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Namoul16p2.spt
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Text File
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2000-02-09
|
6KB
|
393 lines
//MTEXT: Defend the Station:- \n \n Mission briefing to follow.
//SCENE: Mscenes\Nam16p2.cen
//TACTICS: Misc
//TACTICS: Dogfight
//PHRASES: Dogfight.txt
//PHRASES: Nam16part2.txt
//PHRASES: Badmil.txt
//PHRASES: Punctuation.txt
//PHRASES: BATTLEPRATTLE.txt
//ALIAS: Cameras.txt
//ALIAS: Ifs.txt
//ALIAS: testalias.txt
//NEBPIC: nebpic24
//BACKLIGHT: 81 65 41 81 65 41
//MAINLIGHT: 255 255 255 255 255 255
//AMBIENT: 29 29 37
//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: 3 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)
VAR: Bat
VAR: Sus
VAR: Calm
VAR: Dead
//*****************************************************
Start(_Beckdead)
BattlePrattle(ON)
@WAIT{20000}
Label(Bdead)
If(s_ShipGoneStrength["Phoenix"]): If(s_PlayerOn[]): Goto(Bdead2)
Goto(Bdead)
Label(Bdead2)
@SETVAR{Dead|1}
Player(OFF)
Player View(OFF)
Timer(8000)
Label(becksdeath)
Position Camera(Plook.POS)
Target Camera(Phoenix.POS)
If(Timer): Goto(becksdeath)
@SCREENFADE{0,4000,255,0,0,0}
@WAIT{4000}
QUIT
Label(_Beckdead)
Goto(_Beckdead)
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}
QUIT
Label(ENDBADBOY)
Goto(ENDBADBOY)
Start(Carrier)
Standby(Carrier)
@WAIT{2000}
@SOUNDON{}
@WAIT{500}
@WAIT{6000}
JUMP IN(Carrier)
label(Carrier_END)
goto(Carrier_END)
Start(Beta)
Standby(Beta)
@WAIT{10000}
CREEP IN(Beta)
label(Beta_END)
goto(Beta_END)
Start(Turret)
@WAIT{500}
Standby(Turret)
@WAIT{10000}
CREEP IN(Turret)
label(Turret_END)
goto(Turret_END)
//######################
Start(Space)
label(Space_END)
goto(Space_END)
//######################
Start(Alpha)
Standby(Alpha)
@WAIT{2000}
JUMP IN(Alpha)
@WAIT{500}
Destroy Squad(Nlight,30)
@WAITVAR{Bat|1}
Destroy Squad(Nswarm,30)
Destroy Squad(Nmed,30)
Destroy Squad(Nmed2,30)
Destroy Squad(Namt,25)
label(Alpha_END)
goto(Alpha_END)
//######################
Start(Med)
@WAIT{500}
Standby(Med)
@WAIT{3500}
JUMP IN SHIP(M1)
JUMP IN SHIP(M2)
Destroy Squad(Nlight,30)
@WAIT{400}
JUMP IN SHIP(M3)
JUMP IN SHIP(M4)
Destroy Squad(Nswarm,30)
@WAIT{4000}
JUMP IN SHIP(M5)
Destroy Squad(Nmed,30)
Destroy Squad(Namt,25)
Destroy Squad(Nmed2,30)
label(Med_END)
goto(Med_END)
//######################
Start(Light)
@WAIT{500}
Standby(Light)
@WAIT{4000}
JUMP IN SHIP(L1)
@WAIT{500}
JUMP IN SHIP(L2)
Destroy Squad(Nlight,30)
@WAIT{500}
JUMP IN SHIP(L3)
Destroy Squad(Nswarm,30)
@WAIT{500}
JUMP IN SHIP(L4)
@WAIT{500}
JUMP IN SHIP(L5)
Destroy Squad(Nmed,30)
Destroy Squad(Namt,25)
Destroy Squad(Nmed2,30)
label(Light_END)
goto(Light_END)
//######################
Start(Police)
@WAIT{9000}
Destroy Squad(Nlight,30)
Destroy Squad(Namt,25)
label(Police_END)
goto(Police_END)
//######################
Start(NCarrier)
label(NCarrier_END)
goto(NCarrier_END)
Start(Namt)
@WAIT{19000}
Destroy Squad(Alpha,30)
Destroy Squad(Med,30)
Destroy Squad(Light,30)
label(Namt_END)
goto(Namt_END)
//######################
Start(Nlight)
@WAIT{11000}
Destroy Squad(Police,39)
Destroy Squad(Alpha,30)
Destroy Squad(Med,30)
Destroy Squad(Light,30)
label(Nlight_END)
goto(Nlight_END)
//######################
Start(NSwarm)
@WAIT{12000}
Destroy Squad(Alpha,30)
Destroy Squad(Med,30)
Destroy Squad(Light,30)
label(NSwarm_END)
goto(NSwarm_END)
//######################
Start(NMed)
@WAIT{15000}
Destroy Squad(Alpha,30)
Destroy Squad(Med,30)
Destroy Squad(Light,30)
label(NMed_END)
goto(NMed_END)
Start(NMed2)
Standby(NMed2)
@WAIT{169000}
Creep In(Nmed2)
@WAIT{700}
Destroy Squad(Alpha,30)
Destroy Squad(Med,30)
Destroy Squad(Light,30)
Destroy Squad(Police,20)
label(NMed2_END)
goto(NMed2_END)
//######################
Start(Cam)
Player(OFF)
Player View(OFF)
@CAMTOSECTOR{1}
Position Camera(Cam2.POS)
@WAIT{300}
Target Camera(Phoenix.POS)
@WAIT{200}
Player(OFF)
Player View(OFF)
@SETVAR{Sus|1}
Music Quiet
@CAMTOSECTOR{1}
Position Camera(Plook.POS)
Target Camera(Phoenix.POS)
Timer(10000)
Label(Camera1)
Position Camera(Plook.POS)
Track Camera(Phoenix.POS)
If(Timer): Goto(Camera1)
//FLYCAM{Cam2|9990|8000|Track Camera(Point.POS)}
Player(ON)
Player View(ON)
@SETVAR{Bat|1}
label(Cam_END)
goto(Cam_END)
//#######################
Start(Mess)
@SCREENFADE{255,3500,0,0,0,0}
@WAIT{3500}
@WAIT{2000}
Message(Alpha,MESS1)
@WAIT{3700}
@WAIT{2990}
@WAIT{2990}
Message(Alpha,MESS5)
@WAIT{3990}
Music Loud
label(Mess_END)
goto(Mess_END)
Start(Watch)
Label(WaitForClose)
If(s_CloseTogether["Phoenix","Ncar1",39000]): Goto(Warpin)
Goto(WaitForClose)
Label(Warpin)
Message(Alpha,MESS6)
@WAIT{3990}
label(Watch_END)
goto(Watch_END)
//##################################
Start(Endbit)
@WAIT{10000}
Label(turrets)
If(S_SQUADGONE["Namt"]): goto(gunsgone)
Goto(turrets)
Label(gunsgone)
@SETVAR{Calm|1}
@WAIT{1700}
Music Quiet
Message(Alpha,MESS2)
@WAIT{3700}
Message(Alpha,MESS3)
@NEXTMISSION{WarDeclared4}
@WAIT{15000}
Fade Out
@SCREENFADE{0,2000,255,0,0,0}
@WAIT{2000}
Player(OFF)
Player View(OFF)
@WAIT{2000}
QUIT
label(Endbit_END)
goto(Endbit_END)
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)