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Namoul16.spt
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Text File
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2000-02-09
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10KB
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514 lines
//MTEXT: Race the Carrier:- \n \n Mission briefing to follow.
//SCENE: mscenes\Namoul16.cen
//TACTICS: Misc
//TACTICS: Dogfight
//PHRASES: Punctuation.txt
//PHRASES: Badmil.txt
//PHRASES: Dogfight.txt
//PHRASES: NAMOUL16.txt
//PHRASES: BATTLEPRATTLE.txt
//ALIAS: testalias.txt
//ALIAS: Minelaying.txt
//NEBPIC: nebpic24
//BACKLIGHT: 255 255 255 255 255 255
//MAINLIGHT: 255 255 255 255 255 255
//AMBIENT: 15 25 23
VAR: PlayMission
VAR: MINEDROP1
VAR: MINEDROP2
VAR: MINEDROP3
VAR: RACEWON
VAR: RACELOST
VAR: ENDFIRSTPART
VAR: WAVE
VAR: Bat
VAR: Sus
VAR: Calm
VAR: Dead
//WEAPONS_AVAILABLE: 2 Laser Gun
//WEAPONS_AVAILABLE: 2 Missile Launcher
//WEAPONS_AVAILABLE: 2 Shield Mk I
//WEAPONS_AVAILABLE: 1 Scanner
//WEAPONS_AVAILABLE: 2 Engine
//WEAPONS_AVAILABLE: 2 Chain Gun
//WEAPONS_AVAILABLE: 5 Generator
//WEAPONS_AVAILABLE: 1 Energy Bomb Gun
//WEAPONS_AVAILABLE: 1 Player
//WEAPONS_AVAILABLE: 1 Grapple
//SHIP_AVAILABLE: Human Light Fighter (Player)
//SHIP_AVAILABLE: Human Medium Fighter (player)
//SHIP_AVAILABLE: Human Heavy Fighter (Player)
//***************************
Start(_Beckdead)
BattlePrattle(ON)
@WAIT{35000}
@WAITVAR{PlayMission|1}
Label(Bdead)
If(s_ShipGoneStrength["Beck"]): If(s_PlayerOn[]): Goto(Bdead2)
Goto(Bdead)
Label(Bdead2)
@SETVAR{Dead|1}
Player(OFF)
Player View(OFF)
Timer(8000)
Label(becksdeath)
Position Camera(BeckDeath.POS)
Target Camera(Beck.POS)
If(Timer): Goto(becksdeath)
@SCREENFADE{0,4000,255,0,0,0}
@WAIT{4000}
@LOG{QUIT INSTRUCTION 1}
QUIT
Start(_CHECKBADBOY)
@WAIT{4000}
@WARNPLAYER{Alpha}
@SETVAR{Dead|1}
@WAIT{4000}
@SCREENFADE{0,4000,255,0,0,0}
@WAIT{4000}
Player(OFF)
Player View(OFF)
@WAIT{2000}
@LOG{QUIT INSTRUCTION 2}
QUIT
Label(ENDBADBOY)
Goto(ENDBADBOY)
Start(Intro)
Player(OFF)
Player View(OFF)
@WAIT{2000}
@SOUNDON{}
Music Quiet
@STARTRENDER{}
@CAMTOSECTOR{3}
Position Camera(CAMPOS1.POS)
Target Camera(CAMTARG1.POS)
@SCREENFADE{255|2000|0|0|0|0}
@PANAROUNDRIGHTNOTARG{CAMPOS1|CAMTARG1|4000|1000}
Message(Alpha,COMP1)
@PANAROUNDRIGHTNOTARG{CAM|CAMTARG1|4000|6000}
Message(Alpha,LEO1)
@PANAROUNDRIGHTNOTARG{CAM|CAMTARG1|4000|17000}
@SETSHIPSECTOR{CARRIER|0}
//Goto(WonRaceEFMV)
Player(ON)
Player View(ON)
@SETVAR{Sus|1}
Music Loud
@SCREENFADE{255|2000|0|255|255|255}
@SETVAR{PLAYMISSION|1}
@WAIT{9000}
@SETVAR{Bat|1}
@WAITVAR{ENDFIRSTPART|1}
If(S_VAR["RACEWON",1]): Goto(WonRaceEFMV)
// we lost the race... switch everything off and show the Namoul carrier jumping out, playing
// the appropriate message.
@MOVESHIP{NAMCARRIER|WARPOUT}
Goto(pause)
Label(pause)
Player(OFF)
Player View(OFF)
@SETVAR{Calm|1}
Music Quiet
Position Camera(WATCHNAMOUL.POS)
Target Camera(NAMCARRIER.POS)
Message(Alpha,SING3)
@WAIT{19000|Track Camera(NAMCARRIER.POS)}
Fade Out
@SCREENFADE{0|4000|255|0|0|0}
@WAIT{4000|Track Camera(NAMCARRIER.POS)}
@NEXTMISSION{Namoul16p2}
// Insert the code to finish the mission / send the player automatically to the next mission here
@LOG{QUIT INSTRUCTION 3}
QUIT
Label(EndInt)
Goto(EndInt)
Label(WonRaceEFMV)
@CAMTOSECTOR{2}
Standby(FAKENCAR)
Tactic(FlyForward,FakeCarrier)
Player(OFF)
Player View(OFF)
Position Camera(FakeWatch.POS)
Camera Velocity([0,0,-29000])
Target Camera(FakeTarget.POS)
Jump In(FAKENCAR)
@WAIT{2000|Target Camera(FakeTarget.POS)}
@SETSHIPSECTOR{FAKENAMCARRIER|2}
Message(Alpha,BOOM)
@WAIT{4000|Target Camera(FakeTarget.POS)}
@SETSTRPARAM{FAKEMINE1|DETONATE|ON}
@WAIT{100|Target Camera(FakeTarget.POS)}
@SETSTRPARAM{FAKEMINE2|DETONATE|ON}
@WAIT{50|Target Camera(FakeTarget.POS)}
@SETSTRPARAM{FAKEMINE3|DETONATE|ON}
@WAIT{200|Target Camera(FakeTarget.POS)}
@SETSTRPARAM{FAKEMINE4|DETONATE|ON}
@SETSTRPARAM{FAKEMINE5|DETONATE|ON}
@SETSTRPARAM{FAKEMINE6|DETONATE|ON}
@SETSTRPARAM{FAKENAMCARRIER|FTB|ON}
@WAIT{100}
@SCREENFADE{55|200|0|255|255|255}
@JUDDER{50|400|0}
@WAIT{900}
@SCREENFADE{55|200|0|255|255|255}
@JUDDER{50|400|0}
@WAIT{500}
@SCREENFADE{55|200|0|255|255|255}
@JUDDER{50|400|0}
@WAIT{500}
@SCREENFADE{155|500|20|255|255|255}
@JUDDER{150|400|0}
@WAIT{500}
@SCREENFADE{155|500|50|255|255|255}
@JUDDER{150|400|0}
@WAIT{500}
@SCREENFADE{155|500|100|255|255|255}
@JUDDER{150|400|0}
@WAIT{500}
@SCREENFADE{255|1000|0|255|255|255}
@JUDDER{200|2000|0}
Standby(FAKENCAR)
@WAIT{4000}
@SCREENFADE{0|1000|255|0|0|0}
@WAIT{2000}
Player(ON)
Player(OFF)
// Cut to the human carrier moving towards the space station.
Position Camera(ENDBIT.POS)
Camera Velocity([0,2000,0])
Target Camera(ENDBITTARG.POS)
@SCREENFADE{255|1000|0|0|0|0}
@WAIT{2000|Track Camera(ENDBITTARG.POS)}
Message(Alpha,CRAVEN1)
@WAIT{12000|Track Camera(ENDBITTARG.POS)}
Message(Alpha,SING2)
@WAIT{4000|Track Camera(ENDBITTARG.POS)}
@SCREENFADE{0|2000|255|0|0|0}
@WAIT{2000|Track Camera(ENDBITTARG.POS)}
@LOG{QUIT INSTRUCTION 4}
QUIT
Label(ENDEFMV)
Goto(ENDEFMV)
//***************************
Start(Alpha)
@WAITVAR{PLAYMISSION|1}
Protect Squad(MINELAYER,50)
// *********************** THIS IS THE MISSING DIALOGUE. INSERT CORRECT TIMING HERE!
Message(Alpha,COMP2)
@WAIT{15000}
//************************ END OF MISSING DIALOGUE
Message(Alpha,BRIDGE1)
@WAIT{3000}
Message(Alpha,COMP3)
Label(EndAlpha)
Goto(EndAlpha)
//***************************
Start(Beta)
@WAITVAR{PLAYMISSION|1}
Destroy Squad(TS1,50)
Destroy Squad(TS2,50)
Label(EndAlpha)
Goto(EndAlpha)
//***************************
Start(MINELAYER)
@WAITVAR{PLAYMISSION|1}
// bring the first minelayer into play
@MOVESHIP{ML1|MINERSTART}
// Set the minelayer off on a path to the enemy carrier.
Tactic(RandomPathEvade,ML1,MinerStart)
Label(DropMine1)
If(S_SHIPGONE["ML1"]): Goto(SecondMineLayer)
If(S_FARAPART["ML1","DROPPOINT",3000]): Goto(DropMine1)
@SETVAR{MINEDROP1|1}
Tactic(RandomPathEvade,ML1,RETURNPOINT)
Label(Return1)
If(S_SHIPGONE["ML1"]): Goto(SecondMineLayer)
If(S_FARAPART["ML1","MINERSTART",10000]): Goto(Return1)
Goto(DropMine1)
Label(SecondMineLayer)
@MOVESHIP{ML2|MINERSTART}
// Set the minelayer off on a path to the enemy carrier.
Tactic(RandomPathEvade,ML2,MinerStart)
Label(DropMine2)
If(S_SHIPGONE["ML2"]): Goto(ThirdMineLayer)
If(S_FARAPART["ML2","DROPPOINT",3000]): Goto(DropMine2)
@SETVAR{MINEDROP2|1}
Tactic(RandomPathEvade,ML2,RETURNPOINT)
Label(Return2)
If(S_SHIPGONE["ML2"]): Goto(ThirdMineLayer)
If(S_FARAPART["ML2","MINERSTART",10000]): Goto(Return2)
Goto(DropMine2)
Label(ThirdMineLayer)
Label(FourthMineLayer)
Label(ENDMINELAYER)
Goto(ENDMINELAYER)
//***************************
Start(MINES)
@WAITVAR{PLAYMISSION|1}
@DROPMINE{MINE1|ML1|ML2|ML3}
@SETNUMPARAM{NAMCARRIER|SPEED|500}
@WAIT{10000}
@SETNUMPARAM{NAMCARRIER|SPEED|3000}
@DROPMINE{MINE2|ML1|ML2|ML3}
@SETNUMPARAM{NAMCARRIER|SPEED|500}
@WAIT{10000}
@SETNUMPARAM{NAMCARRIER|SPEED|3000}
@DROPMINE{MINE3|ML1|ML2|ML3}
@SETNUMPARAM{NAMCARRIER|SPEED|500}
@WAIT{10000}
@SETNUMPARAM{NAMCARRIER|SPEED|3000}
@SETVAR{WAVE|1}
@DROPMINE{MINE4|ML1|ML2|ML3}
@SETNUMPARAM{NAMCARRIER|SPEED|500}
Message(Alpha,NEARLYWON)
@WAIT{10000}
@SETNUMPARAM{NAMCARRIER|SPEED|3000}
@DROPMINE{MINE5|ML1|ML2|ML3}
@SETNUMPARAM{NAMCARRIER|SPEED|500}
@WAIT{10000}
@SETNUMPARAM{NAMCARRIER|SPEED|3000}
@DROPMINE{MINE6|ML1|ML2|ML3}
Message(Alpha,WINNING)
@SETNUMPARAM{NAMCARRIER|SPEED|500}
@WAIT{10000}
@SETNUMPARAM{NAMCARRIER|SPEED|3000}
// Sufficient mines have been dropped! The enemy carrier is now behind the Dionisius
@SETVAR{RACEWON|1}
Label(ENDMINES)
Goto(ENDMINES)
//****************************
Start(Race)
@WAITVAR{PLAYMISSION|1}
// check to see if the race has been lost
@WAIT{10000}
Label(CheckLoop)
If(S_VAR["RACEWON",1]): Goto(Cantlose)
If(S_SHIPGONE["ML1"]): If(S_SHIPGONE["ML2"]): Goto(RaceLost)
If(S_CLOSETOGETHER["NAMCARRIER","GOAL",100000]): Goto(RaceLost)
Goto(CheckLoop)
Label(RaceLost)
// We've lost the race! Initiate 16.2
@SETVAR{RACELOST|1}
Message(Alpha,LOST)
@WAIT{4500}
@SETVAR{ENDFIRSTPART|1}
Label(ENDLOST)
Goto(ENDLOST)
Label(Cantlose)
@SETVAR{Calm|1}
Message(Alpha,SING1)
Fade Out
@WAIT{4000}
@SCREENFADE{0|2000|255|0|0|0}
@WAIT{2000}
Player(OFF)
Player View(OFF)
@WAIT{1000}
@NEXTMISSION{WarDeclared3}
@LOG{QUIT INSTRUCTION 5}
QUIT
@SETVAR{ENDFIRSTPART|1}
Label(ENDRACE)
Goto(ENDRACE)
//****************************
Start(NCAR)
@WAITVAR{PLAYMISSION|1}
Tactic(FlyForward,NamCarrier)
Label(ENDNCAR)
Goto(ENDNCAR)
//***************************
Start(CAR1)
@WAITVAR{PLAYMISSION|1}
Tactic(FlyForward,Carrier)
Label(ENDCAR1)
Goto(ENDCAR1)
//***************************
Start(TS1)
@WAITVAR{PLAYMISSION|1}
Destroy Squad(ALPHA,50)
@WAITVAR{ENDFIRSTPART|1}
Forget All
Label(ENDTS1)
Goto(ENDTS1)
//***************************
Start(TS2)
@WAITVAR{PLAYMISSION|1}
Destroy Squad(MINELAYER,50)
@WAITVAR{ENDFIRSTPART|1}
Forget All
Label(ENDTS2)
Goto(ENDTS2)
//***************************
Start(Enemy1)
@WAITVAR{PLAYMISSION|1}
Destroy Squad(Alpha,30)
Destroy Squad(Beta,30)
@WAITVAR{ENDFIRSTPART|1}
Forget All
Label(ENDENEMY1)
Goto(ENDENEMY1)
//***************************
Start(FAKENCAR)
Label(ENDFAKENCAR)
Goto(ENDFAKENCAR)
//***************************
Start(Enemy2)
Standby(Enemy2)
@WAITVAR{WAVE|1}
Destroy Squad(MINELAYER,50)
@MOVESHIP{E21|WARPIN}
Jump In Ship(E21)
@WAIT{1000}
@MOVESHIP{E22|WARPIN}
Jump In Ship(E22)
@WAIT{1000}
@MOVESHIP{E23|WARPIN}
Jump In Ship(E23)
@WAITVAR{ENDFIRSTPART|1}
Forget All
Label(ENDE2)
Goto(ENDE2)
Start(_MUSIC)
Music Set(4)
Fade To Calm
@WAITVAR{Sus|1}
Fade To Suspense
@WAITVAR{Bat|1|If(S_VAR["Dead",1]): Goto(DEAD_Battle)}
Battle
@WAITVAR{Calm|1|If(S_VAR["Dead",1]): Goto(DEAD_Battle)}
Fade To Calm
Label(MUSIC_END)
Goto(MUSIC_END)
Label(DEAD_Battle)
End Battle
Goto(MUSIC_END)
Label(DEAD_CALM)
Fade Out
Label(DEAD_SUSPENSE)
Fade Out
Label(MUSIC_END)
Goto(MUSIC_END)