//***Map layout and concept was designed by Jason Wildblood***// //Load Sprites// preloadsprite 37 101 0 preloadsprite 37 101 2 preloadsprite 37 101 3 preloadsprite 37 102 0 preloadsprite 37 102 2 preloadsprite 37 102 3 preloadsprite 37 103 0 preloadsprite 37 103 2 preloadsprite 37 103 3 preloadsprite 37 104 0 preloadsprite 37 104 1 preloadsprite 37 105 0 preloadsprite 37 105 1 preloadsprite 43 105 0 preloadsprite 43 105 1 preloadsprite 43 105 2 preloadsprite 43 105 3 preloadsprite 43 105 4 preloadsprite 43 106 0 preloadsprite 43 106 1 preloadsprite 43 106 2 preloadsprite 43 106 3 preloadsprite 43 106 4 preloadsprite 43 107 0 preloadsprite 43 107 1 preloadsprite 43 107 2 preloadsprite 43 107 3 preloadsprite 43 107 4 preloadsprite 43 350 0 preloadsprite 43 350 1 preloadsprite 43 350 2 preloadsprite 43 350 3 preloadsprite 43 100 0 preloadsprite 43 100 1 preloadsprite 43 100 3 preloadsprite 43 100 4 preloadsprite 43 100 5 preloadsprite 43 100 6 preloadsprite 43 100 7 preloadsprite 43 100 8 preloadsprite 43 100 9 preloadsprite 43 100 0 preloadsprite 43 101 0 preloadsprite 43 101 2 preloadsprite 43 101 3 preloadsprite 43 102 0 preloadsprite 43 102 2 preloadsprite 43 102 3 preloadsprite 43 103 0 preloadsprite 43 103 2 preloadsprite 43 103 3 preloadsprite 43 110 0 preloadsprite 43 110 2 preloadsprite 43 110 3 preloadsprite 43 111 0 preloadsprite 43 111 2 preloadsprite 43 111 3 preloadsprite 43 112 0 preloadsprite 43 112 2 preloadsprite 43 112 3 preloadsprite 43 113 0 preloadsprite 43 113 2 preloadsprite 43 113 3 //**Pads**// //Center Attack// pad Centerattack20 20 green pad Centerattack30 30 green //Spider attacks// pad spidersattack1 100 green pad runspider01 150 pad runspider02 151 pad spaceshiptrigger 150 green //North Attack// pad northattack 160 green //Boil Pads// pad boiltrap 11 green trooper pad kelliepad01 11 kellie01 pad kelliepad02 11 kellie02 //Trap// pad traptrigger 50 green trooper > 0 //Main Computer// pad makedatamap 200 Tina_Tomorrow //FCrandom pads pad fcran1 120 pad fcran2 121 pad fcran3 122 pad fcran4 123 pad fcran5 124 pad fcran6 125 pad fcran7 126 //Fuel Depo// pad unitdef1 51 pad unitdef2 52 pad unitdef3 53 pad unitdef4 54 pad unitdef5 55 pad unitdef11 56 pad unitdef12 57 pad unitdef13 58 pad unitdef14 59 pad unitdef15 60 pad unitdef16 61 pad unitdef17 62 pad unitdef18 63 pad unitdef19 64 pad unitdef20 65 pad deadmanpad 66 pad deadmanpad2 67 Deadman pad deadmanmiss 68 pad showtinpdapad 254 green pad spidmove1 40 pad spidmove2 41 pad spidmove3 42 //**Variables**// variable cosmoisdead 0 variable sargeisdead 0 variable datamapisdead 0 variable mainframeisdead 0 variable fuelbattle 0 variable fuelbattleenemy 0 variable fcp01variable 0 variable mainframefcvar 0 //**Startup formula**// if startup1 then triggerdelay 1000 playopenningVO, triggerdelay 500 startrandomdep, triggerdelay 100 maketeleportexp, triggerdelay 50 makeinitialunits, triggerdelay 2500 makelabunits, triggerdelay 100 makepowerups, triggerdelay 1000 startmainframe, triggerdelay 200 activatecrates, triggerdelay 300 playsound1, triggerdelay 300 playsound2, triggerdelay 300 playsound3, triggerdelay 500 startfuelaction if playopenningVO then triggerdelay 13000 playopen02 if playopen02 then playsound "Tina09_01.wav" tina_tomorrow 8 2 //**TinaPDapad**// if padon showtinpdapad butnot onetinpda then playsound "Tina09_02.wav" 0 1, trigger playmainframSFX, trigger onetinpda if playmainframSFX then playsound "computer.wav" mainframe 1 3 1 10 if maketeleportexp then beam greensarge1 1000, createunit "Tina_Tomorrow" spacewomanp (2021,5435) green freezelaser, beam Tina_Tomorrow 1000, setfacing Tina_Tomorrow 14, setmaxhealth Tina_Tomorrow 400, heal Tina_Tomorrow 100, createunit "Kellie_Star" spacewomanp (2073,5435) green freezelaser, beam Kellie_Star 1000, setfacing Kellie_Star 200, createunit "Eclipse" spacemang (2002,5315) green lasergatling, beam Eclipse 1000, setfacing Eclipse 192, createunit "Tearin" spacemang (2021,5479) green lasergatling, beam Tearin 1000, setfacing Tearin 34, createunit "Scrappy" bazookaman (1926,5430) green bazooka, beam Scrappy 1000, setfacing Scrappy 192, createunit "Burns" flamerman (1881,5430) green flamer, beam Burns 1000, setfacing Burns 24, createunit "Crosshair" rifleman (1911,5337) green rifle, beam Crosshair 1000, setfacing Crosshair 24, createunit "CP-3doRadar" robot smcrate4 green electricshock, setfacing CP-3doRadar 142, setnpc CP-3doRadar 1, setunitgroup Crosshair 1, setunitgroup Burns 1, setunitgroup Scrappy 1, setsquadleader Tina_Tomorrow 2, setunitgroup Kellie_Star 2, setunitgroup Eclipse 2, setunitgroup Tearin 2 if killed Burns then createpowerup "" flamer burns 69 if killed Scrappy then createpowerup "" bazooka Scrappy 14 //**lose condition**// if killed greensarge1 testvar cosmoisdead = 0 and datamapisdead = 0 then setuilock 1, setcamerafocus greensarge1, showfailure "Sarge was taken out! Mission failed.", setvar sargeisdead 1, triggerdelay 3000 tanwins if killed Tina_Tomorrow testvar sargeisdead = 0 and datamapisdead = 0 then setuilock 1, setcamerafocus Tina_Tomorrow, showpda "Tina Tomorrow was killed in action. Mission failed.", setvar cosmoisdead 1, triggerdelay 3000 tanwins if destroyedthecomp then playsound "" mainframe 1 1, showpda "The Data Map was destroyed! Mission aborted.", setvar datamapisdead 1, triggerdelay 3000 tanwins //**Win condition**// if padon makedatamap testvar cosmoisdead = 0 and sargeisdead = 0 and datamapisdead = 0 and mainframeisdead = 1 then playsound "communicator.wav", triggerdelay 1000 ini_sfx if ini_sfx then playsound "Tina09_03.wav" 0, triggerdelay 500 showdatamap, triggerdelay 2000 showcompletion if showdatamap butnot makeonedatamap then setuilock 1, setcamerafocus mainframe, moveitem datamapobj mainframe, triggerdelay 100 activatedata, trigger makeonedatamap if activatedata then setobjstate datamapobj datamap_active object datamapobj state datamap_initial frame 10 00 state datamap_active frame 10 00 frame 10 01 frame 10 02 frame 10 03 frame 10 04 frame 10 05 playsound "Tina09_04.wav" 1 1, setobjstate datamapobj datamap_flashing state datamap_flashing frame 100 06 frame 100 05 frame 100 06 frame 100 05 frame 100 06 frame 100 05 frame 100 06 frame 100 05 frame 100 06 frame 100 05 frame 100 06 frame 100 05 setobjstate datamapobj datamap_flashing if showcompletion butnot onlyshowonepda then showpda "Uploading the datamap to Galactic HQ, mission successful!", triggerdelay 2000 greenwins, trigger onlyshowonepda if killed mainframefc then setvar mainframeisdead 1 //**Segment 01 Unit attack/deployment**// if makeinitialunits then createunit "Welcome1" humanoid (1691,4946) tan lightlaser, createunit "Welcome2" humanoid (1917,4880) tan lightlaser, createunit "Welcome3" alienspider (1874,4801) tan spiderbite, createunit "Welcome4" alienspider (1715,4909) tan spiderbite, createunit "Welcome5" alienspider (1867,4907) tan spiderbite, setaimode welcome1 attack, setaimode welcome2 attack, order welcome1 follow Tina_Tomorrow inmode attack, order welcome2 follow greensarge1 inmode attack, order welcome3 follow Tina_Tomorrow inmode attack, order welcome4 follow greensarge1 inmode attack, order welcome5 follow Tina_Tomorrow inmode attack, createunit "Plat02_1" eyeball (2348,3541) tan deathray, setaimode Play02_1 defend, setforcecolor Plat02_1 grey, setmaxhealth Plat02_1 500, heal plat02_1 100, setfacing plat02_1 118, createunit "Plat01_1" eyeball (1354,3584) tan deathray, setaimode Play01_1 defend, setforcecolor Plat01_1 grey, setmaxhealth Plat01_1 500, heal Plat01_1 100, setfacing plat01_1 148, createunit "Plat03_1" eyeball (1897,3024) tan deathray, setaimode Play03_1 defend, setforcecolor Plat03_1 grey, setmaxhealth Plat03_1 500, heal Plat03_1 1000, setfacing plat03_1 108, createunit "Plat04_1" eyeball (2351,2413) tan deathray, beam Plat04_1 1000, setforcecolor Plat04_1 grey, setmaxhealth Plat04_1 500, heal Plat04_1 1000, setfacing plat04_1 128, setaimode Plat04_1 defend, createunit "Plat05_1" eyeball (1437,2592) tan deathray, beam Plat05_1 1000, setforcecolor Plat05_1 grey, setmaxhealth Plat05_1 500, heal Plat05_1 1000, setfacing plat05_1 124, setaimode Play01_1 defend, setaimode Play02_1 defend, setaimode Play03_1 defend, setaimode Play04_1 defend, setaimode Play05_1 defend if hit welcome3 butnot onehit3 then setaimode welcome3 attack, trigger onehit3 if hit welcome4 butnot onehit4 then setaimode welcome4 attack, trigger onehit4 if hit welcome5 butnot onehit5 then setaimode welcome5 attack, trigger onehit5 if allof killed welcome1 killed welcome2 killed welcome3 killed welcome4 killed welcome5 then createunit "kellie01" humanoid (1691,4946) tan lightlaser, Beam Kellie01 1000, createunit "kellie02" humanoid (1917,4880) tan lightlaser, beam kellie02 1000, order kellie01 follow greensarge1 inmode attack, order kellie02 follow Tina_Tomorrow inmode attack if hit kellie01 butnot onekellieshot01 then order kellie01 goto kelliepad01 inmode ignore, trigger onekellieshot01 if padon kelliepad01 butnot kellie01once then order kellie01 follow Tina_Tomorrow inmode attack, trigger kellie01once if hit kellie02 butnot onekellieshot02 then order kellie02 goto kelliepad02 inmode ignore, trigger onekellieshot02 if padon kelliepad02 butnot kellie02once then order kellie02 follow greensarge1 inmode attack, trigger kellie02once //**Robot segment**// if killed robotridge butnot ridgeisdes then playsound "PicnicBasketDestroy.wav" robotridge 2 2 30, setnpc CP-3doRadar 0, setunitgroup CP-3doRadar 1, trigger ridgeisdes //**Ridge setup**// if killed ridge02 then playsound "PicnicBasketDestroy.wav" ridge02 11 2 30 if killed ridge03 then playsound "PicnicBasketDestroy.wav" ridge03 12 2 30 if killed ridge04 then playsound "PicnicBasketDestroy.wav" ridge04 13 2 30 if killed ridge05 then playsound "PicnicBasketDestroy.wav" ridge05 14 2 30 //**Fuel Depo Setup**// if startfuelaction then createunit "alien1fuel" humanoid unitdef11 tan Lightlaser, setfacing alien1fuel 64, createunit "alien2fuel" humanoid unitdef14 tan Lightlaser, setfacing alien2fuel 84, createunit "alien3fuel" humanoid unitdef19 tan Lightlaser, setfacing alien3fuel 18, trigger createdeadmen, trigger createlivemen if killed alien1fuel testvar fuelbattleenemy < 5 and fuelbattle = 0 then triggerdelay 500 randomregen1 if killed alien2fuel testvar fuelbattleenemy < 5 and fuelbattle = 0 then triggerdelay 500 randomregen2 if killed alien3fuel testvar fuelbattleenemy < 5 and fuelbattle = 0 then triggerdelay 500 randomregen3 if createlivemen then createunit "Cosmo" spacemang unitdef1 green lasergatling, setfacing Cosmo 252, setnpc Cosmo 1, setaimode Cosmo standfire, createunit "Sun" spacemang unitdef2 green lasergatling, setfacing Sun 192, setnpc Sun 1, setaimode Sun standfire, createunit "Raybeam" spacemang unitdef3 green lasergatling, setfacing Raybeam 188, setnpc Raybeam 1, setaimode Raybeam standfire, createunit "Limelight" spacemang unitdef4 green lasergatling, setfacing Limelight 190, setnpc Limelight 1, setaimode Limelight standfire, createunit "Sky" spacemang unitdef5 green lasergatling, setfacing Sky 190, setnpc Sky 1, setaimode Sky standfire if createdeadmen butnot onedeadmen then createunit "Laserlight" spacemang unitdef12 green lasergatling, createunit "SpacePlastic" spacemang unitdef17 green lasergatling, createunit "Orian" spacemang unitdef16 green lasergatling, createunit "Tazer" spacemang unitdef13 green lasergatling, createunit "MoonOgle" spacemang unitdef11 green lasergatling, createunit "deadman" spacemang deadmanpad green lasergatling, setnpc LaserLight 1, setnpc SpacePlastic 1, setnpc Orian 1, setnpc Tazer 1, setnpc MoonOgle 1, order deadman goto deadmanpad2 inmode ignore, trigger givedeadman, triggerdelay 1000 damagestuff, trigger onedeadmen if padon deadmanpad2 butnot onetimeexp then triggerdelay 500 Firethatweapon, order deadman follow Tinia_Tomorrow, trigger onetimeexp if Firethatweapon then fireweapon deadmanexp deadman deadmanmiss if hit deadman butnot deadmanvuln then heal deadman 20 if killed welcome1 then trigger deadmanvuln if killed deadman then createpowerup "" explosive deadman 2 //healing// //if hit Cosmo butnot spacemenwon then //heal comso 7 //if hit Sun butnot spacemenwon then //heal Sun 7 //if hit Sky butnot spacemenwon then //heal Sky 5 //if hit Raybeam butnot spacemenwon then //heal Raybeam 5 //if hit Limelight butnot spacemenwon then //heal Limelight 5 //if hit MoonOgle butnot spacemenwon then //heal MoonOgle 7 //Aliens Win// if allof killed Cosmo killed Sun killed Raybeam killed Limelight killed sky killed MoonOgle killed SpacePlastic killed Orian killed Tazer killed Laserlight then setvar fuelbattleenemy 1, setvar fuelbattle 0 //Spacemen Win// if padon spidersattack1 butnot onespiderattack then triggerdelay 30000 makegochaspiders, triggerdelay 1000 gocha, setnpc Sun 0, setnpc Sky 0, setnpc Raybeam 0, setnpc Limelight 0, setnpc MoonOgle 0, setnpc Tazer 0, setnpc Cosmo 0, setnpc Orian 0, setnpc Laserlight 0, setnpc spaceplastic 0, setunitgroup Sun 6, setunitgroup Sky 6, setunitgroup Raybeam 6, setunitgroup LimeLight 6, setunitgroup MoonOgle 6, setunitgroup Tazer 6, setunitgroup Cosmo 6, setunitgroup Orian 6, setunitgroup Laserlight 6, setunitgroup spaceplastic 6, trigger spacemenwon, setvar fuelbattle 1, trigger onespiderattack //Gocha Spider random gen// if makegochaspiders then random trigger spidertype1, triggerdelay 10000 spidertype2 //1// if spidertype1 then createunit "spidergp1_03" alienspider (1121,4270) tan spiderbite, beam spidergp1_03 1000, createunit "spidergp2_01" alienspider (1574,4668) tan spiderbite, beam spidergp2_01 1000, createunit "spidergp2_02" alienspider (1574,4668) tan spiderbite, beam spidergp2_02 1000, createunit "spidergp3_01" alienspider (1121,4270) tan spiderbite, beam spidergp3_01 1000, triggerdelay 2100 spidgp1orders if spidgp1orders then order spidergp1_03 goto spidersattack1, order spidergp2_01 goto spidersattack1, order spidergp2_02 goto spidersattack1, order spidergp3_01 goto spidersattack1 //2// if spidertype2 then createunit "spidergp1_01" alienspider (1930,4405) tan spiderbite, beam spidergp1_01 1000, createunit "spidergp1_03" alienspider (1236,4947) tan spiderbite, beam spidergp1_03 1000, createunit "spidergp2_03" alienspider (1420,4380) tan spiderbite, beam spidergp2_03 1000, createunit "spidergp3_01" alienspider (1963,4302) tan spiderbite, beam spidergp3_01 1000, triggerdelay 1100 spidgp2orders if spidgp2orders then order spidergp1_01 goto spidersattack1, order spidergp1_03 goto spidersattack1, order spidergp2_03 goto spidersattack1, order spidergp3_01 goto spidersattack1 //random regeneration// //1// if randomregen1 then random triggerdelay 2000 af1area1, triggerdelay 500 af1area2, triggerdelay 1000 af1area3 if af1area1 then resurrect alien1fuel unitdef11, beam alien1fuel 1000 if af1area2 then resurrect alien1fuel unitdef20, beam alien1fuel 1000 if af1area3 then resurrect alienfuel unitdef15, beam alien1fuel 1000 //2// if randomregen2 then random triggerdelay 2000 af2area1, triggerdelay 500 af2area2, triggerdelay 1000 af2area3, triggerdelay 800 af2area4 if af2area1 then resurrect alien2fuel unitdef17, beam alien2fuel 1000 if af2area2 then resurrect alien2fuel unitdef13, beam alien2fuel 1000 if af2area3 then resurrect alien2fuel unitdef19, beam alien2fuel 1000 if af2area4 then resurrect alien2fuel unitdef17, beam alien2fuel 1000 //3// if randomregen3 then random triggerdelay 2000 af3area1, triggerdelay 1500 af3area2, triggerdelay 1000 af3area3 if af3area1 then resurrect alien3fuel unitdef14, beam alien3fuel 1000 if af3area2 then resurrect alien3fuel unitdef16, beam alien3fuel 1000 if af3area3 then resurrect alien3fuel unitdef12, beam alien3fuel 1000 if givedeadman then setnpc deadman 0 if damagestuff then damage Fulestation 2000, makesmoke (386,5193) 60000, makesmoke (470,5134) 200000, makesmoke (343,5325) 80000, damage MoonOgle 1000, damage SpacePlastic 1000, damage Sun 1000, damage sky 1000, triggerdelay 1000 damagemeat1, triggerdelay 2000 damagemeat2, triggerdelay 5000 damagemeat3, triggerdelay 10000 damagemeat4, triggerdelay 14000 damagemeat5 if damagemeat1 then createunit "killman1" humanoid MoonOgle tan heavylaser, beam killman1 500, order killman1 follow MoonOgle if damagemeat2 then createunit "killman2" humanoid Laserlight tan heavylaser, beam killman2 500, order killman2 follow Laserlight if damagemeat3 then createunit "killman3" humanoid SpacePlastic tan heavylaser, beam killman3 500, order killman3 follow SpacePlastic if damagemeat4 then createunit "killman4" humanoid Orian tan heavylaser, beam killman4 500, order killman4 follow Orian if damagemeat5 then createunit "killman5" humanoid Tazer tan heavylaser, beam killman5 500, order killman5 follow Tazer //**Random Deployment Init**// if startrandomdep then random trigger randomset1, trigger randomset2, trigger randomset3 if randomset1 then createunit "ran1_1" humanoid (1365,4953) tan lightlaser, createunit "ran1_2" humanoid (1916,4655) tan lightlaser, createunit "ran1_3" humanoid (1741,4441) tan lightlaser, createunit "ran1_4" humanoid (1980,4146) tan lightlaser, createunit "ran1_5" humanoid (1026,4576) tan lightlaser, createunit "ran1_6" humanoid (1080,4988) tan lightlaser, createunit "ran1_7" humanoid (1436,4381) tan lightlaser, createunit "ran1_8" humanoid (1208,4827) tan lightlaser, setfacing ran1_1 192, setfacing ran1_2 108, setfacing ran1_3 148, setfacing ran1_4 118, setfacing ran1_5 158, setfacing ran1_6 148, setfacing ran1_7 94, setfacing ran1_8 138, setaimode ran1_1 defend, setaimode ran1_2 defend, setaimode ran1_3 defend, setaimode ran1_4 defend, setaimode ran1_5 defend, setaimode ran1_6 defend, setaimode ran1_7 defend, setaimode ran1_8 defend if randomset2 then createunit "ran2_1" humanoid (980,4636) tan lightlaser, createunit "ran2_2" humanoid (1045,4513) tan lightlaser, createunit "ran2_3" humanoid (1057,4907) tan lightlaser, createunit "ran2_4" humanoid (1083,5007) tan lightlaser, createunit "ran2_5" humanoid (1214,4738) tan lightlaser, createunit "ran2_6" humanoid (1901,4553) tan lightlaser, createunit "ran2_7" humanoid (1697,4442) tan lightlaser, createunit "ran2_8" humanoid (1993,3930) tan lightlaser, setfacing ran2_1 138, setfacing ran2_2 192, setfacing ran2_3 182, setfacing ran2_4 192, setfacing ran2_5 128, setfacing ran2_6 128, setfacing ran2_7 148, setfacing ran2_8 138, setaimode ran2_1 Defend, setaimode ran2_2 defend, setaimode ran2_3 defend, setaimode ran2_4 defend, setaimode ran2_5 defend, setaimode ran2_6 defend, setaimode ran2_7 defend, setaimode ran2_8 defend if randomset3 then createunit "ran3_1" humanoid (1812,4543) tan lightlaser, createunit "ran3_2" humanoid (1958,4544) tan lightlaser, createunit "ran3_3" humanoid (1978,4260) tan lightlaser, createunit "ran3_4" humanoid (1691,4433) tan lightlaser, createunit "ran3_5" humanoid (1294,4546) tan lightlaser, createunit "ran3_6" humanoid (1390,4110) tan lightlaser, createunit "ran3_7" humanoid (1070,5002) tan lightlaser, createunit "ran3_8" humanoid (1016,4573) tan lightlaser, setfacing ran3_1 148, setfacing ran3_2 128, setfacing ran3_3 128, setfacing ran3_4 148, setfacing ran3_5 74, setfacing ran3_6 128, setfacing ran3_7 172, setfacing ran3_8 148, setaimode ran3_1 defend, setaimode ran3_2 defend, setaimode ran3_3 defend, setaimode ran3_4 defend, setaimode ran3_5 defend, setaimode ran3_6 defend, setaimode ran3_7 defend, setaimode ran3_8 defend //**Crater Trap**// //**Powerup Attack**// if makepowerups then createpowerup "spiderpower" SpaceBeamers (481,3171) 1 if pickedup spiderpower by greensarge1 butnot spiderpoweronce then trigger makepoweratt1, triggerdelay 10000 makepoweratt2 if makepoweratt1 then createunit "powerdef01" humanoid (1039,3993) tan lightlaser, createunit "powerdef02" alienspider (1138,3933) tan spiderbite, createunit "powerdef03" alienspider (2058,3823) tan spiderbite, createunit "powerdef04" humanoid (1957,3789) tan lightlaser, createunit "powerdef05" alienspider (1883,3829) tan spiderbite, order powerdef01 goto spidmove1 inmode attack, order powerdef02 goto spidmove2 inmode attack, order powerdef03 goto spidmove3 inmode attack, order powerdef04 goto spidmove3 inmode attack, order powerdef05 goto spidmove2 inmode attack if makepoweratt2 then createunit "powerdef11" humanoid (1815,2407) tan lightlaser, createunit "powerdef12" alienspider (2019,2569) tan spiderbite, createunit "powerdef13" alienspider (1680,2208) tan spiderbite, createunit "powerdef14" humanoid (1442,2028) tan lightlaser, createunit "powerdef15" alienspider (1687,1986) tan spiderbite, order powerdef11 goto spidmove1 inmode attack, order powerdef12 goto spidmove2 inmode attack, order powerdef13 goto spidmove3 inmode attack, order powerdef14 goto spidmove1 inmode attack, order powerdef15 goto spidmove3 inmode attack //**Vehicle Trap**// if gocha butnot onetrap then trigger startfinalfuelrandom, trigger onetrap if startfinalfuelrandom then random trigger finalfuel1, trigger finalfuel2, trigger finalfuel3, trigger finalfuel4, trigger finalfuel5 //1// if finalfuel1 then triggerdelay 1000 makefueleye1, triggerdelay 1100 makefueleye2, triggerdelay 800 makefueleye3, triggerdelay 2000 makefueleye4, triggerdelay 1000 makefueleye5, triggerdelay 500 makefueleye6, triggerdelay 700 makefueleye7, triggerdelay 900 makefueleye8, triggerdelay 1300 makefueleye9, triggerdelay 200 makefueleye10 //2// if finalfuel2 then triggerdelay 900 makefueleye1, triggerdelay 200 makefueleye2, triggerdelay 1000 makefueleye3, triggerdelay 500 makefueleye4, triggerdelay 1000 makefueleye5, triggerdelay 3000 makefueleye6, triggerdelay 700 makefueleye7, triggerdelay 900 makefueleye8, triggerdelay 1500 makefueleye9, triggerdelay 900 makefueleye10 //3// if finalfuel3 then triggerdelay 2000 makefueleye1, triggerdelay 3000 makefueleye2, triggerdelay 600 makefueleye3, triggerdelay 1000 makefueleye4, triggerdelay 200 makefueleye5, triggerdelay 1000 makefueleye6, triggerdelay 1000 makefueleye7, triggerdelay 1100 makefueleye8, triggerdelay 900 makefueleye9, triggerdelay 3000 makefueleye10 //4// if finalfuel4 then triggerdelay 900 makefueleye1, triggerdelay 300 makefueleye2, triggerdelay 1500 makefueleye3, triggerdelay 500 makefueleye4, triggerdelay 800 makefueleye5, triggerdelay 2300 makefueleye6, triggerdelay 2900 makefueleye7, triggerdelay 2000 makefueleye8, triggerdelay 2500 makefueleye9, triggerdelay 1000 makefueleye10 //5// if finalfuel5 then triggerdelay 600 makefueleye1, triggerdelay 900 makefueleye2, triggerdelay 1000 makefueleye3, triggerdelay 900 makefueleye4, triggerdelay 900 makefueleye5, triggerdelay 400 makefueleye6, triggerdelay 700 makefueleye7, triggerdelay 500 makefueleye8, triggerdelay 200 makefueleye9, triggerdelay 1000 makefueleye10 if makefueleye1 then createunit "trapunit01" eyeball (544,5185) tan deathray, beam trapunit01 1000 if makefueleye2 then createunit "trapunit03" eyeball (676,5371) tan deathray, beam trapunit03 1000 if makefueleye3 then createunit "trapunit04" eyeball (593,5471) tan deathray, beam trapunit04 1000 if makefueleye4 then createunit "trapunit06" eyeball (309,4978) tan deathray, beam trapunit06 1000 if makefueleye5 then createunit "trapunit08" eyeball (527,4835) tan deathray, beam trapunit08 1000 if makefueleye6 then createunit "trapunit09" eyeball (649,4864) tan deathray, beam trapunit09 1000 if makefueleye7 then createunit "trapunit11" eyeball (859,4813) tan deathray, beam trapunit11 1000 if makefueleye8 then createunit "trapunit12" eyeball (796,4661) tan deathray, beam trapunit12 1000 if makefueleye9 then createunit "trapunit14" eyeball (556,4670) tan deathray, beam trapunit14 1000 if makefueleye10 then createunit "trapunit15" eyeball (679,4767) tan deathray, beam trapunit15 1000, triggerdelay 1100 trapunitorders, trigger onetrap if trapunitorders then order trapunit01 follow green inmode attack, order trapunit02 follow green inmode attack, order trapunit03 follow green inmode attack, order trapunit04 follow green inmode attack, order trapunit05 follow green inmode attack, order trapunit06 follow green inmode attack, order trapunit07 follow green inmode attack, setaimode trapunit08 defend, setaimode trapunit09 defend, setaimode trapunit10 defend, setaimode trapunit11 defend, setaimode trapunit12 defend, setaimode trapunit13 defend, setaimode trapunit14 defend, setaimode trapunit15 defend //**Segment 02 Unit attack/deployment**// if hit plat01_1 butnot hitplat01_1 then createunit "Plat01_2" humanoid (1292,3641) tan mediumlaser, beam Plat01_2 1000, createunit "Plat01_3" humanoid (1414,3641) tan mediumlaser, beam Plat01_3 1000, createunit "Plat01_4" humanoid (1414,3529) tan mediumlaser, beam Plat01_4 1000, createunit "Plat01_5" humanoid (1283,3529) tan mediumlaser, beam Plat01_5 1000, triggerdelay 1100 setaimodesplat01, trigger hitplat01_1 if setaimodesplat01 then setaimode Plat01_2 defend, setaimode Plat01_3 defend, setaimode Plat01_4 defend, setaimode Plat01_5 defend if hit plat02_1 butnot hitplat02_1 then createunit "Plat02_2" humanoid (2303,3460) tan mediumlaser, beam Plat02_2 1000, createunit "Plat02_3" humanoid (2261,3523) tan mediumlaser, beam Plat02_3 1000, createunit "Plat02_4" humanoid (2279,3590) tan mediumlaser, beam Plat02_4 1000, triggerdelay 1100 setaimodesplat02, trigger hitplat02_1 if setaimodesplat02 then setaimode Plat02_2 defend, setaimode Plat02_3 defend, setaimode Plat02_4 defend if hit plat03_1 butnot hitplat03_1 then createunit "Plat03_2" humanoid (1826,3060) tan mediumlaser, beam Plat03_2 1000, createunit "Plat03_3" humanoid (1971,3060) tan mediumlaser, beam Plat03_3 1000, createunit "Plat03_4" humanoid (1971,2983) tan mediumlaser, beam Plat03_4 1000, createunit "Plat03_5" humanoid (1829,2983) tan mediumlaser, beam Plat03_5 1000, triggerdelay 1100 setaimodesplat03, trigger hitplat03_1 if setaimodesplat03 then setaimode Plat03_2 defend, setaimode Plat03_3 defend, setaimode Plat03_4 defend, setaimode Plat03_5 defend if hit plat04_1 butnot hitplat04_1 then createunit "Plat04_2" humanoid (2291,2346) tan mediumlaser, beam Plat04_2 1000, createunit "Plat04_3" humanoid (2262,2419) tan mediumlaser, beam Plat04_3 1000, createunit "Plat04_4" humanoid (2301,2494) tan mediumlaser, beam Plat04_4 1000, createunit "Plat04_5" humanoid (1829,2983) tan mediumlaser, beam Plat04_5 1000, triggerdelay 1100 setaimodesplat04, trigger hitplat04_1 if setaimodesplat04 then setaimode Plat04_2 defend, setaimode Plat04_3 defend, setaimode Plat04_4 defend, setaimode Plat04_5 defend if hit plat05_1 butnot hitplat05_1 then createunit "Plat05_2" humanoid (1364,2532) tan mediumlaser, beam Plat05_2 1000, createunit "Plat05_3" humanoid (1364,2656) tan mediumlaser, beam Plat05_3 1000, createunit "Plat05_4" humanoid (1501,2656) tan mediumlaser, beam Plat05_4 1000, createunit "Plat05_5" humanoid (1501,2525) tan mediumlaser, beam Plat05_5 1000, triggerdelay 1100 setaimodesplat05, trigger hitplat05_1 if setaimodesplat05 then setaimode Plat05_2 defend, setaimode Plat05_3 defend, setaimode Plat05_4 defend, setaimode Plat05_5 defend if padon Centerattack30 butnot Centertriggeronce then createunit "Commander01" humanoid (1579,1998) tan mediumlaser 1 2, beam Commander01 1000, createunit "Commander02" humanoid (1685,1999) tan mediumlaser 1 2, beam commander02 1000, trigger Centertriggeronce, triggerdelay 1100 COMorders if COMorders then order Commander01 follow greensarge1 inmode attack, order Commander02 follow greensarge1 inmode attack //**Segment 03 UnitAttack/Deployment**// //**Spider Lure**// if padon Centerattack20 butnot onecenterattack20 then createunit "Spiderlure01" alienspider (1703,1912) tan spiderbite, beam Spiderlure01 1000, createunit "Spiderlure02" alienspider (1674,1960) tan spiderbite, beam Spiderlure02 1000, createunit "Spiderlure03" alienspider (1601,1987) tan spiderbite, beam Spiderlure03 1000, createunit "Spiderlure04" alienspider (1607,1918) tan spiderbite, beam Spiderlure04 1000, createunit "Spiderlure05" alienspider (1372,1972) tan spiderbite, beam Spiderlure05 1000, createunit "Spiderlure06" alienspider (1421,1988) tan spiderbite, beam Spiderlure06 1000, createunit "Spiderlure07" alienspider (1371,2029) tan spiderbite, beam Spiderlure07 1000, triggerdelay 1100 spiderlureais, trigger onecenterattack20 if spiderlureais then setaimode Spiderlure01 defend, setaimode Spiderlure02 defend, setaimode Spiderlure03 defend, setaimode Spiderlure04 defend, setaimode Spiderlure05 defend, setaimode Spiderlure06 defend, setaimode Spiderlure07 defend if hit Spiderlure01 butnot spider01_hitonce then order Spiderlure01 goto runspider01 inmode ignore, trigger spider01_hitonce if hit Spiderlure02 butnot spider02_hitonce then order Spiderlure02 goto runspider02 inmode ignore, trigger spider02_hitonce if hit Spiderlure03 butnot spider03_hitonce then order Spiderlure03 goto runspider01 inmode ignore, trigger spider03_hitonce if hit Spiderlure04 butnot spider04_hitonce then order Spiderlure04 goto runspider02 inmode ignore, trigger spider04_hitonce if hit Spiderlure05 butnot spider05_hitonce then order Spiderlure05 goto runspider01 inmode ignore, trigger spider05_hitonce if hit Spiderlure06 butnot spider06_hitonce then order Spiderlure06 goto runspider02 inmode ignore, trigger spider06_hitonce if hit Spiderlure07 butnot spider07_hitonce then order Spiderlure07 goto runspider01 inmode ignore, trigger spider07_hitonce //**Boil Explosions**// // @1 = Object name @2 = pad // macro boil 2 { variable boilvar@1 0 pad Boilpad@1 @2 green if padon Boilpad@1 then setvar boilvar@1 1, trigger animate@1_boil, setdamagepad boilpad@1 1 100 fire tan, trigger create@1spiders if killed boil@1 testvar boilvar@1 = 0 then setvar boilvar@1 1, trigger animate@1_boil, setdamagepad boilpad@1 1 fire tan, trigger create@1spiders if create@1spiders butnot onlyoncreation@1 then createunit "boil@1spider1" alienworm boil@1 tan wormspit, createunit "boil@1spider2" alienworm boil@1 tan wormspit, createunit "boil@1spider3" alienworm boil@1 tan wormspit, trigger onlyoncreation@1 if animate@1_boil butnot onlyonceanim@1boil then setobjstate boil@1 boil@1_explode, trigger boilsound@1, trigger onlyonceanim@1boil if boilsound@1 then playsound "fruitgore.wav" boil@1, addsoundorigin "fruitgore.wav" boil@1 2 20 object boil@1 state boil@1_initial frame 100 0 state boil@1_explode frame 100 2 frame 100 3 frame 100 4 frame 100 5 frame 100 1 setobjstate boil@1 boil@1_finished state boil@1_finished frame 10 1 } expand boil ( 1 201 ) expand boil ( 2 202 ) expand boil ( 3 203 ) expand boil ( 4 204 ) expand boil ( 5 205 ) expand boil ( 6 206 ) expand boil ( 7 207 ) expand boil ( 8 208 ) expand boil ( 9 209 ) expand boil ( 10 210 ) expand boil ( 11 211 ) expand boil ( 12 212 ) expand boil ( 13 213 ) expand boil ( 14 214 ) expand boil ( 15 215 ) expand boil ( 16 216 ) expand boil ( 17 217 ) expand boil ( 18 218 ) expand boil ( 19 219 ) expand boil ( 20 220 ) expand boil ( 21 221 ) expand boil ( 22 222 ) expand boil ( 23 223 ) expand boil ( 24 224 ) expand boil ( 25 225 ) //**Space Craft Deployment**// if padon spaceshiptrigger butnot spaceshiponetime then trigger startrandomship, trigger spaceshiponetime if startrandomship then random trigger variety1, trigger variety2, trigger variety3 //Random Variety1// if variety1 then createunit "Shipeye1" eyeball (1702,965) tan deathray, setforcecolor Shipeye1 grey, setmaxhealth Shipeye1 300, heal Shipeye1 100, order Shipeye1 follow Tina_Tomorrow inmode attack, triggerdelay 1000 makehumanoid if makehumanoid then triggerdelay 1000 make1, triggerdelay 2000 make2, triggerdelay 3000 make3, triggerdelay 4000 make4, triggerdelay 5000 makeeye2 if make1 then createunit "shipdef1" humanoid (1702,965) tan lightlaser, order shipdef1 follow Tina_Tomorrow inmode attack if make2 then createunit "shipdef2" humanoid (1702,965) tan lightlaser, order shipdef1 follow Tina_Tomorrow inmode attack if make3 then createunit "shipdef3" humanoid (1702,965) tan lightlaser, order shipdef1 follow Greensarge1 inmode attack if make4 then createunit "shipdef4" humanoid (1702,965) tan lightlaser, order shipdef1 follow Greensarge1 inmode attack if makeeye2 then createunit "Shipeye2" eyeball (1702,965)tan deathray, setforcecolor Shipeye1 grey, setmaxhealth Shipeye1 300, heal Shipeye1 100, order Shipeye1 follow greensarge1 inmode attack //Random Variety 2// if variety2 then createunit "fc01" fieldcommander (1702,965) tan heavylaser, order fc01 follow greensarge1 inmode attack, triggerdelay 1000 make1, triggerdelay 2000 make2, triggerdelay 3000 makefcom if makefcom then createunit "fc02" fieldcommander (1702,965) tan heavylaser, order fc02 follow Tina_Tomorrow inmode attack //Random Variety 3// if variety3 then createunit "badass01" humanoid (1702,965) tan lightlaser, setforcecolor badass01 grey, setmaxhealth badass01 150, heal badass01 100, order badass01 follow greensarge1 inmode attack, triggerdelay 1000 boost1, triggerdelay 2000 boost2, triggerdelay 3000 boost3 if boost1 then createunit "badass02" humanoid (1702,965) tan lightlaser, setforcecolor badass02 grey, setmaxhealth badass02 150, heal badass02 100, order badass02 follow greensarge1 inmode attack if boost2 then createunit "badass03" humanoid (1702,965) tan lightlaser, setforcecolor badass03 grey, setmaxhealth badass03 150, heal badass03 100, order badass03 follow Tina_Tomorrow inmode attack if boost3 then createunit "badass04" humanoid (1702,965) tan lightlaser, setforcecolor badass04 grey, setmaxhealth badass04 150, heal badass04 100, order badass04 follow Tina_Tomorrow inmode attack //**Northern attack**// if padon northattack butnot northattackonce then createunit "northunit1" humanoid (2021,5435) tan lightlaser, createunit "northunit2" eyeball (2021,5435) tan deathray, createunit "northunit3" humanoid (2021,5435) tan lightlaser, createunit "northunit4" eyeball (2021,5435) tan deathray, createunit "northunit5" humanoid (2021,5435) tan lightlaser, createunit "northunit6" eyeball (2021,5435) tan deathray, createunit "northunit7" humanoid (2021,5435) tan lightlaser, createunit "northunit8" eyeball (2021,5435) tan deathray, moveitem northunit1 (2370,182), moveitem northunit2 (2370,232), moveitem northunit3 (2370,330), moveitem northunit4 (2370,330), moveitem northunit5 (2175,100), moveitem northunit6 (1728,100), moveitem northunit7 (1912,100), moveitem northunit8 (2330,100), order northunit1 follow greensarge1 inmode attack, order northunit2 follow greensarge1 inmode attack, order northunit3 follow greensarge1 inmode attack, order northunit4 follow greensarge1 inmode attack, order northunit5 follow Tina_Tomorrow inmode attack, order northunit6 follow Tina_Tomorrow inmode attack, order northunit7 follow Tina_Tomorrow inmode attack, order northunit8 follow Tina_Tomorrow inmode attack, triggerdelay 30000 makenortherharder, trigger northattackonce if makenortherharder then createunit "northunit10" humanoid (2021,5435) tan mediumlaser, createunit "northunit11" humanoid (2021,5435) tan mediumlaser, createunit "northunit12" humanoid (2021,5435) tan mediumlaser, createunit "northunit13" humanoid (2021,5435) tan mediumlaser, setforcecolor northunit10 grey, setforcecolor northunit11 grey, setforcecolor northunit12 grey, setforcecolor northunit13 grey, setmaxhealth northunit10 150, setmaxhealth northunit11 150, setmaxhealth northunit12 150, setmaxhealth northunit13 150, heal northunit10 100, heal northunit11 100, heal northunit12 100, heal northunit13 100, moveitem northunit10 (2370,182), moveitem northunit11 (2370,232), moveitem northunit12 (1912,100), moveitem northunit13 (2330,100), order northunit10 follow greensarge1 inmode attack, order northunit11 follow greensarge1 inmode attack, order northunit12 follow Tina_Tomorrow inmode attack, order northunit13 follow Tina_Tomorrow inmode attack //**The Lab Setup**// if makelabunits then createunit "mainframefc" fieldcommander (512,444) tan heavylaser 3, createunit "fcguard1" humanoid (632,528) tan mediumlaser 2, createunit "fcguard2" humanoid (389,528) tan mediumlaser 2, createunit "enterguard" humanoid (1526,289) tan lightlaser, setaimode mainframefc ignore, setaimode fcguard1 standfire, setaimode fcguard2 standfire, createunit "fcp01" humanoid (245,494) tan heavylaser 3, triggerdelay 100 labpatrol if hit fcguard1 butnot onehitenterguard1 then order fcguard1 follow greensarge1 inmode attack, order fcguard2 follow Tina_Tomorrow inmode attack, trigger onehitenterguard1 if hit fcguard2 butnot onehitenterguard2 then order fcguard1 follow greensarge1 inmode attack, order fcguard2 follow Tina_Tomorrow inmode attack, trigger onehitenterguard2 if hit mainframefc butnot onehitmffc then playsound "AliensBeam.wav" mainframefc 0 20, beam mainframefc 1000, triggerdelay 1100 telefc, createunit "comp1" eyeball (403,1523) tan deathray 2, beam comp1 1000, createunit "comp2" eyeball (479,1585) tan deathray 2, beam comp2 1000, createunit "comp3" eyeball (334,1585) tan deathray 2, beam comp3 1000, createunit "comp4" eyeball (403,1620) tan deathray 2, beam comp4 1000, triggerdelay 1100 comporders, setaimode mainframefc attack, trigger onehitmffc if hit mainframefc testvar mainframefcvar = 1 and gethealth mainframefc <= 800 then addvar mainframefcvar 1, setmaxhealth mainframefc 800, heal mainframefc 100, beam mainframefc 900, playsound "AliensBeam.wav" mainframefc 0 20, triggerdelay 800 undepfc, trigger location_init if hit mainframefc testvar mainframefcvar = 2 and gethealth mainframefc <= 600 then addvar mainframefcvar 1, setmaxhealth mainframefc 600, heal mainframefc 100, beam mainframefc 900, playsound "AliensBeam.wav" mainframefc 0 20, triggerdelay 800 undepfc, trigger location_init if hit mainframefc testvar mainframefcvar = 3 and gethealth mainframefc <= 400 then addvar mainframefcvar 1, setmaxhealth mainframefc 400, heal mainframefc 100, beam mainframefc 900, playsound "AliensBeam.wav" mainframefc 0 20, triggerdelay 800 undepfc, trigger location_init if hit mainframefc testvar mainframefcvar = 4 and gethealth mainframefc <= 200 then addvar mainframefcvar 1, setmaxhealth mainframefc 200, heal mainframefc 100, beam mainframefc 900, playsound "AliensBeam.wav" mainframefc 0 20, triggerdelay 800 undepfc, trigger location_init if hit mainframefc testvar mainframefcvar = 5 and gethealth mainframefc <= 100 then addvar mainframefcvar 1, setmaxhealth mainframefc 100, heal mainframefc 100, beam mainframefc 900, playsound "AliensBeam.wav" mainframefc 0 20, triggerdelay 800 undepfc, trigger location_init if undepfc then undeploy mainframefc if telefc then undeploy mainframefc, triggerdelay 30000 telefcrandom if telefcrandom testvar mainframefcvar = 0 then setvar mainframefcvar 1, triggerdelay 3000 location_init macro locationmac 1 { if location@1 then deploy mainframefc fcran@1, beam mainframefc 900, playsound "AliensBeam.wav" mainframefc 0 20, triggerdelay 900 locorders } expand locationmac ( 1 ) expand locationmac ( 2 ) expand locationmac ( 3 ) expand locationmac ( 4 ) expand locationmac ( 5 ) expand locationmac ( 6 ) expand locationmac ( 7 ) expand locationmac ( 8 ) if locorders then order mainframefc goto mainframe inmode attack if location_init then random triggerdelay 3000 location1, triggerdelay 3000 location2, triggerdelay 3000 location3, triggerdelay 3000 location4, triggerdelay 3000 location5, triggerdelay 3000 location6, triggerdelay 3000 location7, triggerdelay 3000 location8 if comporders then order comp1 goto mainframefc inmode attack, order comp2 goto mainframefc inmode attack, order comp3 goto mainframefc inmode attack, order comp4 goto mainframefc inmode attack if hit fcp01 testvar fcp01variable = 0 then setvar fcp01variable 1 if labpatrol then setfacing fcguard1 128, setfacing fcguard2 128, triggerdelay 8000 fcp01order1 if fcp01order1 butnot fcp01death testvar fcp01variable = 0 then order fcp01 goto (543,415) inmode defend, triggerdelay 7000 fcp01facing1, triggerdelay 8000 fcp01order2 if fcp01facing1 then setfacing fcp01 230 if fcp01order2 butnot fcp01death testvar fcp01variable = 0 then order fcp01 goto (850,635) inmode defend, triggerdelay 7000 fcp02facing01_2, triggerdelay 7500 fcp02facing02_2, triggerdelay 8500 fcp02facing03_2, triggerdelay 9000 fcp01order3 if fcp02facing01_2 then setfacing fcp01 192 if fcp02facing02_2 then setfacing fcp01 225 if fcp02facing01_2 then setfacing fcp01 192 if fcp01order3 butnot fcp01death testvar fcp01variable = 0 then order fcp01 goto (1188,523) inmode defend, triggerdelay 7000 fcp03facing01_3, triggerdelay 8000 fcp03facing02_3, triggerdelay 9500 fcp03facing03_3, triggerdelay 10000 fcp03facing04_3, triggerdelay 10500 fcp01order4 if fcp03facing01_3 then setfacing fcp01 200 if fcp03facing02_3 then setfacing fcp01 182 if fcp03facing03_3 then setfacing fcp01 148 if fcp03facing04_3 then setfacing fcp01 192 if fcp01order4 butnot fcp01death testvar fcp01variable = 0 then order fcp01 goto (1526,379) inmode defend, triggerdelay 7000 fcp01facing01_4, triggerdelay 7500 fcp01facing02_4, triggerdelay 8000 fcp01facing03_4, triggerdelay 9000 fcp01facing04_4, triggerdelay 9500 fcp01order5 if fcp01facing01_4 then setfacing fcp01 200 if fcp01facing02_4 then setfacing fcp01 0 if fcp01facing03_4 then setfacing fcp01 14 if fcp01facing04_4 then setfacing fcp01 0 if fcp01order5 butnot fcp01death testvar fcp01variable = 0 then order fcp01 goto (1154,671) inmode defend, triggerdelay 7000 fcp01facing01_5, triggerdelay 8000 fcp01facing02_5, triggerdelay 9000 fcp01facing03_5, triggerdelay 10000 fcp01order6 if fcp01facing01_5 then setfacing fcp01 14 if fcp01facing02_5 then setfacing fcp01 0 if fcp01facing03_5 then setfacing fcp01 230 if fcp01order6 butnot fcp01death testvar fcp01variable = 0 then order fcp01 goto (858,879) inmode defend, triggerdelay 6000 fcp01facing01_6, triggerdelay 7000 fcp01facing02_6, triggerdelay 8000 fcp01facing03_6, triggerdelay 8500 fcp01order7 if fcp01facing01_6 then setfacing fcp01 192 if fcp01facing02_6 then setfacing fcp01 158 if fcp01facing03_6 then setfacing fcp01 128 if fcp01order7 butnot fcp01death testvar fcp01variable = 0 then order fcp01 goto (503,1000) inmode defend, triggerdelay 6000 fcp01facing01_7, triggerdelay 7000 fcp01facing02_7, triggerdelay 8000 fcp01facing03_7, triggerdelay 9000 fcp01order8 if fcp01facing01_7 then setfacing fcp01 128 if fcp01facing02_7 then setfacing fcp01 158 if fcp01facing03_7 then setfacing fcp01 192 if fcp01order8 butnot fcp01death testvar fcp01variable = 0 then order fcp01 goto (236,792) inmode defend, triggerdelay 6000 fcp01facing8, triggerdelay 8000 fcp01order1 if fcp01facing8 then setfacing fcp01 182 if killed fcp01 then trigger fcp01death //**Object Setup**// //**Computer Action**// if startmainframe then setobjstate mainframe mainframe_on if killed mainframe then setobjstate mainframe mainframe_initial, createexplosion mainframe 136 10 blue, makesmoke mainframe 10000, trigger destroyedthecomp object Mainframe state mainframe_initial frame 50 1 state mainframe_on frame 100 0 frame 100 3 frame 100 4 frame 100 5 frame 100 6 frame 100 7 frame 100 8 frame 100 9 setobjstate mainframe mainframe_on if hit mainframe by tan then heal mainframe 100 object labbolt state labboltactive frame 80 0 frame 70 1 frame 80 2 frame 80 3 frame 70 1 frame 50 2 frame 70 3 frame 60 0 frame 80 1 frame 70 3 frame 70 2 frame 80 1 triggerdelay 80 reloopelabbolt state labbolt_toast frame 10 0 if reloopelabbolt butnot labtoast then trigger labboltSFX, setobjstate labbolt labboltactive if killed labbuilding then trigger labtoast, setobjstate labbolt labbolt_toast, undeploy labbolt, playsound "" 15 3 1 20, undeploy labbolt if labboltSFX butnot oneboltSFX then playitemsound "ElectricArc3.wav" labbolt 15 3 1, trigger oneboltSFX //**Gen systems**// macro generator 1 { variable gen@1killed 0 if reloopgen@1 testvar gen@1killed = 0 then setobjstate gen0@1 gen@1_active object gen0@1 state gen@1_active frame 200 3 frame 200 2 frame 200 0 frame 200 2 triggerdelay 200 reloopgen@1 state gen@1_damstate frame 10 1 if hit gen0@1 testvar gethealth gen0@1 <= 20 and gen@1killed = 0 then trigger irregular_bolt@1, trigger gen@1_secondST, setobjstate bolt0@1 gen@1_boltirregular if killed gen0@1 then setvar gen@1killed 1, createexplosion gen0@1 130 1 blue, makesmoke gen0@1 10000, setobjstate bolt0@1 bolt@1_off, trigger offsound@1, undeploy bolt0@1, setobjstate gen0@1 gen@1_damstate //setobjstate gen0@1 gen@1_toast //state gen@1_toast //frame 10 1 if offsound@1 then playsound "" bolt0@1 2 3 10 object bolt0@1 state boltactive@1 frame 100 0 frame 100 1 frame 100 2 frame 100 3 frame 100 1 frame 100 3 frame 100 2 frame 100 1 frame 100 0 trigger reloopbolt@1 state gen@1_boltirregular frame 100 1 frame 100 3 frame 200 4 frame 100 1 frame 200 4 frame 100 0 frame 100 2 frame 100 3 frame 200 4 frame 100 0 setobjstate bolt0@1 gen@1_boltirregular state bolt@1_off frame 10 4 if reloopbolt@1 butnot irregular_bolt@1 then setobjstate bolt0@1 boltactive@1 if playsound@1 butnot onesound@1 then playsound "ElectricArc2.wav" bolt0@1 2 3 1 10, addsoundorigin "ElectricArc2.wav" bolt0@1 2 10, trigger onesound@1 } expand generator ( 1 ) expand generator ( 2 ) expand generator ( 3 ) //**Animated Crates**// if activatecrates then triggerdelay 200 startanimScrate, triggerdelay 400 startanimlcrate, triggerdelay 600 startanimcasket1, triggerdelay 800 startanimcasket2 macro smallcrate 1 { variable smcratetoast@1 0 if startanimScrate then setobjstate smcrate@1 smcrate_active@1 object smcrate@1 state smcrate_init@1 frame 10 0 state smcrate_active@1 frame 200 3 frame 200 2 frame 200 0 frame 200 2 triggerdelay 200 reloopsmcrt@1 state smcrate_toast@1 frame 5 1 if reloopsmcrt@1 testvar smcratetoast@1 = 0 then setobjstate smcrate@1 smcrate_active@1 if killed smcrate@1 then setvar smcratetoast@1 1, setobjstate smcrate@1 smcrate_toast@1 } expand smallcrate ( 1 ) expand smallcrate ( 2 ) expand smallcrate ( 3 ) expand smallcrate ( 4 ) expand smallcrate ( 5 ) expand smallcrate ( 6 ) expand smallcrate ( 7 ) expand smallcrate ( 8 ) expand smallcrate ( 9 ) expand smallcrate ( 10 ) expand smallcrate ( 11 ) if killed smcrate4 then createpowerup "med01" medpack smcrate4 4 if killed smcrate5 then createpowerup "" wrench smcrate5 1 if killed smcrate6 then createpowerup "" explosive smcrate6 8 if killed smcrate7 then createpowerup "flat01" Flak smcrate7 80 if killed smcrate8 then createpowerup "" medpack smcrate8 3 if killed smcrate9 then createpowerup "" medpack smcrate9 2 if killed smcrate10 then createpowerup "" heavymg smcrate10 macro largcrate 1 { variable lgcratetoast@1 0 if startanimlcrate then setobjstate lgcrate@1 lgcrate_active@1 object lgcrate@1 state lgcrate_init@1 frame 10 0 state lgcrate_active@1 frame 200 3 frame 200 2 frame 200 0 frame 200 2 triggerdelay 200 relooplgcrt@1 state lgcrate_toast@1 frame 5 1 if relooplgcrt@1 testvar lgcratetoast@1 = 0 then setobjstate lgcrate@1 lgcrate_active@1 if killed lgcrate@1 then setvar lgcratetoast@1 1, setobjstate lgcrate@1 lgcrate_toast@1 } expand largcrate ( 1 ) expand largcrate ( 2 ) expand largcrate ( 3 ) expand largcrate ( 4 ) expand largcrate ( 5 ) macro horizcasket 1 { variable hcaskettoast@1 0 if startanimcasket1 then setobjstate hcasket@1 hcasket_active@1 object hcasket@1 state hcasket_init@1 frame 10 0 state hcasket_active@1 frame 200 3 frame 200 2 frame 200 0 frame 200 2 triggerdelay 200 reloophckt@1 state hcasket_toast@1 frame 5 1 if reloophckt@1 testvar hcaskettoast@1 = 0 then setobjstate hcasket@1 hcasket_active@1 if killed hcasket@1 then setvar hcaskettoast@1 1, setobjstate hcasket@1 hcasket_toast@1 } expand horizcasket ( 1 ) expand horizcasket ( 2 ) macro verticcasket 1 { variable vcaskettoast@1 0 if startanimcasket2 then setobjstate vcasket@1 vcasket_active@1 object vcasket@1 state vcasket_init@1 frame 10 0 state vcasket_active@1 frame 200 3 frame 200 2 frame 200 0 frame 200 2 triggerdelay 200 reloopvckt@1 state vcasket_toast@1 frame 5 1 if reloopvckt@1 testvar vcaskettoast@1 = 0 then setobjstate vcasket@1 vcasket_active@1 if killed vcasket@1 then setvar vcaskettoast@1 1, setobjstate vcasket@1 vcasket_toast@1 } expand verticcasket ( 1 ) expand verticcasket ( 2 ) //**Saucer Action**// object leftdoorlight state leftdoorlight_initial frame 100 1 trigger resetLDLight state leftdoorlight_active frame 200 0 frame 70 1 triggerdelay 100 resetback03 if resetLDLight then setobjstate leftdoorlight leftdoorlight_active object rightdoorlight state rightdoorlight_initial frame 100 1 state rightdoorlight_active frame 200 0 frame 70 1 triggerdelay 100 resetLDLight if resetRDLight then setobjstate rightdoorlight rightdoorlight_active object backlight01 state Back01_initial frame 100 1 state Back01_active frame 200 0 frame 70 1 triggerdelay 100 resetRDLight if resetback01 then trigger playsaucerSFX, setobjstate backlight01 Back01_active object backlight03 state back03_initial frame 100 1 state Back03_active frame 200 0 frame 70 1 triggerdelay 100 resetback02 if resetback03 then setobjstate backlight03 Back03_active object backlight02 state Back02_inital frame 200 1 state Back02_active frame 200 0 frame 70 1 triggerdelay 100 resetback01 if resetback02 then setobjstate backlight02 Back02_active if playsaucerSFX butnot onesaucer then playsound "UFOambient.wav" saucership 3 2 1 30, trigger onesaucer