예제 #1
0
void AIEnemyZombie::UseBrain()
{
	xtile = aiinput->GetXTilePos();
	ytile = aiinput->GetYTilePos();
	xpos = aiinput->GetXLoc();
	ypos = aiinput->GetYLoc();

	if(new_enemy){
		new_enemy=false;
		//if( (aiinput->lower_patrol_x > 0) && (aiinput->upper_patrol_x > 0)) use_patrol_bounds = true;
	}

	


	switch(GetState())
	{
	case AIS_CHASE:
		Chase();
		break;
	case AIS_ATTACK:
		Attack();
		break;
	case AIS_PATROL:
		Patrol();
		break;
	case AIS_MOVE:
		MoveToXTile(movetoxtile);
		break;
	case AIS_WAIT:
		Wait();
		break;

	}
}
예제 #2
0
void Agent::Wander(float radius, float jitter, float distance, float weight)
{
	auto &m = m_movementInfo;
	// determine some random angles for circle/jitter
	float cangle = rand();
	float jangle = rand();

	// create circle/jitter vectors

	float xCircle = cos(cangle) * radius;
	float yCircle = sin(cangle) * radius;
	
	float xJitter = cos(jangle) * jitter;
	float yJitter = sin(jangle) * jitter;
	//combine
	float xOffset = xCircle + xJitter;
	float yOffset = yCircle + yJitter;

	float offMag = sqrt(xOffset*xOffset + yOffset*yOffset);
	//normalize to size of circle
	xOffset *= radius / offMag;
	yOffset *= radius / offMag;

	// find normal of vector between, Mult by distance
	float velMag = sqrtf(m.m_velocityX*m.m_velocityX + m.m_velocityY*m.m_velocityY);
	float xPosition = (m.m_velocityX / velMag) * distance;
	float yPosition = (m.m_velocityY / velMag) * distance;

	// add our offset and circle position to the player's position to get our target
	float xTarget = xOffset + xPosition + m.m_positionX;
	float yTarget = yOffset + yPosition + m.m_positionY;

	Patrol();
}
예제 #3
0
void Enemy::AI()
{
	switch (m_iCurrState)
	{
	case State::INIT: ChangeState(State::IDLE); break;
	case State::IDLE: m_oAITimer.NewTimer(1000, *this, &Enemy::EndIdle); break;
	case State::PATROL:
	{
		if (m_bAggro)
			ChangeState(State::AGGRO);
		else
			Patrol();
		break;
	}
	case State::AGGRO:
		if (!m_bAggro)
			ChangeState(State::PATROL);
		else if (m_iHealth <= 1)
			ChangeState(State::RETREAT);
		else
			Aggressive();
		break;
	case State::RETREAT:
	{
		if (!m_bAggro)
			ChangeState(State::IDLE);
		break;
	}
	}
}
void AIEnemyAdvancedGeneticMonster2::UseBrain()
{
	xtile = aiinput->GetXTilePos();
	ytile = aiinput->GetYTilePos()-1;
	xpos = aiinput->GetXLoc();
	ypos = aiinput->GetYLoc();

	int pyt = aio->player_input->GetYTilePos();
	int th = abs(ytile - pyt);

	if(aiinput->GetStateFlags()->S_DEAD) return;
	
	if(new_enemy)
	{
		new_enemy = false;
		cur_health = aiinput->GetCurLife();
	}

	prev_health = cur_health;
	cur_health = aiinput->GetCurLife();

	
	
	if( (prev_health - cur_health) >0 ) damaged = true;
	else damaged = false;

/*#ifdef _DEBUG
	char temp[256];
	sprintf(temp, "{AI}[AGM] (th:%d)", th);
	OutputDebugString(temp);
#endif*/

	switch(GetState())
	{
	case AIS_CHASE:
		Chase();
		break;
	case AIS_ATTACK:
		Attack();
		break;
	case AIS_PATROL:
		Patrol();
		break;
	case AIS_MOVE:
		MoveToXTile(movetoxtile);
		break;
	case AIS_WAIT:
		Wait();
		break;
/*	case AIS_NAVIGATE_DOWN:
		break;
	case AIS_NAVIGATE_UP:
		break;*/
	}
}
예제 #5
0
void Agent::Update(float a_deltaTime)
{
	// Update the velocity with the current acceleration
	m_movementInfo.m_velocityX += m_movementInfo.m_accelerationX;
	m_movementInfo.m_velocityY += m_movementInfo.m_accelerationY;

	// constrain the velocity
	if (m_movementInfo.m_velocityX > m_movementInfo.m_maxSpeed)
	{
		m_movementInfo.m_velocityX = m_movementInfo.m_maxSpeed;
	}
	else if (m_movementInfo.m_velocityX < -m_movementInfo.m_maxSpeed)
	{
		m_movementInfo.m_velocityX = -m_movementInfo.m_maxSpeed;
	}
	if (m_movementInfo.m_velocityY > m_movementInfo.m_maxSpeed)
	{
		m_movementInfo.m_velocityY = m_movementInfo.m_maxSpeed;
	}
	else if (m_movementInfo.m_velocityY < -m_movementInfo.m_maxSpeed)
	{
		m_movementInfo.m_velocityY = -m_movementInfo.m_maxSpeed;
	}
	
	// set rotation
	m_movementInfo.m_rotation = atan2(m_movementInfo.m_velocityY, m_movementInfo.m_velocityX) + (float)M_PI / 2.0f;

	// reset the acceleration for the next frame
	m_movementInfo.m_accelerationX = 0.0f;
	m_movementInfo.m_accelerationY = 0.0f;

	// add the velocity to the position
	m_movementInfo.m_positionX += m_movementInfo.m_velocityX;
	m_movementInfo.m_positionY += m_movementInfo.m_velocityY;

	CheckCollisions();
	switch (GetColour())
	{
	case Colour::Green: Patrol(); break;
	case Colour::Blue: Health(); break;
	case Colour::Red: Attack(); break;
	case Colour::Orange: Search(); break;
	}
	
}
예제 #6
0
void BaseEnemy::UseBrain()
{
	xtile = aiinput->GetXTilePos();
	ytile = aiinput->GetYTilePos();
	xpos = aiinput->GetXLoc();
	ypos = aiinput->GetYLoc();
//	_ftprintf(debug, _T("%i %i\n"), xtile, ytile);
//	_ftprintf(debug, _T("%i\n"), GetAIMapCord(xtile, ytile));

//	aioutput->moveButton4();
	
/*	FILE *temp  = _tfopen(_T("greenninja.txt"), _T("a"));
	_ftprintf(temp, _T("th%d xt%d yt%d xp%f yp%f\n"), aiinput->GetTileHeight(), xtile, ytile, xpos, ypos);
	fclose(temp);*/

	
//	StateManager();

/*	FILE *fp;
	fp = fopen("ailog.txt", "w");
	fprintf(fp, "%i %i %i %i", aiinput->lower_patrol_x, aiinput->lower_patrol_y, aiinput->upper_patrol_x, aiinput->upper_patrol_y);
	fclose(fp);*/
	switch(GetState())
	{
	case AIS_CHASE:
		Chase();
		break;
	case AIS_ATTACK:
		Attack();
		break;
	case AIS_PATROL:
		Patrol();
		break;
	case AIS_MOVE:
		MoveToXTile(movetoxtile);
		break;
	case AIS_WAIT:
		Wait();
		break;
/*	case AIS_NAVIGATE_DOWN:
		break;
	case AIS_NAVIGATE_UP:
		break;*/
	}
}
예제 #7
0
파일: KAIBase.cpp 프로젝트: 1suming/pap2
void KAIBase::OnPartol(void)
{
	
	int nRetCode = false;
	BOOL bRetCode = FALSE;

	bRetCode = CheckAttacked();
	KG_PROCESS_SUCCESS(bRetCode);

	bRetCode = CheckTargetInAlertRange();
	KG_PROCESS_SUCCESS(bRetCode);

	bRetCode = CheckTargetInAttackRange();
	KG_PROCESS_SUCCESS(bRetCode);

	Patrol();
Exit1:
	return ;
}
void AIEnemyJunkbotTrack::UseBrain()
{
	xtile = aiinput->GetXTilePos();
	ytile = aiinput->GetYTilePos();
	xpos = aiinput->GetXLoc();
	ypos = aiinput->GetYLoc();

/*#ifdef _DEBUG
	char temp[256];
	sprintf(temp, "{AI}[JunkbotTrack] (xt:%d) (yt%d) (stopblock:%d)", xtile, ytile, IsStopBlock());
	OutputDebugString(temp);
#endif*/


	if(new_enemy){
		new_enemy=false;
		if( (aiinput->lower_patrol_x > 0) && (aiinput->upper_patrol_x > 0)) use_patrol_bounds = true;
	}


	
	switch(GetState())
	{
	case AIS_CHASE:
		Chase();
		break;
	case AIS_ATTACK:
		Attack();
		break;
	case AIS_PATROL:
		Patrol();
		break;
	case AIS_MOVE:
		MoveToXTile(movetoxtile);
		break;
	case AIS_WAIT:
		Wait();
		break;

	}
}
void AIEnemyFlyingSentryB::UseBrain()
{
	xtile = aiinput->GetXTilePos();
	ytile = aiinput->GetYTilePos();
	xpos = aiinput->GetXLoc();
	ypos = aiinput->GetYLoc();

	if(new_enemy){
		new_enemy=false;
		//if( (aiinput->lower_patrol_x  > 0) && (aiinput->upper_patrol_x  > 0)) use_patrol_bounds=true;
	}

/*#ifdef _DEBUG
	char temp[256];
	sprintf(temp, "{AI}[SentryB] (cstate:%d)(use_patrol_bounds:%d)(lxb:%d)(uxb:%d)", current_state, use_patrol_bounds, aiinput->lower_patrol_x, aiinput->upper_patrol_x);
	OutputDebugString(temp);
#endif*/
	
	switch(GetState())
	{
	case AIS_CHASE:
		Chase();
		break;
	case AIS_ATTACK:
		Attack();
		break;
	case AIS_PATROL:
		Patrol();
		break;
	case AIS_MOVE:
		MoveToXTile(movetoxtile);
		break;
	case AIS_WAIT:
		Wait();
		break;

	}
}
void AIEnemyFlyingSentryA::UseBrain()
{
	xtile = aiinput->GetXTilePos();
	ytile = aiinput->GetYTilePos();
	xpos = aiinput->GetXLoc();
	ypos = aiinput->GetYLoc();

	if(new_enemy){
		new_enemy=false;
		//use_patrol_bounds=true;
		//if( (aiinput->lower_patrol_y  == 0) && (aiinput->upper_patrol_y  == 0))
		//{/*no bounds were set -- make some*/
		//	aiinput->lower_patrol_y = aiinput->GetYTilePos()+6;
		//	aiinput->upper_patrol_y = aiinput->GetYTilePos()-6;
		//}

	}
	
	switch(GetState())
	{
	case AIS_CHASE:
		Chase();
		break;
	case AIS_ATTACK:
		Attack();
		break;
	case AIS_PATROL:
		Patrol();
		break;
	case AIS_MOVE:
		MoveToXTile(movetoxtile);
		break;
	case AIS_WAIT:
		Wait();
		break;

	}
}
예제 #11
0
void isdf05Mission::Execute(void)
{

	/*
	a) The player is asked to patrol around the base

	(through steps b-d sent & scouts attack)

	b) Once the base is secure, the player is supposed
	to look for scrap veins and send a scavenger (twice)

	c)Eventually you get to some turrets.  
	Shebayev detaches some mortar bikes to help you take 
	out the turrets.  

	d) Once the turrets are destroyed you need to
	deploy

	e) Follow Manson to the teleporter?  Drop off a bomb
	*/
	char tempstr[128];
	Handle nearguy = 0;
	// this is the start of the mission
	if (!start_done)
	{

		/*
		Alright Sgt Cooke, this looks like
		a good place to establish a base.  
		Patrol the area around this recycler.  
		If it looks safe, deploy the recycler.  
		*/
		shabayev = BuildObject("ivtan5",1,"shab_start");//"patrol_east");
		constructor = BuildObject("ivcons",1,"spawn_constructor");
		Stop(constructor,1);
		scav_comp= GetHandle("scav3");
		SetGroup(scav_comp,-1);
		Handle temppool=GetHandle("poolx");
		Goto(scav_comp,temppool,1);
		//	SetPlan("isdf05.aip",3);  // build stuff
		AudioMessage("isdf0500.wav");
		SetObjectiveOn(shabayev);
		SetObjectiveName(shabayev,"Cmdr. Shabayev");


		audmsg=AudioMessage("isdf0501.wav");
		patrol_phase=true;
		start_done = true;

		Handle tempscav=GetHandle("ivscav1");
		KillPilot(tempscav);
		tempscav=GetHandle("ivscav2");
		KillPilot(tempscav);
		//		Handle fv=BuildObject("fvarch",2,"scrap_field1");
		//		SetSkill(fv,3);
		SetSkill(shabayev,3);
		//		Patrol(shabayev,"patrol1",1);
		//		Attack(shabayev,fv,1);
		recy=BuildObject("ivrec5",1,"recy_start");
		//		Goto(recy,"recy_deploy");
		Dropoff(recy, "recy_deploy");
		Follow(shabayev,recy,1);
		SetScrap(1,40);
		SetScrap(3,40);  // allied resources
	}

	/*
	Here is where you put what happens every frame.  
	*/

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

	// determining if the player is out of his ship
	if (IsOdf(player,"isuser"))
	{
		if (!out_of_ship) GiveWeapon(player, "igsatc");
		out_of_ship = true;
	}
	else
	{
		out_of_ship = false;
	}

	if ((GetDistance(player,"spawn2")<150.f) && (!warning_message))
	{
		AudioMessage("isdf0520.wav");
		/*
		Stay away from those alien structures
		they aren't 
		vital to our mission-
		but they may be dangerous. 
		*/
		warning_message=true;
	}
	// this is checking to make sure the player does not attack his wingman /////////
	if ((!in_combat) && (!fire_message))
	{
		if ((IsAlive(shabayev)) && (IsAlive(player)))
		{
			if (GetTime() - GetLastFriendShot(shabayev) < .2f)
			{
				AudioMessage("ff01.wav"); // (shab) watch your firing!
				fire_reset = GetTime() + 2.f;
				fire_message = true;
			}
		}

		if ((IsAlive(manson)) && (IsAlive(player)))
		{
			if (GetTime() - GetLastFriendShot(manson) < .2f)
			{
				AudioMessage("isdf0555.wav"); // (manson) watch your firing!
				fire_reset = GetTime() + 2.f;
				fire_message = true;
			}
		}
	}

	if ((fire_message) && (fire_reset < GetTime()))
	{
		fire_reset = GetTime() + 999999.9f;
		fire_message = false;
	}
	if ((!IsAlive(constructor)) && (mission_state<10))
	{
		// the constructor is dead, you lose
		mission_state=12;
	}

	switch (mission_state)
	{
	case 0:

		// Shabayev starts the base
		if (GetDistance(recy,"recy_deploy") < 25.0)
		{
			//				Dropoff(recy,"recy_deploy");
			Patrol(shabayev,"patrol1",1);
			SetIndependence(shabayev,1);
			ClearObjectives();
			AddObjective("isdf0501.otf", WHITE, 10.0f);
			patrol_reminder_time=GetTime()+30.0f;
			MoviePlaying=true;
			CameraReady();
			// but danger looms..
			atk1=BuildObject("fvscout",2,"spawn1");
			wasDead1=false;
			Attack(atk1,player);
			mission_state++;
		}
		break;

	case 1:
		if (MoviePlaying)
		{
			//CameraObject(recycler,5,5,5,recycler);
			MoviePlaying = PlayMovie("isdf0501.cin");	
			//		if (IsAudioMessageDone(audmsg)) {
			if (!MoviePlaying)
			{
				//	MoviePlaying=false;
				CameraFinish();
				Build(constructor,"ibpge5",1);
				drop_off=true;
				Attack(shabayev,atk1);
				mission_state++;
			}
		}
		ReallyKillCineractive = 0;
		break;

	case 2: // patrol_phase

		// Kick this out a few extra times.
		if((ReallyKillCineractive == 0) || (ReallyKillCineractive == 10) || 
			(ReallyKillCineractive == 20))
			CameraFinish();
		ReallyKillCineractive++;

		if (drop_off)
		{
			Dropoff(constructor,"pgen1",1);
			drop_off=false;
			Handle temp=GetHandle("unnamed_ivdrop");
			Attack(shabayev,atk1,1);
			RemoveObject(temp);
		}

		if (!IsAlive(atk1))
		{
			wait_count++;
			if (wait_count==250)
			{
				wasDead1=false;
				wasDead2=false;
				raid1=BuildObject("fvsent",2,"raid1");
				Goto(raid1,recy);
				raid2=BuildObject("fvtank",2,"raid2");
				Goto(raid2,recy);
				//				raid3=BuildObject("fvsent",2,"raid3");
				//				Goto(raid3,recy);
				//				raid4=BuildObject("fvtank",2,"raid4");
				//				Goto(raid4,recy);
				ClearObjectives();
				AddObjective("isdf0517.otf",WHITE,10.0f);
				Goto(shabayev,constructor);
				AudioMessage("isdf0543.wav");
				mission_state++;
				wait_count=0;
			}
		}
		break;

	case 3:
		if (power2)
		{
			Dropoff(constructor,"pgen2",1);
			power2=false;
		}
		if (com1)
		{
			Dropoff(constructor,"rbunker1",1);
			com1=false;
		}
		if (!IsAliveAndPilot(raid1)) {
			wasDead1=true;	
		}
		if (!IsAliveAndPilot(raid2)) {
			wasDead2=true;
		}
		if ((wasDead1) && (wasDead2))
		{
			if (raid_count==1)  // should be 2
			{
				/*
				Now look for scrap veins
				around the base.  
				If you find one mark it with 
				a nav beacon.  
				*/
				scout_phase=true;
				ClearObjectives();
				AddObjective("isdf0507.otf",WHITE,5.0f);
				SetObjectiveOff(shabayev);
				nav1=BuildObject("ibnav",1,"scrap_field1");
				TranslateString2(tempstr, sizeof(tempstr), "Mission0501");  // tempstr
				SetObjectiveName(nav1,tempstr);
				SetObjectiveOn(nav1);
				//					SetObjectiveName(pool1,"bio-metal");
				//					SetObjectiveOn(pool1);

				AudioMessage("isdf0507.wav");	
				// Add an attacked for spice
				Handle atk1=BuildObject("fvscout",2,"spawn1");
				Goto(atk1,"attack1");
				Patrol(shabayev,"patrol1",1);
				SetIndependence(shabayev,1);
				// AudioMessage(
				// You go on John, I'll guard the base
				mission_state++;
			}
			else
			{
				wait_count++;
				if (wait_count==400)
				{
					if  (pgen2==NULL)
					{	
						// was follow
						Goto(shabayev,constructor,1);
						Build(constructor,"ibpge5");
						power2=true;
					}
					else 
					{
						//was Follow
						Goto(shabayev,constructor,1);
						Build(constructor,"ibcbu5");
						com1=true;
					}
					raid_count++;
					AddHealth(constructor,500);
					AddHealth(shabayev,500);
					raid1=BuildObject("fvtank",2,"raid1");
					Goto(raid1,recy);
					raid2=BuildObject("fvtank",2,"raid2");
					Goto(raid2,recy);
					wasDead1=false;
					wasDead2=false;
					//					raid3=BuildObject("fvsent",2,"raid3");
					//					Goto(raid3,recy);
					//					raid4=BuildObject("fvtank",2,"raid4");
					//					Goto(raid4,recy);
					wait_count=0;
				}
			}
		}

		break;

	case 4: 	
		// there is one, mark it with the geyser
		// mark that with a power up
		// good, now find another.  
		if ((GetDistance(player,pool1)<75.0f) && (!found_field1))
		{
			// there is a field, deploy the scavenger

			AudioMessage("isdf0508.wav");
			found_field1=true;
		}
		if (scav2_deployed) // any scav is deployed
		{
			mission_state++;
			scav1_deployed=true;
			ClearObjectives();
			AddObjective("isdf0508.otf",WHITE,10.0f);
			/*
			SetObjectiveOff(pool1);
			SetObjectiveName(pool2,"bio-metal 1");
			SetObjectiveOn(pool2);
			*/
			nav2=BuildObject("ibnav",1,"scrap_field3");
			TranslateString2(tempstr, sizeof(tempstr), "Mission0502");  // Bio-Metal 2
			SetObjectiveName(nav2,tempstr);
			SetObjectiveOff(nav1);
			SetObjectiveOn(nav2);
			AudioMessage("isdf0509.wav");  // good job
			if (!found_field1)
			{
				AudioMessage("isdf0519.wav");
				/*
				Don't send out scavengers unescorted.  
				Be sure to stay with them.
				*/
			}
		}
		break;

	case 5:
		if ((scav2_deployed) && (!found_field3) && (GetDistance(player,"scrap_field3")<225.0f))
		{
			found_field3=true;
			/*
			Watch out!
			That field looks hot.  
			*/
			AudioMessage("isdf0512.wav");
			ClearObjectives();
			AddObjective("isdf0511.otf",RED,10.0f);
			mortar_delay=GetTime()+15.0f;
		}
		nearguy=GetNearestEnemy(player);
		if ((found_field3) && (GetTime()>mortar_delay)
			&& (GetDistance(player,nearguy)>150.0f))
		{
			/*
			Cineractive
			Cooke, I'm sending you
			force to help 
			you take out those turrets!
			Here are some mortar bikes.  
			*/

			Build(constructor,"ibfact5",1);
			factory=true;

			audmsg=AudioMessage("isdf0527.wav");
			//was AudioMessage("isdf0513.wav");
			ClearObjectives();
			AddObjective("isdf0516.otf",WHITE,10.0f);
			/*
			int grp=GetFirstEmptyGroup();			
			mbike1=BuildObject("ivmbike",1,"patrol_south");
			SetGroup(mbike1,grp);
			Follow(mbike1,player,0);
			Handle mb=BuildObject("ivmbike",1,"patrol_east");
			SetGroup(mb,grp);
			Follow(mb,player,0);
			mb=BuildObject("ivmbike",1,"patrol_west");
			SetGroup(mb,grp);
			Follow(mb,player,0);
			mb=BuildObject("ivmbike",1,"patrol_north");
			SetGroup(mb,grp);
			Follow(mb,player,0);
			*/
			mission_state++;
			CameraReady();
			MoviePlaying=true;
		}
		break;

	case 6:// attack phase 
		/*
		First check to see if you blew up
		sturret1-4
		then create Manson
		at manson_start
		"Good job Cooke, you show promise"
		Then follow Manson (he's an objective)
		into the base
		When you get close
		lets run past those towers

		when you get there
		hop out and use your demolition charge

		Then run away.  Everything blows up.  
		*/
		if (factory)
		{
			Dropoff(constructor,"fact");
			factory=false;
		}
		if (MoviePlaying)
		{
			CameraObject(constructor,1,11,22,constructor);
			if (IsAudioMessageDone(audmsg))
			{
				MoviePlaying=false;
				CameraFinish();
			}
		}

		if ((!killed_turrets) &&
			(!IsAlive(sturret1)) && 
			(!IsAlive(sturret2)) &&
			(!IsAlive(sturret3)) && (!IsAlive(sturret4))
			&&
			(!IsAlive(sturret5)) && (!IsAlive(sturret6)))
		{
			AudioMessage("isdf0514.wav"); // you show promise
			killed_turrets=true;
			ClearObjectives();
			AddObjective("isdf0512.otf",WHITE,10.0f);
			manson_shows=GetTime()+10.0f;
			manson=BuildObject("ivtank",3,"manson_start");
			SetObjectiveName(manson, "Maj. Manson");
			Handle minion=BuildObject("ivtank",3,"manson_escort1");
			SetObjectiveName(minion, "Sgt. Zdarko");
			Follow(minion,manson);
			minion=BuildObject("ivtank",3,"manson_escort2");
			SetObjectiveName(minion, "Sgt. Masiker");
			Follow(minion,manson);
		}
		if ((killed_turrets) && (!manson_message) && 
			(GetTime()>manson_shows))
		{
			/*
			We found the objective, 
			follow me
			*/
			AudioMessage("isdf0515.wav");
			SetObjectiveOff(nav2);
			SetObjectiveOn(manson);
			ClearObjectives();
			AddObjective("isdf0518.otf",WHITE,10.0f);
			manson_message=true;
			mission_state++;
		}
		break;

	case 7:
		if (GetDistance(player,manson)<50.0f)
		{
			ClearObjectives();
			AddObjective("isdf0513.otf",WHITE,10.0f);
			SetIndependence(manson,0);
			SetAvoidType(manson,0);
			AudioMessage("isdf0539a.wav");
			Goto(manson,"manson_path1");				
			mission_state++;
		}	
		break;

	case 8:
		AddHealth(manson,100); // we don't want him to die here
		if ((wait_up) && (GetDistance(player,manson)<100.0f))
		{
			// right now this goes off too 
			// soon.   You go on to path 2 before 1 is doen
			// But at least it makes sure
			// you are close once.  
			wait_up=false;
			Goto(manson,"manson_path2");
		}
		if ((!gun_tower_message) && (GetDistance(manson,"guntower2")<200.0f))
		{
			/*
			There are gun towers ahead
			let's try to go past fast.  
			*/
			AudioMessage("isdf0516.wav");
			gun_tower_message=true;
			ClearObjectives();
			AddObjective("isdf0514.otf",WHITE,10.0f);
			gun_tower_counter=0;
		}
		if (gun_tower_message) 
		{
			gun_tower_counter++;
			if (gun_tower_counter>450)  // you are on a timer
			{
				AudioMessage("isdf0529.wav");
				ClearObjectives();
				AddObjective("isdf0520.otf",RED,10.0f);
				FailMission(GetTime()+10.0f,"isdf0520.otf");
				mission_state=12;
			}
			if (gun_tower_counter==300)
			{
				AudioMessage("isdf0528.wav");
			}
		}
		if ((gun_tower_message) && (!hop_out_message) &&
			(GetDistance(player,teleportal)<100.0f))
		{
			/* 
			Get out and use your
			demolition charge on
			that building
			*/
			AudioMessage("isdf0173.wav");  // that looks like one of ours?
			AudioMessage("isdf0517.wav");
			hop_out_message=true;
			SetObjectiveOff(manson);
			SetObjectiveOn(teleportal);
			TranslateString2(tempstr, sizeof(tempstr), "Mission0503");  // Excavator
			SetObjectiveName(teleportal,tempstr);
			ClearObjectives();
			AddObjective("isdf0515.otf",WHITE,10.0f);
			SetIndependence(manson,1);
			mission_state++;
		}
		break;

	case 9:
		if ((!out_of_ship_ever) && (out_of_ship)) {
			out_of_ship_ever=true;
			ClearObjectives();
			AddObjective("isdf0521.otf",WHITE,5.0f);
		}
		if (!IsAlive(teleportal))
		{
			if (out_of_ship_ever)
			{
				AudioMessage("isdf0518.wav");
				SucceedMission(GetTime()+10.0f,"isdf05w1.txt");
				mission_state++;
			}
			else
			{
				AudioMessage("isdf0521.wav");
				/*
				I said use your
				demolition charge
				*/
				FailMission(GetTime()+10.0f,"isdfl1.txt");
				mission_state++;
			}
		}
		break;

	case 12:
		/*
		If you lose the constructor
		this condition occurs.  
		*/
		AudioMessage("isdf0522.wav");
		ClearObjectives();
		AddObjective("isdf0519.otf",RED,10.0f);
		FailMission(GetTime()+10.0f,"isdf0519.otf");
		mission_state++;
		break;
	case 13:
		// waiting for the end of the world.  
		break;
	}



	/*
	the lurkers
	*/
	if ((lurker1==NULL) && (GetDistance(player,"lurker1")<150.0f))
	{
		lurker1=BuildObject("fvsent",2,"lurker1");
	}
	if ((lurker2==NULL) && (GetDistance(player,"lurker2")<150.0f))
	{
		lurker2=BuildObject("fvsent",2,"lurker1");
	}
	if ((lurker3==NULL) && (GetDistance(player,"lurker3")<150.0f))
	{
		lurker3=BuildObject("fvsent",2,"lurker3");
	}
	if ((lurker4==NULL) && (GetDistance(player,"lurker4")<150.0f))
	{
		lurker4=BuildObject("fvsent",2,"lurker4");
	}
}
예제 #12
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
	}

}
예제 #13
0
void isdf20Mission::Execute(void)
{
/*
	Here is where you put what happens every frame.  
*/


	/*
		LANDSLIDE INFO
		- .bzn has file reslida1.odf
		- Don't forget to delete bin data before you try this
		- Run animation on reslid01.odf
		- Replace it with reslidea1.odf
	*/
	player = GetPlayerHandle();
	char tempstr[128]; 
	Ally(1,3);
	switch (mission_state)
	{
		case 0:
				    // build this stuff at start
		/*	
				Handle recy=BuildObject("ivrecy",1,"Recycler");
				int grp=GetFirstEmptyGroup();
			SetGroup(recy,grp);			
			SetScrap(1,30);
			*/
			// deleted for Nathan
			  /*
			mbike_1=BuildObject("ivmbike",3,"mbike1");
			mbike_2=BuildObject("ivmbike",3,"mbike2");
		    mbike_3=BuildObject("ivmbike",3,"mbike3");
			*/
		    tank_1=BuildObject("ivatank",1,"tank1");  // was atank
			SetGroup(tank_1,0);
			tank_2=BuildObject("ivrckt",1,"tank2");  // was atank
			SetGroup(tank_2,1);
			// serv= BuildObject("ivserv",1,"serv");
			// Set
			//    scav_1=BuildObject("ivscav",1,"scav1");
			//    scav_2=BuildObject("ivscav",1,"scav2");
//			rckt_1=BuildObject("ivrckt",1,"rckt1");
//			rckt_2=BuildObject("ivrckt",1,"rckt2");
			SetGroup(rckt_1,1);
			SetGroup(rckt_2,1);
			serv_1=BuildObject("ivserv",1,"scav1");
			SetGroup(serv_1,2);

			espir_2=BuildObject("ibgtow",comp_team,"base_here");
			esent_1=BuildObject("ivmisl",comp_team,"esentpath1");
			esent_2=BuildObject("ivmisl",comp_team,"esentpath1");
			espir_1=BuildObject("ibgtow",comp_team,"espir1");
			base_1=BuildObject("ibfact",comp_team,"estro1");
			base_2=BuildObject("ibpgen",comp_team,"ekiln1");

			base_3=BuildObject("ibpgen",comp_team,"power_x");  // was eforg1
			base_4=BuildObject("ibcbun",comp_team,"bunker_x");
			espir_3=BuildObject("ibgtow",comp_team,"espir3");
			esent_3=BuildObject("ivscout",comp_team,"esent3");
			esent_4=BuildObject("ivscout",comp_team,"esent4");
			ClearObjectives();
			AddObjective("isdf20a.otf",WHITE,10.0f);
			Patrol(esent_1,"esentpath1");
			Follow(esent_2,esent_1);
			after_briefing= GetTime()+20.0f;
			slide1=GetHandle("unnamed_reslida1");
			//Vector temp=GetPosition(slide1);
			RemoveObject(slide1);

			nav=BuildObject("ibnav",1,"lung2");
			SetObjectiveOn(nav);
			TranslateString2(tempstr, sizeof(tempstr), "Mission2002");  // Rebel Base
			SetObjectiveName(nav,tempstr);
			// SetPosition(slide2??

			/*
				So the mission isn't too slow. 
			*/
			AddHealth(espir_1,-3000);
			AddHealth(espir_2,-3000);
			mission_state++;
			audio=AudioMessage("isdf2021.wav");
			CameraReady();
			break;
		case 1:
			CameraPath("camera1",200,200,player);

//			CameraObject(espir_1,30,20,20,espir_1);
			if (IsAudioMessageDone(audio))
			{
				audio=AudioMessage("isdf2022.wav");
				mission_state++;	
			}
			break;
		case 2 :
			CameraPath("camera2",200,200,espir_2);
			if (IsAudioMessageDone(audio))
			{	
				AudioMessage("isdf2001.wav");
				CameraFinish();
				mission_state++;
			}
			break;
		case 3:  //the attack begins
			
				// after the opening briefing, AI squadron drives to fight sentry units on their own
				if (GetTime() > after_briefing)
				{
				//	Goto(mbike_1,"front_ambush");
				//	Goto(mbike_2,"front_ambush");
				//	Goto(mbike_3,"front_ambush");
				//	Goto(rckt_1,"front_ambush");
				//	Goto(rckt_2,"front_ambush");
					Handle temp=BuildObject("ivscout",comp_team,"lung2");
					Attack(temp,player);
					mission_state++;
				}
			
			break;
		case 4: // Kill the sentries

  			// AI squadron engages sentry units
			if ((GetDistance(tank_1,"front_ambush")<200.0f)  ||
			      (GetDistance(tank_2,"front_ambush")<200.0f)  ||
					(GetDistance(rckt_1,"front_ambush")<200.0f)  ||
					(GetDistance(rckt_2,"front_ambush")<200.0f)  ||
					(GetDistance(player,"front_ambush")<200.0f) )
			{
				/*
				Attack(mbike_1,esent_1);
				Attack(mbike_2,esent_2);
				Attack(mbike_3,esent_1);
				*/
				SetObjectiveOn(esent_1);

				TranslateString2(tempstr, sizeof(tempstr), "Mission2001");  // Rebel
				SetObjectiveName(esent_1,tempstr);
				SetObjectiveOn(esent_2);
				SetObjectiveName(esent_2,tempstr);
		//		Attack(rckt_1,esent_2);
		//		Attack(rckt_2,esent_1);
			}
// once the sentrys are destroyed, AI squadron heads to enemy gun tower and stops
			if ((!IsAlive(esent_1))  &&  (!IsAlive(esent_2)))
			{
				/*
				Goto(mbike_1,"front_ambush");
				Goto(mbike_2,"front_ambush");
				Goto(mbike_3,"front_ambush");
				*/
		//		Goto(rckt_1,"front_ambush");
		//		Goto(rckt_2,"front_ambush");
		//		temp=BuildObject("ivscout",2,"lung2");
		//		Attack(temp,serv_1);
				mission_state++;
			}
			break;
		case 5:  // wait till they get to the tower
			if ((
				(GetDistance(tank_1,"front_ambush")<75.0f)  ||
				(GetDistance(rckt_2,"front_ambush")<75.0f)  ||
				(GetDistance(player,"front_ambush")<75.0f)))
				{
					Handle temp=BuildObject("ivscout",comp_team,"lung2");
					Attack(temp,player);
					AudioMessage("isdf2002.wav"); // use your assault tanks
					ClearObjectives();
					AddObjective("isdf2002.otf",WHITE,20.0f);
					SetObjectiveOn(espir_1);
				TranslateString2(tempstr, sizeof(tempstr), "Mission2003");  // Gun Tower
					SetObjectiveName(espir_1,tempstr);
					//temp=BuildObject("ivscout",2,"lung2");
					//Attack(temp,player);
					mission_state++;
				}
			break;
		case 6: // destroy the tower
// once you destroy the gun tower, AI squadron heads to next gun tower and stops
				if (!IsAlive(espir_1))  
				{
					Goto(mbike_1,"exit1");
					Goto(mbike_2,"exit1");
					Goto(mbike_3,"exit1");
		//			AudioMessage("isdf2003.wav"); // now let's press on to the base
		//			Goto(rckt_1,"exit1");
		//			Goto(rckt_2,"exit1");
		//			temp=BuildObject("ivscout",2,"lung2");
		//			Attack(temp,serv_1);
					mission_state++;
  
				}			
			break;
		case 7:  // now go to the next tower
			if (((GetDistance(tank_1,"exit1")<50.0f)  ||
				(GetDistance(rckt_1,"exit1")<50.0f)  ||
				(GetDistance(player,"exit1")<50.0f))) 
			{
				ClearObjectives();
				AddObjective("isdf2003.otf",WHITE,20.0f);
				AudioMessage("isdf2003.wav");
				mission_state++;
			}
			break;
		case 8:  // until enemy spire is dead
			if (!IsAlive(espir_2))	
			{
//				Attack(mbike_1,base_1);
//				Attack(mbike_2,base_1);
//				Attack(mbike_3,base_1);
				Attack(rckt_1,base_1,0);
				Attack(rckt_2,base_1,0);
				mission_state++;
			}
			break;
		case 9:
			if (!IsAlive(base_1)) 
			{
//				Attack(mbike_1,base_2);
//				Attack(mbike_2,base_2);
//				Attack(mbike_3,base_2);
				AudioMessage("isdf2004.wav");
				Attack(rckt_1,base_2,0);
				Attack(rckt_2,base_2,0);
				mission_state++;
			}

			break;
		case 10:
			if (!IsAlive(base_2))
			{
//				Attack(mbike_1,base_3);
//				Attack(mbike_2,base_3);
//				Attack(mbike_3,base_3);
				Attack(rckt_1,base_3,0);
				Attack(rckt_2,base_3,0);
				mission_state++;
			}
			break;
		case 11:// is the third base dead?
			if (!IsAlive(base_3))  
			{
/*
				Goto(mbike_1,"homebase");
				Goto(mbike_2,"homebase");
				Goto(mbike_3,"homebase");
*/
				Goto(rckt_1,"homebase",0);
				Goto(rckt_2,"homebase",0);
				// keep the player bunched up
				Follow(tank_1,player,0);
				Follow(tank_2,player,0);

				ClearObjectives();
				AddObjective("isdf2004.otf",WHITE,20.0f);
				SetObjectiveOff(nav);
				nav=BuildObject("ibnav",1,"scav2");
				TranslateString2(tempstr, sizeof(tempstr), "Mission2004");  // Rencezvous
				SetObjectiveName(nav,tempstr);
				SetObjectiveOn(nav);
				AudioMessage("isdf2005.wav");
				mission_state++;
			}
			break;
		case 12:
// first ambush launches as soon as you exit enemy base after destroying it
// second ambush comes in from behind
			if  (GetDistance(player,"exit1")<125.0f)
			{		
	  
				  ambush_delay=GetTime()+15.0f;
				  mission_state++;
			}
			break;
		case 13:
			if (GetTime()>ambush_delay) 
			{
				eatank_1=BuildObject("ivtank",comp_team,"eatank1");
				eatank_2=BuildObject("ivtank",comp_team,"eatank2");
				eatank_3=BuildObject("ivmbike",comp_team,"eatank3");
				SetSkill(eatank_1,2);
				SetSkill(eatank_2,2);
				SetSkill(eatank_3,2);
				Attack(eatank_1,player);
				Attack(eatank_2,player);
				Attack(eatank_3,player);
				etank_1=BuildObject("ivtank",comp_team,"etank1");
				etank_2=BuildObject("ivtank",comp_team,"etank2");
				etank_3=BuildObject("ivmbike",comp_team,"etank3");
				earch_1=BuildObject("ivtank",comp_team,"earch1");
				earch_2=BuildObject("ivtank",comp_team,"earch2");
				earch_3=BuildObject("ivmisl",comp_team,"earch3");
				manson= BuildObject("ivatank",comp_team,"manson");
				Attack(etank_1,player);
				Attack(etank_2,player);
				Attack(etank_3,player);
				Attack(earch_1,player);
				Attack(earch_2,player);
				Attack(earch_3,player);
				Attack(manson,player);
				uhoh= GetTime()+20.0f;
				mission_state++;
			}
			break;			
		case 14:
			if (GetTime() > uhoh) 
			{
				AudioMessage("isdf2006.wav");
				AudioMessage("isdf2007.wav");
				ClearObjectives();
				AddObjective("isdf2005.otf",WHITE,20.0f);
				Handle temp=BuildObject("ivapc",comp_team,"lung2");  // now you are screwed
				Attack(temp,player);
//				temp=BuildObject("ivapc",2,"lung2");
//				Attack(temp,player);
				mission_state++;
			}
			break;
		case 15:
			// how do you win??
			if ((!seen_manson) && (GetDistance(player,manson)<200.0f))
			{
				seen_manson=true;
				SetObjectiveOn(manson);
			}
			if (!IsAlive(manson))
			{
				AudioMessage("isdf2010.wav");	
				SucceedMission(GetTime()+10.0f,"isdf20w1.txt");
				mission_state++;
			}

			break;
	}  // switch (mission_state)
	PeriodicAttack();











// once you destroy the second gun tower, AI squadron enters enemy base and levels it

// infinite health and ammo
//    SetCurAmmo(player, 1200);
//    SetCurHealth(player, 3000);

// tells player to head back to base
//  if ((!IsAlive(enemybase))  &&  (!go_home))
//  {
//    AudioMessage("wahoo.wav");
//    go_home=true;
//  }

 

}
예제 #14
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;
  }
}
예제 #15
0
void isdf06Mission::Execute(void)
{

    /*
    	Stuff in 6
    	You are responsible for
    	the northern aproach to the base
    	Alien units approach from the south
    	and you battle them.

    	Shabayev discovers a scrap pool.
    	She highlights it.
    	You must go to it and destroy a
    	scion scavenger.

    	You are given control of
    	constructor.  Your job is to build
    	a bunker and a gun tower around it
    	to protect it.

    	Once the bunker is built
    	you are told to go on the
    	offensive.


    	At the first place
    	you go you find the
    	voyager probe.

    	The second is the
    	climatic battle.
    */

    player = GetPlayerHandle();

    if (!start_done)
    {
        start_done=true;
        /*
        	This is one of our three
        	key bases on the Planet
        	You must defend this approach.
        */
        ClearObjectives();
        AddObjective("isdf0601.otf",WHITE,20.0f);
        AudioMessage("isdf0601.wav");
        // Manson:
        // Prepare for enemy attacks
        // You are a reserve for a counter attack
        // or in case they break through.
        attack_wave_time=GetTime()+10.0f;
        wave_launched=false;
        SetScrap(1,20);
        SetIndependence(escav,0);
        escav=BuildObject("fvscav",2,"pool");
        Goto(escav,scrap_pool,0);
        Handle temp=GetHandle("gtow1");
        AddHealth(temp,-2500);
        temp=GetHandle("gtow2");
        AddHealth(temp,-2500);
        GiveWeapon(player, "gshadow_c");
        /*
        turret1=BuildObject("ivturr",3,"turret1");
        turret2=BuildObject("ivturr",3,"turret2");
        Deploy(turret1);
        Deploy(turret2);
        */
    }

    if ((!IsAlive(constructor)) && (mission_state>1) && (mission_state!=99))
    {
        // you loose
        AudioMessage("isdf0607.wav");
        // Manson:
        // That constructor was vital
        // to our effort.  I'm pulling
        // back immeadiately.
        FailMission(GetTime()+15.0f,"isdf06l2.txt");
        mission_state=99;  // out of the loop
    }

    switch (mission_state)
    {
    case 0: // attack starts
        if ((!warning) &&
                (GetDistance(atk1,turret1)<250.0f))
        {
            AudioMessage("isdf0602.wav");
            warning=true;
        }
        if ((!wave_launched) && (GetTime()>attack_wave_time))
        {
            atk1=BuildObject("fvtank",2,"attack_start1");
            Goto(atk1,"attack_path1");
            SetSkill(atk1,3);
            atk2=BuildObject("fvtank",2,"attack_start1");
            Goto(atk2,"attack_path1");
            SetSkill(atk2,3);
            atk3=BuildObject("fvsent",2,"attack_start1");
            Goto(atk3,"attack_path1");
            SetSkill(atk3,3);
            atk4=BuildObject("fvsent",2,"attack_start1");
            Goto(atk4,"attack_path1");
            SetSkill(atk4,3);
            atk5=BuildObject("fvtank",2,"attack_start2");
            Goto(atk5,"attack_path2");
            SetSkill(atk5,3);
            atk6=BuildObject("fvtank",2,"attack_start2");
            Goto(atk6,"attack_path2");
            SetSkill(atk6,3);
            atk7=BuildObject("fvsent",2,"attack_start2");
            Goto(atk7,"attack_path2");
            SetSkill(atk7,3);
            //		atk8=BuildObject("fvsent",2,"attack_start2");
            //		Goto(atk8,"attack_path2");
            //		SetSkill(atk8,3);
            wave_launched=true;
        }
        if ((wave_launched) && (!IsAlive(atk1))
                && (!IsAlive(atk2))
                && (!IsAlive(atk3))
                && (!IsAlive(atk4))
                && (!IsAlive(atk5))
                && (!IsAlive(atk6))
                && (!IsAlive(atk7))
                && (!IsAlive(atk8)))
        {
            warning=false;
            wave_launched=false;
            wave_count++;
            if (!repair_hint)
            {
                repair_hint=true;
                AudioMessage("isdf0612.wav");
                /*
                	MANSON
                	Take advantage of the
                	breaks between attacks
                	to repair your forces at the service
                	bay.
                */
            }
            if (wave_count==2)
            {
                back1=BuildObject("fvarch",2,"back1");
                Goto(back1,"back_door");
                back2=BuildObject("fvarch",2,"back2");
                Goto(back2,"back_door");
                back3=BuildObject("fvsent",2,"back3");
                Goto(back3,"back_door");
                SetObjectiveOn(back1);
                AudioMessage("isdf0614.wav");
            }
            if (wave_count>(2)) //was 2
            {
                if ((!IsAlive(back1))
                        && (!IsAlive(back2))
                        && (!IsAlive(back3)))
                {

                    mission_state++;
                    SetObjectiveOn(escav);
                    ClearObjectives();
                    AddObjective("isdf0602.otf",WHITE,10.0f);
                    AudioMessage("isdf0603.wav");
                    // Shabayev
                    // I have detected the scavenger
                    // which is supplying the enemy.
                    // Its time to counter attack.
                    // Manson
                    // Alright, Cooke, you heard
                    // the lieutenant.  Get that
                    // scavenger
                    AudioMessage("isdf0604.wav");
                }
            }
            else attack_wave_time=GetTime()+5.0f;
            // hold back your forces
            if ((GetDistance(turret1,mbike1)<50.0f) && (!defend_warning))
            {
                AudioMessage("isdf0610.wav");
                // MansoN:
                // Cooke, hold back your forces.
                defend_warning=true;

            }
        }
        break;
    case 1: // shabayev highlights the scavenger
        /*
        */
        if (scav_count<3)
        {
            FailMission(GetTime()+5.0f,"isdf06l1.txt");
            mission_state=99;
        }
        else
        {

            if ((GetDistance(player,escav)<150.0f)
                    && (!got_to_scav))
            {
                AudioMessage("isdf0605.wav");
                // Shabayev: Attack!
                got_to_scav=true;

            }
            if (!IsAlive(escav))
            {
                ClearObjectives();
                AddObjective("isdf0603.otf",WHITE,10.0f);

                constructor=BuildObject("ivcon6",1,"constructor_spawn");
                int grp=GetFirstEmptyGroup();
                SetGroup(constructor,grp);
                Goto(constructor,"pool",0);

                mission_state++;
                AudioMessage("isdf0606.wav");
                // Manson:
                // Cooke, I'm sending you a
                // constructor to fortify your
                // position.  Use the constructor
                // to build defenses around that
                // scrap pool.
            }
        }
        break;
    case 2:	 // you get a constructor
        if (GetDistance(constructor,"pool")<250.0f)
        {
            AudioMessage("isdf0611.wav");
            // Shabayev
            // Build a communications bunker to
            // anchor the base.
            // Once you have a communications bunker
            // build two adjacent
            // gun towers
            // The gun towers will be powered from
            // the surplus power of the main base.
            // Good luck.

            ConstructionMessage();
            // spawn in attackers
            scout1=BuildObject("fvscout",2,"patrol_spawn");
            scout2=BuildObject("fvscout",2,"patrol_spawn");
            if (IsAlive(mbike1))
            {
                Attack(scout1,player);
            }
            else
            {
                Attack(scout1,player);
            }
            if (IsAlive(mbike2))
            {
                Attack(scout2,player);
            }
            else Attack(scout2,mbike2);
            mission_state++;
        }

        break;
    case 3:
        if ((!IsAlive(scout1)) && (!IsAlive(scout2)))
        {
            scout1=BuildObject("fvscout",2,"patrol_spawn");
            scout2=BuildObject("fvscout",2,"patrol_spawn");
            if (IsAlive(mbike1))
            {
                Attack(scout1,mbike1);
            }
            else Attack(scout1,player);
            if (IsAlive(mbike2))
            {
                Attack(scout2,mbike2);
            }
            else	Attack(scout2,player);
        }
        if ((cbunker!=NULL) && (guntow1!=NULL)
                && (guntow2!=NULL))
        {
            AudioMessage("isdf0608.wav");
            /*
            	Manson:
            	Great!
            	I'm sending a scavenger to secure
            	that pool.
            	Prepare for further orders.

            */
            // more cannon foder to get pulverized
            atk1=BuildObject("fvtank",2,"patrol_spawn1");
            Attack(atk1,guntow1);  // cannon foder
            atk2=BuildObject("fvtank",2,"patrol_spawn2");
            Attack(atk2,guntow2);  // cannon foder

            // FraKTal says this scav doesn't want to deploy on its
            // own. So, put it under 100% human control - NM 6/27/03
#if 0
            // was
            scav=BuildObject("ivscav",3,"constructor_spawn");
#else
            // now
            scav=BuildObject("ivscav",1,"constructor_spawn");
#endif

            Goto(scav,"pool");
            ClearObjectives();
            AddObjective("isdf0607.otf",WHITE,10.0f);
            mission_state++;
        }
        break;
    case 4:  // when the scavenger gets there-- attack!!
        if (GetDistance(scav,"pool")<100.0f)
        {
            AudioMessage("isdf0609.wav");
            AudioMessage("isdf0613.wav");
            // Shabayev:
            // Its time we finish them off.
            // All forces, converge on the enemy base!
            SetObjectiveOn(goal);
            mission_state++;
            // spawn in patrols
            atk1=BuildObject("fvtank",2,"patrol_spawn2");
            atk2=BuildObject("fvtank",2,"patrol_spawn2");
            atk3=BuildObject("fvsent",2,"patrol_spawn");
            atk4=BuildObject("fvsent",2,"patrol_spawn");
            Patrol(atk1,"patrol");
            Patrol(atk2,"patrol");
            Patrol(atk3,"patrol");
            Patrol(atk4,"patrol");
            // spawn in attackers
            atk1=BuildObject("ivtank",3,"constructor_spawn");
            atk2=BuildObject("ivtank",3,"constructor_spawn");
            Goto(atk1,goal);
            Goto(atk2,goal);
            BuildObject("ibbomb",1,"bomber");  // you get a bomber
//					BuildObject("ivbomb",1,"bomber");
            ClearObjectives();
            AddObjective("isdf0608.otf",WHITE,10.0f);
        }
        break;
    case 5:  // test to destroy base
        time_counter++;
        if (time_counter%1200==0) // every minute 1/2
        {
            atk1=BuildObject("fvtank",2,"patrol_spawn2");
            atk2=BuildObject("fvtank",2,"patrol_spawn2");
            Patrol(atk1,"patrol");
            Patrol(atk2,"patrol");
        }
        if (!IsAlive(goal))
        {
            // you win
            SucceedMission(GetTime()+20.0f,"isdf06w1.txt");
            mission_state++;
            ClearObjectives();
            AddObjective("isdf0609.otf",WHITE,10.0f);
        }
        break;
    case 6:
        // cineractive
        // Through the worm hole
        break;

    } // switch
}
예제 #16
0
void  Prey::SUBFSM()
{
	if (FSTATE == FS_SLEEPING)
	{
		Sleep();
	}
	else
	{
		if (MSTATE ==MS_ALERTED)
		{
			if (CheckNightTime()==false)
				MSTATE = MS_NORMAL;
		}
		if (AmLeader)
		{
			if ((mCurState!=ES_EVADING)&&(mCurState!=ES_MATING)&&(mCurState!=ES_ATTACK))
			{
				LeaderHunterCheck();
			}
			if (MSTATE == MS_NORMAL)
			{

				if(CheckNightTime())
				{
					SetLeaderState(LS_PATROL);
					SetAnimationSpeed(200);
					PlayAnimation(ANIMATION_STANDING);
					SetState(ES_IDLE);
				}
			}
			switch(LSTATE)
			{
			case LS_NORMAL:
				Wander();
				break;
			case LS_PATROL:
				Patrol();
				break;
			default:
				break;
			}
		}
		else
		{
			if (MSTATE == MS_NORMAL)
			{
				if(CheckNightTime())
				{

					SetFollowerState(FS_SLEEPING);
					SetAnimationSpeed(200);
					SetState(ES_IDLE);
				}
			}
			if (MyLeader)
				CheckLeaderAlive();
			if (LeaderAlive)
			{
				switch(FSTATE)
				{
				case FS_NORMAL:
					FollowLeader();
					break;
				case FS_CHASELEADER:
					ChaseLeader();
					break;
				default:
					break;
				}
			}
			else
			{
				Wander();
			}
		}
	}
	
}
예제 #17
0
void scion02::Execute(void)
{





/*
	Here is where you put what happens every frame.  
*/
	// paths
	// spawn_scout1  >> strike1 
	// spawn_scout2  >> strike2
	
	//	SetCurAmmo(player,1500);//TEMP	
	//	SetCurHealth(player,2000);//TEMP
//STARTING PARAMETERS
	
	char tempstr[128];

	if ((!been_detected) && (mission_state<5)) // 5= ambush is set
	{
		/*
		Handle foe=GetWhoShotMe(player);
		if ((foe!=NULL) && (foe!=oldscout) && 
			(IsAlive(oldscout)) && // I just added this.. probably unness if HandleScout worked
			(GetTeamNum(oldscout)==comp_team))
		*/
		if ((GetDistance(enemytank1,player)<75.0f) ||
			(GetDistance(enemytank2,player)<75.0f) ||
			(GetDistance(enemyscout1,player)<75.0f) ||
			(GetDistance(enemyscout2,player)<75.0f))
		{
			been_detected=true;
			mission_state=101;
			AudioMessage("scion0220.wav");  // oh no we've been detected
			been_detected=true;
		}
		HandleScout();
	}
	


	switch (mission_state)
	{
		case 0:
			{
			// HACK to fix bug
				Handle shab=GetHandle("shabayev");  // what is she doing here anyway?
				RemoveObject(shab);

			// play message
				talk1 = AudioMessage("scion0201.wav");
		
			// take over base
				SetScrap(1,40);

			// Your starting base
				int grp=GetFirstEmptyGroup();			
				recycler=BuildObject("fvrec2",1,"recycler");
				SetGroup(recycler,grp);	

				grp++;
				scav1=BuildObject("fvscav",1,"scav_1");
				SetGroup(scav1,grp);
				grp++;
				scav2=BuildObject("fvscav",1,"scav_2");
				SetGroup(scav2,grp);	
			
				grp++;
				turret1=BuildObject("fvturr",1,"turret_1");
				SetGroup(turret1,grp);
				turret2=BuildObject("fvturr",1,"turret_2");
				SetGroup(turret2,grp);

				grp++;
				sent1=BuildObject("fvtank",1,"tank_1");
				SetGroup(sent1,grp);
				sent2=BuildObject("fvtank",1,"tank_2");
				SetGroup(sent2,grp);

				grp++;
				constructor=BuildObject("fvcos2",1,"cons_1");
				SetGroup(constructor,grp);

				objective=BuildObject("ibnav",1,"jammer");
//	These units have smaller engage ranges
				enemytank1=BuildObject("ivtas2",2,"etank_1");
				enemyscout1=BuildObject("ivscos2",2,"escout_1");	
	
				enemytank2=BuildObject("ivtas2",2,"etank_2");
				enemyscout2=BuildObject("ivscos2",2,"escout_2");

				Patrol(enemytank1,"isdf_patrol1",0);
				Patrol(enemyscout1,"isdf_patrol1",0);

				Patrol(enemytank2,"isdf_patrol2",0);
				Patrol(enemyscout2,"isdf_patrol2",0);

				BuildObject("ibgtow",comp_team,"egtow_1");
				BuildObject("ibgtow",comp_team,"egtow_2");
				power1=BuildObject("ibpgen",comp_team,"epgen_1");
				power2=BuildObject("ibpgen",comp_team,"epgen_2");
				BuildObject("ibsbay",comp_team,"esbay");
				BuildObject("ibfact",comp_team,"efact");
				enemybase=BuildObject("ibrecy",comp_team,"erecy");
				BuildObject("ibarmo",comp_team,"earmo");

				base_unit_1=BuildObject("ivtank",comp_team,"base_unit_1");
				base_unit_2=BuildObject("ivmisl",comp_team,"base_unit_2");
				base_unit_3=BuildObject("ivtank",comp_team,"base_unit_3");
				base_unit_4=BuildObject("ivmisl",comp_team,"base_unit_4");
				
				mission_state++;
			}
			break;
		case 1:  // further instruction
			if ((IsAudioMessageDone(talk1)))
			{
					ClearObjectives();
					AudioMessage("scion0202.wav");
					AddObjective("scion0201.otf",WHITE,20.0f);
					SetObjectiveOn(objective); 
					TranslateString2(tempstr, sizeof(tempstr), "MissionS0201");  // Ambush
					SetObjectiveName(objective,tempstr);
					mission_state++;
			}
			break;
		case 2:  // player arrives at ambush site
			if (GetDistance(player,objective)<75.0f)	
			{
				AudioMessage("scion0203.wav");  // good now set up
				ClearObjectives();
				AddObjective("scion0202.otf",WHITE,20.0f);
				AddObjective("scion0203.otf",WHITE,20.0f);
				mission_state++;

			}
			break;
		case 3: // wait for the constructor to show up
				if (GetDistance(constructor,objective)<75.0f)
				{	
					AudioMessage("scion0204.wav"); // Good, now build a jammer
					ClearObjectives();
					AddObjective("scion0202.otf",GREEN,5.0f);
					AddObjective("scion0203.otf",WHITE,5.0f);
					mission_state++;
				}
			break;
		case 4:
				if (jammer_exists)
				{
					AudioMessage("scion0205.wav");  
					// now drive into the enemy base and lead them to 
					// your ambush.  
					ClearObjectives();
					AddObjective("scion0204.otf",WHITE,10.0f);
					mission_state++;
					SetIndependence(enemytank1,1);
					SetIndependence(enemytank2,1);
					SetIndependence(enemyscout1,1);
					SetIndependence(enemyscout2,1);
					been_detected=true;  // doesn't matter now
				}
			break;
		case 5: 
			if ((GetDistance(player,base_unit_1)<200.0f) ||
				(GetDistance(player,base_unit_2)<200.0f)
				|| (GetDistance(player,enemytank1)<75.0f)
				|| (GetDistance(player,enemyscout1)<75.0f))
			{
				AudioMessage("scion0206.wav");
				// Here they come!
				Goto(base_unit_1,"go_jammer");
				Goto(base_unit_2,"go_jammer");
				Goto(base_unit_3,"go_jammer");
				Goto(base_unit_4,"go_jammer");
				Attack(enemyscout1,player);
				Attack(enemytank1,player);
				// the ambush has begun
				mission_state++;
			}
			break;
		case 6: // wait for ambush to end
			if (!IsAlive(player))
			{
				if (IsAlive(base_unit_1))  
					Attack(base_unit_1,jammer);
				if (IsAlive(base_unit_2))
					Attack(base_unit_2,jammer);
				if (IsAlive(base_unit_3))
					Attack(base_unit_3,jammer);
				if (IsAlive(base_unit_4))
					Attack(base_unit_4,jammer);
				if (IsAlive(enemyscout1))
					Attack(enemyscout1,player);
				if (IsAlive(enemytank1))
					Attack(enemytank1,player);
			}
			if ((!IsAlive(base_unit_1)) &&
				(!IsAlive(base_unit_2)) &&
				(!IsAlive(base_unit_3)) &&
				(!IsAlive(base_unit_4)))
			{
				AudioMessage("scion0207.wav");
				ArtilleryObjective();
				/*
					Now we will use artillery
					to finish off the base surgically
				*/
				// set where the artillery goes as an objective, 
				// wait for the player to build it
				SetObjectiveOff(objective);
				objective2=BuildObject("ibnav",1,"escout_1");
				SetObjectiveOn(objective2);
				TranslateString2(tempstr, sizeof(tempstr), "MissionS0202");  // Artillery
				SetObjectiveName(objective2,tempstr);
				mission_state++;
			}
			break;
		case 7:  // wait for artillery
			if ((IsAlive(artillery)) || (IsAlive(artillery2)))
			{
				AudioMessage("scion0208.wav");
				art_objective1=true;
				ArtilleryObjective();
				mission_state++;
			}
			break;
		case 8:  // wait for it to get there
			if (
				((IsAlive(artillery2)) && (GetDistance(artillery,objective2)<50.0f)) || 
				((IsAlive(artillery2)) && (GetDistance(artillery2,objective2)<50.0f))  ) 
			{
				art_objective2=true;
				ArtilleryObjective();
				AudioMessage("scion0209.wav");
				SetObjectiveOn(power1);
				SetObjectiveOn(power2);
				mission_state++;
			}
			break;
		case 9:
			increment++;
			if (increment%300==0)
			{
				if (!last_objective) {
					ClearObjectives();
					AddObjective("scion0206.otf",WHITE,5.0f);
					last_objective=true;
				}
				Handle atk1=BuildObject("ivscout",2,"base_unit_2");
				Attack(atk1,artillery);
			}
			if ((!IsAlive(power1)) || (!IsAlive(power2)))
			{
				AudioMessage("scion0210.wav");
				if (IsAlive(power1))
					SetObjectiveOff(power1);
				if (IsAlive(power2))
					SetObjectiveOff(power2);
				mission_state++;
			}
			break;
		case 10:
			if (GetDistance(player,"erecy")<75.0f)
			{
				AudioMessage("scion0211.wav");
				SucceedMission(GetTime()+10.0f,"scion02w1.txt");
				mission_state++;
			}
			break;
		case 101:  // player is detected too soon
			{
				increment++;
				if (increment%300==0)
				{
					Handle atk=BuildObject("ivtank",comp_team,"efact");
					Attack(atk,recycler);
					atk=BuildObject("ivmbike",comp_team,"efact");
					Attack(atk,recycler);
					atk=BuildObject("ivrckt",comp_team,"spawn_scout1");
					Goto(atk,"strike1");
				}
			}
			break;
		case 102:
			/*
				You lose, movie etc.  

			*/
			{
				FailMission(GetTime()+15.0f,"scion0201.otf");
				mission_state++;
			}
			break;
	}
				


	//making sure isdf base guardians stay in the area
/*
	if ((!tank1toofar) && (GetDistance(basetank1,"goback") > 250))
	{
		Retreat(basetank1,"goback");
		tank1toofar = true;
	}

	if ((!tank2toofar) && (GetDistance(basetank2,"goback") > 250))
	{
		Retreat(basetank2,"goback");
		tank2toofar = true;
	}

	if ((!scout1toofar) && (GetDistance(scout1,"goback") > 250))
	{
		Retreat(scout1,"goback");
		scout1toofar = true;
	}

///
	if ((tank1toofar) && (GetDistance(basetank1,"goback") <100))
	{
		Attack(basetank1,player);
		tank1toofar = false;
	}
	
	if ((tank2toofar) && (GetDistance(basetank2,"goback") <100))
	{
		Attack(basetank2,player);
		tank2toofar = false;
	}

	if ((scout1toofar) && (GetDistance(scout1,"goback") <100))
	{
		Attack(scout1,player);
		scout1toofar = false;
	}
*/
	if ((mission_state<102) && (!IsAlive(recycler)))
	{
		mission_state=102;
	}
	player = GetPlayerHandle();

}