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CnC_Renegade/Code/Scripts/Test_DLS.cpp

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "scripts.h"
#include "toolkit.h"
#include "Mission7.h"
#include "Mission5.h"
#include <stdio.h>
#include <time.h>
DECLARE_SCRIPT (DLS_SpawnTest, "")
{
bool already_entered;
// Register variables to be Auto-Saved
// All variables must have a unique ID, less than 256, that never changes
REGISTER_VARIABLES()
{
SAVE_VARIABLE( already_entered, 1 );
}
void Created (GameObject * obj)
{
Commands->Enable_Spawner(100002, false);
already_entered = false;
}
void Entered (GameObject * obj, GameObject * enterer)
{
if ((Commands->Is_A_Star(enterer)) && (!already_entered))
{
already_entered = true;
// Commands->Trigger_Spawner(100002);
Commands->Enable_Spawner(100002, true);
}
}
};
DECLARE_SCRIPT (DLS_Spawner, "")
{
// Register variables to be Auto-Saved
// All variables must have a unique ID, less than 256, that never changes
REGISTER_VARIABLES()
{
}
void Created (GameObject * obj)
{
Commands->Enable_Spawner(Commands->Get_ID(obj), false);
}
};
DECLARE_SCRIPT (DLS_Two_Way, "")
{
// Register variables to be Auto-Saved
// All variables must have a unique ID, less than 256, that never changes
REGISTER_VARIABLES()
{
}
void Created (GameObject * obj)
{
ActionParamsStruct params;
params.Set_Basic( this, INNATE_PRIORITY_FOOTSTEPS_HEARD + 5, 10 );
params.Set_Movement( Commands->Find_Object(100001), WALK, 1.5f );
Commands->Action_Goto( obj, params );
}
void Action_Complete(GameObject * obj, int action_id, ActionCompleteReason reason)
{
ActionParamsStruct params;
if((action_id == 10) && (reason == ACTION_COMPLETE_NORMAL))
{
int id = 100000;
params.Set_Basic( this, INNATE_PRIORITY_FOOTSTEPS_HEARD + 5, 11 );
params.Set_Movement( Commands->Find_Object(id), WALK, 1.5f );
Commands->Action_Goto( obj, params );
}
if((action_id == 11) && (reason == ACTION_COMPLETE_NORMAL))
{
int id = 100001;
params.Set_Basic( this, INNATE_PRIORITY_FOOTSTEPS_HEARD + 5, 10 );
params.Set_Movement( Commands->Find_Object(id), WALK, 1.5f );
Commands->Action_Goto( obj, params );
}
}
};
DECLARE_SCRIPT(DLS_Invulnerable_Test, "")
{
bool debug_mode;
int poke_id;
// Register variables to be Auto-Saved
// All variables must have a unique ID, less than 256, that never changes
REGISTER_VARIABLES()
{
SAVE_VARIABLE( debug_mode, 2 );
}
void Created (GameObject * obj)
{
Commands->Set_Health( obj, 2);
Commands->Apply_Damage( obj, 50000.0f, "STEEL");
}
};
DECLARE_SCRIPT(DLS_InnateIsStationary_Test, "")
{
bool debug_mode;
int poke_id;
// Register variables to be Auto-Saved
// All variables must have a unique ID, less than 256, that never changes
REGISTER_VARIABLES()
{
SAVE_VARIABLE( debug_mode, 2 );
}
void Created (GameObject * obj)
{
Commands->Set_Innate_Is_Stationary(obj, true);
}
void Poked(GameObject * obj, GameObject * poker)
{
ActionParamsStruct params;
params.Set_Basic (this, (INNATE_PRIORITY_ENEMY_SEEN + 5), 100755);
params.Set_Movement (STAR, RUN, 2.0f);
params.MoveFollow = true;
Commands->Action_Goto (obj, params);
}
};
DECLARE_SCRIPT(DLS_Camera_Test, "Pan_Loc1_ID=0:int, Pan_Loc2_ID=0:int, Debug_Mode=0:int")
{
bool debug_mode;
int pan_loc1_id;
int pan_loc2_id;
int enemy_id;
int seen_cnt;
int time;
enum {CAMERA_LOC1 = 15, CAMERA_LOC2 = 16, STAR_VISIBLE = 17};
// Register variables to be Auto-Saved
// All variables must have a unique ID, less than 256, that never changes
REGISTER_VARIABLES()
{
SAVE_VARIABLE( debug_mode, 2 );
}
void Created (GameObject * obj)
{
ActionParamsStruct params;
Commands->Enable_Enemy_Seen( obj, true );
pan_loc1_id = Get_Int_Parameter("Pan_Loc1_ID");
pan_loc2_id = Get_Int_Parameter("Pan_Loc2_ID");
enemy_id = 0;
seen_cnt = 0;
time = 0;
params.Set_Basic( this, INNATE_PRIORITY_ENEMY_SEEN - 5, CAMERA_LOC1 );
params.Set_Attack (Commands->Find_Object(pan_loc1_id), 0.0f, 0.0f, 1);
params.AttackCheckBlocked = false;
Commands->Action_Attack( obj, params );
}
void Action_Complete(GameObject * obj, int action_id, ActionCompleteReason reason)
{
ActionParamsStruct params;
if((action_id == CAMERA_LOC1) && (reason == ACTION_COMPLETE_NORMAL))
{
params.Set_Basic( this, INNATE_PRIORITY_ENEMY_SEEN - 5, CAMERA_LOC2 );
params.Set_Attack (Commands->Find_Object(pan_loc2_id), 0.0f, 0.0f, 1);
params.AttackCheckBlocked = false;
Commands->Action_Attack( obj, params );
}
if((action_id == CAMERA_LOC1) && (reason == ACTION_COMPLETE_LOW_PRIORITY))
{
params.Set_Basic( this, INNATE_PRIORITY_ENEMY_SEEN - 5, CAMERA_LOC2 );
params.Set_Attack (Commands->Find_Object(pan_loc2_id), 0.0f, 0.0f, 1);
params.AttackCheckBlocked = false;
Commands->Action_Attack( obj, params );
Commands->Start_Timer (obj, this, 2.0f, STAR_VISIBLE);
}
if((action_id == CAMERA_LOC2) && (reason == ACTION_COMPLETE_NORMAL))
{
params.Set_Basic( this, INNATE_PRIORITY_ENEMY_SEEN - 5, CAMERA_LOC1 );
params.Set_Attack (Commands->Find_Object(pan_loc2_id), 0.0f, 0.0f, 1);
params.AttackCheckBlocked = false;
Commands->Action_Attack( obj, params );
}
}
void Timer_Expired(GameObject * obj, int timer_id )
{
ActionParamsStruct params;
if(timer_id == STAR_VISIBLE)
{
params.Set_Basic( this, INNATE_PRIORITY_ENEMY_SEEN - 5, CAMERA_LOC1 );
params.Set_Attack (Commands->Find_Object(pan_loc2_id), 0.0f, 0.0f, 1);
params.AttackCheckBlocked = false;
Commands->Action_Attack( obj, params );
}
}
void Enemy_Seen(GameObject * obj, GameObject *enemy )
{
ActionParamsStruct params;
enemy_id = Commands->Get_ID(enemy);
SCRIPT_DEBUG_MESSAGE (("Enemy Seen: %d Seen Time: %d.\n", Commands->Get_ID(enemy), time));
params.Set_Basic( this, INNATE_PRIORITY_ENEMY_SEEN, 1 );
params.Set_Attack (enemy, 0.0f, 0.0f, 1);
params.AttackCheckBlocked = false;
Commands->Action_Attack( obj, params );
if(seen_cnt < 5)
{
seen_cnt++;
Commands->Create_Sound ("Klaxon Warning", Commands->Get_Position (obj), obj);
Commands->Start_Timer (obj, this, 2.0f, STAR_VISIBLE);
}
else
{
Commands->Create_Sound ("Klaxon", Commands->Get_Position (obj), obj);
}
}
};
DECLARE_SCRIPT(DLS_Gun_Test, "Debug_Mode=0:int")
{
bool debug_mode;
enum {GUN_LOC1, GUN_LOC2};
// Register variables to be Auto-Saved
// All variables must have a unique ID, less than 256, that never changes
REGISTER_VARIABLES()
{
SAVE_VARIABLE( debug_mode, 2 );
}
void Action_Complete(GameObject * obj, int action_id, ActionCompleteReason reason)
{
ActionParamsStruct params;
if(action_id == 666)
{
SCRIPT_DEBUG_MESSAGE (("Action ID: %d ActionCompleteReason: %d.\n", action_id, reason));
}
}
void Custom (GameObject * obj, int type, int param, GameObject * sender)
{
ActionParamsStruct params;
if (type == 666 && param == 666)
{
params.Set_Basic( this, INNATE_PRIORITY_ENEMY_SEEN + 5, 1 );
params.Set_Attack (STAR, 250.0f, 0.0f, 1);
params.AttackCheckBlocked = false;
Commands->Action_Attack( obj, params );
}
}
};
DECLARE_SCRIPT(DLS_Test_NULL, "Debug_Mode=0:int")
{
bool debug_mode;
// Register variables to be Auto-Saved
// All variables must have a unique ID, less than 256, that never changes
REGISTER_VARIABLES()
{
SAVE_VARIABLE( debug_mode, 2 );
}
void Created(GameObject * obj)
{
}
void Poked(GameObject * obj, GameObject * poker)
{
const char *conv_name = ("IDS_M06_D05");
int conv_id = Commands->Create_Conversation (conv_name);
Commands->Join_Conversation(NULL, conv_id, false, true);
Commands->Start_Conversation (conv_id, 1);
Commands->Monitor_Conversation (obj, conv_id);
}
};
DECLARE_SCRIPT(DLS_Rappelling_Activate, "Debug_Mode=0:int")
{
bool debug_mode;
bool already_entered;
// Register variables to be Auto-Saved
// All variables must have a unique ID, less than 256, that never changes
REGISTER_VARIABLES()
{
SAVE_VARIABLE( debug_mode, 1 );
SAVE_VARIABLE( already_entered, 2 );
}
void Damaged (GameObject * obj, GameObject * damager, float amount)
{
GameObject *controller = Commands->Create_Object("Invisible_Object", Vector3(0.0f, 0.0f, 0.0f));
Commands->Set_Facing(controller, 0.000f);
Commands->Attach_Script(controller, "Test_Cinematic", "X5C_Wintroops3.txt");
}
};
DECLARE_SCRIPT(DLS_Tank_Path_Test, "Debug_Mode=0:int")
{
bool debug_mode;
enum {STAR_VISIBLE};
// Register variables to be Auto-Saved
// All variables must have a unique ID, less than 256, that never changes
REGISTER_VARIABLES()
{
SAVE_VARIABLE( debug_mode, 1 );
}
void Created (GameObject * obj)
{
Commands->Start_Timer (obj, this, 2.0f, STAR_VISIBLE);
}
void Damaged( GameObject * obj, GameObject * damager, float amount )
{
ActionParamsStruct params;
params.Set_Basic( this, INNATE_PRIORITY_ENEMY_SEEN + 5, 1 );
params.Set_Attack (STAR, 200.0f, 5.0f, 0);
params.AttackCheckBlocked = false;
Commands->Action_Attack (obj, params);
}
void Timer_Expired(GameObject * obj, int timer_id )
{
ActionParamsStruct params;
if(timer_id == STAR_VISIBLE)
{
params.Set_Basic( this, INNATE_PRIORITY_ENEMY_SEEN + 5, 1 );
params.Set_Attack (STAR, 200.0f, 5.0f, 1);
params.AttackCheckBlocked = false;
Commands->Action_Attack (obj, params);
}
}
};
DECLARE_SCRIPT(DLS_Vehicle_Follow, "Debug_Mode=0:int")
{
bool debug_mode;
enum {STAR_VISIBLE};
// Register variables to be Auto-Saved
// All variables must have a unique ID, less than 256, that never changes
REGISTER_VARIABLES()
{
SAVE_VARIABLE( debug_mode, 1 );
}
void Created (GameObject * obj)
{
Commands->Start_Timer (obj, this, 2.0f, STAR_VISIBLE);
}
void Timer_Expired(GameObject * obj, int timer_id )
{
ActionParamsStruct params;
if(timer_id == STAR_VISIBLE)
{
Commands->Apply_Damage( obj, 100000, "STEEL", NULL );
}
}
};
DECLARE_SCRIPT(DLS_Filing_Cabinet, "Debug_Mode=0:int")
{
bool debug_mode;
bool destroyed_state;
enum {FRAME0, FRAME1, FRAME2, FRAME3, FRAME5, FRAME6, FRAME7, FRAME8, FRAME9};
// Register variables to be Auto-Saved
// All variables must have a unique ID, less than 256, that never changes
REGISTER_VARIABLES()
{
SAVE_VARIABLE( debug_mode, 1 );
}
void Created (GameObject * obj)
{
destroyed_state = false;
Commands->Set_Animation_Frame(obj, "dsp_lockers.dsp_lockers", 0);
}
void Damaged (GameObject * obj, GameObject * damager, float amount)
{
if(!destroyed_state)
{
if(Commands->Get_Health(obj) < (Commands->Get_Max_Health(obj) * 3.0f))
{
Commands->Set_Animation_Frame(obj, "dsp_lockers.dsp_lockers", 4);
Commands->Start_Timer (obj, this, (1.0f / 30.0f), FRAME5);
destroyed_state = true;
}
else
{
Commands->Set_Animation_Frame(obj, "dsp_lockers.dsp_lockers", 1);
Commands->Start_Timer (obj, this, (1.0f / 30.0f), FRAME2);
}
}
}
void Timer_Expired(GameObject * obj, int timer_id )
{
ActionParamsStruct params;
if(timer_id == FRAME0)
{
Commands->Set_Animation_Frame(obj, "dsp_lockers.dsp_lockers", 0);
}
if(timer_id == FRAME2)
{
Commands->Set_Animation_Frame(obj, "dsp_lockers.dsp_lockers", 2);
Commands->Start_Timer (obj, this, (1.0f / 30.0f), FRAME3);
}
if(timer_id == FRAME3)
{
Commands->Set_Animation_Frame(obj, "dsp_lockers.dsp_lockers", 3);
Commands->Start_Timer (obj, this, (1.0f / 30.0f), FRAME0);
}
if(timer_id == FRAME5)
{
Commands->Set_Animation_Frame(obj, "dsp_lockers.dsp_lockers", 5);
Commands->Start_Timer (obj, this, (1.0f / 30.0f), FRAME6);
}
if(timer_id == FRAME6)
{
Commands->Set_Animation_Frame(obj, "dsp_lockers.dsp_lockers", 6);
Commands->Start_Timer (obj, this, (1.0f / 30.0f), FRAME7);
}
if(timer_id == FRAME7)
{
Commands->Set_Animation_Frame(obj, "dsp_lockers.dsp_lockers", 7);
Commands->Start_Timer (obj, this, (1.0f / 30.0f), FRAME8);
}
if(timer_id == FRAME8)
{
Commands->Set_Animation_Frame(obj, "dsp_lockers.dsp_lockers", 8);
Commands->Start_Timer (obj, this, (1.0f / 30.0f), FRAME9);
}
if(timer_id == FRAME9)
{
Commands->Set_Animation_Frame(obj, "dsp_lockers.dsp_lockers", 9);
}
}
void Killed (GameObject * obj, GameObject * killer)
{
Commands->Create_Explosion("Small Crate Explosion", Commands->Get_Position(obj), obj);
}
};
DECLARE_SCRIPT(DLS_Waypath_Test, "Debug_Mode=0:int")
{
bool debug_mode;
// Register variables to be Auto-Saved
// All variables must have a unique ID, less than 256, that never changes
REGISTER_VARIABLES()
{
SAVE_VARIABLE( debug_mode, 1 );
}
void Created (GameObject * obj)
{
ActionParamsStruct params;
params.Set_Basic( this, INNATE_PRIORITY_ENEMY_SEEN + 5, 16 );
params.Set_Movement( Vector3(0,0,0), 1.0f, 1.5f );
params.WaypathID = 100001;
params.WaypointStartID = 100002;
params.WaypointEndID = 100009;
params.Set_Attack (Commands->Find_Object(100021), 250.0f, 10.0f, 1);
params.AttackCheckBlocked = false;
Commands->Action_Attack( obj, params );
}
void Action_Complete(GameObject * obj, int action_id, ActionCompleteReason reason)
{
ActionParamsStruct params;
if((action_id == 15) && (reason == ACTION_COMPLETE_NORMAL))
{
params.Set_Basic( this, INNATE_PRIORITY_ENEMY_SEEN + 5, 16 );
params.Set_Movement( Vector3(0,0,0), 1.0f, 1.5f );
params.WaypathID = 100001;
params.WaypointStartID = 100002;
params.WaypointEndID = 100009;
params.Set_Attack (Commands->Find_Object(100021), 250.0f, 10.0f, 1);
params.AttackCheckBlocked = false;
Commands->Action_Attack( obj, params );
}
if((action_id == 16) && (reason == ACTION_COMPLETE_NORMAL))
{
params.Set_Basic( this, INNATE_PRIORITY_ENEMY_SEEN + 5, 15 );
params.Set_Movement( Vector3(0,0,0), 1.0f, 1.5f );
params.WaypathID = 100011;
params.WaypointStartID = 100012;
params.WaypointEndID = 100019;
params.Set_Attack (Commands->Find_Object(100021), 250.0f, 10.0f, 1);
params.AttackCheckBlocked = false;
Commands->Action_Attack( obj, params );
}
}
};
DECLARE_SCRIPT(M06_Camera_Behavior, "Angle:float")
{
int switcher, enemy_id;
bool enemy_seen, timer_expired, alert;
REGISTER_VARIABLES()
{
SAVE_VARIABLE(switcher, 1);
SAVE_VARIABLE(enemy_seen, 2);
SAVE_VARIABLE(enemy_id, 3);
SAVE_VARIABLE(timer_expired, 4);
SAVE_VARIABLE(alert, 5);
}
Vector3 Get_Target(void)
{
float facing = Commands->Get_Facing(Owner());
Vector3 target = Commands->Get_Position(Owner());
target.X += cos(DEG_TO_RADF(facing)) * 10.0f;
target.Y += sin(DEG_TO_RADF(facing)) * 10.0f;
target.Z -= 0.9f;
float angle = Get_Float_Parameter(0);
angle = WWMath::Clamp(angle, 0.0f, 360.0f);
switch (switcher)
{
case 0: angle /= 2.0f;
break;
case 1: angle /= 4.0f;
break;
case 2: angle = 0.0f;
break;
case 3: angle /= -4.0f;
break;
case 4: angle /= -2.0f;
break;
case 5: angle /= -4.0f;
break;
case 6: angle = 0.0f;
break;
case 7: angle /= 4.0f;
break;
}
target -= Commands->Get_Position(Owner());
target.Rotate_Z(DEG_TO_RADF(angle));
target += Commands->Get_Position(Owner());
return target;
}
Vector3 Get_First_Target(void)
{
float angle = Get_Float_Parameter(0);
float facing = Commands->Get_Facing(Owner());
angle = angle / 2;
Vector3 target = Commands->Get_Position(Owner());
target.X += cos(DEG_TO_RADF(facing)) * 10.0f;
target.Y += sin(DEG_TO_RADF(facing)) * 10.0f;
target.Z -= 1.0f;
target -= Commands->Get_Position(Owner());
target.Rotate_Z(DEG_TO_RADF(angle));
target += Commands->Get_Position(Owner());
return target;
}
void Created(GameObject * obj)
{
switcher = enemy_id = 0;
enemy_seen = timer_expired = alert = false;
Commands->Enable_Enemy_Seen(obj);
ActionParamsStruct params;
params.Set_Basic(this, INNATE_PRIORITY_ENEMY_SEEN - 5, 0);
params.Set_Attack(Get_First_Target(), 0.0f, 0.0f, true);
Commands->Action_Attack(obj, params);
Commands->Start_Timer(obj, this, Get_Int_Parameter(0) / 20.0f, 0);
}
void Resume(void)
{
Commands->Debug_Message("**** Enemy lost... resuming.\n");
Commands->Action_Reset(Owner(), INNATE_PRIORITY_ENEMY_SEEN - 5);
enemy_id = 0;
enemy_seen = timer_expired = alert = false;
}
void Alarm(void)
{
// React with lots of violence
Commands->Debug_Message("**** Alarm activated!\n");
enemy_id = 0;
enemy_seen = timer_expired = alert = false;
}
void Timer_Expired(GameObject * obj, int timer_id)
{
if (timer_id == 1)
{
timer_expired = true;
Commands->Start_Timer(obj, this, 2.0f, 2);
}
else if (timer_id == 2)
{
if (!alert)
{
Resume();
}
else
{
Alarm();
}
}
else
{
++switcher %= 8;
ActionParamsStruct params;
params.Set_Basic(this, INNATE_PRIORITY_ENEMY_SEEN - 5, 0);
params.Set_Attack(Get_Target(), 0.0f, 0.0f, true);
Commands->Action_Attack(obj, params);
Commands->Start_Timer(obj, this, Get_Float_Parameter(0) / 40.0f, 0);
}
}
void Enemy_Seen(GameObject * obj, GameObject * enemy)
{
if (!enemy_seen)
{
Commands->Debug_Message("**** Enemy acquired.\n");
enemy_id = Commands->Get_ID(enemy);
enemy_seen = true;
ActionParamsStruct params;
params.Set_Basic(this, INNATE_PRIORITY_ENEMY_SEEN, 0);
params.Set_Attack(enemy, 0.0f, 0.0f, true);
Commands->Action_Attack(obj, params);
Commands->Start_Timer(obj, this, 2.0f, 1);
}
if (enemy_seen && timer_expired && (enemy_id == Commands->Get_ID(enemy)))
{
Commands->Debug_Message("**** Enemy still seen.\n");
alert = true;
}
}
};
DECLARE_SCRIPT(DLS_Test_Pickup, "Debug_Mode=0:int")
{
bool debug_mode;
bool already_entered;
enum {TROOP_PICKUP1, TROOP_PICKUP2, M06_STOP_PICKUP};
// Register variables to be Auto-Saved
// All variables must have a unique ID, less than 256, that never changes
REGISTER_VARIABLES()
{
SAVE_VARIABLE( debug_mode, 1 );
}
void Created (GameObject * obj)
{
Commands->Start_Timer (obj, this, 0.0f, TROOP_PICKUP1);
already_entered = false;
}
void Timer_Expired(GameObject * obj, int timer_id )
{
ActionParamsStruct params;
if(timer_id == TROOP_PICKUP1 && (!already_entered))
{
float random = Commands->Get_Random(10.0f, 35.0f);
GameObject *controller = Commands->Create_Object("Invisible_Object", Vector3(1.548f, -3.497f, 3.595f));
Commands->Set_Facing(controller, 45.000f);
Commands->Attach_Script(controller, "Test_Cinematic", "X6I_TroopPickup.txt");
Commands->Start_Timer (obj, this, random, TROOP_PICKUP2);
Commands->Start_Timer (obj, this, random, TROOP_PICKUP1);
}
if(timer_id == TROOP_PICKUP2 && (!already_entered))
{
GameObject *controller = Commands->Create_Object("Invisible_Object", Vector3(-58.759f, 29.089f, -6.875f));
Commands->Set_Facing(controller, -90.000f);
Commands->Attach_Script(controller, "Test_Cinematic", "X6I_TroopPickup.txt");
}
}
void Entered (GameObject * obj, GameObject * enterer)
{
if ((Commands->Is_A_Star(enterer)) && (!already_entered))
{
already_entered = true;
}
}
void Custom (GameObject * obj, int type, int param, GameObject * sender)
{
ActionParamsStruct params;
if (type == M06_STOP_PICKUP)
{
already_entered = true;
Commands->Send_Custom_Event (obj, Commands->Find_Object(100018), M06_STOP_PICKUP, 1, 0.0f);
Commands->Send_Custom_Event (obj, Commands->Find_Object(100018), M06_STOP_PICKUP, 1, 0.0f);
}
}
};
DECLARE_SCRIPT (DLS_Flame_Tank_Test, "")
{
// Register variables to be Auto-Saved
// All variables must have a unique ID, less than 256, that never changes
REGISTER_VARIABLES()
{
}
void Created (GameObject * obj)
{
ActionParamsStruct params;
params.Set_Basic( this, INNATE_PRIORITY_ENEMY_SEEN + 5, 1 );
params.Set_Movement( Commands->Get_Position(obj), WALK, 1.5f );
params.Set_Attack (Commands->Find_Object(100001), 250.0f, 0.0f, true);
params.AttackCheckBlocked = false;
Commands->Action_Attack( obj, params );
}
};
DECLARE_SCRIPT (DLS_Innate_Force_State, "")
{
enum {BULLET_HEARD, FOOTSTEPS_HEARD, GUNSHOTS_HEARD, ENEMY_SEEN};
void Created (GameObject * obj)
{
Commands->Start_Timer (obj, this, 8.0f, FOOTSTEPS_HEARD);
}
void Timer_Expired(GameObject * obj, int timer_id )
{
Vector3 pos = Commands->Get_Position(obj);
if(timer_id == FOOTSTEPS_HEARD)
{
Commands->Action_Reset(obj, 100.0f);
Commands->Innate_Force_State_Footsteps_Heard(obj, pos);
Commands->Start_Timer (obj, this, 5.0f, BULLET_HEARD);
Commands->Debug_Message("**** Innate_Force_State_Footsteps_Heard.\n");
}
if(timer_id == BULLET_HEARD)
{
Commands->Innate_Force_State_Bullet_Heard(obj, pos);
Commands->Start_Timer (obj, this, 5.0f, GUNSHOTS_HEARD);
Commands->Debug_Message("**** Innate_Force_State_Bullet_Heard.\n");
}
if(timer_id == GUNSHOTS_HEARD)
{
Commands->Innate_Force_State_Gunshots_Heard(obj, pos);
Commands->Start_Timer (obj, this, 5.0f, ENEMY_SEEN);
Commands->Debug_Message("**** Innate_Force_State_Gunshots_Heard.\n");
}
if(timer_id == ENEMY_SEEN)
{
Commands->Innate_Force_State_Enemy_Seen(obj, STAR);
Commands->Start_Timer (obj, this, 5.0f, FOOTSTEPS_HEARD);
Commands->Debug_Message("**** Innate_Force_State_Enemy_Seen.\n");
}
}
};
DECLARE_SCRIPT (DLS_Cargo_Plane_Test, "")
{
// Register variables to be Auto-Saved
// All variables must have a unique ID, less than 256, that never changes
REGISTER_VARIABLES()
{
}
void Damaged (GameObject * obj, GameObject * damager, float amount)
{
GameObject * chinook_obj = Commands->Create_Object ( "Invisible_Object", Commands->Get_Position(obj));
Commands->Set_Facing(chinook_obj, 0.0f);
// Commands->Attach_Script(chinook_obj, "Test_Cinematic", "X5D_C130Troopdrop.txt");
Commands->Attach_Script(chinook_obj, "M00_C130_ParaDrop", "Nod_MiniGunner_0");
}
};
DECLARE_SCRIPT(M00_C130_ParaDrop, "Preset:string")
{
int chinook_id;
bool dead;
int out;
REGISTER_VARIABLES()
{
SAVE_VARIABLE(chinook_id, 1);
SAVE_VARIABLE(dead, 2);
SAVE_VARIABLE(out, 3);
}
void Created(GameObject * obj)
{
Vector3 loc = Commands->Get_Position(obj);
float facing = Commands->Get_Facing(obj);
GameObject *chinook_rail = Commands->Create_Object("Generic_Cinematic", loc);
Commands->Set_Model(chinook_rail, "X5D_Chinookfly");
Commands->Set_Facing(chinook_rail, facing);
Commands->Set_Animation(chinook_rail, "X5D_Chinookfly.X5D_Chinookfly", false);
GameObject *chinook = Commands->Create_Object("Nod_Cargo_Plane", loc);
Commands->Set_Facing(chinook, facing);
Commands->Set_Animation(chinook, "vf_nod c-130.vf_nod c130", true);
Commands->Attach_To_Object_Bone(chinook, chinook_rail, "BN_Chinook_1");
dead = false;
out = 0;
char params[10];
sprintf(params, "%d", Commands->Get_ID(obj));
Commands->Attach_Script(chinook, "M00_Reinforcement_C130", params);
chinook_id = Commands->Get_ID(chinook);
// Destroy Chinook
Commands->Start_Timer(obj, this, 280.0f/30.0f, 0);
// Parachutes
Commands->Start_Timer(obj, this, 169.0f/30.0f, 1);
Commands->Start_Timer(obj, this, 179.0f/30.0f, 2);
Commands->Start_Timer(obj, this, 198.0f/30.0f, 3);
// Soldiers
Commands->Start_Timer(obj, this, 145.0f/30.0f, 4);
Commands->Start_Timer(obj, this, 155.0f/30.0f, 5);
Commands->Start_Timer(obj, this, 165.0f/30.0f, 6);
}
void Timer_Expired(GameObject * obj, int timer_id)
{
Vector3 loc = Commands->Get_Position(obj);
const char * preset = Get_Parameter("Preset");
float facing = Commands->Get_Facing(obj);
switch (timer_id)
{
case 0:
GameObject *chinook;
chinook = Commands->Find_Object(chinook_id);
Commands->Destroy_Object(chinook);
break;
case 1:
if (out >= 1)
{
GameObject *para1;
para1 = Commands->Create_Object("Generic_Cinematic", loc);
Commands->Set_Facing(para1, facing);
Commands->Set_Model(para1, "X5D_Parachute");
Commands->Set_Animation(para1, "X5D_Parachute.X5D_ParaC_1", false);
Commands->Create_3D_Sound_At_Bone("parachute_open", para1, "ROOTTRANSFORM");
Commands->Attach_Script(para1, "M03_No_More_Parachute", "");
}
break;
case 2:
if (out >= 2)
{
GameObject *para2;
para2 = Commands->Create_Object("Generic_Cinematic", loc);
Commands->Set_Facing(para2, facing);
Commands->Set_Model(para2, "X5D_Parachute");
Commands->Set_Animation(para2, "X5D_Parachute.X5D_ParaC_2", false);
Commands->Create_3D_Sound_At_Bone("parachute_open", para2, "ROOTTRANSFORM");
Commands->Attach_Script(para2, "M03_No_More_Parachute", "");
}
break;
case 3:
if (out == 3)
{
GameObject *para3;
para3 = Commands->Create_Object("Generic_Cinematic", loc);
Commands->Set_Facing(para3, facing);
Commands->Set_Model(para3, "X5D_Parachute");
Commands->Set_Animation(para3, "X5D_Parachute.X5D_ParaC_3", false);
Commands->Create_3D_Sound_At_Bone("parachute_open", para3, "ROOTTRANSFORM");
Commands->Attach_Script(para3, "M03_No_More_Parachute", "");
}
break;
case 4:
if (!dead)
{
GameObject *box1 = Commands->Create_Object("Generic_Cinematic", loc);
Commands->Set_Model(box1, "X5D_Box01");
Commands->Set_Facing(box1, facing);
Commands->Set_Animation(box1, "X5D_Box01.X5D_Box01", false);
GameObject *soldier1;
soldier1 = Commands->Create_Object_At_Bone(box1, preset, "Box01");
Commands->Set_Facing(soldier1, facing);
Commands->Attach_To_Object_Bone( soldier1, box1, "Box01" );
Commands->Set_Animation(soldier1, "s_a_human.H_A_X5D_ParaT_1", false);
out++;
if ((out - 1) == DIFFICULTY)
{
dead = true;
}
}
break;
case 5:
if (!dead)
{
GameObject *box2 = Commands->Create_Object("Generic_Cinematic", loc);
Commands->Set_Model(box2, "X5D_Box02");
Commands->Set_Facing(box2, facing);
Commands->Set_Animation(box2, "X5D_Box02.X5D_Box02", false);
GameObject *soldier2;
soldier2 = Commands->Create_Object_At_Bone(box2, preset, "Box02");
Commands->Set_Facing(soldier2, facing);
Commands->Set_Animation(soldier2, "s_a_human.H_A_X5D_ParaT_2", false);
Commands->Attach_To_Object_Bone( soldier2, box2, "Box02" );
out++;
if ((out - 1) == DIFFICULTY)
{
dead = true;
}
}
break;
case 6:
if (!dead)
{
GameObject *box3 = Commands->Create_Object("Generic_Cinematic", loc);
Commands->Set_Model(box3, "X5D_Box03");
Commands->Set_Facing(box3, facing);
Commands->Set_Animation(box3, "X5D_Box03.X5D_Box03", false);
GameObject *soldier3;
soldier3 = Commands->Create_Object_At_Bone(box3, preset, "Box03");
Commands->Set_Facing(soldier3, facing);
Commands->Set_Animation(soldier3, "s_a_human.H_A_X5D_ParaT_3", false);
Commands->Attach_To_Object_Bone( soldier3, box3, "Box03" );
out++;
if ((out - 1) == DIFFICULTY)
{
dead = true;
}
}
break;
}
}
void Custom(GameObject * obj, int type, int param, GameObject * sender)
{
if (type == 23000 && param == 23000)
{
dead = true;
}
}
};
DECLARE_SCRIPT(M00_Reinforcement_C130, "Controller_ID:int")
{
int sound_id;
REGISTER_VARIABLES()
{
SAVE_VARIABLE(sound_id, 1);
}
void Created(GameObject * obj)
{
sound_id = Commands->Create_3D_Sound_At_Bone("C130_Idle_01", obj, "BODYMAIN");
}
void Killed(GameObject * obj, GameObject * killer)
{
GameObject * con = Commands->Find_Object(Get_Int_Parameter(0));
Commands->Send_Custom_Event(obj, con, 23000, 23000);
Commands->Stop_Sound(sound_id, true);
}
};
DECLARE_SCRIPT(DLS_Test_Conversation, "Debug_Mode=0:int")
{
bool debug_mode;
void Created(GameObject * obj)
{
Commands->Set_Innate_Is_Stationary(obj, true);
}
void Poked(GameObject * obj, GameObject * poker)
{
const char *conv_name = ("IDS_M00_Test");
int conv_id = Commands->Create_Conversation (conv_name);
Commands->Join_Conversation(Commands->Get_A_Star(Commands->Get_Position(obj)), conv_id, false, true);
Commands->Join_Conversation(obj, conv_id, false, true);
Commands->Start_Conversation (conv_id, 300001);
Commands->Monitor_Conversation (obj, conv_id);
}
void Action_Complete(GameObject * obj, int action_id, ActionCompleteReason reason)
{
SCRIPT_DEBUG_MESSAGE (("Action_Complete action_id %d reason %d.\n", action_id, reason));
}
};
DECLARE_SCRIPT(DLS_Test_Zone_Timer, "Debug_Mode=0:int")
{
bool debug_mode;
void Created (GameObject * obj)
{
SCRIPT_DEBUG_MESSAGE (("DLS_Test_Zone_Timer Created.\n"));
Commands->Enable_Hibernation(obj, false);
Commands->Start_Timer(obj, this, 1.0f, 666);
}
void Timer_Expired(GameObject * obj, int timer_id )
{
SCRIPT_DEBUG_MESSAGE (("Timer_Expired on DLS_Test_Zone_Timer timer_id: %d.\n", timer_id));
Commands->Start_Timer(obj, this, 1.0f, 666);
}
};
DECLARE_SCRIPT(DLS_Drop_Unit, "Box_ID:int")
{
void Damaged (GameObject * obj, GameObject * damager, float amount)
{
int box_id = Get_Int_Parameter("Box_ID");
switch(box_id)
{
case 1:
{
GameObject *controller = Commands->Create_Object("Invisible_Object", Vector3(0.0f, 0.0f, 0.0f));
Commands->Set_Facing(controller, 0.000f);
Commands->Attach_Script(controller, "Test_Cinematic", "No_Definition.txt");
}
break;
case 2:
{
GameObject *controller = Commands->Create_Object("Invisible_Object", Vector3(0.0f, 0.0f, 0.0f));
Commands->Set_Facing(controller, 0.000f);
Commands->Attach_Script(controller, "Test_Cinematic", "No_Definition2.txt");
}
break;
}
}
};
DECLARE_SCRIPT(DLS_CNC_Sound, "Box_ID:int")
{
void Damaged (GameObject * obj, GameObject * damager, float amount)
{
Commands->Create_Sound ( "CnC_Healer_Sound", Commands->Get_Position(obj), obj );
}
};
DECLARE_SCRIPT(DLS_Spawn_Engineer, "")
{
void Damaged (GameObject * obj, GameObject * damager, float amount)
{
Commands->Set_Health(obj, Commands->Get_Max_Health(obj));
Commands->Enable_Spawner(100001, true);
}
};
DECLARE_SCRIPT(DLS_Spawn_Engineer2, "")
{
void Damaged (GameObject * obj, GameObject * damager, float amount)
{
Commands->Set_Health(obj, Commands->Get_Max_Health(obj));
Commands->Enable_Spawner(100001, false);
}
};
DECLARE_SCRIPT(DLS_Test_Homepoint, "")
{
void Created (GameObject * obj)
{
Commands->Set_Innate_Soldier_Home_Location(obj, Commands->Get_Position(obj), 2.0f);
}
};
DECLARE_SCRIPT (DLS_Test_Apache, "")
{
void Created (GameObject *obj)
{
ActionParamsStruct params;
params.Set_Basic( this, 100, 10 );
params.Set_Movement( Vector3(0,0,0), 1.0f, 2.0f );
params.WaypathID = 2000222;
params.WaypathSplined = true;
Commands->Action_Goto( obj, params );
}
};
DECLARE_SCRIPT (DLS_Test_Tank, "")
{
void Created (GameObject *obj)
{
ActionParamsStruct params;
params.Set_Basic( this, 100, 10 );
params.Set_Movement( Vector3(0,0,0), 1.0f, 2.0f );
params.WaypathID = 100002;
params.WaypathSplined = true;
Commands->Action_Goto( obj, params );
}
};
DECLARE_SCRIPT (DLS_Goto_Unit, "")
{
enum{GO_STAR};
void Created (GameObject *obj)
{
ActionParamsStruct params;
Commands->Start_Timer (obj, this, 5.0f, GO_STAR);
}
void Timer_Expired(GameObject * obj, int timer_id )
{
ActionParamsStruct params;
if(timer_id == GO_STAR)
{
params.Set_Basic( this, 100, 10 );
params.Set_Movement( STAR, 1.0f, 2.0f );
Commands->Action_Goto( obj, params );
}
}
};
DECLARE_SCRIPT (DLS_Playertype, "")
{
void Created (GameObject *obj)
{
}
void Poked(GameObject * obj, GameObject * poker)
{
Commands->Set_Player_Type(obj, SCRIPT_PLAYERTYPE_GDI );
Commands->Give_PowerUp(obj, "MG Weapon 1 Clip PowerUp");
Commands->Give_PowerUp(obj, "MiniGun 2 Clips PU");
}
};
DECLARE_SCRIPT (DLS_No_Innate, "")
{
void Created (GameObject *obj)
{
Commands->Innate_Disable(obj);
}
};
DECLARE_SCRIPT(DLS_ActionComplete_Test, "")
{
void Created (GameObject * obj)
{
ActionParamsStruct params;
params.Set_Basic( this, INNATE_PRIORITY_ENEMY_SEEN + 5, 16 );
params.Set_Movement( Vector3(0,0,0), 1.0f, 1.5f );
params.WaypathID = 100001;
Commands->Action_Goto( obj, params );
}
void Action_Complete(GameObject * obj, int action_id, ActionCompleteReason reason)
{
Commands->Debug_Message("Action_Complete %d %d. \n", action_id, reason);
}
};
DECLARE_SCRIPT(DLS_Artillery_Test, "")
{
int artillery_loc[2];
enum{ARTILLERY_DROP};
// Register variables to be Auto-Saved
// All variables must have a unique ID, less than 256, that never changes
REGISTER_VARIABLES()
{
// SAVE_VARIABLE( poke_id, 1 );
}
void Created (GameObject *game_obj)
{
artillery_loc[0] = 100600;
artillery_loc[1] = 100601;
Commands->Start_Timer(game_obj, this, 10.0F, ARTILLERY_DROP);
}
void Timer_Expired (GameObject *game_obj, int timer_id)
{
if (timer_id == ARTILLERY_DROP)
{
}
return ;
}
};
DECLARE_SCRIPT(DLS_Cinematic_Test, "")
{
void Created (GameObject * obj)
{
/* Commands->Enable_Hibernation(obj, false);
Commands->Set_Player_Type(obj, PLAYERTYPE_NEUTRAL );
Commands->Create_Object ( "XG_TransprtBone", Vector3(0.0f, 0.0f, 0.0f));*/
}
void Damaged( GameObject * obj, GameObject * damager, float amount )
{
/* GameObject * chinook_obj0 = Commands->Create_Object ( "Invisible_Object", Vector3(0.0f, 0.0f, 0.0f));
Commands->Set_Facing(chinook_obj0, 0.0f);
Commands->Attach_Script(chinook_obj0, "Test_Cinematic", "X7A_TrnsptCt_00.txt");
GameObject * chinook_obj1 = Commands->Create_Object ( "Invisible_Object", Vector3(0.0f, 0.0f, 0.0f));
Commands->Set_Facing(chinook_obj1, 0.0f);
Commands->Attach_Script(chinook_obj1, "Test_Cinematic", "X7A_TrnsptCt_01.txt");*/
GameObject * chinook_obj2 = Commands->Create_Object ( "Invisible_Object", Vector3(0.0f, 0.0f, 0.0f));
Commands->Set_Facing(chinook_obj2, 0.0f);
Commands->Attach_Script(chinook_obj2, "Test_Cinematic", "XG_EV5.txt");
/* GameObject * nukebits = Commands->Create_Object("M07_Nukebits", Vector3(0.0f, 0.0f, 0.0f));
Commands->Set_Facing( nukebits, -10.000f );*/
// GameObject * napc = Commands->Create_Object("Invisible_Object", Vector3(0.0f, 0.0f, 0.0f));
// Commands->Set_Model(napc, "e_chopperdust1");
/* Commands->Send_Custom_Event(obj, Commands->Find_Object(100001), M07_EVAC_INN, 1, 0.0f);
Commands->Enable_Spawner(100002, true);
Commands->Enable_Spawner(100004, true);
Commands->Enable_Spawner(100005, true);
Commands->Enable_Spawner(100006, true);
Commands->Enable_Spawner(100007, true);*/
}
};
DECLARE_SCRIPT(DLS_SSM_Test, "")
{
int ssm_missile_id;
void Created (GameObject * obj)
{
GameObject * ssm_missile = Commands->Create_Object_At_Bone(obj, "Invisible_Object", "V_LAUNCHER");
Commands->Set_Model(ssm_missile, "V_AG_NOD_SSM_MS");
Commands->Attach_To_Object_Bone(ssm_missile, obj, "V_LAUNCHER");
ssm_missile_id = Commands->Get_ID(ssm_missile);
}
void Damaged( GameObject * obj, GameObject * damager )
{
Commands->Set_Animation(obj, "V_NOD_SSM.V_NOD_SSM", 0);
Commands->Set_Animation(Commands->Find_Object(ssm_missile_id), "v_nod_ssm_Missl.v_nod_ssm_Missl", 0);
}
};
DECLARE_SCRIPT(DLS_Cinematic_Test2, "")
{
void Created (GameObject * obj)
{
/* Commands->Enable_Hibernation(obj, false);
Commands->Set_Player_Type(obj, PLAYERTYPE_NEUTRAL );
Commands->Create_Object ( "XG_TransprtBone", Vector3(0.0f, 0.0f, 0.0f));*/
}
void Damaged( GameObject * obj, GameObject * damager, float amount )
{
/* GameObject * chinook_obj0 = Commands->Create_Object ( "Invisible_Object", Vector3(0.0f, 0.0f, 0.0f));
Commands->Set_Facing(chinook_obj0, 0.0f);
Commands->Attach_Script(chinook_obj0, "Test_Cinematic", "X7A_TrnsptCt_00.txt");
GameObject * chinook_obj1 = Commands->Create_Object ( "Invisible_Object", Vector3(0.0f, 0.0f, 0.0f));
Commands->Set_Facing(chinook_obj1, 0.0f);
Commands->Attach_Script(chinook_obj1, "Test_Cinematic", "X7A_TrnsptCt_01.txt");*/
GameObject * chinook_obj2 = Commands->Create_Object ( "Invisible_Object", Vector3(0.0f, 0.0f, 0.0f));
Commands->Set_Facing(chinook_obj2, 0.0f);
Commands->Attach_Script(chinook_obj2, "Test_Cinematic", "X6C_MIDTRO.txt");
/* Commands->Send_Custom_Event(obj, Commands->Find_Object(100001), M07_EVAC_INN, 1, 0.0f);
Commands->Enable_Spawner(100002, true);
Commands->Enable_Spawner(100004, true);
Commands->Enable_Spawner(100005, true);
Commands->Enable_Spawner(100006, true);
Commands->Enable_Spawner(100007, true);*/
}
};
DECLARE_SCRIPT(DLS_Where_Am_I, "")
{
enum{WHERE_AM_I};
// Register variables to be Auto-Saved
// All variables must have a unique ID, less than 256, that never changes
REGISTER_VARIABLES()
{
// SAVE_VARIABLE( debug_mode, 2 );
}
void Created (GameObject * obj)
{
Vector3 pos = Commands->Get_Position(obj);
const char * preset_name = Commands->Get_Preset_Name( obj );
Commands->Debug_Message("%s at: X:%f Y:%f Z:%f \n", preset_name, pos.X, pos.Y, pos.Z);
Commands->Start_Timer (obj, this, 3.0f, WHERE_AM_I);
}
void Timer_Expired(GameObject * obj, int timer_id )
{
ActionParamsStruct params;
if(timer_id == WHERE_AM_I)
{
Vector3 pos = Commands->Get_Position(obj);
const char * preset_name = Commands->Get_Preset_Name( obj );
Commands->Debug_Message("%s at: X:%f Y:%f Z:%f \n", preset_name, pos.X, pos.Y, pos.Z);
Commands->Start_Timer (obj, this, 3.0f, WHERE_AM_I);
}
}
};
DECLARE_SCRIPT(DLS_Test_Flyovers, "")
{
enum{WHERE_AM_I};
// Register variables to be Auto-Saved
// All variables must have a unique ID, less than 256, that never changes
REGISTER_VARIABLES()
{
// SAVE_VARIABLE( debug_mode, 2 );
}
void Created (GameObject * obj)
{
Commands->Start_Timer (obj, this, 17.0f, WHERE_AM_I);
}
void Timer_Expired(GameObject * obj, int timer_id )
{
ActionParamsStruct params;
if(timer_id == WHERE_AM_I)
{
GameObject * chinook_obj1 = Commands->Create_Object ( "Invisible_Object", Vector3(0.0f, 0.0f, 0.0f));
Commands->Set_Facing(chinook_obj1, 0.0f);
Commands->Attach_Script(chinook_obj1, "Test_Cinematic", "X7A_Apache_00.txt");
GameObject * chinook_obj2 = Commands->Create_Object ( "Invisible_Object", Vector3(0.0f, 0.0f, 0.0f));
Commands->Set_Facing(chinook_obj2, 0.0f);
Commands->Attach_Script(chinook_obj2, "Test_Cinematic", "X7A_CPlane_00.txt");
GameObject * chinook_obj3 = Commands->Create_Object ( "Invisible_Object", Vector3(0.0f, 0.0f, 0.0f));
Commands->Set_Facing(chinook_obj3, 0.0f);
Commands->Attach_Script(chinook_obj3, "Test_Cinematic", "X7A_TrnsptCt_00.txt");
Commands->Start_Timer (obj, this, 17.0f, WHERE_AM_I);
}
}
};
DECLARE_SCRIPT(DLS_Test_Hand_Over_Head, "")
{
// Register variables to be Auto-Saved
// All variables must have a unique ID, less than 256, that never changes
REGISTER_VARIABLES()
{
// SAVE_VARIABLE( poked, 1 );
}
void Created(GameObject * obj)
{
ActionParamsStruct params;
Commands->Innate_Disable(obj);
params.Set_Basic(this, INNATE_PRIORITY_ENEMY_SEEN + 5, 10);
params.Set_Animation("S_A_HUMAN.H_A_Host_L2b", true);
Commands->Action_Play_Animation(obj, params);
}
};
DECLARE_SCRIPT(DLS_Created_Too_Early, "")
{
void Created (GameObject * obj)
{
// Commands->Enable_Hibernation(obj, false);
// Commands->Set_Player_Type(obj, PLAYERTYPE_NEUTRAL );
// Commands->Create_Object ( "XG_TransprtBone", Vector3(0.0f, 0.0f, 0.0f));
}
void Damaged( GameObject * obj, GameObject * damager, float amount )
{
GameObject * chinook_obj3 = Commands->Create_Object ( "Invisible_Object", Vector3(0.0f, 0.0f, 0.0f));
Commands->Set_Facing(chinook_obj3, 0.0f);
Commands->Attach_Script(chinook_obj3, "Test_Cinematic", "Created_Too_Early.txt");
}
};
DECLARE_SCRIPT(DLS_Blink, "")
{
void Created (GameObject * obj)
{
// Commands->Enable_Hibernation(obj, false);
// Commands->Set_Player_Type(obj, PLAYERTYPE_NEUTRAL );
// Commands->Create_Object ( "XG_TransprtBone", Vector3(0.0f, 0.0f, 0.0f));
}
void Damaged( GameObject * obj, GameObject * damager, float amount )
{
GameObject * chinook_obj3 = Commands->Create_Object ( "Invisible_Object", Vector3(0.0f, 0.0f, 0.0f));
Commands->Set_Facing(chinook_obj3, 0.0f);
Commands->Attach_Script(chinook_obj3, "Test_Cinematic", "Blink.txt");
}
};
DECLARE_SCRIPT(DLS_Math, "")
{
void Created (GameObject * obj)
{
Vector3 pos = Commands->Get_Position(obj);
float facing = Commands->Get_Facing(obj);
float a = cos(DEG_TO_RADF(facing));
float b = sin(DEG_TO_RADF(facing));
Commands->Debug_Message("", a);
Commands->Debug_Message("", b);
}
};
DECLARE_SCRIPT(DLS_Test_Evac, "") // Deadeye2
{
enum{WAYPATH};
// Register variables to be Auto-Saved
// All variables must have a unique ID, less than 256, that never changes
REGISTER_VARIABLES()
{
// SAVE_VARIABLE( nuke_blast, 1 );
}
void Created(GameObject * obj)
{
Commands->Set_Animation ( obj, "S_A_Human.XG_EV5_troop", true );
Commands->Enable_Hibernation(obj, false);
ActionParamsStruct params;
params.Set_Basic( this, INNATE_PRIORITY_ENEMY_SEEN + 5, WAYPATH );
params.Set_Movement( Vector3(0,0,0), RUN, 1.5f );
params.WaypathID = 100008;
Commands->Action_Goto( obj, params );
}
void Action_Complete(GameObject * obj, int action_id, ActionCompleteReason reason)
{
if (action_id == WAYPATH)
{
int dead6_id = Commands->Get_ID(obj);
Commands->Send_Custom_Event(obj, Commands->Find_Object(100001), M07_DEAD6_EVAC, dead6_id, 0.0f);
}
}
};
DECLARE_SCRIPT(DLS_Innate_Disable, "") // Deadeye2
{
void Created(GameObject * obj)
{
Commands->Innate_Disable(obj);
}
};
/**********************************************************************************************
/*
/*
/*
/* MX0
/*
/*
/*
/**********************************************************************************************/
// MX0 Custom Enumerations
enum
{
MX0_STAR_AREA = 445000, // 0
MX0_VEHICLE_MOVE, // 1
MX0_SPECIFIC_ACTION, // 2
MX0_OBELISK_HUMVEE, // 3
MX0_OBELISK_DRIVER, // 4
MX0_OBELISK_MEDIUM_TANK, // 5
MX0_SOLDIER_MOVE, // 6
MX0_FIRE_SAM, // 7 Hardcoded into X0E_Obelisk.txt
MX0_A10_STRIKE, // 8
MX0_MISSION_SUCCESS, // 9 Hardcoded into X0Z_Finale.txt
MX0_DISCOVERS_NOD_BASE, // 10
MX0_HUMVEE_DRIVER_COWER, // 11
MX0_ROCKETTROOPER_SEES_OBELISK, // 12
MX0_ROCKETTROOPER_HOT_OBELISK, // 13
MX0_ROCKETTROOPER_OBELISK_DOWN, // 14
MX0_ROCKETTROOPER_TAKE_SAMS, // 15
MX0_ROCKETTROOPER_SAMS_HISTORY, // 16
MX0_TROOPER_UP_ON_WALL, // 17
MX0_DESTROY_OBELISK, // 18 Hardcoded into X0E_Obelisk.txt
MX0_GDI_REINFORCEMENT_KILLED, // 19
MX0_NEED_YOU_HERE, // 20
MX0_ROCKETTROOPER_CANT_TURN_BACK, // 21
};
#define WRONG_WAY_CONV_TABLE_SIZE ( sizeof(Wrong_Way_Conv_Table) / sizeof (Wrong_Way_Conv_Table[0]) )
const char * Wrong_Way_Conv_Table[] =
{
"MX0_A04_CON015", // You<6F>re going the wrong way, Havoc!
"MX0_A04_CON016", // Stay with the Mission, Havoc!
"MX0_A04_CON017", // This area is already secure.
"MX0_A04_CON018", // Havoc, Did I say retreat? Now Turn Around!
};
DECLARE_SCRIPT (MX0_Area4_Controller_DLS, "")
{
int star_area;
bool area4_activated;
int humvee_id;
int medium_tank_blasted_id;
int medium_tank_escort_id;
int light_tank_a_id;
int light_tank_b_id;
int nod_base_rocketsoldier_a_id;
int nod_base_rocketsoldier_b_id;
int player_tank_id;
int gdi_trooper1_id;
int gdi_trooper2_id;
int gdi_trooper3_id;
int obelisk_id;
int obelisk_weapon_id;
int obelisk_orca_id;
int mobile_artillery_id;
bool orca_strike;
int basewall_id;
bool say_take_out_sams;
int mx0_gdi_reinforcement_killed;
int gdi_reinforcement1_id;
int gdi_reinforcement2_id;
int conv_num;
int say_need_here;
enum
{
AREA4_ACTIVATED = 0,
HUMMVEE_DESTRUCTION,
MEDIUM_TANK_DESTRUCTION,
OBELISK_DESTRUCTION,
SAMS_DESTRUCTION,
A10_STRIKE,
ION_CANNON_STRIKE,
ORCA_STRIKE1,
ORCA_STRIKE2,
FINALE,
CONVERSATION_HAVOC_TAKE_OUT_SAMS,
A10_HIT,
DESTROY_SAM1,
DESTROY_SAM2,
FLASH_TO_WHITE,
};
// Register variables to be Auto-Saved
// All variables must have a unique ID, less than 256, that never changes
REGISTER_VARIABLES()
{
SAVE_VARIABLE( star_area, 1 );
SAVE_VARIABLE( area4_activated, 2 );
SAVE_VARIABLE( humvee_id, 3 );
SAVE_VARIABLE( medium_tank_blasted_id, 4 );
SAVE_VARIABLE( medium_tank_escort_id, 5 );
SAVE_VARIABLE( light_tank_a_id, 6 );
SAVE_VARIABLE( light_tank_b_id, 7 );
SAVE_VARIABLE( nod_base_rocketsoldier_a_id, 8 );
SAVE_VARIABLE( nod_base_rocketsoldier_b_id, 9 );
SAVE_VARIABLE( player_tank_id, 10 );
SAVE_VARIABLE( gdi_trooper1_id, 11 );
SAVE_VARIABLE( gdi_trooper2_id, 12 );
SAVE_VARIABLE( gdi_trooper3_id, 13 );
SAVE_VARIABLE( obelisk_id, 14 );
SAVE_VARIABLE( obelisk_weapon_id, 15 );
SAVE_VARIABLE( obelisk_orca_id, 16 );
SAVE_VARIABLE( mobile_artillery_id, 17 );
SAVE_VARIABLE( orca_strike, 18 );
SAVE_VARIABLE( basewall_id, 19 );
SAVE_VARIABLE( say_take_out_sams, 20 );
SAVE_VARIABLE( mx0_gdi_reinforcement_killed, 21 );
SAVE_VARIABLE( gdi_reinforcement1_id, 22 );
SAVE_VARIABLE( gdi_reinforcement2_id, 23 );
SAVE_VARIABLE( conv_num, 24 );
SAVE_VARIABLE( say_need_here, 25 );
}
void Created( GameObject * obj )
{
star_area = 0;
area4_activated = false;
// Scale up the sight range of all units in game
Commands->Scale_AI_Awareness(3.0f, 1.0f);
say_take_out_sams = false;
orca_strike = false;
// Reinforcement counter
mx0_gdi_reinforcement_killed = 0;
// Wrong Way conversation
conv_num = 0;
// Rocket Trooper telling Havoc need up here
say_need_here = false;
}
void Custom( GameObject * obj, int type, int param, GameObject * sender )
{
if(type == MX0_DESTROY_OBELISK)
{
// Remove old Obelisk
Commands->Destroy_Object(Commands->Find_Object(obelisk_id));
}
// What zone is the star in?
if(type == MX0_STAR_AREA)
{
star_area = param;
if(star_area == 1 && !area4_activated)
{
area4_activated = true;
Commands->Start_Timer (obj, this, 3.0f, AREA4_ACTIVATED);
// Start area4 actors
// Additional GDI troop drop
// GameObject * chinook_obj2 = Commands->Create_Object ( "Invisible_Object", Commands->Get_Position(Commands->Find_Object(1500051)));
// Commands->Set_Facing(chinook_obj2, 0.0f);
// Commands->Attach_Script(chinook_obj2, "Test_Cinematic", "MX0_GDI_TroopDrop_Area4.txt");
// Humvee
GameObject * humvee = Commands->Find_Object(humvee_id);
Commands->Attach_Script(humvee, "MX0_Vehicle_DLS", "1500018, 1500019, 0, 0, 0.5f");
Commands->Attach_Script(humvee, "MX0_GDI_Killed_DLS", "1");
// Medium Tank Blasted *** Ajdusted 12/12/01 No longer gets destroyed
GameObject * medium_tank_blasted = Commands->Find_Object(medium_tank_blasted_id);
Commands->Attach_Script(medium_tank_blasted, "MX0_Vehicle_DLS", "1500022, 1500023, 0, 0, 1.0f");
Commands->Attach_Script(medium_tank_blasted, "MX0_GDI_Killed_DLS", "2");
Commands->Attach_Script(medium_tank_blasted, "M00_Damage_Modifier_DME", ".10f,1,1,1,1");
// Medium Tank Escort
GameObject * medium_tank_escort = Commands->Find_Object(medium_tank_escort_id);
Commands->Attach_Script(medium_tank_escort, "MX0_Vehicle_DLS", "1500027, 1500028, 1500029, 0, 1.0f");
// GDI Trooper 1
GameObject * gdi_trooper1 = Commands->Find_Object(gdi_trooper1_id);
Commands->Attach_Script(gdi_trooper1, "MX0_GDI_Soldier_DLS", "1500049, 1500050, 0, 0, 0.8f");
// GDI RocketTrooper
GameObject * gdi_trooper2 = Commands->Create_Object("GDI_RocketSoldier_0", Vector3(51.644f, 27.306f, 4.850f));
Commands->Attach_Script(gdi_trooper2, "M00_Send_Object_ID", "1500017, 12, 0.0f");
Commands->Attach_Script(gdi_trooper2, "MX0_GDI_Soldier_DLS", "1500053, 1500070, 0, 0, 0.8f");
// Humvee announces discovery of Nod Base
Commands->Send_Custom_Event( obj, Commands->Find_Object(humvee_id), MX0_SPECIFIC_ACTION, MX0_DISCOVERS_NOD_BASE, 0.0f);
}
}
// Actor IDs
if(type == M00_SEND_OBJECT_ID)
{
if(param == 1)
{
humvee_id = Commands->Get_ID(sender);
}
if(param == 3)
{
medium_tank_blasted_id = Commands->Get_ID(sender);
}
if(param == 4)
{
medium_tank_escort_id = Commands->Get_ID(sender);
}
if(param == 5)
{
light_tank_a_id = Commands->Get_ID(sender);
}
if(param == 6)
{
light_tank_b_id = Commands->Get_ID(sender);
}
if(param == 8)
{
nod_base_rocketsoldier_a_id = Commands->Get_ID(sender);
}
if(param == 9)
{
nod_base_rocketsoldier_b_id = Commands->Get_ID(sender);
}
if(param == 10)
{
player_tank_id = Commands->Get_ID(sender);
}
if(param == 11)
{
gdi_trooper1_id = Commands->Get_ID(sender);
}
if(param == 12)
{
gdi_trooper2_id = Commands->Get_ID(sender);
}
if(param == 13)
{
gdi_trooper3_id = Commands->Get_ID(sender);
}
if(param == 14)
{
obelisk_id = Commands->Get_ID(sender);
}
if(param == 15)
{
obelisk_weapon_id = Commands->Get_ID(sender);
}
if(param == 16)
{
obelisk_orca_id = Commands->Get_ID(sender);
}
if(param == 17)
{
mobile_artillery_id = Commands->Get_ID(sender);
}
if(param == 18)
{
basewall_id = Commands->Get_ID(sender);
}
if(param == 19)
{
gdi_reinforcement1_id = Commands->Get_ID(sender);
}
if(param == 20)
{
gdi_reinforcement2_id = Commands->Get_ID(sender);
}
}
// Commands for SAMs to fire on incoming Orca
if (type == MX0_FIRE_SAM)
{
Commands->Send_Custom_Event( obj, Commands->Find_Object(1500015), MX0_FIRE_SAM, obelisk_orca_id, 0.0f);
Commands->Send_Custom_Event( obj, Commands->Find_Object(1500016), MX0_FIRE_SAM, obelisk_orca_id, 0.0f);
}
// Commands to destroy Mobile Artillery in front of base
if (type == MX0_A10_STRIKE)
{
Commands->Apply_Damage( Commands->Find_Object(mobile_artillery_id), 50000.0f, "STEEL");
}
// Finale concludes, mission success
if(type == MX0_MISSION_SUCCESS)
{
Commands->Mission_Complete(true);
}
if(type == MX0_GDI_REINFORCEMENT_KILLED)
{
mx0_gdi_reinforcement_killed++;
if(mx0_gdi_reinforcement_killed == 2)
{
mx0_gdi_reinforcement_killed = 0;
// Additional GDI troop drop
GameObject * chinook_obj2 = Commands->Create_Object ( "Invisible_Object", Commands->Get_Position(Commands->Find_Object(1500102)));
Commands->Set_Facing(chinook_obj2, Commands->Get_Facing(Commands->Find_Object(1500102)));
Commands->Attach_Script(chinook_obj2, "Test_Cinematic", "MX0_GDI_Reinforce_Area4.txt");
}
}
}
// Simple Function to move reinforcement troops
void Relocate_Soldiers (GameObject * obj)
{
// Initial Chinook Drops
Commands->Send_Custom_Event( obj, Commands->Find_Object(gdi_trooper2_id), MX0_SOLDIER_MOVE, 1, 0.0f);
Commands->Send_Custom_Event( obj, Commands->Find_Object(gdi_trooper3_id), MX0_SOLDIER_MOVE, 1, 0.0f);
// GDI Reinforcements
int rand = Commands->Get_Random_Int(0, 3);
Commands->Send_Custom_Event( obj, Commands->Find_Object(gdi_reinforcement1_id), MX0_SOLDIER_MOVE, rand, 0.0f);
Commands->Send_Custom_Event( obj, Commands->Find_Object(gdi_reinforcement2_id), MX0_SOLDIER_MOVE, rand, 0.0f);
}
void Wrong_Way(GameObject * obj)
{
if(conv_num == WRONG_WAY_CONV_TABLE_SIZE)
{
conv_num = 0;
}
const char *conv_name = Wrong_Way_Conv_Table[conv_num];
int conv_id = Commands->Create_Conversation (conv_name, 100.0f, 200.0f, false);
Commands->Join_Conversation(obj, conv_id, false, true);
Commands->Start_Conversation (conv_id, 10);
conv_num++;
}
void Timer_Expired(GameObject * obj, int timer_id )
{
ActionParamsStruct params;
if(timer_id == AREA4_ACTIVATED)
{
if(star_area > 0) // Area 2 or Area 3
{
// Start moving convoy forward with all GDI troops
// Humvee
Commands->Send_Custom_Event( obj, Commands->Find_Object(humvee_id), MX0_VEHICLE_MOVE, 1, 0.0f);
// Medium Tank Blasted
Commands->Send_Custom_Event( obj, Commands->Find_Object(medium_tank_blasted_id), MX0_VEHICLE_MOVE, 1, 0.0f);
// Medium Tank Escort
Commands->Send_Custom_Event( obj, Commands->Find_Object(medium_tank_escort_id), MX0_VEHICLE_MOVE, 1, 0.0f);
// GDI Trooper 1
Commands->Send_Custom_Event( obj, Commands->Find_Object(gdi_trooper1_id), MX0_SOLDIER_MOVE, 1, 0.0f);
// Relocate GDI Trooper2 & GDI Trooper3
Commands->Send_Custom_Event( obj, Commands->Find_Object(gdi_trooper2_id), MX0_SOLDIER_MOVE, 1, 0.0f);
Commands->Send_Custom_Event( obj, Commands->Find_Object(gdi_trooper3_id), MX0_SOLDIER_MOVE, 1, 0.0f);
// Light Tank A
GameObject * light_tank_a = Commands->Find_Object(light_tank_a_id);
Commands->Attach_Script(light_tank_a, "MX0_Vehicle_DLS", "1500033, 1500034, 0, 0, 0.4f");
// Light Tank B
GameObject * light_tank_b = Commands->Find_Object(light_tank_b_id);
Commands->Attach_Script(light_tank_b, "MX0_Vehicle_DLS", "0, 0, 0, 0, 0.0f");
// Mobile Artillery
GameObject * mobile_artillery = Commands->Find_Object(mobile_artillery_id);
Commands->Attach_Script(mobile_artillery, "MX0_Vehicle_DLS", "1500084, 1500085, 0, 0, 1.0f");
// Move Nod tanks into position on far side of river
Commands->Start_Timer (obj, this, 2.0f, HUMMVEE_DESTRUCTION);
// Humvee is now vulnerable
Commands->Send_Custom_Event( obj, Commands->Find_Object(humvee_id), M00_ENABLE_DAMAGE_MOD, 0, 0.0f);
// RocketTrooper sees Obelisk
Commands->Send_Custom_Event( obj, Commands->Find_Object(gdi_trooper1_id), MX0_SPECIFIC_ACTION, MX0_ROCKETTROOPER_SEES_OBELISK, 4.0f);
}
else
{
if(!say_need_here)
{
say_need_here = true;
// We need you up here, Sir.
Commands->Send_Custom_Event( obj, Commands->Find_Object(humvee_id), MX0_SPECIFIC_ACTION, MX0_NEED_YOU_HERE, 0.0f);
}
// "We need you Commando"
Commands->Start_Timer (obj, this, 2.0f, AREA4_ACTIVATED);
}
}
if(timer_id == HUMMVEE_DESTRUCTION)
{
if(star_area > 1) // Area 2 or Area 3
{
// Light Tank A
Commands->Send_Custom_Event( obj, Commands->Find_Object(light_tank_a_id), MX0_VEHICLE_MOVE, 1, 0.0f);
// Obelisk blasts Hummvee
Commands->Send_Custom_Event( obj, Commands->Find_Object(1500020), MX0_OBELISK_HUMVEE, 1, 0.0f);
// *** Adjusted 12/12/01 Medium Tank no longer destroyed, run through function anyways
// Obelisk blasts GDI Medium Tank
Commands->Start_Timer (obj, this, 0.0f, MEDIUM_TANK_DESTRUCTION);
// RocketTrooper - The Obelisk is hot! Look out!
Commands->Send_Custom_Event( obj, Commands->Find_Object(gdi_trooper1_id), MX0_SPECIFIC_ACTION, MX0_ROCKETTROOPER_HOT_OBELISK, 4.0f);
// Relocate Troops
Relocate_Soldiers (obj);
}
else
{
// We need your help - over here, Sir!
Commands->Send_Custom_Event( obj, Commands->Find_Object(gdi_trooper2_id), MX0_SPECIFIC_ACTION, MX0_ROCKETTROOPER_CANT_TURN_BACK, 0.0f);
// "We need you Commando"
Commands->Start_Timer (obj, this, 6.0f, HUMMVEE_DESTRUCTION);
}
}
if(timer_id == MEDIUM_TANK_DESTRUCTION)
{
switch(star_area)
{
case 0:
case 1:
{
Wrong_Way(obj);
// Shouts from units calling Havoc back
Commands->Start_Timer (obj, this, 5.0f, MEDIUM_TANK_DESTRUCTION);
}
break;
case 2:
{
// Shouts from units calling Havoc back
Commands->Start_Timer (obj, this, 5.0f, MEDIUM_TANK_DESTRUCTION);
}
break;
case 3:
{
// Activate Wall Nod Rocket Soldiers
Commands->Enable_Spawner(1500042, true);
Commands->Enable_Spawner(1500044, true);
// Activate Wall Gun Emplacement
Commands->Send_Custom_Event( obj, Commands->Find_Object(1500039), MX0_SPECIFIC_ACTION, 1, 0.0f);
// Obelisk blasts GDI Medium Tank **** Ajdusted 12/12/01 No longer destroy tank
// Commands->Send_Custom_Event( obj, Commands->Find_Object(1500020), MX0_OBELISK_MEDIUM_TANK, 2, 0.0f);
// Relocate Medium Tank Escort
Commands->Send_Custom_Event( obj, Commands->Find_Object(medium_tank_escort_id), MX0_VEHICLE_MOVE, 2, 0.0f);
// Mobile Artillery
Commands->Send_Custom_Event( obj, Commands->Find_Object(mobile_artillery_id), MX0_VEHICLE_MOVE, 1, 0.0f);
// Orca is shot down with SAMs, slams into Obelisk
Commands->Start_Timer (obj, this, 8.0f, OBELISK_DESTRUCTION);
// Begin reinforcing GDI via Chinook
// Additional GDI troop drop
GameObject * chinook_obj2 = Commands->Create_Object ( "Invisible_Object", Commands->Get_Position(Commands->Find_Object(1500102)));
Commands->Set_Facing(chinook_obj2, Commands->Get_Facing(Commands->Find_Object(1500102)));
Commands->Attach_Script(chinook_obj2, "Test_Cinematic", "MX0_GDI_Reinforce_Area4.txt");
// Relocate Troops
Relocate_Soldiers (obj);
}
break;
}
}
if(timer_id == OBELISK_DESTRUCTION)
{
switch(star_area)
{
case 0:
case 1:
{
Wrong_Way(obj);
// Shouts from units calling Havoc back
Commands->Start_Timer (obj, this, 5.0f, OBELISK_DESTRUCTION);
}
break;
case 2:
{
// Shouts from units calling Havoc back
Commands->Start_Timer (obj, this, 5.0f, OBELISK_DESTRUCTION);
}
break;
case 3:
{
// Orca Mix
Commands->Create_2D_Sound("MX0_A4_Orca_Mix");
// Cinematic of Orca
// Shot down by SAMs, slams into Obelisk
GameObject *controller = Commands->Create_Object("Invisible_Object", Vector3(0.0f, 0.0f, 0.0f));
Commands->Set_Facing(controller, 0.000f);
Commands->Attach_Script(controller, "Test_Cinematic", "X0E_Obelisk.txt");
// Remove Obelisk weapon
Commands->Destroy_Object(Commands->Find_Object(obelisk_weapon_id));
// Orcas sweeping in to take out Obelisk
Commands->Start_Timer (obj, this, 5.0f, ORCA_STRIKE1);
Commands->Start_Timer (obj, this, 10.0f, ORCA_STRIKE2);
orca_strike = true;
// Commando, take out those SAMs
Commands->Start_Timer (obj, this, 8.0f, CONVERSATION_HAVOC_TAKE_OUT_SAMS);
// Nod soldiers being shot off balcony
Commands->Start_Timer (obj, this, 2.0f, SAMS_DESTRUCTION);
// Relocate Troops
Relocate_Soldiers (obj);
}
break;
}
}
// Commando, take out those SAMs
if(timer_id == CONVERSATION_HAVOC_TAKE_OUT_SAMS)
{
// Havoc, you<6F>ve got to clear out those SAM sites!
const char *conv_name = ("MX0_A04_CON005");
int conv_id = Commands->Create_Conversation (conv_name, 100.0f, 200.0f, false);
Commands->Join_Conversation(NULL, conv_id, false, true);
Commands->Start_Conversation (conv_id, 1);
// RocketTrooper - It<49>s down! The Obelisk is down!
Commands->Send_Custom_Event( obj, Commands->Find_Object(gdi_trooper2_id), MX0_SPECIFIC_ACTION, MX0_ROCKETTROOPER_OBELISK_DOWN, 3.0f);
}
if(timer_id == SAMS_DESTRUCTION)
{
switch(star_area)
{
case 0:
case 1:
{
Wrong_Way(obj);
// Shouts from units calling Havoc back
Commands->Start_Timer (obj, this, 5.0f, SAMS_DESTRUCTION);
}
break;
case 2:
{
// Shouts from units calling Havoc back
Commands->Start_Timer (obj, this, 5.0f, SAMS_DESTRUCTION);
}
break;
case 3:
{
// If the SAMs still exist get Havoc to take them out
if(Commands->Find_Object(1500015) || Commands->Find_Object(1500016))
{
// Orcas sweeping in to take out Obelisk
Commands->Start_Timer (obj, this, 5.0f, ORCA_STRIKE1);
Commands->Start_Timer (obj, this, 10.0f, ORCA_STRIKE2);
orca_strike = false;
// Commando, take out those SAMs ** Only say it once
if(!say_take_out_sams)
{
say_take_out_sams = true;
// RocketTrooper - Go! Go! Knock out those SAMs!
Commands->Send_Custom_Event( obj, Commands->Find_Object(gdi_trooper2_id), MX0_SPECIFIC_ACTION, MX0_ROCKETTROOPER_TAKE_SAMS, 9.0f);
// Send custom to disable damage modifier on SAMs
Commands->Send_Custom_Event( obj, Commands->Find_Object(1500015), M00_ENABLE_DAMAGE_MOD, 0, 0.0f);
Commands->Send_Custom_Event( obj, Commands->Find_Object(1500016), M00_ENABLE_DAMAGE_MOD, 0, 0.0f);
// Start timer to take out SAMs regardless of player intervention
Commands->Start_Timer (obj, this, 20.0f, DESTROY_SAM1);
Commands->Start_Timer (obj, this, 24.0f, DESTROY_SAM2);
}
// Nod soldiers being shot off balcony
Commands->Start_Timer (obj, this, 5.0f, SAMS_DESTRUCTION);
}
// If SAMs no longer exist, trigger A10 strike
else
{
//Nice job Havoc
// RocketTrooper - The SAMs are history!
Commands->Send_Custom_Event( obj, Commands->Find_Object(gdi_trooper2_id), MX0_SPECIFIC_ACTION, MX0_ROCKETTROOPER_SAMS_HISTORY, 0.0f);
// Trooper1 - There, on the wall!
Commands->Send_Custom_Event( obj, Commands->Find_Object(gdi_trooper1_id), MX0_SPECIFIC_ACTION, MX0_TROOPER_UP_ON_WALL, 2.0f);
// Nod RocketSoldier on base wall fire at Havoc's tank
Commands->Send_Custom_Event (obj, Commands->Find_Object(nod_base_rocketsoldier_a_id), MX0_SPECIFIC_ACTION, player_tank_id, 0.0f);
Commands->Send_Custom_Event (obj, Commands->Find_Object(nod_base_rocketsoldier_b_id), MX0_SPECIFIC_ACTION, player_tank_id, 0.0f);
// A10 strike and destruction
Commands->Start_Timer (obj, this, 5.0f, A10_STRIKE);
}
}
break;
}
}
if(timer_id == DESTROY_SAM1)
{
Commands->Apply_Damage(Commands->Find_Object(1500015), 50000.0f, "STEEL");
}
if(timer_id == DESTROY_SAM2)
{
Commands->Apply_Damage(Commands->Find_Object(1500016), 50000.0f, "STEEL");
}
if(timer_id == A10_STRIKE)
{
switch(star_area)
{
case 0:
case 1:
{
Wrong_Way(obj);
// Shouts from units calling Havoc back
Commands->Start_Timer (obj, this, 5.0f, A10_STRIKE);
}
break;
case 2:
{
// Shouts from units calling Havoc back
Commands->Start_Timer (obj, this, 5.0f, A10_STRIKE);
}
break;
case 3:
{
// Start A10 - Outro muzak
Commands->Fade_Background_Music( "Renegade_A10_Outro.mp3", 1, 1);
// A10 - This is Eagle Claw 1 <20>Starting attack run
const char *conv_name = ("MX0_A04_CON010");
int conv_id = Commands->Create_Conversation (conv_name, 100.0f, 200.0f, false);
Commands->Join_Conversation(NULL, conv_id, false, true);
Commands->Start_Conversation (conv_id, 1);
// A10 - I<>m hit! I<>m hit!
Commands->Start_Timer (obj, this, 5.0f, A10_HIT);
// A10 cinematic
GameObject *controller = Commands->Create_Object("Invisible_Object", Vector3(0.0f, 0.0f, 0.0f));
Commands->Set_Facing(controller, 0.000f);
Commands->Attach_Script(controller, "Test_Cinematic", "X0D_A10_Crash.txt");
// Apaches rise up from behind wall, Ion cannon strike
Commands->Start_Timer (obj, this, 6.0f, ION_CANNON_STRIKE);
// Relocate Troops
Relocate_Soldiers (obj);
}
break;
}
}
// A10 - I<>m hit! I<>m hit!
if(timer_id == A10_HIT)
{
const char *conv_name = ("MX0_A04_CON011");
int conv_id = Commands->Create_Conversation (conv_name, 100.0f, 200.0f, false);
Commands->Join_Conversation(NULL, conv_id, false, true);
Commands->Start_Conversation (conv_id, 1);
}
if(timer_id == ION_CANNON_STRIKE)
{
// We have a lock on that base
// This is Eagle Base. I<>m not risking any more pilots.
const char *conv_name = ("MX0_A04_CON012");
int conv_id = Commands->Create_Conversation (conv_name, 100.0f, 200.0f, false);
Commands->Join_Conversation(NULL, conv_id, false, true);
Commands->Start_Conversation (conv_id, 1);
// Ion Cannon strike
GameObject * ion_cannon_strike = Commands->Create_Object("Nod_RocketSoldier_1Off", Commands->Get_Position(Commands->Find_Object(1500087)));
Commands->Attach_Script(ion_cannon_strike, "MX0_Plant_Ion_Beacon_DLS", "");
Commands->Start_Timer (obj, this, 22.0f, FLASH_TO_WHITE);
Commands->Start_Timer (obj, this, 25.0f, FINALE);
// Relocate Troops
Relocate_Soldiers (obj);
}
if(timer_id == FLASH_TO_WHITE)
{
Commands->Set_Screen_Fade_Color(1.0f, 1.0f, 1.0f, 0.2f);
Commands->Set_Screen_Fade_Opacity(1.0f, 0.2f);
}
if(timer_id == FINALE)
{
Commands->Destroy_Object(Commands->Find_Object(basewall_id));
GameObject *controller = Commands->Create_Object("Invisible_Object", Vector3(0.0f, 0.0f, 0.0f));
Commands->Set_Facing(controller, 0.000f);
Commands->Attach_Script(controller, "Test_Cinematic", "X0Z_Finale.txt");
}
if(timer_id == ORCA_STRIKE1 && orca_strike)
{
GameObject *orca_controller = Commands->Create_Object("Invisible_Object", Vector3(0.0f, 0.0f, 0.0f));
Commands->Set_Facing(orca_controller, 0.000f);
Commands->Attach_Script(orca_controller, "Test_Cinematic", "X0C_Flyovers_01.txt");
}
if(timer_id == ORCA_STRIKE2 && orca_strike)
{
GameObject *orca_controller = Commands->Create_Object("Invisible_Object", Vector3(0.0f, 0.0f, 0.0f));
Commands->Set_Facing(orca_controller, 0.000f);
Commands->Attach_Script(orca_controller, "Test_Cinematic", "X0C_Flyovers_02.txt");
}
}
};
DECLARE_SCRIPT (MX0_Area4_Zone_DLS, "Area=0:int")
{
bool first_time;
// Register variables to be Auto-Saved
// All variables must have a unique ID, less than 256, that never changes
REGISTER_VARIABLES()
{
SAVE_VARIABLE( first_time, 1 );
}
void Created (GameObject * obj)
{
first_time = true;
}
void Entered (GameObject * obj, GameObject * enterer)
{
if(Commands->Is_A_Star(enterer) && first_time )
{
int area = Get_Int_Parameter("Area");
// Send custom to area controller to determine STAR location
Commands->Send_Custom_Event( obj, Commands->Find_Object(1500017), MX0_STAR_AREA, area, 0.0f);
first_time = false;
}
}
};
DECLARE_SCRIPT (MX0_Vehicle_DLS, "Attack_Loc0=0:int, Attack_Loc1=0:int, Attack_Loc2=0:int, Attack_Loc3=0:int, Speed=1.0:float")
{
int attack_loc [4];
int loc;
float speed;
enum{CON001, CON002};
// Register variables to be Auto-Saved
// All variables must have a unique ID, less than 256, that never changes
REGISTER_VARIABLES()
{
SAVE_VARIABLE( attack_loc, 1 );
SAVE_VARIABLE( loc, 2 );
SAVE_VARIABLE( speed, 3 );
}
void Created (GameObject * obj)
{
Commands->Enable_Enemy_Seen( obj, true);
Commands->Enable_Engine(obj, true);
attack_loc [0] = Get_Int_Parameter("Attack_Loc0");
attack_loc [1] = Get_Int_Parameter("Attack_Loc1");
attack_loc [2] = Get_Int_Parameter("Attack_Loc2");
attack_loc [3] = Get_Int_Parameter("Attack_Loc3");
loc = 0;
speed = Get_Float_Parameter("Speed");
ActionParamsStruct params;
params.Set_Basic( this, INNATE_PRIORITY_ENEMY_SEEN + 5, 10 );
params.Set_Movement( Commands->Get_Position (Commands->Find_Object (attack_loc [loc])), speed, 5.0f );
params.Set_Attack(Commands->Find_Object(1500024), 0.0f, 0.0f, true);
Commands->Action_Attack(obj, params);
}
void Enemy_Seen(GameObject * obj, GameObject *enemy )
{
Commands->Debug_Message("ID %d sees Enemy ID %d \n", Commands->Get_ID(obj), Commands->Get_ID(enemy));
ActionParamsStruct params;
params.Set_Basic( this, INNATE_PRIORITY_ENEMY_SEEN + 5, 10 );
params.Set_Movement( Commands->Get_Position (Commands->Find_Object (attack_loc [loc])), speed, 5.0f );
params.Set_Attack(enemy, 200.0f, 5.0f, true);
// params.AttackCheckBlocked = false;
// params.AttackForceFire = true;
Commands->Action_Attack(obj, params);
}
void Custom( GameObject * obj, int type, int param, GameObject * sender )
{
ActionParamsStruct params;
if(type == MX0_VEHICLE_MOVE)
{
loc = param;
params.Set_Basic( this, INNATE_PRIORITY_ENEMY_SEEN + 5, 10 );
params.Set_Movement( Commands->Get_Position (Commands->Find_Object (attack_loc [loc])), speed, 5.0f );
params.Set_Attack(Commands->Find_Object(1500024), 0.0f, 0.0f, true);
Commands->Action_Attack(obj, params);
Commands->Debug_Message("Attack_Loc [%d] = %d \n", loc, attack_loc[loc]);
}
if(type == MX0_SPECIFIC_ACTION)
{
// Humvee announces discovery of Nod Base
if(param == MX0_DISCOVERS_NOD_BASE)
{
// Eagle Base<73> We found it!
const char *conv_name = ("MX0_A04_CON001");
int conv_id = Commands->Create_Conversation (conv_name, 100.0f, 200.0f, false);
Commands->Join_Conversation(obj, conv_id, false, true);
Commands->Start_Conversation (conv_id, CON001);
Commands->Monitor_Conversation (obj, conv_id);
}
// We need you up here, Sir.
if(param == MX0_NEED_YOU_HERE)
{
// We need you up here, Sir.
const char *conv_name = ("MX0_A04_CON013");
int conv_id = Commands->Create_Conversation (conv_name, 100.0f, 200.0f, false);
Commands->Join_Conversation(obj, conv_id, false, true);
Commands->Start_Conversation (conv_id, 10);
}
}
}
void Action_Complete(GameObject * obj, int action_id, ActionCompleteReason reason)
{
if((action_id == CON001) && (reason == ACTION_COMPLETE_CONVERSATION_ENDED))
{
// Confirmed. Excellent work!
const char *conv_name = ("MX0_A04_CON002");
int conv_id = Commands->Create_Conversation (conv_name, 100.0f, 200.0f, false);
Commands->Join_Conversation(NULL, conv_id, false, true);
Commands->Start_Conversation (conv_id, CON002);
// Commands->Monitor_Conversation (obj, conv_id);
}
if((action_id == CON002) && (reason == ACTION_COMPLETE_CONVERSATION_ENDED))
{
// They have an Obelisk!
const char *conv_name = ("MX0_A04_CON003");
int conv_id = Commands->Create_Conversation (conv_name, 100.0f, 200.0f, false);
Commands->Join_Conversation(obj, conv_id, false, true);
Commands->Start_Conversation (conv_id, CON002);
}
if(action_id == 10)
{
Commands->Debug_Message("Action_Complete");
}
}
};
DECLARE_SCRIPT (MX0_Obelisk_Weapon_DLS, "Max_Range=75.0f:float")
{
bool able_to_fire;
int current_target;
int powerup_effect_id;
int humvee_id;
int humvee_driver_id;
int medium_tank_blasted_id;
REGISTER_VARIABLES()
{
SAVE_VARIABLE (able_to_fire, 1);
SAVE_VARIABLE (current_target, 2);
SAVE_VARIABLE (powerup_effect_id, 3);
SAVE_VARIABLE (humvee_id, 4);
SAVE_VARIABLE (humvee_driver_id, 5);
SAVE_VARIABLE (medium_tank_blasted_id, 6);
}
void Created (GameObject * obj)
{
powerup_effect_id = 0;
current_target = 0;
able_to_fire = true;
Commands->Set_Player_Type (obj, SCRIPT_PLAYERTYPE_NOD);
Commands->Set_Is_Rendered (obj, false);
// Commands->Enable_Enemy_Seen (obj, true);
Commands->Enable_Hibernation (obj, false);
// Commands->Innate_Enable (obj);
Vector3 my_position = Commands->Get_Position (obj);
GameObject * effect = Commands->Create_Object ("Obelisk Effect", my_position);
if (effect)
{
powerup_effect_id = Commands->Get_ID (effect);
Commands->Set_Animation_Frame (effect, "OBL_POWERUP.OBL_POWERUP", 0);
}
}
void Custom (GameObject * obj, int type, int param, GameObject * sender)
{
if(type == MX0_OBELISK_HUMVEE)
{
Commands->Send_Custom_Event (obj, obj, 2, humvee_id, 0.0f);
}
if(type == MX0_OBELISK_DRIVER)
{
Commands->Send_Custom_Event (obj, obj, 2, humvee_driver_id, 1.0f);
}
if(type == MX0_OBELISK_MEDIUM_TANK)
{
Commands->Send_Custom_Event (obj, obj, 2, medium_tank_blasted_id, 0.0f);
}
// Actor IDs
if(type == M00_SEND_OBJECT_ID)
{
if(param == 1)
{
humvee_id = Commands->Get_ID(sender);
}
if(param == 2)
{
humvee_driver_id = Commands->Get_ID(sender);
}
if(param == 3)
{
medium_tank_blasted_id = Commands->Get_ID(sender);
}
}
if (type == 1)
{
if (param == 0)
{
Commands->Enable_Enemy_Seen (obj, false);
able_to_fire = false;
ActionParamsStruct params;
params.Set_Basic (this, 100, 0);
params.Set_Attack (obj, 0.0f, 0.0f, true);
Commands->Action_Attack (obj, params);
Commands->Action_Reset (obj, 100.0f);
Destroy_Obelisk_Effect ();
}
else
{
Commands->Enable_Enemy_Seen (obj, true);
able_to_fire = true;
}
}
else if (type == 2)
{
if (able_to_fire)
{
GameObject * target_obj = Commands->Find_Object (param);
if (target_obj)
{
Vector3 enemy_position = Commands->Get_Position (target_obj);
Vector3 my_position = Commands->Get_Position (obj);
float distance = Commands->Get_Distance (my_position, enemy_position);
enemy_position.Z = 0.0f;
my_position.Z = 0.0f;
float difference = Commands->Get_Distance (my_position, enemy_position);
float max_range = Get_Float_Parameter("Max_Range");
if ((difference > 15.0f) && (distance < max_range))
{
current_target = param;
able_to_fire = false;
Commands->Start_Timer (obj, this, 2.5f, 1);
GameObject * effect = Commands->Find_Object (powerup_effect_id);
if (effect)
{
Commands->Set_Animation_Frame (effect, "OBL_POWERUP.OBL_POWERUP", 1);
}
my_position.Z -= 20.0f;
Commands->Create_Sound ("Obelisk_Warm_Up", my_position, obj);
}
else
{
Destroy_Obelisk_Effect ();
Commands->Action_Reset (obj, 100.0f);
}
}
}
}
}
void Timer_Expired (GameObject * obj, int timer_id)
{
if (timer_id == 1)
{
GameObject * target_obj = Commands->Find_Object (current_target);
if (target_obj)
{
Vector3 my_position = Commands->Get_Position (obj);
Vector3 enemy_position = Commands->Get_Position (target_obj);
float distance = Commands->Get_Distance (my_position, enemy_position);
enemy_position.Z = 0.0f;
my_position.Z = 0.0f;
float difference = Commands->Get_Distance (my_position, enemy_position);
float max_range = Get_Float_Parameter("Max_Range");
if ((difference > 15.0f) && (distance < max_range))
{
ActionParamsStruct params;
params.Set_Basic (this, 100, 0);
params.Set_Attack (target_obj, max_range, 0.0f, true);
params.AttackCheckBlocked = false;
Commands->Action_Attack (obj, params);
current_target = 0;
Commands->Start_Timer (obj, this, 2.0f, 2);
}
else
{
Destroy_Obelisk_Effect ();
Commands->Action_Reset (obj, 100.0f);
able_to_fire = true;
}
}
else
{
Destroy_Obelisk_Effect ();
Commands->Action_Reset (obj, 100.0f);
able_to_fire = true;
}
}
else if (timer_id == 2)
{
Destroy_Obelisk_Effect ();
able_to_fire = true;
}
}
void Action_Complete(GameObject * obj, int action_id, ActionCompleteReason reason)
{
if(action_id == 0)
{
Commands->Debug_Message("Action_Complete Obelisk Firing");
}
}
void Destroy_Obelisk_Effect (void)
{
if (powerup_effect_id)
{
GameObject * effect = Commands->Find_Object (powerup_effect_id);
if (effect)
{
Commands->Set_Animation_Frame (effect, "OBL_POWERUP.OBL_POWERUP", 0);
}
}
}
void Destroyed(GameObject * obj )
{
if (powerup_effect_id)
{
GameObject * effect = Commands->Find_Object (powerup_effect_id);
if (effect)
{
Commands->Set_Animation_Frame (effect, "OBL_POWERUP.OBL_POWERUP", 0);
}
}
}
};
DECLARE_SCRIPT (MX0_GDI_Killed_DLS, "Unit_ID=0:int")
{
// Register variables to be Auto-Saved
// All variables must have a unique ID, less than 256, that never changes
REGISTER_VARIABLES()
{
// SAVE_VARIABLE( attack_loc, 1 );
}
void Created (GameObject * obj)
{
}
void Damaged (GameObject * obj, GameObject * damager, float amount)
{
// If damaged by the Obelisk Weapon
if((damager == Commands->Find_Object(1500020)) && (Commands->Find_Object(1500020)))
{
Commands->Apply_Damage( obj, 50000.0f, "STEEL");
}
}
void Killed (GameObject * obj, GameObject * killer)
{
int unit_id = Get_Int_Parameter("Unit_ID");
switch(unit_id)
{
case 1:
{
GameObject * humvee_driver = Commands->Create_Object("GDI_Minigunner_1Off", Commands->Get_Position(obj));
Commands->Set_Facing(humvee_driver, 0.000f);
Commands->Attach_Script(humvee_driver, "M00_Send_Object_ID", "1500020, 2, 0.0f");
Commands->Attach_Script(humvee_driver, "MX0_GDI_Soldier_DLS", "0,0,0,0,0.0f");
// Custom for Humvee driver to be covwering and fleeing
Commands->Send_Custom_Event (obj, humvee_driver, MX0_SPECIFIC_ACTION, MX0_HUMVEE_DRIVER_COWER, 0.0f);
// Obelisk blasts Hummvee
Commands->Send_Custom_Event( obj, Commands->Find_Object(1500020), MX0_OBELISK_DRIVER, 1, 1.0f);
}
break;
// When Medium Tank is destroyed replace with destroyed model
case 2:
{
GameObject * destroyed_medium_tank = Commands->Create_Object("MX0_GDI_Medium_Tank_Destroyed", Commands->Get_Position(obj));
Commands->Set_Facing(destroyed_medium_tank, Commands->Get_Facing(obj));
}
break;
// GDI Reinforcement, send custom to controller on killed
case 3:
{
Commands->Send_Custom_Event( obj, Commands->Find_Object(1500017), MX0_GDI_REINFORCEMENT_KILLED, 1, 1.0f);
}
break;
}
}
};
DECLARE_SCRIPT (MX0_GDI_Soldier_DLS, "Attack_Loc0=0:int, Attack_Loc1=0:int, Attack_Loc2=0:int, Attack_Loc3=0:int, Speed=1.0:float")
{
int attack_loc [4];
int loc;
float speed;
int mx0_soldier_move_attempts;
enum{CON001};
// Register variables to be Auto-Saved
// All variables must have a unique ID, less than 256, that never changes
REGISTER_VARIABLES()
{
SAVE_VARIABLE( attack_loc, 1 );
SAVE_VARIABLE( loc, 2 );
SAVE_VARIABLE( speed, 3 );
SAVE_VARIABLE( mx0_soldier_move_attempts, 4 );
}
void Created (GameObject * obj)
{
Commands->Enable_Enemy_Seen( obj, true);
Commands->Enable_Engine(obj, true);
attack_loc [0] = Get_Int_Parameter("Attack_Loc0");
attack_loc [1] = Get_Int_Parameter("Attack_Loc1");
attack_loc [2] = Get_Int_Parameter("Attack_Loc2");
attack_loc [3] = Get_Int_Parameter("Attack_Loc3");
loc = 0;
speed = Get_Float_Parameter("Speed");
ActionParamsStruct params;
params.Set_Basic( this, INNATE_PRIORITY_ENEMY_SEEN + 5, 10 );
params.Set_Movement( Commands->Get_Position (Commands->Find_Object (attack_loc [loc])), speed, 5.0f );
params.Set_Attack(Commands->Find_Object(1500024), 0.0f, 0.0f, true);
Commands->Action_Attack(obj, params);
}
void Enemy_Seen(GameObject * obj, GameObject *enemy )
{
Commands->Debug_Message("ID %d sees Enemy ID %d \n", Commands->Get_ID(obj), Commands->Get_ID(enemy));
ActionParamsStruct params;
params.Set_Basic( this, INNATE_PRIORITY_ENEMY_SEEN + 5, 10 );
params.Set_Movement( Commands->Get_Position (Commands->Find_Object (attack_loc [loc])), speed, 5.0f );
params.Set_Attack(enemy, 200.0f, 5.0f, true);
// params.AttackCheckBlocked = false;
// params.AttackForceFire = true;
Commands->Action_Attack(obj, params);
}
void Custom( GameObject * obj, int type, int param, GameObject * sender )
{
ActionParamsStruct params;
if(type == MX0_SOLDIER_MOVE)
{
loc = param;
bool move_crouched = Commands->Get_Random_Int(0, 1) ? false : true;
params.Set_Basic( this, INNATE_PRIORITY_ENEMY_SEEN + 5, MX0_SOLDIER_MOVE );
params.Set_Movement( Commands->Get_Position (Commands->Find_Object (attack_loc [loc])), speed, 5.0f );
params.Set_Attack(Commands->Find_Object(1500024), 0.0f, 0.0f, true);
params.MoveCrouched = move_crouched;
Commands->Action_Attack(obj, params);
Commands->Debug_Message("Attack_Loc [%d] = %d \n", loc, attack_loc[loc]);
}
if(type == MX0_SPECIFIC_ACTION)
{
// Soldier that pops out of destroyed Humvee
if(param == MX0_HUMVEE_DRIVER_COWER) // Cower animation
{
Commands->Innate_Disable(obj);
ActionParamsStruct params;
params.Set_Basic( this, 100, 1 );
params.Set_Animation ("H_A_A0A0_L51", true);
Commands->Action_Play_Animation (obj, params);
// Death #1 - Bullet death scream
const char *conv_name = ("MX0_A04_CON019");
int conv_id = Commands->Create_Conversation (conv_name, 100.0f, 200.0f, false);
Commands->Join_Conversation(obj, conv_id, false, true);
Commands->Start_Conversation (conv_id, 10);
}
// Rocket Trooper sights obelisk
if(param == MX0_ROCKETTROOPER_SEES_OBELISK)
{
// They have an Obelisk!
const char *conv_name = ("MX0_A04_CON003");
int conv_id = Commands->Create_Conversation (conv_name, 100.0f, 200.0f, false);
Commands->Join_Conversation(obj, conv_id, false, true);
Commands->Start_Conversation (conv_id, MX0_ROCKETTROOPER_SEES_OBELISK);
// Start Area4 muzak
Commands->Fade_Background_Music( "Level 0 Nod base.mp3", 2, 2);
}
// Rocket Trooper announces obelisk is hot
if(param == MX0_ROCKETTROOPER_HOT_OBELISK)
{
// The Obelisk is hot! Look out!
const char *conv_name = ("MX0_A04_CON004");
int conv_id = Commands->Create_Conversation (conv_name, 100.0f, 200.0f, false);
Commands->Join_Conversation(obj, conv_id, false, true);
Commands->Start_Conversation (conv_id, MX0_ROCKETTROOPER_HOT_OBELISK);
}
// Rocket Trooper - It<49>s down! The Obelisk is down!
if(param == MX0_ROCKETTROOPER_OBELISK_DOWN)
{
// It<49>s down! The Obelisk is down!
const char *conv_name = ("MX0_A04_CON006");
int conv_id = Commands->Create_Conversation (conv_name, 100.0f, 200.0f, false);
Commands->Join_Conversation(obj, conv_id, false, true);
Commands->Start_Conversation (conv_id, MX0_ROCKETTROOPER_OBELISK_DOWN);
}
// Rocket Trooper - Go! Go! Knock out those SAMs!
if(param == MX0_ROCKETTROOPER_TAKE_SAMS)
{
// Go! Go! Knock out those SAMs!
const char *conv_name = ("MX0_A04_CON007");
int conv_id = Commands->Create_Conversation (conv_name, 100.0f, 200.0f, false);
Commands->Join_Conversation(obj, conv_id, false, true);
Commands->Start_Conversation (conv_id, MX0_ROCKETTROOPER_TAKE_SAMS);
}
// Rocket Trooper - The SAMs are history!
if(param == MX0_ROCKETTROOPER_SAMS_HISTORY)
{
// The SAMs are history!
const char *conv_name = ("MX0_A04_CON008");
int conv_id = Commands->Create_Conversation (conv_name, 100.0f, 200.0f, false);
Commands->Join_Conversation(obj, conv_id, false, true);
Commands->Start_Conversation (conv_id, MX0_ROCKETTROOPER_SAMS_HISTORY);
}
// Trooper1 - There, on the wall!
if(param == MX0_TROOPER_UP_ON_WALL)
{
// There, on the wall!
const char *conv_name = ("MX0_A04_CON009");
int conv_id = Commands->Create_Conversation (conv_name, 100.0f, 200.0f, false);
Commands->Join_Conversation(obj, conv_id, false, true);
Commands->Start_Conversation (conv_id, MX0_TROOPER_UP_ON_WALL);
}
// If Havoc turns back and exits Area4
if(param == MX0_ROCKETTROOPER_CANT_TURN_BACK)
{
// We need your help - over here, Sir!
const char *conv_name = ("MX0_A04_CON014");
int conv_id = Commands->Create_Conversation (conv_name, 100.0f, 200.0f, false);
Commands->Join_Conversation(obj, conv_id, false, true);
Commands->Start_Conversation (conv_id, MX0_ROCKETTROOPER_CANT_TURN_BACK);
}
}
}
void Timer_Expired(GameObject * obj, int timer_id )
{
ActionParamsStruct params;
if(timer_id == MX0_SOLDIER_MOVE)
{
params.Set_Basic( this, INNATE_PRIORITY_ENEMY_SEEN + 5, MX0_SOLDIER_MOVE );
params.Set_Movement( Commands->Get_Position (Commands->Find_Object (attack_loc [loc])), speed, 5.0f );
params.Set_Attack(Commands->Find_Object(1500024), 0.0f, 0.0f, true);
Commands->Action_Attack(obj, params);
}
}
void Action_Complete(GameObject * obj, int action_id, ActionCompleteReason reason)
{
// If action fails, reattempt
if((action_id == MX0_SOLDIER_MOVE) && (reason != ACTION_COMPLETE_NORMAL) && (mx0_soldier_move_attempts < 4))
{
mx0_soldier_move_attempts++;
Commands->Start_Timer (obj, this, 4.0f, MX0_SOLDIER_MOVE);
Commands->Debug_Message("Attempt %d for MX0_SOLDIER_MOVE on loc %d");
}
if(action_id == 10)
{
Commands->Debug_Message("Action_Complete");
}
}
};
DECLARE_SCRIPT (MX0_Gun_Emplacement_DLS, "Left_Point=0:int, Right_Point=0:int")
{
bool left;
enum{STRAFE};
// Register variables to be Auto-Saved
// All variables must have a unique ID, less than 256, that never changes
REGISTER_VARIABLES()
{
SAVE_VARIABLE( left, 1 );
}
void Created (GameObject * obj)
{
left = true;
}
void Custom (GameObject * obj, int type, int param, GameObject * sender)
{
ActionParamsStruct params;
if(type == MX0_SPECIFIC_ACTION)
{
Timer_Expired(obj, STRAFE);
}
}
void Timer_Expired(GameObject * obj, int timer_id )
{
ActionParamsStruct params;
if(timer_id == STRAFE)
{
if(left)
{
left = false;
params.Set_Basic( this, INNATE_PRIORITY_ENEMY_SEEN + 5, 10 );
params.Set_Attack (Commands->Find_Object(Get_Int_Parameter("Left_Point")), 0.0f, 0.0f, 1);
params.AttackCheckBlocked = false;
params.AttackForceFire = true;
Commands->Action_Attack( obj, params );
}
else
{
left = true;
params.Set_Basic( this, INNATE_PRIORITY_ENEMY_SEEN + 5, 10 );
params.Set_Attack (Commands->Find_Object(Get_Int_Parameter("Right_Point")), 0.0f, 0.0f, 1);
params.AttackCheckBlocked = false;
params.AttackForceFire = true;
Commands->Action_Attack( obj, params );
}
Commands->Start_Timer (obj, this, 4.0f, STRAFE);
}
}
};
DECLARE_SCRIPT (MX0_Nod_RocketSoldier_DLS, "Stationary_Point=0:int")
{
enum{GO_POSITION};
// Register variables to be Auto-Saved
// All variables must have a unique ID, less than 256, that never changes
REGISTER_VARIABLES()
{
// SAVE_VARIABLE( left, 1 );
}
void Created (GameObject * obj)
{
ActionParamsStruct params;
params.Set_Basic( this, INNATE_PRIORITY_ENEMY_SEEN + 5, GO_POSITION );
params.Set_Movement( Commands->Find_Object(Get_Int_Parameter("Stationary_Point")), RUN, 0.0f );
Commands->Action_Goto(obj, params);
}
void Custom (GameObject * obj, int type, int param, GameObject * sender)
{
ActionParamsStruct params;
if(type == MX0_SPECIFIC_ACTION)
{
params.Set_Basic( this, INNATE_PRIORITY_ENEMY_SEEN + 5, 10 );
params.Set_Attack (Commands->Find_Object(param), 150.0f, 0.0f, 1);
params.AttackCheckBlocked = false;
params.AttackForceFire = true;
Commands->Action_Attack( obj, params );
}
}
void Action_Complete(GameObject * obj, int action_id, ActionCompleteReason reason)
{
ActionParamsStruct params;
if((action_id == GO_POSITION) && (reason == ACTION_COMPLETE_NORMAL))
{
Commands->Set_Innate_Is_Stationary(obj, true);
}
}
void Enemy_Seen(GameObject * obj, GameObject *enemy )
{
ActionParamsStruct params;
params.Set_Basic( this, INNATE_PRIORITY_ENEMY_SEEN + 5, 10 );
params.Set_Attack (enemy, 150.0f, 0.0f, 1);
params.AttackCheckBlocked = false;
params.AttackForceFire = true;
Commands->Action_Attack( obj, params );
}
};
DECLARE_SCRIPT (MX0_SAM_DLS, "")
{
// Register variables to be Auto-Saved
// All variables must have a unique ID, less than 256, that never changes
REGISTER_VARIABLES()
{
// SAVE_VARIABLE( left, 1 );
}
void Created (GameObject * obj)
{
Commands->Set_Innate_Is_Stationary(obj, true);
}
void Custom (GameObject * obj, int type, int param, GameObject * sender)
{
ActionParamsStruct params;
if (type == MX0_FIRE_SAM)
{
params.Set_Basic( this, INNATE_PRIORITY_ENEMY_SEEN + 5, 1 );
params.Set_Attack (Commands->Find_Object(1500081), 250.0f, 0.0f, 1);
params.AttackCheckBlocked = false;
Commands->Action_Attack( obj, params );
}
}
};
DECLARE_SCRIPT (MX0_Nod_Bunker_DLS, "")
{
enum{GO_POSITION};
// Register variables to be Auto-Saved
// All variables must have a unique ID, less than 256, that never changes
REGISTER_VARIABLES()
{
// SAVE_VARIABLE( left, 1 );
}
void Created (GameObject * obj)
{
Commands->Set_Innate_Is_Stationary(obj, true);
}
void Enemy_Seen(GameObject * obj, GameObject *enemy )
{
ActionParamsStruct params;
params.Set_Basic( this, INNATE_PRIORITY_ENEMY_SEEN + 5, 10 );
params.Set_Attack (enemy, 0.0f, 0.0f, 1);
params.AttackCheckBlocked = false;
params.AttackCrouched = true;
params.AttackForceFire = true;
Commands->Action_Attack( obj, params );
}
};
DECLARE_SCRIPT (MX0_Plant_Ion_Beacon_DLS, "")
{
// Register variables to be Auto-Saved
// All variables must have a unique ID, less than 256, that never changes
REGISTER_VARIABLES()
{
// SAVE_VARIABLE( left, 1 );
}
void Created (GameObject * obj)
{
ActionParamsStruct params;
Commands->Give_PowerUp(obj, "POW_IonCannonBeacon_Ai" );
Commands->Select_Weapon(obj, "Weapon_IonCannonBeacon_Ai" );
params.Set_Basic( this, INNATE_PRIORITY_ENEMY_SEEN + 5, 10 );
params.Set_Attack (Commands->Get_Position(obj), 5.0f, 0.0f, 1);
params.AttackForceFire = true;
Commands->Action_Attack( obj, params );
}
};
DECLARE_SCRIPT (DLS_Star_No_Fall, "")
{
enum{ATTACH_SCRIPT};
// Register variables to be Auto-Saved
// All variables must have a unique ID, less than 256, that never changes
REGISTER_VARIABLES()
{
// SAVE_VARIABLE( left, 1 );
}
void Created (GameObject * obj)
{
Commands->Start_Timer (obj, this, 1.0f, ATTACH_SCRIPT);
}
void Timer_Expired(GameObject * obj, int timer_id )
{
if(timer_id == ATTACH_SCRIPT)
{
if(STAR)
{
Commands->Attach_Script(STAR, "M00_No_Falling_Damage_DME", "");
}
else
{
Commands->Start_Timer (obj, this, 1.0f, ATTACH_SCRIPT);
}
}
}
};
DECLARE_SCRIPT (MX0_Explosive_Barrels_DLS, "Logical_Sound=0:int, Radius:float")
{
// Register variables to be Auto-Saved
// All variables must have a unique ID, less than 256, that never changes
REGISTER_VARIABLES()
{
// SAVE_VARIABLE( left, 1 );
}
void Created (GameObject * obj)
{
}
void Custom (GameObject * obj, int type, int param, GameObject * sender)
{
}
void Sound_Heard( GameObject * obj, const CombatSound & sound )
{
if(sound.Type == Get_Int_Parameter("Logical_Sound"))
{
Commands->Apply_Damage( obj, 50000.0f, "STEEL");
}
}
void Killed (GameObject * obj, GameObject * killer)
{
float radius = Get_Float_Parameter("Radius");
Commands->Create_Explosion("Air Explosions Twiddler", Commands->Get_Position(obj), obj);
Commands->Create_Logical_Sound(obj, Get_Int_Parameter("Logical_Sound"), Commands->Get_Position(obj), radius);
}
};