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//MTEXT: An Unusual Escort:- \n \n LEO: This is Captain Leonard. F Squadron, you are to escort a transport into Federation space. The transport pilot knows the route, you are to stick close to him and shield him from any possible attack. After our recent troubles with isolationist factions, High Command is very keen for this to go smoothly. That is all. \n Report to your launch stations immediately. //MSPEECH: sounds\Fed2\fed2_leo_1.wav //SCENE: Mscenes\Fed2.cen //TACTICS: Misc //TACTICS: Dogfight //PHRASES: Dogfight.txt //PHRASES: Punctuation.txt //PHRASES: Federation Mission2.txt //PHRASES: BATTLEPRATTLE.txt //PHRASES: Badmil.txt //ALIAS: Cameras.txt //ALIAS: Ifs.txt //ALIAS: testalias.txt //WEAPONS_AVAILABLE: 2 Laser Gun //WEAPONS_AVAILABLE: 2 Missile Launcher //WEAPONS_AVAILABLE: 2 Shield Mk I //WEAPONS_AVAILABLE: 1 Scanner //WEAPONS_AVAILABLE: 2 Engine //WEAPONS_AVAILABLE: 2 Chain Gun //WEAPONS_AVAILABLE: 3 Generator //WEAPONS_AVAILABLE: 1 Energy Bomb Gun //WEAPONS_AVAILABLE: 1 Player //WEAPONS_AVAILABLE: 1 Grapple //SHIP_AVAILABLE: Human Light Fighter (Player) //SHIP_AVAILABLE: Human Medium Fighter (player) //SHIP_AVAILABLE: Human Heavy Fighter (Player) //NEBPIC: nebpic24 //BACKLIGHT: 81 65 41 81 65 41 //MAINLIGHT: 255 255 255 255 255 255 //AMBIENT: 15 25 23 //NEBPIC: nebpic24red //BACKLIGHT: 81 65 41 81 65 41 //MAINLIGHT: 255 255 255 255 255 255 //AMBIENT: 30 65 30 VAR: Ready VAR: Leave VAR: Bat VAR: Sus VAR: Calm VAR: Dead //***************************************************** Start(_Beckdead) BattlePrattle(ON) Label(Bdead) If(s_ShipGoneStrength["Phoenix"]): If(s_PlayerOn[]): Goto(Bdead2) Goto(Bdead) Label(Bdead2) @SETVAR{Dead|1} Player(OFF) Player View(OFF) Timer(8000) Label(becksdeath) Position Camera(BeckDeath.POS) Target Camera(Phoenix.POS) If(Timer): Goto(becksdeath) @SCREENFADE{0,4000,255,0,0,0} @WAIT{4000} QUIT Label(_Beckdead) Goto(_Beckdead) Start(_CHECKBADBOY) @WARNPLAYER{Escort} @SETVAR{Dead|1} @WAIT{4000} @SCREENFADE{0,4000,255,0,0,0} @WAIT{4000} Player(OFF) Player View(OFF) @WAIT{2000} QUIT Label(ENDBADBOY) Goto(ENDBADBOY) Start(Trans1) @WAIT{2000} @SOUNDON{} label(Trans1_END) goto(Trans1_END) Start(Escort) //Player(ON) //Player View(ON) Label(Loop2bj) @CHECKGOTO{Ready|1|Here2bj} Goto(Loop2bj) Label(Here2bj) @WAIT{4390} Tactic(Abort,Phoenix) Tactic(Abort,E1) Tactic(Abort,E2) Tactic(Abort,E3) @WAIT{5900} @WAIT{5900} Destroy Squad(Rebel,29) Label(Lo1op2brq) @CHECKGOTO{Leave|1|Here2brq} Goto(Lo1op2brq) Label(He1re2brq) Forget Squad(Rebel3) Tactic(FlyTo,E1,T1) Tactic(FlyTo,E2,T1) Tactic(FlyTo,E3,T1) label(Escort_END) goto(Escort_END) //##################################################### Start(_Tactics) Tactic(FlyForward,T1) Tactic(FlyForward,E1) Tactic(FlyForward,E2) Tactic(FlyForward,E3) Tactic(FlyForward,Phoenix) Label(Tacend) Goto(Tacend) //############################################## Start(Cam) Timer(5000) Label(Camera1) Position Camera(CamP.POS) Target Camera(Phoenix.POS) If(Timer): Goto(Camera1) @SCREENFADE{255,400,0,0,0,0} Timer(5000) Label(Camera2) Position Camera(CamP2.POS) Target Camera(T1.POS) If(Timer): Goto(Camera2) @SCREENFADE{255,400,0,0,0,0} Timer(6000) Label(Camera3) Position Camera(CamP.POS) Target Camera(Phoenix.POS) If(Timer): Goto(Camera3) @SCREENFADE{255,400,0,0,0,0} Timer(7000) Label(Camera4) Position Camera(CamP3.POS) Target Camera(E1.POS) If(Timer): Goto(Camera4) @SCREENFADE{255,400,0,0,0,0} Timer(5200) Label(Camera5) Position Camera(CamP.POS) Target Camera(T1.POS) If(Timer): Goto(Camera5) @SCREENFADE{255,400,0,0,0,0} Timer(11000) Label(Camera6) Position Camera(Jcam.POS) Target Camera(T1.POS) If(Timer): Goto(Camera6) Label(Loop2) @CHECKGOTO{Ready|1|Here2} Goto(Loop2) Label(Here2) @WAIT{2000} @SCREENFADE{255,400,0,0,0,0} Do(S_CAMTOSECTOR[1]) Timer(9000) Label(Camera7) Position Camera(Jumpincam.POS) Target Camera(T1.POS) If(Timer): Goto(Camera7) @SCREENFADE{255,400,0,0,0,0} Timer(9000) Label(Camera8) Position Camera(Rebcam.POS) Target Camera(R1.POS) If(Timer): Goto(Camera8) Player(ON) Player View(ON) Music Loud @SETVAR{Bat|1} Label(Camend) Goto(Camend) //########################## Start(_Mess) @WAIT{300} Music Quiet Message(Escort,MESS4) @WAIT{5300} Message(Escort,MESS5) @WAIT{5500} Message(Escort,MESS6) @WAIT{5600} Message(Escort,MESS7) @WAIT{7100} Message(Escort,MESS9) @WAIT{5600} @WAIT{2500} Message(Escort,MESS10) @WAIT{5500} Label(Loop2b) @CHECKGOTO{Ready|1|Here2b} Goto(Loop2b) Label(Here2b) @WAIT{4500} Message(Escort,MESS12) @WAIT{5900} Message(Escort,MESS14) @WAIT{3900} Message(Escort,MESS15) @WAIT{5900} Message(Escort,MESS16) @WAIT{5800} Label(Messend) Goto(Messend) //######################################### Start(_Jump) Label(WaitForClo2) If(s_CloseTogether["T1","1stway",25000]): Goto(Hjump2) Goto(WaitForClo2) Label(Hjump2) Jump Out Ship(Phoenix) @WAIT{590} Jump Out Ship(E1) Jump Out Ship(T1) Jump Out Ship(E3) @WAIT{590} Jump Out Ship(E2) @WAIT{590} @SETVAR{Sus|1} @WAIT{2900} @SETVAR{Ready|1} Do(S_SETSQUADSECTOR["Escort",1]) Do(S_SETSQUADSECTOR["Trans1",1]) @WAIT{2900} Jump In Ship(Phoenix) @WAIT{590} Jump In Ship(E1) Jump In Ship(T1) Jump In Ship(E3) @WAIT{590} Jump In Ship(E2) @WAIT{390} @WAIT{2390} @SETNUMPARAM{T1|SPEED|2150} Label(Jend) Goto(Jend) //######################################## Start(Rebel) Label(Loop2br) @CHECKGOTO{Ready|1|Here2br} Goto(Loop2br) Label(Here2br) @WAIT{9800} Destroy Squad(Escort,30) Squad Destroy Us(Escort,25) Label(Rebend) Goto(Rebend) //############################################ Start(Rebel2) Standby(Rebel2) @WAIT{9500} Label(w1) If(S_SQUADGONE["Rebel"]): goto(e1g) Goto(w1) Label(e1g) Creep In(Rebel2) Destroy Squad(Escort,30) Squad Destroy Us(Escort,35) Label(Reb2end) Goto(Reb2end) //############################################### Start(Rebel3) Standby(Rebel3) @WAIT{9500} Label(w1sw) If(S_SQUADGONE["Rebel"]): goto(e1gsw) Goto(w1sw) Label(e1gsw) Label(w11q) If(S_SQUADGONE["Rebel2"]): goto(e1g1q) Goto(w11q) Label(e1g1q) Creep In(Rebel3) Destroy Squad(Escort,30) Squad Destroy Us(Escort,45) Label(Loop2brq) @CHECKGOTO{Leave|1|Here2brq} Goto(Loop2brq) Label(Here2brq) Forget Squad(Escort) Forget Squad(Trans1) Tactic(FlyTo,Rrr1,1stway) Tactic(FlyTo,Rrr2,1stway) Tactic(FlyTo,Rrr3,1stway) Label(Reb3end) Goto(Reb3end) //############################################## Start(Cforend) @WAIT{9500} Label(loooooop) If(s_Squadlessthan["Rebel3",2]): Goto(Beacon) Goto(loooooop) Label(Beacon) @SETVAR{Leave|1} @SETVAR{Calm|1} Message(Escort,MESS17) @WAIT{5500} If(s_Squadlessthan["Escort",2]): Goto(Beacons) Music Quiet Message(Escort,MESS18) @WAIT{5500} Message(Escort,MESS19) @WAIT{5900} Goto(Quitout) Label(Beacons) Message(Escort,MESS20) @WAIT{5500} Message(Escort,MESS21) @WAIT{5500} Label(Quitout) Player(OFF) Player View(OFF) Timer(3000) Label(Camera1q) Position Camera(CamP.POS) Target Camera(Phoenix.POS) If(Timer): Goto(Camera1q) Fade Out @SCREENFADE{0,4000,255,0,0,0} @WAIT{4000} @NEXTMISSION{Federation 4} QUIT Label(Cend) Goto(Cend) //########################################## Start(_MUSIC) Music Set(7) Fade To Calm @WAITVAR{Sus|1} Fade To Suspense @WAITVAR{Bat|1|If(S_VAR["Dead",1]): Goto(DEAD_Battle)} Battle @WAITVAR{Calm|1|If(S_VAR["Dead",1]): Goto(DEAD_Battle)} Fade To Calm Label(MUSIC_END) Goto(MUSIC_END) Label(DEAD_Battle) End Battle Goto(MUSIC_END) Label(DEAD_CALM) Fade Out Label(DEAD_SUSPENSE) Fade Out Label(MUSIC_END) Goto(MUSIC_END)