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//MTEXT: The Asteroid Accelerators:- \n \n Good Morning, F Squadron, this is your section leader, Captain Ray Leonard. Now whilst you are with this section you will be taking your mission briefings from me. \n We have a terrorist alert Code 2 situation. A terrorist unit has seized control of the MerlCo mining platform which is in orbit around Carpodacus, a small, inhabited planet in the Doronicum system. Now the terrorists have seized five asteroid accelerators from mining operations in the area and are moving them under armed escort. That is all we know at present. You will be updated as and when more information becomes available. \n Report to your launch stations immediately. //MSPEECH: sounds\Military1\military1_leo1.wav //SCENE: mscenes\Military1.cen //TACTICS: Misc //TACTICS: Dogfight //PHRASES: Punctuation.txt //PHRASES: Dogfight.txt //PHRASES: Badmil.txt //PHRASES: Military1.txt //PHRASES: BATTLEPRATTLE.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 VAR: INPOS1 VAR: INPOS2 VAR: INPOS3 VAR: INPOS4 VAR: INPOS5 VAR: ACCMOVE VAR: FIREAST VAR: REPLY VAR: PlayEndEFMV VAR: STARTPROTECT VAR: BRIEFSTART VAR: FIRESIM VAR: FINISHEDSIM VAR: MOVIEDONE VAR: Bat VAR: Sus VAR: Calm VAR: Dead //***************************************************** Start(_CHECKBADBOY) BattlePrattle(ON) @WARNPLAYER{Alpha} @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(_Beckdead) @WAITVAR{MOVIEDONE|1} Label(Bdead) If(s_ShipGoneStrength["Beck"]): If(s_PlayerOn[]): Goto(Bdead2) Goto(Bdead) Label(Bdead2) Player(OFF) Player View(OFF) @SETVAR{Dead|1} Timer(8000) Label(becksdeath) Position Camera(BeckDeath.POS) Target Camera(Beck.POS) If(Timer): Goto(becksdeath) @SCREENFADE{0,4000,255,0,0,0} @WAIT{4000} QUIT Label(_Beckdead) Goto(_Beckdead) Start(Briefing) @WAITVAR{MOVIEDONE|1} @WAITVAR{BRIEFSTART|1} Player(OFF) Player View(OFF) Music Quiet @SETVAR{Sus|1} //Goto(SIMU) // Play the briefing .wav Message(Alpha,COMP1) // First off, a shot of the Merlco Platform (0-6600) Position Camera(MINEPLATV1.POS) Target Camera(MINEPLATTARG.POS) Timer(6600) @FLYCAMTIMED{MINEPLATV2|1000|1000|Track Camera(MINEPLATTARG.POS)} @FLYCAMTIMED{MINEPLATV3|1000|1000|Track Camera(MINEPLATTARG.POS)} // Next, a pan around an asteroid accellerator unit. Position Camera(PANPOS.POS) Target Camera(ACC4.POS) Timer(11900) Label(PANLOOP) Thrust Camera(CAM.POS+CAM.ANG*[-2000,0,0]:3000) Track Camera(ACC4.POS) If(Timer): Goto(PANLOOP) // After that, static shots of the other four accellerators. Position Camera(Static1.POS) Target Camera(ACC1.POS) @WAIT{1000} @WAIT{4250|Track Camera(ACC2.POS)} Position Camera(Static2.POS) Target Camera(ACC3.POS) @WAIT{1000} @WAIT{4250|Track Camera(ACC5.POS)} // Simulation of the accellerators firing //Label(SIMU) Position Camera(SIMVIEW.POS) Camera Velocity([0,0,0]) Target Camera(AST_SIM.POS) @SETVAR{ACCMOVE|1} @MOVESHIP{ACC1|ACC1SIM} @MOVESHIP{ACC2|ACC2SIM} @MOVESHIP{ACC3|ACC3SIM} @MOVESHIP{ACC4|ACC4SIM} @MOVESHIP{ACC5|ACC5SIM} //@WAIT{15000|Track Camera(AST_SIM.POS)} @PANAROUNDRIGHT{SIMVIEW|AST_SIM|2000|15000} @SETVAR{FIRESIM|1} @PANAROUNDRIGHT{CAM|AST_SIM|2000|17000} //@WAIT{17000|Track Camera(AST_SIM.POS)} @WAITVAR{FINISHEDSIM|1} // Last thing, move all the accellerators to their correct starting points. @MOVESHIP{ACC1|ACC1START} @MOVESHIP{ACC2|ACC2START} @MOVESHIP{ACC3|ACC3START} @MOVESHIP{ACC4|ACC4START} @MOVESHIP{ACC5|ACC5START} @SETVAR{ACCMOVE|1} @SETVAR{BRIEFSTART|0} Label(EndBrief) Goto(EndBrief) //***************************************************** Start(EndEFMV) @WAITVAR{MOVIEDONE|1} @WAITVAR{PlayEndEFMV|1} @SETVAR{Calm|1} // At the end of the mission, play the final bit of speech, cutting out part-way // to look at the space-station from which the message is coming. @WAIT{2000} Standby(PIRATE1) Standby(PIRATE2) Standby(PIRATE3) Standby(PIRATE4) Standby(PIRATE5) Player(OFF) Player View(OFF) Position Camera(MINEPLATV1.POS) Target Camera(MINEPLATTARG.POS) @FLYCAM{MINEPLATV2|1000|1000|Track Camera(MINEPLATTARG.POS)} @FLYCAM{MINEPLATV3|1000|1000|Track Camera(MINEPLATTARG.POS)} Label(Stoptrack) Goto(Stoptrack) //***************************************************** Start(SPEECH) @WAITVAR{MOVIEDONE|1} // Wait for the end EFMV and play the appropriate speech. @WAITVAR{PlayEndEFMV|1} Message(Alpha,SECURITY1) @WAIT{13000} Message(Alpha,BRIDGE4) @WAIT{4600} Fade Out @SCREENFADE{0,2000,255,0,0,0} @WAIT{2000} @NEXTMISSION{07 Military2} QUIT Label(StopSPEECH) Goto(StopSPEECH) //***************************************************** Start(Alpha) @SETVAR{MOVIEDONE|1} //Player(ON) //Player View(ON) @WAIT{1000} @SOUNDON{} @STARTRENDER{} Standby(Alpha) Position Camera(CAM1.POS) Target Camera(BECK.POS) @WAIT{1000} Jump In Ship(Beck) @WAIT{100} Jump In Ship(A1) @WAIT{200} Jump In Ship(A2) @WAIT{150} Jump In Ship(A3) @WAIT{300} Jump In Ship(A5) Message(Alpha,DIARY) @PANAROUNDLEFT{CAM1.POS|BECK.POS|2000|27000} Camera Velocity([0,0,0]) @SCREENFADE{255,2000,0,0,0,0} Position Camera(Jonc.POS) Target Camera(Beck.POS) Message(Alpha,BRIDGE1) Timer(16000) @FLYCAMTIMED{Jonc2.POS|1000|100|Quick Track Camera(Beck.POS)} @SETVAR{BRIEFSTART|1} @WAITVAR{BRIEFSTART|0} // Set the accellerators moving to one asteroid after another until none are left. Player(ON) Player View(ON) Music Loud @SETVAR{Bat|1} Message(Alpha,BRIDGE2) @SETVAR{ACCMOVE|1} @SETVAR{STARTPROTECT|1} Destroy Squad(ACC1,50) Destroy Squad(PIRATE1,50) Destroy Squad(ACC2,40) Destroy Squad(PIRATE2,40) Destroy Squad(ACC3,30) Destroy Squad(PIRATE3,30) Destroy Squad(ACC4,20) Destroy Squad(PIRATE4,20) Destroy Squad(ACC5,10) Destroy Squad(PIRATE5,10) @WAIT{11000} Message(Alpha,COMP2) //@SETVAR{PlayEndEFMV|1} label(Alpha_END) goto(Alpha_END) //***************************************************** Start(ACC1) @WAITVAR{MOVIEDONE|1} @WAITVAR{ACCMOVE|1} @WAIT{1000} Tactic(FlyToAimAt,ACC1,ACC_POS_1,ACC_POS_2) Label(ACC1_END) Do(S_SETVAR["INPOS1",0]) If(S_CLOSETOGETHER["ACC1","ACC_POS_1",100]): Do(S_SETVAR["INPOS1",1]) Goto(ACC1_END) //*********************************** Start(ACC2) @WAITVAR{MOVIEDONE|1} @WAITVAR{ACCMOVE|1} @WAIT{1000} Tactic(FlyToAimAt,ACC2,ACC_POS_2,ACC_POS_3) Label(CheckFor1Gone) If(S_SHIPGONE["ACC1"]): Goto(ACC2_1GONE) Do(S_SETVAR["INPOS2",0]) If(S_CLOSETOGETHER["ACC2","ACC_POS_2",100]): Do(S_SETVAR["INPOS2",1]) Goto(CheckFor1Gone) Label(ACC2_1GONE) Tactic(FlyToAimAt,ACC2,ACC_POS_1,ACC_POS_2) Label(ACC2_FinishMove) Do(S_SETVAR["INPOS2",0]) If(S_CLOSETOGETHER["ACC2","ACC_POS_1",100]): Do(S_SETVAR["INPOS2",1]) Goto(ACC2_FinishMove) //*********************************** Start(ACC3) @WAITVAR{MOVIEDONE|1} @WAITVAR{ACCMOVE|1} @WAIT{1000} Tactic(FlyToAimAt,ACC3,ACC_POS_3,ACC_POS_4) Label(ACC3_CheckFor1Gone) If(S_SHIPGONE["ACC1"]): If(S_SHIPGONE["ACC2"]): Goto(ACC3_12GONE) Do(S_SETVAR["INPOS3",0]) If(S_CLOSETOGETHER["ACC3","ACC_POS_3",100]): Do(S_SETVAR["INPOS3",1]) Goto(ACC3_CheckFor1Gone) Label(ACC3_12GONE) Tactic(FlyToAimAt,ACC3,ACC_POS_1,ACC_POS_2) Label(ACC3_FinishMove) Do(S_SETVAR["INPOS3",0]) If(S_CLOSETOGETHER["ACC3","ACC_POS_1",100]): Do(S_SETVAR["INPOS3",1]) Goto(ACC3_FinishMove) //*********************************** Start(ACC4) @WAITVAR{MOVIEDONE|1} @WAITVAR{ACCMOVE|1} @WAIT{1000} Tactic(FlyToAimAt,ACC4,ACC_POS_4,ACC_POS_5) Label(ACC4_CheckFor1Gone) If(S_SHIPGONE["ACC1"]): If(S_SHIPGONE["ACC2"]): If(S_SHIPGONE["ACC3"]): Goto(ACC4_123GONE) Do(S_SETVAR["INPOS4",0]) If(S_CLOSETOGETHER["ACC4","ACC_POS_4",100]): Do(S_SETVAR["INPOS4",1]) Goto(ACC4_CheckFor1Gone) Label(ACC4_123GONE) Tactic(FlyToAimAt,ACC4,ACC_POS_1,ACC_POS_2) Label(ACC4_FinishMove) Do(S_SETVAR["INPOS4",0]) If(S_CLOSETOGETHER["ACC4","ACC_POS_1",100]): Do(S_SETVAR["INPOS4",1]) Goto(ACC4_FinishMove) //************************************ Start(ACC5) @WAITVAR{MOVIEDONE|1} @WAITVAR{ACCMOVE|1} @WAIT{1000} Tactic(FlyToAimAt,ACC5,ACC_POS_5,ACC_POS_6) Label(ACC5_CheckFor1Gone) If(S_SHIPGONE["ACC1"]): If(S_SHIPGONE["ACC2"]): If(S_SHIPGONE["ACC3"]): If(S_SHIPGONE["ACC4"]): Goto(ACC5_1234GONE) Do(S_SETVAR["INPOS5",0]) If(S_CLOSETOGETHER["ACC5","ACC_POS_5",100]): Do(S_SETVAR["INPOS5",1]) Goto(ACC5_CheckFor1Gone) Label(ACC5_1234GONE) Tactic(FlyToAimAt,ACC5,ACC_POS_1,ACC_POS_2) Label(ACC5_FinishMove) Do(S_SETVAR["INPOS5",0]) If(S_CLOSETOGETHER["ACC5","ACC_POS_1",100]): Do(S_SETVAR["INPOS5",1]) Goto(ACC5_FinishMove) //************************************ Start(PRETENDINPOS) @WAITVAR{MOVIEDONE|1} @WAIT{15000} Label(CONSTANT) If(S_SHIPGONESTRENGTH["ACC1"]): Do(S_SETVAR["INPOS1",1]) If(S_SHIPGONESTRENGTH["ACC2"]): Do(S_SETVAR["INPOS2",1]) If(S_SHIPGONESTRENGTH["ACC3"]): Do(S_SETVAR["INPOS3",1]) If(S_SHIPGONESTRENGTH["ACC4"]): Do(S_SETVAR["INPOS4",1]) If(S_SHIPGONESTRENGTH["ACC5"]): Do(S_SETVAR["INPOS5",1]) If(S_SHIPGONESTRENGTH["ACC1"]): If(S_SHIPGONESTRENGTH["ACC2"]): If(S_SHIPGONESTRENGTH["ACC3"]): If(S_SHIPGONESTRENGTH["ACC4"]): Goto(DONEMISSION) If(S_SHIPGONESTRENGTH["ACC1"]): If(S_SHIPGONESTRENGTH["ACC2"]): If(S_SHIPGONESTRENGTH["ACC3"]): If(S_SHIPGONESTRENGTH["ACC5"]): Goto(DONEMISSION) If(S_SHIPGONESTRENGTH["ACC1"]): If(S_SHIPGONESTRENGTH["ACC2"]): If(S_SHIPGONESTRENGTH["ACC5"]): If(S_SHIPGONESTRENGTH["ACC4"]): Goto(DONEMISSION) If(S_SHIPGONESTRENGTH["ACC1"]): If(S_SHIPGONESTRENGTH["ACC5"]): If(S_SHIPGONESTRENGTH["ACC3"]): If(S_SHIPGONESTRENGTH["ACC4"]): Goto(DONEMISSION) If(S_SHIPGONESTRENGTH["ACC5"]): If(S_SHIPGONESTRENGTH["ACC2"]): If(S_SHIPGONESTRENGTH["ACC3"]): If(S_SHIPGONESTRENGTH["ACC4"]): Goto(DONEMISSION) Goto(CONSTANT) Label(DONEMISSION) // TODO: Print "Mission Accomplished" on the screen. @WAIT{3000} @SETVAR{PlayEndEFMV|1} Label(Stop_constant) Goto(Stop_constant) //************************************ Start(FIREASTEROIDS) @WAITVAR{MOVIEDONE|1} // Firing this first asteroid is in EFMV (a "simulation"); @WAITVAR{ACCMOVE|1} Do(S_MOVESHIP["ACC_POS_0","AST_SIM"]) @WAITVAR{FIREAST|1} @WAITVAR{FIRESIM|1} @SETVAR{REPLY|1} Do(S_SETSHIPVELOCITY["AST_SIM","ACC_POS_0","ACC_POS_1"]) @WAIT{1000} Do(S_SETSHIPVELOCITY["AST_SIM","ACC_POS_0","ACC_POS_2"]) @WAIT{500} Do(S_SETSHIPVELOCITY["AST_SIM","ACC_POS_0","ACC_POS_3"]) @WAIT{300} Do(S_SETSHIPVELOCITY["AST_SIM","ACC_POS_0","ACC_POS_4"]) @WAIT{250} Do(S_SETSHIPVELOCITY["AST_SIM","ACC_POS_0","ACC_POS_5"]) Do(S_MOVESHIP["ACC_POS_0","AST_1"]) @SETVAR{FINISHEDSIM|1} @SETVAR{ACCMOVE|0} @SETVAR{FIREAST|0} // Now the real things @WAITVAR{ACCMOVE|1} Do(S_MOVESHIP["ACC_POS_0","AST_1"]) @WAITVAR{FIREAST|1} @SETVAR{REPLY|1} Message(Alpha,BRIDGE3) Do(S_SETSHIPVELOCITY["AST_1","ACC_POS_0","ACC_POS_1"]) @WAIT{1000} Do(S_SETSHIPVELOCITY["AST_1","ACC_POS_0","ACC_POS_2"]) @WAIT{500} Do(S_SETSHIPVELOCITY["AST_1","ACC_POS_0","ACC_POS_3"]) @WAIT{300} Do(S_SETSHIPVELOCITY["AST_1","ACC_POS_0","ACC_POS_4"]) @WAIT{250} Do(S_SETSHIPVELOCITY["AST_1","ACC_POS_0","ACC_POS_5"]) Do(S_MOVESHIP["ACC_POS_0","AST_2"]) @SETVAR{FIREAST|0} @WAITVAR{FIREAST|1} @SETVAR{REPLY|1} Do(S_SETSHIPVELOCITY["AST_2","ACC_POS_0","ACC_POS_1"]) @WAIT{1000} Do(S_SETSHIPVELOCITY["AST_2","ACC_POS_0","ACC_POS_2"]) @WAIT{500} Do(S_SETSHIPVELOCITY["AST_2","ACC_POS_0","ACC_POS_3"]) @WAIT{300} Do(S_SETSHIPVELOCITY["AST_2","ACC_POS_0","ACC_POS_4"]) @WAIT{250} Do(S_SETSHIPVELOCITY["AST_2","ACC_POS_0","ACC_POS_5"]) Do(S_MOVESHIP["ACC_POS_0","AST_3"]) @SETVAR{FIREAST|0} @WAITVAR{FIREAST|1} @SETVAR{REPLY|1} Do(S_SETSHIPVELOCITY["AST_3","ACC_POS_0","ACC_POS_1"]) @WAIT{1000} Do(S_SETSHIPVELOCITY["AST_3","ACC_POS_0","ACC_POS_2"]) @WAIT{500} Do(S_SETSHIPVELOCITY["AST_3","ACC_POS_0","ACC_POS_3"]) @WAIT{300} Do(S_SETSHIPVELOCITY["AST_3","ACC_POS_0","ACC_POS_4"]) @WAIT{250} Do(S_SETSHIPVELOCITY["AST_3","ACC_POS_0","ACC_POS_5"]) Do(S_MOVESHIP["ACC_POS_0","AST_4"]) @SETVAR{FIREAST|0} @WAITVAR{FIREAST|1} @SETVAR{REPLY|1} Do(S_SETSHIPVELOCITY["AST_4","ACC_POS_0","ACC_POS_1"]) @WAIT{1000} Do(S_SETSHIPVELOCITY["AST_4","ACC_POS_0","ACC_POS_2"]) @WAIT{500} Do(S_SETSHIPVELOCITY["AST_4","ACC_POS_0","ACC_POS_3"]) @WAIT{300} Do(S_SETSHIPVELOCITY["AST_4","ACC_POS_0","ACC_POS_4"]) @WAIT{250} Do(S_SETSHIPVELOCITY["AST_4","ACC_POS_0","ACC_POS_5"]) Do(S_MOVESHIP["ACC_POS_0","AST_5"]) @SETVAR{FIREAST|0} @WAITVAR{FIREAST|1} @SETVAR{REPLY|1} Do(S_SETSHIPVELOCITY["AST_5","ACC_POS_0","ACC_POS_1"]) @WAIT{1000} Do(S_SETSHIPVELOCITY["AST_5","ACC_POS_0","ACC_POS_2"]) @WAIT{500} Do(S_SETSHIPVELOCITY["AST_5","ACC_POS_0","ACC_POS_3"]) @WAIT{300} Do(S_SETSHIPVELOCITY["AST_5","ACC_POS_0","ACC_POS_4"]) @WAIT{250} Do(S_SETSHIPVELOCITY["AST_5","ACC_POS_0","ACC_POS_5"]) Label(DONEFIREASTEROIDS) Goto(DONEFIREASTEROIDS) //************************************ Start(ACCELLERATORS) @WAITVAR{MOVIEDONE|1} @WAITVAR{ACCMOVE|1} Label(FlyToNextPos) @WAIT{1000} Do(S_SETVAR["INPOS1",0]) Do(S_SETVAR["INPOS2",0]) Do(S_SETVAR["INPOS3",0]) Do(S_SETVAR["INPOS4",0]) Do(S_SETVAR["INPOS5",0]) Label(WaitTillInPosition1) If(S_VAR["INPOS1",0]): Goto(WaitTillInPosition1) If(S_VAR["INPOS2",0]): Goto(WaitTillInPosition1) If(S_VAR["INPOS3",0]): Goto(WaitTillInPosition1) If(S_VAR["INPOS4",0]): Goto(WaitTillInPosition1) If(S_VAR["INPOS5",0]): Goto(WaitTillInPosition1) If(S_SHIPGONESTRENGTH["ACC1"]): If(S_SHIPGONESTRENGTH["ACC2"]): If(S_SHIPGONESTRENGTH["ACC3"]): If(S_SHIPGONESTRENGTH["ACC4"]): Goto(ACCELLERATORS_END) If(S_SHIPGONESTRENGTH["ACC1"]): If(S_SHIPGONESTRENGTH["ACC2"]): If(S_SHIPGONESTRENGTH["ACC3"]): If(S_SHIPGONESTRENGTH["ACC5"]): Goto(ACCELLERATORS_END) If(S_SHIPGONESTRENGTH["ACC1"]): If(S_SHIPGONESTRENGTH["ACC2"]): If(S_SHIPGONESTRENGTH["ACC5"]): If(S_SHIPGONESTRENGTH["ACC4"]): Goto(ACCELLERATORS_END) If(S_SHIPGONESTRENGTH["ACC1"]): If(S_SHIPGONESTRENGTH["ACC5"]): If(S_SHIPGONESTRENGTH["ACC3"]): If(S_SHIPGONESTRENGTH["ACC4"]): Goto(ACCELLERATORS_END) If(S_SHIPGONESTRENGTH["ACC5"]): If(S_SHIPGONESTRENGTH["ACC2"]): If(S_SHIPGONESTRENGTH["ACC3"]): If(S_SHIPGONESTRENGTH["ACC4"]): Goto(ACCELLERATORS_END) // Fire the first asteroid! // TODO: Print "ACCELLERATORS CHARGING!" on the screen + play wav file. @WAIT{1000} @SETSTRPARAM{ACC1|RING1|ON} @SETSTRPARAM{ACC2|RING1|ON} @SETSTRPARAM{ACC3|RING1|ON} @SETSTRPARAM{ACC4|RING1|ON} @SETSTRPARAM{ACC5|RING1|ON} @WAIT{1000} @SETSTRPARAM{ACC1|RING2|ON} @SETSTRPARAM{ACC2|RING2|ON} @SETSTRPARAM{ACC3|RING2|ON} @SETSTRPARAM{ACC4|RING2|ON} @SETSTRPARAM{ACC5|RING2|ON} @WAIT{1000} @SETSTRPARAM{ACC1|RING3|ON} @SETSTRPARAM{ACC2|RING3|ON} @SETSTRPARAM{ACC3|RING3|ON} @SETSTRPARAM{ACC4|RING3|ON} @SETSTRPARAM{ACC5|RING3|ON} @WAIT{1000} @SETVAR{FIREAST|1} @WAITVAR{REPLY|1} @SETVAR{REPLY|0} @SETSTRPARAM{ACC1|RING1|OFF} @SETSTRPARAM{ACC1|RING2|OFF} @SETSTRPARAM{ACC1|RING3|OFF} @WAIT{1000} @SETSTRPARAM{ACC2|RING1|OFF} @SETSTRPARAM{ACC2|RING2|OFF} @SETSTRPARAM{ACC2|RING3|OFF} @WAIT{500} @SETSTRPARAM{ACC3|RING1|OFF} @SETSTRPARAM{ACC3|RING2|OFF} @SETSTRPARAM{ACC3|RING3|OFF} @WAIT{300} @SETSTRPARAM{ACC4|RING1|OFF} @SETSTRPARAM{ACC4|RING2|OFF} @SETSTRPARAM{ACC4|RING3|OFF} @WAIT{250} @SETSTRPARAM{ACC5|RING1|OFF} @SETSTRPARAM{ACC5|RING2|OFF} @SETSTRPARAM{ACC5|RING3|OFF} Goto(FlyToNextPos) Label(stop_acc) Goto(stop_acc) label(ACCELLERATORS_END) goto(ACCELLERATORS_END) //******************************************************* Start(PIRATE1) @WAITVAR{MOVIEDONE|1} @WAITVAR{STARTPROTECT|1} Protect Ship(ACC1,30) Protect Squad(PIRATE1,30) @WAITVAR{PlayEndEFMV|1} Forget All Jump Out(PIRATE1) Label(ENDP1) Goto(ENDP1) //######################################################## Start(PIRATE2) @WAITVAR{MOVIEDONE|1} @WAITVAR{STARTPROTECT|1} Protect Ship(ACC2,40) Protect Squad(PIRATE2,30) @WAITVAR{PlayEndEFMV|1} Forget All Jump Out(PIRATE2) Label(ENDP2) Goto(ENDP2) //######################################################## Start(PIRATE3) @WAITVAR{MOVIEDONE|1} @WAITVAR{STARTPROTECT|1} Protect Ship(ACC3,40) Protect Squad(PIRATE3,30) @WAITVAR{PlayEndEFMV|1} Forget All Jump Out(PIRATE3) Label(ENDP3) Goto(ENDP3) //######################################################## Start(PIRATE4) @WAITVAR{MOVIEDONE|1} @WAITVAR{STARTPROTECT|1} Protect Ship(ACC4,40) Protect Squad(PIRATE4,30) @WAITVAR{PlayEndEFMV|1} Forget All Jump Out(PIRATE4) Label(ENDP4) Goto(ENDP4) //######################################################## Start(PIRATE5) @WAITVAR{MOVIEDONE|1} @WAITVAR{STARTPROTECT|1} Protect Ship(ACC5,40) Protect Squad(PIRATE5,30) @WAITVAR{PlayEndEFMV|1} Forget All Jump Out(PIRATE5) Label(ENDP5) Goto(ENDP5) Start(_MUSIC) @WAITVAR{MOVIEDONE|1} 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)