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Text File  |  2000-02-09  |  10KB  |  514 lines

  1. //MTEXT: Race the Carrier:- \n \n  Mission briefing to follow.
  2. //SCENE: mscenes\Namoul16.cen
  3. //TACTICS: Misc
  4. //TACTICS: Dogfight
  5. //PHRASES: Punctuation.txt
  6. //PHRASES: Badmil.txt
  7. //PHRASES: Dogfight.txt
  8. //PHRASES: NAMOUL16.txt
  9. //PHRASES: BATTLEPRATTLE.txt
  10. //ALIAS: testalias.txt
  11. //ALIAS: Minelaying.txt
  12.  
  13. //NEBPIC: nebpic24
  14. //BACKLIGHT: 255 255 255 255 255 255
  15. //MAINLIGHT: 255 255 255 255 255 255
  16. //AMBIENT: 15 25 23
  17.  
  18. VAR: PlayMission
  19. VAR: MINEDROP1
  20. VAR: MINEDROP2
  21. VAR: MINEDROP3
  22. VAR: RACEWON
  23. VAR: RACELOST
  24. VAR: ENDFIRSTPART
  25. VAR: WAVE
  26. VAR: Bat
  27. VAR: Sus
  28. VAR: Calm
  29. VAR: Dead
  30.  
  31. //WEAPONS_AVAILABLE: 2 Laser Gun
  32. //WEAPONS_AVAILABLE: 2 Missile Launcher
  33. //WEAPONS_AVAILABLE: 2 Shield Mk I
  34. //WEAPONS_AVAILABLE: 1 Scanner
  35. //WEAPONS_AVAILABLE: 2 Engine
  36. //WEAPONS_AVAILABLE: 2 Chain Gun
  37. //WEAPONS_AVAILABLE: 5 Generator
  38. //WEAPONS_AVAILABLE: 1 Energy Bomb Gun
  39. //WEAPONS_AVAILABLE: 1 Player
  40. //WEAPONS_AVAILABLE: 1 Grapple
  41.  
  42. //SHIP_AVAILABLE: Human Light Fighter (Player)
  43. //SHIP_AVAILABLE: Human Medium Fighter (player)
  44. //SHIP_AVAILABLE: Human Heavy Fighter (Player)
  45.  
  46. //***************************
  47.  
  48. Start(_Beckdead)
  49. BattlePrattle(ON)
  50. @WAIT{35000}
  51. @WAITVAR{PlayMission|1}
  52. Label(Bdead)
  53. If(s_ShipGoneStrength["Beck"]): If(s_PlayerOn[]): Goto(Bdead2)
  54. Goto(Bdead)
  55.  
  56. Label(Bdead2)
  57. @SETVAR{Dead|1}
  58. Player(OFF)
  59. Player View(OFF)
  60.  
  61. Timer(8000)
  62. Label(becksdeath)
  63. Position Camera(BeckDeath.POS)
  64. Target Camera(Beck.POS)
  65. If(Timer): Goto(becksdeath)
  66.  
  67. @SCREENFADE{0,4000,255,0,0,0}
  68. @WAIT{4000}
  69. @LOG{QUIT INSTRUCTION 1}
  70. QUIT
  71.  
  72. Start(_CHECKBADBOY)
  73. @WAIT{4000}
  74. @WARNPLAYER{Alpha}
  75. @SETVAR{Dead|1}
  76. @WAIT{4000}
  77. @SCREENFADE{0,4000,255,0,0,0}
  78. @WAIT{4000}
  79. Player(OFF)
  80. Player View(OFF)
  81. @WAIT{2000}
  82. @LOG{QUIT INSTRUCTION 2}
  83. QUIT
  84.  
  85. Label(ENDBADBOY)
  86. Goto(ENDBADBOY)
  87.  
  88. Start(Intro)
  89.  
  90. Player(OFF)
  91. Player View(OFF)
  92. @WAIT{2000}
  93. @SOUNDON{}
  94. Music Quiet
  95. @STARTRENDER{}
  96. @CAMTOSECTOR{3}
  97. Position Camera(CAMPOS1.POS)
  98. Target Camera(CAMTARG1.POS)
  99. @SCREENFADE{255|2000|0|0|0|0}
  100. @PANAROUNDRIGHTNOTARG{CAMPOS1|CAMTARG1|4000|1000}
  101. Message(Alpha,COMP1)
  102. @PANAROUNDRIGHTNOTARG{CAM|CAMTARG1|4000|6000}
  103. Message(Alpha,LEO1)
  104. @PANAROUNDRIGHTNOTARG{CAM|CAMTARG1|4000|17000}
  105. @SETSHIPSECTOR{CARRIER|0}
  106. //Goto(WonRaceEFMV)
  107.  
  108. Player(ON)
  109. Player View(ON)
  110. @SETVAR{Sus|1}
  111. Music Loud
  112. @SCREENFADE{255|2000|0|255|255|255}
  113. @SETVAR{PLAYMISSION|1}
  114. @WAIT{9000}
  115. @SETVAR{Bat|1}
  116. @WAITVAR{ENDFIRSTPART|1}
  117.  
  118. If(S_VAR["RACEWON",1]): Goto(WonRaceEFMV)
  119.  
  120. // we lost the race... switch everything off and show the Namoul carrier jumping out, playing
  121. // the appropriate message.
  122.  
  123. @MOVESHIP{NAMCARRIER|WARPOUT}
  124. Goto(pause)
  125. Label(pause)
  126.  
  127. Player(OFF)
  128. Player View(OFF)
  129. @SETVAR{Calm|1}
  130. Music Quiet
  131. Position Camera(WATCHNAMOUL.POS)
  132. Target Camera(NAMCARRIER.POS)
  133. Message(Alpha,SING3)
  134. @WAIT{19000|Track Camera(NAMCARRIER.POS)}
  135. Fade Out
  136. @SCREENFADE{0|4000|255|0|0|0}
  137. @WAIT{4000|Track Camera(NAMCARRIER.POS)}
  138. @NEXTMISSION{Namoul16p2}
  139. // Insert the code to finish the mission / send the player automatically to the next mission here
  140. @LOG{QUIT INSTRUCTION 3}
  141. QUIT
  142.  
  143. Label(EndInt)
  144. Goto(EndInt)
  145.  
  146. Label(WonRaceEFMV)
  147.  
  148. @CAMTOSECTOR{2}
  149. Standby(FAKENCAR)
  150. Tactic(FlyForward,FakeCarrier)
  151. Player(OFF)
  152. Player View(OFF)
  153. Position Camera(FakeWatch.POS)
  154. Camera Velocity([0,0,-29000])
  155. Target Camera(FakeTarget.POS)
  156. Jump In(FAKENCAR)
  157. @WAIT{2000|Target Camera(FakeTarget.POS)}
  158. @SETSHIPSECTOR{FAKENAMCARRIER|2}
  159. Message(Alpha,BOOM)
  160. @WAIT{4000|Target Camera(FakeTarget.POS)}
  161.  
  162. @SETSTRPARAM{FAKEMINE1|DETONATE|ON}
  163. @WAIT{100|Target Camera(FakeTarget.POS)}
  164. @SETSTRPARAM{FAKEMINE2|DETONATE|ON}
  165. @WAIT{50|Target Camera(FakeTarget.POS)}
  166. @SETSTRPARAM{FAKEMINE3|DETONATE|ON}
  167. @WAIT{200|Target Camera(FakeTarget.POS)}
  168. @SETSTRPARAM{FAKEMINE4|DETONATE|ON}
  169. @SETSTRPARAM{FAKEMINE5|DETONATE|ON}
  170. @SETSTRPARAM{FAKEMINE6|DETONATE|ON}
  171.  
  172. @SETSTRPARAM{FAKENAMCARRIER|FTB|ON}
  173. @WAIT{100}
  174. @SCREENFADE{55|200|0|255|255|255}
  175. @JUDDER{50|400|0}
  176. @WAIT{900}
  177. @SCREENFADE{55|200|0|255|255|255}
  178. @JUDDER{50|400|0}
  179. @WAIT{500}
  180. @SCREENFADE{55|200|0|255|255|255}
  181. @JUDDER{50|400|0}
  182. @WAIT{500}
  183. @SCREENFADE{155|500|20|255|255|255}
  184. @JUDDER{150|400|0}
  185. @WAIT{500}
  186. @SCREENFADE{155|500|50|255|255|255}
  187. @JUDDER{150|400|0}
  188. @WAIT{500}
  189. @SCREENFADE{155|500|100|255|255|255}
  190. @JUDDER{150|400|0}
  191. @WAIT{500}
  192. @SCREENFADE{255|1000|0|255|255|255}
  193. @JUDDER{200|2000|0}
  194. Standby(FAKENCAR)
  195. @WAIT{4000}
  196. @SCREENFADE{0|1000|255|0|0|0}
  197. @WAIT{2000}
  198.  
  199. Player(ON)
  200. Player(OFF)
  201. // Cut to the human carrier moving towards the space station.
  202.  
  203. Position Camera(ENDBIT.POS)
  204. Camera Velocity([0,2000,0])
  205. Target Camera(ENDBITTARG.POS)
  206. @SCREENFADE{255|1000|0|0|0|0}
  207. @WAIT{2000|Track Camera(ENDBITTARG.POS)}
  208. Message(Alpha,CRAVEN1)
  209. @WAIT{12000|Track Camera(ENDBITTARG.POS)}
  210. Message(Alpha,SING2)
  211. @WAIT{4000|Track Camera(ENDBITTARG.POS)}
  212. @SCREENFADE{0|2000|255|0|0|0}
  213. @WAIT{2000|Track Camera(ENDBITTARG.POS)}
  214. @LOG{QUIT INSTRUCTION 4}
  215. QUIT
  216.  
  217. Label(ENDEFMV)
  218. Goto(ENDEFMV)
  219.  
  220. //***************************
  221.  
  222. Start(Alpha)
  223.  
  224. @WAITVAR{PLAYMISSION|1}
  225.  
  226. Protect Squad(MINELAYER,50)
  227.  
  228.  
  229. // *********************** THIS IS THE MISSING DIALOGUE. INSERT CORRECT TIMING HERE!
  230. Message(Alpha,COMP2)
  231. @WAIT{15000}
  232. //************************ END OF MISSING DIALOGUE
  233.  
  234. Message(Alpha,BRIDGE1)
  235. @WAIT{3000}
  236. Message(Alpha,COMP3)
  237.  
  238. Label(EndAlpha)
  239. Goto(EndAlpha)
  240.  
  241. //***************************
  242.  
  243. Start(Beta)
  244.  
  245. @WAITVAR{PLAYMISSION|1}
  246.  
  247. Destroy Squad(TS1,50)
  248. Destroy Squad(TS2,50)
  249.  
  250. Label(EndAlpha)
  251. Goto(EndAlpha)
  252.  
  253. //***************************
  254.  
  255. Start(MINELAYER)
  256.  
  257. @WAITVAR{PLAYMISSION|1}
  258.  
  259. // bring the first minelayer into play
  260.  
  261. @MOVESHIP{ML1|MINERSTART}
  262.  
  263. // Set the minelayer off on a path to the enemy carrier.
  264. Tactic(RandomPathEvade,ML1,MinerStart)
  265. Label(DropMine1)
  266. If(S_SHIPGONE["ML1"]): Goto(SecondMineLayer)
  267. If(S_FARAPART["ML1","DROPPOINT",3000]): Goto(DropMine1)
  268. @SETVAR{MINEDROP1|1}
  269. Tactic(RandomPathEvade,ML1,RETURNPOINT)
  270. Label(Return1)
  271. If(S_SHIPGONE["ML1"]): Goto(SecondMineLayer)
  272. If(S_FARAPART["ML1","MINERSTART",10000]): Goto(Return1)
  273. Goto(DropMine1)
  274.  
  275. Label(SecondMineLayer)
  276.  
  277. @MOVESHIP{ML2|MINERSTART}
  278.  
  279. // Set the minelayer off on a path to the enemy carrier.
  280. Tactic(RandomPathEvade,ML2,MinerStart)
  281. Label(DropMine2)
  282. If(S_SHIPGONE["ML2"]): Goto(ThirdMineLayer)
  283. If(S_FARAPART["ML2","DROPPOINT",3000]): Goto(DropMine2)
  284. @SETVAR{MINEDROP2|1}
  285. Tactic(RandomPathEvade,ML2,RETURNPOINT)
  286. Label(Return2)
  287. If(S_SHIPGONE["ML2"]): Goto(ThirdMineLayer)
  288. If(S_FARAPART["ML2","MINERSTART",10000]): Goto(Return2)
  289. Goto(DropMine2)
  290.  
  291. Label(ThirdMineLayer)
  292.  
  293. Label(FourthMineLayer)
  294.  
  295. Label(ENDMINELAYER)
  296. Goto(ENDMINELAYER)
  297.  
  298. //***************************
  299.  
  300. Start(MINES)
  301.  
  302. @WAITVAR{PLAYMISSION|1}
  303.  
  304. @DROPMINE{MINE1|ML1|ML2|ML3}
  305. @SETNUMPARAM{NAMCARRIER|SPEED|500}
  306. @WAIT{10000}
  307. @SETNUMPARAM{NAMCARRIER|SPEED|3000}
  308. @DROPMINE{MINE2|ML1|ML2|ML3}
  309. @SETNUMPARAM{NAMCARRIER|SPEED|500}
  310. @WAIT{10000}
  311. @SETNUMPARAM{NAMCARRIER|SPEED|3000}
  312. @DROPMINE{MINE3|ML1|ML2|ML3}
  313. @SETNUMPARAM{NAMCARRIER|SPEED|500}
  314. @WAIT{10000}
  315. @SETNUMPARAM{NAMCARRIER|SPEED|3000}
  316. @SETVAR{WAVE|1}
  317. @DROPMINE{MINE4|ML1|ML2|ML3}
  318. @SETNUMPARAM{NAMCARRIER|SPEED|500}
  319. Message(Alpha,NEARLYWON)
  320. @WAIT{10000}
  321. @SETNUMPARAM{NAMCARRIER|SPEED|3000}
  322. @DROPMINE{MINE5|ML1|ML2|ML3}
  323. @SETNUMPARAM{NAMCARRIER|SPEED|500}
  324. @WAIT{10000}
  325. @SETNUMPARAM{NAMCARRIER|SPEED|3000}
  326. @DROPMINE{MINE6|ML1|ML2|ML3}
  327. Message(Alpha,WINNING)
  328. @SETNUMPARAM{NAMCARRIER|SPEED|500}
  329. @WAIT{10000}
  330. @SETNUMPARAM{NAMCARRIER|SPEED|3000}
  331.  
  332. // Sufficient mines have been dropped! The enemy carrier is now behind the Dionisius
  333.  
  334. @SETVAR{RACEWON|1}
  335.  
  336. Label(ENDMINES)
  337. Goto(ENDMINES)
  338.  
  339. //****************************
  340.  
  341. Start(Race)
  342.  
  343. @WAITVAR{PLAYMISSION|1}
  344. // check to see if the race has been lost
  345.  
  346. @WAIT{10000}
  347.  
  348. Label(CheckLoop)
  349. If(S_VAR["RACEWON",1]): Goto(Cantlose)
  350. If(S_SHIPGONE["ML1"]): If(S_SHIPGONE["ML2"]): Goto(RaceLost)
  351. If(S_CLOSETOGETHER["NAMCARRIER","GOAL",100000]): Goto(RaceLost)
  352. Goto(CheckLoop)
  353.  
  354. Label(RaceLost)
  355. // We've lost the race! Initiate 16.2
  356. @SETVAR{RACELOST|1}
  357.  
  358. Message(Alpha,LOST)
  359. @WAIT{4500}
  360.  
  361. @SETVAR{ENDFIRSTPART|1}
  362.  
  363. Label(ENDLOST)
  364. Goto(ENDLOST)
  365.  
  366. Label(Cantlose)
  367.  
  368. @SETVAR{Calm|1}
  369. Message(Alpha,SING1)
  370. Fade Out
  371. @WAIT{4000}
  372. @SCREENFADE{0|2000|255|0|0|0}
  373. @WAIT{2000}
  374. Player(OFF)
  375. Player View(OFF)
  376. @WAIT{1000}
  377. @NEXTMISSION{WarDeclared3}
  378. @LOG{QUIT INSTRUCTION 5}
  379. QUIT
  380. @SETVAR{ENDFIRSTPART|1}
  381.  
  382. Label(ENDRACE)
  383. Goto(ENDRACE)
  384.  
  385. //****************************
  386.  
  387. Start(NCAR)
  388. @WAITVAR{PLAYMISSION|1}
  389.  
  390. Tactic(FlyForward,NamCarrier)
  391.  
  392. Label(ENDNCAR)
  393. Goto(ENDNCAR)
  394.  
  395. //***************************
  396.  
  397. Start(CAR1)
  398. @WAITVAR{PLAYMISSION|1}
  399. Tactic(FlyForward,Carrier)
  400.  
  401. Label(ENDCAR1)
  402. Goto(ENDCAR1)
  403.  
  404. //***************************
  405.  
  406. Start(TS1)
  407.  
  408. @WAITVAR{PLAYMISSION|1}
  409. Destroy Squad(ALPHA,50)
  410.  
  411. @WAITVAR{ENDFIRSTPART|1}
  412. Forget All
  413.  
  414. Label(ENDTS1)
  415. Goto(ENDTS1)
  416.  
  417. //***************************
  418.  
  419. Start(TS2)
  420.  
  421. @WAITVAR{PLAYMISSION|1}
  422. Destroy Squad(MINELAYER,50)
  423.  
  424. @WAITVAR{ENDFIRSTPART|1}
  425. Forget All
  426.  
  427. Label(ENDTS2)
  428. Goto(ENDTS2)
  429.  
  430. //***************************
  431.  
  432. Start(Enemy1)
  433.  
  434. @WAITVAR{PLAYMISSION|1}
  435. Destroy Squad(Alpha,30)
  436. Destroy Squad(Beta,30)
  437.  
  438. @WAITVAR{ENDFIRSTPART|1}
  439. Forget All
  440.  
  441. Label(ENDENEMY1)
  442. Goto(ENDENEMY1)
  443.  
  444. //***************************
  445.  
  446. Start(FAKENCAR)
  447.  
  448. Label(ENDFAKENCAR)
  449. Goto(ENDFAKENCAR)
  450.  
  451. //***************************
  452.  
  453. Start(Enemy2)
  454.  
  455. Standby(Enemy2)
  456. @WAITVAR{WAVE|1}
  457.  
  458. Destroy Squad(MINELAYER,50)
  459.  
  460. @MOVESHIP{E21|WARPIN}
  461. Jump In Ship(E21)
  462. @WAIT{1000}
  463.  
  464. @MOVESHIP{E22|WARPIN}
  465. Jump In Ship(E22)
  466. @WAIT{1000}
  467.  
  468. @MOVESHIP{E23|WARPIN}
  469. Jump In Ship(E23)
  470.  
  471. @WAITVAR{ENDFIRSTPART|1}
  472. Forget All
  473.  
  474. Label(ENDE2)
  475. Goto(ENDE2)
  476.  
  477. Start(_MUSIC)
  478.  
  479. Music Set(4)   
  480.  
  481. Fade To Calm
  482.  
  483. @WAITVAR{Sus|1}
  484.  
  485. Fade To Suspense
  486.  
  487. @WAITVAR{Bat|1|If(S_VAR["Dead",1]): Goto(DEAD_Battle)}
  488.  
  489. Battle
  490.  
  491. @WAITVAR{Calm|1|If(S_VAR["Dead",1]): Goto(DEAD_Battle)}
  492.  
  493. Fade To Calm
  494.  
  495. Label(MUSIC_END)
  496. Goto(MUSIC_END)
  497.  
  498. Label(DEAD_Battle)
  499.  
  500. End Battle
  501.  
  502. Goto(MUSIC_END)
  503.  
  504. Label(DEAD_CALM)
  505.  
  506. Fade Out
  507.  
  508. Label(DEAD_SUSPENSE)
  509.  
  510. Fade Out
  511.  
  512. Label(MUSIC_END)
  513. Goto(MUSIC_END)
  514.