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//MTEXT: Defense Strategy Practice:\n\nProtect a small cargo vessel until it reaches the jumpgate. Watch out for enemy fighters and turrets.\n\nHints:\n\nAvoid being sucked into dogfights away from the cargo vessel. Watch out for enemy vessels breaking through the fighter cover. Turrets are deadly, but can be distracted with hit-and-run tactics. //SCENE: Mscenes\cargoprotect.cen //TACTICS: Misc //TACTICS: Dogfight //PHRASES: Dogfight.txt //PHRASES: Punctuation.txt //PHRASES: Badmil.txt //PHRASES: BattlePrattle.txt //ALIAS: Cameras.txt //ALIAS: Ifs.txt //ALIAS: testalias.txt //NEBPIC: neb bluethin //BACKLIGHT: 20 40 60 40 80 120 //MAINLIGHT: 255 255 255 255 255 255 //AMBIENT: 25 35 45 //WEAPONS_AVAILABLE: 2 Laser Gun //WEAPONS_AVAILABLE: 2 Missile Launcher //WEAPONS_AVAILABLE: 2 Shield Mk I //WEAPONS_AVAILABLE: 1 Scanner //WEAPONS_AVAILABLE: 2 Engine //WEAPONS_AVAILABLE: 2 Chain Gun //WEAPONS_AVAILABLE: 3 Generator //WEAPONS_AVAILABLE: 1 Energy Bomb Gun //WEAPONS_AVAILABLE: 1 Player //WEAPONS_AVAILABLE: 1 Grapple //SHIP_AVAILABLE: Human Light Fighter (Player) //SHIP_AVAILABLE: Human Medium Fighter (player) //SHIP_AVAILABLE: Human Heavy Fighter (Player) VAR: Wait VAR: Sec1 VAR: Gone VAR: Away VAR: WAVE1GONE VAR: WAVE2GONE VAR: WAVE3GONE VAR: WAVE4GONE //***************************************************** Start(_Beckdead) @WAIT{10000} Label(Bdead) If(s_ShipGoneStrength["PHOENIX"]): If(s_PlayerOn[]): Goto(Bdead2) Goto(Bdead) Label(Bdead2) Player(OFF) Player View(OFF) End Battle Timer(4000) Label(becksdeath) Position Camera(BeckDeath.POS) Target Camera(Phoenix.POS) If(Timer): Goto(becksdeath) @SCREENFADE{0,4000,255,0,0,0} @WAIT{4000} QUIT Label(_Beckdead) Goto(_Beckdead) Start(_CHECKBADBOY) @WARNPLAYER{Alpha} @WAIT{4000} @SCREENFADE{0,4000,255,0,0,0} @WAIT{4000} Player(OFF) Player View(OFF) @WAIT{2000} QUIT Label(ENDBADBOY) Goto(ENDBADBOY) Start(Alpha) @SOUNDON{} Player(ON) Player View(ON) BattlePrattle(ON) Protect Ship(Shuttle,50) Music Set(7) Fade To Calm label(Alpha_END) goto(Alpha_END) //******************************** Start(Cargo) @WAIT{1000} Tactic(FlyTo,Shuttle,WARPOUT) Label(WaitOut) if(S_SHIPGONE["SHUTTLE"]): Goto(DEADCARGO) If(S_FARAPART["SHUTTLE","WARPOUT",10000]): Goto(WaitOut) Player(OFF) Player View(OFF) Position Camera(Shuttle.POS+[1000,-3000,-5000]) Target Camera(Shuttle.POS) Camera Velocity([0,0,0]) Squad Forget Us(TURRET) Squad Forget Us(E1) End Battle @WAIT{3000|Track Camera(SHUTTLE.POS)} Jump Out(Cargo) @SCREENFADE{0|2000|255|0|0|0} @WAIT{2000} QUIT Label(ENDCARGO) Goto(ENDCARGO) Label(DEADCARGO) Type(394,240,0,1000,"#C1#D5CARGO DESTROYED") Type(398,260,0,1000,"#C1#D5MISSION FAILED") Type(394,240,1500,2500,"#C1#D5CARGO DESTROYED") Type(398,260,1500,2500,"#C1#D5MISSION FAILED") Type(394,240,3000,4000,"#C1#D5CARGO DESTROYED") Type(398,260,3000,4000,"#C1#D5MISSION FAILED") Type(394,240,4500,5500,"#C1#D5CARGO DESTROYED") Type(398,260,4500,5500,"#C1#D5MISSION FAILED") Type(394,240,6000,7000,"#C1#D5CARGO DESTROYED") Type(398,260,6000,7000,"#C1#D5MISSION FAILED") @WAIT{7000} @SCREENFADE{0|2000|255|0|0|0} @WAIT{2000} QUIT Start(E1) Standby(E1) Label(secondwave) If(S_FARAPART["SHUTTLE","MIDPOINT",10000]): Goto(secondwave) Jump In(E1) Destroy Ship(Shuttle,50) Squad Destroy Us(Alpha,30) Label(E1END) Goto(E1END) Start(E2) Standby(E2) Label(E2END) Goto(E2END) Start(E3) Standby(E3) @WAIT{4000} Jump In Ship(N3B) @WAIT{500} Jump In Ship(N3A) @WAIT{500} Jump In Ship(N3C) @WAIT{500} Jump In Ship(N3D) Fade To Suspense Battle Destroy Ship(Shuttle,50) Squad Destroy Us(Alpha,30) Label(E3END) Goto(E3END) Start(E4) Standby(E4) Label(E4END) Goto(E4END) Start(TURRET) Destroy Ship(Shuttle,50) Label(ENDTURRET) Goto(ENDTURRET)