Esempio n. 1
0
void Stockpile::UpdateEntity()
{
    bool bShowStore = false;
    auto& players = g_gameView->GetPlayers();
    for (auto pPlayer : players)
    {
        if (IsAround(pPlayer))
        {
            bShowStore = true;
            if (pPlayer->HasCarryOn())
            {
                if (pPlayer->GetDropType() != DropType::INVALID)
                {
                    auto dropType = pPlayer->GiveCarryOn();
                    if (dropType == DropType::Rock)
                    {
                        resources[dropType] += 2;
                        OPlaySound("RitualSFX_Stone_Deposit.wav");
                        m_pRockSprite->GetPositionAnim().startKeyframed(Vector2(8, 4),
                        {OAnimAppleStyleBounce(Vector2(8, 4), Vector2(8, -2))});
                        UpdateTexts();
                    }
                    if (dropType == DropType::Wood)
                    {
                        resources[dropType]++;
                        OPlaySound("RitualSFX_Wood_Deposit.wav");
                        m_pWoodSprite->GetPositionAnim().startKeyframed(Vector2(22, 4),
                        {OAnimAppleStyleBounce(Vector2(22, 4), Vector2(22, -2))});
                        UpdateTexts();
                    }
                }
            }
        }
    }

    if (bShowStore && !m_bSomeoneAround)
    {
        g_gameView->ShowStore();
    }
    if (!bShowStore && m_bSomeoneAround)
    {
        g_gameView->HideStore();
    }
    m_bSomeoneAround = bShowStore;
}
Esempio n. 2
0
void isdf07Mission::Execute(void) {

	
/* The following is needed for editing cineractives. */	
	if (BeginCin == true) {
		BeginCin = PlayMove();
	}

	if (BeginSeq == true) {
		char temp[20] = "***";
		BeginSeq = PlayMovie(temp);
	}
	if (IFace_GetFloat("script.cin.edit") == 1.0) {
//		cinToolSetup();
		IFace_SetFloat("script.cin.edit", 0.0);
	}
/* The above is needed for editing cineractives. */



	
	player = GetPlayerHandle();

	//This section evaluates what has happened.
	checkWing(shabayev, player); //Did we hurt our friendly instructor.
	switch (missionState) {
		case 0: //This will do the setup for the mission.
			spawn1 = GetHandle("spawn_1");
			spawn2 = GetHandle("spawn_2");
			spawn3 = GetHandle("spawn_3");
			creature1=BuildObject("mcjak01",0,"creature1");
			creature2=BuildObject("mcjak01",0,"creature2");
			creature3=BuildObject("mcjak01",0,"creature3");
			creature4=BuildObject("mcjak01",0,"creature4");

			shabayev = BuildObject("ivtank",3,"spawn_shab");
			recy = GetHandle("recycler");
			ruins = GetHandle("ruins");
			SetScrap(1, 40);
//			playerEnemy1 = BuildObject("fvtank", 2, spawn3);
//			Attack(playerEnemy1, player, 1);
			CommandShab();
			AudioMessage("isdf0701.wav");
			AudioMessage("isdf0740.wav");
			AudioMessage("isdf0702.wav");
			AudioMessage("isdf0703.wav");
			SetSkill(shabayev,3);
			SendEnemies(0,player);
			{
				// brad added
				int poolHandle = GetHandle(288);
				SpawnBirds(1, 5, "mcwing01", 0, poolHandle, poolHandle);
			}
			missionState++;
			break;
		case 1: //Check to see if the player has deployed their recycler.
			if (!getNewOrder) {
				ClearObjectives();
				AudioMessage("isdf0704.wav");
				AddObjective("isdf0701.otf", WHITE);
				reminderTimer = (GetTime() + 60.0f);
				if (!IsAlive(animal1)) {
					animal1 = BuildObject("mcjak01", 2, spawn3); //This will be changed to the animal
					Goto(animal1, recy);
					SetIndependence(animal1, 0);
				}
				getNewOrder = true;
			}

			//	recyDeployed = IsDeployed(recy);
			if (recyDeployed) {
				AudioMessage("isdf0706.wav");
				missionState++;
				getNewOrder = false;
			}
			if ((IsAlive(playerEnemy1)) && (!enemy1deployed) &&
				(GetDistance(recy,playerEnemy1)<100.0f))
			{
				enemy1deployed=true;
			}
			if ((!IsAlive(playerEnemy1)) && (!IsAlive(enemy1))) {
				playerEnemy1 = BuildObject("fvtank", comp_team, spawn3);
				Attack(playerEnemy1, player, 1);
			}
			break;
		case 2: //Check to see if the player has built a scavenger.
			if (!getNewOrder) {
				ClearObjectives();
				AddObjective("isdf0702.otf", WHITE);
				reminderTimer = (GetTime() + 60.0f);
				AudioMessage("isdf0708.wav");
				getNewOrder = true;
			}
			if (scavBuilt) {
				AudioMessage("isdf0707.wav");
				reminderTimer = (GetTime() + 30.0f);
				missionState++;
				getNewOrder = false;
			}
			if ((IsAlive(playerEnemy1)) && (!enemy1deployed) &&
				(GetDistance(recy,playerEnemy1)<100.0f))
			{
				enemy1deployed=true;
			}
			if ((!IsAlive(playerEnemy1)) && (!IsAlive(enemy1))) {
				playerEnemy1 = BuildObject("fvtank", 2, spawn3);
				Attack(playerEnemy1, player, 1);
			}

			break;
		case 3: //Check to see if the player has built a construction rig.
			if (!getNewOrder) {
				ClearObjectives();
				AddObjective("isdf0703.otf", WHITE);
				AudioMessage("isdf0710.wav");
				reminderTimer = (GetTime() + 60.0f);
				getNewOrder = true;
			}
			if ((IsAlive(playerEnemy1)) && (!enemy1deployed) &&
				(GetDistance(recy,playerEnemy1)<100.0f))
			{
				enemy1deployed=true;
			}
			if (constBuilt) {
				missionState++;
				getNewOrder = false;
			}
			break;
		case 4: //Check to see if the player has built a power plant.
			if (!getNewOrder) {
				ClearObjectives();
				AddObjective("isdf0704.otf", WHITE);
				AudioMessage("isdf0714.wav");
				reminderTimer = (GetTime() + 60.0f);
				getNewOrder = true;
			}
			if (powerBuilt) {
				missionState++;
				getNewOrder = false;
			}
			if ((!IsAlive(playerEnemy1)) && (!IsAlive(enemy1))) {
				playerEnemy1 = BuildObject("fvtank", 2, spawn3);
				Attack(playerEnemy1, player, 1);

			}

			break;
		case 5:  // check to see if the player has built a relay bunker
			if (!getNewOrder) {
				ClearObjectives();
				AddObjective("isdf0705.otf", WHITE);
				AudioMessage("isdf0716.wav");
				reminderTimer = (GetTime() + 60.0f);
				getNewOrder = true;
			}
			if (relayBuilt) {
				missionState++;
				getNewOrder = false;
			}

			break;
		case 6: //Check to see if the player has built a gun tower
			if (!getNewOrder) {
				ClearObjectives();
				AddObjective("isdf0706.otf", WHITE);
				AudioMessage("isdf0719.wav");
				reminderTimer = (GetTime() + 60.0f);
				getNewOrder = true;
			}
			if (gunTowBuilt) 
			{
				missionState++;
				artil=BuildObject("fvartl",2,"artil");
				Goto(artil,"artillery");
				Handle temp=BuildObject("fvscout",2,spawn2);
				Follow(temp,artil);
				BuildObject("fvscout",2,spawn3);
				Follow(temp,artil);
				artil_counter=0;
				getNewOrder = false;
			}
			break;
		case 7:  // now they will use artillery
			artil_counter++;
			if (artil_counter==300)
			{
				Attack(artil,gtow);
		//		CameraReady();
			}
			if ((artil_counter>300) & (artil_counter<355))
			{
		//		CameraObject(artil,12,8,3,artil);
			}
			if (artil_counter==355)
			{
		//		CameraFinish();
				missionState++;
			}
			// cheesy code but I am tired
			break;
		case 8:
			if (!IsAlive(artil))
			{
				missionState++;
			}
			break;
	
	}
	float currentTime = GetTime();
	if ((reminderTimer < currentTime) && (getNewOrder)) { //This checks to see if we should remind the player of his order.
		getNewOrder = false;
	}
	harrass_count++;
	if (harrass_count%701==0)
	{
		SendEnemies(1,player);
	}
	CommandShab();
	handlePlayerMistakes();
	if (shabState<3) {
		if ((!IsAlive(shabayev) && (!shab_dead)))	
		{
			AudioMessage("isdf0732.wav");
			ClearObjectives();
			AddObjective("isdf05l1.otf",RED,15.0f);
			FailMission(GetTime()+5.0f,"isdf05l1.otf");
			shab_dead=true;
		}
	}

	if ((!IsAround(recy)) && (!shab_dead))
	{
		FailMission(GetTime()+5.0f,"isdf05l1.otf");
		shab_dead=true;
	}


}
Esempio n. 3
0
void isdf07Mission::CommandShab() {
	char tempstr[128];
	switch (shabState) {
		case 0: //setup the first batch of enemies
			shabEnemy1 = BuildObject("fvsent", comp_team, spawn1);
			shabEnemy2 = BuildObject("fvsent", comp_team, spawn2);
			Attack(shabEnemy1, shabayev, 1);
			Attack(shabEnemy2, shabayev, 1);
			Attack(shabayev, shabEnemy1, 1);
			shabState++;
			break;
		case 1: //do nothing until the first enemy gets killed
			if (!IsAlive(shabEnemy1)) {
				if (IsAlive(shabEnemy2)) {
					Attack(shabayev, shabEnemy2, 1);
					shabState++;
				}
				else {
					shabState++;
				}
			}

			if (gunTowBuilt) { //If shab can't kill anybody do it for her
				Damage(shabEnemy1, 3000);
				if (IsAlive(shabEnemy2)) {
					Damage(shabEnemy2, 3000);
				}
				ClearObjectives();
				AddObjective("isdf0707.otf", WHITE);
				Goto(shabayev, "tree_point", 1);
				AudioMessage("isdf0728.wav");
				shabState = 3;
				BugFix=GetTime()+60.0f;
			}

			break;
		case 2: //go NEAR the ruin when all of the enemies are killed
			if ((missionState>8) && (IsAlive(shabEnemy2))) { //If shab can't kill anybody do it for her
				Damage(shabEnemy2, 3000);
			}
			if ((!IsAlive(shabEnemy1)) && (!IsAlive(shabEnemy2)) && (!gunTowBuilt)) {
				shabEnemy2 = BuildObject("fvsent", 2, spawn1);
				Attack(shabayev, shabEnemy2, 1);
				Attack(shabEnemy2, shabayev, 1);

			}
			if ((!IsAlive(shabEnemy1)) && (!IsAlive(shabEnemy2)) && (gunTowBuilt)) {
				ClearObjectives();
				AddObjective("isdf0710.otf", WHITE);
				AudioMessage("isdf0728.wav");
				Goto(shabayev, "tree_point", 1);
				BugFix=GetTime()+20.0f;
				shabState++;
			}
			break;
		case 3: //hop out of the vehicle when near the ruin
			if (GetTime()>BugFix)
			{
				Goto(shabayev,"tree_point");
				BugFix=GetTime()+10.0f;	
			}
			if (((GetDistance(shabayev, "tree_point") < 25.0)) && ((!IsAlive(enemy1)) || (!IsAlive(enemy2))))
			{
				ClearObjectives();
				AudioMessage("isdf0725.wav");

				AddObjective("isdf0707.otf", WHITE);
				justHoped = true;
				HopOut(shabayev);
//				SetObjectiveOn(shabOnFoot);
				hunter=	BuildObject("fvsent",comp_team,"hunter");
	//			Patrol(temp,"hunter_path");
				Attack(hunter,shabayev); // blow up shabs craft
				CameraReady();
				reminderTimer=GetTime()+60.0f;
				shabState++;
			}
			break;
		case 4:
			oldPlayer=HoppedOutOf(shabOnFoot);	// because shab becomes 0
			{
				Vector pos;
				pos = GetPosition(oldPlayer);
				CameraObject(oldPlayer,2,5,-7,oldPlayer);		
				LookAt(shabOnFoot, ruins, 1);
				RemoveObject(oldPlayer);
				oldPlayer=BuildObject("petank",1,pos);
			}
			shabState++;
			break;
		case 5:
			if (movie_counter<70)
			{
				CameraObject(oldPlayer,2,2,-7,oldPlayer);
				movie_counter++;
			}
			else
			{
				RemoveObject(oldPlayer);
				Handle temp=BuildObject("ibnav",1,"tree_point");
				TranslateString2(tempstr, sizeof(tempstr), "Mission0701");  // Rescue
				SetObjectiveName(temp,tempstr);
				SetObjectiveOn(temp);
				CameraFinish();
				shabState++;
			}
			break;
		case 6: //order the player to get out of his vehicle once he gets close
			if ((!IsAround(shabayev)) && (!ship_blown_up))
			{
				Patrol(hunter,"hunter_path");
				SetIndependence(hunter,0);
				ship_blown_up=true;

			}

			if ((!IsAlive(shabOnFoot) && (!shab_dead)))	
			{
				AudioMessage("isdf0732.wav");
				ClearObjectives();
				AddObjective("isdf05l1.otf",RED,15.0f);
				FailMission(GetTime()+5.0f,"isdf05l1.otf");
				shab_dead=true;
			}

			if (GetTime()>reminderTimer) {
				AudioMessage("isdf0725.wav");
				reminderTimer=GetTime()+60.0f;
			}
			
			if ((GetDistance(shabOnFoot, player) < 50.0)) {

				//RemoveObject(shabayev);
				Attack(shabEnemy1,shabayev);
				Attack(shabEnemy2,shabayev);
				ClearObjectives();
				AudioMessage("isdf0729.wav");
				AddObjective("isdf0708.otf", WHITE);
				shabState++;
			}
			break;

		case 7: //send shab to get the relic
			if ((!IsAlive(shabOnFoot) && (!shab_dead)))	
			{
				AudioMessage("isdf0732.wav");
				ClearObjectives();
				AddObjective("isdf05l1.otf",RED,15.0f);
				FailMission(GetTime()+5.0f,"isdf05l1.otf");
				shab_dead=true;
			}
			if (playerOnFoot) {
				Attack(shabEnemy1,oldPlayer);
				Attack(shabEnemy2,oldPlayer);
				Goto(shabOnFoot, ruins, 1);
				//we should start the patrols here
				shabState++;
			}
			break;
		case 8: //get shab hurt
			if ((!IsAlive(shabOnFoot) && (!shab_dead)))	
			{
				AudioMessage("isdf0732.wav");
				ClearObjectives();
				AddObjective("isdf05l1.otf",RED,15.0f);
				FailMission(GetTime()+5.0f,"isdf05l1.otf");
				shab_dead=true;
			}

			if ((GetDistance(shabOnFoot, ruins) < 20.0f) || (GetDistance(player,ruins)<10.0f))
			{
				if (winMission == false) {
					AudioMessage("isdf0731.wav"); // wrong file name
					SucceedMission(GetTime()+5.0f,"isdf07w1.txt");
					winMission = true;
				}
			}
			break;
		case 9: //hide shab
			
			break;
		case 10: //play closing cineractive
		// The following is an example of how to play a movie in a script.
			moviePlaying = PlayMovie("temp");
			if (!moviePlaying) {
				missionState++;
				moviePlaying = true;
				//IFace_SetInteger("script.mission.state", 1);
			}
			break;
	}

	if (GetHealth(shabayev) < 0.7f) { //keep shab alive
		AddHealth(shabayev, 100);
	}

	if ((GetAmmo(shabayev)) < 0.5f) {
		AddAmmo(shabayev, 500);
	}
	if ((justHoped) && (!IsAlive(shabOnFoot)))
	{
		int i;
		i=1;
		// Houston we have a problem
	}

}
Esempio n. 4
0
void isdf08Mission::Execute(void)
{
/*
	Here is where you put what happens every frame.  
*/

	player = GetPlayerHandle();
	char tempstr[128];

	if (!start_done)
	{
		shab=GetHandle("shabayev");
		start_done=true;
		Handle temp=BuildObject("ibnav",1,"manson_base");
		TranslateString2(tempstr, sizeof(tempstr), "Mission0801");  // West Base
		SetObjectiveName(temp,tempstr);
		GiveWeapon(player, "igsatc");
		first_aud=AudioMessage("mes0801.wav");  // was isdf0801
// I don't know what these are or where they go
/*
	Handle sp=BuildObject("fvtank",2,"spawn1");
		SetSkill(sp,3);
		sp=BuildObject("fvsent",2,"spawn2");
		SetSkill(sp,3);
		sp=BuildObject("fvtank",2,"spawn3");
		SetSkill(sp,3);
		sp=BuildObject("fvsent",2,"spawn4");
		SetSkill(sp,4);
		SetScrap(1,30);
*/	
// These ships circle the ruin you're in at the beginning, then leave
		pilot1=BuildObject("fvtank",2,"pilot_1");
		pilot2=BuildObject("fvtank",2,"pilot_2");
		pilot3=BuildObject("fvsent",2,"pilot_3");

// They are dumb
		SetIndependence(pilot1,0);
    SetIndependence(pilot2,0);
    SetIndependence(pilot3,0);

// These are the patrol paths for the vehicles
    Goto(pilot1,"start1");
    Goto(pilot2,"start2");
    Goto(pilot3,"start3");

// These turrets block the path to the south
    turret1=BuildObject("fvturr",2,"turret_1");
		turret2=BuildObject("fvturr",2,"turret_2");

// These jaks inhabit the swamp just west of the starting point
		jak1=BuildObject("mcjak01",0,"jak_1");
		Patrol(jak1,"jakpatrol1",1);
		SetIndependence(jak1,1);
    jak2=BuildObject("mcjak01",0,"jak_2");
		Patrol(jak2,"jakpatrol2",1);
		SetIndependence(jak2,1);
    jak3=BuildObject("mcjak01",0,"jak_3");
		Patrol(jak3,"jakpatrol3",1);
		SetIndependence(jak3,1);

// This spire guards the entrance to the Scion base
    espir1=BuildObject("fbspir",2,"espir_1");
 //   SetIndependence(espir1,0);

// These 3 ships patrol different areas
    scout1=BuildObject("fvtank",2,"patrol_1");
		Patrol(scout1,"patrol_1",0);
		scout2=BuildObject("fvtank",2,"patrol_2");
		Patrol(scout2,"patrol_2",0);

		// this should be a bazooka or something
		BuildObject("aptech",0,"weapon_1");

// pilots around second patrol ship
#if 0
		// 'sssold' won't save/reload properly - NM 9/28/04
		pilot7=BuildObject("sssold",2,"pilot_5");
    Patrol(pilot7,"pilotpatrol1",0);
		pilot8=BuildObject("sssold",2,"pilot_6");
    Patrol(pilot8,"pilotpatrol2",0);
#endif

		// jak blocking power ups before ruins
		jak7=BuildObject("mcjak01",0,"jak_7");
    Patrol(jak7,"jakpatrol7",1);

		// power up in the second nest of puff plants
		BuildObject("aprepa",0,"health_1");
		BuildObject("apammo",0,"ammo_1");
		BuildObject("apbazo",0,"weapon1");

// jak creatures hanging around ruins
		jak4=BuildObject("mcjak01",0,"jak_4");
    Patrol(jak4,"jakpatrol4",1);
		jak5=BuildObject("mcjak01",0,"jak_5");
    Patrol(jak5,"jakpatrol5",1);

		// power ups near ruins
		BuildObject("aprepa",0,"health_2");
		BuildObject("apammo",0,"ammo_2");
		SetAnimation(shab,"speak");
		fvartl=BuildObject("fvartl",2,"fvartl");
	}

	if ((IsAudioMessageDone(first_aud)) && (!shab_still))
	{
		shab_still=true;
		SetAnimation(shab,"speak",1);
	}
	if ((!IsAround(shab)) && (!reached_base))
	{
		FailMission(GetTime()+5.0f,"genFail.txt");
		reached_base=true;

	}
// Gun tower shoots at you if you get within 100 meters
  if (inside_espir1)
  {
    if (GetDistance(espir1,player) > 50.0f)
    {
      inside_espir1=false;
      Stop(espir1);
    }
  }
  else
  {
    if (GetDistance(espir1,player) < 50.0f)
    {
      inside_espir1 = true;
      Attack(espir1,player);
    }
  }

  if ((!jak1_attack) && (GetDistance(jak1,player)<50.0f))
  {
	  jak1_attack=true;
	  Stop(jak1,player);
  }
  if ((!jak2_attack) && (GetDistance(jak2,player)<50.0f))
  {
		jak2_attack=true;
		Stop(jak2,player);
  }
  if ((!jak3_attack) && (GetDistance(jak3,player)<50.0f))
  {
	  jak3_attack=true;
	  Stop(jak3,player);
  }
  if ((!jak4_attack) && (GetDistance(jak4,player)<50.0f))
  {
	  jak4_attack=true;
	  Stop(jak4,player);
  }
   if ((!jak5_attack) && (GetDistance(jak5,player)<50.0f))
  {
	  jak5_attack=true;
	  Stop(jak5,player);
  }
// If you shoot any of the patrol ships in the beginning, they will attack you
  if (((GetWhoShotMe(pilot1)  ==  player) ||
      (GetWhoShotMe(pilot2)  ==  player)  ||
      (GetWhoShotMe(pilot3)  ==  player))  &&
      (!patrol_attacked))
  {
    Attack(pilot1,player);
    Attack(pilot2,player);
    Attack(pilot3,player);
    patrol_attacked=true;
  }

// Once the patrol from the beginning leaves the ruins, they disappear from the map
  if ((GetDistance(pilot1,"killpatrol1")<64.0f))
  {
    RemoveObject(pilot1);
  }

  if ((GetDistance(pilot2,"killpatrol1")<64.0f))
  {
    RemoveObject(pilot2);
  }

  if ((GetDistance(pilot3,"killpatrol1")<64.0f))
  {
    RemoveObject(pilot3);
  }

  if (((GetDistance(pilot1,"turret_1")<192.0f)  ||
       (GetDistance(pilot2,"turret_1")<192.0f)  ||
       (GetDistance(pilot3,"turret_1")<192.0f))  &&
       (!played_0802))
  {
//		message1=AudioMessage("isdf0802.wav");
		ClearObjectives();
		AddObjective("isdf0801.otf",WHITE,15.0f);
		played_0802=true;
  }

  if ((played_0802)  &&  (IsAudioMessageDone(message1))  &&
      (GetDistance(player,"start_point")<20.0f)  &&  (!played_0803))
  {
//    AudioMessage("isdf0803.wav");
    played_0803=true;
  }

  if ((!played_0804)  &&  (played_0802)  &&  (GetDistance(player,"play_0804")<80.0f))
  {
    AudioMessage("isdf0804.wav");
    played_0804=true;
  }

  if ((!played_0805)  &&  (played_0802)  &&  (GetDistance(player,"play_0805")<80.0f))
  {
    AudioMessage("isdf0805.wav");
    played_0805=true;
  }

  if ((GetDistance(player,turret1)<150.0f)    &&
      (!played_0806))
  {
    AudioMessage("isdf0806.wav");
    played_0806=true;
  }

  if ((!played_0807)  &&  (GetDistance(player,"sees_datatransfer")<100.0f))
  {
    AudioMessage("isdf0807.wav");
    played_0807=true;
    ClearObjectives();
    AddObjective("isdf0801.otf",WHITE,10.0f);
  }


// As you exit the ruins, 3 Scion ships spawn in the Scion base and head towards you
	if (((GetDistance(player,"exitruin_1")<80.0f)  ||
      (GetDistance(player,"exitruin_2")<80.0f))  &&
      (!trigger1))
  {
    attack1=BuildObject("fvtank",2,"attack_1");
    attack2=BuildObject("fvsent",2,"attack_2");
    attack3=BuildObject("fvtank",2,"attack_3");
    Attack(attack1,player);
    Attack(attack2,player);
    Attack(attack3,player);
    trigger1=true;
  }

  if ((trigger1)  &&  (!played_0808))
  {
    AudioMessage("isdf0808.wav");
    played_0808=true;
  }

  if (((GetDistance(player,attack1)<300.0f)  ||
      (GetDistance(player,attack2)<300.0f)  ||
      (GetDistance(player,attack3)<300.0f))  &&
      (!played_0809))
  {
    AudioMessage("isdf0809.wav");
    played_0809=true;
  }

#if 0
	// isdf0811.wav doesn't exist - NM 11/14/03
  if (((GetDistance(player,attack1)<100.0f)  ||
      (GetDistance(player,attack2)<100.0f)  ||
      (GetDistance(player,attack3)<100.0f))  &&
      (!played_0811))
  {
    AudioMessage("isdf0811.wav");
    played_0811=true;
  }
#endif

// If you head south, the turrets will kill you
  // if I am between entering the swamp and
  // I hide in water (near swampn) then the patrols ignore me
  if ((played_0804) &&
	  (!trigger2))
  {	
	  if ((GetDistance(player,"swamp1")<50.0f) ||
			(GetDistance(player,"swamp2")<50.0f) ||
			(GetDistance(player,"swamp3")<50.0f) ||
			(GetDistance(player,"swamp4")<50.0f) ||
			(GetDistance(player,"swamp5")<50.0f) ||
			(GetDistance(player,"swamp6")<50.0f) ||
			(GetDistance(player,"swamp7")<50.0f))
	  {
		  SetPerceivedTeam(player,2);
		  SetIndependence(scout1,0);
		  SetIndependence(scout2,0);
	  }
		else
	  {
		  SetPerceivedTeam(player,1);
		  SetIndependence(scout1,1);
		  SetIndependence(scout2,1);
		}
		if ((!detected) && 
			((GetWhoShotMe(scout1)==player) 
				||(GetWhoShotMe(scout2)==player)))
		{
			Attack(scout1,player);
			Attack(scout2,player);
			detected=true;
		}
	
  }
 // As you approach the ISDF base, 3 friendly units launch to protect you from the Scion attackers
  if (((GetDistance(player,"enterbase_1")<100.0f)  ||
      (GetDistance(player,"enterbase_2")<100.0f)  ||
      (GetDistance(player,"enterbase_3")<100.0f))  &&
      (!trigger2))
  {
    rescue1=BuildObject("ivtank",1,"rescue_1");
    rescue2=BuildObject("ivmbike",1,"rescue_2");
    rescue3=BuildObject("ivtank",1,"rescue_3");
    Attack(rescue1,attack1);
    Attack(rescue2,attack1);
    Attack(rescue3,attack1);
    trigger2=true;
  }

  if ((!IsAlive(attack1))  &&
      (!killed_attack1))
  {
    Attack(rescue1,attack2);
    Attack(rescue2,attack2);
    Attack(rescue3,attack2);
    killed_attack1=true;
  }

  if ((!IsAlive(attack2))  &&
      (!killed_attack2))
  {
    Attack(rescue1,attack3);
    Attack(rescue2,attack3);
    Attack(rescue3,attack3);
    killed_attack2=true;
  }



  if ((GetDistance(player,"edge_warning1")<25.0f)
	  && (GetDistance(player,"edge_warning1")<25.0f)
	  && (!edge_attack))
  {
		edge_attack=true;
		Attack(fvartl,player);
  }
// If the ISDF ships get close to the Scion attack squadron, the Scions will stop chasing you and fight the ships
  if ((GetDistance(rescue1,attack1)<50.0f)  ||
      (GetDistance(rescue1,attack2)<50.0f)  ||
      (GetDistance(rescue1,attack3)<50.0f)  ||
      (GetDistance(rescue2,attack1)<50.0f)  ||
      (GetDistance(rescue2,attack2)<50.0f)  ||
      (GetDistance(rescue2,attack3)<50.0f)  ||
      (GetDistance(rescue3,attack1)<50.0f)  ||
      (GetDistance(rescue3,attack2)<50.0f)  ||
      (GetDistance(rescue3,attack3)<50.0f))
  {
    Attack(attack1,rescue1);
    Attack(attack2,rescue2);
    Attack(attack3,rescue3);
  }

// If you've killed all the attack vehicles and entered the base, the mission is a success
  if 
	  (((GetDistance(player,"endmission1")<100.0f)  ||
      (GetDistance(player,"endmission2")<100.0f))  &&
      (!IsAlive(attack1))  &&
      (!IsAlive(attack2))  &&
      (!IsAlive(attack3))  &&
      (!reached_base))
	
  {
		AudioMessage("isdf0514.wav");
		SucceedMission(GetTime()+10.0f,"isdf08w1.txt");
		reached_base=true;
  }
}