preloadsprite 43 400 0 preloadsprite 43 400 1 preloadsprite 43 400 2 preloadsprite 43 400 3 preloadsprite 43 400 4 preloadsprite 43 400 5 pad basket 50 green trooper > 0 pad deathpad 200 trooper > 0 variable randomdeploy 0 variable sargeisdead 0 VARIABLE dancer1 0 VARIABLE dancer2 0 VARIABLE dancer3 0 VARIABLE dancer4 0 VARIABLE dancer5 0 VARIABLE dancer6 0 VARIABLE dancer7 0 VARIABLE dancer8 0 VARIABLE dancer9 0 VARIABLE fdancer1 0 VARIABLE fdancer2 0 VARIABLE fdancer3 0 VARIABLE fdancer4 0 VARIABLE fdancer5 0 VARIABLE fdancer6 0 VARIABLE fdancer7 0 VARIABLE fdancer8 0 VARIABLE fdancer9 0 VARIABLE fdancer10 0 VARIABLE fdancer11 0 VARIABLE fdancer12 0 VARIABLE hancer1 0 VARIABLE hancer2 0 VARIABLE hancer3 0 macro pantdance 2 { if pantdance@1 testvar dancer@1 < 99999 then addvar dancer@1 1, triggerdelay @2 pantdance@1, trigger pantdance@1x if pantdance@1x then RANDOM order pant@1 goto (585,1514), order pant@1 goto (684,1535), order pant@1 goto (747,1465), order pant@1 goto (802,1410) } expand pantdance (1 100) expand pantdance (2 175) expand pantdance (3 125) expand pantdance (4 100) macro pant2dance 2 { if pantdance@1 testvar dancer@1 < 99999 then addvar dancer@1 1, triggerdelay @2 pantdance@1, trigger pantdance@1x if pantdance@1x then RANDOM order pant@1 goto (687,977), order pant@1 goto (740,900), order pant@1 goto (852,947), order pant@1 goto (941,1020) } expand pant2dance (5 200) expand pant2dance (6 75) expand pant2dance (7 150) expand pant2dance (8 200) expand pant2dance (9 150) macro fantdance 2 { if fantdance@1 testvar fdancer@1 < 99999 then addvar fdancer@1 1, triggerdelay @2 fantdance@1, trigger fantdance@1x if fantdance@1x then RANDOM order fant@1 goto (1495,862), order fant@1 goto (1656,895), order fant@1 goto (1840,992), order fant@1 goto (1839,1109), order fant@1 goto (1598,773) } expand fantdance (1 225) expand fantdance (2 225) expand fantdance (3 275) expand fantdance (4 250) expand fantdance (5 200) expand fantdance (6 200) expand fantdance (7 250) expand fantdance (8 200) expand fantdance (9 225) expand fantdance (10 275) expand fantdance (11 250) expand fantdance (12 275) macro hantmove 2 { if hantmove@1 testvar hancer@1 < 99999 then addvar hancer@1 1, triggerdelay @2 hantmove@1, trigger hantmove@1x if hantmove@1x then RANDOM order hant@1 goto (1904,705), order hant@1 goto (1896,754), order hant@1 goto (1853,792) } expand hantmove (1 100) expand hantmove (2 75) expand hantmove (3 125) if startup1 then createpowerup "FSB1" flyswatter (386,1101) 3, createpowerup "DDTB1" raid (678,1804) 3, createpowerup "MGB1" magnifying (1056,1246) 50, createpowerup "PTB1" paratroopers (1264,286) 1, createpowerup "AAB1" airattack (335,263) 1, playsound "suburbanAmbient.wav" 6 1 1, deploy greensarge1, createpowerup "X" paratroopers (2042,31) 1, createunit "striker" rifleman (1,1) green rifle, moveitem "striker" (1,1), fireweapon X striker (323,1806), undeploy striker, SETDAMAGEPAD deathpad 0, createunit "pb1" rifleman (1705,724) tan autorifle, setaimode pb1 defend, createunit "pb2" rifleman (1814,736) tan autorifle, setaimode pb2 defend, createunit "as1" rifleman (257,409) tan rifle, setfacing as1 127, setaimode as1 defend, createunit "as2" bazookaman (315,238) tan bazooka, setfacing as2 127, setaimode as2 defend, createunit "as3" rifleman (597,230) tan rifle, setfacing as3 150, // setaipose as3 kneel, // setaimode as3 defend, trigger randomness, // plate 1 createunit "pant1" ant (785,1568) tan spiderbite, createunit "pant2" ant (889,1597) tan spiderbite, createunit "pant3" ant (992,1547) tan spiderbite, createunit "pant4" ant (1084,1537) tan spiderbite, // plate 2 createunit "pant5" ant (670,429) tan spiderbite, createunit "pant6" ant (687,537) tan spiderbite, createunit "pant7" ant (630,645) tan spiderbite, createunit "pant8" ant (647,765) tan spiderbite, createunit "pant9" ant (809,806) tan spiderbite, setaimode pant1 ignore, setaimode pant2 ignore, setaimode pant3 ignore, setaimode pant4 ignore, setaimode pant5 ignore, setaimode pant6 ignore, setaimode pant7 ignore, setaimode pant8 ignore, setaimode pant9 ignore, trigger pantdance1, trigger pantdance2, trigger pantdance3, trigger pantdance4, trigger pantdance5, trigger pantdance6, trigger pantdance7, trigger pantdance8, trigger pantdance9, // basket ants createunit "fant1" ant (1495,862) tan spiderbite, createunit "fant2" ant (1565,857) tan spiderbite, createunit "fant3" ant (1638,843) tan spiderbite, createunit "fant4" ant (1656,895) tan spiderbite, createunit "fant5" ant (1742,966) tan spiderbite, createunit "fant6" ant (1840,992) tan spiderbite, createunit "fant7" ant (1904,1065) tan spiderbite, createunit "fant8" ant (1839,1109) tan spiderbite, createunit "fant9" ant (1886,1191) tan spiderbite, createunit "fant10" ant (1809,1251) tan spiderbite, createunit "fant11" ant (1765,903) tan spiderbite, createunit "fant12" ant (1599,934) tan spiderbite, setaimode fant1 ignore, setaimode fant2 ignore, setaimode fant3 ignore, setaimode fant4 ignore, setaimode fant5 ignore, setaimode fant6 ignore, setaimode fant7 ignore, setaimode fant8 ignore, setaimode fant9 ignore, setaimode fant10 ignore, setaimode fant11 ignore, setaimode fant12 ignore, trigger fantdance1, trigger fantdance2, trigger fantdance3, trigger fantdance4, trigger fantdance5, trigger fantdance6, trigger fantdance7, trigger fantdance8, trigger fantdance9, trigger fantdance10, trigger fantdance11, trigger fantdance12, createunit "hant1" ant (1904,705) tan spiderbite, createunit "hant2" ant (1896,754) tan spiderbite, createunit "hant3" ant (1853,792) tan spiderbite, setaimode hant1 ignore, setaimode hant2 ignore, setaimode hant3 ignore, triggerdelay 1500 hantmove1, triggerdelay 1000 hantmove2, triggerdelay 500 hantmove3 if hit pant1 then addvar dancer1 99999, setaimode pant1 attack if hit pant2 then addvar dancer2 99999, setaimode pant2 attack if hit pant3 then addvar dancer3 99999, setaimode pant3 attack if hit pant4 then addvar dancer4 99999, setaimode pant4 attack if hit pant5 then addvar dancer5 99999, setaimode pant5 attack if hit pant6 then addvar dancer6 99999, setaimode pant6 attack if hit pant7 then addvar dancer7 99999, setaimode pant7 attack if hit pant8 then addvar dancer8 99999, setaimode pant8 attack if hit pant9 then addvar dancer9 99999, setaimode pant9 attack if hit fant1 then addvar fdancer1 99999, setaimode fant1 attack if hit fant2 then addvar fdancer2 99999, setaimode fant2 attack if hit fant3 then addvar fdancer3 99999, setaimode fant3 attack if hit fant4 then addvar fdancer4 99999, setaimode fant4 attack if hit fant5 then addvar fdancer5 99999, setaimode fant5 attack if hit fant6 then addvar fdancer6 99999, setaimode fant6 attack if hit fant7 then addvar fdancer7 99999, setaimode fant7 attack if hit fant8 then addvar fdancer8 99999, setaimode fant8 attack if hit fant9 then addvar fdancer9 99999, setaimode fant9 attack if hit fant10 then addvar fdancer10 99999, setaimode fant10 attack if hit fant11 then addvar fdancer11 99999, setaimode fant11 attack if hit fant12 then addvar fdancer12 99999, setaimode fant12 attack if hit hant1 then addvar hancer1 99999, setaimode hant1 attack if hit hant2 then addvar hancer2 99999, setaimode hant2 attack if hit hant3 then addvar hancer3 99999, setaimode hant3 attack if randomness testvar randomdeploy < 1 then addvar randomdeploy 1, trigger grandom1, trigger grandom2, trigger grandom3, trigger grandom4, trigger grandom5, setfacing cp1g1 90, setfacing cp1g2 110, setfacing cp1g3 100, // setaipose cp1g3 prone, setfacing pag1 127, setfacing pag2 180, setfacing pag3 90, setfacing pb1 100, // setaipose pb1 prone, setfacing pb2 100, // setaipose pb2 kneel, setfacing pb3 127, // setaipose pb3 kneel, setfacing pb4 90, // setaipose pb4 kneel, // setaipose pb5 prone, setfacing pb5 127, setfacing pb6 127, setfacing pb7 80, // setaipose pb7 prone, setfacing pb8 60, // setaipose pb8 kneel, setfacing tt1 160, setfacing tt2 200, // setaipose tt3 kneel, setfacing tt3 127, trigger mixedset, trigger setaimodes if mixedset then RANDOM trigger flameset1x, trigger mortarset1x, trigger bazookaset1x if killed as2 then createpowerup "" bazooka as2 10 if killed cp1g1 then createpowerup "" medpack cp1g1 3 if killed cp1g3 then createpowerup "" grenade cp1g3 10 if killed tt3 then createpowerup "" grenade tt3 10 // guards (can of potato chips) if grandom1 then random createunit "cp1g1" rifleman (427,1118) tan rifle, createunit "cp1g2" rifleman (497,1357) tan rifle, createunit "cp1g3" grenadier (796,1311) tan grenade // guards (sandwiches) if grandom2 then random createunit "pag1" rifleman (482,823) tan rifle, createunit "pag2" rifleman (1054,1041) tan rifle, createunit "pag3" rifleman (1080,1272) tan rifle // picnic surprise if grandom3 then random createunit "pb3" rifleman (849,602) tan rifle, createunit "pb4" rifleman (2030,749) tan autorifle if grandom4 then random createunit "pb5" rifleman (1283,739) tan rifle, createunit "pb6" rifleman (1591,1361) tan autorifle, createunit "pb7" rifleman (1709,398) tan rifle, createunit "pb8" rifleman (1248,326) tan autorifle // guards (toy) if grandom5 then random createunit "tt1" rifleman (1642,1092) tan rifle, createunit "tt2" rifleman (1224,1573) tan rifle, createunit "tt3" grenadier (1086,1437) tan grenade if flameset1x then createunit "fs1" rifleman (388,1125) tan rifle, setfacing fs1 90, setaimode fs1 attack, trigger flamesetgo, trigger flamesetorders if flamesetgo then random createunit "fs2" rifleman (406,1095) tan autorifle, createunit "fs3" grenadier (424,1120) tan grenade if flamesetorders then setaimode fs2 attack, setfacing fs2 90, setaimode fs3 attack, setfacing fs3 90 if mortarset1x then createunit "ms1" rifleman (1070,1257) tan rifle, setaimode ms1 attack, trigger mortarsetgo, trigger mortarsetorders if mortarsetgo then random createunit "ms2" rifleman (1051,1276) tan autorifle, createunit "ms3" grenadier (1089,1274) tan grenade if mortarsetorders then setaimode ms2 attack, setaimode ms3 attack if bazookaset1x then playsound "TanUnits_attack.wav" 13 0, setaimode as1 attack, setaimode as2 attack, setaimode as3 attack, order as1 goto greensarge1, order as2 goto greensarge1, order as3 goto greensarge1 if setaimodes then setaimode pb1 defend, setaimode pb2 defend, setaimode as1 defend, setaimode as2 defend, setaimode as3 defend, setaimode cp1g1 defend, setaimode cp1g2 defend, setaimode cp1g3 defend, setaimode pag1 defend, setaimode pag2 defend, setaimode pag3 defend, setaimode pb3 defend, setaimode pb4 defend, setaimode pb5 defend, setaimode pb6 defend, setaimode pb7 defend, setaimode pb8 defend, setaimode tt1 defend, setaimode tt2 defend, setaimode tt3 defend, setaimode fs1 defend, setaimode fs2 defend, setaimode fs3 defend, setaimode ms1 defend, setaimode ms2 defend, setaimode ms3 defend if hit pbasket then trigger basketalarm if basketalarm butnot basketalarm1x then trigger basketalarm1x if basketalarm1x then playsound "AlarmKlaxon.wav" pbasket 8 0 1 10, playsound "AirRaidSiren.wav" pbasket 7 0 1 10, triggerdelay 7500 stopalarm if stopalarm then playsound "" pbasket 8 0 1 10, playsound "" pbasket 7 0 1 10 // picnic basket units if padon basket butnot basketx1 then playsound "Sarge_picnicBasket5.wav" 16 0, trigger basketalarm, trigger basketx1, triggerdelay 5000 morebasketx1 if basketx1 then createunit "bk1" rifleman (1925,687) tan rifle, setfacing bk1 127, order bk1 goto (1701,829), triggerdelay 1500 basket2 if basket2 butnot basketx2 then trigger basketx2 if basketx2 then setaimode bk1 attack, createunit "bk2" rifleman (1925,687) tan rifle, setfacing bk2 127, order bk2 goto (1821,838), triggerdelay 1500 basket3 if basket3 butnot basketx3 then trigger basketx3 if basketx3 then setaimode bk2 attack, createunit "bk3" grenadier (1925,687) tan grenade, setfacing bk3 127, order bk3 goto (1893,950), triggerdelay 1500 basket4 if basket4 butnot basketx4 then trigger basketx4 if basketx4 then setaimode bk3 attack if killed bk3 then createpowerup "" grenade bk3 10 if morebasketx1 then createunit "mbk1" rifleman (1925,687) tan autorifle, setfacing mbk1 127, order mbk1 goto (1701,829), triggerdelay 1500 mbasket2 if mbasket2 butnot mbasketx2 then trigger mbasketx2 if mbasketx2 then setaimode mbk1 attack, createunit "mbk2" rifleman (1925,687) tan autorifle, setfacing mbk2 127, order mbk2 goto (1821,838), triggerdelay 1500 mbasket3 if mbasket3 butnot mbasketx3 then trigger mbasketx3 if mbasketx3 then setaimode mbk2 attack, createunit "mbk3" bazookaman (1925,687) tan bazooka, setfacing mbk3 127, order mbk3 goto (1893,950), triggerdelay 1500 mbasket4 if mbasket4 butnot mbasketx4 then trigger mbasketx4 if mbasketx4 then setaimode mbk3 attack if killed mbk3 then createpowerup "" bazooka mbk3 10 if killed pbasket then playsound "" pbasket 8 0 1 10, playsound "" pbasket 7 0 1 10, playsound "PicnicBasketDestroy.wav" 15 0, playsound "Sarge_HitSpot1.wav" 16 1, triggerdelay 3000 endmission1 if endmission1 butnot killed greensarge1 then playsound "" pbasket 8 0 1 10, playsound "" pbasket 7 0 1 10, playsound "" 6 1 1, playsound "HQ_base_history.wav" 0 1, showpda "Good work, Sarge! Tan's base is history!", dropitem greensarge1 AAB1 (3,6), moveitem AAB1 (3,6), triggerdelay 100 gotestgreenwins if gotestgreenwins butnot killed greensarge1 then trigger greenwins if killed greensarge1 then setuilock 1, setcamerafocus greensarge1, setvar sargeisdead 1, triggerdelay 1500 gameoverman if gameoverman then playsound "" 6 1 1, playsound "HQ_radio_crackling.wav" 0 1, showfailure "Sarge? Sarge? Sarge!", triggerdelay 1000 tanwins if killed truck then SETDAMAGEPAD deathpad 9999 120 crush, setobjstate truck truck_boom, triggerdelay 1500 nomoredeath if nomoredeath then setdamagepad deathpad 0 if killed soda1 killed soda2 killed soda3 killed soda4 killed soda5 killed soda6 killed soda7 then playsound "sodacanexplode.wav" 3 0 if killed chip1 then playsound "ChipDestroy.wav" 3 0 if killed bucket1 killed bucket2 then playsound "SandBucketDestroy.wav" 3 0 if hit wich1 hit wich2 hit wich3 hit wich4 then playsound "SandwichShoot.wav" 3 0 // object animation sequences object truck state truck_initial frame 100 0 state truck_boom frame 110 0 playsound "truckDestroy.wav" belt 10 0 frame 110 1 frame 110 2 frame 110 3 frame 110 4 frame 110 5 setobjstate truck truck_dead state truck_dead frame 10 5 playsound "truckdeath.wav" belt 10 1