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Text File | 2003-05-06 | 88.9 KB | 2,996 lines
#SCENE 3 CONTACT #POSITION FIRST_CONTACT #LOAD_BACKDROP 327 #rem #DESC #0300 #MISSION_DESC #0301 #REENTRY 200 1100 -4500 0 0 #LZ 291 13 -1115.2 #WP 292.7 127.65 -293.3 #WP -201 125 -89 #WP 418 269 64 #rem TURN OFF MAP UNTIL DROPSHIP LANDS #map_off #rem LEVEL OBJECTIVES #OBJECTIVE 0 #0302 #OBJECTIVE 1 #0303 #var_declare VAR_MissionComplete 0 #var_declare dropship_complete 0 #var_declare engineer_rejoin 0 #var_declare readytoloiter 0 #var_declare playerissafe 0 #var_declare datadownload 0 #var_declare at_topbridge 0 #var_declare radar_alert 1 #var_declare radar_destroyed 0 #var_declare past_isle2 0 #var_declare dead_grunt 0 #coord camera_start base 20 -14.7 65 #coord camera_start2 base 10 -10 100 #coord darwin_front base 29.7 -10 490 #coord landing_zone surface 210 20 -1048 #coord inside_dp1 base 20 -11 82 #coord inside_dp2 base 16.2 -11 81 #coord in_front_of_hatch base 22 -13.46 70.95 #coord lz2_cam_dp surface 273 184 310 #coord dropship_door surface 0 0 0.1 #coord bdropship1_w2 surface 372 720 -1133 #coord bdropship1_w1 surface 209.60 48 -738.73 #coord bdropship1_w0 surface 165.47 70 -314.64 #coord bdropship2_w2 surface 372 720 -1133 #coord bdropship2_w1 surface 209.60 48 -738.73 #coord bdropship2_w0 surface 165.47 70 -314.64 #coord dppath8 surface 452 50 -2759 #coord dppath9 surface 380 50 -1900 #coord dppath10 surface 277.8 92 -1821.3 #coord dppath11 surface 285 10 -1128 #coord dppath11a surface 285 100 -1128 #coord dppath12 surface 295 135 -1120 #rem main island circle #coord dpcircle0 surface 330 15 -1260 #coord dpcircle1 surface 330 15 -1190 #coord dpcircle2 surface 330 15 -1070 #coord dpcircle3 surface 210 15 -1070 #coord dpcircle4 surface 210 15 -1190 #rem small island circle #coord dpcircle0a surface 437 25 -2815 #coord dpcircle1a surface 482 25 -2607 #coord dpcircle2a surface 216 45 -2500 #coord dpcircle3a surface 110 102 -2522 #coord dpcircle4a surface 69 70 -2633 #coord dppath14 surface 430 141 -1004 #coord dppath15 surface 545 145 -850 #coord dppath16 surface 604 150 -609 #coord dppath17 surface 597 155 -389 #coord dppath18 surface 573 160 -197 #coord dppath19 surface 563 185 -33 #coord dppath20 surface 412.3 252.5 6 #coord dppath21 surface 274.7 211.9 273.7 #coord dppath22a surface 274.7 200 273.7 #coord dppath22 surface 274.7 165.7 273.7 #coord dppath22takeoff surface 274.7 250 273.7 #coord breed_dppath01 surface 1013 415 -270 #coord breed_dppath02 surface 420 400 6 #coord breed_dppath03 surface 110 300 -93 #coord breed_dppath04 surface 175 113 -127 #coord breed_dppath05 surface 226 53 -28 #coord PATROL01 surface 119 33 -1055 #coord PATROL02 surface -133 21 -781 #coord PATROL04 surface 116 33 -255 #coord PATROL05 surface 137 39 -170 #coord PATROL06 surface 270 121 534 #coord PATROL07 surface 437 164 118 #coord PATROL08 surface 355 33 -547 #coord PATROL09 surface 179.4 33 -433.1 #coord PATROL10 surface 181 30 -894 #coord PATROL11 surface 208 30 -849 #coord PATROL12 surface 162 20 -594 #coord PATROL13 surface 161 26 -503 #coord PATROL14 surface 158 24 -458 #coord PATROL15 surface 260.4 21 -680.4 #coord PATROL16 surface 355.1 29 -403 #coord PATROL17 surface 285 80.6 -160 #coord PATROL18 surface -120 54 -37 #coord PATROL19 surface 77.7 35 -112 #coord PATROL20 surface 260 29 -756 #coord PATROL21 surface 367.4 64 196.2 #coord PATROL21run surface 364.8 63 176.8 #coord PATROL22 surface -62 50 -1 #coord PATROL23 surface -208 26 -346 #coord PATROL23go surface -235 24 -285 #coord fm1 surface 5 0 -2 #coord fm2 surface -7 0 -3 #coord fm3 surface 6 0 -5 #coord fm4 surface -9 0 -7 #coord fm5 surface 1 0 -2 #coord fm1a surface 0 0 -2 #coord fm2a surface -6 0 -1.5 #coord fm3a surface 5 0 -1 #coord fm4a surface -9 0 -7 #coord zero surface 0 0 0 #coord lift surface 418.6 243.2 66.3 #coord engineer_warning surface 198 20 -830 #coord apc_path03 surface 214.4 55.6 -79.7 #coord apc_path02 surface 262.7 50.2 76.5 #coord apc_path01 surface 364.5 61.7 175.6 #coord apc_prox surface 294.2 51 111.7 #coord gun01prox surface 115.8 60 -561.2 #coord gun02prox surface -199.2 24 -647.9 #coord gun03prox surface 159.6 45 -132.9 #coord gun04prox surface 254.9 49 35.8 #coord gun05prox surface 238.6 163.6 251.5 #coord gun06prox surface -186.5 22.7 -357 #coord gun07prox surface 336.5 164.1 373.3 #coord gun08prox surface 164.6 20.2 -534.1 #coord bpath01 surface -750 200 1497 #coord bpath02 surface -101 100 222 #coord bpath03 surface 113 45 -242 #coord bpath04 surface 172 40 -334 #coord bpath05 surface 202 25 -396 #coord bpath06 surface 188 20 -490 #coord bpath07 surface 164 15 -554 #coord bpath08 surface 172 5 -619 #coord bpath09 surface 237 5 -740 #coord bpath10 surface 385 60 -915 #coord bpath11 surface 643 100 -1103 #coord datapoint surface 418.7 244 65 #coord bridge_coor surface 402 164 122 #coord lift_coor surface 430 164 95 #coord bridge01a surface 295 164 250 #coord bridge01 surface 405.4 163.4 118.6 #coord bridge02 surface 412.2 164 114.8 #coord bridge03 surface 437.3 164 115.7 #coord bridge04 surface 429.9 164.5 94.1 #coord bridge04a surface 424 164.5 82 #coord hover01 surface 182 20 -1037 #coord hover02 surface 200 75 -1050 #rem Co-ords for a couple of the bunkers/defensive walls. Used for proximity checks to add sentries #coord wall01 surface 463.6 94.7 490.3 #coord wall05 surface 308.8 165 329.7 #rem Co-ordinates for various Breed soldiers around the map -Adam #coord bsol01 surface -33 37 -882 #coord bsol02 surface 40 42 -824 #coord bsol03 surface -253 37 -576 #coord bsol04 surface 5.7 108 674.9 #rem co-ord for three turrets on bunker to left of landing zone -Adam #coord lbunker01 surface 97 27 -994 #rem co-ords for turrets on right shore path -Adam #coord shoreturr01 surface 332 19 -528 #coord shoreturr02 surface 212 96 -242.4 #rem co-ord for sniper and soldiers on hill up to top bridge -Adam #coord hill01 surface 120 102 254 #rem sniper on above hill, near tower -Adam #coord hill02 surface 131 104 61 #rem co-ord for Breed soldiers in the far bay -Adam #coord bay01 surface 13 26 504 #rem co-ord for Breed APC to start moving across bridge #coord apcbridge surface 230 26 -777 #coord apcb01 surface 384.7 25 -764.1 #coord apcb02 surface 263.8 24 -746.5 #rem co-ords for USC fighter #coord fightermove01 surface 305 161 -1057.5 #coord fightermove02 surface 488 1075 843 #rem co-ords for Breed soldiers on landing pads #coord lp01 surface 423.6 62 -670.6 #coord lp02 surface 425 62 -631 #rem co-ord for soldiers to run to and attack ds #coord lastattmove surface 322 164 286 #coord lastattmove2 surface 307.4 165 275.5 #rem Breed in triangular base #coord tbase surface 5 112 -680 #rem co-ords on path up to high bridge #coord twr01 surface 454 74 229 #coord defwall01 surface 492 85 385.5 #coord twr02 surface 410 116 564 #coord solprox01 surface 366 104 552 #coord solprox02 surface 196 138 415 #rem waypoints #coord WP1 surface 292.7 127.65 -293.3 #coord WP2 surface -201 125 -89 #coord WP3 surface 418 269 64 #rem sniper stop point at top bridge #coord sniperstop surface 304 164 243.5 #rem co-ord for dropship to go and loiter #coord dsloiter surface 300 100 -1060 #coord dsloiter1 surface 635 90 -970 #coord dsloiter2 surface 1600 600 -400 #rem co-ord for sneaky buggers at top of hill -Adam #coord sneaky01 surface 212 140 424 #coord sneakymove surface 232 142 410 #rem co-ord for sniper sentry patrol path #coord sent11_path1 surface 274 52 -755.7 #coord sent11_path2 surface 273.6 52 -758.5 #coord sent11_path3 surface 268 52 -757.5 #rem co-ord working tank turret (cannon) #coord tankturr1_pos surface 201 21 -456 #rem co-ord bridge sentry 1 #coord bsent1_path1 surface 281 25 -753.5 #coord bsent1_path2 surface 365.4 25 -765.4 #rem co-ord bridge sentry 2 #coord bsent2_path1 surface 366.5 25 -756.3 #coord bsent2_path2 surface 409.8 25 -762 #rem co-ord ects building sniper patrol #coord ects_path1 surface 6 114 -652 #coord ects_path2 surface 1 114 -644 #coord ects_path3 surface -9.5 114 -647 #coord ects_path4 surface -7 114 -657 #rem co-ord proximity snipers on hill #coord sniper_prox1 surface 191 27 -496 #rem co-ord proximity radarbase #coord RADARBASE surface 277.7 104.1 -241.2 #coord RADARBASE2 surface 266.7 103.1 -252.2 #rem co-ord proximity right landingpad #coord RLPAD surface 427.7 24 -768 #rem co-ord bridge 1 end patrol path #coord bs1_offset1 surface 531 33 -624.5 #coord bs2_offset1 surface 531 35 -618.3 #coord bs3_offset1 surface 534 36 -617.4 #coord bs1_offset2 surface 513 36 -740 #rem co-ord shore patrol path #coord shore1_path1 surface 365 60 -288 #coord shore2_path1 surface 362 60 -284 #coord shore3_path1 surface 357 45 -345 #coord shore4_path1 surface 354 45 -340 #coord shore5_path1 surface 354 33 -402 #coord shore6_path1 surface 351 33 -398 #coord shore1_path2 surface 340 20 -475 #rem co-ord bunker1 #coord bunker1 surface 223 20 -1045 #rem co-ord bunker1 #coord tank1_path01 surface 431.7 27 -770 #coord tank1_path02 surface 252.2 27 -745.6 #coord tank1_path03 surface 221.9 27 -795.1 #coord tank1_path04 surface 197.7 27 -850.6 #coord tank1_path05 surface 174.9 27 -939.9 #coord tank1_path06 surface 166.5 27 -1043 #coord tank1_path07 surface 91.4 27 -1033.7 #coord tank1_path08 surface 50.4 27 -903.8 #coord tank1_path09 surface -59.7 27 -844.9 #coord tank1_path10 surface -195.3 27 -734.1 #coord tank1_path11 surface -243.8 27 -549.2 #coord tank1_path12 surface -221.9 27 -463.5 #coord tank1_path13 surface -173.7 27 -447.4 #coord tank1_path14 surface -121.9 27 -469.4 #coord tank1_path15 surface -52.1 27 -497.4 #coord tank1_path16 surface -19.6 27 -492.5 #coord tank1_path17 surface 8 27 -473.7 #coord tank1_path18 surface 70.4 27 -371.1 #coord tank1_path19 surface 98.5 27 -259.4 #rem co-ord bunker1 #coord tank2_path01 surface 431.7 27 -770 #coord tank2_path02 surface 252.2 27 -745.6 #coord tank2_path03 surface 220.8 27 -720.3 #coord tank2_path04 surface 194.1 27 -715.9 #coord tank2_path05 surface 182.4 27 -665 #coord tank2_path06 surface 186.7 27 -607.7 #coord tank2_path07 surface 193 27 -537.9 #coord tank2_path08 surface 194.5 27 -434 #coord tank2_path09 surface 191.3 27 -358.9 #coord tank2_path10 surface 147.3 27 -294.9 #coord tank2_path11 surface 113.8 27 -250.1 #rem Co-ord breed sniper walk patrol path #coord bs05_path1 surface -41.7 51 -892.6 #coord bs05_path2 surface -37.6 51 -894.3 #coord bs05_path3 surface -40.4 51 -900.1 #coord bs05_path4 surface -44.7 51 -897.9 #rem Co-ord breed patrol ects building #coord ects_patrolpath surface 37.6 57 -772.6 #rem co-ord breed patrol path to ects #coord bs1ects_path1 surface 104.5 63 -571.4 #coord bs2ects_path1 surface 106.5 63 -566.2 #coord bs3ects_path1 surface 103.6 63 -583 #coord bs1ects_path2 surface 68.2 33 -700.7 #rem co-ord sniper3 patrol path on tower #coord sniper3_path1 surface -248.4 43 -571.6 #coord sniper3_path2 surface -248.1 43 -577 #coord sniper3_path3 surface -254.9 43 -577.8 #coord sniper3_path4 surface -255.7 43 -572 #rem co-ord bridge 2 #coord bridge2_prox surface -233.9 28 -282.8 #rem co-ord isle2 breed patrol #coord isle2 surface -210 45 6 #rem co-ord left shore patrol at start #coord bs1pat5_path2 surface 103.8 26 -1006 #coord bs2pat5_path2 surface 90.6 26 -1005 #coord bs3pat5_path2 surface 94 26 -1000 #coord bs1pat5_path1 surface 48.5 31 -892 #rem prox for wp2 building entrance #coord wp2_prox surface -189.1 93.5 -127.9 #rem tower2 patrol #coord bs250_path02 surface 408 104 554 #coord bs251_path02 surface 425 100 555 #coord bs252_path02 surface 401 104 565 #coord bs253_path02 surface 428 100 545 #coord bs250_path01 surface 463 96 509 #rem co-ord dropship path to waypoint2 #coord dppath1_wp2 surface -206 165 -77 #coord dppath2_wp2 surface -117 170 -224 #rem wp2 breed patrol to meet player #coord bs10_wp2path1 surface -105 76 -158 #coord bs10_wp2path2 surface -155 86 -152 #coord bs11_wp2path2 surface -149 86 -137 #coord bs12_wp2path2 surface -148 87 -126 #coord bs13_wp2path2 surface -171 92 -154 #coord bs14_wp2path2 surface -145 90 -158 #coord bs15_wp2path2 surface -165 89 -146 #rem tankoffset #coord btank_offset1 surface -5 0 -5 #coord btank_offset2 surface 5 0 -5 #rem co-ord MAIN CANYON ENTRANCE #coord canyon1_ent surface 190 22 -596 #rem co-ord Centre of cave #coord cave surface 255 18 -518 #rem co-ord holotable #rem #coord holotable SURFACE 292.7 126.65 -293.3 #rem dead commander offset #coord holotable SURFACE 288.3 128.1 -292.7 #coord holotable2 SURFACE 293.3 128.3 -295.8 #coord warning SURFACE 291.8 128.3 -279.2 #rem co-ord isle2cam #coord isle2cam SURFACE 146 47 -2582 #rem co-ord radarbase #coord radbase_offset SURFACE 213.4 140.5 -184.7 #coord radbase_offset2 SURFACE 290.8 116.2 -266.4 #rem co-ord conttower1 #coord conttower_offset SURFACE 486.8 207.8 -29.1 #coord conttwr_offset SURFACE 419.8 243.6 66.3 #rem co-ord camera for wp2 #coord cam_wp2 SURFACE -283 131 -57.8 #rem co-ord curve door1 #coord curve_door1 SURFACE 232.2 55.4 -30.2 #coord orbit1 ORBIT 157.3 87 236.1 #coord bmgun_prox SURFACE 225.5 21.6 -1046.7 #rem ***CAM CORDS #coord cam01 surface 214 55 -76 #coord cam02 surface 460 164 103 #coord cam03 surface 192 44 -421 #coord cam04 surface -290 22 -558 #coord cam05 surface 469 57 -596 #coord cam06 surface -59 26 -526 #coord camtarget01 surface 240 81 -44 #coord camtarget02 surface 448 178 98 #coord camtarget03 surface 187 27 -592 #coord camtarget04 surface -166 42 -422 #coord camtarget05 surface 462 61 -612 #coord camtarget06 surface -61 26 -521 #coord dcam01 surface 177 21 -560 #coord dcam02 surface 359 80 -177 #coord dcam03 surface 211 96 -166 #coord dcam04 surface 404 62 -317 #coord dcam05 surface 99 69 -381 #coord dcamtarget01 surface 248 65 -371 #coord dcamtarget02 surface 312 117 -210 #coord dcamtarget03 surface 256 115 -201 #coord dcamtarget04 surface 325 98 -253 #coord dcamtarget05 surface 214 98 -283 #rem health pickups #pickup big_health surface 276.2 49.7557 62.4875 0.0 0 0 #pickup big_health surface 452.265 161.57 131.88 05.0 0 #pickup big_health surface 460.355 92.4573 496.493 0.0 0 #pickup small_health surface 170.557 20.3719 -1000.97 51.0 0 #pickup small_health surface 177.295 19.1424 -882.735 43.0 0 #pickup small_health surface 188.738 20.0433 -1060.97 51.0 0 #pickup small_health surface 231.646 154.545 322.94 51.0 0 #pickup small_health surface 258.87 162.576 261.585 41.0 0 #pickup small_health surface 263.327 162.568 260.06 32.0 0 #pickup small_health surface 287.255 159.76 320.09 51.0 0 #pickup small_health surface 306.807 164.096 315.563 51.0 0 #pickup small_health surface 363.375 4.12249 -1201.19 21.0 0 #pickup small_health surface 373.06 3.67203 -1201.32 32.0 0 #pickup small_health surface 509.278 85 461.528 43.0 0 #pickup small_health surface 511.84 77.468 333.978 14.5 0 #pickup small_health surface 99.6996 28.9845 -189.586 43.0 0 #pickup sniper surface -38.2 37.5 -895.1 0.0 0 #rem rocket and ammo for landing pads #pickup rocket_launcher surface 474.6 56.6 -650.8 0 0 #pickup rockets_ammo surface 471 56.7 -649 0 45 #pickup sniper_ammo surface 456.1 55.2 -674.8 0 0 #pickup 9mm_ammo surface 479.3 56.6 -614.5 0 0 #pickup small_health surface 443.8 60.9 -694.2 0 0 #pickup small_health surface 433.2 61 -642.7 0 0 #rem rocket launcher and ammo for ects building #pickup rockets_ammo surface -17.0 105.2 -711.4 15 15 #pickup rocket_launcher surface -17.9 104.7 -710.5 15 15 #pickup small_health surface -5 108 -679 0 0 #pickup sniper_ammo surface -3 111.2 -644.1 0 0 #rem wp2 #pickup 9mm_ammo surface -180.287 97.6891 -83.1754 0.0 0 #pickup 9mm_ammo surface -180.982 97.6959 -83.3454 0.0 0 #pickup small_health surface -181.7 97.6 -83.4 54.0 0 #pickup small_health surface -205.6 97.6 -55 32.0 0 #pickup small_health surface -241 97.6 -137.5 34.0 0 #pickup sniper_ammo surface -223.3 97.6 -83 0 0 #pickup grenades_ammo surface -205.6 97.6 -117 0 0 #pickup shotgun_ammo surface -216.2 97.6 -122.2 0 0 #pickup sniper_ammo surface -177.3 97.6 -109.2 0 0 #pickup grenades_ammo surface -183 97.6 -110.5 0 0 #pickup 9mm_ammo surface 100.31 29.3519 -190.39 0.0 0 #pickup 9mm_ammo surface 232.223 154.176 326.57 0.0 0 #pickup 9mm_ammo surface 232.527 154.424 325.085 0.0 -11.5 #pickup 9mm_ammo surface 232.85 154.098 326.785 0.0 16.5 #pickup 9mm_ammo surface 254.412 48.9845 22.595 0.0 0 #pickup 9mm_ammo surface 268.14 12.7789 -1091.07 0.0 41.0 #pickup 9mm_ammo surface 269.098 12.8162 -1090.84 0.0 0 #pickup 9mm_ammo surface 99.5169 29.2712 -190.802 0.0 0 #pickup grenades_ammo surface 100.204 29.3579 -191.352 0.0 19.0 #pickup grenades_ammo surface 232.605 154.001 327.69 0.0 0 #pickup grenades_ammo surface 254.328 49.0664 21.3723 0.0 0 #pickup grenades_ammo surface 267.041 12.7072 -1091.24 0.0 0 #pickup grenades_ammo surface 294.213 126.935 -287.781 0.0 -72.0 #pickup shotgun_ammo surface 231.886 154.207 325.613 0.0 -69.3 #rem path to waypoint3 #pickup 9mm_ammo surface 459.4 93.3 495.2 0 0 #pickup 9mm_ammo surface 507.5 85.3 462 0 0 #rem waypoint3 #pickup 9mm_ammo surface 234.7 162.7 268 0 0 #pickup 9mm_ammo surface 271.9 162.7 260.1 0 0 #pickup 9mm_ammo surface 290.4 158.9 328.4 0 0 #rem ambush area #pickup sniper_ammo surface 405.2 66.6 196.7 0 0 #pickup 9mm_ammo surface 434.5 71.5 231.4 0 0 #pickup grenades_ammo surface 509.9 76.4 235.8 0 0 #rem pickups in radarbase next to deadguy in corner #pickup small_health surface 297.7 127 -297.1 43 45 #rem pickups ontop of wall at wp3 #pickup small_health surface 330 91.5 -2.5 43 45 #rem pickups on otherside of radarbase (use left) #pickup 9mm_ammo surface 309.1 102.8 -243.9 54 45 #pickup small_health surface 310.3 102.8 -241.6 43 45 #rem pickups in cave #pickup 9mm_ammo surface 260 16.4 -519.5 0 45 #pickup 9mm_ammo surface 259 16.4 -518.5 0 0 #pickup small_health surface 261 16.4 -521.5 54 45 #pickup shotgun_ammo surface 262 16.4 -520.5 0 0 #rem pickups for pod1 #pickup 9mm_ammo surface -153 23.5 -435.8 0 -11.5 #pickup grenades_ammo surface -151.5 23.5 -434.5 0 45 #pickup shotgun_ammo surface -152 23.5 -436.8 0 11.5 #pickup small_health surface -152 23.5 -437.8 54 11.5 #rem pickups for pod2 #pickup 9mm_ammo surface 308.7 51 81 0 -23 #pickup grenades_ammo surface 310.4 51 80.1 0 45 #pickup shotgun_ammo surface 307.4 51 79.8 0 0 #pickup small_health surface 306.4 51 80 54 0 #rem pickups for pod3 #pickup 9mm_ammo surface 209 19 -513.7 0 -23 #pickup grenades_ammo surface 208.4 18.8 -513.2 0 45 #pickup shotgun_ammo surface 209.4 18.8 -512.2 0 0 #pickup small_health surface 211.4 18.8 -512.2 43 0 #rem pickups for path to ects building #pickup grenades_ammo surface 65 69.5 -521 0 45 #pickup small_health surface 66 69.5 -518 43 0 #rem pickups mouth of tunnel #pickup 9mm_ammo surface 297.871 17.6546 -557.016 0.0 -39.6533 #pickup 9mm_ammo surface 299.181 17.779 -558.677 0.0 0.0 #pickup grenades_ammo surface 299.916 17.7059 -558.129 0.0 -13.1063 #REM TAG VEHICLE FACTION POS ANGLE LOCATION #object base uscdarwin 0 0 0 0 0 0 ORBIT #cmd base_0 not_selectable #object_kill base_1 #object_kill base_2 #object_kill base_3 #object_kill base_4 #object_kill base_5 #REM ----------------------------------------------------------------------------------------------------------------------- #REM BUILDINGS #object radbase LV1-Radar 0 291.012 114.477 -250.465 0 2.4 SURFACE #object conttower conttower 0 425.5 209.9 83.2 0 158.8 SURFACE #object landing01 LV1-LandingA_X 0 426.4 62.4 -632.7 0 96.9 SURFACE #object landing02 LV1-LANDINGB 0 432.6 62.3 -669.2 0 102.6 SURFACE #object landing03 LV1-LANDINGC 0 446 62.3 -705.4 0 117.9 SURFACE #object loutbase LV1-LARGEOUTERBASE 1 -202.2 102.8 -89.4 0 108.3 SURFACE #object B01 LV1-Bridge_basea 0 -113.82 41.39 -20.88 0.0 20.2 SURFACE #object B02_A LV1-BRIDGE_BASEA_L 0 270.92 14.29 -747.91 0.0 -7.9 SURFACE #object B02_B LV1-BRIDGE_BASEA_L 0 -264.72 15.34 -209.95 0.0 -67.9 SURFACE #object B02_C LV1-BRIDGE_BASEA_L 0 307.34 155 237.62 0.0 -50.1 SURFACE #object LT01 LV1-LandingTower_X 0 440.74 71.87 -613.74 0.0 89.7 SURFACE #object LT02 LV1-LandingTower 0 444.99 71.87 -648.4 0.0 100.6 SURFACE #object LT03 LV1-LandingTower 0 452.6 71.87 -682.53 0.0 111.0 SURFACE #object LT04 LV1-LandingTower 0 469.18 71.79 -713.74 0.0 116.9 SURFACE #object ECTS LV1-ECTSBuild 1 3.36 110.86 -667.34 0.0 -161.0 SURFACE #object GT01 LV1-GUARDTOWERBASE 0 -254.45 28.2688 -574.721 0 6.2 SURFACE #object GT02 LV1-GuardTowerbase_X 0 -38.069 92.7743 261.528 0 -28.9 SURFACE #object GT03 LV1-GUARDTOWERBASE 0 -39.511 26.9156 -892.851 0 63.4 SURFACE #object GT04 LV1-GUARDTOWERBASE 0 239.563 127.471 529.411 0 -49.6 SURFACE #object GT05 LV1-GUARDTOWERBASE 0 375.118 63.6591 -268.771 0 -163.8 SURFACE #object GT06 LV1-GuardTowerbase_X 0 415.016 103.843 569.639 0 -108.4 SURFACE #object GT07 LV1-GuardTowerBase_X 0 426.825 12.1937 -1144.94 0 132 SURFACE #object GT08 LV1-GUARDTOWERBASE 0 496.641 27.2297 -782.207 0 148.4 SURFACE #object GT09 LV1-GUARDTOWERBASE 0 542.798 81.2008 300.901 0 -167.1 SURFACE #object Gu01 LV1-GUNTURRETBASE 1 -161.64 70.964 -570.69 0 -24.2 SURFACE #object Gu02 LV1-GUNTURRETBASE 1 292.053 74.5368 -395.989 0 90.1 SURFACE #object Gu03 LV1-GUNTURRETBASE 1 142.294 96.33 -59.2823 0 83 SURFACE #object Gu04 LV1-GUNTURRETBASE 1 263.845 28.8665 675.204 0 -84.9 SURFACE #rem Buildings on small Island #object SRB01 SR-BaseA 1 150.691 37.3352 -2624.22 0 176.5 SURFACE #object SRB02 SR-BaseA 1 187.417 37.3352 -2630.72 0 167.5 SURFACE #object SRB03 SR-BaseA 1 222.46 37.3352 -2638.49 0 164.5 SURFACE #cmd SRB01 state st03 TRUE #cmd SRB01 delay 2 #cmd SRB02 state st03 TRUE #cmd SRB02 delay 1 #cmd SRB03 state st03 TRUE #object SREB01 SR-ExtendBase 1 150.691 25.0796 -2624.22 0 176.5 SURFACE #object SREB02 SR-ExtendBase 1 187.417 25.0796 -2630.72 0 167.5 SURFACE #object SREB03 SR-ExtendBase 1 222.46 25.0796 -2638.49 0 164.5 SURFACE #object BSE BSE-BaseSmall 1 109.922 58.1787 -2567.49 0 0 SURFACE #rem curved walls next to garden #object CWALL-L LV1-CurveWallLarge 0 268.1 50.5 26.56 0 0 SURFACE #REM END BUILDINGS #REM ----------------------------------------------------------------------------------------------------------------------- #object drpshp dropship 0 20 -10.62 85 0 0 VEHICLE base #cmd drpshp_0 not_selectable #rem #cmd drpshp_0 invincible #object_kill drpshp_1 #object_kill drpshp_2 #rem #object_kill drpshp_3 #cmd drpshp_3 not_selectable #rem #object hidden_tank tankbase 0 289 52 42 0 132 SURFACE #rem #object test grunt 0 289.9 119.7 -244.5 0 182 SURFACE #object hidden_tank tankbase 0 375 159 357.8 0 132 SURFACE #object_kill hidden_tank_0 #object_kill hidden_tank_1 #object_kill hidden_tank_2 #rem pod1 collision problems revert to pod2 #object pod1 pickup_pod2 1 -153.2 24 -435.7 0 0 SURFACE #object pod2 pickup_pod2 1 310.4 51.6 80 0 160 SURFACE #object pod3 pickup_pod3 1 209.2 19.4 -514.1 0 160 SURFACE #object cave_drips cave_dummy 1 268.1 22.5 -539.6 0 0 SURFACE #object bfighter7 bfighter 1 426.4 250 -632.7 0 197 SURFACE #object bfighter8 bfighter 1 291 250 -250 0 167 SURFACE #cmd bfighter7_0 loiter #cmd bfighter8_0 loiter #cmd bfighter7_0 roe ceasefire #cmd bfighter8_0 roe ceasefire #object player grunt 0 11 -13.4 65.4 0 0 VEHICLE base #cmd player not_selectable #object medic grunt 0 -2.9 -2 3 0 -90 VEHICLE drpshp #cmd medic not_selectable #object sniper sniper 0 2.9 -2 -1.5 0 90 VEHICLE drpshp #cmd sniper not_selectable #object hvy_gunner hvy_grunt 0 -2.9 -2 -1.5 0 -90 VEHICLE drpshp #cmd hvy_gunner not_selectable #object DEST_TANK4 DEST_TANK4 0 -101.7 50.5 -53.1 10 -178 SURFACE #object_kill DEST_TANK4_1 #object_kill DEST_TANK4_0 #object DEST_TANK4a DEST_TANK4 0 202 20.4 -455 2 -178 SURFACE #object_kill DEST_TANK4a_1 #object_kill DEST_TANK4a_0 #object DEST_TANK3 DEST_TANK3 0 194 16.4 -601 2 -45 SURFACE #object_kill DEST_TANK3_0 #object emplacement01 bu-defensivewalla 0 463.6 94.7 490.3 0 170 SURFACE #object emplacement05 bu-defensivewallb 0 280.6 165 240.8 0 97.6 SURFACE #object emplacement08 bu-defensivewalld 0 220.5 17 -1044 0 -135 SURFACE #object emplacement09 bu-defensivewallc 0 164 21 -1059 0 -90 SURFACE #object x bu-defensivewallc 0 166 20 -540 0 -90 SURFACE #object x bu-defensivewallc 0 114 60 -561 0 180 SURFACE #object x bu-defensivewallc 0 -187 22 -356 0 180 SURFACE #object x bu-defensivewallc 0 483 57 -583 0 90 SURFACE #rem bunker in cove before the garden #object x bu-defensivewalld 0 329 15 -55.1 0 263 SURFACE #object x bu-defensivewallc 0 494.2 83.4 388 0 234 SURFACE #rem bunker in mouth of canyon #object x bu-defensivewallc 0 155.2 44.2 -137 0 160 SURFACE #rem Breed pop-up proximity turrets in the valley -Adam #object proxgun01 BREED_PROXGUNBASE 1 446.7 70.7 217.9 0 0 SURFACE #object proxgun02 BREED_PROXGUNBASE 1 488 73.7 262.7 0 0 SURFACE #object proxgun03 BREED_PROXGUNBASE 1 487.75 72.2 236.95 0 0 SURFACE #object proxgun04 BREED_PROXGUNBASE 1 527.5 77 336.5 0 0 SURFACE #object proxgun05 BREED_PROXGUNBASE 1 406.1 66.55 192.8 0 0 SURFACE #object proxgun06 BREED_PROXGUNBASE 1 397.9 66.5 214.2 0 0 SURFACE #rem Breed pop-up proximity turrets #object proxgun10 BREED_PROXGUNBASE 1 -80.8 23.6 -511.1 0 0 SURFACE #object proxgun11 BREED_PROXGUNBASE 1 -65 23.8 -522.5 0 0 SURFACE #object proxgun12 BREED_PROXGUNBASE 1 -54.4 24 -517.5 0 0 SURFACE #object bs01 breed_soldier 1 180 21 -1094 0 0 SURFACE #object bs02 breed_soldier 1 180 21 -1094 0 0 SURFACE #cmd bs01 react follow #cmd bs02 react follow #object bsold01 breed_soldier 1 80 6 -1148.8 0 0 SURFACE #object bsold02 breed_soldier 1 82 6 -1148 0 0 SURFACE #cmd bsold01 react follow #cmd bsold02 react follow #rem OBJECT NAMES******************** #object_name drpshp_0 DROPSHIP #object_name base DARWIN #object_name medic MEDIC #object_name sniper SNIPER #rem ******************************** #cmd drpshp_0 delay 50000 #cmd drpshp_0 say dropship\report2dropship #cmd drpshp_0 state open true #rem #cmd drpshp_0 land #rem #cmd drpshp_0 state open false #rem #cmd drpshp_0 arm assault_rifle 500 #cmd hvy_gunner delay 1000 #cmd hvy_gunner FOLLOW_SQUAD #cmd hvy_gunner offset fm3a #cmd hvy_gunner ROE fireatwill #cmd hvy_gunner wait_disembark #cmd hvy_gunner JOIN_SQUAD 1 #cmd hvy_gunner ROE ceasefire #cmd hvy_gunner arm machinegun 1140 #cmd sniper delay 1000 #cmd sniper FOLLOW_SQUAD #cmd sniper offset fm3a #cmd sniper ROE fireatwill #cmd sniper wait_disembark #cmd sniper JOIN_SQUAD 1 #cmd sniper ROE ceasefire #cmd sniper arm assault_rifle 500 #cmd sniper arm sniperrifle 40 #cmd medic delay 1000 #cmd medic FOLLOW_SQUAD #cmd medic offset fm2a #cmd medic ROE fireatwill #cmd medic wait_disembark #cmd medic JOIN_SQUAD 1 #cmd medic ROE ceasefire #cmd medic arm shotgun 60 #rem EVERY TIMERS****************** #every 3 engineer_artillery #every 3 missioncompletecheck #every 2 doloiter #every 2 sniper1 #every 1 team_dead_check #every 3 FOOT_PATROL01 #every 3 FOOT_PATROL02 #every 2 RADAR_PATH #every 3 FOOT_PATROL05 #every 3 FOOT_PATROL06 #every 3 FOOT_PATROL07 #every 3 breed_patrol4 #every 3 FOOT_PATROL09 #every 4 FOOT_PATROL10 #every 4 FOOT_PATROL11 #every 4 FOOT_PATROL12 #every 4 FOOT_PATROL13 #every 4 FOOT_PATROL14 #every 4 FOOT_PATROL15 #every 4 FOOT_PATROL16 #every 4 FOOT_PATROL18 #every 5 FOOT_PATROL19 #every 5 FOOT_PATROL20 #every 5 FOOT_PATROL21 #every 5 FOOT_PATROL22 #every 5 FOOT_PATROL23 #every 5 tank1_patrol #every 5 WALL1 #every 5 bunker01 #every 3 left_turrets #every 2 ects_patrol1 #every 3 breed_patrol5 #every 3 garden_prox #every 3 reembark_dropship #after 1 view_player #every 3 PROXGUN01-CHECK #every 3 PROXGUN02-CHECK #every 3 PROXGUN04-CHECK #every 3 PROXGUN05-CHECK #every 2 isle_radar #every 3 PROXGUN07-CHECK #every 5 breed_soldiers01 #every 2 lzenemies #every 1 holotable_prox2 #every 2 shoreturr1 #every 2 PROXGUN07-CHECK #every 2 hillprox01 #every 2 hillprox02 #every 2 bayprox01 #every 2 tankturr1 #every 2 radar_patrol #every 1 ded_grunt #every 2 right_lpad #every 2 canyon_patrol1 #every 4 lpprox #every 3 tbaseprox #every 2 tower01 #every 2 tower02 #every 2 scutters_in_cave #every 1 holotable_prox #every 2 breedsolprox02 #every 1 waypoint1 #every 2 tankturr1a #every 2 sneaky #every 1 squad_hint #rem END OF EVERY TIMERS****************** #rem INITIAL CAMERA SETUP FOR START OF LEVEL #camera_static base 120 -60 600 0 160 0 #camera_velocity -0.3 0.3 -0.3 #play_music breed_atmo_04 #rem #camera_track camera_start2 0 0 0 drpshp #rem #camera_velocity 0.02 0 0.01 #rem *************************************** #after 8 camera_timers #rem **************************************** #end_script #rem ********************************************* #rem CAMERA TIMERS*************************** #label camera_timers #rem #play_music breed_atmo_04 #rem #after 222 repeat_music #rem #camera_track drpshp -7 0 -35 drpshp #rem #camera_velocity -0.01 0.01 0.01 #camera_track drpshp 10 20 8 drpshp #camera_velocity 0.01 0.01 0.01 #after 2 cam_on_player2 #after 6 camera_on_dp4 #after 15 camera_dp_front2 #after 20 camera_on_dp2 #after 25 mission_texton #after 27 camera_side2 #after 36 cam_on_dpinside2 #after 47 mission_textoff #after 47 camera_dp_frnt2a #after 55 cam_on_sniper #after 58 cam_on_grunt #after 61 cam_on_hvygunner #after 64 cam_on_player #after 69 cam_on_isle2 #after 132 cam_on_radarbase #return #label repeat_music #after 222 repeat_music #play_music breed_atmo_04 #return #label mission_texton #mission_text_on #play_speech gunny\BRIEFING_GUNNY\CONTACT\gunny_brief1 #return #label mission_textoff #mission_text_off #return #rem CAMERA SETUPS******************************** #label win_cams #after 0 win_cam #after 5 win_cam1 #after 10 win_cam2 #after 15 win_cam3 #after 20 win_cam4 #after 25 win_cam5 #after 30 win_cam6 #after 35 win_cam7 #REM #after 44 win_cams #return #label win_cam #camera_track landing_zone 0 0 0 radbase #camera_velocity 0 0.01 0 #return #label win_cam1 #camera_track cam01 0 0 0 camtarget01 #camera_velocity 0.001 0 -0.001 #return #label win_cam2 #camera_track cam02 0 0 0 camtarget02 #camera_velocity 0.01 0 0.01 #return #label win_cam3 #camera_track cam03 0 0 0 camtarget03 #camera_velocity 0 0 -0.01 #return #label win_cam4 #camera_track cam04 0 0 0 camtarget04 #camera_velocity 0.01 0 0 #return #label win_cam5 #camera_track cam05 0 0 0 camtarget05 #camera_velocity -0.001 0 0.001 #return #label win_cam6 #camera_track cam06 0 0 0 camtarget06 #camera_velocity 0.001 0.002 0.001 #return #label win_cam7 #camera_track bfighter7 0 10 25 bfighter8 #camera_velocity 0.06 0.03 0.02 #AFTER 9 win_cams #return #rem *****DEADCAMS #label dead_cams #after 0 dead_cam1 #after 5 dead_cam2 #after 12 dead_cam3 #after 17 dead_cam4 #after 23 dead_cam5 #return #label dead_cam1 #camera_track dcam02 0 0 0 radbase #camera_velocity 0.005 0 0.005 #return #label dead_cam2 #camera_track dcam01 0 0 0 dcamtarget01 #camera_velocity 0.005 0 0.005 #return #label dead_cam3 #camera_track dcam03 0 0 0 dcamtarget03 #camera_velocity 0 0 -0.01 #return #label dead_cam4 #camera_track dcam04 0 0 0 dcamtarget04 #camera_velocity 0.01 0 0 #return #label dead_cam5 #camera_track dcam05 0 0 0 dcamtarget05 #camera_velocity -0.001 0 0.001 #after 5 dead_cams #return #label cam_on_player2 #camera_static player 0 1 -4 0 0 0 #camera_velocity 0 0 0 #rem #message GRUNT #return #label cam_on_player #camera_static player 0 1 2 0 180 0 #camera_velocity 0 0 0.1 #return #label cam_on_grunt #camera_static medic 0 1 2 0 180 0 #camera_velocity 0 0 0.001 #play_speech gunny\grunt #message #0304 #return #label cam_on_sniper #text_box 8 #0305 #after 2 box_txtoff #camera_static sniper 0 1 2 0 180 0 #camera_velocity 0 0 0.001 #play_speech gunny\sniper #message #0306 #return #label cam_on_medic #camera_static medic 0 1 2 0 180 0 #camera_velocity 0 0 0.001 #play_speech gunny\medic #message #0307 #return #label cam_on_engineer #camera_static engineer 0 1 2 0 180 0 #camera_velocity 0 0 0.001 #play_speech gunny\engineer #message #0308 #return #label cam_on_hvygunner #camera_static hvy_gunner 0 1 2 0 180 0 #camera_velocity 0 0 0.001 #play_speech gunny\heavy_gunner #message #0309 #return #label cam_on_dptop #camera_static drpshp_0 0 6 -10 -90 0 0 #camera_velocity 0 0.09 0 #return #rem #label cam_on_dpinterior #rem #camera_track drpshp_0 0 1 -9 drpshp_0 #rem #camera_velocity 0 0 -0.04 #rem #return #rem #label cam_on_dpinterior #rem #camera_track drpshp_0 8 1 -12 drpshp_0 #rem #camera_velocity 0 0 -0.09 #rem #return #label cam_on_dpinside2 #camera_track drpshp_0 8 1 -12 drpshp_0 #camera_velocity 0 0.01 -0.09 #return #label lz2_cam #camera_track lz2_cam_dp 0 0 0 drpshp_0 #camera_velocity -0.02 0 0.02 #return #rem #label camera_on_lz #rem #camera_static landing_zone 0 0 0 0 180 0 #rem #camera_velocity 0.02 0 0 #rem #return #rem #label camera_on_lz2 #rem #camera_track landing_zone 0 0 0 drpshp_0 #rem #camera_velocity -0.02 0.5 0.02 #rem #return #label box_txtoff #text_box_off #return #label cam_on_isle2 #camera_track isle2cam 0 0 0 drpshp_0 #camera_velocity 0.02 0 0 #play_speech gunny\BRIEFING_GUNNY\CONTACT\gunny_brief2 #rem #message USE THE MINIGUN TO DESTROY THE RADAR INSTALLATION #text_box 12 #0310 #after 10 box_txtoff #return #label cam_on_radarbase #object_deselect #camera_static radbase_offset 0 0 0 0 228 0 #camera_velocity -0.02 0 0.02 #cmd radbase run_script reselect #rem #cmd radbase run_script select_player #cmd radbase delay 8 #after 1 gunny_speech5 #cmd radbase delay 1 #rem #cmd player not_selectable #return #label reselect #object_reselect #return #label gunny_speech5 #play_speech gunny\BRIEFING_GUNNY\CONTACT\gunny_brief3 #text_box 10 #0311 #after 12 box_txtoff #return #rem #label gunny_speech12 #rem #if TRUE radar_alert #rem #play_speech gunny\gun12 #rem #endif #rem #return #label cam_on_contower #object_deselect #camera_static conttower_offset 0 0 0 0 31 0 #camera_velocity -0.02 0 0.02 #cmd conttower run_script reselect #cmd conttower delay 2 #rem #cmd player not_selectable #return #label cam_on_wp2 #object_deselect #camera_static cam_wp2 0 0 0 0 251 0 #camera_velocity -0.02 0 0.02 #cmd loutbase run_script reselect #cmd loutbase delay 11 #rem #message SECURE LANDING PAD ON THE NORTH ISLAND AND RENDEZVOUS WITH THE ENGINEER #text_box 13 #0312 #after 9 box_txtoff #play_speech gunny\gun6 #rem #cmd player not_selectable #return #label camera_dp_front2 #camera_track drpshp_0 0 -1 12 drpshp #camera_velocity -0.05 0 -0.1 #return #label camera_dp_frnt2a #camera_track drpshp_0 0 -1 12 drpshp #camera_velocity 0.05 0 -0.1 #return #label cam_side_darwin #camera_static base 500 0 0 0 90 50 #camera_velocity 0.02 0 0 #rem #after 20 main_menu #return #label cam_34_darwin #camera_static base 147 108 127 355 158 0 #camera_velocity 0.02 0 0 #return #label camera_side2 #camera_static drpshp_0 15 1 -2 0 90 0 #camera_velocity 0.03 0 -0.05 #return #label camera_on_dp2 #camera_track drpshp_0 7 0 -35 drpshp_0 #camera_velocity -0.01 0.02 0.01 #return #label camera_on_dp4 #camera_track drpshp_0 5 0 -25 drpshp_0 #camera_velocity -0.01 0.01 0.01 #return #label DED_GRUNT #if proximity faction0 RADARBASE 25 #object die_grunt die_grunt 1 288 128.4 -294.3 0 337 SURFACE #cmd die_grunt not_selectable #cmd die_grunt play_anim 1 -1 #every 1 die_grunt_ded #kill_timer DED_GRUNT #endif #return #label die_grunt_ded #if dead die_grunt #mission_fail 740 #0313 #play_music lose #kill_timer die_grunt_ded #endif #return #label RADAR_PATROL #if proximity faction0 RADARBASE 100 #object bs03 breed_soldier 1 284 118 -245 0 90 SURFACE #object bs04 breed_soldier 1 284 128 -278 0 90 SURFACE #object bs05 breed_soldier 1 292 128 -229 0 148 SURFACE #object bs06 breed_soldier 1 294 116 -259 0 90 SURFACE #object radr_sent5 breed_soldier 1 275.1 116 -243 0 90 SURFACE #object x breed_scutter 1 296 128.5 -290 0 108 SURFACE #object x breed_scutter 1 287 128.5 -288 0 291 SURFACE #object x breed_scutter 1 294 128.5 -286 0 123 SURFACE #object x bminigun 1 301.4 114.7 -259.7 0 55 SURFACE #object x bminigun 1 276.1 114.7 -241.4 0 55 SURFACE #cmd scut1 react static #cmd scut2 react static #cmd scut3 react static #cmd scut1 sentry #cmd scut2 sentry #cmd scut3 sentry #cmd radr_sent5 sentry #every 1 SECURE_PERIM #kill_timer RADAR_PATROL #endif #return #label SECURE_PERIM #if proximity faction0 RADARBASE2 15 #play_speech Squad_cutscene\guardperimeter #text_box 12 #0314 #cmd player JOIN_SQUAD 0 #cmd hvy_gunner JOIN_SQUAD 1 #cmd sniper JOIN_SQUAD 2 #cmd medic JOIN_SQUAD 3 #after 6 box_txtoff #kill_timer SECURE_PERIM #endif #return #rem breed behind rocks on path to radarbase #label RADAR_PATH #if proximity faction0 RADARBASE 200 #object bs07 breed_soldier 1 221.6 98 -214.8 0 338 SURFACE #object bs08 breed_soldier 1 225.5 99 -219.3 0 338 SURFACE #object bs09 breed_soldier 1 217.9 99 -217.8 0 338 SURFACE #object bs10 breed_soldier 1 296 82 -163.8 0 338 SURFACE #object bs11 breed_soldier 1 234.7 92 -168.3 0 338 SURFACE #object bs12 breed_soldier 1 216.9 98.4 -229.6 0 338 SURFACE #object bs13 breed_soldier 1 224.1 99 -233.8 0 338 SURFACE #object bs14 breed_soldier 1 207.4 99.5 -237.5 0 338 SURFACE #object bs15 breed2_soldier 1 212.5 97.7 -227.8 0 338 SURFACE #object scut04 breed_scutter 1 260.3 108.5 -270.8 0 90 SURFACE #object scut05 breed_scutter 1 260.6 107 -264.1 0 90 SURFACE #object scut06 breed_scutter 1 257 105 -255.7 0 90 SURFACE #object scut07 breed_scutter 1 260.3 108.5 -270.8 0 90 SURFACE #object scut08 breed_scutter 1 260.6 107 -264.1 0 90 SURFACE #object scut09 breed_scutter 1 257 105 -255.7 0 90 SURFACE #object scut10 breed_scutter 1 260.3 108.5 -270.8 0 90 SURFACE #object scut11 breed_scutter 1 260.6 107 -264.1 0 90 SURFACE #object scut12 breed_scutter 1 257 105 -255.7 0 90 SURFACE #kill_timer RADAR_PATH #endif #return #rem Sneaky buggers #label sneaky #if proximity faction0 sneaky01 50 #object bs160 breed_soldier 1 249.2 159 419.6 0 90 SURFACE #object bs161 breed_soldier 1 248.5 158 413.7 0 90 SURFACE #object bs162 breed_soldier 1 251.9 159.5 410 0 90 SURFACE #cmd bs160 moveto sneakymove 100 #cmd bs161 follow bs160 #kill_timer sneaky #endif #return #rem cave proximity #label scutters_in_cave #if proximity faction0 cave 150 #object scut20 breed_scutter 1 270 17.5 -527 0 233 SURFACE #object scut21 breed_scutter 1 266 17.5 -522 0 233 SURFACE #object scut22 breed_scutter 1 260 18 -520 0 97 SURFACE #object scut23 breed_scutter 1 255 18.5 -518 0 97 SURFACE #object scut24 breed_scutter 1 278 17.5 -544 0 233 SURFACE #object scut25 breed_scutter 1 274 17.5 -544 0 233 SURFACE #object scut26 breed_scutter 1 271 18 -532 0 97 SURFACE #object scut27 breed_scutter 1 264 18.5 -521 0 97 SURFACE #object scut28 breed_scutter 1 272.7 18 -540 0 97 SURFACE #object scut29 breed_scutter 1 274 18 -538 0 97 SURFACE #object scut30 breed_scutter 1 243.8 21 -518 0 97 SURFACE #object scut31 breed_scutter 1 239.7 22 -522 0 97 SURFACE #kill_timer scutters_in_cave #endif #return #rem engineer artillery warning #label engineer_artillery #if proximity faction0 engineer_warning 50 #message #0315 #play_speech demo\artillerybeginingtopiss #kill_timer engineer_artillery #endif #return #rem Working tank turret (cannon) #label tankturr1 #if proximity faction0 tankturr1_pos 25 #message #0316 #play_speech demo\stillhasammo #kill_timer tankturr1 #endif #return #rem Working tank turret (cannon) breed tank return #label tankturr1a #if proximity faction0 tankturr1_pos 100 #object bs1_tank breed_soldier 1 110 37 -261 0 34 SURFACE #object bs2_tank breed_soldier 1 109 37 -257 0 34 SURFACE #object bs3_tank breed_soldier 1 107 37 -254 0 34 SURFACE #object bs4_tank breed_soldier 1 135 37 -269 0 34 SURFACE #object bs5_tank breed_soldier 1 135 37 -269 0 34 SURFACE #object bs6_tank breed_soldier 1 135 37 -269 0 34 SURFACE #cmd bs1_tank follow breed_tank2_0 #cmd bs1_tank offset btank_offset2 #cmd bs2_tank follow breed_tank2_0 #cmd bs2_tank offset btank_offset2 #cmd bs3_tank follow breed_tank2_0 #cmd bs3_tank offset btank_offset2 #cmd bs4_tank follow breed_tank2_0 #cmd bs4_tank offset btank_offset1 #cmd bs5_tank follow breed_tank2_0 #cmd bs5_tank offset btank_offset1 #cmd bs6_tank follow breed_tank2_0 #cmd bs6_tank offset btank_offset1 #cmd breed_tank2_0 delay 50000 #cmd breed_tank2_0 moveto tank2_path07 40 #cmd breed_tank2_0 moveto tank2_path08 40 #cmd breed_tank2_0 moveto tank2_path09 30 #cmd breed_tank2_0 moveto tank2_path10 10 #kill_timer tankturr1a #endif #return #rem canyon patrol1 by bunker #label canyon_patrol1 #if proximity faction0 canyon1_ent 150 #object bs36 breed_soldier 1 170 26 -540 0 0 SURFACE #object bs37 breed_soldier 1 171.6 23 -550 0 0 SURFACE #object bs38 breed_soldier 1 180.6 24 -536 0 0 SURFACE #kill_timer canyon_patrol1 #endif #return #rem patrol by bunker on ridge to ects building #label ects_patrol1 #if proximity faction0 ects_patrolpath 150 #object bs1_ects breed_soldier 1 104.5 63 -571.4 0 0 SURFACE #object bs2_ects breed_soldier 1 106.5 63 -566.2 0 0 SURFACE #object bs3_ects breed_soldier 1 103.6 63 -583 0 0 SURFACE #cmd bs1_ects run_script bs1ects_reset #cmd bs2_ects run_script bs2ects_reset #cmd bs3_ects run_script bs3ects_reset #object bs_sniper3 breed_soldier 1 -248.4 43 -571.6 0 0 SURFACE #cmd bs_sniper3 run_script sniper3_reset #cmd bs_sniper3 sentry #cmd bs_sniper3 react static #cmd bs_sniper3 visual_range 100 #cmd bs_sniper3 arm breed_sniper 50 #rem #cmd bs_sniper3 disarm #object x bminigun 1 114 60.8 -565 0 0 SURFACE #kill_timer ects_patrol1 #endif #return #label bs1ects_reset #cmd bs1_ects run_script bs1ects_reset #cmd bs1_ects moveto bs1ects_path1 1 #cmd bs1_ects moveto bs1ects_path2 1 #return #label bs2ects_reset #cmd bs2_ects run_script bs2ects_reset #cmd bs2_ects moveto bs2ects_path1 1 #cmd bs2_ects moveto bs1ects_path2 1 #return #label bs3ects_reset #cmd bs3_ects run_script bs3ects_reset #cmd bs3_ects moveto bs3ects_path1 1 #cmd bs3_ects moveto bs1ects_path2 1 #return #label sniper3_reset #cmd bs_sniper3 run_script sniper3_reset #cmd bs_sniper3 moveto sniper3_path1 1 #cmd bs_sniper3 moveto sniper3_path4 1 #cmd bs_sniper3 moveto sniper3_path3 1 #cmd bs_sniper3 moveto sniper3_path2 1 #return #rem breed patrol on island 2 patrolling 1/3 #label breed_patrol4 #if proximity faction0 isle2 150 #object bs55 breed_soldier 1 -206.3 45 8 0 0 SURFACE #object bs56 breed_soldier 1 -210 45 7 0 0 SURFACE #object bs57 breed_soldier 1 -200 45 5 0 0 SURFACE #rem breed patrol on path to waypoint2 #object bs58 breed_soldier 1 -113 77 -161.8 0 0 SURFACE #object bs59 breed_soldier 1 -106 73 -160 0 0 SURFACE #object bs60 breed_soldier 1 -119 79 -162 0 0 SURFACE #rem breed patrol on waypoint2 building #object bs5_init breed_soldier 1 -188 100 -125 0 0 SURFACE #object bs61 breed_soldier 1 -194 94 -137 0 0 SURFACE #object bs65 breed_soldier 1 -187 94 -134 0 0 SURFACE #object bs66 breed_soldier 1 -194 101 -113 0 0 SURFACE #object snip06 breed_soldier 1 -220 99.5 -34.6 0 0 SURFACE #object snip06a breed_soldier 1 -142.5 99.5 -105.2 0 0 SURFACE #cmd snip06a sentry #cmd snip06a react static #cmd snip06a visual_range 100 #cmd snip06a arm breed_sniper 20 #rem #cmd snip06a disarm #cmd snip06 sentry #cmd snip06 react static #cmd snip06 visual_range 100 #cmd snip06 arm breed_sniper 20 #rem #cmd snip06 disarm #every 2 breed2char_init #object x bminigun 1 -125.8 52.5 -15.8 0 180 SURFACE #kill_timer breed_patrol4 #endif #return #label breed2char_init #if dead bs5_init #object bs67 breed2_soldier 1 -210 100 -96 0 0 SURFACE #object bs68 breed2_soldier 1 -189 100 -91 0 0 SURFACE #kill_timer breed2char_init #endif #return #rem breed patrol on left side of coast at start #label breed_patrol5 #if proximity faction0 bunker1 150 #object bs1_pat5 breed_soldier 1 -23.3 32 -861.6 0 0 SURFACE #object bs2_pat5 breed_soldier 1 -33 32 -865.4 0 0 SURFACE #object bs3_pat5 breed_soldier 1 -9 32 -867.5 0 0 SURFACE #cmd bs1_pat5 react follow #cmd bs2_pat5 react follow #cmd bs3_pat5 react follow #cmd bs1_pat5 run_script bs1pat5_reset #cmd bs2_pat5 run_script bs2pat5_reset #cmd bs3_pat5 run_script bs3pat5_reset #kill_timer breed_patrol5 #endif #return #label bs1pat5_reset #cmd bs1_pat5 run_script bs1pat5_reset #cmd bs1_pat5 moveto bs1pat5_path1 1 #cmd bs1_pat5 moveto bs1pat5_path2 1 #cmd bs1_pat5 moveto bs1pat5_path1 1 #cmd bs1_pat5 react follow #return #label bs2pat5_reset #cmd bs2_pat5 run_script bs2pat5_reset #cmd bs2_pat5 moveto bs1pat5_path1 1 #cmd bs2_pat5 moveto bs2pat5_path2 1 #cmd bs2_pat5 moveto bs1pat5_path1 1 #cmd bs2_pat5 react follow #return #label bs3pat5_reset #cmd bs3_pat5 run_script bs3pat5_reset #cmd bs3_pat5 moveto bs1pat5_path1 1 #cmd bs3_pat5 moveto bs3pat5_path2 1 #cmd bs3_pat5 moveto bs1pat5_path1 1 #cmd bs3_pat5 react follow #return #label squad_hint #if proximity faction0 bunker1 30 #audio_2dsound 015 50 #text_box 8 #0317 #after 7 box_txtoff #kill_timer squad_hint #endif #return #LABEL BMGUN_AREA #if proximity faction0 bmgun_prox 5 #gosub BREED_WAVE #message attack wave triggered #kill_timer BMGUN_AREA #endif #return #LABEL BREED_WAVE #object mgunbs01 breed_soldier 1 141.9 25.5 -1057.2 0 272 SURFACE #cmd mgunbs01 moveto bmgun_prox 100 #object mgunbs02 breed_soldier 1 144.2 25.5 -1036 0 249 SURFACE #cmd mgunbs02 moveto bmgun_prox 100 #object mgunbs03 breed_soldier 1 163.9 18.3 -1114.5 0 323 SURFACE #cmd mgunbs03 moveto bmgun_prox 100 #object mgunbs04 breed_soldier 1 170.9 21.7 -972.9 0 227 SURFACE #cmd mgunbs04 moveto bmgun_prox 100 #object mgunbs05 breed_soldier 1 154.6 21.9 -1008.2 0 249 SURFACE #cmd mgunbs05 moveto bmgun_prox 100 #return #rem tank init on prox bunker 1 #label tank1_patrol #if proximity faction0 bunker1 100 #every 1 BMGUN_AREA #play_music breed_atmo_02 #object breed_tank1 breed_buggy1 1 454 28 -765 0 90 SURFACE #cmd breed_tank1_0 delay 10000 #cmd breed_tank1_0 moveto tank1_path19 40 #cmd breed_tank1_0 moveto tank1_path18 40 #cmd breed_tank1_0 moveto tank1_path17 40 #cmd breed_tank1_0 moveto tank1_path16 40 #cmd breed_tank1_0 moveto tank1_path15 40 #cmd breed_tank1_0 moveto tank1_path14 40 #cmd breed_tank1_0 moveto tank1_path13 40 #cmd breed_tank1_0 moveto tank1_path12 40 #cmd breed_tank1_0 moveto tank1_path11 40 #cmd breed_tank1_0 moveto tank1_path10 40 #cmd breed_tank1_0 moveto tank1_path09 40 #cmd breed_tank1_0 moveto tank1_path08 40 #cmd breed_tank1_0 moveto tank1_path07 40 #cmd breed_tank1_0 moveto tank1_path06 40 #cmd breed_tank1_0 moveto tank1_path05 40 #cmd breed_tank1_0 moveto tank1_path04 40 #cmd breed_tank1_0 moveto tank1_path03 40 #cmd breed_tank1_0 moveto tank1_path02 40 #cmd breed_tank1_0 run_script tank2_patrol #cmd breed_tank1_0 moveto tank1_path01 20 #VEHICLE_LOCK breed_tank1 1 #kill_timer tank1_patrol #endif #return #label tank2_patrol #object breed_tank2 breed_buggy1 1 454 28 -765 0 90 SURFACE #cmd breed_tank2_0 delay 1000 #cmd breed_tank2_0 moveto tank2_path11 40 #cmd breed_tank2_0 moveto tank2_path10 40 #cmd breed_tank2_0 moveto tank2_path09 40 #cmd breed_tank2_0 moveto tank2_path08 40 #cmd breed_tank2_0 moveto tank2_path07 40 #cmd breed_tank2_0 moveto tank2_path06 40 #cmd breed_tank2_0 moveto tank2_path05 40 #cmd breed_tank2_0 moveto tank2_path04 40 #cmd breed_tank2_0 moveto tank2_path03 40 #cmd breed_tank2_0 moveto tank2_path02 40 #cmd breed_tank2_0 moveto tank2_path01 20 #VEHICLE_LOCK breed_tank2 1 #return #rem Check for holotable proximity #label holotable_prox #if proximity faction0 holotable 3 #rem #if proximity faction0 warning 2 #if dead scut1 #if dead scut2 #if dead scut3 #cmd radbase setvar dead_grunt 1 #rem #cmd radbase run_script cam_on_contower #cmd die_grunt run_script view_deadgrunt #rem #select_waypoint 1 #kill_timer holotable_prox #endif #endif #endif #endif #return #label view_deadgrunt #object_deselect #camera_static die_grunt 0 1 2 0 180 0 #camera_velocity 0 0 0 #cmd die_grunt play_anim 1 -1 #cmd die_grunt play_anim 2 0 #play_speech Cutscenes\contact\dg #text_box 8 #0318 #after 10 end_level1 #return #rem ***zooming in on dawrin conning tower***************** #label end_level1 #text_box 12 #0319 #object gunny gunny 0 -53 -14.50 73 0 90 0 VEHICLE base #rem #camera_static base -53.7 -14.5 72.9 0 -90 0 gunny #rem #camera_velocity 0 0.0015 -0.0005 #play_speech gunny\BRIEFING_GUNNY\CONTACT\gunny_brief4 #play_music breed_win #after 12 end_level2 #after 0 win_cams #return #label end_level2 #mission_complete 743 To be continued... #rem #after 10 start_4 #return #label start_4 #mission_start 04 #return #label holotable_prox2 #if proximity faction0 warning 4 #object scut1 breed_scutter 1 296 128.5 -290 0 108 SURFACE #object scut2 breed_scutter 1 287 128.5 -288 0 291 SURFACE #object scut3 breed_scutter 1 294 128.5 -286 0 123 SURFACE #play_speech dying_grunt\dying_grunt1 #text_box 8 #0320 #after 5 box_txtoff #kill_timer holotable_prox2 #endif #return #rem Check for first waypoint #label waypoint1 #if proximity faction0 WP1 10 #message #0321 #play_speech demo\waypointreached2 #rem #select_waypoint 1 #kill_timer waypoint1 #endif #return #rem Breed on path up to high bridge #label breedsolprox02 #if proximity faction0 solprox02 200 #object bs70 breed_soldier 1 196.7 138 415.4 0 320 SURFACE #object bs71 breed_soldier 1 197 138 415 0 320 SURFACE #kill_timer breedsolprox02 #endif #return #rem Breed on tower after the garden #label tower01 #if proximity faction0 twr01 100 #object bs147 breed_soldier 1 536.2 94 295.6 0 160 SURFACE #object bs148 breed_soldier 1 534.8 94 302.7 0 160 SURFACE #squad_size 1 5 #cmd bs147 sentry #cmd bs148 sentry #cmd bs148 react static #cmd bs148 visual_range 100 #cmd bs147 sentry #cmd bs147 react static #cmd bs147 visual_range 100 #cmd bs147 arm breed_sniper 20 #cmd bs148 arm breed_sniper 20 #rem #cmd bs147 disarm #rem #cmd bs148 disarm #rem Bunker up path from tower01 #object bs151 breed_soldier 1 501.9 86.5 389.7 0 190 SURFACE #object bs152 breed_soldier 1 499 86.5 380.5 0 190 SURFACE #object bs153 breed_soldier 1 492.7 86.5 374.9 0 228 SURFACE #object x bminigun 1 498.9 84.3 384.3 0 180 SURFACE #cmd bs151 sentry #cmd bs152 sentry #cmd bs153 sentry #kill_timer tower01 #endif #return #rem Breed on tower further up path from tower01 #label tower02 #if proximity faction0 twr02 200 #object bs149 breed_soldier 1 416.1 116 561.2 0 200 SURFACE #rem Breed on path up to high bridge #object bs250 breed_soldier 1 408 104 554 0 160 SURFACE #object bs251 breed_soldier 1 425 100 555 0 160 SURFACE #object bs252 breed_soldier 1 401 104 565 0 160 SURFACE #object bs253 breed_soldier 1 428 100 545 0 160 SURFACE #cmd bs250 react follow #cmd bs251 react follow #cmd bs252 react follow #cmd bs253 react follow #cmd bs250 run_script bs250_reset #cmd bs251 run_script bs251_reset #cmd bs252 run_script bs252_reset #cmd bs253 run_script bs253_reset #cmd bs149 sentry #cmd bs149 react static #cmd bs149 visual_range 100 #cmd bs149 arm breed_sniper 20 #rem #cmd bs149 disarm #kill_timer tower02 #endif #return #label bs250_reset #cmd bs250 run_script bs250_reset #cmd bs250 moveto bs250_path02 100 #cmd bs250 moveto bs250_path01 100 #return #label bs251_reset #cmd bs251 run_script bs251_reset #cmd bs251 moveto bs251_path02 100 #cmd bs251 moveto bs250_path01 100 #return #label bs252_reset #cmd bs252 run_script bs252_reset #cmd bs252 moveto bs252_path02 100 #cmd bs252 moveto bs250_path01 100 #return #label bs253_reset #cmd bs253 run_script bs253_reset #cmd bs253 moveto bs253_path02 100 #cmd bs253 moveto bs250_path01 100 #return #rem Breed snipers on ridge #label sniper1 #if proximity faction0 sniper_prox1 200 #object snipe07 breed_soldier 1 240.2 50 -572 0 90 SURFACE #object snipe08 breed_soldier 1 247.2 50 -555.9 0 90 SURFACE #cmd snipe07 sentry #cmd snipe07 react static #cmd snipe07 visual_range 100 #cmd snipe08 sentry #cmd snipe08 react static #cmd snipe08 visual_range 100 #cmd snipe07 arm breed_sniper 10 #cmd snipe08 arm breed_sniper 10 #rem #cmd snipe07 disarm #rem #cmd snipe08 disarm #kill_timer sniper1 #endif #return #rem Breed on ECTS BUILDING #label tbaseprox #if proximity faction0 tbase 200 #object snipe06 breed_soldier 1 6 114 -652 0 200 SURFACE #object ectsbs1 breed_soldier 1 -4.4 112 -689 0 -15 SURFACE #object ectsbs2 breed_soldier 1 23.1 112.2 -680.1 0 57 SURFACE #object ectsbs3 breed_soldier 1 9.6 112 -659.5 0 0 SURFACE #object ectsbs4 breed_soldier 1 -4.7 112.2 -664.7 0 0 SURFACE #object bs73 breed_soldier 1 -4.4 112.2 -670.7 0 0 SURFACE #object x bminigun 1 0 116.6 -645.2 0 0 SURFACE #object x bminigun 1 -7 116.6 -647.6 0 0 SURFACE #cmd snipe06 run_script ects_patrol #cmd snipe06 sentry #cmd snipe06 react static #cmd snipe06 visual_range 100 #cmd snipe06 arm breed_sniper 10 #rem #cmd snipe06 disarm #cmd ectsbs1 sentry #cmd ectsbs2 sentry #cmd ectsbs3 sentry #cmd ectsbs4 sentry #kill_timer tbaseprox #endif #return #label ects_patrol #cmd snipe06 run_script ects_patrol #cmd snipe06 moveto ects_path1 1 #cmd snipe06 moveto ects_path2 1 #cmd snipe06 moveto ects_path3 1 #cmd snipe06 moveto ects_path4 1 #cmd snipe06 moveto ects_path3 1 #cmd snipe06 moveto ects_path2 1 #return #rem Breed soldiers on landing pads #label lpprox #if proximity faction0 lp02 125 #rem middle landing pad #object bs74 breed_soldier 1 436.6 62 -670.6 0 0 SURFACE #object bs75 breed_soldier 1 433 62 -670.6 0 0 SURFACE #object bs76 breed_soldier 1 423.6 62 -671.5 0 0 SURFACE #object bs77 breed_soldier 1 434 62 -671.5 0 0 SURFACE #object bs78 breed_soldier 1 474 62 -594 0 180 SURFACE #object bs79 breed_soldier 1 479.7 62 -583 0 0 SURFACE #object bs80 breed_soldier 1 484 62 -597 0 180 SURFACE #object scut32 breed_scutter 1 472.9 59 -646.2 0 0 SURFACE #object scut33 breed_scutter 1 474.7 59 -650 0 180 SURFACE #kill_timer lpprox #endif #return #label right_lpad #if proximity faction0 RLPAD 150 #rem right landing pad #object bs81 breed_soldier 1 450 62 -707 0 90 SURFACE #object bs82 breed_soldier 1 443 62 -704 0 90 SURFACE #object padsent1 breed_soldier 1 440 62 -717 0 -90 SURFACE #object padsent2 breed_soldier 1 431 62 -718 0 -90 SURFACE #object bs83 breed_soldier 1 482 43 -527 0 -90 SURFACE #object bs84 breed_soldier 1 484 43 -531 0 -90 SURFACE #object bs85 breed_soldier 1 494 43 -525 0 -90 SURFACE #object bs1_patrol3 breed_soldier 1 531 33 -624.5 0 0 SURFACE #object bs2_patrol3 breed_soldier 1 532 35 -590.5 0 0 SURFACE #object bs3_patrol3 breed_soldier 1 534 36 -615.4 0 0 SURFACE #cmd padsent1 sentry #cmd padsent2 sentry #cmd bs1_patrol3 run_script bs1patrol3_path #cmd bs2_patrol3 run_script bs2patrol3_path #cmd bs3_patrol3 run_script bs3patrol3_path #kill_timer right_lpad #endif #return #label bs1patrol3_path #cmd bs1_patrol3 run_script bs1patrol3_path #cmd bs1_patrol3 moveto bs1_offset1 1 #cmd bs1_patrol3 moveto bs1_offset2 1 #return #label bs2patrol3_path #cmd bs2_patrol3 run_script bs2patrol3_path #cmd bs2_patrol3 moveto bs2_offset1 1 #cmd bs2_patrol3 moveto bs1_offset2 1 #return #label bs3patrol3_path #cmd bs3_patrol3 run_script bs3patrol3_path #cmd bs3_patrol3 moveto bs3_offset1 1 #cmd bs3_patrol3 moveto bs1_offset2 1 #return #rem Hill soldiers 1 #label hillprox01 #if proximity faction0 hill01 200 #object snipe04 breed_soldier 1 -33.1 87.4 261 0 110 SURFACE #object bs86 breed_soldier 1 120.3 102.4 254.2 0 110 SURFACE #object bs87 breed_soldier 1 120.8 102.4 254.2 0 110 SURFACE #object bs88 breed_soldier 1 119.5 102.4 254.2 0 110 SURFACE #cmd snipe04 sentry #cmd snipe04 sentry #cmd snipe04 react static #cmd snipe04 visual_range 100 #cmd snipe04 arm breed_sniper 20 #rem #cmd snipe04 disarm #kill_timer hillprox01 #endif #return #rem Hill sniper #label hillprox02 #if proximity faction0 hill02 200 #object snipe05 breed_soldier 1 131.4 104.6 61 0 110 SURFACE #cmd snipe05 sentry #cmd snipe05 react static #cmd snipe05 visual_range 100 #cmd snipe05 arm breed_sniper 20 #rem #cmd snipe05 disarm #kill_timer hillprox02 #endif #return #rem Breed scavenging wreck in far bay #label bayprox01 #if proximity faction0 bay01 250 #object bs89 breed_soldier 1 -12.5 26 -504.7 0 110 SURFACE #object bs90 breed_soldier 1 -17.2 26 -504.4 0 110 SURFACE #object bs91 breed_soldier 1 -15.3 26 -507.2 0 110 SURFACE #object bs92 breed_soldier 1 -10.4 26 -509.1 0 110 SURFACE #kill_timer bayprox01 #endif #return #rem turrets and bunker on right shoreline path #label shoreturr1 #if proximity faction0 shoreturr01 200 #if rand 50 #object bsnipe01 breed_soldier 1 375.8 86.8 -271.4 0 200 SURFACE #cmd bsnipe01 sentry #cmd bsnipe01 react static #cmd bsnipe01 visual_range 150 #cmd bsnipe01 arm breed_sniper 20 #else #object bsnipe04 breed_soldier 1 305.2 126.4 -302 0 264 SURFACE #endif #object bs_255 breed_soldier 1 369.9 76 -274.2 0 161 SURFACE #object bs_256 breed_soldier 1 367.7 76 -268.4 0 161 SURFACE #cmd bs_255 sentry #cmd bs_256 sentry #object bs_shore1 breed_soldier 1 365 60 -288 0 200 SURFACE #object bs_shore2 breed_soldier 1 362 60 -284 0 200 SURFACE #object bs_shore3 breed_soldier 1 357 45 -345 0 200 SURFACE #object bs_shore4 breed_soldier 1 354 45 -340 0 200 SURFACE #object bs_shore5 breed_soldier 1 354 33 -402 0 200 SURFACE #object bs_shore6 breed_soldier 1 351 33 -398 0 200 SURFACE #rem breed soldiers outside cave #object bs93 breed_soldier 1 308.3 21 -563.6 0 0 SURFACE #object bs94 breed_soldier 1 308.9 21 -553.9 0 0 SURFACE #object bs95 breed_soldier 1 297.8 20 -554.4 0 0 SURFACE #cmd bs_shore1 run_script shore1_reset #cmd bs_shore2 run_script shore2_reset #cmd bs_shore3 run_script shore3_reset #cmd bs_shore4 run_script shore4_reset #cmd bs_shore5 run_script shore5_reset #cmd bs_shore6 run_script shore6_reset #cmd bs_shore1 react follow #cmd bs_shore2 react follow #cmd bs_shore3 react follow #cmd bs_shore4 react follow #cmd bs_shore5 react follow #cmd bs_shore6 react follow #rem #cmd bsnipe01 disarm #cmd bsnipe04 sentry #cmd bsnipe04 react static #cmd bsnipe04 visual_range 150 #cmd bsnipe04 arm breed_sniper 20 #rem #cmd bsnipe04 disarm #kill_timer shoreturr1 #endif #return #label shore1_reset #cmd bs_shore1 run_script shore1_reset #cmd bs_shore1 moveto shore1_path1 1 #cmd bs_shore1 moveto shore1_path2 1 #return #label shore2_reset #cmd bs_shore2 run_script shore2_reset #cmd bs_shore2 moveto shore2_path1 1 #cmd bs_shore2 moveto shore1_path2 1 #return #label shore3_reset #cmd bs_shore3 run_script shore3_reset #cmd bs_shore3 moveto shore3_path1 1 #cmd bs_shore3 moveto shore1_path2 1 #return #label shore4_reset #cmd bs_shore4 run_script shore4_reset #cmd bs_shore4 moveto shore4_path1 1 #cmd bs_shore4 moveto shore1_path2 1 #return #label shore5_reset #cmd bs_shore5 run_script shore5_reset #cmd bs_shore5 moveto shore5_path1 1 #cmd bs_shore5 moveto shore1_path2 1 #return #label shore6_reset #cmd bs_shore6 run_script shore6_reset #cmd bs_shore6 moveto shore6_path1 1 #cmd bs_shore6 moveto shore1_path2 1 #return #label PROXGUN01-CHECK #if proximity faction0 proxgun01 25 #cmd proxgun01 ROE fireatwill #cmd proxgun01 state st07 TRUE #else #cmd proxgun01 ROE ceasefire #cmd proxgun01 state st07 FALSE #endif #return #label PROXGUN02-CHECK #if proximity faction0 proxgun02 25 #cmd proxgun02 ROE fireatwill #cmd proxgun02 state st07 TRUE #cmd proxgun03 ROE fireatwill #cmd proxgun03 state st07 TRUE #else #cmd proxgun02 ROE ceasefire #cmd proxgun02 state st07 FALSE #cmd proxgun03 ROE ceasefire #cmd proxgun03 state st07 FALSE #endif #return #label PROXGUN04-CHECK #if proximity faction0 proxgun04 25 #cmd proxgun04 ROE fireatwill #cmd proxgun04 state st07 TRUE #else #cmd proxgun04 ROE ceasefire #cmd proxgun04 state st07 FALSE #endif #return #label PROXGUN05-CHECK #if proximity faction0 proxgun05 25 #cmd proxgun05 ROE fireatwill #cmd proxgun05 state st07 TRUE #cmd proxgun06 ROE fireatwill #cmd proxgun06 state st07 TRUE #else #cmd proxgun05 ROE ceasefire #cmd proxgun05 state st07 FALSE #cmd proxgun06 ROE ceasefire #cmd proxgun06 state st07 FALSE #endif #return #label PROXGUN07-CHECK #if proximity faction0 proxgun10 30 #cmd proxgun10 ROE fireatwill #cmd proxgun10 state st07 TRUE #cmd proxgun11 ROE fireatwill #cmd proxgun11 state st07 TRUE #cmd proxgun12 ROE fireatwill #cmd proxgun12 state st07 TRUE #else #cmd proxgun10 ROE ceasefire #cmd proxgun10 state st07 FALSE #cmd proxgun11 ROE ceasefire #cmd proxgun11 state st07 FALSE #cmd proxgun12 ROE ceasefire #cmd proxgun12 state st07 FALSE #endif #return #label FOOT_PATROL10 #if proximity faction0 PATROL10 250 #object bs96 breed_soldier 1 185 22 -934 0 180 SURFACE #object bs97 breed_soldier 1 195 22 -936 0 180 SURFACE #object bs98 breed_soldier 1 211 17 -886 0 180 SURFACE #kill_timer FOOT_PATROL10 #endif #return #label FOOT_PATROL11 #if proximity faction0 PATROL11 250 #object bs99 breed_soldier 1 232 14 -878 0 180 SURFACE #object bs100 breed_soldier 1 227 14 -868 0 180 SURFACE #object bs101 breed_soldier 1 223 14 -842 0 180 SURFACE #kill_timer FOOT_PATROL11 #endif #return #label FOOT_PATROL12 #if proximity faction0 PATROL12 100 #object bs102 breed_soldier 1 162 20 -594 0 180 SURFACE #object bs103 breed_soldier 1 162 20 -594 0 180 SURFACE #kill_timer FOOT_PATROL12 #endif #return #label FOOT_PATROL13 #if proximity faction0 PATROL13 100 #object bs104 breed_soldier 1 161 26 -503 0 180 SURFACE #object bs105 breed_soldier 1 161 26 -503 0 180 SURFACE #kill_timer FOOT_PATROL13 #endif #return #label FOOT_PATROL14 #if proximity faction0 PATROL14 100 #object bs106 breed_soldier 1 158 24 -458 0 180 SURFACE #object bs107 breed_soldier 1 158 24 -458 0 180 SURFACE #kill_timer FOOT_PATROL14 #endif #return #label FOOT_PATROL15 #if proximity faction0 PATROL15 200 #object bs108 breed_soldier 1 260.4 21 -680.4 0 90 SURFACE #object bs109 breed_soldier 1 271.6 23.2 -699.5 0 90 SURFACE #object bs110 breed_soldier 1 248.2 23 -689 0 90 SURFACE #kill_timer FOOT_PATROL15 #endif #return #label FOOT_PATROL16 #if proximity faction0 PATROL16 150 #object sent04 breed_soldier 1 355.1 29 -403 0 90 SURFACE #object sent05 breed_soldier 1 356 29 -402 0 90 SURFACE #cmd sent04 sentry #cmd sent05 sentry #kill_timer FOOT_PATROL16 #endif #return #label FOOT_PATROL18 #if proximity faction0 PATROL18 100 #object sent08 breed_soldier 1 -119.9 54 -37 0 180 SURFACE #object sent09 breed_soldier 1 -114.4 54 -35.7 0 180 SURFACE #cmd sent08 sentry #cmd sent09 sentry #kill_timer FOOT_PATROL18 #endif #return #label FOOT_PATROL19 #if proximity faction0 PATROL19 150 #object sent10 breed_soldier 1 77.7 35 -112 0 90 SURFACE #cmd sent10 sentry #kill_timer FOOT_PATROL19 #endif #return #label FOOT_PATROL20 #if proximity faction0 PATROL20 300 #object sent11 breed_soldier 1 274 53 -755 0 0 SURFACE #object bridge_sent1 breed_soldier 1 281 25 -753 0 0 SURFACE #object bridge_sent2 breed_soldier 1 366 25 -756 0 0 SURFACE #cmd bridge_sent1 run_script bsent1_reset #cmd bridge_sent2 run_script bsent2_reset #cmd sent11 run_script sent11_reset #cmd sent11 react static #cmd sent11 visual_range 100 #cmd sent11 arm breed_sniper 50 #rem #cmd sent11 disarm #kill_timer FOOT_PATROL20 #endif #return #label sent11_reset #cmd sent11 run_script sent11_reset #cmd sent11 moveto sent11_path3 1 #cmd sent11 moveto sent11_path2 1 #cmd sent11 moveto sent11_path1 1 #cmd sent11 moveto sent11_path2 1 #return #label bsent1_reset #cmd bridge_sent1 run_script bsent1_reset #cmd bridge_sent1 moveto bsent1_path1 1 #cmd bridge_sent1 moveto bsent1_path2 1 #return #label bsent2_reset #cmd bridge_sent2 run_script bsent2_reset #cmd bridge_sent2 moveto bsent2_path1 1 #cmd bridge_sent2 moveto bsent2_path2 1 #return #label FOOT_PATROL21 #if proximity faction0 PATROL21 100 #object sent15 breed_soldier 1 367.2 64 -196.2 0 180 SURFACE #object sent16 breed_soldier 1 365 64 -198 0 180 SURFACE #object sent17 breed_soldier 1 369 64 -196.2 0 180 SURFACE #object sent18 breed_soldier 1 365 64 -194 0 180 SURFACE #cmd sent15 moveto PATROL21run 100 #cmd sent16 follow sent15 #cmd sent17 follow sent15 #cmd sent18 follow sent15 #kill_timer FOOT_PATROL21 #endif #return #label FOOT_PATROL22 #if proximity faction0 PATROL22 150 #object sent19 breed_soldier 1 -110 52 -23 0 180 SURFACE #object sent20 breed_soldier 1 -112.6 52 -17.5 0 180 SURFACE #object sent21 breed_soldier 1 -11.7 52 13.7 0 180 SURFACE #object sent22 breed_soldier 1 -14 52 19.5 0 180 SURFACE #kill_timer FOOT_PATROL22 #endif #return #label FOOT_PATROL23 #if proximity faction0 PATROL23 400 #object sent26 breed_soldier 1 -276.2 31 -205.3 0 -90 SURFACE #object sent27 breed_soldier 1 -259.8 31 -199.4 0 90 SURFACE #object sent29 breed_soldier 1 -266.1 25 -199 0 -90 SURFACE #object sent30 breed_soldier 1 -271 25 -201 0 -90 SURFACE #object bs111 breed_soldier 1 -188 26 -374 0 -90 SURFACE #object bs112 breed_soldier 1 -196 24 -359 0 90 SURFACE #object bs113 breed_soldier 1 -211 25 -373 0 -90 SURFACE #object bs114 breed_soldier 1 -177 25 -361 0 -90 SURFACE #object x bminigun 1 -196.6 26.4 -354 0 180 SURFACE #object x bminigun 1 -213 26.4 -360.7 0 180 SURFACE #object bminigun1 bminigun_360 1 -187 22.7 -361.5 0 180 SURFACE #object_kill bminigun1_0 #squad_size 1 5 #cmd sent26 sentry #cmd sent27 sentry #cmd sent29 moveto patrol23go 100 #cmd sent30 moveto patrol23go 100 #kill_timer FOOT_PATROL23 #endif #return #label WALL1 #if proximity faction0 wall01 100 #object wsent1 breed_soldier 1 464.55 95 488.3 0 180 SURFACE #object wsent2 breed_soldier 1 465.41 95 492.2 0 180 SURFACE #object wsent3 breed_soldier 1 464.8 99 488.4 0 180 SURFACE #object wsent4 breed_soldier 1 465.4 99 492 0 180 SURFACE #cmd wsent1 sentry #cmd wsent2 sentry #cmd wsent3 sentry #cmd wsent4 sentry #kill_timer WALL1 #endif #return #label mission_done #mission_complete 743 Good Work, now we know where the data is stored we can now initiate the next phase. #return #rem reembark dropship once landed at wp3 #label reembark_dropship #if true dropship_complete #if true datadownload #cmd player reembark drpshp #cmd medic reembark drpshp #cmd sniper reembark drpshp #cmd hvy_gunner reembark drpshp #kill_timer reembark_dropship #endif #endif #return #label view_player #rem #object_view player #cmd player ROE fireatwill #cmd player FOLLOW_SQUAD #cmd player wait_disembark #cmd player JOIN_SQUAD 1 #cmd player ROE ceasefire #cmd player run_script start_mission #cmd player moveto inside_dp2 1 #cmd player moveto inside_dp1 100 #cmd player moveto in_front_of_hatch 100 #rem #cmd player delay 1 #rem #cmd player arm assault_grenade 5 #cmd player arm assault_rifle 500 #rem #cmd player selectable #return #label select_player #play_music breed_atmo_03 #message #0322 #objective_display 0 #object_select player #cmd player selectable #cmd hvy_gunner selectable #cmd medic selectable #cmd sniper selectable #cmd player selectable #return #label gun01 #if proximity faction0 gun01prox 150 #object bs115 BREED_BASE_SHORT 1 115.8 59.7 -561.2 0 180 SURFACE #kill_timer gun01 #endif #return #label gun02 #if proximity faction0 gun02prox 150 #object bs116 BREED_BASE_SHORT 1 -199.2 23.7 -647.9 0 180 SURFACE #kill_timer gun02 #endif #return #label gun03 #if proximity faction0 gun03prox 150 #object bs117 BREED_BASE_SHORT 1 159.6 44.7 -132.9 0 180 SURFACE #kill_timer gun03 #endif #return #label gun04 #if proximity faction0 gun04prox 150 #object bs118 BREED_BASE_SHORT 1 254.9 48.7 35.8 0 180 SURFACE #kill_timer gun04 #endif #return #label gun05 #if proximity faction0 gun05prox 150 #object bs119 BREED_BASE_SHORT 1 238.6 163 251.5 0 180 SURFACE #kill_timer gun05 #endif #return #label gun06 #if proximity faction0 gun06prox 150 #object bs120 BREED_BASE_SHORT 1 -186.5 22 -357 0 180 SURFACE #kill_timer gun06 #endif #return #label gun08 #if proximity faction0 gun08prox 150 #object bs121 BREED_BASE_SHORT 1 164.6 19.7 -534.1 0 180 SURFACE #kill_timer gun08 #endif #return #rem units in the garden #label garden_prox #if proximity faction0 apc_prox 100 #object bs122 breed_soldier 1 376.4 64 186.7 0 120 SURFACE #object bs123 breed_soldier 1 365.9 63 180.1 0 120 SURFACE #object bs124 breed_soldier 1 383.3 66 194 0 120 SURFACE #object bs125 breed_soldier 1 379 64 181.2 0 120 SURFACE #object bs126 breed_soldier 1 436.4 73 231.2 0 120 SURFACE #object scut35 breed_scutter 1 434.5 72 215.7 0 120 SURFACE #object bs127 breed_soldier 1 412 70 219.3 0 120 SURFACE #object scut36 breed_scutter 1 430.3 71.5 201.4 0 120 SURFACE #object bs128 breed_soldier 1 481.2 74 245.9 0 120 SURFACE #object bs129 breed_soldier 1 502.4 75 255.5 0 210 SURFACE #object bs130 breed_soldier 1 465.9 74 235.5 0 210 SURFACE #object bs131 breed_soldier 1 455.7 74 226.5 0 180 SURFACE #object scut37 breed_scutter 1 438.9 72 223.1 0 120 SURFACE #object bs132 breed_soldier 1 435.1 72 208.5 0 120 SURFACE #object scut38 breed_scutter 1 413.1 70 207.1 0 120 SURFACE #object bs133 breed_soldier 1 404.2 68 200.5 0 120 SURFACE #kill_timer garden_prox #endif #return #label breed_wp2 #object bs10_wp2 breed_soldier 1 -91 69 -107 0 210 SURFACE #object bs11_wp2 breed_soldier 1 -87 69 -109 0 210 SURFACE #object bs12_wp2 breed_soldier 1 -94 69 -94 0 180 SURFACE #object bs13_wp2 breed_soldier 1 -85 69 -99 0 120 SURFACE #object bs14_wp2 breed_soldier 1 -91 75 -138 0 120 SURFACE #object bs15_wp2 breed_soldier 1 -87 75 -146 0 120 SURFACE #cmd bs10_wp2 moveto bs10_wp2path2 1 #cmd bs10_wp2 moveto bs10_wp2path1 1 #cmd bs11_wp2 moveto bs11_wp2path2 1 #cmd bs11_wp2 moveto bs10_wp2path1 1 #cmd bs12_wp2 moveto bs12_wp2path2 1 #cmd bs12_wp2 moveto bs10_wp2path1 1 #cmd bs13_wp2 moveto bs13_wp2path2 1 #cmd bs13_wp2 moveto bs10_wp2path1 1 #cmd bs14_wp2 moveto bs14_wp2path2 1 #cmd bs14_wp2 moveto bs10_wp2path1 1 #cmd bs15_wp2 moveto bs15_wp2path2 1 #cmd bs15_wp2 moveto bs10_wp2path1 1 #return #label dropship_lz2 #cmd drpshp_0 delay 10000 #cmd drpshp_0 setvar dropship_complete 1 #cmd drpshp_0 state open true #cmd drpshp_0 land #cmd drpshp_0 state gear_up false #cmd drpshp_0 moveto dppath22 5 #cmd drpshp_0 moveto dppath21 25 #cmd drpshp_0 moveto dppath20 65 #cmd drpshp_0 thrust_vertical #cmd drpshp_0 run_script lastattack #cmd drpshp_0 message #0323 #cmd drpshp_0 say dropship\DS_MovingToLZ2 #cmd drpshp_0 moveto dppath18 80 #cmd drpshp_0 moveto dppath16 100 #cmd drpshp_0 thrust_horizontal #cmd drpshp_0 state gear_up true #cmd drpshp_0 state st03 false #cmd drpshp_0 thrust_vertical #cmd drpshp_0 delay 5 #cmd drpshp_0 state open false #return #rem loads of Breed attack ds as it leaves #label lastattack #object bla01 breed_soldier 1 349.1 158.5 299.7 0 0 SURFACE #object bla02 breed_soldier 1 349.1 158.5 299.7 0 0 SURFACE #object bla03 breed_soldier 1 349.1 158.5 299.7 0 0 SURFACE #object bla04 breed_soldier 1 349.1 158.5 299.7 0 0 SURFACE #object bla05 breed_soldier 1 349.1 158.5 299.7 0 0 SURFACE #object bla06 breed_soldier 1 349.1 158.5 299.7 0 0 SURFACE #object bla07 breed_soldier 1 349.1 158.5 299.7 0 0 SURFACE #cmd bla01 moveto lastattmove2 100 #cmd bla01 moveto lastattmove 100 #cmd bla02 follow bla01 #cmd bla03 follow bla02 #cmd bla04 follow bla03 #cmd bla05 follow bla04 #cmd bla06 follow bla05 #cmd bla07 follow bla06 #return #label start_mission #cmd drpshp_0 run_script dropship_circle #cmd drpshp_0 moveto dpcircle0a 50 #cmd drpshp_0 moveto dpcircle4a 50 #cmd drpshp_0 moveto dpcircle3a 50 #cmd drpshp_0 moveto dpcircle2a 50 #cmd drpshp_0 moveto dpcircle1a 50 #cmd drpshp_0 state st03 true #rem #cmd drpshp_0 state st05 true #cmd drpshp_0 thrust_vertical #cmd drpshp_0 RUN_SCRIPT select_player #cmd drpshp_0 moveto dpcircle0a 100 #squad_roe 1 ceasefire #cmd drpshp_0 RUN_SCRIPT small_island #cmd drpshp_0 go_surface #cmd drpshp_0 state st03 false #cmd drpshp_0 state gear_up true #cmd drpshp_0 message #0324 #cmd drpshp_0 say dropship\DS_INtRe-Entry #cmd drpshp_0 disembark #cmd drpshp_0 delay 2 #cmd drpshp_0 state open false #cmd drpshp_0 state gear_up false #cmd drpshp_0 delay 2 #cmd drpshp_0 message #0325 #play_speech dropship\gruntsaboard #cmd drpshp_0 delay 1 #rem #play_music flight_demo #return #rem breed bunkers on small island #label small_island #object x bu-defensivewallc 0 148.3 41 -2589.8 0 160 SURFACE #object x bu-defensivewallc 0 369.1 20 -2725.6 0 -125 SURFACE #object x bminigun 1 372.4 20.9 -2727.9 0 180 SURFACE #object x bminigun 1 146.6 41.7 -2593.9 0 160 SURFACE #return #label squad_fireatwill #map_on #squad_roe 1 fireatwill #audio_2dsound 015 50 #text_box 8 #0326 #after 7 box_txtoff #rem #message SELECT A CHARACTER #play_speech gunny\gun10 #cmd sniper selectable #cmd medic selectable #cmd hvy_gunner selectable #cmd player selectable #rem #cmd drpshp_0 start_disembark #cmd drpshp_0 setvar readytoloiter 1 #return #label view_tower #object_deselect #camera_static conttower_offset 0 0 0 0 31 0 #camera_velocity -0.08 0.02 0.08 #cmd conttower run_script reselect #cmd conttower delay 10 #play_speech gunny\gun8 #text_box 20 #0327 #after 10 box_txtoff #cmd conttower delay 2 #return #label dropship_circle #cmd drpshp_0 delay 5 #cmd drpshp_0 ROE fireatwill #squad_size 1 3 #cmd drpshp_0 run_script squad_fireatwill #cmd drpshp_0 delay 1 #cmd drpshp_0 start_disembark #cmd drpshp_0 delay 2 #cmd drpshp_0 run_script pilotleave #cmd drpshp_0 message #0328 #rem #cmd drpshp_0 land #cmd drpshp_0 land_at_point dppath11 -60 #cmd player selectable #cmd drpshp_0 state open true #cmd drpshp_0 state gear_up false #cmd drpshp_0 moveto dppath11 25 #cmd drpshp_0 thrust_vertical #cmd drpshp_0 moveto dpcircle0 50 #cmd drpshp_0 setvar past_isle2 1 #cmd drpshp_0 thrust_horizontal #cmd drpshp_0 state st05 false #return #label pilotleave #cmd player pilot_leave #cmd medic pilot_leave #cmd sniper pilot_leave #cmd hvy_gunner pilot_leave #return #rem dropship loiter #label doloiter #if TRUE readytoloiter #if proximity player drpshp 50 #else #if TRUE readytoloiter #if proximity medic drpshp 50 #else #if TRUE readytoloiter #if proximity hvy_grunt drpshp 50 #else #if TRUE readytoloiter #if proximity sniper drpshp 50 #else #cmd drpshp_0 ROE ceasefire #cmd drpshp_0 loiter #cmd drpshp_0 moveto dsloiter2 100 #cmd drpshp_0 moveto dsloiter1 100 #cmd drpshp_0 moveto dsloiter 100 #cmd drpshp_0 state gear_up true #cmd drpshp_0 moveto dpcircle3 50 #cmd drpshp_0 moveto dppath11a 100 #cmd drpshp_0 delay 2 #cmd drpshp_0 state open false #cmd drpshp_0 delay 3 #cmd drpshp_0 message #0329 #kill_timer doloiter #endif #endif #endif #endif #endif #endif #endif #endif #return #label isle_radar #if dead SRB01_SR-DISHC #if dead SRB02_SR-DISHC #if dead SRB03_SR-DISHC #object bmgun bminigun 1 224.5 17.8 -1047 0 219 SURFACE #object_kill bmgun_0 #play_speech gunny\BRIEFING_GUNNY\CONTACT\gunny_pass1 #cmd drpshp_0 setvar radar_alert 0 #message #0330 #OBJECTIVE_COMPLETE 0 #OBJECTIVE_DISPLAY 1 #text_box 8 #0331 #after 8 box_txtoff #kill_timer isle_radar #endif #endif #endif #return #label view_radar #cmd drpshp_0 run_script cam_on_radarbase #object_deselect #endif #return #rem Breed soldiers on landing zone #label lzenemies #if TRUE past_isle2 #if TRUE radar_alert #object bmgun bminigun 1 224.5 17.8 -1047 0 219 SURFACE #play_speech gunny\BRIEFING_GUNNY\CONTACT\gunny_fail1 #OBJECTIVE_FAIL 0 #OBJECTIVE_DISPLAY 1 #after 10 lzenemies2 #text_box 8 #0332 #after 9 box_txtoff #kill_timer lzenemies #endif #endif #return #label lzenemies2 #object bs134 breed_soldier 1 204 20 -1121 0 0 SURFACE #object bs135 breed_soldier 1 235 16 -1143 0 0 SURFACE #object bs136 breed_soldier 1 174 20 -1093 0 0 SURFACE #object bs137 breed_soldier 1 211 22 -1061 0 0 SURFACE #object bs138 breed_soldier 1 235 19 -1031 0 0 SURFACE #object bs139 breed_soldier 1 229 22 -1040 0 0 SURFACE #return #rem landing patch #label FOOT_PATROL01 #if proximity faction0 patrol01 250 #object bs22 breed_soldier 1 119 33 -1055 0 180 SURFACE #object bs23 breed_soldier 1 119 33 -1055 0 180 SURFACE #object bs24 breed_soldier 1 119 33 -1055 0 180 SURFACE #cmd bs22 follow bs24 #cmd bs22 ROE fireatwill #cmd bs22 offset fm2 #cmd bs23 follow bs24 #cmd bs23 ROE fireatwill #cmd bs23 offset fm1 #cmd bs24 ROE fireatwill #cmd bs24 arm BREED_PLASMA 500 #kill_timer FOOT_PATROL01 #endif #return #label FOOT_PATROL02 #if proximity faction0 patrol02 250 #object bs140 breed_soldier 1 -170.9 23 -730 0 180 SURFACE #object bs141 breed_soldier 1 -175.3 23 -738 0 180 SURFACE #object bs142 breed_soldier 1 -163 23 -736 0 180 SURFACE #kill_timer FOOT_PATROL02 #endif #return #rem right before breed apc #label FOOT_PATROL05 #if proximity faction0 patrol05 150 #rem breed on otherside of curveddoor1 #object bs42 breed_soldier 1 240 56 -20.4 0 167 SURFACE #object bs43 breed_soldier 1 235.4 56 -19 0 167 SURFACE #object bs44 breed_soldier 1 230 56 -18 0 167 SURFACE #object x breed2_soldier 1 240 56 -20.4 0 167 SURFACE #object x breed_soldier 1 235.4 56 -19 0 167 SURFACE #object x breed2_soldier 1 230 56 -18 0 167 SURFACE #rem breed next to bunker at mouth of canyon entrance #object x bminigun 1 153.6 45 -140.8 0 180 SURFACE #object x bminigun 1 210.5 81.2 -30.9 0 170 SURFACE #object x bminigun 1 252.7 81.2 -40.6 0 140 SURFACE #object bs144 breed_soldier 1 161 51 -147 0 180 SURFACE #object bs145 breed_soldier 1 161 51 -137 0 180 SURFACE #object bs1_sniper breed_soldier 1 397.1 170.8 112.1 0 180 SURFACE #object bs2_sniper breed_soldier 1 295.5 170.8 233.5 0 180 SURFACE #object bs3_sniper breed_soldier 1 298.6 193.6 232.6 0 180 SURFACE #object bs146 breed_soldier 1 324 20 -45 0 180 SURFACE #object bs150 breed_soldier 1 326 21 -54 0 180 SURFACE #object bs155 breed_soldier 1 319 19 -38 0 180 SURFACE #object bs156 breed_soldier 1 308 55 41 0 89 SURFACE #object bs157 breed2_soldier 1 304 55 46 0 95 SURFACE #object bs158 breed_soldier 1 311 57 46 0 95 SURFACE #object bs1_sentry breed_soldier 1 262.6 85 -28.1 0 32 SURFACE #object bs2_sentry breed_soldier 1 203.8 87 -13.7 0 321 SURFACE #object bs6_sniper breed_soldier 1 185.2 96.9 -5.1 0 187 SURFACE #object bs7_sniper breed_soldier 1 274.3 96.9 -29.4 0 125 SURFACE #cmd bs1_sentry sentry #cmd bs2_sentry sentry #cmd bs3_sniper sentry #cmd bs1_sniper sentry #cmd bs1_sniper react static #cmd bs1_sniper visual_range 100 #cmd bs2_sniper sentry #cmd bs2_sniper react static #cmd bs2_sniper visual_range 100 #cmd bs6_sniper sentry #cmd bs6_sniper react static #cmd bs6_sniper visual_range 100 #cmd bs7_sniper sentry #cmd bs7_sniper react static #cmd bs7_sniper visual_range 100 #cmd bs1_sniper arm BREED_SNIPER 20 #cmd bs2_sniper arm BREED_SNIPER 20 #cmd bs6_sniper arm BREED_SNIPER 20 #cmd bs7_sniper arm BREED_SNIPER 20 #rem #cmd bs1_sniper disarm #rem #cmd bs2_sniper disarm #rem #cmd bs6_sniper disarm #rem #cmd bs7_sniper disarm #kill_timer FOOT_PATROL05 #endif #return #label FOOT_PATROL06 #if proximity faction0 patrol06 200 #object bs165 breed_soldier 1 251 123 535 0 180 SURFACE #object bs166 breed_soldier 1 237 123 524 0 180 SURFACE #object bs167 breed_soldier 1 252 124 505 0 180 SURFACE #kill_timer FOOT_PATROL06 #endif #return #label FOOT_PATROL07 #if proximity faction0 PATROL07 250 #object bs50 breed_soldier 1 412 164 111 0 180 SURFACE #object bs51 breed_soldier 1 412 164 115 0 180 SURFACE #object bs52 breed_soldier 1 412 164 120 0 180 SURFACE #cmd bs50 ROE fireatwill #cmd bs51 ROE fireatwill #cmd bs52 ROE fireatwill #kill_timer FOOT_PATROL07 #endif #return #label FOOT_PATROL09 #if proximity faction0 PATROL09 150 #object bs62 breed_soldier 1 179.4 33 -433.1 0 180 SURFACE #object bs63 breed_soldier 1 179.4 33 -433.1 0 180 SURFACE #object bs64 breed_soldier 1 179.4 33 -433.1 0 180 SURFACE #cmd bs62 follow bs64 #cmd bs62 ROE fireatwill #cmd bs62 offset fm2 #cmd bs63 follow bs64 #cmd bs63 ROE fireatwill #cmd bs63 offset fm1 #cmd bs64 ROE fireatwill #kill_timer FOOT_PATROL09 #endif #return #label team_dead_check #if TRUE readytoloiter #if dead player #if dead medic #if dead sniper #if dead hvy_gunner #mission_fail 740 #0333 #play_music lose #kill_timer team_dead_check #goto dead_cams #endif #endif #endif #endif #endif #return #label missioncompletecheck #if true VAR_MissionComplete #mission_complete 743 Good work, hopefully the Intel from Fort Delta can tell us how the Breed were able to take Earth and raise the climate while we were away. Prep yourself for the next mission and meet at the war room. #kill_timer missioncompletecheck #endif #return #label bunker01 #if proximity faction0 wall05 100 #rem breed by destroyed dropship #object bs170 breed_soldier 1 310 167 295 0 0 SURFACE #object bs171 breed_soldier 1 318.8 165 318.4 0 0 SURFACE #object bs172 breed_soldier 1 325.1 165 317.2 0 0 SURFACE #object bs173 breed_soldier 1 309.8 165 329.7 0 0 SURFACE #object bs174 breed_soldier 1 307.4 165 337.4 0 0 SURFACE #rem breed by ridge #object bs175 breed_soldier 1 290.4 163 394.4 0 0 SURFACE #object bs176 breed_soldier 1 285 163 390 0 0 SURFACE #object bs177 breed_soldier 1 281 163 371 0 0 SURFACE #object bs178 breed_soldier 1 304 166 367 0 0 SURFACE #object bs179 breed_soldier 1 318.4 166 284.4 0 0 SURFACE #rem breed in damaged vehicle area #object bs180 breed_soldier 1 248.6 166 266.6 0 0 SURFACE #object bs181 breed_soldier 1 271.2 166 253.1 0 0 SURFACE #object bs182 breed_soldier 1 257.2 166 282.8 0 0 SURFACE #object bs183 breed_soldier 1 261.1 166 259 0 0 SURFACE #rem minigun on bridge to tower #object x bminigun 1 294.1 166.1 239.8 0 180 SURFACE #object x bminigun 1 307.7 166.1 250.8 0 180 SURFACE #object bs4_sniper breed_soldier 1 421.8 161 161.7 0 0 SURFACE #object bs5_sniper breed_soldier 1 419.6 179 98 0 0 SURFACE #cmd bs5_sniper sentry #cmd bs5_sniper react static #cmd bs5_sniper visual_range 100 #cmd bs4_sniper sentry #cmd bs4_sniper react static #cmd bs4_sniper visual_range 100 #cmd bs4_sniper arm breed_sniper 25 #cmd bs5_sniper arm breed_sniper 25 #kill_timer bunker01 #endif #return #rem Breed sniper in a tower on coast #label breed_soldiers01 #if proximity faction0 bsol01 150 #object bsold05 breed_soldier 1 -41.7 51 -892.6 0 190 SURFACE #cmd bsold05 run_script bsold05_reset #cmd bsold05 visual_range 100 #cmd bsold05 arm BREED_SNIPER 12 #rem #cmd bsold05 disarm #kill_timer breed_soldiers01 #endif #return #label bsold05_reset #cmd bsold05 run_script bsold05_reset #cmd bsold05 moveto bs05_path1 1 #cmd bsold05 moveto bs05_path4 1 #cmd bsold05 moveto bs05_path3 1 #cmd bsold05 moveto bs05_path2 1 #return #label left_turrets #if proximity faction0 lbunker01 200 #object bsnipe03 breed_soldier 1 -36.4 54.1 -737 0 199 SURFACE #kill_timer left_turrets #endif #return #end_script #SCENE_END