home *** CD-ROM | disk | FTP | other *** search
/ PC PowerPlay 89 / CDPowerplay89Disc1.iso / Demos / breeddemo.exe / 01_TUTORIAL1.TXT < prev    next >
Encoding:
Text File  |  2003-05-05  |  35.7 KB  |  1,591 lines

  1. #SCENE 1    BASIC INFANTRY TRAINING                                    
  2.     #POSITION TUTORIAL                                
  3.     #LOAD_BACKDROP    056                            
  4.     #MISSION_DESC    #0100
  5.             
  6.     #LZ        320        15    -1131
  7.                         
  8.     #WP        287        15    -1120
  9.     #WP        184        22    -1010
  10.     #WP        252        24    -764
  11.     #WP        177        20    -663
  12.     #WP        190        19    -650
  13.     #WP        187        20.5    -579
  14.     #WP        127        34    -261
  15.  
  16.     #LZ_OFF
  17.             
  18.     #var_declare    gunny_off    0
  19.     #var_declare    TIMER_ON    0
  20.     #var_declare    10sec_set    0
  21.     #var_declare    RESTART        1
  22.     #var_declare    squad01_comp    0
  23.     #var_declare    INPOS     0
  24.     #var_declare    OBJ01_complete    0
  25.     #var_declare    OBJ02_complete    0
  26.     #var_declare    OBJ03_complete    0
  27.     #var_declare    OBJ04_complete    0    
  28.     #var_declare    OBJ05_complete    0
  29.     #var_declare    OBJ6b_complete     0
  30.     #var_declare    weaponinuse        0
  31.     #var_declare    wrongweapon        0
  32.     #var_declare    objectivenum    0    
  33.     #var_declare    weapon_fail            0
  34.     #var_declare    SNIPEPICKUP        0
  35.     #var_declare    player_alive    1
  36.     #var_declare    needammo        0
  37.     #var_declare    restartob5ip    0
  38.     #var_declare    timeoutAct        0
  39.     #var_declare    tank2create        0
  40.     #var_declare    toolate            0
  41.  
  42.     #var_declare    sniperstart        0
  43.     #var_declare    kill_text_obj5    0
  44.     
  45.     #var_declare    Wspeechindex        1
  46.     #var_declare    Cspeechindex        1
  47.     #var_declare    DISTERR            0
  48.     
  49.     #var_declare    OBJ01_start        0
  50.     #var_declare    OBJ02_start        0
  51.     #var_declare    OBJ03_start        0
  52.     #var_declare    OBJ04_start        0
  53.     #var_declare    OBJ05_start        0
  54.     #var_declare    OBJ6b_start        0
  55.     #var_declare    tank_isSetup    0
  56.     
  57.     #var_declare    BSSquad1Dead    0
  58.     #var_declare    BSSquad2Dead    0
  59.     #var_declare    BSSquad3Dead    0
  60.     
  61.     #var_declare    MissionComplete    0
  62.     #var_declare     turretCreated    0
  63.  
  64.     #coord    gunny_pos01        surface    263        14        -1094
  65.     #coord    gunny_pos02        surface    262        14        -1103
  66.     #coord    gunny_pos03        surface    202        19        -829    
  67.     #coord    gunny_pos04        surface    254        24        -763
  68.     #coord    gunny_pos05        surface    252        24        -764
  69.     #coord    gunny_turr_pos    surface    198        16        -648
  70.     #coord    turretpos        surface    190        16        -650
  71.     #coord    preteamintro    surface    184        17        -666
  72.     #coord    preteamintro2    surface    183        17        -667
  73.  
  74.     #coord    artil_p        surface        48            104            -689
  75.     #coord    artil_a        surface        347            51            -756
  76.  
  77.     
  78.     
  79.     #coord    sniper_pickup    SURFACE    273.8    51        -757.3
  80.     #coord    pwp02            surface    259        14        -1095
  81.     #coord    WP01            surface    287        15        -1120
  82.     #coord    WP02            surface    184        22        -1010
  83.     #coord    WP03            surface    256        23        -763
  84.     #coord    PICKUP01        surface    174.2    20        -1007
  85.     #coord    TSGP            surfce    182        21        -1008
  86.  
  87.     #coord    canyon03        surface    180.5    17        -666.5
  88.     #coord    canyon02        surface    175.9    17        -667.4
  89.     #coord    canyon01        surface    235        22        -736.7
  90.     #coord    Tank2Targ        surface    187        17        -661
  91.  
  92.         
  93.     #coord    bs_patrol1        surface    187.7    22        -687
  94.     #coord    bs_patrol2        surface    201.5    22        -792.7
  95.     
  96.     
  97.     #coord    squad01        surface    189        18        -578    
  98.     #coord    squad02        surface    191        20        -511    
  99.     #coord    squad03        surface    194        27        -382
  100.     #coord    squad04        surface    122.5    31    -265
  101.     #coord     gunnyTeam1        surface    186        16        -681
  102.     #coord     gunnyTeam2        surface    187        18        -681
  103.     
  104.     #coord    turretmount    surface    186        16        -48
  105.     
  106.  
  107.     #coord    squad_start        surface    187    17    -659
  108.  
  109.     #coord    ambush00        surface    159        32    -310    
  110.     #coord    ambush01        surface    120        32    -257    
  111.     #coord    ambush02        surface    102        30    -251    
  112.     #coord    ambush03        surface    97        29    -264
  113.     
  114.     
  115.     #INITIAL_VEHICLE                                    
  116.  
  117.     #object    base    uscdarwin    0    0    0    0    0    0    ORBIT
  118.     #object_kill    base_1                                
  119.     #object_kill    base_2                                
  120.     #object_kill    base_3                                
  121.     #object_kill    base_4                                
  122.     #object_kill    base_5                                
  123.     #object    B01            LV1-Bridge_basea        0    -113.82    41.39    -20.88        0.0    20.2    SURFACE
  124.     
  125.     #object    B02_A        LV1-BRIDGE_BASEA_L        0    270.92    14.29    -747.91        0.0    -7.9    SURFACE
  126.     
  127.     #object    B02_B        LV1-BRIDGE_BASEA_L        0    -264.72    15.34    -209.95        0.0    -67.9    SURFACE
  128.     #object    B02_C        LV1-BRIDGE_BASEA_L        0    307.34    155        237.62        0.0    -50.1    SURFACE
  129.  
  130.  
  131.     #object    GT01        LV1-GUARDTOWERBASE        0    -254.45    28.2688    -574.721    0    6.2        SURFACE
  132.     #object    GT02        LV1-GUARDTOWERBASE        0    -38.069    92.7743    261.528        0    -28.9    SURFACE
  133.     #object    GT03        LV1-GUARDTOWERBASE        0    -39.511    26.9156    -892.851    0    63.4    SURFACE
  134.     #object    GT04        LV1-GUARDTOWERBASE        0    239.563    127.471    529.411        0    -49.6    SURFACE
  135.     #object    GT05        LV1-GUARDTOWERBASE        0    375.118    63.6591    -268.771    0    -163.8    SURFACE
  136.     #object    GT06        LV1-GUARDTOWERBASE        0    415.016    103.843    569.639        0    -108.4    SURFACE
  137.     #object    GT07        LV1-GUARDTOWERBASE        0    426.825    12.1937    -1144.94    0    132        SURFACE
  138.     #object    GT08        LV1-GUARDTOWERBASE        0    496.641    27.2297    -782.207    0    148.4    SURFACE
  139.     #object    GT09        LV1-GUARDTOWERBASE        0    542.798    81.2008    300.901        0    -167.1    SURFACE
  140.  
  141.     
  142.     #object    ECTS        LV1-ECTSBuild2            1    3.36    110.86    -667.34        0.0    -161.0    SURFACE
  143.     
  144.  
  145.     #object    Gu01        LV1-GUNTURRETBASE2        1    -161.64    70.964    -570.69        0    -24.2    SURFACE
  146.     #object    Gu02        LV1-GUNTURRETBASE2        1    292.053    74.5368    -395.989    0    90.1    SURFACE
  147.     #object    Gu03        LV1-GUNTURRETBASE2        1    142.294    96.33    -59.2823    0    83        SURFACE
  148.     #object    Gu04        LV1-GUNTURRETBASE2        1    263.845    28.8665    675.204        0    -84.9    SURFACE
  149.  
  150.     #cmd b01    invincible
  151.     #cmd b02_A    invincible
  152.     #cmd b02_B    invincible
  153.     #cmd b02_C    invincible
  154.     
  155.     #cmd GT01    invincible
  156.     #cmd GT02    invincible
  157.     #cmd GT03    invincible
  158.     #cmd GT04    invincible
  159.     #cmd GT05    invincible
  160.     #cmd GT06    invincible
  161.     #cmd GT07    invincible
  162.     #cmd GT08    invincible
  163.     #cmd GT09    invincible
  164.  
  165.     #cmd ECTS    invincible
  166.  
  167.     #cmd Gu01    invincible
  168.     #cmd Gu02    invincible
  169.     #cmd Gu03    invincible
  170.     #cmd Gu04     invincible
  171.  
  172.  
  173.     #object    player        holo_grunt        0    320        14    -1131        0    77        SURFACE
  174.     #cmd player invincible
  175.     #object    holo_gunny    holo_gunny        0    285        14    -1120        0    -180    SURFACE
  176.     #cmd holo_gunny invincible
  177.  
  178.     #object_name    holo_gunny    GUNNY                            
  179.     #object_name    base        DARWIN                            
  180.                                         
  181.     #object_view    holo_gunny            
  182.  
  183.  
  184.     #object    holo00        holo_projector1    1    287        12.8    -1120    0    39        SURFACE
  185.     #cmd holo00 invincible
  186.     #object    holo01        holo_projector1    1    185.4    20.2    -1007.4    0    39        SURFACE
  187.     #cmd holo01 invincible
  188.     #object    holo02        holo_projector1    1    256        22.3    -763    0    129        SURFACE
  189.     #cmd holo02 invincible
  190.     #object    holo03        holo_projector1    1    176.8    16    -663.6    0    0    SURFACE
  191.     #cmd holo03 invincible
  192.     #object    holo04        holo_projector1    1    187        17    -580    0    0    SURFACE
  193.     #cmd holo04 invincible
  194.     #object    holo05        holo_projector1    1    127.5    31    -261    0    0    SURFACE
  195.     #cmd holo05 invincible
  196.     
  197.  
  198.     
  199.     #var_set last_fired 4
  200. #rem    ***START TUTORIAL***
  201.     #gosub    repeat_music
  202.     
  203.     #goto    start_mission
  204. #REM    ********************    
  205.     #end_script    
  206.                 
  207. #label    repeat_music
  208.  
  209.     #play_music        briefing
  210.     #after    75        repeat_music
  211.     #return    
  212.         
  213.             
  214. #label    mission_texton
  215.     #mission_text_on
  216.     #return
  217.  
  218. #label    mission_textoff
  219.     #mission_text_off
  220.     #return        
  221.  
  222. #label    start_text
  223.     #every    14    textoff
  224.     #after    14    start_text2
  225.     #camera_static player    0 1 2    0    180    0
  226.     #camera_velocity 0 0 0.001
  227.     #play_speech    gunny\bit\bit1
  228.     #text_box    14    #0101
  229.     #return
  230.     
  231. #label    start_text2
  232.     #cmd    holo_gunny    run_script    select_player
  233.     #play_speech    gunny\bit\bit2
  234.     #text_box    24    #0102
  235.     #after 20 inputon
  236.     #return    
  237.     
  238.     
  239. #label inputoff
  240.     #BLOCK_INPUT
  241. #return
  242.  
  243. #label inputon
  244.     #ENABLE_INPUT
  245. #return    
  246.     
  247. #label    textoff
  248.     #kill_timer textoff
  249.     #text_box_off    
  250. #return    
  251.         
  252. #label    start_mission
  253.     #gosub inputoff
  254.     #map_off
  255.     #cmd    holo_gunny    play_anim    3    0
  256.     #cmd    holo_gunny    run_script    start_text
  257.  
  258.  
  259.     #select_waypoint    0
  260.     #every    1    START_TRAINING    
  261.     #rem every    1    gunny_prox2
  262.     #every    1    OBJ_03
  263.     #every    1    OBJ_04    
  264.     #every    0    player_dead_check
  265.  
  266.     #cmd    holo_gunny    ROE    ceasefire
  267.     #cmd    holo_gunny    run_script    mission_textoff
  268.     #play_speech    gunny\bit\bit0
  269.     #cmd    holo_gunny    delay    8
  270.     #cmd    holo_gunny    run_script    cam_on_gunny
  271.     #cmd    holo_gunny    run_script    mission_texton
  272.  
  273. #return    
  274.  
  275. #label    START_TRAINING
  276.     #if    proximity    player    holo_gunny    10
  277.         #text_box    8    #0103
  278.         #gosub inputoff
  279.         #cmd    holo_gunny    run_script    OBJ_01    
  280.         #cmd    holo_gunny    play_anim    3    0
  281.         #cmd    holo_gunny    run_script    cam_on_gunny
  282.         #every    3    textoff
  283.         #mission_text_off
  284.         #kill_timer    START_TRAINING
  285.     #endif
  286. #return
  287.         
  288.     
  289. #label cam_on_gunny
  290.     #object_deselect
  291.     #camera_static holo_gunny 0 1 2    0    180    0
  292.     #camera_velocity 0 0 0.001
  293. #return        
  294.  
  295. #label view_teamall
  296.     #object_deselect
  297.     #camera_static grunt2    0 1 5    0    180    0
  298.     #camera_velocity 0 0 0.001
  299.     #play_speech    gunny\bit\bit26
  300.     #text_box    12    #0104
  301.     #every 12 textoff
  302.     
  303.     #after    13    follow_gunny
  304.     #after 12    reselect
  305. #return        
  306.     
  307.             
  308. #label    reselect
  309.     #object_reselect
  310. #return    
  311.  
  312. #label OBJ_Timer
  313.     #kill_timer OBJ_Timer
  314.     #countdown_hide
  315.     #countdown_stop
  316.     #rem set timers by objectives
  317.     #if equal objectivenum 1
  318.         #countdown_init    10
  319.         #countdown_start
  320.     #endif
  321.     #if equal objectivenum 2
  322.         #countdown_init    10
  323.         #countdown_start
  324.     #endif
  325.     #if equal objectivenum 3
  326.     #endif
  327.     #if equal objectivenum 4
  328.     #endif
  329.     #if equal objectivenum 5
  330.     #endif
  331.     #if equal objectivenum 6
  332.     #endif
  333. #return
  334.         
  335. #label OBJ_01    
  336.     #gosub    inputoff
  337.     #var_set    ObjectiveNum    1
  338.     #object    bs01        breedholo_soldier        1    261        13.7    -1127        0    264    SURFACE
  339.     #object    bs02        breedholo_soldier        1    246        14.7    -1112        0    264    SURFACE
  340.     #object    bs03        breedholo_soldier        1    225        16.7    -1090        0    264    SURFACE
  341.     
  342.     #text_box    20    #0105
  343.     #every    11    textoff
  344.     #after 9 inputon
  345.     #after 9 BegWpnChk
  346.     #every 9 OBJ_timer
  347.     #play_speech    gunny\bit\bit3
  348.     #after    20    obj_01_comp
  349.  
  350.     #cmd    holo_gunny    setvar    OBJ01_start    1    
  351.     #cmd    holo_gunny    run_script    reselect
  352.  
  353.     #cmd    bs01        sentry
  354.     #cmd    bs01        react static
  355.     #cmd     bs01        roe    ceasefire
  356.     #cmd    bs02        sentry
  357.     #cmd    bs02        react static
  358.     #cmd     bs02        roe    ceasefire
  359.     #cmd    bs03        sentry
  360.     #cmd    bs03        react static
  361.     #cmd     bs03        roe    ceasefire
  362. #return
  363.  
  364. #label OBJ_02    
  365.     #countdown_hide
  366.     #CLEAR_OBJECT_STACK holo_gunny
  367.     #play_speech    gunny\bit\bit6
  368.     #text_box    10    #0106
  369.     #cmd    holo_gunny    delay    200
  370.     #cmd    holo_gunny    setvar    OBJ02_start    1
  371.     #gosub    inputoff
  372.     #var_set objectivenum    2
  373.     #var_set last_fired 4
  374.     #cmd    holo_gunny    play_anim    3    0
  375.     #cmd    holo_gunny    moveto    gunny_pos02    1
  376.     #after 7 inputon
  377.     #after 7 BegWpnChk
  378.     #after 8 OBJ_Timer
  379.     #AFTER 8 CMovBS
  380. #return
  381.  
  382. #label CMovBS
  383.     #REM CREATE MOING BREED SOLDIERS    
  384.     #object    bs04        breedholo_soldier        1    240        13.7    -1142        0    274    SURFACE
  385.     #object    bs06        breedholo_soldier        1    240        14.7    -1120        0    264    SURFACE
  386.  
  387.     #cmd    bs04        attack    player    
  388.     #cmd    bs06        attack    player
  389.     #cmd    bs04        react    follow
  390.     #cmd    bs06        react    follow
  391.     #cmd    bs04        arm        breed_plasma    0
  392.     #cmd    bs06        arm        breed_plasma    0
  393.  
  394.     #REM CHECK IF OBJECTIVE COMPLETE 
  395.     #after    10    OBJ_02_comp
  396. #return
  397.     
  398.  
  399. #label OBJ_03
  400.     #if    TRUE    OBJ02_complete
  401.         #countdown_hide
  402.         #var_set    OBJ03_start    1
  403.         #cmd    holo_gunny    setvar    OBJ03_start    1
  404.         #var_set objectivenum    3
  405.         #var_set last_fired 3
  406.         #every 1 obj_03_tank
  407.         #kill_timer        OBJ_03
  408.     #endif
  409. #return
  410.  
  411. #label    tankinputon
  412.     #kill_timer    tankinputon
  413.     #gosub    BegWpnChk
  414.     #ENABLE_INPUT
  415. #return
  416.         
  417.     
  418. #label OBJ_03_tank
  419.     #if    TRUE    OBJ03_start
  420.         #if false    tank_isSetup
  421.             #if    proximity    player    holo01    8    
  422.                 #if proximity    holo_gunny holo01    5
  423.                     #every    15    tankinputon
  424.                     #after    15    BegWpnChk
  425.                     #every    8    checktnk
  426.                     #after 2    inputoff
  427.                     #var_set objectivenum    3
  428.                     #var_set last_fired 3
  429.                     #text_box    13    #0107
  430.                     #play_speech    gunny\bit\bit9
  431.                     #kill_timer        OBJ_03_tank
  432.         
  433.                     #object    btank1        breed_holotank            1    178    22.75    -983.2        0    116        SURFACE
  434.                     #pickup    holo_grenades_ammo        surface 183.4    19.9    -1007.4 0.0    -72.0    
  435.                     #pickup    holo_grenades_ammo        surface 181.4    20    -1009.4 0.0    -15.0
  436.  
  437.                     #object_kill    holo00    
  438.         
  439.                     #cmd    btank1        react    static
  440.                     #clear_object_stack    btank1_0
  441.                     #clear_object_stack    btank1_1
  442.                     #cmd    btank1_0        roe        ceasefire
  443.                     #cmd    btank1_1        roe        ceasefire
  444.                     #cmd    holo_gunny    delay    2
  445.                     
  446.                     #var_set    tank_isSetup    1
  447.                     #var_set objectivenum    3
  448.                     #var_set last_fired 3
  449.                 #endif
  450.             #endif
  451.         #else
  452.         #REM THIS DEALS WITH OBJ 3 RESTARTS SO NO PROX CHECK IS USED
  453.             #every    15    tankinputon
  454.             #after    12    BegWpnChk
  455.             #every    8    checktnk
  456.             #after 2    inputoff
  457.             #var_set objectivenum    3
  458.             #var_set last_fired 3
  459.             #text_box    13    #0107
  460.             #play_speech    gunny\bit\bit9
  461.             #kill_timer        OBJ_03_tank
  462.         
  463.             #object    btank1        breed_holotank            1    178    22.75    -983.2        0    116        SURFACE
  464.             #pickup    holo_grenades_ammo        surface 183.4    19.9    -1007.4 0.0    -72.0    
  465.             #pickup    holo_grenades_ammo        surface 181.4    20    -1009.4 0.0    -15.0
  466.  
  467.             #object_kill    holo00    
  468.         
  469.             #cmd    btank1        react    static
  470.             #clear_object_stack    btank1_0
  471.             #clear_object_stack    btank1_1
  472.             #cmd    btank1_0        roe        ceasefire
  473.             #cmd    btank1_1        roe        ceasefire
  474.             #cmd    holo_gunny    delay    2
  475.  
  476.             #var_set objectivenum    3
  477.             #var_set last_fired 3
  478.         #endif
  479.     #endif
  480. #return
  481.  
  482. #label    tidyOBJ03
  483.     #cmd    holo_gunny    play_anim    3    0
  484.     #kill_timer OBJ_03_comp
  485.     #kill_timer    checktnk
  486.     #object_kill    btank1_0
  487.     #object_kill    btank1_1
  488.     #object_kill    btank1
  489. #return
  490.  
  491. #label checktnk
  492.     #kill_timer checktnk
  493.     #var_set    weapon_fail    0
  494.     #var_set last_fired 3
  495.     #every 2 OBJ_03_comp
  496. #return
  497.         
  498.     
  499. #label OBJ_04
  500.     #if    TRUE    OBJ03_complete
  501.         #object_kill    holo01
  502.         #select_waypoint    2
  503.     
  504.         #cmd    holo_gunny    moveto    gunny_pos05    1    
  505.         #cmd    holo_gunny    moveto    gunny_pos04    100
  506.         #cmd    holo_gunny    moveto    gunny_pos03    100
  507.         #cmd     holo_gunny delay 11
  508.         #every    1    OBJ_04_prox
  509.         #kill_timer        OBJ_04
  510.     #endif
  511. #return
  512.  
  513. #label OBJ_04_prox
  514.     #if    proximity    player        wp03    10
  515.         #object    artillery        BREED_HOLOBASE_LONG        1    45.8    111.3    -687.8        0    255        SURFACE
  516.         #cmd artillery_0    invincible
  517.         #text_box    12    #0108
  518.         #every 17 textoff
  519.         #play_speech    gunny\bit\bit12
  520.         #cmd    artillery        ROE        ceasefire
  521.  
  522.         #cmd    holo_gunny    setvar    OBJ04_start    1
  523.         #var_set objectivenum    4
  524.         #var_set last_fired 5
  525.         #pickup    holo_sniper    SURFACE    273.8    51    -757.3    0    351
  526.         #object    glow1        perimeter_glow        1    259.5        23.5    -755.8        0    0    SURFACE
  527.  
  528.         #every    0    sniper_prox
  529.         #kill_timer        OBJ_04_prox
  530.     #endif
  531. #return
  532. #label    SNIPER_PROX
  533.     #if    TRUE    OBJ04_start
  534.         #if    proximity    player    sniper_pickup    1.7
  535.             #var_set sniperstart    1
  536.             #kill_timer    SNIPER_PROX
  537.             #var_set last_fired 5
  538.             #goto    RestartOBJ5
  539.         #endif
  540.     #endif
  541. #return
  542.  
  543. #label RestartOBJ5
  544.     #if true sniperstart
  545.         #if true needammo
  546.             #pickup    holo_sniper        SURFACE    267    51    -756    0    351
  547.             #var_set needammo 0
  548.         #endif
  549.         #after 2 inputoff
  550.         #kill_timer    restartOBJ5
  551.  
  552.         #object_kill    bs07
  553.         #object_kill    bs08
  554.         #object_kill    bs09
  555.         #kill_timer OBJ_05_prox
  556.         #kill_timer timeoutrs
  557.  
  558.         #object    bs07        breedholo_soldier        1    189.7    22    -690        0    274    SURFACE
  559.         #object    bs08        breedholo_soldier        1    187.7    22    -687        0    216    SURFACE
  560.         #object    bs09        breedholo_soldier        1    184.7    22    -683        0    264    SURFACE
  561.         #text_box    20    #0109
  562.         #play_speech    gunny\bit\bit13    
  563.         #after    17    start_sniper01
  564.         #gosub    BegWpnChk
  565.     
  566.         #var_set objectivenum    4    
  567.         #var_set last_fired     5
  568.         #var_set    weapon_fail    0
  569.         #var_set    timeoutact    0
  570.  
  571.         #cmd    holo_gunny    setvar    SNIPEPICKUP    1
  572.         #cmd    bs07    react    continue    
  573.         #cmd    bs08    react    continue
  574.         #cmd    bs09    react    continue
  575.         #cmd    bs07    run_script    bs07_reset
  576.         #cmd    bs08    run_script    bs08_reset
  577.         #cmd    bs09    run_script    bs09_reset
  578.  
  579.         #var_set    restartob5ip    0
  580.         #every 2 OBJ_05_prox
  581.     #endif
  582. #return    
  583.  
  584. #REM USED TO START SNIPER01 TIMER
  585. #label    start_sniper01
  586.     #gosub    inputon
  587.     #every 40    timeoutrs
  588.     #countdown_init    40
  589.     #countdown_start
  590. #return
  591.  
  592.  
  593. #Rem RESTART OBJ5 IF TAKING TOO LONG
  594. #label timeoutrs
  595.     #countdown_hide
  596.  
  597.     #rem if true timeoutact
  598.         #var_set    timeoutAct    1
  599.         kill_timer obj_05_prox
  600.         #var_set    weapon_fail    0
  601.         #var_set    needammo    1
  602.         #var_set    last_fired    5
  603.         #after 1 CUSPEECH
  604.         #after 6 RestartOBJ5
  605.     #rem endif
  606.  
  607.     #kill_timer timeoutrs
  608. #return
  609.         
  610.     
  611. #label    bs07_reset                                    
  612.     #cmd     bs07    run_script    bs07_reset
  613.     #cmd    bs07    moveto    bs_patrol1    50
  614.     #cmd    bs07    moveto    bs_patrol2    50
  615.     #return        
  616. #label    bs08_reset                                    
  617.     #cmd     bs08    run_script    bs08_reset
  618.     #cmd    bs08    moveto    bs_patrol1    100
  619.     #cmd    bs08    moveto    bs_patrol2    100
  620.     #return        
  621. #label    bs09_reset                                    
  622.     #cmd     bs09    run_script    bs09_reset
  623.     #cmd    bs09    moveto    bs_patrol1    1
  624.     #cmd    bs09    moveto    bs_patrol2    1
  625.     #return        
  626.     
  627. #label OBJ_05_prox
  628.     #if true    timeoutact
  629.     #else
  630.         #if true weapon_fail
  631.             #if true    restartob5ip
  632.                 #var_set    weapon_fail    0
  633.             #else 
  634.                 #var_set    weapon_fail    0
  635.                 #var_set    restartob5ip    1
  636.                 #var_set    needammo    1
  637.                 #kill_timer OBJ_05_prox
  638.                 #every    6    RestartOBJ5
  639.                 #goto WWSPEECH
  640.             #endif
  641.         #else
  642.             #if    TRUE    SNIPEPICKUP
  643.                 #if    dead    bs07
  644.                     #if    dead    bs08
  645.                         #if    dead    bs09
  646.                             #gosub    EndWpnChk
  647.                             #countdown_hide
  648.                             #kill_timer        OBJ_05_prox
  649.                             #kill_timer     timeoutrs
  650.                             #var_set objectivenum    4
  651.                             #var_set    kill_text_obj5    1
  652.                             #var_set last_fired 5
  653.                             #text_box    13    #0110
  654.                             #play_speech    gunny\bit\bit14        
  655.  
  656.                             #cmd    artillery_0    attack    player
  657.                             #cmd    artillery_0  roe    fireatwill
  658.                             #cmd    artillery_0    vincible
  659.                             #cmd    artillery    attack    player
  660.                             #cmd    artillery    roe        fireatwill
  661.         
  662.                             #object_kill    glow1
  663.                             #pickup    holosml_health        SURFACE    248.8    22.7    -746.8    0    351
  664.                             #pickup    holosniper_ammo        SURFACE    273.8    51    -757.3    0    351
  665.                             #cmd    holo_gunny    run_script    view_artill
  666.                             #every    1    artilley_killed
  667.                         #endif
  668.                     #endif
  669.                 #endif
  670.             #endif
  671.         #endif
  672.     #endif
  673. #return
  674.  
  675. #label view_artill
  676.     #object_deselect
  677.     #camera_track artil_a    0    0    0    artil_p
  678.      #camera_velocity -0.35 0.1 0.1
  679.     #var_set objectivenum 4
  680.     #var_set last_fired 5
  681.     #var_set    weapon_fail    0
  682.     #after 19    BegWpnChk
  683.     #after 19 select_player
  684.     #every 19 set_artil_timer
  685. #return    
  686.  
  687. #label set_artil_timer
  688.     #kill_timer    set_artil_timer
  689.     #text_box_off
  690.     #countdown_init    60
  691.     #countdown_start
  692.     #every    58    set_artil_Inv
  693.     #every 60 restart_artil
  694. #return
  695.  
  696. #label    set_artil_Inv
  697.     #kill_timer    set_artil_Inv
  698.     #cmd artillery_0    invincible
  699. #return
  700.  
  701. #label restart_artil
  702.     #cmd artillery_0    invincible
  703.     #gosub    EndWpnChk
  704.     #var_set    toolate    1
  705.     #kill_timer restart_artil
  706.     #kill_timer artillery_killed
  707.     #kill_timer restart_artil
  708.     #kill_timer artillery_killed
  709.     #kill_timer    OBJ_05_prox
  710.     #kill_timer    set_artil_Inv
  711.     #countdown_stop
  712.     #countdown_hide
  713.     #var_set    weapon_fail    0
  714.     #var_set    last_fired    5
  715.     #gosub CUSPEECH
  716.     #every 6 restart_artil2
  717. #return
  718.  
  719. #label restart_artil2
  720.     #kill_timer restart_artil2
  721.     #var_set    toolate    0
  722.     #gosub    OBJ_05_prox
  723. #return
  724.     
  725. #label    artilley_killed
  726.     #gosub    EndWpnChk
  727.  
  728.     #if true toolate
  729.     #else
  730.         #if    dead    artillery_0
  731.             #countdown_hide
  732.             #kill_timer restart_artil
  733.             #kill_timer    artilley_killed
  734.             #kill_timer restart_artil
  735.             #kill_timer    artilley_killed
  736.             #text_box    8    #0111
  737.             #play_speech    gunny\bit\bit15
  738.             #clear_object_stack    holo_gunny
  739.             #select_waypoint    3
  740.             #cmd    holo_gunny    moveto    canyon02    100
  741.             #cmd    holo_gunny    run_script    gunny_rocket
  742.             #cmd    holo_gunny    moveto    canyon01    10
  743.             #cmd    holo_gunny    delay    5
  744.             #cmd    holo_gunny    setvar    OBJ05_start    1
  745.             #var_set objectivenum    5
  746.             #var_set last_fired 1
  747.         
  748.             #every    1    OBJ_06
  749.             #every    1    OBJ_06a
  750.         #endif
  751.     #endif
  752. #return    
  753.  
  754. #label    gunny_rocket
  755.     #play_speech    gunny\bit\bit17    
  756.     #text_box    15    #0112
  757. #return
  758.     
  759.                 
  760. #label OBJ_06
  761.     #if    TRUE    OBJ05_start
  762.         #if    proximity    holo_gunny    holo03        40
  763.             #kill_timer    OBJ_06        
  764.             #var_set last_fired 1
  765.             #pickup    holo_rocketlaunch        surface 179.8    16.3    -660.6    0    0    
  766.         #endif
  767.     #endif
  768. #return
  769.     
  770. #label    OBJ_06a            
  771.     #if    TRUE    OBJ05_start
  772.         #if    proximity    holo_gunny    holo03        10
  773.             #if    proximity    player    holo03            10
  774.             #kill_timer        OBJ_06a
  775.                 #after    12    BTANK2_START
  776.                 #var_set last_fired 1
  777.                 #play_speech    gunny\bit\bit18
  778.                 #text_box    18    #0113
  779.             #endif
  780.         #endif
  781.     #endif
  782. #return
  783.  
  784.  
  785.  
  786.     
  787. #label    btank2_start    
  788.     #var_set last_fired 1
  789.     #gosub    BegWpnChk
  790.     #text_box    8    #0114
  791.     #every    2    textoff
  792.     #countdown_init    45
  793.     #countdown_start
  794.     #every    45    tank2_timer
  795.     #object    btank2        breed_holotank            1    196    25    -470    0    180        SURFACE
  796.     #var_set    tank2create    1
  797.     #every    1    btank2_dead
  798.     #cmd    btank2_0        attack    player
  799.     #cmd    btank2_0        moveto    Tank2Targ    40
  800.     #cmd    btank2_0        react    follow
  801.     #cmd    btank2_0        delay    5
  802.     #cmd    holo_gunny    setvar    OBJ05_start    1
  803. #return    
  804.  
  805. #label    kill_btank2
  806.     #object_kill    btank2_0    
  807.     #object_kill    btank2_1    
  808.     #object_kill    btank2
  809.     #kill_timer    tank2_timer
  810.     #kill_timer    btank2_dead
  811. #return    
  812.     
  813. #label    btank2_dead
  814.     #if true weapon_fail
  815.         #gosub    EndWpnChk
  816.         #var_set weapon_fail 0
  817.         #var_set    last_fired    1
  818.         #pickup    Holo_rocketlaunch        surface 179.8    16.3    -660.6    0    0    
  819.         #cmd holo_gunny    run_script    kill_btank2
  820.         #after 7 btank2_start
  821.         #goto WWSPEECH
  822.     #else
  823.         #var_set    btank2dead    0
  824.             
  825.         #if    dead    btank2
  826.             #var_set    btank2dead    1
  827.         #endif
  828.         
  829.         #if    TRUE    btank2dead
  830.             #gosub    EndWpnChk
  831.             #countdown_hide
  832.             #kill_timer tank2_timer
  833.             #gosub    inputoff
  834.             #text_box    25    #0115
  835.             #play_speech gunny\bit\bit19
  836.             #after 9 inputon
  837.             #cmd    holo_gunny    delay    2
  838.             #cmd    holo_gunny    setvar    OBJ05_complete    1
  839.             #kill_timer    btank2_dead
  840.  
  841.             #if true turretCreated
  842.             #else
  843.                 #object breedturret bminigun_h     0    190    15.5    -650    0    0    SURFACE
  844.                 #var_set TurrectCreated    1
  845.             #endif
  846.  
  847.             #object_kill breedturret_0
  848.             #after 5 OBJ_6B 
  849.         #endif
  850.     #endif
  851. #return
  852.     
  853. #label    tank2_timer
  854.     #if    FALSE    btank2dead
  855.         #countdown_hide
  856.         #cmd holo_gunny    run_script kill_btank2
  857.         #pickup    Holo_rocketlaunch        surface 179.8    16.3    -660.6    0    0    
  858.         #text_box    10    #0116
  859.         #play_speech    gunny\bit\bit20
  860.         #after    7 btank2_start
  861.     #endif
  862. #return
  863.  
  864. #label OBJ_6B
  865.     #REM TELL PLAYER TO MOUNT THE TURRET AND PREPARE FOR SOLDIERS
  866.     #CLEAR_OBJECT_STACK holo_gunny
  867.     #SELECT_WAYPOINT 4
  868.     #cmd holo_gunny setvar OBJ6b_start 1
  869.     #var_set objectivenum    6
  870.     #var_set last_fired 4
  871.     #every 1 checkturr_prox
  872. #return
  873.  
  874. #REM CHECK FOR PLAYER ENTERING TURRET AND CREATE BREED CANNON FODDER IF TRUE
  875. #label checkturr_prox
  876.     #if proximity player breedturret 1
  877.         #countdown_hide
  878.         #text_box 10 #0117
  879.         #play_speech gunny\bit\bit22
  880.         #every 8 textoff
  881.         #cmd holo_gunny    react static
  882.         #cmd holo_gunny    delay 10
  883.         #cmd holo_gunny moveto preteamintro2 10
  884.         #after 2 BCannonFodder
  885.         #kill_timer checkturr_prox
  886.     #endif 
  887. #return
  888.  
  889.         
  890. #label BCannonFodder
  891.     #var_set last_fired 4
  892.     #gosub    BegWpnChk
  893.     #REM CREATE BREED SOLDIERS TO TEST TURRET ON
  894.     #object    tbs13        breedholo_soldier        1    182        18        -627        0    190        SURFACE
  895.     #object    tbs14        breedholo_soldier        1    187        18        -627        0    190        SURFACE
  896.     #object    tbs15        breedholo_soldier        1    190        18        -627        0    190        SURFACE
  897.     #object    tbs16        breedholo_soldier        1    194        18        -627        0    190        SURFACE
  898.     #object    tbs17        breedholo_soldier        1    200        18        -627        0    190        SURFACE
  899.  
  900.     #rem cmd    tbs13    attack    player            
  901.     #rem cmd    tbs13    moveto    gunny_turret_pos 100
  902.     #rem cmd    tbs13    roe        fireatwill
  903.  
  904.     #rem cmd    tbs14    attack     player            
  905.     #rem cmd    tbs14    moveto    gunny_turret_pos 100
  906.     #rem cmd    tbs14    roe     fireatwill
  907.  
  908.     #rem cmd    tbs15    attack    player            
  909.     #rem cmd    tbs15    moveto    gunny_turret_pos 100
  910.     #rem cmd    tbs15    roe        fireatwill
  911.     
  912.     #rem cmd    tbs16    attack     player            
  913.     #rem cmd    tbs16    moveto    gunny_turret_pos 100
  914.     #rem cmd    tbs16    roe        fireatwill
  915.     
  916.     #rem cmd    tbs17    attack    player            
  917.     #rem cmd    tbs17    moveto    gunny_turret_pos 100
  918.     #rem cmd    tbs17    roe        fireatwill
  919.     
  920.     #cmd    tbs13        arm        breed_plasma    0
  921.     #cmd    tbs14        arm        breed_plasma    0
  922.     #cmd    tbs15        arm        breed_plasma    0
  923.     #cmd    tbs16        arm        breed_plasma    0
  924.     #cmd    tbs17        arm        breed_plasma    0
  925.  
  926.     #REM CHECK IF OBJECTIVE COMPLETE 
  927.     #after    10    OBJ_6b_comp
  928.     #countdown_init 10
  929.     #countdown_start
  930. #return
  931.     
  932.  
  933. #label    meet_team
  934.     #text_box    8     #0118
  935.     #play_speech    gunny\bit\bit25
  936.     #object    grunt1        holo_grunt            0    180        17    -662.8        0    274    SURFACE
  937.     #object    grunt2        holo_grunt            0    180.3    17    -659        0    273    SURFACE
  938.     #object    grunt3        holo_grunt            0    180.1    17    -654        0    273    SURFACE
  939.     
  940.     #cmd    grunt1    delay    1000    
  941.     #cmd    grunt1    ROE    ceasefire    
  942.     #cmd    grunt1    arm    holo_assault_rifle        250
  943.     #cmd    grunt1    invincible
  944.     #cmd    grunt2    delay    1000    
  945.     #cmd    grunt2    ROE    ceasefire            
  946.     #cmd    grunt2    arm    holo_assault_rifle        250
  947.     #cmd    grunt2    invincible
  948.     #cmd    grunt3    delay    1000    
  949.     #cmd    grunt3    ROE    ceasefire            
  950.     #cmd    grunt3    arm    holo_assault_rifle        250
  951.     #cmd    grunt3    invincible
  952.     #cmd    holo_gunny    run_script    view_teamall
  953.     #cmd    holo_gunny    delay 6
  954.     #every    1    squad01_prox
  955. #return
  956.     
  957.     
  958. #label    follow_gunny
  959.     #select_waypoint    5
  960.     #text_box    8    #0119
  961.     #play_speech    gunny\bit\bit27
  962.     #cmd    holo_gunny    moveto    holo04        100
  963. #return
  964.     
  965. #label    squad01_prox
  966.     #if    proximity    holo_gunny    squad01        6
  967.         #if    proximity    player    holo_gunny        8
  968.             #after    1    inputoff
  969.             #gosub    join_squad2
  970.             #kill_timer    squad01_prox
  971.         #endif
  972.     #endif
  973. #return
  974.     
  975. #label    join_squad2
  976.     #cmd    grunt1    FOLLOW_SQUAD        
  977.     #cmd    grunt1    JOIN_SQUAD    1    
  978.     #cmd    grunt2    FOLLOW_SQUAD                
  979.     #cmd    grunt2    JOIN_SQUAD    1        
  980.     #cmd    grunt3    FOLLOW_SQUAD                
  981.     #cmd    grunt3    JOIN_SQUAD    1
  982.     #cmd    player    FOLLOW_SQUAD                
  983.     #cmd    player    JOIN_SQUAD    1
  984.     #squad_size    1    2
  985.     #after    1    squad_commands
  986. #return        
  987.  
  988. #label    squad_commands
  989.     #text_box    12    #0120
  990.     #play_speech    gunny\bit\bit28
  991.     #after    15    squadobj1_prox
  992.     #return
  993.     
  994.  
  995. #label    squadobj1_prox
  996.     #every    1    squad_obj1
  997.     #return
  998.  
  999. #label    squad_obj1
  1000.     #if    proximity    grunt1    player    7
  1001.         #text_box    10    #0121
  1002.         #play_speech gunny\bit\bit29
  1003.         #kill_timer    squad_obj1
  1004.         #every 1 squad_obj1a
  1005.     #endif    
  1006. #return
  1007.  
  1008. #label squad_obj1a
  1009.     #if proximity grunt1 player 7
  1010.     #else
  1011.         #text_box     10    #0122
  1012.         #play_speech    gunny\bit\bit33
  1013.         #cmd holo_gunny run_script squad01_timer
  1014.         #cmd holo_gunny delay 6
  1015.         #kill_timer squad_obj1a
  1016.     #endif
  1017. #return
  1018.   
  1019.  
  1020. #label squad_obj1b
  1021.     #if proximity grunt1 player 5
  1022.         #if proximity grunt2 player 5
  1023.             #if proximity grunt3 player 5
  1024.                 #cmd holo_gunny run_script squad_obj2
  1025.                 #kill_timer squad_obj1b
  1026.             #endif
  1027.         #endif
  1028.     #endif
  1029. #return
  1030.  
  1031. #label        squad01_timer
  1032.         #cmd    holo_gunny    setvar    squad01_comp    1
  1033.         #text_box 10 #0123
  1034.         #play_speech gunny\bit\bit30
  1035.         #every 1 squad_obj1b
  1036. #return
  1037.         
  1038.  
  1039. #label    squad_obj2
  1040.     #if    TRUE    squad01_comp    1
  1041.         #TEXT_BOX    10    #0124
  1042.         #every 15 textoff
  1043.         #play_speech    gunny\bit\bit31
  1044.         #gosub    inputon
  1045.         #cmd    holo_gunny    run_script    obj2_timer
  1046.         #cmd    holo_gunny    moveto    ambush01    100
  1047.         #cmd    holo_gunny    moveto    ambush00    100
  1048.         #cmd    holo_gunny    moveto    squad03    100
  1049.         #cmd    holo_gunny    moveto    squad02    100
  1050.         #cmd     holo_gunny    delay 3
  1051.         #squad_size    1    4
  1052.         #select_waypoint    6
  1053.     #endif
  1054. #return
  1055.  
  1056. #label        obj2_timer
  1057.     #every    3    obj2_closein
  1058.     #every    15     check_inpos
  1059. #return
  1060.  
  1061. #label check_inpos
  1062.     #if FALSE inpos
  1063.         #after 1 CUSPEECH
  1064.     #endif
  1065. #return
  1066.  
  1067. #label    obj2_closein
  1068.     #if proximity holo_gunny holo05 15
  1069.         #if proximity player holo05 15
  1070.             #if proximity grunt1 holo05 15
  1071.                 #if proximity grunt2 holo05 15
  1072.                     #if proximity grunt3 holo05 15
  1073.                         #kill_timer    obj2_closein
  1074.                         #kill_timer check_inpos
  1075.                         #cmd holo_gunny run_script breed_dead
  1076.                     #endif
  1077.                 #endif
  1078.             #endif
  1079.         #endif
  1080.     #endif
  1081. #return
  1082.  
  1083.         
  1084. #label    breed_dead
  1085.     #text_box 15 #0125
  1086.     #every 15 textoff
  1087.     #play_speech gunny\bit\bit32
  1088.     #cmd holo_gunny run_script Finalambush
  1089.     #cmd holo_gunny delay 8
  1090. #return
  1091.             
  1092. #rem Final Mission objective - - Breed ambush at end
  1093. #label Finalambush
  1094.  
  1095.     #object bs_A    breedholo_soldier    1    89  29    -273     0    350         SURFACE
  1096.     #object bs_B    breedholo_soldier    1    93    29    -272    0    350        SURFACE
  1097.     #object bs_C    breedholo_soldier    1    96    29    -275    0    350        SURFACE
  1098.  
  1099.     #object bs_D    breedholo_soldier    1    111    33    -196    0    350        SURFACE
  1100.     #object bs_E    breedholo_soldier    1    113    33    -204    0    350        SURFACE
  1101.     #object bs_F    breedholo_soldier    1    107    33    -204    0    350        SURFACE
  1102.  
  1103.     #object bs_G    breedholo_soldier    1    153    40    -167    0    350        SURFACE
  1104.     #object bs_H    breedholo_soldier    1    149    40    -168    0    350        SURFACE
  1105.     #object bs_I    breedholo_soldier    1    148    40    -163    0    350        SURFACE
  1106.     
  1107.     #REM MOVE BREED SOLDIERS INTO ATTACK POSITION
  1108.     #cmd bs_A    moveto    ambush03 100
  1109.     #cmd bs_B    moveto    ambush03 100
  1110.     #cmd bs_C    moveto    ambush03 100
  1111.  
  1112.     #cmd bs_D    moveto    ambush03 100
  1113.     #cmd bs_E    moveto    ambush03 100
  1114.     #cmd bs_F    moveto    ambush03 100
  1115.     
  1116.     #cmd bs_G    moveto    ambush03 100
  1117.     #cmd bs_H    moveto    ambush03 100
  1118.     #cmd bs_I    moveto    ambush03 100
  1119.     
  1120. #every 2 allobjectivescomplete
  1121.     
  1122. #return
  1123.  
  1124. #label allobjectivescomplete
  1125.     #rem CHECK IF ALL SQUAD 1 SOLDIERS ARE DEAD
  1126.     #if dead bs_A
  1127.         #if dead bs_B
  1128.             #if    dead bs_C
  1129.                 #var_set BSSquad1Dead 1
  1130.             #endif
  1131.         #endif
  1132.     #endif
  1133.     #rem CHECK IF ALL SQUAD 2 SOLDIERS ARE DEAD
  1134.     #if dead bs_D
  1135.         #if dead bs_E
  1136.             #if    dead bs_F
  1137.                 #var_set BSSquad2Dead 1
  1138.             #endif
  1139.         #endif
  1140.     #endif
  1141.     #rem CHECK IF ALL SQUAD 3 SOLDIERS ARE DEAD
  1142.     #if dead bs_G
  1143.         #if dead bs_H
  1144.             #if    dead bs_I
  1145.                 #var_set BSSquad3Dead 1
  1146.             #endif
  1147.         #endif
  1148.     #endif
  1149.     #REM CHECK IF ALL SQUADS ARE DEAD
  1150.     #if TRUE BSSquad1Dead
  1151.         #if TRUE BSSquad2Dead
  1152.             #if TRUE BSSquad3Dead
  1153.                 #kill_timer allobjectivescomplete
  1154.                 #var_set missioncomplete 1
  1155.             #endif
  1156.         #endif     
  1157.     #endif
  1158.     
  1159.     #rem IF MISSION IS COMPLETE DISPLAY END SCREEN
  1160.     #if TRUE missioncomplete
  1161.         #gosub inputoff
  1162.         #mission_complete    743    #0126
  1163.         #play_speech    gunny\bit\bit34
  1164.     #endif    
  1165. #return
  1166.  
  1167.                 
  1168. #label OBJ_01_comp
  1169.     #gosub    EndWpnChk
  1170.  
  1171.     #if true weapon_fail
  1172.         #goto WWSPEECH
  1173.     #else
  1174.         #var_set    all_dead    0
  1175.         #if    dead    bs01
  1176.             #if    dead    bs02
  1177.                 #if    dead    bs03
  1178.                     #var_set    all_dead    1
  1179.                 #endif
  1180.             #endif
  1181.         #endif
  1182.         #if    TRUE    all_dead
  1183.             #gosub inputoff
  1184.             #countdown_hide
  1185.             #cmd    holo_gunny    run_script    OBJ_02
  1186.             #cmd    holo_gunny    moveto    gunny_pos01    100
  1187.             #play_speech    gunny\bit\bit4
  1188.             #text_box    8    #0127
  1189.             #cmd    holo_gunny    setvar    OBJ01_complete    1
  1190.             #return
  1191.         #else
  1192.             #goto    gunny_restart
  1193.         #endif
  1194.     #endif
  1195. #return
  1196.  
  1197. #label OBJ_02_comp
  1198.     #gosub    EndWpnChk
  1199.  
  1200.     #if true weapon_fail
  1201.         #goto WWSPEECH
  1202.     #else
  1203.         #var_set    all_dead    0
  1204.         #if    dead    bs04
  1205.             #rem if    dead    bs05
  1206.                 #if    dead    bs06
  1207.                     #if    TRUE    OBJ02_start
  1208.                         #var_set    all_dead    1
  1209.                     #endif
  1210.                 #endif
  1211.             #rem endif
  1212.         #endif
  1213.         #if    TRUE    all_dead
  1214.             #countdown_hide
  1215.             #text_box    8    #0128
  1216.             #play_speech    gunny\bit\bit7
  1217.             #cmd    holo_gunny    play_anim    3    0
  1218.             #cmd    holo_gunny    moveto    wp02    100
  1219.             #cmd     holo_gunny    moveto    pwp02    100
  1220.             #cmd holo_gunny Delay 5
  1221.             #select_waypoint    1
  1222.             #cmd    holo_gunny    setvar    OBJ02_complete    1
  1223.             #cmd    holo_gunny    run_script OBJ_03
  1224.             #return
  1225.         #else
  1226.             #goto    gunny_restart
  1227.         #endif
  1228.     #endif
  1229. #return
  1230.     
  1231. #label OBJ_03_comp
  1232.     #if true weapon_fail
  1233.         #gosub    EndWpnChk
  1234.         #var_set    weapon_fail    0
  1235.         #var_set    last_fired    3
  1236.         #var_set    tank_isSetup    1
  1237.         #gosub tidyOBJ03
  1238.         #every    7    OBJ_03_tank
  1239.         #goto WWSPEECH
  1240.     #else
  1241.         #if    TRUE    OBJ03_start
  1242.             #if    dead    btank1
  1243.                 #gosub    EndWpnChk
  1244.                 #cmd holo_gunny    run_script    inputoff
  1245.                 #text_box    10    #0129
  1246.                 #play_speech    gunny\bit\bit10
  1247.                 #after 11    inputon
  1248.                 #cmd    holo_gunny    setvar    OBJ03_complete    1
  1249.                 #kill_timer        OBJ_03_comp
  1250.             #endif
  1251.         #endif
  1252.     #endif
  1253. #return
  1254.     
  1255. #label OBJ_6b_comp    
  1256.     #gosub    EndWpnChk
  1257.  
  1258.     #if true weapon_fail
  1259.         #var_set    weapon_fail    0
  1260.         #var_set    last_fired    4
  1261.         #kill_timer OBJ_6b_comp
  1262.         #goto WWSPEECH
  1263.     #else
  1264.         #var_set    all_dead    0
  1265.         #if    dead    tbs13
  1266.             #if    dead    tbs14
  1267.                 #if    dead    tbs15
  1268.                     #if dead    tbs16
  1269.                         #if dead     tbs17
  1270.                             #if    TRUE    OBJ6b_start
  1271.                                 #var_set    all_dead    1
  1272.                             #endif
  1273.                         #endif
  1274.                     #endif
  1275.                 #endif
  1276.             #endif
  1277.         #endif
  1278.         #if    TRUE    all_dead
  1279.             #countdown_hide
  1280.             #kill_timer weaponcheck
  1281.             #text_box    8    #0130
  1282.             #play_speech gunny\bit\bit23
  1283.             #select_waypoint 5
  1284.             #cmd    holo_gunny    setvar    OBJ6b_complete    1
  1285.             #every 2 gunny_team_prox
  1286.         #else
  1287.             #countdown_hide
  1288.             #goto    gunny_restart
  1289.         #endif
  1290.     #endif
  1291. #return
  1292.  
  1293. #label gunny_team_prox
  1294.     #if proximity holo_gunny player 5
  1295.         #object_kill breedturret 
  1296.         #kill_timer gunny_team_prox
  1297.         #cmd    holo_gunny    run_script    MEET_TEAM
  1298.     #endif             
  1299. #return
  1300.  
  1301. #label    select_player                
  1302.     #object_select    player            
  1303.     #cmd    player    selectable                        
  1304.     #return                                
  1305.  
  1306.  
  1307. #label    gunny_prox2
  1308.     #if    TRUE    player_alive
  1309.         #if    proximity    player    holo_gunny    90
  1310.             #cmd    holo_gunny    setvar    TIMER_ON    0
  1311.             #if true timer_on
  1312.                 #kill_timer    timer
  1313.             #endif
  1314.         #else    
  1315.             #if true TIMER_ON
  1316.             #else            
  1317.                 #cmd    holo_gunny    play_anim    3    0
  1318.                 #cmd    holo_gunny    setvar    TIMER_ON    1
  1319.                 #every    10    timer            
  1320.             #endif
  1321.         #endif
  1322.     #endif
  1323.     #return        
  1324.  
  1325. #label    timer
  1326.     #if    TRUE    TIMER_ON
  1327.         #if equal disterr 3
  1328.             #gosub    cam_on_gunny    
  1329.             #gosub    CUSPEECH
  1330.             #cmd    holo_gunny    run_script    restart_all
  1331.             #cmd    holo_gunny    delay 7
  1332.             #cmd    holo_gunny    play_anim    3    0
  1333.             #kill_timer    timer
  1334.         #else
  1335.             #rem 3 warnings and out!!
  1336.             #if equal disterr 0
  1337.                 #after 0 CUSPEECH
  1338.                 #var_set disterr 1
  1339.             #else
  1340.                 #if equal disterr 1
  1341.                     #after 0 CUSPEECH
  1342.                     #var_set disterr 2
  1343.                 #else 
  1344.                     #if equal disterr 2
  1345.                         #after 0 CUSPEECH
  1346.                         #var_set disterr 3
  1347.                     #endif
  1348.                 #endif
  1349.             #endif
  1350.         #endif
  1351.     #endif
  1352. #return
  1353.     
  1354.  
  1355. #label    gunny_restart
  1356.     #countdown_hide
  1357.     #if TRUE    OBJ01_start
  1358.     #if    FALSE    OBJ01_complete
  1359.         #object_kill    bs01
  1360.         #object_kill    bs02
  1361.         #object_kill    bs03
  1362.  
  1363.         #if true weapon_fail
  1364.             #var_set weapon_fail 0
  1365.         #else
  1366.             #countdown_hide
  1367.             #text_box    10    #0131
  1368.             #play_speech    gunny\bit\bit5
  1369.         #endif
  1370.  
  1371.         #cmd    holo_gunny    run_script    OBJ_01
  1372.         #cmd    holo_gunny    delay    6
  1373.         #cmd    holo_gunny    play_anim    3    0
  1374.     #endif
  1375.     #endif
  1376.     
  1377.     #if    TRUE    OBJ02_start
  1378.     #if    FALSE    OBJ02_complete
  1379.         #object_kill    bs04
  1380.         #object_kill    bs05
  1381.         #object_kill    bs06
  1382.  
  1383.         #if true weapon_fail
  1384.             #var_set weapon_fail 0
  1385.         #else
  1386.             #countdown_hide
  1387.             #text_box    8    #0132
  1388.             #play_speech    gunny\bit\bit8
  1389.         #endif
  1390.  
  1391.         #cmd    holo_gunny    run_script    OBJ_02
  1392.         #cmd    holo_gunny    delay    8
  1393.     #endif
  1394.     #endif
  1395.  
  1396.     #if TRUE    OBJ6b_start
  1397.     #if FALSE    OBJ6b_complete
  1398.         #object_kill    tbs13
  1399.         #object_kill    tbs14
  1400.         #object_kill    tbs15
  1401.         #object_kill    tbs16
  1402.         #object_kill    tbs17
  1403.  
  1404.         #if true weapon_fail
  1405.             #var_set weapon_fail 0
  1406.             #var_set    last_fired    4
  1407.         #else
  1408.             #text_box 10    #0133
  1409.             #every 8 textoff
  1410.             #play_speech gunny\bit\bit24
  1411.         #endif
  1412.  
  1413.         #after 8 BCannonfodder
  1414.     #endif
  1415.     #endif
  1416. #return
  1417.  
  1418.         
  1419. #label    restart_all
  1420.     #var_set objectivenum 1
  1421.     #var_set last_fired 4
  1422.     #mission_start    01
  1423.     #return    
  1424.     
  1425. #label    player_dead_check
  1426.     #if    dead    player
  1427.         #cmd    holo_gunny    run_script    restart_all
  1428.         #var_set objectivenum 0
  1429.         #cmd    holo_gunny    play_anim    3    0
  1430.         #cmd    holo_gunny    message    #0134
  1431.         #cmd    holo_gunny    run_script    cam_on_gunny
  1432.         #cmd    holo_gunny    setvar    player_alive    0
  1433.         #kill_timer    player_dead_check
  1434.     #endif
  1435. #return    
  1436.  
  1437. #label weaponcheck    
  1438.     #if equal objectivenum 1
  1439.         #if equal last_fired 4
  1440.         #else
  1441.             #var_set wrongweapon 1
  1442.             #var_set last_fired 4
  1443.         #endif
  1444.     #endif
  1445.     #if equal objectivenum 2
  1446.         #if equal last_fired 4
  1447.         #else
  1448.             #var_set wrongweapon 1
  1449.             #var_set last_fired 4
  1450.         #endif
  1451.     #endif
  1452.     #if equal    objectivenum    3
  1453.         #if equal    last_fired    3
  1454.         #else
  1455.             #var_set    wrongweapon    1
  1456.             #var_set    last_fired    3
  1457.         #endif
  1458.     #endif
  1459.     #if equal objectivenum 4
  1460.         #if equal last_fired 5
  1461.         #else
  1462.             #var_set wrongweapon 1
  1463.             #var_set last_fired 5
  1464.         #endif
  1465.     #endif
  1466.     #if equal objectivenum 5
  1467.         #if equal last_fired 1
  1468.         #else
  1469.             #var_set wrongweapon 1
  1470.             #var_set last_fired 1
  1471.         #endif
  1472.     #endif
  1473.     #if equal objectivenum 6
  1474.         #if equal last_fired 4
  1475.         #else
  1476.             #var_set wrongweapon 1
  1477.             #var_set last_fired 4
  1478.         #endif
  1479.     #endif
  1480.     #if equal objectivenum 7
  1481.         #if equal last_fired 4
  1482.         #else
  1483.             #var_set wrongweapon 1
  1484.             #var_set last_fired 4
  1485.         #endif
  1486.     #endif
  1487.  
  1488.     #rem WEAPON RESTART STUFF
  1489.     #if true wrongweapon
  1490.         #var_set weapon_fail 1
  1491.         #var_set wrongweapon 0
  1492.     #endif
  1493. #return    
  1494.  
  1495.  
  1496. #REM WEAPON AND CATCHUP SPEECH LOOPING
  1497. #label WWSPEECH
  1498.     #countdown_hide
  1499.     #if equal Wspeechindex 1
  1500.         #play_speech gunny\bit\weapon1
  1501.         #text_box 10 #0135
  1502.         #var_set Wspeechindex 2
  1503.     #else
  1504.         #if equal Wspeechindex 2
  1505.             #play_speech gunny\bit\weapon2
  1506.             #text_box 10 #0136
  1507.             #var_set Wspeechindex 3
  1508.         #else
  1509.             #if equal Wspeechindex 3
  1510.                 #play_speech gunny\bit\weapon3
  1511.                 #text_box 10 #0137
  1512.                 #var_set Wspeechindex 4
  1513.             #else
  1514.                 #if equal Wspeechindex 4
  1515.                     #play_speech gunny\bit\weapon4
  1516.                     #text_box 10 #0138
  1517.                     #var_set Wspeechindex 1
  1518.                 #endif
  1519.             #endif
  1520.         #endif
  1521.     #endif
  1522.     
  1523.     #if equal objectivenum 1
  1524.         #every 5 textoff
  1525.         #gosub gunny_restart
  1526.     #endif
  1527.     #if equal objectivenum 2
  1528.         #every 5 textoff
  1529.         #gosub gunny_restart
  1530.     #endif
  1531.     #if equal objectivenum 4
  1532.         #every 5 textoff
  1533.     #endif
  1534.     #if equal objectivenum 5
  1535.         #every 5 textoff
  1536.     #endif
  1537.     #if equal objectivenum 6
  1538.         #every 5 textoff
  1539.         #gosub gunny_restart
  1540.     #endif
  1541.  
  1542. #return
  1543.  
  1544. #label CUSPEECH
  1545.     #countdown_hide
  1546.     #if equal Cspeechindex 1
  1547.         #play_speech gunny\bit\catchup1
  1548.         #text_box 10 #0139
  1549.         #var_set Cspeechindex 2
  1550.     #else
  1551.         #if equal Cspeechindex 2
  1552.             #play_speech gunny\bit\catchup2
  1553.             #text_box 10 #0140
  1554.             #var_set Cspeechindex 3
  1555.         #else
  1556.             #if equal Cspeechindex 3
  1557.                 #play_speech gunny\bit\catchup3
  1558.                 #text_box 10 #0141
  1559.                 #var_set Cspeechindex 4
  1560.             #else
  1561.                 #play_speech gunny\bit\catchup4
  1562.                 #text_box 10 #0142
  1563.                 #var_set Cspeechindex 1
  1564.             #endif
  1565.         #endif
  1566.     #endif
  1567.     #if equal objectivenum 4
  1568.         #if true kill_text_obj5
  1569.             #every 5 textoff
  1570.         #endif
  1571.     #else
  1572.         #every 5 textoff
  1573.     #endif
  1574. #return
  1575.  
  1576. #REM THIS STARTS WEAPON CHECKS
  1577. #label BegWpnChk
  1578.     #var_set    weapon_fail    0
  1579.     #every    1    weaponcheck
  1580. #return
  1581.  
  1582. #REM THIS STOPS WEAPON CHECKS
  1583. #label    EndWpnChk
  1584.     #kill_timer    weaponcheck
  1585. #return
  1586.     
  1587.  
  1588.  
  1589.     #end_script                                
  1590. #SCENE_END                                    
  1591.