Test_RAD.cpp 91 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325132613271328132913301331133213331334133513361337133813391340134113421343134413451346134713481349135013511352135313541355135613571358135913601361136213631364136513661367136813691370137113721373137413751376137713781379138013811382138313841385138613871388138913901391139213931394139513961397139813991400140114021403140414051406140714081409141014111412141314141415141614171418141914201421142214231424142514261427142814291430143114321433143414351436143714381439144014411442144314441445144614471448144914501451145214531454145514561457145814591460146114621463146414651466146714681469147014711472147314741475147614771478147914801481148214831484148514861487148814891490149114921493149414951496149714981499150015011502150315041505150615071508150915101511151215131514151515161517151815191520152115221523152415251526152715281529153015311532153315341535153615371538153915401541154215431544154515461547154815491550155115521553155415551556155715581559156015611562156315641565156615671568156915701571157215731574157515761577157815791580158115821583158415851586158715881589159015911592159315941595159615971598159916001601160216031604160516061607160816091610161116121613161416151616161716181619162016211622162316241625162616271628162916301631163216331634163516361637163816391640164116421643164416451646164716481649165016511652165316541655165616571658165916601661166216631664166516661667166816691670167116721673167416751676167716781679168016811682168316841685168616871688168916901691169216931694169516961697169816991700170117021703170417051706170717081709171017111712171317141715171617171718171917201721172217231724172517261727172817291730173117321733173417351736173717381739174017411742174317441745174617471748174917501751175217531754175517561757175817591760176117621763176417651766176717681769177017711772177317741775177617771778177917801781178217831784178517861787178817891790179117921793179417951796179717981799180018011802180318041805180618071808180918101811181218131814181518161817181818191820182118221823182418251826182718281829183018311832183318341835183618371838183918401841184218431844184518461847184818491850185118521853185418551856185718581859186018611862186318641865186618671868186918701871187218731874187518761877187818791880188118821883188418851886188718881889189018911892189318941895189618971898189919001901190219031904190519061907190819091910191119121913191419151916191719181919192019211922192319241925192619271928192919301931193219331934193519361937193819391940194119421943194419451946194719481949195019511952195319541955195619571958195919601961196219631964196519661967196819691970197119721973197419751976197719781979198019811982198319841985198619871988198919901991199219931994199519961997199819992000200120022003200420052006200720082009201020112012201320142015201620172018201920202021202220232024202520262027202820292030203120322033203420352036203720382039204020412042204320442045204620472048204920502051205220532054205520562057205820592060206120622063206420652066206720682069207020712072207320742075207620772078207920802081208220832084208520862087208820892090209120922093209420952096209720982099210021012102210321042105210621072108210921102111211221132114211521162117211821192120212121222123212421252126212721282129213021312132213321342135213621372138213921402141214221432144214521462147214821492150215121522153215421552156215721582159216021612162216321642165216621672168216921702171217221732174217521762177217821792180218121822183218421852186218721882189219021912192219321942195219621972198219922002201220222032204220522062207220822092210221122122213221422152216221722182219222022212222222322242225222622272228222922302231223222332234223522362237223822392240224122422243224422452246224722482249225022512252225322542255225622572258225922602261226222632264226522662267226822692270227122722273227422752276227722782279228022812282228322842285228622872288228922902291229222932294229522962297229822992300230123022303230423052306230723082309231023112312231323142315231623172318231923202321232223232324232523262327232823292330233123322333233423352336233723382339234023412342234323442345234623472348234923502351235223532354235523562357235823592360236123622363236423652366236723682369237023712372237323742375237623772378237923802381238223832384238523862387238823892390239123922393239423952396239723982399240024012402240324042405240624072408240924102411241224132414241524162417241824192420242124222423242424252426242724282429243024312432243324342435243624372438243924402441244224432444244524462447244824492450245124522453245424552456245724582459246024612462246324642465246624672468246924702471247224732474247524762477247824792480248124822483248424852486248724882489249024912492249324942495249624972498249925002501250225032504250525062507250825092510251125122513251425152516251725182519252025212522252325242525252625272528252925302531253225332534253525362537253825392540254125422543254425452546254725482549255025512552255325542555255625572558255925602561256225632564256525662567256825692570257125722573257425752576257725782579258025812582258325842585258625872588258925902591259225932594259525962597259825992600260126022603260426052606260726082609261026112612261326142615261626172618261926202621262226232624262526262627262826292630263126322633263426352636263726382639264026412642264326442645264626472648264926502651265226532654265526562657265826592660266126622663266426652666266726682669267026712672267326742675267626772678267926802681268226832684268526862687268826892690269126922693269426952696269726982699270027012702270327042705270627072708270927102711271227132714271527162717271827192720272127222723272427252726272727282729273027312732273327342735273627372738273927402741274227432744274527462747274827492750275127522753275427552756275727582759276027612762276327642765276627672768276927702771277227732774277527762777277827792780278127822783278427852786278727882789279027912792279327942795279627972798279928002801280228032804280528062807280828092810281128122813281428152816281728182819282028212822282328242825282628272828282928302831283228332834283528362837283828392840284128422843284428452846284728482849285028512852285328542855285628572858285928602861286228632864286528662867286828692870287128722873287428752876287728782879288028812882288328842885288628872888288928902891289228932894289528962897289828992900290129022903290429052906290729082909291029112912291329142915291629172918291929202921292229232924292529262927292829292930293129322933293429352936293729382939294029412942294329442945294629472948294929502951295229532954295529562957295829592960296129622963296429652966296729682969297029712972297329742975297629772978297929802981298229832984298529862987298829892990299129922993299429952996299729982999300030013002300330043005300630073008300930103011301230133014301530163017301830193020302130223023302430253026302730283029303030313032303330343035303630373038303930403041304230433044304530463047304830493050305130523053305430553056305730583059306030613062306330643065306630673068306930703071307230733074307530763077307830793080308130823083308430853086308730883089309030913092309330943095309630973098309931003101310231033104310531063107310831093110311131123113311431153116311731183119312031213122312331243125312631273128312931303131313231333134313531363137313831393140314131423143314431453146314731483149315031513152315331543155315631573158315931603161316231633164316531663167316831693170317131723173317431753176317731783179318031813182318331843185318631873188318931903191319231933194319531963197319831993200320132023203320432053206320732083209321032113212321332143215321632173218321932203221
  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. #include "scripts.h"
  19. #include "MissionX0.h"
  20. // MX0 A02 PROTOTYPING SCRIPT SECTION
  21. DECLARE_SCRIPT (MX0_A02_Controller, "")
  22. {
  23. int MX0_A02_UNIT_ID [MX0_A02_ACTOR_HEADCOUNT];
  24. bool pre_ambient_on;
  25. bool ran_startup;
  26. bool player_retreat;
  27. bool sequence_active;
  28. bool prevent_spawns;
  29. bool retreat_sequence;
  30. bool call_heli_destroy_once;
  31. bool entered_tank;
  32. int havoc_entered_tank;
  33. int pre_ambient_count;
  34. int MX0_A02_HUMM_VEE_ID;
  35. int MX0_A02_MED_TANK_ID;
  36. int MX0_A02_GDI_APC_ID;
  37. int MX0_A01_NOD_SNIPER_01;
  38. int MX0_A01_NOD_SNIPER_02;
  39. int MX0_A02_BLOCKAGE_ID;
  40. int nod_spawn_sequence;
  41. int current_nod_target;
  42. int engineer_01_id;
  43. int engineer_02_id;
  44. int congrats_loop;
  45. int soldier_congrats_loop;
  46. int death_counter;
  47. int wrong_way_count;
  48. REGISTER_VARIABLES()
  49. {
  50. SAVE_VARIABLE (MX0_A02_UNIT_ID, 1);
  51. SAVE_VARIABLE (pre_ambient_on, 2);
  52. SAVE_VARIABLE (pre_ambient_count, 3);
  53. SAVE_VARIABLE (MX0_A02_HUMM_VEE_ID, 4);
  54. SAVE_VARIABLE (MX0_A02_MED_TANK_ID, 5);
  55. SAVE_VARIABLE (MX0_A02_GDI_APC_ID, 6);
  56. SAVE_VARIABLE (MX0_A01_NOD_SNIPER_01, 7);
  57. SAVE_VARIABLE (MX0_A01_NOD_SNIPER_02, 8);
  58. SAVE_VARIABLE (player_retreat, 9);
  59. SAVE_VARIABLE (nod_spawn_sequence, 10);
  60. SAVE_VARIABLE (sequence_active, 11);
  61. SAVE_VARIABLE (current_nod_target, 12);
  62. SAVE_VARIABLE (prevent_spawns, 13);
  63. SAVE_VARIABLE (MX0_A02_BLOCKAGE_ID, 14);
  64. SAVE_VARIABLE (retreat_sequence, 15);
  65. SAVE_VARIABLE (call_heli_destroy_once, 16);
  66. SAVE_VARIABLE (havoc_entered_tank, 17);
  67. SAVE_VARIABLE (engineer_01_id, 18);
  68. SAVE_VARIABLE (engineer_02_id, 19);
  69. SAVE_VARIABLE (congrats_loop, 20);
  70. SAVE_VARIABLE (soldier_congrats_loop, 21);
  71. SAVE_VARIABLE (entered_tank, 22);
  72. SAVE_VARIABLE (death_counter, 23);
  73. SAVE_VARIABLE (wrong_way_count, 24);
  74. SAVE_VARIABLE (ran_startup, 25);
  75. }
  76. void Created (GameObject * obj)
  77. {
  78. ran_startup = false;
  79. pre_ambient_on = false;
  80. player_retreat = false;
  81. sequence_active = true;
  82. prevent_spawns = false;
  83. retreat_sequence = false;
  84. call_heli_destroy_once = false;
  85. entered_tank = false;
  86. havoc_entered_tank = 0;
  87. pre_ambient_count = 0;
  88. MX0_A02_HUMM_VEE_ID = 0;
  89. MX0_A02_MED_TANK_ID = 0;
  90. MX0_A02_GDI_APC_ID = 0;
  91. MX0_A01_NOD_SNIPER_01 = 0;
  92. MX0_A01_NOD_SNIPER_02 = 0;
  93. MX0_A02_BLOCKAGE_ID = 0;
  94. nod_spawn_sequence = 0;
  95. current_nod_target = 0;
  96. engineer_01_id = 0;
  97. engineer_02_id = 0;
  98. congrats_loop = 0;
  99. soldier_congrats_loop = 0;
  100. death_counter = 0;
  101. wrong_way_count = 1;
  102. }
  103. void Attach_Unit_Script (GameObject * unit, int count)
  104. {
  105. if (unit)
  106. {
  107. Commands->Attach_Script (unit, "MX0_A02_ACTOR", "0");
  108. MX0_A02_UNIT_ID [count] = Commands->Get_ID (unit);
  109. Commands->Send_Custom_Event (unit, unit, MX0_A02_CUSTOM_TYPE_REGISTER_ACTOR_ID, count, 0.1f);
  110. }
  111. }
  112. void Custom (GameObject * obj, int type, int param, GameObject * sender)
  113. {
  114. switch (type)
  115. {
  116. case (MX0_A02_CUSTOM_TYPE_MAIN_ENDING):
  117. {
  118. // Send shutoff announcements to all my registered actors.
  119. int count = 1;
  120. GameObject * actor = obj;
  121. while (count < MX0_A02_ACTOR_HEADCOUNT)
  122. {
  123. actor = Commands->Find_Object (MX0_A02_UNIT_ID [count]);
  124. if (actor)
  125. {
  126. Commands->Send_Custom_Event (obj, actor, MX0_A02_CUSTOM_TYPE_MAIN_ENDING, MX0_A02_CUSTOM_PARAM_DEFAULT);
  127. }
  128. count++;
  129. }
  130. //DEBUG send out the required A03 custom.
  131. Commands->Destroy_Object (obj);
  132. break;
  133. }
  134. case (MX0_A02_CUSTOM_TYPE_HANDOFF_SNIPER_01_ID):
  135. {
  136. if (sender)
  137. {
  138. Commands->Send_Custom_Event (obj, sender, MX0_A02_CUSTOM_KILL_SNIPER_01, MX0_A01_NOD_SNIPER_01);
  139. }
  140. break;
  141. }
  142. case (MX0_A02_CUSTOM_TYPE_HANDOFF_SNIPER_02_ID):
  143. {
  144. if (sender)
  145. {
  146. Commands->Send_Custom_Event (obj, sender, MX0_A02_CUSTOM_KILL_SNIPER_02, MX0_A01_NOD_SNIPER_02);
  147. }
  148. break;
  149. }
  150. case (MX0_A02_CUSTOM_TYPE_GET_SNIPER_01_ID):
  151. {
  152. MX0_A01_NOD_SNIPER_01 = param;
  153. break;
  154. }
  155. case (MX0_A02_CUSTOM_TYPE_GET_SNIPER_02_ID):
  156. {
  157. MX0_A01_NOD_SNIPER_02 = param;
  158. break;
  159. }
  160. case (MX0_A02_CUSTOM_TYPE_MAIN_STARTUP):
  161. {
  162. if (!ran_startup)
  163. {
  164. ran_startup = true;
  165. GameObject * spawnloc = Commands->Find_Object (MX0_A02_MOVE_OBJ_01);
  166. GameObject * unit = Commands->Find_Object (MX0_A02_MOVE_OBJ_01);
  167. if (spawnloc)
  168. {
  169. unit = Commands->Create_Object ("MX0_GDI_MiniGunner_0_B", Commands->Get_Position(spawnloc));
  170. Attach_Unit_Script (unit, 1);
  171. Commands->Attach_Script(unit, "M00_Send_Object_ID", "1400041,11,0.0f");
  172. }
  173. spawnloc = Commands->Find_Object (MX0_A02_MOVE_OBJ_03);
  174. if (spawnloc)
  175. {
  176. unit = Commands->Create_Object ("MX0_GDI_MiniGunner_1Off", Commands->Get_Position(spawnloc));
  177. Attach_Unit_Script (unit, 2);
  178. }
  179. spawnloc = Commands->Find_Object (MX0_A02_MOVE_OBJ_05);
  180. if (spawnloc)
  181. {
  182. unit = Commands->Create_Object ("MX0_GDI_RocketSoldier_1Off", Commands->Get_Position(spawnloc));
  183. Attach_Unit_Script (unit, 3);
  184. }
  185. spawnloc = Commands->Find_Object (MX0_A02_MOVE_OBJ_07);
  186. if (spawnloc)
  187. {
  188. unit = Commands->Create_Object ("MX0_GDI_MiniGunner_0", Commands->Get_Position(spawnloc));
  189. Attach_Unit_Script (unit, 4);
  190. }
  191. spawnloc = Commands->Find_Object (MX0_A02_MOVE_OBJ_09);
  192. if (spawnloc)
  193. {
  194. unit = Commands->Create_Object ("MX0_Nod_Minigunner_0", Commands->Get_Position(spawnloc));
  195. Attach_Unit_Script (unit, 5);
  196. }
  197. spawnloc = Commands->Find_Object (MX0_A02_MOVE_OBJ_11);
  198. if (spawnloc)
  199. {
  200. unit = Commands->Create_Object ("MX0_Nod_Minigunner_0", Commands->Get_Position(spawnloc));
  201. Attach_Unit_Script (unit, 6);
  202. }
  203. spawnloc = Commands->Find_Object (MX0_A02_MOVE_OBJ_13);
  204. if (spawnloc)
  205. {
  206. unit = Commands->Create_Object ("MX0_Nod_Minigunner_0", Commands->Get_Position(spawnloc));
  207. Attach_Unit_Script (unit, 7);
  208. }
  209. spawnloc = Commands->Find_Object (MX0_A02_MOVE_OBJ_15);
  210. if (spawnloc)
  211. {
  212. unit = Commands->Create_Object ("MX0_Nod_Minigunner_0", Commands->Get_Position(spawnloc));
  213. Attach_Unit_Script (unit, 8);
  214. }
  215. pre_ambient_on = true;
  216. pre_ambient_count = 1;
  217. Commands->Start_Timer (obj, this, 1.0f, MX0_A02_TIMER_PRE_AMBIENT);
  218. GameObject * humm_vee = Commands->Create_Object ("MX0_GDI_Humm-Vee_destroyed", Vector3(-84.582f,-60.035f,1.050f));
  219. if (humm_vee)
  220. {
  221. Commands->Attach_Script (humm_vee, "MX0_A02_GDI_VEHICLE", "");
  222. Commands->Set_Facing (humm_vee, 50.0f);
  223. MX0_A02_HUMM_VEE_ID = Commands->Get_ID (humm_vee);
  224. }
  225. GameObject * med_tank = Commands->Create_Object ("MX0_GDI_Medium_Tank_Dec", Vector3(-90.183f,-51.691f,1.216f));
  226. if (med_tank)
  227. {
  228. Commands->Attach_Script (med_tank, "MX0_A02_GDI_VEHICLE", "");
  229. Commands->Set_Facing (med_tank, -20.0f);
  230. MX0_A02_MED_TANK_ID = Commands->Get_ID (med_tank);
  231. }
  232. GameObject * gdi_apc = Commands->Create_Object ("MX0_GDI_APC", Vector3(-101.576f,-54.945f,1.050f));
  233. if (gdi_apc)
  234. {
  235. Commands->Attach_Script (gdi_apc, "MX0_A02_GDI_APC", "");
  236. Commands->Set_Facing (gdi_apc, -45.0f);
  237. MX0_A02_GDI_APC_ID = Commands->Get_ID (gdi_apc);
  238. }
  239. GameObject * debris = Commands->Create_Object ("Simple_Level_x0_A02_Blockage", Vector3(-71.233f, -41.517f, 0.181f));
  240. if (debris)
  241. {
  242. MX0_A02_BLOCKAGE_ID = Commands->Get_ID (debris);
  243. Commands->Set_Facing (debris, -40.000f);
  244. }
  245. GameObject * a01_controller = Commands->Find_Object (MX0_A01_CONTROLLER_ID);
  246. if (a01_controller)
  247. {
  248. Commands->Send_Custom_Event (obj, a01_controller, MX0_A02_CUSTOM_TYPE_GET_SNIPER_01_ID, MX0_A02_CUSTOM_PARAM_DEFAULT);
  249. Commands->Send_Custom_Event (obj, a01_controller, MX0_A02_CUSTOM_TYPE_GET_SNIPER_02_ID, MX0_A02_CUSTOM_PARAM_DEFAULT);
  250. }
  251. Commands->Start_Timer (obj, this, 1.0f, MX0_A02_TIMER_RANDOM_EXPLOSIONS);
  252. }
  253. break;
  254. }
  255. case (MX0_A02_CUSTOM_TYPE_REQUEST_TARGET):
  256. {
  257. if (sender)
  258. {
  259. if (param < MX0_A02_ACTOR_NOD_START)
  260. {
  261. Commands->Send_Custom_Event (obj, sender, MX0_A02_CUSTOM_TYPE_REQUEST_TARGET, MX0_A02_UNIT_ID[Get_Int_Random(MX0_A02_ACTOR_NOD_START, (MX0_A02_ACTOR_HEADCOUNT - 1))]);
  262. }
  263. else
  264. {
  265. Commands->Send_Custom_Event (obj, sender, MX0_A02_CUSTOM_TYPE_REQUEST_TARGET, MX0_A02_UNIT_ID[Get_Int_Random(1, (MX0_A02_ACTOR_NOD_START - 1))]);
  266. }
  267. }
  268. break;
  269. }
  270. case (MX0_A02_CUSTOM_TYPE_STARTUP):
  271. {
  272. // Check if the First Nod Sniper is still alive. If so, send unit 03 after him.
  273. if (!player_retreat)
  274. {
  275. player_retreat = true;
  276. GameObject * sniper = Commands->Find_Object (MX0_A01_NOD_SNIPER_01);
  277. if (sniper)
  278. {
  279. GameObject * soldier = Commands->Find_Object (MX0_A02_UNIT_ID[3]);
  280. if (soldier)
  281. {
  282. Commands->Send_Custom_Event (obj, soldier, MX0_A02_CUSTOM_KILL_SNIPER_01, MX0_A01_NOD_SNIPER_01);
  283. }
  284. }
  285. else
  286. {
  287. sniper = Commands->Find_Object (MX0_A01_NOD_SNIPER_02);
  288. if (sniper)
  289. {
  290. GameObject * soldier = Commands->Find_Object (MX0_A02_UNIT_ID[3]);
  291. if (soldier)
  292. {
  293. Commands->Send_Custom_Event (obj, soldier, MX0_A02_CUSTOM_KILL_SNIPER_02, MX0_A01_NOD_SNIPER_02);
  294. }
  295. }
  296. }
  297. // Start greeting sequence with Unit 01.
  298. GameObject * soldier = Commands->Find_Object (MX0_A02_UNIT_ID[1]);
  299. if (soldier)
  300. {
  301. Commands->Send_Custom_Event (obj, soldier, MX0_A02_CUSTOM_TYPE_START_GDI_01, MX0_A02_CUSTOM_PARAM_DEFAULT);
  302. }
  303. // Tell the APC it's okay to start shooting.
  304. GameObject * apc = Commands->Find_Object (MX0_A02_GDI_APC_ID);
  305. if (apc)
  306. {
  307. Commands->Send_Custom_Event (obj, apc, MX0_A02_CUSTOM_TYPE_STARTUP, MX0_A02_CUSTOM_PARAM_DEFAULT);
  308. }
  309. }
  310. }
  311. // Pre ambient shuts off regardless when sequence is started.
  312. case (MX0_A02_CUSTOM_TYPE_PRE_AMBIENT_OFF):
  313. {
  314. pre_ambient_on = false;
  315. Commands->Start_Timer (obj, this, 1.0f, MX0_A02_TIMER_PLAYER_RETREAT);
  316. break;
  317. }
  318. case (MX0_A02_CUSTOM_TYPE_CONTINUE):
  319. {
  320. // Make the Nod soldiers able to be killed.
  321. int nod_count = MX0_A02_ACTOR_NOD_START;
  322. GameObject * soldier = Commands->Find_Object (MX0_A02_UNIT_ID[1]);
  323. while (nod_count < MX0_A02_ACTOR_HEADCOUNT)
  324. {
  325. soldier = Commands->Find_Object (MX0_A02_UNIT_ID[nod_count]);
  326. if (soldier)
  327. {
  328. Commands->Send_Custom_Event (obj, soldier, MX0_A02_CUSTOM_TYPE_DAMAGE_ON, MX0_A02_CUSTOM_PARAM_DEFAULT);
  329. }
  330. nod_count++;
  331. }
  332. sequence_active = false;
  333. nod_spawn_sequence = 0;
  334. // Have the Nod Officer say something.
  335. Commands->Create_2D_Sound ("MX0_NODOFFICER_044");
  336. break;
  337. }
  338. case (MX0_A02_CUSTOM_TYPE_START_GDI_02):
  339. {
  340. GameObject * soldier = Commands->Find_Object (MX0_A02_UNIT_ID[2]);
  341. if (soldier)
  342. {
  343. Commands->Send_Custom_Event (obj, soldier, MX0_A02_CUSTOM_TYPE_START_GDI_02, MX0_A02_CUSTOM_PARAM_DEFAULT);
  344. }
  345. break;
  346. }
  347. case (MX0_A02_CUSTOM_TYPE_START_GDI_03):
  348. {
  349. GameObject * soldier = Commands->Find_Object (MX0_A02_UNIT_ID[1]);
  350. if (soldier)
  351. {
  352. Commands->Send_Custom_Event (obj, soldier, MX0_A02_CUSTOM_TYPE_START_GDI_03, MX0_A02_CUSTOM_PARAM_DEFAULT);
  353. }
  354. break;
  355. }
  356. case (MX0_A02_CUSTOM_TYPE_START_GDI_04):
  357. {
  358. GameObject * soldier = Commands->Find_Object (MX0_A02_UNIT_ID[2]);
  359. if (soldier)
  360. {
  361. Commands->Send_Custom_Event (obj, soldier, MX0_A02_CUSTOM_TYPE_START_GDI_04, MX0_A02_CUSTOM_PARAM_DEFAULT);
  362. }
  363. break;
  364. }
  365. case (MX0_A02_CUSTOM_TYPE_START_GDI_05):
  366. {
  367. GameObject * soldier = Commands->Find_Object (MX0_A02_UNIT_ID[3]);
  368. if (soldier)
  369. {
  370. Commands->Send_Custom_Event (obj, soldier, MX0_A02_CUSTOM_TYPE_START_GDI_05, MX0_A02_CUSTOM_PARAM_DEFAULT);
  371. }
  372. break;
  373. }
  374. case (MX0_A02_CUSTOM_TYPE_PLAYER_KILLED_NOD):
  375. {
  376. GameObject * soldier = Commands->Find_Object (MX0_A02_UNIT_ID[Get_Int_Random(1,4)]);
  377. if (soldier)
  378. {
  379. if (congrats_loop > 9)
  380. {
  381. congrats_loop = 0;
  382. }
  383. Commands->Send_Custom_Event (obj, soldier, MX0_A02_CUSTOM_TYPE_PLAYER_CONGRATS, congrats_loop);
  384. congrats_loop++;
  385. }
  386. break;
  387. }
  388. case (MX0_A02_CUSTOM_TYPE_SOLDIER_KILLED_NOD):
  389. {
  390. GameObject * soldier = Commands->Find_Object (param);
  391. if (soldier)
  392. {
  393. if (soldier_congrats_loop > 3)
  394. {
  395. soldier_congrats_loop = 0;
  396. }
  397. Commands->Send_Custom_Event (obj, soldier, MX0_A02_CUSTOM_TYPE_SOLDIER_CONGRATS, soldier_congrats_loop);
  398. soldier_congrats_loop++;
  399. }
  400. break;
  401. }
  402. case (MX0_A02_CUSTOM_TYPE_NEXT_SEQUENCE):
  403. {
  404. current_nod_target = 0;
  405. sequence_active = false;
  406. nod_spawn_sequence++;
  407. break;
  408. }
  409. case (MX0_A02_CUSTOM_TYPE_NOD_SOLDIER_KILLED):
  410. {
  411. //Remove this soldier's record from the lineup.
  412. int count = MX0_A02_ACTOR_NOD_START + 1;
  413. int space_available = 0;
  414. while (count < MX0_A02_ACTOR_HEADCOUNT)
  415. {
  416. GameObject * soldier = Commands->Find_Object (MX0_A02_UNIT_ID[count]);
  417. if ((count == param) || (!soldier))
  418. {
  419. MX0_A02_UNIT_ID[count] = 0;
  420. }
  421. if (MX0_A02_UNIT_ID[count] == 0)
  422. {
  423. death_counter++;
  424. space_available++;
  425. }
  426. count++;
  427. }
  428. if ((death_counter > 2) && (death_counter < 99))
  429. {
  430. death_counter = 99;
  431. Commands->Fade_Background_Music( "Level 0 Hero.mp3", 2, 2);
  432. }
  433. if (!retreat_sequence)
  434. {
  435. if (sequence_active)
  436. {
  437. if ((current_nod_target == param) && (current_nod_target))
  438. {
  439. current_nod_target = 0;
  440. sequence_active = false;
  441. nod_spawn_sequence++;
  442. }
  443. }
  444. if (!prevent_spawns)
  445. {
  446. prevent_spawns = true;
  447. if (!sequence_active)
  448. {
  449. //If the amount of unit space is adequate, increment the sequence and spawn the units. Tell them what they are to do.
  450. if (space_available)
  451. {
  452. switch (nod_spawn_sequence)
  453. {
  454. case(0): // Nod Guy falls off ledge after getting shot.
  455. {
  456. GameObject * soldier = Commands->Create_Object ("MX0_Nod_Minigunner_0", Vector3(-78.442f,-78.044f,6.404f));
  457. if (soldier)
  458. {
  459. space_available--;
  460. sequence_active = true;
  461. Commands->Attach_Script (soldier, "MX0_A02_ACTOR", "1");
  462. MX0_A02_Fill_Empty_Slot (soldier, true);
  463. }
  464. break;
  465. }
  466. case (1): // Second Nod guy falls off ledge after getting shot.
  467. {
  468. GameObject * soldier = Commands->Create_Object ("MX0_Nod_Minigunner_0", Vector3(-102.985f,-73.331f,4.415f));
  469. if (soldier)
  470. {
  471. space_available--;
  472. sequence_active = true;
  473. Commands->Attach_Script (soldier, "MX0_A02_ACTOR", "2");
  474. MX0_A02_Fill_Empty_Slot (soldier, true);
  475. }
  476. break;
  477. }
  478. case (2):
  479. {
  480. GameObject * soldier = Commands->Create_Object ("Nod_RocketSoldier_0", Vector3(-78.442f,-78.044f,6.404f));
  481. if (soldier)
  482. {
  483. space_available--;
  484. sequence_active = true;
  485. Commands->Attach_Script (soldier, "MX0_A02_ACTOR", "3");
  486. MX0_A02_Fill_Empty_Slot (soldier, false);
  487. }
  488. break;
  489. }
  490. case (3): // Nod Chopper drops 2 minigunners, not tracked.
  491. {
  492. GameObject * chinook_obj1 = Commands->Create_Object("Invisible_Object", Vector3(-71.497f,-47.387f,9.0f));
  493. if (chinook_obj1)
  494. {
  495. sequence_active = true;
  496. Commands->Set_Facing(chinook_obj1, -100.0f);
  497. Commands->Attach_Script(chinook_obj1, "MX0_A02_HELICOPTER", "0");
  498. Commands->Attach_Script(chinook_obj1, "Test_Cinematic", "X0I_Drop02_A02_E01.txt");
  499. Commands->Start_Timer (obj, this, 20.0f, MX0_A02_TIMER_AFTER_HELI_01);
  500. }
  501. GameObject * soldier = Commands->Find_Object (MX0_A02_UNIT_ID[2]);
  502. if (soldier)
  503. {
  504. Commands->Send_Custom_Event (obj, soldier, MX0_A02_CUSTOM_TYPE_GDI_NOTICES_HELI_01, MX0_A02_CUSTOM_PARAM_DEFAULT, 10.0f);
  505. }
  506. break;
  507. }
  508. case (4): // Next chopper arrives with FlameThrower infantry.
  509. {
  510. nod_spawn_sequence = 5;
  511. GameObject * chinook_obj1 = Commands->Create_Object("Invisible_Object", Vector3(-83.454f,-70.323f,9.60f));
  512. if (chinook_obj1)
  513. {
  514. sequence_active = true;
  515. Commands->Set_Facing(chinook_obj1, 90.0f);
  516. Commands->Attach_Script(chinook_obj1, "MX0_A02_HELICOPTER", "1");
  517. Commands->Attach_Script(chinook_obj1, "Test_Cinematic", "X0I_Drop02_A02_E02.txt");
  518. }
  519. GameObject * soldier = Commands->Find_Object (MX0_A02_UNIT_ID[2]);
  520. if (soldier)
  521. {
  522. Commands->Send_Custom_Event (obj, soldier, MX0_A02_CUSTOM_TYPE_GDI_NOTICES_HELI_02, MX0_A02_CUSTOM_PARAM_DEFAULT, 10.0f);
  523. }
  524. break;
  525. }
  526. default:
  527. {
  528. break;
  529. }
  530. }
  531. }
  532. }
  533. // Fill up any remaining space with generic units.
  534. if (space_available)
  535. {
  536. int count = MX0_A02_ACTOR_NOD_START;
  537. while (count < MX0_A02_ACTOR_HEADCOUNT)
  538. {
  539. if (!MX0_A02_UNIT_ID[count])
  540. {
  541. int spawnloc_id = 0;
  542. switch (count)
  543. {
  544. case (6):
  545. {
  546. spawnloc_id = MX0_A02_SPAWNER_01;
  547. break;
  548. }
  549. case (7):
  550. {
  551. spawnloc_id = MX0_A02_SPAWNER_02;
  552. break;
  553. }
  554. case (8):
  555. {
  556. spawnloc_id = MX0_A02_SPAWNER_03;
  557. break;
  558. }
  559. default:
  560. {
  561. break;
  562. }
  563. }
  564. GameObject * spawnloc = Commands->Trigger_Spawner (spawnloc_id);
  565. if (spawnloc)
  566. {
  567. Attach_Unit_Script (spawnloc, count);
  568. Commands->Send_Custom_Event (obj, spawnloc, MX0_A02_CUSTOM_TYPE_DAMAGE_ON, MX0_A02_CUSTOM_PARAM_DEFAULT, 0.1f);
  569. count = MX0_A02_ACTOR_HEADCOUNT;
  570. }
  571. }
  572. count++;
  573. }
  574. }
  575. Commands->Start_Timer (obj, this, 3.0f, MX0_A02_TIMER_PREVENT_SPAWNS);
  576. }
  577. }
  578. else
  579. {
  580. GameObject * spawner = Commands->Find_Object (MX0_A02_SPAWNER_01);
  581. if (spawner)
  582. {
  583. Commands->Destroy_Object (spawner);
  584. }
  585. spawner = Commands->Find_Object (MX0_A02_SPAWNER_02);
  586. if (spawner)
  587. {
  588. Commands->Destroy_Object (spawner);
  589. }
  590. spawner = Commands->Find_Object (MX0_A02_SPAWNER_03);
  591. if (spawner)
  592. {
  593. Commands->Destroy_Object (spawner);
  594. }
  595. }
  596. break;
  597. }
  598. case (MX0_A02_CUSTOM_TYPE_GDI_NOTICES_NOD_01):
  599. {
  600. // Make GDI 01 say something about the soldier spotted.
  601. GameObject * soldier = Commands->Find_Object (MX0_A02_UNIT_ID[1]);
  602. if (soldier)
  603. {
  604. GameObject * target = Commands->Find_Object (MX0_A02_UNIT_ID[current_nod_target]);
  605. if (target)
  606. {
  607. Commands->Send_Custom_Event (obj, soldier, MX0_A02_CUSTOM_TYPE_GDI_NOTICES_NOD_01, MX0_A02_CUSTOM_PARAM_DEFAULT);
  608. }
  609. }
  610. break;
  611. }
  612. case (MX0_A02_CUSTOM_TYPE_GDI_SHOOTS_NOD_01):
  613. {
  614. // Time for GDI to shoot at the first falling soldier.
  615. GameObject * soldier = Commands->Find_Object (MX0_A02_UNIT_ID[2]);
  616. if (soldier)
  617. {
  618. GameObject * target = Commands->Find_Object (MX0_A02_UNIT_ID[current_nod_target]);
  619. if (target)
  620. {
  621. Commands->Send_Custom_Event (obj, soldier, MX0_A02_CUSTOM_TYPE_GDI_SHOOTS_NOD_01, MX0_A02_UNIT_ID[current_nod_target]);
  622. }
  623. }
  624. break;
  625. }
  626. case (MX0_A02_CUSTOM_TYPE_GDI_RESPONDS_01):
  627. {
  628. // Make 01 say something about the falling soldier.
  629. GameObject * soldier = Commands->Find_Object (MX0_A02_UNIT_ID[1]);
  630. if (soldier)
  631. {
  632. Commands->Send_Custom_Event (obj, soldier, MX0_A02_CUSTOM_TYPE_GDI_RESPONDS_01, MX0_A02_CUSTOM_PARAM_DEFAULT);
  633. }
  634. break;
  635. }
  636. case (MX0_A02_CUSTOM_TYPE_GDI_SHOOTS_NOD_02):
  637. {
  638. // Time for GDI to shoot at the second falling soldier.
  639. GameObject * soldier = Commands->Find_Object (MX0_A02_UNIT_ID[4]);
  640. if (soldier)
  641. {
  642. GameObject * target = Commands->Find_Object (MX0_A02_UNIT_ID[current_nod_target]);
  643. if (target)
  644. {
  645. Commands->Send_Custom_Event (obj, soldier, MX0_A02_CUSTOM_TYPE_GDI_SHOOTS_NOD_02, MX0_A02_UNIT_ID[current_nod_target]);
  646. }
  647. }
  648. break;
  649. }
  650. case (MX0_A02_CUSTOM_TYPE_APC_BLOWITUP):
  651. {
  652. GameObject * apc = Commands->Find_Object (MX0_A02_GDI_APC_ID);
  653. if (apc)
  654. {
  655. Commands->Send_Custom_Event (obj, apc, MX0_A02_CUSTOM_TYPE_DESTROY_APC, MX0_A02_CUSTOM_PARAM_DEFAULT, 2.0f);
  656. }
  657. break;
  658. }
  659. case (MX0_A02_CUSTOM_TYPE_GET_APC_ID):
  660. {
  661. GameObject * apc = Commands->Find_Object (MX0_A02_GDI_APC_ID);
  662. if (apc)
  663. {
  664. if (sender)
  665. {
  666. Commands->Send_Custom_Event (obj, sender, MX0_A02_CUSTOM_TYPE_GET_APC_ID, MX0_A02_GDI_APC_ID);
  667. }
  668. }
  669. else
  670. {
  671. if (sender)
  672. {
  673. Commands->Send_Custom_Event (obj, sender, MX0_A02_CUSTOM_TYPE_GET_APC_ID, 0);
  674. }
  675. }
  676. break;
  677. }
  678. case (MX0_A02_CUSTOM_TYPE_HELI_DESTROYED):
  679. {
  680. GameObject * soldier = Commands->Find_Object (MX0_A02_UNIT_ID[2]);
  681. if (soldier)
  682. {
  683. Commands->Send_Custom_Event (obj, soldier, MX0_A02_CUSTOM_TYPE_HELI_DESTROYED, MX0_A02_CUSTOM_PARAM_DEFAULT);
  684. }
  685. break;
  686. }
  687. case (MX0_A02_CUSTOM_TYPE_GDI_NOTICES_FLAME):
  688. {
  689. GameObject * soldier = Commands->Find_Object (MX0_A02_UNIT_ID[3]);
  690. if (soldier)
  691. {
  692. Commands->Send_Custom_Event (obj, soldier, MX0_A02_CUSTOM_TYPE_GDI_NOTICES_FLAME, MX0_A02_CUSTOM_PARAM_DEFAULT);
  693. }
  694. break;
  695. }
  696. case (MX0_A02_CUSTOM_TYPE_GDI_NOTICES_FLAME_DEAD):
  697. {
  698. GameObject * soldier = Commands->Find_Object (MX0_A02_UNIT_ID[4]);
  699. if (soldier)
  700. {
  701. Commands->Send_Custom_Event (obj, soldier, MX0_A02_CUSTOM_TYPE_GDI_NOTICES_FLAME_DEAD, MX0_A02_CUSTOM_PARAM_DEFAULT);
  702. }
  703. break;
  704. }
  705. case (MX0_A02_CUSTOM_TYPE_HELI_DESTROYED_02):
  706. {
  707. if (!call_heli_destroy_once)
  708. {
  709. player_retreat = false;
  710. call_heli_destroy_once = true;
  711. GameObject * soldier = Commands->Find_Object (MX0_A02_UNIT_ID[2]);
  712. if (soldier)
  713. {
  714. Commands->Send_Custom_Event (obj, soldier, MX0_A02_CUSTOM_TYPE_HELI_DESTROYED_02, MX0_A02_CUSTOM_PARAM_DEFAULT, 0.5f);
  715. }
  716. soldier = Commands->Find_Object (MX0_A02_UNIT_ID[1]);
  717. if (soldier)
  718. {
  719. Commands->Send_Custom_Event (obj, soldier, MX0_A02_CUSTOM_TYPE_HELI_DESTROYED_02, MX0_A02_CUSTOM_PARAM_DEFAULT, 1.5f);
  720. }
  721. Commands->Start_Timer (obj, this, 1.0f, MX0_A02_TIMER_NOD_RETREAT);
  722. }
  723. break;
  724. }
  725. case (MX0_A02_CUSTOM_TYPE_ENDING_02):
  726. {
  727. GameObject * soldier = Commands->Find_Object (MX0_A02_UNIT_ID[4]);
  728. if (soldier)
  729. {
  730. Commands->Send_Custom_Event (obj, soldier, MX0_A02_CUSTOM_TYPE_ENDING_02, MX0_A02_CUSTOM_PARAM_DEFAULT);
  731. }
  732. break;
  733. }
  734. case (MX0_A02_CUSTOM_TYPE_ENDING_03):
  735. {
  736. GameObject * soldier = Commands->Find_Object (MX0_A02_UNIT_ID[1]);
  737. if (soldier)
  738. {
  739. Commands->Send_Custom_Event (obj, soldier, MX0_A02_CUSTOM_TYPE_ENDING_03, MX0_A02_CUSTOM_PARAM_DEFAULT);
  740. }
  741. break;
  742. }
  743. case (MX0_A02_CUSTOM_TYPE_ENDING_04):
  744. {
  745. GameObject * soldier = Commands->Find_Object (MX0_A02_UNIT_ID[2]);
  746. if (soldier)
  747. {
  748. Commands->Send_Custom_Event (obj, soldier, MX0_A02_CUSTOM_TYPE_ENDING_04, MX0_A02_CUSTOM_PARAM_DEFAULT);
  749. }
  750. break;
  751. }
  752. case (MX0_A02_CUSTOM_TYPE_ENDING_05):
  753. {
  754. GameObject * soldier = Commands->Find_Object (MX0_A02_UNIT_ID[3]);
  755. if (soldier)
  756. {
  757. Commands->Send_Custom_Event (obj, soldier, MX0_A02_CUSTOM_TYPE_ENDING_05, MX0_A02_CUSTOM_PARAM_DEFAULT);
  758. }
  759. break;
  760. }
  761. case (MX0_A02_CUSTOM_TYPE_ENDING_06):
  762. {
  763. Commands->Create_2D_Sound ("MX0_GDIEAGLEBASE_110");
  764. Commands->Start_Timer (obj, this, 5.0f, MX0_A02_TIMER_EAGLE_BASE);
  765. break;
  766. }
  767. case (MX0_A02_CUSTOM_TYPE_ENGINEER_MOVETOTANK):
  768. {
  769. if (sender)
  770. {
  771. engineer_01_id = Commands->Get_ID (sender);
  772. Commands->Send_Custom_Event (obj, sender, MX0_A02_CUSTOM_TYPE_ENGINEER_MOVETOTANK, MX0_A02_MED_TANK_ID);
  773. }
  774. break;
  775. }
  776. case (MX0_A02_CUSTOM_TYPE_ENGINEER_DONE):
  777. {
  778. GameObject * soldier = Commands->Find_Object (MX0_A02_UNIT_ID[1]);
  779. if (soldier)
  780. {
  781. Commands->Send_Custom_Event (obj, soldier, MX0_A02_CUSTOM_TYPE_SAY_TANK, MX0_A02_CUSTOM_PARAM_DEFAULT);
  782. Commands->Start_Timer (obj, this, 5.0f, MX0_A02_TIMER_ENTER_TANK);
  783. }
  784. break;
  785. }
  786. case (MX0_A02_CUSTOM_TYPE_ENGINEER_02_REGISTER):
  787. {
  788. engineer_02_id = Commands->Get_ID (sender);
  789. break;
  790. }
  791. case (MX0_A02_CUSTOM_TYPE_ENTERED_TANK):
  792. {
  793. entered_tank = true;
  794. GameObject * controller = Commands->Find_Object (1400041);
  795. if (controller)
  796. {
  797. Commands->Send_Custom_Event (obj, controller, MX0_A03_CUSTOM_TYPE_START_ZONE, MX0_A02_CUSTOM_PARAM_DEFAULT, 2.0f);
  798. }
  799. GameObject * soldier = Commands->Find_Object (engineer_02_id);
  800. if (soldier)
  801. {
  802. Commands->Send_Custom_Event (obj, soldier, MX0_A02_CUSTOM_TYPE_SAY_FIREHOLE, MX0_A02_CUSTOM_PARAM_DEFAULT);
  803. }
  804. break;
  805. }
  806. case (MX0_A02_CUSTOM_TYPE_EXPLODE):
  807. {
  808. GameObject * debris = Commands->Find_Object (MX0_A02_BLOCKAGE_ID);
  809. if (debris)
  810. {
  811. Commands->Create_Explosion ("Ground Explosion 01 - Harmless", Vector3(-71.233f, -41.517f, 0.181f), NULL); Commands->Set_Animation (debris, "AG_L0_BLOCKAGE1.AG_L0_BLOCKAGE1", false);
  812. Commands->Start_Timer (obj, this, 2.0f, MX0_A02_TIMER_DESTROY_RUBBLE);
  813. }
  814. GameObject * soldier = Commands->Find_Object (MX0_A02_UNIT_ID[1]);
  815. if (soldier)
  816. {
  817. Commands->Send_Custom_Event (obj, soldier, MX0_A02_CUSTOM_TYPE_FOLLOW_HAVOC, MX0_A02_CUSTOM_PARAM_DEFAULT);
  818. }
  819. Commands->Start_Timer (obj, this, 1.0f, MX0_A02_TIMER_WRONG_WAY);
  820. break;
  821. }
  822. case (MX0_A02_CUSTOM_TYPE_SAY_APC_DOWN):
  823. {
  824. GameObject * soldier = Commands->Find_Object (MX0_A02_UNIT_ID[3]);
  825. if (soldier)
  826. {
  827. Commands->Send_Custom_Event (obj, soldier, MX0_A02_CUSTOM_TYPE_SAY_APC_DOWN, MX0_A02_CUSTOM_PARAM_DEFAULT);
  828. }
  829. break;
  830. }
  831. case (MX0_A02_CUSTOM_TYPE_SHOOT_HELI_02):
  832. {
  833. int count = 1;
  834. while (count < 5)
  835. {
  836. GameObject * soldier = Commands->Find_Object (MX0_A02_UNIT_ID[count]);
  837. if (soldier)
  838. {
  839. Commands->Send_Custom_Event (obj, soldier, MX0_A02_CUSTOM_TYPE_SHOOT_HELI_02, MX0_A02_CUSTOM_PARAM_DEFAULT);
  840. }
  841. count++;
  842. }
  843. }
  844. default:
  845. {
  846. break;
  847. }
  848. }
  849. }
  850. void Timer_Expired (GameObject * obj, int timer_id)
  851. {
  852. switch (timer_id)
  853. {
  854. case (MX0_A02_TIMER_PRE_AMBIENT):
  855. {
  856. if (pre_ambient_on)
  857. {
  858. GameObject * soldier = NULL;
  859. switch (pre_ambient_count)
  860. {
  861. case (1):
  862. {
  863. soldier = Commands->Find_Object (MX0_A02_UNIT_ID[2]);
  864. break;
  865. }
  866. case (2):
  867. {
  868. soldier = Commands->Find_Object (MX0_A02_UNIT_ID[3]);
  869. break;
  870. }
  871. case (3):
  872. {
  873. soldier = Commands->Find_Object (MX0_A02_UNIT_ID[4]);
  874. break;
  875. }
  876. case (4):
  877. {
  878. soldier = Commands->Find_Object (MX0_A02_UNIT_ID[2]);
  879. break;
  880. }
  881. case (5):
  882. {
  883. soldier = Commands->Find_Object (MX0_A02_UNIT_ID[1]);
  884. break;
  885. }
  886. case (6):
  887. {
  888. soldier = Commands->Find_Object (MX0_A02_UNIT_ID[4]);
  889. break;
  890. }
  891. case (7):
  892. {
  893. soldier = Commands->Find_Object (MX0_A02_UNIT_ID[4]);
  894. break;
  895. }
  896. case (8):
  897. {
  898. soldier = Commands->Find_Object (MX0_A02_UNIT_ID[2]);
  899. break;
  900. }
  901. case (9):
  902. {
  903. soldier = Commands->Find_Object (MX0_A02_UNIT_ID[1]);
  904. break;
  905. }
  906. case (10):
  907. {
  908. soldier = Commands->Find_Object (MX0_A02_UNIT_ID[3]);
  909. break;
  910. }
  911. case (11):
  912. {
  913. soldier = Commands->Find_Object (MX0_A02_UNIT_ID[4]);
  914. break;
  915. }
  916. default:
  917. {
  918. break;
  919. }
  920. }
  921. if (soldier)
  922. {
  923. Commands->Send_Custom_Event (obj, soldier, MX0_A02_CUSTOM_TYPE_PRE_AMBIENT, pre_ambient_count);
  924. }
  925. pre_ambient_count++;
  926. if (pre_ambient_count > MX0_A02_PRE_AMBIENT_MAX)
  927. {
  928. pre_ambient_count = 1;
  929. }
  930. Commands->Start_Timer (obj, this, Get_Int_Random (2, 4), MX0_A02_TIMER_PRE_AMBIENT);
  931. }
  932. break;
  933. }
  934. case (MX0_A02_TIMER_PLAYER_RETREAT):
  935. {
  936. if (player_retreat)
  937. {
  938. Vector3 player_loc = Commands->Get_Position (STAR);
  939. Vector3 controller_loc = Commands->Get_Position (obj);
  940. float distance = Commands->Get_Distance (player_loc, controller_loc);
  941. if (distance > MX0_A02_PLAYER_RETREAT_DISTANCE)
  942. {
  943. GameObject * soldier = Commands->Find_Object (MX0_A02_UNIT_ID[Get_Int_Random(1,4)]);
  944. if (soldier)
  945. {
  946. Commands->Send_Custom_Event (obj, soldier, MX0_A02_CUSTOM_TYPE_PLAYER_RETREAT, MX0_A02_CUSTOM_PARAM_DEFAULT);
  947. }
  948. }
  949. Commands->Start_Timer (obj, this, 3.0f, MX0_A02_TIMER_PLAYER_RETREAT);
  950. }
  951. break;
  952. }
  953. case (MX0_A02_TIMER_PREVENT_SPAWNS):
  954. {
  955. if (!retreat_sequence)
  956. {
  957. prevent_spawns = false;
  958. Commands->Send_Custom_Event (obj, obj, MX0_A02_CUSTOM_TYPE_NOD_SOLDIER_KILLED, 0, 0.1f);
  959. }
  960. break;
  961. }
  962. case (MX0_A02_TIMER_AFTER_HELI_01):
  963. {
  964. Commands->Send_Custom_Event (obj, obj, MX0_A02_CUSTOM_TYPE_NEXT_SEQUENCE, MX0_A02_CUSTOM_PARAM_DEFAULT);
  965. break;
  966. }
  967. case (MX0_A02_TIMER_NOD_RETREAT):
  968. {
  969. sequence_active = false;
  970. prevent_spawns = true;
  971. retreat_sequence = true;
  972. player_retreat = false;
  973. GameObject * chinook_obj1 = Commands->Create_Object("Invisible_Object", Vector3(-106.497f,-37.154f,1.093f));
  974. if (chinook_obj1)
  975. {
  976. Commands->Set_Facing(chinook_obj1, -55.0f);
  977. Commands->Attach_Script(chinook_obj1, "Test_Cinematic", "X0I_GDI_Drop02_Engineer.txt");
  978. }
  979. GameObject * music_control = Commands->Find_Object (1700006);
  980. if (music_control)
  981. {
  982. Commands->Destroy_Object (music_control);
  983. }
  984. int count = MX0_A02_ACTOR_NOD_START;
  985. while (count < MX0_A02_ACTOR_HEADCOUNT)
  986. {
  987. if (MX0_A02_UNIT_ID[count])
  988. {
  989. GameObject * soldier = Commands->Find_Object (MX0_A02_UNIT_ID[count]);
  990. if (soldier)
  991. {
  992. Commands->Send_Custom_Event (obj, soldier, MX0_A02_CUSTOM_TYPE_RETREAT_SEQUENCE, MX0_A02_CUSTOM_PARAM_DEFAULT);
  993. }
  994. }
  995. count++;
  996. }
  997. Commands->Create_2D_Sound ("MX0_NODSOLDIER1_101");
  998. Commands->Start_Timer (obj, this, 3.0f, MX0_A02_TIMER_RETREAT_DONE);
  999. break;
  1000. }
  1001. case (MX0_A02_TIMER_RETREAT_DONE):
  1002. {
  1003. // Make soldiers move to default positions.
  1004. int count = 1;
  1005. while (count < MX0_A02_ACTOR_NOD_START)
  1006. {
  1007. GameObject * soldier = Commands->Find_Object (MX0_A02_UNIT_ID[count]);
  1008. if (soldier)
  1009. {
  1010. Commands->Send_Custom_Event (obj, soldier, MX0_A02_CUSTOM_TYPE_RETREAT_DONE, MX0_A02_CUSTOM_PARAM_DEFAULT);
  1011. if (count == 2)
  1012. {
  1013. Commands->Send_Custom_Event (obj, soldier, MX0_A02_CUSTOM_TYPE_ENDING_01, MX0_A02_CUSTOM_PARAM_DEFAULT);
  1014. }
  1015. }
  1016. count++;
  1017. }
  1018. break;
  1019. }
  1020. case (MX0_A02_TIMER_EAGLE_BASE):
  1021. {
  1022. Commands->Create_2D_Sound ("MX0_GDIEAGLEBASE_116");
  1023. break;
  1024. }
  1025. case (MX0_A02_TIMER_ENTER_TANK):
  1026. {
  1027. if ((havoc_entered_tank < 3) && (!entered_tank))
  1028. {
  1029. switch (havoc_entered_tank)
  1030. {
  1031. case (0):
  1032. {
  1033. GameObject * soldier = Commands->Find_Object (engineer_02_id);
  1034. if (soldier)
  1035. {
  1036. Commands->Send_Custom_Event (obj, soldier, MX0_A02_CUSTOM_TYPE_TANKSAY_01, MX0_A02_CUSTOM_PARAM_DEFAULT);
  1037. }
  1038. break;
  1039. }
  1040. case (1):
  1041. {
  1042. GameObject * soldier = Commands->Find_Object (MX0_A02_UNIT_ID[1]);
  1043. if (soldier)
  1044. {
  1045. Commands->Send_Custom_Event (obj, soldier, MX0_A02_CUSTOM_TYPE_TANKSAY_02, MX0_A02_CUSTOM_PARAM_DEFAULT);
  1046. }
  1047. break;
  1048. }
  1049. case (2):
  1050. {
  1051. GameObject * soldier = Commands->Find_Object (MX0_A02_UNIT_ID[2]);
  1052. if (soldier)
  1053. {
  1054. Commands->Send_Custom_Event (obj, soldier, MX0_A02_CUSTOM_TYPE_TANKSAY_03, MX0_A02_CUSTOM_PARAM_DEFAULT);
  1055. }
  1056. break;
  1057. }
  1058. default:
  1059. {
  1060. break;
  1061. }
  1062. }
  1063. havoc_entered_tank++;
  1064. Commands->Start_Timer (obj, this, 5.0f, MX0_A02_TIMER_ENTER_TANK);
  1065. }
  1066. break;
  1067. }
  1068. case (MX0_A02_TIMER_RANDOM_EXPLOSIONS):
  1069. {
  1070. if (!retreat_sequence)
  1071. {
  1072. GameObject * location = Commands->Find_Object (MX0_A02_MOVE_OBJ_SNIPER_01);
  1073. int choice = Get_Int_Random (1, 16);
  1074. switch (choice)
  1075. {
  1076. case (1):
  1077. {
  1078. location = Commands->Find_Object (MX0_A02_MOVE_OBJ_01);
  1079. break;
  1080. }
  1081. case (2):
  1082. {
  1083. location = Commands->Find_Object (MX0_A02_MOVE_OBJ_02);
  1084. break;
  1085. }
  1086. case (3):
  1087. {
  1088. location = Commands->Find_Object (MX0_A02_MOVE_OBJ_03);
  1089. break;
  1090. }
  1091. case (4):
  1092. {
  1093. location = Commands->Find_Object (MX0_A02_MOVE_OBJ_04);
  1094. break;
  1095. }
  1096. case (5):
  1097. {
  1098. location = Commands->Find_Object (MX0_A02_MOVE_OBJ_05);
  1099. break;
  1100. }
  1101. case (6):
  1102. {
  1103. location = Commands->Find_Object (MX0_A02_MOVE_OBJ_06);
  1104. break;
  1105. }
  1106. case (7):
  1107. {
  1108. location = Commands->Find_Object (MX0_A02_MOVE_OBJ_07);
  1109. break;
  1110. }
  1111. case (8):
  1112. {
  1113. location = Commands->Find_Object (MX0_A02_MOVE_OBJ_08);
  1114. break;
  1115. }
  1116. case (9):
  1117. {
  1118. location = Commands->Find_Object (MX0_A02_MOVE_OBJ_09);
  1119. break;
  1120. }
  1121. case (10):
  1122. {
  1123. location = Commands->Find_Object (MX0_A02_MOVE_OBJ_10);
  1124. break;
  1125. }
  1126. case (11):
  1127. {
  1128. location = Commands->Find_Object (MX0_A02_MOVE_OBJ_11);
  1129. break;
  1130. }
  1131. case (12):
  1132. {
  1133. location = Commands->Find_Object (MX0_A02_MOVE_OBJ_12);
  1134. break;
  1135. }
  1136. case (13):
  1137. {
  1138. location = Commands->Find_Object (MX0_A02_MOVE_OBJ_13);
  1139. break;
  1140. }
  1141. case (14):
  1142. {
  1143. location = Commands->Find_Object (MX0_A02_MOVE_OBJ_14);
  1144. break;
  1145. }
  1146. case (15):
  1147. {
  1148. location = Commands->Find_Object (MX0_A02_MOVE_OBJ_15);
  1149. break;
  1150. }
  1151. case (16):
  1152. {
  1153. location = Commands->Find_Object (MX0_A02_MOVE_OBJ_16);
  1154. break;
  1155. }
  1156. default:
  1157. {
  1158. break;
  1159. }
  1160. }
  1161. if (location)
  1162. {
  1163. Vector3 location_pos = Commands->Get_Position (location);
  1164. location_pos.X += float(Get_Int_Random(-2,2));
  1165. location_pos.Y += float(Get_Int_Random(-2,2));
  1166. Commands->Create_Explosion ("Explosion_MX0", location_pos, obj);
  1167. Commands->Start_Timer (obj, this, float(Get_Int_Random(3,6)), MX0_A02_TIMER_RANDOM_EXPLOSIONS);
  1168. }
  1169. }
  1170. break;
  1171. }
  1172. case (MX0_A02_TIMER_DESTROY_RUBBLE):
  1173. {
  1174. GameObject * blockage = Commands->Find_Object (MX0_A02_BLOCKAGE_ID);
  1175. if (blockage)
  1176. {
  1177. Commands->Destroy_Object (blockage);
  1178. }
  1179. break;
  1180. }
  1181. case (MX0_A02_TIMER_WRONG_WAY):
  1182. {
  1183. wrong_way_count++;
  1184. if (wrong_way_count > 4)
  1185. {
  1186. wrong_way_count = 2;
  1187. }
  1188. GameObject * soldier = Commands->Find_Object (MX0_A02_UNIT_ID[wrong_way_count]);
  1189. if (soldier)
  1190. {
  1191. Commands->Send_Custom_Event (obj, soldier, MX0_A02_CUSTOM_TYPE_SAY_WRONG_WAY, MX0_A02_CUSTOM_PARAM_DEFAULT);
  1192. }
  1193. Commands->Start_Timer (obj, this, 5.0f, MX0_A02_TIMER_WRONG_WAY);
  1194. }
  1195. default:
  1196. {
  1197. break;
  1198. }
  1199. }
  1200. }
  1201. void MX0_A02_Fill_Empty_Slot (GameObject * obj, bool current_target)
  1202. {
  1203. int count = MX0_A02_ACTOR_NOD_START;
  1204. while (count < MX0_A02_ACTOR_HEADCOUNT)
  1205. {
  1206. if (!MX0_A02_UNIT_ID[count])
  1207. {
  1208. MX0_A02_UNIT_ID[count] = Commands->Get_ID (obj);
  1209. if (current_target)
  1210. {
  1211. current_nod_target = count;
  1212. }
  1213. else
  1214. {
  1215. current_nod_target = 0;
  1216. }
  1217. Commands->Send_Custom_Event (obj, obj, MX0_A02_CUSTOM_TYPE_REGISTER_ACTOR_ID, count, 0.1f);
  1218. count = MX0_A02_ACTOR_HEADCOUNT;
  1219. }
  1220. count++;
  1221. }
  1222. }
  1223. };
  1224. DECLARE_SCRIPT (MX0_A02_ACTOR, "ActorID=0:int")
  1225. {
  1226. bool can_damage;
  1227. bool default_state;
  1228. bool active_actor;
  1229. bool death_animation;
  1230. float start_health;
  1231. float last_armor;
  1232. int my_sniper_target;
  1233. int my_register_id;
  1234. int MX0_A02_NOD_SNIPER_01;
  1235. int MX0_A02_NOD_SNIPER_02;
  1236. int medtank_id;
  1237. REGISTER_VARIABLES()
  1238. {
  1239. SAVE_VARIABLE (can_damage, 1);
  1240. SAVE_VARIABLE (start_health, 2);
  1241. SAVE_VARIABLE (my_sniper_target, 3);
  1242. SAVE_VARIABLE (default_state, 4);
  1243. SAVE_VARIABLE (my_register_id, 5);
  1244. SAVE_VARIABLE (last_armor, 6);
  1245. SAVE_VARIABLE (MX0_A02_NOD_SNIPER_01, 7);
  1246. SAVE_VARIABLE (MX0_A02_NOD_SNIPER_02, 8);
  1247. SAVE_VARIABLE (active_actor, 9);
  1248. SAVE_VARIABLE (death_animation, 10);
  1249. SAVE_VARIABLE (medtank_id, 11);
  1250. }
  1251. // On Created, place unit in Default State
  1252. // Random crouch walk or run between two points and fire at targets
  1253. void Created (GameObject * obj)
  1254. {
  1255. Commands->Attach_Script (obj, "M00_Soldier_Powerup_Disable", "");
  1256. active_actor = true;
  1257. start_health = Commands->Get_Health (obj);
  1258. last_armor = Commands->Get_Shield_Strength (obj);
  1259. Commands->Innate_Disable (obj);
  1260. my_sniper_target = 0;
  1261. my_register_id = 0;
  1262. can_damage = false;
  1263. default_state = false;
  1264. death_animation = false;
  1265. MX0_A02_NOD_SNIPER_01 = 0;
  1266. MX0_A02_NOD_SNIPER_02 = 0;
  1267. medtank_id = 0;
  1268. Commands->Enable_Enemy_Seen (obj, false);
  1269. int actor_id = Get_Int_Parameter("ActorID");
  1270. if (!actor_id)
  1271. {
  1272. Commands->Send_Custom_Event (obj, obj, MX0_A02_CUSTOM_TYPE_DEFAULT_STATE_ON, MX0_A02_CUSTOM_PARAM_DEFAULT);
  1273. }
  1274. else
  1275. {
  1276. switch (actor_id)
  1277. {
  1278. case (1): // First falling Nod guy moves into position.
  1279. {
  1280. ActionParamsStruct params;
  1281. params.Set_Basic(this, MX0_A02_PRIORITY_FORCED_ACTION, MX0_A02_ACTION_NODFALL01_MOVE);
  1282. params.Set_Movement(Vector3(-79.172f,-72.536f,6.0f), RUN, 0.5f, false);
  1283. Commands->Action_Goto (obj, params);
  1284. Commands->Enable_Enemy_Seen (obj, true);
  1285. break;
  1286. }
  1287. case (2): // Second falling Nod guy moves into position.
  1288. {
  1289. ActionParamsStruct params;
  1290. params.Set_Basic(this, MX0_A02_PRIORITY_FORCED_ACTION, MX0_A02_ACTION_NODFALL02_MOVE);
  1291. params.Set_Movement(Vector3(-97.415f,-68.822f,3.944f), RUN, 0.5f, false);
  1292. Commands->Action_Goto (obj, params);
  1293. Commands->Enable_Enemy_Seen (obj, true);
  1294. break;
  1295. }
  1296. case (3): // Nod Rocket Soldier shoots APC.
  1297. {
  1298. ActionParamsStruct params;
  1299. params.Set_Basic(this, MX0_A02_PRIORITY_FORCED_ACTION, MX0_A02_ACTION_NOD_MOVETO_APC);
  1300. params.Set_Movement(Vector3(-79.172f,-72.536f,6.0f), RUN, 0.5f, false);
  1301. Commands->Action_Goto (obj, params);
  1302. break;
  1303. }
  1304. case (4): // Nod soldiers that get dropped from the helicopter 01.
  1305. {
  1306. ActionParamsStruct params;
  1307. params.Set_Basic(this, MX0_A02_PRIORITY_FORCED_ACTION, MX0_A02_ACTION_NOD_HELI_01_MOVE);
  1308. params.Set_Movement(Vector3(0,0,0), RUN, 0.5f, false);
  1309. params.WaypathID = MX0_A02_WAYPATH_01;
  1310. Commands->Action_Goto (obj, params);
  1311. can_damage = true;
  1312. Commands->Start_Timer (obj, this, 20.0f, MX0_A02_TIMER_DESTROY_MINIGUNNER);
  1313. break;
  1314. }
  1315. case (5): // Nod FlameThrower jumps down and fires at targets until dead.
  1316. {
  1317. ActionParamsStruct params;
  1318. params.Set_Basic(this, MX0_A02_PRIORITY_FORCED_ACTION, MX0_A02_ACTION_NOD_HELI_02_MOVE);
  1319. params.Set_Attack(STAR, 300.0f, 0.0f, true);
  1320. params.Set_Movement(Vector3(0,0,0), RUN, 0.5f, false);
  1321. params.WaypathID = MX0_A02_WAYPATH_02;
  1322. params.AttackCheckBlocked = false;
  1323. params.AttackForceFire = true;
  1324. Commands->Action_Attack (obj, params);
  1325. can_damage = true;
  1326. Commands->Start_Timer (obj, this, 10.0f, MX0_A02_TIMER_DESTROY_FLAME);
  1327. Commands->Trigger_Weapon (obj, true, Vector3(-90.941f,-60.470f,0.069f));
  1328. GameObject * controller = Commands->Find_Object (MX0_A02_CONTROLLER_ID);
  1329. if (controller)
  1330. {
  1331. Commands->Send_Custom_Event (obj, controller, MX0_A02_CUSTOM_TYPE_GDI_NOTICES_FLAME, MX0_A02_CUSTOM_PARAM_DEFAULT);
  1332. }
  1333. break;
  1334. }
  1335. case (6): // Nod FlameThrower explodes shortly after creation, before ending rappel.
  1336. {
  1337. can_damage = true;
  1338. Commands->Start_Timer (obj, this, 2.0f, MX0_A02_TIMER_DESTROY_FLAME);
  1339. break;
  1340. }
  1341. case (7): // Engineer 01 moves to repair the tank.
  1342. {
  1343. Commands->Start_Timer (obj, this, 4.0f, MX0_A02_TIMER_WAITFOR_MOVETOTANK);
  1344. break;
  1345. }
  1346. case (8): // Engineer 02 moves to destroy the rubble.
  1347. {
  1348. Commands->Start_Timer (obj, this, 4.0f, MX0_A02_TIMER_WAITFOR_MOVETORUBBLE);
  1349. break;
  1350. }
  1351. default:
  1352. {
  1353. break;
  1354. }
  1355. }
  1356. }
  1357. }
  1358. void Damaged (GameObject * obj, GameObject * damager, float amount)
  1359. {
  1360. if (active_actor)
  1361. {
  1362. if (!can_damage)
  1363. {
  1364. if (default_state)
  1365. {
  1366. last_armor -= 1.0f;
  1367. }
  1368. Commands->Set_Shield_Strength (obj, last_armor);
  1369. Commands->Set_Health (obj, start_health);
  1370. }
  1371. else
  1372. {
  1373. last_armor = Commands->Get_Shield_Strength (obj);
  1374. }
  1375. if (default_state)
  1376. {
  1377. if (damager)
  1378. {
  1379. if (my_register_id < MX0_A02_ACTOR_NOD_START)
  1380. {
  1381. if (damager != STAR)
  1382. {
  1383. int my_type = Commands->Get_Player_Type (obj);
  1384. int their_type = Commands->Get_Player_Type (damager);
  1385. if (my_type != their_type)
  1386. {
  1387. ActionParamsStruct params;
  1388. params.Set_Basic(this, MX0_A02_PRIORITY_DEFAULT_SHOOT, MX0_A02_ACTION_DEFAULT);
  1389. params.Set_Attack(damager, 300.0f, 0.0f, true);
  1390. if (my_register_id >= MX0_A02_ACTOR_NOD_START)
  1391. {
  1392. params.AttackCheckBlocked = false;
  1393. }
  1394. Commands->Action_Attack (obj, params);
  1395. }
  1396. }
  1397. }
  1398. else
  1399. {
  1400. ActionParamsStruct params;
  1401. params.Set_Basic(this, MX0_A02_PRIORITY_DEFAULT_SHOOT, MX0_A02_ACTION_DEFAULT);
  1402. params.Set_Attack(damager, 300.0f, 0.0f, true);
  1403. if (my_register_id >= MX0_A02_ACTOR_NOD_START)
  1404. {
  1405. params.AttackCheckBlocked = false;
  1406. }
  1407. Commands->Action_Attack (obj, params);
  1408. }
  1409. }
  1410. }
  1411. else
  1412. {
  1413. if ((!death_animation) && (can_damage))
  1414. {
  1415. death_animation = true;
  1416. // Check here for any special death animations that need to be played.
  1417. int my_id = Get_Int_Parameter ("ActorID");
  1418. switch (my_id)
  1419. {
  1420. case (1):
  1421. {
  1422. //DEBUG insert falling death animation here. Animation must kill unit at completion.
  1423. Commands->Debug_Message ("XXXX INSERT FALLING DEATH ANIMATION HERE.\n");
  1424. //DEBUG also, play a sound effect for the falling scream.
  1425. Commands->Apply_Damage (obj, 10000.0f, "Blamokiller", obj);
  1426. GameObject * controller = Commands->Find_Object (MX0_A02_CONTROLLER_ID);
  1427. if (controller)
  1428. {
  1429. Commands->Send_Custom_Event (obj, controller, MX0_A02_CUSTOM_TYPE_GDI_RESPONDS_01, MX0_A02_CUSTOM_PARAM_DEFAULT);
  1430. }
  1431. break;
  1432. }
  1433. case (2):
  1434. {
  1435. //DEBUG insert falling death animation here. Animation must kill unit at completion.
  1436. Commands->Debug_Message ("XXXX INSERT FALLING DEATH ANIMATION HERE.\n");
  1437. //DEBUG also, play a sound effect for the falling scream.
  1438. Commands->Apply_Damage (obj, 10000.0f, "Blamokiller", obj);
  1439. // Response from here is action complete send to destroy APC.
  1440. break;
  1441. }
  1442. default:
  1443. {
  1444. break;
  1445. }
  1446. }
  1447. }
  1448. }
  1449. }
  1450. }
  1451. void Killed (GameObject * obj, GameObject * killer)
  1452. {
  1453. if (active_actor)
  1454. {
  1455. GameObject * controller = Commands->Find_Object (MX0_A02_CONTROLLER_ID);
  1456. if (controller)
  1457. {
  1458. if (killer == STAR)
  1459. {
  1460. Commands->Send_Custom_Event (obj, controller, MX0_A02_CUSTOM_TYPE_PLAYER_KILLED_NOD, MX0_A02_CUSTOM_PARAM_DEFAULT);
  1461. }
  1462. else
  1463. {
  1464. if (killer)
  1465. {
  1466. int killer_id = Commands->Get_ID (killer);
  1467. Commands->Send_Custom_Event (obj, controller, MX0_A02_CUSTOM_TYPE_SOLDIER_KILLED_NOD, killer_id);
  1468. }
  1469. }
  1470. if (my_register_id >= MX0_A02_ACTOR_NOD_START)
  1471. {
  1472. Commands->Send_Custom_Event (obj, controller, MX0_A02_CUSTOM_TYPE_NOD_SOLDIER_KILLED, my_register_id, 0.1f);
  1473. }
  1474. }
  1475. }
  1476. }
  1477. void Custom (GameObject * obj, int type, int param, GameObject * sender)
  1478. {
  1479. if (active_actor)
  1480. {
  1481. switch (type)
  1482. {
  1483. case (MX0_A02_CUSTOM_TYPE_MAIN_ENDING):
  1484. {
  1485. active_actor = false;
  1486. default_state = false;
  1487. break;
  1488. }
  1489. case (MX0_A02_CUSTOM_TYPE_REGISTER_ACTOR_ID):
  1490. {
  1491. my_register_id = param;
  1492. break;
  1493. }
  1494. case (MX0_A02_CUSTOM_TYPE_DAMAGE_ON):
  1495. {
  1496. can_damage = true;
  1497. break;
  1498. }
  1499. case (MX0_A02_CUSTOM_TYPE_DAMAGE_OFF):
  1500. {
  1501. can_damage = false;
  1502. break;
  1503. }
  1504. case (MX0_A02_CUSTOM_TYPE_DEFAULT_STATE_ON):
  1505. {
  1506. Commands->Start_Timer (obj, this, 0.1f, MX0_A02_TIMER_BASIC_MOVE_02);
  1507. default_state = true;
  1508. break;
  1509. }
  1510. case (MX0_A02_CUSTOM_TYPE_DEFAULT_STATE_OFF):
  1511. {
  1512. default_state = false;
  1513. break;
  1514. }
  1515. case (MX0_A02_CUSTOM_TYPE_REQUEST_TARGET):
  1516. {
  1517. if (default_state)
  1518. {
  1519. GameObject * target = Commands->Find_Object (param);
  1520. if (target)
  1521. {
  1522. ActionParamsStruct params;
  1523. params.Set_Basic(this, MX0_A02_PRIORITY_DEFAULT_SHOOT, MX0_A02_ACTION_DEFAULT);
  1524. params.Set_Attack(target, 300.0f, 0.0f, true);
  1525. params.MoveCrouched = true;
  1526. params.AttackCrouched = true;
  1527. if (my_register_id >= MX0_A02_ACTOR_NOD_START)
  1528. {
  1529. params.AttackCheckBlocked = false;
  1530. }
  1531. Commands->Action_Attack (obj, params);
  1532. }
  1533. }
  1534. break;
  1535. }
  1536. case (MX0_A02_CUSTOM_TYPE_PRE_AMBIENT):
  1537. {
  1538. MX0_A02_Say_Something (obj, param, false);
  1539. break;
  1540. }
  1541. case (MX0_A02_CUSTOM_KILL_SNIPER_01):
  1542. {
  1543. default_state = false;
  1544. GameObject * sniper = Commands->Find_Object (param);
  1545. if (sniper)
  1546. {
  1547. MX0_A02_NOD_SNIPER_01 = Commands->Get_ID (sniper);
  1548. GameObject * location = Commands->Find_Object (MX0_A02_MOVE_OBJ_SNIPER_02);
  1549. if (location)
  1550. {
  1551. ActionParamsStruct params;
  1552. params.Set_Basic(this, MX0_A02_PRIORITY_FORCED_ACTION, MX0_A02_ACTION_ROCKET_SNIPER_MOVE);
  1553. params.Set_Movement(Commands->Get_Position (location), RUN, 0.5f, false);
  1554. Commands->Action_Goto (obj, params);
  1555. }
  1556. else
  1557. {
  1558. GameObject * controller = Commands->Find_Object (MX0_A02_CONTROLLER_ID);
  1559. if (controller)
  1560. {
  1561. Commands->Send_Custom_Event (obj, controller, MX0_A02_CUSTOM_TYPE_HANDOFF_SNIPER_02_ID, MX0_A02_CUSTOM_PARAM_DEFAULT);
  1562. }
  1563. }
  1564. }
  1565. else
  1566. {
  1567. GameObject * controller = Commands->Find_Object (MX0_A02_CONTROLLER_ID);
  1568. if (controller)
  1569. {
  1570. Commands->Send_Custom_Event (obj, controller, MX0_A02_CUSTOM_TYPE_HANDOFF_SNIPER_02_ID, MX0_A02_CUSTOM_PARAM_DEFAULT);
  1571. }
  1572. }
  1573. break;
  1574. }
  1575. case (MX0_A02_CUSTOM_KILL_SNIPER_02):
  1576. {
  1577. default_state = false;
  1578. GameObject * sniper = Commands->Find_Object (param);
  1579. if (sniper)
  1580. {
  1581. MX0_A02_NOD_SNIPER_02 = Commands->Get_ID (sniper);
  1582. GameObject * location = Commands->Find_Object (MX0_A02_MOVE_OBJ_SNIPER_02);
  1583. if (location)
  1584. {
  1585. ActionParamsStruct params;
  1586. params.Set_Basic(this, MX0_A02_PRIORITY_FORCED_ACTION, MX0_A02_ACTION_ROCKET_SNIPER_MOVE_02);
  1587. params.Set_Movement(Commands->Get_Position (location), RUN, 0.5f, false);
  1588. Commands->Action_Goto (obj, params);
  1589. }
  1590. else
  1591. {
  1592. Commands->Send_Custom_Event (obj, obj, MX0_A02_CUSTOM_TYPE_DEFAULT_STATE_ON, MX0_A02_CUSTOM_PARAM_DEFAULT);
  1593. }
  1594. }
  1595. else
  1596. {
  1597. Commands->Send_Custom_Event (obj, obj, MX0_A02_CUSTOM_TYPE_DEFAULT_STATE_ON, MX0_A02_CUSTOM_PARAM_DEFAULT);
  1598. }
  1599. break;
  1600. }
  1601. case (MX0_A02_CUSTOM_TYPE_START_GDI_01):
  1602. {
  1603. Commands->Start_Timer (obj, this, 1.0f, MX0_A02_TIMER_SOLDIER_02_START);
  1604. break;
  1605. }
  1606. case (MX0_A02_CUSTOM_TYPE_START_GDI_03):
  1607. {
  1608. MX0_A02_Say_Something (obj, MX0_A02_SPEECH_GDI_01_STARTUP_02, true);
  1609. break;
  1610. }
  1611. case (MX0_A02_CUSTOM_TYPE_START_GDI_04):
  1612. {
  1613. default_state = false;
  1614. Vector3 my_loc = Commands->Get_Position (obj);
  1615. Vector3 star_loc = Commands->Get_Position (STAR);
  1616. float distance = Commands->Get_Distance (my_loc, star_loc);
  1617. if (distance > MX0_A02_APPROACH_DISTANCE)
  1618. {
  1619. ActionParamsStruct params;
  1620. params.Set_Basic(this, MX0_A02_PRIORITY_FORCED_ACTION, MX0_A02_ACTION_APPROACH_HAVOC_01);
  1621. params.Set_Movement(STAR, RUN, 3.0f, false);
  1622. Commands->Action_Goto (obj, params);
  1623. }
  1624. else
  1625. {
  1626. MX0_A02_Say_Something (obj, MX0_A02_SPEECH_GDI_02_BECKON, false);
  1627. }
  1628. break;
  1629. }
  1630. case (MX0_A02_CUSTOM_TYPE_START_GDI_05):
  1631. {
  1632. MX0_A02_Say_Something (obj, MX0_A02_SPEECH_GDI_03_STARTUP, false);
  1633. break;
  1634. }
  1635. case (MX0_A02_CUSTOM_TYPE_PLAYER_CONGRATS):
  1636. {
  1637. if (default_state)
  1638. {
  1639. int speech_num = MX0_A02_SPEECH_GDI_PLAYER_CONGRATS_01 + param;
  1640. MX0_A02_Say_Something (obj, speech_num, false);
  1641. }
  1642. break;
  1643. }
  1644. case (MX0_A02_CUSTOM_TYPE_SOLDIER_CONGRATS):
  1645. {
  1646. if (default_state)
  1647. {
  1648. int speech_num = MX0_A02_SPEECH_GDI_SOLDIER_CONGRATS_01 + param;
  1649. MX0_A02_Say_Something (obj, speech_num, false);
  1650. }
  1651. break;
  1652. }
  1653. case (MX0_A02_CUSTOM_TYPE_PLAYER_RETREAT):
  1654. {
  1655. int speech_num = MX0_A02_SPEECH_GDI_PLAYER_RETREAT_01 + my_register_id - 1;
  1656. MX0_A02_Say_Something (obj, speech_num, false);
  1657. break;
  1658. }
  1659. case (MX0_A02_CUSTOM_TYPE_GDI_NOTICES_NOD_01):
  1660. {
  1661. MX0_A02_Say_Something (obj, MX0_A02_SPEECH_GDI_NOTICES_NOD_01, false);
  1662. break;
  1663. }
  1664. case (MX0_A02_CUSTOM_TYPE_GDI_SHOOTS_NOD_01):
  1665. {
  1666. GameObject * target = Commands->Find_Object (param);
  1667. if (target)
  1668. {
  1669. ActionParamsStruct params;
  1670. params.Set_Basic(this, MX0_A02_PRIORITY_FORCED_ACTION, MX0_A02_ACTION_GDI_SHOOTS_NOD_01);
  1671. params.Set_Attack(target, 300.0f, 0.0f, true);
  1672. Commands->Action_Attack (obj, params);
  1673. }
  1674. break;
  1675. }
  1676. case (MX0_A02_CUSTOM_TYPE_GDI_RESPONDS_01):
  1677. {
  1678. MX0_A02_Say_Something (obj, MX0_A02_SPEECH_GDI_RESPONDS_01, false);
  1679. break;
  1680. }
  1681. case (MX0_A02_CUSTOM_TYPE_GDI_SHOOTS_NOD_02):
  1682. {
  1683. GameObject * target = Commands->Find_Object (param);
  1684. if (target)
  1685. {
  1686. ActionParamsStruct params;
  1687. params.Set_Basic(this, MX0_A02_PRIORITY_FORCED_ACTION, MX0_A02_ACTION_GDI_SHOOTS_NOD_02);
  1688. params.Set_Attack(target, 300.0f, 0.0f, true);
  1689. Commands->Action_Attack (obj, params);
  1690. }
  1691. break;
  1692. }
  1693. case (MX0_A02_CUSTOM_TYPE_GET_APC_ID):
  1694. {
  1695. GameObject * apc = Commands->Find_Object (param);
  1696. if (apc)
  1697. {
  1698. GameObject * controller = Commands->Find_Object (MX0_A02_CONTROLLER_ID);
  1699. if (controller)
  1700. {
  1701. Commands->Send_Custom_Event (obj, controller, MX0_A02_CUSTOM_TYPE_APC_BLOWITUP, MX0_A02_CUSTOM_PARAM_DEFAULT, 1.0f);
  1702. }
  1703. ActionParamsStruct params;
  1704. params.Set_Basic(this, MX0_A02_PRIORITY_FORCED_ACTION, MX0_A02_ACTION_NOD_SHOOT_APC);
  1705. params.Set_Attack(apc, 300.0f, 0.0f, true);
  1706. Commands->Action_Attack (obj, params);
  1707. }
  1708. else
  1709. {
  1710. ActionParamsStruct params;
  1711. params.Set_Basic(this, MX0_A02_PRIORITY_FORCED_ACTION, MX0_A02_ACTION_NOD_DONEWITH_APC);
  1712. params.Set_Movement(Vector3(-78.442f,-78.044f,6.404f), RUN, 0.5f, false);
  1713. Commands->Action_Goto (obj, params);
  1714. }
  1715. break;
  1716. }
  1717. case (MX0_A02_CUSTOM_TYPE_HELI_DESTROYED):
  1718. {
  1719. MX0_A02_Say_Something (obj, MX0_A02_SPEECH_GDI_SPOTS_HELI_DESTROY, false);
  1720. break;
  1721. }
  1722. case (MX0_A02_CUSTOM_TYPE_GDI_NOTICES_HELI_01):
  1723. {
  1724. MX0_A02_Say_Something (obj, MX0_A02_SPEECH_GDI_SPOTS_HELI_01, false);
  1725. break;
  1726. }
  1727. case (MX0_A02_CUSTOM_TYPE_GDI_NOTICES_HELI_02):
  1728. {
  1729. MX0_A02_Say_Something (obj, MX0_A02_SPEECH_GDI_SPOTS_HELI_02, false);
  1730. break;
  1731. }
  1732. case (MX0_A02_CUSTOM_TYPE_GDI_NOTICES_FLAME):
  1733. {
  1734. MX0_A02_Say_Something (obj, MX0_A02_SPEECH_GDI_NOTICES_FLAME, false);
  1735. break;
  1736. }
  1737. case (MX0_A02_CUSTOM_TYPE_GDI_NOTICES_FLAME_DEAD):
  1738. {
  1739. MX0_A02_Say_Something (obj, MX0_A02_SPEECH_GDI_NOTICES_FLAME_DEAD, false);
  1740. break;
  1741. }
  1742. case (MX0_A02_CUSTOM_TYPE_HELI_DESTROYED_02):
  1743. {
  1744. if (my_register_id == 1)
  1745. {
  1746. MX0_A02_Say_Something (obj, MX0_A02_SPEECH_GDI_SPOTS_HELI_DESTROY, false);
  1747. }
  1748. else
  1749. {
  1750. MX0_A02_Say_Something (obj, MX0_A02_SPEECH_NOD_HELI_DESTROYED_02, false);
  1751. }
  1752. break;
  1753. }
  1754. case (MX0_A02_CUSTOM_TYPE_RETREAT_SEQUENCE):
  1755. {
  1756. GameObject * moveloc = Commands->Find_Object (MX0_A02_MOVE_OBJ_16);
  1757. switch (my_register_id)
  1758. {
  1759. case (5):
  1760. {
  1761. moveloc = Commands->Find_Object (MX0_A02_MOVE_OBJ_09);
  1762. break;
  1763. }
  1764. case (6):
  1765. {
  1766. moveloc = Commands->Find_Object (MX0_A02_MOVE_OBJ_11);
  1767. break;
  1768. }
  1769. case (7):
  1770. {
  1771. moveloc = Commands->Find_Object (MX0_A02_MOVE_OBJ_13);
  1772. break;
  1773. }
  1774. case (8):
  1775. {
  1776. moveloc = Commands->Find_Object (MX0_A02_MOVE_OBJ_15);
  1777. break;
  1778. }
  1779. default:
  1780. {
  1781. break;
  1782. }
  1783. }
  1784. if (moveloc)
  1785. {
  1786. ActionParamsStruct params;
  1787. params.Set_Basic(this, MX0_A02_PRIORITY_FORCED_ACTION, MX0_A02_ACTION_RETREAT_MOVE);
  1788. params.Set_Movement(Commands->Get_Position (moveloc), RUN, 0.5f, false);
  1789. Commands->Action_Goto (obj, params);
  1790. }
  1791. break;
  1792. }
  1793. case (MX0_A02_CUSTOM_TYPE_RETREAT_DONE):
  1794. {
  1795. Vector3 move_location = Vector3(-105.302f,-55.383f,0.0f);
  1796. switch (my_register_id)
  1797. {
  1798. case (1):
  1799. {
  1800. move_location = Vector3(-78.74f,-60.34f,0.0f);
  1801. break;
  1802. }
  1803. case (2):
  1804. {
  1805. move_location = Vector3(-90.786f,-65.492f,0.0f);
  1806. break;
  1807. }
  1808. case (3):
  1809. {
  1810. move_location = Vector3(-94.756f,-59.510f,0.0f);
  1811. break;
  1812. }
  1813. case (4):
  1814. {
  1815. move_location = Vector3(-104.989f,-49.282f,0.0f);
  1816. break;
  1817. }
  1818. default:
  1819. {
  1820. break;
  1821. }
  1822. }
  1823. default_state = false;
  1824. ActionParamsStruct params;
  1825. params.Set_Basic(this, MX0_A02_PRIORITY_FORCED_ACTION, MX0_A02_ACTION_DEFAULT);
  1826. params.Set_Movement(move_location, 0.2f, 3.0f, false);
  1827. Commands->Action_Goto (obj, params);
  1828. break;
  1829. }
  1830. case (MX0_A02_CUSTOM_TYPE_ENDING_01):
  1831. {
  1832. MX0_A02_Say_Something (obj, MX0_A02_SPEECH_ENDING_01, false);
  1833. break;
  1834. }
  1835. case (MX0_A02_CUSTOM_TYPE_ENDING_02):
  1836. {
  1837. MX0_A02_Say_Something (obj, MX0_A02_SPEECH_ENDING_02, false);
  1838. break;
  1839. }
  1840. case (MX0_A02_CUSTOM_TYPE_ENDING_03):
  1841. {
  1842. MX0_A02_Say_Something (obj, MX0_A02_SPEECH_ENDING_03, false);
  1843. break;
  1844. }
  1845. case (MX0_A02_CUSTOM_TYPE_ENDING_04):
  1846. {
  1847. MX0_A02_Say_Something (obj, MX0_A02_SPEECH_ENDING_04, true);
  1848. break;
  1849. }
  1850. case (MX0_A02_CUSTOM_TYPE_ENDING_05):
  1851. {
  1852. MX0_A02_Say_Something (obj, MX0_A02_SPEECH_ENDING_05, false);
  1853. break;
  1854. }
  1855. case (MX0_A02_CUSTOM_TYPE_ENGINEER_MOVETOTANK):
  1856. {
  1857. MX0_A02_Say_Something (obj, MX0_A02_SPEECH_ENGINEER_TANK_01, false);
  1858. GameObject * tank = Commands->Find_Object (param);
  1859. if (tank)
  1860. {
  1861. medtank_id = param;
  1862. GameObject * moveloc = Commands->Find_Object (MX0_A02_MOVE_OBJ_06);
  1863. if (moveloc)
  1864. {
  1865. ActionParamsStruct params;
  1866. params.Set_Basic(this, MX0_A02_PRIORITY_FORCED_ACTION, MX0_A02_ACTION_ENGINEER_01_MEDTANK);
  1867. params.Set_Movement(Commands->Get_Position(moveloc), RUN, 3.0f, false);
  1868. Commands->Action_Goto (obj, params);
  1869. }
  1870. }
  1871. break;
  1872. }
  1873. case (MX0_A02_CUSTOM_TYPE_SAY_TANK):
  1874. {
  1875. MX0_A02_Say_Something (obj, MX0_A02_SPEECH_UNSTOPPABLE, false);
  1876. break;
  1877. }
  1878. case (MX0_A02_CUSTOM_TYPE_TANKSAY_01):
  1879. {
  1880. MX0_A02_Say_Something (obj, MX0_A02_SPEECH_TANKSAY_01, false);
  1881. break;
  1882. }
  1883. case (MX0_A02_CUSTOM_TYPE_TANKSAY_02):
  1884. {
  1885. MX0_A02_Say_Something (obj, MX0_A02_SPEECH_TANKSAY_02, false);
  1886. break;
  1887. }
  1888. case (MX0_A02_CUSTOM_TYPE_TANKSAY_03):
  1889. {
  1890. MX0_A02_Say_Something (obj, MX0_A02_SPEECH_TANKSAY_03, false);
  1891. break;
  1892. }
  1893. case (MX0_A02_CUSTOM_TYPE_SAY_FIREHOLE):
  1894. {
  1895. MX0_A02_Say_Something (obj, MX0_A02_SPEECH_TANKSAY_04, false);
  1896. break;
  1897. }
  1898. case (MX0_A02_CUSTOM_TYPE_FOLLOW_HAVOC):
  1899. {
  1900. ActionParamsStruct params;
  1901. params.Set_Basic(this, MX0_A02_PRIORITY_FORCED_ACTION, MX0_A02_ACTION_DEFAULT);
  1902. params.Set_Movement(STAR, RUN, 10.0f, false);
  1903. Commands->Action_Goto (obj, params);
  1904. //HANDOFF MY ID TO THE NEW CONTROLLER HERE!
  1905. break;
  1906. }
  1907. case (MX0_A02_CUSTOM_TYPE_SAY_APC_DOWN):
  1908. {
  1909. MX0_A02_Say_Something (obj, MX0_A02_SPEECH_APC_DOWN, false);
  1910. break;
  1911. }
  1912. case (MX0_A02_CUSTOM_TYPE_SHOOT_HELI_02):
  1913. {
  1914. ActionParamsStruct params;
  1915. params.Set_Basic(this, MX0_A02_PRIORITY_FORCED_ACTION, MX0_A02_ACTION_DEFAULT);
  1916. params.Set_Attack(Vector3(-85.66f,-73.31f,22.81f), 300.0f, 0.0f, true);
  1917. params.AttackCheckBlocked = false;
  1918. Commands->Action_Attack (obj, params);
  1919. break;
  1920. }
  1921. case (MX0_A02_CUSTOM_TYPE_SAY_WRONG_WAY):
  1922. {
  1923. Vector3 my_loc = Commands->Get_Position (obj);
  1924. Vector3 star_loc = Commands->Get_Position (STAR);
  1925. float distance = Commands->Get_Distance (my_loc, star_loc);
  1926. if (distance < 10.0f)
  1927. {
  1928. switch (my_register_id)
  1929. {
  1930. case (2):
  1931. {
  1932. MX0_A02_Say_Something (obj, MX0_A02_SPEECH_WRONGWAY_01, true);
  1933. break;
  1934. }
  1935. case (3):
  1936. {
  1937. MX0_A02_Say_Something (obj, MX0_A02_SPEECH_WRONGWAY_02, true);
  1938. break;
  1939. }
  1940. case (4):
  1941. {
  1942. MX0_A02_Say_Something (obj, MX0_A02_SPEECH_WRONGWAY_03, true);
  1943. break;
  1944. }
  1945. default:
  1946. {
  1947. break;
  1948. }
  1949. }
  1950. }
  1951. break;
  1952. }
  1953. default:
  1954. {
  1955. break;
  1956. }
  1957. }
  1958. }
  1959. }
  1960. void Action_Complete (GameObject * obj, int action_id, ActionCompleteReason complete_reason)
  1961. {
  1962. if (active_actor)
  1963. {
  1964. if ((complete_reason == ACTION_COMPLETE_CONVERSATION_ENDED) || (complete_reason == ACTION_COMPLETE_CONVERSATION_INTERRUPTED) || (complete_reason == ACTION_COMPLETE_CONVERSATION_UNABLE_TO_INIT))
  1965. {
  1966. switch (action_id)
  1967. {
  1968. case (MX0_A02_SPEECH_GDI_01_STARTUP):
  1969. {
  1970. default_state = true;
  1971. Commands->Start_Timer (obj, this, 0.1f, MX0_A02_TIMER_BASIC_MOVE_02);
  1972. GameObject * controller = Commands->Find_Object (MX0_A02_CONTROLLER_ID);
  1973. if (controller)
  1974. {
  1975. Commands->Send_Custom_Event (obj, controller, MX0_A02_CUSTOM_TYPE_START_GDI_02, MX0_A02_CUSTOM_PARAM_DEFAULT);
  1976. }
  1977. break;
  1978. }
  1979. case (MX0_A02_SPEECH_GDI_02_STARTUP):
  1980. {
  1981. default_state = true;
  1982. Commands->Start_Timer (obj, this, 0.1f, MX0_A02_TIMER_BASIC_MOVE_02);
  1983. GameObject * controller = Commands->Find_Object (MX0_A02_CONTROLLER_ID);
  1984. if (controller)
  1985. {
  1986. Commands->Send_Custom_Event (obj, controller, MX0_A02_CUSTOM_TYPE_START_GDI_04, MX0_A02_CUSTOM_PARAM_DEFAULT);
  1987. }
  1988. break;
  1989. }
  1990. case (MX0_A02_SPEECH_GDI_01_STARTUP_02):
  1991. {
  1992. default_state = true;
  1993. Commands->Start_Timer (obj, this, 0.1f, MX0_A02_TIMER_BASIC_MOVE_02);
  1994. GameObject * controller = Commands->Find_Object (MX0_A02_CONTROLLER_ID);
  1995. if (controller)
  1996. {
  1997. Commands->Send_Custom_Event (obj, controller, MX0_A02_CUSTOM_TYPE_START_GDI_05, MX0_A02_CUSTOM_PARAM_DEFAULT);
  1998. }
  1999. break;
  2000. }
  2001. case (MX0_A02_SPEECH_GDI_02_BECKON):
  2002. {
  2003. default_state = true;
  2004. Commands->Start_Timer (obj, this, 0.1f, MX0_A02_TIMER_BASIC_MOVE_02);
  2005. GameObject * controller = Commands->Find_Object (MX0_A02_CONTROLLER_ID);
  2006. if (controller)
  2007. {
  2008. Commands->Send_Custom_Event (obj, controller, MX0_A02_CUSTOM_TYPE_START_GDI_03, MX0_A02_CUSTOM_PARAM_DEFAULT);
  2009. }
  2010. break;
  2011. }
  2012. case (MX0_A02_SPEECH_GDI_03_STARTUP):
  2013. {
  2014. default_state = true;
  2015. Commands->Start_Timer (obj, this, 0.1f, MX0_A02_TIMER_BASIC_MOVE_02);
  2016. GameObject * controller = Commands->Find_Object (MX0_A02_CONTROLLER_ID);
  2017. if (controller)
  2018. {
  2019. Commands->Send_Custom_Event (obj, controller, MX0_A02_CUSTOM_TYPE_CONTINUE, MX0_A02_CUSTOM_PARAM_DEFAULT);
  2020. }
  2021. break;
  2022. }
  2023. case (MX0_A02_SPEECH_GDI_NOTICES_NOD_01):
  2024. {
  2025. GameObject * controller = Commands->Find_Object (MX0_A02_CONTROLLER_ID);
  2026. if (controller)
  2027. {
  2028. Commands->Send_Custom_Event (obj, controller, MX0_A02_CUSTOM_TYPE_GDI_SHOOTS_NOD_01, MX0_A02_CUSTOM_PARAM_DEFAULT);
  2029. }
  2030. break;
  2031. }
  2032. case (MX0_A02_SPEECH_ENDING_01):
  2033. {
  2034. GameObject * controller = Commands->Find_Object (MX0_A02_CONTROLLER_ID);
  2035. if (controller)
  2036. {
  2037. Commands->Send_Custom_Event (obj, controller, MX0_A02_CUSTOM_TYPE_ENDING_02, MX0_A02_CUSTOM_PARAM_DEFAULT);
  2038. }
  2039. break;
  2040. }
  2041. case (MX0_A02_SPEECH_ENDING_02):
  2042. {
  2043. GameObject * controller = Commands->Find_Object (MX0_A02_CONTROLLER_ID);
  2044. if (controller)
  2045. {
  2046. Commands->Send_Custom_Event (obj, controller, MX0_A02_CUSTOM_TYPE_ENDING_03, MX0_A02_CUSTOM_PARAM_DEFAULT);
  2047. }
  2048. break;
  2049. }
  2050. case (MX0_A02_SPEECH_ENDING_03):
  2051. {
  2052. GameObject * controller = Commands->Find_Object (MX0_A02_CONTROLLER_ID);
  2053. if (controller)
  2054. {
  2055. Commands->Send_Custom_Event (obj, controller, MX0_A02_CUSTOM_TYPE_ENDING_04, MX0_A02_CUSTOM_PARAM_DEFAULT);
  2056. }
  2057. break;
  2058. }
  2059. case (MX0_A02_SPEECH_ENDING_04):
  2060. {
  2061. GameObject * controller = Commands->Find_Object (MX0_A02_CONTROLLER_ID);
  2062. if (controller)
  2063. {
  2064. Commands->Send_Custom_Event (obj, controller, MX0_A02_CUSTOM_TYPE_ENDING_05, MX0_A02_CUSTOM_PARAM_DEFAULT);
  2065. }
  2066. break;
  2067. }
  2068. case (MX0_A02_SPEECH_ENDING_05):
  2069. {
  2070. GameObject * controller = Commands->Find_Object (MX0_A02_CONTROLLER_ID);
  2071. if (controller)
  2072. {
  2073. Commands->Send_Custom_Event (obj, controller, MX0_A02_CUSTOM_TYPE_ENDING_06, MX0_A02_CUSTOM_PARAM_DEFAULT);
  2074. }
  2075. break;
  2076. }
  2077. case (MX0_A02_SPEECH_ENGINEER_DONE):
  2078. {
  2079. Commands->Create_2D_Sound ("MX0_GDIEAGLEBASE_117");
  2080. Commands->Set_HUD_Help_Text(IDS_MTUDSGN_DSGN0397I1DSGN_TXT, TEXT_COLOR_OBJECTIVE_PRIMARY);
  2081. GameObject * controller = Commands->Find_Object (MX0_A02_CONTROLLER_ID);
  2082. if (controller)
  2083. {
  2084. Commands->Send_Custom_Event (obj, controller, MX0_A02_CUSTOM_TYPE_ENGINEER_DONE, MX0_A02_CUSTOM_PARAM_DEFAULT);
  2085. }
  2086. break;
  2087. }
  2088. case (MX0_A02_SPEECH_TANKSAY_04):
  2089. {
  2090. GameObject * location = Commands->Find_Object (MX0_A02_MOVE_OBJ_SNIPER_02);
  2091. if (location)
  2092. {
  2093. ActionParamsStruct params;
  2094. params.Set_Basic(this, MX0_A02_PRIORITY_FORCED_ACTION, MX0_A02_ACTION_ENGINEER_RETREAT);
  2095. params.Set_Movement(Commands->Get_Position (location), RUN, 5.0f, false);
  2096. Commands->Action_Goto (obj, params);
  2097. }
  2098. GameObject * controller = Commands->Find_Object (MX0_A02_CONTROLLER_ID);
  2099. if (controller)
  2100. {
  2101. Commands->Send_Custom_Event (obj, controller, MX0_A02_CUSTOM_TYPE_EXPLODE, MX0_A02_CUSTOM_PARAM_DEFAULT);
  2102. }
  2103. break;
  2104. }
  2105. case (MX0_A02_SPEECH_GDI_SPOTS_HELI_02):
  2106. {
  2107. GameObject * controller = Commands->Find_Object (MX0_A02_CONTROLLER_ID);
  2108. if (controller)
  2109. {
  2110. Commands->Send_Custom_Event (obj, controller, MX0_A02_CUSTOM_TYPE_SHOOT_HELI_02, MX0_A02_CUSTOM_PARAM_DEFAULT);
  2111. }
  2112. break;
  2113. }
  2114. default:
  2115. {
  2116. break;
  2117. }
  2118. }
  2119. }
  2120. else
  2121. {
  2122. switch (action_id)
  2123. {
  2124. case (MX0_A02_ACTION_ROCKET_SNIPER_MOVE):
  2125. {
  2126. GameObject * sniper = Commands->Find_Object (MX0_A02_NOD_SNIPER_01);
  2127. if (sniper)
  2128. {
  2129. ActionParamsStruct params;
  2130. params.Set_Basic(this, MX0_A02_PRIORITY_FORCED_ACTION, MX0_A02_ACTION_ROCKET_SNIPER_SHOOT);
  2131. params.Set_Attack(sniper, 300.0f, 0.0f, true);
  2132. params.AttackCheckBlocked = false;
  2133. Commands->Action_Attack (obj, params);
  2134. }
  2135. else
  2136. {
  2137. GameObject * controller = Commands->Find_Object (MX0_A02_CONTROLLER_ID);
  2138. if (controller)
  2139. {
  2140. Commands->Send_Custom_Event (obj, controller, MX0_A02_CUSTOM_TYPE_HANDOFF_SNIPER_02_ID, MX0_A02_CUSTOM_PARAM_DEFAULT);
  2141. }
  2142. }
  2143. break;
  2144. }
  2145. case (MX0_A02_ACTION_ROCKET_SNIPER_MOVE_02):
  2146. {
  2147. GameObject * sniper = Commands->Find_Object (MX0_A02_NOD_SNIPER_02);
  2148. if (sniper)
  2149. {
  2150. ActionParamsStruct params;
  2151. params.Set_Basic(this, MX0_A02_PRIORITY_FORCED_ACTION, MX0_A02_ACTION_ROCKET_SNIPER_SHOOT_02);
  2152. params.Set_Attack(sniper, 300.0f, 0.0f, true);
  2153. params.AttackCheckBlocked = false;
  2154. Commands->Action_Attack (obj, params);
  2155. }
  2156. else
  2157. {
  2158. Commands->Send_Custom_Event (obj, obj, MX0_A02_CUSTOM_TYPE_DEFAULT_STATE_ON, MX0_A02_CUSTOM_PARAM_DEFAULT);
  2159. }
  2160. break;
  2161. }
  2162. case (MX0_A02_ACTION_ROCKET_SNIPER_SHOOT):
  2163. {
  2164. GameObject * controller = Commands->Find_Object (MX0_A02_CONTROLLER_ID);
  2165. if (controller)
  2166. {
  2167. Commands->Send_Custom_Event (obj, controller, MX0_A02_CUSTOM_TYPE_HANDOFF_SNIPER_02_ID, MX0_A02_CUSTOM_PARAM_DEFAULT);
  2168. }
  2169. break;
  2170. }
  2171. case (MX0_A02_ACTION_ROCKET_SNIPER_SHOOT_02):
  2172. {
  2173. Commands->Send_Custom_Event (obj, obj, MX0_A02_CUSTOM_TYPE_DEFAULT_STATE_ON, MX0_A02_CUSTOM_PARAM_DEFAULT);
  2174. break;
  2175. }
  2176. case (MX0_A02_ACTION_BASIC_MOVE_01):
  2177. case (MX0_A02_ACTION_BASIC_MOVE_02):
  2178. {
  2179. if (default_state)
  2180. {
  2181. GameObject * controller = Commands->Find_Object (MX0_A02_CONTROLLER_ID);
  2182. if (controller)
  2183. {
  2184. Commands->Send_Custom_Event (obj, controller, MX0_A02_CUSTOM_TYPE_REQUEST_TARGET, my_register_id);
  2185. }
  2186. }
  2187. break;
  2188. }
  2189. case (MX0_A02_ACTION_APPROACH_HAVOC_01):
  2190. {
  2191. MX0_A02_Say_Something (obj, MX0_A02_SPEECH_GDI_02_BECKON, true);
  2192. break;
  2193. }
  2194. case (MX0_A02_ACTION_NODFALL01_MOVE):
  2195. {
  2196. can_damage = true;
  2197. GameObject * controller = Commands->Find_Object (MX0_A02_CONTROLLER_ID);
  2198. if (controller)
  2199. {
  2200. Commands->Send_Custom_Event (obj, controller, MX0_A02_CUSTOM_TYPE_GDI_NOTICES_NOD_01, MX0_A02_CUSTOM_PARAM_DEFAULT);
  2201. }
  2202. break;
  2203. }
  2204. case (MX0_A02_ACTION_NODFALL02_MOVE):
  2205. {
  2206. can_damage = true;
  2207. GameObject * controller = Commands->Find_Object (MX0_A02_CONTROLLER_ID);
  2208. if (controller)
  2209. {
  2210. Commands->Send_Custom_Event (obj, controller, MX0_A02_CUSTOM_TYPE_GDI_SHOOTS_NOD_02, MX0_A02_CUSTOM_PARAM_DEFAULT);
  2211. }
  2212. break;
  2213. }
  2214. case (MX0_A02_ACTION_NOD_MOVETO_APC):
  2215. {
  2216. GameObject * controller = Commands->Find_Object (MX0_A02_CONTROLLER_ID);
  2217. if (controller)
  2218. {
  2219. Commands->Send_Custom_Event (obj, controller, MX0_A02_CUSTOM_TYPE_GET_APC_ID, MX0_A02_CUSTOM_PARAM_DEFAULT);
  2220. }
  2221. break;
  2222. }
  2223. case (MX0_A02_ACTION_NOD_SHOOT_APC):
  2224. {
  2225. GameObject * controller = Commands->Find_Object (MX0_A02_CONTROLLER_ID);
  2226. if (controller)
  2227. {
  2228. Commands->Send_Custom_Event (obj, controller, MX0_A02_CUSTOM_TYPE_SAY_APC_DOWN, MX0_A02_CUSTOM_PARAM_DEFAULT);
  2229. }
  2230. ActionParamsStruct params;
  2231. params.Set_Basic(this, MX0_A02_PRIORITY_FORCED_ACTION, MX0_A02_ACTION_NOD_DONEWITH_APC);
  2232. params.Set_Movement(Vector3(-78.442f,-78.044f,6.404f), RUN, 0.5f, false);
  2233. Commands->Action_Goto (obj, params);
  2234. break;
  2235. }
  2236. case (MX0_A02_ACTION_NOD_DONEWITH_APC):
  2237. {
  2238. Commands->Destroy_Object (obj);
  2239. GameObject * controller = Commands->Find_Object (MX0_A02_CONTROLLER_ID);
  2240. if (controller)
  2241. {
  2242. Commands->Send_Custom_Event (obj, controller, MX0_A02_CUSTOM_TYPE_NEXT_SEQUENCE, MX0_A02_CUSTOM_PARAM_DEFAULT);
  2243. }
  2244. break;
  2245. }
  2246. case (MX0_A02_ACTION_NOD_HELI_01_MOVE):
  2247. {
  2248. Commands->Enable_Enemy_Seen (obj, true);
  2249. break;
  2250. }
  2251. case (MX0_A02_ACTION_NOD_HELI_02_MOVE):
  2252. {
  2253. ActionParamsStruct params;
  2254. params.Set_Basic(this, MX0_A02_PRIORITY_DEFAULT_SHOOT, MX0_A02_ACTION_DEFAULT);
  2255. params.Set_Attack(STAR, 30.0f, 0.0f, true);
  2256. params.Set_Movement (STAR, RUN, 1.0f, false);
  2257. Commands->Action_Attack (obj, params);
  2258. break;
  2259. }
  2260. case (MX0_A02_ACTION_RETREAT_MOVE):
  2261. {
  2262. Commands->Apply_Damage (obj, 10000.0f, "Blamokiller", NULL);
  2263. break;
  2264. }
  2265. case (MX0_A02_ACTION_ENGINEER_01_MEDTANK):
  2266. {
  2267. GameObject * tank = Commands->Find_Object (medtank_id);
  2268. if (tank)
  2269. {
  2270. ActionParamsStruct params;
  2271. params.Set_Basic(this, MX0_A02_PRIORITY_FORCED_ACTION, MX0_A02_ACTION_DEFAULT);
  2272. params.Set_Attack(tank, 300.0f, 0.0f, false);
  2273. params.AttackCheckBlocked = false;
  2274. Commands->Action_Attack (obj, params);
  2275. Commands->Start_Timer (obj, this, 5.0f, MX0_A02_TIMER_ENGINEER_FIX_TANK);
  2276. }
  2277. break;
  2278. }
  2279. case (MX0_A02_ACTION_ENGINEER_02_RUBBLE):
  2280. {
  2281. ActionParamsStruct params;
  2282. params.Set_Basic(this, MX0_A02_PRIORITY_FORCED_ACTION, MX0_A02_ACTION_DEFAULT);
  2283. params.Set_Attack(Vector3(-75.0f,-43.4f,0.1f), 0.0f, 0.0f, true);
  2284. params.MoveCrouched = true;
  2285. params.AttackCrouched = true;
  2286. Commands->Action_Attack (obj, params);
  2287. break;
  2288. }
  2289. default:
  2290. {
  2291. break;
  2292. }
  2293. }
  2294. }
  2295. }
  2296. }
  2297. void Enemy_Seen (GameObject * obj, GameObject * enemy)
  2298. {
  2299. ActionParamsStruct params;
  2300. params.Set_Basic(this, MX0_A02_PRIORITY_DEFAULT_SHOOT, MX0_A02_ACTION_DEFAULT);
  2301. params.Set_Attack(enemy, 300.0f, 0.0f, true);
  2302. params.MoveCrouched = true;
  2303. params.AttackCrouched = true;
  2304. Commands->Action_Attack (obj, params);
  2305. }
  2306. void Timer_Expired (GameObject * obj, int timer_id)
  2307. {
  2308. if (active_actor)
  2309. {
  2310. switch (timer_id)
  2311. {
  2312. case (MX0_A02_TIMER_BASIC_MOVE_01):
  2313. {
  2314. if (default_state)
  2315. {
  2316. GameObject * moveloc = Commands->Find_Object (MX0_A02_MOVE_OBJ_16);
  2317. switch (my_register_id)
  2318. {
  2319. case (1):
  2320. {
  2321. moveloc = Commands->Find_Object (MX0_A02_MOVE_OBJ_02);
  2322. break;
  2323. }
  2324. case (2):
  2325. {
  2326. moveloc = Commands->Find_Object (MX0_A02_MOVE_OBJ_04);
  2327. break;
  2328. }
  2329. case (3):
  2330. {
  2331. moveloc = Commands->Find_Object (MX0_A02_MOVE_OBJ_06);
  2332. break;
  2333. }
  2334. case (4):
  2335. {
  2336. moveloc = Commands->Find_Object (MX0_A02_MOVE_OBJ_08);
  2337. break;
  2338. }
  2339. case (5):
  2340. {
  2341. moveloc = Commands->Find_Object (MX0_A02_MOVE_OBJ_10);
  2342. break;
  2343. }
  2344. case (6):
  2345. {
  2346. moveloc = Commands->Find_Object (MX0_A02_MOVE_OBJ_12);
  2347. break;
  2348. }
  2349. case (7):
  2350. {
  2351. moveloc = Commands->Find_Object (MX0_A02_MOVE_OBJ_14);
  2352. break;
  2353. }
  2354. case (8):
  2355. {
  2356. moveloc = Commands->Find_Object (MX0_A02_MOVE_OBJ_16);
  2357. break;
  2358. }
  2359. default:
  2360. {
  2361. break;
  2362. }
  2363. }
  2364. if (moveloc)
  2365. {
  2366. ActionParamsStruct params;
  2367. params.Set_Basic(this, MX0_A02_PRIORITY_FORCED_ACTION, MX0_A02_ACTION_BASIC_MOVE_01);
  2368. params.Set_Movement(Commands->Get_Position (moveloc), RUN, 0.5f, false);
  2369. Commands->Action_Goto (obj, params);
  2370. }
  2371. Commands->Start_Timer (obj, this, (MX0_A02_TIMERLENGTH_BASIC_MOVE + Get_Int_Random(0, MX0_A02_TIMERLENGTH_BASIC_MOVE)), MX0_A02_TIMER_BASIC_MOVE_02);
  2372. }
  2373. break;
  2374. }
  2375. case (MX0_A02_TIMER_BASIC_MOVE_02):
  2376. {
  2377. if (default_state)
  2378. {
  2379. GameObject * moveloc = Commands->Find_Object (MX0_A02_MOVE_OBJ_16);
  2380. switch (my_register_id)
  2381. {
  2382. case (1):
  2383. {
  2384. moveloc = Commands->Find_Object (MX0_A02_MOVE_OBJ_01);
  2385. break;
  2386. }
  2387. case (2):
  2388. {
  2389. moveloc = Commands->Find_Object (MX0_A02_MOVE_OBJ_03);
  2390. break;
  2391. }
  2392. case (3):
  2393. {
  2394. moveloc = Commands->Find_Object (MX0_A02_MOVE_OBJ_05);
  2395. break;
  2396. }
  2397. case (4):
  2398. {
  2399. moveloc = Commands->Find_Object (MX0_A02_MOVE_OBJ_07);
  2400. break;
  2401. }
  2402. case (5):
  2403. {
  2404. moveloc = Commands->Find_Object (MX0_A02_MOVE_OBJ_09);
  2405. break;
  2406. }
  2407. case (6):
  2408. {
  2409. moveloc = Commands->Find_Object (MX0_A02_MOVE_OBJ_11);
  2410. break;
  2411. }
  2412. case (7):
  2413. {
  2414. moveloc = Commands->Find_Object (MX0_A02_MOVE_OBJ_13);
  2415. break;
  2416. }
  2417. case (8):
  2418. {
  2419. moveloc = Commands->Find_Object (MX0_A02_MOVE_OBJ_15);
  2420. break;
  2421. }
  2422. default:
  2423. {
  2424. break;
  2425. }
  2426. }
  2427. if (moveloc)
  2428. {
  2429. ActionParamsStruct params;
  2430. params.Set_Basic(this, MX0_A02_PRIORITY_FORCED_ACTION, MX0_A02_ACTION_BASIC_MOVE_02);
  2431. params.Set_Movement(Commands->Get_Position (moveloc), RUN, 0.5f, false);
  2432. Commands->Action_Goto (obj, params);
  2433. }
  2434. Commands->Start_Timer (obj, this, (MX0_A02_TIMERLENGTH_BASIC_MOVE + Get_Int_Random(0, MX0_A02_TIMERLENGTH_BASIC_MOVE)), MX0_A02_TIMER_BASIC_MOVE_01);
  2435. }
  2436. break;
  2437. }
  2438. case (MX0_A02_TIMER_SOLDIER_01_START):
  2439. {
  2440. Vector3 my_location = Commands->Get_Position (obj);
  2441. Vector3 star_location = Commands->Get_Position (STAR);
  2442. float distance = Commands->Get_Distance (my_location, star_location);
  2443. if (distance < MX0_A02_APPROACH_DISTANCE)
  2444. {
  2445. default_state = false;
  2446. MX0_A02_Say_Something (obj, MX0_A02_SPEECH_GDI_01_STARTUP, true);
  2447. }
  2448. else
  2449. {
  2450. Commands->Start_Timer (obj, this, 1.0f, MX0_A02_TIMER_SOLDIER_01_START);
  2451. }
  2452. break;
  2453. }
  2454. case(MX0_A02_TIMER_SOLDIER_02_START):
  2455. {
  2456. Vector3 my_location = Commands->Get_Position (obj);
  2457. Vector3 star_location = Commands->Get_Position (STAR);
  2458. float distance = Commands->Get_Distance (my_location, star_location);
  2459. if (distance < MX0_A02_APPROACH_DISTANCE)
  2460. {
  2461. default_state = false;
  2462. MX0_A02_Say_Something (obj, MX0_A02_SPEECH_GDI_02_STARTUP, true);
  2463. }
  2464. else
  2465. {
  2466. ActionParamsStruct params;
  2467. params.Set_Basic(this, MX0_A02_PRIORITY_FORCED_ACTION, MX0_A02_ACTION_DEFAULT);
  2468. params.Set_Movement(star_location, RUN, 0.5f, false);
  2469. Commands->Action_Goto (obj, params);
  2470. Commands->Start_Timer (obj, this, 1.0f, MX0_A02_TIMER_SOLDIER_02_START);
  2471. }
  2472. break;
  2473. }
  2474. case (MX0_A02_TIMER_DESTROY_FLAME):
  2475. {
  2476. GameObject * controller = Commands->Find_Object (MX0_A02_CONTROLLER_ID);
  2477. if (controller)
  2478. {
  2479. Commands->Send_Custom_Event (obj, controller, MX0_A02_CUSTOM_TYPE_GDI_NOTICES_FLAME_DEAD, MX0_A02_CUSTOM_PARAM_DEFAULT, 1.0f);
  2480. }
  2481. Commands->Apply_Damage (obj, 10000.0f, "Blamokiller", obj);
  2482. break;
  2483. }
  2484. case (MX0_A02_TIMER_DESTROY_MINIGUNNER):
  2485. {
  2486. Commands->Apply_Damage (obj, 10000.0f, "Blamokiller", obj);
  2487. break;
  2488. }
  2489. case (MX0_A02_TIMER_ENGINEER_FIX_TANK):
  2490. {
  2491. GameObject * tank = Commands->Find_Object (medtank_id);
  2492. if (tank)
  2493. {
  2494. Vector3 tank_pos = Commands->Get_Position (tank);
  2495. float tank_facing = Commands->Get_Facing (tank);
  2496. Commands->Destroy_Object (tank);
  2497. GameObject * newtank = Commands->Create_Object ("GDI_Medium_Tank_Player", tank_pos);
  2498. if (newtank)
  2499. {
  2500. Commands->Attach_Script( obj, "M00_Send_Object_ID", "1400041,13,0.0f");
  2501. Commands->Set_Facing (newtank, tank_facing);
  2502. MX0_A02_Say_Something (obj, MX0_A02_SPEECH_ENGINEER_DONE, true);
  2503. Commands->Attach_Script (newtank, "MX0_A02_GDI_MEDTANK", "");
  2504. }
  2505. }
  2506. break;
  2507. }
  2508. case (MX0_A02_TIMER_WAITFOR_MOVETOTANK):
  2509. {
  2510. GameObject * controller = Commands->Find_Object (MX0_A02_CONTROLLER_ID);
  2511. if (controller)
  2512. {
  2513. Commands->Send_Custom_Event (obj, controller, MX0_A02_CUSTOM_TYPE_ENGINEER_MOVETOTANK, MX0_A02_CUSTOM_PARAM_DEFAULT);
  2514. }
  2515. break;
  2516. }
  2517. case (MX0_A02_TIMER_WAITFOR_MOVETORUBBLE):
  2518. {
  2519. GameObject * controller = Commands->Find_Object (MX0_A02_CONTROLLER_ID);
  2520. if (controller)
  2521. {
  2522. Commands->Send_Custom_Event (obj, controller, MX0_A02_CUSTOM_TYPE_ENGINEER_02_REGISTER, MX0_A02_CUSTOM_PARAM_DEFAULT);
  2523. }
  2524. ActionParamsStruct params;
  2525. params.Set_Basic(this, MX0_A02_PRIORITY_FORCED_ACTION, MX0_A02_ACTION_ENGINEER_02_RUBBLE);
  2526. params.Set_Movement(Vector3(-76.3f,-45.0f,0.1f), RUN, 1.0f, false);
  2527. Commands->Action_Goto (obj, params);
  2528. break;
  2529. }
  2530. default:
  2531. {
  2532. break;
  2533. }
  2534. }
  2535. }
  2536. }
  2537. void MX0_A02_Say_Something (GameObject * obj, int speech_id, bool face_target)
  2538. {
  2539. if (active_actor)
  2540. {
  2541. int priority = 100;
  2542. const char *conv_name = ("MX0_A02_PREAMB_01"); //DEFAULT
  2543. switch (speech_id)
  2544. {
  2545. case (1):
  2546. {
  2547. conv_name = ("MX0_GDITROOPER2_051");
  2548. break;
  2549. }
  2550. case (2):
  2551. {
  2552. conv_name = ("MX0_GDITROOPER3_053");
  2553. break;
  2554. }
  2555. case (3):
  2556. {
  2557. conv_name = ("MX0_GDITROOPER4_054");
  2558. break;
  2559. }
  2560. case (4):
  2561. {
  2562. conv_name = ("MX0_GDITROOPER2_056");
  2563. break;
  2564. }
  2565. case (5):
  2566. {
  2567. conv_name = ("MX0_GDITROOPER1_057");
  2568. break;
  2569. }
  2570. case (6):
  2571. {
  2572. conv_name = ("MX0_GDITROOPER4_058");
  2573. break;
  2574. }
  2575. case (7):
  2576. {
  2577. conv_name = ("MX0_GDITROOPER4_060");
  2578. break;
  2579. }
  2580. case (8):
  2581. {
  2582. conv_name = ("MX0_GDITROOPER2_062");
  2583. break;
  2584. }
  2585. case (9):
  2586. {
  2587. conv_name = ("MX0_GDITROOPER1_063");
  2588. break;
  2589. }
  2590. case (10):
  2591. {
  2592. conv_name = ("MX0_GDITROOPER3_064");
  2593. break;
  2594. }
  2595. case (11):
  2596. {
  2597. conv_name = ("MX0_GDITROOPER4_065");
  2598. break;
  2599. }
  2600. case (MX0_A02_SPEECH_GDI_02_BECKON):
  2601. {
  2602. conv_name = ("MX0_GDITROOPER2_069"); //DEBUG "Captain Havoc! This way sir!"
  2603. break;
  2604. }
  2605. case (MX0_A02_SPEECH_GDI_01_STARTUP):
  2606. {
  2607. conv_name = ("MX0_GDITROOPER1_066"); //DEBUG "Reinforcements? There's just one guy!"
  2608. break;
  2609. }
  2610. case (MX0_A02_SPEECH_GDI_02_STARTUP):
  2611. {
  2612. conv_name = ("MX0_GDITROOPER2_067"); //DEBUG "Hey, it's Havoc!"
  2613. break;
  2614. }
  2615. case (MX0_A02_SPEECH_GDI_01_STARTUP_02):
  2616. {
  2617. conv_name = ("MX0_GDITROOPER1_068"); //DEBUG "Are we glad to see you!"
  2618. break;
  2619. }
  2620. case (MX0_A02_SPEECH_GDI_03_STARTUP):
  2621. {
  2622. priority = 99;
  2623. conv_name = ("MX0_GDITROOPER3_070"); //DEBUG "Payback time!"
  2624. break;
  2625. }
  2626. case (MX0_A02_SPEECH_GDI_SOLDIER_CONGRATS_01):
  2627. {
  2628. conv_name = ("MX0_GDITROOPER1_071"); //DEBUG "Hey, I got one!"
  2629. break;
  2630. }
  2631. case (MX0_A02_SPEECH_GDI_SOLDIER_CONGRATS_02):
  2632. {
  2633. conv_name = ("MX0_GDITROOPER4_072"); //DEBUG "Nice shot!"
  2634. break;
  2635. }
  2636. case (MX0_A02_SPEECH_GDI_SOLDIER_CONGRATS_03):
  2637. {
  2638. conv_name = ("MX0_GDITROOPER3_073"); //DEBUG "There's one!"
  2639. break;
  2640. }
  2641. case (MX0_A02_SPEECH_GDI_SOLDIER_CONGRATS_04):
  2642. {
  2643. conv_name = ("MX0_GDITROOPER2_074"); //DEBUG "Come and get it!"
  2644. break;
  2645. }
  2646. case (MX0_A02_SPEECH_GDI_PLAYER_CONGRATS_01):
  2647. {
  2648. conv_name = ("MX0_GDITROOPER1_075"); //DEBUG "Great shot, sir!"
  2649. break;
  2650. }
  2651. case (MX0_A02_SPEECH_GDI_PLAYER_CONGRATS_02):
  2652. {
  2653. conv_name = ("MX0_GDITROOPER4_076"); //DEBUG "You got him, Havoc!"
  2654. break;
  2655. }
  2656. case (MX0_A02_SPEECH_GDI_PLAYER_CONGRATS_03):
  2657. {
  2658. conv_name = ("MX0_GDITROOPER2_078"); //DEBUG "Outstanding Havoc!"
  2659. break;
  2660. }
  2661. case (MX0_A02_SPEECH_GDI_PLAYER_CONGRATS_04):
  2662. {
  2663. conv_name = ("MX0_GDITROOPER3_ALT13"); //DEBUG "Watch it!"
  2664. break;
  2665. }
  2666. case (MX0_A02_SPEECH_GDI_PLAYER_CONGRATS_05):
  2667. {
  2668. conv_name = ("MX0_GDITROOPER1_ALT09"); //DEBUG "Yeah!"
  2669. break;
  2670. }
  2671. case (MX0_A02_SPEECH_GDI_PLAYER_CONGRATS_06):
  2672. {
  2673. conv_name = ("MX0_GDITROOPER4_ALT07"); //DEBUG "Go!"
  2674. break;
  2675. }
  2676. case (MX0_A02_SPEECH_GDI_PLAYER_CONGRATS_07):
  2677. {
  2678. conv_name = ("MX0_GDITROOPER3_ALT13"); //DEBUG "Good work!"
  2679. break;
  2680. }
  2681. case (MX0_A02_SPEECH_GDI_PLAYER_CONGRATS_08):
  2682. {
  2683. conv_name = ("MX0_GDITROOPER1_ALT10"); //DEBUG "Alright!"
  2684. break;
  2685. }
  2686. case (MX0_A02_SPEECH_GDI_PLAYER_CONGRATS_09):
  2687. {
  2688. conv_name = ("MX0_GDITROOPER2_ALT01"); //DEBUG "Nice shot!"
  2689. break;
  2690. }
  2691. case (MX0_A02_SPEECH_GDI_PLAYER_CONGRATS_10):
  2692. {
  2693. conv_name = ("MX0_GDITROOPER4_ALT06"); //DEBUG "Yeah!"
  2694. break;
  2695. }
  2696. case (MX0_A02_SPEECH_GDI_PLAYER_RETREAT_01):
  2697. {
  2698. conv_name = ("MX0_GDITROOPER1_079"); //DEBUG "Don't leave us sir!"
  2699. break;
  2700. }
  2701. case (MX0_A02_SPEECH_GDI_PLAYER_RETREAT_02):
  2702. {
  2703. conv_name = ("MX0_GDITROOPER2_082"); //DEBUG "Hey! We need your help!"
  2704. break;
  2705. }
  2706. case (MX0_A02_SPEECH_GDI_PLAYER_RETREAT_03):
  2707. {
  2708. conv_name = ("MX0_GDITROOPER3_081"); //DEBUG "Havoc! Come back!"
  2709. break;
  2710. }
  2711. case (MX0_A02_SPEECH_GDI_PLAYER_RETREAT_04):
  2712. {
  2713. conv_name = ("MX0_GDITROOPER4_080"); //DEBUG "Wait! Where are you going Havoc?"
  2714. break;
  2715. }
  2716. case (MX0_A02_SPEECH_GDI_NOTICES_NOD_01):
  2717. {
  2718. conv_name = ("MX0_GDITROOPER1_086"); //DEBUG "Up there on the rocks!"
  2719. break;
  2720. }
  2721. case (MX0_A02_SPEECH_GDI_RESPONDS_01):
  2722. {
  2723. conv_name = ("MX0_GDITROOPER1_088"); //DEBUG "Ha! Look at that!"
  2724. break;
  2725. }
  2726. case (MX0_A02_SPEECH_GDI_SPOTS_HELI_DESTROY):
  2727. {
  2728. conv_name = ("MX0_GDITROOPER2_093"); //DEBUG "Chopper down and out!"
  2729. break;
  2730. }
  2731. case (MX0_A02_SPEECH_GDI_SPOTS_HELI_01):
  2732. {
  2733. conv_name = ("MX0_GDITROOPER2_092"); //DEBUG "Chopper! They're dropping more troops!"
  2734. break;
  2735. }
  2736. case (MX0_A02_SPEECH_GDI_SPOTS_HELI_02):
  2737. {
  2738. conv_name = ("MX0_GDITROOPER2_095"); //DEBUG "Another chopper - take it out!"
  2739. break;
  2740. }
  2741. case (MX0_A02_SPEECH_GDI_NOTICES_FLAME):
  2742. {
  2743. conv_name = ("MX0_GDITROOPER3_096"); //DEBUG "Flame Troopers! Watch your back!"
  2744. break;
  2745. }
  2746. case (MX0_A02_SPEECH_GDI_NOTICES_FLAME_DEAD):
  2747. {
  2748. conv_name = ("MX0_GDITROOPER4_097"); //DEBUG "Roasted!"
  2749. break;
  2750. }
  2751. case (MX0_A02_SPEECH_NOD_HELI_DESTROYED_01):
  2752. {
  2753. conv_name = ("MX0_GDITROOPER1_099"); //DEBUG "All Right!"
  2754. break;
  2755. }
  2756. case (MX0_A02_SPEECH_NOD_HELI_DESTROYED_02):
  2757. {
  2758. conv_name = ("MX0_GDITROOPER2_098"); //DEBUG "Woo hoo!"
  2759. break;
  2760. }
  2761. case (MX0_A02_SPEECH_ENDING_01):
  2762. {
  2763. conv_name = ("MX0_GDITROOPER2_105"); //DEBUG "We pushed 'em back!"
  2764. break;
  2765. }
  2766. case (MX0_A02_SPEECH_ENDING_02):
  2767. {
  2768. conv_name = ("MX0_GDITROOPER4_106"); //DEBUG "Look! They're on the run!"
  2769. break;
  2770. }
  2771. case (MX0_A02_SPEECH_ENDING_03):
  2772. {
  2773. conv_name = ("MX0_GDITROOPER1_107"); //DEBUG "We did it!"
  2774. break;
  2775. }
  2776. case (MX0_A02_SPEECH_ENDING_04):
  2777. {
  2778. conv_name = ("MX0_GDITROOPER2_108"); //DEBUG "Thanks Havoc. We owe you big time."
  2779. break;
  2780. }
  2781. case (MX0_A02_SPEECH_ENDING_05):
  2782. {
  2783. conv_name = ("MX0_GDITROOPER3_109"); //DEBUG "Recon One to Eagle Base. We've taken casualties, but we're okay."
  2784. break;
  2785. }
  2786. case (MX0_A02_SPEECH_ENGINEER_TANK_01):
  2787. {
  2788. conv_name = ("MX0_ENGINEER1_115"); //DEBUG "Stand by for repairs."
  2789. break;
  2790. }
  2791. case (MX0_A02_SPEECH_ENGINEER_DONE):
  2792. {
  2793. conv_name = ("MX0_ENGINEER1_118"); //DEBUG "Your tank is repaired and ready to roll, Havoc."
  2794. break;
  2795. }
  2796. case (MX0_A02_SPEECH_UNSTOPPABLE):
  2797. {
  2798. conv_name = ("MX0_GDITROOPER1_119"); //DEBUG "You'll be unstoppable in that tank, sir!"
  2799. break;
  2800. }
  2801. case (MX0_A02_SPEECH_TANKSAY_01):
  2802. {
  2803. conv_name = ("MX0_ENGINEER2_120"); //DEBUG "I'll clear the road once you're inside the tank, Havoc."
  2804. break;
  2805. }
  2806. case (MX0_A02_SPEECH_TANKSAY_02):
  2807. {
  2808. conv_name = ("MX0_GDITROOPER1_121"); //DEBUG "Your tank's ready and waiting, sir!"
  2809. break;
  2810. }
  2811. case (MX0_A02_SPEECH_TANKSAY_03):
  2812. {
  2813. conv_name = ("MX0_GDITROOPER2_122"); //DEBUG "The tank's yours, Havoc! Rock and roll!"
  2814. break;
  2815. }
  2816. case (MX0_A02_SPEECH_TANKSAY_04):
  2817. {
  2818. conv_name = ("MX0_ENGINEER2_123"); //DEBUG "C4's set... fire in the hole!"
  2819. break;
  2820. }
  2821. case (MX0_A02_SPEECH_APC_DOWN):
  2822. {
  2823. conv_name = ("MX0_GDITROOPER3_090"); //DEBUG "Argh! We lost our APC!"
  2824. break;
  2825. }
  2826. case (MX0_A02_SPEECH_WRONGWAY_01):
  2827. {
  2828. conv_name = ("MX0_A02_SPEECH_WRONGWAY_01");
  2829. break;
  2830. }
  2831. case (MX0_A02_SPEECH_WRONGWAY_02):
  2832. {
  2833. conv_name = ("MX0_A02_SPEECH_WRONGWAY_02");
  2834. break;
  2835. }
  2836. case (MX0_A02_SPEECH_WRONGWAY_03):
  2837. {
  2838. conv_name = ("MX0_A02_SPEECH_WRONGWAY_03");
  2839. break;
  2840. }
  2841. default:
  2842. {
  2843. break;
  2844. }
  2845. }
  2846. int conversation = Commands->Create_Conversation (conv_name, priority, 300.0f, false);
  2847. if (face_target)
  2848. {
  2849. Commands->Join_Conversation (obj, conversation, false, true, true);
  2850. }
  2851. else
  2852. {
  2853. Commands->Join_Conversation (obj, conversation, false, true, true);
  2854. }
  2855. Commands->Join_Conversation(STAR, conversation, false, false, false);
  2856. Commands->Start_Conversation (conversation, speech_id);
  2857. Commands->Monitor_Conversation (obj, conversation);
  2858. }
  2859. }
  2860. };
  2861. // This script is for the vehicles to prevent them from taking any further damage.
  2862. DECLARE_SCRIPT (MX0_A02_GDI_VEHICLE, "")
  2863. {
  2864. void Created (GameObject * obj)
  2865. {
  2866. Commands->Set_Health (obj, 10.0f);
  2867. }
  2868. void Damaged (GameObject * obj, GameObject * damager, float amount)
  2869. {
  2870. Commands->Set_Health (obj, 10.0f);
  2871. }
  2872. };
  2873. // This script is for the GDI Medium Tank. It is a trigger for entry that tells the controller.
  2874. DECLARE_SCRIPT (MX0_A02_GDI_MEDTANK, "")
  2875. {
  2876. bool entered;
  2877. REGISTER_VARIABLES()
  2878. {
  2879. SAVE_VARIABLE (entered, 1);
  2880. }
  2881. void Created (GameObject * obj)
  2882. {
  2883. entered = false;
  2884. }
  2885. void Damaged (GameObject * obj, GameObject * damager, float amount)
  2886. {
  2887. Commands->Set_Health (obj, Commands->Get_Max_Health (obj));
  2888. }
  2889. void Custom (GameObject * obj, int type, int param, GameObject * sender)
  2890. {
  2891. if ((type == CUSTOM_EVENT_VEHICLE_ENTERED) && (!entered))
  2892. {
  2893. entered = true;
  2894. Commands->Fade_Background_Music( "Level 0 Tiberium.mp3", 2, 2);
  2895. GameObject * controller = Commands->Find_Object (MX0_A02_CONTROLLER_ID);
  2896. if (controller)
  2897. {
  2898. Commands->Send_Custom_Event (obj, controller, MX0_A02_CUSTOM_TYPE_ENTERED_TANK, MX0_A02_CUSTOM_PARAM_DEFAULT);
  2899. }
  2900. }
  2901. }
  2902. };
  2903. // This script is for the GDI APC, which cannot take damage until it is to be destroyed.
  2904. DECLARE_SCRIPT (MX0_A02_GDI_APC, "")
  2905. {
  2906. bool can_damage;
  2907. void Created (GameObject * obj)
  2908. {
  2909. can_damage = false;
  2910. }
  2911. void Damaged (GameObject * obj, GameObject * damager, float amount)
  2912. {
  2913. if (!can_damage)
  2914. {
  2915. Commands->Set_Health (obj, Commands->Get_Max_Health (obj));
  2916. }
  2917. }
  2918. void Enemy_Seen (GameObject * obj, GameObject * enemy)
  2919. {
  2920. ActionParamsStruct params;
  2921. params.Set_Basic(this, MX0_A02_PRIORITY_DEFAULT_SHOOT, MX0_A02_ACTION_DEFAULT);
  2922. params.Set_Attack(enemy, 300.0f, 0.0f, true);
  2923. params.AttackCheckBlocked = false;
  2924. Commands->Action_Attack (obj, params);
  2925. }
  2926. void Custom (GameObject * obj, int type, int param, GameObject * sender)
  2927. {
  2928. if (type == MX0_A02_CUSTOM_TYPE_DESTROY_APC)
  2929. {
  2930. can_damage = true;
  2931. Commands->Apply_Damage (obj, 10000.0f, "Blamokiller", sender);
  2932. }
  2933. else if (type == MX0_A02_CUSTOM_TYPE_STARTUP)
  2934. {
  2935. Commands->Innate_Enable (obj);
  2936. Commands->Enable_Enemy_Seen (obj, true);
  2937. }
  2938. }
  2939. };
  2940. // This script is for the trigger zone that activates the entire sequence.
  2941. DECLARE_SCRIPT (MX0_A02_ZONE_STARTUP, "")
  2942. {
  2943. void Entered (GameObject * obj, GameObject * enterer)
  2944. {
  2945. GameObject * controller = Commands->Find_Object (MX0_A02_CONTROLLER_ID);
  2946. if (controller)
  2947. {
  2948. Commands->Send_Custom_Event (obj, controller, MX0_A02_CUSTOM_TYPE_STARTUP, MX0_A02_CUSTOM_PARAM_DEFAULT);
  2949. Commands->Destroy_Object (obj);
  2950. }
  2951. }
  2952. };
  2953. // This script is for the helicopters to send a custom to the controller when they are destroyed.
  2954. DECLARE_SCRIPT (MX0_A02_HELICOPTER, "ActorID=0:int")
  2955. {
  2956. void Created (GameObject * obj)
  2957. {
  2958. int actor_id = Get_Int_Parameter ("ActorID");
  2959. if (actor_id)
  2960. {
  2961. Commands->Start_Timer (obj, this, 23.0f, MX0_A02_TIMER_DESTROY_HELI_02);
  2962. }
  2963. }
  2964. void Killed (GameObject * obj, GameObject * killer)
  2965. {
  2966. int actor_id = Get_Int_Parameter ("ActorID");
  2967. if (!actor_id)
  2968. {
  2969. GameObject * controller = Commands->Find_Object (MX0_A02_CONTROLLER_ID);
  2970. if (controller)
  2971. {
  2972. Commands->Send_Custom_Event (obj, controller, MX0_A02_CUSTOM_TYPE_HELI_DESTROYED, MX0_A02_CUSTOM_PARAM_DEFAULT);
  2973. }
  2974. }
  2975. else
  2976. {
  2977. GameObject * controller = Commands->Find_Object (MX0_A02_CONTROLLER_ID);
  2978. if (controller)
  2979. {
  2980. Commands->Send_Custom_Event (obj, controller, MX0_A02_CUSTOM_TYPE_HELI_DESTROYED_02, MX0_A02_CUSTOM_PARAM_DEFAULT);
  2981. }
  2982. }
  2983. }
  2984. void Timer_Expired (GameObject * obj, int timer_id)
  2985. {
  2986. if (timer_id == MX0_A02_TIMER_DESTROY_HELI_02)
  2987. {
  2988. Commands->Apply_Damage (obj, 10000.0f, "Blamokiller", NULL);
  2989. }
  2990. }
  2991. };
  2992. // This is a default script for testing. It shuts off a unit.
  2993. DECLARE_SCRIPT (MX0_A02_DEFAULT_OFF, "")
  2994. {
  2995. void Created (GameObject * obj)
  2996. {
  2997. Commands->Innate_Disable (obj);
  2998. }
  2999. void Damaged (GameObject * obj, GameObject * damager, float amount)
  3000. {
  3001. if (damager != STAR)
  3002. {
  3003. Commands->Apply_Damage (obj, 10000.0f, "Blamokiller", obj);
  3004. }
  3005. }
  3006. };
  3007. DECLARE_SCRIPT (MX0_A02_ZONE_DEFAULT_ON, "")
  3008. {
  3009. void Entered (GameObject * obj, GameObject * enterer)
  3010. {
  3011. GameObject * controller = Commands->Find_Object (MX0_A02_CONTROLLER_ID);
  3012. if (controller)
  3013. {
  3014. Commands->Send_Custom_Event (obj, controller, MX0_A02_CUSTOM_TYPE_MAIN_STARTUP, MX0_A02_CUSTOM_PARAM_DEFAULT);
  3015. Commands->Send_Custom_Event (obj, controller, MX0_A02_CUSTOM_TYPE_GET_SNIPER_01_ID, 1200017);
  3016. Commands->Send_Custom_Event (obj, controller, MX0_A02_CUSTOM_TYPE_GET_SNIPER_02_ID, 1200023);
  3017. }
  3018. }
  3019. };
  3020. /////////////////////////////////////
  3021. /* Evacuation System
  3022. This system spawns soldiers near the base area that run to the dock and disappear behind
  3023. the concrete bunker at the end. They are evacuating the base.
  3024. 1. When the commando passes the start zone, three soldiers are spawned with random time
  3025. delays in one of two sets of coordinates. The coordinates used depend on which reinforcement
  3026. swap zone the commando entered last. This helps insure that the commando cannot see the
  3027. spawns as they take place. The soldiers run along one of three waypaths, with a random action
  3028. priority that will make some attack and others not.
  3029. 2. If a soldier is killed, he spawns again. If a soldier makes it to the dock, he destroys
  3030. himself and spawns again.
  3031. */
  3032. const Vector3 M03_A05_spawn_location [3] =
  3033. {
  3034. Vector3(-53.33f,37.58f,8.87f),
  3035. Vector3(-111.40f,32.27f,9.31f),
  3036. Vector3(-166.93f,8.75f,9.43f)
  3037. };
  3038. DECLARE_SCRIPT (M03_A05_Evac_Zone, "")
  3039. {
  3040. bool script_active;
  3041. bool spawn_set;
  3042. void Created (GameObject * obj)
  3043. {
  3044. script_active = true;
  3045. spawn_set = false;
  3046. }
  3047. void Entered (GameObject * obj, GameObject * enterer)
  3048. {
  3049. int count;
  3050. if ((Commands->Is_A_Star(enterer)) && (script_active))
  3051. {
  3052. script_active = false;
  3053. for (count = 0;count < 3;count++)
  3054. {
  3055. Create_Soldier(M03_A05_spawn_location [count]);
  3056. }
  3057. }
  3058. }
  3059. void Create_Soldier (Vector3 position)
  3060. {
  3061. GameObject* soldier_obj_1;
  3062. soldier_obj_1 = Commands->Create_Object("Nod MiniGunner", position);
  3063. ActionParamsStruct params;
  3064. if (soldier_obj_1)
  3065. {
  3066. Commands->Attach_Script(soldier_obj_1, "M00_Trigger_When_Destroyed_RMV", "1,2,1,0,1000004,1000,1,0.0,0.0,0");
  3067. if (Commands->Get_Random(0.0f,1.0f) < 0.75f)
  3068. {
  3069. params.Set_Basic(this, 99, 1);
  3070. }
  3071. else
  3072. {
  3073. params.Set_Basic(this, 85, 1);
  3074. }
  3075. params.Set_Movement(Vector3(-330.0f,75.0f,4.0f), 1.0f, 1.0f);
  3076. Commands->Action_Goto(soldier_obj_1, params);
  3077. }
  3078. }
  3079. void Custom (GameObject * obj, int type, int param, GameObject * sender)
  3080. {
  3081. Vector3 spawn_set_location;
  3082. if (type == 1000) // Destroyed Soldier Needs Spawning
  3083. {
  3084. if (spawn_set)
  3085. {
  3086. spawn_set_location = Vector3(-167.38f,0.09f,9.46f);
  3087. }
  3088. else
  3089. {
  3090. spawn_set_location = Vector3(-99.50f,80.53f,9.00f);
  3091. }
  3092. Create_Soldier (spawn_set_location);
  3093. }
  3094. if (type == 1001) // Player entered Zone A
  3095. {
  3096. spawn_set = true;
  3097. }
  3098. if (type == 1002) // Player entered Zone B
  3099. {
  3100. spawn_set = false;
  3101. }
  3102. }
  3103. };
  3104. DECLARE_SCRIPT (M00_Test_Sound_RAD, "")
  3105. {
  3106. void Created (GameObject * obj)
  3107. {
  3108. int id = Commands->Create_Conversation("M00_TEST_CONVERSATION", 100, 300, true);
  3109. Commands->Stop_All_Conversations (); /// <--- This cancels the following conversation!
  3110. Commands->Join_Conversation(NULL, id);
  3111. Commands->Join_Conversation (STAR, id, true, false, false);
  3112. Commands->Start_Conversation(id);
  3113. }
  3114. };