#Description/instructions of movement and 1st and 3rd person.
CASE 1:
(
IF ( VBL_TEST MESSAGE_TIMER LESS_THAN GAME_TIME ) THEN
(
SWITCH MESSAGE_ORDER
(
CASE 0:
(
PLAY_SOUND TRMV_001
SHOW_BILLBOARD {Welcome, Trainee. Your first lesson will be moving your Wraith Hovertank. All of my commands as well as additional information will appear in text at bottom of your display.} 10
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_001
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_ORDER SET 1
)
CASE 1:
(
PLAY_SOUND TRMV_002
SHOW_BILLBOARD {The basic movement controls move your Wraith forward, backward, and turn left and right. Refer to the text display for detailed control instructions.} 10
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_002
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_ORDER SET 2
)
CASE 2:
(
SHOW_BILLBOARD {W - FORWARD S - BACK \nQ - TURN LEFT E - TURN RIGHT \nMOUSE ALSO CONTROLS MOVEMENT} 10
CHANGE_VBL MESSAGE_TIMER ADD 10
CHANGE_VBL MESSAGE_ORDER SET 3
)
CASE 3:
(
PLAY_SOUND TRMV_003
SHOW_BILLBOARD {You can slide your Wraith left and right without turning. This maneuver will help avoid incoming fire.} 7
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_003
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_ORDER SET 4
)
CASE 4:
(
SHOW_BILLBOARD {A - SLIDE LEFT D - SLIDE RIGHT } 8
CHANGE_VBL MESSAGE_TIMER ADD 8
CHANGE_VBL MESSAGE_ORDER SET 5
)
CASE 5:
(
PLAY_SOUND TRMV_004
SHOW_BILLBOARD {Now, Trainee, you can switch to the external view to better utilize the Wraith's maneuverability. Refer to the text...} 7
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_004
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_ORDER SET 6
CHANGE_VBL BILLBOARD_SWITCH SET 3
CHANGE_VBL BILLBOARD_TIMER SET GAME_TIME
CHANGE_VBL BILLBOARD_TIMER ADD 6
)
CASE 6:
(
SHOW_BILLBOARD {TAB - TOGGLE BETWEEN INTERNAL AND EXTERNAL VIEWS} 10
CHANGE_VBL FLOW SET 2
CHANGE_VBL MESSAGE_ORDER SET 0
CHANGE_VBL MESSAGE_TIMER ADD 10
CHANGE_VBL MESSAGE_REMINDER SET 0
)
)
)
)
#Description/instructions of targetting reticle.
CASE 2:
(
IF ( VBL_TEST MESSAGE_TIMER LESS_THAN GAME_TIME ) THEN
(
SWITCH MESSAGE_ORDER
(
CASE 0:
(
PLAY_SOUND TRMV_005
SHOW_BILLBOARD {At the center of your Head Up Display, which I will refer to as the HUD, is a green target reticle. This will aid you in firing your weapons. Upon centering your view on a target, the reticle will offer...} 14
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_005
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_TIMER ADD 5
CHANGE_VBL MESSAGE_ORDER SET 1
CHANGE_VBL BILLBOARD_SWITCH SET 0
CHANGE_VBL BILLBOARD_TIMER SET GAME_TIME
CHANGE_VBL BILLBOARD_TIMER ADD 13
)
CASE 1:
(
PLAY_SOUND TRMV_006
SHOW_BILLBOARD {A line projects from the reticle to your target. The shorter this line, the more accurate you'll be with non seeking weapons. If the line is green, the target is friendly. If the line is red, the target is enemy...} 15
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_006
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_ORDER SET 2
CHANGE_VBL BILLBOARD_SWITCH SET 1
CHANGE_VBL BILLBOARD_TIMER SET GAME_TIME
CHANGE_VBL BILLBOARD_TIMER ADD 11
)
CASE 2:
(
SET_GATE GATE_START1 0
PLAY_SOUND TRMV_007
SHOW_BILLBOARD {Acting Trainee Commander, we will now begin weapons training. Pilot your Wraith past the lowering gate.} 7
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_007
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_TIMER ADD 5
CHANGE_VBL FLOW SET 3
CHANGE_VBL MESSAGE_REMINDER SET 0
CHANGE_VBL MESSAGE_ORDER SET 0
)
)
)
)
#Description/instructions on using weapons.
CASE 3:
(
IF ( VBL_TEST MESSAGE_TIMER LESS_THAN GAME_TIME ) THEN
(
SWITCH MESSAGE_ORDER
(
CASE 0:
(
PLAY_SOUND TRMV_008
SHOW_BILLBOARD {Your Wraith has two active weapons systems. The primary system is your laser cannon. This system has unlimited fire capacity, so use it early and often. The second system is modular and may be equipped with a variety...} 13
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_008
SHOW_BILLBOARD {Good job, Trainee Commander. Proceed through the next gate.}
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_009
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_TIMER ADD 5
SET_GATE GATE_START2 0
CHANGE_VBL CLOSE_POINT_SWITCH SET 1
)
ELSE
(
IF ( VBL_TEST MESSAGE_REMINDER EQUAL 0 ) THEN
(
SHOW_BILLBOARD {LEFT MOUSE BUTTON ACTIVATES LASER CANNONS \nYOUR TARGET IS THE BLACK CRATE \nNOTICE OBJECTS LIKE THIS ARE NOT IDENTIFIED \nNOR DO THEY APPEAR ON YOUR RADAR} 10
CHANGE_VBL MESSAGE_TIMER ADD 10
CHANGE_VBL MESSAGE_REMINDER SET 1
)
ELSE
(
PLAY_SOUND TRMV_010
SHOW_BILLBOARD {Trainee Commander, destroy your target.} 3
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_010
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_REMINDER SET 0
)
)
)
)
)
)
#Continued description/instructions on using weapons and targeting reticle.
CASE 4:
(
IF ( VBL_TEST MESSAGE_TIMER LESS_THAN GAME_TIME ) THEN
(
SWITCH MESSAGE_ORDER
(
CASE 0:
(
PLAY_SOUND TRMV_011
SHOW_BILLBOARD {Notice your reticle IDs this next building in red. Use both weapon systems to destroy it. Watch its health bar decrease as the building takes damage.} 10
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_011
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_TIMER ADD 5
CHANGE_VBL MESSAGE_ORDER SET 1
)
CASE 1:
(
IF ( NOT ( IS_ALIVE OBJECT2 ) ) THEN
(
PLAY_SOUND TRMV_009
SHOW_BILLBOARD {Good job, Trainee Commander. Proceed through the next gate.}
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_009
SHOW_BILLBOARD {Trainee Commander, destroy your target.} 3
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_010
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_REMINDER SET 0
)
)
)
)
)
)
#Briefed on the overhead map.
CASE 5:
(
IF ( VBL_TEST MESSAGE_TIMER LESS_THAN GAME_TIME ) THEN
(
SWITCH MESSAGE_ORDER
(
CASE 0:
(
PLAY_SOUND TRMV_012
SHOW_BILLBOARD {Your radar is at the top right of your HUD. It will display red and yellow dots for all enemy units, and green dots for our guys. When needed, you may zoom your radar in and out. Refer to the text for detailed instructions.} 18
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_012
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_ORDER SET 1
)
CASE 1:
(
SHOW_BILLBOARD {PAGE UP - DECREASE RADAR SIZE/ZOOM IN \nPAGE DOWN - INCREASE RADAR SIZE/ZOOM OUT} 10
CHANGE_VBL MESSAGE_TIMER ADD 10
CHANGE_VBL MESSAGE_ORDER SET 2
)
CASE 2:
(
IF ( PLAYER_PROPS 0 IN_OVERHEAD_MAP ) THEN
(
CHANGE_VBL MESSAGE_ORDER SET 3
)
ELSE
(
IF ( VBL_TEST MESSAGE_REMINDER EQUAL 0 ) THEN
(
PLAY_SOUND TRMV_013
SHOW_BILLBOARD {While your radar only shows the local surrounding area, your overhead map view will display the entire area of operations. Bring up the overhead map now.} 10
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_013
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_REMINDER SET 1
)
ELSE
(
SHOW_BILLBOARD {R - DISPLAYS OVERHEAD MAP} 10
CHANGE_VBL MESSAGE_TIMER ADD 10
CHANGE_VBL MESSAGE_REMINDER SET 0
)
)
)
CASE 3:
(
IF ( PLAYER_PROPS 0 IN_OVERHEAD_MAP ) THEN
(
PLAY_SOUND TRMV_014
SHOW_BILLBOARD {At the right is the terrain. Again, the red and yellow blips are enemy objects, the green are friendly. You should also see a green and yellow triangle representing the location of your Wraith. In the upper left of this...} 14
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_014
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_TIMER ADD 2
CHANGE_VBL MESSAGE_ORDER SET 4
CHANGE_VBL BILLBOARD_SWITCH SET 4
CHANGE_VBL BILLBOARD_TIMER SET GAME_TIME
CHANGE_VBL BILLBOARD_TIMER ADD 13
)
ELSE
(
GOTO_OVERHEAD 0
SHOW_BILLBOARD {REMAIN IN THE OVERHEAD VIEW FOR INSTRUCTIONS}
)
)
CASE 4:
(
CHANGE_VBL MESSAGE_REMINDER SET 0
CHANGE_VBL MESSAGE_ORDER SET 999
CHANGE_VBL CLOSE_POINT_SWITCH SET 3
)
CASE 5:
(
IF ( PLAYER_PROPS 0 IN_OVERHEAD_MAP ) THEN
(
IF ( VBL_TEST MESSAGE_REMINDER EQUAL 0 ) THEN
(
PLAY_SOUND TRMV_016
SHOW_BILLBOARD {Good job Commander, you may now exit the overhead map. Continue through the southern pass from your Wraith view.} 7
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_016
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_REMINDER SET 1
)
ELSE
(
SHOW_BILLBOARD {R - EXIT OVERHEAD MAP} 8
CHANGE_VBL MESSAGE_REMINDER SET 0
CHANGE_VBL MESSAGE_TIMER ADD 8
)
)
ELSE
(
SET_GATE GATE_EXIT_OHM 0
CHANGE_VBL FLOW SET 6
CHANGE_VBL MESSAGE_REMINDER SET 0
CHANGE_VBL MESSAGE_ORDER SET 0
)
)
)
)
)
#Introduce the concept of a Citadel
CASE 6:
(
IF ( VBL_TEST MESSAGE_TIMER LESS_THAN GAME_TIME ) THEN
(
SWITCH MESSAGE_ORDER
(
CASE 0:
(
CHANGE_VBL CLOSE_POINT_SWITCH SET 4
)
CASE 1:
(
PLAY_SOUND TRMV_018
SHOW_BILLBOARD {The other building is a Power Building. They are responsible for extracting power from the local area and transmitting that power to your Wraith. Your power, as represented by the value at the top left of your HUD...} 12
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_018
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_ORDER SET 2
CHANGE_VBL BILLBOARD_SWITCH SET 6
CHANGE_VBL BILLBOARD_TIMER SET GAME_TIME
CHANGE_VBL BILLBOARD_TIMER ADD 11
)
CASE 2:
(
IF ( VBL_TEST MESSAGE_REMINDER EQUAL 0 ) THEN
(
PLAY_SOUND TRMV_019
SHOW_BILLBOARD {As you can see, your Power Building has been damaged. If you target the building, your reticle will reflect this state by displaying a depleted health bar.} 10
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_019
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_REMINDER SET 1
)
ELSE
(
IF ( NOT ( PLAYER_PROPS 0 IN_OVERHEAD_MAP ) ) THEN
(
IF ( VBL_TEST MESSAGE_REMINDER EQUAL 1 ) THEN
(
PLAY_SOUND TRMV_020
SHOW_BILLBOARD {Switch to your overhead map for instructions on how to repair buildings.} 10
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_020
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_REMINDER SET 2
)
ELSE
(
SHOW_BILLBOARD {R - DISPLAYS OVERHEAD MAP} 8
CHANGE_VBL MESSAGE_TIMER ADD 8
CHANGE_VBL MESSAGE_REMINDER SET 1
)
)
ELSE
(
CHANGE_VBL MESSAGE_ORDER SET 3
CHANGE_VBL MESSAGE_REMINDER SET 0
)
)
)
CASE 3:
(
IF ( PLAYER_PROPS 0 IN_OVERHEAD_MAP ) THEN
(
IF ( VBL_TEST BUILDING_DAMAGED EQUAL 0 ) THEN
(
IF ( VBL_TEST MESSAGE_REMINDER EQUAL 0 ) THEN
(
PLAY_SOUND TRMV_021
SHOW_BILLBOARD {Again, to the lower left is the button panel. The second icon from the left on the top row represents your Power Building. Select the building, Commander.} 14
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_021
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_REMINDER SET 1
)
ELSE
(
IF ( VBL_TEST MESSAGE_REMINDER EQUAL 1 ) THEN
(
PLAY_SOUND TRMV_022
SHOW_BILLBOARD {While the building is selected, issue the repair order by activating the button directly beneath the building.} 8
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_022
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_REMINDER SET 2
)
ELSE
(
SHOW_BILLBOARD {LEFT CLICK ON YOUR POWER BUILDING \nTHEN LEFT CLICK ON THE REPAIR BUTTON} 10
CHANGE_VBL MESSAGE_TIMER ADD 10
CHANGE_VBL MESSAGE_REMINDER SET 1
)
)
IF ( VBL_TEST PLAYER_MONEY 0 LESS_THAN LAST_POWER ) THEN
(
CHANGE_VBL BUILDING_DAMAGED SET 1
)
ELSE
(
CHANGE_VBL LAST_POWER SET PLAYER_MONEY 0
)
)
ELSE
(
CHANGE_VBL MESSAGE_ORDER SET 4
CHANGE_VBL MESSAGE_REMINDER SET 0
CHANGE_VBL LAST_POWER SET PLAYER_MONEY 0
)
)
ELSE
(
GOTO_OVERHEAD 0
)
)
CASE 4:
(
PLAY_SOUND TRMV_023
SHOW_BILLBOARD {Well done, Commander. Notice, by viewing the numeric display at the lower left of this view, that Power was used for the repair.} 8
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_023
SHOW_BILLBOARD {When an area is depleted of power, you should recycle the local Power Buildings. With your Power Building selected, issue the recycle order by activating the button that lies two to the right of the repair button.} 19
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_024
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_REMINDER SET 1
)
ELSE
(
SHOW_BILLBOARD {LEFT CLICK ON THE POWER BUILDING \nTHEN LEFT CLICK ON THE SELL BUTTON \nWHICH IS TWO BUTTONS RIGHT OF THE REPAIR BUTTON} 10
SHOW_BILLBOARD {Note the power gained by recycling the building.}
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_025
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_REMINDER SET 1
)
ELSE
(
SHOW_BILLBOARD {NOW PURCHASE ANOTHER POWER BUILDING\nTHE TOP LEFT BUTTON UNDER THE STATUS ROW IS \nTHE POWER BUILDING PURCHASE BUTTON\nLEFT CLICK ON IT TO CALL IN A NEW ONE} 10
CHANGE_VBL MESSAGE_TIMER ADD 10
)
)
ELSE
(
CHANGE_VBL MESSAGE_ORDER SET 7
CHANGE_VBL MESSAGE_REMINDER SET 0
)
)
CASE 7:
(
PLAY_SOUND TRMV_026
SHOW_BILLBOARD {You will often have more than one citadel. You can display their status by clicking on the citadel area in the terrain view portion of the overhead map display. Switch to the citadel in the southwest of the map.} 14
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_026
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_TIMER ADD 2
CHANGE_VBL MESSAGE_ORDER SET 8
)
CASE 8:
(
SHOW_BILLBOARD {TO THE RIGHT IS THE TERRAIN VIEW \nAT ITS BOTTOM LEFT IS A SMALL GREEN SQUARE \nONCE THIS DISPLAY GOES DOWN, LEFT CLICK IT TO SWITCH TO THAT CITADEL.} 10
CHANGE_VBL MESSAGE_TIMER ADD 15
CHANGE_VBL MESSAGE_ORDER SET 9
)
CASE 9:
(
PLAY_SOUND TRMV_027
SHOW_BILLBOARD {As you can see, this citadel has two Power Buildings and both are damaged. Instead of fixing each individually, you can repair both by the fix all order. The fix all button is between the fix and recycle buttons.} 15
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_027
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_ORDER SET 10
)
CASE 10:
(
IF ( PLAYER_PROPS 0 IN_OVERHEAD_MAP ) THEN
(
IF ( VBL_TEST BUILDING_DAMAGED EQUAL 1 ) THEN
(
IF ( VBL_TEST MESSAGE_REMINDER EQUAL 0 ) THEN
(
PLAY_SOUND TRMV_028
SHOW_BILLBOARD {Commander, issue the fix all order to repair the buildings.}
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_028
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_REMINDER SET 1
)
ELSE
(
SHOW_BILLBOARD {AT THE SECOND ROW FROM THE TOP OF THE ICON PANEL \nLEFT CLICK ON THE MIDDLE BUTTON TO FIX ALL BUILDINGS AT THAT COMMAND BUNKER} 24
CHANGE_VBL MESSAGE_TIMER ADD 10
CHANGE_VBL MESSAGE_REMINDER SET 0
)
IF ( VBL_TEST PLAYER_MONEY 0 LESS_THAN LAST_POWER ) THEN
(
CHANGE_VBL BUILDING_DAMAGED SET 2
)
ELSE
(
CHANGE_VBL LAST_POWER SET PLAYER_MONEY 0
)
)
ELSE
(
CHANGE_VBL FLOW SET 7
CHANGE_VBL MESSAGE_ORDER SET 0
CHANGE_VBL MESSAGE_REMINDER SET 0
)
)
ELSE
(
GOTO_OVERHEAD 0
)
)
)
)
)
#Guiding user to teleporter and taking user through unit display rooms
CASE 7:
(
IF ( VBL_TEST MESSAGE_TIMER LESS_THAN GAME_TIME ) THEN
(
SWITCH MESSAGE_ORDER
(
CASE 0:
(
CHANGE_VBL CLOSE_POINT_SWITCH SET 5
IF ( VBL_TEST MESSAGE_REMINDER EQUAL 0 ) THEN
(
SET_TELEPORTER TELEPORTER 1
CHANGE_VBL BEGIN_TRAINING SET 1
PLAY_SOUND TRMV_029
SHOW_BILLBOARD {Good job, Commander. Exit your overhead map display. Next we will show you your units. Enter the teleporter to the east of this Citadel.} 9
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_029
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_REMINDER SET 1
)
ELSE
(
IF ( PLAYER_PROPS 0 IN_OVERHEAD_MAP ) THEN
(
SHOW_BILLBOARD {R - EXIT OVERHEAD MAP} 8
CHANGE_VBL MESSAGE_TIMER ADD 13
CHANGE_VBL MESSAGE_REMINDER SET 0
)
ELSE
(
SHOW_BILLBOARD {THE TELEPORTER IS TO THE EAST \nDRIVE BETWEEN THE TWO ARCHES TO TELEPORT TO YOUR NEXT LOCATION} 8
CHANGE_VBL MESSAGE_TIMER ADD 13
CHANGE_VBL MESSAGE_REMINDER SET 0
)
)
)
)
)
)
#User learns to call in units
CASE 8:
(
IF ( VBL_TEST MESSAGE_TIMER LESS_THAN GAME_TIME ) THEN
SHOW_BILLBOARD {Welcome to powerups, Commander. These are gift packs filled with reloads, extra units, power, and Wraith repairs - this one here is an infantry powerup.} 11
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_042
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_ORDER SET 1
)
#Picking up the powerup
CASE 1:
(
IF ( NOT ( IS_ALIVE CALL_IN_PU ) ) THEN
(
CHANGE_VBL MESSAGE_ORDER SET 2
CHANGE_VBL MESSAGE_REMINDER SET 0
)
ELSE
(
IF ( VBL_TEST MESSAGE_REMINDER EQUAL 0 ) THEN
(
PLAY_SOUND TRMV_043
SHOW_BILLBOARD {Move your Wraith over the powerup, Commander. The Wraith teleporter will collect it. This powerup is an infantry production credit.} 11
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_043
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_REMINDER SET 1
)
ELSE
(
SHOW_BILLBOARD {PILOT YOUR WRAITH OVER THE POWERUP TO COLLECT IT} 10
CHANGE_VBL MESSAGE_TIMER ADD 10
)
)
)
#Explaining HUD change after collection of powerup
CASE 2:
(
PLAY_SOUND TRMV_044
SHOW_BILLBOARD {At the top of your HUD are indicators for all combat systems deployable by the Wraith. Note that the infantry indicator, the left most one, shows one unit available.} 11
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_044
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_ORDER SET 3
)
#Creating building, having them target it, and call in infantry.
CASE 3:
(
PLAY_SOUND TRMV_045
SHOW_BILLBOARD {To the south is another building of the type you destroyed earlier. This time deploy your infantry and let them handle it.} 7
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_045
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_ORDER SET 4
)
CASE 4:
(
IF ( NOT ( IS_ALIVE CALL_IN_BUILDING ) ) THEN
(
PLAY_SOUND TRMV_047
SHOW_BILLBOARD {Nice to be part of a team, IS IT NOT, Commander? Now roll out to the west where you will practice with the rest of your forces.} 9
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_047
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
SET_GATE GATE_GD_POST 0
CHANGE_VBL FLOW SET 9
CHANGE_VBL MESSAGE_ORDER SET 0
CHANGE_VBL MESSAGE_REMINDER SET 0
)
ELSE
(
IF ( VBL_TEST MESSAGE_REMINDER EQUAL 0 ) THEN
(
PLAY_SOUND TRMV_046
SHOW_BILLBOARD {Commander, target the building and deploy your infantry, then watch them work.} 11
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_046
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_REMINDER SET 1
)
ELSE
(
SHOW_BILLBOARD {TARGET THE BUILDING WITH YOUR MOUSE \nEITHER PRESS F1 TO DEPLOY INFANTRY...OR \nHOLD SHIFT, MOVE YOUR CURSOR TO THE TOP LEFT \nLEFT CLICK ON THE INFANTRY ICON TO DEPLOY} 20
#User given chance to experiment with units versus target interactions
CASE 9:
(
IF ( VBL_TEST MESSAGE_TIMER LESS_THAN GAME_TIME ) THEN
(
SWITCH MESSAGE_ORDER
(
CASE 0:
(
CHANGE_VBL CLOSE_POINT_SWITCH SET 11
)
CASE 1:
(
PLAY_SOUND TRMV_048
SHOW_BILLBOARD {To the west is a live fire area with six varied target types. In order from north to south the areas contain enemy buildings, turrets, infantry, tanks, AAVs, and finally a bomber.} 15
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_048
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_ORDER SET 2
)
CASE 2:
(
PLAY_SOUND TRMV_049
SHOW_BILLBOARD {Adjacent to each section will be a powerup. These powerups contain the unit type recommended for deployment against the threat presented.} 15
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_049
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_ORDER SET 3
)
CASE 3:
(
PLAY_SOUND TRMV_050
SHOW_BILLBOARD {Convoys will be running powerups from the Command Bunker to the supply depots. One depot is directly to your southwest. The second is near the southern citadel. Send in as many units as you wish, Commander...} 13
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_050
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_ORDER SET 4
CHANGE_VBL BILLBOARD_SWITCH SET 8
CHANGE_VBL BILLBOARD_TIMER SET GAME_TIME
CHANGE_VBL BILLBOARD_TIMER ADD 12
)
CASE 4:
(
PLAY_SOUND TRMV_051
SHOW_BILLBOARD {Note that there are two extraction points for you. One is the depressed area in this chamber and the other is the depressed claim square of the southern Command Bunker.} 14
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_051
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_ORDER SET 5
)
CASE 5:
(
PLAY_SOUND TRMV_052
SHOW_BILLBOARD {When you feel ready - and take your time, Commander. Park on one of the extraction areas and we will teleport you out. Now go and get deadly, Commander.} 14
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_052
IF ( VBL_TEST MESSAGE_TIMER LESS_THAN GAME_TIME ) THEN
(
IF ( VBL_TEST MESSAGE_REMINDER EQUAL 0 ) THEN
(
PLAY_SOUND TRMV_015
SHOW_BILLBOARD {For practice, remain in this view and pilot your Wraith through the southern pass.} 5
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_015
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_REMINDER SET 1
SET_GATE GATE_START4 0
)
ELSE
(
SHOW_BILLBOARD {W - FORWARD S - BACK \nQ - TURN LEFT E - TURN RIGHT \nA - SLIDE LEFT D - SLIDE RIGHT} 10
CHANGE_VBL MESSAGE_TIMER ADD 20
CHANGE_VBL MESSAGE_REMINDER SET 0
)
)
)
)
ELSE
(
GOTO_OVERHEAD 0
SHOW_BILLBOARD {NAVIGATE FROM THE OVERHEAD VIEW}
CHANGE_VBL MESSAGE_TIMER ADD 5
)
)
CASE 4:
(
IF ( CLOSE_PT HTANK 0 LOC (111, 30, 0) 8 ) THEN
(
PLAY_SOUND TRMV_017
SHOW_BILLBOARD {Before you is a Command Bunker, these will be your bases of operation for defense and unit production. The main turret building is your Citadel. As it provides the main defense at a Command Bunker, one must be...} 13
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_017
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_ORDER SET 1
CHANGE_VBL MESSAGE_REMINDER SET 0
CHANGE_VBL BILLBOARD_SWITCH SET 5
CHANGE_VBL BILLBOARD_TIMER SET GAME_TIME
CHANGE_VBL BILLBOARD_TIMER ADD 11
CHANGE_VBL CLOSE_POINT_SWITCH SET 0
)
)
#Arrival
CASE 5:
(
IF ( CLOSE_PT HTANK 0 TELEPORTER_DESTINATION_LOC 5 ) THEN
(
CHANGE_VBL MESSAGE_ORDER SET 999
CHANGE_VBL CREATE_SHOOTING_AAV SET 1
SET_TELEPORTER TELE_DEATH 1
SET_TELEPORTER TELEPORTER 0
)
IF ( NOT ( CLOSE_PT HTANK 0 AT_INFANTRY_LOC 15 ) ) THEN
(
IF ( VBL_TEST MESSAGE_TIMER LESS_THAN GAME_TIME ) THEN
(
IF ( VBL_TEST MESSAGE_REMINDER EQUAL 0 ) THEN
(
SET_GATE GATE_AT_INF 0
SET_GATE GATE_TO_INF 0
PLAY_SOUND TRMV_030
SHOW_BILLBOARD {To the north are training compounds. Head north, following the red arrow into the first platform on the east.} 9
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_030
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_TIMER ADD 5
CHANGE_VBL MESSAGE_REMINDER SET 1
)
ELSE
(
IF ( VBL_TEST MESSAGE_REMINDER EQUAL 1 ) THEN
(
PLAY_SOUND TRMV_031
SHOW_BILLBOARD {Commander, head north and enter the first platform to the east.}
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_031
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_TIMER ADD 5
CHANGE_VBL MESSAGE_REMINDER SET 2
)
ELSE
(
SHOW_BILLBOARD {PILOT YOUR WRAITH NORTH ALONG THE PATH \nTURN EAST INTO THE FIRST OPENING} 10
CHANGE_VBL MESSAGE_TIMER ADD 15
CHANGE_VBL MESSAGE_REMINDER SET 0
)
)
)
)
ELSE
(
IF ( CLOSE_PT HTANK 0 AT_INFANTRY_LOC 10 ) THEN
(
SET_GATE GATE_TO_INF 1
CHANGE_VBL CLOSE_POINT_SWITCH SET 6
CHANGE_VBL MESSAGE_TIMER SUB 5
CHANGE_VBL MESSAGE_REMINDER SET 0
)
)
)
#At infantry
CASE 6:
(
IF ( CLOSE_PT HTANK 0 AT_INFANTRY_LOC 15 ) THEN
(
IF ( VBL_TEST MESSAGE_TIMER LESS_THAN GAME_TIME ) THEN
(
IF ( VBL_TEST MESSAGE_REMINDER EQUAL 0 ) THEN
(
PLAY_SOUND TRMV_032
SHOW_BILLBOARD {This is the infantry training area. In combat, infantry are most effective against buildings and other infantry. Those who survive this training will join you in battle.} 12
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_032
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_TIMER ADD 10
CHANGE_VBL MESSAGE_REMINDER SET 1
)
ELSE
(
SET_GATE GATE_AT_LT_TANK 0
SET_GATE GATE_TO_LT_TANK 0
SHOW_BILLBOARD {WHEN READY, EXIT THIS AREA \nTRAVEL NORTH TO THE LIGHT TANK TRAINING SECTION} 10
CHANGE_VBL MESSAGE_TIMER ADD 15
CHANGE_VBL MESSAGE_REMINDER SET 0
)
)
)
ELSE
(
IF ( VBL_TEST MESSAGE_TIMER LESS_THAN GAME_TIME ) THEN
(
IF ( VBL_TEST MESSAGE_REMINDER LESS_THAN 2 ) THEN
(
SET_GATE GATE_AT_LT_TANK 0
SET_GATE GATE_TO_LT_TANK 0
PLAY_SOUND TRMV_033
SHOW_BILLBOARD {Commander, follow the arrows north and enter the first platform to the west.}
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_033
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_TIMER ADD 5
CHANGE_VBL MESSAGE_REMINDER SET 2
)
ELSE
(
SHOW_BILLBOARD {PILOT YOUR WRAITH NORTH ALONG THE PATH \nTURN EAST INTO THE FIRST OPENING} 10
CHANGE_VBL MESSAGE_TIMER ADD 15
CHANGE_VBL MESSAGE_REMINDER SET 0
)
)
IF ( CLOSE_PT HTANK 0 AT_LIGHT_TANK_LOC 10 ) THEN
(
SET_GATE GATE_AT_INF 1
CHANGE_VBL CLOSE_POINT_SWITCH SET 7
CHANGE_VBL MESSAGE_REMINDER SET 0
CHANGE_VBL MESSAGE_TIMER SUB 5
)
)
)
#At Light Tanks
CASE 7:
(
IF ( CLOSE_PT HTANK 0 AT_LIGHT_TANK_LOC 15 ) THEN
(
IF ( VBL_TEST MESSAGE_TIMER LESS_THAN GAME_TIME ) THEN
(
IF ( VBL_TEST MESSAGE_REMINDER EQUAL 0 ) THEN
(
PLAY_SOUND TRMV_034
SHOW_BILLBOARD {These light tanks are training for their combat roles as infantry hunters, skirmishers and support vehicles for building destruction.} 9
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_034
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_TIMER ADD 10
CHANGE_VBL MESSAGE_REMINDER SET 1
)
ELSE
(
SET_GATE GATE_AT_HY_TANK 0
SET_GATE GATE_TO_HY_TANK 0
SHOW_BILLBOARD {WHEN READY, EXIT THIS AREA \nTRAVEL NORTH TO THE HEAVY TANK TRAINING SECTION} 10
CHANGE_VBL MESSAGE_TIMER ADD 15
CHANGE_VBL MESSAGE_REMINDER SET 0
)
)
)
ELSE
(
IF ( VBL_TEST MESSAGE_TIMER LESS_THAN GAME_TIME ) THEN
(
IF ( VBL_TEST MESSAGE_REMINDER LESS_THAN 2 ) THEN
(
SET_GATE GATE_AT_HY_TANK 0
SET_GATE GATE_TO_HY_TANK 0
PLAY_SOUND TRMV_035
SHOW_BILLBOARD {The heavy tanks are training to the north, follow the arrows to the next section Commander.}
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_035
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_TIMER ADD 5
CHANGE_VBL MESSAGE_REMINDER SET 2
)
ELSE
(
SHOW_BILLBOARD {PILOT YOUR WRAITH NORTH ALONG THE PATH \nTURN EAST INTO THE OPENING} 10
CHANGE_VBL MESSAGE_TIMER ADD 15
CHANGE_VBL MESSAGE_REMINDER SET 0
)
)
IF ( CLOSE_PT HTANK 0 AT_HEAVY_TANK_LOC 10 ) THEN
(
SET_GATE GATE_AT_LT_TANK 1
SET_GATE GATE_TO_LT_TANK 1
CHANGE_VBL CLOSE_POINT_SWITCH SET 8
CHANGE_VBL MESSAGE_REMINDER SET 0
CHANGE_VBL MESSAGE_TIMER SUB 5
)
)
)
#At Heavy Tanks
CASE 8:
(
IF ( CLOSE_PT HTANK 0 AT_HEAVY_TANK_LOC 15 ) THEN
(
IF ( VBL_TEST MESSAGE_TIMER LESS_THAN GAME_TIME ) THEN
(
IF ( VBL_TEST MESSAGE_REMINDER EQUAL 0 ) THEN
(
PLAY_SOUND TRMV_036
SHOW_BILLBOARD {These heavy tanks provide excellent mobile bases of fire against enemy citadels, buildings and armored vehicles. Their strength is second only to your Wraith.} 12
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_036
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_TIMER ADD 10
CHANGE_VBL MESSAGE_REMINDER SET 1
)
ELSE
(
SET_GATE GATE_AT_AAV 0
SET_GATE GATE_TO_AAV 0
SHOW_BILLBOARD {WHEN READY, EXIT THIS AREA \nTRAVEL NORTH TO THE AAV TRAINING SECTION} 10
CHANGE_VBL MESSAGE_TIMER ADD 15
CHANGE_VBL MESSAGE_REMINDER SET 0
)
)
)
ELSE
(
IF ( VBL_TEST MESSAGE_TIMER LESS_THAN GAME_TIME ) THEN
(
IF ( VBL_TEST MESSAGE_REMINDER LESS_THAN 2 ) THEN
(
SET_GATE GATE_AT_AAV 0
SET_GATE GATE_TO_AAV 0
PLAY_SOUND TRMV_037
SHOW_BILLBOARD {Commander, roll out to the north to view AAVS in training.}
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_037
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_TIMER ADD 5
CHANGE_VBL MESSAGE_REMINDER SET 2
)
ELSE
(
SHOW_BILLBOARD {PILOT YOUR WRAITH NORTH ALONG THE PATH \nTURN WEST INTO THE OPENING} 10
CHANGE_VBL MESSAGE_TIMER ADD 15
CHANGE_VBL MESSAGE_REMINDER SET 0
)
)
IF ( CLOSE_PT HTANK 0 AT_AAV_LOC 10 ) THEN
(
SET_GATE GATE_AT_HY_TANK 1
SET_GATE GATE_TO_HY_TANK 1
CHANGE_VBL CLOSE_POINT_SWITCH SET 9
CHANGE_VBL MESSAGE_REMINDER SET 0
CHANGE_VBL MESSAGE_TIMER SUB 5
)
)
)
#At AAVs
CASE 9:
(
IF ( CLOSE_PT HTANK 0 AT_AAV_LOC 15 ) THEN
(
IF ( VBL_TEST MESSAGE_TIMER LESS_THAN GAME_TIME ) THEN
(
IF ( VBL_TEST MESSAGE_REMINDER EQUAL 0 ) THEN
(
PLAY_SOUND TRMV_038
SHOW_BILLBOARD {Aerial Assault Vehicles provide rapid response to threats from enemy ground and air units. Some of these pilots will no doubt fight alongside you.} 12
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_038
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_TIMER ADD 10
CHANGE_VBL MESSAGE_REMINDER SET 1
)
ELSE
(
SET_GATE GATE_AT_BOMBER 0
SET_GATE GATE_TO_BOMBER 0
SHOW_BILLBOARD {WHEN READY, EXIT THIS AREA \nTRAVEL NORTH TO THE BOMBER TRAINING SECTION} 10
CHANGE_VBL MESSAGE_TIMER ADD 10
CHANGE_VBL MESSAGE_REMINDER SET 0
)
)
)
ELSE
(
IF ( VBL_TEST MESSAGE_TIMER LESS_THAN GAME_TIME ) THEN
(
IF ( VBL_TEST MESSAGE_REMINDER LESS_THAN 2 ) THEN
(
SET_GATE GATE_AT_BOMBER 0
SET_GATE GATE_TO_BOMBER 0
PLAY_SOUND TRMV_039
SHOW_BILLBOARD {Move north to the Bomber training area.}
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_039
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_TIMER ADD 5
CHANGE_VBL MESSAGE_REMINDER SET 2
)
ELSE
(
SHOW_BILLBOARD {PILOT YOUR WRAITH NORTH THROUGH THE END OF THE PATH} 10
CHANGE_VBL MESSAGE_TIMER ADD 15
CHANGE_VBL MESSAGE_REMINDER SET 0
)
)
IF ( CLOSE_PT HTANK 0 AT_BOMBER_LOC 10 ) THEN
(
SET_GATE GATE_AT_AAV 1
SET_GATE GATE_TO_AAV 1
CHANGE_VBL CLOSE_POINT_SWITCH SET 10
CHANGE_VBL MESSAGE_REMINDER SET 0
CHANGE_VBL MESSAGE_TIMER SUB 5
)
)
)
#At Bombers
CASE 10:
(
IF ( CLOSE_PT HTANK 0 AT_BOMBER_LOC 25 ) THEN
(
IF ( VBL_TEST MESSAGE_TIMER LESS_THAN GAME_TIME ) THEN
(
IF ( VBL_TEST MESSAGE_REMINDER EQUAL 0 ) THEN
(
PLAY_SOUND TRMV_040
SHOW_BILLBOARD {To the east is the bomber training area. Watch, but do not cross the line or you will be in a live fire area those are real two megaton HE bombs they are dropping, with the intermittent advanced training...} 14
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_040
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_TIMER ADD 10
CHANGE_VBL MESSAGE_REMINDER SET 1
CHANGE_VBL BILLBOARD_SWITCH SET 7
CHANGE_VBL BILLBOARD_TIMER SET GAME_TIME
CHANGE_VBL BILLBOARD_TIMER ADD 13
)
ELSE
(
IF ( VBL_TEST MESSAGE_REMINDER EQUAL 1 ) THEN
(
PLAY_SOUND TRMV_041
SHOW_BILLBOARD {Proceed west, Commander to your next training stage.}
CHANGE_VBL MESSAGE_TIMER SET SOUND_LENGTH TRMV_041
CHANGE_VBL MESSAGE_TIMER ADD GAME_TIME
CHANGE_VBL MESSAGE_TIMER ADD 5
CHANGE_VBL MESSAGE_REMINDER SET 2
SET_GATE GATE_TO_CALL_IN 0
)
ELSE
(
SHOW_BILLBOARD {WHEN DONE WATCHING THOSE KILLER EXPLOSIONS \nPILOT YOUR WRAITH WEST TO CONTINUE TRAINING} 10
CHANGE_VBL MESSAGE_TIMER ADD 15
CHANGE_VBL MESSAGE_REMINDER SET 0
)
)
)
)
ELSE
(
IF ( CLOSE_PT HTANK 0 UNIT_CALL_IN_LOC 15 ) THEN
(
CHANGE_VBL BEGIN_TRAINING SET 2
SET_GATE GATE_AT_BOMBER 1
SET_GATE GATE_TO_BOMBER 1
CHANGE_VBL FLOW SET 8
CHANGE_VBL MESSAGE_ORDER SET 0
CHANGE_VBL MESSAGE_TIMER SUB 5
CHANGE_VBL MESSAGE_REMINDER SET 0
CHANGE_VBL CLOSE_POINT_SWITCH SET 999
)
)
)
CASE 11:
(
IF ( CLOSE_PT HTANK 0 EXIT1_LOC 20 ) THEN
(
SET_GATE GATE_TO_CALL_IN 1
CHANGE_VBL MESSAGE_ORDER SET 1
CHANGE_VBL MESSAGE_REMINDER SET 0
CHANGE_VBL MESSAGE_TIMER SET GAME_TIME
CHANGE_VBL CLOSE_POINT_SWITCH SET 0
)
ELSE
(
IF ( VBL_TEST MESSAGE_TIMER LESS_THAN GAME_TIME ) THEN
(
SHOW_BILLBOARD {PROCEED WEST INTO THE CENTER OF THE NEXT ROOM} 10
CHANGE_VBL MESSAGE_REMINDER SET 0
CHANGE_VBL MESSAGE_TIMER ADD 15
)
)
)
)
IF ( VBL_TEST ACTIVATE_EXIT_POINTS EQUAL 1 ) THEN
(
IF ( CLOSE_PT HTANK 0 EXIT1_LOC 8 ) THEN
(
CHANGE_VBL EXIT1_TIMER SUB 1
SHOW_BILLBOARD {WRAITH IN EXTRACTION SQUARE \n} &EXIT1_TIMER { SECONDS LEFT BEFORE EXTRACTION}
IF ( VBL_TEST EXIT1_TIMER EQUAL 0 ) THEN
(
END_MISSION 0 1 0 {TRAINING COMPLETE}
DEBRIEF_SUMMARY {Well done Commander, congratulations on getting through your first training mission. If you think your skills are ready to be put to the test in real combat, I challenge you to play the DEMO scenario. However, since you probably need more practice before being embarrassed, try the training mission again. Press K while targeting units to watch from their view, maybe you'll learn something.}
DEBRIEF_PRIMARY 0 1 {Learn to move the Wraith}
DEBRIEF_PRIMARY 1 1 {Learn to use both weapon systems}
DEBRIEF_SECONDARY 0 1 {Learn basics of fixing, buying, and sell buidings}
DEBRIEF_SECONDARY 1 1 {Watch units in combat}
DEBRIEF_BONUS 0 1 {Practice deploying units against isolated targets}
)
)
ELSE
(
CHANGE_VBL EXIT1_TIMER SET 10
)
IF ( CLOSE_PT HTANK 0 EXIT2_LOC 5 ) THEN
(
CHANGE_VBL EXIT2_TIMER SUB 1
SHOW_BILLBOARD {WRAITH IN EXTRACTION SQUARE \n} &EXIT2_TIMER { SECONDS LEFT BEFORE EXTRACTION}
IF ( VBL_TEST EXIT2_TIMER EQUAL 0 ) THEN
(
END_MISSION 0 1 0 {TRAINING COMPLETE}
DEBRIEF_SUMMARY {Well done Commander, congratulations on getting through your first training mission. If you think your skills are ready to be put to the test in real combat, I challenge you to play the DEMO scenario. However, since you probably need more practice before being embarrassed, try the training mission again. Press K while targeting units to watch from their view, maybe you'll learn something.}
DEBRIEF_PRIMARY 0 1 {Learn to move the Wraith}
DEBRIEF_PRIMARY 1 1 {Learn to use both weapon systems}
DEBRIEF_SECONDARY 0 1 {Learn basics of fixing, buying, and sell buidings}
DEBRIEF_SECONDARY 1 1 {Watch units in combat}
DEBRIEF_BONUS 0 1 {Practice deploying units against isolated targets}
)
)
ELSE
(
CHANGE_VBL EXIT2_TIMER SET 10
)
)
################################
##### TIMER HACK SECTION #####
################################
IF ( VBL_TEST OBJECT2_TIMER_HACK EQUAL 0 ) THEN
(
IF ( NOT ( IS_ALIVE OBJECT2 ) ) THEN
(
IF ( VBL_TEST MESSAGE_REMINDER EQUAL 1 ) THEN
(
CHANGE_VBL MESSAGE_TIMER SUB 10
)
CHANGE_VBL OBJECT2_TIMER_HACK SET 1
)
)
IF ( VBL_TEST TELE_DEST_HACK EQUAL 0 ) THEN
(
IF ( CLOSE_PT HTANK 0 TELEPORTER_DESTINATION_LOC 5) THEN
(
IF ( VBL_TEST MESSAGE_REMINDER EQUAL 0 ) THEN
(
CHANGE_VBL MESSAGE_TIMER SUB 13
)
ELSE
(
CHANGE_VBL MESSAGE_REMINDER SET 0
)
CHANGE_VBL TELE_DEST_HACK SET 1
)
)
###################################
##### EXTRA BILLBOARD PAGES #####
###################################
IF ( VBL_TEST BILLBOARD_TIMER LESS_THAN GAME_TIME ) THEN
(
SWITCH BILLBOARD_SWITCH
(
CASE 0:
(
SHOW_BILLBOARD {...additional information. Go ahead and target the infantry units.}
CHANGE_VBL BILLBOARD_SWITCH SET 999
)
CASE 1:
(
SHOW_BILLBOARD {...To the left of the reticle will be a color coded box providing information on your target. Uncoded objects, such as trees, will not be recognized by your reticle.} 10
CHANGE_VBL BILLBOARD_SWITCH SET 999
)
CASE 2:
(
SHOW_BILLBOARD {...of weapons. Destroy the object with your laser cannon to continue your training. Refer to the text display for detailed control instructions. } 11
CHANGE_VBL BILLBOARD_SWITCH SET 999
)
CASE 3:
(
SHOW_BILLBOARD {...display for detailed control instructions.}
CHANGE_VBL BILLBOARD_SWITCH SET 999
)
CASE 4:
(
SHOW_BILLBOARD {...display is your Wraith's external view. It is possible, and at times recommended, to maneuver your Wraith while in this display. The button panel at the lower left controls your unit production and base status...} 12
CHANGE_VBL BILLBOARD_SWITCH SET 9
CHANGE_VBL BILLBOARD_TIMER ADD 12
)
CASE 5:
(
SHOW_BILLBOARD {...established before anything else can be done.}
CHANGE_VBL BILLBOARD_SWITCH SET 999
)
CASE 6:
(
SHOW_BILLBOARD {...is used to bring in units, turrets, and buildings.}
CHANGE_VBL BILLBOARD_SWITCH SET 999
)
CASE 7:
(
SHOW_BILLBOARD {...one gigaton bomb. Yes, gigaton bombs, you'll know it when you see it. } 6
CHANGE_VBL BILLBOARD_SWITCH SET 999
)
CASE 8:
(
SHOW_BILLBOARD {...the convoys will keep you supplied.}
CHANGE_VBL BILLBOARD_SWITCH SET 999
)
CASE 9:
(
SHOW_BILLBOARD {...We'll cover the button panel later. } 3
CHANGE_VBL BILLBOARD_SWITCH SET 999
CHANGE_VBL MESSAGE_TIMER ADD 3
)
)
)
###################################
##### UNIT TRAINING SECTION #####
###################################
IF ( VBL_TEST BEGIN_TRAINING EQUAL 1 ) THEN
(
FOR INF_TRAINING_LOOP EQUAL 0 TO 10 DO
(
IF ( NOT ( IS_ALIVE INF_TRAINING_NAMES[INF_TRAINING_LOOP] ) ) THEN