//***Map layout and concept was designed by Jason Wildblood***// //** Pads **// //Left screen pads// pad leftposition_11 11 noone > 0 pad leftposition_12 12 noone > 0 pad leftposition_13 13 noone > 0 pad leftposition_14 14 noone > 0 pad leftposition_15 15 noone > 0 pad leftposition_21 21 noone > 0 pad leftposition_22 22 noone > 0 pad leftposition_23 23 noone > 0 pad leftposition_24 24 noone > 0 pad leftposition_25 25 noone > 0 pad leftposition_31 31 noone > 0 pad leftposition_32 32 noone > 0 pad leftposition_33 33 noone > 0 pad leftposition_34 34 noone > 0 pad leftposition_35 35 noone > 0 pad leftposition_41 41 noone > 0 pad leftposition_42 42 noone > 0 pad leftposition_43 43 noone > 0 pad leftposition_44 44 noone > 0 pad leftposition_45 45 noone > 0 //right screen pads// pad rightposition_51 51 noone > 0 pad rightposition_52 52 noone > 0 pad rightposition_53 53 noone > 0 pad rightposition_54 54 noone > 0 pad rightposition_55 55 noone > 0 pad rightposition_61 61 noone > 0 pad rightposition_62 62 noone > 0 pad rightposition_63 63 noone > 0 pad rightposition_64 64 noone > 0 pad rightposition_65 65 noone > 0 pad rightposition_81 81 noone > 0 pad rightposition_82 82 noone > 0 pad rightposition_83 83 noone > 0 pad rightposition_84 84 noone > 0 pad rightposition_85 85 noone > 0 pad botposition_205 205 noone > 0 pad botposition_204 204 noone > 0 pad botposition_203 203 noone > 0 pad botposition_202 202 noone > 0 pad botposition_201 201 noone > 0 pad botposition_207 207 noone > 0 pad botposition_208 208 noone > 0 pad botposition_209 209 noone > 0 pad botLEFTposition_160 160 noone > 0 pad botLEFTposition_161 161 noone > 0 pad botLEFTposition_162 162 noone > 0 pad botLEFTposition_163 163 noone > 0 pad botLEFTposition_164 164 noone > 0 pad botLEFTposition_165 165 noone > 0 //Pads for frontal attack// pad rightstop_140 140 noone > 0 pad rightstop_141 141 noone > 0 pad rightstop_142 142 noone > 0 pad rightstop_143 143 noone > 0 pad rightstop_144 144 noone > 0 pad rightstop_145 145 noone > 0 pad rightstop_146 146 noone > 0 pad rightstop_147 147 noone > 0 pad rightstop_148 148 noone > 0 pad rightstop_149 149 noone > 0 pad rightstop_100 100 noone > 0 pad rightstop_70 70 noone > 0 pad rightstop_90 90 noone > 0 pad leftstop_150 150 noone > 0 pad leftstop_151 151 noone > 0 pad leftstop_152 152 noone > 0 pad leftstop_153 153 noone > 0 pad leftstop_154 154 noone > 0 pad leftstop_155 155 noone > 0 pad leftstop_156 156 noone > 0 pad leftstop_157 157 noone > 0 pad leftstop_158 158 noone > 0 pad leftstop_159 159 noone > 0 pad leftstop_40 40 noone > 0 pad leftstop_50 50 noone > 0 pad leftstop_80 80 noone > 0 pad leftstop_30 30 noone > 0 pad leftstop_79 79 noone > 0 pad botstop_71 71 noone > 0 pad botstop_72 72 noone > 0 pad botstop_77 77 noone > 0 pad botstop_76 76 noone > 0 pad topstop_73 73 noone > 0 pad topstop_74 74 noone > 0 pad topstop_75 75 noone > 0 pad topstop_78 78 noone > 0 //final lords// //pad leftlord1 120 do_or_die1 > 0 //pad leftlord2 120 do_or_die2 > 0 //pad rightlord1 130 do_or_die3 > 0 //pad rightlord2 130 do_or_die4 > 0 //Demolition Crew pads// pad leftdemo1 120 tanleftman > 0 pad leftdemo2 200 tanleftman > 0 pad leftplacebomb 200 pad rightdemo1 130 tanrightman > 0 pad rightdemo2 199 tanrightman > 0 pad rightplacebomb 199 //Extra attack pads// pad extraposition_101 101 noone > 0 pad extraposition_102 102 noone > 0 pad extraposition_103 103 noone > 0 pad extraposition_104 104 noone > 0 pad extraposition_105 105 noone > 0 //Robot trap// pad r2_boilpad 168 green > 0 //South Door Activation// pad sdoor_activate 199 green trooper > 0 //North Door Activation// pad ndoor_activate 200 green trooper > 0 //Spacemen deployment// pad spacebabe 231 noone > 0 pad spaceman1 232 noone > 0 pad spaceman2 233 noone > 0 pad spaceman3 234 noone > 0 pad spaceman4 235 noone > 0 pad spaceman5 236 noone > 0 pad spaceman6 237 noone > 0 pad spaceman7 238 noone > 0 pad spaceman8 239 noone > 0 pad spaceman9 240 noone > 0 pad spaceman10 241 noone > 0 pad spaceman11 242 noone > 0 pad spaceman12 243 noone > 0 //HQ healing// pad healthemen 230 green trooper //Variables// variable open_closen 0 variable ndoorhealth 0 variable open_closen02 0 variable sdoorhealth 0 variable onesmoke1 0 variable onesmoke2 0 variable onesmoke3 0 variable onesmoke4 0 variable onesmoke5 0 //Pre-Loaded Sprites// preloadsprite 43 200 0 preloadsprite 43 200 1 preloadsprite 43 201 0 preloadsprite 43 201 1 preloadsprite 43 202 0 preloadsprite 43 202 1 preloadsprite 43 203 0 preloadsprite 43 203 1 //**Startup**// if startup1 then triggerdelay 200 makespacemen, triggerdelay 3000 playcosmowave01, triggerdelay 500 ambientSFX, triggerdelay 7000 playsargewave01, triggerdelay 600 showsataliteview, trigger tandemo, trigger undeploymentofmen, triggerdelay 15000 makemeat if ambientSFX then playsound "HQambient.wav" spacehq 10 1 1 50 if undeploymentofmen then undeploy Chang, undeploy Fairchild, undeploy Cray, undeploy Cash, undeploy Lynch //@1 num @2 unitname @3 padname @4 weapontype @5 padnum @6 unittype @7 level @8 facing// macro rovermacro 8 { pad @3 @5 if killrover@1 then createunit "@2" @6 @3 tan @4 @7, beam @2 1000, setaimode @2 standfire, setfacing @2 @8 } expand rovermacro ( 1 roverkill1 killpad1 mediumlaser 221 Humanoid 3 172) expand rovermacro ( 1 roverkill2 killpad2 deathray 222 eyeball 2 192 ) expand rovermacro ( 1 roverkill3 killpad3 mediumlaser 223 Humanoid 3 200 ) expand rovermacro ( 2 roverkill4 killpad4 mediumlaser 224 Humanoid 3 172 ) expand rovermacro ( 2 roverkill5 killpad5 deathray 225 eyeball 2 192 ) expand rovermacro ( 2 roverkill6 killpad6 mediumlaser 226 Humanoid 3 200 ) pad roverpad 210 pad roverpad2 211 if makespacemen then createvehicle "rover" lightHover roverpad green, setfacing rover 148, setforcecolor rover blue, createvehicle "rover2" HeavyHover roverpad2 green, setfacing rover2 28, setforcecolor rover2 blue, createunit "Tina_Tomorrow" spacewomanp spacebabe green freezelaser, setmaxhealth Tina_Tomorrow 400, heal Tina_Tomorrow 100, createunit "Laser_Light" spacemang spaceman8 green lasergatling, createunit "Spank" spacemang (3175,1578) green lasergatling 1 6, createunit "Vaverk" spacemang (1752,2310) green lasergatling, createunit "Dominique" spacemang (1748,2375) green lasergatling, createunit "Speck" spacemang (1857,2395) green lasergatling, createunit "Net" spacemang (1859,2315) green lasergatling, createunit ".Com" spacemang (2382,2498) green lasergatling, createunit "Malogal" spacemang (2423,2373) green lasergatling, createunit "Chaninator" spacemang (2256,2480) green lasergatling, createunit "On_Ice" spacemang (2253,2395) green lasergatling, createunit "BurningSun" spacemang spaceman7 green lasergatling, createunit "Marksman" spacemang spaceman6 green lasergatling, createunit "Tearen" spacemang spaceman5 green lasergatling, createunit "Mikaela" spacewomanp spaceman4 green freezelaser, createunit ".Org" spacemanm (1824,2335) green napalmmortar, createunit "Firesrite" spacemanm (2312,2433) green napalmmortar, createunit "Wildman" spacemang spaceman3 green lasergatling, createunit "Doh" spacemang spaceman2 green lasergatling, createunit "Star_Bright" spacemang spaceman1 green lasergatling, createunit "Meridian_Star" spacemang spaceman9 green lasergatling, createunit "Head_Space" spacemang (1263,2525) green lasergatling 1 6, createunit "Faurloan" spacemang spaceman11 green lasergatling, createunit "Shine" spacemang spaceman12 green lasergatling, createunit "Peace" mortarman (2314,1794) green mortar, createunit "Rock_N_Roll" bazookaman (2311,1767) green bazooka, createunit "Magnum" rifleman (2482,1813) green heavymg, createunit "Clip" rifleman (2482,1762) green heavymg, createpowerup "" vulcan (2386,1620), createpowerup flamer (2373,1854) 60, createpowerup "" bazooka (2313,1677) 10, createunit "predep1" humanoid (3030,473) tan lightlaser, createunit "predep2" humanoid (3260,668) tan lightlaser, createunit "predep3" humanoid (3495,773) tan lightlaser, createunit "predep4" humanoid (3381,921) tan lightlaser, createunit "predep5" humanoid (3268,815) tan lightlaser, createunit "predep6" humanoid (3682,1339) tan lightlaser, createunit "predep7" humanoid (3583,1500) tan lightlaser, createunit "predep8" humanoid (3707,1728) tan lightlaser, setfacing predep1 70, setfacing predep2 74, setfacing predep3 84, setfacing predep4 80, setfacing predep5 70, setfacing predep6 14, setfacing predep7 20, setfacing predep8 26, createunit "R2_3d0" robot (909,1375) green electricshock, createunit "robotguard01" eyeball (788,1409) tan deathray 2, createunit "robotguard02" eyeball (841,1453) tan deathray 2, setfacing R2_3d0 80, setnpc R2_3d0 1, setaimode R2_3d0 ignore, setaimode robotguard01 ignore, setfacing robotguard01 74, setaimode robotguard02 ignore, setfacing robotguard02 78, createunit "robotguard03" humanoid (323,2018) tan mediumlaser, createunit "robotguard04" humanoid (444,2074) tan mediumlaser, createunit "robotguard05" humanoid (547,2038) tan mediumlaser, setaimode robotguard03 attack, setfacing robotguard03 118, setaimode robotguard04 attack, setfacing robotguard04 128, setaimode robotguard05 attack, setfacing robotguard05 148, setunitgroup Peace 1, setunitgroup Rock_N_Roll 1, setunitgroup Magnum 1, setunitgroup Clip 1, setsquadleader Tina_Tomorrow 2, setunitgroup Head_Space 6, setunitgroup Wildman 2, setunitgroup Star_Bright 2, setunitgroup Meridian_Star 2, setunitgroup Laser_Light 2, setunitgroup Doh 2, setsquadleader Mikaela 4, setunitgroup Marksman 4, setunitgroup BurningSun 4, setunitgroup Faurloan 4, setunitgroup Shine 4, setunitgroup Tearen 4, setsquadleader .org 3, setunitgroup Vaverk 3, setunitgroup Dominique 3, setunitgroup Speck 3, setunitgroup Net 3, setsquadleader Firesrite 5, setunitgroup .Com 5, setunitgroup Malogal 5, setunitgroup On_Ice 5, setunitgroup Chaninator 5, setfacing Tina_Tomorrow 54, setfacing Head_Space 88, setfacing Star_Bright 54, setfacing Meridian_Star 54, setfacing Laser_Light 54, setfacing Doh 54, setfacing wildman 54, setfacing Mikaela 182, setfacing Marksman 182, setfacing BurningSun 182, setfacing Faurloan 182, setfacing Shine 182, setfacing Tearen 182, setfacing spank 200, triggerdelay 10000 killrover1 if killed G_armor then createpowerup "" mortar G_Armor 12 if killed D_Fruin then createpowerup "" bazooka D_Fruin 12 if allof killed robotguard03 killed robotguard04 killed robotguard05 then triggerdelay 10000 killrobot, setaimode R2_3d0 standfire, setnpc R2_3d0 0, setunitgroup R2_3d0 6 if killrobot then setaimode robotguard01 attack, setfacing robotguard01 200, setaimode robotguard02 attack, setfacing robotguard02 200 if padon r2_boilpad butnot ontrigr2_pad then damage boil28 1000, damage boil29 1000 //Healing// if padon healthemen butnot hqdestoryed then heal me 10 //**Win Condition**// variable sargevar 0 variable spacehqvar 0 variable tinavar 0 If allof killed do_or_die1 killed do_or_die2 testvar sargevar = 0 and spacehqvar = 0 and tinavar = 0 then playsound "SpaceHQ10_04.wav" 11 1, triggerdelay 3000 finishwin if finishwin testvar sargevar = 0 and spacehqvar = 0 and tinavar = 0 then playsound "Tina_AlienOverLord.wav" 12 3, triggerdelay 4000 wincheck1 if wincheck1 testvar sargevar = 0 and spacehqvar = 0 and tinavar = 0 then playsound "Sarge10_01.wav" 13 2, triggerdelay 2000 wincheck2 if wincheck2 testvar sargevar = 0 and spacehqvar = 0 and tinavar = 0 and then showpda "The enemy failed to destroy the Galactic HQ. Mission Accomplished!", triggerdelay 2000 greenwins //**Lose Condition**// if killed tina_tomorrow testvar sargevar = 0 and spacehqvar = 0 then setvar tinavar 1, setuilock 1, setcamerafocus tina_tomorrow, showpda "Tina Tomorrow was killed in action. Mission failed.", triggerdelay 2500 tanwinner if killed greensarge1 testvar spacehqvar = 0 and tinavar = 0 then setvar sargevar 1, setuilock 1, setcamerafocus greensarge1, triggerdelay 2500 TankilledSarge if TankilledSarge then trigger showsargedeathpda, trigger tanwinner if showsargedeathpda then showfailure "You let Sarge die!" if killed spacehq testvar sargevar = 0 and tinavar = 0 then setvar spacehqvar 1, setuilock 1, setcamerafocus setcamfoc, trigger hqtoast, trigger makeexp if hqtoast then trigger showendpda, triggerdelay 2500 tanwinner if showendpda then showpda "The Galactic HQ was destroyed! All is lost." if tanwinner then triggerdelay 500 tanwins if makeexp then createexplosion (2279,1896) 130 150 blue, createexplosion (2259,2025) 130 150 blue, triggerdelay 500 exp02 if exp02 then createexplosion (2235,1960) 130 150 blue, createexplosion (2216,2081) 130 150 blue, triggerdelay 500 exp_03 if exp_03 then createexplosion (2260,2000) 130 150 blue, triggerdelay 500 exp_04 if exp_04 then createexplosion (2248,2049) 130 150 blue, triggerdelay 500 exp_05 if exp_05 then createexplosion (2278,2079) 130 150 blue //**Sounds**// if playcosmowave01 then playsound "Tina10_01.wav" 14 3 if playsargewave01 then playsound "Sarge10_02.wav" 15 3 //**Game Action*First attack**// pad rocketpad1 228 motarfup pad rocketpad2 229 bottomfup if padon rocketpad1 butnot onRpad1 then setfacing motarfup 148, setaimode motarfup standfire, trigger onRpad1 if padon rocketpad2 butnot onRpad2 then setfacing bottomfup 212, setaimode bottomfup standfire, trigger onRpad2 if makemeat then Createunit "meat1" humanoid leftposition_11 tan lightlaser, Createunit "meat2" humanoid leftposition_21 tan lightlaser, Createunit "meat3" humanoid leftposition_31 tan lightlaser, Createunit "meat4" humanoid rightposition_81 tan lightlaser, Createunit "meat5" humanoid rightposition_51 tan lightlaser, Createunit "meat6" humanoid rightposition_61 tan lightlaser, Createunit "meat7" humanoid leftposition_12 tan lightlaser, Createunit "meat8" humanoid leftposition_22 tan lightlaser, Createunit "meat9" humanoid leftposition_32 tan lightlaser, Createunit "meat10" humanoid botLEFTposition_162 tan lightlaser, Createunit "meat11" humanoid botLEFTposition_163 tan lightlaser, Createunit "meat12" humanoid botLEFTposition_165 tan lightlaser, Createunit "meat13" humanoid botLEFTposition_162 tan lightlaser, Createunit "meat14" humanoid botLEFTposition_160 tan lightlaser, Createunit "meat15" humanoid botLEFTposition_164 tan lightlaser, Createunit "meat16" humanoid botLEFTposition_161 tan lightlaser, Createunit "motarfup" mortarman leftposition_22 tan mortar, Createunit "bottomfup" mortarman botposition_205 tan mortar, setitemflag meat1 targetobjects 1, setitemflag meat2 targetobjects 1, setitemflag meat3 targetobjects 1, setitemflag meat4 targetobjects 1, setitemflag meat5 targetobjects 1, setitemflag meat6 targetobjects 1, setitemflag meat7 targetobjects 1, setitemflag meat8 targetobjects 1, setitemflag meat9 targetobjects 1, setitemflag meat10 targetobjects 1, setitemflag meat11 targetobjects 1, setitemflag meat12 targetobjects 1, setitemflag meat13 targetobjects 1, setitemflag meat14 targetobjects 1, setitemflag meat15 targetobjects 1, setitemflag meat16 targetobjects 1, setitemflag motarfup targetobjects 1, setitemflag bottomfup targetobjects 1, order meat1 goto (1212,751) inmode ignore, order meat2 goto (1337,670) inmode ignore, order meat3 goto (1431,597) inmode ignore, order meat4 goto (3411,3103) inmode ignore, order meat5 goto (3380,3251) inmode ignore, order meat6 goto (3487,2920) inmode ignore, order meat7 goto (1027,1806) inmode ignore, order meat8 goto (1594,480) inmode ignore, order meat9 goto (1734,382) inmode ignore, order meat10 goto (507,2973) inmode ignore, order meat11 goto (621,3092) inmode ignore, order meat12 goto (631,3214) inmode ignore, order meat13 goto (737,2962) inmode ignore, order meat14 goto (703,3298) inmode ignore, order meat15 goto (800,3407) inmode ignore, order meat16 goto (788,3112) inmode ignore, order motarfup goto rocketpad1 inmode ignore, order bottomfup goto rocketpad2 inmode ignore, triggerdelay 2000 setcond_meatgroup //triggerdelay 30000 meatorders if setcond_meatgroup then Createunit "meat21" humanoid botposition_201 tan lightlaser, Createunit "meat22" humanoid botposition_202 tan lightlaser, Createunit "meat23" humanoid botposition_203 tan lightlaser, Createunit "meat24" humanoid botposition_204 tan lightlaser, Createunit "meat25" humanoid botposition_205 tan lightlaser, Createunit "meat26" humanoid botposition_207 tan lightlaser, Createunit "meat27" humanoid botposition_208 tan lightlaser, Createunit "meat28" humanoid botposition_209 tan lightlaser, order meat21 goto (904,3598) inmode ignore, order meat22 goto (1206,3606) inmode ignore, order meat23 goto (1676,3614) inmode ignore, order meat24 goto (1494,3554) inmode ignore, order meat25 goto (1849,3694) inmode ignore, order meat26 goto (2896,3276) inmode ignore, order meat27 goto (3206,3214) inmode ignore, order meat28 goto (2655,3276) inmode ignore, setitemflag meat21 targetobjects 1, setitemflag meat22 targetobjects 1, setitemflag meat23 targetobjects 1, setitemflag meat24 targetobjects 1, setitemflag meat25 targetobjects 1, setitemflag meat26 targetobjects 1, setitemflag meat27 targetobjects 1, setitemflag meat28 targetobjects 1, triggerdelay 68800 assumeleftposition //**Second_Move!** Left side// if assumeleftposition then order meat1 goto leftstop_156 inmode standfire, order meat2 goto leftstop_157 inmode standfire, order meat3 goto leftstop_158 inmode standfire, order meat7 goto leftstop_155 inmode standfire, order meat8 goto leftstop_80 inmode standfire, order meat9 goto leftstop_50 inmode standfire, order meat10 goto leftstop_152 inmode standfire, order meat11 goto leftstop_151 inmode standfire, order meat12 goto leftstop_40 inmode standfire, order meat13 goto leftstop_153 inmode standfire, order meat14 goto leftstop_150 inmode standfire, order meat15 goto leftstop_30 inmode standfire, order meat16 goto leftstop_154 inmode standfire, triggerdelay 50000 orderleft01, triggerdelay 30000 assumerightposition if orderleft01 then order meat1 goto spacehq inmode attack, order meat2 goto spacehq inmode attack, order meat3 goto spacehq inmode attack, order meat7 goto spacehq inmode attack, order meat8 goto spacehq inmode attack, order meat9 goto spacehq inmode attack, trigger killrover2, triggerdelay 10000 alleftattack01 if alleftattack01 then order meat10 goto spacehq inmode attack, order meat11 goto spacehq inmode attack, order meat12 goto spacehq inmode attack, order meat13 goto spacehq inmode attack, order meat14 goto spacehq inmode attack, order meat15 goto spacehq inmode attack, order meat16 goto spacehq inmode attack, triggerdelay 10000 leftmap_secondwave //**Second_Move!** right side// if assumerightposition then order meat4 goto rightstop_149 inmode defend, order meat5 goto rightstop_145 inmode defend, order meat6 goto rightstop_148 inmode defend, order predep1 goto rightstop_142 inmode defend, order predep2 goto rightstop_144 inmode defend, order predep3 goto rightstop_141 inmode defend, order predep4 goto rightstop_140 inmode defend, order predep5 goto rightstop_146 inmode defend, order predep6 goto rightstop_100 inmode defend, order predep7 goto rightstop_90 inmode defend, order predep8 goto rightstop_70 inmode defend, triggerdelay 60000 rightsideorders01 if rightsideorders01 then order meat4 goto spacehq inmode attack, order meat5 goto spacehq inmode attack, order meat6 goto spacehq inmode attack, order predep1 goto spacehq inmode attack, triggerdelay 10000 Allattack01 if Allattack01 then order predep2 goto spacehq inmode attack, order predep3 goto spacehq inmode attack, order predep4 goto spacehq inmode attack, order predep5 goto spacehq inmode attack, order predep6 goto spacehq inmode attack, order predep7 goto spacehq inmode attack, order predep8 goto spacehq inmode attack if tandemo then createpowerup "disammo" disguisegreen demoammo 2, createpowerup "para" paratroopers demoammo 4, createunit "tanspy" rifleman demoammo tan, createunit "tanleftman" rifleman leftposition_21 tan, createunit "tanrightman" rifleman rightposition_51 tan, setaimode tanspy ignore, triggerdelay 1000 makegrenades, triggerdelay 800 makeflamethrower, triggerdelay 500 makebazooka, triggerdelay 500 orders if orders then order tanleftman goto leftdemo1 inmode ignore, order tanrightman goto rightdemo1 inmode ignore if padon leftdemo1 butnot onlyonetime01 then order tanleftman goto leftplacebomb inmode ignore, fireweapon disammo tanleftman tanleftman, trigger onlyonetime01 if padon rightdemo1 butnot onlyonetime02 then order tanrightman goto rightplacebomb inmode ignore, fireweapon disammo tanrightman tanrightman, trigger onlyonetime02 if padon leftdemo2 butnot placeonebomb1 then fireweapon demoammo tanleftman leftdemo2, triggerdelay 800 moveleftman, //triggerdelay 10000 damagesndoor, trigger placeonebomb1 if moveleftman then order tanleftman goto leftdemo1 inmode defend if padon rightdemo2 butnot placeonebomb2 then fireweapon demoammo tanrightman rightdemo2, triggerdelay 800 moverightman, triggerdelay 10000 damagessdoor, trigger placeonebomb2 if moverightman then order tanrightman goto rightdemo1 inmode defend //**Meat Men Macro**// macro meat 1 { if hit meat@1 butnot onehitmeat@1 then order meat@1 follow green inmode attack, trigger onehitmeat@1 } expand meat ( 1 ) expand meat ( 2 ) expand meat ( 3 ) expand meat ( 4 ) expand meat ( 5 ) expand meat ( 6 ) expand meat ( 7 ) expand meat ( 8 ) expand meat ( 9 ) expand meat ( 10 ) expand meat ( 11 ) expand meat ( 12 ) expand meat ( 13 ) expand meat ( 14 ) expand meat ( 15 ) expand meat ( 16 ) expand meat ( 17 ) expand meat ( 18 ) expand meat ( 19 ) expand meat ( 20 ) expand meat ( 21 ) expand meat ( 22 ) expand meat ( 23 ) expand meat ( 24 ) expand meat ( 25 ) expand meat ( 26 ) expand meat ( 27 ) expand meat ( 28 ) //**pre deployment macro**// macro predep 1 { if hit predep@1 butnot onehitpredep@1 then order predep@1 follow me inmode attack, trigger onehitpredep@1 } expand predep ( 1 ) expand predep ( 1 ) expand predep ( 1 ) expand predep ( 1 ) expand predep ( 1 ) expand predep ( 1 ) //************* kill Doors ***********// if damagessdoor then damage sdoor 200 if damagesndoor then damage ndoor 200 //**Rockets**// if showsataliteview then setglobalflag revealunitsonmap 1 if allof killed rocket01 killed rocket02 then setglobalflag revealunitsonmap 0 if killed rocket01 then createexplosion (2745,836) 139 15 blue, triggerdelay 500 exprocket1_01 if exprocket1_01 then createexplosion (2742,887) 139 15 blue, triggerdelay 500 exprocket1_02 if exprocket1_02 then createexplosion (2742,887) 138 150 blue, makesmoke (2742,887) 10000, makesmoke (2752,887) 8000, makesmoke (2742,857) 1000 if killed rocket02 then createexplosion (1708,2878) 139 15 blue, triggerdelay 500 exprocket2_01 if exprocket2_01 then createexplosion (1706,2917) 139 15 blue, triggerdelay 500 exprocket2_02 if exprocket2_02 then createexplosion (1708,2907) 138 150 blue, makesmoke (1708,2907) 10000, makesmoke (2752,848) 8000, makesmoke (1704,2957) 1000 //**Second attack**// if leftmap_secondwave then Createunit "seconds1" humanoid leftposition_11 tan lightlaser, Createunit "seconds2" humanoid leftposition_12 tan lightlaser, Createunit "seconds3" humanoid leftposition_13 tan lightlaser, Createunit "seconds4" humanoid leftposition_14 tan lightlaser, Createunit "seconds5" humanoid leftposition_15 tan lightlaser, Createunit "secondsfc1" fieldcommander leftposition_25 tan mediumlaser, order seconds1 goto (1337,670) inmode ignore, order seconds2 goto (1431,597) inmode ignore, order seconds3 goto (3177,3232) inmode ignore, order seconds4 goto (1027,1806) inmode ignore, order seconds5 goto (1594,480) inmode ignore, order secondsfc1 goto (1734,382) inmode ignore, setitemflag seconds1 targetobjects 1, setitemflag seconds2 targetobjects 1, setitemflag seconds3 targetobjects 1, setitemflag seconds4 targetobjects 1, setitemflag seconds5 targetobjects 1, setitemflag secondsfc1 targetobjects 1, triggerdelay 15000 second_wave02 if second_waveorders then order seconds1 goto leftstop_157 inmode defend, order seconds2 goto leftstop_158 inmode defend, order seconds3 goto leftstop_159 inmode defend, order seconds4 goto leftstop_156 inmode defend, order seconds5 goto leftstop_50 inmode defend, order secondsfc1 goto leftstop_30 inmode attack, order seconds6 goto leftstop_151 inmode ignore, order seconds7 goto leftstop_153 inmode ignore, order seconds8 goto leftstop_150 inmode ignore, order seconds9 goto leftstop_155 inmode ignore, order seconds10 goto leftstop_80 inmode ignore, order secondsfc2 goto leftstop_30 inmode ignore, order meat25 goto botstop_72 inmode defend, order meat24 goto botstop_71 inmode defend, order meat23 goto botstop_76 inmode standfire if second_wave02 then Createunit "seconds6" humanoid botLEFTposition_161 tan lightlaser, Createunit "seconds7" humanoid botLEFTposition_160 tan lightlaser, Createunit "seconds8" humanoid botLEFTposition_162 tan lightlaser, Createunit "seconds9" humanoid botLEFTposition_165 tan lightlaser, Createunit "seconds10" humanoid botLEFTposition_164 tan lightlaser, Createunit "secondsfc2" Fieldcommander botLEFTposition_163 tan mediumlaser, order seconds6 goto (621,3092) inmode ignore, order seconds7 goto (631,3214) inmode ignore, order seconds8 goto (800,3407) inmode ignore, order seconds9 goto (703,3298) inmode ignore, order seconds10 goto (788,3112) inmode ignore, order secondsfc2 goto (737,2962) inmode ignore, setitemflag seconds6 targetobjects 1, setitemflag seconds8 targetobjects 1, setitemflag seconds9 targetobjects 1, setitemflag seconds10 targetobjects 1, setitemflag secondsfc2 targetobjects 1, triggerdelay 20000 second_wave03 if second_wave03 then Createunit "seconds11" humanoid rightposition_51 tan lightlaser, Createunit "seconds12" humanoid rightposition_52 tan lightlaser, Createunit "seconds13" humanoid rightposition_55 tan lightlaser, Createunit "seconds14" humanoid rightposition_208 tan lightlaser, Createunit "seconds15" humanoid rightposition_54 tan lightlaser, Createunit "secondsfc3" fieldcommander rightposition_53 tan mediumlaser, order seconds11 goto (3206,3214) inmode ignore, order seconds12 goto (3356,3124) inmode ignore, order seconds13 goto (3413,2999) inmode ignore, order seconds14 goto (3262,3051) inmode ignore, order seconds15 goto (3051,3189) inmode ignore, order secondsfc3 goto (3348,3332) inmode ignore, setitemflag seconds11 targetobjects 1, setitemflag seconds13 targetobjects 1, setitemflag seconds15 targetobjects 1, triggerdelay 2000 second_waveorders, triggerdelay 20000 second_wave04 if second_wave04 then Createunit "seconds16" humanoid rightposition_61 tan lightlaser, Createunit "seconds17" humanoid rightposition_62 tan lightlaser, Createunit "seconds18" humanoid rightposition_63 tan lightlaser, Createunit "seconds19" humanoid rightposition_64 tan lightlaser, Createunit "seconds20" humanoid rightposition_65 tan lightlaser, order seconds16 goto (3206,3214) inmode ignore, order seconds17 goto (2655,3276) inmode ignore, order seconds18 goto (2896,3276) inmode ignore, order seconds19 goto (2655,3276) inmode ignore, order seconds20 goto (2074,3634) inmode ignore, setitemflag seconds16 targetobjects 1, setitemflag seconds17 targetobjects 1, setitemflag seconds18 targetobjects 1, setitemflag seconds19 targetobjects 1, setitemflag seconds20 targetobjects 1, triggerdelay 20000 secondwave_finalorders if secondwave_finalorders then order seconds11 goto rightstop_147 inmode ignore, order seconds12 goto rightstop_148 inmode ignore, order seconds13 goto rightstop_146 inmode ignore, order seconds14 goto rightstop_140 inmode ignore, order seconds15 goto rightstop_141 inmode ignore, order secondsfc3 goto rightstop_145 inmode ignore, order seconds16 goto rightstop_100 inmode ignore, order seconds17 goto rightstop_90 inmode ignore, order seconds18 goto rightstop_149 inmode ignore, order seconds19 goto rightstop_143 inmode ignore, order seconds20 goto rightstop_144 inmode ignore, Createunit "seconds21" eyeball rightstop_70 tan deathray, beam seconds21 1000, Createunit "seconds22" eyeball rightstop_142 tan deathray, beam seconds22 1000, triggerdelay 30000 ordersecondright, triggerdelay 10000 change_aimode if change_aimode then setaimode seconds11 defend, setaimode seconds12 defend, setaimode seconds13 defend, setaimode seconds14 defend, setaimode seconds15 defend, setaimode seconds16 defend, setaimode seconds17 defend, setaimode seconds18 defend, setaimode seconds19 defend, setaimode seconds20 defend, setaimode seconds21 defend, setaimode seconds22 defend, setaimode secondsfc3 attack if ordersecondright then order seconds11 goto spacehq inmode attack, order seconds12 goto spacehq inmode attack, order seconds13 goto spacehq inmode attack, order seconds14 goto spacehq inmode attack, order seconds15 goto spacehq inmode attack, order seconds16 goto spacehq inmode attack, order seconds17 goto spacehq inmode attack, order seconds18 goto spacehq inmode attack, order seconds19 goto spacehq inmode attack, order seconds20 goto spacehq inmode attack, order seconds21 goto spacehq inmode attack, order seconds22 goto spacehq inmode attack, order secondsfc3 goto spacehq inmode attack, triggerdelay 10000 sendsecondleft, triggerdelay 30000 third_wave1, triggerdelay 31000 orderthrdwave1, triggerdelay 70000 third_wave2, triggerdelay 75000 orderthrdwave2, triggerdelay 100000 third_wave3, triggerdelay 110000 orderthrdwave3, triggerdelay 120000 third_wave4, triggerdelay 139000 orderthrdwave4, triggerdelay 199000 fourth_wave1, triggerdelay 209000 orderfthwave1, triggerdelay 210000 fourth_wave2, triggerdelay 219000 orderfthwave2, triggerdelay 255000 launchpara, triggerdelay 300000 fourth_wave3, triggerdelay 309000 orderfthwave3, triggerdelay 310000 fifth_wave1, triggerdelay 319000 order5wave1, triggerdelay 320000 fifth_wave2, triggerdelay 329000 order5wave2, triggerdelay 410000 endit, triggerdelay 490000 doordie1, triggerdelay 500000 doordie2, triggerdelay 555000 doordie3, triggerdelay 565000 doordie4 if sendsecondleft then order seconds1 goto spacehq inmode attack, order seconds2 goto spacehq inmode attack, order seconds3 goto spacehq inmode attack, order seconds4 goto spacehq inmode attack, order seconds5 goto spacehq inmode attack, order seconds6 goto spacehq inmode attack, order seconds7 goto spacehq inmode attack, order seconds8 goto spacehq inmode attack, order seconds9 goto spacehq inmode attack, order seconds10 goto spacehq inmode attack, order secondsfc1 goto spacehq inmode attack, order secondsfc2 goto spacehq inmode attack //**Third attack**// //@1 = wave @2 = unitname @3 = unittype @4 = unitloaction @5 = weapon @6 = lvl @7 = facing //@8 = AI mode @9 = itemflag @10 butnot nums macro thirdmac 9 { if fourth_wave@1 then createunit "@2" @3 @4 tan @5 @6, beam @2 1000, setfacing @2 @7, setaimode @2 @8, setitemflag @2 targetobjects @9 if orderfthwave@1 then order @2 goto spacehq inmode attack if hit @2 butnot hitthird@1 then setaimode @2 defend } expand thirdmac ( 1 third1 eyeball rightstop_100 deathray 2 64 ignore 0 ) expand thirdmac ( 1 third2 eyeball leftstop_156 deathray 2 192 ignore 1 ) expand thirdmac ( 1 third3 eyeball rightstop_70 deathray 2 64 ignore 0 ) expand thirdmac ( 1 third4 eyeball leftstop_80 deathray 2 192 ignore 1 ) expand thirdmac ( 1 third5 eyeball leftstop_154 deathray 2 192 ignore 0 ) expand thirdmac ( 1 thirdchief1 humanoid leftstop_151 mediumlaser 3 192 ignore 0 ) expand thirdmac ( 1 thirdchief2 humanoid leftstop_152 mediumlaser 3 192 ignore 1 ) expand thirdmac ( 2 third6 humanoid leftstop_159 mediumlaser 2 192 ignore 0 ) expand thirdmac ( 2 third7 humanoid leftstop_155 mediumlaser 2 192 ignore 1 ) expand thirdmac ( 2 third8 humanoid leftstop_152 mediumlaser 2 192 ignore 0 ) expand thirdmac ( 2 third9 humanoid rightstop_142 mediumlaser 2 64 ignore 0 ) expand thirdmac ( 2 third10 humanoid rightstop_143 mediumlaser 2 64 ignore 0 ) expand thirdmac ( 2 thirdchief3 humanoid rightstop_141 mediumlaser 3 64 ignore 0 ) expand thirdmac ( 2 thirdchief4 humanoid leftstop_40 mediumlaser 3 192 ignore 0 ) expand thirdmac ( 3 third11 eyeball rightstop_140 deathray 2 64 ignore 0 ) expand thirdmac ( 3 third12 eyeball rightstop_143 deathray 2 64 ignore 0 ) expand thirdmac ( 3 third13 eyeball rightstop_144 deathray 2 64 ignore 0 ) expand thirdmac ( 3 third14 humanoid rightstop_145 mediumlaser 3 64 ignore 1 ) expand thirdmac ( 3 third15 humanoid rightstop_146 mediumlaser 3 64 ignore 1 ) expand thirdmac ( 4 third16 eyeball rightstop_140 deathray 3 192 ignore 0 ) expand thirdmac ( 4 third17 eyeball rightstop_143 deathray 3 192 ignore 0 ) expand thirdmac ( 4 third18 eyeball rightstop_144 deathray 3 192 ignore 0 ) expand thirdmac ( 4 third19 humanoid rightstop_145 mediumlaser 3 192 ignore 1 ) expand thirdmac ( 4 third20 humanoid rightstop_146 mediumlaser 3 192 ignore 1 ) //triggerdelay 55000 allthirdorders, // triggerdelay 30000 third_wave03 //**Fourth Attack**// //@1 = wave @2 = unitname @3 = unittype @4 = unitloaction @5 = weapon @6 = lvl @7 = facing //@8 = AI mode @9 = itemflag @10 butnot nums macro fourthmac 9 { if fourth_wave@1 then createunit "@2" @3 @4 tan @5 @6, beam @2 1000, setfacing @2 @7, setaimode @2 @8, setitemflag @2 targetobjects @9 if orderfthwave@1 then order @2 goto spacehq inmode attack if hit @2 butnot hitfourth@1 then setaimode @2 defend } expand fourthmac ( 1 fourth1 eyeball leftstop_156 deathray 2 192 ignore 0 ) expand fourthmac ( 1 fourth2 eyeball leftstop_157 deathray 2 192 ignore 1 ) expand fourthmac ( 1 fourth3 eyeball leftstop_158 deathray 2 192 ignore 1 ) expand fourthmac ( 1 fourth4 eyeball leftstop_79 deathray 2 192 ignore 1 ) expand fourthmac ( 1 fourth5 eyeball leftstop_150 deathray 2 192 ignore 0 ) expand fourthmac ( 1 fourth11 humanoid leftstop_151 mediumlaser 2 192 ignore 0 ) expand fourthmac ( 1 fourth12 humanoid leftstop_152 mediumlaser 2 192 ignore 1 ) expand fourthmac ( 1 fourth13 humanoid leftstop_153 mediumlaser 2 192 ignore 1 ) expand fourthmac ( 1 fourth14 humanoid leftstop_150 mediumlaser 2 192 ignore 1 ) expand fourthmac ( 1 fourth15 humanoid leftstop_154 mediumlaser 2 192 ignore 0 ) expand fourthmac ( 2 fourth31 eyeball leftstop_40 plasmacannon 3 192 ignore 1 ) expand fourthmac ( 2 fourth32 eyeball leftstop_30 plasmacannon 3 192 ignore 1 ) expand fourthmac ( 2 fourth33 eyeball leftstop_80 plasmacannon 3 192 ignore 1 ) expand fourthmac ( 2 fourth34 eyeball leftstop_50 deathray 2 192 ignore 1 ) expand fourthmac ( 2 fourth35 eyeball leftstop_153 deathray 2 192 ignore 0 ) expand fourthmac ( 3 fourth41 eyeball rightstop_140 plasmacannon 3 192 ignore 1 ) expand fourthmac ( 3 fourth42 eyeball rightstop_141 plasmacannon 3 192 ignore 1 ) expand fourthmac ( 3 fourth43 eyeball rightstop_142 plasmacannon 3 192 ignore 1 ) expand fourthmac ( 3 fourth44 eyeball rightstop_143 deathray 2 192 ignore 0 ) expand fourthmac ( 3 fourth45 eyeball rightstop_144 deathray 2 192 ignore 0 ) expand fourthmac ( 3 fourth51 humanoid rightstop_145 mediumlaser 2 192 ignore 0 ) expand fourthmac ( 3 fourth52 humanoid rightstop_146 mediumlaser 2 192 ignore 0 ) expand fourthmac ( 3 fourth53 humanoid rightstop_147 mediumlaser 2 192 ignore 0 ) expand fourthmac ( 3 fourth54 humanoid rightstop_148 mediumlaser 2 192 ignore 0 ) expand fourthmac ( 3 fourth55 humanoid rightstop_149 mediumlaser 2 192 ignore 0 ) // triggerdelay 6000 sendleftsidefourth, // triggerdelay 50000 launchpara if launchpara then fireweapon para tanspy (2074,2310), fireweapon para tanspy (1931,1931), fireweapon para tanspy (2074,1817), triggerdelay 20000 Final_wave01 //**Final Attack**// //@1 = wave @2 = unitname @3 = unittype @4 = unitloaction @5 = weapon @6 = lvl @7 = facing //@8 = AI mode @9 = itemflag @10 butnot nums macro fifthmac 9 { if fifth_wave@1 then createunit "@2" @3 @4 tan @5 @6, beam @2 1000, setfacing @2 @7, setaimode @2 @8, setitemflag @2 targetobjects @9 if order5wave@1 then order @2 goto spacehq inmode attack if hit @2 butnot hitfourth@1 then setaimode @2 defend } expand fifthmac ( 1 final1 humanoid rightstop_140 heavylaser 3 64 ignore 0 ) expand fifthmac ( 1 final2 humanoid rightstop_141 mediumlaser 2 64 ignore 1 ) expand fifthmac ( 1 final3 humanoid rightstop_142 mediumlaser 2 64 ignore 1 ) expand fifthmac ( 1 final4 humanoid rightstop_143 mediumlaser 2 64 ignore 1 ) expand fifthmac ( 1 final5 humanoid rightstop_144 mediumlaser 2 64 ignore 1 ) expand fifthmac ( 1 final6 humanoid rightstop_145 mediumlaser 2 64 ignore 1 ) expand fifthmac ( 1 final7 humanoid rightstop_146 mediumlaser 2 64 ignore 1 ) expand fifthmac ( 1 final8 humanoid rightstop_147 mediumlaser 2 64 ignore 1 ) expand fifthmac ( 1 final9 humanoid rightstop_148 mediumlaser 2 64 ignore 1 ) expand fifthmac ( 1 final10 humanoid rightstop_149 mediumlaser 2 64 ignore 1 ) expand fifthmac ( 1 exp11 humanoid rightstop_100 mediumlaser 2 64 ignore 1 ) expand fifthmac ( 1 exp12 humanoid rightstop_90 mediumlaser 2 64 ignore 1 ) expand fifthmac ( 1 exp13 humanoid rightstop_70 heavylaser 3 64 ignore 1 ) expand fifthmac ( 2 final11 eyeball leftstop_151 plasmacannon 3 192 ignore 1 ) expand fifthmac ( 2 final12 eyeball leftstop_152 deathray 2 192 ignore 1 ) expand fifthmac ( 2 final13 eyeball leftstop_153 deathray 2 192 ignore 1 ) expand fifthmac ( 2 final14 eyeball leftstop_154 deathray 2 192 ignore 1 ) expand fifthmac ( 2 final15 eyeball leftstop_155 deathray 2 192 ignore 1 ) expand fifthmac ( 2 final16 eyeball leftstop_156 deathray 2 192 ignore 1 ) expand fifthmac ( 2 final17 eyeball leftstop_157 deathray 2 192 ignore 1 ) expand fifthmac ( 2 final18 eyeball leftstop_158 deathray 2 192 ignore 1 ) expand fifthmac ( 2 final19 eyeball leftstop_159 deathray 2 192 ignore 1 ) expand fifthmac ( 2 final20 eyeball leftstop_40 deathray 2 192 ignore 1 ) expand fifthmac ( 2 final21 eyeball leftstop_30 deathray 2 192 ignore 1 ) expand fifthmac ( 2 final22 eyeball leftstop_80 deathray 2 192 ignore 1 ) expand fifthmac ( 2 final23 eyeball leftstop_50 plasmacannon 3 192 ignore 1 ) //**Ending**// //@1 = unitname @2 = unittype @3 = X @4 = Y @5 = weapon @6 = lvl @7 = facing //@8 = AI mode @9 = itemflag macro endmac 9 { if endit then createunit "@1" @2 (@3,@4) tan @5 @6, setaimode @1 @8, setitemflag @1 targetobjects @9, order @1 goto spacehq inmode @8 } expand endmac ( end1 eyeball 2120 1464 plasmacannon 3 128 attack 1 ) expand endmac ( end2 eyeball 2771 1706 plasmacannon 3 128 attack 1 ) expand endmac ( end3 eyeball 2317 2561 plasmacannon 3 128 attack 1 ) expand endmac ( end4 eyeball 1701 2370 plasmacannon 3 128 attack 1 ) // @1 = unitname @2 = unittype @3 = unit location @4 = weapon @5 = lvl @6 = itemflag @7 = sec Num macro doordieMac 7 { if doordie@7 then createunit "@1" @2 @3 tan @4 @5, setitemflag @1 targetobjects @6, order @1 goto spacehq inmode attack } expand doordieMac ( do_or_die1 fieldcommander leftposition_43 superlaser 3 1 2 ) expand doordieMac ( crony1fc1 humanoid leftposition_42 heavylaser 3 0 1 ) expand doordieMac ( crony1fc2 humanoid leftposition_44 heavylaser 3 0 1 ) expand doordieMac ( do_or_die2 fieldcommander extraposition_103 superlaser 3 1 4 ) expand doordieMac ( crony2fc1 humanoid extraposition_102 heavylaser 3 0 3 ) expand doordieMac ( crony2fc2 humanoid extraposition_104 heavylaser 3 0 3 ) //**Object Setup**// //Space HQ// if hit spacehq testvar gethealth spacehq <= 1000 and onesmoke1 = 0 then makesmoke (2786,2017), makesmoke (2432,2173), setvar onesmoke1 1 if hit spacehq testvar gethealth spacehq <= 800 and onesmoke2 = 0 then makesmoke (2194,1994), makesmoke (2165,2060), makesmoke (2273,1843), setvar onesmoke2 1 if hit spacehq testvar gethealth spacehq <= 450 and onesmoke3 = 0 then createexplosion (2786,2017) 130 1 blue, makesmoke (2786,2017), makesmoke (2165,2060), makesmoke (2273,1843), makesmoke (2161,1973), setvar onesmoke3 1 if hit spacehq testvar gethealth spacehq <= 350 and onesmoke4 = 0 then showmessage "The Galactic HQ is severely damaged!", createexplosion (2432,2173) 130 1 blue, makesmoke (2432,2173), createexplosion (2786,2017) 130 1 blue, makesmoke (2786,2017), setvar onesmoke4 1 if hit spacehq testvar gethealth spacehq <= 150 and onesmoke5 = 0 then createexplosion (2235,1820) 130 1 blue, makesmoke (2235,1820), createexplosion (2127,2024) 130 1 blue, makesmoke (2127,2024), setvar onesmoke5 1 //**Plant life**// macro plants 2 { variable f@1 0 pad f@1pad @2 everything > 0 object plantlife@1 state plant_initial@1 frame 100 0 state plant_alerted@1 frame 200 2 frame 500 3 triggerdelay 800 reinitplant@1 state plant_death@1 frame 200 3 frame 400 2 frame 200 1 if padon f@1pad testvar f@1 = 0 then setobjstate plantlife@1 plant_alerted@1, setvar f@1 2 if reinitplant@1 then setobjstate plantlife@1 plant_initial@1, setvar f@1 0 if killed plantlife@1 testvar f@1 = 0 then setobjstate plantlife@1 plant_death@1, setvar f@1 10 } expand plants ( 1 110 ) expand plants ( 2 111 ) expand plants ( 3 113 ) expand plants ( 4 112 ) //**Singular Lights**// if walllights01 then setobjstate wall_light01 start_light01 if walllights02 then setobjstate wall_light02 start_light02 if walllights03 then setobjstate wall_light03 start_light03 if walllights04 then setobjstate wall_light04 start_light04 object wall_light01 state start_light01 frame 500 1 frame 500 0 triggerdelay 500 walllights01 object wall_light02 state start_light02 frame 500 1 frame 500 0 triggerdelay 500 walllights02 object wall_light03 state start_light03 frame 500 1 frame 500 0 triggerdelay 500 walllights03 object wall_light04 state start_light04 frame 500 1 frame 500 0 triggerdelay 500 walllights04 //**Sdoor Scripting**// if padon sdoor_activate testvar open_closen02 = 0 then playsound "HQdoor.wav" sdoor 7 2 20, setobjstate sdoor sdoor_open, setvar open_closen02 1 if padoff sdoor_activate testvar open_closen02 = 1 then playsound "HQdoor.wav" sdoor 8 2 20, setobjstate sdoor sdoor_close, setvar open_closen02 0 //**Ndoor Scripting**// if padon ndoor_activate testvar open_closen = 0 then playsound "HQdoor.wav" ndoor 5 2 20, setobjstate ndoor ndoor_open, setvar open_closen 1 if padoff ndoor_activate testvar open_closen = 1 then playsound "HQdoor.wav" ndoor 6 2 20, setobjstate ndoor ndoor_close, setvar open_closen 0 //**South Door Setup**// object sdoor state sdoor_initial frame 100 0 state sdoor_open frame 300 5 frame 300 6 triggerdelay 200 initndooropen02 state sdoor_openend frame 100 7 state sdoor_close frame 300 6 frame 300 5 triggerdelay 200 initndoorclose02 //state sdoor_cool //frame 2000 10 //frame 5000 11 //frame 8000 12 //state sdoor_dam_01 //frame 100 01 //state sdoor_dam_02 //frame 100 02 //state sdoor_dam_03 //frame 100 03 if initndooropen02 then setobjstate sdoor sdoor_openend if initndoorclose02 then setobjstate sdoor sdoor_initial if killed sdoor then setvar open_closen02 10 //if hit sdoor butnot killed sdoor testvar gethealth sdoor > 3000 and sdoorhealth = 0 then //damage sdoor 4100, //triggerdelay 5000 damageSDagain2 //if hit sdoor butnot killed sdoor testvar getdmglvl sdoor 3 and sdoorhealth = 0 then //setobjstate sdoor sdoor_dam_01, //triggerdelay 100 setsdoorhealth1 //if damageSDagain2 then //damage sdoor 4100 //if hit sdoor butnot killed sdoor testvar gethealth sdoor <= 75 and sdoorhealth = 1 then //setobjstate sdoor sdoor_dam_02, //triggerdelay 100 setsdoorhealth2 //if hit sdoor butnot killed sdoor testvar gethealth sdoor <= 50 and sdoorhealth = 2 then //setobjstate sdoor sdoor_dam_03, //triggerdelay 100 setsdoorhealth3 //if setsdoorhealth1 then // setvar sdoorhealth 1 //if setsdoorhealth2 then // setvar sdoorhealth 2 //if setsdoorhealth3 then //setvar sdoorhealth 3 //**Boil Setup**// macro boil 2 { variable boilvar@1 0 pad Boilpad@1 @2 green if padon Boilpad@1 testvar boilvar@1 = 0 then setvar boilvar@1 1, trigger animate@1_boil, setdamagepad boilpad@1 1 100 fire tan, trigger create@1spiders if killed boil@1 testvar boilvar@1 = 0 then setvar boilvar@1 1, trigger animate@1_boil, setdamagepad boilpad@1 1 fire tan, trigger create@1spiders if create@1spiders butnot onlyoncreation@1 then createunit "boil@1spider1" alienworm boil@1 tan wormspit, createunit "boil@1spider2" alienworm boil@1 tan wormspit, createunit "boil@1spider3" alienworm boil@1 tan wormspit, trigger onlyoncreation@1 if animate@1_boil butnot onlyonceanim@1boil then setobjstate boil@1 boil@1_explode, trigger boilsound@1, trigger onlyonceanim@1boil if boilsound@1 then playsound "fruitgore.wav" boil@1, addsoundorigin "fruitgore.wav" boil@1 2 20 object boil@1 state boil@1_initial frame 100 0 state boil@1_explode frame 100 2 frame 100 3 frame 100 4 frame 100 5 frame 100 1 setobjstate boil@1 boil@1_finished state boil@1_finished frame 10 1 } expand boil ( 1 180 ) expand boil ( 2 181 ) expand boil ( 3 182 ) expand boil ( 4 183 ) expand boil ( 5 184 ) expand boil ( 6 185 ) expand boil ( 7 186 ) expand boil ( 8 187 ) expand boil ( 9 188 ) expand boil ( 10 189 ) expand boil ( 11 190 ) expand boil ( 12 191 ) expand boil ( 13 192 ) expand boil ( 14 193 ) expand boil ( 15 194 ) expand boil ( 16 195 ) expand boil ( 17 196 ) expand boil ( 18 197 ) expand boil ( 19 198 ) expand boil ( 20 170 ) expand boil ( 21 171 ) expand boil ( 22 172 ) expand boil ( 23 173 ) expand boil ( 24 174 ) expand boil ( 25 175 ) expand boil ( 26 176 ) expand boil ( 27 177 ) expand boil ( 28 166 ) expand boil ( 29 167 ) //**North Door Setup**// object ndoor state ndoor_initial frame 100 0 state ndoor_open frame 300 5 frame 300 6 triggerdelay 200 initndooropen state ndoor_openend frame 100 7 state ndoor_close frame 300 6 frame 300 5 triggerdelay 200 initndoorclose //state ndoor_cool //frame 2000 11 //frame 5000 12 //frame 8000 13 //state ndoor_dam_01 //frame 100 01 // state ndoor_dam_02 //frame 100 02 //state ndoor_dam_03 //frame 100 03 if initndooropen then setobjstate ndoor ndoor_openend if initndoorclose then setobjstate ndoor ndoor_initial if killed ndoor then setvar open_closen 10 //if hit ndoor butnot killed ndoor testvar gethealth ndoor <= 100 and ndoorhealth = 0 then //setobjstate ndoor ndoor_dam_01, //triggerdelay 100 setndoorhealth //if hit ndoor butnot killed ndoor testvar gethealth ndoor <= 75 and ndoorhealth = 1 then //setobjstate ndoor ndoor_dam_02, //triggerdelay 100 setndoorhealth2 //if hit ndoor butnot killed ndoor testvar gethealth ndoor <= 50 and ndoorhealth = 2 then //setobjstate ndoor ndoor_dam_03, //triggerdelay 100 setndoorhealth3 if setndoorhealth1 then setvar ndoorhealth 1 if setndoorhealth2 then setvar ndoorhealth 2 if setndoorhealth3 then setvar ndoorhealth 3