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// range(type code, first, last, step, min, max, prefix, suffix, flags = 0); // define available event types event (CEVT, "Causal Event", 0) // define the available owner types. owner (PLEV, "All Players", "all players", 0) owner (PL01, "Player 1", "player 1", 0) owner (PL02, "Player 2", "player 2", 0) owner (PL03, "Player 3", "player 3", 0) owner (PL04, "Player 4", "player 4", 0) owner (PL05, "Player 5", "player 5", 0) owner (PL06, "Player 6", "player 6", 0) owner (PL07, "Player 7", "player 7", 0) owner (PL08, "Player 8", "player 8", 0) owner (PLT1, "Team 1", "team 1", 0) owner (PLT2, "Team 2", "team 2", 0) owner (PLT3, "Team 3", "team 3", 0) owner (PLT4, "Team 4", "team 4", 0) owner (PLCC, "Computer Players", "computer players", 0) owner (PLHC, "Human Players", "human players", 0) owner (PL00, "Disable Event", "Disable Event", 0) // define available condition types. conditions use PLYR (note 'R'), distinct from the one used for actions //condition (HSOB, "Player has a number of entities", "$PLYR$ has $TEST$ $QNTY$ $UNNO$s", 0) condition (HSNT, "Player has a number of territories", "$PLYR$ has $TEST$ $QNTY$ territories", 0) condition (HSCD, "Player has a number of credits", "$PLYR$ has $TEST$ $QNTY$ credits", 0) condition (PCTE, "Territory is owned by...", "$PLYR$ owns $TRTY$", 0) condition (DETH, "Player has lost units...", "$PLYR$ has had $TEST$ $QNTY$ $UNTS$ destroyed", 0) condition (DETL, "Player has lost units at location...", "$PLYR$ has had $TEST$ $QNTY$ $UNTS$ destroyed at $ZONE$", 0) condition (DEST, "Player destroys...", "$PLYR$ destroys $TEST$ $QNTY$ $UNTS$ belonging to $DCPT$", 0) condition (EGTM, "Elapsed game time", "for player $PLYR$ elapsed game time is $TEST$ $QNTY$ seconds", 0) condition (CNDN, "Remaining countdown time", "countdown: $CDTR$ is $TEST$ $QNTY$ seconds remaining", 0) condition (EXST, "Entities exist for player at location", "$TEST$ $QNTY$ $UNTS$s exist for $PLYR$ at $LOCA$", 0) condition (EXSF, "Entities exist for player", "$TEST$ $QNTY$ $UNTS$s exist for $PLYR$", 0) condition (ALWY, "Game starts", "$PLYR$ starts game", 0) condition (TCTR, "Counter is...", "counter: $CNTR$ is $TEST$ $QNTY$", 0) condition (TFLG, "Flag is...", "flag: $FLGV$ is $BOOL$", 0) condition (NOBX, "Named object exists", "$HERO$ exists", 0) condition (NOXL, "Named object exists at location for player", "$HERO$ exists at $LOCA$ for $PLYR$", 0) condition (NOBD, "Named object is destroyed", "$HERO$ is destroyed", 0) condition (COBJ, "Check objective status", "objective $OBJR$ is $OPST$", 0) condition (PLAC, "Players active...", "$TEST$ $QNTY$ $ACPT$ are active in the game", 0) condition (FOGA, "Fog of war...", "fog of war is on for $PLYR$ at $LOCA$", 0) condition (ABOU, "Units aboard named cargo object", "$TEST$ $QNTY$ $UNTS$s are aboard $HERO$", 0) condition (ABOA, "Named object aboard named cargo object", "$HERO$ is aboard $HERO$", 0) condition (PERC, "Player owns percaentage of territories", "$PLYR$ owns $TEST$ $QNTY$ of the territories", 0) condition (NOBP, "Named object exists for player", "$HERO$ exists for $PLYR$", 0) condition (TFEL, "Terrain feature exists at", "Terrain feature exists at $LOCA$", 0) condition (TFNL, "Terrain feature does not exists at", "Terrain feature dose not exists at $LOCA$", 0) condition (NOBS, "Named Object Has been Seen", "$HERO$ has been seen", 0) //new conditions couretesy of Homer condition (NABC, "Named Units IS NOT aboard named cargo object", "$HERO$s IS NOT aboard $HERO$", 0) condition (NONP, "Named object DOES NOT exist for player", "$HERO$ DOESNT exist for $PLYR$", 0) // Not implemented ... // condition (ATTK, "Player is under attack", "$PLYR$ is being attacked by $TEST$ $QNTY$ enemy units", 0) // condition (INZN, "Player has units in zone", "$PLYR$ has $UNTS$s in $ZONE$", 0) // define available action types. actions use PLYA (note 'A') distinct from the one used for conditions action (BOAL, "Build object at location..." , "build $UNTS$ at $LOCA$ for $PLYA$", 0) action (BTDF, "Create battalion", "REMOVE ME !! create $BATA$ for $PLYA$ with objective Defend Territory $TRTY$ (Muster at $ZONE$)", 0) action (CBAT, "Create battalion", "create $BATA$ for $PLYA$", 0) action (DBAT, "Disband battalion", "Disband batallion $BATA$", 0) action (BTDB, "Create Territory Defence Battalion", "create $BATA$ for $PLYA$, defend $LOCA$, recce point $ZONE$, formation $QNTY$, dir $QNTY$", 0) action (BSBP, "Set Battalion Persistance", "set $BATA$ persistance $BOOL$", 0) action (BSRP, "Set Battalion Recce Point", "set $BATA$ recce point to $LOCA$", 0) action (BSRF, "Set Battalion Formation", "set $BATA$ recce point formation $QNTY$", 0) action (BSRD, "Set Battalion Formation Direction", "set $BATA$ recce point formation dir $QNTY$", 0) action (BSRA, "Set Battalion Formation Arc Angle", "set $BATA$ recce point formation arc angle $QNTY$", 0) action (BSFR, "Set Battalion Formation First Row Num", "set $BATA$ formation first row num $QNTY$", 0) action (BSRM, "Set Battalion Formation Row Multiplier", "set $BATA$ formation row num mult $QNTY$", 0) action (BSNP, "Set Battalion Formation Num Points", "set $BATA$ formation num points $QNTY$", 0) action (BORG, "Order Battalion To Regroup", "order $BATA$ to regroup", 0) action (BTAU, "Add units to battalion", "add $QNTY$ $UNTS$ to $BATA$", 0) action (HBAT, "Add hero to battalion", "add $HERO$ to $BATA$", 0) action (ACBM, "Activate Building Manager", "$PLYA$ build $QNTY$ $UNTS$ at $LOCA$, $LOCA$, $LOCA$, $LOCA$, $LOCA$, $LOCA$, $QNTY$ every $QNTY$ secs random=$QNTY$ retry=$QNTY$", 0) action (AOAM, "Activate Object Attack Manager", "$PLYA$ to attack player $QNTY$'s $UNTS$ if exists - retry every $QNTY$ secs battalion persistance = $QNTY$", 0) action (ATNO, "Attack Named Object", "$PLYA$ to attack named unit $HERO$", 0) action (ONAN, "Order Named Object to attack Named Object", "Order $HERO$ to attack $HERO$", 0) action (ONGN, "Order Named Object to guard Named Object", "Order $HERO$ to guard $HERO$", 0) action (CAFG, "Capture Flag", "$PLYA$ capture flag at $LOCA$", 0) action (UGFG, "Upgrade Flag", "$PLYA$ upgrade flag at $LOCA$", 0) action (AISS, "Set AI Stance", "Set AI Stance for $PLYA$: Aggressiveness $AGGR$, Defensiveness $DEFN$", 0) action (AIRS, "Set Recon Manager Settings", "Recon Options for $PLYA$: deploy recon vehicles $BODT$, build radar network $BODT$, editor priorities influence recon priorities $BODT$", 0) action (SKPR, "Set Skirmish Preference", "Set Skirmish Manager preference for player $PLYA$, take territories using: $MANT$", 0) action (ASKM, "Activate Skirmish Manager", "Activate Skirmish Manager for $PLYA$: allow control of territory managers $BODT$", 0) // TDPF, TDNF, TDFR, TDMT - territory defaults percentage flags, number flags, frequency, maint timer // DDPR, DDFR, DDAS defence defaults priority, search frequency, assess frequency action (ATPM, "Activate Territory Take Progressive Manager", "$PLYA$ capture $TDPF$ % of flags and then $TDNF$ every $TDFR$ secs. main timer=$TDMT$", 0) action (ATAM, "Activate Territory Attack Manager", "$PLYA$ attack $QNTY$ territories every $QNTY$ secs. only owned terrs = $BOOL$", 0) action (ATRM, "Activate Territory Raid Manager", "$PLYA$ raid territories of priority $QNTY$ (and above = $BOOL$), $QNTY$ every $QNTY$ secs.", 0) action (ADSM, "Activate Territory Defence Manager Spawner", "$PLYA$ defend territories of priority $DDPR$ (and above = $BODT$), search every $DDFR$ secs. assess every $DDAS$ secs.", 0) action (ATDM, "Activate Territory Defence Manager", "$PLYA$ defend $TRTY$ assess every $QNTY$ secs.", 0) action (AUGM, "Activate Upgrade Manager", "$PLYA$ upgrade times 2:$QNTY$ 3:$QNTY$ 4:$QNTY$ 5:$QNTY$ 6:$QNTY$ 7:$QNTY$ main timer = $QNTY$", 0) action (UGCC, "Upgrade Command Centre", "$PLYA$ upgrade command centre to level $QNTY$ main timer = $QNTY$", 0) action (DTXT, "Display message", "display message $MSG1$ for $PLYA$",0) //action (SCOM, "Send communication", "send Communication from $HERO$ to $PLYA$ saying $MSG1$ and playing $ASFX$",0) action (SCOM, "Send communication", "send Communication from $HERO$ to $PLYA$ saying $LMSG$ and playing $MSG1$",0) action (CSAL, "Centre screen over location", "centre screen over $LOCA$",0) action (WINS, "End the scenario in victory", "$PLYA$ ends the scenario in victory", 0) action (LOSE, "End the scenario in defeat", "$PLYA$ ends the scenario in defeat", 0) action (CEAS, "Complete Ceasefire", "Complete Ceasefire (end game conditions have been met) $QNTY$", 0) action (WAIT, "Wait...", "wait $QNTY$ seconds", 0) action (STCI, "Set credit input", "Set global credit input per territory square $QNTY$", 0) action (RCRD, "Set credits", "$PLYA$ has $QNTY$ credits", 0) action (MCRD, "Increase credits", "$PLYA$ receives $QNTY$ credits", 0) action (SCLM, "Set credit limit", "Set credit limit of $QNTY$ for $PLYA$", 0) action (SCDW, "Start countdown", "start countdown: $CDTR$ from $QNTY$ seconds", 0) action (HCDW, "Stop countdown", "stop countdown: $CDTR$", 0) action (PCDW, "Pause countdown", "pause countdown: $CDTR$", 0) action (RCDW, "Resume countdown", "resume countdown: $CDTR$", 0) action (VCDW, "Show Countdown", "show countdown: $CDTR$ ($STYL$)", 0) action (ICDW, "Hide Countdown", "hide countdown: $CDTR$", 0) action (SSPS, "Set start position", "set start position for $PLYA$ at $LOCA$", 0) action (STLV, "Set tech level", "set tech level for $PLYA$ to level $QNTY$", 0) //action (MXLV, "Set highest tech level", "set highest tech level for $PLYA$", 0) action (AORD, "Issue move order", "order $PLYA$ $UNTS$ in $ZONE$ to move to $ZONE$", 0) action (TPRI, "Set territory priority", "set territory: $TRTY$ priority to $QNTY$", 0) action (MTIP, "Modify territory input", "base input for territory $QNTY$ to $QNTY$ credits per minute", 0) action (AION, "Activate AI on", "turn AI on for $PLYA$", 0) action (XSCR, "Activate CCP manager", "REMOVE ME !! activate $SCRP$ for player $PLYA$ with priority $QNTY$, ID $QNTY$. Params $QNTY$,$QNTY$,$QNTY$,$QNTY$,$QNTY$,$QNTY$,$QNTY$", 0) action (ESCR, "Deactivate CCP manager", "deactivate $SCRP$ for player $PLYA$ with ID $QNTY$", 0) action (SPST, "Set CPU play style", "set CPU $PLYA$ to defence $QNTY$, attack $QNTY$", 0) action (CONS, "Construct entities...", "request player $PLYA$ to construct $QNTY$ $UNTS$", 0) action (CUAF, "Construct entities at named factory...", "Construct $UNTS$ at factory $HERO$", 0) action (CUAL, "Create entities at location..." , "create $QNTY$ $UNTS$ at $LOCA$ for $PLYA$", 0) action (KPUL, "Destroy entities...", "$PLYA$ loses all $UNTS$ in $LOCA$", 0) action (DNOB, "Destroy named object...", "destroy $HERO$", 0) action (PTJN, "Join battalion to path", "$BATA$ join $PATH$ at node $QNTY$", 0) action (PTGO, "Activate path", "activate patrol path $PATH$", 0) action (PTSP, "Deactivate path", "stop follow patrol path $PATH$", 0) action (SCTR, "Set counter...", "set counter $CNTR$ to $QNTY$", 0) action (ICTR, "Increment counter", "increment counter $CNTR$", 0) action (DCTR, "Decrement counter", "decrement counter $CNTR$", 0) action (INCT, "Increase counter value...", "increase counter: $CNTR$ value by $QNTY$", 0) action (DECT, "Decrease counter value...", "decrease counter: $CNTR$ value by $QNTY$", 0) action (SFLG, "Set flag...", "set flag $FLGV$", 0) action (CFLG, "Clear flag...", "clear flag $FLGV$", 0) action (XFLG, "Toggle flag...", "toggle flag $FLGV$", 0) action (SOBJ, "Create new objective", "create objective $OBJR$ named $LMSG$", 0) action (MOBJ, "Set objective status", "set objective $OBJR$ status as $OPST$", 0) action (DMIN, "Detonate mines", "detonate mines at $LOCA$", 0) action (TELP, "Teleport", "teleport $UNTS$s belonging to $PLYA$ from $LOCA$ to $LOCA$", 0) action (BOAR, "Named object to board named cargo unit", "$HERO$ board $HERO$", 0) action (ALIG, "Named object to disembark from cargo unit", "$HERO$ disembarks whatever it is aboard", 0) action (EJCT, "All units to disembark from cargo unit", "all units disembark $HERO$", 0) action (LAND, "Named object to land or submerge", "$HERO$ to land or submerge", 0) action (TOFF, "Named object to take off or surface", "$HERO$ to take off or surface", 0) action (SUOW, "Change unit ownership", "change $PLYA$ $UNTS$ at $LOCA$ to $SPLY$ ownership", 0) //action (SUAL, "Set unit allegiance", "set $UNTS$ for $PLYA$ at $LOCA$ to $ALLG$", 0) action (SALL, "Change player team", "Add $PLYA$ to team $TEML$", 0) action (STCL, "Set player colour","set current player colour to $SPLY$", 0) action (MVCM, "Move To Camera","Move to camera $CMRA$", 0) action (MVRT, "Bounce Camera","Mover camera to $CMRA$ at speed $QNTY$, hold for $QNTY$ secondettes and put it back from whence it came", 0) action (DLMS, "Display listed message", "display listed message $LMSG$ for $PLYA$",0) action (MVTP, "Assign Named object To Path","Assign named object $HERO$ to patrol path $PATH$",0) action (CHNO, "Change named object ownership","Change named object $HERO$ to player $SPLY$",0) action (CHTP, "Change named object team pallete","Change named object $HERO$ to colour $SPLY$",0) // test action (PSND, "Play Sound Sample","Play Sound $MSG1$",0) action (OMEG, "Activate Omega", "$INCU$ $PLYA$ buildings of type $BLDS$, Duration $QNTY$ secs", 0) action (WARP, "WARP Named object to named cargo unit", "WARP $HERO$ to $HERO$", 0) //new actions couretesy of Homer action (BOOM, "Destroy terrain features at Location", "Destroy terrain features at $LOCA$",0) action (PING, "Activate Minimap Ping at Location","Activate Minimap Ping at $LOCA$",0) action (PINU, "Activate Minimap Ping for Named Object","Activate Minimap Ping for $HERO$",0) action (GIVE, "Give Plot Device to Named Object", "Give $PLDV$ TO $HERO$", 0) action (PLAY, "Trigger Movie sequence titled <The Big Lebowski>", "Trigger Movie sequence titled $FILM$", 0) action (DDIB, "Display BIG listed message", "display BIG listed message $LMSG$ for $PLYA$",0) action (WMIL, "Wait milisec...", "wait $QNTY$ MILLISECONDS", 0) action (POFF, "DEACTIVATE Minimap Ping at Location","DEACTIVATE Minimap Ping at $LOCA$",0) action (PNOF, "DEACTIVATE Minimap Ping for Named Object","DEACTIVATE Minimap Ping for $HERO$",0) // define player type _FOR_CONDITIONS_ type (PLYR, "Player", "current player", 0) string (PLYR, "current player", 0) string (PLYR, "any player", 0) string (PLYR, "all players", 0) string (PLYR, "no players", 0) string (PLYR, "any ally", 0) string (PLYR, "any enemy", 0) string (PLYR, "any human controlled player", 0) string (PLYR, "any computer controlled player", 0) range (PLYR, 1, 8, 1, 1, 8, "player ", "", 0) type (SPLY, "Specific Player", "unowned", 0) string (SPLY, "unowned", 0) range (SPLY, 1, 8, 1, 1, 8, "player ", "", 0) // define player type _FOR_SECONDARY_PLAYER_IN_DESTROY_CONDITION_ONLY_ type (DCPT, "Player", "current player", 0) string (DCPT, "current player", 0) string (DCPT, "any player", 0) string (DCPT, "any ally", 0) string (DCPT, "any enemy", 0) string (DCPT, "any human controlled player", 0) string (DCPT, "any computer controlled player", 0) range (DCPT, 1, 8, 1, 1, 8, "player ", "", 0) // define player type _FOR_ACTIVE_PLAYER_CONDITION_ONLY_ type (ACPT, "Player", "players", 0) string (ACPT, "players", 0) string (ACPT, "allied players", 0) string (ACPT, "neutral players", 0) string (ACPT, "enemy players", 0) string (ACPT, "human controlled players", 0) string (ACPT, "computer controlled players", 0) range (ACPT, 1, 8, 1, 1, 8, "player ", "", 0) type( ALLG, "Allegiance", "Allegiance",0) string (ALLG, "Ally",0) string (ALLG, "Neutral",0) string (ALLG, "Enemy",0) // define player type _FOR_ACTIONS_ type (PLYA, "Player", "current player", 0) string (PLYA, "current player", 0) string (PLYA, "all players", 0) range (PLYA, 1, 8, 1, 1, 8, "player ", "", 0) // define test type type (TEST, "Comparison", "exactly", 0) string (TEST, "exactly", 0) string (TEST, "more than", 0) string (TEST, "fewer than", 0) string (TEST, "not", 0) string (TEST, "more than or exactly", 0) string (TEST, "fewer than or exactly", 0) // define quantity type (QNTY, "Quantity", "0", 0) arbitrary(QNTY) // define list of team names type (TEML, "Team", "neutral", 0) string (TEML, "neutral", 0) string (TEML, "Team 1", 0) string (TEML, "Team 2", 0) //userlist (TEML, TEAM, 1) type (LMSG, "Listed Message", "Message", 0) userlist (LMSG, LMES, 1) //type (CARO, "Carry Object", "Object", 0) //userlist (CARO, CRRY, 1) // define list of team names type (COLO, "Colour", "no colour (grey)", 0) string (COLO, "no colour (grey)", 0) string (COLO, "red", 0) string (COLO, "blue", 0) string (COLO, "green", 0) string (COLO, "yellow", 0) string (COLO, "purple", 0) string (COLO, "cyan", 0) string (COLO, "indigo", 0) string (COLO, "white", 0) //userlist (COLO, COLR, 1) // define default quantities for territory, defence and attack managers // TDPF, TDNF, TDFR, TDMT - territory defaults percentage flags, number flags, frequency, maint timer type (TDPF, "percentage", "50", 0) arbitrary(TDPF) type (TDNF, "number", "1", 0) arbitrary(TDNF) type (TDFR, "frequency", "30", 0) arbitrary(TDFR) type (TDMT, "main timer", "20", 0) arbitrary(TDMT) // DDPR, DDFR, DDAS defence defaults priority, search frequency, assess frequency type (DDPR, "priority", "3", 0) arbitrary(DDPR) type (DDFR, "frequency", "40", 0) arbitrary(DDFR) type (DDAS, "assess", "25", 0) arbitrary(DDAS) // plus a bool that defaults to true! type(BODT, "Boolean", "true",0) string(BODT, "false",0) string(BODT, "true",0) // values for AI stance type (AGGR, "Aggression Level", "2", 0) range (AGGR, 1, 3, 1, 1, 3, "", "", 0) type (DEFN, "Defensive Level", "2", 0) range (DEFN, 1, 3, 1, 1, 3, "", "", 0) type (MANT, "Take Territories With", "Raid", 0) string (MANT, "Raid", 0) string (MANT, "Progressive", 0) //type (RNDM, "Random","random",0) //string(RNDM, "random",0) //string(RNDM, "sequential",0) // define unit type type (UNTS, "Unit Type", "construction robot", 0) string (UNTS, "construction robot",0) string (UNTS, "laser",0) string (UNTS, "psycho",0) string (UNTS, "pyro",0) string (UNTS, "tough",0) string (UNTS, "sniper",0) string (UNTS, "exexpert",0) string (UNTS, "spy",0) string (UNTS, "engineer",0) string (UNTS, "heavy tank",0) string (UNTS, "light tank",0) string (UNTS, "medium tank",0) string (UNTS, "mortar tank",0) string (UNTS, "mobile missile",0) string (UNTS, "apc" ,0) string (UNTS, "scout vehicle" ,0) string (UNTS, "mobile radar" ,0) string (UNTS, "shockwave" ,0) string (UNTS, "disrupter" ,0) string (UNTS, "scout helicopter",0) string (UNTS, "attack helicopter",0) string (UNTS, "transport helicopter",0) string (UNTS, "wasp",0) string (UNTS, "bug", 0) string (UNTS, "stealth" ,0) string (UNTS, "fighter" ,0) string (UNTS, "gunboat",0) string (UNTS, "cruiser" ,0) string (UNTS, "destroyer" ,0) string (UNTS, "battlecruiser" ,0) string (UNTS, "submarine",0) string (UNTS, "radar",0) string (UNTS, "weapon factory",0) string (UNTS, "robot factory",0) string (UNTS, "command centre",0) string (UNTS, "tech centre",0) string (UNTS, "weather centre",0) string (UNTS, "teleporter",0) string (UNTS, "bunker",0) string (UNTS, "research facility",0) string (UNTS, "refinery",0) string (UNTS, "force generator",0) string (UNTS, "power converter",0) string (UNTS, "shipyard",0) string (UNTS, "airfield",0) string (UNTS, "air hanger",0) string (UNTS, "anti tank gun",0) string (UNTS, "heavy gun",0) string (UNTS, "anti air gun",0) string (UNTS, "anti missile gun",0) string (UNTS, "store 1",0) string (UNTS, "crashed helicopter", 0) string (UNTS, "transport helicopter debris", 0) string (UNTS, "prison", 0) string (UNTS, "pow camp", 0) string (UNTS, "communications tower", 0) string (UNTS, "intelligence facility", 0) string (UNTS, "vault", 0) string (UNTS, "viper headquarters", 0) string (UNTS, "senate", 0) string (UNTS, "flight recorder",0) string (UNTS, "electronic device",0) string (UNTS, "video cassette",0) string (UNTS, "hard disk",0) string (UNTS, "case",0) string (UNTS, "any object (eg smoke)", 0) string (UNTS, "any unit", 0) string (UNTS, "any unit or building", 0) string (UNTS, "any armed unit or armed building", 0) string (UNTS, "any unit, building or flag", 0) //string (UNTS, "any hero", 0) string (UNTS, "any air unit", 0) string (UNTS, "any sea unit", 0) string (UNTS, "any ground vehicle", 0) string (UNTS, "any (ground) robot", 0) string (UNTS, "any building", 0) string (UNTS, "any allied unit", 0) string (UNTS, "any neutral unit", 0) string (UNTS, "any enemy unit", 0) string (UNTS, "any unowned unit", 0) string (UNTS, "any armed unit", 0) string (UNTS, "any armed building", 0) // define unit type type (UNNO, "Unit Type", "construction robot", 0) string (UNNO, "construction robot",0) string (UNNO, "laser",0) string (UNNO, "psycho",0) string (UNNO, "pyro",0) string (UNNO, "tough",0) string (UNNO, "sniper",0) string (UNNO, "exexpert",0) string (UNNO, "spy",0) string (UNNO, "engineer",0) string (UNNO, "heavy tank",0) string (UNNO, "light tank",0) string (UNNO, "medium tank",0) string (UNNO, "mortar tank",0) string (UNNO, "mobile missile",0) string (UNNO, "apc" ,0) string (UNNO, "scout vehicle" ,0) string (UNNO, "mobile radar" ,0) string (UNNO, "shockwave" ,0) string (UNNO, "disrupter" ,0) string (UNNO, "scout helicopter",0) string (UNNO, "attack helicopter",0) string (UNNO, "transport helicopter",0) string (UNNO, "wasp",0) string (UNNO, "stealth" ,0) string (UNNO, "fighter" ,0) string (UNNO, "gunboat",0) string (UNNO, "cruiser" ,0) string (UNNO, "destroyer" ,0) string (UNNO, "battlecruiser" ,0) string (UNNO, "submarine",0) string (UNNO, "radar",0) string (UNNO, "weapon factory",0) string (UNNO, "robot factory",0) string (UNNO, "command centre",0) string (UNNO, "tech centre",0) string (UNNO, "weather centre",0) string (UNNO, "teleporter",0) string (UNNO, "bunker",0) string (UNNO, "research facility",0) string (UNNO, "refinery",0) string (UNNO, "force generator",0) string (UNNO, "power converter",0) string (UNNO, "shipyard",0) string (UNNO, "airfield",0) string (UNNO, "air hanger",0) string (UNNO, "anti tank gun",0) string (UNNO, "heavy gun",0) string (UNNO, "anti air gun",0) string (UNNO, "anti missile gun",0) string (UNNO, "store 1",0) string (UNNO, "anything (eg smoke)", 0) string (UNNO, "unit", 0) string (UNNO, "unit or building", 0) string (UNNO, "armed unit or armed building", 0) string (UNNO, "unit, building or flag", 0) string (UNNO, "air unit", 0) string (UNNO, "sea unit", 0) string (UNNO, "ground vehicle", 0) string (UNNO, "robot", 0) string (UNNO, "building", 0) string (UNNO, "allied unit", 0) string (UNNO, "neutral unit", 0) string (UNNO, "enemy unit", 0) string (UNNO, "unowned unit", 0) string (UNNO, "armed unit", 0) string (UNNO, "armed building", 0) userlist(UNNO, HRTP,1) type (BLDS, "Building Type", "radar", 0) string (BLDS, "radar",0) string (BLDS, "weapon factory",0) string (BLDS, "robot factory",0) string (BLDS, "command centre",0) string (BLDS, "tech centre",0) string (BLDS, "weather centre",0) string (BLDS, "teleporter",0) string (BLDS, "bunker",0) string (BLDS, "research facility",0) string (BLDS, "refinery",0) string (BLDS, "force generator",0) string (BLDS, "shipyard",0) string (BLDS, "air hanger",0) string (BLDS, "anti tank gun",0) string (BLDS, "heavy gun",0) string (BLDS, "anti air gun",0) string (BLDS, "anti missile gun",0) string (BLDS, "any building", 0) type (INCU, "Infect or Cure", "Infect", 0) string (INCU, "Infect", 0) string (INCU, "Cure", 0) // define battalion objective class type type (BOCT, "Battalion Objective Class Type", "Building", 0) string (BOCT, "Building", 0) string (BOCT, "Flag", 0) string (BOCT, "Position", 0) string (BOCT, "Unit", 0) type (PLDV, "Plot Device", "flight recorder", 0) string (PLDV, "flight recorder", 0) string (PLDV, "electronic device", 0) string (PLDV, "video cassette",0) string (PLDV, "hard disk", 0) string (PLDV, "case", 0) type (CMRA, "Camera Named", "Camera", 0) userlist (CMRA, CMNM, 1) type (OBJR, "Objective Number", "0", 0) range (OBJR, 0, 7, 1, 0, 7, "", "", 0) type (POSN, "Marker", "<name>", 0) userlist (POSN, ZNTP, 1) type (ZONE, "Zone", "<name>", 0) userlist (ZONE, ZNTP, 1) type (TRTY, "Territory", "territory", 0) userlist (TRTY, TRTP, 1) type (LOCA, "Location", "location",0) userlist(LOCA,LOTP,1) // BATA must be identical to LOCA battalion names type( BATA, "Battalion", "Battalion",0) string( BATA, "Battalion 0",0) string( BATA, "Battalion 1",0) string( BATA, "Battalion 2",0) string( BATA, "Battalion 3",0) string( BATA, "Battalion 4",0) string( BATA, "Battalion 5",0) string( BATA, "Battalion 6",0) string( BATA, "Battalion 7",0) string( BATA, "Battalion 8",0) string( BATA, "Battalion 9",0) type(CNTR, "Counter", "<name>",0) arbitrary(CNTR) type(FLGV, "Flag", "<name>",0) arbitrary(FLGV) type(CDTR, "Countdown Timer", "<name>", 0) arbitrary(CDTR) type(STYL, "Countdown Display Style", "style A", 0) string(STYL, "style A", 0) string(STYL, "style B", 0) string(STYL, "style C", 0) type(BOOL, "Boolean", "false",0) string(BOOL, "false",0) string(BOOL, "true",0) type(ENTX, "EnterExit", "enter",0) string(ENTX, "enter",0) string(ENTX, "exit",0) type(OPST, "Op Status", "complete",0) string(OPST, "complete",0) string(OPST, "incomplete",0) type(HERO, "Named Object", "<name>",0) userlist(HERO, HRTP,1) type(PATH, "Patrol Path", "<name>",0) userlist( PATH, PPTP, 1) type (SCRP, "Script", "Territory : Take progressive", 0) string( SCRP, "Territory : Take progressive",0) string( SCRP, "Territory : Take by raid",0) string( SCRP, "Aggression : Aggressive play",0) string( SCRP, "Defence : Defensive play",0) string( SCRP, "Territory : Invasion of territories",0) string( SCRP, "Territory : Defence of territories",0) string( SCRP, "Territory : Attack of territories",0) string( SCRP, "Territory : Defence of backline territories",0) string( SCRP, "Upgrade : Upgrade manager",0) string( SCRP, "Bunker : Bunker manager",0) string( SCRP, "Territory : Gun Emplacement",0) type (ORDR, "Order", "Move",0) string( ORDR, "Move",0) string( ORDR, "Attack",0) string( ORDR, "Patrol",0) string( ORDR, "Guard",0) type (ASFX, "Sound Effect", "no sound effect", 0) string(ASFX, "no sound effect", 0) string(ASFX, "It's an ambush!", 0) ///// A couple of examples of types for arbitrary text strings // A text string which can have any value whatsoever, typed in by the user, say. // This will be interpreted as an edit box (arbitrary specified but no other items) type (MSG1, "A Message", "<message>", 0) arbitrary(MSG1) type (FILM, "The Big Lebowski","<The Dude>",0) arbitrary(FILM) // A text string which can have any value whatsoever, typed in by the user, say. This // one though has a number of suggestions. It will be interpreted as a drop down combo type (MSG2, "Flame-o-matic", "You're a goner!", 0) arbitrary(MSG2) string (MSG2, "You can't play this for shit!", 0) string (MSG2, "You're gonna get your ass kicked right outta here!", 0) string (MSG2, "You might as well give up. You're crap!", 0) string (MSG2, "Why are you running away? Come back and prepare to die!", 0)