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Text File  |  1997-08-23  |  40KB  |  1,320 lines

  1. START_SCRIPT_FILE
  2.  
  3.  
  4. #Begin integer variables
  5.  
  6. #Sectional On/Off switches
  7. VDECL VINT SETUP         0
  8. VDECL VINT MOVE          0
  9. VDECL VINT MAP           0
  10. VDECL VINT FIRST_ATTACK  0
  11. VDECL VINT REPAIR        0
  12. VDECL VINT TURRETS       0
  13. VDECL VINT DEFEND        0
  14. VDECL VINT FINAL_ATTACK  0
  15.  
  16.  
  17. #Time delays for actions
  18. VDECL VINT ACTION_TIME     0
  19. VDECL VINT ACTION_TIME2    0
  20. VDECL VINT ACTION_TIME3    0
  21. VDECL VINT ACTION_TIME4    0
  22. VDECL VINT BILLBOARD_TIME  0
  23. VDECL VINT END_GAME_TIME   0
  24.  
  25.  
  26. #On/Off switches for voices
  27. VDECL VINT VOICE1   0
  28. VDECL VINT VOICE2   0
  29. VDECL VINT VOICE3   0
  30. VDECL VINT VOICE4   0
  31. VDECL VINT VOICE5   0
  32. VDECL VINT VOICE6   0
  33. VDECL VINT VOICE7   0
  34. VDECL VINT VOICE8   0
  35. VDECL VINT VOICE9   0
  36. VDECL VINT VOICE10  0
  37. VDECL VINT VOICE11  0
  38. VDECL VINT VOICE12  0
  39. VDECL VINT VOICE13  0
  40. VDECL VINT VOICE14  0
  41. VDECL VINT VOICE15  0
  42. VDECL VINT VOICE16  0
  43.  
  44.  
  45. #On/Off switches for billboards
  46. VDECL VINT BILLBOARD1  0
  47. VDECL VINT BILLBOARD2  0
  48. VDECL VINT BILLBOARD3  0
  49. VDECL VINT BILLBOARD4  0
  50. VDECL VINT BILLBOARD5  0
  51.  
  52.  
  53. #Checks for actions within sections
  54. VDECL VINT CHECK_MOVE          0
  55. VDECL VINT CHECK_MAP           0
  56. VDECL VINT SET_CHECK_MAP       0
  57. VDECL VINT CHECK_FIRST_ATTACK  0
  58. VDECL VINT CHECK_REPAIR        0
  59. VDECL VINT DID_REPAIR          0
  60. VDECL VINT CHECK_DEFEND        0
  61. VDECL VINT DID_DEFEND          0
  62. VDECL VINT CHECK_FINAL_ATTACK  0
  63. VDECL VINT END_GAME            0
  64.  
  65.  
  66. #Msc variables
  67. VDECL VINT BLDG_COUNT            0
  68. VDECL VINT BOMBER_UPGRADE_COUNT  0
  69. VDECL VINT TANK_UPGRADE_COUNT    0
  70. VDECL VINT AAV_UPGRADE_COUNT     0
  71. VDECL VINT SLDR_UPGRADE_COUNT    0
  72. VDECL VINT POWER_UPGRADE_COUNT   0
  73. VDECL VINT CORRECT_BLDG_COUNT    0
  74. VDECL VINT RABI_BLDG_COUNT       0
  75. VDECL VINT RABT_BLDG_COUNT       0
  76. VDECL VINT WRAITH_HEALTH         0
  77. VDECL VINT TURRET_COUNT          0
  78. VDECL VINT SAMS_COUNT            0
  79. VDECL VINT TURRET_DEFENSE_COUNT  0
  80. VDECL VINT RABT_BLDG_COUNT       0
  81. VDECL VINT RABA_BLDG_COUNT       0
  82.  
  83.  
  84. #End integer variables
  85.  
  86.  
  87.  
  88. #Begin location variables
  89. VDECL VLOC COMMAND          LOC ( 128, 92, 0 )
  90. VDECL VLOC FIRST_ATTACK_LOC LOC ( 172, 115, 0 )
  91. VDECL VLOC FINAL_ATTACK_LOC LOC ( 80, 111, 0 )
  92.  
  93. #End location variables
  94.  
  95.  
  96.     #SETUP
  97.  
  98.         IF ( VBL_TEST SETUP EQUAL 0 ) THEN
  99.     (
  100.         CHANGE_VBL WRAITH_HEALTH SET PLAYER_TANK_HEALTH 0
  101.         SET_USE_DEFAULT_VICTORY 0
  102.         SET_GATE GATE1 1
  103.         SET_GATE GATE2 1
  104.         SET_GATE GATE3 1
  105.         CHANGE_VBL ACTION_TIME SET GAME_TIME
  106.         CHANGE_VBL ACTION_TIME ADD 5
  107.         CHANGE_VBL BILLBOARD_TIME SET ACTION_TIME
  108.         CHANGE_VBL BILLBOARD_TIME ADD 1
  109.         CHANGE_VBL SETUP SET 1
  110.     )
  111.  
  112.  
  113.     #MOVE
  114.  
  115. IF (VBL_TEST PLAYER_TANK_HEALTH 0 GREATER_THAN 0) THEN
  116. (
  117.  
  118.         IF ( AND (( VBL_TEST SETUP EQUAL 1 ) ( VBL_TEST MOVE EQUAL 0 )) ) THEN
  119.     (
  120.  
  121.         IF ( VBL_TEST CHECK_MOVE EQUAL 0 ) THEN
  122.         (
  123.  
  124.             IF ( NOT ( CLOSE_PT HTANK 0 COMMAND 20 ) ) THEN
  125.             (
  126.  
  127.                 IF ( VBL_TEST GAME_TIME GREATER_THAN_EQUAL ACTION_TIME ) THEN
  128.                 (
  129.  
  130.                     IF ( VBL_TEST VOICE1 EQUAL 0 ) THEN
  131.                     (
  132.                         # "Alright, sir, let's move North to a new command bunker."
  133.                         SET_NAV_POINT COMMAND ON
  134.                                                 PLAY_SOUND TMC01
  135.                         CHANGE_VBL VOICE1 SET 1
  136.                         CHANGE_VBL ACTION_TIME SET GAME_TIME
  137.                         CHANGE_VBL ACTION_TIME ADD 10
  138.                         CHANGE_VBL BILLBOARD_TIME SET GAME_TIME
  139.                         CHANGE_VBL BILLBOARD_TIME ADD 3
  140.                     )
  141.                     ELSE
  142.                     (
  143.  
  144.                         IF ( VBL_TEST VOICE1 EQUAL 1 ) THEN
  145.                         (
  146.                             # "Commander, move towrads the flashing navigation point on your radar."
  147.                             PLAY_SOUND TMC02
  148.                             CHANGE_VBL VOICE1 SET 2
  149.                                                         CHANGE_VBL ACTION_TIME SET GAME_TIME
  150.                                                         CHANGE_VBL ACTION_TIME ADD SOUND_LENGTH TMC02
  151.                                                         CHANGE_VBL ACTION_TIME ADD 30
  152.                             CHANGE_VBL ACTION_TIME2 SET GAME_TIME
  153.                                                         CHANGE_VBL ACTION_TIME2 ADD SOUND_LENGTH TMC02
  154.                                                         CHANGE_VBL ACTION_TIME2 ADD 2
  155.                                                         CHANGE_VBL BILLBOARD_TIME SET ACTION_TIME
  156.                             CHANGE_VBL BILLBOARD_TIME ADD 3
  157.                         )
  158.                         ELSE
  159.                         (
  160.                             # "Pilot your Wraith to the nearby command bunker, sir."
  161.                             PLAY_SOUND TMC03
  162.                             CHANGE_VBL VOICE1 SET 1
  163.                             CHANGE_VBL ACTION_TIME SET GAME_TIME
  164.                                                         CHANGE_VBL ACTION_TIME ADD SOUND_LENGTH TMC03
  165.                                                         CHANGE_VBL ACTION_TIME ADD 30
  166.                             CHANGE_VBL ACTION_TIME2 SET GAME_TIME
  167.                                                         CHANGE_VBL ACTION_TIME2 ADD SOUND_LENGTH TMC03
  168.                                                         CHANGE_VBL ACTION_TIME2 ADD 3
  169.                                                         CHANGE_VBL BILLBOARD_TIME SET GAME_TIME
  170.                             CHANGE_VBL BILLBOARD_TIME ADD 3
  171.                         )
  172.                     )
  173.                 )
  174.  
  175.  
  176.                 IF ( VBL_TEST GAME_TIME GREATER_THAN_EQUAL BILLBOARD_TIME ) THEN
  177.                 (
  178.                     SHOW_BILLBOARD {FOLLOW FLASHING NAV POINT ON RADAR} 5
  179.                     CHANGE_VBL BILLBOARD_TIME SET ACTION_TIME
  180.                     CHANGE_VBL BILLBOARD_TIME ADD 1
  181.                 )
  182.             )
  183.             ELSE
  184.             (
  185.  
  186.                 IF ( AND (( VBL_TEST BILLBOARD1 EQUAL 0 ) ( VBL_TEST GAME_TIME GREATER_THAN_EQUAL ACTION_TIME2 )) ) THEN
  187.                 (
  188.                     # "Good Sir"
  189.                     SET_NAV_POINT COMMAND OFF
  190.                     PLAY_SOUND TMC04
  191.                     SHOW_BILLBOARD {DESTINATION REACHED}
  192.                     CHANGE_VBL CHECK_MOVE SET 1
  193.                     CHANGE_VBL BILLBOARD1 SET 1
  194.                     CHANGE_VBL ACTION_TIME2 SET GAME_TIME
  195.                                         CHANGE_VBL ACTION_TIME2 ADD SOUND_LENGTH TMC04
  196.                     CHANGE_VBL ACTION_TIME2 ADD 3
  197.                     CHANGE_VBL BILLBOARD_TIME SET ACTION_TIME2
  198.                     CHANGE_VBL BILLBOARD_TIME ADD 1
  199.                 )
  200.             )
  201.         )
  202.         ELSE
  203.         (
  204.  
  205.             IF ( AND (( VBL_TEST BILLBOARD2 EQUAL 0 ) ( CLOSE_PT HTANK 0 COMMAND 5 )) ) THEN
  206.             (
  207.                 SHOW_BILLBOARD {CLAIM SQAURE REACHED \nPRESS 'F9' TO CALL IN A CITADEL} 5
  208.                 CHANGE_VBL BILLBOARD2 SET 1
  209.                 CHANGE_VBL ACTION_TIME2 SET GAME_TIME
  210.                 CHANGE_VBL ACTION_TIME2 ADD 4
  211.             )
  212.  
  213.  
  214.             IF ( VBL_TEST GAME_TIME GREATER_THAN_EQUAL ACTION_TIME2 ) THEN
  215.             (
  216.  
  217.                 IF ( VBL_TEST VOICE2 EQUAL 0 ) THEN
  218.                 (
  219.                     # "Drive into the Claim Square and call in your second Citadel"
  220.                     PLAY_SOUND TMC05
  221.                     CHANGE_VBL VOICE2 SET 1
  222.                     CHANGE_VBL ACTION_TIME2 SET GAME_TIME
  223.                                         CHANGE_VBL ACTION_TIME2 ADD 20
  224.                     CHANGE_VBL BILLBOARD_TIME SET GAME_TIME
  225.                     CHANGE_VBL BILLBOARD_TIME ADD 3
  226.                 )
  227.                 ELSE
  228.                 (
  229.  
  230.                     IF ( VBL_TEST VOICE2 EQUAL 1 ) THEN
  231.                     (
  232.                         # "The Claim Square is lowered and clearly marked by warning stripes."
  233.                         PLAY_SOUND TMC06
  234.                         CHANGE_VBL VOICE2 SET 2
  235.                         CHANGE_VBL ACTION_TIME2 SET GAME_TIME
  236.                                                 CHANGE_VBL ACTION_TIME2 ADD 30
  237.                         CHANGE_VBL BILLBOARD_TIME SET ACTION_TIME
  238.                         CHANGE_VBL BILLBOARD_TIME ADD 1
  239.                     )
  240.                     ELSE
  241.                     (
  242.                         # "Sir, you need to be inside the Claim Square to call in a citadel."
  243.                         PLAY_SOUND TMC07
  244.                         CHANGE_VBL VOICE2 SET 0
  245.                         CHANGE_VBL ACTION_TIME2 SET GAME_TIME
  246.                                                 CHANGE_VBL ACTION_TIME2 ADD 30
  247.                         CHANGE_VBL BILLBOARD_TIME SET GAME_TIME
  248.                         CHANGE_VBL BILLBOARD_TIME ADD 3
  249.                     )
  250.                 )
  251.             )
  252.  
  253.  
  254.             IF ( VBL_TEST GAME_TIME GREATER_THAN_EQUAL BILLBOARD_TIME ) THEN
  255.             (
  256.                 SHOW_BILLBOARD {IN THE CLAIM SQUARE, PRESS 'F9' FOR A CITADEL} 5
  257.                 CHANGE_VBL BILLBOARD_TIME SET ACTION_TIME2
  258.                 CHANGE_VBL BILLBOARD_TIME ADD 1
  259.             )
  260.  
  261.  
  262.  
  263.             IF ( AND (( CITADEL_OWNED 0 0 ) ( VBL_TEST GAME_TIME GREATER_THAN_EQUAL ACTION_TIME3 )) ) THEN
  264.             (
  265.  
  266.                 IF ( VBL_TEST BILLBOARD4 EQUAL 0 ) THEN
  267.                 (
  268.                     CHANGE_VBL BILLBOARD4 SET 1
  269.                     CHANGE_VBL ACTION_TIME3 SET GAME_TIME
  270.                     CHANGE_VBL ACTION_TIME3 ADD 4
  271.                 )
  272.                 ELSE
  273.                 (
  274.                     # "Well done, sir"
  275.                     PLAY_SOUND TMC08
  276.                     SHOW_BILLBOARD {CITADEL CALLED IN}
  277.                     CHANGE_VBL MOVE SET 1
  278.                     CHANGE_VBL ACTION_TIME SET GAME_TIME
  279.                     CHANGE_VBL ACTION_TIME ADD 5
  280.                     CHANGE_VBL BILLBOARD_TIME SET ACTION_TIME
  281.                     CHANGE_VBL BILLBOARD_TIME ADD 1
  282.                 )
  283.             )
  284.         )
  285.     )
  286.  
  287.  
  288.     IF ( AND (( VBL_TEST MOVE EQUAL 1 ) ( NOT ( CITADEL_OWNED 0 0 ) )) ) THEN
  289.     (
  290.         CHANGE_VBL MOVE SET 0
  291.         CHANGE_VBL CHECK_MOVE SET 0
  292.     )
  293.  
  294.  
  295.     #MAP
  296.     IF ( AND (( VBL_TEST MOVE EQUAL 1 ) ( VBL_TEST MAP EQUAL 0 )) ) THEN
  297.     (
  298.  
  299.         IF ( NOT ( PLAYER_PROPS 0 IN_OVERHEAD_MAP ) ) THEN
  300.         (
  301.  
  302.             IF ( VBL_TEST CHECK_MAP EQUAL 0 ) THEN
  303.             (
  304.  
  305.                 IF ( VBL_TEST GAME_TIME GREATER_THAN_EQUAL ACTION_TIME ) THEN
  306.                 (
  307.  
  308.                     IF ( VBL_TEST VOICE3 EQUAL 0 ) THEN
  309.                     (
  310.                         # "Let's build some additional factories around this Citadel.""
  311.                         PLAY_SOUND TMC09
  312.                         CHANGE_VBL VOICE3 SET 1
  313.                         CHANGE_VBL ACTION_TIME SET GAME_TIME
  314.                                                 CHANGE_VBL ACTION_TIME ADD 25
  315.                         CHANGE_VBL ACTION_TIME2 SET GAME_TIME
  316.                                                 CHANGE_VBL ACTION_TIME2 ADD SOUND_LENGTH TMC09
  317.                                                 CHANGE_VBL ACTION_TIME2 ADD 1
  318.                         CHANGE_VBL BILLBOARD_TIME SET GAME_TIME
  319.                         CHANGE_VBL BILLBOARD_TIME ADD 3
  320.                     )
  321.                     ELSE
  322.                     (
  323.                         # "Please go to the satellite map, sir."
  324.                         PLAY_SOUND TMC10
  325.                         CHANGE_VBL VOICE3 SET 0
  326.                         CHANGE_VBL ACTION_TIME SET GAME_TIME
  327.                                                 CHANGE_VBL ACTION_TIME ADD 25
  328.                         CHANGE_VBL ACTION_TIME2 SET GAME_TIME
  329.                                                 CHANGE_VBL ACTION_TIME2 ADD SOUND_LENGTH TMC09
  330.                                                 CHANGE_VBL ACTION_TIME2 ADD 1
  331.                                                 CHANGE_VBL BILLBOARD_TIME SET GAME_TIME
  332.                         CHANGE_VBL BILLBOARD_TIME ADD 3
  333.                     )
  334.                 )
  335.  
  336.  
  337.                 IF ( VBL_TEST GAME_TIME GREATER_THAN_EQUAL BILLBOARD_TIME ) THEN
  338.                 (
  339.                     SHOW_BILLBOARD {PRESS 'O' FOR MAP} 4
  340.                     CHANGE_VBL BILLBOARD_TIME SET ACTION_TIME
  341.                     CHANGE_VBL BILLBOARD_TIME ADD 1
  342.                 )
  343.             )
  344.             ELSE
  345.             (
  346.  
  347.                 IF ( VBL_TEST CHECK_MAP EQUAL 1 ) THEN
  348.                 (
  349.                     GOTO_OVERHEAD 0
  350.                 )
  351.                 ELSE
  352.                 (
  353.                     CHANGE_VBL MAP SET 1
  354.                     CHANGE_VBL ACTION_TIME SET GAME_TIME
  355.                     CHANGE_VBL ACTION_TIME ADD 5
  356.                     CHANGE_VBL ACTION_TIME2 SET GAME_TIME
  357.                     CHANGE_VBL ACTION_TIME2 ADD 3
  358.                     CHANGE_VBL BILLBOARD_TIME SET ACTION_TIME
  359.                     CHANGE_VBL BILLBOARD_TIME ADD 1
  360.                 )
  361.             )
  362.         )
  363.         ELSE
  364.         (
  365.  
  366.             IF ( VBL_TEST SET_CHECK_MAP EQUAL 0 ) THEN
  367.             (
  368.                 CHANGE_VBL CHECK_MAP SET 1
  369.                 CHANGE_VBL SET_CHECK_MAP SET 1
  370.                 CHANGE_VBL ACTION_TIME2 SET GAME_TIME
  371.                 CHANGE_VBL ACTION_TIME2 ADD 3
  372.                 CHANGE_VBL BILLBOARD_TIME SET ACTION_TIME2
  373.                 CHANGE_VBL BILLBOARD_TIME ADD 1
  374.             )
  375.  
  376.  
  377.             COUNT_OBJECTS 0 BOMBER_UPGRADE_BLDG BOMBER_UPGRADE_COUNT
  378.             COUNT_OBJECTS 0 TANK_UPGRADE_BLDG TANK_UPGRADE_COUNT
  379.             COUNT_OBJECTS 0 AAV_UPGRADE_BLDG AAV_UPGRADE_COUNT
  380.             COUNT_OBJECTS 0 SLDR_UPGRADE_BLDG SLDR_UPGRADE_COUNT
  381.             COUNT_OBJECTS 0 ENERGY_BLDG POWER_UPGRADE_COUNT
  382.             #CHANGE_VBL SLDR_UPGRADE_COUNT SUB 1
  383.             #CHANGE_VBL POWER_UPGRADE_COUNT SUB 1
  384.             CHANGE_VBL BLDG_COUNT SET 0
  385.             CHANGE_VBL BLDG_COUNT ADD BOMBER_UPGRADE_COUNT
  386.             CHANGE_VBL BLDG_COUNT ADD TANK_UPGRADE_COUNT
  387.             CHANGE_VBL BLDG_COUNT ADD AAV_UPGRADE_COUNT
  388.             CHANGE_VBL BLDG_COUNT ADD SLDR_UPGRADE_COUNT
  389.             CHANGE_VBL BLDG_COUNT ADD POWER_UPGRADE_COUNT
  390.             CHANGE_VBL CORRECT_BLDG_COUNT SET 0
  391.  
  392.  
  393.             IF ( VBL_TEST TANK_UPGRADE_COUNT EQUAL 1 ) THEN
  394.             (
  395.                 CHANGE_VBL CORRECT_BLDG_COUNT ADD 1
  396.             )
  397.  
  398.  
  399.             IF ( VBL_TEST AAV_UPGRADE_COUNT EQUAL 1 ) THEN
  400.             (
  401.                 CHANGE_VBL CORRECT_BLDG_COUNT ADD 1
  402.             )
  403.  
  404.  
  405.             IF ( VBL_TEST BOMBER_UPGRADE_COUNT EQUAL 1 ) THEN
  406.             (
  407.                 CHANGE_VBL CORRECT_BLDG_COUNT ADD 1
  408.             )
  409.  
  410.  
  411.             IF ( VBL_TEST BLDG_COUNT LESS_THAN 3 ) THEN
  412.             (
  413.  
  414.                 IF ( AND (( VBL_TEST GAME_TIME GREATER_THAN_EQUAL ACTION_TIME2 ) ( VBL_TEST SET_CHECK_MAP EQUAL 1 )) ) THEN
  415.                 (
  416.  
  417.                     IF ( VBL_TEST VOICE4 EQUAL 0 ) THEN
  418.                     (
  419.                         # "Good.  Build a tank, an AAV, and a bomber factory to complement the factories you built earlier."
  420.                         PLAY_SOUND TMC11
  421.                         CHANGE_VBL VOICE4 SET 1
  422.                         CHANGE_VBL ACTION_TIME2 SET GAME_TIME
  423.                                                 CHANGE_VBL ACTION_TIME2 ADD 20
  424.                         CHANGE_VBL ACTION_TIME3 SET GAME_TIME
  425.                                                 CHANGE_VBL ACTION_TIME3 ADD SOUND_LENGTH TMC11
  426.                                                 CHANGE_VBL ACTION_TIME3 ADD 1
  427.                         CHANGE_VBL ACTION_TIME4 SET GAME_TIME
  428.                                                 CHANGE_VBL ACTION_TIME4 ADD SOUND_LENGTH TMC11
  429.                                                 CHANGE_VBL ACTION_TIME4 ADD 1
  430.                         CHANGE_VBL BILLBOARD_TIME SET GAME_TIME
  431.                         CHANGE_VBL BILLBOARD_TIME ADD 6
  432.                     )
  433.                     ELSE
  434.                     (
  435.  
  436.                         IF ( VBL_TEST VOICE4 EQUAL 1 ) THEN
  437.                         (
  438.                             # "Sir, you need a tank, an AAV, and a bomber factory."
  439.                             PLAY_SOUND TMC12
  440.                             CHANGE_VBL VOICE4 SET 2
  441.                             CHANGE_VBL ACTION_TIME2 SET GAME_TIME
  442.                                                         CHANGE_VBL ACTION_TIME2 ADD 30
  443.                             CHANGE_VBL ACTION_TIME3 SET GAME_TIME
  444.                                                         CHANGE_VBL ACTION_TIME3 ADD SOUND_LENGTH TMC12
  445.                                                         CHANGE_VBL ACTION_TIME3 ADD 1
  446.                             CHANGE_VBL ACTION_TIME4 SET GAME_TIME
  447.                                                         CHANGE_VBL ACTION_TIME4 ADD SOUND_LENGTH TMC12
  448.                                                         CHANGE_VBL ACTION_TIME4 ADD 1
  449.                                                         CHANGE_VBL BILLBOARD_TIME SET GAME_TIME
  450.                             CHANGE_VBL BILLBOARD_TIME ADD 4
  451.                         )
  452.                         ELSE
  453.                         (
  454.                             # "Let's get those factories built, Commander."
  455.                             PLAY_SOUND TMC13
  456.                             CHANGE_VBL VOICE4 SET 1
  457.                             CHANGE_VBL ACTION_TIME2 SET GAME_TIME
  458.                                                         CHANGE_VBL ACTION_TIME2 ADD 30
  459.                             CHANGE_VBL ACTION_TIME3 SET GAME_TIME
  460.                             CHANGE_VBL ACTION_TIME3 ADD 3
  461.                             CHANGE_VBL ACTION_TIME4 SET GAME_TIME
  462.                             CHANGE_VBL ACTION_TIME4 ADD 3
  463.                             CHANGE_VBL BILLBOARD_TIME SET GAME_TIME
  464.                             CHANGE_VBL BILLBOARD_TIME ADD 3
  465.                         )
  466.                     )
  467.                 )
  468.  
  469.  
  470.                 IF ( VBL_TEST GAME_TIME GREATER_THAN_EQUAL BILLBOARD_TIME ) THEN
  471.                 (
  472.                     SHOW_BILLBOARD {AT TOP RIGHT, CLICK FACTORY BUTTONS} 6
  473.                     CHANGE_VBL BILLBOARD_TIME SET ACTION_TIME2
  474.                     CHANGE_VBL BILLBOARD_TIME ADD 1
  475.                 )
  476.             )
  477.             ELSE
  478.             (
  479.  
  480.                 IF ( VBL_TEST CORRECT_BLDG_COUNT EQUAL 3 ) THEN
  481.                 (
  482.  
  483.                     IF ( VBL_TEST GAME_TIME GREATER_THAN_EQUAL ACTION_TIME4 ) THEN
  484.                     (
  485.  
  486.                         IF ( VBL_TEST VOICE5 EQUAL 0 ) THEN
  487.                         (
  488.                             CHANGE_VBL VOICE5 SET 1
  489.                             CHANGE_VBL ACTION_TIME4 SET GAME_TIME
  490.                             CHANGE_VBL ACTION_TIME4 ADD 6
  491.                         )
  492.                         ELSE
  493.                         (
  494.  
  495.                             IF ( VBL_TEST VOICE5 EQUAL 1 ) THEN
  496.                             (
  497.                                 # "Good, sir.  Remember, again, that all units and factories cost power to build."
  498.                                 CHANGE_VBL CHECK_MAP SET 2
  499.                                 PLAY_SOUND TMC15
  500.                                 CHANGE_VBL VOICE5 SET 2
  501.                                 CHANGE_VBL ACTION_TIME4 SET GAME_TIME
  502.                                 CHANGE_VBL ACTION_TIME4 ADD 10
  503.                                 CHANGE_VBL BILLBOARD_TIME SET ACTION_TIME4
  504.                                 CHANGE_VBL BILLBOARD_TIME ADD 1
  505.                             )
  506.                             ELSE
  507.                             (
  508.  
  509.                                 IF ( VBL_TEST VOICE5 EQUAL 12 ) THEN
  510.                                 (
  511.                                     # "Now, let's return to your Wraith."
  512.                                     PLAY_SOUND TMC16
  513.                                     CHANGE_VBL VOICE5 SET 3
  514.                                     CHANGE_VBL ACTION_TIME4 SET GAME_TIME
  515.                                                                         CHANGE_VBL ACTION_TIME4 ADD 20
  516.                                     CHANGE_VBL BILLBOARD_TIME SET GAME_TIME
  517.                                     CHANGE_VBL BILLBOARD_TIME ADD 2
  518.                                 )
  519.                                 ELSE
  520.                                 (
  521.                                     # "Please return to your Wraith, Commander."
  522.                                     PLAY_SOUND TMC17
  523.                                     CHANGE_VBL VOICE5 SET 2
  524.                                     CHANGE_VBL ACTION_TIME4 SET GAME_TIME
  525.                                                                         CHANGE_VBL ACTION_TIME4 ADD 20
  526.                                     CHANGE_VBL BILLBOARD_TIME SET GAME_TIME
  527.                                     CHANGE_VBL BILLBOARD_TIME ADD 2
  528.                                 )
  529.                             )
  530.                         )
  531.                     )
  532.  
  533.  
  534.                     IF ( VBL_TEST GAME_TIME GREATER_THAN_EQUAL BILLBOARD_TIME ) THEN
  535.                     (
  536.                         SHOW_BILLBOARD {PRESS 'O' OR 'ESC' TO EXIT} 5
  537.                         CHANGE_VBL BILLBOARD_TIME SET ACTION_TIME4
  538.                         CHANGE_VBL BILLBOARD_TIME ADD 1
  539.                     )
  540.                 )
  541.                 ELSE
  542.                 (
  543.  
  544.                     IF ( VBL_TEST GAME_TIME GREATER_THAN_EQUAL ACTION_TIME3 ) THEN
  545.                     (
  546.  
  547.                         IF ( VBL_TEST VOICE15 EQUAL 0 ) THEN
  548.                         (
  549.                             CHANGE_VBL VOICE15 SET 1
  550.                             CHANGE_VBL ACTION_TIME3 SET GAME_TIME
  551.                             CHANGE_VBL ACTION_TIME3 ADD 6
  552.                         )
  553.                         ELSE
  554.                         (
  555.                             # "You haven't built the correct factories, Commander."
  556.                             PLAY_SOUND TMC14
  557.                             CHANGE_VBL ACTION_TIME2 SET GAME_TIME
  558.                             CHANGE_VBL ACTION_TIME2 ADD 5
  559.                             CHANGE_VBL ACTION_TIME3 SET GAME_TIME
  560.                             CHANGE_VBL ACTION_TIME3 ADD 10
  561.                             CHANGE_VBL ACTION_TIME4 SET GAME_TIME
  562.                                                         CHANGE_VBL ACTION_TIME3 ADD SOUND_LENGTH TMC14
  563.                                                         CHANGE_VBL ACTION_TIME4 ADD 2
  564.                             CHANGE_VBL BILLBOARD_TIME SET GAME_TIME
  565.                             CHANGE_VBL BILLBOARD_TIME ADD 3
  566.                         )
  567.                     )
  568.  
  569.  
  570.                     IF ( VBL_TEST GAME_TIME GREATER_THAN_EQUAL BILLBOARD_TIME ) THEN
  571.                     (
  572.                         SHOW_BILLBOARD {AT MIDDLE RIGHT, CLICK FACTORY, THEN CLICK 'SELL'} 6
  573.                         CHANGE_VBL BILLBOARD_TIME SET ACTION_TIME3
  574.                         CHANGE_VBL BILLBOARD_TIME ADD 1
  575.                     )
  576.                 )
  577.             )
  578.         )
  579.     )
  580.  
  581.  
  582.     #ATTACK
  583.     IF ( AND (( VBL_TEST MAP EQUAL 1 ) ( VBL_TEST FIRST_ATTACK EQUAL 0 )) ) THEN
  584.     (
  585.  
  586.         IF ( VBL_TEST CHECK_FIRST_ATTACK EQUAL 0 ) THEN
  587.         (
  588.  
  589.             IF ( NOT ( CLOSE_PT HTANK 0 FIRST_ATTACK_LOC 30 ) ) THEN
  590.             (
  591.  
  592.                 IF ( VBL_TEST GAME_TIME GREATER_THAN_EQUAL ACTION_TIME ) THEN
  593.                 (
  594.  
  595.                     IF ( VBL_TEST VOICE6 EQUAL 0 ) THEN
  596.                     (
  597.                         # "Let's use your new units to attck an enemy compound.  Proceed East."
  598.                         SET_NAV_POINT FIRST_ATTACK_LOC ON
  599.                         PLAY_SOUND TMC18
  600.                         CHANGE_VBL VOICE6 SET 1
  601.                         CHANGE_VBL ACTION_TIME SET GAME_TIME
  602.                         CHANGE_VBL ACTION_TIME ADD 10
  603.                         CHANGE_VBL ACTION_TIME2 SET GAME_TIME
  604.                         CHANGE_VBL ACTION_TIME2 ADD 5
  605.                         CHANGE_VBL BILLBOARD_TIME SET GAME_TIME
  606.                         CHANGE_VBL BILLBOARD_TIME ADD 3
  607.                     )
  608.                     ELSE
  609.                     (
  610.  
  611.                         IF ( VBL_TEST VOICE6 EQUAL 1 ) THEN
  612.                         (
  613.                             # "Find the navigation point on your radar and move towards it, sir."
  614.                             PLAY_SOUND TMC19
  615.                             CHANGE_VBL VOICE6 SET 2
  616.                             CHANGE_VBL ACTION_TIME SET GAME_TIME
  617.                                                         CHANGE_VBL ACTION_TIME ADD 30
  618.                             CHANGE_VBL ACTION_TIME2 SET GAME_TIME
  619.                                                         CHANGE_VBL ACTION_TIME2 ADD SOUND_LENGTH TMC19
  620.                                                         CHANGE_VBL ACTION_TIME2 ADD 1
  621.                                                         CHANGE_VBL BILLBOARD_TIME SET ACTION_TIME
  622.                             CHANGE_VBL BILLBOARD_TIME ADD 1
  623.                         )
  624.                         ELSE
  625.                         (
  626.                             # "Attack the enemy compound in the east, Commander."
  627.                             PLAY_SOUND TMC20
  628.                             CHANGE_VBL VOICE6 SET 0
  629.                             CHANGE_VBL ACTION_TIME SET GAME_TIME
  630.                                                         CHANGE_VBL ACTION_TIME ADD 30
  631.                             CHANGE_VBL ACTION_TIME2 SET GAME_TIME
  632.                                                         CHANGE_VBL ACTION_TIME2 ADD SOUND_LENGTH TMC20
  633.                                                         CHANGE_VBL ACTION_TIME2 ADD 1
  634.                             CHANGE_VBL BILLBOARD_TIME SET GAME_TIME
  635.                             CHANGE_VBL BILLBOARD_TIME ADD 3
  636.                         )
  637.                     )
  638.                 )
  639.  
  640.  
  641.                 IF ( VBL_TEST GAME_TIME GREATER_THAN_EQUAL BILLBOARD_TIME ) THEN
  642.                 (
  643.                     SHOW_BILLBOARD {FOLLOW FLASHING NAV POINT ON RADAR} 5
  644.                     CHANGE_VBL BILLBOARD_TIME SET ACTION_TIME
  645.                     CHANGE_VBL BILLBOARD_TIME ADD 1
  646.                 )
  647.             )
  648.             ELSE
  649.             (
  650.                 SET_NAV_POINT FIRST_ATTACK_LOC OFF
  651.  
  652.  
  653.                 IF ( VBL_TEST GAME_TIME GREATER_THAN_EQUAL ACTION_TIME2 ) THEN
  654.                 (
  655.  
  656.                     IF ( VBL_TEST VOICE16 EQUAL 0 ) THEN
  657.                     (
  658.                         # "Use tanks and AAVs to engage enemy forces.  Use bombers to destroy enemy factories."
  659.                         PLAY_SOUND TMC21
  660.                         SHOW_BILLBOARD {YOU ARE AT THE GATE}
  661.                         CHANGE_VBL ACTION_TIME2 SET GAME_TIME
  662.                         CHANGE_VBL ACTION_TIME2 ADD SOUND_LENGTH TMC21
  663.                                                 CHANGE_VBL ACTION_TIME2 ADD 25
  664.                         CHANGE_VBL BILLBOARD_TIME SET GAME_TIME
  665.                         CHANGE_VBL BILLBOARD_TIME ADD SOUND_LENGTH TMC21
  666.                                                 CHANGE_VBL VOICE16 SET 4
  667.                     )
  668.                     ELSE
  669.                     (
  670.                         CHANGE_VBL ACTION_TIME2 SET GAME_TIME
  671.                         CHANGE_VBL ACTION_TIME2 ADD 40
  672.                         SET_GATE GATE2 0
  673.                         CHANGE_VBL CHECK_FIRST_ATTACK SET 1
  674.                     )
  675.                 )
  676.  
  677.  
  678.                 IF ( VBL_TEST GAME_TIME GREATER_THAN_EQUAL BILLBOARD_TIME ) THEN
  679.                 (
  680.                     SHOW_BILLBOARD {PRESS 'F2' FOR TANKS \nPRESS 'F3' FOR AAVS \nPRESS 'F4' FOR BOMBERS} 7
  681.                     CHANGE_VBL BILLBOARD_TIME SET ACTION_TIME2
  682.                     CHANGE_VBL BILLBOARD_TIME ADD 1
  683.                 )
  684.             )
  685. #I need to set up a system here that pushes the user to engage the enemy
  686. #there are two sounds when the gate goes down
  687. #1- Please attack the enemy compound, sir.  Billboard-Follow flashing nav poin on radar
  688. #2- Follow flashing nav point on your radar, Commander.
  689.         )
  690.         ELSE
  691.         (
  692.  
  693.             IF ( CLOSE_PT HTANK 0 COMMAND 5 ) THEN
  694.             (
  695.                 CHANGE_VBL CHECK_FIRST_ATTACK SET 0
  696.                 CHANGE_VBL VOICE6 SET 0
  697.             )
  698.  
  699.  
  700.             COUNT_OBJECTS 5 SLDR_GNRTR_BLDG RABI_BLDG_COUNT
  701.             COUNT_OBJECTS 5 AITANK_GNRTR_BLDG RABT_BLDG_COUNT
  702.  
  703.             #Set variables to the number of preplaced generators
  704.             IF ( OR (( VBL_TEST RABI_BLDG_COUNT EQUAL 3 ) ( VBL_TEST RABT_BLDG_COUNT EQUAL 3 )) ) THEN
  705.             (
  706.  
  707.                 IF ( VBL_TEST GAME_TIME GREATER_THAN ACTION_TIME2 ) THEN
  708.                 (
  709.  
  710.                     IF ( VBL_TEST VOICE7 EQUAL 0 ) THEN
  711.                     (
  712.                         # "Use your bombers to destroy factories!"
  713.                         PLAY_SOUND TMC24
  714.                         CHANGE_VBL VOICE7 SET 1
  715.                         CHANGE_VBL ACTION_TIME2 SET GAME_TIME
  716.                                                 CHANGE_VBL ACTION_TIME2 ADD 40
  717.                         CHANGE_VBL BILLBOARD_TIME SET GAME_TIME
  718.                         CHANGE_VBL BILLBOARD_TIME ADD 2
  719.                     )
  720.                     ELSE
  721.                     (
  722.  
  723.                         IF ( VBL_TEST VOICE7 EQUAL 1 ) THEN
  724.                         (
  725.                             # "Keep pressing the attack, Commander."
  726.                             PLAY_SOUND TMC25
  727.                             CHANGE_VBL VOICE7 SET 2
  728.                             CHANGE_VBL ACTION_TIME2 SET GAME_TIME
  729.                                                         CHANGE_VBL ACTION_TIME2 ADD 40
  730.                             CHANGE_VBL BILLBOARD_TIME SET GAME_TIME
  731.                             CHANGE_VBL BILLBOARD_TIME ADD 2
  732.                         )
  733.                         ELSE
  734.                         (
  735.  
  736.                             IF ( VBL_TEST VOICE7 EQUAL 2 ) THEN
  737.                             (
  738.                                 # "Use your units against the enemy, sir!"
  739.                                 PLAY_SOUND TMC26
  740.                                 CHANGE_VBL VOICE7 SET 0
  741.                                 CHANGE_VBL ACTION_TIME2 SET GAME_TIME
  742.                                                                 CHANGE_VBL ACTION_TIME2 ADD 40
  743.                                 CHANGE_VBL BILLBOARD_TIME SET GAME_TIME
  744.                                 CHANGE_VBL BILLBOARD_TIME ADD 2
  745.                             )
  746.                         )
  747.                     )
  748.                 )
  749.  
  750.  
  751.                 IF ( VBL_TEST GAME_TIME GREATER_THAN_EQUAL BILLBOARD_TIME ) THEN
  752.                 (
  753.  
  754.                     IF ( VBL_TEST BILLBOARD3 EQUAL 0 ) THEN
  755.                     (
  756.                         SHOW_BILLBOARD {ONLY BOMBERS AND TROOPS DESTROY ENEMY FACTORIES} 7
  757.                         CHANGE_VBL BILLBOARD3 SET 1
  758.                         CHANGE_VBL BILLBOARD_TIME SET ACTION_TIME2
  759.                         CHANGE_VBL BILLBOARD_TIME ADD 1
  760.                     )
  761.                     ELSE
  762.                     (
  763.  
  764.                         IF ( VBL_TEST BILLBOARD3 EQUAL 1 ) THEN
  765.                         (
  766.                             SHOW_BILLBOARD {PRESS 'F2' FOR TANKS \nPRESS 'F3' FOR AAVS \nPRESS 'F4' FOR BOMBERS} 7
  767.                             CHANGE_VBL BILLBOARD3 SET 2
  768.                             CHANGE_VBL BILLBOARD_TIME SET ACTION_TIME2
  769.                             CHANGE_VBL BILLBOARD_TIME ADD 1
  770.                         )
  771.                         ELSE
  772.                         (
  773.                             SHOW_BILLBOARD {TANKS AND AAVS KEEP ENEMY UNITS AT BAY} 6
  774.                             CHANGE_VBL BILLBOARD3 SET 0
  775.                             CHANGE_VBL BILLBOARD_TIME SET ACTION_TIME2
  776.                             CHANGE_VBL BILLBOARD_TIME ADD 1
  777.                         )
  778.                     )
  779.                 )
  780.             )
  781.             ELSE
  782.             (
  783.                 CHANGE_VBL FIRST_ATTACK SET 1
  784.                 #It is crashing, why can't I change this variable?
  785.                 #CHANGE_VBL PLAYER_TANK_HEALTH 0 ADD 1
  786.                 #CHANGE_VBL PLAYER_TANK_HEALTH 0 SUB 1
  787.                 CHANGE_VBL ACTION_TIME SET GAME_TIME
  788.                 CHANGE_VBL ACTION_TIME ADD 5
  789.                 CHANGE_VBL BILLBOARD_TIME SET ACTION_TIME
  790.                 CHANGE_VBL BILLBOARD_TIME ADD 1
  791.             )
  792.         )
  793.     )
  794.  
  795.  
  796.     #REPAIR
  797.     IF ( AND (( VBL_TEST FIRST_ATTACK EQUAL 1 ) ( VBL_TEST REPAIR EQUAL 0 )) ) THEN
  798.     (
  799.  
  800.         IF ( VBL_TEST CHECK_REPAIR EQUAL 0 ) THEN
  801.         (
  802.  
  803.             IF ( NOT ( CLOSE_PT HTANK 0 COMMAND 20 ) ) THEN
  804.             (
  805.  
  806.                 IF ( VBL_TEST GAME_TIME GREATER_THAN_EQUAL ACTION_TIME ) THEN
  807.                 (
  808.                     SET_NAV_POINT COMMAND ON
  809.  
  810.                     IF ( VBL_TEST VOICE8 EQUAL 0 ) THEN
  811.                     (
  812.                         # "Well done, Commander.  Let's return to your citadel."
  813.                         PLAY_SOUND TMC27
  814.                         CHANGE_VBL VOICE8 SET 1
  815.                         CHANGE_VBL ACTION_TIME SET GAME_TIME
  816.                                                 CHANGE_VBL ACTION_TIME ADD 30
  817.                         CHANGE_VBL ACTION_TIME2 SET GAME_TIME
  818.                                                 CHANGE_VBL ACTION_TIME2 ADD SOUND_LENGTH TMC27
  819.                                                 CHANGE_VBL ACTION_TIME2 ADD 1
  820.                                                 CHANGE_VBL BILLBOARD_TIME SET GAME_TIME
  821.                         CHANGE_VBL BILLBOARD_TIME ADD 3
  822.                     )
  823.                     ELSE
  824.                     (
  825.                         # "Sir, please return to your Citadel."
  826.                         PLAY_SOUND TMC28
  827.                         CHANGE_VBL VOICE8 SET 0
  828.                         CHANGE_VBL ACTION_TIME SET GAME_TIME
  829.                                                 CHANGE_VBL ACTION_TIME ADD 30
  830.                         CHANGE_VBL ACTION_TIME2 SET GAME_TIME
  831.                                                 CHANGE_VBL ACTION_TIME2 ADD SOUND_LENGTH TMC28
  832.                                                 CHANGE_VBL ACTION_TIME2 ADD 1
  833.                                                 CHANGE_VBL BILLBOARD_TIME SET GAME_TIME
  834.                         CHANGE_VBL BILLBOARD_TIME ADD 2
  835.                     )
  836.                 )
  837.  
  838.  
  839.                 IF ( VBL_TEST GAME_TIME GREATER_THAN_EQUAL BILLBOARD_TIME ) THEN
  840.                 (
  841.                     SHOW_BILLBOARD {FOLLOW FLASHING NAV POINT ON RADAR} 5
  842.                     CHANGE_VBL BILLBOARD_TIME SET ACTION_TIME
  843.                     CHANGE_VBL BILLBOARD_TIME ADD 1
  844.                 )
  845.             )
  846.             ELSE
  847.             (
  848.  
  849.                 IF ( VBL_TEST GAME_TIME GREATER_THAN_EQUAL ACTION_TIME2 ) THEN
  850.                 (
  851.                     # "Good, commander."
  852.                     SET_NAV_POINT COMMAND OFF
  853.                     PLAY_SOUND TMC29
  854.                     SHOW_BILLBOARD {DESTINATION REACHED}
  855.                     CHANGE_VBL CHECK_REPAIR SET 1
  856.                     CHANGE_VBL ACTION_TIME3 SET GAME_TIME
  857.                     CHANGE_VBL ACTION_TIME3 ADD 5
  858.                     CHANGE_VBL BILLBOARD_TIME SET ACTION_TIME3
  859.                     CHANGE_VBL BILLBOARD_TIME ADD 1
  860.                 )
  861.             )
  862.         )
  863.         ELSE
  864.         (
  865.  
  866.             IF ( VBL_TEST WRAITH_HEALTH EQUAL PLAYER_TANK_HEALTH 0 ) THEN
  867.             (
  868.                 CHANGE_VBL DID_REPAIR SET 1
  869.             )
  870.  
  871.  
  872.             IF ( VBL_TEST DID_REPAIR EQUAL 0 ) THEN
  873.             (
  874.  
  875.                 IF ( VBL_TEST GAME_TIME GREATER_THAN_EQUAL ACTION_TIME3 ) THEN
  876.                 (
  877.  
  878.                     IF ( VBL_TEST VOICE9 EQUAL 0 ) THEN
  879.                     (
  880.                         # "Let's repair your Wriath by moving into the Citdel's Claim Square."
  881.                         PLAY_SOUND TMC30
  882.                         CHANGE_VBL VOICE9 SET 1
  883.                         CHANGE_VBL ACTION_TIME3 SET GAME_TIME
  884.                         CHANGE_VBL ACTION_TIME3 ADD 10
  885.                         CHANGE_VBL ACTION_TIME4 SET GAME_TIME
  886.                         CHANGE_VBL ACTION_TIME4 ADD 5
  887.                         CHANGE_VBL BILLBOARD_TIME SET GAME_TIME
  888.                         CHANGE_VBL BILLBOARD_TIME ADD 3
  889.                     )
  890.                     ELSE
  891.                     (
  892.  
  893.                         IF ( VBL_TEST VOICE9 EQUAL 1 ) THEN
  894.                         (
  895.                             # "Move inside the Claim Square to repair your Wriath, sir."
  896.                             PLAY_SOUND TMC31
  897.                             CHANGE_VBL VOICE9 SET 2
  898.                             CHANGE_VBL ACTION_TIME3 SET GAME_TIME
  899.                                                         CHANGE_VBL ACTION_TIME3 ADD 30
  900.                             CHANGE_VBL ACTION_TIME4 SET GAME_TIME
  901.                                                         CHANGE_VBL ACTION_TIME4 ADD SOUND_LENGTH TMC31
  902.                                                         CHANGE_VBL ACTION_TIME4 ADD 1
  903.                                                         CHANGE_VBL BILLBOARD_TIME SET GAME_TIME
  904.                             CHANGE_VBL BILLBOARD_TIME ADD 3
  905.                         )
  906.                         ELSE
  907.                         (
  908.  
  909.                             IF ( VBL_TEST VOICE9 EQUAL 2 ) THEN
  910.                             (
  911.                                 # "The Claim Square is lowered and clearly by warning stripes."
  912.                                 PLAY_SOUND TMC32
  913.                                 CHANGE_VBL VOICE9 SET 0
  914.                                 CHANGE_VBL ACTION_TIME3 SET GAME_TIME
  915.                                 CHANGE_VBL ACTION_TIME3 ADD 10
  916.                                 CHANGE_VBL ACTION_TIME4 SET GAME_TIME
  917.                                                                 CHANGE_VBL ACTION_TIME4 ADD SOUND_LENGTH TMC32
  918.                                                                 CHANGE_VBL ACTION_TIME4 ADD 1
  919.                                                                 CHANGE_VBL BILLBOARD_TIME SET GAME_TIME
  920.                                 CHANGE_VBL BILLBOARD_TIME ADD 3
  921.                             )
  922.                         )
  923.                     )
  924.                 )
  925.  
  926.  
  927.                 IF ( VBL_TEST GAME_TIME GREATER_THAN_EQUAL BILLBOARD_TIME ) THEN
  928.                 (
  929.                     SHOW_BILLBOARD {MOVE INTO THE CLAIM SQUARE AND PRESS 'F'} 6
  930.                     CHANGE_VBL BILLBOARD_TIME SET ACTION_TIME3
  931.                     CHANGE_VBL BILLBOARD_TIME ADD 1
  932.                 )
  933.             )
  934.             ELSE
  935.             (
  936.  
  937.                 IF ( VBL_TEST GAME_TIME GREATER_THAN_EQUAL ACTION_TIME4 ) THEN
  938.                 (
  939.                     # "Good.  Your Wraith is repaired, and its weapons replenished."
  940.                     PLAY_SOUND TMC33
  941.                     CHANGE_VBL REPAIR SET 1
  942.                     CHANGE_VBL ACTION_TIME SET GAME_TIME
  943.                     CHANGE_VBL ACTION_TIME ADD 5
  944.                     CHANGE_VBL BILLBOARD_TIME SET ACTION_TIME
  945.                     CHANGE_VBL BILLBOARD_TIME ADD 1
  946.                 )
  947.             )
  948.         )
  949.     )
  950.  
  951.  
  952.     #TURRETS
  953.     IF ( AND (( VBL_TEST REPAIR EQUAL 1 ) ( VBL_TEST TURRETS EQUAL 0 )) ) THEN
  954.     (
  955.  
  956.         IF ( CLOSE_PT HTANK 0 COMMAND 20 ) THEN
  957.         (
  958.             SET_NAV_POINT COMMAND OFF
  959.             COUNT_OBJECTS 0 TURRET TURRET_COUNT
  960.             COUNT_OBJECTS 0 SAMS SAMS_COUNT
  961.             CHANGE_VBL TURRET_DEFENSE_COUNT SET 0
  962.             CHANGE_VBL TURRET_DEFENSE_COUNT ADD TURRET_COUNT
  963.             CHANGE_VBL TURRET_DEFENSE_COUNT ADD SAMS_COUNT
  964.  
  965.  
  966.             IF ( VBL_TEST TURRET_DEFENSE_COUNT EQUAL 3 ) THEN
  967.             (
  968.                 CHANGE_VBL TURRETS SET 1
  969.                 CHANGE_VBL ACTION_TIME SET GAME_TIME
  970.                 CHANGE_VBL ACTION_TIME ADD 5
  971.                 CHANGE_VBL BILLBOARD_TIME SET ACTION_TIME
  972.                 CHANGE_VBL BILLBOARD_TIME ADD 1
  973.             )
  974.             ELSE
  975.             (
  976.  
  977.                 IF ( VBL_TEST GAME_TIME GREATER_THAN ACTION_TIME ) THEN
  978.                 (
  979.  
  980.                     IF ( VBL_TEST VOICE10 EQUAL 0 ) THEN
  981.                     (
  982.                         # "For added defense, let's place turrets and SAM sites around your Citadel."
  983.                         PLAY_SOUND TMC34
  984.                         CHANGE_VBL VOICE10 SET 1
  985.                         CHANGE_VBL ACTION_TIME SET GAME_TIME
  986.                                                 CHANGE_VBL ACTION_TIME ADD 20
  987.                         CHANGE_VBL BILLBOARD_TIME SET GAME_TIME
  988.                         CHANGE_VBL BILLBOARD_TIME ADD 3
  989.                     )
  990.                     ELSE
  991.                     (
  992.                         # "Place 3 guns around the perimeter of your Citadel"
  993.                         PLAY_SOUND TMC35
  994.                         CHANGE_VBL VOICE10 SET 0
  995.                         CHANGE_VBL ACTION_TIME SET GAME_TIME
  996.                                                 CHANGE_VBL ACTION_TIME ADD 20
  997.                         CHANGE_VBL BILLBOARD_TIME SET GAME_TIME
  998.                         CHANGE_VBL BILLBOARD_TIME ADD 2
  999.                     )
  1000.                 )
  1001.  
  1002.  
  1003.                 IF ( VBL_TEST GAME_TIME GREATER_THAN_EQUAL BILLBOARD_TIME ) THEN
  1004.                 (
  1005.  
  1006.                     IF ( VBL_TEST BILLBOARD5 EQUAL 0 ) THEN
  1007.                     (
  1008.                         SHOW_BILLBOARD {ONLY 3 GUNS PER CITADEL} 6
  1009.                         CHANGE_VBL BILLBOARD5 SET 1
  1010.                         CHANGE_VBL BILLBOARD_TIME SET ACTION_TIME
  1011.                         CHANGE_VBL BILLBOARD_TIME ADD 1
  1012.                     )
  1013.                     ELSE
  1014.                     (
  1015.                         SHOW_BILLBOARD {AIM AT THE GROUND \nPRESS 'F5' FOR TURRETS \nPRESS 'F6' FOR SAMS}
  1016.                         CHANGE_VBL BILLBOARD5 SET 0
  1017.                         CHANGE_VBL BILLBOARD_TIME SET ACTION_TIME
  1018.                         CHANGE_VBL BILLBOARD_TIME ADD 1
  1019.                     )
  1020.                 )
  1021.             )
  1022.         )
  1023.         ELSE
  1024.         (
  1025.  
  1026.             IF ( VBL_TEST GAME_TIME GREATER_THAN_EQUAL ACTION_TIME2 ) THEN
  1027.             (
  1028.                 SET_NAV_POINT COMMAND ON
  1029.                 # "Sir, please return to your Citadel."
  1030.                 SHOW_BILLBOARD {FOLLOW FLASHING NAV POINT ON RADAR} 5
  1031.                 PLAY_SOUND TMC36
  1032.                 CHANGE_VBL ACTION_TIME2 SET GAME_TIME
  1033.                 CHANGE_VBL ACTION_TIME2 ADD 10
  1034.             )
  1035.         )
  1036.     )
  1037.  
  1038.  
  1039.  
  1040.  
  1041. #Create system to check for fallen turrets
  1042. #Have billboard {Rebuild guns by pressing 'F5' and 'F6}
  1043. #Other billboard {Deploy units against the enemy.
  1044.  
  1045.     #DEFEND
  1046.     IF ( AND (( VBL_TEST TURRETS EQUAL 1 ) ( VBL_TEST DEFEND EQUAL 0 )) ) THEN
  1047.     (
  1048.  
  1049.         IF ( VBL_TEST CHECK_DEFEND EQUAL 0 ) THEN
  1050.         (
  1051.  
  1052.             IF ( VBL_TEST GAME_TIME GREATER_THAN_EQUAL ACTION_TIME ) THEN
  1053.             (
  1054.  
  1055.                 IF ( VBL_TEST VOICE11 EQUAL 0 ) THEN
  1056.                 (
  1057.                     # "Okay sir, your Citadel is well fortified.  Now watch it fend off an enemy attack."
  1058.                     PLAY_SOUND TMC37
  1059.                     CHANGE_VBL VOICE11 SET 1
  1060.                     CHANGE_VBL ACTION_TIME SET GAME_TIME
  1061.                     CHANGE_VBL ACTION_TIME ADD 6
  1062.                 )
  1063.                 ELSE
  1064.                 (
  1065.                     # "Here comes the enemy."
  1066.                     PLAY_SOUND TMC38
  1067.                     CHANGE_VBL CHECK_DEFEND SET 1
  1068.                     CHANGE_VBL ACTION_TIME SET GAME_TIME
  1069.                     CHANGE_VBL ACTION_TIME ADD 3
  1070.                 )
  1071.             )
  1072.         )
  1073.         ELSE
  1074.         (
  1075.  
  1076.             IF ( VBL_TEST DID_DEFEND EQUAL 0 ) THEN
  1077.             (
  1078.  
  1079.                 IF ( VBL_TEST GAME_TIME GREATER_THAN_EQUAL ACTION_TIME ) THEN
  1080.                 (
  1081.                     CREATE_UNIT TANK1 5 AI_TANK LOC ( 128, 75, 0 ) YAW (0) NULL NULL
  1082.                     CREATE_UNIT TANK2 5 AI_TANK LOC ( 128, 75, 0 ) YAW (0) NULL NULL
  1083.                     CREATE_UNIT TANK3 5 AI_TANK LOC ( 128, 75, 0 ) YAW (0) NULL NULL
  1084.                     CREATE_UNIT AAV1  5 AAV     LOC ( 128, 75, 0 ) YAW (0) NULL NULL
  1085.                     CREATE_UNIT AAV2  5 AAV     LOC ( 128, 75, 0 ) YAW (0) NULL NULL
  1086.                     CHANGE_VBL DID_DEFEND SET 1
  1087.                     CHANGE_VBL ACTION_TIME SET GAME_TIME
  1088.                     CHANGE_VBL ACTION_TIME ADD 30
  1089.                     CHANGE_VBL BILLBOARD_TIME SET ACTION_TIME
  1090.                     CHANGE_VBL BILLBOARD_TIME ADD 1
  1091.                 )
  1092.             )
  1093.             ELSE
  1094.             (
  1095.  
  1096.                 IF ( AND (( AND (( LIVED_AND_DIED TANK1 ) ( LIVED_AND_DIED TANK2 )) ) ( AND (( LIVED_AND_DIED TANK3 ) ( LIVED_AND_DIED AAV1 )) )) ) THEN
  1097.                 (
  1098.  
  1099.                     IF ( LIVED_AND_DIED AAV2 ) THEN
  1100.                     (
  1101.                         CHANGE_VBL DEFEND SET 1
  1102.                         CHANGE_VBL ACTION_TIME SET GAME_TIME
  1103.                         CHANGE_VBL ACTION_TIME ADD 7
  1104.                         CHANGE_VBL BILLBOARD_TIME SET ACTION_TIME
  1105.                         CHANGE_VBL BILLBOARD_TIME ADD 1
  1106.                     )
  1107.                 )
  1108.  
  1109.  
  1110.                 IF ( VBL_TEST GAME_TIME GREATER_THAN_EQUAL ACTION_TIME ) THEN
  1111.                 (
  1112.  
  1113.                     IF ( VBL_TEST VOICE14 EQUAL 0 ) THEN
  1114.                     (
  1115.                         # "Try finishing off the enemy yourself. Sir"
  1116.                         PLAY_SOUND TMC39
  1117.                         CHANGE_VBL VOICE14 SET 1
  1118.                         CHANGE_VBL ACTION_TIME SET GAME_TIME
  1119.                                                 CHANGE_VBL ACTION_TIME ADD 30
  1120.                         CHANGE_VBL BILLBOARD_TIME SET GAME_TIME
  1121.                         CHANGE_VBL BILLBOARD_TIME ADD 2
  1122.                     )
  1123.                     ELSE
  1124.                     (
  1125.                         # "Finish off the enemy, Commander."
  1126.                         PLAY_SOUND TMC40
  1127.                         CHANGE_VBL VOICE14 SET 0
  1128.                         CHANGE_VBL ACTION_TIME SET GAME_TIME
  1129.                                                 CHANGE_VBL ACTION_TIME ADD 30
  1130.                         CHANGE_VBL BILLBOARD_TIME SET GAME_TIME
  1131.                         CHANGE_VBL BILLBOARD_TIME ADD 2
  1132.                     )
  1133.                 )
  1134.  
  1135.  
  1136.                 IF ( VBL_TEST GAME_TIME GREATER_THAN_EQUAL BILLBOARD_TIME ) THEN
  1137.                 (
  1138.                     SHOW_BILLBOARD {USE YOUR WRAITH OR \nPRESS 'F12' TO CONTROL CITADEL} 5
  1139.                     CHANGE_VBL BILLBOARD_TIME SET ACTION_TIME
  1140.                     CHANGE_VBL BILLBOARD_TIME ADD 1
  1141.                 )
  1142.             )
  1143.         )
  1144.     )
  1145.  
  1146.  
  1147.     #FINAL_ATACK
  1148.  
  1149.  
  1150.     IF ( VBL_TEST FINAL_ATTACK EQUAL 1 ) THEN
  1151.     (
  1152.  
  1153.         IF ( CLOSE_PT HTANK 0 COMMAND 5 ) THEN
  1154.         (
  1155.             CHANGE_VBL FINAL_ATTACK SET 0
  1156.             CHANGE_VBL CHECK_FINAL_ATTACK SET 0
  1157.             CHANGE_VBL VOICE12 SET 1
  1158.             CHANGE_VBL ACTION_TIME SET GAME_TIME
  1159.             CHANGE_VBL ACTION_TIME ADD 5
  1160.             CHANGE_VBL BILLBOARD_TIME SET ACTION_TIME
  1161.             CHANGE_VBL BILLBOARD_TIME ADD 1
  1162.         )
  1163.     )
  1164.  
  1165.  
  1166.  
  1167.     IF ( AND (( VBL_TEST DEFEND EQUAL 1 ) ( VBL_TEST FINAL_ATTACK EQUAL 0 )) ) THEN
  1168.     (
  1169.  
  1170.         IF ( VBL_TEST CHECK_FINAL_ATTACK EQUAL 0 ) THEN
  1171.         (
  1172.  
  1173.             IF ( NOT ( CLOSE_PT HTANK 0 FINAL_ATTACK_LOC 25 ) ) THEN
  1174.             (
  1175.  
  1176.                 IF ( VBL_TEST GAME_TIME GREATER_THAN_EQUAL ACTION_TIME ) THEN
  1177.                 (
  1178.  
  1179.                     IF ( VBL_TEST VOICE12 EQUAL 0 ) THEN
  1180.                     (
  1181.                         # "Well done, sir.  Now proceed West for your final combat exercise."
  1182.                         PLAY_SOUND TMC41
  1183.                         SET_NAV_POINT FINAL_ATTACK_LOC ON
  1184.                         CHANGE_VBL VOICE12 SET 1
  1185.                         CHANGE_VBL ACTION_TIME SET GAME_TIME
  1186.                                                 CHANGE_VBL ACTION_TIME ADD 30
  1187.                         CHANGE_VBL BILLBOARD_TIME SET GAME_TIME
  1188.                         CHANGE_VBL BILLBOARD_TIME ADD 3
  1189.                     )
  1190.                     ELSE
  1191.                     (
  1192.  
  1193.                         IF ( VBL_TEST VOICE12 EQUAL 1 ) THEN
  1194.                         (
  1195.                             # "Follow the nav poinnt on your radar, Commander."
  1196.                             PLAY_SOUND TMC42
  1197.                             CHANGE_VBL ACTION_TIME SET GAME_TIME
  1198.                                                         CHANGE_VBL ACTION_TIME ADD 30
  1199.                             CHANGE_VBL BILLBOARD_TIME SET GAME_TIME
  1200.                             CHANGE_VBL BILLBOARD_TIME ADD 3
  1201.                             CHANGE_VBL VOICE12 SET 2
  1202.  
  1203.                         )
  1204.                         ELSE
  1205.                         (
  1206.                             # "Please proceed West, sir."
  1207.                             PLAY_SOUND TMC43
  1208.                             CHANGE_VBL VOICE12 SET 1
  1209.                             CHANGE_VBL ACTION_TIME SET GAME_TIME
  1210.                                                         CHANGE_VBL ACTION_TIME ADD 30
  1211.                             CHANGE_VBL BILLBOARD_TIME SET GAME_TIME
  1212.                             CHANGE_VBL BILLBOARD_TIME ADD 2
  1213.                         )
  1214.                     )
  1215.                 )
  1216.  
  1217.  
  1218.                 IF ( VBL_TEST GAME_TIME GREATER_THAN_EQUAL BILLBOARD_TIME ) THEN
  1219.                 (
  1220.                     SHOW_BILLBOARD {FOLLOW FLASHING NAV POINT ON RADAR} 4
  1221.                     CHANGE_VBL BILLBOARD_TIME SET ACTION_TIME
  1222.                     CHANGE_VBL BILLBOARD_TIME ADD 1
  1223.                 )
  1224.             )
  1225.             ELSE
  1226.             (
  1227.                 SET_NAV_POINT FINAL_ATTACK_LOC OFF
  1228.                 SET_GATE GATE3 0
  1229.                 CHANGE_VBL CHECK_FINAL_ATTACK SET 1
  1230.                 CHANGE_VBL ACTION_TIME2 SET GAME_TIME
  1231.                 CHANGE_VBL ACTION_TIME2 ADD 45
  1232.                 CHANGE_VBL BILLBOARD_TIME SET ACTION_TIME2
  1233.                 CHANGE_VBL BILLBOARD_TIME ADD 1
  1234.             )
  1235.         )
  1236.         ELSE
  1237.         (
  1238.  
  1239.             IF ( VBL_TEST GAME_TIME GREATER_THAN_EQUAL ACTION_TIME2 ) THEN
  1240.             (
  1241.  
  1242.                 IF ( VBL_TEST VOICE13 EQUAL 0 ) THEN
  1243.                 (
  1244.                     # "Keep presssing the attack, Commander."
  1245.                     PLAY_SOUND TMC48
  1246.                     CHANGE_VBL VOICE13 SET 1
  1247.                     CHANGE_VBL ACTION_TIME2 SET GAME_TIME
  1248.                     CHANGE_VBL ACTION_TIME2 ADD 35
  1249.                     CHANGE_VBL BILLBOARD_TIME SET GAME_TIME
  1250.                     CHANGE_VBL BILLBOARD_TIME ADD 2
  1251.                 )
  1252.                 ELSE
  1253.                 (
  1254.                     # "Use your units against the enemy, sir!"
  1255.                     PLAY_SOUND TMC49
  1256.                     CHANGE_VBL VOICE13 SET 0
  1257.                     CHANGE_VBL ACTION_TIME2 SET GAME_TIME
  1258.                     CHANGE_VBL ACTION_TIME2 ADD 35
  1259.                     CHANGE_VBL BILLBOARD_TIME SET GAME_TIME
  1260.                     CHANGE_VBL BILLBOARD_TIME ADD 2
  1261.                 )
  1262.             )
  1263.  
  1264.  
  1265.             IF ( VBL_TEST GAME_TIME GREATER_THAN_EQUAL BILLBOARD_TIME ) THEN
  1266.             (
  1267.                 SHOW_BILLBOARD {ONLY TROOPS AND BOMBERS DESTROY FACTORIES} 7
  1268.                 CHANGE_VBL BILLBOARD_TIME SET ACTION_TIME2
  1269.                 CHANGE_VBL BILLBOARD_TIME ADD 1
  1270.             )
  1271.  
  1272.  
  1273.             COUNT_OBJECTS 5 SLDR_GNRTR_BLDG RABI_BLDG_COUNT
  1274.             COUNT_OBJECTS 5 AITANK_GNRTR_BLDG RABT_BLDG_COUNT
  1275.             COUNT_OBJECTS 5 AAV_GNRTR_BLDG RABA_BLDG_COUNT
  1276.  
  1277.  
  1278.             IF ( AND (( VBL_TEST RABI_BLDG_COUNT EQUAL 0 ) ( VBL_TEST RABT_BLDG_COUNT EQUAL 0 )) ) THEN
  1279.             (
  1280.  
  1281.                 IF ( VBL_TEST RABA_BLDG_COUNT EQUAL 0 ) THEN
  1282.                 (
  1283.  
  1284.                     IF ( VBL_TEST GAME_TIME GREATER_THAN_EQUAL END_GAME_TIME ) THEN
  1285.                     (
  1286.  
  1287.                         IF ( VBL_TEST END_GAME EQUAL 0 ) THEN
  1288.                         (
  1289.                             CHANGE_VBL END_GAME SET 1
  1290.                             CHANGE_VBL END_GAME_TIME SET GAME_TIME
  1291.                             CHANGE_VBL END_GAME_TIME ADD 3
  1292.                             CHANGE_VBL ACTION_TIME2 SET END_GAME_TIME
  1293.                             CHANGE_VBL ACTION_TIME2 ADD 1
  1294.                         )
  1295.                         ELSE
  1296.                         (
  1297.                             IF ( VBL_TEST END_GAME EQUAL 1 ) THEN
  1298.                             (
  1299.                                                                 END_MISSION 0 1 15 {/n  GOOD JOB ON TRAINING MISSION 3, COMMANDER! /n  NOW YOU'RE READY FOR REAL ACTION. /n IF YOU FORGET YOUR TRAINING, REMEMBER THAT ALL OF THE FUNCTIONS AND THEIR DEFAULT KEYS ARE LISTED IN MID - GAME HELP.}
  1300.                                 CHANGE_VBL END_GAME SET 2
  1301.                                 CHANGE_VBL END_GAME_TIME SET GAME_TIME
  1302.                                 CHANGE_VBL END_GAME_TIME ADD 3
  1303.                                 CHANGE_VBL ACTION_TIME2 SET END_GAME_TIME
  1304.                                 CHANGE_VBL ACTION_TIME2 ADD 999
  1305.                             )
  1306.                             ELSE
  1307.                             (
  1308.                                                                 # "ENEMY FACTORIES DESTROYED, COMMANDER.  CONGRATULATIONS, YOU HAVE COMPLETED YOUR TRAINING."
  1309.                                 PLAY_SOUND TMC50
  1310.                                 CHANGE_VBL FINAL_ATTACK SET 1
  1311.                             )
  1312.                         )
  1313.                     )
  1314.                 )
  1315.             )
  1316.         )
  1317.     )
  1318.  
  1319. )
  1320. END_SCRIPT_FILE