/* ** 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 . */ /****************************************************************************** * * FILE * Mission11.cpp * * DESCRIPTION * Mission 11 scripts * * PROGRAMMER * Design Team * * VERSION INFO * $Author: Joe_g $ * $Revision: 108 $ * $Modtime: 2/19/02 12:09p $ * $Archive: /Commando/Code/Scripts/Mission11.cpp $ * ******************************************************************************/ #include "scripts.h" #include #include "toolkit.h" #include "mission1.h" #include "mission11.h" /*********************************************************************************************************************** Putting level specific character scripts here...sydney, petrova, havoc, etc... ************************************************************************************************************************/ DECLARE_SCRIPT(M11_VoltRifleGuy_Script_JDG, "") { bool player_has_volt_rifle; REGISTER_VARIABLES() { SAVE_VARIABLE( player_has_volt_rifle, 1 ); } void Created( GameObject * obj ) { player_has_volt_rifle = false; GameObject * voltPowerupMonitor = Commands->Find_Object ( 101883 ); if (voltPowerupMonitor != NULL) { Commands->Send_Custom_Event ( obj, voltPowerupMonitor, 0, M01_MODIFY_YOUR_ACTION_JDG, 0 );//checking if player has volt rifle } } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (type == 0) { if (param == M01_START_ACTING_JDG)//player has volt rifle--allow powerup drop { player_has_volt_rifle = true; } } } void Killed( GameObject * obj, GameObject * killer ) { if (player_has_volt_rifle == true) { Vector3 myPosition = Commands->Get_Position ( obj ); myPosition.Z += 0.75; Commands->Create_Object ( "POW_VoltAutoRifle_Player", myPosition ); } } }; DECLARE_SCRIPT(M11_VoltRifle_Monitor_Script_JDG, "") { bool player_has_volt_rifle; REGISTER_VARIABLES() { SAVE_VARIABLE( player_has_volt_rifle, 1 ); } void Created( GameObject * obj ) { Commands->Enable_Hibernation( obj, false ); player_has_volt_rifle = false; } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (type == 0) { if (param == M01_START_ACTING_JDG)//player has picked up volt rifle { player_has_volt_rifle = true; } else if (param == M01_MODIFY_YOUR_ACTION_JDG)//volt guy is checking on rifle status { if (player_has_volt_rifle == true) { Commands->Send_Custom_Event ( obj, sender, 0, M01_START_ACTING_JDG, 0 ); } else { } } } } }; DECLARE_SCRIPT(M11_VoltRifle_Script_JDG, "") { void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if ( type == CUSTOM_EVENT_POWERUP_GRANTED ) { Vector3 spawn_location01 (-2.44f, 6.189f, -38.536f);//these are in the barracks Vector3 spawn_location02 (-4.079f, 6.207f, -38.536f); Vector3 spawn_location03 (-5.857f, 6.199f, -38.536f); Vector3 spawn_location04 (-25.948f, 10.923f, -29.670f);//these are in seth's room Vector3 spawn_location05 (-24.676f, 13.208f, -29.855f); Vector3 spawn_location06 (-22.492f, 14.631f, -29.855f); Vector3 spawn_location07 (-19.753f, 14.540f, -29.855f); Vector3 spawn_location08 (-17.378f, 13.195f, -29.855f); Vector3 spawn_location09 (-17.567f, 11.051f, -29.658f); Vector3 spawn_location10 (20.696f, 1.720f, -29.855f); Vector3 spawn_location11 (20.648f, -0.227f, -29.855f); Commands->Create_Object ( "POW_VoltAutoRifle_Player", spawn_location01 ); Commands->Create_Object ( "POW_VoltAutoRifle_Player", spawn_location02 ); Commands->Create_Object ( "POW_VoltAutoRifle_Player", spawn_location03 ); Commands->Create_Object ( "POW_VoltAutoRifle_Player", spawn_location04 ); Commands->Create_Object ( "POW_VoltAutoRifle_Player", spawn_location05 ); Commands->Create_Object ( "POW_VoltAutoRifle_Player", spawn_location06 ); Commands->Create_Object ( "POW_VoltAutoRifle_Player", spawn_location07 ); Commands->Create_Object ( "POW_VoltAutoRifle_Player", spawn_location08 ); Commands->Create_Object ( "POW_VoltAutoRifle_Player", spawn_location09 ); Commands->Create_Object ( "POW_VoltAutoRifle_Player", spawn_location10 ); Commands->Create_Object ( "POW_VoltAutoRifle_Player", spawn_location11 ); GameObject * voltPowerupMonitor = Commands->Find_Object ( 101883 ); if (voltPowerupMonitor != NULL) { Commands->Send_Custom_Event ( obj, voltPowerupMonitor, 0, M01_START_ACTING_JDG, 0 ); } } } }; DECLARE_SCRIPT(M11_KeyCard_01_Carrier_JDG, "") { void Created( GameObject * obj ) { Commands->Set_Innate_Is_Stationary ( obj, true ); Commands->Send_Custom_Event ( obj, obj, M00_CUSTOM_POWERUP_GRANT_DISABLE, 0, 0 ); } void Killed( GameObject * obj, GameObject * killer ) { Vector3 spawn_location = Commands->Get_Position (obj); spawn_location.Z = spawn_location.Z + 0.75f; GameObject * powerup = Commands->Create_Object ( "POW_VoltAutoRifle_Player", spawn_location ); Commands->Attach_Script(powerup, "M11_VoltRifle_Script_JDG", ""); } }; /*********************************************************************************************************************** Putting MISSION CONTROLLER here ************************************************************************************************************************/ DECLARE_SCRIPT(M11_Mission_Controller_JDG, "") { int evaPingedSydneyConv; int missionIntroConv02; int missionIntroConv; int evaNukeConv; bool player_has_reached_musuem; REGISTER_VARIABLES() { SAVE_VARIABLE( evaPingedSydneyConv, 1 ); SAVE_VARIABLE( missionIntroConv02, 2 ); SAVE_VARIABLE( missionIntroConv, 3 ); SAVE_VARIABLE( evaNukeConv, 4 ); SAVE_VARIABLE( player_has_reached_musuem, 5 ); } void Created( GameObject * obj ) { player_has_reached_musuem = false; Commands->Show_Player_Map_Marker ( false ); Commands->Reveal_Map ( ); Commands->Enable_Hibernation( obj, false ); Commands->Send_Custom_Event ( obj, obj, 0, M11_ATTACH_HAVOCS_SCRIPT_JDG, 0 ); } void Action_Complete( GameObject * obj, int action_id, ActionCompleteReason complete_reason ) { switch (complete_reason) { case ACTION_COMPLETE_CONVERSATION_ENDED: { if (action_id == missionIntroConv) //introduce rescue sydney objective here { Commands->Send_Custom_Event( obj, obj, 0, M11_ADD_SECOND_OBJECTIVE_JDG, 0 ); Commands->Send_Custom_Event( obj, obj, 0, M11_PLAY_SECOND_INTRO_CONVERSATION_JDG, 3 ); } else if (action_id == missionIntroConv02) //introduce rescue sydney objective here { Commands->Send_Custom_Event( obj, obj, 0, M11_ADD_FIRST_OBJECTIVE_JDG, 0 ); } else if (action_id == evaPingedSydneyConv) { Commands->Send_Custom_Event( obj, obj, 0, M11_ADD_SECOND_OBJECTIVE_POG_JDG, 0 ); } else if (action_id == evaNukeConv) { Commands->Add_Objective( M11_FIFTH_OBJECTIVE_JDG, OBJECTIVE_TYPE_PRIMARY, OBJECTIVE_STATUS_PENDING, IDS_Enc_ObjTitle_Primary_M11_05, NULL, IDS_Enc_Obj_Primary_M11_05 ); GameObject * nukeSwitch = Commands->Find_Object ( M11_END_MISSION_SWITCH_JDG ); if (nukeSwitch != NULL) { Commands->Set_Objective_Radar_Blip_Object( M11_FIFTH_OBJECTIVE_JDG, nukeSwitch ); Commands->Set_Objective_HUD_Info( M11_FIFTH_OBJECTIVE_JDG, 94, "POG_M11_1_04.tga", IDS_POG_SABOTAGE ); } else { Commands->Debug_Message ( "***************************M11 mission controller cannot find sydnee to ping her on radar--add forth objective\n" ); } } } break; } } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (type == CUSTOM_EVENT_SOUND_ENDED ) { } else if (type == 0) { switch (param) { case M11_ATTACH_HAVOCS_SCRIPT_JDG: { if (STAR) { //Commands->Attach_Script(STAR, "M11_Havocs_Script_JDG", ""); missionIntroConv = Commands->Create_Conversation( "M11_Level_Intro_Conversation", 100, 1000, false); Commands->Join_Conversation( NULL, missionIntroConv, false, false ); Commands->Join_Conversation( STAR, missionIntroConv, false, false ); //Commands->Join_Conversation( NULL, missionIntroConv, false, false ); Commands->Start_Conversation( missionIntroConv, missionIntroConv ); Commands->Monitor_Conversation (obj, missionIntroConv); } else { Commands->Send_Custom_Event( obj, obj, 0, M11_ATTACH_HAVOCS_SCRIPT_JDG, 1 ); } } break; case M11_PLAY_SECOND_INTRO_CONVERSATION_JDG: //play locke-havoc-cabal conv { if (STAR) { missionIntroConv02 = Commands->Create_Conversation( "M11_Level_Intro_Conversation02", 100, 1000, false); Commands->Join_Conversation( NULL, missionIntroConv02, false, false ); Commands->Join_Conversation( NULL, missionIntroConv02, false, false ); //Commands->Join_Conversation( STAR, missionIntroConv02, false, false ); Commands->Start_Conversation( missionIntroConv02, missionIntroConv02 ); Commands->Monitor_Conversation (obj, missionIntroConv02); Commands->Send_Custom_Event( obj, Commands->Find_Object (M11_FLOOR01_SECURITY_CONTROLLER_JDG), 0, M01_START_ACTING_JDG, 5 ); } } break; case M11_END_MISSION_PASS_JDG: //end mission when all objectives have been met { Commands->Mission_Complete ( true ); } break; case M11_END_MISSION_FAIL_JDG: //end mission when critical objective failed { Commands->Mission_Complete ( false ); } break; case M11_ADD_FIRST_OBJECTIVE_JDG: //player's first objective is to get into lower levels { if (player_has_reached_musuem == false) { Commands->Add_Objective( M11_FIRST_OBJECTIVE_JDG, OBJECTIVE_TYPE_PRIMARY, OBJECTIVE_STATUS_PENDING, IDS_Enc_ObjTitle_Primary_M11_02, NULL, IDS_Enc_Obj_Primary_M11_02 ); Vector3 musemLocation (2.072f, 16.705f, -24.531f); Commands->Set_Objective_HUD_Info_Position( M11_FIRST_OBJECTIVE_JDG, 91, "POG_M11_1_02.tga", IDS_POG_INFILTRATE, musemLocation ); } } break; case M11_END_FIRST_OBJECTIVE_JDG: //player has reached museum area--clear first objective { player_has_reached_musuem = true; Commands->Set_Objective_Status( M11_FIRST_OBJECTIVE_JDG, OBJECTIVE_STATUS_ACCOMPLISHED ); //Commands->Send_Custom_Event ( obj, obj, 0, M11_ADD_SECOND_OBJECTIVE_JDG, 5 ); evaPingedSydneyConv = Commands->Create_Conversation( "M11_EVA_SydneyPinged_Conversation", 100, 1000, false); Commands->Join_Conversation( NULL, evaPingedSydneyConv, false, false );; Commands->Start_Conversation( evaPingedSydneyConv, evaPingedSydneyConv ); Commands->Monitor_Conversation (obj, evaPingedSydneyConv); } break;// case M11_ADD_SECOND_OBJECTIVE_JDG: //player's second objective is to locate sydney mobius { Vector3 sydenysLocation (0.000f, 96.000f, -34.250f); //Commands->Add_Objective( M11_SECOND_OBJECTIVE_JDG, OBJECTIVE_TYPE_PRIMARY, OBJECTIVE_STATUS_PENDING, IDS_Enc_ObjTitle_Primary_M11_01 ); Commands->Add_Objective( M11_SECOND_OBJECTIVE_JDG, OBJECTIVE_TYPE_PRIMARY, OBJECTIVE_STATUS_PENDING, IDS_Enc_ObjTitle_Primary_M11_01, NULL, IDS_Enc_Obj_Primary_M11_01 ); Commands->Set_Objective_HUD_Info_Position( M11_SECOND_OBJECTIVE_JDG, -1, "POG_M11_1_01.tga", IDS_POG_RESCUE, sydenysLocation ); } break; case M11_ADD_SECOND_OBJECTIVE_POG_JDG: //player's second objective is to locate sydney mobius { GameObject * sydney = Commands->Find_Object ( M11_SIMPLE_SYDNEY_MOBIUS_JDG ); if (sydney != NULL) { Vector3 sydenysLocation (0.000f, 96.000f, -34.250f); //Commands->Set_Objective_Radar_Blip_Object( M11_SECOND_OBJECTIVE_JDG, sydney ); Commands->Set_Objective_HUD_Info_Position( M11_SECOND_OBJECTIVE_JDG, 90, "POG_M11_1_01.tga", IDS_POG_RESCUE, sydenysLocation ); } else { Commands->Debug_Message ( "***************************M11 mission controller cannot find sydnee to ping her on radar--add second objective\n" ); } } break; case M11_END_SECOND_OBJECTIVE_JDG: //player has reached Sydney's cell area--clear 2nd objective { Commands->Set_Objective_Status( M11_SECOND_OBJECTIVE_JDG, OBJECTIVE_STATUS_ACCOMPLISHED ); Commands->Send_Custom_Event( obj, obj, 0, M11_ADD_FORTH_OBJECTIVE_JDG, 5 ); //nukeIntroConv = Commands->Create_Conversation( "M11_EVA_Activate_Nuke_Conversation", 100, 1000, false); //Commands->Join_Conversation( NULL, nukeIntroConv, false, false ); //Commands->Start_Conversation( nukeIntroConv, nukeIntroConv ); //Commands->Monitor_Conversation (obj, nukeIntroConv); } break; case M11_ADD_THIRD_OBJECTIVE_JDG: //player's third objective is to acess the power core { Commands->Add_Objective( M11_THIRD_OBJECTIVE_JDG, OBJECTIVE_TYPE_PRIMARY, OBJECTIVE_STATUS_PENDING, IDS_Enc_ObjTitle_Primary_M11_03, NULL, IDS_Enc_Obj_Primary_M11_03 ); GameObject * entryZone = Commands->Find_Object ( 100688 ); if (entryZone != NULL) { Vector3 pogLocation = Commands->Get_Position ( entryZone ); Commands->Set_Objective_Radar_Blip_Object( M11_THIRD_OBJECTIVE_JDG, entryZone ); Commands->Set_Objective_HUD_Info_Position( M11_THIRD_OBJECTIVE_JDG, 91, "POG_M11_1_03.tga", IDS_POG_INFILTRATE, pogLocation ); } } break; case M11_END_THIRD_OBJECTIVE_JDG: //player has reached power core--clear 3rd objective { Commands->Set_Objective_Status( M11_THIRD_OBJECTIVE_JDG, OBJECTIVE_STATUS_ACCOMPLISHED ); GameObject * entryZone = Commands->Find_Object ( 100012 ); if (entryZone != NULL) { Commands->Destroy_Object ( entryZone );//cleaning up this zone } } break; case M11_ADD_FORTH_OBJECTIVE_JDG: //player's forth objective is to PROTECT SYDNEY { Commands->Add_Objective( M11_FORTH_OBJECTIVE_JDG, OBJECTIVE_TYPE_PRIMARY, OBJECTIVE_STATUS_PENDING, IDS_Enc_ObjTitle_Primary_M11_04, NULL, IDS_Enc_Obj_Primary_M11_04 ); GameObject * sydney = Commands->Find_Object ( M11_REAL_SYDNEY_MOBIUS_JDG ); if (sydney != NULL) { Commands->Set_Objective_Radar_Blip_Object( M11_FORTH_OBJECTIVE_JDG, sydney ); Commands->Set_Objective_HUD_Info( M11_FORTH_OBJECTIVE_JDG, 93, "POG_M07_1_04.tga", IDS_POG_PROTECT ); } else { Commands->Debug_Message ( "***************************M11 mission controller cannot find sydnee to ping her on radar--add forth objective\n" ); } } break; case M11_END_FORTH_OBJECTIVE_JDG: //nuke switch has been poked--end protect sydney objective then end sabotage { Commands->Set_Objective_Status( M11_FORTH_OBJECTIVE_JDG, OBJECTIVE_STATUS_ACCOMPLISHED ); Commands->Send_Custom_Event( obj, obj, 0, M11_END_FIFTH_OBJECTIVE_JDG, 3 ); } break; case M11_ADD_FIFTH_OBJECTIVE_JDG: //player's fifth objective is to sabotage the nuclear missle { evaNukeConv = Commands->Create_Conversation( "M11_EVA_Activate_Nuke_Conversation", 100, 1000, false); Commands->Join_Conversation( NULL, evaNukeConv, false, false );; Commands->Start_Conversation( evaNukeConv, evaNukeConv ); Commands->Monitor_Conversation (obj, evaNukeConv); } break; case M11_END_FIFTH_OBJECTIVE_JDG: //nuke switch has been poked--end protect sydney objective then end sabotage { Commands->Set_Objective_Status( M11_FIFTH_OBJECTIVE_JDG, OBJECTIVE_STATUS_ACCOMPLISHED ); Commands->Send_Custom_Event( obj, obj, 0, M11_END_MISSION_PASS_JDG, 3 ); } break; } } } }; /*********************************************************************************************************************** Putting scripts dealing with level 01 security turrets here ************************************************************************************************************************/ DECLARE_SCRIPT(M11_Floor01_SecurityTurrets_Controller_JDG, "") { int deadTurrets; bool powerupsGranted; REGISTER_VARIABLES() { SAVE_VARIABLE( deadTurrets, 1 ); SAVE_VARIABLE( powerupsGranted, 2 ); } void Created( GameObject * obj ) { powerupsGranted = false; deadTurrets = 0; } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M01_START_ACTING_JDG) { //Commands->Create_Sound ( "M11_Cabal_InsectDetected", Vector3(0,0,0), obj ); GameObject * turret01 = Commands->Find_Object (M11_FLOOR01_SECURITY_TURRET_01_JDG); GameObject * turret03 = Commands->Find_Object (M11_FLOOR01_SECURITY_TURRET_03_JDG); GameObject * turret05 = Commands->Find_Object (M11_FLOOR01_SECURITY_TURRET_05_JDG); GameObject * turret08 = Commands->Find_Object (M11_FLOOR01_SECURITY_TURRET_08_JDG); GameObject * turret10 = Commands->Find_Object (M11_FLOOR01_SECURITY_TURRET_10_JDG); GameObject * turret12 = Commands->Find_Object (M11_FLOOR01_SECURITY_TURRET_12_JDG); if (turret01 != NULL) { float delayTimer = Commands->Get_Random ( 2, 5 ); Commands->Send_Custom_Event( obj, turret01, 0, M01_START_ACTING_JDG, delayTimer ); } if (turret03 != NULL) { float delayTimer = Commands->Get_Random ( 2, 5 ); Commands->Send_Custom_Event( obj, turret03, 0, M01_START_ACTING_JDG, delayTimer ); } if (turret05 != NULL) { float delayTimer = Commands->Get_Random ( 2, 5 ); Commands->Send_Custom_Event( obj, turret05, 0, M01_START_ACTING_JDG, delayTimer ); } if (turret08 != NULL) { float delayTimer = Commands->Get_Random ( 2, 5 ); Commands->Send_Custom_Event( obj, turret08, 0, M01_START_ACTING_JDG, delayTimer ); } if (turret10 != NULL) { float delayTimer = Commands->Get_Random ( 2, 5 ); Commands->Send_Custom_Event( obj, turret10, 0, M01_START_ACTING_JDG, delayTimer ); } if (turret12 != NULL) { float delayTimer = Commands->Get_Random ( 2, 5 ); Commands->Send_Custom_Event( obj, turret12, 0, M01_START_ACTING_JDG, delayTimer ); } } else if (param == M01_YOUR_OPERATOR_IS_DEAD_JDG)//this is custom recieved when a turret gets destroyed { deadTurrets++; if (deadTurrets >= 6) { Commands->Send_Custom_Event( obj, obj, 0, M01_SPAWNER_SPAWN_PLEASE_JDG, 0 ); } } else if (param == M01_SPAWNER_SPAWN_PLEASE_JDG && powerupsGranted == false) { powerupsGranted = true; Vector3 health100_spawnLocation (0.812f, 17.135f, 0.67f); Vector3 armor100_spawnLocation (-0.743f, 17.130f, 0.67f); Commands->Create_Object ( "POW_Health_100", health100_spawnLocation ); Commands->Create_Object ( "POW_Armor_100", armor100_spawnLocation ); } } }; DECLARE_SCRIPT(M11_Floor01_SecurityTurret_JDG, "") { bool active; int alarmSound; REGISTER_VARIABLES() { SAVE_VARIABLE( alarmSound, 1 ); SAVE_VARIABLE( active, 2 ); } void Created( GameObject * obj ) { active = false; Vector3 myPosition = Commands->Get_Position ( obj ); alarmSound = Commands->Create_Sound ( "SFX.Klaxon_Alert_01", myPosition, obj ); Commands->Stop_Sound ( alarmSound, false ); Commands->Send_Custom_Event( obj, obj, 0, M01_GOTO_IDLE_JDG, 1 ); } void Killed( GameObject * obj, GameObject * killer ) { if (active == true) { Commands->Stop_Sound ( alarmSound, true ); Vector3 powerupSpawnLocation; Vector3 turret01_spawnLocation (19.065f, 22.042f, 0.67f); Vector3 turret03_spawnLocation (19, -3.620f, 0.67f); Vector3 turret05_spawnLocation (18.901f, -29.477f, 0.67f); Vector3 turret08_spawnLocation (-18.315f, -29.750f, 0.67f); Vector3 turret10_spawnLocation (-18.295f, -3.482f, 0.67f); Vector3 turret12_spawnLocation (-18.031f, 22.403f, 0.67f); int myID = Commands->Get_ID ( obj ); if (myID == M11_FLOOR01_SECURITY_TURRET_01_JDG) { powerupSpawnLocation = turret01_spawnLocation; } else if (myID == M11_FLOOR01_SECURITY_TURRET_03_JDG) { powerupSpawnLocation = turret03_spawnLocation; } else if (myID == M11_FLOOR01_SECURITY_TURRET_05_JDG) { powerupSpawnLocation = turret05_spawnLocation; } else if (myID == M11_FLOOR01_SECURITY_TURRET_08_JDG) { powerupSpawnLocation = turret08_spawnLocation; } else if (myID == M11_FLOOR01_SECURITY_TURRET_10_JDG) { powerupSpawnLocation = turret10_spawnLocation; } else if (myID == M11_FLOOR01_SECURITY_TURRET_12_JDG) { powerupSpawnLocation = turret12_spawnLocation; } char *powerups[9] = { //this is a list of potential powerups to be dropped by destroyed security turrets "POW_Health_100", "POW_Armor_100", "POW_RocketLauncher_Player", "POW_SniperRifle_Player", "POW_TiberiumFlechetteGun_Player", "POW_LaserChaingun_Player", "POW_GrenadeLauncher_Player", "POW_LaserRifle_Player", "POW_TiberiumAutoRifle_Player", //more to be added later }; int random = Commands->Get_Random_Int(0, 9); Commands->Create_Object ( powerups[random], powerupSpawnLocation ); } Commands->Send_Custom_Event( obj, Commands->Find_Object (M11_FLOOR01_SECURITY_CONTROLLER_JDG), 0, M01_YOUR_OPERATOR_IS_DEAD_JDG, 0 ); } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { ActionParamsStruct params; if (param == M01_START_ACTING_JDG) { //int myID = Commands->Get_ID ( obj ); /*if (obj && myID == M11_FLOOR01_SECURITY_TURRET_01_JDG || myID == M11_FLOOR01_SECURITY_TURRET_10_JDG) { Vector3 myTarget = Commands->Get_Position ( obj ); myTarget.X += Commands->Get_Random ( -5, 5 ); myTarget.Y += Commands->Get_Random ( -5, 5 ); myTarget.Z += Commands->Get_Random ( -5, 0 ); params.Set_Basic(this, 100, M01_START_ATTACKING_02_JDG); params.Set_Attack( myTarget, 100, 0, true ); params.AttackCheckBlocked = false; Commands->Action_Attack( obj, params ); float delayTimer = Commands->Get_Random ( 3, 5 ); Commands->Send_Custom_Event( obj, obj, 0, M01_MODIFY_YOUR_ACTION_JDG, delayTimer ); } else */if (obj) { float myAccuracy = Commands->Get_Random ( 0, 1 ); params.Set_Basic(this, 100, M01_START_ATTACKING_01_JDG); params.Set_Attack( STAR, 100, myAccuracy, true ); Commands->Action_Attack( obj, params ); } Commands->Start_Sound ( alarmSound ); active = true; } else if (obj && param == M01_YOUR_OPERATOR_IS_DEAD_JDG) { active = false; Commands->Apply_Damage( obj, 10000, "BlamoKiller", NULL ); } else if (obj && param == M01_MODIFY_YOUR_ACTION_JDG) { Vector3 myTarget = Commands->Get_Position ( obj ); myTarget.X += Commands->Get_Random ( -5, 5 ); myTarget.Y += Commands->Get_Random ( -5, 5 ); myTarget.Z += Commands->Get_Random ( -5, 0 ); params.Set_Basic(this, 100, M01_START_ATTACKING_02_JDG); params.Set_Attack( myTarget, 100, 0, true ); params.AttackCheckBlocked = false; Commands->Action_Attack( obj, params ); float delayTimer = Commands->Get_Random ( 1, 2 ); Commands->Send_Custom_Event( obj, obj, 0, M01_MODIFY_YOUR_ACTION_JDG, delayTimer ); } } }; /*********************************************************************************************************************** Putting remaining scripts dealing with first few minutes of mision here--including C130 drop off stuff ************************************************************************************************************************/ DECLARE_SCRIPT(M11_FirstFloor_Stuff_Controller_JDG, "")//M11_FIRSTFLOOR_STUFF_CONTROLLER_JDG 100593 { typedef enum { FIRST_FLOOR, SECOND_FLOOR } M11_Location; M11_Location playersPosition; REGISTER_VARIABLES() { SAVE_VARIABLE( playersPosition, 1 ); } void Created( GameObject * obj ) { Commands->Enable_Hibernation( obj, false ); playersPosition = FIRST_FLOOR; } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M01_GOTO_IDLE_JDG) { if (playersPosition == FIRST_FLOOR) { playersPosition = SECOND_FLOOR; Commands->Send_Custom_Event( obj, Commands->Find_Object (100569), 0, M01_GOTO_IDLE_JDG, 0 );//sound controller Commands->Send_Custom_Event( obj, Commands->Find_Object (100570), 0, M01_GOTO_IDLE_JDG, 0 );//sound controller Commands->Send_Custom_Event( obj, Commands->Find_Object (100571), 0, M01_GOTO_IDLE_JDG, 0 );//sound controller Commands->Send_Custom_Event( obj, Commands->Find_Object (100572), 0, M01_GOTO_IDLE_JDG, 0 );//sound controller Commands->Send_Custom_Event( obj, Commands->Find_Object (100573), 0, M01_GOTO_IDLE_JDG, 0 );//sound controller Commands->Send_Custom_Event( obj, Commands->Find_Object (100574), 0, M01_GOTO_IDLE_JDG, 0 );//sound controller Commands->Send_Custom_Event( obj, Commands->Find_Object (100575), 0, M01_GOTO_IDLE_JDG, 0 );//sound controller Commands->Send_Custom_Event( obj, Commands->Find_Object (100576), 0, M01_GOTO_IDLE_JDG, 0 );//sound controller Commands->Send_Custom_Event( obj, Commands->Find_Object (100568), 0, M01_GOTO_IDLE_JDG, 0 );//artillery controller Commands->Send_Custom_Event( obj, Commands->Find_Object (100633), 0, M01_GOTO_IDLE_JDG, 0 );//ion cannon controller Commands->Send_Custom_Event( obj, Commands->Find_Object (101805), 0, M01_GOTO_IDLE_JDG, 0 );//obelisk explosion controller } } else if (param == M01_START_ACTING_JDG) { if (playersPosition == SECOND_FLOOR) { playersPosition = FIRST_FLOOR; Commands->Send_Custom_Event( obj, Commands->Find_Object (100569), 0, M01_START_ACTING_JDG, 0 );//sound controller Commands->Send_Custom_Event( obj, Commands->Find_Object (100570), 0, M01_START_ACTING_JDG, 0 );//sound controller Commands->Send_Custom_Event( obj, Commands->Find_Object (100571), 0, M01_START_ACTING_JDG, 0 );//sound controller Commands->Send_Custom_Event( obj, Commands->Find_Object (100572), 0, M01_START_ACTING_JDG, 0 );//sound controller Commands->Send_Custom_Event( obj, Commands->Find_Object (100573), 0, M01_START_ACTING_JDG, 0 );//sound controller Commands->Send_Custom_Event( obj, Commands->Find_Object (100574), 0, M01_START_ACTING_JDG, 0 );//sound controller Commands->Send_Custom_Event( obj, Commands->Find_Object (100575), 0, M01_START_ACTING_JDG, 0 );//sound controller Commands->Send_Custom_Event( obj, Commands->Find_Object (100576), 0, M01_START_ACTING_JDG, 0 );//sound controller Commands->Send_Custom_Event( obj, Commands->Find_Object (100568), 0, M01_START_ACTING_JDG, 0 );//artillery controller Commands->Send_Custom_Event( obj, Commands->Find_Object (100633), 0, M01_START_ACTING_JDG, 0 );//ion cannon controller Commands->Send_Custom_Event( obj, Commands->Find_Object (101805), 0, M01_START_ACTING_JDG, 0 );//obelisk explosion controller } } } }; DECLARE_SCRIPT(M11_Turn_Off_FirstFloor_Stuff_JDG, "") { void Entered( GameObject * obj, GameObject * enterer ) { if (enterer == STAR) { Commands->Send_Custom_Event( obj, Commands->Find_Object (M11_FIRSTFLOOR_STUFF_CONTROLLER_JDG), 0, M01_GOTO_IDLE_JDG, 0 ); } } }; DECLARE_SCRIPT(M11_Turn_On_FirstFloor_Stuff_JDG, "") { void Entered( GameObject * obj, GameObject * enterer ) { if (enterer == STAR) { Commands->Send_Custom_Event( obj, Commands->Find_Object (M11_FIRSTFLOOR_STUFF_CONTROLLER_JDG), 0, M01_START_ACTING_JDG, 0 ); } } }; Vector3 ionCannonlocations[10] = { Vector3 (35.916f, -74.797f, -0.115f), Vector3 (30.173f, -108.692f, 9.706f), Vector3 (16.727f, -88.545f, 1.839f), Vector3 (9.679f, -97.887f, 4.033f), Vector3 (2.377f, -74.329f, -0.097f), Vector3 (3.579f, -108.123f, 9.657f), Vector3 (-6.437f, -107.906f, 9.731f), Vector3 (-17.015f, -91.3109f, 3.493f), Vector3 (-31.627f, -87.764f, 6.168f), Vector3 (-22.152f, -73.552f, -0.079f), }; DECLARE_SCRIPT(M11_ExternalIonCannon_Controller_JDG, "")//this guys id is 100633 { /*int last; bool commandClearance; REGISTER_VARIABLES() { SAVE_VARIABLE( last, 1 ); SAVE_VARIABLE( commandClearance, 2 ); } void Created( GameObject * obj ) { Commands->Enable_Hibernation( obj, false ); commandClearance = true; float delayTimer = Commands->Get_Random ( 45, 60 ); Commands->Send_Custom_Event ( obj, obj, 0, M01_START_ATTACKING_01_JDG, delayTimer ); last = 12; } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M01_GOTO_IDLE_JDG) { commandClearance = false; Commands->Enable_Hibernation( obj, true ); } else if (param == M01_START_ACTING_JDG) { commandClearance = true; Commands->Enable_Hibernation( obj, false ); float delayTimer = Commands->Get_Random ( 0, 5 ); Commands->Start_Timer(obj, this, delayTimer, 0); } else if (param == M01_START_ATTACKING_01_JDG) { if (commandClearance == true) { Vector3 speaker01position = Commands->Get_Position ( STAR ); Vector3 speaker02position = Commands->Get_Position ( STAR ); Vector3 speaker03position = Commands->Get_Position ( STAR ); speaker01position.X += Commands->Get_Random(-10,10); speaker01position.Y += Commands->Get_Random(-10,10); speaker01position.Z += Commands->Get_Random(0,10); speaker02position.X += Commands->Get_Random(-10,10); speaker02position.Y += Commands->Get_Random(-10,10); speaker02position.Z += Commands->Get_Random(0,10); speaker03position.X += Commands->Get_Random(-10,10); speaker03position.Y += Commands->Get_Random(-10,10); speaker03position.Z += Commands->Get_Random(0,10); Commands->Create_Sound ( "M11DSGN_DSGN0095I1EVAC_SND", speaker01position, obj ); Commands->Create_Sound ( "M11DSGN_DSGN0095I1EVAC_SND", speaker02position, obj ); Commands->Create_Sound ( "M11DSGN_DSGN0095I1EVAC_SND", speaker03position, obj ); float delayTimer = Commands->Get_Random ( 5, 10 ); Commands->Send_Custom_Event ( obj, obj, 0, M01_START_ATTACKING_02_JDG, delayTimer ); } } else if (param == M01_START_ATTACKING_02_JDG) { if (commandClearance == true) { int random = Commands->Get_Random_Int(0, 10); while (random == last) { random = Commands->Get_Random_Int(0, 10); } last = random; GameObject *ionCannonGuy = Commands->Create_Object("GDI_MiniGunner_IonCannon_JDG", ionCannonlocations[random]); Commands->Attach_Script(ionCannonGuy, "M11_IonCannon_Guy_JDG", ""); float delayTimer = Commands->Get_Random ( 60, 120 ); Commands->Send_Custom_Event ( obj, obj, 0, M01_START_ATTACKING_01_JDG, delayTimer ); } } }*/ }; DECLARE_SCRIPT(M11_IonCannon_Guy_JDG, "") { void Created( GameObject * obj ) { Commands->Enable_Hibernation( obj, false ); Vector3 myPosition = Commands->Get_Position ( obj ); ActionParamsStruct params; params.Set_Basic( this, 100, M01_START_ACTING_JDG ); params.Set_Attack( myPosition, 10, 0, true ); params.AttackCheckBlocked = false; Commands->Action_Attack ( obj, params ); } }; DECLARE_SCRIPT(M11_ExternalSound_Controller_NodTanks_JDG, "") { bool commandClearance; REGISTER_VARIABLES() { SAVE_VARIABLE( commandClearance, 1 ); } void Created( GameObject * obj ) { commandClearance = true; float delayTimer = Commands->Get_Random ( 0, 3 ); Commands->Start_Timer(obj, this, delayTimer, 0); } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M01_GOTO_IDLE_JDG) { commandClearance = false; } else if (param == M01_START_ACTING_JDG) { commandClearance = true; float delayTimer = Commands->Get_Random ( 0, 3 ); Commands->Start_Timer(obj, this, delayTimer, 0); } } void Timer_Expired(GameObject * obj, int timer_id) { if (commandClearance == true) { Vector3 soundLocation = Commands->Get_Position ( obj ); soundLocation.X += Commands->Get_Random ( -10, 10 ); soundLocation.Y += Commands->Get_Random ( -10, 10 ); soundLocation.Z += Commands->Get_Random ( 0, 10 ); Commands->Create_Sound ( "M11_Exterior_NODTank_Twiddler_JDG", soundLocation, obj ); float delayTimer = Commands->Get_Random ( 5, 10 ); Commands->Start_Timer(obj, this, delayTimer, 0); } } }; DECLARE_SCRIPT(M11_ExternalSound_Controller_GDITanks_JDG, "") { bool commandClearance; REGISTER_VARIABLES() { SAVE_VARIABLE( commandClearance, 1 ); } void Created( GameObject * obj ) { commandClearance = true; float delayTimer = Commands->Get_Random ( 0, 3 ); Commands->Start_Timer(obj, this, delayTimer, 0); } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M01_GOTO_IDLE_JDG) { commandClearance = false; } else if (param == M01_START_ACTING_JDG) { commandClearance = true; float delayTimer = Commands->Get_Random ( 0, 3 ); Commands->Start_Timer(obj, this, delayTimer, 0); } } void Timer_Expired(GameObject * obj, int timer_id) { if (commandClearance == true) { Vector3 soundLocation = Commands->Get_Position ( obj ); soundLocation.X += Commands->Get_Random ( -10, 10 ); soundLocation.Y += Commands->Get_Random ( -10, 10 ); soundLocation.Z += Commands->Get_Random ( 0, 10 ); Commands->Create_Sound ( "M11_Exterior_GDITank_Twiddler_JDG", soundLocation, obj ); float delayTimer = Commands->Get_Random ( 5, 10 ); Commands->Start_Timer(obj, this, delayTimer, 0); } } }; DECLARE_SCRIPT(M11_ExternalSound_Controller_NodTroops_JDG, "") { bool commandClearance; REGISTER_VARIABLES() { SAVE_VARIABLE( commandClearance, 1 ); } void Created( GameObject * obj ) { commandClearance = true; float delayTimer = Commands->Get_Random ( 0, 3 ); Commands->Start_Timer(obj, this, delayTimer, 0); } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M01_GOTO_IDLE_JDG) { commandClearance = false; } else if (param == M01_START_ACTING_JDG) { commandClearance = true; float delayTimer = Commands->Get_Random ( 0, 3 ); Commands->Start_Timer(obj, this, delayTimer, 0); } } void Timer_Expired(GameObject * obj, int timer_id) { if (commandClearance == true) { Vector3 soundLocation = Commands->Get_Position ( obj ); soundLocation.X += Commands->Get_Random ( -10, 10 ); soundLocation.Y += Commands->Get_Random ( -10, 10 ); soundLocation.Z += Commands->Get_Random ( 0, 10 ); Commands->Create_Sound ( "M11_Exterior_NODTroops_Twiddler_JDG", soundLocation, obj ); float delayTimer = Commands->Get_Random ( 5, 10 ); Commands->Start_Timer(obj, this, delayTimer, 0); } } }; DECLARE_SCRIPT(M11_ExternalSound_Controller_GDITroops_JDG, "") { bool commandClearance; REGISTER_VARIABLES() { SAVE_VARIABLE( commandClearance, 1 ); } void Created( GameObject * obj ) { commandClearance = true; float delayTimer = Commands->Get_Random ( 0, 3 ); Commands->Start_Timer(obj, this, delayTimer, 0); } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M01_GOTO_IDLE_JDG) { commandClearance = false; } else if (param == M01_START_ACTING_JDG) { commandClearance = true; float delayTimer = Commands->Get_Random ( 0, 3 ); Commands->Start_Timer(obj, this, delayTimer, 0); } } void Timer_Expired(GameObject * obj, int timer_id) { if (commandClearance == true) { Vector3 soundLocation = Commands->Get_Position ( obj ); soundLocation.X += Commands->Get_Random ( -10, 10 ); soundLocation.Y += Commands->Get_Random ( -10, 10 ); soundLocation.Z += Commands->Get_Random ( 0, 10 ); Commands->Create_Sound ( "M11_Exterior_GDITroops_Twiddler_JDG", soundLocation, obj ); float delayTimer = Commands->Get_Random ( 5, 10 ); Commands->Start_Timer(obj, this, delayTimer, 0); } } }; Vector3 m11Artillerylocations[35] = { Vector3 (3.486f, -53.794f, 3.799f), Vector3 (-20.923f, -31.001f, 26.833f), Vector3 (-23.338f, 2.514f, 26.502f), Vector3 (-23.097f, 32.220f, 38.927f), Vector3 (-12.618f, -21.520f, 12.796f), Vector3 (-2.253f, 5.014f, 23.738f), Vector3 (7.692f, 7.967f, 19.242f), Vector3 (0.726f, 20.706f, 24.670f), Vector3 (-11.148f, 50.407f, 38.031f), Vector3 (4.330f, 49.481f, 48.165f), Vector3 (9.350f, 48.324f, 40.018f), Vector3 (20.210f, 45.413f, 32.186f), Vector3 (21.162f, 31.207f, 26.841f), Vector3 (21.673f, 1.765f, 36.254f), Vector3 (19.174f, -28.685f, 21.450f), Vector3 (4.334f, -16.692f, 0), Vector3 (-3.070f, -4.271f, 0), Vector3 (-0.372f, -5.744f, -18.765f), Vector3 (43.437f, -64.747f, 51.465f), Vector3 (54.511f, -32.046f, 59.763f), Vector3 (48.525f, -14.851f, 50.524f), Vector3 (47.396f, 4.976f, 54.233f), Vector3 (-47.600f, 19.498f, 48.110f), Vector3 (-51.750f, -1.745f, 54.846f), Vector3 (-47.856f, -25.844f, 45.516f), Vector3 (4.559f, -123.847f, 28.179f), Vector3 (11.093f, -125.641f, 37.388f), Vector3 (8.425f, -127.718f, 45.484f), Vector3 (-11.490f, -165.685f, 42.821f), Vector3 (-35.123f, -155.089f, 34.401f), Vector3 (29.645f, -165.685f, 42.816f), Vector3 (-1.107f, -163.946f, 19.644f), Vector3 (-21.683f, -141.336f, 19), Vector3 (42.883f, -165.685f, 26.360f), Vector3 (-24.331f, -107.697f, 15.882f), }; DECLARE_SCRIPT(M11_ExternalArtillery_Controller_JDG, "") { Vector3 sound_location; int last; int bomb_sound; float delayTimerMin; float delayTimerMax; bool command_clearance; int bombcount; REGISTER_VARIABLES() { SAVE_VARIABLE(sound_location, 1); SAVE_VARIABLE(last, 2); SAVE_VARIABLE(bomb_sound, 3); SAVE_VARIABLE(command_clearance, 4); SAVE_VARIABLE(delayTimerMin, 5); SAVE_VARIABLE(delayTimerMax, 6); SAVE_VARIABLE(bombcount, 7); } void Created( GameObject * obj ) { last = 40; delayTimerMin = 0; delayTimerMax = 10; command_clearance = true; bombcount = 0; Commands->Send_Custom_Event( obj, obj, 0, M01_PICK_A_NEW_LOCATION_JDG, 2 ); } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (type == CUSTOM_EVENT_SOUND_ENDED ) { if (param == bomb_sound) { Vector3 explosion_location = sound_location; explosion_location.Z -= 10; Commands->Create_Explosion("Ground Explosions Twiddler", explosion_location); float delayTimer = Commands->Get_Random ( delayTimerMin, delayTimerMax ); Commands->Send_Custom_Event( obj, obj, 0, M01_PICK_A_NEW_LOCATION_JDG, delayTimer ); } } switch (param) { case M01_PICK_A_NEW_LOCATION_JDG: { if (command_clearance == true && (bombcount < 10)) { bombcount++; int random = int(Commands->Get_Random(0, 35-WWMATH_EPSILON)); while (random == last) { random = int(Commands->Get_Random(0, 35-WWMATH_EPSILON)); } last = random; sound_location = m11Artillerylocations[random]; sound_location.Z += 5; bomb_sound = Commands->Create_Sound ( "Bomb_Falling_Sound_Twiddler", sound_location, obj ); Commands->Monitor_Sound ( obj, bomb_sound ); } } break; case M01_GOTO_IDLE_JDG: { command_clearance = false; } break; case M01_START_ACTING_JDG: { command_clearance = true; Commands->Send_Custom_Event( obj, obj, 0, M01_PICK_A_NEW_LOCATION_JDG, 2 ); } break; } } }; DECLARE_SCRIPT(M11_Floor01_StealthSoldier01_JDG, "") { bool attackingPlayer; REGISTER_VARIABLES() { SAVE_VARIABLE( attackingPlayer, 1 ); } void Created( GameObject * obj ) { attackingPlayer = false; Commands->Enable_Stealth(obj, false); ActionParamsStruct params; params.Set_Basic( this, 100, M01_WALKING_WAYPATH_01_JDG ); params.Set_Movement( Vector3(-6.242f, 28.340f, -10.015f), RUN, 0.25f); Commands->Action_Goto( obj, params ); float delayTimer = Commands->Get_Random ( 1, 3 ); Commands->Start_Timer(obj, this, delayTimer, 0); } void Timer_Expired(GameObject * obj, int timer_id) { if (obj) { Commands->Enable_Stealth(obj, true); } } void Poked( GameObject * obj, GameObject * poker ) { if (poker == STAR && attackingPlayer == false) { attackingPlayer = true; Commands->Action_Reset ( obj, 100 ); ActionParamsStruct params; Commands->Set_Innate_Is_Stationary ( obj, false ); params.Set_Basic( this, 100, M01_GOING_TO_HAVOC_JDG ); params.Set_Movement( STAR, RUN, 10); params.Set_Attack( STAR, 10, 0, true ); Commands->Action_Attack (obj, params); } } void Damaged( GameObject * obj, GameObject * damager, float amount ) { if (damager == STAR && attackingPlayer == false) { attackingPlayer = true; Commands->Action_Reset ( obj, 100 ); ActionParamsStruct params; Commands->Set_Innate_Is_Stationary ( obj, false ); params.Set_Basic( this, 100, M01_GOING_TO_HAVOC_JDG ); params.Set_Movement( STAR, RUN, 10); params.Set_Attack( STAR, 10, 0, true ); Commands->Action_Attack (obj, params); } } void Action_Complete( GameObject * obj, int action_id, ActionCompleteReason complete_reason ) { ActionParamsStruct params; if (action_id == M01_WALKING_WAYPATH_01_JDG && attackingPlayer == false) { Commands->Set_Innate_Is_Stationary ( obj, true ); Vector3 playersPosition = Commands->Get_Position ( STAR ); params.Set_Basic( this, 100, M01_DOING_ANIMATION_01_JDG ); params.Set_Face_Location( playersPosition, 1 ); Commands->Action_Face_Location ( obj, params ); } else if (action_id == M01_DOING_ANIMATION_01_JDG && attackingPlayer == false) { Vector3 playersPosition = Commands->Get_Position ( STAR ); params.Set_Basic( this, 100, M01_DOING_ANIMATION_01_JDG ); params.Set_Face_Location( playersPosition, 1 ); Commands->Action_Face_Location ( obj, params ); } } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (obj) { if (param == M01_MODIFY_YOUR_ACTION_JDG && attackingPlayer == false) { attackingPlayer = true; Commands->Action_Reset ( obj, 100 ); Vector3 myPosition = Commands->Get_Position ( obj ); Commands->Create_Sound ( "CnC_Cloaking", myPosition, obj ); Commands->Debug_Message ( "***************************m11 stealth guy 01 has received custom to attack player\n" ); ActionParamsStruct params; Commands->Set_Innate_Is_Stationary ( obj, false ); params.Set_Basic( this, 100, M01_GOING_TO_HAVOC_JDG ); params.Set_Attack( STAR, 10, 0, true ); Commands->Action_Attack (obj, params); } } } }; DECLARE_SCRIPT(M11_Floor01_StealthSoldier02_JDG, "") { bool attackingPlayer; REGISTER_VARIABLES() { SAVE_VARIABLE( attackingPlayer, 1 ); } void Created( GameObject * obj ) { attackingPlayer = false; Commands->Enable_Stealth(obj, false); ActionParamsStruct params; params.Set_Basic( this, 100, M01_WALKING_WAYPATH_01_JDG ); params.Set_Movement( Vector3(6.014f, 27.870f, -10.015f), RUN, 0.25f); Commands->Action_Goto( obj, params ); float delayTimer = Commands->Get_Random ( 1, 3 ); Commands->Start_Timer(obj, this, delayTimer, 0); } void Timer_Expired(GameObject * obj, int timer_id) { if (obj) { Commands->Enable_Stealth(obj, true); } } void Poked( GameObject * obj, GameObject * poker ) { if (poker == STAR) { Commands->Action_Reset ( obj, 100 ); ActionParamsStruct params; Commands->Set_Innate_Is_Stationary ( obj, false ); params.Set_Basic( this, 100, M01_GOING_TO_HAVOC_JDG ); params.Set_Movement( STAR, RUN, 10); params.Set_Attack( STAR, 10, 0, true ); Commands->Action_Attack (obj, params); } } void Damaged( GameObject * obj, GameObject * damager, float amount ) { if (damager == STAR) { Commands->Action_Reset ( obj, 100 ); ActionParamsStruct params; Commands->Set_Innate_Is_Stationary ( obj, false ); params.Set_Basic( this, 100, M01_GOING_TO_HAVOC_JDG ); params.Set_Movement( STAR, RUN, 10); params.Set_Attack( STAR, 10, 0, true ); Commands->Action_Attack (obj, params); } } void Action_Complete( GameObject * obj, int action_id, ActionCompleteReason complete_reason ) { ActionParamsStruct params; if (action_id == M01_WALKING_WAYPATH_01_JDG) { Commands->Set_Innate_Is_Stationary ( obj, true ); Vector3 playersPosition = Commands->Get_Position ( STAR ); params.Set_Basic( this, 100, M01_DOING_ANIMATION_01_JDG ); params.Set_Face_Location( playersPosition, 1 ); Commands->Action_Face_Location ( obj, params ); } else if (action_id == M01_DOING_ANIMATION_01_JDG && attackingPlayer == false) { Vector3 playersPosition = Commands->Get_Position ( STAR ); params.Set_Basic( this, 100, M01_DOING_ANIMATION_01_JDG ); params.Set_Face_Location( playersPosition, 1 ); Commands->Action_Face_Location ( obj, params ); } } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (obj) { if (param == M01_MODIFY_YOUR_ACTION_JDG && attackingPlayer == false) { attackingPlayer = true; Commands->Action_Reset ( obj, 100 ); Vector3 myPosition = Commands->Get_Position ( obj ); Commands->Create_Sound ( "CnC_Cloaking", myPosition, obj ); ActionParamsStruct params; Commands->Set_Innate_Is_Stationary ( obj, false ); params.Set_Basic( this, 100, M01_GOING_TO_HAVOC_JDG ); params.Set_Movement( STAR, RUN, 10); params.Set_Attack( STAR, 10, 0, true ); Commands->Action_Attack (obj, params); } } } }; DECLARE_SCRIPT(M11_Floor01_FireGuy_JDG, "") { void Created( GameObject * obj ) { float myHealth = Commands->Get_Health ( obj ); float healthFudge = Commands->Get_Random ( 0.25f, 0.5f ); myHealth = myHealth * healthFudge; Commands->Set_Health ( obj, myHealth ); Commands->Apply_Damage( obj, 10, "Flamethrower", NULL ); Commands->Enable_Hibernation( obj, false ); Commands->Send_Custom_Event ( obj, obj, 0, M01_MODIFY_YOUR_ACTION_JDG, 1 ); } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M01_MODIFY_YOUR_ACTION_JDG) { Commands->Apply_Damage( obj, 10, "Flamethrower", NULL ); Commands->Send_Custom_Event ( obj, obj, 0, M01_MODIFY_YOUR_ACTION_JDG, 1 ); } } }; DECLARE_SCRIPT(M11_Floor01_ChaseGuy_JDG, "") { void Created( GameObject * obj ) { ActionParamsStruct params; Commands->Set_Innate_Is_Stationary ( obj, false ); params.Set_Basic( this, 100, M01_GOING_TO_HAVOC_JDG ); params.Set_Movement( STAR, RUN, 10); params.Set_Attack( STAR, 50, 1, true ); Commands->Action_Attack (obj, params); } }; DECLARE_SCRIPT(M11_C130_Dropoff_Controller_JDG, "")//M11_C130_DROPOFF_CONTROLLER_JDG 100221 { int last; int active_unit_count; int dropoffcount; int dropoffMax; REGISTER_VARIABLES() { SAVE_VARIABLE(last, 1); SAVE_VARIABLE(active_unit_count, 2); SAVE_VARIABLE(dropoffcount, 3); SAVE_VARIABLE(dropoffMax, 4); } void Created(GameObject * obj) { Commands->Start_Timer(obj, this, 10.0f, 0); active_unit_count = 0; last = 20; dropoffcount = 0; } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M01_SPAWNER_IS_DEAD_JDG) { active_unit_count--; float delayTimer = Commands->Get_Random ( 0, 30 ); Commands->Start_Timer(obj, this, delayTimer, 0); } } void Timer_Expired(GameObject * obj, int timer_id) { if (obj && active_unit_count <= 1) { int easy = 0; int medium = 1; int currentDifficulty = Commands->Get_Difficulty_Level( ); if (currentDifficulty == easy) { dropoffMax = M11_C130_EASY_SPAWN_CAP_JDG; } else if (currentDifficulty == medium) { dropoffMax = M11_C130_MEDIUM_SPAWN_CAP_JDG; } else { dropoffMax = M11_C130_HARD_SPAWN_CAP_JDG; } if (dropoffcount <= dropoffMax) { dropoffcount++; active_unit_count += 3; GameObject *controller = Commands->Create_Object("Invisible_Object", Vector3(0.2f, -25.5f, -10.0f)); Commands->Attach_Script(controller, "Test_Cinematic", "X11D_C130Troopdrop.txt"); Commands->Set_Facing ( controller, 90); } } } }; DECLARE_SCRIPT(M11_C130_Dropoff_Dude_JDG, "")//also have M01_Hunt_The_Player_JDG script attached to these guys { void Animation_Complete(GameObject * obj, const char *anim) { if (stricmp(anim, "S_a_Human.H_A_X5D_ParaT_1") == 0) { Commands->Attach_Script(obj, "M01_Hunt_The_Player_JDG",""); } else if (stricmp(anim, "S_a_Human.H_A_X5D_ParaT_2") == 0) { Commands->Attach_Script(obj, "M01_Hunt_The_Player_JDG",""); } else if (stricmp(anim, "S_a_Human.H_A_X5D_ParaT_3") == 0) { Commands->Attach_Script(obj, "M01_Hunt_The_Player_JDG",""); } } void Killed( GameObject * obj, GameObject * killer ) { Commands->Send_Custom_Event ( obj, Commands->Find_Object ( M11_C130_DROPOFF_CONTROLLER_JDG ), 0, M01_SPAWNER_IS_DEAD_JDG, 0 ); } }; /*********************************************************************************************************************** Putting scripts dealing with the netrunner room here ************************************************************************************************************************/ DECLARE_SCRIPT(M11_NetRunnerRoom_EntryZone_JDG, "") { bool entered; REGISTER_VARIABLES() { SAVE_VARIABLE(entered, 1); } void Created( GameObject * obj ) { entered = false; } void Entered( GameObject * obj, GameObject * enterer ) { if (enterer == STAR && entered == false) { entered = true; GameObject * exitZone = Commands->Find_Object ( 100228 ); if (exitZone != NULL) { Commands->Send_Custom_Event ( obj, exitZone, 0, M01_START_ACTING_JDG, 0 ); } Commands->Destroy_Object ( obj );//one time only zone--cleaning up } } }; DECLARE_SCRIPT(M11_NetRunnerRoom_ExitZone_JDG, "") { bool okay_to_trigger; REGISTER_VARIABLES() { SAVE_VARIABLE(okay_to_trigger, 1); } void Created( GameObject * obj ) { okay_to_trigger = false; } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M01_START_ACTING_JDG) { okay_to_trigger = true; } } void Entered( GameObject * obj, GameObject * enterer ) { if (enterer == STAR && okay_to_trigger == true) { GameObject * stealthSoldier01 = Commands->Find_Object ( 100225 ); GameObject * stealthSoldier02 = Commands->Find_Object ( 100227 ); if (stealthSoldier01 != NULL) { float delayTimer01 = Commands->Get_Random ( 0, 1 ); Commands->Send_Custom_Event ( obj, stealthSoldier01, 0, M01_MODIFY_YOUR_ACTION_JDG, delayTimer01 ); } if (stealthSoldier02 != NULL) { float delayTimer02 = Commands->Get_Random ( 0, 1 ); Commands->Send_Custom_Event ( obj, stealthSoldier02, 0, M01_MODIFY_YOUR_ACTION_JDG, delayTimer02 ); } } } }; /*********************************************************************************************************************** Putting scripts dealing with the museum and the bar-area rooms here ************************************************************************************************************************/ DECLARE_SCRIPT(M11_MuseumLevel_EntryZone_JDG, "") { void Entered( GameObject * obj, GameObject * enterer ) { if (enterer == STAR) { GameObject * museumGuard01 = Commands->Find_Object ( M11_MUSEUM_GUARD_01_JDG ); GameObject * museumGuard02 = Commands->Find_Object ( M11_MUSEUM_GUARD_02_JDG ); GameObject * museumGuard03 = Commands->Find_Object ( M11_MUSEUM_GUARD_03_JDG ); GameObject * museumGuard04 = Commands->Find_Object ( M11_MUSEUM_GUARD_04_JDG ); GameObject * museumGuard05 = Commands->Find_Object ( M11_MUSEUM_GUARD_05_JDG ); GameObject * museumGuard06 = Commands->Find_Object ( M11_MUSEUM_GUARD_06_JDG ); if (museumGuard01 != NULL) { Commands->Send_Custom_Event ( obj, museumGuard01, 0, M01_START_ACTING_JDG, 0 ); } if (museumGuard02 != NULL) { Commands->Send_Custom_Event ( obj, museumGuard02, 0, M01_START_ACTING_JDG, 0 ); } if (museumGuard03 != NULL) { Commands->Send_Custom_Event ( obj, museumGuard03, 0, M01_START_ACTING_JDG, 0 ); } if (museumGuard04 != NULL) { Commands->Send_Custom_Event ( obj, museumGuard04, 0, M01_START_ACTING_JDG, 0 ); } if (museumGuard05 != NULL) { Commands->Send_Custom_Event ( obj, museumGuard05, 0, M01_START_ACTING_JDG, 0 ); } if (museumGuard06 != NULL) { Commands->Send_Custom_Event ( obj, museumGuard06, 0, M01_START_ACTING_JDG, 0 ); } GameObject * zone01 = Commands->Find_Object ( 100254 ); GameObject * zone02 = Commands->Find_Object ( 100255 ); if (zone01 != NULL) { Commands->Destroy_Object ( zone01 ); } if (zone02 != NULL) { Commands->Destroy_Object ( zone02 ); } } } }; DECLARE_SCRIPT(M11_MuseumLevel_Spawner_JDG, "") { void Created( GameObject * obj ) { Commands->Enable_Hibernation( obj, false ); Commands->Start_Timer ( obj, this, 30, M01_GOTO_IDLE_JDG ); } void Timer_Expired( GameObject * obj, int timer_id ) { if (obj) { if (timer_id == M01_GOTO_IDLE_JDG) { Commands->Enable_Hibernation( obj, true ); } } } }; DECLARE_SCRIPT(M11_MuseumLevel_Defender_Aggressive_JDG, "") { bool okay_to_spawn; REGISTER_VARIABLES() { SAVE_VARIABLE(okay_to_spawn, 1); } void Created( GameObject * obj ) { okay_to_spawn = true; Commands->Innate_Disable(obj); } void Killed( GameObject * obj, GameObject * killer ) { if (okay_to_spawn == true) { GameObject * newGuy = Commands->Trigger_Spawner( M11_MUSEUM_SPAWNER_JDG ); Commands->Attach_Script(newGuy, "M11_MuseumLevel_Spawner_JDG", ""); } } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M01_START_ACTING_JDG) { Commands->Innate_Enable(obj); Commands->Set_Innate_Aggressiveness ( obj, 1 ); Commands->Set_Innate_Take_Cover_Probability ( obj, 0 ); } else if (param == M01_GOTO_IDLE_JDG) { okay_to_spawn = false; } } }; DECLARE_SCRIPT(M11_MuseumLevel_Defender_Defensive_JDG, "") { bool okay_to_spawn; REGISTER_VARIABLES() { SAVE_VARIABLE(okay_to_spawn, 1); } void Created( GameObject * obj ) { okay_to_spawn = true; Commands->Innate_Disable(obj); } void Killed( GameObject * obj, GameObject * killer ) { if (okay_to_spawn == true) { GameObject * newGuy = Commands->Trigger_Spawner( M11_MUSEUM_SPAWNER_JDG ); Commands->Attach_Script(newGuy, "M11_MuseumLevel_Spawner_JDG", ""); } } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M01_START_ACTING_JDG) { Commands->Innate_Enable(obj); Commands->Set_Innate_Aggressiveness ( obj, 1 ); Commands->Set_Innate_Take_Cover_Probability ( obj, 1 ); } else if (param == M01_GOTO_IDLE_JDG) { okay_to_spawn = false; } } }; DECLARE_SCRIPT(M11_MuseumLevel_Disable_Spawners_Zone_JDG, "") { void Entered( GameObject * obj, GameObject * enterer ) { if (enterer == STAR) { GameObject * museumGuard01 = Commands->Find_Object ( M11_MUSEUM_GUARD_01_JDG ); GameObject * museumGuard02 = Commands->Find_Object ( M11_MUSEUM_GUARD_02_JDG ); GameObject * museumGuard03 = Commands->Find_Object ( M11_MUSEUM_GUARD_03_JDG ); GameObject * museumGuard04 = Commands->Find_Object ( M11_MUSEUM_GUARD_04_JDG ); GameObject * museumGuard05 = Commands->Find_Object ( M11_MUSEUM_GUARD_05_JDG ); GameObject * museumGuard06 = Commands->Find_Object ( M11_MUSEUM_GUARD_06_JDG ); if (museumGuard01 != NULL) { Commands->Send_Custom_Event ( obj, museumGuard01, 0, M01_GOTO_IDLE_JDG, 0 ); } if (museumGuard02 != NULL) { Commands->Send_Custom_Event ( obj, museumGuard02, 0, M01_GOTO_IDLE_JDG, 0 ); } if (museumGuard03 != NULL) { Commands->Send_Custom_Event ( obj, museumGuard03, 0, M01_GOTO_IDLE_JDG, 0 ); } if (museumGuard04 != NULL) { Commands->Send_Custom_Event ( obj, museumGuard04, 0, M01_GOTO_IDLE_JDG, 0 ); } if (museumGuard05 != NULL) { Commands->Send_Custom_Event ( obj, museumGuard05, 0, M01_GOTO_IDLE_JDG, 0 ); } if (museumGuard06 != NULL) { Commands->Send_Custom_Event ( obj, museumGuard06, 0, M01_GOTO_IDLE_JDG, 0 ); } GameObject * zone01 = Commands->Find_Object ( 100324 ); GameObject * zone02 = Commands->Find_Object ( 100325 ); if (zone01 != NULL) { Commands->Destroy_Object ( zone01 ); } if (zone02 != NULL) { Commands->Destroy_Object ( zone02 ); } } } }; DECLARE_SCRIPT(M11_WetBar_NeighborRoom_EntryZone_JDG, "") { void Entered( GameObject * obj, GameObject * enterer ) { if (enterer == STAR) { GameObject * controller = Commands->Find_Object ( M11_WETBAR_SPAWNER_CONTROLLER_JDG ); if (controller != NULL) { Commands->Send_Custom_Event ( obj, controller, 0, M01_SPAWNER_SPAWN_PLEASE_JDG, 0 ); } } } }; DECLARE_SCRIPT(M11_WetBar_NeighborRoom_SpawnerController_JDG, "") { int activeSoldiers; int spawn_01_ID; int spawn_02_ID; int spawn_03_ID; REGISTER_VARIABLES() { SAVE_VARIABLE(activeSoldiers, 1); SAVE_VARIABLE(spawn_01_ID, 2); SAVE_VARIABLE(spawn_02_ID, 3); SAVE_VARIABLE(spawn_03_ID, 4); } void Created( GameObject * obj ) { activeSoldiers = 0; } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M01_SPAWNER_SPAWN_PLEASE_JDG) { GameObject * spawnedGuy01 = Commands->Find_Object ( spawn_01_ID ); GameObject * spawnedGuy02 = Commands->Find_Object ( spawn_02_ID ); GameObject * spawnedGuy03 = Commands->Find_Object ( spawn_03_ID ); if (spawnedGuy01 == NULL) { GameObject * spawnedGuy01 = Commands->Trigger_Spawner( M11_WETBAR_SPAWNER_01_JDG ); spawn_01_ID = Commands->Get_ID ( spawnedGuy01 ); } if (spawnedGuy02 == NULL) { GameObject * spawnedGuy02 = Commands->Trigger_Spawner( M11_WETBAR_SPAWNER_02_JDG ); spawn_02_ID = Commands->Get_ID ( spawnedGuy02 ); } if (spawnedGuy03 == NULL) { GameObject * spawnedGuy03 = Commands->Trigger_Spawner( M11_WETBAR_SPAWNER_03_JDG ); spawn_03_ID = Commands->Get_ID ( spawnedGuy03 ); } } } }; DECLARE_SCRIPT(M11_WetBar_MutantGuard_JDG, "") { void Created( GameObject * obj ) { Commands->Set_Innate_Is_Stationary ( obj, true ); Commands->Set_Player_Type ( obj, SCRIPT_PLAYERTYPE_NOD ); } void Killed( GameObject * obj, GameObject * killer ) { Vector3 powerupSpawnLocation = Commands->Get_Position (obj); powerupSpawnLocation.Z += 0.75f; Commands->Create_Object ("POW_TiberiumAutoRifle_Player", powerupSpawnLocation ); } }; Vector3 m11WetBarSeachLocations[12] = { Vector3(-9.862f, -10.541f, -29.855f), Vector3(-0.757f, -12.594f, -29.855f), Vector3(9.187f, -12.521f, -29.855f), Vector3(8.002f, -2.370f, -29.855f), Vector3(0.163f, -2.219f, -29.855f), Vector3(-8.423f, -3.841f, -29.855f), Vector3(-9.398f, 5.363f, -29.855f), Vector3(0.583f, 10.380f, -29.855f), Vector3(9.479f, 4.651f, -29.855f), Vector3(12.758f, -1.367f, -24.531f), Vector3(-13.295f, -1.080f, -24.531f), Vector3(-2.069f, -15.477f, -24.531f), }; DECLARE_SCRIPT(M11_WetBar_NeighborRoom_SpawnedDude_JDG, "") { int last; REGISTER_VARIABLES() { SAVE_VARIABLE(last, 1); } void Created( GameObject * obj ) { last = 20; Commands->Set_Innate_Aggressiveness ( obj, 0.3f ); Commands->Set_Innate_Take_Cover_Probability ( obj, 1 ); Commands->Send_Custom_Event( obj, obj, 0, M01_PICK_A_NEW_LOCATION_JDG, 3 ); } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { switch (param) { case M01_PICK_A_NEW_LOCATION_JDG: { int random = Commands->Get_Random_Int(0, 12); while (random == last) { random = Commands->Get_Random_Int(0, 12); } last = random; Vector3 NewGotoLocation = m11WetBarSeachLocations[random]; ActionParamsStruct params; params.Set_Basic( this, INNATE_PRIORITY_BULLET_HEARD - 5, M01_WALKING_WAYPATH_01_JDG ); params.Set_Movement( NewGotoLocation, WALK, 1, false ); Commands->Action_Goto( obj, params ); } break; } } void Action_Complete( GameObject * obj, int action_id, ActionCompleteReason complete_reason ) { ActionParamsStruct params; switch (complete_reason) { case ACTION_COMPLETE_NORMAL: { if (action_id == M01_WALKING_WAYPATH_01_JDG) { char *animationName = M01_Choose_Search_Animation ( ); params.Set_Basic( this, INNATE_PRIORITY_BULLET_HEARD - 5, M01_DOING_ANIMATION_01_JDG ); params.Set_Animation (animationName, false); Commands->Action_Play_Animation (obj, params); } else if (action_id == M01_DOING_ANIMATION_01_JDG) { Commands->Send_Custom_Event( obj, obj, 0, M01_PICK_A_NEW_LOCATION_JDG, 0 ); } } break; } } }; DECLARE_SCRIPT(M11_GreenRoom_EntryZone_JDG, "") { void Entered( GameObject * obj, GameObject * enterer ) { if (enterer == STAR) { GameObject * surpriseGuy01 = Commands->Create_Object ( "Nod_RocketSoldier_2SF_Chaingun", Vector3 (-10.408f, 32.538f, -29.855f) ); Commands->Attach_Script(surpriseGuy01, "M11_GreenRoom_SurpriseGuy_JDG", ""); GameObject * surpriseGuy02 = Commands->Create_Object ( "Nod_RocketSoldier_2SF_Chaingun", Vector3 (10.796f, 32.476f, -29.855f) ); Commands->Attach_Script(surpriseGuy02, "M11_GreenRoom_SurpriseGuy_JDG", ""); Commands->Destroy_Object (obj );//one-time event--cleaning up zone } } }; DECLARE_SCRIPT(M11_GreenRoom_SurpriseGuy_JDG, "") { void Created( GameObject * obj ) { Commands->Grant_Key( obj, 2, true ); Commands->Grant_Key( obj, 3, true ); ActionParamsStruct params; params.Set_Basic(this, 80, M01_WALKING_WAYPATH_02_JDG); params.Set_Movement(Vector3 (-0.471f, 23.168f, -29.855f), RUN, 2); Commands->Action_Goto(obj, params); } }; /*********************************************************************************************************************** Putting scripts dealing with war room encounters here ************************************************************************************************************************/ DECLARE_SCRIPT(M11_WarRoom_EntryZone_JDG, "") { void Entered( GameObject * obj, GameObject * enterer ) { if (enterer == STAR) { GameObject * engineer = Commands->Find_Object ( M11_WARROOM_ENGINEER_JDG ); if (engineer != NULL) { Commands->Send_Custom_Event( obj, engineer, 0, M01_START_ACTING_JDG, 0 ); } GameObject * turret01 = Commands->Find_Object (M11_WARROOM_SECURITY_TURRET_01_JDG); GameObject * turret02 = Commands->Find_Object (M11_WARROOM_SECURITY_TURRET_02_JDG); if (turret01 != NULL) { float delayTimer = Commands->Get_Random ( 2, 5 ); Commands->Send_Custom_Event( obj, turret01, 0, M01_START_ACTING_JDG, delayTimer ); } if (turret02 != NULL) { float delayTimer = Commands->Get_Random ( 2, 5 ); Commands->Send_Custom_Event( obj, turret02, 0, M01_START_ACTING_JDG, delayTimer ); } GameObject * zone01 = Commands->Find_Object ( 100628 ); GameObject * zone02 = Commands->Find_Object ( 100629 ); if (zone01 != NULL) { Commands->Destroy_Object ( zone01 ); } if (zone02 != NULL) { Commands->Destroy_Object ( zone02 ); } } } }; DECLARE_SCRIPT(M11_WarRoom_Engineer_JDG, "")//M11_WARROOM_ENGINEER_JDG 100353 { void Created( GameObject * obj ) { Commands->Set_Innate_Is_Stationary ( obj, true ); } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M01_START_ACTING_JDG) { ActionParamsStruct params; params.Set_Basic(this, INNATE_PRIORITY_GUNSHOT_HEARD-5, 100); params.Set_Animation ("H_A_CON2", true); Commands->Action_Play_Animation (obj, params); } } void Killed( GameObject * obj, GameObject * killer ) { Commands->Send_Custom_Event( obj, Commands->Find_Object ( M11_WARROOM_SECURITY_CONTROLLER_JDG ), 0, M01_SPAWNER_IS_DEAD_JDG, 0 ); } }; DECLARE_SCRIPT(M11_WarRoom_StationaryTech_JDG, "") { void Created( GameObject * obj ) { ActionParamsStruct params; params.Set_Basic(this, INNATE_PRIORITY_GUNSHOT_HEARD-5, 100); params.Set_Animation ("H_A_CON2", true); Commands->Action_Play_Animation (obj, params); Commands->Set_Innate_Is_Stationary ( obj, true ); } void Killed( GameObject * obj, GameObject * killer ) { Commands->Send_Custom_Event( obj, Commands->Find_Object ( M11_WARROOM_SECURITY_CONTROLLER_JDG ), 0, M01_START_ACTING_JDG, 0 ); } }; DECLARE_SCRIPT(M11_WarRoom_SecurityTurret_JDG, "") { bool active; int alarmSound; REGISTER_VARIABLES() { SAVE_VARIABLE(active, 1); SAVE_VARIABLE(alarmSound, 2); } void Created( GameObject * obj ) { active = false; Vector3 myPosition = Commands->Get_Position ( obj ); alarmSound = Commands->Create_Sound ( "SFX.Klaxon_Alert_01", myPosition, obj ); Commands->Stop_Sound ( alarmSound, false ); } void Killed( GameObject * obj, GameObject * killer ) { if (active == true) { Commands->Stop_Sound ( alarmSound, true ); Vector3 powerupSpawnLocation = Commands->Get_Position (obj); powerupSpawnLocation.Z = -34.539f; Commands->Create_Object ( "POW_RocketLauncher_Player", powerupSpawnLocation ); } } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { ActionParamsStruct params; if (param == M01_START_ACTING_JDG) { if (obj) { active = true; Commands->Start_Sound ( alarmSound ); float myAccuracy = Commands->Get_Random ( 0, 1 ); params.Set_Basic(this, 100, M01_START_ATTACKING_01_JDG); params.Set_Attack( STAR, 100, myAccuracy, true ); Commands->Action_Attack( obj, params ); } } } }; DECLARE_SCRIPT(M11_WarRoom_BattleController_JDG, "")//M11_WARROOM_SECURITY_CONTROLLER_JDG 100361 { bool okay_to_spawn_warroom; bool okay_to_spawn_barracks; int active_soldier_count; int alarmSound; int spawnedSoldierCount; int maxSpawnedSoldierCount; REGISTER_VARIABLES() { SAVE_VARIABLE(okay_to_spawn_warroom, 1); SAVE_VARIABLE(okay_to_spawn_barracks, 2); SAVE_VARIABLE(active_soldier_count, 3); SAVE_VARIABLE(alarmSound, 4); SAVE_VARIABLE(spawnedSoldierCount, 5); SAVE_VARIABLE(maxSpawnedSoldierCount, 6); } void Created( GameObject * obj ) { okay_to_spawn_warroom = false; okay_to_spawn_barracks = false; active_soldier_count = 4; spawnedSoldierCount = 0; } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M01_SPAWNER_IS_DEAD_JDG) { active_soldier_count--; Commands->Send_Custom_Event( obj, obj, 0, M01_SPAWNER_SPAWN_PLEASE_JDG, 0 ); } else if (param == M01_START_ACTING_JDG) { okay_to_spawn_warroom = true; Commands->Send_Custom_Event( obj, obj, 0, M01_SPAWNER_SPAWN_PLEASE_JDG, 0 ); } else if (param == M01_SPAWNER_SPAWN_PLEASE_JDG) { int currentDifficulty = Commands->Get_Difficulty_Level();; int hard = 2; int med = 1; if (currentDifficulty == hard) { maxSpawnedSoldierCount = 18; } else if (currentDifficulty == med) { maxSpawnedSoldierCount = 12; } else { maxSpawnedSoldierCount = 6; } if (spawnedSoldierCount < maxSpawnedSoldierCount) { if (active_soldier_count < 8) { if (okay_to_spawn_warroom == true)//M11_WARROOM_SECURITY_SPAWNER_02_JDG { active_soldier_count++; spawnedSoldierCount++; active_soldier_count++; spawnedSoldierCount++; GameObject * newGuy = Commands->Trigger_Spawner( M11_WARROOM_SECURITY_SPAWNER_JDG ); Commands->Attach_Script(newGuy, "M11_WarRoom_SpawnedDude_JDG", ""); GameObject * newGuy02 = Commands->Trigger_Spawner( M11_WARROOM_SECURITY_SPAWNER_02_JDG ); Commands->Attach_Script(newGuy02, "M11_WarRoom_SpawnedDude_JDG", ""); } Commands->Send_Custom_Event( obj, obj, 0, M01_SPAWNER_SPAWN_PLEASE_JDG, 1 ); } } } else if (param == M01_MODIFY_YOUR_ACTION_04_JDG)//player is leaving room--disable warroom spawn ability { okay_to_spawn_warroom = false; okay_to_spawn_barracks = true; } } }; DECLARE_SCRIPT(M11_WarRoom_SpawnedDude_JDG, "")//M11_WARROOM_SECURITY_SPAWNER_JDG 100362 { void Created( GameObject * obj ) { Commands->Set_Player_Type ( obj, SCRIPT_PLAYERTYPE_NOD ); Commands->Enable_Hibernation( obj, false ); ActionParamsStruct params; params.Set_Basic(this, 100, M01_GOING_TO_HAVOC_JDG); params.Set_Movement( STAR, RUN, 10 ); params.Set_Attack( STAR, 10, 0, true ); Commands->Action_Attack ( obj, params ); Commands->Send_Custom_Event( obj, obj, 0, M01_GOTO_IDLE_JDG, 60 ); } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (obj && param == M01_GOTO_IDLE_JDG) { Commands->Enable_Hibernation( obj, true ); } } void Killed( GameObject * obj, GameObject * killer ) { Commands->Send_Custom_Event( obj, Commands->Find_Object ( M11_WARROOM_SECURITY_CONTROLLER_JDG ), 0, M01_SPAWNER_IS_DEAD_JDG, 0 ); } }; DECLARE_SCRIPT(M11_WarRoom_ExitZone_JDG, "") { void Entered( GameObject * obj, GameObject * enterer ) { if (enterer == STAR) { Commands->Send_Custom_Event( obj, Commands->Find_Object ( M11_WARROOM_SECURITY_CONTROLLER_JDG ), 0, M01_MODIFY_YOUR_ACTION_04_JDG, 0 ); GameObject * zone01 = Commands->Find_Object ( 100363 ); GameObject * zone02 = Commands->Find_Object ( 100364 ); if (zone01 != NULL) { Commands->Destroy_Object ( zone01 ); } if (zone02 != NULL) { Commands->Destroy_Object ( zone02 ); } } } }; /*********************************************************************************************************************** Putting scripts dealing with the barracks/living quarters encounters here ************************************************************************************************************************/ DECLARE_SCRIPT(M11_Barracks_SpawnerController_JDG, "")//M11_BARRACKS_SPAWNER_CONTROLLER_JDG 100430 { int spawn_01_ID; int spawn_02_ID; int spawn_03_ID; REGISTER_VARIABLES() { SAVE_VARIABLE(spawn_01_ID, 1); SAVE_VARIABLE(spawn_02_ID, 2); SAVE_VARIABLE(spawn_03_ID, 3); } void Created( GameObject * obj ) { spawn_01_ID = 0; spawn_02_ID = 0; spawn_03_ID = 0; } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M01_SPAWNER_SPAWN_PLEASE_JDG) { GameObject * spawnedGuy01 = Commands->Find_Object ( spawn_01_ID ); GameObject * spawnedGuy02 = Commands->Find_Object ( spawn_02_ID ); GameObject * spawnedGuy03 = Commands->Find_Object ( spawn_03_ID ); if (spawnedGuy01 == NULL) { GameObject * spawnedGuy01 = Commands->Trigger_Spawner( M11_BARRACKS_SPAWNER_01_JDG ); Commands->Attach_Script(spawnedGuy01, "M11_Barracks_SpawnedDude_JDG", ""); spawn_01_ID = Commands->Get_ID ( spawnedGuy01 ); } if (spawnedGuy02 == NULL) { GameObject * spawnedGuy02 = Commands->Trigger_Spawner( M11_BARRACKS_SPAWNER_02_JDG ); Commands->Attach_Script(spawnedGuy02, "M11_Barracks_SpawnedDude_JDG", ""); spawn_02_ID = Commands->Get_ID ( spawnedGuy02 ); } if (spawnedGuy03 == NULL) { GameObject * spawnedGuy03 = Commands->Trigger_Spawner( M11_BARRACKS_SPAWNER_03_JDG ); Commands->Attach_Script(spawnedGuy03, "M11_Barracks_SpawnedDude_JDG", ""); spawn_03_ID = Commands->Get_ID ( spawnedGuy03 ); } } } }; Vector3 m11BarracksSeachLocations[9] = { Vector3(-12.2f, 1.3f, -34.2f), Vector3(1.2f, -11.1f, -34.2f), Vector3(13.2f, 2.0f, -34.2f), Vector3(0.2f, -16.6f, -34.2f), Vector3(-9.8f, -9.0f, -38.2f), Vector3(-10, 2.5f, -38.2f), Vector3(0.7f, -11.0f, -38.2f), Vector3(10.8f, -8.9f, -38.2f), Vector3(10.4f, 2.4f, -38.2f), }; DECLARE_SCRIPT(M11_Barracks_SpawnedDude_JDG, "")// { int last; REGISTER_VARIABLES() { SAVE_VARIABLE(last, 1); } void Created( GameObject * obj ) { last = 20; Commands->Set_Innate_Aggressiveness ( obj, 1 ); Commands->Set_Innate_Take_Cover_Probability ( obj, 0 ); Commands->Send_Custom_Event( obj, obj, 0, M01_PICK_A_NEW_LOCATION_JDG, 3 ); } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { switch (param) { case M01_PICK_A_NEW_LOCATION_JDG: { int random = Commands->Get_Random_Int(0, 9); while (random == last) { random = Commands->Get_Random_Int(0, 9); } last = random; Vector3 NewGotoLocation = m11BarracksSeachLocations[random]; ActionParamsStruct params; params.Set_Basic( this, INNATE_PRIORITY_ENEMY_SEEN - 5, M01_WALKING_WAYPATH_01_JDG ); params.Set_Movement( NewGotoLocation, RUN, 3, false ); Commands->Action_Goto( obj, params ); } break; } } void Action_Complete( GameObject * obj, int action_id, ActionCompleteReason complete_reason ) { ActionParamsStruct params; switch (complete_reason) { case ACTION_COMPLETE_NORMAL: { if (action_id == M01_WALKING_WAYPATH_01_JDG) { char *animationName = M01_Choose_Search_Animation ( ); params.Set_Basic( this, INNATE_PRIORITY_ENEMY_SEEN - 5, M01_DOING_ANIMATION_01_JDG ); params.Set_Animation (animationName, false); Commands->Action_Play_Animation (obj, params); } else if (action_id == M01_DOING_ANIMATION_01_JDG) { Commands->Send_Custom_Event( obj, obj, 0, M01_PICK_A_NEW_LOCATION_JDG, 0 ); } } break; } } }; DECLARE_SCRIPT(M11_Barracks_LivingQuarters_T20_EntryZone_JDG, "")//100414 entry to mutant reject w/volt ammo { //THESE ARE THE DUDES YOU CONTROL //M11_BARRACKS_MUTANT_REJECT_JDG 100415 bool firstEntry; REGISTER_VARIABLES() { SAVE_VARIABLE(firstEntry, 1); } void Created( GameObject * obj ) { firstEntry = true; } void Entered( GameObject * obj, GameObject * enterer ) { if (enterer == STAR) { if (firstEntry == true) { firstEntry = false; GameObject * mutantReject = Commands->Find_Object ( M11_BARRACKS_MUTANT_REJECT_JDG ); if (mutantReject != NULL) { Commands->Send_Custom_Event ( obj, mutantReject, 0, M01_START_ACTING_JDG, 0 ); } } Commands->Send_Custom_Event ( obj, Commands->Find_Object ( M11_BARRACKS_SPAWNER_CONTROLLER_JDG ), 0, M01_SPAWNER_SPAWN_PLEASE_JDG, 0 ); } } }; DECLARE_SCRIPT(M11_Barracks_MutantReject_JDG, "")//M11_BARRACKS_MUTANT_REJECT_JDG 100415 { void Created( GameObject * obj ) { Commands->Innate_Disable(obj); } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M01_START_ACTING_JDG) { //this guys orders are to charge the player upon entry to this room Commands->Innate_Enable(obj); ActionParamsStruct params; params.Set_Basic(this, 100, M01_GOING_TO_HAVOC_JDG); params.Set_Movement( STAR, RUN, 1 ); params.Set_Attack( STAR, 1, 0, true ); Commands->Action_Attack ( obj, params ); char *soundName = M11_Choose_Mutant_Attack_Sound ( ); Vector3 myPosition = Commands->Get_Position ( obj ); Commands->Create_Sound ( soundName, myPosition, obj ); } } }; DECLARE_SCRIPT(M11_Barracks_LivingQuarters_T19_EntryZone_JDG, "")//100404 entry to scientist guy { //THESE ARE THE DUDES YOU CONTROL //M11_BARRACKS_SCIENTIST_JDG 100405 bool firstEntry; REGISTER_VARIABLES() { SAVE_VARIABLE(firstEntry, 1); } void Created( GameObject * obj ) { firstEntry = true; } void Entered( GameObject * obj, GameObject * enterer ) { if (enterer == STAR) { if (firstEntry == true) { firstEntry = false; GameObject * scientist = Commands->Find_Object ( M11_BARRACKS_SCIENTIST_JDG ); if (scientist != NULL) { Commands->Send_Custom_Event ( obj, scientist, 0, M01_START_ACTING_JDG, 0 ); } } Commands->Send_Custom_Event ( obj, Commands->Find_Object ( M11_BARRACKS_SPAWNER_CONTROLLER_JDG ), 0, M01_SPAWNER_SPAWN_PLEASE_JDG, 0 ); } } }; DECLARE_SCRIPT(M11_Barracks_Scientist_JDG, "")//M11_BARRACKS_SCIENTIST_JDG 100405 { int scientist_conv01; int scientist_conv02; int scientist_conv03; int scientist_conv04; bool deadYet; REGISTER_VARIABLES() { SAVE_VARIABLE(scientist_conv01, 1); SAVE_VARIABLE(scientist_conv02, 2); SAVE_VARIABLE(scientist_conv03, 3); SAVE_VARIABLE(scientist_conv04, 4); SAVE_VARIABLE(deadYet, 5); } void Created( GameObject * obj ) { deadYet = false; ActionParamsStruct params; params.Set_Basic( this, 100, M01_DOING_ANIMATION_01_JDG ); params.Set_Animation ("H_A_HOST_L2B", true); Commands->Action_Play_Animation (obj, params); } void Killed( GameObject * obj, GameObject * killer ) { deadYet = true; } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (type == CUSTOM_EVENT_CONVERSATION_BEGAN || type == CUSTOM_EVENT_CONVERSATION_REMARK_STARTED || type == CUSTOM_EVENT_CONVERSATION_REMARK_ENDED) { } else if (param == M01_START_ACTING_JDG) { if (obj && STAR && deadYet == false) { scientist_conv01 = Commands->Create_Conversation( "M11_Barracks_M19_Conversation_01_JDG", 100, 30, true); Commands->Join_Conversation( obj, scientist_conv01, false, true, false ); Commands->Join_Conversation( STAR, scientist_conv01, false, false, false ); Commands->Start_Conversation( scientist_conv01, scientist_conv01 ); Commands->Monitor_Conversation( obj, scientist_conv01 ); ActionParamsStruct params; params.Set_Basic( this, 100, M01_DOING_ANIMATION_01_JDG ); params.Set_Animation ("H_A_HOST_L2B", true); Commands->Action_Play_Animation (obj, params); } } } void Action_Complete( GameObject * obj, int action_id, ActionCompleteReason complete_reason ) { ActionParamsStruct params; if (complete_reason == ACTION_COMPLETE_CONVERSATION_ENDED) { if (action_id == scientist_conv01) { if (obj && STAR && deadYet == false) { scientist_conv02 = Commands->Create_Conversation( "M11_Barracks_M19_Conversation_02_JDG", 100, 30, true); Commands->Join_Conversation( obj, scientist_conv02, false, true, false ); Commands->Join_Conversation( STAR, scientist_conv02, false, false, false ); Commands->Start_Conversation( scientist_conv02, scientist_conv02 ); Commands->Monitor_Conversation( obj, scientist_conv02 ); ActionParamsStruct params; params.Set_Basic( this, 100, M01_DOING_ANIMATION_01_JDG ); params.Set_Animation ("H_A_HOST_L2B", true); Commands->Action_Play_Animation (obj, params); } } else if (action_id == scientist_conv02) { if (obj && STAR && deadYet == false) { params.Set_Basic( this, 100, M01_DOING_ANIMATION_02_JDG );//stand up hands over head params.Set_Animation ("H_A_HOST_L2C", false); Commands->Action_Play_Animation (obj, params); } } else if (action_id == scientist_conv03) { if (obj && STAR && deadYet == false) { params.Set_Basic(this, 100, M01_WALKING_WAYPATH_02_JDG); params.Set_Movement( Vector3 (14.045f, -8.178f, -38.236f), WALK, 1 ); Commands->Action_Goto( obj, params ); } } else if (action_id == scientist_conv04) { if (obj && STAR && deadYet == false) { params.Set_Basic(this, 100, M01_WALKING_WAYPATH_03_JDG); params.Set_Movement( Vector3 (0.115f, -10.796f, -34.233f), RUN, 1 ); Commands->Action_Goto( obj, params ); } } } else if (action_id == M01_DOING_ANIMATION_02_JDG) { if (obj && STAR && deadYet == false) { params.Set_Basic( this, 100, M01_DOING_ANIMATION_03_JDG );//stand up loop--one time params.Set_Animation ("H_A_HOST_L1B", false); Commands->Action_Play_Animation (obj, params); } } else if (action_id == M01_DOING_ANIMATION_03_JDG) { if (obj && STAR && deadYet == false) { params.Set_Basic( this, 100, M01_DOING_ANIMATION_04_JDG );//stand up--put hands down params.Set_Animation ("H_A_HOST_L1C", false); Commands->Action_Play_Animation (obj, params); } } else if (action_id == M01_DOING_ANIMATION_04_JDG) { if (obj && STAR && deadYet == false) { scientist_conv03 = Commands->Create_Conversation( "M11_Barracks_M19_Conversation_03_JDG", 100, 30, true); Commands->Join_Conversation( obj, scientist_conv03, false, true, true ); Commands->Join_Conversation( STAR, scientist_conv03, false, false, false ); Commands->Start_Conversation( scientist_conv03, scientist_conv03 ); Commands->Monitor_Conversation( obj, scientist_conv03 ); } } else if (action_id == M01_WALKING_WAYPATH_02_JDG) { if (obj && STAR && deadYet == false) { scientist_conv04 = Commands->Create_Conversation( "M11_Barracks_M19_Conversation_04_JDG", 100, 100, true); Commands->Join_Conversation( obj, scientist_conv04, false, true, true ); Commands->Start_Conversation( scientist_conv04, scientist_conv04 ); Commands->Monitor_Conversation( obj, scientist_conv04 ); } } else if (action_id == M01_WALKING_WAYPATH_03_JDG) { Commands->Set_Innate_Is_Stationary (obj, true); } } }; DECLARE_SCRIPT(M11_Barracks_LivingQuarters_T18_EntryZone_JDG, "")//100401 this is room where black hand rags on tech { //THESE ARE THE DUDES YOU CONTROL //M11_BARRACKS_RAGSESSION_TECH_JDG 100402 //M11_BARRACKS_RAGSESSION_BLACKHAND_JDG 100403 bool firstEntry; REGISTER_VARIABLES() { SAVE_VARIABLE(firstEntry, 1); } void Created( GameObject * obj ) { firstEntry = true; } void Entered( GameObject * obj, GameObject * enterer ) { if (enterer == STAR) { if (firstEntry == true) { firstEntry = false; GameObject * blackhand = Commands->Find_Object ( M11_BARRACKS_RAGSESSION_BLACKHAND_JDG ); GameObject * tech = Commands->Find_Object ( M11_BARRACKS_RAGSESSION_TECH_JDG ); if (blackhand != NULL) { Commands->Send_Custom_Event ( obj, blackhand, 0, M01_START_ACTING_JDG, 0 ); } if (tech != NULL) { Commands->Send_Custom_Event ( obj, tech, 0, M01_START_ACTING_JDG, 0 ); } } Commands->Send_Custom_Event ( obj, Commands->Find_Object ( M11_BARRACKS_SPAWNER_CONTROLLER_JDG ), 0, M01_SPAWNER_SPAWN_PLEASE_JDG, 0 ); } } }; DECLARE_SCRIPT(M11_Barracks_TechnicianConversation_Blackhand_JDG, "")//M11_BARRACKS_RAGSESSION_BLACKHAND_JDG 100403 { int rag_conv; REGISTER_VARIABLES() { SAVE_VARIABLE(rag_conv, 1); } void Created( GameObject * obj ) { Commands->Innate_Disable(obj); } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M01_START_ACTING_JDG) { Commands->Innate_Enable(obj); GameObject * tech = Commands->Find_Object ( M11_BARRACKS_RAGSESSION_TECH_JDG ); if (tech != NULL) { rag_conv = Commands->Create_Conversation( "M11_Barracks_M18_Conversation_JDG", 100, 50, true); Commands->Join_Conversation( obj, rag_conv, false, true, true ); Commands->Join_Conversation( tech, rag_conv, false, true, true ); Commands->Start_Conversation( rag_conv, rag_conv ); Commands->Monitor_Conversation( obj, rag_conv ); } } } void Action_Complete( GameObject * obj, int action_id, ActionCompleteReason complete_reason ) { ActionParamsStruct params; if (complete_reason == ACTION_COMPLETE_CONVERSATION_ENDED) { if (action_id == rag_conv) { GameObject * tech = Commands->Find_Object ( M11_BARRACKS_RAGSESSION_TECH_JDG ); if (tech != NULL) { Commands->Send_Custom_Event ( obj, tech, 0, M01_MODIFY_YOUR_ACTION_JDG, 0 ); } params.Set_Basic(this, 60, M01_GOING_TO_HAVOC_JDG); params.Set_Attack( STAR, 10, 0, true ); Commands->Action_Attack ( obj, params ); } } } }; DECLARE_SCRIPT(M11_Barracks_TechnicianConversation_Tech_JDG, "")//M11_BARRACKS_RAGSESSION_TECH_JDG 100402 { void Created( GameObject * obj ) { Commands->Innate_Disable(obj); } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M01_START_ACTING_JDG) { Commands->Innate_Enable(obj); } else if (param == M01_MODIFY_YOUR_ACTION_JDG) { ActionParamsStruct params; params.Set_Basic(this, 60, M01_GOING_TO_HAVOC_JDG); params.Set_Attack( STAR, 10, 0, true ); Commands->Action_Attack ( obj, params ); } } }; DECLARE_SCRIPT(M11_Barracks_LivingQuarters_T14_EntryZone_JDG, "")//100399 this is the showers { //THESE ARE THE DUDES YOU CONTROL //M11_BARRACKS_STEALTHSOLDIER_JDG 100400 bool firstEntry; REGISTER_VARIABLES() { SAVE_VARIABLE(firstEntry, 1); } void Created( GameObject * obj ) { firstEntry = true; } void Entered( GameObject * obj, GameObject * enterer ) { if (enterer == STAR) { if (firstEntry == true) { firstEntry = false; GameObject * stealthSoldier = Commands->Find_Object ( M11_BARRACKS_STEALTHSOLDIER_JDG ); if (stealthSoldier != NULL) { Commands->Send_Custom_Event ( obj, stealthSoldier, 0, M01_START_ACTING_JDG, 0 ); } } Commands->Send_Custom_Event ( obj, Commands->Find_Object ( M11_BARRACKS_SPAWNER_CONTROLLER_JDG ), 0, M01_SPAWNER_SPAWN_PLEASE_JDG, 0 ); } } }; DECLARE_SCRIPT(M11_Barracks_ShowerStealthSoldier_JDG, "")//M11_BARRACKS_STEALTHSOLDIER_JDG 100400 { bool killedYet; REGISTER_VARIABLES() { SAVE_VARIABLE(killedYet, 1); } void Created( GameObject * obj ) { killedYet = false; Commands->Enable_Stealth (obj, false); Commands->Set_Innate_Is_Stationary ( obj, true ); Commands->Set_Loiters_Allowed(obj, false ); } void Killed( GameObject * obj, GameObject * killer ) { killedYet = true; } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { ActionParamsStruct params; if (param == M01_START_ACTING_JDG) { Commands->Send_Custom_Event ( obj, obj, 0, M01_MODIFY_YOUR_ACTION_JDG, 0 ); } else if (param == M01_MODIFY_YOUR_ACTION_JDG && killedYet == false) { int showerConv = Commands->Create_Conversation( "M11_Shower_StealthGuy_Conversation", 90, 30, true); Commands->Join_Conversation( obj, showerConv, false, true, true ); Commands->Start_Conversation( showerConv, showerConv ); Commands->Enable_Stealth (obj, true); Commands->Set_Innate_Is_Stationary ( obj, false ); } } }; DECLARE_SCRIPT(M11_Barracks_LivingQuarters_T17_EntryZone_JDG, "")//100393 this is entrance to visceroid room { bool firstEntry; REGISTER_VARIABLES() { SAVE_VARIABLE(firstEntry, 1); } void Created( GameObject * obj ) { firstEntry = true; } void Entered( GameObject * obj, GameObject * enterer ) { if (enterer == STAR) { if (firstEntry == true) { firstEntry = false; GameObject * visceroid = Commands->Find_Object ( 100394 ); if (visceroid != NULL) { Commands->Send_Custom_Event ( obj, visceroid, 0, M01_START_ACTING_JDG, 1 ); } GameObject * visceroid02 = Commands->Find_Object ( 101402 ); if (visceroid02 != NULL) { Commands->Send_Custom_Event ( obj, visceroid02, 0, M01_START_ACTING_JDG, 1 ); } GameObject * visceroid03 = Commands->Find_Object ( 101403 ); if (visceroid03 != NULL) { Commands->Send_Custom_Event ( obj, visceroid03, 0, M01_START_ACTING_JDG, 1 ); } GameObject * visceroid04 = Commands->Find_Object ( 101404 ); if (visceroid04 != NULL) { Commands->Send_Custom_Event ( obj, visceroid04, 0, M01_START_ACTING_JDG, 0 ); } } Commands->Send_Custom_Event ( obj, Commands->Find_Object ( M11_BARRACKS_SPAWNER_CONTROLLER_JDG ), 0, M01_SPAWNER_SPAWN_PLEASE_JDG, 0 ); } } }; DECLARE_SCRIPT(M11_Barracks_LivingQuarters_T15_EntryZone_JDG, "")//this is a bedroom on left side 100377 2 nod soldiers talking about escaped mutants { //THESE ARE THE DUDES YOU CONTROL //M11_BARRACKS_MUTANTCONVERSATION_GUY01_JDG 100378 //M11_BARRACKS_MUTANTCONVERSATION_GUY02_JDG 100379 bool firstEntry; REGISTER_VARIABLES() { SAVE_VARIABLE(firstEntry, 1); } void Created( GameObject * obj ) { firstEntry = true; } void Entered( GameObject * obj, GameObject * enterer ) { if (enterer == STAR) { if (firstEntry == true) { firstEntry = false; GameObject * conversationGuy01 = Commands->Find_Object ( M11_BARRACKS_MUTANTCONVERSATION_GUY01_JDG ); GameObject * conversationGuy02 = Commands->Find_Object ( M11_BARRACKS_MUTANTCONVERSATION_GUY02_JDG ); if (conversationGuy01 != NULL) { Commands->Send_Custom_Event ( obj, conversationGuy01, 0, M01_START_ACTING_JDG, 0 ); } if (conversationGuy02 != NULL) { Commands->Send_Custom_Event ( obj, conversationGuy02, 0, M01_START_ACTING_JDG, 0 ); } } Commands->Send_Custom_Event ( obj, Commands->Find_Object ( M11_BARRACKS_SPAWNER_CONTROLLER_JDG ), 0, M01_SPAWNER_SPAWN_PLEASE_JDG, 0 ); } } }; DECLARE_SCRIPT(M11_Barracks_MutantConversationGuy_01_JDG, "")//M11_BARRACKS_MUTANTCONVERSATION_GUY01_JDG 100378 { bool killedYet; int mutant_conv; REGISTER_VARIABLES() { SAVE_VARIABLE(killedYet, 1); SAVE_VARIABLE(mutant_conv, 2); } void Created( GameObject * obj ) { killedYet = false; Commands->Innate_Disable(obj); } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (type == CUSTOM_EVENT_CONVERSATION_BEGAN || type == CUSTOM_EVENT_CONVERSATION_REMARK_STARTED || type == CUSTOM_EVENT_CONVERSATION_REMARK_ENDED) { } else if (param == M01_START_ACTING_JDG) { Commands->Innate_Enable(obj); GameObject * conversationGuy02 = Commands->Find_Object ( M11_BARRACKS_MUTANTCONVERSATION_GUY02_JDG ); if (obj && conversationGuy02 != NULL) { mutant_conv = Commands->Create_Conversation( "M11_Barracks_M15_Conversation_JDG", 100, 30, true); Commands->Join_Conversation( obj, mutant_conv, true, true, true ); Commands->Join_Conversation( conversationGuy02, mutant_conv, true, true, true ); Commands->Start_Conversation( mutant_conv, mutant_conv ); Commands->Monitor_Conversation( obj, mutant_conv ); } } } void Action_Complete( GameObject * obj, int action_id, ActionCompleteReason complete_reason ) { ActionParamsStruct params; if (complete_reason == ACTION_COMPLETE_CONVERSATION_ENDED) { if (action_id == mutant_conv) { GameObject * conversationGuy02 = Commands->Find_Object ( M11_BARRACKS_MUTANTCONVERSATION_GUY02_JDG ); if (conversationGuy02 != NULL) { Commands->Send_Custom_Event ( obj, conversationGuy02, 0, M01_MODIFY_YOUR_ACTION_JDG, 0 ); } Commands->Action_Reset ( obj, 100 ); params.Set_Basic(this, 60, M01_GOING_TO_HAVOC_JDG); params.Set_Movement( STAR, RUN, 1, false ); Commands->Action_Goto( obj, params ); } } } }; DECLARE_SCRIPT(M11_Barracks_MutantConversationGuy_02_JDG, "")//M11_BARRACKS_MUTANTCONVERSATION_GUY02_JDG 100379 { void Created( GameObject * obj ) { Commands->Innate_Disable(obj); } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { ActionParamsStruct params; if (param == M01_START_ACTING_JDG) { Commands->Innate_Enable(obj); } else if (param == M01_MODIFY_YOUR_ACTION_JDG) { Commands->Action_Reset ( obj, 100 ); params.Set_Basic(this, 60, M01_GOING_TO_HAVOC_JDG); params.Set_Movement( STAR, RUN, 1, false ); Commands->Action_Goto( obj, params ); } } }; DECLARE_SCRIPT(M11_Barracks_LivingQuarters_T13_EntryZone_JDG, "")//this is entry into mutant/toilet bathroom 100376 { //THESE ARE THE DUDES YOU CONTROL //M11_BARRACKS_TOILET_MUTANT_01_JDG 100374 //M11_BARRACKS_TOILET_MUTANT_02_JDG 100375 bool firstEntry; REGISTER_VARIABLES() { SAVE_VARIABLE(firstEntry, 1); } void Created( GameObject * obj ) { firstEntry = true; } void Entered( GameObject * obj, GameObject * enterer ) { if (enterer == STAR) { if (firstEntry == true) { firstEntry = false; GameObject * mutant01 = Commands->Find_Object ( M11_BARRACKS_TOILET_MUTANT_01_JDG ); GameObject * mutant02 = Commands->Find_Object ( M11_BARRACKS_TOILET_MUTANT_02_JDG ); if (mutant01 != NULL) { Commands->Send_Custom_Event ( obj, mutant01, 0, M01_START_ACTING_JDG, 0 ); } if (mutant02 != NULL) { Commands->Send_Custom_Event ( obj, mutant02, 0, M01_START_ACTING_JDG, 0 ); } } Commands->Send_Custom_Event ( obj, Commands->Find_Object ( M11_BARRACKS_SPAWNER_CONTROLLER_JDG ), 0, M01_SPAWNER_SPAWN_PLEASE_JDG, 0 ); } } }; DECLARE_SCRIPT(M11_Barracks_ToiletMutant01_JDG, "")//this guys ID is M11_BARRACKS_TOILET_MUTANT_01_JDG 100374 { void Created( GameObject * obj ) { Commands->Set_Loiters_Allowed( obj, false ); ActionParamsStruct params; params.Set_Basic( this, 100, M01_DOING_ANIMATION_01_JDG ); params.Set_Animation ("S_A_HUMAN.H_A_A0A0_L28B", true); Commands->Action_Play_Animation (obj, params); } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { ActionParamsStruct params; if (param == M01_START_ACTING_JDG) { Commands->Innate_Enable(obj); float delayTimer = Commands->Get_Random ( 0, 1 ); Commands->Send_Custom_Event ( obj, obj, 0, M01_MODIFY_YOUR_ACTION_JDG, delayTimer ); } else if (param == M01_MODIFY_YOUR_ACTION_JDG) { Vector3 myPosition = Commands->Get_Position ( obj ); Commands->Create_Sound ("M11DSGN_DSGN0052I1MEIN_SND", myPosition, obj ); float delayTimer = Commands->Get_Random ( 1, 3 ); Commands->Send_Custom_Event ( obj, obj, 0, M01_MODIFY_YOUR_ACTION_02_JDG, delayTimer ); } else if (param == M01_MODIFY_YOUR_ACTION_02_JDG) { ActionParamsStruct params; params.Set_Basic( this, 100, M01_DOING_ANIMATION_02_JDG ); params.Set_Animation ("S_A_HUMAN.H_A_A0A0_L28C", false); Commands->Action_Play_Animation (obj, params); } } }; DECLARE_SCRIPT(M11_Barracks_ToiletMutant02_JDG, "")//this guys ID is M11_BARRACKS_TOILET_MUTANT_02_JDG 100375 { void Created( GameObject * obj ) { Commands->Set_Loiters_Allowed( obj, false ); ActionParamsStruct params; params.Set_Basic( this, 100, M01_DOING_ANIMATION_01_JDG ); params.Set_Animation ("S_A_HUMAN.H_A_A0A0_L28B", true); Commands->Action_Play_Animation (obj, params); } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { ActionParamsStruct params; if (param == M01_START_ACTING_JDG) { Commands->Innate_Enable(obj); float delayTimer = Commands->Get_Random ( 0, 1 ); Commands->Send_Custom_Event ( obj, obj, 0, M01_MODIFY_YOUR_ACTION_JDG, delayTimer ); } else if (param == M01_MODIFY_YOUR_ACTION_JDG) { Vector3 myPosition = Commands->Get_Position ( obj ); Commands->Create_Sound ("M11DSGN_DSGN0051I1MEIN_SND", myPosition, obj ); float delayTimer = Commands->Get_Random ( 1, 3 ); Commands->Send_Custom_Event ( obj, obj, 0, M01_MODIFY_YOUR_ACTION_02_JDG, delayTimer ); } else if (param == M01_MODIFY_YOUR_ACTION_02_JDG) { ActionParamsStruct params; params.Set_Basic( this, 100, M01_DOING_ANIMATION_02_JDG ); params.Set_Animation ("S_A_HUMAN.H_A_A0A0_L28C", false); Commands->Action_Play_Animation (obj, params); } } }; DECLARE_SCRIPT(M11_Barracks_LivingQuarters_T16_EntryZone_JDG, "")//100385 this is where 2 mutants are attacking a blackhand guy { //THESE ARE THE DUDES YOU CONTROL //M11_BARRACKS_MUTANTUPRISING_BLACKHAND_JDG 100387 //M11_BARRACKS_MUTANTUPRISING_MUTANT01_JDG 100388 //M11_BARRACKS_MUTANTUPRISING_MUTANT02_JDG 100389 bool firstEntry; REGISTER_VARIABLES() { SAVE_VARIABLE(firstEntry, 1); } void Created( GameObject * obj ) { firstEntry = true; } void Entered( GameObject * obj, GameObject * enterer ) { if (enterer == STAR) { if (firstEntry == true) { firstEntry = false; GameObject * mutant01 = Commands->Find_Object ( M11_BARRACKS_MUTANTUPRISING_MUTANT01_JDG ); GameObject * mutant02 = Commands->Find_Object ( M11_BARRACKS_MUTANTUPRISING_MUTANT02_JDG ); GameObject * blackhand = Commands->Find_Object ( M11_BARRACKS_MUTANTUPRISING_BLACKHAND_JDG ); if (mutant01 != NULL) { Commands->Send_Custom_Event ( obj, mutant01, 0, M01_START_ACTING_JDG, 0 ); } if (mutant02 != NULL) { Commands->Send_Custom_Event ( obj, mutant02, 0, M01_START_ACTING_JDG, 0 ); } if (blackhand != NULL) { Commands->Send_Custom_Event ( obj, blackhand, 0, M01_START_ACTING_JDG, 0 ); } } Commands->Send_Custom_Event ( obj, Commands->Find_Object ( M11_BARRACKS_SPAWNER_CONTROLLER_JDG ), 0, M01_SPAWNER_SPAWN_PLEASE_JDG, 0 ); } } }; /*********************************************************************************************************************** Putting main laboratory related scripts here ************************************************************************************************************************/ DECLARE_SCRIPT(M11_Laboratory_EntryZone_JDG, "") { void Entered( GameObject * obj, GameObject * enterer ) { if (enterer == STAR) { GameObject * mutant01 = Commands->Find_Object ( 100450 ); GameObject * mutant02 = Commands->Find_Object ( 100451 ); GameObject * scientist01 = Commands->Find_Object ( 100449 ); GameObject * scientist02 = Commands->Find_Object ( 100958 ); if (mutant01 != NULL) { Commands->Send_Custom_Event( obj, mutant01, 0, M01_START_ACTING_JDG, 0 ); } if (mutant02 != NULL) { Commands->Send_Custom_Event( obj, mutant02, 0, M01_START_ACTING_JDG, 0 ); } if (scientist01 != NULL) { Commands->Send_Custom_Event( obj, scientist01, 0, M01_START_ACTING_JDG, 0 ); } if (scientist02 != NULL) { Commands->Send_Custom_Event( obj, scientist02, 0, M01_START_ACTING_JDG, 0 ); } Commands->Destroy_Object (obj);//one time only zone--cleaning up } } }; DECLARE_SCRIPT(M11_Mutant_TrajectoryBone_JDG, "")// { void Created( GameObject * obj ) { Commands->Enable_Hibernation(obj, false ); Commands->Set_Animation ( obj, "X11E_Trajectory.X11E_Trajectory", false, NULL, 0, 120 ); } void Animation_Complete(GameObject * obj, const char *anim) { if (stricmp(anim, "X11E_Trajectory.X11E_Trajectory") == 0) { Commands->Destroy_Object ( obj ); } } }; DECLARE_SCRIPT(M11_Mutant_ShatterGlass_JDG, "") { void Created( GameObject * obj ) { Commands->Enable_Hibernation(obj, false ); Commands->Set_Animation ( obj, "X11E_Shatter.X11E_Shatter", false, NULL, 0, 120 ); } void Animation_Complete(GameObject * obj, const char *anim) { if (stricmp(anim, "X11E_Shatter.X11E_Shatter") == 0) { Commands->Destroy_Object ( obj ); } } }; DECLARE_SCRIPT(M11_Cryochamber_DestroyedSimple_JDG, "") { void Created( GameObject * obj ) { Vector3 myPosition = Commands->Get_Position ( obj ); Commands->Set_Shield_Type ( obj, "Blamo" ); Commands->Set_Animation_Frame ( obj, "DSP_CRYOBIGD.DSP_CRYOBIGD", 0 ); Commands->Set_Health ( obj, 0.25f ); } void Damaged( GameObject * obj, GameObject * damager, float amount ) { Commands->Set_Animation ( obj, "DSP_CRYOBIGD.DSP_CRYOBIGD", false, NULL, 0, 5 ); Commands->Set_Health ( obj, 0.25f ); } }; /*********************************************************************************************************************** Putting Mutant crypt related scripts here...turn on spawner--turn off spawners etc... ************************************************************************************************************************/ DECLARE_SCRIPT(M11_Turn_On_Mutant_Crypt_Spawners_Zone_JDG, "") { void Entered( GameObject * obj, GameObject * enterer ) { if (enterer == STAR) { GameObject * mutantController = Commands->Find_Object ( M11_MUTANT_CRYPT_SPAWNER_CONTROLLER_JDG ); if (mutantController != NULL) { Commands->Send_Custom_Event ( obj, mutantController, 0, M01_SPAWNER_SPAWN_PLEASE_JDG, 0 ); } Commands->Destroy_Object ( obj );//one time only zone--cleaning up } } }; DECLARE_SCRIPT(M11_Mutant_Crypt_Spawners_Controller_JDG, "")//this guys ID is M11_MUTANT_CRYPT_SPAWNER_CONTROLLER_JDG 100013 { int mutantSpawner01_guy_ID; int mutantSpawner02_guy_ID; int mutantSpawner03_guy_ID; int mutantSpawner04_guy_ID; int mutantSpawner05_guy_ID; int mutantSpawner06_guy_ID; bool okay_to_spawn; REGISTER_VARIABLES() { SAVE_VARIABLE(mutantSpawner01_guy_ID, 1); SAVE_VARIABLE(mutantSpawner02_guy_ID, 2); SAVE_VARIABLE(mutantSpawner03_guy_ID, 3); SAVE_VARIABLE(mutantSpawner04_guy_ID, 4); SAVE_VARIABLE(mutantSpawner05_guy_ID, 5); SAVE_VARIABLE(mutantSpawner06_guy_ID, 6); SAVE_VARIABLE(okay_to_spawn, 7); } void Created( GameObject * obj ) { okay_to_spawn = false; } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (type == 0) { switch (param) { case M01_SPAWNER_SPAWN_PLEASE_JDG: //M00_Select_Empty_Hands { okay_to_spawn = true; GameObject * mutantSpawner01_guy = Commands->Trigger_Spawner( M11_MUTANT_CRYPT_SPAWNER_01_JDG ); Commands->Attach_Script(mutantSpawner01_guy, "M11_MutantCrypt_Spawner02_Guy_JDG", ""); mutantSpawner01_guy_ID = Commands->Get_ID ( mutantSpawner01_guy ); Commands->Attach_Script(mutantSpawner01_guy, "M00_Select_Empty_Hands", ""); GameObject * mutantSpawner02_guy = Commands->Trigger_Spawner( M11_MUTANT_CRYPT_SPAWNER_02_JDG ); Commands->Attach_Script(mutantSpawner02_guy, "M11_MutantCrypt_Spawner02_Guy_JDG", ""); mutantSpawner02_guy_ID = Commands->Get_ID ( mutantSpawner02_guy ); Commands->Attach_Script(mutantSpawner02_guy, "M00_Select_Empty_Hands", ""); GameObject * mutantSpawner03_guy = Commands->Trigger_Spawner( M11_MUTANT_CRYPT_SPAWNER_03_JDG ); Commands->Attach_Script(mutantSpawner03_guy, "M11_MutantCrypt_Spawner03_Guy_JDG", ""); mutantSpawner03_guy_ID = Commands->Get_ID ( mutantSpawner03_guy ); Commands->Attach_Script(mutantSpawner03_guy, "M00_Select_Empty_Hands", ""); GameObject * mutantSpawner04_guy = Commands->Trigger_Spawner( M11_MUTANT_CRYPT_SPAWNER_04_JDG ); Commands->Attach_Script(mutantSpawner04_guy, "M11_MutantCrypt_Spawner04_Guy_JDG", ""); mutantSpawner04_guy_ID = Commands->Get_ID ( mutantSpawner04_guy ); Commands->Attach_Script(mutantSpawner04_guy, "M00_Select_Empty_Hands", ""); GameObject * mutantSpawner05_guy = Commands->Trigger_Spawner( M11_MUTANT_CRYPT_SPAWNER_05_JDG ); Commands->Attach_Script(mutantSpawner05_guy, "M11_MutantCrypt_Spawner05_Guy_JDG", ""); mutantSpawner05_guy_ID = Commands->Get_ID ( mutantSpawner05_guy ); Commands->Attach_Script(mutantSpawner05_guy, "M00_Select_Empty_Hands", ""); GameObject * mutantSpawner06_guy = Commands->Trigger_Spawner( M11_MUTANT_CRYPT_SPAWNER_06_JDG ); Commands->Attach_Script(mutantSpawner06_guy, "M11_MutantCrypt_Spawner06_Guy_JDG", ""); mutantSpawner06_guy_ID = Commands->Get_ID ( mutantSpawner06_guy ); Commands->Attach_Script(mutantSpawner06_guy, "M00_Select_Empty_Hands", ""); } break; case M01_QUIT_SPAWNING_PLEASE_JDG: { okay_to_spawn = false; } break; case M01_SPAWNER_IS_DEAD_JDG: { if (okay_to_spawn == true) { GameObject * mutantSpawner01_guy = Commands->Find_Object ( mutantSpawner01_guy_ID ); GameObject * mutantSpawner02_guy = Commands->Find_Object ( mutantSpawner02_guy_ID ); GameObject * mutantSpawner03_guy = Commands->Find_Object ( mutantSpawner03_guy_ID ); GameObject * mutantSpawner04_guy = Commands->Find_Object ( mutantSpawner04_guy_ID ); GameObject * mutantSpawner05_guy = Commands->Find_Object ( mutantSpawner05_guy_ID ); GameObject * mutantSpawner06_guy = Commands->Find_Object ( mutantSpawner06_guy_ID ); if (sender == mutantSpawner01_guy) { GameObject * newMutantSpawner01_guy = Commands->Trigger_Spawner( M11_MUTANT_CRYPT_SPAWNER_01_JDG ); Commands->Attach_Script(newMutantSpawner01_guy, "M11_MutantCrypt_Spawner02_Guy_JDG", ""); mutantSpawner01_guy_ID = Commands->Get_ID ( newMutantSpawner01_guy ); Commands->Attach_Script(mutantSpawner01_guy, "M00_Select_Empty_Hands", ""); } else if (sender == mutantSpawner02_guy) { GameObject * newMutantSpawner02_guy = Commands->Trigger_Spawner( M11_MUTANT_CRYPT_SPAWNER_02_JDG ); Commands->Attach_Script(newMutantSpawner02_guy, "M11_MutantCrypt_Spawner02_Guy_JDG", ""); mutantSpawner02_guy_ID = Commands->Get_ID ( newMutantSpawner02_guy ); Commands->Attach_Script(mutantSpawner02_guy, "M00_Select_Empty_Hands", ""); } else if (sender == mutantSpawner03_guy) { GameObject * newMutantSpawner03_guy = Commands->Trigger_Spawner( M11_MUTANT_CRYPT_SPAWNER_03_JDG ); Commands->Attach_Script(newMutantSpawner03_guy, "M11_MutantCrypt_Spawner03_Guy_JDG", ""); mutantSpawner03_guy_ID = Commands->Get_ID ( newMutantSpawner03_guy ); Commands->Attach_Script(mutantSpawner03_guy, "M00_Select_Empty_Hands", ""); } else if (sender == mutantSpawner04_guy) { GameObject * newMutantSpawner04_guy = Commands->Trigger_Spawner( M11_MUTANT_CRYPT_SPAWNER_04_JDG ); Commands->Attach_Script(newMutantSpawner04_guy, "M11_MutantCrypt_Spawner04_Guy_JDG", ""); mutantSpawner04_guy_ID = Commands->Get_ID ( newMutantSpawner04_guy ); Commands->Attach_Script(mutantSpawner04_guy, "M00_Select_Empty_Hands", ""); } else if (sender == mutantSpawner05_guy) { GameObject * newMutantSpawner05_guy = Commands->Trigger_Spawner( M11_MUTANT_CRYPT_SPAWNER_05_JDG ); Commands->Attach_Script(newMutantSpawner05_guy, "M11_MutantCrypt_Spawner05_Guy_JDG", ""); mutantSpawner05_guy_ID = Commands->Get_ID ( newMutantSpawner05_guy ); Commands->Attach_Script(mutantSpawner05_guy, "M00_Select_Empty_Hands", ""); } else if (sender == mutantSpawner06_guy) { GameObject * newMutantSpawner06_guy = Commands->Trigger_Spawner( M11_MUTANT_CRYPT_SPAWNER_06_JDG ); Commands->Attach_Script(newMutantSpawner06_guy, "M11_MutantCrypt_Spawner06_Guy_JDG", ""); mutantSpawner06_guy_ID = Commands->Get_ID ( newMutantSpawner06_guy ); Commands->Attach_Script(mutantSpawner06_guy, "M00_Select_Empty_Hands", ""); } } } break; } } } }; DECLARE_SCRIPT(M11_MutantCrypt_Spawner06_Guy_JDG, "")//this one has been fixed for wacky findpath bug { typedef enum { IDLE, ATTACKING, DEAD, } M11_Mutant_State; M11_Mutant_State myState; REGISTER_VARIABLES() { SAVE_VARIABLE(myState, 1); } void Created( GameObject * obj ) { Commands->Select_Weapon(obj, NULL ); myState = IDLE; float delayTimer = Commands->Get_Random ( 10, 20 ); Commands->Send_Custom_Event ( obj, obj, 0, M01_START_ACTING_JDG, delayTimer ); Commands->Send_Custom_Event ( obj, obj, 0, M01_PICK_A_NEW_LOCATION_JDG, 0 ); } void Killed( GameObject * obj, GameObject * killer ) { myState = DEAD; GameObject * mutantController = Commands->Find_Object ( M11_MUTANT_CRYPT_SPAWNER_CONTROLLER_JDG ); if (mutantController != NULL) { Commands->Send_Custom_Event ( obj, mutantController, 0, M01_SPAWNER_IS_DEAD_JDG, 0 ); } } void Enemy_Seen( GameObject * obj, GameObject * enemy ) { if (obj && enemy == STAR && myState == IDLE)// { myState = ATTACKING; char *soundName = M11_Choose_Mutant_Alerted_Sound ( ); Vector3 myPosition = Commands->Get_Position ( obj ); Commands->Create_Sound ( soundName, myPosition, obj ); Commands->Send_Custom_Event( obj, obj, 0, M01_HUNT_THE_PLAYER_JDG, 1 ); Commands->Create_Logical_Sound (obj, M11_MUTANT_IS_NEARBY_JDG, myPosition, 50 ); } } void Sound_Heard( GameObject * obj, const CombatSound & sound ) { if ( sound.Type == M11_MUTANT_IS_NEARBY_JDG ) { Commands->Send_Custom_Event( obj, obj, 0, M01_HUNT_THE_PLAYER_JDG, 1 ); } } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M01_START_ACTING_JDG) { if (obj && myState == IDLE) { char *soundName = M11_Choose_Mutant_Idle_Sound ( ); Vector3 myPosition = Commands->Get_Position ( obj ); Commands->Create_Sound ( soundName, myPosition, obj ); float delayTimer = Commands->Get_Random ( 10, 20 ); Commands->Send_Custom_Event ( obj, obj, 0, M01_START_ACTING_JDG, delayTimer ); } else if (obj && myState != DEAD) { char *soundName = M11_Choose_Mutant_Attack_Sound ( ); Vector3 myPosition = Commands->Get_Position ( obj ); Commands->Create_Sound ( soundName, myPosition, obj ); float delayTimer = Commands->Get_Random ( 0, 10 ); Commands->Send_Custom_Event ( obj, obj, 0, M01_START_ACTING_JDG, delayTimer ); } } else if (obj && param == M01_PICK_A_NEW_LOCATION_JDG) { ActionParamsStruct params; params.Set_Basic(this, 80, M01_PICK_A_NEW_LOCATION_JDG); params.Set_Movement( Vector3(66.505f, 47.147f, -62.686f), .1f, 1 ); Commands->Action_Goto( obj, params ); } else if (obj && param == M01_HUNT_THE_PLAYER_JDG) { if (STAR) { ActionParamsStruct params; params.Set_Basic(this, 100, M01_HUNT_THE_PLAYER_JDG); params.Set_Movement(STAR, 2, 1); Commands->Action_Goto ( obj, params ); } else { Commands->Send_Custom_Event( obj, obj, 0, M01_HUNT_THE_PLAYER_JDG, 1 ); } } } void Action_Complete( GameObject * obj, int action_id, ActionCompleteReason complete_reason ) { ActionParamsStruct params; if (complete_reason == ACTION_COMPLETE_NORMAL) { if (obj && action_id == M01_PICK_A_NEW_LOCATION_JDG) { ActionParamsStruct params; params.Set_Basic(this, 80, M01_WALKING_WAYPATH_01_JDG); params.Set_Movement( Vector3(0,0,0), .1f, 1 ); int random = Commands->Get_Random_Int(0, 3); if (random == 0) { params.WaypathID = 100021; params.WaypointStartID = 100022; params.WaypointEndID = 100028; } else if (random == 1) { params.WaypathID = 100021; params.WaypointStartID = 100028; params.WaypointEndID = 100022; } else { params.WaypathID = 100030; params.WaypointStartID = 100031; params.WaypointEndID = 100040; } Commands->Action_Goto( obj, params ); } else if (obj && action_id == M01_WALKING_WAYPATH_01_JDG) { char *animationName = M01_Choose_Idle_Animation ( ); params.Set_Basic( this, 60, M01_DOING_ANIMATION_01_JDG ); params.Set_Animation (animationName, false); Commands->Action_Play_Animation (obj, params); } else if (obj && action_id == M01_DOING_ANIMATION_01_JDG) { params.Set_Basic(this, 80, M01_PICK_A_NEW_LOCATION_JDG); params.Set_Movement( Vector3(66.505f, 47.147f, -62.686f), .1f, 1 ); Commands->Action_Goto( obj, params ); } else if (obj && action_id == M01_HUNT_THE_PLAYER_JDG) { if (STAR) { char *soundName = M11_Choose_Mutant_Attack_Sound ( ); Vector3 myPosition = Commands->Get_Position ( obj ); Commands->Create_Sound ( soundName, myPosition, obj ); char *animationName = M11_Choose_Mutant_Attack_Animation ( ); params.Set_Basic( this, 100, M01_DOING_ANIMATION_01_JDG ); params.Set_Animation (animationName, false); Commands->Action_Play_Animation (obj, params); Commands->Apply_Damage( STAR, 5, "TiberiumRaw", obj ); Commands->Send_Custom_Event( obj, obj, 0, M01_HUNT_THE_PLAYER_JDG, 1 ); } } } } }; DECLARE_SCRIPT(M11_MutantCrypt_Spawner05_Guy_JDG, "") { typedef enum { IDLE, ATTACKING, DEAD, } M11_Mutant_State; M11_Mutant_State myState; REGISTER_VARIABLES() { SAVE_VARIABLE(myState, 1); } void Created( GameObject * obj ) { Commands->Select_Weapon(obj, NULL ); myState = IDLE; float delayTimer = Commands->Get_Random ( 10, 20 ); Commands->Send_Custom_Event ( obj, obj, 0, M01_START_ACTING_JDG, delayTimer ); Commands->Send_Custom_Event ( obj, obj, 0, M01_PICK_A_NEW_LOCATION_JDG, 0 ); } void Killed( GameObject * obj, GameObject * killer ) { myState = DEAD; GameObject * mutantController = Commands->Find_Object ( M11_MUTANT_CRYPT_SPAWNER_CONTROLLER_JDG ); if (mutantController != NULL) { Commands->Send_Custom_Event ( obj, mutantController, 0, M01_SPAWNER_IS_DEAD_JDG, 0 ); } } void Enemy_Seen( GameObject * obj, GameObject * enemy ) { if (obj && enemy == STAR && myState == IDLE)// { myState = ATTACKING; char *soundName = M11_Choose_Mutant_Alerted_Sound ( ); Vector3 myPosition = Commands->Get_Position ( obj ); Commands->Create_Sound ( soundName, myPosition, obj ); Commands->Send_Custom_Event( obj, obj, 0, M01_HUNT_THE_PLAYER_JDG, 1 ); Commands->Create_Logical_Sound (obj, M11_MUTANT_IS_NEARBY_JDG, myPosition, 50 ); } } void Sound_Heard( GameObject * obj, const CombatSound & sound ) { if ( sound.Type == M11_MUTANT_IS_NEARBY_JDG ) { Commands->Send_Custom_Event( obj, obj, 0, M01_HUNT_THE_PLAYER_JDG, 1 ); } } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M01_START_ACTING_JDG) { if (obj && myState == IDLE) { char *soundName = M11_Choose_Mutant_Idle_Sound ( ); Vector3 myPosition = Commands->Get_Position ( obj ); Commands->Create_Sound ( soundName, myPosition, obj ); float delayTimer = Commands->Get_Random ( 10, 20 ); Commands->Send_Custom_Event ( obj, obj, 0, M01_START_ACTING_JDG, delayTimer ); } else if (obj && myState != DEAD) { char *soundName = M11_Choose_Mutant_Attack_Sound ( ); Vector3 myPosition = Commands->Get_Position ( obj ); Commands->Create_Sound ( soundName, myPosition, obj ); float delayTimer = Commands->Get_Random ( 0, 10 ); Commands->Send_Custom_Event ( obj, obj, 0, M01_START_ACTING_JDG, delayTimer ); } } else if (obj && param == M01_PICK_A_NEW_LOCATION_JDG) { ActionParamsStruct params; params.Set_Basic(this, 80, M01_PICK_A_NEW_LOCATION_JDG); params.Set_Movement( Vector3(27.367f, 18.382f, -63.748f), .1f, 1 ); Commands->Action_Goto( obj, params ); } else if (obj && param == M01_HUNT_THE_PLAYER_JDG) { if (STAR) { ActionParamsStruct params; params.Set_Basic(this, 100, M01_HUNT_THE_PLAYER_JDG); params.Set_Movement(STAR, 2, 1); Commands->Action_Goto ( obj, params ); } else { Commands->Send_Custom_Event( obj, obj, 0, M01_HUNT_THE_PLAYER_JDG, 1 ); } } } void Action_Complete( GameObject * obj, int action_id, ActionCompleteReason complete_reason ) { ActionParamsStruct params; if (complete_reason == ACTION_COMPLETE_NORMAL) { if (obj && action_id == M01_PICK_A_NEW_LOCATION_JDG) { params.Set_Basic(this, 80, M01_WALKING_WAYPATH_01_JDG); params.Set_Movement( Vector3(0,0,0), .1f, 1 ); int random = Commands->Get_Random_Int(0, 4); if (random == 0) { params.WaypathID = 100041; params.WaypointStartID = 100042; params.WaypointEndID = 100049; } else if (random == 1) { params.WaypathID = 100041; params.WaypointStartID = 100049; params.WaypointEndID = 100042; } else if (random == 3) { params.WaypathID = 100051; params.WaypointStartID = 100052; params.WaypointEndID = 100061; } else { params.WaypathID = 100051; params.WaypointStartID = 100061; params.WaypointEndID = 100052; } Commands->Action_Goto( obj, params ); } else if (obj && action_id == M01_WALKING_WAYPATH_01_JDG) { char *animationName = M01_Choose_Idle_Animation ( ); params.Set_Basic( this, 60, M01_DOING_ANIMATION_01_JDG ); params.Set_Animation (animationName, false); Commands->Action_Play_Animation (obj, params); } else if (obj && action_id == M01_DOING_ANIMATION_01_JDG) { params.Set_Basic(this, 80, M01_PICK_A_NEW_LOCATION_JDG); params.Set_Movement( Vector3(27.367f, 18.382f, -63.748f), .1f, 1 ); Commands->Action_Goto( obj, params ); } else if (obj && action_id == M01_HUNT_THE_PLAYER_JDG) { if (STAR) { char *soundName = M11_Choose_Mutant_Attack_Sound ( ); Vector3 myPosition = Commands->Get_Position ( obj ); Commands->Create_Sound ( soundName, myPosition, obj ); char *animationName = M11_Choose_Mutant_Attack_Animation ( ); params.Set_Basic( this, 100, M01_DOING_ANIMATION_01_JDG ); params.Set_Animation (animationName, false); Commands->Action_Play_Animation (obj, params); Commands->Apply_Damage( STAR, 5, "TiberiumRaw", obj ); Commands->Send_Custom_Event( obj, obj, 0, M01_HUNT_THE_PLAYER_JDG, 1 ); } } } } }; DECLARE_SCRIPT(M11_MutantCrypt_Spawner04_Guy_JDG, "") { typedef enum { IDLE, ATTACKING, DEAD, } M11_Mutant_State; M11_Mutant_State myState; REGISTER_VARIABLES() { SAVE_VARIABLE(myState, 1); } void Created( GameObject * obj ) { Commands->Select_Weapon(obj, NULL ); myState = IDLE; float delayTimer = Commands->Get_Random ( 10, 20 ); Commands->Send_Custom_Event ( obj, obj, 0, M01_START_ACTING_JDG, delayTimer ); ActionParamsStruct params; params.Set_Basic(this, 80, M01_PICK_A_NEW_LOCATION_JDG); params.Set_Movement( Vector3(5.531f, -10.830f, -63.749f), .1f, 1 ); Commands->Action_Goto( obj, params ); } void Killed( GameObject * obj, GameObject * killer ) { myState = DEAD; GameObject * mutantController = Commands->Find_Object ( M11_MUTANT_CRYPT_SPAWNER_CONTROLLER_JDG ); if (mutantController != NULL) { Commands->Send_Custom_Event ( obj, mutantController, 0, M01_SPAWNER_IS_DEAD_JDG, 0 ); } } void Enemy_Seen( GameObject * obj, GameObject * enemy ) { if (obj && enemy == STAR && myState == IDLE)// { myState = ATTACKING; char *soundName = M11_Choose_Mutant_Alerted_Sound ( ); Vector3 myPosition = Commands->Get_Position ( obj ); Commands->Create_Sound ( soundName, myPosition, obj ); Commands->Send_Custom_Event( obj, obj, 0, M01_HUNT_THE_PLAYER_JDG, 1 ); Commands->Create_Logical_Sound (obj, M11_MUTANT_IS_NEARBY_JDG, myPosition, 50 ); } } void Sound_Heard( GameObject * obj, const CombatSound & sound ) { if ( sound.Type == M11_MUTANT_IS_NEARBY_JDG ) { Commands->Send_Custom_Event( obj, obj, 0, M01_HUNT_THE_PLAYER_JDG, 1 ); } } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M01_START_ACTING_JDG) { if (obj && myState == IDLE) { char *soundName = M11_Choose_Mutant_Idle_Sound ( ); Vector3 myPosition = Commands->Get_Position ( obj ); Commands->Create_Sound ( soundName, myPosition, obj ); float delayTimer = Commands->Get_Random ( 10, 20 ); Commands->Send_Custom_Event ( obj, obj, 0, M01_START_ACTING_JDG, delayTimer ); } else if (obj && myState != DEAD) { char *soundName = M11_Choose_Mutant_Attack_Sound ( ); Vector3 myPosition = Commands->Get_Position ( obj ); Commands->Create_Sound ( soundName, myPosition, obj ); float delayTimer = Commands->Get_Random ( 0, 10 ); Commands->Send_Custom_Event ( obj, obj, 0, M01_START_ACTING_JDG, delayTimer ); } } else if (obj && param == M01_HUNT_THE_PLAYER_JDG) { if (STAR) { ActionParamsStruct params; params.Set_Basic(this, 100, M01_HUNT_THE_PLAYER_JDG); params.Set_Movement(STAR, 2, 1); Commands->Action_Goto ( obj, params ); } else { Commands->Send_Custom_Event( obj, obj, 0, M01_HUNT_THE_PLAYER_JDG, 1 ); } } } void Action_Complete( GameObject * obj, int action_id, ActionCompleteReason complete_reason ) { ActionParamsStruct params; if (complete_reason == ACTION_COMPLETE_NORMAL) { if (obj && action_id == M01_PICK_A_NEW_LOCATION_JDG) { params.Set_Basic(this, 80, M01_PICK_A_NEW_LOCATION_JDG); params.Set_Movement( Vector3(0,0,0), .1f, 1 ); params.WaypathID = 100063; Commands->Action_Goto( obj, params ); } else if (obj && action_id == M01_HUNT_THE_PLAYER_JDG) { if (STAR) { char *soundName = M11_Choose_Mutant_Attack_Sound ( ); Vector3 myPosition = Commands->Get_Position ( obj ); Commands->Create_Sound ( soundName, myPosition, obj ); char *animationName = M11_Choose_Mutant_Attack_Animation ( ); params.Set_Basic( this, 100, M01_DOING_ANIMATION_01_JDG ); params.Set_Animation (animationName, false); Commands->Action_Play_Animation (obj, params); Commands->Apply_Damage( STAR, 5, "TiberiumRaw", obj ); Commands->Send_Custom_Event( obj, obj, 0, M01_HUNT_THE_PLAYER_JDG, 1 ); } } } } }; DECLARE_SCRIPT(M11_MutantCrypt_Spawner03_Guy_JDG, "") { typedef enum { IDLE, ATTACKING, DEAD, } M11_Mutant_State; M11_Mutant_State myState; REGISTER_VARIABLES() { SAVE_VARIABLE(myState, 1); } void Created( GameObject * obj ) { Commands->Select_Weapon(obj, NULL ); myState = IDLE; float delayTimer = Commands->Get_Random ( 10, 20 ); Commands->Send_Custom_Event ( obj, obj, 0, M01_START_ACTING_JDG, delayTimer ); Commands->Send_Custom_Event ( obj, obj, 0, M01_PICK_A_NEW_LOCATION_JDG, 0 ); } void Killed( GameObject * obj, GameObject * killer ) { myState = DEAD; GameObject * mutantController = Commands->Find_Object ( M11_MUTANT_CRYPT_SPAWNER_CONTROLLER_JDG ); if (mutantController != NULL) { Commands->Send_Custom_Event ( obj, mutantController, 0, M01_SPAWNER_IS_DEAD_JDG, 0 ); } } void Enemy_Seen( GameObject * obj, GameObject * enemy ) { if (obj && enemy == STAR && myState == IDLE)// { myState = ATTACKING; char *soundName = M11_Choose_Mutant_Alerted_Sound ( ); Vector3 myPosition = Commands->Get_Position ( obj ); Commands->Create_Sound ( soundName, myPosition, obj ); Commands->Send_Custom_Event( obj, obj, 0, M01_HUNT_THE_PLAYER_JDG, 1 ); Commands->Create_Logical_Sound (obj, M11_MUTANT_IS_NEARBY_JDG, myPosition, 50 ); } } void Sound_Heard( GameObject * obj, const CombatSound & sound ) { if ( sound.Type == M11_MUTANT_IS_NEARBY_JDG ) { Commands->Send_Custom_Event( obj, obj, 0, M01_HUNT_THE_PLAYER_JDG, 1 ); } } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M01_START_ACTING_JDG) { if (obj && myState == IDLE) { char *soundName = M11_Choose_Mutant_Idle_Sound ( ); Vector3 myPosition = Commands->Get_Position ( obj ); Commands->Create_Sound ( soundName, myPosition, obj ); float delayTimer = Commands->Get_Random ( 10, 20 ); Commands->Send_Custom_Event ( obj, obj, 0, M01_START_ACTING_JDG, delayTimer ); } else if (obj && myState != DEAD) { char *soundName = M11_Choose_Mutant_Attack_Sound ( ); Vector3 myPosition = Commands->Get_Position ( obj ); Commands->Create_Sound ( soundName, myPosition, obj ); float delayTimer = Commands->Get_Random ( 0, 10 ); Commands->Send_Custom_Event ( obj, obj, 0, M01_START_ACTING_JDG, delayTimer ); } } else if (obj && param == M01_PICK_A_NEW_LOCATION_JDG) { ActionParamsStruct params; params.Set_Basic(this, 80, M01_PICK_A_NEW_LOCATION_JDG); params.Set_Movement( Vector3(-15.128f, 17.965f, -63.748f), .1f, 1 ); Commands->Action_Goto( obj, params ); } else if (obj && param == M01_HUNT_THE_PLAYER_JDG) { if (STAR) { ActionParamsStruct params; params.Set_Basic(this, 100, M01_HUNT_THE_PLAYER_JDG); params.Set_Movement(STAR, 2, 1); Commands->Action_Goto ( obj, params ); } else { Commands->Send_Custom_Event( obj, obj, 0, M01_HUNT_THE_PLAYER_JDG, 1 ); } } } void Action_Complete( GameObject * obj, int action_id, ActionCompleteReason complete_reason ) { ActionParamsStruct params; if (complete_reason == ACTION_COMPLETE_NORMAL) { if (obj && action_id == M01_PICK_A_NEW_LOCATION_JDG) { ActionParamsStruct params; params.Set_Basic(this, 80, M01_WALKING_WAYPATH_01_JDG); params.Set_Movement( Vector3(0,0,0), .1f, 1 ); int random = Commands->Get_Random_Int(0, 4); if (random == 0) { params.WaypathID = 100076; params.WaypointStartID = 100077; params.WaypointEndID = 100085; } else if (random == 1) { params.WaypathID = 100087; params.WaypointStartID = 100088; params.WaypointEndID = 100096; } else if (random == 3) { params.WaypathID = 100076; params.WaypointStartID = 100085; params.WaypointEndID = 100077; } else { params.WaypathID = 100087; params.WaypointStartID = 100096; params.WaypointEndID = 100088; } Commands->Action_Goto( obj, params ); } else if (obj && action_id == M01_WALKING_WAYPATH_01_JDG) { char *animationName = M01_Choose_Idle_Animation ( ); params.Set_Basic( this, 60, M01_DOING_ANIMATION_01_JDG ); params.Set_Animation (animationName, false); Commands->Action_Play_Animation (obj, params); } else if (obj && action_id == M01_DOING_ANIMATION_01_JDG) { ActionParamsStruct params; params.Set_Basic(this, 80, M01_PICK_A_NEW_LOCATION_JDG); params.Set_Movement( Vector3(-15.128f, 17.965f, -63.748f), .1f, 1 ); Commands->Action_Goto( obj, params ); } else if (obj && action_id == M01_HUNT_THE_PLAYER_JDG) { if (STAR) { char *soundName = M11_Choose_Mutant_Attack_Sound ( ); Vector3 myPosition = Commands->Get_Position ( obj ); Commands->Create_Sound ( soundName, myPosition, obj ); char *animationName = M11_Choose_Mutant_Attack_Animation ( ); params.Set_Basic( this, 100, M01_DOING_ANIMATION_01_JDG ); params.Set_Animation (animationName, false); Commands->Action_Play_Animation (obj, params); Commands->Apply_Damage( STAR, 5, "TiberiumRaw", obj ); Commands->Send_Custom_Event( obj, obj, 0, M01_HUNT_THE_PLAYER_JDG, 1 ); } } } } }; DECLARE_SCRIPT(M11_MutantCrypt_Spawner02_Guy_JDG, "")//this script goes on mutant 1 and 2--just hunting player with this guy { typedef enum { IDLE, ATTACKING, DEAD, } M11_Mutant_State; M11_Mutant_State myState; REGISTER_VARIABLES() { SAVE_VARIABLE(myState, 1); } void Created( GameObject * obj ) { Commands->Select_Weapon(obj, NULL ); myState = IDLE; float delayTimer = Commands->Get_Random ( 10, 20 ); Commands->Send_Custom_Event ( obj, obj, 0, M01_START_ACTING_JDG, delayTimer ); ActionParamsStruct params; params.Set_Basic(this, 80, M01_PICK_A_NEW_LOCATION_JDG); params.Set_Movement( STAR, .1f, 1 ); Commands->Action_Goto( obj, params ); } void Killed( GameObject * obj, GameObject * killer ) { myState = DEAD; GameObject * mutantController = Commands->Find_Object ( M11_MUTANT_CRYPT_SPAWNER_CONTROLLER_JDG ); if (mutantController != NULL) { Commands->Send_Custom_Event ( obj, mutantController, 0, M01_SPAWNER_IS_DEAD_JDG, 0 ); } } void Enemy_Seen( GameObject * obj, GameObject * enemy ) { if (obj && enemy == STAR && myState == IDLE)// { myState = ATTACKING; char *soundName = M11_Choose_Mutant_Alerted_Sound ( ); Vector3 myPosition = Commands->Get_Position ( obj ); Commands->Create_Sound ( soundName, myPosition, obj ); Commands->Send_Custom_Event( obj, obj, 0, M01_HUNT_THE_PLAYER_JDG, 1 ); Commands->Create_Logical_Sound (obj, M11_MUTANT_IS_NEARBY_JDG, myPosition, 50 ); } } void Sound_Heard( GameObject * obj, const CombatSound & sound ) { if ( sound.Type == M11_MUTANT_IS_NEARBY_JDG ) { Commands->Send_Custom_Event( obj, obj, 0, M01_HUNT_THE_PLAYER_JDG, 1 ); } } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M01_START_ACTING_JDG) { if (obj && myState == IDLE) { char *soundName = M11_Choose_Mutant_Idle_Sound ( ); Vector3 myPosition = Commands->Get_Position ( obj ); Commands->Create_Sound ( soundName, myPosition, obj ); float delayTimer = Commands->Get_Random ( 10, 20 ); Commands->Send_Custom_Event ( obj, obj, 0, M01_START_ACTING_JDG, delayTimer ); } else if (obj && myState != DEAD) { char *soundName = M11_Choose_Mutant_Attack_Sound ( ); Vector3 myPosition = Commands->Get_Position ( obj ); Commands->Create_Sound ( soundName, myPosition, obj ); float delayTimer = Commands->Get_Random ( 0, 10 ); Commands->Send_Custom_Event ( obj, obj, 0, M01_START_ACTING_JDG, delayTimer ); } } else if (obj && param == M01_HUNT_THE_PLAYER_JDG) { if (STAR) { ActionParamsStruct params; params.Set_Basic(this, 100, M01_HUNT_THE_PLAYER_JDG); params.Set_Movement(STAR, 2, 1); Commands->Action_Goto ( obj, params ); } else { Commands->Send_Custom_Event( obj, obj, 0, M01_HUNT_THE_PLAYER_JDG, 1 ); } } } void Action_Complete( GameObject * obj, int action_id, ActionCompleteReason complete_reason ) { ActionParamsStruct params; if (complete_reason == ACTION_COMPLETE_NORMAL) { if (obj && action_id == M01_HUNT_THE_PLAYER_JDG) { if (STAR) { char *soundName = M11_Choose_Mutant_Attack_Sound ( ); Vector3 myPosition = Commands->Get_Position ( obj ); Commands->Create_Sound ( soundName, myPosition, obj ); char *animationName = M11_Choose_Mutant_Attack_Animation ( ); params.Set_Basic( this, 100, M01_DOING_ANIMATION_01_JDG ); params.Set_Animation (animationName, false); Commands->Action_Play_Animation (obj, params); Commands->Apply_Damage( STAR, 5, "TiberiumRaw", obj ); Commands->Send_Custom_Event( obj, obj, 0, M01_HUNT_THE_PLAYER_JDG, 1 ); } } } } }; /*********************************************************************************************************************** Putting POWERCORE related scripts here ************************************************************************************************************************/ DECLARE_SCRIPT(M11_PowerCore_WanderingMutant_JDG, "")// { void Created( GameObject * obj ) { Vector3 myPosition = Commands->Get_Position ( obj ); GameObject * myTarget = Commands->Find_Closest_Soldier ( myPosition, 0, 50, true ); if (myTarget != NULL) { ActionParamsStruct params; params.Set_Basic( this, 95, M01_WALKING_WAYPATH_01_JDG ); params.Set_Movement( myTarget, RUN, .25f ); Commands->Action_Goto( obj, params ); } } }; DECLARE_SCRIPT(M11_PowerCore_WanderingMutantSpawner_JDG, "")// { void Created( GameObject * obj ) { Commands->Enable_Hibernation( obj, false ); Commands->Send_Custom_Event( obj, obj, 0, M01_MODIFY_YOUR_ACTION_JDG, 30 ); ActionParamsStruct params; params.Set_Basic( this, 100, M01_HUNT_THE_PLAYER_JDG ); params.Set_Movement( STAR, 1.0f, 1.0f ); Commands->Action_Goto( obj, params ); } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (obj && param == M01_HUNT_THE_PLAYER_JDG) { if (STAR) { ActionParamsStruct params; params.Set_Basic(this, 100, M01_HUNT_THE_PLAYER_JDG); params.Set_Movement(STAR, 1.0f, 1); Commands->Action_Goto ( obj, params ); } else { Commands->Send_Custom_Event( obj, obj, 0, M01_HUNT_THE_PLAYER_JDG, 1 ); } } else if (obj && param == M01_MODIFY_YOUR_ACTION_JDG) { Commands->Enable_Hibernation( obj, true ); } } void Action_Complete( GameObject * obj, int action_id, ActionCompleteReason complete_reason ) { ActionParamsStruct params; if (complete_reason == ACTION_COMPLETE_NORMAL) { if (obj && action_id == M01_HUNT_THE_PLAYER_JDG) { if (STAR) { char *soundName = M11_Choose_Mutant_Attack_Sound ( ); Vector3 myPosition = Commands->Get_Position ( obj ); Commands->Create_Sound ( soundName, myPosition, obj ); char *animationName = M11_Choose_Mutant_Attack_Animation ( ); params.Set_Basic( this, 100, M01_DOING_ANIMATION_01_JDG ); params.Set_Animation (animationName, false); Commands->Action_Play_Animation (obj, params); Commands->Apply_Damage( STAR, 5, "TiberiumRaw", obj ); Commands->Send_Custom_Event( obj, obj, 0, M01_HUNT_THE_PLAYER_JDG, 1 ); } } } } }; DECLARE_SCRIPT(M11_PowerCore_StealthSoldier_Group2_JDG, "") { void Created( GameObject * obj ) { Commands->Set_Innate_Is_Stationary ( obj, true ); Commands->Enable_Stealth(obj, true); Commands->Innate_Disable(obj); } void Sound_Heard( GameObject * obj, const CombatSound & sound ) { if (sound.Creator == STAR) { Commands->Set_Innate_Is_Stationary ( obj, false ); } } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (type == 0) { if (param == M01_START_ACTING_JDG) { Commands->Innate_Enable(obj); } } } void Killed( GameObject * obj, GameObject * killer ) { Vector3 powerupSpawnLocation = Commands->Get_Position (obj ); powerupSpawnLocation.Z += 0.75f; char *powerups[2] = { //this is a list of potential powerups to be dropped by destroyed security turrets "POW_Health_100", "POW_Armor_100", }; int random = Commands->Get_Random_Int(0, 2); Commands->Create_Object ( powerups[random], powerupSpawnLocation ); } }; DECLARE_SCRIPT(M11_PowerCore_StealthSoldier_JDG, "")// { void Created( GameObject * obj ) { ActionParamsStruct params; params.Set_Basic(this, 100, M01_HUNT_THE_PLAYER_JDG); params.Set_Movement(STAR, RUN, 10); Commands->Action_Goto ( obj, params ); } }; DECLARE_SCRIPT(M11_PowerCore_Initial_StealthSoldier_JDG, "")// { void Created( GameObject * obj ) { Commands->Innate_Disable(obj); Commands->Enable_Stealth(obj, false); } void Enemy_Seen( GameObject * obj, GameObject * enemy ) { if (enemy == STAR) { Commands->Enable_Stealth(obj, true); } } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M01_START_ACTING_JDG) { Commands->Innate_Enable(obj); Vector3 myPosition = Commands->Get_Position ( obj ); Commands->Create_Sound ( "CnC_Cloaking", myPosition, obj ); Commands->Set_Innate_Is_Stationary ( obj, true ); } } }; DECLARE_SCRIPT(M11_PowerCore_Powerup_Zone_JDG, "")// { bool spawnClearance; REGISTER_VARIABLES() { SAVE_VARIABLE(spawnClearance, 1); } void Created( GameObject * obj ) { spawnClearance = true; } void Entered( GameObject * obj, GameObject * enterer ) { if (enterer == STAR && spawnClearance == true) { spawnClearance = false; Commands->Send_Custom_Event( obj, obj, 0, M01_MODIFY_YOUR_ACTION_JDG, 15 ); float delayTimer = Commands->Get_Random ( 0, 5 ); Commands->Send_Custom_Event( obj, obj, 0, M01_SPAWNER_SPAWN_PLEASE_JDG, delayTimer ); } } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M01_MODIFY_YOUR_ACTION_JDG) { spawnClearance = true; } else if (param == M01_SPAWNER_SPAWN_PLEASE_JDG)//give powerup { Vector3 powerupSpawnLocation (-5.568f, 57.285f, -38.736f); char *powerups[9] = { //this is a list of potential powerups to be dropped by destroyed security turrets "POW_Health_100", "POW_Armor_100", "POW_RocketLauncher_Player", "POW_SniperRifle_Player", "POW_TiberiumFlechetteGun_Player", "POW_LaserChaingun_Player", "POW_GrenadeLauncher_Player", "POW_LaserRifle_Player", "POW_TiberiumAutoRifle_Player", //more to be added later }; int random = Commands->Get_Random_Int(0, 9); Commands->Create_Object ( powerups[random], powerupSpawnLocation ); } } }; DECLARE_SCRIPT(M11_PowerCore_EntryZone_JDG, "") { //THESE ARE THE GUYS YOU CONTROL //M11_POWERCORE_INITAL_STEALTHGUY01_JDG 100536 //M11_POWERCORE_INITAL_STEALTHGUY02_JDG 100537 //M11_POWERCORE_INITAL_STEALTHGUY03_JDG 100538 void Entered( GameObject * obj, GameObject * enterer ) { if (enterer == STAR) { //deleting the two "There's Sydney!" zones once entered into powercore GameObject * zone01 = Commands->Find_Object ( 101327 ); GameObject * zone02 = Commands->Find_Object ( 101328 ); if (zone01 != NULL) { Commands->Destroy_Object ( zone01 ); } if (zone02 != NULL) { Commands->Destroy_Object ( zone02 ); } GameObject * stealthGuy01 = Commands->Find_Object ( M11_POWERCORE_INITAL_STEALTHGUY01_JDG ); GameObject * stealthGuy02 = Commands->Find_Object ( M11_POWERCORE_INITAL_STEALTHGUY02_JDG ); GameObject * stealthGuy03 = Commands->Find_Object ( M11_POWERCORE_INITAL_STEALTHGUY03_JDG ); GameObject * stealthGuy04 = Commands->Find_Object ( 100662 ); GameObject * stealthGuy05 = Commands->Find_Object ( 100663 ); GameObject * stealthGuy06 = Commands->Find_Object ( 100664 ); GameObject * stealthGuy07 = Commands->Find_Object ( 100665 ); GameObject * stealthGuy08 = Commands->Find_Object ( 100666 ); GameObject * stealthGuy09 = Commands->Find_Object ( 100667 ); if (stealthGuy01 != NULL) { Commands->Send_Custom_Event( obj, stealthGuy01, 0, M01_START_ACTING_JDG, 0 ); } if (stealthGuy02 != NULL) { Commands->Send_Custom_Event( obj, stealthGuy02, 0, M01_START_ACTING_JDG, 0 ); } if (stealthGuy03 != NULL) { Commands->Send_Custom_Event( obj, stealthGuy03, 0, M01_START_ACTING_JDG, 0 ); } if (stealthGuy04 != NULL) { Commands->Send_Custom_Event( obj, stealthGuy04, 0, M01_START_ACTING_JDG, 0 ); } if (stealthGuy05 != NULL) { Commands->Send_Custom_Event( obj, stealthGuy05, 0, M01_START_ACTING_JDG, 0 ); } if (stealthGuy06 != NULL) { Commands->Send_Custom_Event( obj, stealthGuy06, 0, M01_START_ACTING_JDG, 0 ); } if (stealthGuy07 != NULL) { Commands->Send_Custom_Event( obj, stealthGuy07, 0, M01_START_ACTING_JDG, 0 ); } if (stealthGuy08 != NULL) { Commands->Send_Custom_Event( obj, stealthGuy08, 0, M01_START_ACTING_JDG, 0 ); } if (stealthGuy09 != NULL) { Commands->Send_Custom_Event( obj, stealthGuy09, 0, M01_START_ACTING_JDG, 0 ); } Vector3 mutant01spot (6.339f, 64.212f, -52.114f); Vector3 mutant02spot (4.095f, 76.237f, -50.782f); Vector3 mutant03spot (-6.129f, 73.340f, -52.114f); GameObject * mutant01 = Commands->Create_Object ( "Mutant_0_Mutant", mutant01spot ); Commands->Attach_Script(mutant01, "M11_PowerCore_WanderingMutant_JDG", ""); GameObject * mutant02 = Commands->Create_Object ( "Mutant_0_Mutant", mutant02spot ); Commands->Attach_Script(mutant02, "M11_PowerCore_WanderingMutant_JDG", ""); GameObject * mutant03 = Commands->Create_Object ( "Mutant_0_Mutant", mutant03spot ); Commands->Attach_Script(mutant03, "M11_PowerCore_WanderingMutant_JDG", ""); Commands->Destroy_Object ( obj );//one time only zone--cleaning up } } }; /*********************************************************************************************************************** Putting SYNDEY Escort related stuff here ************************************************************************************************************************/ DECLARE_SCRIPT(M11_NukeSilo_Protector_JDG, "") { void Created( GameObject * obj ) { Vector3 myPosition = Commands->Get_Position ( obj ); Commands->Set_Innate_Soldier_Home_Location ( obj, myPosition, 3 ); } }; /*********************************************************************************************************************** Putting OBJECTIVE related stuff here--zones etc. ************************************************************************************************************************/ DECLARE_SCRIPT(M11_End_First_Objective_Zone_JDG, "")//player has reached museum area--clear first objective { void Entered( GameObject * obj, GameObject * enterer ) { if (enterer == STAR) { Commands->Send_Custom_Event( obj, Commands->Find_Object (M11_MISSION_CONTROLLER_JDG), 0, M11_END_FIRST_OBJECTIVE_JDG, 0 );// GameObject * cabalController = Commands->Find_Object (101204); if (cabalController != NULL) { float delayTimer = Commands->Get_Random ( 5, 10 ); Commands->Send_Custom_Event ( obj, cabalController, 0, M01_START_ACTING_JDG, delayTimer ); } Commands->Destroy_Object ( obj );//one time only zone--cleaning up } } }; DECLARE_SCRIPT(M11_Start_Third_Objective_Zone_JDG, "")//player's third objective is to acess the power core { int addThirdObjectiveConv; bool entered; REGISTER_VARIABLES() { SAVE_VARIABLE(addThirdObjectiveConv, 1); SAVE_VARIABLE(entered, 2); } void Created( GameObject * obj ) { entered = false; } void Entered( GameObject * obj, GameObject * enterer ) { if (enterer == STAR && entered == false) { entered = true; addThirdObjectiveConv = Commands->Create_Conversation( "M11_Add_Third_Objective_Conversation", 100, 1000, false); Commands->Join_Conversation( NULL, addThirdObjectiveConv, false, false );; Commands->Start_Conversation( addThirdObjectiveConv, addThirdObjectiveConv ); Commands->Monitor_Conversation (obj, addThirdObjectiveConv); } } void Action_Complete( GameObject * obj, int action_id, ActionCompleteReason complete_reason ) { switch (complete_reason) { case ACTION_COMPLETE_CONVERSATION_ENDED: { if (action_id == addThirdObjectiveConv) //introduce acess powercore objective here { Commands->Send_Custom_Event( obj, Commands->Find_Object (M11_MISSION_CONTROLLER_JDG), 0, M11_ADD_THIRD_OBJECTIVE_JDG, 0 ); Commands->Destroy_Object ( obj );//one time only zone--cleaning up } } break; } } }; DECLARE_SCRIPT(M11_Start_Fifth_Objective_Zone_JDG, "")//player's fifth objective is to sabotage the nuke { void Entered( GameObject * obj, GameObject * enterer ) { if (enterer == STAR) { Commands->Send_Custom_Event( obj, Commands->Find_Object (M11_MISSION_CONTROLLER_JDG), 0, M11_ADD_FIFTH_OBJECTIVE_JDG, 0 ); GameObject * zoneOne = Commands->Find_Object ( 100105 ); if (zoneOne != NULL) { Commands->Destroy_Object ( zoneOne );//one time only zone--cleaning up } GameObject * zoneTwo = Commands->Find_Object ( 100107 ); if (zoneTwo != NULL) { Commands->Destroy_Object ( zoneTwo );//one time only zone--cleaning up } } } }; DECLARE_SCRIPT(M11_End_Mission_Switch_JDG, "")//this guys ID is M11_END_MISSION_SWITCH_JDG 100106 { float myHealth; REGISTER_VARIABLES() { SAVE_VARIABLE(myHealth, 1); } void Created( GameObject * obj ) { myHealth = Commands->Get_Health ( obj ); Commands->Set_Shield_Type (obj, "Blamo"); } void Killed( GameObject * obj, GameObject * killer ) { Commands->Mission_Complete ( false ); } void Damaged( GameObject * obj, GameObject * damager, float amount ) { if (obj) { Commands->Set_Health ( obj, myHealth ); } } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M01_START_ACTING_JDG) { Commands->Set_Animation ( obj, "DSP_MINICONSEL.DSP_MINICONSEL", false, NULL, 0, 13 ); } } }; DECLARE_SCRIPT(M11_KanesRoom_SecurityTurret_JDG, "") { int alarmSound; bool active; REGISTER_VARIABLES() { SAVE_VARIABLE(alarmSound, 1); SAVE_VARIABLE(active, 2); } void Created( GameObject * obj ) { active = false; Vector3 myPosition = Commands->Get_Position ( obj ); alarmSound = Commands->Create_Sound ( "SFX.Klaxon_Alert_01", myPosition, obj ); Commands->Stop_Sound ( alarmSound, false ); Commands->Send_Custom_Event( obj, obj, 0, M01_GOTO_IDLE_JDG, 1 ); } void Killed( GameObject * obj, GameObject * killer ) { if (active == true) { Commands->Stop_Sound ( alarmSound, true ); Vector3 powerupSpawnLocation = Commands->Get_Position (obj); powerupSpawnLocation.Z = -28.705f; char *powerups[9] = { //this is a list of potential powerups to be dropped by destroyed security turrets "POW_Health_100", "POW_Armor_100", "POW_RocketLauncher_Player", "POW_SniperRifle_Player", "POW_TiberiumFlechetteGun_Player", "POW_LaserChaingun_Player", "POW_GrenadeLauncher_Player", "POW_LaserRifle_Player", "POW_TiberiumAutoRifle_Player", //more to be added later }; int random = Commands->Get_Random_Int(0, 9); Commands->Create_Object ( powerups[random], powerupSpawnLocation ); } Commands->Send_Custom_Event( obj, Commands->Find_Object (M11_KANESROOM_SECURITY_CONTROLLER_JDG), 0, M01_YOUR_OPERATOR_IS_DEAD_JDG, 0 ); } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { ActionParamsStruct params; if (param == M01_START_ACTING_JDG) { if (obj) { active = true; float myAccuracy = Commands->Get_Random ( 0, 1 ); params.Set_Basic(this, 100, M01_START_ATTACKING_01_JDG); params.Set_Attack( STAR, 100, myAccuracy, true ); Commands->Action_Attack( obj, params ); Commands->Start_Sound ( alarmSound ); } } } }; DECLARE_SCRIPT(M11_KanesRoom_SecurityZone_JDG, "")//this guys ID is M11_KANESROOM_SECURITY_CONTROLLER_JDG 100351 { bool entered; int deadTurrets; int deadCameras; bool powerupsGranted; REGISTER_VARIABLES() { SAVE_VARIABLE(entered, 1); SAVE_VARIABLE(deadTurrets, 2); SAVE_VARIABLE(deadCameras, 3); SAVE_VARIABLE(powerupsGranted, 4); } void Created( GameObject * obj ) { entered = false; powerupsGranted = false; deadTurrets = 0; deadCameras = 0; } void Entered( GameObject * obj, GameObject * enterer ) { if (enterer == STAR && entered == false) { entered = true; Commands->Send_Custom_Event( obj, obj, 0, M01_START_ACTING_JDG, 0 ); } } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M01_START_ACTING_JDG) { GameObject * turret01 = Commands->Find_Object (M11_KANESROOM_SECURITY_TURRET_01_JDG); GameObject * turret03 = Commands->Find_Object (M11_KANESROOM_SECURITY_TURRET_03_JDG); if (turret01 != NULL) { float delayTimer = Commands->Get_Random ( 0, 2 ); Commands->Send_Custom_Event( obj, turret01, 0, M01_START_ACTING_JDG, delayTimer ); } if (turret03 != NULL) { float delayTimer = Commands->Get_Random ( 0, 2 ); Commands->Send_Custom_Event( obj, turret03, 0, M01_START_ACTING_JDG, delayTimer ); } } else if (param == M01_YOUR_OPERATOR_IS_DEAD_JDG)//this is custom recieved when a turret gets destroyed { deadTurrets++; if (deadTurrets >= 2) { Commands->Send_Custom_Event( obj, obj, 0, M01_SPAWNER_SPAWN_PLEASE_JDG, 0 ); } } else if (param == M01_SPAWNER_SPAWN_PLEASE_JDG && powerupsGranted == false) { powerupsGranted = true; Vector3 health100_spawnLocation (27.571f, 7.687f, -29.205f); Vector3 armor100_spawnLocation (18.841f, 7.694f, -29.205f); Commands->Create_Object ( "POW_Health_100", health100_spawnLocation ); Commands->Create_Object ( "POW_Armor_100", armor100_spawnLocation ); } } }; DECLARE_SCRIPT(M00_MutantHeal_Script_JDG, "") { float myLastHealth; REGISTER_VARIABLES() { SAVE_VARIABLE(myLastHealth, 1); } void Created( GameObject * obj ) { myLastHealth = Commands->Get_Health ( obj ); } void Damaged( GameObject * obj, GameObject * damager, float amount ) { if (obj) { float myCurrentHealth = Commands->Get_Health ( obj ); if (myCurrentHealth > myLastHealth) { ActionParamsStruct params; params.Set_Basic( this, 100, M01_DOING_ANIMATION_01_JDG ); params.Set_Animation( "H_A_4243", false ); Commands->Action_Play_Animation ( obj, params ); Vector3 myPosition = Commands->Get_Position ( obj ); Commands->Create_Sound ( "Mutant_Heal_Cry", myPosition, obj ); } myLastHealth = myCurrentHealth; } } }; DECLARE_SCRIPT(M11_Lab_Cryochamber_Switch01_JDG, "") { bool poked; REGISTER_VARIABLES() { SAVE_VARIABLE(poked, 1); } void Created( GameObject * obj ) { Commands->Enable_HUD_Pokable_Indicator ( obj, true ); Commands->Set_Animation_Frame ( obj, "DSP_DOORSWITCH.DSP_DOORSWITCH", 0 );//green poked = false; } void Poked( GameObject * obj, GameObject * poker ) { if ( poker == STAR && poked == false) { Commands->Enable_HUD_Pokable_Indicator ( obj, false ); poked = true; Commands->Set_Animation_Frame ( obj, "DSP_DOORSWITCH.DSP_DOORSWITCH", 1 );//red //Commands->Create_Sound ( "bombit1", Vector3 (0,0,0), obj ); Commands->Send_Custom_Event ( obj, Commands->Find_Object ( M11_LABORATORY_MUTANT_CONTROLLER_JDG ), 0, M01_MODIFY_YOUR_ACTION_JDG, 0 ); } } }; DECLARE_SCRIPT(M11_Laboratory_Scientist_JDG, "") { bool hiding; REGISTER_VARIABLES() { SAVE_VARIABLE(hiding, 1); } void Created( GameObject * obj ) { Commands->Innate_Disable(obj); hiding = false; } void Damaged( GameObject * obj, GameObject * damager, float amount ) { if (obj) { if (damager == STAR) { Commands->Send_Custom_Event( obj, obj, 0, M01_MODIFY_YOUR_ACTION_JDG, 0 ); } } } void Sound_Heard( GameObject * obj, const CombatSound & sound ) { if (obj) { if (sound.Creator == STAR) { Commands->Send_Custom_Event( obj, obj, 0, M01_MODIFY_YOUR_ACTION_JDG, 0 ); } } } void Enemy_Seen( GameObject * obj, GameObject * enemy ) { if (obj) { if (enemy == STAR) { Commands->Send_Custom_Event( obj, obj, 0, M01_MODIFY_YOUR_ACTION_JDG, 0 ); } } } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { ActionParamsStruct params; if (type == 0) { if (param == M01_START_ACTING_JDG) { Commands->Innate_Enable(obj); params.Set_Basic(this, 85, M01_START_ACTING_JDG); params.Set_Animation ("H_A_CON2", true); Commands->Action_Play_Animation (obj, params); } else if (param == M01_MODIFY_YOUR_ACTION_JDG && hiding == false) { hiding = true; Commands->Action_Reset ( obj, 100 ); int myIdNumber = Commands->Get_ID ( obj ); if (myIdNumber == 100958) { params.Set_Basic(this, 100, M01_MODIFY_YOUR_ACTION_JDG); params.Set_Movement( Vector3 (-20.306f, 17.693f, -39.486f), RUN, 1 ); Commands->Action_Goto (obj, params); } else if (myIdNumber == 100449) { params.Set_Basic(this, 100, M01_MODIFY_YOUR_ACTION_JDG); params.Set_Movement( Vector3 (-3.576f, 29.472f, -39.482f), RUN, 1 ); Commands->Action_Goto (obj, params); } } } } void Action_Complete( GameObject * obj, int action_id, ActionCompleteReason complete_reason ) { if (action_id == M01_MODIFY_YOUR_ACTION_JDG) { ActionParamsStruct params; params.Set_Basic(this, 100, M01_START_ACTING_JDG); params.Set_Animation ("H_A_A0C0", true); Commands->Action_Play_Animation (obj, params); } } void Killed( GameObject * obj, GameObject * killer ) { Commands->Send_Custom_Event( obj, Commands->Find_Object ( M11_LABORATORY_MUTANT_CONTROLLER_JDG ), 0, M01_SPAWNER_IS_DEAD_JDG, 0 ); } }; DECLARE_SCRIPT(M11_Laboratory_Mutant_JDG, "") { void Created( GameObject * obj ) { Vector3 myPosition = Commands->Get_Position ( obj ); Commands->Set_Innate_Soldier_Home_Location ( obj, myPosition, 10 ); } void Killed( GameObject * obj, GameObject * killer ) { Commands->Send_Custom_Event( obj, Commands->Find_Object ( M11_LABORATORY_MUTANT_CONTROLLER_JDG ), 0, M01_SPAWNER_IS_DEAD_JDG, 0 ); } }; DECLARE_SCRIPT(M11_Seths_Room_Conversation_Zone_JDG, "")//101103 { void Entered( GameObject * obj, GameObject * enterer ) { if (enterer == STAR) { int sethConv = Commands->Create_Conversation( "M11_Kane_Regarding_Seth_Conversation", 100, 1000, false); Commands->Join_Conversation( NULL, sethConv, false, false ); Commands->Join_Conversation( STAR, sethConv, false, false ); Commands->Start_Conversation( sethConv, sethConv ); Commands->Destroy_Object ( obj ); } } }; DECLARE_SCRIPT(M11_CeilingRepellers_Controller_JDG, "")//M11_FIRSTFLOOR_REPELER_CONTROLLER_JDG 101125 { int spawned_units; int rope_A_id; int rope_B_id; Vector3 ropeA_v3; Vector3 ropeB_v3; bool rope_A_spawned; REGISTER_VARIABLES() { SAVE_VARIABLE(spawned_units, 1); SAVE_VARIABLE(rope_A_id, 2); SAVE_VARIABLE(rope_B_id, 3); SAVE_VARIABLE(ropeA_v3, 4); SAVE_VARIABLE(ropeB_v3, 5); SAVE_VARIABLE(rope_A_spawned, 6); } void Created( GameObject * obj ) { Commands->Enable_Hibernation( obj, false ); rope_A_spawned = false; spawned_units = 0; Commands->Send_Custom_Event ( obj, obj, 0, M01_MODIFY_YOUR_ACTION_JDG, 5 ); Commands->Send_Custom_Event ( obj, obj, 0, M01_START_ACTING_JDG, 15 ); ropeA_v3.Set (-6.230f, 3.584f, 4.5f); ropeB_v3.Set (8.368f, -35.439f, 1); } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (type == 0) { if (param == M01_MODIFY_YOUR_ACTION_JDG) { GameObject *controller = Commands->Create_Object("Invisible_Object", ropeB_v3); Commands->Set_Facing ( controller, -10 ); Commands->Attach_Script(controller, "Test_Cinematic", "X11D_Repel_Part1b.txt"); spawned_units++; } else if (param == M01_START_ACTING_JDG) { rope_A_spawned = true; GameObject *controller = Commands->Create_Object("Invisible_Object", ropeA_v3); Commands->Set_Facing ( controller, 75 ); Commands->Attach_Script(controller, "Test_Cinematic", "X11D_Repel_Part1.txt"); spawned_units++; } else if (param == M01_ROPE_IS_SENDING_ID_JDG) { rope_A_id = Commands->Get_ID ( sender ); } else if (param == M01_WAYPATH_IS_SENDING_ID_JDG)//this is actually rope-b sending id { rope_B_id = Commands->Get_ID ( sender ); } else if (param == M01_MODIFY_YOUR_ACTION_02_JDG) { GameObject * rope_A = Commands->Find_Object ( rope_A_id ); if (rope_A != NULL) { GameObject *controller = Commands->Create_Object("Invisible_Object", ropeA_v3); Commands->Set_Facing ( controller, 75 ); Commands->Attach_Script(controller, "Test_Cinematic", "X11D_Repel_Part2.txt"); Commands->Set_Animation ( rope_A, "X11D_Rope.X11D_Rope_L", false); spawned_units++; Commands->Send_Custom_Event ( obj, obj, 0, M01_MODIFY_YOUR_ACTION_04_JDG, (95/30) ); } } else if (param == M01_MODIFY_YOUR_ACTION_03_JDG) { GameObject * rope_B = Commands->Find_Object ( rope_B_id ); if (rope_B != NULL) { GameObject *controller = Commands->Create_Object("Invisible_Object", ropeB_v3); Commands->Set_Facing ( controller, -10 ); Commands->Attach_Script(controller, "Test_Cinematic", "X11D_Repel_Part2.txt"); Commands->Set_Animation ( rope_B, "X11D_Rope.X11D_Rope_L", true); spawned_units++; Commands->Send_Custom_Event ( obj, obj, 0, M01_MODIFY_YOUR_ACTION_05_JDG, (95/30) ); } } else if (param == M01_MODIFY_YOUR_ACTION_04_JDG)//set rope "A" to idle anim { GameObject * rope_A = Commands->Find_Object ( rope_A_id ); if (rope_A != NULL) { Commands->Set_Animation ( rope_A, "X11D_Rope.X11D_Rope_Z", true); } } else if (param == M01_MODIFY_YOUR_ACTION_05_JDG)//set rope "B" to idle anim { GameObject * rope_B = Commands->Find_Object ( rope_B_id ); if (rope_B != NULL) { Commands->Set_Animation ( rope_B, "X11D_Rope.X11D_Rope_Z", true); } } else if (param == M01_IVE_BEEN_KILLED_JDG && spawned_units <= 8 ) { int random = Commands->Get_Random_Int(0, 2); if (random == 0 && rope_A_spawned == true) { float delayTimer = Commands->Get_Random ( 5, 15 ); Commands->Send_Custom_Event ( obj, obj, 0, M01_MODIFY_YOUR_ACTION_02_JDG, delayTimer ); } else { float delayTimer = Commands->Get_Random ( 5, 15 ); Commands->Send_Custom_Event ( obj, obj, 0, M01_MODIFY_YOUR_ACTION_03_JDG, delayTimer ); } } } } }; DECLARE_SCRIPT(M11_CeilingRepellers_RopeA_JDG, "") { void Created( GameObject * obj ) //M11_FIRSTFLOOR_REPELER_CONTROLLER_JDG { Commands->Enable_Hibernation( obj, false ); GameObject * myController = Commands->Find_Object ( M11_FIRSTFLOOR_REPELER_CONTROLLER_JDG ); if (myController != NULL) { Commands->Send_Custom_Event ( obj, myController, 0, M01_ROPE_IS_SENDING_ID_JDG, 0 ); } } }; DECLARE_SCRIPT(M11_CeilingRepellers_RopeB_JDG, "") { void Created( GameObject * obj ) //M11_FIRSTFLOOR_REPELER_CONTROLLER_JDG { Commands->Enable_Hibernation( obj, false ); GameObject * myController = Commands->Find_Object ( M11_FIRSTFLOOR_REPELER_CONTROLLER_JDG ); if (myController != NULL) { Commands->Send_Custom_Event ( obj, myController, 0, M01_WAYPATH_IS_SENDING_ID_JDG, 0 ); } } }; DECLARE_SCRIPT(M11_CeilingRepeller_JDG, "") { void Animation_Complete(GameObject * obj, const char *anim) { if (stricmp(anim, "S_a_Human.H_a_X11D_repel") == 0) { Commands->Attach_Script(obj, "M01_Hunt_The_Player_JDG",""); } } void Killed( GameObject * obj, GameObject * killer ) { GameObject * myController = Commands->Find_Object ( M11_FIRSTFLOOR_REPELER_CONTROLLER_JDG ); if (myController != NULL) { Commands->Send_Custom_Event ( obj, myController, 0, M01_IVE_BEEN_KILLED_JDG, 0 ); } } }; DECLARE_SCRIPT(M11_Theres_Sydney_Zone_JDG, "")//101327 and 101328 { void Entered( GameObject * obj, GameObject * enterer ) { if (enterer == STAR) { int theresSydneyConversation = Commands->Create_Conversation( "M11_Theres_Sydney_Conversation", 100, 1000, false); Commands->Join_Conversation( STAR, theresSydneyConversation, false, false, false ); Commands->Join_Conversation( NULL, theresSydneyConversation, false, false, false ); Commands->Start_Conversation( theresSydneyConversation, theresSydneyConversation ); GameObject * zone01 = Commands->Find_Object ( 101327 ); GameObject * zone02 = Commands->Find_Object ( 101328 ); if (zone01 != NULL) { Commands->Destroy_Object ( zone01 ); } if (zone02 != NULL) { Commands->Destroy_Object ( zone02 ); } } } }; DECLARE_SCRIPT(M11_End_Third_Objective_Zone_JDG, "")//this guys ID is 100012--using to stop mutant spawners and end objective 3 { bool entered; REGISTER_VARIABLES() { SAVE_VARIABLE(entered, 1); } void Created( GameObject * obj ) { entered = false; } void Entered( GameObject * obj, GameObject * enterer ) // { if (enterer == STAR && entered == false) { entered = true; int powerCoreEntry = Commands->Create_Conversation( "M11_PowerCore_Entry_Conversation", 100, 1000, false); Commands->Join_Conversation( NULL, powerCoreEntry, false, false, false ); Commands->Start_Conversation( powerCoreEntry, powerCoreEntry ); GameObject * mutantController = Commands->Find_Object ( M11_MUTANT_CRYPT_SPAWNER_CONTROLLER_JDG ); if (mutantController != NULL) { Commands->Send_Custom_Event ( obj, mutantController, 0, M01_QUIT_SPAWNING_PLEASE_JDG, 0 ); } Commands->Send_Custom_Event( obj, Commands->Find_Object (M11_MISSION_CONTROLLER_JDG), 0, M11_END_THIRD_OBJECTIVE_JDG, 0 ); //one time only zone--Destroying it in mission controller to avoid potential bugs } } }; DECLARE_SCRIPT(M11_SecurityCamera_JDG, "")// { void Created( GameObject * obj ) { Vector3 playersPosition = Commands->Get_Position ( STAR ); ActionParamsStruct params; params.Set_Basic( this, 100, M01_START_ATTACKING_02_JDG ); params.Set_Face_Location( playersPosition, 1 ); Commands->Action_Face_Location ( obj, params ); } void Action_Complete( GameObject * obj, int action_id, ActionCompleteReason complete_reason ) { switch (complete_reason) { case ACTION_COMPLETE_NORMAL: { if (action_id == M01_START_ATTACKING_02_JDG) { Vector3 playersPosition = Commands->Get_Position ( STAR ); ActionParamsStruct params; params.Set_Basic( this, 100, M01_START_ATTACKING_02_JDG ); params.Set_Face_Location( playersPosition, 1 ); Commands->Action_Face_Location ( obj, params ); } } break; } } }; DECLARE_SCRIPT(M11_Temple_Commander_JDG, "")//101250 { void Created( GameObject * obj ) { Commands->Set_Innate_Is_Stationary ( obj, true ); GameObject * hologram01 = Commands->Find_Object ( 100252 ); if (hologram01 != NULL) { ActionParamsStruct params; params.Set_Basic( this, 80, M01_START_ATTACKING_01_JDG ); params.Set_Attack( hologram01, 0, 0, true ); Commands->Action_Attack ( obj, params ); } } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (type == 0) { if (param == M01_MODIFY_YOUR_ACTION_JDG)//conversation is over--goto innate { Commands->Action_Reset ( obj, 100 ); } } } void Killed( GameObject * obj, GameObject * killer ) { GameObject * c130Controller = Commands->Find_Object ( M11_C130_DROPOFF_CONTROLLER_JDG ); if (c130Controller != NULL) { Commands->Destroy_Object ( c130Controller ); } GameObject * hologramController = Commands->Find_Object ( 101251 ); if (hologramController != NULL) { Commands->Send_Custom_Event ( obj, hologramController, 0, M01_IVE_BEEN_KILLED_JDG, 0 ); } } }; DECLARE_SCRIPT(M11_Temple_Hologram_Controller_JDG, "")//101251 { int kane01_ID; int kane02_ID; int kane_conversation01; int kane_conversation01b; int kane_conversation02; bool kane_conversation01_playing; bool kane_conversation02_playing; REGISTER_VARIABLES() { SAVE_VARIABLE(kane01_ID, 1); SAVE_VARIABLE(kane02_ID, 2); SAVE_VARIABLE(kane_conversation01, 3); SAVE_VARIABLE(kane_conversation01b, 4); SAVE_VARIABLE(kane_conversation02, 5); SAVE_VARIABLE(kane_conversation01_playing, 6); SAVE_VARIABLE(kane_conversation02_playing, 7); } void Created( GameObject * obj ) { Commands->Enable_Hibernation( obj, false ); kane_conversation01_playing = false; kane_conversation02_playing = false; GameObject * hologram01 = Commands->Find_Object ( 100252 ); if (hologram01 != NULL) { GameObject * commander = Commands->Find_Object ( 101250 ); if (commander != NULL) { GameObject * kane01 = Commands->Create_Object_At_Bone ( hologram01, "Nod_Kane_HologramHead", "KANEBONE" ); Commands->Disable_All_Collisions ( kane01 ); Commands->Attach_To_Object_Bone( kane01, hologram01, "KANEBONE" ); Commands->Set_Loiters_Allowed( kane01, false ); Commands->Attach_Script(kane01, "M11_BattleStationAlpha_CommanderEncounter_KaneHead_JDG", ""); kane01_ID = Commands->Get_ID ( kane01 ); } } } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (type == 0) { if (param == M01_MODIFY_YOUR_ACTION_JDG)//starting first kane-commander encounter { GameObject * kane01 = Commands->Find_Object ( kane01_ID ); GameObject * commander = Commands->Find_Object ( 101250 ); if (commander != NULL) { kane_conversation01 = Commands->Create_Conversation( "M11_Kane_and_Blackhand_Conversation_01", 100, 1000, true); Commands->Join_Conversation( kane01, kane_conversation01, false, true, true ); Commands->Join_Conversation( commander, kane_conversation01, false, true, true ); Commands->Start_Conversation( kane_conversation01, kane_conversation01 ); Commands->Monitor_Conversation( obj, kane_conversation01 ); kane_conversation01_playing = true; } } else if (param == M01_MODIFY_YOUR_ACTION_02_JDG)//havoc has entered first zone--start first havoc conv { if (kane_conversation01_playing == true) { kane_conversation01_playing = false; Commands->Stop_Conversation( kane_conversation01 ); GameObject * commander = Commands->Find_Object ( 101250 ); if (commander != NULL) { Commands->Send_Custom_Event ( obj, commander, 0, M01_MODIFY_YOUR_ACTION_JDG, 0 ); } GameObject * kane01 = Commands->Find_Object ( kane01_ID ); if (kane01 != NULL) { kane_conversation01b = Commands->Create_Conversation( "M11_Kane_and_Havoc_Conversation_01", 90, 30, true); Commands->Join_Conversation( kane01, kane_conversation01b, false, true, true ); Commands->Join_Conversation( STAR, kane_conversation01b, false, false, false ); Commands->Start_Conversation( kane_conversation01b, kane_conversation01b ); Commands->Monitor_Conversation( obj, kane_conversation01b ); kane_conversation02_playing = true; } } else if (kane_conversation01_playing == false) { GameObject * hologram01 = Commands->Find_Object ( 100252 ); if (hologram01 != NULL) { GameObject * kane02 = Commands->Create_Object_At_Bone ( hologram01, "Nod_Kane_HologramHead", "KANEBONE" ); Commands->Disable_All_Collisions ( kane02 ); Commands->Attach_To_Object_Bone( kane02, hologram01, "KANEBONE" ); Commands->Set_Loiters_Allowed( kane02, false ); Commands->Attach_Script(kane02, "M11_BattleStationAlpha_HavocEncounter_KaneHead_JDG", ""); kane02_ID = Commands->Get_ID ( kane02 ); } } } else if (param == M01_MODIFY_YOUR_ACTION_03_JDG && kane_conversation02_playing == false)//kane head01 is giving clearance to start havoc conv { kane_conversation02 = Commands->Create_Conversation( "M11_Kane_and_Havoc_Conversation_01", 90, 30, true); Commands->Join_Conversation( sender, kane_conversation02, false, true, true ); Commands->Join_Conversation( STAR, kane_conversation02, false, false, false ); Commands->Start_Conversation( kane_conversation02, kane_conversation02 ); Commands->Monitor_Conversation( obj, kane_conversation02 ); kane_conversation02_playing = true; } else if (param == M01_IVE_BEEN_KILLED_JDG) { GameObject * commander = Commands->Find_Object ( 101250 ); if (sender == commander) { if (kane_conversation01_playing == true) { kane_conversation01_playing = false; Commands->Stop_Conversation( kane_conversation01 ); GameObject * kane01 = Commands->Find_Object ( kane01_ID ); if (kane01 != NULL) { Commands->Send_Custom_Event ( obj, kane01, 0, M01_MODIFY_YOUR_ACTION_JDG, 0 ); } } } } } } void Action_Complete( GameObject * obj, int action_id, ActionCompleteReason complete_reason ) { switch (complete_reason) { case ACTION_COMPLETE_CONVERSATION_ENDED: { if (action_id == kane_conversation01 && kane_conversation01_playing == true) { kane_conversation01_playing = false; GameObject * kane01 = Commands->Find_Object ( kane01_ID ); if (kane01 != NULL) { Commands->Send_Custom_Event ( obj, kane01, 0, M01_MODIFY_YOUR_ACTION_JDG, 0 ); } GameObject * commander = Commands->Find_Object ( 101250 ); if (commander != NULL) { Commands->Send_Custom_Event ( obj, commander, 0, M01_MODIFY_YOUR_ACTION_JDG, 0 ); } } else if (action_id == kane_conversation01b && kane_conversation02_playing == true) { kane_conversation02_playing = false; GameObject * kane01 = Commands->Find_Object ( kane01_ID ); if (kane01 != NULL) { Commands->Send_Custom_Event ( obj, kane01, 0, M01_MODIFY_YOUR_ACTION_JDG, 0 ); } } else if (action_id == kane_conversation02 && kane_conversation02_playing == true) { kane_conversation02_playing = false; GameObject * kane02 = Commands->Find_Object ( kane02_ID ); if (kane02 != NULL) { Commands->Send_Custom_Event ( obj, kane02, 0, M01_MODIFY_YOUR_ACTION_JDG, 0 ); } } } break; } } }; DECLARE_SCRIPT(M11_BattleStationAlpha_CommanderEncounter_KaneHead_JDG, "") { void Created( GameObject * obj ) { GameObject * hologramController = Commands->Find_Object ( 101251 ); if (hologramController != NULL) { Commands->Send_Custom_Event ( obj, hologramController, 0, M01_MODIFY_YOUR_ACTION_JDG, 4 ); } } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M01_MODIFY_YOUR_ACTION_JDG)//conversation is over--go away { Commands->Destroy_Object ( obj ); } } }; DECLARE_SCRIPT(M11_BattleStationAlpha_HavocEncounter_KaneHead_JDG, "") { void Created( GameObject * obj ) { GameObject * hologramController = Commands->Find_Object ( 101251 ); if (hologramController != NULL) { Commands->Send_Custom_Event ( obj, hologramController, 0, M01_MODIFY_YOUR_ACTION_03_JDG, 0 ); } } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M01_MODIFY_YOUR_ACTION_JDG)//conversation is over--go away { Commands->Destroy_Object ( obj ); } } }; DECLARE_SCRIPT(M11_Temple_Hologram_01_JDG, "")//100252 { void Created( GameObject * obj ) { Commands->Set_Animation (obj, "DSP_HOLO_BIG.DSP_HOLO_BIG", true); } }; DECLARE_SCRIPT(M11_SecondHolograph_EntryZone_JDG, "") { void Entered( GameObject * obj, GameObject * enterer ) { if (enterer == STAR) { GameObject * hologramController = Commands->Find_Object ( 101251 ); if (hologramController != NULL) { Commands->Send_Custom_Event ( obj, hologramController, 0, M01_MODIFY_YOUR_ACTION_02_JDG, 0 ); } Commands->Destroy_Object ( obj );//one time only zone--cleaning up } } }; DECLARE_SCRIPT(M11_Floor01_InitialPatrol_Left01_JDG, "") { void Created( GameObject * obj ) { Commands->Enable_Hibernation( obj, false ); ActionParamsStruct params; params.Set_Basic( this, 100, M01_WALKING_WAYPATH_01_JDG ); params.Set_Movement( Vector3(0,0,0), RUN, 0.25f); params.WaypathID = 100210; params.WaypointStartID = 100211; params.WaypointEndID = 100218; Commands->Action_Goto( obj, params ); } void Action_Complete( GameObject * obj, int action_id, ActionCompleteReason complete_reason ) { ActionParamsStruct params; if (action_id == M01_WALKING_WAYPATH_01_JDG) { params.Set_Basic( this, 100, M01_WALKING_WAYPATH_02_JDG ); params.Set_Movement( Vector3(-7.989f, 16.986f, -18), RUN, 0.25f); Commands->Action_Goto( obj, params ); } else if (action_id == M01_WALKING_WAYPATH_02_JDG) { Commands->Enable_Hibernation( obj, true ); Commands->Set_Innate_Is_Stationary (obj, true ); } } }; DECLARE_SCRIPT(M11_Floor01_InitialPatrol_Right01_JDG, "") { void Created( GameObject * obj ) { Commands->Enable_Hibernation( obj, false ); ActionParamsStruct params; params.Set_Basic( this, 100, M01_WALKING_WAYPATH_01_JDG ); params.Set_Movement( Vector3(0,0,0), RUN, 0.25f); params.WaypathID = 100199; params.WaypointStartID = 100200; params.WaypointEndID = 100208; Commands->Action_Goto( obj, params ); } void Action_Complete( GameObject * obj, int action_id, ActionCompleteReason complete_reason ) { ActionParamsStruct params; if (action_id == M01_WALKING_WAYPATH_01_JDG) { params.Set_Basic( this, 100, M01_WALKING_WAYPATH_02_JDG ); params.Set_Movement( Vector3(1.354f, 15.273f, -18), RUN, 0.25f); Commands->Action_Goto( obj, params ); } else if (action_id == M01_WALKING_WAYPATH_02_JDG) { Commands->Enable_Hibernation( obj, true ); Commands->Set_Innate_Is_Stationary (obj, true ); } } }; DECLARE_SCRIPT(M11_KaneRoom_KaneEncounter_Zone_JDG, "")// { int kane_ID; REGISTER_VARIABLES() { SAVE_VARIABLE(kane_ID, 1); } void Entered( GameObject * obj, GameObject * enterer ) { if (enterer == STAR) { GameObject * holograph = Commands->Find_Object ( 101226 ); if (holograph != NULL) { GameObject * kane = Commands->Create_Object_At_Bone ( holograph, "Nod_Kane_HologramHead_small", "KANEBONE" ); Commands->Disable_All_Collisions ( kane ); Commands->Attach_To_Object_Bone( kane, holograph, "KANEBONE" ); Commands->Set_Loiters_Allowed( kane, false ); Commands->Attach_Script(kane, "M11_KaneRoom_KaneEncounter_Kane_JDG", ""); kane_ID = Commands->Get_ID ( kane ); Commands->Destroy_Object ( obj ); } } } }; DECLARE_SCRIPT(M11_KaneRoom_KaneEncounter_Kane_JDG, "")//M11_KanesRoom_Kane_Conversation { int kane_conversation02; REGISTER_VARIABLES() { SAVE_VARIABLE(kane_conversation02, 1); } void Created( GameObject * obj ) { if (STAR) { kane_conversation02 = Commands->Create_Conversation( "M11_KanesRoom_Kane_Conversation", 100, 1000, false); Commands->Join_Conversation( obj, kane_conversation02, false, true, true ); Commands->Join_Conversation( STAR, kane_conversation02, false, false ); Commands->Start_Conversation( kane_conversation02, kane_conversation02 ); Commands->Monitor_Conversation( obj, kane_conversation02 ); } } void Action_Complete( GameObject * obj, int action_id, ActionCompleteReason complete_reason ) { switch (complete_reason) { case ACTION_COMPLETE_CONVERSATION_ENDED: { if (action_id == kane_conversation02) { Commands->Debug_Message ( "***************************kane conversation 02 is over--sending delete custom\n" ); Commands->Send_Custom_Event ( obj, obj, 0, M01_START_ACTING_JDG, 2 ); } } break; } } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M01_START_ACTING_JDG)//conversation is over--go away { Commands->Debug_Message ( "***************************delete custom received--kane should now vanish\n" ); Commands->Destroy_Object ( obj ); } } }; DECLARE_SCRIPT(M11_KaneRoom_KaneEncounter_Hologram_JDG, "")//101226 { void Created( GameObject * obj ) { Commands->Set_Animation (obj, "DSP_HOLO.DSP_HOLO", true); } }; DECLARE_SCRIPT(M11_CABAL_Babble_Contoller_JDG, "")// 101204 { int last; REGISTER_VARIABLES() { SAVE_VARIABLE(last, 1); } void Created( GameObject * obj ) { last = 20; Commands->Enable_Hibernation( obj, false); } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (type == 0) { if (obj && param == M01_START_ACTING_JDG) { Vector3 speaker01position = Commands->Get_Position ( STAR ); Vector3 speaker02position = Commands->Get_Position ( STAR ); Vector3 speaker03position = Commands->Get_Position ( STAR ); speaker01position.X += Commands->Get_Random(-10,10); speaker01position.Y += Commands->Get_Random(-10,10); speaker01position.Z += Commands->Get_Random(0,10); speaker02position.X += Commands->Get_Random(-10,10); speaker02position.Y += Commands->Get_Random(-10,10); speaker02position.Z += Commands->Get_Random(0,10); speaker03position.X += Commands->Get_Random(-10,10); speaker03position.Y += Commands->Get_Random(-10,10); speaker03position.Z += Commands->Get_Random(0,10); Commands->Create_Sound ( "M11DSGN_DSGN0089I1EVAC_SND", speaker01position, obj ); Commands->Create_Sound ( "M11DSGN_DSGN0089I1EVAC_SND", speaker02position, obj ); Commands->Create_Sound ( "M11DSGN_DSGN0089I1EVAC_SND", speaker03position, obj ); Commands->Send_Custom_Event ( obj, obj, 0, M01_MODIFY_YOUR_ACTION_JDG, 6 ); } else if (obj && param == M01_MODIFY_YOUR_ACTION_JDG) { Vector3 speaker01position = Commands->Get_Position ( STAR ); Vector3 speaker02position = Commands->Get_Position ( STAR ); Vector3 speaker03position = Commands->Get_Position ( STAR ); speaker01position.X += Commands->Get_Random(-10,10); speaker01position.Y += Commands->Get_Random(-10,10); speaker01position.Z += Commands->Get_Random(0,10); speaker02position.X += Commands->Get_Random(-10,10); speaker02position.Y += Commands->Get_Random(-10,10); speaker02position.Z += Commands->Get_Random(0,10); speaker03position.X += Commands->Get_Random(-10,10); speaker03position.Y += Commands->Get_Random(-10,10); speaker03position.Z += Commands->Get_Random(0,10); Commands->Create_Sound ( "M11DSGN_DSGN0097I1EVAC_SND", speaker01position, obj ); Commands->Create_Sound ( "M11DSGN_DSGN0097I1EVAC_SND", speaker02position, obj ); Commands->Create_Sound ( "M11DSGN_DSGN0097I1EVAC_SND", speaker03position, obj ); float delayTimer = Commands->Get_Random ( 15, 60 ); Commands->Send_Custom_Event ( obj, obj, 0, M01_MODIFY_YOUR_ACTION_02_JDG, delayTimer ); } else if (param == M01_MODIFY_YOUR_ACTION_02_JDG) { Vector3 speaker01position = Commands->Get_Position ( STAR ); Vector3 speaker02position = Commands->Get_Position ( STAR ); Vector3 speaker03position = Commands->Get_Position ( STAR ); speaker01position.X += Commands->Get_Random(-10,10); speaker01position.Y += Commands->Get_Random(-10,10); speaker01position.Z += Commands->Get_Random(0,10); speaker02position.X += Commands->Get_Random(-10,10); speaker02position.Y += Commands->Get_Random(-10,10); speaker02position.Z += Commands->Get_Random(0,10); speaker03position.X += Commands->Get_Random(-10,10); speaker03position.Y += Commands->Get_Random(-10,10); speaker03position.Z += Commands->Get_Random(0,10); char *cabalSounds[6] = { //this is a list of potential cabal sayings "M11DSGN_DSGN0088I1EVAC_SND", "M11DSGN_DSGN0090I1EVAC_SND", "M11DSGN_DSGN0091I1EVAC_SND", "M11DSGN_DSGN0092I1EVAC_SND", "M11DSGN_DSGN0094I1EVAC_SND", "M11DSGN_DSGN0096I1EVAC_SND", }; int random = Commands->Get_Random_Int(0, 6); while (random == last) { random = Commands->Get_Random_Int(0, 6); } Commands->Create_Sound ( cabalSounds[random], speaker01position, obj ); Commands->Create_Sound ( cabalSounds[random], speaker02position, obj ); Commands->Create_Sound ( cabalSounds[random], speaker03position, obj ); float delayTimer = Commands->Get_Random ( 15, 60 ); Commands->Send_Custom_Event ( obj, obj, 0, M01_MODIFY_YOUR_ACTION_02_JDG, delayTimer ); last = random; } } } }; DECLARE_SCRIPT(M11_AblesTomb_TalkZone_JDG, "")//M11_Ables_Tomb_Conversation { void Entered( GameObject * obj, GameObject * enterer ) { if (enterer == STAR) { int able_conv = Commands->Create_Conversation( "M11_Ables_Tomb_Conversation", 100, 2000, false); Commands->Join_Conversation( NULL, able_conv, false, false, false ); Commands->Join_Conversation( STAR, able_conv, false, false, false ); Commands->Start_Conversation( able_conv, able_conv ); Commands->Destroy_Object ( obj ); } } }; DECLARE_SCRIPT(M11_Barracks_Visceroid_JDG, "")//100394 (for now) { void Created( GameObject * obj ) { Commands->Innate_Disable(obj); } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M01_START_ACTING_JDG) { Commands->Innate_Enable(obj); ActionParamsStruct params; params.Set_Basic( this, 100, M01_START_ACTING_JDG ); params.Set_Movement(STAR, RUN, 1); params.Set_Attack( STAR, 2, 0, true ); params.AttackCheckBlocked = false; Commands->Action_Attack ( obj, params ); } } }; DECLARE_SCRIPT(M11_Barracks_Visceroid_KeyCarrier_JDG, "")// { void Created( GameObject * obj ) { Commands->Innate_Disable(obj); } void Killed( GameObject * obj, GameObject * killer ) { Vector3 spawnLocation = Commands->Get_Position ( obj ); spawnLocation.Z += 0.75f; Commands->Create_Object ( "Level_02_Keycard", spawnLocation ); } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M01_START_ACTING_JDG) { Commands->Innate_Enable(obj); ActionParamsStruct params; params.Set_Basic( this, 100, M01_START_ACTING_JDG ); params.Set_Movement(STAR, RUN, 1); params.Set_Attack( STAR, 2, 0, true ); params.AttackCheckBlocked = false; Commands->Action_Attack ( obj, params ); } } }; DECLARE_SCRIPT(M11_Barracks_Visceroid_Morpher_JDG, "")// { void Created( GameObject * obj ) { Commands->Innate_Disable(obj); } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M01_START_ACTING_JDG) { ActionParamsStruct params; params.Set_Basic( this, 100, M01_DOING_ANIMATION_01_JDG ); params.Set_Animation( "H_A_7002", true ); Commands->Action_Play_Animation ( obj, params ); Vector3 myPosition = Commands->Get_Position ( obj ); Commands->Create_Object ( "Visceroid", myPosition ); Commands->Send_Custom_Event ( obj, obj, 0, M01_MODIFY_YOUR_ACTION_JDG, 0.5f ); } else if (param == M01_MODIFY_YOUR_ACTION_JDG) { Commands->Apply_Damage( obj, 10000, "TiberiumRaw", NULL ); } } }; DECLARE_SCRIPT(M11_Petrova_Script_JDG, "")//Petrova's ID is M11_MUTANT_PETROVA_JDG 100690 { enum LocationEnum { UNDEFINED_LOCATION = -1, SOUTH0, EAST0, WEST0, EAST1, NORTH1, WEST1, SOUTH2, EAST2, WEST2 }; enum WaypathEnum { INITIAL_TO_SOUTH0 = 300325, SOUTH0_TO_EAST0 = 300117, SOUTH0_TO_WEST0 = 300113, EAST0_TO_SOUTH0 = 300149, EAST0_TO_WEST0 = 300153, EAST0_TO_WEST1 = 300121, WEST0_TO_SOUTH0 = 300145, WEST0_TO_EAST0 = 300157, EAST1_TO_WEST1 = 300201, EAST1_TO_WEST2 = 300243, NORTH1_TO_WEST1 = 300238, WEST1_TO_EAST0 = 300125, WEST1_TO_NORTH1 = 300233, WEST1_TO_EAST1 = 300193, SOUTH2_TO_EAST2 = 300285, SOUTH2_TO_WEST2 = 300299, EAST2_TO_SOUTH2 = 300281, EAST2_TO_WEST2 = 300277, WEST2_TO_EAST1 = 300249, WEST2_TO_SOUTH2 = 300294, WEST2_TO_EAST2 = 300273 }; LocationEnum CurrentLocation; bool midtro01_over; REGISTER_VARIABLES() { SAVE_VARIABLE (CurrentLocation, 1); SAVE_VARIABLE (midtro01_over, 2); } void Created (GameObject *obj) { Commands->Select_Weapon ( obj, NULL ); midtro01_over = false; CurrentLocation = UNDEFINED_LOCATION; Commands->Innate_Disable (obj); Commands->Enable_Stealth (obj, false); ActionParamsStruct params; params.Set_Basic( this, 100, M01_DOING_ANIMATION_01_JDG ); params.Set_Animation( "S_A_HUMAN.H_A_CON2", true ); Commands->Action_Play_Animation ( obj, params ); } void Damaged( GameObject * obj, GameObject * damager, float amount ) { if (midtro01_over == false) { float myMaxHealth = Commands->Get_Max_Health ( obj ); float myMaxShield = Commands->Get_Max_Shield_Strength ( obj ); Commands->Set_Health ( obj, myMaxHealth ); Commands->Set_Shield_Strength ( obj, myMaxShield ); GameObject * midtro01Controller = Commands->Find_Object ( 101449 ); if (midtro01Controller != NULL) { Commands->Send_Custom_Event ( obj, midtro01Controller, 0, M01_START_ACTING_JDG, 0 ); } } } void Killed( GameObject * obj, GameObject * killer ) // { Vector3 spawn_location (3.6f, 87.9f, -34.2f); spawn_location.Z = spawn_location.Z + 0.75f; GameObject * keycard = Commands->Create_Object ( "Level_03_Keycard", spawn_location ); if (keycard != NULL) { Commands->Attach_Script(keycard, "M11_Level03Key_Script_JDG", ""); } GameObject * tauntController = Commands->Find_Object ( 103797 ); if (tauntController != NULL) { Commands->Send_Custom_Event ( obj, tauntController, 0, M01_IVE_BEEN_KILLED_JDG, 0 ); } GameObject * stealthController = Commands->Find_Object ( 106230 ); if (stealthController != NULL) { Commands->Destroy_Object ( stealthController ); } } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { static LocationEnum _locations [][3][2] = { // Player level Player above Player below. {{EAST0 , WEST0}, {EAST0 , WEST0}, {EAST0, EAST0}}, // Destinations from SOUTH0. {{SOUTH0, WEST0}, {SOUTH0, WEST0}, {WEST1, WEST1}}, // Destinations from EAST0. {{SOUTH0, EAST0}, {SOUTH0, EAST0}, {EAST0, EAST0}}, // Destinations from WEST0. {{WEST1, WEST1}, {WEST1, WEST1}, {WEST2, WEST2}}, // Destinations from EAST1. {{WEST1, WEST1}, {WEST1, WEST1}, {WEST1, WEST1}}, // Destinations from NORTH1. {{EAST1, NORTH1}, {EAST0, EAST0}, {EAST1, EAST1}}, // Destinations from WEST1. {{EAST2, WEST2}, {WEST2, WEST2}, {EAST2, WEST2}}, // Destinations from SOUTH2. {{SOUTH2, WEST2}, {WEST2, WEST2}, {SOUTH2, WEST2}}, // Destinations from EAST2. {{SOUTH2, EAST2}, {EAST1, EAST1}, {SOUTH2, EAST2}}, // Destinations from WEST2. }; static WaypathEnum _waypaths [][3][2] = { {{SOUTH0_TO_EAST0, SOUTH0_TO_WEST0}, {SOUTH0_TO_EAST0, SOUTH0_TO_WEST0}, {SOUTH0_TO_EAST0, SOUTH0_TO_EAST0}}, // Waypaths from SOUTH0. {{EAST0_TO_SOUTH0, EAST0_TO_WEST0} , {EAST0_TO_SOUTH0, EAST0_TO_WEST0} , {EAST0_TO_WEST1 , EAST0_TO_WEST1}}, // Waypaths from EAST0. {{WEST0_TO_SOUTH0, WEST0_TO_EAST0} , {WEST0_TO_SOUTH0, WEST0_TO_EAST0} , {WEST0_TO_EAST0 , WEST0_TO_EAST0}}, // Waypaths from WEST0. {{EAST1_TO_WEST1, EAST1_TO_WEST1} , {EAST1_TO_WEST1, EAST1_TO_WEST1} , {EAST1_TO_WEST2, EAST1_TO_WEST2}}, // Waypaths from EAST1. {{NORTH1_TO_WEST1, NORTH1_TO_WEST1}, {NORTH1_TO_WEST1, NORTH1_TO_WEST1}, {NORTH1_TO_WEST1, NORTH1_TO_WEST1}}, // Waypaths from NORTH1. {{WEST1_TO_EAST1, WEST1_TO_NORTH1}, {WEST1_TO_EAST0, WEST1_TO_EAST0}, {WEST1_TO_EAST1, WEST1_TO_EAST1}}, // Waypaths from WEST1. {{SOUTH2_TO_EAST2, SOUTH2_TO_WEST2}, {SOUTH2_TO_WEST2, SOUTH2_TO_WEST2}, {SOUTH2_TO_EAST2, SOUTH2_TO_WEST2}}, // Waypaths from SOUTH2. {{EAST2_TO_SOUTH2, EAST2_TO_WEST2} , {EAST2_TO_WEST2, EAST2_TO_WEST2} , {EAST2_TO_SOUTH2, EAST2_TO_WEST2}}, // Waypaths from EAST2. {{WEST2_TO_SOUTH2, WEST2_TO_EAST2} , {WEST2_TO_EAST1, WEST2_TO_EAST1} , {WEST2_TO_SOUTH2, WEST2_TO_EAST2}} // Waypaths from WEST2. }; ActionParamsStruct params; if (type == 0) { switch (param) { case M11_PETROVA_START_ACTING_JDG: { GameObject * tauntController = Commands->Find_Object ( 103797 ); if (tauntController != NULL) { Commands->Send_Custom_Event ( obj, tauntController, 0, M01_START_ACTING_JDG, 0 ); } Vector3 myPosition = Commands->Get_Position ( obj ); //Commands->Create_Logical_Sound (obj, M11_STEALTHS_START_ACTING_JDG, myPosition, 150 ); midtro01_over = true; Commands->Enable_Stealth (obj, true); Commands->Select_Weapon ( obj, "Weapon_TiberiumAutoRifle_Ai" ); const float priority = 100.0f; const float normalizedspeed = 2.0f; // Maximum speed. Commands->Debug_Message ( "***************************Petrova--received custom to start acting\n" ); params.Set_Basic (this, priority, M11_PETROVA_PICK_NEW_LOCATION_JDG); params.Set_Movement (Vector3 (0.0f, 0.0f, 0.0f), normalizedspeed, 1.0f); params.WaypathID = INITIAL_TO_SOUTH0; Commands->Action_Goto (obj, params); CurrentLocation = SOUTH0; break; } case M11_PETROVA_PICK_NEW_LOCATION_JDG: { const float heightthreshold = 1.0f; const float priority = 100.0f; float heightdelta; unsigned heightselector; int binaryselector; heightdelta = Commands->Get_Position (STAR).Z - Commands->Get_Position (obj).Z; if (heightdelta < -heightthreshold) { heightselector = 2; // Player is below Petrova. } else { if (heightdelta > heightthreshold) { heightselector = 1; // Player is above Petrova. } else { heightselector = 0; // Player is level with Petrova. } } binaryselector = Commands->Get_Random_Int (0, 2); params.Set_Basic (this, priority, M11_PETROVA_PICK_NEW_LOCATION_JDG); params.Set_Movement (Vector3 (0.0f, 0.0f, 0.0f), RUN, 1.0f); params.WaypathID = _waypaths [CurrentLocation][heightselector][binaryselector]; Commands->Action_Goto (obj, params); CurrentLocation = _locations [CurrentLocation][heightselector][binaryselector]; break; } case M11_PETROVA_ATTACK_PLAYER_JDG: { const float priority = 100.0f; const float range = 300.0f; const float error = 0.0f; const float attackdelay = 0.25f; const float pickdelay = 0.25f; params.Set_Basic (this, priority, M11_PETROVA_ATTACK_PLAYER_JDG); params.Set_Attack (STAR, range, error, false); Commands->Action_Attack (obj, params); if (Commands->Is_Object_Visible (obj, STAR)) { Commands->Send_Custom_Event (obj, obj, 0, M11_PETROVA_ATTACK_PLAYER_JDG, attackdelay); } else { Commands->Send_Custom_Event (obj, obj, 0, M11_PETROVA_PICK_NEW_LOCATION_JDG, pickdelay); } break; } default: break; } } } void Action_Complete (GameObject *obj, int actionid, ActionCompleteReason completereason) { switch (completereason) { case ACTION_COMPLETE_NORMAL: { if (actionid == M11_PETROVA_PICK_NEW_LOCATION_JDG) { const float priority = 100.0f; const float turnduration = 1.0f; ActionParamsStruct params; params.Set_Basic (this, priority, M11_PETROVA_FACE_PLAYER_IML); params.Set_Face_Location (Commands->Get_Position (STAR), turnduration); Commands->Action_Face_Location (obj, params); } else { if (actionid == M11_PETROVA_FACE_PLAYER_IML) { Commands->Send_Custom_Event (obj, obj, 0, M11_PETROVA_ATTACK_PLAYER_JDG, 0.0f); } } break; } default: // Do nothing. break; } } }; DECLARE_SCRIPT(M11_Level03Key_Script_JDG, "") { void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if ( type == CUSTOM_EVENT_POWERUP_GRANTED ) { GameObject * midtro01Controller = Commands->Find_Object ( 101449 ); if (midtro01Controller != NULL) { Commands->Send_Custom_Event ( obj, midtro01Controller, 0, M01_MODIFY_YOUR_ACTION_JDG, 0 ); } } } }; DECLARE_SCRIPT(M11_Okay_ToPlay_MidtroZone_JDG, "") { void Entered( GameObject * obj, GameObject * enterer ) { if (enterer == STAR) { GameObject * midtro01Controller = Commands->Find_Object ( 101449 ); if (midtro01Controller != NULL) { Commands->Send_Custom_Event ( obj, midtro01Controller, 0, M01_MODIFY_YOUR_ACTION_02_JDG, 0 ); } Commands->Destroy_Object ( obj ); } } }; DECLARE_SCRIPT(M11_Start_FirstMidtro_Zone_JDG, "")//101449 { bool entered; bool command_clearance; REGISTER_VARIABLES() { SAVE_VARIABLE(entered, 1); SAVE_VARIABLE(command_clearance, 2); } void Created( GameObject * obj ) { entered = false; command_clearance = false; } void Entered( GameObject * obj, GameObject * enterer ) { if (enterer == STAR) { if (entered == false && command_clearance == true) { Commands->Send_Custom_Event ( obj, obj, 0, M01_START_ACTING_JDG, 0 ); } } } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (type == 0) { if (param == 0)//first midtro is over--set everyone back to visible { Commands->Set_Position ( STAR, Vector3(-2.124f, 84.915f, -34.233f) ); Commands->Set_Facing ( STAR, 87 ); Commands->Control_Enable ( STAR, true ); Commands->Set_Is_Rendered( STAR, true ); GameObject *petrova = Commands->Find_Object ( M11_MUTANT_PETROVA_JDG ); if (petrova != NULL) { Commands->Set_Is_Rendered( petrova, true ); Commands->Send_Custom_Event( obj, petrova, 0, M11_PETROVA_START_ACTING_JDG, 0 ); } GameObject *mutant01 = Commands->Find_Object ( 101964 ); GameObject *mutant02 = Commands->Find_Object ( 101997 ); //GameObject *visceroid01 = Commands->Find_Object ( 101966 ); //GameObject *visceroid02 = Commands->Find_Object ( 101996 ); //GameObject *visceroid03 = Commands->Find_Object ( 101965 ); if (mutant01 != NULL) { Commands->Send_Custom_Event( obj, mutant01, 0, M01_START_ACTING_JDG, 0 ); } if (mutant02 != NULL) { Commands->Send_Custom_Event( obj, mutant02, 0, M01_START_ACTING_JDG, 3 ); } GameObject * visceroid01 = Commands->Find_Object (101995); GameObject * visceroid02 = Commands->Find_Object (101996); if (visceroid01 != NULL) { Commands->Send_Custom_Event( obj, visceroid01, 0, M01_MODIFY_YOUR_ACTION_JDG, 0 ); } if (visceroid02 != NULL) { Commands->Send_Custom_Event( obj, visceroid02, 0, M01_MODIFY_YOUR_ACTION_JDG, 0 ); } /*if (visceroid01 != NULL) { Commands->Send_Custom_Event( obj, visceroid01, 0, M01_START_ACTING_JDG, 0 ); } if (visceroid02 != NULL) { Commands->Send_Custom_Event( obj, visceroid02, 0, M01_START_ACTING_JDG, 3 ); } if (visceroid03 != NULL) { Commands->Send_Custom_Event( obj, visceroid03, 0, M01_START_ACTING_JDG, 5 ); }*/ } else if (param == 1)//second midtro is over--set everyone back to visible { GameObject * simpleSydney = Commands->Find_Object (M11_SIMPLE_SYDNEY_MOBIUS_JDG); if (simpleSydney != NULL) { Vector3 sydnesLocation (0.084f, 91.860f, -34.233f); GameObject * realSydney = Commands->Find_Object (M11_REAL_SYDNEY_MOBIUS_JDG); if (realSydney != NULL) { Commands->Set_Shield_Strength ( realSydney, 100 ); Commands->Set_Obj_Radar_Blip_Shape (realSydney, RADAR_BLIP_SHAPE_HUMAN ); Commands->Set_Obj_Radar_Blip_Color ( realSydney, RADAR_BLIP_COLOR_GDI ); Commands->Set_Is_Visible( realSydney, true ); Commands->Set_Is_Rendered( realSydney, true ); Commands->Set_Position ( realSydney, sydnesLocation ); Commands->Send_Custom_Event( obj, realSydney, 0, M01_START_ACTING_JDG, 0.5f ); } Commands->Destroy_Object ( simpleSydney );//get rid of simple version of Sydney } Commands->Set_Position ( STAR, Vector3(2.2f, 91.8f, -34.2f) ); Commands->Set_Facing ( STAR, 127 ); Commands->Control_Enable ( STAR, true ); Commands->Set_Is_Rendered( STAR, true ); } else if (param == M01_START_ACTING_JDG && entered == false && command_clearance == true) { entered = true; GameObject *petrova = Commands->Find_Object ( M11_MUTANT_PETROVA_JDG ); if (petrova != NULL) { Commands->Set_Is_Rendered( petrova, false ); } GameObject *controller = Commands->Create_Object("Invisible_Object", Vector3(0,0,0)); Commands->Attach_Script(controller, "Test_Cinematic", "X11M_MIDTRO.txt"); Commands->Control_Enable ( STAR, false ); Commands->Set_Is_Rendered( STAR, false ); Commands->Set_Position ( STAR, Vector3(-2.124f, 84.915f, -34.233f) ); Commands->Set_Facing ( STAR, 87 ); Commands->Static_Anim_Phys_Goto_Frame ( 1300001124, 6, "SHP_DOORP01.SHP_DOORP01" ); Commands->Static_Anim_Phys_Goto_Frame ( 1300001123, 6, "SHP_DOORP01.SHP_DOORP01" ); GameObject * visceroid01 = Commands->Find_Object (101995); GameObject * visceroid02 = Commands->Find_Object (101996); if (visceroid01 != NULL) { Commands->Send_Custom_Event( obj, visceroid01, 0, M01_START_ACTING_JDG, 5 ); } if (visceroid02 != NULL) { Commands->Send_Custom_Event( obj, visceroid02, 0, M01_START_ACTING_JDG, 5 ); } } else if (param == M01_MODIFY_YOUR_ACTION_JDG) { Commands->Control_Enable ( STAR, false ); Commands->Set_Is_Rendered( STAR, false ); GameObject *controller = Commands->Create_Object("Invisible_Object", Vector3(0,0,0)); Commands->Attach_Script(controller, "Test_Cinematic", "X11N_MIDTRO.txt"); } else if (param == M01_MODIFY_YOUR_ACTION_02_JDG) { command_clearance = true; } } } }; DECLARE_SCRIPT(M11_PowerCore_TriggerPetrova_EnterZone_JDG, "") { void Entered( GameObject * obj, GameObject * enterer ) { if (enterer == STAR) { GameObject * petrova = Commands->Find_Object (M11_MUTANT_PETROVA_JDG); if (petrova != NULL) { Commands->Debug_Message ( "***************************M11-Petrova trigger zone sending custom to petrova--jdg\n" ); Commands->Send_Custom_Event( obj, petrova, 0, M11_PETROVA_START_ACTING_JDG, 0 ); Commands->Destroy_Object ( obj );//one time zone--cleaning up } else { Commands->Debug_Message ( "***************************M11-Petrova trigger zone cannot find petrova--jdg\n" ); } } } }; DECLARE_SCRIPT(M11_Barracks_MutantUprising_BlackhandGuy_JDG, "")//M11_BARRACKS_MUTANTUPRISING_BLACKHAND_JDG 100387 { void Created( GameObject * obj ) { Commands->Innate_Disable(obj); } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M01_START_ACTING_JDG) { Commands->Innate_Enable(obj); GameObject * mutant01 = Commands->Find_Object ( M11_BARRACKS_MUTANTUPRISING_MUTANT01_JDG ); if (mutant01 != NULL) { ActionParamsStruct params; params.Set_Basic(this, 45, M01_START_ATTACKING_01_JDG); params.Set_Attack( mutant01, 50, 0, true ); params.AttackCrouched = true; Commands->Action_Attack ( obj, params ); } } } void Action_Complete( GameObject * obj, int action_id, ActionCompleteReason complete_reason ) { ActionParamsStruct params; switch (complete_reason) { case ACTION_COMPLETE_NORMAL: { if (action_id == M01_START_ATTACKING_01_JDG) { GameObject * mutant02 = Commands->Find_Object ( M11_BARRACKS_MUTANTUPRISING_MUTANT02_JDG ); if (mutant02 != NULL) { ActionParamsStruct params; params.Set_Basic(this, 45, M01_START_ATTACKING_02_JDG); params.Set_Attack( mutant02, 50, 0, true ); params.AttackCrouched = true; Commands->Action_Attack ( obj, params ); } } } break; } } }; DECLARE_SCRIPT(M11_Barracks_MutantUprising_Mutant01_JDG, "")//M11_BARRACKS_MUTANTUPRISING_MUTANT01_JDG 100388 { void Created( GameObject * obj ) { Commands->Innate_Disable(obj); } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M01_START_ACTING_JDG) { Commands->Innate_Enable(obj); GameObject * blackhand = Commands->Find_Object ( M11_BARRACKS_MUTANTUPRISING_BLACKHAND_JDG ); if (blackhand != NULL) { ActionParamsStruct params; params.Set_Basic(this, 45, M01_GOING_TO_HAVOC_JDG); params.Set_Movement( blackhand, RUN, 0.5f, false ); params.Set_Attack( blackhand, 0.5f, 0, true ); Commands->Action_Attack ( obj, params ); char *soundName = M11_Choose_Mutant_Attack_Sound ( ); Vector3 myPosition = Commands->Get_Position ( obj ); Commands->Create_Sound ( soundName, myPosition, obj ); } } } }; DECLARE_SCRIPT(M11_Barracks_MutantUprising_Mutant02_JDG, "")//M11_BARRACKS_MUTANTUPRISING_MUTANT02_JDG 100389 { void Created( GameObject * obj ) { Commands->Innate_Disable(obj); } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M01_START_ACTING_JDG) { Commands->Innate_Enable(obj); GameObject * blackhand = Commands->Find_Object ( M11_BARRACKS_MUTANTUPRISING_BLACKHAND_JDG ); if (blackhand != NULL) { ActionParamsStruct params; params.Set_Basic(this, 45, M01_GOING_TO_HAVOC_JDG); params.Set_Movement( blackhand, RUN, 0.5f, false ); params.Set_Attack( blackhand, 0.5f, 0, true ); Commands->Action_Attack ( obj, params ); char *soundName = M11_Choose_Mutant_Attack_Sound ( ); Vector3 myPosition = Commands->Get_Position ( obj ); Commands->Create_Sound ( soundName, myPosition, obj ); } } } }; DECLARE_SCRIPT(M11_Flyover_Contoller_JDG, "") { int last; REGISTER_VARIABLES() { SAVE_VARIABLE(last, 1); } void Created(GameObject * obj) { Commands->Start_Timer(obj, this, 5.0f, 0); last = 0; } void Timer_Expired(GameObject * obj, int timer_id) { if (last >= 4) { last = 0; } char *flyovers[4] = { //this is a low level traffic lane from nod comm to gdi ocean-- N->S "X11A_Flyover_01.txt", "X11A_Flyover_02.txt", "X11A_Flyover_03.txt", "X11A_Flyover_04.txt", }; GameObject *controller = Commands->Create_Object("Invisible_Object", Vector3(0,0,0)); Commands->Attach_Script(controller, "Test_Cinematic", flyovers[last]); Commands->Start_Timer(obj, this, 10, 5); last++; } }; DECLARE_SCRIPT(M11_Cinematic_Havoc_Script_JDG, "") { void Created( GameObject * obj ) { Commands->Select_Weapon ( obj, NULL ); } }; DECLARE_SCRIPT(M11_Cinematic_Petrova_Script_JDG, "") { void Created( GameObject * obj ) { Commands->Enable_Stealth (obj, false); Commands->Select_Weapon ( obj, NULL ); } }; DECLARE_SCRIPT(M11_Sydney_SandM_Machine_Script_JDG, "")//157366 { void Created( GameObject * obj ) { Commands->Enable_Cinematic_Freeze( obj, false ); Commands->Set_Animation ( obj, "DSP_TORTURE.DSP_TORTURE_01", true ); } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (type == 0) { if (param == 0)//DO FREE SYDNEY ANIM { Commands->Enable_Hibernation( obj, false ); Commands->Enable_Cinematic_Freeze( obj, false ); Commands->Set_Animation ( obj, "DSP_TORTURE.DSP_TORTURE_02", false ); } } } }; DECLARE_SCRIPT(M11_Sydney_SandM_Chair_Script_JDG, "")//101606 { void Created( GameObject * obj ) { //Commands->Enable_Hibernation( obj, false ); Commands->Enable_Cinematic_Freeze( obj, false ); } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (type == 0) { if (param == 0)//DO FREE SYDNEY ANIM { Commands->Enable_Hibernation( obj, false ); Commands->Enable_Cinematic_Freeze( obj, false ); Commands->Set_Animation ( obj, "DSP_TORTURE_TBL.DSP_TORTURE_T01", false ); } } } }; DECLARE_SCRIPT(M11_Sydney_SandM_Wall_Script_JDG, "")//101607 { void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (type == 0) { if (param == 0)//wall goes away { Commands->Destroy_Object ( obj ); } } } }; DECLARE_SCRIPT(M11_Sydney_SandM_Sydney_Bone_JDG, "") { void Created( GameObject * obj ) { Commands->Enable_Cinematic_Freeze( obj, false ); //Commands->Enable_Hibernation( obj, false ); } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (type == 0) { if (param == M01_MODIFY_YOUR_ACTION_JDG)//play animation A { Commands->Enable_Hibernation( obj, false ); Commands->Debug_Message ( "**********************Sydney bone custom received....going to anim A\n" ); Commands->Set_Animation ( obj, "X11C_BN_Sydney.X11C_SYD_A", false); } else if (param == M01_MODIFY_YOUR_ACTION_02_JDG)//play animation B { Commands->Enable_Hibernation( obj, false ); Commands->Debug_Message ( "**********************Sydney bone custom received....going to anim B\n" ); Commands->Set_Animation ( obj, "X11C_BN_Sydney.X11C_SYD_B", false); } else if (param == M01_MODIFY_YOUR_ACTION_03_JDG)//play animation c { Commands->Enable_Hibernation( obj, false ); Commands->Debug_Message ( "**********************Sydney bone custom received....going to anim C\n" ); Commands->Set_Animation ( obj, "X11C_BN_Sydney.X11C_SYD_C", false); } else if (param == M01_MODIFY_YOUR_ACTION_04_JDG)//play animation d { Commands->Enable_Hibernation( obj, false ); Commands->Debug_Message ( "**********************Sydney bone custom received....going to anim D\n" ); Commands->Set_Animation ( obj, "X11C_BN_Sydney.X11C_SYD_D", false); } } } }; DECLARE_SCRIPT(M11_SimpleSydney_Script_JDG, "")//M11_SIMPLE_SYDNEY_MOBIUS_JDG 100697 { int bone_id; REGISTER_VARIABLES() { SAVE_VARIABLE(bone_id, 1); } void Created( GameObject * obj ) { Commands->Enable_Cinematic_Freeze( obj, false ); GameObject * tortureMachine = Commands->Find_Object ( 157366 ); if (tortureMachine != NULL) { Vector3 machinePosition = Commands->Get_Position ( tortureMachine ); float machineFacing = Commands->Get_Facing ( tortureMachine ); GameObject * troopbone = Commands->Create_Object("Invisible_Object", machinePosition ); Commands->Set_Model ( troopbone, "X11C_BN_Sydney" ); Commands->Set_Facing ( troopbone, machineFacing ); Commands->Attach_Script(troopbone, "M11_Sydney_SandM_Sydney_Bone_JDG", ""); bone_id = Commands->Get_ID ( troopbone ); Commands->Attach_To_Object_Bone( obj, troopbone, "BN_SYDNEY" ); Commands->Send_Custom_Event ( obj, obj, 0, M01_MODIFY_YOUR_ACTION_JDG, 0 ); Commands->Debug_Message ( "**********************bone created with ID....................%d\n", bone_id ); } } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (type == 0) { if (param == 0)//now do free sydney anim { GameObject * troopbone = Commands->Find_Object ( bone_id ); if (troopbone != NULL) { Commands->Debug_Message ( "**********************Sydney anim D sending custom to bone\n" ); Commands->Send_Custom_Event ( obj, troopbone, 0, M01_MODIFY_YOUR_ACTION_04_JDG, 0 ); Commands->Set_Animation ( obj, "S_B_HUMAN.H_B_X11C_SYD_D", false); } else { Commands->Debug_Message ( "**********************Sydney anim D cannot find bone\n" ); } } else if (param == M01_MODIFY_YOUR_ACTION_JDG)//play animation A { GameObject * troopbone = Commands->Find_Object ( bone_id ); if (troopbone != NULL) { Commands->Debug_Message ( "**********************Sydney anim A sending custom to bone\n" ); Commands->Send_Custom_Event ( obj, troopbone, 0, M01_MODIFY_YOUR_ACTION_JDG, 0 ); Commands->Set_Animation ( obj, "S_B_HUMAN.H_B_X11C_SYD_A", false); } else { Commands->Debug_Message ( "**********************Sydney anim A cannot find bone\n" ); } } else if (param == M01_MODIFY_YOUR_ACTION_02_JDG)//play animation B { GameObject * troopbone = Commands->Find_Object ( bone_id ); if (troopbone != NULL) { Commands->Debug_Message ( "**********************Sydney anim B sending custom to bone\n" ); Commands->Send_Custom_Event ( obj, troopbone, 0, M01_MODIFY_YOUR_ACTION_02_JDG, 0 ); Commands->Set_Animation ( obj, "S_B_HUMAN.H_B_X11C_SYD_B", false); } else { Commands->Debug_Message ( "**********************Sydney anim B cannot find bone\n" ); } } else if (param == M01_MODIFY_YOUR_ACTION_03_JDG)//play animation c { GameObject * troopbone = Commands->Find_Object ( bone_id ); if (troopbone != NULL) { Commands->Debug_Message ( "**********************Sydney anim C sending custom to bone\n" ); Commands->Send_Custom_Event ( obj, troopbone, 0, M01_MODIFY_YOUR_ACTION_03_JDG, 0 ); Commands->Set_Animation ( obj, "S_B_HUMAN.H_B_X11C_SYD_C", false); } else { Commands->Debug_Message ( "**********************Sydney anim C cannot find bone\n" ); } } //else if (param == M01_MODIFY_YOUR_ACTION_04_JDG)//play animation d //{ //} } } void Animation_Complete(GameObject * obj, const char *anim) { if (stricmp(anim, "S_B_HUMAN.H_B_X11C_SYD_A") == 0) { Commands->Send_Custom_Event ( obj, obj, 0, M01_MODIFY_YOUR_ACTION_02_JDG, 0 ); } else if (stricmp(anim, "S_B_HUMAN.H_B_X11C_SYD_B") == 0) { Commands->Send_Custom_Event ( obj, obj, 0, M01_MODIFY_YOUR_ACTION_03_JDG, 0 ); } else if (stricmp(anim, "S_B_HUMAN.H_B_X11C_SYD_C") == 0) { Commands->Send_Custom_Event ( obj, obj, 0, M01_MODIFY_YOUR_ACTION_JDG, 0 ); } else if (stricmp(anim, "S_B_HUMAN.H_B_X11C_SYD_D") == 0) { //Commands->Send_Custom_Event ( obj, obj, 0, M01_MODIFY_YOUR_ACTION_JDG, 0 ); } } }; Vector3 m11ObeliskExplosionLocs[13] = { Vector3 (-10.432f, -96.805f, 4.504f), Vector3 (-15.732f, -106.739f, 10.572f), Vector3 (0.665f, -105.108f, 8.224f), Vector3 (14.913f, -99.565f, 4.977f), Vector3 (33.114f, -103.768f, 7.549f), Vector3 (34.822f, -114.184f, 12.776f), Vector3 (24.790f, -116.226f, 13.617f), Vector3 (12.581f, -111.634f, 11.247f), Vector3 (-5.196f, -116.416f, 13.689f), Vector3 (-9.931f, -136.410f, 18.047f), Vector3 (8.336f, -122.921f, 21.475f), Vector3 (12.898f, -123.847f, 27.640f), Vector3 (6.441f, -125.543f, 36.824f), }; DECLARE_SCRIPT(M11_ObeliskBattle_Contoller_JDG, "")//101805 { int last; bool commandClearance; REGISTER_VARIABLES() { SAVE_VARIABLE( last, 1 ); SAVE_VARIABLE( commandClearance, 2 ); } void Created( GameObject * obj ) { Commands->Enable_Hibernation( obj, false ); commandClearance = true; float delayTimer = Commands->Get_Random ( 0, 5 ); Commands->Send_Custom_Event ( obj, obj, 0, M01_START_ATTACKING_01_JDG, delayTimer ); last = 20; } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M01_GOTO_IDLE_JDG) { commandClearance = false; Commands->Enable_Hibernation( obj, true ); } else if (param == M01_START_ACTING_JDG) { commandClearance = true; Commands->Enable_Hibernation( obj, false ); float delayTimer = Commands->Get_Random ( 0, 5 ); Commands->Start_Timer(obj, this, delayTimer, 0); } else if (param == M01_START_ATTACKING_01_JDG) { if (commandClearance == true) { int random = Commands->Get_Random_Int(0, 13); while (random == last) { random = Commands->Get_Random_Int(0, 13); } last = random; Commands->Create_Explosion ( "Ground Explosions - Harmless", m11ObeliskExplosionLocs[random], NULL ); float delayTimer = Commands->Get_Random ( 5, 10 ); Commands->Send_Custom_Event ( obj, obj, 0, M01_START_ATTACKING_01_JDG, delayTimer ); } } } }; DECLARE_SCRIPT(M11_Cell_Mutant01_JDG, "") { void Created( GameObject * obj ) { Commands->Innate_Disable(obj); Commands->Set_Loiters_Allowed( obj, false ); ActionParamsStruct params; params.Set_Basic( this, 100, M01_DOING_ANIMATION_01_JDG ); params.Set_Animation( "S_A_HUMAN.H_A_7002", true ); Commands->Action_Play_Animation ( obj, params ); Commands->Set_Player_Type ( obj, SCRIPT_PLAYERTYPE_NOD ); Commands->Set_Obj_Radar_Blip_Color ( obj, RADAR_BLIP_COLOR_MUTANT ); } }; DECLARE_SCRIPT(M11_Cell_Mutant02_JDG, "") { void Created( GameObject * obj ) { Commands->Set_Loiters_Allowed( obj, false ); ActionParamsStruct params; params.Set_Basic( this, 100, M01_DOING_ANIMATION_01_JDG ); params.Set_Animation ("H_A_A0A0_L28B", true); Commands->Action_Play_Animation (obj, params); Commands->Set_Player_Type ( obj, SCRIPT_PLAYERTYPE_NOD ); Commands->Set_Obj_Radar_Blip_Color ( obj, RADAR_BLIP_COLOR_MUTANT ); } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { ActionParamsStruct params; if (param == M01_START_ACTING_JDG) { ActionParamsStruct params; params.Set_Basic( this, 100, M01_DOING_ANIMATION_02_JDG ); params.Set_Animation ("H_A_A0A0_L28C", false); Commands->Action_Play_Animation (obj, params); //Commands->Set_Player_Type ( obj, SCRIPT_PLAYERTYPE_MUTANT ); //Commands->Set_Obj_Radar_Blip_Color ( obj, RADAR_BLIP_COLOR_MUTANT ); } } void Action_Complete( GameObject * obj, int action_id, ActionCompleteReason complete_reason ) { if (complete_reason == ACTION_COMPLETE_NORMAL) { if (action_id == M01_DOING_ANIMATION_02_JDG) { ActionParamsStruct params; params.Set_Basic(this, 100, M01_WALKING_WAYPATH_01_JDG); params.Set_Movement(Vector3 (0, 0, 0), RUN, 3); params.WaypathID = 104142; Commands->Action_Goto(obj, params); } else if (action_id == M01_WALKING_WAYPATH_01_JDG) { GameObject * petrova = Commands->Find_Object ( M11_MUTANT_PETROVA_JDG ); if (petrova != NULL) { ActionParamsStruct params; params.Set_Basic(this, 100, M01_WALKING_WAYPATH_01_JDG); params.Set_Movement(petrova, RUN, 15); params.Set_Attack( petrova, 20, 0, true ); Commands->Action_Attack(obj, params); } } } } }; DECLARE_SCRIPT(M11_Cell_Visceroid_JDG, "") { bool deadYet; REGISTER_VARIABLES() { SAVE_VARIABLE( deadYet, 1 ); } void Created( GameObject * obj ) { deadYet = false; Commands->Set_Player_Type ( obj, SCRIPT_PLAYERTYPE_NOD ); Commands->Set_Obj_Radar_Blip_Color ( obj, RADAR_BLIP_COLOR_MUTANT ); //Commands->Enable_Cinematic_Freeze( obj, false ); } void Killed( GameObject * obj, GameObject * killer ) { deadYet = true; } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { ActionParamsStruct params; if (param == M01_START_ACTING_JDG) { //Commands->Set_Player_Type ( obj, SCRIPT_PLAYERTYPE_MUTANT ); //Commands->Set_Obj_Radar_Blip_Color ( obj, RADAR_BLIP_COLOR_MUTANT ); int myId = Commands->Get_ID ( obj ); if (myId == 101995 && deadYet == false) { Vector3 warpSpot (-4.544f, 86.890f, -34); Commands->Set_Position ( obj, warpSpot ); ActionParamsStruct params; params.Set_Basic(this, 100, M01_WALKING_WAYPATH_01_JDG); //params.Set_Movement(Vector3 (-10.635f, 68.057f, -34.233f), RUN, 1); //making first change here...run to walk Commands->Action_Goto(obj, params); params.Set_Movement(Vector3 (-10.635f, 68.057f, -34.233f), WALK, 1); } else if (myId == 101996 && deadYet == false) { //Vector3 warpSpot (-2.457f, 84, -34); //change 2 going here Vector3 warpSpot (-7.272f, 77.365f, -34); Commands->Set_Position ( obj, warpSpot ); ActionParamsStruct params; params.Set_Basic(this, 100, M01_WALKING_WAYPATH_01_JDG); //params.Set_Movement(Vector3 (10.745f, 66.866f, -34.233f), RUN, 1); //making first change here...run to walk params.Set_Movement(Vector3 (10.745f, 66.866f, -34.233f), WALK, 1); Commands->Action_Goto(obj, params); } Commands->Enable_Cinematic_Freeze( obj, true ); } else if (param == M01_MODIFY_YOUR_ACTION_JDG) { GameObject * petrova = Commands->Find_Object ( M11_MUTANT_PETROVA_JDG ); if (petrova != NULL) { ActionParamsStruct params; params.Set_Basic(this, 100, M01_WALKING_WAYPATH_01_JDG); params.Set_Movement(petrova, RUN, 4); params.Set_Attack( petrova, 10, 0, true ); Commands->Action_Attack(obj, params); } } } void Action_Complete( GameObject * obj, int action_id, ActionCompleteReason complete_reason ) { if (complete_reason == ACTION_COMPLETE_NORMAL) { if (action_id == M01_WALKING_WAYPATH_01_JDG) { Commands->Set_Innate_Is_Stationary ( obj, true ); } } } }; DECLARE_SCRIPT(M11_PowerupDifficulty_Manager_JDG, "") { void Created( GameObject * obj ) { int easy = 0; int medium = 1; int currentDifficulty = Commands->Get_Difficulty_Level( ); if (currentDifficulty == easy) { Commands->Create_Object ( "POW_SniperRifle_Player", Vector3(17.778f, -41.716f, 0.000f) ); Commands->Create_Object ( "POW_SniperRifle_Player", Vector3(-17.799f, -41.177f, 0.000f) ); Commands->Create_Object ( "POW_RocketLauncher_Player", Vector3(-11.209f, -16.475f, 0.000f) ); Commands->Create_Object ( "POW_RocketLauncher_Player", Vector3(10.747f, -16.773f, 0.000f) ); Commands->Create_Object ( "POW_RocketLauncher_Player", Vector3(-3.467f, -33.332f, -10.015f) ); Commands->Create_Object ( "POW_LaserChaingun_Player", Vector3(3.651f, -33.292f, -10.015f) ); Commands->Create_Object ( "POW_RocketLauncher_Player", Vector3(1.954f, 19.875f, -18.000f) ); Commands->Create_Object ( "POW_LaserChaingun_Player", Vector3(-1.897f, 20.016f, -18.000f) ); Commands->Create_Object ( "POW_RocketLauncher_Player", Vector3(12.768f, 5.348f, -24.531f) ); Commands->Create_Object ( "POW_LaserChaingun_Player", Vector3(-13.378f, 5.055f, -24.531f) ); Commands->Create_Object ( "POW_LaserChaingun_Player", Vector3(7.661f, -17.279f, -29.855f) ); Commands->Create_Object ( "POW_LaserChaingun_Player", Vector3(-8.177f, -17.193f, -29.855f) ); Commands->Create_Object ( "POW_RocketLauncher_Player", Vector3(2.911f, -32.665f, -34.789f) ); Commands->Create_Object ( "POW_RocketLauncher_Player", Vector3(-1.058f, -32.588f, -34.789f) ); Commands->Create_Object ( "POW_RocketLauncher_Player", Vector3(-14.646f, 40.156f, 0.000f) ); Commands->Create_Object ( "POW_RocketLauncher_Player", Vector3(15.466f, 40.827f, 0.000f) ); Commands->Create_Object ( "POW_LaserChaingun_Player", Vector3(7.671f, 23.377f, 1.594f) ); Commands->Create_Object ( "POW_LaserChaingun_Player", Vector3(-8.166f, 23.366f, 1.256f) ); Commands->Create_Object ( "POW_RocketLauncher_Player", Vector3(6.072f, 13.298f, -10.015f) ); Commands->Create_Object ( "POW_RocketLauncher_Player", Vector3(-6.474f, 13.163f, -10.015f) ); Commands->Create_Object ( "POW_LaserChaingun_Player", Vector3(-9.831f, -17.845f, -18.000f) ); Commands->Create_Object ( "POW_LaserChaingun_Player", Vector3(9.240f, -17.551f, -18.000f) ); Commands->Create_Object ( "POW_RocketLauncher_Player", Vector3(-3.556f, 16.234f, -24.531f) ); Commands->Create_Object ( "POW_RocketLauncher_Player", Vector3(3.966f, 15.895f, -24.530f) ); Commands->Create_Object ( "POW_RocketLauncher_Player", Vector3(-10.515f, 33.298f, -29.855f) ); Commands->Create_Object ( "POW_SniperRifle_Player", Vector3(10.585f, 31.592f, -29.855f) ); Commands->Create_Object ( "POW_MineRemote_Player", Vector3(1.538f, -15.786f, -29.855f) ); Commands->Create_Object ( "POW_MineRemote_Player", Vector3(-0.604f, -15.760f, -29.855f) ); Commands->Create_Object ( "POW_RocketLauncher_Player", Vector3(-13.821f, 8.995f, -34.233f) ); //Commands->Create_Object ( "POW_RocketLauncher_Player", Vector3(-13.821f, 8.995f, -34.233f) ); Commands->Create_Object ( "POW_RocketLauncher_Player", Vector3(14.085f, 9.259f, -34.233f) ); Commands->Create_Object ( "POW_LaserChaingun_Player", Vector3(19.320f, 17.879f, -39.484f) ); Commands->Create_Object ( "POW_LaserChaingun_Player", Vector3(-19.301f, 17.910f, -39.484f) ); Commands->Create_Object ( "POW_LaserChaingun_Player", Vector3(-12.110f, 54.177f, -39.486f) ); Commands->Create_Object ( "POW_LaserChaingun_Player", Vector3(11.853f, 54.077f, -39.486f) ); Commands->Create_Object ( "POW_RocketLauncher_Player", Vector3(96.844f, 51.430f, -62.686f) ); Commands->Create_Object ( "POW_RocketLauncher_Player", Vector3(94.033f, 43.255f, -62.686f) ); Commands->Create_Object ( "POW_LaserChaingun_Player", Vector3(27.027f, 60.014f, -55.106f) ); Commands->Create_Object ( "POW_LaserChaingun_Player", Vector3(14.259f, 58.072f, -53.022f) ); Commands->Create_Object ( "POW_LaserChaingun_Player", Vector3(3.860f, 98.276f, -34.233f) ); Commands->Create_Object ( "POW_LaserChaingun_Player", Vector3(-3.987f, 97.681f, -34.233f) ); Commands->Enable_Spawner( 102364, true );//lev 01 health Commands->Enable_Spawner( 102367, true );//lev 01 armor Commands->Enable_Spawner( 102370, true );//netrunner health Commands->Enable_Spawner( 102373, true );//netrunner armor Commands->Enable_Spawner( 102378, true );//wetbar armor Commands->Enable_Spawner( 102381, true );//wetbar health Commands->Enable_Spawner( 102384, true );//warroom armor Commands->Enable_Spawner( 102387, true );//warroom health Commands->Enable_Spawner( 102390, true );//mutant lab armor Commands->Enable_Spawner( 102393, true );//mutant lab health Commands->Enable_Spawner( 102396, true );//mutant crypt health01 Commands->Enable_Spawner( 102399, true );//mutant crypt armor01 Commands->Enable_Spawner( 102402, true );//mutant crypt health02 Commands->Enable_Spawner( 102405, true );//mutant crypt health03 Commands->Enable_Spawner( 102408, true );//mutant crypt armor02 Commands->Enable_Spawner( 102411, true );//abel's tomb armor Commands->Enable_Spawner( 102414, true );//abel's tomb health Commands->Enable_Spawner( 102417, true );//powercore bottom health Commands->Enable_Spawner( 102420, true );//powercore bottom armor Commands->Enable_Spawner( 102423, true );//powercore top health Commands->Enable_Spawner( 102426, true );//powercore top armor Commands->Enable_Spawner( 102429, true );//powercore center health Commands->Enable_Spawner( 102432, true );//powercore center armor } else if (currentDifficulty == medium) { Commands->Create_Object ( "POW_RocketLauncher_Player", Vector3(-14.646f, 40.156f, 0.000f) ); Commands->Create_Object ( "POW_RocketLauncher_Player", Vector3(15.466f, 40.827f, 0.000f) ); Commands->Create_Object ( "POW_LaserChaingun_Player", Vector3(7.671f, 23.377f, 1.594f) ); Commands->Create_Object ( "POW_LaserChaingun_Player", Vector3(-8.166f, 23.366f, 1.256f) ); Commands->Create_Object ( "POW_RocketLauncher_Player", Vector3(6.072f, 13.298f, -10.015f) ); Commands->Create_Object ( "POW_RocketLauncher_Player", Vector3(-6.474f, 13.163f, -10.015f) ); Commands->Create_Object ( "POW_LaserChaingun_Player", Vector3(-9.831f, -17.845f, -18.000f) ); Commands->Create_Object ( "POW_LaserChaingun_Player", Vector3(9.240f, -17.551f, -18.000f) ); Commands->Create_Object ( "POW_RocketLauncher_Player", Vector3(-3.556f, 16.234f, -24.531f) ); Commands->Create_Object ( "POW_RocketLauncher_Player", Vector3(3.966f, 15.895f, -24.530f) ); Commands->Create_Object ( "POW_RocketLauncher_Player", Vector3(-10.515f, 33.298f, -29.855f) ); Commands->Create_Object ( "POW_SniperRifle_Player", Vector3(10.585f, 31.592f, -29.855f) ); Commands->Create_Object ( "POW_MineRemote_Player", Vector3(1.538f, -15.786f, -29.855f) ); Commands->Create_Object ( "POW_MineRemote_Player", Vector3(-0.604f, -15.760f, -29.855f) ); Commands->Create_Object ( "POW_RocketLauncher_Player", Vector3(-13.821f, 8.995f, -34.233f) ); Commands->Create_Object ( "POW_RocketLauncher_Player", Vector3(-13.821f, 8.995f, -34.233f) ); Commands->Create_Object ( "POW_RocketLauncher_Player", Vector3(14.085f, 9.259f, -34.233f) ); Commands->Create_Object ( "POW_LaserChaingun_Player", Vector3(19.320f, 17.879f, -39.484f) ); Commands->Create_Object ( "POW_LaserChaingun_Player", Vector3(-19.301f, 17.910f, -39.484f) ); Commands->Create_Object ( "POW_LaserChaingun_Player", Vector3(-12.110f, 54.177f, -39.486f) ); Commands->Create_Object ( "POW_LaserChaingun_Player", Vector3(11.853f, 54.077f, -39.486f) ); Commands->Create_Object ( "POW_RocketLauncher_Player", Vector3(96.844f, 51.430f, -62.686f) ); Commands->Create_Object ( "POW_RocketLauncher_Player", Vector3(94.033f, 43.255f, -62.686f) ); Commands->Create_Object ( "POW_LaserChaingun_Player", Vector3(27.027f, 60.014f, -55.106f) ); Commands->Create_Object ( "POW_LaserChaingun_Player", Vector3(14.259f, 58.072f, -53.022f) ); Commands->Create_Object ( "POW_LaserChaingun_Player", Vector3(3.860f, 98.276f, -34.233f) ); Commands->Create_Object ( "POW_LaserChaingun_Player", Vector3(-3.987f, 97.681f, -34.233f) ); Commands->Enable_Spawner( 102360, true );//lev 01 health Commands->Enable_Spawner( 102366, true );//lev 01 armor Commands->Enable_Spawner( 102369, true );//netrunner health Commands->Enable_Spawner( 102372, true );//netrunner armor Commands->Enable_Spawner( 102377, true );//wetbar armor Commands->Enable_Spawner( 102380, true );//wetbar health Commands->Enable_Spawner( 102383, true );//warroom armor Commands->Enable_Spawner( 102386, true );//warroom health Commands->Enable_Spawner( 102389, true );//mutant lab armor Commands->Enable_Spawner( 102392, true );//mutant lab health Commands->Enable_Spawner( 102395, true );//mutant crypt health01 Commands->Enable_Spawner( 102398, true );//mutant crypt armor01 Commands->Enable_Spawner( 102401, true );//mutant crypt health02 Commands->Enable_Spawner( 102404, true );//mutant crypt health03 Commands->Enable_Spawner( 102407, true );//mutant crypt armor02 Commands->Enable_Spawner( 102410, true );//abel's tomb armor Commands->Enable_Spawner( 102413, true );//abel's tomb health Commands->Enable_Spawner( 102416, true );//powercore bottom health Commands->Enable_Spawner( 102419, true );//powercore bottom armor Commands->Enable_Spawner( 102422, true );//powercore top health Commands->Enable_Spawner( 102425, true );//powercore top armor Commands->Enable_Spawner( 102428, true );//powercore center health Commands->Enable_Spawner( 102431, true );//powercore center armor } else { Commands->Enable_Spawner( 102359, true );//lev 01 health Commands->Enable_Spawner( 102365, true );//lev 01 armor Commands->Enable_Spawner( 102368, true );//netrunner health Commands->Enable_Spawner( 102371, true );//netrunner armor Commands->Enable_Spawner( 102376, true );//wetbar armor Commands->Enable_Spawner( 102379, true );//wetbar health Commands->Enable_Spawner( 102382, true );//warroom armor Commands->Enable_Spawner( 102385, true );//warroom health Commands->Enable_Spawner( 102388, true );//mutant lab armor Commands->Enable_Spawner( 102391, true );//mutant lab health Commands->Enable_Spawner( 102394, true );//mutant crypt health01 Commands->Enable_Spawner( 102397, true );//mutant crypt armor01 Commands->Enable_Spawner( 102400, true );//mutant crypt health02 Commands->Enable_Spawner( 102403, true );//mutant crypt health03 Commands->Enable_Spawner( 102406, true );//mutant crypt armor02 Commands->Enable_Spawner( 102409, true );//abel's tomb armor Commands->Enable_Spawner( 102412, true );//abel's tomb health Commands->Enable_Spawner( 102415, true );//powercore bottom health Commands->Enable_Spawner( 102418, true );//powercore bottom armor Commands->Enable_Spawner( 102421, true );//powercore top health Commands->Enable_Spawner( 102424, true );//powercore top armor Commands->Enable_Spawner( 102427, true );//powercore center health Commands->Enable_Spawner( 102430, true );//powercore center armor } } }; DECLARE_SCRIPT(M11_Petrova_Taunt_Controller_JDG, "")//103797 { bool commandClearance; bool PetrovaDead; int last; REGISTER_VARIABLES() { SAVE_VARIABLE(commandClearance, 1); SAVE_VARIABLE(PetrovaDead, 2); SAVE_VARIABLE(last, 2); } void Created( GameObject * obj ) { commandClearance = false; PetrovaDead = false; last = 20; } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (type == 0) { if (param == M01_IVE_BEEN_KILLED_JDG) { PetrovaDead = true; } else if (param == M01_START_ACTING_JDG) { commandClearance = true; Commands->Send_Custom_Event ( obj, obj, 0, M01_MODIFY_YOUR_ACTION_JDG, 0 ); } else if (param == M01_MODIFY_YOUR_ACTION_JDG && commandClearance == true && PetrovaDead == false) { char *taunt_sound[9] = { "M00MBPT_ATOC0001I1MBPT_SND", "M00MBPT_ATOS0001I1MBPT_SND", "M00MBPT_DECX0001I1MBPT_SND", "M00MBPT_TFEA0001I1MBPT_SND", "M00ASQR_KILL0018I1MBPT_SND", "M00GSEN_KIOV0004I1MBPT_SND", "M00GCTK_KIOV0004I1MBPT_SND", "M00GSRS_KITB0004I1MBPT_SND", "M00GSRS_KITB0004I1MBPT_SND", }; int random = Commands->Get_Random_Int(0, 9); while (random == last) { random = Commands->Get_Random_Int(0, 9); } GameObject * petrova = Commands->Find_Object ( M11_MUTANT_PETROVA_JDG ); if (petrova != NULL) { Vector3 petrovaLocation = Commands->Get_Position ( petrova ); Commands->Create_Sound ( taunt_sound[random], petrovaLocation, petrova ); float delayTimer = Commands->Get_Random ( 5, 10 ); Commands->Send_Custom_Event ( obj, obj, 0, M01_MODIFY_YOUR_ACTION_JDG, delayTimer ); } } } } }; DECLARE_SCRIPT(M11_Lab_Cryochamber_Switch02_JDG, "") { bool poked; REGISTER_VARIABLES() { SAVE_VARIABLE(poked, 1); } void Created( GameObject * obj ) { Commands->Enable_HUD_Pokable_Indicator ( obj, true ); Commands->Set_Animation_Frame ( obj, "DSP_DOORSWITCH.DSP_DOORSWITCH", 0 );//green poked = false; } void Poked( GameObject * obj, GameObject * poker ) { if ( poker == STAR && poked == false) { Commands->Enable_HUD_Pokable_Indicator ( obj, false ); poked = true; Commands->Set_Animation_Frame ( obj, "DSP_DOORSWITCH.DSP_DOORSWITCH", 1 );//red //Commands->Create_Sound ( "bombit1", Vector3 (0,0,0), obj ); Commands->Send_Custom_Event ( obj, Commands->Find_Object ( M11_LABORATORY_MUTANT_CONTROLLER_JDG ), 0, M01_MODIFY_YOUR_ACTION_02_JDG, 0 ); } } }; Vector3 m11cryoChamberLocs[15] = { Vector3(-17.385f, 34.254f, -39.486f), Vector3(-17.373f, 40.853f, -39.486f), Vector3(-17.362f, 50.281f, -39.486f), Vector3(-17.377f, 56.349f, -39.486f), Vector3(-9.668f, 59.078f, -39.486f), Vector3(-7.215f, 54.836f, -39.486f), Vector3(-5.012f, 48.971f, -39.486f), Vector3(-5.669f, 44.153f, -39.486f), Vector3(4.735f, 30.950f, -39.486f), Vector3(6.117f, 43.680f, -39.486f), Vector3(5.037f, 49.157f, -39.486f), Vector3(5.849f, 52.512f, -39.486f), Vector3(8.617f, 57.247f, -39.486f), Vector3(17.392f, 55.537f, -39.486f), Vector3(17.386f, 44.152f, -39.486f), }; float cryoChamberFacing[15] = { 90, 90, 90, 90, -60, -60, -90, -135, 40, 140, 90, 60, 60, -90, -90, }; Vector3 destroyedCryoChamberLocs[3] = { Vector3(-4.544f, 30.811f, -39.486f), Vector3(17.399f, 50.261f, -39.486f), Vector3(17.400f, 38.322f, -39.486f), }; float destroyedChamberFacing[3] = { -45, -90, -90, }; DECLARE_SCRIPT(M11_Lab_Cryochamber_Controller_JDG, "")//100910 M11_LABORATORY_MUTANT_CONTROLLER_JDG { int cryoChamber_id[15]; int simpleMutant_id[15]; int activeUnitCount; int deadMutantCount; REGISTER_VARIABLES() { SAVE_VARIABLE(activeUnitCount, 1); SAVE_VARIABLE(deadMutantCount, 2); SAVE_VARIABLE(cryoChamber_id[0], 3); SAVE_VARIABLE(cryoChamber_id[1], 4); SAVE_VARIABLE(cryoChamber_id[2], 5); SAVE_VARIABLE(cryoChamber_id[3], 6); SAVE_VARIABLE(cryoChamber_id[4], 7); SAVE_VARIABLE(cryoChamber_id[5], 8); SAVE_VARIABLE(cryoChamber_id[6], 9); SAVE_VARIABLE(cryoChamber_id[7], 10); SAVE_VARIABLE(cryoChamber_id[8], 11); SAVE_VARIABLE(cryoChamber_id[9], 12); SAVE_VARIABLE(cryoChamber_id[10], 13); SAVE_VARIABLE(cryoChamber_id[11], 14); SAVE_VARIABLE(cryoChamber_id[12], 15); SAVE_VARIABLE(cryoChamber_id[13], 16); SAVE_VARIABLE(cryoChamber_id[14], 17); SAVE_VARIABLE(simpleMutant_id[0], 18); SAVE_VARIABLE(simpleMutant_id[1], 19); SAVE_VARIABLE(simpleMutant_id[2], 20); SAVE_VARIABLE(simpleMutant_id[3], 21); SAVE_VARIABLE(simpleMutant_id[4], 22); SAVE_VARIABLE(simpleMutant_id[5], 23); SAVE_VARIABLE(simpleMutant_id[6], 24); SAVE_VARIABLE(simpleMutant_id[7], 25); SAVE_VARIABLE(simpleMutant_id[8], 26); SAVE_VARIABLE(simpleMutant_id[9], 27); SAVE_VARIABLE(simpleMutant_id[10], 28); SAVE_VARIABLE(simpleMutant_id[11], 29); SAVE_VARIABLE(simpleMutant_id[12], 30); SAVE_VARIABLE(simpleMutant_id[13], 31); SAVE_VARIABLE(simpleMutant_id[14], 32); } void Created( GameObject * obj ) { GameObject * cryoChamber_00 = Commands->Create_Object ( "Simple_Large_CryoChamber", m11cryoChamberLocs[0] ); Commands->Set_Facing ( cryoChamber_00, cryoChamberFacing[0] ); cryoChamber_id[0] = Commands->Get_ID ( cryoChamber_00 ); Commands->Attach_Script(cryoChamber_00, "M11_Cryochamber_Simple_JDG", "0"); GameObject * cryoChamber_01 = Commands->Create_Object ( "Simple_Large_CryoChamber", m11cryoChamberLocs[1] ); Commands->Set_Facing ( cryoChamber_01, cryoChamberFacing[1] ); cryoChamber_id[1] = Commands->Get_ID ( cryoChamber_01 ); Commands->Attach_Script(cryoChamber_01, "M11_Cryochamber_Simple_JDG", "1"); GameObject * cryoChamber_02 = Commands->Create_Object ( "Simple_Large_CryoChamber", m11cryoChamberLocs[2] ); Commands->Set_Facing ( cryoChamber_02, cryoChamberFacing[2] ); cryoChamber_id[2] = Commands->Get_ID ( cryoChamber_02 ); Commands->Attach_Script(cryoChamber_02, "M11_Cryochamber_Simple_JDG", "2"); GameObject * cryoChamber_03 = Commands->Create_Object ( "Simple_Large_CryoChamber", m11cryoChamberLocs[3] ); Commands->Set_Facing ( cryoChamber_03, cryoChamberFacing[3] ); cryoChamber_id[3] = Commands->Get_ID ( cryoChamber_03 ); Commands->Attach_Script(cryoChamber_03, "M11_Cryochamber_Simple_JDG", "3"); GameObject * cryoChamber_04 = Commands->Create_Object ( "Simple_Large_CryoChamber", m11cryoChamberLocs[4] ); Commands->Set_Facing ( cryoChamber_04, cryoChamberFacing[4] ); cryoChamber_id[4] = Commands->Get_ID ( cryoChamber_04 ); Commands->Attach_Script(cryoChamber_04, "M11_Cryochamber_Simple_JDG", "4"); GameObject * cryoChamber_05 = Commands->Create_Object ( "Simple_Large_CryoChamber", m11cryoChamberLocs[5] ); Commands->Set_Facing ( cryoChamber_05, cryoChamberFacing[5] ); cryoChamber_id[5] = Commands->Get_ID ( cryoChamber_05 ); Commands->Attach_Script(cryoChamber_05, "M11_Cryochamber_Simple_JDG", "5"); GameObject * cryoChamber_06 = Commands->Create_Object ( "Simple_Large_CryoChamber", m11cryoChamberLocs[6] ); Commands->Set_Facing ( cryoChamber_06, cryoChamberFacing[6] ); cryoChamber_id[6] = Commands->Get_ID ( cryoChamber_06 ); Commands->Attach_Script(cryoChamber_06, "M11_Cryochamber_Simple_JDG", "6"); GameObject * cryoChamber_07 = Commands->Create_Object ( "Simple_Large_CryoChamber", m11cryoChamberLocs[7] ); Commands->Set_Facing ( cryoChamber_07, cryoChamberFacing[7] ); cryoChamber_id[7] = Commands->Get_ID ( cryoChamber_07 ); Commands->Attach_Script(cryoChamber_07, "M11_Cryochamber_Simple_JDG", "7"); GameObject * cryoChamber_08 = Commands->Create_Object ( "Simple_Large_CryoChamber", m11cryoChamberLocs[8] ); Commands->Set_Facing ( cryoChamber_08, cryoChamberFacing[8] ); cryoChamber_id[8] = Commands->Get_ID ( cryoChamber_08 ); Commands->Attach_Script(cryoChamber_08, "M11_Cryochamber_Simple_JDG", "8"); GameObject * cryoChamber_09 = Commands->Create_Object ( "Simple_Large_CryoChamber", m11cryoChamberLocs[9] ); Commands->Set_Facing ( cryoChamber_09, cryoChamberFacing[9] ); cryoChamber_id[9] = Commands->Get_ID ( cryoChamber_09 ); Commands->Attach_Script(cryoChamber_09, "M11_Cryochamber_Simple_JDG", "9"); GameObject * cryoChamber_10 = Commands->Create_Object ( "Simple_Large_CryoChamber", m11cryoChamberLocs[10] ); Commands->Set_Facing ( cryoChamber_10, cryoChamberFacing[10] ); cryoChamber_id[10] = Commands->Get_ID ( cryoChamber_10 ); Commands->Attach_Script(cryoChamber_10, "M11_Cryochamber_Simple_JDG", "10"); GameObject * cryoChamber_11 = Commands->Create_Object ( "Simple_Large_CryoChamber", m11cryoChamberLocs[11] ); Commands->Set_Facing ( cryoChamber_11, cryoChamberFacing[11] ); cryoChamber_id[11] = Commands->Get_ID ( cryoChamber_11 ); Commands->Attach_Script(cryoChamber_11, "M11_Cryochamber_Simple_JDG", "11"); GameObject * cryoChamber_12 = Commands->Create_Object ( "Simple_Large_CryoChamber", m11cryoChamberLocs[12] ); Commands->Set_Facing ( cryoChamber_12, cryoChamberFacing[12] ); cryoChamber_id[12] = Commands->Get_ID ( cryoChamber_12 ); Commands->Attach_Script(cryoChamber_12, "M11_Cryochamber_Simple_JDG", "12"); GameObject * cryoChamber_13 = Commands->Create_Object ( "Simple_Large_CryoChamber", m11cryoChamberLocs[13] ); Commands->Set_Facing ( cryoChamber_13, cryoChamberFacing[13] ); cryoChamber_id[13] = Commands->Get_ID ( cryoChamber_13 ); Commands->Attach_Script(cryoChamber_13, "M11_Cryochamber_Simple_JDG", "13"); GameObject * cryoChamber_14 = Commands->Create_Object ( "Simple_Large_CryoChamber", m11cryoChamberLocs[14] ); Commands->Set_Facing ( cryoChamber_14, cryoChamberFacing[14] ); cryoChamber_id[14] = Commands->Get_ID ( cryoChamber_14 ); Commands->Attach_Script(cryoChamber_14, "M11_Cryochamber_Simple_JDG", "14"); GameObject * cryoTrajectory_00 = Commands->Create_Object("Invisible_Object", m11cryoChamberLocs[0] ); Commands->Set_Model ( cryoTrajectory_00, "X11E_Trajectory" ); Commands->Set_Facing ( cryoTrajectory_00, cryoChamberFacing[0] ); GameObject * simpleMutant_00 = Commands->Create_Object_At_Bone ( cryoTrajectory_00, "Mutant_2SF_Templar", "BN_Trajectory" ); Commands->Attach_To_Object_Bone( simpleMutant_00, cryoTrajectory_00, "BN_Trajectory" ); Commands->Attach_Script(simpleMutant_00, "M11_LabMutant_Simple_JDG", ""); simpleMutant_id[0] = Commands->Get_ID ( simpleMutant_00 ); if (cryoTrajectory_00 != NULL) { Commands->Destroy_Object ( cryoTrajectory_00 ); } GameObject * cryoTrajectory_01 = Commands->Create_Object("Invisible_Object", m11cryoChamberLocs[1] ); Commands->Set_Model ( cryoTrajectory_01, "X11E_Trajectory" ); Commands->Set_Facing ( cryoTrajectory_01, cryoChamberFacing[1] ); GameObject * simpleMutant_01 = Commands->Create_Object_At_Bone ( cryoTrajectory_01, "Mutant_2SF_Templar", "BN_Trajectory" ); Commands->Attach_To_Object_Bone( simpleMutant_01, cryoTrajectory_01, "BN_Trajectory" ); Commands->Attach_Script(simpleMutant_01, "M11_LabMutant_Simple_JDG", ""); simpleMutant_id[1] = Commands->Get_ID ( simpleMutant_01 ); if (cryoTrajectory_01 != NULL) { Commands->Destroy_Object ( cryoTrajectory_01 ); } GameObject * cryoTrajectory_02 = Commands->Create_Object("Invisible_Object", m11cryoChamberLocs[2] ); Commands->Set_Model ( cryoTrajectory_02, "X11E_Trajectory" ); Commands->Set_Facing ( cryoTrajectory_02, cryoChamberFacing[2] ); GameObject * simpleMutant_02 = Commands->Create_Object_At_Bone ( cryoTrajectory_02, "Mutant_2SF_Templar", "BN_Trajectory" ); Commands->Attach_To_Object_Bone( simpleMutant_02, cryoTrajectory_02, "BN_Trajectory" ); Commands->Attach_Script(simpleMutant_02, "M11_LabMutant_Simple_JDG", ""); simpleMutant_id[2] = Commands->Get_ID ( simpleMutant_02 ); if (cryoTrajectory_02 != NULL) { Commands->Destroy_Object ( cryoTrajectory_02 ); } GameObject * cryoTrajectory_03 = Commands->Create_Object("Invisible_Object", m11cryoChamberLocs[3] ); Commands->Set_Model ( cryoTrajectory_03, "X11E_Trajectory" ); Commands->Set_Facing ( cryoTrajectory_03, cryoChamberFacing[3] ); GameObject * simpleMutant_03 = Commands->Create_Object_At_Bone ( cryoTrajectory_03, "Mutant_2SF_Templar", "BN_Trajectory" ); Commands->Attach_To_Object_Bone( simpleMutant_03, cryoTrajectory_03, "BN_Trajectory" ); Commands->Attach_Script(simpleMutant_03, "M11_LabMutant_Simple_JDG", ""); simpleMutant_id[3] = Commands->Get_ID ( simpleMutant_03 ); if (cryoTrajectory_03 != NULL) { Commands->Destroy_Object ( cryoTrajectory_03 ); } GameObject * cryoTrajectory_04 = Commands->Create_Object("Invisible_Object", m11cryoChamberLocs[4] ); Commands->Set_Model ( cryoTrajectory_04, "X11E_Trajectory" ); Commands->Set_Facing ( cryoTrajectory_04, cryoChamberFacing[4] ); GameObject * simpleMutant_04 = Commands->Create_Object_At_Bone ( cryoTrajectory_04, "Mutant_2SF_Templar", "BN_Trajectory" ); Commands->Attach_To_Object_Bone( simpleMutant_04, cryoTrajectory_04, "BN_Trajectory" ); Commands->Attach_Script(simpleMutant_04, "M11_LabMutant_Simple_JDG", ""); simpleMutant_id[4] = Commands->Get_ID ( simpleMutant_04 ); if (cryoTrajectory_04 != NULL) { Commands->Destroy_Object ( cryoTrajectory_04 ); } GameObject * cryoTrajectory_05 = Commands->Create_Object("Invisible_Object", m11cryoChamberLocs[5] ); Commands->Set_Model ( cryoTrajectory_05, "X11E_Trajectory" ); Commands->Set_Facing ( cryoTrajectory_05, cryoChamberFacing[5] ); GameObject * simpleMutant_05 = Commands->Create_Object_At_Bone ( cryoTrajectory_05, "Mutant_2SF_Templar", "BN_Trajectory" ); Commands->Attach_To_Object_Bone( simpleMutant_05, cryoTrajectory_05, "BN_Trajectory" ); Commands->Attach_Script(simpleMutant_05, "M11_LabMutant_Simple_JDG", ""); simpleMutant_id[5] = Commands->Get_ID ( simpleMutant_05 ); if (cryoTrajectory_05 != NULL) { Commands->Destroy_Object ( cryoTrajectory_05 ); } GameObject * cryoTrajectory_06 = Commands->Create_Object("Invisible_Object", m11cryoChamberLocs[6] ); Commands->Set_Model ( cryoTrajectory_06, "X11E_Trajectory" ); Commands->Set_Facing ( cryoTrajectory_06, cryoChamberFacing[6] ); GameObject * simpleMutant_06 = Commands->Create_Object_At_Bone ( cryoTrajectory_06, "Mutant_2SF_Templar", "BN_Trajectory" ); Commands->Attach_To_Object_Bone( simpleMutant_06, cryoTrajectory_06, "BN_Trajectory" ); Commands->Attach_Script(simpleMutant_06, "M11_LabMutant_Simple_JDG", ""); simpleMutant_id[6] = Commands->Get_ID ( simpleMutant_06 ); if (cryoTrajectory_06 != NULL) { Commands->Destroy_Object ( cryoTrajectory_06 ); } GameObject * cryoTrajectory_07 = Commands->Create_Object("Invisible_Object", m11cryoChamberLocs[7] ); Commands->Set_Model ( cryoTrajectory_07, "X11E_Trajectory" ); Commands->Set_Facing ( cryoTrajectory_07, cryoChamberFacing[7] ); GameObject * simpleMutant_07 = Commands->Create_Object_At_Bone ( cryoTrajectory_07, "Mutant_2SF_Templar", "BN_Trajectory" ); Commands->Attach_To_Object_Bone( simpleMutant_07, cryoTrajectory_07, "BN_Trajectory" ); Commands->Attach_Script(simpleMutant_07, "M11_LabMutant_Simple_JDG", ""); simpleMutant_id[7] = Commands->Get_ID ( simpleMutant_07 ); if (cryoTrajectory_07 != NULL) { Commands->Destroy_Object ( cryoTrajectory_07 ); } GameObject * cryoTrajectory_08 = Commands->Create_Object("Invisible_Object", m11cryoChamberLocs[8] ); Commands->Set_Model ( cryoTrajectory_08, "X11E_Trajectory" ); Commands->Set_Facing ( cryoTrajectory_08, cryoChamberFacing[8] ); GameObject * simpleMutant_08 = Commands->Create_Object_At_Bone ( cryoTrajectory_08, "Mutant_2SF_Templar", "BN_Trajectory" ); Commands->Attach_To_Object_Bone( simpleMutant_08, cryoTrajectory_08, "BN_Trajectory" ); Commands->Attach_Script(simpleMutant_08, "M11_LabMutant_Simple_JDG", ""); simpleMutant_id[8] = Commands->Get_ID ( simpleMutant_08 ); if (cryoTrajectory_08 != NULL) { Commands->Destroy_Object ( cryoTrajectory_08 ); } GameObject * cryoTrajectory_09 = Commands->Create_Object("Invisible_Object", m11cryoChamberLocs[9] ); Commands->Set_Model ( cryoTrajectory_09, "X11E_Trajectory" ); Commands->Set_Facing ( cryoTrajectory_09, cryoChamberFacing[9] ); GameObject * simpleMutant_09 = Commands->Create_Object_At_Bone ( cryoTrajectory_09, "Mutant_2SF_Templar", "BN_Trajectory" ); Commands->Attach_To_Object_Bone( simpleMutant_09, cryoTrajectory_09, "BN_Trajectory" ); Commands->Attach_Script(simpleMutant_09, "M11_LabMutant_Simple_JDG", ""); simpleMutant_id[9] = Commands->Get_ID ( simpleMutant_09 ); if (cryoTrajectory_09 != NULL) { Commands->Destroy_Object ( cryoTrajectory_09 ); } GameObject * cryoTrajectory_10 = Commands->Create_Object("Invisible_Object", m11cryoChamberLocs[10] ); Commands->Set_Model ( cryoTrajectory_10, "X11E_Trajectory" ); Commands->Set_Facing ( cryoTrajectory_10, cryoChamberFacing[10] ); GameObject * simpleMutant_10 = Commands->Create_Object_At_Bone ( cryoTrajectory_10, "Mutant_2SF_Templar", "BN_Trajectory" ); Commands->Attach_To_Object_Bone( simpleMutant_10, cryoTrajectory_10, "BN_Trajectory" ); Commands->Attach_Script(simpleMutant_10, "M11_LabMutant_Simple_JDG", ""); simpleMutant_id[10] = Commands->Get_ID ( simpleMutant_10 ); if (cryoTrajectory_10 != NULL) { Commands->Destroy_Object ( cryoTrajectory_10 ); } GameObject * cryoTrajectory_11 = Commands->Create_Object("Invisible_Object", m11cryoChamberLocs[11] ); Commands->Set_Model ( cryoTrajectory_11, "X11E_Trajectory" ); Commands->Set_Facing ( cryoTrajectory_11, cryoChamberFacing[11] ); GameObject * simpleMutant_11 = Commands->Create_Object_At_Bone ( cryoTrajectory_11, "Mutant_2SF_Templar", "BN_Trajectory" ); Commands->Attach_To_Object_Bone( simpleMutant_11, cryoTrajectory_11, "BN_Trajectory" ); Commands->Attach_Script(simpleMutant_11, "M11_LabMutant_Simple_JDG", ""); simpleMutant_id[11] = Commands->Get_ID ( simpleMutant_11 ); if (cryoTrajectory_11 != NULL) { Commands->Destroy_Object ( cryoTrajectory_11 ); } GameObject * cryoTrajectory_12 = Commands->Create_Object("Invisible_Object", m11cryoChamberLocs[12] ); Commands->Set_Model ( cryoTrajectory_12, "X11E_Trajectory" ); Commands->Set_Facing ( cryoTrajectory_12, cryoChamberFacing[12] ); GameObject * simpleMutant_12 = Commands->Create_Object_At_Bone ( cryoTrajectory_12, "Mutant_2SF_Templar", "BN_Trajectory" ); Commands->Attach_To_Object_Bone( simpleMutant_12, cryoTrajectory_12, "BN_Trajectory" ); Commands->Attach_Script(simpleMutant_12, "M11_LabMutant_Simple_JDG", ""); simpleMutant_id[12] = Commands->Get_ID ( simpleMutant_12 ); if (cryoTrajectory_12 != NULL) { Commands->Destroy_Object ( cryoTrajectory_12 ); } GameObject * cryoTrajectory_13 = Commands->Create_Object("Invisible_Object", m11cryoChamberLocs[13] ); Commands->Set_Model ( cryoTrajectory_13, "X11E_Trajectory" ); Commands->Set_Facing ( cryoTrajectory_13, cryoChamberFacing[13] ); GameObject * simpleMutant_13 = Commands->Create_Object_At_Bone ( cryoTrajectory_13, "Mutant_2SF_Templar", "BN_Trajectory" ); Commands->Attach_To_Object_Bone( simpleMutant_13, cryoTrajectory_13, "BN_Trajectory" ); Commands->Attach_Script(simpleMutant_13, "M11_LabMutant_Simple_JDG", ""); simpleMutant_id[13] = Commands->Get_ID ( simpleMutant_13 ); if (cryoTrajectory_13 != NULL) { Commands->Destroy_Object ( cryoTrajectory_13 ); } GameObject * cryoTrajectory_14 = Commands->Create_Object("Invisible_Object", m11cryoChamberLocs[14] ); Commands->Set_Model ( cryoTrajectory_14, "X11E_Trajectory" ); Commands->Set_Facing ( cryoTrajectory_14, cryoChamberFacing[14] ); GameObject * simpleMutant_14 = Commands->Create_Object_At_Bone ( cryoTrajectory_14, "Mutant_2SF_Templar", "BN_Trajectory" ); Commands->Attach_To_Object_Bone( simpleMutant_14, cryoTrajectory_14, "BN_Trajectory" ); Commands->Attach_Script(simpleMutant_14, "M11_LabMutant_Simple_JDG", ""); simpleMutant_id[14] = Commands->Get_ID ( simpleMutant_14 ); if (cryoTrajectory_14 != NULL) { Commands->Destroy_Object ( cryoTrajectory_14 ); } GameObject * destroyedCryoChamber_01 = Commands->Create_Object ( "Simple_Large_CryoChamber_Destroyed", destroyedCryoChamberLocs[0] ); Commands->Set_Facing ( destroyedCryoChamber_01, destroyedChamberFacing[0] ); Commands->Attach_Script(destroyedCryoChamber_01, "M11_Cryochamber_DestroyedSimple_JDG", ""); GameObject * destroyedCryoChamber_02 = Commands->Create_Object ( "Simple_Large_CryoChamber_Destroyed", destroyedCryoChamberLocs[1] ); Commands->Set_Facing ( destroyedCryoChamber_02, destroyedChamberFacing[1] ); Commands->Attach_Script(destroyedCryoChamber_02, "M11_Cryochamber_DestroyedSimple_JDG", ""); GameObject * destroyedCryoChamber_03 = Commands->Create_Object ( "Simple_Large_CryoChamber_Destroyed", destroyedCryoChamberLocs[2] ); Commands->Set_Facing ( destroyedCryoChamber_03, destroyedChamberFacing[2] ); Commands->Attach_Script(destroyedCryoChamber_03, "M11_Cryochamber_DestroyedSimple_JDG", ""); activeUnitCount = 3; deadMutantCount = 0; } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (type == M01_IVE_BEEN_KILLED_JDG)//a chamber has been destroyed--kill the hibernating mutant { if (param == 0)//cryo chamber 00 is destroyed { GameObject * cryoTrajectory_00 = Commands->Create_Object("Invisible_Object", m11cryoChamberLocs[0] ); Commands->Set_Model ( cryoTrajectory_00, "X11E_Trajectory" ); Commands->Attach_Script(cryoTrajectory_00, "M11_Mutant_TrajectoryBone_JDG", "");//"Mutant_2SF_Templar" Commands->Set_Facing ( cryoTrajectory_00, cryoChamberFacing[0] ); if (cryoTrajectory_00 != NULL) { GameObject * simpleMutant_00 = Commands->Find_Object ( simpleMutant_id[0] ); if (simpleMutant_00 != NULL) { Commands->Attach_To_Object_Bone( simpleMutant_00, cryoTrajectory_00, "BN_Trajectory" ); deadMutantCount++; Commands->Send_Custom_Event ( obj, simpleMutant_00, 0, M01_IVE_BEEN_KILLED_JDG, 0 ); } } } else if (param == 1)//cryo chamber 01 is destroyed { GameObject * cryoTrajectory_01 = Commands->Create_Object("Invisible_Object", m11cryoChamberLocs[1] ); Commands->Set_Model ( cryoTrajectory_01, "X11E_Trajectory" ); Commands->Attach_Script(cryoTrajectory_01, "M11_Mutant_TrajectoryBone_JDG", ""); Commands->Set_Facing ( cryoTrajectory_01, cryoChamberFacing[1] ); if (cryoTrajectory_01 != NULL) { GameObject * simpleMutant_01 = Commands->Find_Object ( simpleMutant_id[1] ); if (simpleMutant_01 != NULL) { Commands->Attach_To_Object_Bone( simpleMutant_01, cryoTrajectory_01, "BN_Trajectory" ); deadMutantCount++; Commands->Send_Custom_Event ( obj, simpleMutant_01, 0, M01_IVE_BEEN_KILLED_JDG, 0 ); } } } else if (param == 2)//cryo chamber 02 is destroyed { GameObject * cryoTrajectory_02 = Commands->Create_Object("Invisible_Object", m11cryoChamberLocs[2] ); Commands->Set_Model ( cryoTrajectory_02, "X11E_Trajectory" ); Commands->Attach_Script(cryoTrajectory_02, "M11_Mutant_TrajectoryBone_JDG", ""); Commands->Set_Facing ( cryoTrajectory_02, cryoChamberFacing[2] ); if (cryoTrajectory_02 != NULL) { GameObject * simpleMutant_02 = Commands->Find_Object ( simpleMutant_id[2] ); if (simpleMutant_02 != NULL) { Commands->Attach_To_Object_Bone( simpleMutant_02, cryoTrajectory_02, "BN_Trajectory" ); deadMutantCount++; Commands->Send_Custom_Event ( obj, simpleMutant_02, 0, M01_IVE_BEEN_KILLED_JDG, 0 ); } } } else if (param == 3)//cryo chamber 03 is destroyed { GameObject * cryoTrajectory_03 = Commands->Create_Object("Invisible_Object", m11cryoChamberLocs[3] ); Commands->Set_Model ( cryoTrajectory_03, "X11E_Trajectory" ); Commands->Attach_Script(cryoTrajectory_03, "M11_Mutant_TrajectoryBone_JDG", ""); Commands->Set_Facing ( cryoTrajectory_03, cryoChamberFacing[3] ); if (cryoTrajectory_03 != NULL) { GameObject * simpleMutant_03 = Commands->Find_Object ( simpleMutant_id[3] ); if (simpleMutant_03 != NULL) { Commands->Attach_To_Object_Bone( simpleMutant_03, cryoTrajectory_03, "BN_Trajectory" ); deadMutantCount++; Commands->Send_Custom_Event ( obj, simpleMutant_03, 0, M01_IVE_BEEN_KILLED_JDG, 0 ); } } } else if (param == 4)//cryo chamber 04 is destroyed { GameObject * cryoTrajectory_04 = Commands->Create_Object("Invisible_Object", m11cryoChamberLocs[4] ); Commands->Set_Model ( cryoTrajectory_04, "X11E_Trajectory" ); Commands->Attach_Script(cryoTrajectory_04, "M11_Mutant_TrajectoryBone_JDG", ""); Commands->Set_Facing ( cryoTrajectory_04, cryoChamberFacing[4] ); if (cryoTrajectory_04 != NULL) { GameObject * simpleMutant_04 = Commands->Find_Object ( simpleMutant_id[4] ); if (simpleMutant_04 != NULL) { Commands->Attach_To_Object_Bone( simpleMutant_04, cryoTrajectory_04, "BN_Trajectory" ); deadMutantCount++; Commands->Send_Custom_Event ( obj, simpleMutant_04, 0, M01_IVE_BEEN_KILLED_JDG, 0 ); } } } else if (param == 5)//cryo chamber 05 is destroyed { GameObject * cryoTrajectory_05 = Commands->Create_Object("Invisible_Object", m11cryoChamberLocs[5] ); Commands->Set_Model ( cryoTrajectory_05, "X11E_Trajectory" ); Commands->Attach_Script(cryoTrajectory_05, "M11_Mutant_TrajectoryBone_JDG", ""); Commands->Set_Facing ( cryoTrajectory_05, cryoChamberFacing[5] ); if (cryoTrajectory_05 != NULL) { GameObject * simpleMutant_05 = Commands->Find_Object ( simpleMutant_id[5] ); if (simpleMutant_05 != NULL) { Commands->Attach_To_Object_Bone( simpleMutant_05, cryoTrajectory_05, "BN_Trajectory" ); deadMutantCount++; Commands->Send_Custom_Event ( obj, simpleMutant_05, 0, M01_IVE_BEEN_KILLED_JDG, 0 ); } } } else if (param == 6)//cryo chamber 06 is destroyed { GameObject * cryoTrajectory_06 = Commands->Create_Object("Invisible_Object", m11cryoChamberLocs[6] ); Commands->Set_Model ( cryoTrajectory_06, "X11E_Trajectory" ); Commands->Attach_Script(cryoTrajectory_06, "M11_Mutant_TrajectoryBone_JDG", ""); Commands->Set_Facing ( cryoTrajectory_06, cryoChamberFacing[6] ); if (cryoTrajectory_06 != NULL) { GameObject * simpleMutant_06 = Commands->Find_Object ( simpleMutant_id[6] ); if (simpleMutant_06 != NULL) { Commands->Attach_To_Object_Bone( simpleMutant_06, cryoTrajectory_06, "BN_Trajectory" ); deadMutantCount++; Commands->Send_Custom_Event ( obj, simpleMutant_06, 0, M01_IVE_BEEN_KILLED_JDG, 0 ); } } } else if (param == 7)//cryo chamber 07 is destroyed { GameObject * cryoTrajectory_07 = Commands->Create_Object("Invisible_Object", m11cryoChamberLocs[7] ); Commands->Set_Model ( cryoTrajectory_07, "X11E_Trajectory" ); Commands->Attach_Script(cryoTrajectory_07, "M11_Mutant_TrajectoryBone_JDG", ""); Commands->Set_Facing ( cryoTrajectory_07, cryoChamberFacing[7] ); if (cryoTrajectory_07 != NULL) { GameObject * simpleMutant_07 = Commands->Find_Object ( simpleMutant_id[7] ); if (simpleMutant_07 != NULL) { Commands->Attach_To_Object_Bone( simpleMutant_07, cryoTrajectory_07, "BN_Trajectory" ); deadMutantCount++; Commands->Send_Custom_Event ( obj, simpleMutant_07, 0, M01_IVE_BEEN_KILLED_JDG, 0 ); } } } else if (param == 8)//cryo chamber 08 is destroyed { GameObject * cryoTrajectory_08 = Commands->Create_Object("Invisible_Object", m11cryoChamberLocs[8] ); Commands->Set_Model ( cryoTrajectory_08, "X11E_Trajectory" ); Commands->Attach_Script(cryoTrajectory_08, "M11_Mutant_TrajectoryBone_JDG", ""); Commands->Set_Facing ( cryoTrajectory_08, cryoChamberFacing[8] ); if (cryoTrajectory_08 != NULL) { GameObject * simpleMutant_08 = Commands->Find_Object ( simpleMutant_id[8] ); if (simpleMutant_08 != NULL) { Commands->Attach_To_Object_Bone( simpleMutant_08, cryoTrajectory_08, "BN_Trajectory" ); deadMutantCount++; Commands->Send_Custom_Event ( obj, simpleMutant_08, 0, M01_IVE_BEEN_KILLED_JDG, 0 ); } } } else if (param == 9)//cryo chamber 09 is destroyed { GameObject * cryoTrajectory_09 = Commands->Create_Object("Invisible_Object", m11cryoChamberLocs[9] ); Commands->Set_Model ( cryoTrajectory_09, "X11E_Trajectory" ); Commands->Attach_Script(cryoTrajectory_09, "M11_Mutant_TrajectoryBone_JDG", ""); Commands->Set_Facing ( cryoTrajectory_09, cryoChamberFacing[9] ); if (cryoTrajectory_09 != NULL) { GameObject * simpleMutant_09 = Commands->Find_Object ( simpleMutant_id[9] ); if (simpleMutant_09 != NULL) { Commands->Attach_To_Object_Bone( simpleMutant_09, cryoTrajectory_09, "BN_Trajectory" ); deadMutantCount++; Commands->Send_Custom_Event ( obj, simpleMutant_09, 0, M01_IVE_BEEN_KILLED_JDG, 0 ); } } } else if (param == 10)//cryo chamber 10 is destroyed { GameObject * cryoTrajectory_10 = Commands->Create_Object("Invisible_Object", m11cryoChamberLocs[10] ); Commands->Set_Model ( cryoTrajectory_10, "X11E_Trajectory" ); Commands->Attach_Script(cryoTrajectory_10, "M11_Mutant_TrajectoryBone_JDG", ""); Commands->Set_Facing ( cryoTrajectory_10, cryoChamberFacing[10] ); if (cryoTrajectory_10 != NULL) { GameObject * simpleMutant_10 = Commands->Find_Object ( simpleMutant_id[10] ); if (simpleMutant_10 != NULL) { Commands->Attach_To_Object_Bone( simpleMutant_10, cryoTrajectory_10, "BN_Trajectory" ); deadMutantCount++; Commands->Send_Custom_Event ( obj, simpleMutant_10, 0, M01_IVE_BEEN_KILLED_JDG, 0 ); } } } else if (param == 11)//cryo chamber 11 is destroyed { GameObject * cryoTrajectory_11 = Commands->Create_Object("Invisible_Object", m11cryoChamberLocs[11] ); Commands->Set_Model ( cryoTrajectory_11, "X11E_Trajectory" ); Commands->Attach_Script(cryoTrajectory_11, "M11_Mutant_TrajectoryBone_JDG", ""); Commands->Set_Facing ( cryoTrajectory_11, cryoChamberFacing[11] ); if (cryoTrajectory_11 != NULL) { GameObject * simpleMutant_11 = Commands->Find_Object ( simpleMutant_id[11] ); if (simpleMutant_11 != NULL) { Commands->Attach_To_Object_Bone( simpleMutant_11, cryoTrajectory_11, "BN_Trajectory" ); deadMutantCount++; Commands->Send_Custom_Event ( obj, simpleMutant_11, 0, M01_IVE_BEEN_KILLED_JDG, 0 ); } } } else if (param == 12)//cryo chamber 12 is destroyed { GameObject * cryoTrajectory_12 = Commands->Create_Object("Invisible_Object", m11cryoChamberLocs[12] ); Commands->Set_Model ( cryoTrajectory_12, "X11E_Trajectory" ); Commands->Attach_Script(cryoTrajectory_12, "M11_Mutant_TrajectoryBone_JDG", ""); Commands->Set_Facing ( cryoTrajectory_12, cryoChamberFacing[12] ); if (cryoTrajectory_12 != NULL) { GameObject * simpleMutant_12 = Commands->Find_Object ( simpleMutant_id[12] ); if (simpleMutant_12 != NULL) { Commands->Attach_To_Object_Bone( simpleMutant_12, cryoTrajectory_12, "BN_Trajectory" ); deadMutantCount++; Commands->Send_Custom_Event ( obj, simpleMutant_12, 0, M01_IVE_BEEN_KILLED_JDG, 0 ); } } } else if (param == 13)//cryo chamber 13 is destroyed { GameObject * cryoTrajectory_13 = Commands->Create_Object("Invisible_Object", m11cryoChamberLocs[13] ); Commands->Set_Model ( cryoTrajectory_13, "X11E_Trajectory" ); Commands->Attach_Script(cryoTrajectory_13, "M11_Mutant_TrajectoryBone_JDG", ""); Commands->Set_Facing ( cryoTrajectory_13, cryoChamberFacing[13] ); if (cryoTrajectory_13 != NULL) { GameObject * simpleMutant_13 = Commands->Find_Object ( simpleMutant_id[13] ); if (simpleMutant_13 != NULL) { Commands->Attach_To_Object_Bone( simpleMutant_13, cryoTrajectory_13, "BN_Trajectory" ); deadMutantCount++; Commands->Send_Custom_Event ( obj, simpleMutant_13, 0, M01_IVE_BEEN_KILLED_JDG, 0 ); } } } else if (param == 14)//cryo chamber 14 is destroyed { GameObject * cryoTrajectory_14 = Commands->Create_Object("Invisible_Object", m11cryoChamberLocs[14] ); Commands->Set_Model ( cryoTrajectory_14, "X11E_Trajectory" ); Commands->Attach_Script(cryoTrajectory_14, "M11_Mutant_TrajectoryBone_JDG", ""); Commands->Set_Facing ( cryoTrajectory_14, cryoChamberFacing[14] ); if (cryoTrajectory_14 != NULL) { GameObject * simpleMutant_14 = Commands->Find_Object ( simpleMutant_id[14] ); if (simpleMutant_14 != NULL) { Commands->Attach_To_Object_Bone( simpleMutant_14, cryoTrajectory_14, "BN_Trajectory" ); deadMutantCount++; Commands->Send_Custom_Event ( obj, simpleMutant_14, 0, M01_IVE_BEEN_KILLED_JDG, 0 ); } } } } else if (type == 0) { if (param == M01_SPAWNER_IS_DEAD_JDG) { activeUnitCount--; deadMutantCount++; Commands->Send_Custom_Event ( obj, obj, 0, M01_SPAWNER_SPAWN_PLEASE_JDG, 0 ); } else if (param == M01_SPAWNER_SPAWN_PLEASE_JDG) { if (activeUnitCount <= 6 && deadMutantCount < 15) { int random = Commands->Get_Random_Int(0, 15); GameObject * mutant = Commands->Find_Object ( simpleMutant_id[random] ); GameObject * cryoChamber = Commands->Find_Object ( cryoChamber_id[random] ); if (mutant == NULL) { Commands->Send_Custom_Event( obj, obj, 0, M01_SPAWNER_SPAWN_PLEASE_JDG, 0 ); } else { simpleMutant_id[random] = 0; Commands->Send_Custom_Event( obj, mutant, M01_SPAWNER_SPAWN_PLEASE_JDG, random, 0 ); Commands->Send_Custom_Event( obj, cryoChamber, 0, M01_SPAWNER_SPAWN_PLEASE_JDG, 1 ); activeUnitCount++; } if (activeUnitCount <= 3) { Commands->Send_Custom_Event( obj, obj, 0, M01_SPAWNER_SPAWN_PLEASE_JDG, 0 ); } } else { } } else if (param == M01_MODIFY_YOUR_ACTION_JDG)//switch 01 has been pushed--kill all related chambers { GameObject * cryoChamber_00 = Commands->Find_Object ( cryoChamber_id[0] ); GameObject * cryoChamber_01 = Commands->Find_Object ( cryoChamber_id[1] ); GameObject * cryoChamber_02 = Commands->Find_Object ( cryoChamber_id[2] ); GameObject * cryoChamber_03 = Commands->Find_Object ( cryoChamber_id[3] ); GameObject * cryoChamber_04 = Commands->Find_Object ( cryoChamber_id[4] ); GameObject * cryoChamber_05 = Commands->Find_Object ( cryoChamber_id[5] ); GameObject * cryoChamber_06 = Commands->Find_Object ( cryoChamber_id[6] ); GameObject * cryoChamber_07 = Commands->Find_Object ( cryoChamber_id[7] ); if (cryoChamber_00 != NULL) { float delayTimer = Commands->Get_Random ( 1, 3); Commands->Send_Custom_Event( obj, cryoChamber_00, 0, M01_MODIFY_YOUR_ACTION_JDG, delayTimer ); } if (cryoChamber_01 != NULL) { float delayTimer = Commands->Get_Random ( 1, 3); Commands->Send_Custom_Event( obj, cryoChamber_01, 0, M01_MODIFY_YOUR_ACTION_JDG, delayTimer ); } if (cryoChamber_02 != NULL) { float delayTimer = Commands->Get_Random ( 1, 3); Commands->Send_Custom_Event( obj, cryoChamber_02, 0, M01_MODIFY_YOUR_ACTION_JDG, delayTimer ); } if (cryoChamber_03 != NULL) { float delayTimer = Commands->Get_Random ( 1, 3); Commands->Send_Custom_Event( obj, cryoChamber_03, 0, M01_MODIFY_YOUR_ACTION_JDG, delayTimer ); } if (cryoChamber_04 != NULL) { float delayTimer = Commands->Get_Random ( 1, 3); Commands->Send_Custom_Event( obj, cryoChamber_04, 0, M01_MODIFY_YOUR_ACTION_JDG, delayTimer ); } if (cryoChamber_05 != NULL) { float delayTimer = Commands->Get_Random ( 1, 3); Commands->Send_Custom_Event( obj, cryoChamber_05, 0, M01_MODIFY_YOUR_ACTION_JDG, delayTimer ); } if (cryoChamber_06 != NULL) { float delayTimer = Commands->Get_Random ( 1, 3); Commands->Send_Custom_Event( obj, cryoChamber_06, 0, M01_MODIFY_YOUR_ACTION_JDG, delayTimer ); } if (cryoChamber_07 != NULL) { float delayTimer = Commands->Get_Random ( 1, 3); Commands->Send_Custom_Event( obj, cryoChamber_07, 0, M01_MODIFY_YOUR_ACTION_JDG, delayTimer ); } } else if (param == M01_MODIFY_YOUR_ACTION_02_JDG)//switch 02 has been pushed--kill all related chambers { GameObject * cryoChamber_08 = Commands->Find_Object ( cryoChamber_id[8] ); GameObject * cryoChamber_09 = Commands->Find_Object ( cryoChamber_id[9] ); GameObject * cryoChamber_10 = Commands->Find_Object ( cryoChamber_id[10] ); GameObject * cryoChamber_11 = Commands->Find_Object ( cryoChamber_id[11] ); GameObject * cryoChamber_12 = Commands->Find_Object ( cryoChamber_id[12] ); GameObject * cryoChamber_13 = Commands->Find_Object ( cryoChamber_id[13] ); GameObject * cryoChamber_14 = Commands->Find_Object ( cryoChamber_id[14] ); if (cryoChamber_08 != NULL) { float delayTimer = Commands->Get_Random ( 1, 3); Commands->Send_Custom_Event( obj, cryoChamber_08, 0, M01_MODIFY_YOUR_ACTION_JDG, delayTimer ); } if (cryoChamber_09 != NULL) { float delayTimer = Commands->Get_Random ( 1, 3); Commands->Send_Custom_Event( obj, cryoChamber_09, 0, M01_MODIFY_YOUR_ACTION_JDG, delayTimer ); } if (cryoChamber_10 != NULL) { float delayTimer = Commands->Get_Random ( 1, 3); Commands->Send_Custom_Event( obj, cryoChamber_10, 0, M01_MODIFY_YOUR_ACTION_JDG, delayTimer ); } if (cryoChamber_11 != NULL) { float delayTimer = Commands->Get_Random ( 1, 3); Commands->Send_Custom_Event( obj, cryoChamber_11, 0, M01_MODIFY_YOUR_ACTION_JDG, delayTimer ); } if (cryoChamber_12 != NULL) { float delayTimer = Commands->Get_Random ( 1, 3); Commands->Send_Custom_Event( obj, cryoChamber_12, 0, M01_MODIFY_YOUR_ACTION_JDG, delayTimer ); } if (cryoChamber_13 != NULL) { float delayTimer = Commands->Get_Random ( 1, 3); Commands->Send_Custom_Event( obj, cryoChamber_13, 0, M01_MODIFY_YOUR_ACTION_JDG, delayTimer ); } if (cryoChamber_14 != NULL) { float delayTimer = Commands->Get_Random ( 1, 3); Commands->Send_Custom_Event( obj, cryoChamber_14, 0, M01_MODIFY_YOUR_ACTION_JDG, delayTimer ); } } } } }; DECLARE_SCRIPT(M11_Cryochamber_Simple_JDG, "chamber_number:int") { int my_number; bool destroyed; REGISTER_VARIABLES() { SAVE_VARIABLE(my_number, 1); SAVE_VARIABLE(destroyed, 2); } void Created( GameObject * obj ) { my_number = Get_Int_Parameter("chamber_number"); destroyed = false; Commands->Set_Animation_Frame ( obj, "DSP_CRYOBIG2.DSP_CRYOBIG2", 0 ); } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M01_MODIFY_YOUR_ACTION_JDG)//M01_SPAWNER_SPAWN_PLEASE_JDG { if (obj && destroyed == false) { destroyed = true; Vector3 myPosition = Commands->Get_Position ( obj ); float myFacing = Commands->Get_Facing ( obj ); Commands->Create_Explosion ( "Explosion_Barrel_Toxic", myPosition, NULL ); Commands->Set_Animation ( obj, "DSP_CRYOBIG2.DSP_CRYOBIG2", false, NULL, 0, 15 ); Commands->Send_Custom_Event ( obj, Commands->Find_Object ( M11_LABORATORY_MUTANT_CONTROLLER_JDG ), M01_IVE_BEEN_KILLED_JDG, my_number, 0 ); Commands->Set_Health ( obj, 1 ); GameObject * destroyedCryoChamber = Commands->Create_Object ( "Simple_Large_CryoChamber_Destroyed", myPosition ); Commands->Set_Facing ( destroyedCryoChamber, myFacing ); Commands->Attach_Script(destroyedCryoChamber, "M11_Cryochamber_DestroyedSimple_JDG", ""); Commands->Destroy_Object ( obj ); } } else if (param == M01_SPAWNER_SPAWN_PLEASE_JDG)// { Vector3 myPosition = Commands->Get_Position ( obj ); float myFacing = Commands->Get_Facing ( obj ); GameObject * glass = Commands->Create_Object("Invisible_Object", myPosition ); Commands->Set_Model ( glass, "X11E_Shatter" ); Commands->Attach_Script(glass, "M11_Mutant_ShatterGlass_JDG", ""); Commands->Set_Facing ( glass, myFacing ); Commands->Send_Custom_Event( obj, obj, 0, M01_MODIFY_YOUR_ACTION_JDG, 1 ); } } void Damaged( GameObject * obj, GameObject * damager, float amount ) { float myCurrentHealth = Commands->Get_Health ( obj ); float myMaxHeatlh = Commands->Get_Max_Health ( obj ); float myHealthPercentage = (myCurrentHealth/myMaxHeatlh) * 100; if (myHealthPercentage > 25 && destroyed == false) { Commands->Set_Animation ( obj, "DSP_CRYOBIG2.DSP_CRYOBIG2", false, NULL, 0, 9 ); } else if (destroyed == true) { Commands->Set_Animation ( obj, "DSP_CRYOBIG2.DSP_CRYOBIG2", false, NULL, 12, 15 ); Commands->Set_Health ( obj, 1 ); } else if (destroyed == false) { destroyed = true; Vector3 myPosition = Commands->Get_Position ( obj ); float myFacing = Commands->Get_Facing ( obj ); Commands->Create_Explosion ( "Explosion_Barrel_Toxic", myPosition, NULL ); Commands->Set_Animation ( obj, "DSP_CRYOBIG2.DSP_CRYOBIG2", false, NULL, 0, 15 ); Commands->Send_Custom_Event ( obj, Commands->Find_Object ( M11_LABORATORY_MUTANT_CONTROLLER_JDG ), M01_IVE_BEEN_KILLED_JDG, my_number, 0 ); Commands->Set_Health ( obj, 1 ); GameObject * destroyedCryoChamber = Commands->Create_Object ( "Simple_Large_CryoChamber_Destroyed", myPosition ); Commands->Set_Facing ( destroyedCryoChamber, myFacing ); Commands->Attach_Script(destroyedCryoChamber, "M11_Cryochamber_DestroyedSimple_JDG", ""); Commands->Destroy_Object ( obj ); } } }; DECLARE_SCRIPT(M11_LabMutant_Simple_JDG, "") { bool freed; bool sabotaged; REGISTER_VARIABLES() { SAVE_VARIABLE(freed, 1); SAVE_VARIABLE(sabotaged, 2); } void Created( GameObject * obj ) { sabotaged = false; freed = false; Commands->Innate_Disable(obj); Commands->Set_Loiters_Allowed( obj, false ); Commands->Select_Weapon ( obj, NULL ); Commands->Set_Animation_Frame ( obj, "S_A_HUMAN.H_A_822A", 15 ); } void Damaged( GameObject * obj, GameObject * damager, float amount ) { if (freed != true) { float myMaxHealth = Commands->Get_Max_Health ( obj ); float myMaxShield = Commands->Get_Max_Shield_Strength ( obj ); Commands->Set_Health ( obj, myMaxHealth ); Commands->Set_Shield_Strength ( obj, myMaxShield ); } } void Killed( GameObject * obj, GameObject * killer ) { if (sabotaged == false) { if (freed == true) { Commands->Send_Custom_Event( obj, Commands->Find_Object ( M11_LABORATORY_MUTANT_CONTROLLER_JDG ), 0, M01_SPAWNER_IS_DEAD_JDG, 0 ); } Vector3 powerupSpawnLocation = Commands->Get_Position (obj ); powerupSpawnLocation.Z += 0.75f; int easy = 0; int medium = 1; int currentDifficulty = Commands->Get_Difficulty_Level( ); if (currentDifficulty == easy) { char *powerups[2] = { //this is a list of potential powerups to be dropped by lab mutants "POW_Health_100", "POW_Armor_100", }; int random = Commands->Get_Random_Int(0, 2); Commands->Create_Object ( powerups[random], powerupSpawnLocation ); } else if (currentDifficulty == medium) { char *powerups[2] = { //this is a list of potential powerups to be dropped by lab mutants "POW_Health_050", "POW_Armor_050", }; int random = Commands->Get_Random_Int(0, 2); Commands->Create_Object ( powerups[random], powerupSpawnLocation ); } else { char *powerups[2] = { //this is a list of potential powerups to be dropped by lab mutants "POW_Health_025", "POW_Armor_025", }; int random = Commands->Get_Random_Int(0, 2); Commands->Create_Object ( powerups[random], powerupSpawnLocation ); } } } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (type == M01_SPAWNER_SPAWN_PLEASE_JDG)//you are being requested to come out and play--break out { Commands->Enable_Hibernation(obj, false ); GameObject * cryoTrajectory_00 = Commands->Create_Object("Invisible_Object", m11cryoChamberLocs[param] ); Commands->Set_Model ( cryoTrajectory_00, "X11E_Trajectory" ); Commands->Attach_Script(cryoTrajectory_00, "M11_Mutant_TrajectoryBone_JDG", "");//"Mutant_2SF_Templar" Commands->Set_Facing ( cryoTrajectory_00, cryoChamberFacing[param] ); if (cryoTrajectory_00 != NULL) { if (obj) { Commands->Attach_To_Object_Bone( obj, cryoTrajectory_00, "BN_Trajectory" ); Commands->Set_Animation ( obj, "S_C_Human.H_C_X11E_Escape", false, NULL, 0, 120 ); freed = true; } } } else if (type == 0) { if (param == M01_IVE_BEEN_KILLED_JDG)//your chambers been destroyed--die please { sabotaged = true; freed = true; //Commands->Apply_Damage( obj, 10000, "BlamoKiller", NULL ); Commands->Set_Animation ( obj, "S_C_Human.H_C_Tubedie", false, NULL, 0, 22 ); } } } void Animation_Complete(GameObject * obj, const char *anim) { if (stricmp(anim, "S_C_Human.H_C_X11E_Escape") == 0) { Commands->Enable_Hibernation(obj, true ); Commands->Select_Weapon ( obj, "Weapon_TiberiumAutoRifle_Ai" ); Commands->Innate_Enable(obj); ActionParamsStruct params; params.Set_Basic( this, 85, M01_HUNT_THE_PLAYER_JDG ); params.Set_Movement( STAR, RUN, 1 ); params.Set_Attack( STAR, 15, 2, true ); Commands->Action_Attack ( obj, params ); } else if (stricmp(anim, "S_C_Human.H_C_Tubedie") == 0) { Commands->Destroy_Object ( obj ); } } }; DECLARE_SCRIPT(M11_Silo_ElevatorController_JDG, "")//100698 { void Created( GameObject * obj ) { Commands->Static_Anim_Phys_Goto_Frame ( M11_MISSILE_LIFT_01_JDG , 45, "MISS_ELEV1.MISS_ELEV1" ); Commands->Static_Anim_Phys_Goto_Frame ( M11_MISSILE_LIFT_02_JDG , 45, "MISS_ELEV2.MISS_ELEV2" ); Commands->Static_Anim_Phys_Goto_Frame ( M11_MISSILE_LIFT_03_JDG , 45, "MISS_ELEV3.MISS_ELEV3" ); Commands->Static_Anim_Phys_Goto_Frame ( M11_MISSILE_LIFT_04_JDG , 45, "MISS_ELEV4.MISS_ELEV4" ); } }; DECLARE_SCRIPT(M11_Silo_ElevatorZone01_JDG, "")//100699 { bool sydeyIsInTheZone; bool havocIsInTheZone; REGISTER_VARIABLES() { SAVE_VARIABLE(sydeyIsInTheZone, 1); SAVE_VARIABLE(havocIsInTheZone, 2); } void Created( GameObject * obj ) { sydeyIsInTheZone = false; havocIsInTheZone = false; } void Entered( GameObject * obj, GameObject * enterer ) { GameObject * sydney = Commands->Find_Object ( M11_REAL_SYDNEY_MOBIUS_JDG ); if (enterer == sydney) { sydeyIsInTheZone = true; Commands->Send_Custom_Event( obj, obj, 0, M01_MODIFY_YOUR_ACTION_JDG, 0 ); } else if (enterer == STAR) { havocIsInTheZone = true; Commands->Send_Custom_Event( obj, obj, 0, M01_MODIFY_YOUR_ACTION_JDG, 0 ); } } void Exited( GameObject * obj, GameObject * exiter ) { GameObject * sydney = Commands->Find_Object ( M11_REAL_SYDNEY_MOBIUS_JDG ); if (exiter == sydney) { sydeyIsInTheZone = false; } else if (exiter == STAR) { havocIsInTheZone = false; } } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M01_MODIFY_YOUR_ACTION_JDG) { if ((sydeyIsInTheZone == true) && (havocIsInTheZone == true)) { Vector3 myPosition = Commands->Get_Position ( STAR ); Commands->Create_Sound ( "Air_Compressor_01", myPosition, obj ); Commands->Create_Sound ( "Metal_Thunk_03", myPosition, obj ); Commands->Shake_Camera( myPosition, 25, 0.25f, 0.5f ); Commands->Send_Custom_Event( obj, obj, 0, M01_MODIFY_YOUR_ACTION_02_JDG, 0.25f ); } else { Commands->Send_Custom_Event( obj, obj, 0, M01_MODIFY_YOUR_ACTION_JDG, 2 ); } } else if (param == M01_MODIFY_YOUR_ACTION_02_JDG) { Commands->Static_Anim_Phys_Goto_Frame ( M11_MISSILE_LIFT_04_JDG , 0, "MISS_ELEV4.MISS_ELEV4" ); Commands->Destroy_Object ( obj );//your job is over--clean up } } }; DECLARE_SCRIPT(M11_Silo_ElevatorZone02_JDG, "")//100700 { bool sydeyIsInTheZone; bool havocIsInTheZone; REGISTER_VARIABLES() { SAVE_VARIABLE(sydeyIsInTheZone, 1); SAVE_VARIABLE(havocIsInTheZone, 2); } void Created( GameObject * obj ) { sydeyIsInTheZone = false; havocIsInTheZone = false; } void Entered( GameObject * obj, GameObject * enterer ) { GameObject * sydney = Commands->Find_Object ( M11_REAL_SYDNEY_MOBIUS_JDG ); if (enterer == sydney) { sydeyIsInTheZone = true; Commands->Send_Custom_Event( obj, obj, 0, M01_MODIFY_YOUR_ACTION_JDG, 0 ); } else if (enterer == STAR) { havocIsInTheZone = true; Commands->Send_Custom_Event( obj, obj, 0, M01_MODIFY_YOUR_ACTION_JDG, 0 ); } } void Exited( GameObject * obj, GameObject * exiter ) { GameObject * sydney = Commands->Find_Object ( M11_REAL_SYDNEY_MOBIUS_JDG ); if (exiter == sydney) { sydeyIsInTheZone = false; } else if (exiter == STAR) { havocIsInTheZone = false; } } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M01_MODIFY_YOUR_ACTION_JDG) { if ((sydeyIsInTheZone == true) && (havocIsInTheZone == true)) { Vector3 myPosition = Commands->Get_Position ( STAR ); Commands->Create_Sound ( "Air_Compressor_01", myPosition, obj ); Commands->Create_Sound ( "Metal_Thunk_03", myPosition, obj ); Commands->Shake_Camera( myPosition, 25, 0.25f, 0.5f ); Commands->Send_Custom_Event( obj, obj, 0, M01_MODIFY_YOUR_ACTION_02_JDG, 0.25f ); } else { Commands->Send_Custom_Event( obj, obj, 0, M01_MODIFY_YOUR_ACTION_JDG, 2 ); } } else if (param == M01_MODIFY_YOUR_ACTION_02_JDG) { Commands->Static_Anim_Phys_Goto_Frame ( M11_MISSILE_LIFT_03_JDG , 0, "MISS_ELEV3.MISS_ELEV3" ); Commands->Destroy_Object ( obj );//your job is over--clean up } } }; DECLARE_SCRIPT(M11_Silo_ElevatorZone03_JDG, "")//100701 { bool sydeyIsInTheZone; bool havocIsInTheZone; REGISTER_VARIABLES() { SAVE_VARIABLE(sydeyIsInTheZone, 1); SAVE_VARIABLE(havocIsInTheZone, 2); } void Created( GameObject * obj ) { sydeyIsInTheZone = false; havocIsInTheZone = false; } void Entered( GameObject * obj, GameObject * enterer ) { GameObject * sydney = Commands->Find_Object ( M11_REAL_SYDNEY_MOBIUS_JDG ); if (enterer == sydney) { sydeyIsInTheZone = true; Commands->Send_Custom_Event( obj, obj, 0, M01_MODIFY_YOUR_ACTION_JDG, 0 ); } else if (enterer == STAR) { havocIsInTheZone = true; Commands->Send_Custom_Event( obj, obj, 0, M01_MODIFY_YOUR_ACTION_JDG, 0 ); } } void Exited( GameObject * obj, GameObject * exiter ) { GameObject * sydney = Commands->Find_Object ( M11_REAL_SYDNEY_MOBIUS_JDG ); if (exiter == sydney) { sydeyIsInTheZone = false; } else if (exiter == STAR) { havocIsInTheZone = false; } } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M01_MODIFY_YOUR_ACTION_JDG) { if ((sydeyIsInTheZone == true) && (havocIsInTheZone == true)) { Vector3 myPosition = Commands->Get_Position ( STAR ); Commands->Create_Sound ( "Air_Compressor_01", myPosition, obj ); Commands->Create_Sound ( "Metal_Thunk_03", myPosition, obj ); Commands->Shake_Camera( myPosition, 25, 0.25f, 0.5f ); Commands->Send_Custom_Event( obj, obj, 0, M01_MODIFY_YOUR_ACTION_02_JDG, 0.25f ); } else { Commands->Send_Custom_Event( obj, obj, 0, M01_MODIFY_YOUR_ACTION_JDG, 2 ); } } else if (param == M01_MODIFY_YOUR_ACTION_02_JDG) { Commands->Static_Anim_Phys_Goto_Frame ( M11_MISSILE_LIFT_02_JDG , 0, "MISS_ELEV2.MISS_ELEV2" ); Commands->Destroy_Object ( obj );//your job is over--clean up } } }; DECLARE_SCRIPT(M11_Silo_ElevatorZone04_JDG, "")//100702 { bool sydeyIsInTheZone; bool havocIsInTheZone; REGISTER_VARIABLES() { SAVE_VARIABLE(sydeyIsInTheZone, 1); SAVE_VARIABLE(havocIsInTheZone, 2); } void Created( GameObject * obj ) { sydeyIsInTheZone = false; havocIsInTheZone = false; } void Entered( GameObject * obj, GameObject * enterer ) { GameObject * sydney = Commands->Find_Object ( M11_REAL_SYDNEY_MOBIUS_JDG ); if (enterer == sydney) { sydeyIsInTheZone = true; Commands->Send_Custom_Event( obj, obj, 0, M01_MODIFY_YOUR_ACTION_JDG, 0 ); } else if (enterer == STAR) { havocIsInTheZone = true; Commands->Send_Custom_Event( obj, obj, 0, M01_MODIFY_YOUR_ACTION_JDG, 0 ); } } void Exited( GameObject * obj, GameObject * exiter ) { GameObject * sydney = Commands->Find_Object ( M11_REAL_SYDNEY_MOBIUS_JDG ); if (exiter == sydney) { sydeyIsInTheZone = false; } else if (exiter == STAR) { havocIsInTheZone = false; } } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M01_MODIFY_YOUR_ACTION_JDG) { if ((sydeyIsInTheZone == true) && (havocIsInTheZone == true)) { Vector3 myPosition = Commands->Get_Position ( STAR ); Commands->Create_Sound ( "Air_Compressor_01", myPosition, obj ); Commands->Create_Sound ( "Metal_Thunk_03", myPosition, obj ); Commands->Shake_Camera( myPosition, 25, 0.25f, 0.5f ); Commands->Send_Custom_Event( obj, obj, 0, M01_MODIFY_YOUR_ACTION_02_JDG, 0.25f ); } else { Commands->Send_Custom_Event( obj, obj, 0, M01_MODIFY_YOUR_ACTION_JDG, 2 ); } } else if (param == M01_MODIFY_YOUR_ACTION_02_JDG) { Commands->Static_Anim_Phys_Goto_Frame ( M11_MISSILE_LIFT_01_JDG , 0, "MISS_ELEV1.MISS_ELEV1" ); Commands->Destroy_Object ( obj );//your job is over--clean up } } }; DECLARE_SCRIPT(M11_Sydney_Rally_Zone_01_JDG, "") { bool sydneyInPosition; REGISTER_VARIABLES() { SAVE_VARIABLE(sydneyInPosition, 1); } void Created( GameObject * obj ) { sydneyInPosition = false; } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M01_MODIFY_YOUR_ACTION_JDG) { sydneyInPosition = true; } } void Entered( GameObject * obj, GameObject * enterer ) { if (enterer == STAR && sydneyInPosition == true) { GameObject * sydney = Commands->Find_Object ( M11_REAL_SYDNEY_MOBIUS_JDG ); if (sydney != NULL ) { Commands->Send_Custom_Event( obj, sydney, 0, M01_WALKING_WAYPATH_02_JDG, 0 ); } Commands->Destroy_Object ( obj );//one time only zone--cleaning up } } }; DECLARE_SCRIPT(M11_Sydney_Rally_Zone_02_JDG, "") { bool sydneyInPosition; REGISTER_VARIABLES() { SAVE_VARIABLE(sydneyInPosition, 1); } void Created( GameObject * obj ) { sydneyInPosition = false; } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M01_MODIFY_YOUR_ACTION_JDG) { sydneyInPosition = true; } } void Entered( GameObject * obj, GameObject * enterer ) { if (enterer == STAR && sydneyInPosition == true) { GameObject * sydney = Commands->Find_Object ( M11_REAL_SYDNEY_MOBIUS_JDG ); if (sydney != NULL ) { Commands->Send_Custom_Event( obj, sydney, 0, M01_WALKING_WAYPATH_03_JDG, 0 ); } Commands->Destroy_Object ( obj );//one time only zone--cleaning up } } }; DECLARE_SCRIPT(M11_Sydney_Rally_Zone_03_JDG, "") { bool sydneyInPosition; REGISTER_VARIABLES() { SAVE_VARIABLE(sydneyInPosition, 1); } void Created( GameObject * obj ) { sydneyInPosition = false; } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M01_MODIFY_YOUR_ACTION_JDG) { sydneyInPosition = true; } } void Entered( GameObject * obj, GameObject * enterer ) { if (enterer == STAR && sydneyInPosition == true) { GameObject * sydney = Commands->Find_Object ( M11_REAL_SYDNEY_MOBIUS_JDG ); if (sydney != NULL ) { Commands->Send_Custom_Event( obj, sydney, 0, M01_WALKING_WAYPATH_05_JDG, 0 ); } GameObject * zoneOne = Commands->Find_Object ( 100133 ); if (zoneOne != NULL) { Commands->Destroy_Object ( zoneOne );//one time only zone--cleaning up } GameObject * zoneTwo = Commands->Find_Object ( 100134 ); if (zoneTwo != NULL) { Commands->Destroy_Object ( zoneTwo );//one time only zone--cleaning up } } } }; DECLARE_SCRIPT(M11_Sydney_Rally_Zone_03b_JDG, "") { bool sydneyInPosition; REGISTER_VARIABLES() { SAVE_VARIABLE(sydneyInPosition, 1); } void Created( GameObject * obj ) { sydneyInPosition = false; } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M01_MODIFY_YOUR_ACTION_JDG) { sydneyInPosition = true; } } void Entered( GameObject * obj, GameObject * enterer ) { if (enterer == STAR && sydneyInPosition == true) { GameObject * sydney = Commands->Find_Object ( M11_REAL_SYDNEY_MOBIUS_JDG ); if (sydney != NULL ) { Commands->Send_Custom_Event( obj, sydney, 0, M01_WALKING_WAYPATH_07_JDG, 0 ); } GameObject * zoneOne = Commands->Find_Object ( 100133 ); if (zoneOne != NULL) { Commands->Destroy_Object ( zoneOne );//one time only zone--cleaning up } GameObject * zoneTwo = Commands->Find_Object ( 100134 ); if (zoneTwo != NULL) { Commands->Destroy_Object ( zoneTwo );//one time only zone--cleaning up } } } }; DECLARE_SCRIPT(M11_Petrova_StealthSoldier_Controller_JDG, "")//106230 {//M11_PETROVA_STEALTHSPAWNER_01_JDG int initialSteatlthGuy01_id; int initialSteatlthGuy02_id; int initialSteatlthGuy03_id; REGISTER_VARIABLES() { SAVE_VARIABLE(initialSteatlthGuy01_id, 1); SAVE_VARIABLE(initialSteatlthGuy02_id, 2); SAVE_VARIABLE(initialSteatlthGuy03_id, 3); } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (type == 0) { if (param == 0)//text file is telling you to spawn initial guys { GameObject * initialSteatlthGuy01 = Commands->Trigger_Spawner( M11_PETROVA_STEALTHSPAWNER_01_JDG ); Commands->Attach_Script(initialSteatlthGuy01, "M11_Petrova_StealthSoldier_Initial01_JDG", ""); initialSteatlthGuy01_id = Commands->Get_ID ( initialSteatlthGuy01 ); GameObject * initialSteatlthGuy02 = Commands->Trigger_Spawner( M11_PETROVA_STEALTHSPAWNER_02_JDG ); Commands->Attach_Script(initialSteatlthGuy02, "M11_Petrova_StealthSoldier_Initial02_JDG", ""); initialSteatlthGuy02_id = Commands->Get_ID ( initialSteatlthGuy02 ); GameObject * initialSteatlthGuy03 = Commands->Trigger_Spawner( M11_PETROVA_STEALTHSPAWNER_03_JDG ); Commands->Attach_Script(initialSteatlthGuy03, "M11_Petrova_StealthSoldier_Initial03_JDG", ""); initialSteatlthGuy03_id = Commands->Get_ID ( initialSteatlthGuy03 ); } else if (param == 1) { GameObject * initialSteatlthGuy01 = Commands->Find_Object ( initialSteatlthGuy01_id ); if (initialSteatlthGuy01 != NULL) { Commands->Send_Custom_Event( obj, initialSteatlthGuy01, 0, M01_START_ACTING_JDG, 0 ); } GameObject * initialSteatlthGuy02 = Commands->Find_Object ( initialSteatlthGuy02_id ); if (initialSteatlthGuy02 != NULL) { Commands->Send_Custom_Event( obj, initialSteatlthGuy02, 0, M01_START_ACTING_JDG, 0 ); } GameObject * initialSteatlthGuy03 = Commands->Find_Object ( initialSteatlthGuy03_id ); if (initialSteatlthGuy03 != NULL) { Commands->Send_Custom_Event( obj, initialSteatlthGuy03, 0, M01_START_ACTING_JDG, 0 ); } } else if (param == M01_MODIFY_YOUR_ACTION_JDG)//trigger spawner 01 { GameObject * newSteatlthGuy = Commands->Trigger_Spawner( M11_PETROVA_STEALTHSPAWNER_01_JDG ); Commands->Attach_Script(newSteatlthGuy, "M11_Petrova_StealthSoldier_Reinforcement01_JDG", ""); } else if (param == M01_MODIFY_YOUR_ACTION_02_JDG)//trigger spawner 02 { GameObject * newSteatlthGuy = Commands->Trigger_Spawner( M11_PETROVA_STEALTHSPAWNER_02_JDG ); Commands->Attach_Script(newSteatlthGuy, "M11_Petrova_StealthSoldier_Reinforcement02_JDG", ""); } else if (param == M01_MODIFY_YOUR_ACTION_03_JDG)//trigger spawner 02 { GameObject * newSteatlthGuy = Commands->Trigger_Spawner( M11_PETROVA_STEALTHSPAWNER_03_JDG ); Commands->Attach_Script(newSteatlthGuy, "M11_Petrova_StealthSoldier_Reinforcement03_JDG", ""); } } } }; DECLARE_SCRIPT(M11_Petrova_StealthSoldier_Initial01_JDG, "")//M11_PETROVA_STEALTHSPAWNER_01_JDG { void Created( GameObject * obj ) { Commands->Enable_Cinematic_Freeze( obj, false ); ActionParamsStruct params; params.Set_Basic( this, 100, M01_DOING_ANIMATION_01_JDG ); params.Set_Attack (STAR, 0, 0, true); Commands->Action_Attack (obj, params); }// void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (type == 0) { if (param == M01_START_ACTING_JDG) { Commands->Action_Reset ( obj, 100 ); ActionParamsStruct params; params.Set_Basic( this, 45, M01_DOING_ANIMATION_01_JDG ); params.Set_Attack (STAR, 20, 0, true); Commands->Action_Attack (obj, params); } } } void Killed( GameObject * obj, GameObject * killer ) { GameObject * stealthController = Commands->Find_Object ( 106230 ); if (stealthController != NULL) { Commands->Send_Custom_Event( obj, stealthController, 0, M01_MODIFY_YOUR_ACTION_JDG, 0 ); } } }; DECLARE_SCRIPT(M11_Petrova_StealthSoldier_Initial02_JDG, "")//M11_PETROVA_STEALTHSPAWNER_02_JDG { void Created( GameObject * obj ) { Commands->Enable_Cinematic_Freeze( obj, false ); ActionParamsStruct params; params.Set_Basic( this, 100, M01_DOING_ANIMATION_01_JDG ); params.Set_Attack (STAR, 0, 0, true); Commands->Action_Attack (obj, params); }// void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (type == 0) { if (param == M01_START_ACTING_JDG) { Commands->Action_Reset ( obj, 100 ); ActionParamsStruct params; params.Set_Basic( this, 45, M01_DOING_ANIMATION_01_JDG ); params.Set_Attack (STAR, 20, 0, true); Commands->Action_Attack (obj, params); } } } void Killed( GameObject * obj, GameObject * killer ) { GameObject * stealthController = Commands->Find_Object ( 106230 ); if (stealthController != NULL) { Commands->Send_Custom_Event( obj, stealthController, 0, M01_MODIFY_YOUR_ACTION_02_JDG, 0 ); } } }; DECLARE_SCRIPT(M11_Petrova_StealthSoldier_Initial03_JDG, "")//M11_PETROVA_STEALTHSPAWNER_03_JDG { void Created( GameObject * obj ) { Commands->Enable_Cinematic_Freeze( obj, false ); ActionParamsStruct params; params.Set_Basic( this, 100, M01_DOING_ANIMATION_01_JDG ); params.Set_Attack (STAR, 0, 0, true); Commands->Action_Attack (obj, params); }// void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (type == 0) { if (param == M01_START_ACTING_JDG) { Commands->Action_Reset ( obj, 100 ); ActionParamsStruct params; params.Set_Basic( this, 45, M01_DOING_ANIMATION_01_JDG ); params.Set_Attack (STAR, 20, 0, true); Commands->Action_Attack (obj, params); } } } void Killed( GameObject * obj, GameObject * killer ) { GameObject * stealthController = Commands->Find_Object ( 106230 ); if (stealthController != NULL) { Commands->Send_Custom_Event( obj, stealthController, 0, M01_MODIFY_YOUR_ACTION_03_JDG, 0 ); } } }; DECLARE_SCRIPT(M11_Petrova_StealthSoldier_Reinforcement01_JDG, "")//M11_PETROVA_STEALTHSPAWNER_01_JDG { void Created( GameObject * obj ) { Commands->Enable_Hibernation( obj, false ); Commands->Grant_Key( obj, 3, true ); ActionParamsStruct params; params.Set_Basic( this, 100, M01_DOING_ANIMATION_01_JDG ); params.Set_Movement( STAR, RUN, 10 ); params.Set_Attack (STAR, 20, 0, true); Commands->Action_Attack (obj, params); } void Killed( GameObject * obj, GameObject * killer ) { GameObject * stealthController = Commands->Find_Object ( 106230 ); if (stealthController != NULL) { Commands->Send_Custom_Event( obj, stealthController, 0, M01_MODIFY_YOUR_ACTION_JDG, 0 ); } } }; DECLARE_SCRIPT(M11_Petrova_StealthSoldier_Reinforcement02_JDG, "")//M11_PETROVA_STEALTHSPAWNER_02_JDG { void Created( GameObject * obj ) { Commands->Enable_Hibernation( obj, false ); Commands->Grant_Key( obj, 3, true ); ActionParamsStruct params; params.Set_Basic( this, 100, M01_DOING_ANIMATION_01_JDG ); params.Set_Movement( STAR, RUN, 10 ); params.Set_Attack (STAR, 20, 0, true); Commands->Action_Attack (obj, params); } void Killed( GameObject * obj, GameObject * killer ) { GameObject * stealthController = Commands->Find_Object ( 106230 ); if (stealthController != NULL) { Commands->Send_Custom_Event( obj, stealthController, 0, M01_MODIFY_YOUR_ACTION_02_JDG, 0 ); } } }; DECLARE_SCRIPT(M11_Petrova_StealthSoldier_Reinforcement03_JDG, "")//M11_PETROVA_STEALTHSPAWNER_03_JDG { void Created( GameObject * obj ) { Commands->Enable_Hibernation( obj, false ); Commands->Grant_Key( obj, 3, true ); ActionParamsStruct params; params.Set_Basic( this, 100, M01_DOING_ANIMATION_01_JDG ); params.Set_Movement( STAR, RUN, 10 ); params.Set_Attack (STAR, 20, 0, true); Commands->Action_Attack (obj, params); } void Killed( GameObject * obj, GameObject * killer ) { GameObject * stealthController = Commands->Find_Object ( 106230 ); if (stealthController != NULL) { Commands->Send_Custom_Event( obj, stealthController, 0, M01_MODIFY_YOUR_ACTION_03_JDG, 0 ); } } }; DECLARE_SCRIPT(M11_Sydney_Script_JDG, "")//M11_REAL_SYDNEY_MOBIUS_JDG 100644 { typedef enum { IDLE, GOING_TO_RALLY_POINT01, GOING_TO_RALLY_POINT02, GOING_TO_RALLY_POINT03, GOING_TO_ELEVATOR01, GOING_TO_ELEVATOR02, GOING_TO_ELEVATOR03, GOING_TO_ELEVATOR04, GOING_TO_MISSILE_SWITCH, } M11_Location; M11_Location sydneys_location; int sydney_conv01; int sydney_damaged_conv01; int sydney_damaged_conv02; int sydney_damaged_conv03; int missionEndConv; bool first_time_damaged; bool second_time_damaged; bool third_time_damaged; bool killedYet; bool sydney_damaged_conv01_playing; bool sydney_damaged_conv02_playing; bool sydney_damaged_conv03_playing; REGISTER_VARIABLES() { SAVE_VARIABLE(sydneys_location, 1); SAVE_VARIABLE(sydney_conv01, 2); SAVE_VARIABLE(sydney_damaged_conv01, 3); SAVE_VARIABLE(sydney_damaged_conv02, 4); SAVE_VARIABLE(sydney_damaged_conv03, 5); SAVE_VARIABLE(missionEndConv, 6); SAVE_VARIABLE(first_time_damaged, 7); SAVE_VARIABLE(second_time_damaged, 8); SAVE_VARIABLE(third_time_damaged, 9); SAVE_VARIABLE(killedYet, 10); SAVE_VARIABLE(sydney_damaged_conv01_playing, 11); SAVE_VARIABLE(sydney_damaged_conv02_playing, 12); SAVE_VARIABLE(sydney_damaged_conv03_playing, 13); } void Created( GameObject * obj ) { Commands->Set_Shield_Type ( obj, "Blamo" ); sydneys_location = IDLE; Commands->Innate_Disable(obj); Commands->Set_Obj_Radar_Blip_Shape (obj, RADAR_BLIP_SHAPE_NONE ); Commands->Set_Is_Visible( obj, false ); Commands->Set_Is_Rendered( obj, false ); Commands->Grant_Key( obj, 1, true ); Commands->Grant_Key( obj, 2, true ); Commands->Grant_Key( obj, 3, true ); first_time_damaged = true; second_time_damaged = false; third_time_damaged = false; killedYet = false; sydney_damaged_conv01_playing = false; sydney_damaged_conv02_playing = false; sydney_damaged_conv03_playing = false; } void Damaged( GameObject * obj, GameObject * damager, float amount ) { //M11_Sydney_Damaged_Conversation_01 //M11_Sydney_Damaged_Conversation_02 //M11_Sydney_Damaged_Conversation_03 if (obj && killedYet == false) { if (first_time_damaged == true) { Commands->Set_HUD_Help_Text ( IDS_M11DSGN_DSGN1007I1DSGN_TXT, TEXT_COLOR_OBJECTIVE_PRIMARY ); first_time_damaged = false; sydney_damaged_conv01 = Commands->Create_Conversation( "M11_Sydney_Damaged_Conversation_01", 90, 1000, true); Commands->Join_Conversation( obj, sydney_damaged_conv01, false, true, true ); Commands->Start_Conversation( sydney_damaged_conv01, sydney_damaged_conv01 ); Commands->Monitor_Conversation( obj, sydney_damaged_conv01 ); sydney_damaged_conv01_playing = true; } else if (second_time_damaged == true) { Commands->Set_HUD_Help_Text ( IDS_M11DSGN_DSGN1007I1DSGN_TXT, TEXT_COLOR_OBJECTIVE_PRIMARY ); second_time_damaged = false; sydney_damaged_conv02 = Commands->Create_Conversation( "M11_Sydney_Damaged_Conversation_02", 90, 1000, true); Commands->Join_Conversation( NULL, sydney_damaged_conv02, false, false, false ); Commands->Start_Conversation( sydney_damaged_conv02, sydney_damaged_conv02 ); Commands->Monitor_Conversation( obj, sydney_damaged_conv02 ); sydney_damaged_conv02_playing = true; } else if (third_time_damaged == true) { Commands->Set_HUD_Help_Text ( IDS_M11DSGN_DSGN1007I1DSGN_TXT, TEXT_COLOR_OBJECTIVE_PRIMARY ); third_time_damaged = false; sydney_damaged_conv03 = Commands->Create_Conversation( "M11_Sydney_Damaged_Conversation_03", 90, 1000, true); Commands->Join_Conversation( NULL, sydney_damaged_conv03, false, false, false ); Commands->Start_Conversation( sydney_damaged_conv03, sydney_damaged_conv03 ); Commands->Monitor_Conversation( obj, sydney_damaged_conv03 ); sydney_damaged_conv03_playing = true; } } } void Killed( GameObject * obj, GameObject * killer ) //M11_Sydney_Dead_Conversation_01 and/or M11_Sydney_Dead_Conversation_02 { Commands->Set_HUD_Help_Text ( IDS_M11DSGN_DSGN1008I1DSGN_TXT, TEXT_COLOR_OBJECTIVE_PRIMARY ); killedYet = true; if (sydney_damaged_conv01_playing == true) { Commands->Stop_Conversation(sydney_damaged_conv01); } else if (sydney_damaged_conv02_playing == true) { Commands->Stop_Conversation(sydney_damaged_conv02); } else if (sydney_damaged_conv03_playing == true) { Commands->Stop_Conversation(sydney_damaged_conv03); } int random = Commands->Get_Random_Int(0, 2); if (random == 0) { Commands->Create_2D_Sound ( "M11DSGN_DSGN0086I1GBRS_SND" ); } else { Commands->Create_2D_Sound ( "M11DSGN_DSGN0022I1EVAG_SND" ); } Commands->Send_Custom_Event( obj, Commands->Find_Object (M11_MISSION_CONTROLLER_JDG), 0, M11_END_MISSION_FAIL_JDG, 5 ); } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { ActionParamsStruct params; if (type == 0) { if (param == M01_START_ACTING_JDG)//start initial conversation { if (obj && STAR) { Commands->Set_Shield_Type ( obj, "ShieldKevlar" ); Commands->Set_Obj_Radar_Blip_Color ( obj, RADAR_BLIP_COLOR_GDI ); //Commands->Innate_Enable(obj); sydney_conv01 = Commands->Create_Conversation( "M11_Initial_Sydney_Conversation_JDG", 100, 1000, false); Commands->Join_Conversation( obj, sydney_conv01, false, true, true ); Commands->Join_Conversation( STAR, sydney_conv01, false, false, false ); Commands->Join_Conversation( NULL, sydney_conv01, false, false, false ); Commands->Start_Conversation( sydney_conv01, sydney_conv01 ); Commands->Monitor_Conversation( obj, sydney_conv01 ); Vector3 siloProtector01_spot (-6.307f, 39.101f, 0); Vector3 siloProtector02_spot (-7.002f, 38.229f, -10.015f); Vector3 siloProtector03_spot (-6.596f, 38.117f, -10.015f); Vector3 siloProtector05_spot (7.324f, 38.026f, -18); Vector3 siloProtector07_spot (7.1f, 37.690f, -29.854f); Vector3 siloProtector08_spot (-0.197f, 44.313f, -29.854f); Vector3 siloProtector09_spot (-1.203f, 31.698f, -39.486f); GameObject * siloProtector01 = Commands->Create_Object ( "Nod_FlameThrower_2SF", siloProtector01_spot ); GameObject * siloProtector02 = Commands->Create_Object ( "Nod_FlameThrower_2SF", siloProtector02_spot ); GameObject * siloProtector03 = Commands->Create_Object ( "Nod_FlameThrower_2SF", siloProtector03_spot ); GameObject * siloProtector05 = Commands->Create_Object ( "Nod_FlameThrower_2SF", siloProtector05_spot ); GameObject * siloProtector07 = Commands->Create_Object ( "Nod_FlameThrower_2SF", siloProtector07_spot ); GameObject * siloProtector08 = Commands->Create_Object ( "Nod_FlameThrower_2SF", siloProtector08_spot ); GameObject * siloProtector09 = Commands->Create_Object ( "Nod_FlameThrower_2SF", siloProtector09_spot ); Commands->Attach_Script(siloProtector01, "M11_NukeSilo_Protector_JDG", ""); Commands->Attach_Script(siloProtector02, "M11_NukeSilo_Protector_JDG", ""); Commands->Attach_Script(siloProtector03, "M11_NukeSilo_Protector_JDG", ""); Commands->Attach_Script(siloProtector05, "M11_NukeSilo_Protector_JDG", ""); Commands->Attach_Script(siloProtector07, "M11_NukeSilo_Protector_JDG", ""); Commands->Attach_Script(siloProtector08, "M11_NukeSilo_Protector_JDG", ""); Commands->Attach_Script(siloProtector09, "M11_NukeSilo_Protector_JDG", ""); Vector3 labProtector01_spot (-0.722f, 20.642f, -34.233f); Vector3 labProtector02_spot (9.455f, 28.227f, -39.486f); Commands->Create_Object ( "Nod_FlameThrower_2SF", labProtector01_spot ); Commands->Create_Object ( "Nod_FlameThrower_2SF", labProtector02_spot ); } } else if (param == M01_WALKING_WAYPATH_02_JDG) { Commands->Set_Innate_Is_Stationary ( obj, false ); int sydney_letsgo_conv = Commands->Create_Conversation( "M11_Sydney_WatchMyBack_Conversation", 100, 1000, false); Commands->Join_Conversation( obj, sydney_letsgo_conv, false, true, true ); Commands->Start_Conversation( sydney_letsgo_conv, sydney_letsgo_conv ); params.Set_Basic( this, 100, M01_WALKING_WAYPATH_02_JDG ); params.Set_Movement( Vector3 (0,0,0), RUN, 0.5f ); int random = Commands->Get_Random_Int(0, 2); if (random == 0) { params.WaypathID = 100110; params.WaypointStartID = 100111; params.WaypointEndID = 100119; } else { params.WaypathID = 100121; params.WaypointStartID = 100122; params.WaypointEndID = 100130; } Commands->Action_Goto(obj, params); } else if (param == M01_WALKING_WAYPATH_03_JDG) { Commands->Set_Innate_Is_Stationary ( obj, false ); int random = Commands->Get_Random_Int(0, 2); if (random == 0) { params.Set_Basic( this, 100, M01_WALKING_WAYPATH_03_JDG ); params.Set_Movement( Vector3 (0,0,0), RUN, 0.5f ); params.WaypathID = 100135; params.WaypointStartID = 100136; params.WaypointEndID = 100149; } else { params.Set_Basic( this, 100, M01_WALKING_WAYPATH_04_JDG ); params.Set_Movement( Vector3 (0,0,0), RUN, 0.5f ); params.WaypathID = 100151; params.WaypointStartID = 100152; params.WaypointEndID = 100162; } Commands->Action_Goto(obj, params); } else if (param == M01_WALKING_WAYPATH_05_JDG)//now goto first silo elevator platform { sydneys_location = GOING_TO_ELEVATOR01; Commands->Set_Innate_Is_Stationary ( obj, false ); Commands->Debug_Message ( "***************************SYDNEY has received command to goto first elevator lift\n" ); params.Set_Basic( this, 100, M01_WALKING_WAYPATH_05_JDG ); //params.Set_Movement( Vector3 (3.342f, 43.458f, -39.462f), RUN, 0.25f ); params.Set_Movement( Vector3 (0,0,0), WALK, 0.25f ); params.WaypathID = 105199; Commands->Action_Goto(obj, params); GameObject * elevatorDisabler = Commands->Find_Object ( 105192 ); if (elevatorDisabler != NULL) { Commands->Send_Custom_Event( obj, elevatorDisabler, 0, M11_GOTO_IDLE_JDG, 0 ); } GameObject * elevatorController = Commands->Find_Object ( M11_MISSILE_LIFT_CONTROLLER_JDG ); if (elevatorController != NULL) { Commands->Send_Custom_Event ( obj, elevatorController, 1, M11_PLAYER_HAS_POKED_LEVEL4_ELEVATOR_SWITCH_JDG, 0 ); Commands->Send_Custom_Event ( obj, elevatorController, 1, M11_PLAYER_HAS_POKED_LEVEL3_ELEVATOR_SWITCH_JDG, 0 ); Commands->Send_Custom_Event ( obj, elevatorController, 1, M11_PLAYER_HAS_POKED_LEVEL2_ELEVATOR_SWITCH_JDG, 0 ); Commands->Send_Custom_Event ( obj, elevatorController, 1, M11_PLAYER_HAS_POKED_LEVEL1_ELEVATOR_SWITCH_JDG, 0 ); } } else if (param == M01_WALKING_WAYPATH_07_JDG)//now goto first silo elevator platform { sydneys_location = GOING_TO_ELEVATOR01; Commands->Set_Innate_Is_Stationary ( obj, false ); Commands->Debug_Message ( "***************************SYDNEY has received command to goto first elevator lift\n" ); params.Set_Basic( this, 100, M01_WALKING_WAYPATH_05_JDG ); //params.Set_Movement( Vector3 (3.342f, 43.458f, -39.462f), RUN, 0.25f ); params.Set_Movement( Vector3 (0,0,0), RUN, 0.25f ); params.WaypathID = 105205; Commands->Action_Goto(obj, params); GameObject * elevatorDisabler = Commands->Find_Object ( 105192 ); if (elevatorDisabler != NULL) { Commands->Send_Custom_Event( obj, elevatorDisabler, 0, M11_GOTO_IDLE_JDG, 0 ); } //Commands->Static_Anim_Phys_Goto_Frame ( M11_MISSILE_LIFT_04_JDG , 45, "MISS_ELEV4.MISS_ELEV4" ); //Commands->Static_Anim_Phys_Goto_Frame ( M11_MISSILE_LIFT_03_JDG , 45, "MISS_ELEV3.MISS_ELEV3" ); //Commands->Static_Anim_Phys_Goto_Frame ( M11_MISSILE_LIFT_02_JDG , 45, "MISS_ELEV2.MISS_ELEV2" ); //Commands->Static_Anim_Phys_Goto_Frame ( M11_MISSILE_LIFT_01_JDG , 45, "MISS_ELEV1.MISS_ELEV1" ); GameObject * elevatorController = Commands->Find_Object ( M11_MISSILE_LIFT_CONTROLLER_JDG ); if (elevatorController != NULL) { Commands->Send_Custom_Event ( obj, elevatorController, 1, M11_PLAYER_HAS_POKED_LEVEL4_ELEVATOR_SWITCH_JDG, 0 ); Commands->Send_Custom_Event ( obj, elevatorController, 1, M11_PLAYER_HAS_POKED_LEVEL3_ELEVATOR_SWITCH_JDG, 0 ); Commands->Send_Custom_Event ( obj, elevatorController, 1, M11_PLAYER_HAS_POKED_LEVEL2_ELEVATOR_SWITCH_JDG, 0 ); Commands->Send_Custom_Event ( obj, elevatorController, 1, M11_PLAYER_HAS_POKED_LEVEL1_ELEVATOR_SWITCH_JDG, 0 ); } } else if (param == M01_MODIFY_YOUR_ACTION_JDG)//sydney on level 2--goto next elevator { sydneys_location = GOING_TO_ELEVATOR02; Commands->Set_Innate_Is_Stationary ( obj, false ); params.Set_Basic( this, 100, M01_WALKING_WAYPATH_05_JDG ); //params.Set_Movement( Vector3 (-4.767f, 42.337f, -29.854f), RUN, 0.5f ); params.Set_Movement( Vector3 (0,0,0), RUN, 0.25f ); params.WaypathID = 104839; Commands->Action_Goto(obj, params); //GameObject * elevatorDisabler = Commands->Find_Object ( 105192 ); //if (elevatorDisabler != NULL) //{ // Commands->Send_Custom_Event( obj, elevatorDisabler, 0, M11_GOTO_IDLE_JDG, 0 ); //} } else if (param == M01_MODIFY_YOUR_ACTION_02_JDG)//sydney on level 3--goto next elevator { sydneys_location = GOING_TO_ELEVATOR03; Commands->Set_Innate_Is_Stationary ( obj, false ); params.Set_Basic( this, 100, M01_WALKING_WAYPATH_05_JDG ); //params.Set_Movement( Vector3 (-4.632f, 33.498f, -18), RUN, 0.5f ); params.Set_Movement( Vector3 (0,0,0), RUN, 0.25f ); params.WaypathID = 104845; Commands->Action_Goto(obj, params); GameObject * ropeController = Commands->Find_Object ( 106908 ); if (ropeController != NULL) { Commands->Send_Custom_Event ( obj, ropeController, 0, M01_START_ACTING_JDG, 3 ); } //GameObject * elevatorDisabler = Commands->Find_Object ( 105192 ); //if (elevatorDisabler != NULL) //{ // Commands->Send_Custom_Event( obj, elevatorDisabler, 0, M11_GOTO_IDLE_JDG, 0 ); //} } else if (param == M01_MODIFY_YOUR_ACTION_03_JDG)//sydney on level 4--goto next elevator { sydneys_location = GOING_TO_ELEVATOR04; Commands->Set_Innate_Is_Stationary ( obj, false ); params.Set_Basic( this, 100, M01_WALKING_WAYPATH_05_JDG ); //params.Set_Movement( Vector3 (4.042f, 32.885f, -10.015f), RUN, 0.5f ); params.Set_Movement( Vector3 (0,0,0), RUN, 0.25f ); params.WaypathID = 104850; Commands->Action_Goto(obj, params); //GameObject * elevatorDisabler = Commands->Find_Object ( 105192 ); //if (elevatorDisabler != NULL) //{ // Commands->Send_Custom_Event( obj, elevatorDisabler, 0, M11_GOTO_IDLE_JDG, 0 ); //} } else if (param == M01_MODIFY_YOUR_ACTION_04_JDG)//sydney on top level 4--goto nuke switch { sydneys_location = GOING_TO_MISSILE_SWITCH; GameObject * nukeSwitch = Commands->Find_Object ( M11_END_MISSION_SWITCH_JDG ); if (nukeSwitch != NULL) { Vector3 nukePosition (-0.113f, 29.391f, 0.046f); Commands->Set_Innate_Is_Stationary ( obj, false ); params.Set_Basic( this, 100, M01_WALKING_WAYPATH_06_JDG ); params.Set_Movement( nukePosition, RUN, 0.25f ); Commands->Action_Goto(obj, params); } } else if (param == M01_MODIFY_YOUR_ACTION_05_JDG)//sydney should now be facing nuke console--play anim { params.Set_Basic( this, 100, M01_DOING_ANIMATION_01_JDG ); params.Set_Animation ("S_A_HUMAN.H_A_CON2", false); Commands->Action_Play_Animation (obj, params); } } } void Action_Complete( GameObject * obj, int action_id, ActionCompleteReason complete_reason ) { ActionParamsStruct params; switch (complete_reason) { case ACTION_COMPLETE_CONVERSATION_ENDED: { if (action_id == sydney_conv01) { Commands->Set_Innate_Is_Stationary (obj, false); Commands->Grant_Key( obj, 1, true ); Commands->Grant_Key( obj, 2, true ); Commands->Grant_Key( obj, 3, true ); Commands->Grant_Key( obj, 4, true ); Commands->Debug_Message ( "***************************initial SYDNEY conversation is over--going to zone 01\n" ); params.Set_Basic( this, 100, M01_WALKING_WAYPATH_01_JDG ); params.Set_Movement( Vector3 (0,0,0), RUN, 0.5f ); params.WaypathID = 100541; params.WaypointStartID = 100542; params.WaypointEndID = 100544; Commands->Action_Goto(obj, params); GameObject * objectiveController = Commands->Find_Object ( M11_MISSION_CONTROLLER_JDG ); if (objectiveController != NULL) { Commands->Send_Custom_Event( obj, objectiveController, 0, M11_END_SECOND_OBJECTIVE_JDG, 0 ); } } else if (action_id == sydney_damaged_conv01) { second_time_damaged = true; sydney_damaged_conv01_playing = false; } else if (action_id == sydney_damaged_conv02) { third_time_damaged = true; sydney_damaged_conv02_playing = false; } else if (action_id == sydney_damaged_conv03) //missionEndConv { third_time_damaged = true; sydney_damaged_conv03_playing = false; } else if (action_id == missionEndConv) { params.Set_Basic( this, 100, M01_DOING_ANIMATION_02_JDG ); params.Set_Animation ("S_A_HUMAN.H_A_CON2", false); Commands->Action_Play_Animation (obj, params); } } break; case ACTION_COMPLETE_PATH_BAD_START: { if (sydneys_location == GOING_TO_ELEVATOR01) { Commands->Send_Custom_Event( obj, obj, 0, M01_WALKING_WAYPATH_05_JDG, 1 ); } else if (sydneys_location == GOING_TO_ELEVATOR02) { Commands->Send_Custom_Event( obj, obj, 0, M01_MODIFY_YOUR_ACTION_JDG, 1 ); } else if (sydneys_location == GOING_TO_ELEVATOR03) { Commands->Send_Custom_Event( obj, obj, 0, M01_MODIFY_YOUR_ACTION_02_JDG, 1 ); } else if (sydneys_location == GOING_TO_ELEVATOR04) { Commands->Send_Custom_Event( obj, obj, 0, M01_MODIFY_YOUR_ACTION_03_JDG, 1 ); } else if (sydneys_location == GOING_TO_MISSILE_SWITCH) { Commands->Send_Custom_Event( obj, obj, 0, M01_MODIFY_YOUR_ACTION_04_JDG, 1 ); } } break; case ACTION_COMPLETE_PATH_BAD_DEST: { if (sydneys_location == GOING_TO_ELEVATOR01) { Commands->Send_Custom_Event( obj, obj, 0, M01_WALKING_WAYPATH_05_JDG, 1 ); } else if (sydneys_location == GOING_TO_ELEVATOR02) { Commands->Send_Custom_Event( obj, obj, 0, M01_MODIFY_YOUR_ACTION_JDG, 1 ); } else if (sydneys_location == GOING_TO_ELEVATOR03) { Commands->Send_Custom_Event( obj, obj, 0, M01_MODIFY_YOUR_ACTION_02_JDG, 1 ); } else if (sydneys_location == GOING_TO_ELEVATOR04) { Commands->Send_Custom_Event( obj, obj, 0, M01_MODIFY_YOUR_ACTION_03_JDG, 1 ); } else if (sydneys_location == GOING_TO_MISSILE_SWITCH) { Commands->Send_Custom_Event( obj, obj, 0, M01_MODIFY_YOUR_ACTION_04_JDG, 1 ); } } break; case ACTION_COMPLETE_MOVE_NO_PROGRESS_MADE: { if (sydneys_location == GOING_TO_ELEVATOR01) { Commands->Send_Custom_Event( obj, obj, 0, M01_WALKING_WAYPATH_05_JDG, 1 ); } else if (sydneys_location == GOING_TO_ELEVATOR02) { Commands->Send_Custom_Event( obj, obj, 0, M01_MODIFY_YOUR_ACTION_JDG, 1 ); } else if (sydneys_location == GOING_TO_ELEVATOR03) { Commands->Send_Custom_Event( obj, obj, 0, M01_MODIFY_YOUR_ACTION_02_JDG, 1 ); } else if (sydneys_location == GOING_TO_ELEVATOR04) { Commands->Send_Custom_Event( obj, obj, 0, M01_MODIFY_YOUR_ACTION_03_JDG, 1 ); } else if (sydneys_location == GOING_TO_MISSILE_SWITCH) { Commands->Send_Custom_Event( obj, obj, 0, M01_MODIFY_YOUR_ACTION_04_JDG, 1 ); } } break; case ACTION_COMPLETE_NORMAL: { if (action_id == M01_WALKING_WAYPATH_01_JDG) { Commands->Set_Innate_Is_Stationary (obj, true); GameObject * rallyZone01 = Commands->Find_Object ( M11_SYDNEY_RALLY_ZONE_01_JDG ); if (rallyZone01 != NULL) { Commands->Send_Custom_Event( obj, rallyZone01, 0, M01_MODIFY_YOUR_ACTION_JDG, 0 ); } else { Commands->Debug_Message ( "**********************SYDNEY--cannot find rally zone 01\n" ); } } else if (action_id == M01_WALKING_WAYPATH_02_JDG) { Commands->Set_Innate_Is_Stationary (obj, true); GameObject * rallyZone02 = Commands->Find_Object ( M11_SYDNEY_RALLY_ZONE_02_JDG ); if (rallyZone02 != NULL) { Commands->Send_Custom_Event( obj, rallyZone02, 0, M01_MODIFY_YOUR_ACTION_JDG, 0 ); } else { Commands->Debug_Message ( "**********************SYDNEY--cannot find rally zone 02\n" ); } GameObject * objectiveController = Commands->Find_Object ( M11_MISSION_CONTROLLER_JDG ); if (objectiveController != NULL) { Commands->Send_Custom_Event( obj, objectiveController, 0, M11_ADD_FIFTH_OBJECTIVE_JDG, 0 ); } } else if (action_id == M01_WALKING_WAYPATH_03_JDG) { Commands->Set_Innate_Is_Stationary (obj, true); GameObject * rallyZone03 = Commands->Find_Object ( M11_SYDNEY_RALLY_ZONE_03A_JDG ); if (rallyZone03 != NULL) { Commands->Send_Custom_Event( obj, rallyZone03, 0, M01_MODIFY_YOUR_ACTION_JDG, 0 ); } else { Commands->Debug_Message ( "**********************SYDNEY--cannot find rally zone 03a\n" ); } } else if (action_id == M01_WALKING_WAYPATH_04_JDG) { Commands->Set_Innate_Is_Stationary (obj, true); GameObject * rallyZone03 = Commands->Find_Object ( M11_SYDNEY_RALLY_ZONE_03B_JDG ); if (rallyZone03 != NULL) { Commands->Send_Custom_Event( obj, rallyZone03, 0, M01_MODIFY_YOUR_ACTION_JDG, 0 ); } else { Commands->Debug_Message ( "**********************SYDNEY--cannot find rally zone 03b\n" ); } } else if (action_id == M01_WALKING_WAYPATH_05_JDG)//sydneys at first elevator--goto stationary for now { Commands->Set_Innate_Is_Stationary (obj, true); GameObject * elevatorDisabler = Commands->Find_Object ( 105192 ); if (elevatorDisabler != NULL) { Commands->Send_Custom_Event( obj, elevatorDisabler, 0, M11_START_ACTING_JDG, 0 ); } } else if (action_id == M01_WALKING_WAYPATH_06_JDG)//sydneys at missile switch-play animation { GameObject * nukeconsole = Commands->Find_Object ( 100106 ); if (nukeconsole != NULL) { Commands->Set_Innate_Is_Stationary (obj, true); params.Set_Basic( this, 100, M01_DOING_ANIMATION_01_JDG ); params.Set_Attack (nukeconsole, 0, 0, true); Commands->Action_Attack (obj, params); Commands->Send_Custom_Event( obj, obj, 0, M01_MODIFY_YOUR_ACTION_05_JDG, 1 ); } } else if (action_id == M01_DOING_ANIMATION_01_JDG)//play end mission conversation { GameObject * nukeconsole = Commands->Find_Object ( 100106 ); if (nukeconsole != NULL) { Commands->Send_Custom_Event( obj, nukeconsole, 0, M01_START_ACTING_JDG, 0 ); } missionEndConv = Commands->Create_Conversation( "M11_End_Mission_Conversation", 100, 1000, false); Commands->Join_Conversation( STAR, missionEndConv, false, false ); Commands->Join_Conversation( obj, missionEndConv, false, false, true ); Commands->Start_Conversation( missionEndConv, missionEndConv ); Commands->Monitor_Conversation (obj, missionEndConv); } else if (action_id == M01_DOING_ANIMATION_02_JDG)//end mission--success { Commands->Send_Custom_Event( obj, Commands->Find_Object (M11_MISSION_CONTROLLER_JDG), 0, M11_END_MISSION_PASS_JDG, 0 ); } } break; } } }; DECLARE_SCRIPT(M11_Silo_ElevatorDeactivator_JDG, "")//105192 { void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (type == 0) { if (param == M11_START_ACTING_JDG)//allow switch usage { GameObject * elevator01_switch01 = Commands->Find_Object ( 101689 ); if (elevator01_switch01 != NULL) { Commands->Send_Custom_Event( obj, elevator01_switch01, 0, M11_START_ACTING_JDG, 0 ); } GameObject * elevator01_switch02 = Commands->Find_Object ( 101651 ); if (elevator01_switch02 != NULL) { Commands->Send_Custom_Event( obj, elevator01_switch02, 0, M11_START_ACTING_JDG, 0 ); } GameObject * elevator01_switch03 = Commands->Find_Object ( 101690 ); if (elevator01_switch03 != NULL) { Commands->Send_Custom_Event( obj, elevator01_switch03, 0, M11_START_ACTING_JDG, 0 ); } GameObject * elevator01_switch04 = Commands->Find_Object ( 101691 ); if (elevator01_switch04 != NULL) { Commands->Send_Custom_Event( obj, elevator01_switch04, 0, M11_START_ACTING_JDG, 0 ); } //101692 101693 101694 101695 GameObject * elevator02_switch01 = Commands->Find_Object ( 101692 ); if (elevator02_switch01 != NULL) { Commands->Send_Custom_Event( obj, elevator02_switch01, 0, M11_START_ACTING_JDG, 0 ); } GameObject * elevator02_switch02 = Commands->Find_Object ( 101693 ); if (elevator02_switch02 != NULL) { Commands->Send_Custom_Event( obj, elevator02_switch02, 0, M11_START_ACTING_JDG, 0 ); } GameObject * elevator02_switch03 = Commands->Find_Object ( 101694 ); if (elevator02_switch03 != NULL) { Commands->Send_Custom_Event( obj, elevator02_switch03, 0, M11_START_ACTING_JDG, 0 ); } GameObject * elevator02_switch04 = Commands->Find_Object ( 101695 ); if (elevator02_switch04 != NULL) { Commands->Send_Custom_Event( obj, elevator02_switch04, 0, M11_START_ACTING_JDG, 0 ); } //101717 101718 101719 101720 GameObject * elevator03_switch01 = Commands->Find_Object ( 101717 ); if (elevator03_switch01 != NULL) { Commands->Send_Custom_Event( obj, elevator03_switch01, 0, M11_START_ACTING_JDG, 0 ); } GameObject * elevator03_switch02 = Commands->Find_Object ( 101718 ); if (elevator03_switch02 != NULL) { Commands->Send_Custom_Event( obj, elevator03_switch02, 0, M11_START_ACTING_JDG, 0 ); } GameObject * elevator03_switch03 = Commands->Find_Object ( 101719 ); if (elevator03_switch03 != NULL) { Commands->Send_Custom_Event( obj, elevator03_switch03, 0, M11_START_ACTING_JDG, 0 ); } GameObject * elevator03_switch04 = Commands->Find_Object ( 101720 ); if (elevator03_switch04 != NULL) { Commands->Send_Custom_Event( obj, elevator03_switch04, 0, M11_START_ACTING_JDG, 0 ); } //101721 101722 101723 GameObject * elevator04_switch01 = Commands->Find_Object ( 101721 ); if (elevator04_switch01 != NULL) { Commands->Send_Custom_Event( obj, elevator04_switch01, 0, M11_START_ACTING_JDG, 0 ); } GameObject * elevator04_switch02 = Commands->Find_Object ( 101722 ); if (elevator04_switch02 != NULL) { Commands->Send_Custom_Event( obj, elevator04_switch02, 0, M11_START_ACTING_JDG, 0 ); } GameObject * elevator04_switch03 = Commands->Find_Object ( 101723 ); if (elevator04_switch03 != NULL) { Commands->Send_Custom_Event( obj, elevator04_switch03, 0, M11_START_ACTING_JDG, 0 ); } } if (param == M11_GOTO_IDLE_JDG)//disallow switch usage { GameObject * elevator01_switch01 = Commands->Find_Object ( 101689 ); if (elevator01_switch01 != NULL) { Commands->Send_Custom_Event( obj, elevator01_switch01, 0, M11_GOTO_IDLE_JDG, 0 ); } GameObject * elevator01_switch02 = Commands->Find_Object ( 101651 ); if (elevator01_switch02 != NULL) { Commands->Send_Custom_Event( obj, elevator01_switch02, 0, M11_GOTO_IDLE_JDG, 0 ); } GameObject * elevator01_switch03 = Commands->Find_Object ( 101690 ); if (elevator01_switch03 != NULL) { Commands->Send_Custom_Event( obj, elevator01_switch03, 0, M11_GOTO_IDLE_JDG, 0 ); } GameObject * elevator01_switch04 = Commands->Find_Object ( 101691 ); if (elevator01_switch04 != NULL) { Commands->Send_Custom_Event( obj, elevator01_switch04, 0, M11_GOTO_IDLE_JDG, 0 ); } //101692 101693 101694 101695 GameObject * elevator02_switch01 = Commands->Find_Object ( 101692 ); if (elevator02_switch01 != NULL) { Commands->Send_Custom_Event( obj, elevator02_switch01, 0, M11_GOTO_IDLE_JDG, 0 ); } GameObject * elevator02_switch02 = Commands->Find_Object ( 101693 ); if (elevator02_switch02 != NULL) { Commands->Send_Custom_Event( obj, elevator02_switch02, 0, M11_GOTO_IDLE_JDG, 0 ); } GameObject * elevator02_switch03 = Commands->Find_Object ( 101694 ); if (elevator02_switch03 != NULL) { Commands->Send_Custom_Event( obj, elevator02_switch03, 0, M11_GOTO_IDLE_JDG, 0 ); } GameObject * elevator02_switch04 = Commands->Find_Object ( 101695 ); if (elevator02_switch04 != NULL) { Commands->Send_Custom_Event( obj, elevator02_switch04, 0, M11_GOTO_IDLE_JDG, 0 ); } //101717 101718 101719 101720 GameObject * elevator03_switch01 = Commands->Find_Object ( 101717 ); if (elevator03_switch01 != NULL) { Commands->Send_Custom_Event( obj, elevator03_switch01, 0, M11_GOTO_IDLE_JDG, 0 ); } GameObject * elevator03_switch02 = Commands->Find_Object ( 101718 ); if (elevator03_switch02 != NULL) { Commands->Send_Custom_Event( obj, elevator03_switch02, 0, M11_GOTO_IDLE_JDG, 0 ); } GameObject * elevator03_switch03 = Commands->Find_Object ( 101719 ); if (elevator03_switch03 != NULL) { Commands->Send_Custom_Event( obj, elevator03_switch03, 0, M11_GOTO_IDLE_JDG, 0 ); } GameObject * elevator03_switch04 = Commands->Find_Object ( 101720 ); if (elevator03_switch04 != NULL) { Commands->Send_Custom_Event( obj, elevator03_switch04, 0, M11_GOTO_IDLE_JDG, 0 ); } //101721 101722 101723 GameObject * elevator04_switch01 = Commands->Find_Object ( 101721 ); if (elevator04_switch01 != NULL) { Commands->Send_Custom_Event( obj, elevator04_switch01, 0, M11_GOTO_IDLE_JDG, 0 ); } GameObject * elevator04_switch02 = Commands->Find_Object ( 101722 ); if (elevator04_switch02 != NULL) { Commands->Send_Custom_Event( obj, elevator04_switch02, 0, M11_GOTO_IDLE_JDG, 0 ); } GameObject * elevator04_switch03 = Commands->Find_Object ( 101723 ); if (elevator04_switch03 != NULL) { Commands->Send_Custom_Event( obj, elevator04_switch03, 0, M11_GOTO_IDLE_JDG, 0 ); } } } } }; DECLARE_SCRIPT(M11_Silo_ElevatorZone01_Top_JDG, "")//100705 { bool sydney_in_zone; bool havoc_in_zone; REGISTER_VARIABLES() { SAVE_VARIABLE(sydney_in_zone, 1); SAVE_VARIABLE(havoc_in_zone, 2); } void Created( GameObject * obj ) { sydney_in_zone = false; havoc_in_zone = false; } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (type == 0) { if (param == M01_MODIFY_YOUR_ACTION_JDG) { if (sydney_in_zone == true && havoc_in_zone == true) { GameObject * elevatorDisabler = Commands->Find_Object ( 105192 ); if (elevatorDisabler != NULL) { Commands->Send_Custom_Event( obj, elevatorDisabler, 0, M11_GOTO_IDLE_JDG, 0 ); } GameObject * sydney = Commands->Find_Object ( M11_REAL_SYDNEY_MOBIUS_JDG ); if (sydney != NULL ) { Commands->Send_Custom_Event( obj, sydney, 0, M01_MODIFY_YOUR_ACTION_JDG, 0 ); } } } } } void Entered( GameObject * obj, GameObject * enterer ) { GameObject * sydney = Commands->Find_Object ( M11_REAL_SYDNEY_MOBIUS_JDG ); if (enterer == sydney) { sydney_in_zone = true; Commands->Send_Custom_Event( obj, obj, 0, M01_MODIFY_YOUR_ACTION_JDG, 0); } else if (enterer == STAR) { havoc_in_zone = true; Commands->Send_Custom_Event( obj, obj, 0, M01_MODIFY_YOUR_ACTION_JDG, 0 ); } } }; DECLARE_SCRIPT(M11_Silo_ElevatorZone02_Top_JDG, "")//100707 { void Entered( GameObject * obj, GameObject * enterer ) { GameObject * sydney = Commands->Find_Object ( M11_REAL_SYDNEY_MOBIUS_JDG ); if (enterer == sydney) { if (sydney != NULL ) { GameObject * elevatorDisabler = Commands->Find_Object ( 105192 ); if (elevatorDisabler != NULL) { Commands->Send_Custom_Event( obj, elevatorDisabler, 0, M11_GOTO_IDLE_JDG, 0 ); } Commands->Send_Custom_Event( obj, sydney, 0, M01_MODIFY_YOUR_ACTION_02_JDG, 0.25f ); //Commands->Destroy_Object ( obj );//your job is over--clean up } } } }; DECLARE_SCRIPT(M11_Silo_ElevatorZone03_Top_JDG, "")//100710 { void Entered( GameObject * obj, GameObject * enterer ) { GameObject * sydney = Commands->Find_Object ( M11_REAL_SYDNEY_MOBIUS_JDG ); if (enterer == sydney) { if (sydney != NULL ) { GameObject * elevatorDisabler = Commands->Find_Object ( 105192 ); if (elevatorDisabler != NULL) { Commands->Send_Custom_Event( obj, elevatorDisabler, 0, M11_GOTO_IDLE_JDG, 0 ); } Commands->Send_Custom_Event( obj, sydney, 0, M01_MODIFY_YOUR_ACTION_03_JDG, 0.25f ); //Commands->Destroy_Object ( obj );//your job is over--clean up } } } }; DECLARE_SCRIPT(M11_Silo_ElevatorZone04_Top_JDG, "")//100712 { void Entered( GameObject * obj, GameObject * enterer ) { GameObject * sydney = Commands->Find_Object ( M11_REAL_SYDNEY_MOBIUS_JDG ); if (enterer == sydney) { if (sydney != NULL ) { GameObject * elevatorDisabler = Commands->Find_Object ( 105192 ); if (elevatorDisabler != NULL) { Commands->Send_Custom_Event( obj, elevatorDisabler, 0, M11_GOTO_IDLE_JDG, 0 ); } Commands->Send_Custom_Event( obj, sydney, 0, M01_MODIFY_YOUR_ACTION_04_JDG, 0.25f ); //Commands->Destroy_Object ( obj );//your job is over--clean up } } } }; DECLARE_SCRIPT(M11_ForthFloor_Elevator_Switch_Script_JDG, "")//101689 101651 101690 101691 { bool sydney_in_motion; REGISTER_VARIABLES() { SAVE_VARIABLE(sydney_in_motion, 1); } void Created( GameObject * obj ) { sydney_in_motion = false; Commands->Enable_HUD_Pokable_Indicator ( obj, true ); Commands->Set_Animation_Frame ( obj, "DSP_DOORSWITCH.DSP_DOORSWITCH", 1 );//red } void Poked( GameObject * obj, GameObject * poker ) { if (poker == STAR && sydney_in_motion == false) { GameObject * elevatorController = Commands->Find_Object ( M11_MISSILE_LIFT_CONTROLLER_JDG ); if (elevatorController != NULL) { Commands->Send_Custom_Event ( obj, elevatorController, 0, M11_PLAYER_HAS_POKED_LEVEL4_ELEVATOR_SWITCH_JDG, 0 ); } } } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M11_PLAYER_HAS_POKED_LEVEL4_ELEVATOR_SWITCH_JDG) { if (type == 0)//elevator is moving--flash lights { Commands->Set_Animation ( obj, "DSP_DOORSWITCH.DSP_DOORSWITCH", true); } else if (type == 1)//elevator is at top--goto green { Commands->Set_Animation_Frame ( obj, "DSP_DOORSWITCH.DSP_DOORSWITCH", 0 );//green } else if (type == 2)//elevator is at bottom--goto red { Commands->Set_Animation_Frame ( obj, "DSP_DOORSWITCH.DSP_DOORSWITCH", 1 );//red } } else if (type == 0) { if (param == M11_GOTO_IDLE_JDG) { sydney_in_motion = true; Commands->Enable_HUD_Pokable_Indicator ( obj, false ); Commands->Send_Custom_Event( obj, obj, 0, M11_START_ACTING_JDG, 8 ); } else if (param == M11_START_ACTING_JDG) { sydney_in_motion = false; Commands->Enable_HUD_Pokable_Indicator ( obj, true ); } } } }; DECLARE_SCRIPT(M11_ThirdFloor_Elevator_Switch_Script_JDG, "")//101692 101693 101694 101695 { bool sydney_in_motion; REGISTER_VARIABLES() { SAVE_VARIABLE(sydney_in_motion, 1); } void Created( GameObject * obj ) { sydney_in_motion = false; Commands->Enable_HUD_Pokable_Indicator ( obj, true ); Commands->Set_Animation_Frame ( obj, "DSP_DOORSWITCH.DSP_DOORSWITCH", 1 );//red } void Poked( GameObject * obj, GameObject * poker ) { if (poker == STAR && sydney_in_motion == false) { GameObject * elevatorController = Commands->Find_Object ( M11_MISSILE_LIFT_CONTROLLER_JDG ); if (elevatorController != NULL) { Commands->Send_Custom_Event ( obj, elevatorController, 0, M11_PLAYER_HAS_POKED_LEVEL3_ELEVATOR_SWITCH_JDG, 0 ); } } } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M11_PLAYER_HAS_POKED_LEVEL3_ELEVATOR_SWITCH_JDG) { if (type == 0)//elevator is moving--flash lights { Commands->Set_Animation ( obj, "DSP_DOORSWITCH.DSP_DOORSWITCH", true); } else if (type == 1)//elevator is at top--goto green { Commands->Set_Animation_Frame ( obj, "DSP_DOORSWITCH.DSP_DOORSWITCH", 0 );//green } else if (type == 2)//elevator is at bottom--goto red { Commands->Set_Animation_Frame ( obj, "DSP_DOORSWITCH.DSP_DOORSWITCH", 1 );//red } } else if (type == 0) { if (param == M11_GOTO_IDLE_JDG) { sydney_in_motion = true; Commands->Enable_HUD_Pokable_Indicator ( obj, false ); Commands->Send_Custom_Event( obj, obj, 0, M11_START_ACTING_JDG, 8 ); } else if (param == M11_START_ACTING_JDG) { sydney_in_motion = false; Commands->Enable_HUD_Pokable_Indicator ( obj, true ); } } } }; DECLARE_SCRIPT(M11_SecondFloor_Elevator_Switch_Script_JDG, "")//101717 101718 101719 101720 { bool sydney_in_motion; REGISTER_VARIABLES() { SAVE_VARIABLE(sydney_in_motion, 1); } void Created( GameObject * obj ) { sydney_in_motion = false; Commands->Enable_HUD_Pokable_Indicator ( obj, true ); Commands->Set_Animation_Frame ( obj, "DSP_DOORSWITCH.DSP_DOORSWITCH", 1 );//red } void Poked( GameObject * obj, GameObject * poker ) { if (poker == STAR && sydney_in_motion == false) { GameObject * elevatorController = Commands->Find_Object ( M11_MISSILE_LIFT_CONTROLLER_JDG ); if (elevatorController != NULL) { Commands->Send_Custom_Event ( obj, elevatorController, 0, M11_PLAYER_HAS_POKED_LEVEL2_ELEVATOR_SWITCH_JDG, 0 ); } } } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M11_PLAYER_HAS_POKED_LEVEL2_ELEVATOR_SWITCH_JDG) { if (type == 0)//elevator is moving--flash lights { Commands->Set_Animation ( obj, "DSP_DOORSWITCH.DSP_DOORSWITCH", true); } else if (type == 1)//elevator is at top--goto green { Commands->Set_Animation_Frame ( obj, "DSP_DOORSWITCH.DSP_DOORSWITCH", 0 );//green } else if (type == 2)//elevator is at bottom--goto red { Commands->Set_Animation_Frame ( obj, "DSP_DOORSWITCH.DSP_DOORSWITCH", 1 );//red } } else if (type == 0) { if (param == M11_GOTO_IDLE_JDG) { sydney_in_motion = true; Commands->Enable_HUD_Pokable_Indicator ( obj, false ); Commands->Send_Custom_Event( obj, obj, 0, M11_START_ACTING_JDG, 8 ); } else if (param == M11_START_ACTING_JDG) { sydney_in_motion = false; Commands->Enable_HUD_Pokable_Indicator ( obj, true ); } } } }; DECLARE_SCRIPT(M11_FirstFloor_Elevator_Switch_Script_JDG, "")//101721 101722 101723 { bool sydney_in_motion; REGISTER_VARIABLES() { sydney_in_motion = false; SAVE_VARIABLE(sydney_in_motion, 1); } void Created( GameObject * obj ) { Commands->Enable_HUD_Pokable_Indicator ( obj, true ); Commands->Set_Animation_Frame ( obj, "DSP_DOORSWITCH.DSP_DOORSWITCH", 1 );//red } void Poked( GameObject * obj, GameObject * poker ) { if (poker == STAR && sydney_in_motion == false) { GameObject * elevatorController = Commands->Find_Object ( M11_MISSILE_LIFT_CONTROLLER_JDG ); if (elevatorController != NULL) { Commands->Send_Custom_Event ( obj, elevatorController, 0, M11_PLAYER_HAS_POKED_LEVEL1_ELEVATOR_SWITCH_JDG, 0 ); } } } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (param == M11_PLAYER_HAS_POKED_LEVEL1_ELEVATOR_SWITCH_JDG) { if (type == 0)//elevator is moving--flash lights { Commands->Set_Animation ( obj, "DSP_DOORSWITCH.DSP_DOORSWITCH", true); } else if (type == 1)//elevator is at top--goto green { Commands->Set_Animation_Frame ( obj, "DSP_DOORSWITCH.DSP_DOORSWITCH", 0 );//green } else if (type == 2)//elevator is at bottom--goto red { Commands->Set_Animation_Frame ( obj, "DSP_DOORSWITCH.DSP_DOORSWITCH", 1 );//red } } else if (type == 0) { if (param == M11_GOTO_IDLE_JDG) { sydney_in_motion = true; Commands->Enable_HUD_Pokable_Indicator ( obj, false ); Commands->Send_Custom_Event( obj, obj, 0, M11_START_ACTING_JDG, 8 ); } else if (param == M11_START_ACTING_JDG) { sydney_in_motion = false; Commands->Enable_HUD_Pokable_Indicator ( obj, true ); } } } }; DECLARE_SCRIPT(M11_Elevator_Switch_MasterControllerScript_JDG, "")//101673 { bool level4_lift_down; bool level4_lift_up; bool level4_lift_moving; bool level3_lift_down; bool level3_lift_up; bool level3_lift_moving; bool level2_lift_down; bool level2_lift_up; bool level2_lift_moving; bool level1_lift_down; bool level1_lift_up; bool level1_lift_moving; REGISTER_VARIABLES() { SAVE_VARIABLE(level4_lift_down, 1); SAVE_VARIABLE(level4_lift_up, 2); SAVE_VARIABLE(level4_lift_moving, 3); SAVE_VARIABLE(level3_lift_down, 4); SAVE_VARIABLE(level3_lift_up, 5); SAVE_VARIABLE(level3_lift_moving, 6); SAVE_VARIABLE(level2_lift_down, 7); SAVE_VARIABLE(level2_lift_up, 8); SAVE_VARIABLE(level2_lift_moving, 9); SAVE_VARIABLE(level1_lift_down, 10); SAVE_VARIABLE(level1_lift_up, 11); SAVE_VARIABLE(level1_lift_moving, 12); } void Created( GameObject * obj ) { level4_lift_down = true; level4_lift_up = false; level4_lift_moving = false; level3_lift_down = true; level3_lift_up = false; level3_lift_moving = false; level2_lift_down = true; level2_lift_up = false; level2_lift_moving = false; level1_lift_down = true; level1_lift_up = false; level1_lift_moving = false; } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (type == 1) { if (param == M11_PLAYER_HAS_POKED_LEVEL4_ELEVATOR_SWITCH_JDG)//sydney is coming...force elevator down { level4_lift_moving = true; Commands->Start_Timer ( obj, this, 3, M11_PLAYER_HAS_POKED_LEVEL4_ELEVATOR_SWITCH_JDG ); Commands->Static_Anim_Phys_Goto_Frame ( M11_MISSILE_LIFT_04_JDG , 45, "MISS_ELEV4.MISS_ELEV4" ); level4_lift_down = true; } else if (param == M11_PLAYER_HAS_POKED_LEVEL3_ELEVATOR_SWITCH_JDG)//sydney is coming...force elevator down { level3_lift_moving = true; Commands->Start_Timer ( obj, this, 3, M11_PLAYER_HAS_POKED_LEVEL3_ELEVATOR_SWITCH_JDG ); Commands->Static_Anim_Phys_Goto_Frame ( M11_MISSILE_LIFT_03_JDG , 45, "MISS_ELEV3.MISS_ELEV3" ); level3_lift_down = true; } else if (param == M11_PLAYER_HAS_POKED_LEVEL2_ELEVATOR_SWITCH_JDG)//sydney is coming...force elevator down { level2_lift_moving = true; Commands->Start_Timer ( obj, this, 3, M11_PLAYER_HAS_POKED_LEVEL2_ELEVATOR_SWITCH_JDG ); Commands->Static_Anim_Phys_Goto_Frame ( M11_MISSILE_LIFT_02_JDG , 45, "MISS_ELEV2.MISS_ELEV2" ); level2_lift_down = true; } else if (param == M11_PLAYER_HAS_POKED_LEVEL1_ELEVATOR_SWITCH_JDG)//sydney is coming...force elevator down { level1_lift_moving = true; Commands->Start_Timer ( obj, this, 3, M11_PLAYER_HAS_POKED_LEVEL1_ELEVATOR_SWITCH_JDG ); Commands->Static_Anim_Phys_Goto_Frame ( M11_MISSILE_LIFT_01_JDG , 45, "MISS_ELEV1.MISS_ELEV1" ); level1_lift_down = true; } } else if (type == 0) { if (param == M11_PLAYER_HAS_POKED_LEVEL4_ELEVATOR_SWITCH_JDG && level4_lift_moving == false) { level4_lift_moving = true; Commands->Start_Timer ( obj, this, 3, M11_PLAYER_HAS_POKED_LEVEL4_ELEVATOR_SWITCH_JDG ); if (level4_lift_down == true) { Commands->Static_Anim_Phys_Goto_Frame ( M11_MISSILE_LIFT_04_JDG , 0, "MISS_ELEV4.MISS_ELEV4" ); } else if (level4_lift_up == true) { Commands->Static_Anim_Phys_Goto_Frame ( M11_MISSILE_LIFT_04_JDG , 45, "MISS_ELEV4.MISS_ELEV4" ); }//101689 101651 101690 101691 GameObject * lev4switch01 = Commands->Find_Object ( 101689 ); GameObject * lev4switch02 = Commands->Find_Object ( 101651 ); GameObject * lev4switch03 = Commands->Find_Object ( 101690 ); GameObject * lev4switch04 = Commands->Find_Object ( 101691 ); if (lev4switch01 != NULL) { Commands->Send_Custom_Event ( obj, lev4switch01, 0, M11_PLAYER_HAS_POKED_LEVEL4_ELEVATOR_SWITCH_JDG, 0 ); } if (lev4switch02 != NULL) { Commands->Send_Custom_Event ( obj, lev4switch02, 0, M11_PLAYER_HAS_POKED_LEVEL4_ELEVATOR_SWITCH_JDG, 0 ); } if (lev4switch03 != NULL) { Commands->Send_Custom_Event ( obj, lev4switch03, 0, M11_PLAYER_HAS_POKED_LEVEL4_ELEVATOR_SWITCH_JDG, 0 ); } if (lev4switch04 != NULL) { Commands->Send_Custom_Event ( obj, lev4switch04, 0, M11_PLAYER_HAS_POKED_LEVEL4_ELEVATOR_SWITCH_JDG, 0 ); } } else if (param == M11_PLAYER_HAS_POKED_LEVEL3_ELEVATOR_SWITCH_JDG && level3_lift_moving == false) { level3_lift_moving = true; Commands->Start_Timer ( obj, this, 3, M11_PLAYER_HAS_POKED_LEVEL3_ELEVATOR_SWITCH_JDG ); if (level3_lift_down == true) { Commands->Static_Anim_Phys_Goto_Frame ( M11_MISSILE_LIFT_03_JDG , 0, "MISS_ELEV3.MISS_ELEV3" ); } else if (level3_lift_up == true) { Commands->Static_Anim_Phys_Goto_Frame ( M11_MISSILE_LIFT_03_JDG , 45, "MISS_ELEV3.MISS_ELEV3" ); }//101692 101693 101694 101695 GameObject * lev3switch01 = Commands->Find_Object ( 101692 ); GameObject * lev3switch02 = Commands->Find_Object ( 101693 ); GameObject * lev3switch03 = Commands->Find_Object ( 101694 ); GameObject * lev3switch04 = Commands->Find_Object ( 101695 ); if (lev3switch01 != NULL) { Commands->Send_Custom_Event ( obj, lev3switch01, 0, M11_PLAYER_HAS_POKED_LEVEL3_ELEVATOR_SWITCH_JDG, 0 ); } if (lev3switch02 != NULL) { Commands->Send_Custom_Event ( obj, lev3switch02, 0, M11_PLAYER_HAS_POKED_LEVEL3_ELEVATOR_SWITCH_JDG, 0 ); } if (lev3switch03 != NULL) { Commands->Send_Custom_Event ( obj, lev3switch03, 0, M11_PLAYER_HAS_POKED_LEVEL3_ELEVATOR_SWITCH_JDG, 0 ); } if (lev3switch04 != NULL) { Commands->Send_Custom_Event ( obj, lev3switch04, 0, M11_PLAYER_HAS_POKED_LEVEL3_ELEVATOR_SWITCH_JDG, 0 ); } } else if (param == M11_PLAYER_HAS_POKED_LEVEL2_ELEVATOR_SWITCH_JDG && level2_lift_moving == false) { level2_lift_moving = true; Commands->Start_Timer ( obj, this, 3, M11_PLAYER_HAS_POKED_LEVEL2_ELEVATOR_SWITCH_JDG ); if (level2_lift_down == true) { Commands->Static_Anim_Phys_Goto_Frame ( M11_MISSILE_LIFT_02_JDG , 0, "MISS_ELEV2.MISS_ELEV2" ); } else if (level2_lift_up == true) { Commands->Static_Anim_Phys_Goto_Frame ( M11_MISSILE_LIFT_02_JDG , 45, "MISS_ELEV2.MISS_ELEV2" ); }//101717 101718 101719 101720 GameObject * lev2switch01 = Commands->Find_Object ( 101717 ); GameObject * lev2switch02 = Commands->Find_Object ( 101718 ); GameObject * lev2switch03 = Commands->Find_Object ( 101719 ); GameObject * lev2switch04 = Commands->Find_Object ( 101720 ); if (lev2switch01 != NULL) { Commands->Send_Custom_Event ( obj, lev2switch01, 0, M11_PLAYER_HAS_POKED_LEVEL2_ELEVATOR_SWITCH_JDG, 0 ); } if (lev2switch02 != NULL) { Commands->Send_Custom_Event ( obj, lev2switch02, 0, M11_PLAYER_HAS_POKED_LEVEL2_ELEVATOR_SWITCH_JDG, 0 ); } if (lev2switch03 != NULL) { Commands->Send_Custom_Event ( obj, lev2switch03, 0, M11_PLAYER_HAS_POKED_LEVEL2_ELEVATOR_SWITCH_JDG, 0 ); } if (lev2switch04 != NULL) { Commands->Send_Custom_Event ( obj, lev2switch04, 0, M11_PLAYER_HAS_POKED_LEVEL2_ELEVATOR_SWITCH_JDG, 0 ); } } else if (param == M11_PLAYER_HAS_POKED_LEVEL1_ELEVATOR_SWITCH_JDG && level1_lift_moving == false) { level1_lift_moving = true; Commands->Start_Timer ( obj, this, 3, M11_PLAYER_HAS_POKED_LEVEL1_ELEVATOR_SWITCH_JDG ); if (level1_lift_down == true) { Commands->Static_Anim_Phys_Goto_Frame ( M11_MISSILE_LIFT_01_JDG , 0, "MISS_ELEV1.MISS_ELEV1" ); } else if (level1_lift_up == true) { Commands->Static_Anim_Phys_Goto_Frame ( M11_MISSILE_LIFT_01_JDG , 45, "MISS_ELEV1.MISS_ELEV1" ); }//101721 101722 101723 GameObject * lev1switch01 = Commands->Find_Object ( 101721 ); GameObject * lev1switch02 = Commands->Find_Object ( 101722 ); GameObject * lev1switch03 = Commands->Find_Object ( 101723 ); if (lev1switch01 != NULL) { Commands->Send_Custom_Event ( obj, lev1switch01, 0, M11_PLAYER_HAS_POKED_LEVEL1_ELEVATOR_SWITCH_JDG, 0 ); } if (lev1switch02 != NULL) { Commands->Send_Custom_Event ( obj, lev1switch02, 0, M11_PLAYER_HAS_POKED_LEVEL1_ELEVATOR_SWITCH_JDG, 0 ); } if (lev1switch03 != NULL) { Commands->Send_Custom_Event ( obj, lev1switch03, 0, M11_PLAYER_HAS_POKED_LEVEL1_ELEVATOR_SWITCH_JDG, 0 ); } } } } void Timer_Expired( GameObject * obj, int timer_id ) { if (timer_id == M11_PLAYER_HAS_POKED_LEVEL4_ELEVATOR_SWITCH_JDG) { level4_lift_moving = false; if (level4_lift_down == true) { level4_lift_down = false; level4_lift_up = true; GameObject * lev4switch01 = Commands->Find_Object ( 101689 ); GameObject * lev4switch02 = Commands->Find_Object ( 101651 ); GameObject * lev4switch03 = Commands->Find_Object ( 101690 ); GameObject * lev4switch04 = Commands->Find_Object ( 101691 ); if (lev4switch01 != NULL) { Commands->Send_Custom_Event ( obj, lev4switch01, 1, M11_PLAYER_HAS_POKED_LEVEL4_ELEVATOR_SWITCH_JDG, 0 ); } if (lev4switch02 != NULL) { Commands->Send_Custom_Event ( obj, lev4switch02, 1, M11_PLAYER_HAS_POKED_LEVEL4_ELEVATOR_SWITCH_JDG, 0 ); } if (lev4switch03 != NULL) { Commands->Send_Custom_Event ( obj, lev4switch03, 1, M11_PLAYER_HAS_POKED_LEVEL4_ELEVATOR_SWITCH_JDG, 0 ); } if (lev4switch04 != NULL) { Commands->Send_Custom_Event ( obj, lev4switch04, 1, M11_PLAYER_HAS_POKED_LEVEL4_ELEVATOR_SWITCH_JDG, 0 ); } } else if (level4_lift_up == true) { level4_lift_up = false; level4_lift_down = true; GameObject * lev4switch01 = Commands->Find_Object ( 101689 ); GameObject * lev4switch02 = Commands->Find_Object ( 101651 ); GameObject * lev4switch03 = Commands->Find_Object ( 101690 ); GameObject * lev4switch04 = Commands->Find_Object ( 101691 ); if (lev4switch01 != NULL) { Commands->Send_Custom_Event ( obj, lev4switch01, 2, M11_PLAYER_HAS_POKED_LEVEL4_ELEVATOR_SWITCH_JDG, 0 ); } if (lev4switch02 != NULL) { Commands->Send_Custom_Event ( obj, lev4switch02, 2, M11_PLAYER_HAS_POKED_LEVEL4_ELEVATOR_SWITCH_JDG, 0 ); } if (lev4switch03 != NULL) { Commands->Send_Custom_Event ( obj, lev4switch03, 2, M11_PLAYER_HAS_POKED_LEVEL4_ELEVATOR_SWITCH_JDG, 0 ); } if (lev4switch04 != NULL) { Commands->Send_Custom_Event ( obj, lev4switch04, 2, M11_PLAYER_HAS_POKED_LEVEL4_ELEVATOR_SWITCH_JDG, 0 ); } } } else if (timer_id == M11_PLAYER_HAS_POKED_LEVEL3_ELEVATOR_SWITCH_JDG) { level3_lift_moving = false; if (level3_lift_down == true) { level3_lift_down = false; level3_lift_up = true; GameObject * lev3switch01 = Commands->Find_Object ( 101692 ); GameObject * lev3switch02 = Commands->Find_Object ( 101693 ); GameObject * lev3switch03 = Commands->Find_Object ( 101694 ); GameObject * lev3switch04 = Commands->Find_Object ( 101695 ); if (lev3switch01 != NULL) { Commands->Send_Custom_Event ( obj, lev3switch01, 1, M11_PLAYER_HAS_POKED_LEVEL3_ELEVATOR_SWITCH_JDG, 0 ); } if (lev3switch02 != NULL) { Commands->Send_Custom_Event ( obj, lev3switch02, 1, M11_PLAYER_HAS_POKED_LEVEL3_ELEVATOR_SWITCH_JDG, 0 ); } if (lev3switch03 != NULL) { Commands->Send_Custom_Event ( obj, lev3switch03, 1, M11_PLAYER_HAS_POKED_LEVEL3_ELEVATOR_SWITCH_JDG, 0 ); } if (lev3switch04 != NULL) { Commands->Send_Custom_Event ( obj, lev3switch04, 1, M11_PLAYER_HAS_POKED_LEVEL3_ELEVATOR_SWITCH_JDG, 0 ); } } else if (level3_lift_up == true) { level3_lift_up = false; level3_lift_down = true; GameObject * lev3switch01 = Commands->Find_Object ( 101692 ); GameObject * lev3switch02 = Commands->Find_Object ( 101693 ); GameObject * lev3switch03 = Commands->Find_Object ( 101694 ); GameObject * lev3switch04 = Commands->Find_Object ( 101695 ); if (lev3switch01 != NULL) { Commands->Send_Custom_Event ( obj, lev3switch01, 2, M11_PLAYER_HAS_POKED_LEVEL3_ELEVATOR_SWITCH_JDG, 0 ); } if (lev3switch02 != NULL) { Commands->Send_Custom_Event ( obj, lev3switch02, 2, M11_PLAYER_HAS_POKED_LEVEL3_ELEVATOR_SWITCH_JDG, 0 ); } if (lev3switch03 != NULL) { Commands->Send_Custom_Event ( obj, lev3switch03, 2, M11_PLAYER_HAS_POKED_LEVEL3_ELEVATOR_SWITCH_JDG, 0 ); } if (lev3switch04 != NULL) { Commands->Send_Custom_Event ( obj, lev3switch04, 2, M11_PLAYER_HAS_POKED_LEVEL3_ELEVATOR_SWITCH_JDG, 0 ); } } } else if (timer_id == M11_PLAYER_HAS_POKED_LEVEL2_ELEVATOR_SWITCH_JDG) { level2_lift_moving = false; if (level2_lift_down == true) { level2_lift_down = false; level2_lift_up = true; GameObject * lev2switch01 = Commands->Find_Object ( 101717 ); GameObject * lev2switch02 = Commands->Find_Object ( 101718 ); GameObject * lev2switch03 = Commands->Find_Object ( 101719 ); GameObject * lev2switch04 = Commands->Find_Object ( 101720 ); if (lev2switch01 != NULL) { Commands->Send_Custom_Event ( obj, lev2switch01, 1, M11_PLAYER_HAS_POKED_LEVEL2_ELEVATOR_SWITCH_JDG, 0 ); } if (lev2switch02 != NULL) { Commands->Send_Custom_Event ( obj, lev2switch02, 1, M11_PLAYER_HAS_POKED_LEVEL2_ELEVATOR_SWITCH_JDG, 0 ); } if (lev2switch03 != NULL) { Commands->Send_Custom_Event ( obj, lev2switch03, 1, M11_PLAYER_HAS_POKED_LEVEL2_ELEVATOR_SWITCH_JDG, 0 ); } if (lev2switch04 != NULL) { Commands->Send_Custom_Event ( obj, lev2switch04, 1, M11_PLAYER_HAS_POKED_LEVEL2_ELEVATOR_SWITCH_JDG, 0 ); } } else if (level2_lift_up == true) { level2_lift_up = false; level2_lift_down = true; GameObject * lev2switch01 = Commands->Find_Object ( 101717 ); GameObject * lev2switch02 = Commands->Find_Object ( 101718 ); GameObject * lev2switch03 = Commands->Find_Object ( 101719 ); GameObject * lev2switch04 = Commands->Find_Object ( 101720 ); if (lev2switch01 != NULL) { Commands->Send_Custom_Event ( obj, lev2switch01, 2, M11_PLAYER_HAS_POKED_LEVEL2_ELEVATOR_SWITCH_JDG, 0 ); } if (lev2switch02 != NULL) { Commands->Send_Custom_Event ( obj, lev2switch02, 2, M11_PLAYER_HAS_POKED_LEVEL2_ELEVATOR_SWITCH_JDG, 0 ); } if (lev2switch03 != NULL) { Commands->Send_Custom_Event ( obj, lev2switch03, 2, M11_PLAYER_HAS_POKED_LEVEL2_ELEVATOR_SWITCH_JDG, 0 ); } if (lev2switch04 != NULL) { Commands->Send_Custom_Event ( obj, lev2switch04, 2, M11_PLAYER_HAS_POKED_LEVEL2_ELEVATOR_SWITCH_JDG, 0 ); } } } else if (timer_id == M11_PLAYER_HAS_POKED_LEVEL1_ELEVATOR_SWITCH_JDG) { level1_lift_moving = false; if (level1_lift_down == true) { level1_lift_down = false; level1_lift_up = true; GameObject * lev1switch01 = Commands->Find_Object ( 101721 ); GameObject * lev1switch02 = Commands->Find_Object ( 101722 ); GameObject * lev1switch03 = Commands->Find_Object ( 101723 ); if (lev1switch01 != NULL) { Commands->Send_Custom_Event ( obj, lev1switch01, 1, M11_PLAYER_HAS_POKED_LEVEL1_ELEVATOR_SWITCH_JDG, 0 ); } if (lev1switch02 != NULL) { Commands->Send_Custom_Event ( obj, lev1switch02, 1, M11_PLAYER_HAS_POKED_LEVEL1_ELEVATOR_SWITCH_JDG, 0 ); } if (lev1switch03 != NULL) { Commands->Send_Custom_Event ( obj, lev1switch03, 1, M11_PLAYER_HAS_POKED_LEVEL1_ELEVATOR_SWITCH_JDG, 0 ); } } else if (level1_lift_up == true) { level1_lift_up = false; level1_lift_down = true; GameObject * lev1switch01 = Commands->Find_Object ( 101721 ); GameObject * lev1switch02 = Commands->Find_Object ( 101722 ); GameObject * lev1switch03 = Commands->Find_Object ( 101723 ); if (lev1switch01 != NULL) { Commands->Send_Custom_Event ( obj, lev1switch01, 2, M11_PLAYER_HAS_POKED_LEVEL1_ELEVATOR_SWITCH_JDG, 0 ); } if (lev1switch02 != NULL) { Commands->Send_Custom_Event ( obj, lev1switch02, 2, M11_PLAYER_HAS_POKED_LEVEL1_ELEVATOR_SWITCH_JDG, 0 ); } if (lev1switch03 != NULL) { Commands->Send_Custom_Event ( obj, lev1switch03, 2, M11_PLAYER_HAS_POKED_LEVEL1_ELEVATOR_SWITCH_JDG, 0 ); } } } } }; DECLARE_SCRIPT(M11_CeilingRepellers_Controller2_JDG, "")//106908 { int spawned_units; int rope_C_id; Vector3 ropeC_v3; bool rope_C_spawned; REGISTER_VARIABLES() { SAVE_VARIABLE(spawned_units, 1); SAVE_VARIABLE(rope_C_id, 2); SAVE_VARIABLE(ropeC_v3, 4); SAVE_VARIABLE(rope_C_spawned, 6); } void Created( GameObject * obj ) { Commands->Enable_Hibernation( obj, false ); rope_C_spawned = false; spawned_units = 0; //Commands->Send_Custom_Event ( obj, obj, 0, M01_MODIFY_YOUR_ACTION_JDG, 5 ); //Commands->Send_Custom_Event ( obj, obj, 0, M01_START_ACTING_JDG, 15 ); ropeC_v3.Set (4.753f, 38.483f, 8.044f); } void Custom( GameObject * obj, int type, int param, GameObject * sender ) { if (type == 0) { if (param == M01_START_ACTING_JDG) { rope_C_spawned = true; GameObject *controller = Commands->Create_Object("Invisible_Object", ropeC_v3); //Commands->Set_Facing ( controller, 75 ); Commands->Attach_Script(controller, "Test_Cinematic", "X11D_Repel_Part3.txt"); spawned_units++; } else if (param == M01_ROPE_IS_SENDING_ID_JDG) { rope_C_id = Commands->Get_ID ( sender ); } else if (param == M01_MODIFY_YOUR_ACTION_02_JDG) { GameObject * rope_C = Commands->Find_Object ( rope_C_id ); if (rope_C != NULL) { GameObject *controller = Commands->Create_Object("Invisible_Object", ropeC_v3); //Commands->Set_Facing ( controller, 75 ); Commands->Attach_Script(controller, "Test_Cinematic", "X11D_Repel_Part4.txt"); Commands->Set_Animation ( rope_C, "X11D_Rope.X11D_Rope_L", false); spawned_units++; Commands->Send_Custom_Event ( obj, obj, 0, M01_MODIFY_YOUR_ACTION_04_JDG, (95/30) ); } } else if (param == M01_MODIFY_YOUR_ACTION_04_JDG)//set rope "C" to idle anim { GameObject * rope_C = Commands->Find_Object ( rope_C_id ); if (rope_C != NULL) { Commands->Set_Animation ( rope_C, "X11D_Rope.X11D_Rope_Z", true); } } else if (param == M01_IVE_BEEN_KILLED_JDG ) { if (rope_C_spawned == true) { float delayTimer = Commands->Get_Random ( 2, 5 ); Commands->Send_Custom_Event ( obj, obj, 0, M01_MODIFY_YOUR_ACTION_02_JDG, delayTimer ); } } } } }; DECLARE_SCRIPT(M11_CeilingRepellers_RopeC_JDG, "") { void Created( GameObject * obj ) //M11_FIRSTFLOOR_REPELER_CONTROLLER_JDG { Commands->Enable_Hibernation( obj, false ); GameObject * myController = Commands->Find_Object ( 106908 ); if (myController != NULL) { Commands->Send_Custom_Event ( obj, myController, 0, M01_ROPE_IS_SENDING_ID_JDG, 0 ); } } }; DECLARE_SCRIPT(M11_CeilingRepeller2_JDG, "") { void Created( GameObject * obj ) { ActionParamsStruct params; params.Set_Basic( this, 100, M01_DOING_ANIMATION_01_JDG ); params.Set_Attack (STAR, 100, 0, true); Commands->Action_Attack (obj, params); } void Animation_Complete(GameObject * obj, const char *anim) { if (stricmp(anim, "S_a_Human.H_a_X11D_repel") == 0) { Commands->Attach_Script(obj, "M01_Hunt_The_Player_JDG",""); } } void Killed( GameObject * obj, GameObject * killer ) { GameObject * myController = Commands->Find_Object ( 106908 ); if (myController != NULL) { Commands->Send_Custom_Event ( obj, myController, 0, M01_IVE_BEEN_KILLED_JDG, 0 ); } } };