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//************************ //MW4 Mission Const Include File 4/8 //------------------------ //---------------- // Alignments //---------------- ENEMY_ALIGNMENT = 2; NEUTRAL_ALIGNMENT = 0; FRIENDLY_ALIGNMENT = 1; ENEMY = 2; NEUTRAL = 0; FRIENDLY = 1; //---------------- // Units //---------------- ME = -1; NO_UNIT = -2; //---------------- // Teams //---------------- NO_TEAM = 8; //---------------- // Timers //---------------- gti_TIMER_0 = 0 ; gti_TIMER_1 = 1 ; gti_TIMER_2 = 2 ; gti_TIMER_3 = 3 ; gti_TIMER_4 = 4 ; gti_TIMER_5 = 5 ; gti_TIMER_6 = 6 ; gti_TIMER_7 = 7 ; gti_TIMER_8 = 8 ; gti_TIMER_9 = 9 ; gti_TIMER_10 = 10; gti_TIMER_11 = 11; gti_TIMER_12 = 12; gti_TIMER_13 = 13; gti_TIMER_14 = 14; gti_TIMER_15 = 15; gti_TIMER_16 = 16; gti_TIMER_17 = 17; gti_TIMER_18 = 18; gti_TIMER_19 = 19; gti_TIMER_20 = 20; gti_TIMER_21 = 21; gti_TIMER_22 = 22; gti_TIMER_23 = 23; gti_TIMER_24 = 24; gti_TIMER_25 = 25; gti_TIMER_26 = 26; gti_TIMER_27 = 27; gti_TIMER_28 = 28; gti_TIMER_29 = 29; gti_TIMER_30 = 30; gti_TIMER_31 = 31; //---------------- // Moods // NOTE: The keywords and constants here must exactly match those in AI_Moods.hpp // NOTE: "_START" indicates the low range of a mood; "_END" indicates the high range of a mood //---------------- DESPERATE_START = 1; DESPERATE_END = 2; DEFENSIVE_START = 3; DEFENSIVE_END = 4; NEUTRAL_START = 5; NEUTRAL_END = 6; AGRESSIVE_START = 7; AGRESSIVE_END = 8; BRUTAL_START = 9; BRUTAL_END = 10; //---------------- // Paths //---------------- MOVE_NOCYCLE = 1; MOVE_CIRCLE = 2; MOVE_SEESAW = 3; //---------------- // FA_*: FindObject() Alignment Criteria // NOTE: These can be combined arbitrarily by adding them together as desired. // NOTE: The keywords and constants here must exactly match those in AI_FindObject.hpp //---------------- FA_FRIENDLY = 1; // include friendly units FA_ENEMY = 2; // include enemy units FA_NEUTRAL = 4; // include neutral units FA_ANY = 7; // include any units: = FA_FRIENDLY + FA_ENEMY + FA_NEUTRAL //---------------- // FT_*: FindObject() Type Criteria // NOTE: These can be combined arbitrarily by adding them together as desired. // NOTE: The keywords and constants here must exactly match those in AI_FindObject.hpp //---------------- FT_VEHICLE = 1; // if specified, include vehicles FT_MECH = 2; // if specified, include 'Mechs FT_AIRPLANE = 4; // if specified, include airplanes + helicopters FT_BOAT = 8; // if specified, include boats FT_MFB = 16; // if specified, include MFBs FT_TURRET = 32; // if specified, include turrets // the default: FT_DEFAULT = 63; // include any units: = FT_VEHICLE + FT_MECH + FT_AIRPLANE + FT_BOAT + FT_MFB + FT_HOVER + FT_HELI + FT_BUILDING // extras not included in the default FT_BUILDING = 64; // if specified, take buildings into account (NOTE: ONLY BUILDINGS WITH "PLAYER" OR "ENEMY" ALIGNMENT WILL BE COUNTED HERE -- NEUTRAL BUILDINGS ARE ALWAYS IGNORED!!!) FT_UNARMED = 128; // if specified, include unarmed units (such as APCs) //---------------- // FC_*: FindObject() Search Criteria // NOTE: You cannot add these constants; you can use only one. // NOTE: The keywords and constants here must exactly match those in AI_FindObject.hpp //---------------- FC_BEST_TARGET = 1001; // find the "best target" based on multiple factors // Currently, this is (0.45 * distance) + (0.35 * damage) + // (0.2 * tonnage), but will become (0.4 * distance) + // (0.3 * damage) + (0.2 * weapons) + (0.1 * tonnage) // when we can query weapons' values for these attributes. // The most desirable target is the one which is nearest, most // badly damaged, largest, and has the most weapons. FC_GREATEST_THREAT = 1002; // find the greatest immediate threat // currently, this is (0.6 * distance) + (0.4 * tonnage), // but "tonnage" will be replaced with "weapons" eventually. FC_LEAST_THREAT = 1003; // find the least immediate threat // Each vehicle evaluates to 1 - (its score for FQ_GREATEST_THREAT). FC_MOST_DAMAGED = 1004; // find the most damaged object // This is (1.0 * damage). FC_NEAREST = 1005; // find the nearest object // This is (1.0 * distance). //---------------- // FF_*: FindObject() Flags // NOTE: You can add these together to combine them, or specify 0 for none. // NOTE: The keywords and constants here must exactly match those in AI_FindObject.hpp //---------------- FF_WHO_SHOT = 1; // if specified and someone shot me, return that object, overriding anything else FF_SEEPLAYER = 2; // if specified, we can also see the player if within fog radius and if we're facing toward him FF_LOOK_EVERYWHERE = 4; // if specified, we look through every potential enemy in the whole mission // WARNING -- THIS CAN BE VERY EXPENSIVE!!! Use only on small, limited maps! //---------------- // Tactics // NOTE: The keywords and constants here must exactly match those in AI_Tactics.hpp //---------------- TACTIC_PICK_BEST = 2000; // Tells the Combat AI to pick the best tactic. This is the same as a generic OrderAttack(). TACTIC_STOP_AND_FIRE = 2001; // Approach the targeted enemy to close range. Attempt to fire continuously at all times on approach and arrival. TACTIC_RAM = 2002; // Head toward the targeted enemy at all times while firing. TACTIC_JOUST = 2003; // Not yet implemented. TACTIC_RUSH = 2004; // Attempt to stay within close range of the enemy at all times and maneuver at a close range. Always fire. TACTIC_HIT_AND_RUN = 2005; // Approach the enemy, run away to a distant range, and repeat. Always fire. TACTIC_FRONT = 2006; // Attempt to stay in front of the enemy at all times. Always fire. TACTIC_REAR = 2007; // Attempt to stay several meters behind the enemy's back at all times. Always fire. TACTIC_CIRCLE_OF_DEATH = 2008; TACTIC_CIRCLE = 2008; // alternate name // Attempt to circle around the enemy. Always fire. TACTIC_BACK_UP_AND_FIRE = 2009; // Flee the enemy while walking backwards to long weapons range. Always fire. TACTIC_RETREAT = 2010; // Flee the enemy. Do not fire. TACTIC_CIRCLE_HOVER = 2011; // Intended for helicopters. Hover in a circle around the enemy. TACTIC_STRAFE = 2012; // Intended for Shilone bombers. Strafe directly over the enemy. TACTIC_STAND_GROUND = 2013; // Hold still and fire at the target. TACTIC_JUMP_AND_SHOOT = 2014; // Stay in one place, and if the enemy is in range, jump over the nearby obstacles and shoot it. // Similar to TACTIC_AMBUSH, this tactic is automatically quit if the target can see the AI unit // (i.e. it has a clear line of sight to the unit) when the AI unit is standing on the ground. TACTIC_SNIPE = 2015; // Stay at maximum weapons range from the enemy. Wander around a bit to make yourself harder to hit. // Fire at the enemy. Give up & switch to a new tactic if you can't fire after a certain amount of time. TACTIC_SHOOT_ONLY = 2016; // Only shoot; don't try to move under any circumstances. This is the ONLY tactic turrets can use. TACTIC_DEFEND = 2017; // Defend the current target from any potential enemies. TACTIC_LOCAL_PATROL = 2018; // Similar to TACTIC_STAND_GROUND, but the mech patrols randomly in a small area TACTIC_SURRENDER = 2019; // Stop, pitch torso down, put both arms up, and hold fire. TACTIC_AMBUSH = 2020; // Rush forward from behind your hiding place, fire, and walk backwards to the same spot again. // Like TACTIC_JUMP_AND_SHOOT, this tactic is automatically quit if the target can see the AI unit // (i.e. it has a clear line of sight to the unit) when the AI unit is standing in its hiding place // (i.e. the spot where it was first given the attack order with this tactic). TACTIC_DEATH_FROM_ABOVE = 2021; TACTIC_DFA = 2021; // Shoot whenever possible, and try to use jump jets to kick the target in the face. // This will only ever be assigned to mechs with jump jets // (or assigned explicitly by a designer -- make sure it is a mech that has jump jets!). TACTIC_HELI_POPUP = 2022; // For helicopters only ... will pop up and down over hills. TACTIC_DIVE_BOMB = 2023; // will dive-bomb the target (Nightshades and Peregrines only) TACTIC_FAST_CIRCLE = 2024; // Like Circle of Death, but only moves forwards, and tries to avoid stopping TACTIC_STARE = 2025; // Stand and stare evilly //---------------- // Group AIs // NOTE: The keywords and constants here must exactly match those in AI_Squad.hpp //---------------- GROUPAI_NONE = 4000; // No group AI. GROUPAI_LANCEMATE = 4001; // Uses lancemate AI -- all vehicles after the first are considered lancemates of the first. GROUPAI_RADIOSQUAD = 4002; // Serves no purpose other than to propagate IsShot() notifications through all members of the group GROUPAI_MOODSQUAD = 4003; // Same as a "radio squad," but members' moods are shared -- i.e. there is a single "group mood" that is // affected proportionally by anything that happens to any individual unit, and each unit responds // according to this group mood. GROUPAI_FOCUSFIRESQUAD = 4004; // Same as a "radio squad", but members use auto-targeting (see ABL SetAutoTargeting()) to // pick on the same target most of the time. //---------------- // Lancemate Commands // NOTE: The keywords and constants here must exactly match those in AI_LancemateCommands.hpp //---------------- LANCEMATE_DEFAULT = 5000; // default = no order LANCEMATE_ATTACKPLAYERSTARGET = 5001; LANCEMATE_DEFENDPLAYERSTARGET = 5002; LANCEMATE_FORMONME = 5003; LANCEMATE_HOLDFIRE = 5004; LANCEMATE_GOTOMYNAVPOINT = 5005; LANCEMATE_STOP = 5006; LANCEMATE_SHUTDOWN = 5007; LANCEMATE_ATTACKNEARESTTHREAT = 5008; LANCEMATE_REPAIRATNEARESTREPAIRBAY = 5009; LANCEMATE_CAPTUREPLAYERSFLAG = 5010; //---------------- // Formation Types // NOTE: The keywords and constants here must exactly match those in move_formation.hpp //---------------- FORMTYPE_SPARSE = 1; FORMTYPE_NORMAL = 2; FORMTYPE_DENSE = 3; //---------------- // Objective Status // NOTE: The keywords and constants here must exactly match those in objective.hpp //---------------- OBJECTIVE_NEUTRAL = 2; OBJECTIVE_SUCCEEDED = 1; OBJECTIVE_FAILED = 0; //---------------- // Difficulty Levels // NOTE: The keywords and constants here must exactly match those in mwplayer.hpp //---------------- EASY_DIFFICULTY = 0; MEDIUM_DIFFICULTY = 1; HARD_DIFFICULTY = 2; IMPOSSIBLE_DIFFICULTY = 3; //---------------- // Different players //---------------- epl_player0 = 0; epl_player1 = 1; epl_player2 = 2; epl_player3 = 3; epl_player4 = 4; epl_player5 = 5; epl_player6 = 6; epl_player7 = 7; epl_player8 = 8; epl_player9 = 9; epl_player10 = 10; epl_player11 = 11; epl_player12 = 12; epl_player13 = 13; epl_player14 = 14; epl_player15 = 15; epl_player16 = 16; epl_player17 = 17; epl_player18 = 18; epl_player19 = 19; epl_player20 = 20; epl_player21 = 21; epl_player22 = 22; epl_player23 = 23; epl_player24 = 24; epl_player25 = 25; epl_player26 = 26; epl_player27 = 27; epl_player28 = 28; epl_player29 = 29; epl_player30 = 30; epl_player31 = 31; Bucket_KILL_LINK = 0; Bucket_DEATH_LINK = 1; Bucket_KILLS = 2; // How many kills I can take credit for Bucket_FRIENDLY_KILLS = 3; // How many friendly-fire kills I've committed Bucket_ENEMY_KILLS = 4; // How many enemies I've killed Bucket_KILLS_BY_TONNAGE = 5; // Total tonnage of everyone I've killed Bucket_FRIENDLY_KILLS_BY_TONNAGE = 6; // Total tonnage of all friendlies I've killed Bucket_ENEMY_KILLS_BY_TONNAGE = 7; // Total tonnage of all enemies I've killed Bucket_DEATHS = 8; // How many times I've died Bucket_SUICIDES = 9; // How many times I killed myself Bucket_DAMAGE_INFLICT = 10; // How much damage I've inflicted Bucket_FRIENDLY_DAMAGE_INFLICT = 11; // How much damage I've inflicted on friendlies Bucket_ENEMY_DAMAGE_INFLICT = 12; // How much damage I've inflicted on enemies Bucket_DAMAGE_RECEIVE = 13; // How much damage I've received Bucket_FRIENDLY_DAMAGE_RECEIVE = 14; // How much damage I've received from friendlies Bucket_ENEMY_DAMAGE_RECEIVE = 15; // How much damage I've received from enemies Bucket_COMPONENT_KILLS = 16; // How many components I've killed Bucket_COMPONENT_DEATHS = 17; // How many components I've lost Bucket_FRIENDLY_COMPONENT_KILLS = 18; // How many friendly units' components I've killed Bucket_FRIENDLY_COMPONENT_DEATHS = 19; // How many components I've lost to friendly fire Bucket_ENEMY_COMPONENT_KILLS = 20; // How many enemy units' components I've killed Bucket_ENEMY_COMPONENT_DEATHS = 21; // How many components I've lost to enemy units Bucket_DFA = 22; // How many times I've been able to pull off a Death From Above Bucket_SHOTS_HIT = 23; // How many of my shots have hit Bucket_SHOTS_FIRED = 24; // How many shots I've fired Bucket_HEAD_SHOTS = 25; // How many of my shots have hit a 'Mech's head Bucket_ARM_SHOTS = 26; // How many of my shots have hit a 'Mech's arm Bucket_LEG_SHOTS = 27; // How many of my shots have hit a 'Mech's leg Bucket_TORSO_SHOTS = 28; // How many of my shots have hit a 'Mech's torso Bucket_KILLS_PC = 29; Bucket_KILLS_AI = 30; Bucket_BLANK = 31; Bucket_SHUTDOWN_TIMER = 32; Bucket_OBJECTIVE = 33; // How many seconds (total) I've remained within an objective area Bucket_OBJECTIVE_CONTESTED = 34; // How many seconds (total) I've remained within an objective area with enemies in the same area Bucket_OBJECTIVE_UNCONTESTED = 35; // How many seconds (total) I've remained within an objective area with no enemies in the same area Bucket_FLAGS_TAKEN = 36; // How many flags I've picked up Bucket_FLAGS_DROPPED = 37; // How many flags I've dropped due to dying while carrying the flag Bucket_FLAGS_CAPTURED = 38; // How many flags I've successfully returned to my capture zone Bucket_FLAG_HOLD_TIME = 39; // Total amount of time I've held any flags Bucket_TIME = 40; Bucket_ALIVE_PLAYERS = 41; Bucket_DEAD_PLAYERS = 42; Bucket_CUSTOM = 43; Bucket_Team1 = -1; Bucket_Team2 = -2; Bucket_Team3 = -3; Bucket_Team4 = -4; Bucket_Team5 = -5; Bucket_Team6 = -6; Bucket_Team7 = -7; Bucket_Team8 = -8; Affects_Single = 0; Affects_All = 1; //---------------- // Game Parameter Flags (for GetGameParam()) // NOTE: these must EXACTLY match the constants in ABLXSTD.CPP! //---------------- GameParam_heatOn = 0; GameParam_killLimit = 1; GameParam_killLimitNumber = 2; GameParam_respawnLimit = 3; GameParam_respawnLimitNumber = 4; GameParam_forceRespawn = 5; GameParam_splashOn = 6; GameParam_splashPercentage = 7; GameParam_unlimitedAmmo = 8; GameParam_friendlyFirePercentage = 9; GameParam_allowZoom = 10; GameParam_allow3rdPerson = 11; GameParam_allowAutoAim = 12; GameParam_allowDeadToChat = 13; GameParam_invulnerableDrop = 14; GameParam_isNight = 15; GameParam_weather = 16; GameParam_visibility = 17; GameParam_reportStats = 18; GameParam_serverConnection = 19; GameParam_serverBandwidth = 20; GameParam_onlyStockMech = 21; GameParam_minimumTonnage = 22; GameParam_maximumTonnage = 23; GameParam_gameLength = 24; GameParam_serverRecycle = 25; GameParam_recycleDelay = 26; GameParam_playMissionReview = 27; GameParam_ruleType = 28; GameParam_deadMechCantSee = 29; GameParam_deadMechCantSeeOtherTeam = 30; GameParam_allowdecaltransfer = 31; GameParam_useMapCycle = 32; GameParam_pureMapCycle = 33; GameParam_teamAllowed = 34; GameParam_teamCount = 35; GameParam_closedGame = 36; GameParam_playerLimit = 37; //---------------- // Mech type constants (for GetMechType()) // NOTE: these must EXACTLY match the constants in MechLabHeaders.h! //---------------- M_Argus = 0; M_Atlas = 1; M_Awesome = 2; M_Bushwacker = 3; M_Catapult = 4; M_Chimera = 5; M_Cougar = 6; M_Daishi = 7; M_Hellspawn = 8; M_Loki = 9; M_Madcat = 10; M_Madcat_MKII = 11; M_Mauler = 12; M_Novacat = 13; M_Osiris = 14; M_Raven = 15; M_Shadowcat = 16; M_Thanatos = 17; M_Thor = 18; M_Uziel = 19; M_Vulture = 20; NoMechID = 21; //---------------- // SetFlagsEnabled() constants // NOTE: these must EXACTLY match the constants in MWMission.hpp! //---------------- FLAGS_HIDE = 0; FLAGS_TEAM_ONLY = 1; FLAGS_UNIVERSAL_ONLY = 2; FLAGS_SHOW_ALL = 3; //---------------- // GetViewMode()/SetViewMode() constants //---------------- VIEW_OUTSIDE_CENTER = 0; VIEW_OUTSIDE_RIGHT = 1; VIEW_OUTSIDE_LEFT = 2; VIEW_IN_MECH = 3; //---------------- // Sensor Mode constants // NOTE: these must match the constants in Sensor.hpp //---------------- SENSOR_ACTIVE = 0; SENSOR_PASSIVE = 1; SENSOR_SHUTDOWN = 2; //---------------- // Input Trainer constants // NOTE: these must EXACTLY match the constants in InputTrainer.hpp! //---------------- INPUT_NONE = 0; INPUT_THROTTLE = 1; INPUT_TURN = 2; INPUT_TORSO = 4; INPUT_FIRING = 8; INPUT_VIEW_MODES = 16; INPUT_TARGET_SELECTION = 32; INPUT_ZOOM = 64; INPUT_HEAT = 128; INPUT_NAV_SWITCHING = 256; INPUT_MISC = 32768; INPUT_ALL = 65535; //---------------- // HUD elements // NOTE: The keywords and constants here must exactly match those in MWGUIManager.hpp! //---------------- HUD_NAV = 0; HUD_TARGETARROW = 1; HUD_TORSOBAR = 2; HUD_ZOOM = 3; HUD_HEAT = 4; HUD_COOLANT = 5; HUD_JUMP = 6; HUD_SPEED = 7; HUD_DAMAGE = 8; HUD_TARGETDAMAGE = 9; HUD_WEAPON = 10; HUD_RETICLE = 11; HUD_RADAR = 12; HUD_CHAT = 13; HUD_COMM = 14; HUD_HELP = 15; HUD_MAP = 16; HUD_OBJECTIVE = 17; HUD_SCORE = 18; HUD_TIMER = 19; HUD_HELPARROW = 20; //---------------- // Sound triggers // NOTE: The keywords and constants here must exactly match those in VehicleInterface.hpp! //---------------- SOUND_TRIGGER_CRITICAL_HIT_WEAPON = 0; SOUND_TRIGGER_CRITICAL_HIT_GIMP = 1; SOUND_TRIGGER_DAMAGE_CRITICAL = 2; SOUND_TRIGGER_NO_HEAT = 3; SOUND_TRIGGER_LOW_HEAT = 4; SOUND_TRIGGER_MED_HEAT = 5; SOUND_TRIGGER_HIGH_HEAT = 6; SOUND_TRIGGER_MELTDOWN = 7; SOUND_TRIGGER_AUTO_SHUTDOWN_OVERRIDE = 8; SOUND_TRIGGER_SHUTDOWN = 9; SOUND_TRIGGER_POWER_UP = 10; SOUND_TRIGGER_MISSILE_LOCKED = 11; SOUND_TRIGGER_MISSILE_LOCKLOST = 12; SOUND_TRIGGER_MISSILE_LOCKED_ON_ME = 13; SOUND_TRIGGER_RADAR_RANGE_CHANGE = 14; SOUND_TRIGGER_RADAR_ON = 15; SOUND_TRIGGER_RADAR_OFF = 16; SOUND_TRIGGER_ZOOM_RETICAL_ENGAGED = 17; SOUND_TRIGGER_AMS_ENGAGED = 18; SOUND_TRIGGER_LAMS_ENGAGED = 19; SOUND_TRIGGER_NARC_SIGNAL_START = 20; SOUND_TRIGGER_NARC_HIT = 21; SOUND_TRIGGER_NEW_VEHICLE_RADAR_POWER_UP = 22; SOUND_TRIGGER_TORSO_TWIST = 23; SOUND_TRIGGER_TORSO_TWIST_MAX_REACHED = 24; SOUND_TRIGGER_RADAR_JAMMED = 25; SOUND_TRIGGER_COOLANT_FLUSH_START = 26; SOUND_TRIGGER_COOLANT_FLUSH_STOP = 27; SOUND_TRIGGER_OUT_OF_AMMO = 28; SOUND_TRIGGER_OBJECT_SCANNED = 29; SOUND_TRIGGER_INTERNAL_PPC_WASH = 30; SOUND_TRIGGER_HILL_TOO_STEEP = 31; SOUND_TRIGGER_TARGET_DESTROYED = 32; SOUND_TRIGGER_TERRAIN_BAD = 33; SOUND_TRIGGER_NARC_SIGNAL_STOP = 34; SOUND_TRIGGER_RECHARGE_BEAM = 35; SOUND_TRIGGER_RECHARGE_MISSILE = 36; SOUND_TRIGGER_RECHARGE_PROJECTILE = 37; SOUND_TRIGGER_RECHARGE_PPC = 38; SOUND_TRIGGER_STEP_WATER_START = 39; SOUND_TRIGGER_STEP_WATER_STOP = 40; SOUND_TRIGGER_ENGINE_WALK = 41; SOUND_TRIGGER_ENGINE_RUN = 42; SOUND_TRIGGER_ENGINE_STOP = 43; SOUND_TRIGGER_ENGINE_REVERSE = 44; SOUND_TRIGGER_NAVPOINT_REACHED = 45; SOUND_TRIGGER_KILLAWARDED = 46; SOUND_TRIGGER_FRIENDLYFIREPENALTY = 47; SOUND_TRIGGER_YOUHAVEFLAG = 48; SOUND_TRIGGER_YOUINLEAD = 49; SOUND_TRIGGER_TEAMMATEDESTROYED = 50; SOUND_TRIGGER_FLAGTAKEN = 51; SOUND_TRIGGER_FLAGCAPTURED = 52; SOUND_TRIGGER_FLAGRETURNED = 53; SOUND_TRIGGER_HILLCONTESTED = 54; SOUND_TRIGGER_HILLCAPTURED = 55; SOUND_TRIGGER_DEFENDEDDESTROYED = 56; SOUND_TRIGGER_MECH_DESTROYED = 57; SOUND_TRIGGER_ENEMY_DEAD = 58; SOUND_TRIGGER_ALLY_DEAD = 59; SOUND_TRIGGER_LANCE_DEAD = 60; SOUND_TRIGGER_COMM_OFF = 61; SOUND_TRIGGER_INIT_REPAIR = 62; SOUND_TRIGGER_REPAIR_COMP = 63; SOUND_TRIGGER_ENEMY_CAPTURED = 64; SOUND_TRIGGER_NAV_ALPHA = 65; SOUND_TRIGGER_NAV_BETA = 66; SOUND_TRIGGER_NAV_GAMMA = 67; SOUND_TRIGGER_NAV_DELTA = 68; SOUND_TRIGGER_NAV_EPSL = 69; SOUND_TRIGGER_EXTRACT_POINT = 70; SOUND_TRIGGER_TEAM_DEAD = 71; SOUND_TRIGGER_YOU_WIN = 72; SOUND_TRIGGER_YOU_LOSE = 73; SOUND_TRIGGER_VICTORY_BABY = 74; SOUND_TRIGGER_ALL_HILLS = 75; SOUND_TRIGGER_BASE_CAPTURED = 76; //---------------- // Talker IDs // NOTE: The keywords and constants here must exactly match those in ablxstd.cpp //---------------- TALKER_IAN = 0; TALKER_RAT = 1; TALKER_CAS = 2; TALKER_GON = 3; TALKER_JEN = 4; TALKER_TER = 5; TALKER_DAM = 6; TALKER_RES = 7; TALKER_65C = 8; TALKER_EV1 = 9; TALKER_EV2 = 10; TALKER_SAL = 11; TALKER_REC = 12; TALKER_SUP = 13; TALKER_FO1 = 14; TALKER_FO2 = 15; TALKER_FO3 = 16; TALKER_FO4 = 17; TALKER_FO5 = 18; TALKER_FO6 = 19; TALKER_PI1 = 20; TALKER_PI2 = 21; TALKER_PI3 = 22; TALKER_PI4 = 23; TALKER_ART = 24; TALKER_SHE = 25; TALKER_BD1 = 26; TALKER_BD2 = 27; TALKER_FOX = 28; TALKER_KIL = 29; TALKER_SGT = 30; TALKER_ROM = 31; TALKER_XRY = 32; TALKER_CCG = 33; TALKER_ERL = 34; TALKER_PA1 = 35; TALKER_PA2 = 36; TALKER_PA3 = 37; TALKER_PA4 = 38; TALKER_BRV = 39; TALKER_CHL = 40; TALKER_DEN = 41; TALKER_RCG = 42; TALKER_VRD = 43; TALKER_VOR = 44; TALKER_HQ1 = 45; TALKER_HQ2 = 46; TALKER_HQ3 = 47; TALKER_MED = 48; TALKER_SFQ = 49; TALKER_CJK = 50; TALKER_ABC = 51; TALKER_BRK = 52; TALKER_CST = 53; TALKER_ROL = 54; TALKER_WIL = 55; TALKER_EPS = 56; TALKER_PET = 57; TALKER_EP2 = 58; TALKER_BET = 59;