//***Map layout and concept was designed by Jason Wildblood***// //Pads// //Cosmo's pads// pad ejectaction 11 Tina_Tomorrow pad cosmocontrol 140 Tina_Tomorrow pad cosmo1 141 Tina_Tomorrow pad winconpad 150 greensarge1 pad winout 150 green //vehicle pads// pad sargejeep 106 pad mortarchump 109 pad flamerchump 110 pad bazookachump1 108 pad bazookachump2 107 pad tankpilot1 111 pad tankpilot2 112 pad tankpilot3 113 pad tankpilot4 114 pad tankpilot5 115 pad tankpilot6 116 //Attackers// //pad mattacker1 120 //pad mattacker2 121 //pad mattacker3 122 //pad mattacker4 123 //pad mattacker5 124 pad spidergoto 250 tan trooper //Frashunits// pad freshrifle1 200 pad freshrifle2 201 pad freshrifle3 202 pad freshrifle4 204 pad freshrifle5 205 pad freshtank1 203 //Shewpad// pad shewattack 190 green pad sattackerpad 191 pad sgoto 192 pad spowerup 193 pad sgoto194 194 pad sgoto195 195 pad sgoto196 196 pad sgoto197 197 pad sgoto198 198 pad sgoto199 199 //Tina// pad cosmopad 210 pad gunner1 211 pad gunner2 212 pad gunner3 213 pad gunner4 214 //Convoy// pad track21 230 tantrack2 pad track22 231 tantrack2 //Vac// pad vacpad 60 trooper pad vacactivation 61 trooper //Tina Pads// pad Tinaattack01 70 green pad Tinaattack02 71 Green pad Tinaattack04 73 green pad Tinaattack05 74 green //Variables// variable countervar 0 variable relights 0 variable areavariable 0 variable areacounter 3 variable sargeisdead 0 variable tinaisdead 0 variable trooperloser 0 variable tankvar 0 variable allpadsweretrig 0 variable enablemission2 0 variable mission1finished 0 variable Vacumevar 0 variable vacsndvar 0 variable remotevar 0 //**Startup**// if startup1 then triggerdelay 50 makevehicles, triggerdelay 200 showopeningpda, triggerdelay 100 vacsnd_init //**Lose Condition**// if killed Tina_Tomorrow testvar sargeisdead = 0 then setuilock 1, setcamerafocus Tina_Tomorrow, setvar tinaisdead 1, triggerdelay 3000 tanwins, triggerdelay 2000 showtinapda if killed greensarge1 testvar tinaisdead = 0 then setuilock 1, setcamerafocus greensarge1, setvar sargeisdead 1, triggerdelay 3000 tanwins, triggerdelay 2000 showsargepda if killed Skull testvar mission1finished = 0 then addvar trooperloser 1, trigger testtrooperlose, showmessage "A tank pilot was Killed!" if killed Discord testvar mission1finished = 0 then addvar trooperloser 1, trigger testtrooperlose, showmessage "A tank pilot was Killed!" if killed Shank testvar mission1finished = 0 then addvar trooperloser 1, trigger testtrooperlose, showmessage "A tank pilot was Killed!" if killed Cron testvar mission1finished = 0 then addvar trooperloser 1, trigger testtrooperlose, showmessage "A tank pilot was Killed!" if killed Mental testvar mission1finished = 0 then addvar trooperloser 1, trigger testtrooperlose, showmessage "A tank pilot was Killed!" if killed HeavyMetal testvar mission1finished = 0 then addvar trooperloser 1, trigger testtrooperlose, showmessage "A tank pilot was Killed!" if killed Flazer testvar mission1finished = 0 then addvar trooperloser 1, trigger testtrooperlose, createpowerup "" flamer Flazer 69, showmessage "Flame unit was Killed!" if killed Butch then addvar trooperloser 1, trigger testtrooperlose, createpowerup "" mortar Butch 10, showmessage "Mortar unit was Killed!" if killed Demise testvar mission1finished = 0 then addvar trooperloser 1, trigger testtrooperlose, createpowerup "" bazooka Demise 10, showmessage "Bazooka unit was Killed!" if killed baz testvar mission1finished = 0 then addvar trooperloser 1, trigger testtrooperlose, createpowerup "" bazooka baz 10, showmessage "Bazooka unit was Killed!" if testtrooperlose testvar trooperloser = 9 and mission1finished = 0 then triggerdelay 1000 checktanwins if checktanwins testvar tankvar < 3 then showpda "There are not enough troopers to drive the tanks. Mission failed.", triggerdelay 1000 tanwins //**PDAs**// if showopeningpda then triggerdelay 500 showareas, triggerdelay 900 showsecondpda if showsecondpda then playsound "Sarge08_01.wav" 0 0 if showsargepda then showfailure "Sarge was killed in action. Mission failed." if showtinapda then showpda "Tina Tomorrow was killed in action. Mission failed." if tankpda then showpda "You don't have enough tanks to secure the area. Mission Aborted." //**Win Conditions**// if stageonedone testvar areacounter = 3 and mission1finished = 0 and areavariable = 1 and countervar = 0 then showmessage "Held area for 10 seconds", setvar countervar 1, triggerdelay 10000 stagetwodone if stagetwodone testvar areacounter = 3 and mission1finished = 0 and areavariable = 1 and countervar = 1 then showmessage "Held area for 20 seconds", setvar countervar 2, triggerdelay 10000 stagethreedone, triggerdelay 11000 makespiderhold1, triggerdelay 15000 makespiderhold2, triggerdelay 20000 makespiderhold3 if stagethreedone testvar areacounter = 3 and mission1finished = 0 and areavariable = 1 and countervar = 2 then showmessage "Held area for 30 seconds. 10 seconds remaining!", setvar countervar 3, triggerdelay 10000 triggerwincon if triggerwincon testvar areacounter = 3 and areavariable = 1 and mission1finished = 0 and countervar = 3 then trigger temptrigger if temptrigger testvar areacounter = 3 then triggerdelay 3000 greenwinscheck1 if greenwinscheck1 testvar tinaisdead = 0 and areacounter = 3 and sargeisdead = 0 and then setvar enablemission2 1, trigger greenwins macro spidholdmac 7 { if makespiderhold@7 butnot onetimespidhold@7 then createunit "@1" @2 (@3,@4) tan @5, beam @1 1000, order @1 goto @6 inmode attack, trigger onetimespidhold@7 } expand spidholdmac ( spid1 alienspider 928 305 spiderbite flash1 1 ) expand spidholdmac ( spid2 alienspider 1271 223 spiderbite flash1 1 ) expand spidholdmac ( spid3 alienspider 928 305 spiderbite flash1 1 ) expand spidholdmac ( spid4 alienspider 1521 280 spiderbite flash1 1 ) expand spidholdmac ( spid5 alienspider 1271 223 spiderbite flash1 1 ) expand spidholdmac ( spid6 alienspider 1090 232 spiderbite flash1 1 ) expand spidholdmac ( spid7 alienspider 1271 223 spiderbite flash1 1 ) expand spidholdmac ( spid8 alienspider 1090 232 spiderbite flash1 1 ) expand spidholdmac ( spid9 alienspider 1271 223 spiderbite flash1 1 ) expand spidholdmac ( spid11 alienspider 928 305 spiderbite flash2 2 ) expand spidholdmac ( spid12 alienspider 1521 280 spiderbite flash2 2 ) expand spidholdmac ( spid13 alienspider 928 305 spiderbite flash2 2 ) expand spidholdmac ( spid14 alienspider 1691 370 spiderbite flash2 2 ) expand spidholdmac ( spid15 alienspider 1271 223 spiderbite flash2 2 ) expand spidholdmac ( spid16 alienspider 1090 232 spiderbite flash2 2 ) expand spidholdmac ( spid17 alienspider 1271 223 spiderbite flash2 2 ) expand spidholdmac ( spid18 alienspider 1090 232 spiderbite flash2 2 ) expand spidholdmac ( spid19 alienspider 1271 223 spiderbite flash2 2 ) expand spidholdmac ( spid21 alienspider 1691 370 spiderbite flash3 3 ) expand spidholdmac ( spid22 alienspider 928 305 spiderbite flash3 3 ) expand spidholdmac ( spid23 alienspider 1521 280 spiderbite flash3 3 ) expand spidholdmac ( spid24 alienspider 928 305 spiderbite flash3 3 ) expand spidholdmac ( spid25 alienspider 1271 223 spiderbite flash3 3 ) expand spidholdmac ( spid26 alienspider 1691 370 spiderbite flash3 3 ) expand spidholdmac ( spid27 alienspider 1271 223 spiderbite flash3 3 ) expand spidholdmac ( spid28 alienspider 1090 232 spiderbite flash3 3 ) expand spidholdmac ( spid29 alienspider 1271 223 spiderbite flash3 3 ) macro areamac 2 { pad area@1 @2 green tank >0 if showareas then setitemflag flash@1 strategic 1, setitemflag flash@1 strategic 1, setitemflag flash@1 strategic 1 if turnoffstratmap then setitemflag flash@1 strategic 0, setitemflag flash@1 strategic 0, setitemflag flash@1 strategic 0 if padoff area@1 testvar mission1finished = 0 and allpadsweretrig = 1 and areavariable = 1 THEN setvar countervar 0, showmessage "Location not secure! Defend all three areas.", setitemflag flash@1 strategic 1, addvar areacounter -1 if padon AREA@1 testvar allpadsweretrig = 1 and mission1finished = 0 and areavariable = 1 then setitemflag flash@1 strategic 0, addvar areacounter 1, triggerdelay 10000 stageonedone } expand areamac ( 1 251 ) expand areamac ( 2 252 ) expand areamac ( 3 253 ) //Long Formula// if allof padon area1 padon area2 padon area3 testvar allpadsweretrig = 0 and mission1finished = 0 then showmessage "All areas are secure.", setvar areavariable 1, setvar areacounter 3, trigger turnoffstratmap, setvar allpadsweretrig 1, trigger retakeit, triggerdelay 10000 stageonedone //Init Setup// //**Vacume**// //setforce unit-name forcetype location heading decaytype decayrate magnitude maxdist affects other period angle if vacsnd_init testvar vacsndvar = 0 then playsound "Vacuumrun.wav" vacbutton 10 3 1 30 if padon vacactivation testvar Vacumevar = 0 then triggerdelay 500 vacume_on if vacume_on then SETFORCE me omni vacpad 128 Linear 200 1100 360 ground 50 0 128 if padoff vacactivation testvar Vacumevar = 0 then SETFORCE me none if padon vacpad testvar Vacumevar = 0 then damage me 10000 if hit vacbutton testvar Vacumevar = 0 then triggerdelay 1000 vacisgoing if vacisgoing then setvar vacsndvar 1, playsound "" vabutton 10 3 0 30, playsound "VacuumOff.wav" vacbutton 11 3 0 30, setobjstate vacbutton vacbutton_off, setobjstate vacnose vacnose_off, triggerdelay 1000 offvac if hit vacbutton testvar Vacumevar = 1 then playsound "VacuumOn.wav" vacbutton 12 3 0 30, triggerdelay 1500 vacrun, setobjstate vacbutton vacbutton_initial, setobjstate vacnose vacnose_initial, triggerdelay 1000 manualvac_off if vacrun then playsound "Vacuumrun.wav" vacbutton 10 3 1 30 if manualvac_off then setvar Vacumevar 0 if offvac then setvar Vacumevar 1, setforce me none object vacbutton state vacbutton_initial frame 10 00 state vacbutton_off frame 10 01 object vacnose state vacnose_initial frame 10 00 state vacnose_off frame 10 01 if hit vacume testvar vacumevar = 1 then setvar Vacumevar 0 //**Unitdeployment**// macro tankmac 2 { pad tank@1 @2 if makevehicles then createvehicle "@1tank" tank tank@1 green, setfacing @1tank 230, trigger morefriendlyunits if killed @1tank testvar mission1finished = 0 then trigger testtanklose, addvar tankvar 1, showmessage "A tank was destroyed!" if testtanklose testvar tankvar = 3 and sargeisdead = 0 and tinaisdead = 0 then triggerdelay 3000 tanwins, triggerdelay 2000 tankpda } expand tankmac ( 1 100 ) expand tankmac ( 2 101 ) expand tankmac ( 3 102 ) expand tankmac ( 4 103 ) expand tankmac ( 5 104 ) expand tankmac ( 6 105 ) if entertanks then entervehicle Skull 1tank, entervehicle Shank 2tank, entervehicle Cron 3tank, entervehicle Mental 4tank, entervehicle Discord 5tank, entervehicle HeavyMetal 6tank, setfacing 1tank 230, setfacing 2tank 230, setfacing 3tank 230, setfacing 4tank 230, setfacing 5tank 230, setfacing 6tank 230 if morefriendlyunits butnot onefriendlygen then createvehicle "sargejeep" jeep sargejeep green, createunit "Flazer" flamerman flamerchump green flamer, createunit "Butch" mortarman mortarchump green mortar, createunit "Baz" bazookaman bazookachump1 green bazooka, createunit "Demise" bazookaman bazookachump2 green bazooka, createunit "Skull" Rifleman tankpilot1 green heavymg, createunit "Discord" Rifleman tankpilot2 green heavymg, createunit "Shank" Rifleman tankpilot3 green heavymg, createunit "Cron" Rifleman tankpilot4 green heavymg, createunit "Mental" Rifleman tankpilot5 green heavymg, createunit "HeavyMetal" Rifleman tankpilot6 green heavymg, createpowerup "Fdope" Vulcan (429,1057), createpowerup "hmine" HammerMine (390,1068) 10, createpowerup "aattak" AirAttack (416,1096) 3, setfacing Flazer 108, setfacing Butch 78, setfacing Baz 148, setfacing Demise 14, setfacing Skull 230, setfacing Mental 230, setfacing HeavyMetal 230, setfacing Discord 230, setfacing Shank 230, setfacing Cron 230, setfacing SargewheelA-5 230, setsquadleader HeavyMetal 2, setunitgroup Skull 2, setunitgroup Discord 2, setunitgroup Shank 2, setunitgroup Cron 2, setunitgroup Mental 2, setunitgroup Baz 1, setunitgroup Butch 1, setunitgroup Flazer 1, setunitgroup Demise 1, trigger onefriendlygen, triggerdelay 1500 entertanks, createpowerup "HiddenP1" Adrenaline spowerup 3, triggerdelay 1200 maketandefence, triggerdelay 1300 makealiendefence //Precaustion// // @1 unit name @2 unit type @3 unit location @4 unit weapon @5 pad name @6 padnum @7 goto pad @8 follow thing @9 seg macro forareamac 1 { if hit tanarea@1tank butnot ontime@1 then trigger triggrushers@1, trigger ontime@1 } macro death 9 { pad @5 @6 if triggrushers@9 then createunit "@1" @2 @3 tan @4, //trigger ontime@1, order @1 goto @7 if padon @7 then order @1 follow @8 inmode attack } expand forareamac ( 1 ) expand forareamac ( 2 ) expand forareamac ( 3 ) expand death ( spider1 alienspider mattacker1 spiderbite mattacker1 120 spidergoto 1tank 1 ) expand death ( spider2 alienspider mattacker2 spiderbite mattacker2 121 spidergoto 1tank 1) expand death ( spider3 alienspider mattacker3 spiderbite mattacker3 122 spidergoto butch 1) expand death ( tan1 Rifleman mattacker4 spiderbite mattacker4 123 spidergoto 2tank 1 ) expand death ( tan2 Rifleman mattacker5 spiderbite mattacker5 124 spidergoto 3tank 1 ) expand death ( spider11 alienspider mattacker6 spiderbite mattacker6 120 spidergoto 1tank 2 ) expand death ( spider12 alienspider mattacker7 spiderbite mattacker7 121 spidergoto 1tank 2) expand death ( spider13 alienspider mattacker8 spiderbite mattacker8 122 spidergoto butch 2) expand death ( tan11 Rifleman mattacker9 spiderbite mattacker9 123 spidergoto 2tank 2 ) expand death ( tan12 Rifleman mattacker10 spiderbite mattacker10 124 spidergoto 3tank 2 ) expand death ( spider21 alienspider mattacker11 spiderbite mattacker11 120 spidergoto 1tank 3 ) expand death ( spider22 alienspider mattacker12 spiderbite mattacker12 121 spidergoto 1tank 3) expand death ( spider23 alienspider mattacker13 spiderbite mattacker13 122 spidergoto butch 3) expand death ( tan21 Rifleman mattacker14 spiderbite mattacker14 123 spidergoto 2tank 3 ) expand death ( tan22 Rifleman mattacker15 spiderbite mattacker15 124 spidergoto 3tank 3 ) if hit tan1 butnot onetan1hit then setaipose tan1 prone, trigger onetan1hit if hit tan2 butnot onetan2hit then setaipose tan2 prone, trigger onetan2hit //**Defences**// //foot defence// if padon shewattack butnot onefootattack then createunit "footrifle" rifleman sattackerpad tan Autorifle, trigger flamerorders, trigger onefootattack if flamerorders then order footrifle goto sgoto inmode ignore, triggerdelay 1500 createmore1 if createmore1 then order footrifle follow greensarge1 inmode attack, createunit "1footrifle" rifleman sattackerpad tan Autorifle, trigger autoorders1 if autoorders1 then order 1footrifle goto sgoto inmode ignore, triggerdelay 1500 createmore2 if createmore2 then order 1footrifle follow greensarge1 inmode attack, createunit "2footrifle" rifleman sattackerpad tan Autorifle, trigger autoorders2 if autoorders2 then order 2footrifle goto sgoto inmode ignore, triggerdelay 1500 createmore3 if createmore3 then order 2footrifle follow greensarge1 inmode attack, createunit "3footrifle" rifleman sattackerpad tan Autorifle, trigger autoorders3 if autoorders3 then order 3footrifle goto sgoto inmode ignore, triggerdelay 1500 createmore4 if createmore4 then order 3footrifle follow greensarge1 inmode attack, createunit "4footrifle" rifleman sattackerpad tan Autorifle, trigger autoorders4 if autoorders4 then order 4footrifle goto sgoto inmode ignore, createunit "5footrifle" rifleman sattackerpad tan Autorifle, trigger autoorders5 if autoorders5 then order 5footrifle goto sgoto inmode ignore, createunit "6footrifle" flamerman sattackerpad tan flamer, triggerdelay 1500 finalfootorder if finalfootorder then order 6footrifle goto sattackers inmode attack, triggerdelay 1500 setposition1 if setposition1 then setfacing 6footrifle 128, createunit "7footrifle" rifleman sattackerpad tan autorifle, order 7footrifle goto sgoto194 inmode ignore, triggerdelay 4000 setposition2 if setposition2 then setfacing 7footrifle 200, setaipose 7footrifle prone, setaimode 7footrifle attack, createunit "8footrifle" rifleman sattackerpad tan autorifle, order 8footrifle goto sgoto195 inmode ignore, triggerdelay 4000 setposition3 if setposition3 then setfacing 8footrifle 64, setaipose 8footrifle prone, setaimode 8footrifle attack, createunit "9footrifle" rifleman sattackerpad tan autorifle, order 9footrifle goto sgoto196 inmode ignore, triggerdelay 4000 setposition4 if setposition4 then setfacing 9footrifle 138, setaipose 9footrifle prone, setaimode 9footrifle attack, createunit "10footrifle" rifleman sattackerpad tan autorifle, order 10footrifle goto sgoto197 inmode ignore, triggerdelay 4000 setposition5 if setposition5 then setfacing 10footrifle 128, setaipose 10footrifle prone, setaimode 10footrifle attack, createunit "11footrifle" rifleman sattackerpad tan autorifle, order 11footrifle goto sgoto198 inmode ignore, triggerdelay 4000 setposition6 if setposition6 then setfacing 11footrifle 138, setaipose 11footrifle prone, setaimode 11footrifle attack, createunit "12footrifle" bazookaman sattackerpad tan bazooka, order 12footrifle goto sgoto199 inmode ignore, triggerdelay 4000 setposition7 if setposition7 then setfacing 12footrifle 138, setaipose 12footrifle kneel, setaimode 12footrifle attack if maketandefence then createvehicle "tanarea1tank" tank area1 tan, createvehicle "tanarea2tank" tank area2 tan, createvehicle "tanarea3tank" tank area3 tan, setfacing tanarea1tank 46, setfacing tanarea2tank 118, setfacing tanarea3tank 148, setaimode tanarea1tank standfire, setaimode tanarea2tank standfire, setaimode tanarea3tank standfire, createvehicle "tankdef1" tank (1669,2472) tan, setfacing tankdef1 108, setaimode tankdef1 standfire, createvehicle "tankdef2" tank (1958,2552) tan, setfacing tankdef2 88, setaimode tankdef2 standfire, createvehicle "tankdef3" tank (1937,1988) tan, setfacing tankdef3 148, setaimode tankdef3 standfire, createvehicle "tankdef4" tank (1134,1922) tan, setfacing tankdef4 98, setaimode tankdef4 standfire, createvehicle "tankdef5" tank (526,1276) tan, setfacing tankdef5 128, setaimode tankdef5 standfire, createvehicle "tankdef6" tank (1155,1169) tan, setfacing tankdef6 128, trigger tankdef6order1, createunit "bazdef1" bazookaman (1545,1852) tan bazooka, setfacing bazdef1 108, setaipose bazdef1 kneel, createunit "mgdef1" Rifleman (1361,1872) tan heavymg, setfacing mgdef1 162, setaipose mgdef1 prone, createunit "mgdef2" Rifleman (1674,1950) tan heavymg, setfacing mgdef2 78, setaipose mgdef2 prone, createunit "bazdef2" bazookaman (828,1559) tan bazooka, setfacing bazdef2 118, setaipose bazdef2 kneel, createunit "mgdef3" Rifleman (673,1493) tan heavymg, setfacing mgdef3 128, setaipose mgdef3 prone, createunit "mgdef4" Rifleman (948,1723) tan heavymg, setfacing mgdef4 64, setaipose mgdef4 prone, createunit "bazdef3" bazookaman (910,816) tan bazooka, setfacing bazdef3 18, setaipose bazdef3 kneel, createunit "mgdef5" Rifleman (719,958) tan heavymg, setfacing mgdef5 235, setaipose mgdef5 prone, createunit "mgdef6" Rifleman (1103,630) tan heavymg, setfacing mgdef6 50, setaipose mgdef6 prone, createunit "autodef1" Rifleman (846,1418) tan autorifle, setfacing autodef1 128, setaimode autodef1 defend, createunit "autodef2" Rifleman (1092,1656) tan autorifle, setfacing autodef2 54, setaimode autodef2 defend, createunit "autodef3" Rifleman (1577,1607) tan autorifle, setfacing autodef3 118, setaimode autodef3 defend, createunit "autodef4" Rifleman (1832,1716) tan autorifle, setfacing autodef4 78, setaimode autodef4 defend, createunit "autodef5" Rifleman (883,1013) tan autorifle, setfacing autodef5 44, setaimode autodef5 defend, createunit "autodef6" Rifleman (1128,773) tan autorifle, setfacing autodef6 64, setaimode autodef6 defend if killed autodef6 then createpowerup "" flak autodef6 50 if killed autodef1 then createpowerup "" medpack autodef1 1 if hit autodef6 butnot auto6 then setaipose autodef6 prone, setaimode autodef6 attack, trigger auto6 if hit autodef5 butnot auto5 then setaipose autodef5 prone, setaimode autodef5 attack, trigger auto5 if hit autodef1 butnot auto1 then setaipose autodef1 prone, setaimode autodef1 attack, trigger auto1 if hit autodef2 butnot auto2 then setaipose autodef2 prone, setaimode autodef2 attack, trigger auto2 if hit autodef3 butnot auto3 then setaipose autodef3 prone, setaimode autodef3 attack, trigger auto3 if hit autodef4 butnot auto4 then setaipose autodef4 prone, setaimode autodef4 attack, trigger auto4 // if tankdef6order1 butnot tankdef6death then order tankdef6 goto (1044,1347) inmode defend, setgunfacing tankdef6 64, triggerdelay 3000 gunfacing2 if gunfacing2 then setgunfacing tankdef6 84, triggerdelay 1000 gunfacing3 if gunfacing3 then setgunfacing tankdef6 104, triggerdelay 1000 gunfacing4 if gunfacing4 then setgunfacing tankdef6 114, triggerdelay 1000 gunfacing5 if gunfacing5 then setgunfacing tankdef6 124, triggerdelay 1000 gunfacing6 if gunfacing6 then setgunfacing tankdef6 134, triggerdelay 1000 gunfacing7 if gunfacing7 then setgunfacing tankdef6 124, triggerdelay 1000 gunfacing8 if gunfacing8 then setgunfacing tankdef6 114, triggerdelay 1000 gunfacing9 if gunfacing9 then setgunfacing tankdef6 104, triggerdelay 1000 gunfacing10 if gunfacing10 then setgunfacing tankdef6 84, triggerdelay 1000 gunfacing11 if gunfacing11 then setgunfacing tankdef6 124, triggerdelay 1000 tankdef6order2 // if tankdef6order2 butnot tankdef6death then order tankdef6 goto (1211,1718) inmode defend, setgunfacing tankdef6 128, triggerdelay 3000 gunfacing12 if gunfacing12 then setgunfacing tankdef6 138, triggerdelay 1000 gunfacing13 if gunfacing13 then setgunfacing tankdef6 148, triggerdelay 1000 gunfacing14 if gunfacing14 then setgunfacing tankdef6 138, triggerdelay 1000 gunfacing15 if gunfacing15 then setgunfacing tankdef6 124, triggerdelay 1000 gunfacing16 if gunfacing16 then setgunfacing tankdef6 114, triggerdelay 1000 gunfacing17 if gunfacing17 then setgunfacing tankdef6 94, triggerdelay 1000 gunfacing18 if gunfacing18 then setgunfacing tankdef6 84, triggerdelay 1000 gunfacing19 if gunfacing19 then setgunfacing tankdef6 74, triggerdelay 1000 gunfacing20 if gunfacing20 then setgunfacing tankdef6 84, triggerdelay 1000 gunfacing21 if gunfacing21 then setgunfacing tankdef6 94, triggerdelay 1000 tankdef6order3 // if tankdef6order3 butnot tankdef6death then order tankdef6 goto (1461,1650) inmode defend, setgunfacing tankdef6 104, triggerdelay 3000 gunfacing22 if gunfacing22 then setgunfacing tankdef6 114, triggerdelay 1000 gunfacing23 if gunfacing23 then setgunfacing tankdef6 124, triggerdelay 1000 gunfacing24 if gunfacing24 then setgunfacing tankdef6 134, triggerdelay 1000 gunfacing25 if gunfacing25 then setgunfacing tankdef6 144, triggerdelay 1000 gunfacing26 if gunfacing26 then setgunfacing tankdef6 154, triggerdelay 1000 gunfacing27 if gunfacing27 then setgunfacing tankdef6 164, triggerdelay 1000 gunfacing28 if gunfacing28 then setgunfacing tankdef6 174, triggerdelay 1000 gunfacing29 if gunfacing29 then setgunfacing tankdef6 184, triggerdelay 1000 gunfacing30 if gunfacing30 then setgunfacing tankdef6 174, triggerdelay 1000 gunfacing31 if gunfacing31 then setgunfacing tankdef6 164, triggerdelay 1000 tankdef6order4 // if tankdef6order4 butnot tankdef6death then order tankdef6 goto (1581,1402) inmode defend, setgunfacing tankdef6 154, triggerdelay 3000 gunfacing32 if gunfacing32 then setgunfacing tankdef6 164, triggerdelay 1000 gunfacing33 if gunfacing33 then setgunfacing tankdef6 174, triggerdelay 1000 gunfacing34 if gunfacing34 then setgunfacing tankdef6 184, triggerdelay 1000 gunfacing35 if gunfacing35 then setgunfacing tankdef6 194, triggerdelay 1000 gunfacing36 if gunfacing36 then setgunfacing tankdef6 204, triggerdelay 1000 gunfacing37 if gunfacing37 then setgunfacing tankdef6 214, triggerdelay 1000 gunfacing38 if gunfacing38 then setgunfacing tankdef6 224, triggerdelay 1000 gunfacing39 if gunfacing39 then setgunfacing tankdef6 234, triggerdelay 1000 gunfacing40 if gunfacing40 then setgunfacing tankdef6 244, triggerdelay 1000 gunfacing41 if gunfacing41 then setgunfacing tankdef6 254, triggerdelay 1000 tankdef6order5 // if tankdef6order5 butnot tankdef6death then order tankdef6 goto (1263,1089) inmode defend, setgunfacing tankdef6 4, triggerdelay 3000 gunfacing42 if gunfacing42 then setgunfacing tankdef6 14, triggerdelay 1000 gunfacing43 if gunfacing43 then setgunfacing tankdef6 24, triggerdelay 1000 gunfacing44 if gunfacing44 then setgunfacing tankdef6 34, triggerdelay 1000 gunfacing45 if gunfacing45 then setgunfacing tankdef6 24, triggerdelay 1000 gunfacing46 if gunfacing46 then setgunfacing tankdef6 14, triggerdelay 1000 gunfacing47 if gunfacing47 then setgunfacing tankdef6 4, triggerdelay 1000 gunfacing48 if gunfacing48 then setgunfacing tankdef6 254, triggerdelay 1000 gunfacing49 if gunfacing49 then setgunfacing tankdef6 244, triggerdelay 1000 gunfacing50 if gunfacing50 then setgunfacing tankdef6 254, triggerdelay 1000 gunfacing51 if gunfacing51 then setgunfacing tankdef6 4, triggerdelay 1000 tankdef6order1 if killed tankdef6 then trigger tankdef6death //**Retake the areas**// if retakeit butnot takeitonce then createunit "takeit1" humanoid (406,324) tan mediumlaser, beam takeit1 1000, createunit "takeit2" humanoid (607,169) tan mediumlaser 2, beam takeit2 1000, createunit "takeit3" humanoid (206,534) tan mediumlaser, beam takeit3 1000, // createunit "takeit4" humanoid (148,1681) tan mediumlaser, beam takeit4 1000, createunit "takeit5" humanoid (173,1907) tan mediumlaser 2, beam takeit5 1000, createunit "takeit6" humanoid (244,2017) tan mediumlaser, beam takeit6 1000, // createunit "takeit7" humanoid (2731,1573) tan mediumlaser, beam takeit7 1000, createunit "takeit8" humanoid (2735,1723) tan mediumlaser 2, beam takeit8 1000, createunit "takeit9" humanoid (2710,1857) tan mediumlaser, beam takeit9 1000, triggerdelay 1100 takeitorders, triggerdelay 20000 tanretaketrack1, triggerdelay 20000 tanretaketrack2, triggerdelay 3000 switch_ai_Mode, trigger takeitonce if takeitorders then order takeit1 goto area1 inmode ignore, order takeit2 goto area1 inmode ignore, order takeit3 goto area1 inmode ignore, order takeit4 goto area2 inmode ignore, order takeit5 goto area2 inmode ignore, order takeit6 goto area2 inmode ignore, order takeit7 goto area3 inmode ignore, order takeit8 goto area3 inmode ignore, order takeit9 goto area3 inmode ignore if switch_ai_Mode then setaimode takeit1 attack, setaimode takeit2 defend, setaimode takeit3 attack, setaimode takeit4 defend, setaimode takeit5 attack, setaimode takeit6 defend, setaimode takeit7 attack, setaimode takeit8 defend, setaimode takeit9 attack //**Halftrack attack**// macro halftrack1 3 { pad track@2 @3 tantrack1 if tanretaketrack1 butnot oneretaketrack then createvehicle "tantrack1" convoy (217,2544) tan, createunit "tantrack1unit@1" grenadier tantrack1 tan grenade, createunit "tantrack2unit@1" rifleman tantrack1 tan heavymg, createunit "tantrack3unit@1" rifleman tantrack1 tan heavymg, createunit "tantrack4unit@1" rifleman tantrack1 tan heavymg, createunit "tantrack5unit@1" rifleman tantrack1 tan heavymg, createunit "tantrack6unit@1" rifleman tantrack1 tan heavymg, entervehicle tantrack1unit@1 tantrack1, entervehicle tantrack2unit@1 tantrack1, entervehicle tantrack3unit@1 tantrack1, entervehicle tantrack4unit@1 tantrack1, entervehicle tantrack5unit@1 tantrack1, entervehicle tantrack6unit@1 tantrack1, triggerdelay 1000 ordertrack1, trigger oneretaketrack if onpad6 then exitvehicle tantrack1unit@1 tantrack1, exitvehicle tantrack2unit@1 tantrack1, exitvehicle tantrack3unit@1 tantrack1, exitvehicle tantrack4unit@1 tantrack1, exitvehicle tantrack5unit@1 tantrack1, exitvehicle tantrack6unit@1 tantrack1, trigger track1madeit, triggerdelay 1000 ordertrackunits1 if ordertrackunits1 then order tantrack1unit@1 follow green inmode attack, order tantrack2unit@1 follow green inmode attack, order tantrack3unit@1 follow greensarge1 inmode attack, order tantrack4unit@1 follow greensarge1 inmode attack, order tantrack5unit@1 follow greensarge1 inmode attack, order tantrack6unit@1 follow greensarge1 inmode attack } expand halftrack1 ( 1 1 235 ) expand halftrack1 ( 2 2 236 ) expand halftrack1 ( 3 3 237 ) expand halftrack1 ( 4 4 238 ) expand halftrack1 ( 5 5 239 ) expand halftrack1 ( 6 6 240 ) if ordertrack1 then order tantrack1 goto track6 inmode ignore if padon track6 butnot track6once then trigger onpad6, trigger track6once //Convoy02// if tanretaketrack2 butnot oneretaketrack2 then createvehicle "tantrack2" convoy (477,2759) tan, createunit "tantrack21unit" grenadier tantrack1 tan grenade, createunit "tantrack22unit" rifleman tantrack2 tan heavymg, createunit "tantrack23unit" rifleman tantrack2 tan heavymg, createunit "tantrack24unit" rifleman tantrack2 tan heavymg, createunit "tantrack25unit" rifleman tantrack2 tan heavymg, createunit "tantrack26unit" rifleman tantrack2 tan heavymg, entervehicle tantrack21unit tantrack2, entervehicle tantrack22unit tantrack2, entervehicle tantrack23unit tantrack2, entervehicle tantrack24unit tantrack2, entervehicle tantrack25unit tantrack2, entervehicle tantrack26unit tantrack2, triggerdelay 1000 ordertrack2, trigger oneretaketrack2 if onpad22 then exitvehicle tantrack21unit tantrack2, exitvehicle tantrack22unit tantrack2, exitvehicle tantrack23unit tantrack2, exitvehicle tantrack24unit tantrack2, exitvehicle tantrack25unit tantrack2, exitvehicle tantrack26unit tantrack2, trigger track2madeit, triggerdelay 1000 ordertrackunits2 if ordertrackunits2 then order tantrack21unit follow Tina_Tomorrow inmode attack, order tantrack22unit follow greensarge1 inmode attack, order tantrack23unit follow greensarge1 inmode attack, order tantrack24unit follow greensarge1 inmode attack, order tantrack25unit follow greensarge1 inmode attack, order tantrack26unit follow greensarge1 inmode attack if ordertrack2 then order tantrack2 goto track21 inmode ignore if padon track21 butnot track21once then order tantrack2 goto track22 inmode ignore, trigger track21once if padon track22 butnot track22once then trigger onpad22, trigger track22once if killed tantrack1 butnot track1madeit then triggerdelay 1000 ordertrackunits1 if killed tantrack2 butnot track2madeit then triggerdelay 1000 ordertrackunits2 //**Powerup Drop**// if killed tanarea1tank then createpowerup "" wrench tanarea1tank 1 if killed tanarea2tank then createpowerup "" wrench tanarea2tank 1 if killed tanarea3tank then createpowerup "" wrench tanarea3tank 1 if killed tankdef6 then createpowerup "" wrench tankdef6 1 if killed mortar1tanman1 then createpowerup "" medpack mortar1tanman1 3 if killed mortar2tanman1 then createpowerup "" medpack mortar2tanman1 3 if killed mgdef1 then createpowerup "" medpack mgdef1 1 if killed mgdef2 then createpowerup "" medpack mgdef2 2 if killed mgdef3 then createpowerup "" medpack mgdef3 1 if killed mgdef4 then createpowerup "" medpack mgdef4 1 if killed mgdef5 then createpowerup "" medpack mgdef5 1 if killed mgdef6 then createpowerup "" medpack mgdef6 2 if killed tankdef4 then createpowerup "" wrench tankdef4 1 if killed tankdef5 then createpowerup "" wrench tankdef5 1 if killed tankdef6 then createpowerup "" wrench tankdef6 1 //**Opera System**// if padon ejectaction butnot ejectonce then playsound "TVSwitch.wav" eject 2 1 10, setobjstate eject ejectdrive, triggerdelay 8000 tinafinal_orders, trigger ejectonce if tinafinal_orders then order Tina_Tomorrow goto winout object eject state ejectbutton_initial frame 50 00 state ejectdrive frame 1000 01 triggerdelay 1200 flickercdlight if flickercdlight then setobjstate cdlight cdlight_flicker object cdlight state cdlight_initial frame 50 00 state cdlight_flicker frame 50 01 frame 100 00 frame 150 01 frame 100 00 frame 50 01 frame 300 00 frame 50 01 frame 800 00 frame 150 01 frame 50 00 frame 50 01 triggerdelay 1200 openthelid if openthelid then setobjstate cdlid cdlid_open object cdlid state cdlid_initial frame 50 00 state cdlid_open frame 100 01 trigger cdlidsound frame 100 02 frame 100 03 frame 100 04 triggerdelay 800 portalaffect if cdlidsound then playsound "cdplayer.wav" cdlid 2 3 10 if portalaffect then playsound "ArmyMenPortal.wav" portal 16 2 1 30, setobjstate portal portal_startup object portal state portal_initial frame 10 0 state portal_startup frame 100 1 frame 100 2 frame 100 3 frame 100 4 frame 100 5 frame 100 6 frame 100 7 frame 100 7 setobjstate portal portal_active state portal_active frame 100 4 frame 100 5 frame 100 6 frame 100 7 frame 100 7 setobjstate portal portal_active //**Popcorn Macro/setup**// macro popcorn 1 { if killed pop@1 then setobjstate pop@1 pop@1_popping object pop@1 state pop@1_initial frame 50 00 state pop@1_popping frame 100 02 frame 100 03 frame 100 04 frame 100 05 frame 100 06 setobjstate pop@1 pop@1_final state pop@1_final frame 70 07 } expand popcorn ( 1 ) expand popcorn ( 2 ) expand popcorn ( 3 ) expand popcorn ( 4 ) expand popcorn ( 5 ) expand popcorn ( 6 ) expand popcorn ( 7 ) expand popcorn ( 8 ) expand popcorn ( 9 ) expand popcorn ( 10 ) expand popcorn ( 11 ) expand popcorn ( 12 ) expand popcorn ( 13 ) expand popcorn ( 14 ) expand popcorn ( 15 ) expand popcorn ( 16 ) expand popcorn ( 17 ) expand popcorn ( 18 ) expand popcorn ( 19 ) expand popcorn ( 20 ) expand popcorn ( 21 ) expand popcorn ( 22 ) expand popcorn ( 23 ) expand popcorn ( 24 ) expand popcorn ( 25 ) expand popcorn ( 26 ) //**Remote Control Setup**// if hit remote by green testvar remotevar = 0 then triggerdelay 100 change01 if change01 then playsound "TVSwitch.wav" remote 2 1 10, setobjstate Remotelights light_signal, playsound "" soundpower 3 3 1 2350, setobjstate tvscreen screen_blue, triggerdelay 2000 setthevariable, setvar relights 1 if setthevariable then setvar remotevar 10 if hit remote by green testvar remotevar = 10 then triggerdelay 100 change02 if change02 then playsound "TVSwitch.wav" remote 2 2 10, setobjstate Remotelights light_signal, setobjstate tvscreen screen_snow, playsound "TVSnow.wav" soundpower 3 3 1 2350, triggerdelay 2000 setthevariable02, setvar relights 1 if setthevariable02 then setvar remotevar 1 if hit remote by green testvar remotevar = 1 then triggerdelay 100 change03 if change03 then playsound "TVSwitch.wav" remote 2 3 10, setobjstate Remotelights light_signal, setobjstate tvscreen screen_initial, playsound "" soundpower 3 3 1 2350, triggerdelay 2000 setthevariable03, setvar relights 1 if setthevariable03 then setvar remotevar 0 object Remotelights state light_initial frame 50 00 state light_signal frame 50 01 frame 300 00 frame 50 01 frame 50 00 setvar relights 0 object tvscreen state screen_initial frame 10 10 state screen_blue frame 500 00 frame 500 01 frame 500 01 trigger reloopblue state screen_snow frame 50 05 frame 50 06 frame 50 07 frame 50 08 frame 50 08 trigger reloopsnow if reloopblue then setobjstate tvscreen screen_blue if reloopsnow then setobjstate tvscreen screen_snow