",
  2282. "Mx0_ENGINEER2_Hit4",
  2283. "Mx0_ENGINEER2_Hit5",
  2284. "Mx0_ENGINEER2_Hit6",
  2285. "Mx0_ENGINEER2_Hit7",
  2286. "Mx0_ENGINEER2_Hit8",
  2287. "Mx0_ENGINEER2_Hit9",
  2288. "Mx0_ENGINEER2_Hit10",
  2289. "Mx0_ENGINEER2_Hit11",
  2290. "Mx0_ENGINEER2_Hit12",
  2291. };
  2292. char *ENGINEER2_Breath[4] =
  2293. {
  2294. "Mx0_ENGINEER2_Breath1",
  2295. "Mx0_ENGINEER2_Breath2",
  2296. "Mx0_ENGINEER2_Breath3",
  2297. "Mx0_ENGINEER2_Breath4",
  2298. };
  2299. char *ENGINEER2_FFire[7] =
  2300. {
  2301. "Mx0_ENGINEER2_FFire1",
  2302. "Mx0_ENGINEER2_FFire2",
  2303. "Mx0_ENGINEER2_FFire3",
  2304. "Mx0_ENGINEER2_FFire4",
  2305. "Mx0_ENGINEER2_FFire5",
  2306. "Mx0_ENGINEER2_FFire6",
  2307. "Mx0_ENGINEER2_FFire7",
  2308. };
  2309. char *GDITROOPER1_Hit[4] =
  2310. {
  2311. "Mx0_GDITROOPER1_Hit1",
  2312. "Mx0_GDITROOPER1_Hit2",
  2313. "Mx0_GDITROOPER1_Hit3",
  2314. "Mx0_GDITROOPER1_Hit4",
  2315. };
  2316. char *GDITROOPER1_Die[6] =
  2317. {
  2318. "Mx0_GDITROOPER1_Die1",
  2319. "Mx0_GDITROOPER1_Die2",
  2320. "Mx0_GDITROOPER1_Die3",
  2321. "Mx0_GDITROOPER1_Die4",
  2322. "Mx0_GDITROOPER1_Die5",
  2323. "Mx0_GDITROOPER1_Die6",
  2324. };
  2325. char *GDITROOPER1_Breath[3] =
  2326. {
  2327. "Mx0_GDITROOPER1_Breath1",
  2328. "Mx0_GDITROOPER1_Breath2",
  2329. "Mx0_GDITROOPER1_Breath3",
  2330. };
  2331. char *GDITROOPER1_FFire[6] =
  2332. {
  2333. "Mx0_GDITROOPER1_FFire1",
  2334. "Mx0_GDITROOPER1_FFire2",
  2335. "Mx0_GDITROOPER1_FFire3",
  2336. "Mx0_GDITROOPER1_FFire4",
  2337. "Mx0_GDITROOPER1_FFire5",
  2338. "Mx0_GDITROOPER1_FFire6",
  2339. };
  2340. char *GDITROOPER1_DieBurn[3] =
  2341. {
  2342. "Mx0_GDITROOPER1_DieBurn1",
  2343. "Mx0_GDITROOPER1_DieBurn2",
  2344. "Mx0_GDITROOPER1_DieBurn3",
  2345. };
  2346. char *GDITROOPER1_DieExplo[2] =
  2347. {
  2348. "Mx0_GDITROOPER1_DieExplo1",
  2349. "Mx0_GDITROOPER1_DieExplo2",
  2350. };
  2351. char *GDITROOPER2_Hit[9] =
  2352. {
  2353. "Mx0_GDITROOPER2_Hit1",
  2354. "Mx0_GDITROOPER2_Hit2",
  2355. "Mx0_GDITROOPER2_Hit3",
  2356. "Mx0_GDITROOPER2_Hit4",
  2357. "Mx0_GDITROOPER2_Hit5",
  2358. "Mx0_GDITROOPER2_Hit6",
  2359. "Mx0_GDITROOPER2_Hit7",
  2360. "Mx0_GDITROOPER2_Hit8",
  2361. "Mx0_GDITROOPER2_Hit9",
  2362. };
  2363. char *GDITROOPER2_Die[2] =
  2364. {
  2365. "Mx0_GDITROOPER2_Die1",
  2366. "Mx0_GDITROOPER2_Die2",
  2367. };
  2368. char *GDITROOPER2_DieFire[2] =
  2369. {
  2370. "Mx0_GDITROOPER2_DieFire1",
  2371. "Mx0_GDITROOPER2_DieFire2",
  2372. };
  2373. char *GDITROOPER2_Breath[3] =
  2374. {
  2375. "Mx0_GDITROOPER2_Breath1",
  2376. "Mx0_GDITROOPER2_Breath2",
  2377. "Mx0_GDITROOPER2_Breath3",
  2378. };
  2379. char *GDITROOPER2_FFire[6] =
  2380. {
  2381. "Mx0_GDITROOPER2_FFire1",
  2382. "Mx0_GDITROOPER2_FFire2",
  2383. "Mx0_GDITROOPER2_FFire3",
  2384. "Mx0_GDITROOPER2_FFire4",
  2385. "Mx0_GDITROOPER2_FFire5",
  2386. "Mx0_GDITROOPER2_FFire6",
  2387. };
  2388. char *GDITROOPER3_Hit[7] =
  2389. {
  2390. "Mx0_GDITROOPER3_Hit2",
  2391. "Mx0_GDITROOPER3_Hit3",
  2392. "Mx0_GDITROOPER3_Hit4",
  2393. "Mx0_GDITROOPER3_Hit5",
  2394. "Mx0_GDITROOPER3_Hit6",
  2395. "Mx0_GDITROOPER3_Hit7",
  2396. "Mx0_GDITROOPER3_Hit8",
  2397. };
  2398. char *GDITROOPER3_Die[2] =
  2399. {
  2400. "Mx0_GDITROOPER3_Die1",
  2401. "Mx0_GDITROOPER3_Die2",
  2402. };
  2403. char *GDITROOPER3_Breath[3] =
  2404. {
  2405. "Mx0_GDITROOPER3_Breath1",
  2406. "Mx0_GDITROOPER3_Breath2",
  2407. "Mx0_GDITROOPER3_Breath3",
  2408. };
  2409. char *GDITROOPER3_FFire[7] =
  2410. {
  2411. "Mx0_GDITROOPER3_FFire1",
  2412. "Mx0_GDITROOPER3_FFire2",
  2413. "Mx0_GDITROOPER3_FFire3",
  2414. "Mx0_GDITROOPER3_FFire4",
  2415. "Mx0_GDITROOPER3_FFire5",
  2416. "Mx0_GDITROOPER3_FFire6",
  2417. "Mx0_GDITROOPER3_FFire7",
  2418. };
  2419. char *GDITROOPER4_Hit[3] =
  2420. {
  2421. "Mx0_GDITROOPER4_Hit2",
  2422. "Mx0_GDITROOPER4_Hit3",
  2423. "Mx0_GDITROOPER4_Hit4",
  2424. };
  2425. char *GDITROOPER4_Breath[6] =
  2426. {
  2427. "Mx0_GDITROOPER4_Breath1",
  2428. "Mx0_GDITROOPER4_Breath2",
  2429. "Mx0_GDITROOPER4_Breath3",
  2430. "Mx0_GDITROOPER4_Breath4",
  2431. "Mx0_GDITROOPER4_Breath5",
  2432. "Mx0_GDITROOPER4_Breath6",
  2433. };
  2434. char *GDITROOPER4_FFire[10] =
  2435. {
  2436. "Mx0_GDITROOPER4_FFire1",
  2437. "Mx0_GDITROOPER4_FFire2",
  2438. "Mx0_GDITROOPER4_FFire3",
  2439. "Mx0_GDITROOPER4_FFire4",
  2440. "Mx0_GDITROOPER4_FFire5",
  2441. "Mx0_GDITROOPER4_FFire6",
  2442. "Mx0_GDITROOPER4_FFire7",
  2443. "Mx0_GDITROOPER4_FFire8",
  2444. "Mx0_GDITROOPER4_FFire9",
  2445. "Mx0_GDITROOPER4_FFire10",
  2446. };
  2447. char *HUM_VEESCOUT_Die[2] =
  2448. {
  2449. "Mx0_HUM-VEESCOUT_Die1",
  2450. "Mx0_HUM-VEESCOUT_Die2",
  2451. };
  2452. char *HUM_VEESCOUT_Breath[1] =
  2453. {
  2454. "Mx0_HUM-VEESCOUT_Breath1",
  2455. };
  2456. char *HUM_VEESCOUT_FFire[6] =
  2457. {
  2458. "Mx0_HUM-VEESCOUT_FFire1",
  2459. "Mx0_HUM-VEESCOUT_FFire2",
  2460. "Mx0_HUM-VEESCOUT_FFire3",
  2461. "Mx0_HUM-VEESCOUT_FFire4",
  2462. "Mx0_HUM-VEESCOUT_FFire5",
  2463. "Mx0_HUM-VEESCOUT_FFire6",
  2464. };
  2465. char *NODOFFICER_Hit[11] =
  2466. {
  2467. "Mx0_NODOFFICER_Hit2",
  2468. "Mx0_NODOFFICER_Hit3",
  2469. "Mx0_NODOFFICER_Hit4",
  2470. "Mx0_NODOFFICER_Hit5",
  2471. "Mx0_NODOFFICER_Hit6",
  2472. "Mx0_NODOFFICER_Hit7",
  2473. "Mx0_NODOFFICER_Hit8",
  2474. "Mx0_NODOFFICER_Hit9",
  2475. "Mx0_NODOFFICER_Hit10",
  2476. "Mx0_NODOFFICER_Hit11",
  2477. "Mx0_NODOFFICER_Hit12",
  2478. };
  2479. char *NODOFFICER_Die[3] =
  2480. {
  2481. "Mx0_NODOFFICER_Die1",
  2482. "Mx0_NODOFFICER_Die2",
  2483. "Mx0_NODOFFICER_Die3",
  2484. };
  2485. char *NODOFFICER_DeathFire[2] =
  2486. {
  2487. "Mx0_NODOFFICER_DeathFire1",
  2488. "Mx0_NODOFFICER_DeathFire2",
  2489. };
  2490. char *NODSNIPER_Hit[4] =
  2491. {
  2492. "Mx0_NODSNIPER_Hit2",
  2493. "Mx0_NODSNIPER_Hit3",
  2494. "Mx0_NODSNIPER_Hit4",
  2495. "Mx0_NODSNIPER_Hit5",
  2496. };
  2497. char *NODSNIPER_Die[4] =
  2498. {
  2499. "Mx0_NODSNIPER_Die1",
  2500. "Mx0_NODSNIPER_Die2",
  2501. "Mx0_NODSNIPER_Die3",
  2502. "Mx0_NODSNIPER_Die4",
  2503. };
  2504. char *NODSNIPER_Alt[9] =
  2505. {
  2506. "Mx0_NODSNIPER_Alt01",
  2507. "Mx0_NODSNIPER_Alt02",
  2508. "Mx0_NODSNIPER_Alt03",
  2509. "Mx0_NODSNIPER_Alt04",
  2510. "Mx0_NODSNIPER_Alt05",
  2511. "Mx0_NODSNIPER_Alt06",
  2512. "Mx0_NODSNIPER_Alt07",
  2513. "Mx0_NODSNIPER_Alt08",
  2514. "Mx0_NODSNIPER_Alt09",
  2515. };
  2516. char *NODSOLDIER1_Hit[4] =
  2517. {
  2518. "Mx0_NODSOLDIER1_Hit1",
  2519. "Mx0_NODSOLDIER1_Hit2",
  2520. "Mx0_NODSOLDIER1_Hit3",
  2521. "Mx0_NODSOLDIER1_Hit4",
  2522. };
  2523. char *NODSOLDIER1_Die[12] =
  2524. {
  2525. "Mx0_NODSOLDIER1_Die1",
  2526. "Mx0_NODSOLDIER1_Die2",
  2527. "Mx0_NODSOLDIER1_Die3",
  2528. "Mx0_NODSOLDIER1_Die4",
  2529. "Mx0_NODSOLDIER1_Die5",
  2530. "Mx0_NODSOLDIER1_Die6",
  2531. "Mx0_NODSOLDIER1_Die7",
  2532. "Mx0_NODSOLDIER1_Die8",
  2533. "Mx0_NODSOLDIER1_Die9",
  2534. "Mx0_NODSOLDIER1_Die10",
  2535. "Mx0_NODSOLDIER1_Die11",
  2536. "Mx0_NODSOLDIER1_Die12",
  2537. };
  2538. char *NODSOLDIER2_Hit[5] =
  2539. {
  2540. "Mx0_NODSOLDIER2_Hit1",
  2541. "Mx0_NODSOLDIER2_Hit2",
  2542. "Mx0_NODSOLDIER2_Hit3",
  2543. "Mx0_NODSOLDIER2_Hit4",
  2544. "Mx0_NODSOLDIER2_Hit5",
  2545. };
  2546. char *NODSOLDIER2_Die[3] =
  2547. {
  2548. "Mx0_NODSOLDIER2_Die1",
  2549. "Mx0_NODSOLDIER2_Die2",
  2550. "Mx0_NODSOLDIER2_Die3",
  2551. };
  2552. char *ROCKETTROOPER_Hit[3] =
  2553. {
  2554. "Mx0_ROCKETTROOPER_Hit2",
  2555. "Mx0_ROCKETTROOPER_Hit3",
  2556. "Mx0_ROCKETTROOPER_Hit4",
  2557. };
  2558. char *ROCKETTROOPER_Breath[3] =
  2559. {
  2560. "Mx0_ROCKETTROOPER_Breath1",
  2561. "Mx0_ROCKETTROOPER_Breath2",
  2562. "Mx0_ROCKETTROOPER_Breath3",
  2563. };
  2564. char *ROCKETTROOPER_FFire[5] =
  2565. {
  2566. "Mx0_ROCKETTROOPER_FFire1",
  2567. "Mx0_ROCKETTROOPER_FFire2",
  2568. "Mx0_ROCKETTROOPER_FFire3",
  2569. "Mx0_ROCKETTROOPER_FFire5",
  2570. "Mx0_ROCKETTROOPER_FFire6",
  2571. };
  2572. char *GDITROOPER1_Alt[22] =
  2573. {
  2574. "Mx0_GDITROOPER1_Alt01",
  2575. "Mx0_GDITROOPER1_Alt02",
  2576. "Mx0_GDITROOPER1_Alt03",
  2577. "Mx0_GDITROOPER1_Alt04",
  2578. "Mx0_GDITROOPER1_Alt05",
  2579. "Mx0_GDITROOPER1_Alt06",
  2580. "Mx0_GDITROOPER1_Alt07",
  2581. "Mx0_GDITROOPER1_Alt08",
  2582. "Mx0_GDITROOPER1_Alt09",
  2583. "Mx0_GDITROOPER1_Alt10",
  2584. "Mx0_GDITROOPER1_Alt11",
  2585. "Mx0_GDITROOPER1_Alt12",
  2586. "Mx0_GDITROOPER1_Alt13",
  2587. "Mx0_GDITROOPER1_Alt14",
  2588. "Mx0_GDITROOPER1_Alt15",
  2589. "Mx0_GDITROOPER1_Alt17",
  2590. "Mx0_GDITROOPER1_Alt18",
  2591. "Mx0_GDITROOPER1_Alt19",
  2592. "Mx0_GDITROOPER1_Alt20",
  2593. "Mx0_GDITROOPER1_Alt21",
  2594. "Mx0_GDITROOPER1_Alt22",
  2595. "Mx0_GDITROOPER1_Alt23",
  2596. };
  2597. char *GDITROOPER2_Alt[20] =
  2598. {
  2599. "Mx0_GDITROOPER2_Alt01",
  2600. "Mx0_GDITROOPER2_Alt02",
  2601. "Mx0_GDITROOPER2_Alt03",
  2602. "Mx0_GDITROOPER2_Alt05",
  2603. "Mx0_GDITROOPER2_Alt06",
  2604. "Mx0_GDITROOPER2_Alt07",
  2605. "Mx0_GDITROOPER2_Alt08",
  2606. "Mx0_GDITROOPER2_Alt09",
  2607. "Mx0_GDITROOPER2_Alt10",
  2608. "Mx0_GDITROOPER2_Alt11",
  2609. "Mx0_GDITROOPER2_Alt12",
  2610. "Mx0_GDITROOPER2_Alt13",
  2611. "Mx0_GDITROOPER2_Alt14",
  2612. "Mx0_GDITROOPER2_Alt15",
  2613. "Mx0_GDITROOPER2_Alt16",
  2614. "Mx0_GDITROOPER2_Alt17",
  2615. "Mx0_GDITROOPER2_Alt18",
  2616. "Mx0_GDITROOPER2_Alt19",
  2617. "Mx0_GDITROOPER2_Alt20",
  2618. "Mx0_GDITROOPER2_Alt21",
  2619. };
  2620. char *GDITROOPER3_Alt[21] =
  2621. {
  2622. "Mx0_GDITROOPER3_Alt02",
  2623. "Mx0_GDITROOPER3_Alt03",
  2624. "Mx0_GDITROOPER3_Alt04",
  2625. "Mx0_GDITROOPER3_Alt05",
  2626. "Mx0_GDITROOPER3_Alt06",
  2627. "Mx0_GDITROOPER3_Alt07",
  2628. "Mx0_GDITROOPER3_Alt08",
  2629. "Mx0_GDITROOPER3_Alt09",
  2630. "Mx0_GDITROOPER3_Alt11",
  2631. "Mx0_GDITROOPER3_Alt12",
  2632. "Mx0_GDITROOPER3_Alt13",
  2633. "Mx0_GDITROOPER3_Alt14",
  2634. "Mx0_GDITROOPER3_Alt15",
  2635. "Mx0_GDITROOPER3_Alt16",
  2636. "Mx0_GDITROOPER3_Alt17",
  2637. "Mx0_GDITROOPER3_Alt18",
  2638. "Mx0_GDITROOPER3_Alt22",
  2639. "Mx0_GDITROOPER3_Alt23",
  2640. "Mx0_GDITROOPER3_Alt24",
  2641. "Mx0_GDITROOPER3_Alt25",
  2642. "Mx0_GDITROOPER3_Alt26",
  2643. };
  2644. char *GDITROOPER4_Alt[18] =
  2645. {
  2646. "Mx0_GDITROOPER4_Alt01",
  2647. "Mx0_GDITROOPER4_Alt02",
  2648. "Mx0_GDITROOPER4_Alt03",
  2649. "Mx0_GDITROOPER4_Alt04",
  2650. "Mx0_GDITROOPER4_Alt05",
  2651. "Mx0_GDITROOPER4_Alt06",
  2652. "Mx0_GDITROOPER4_Alt07",
  2653. "Mx0_GDITROOPER4_Alt08",
  2654. "Mx0_GDITROOPER4_Alt09",
  2655. "Mx0_GDITROOPER4_Alt10",
  2656. "Mx0_GDITROOPER4_Alt11",
  2657. "Mx0_GDITROOPER4_Alt12",
  2658. "Mx0_GDITROOPER4_Alt13",
  2659. "Mx0_GDITROOPER4_Alt14",
  2660. "Mx0_GDITROOPER4_Alt15",
  2661. "Mx0_GDITROOPER4_Alt16",
  2662. "Mx0_GDITROOPER4_Alt17",
  2663. "Mx0_GDITROOPER4_Alt18",
  2664. };
  2665. char *ENGINEER1_Alt[7] =
  2666. {
  2667. "Mx0_ENGINEER1_Alt01",
  2668. "Mx0_ENGINEER1_Alt02",
  2669. "Mx0_ENGINEER1_Alt03",
  2670. "Mx0_ENGINEER1_Alt04",
  2671. "Mx0_ENGINEER1_Alt05",
  2672. "Mx0_ENGINEER1_Alt08",
  2673. "Mx0_ENGINEER1_Alt09",
  2674. };
  2675. char *ENGINEER2_Alt[12] =
  2676. {
  2677. "Mx0_ENGINEER2_Alt01",
  2678. "Mx0_ENGINEER2_Alt02",
  2679. "Mx0_ENGINEER2_Alt03",
  2680. "Mx0_ENGINEER2_Alt04",
  2681. "Mx0_ENGINEER2_Alt05",
  2682. "Mx0_ENGINEER2_Alt06",
  2683. "Mx0_ENGINEER2_Alt08",
  2684. "Mx0_ENGINEER2_Alt11",
  2685. "Mx0_ENGINEER2_Alt16",
  2686. "Mx0_ENGINEER2_Alt17",
  2687. "Mx0_ENGINEER2_Alt18",
  2688. "Mx0_ENGINEER2_Alt19",
  2689. };
  2690. char *ROCKETTROOPER_Alt[29] =
  2691. {
  2692. "Mx0_ROCKETTROOPER_Alt01",
  2693. "Mx0_ROCKETTROOPER_Alt02",
  2694. "Mx0_ROCKETTROOPER_Alt03",
  2695. "Mx0_ROCKETTROOPER_Alt04",
  2696. "Mx0_ROCKETTROOPER_Alt05",
  2697. "Mx0_ROCKETTROOPER_Alt06",
  2698. "Mx0_ROCKETTROOPER_Alt07",
  2699. "Mx0_ROCKETTROOPER_Alt08",
  2700. "Mx0_ROCKETTROOPER_Alt09",
  2701. "Mx0_ROCKETTROOPER_Alt10",
  2702. "Mx0_ROCKETTROOPER_Alt12",
  2703. "Mx0_ROCKETTROOPER_Alt13",
  2704. "Mx0_ROCKETTROOPER_Alt14",
  2705. "Mx0_ROCKETTROOPER_Alt15",
  2706. "Mx0_ROCKETTROOPER_Alt16",
  2707. "Mx0_ROCKETTROOPER_Alt17",
  2708. "Mx0_ROCKETTROOPER_Alt18",
  2709. "Mx0_ROCKETTROOPER_Alt19",
  2710. "Mx0_ROCKETTROOPER_Alt20",
  2711. "Mx0_ROCKETTROOPER_Alt21",
  2712. "Mx0_ROCKETTROOPER_Alt22",
  2713. "Mx0_ROCKETTROOPER_Alt23",
  2714. "Mx0_ROCKETTROOPER_Alt24",
  2715. "Mx0_ROCKETTROOPER_Alt25",
  2716. "Mx0_ROCKETTROOPER_Alt26",
  2717. "Mx0_ROCKETTROOPER_Alt27",
  2718. "Mx0_ROCKETTROOPER_Alt28",
  2719. "Mx0_ROCKETTROOPER_Alt29",
  2720. "Mx0_ROCKETTROOPER_Alt30",
  2721. };
  2722. char *HUM_VEESCOUT_Alt[17] =
  2723. {
  2724. "Mx0_HUM-VEESCOUT_Alt01",
  2725. "Mx0_HUM-VEESCOUT_Alt02",
  2726. "Mx0_HUM-VEESCOUT_Alt03",
  2727. "Mx0_HUM-VEESCOUT_Alt04",
  2728. "Mx0_HUM-VEESCOUT_Alt05",
  2729. "Mx0_HUM-VEESCOUT_Alt06",
  2730. "Mx0_HUM-VEESCOUT_Alt07",
  2731. "Mx0_HUM-VEESCOUT_Alt08",
  2732. "Mx0_HUM-VEESCOUT_Alt10",
  2733. "Mx0_HUM-VEESCOUT_Alt11",
  2734. "Mx0_HUM-VEESCOUT_Alt12",
  2735. "Mx0_HUM-VEESCOUT_Alt13",
  2736. "Mx0_HUM-VEESCOUT_Alt14",
  2737. "Mx0_HUM-VEESCOUT_Alt15",
  2738. "Mx0_HUM-VEESCOUT_Alt16",
  2739. "Mx0_HUM-VEESCOUT_Alt17",
  2740. "Mx0_HUM-VEESCOUT_Alt18",
  2741. };
  2742. char *NODOFFICER_Alt[23] =
  2743. {
  2744. "Mx0_NODOFFICER_Alt01",
  2745. "Mx0_NODOFFICER_Alt02",
  2746. "Mx0_NODOFFICER_Alt03",
  2747. "Mx0_NODOFFICER_Alt04",
  2748. "Mx0_NODOFFICER_Alt05",
  2749. "Mx0_NODOFFICER_Alt06",
  2750. "Mx0_NODOFFICER_Alt07",
  2751. "Mx0_NODOFFICER_Alt08",
  2752. "Mx0_NODOFFICER_Alt09",
  2753. "Mx0_NODOFFICER_Alt10",
  2754. "Mx0_NODOFFICER_Alt11",
  2755. "Mx0_NODOFFICER_Alt13",
  2756. "Mx0_NODOFFICER_Alt14",
  2757. "Mx0_NODOFFICER_Alt15",
  2758. "Mx0_NODOFFICER_Alt16",
  2759. "Mx0_NODOFFICER_Alt17",
  2760. "Mx0_NODOFFICER_Alt18",
  2761. "Mx0_NODOFFICER_Alt19",
  2762. "Mx0_NODOFFICER_Alt22",
  2763. "Mx0_NODOFFICER_Alt23",
  2764. "Mx0_NODOFFICER_Alt24",
  2765. "Mx0_NODOFFICER_Alt25",
  2766. "Mx0_NODOFFICER_Alt26",
  2767. };
  2768. char *NODSOLDIER1_Alt[23] =
  2769. {
  2770. "Mx0_NODSOLDIER1_Alt01",
  2771. "Mx0_NODSOLDIER1_Alt02",
  2772. "Mx0_NODSOLDIER1_Alt03",
  2773. "Mx0_NODSOLDIER1_Alt04",
  2774. "Mx0_NODSOLDIER1_Alt05",
  2775. "Mx0_NODSOLDIER1_Alt06",
  2776. "Mx0_NODSOLDIER1_Alt07",
  2777. "Mx0_NODSOLDIER1_Alt08",
  2778. "Mx0_NODSOLDIER1_Alt09",
  2779. "Mx0_NODSOLDIER1_Alt10",
  2780. "Mx0_NODSOLDIER1_Alt11",
  2781. "Mx0_NODSOLDIER1_Alt12",
  2782. "Mx0_NODSOLDIER1_Alt13",
  2783. "Mx0_NODSOLDIER1_Alt14",
  2784. "Mx0_NODSOLDIER1_Alt15",
  2785. "Mx0_NODSOLDIER1_Alt16",
  2786. "Mx0_NODSOLDIER1_Alt17",
  2787. "Mx0_NODSOLDIER1_Alt18",
  2788. "Mx0_NODSOLDIER1_Alt19",
  2789. "Mx0_NODSOLDIER1_Alt20",
  2790. "Mx0_NODSOLDIER1_Alt21",
  2791. "Mx0_NODSOLDIER1_Alt22",
  2792. "Mx0_NODSOLDIER1_Alt23",
  2793. };
  2794. char *NODSOLDIER2_Alt[17] =
  2795. {
  2796. "Mx0_NODSOLDIER2_Alt01",
  2797. "Mx0_NODSOLDIER2_Alt02",
  2798. "Mx0_NODSOLDIER2_Alt03",
  2799. "Mx0_NODSOLDIER2_Alt04",
  2800. "Mx0_NODSOLDIER2_Alt05",
  2801. "Mx0_NODSOLDIER2_Alt06",
  2802. "Mx0_NODSOLDIER2_Alt09",
  2803. "Mx0_NODSOLDIER2_Alt10",
  2804. "Mx0_NODSOLDIER2_Alt11",
  2805. "Mx0_NODSOLDIER2_Alt12",
  2806. "Mx0_NODSOLDIER2_Alt14",
  2807. "Mx0_NODSOLDIER2_Alt17",
  2808. "Mx0_NODSOLDIER2_Alt18",
  2809. "Mx0_NODSOLDIER2_Alt19",
  2810. "Mx0_NODSOLDIER2_Alt20",
  2811. "Mx0_NODSOLDIER2_Alt21",
  2812. "Mx0_NODSOLDIER2_Alt22",
  2813. };
  2814. char *ORCA6_Alt[1] =
  2815. {
  2816. "Mx0_ORCA6_Alt01",
  2817. };
  2818. char *NODTROOPER1_Hit[6] =
  2819. {
  2820. "Mx0_NODTROOPER1_Hit01",
  2821. "Mx0_NODTROOPER1_Hit02",
  2822. "Mx0_NODTROOPER1_Hit03",
  2823. "Mx0_NODTROOPER1_Hit04",
  2824. "Mx0_NODTROOPER1_Hit05",
  2825. "Mx0_NODTROOPER1_Hit06",
  2826. };
  2827. char *NODTROOPER1_Fall[1] =
  2828. {
  2829. "Mx0_NODTROOPER1_Fall01",
  2830. };
  2831. char *NODTROOPER1_Breath[1] =
  2832. {
  2833. "Mx0_NODTROOPER1_Breath3",
  2834. };
  2835. char *NODTROOPER1_Death[2] =
  2836. {
  2837. "Mx0_NODTROOPER1_Death1",
  2838. "Mx0_NODTROOPER1_Death2",
  2839. };
  2840. char *NODTROOPER1_DeathFire[2] =
  2841. {
  2842. "Mx0_NODTROOPER1_DeathFire1",
  2843. "Mx0_NODTROOPER1_DeathFire2",
  2844. };
  2845. char *NODFALLINGGUY3_Fall[1] =
  2846. {
  2847. "Mx0_NODFALLINGGUY3_Fall1",
  2848. };
  2849. char *NODFALLINGGUY2_Die[1] =
  2850. {
  2851. "Mx0_NODFALLINGGUY2_Die1",
  2852. };
  2853. }
  2854. };
  2855. */