//--This is the bathtub map--// //--Pads--// pad laststand 100 pad fm1 101 fieldmarshall pad fm2 102 fieldmarshall pad fm3 103 fieldmarshall pad fm4 104 fieldmarshall pad fm5 105 fieldmarshall pad ht1 111 tanhtrack1 pad ht2 112 tanhtrack1 pad ht3 113 tanhtrack1 pad ht4 114 tanhtrack1 pad trainer1 151 trainer pad trainer2 152 trainer pad trainer3 153 trainer pad sponge 200 trooper pad boatpoint1 201 tanboat1 pad boatpoint2 202 tanboat1 pad boatpoint3 203 tanboat1 pad boatpoint4 204 tanboat1 pad charge 254 green trooper pad finishsarge 255 green trooper pad sargevopad 190 green //--Preloaded Sprites--// preloadsprite 43 500 0 preloadsprite 43 500 1 preloadsprite 43 500 2 preloadsprite 43 500 3 preloadsprite 43 500 4 preloadsprite 43 500 5 preloadsprite 43 500 6 preloadsprite 43 500 7 preloadsprite 43 500 8 //--Variables--// variable civiliandeaths 0 variable vehiclegoal 0 variable spongecount 0 if padon sargevopad butnot onesargevo then playsound "Sarge_CommanderMe2.wav" 10 3, trigger onesargevo //--Startup--// if startup1 then triggerdelay 100 gstart //--Win Condition--// if killed fieldmarshall then triggerdelay 4000 checkgreenwins if checkgreenwins butnot killed greensarge1 then playsound "HQ_CivilianDestination.wav" 1 1, showpda "Great work Sarge. Gather up the trucks and await further orders.", triggerdelay 100 greenwins //--Lose Conditions--// if killed greensarge1 then setuilock 1, setcamerafocus greensarge1, showpda "You let Sarge die!", triggerdelay 3000 tanwins //--Start--// if gstart then trigger greensetup, trigger tansetup, trigger bigguys //--Green Setup--// if greensetup then createunit Hotspot flamerman (1945,2380) green flamer 1 2, createunit Pitt grenadier (1802,2380) green grenade 1 2, createunit Scar rifleman (1730,2440) green rifle 1 3, createunit Pierce rifleman (1874,2440) green rifle 1 3, createunit Flack rifleman (2018,2440) green rifle 1 3, createunit greenboat1 boat (2060,1310) green vulcan, setfacing greenboat1 96 //--Macro maketans--// macro maketans 9 // @1 = unit name, @2 = unit type, @3 = x coord, @4 = y coord, // // @5 = weapon. @6 = strength, @7 = facing, @8 = ai mode @9 = numeric // { if tansetup then createunit @1 @2 (@3,@4) tan @5 @6 1, setfacing @1 @7, setaimode @1 @8, trigger that_unit_hit1 if padon charge then trigger finalfight, order @1 follow greensarge1 inmode attack if hit @1 butnot that_unit_hit@9 then order @1 follow greensarge1 inmode defend } expand maketans (tanrifle1 rifleman 2760 1730 autorifle 1 128 defend 1 ) expand maketans (tanrifle2 rifleman 2550 1630 autorifle 1 96 defend2 1 ) expand maketans (tanrifle3 rifleman 1390 440 autorifle 1 144 defend3 1 ) expand maketans (tanhtflamer1 flamerman 1660 3085 FLAMER 1 144 defend4 1 ) expand maketans (tanhtrifle1 rifleman 1660 3085 autorifle 1 144 defend5 2 ) expand maketans (tanhtrifle2 rifleman 1660 3085 autorifle 1 144 defend 3) expand maketans (tangren1 grenadier 2291 1804 grenade 1 108 standfire 1) expand maketans (tangren2 grenadier 1285 422 grenade 1 148 standfire 1 ) expand maketans (tangren3 grenadier 2789 1626 grenade 1 74 standfire 1 ) expand maketans (tanrifle4 rifleman 1151 530 autorifle 1 74 defend 4 ) expand maketans (tanrifle5 rifleman 1085 466 autorifle 1 74 defend 5 ) expand maketans (humanoid1 humanoid 525 992 mediumlaser 2 74 defend 6 ) expand maketans (humanoid2 humanoid 397 1187 lightlaser 2 74 defend 7 ) expand maketans (humanoid3 humanoid 401 1282 lightlaser 2 74 defend 8 ) expand maketans (humanoid4 humanoid 217 1195 lightlaser 2 74 defend 9 ) expand maketans (humanoid6 humanoid 553 1342 mediumlaser 2 74 defend 10 ) expand maketans (humanoid7 humanoid 544 3002 lightlaser 1 74 defend 11 ) expand maketans (humanoid8 humanoid 504 3137 lightlaser 1 74 defend 12 ) expand maketans (humanoid9 humanoid 416 2904 lightlaser 1 74 defend 13 ) expand maketans (humanoid10 humanoid 321 2909 lightlaser 1 74 defend 14 ) expand maketans (mort1 mortarman 772 2080 mortar 1 225 standfire 1 ) expand maketans (baz1 bazookaman 967 1691 bazooka 1 225 defend 1 ) expand maketans (baz2 bazookaman 1044 1776 bazooka 1 225 defend 1 ) expand maketans (baz3 bazookaman 1298 1243 bazooka 1 225 defend 1 ) expand maketans (baz4 bazookaman 1418 1166 bazooka 1 225 defend 1 ) expand maketans (humanoid11 humanoid 2188 1077 lightlaser 1 210 standfire 1 ) expand maketans (humanoid12 humanoid 2347 1205 lightlaser 1 188 standfire 1 ) if killed baz2 then createpowerup "" bazooka baz2 5 if killed baz4 then createpowerup "" bazooka baz4 3 if hit humanoid11 butnot onhit then order humanoid11 follow me inmode defend, order humanoid12 follow me inmode defend, trigger onhit if hit humanoid12 butnot onhit then order humanoid11 follow me inmode defend, order humanoid12 follow me inmode defend, trigger onhit if bigguys then createunit fieldmarshall fieldcommander (3020,3150) tan superlaser 2, setfacing fieldmarshall 32, setaimode fieldmarshall standfire, createunit trainer humanoid (300,3130) tan heavylaser 3, setfacing trainer 224, setaimode trainer standfire, createunit eliteg1 humanoid (2470,3200) tan heavylaser 3, setfacing eliteg1 64, setaimode eliteg1 standfire, createunit eliteg2 humanoid (2470,3080) tan heavylaser 3, setfacing eliteg2 64, setaimode eliteg2 standfire, createunit eliteg3 humanoid (2650,2800) tan heavylaser 3, setfacing eliteg3 32, setaimode eliteg3 standfire, createunit eliteg4 humanoid (2730,2740) tan heavylaser 3, setfacing eliteg4 32, setaimode eliteg4 standfire, createunit eliteg5 humanoid (3060,2750) tan heavylaser 3, setfacing eliteg5 0, setaimode eliteg5 standfire, createunit eliteg6 humanoid (3180,2750) tan heavylaser 3, setfacing eliteg6 0, setaimode eliteg6 standfire, createvehicle "tanhtrack1" halftrack (1700,3106) tan, createvehicle "tank1" tank (287,2075) tan, createvehicle "tanboat1" boat boatpoint2 tan, setfacing tank1 225, trigger bgmovement if bgmovement then trigger ptpatrol, trigger loadht, order tanhtrack1 goto ht2, trigger trainerwalks, trigger walktofm1 //--Tan Boat--// if ptpatrol then order tanboat1 goto boatpoint1 if padon boatpoint1 then order tanboat1 goto boatpoint2 if padon boatpoint2 then order tanboat1 goto boatpoint3 if padon boatpoint3 then order tanboat1 goto boatpoint4 if padon boatpoint4 then order tanboat1 goto boatpoint1 //--Halftrack--// if loadht then entervehicle tanhtflamer1 tanhtrack1, entervehicle tanhtrifle1 tanhtrack1, entervehicle tanhtrifle2 tanhtrack1 if padon ht1 butnot finalfight then order tanhtrack1 goto ht2 if padon ht2 butnot finalfight then order tanhtrack1 goto ht3 if padon ht3 butnot finalfight then order tanhtrack1 goto ht4 if padon ht4 butnot finalfight then order tanhtrack1 goto ht1 if killed tanhtrack1 then createpowerup "trackpower" paratroopers tanhtrack1 1 if killed tanhtrifle1 then createpowerup "" medpack tanhtrifle1 3 //--Trainer--// if padon trainer1 butnot finalfight then order trainer goto trainer2 if padon trainer2 butnot finalfight then order trainer goto (366,3032), triggerdelay 800 trainertalks if trainertalks then setfacing trainer 224, triggerdelay 4000 trainerwalks if trainerwalks then order trainer goto trainer1 if killed trainer then createpowerup "trmine" mine trainer 20 //--Fieldmarshall--// if padon fm1 butnot finalfight then triggerdelay 250 fm1facing, triggerdelay 2500 walktofm2 if fm1facing then setfacing fieldmarshall 64, setfacing eliteg1 176, setfacing eliteg2 208 if padon fm2 butnot finalfight then triggerdelay 350 fm2facing, triggerdelay 2500 walktofm3 if fm2facing then setfacing fieldmarshall 32, setfacing eliteg3 176, setfacing eliteg4 144 if padon fm3 butnot finalfight then triggerdelay 250 fm3facing, triggerdelay 2500 walktofm4 if fm3facing then setfacing fieldmarshall 0, setfacing eliteg5 144, setfacing eliteg6 112 if padon fm4 butnot finalfight then triggerdelay 250 fm4facing, triggerdelay 8000 walktofm5 if fm4facing then setfacing fieldmarshall 32 if padon fm5 butnot finalfight then triggerdelay 250 fm5facing if fm5facing then setfacing fieldmarshall 192, triggerdelay 8000 walktofm1 if walktofm1 then order fieldmarshall goto fm1 if walktofm2 then setfacing eliteg1 64, setfacing eliteg2 64, order fieldmarshall goto fm2 if walktofm3 then setfacing eliteg3 32, setfacing eliteg4 32, order fieldmarshall goto fm3 if walktofm4 then setfacing eliteg5 0, setfacing eliteg6 0, order fieldmarshall goto fm4 if walktofm5 then order fieldmarshall goto fm5 variable fieldmarshal 0 if padon finishsarge then order eliteg1 follow greensarge1 inmode attack, setvar fieldmarshal 1, triggerdelay 10000 orderbrother if orderbrother then order eliteg2 follow greensarge1 inmode attack, triggerdelay 15000 reforce if reforce then order eliteg3 follow greensarge1 inmode attack, order eliteg4 follow greensarge1 inmode attack variable elitehit 0 if hit eliteg5 testvar elitehit = 0 then setvar elitehit 1, order eliteg5 follow greensarge1 inmode attack, order eliteg6 follow greensarge1 inmode attack, triggerdelay 25000 orderfield if hit eliteg6 testvar elitehit = 0 then setvar elitehit 1, order eliteg5 follow greensarge1 inmode attack, order eliteg6 follow greensarge1 inmode attack, triggerdelay 25000 orderfield if hit fieldmarshall testvar elitehit = 0 and fieldmarshal = 1 then setvar elitehit 1, order eliteg5 follow greensarge1 inmode attack, order eliteg6 follow greensarge1 inmode attack, triggerdelay 25000 orderfield if orderfield then order fieldmarshall follow greensarge1 inmode attack //--Floating Sponge--// if padon sponge then addvar spongecount 1, trigger spongestart if spongestart testvar spongecount > 0 then setobjstate blueisle blueisle_active if padoff sponge then addvar spongecount -1, trigger spongestop if spongestop testvar spongecount = 0 then setobjstate blueisle blueisle_init object blueisle state blueisle_init frame 10 0 state blueisle_active frame 100 1 frame 100 2 frame 100 3 frame 100 4 frame 100 5 frame 100 6 frame 100 7 frame 100 8 triggerdelay 100 sponge_reloop if sponge_reloop testvar spongecount > 0 then setobjstate blueisle blueisle_active if hit rubberducky then playsound "RubberDuckSqueak.wav" rubberducky 16 1 20 if killed rubberducky then playsound "RubberDuckHdOff.wav" rubberducky 14 1 20 //**Tooth Goo**// if killed toothgoo then setobjstate toothgoo oozgoo object toothgoo state goo_init frame 100 00 state oozgoo frame 300 01 frame 300 02 frame 300 03 frame 300 04 setobjstate toothgoo oozgoo_finish state oozgoo_finish frame 300 05