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- //Generic VLO file template
- //for demo map version of fastplay level
-
- script "fastdemo.slo"
- run
- {
- /* Next level stuff */
- NextLev LEVEL "SUBDEMO_START" //points to next level
-
- /* CD track to play during mission */
- CDTrack int 2 //CD track to play
-
- /* Define Players/Enemies */
- numEnemies int 1 //MAX 2. Must define same as number of enemy players given next
- enemy[0] int 7
- //enemy[1] int 1
- allianceFlag BOOL FALSE //TRUE if want enemies to ally, otherwise mark FALSE
-
- /* Starting Enemy Power */
- power[0] int 300 //starting power values for each enemy listed above
-
- /* Structure Limits */
- numStrucStats int 5 //MAX 5. Must be same as number of limits given next
- strucStat[0] STRUCTURESTAT "A0PowerGenerator"
- strucLimit[0] int 1
- strucStat[1] STRUCTURESTAT "A0ResourceExtractor"
- strucLimit[1] int 200
- strucStat[2] STRUCTURESTAT "A0ResearchFacility"
- strucLimit[2] int 5
- strucStat[3] STRUCTURESTAT "A0LightFactory"
- strucLimit[3] int 5
- strucStat[4] STRUCTURESTAT "A0CommandCentre"
- strucLimit[4] int 1
-
-
- /* Initialisation */
- centreX int 1088 //starting view centre (in world units)
- centreY int 6592
- scrollX1 int 0 //scroll limits (in tile units)
- scrollY1 int 0
- scrollX2 int 64
- scrollY2 int 64
- zoomLevel int 1 //starting radar: 0=zoomed out, 2=zoomed in
-
- numLZ int 1 //MAX 8. Number of Landing zones/areas can't build on (0 = LZ)
- LZX[0] int 5 //coords of LZs in tile units
- LZY[0] int 54
-
- /* starting technology for enemy */
- //NOTE: need to set first number in array for enemy player
- //second number needs to correspond to numTechs[enemy]
- //MAX 2 enemies, 10 technologies
- numTechs[0] int 0
- startTech[0][0] RESEARCHSTAT "R-Wpn-MG-Damage03"
- startTech[0][1] RESEARCHSTAT "R-Wpn-Rocket-Damage02"
- /*
- numTechs[1] int 3
- startTech[1][0] RESEARCHSTAT "R-Vehicle-Body01"
- startTech[1][1] RESEARCHSTAT "R-Sys-Spade1Mk1"
- startTech[1][2] RESEARCHSTAT "R-Vehicle-Prop-Wheels"
- //startTech[1][3] RESEARCHSTAT "R-Wpn-MG1Mk1" //done as makeComponent available!
- */
-
- /* Briefings */
- numBriefs int 1 //MAX 2. Needs to be same as the number of briefings given next
- brief[0] INTMESSAGE "MBDEMO_MSG"
- //brief[1] INTMESSAGE "MB1C2_MSG"
- endMsg INTMESSAGE "END"
-
- /* Objectives */
- numObjectives int 1 //MAX 3. Needs to be the same as the number of objective blips given next
- objective[0] INTMESSAGE "FAST_OBJ1"
- objectiveX[0] int 1728 //doesn't use index to array, use world coords
- objectiveY[0] int 1216
-
- /* Victory Conditions */
- //NOTE: always assumes vcitory condition of: number of artifacts collected = victoryArt
- numVictory int 1 //number of victory conditions to be met (not including artifacts)
- //DOESN'T need to be same as number given next (these are set TRUE/FALSE)
- //if victory condition required. Can have 2 set to TRUE and numVictory = 1
- //This will then let player win if EITHER condition is true!
- victory[0] BOOL TRUE //all enemy vehicles and structures need to be killed
- victory[1] BOOL FALSE //all players vehicles at landing zone (in transport?)
-
- /* Artifacts */
- victoryArt int 6 //number of artifacts required for victory (must be <= numArt)
- numArt int 6 //MAX 6. Number of artifacts in total (even if not in game, but added as extra research!)
-
- //new improved way of doing artifacts
- //artType: 0 = artifact starts on map, 1 = get from STRUCTURE, 2 = get from FEATURE, 3 = get from DROID, 4 = at end of level
- //artVal: index to relevant type, ie FEATURE(crate), FEATURE, STRUCTURE, DROID
- //artX, artY: artifact coords (this is updated for DROIDS moving by script, but still needs an array to store them in!)
- artType [0] int 0 //already on map
- artVal [0] int 0
- artX [0] int 576
- artY [0] int 3008
- artComp [0] RESEARCHSTAT "R-Wpn-Flamer01Mk1"
-
- artType [1] int 1
- artVal [1] int 0 //get this from base 1 factory
- artX [1] int 3136
- artY [1] int 832
- artComp [1] RESEARCHSTAT "R-Defense-Tower01"
-
- artType [2] int 1
- artVal [2] int 1 //get this from radar tower
- artX [2] int 4416
- artY [2] int 2752
- artComp [2] RESEARCHSTAT "R-Sys-Sensor-Turret01"
-
- artType [3] int 1
- artVal [3] int 2 //get this from base 2 factory
- artX [3] int 5696
- artY [3] int 1856
- artComp [3] RESEARCHSTAT "R-Vehicle-Prop-Halftracks" //"R-Sys-Engineering01"
-
- artType [4] int 1
- artVal [4] int 3 //get this from base 3 factory
- artX [4] int 4928
- artY [4] int 6464
- artComp [4] RESEARCHSTAT "R-Wpn-Mortar01Lt"
-
- artType [5] int 1 //get this from bunker
- artVal [5] int 4
- artX [5] int 3136
- artY [5] int 3904
- artComp [5] RESEARCHSTAT "R-Sys-Engineering01" //"R-Wpn-MG-Damage01"
-
- /* lists of stuff referred to by index number */
- //features (inc crates, by ID number) MAX = 10
- features [0] FEATURE 649 //crate artifact (1st in valley)
- //features [1] FEATURE 661 //crate artifact (2nd by huts) (CHANGED TO BUNKER)
-
- //structures (by ID number) MAX = 10
- structures [0] STRUCTURE 223 //Base 1 Factory
- structures [1] STRUCTURE 650 //radar Tower
- structures [2] STRUCTURE 481 //Base 2 Factory
- structures [3] STRUCTURE 623 //Base 3 Factory
- structures [4] STRUCTURE 666 //Bunker
-
- //droids (by ID number) MAX = 10
- //droids [0] DROID 3279 //testdroid
-
- // list of templates (by name) MAX = 20
- templates [0] TEMPLATE "BaBaPeople" //Truck template is always in position 0?
-
- templates [1] TEMPLATE "BarbarianTrike" //scavenger templates
- templates [2] TEMPLATE "BarbarianBuggy"
- templates [3] TEMPLATE "BabaJeep"
- templates [4] TEMPLATE "BabaRKJeep"
- templates [5] TEMPLATE "BarbarianRKBuggy"
- templates [6] TEMPLATE "BabaBusCan"
- templates [7] TEMPLATE "BabaFireCan"
-
- //coordinates (world coords) MAX = 10
- coordsX [0] int 3136 //base 1 Assembly
- coordsY [0] int 1472
- coordsX [1] int 5824 //base 2 Assembly (and valley group retreat!)
- coordsY [1] int 2368
- coordsX [2] int 5184 //base 3 Assembly
- coordsY [2] int 6592
-
- coordsX [3] int 832 //1088 //valley group attack coords (player base)
- coordsY [3] int 6848 //6208
-
- coordsX [4] int 1856 //valley group 2nd coord so can reinforce
- coordsY [4] int 7104
-
- coordsX [5] int 2624 //hillgroup waypoint1
- coordsY [5] int 5952
- coordsX [6] int 2752 //hillgroup waypoint2
- coordsY [6] int 6720
- coordsX [7] int 2496 //hillgroup waypoint3
- coordsY [7] int 7488
- coordsX [8] int 1728 //hillgroup waypoint4
- coordsY [8] int 7744
-
-
-
- //regions (world coords) MAX = 20
- regionsX1 [0] int 2624 //enemy base1 blip
- regionsY1 [0] int 448
- regionsX2 [0] int 3648
- regionsY2 [0] int 1344
- regionsX1 [1] int 4800 //enemy base2 blip
- regionsY1 [1] int 1472
- regionsX2 [1] int 6464
- regionsY2 [1] int 2880
- regionsX1 [2] int 4288 //enemy base3 blip
- regionsY1 [2] int 5952
- regionsX2 [2] int 6208
- regionsY2 [2] int 7488
-
- regionsX1 [3] int 320 //base 1 Factory start
- regionsY1 [3] int 4160 //crossed by 1st derrick
- regionsX2 [3] int 2368
- regionsY2 [3] int 5184
- regionsX1 [4] int 1984 //base 2 Factory start
- regionsY1 [4] int 832 //round first corner near base1
- regionsX2 [4] int 3008
- regionsY2 [4] int 2368
- regionsX1 [5] int 3904 //base 3 Factory start
- regionsY1 [5] int 2496 //crossed by radar tower
- regionsX2 [5] int 5312
- regionsY2 [5] int 4288
-
-
- regionsX1 [6] int 704 //region group 0 (along valley)
- regionsY1 [6] int 4544
- regionsX2 [6] int 1728 //include guys on hill!
- regionsY2 [6] int 4800
- regionsX1 [7] int 576 //region group 1
- regionsY1 [7] int 4032
- regionsX2 [7] int 1728
- regionsY2 [7] int 4543
- regionsX1 [8] int 576 //region group 2
- regionsY1 [8] int 3136
- regionsX2 [8] int 1216
- regionsY2 [8] int 4032
- regionsX1 [9] int 576 //region group 3
- regionsY1 [9] int 1728
- regionsX2 [9] int 1600
- regionsY2 [9] int 4032
- regionsX1 [10] int 704 //region group 4
- regionsY1 [10] int 704
- regionsX2 [10] int 2112
- regionsY2 [10] int 1728
-
- regionsX1 [11] int 1728 //region group 5 (radar defenders)
- regionsY1 [11] int 320
- regionsX2 [11] int 6208
- regionsY2 [11] int 3904
- regionsX1 [12] int 4032 //protect region group 5 (radar object)
- regionsY1 [12] int 2368
- regionsX2 [12] int 4800
- regionsY2 [12] int 3136
-
-
- /* sector Stuff */
- /*reuse
- //sectors to attack (covers 1A-C expansion area, in order of priority to attack)
- //MAX = 20
- //sect15
- sectorsX1 [0] int 10432
- sectorsY1 [0] int 12736
- sectorsX2 [0] int 14272
- sectorsY2 [0] int 15552
- //sect21
- sectorsX1 [1] int 8896
- sectorsY1 [1] int 13760
- sectorsX2 [1] int 10304
- sectorsY2 [1] int 15040
- //sect20
- sectorsX1 [2] int 6336
- sectorsY1 [2] int 13760
- sectorsX2 [2] int 8768
- sectorsY2 [2] int 14144
- //ravine entrance to 1B
- //sect
- sectorsX1 [3] int 2112
- sectorsY1 [3] int 12736
- sectorsX2 [3] int 6336
- sectorsY2 [3] int 14784
- //sect
- sectorsX1 [4] int 1600
- sectorsY1 [4] int 10176
- sectorsX2 [4] int 5952
- sectorsY2 [4] int 12608
- //sect
- sectorsX1 [5] int 4672
- sectorsY1 [5] int 8640
- sectorsX2 [5] int 5696
- sectorsY2 [5] int 10048
- //sect
- sectorsX1 [6] int 4160
- sectorsY1 [6] int 6464
- sectorsX2 [6] int 5056
- sectorsY2 [6] int 8512
- //sect (base)
- sectorsX1 [7] int 832
- sectorsY1 [7] int 6336
- sectorsX2 [7] int 3392
- sectorsY2 [7] int 7104
- //sect
- sectorsX1 [8] int 4800
- sectorsY1 [8] int 5056
- sectorsX2 [8] int 6208
- sectorsY2 [8] int 6208
- //sect
- sectorsX1 [9] int 3392
- sectorsY1 [9] int 4672
- sectorsX2 [9] int 4160
- sectorsY2 [9] int 5440
- //sect
- sectorsX1 [10] int 5056
- sectorsY1 [10] int 4160
- sectorsX2 [10] int 5312
- sectorsY2 [10] int 4928
- //sect
- sectorsX1 [11] int 4032
- sectorsY1 [11] int 1216
- sectorsX2 [11] int 6208
- sectorsY2 [11] int 3264
- //sect
- sectorsX1 [12] int 3392
- sectorsY1 [12] int 832
- sectorsX2 [12] int 3776
- sectorsY2 [12] int 1472
- //sect
- sectorsX1 [13] int 2624
- sectorsY1 [13] int 1600
- sectorsX2 [13] int 3392
- sectorsY2 [13] int 1856
- //sect
- sectorsX1 [14] int 832
- sectorsY1 [14] int 1344
- sectorsX2 [14] int 2496
- sectorsY2 [14] int 3392
- //sect
- sectorsX1 [15] int 1600
- sectorsY1 [15] int 3520
- sectorsX2 [15] int 2496
- sectorsY2 [15] int 4544
- //sect
- sectorsX1 [16] int 832
- sectorsY1 [16] int 1344
- sectorsX2 [16] int 1728
- sectorsY2 [16] int 2880
- */
-
- /* Enemy Base Blips */
-
- numBases int 4 //MAX = 5. Must be same as number of bases listed next
- basePlayer [0] int 7 //enemy player number who owns base
- baseMsg [0] INTMESSAGE "FAST_BASE1" //enemy base blip message (prox.txt)
- baseRegion [0] int 0 //index to regions
- baseWav1 [0] int 2 //index to baseSnd Superior Weapons
- baseWav2 [0] int 3 //index to baseSnd Eradicated
-
- basePlayer [1] int 7
- baseMsg [1] INTMESSAGE "FAST_BASE2"
- baseRegion [1] int 1
- baseWav1 [1] int 0 //index to baseSnd enemy detected
- baseWav2 [1] int 3 //index to baseSnd Eradicated
-
- basePlayer [2] int 7
- baseMsg [2] INTMESSAGE "FAST_BASE3"
- baseRegion [2] int 2
- baseWav1 [2] int 2 //index to baseSnd Superior Weapons
- baseWav2 [2] int 3 //index to baseSnd Eradicated
-
- basePlayer [3] int 7 //do radar as a base
- baseMsg [3] INTMESSAGE "FAST_BASE4"
- baseRegion [3] int 12
- baseWav1 [3] int 1 //index to baseSnd Threat to project
- baseWav2 [3] int -1 //-1 = no sound
-
- /* Enemy Groups */
- numGroups int 7 //group MAX = 10
- //5 valley groups timed 10seconds apart to attack player's base
- grpType [0] int 0 //0 = Ambush/Patrol, 1 = Defence, 2 = Scout, 3 = Attack...
- grpPlayer [0] int 7 //player number (NP)
- grpRegion [0] int 6 //index in regions array
- grpTimeGo [0] int 1 //10s. (always make >= 0 for defence forces)
- grpRegionGo [0] int -1 //index in regions array as trigger
- grpWhoGo [0] int 0 //player number to cross trigger region (may not need?)
- grpMorale [0] int 90 //don't set morale/leadership/retreat
- grpLeadership [0] int 50 //leadership value
- grpRetreatXY [0] int 0 //retreat to base 1 assembly
- grpPosStart [0] int 3 //index in coords/sectors array (depends on grpType)
- grpPosMin [0] int 3 //Minimum index in coords array
- grpPosMax [0] int 3 //Maximum index in coords array
- grpPosStep [0] int 0 //Step increase for next 'waypoint'
- grpPosType [0] int 0 //0 = stop, 1 = loop, 2 = pingpong, 3 = random thru waypoints
- grpFactory [0] int -1 //index factory to reinforce group. -1 = any factory.
- grpIdealSize [0] int 0 //ideal size. If less than this factory will reinforce
-
- grpType [1] int 0 //0 = Ambush/Patrol, 1 = Defence, 2 = Scout, 3 = Attack...
- grpPlayer [1] int 7 //player number (NP)
- grpRegion [1] int 7 //index in regions array
- grpTimeGo [1] int 2 //20s time trigger (always make >= 0 for defence forces)
- grpRegionGo [1] int -1 //no region. index in regions array as trigger
- grpWhoGo [1] int 0 //player number to cross trigger region (may not need?)
- grpMorale [1] int 90 //very timid! morale = 1%
- grpLeadership [1] int 50 //leadership value
- grpRetreatXY [1] int 0 //retreat (index in coords array) base1 assembly
- grpPosStart [1] int 3 //index in sectors array (depends on grpType)
- grpPosMin [1] int 3 //Minimum index in coords array
- grpPosMax [1] int 3 //Maximum index in coords array
- grpPosStep [1] int 0 //Step increase for next 'waypoint'
- grpPosType [1] int 0 //0 = stop, 1 = loop, 2 = pingpong, 3 = random thru waypoints
- grpFactory [1] int -1 //index structure to reinforce group. -1 = any factory.
- grpIdealSize [1] int 0 //ideal size. If less than this factory will reinforce
-
- grpType [2] int 0 //0 = Ambush/Patrol, 1 = Defence, 2 = Scout, 3 = Attack...
- grpPlayer [2] int 7 //player number (NP)
- grpRegion [2] int 8 //index in regions array
- grpTimeGo [2] int 3 //0s time trigger (always make >= 0 for defence forces)
- grpRegionGo [2] int -1 //no region. index in regions array as trigger
- grpWhoGo [2] int 0 //player number to cross trigger region (may not need?)
- grpMorale [2] int 90 //morale = 25%
- grpLeadership [2] int 50 //leadership value = 75%
- grpRetreatXY [2] int 1 //retreat (index in coords array) base2 assembly
- grpPosStart [2] int 3 //index in coords array (depends on grpType)
- grpPosMin [2] int 3 //Minimum index in coords array
- grpPosMax [2] int 4 //Maximum index in coords array
- grpPosStep [2] int 1 //Step increase for next 'waypoint'
- grpPosType [2] int 1 //0 = stop, 1 = loop, 2 = pingpong, 3 = random thru waypoints
- grpFactory [2] int 0 //index factory to reinforce group. -1 = any factory.
- grpIdealSize [2] int 2 //ideal size. If less than this factory will reinforce
-
- grpType [3] int 0 //0 = Ambush/Patrol, 1 = Defence, 2 = Scout, 3 = Attack...
- grpPlayer [3] int 7 //player number (NP)
- grpRegion [3] int 9 //index in regions array
- grpTimeGo [3] int 4 //10s time trigger (always make >= 0 for defence forces)
- grpRegionGo [3] int -1 //no region. index in regions array as trigger
- grpWhoGo [3] int 0 //player number to cross trigger region (may not need?)
- grpMorale [3] int 90 //pretty timid! morale = 25%
- grpLeadership [3] int 50 //leadership value = 0%
- grpRetreatXY [3] int 1 //retreat (index in coords array) base 2 assembly
- grpPosStart [3] int 3 //index in coords array (depends on grpType)
- grpPosMin [3] int 3 //Minimum index in coords array
- grpPosMax [3] int 4 //Maximum index in coords array
- grpPosStep [3] int 1 //Step increase for next 'waypoint'
- grpPosType [3] int 1 //0 = stop, 1 = loop, 2 = pingpong, 3 = random thru waypoints
- grpFactory [3] int 1 //index factory to reinforce group. -1 = any factory.
- grpIdealSize [3] int 4 //ideal size. If less than this factory will reinforce
-
- grpType [4] int 0 //0 = Ambush/Patrol, 1 = Defence, 2 = Scout, 3 = Attack...
- grpPlayer [4] int 7 //player number (NP)
- grpRegion [4] int 10 //index in regions array
- grpTimeGo [4] int 5 //20s time trigger (always make >= 0 for defence forces)
- grpRegionGo [4] int -1 //no region. index in regions array as trigger
- grpWhoGo [4] int 0 //player number to cross trigger region (may not need?)
- grpMorale [4] int 90 //morale = 50%
- grpLeadership [4] int 50 //leadership value = 75%
- grpRetreatXY [4] int 1 //retreat (index in coords array) base2 assembly
- grpPosStart [4] int 3 //index in coords array (depends on grpType)
- grpPosMin [4] int 3 //Minimum index in coords array
- grpPosMax [4] int 4 //Maximum index in coords array
- grpPosStep [4] int 1 //Step increase for next 'waypoint'
- grpPosType [4] int 1 //0 = stop, 1 = loop, 2 = pingpong, 3 = random thru waypoints
- grpFactory [4] int -1 //index factory to reinforce group. -1 = any factory.
- grpIdealSize [4] int 6 //ideal size. If less than this factory will reinforce
-
- //radar tower defenders
- grpType [5] int 1 //0 = Ambush/Patrol, 1 = Defence, 2 = Scout, 3 = Attack...
- grpPlayer [5] int 7 //player number (NP)
- grpRegion [5] int 11 //index in regions array
- grpTimeGo [5] int 0 //20s time trigger (always make >= 0 for defence forces)
- grpRegionGo [5] int 12 //index in regions array as protect region
- grpWhoGo [5] int 0 //player number to cross trigger region (may not need?)
- grpMorale [5] int 25 //morale = 50%
- grpLeadership [5] int 50 //leadership value = 75%
- grpRetreatXY [5] int 1 //retreat (index in coords array) base2 assembly
- grpPosStart [5] int -1 //-1 = no waypoints. index in coords array (depends on grpType)
- grpPosMin [5] int -1 //Minimum index in coords array
- grpPosMax [5] int -1 //Maximum index in coords array
- grpPosStep [5] int 0 //Step increase for next 'waypoint'
- grpPosType [5] int 0 //0 = stop, 1 = loop, 2 = pingpong, 3 = random thru waypoints
- grpFactory [5] int 0 //index factory to reinforce group. -1 = any factory.
- grpIdealSize [5] int 0 //ideal size. If less than this factory will reinforce
-
- //hillgroup
- grpType [6] int 0 //0 = Ambush/Patrol, 1 = Defence, 2 = Scout, 3 = Attack...
- grpPlayer [6] int 7 //player number (NP)
- grpRegion [6] int 2 //index in regions array (same as base region)
- grpTimeGo [6] int -1 //20s time trigger (always make >= 0 for defence forces)
- grpRegionGo [6] int 5 //no region. index in regions array as trigger
- grpWhoGo [6] int 0 //player number to cross trigger region (may not need?)
- grpMorale [6] int 90 //morale = 50%
- grpLeadership [6] int 50 //leadership value = 75%
- grpRetreatXY [6] int 2 //retreat (index in coords array) base3 assembly
- grpPosStart [6] int 5 //index in coords array (depends on grpType)
- grpPosMin [6] int 5 //Minimum index in coords array
- grpPosMax [6] int 8 //Maximum index in coords array
- grpPosStep [6] int 1 //Step increase for next 'waypoint'
- grpPosType [6] int 2 //0 = stop, 1 = loop, 2 = pingpong, 3 = random thru waypoints
- grpFactory [6] int 2 //index factory to reinforce group. -1 = any factory.
- grpIdealSize [6] int 3 //ideal size. If less than this factory will reinforce
-
- /* Factories */
- numFactories int 3 //MAX = 10
- factID [0] int 0 //index to structures
- factAssXY [0] int 0 //index to assembly point. -1 for don't set
- factTimeGo [0] int -1 //delay before starting production in 10s
- factRegionGo [0] int 3 //-1 = no region for trigger (assume WhoGo = 0)
- factTempMin [0] int 0 //index to starting template
- factTempMax [0] int 2 //index to maximum template
-
- factID [1] int 2 //index to structures
- factAssXY [1] int 1 //index to assembly point. -1 for don't set
- factTimeGo [1] int -1 //delay before starting production in 10s
- factRegionGo [1] int 4 //-1 = no region for trigger (assume WhoGo = 0)
- factTempMin [1] int 0 //index to starting template
- factTempMax [1] int 3 //index to maximum template
-
- factID [2] int 3 //index to structures
- factAssXY [2] int 2 //index to assembly point. -1 for don't set
- factTimeGo [2] int -1 //delay before starting production in 10s
- factRegionGo [2] int 5 //-1 = no region for trigger (assume WhoGo = 0)
- factTempMin [2] int 1 //index to starting template
- factTempMax [2] int 4 //index to maximum template
-
- /* 'Globals' */
- //These should be same in each file, but may need slight alterations
- player int 0 //player's player number
- crate FEATURESTAT "Crate"
- artRange int 200 //171 //range to artifact about 1.5 tiles
- objectiveRange int 640 //range to objective 5 Tiles
- wayRange int 300 //range to waypoint 2ish tiles
- targetRange int 768 //range for target spotting
- targetMax int 4 //maximum number of targets to store for each enemy
- wonSnd SOUND "Objectives Accomplished.wav" //mission done
- lostSnd SOUND "You Are Defeated.wav" //mission failed
- attackSnd1 SOUND "structure Under Attack.wav" //Base Under Attack
- artSnd1 SOUND "Artifact Discovered.wav" //artifact sounds
- artSnd2 SOUND "Artifact Recovered.wav"
-
- //base WAVs. MAX = 5
- baseSnd[0] SOUND "Enemy Detected.wav" //Enemy Base Detected
- baseSnd[1] SOUND "Barbarian Base Located-1.wav" //threat to project
- baseSnd[2] SOUND "Barbarian Base Located-2.wav" //superior weapons
- baseSnd[3] SOUND "Barbarian Outpost-2.wav" //scavenger outpost eradicated
-
- }
-