//--pad definitions--// pad house101 101 green trooper > 0 pad civgoto1 240 greencivi1 //pad house102 102 green trooper //pad civgoto2 240 greencivi2 pad house103 103 green trooper > 0 pad civgoto2 242 greencivi2 pad house104 104 green trooper > 0 pad civgoto3 243 greencivi3 pad civgoto4 243 greencivi4 pad house105 105 green trooper > 0 pad civgoto5 244 greencivi5 pad house106 106 green trooper > 0 pad civgoto6 245 greencivi6 pad house107 107 green trooper > 0 pad civgoto7 246 greencivi7 pad civgoto8 246 greencivi8 pad civgoto9 246 greencivi9 //pad house108 108 green trooper > 0 //pad civgoto1 240 greencivi8 pad house109 109 green trooper > 0 pad civgoto17 248 greencivi17 pad civgoto18 248 greencivi18 pad house110 110 green trooper > 0 pad civgoto14 249 greencivi14 pad civgoto15 249 greencivi15 pad civgoto16 249 greencivi16 pad house111 111 green trooper > 0 pad civgoto12 250 greencivi12 pad civgoto13 250 greencivi13 pad house112 112 green trooper > 0 pad civgoto10 251 greencivi10 pad civgoto11 251 greencivi11 pad house113 113 green trooper > 0 pad civgoto19 252 greencivi19 pad civgoto20 252 greencivi20 pad civgoto21 252 greencivi21 //pad house114 114 green trooper //pad civgoto1 240 greencivi14 pad house115 115 green trooper > 0 pad civgoto26 254 greencivi26 pad civgoto27 254 greencivi27 pad house116 116 green trooper > 0 pad civgoto22 230 greencivi22 pad civgoto23 230 greencivi23 pad house117 117 green trooper > 0 pad civgoto24 231 greencivi24 pad house118 118 green trooper > 0 pad civgoto25 232 greencivi25 pad house119 119 green trooper > 0 pad civgoto34 233 greencivi34 pad house120 120 green trooper > 0 pad civgoto32 234 greencivi32 pad civgoto33 234 greencivi33 pad house121 121 green trooper > 0 pad civgoto31 235 greencivi31 pad civgoto35 235 greencivi35 pad civgoto36 235 greencivi36 pad house122 122 green trooper > 0 pad civgoto28 236 greencivi28 pad civgoto29 236 greencivi29 pad civgoto30 236 greencivi30 pad recpad 11 pad diecivpad1 12 pad diecivpad2 13 //pad house123 123 green trooper pad NW 125 tan trooper pad SE 126 tan trooper pad house124 124 green trooper pad tso1 188 tansarge1 pad te1o1 188 tanelite1 pad te2o1 188 tanelite2 pad gateway 100 blue trooper pad retreat 200 blue trooper pad dmz 255 blue trooper pad tansarge 100 tansarge1 pad tanelite1pad 99 tanelite1 pad tanelite2pad 98 tanelite2 //--vars--// variable civiliandeaths 0 variable civiliansescaped 0 variable civiliantest 0 variable aliendeathcount 0 variable alientopattack1 0 variable alientopattack2 0 //--startup--// if startup1 then triggerdelay 100 gstart if gstart then setglobalflag revealunitsonmap 1, playsound "Sarge_DoOrDie3.wav" 1 1, trigger makegreens, trigger makecivs, trigger alliance, trigger alertplayer1, triggerdelay 500 paniccivs1, triggerdelay 1500 ethnic1, triggerdelay 3000 deadcivorder2, triggerdelay 7000 deadcivorder3, triggerdelay 5000 deadcivorder4, triggerdelay 2000 ethnic2, triggerdelay 2500 ethnic3, triggerdelay 3000 ethnic4, trigger aireconsetup, //trigger makealiens, //trigger maketans, trigger tanguards, triggerdelay 40000 antisarge, triggerdelay 41000 tanorders //**Recon**// if aireconsetup then moveitem airecon recpad, moveitem aiairstrike recpad, moveitem aiairattack recpad, triggerdelay 1000 fire1, triggerdelay 10000 fire2, triggerdelay 26000 fire3 if fire1 then fireweapon airecon tanguard1 tanguard1 if fire2 then fireweapon airecon tanguard1 tanguard1 if fire3 then fireweapon airecon tanguard1 tanguard1 pad fchitlerpad 14 fchitler macro alienredrum 6 { if ethnic@6 then createunit "@1" @2 @3 tan @4, order @1 goto fchitlerpad inmode defend, setfacing @1 @5 } expand alienredrum ( fchitler fieldcommander recpad mediumlaser 99 1 ) expand alienredrum ( crony1 humanoid recpad lightlaser 99 2 ) expand alienredrum ( crony2 humanoid recpad lightlaser 99 3 ) expand alienredrum ( crony3 humanoid recpad lightlaser 99 4 ) macro opendeath 9 { pad civscramble@1 @8 deadciv@1 pad deadmenpad@1 @5 noone if alertplayer@1 then createunit "deadciv@1" @2 @3 blue @4, setforcecolor deadciv@1 @6, setscientist deadciv@1, setnpc deadciv@1 1, setfacing deadciv@1 @7, setaimode deadciv@1 standfire if hit deadciv@1 then damage deadciv@1 120 if killed deadciv@1 then playsound "AlienLaugh.wav" fchitler 10 3 50, triggerdelay 100 diecivs if diecivs butnot onedieciv then playsound "Civilians_helpMe1.wav" 11 3, trigger onedieciv if paniccivs@1 then order deadciv@1 goto deadmenpad@1 if panicfinal@1 then order deadciv@1 goto civscramble@1 if padon civscramble@1 then order deadciv@1 goto civscramble@1, triggerdelay 1000 civinane@1 if civinane@1 then order deadciv@1 follow @9 inmode attack if hit deadciv@1 butnot hitthatciv@1 then trigger randomSFX@1, trigger hitthatciv@1 if randomSFX@1 then random playsound "Civilians_aahhh1.wav" 6 3, playsound "Civilians_ahhh1.wav" 7 3, playsound "Civilians_ahhh4.wav" 8 3, playsound "Civilians_Tanya_Civilian_Ahhhhhh3.wav" 13 3, playsound "Civilians_Ann_Civilian_Ahhhhhh3.wav" 9 3 } expand opendeath ( 1 rifleman recpad rifle 199 grey 64 180 fchitler ) expand opendeath ( 2 rifleman diecivpad1 rifle 198 blue 201 181 crony2 ) expand opendeath ( 3 rifleman recpad rifle 197 red 118 182 crony1 ) expand opendeath ( 4 rifleman diecivpad2 rifle 196 blue 34 183 crony2 ) expand opendeath ( 5 rifleman recpad rifle 195 grey 209 184 crony3 ) expand opendeath ( 6 rifleman diecivpad1 rifle 194 black 54 185 crony1 ) expand opendeath ( 7 rifleman diecivpad2 rifle 193 green 128 186 fchitler ) if deadcivorder2 then trigger alertplayer2, triggerdelay 200 paniccivs2 if deadcivorder3 then trigger alertplayer3, triggerdelay 200 paniccivs3, trigger alertplayer4, triggerdelay 200 paniccivs4 if deadcivorder4 then trigger alertplayer5, triggerdelay 200 paniccivs5, trigger alertplayer6, triggerdelay 200 paniccivs6, trigger alertplayer7, triggerdelay 200 paniccivs8 if allof killed deadciv1 killed deadciv2 killed deadciv5 then order crony1 goto (3134,457) inmode attack, order crony2 goto (3323,520) inmode attack, order crony3 goto (3402,632) inmode attack //--Win condition--// if checkvictory then setvar civiliantest 0, addvar civiliantest civiliansescaped, // addvar civiliantest civiliandeaths, trigger checkgreenwins, trigger checkwinnote if checkwinnote butnot greenlosing testvar civiliantest = 5 then showmessage "5 Civilians safe..." if checkwinnote butnot greenlosing testvar civiliantest = 10 then showmessage "10 Civilians safe..." if checkwinnote butnot greenlosing testvar civiliantest = 15 then showmessage "15 Civilians safe..." if checkwinnote butnot greenlosing testvar civiliantest = 20 then showmessage "20 Civilians safe..." if checkgreenwins butnot greenlosing testvar civiliantest = 25 then triggerdelay 2000 startgreenwins if startgreenwins butnot greenlosing then playsound "HQ_Civilian_Convoy.wav" 1 1, showpda "Good job Sarge, you rescued the civilians!", triggerdelay 100 greenwins //--Lose conditions--// if killed greensarge1 butnot greenlosing then setuilock 1, setcamerafocus greensarge1, trigger greenlosing, triggerdelay 3000 tanwins, setuilock 1, setcamerafocus greensarge1, showpda "You let Sarge die!" if killed gcp butnot greenlosing then setuilock 1, setcamerafocus camfoc, trigger greenlosing, triggerdelay 3000 tanwins, showpda "Headquarters is destroyed!" if checkmessage testvar civiliandeaths >= 10 then showmessage "WARNING!!! Low Civilian count.", showmessage "WARNING!!! Low Civilian count.", showmessage "WARNING!!! Low Civilian count." if checklose butnot greenlosing testvar civiliandeaths >= 13 then trigger greenlosing, triggerdelay 3000 tanwins, showpda "You let too many civilians die!" variable fodderdeath 0 //--Green setup--// macro greens 8 // @1 = unit name, @2 = unit type, @3 = x coordinate, @4 = y coordinate, // // @5 = weapon, @6 = group #, @7 = facing @8 = group // { if makegreens then createunit "@1" @2 (@3,@4) green @5 1 @6, setfacing @1 @7, setaimode @1 defend, setunitgroup @1 @8 if killed @1 then addvar fodderdeath 1 if killed @1 testvar fodderdeath = 3 then createpowerup paratroopers @1 1 if killed @1 testvar fodderdeath = 8 then createpowerup paratroopers @1 2 if killed @1 testvar fodderdeath = 13 then createpowerup paratroopers @1 1 } expand greens ( Fodder grenadier 2210 1560 grenade 6 224 2 ) expand greens ( Grace grenadier 2460 1760 grenade 6 224 3 ) expand greens ( Wholly rifleman 1850 1660 rifle 2 32 6 ) expand greens ( Steal rifleman 2500 2070 rifle 1 160 1 ) expand greens ( Ruggles rifleman 2350 2210 rifle 1 160 1 ) expand greens ( Gracia rifleman 1870 1670 rifle 1 32 6 ) expand greens ( Cats rifleman 2270 2010 rifle 1 160 1 ) expand greens ( Snipe rifleman 1540 2230 rifle 5 32 5 ) expand greens ( Shirly rifleman 1660 2330 rifle 5 160 5 ) expand greens ( Fischer bazookaman 2600 2170 bazooka 1 160 4 ) expand greens ( Iron bazookaman 2450 2310 bazooka 1 160 4 ) expand greens ( Brimstone mortarman 1760 1950 mortar 6 96 2 ) expand greens ( DeathReach mortarman 1960 2150 mortar 6 96 3 ) expand greens ( Jeep_401K jeep 2460 2160 mediumMG 1 224 1 ) expand greens ( TankB12 tank 1730 1550 largecannon 1 96 6 ) if killed Grace then createpowerup "" grenade grace 8 if killed Fodder then createpowerup "" grenade Fodder 10 if killed Fischer then createpowerup "" bazooka Fischer 5 if killed Iron then createpowerup "" bazooka Iron 10 if killed Brimstone then createpowerup "" mortar Brimstone 4 if killed DeathReach then createpowerup "" mortar DeathReach 6 //--Alliance--// if alliance then ally blue green, ally green blue, entervehicle Wholly TankB12 //--Macro Aliens--// if tophomes1 testvar alientopattack1 = 0 then triggerdelay 1000 alienwave1 if tophomes2 testvar alientopattack2 = 0 then triggerdelay 1000 alienwave2 //triggerdelay 151000 alienwave3, //triggerdelay 201000 alienlasthurrah macro aliens 8 // @1 = alien wave #, @2 = alien #, @3 = alien type, @4 = x coordinate, // // @5 = y coordinate, @6 = target wave, @7 = weapon, @8 = strength // { if alienwave@1 then createunit alien@2 @3 (@4,@5) tan @7 @8, setaimode alien@2 defend, order alien@2 goto @6 if alienlasthurrah then order alien@2 goto gcp } expand aliens ( 1 1 humanoid 1934 3629 house101 lightlaser 1 ) expand aliens ( 1 2 humanoid 3690 88 house102 lightlaser 1 ) expand aliens ( 1 3 humanoid 1934 3629 house103 lightlaser 1 ) expand aliens ( 1 4 humanoid 3690 88 house104 lightlaser 1 ) expand aliens ( 1 5 humanoid 1934 3629 house105 lightlaser 1 ) expand aliens ( 1 6 humanoid 3690 88 house106 lightlaser 1 ) expand aliens ( 1 7 humanoid 1934 3629 house107 lightlaser 1 ) expand aliens ( 1 8 humanoid 3690 88 house101 lightlaser 1 ) expand aliens ( 1 9 humanoid 1934 3629 NW mediumlaser 2 ) expand aliens ( 1 10 humanoid 3690 88 SE mediumlaser 2 ) expand aliens ( 1 11 humanoid 1934 3629 gcp heavylaser 3 ) expand aliens ( 2 12 humanoid 2522 3625 house102 lightlaser 1 ) expand aliens ( 2 13 humanoid 3690 88 house103 lightlaser 1 ) expand aliens ( 2 14 humanoid 3690 88 house104 lightlaser 1 ) expand aliens ( 2 15 humanoid 2522 3625 house105 lightlaser 1 ) expand aliens ( 2 16 humanoid 3690 88 house106 lightlaser 1 ) expand aliens ( 2 17 humanoid 2522 3625 house107 lightlaser 1 ) expand aliens ( 2 18 humanoid 3690 88 house107 lightlaser 1 ) expand aliens ( 2 19 humanoid 2522 3625 house107 lightlaser 1 ) expand aliens ( 2 20 humanoid 3690 88 SE mediumlaser 2 ) expand aliens ( 2 21 humanoid 2522 3625 NW mediumlaser 2 ) expand aliens ( 2 22 humanoid 3690 88 greensarge1 heavylaser 3 ) expand aliens ( 2 23 humanoid 2522 3625 house106 lightlaser 1 ) expand aliens ( 2 24 humanoid 3690 88 house106 lightlaser 1 ) expand aliens ( 2 25 humanoid 2522 3625 house106 lightlaser 1 ) expand aliens ( 2 26 humanoid 3690 88 house103 lightlaser 1 ) expand aliens ( 2 27 humanoid 2522 3625 house103 lightlaser 1 ) expand aliens ( 2 28 humanoid 3690 88 house101 lightlaser 1 ) expand aliens ( 2 29 humanoid 2522 3625 house101 lightlaser 1 ) expand aliens ( 2 30 humanoid 3690 88 house101 lightlaser 1 ) expand aliens ( 2 31 humanoid 2522 3625 NW mediumlaser 2 ) expand aliens ( 2 32 humanoid 3690 88 SE mediumlaser 2 ) expand aliens ( 2 33 humanoid 2522 3625 gcp mediumlaser 2 ) expand aliens ( 2 34 humanoid 3690 88 gcp mediumlaser 2 ) //--Macro Tans--// //if maketans then //triggerdelay 1000 tanwave1, //triggerdelay 60000 tanwave2, //triggerdelay 170000 tanwave3, //triggerdelay 230000 tanlasthurrah macro tans 7 // @1 = tan wave #, @2 = tan #, @3 = x coordinate, @4 = y coordinate, // // @5 = target, @6 = trooper type, @7 = weapon // { if tanwave@1 then createunit "@2" @6 (@3,@4) tan @7, setaimode tantroop@2 defend, order @2 goto @5 if padon SE then order @2 goto gcp inmode attack } expand tans ( 1 entank1 3680 98 gcp tank largecannon ) expand tans ( 2 jpen1 3690 68 gcp jeep mediumMG ) expand tans ( 2 jpen2 3690 68 gcp jeep mediumMG ) expand tans ( 2 jpen3 3690 68 gcp jeep mediumMG ) expand tans ( 1 mort1 3690 88 gcp mortarman mortar ) expand tans ( 1 flam1 3690 88 gcp flamerman flamer ) expand tans ( 3 wave3R1 3690 88 SE rifleman autorifle ) expand tans ( 3 wave3R2 3690 88 SE rifleman autorifle ) expand tans ( 3 wave3R3 3690 88 SE rifleman autorifle ) expand tans ( 3 wave3R4 3690 88 SE rifleman autorifle ) expand tans ( 3 wave3R5 3690 88 SE rifleman autorifle ) expand tans ( 3 wave3R6 3690 88 SE rifleman autorifle ) expand tans ( 3 wave3R7 3690 88 SE rifleman autorifle ) expand tans ( 3 wave3R8 3690 88 SE rifleman autorifle ) expand tans ( 1 sealien1 3690 108 SE fieldcommander mediumlaser ) expand tans ( 1 sealien2 3690 88 SE humanoid lightlaser ) expand tans ( 1 sealien3 3690 88 SE humanoid lightlaser ) expand tans ( 1 sealien4 3690 88 SE humanoid lightlaser ) expand tans ( 1 sealien5 3690 88 gcp humanoid lightlaser ) if tanguards then createunit tanguard1 rifleman (2010,260) tan rifle, setaimode tanguard1 defend, setfacing tanguard1 112, createunit tanguard2 rifleman (2440,260) tan rifle, setaimode tanguard2 defend, setfacing tanguard2 144, createunit tanguard3 flamerman (2410,410) tan flamer, setaimode tanguard3 defend, setfacing tanguard3 128 //--Macro Hit Team--// macro hitteam 7 // @1 = unit name, @2 = unit type, @3 = x coordinate, @4 = y coordinate, // // @5 = weapon, @6 = level, @7 ai mode // { if antisarge then createunit @1 @2 (@3,@4) tan @5 @6, setaimode @1 @7 } expand hitteam (tansarge1 rifleman 2450 3600 vulcan 4 attack) expand hitteam (tanelite1 rifleman 2400 3600 heavymg 1 attack) expand hitteam (tanelite2 rifleman 2500 3600 heavymg 1 attack) //--Tan AI--// if tanorders then order tansarge1 goto greenaagun inmode ignore, setitemflag tansarge1 targetobjects 1, order tanelite1 goto greenaagun inmode ignore, setitemflag tanelite1 targetobjects 1, order tanelite2 goto greenaagun inmode ignore, setitemflag tanelite2 targetobjects 1, triggerdelay 14000 settheais if settheais then setaimode tansarge1 attack, setaimode tanelite1 attack, setaimode tanelite2 attack if killed greenaagun butnot hqrun then order tansarge1 goto tansarge inmode ignore, order tanelite1 goto tanelite1pad inmode ignore, order tanelite2 goto tanelite2pad inmode ignore if padon tansarge then setfacing tansarge1 250, setaimode tansarge1 standfire, setaipose tansarge1 prone, triggerdelay 3000 airattacks if killed tansarge1 then trigger tansarge1isdead if padon tanelite1pad then setfacing tanelite1 240, setaimode tanelite1 standfire, setaipose tanelite1 prone if padon tanelite2pad then setfacing tanelite2 10, setaimode tanelite2 standfire, setaipose tanelite2 prone if airattacks butnot tansarge1isdead then fireweapon aiairstrike tansarge1 gcp, triggerdelay 2000 firesarg2 if firesarg2 butnot tansarge1isdead then fireweapon aiairstrike tansarge1 gcp, triggerdelay 6000 firesarg3 if firesarg3 butnot tansarge1isdead then fireweapon aiairstrike tansarge1 house1, triggerdelay 2000 firesarg4 if firesarg4 butnot tansarge1isdead then fireweapon aiairstrike tansarge1 house2, triggerdelay 1000 firesarge5 if firesarge5 butnot tansarge1isdead then fireweapon aiairstrike tansarge1 house3, triggerdelay 1000 firesarge6 if firesarge6 butnot tansarge1isdead then fireweapon aiairstrike tansarge1 house4, triggerdelay 1000 firesarge7 if firesarge7 butnot tansarge1isdead then fireweapon aiairstrike tansarge1 house5, triggerdelay 1000 firesarge8 if firesarge8 butnot tansarge1isdead then fireweapon aiairattack tansarge1 gcp //--Macro Civs--// macro civs 4 // @1 = unit, @2 = x location , @3 = y location // { if makecivs then createunit greencivi@1 rifleman (@2,@3) blue rifle, setscientist greencivi@1, setitemflag greencivi@1 strategic 1, setforcecolor greencivi@1 @4, setaimode greencivi@1 ignore, setnpc greencivi@1 1 //if hit greencivi@1 then //order greencivi@1 follow retreat inmode ignore if killed greencivi@1 then addvar civiliandeaths 1, trigger checklose, trigger checkmessage //trigger checkvictory if carrycivis then deploy greencivi@1 (1200,20), setaimode greencivi@1 ignore } expand civs ( 1 2830 800 blue ) expand civs ( 2 3400 1360 green ) expand civs ( 3 2530 970 grey ) expand civs ( 4 2590 1050 grey ) expand civs ( 5 2780 1190 black ) expand civs ( 6 3070 1460 black ) expand civs ( 7 3040 2130 green ) expand civs ( 8 3110 2200 green ) expand civs ( 9 2970 2190 red ) expand civs ( 10 3300 2410 red ) expand civs ( 11 3260 2490 black ) expand civs ( 12 2940 2690 black ) expand civs ( 13 3070 2670 black ) expand civs ( 14 2810 2890 blue ) expand civs ( 15 2660 3010 blue ) expand civs ( 16 2680 2890 green ) expand civs ( 17 2450 2610 green ) expand civs ( 18 2390 2740 green ) expand civs ( 19 1620 2630 blue ) expand civs ( 20 1730 2720 blue ) expand civs ( 21 1660 2790 black ) expand civs ( 22 1280 2920 black ) expand civs ( 23 1470 3000 green ) expand civs ( 24 1060 2700 green ) expand civs ( 25 750 2400 blue ) expand civs ( 26 1010 2190 red ) expand civs ( 27 1110 2320 red ) expand civs ( 28 1570 770 red ) expand civs ( 29 1380 840 blue ) expand civs ( 30 1400 780 green ) expand civs ( 31 1780 930 black ) expand civs ( 32 1480 1170 green ) expand civs ( 33 1380 1280 green ) expand civs ( 34 1170 1470 red ) expand civs ( 35 1720 990 black ) expand civs ( 36 1650 1050 green ) //New Tan Attacks************// // @6 = padnum @1 = paddef @7 = Goto Spots macro h119_120 7 { pad 119_120pad@1 @6 if tanattack1 butnot oneattack then createunit "@2" @3 @4 tan @5, trigger 119_120orders, triggerdelay 5000 alienmac1 if 119_120orders then order @2 goto @7 inmode attack } expand h119_120 ( 1 tanman1 mortarman 119_120pad1 mortar 20 tso1 ) expand h119_120 ( 2 tanman2 mortarman 119_120pad2 mortar 21 tso1 ) expand h119_120 ( 3 tanman3 grenadier 119_120pad3 grenade 22 gcp ) expand h119_120 ( 4 tanman4 rifleman 119_120pad4 autorifle 23 gcp ) expand h119_120 ( 5 tanman5 rifleman 119_120pad5 autorifle 24 gcp ) expand h119_120 ( 6 tanman6 rifleman 119_120pad6 autorifle 25 gcp ) macro alien_121mac 7 { pad alienpad@1 @6 if alienciv_121 then createunit "@2" @3 @4 tan @5, order @2 goto @7 inmode attack } expand alien_121mac ( 1 alienciv31 humanoid alienpad1 mediumlaser 40 house121 ) expand alien_121mac ( 2 alienciv35 humanoid alienpad2 mediumlaser 41 house121 ) expand alien_121mac ( 3 alienciv36 fieldcommander alienpad3 heavylaser 42 house121 ) macro alien_122mac 7 { pad alienpad@1 @6 if alienciv_122 then createunit "@2" @3 @4 tan @5, order @2 goto @7 inmode attack } expand alien_122mac ( 4 alienciv04 humanoid alienpad4 mediumlaser 50 house122 ) expand alien_122mac ( 5 alienciv05 humanoid alienpad5 mediumlaser 51 house122 ) expand alien_122mac ( 6 alienciv06 humanoid alienpad6 mediumlaser 52 house122 ) expand alien_122mac ( 7 alienciv07 humanoid alienpad7 mediumlaser 29 house122 ) expand alien_122mac ( 8 alienciv08 humanoid alienpad8 mediumlaser 30 house122 ) expand alien_122mac ( 9 alienciv09 fieldcommander alienpad9 heavylaser 28 house122 ) macro alien_120mac 7 { pad alienpad@1 @6 if alienciv_120 then createunit "@2" @3 @4 tan @5, order @2 goto @7 inmode attack } expand alien_120mac ( 10 alienciv_10 humanoid alienpad10 mediumlaser 50 house120 ) expand alien_120mac ( 11 alienciv_11 humanoid alienpad11 mediumlaser 51 house120 ) expand alien_120mac ( 12 alienciv_12 humanoid alienpad12 mediumlaser 52 house120 ) expand alien_120mac ( 13 alienciv_13 humanoid alienpad13 mediumlaser 30 house120 ) expand alien_120mac ( 14 alienciv_14 humanoid alienpad14 mediumlaser 29 house120 ) expand alien_120mac ( 15 alienciv_15 fieldcommander alienpad15 heavylaser 28 house120 ) expand alien_120mac ( 16 alienciv_16 flamerman alienpad16 flamer 20 gcp ) expand alien_120mac ( 17 alienciv_17 mortarman alienpad17 mortar 21 gcp ) expand alien_120mac ( 18 alienciv_18 rifleman alienpad18 heavymg 22 house120 ) expand alien_120mac ( 19 alienciv_19 rifleman alienpad19 heavymg 23 house120 ) macro alien_107mac 9 { pad alienpad@1 @6 pad defend@8 @9 if alienciv_107 butnot 107_triggered then createunit "@2" @3 @4 tan @5, order @2 goto @7 inmode attack } expand alien_107mac ( 20 alienciv_20 flamerman alienpad20 flamer 60 gcp 1 60 ) expand alien_107mac ( 21 alienciv_21 mortarman alienpad21 mortar 61 gcp 2 64) expand alien_107mac ( 22 alienciv_22 grenadier alienpad22 grenade 62 gcp 3 65) expand alien_107mac ( 23 alienciv_23 humanoid alienpad23 mediumlaser 63 gcp 4 66) expand alien_107mac ( 24 alienciv_24 rifleman alienpad24 autorifle 64 defend5 5 70) expand alien_107mac ( 25 alienciv_25 humanoid alienpad25 mediumlaser 65 defend7 7 73) expand alien_107mac ( 26 alienciv_26 rifleman alienpad26 autorifle 66 defend8 8 75) expand alien_107mac ( 27 alienciv_27 humanoid alienpad27 mediumlaser 67 defend9 9 76) expand alien_107mac ( 28 alienciv_28 rifleman alienpad28 autorifle 68 defend10 10 71 ) expand alien_107mac ( 29 alienciv_29 humanoid alienpad29 mediumlaser 69 defend11 11 72) macro alien_110mac 9 { pad tanpad@1 @6 pad defend@8 @9 if alienciv_110 butnot 110_triggered then createunit "@2" @3 @4 tan @5, order @2 goto @7 inmode attack } expand alien_110mac ( 30 alienciv_30 grenadier tanpad30 grenade 60 gcp 100 60 ) expand alien_110mac ( 31 alienciv_31 rifleman tanpad31 autorifle 61 gcp 200 64) expand alien_110mac ( 32 alienciv_32 grenadier tanpad32 grenade 62 gcp 300 65) expand alien_110mac ( 33 alienciv_33 rifleman tanpad33 autorifle 63 gcp 400 66) expand alien_110mac ( 34 alienciv_34 rifleman tanpad34 autorifle 64 defend22 22 80 ) expand alien_110mac ( 35 alienciv_35 rifleman tanpad35 autorifle 65 defend23 23 81 ) expand alien_110mac ( 36 alienciv_36 rifleman tanpad36 autorifle 66 defend24 24 82 ) expand alien_110mac ( 37 alienciv_37 rifleman tanpad37 autorifle 67 defend25 25 83 ) expand alien_110mac ( 38 alienciv_38 rifleman tanpad38 autorifle 68 defend26 26 84 ) expand alien_110mac ( 39 alienciv_39 rifleman tanpad39 autorifle 69 defend27 27 85 ) expand alien_110mac ( 40 alienciv_40 rifleman tanpad40 autorifle 68 defend28 28 86 ) expand alien_110mac ( 41 alienciv_41 rifleman tanpad41 autorifle 69 defend29 29 87 ) //--Civilian escape triggers--// //101 active if padon house101 butnot randocivvo1 then order greencivi1 goto civgoto1 inmode ignore, trigger tophomes1, setvar alientopattack1 1, trigger randocivvo1 if padon civgoto1 then order greencivi1 goto retreat inmode ignore //103 active if padon house103 butnot randocivvo2 then //order greencivi2 goto civgoto2 inmode ignore, order greencivi2 goto civgoto2 inmode ignore, trigger tophomes1, setvar alientopattack1 1, trigger randocivvo2 if padon civgoto2 then order greencivi2 goto retreat inmode ignore //104 active if padon house104 butnot randocivvo3 then order greencivi3 goto civgoto3 inmode ignore, order greencivi4 goto civgoto4 inmode ignore, trigger tophomes2, setvar alientopattack2 1, trigger randocivvo3 if padon civgoto3 then order greencivi3 goto retreat inmode ignore if padon civgoto4 then order greencivi4 goto retreat inmode ignore //105 active if padon house105 butnot randocivvo4 then order greencivi5 goto civgoto5 inmode ignore, trigger tophomes2, setvar alientopattack2 1, trigger randocivvo4 if padon civgoto5 then order greencivi5 goto retreat inmode ignore //106 active if padon house106 butnot randocivvo5 then order greencivi6 goto civgoto6 inmode ignore, trigger tophomes2, setvar alientopattack2 1, trigger randocivvo5 if padon civgoto6 then order greencivi6 goto retreat inmode ignore //107 active if padon house107 butnot randocivvo6 then order greencivi7 goto civgoto7 inmode ignore, order greencivi8 goto civgoto8 inmode ignore, order greencivi9 goto civgoto9 inmode ignore, trigger alienciv_107, trigger 107_triggered, trigger randocivvo6 if padon civgoto7 then order greencivi7 goto retreat inmode ignore if padon civgoto8 then order greencivi8 goto retreat inmode ignore if padon civgoto9 then order greencivi9 goto retreat inmode ignore //109 Active if padon house109 butnot randocivvo7 then order greencivi17 goto civgoto17 inmode ignore, order greencivi18 goto civgoto18 inmode ignore, trigger alienciv_107, trigger 107_triggered, trigger randocivvo7 if padon civgoto17 then order greencivi17 goto retreat inmode ignore if padon civgoto18 then order greencivi18 goto retreat inmode ignore //110 Active if padon house110 butnot randocivvo8 then order greencivi14 goto civgoto14 inmode ignore, order greencivi15 goto civgoto15 inmode ignore, order greencivi16 goto civgoto16 inmode ignore, trigger alienciv_110, trigger randocivvo8 if padon civgoto14 then order greencivi14 goto retreat inmode ignore if padon civgoto15 then order greencivi15 goto retreat inmode ignore if padon civgoto16 then order greencivi16 goto retreat inmode ignore //111 Active if padon house111 butnot randocivvo9 then order greencivi12 goto civgoto12 inmode ignore, order greencivi13 goto civgoto13 inmode ignore, trigger randocivvo9 if padon civgoto12 then order greencivi12 goto retreat inmode ignore if padon civgoto13 then order greencivi13 goto retreat inmode ignore //112 Active if padon house112 butnot randocivvo10 then order greencivi10 goto civgoto10 inmode ignore, order greencivi11 goto civgoto11 inmode ignore, trigger randocivvo10 if padon civgoto10 then order greencivi10 goto retreat inmode ignore if padon civgoto11 then order greencivi11 goto retreat inmode ignore //113 active if padon house113 butnot randocivvo11 then order greencivi19 goto civgoto19 inmode ignore, order greencivi20 goto civgoto20 inmode ignore, order greencivi21 goto civgoto21 inmode ignore, trigger tanwave1, trigger randocivvo11 if padon civgoto19 then order greencivi19 goto retreat inmode ignore if padon civgoto20 then order greencivi20 goto retreat inmode ignore if padon civgoto21 then order greencivi21 goto retreat inmode ignore //115 active if padon house115 butnot randocivvo12 then order greencivi26 goto civgoto26 inmode ignore, order greencivi27 goto civgoto27 inmode ignore, trigger tanwave3, trigger randocivvo12 if padon civgoto26 then order greencivi26 goto retreat inmode ignore if padon civgoto27 then order greencivi27 goto retreat inmode ignore //116 active if padon house116 butnot randocivvo13 then order greencivi22 goto civgoto22 inmode ignore, order greencivi23 goto civgoto23 inmode ignore, trigger tanwave2, trigger randocivvo13 if padon civgoto22 then order greencivi22 goto retreat inmode ignore if padon civgoto23 then order greencivi23 goto retreat inmode ignore //117 active if padon house117 butnot randocivvo14 then order greencivi24 goto civgoto24 inmode ignore, trigger randocivvo14 if padon civgoto24 then order greencivi24 goto retreat inmode ignore //118 active if padon house118 butnot randocivvo15 then order greencivi25 goto civgoto25 inmode ignore, trigger randocivvo15 if padon civgoto25 then order greencivi25 goto retreat inmode ignore //119 active if padon house119 butnot randocivvo16 then order greencivi34 goto civgoto34 inmode ignore, triggerdelay 500 tanattack1, trigger randocivvo16 if padon civgoto34 then order greencivi34 goto retreat inmode ignore //120 active if padon house120 butnot randocivvo17 then order greencivi32 goto civgoto32 inmode ignore, order greencivi33 goto civgoto33 inmode ignore, trigger alienciv_120, trigger randocivvo17 if padon civgoto32 then order greencivi32 goto retreat inmode ignore if padon civgoto33 then order greencivi33 goto retreat inmode ignore //121 active if padon house121 butnot randocivvo18 then order greencivi31 goto civgoto31 inmode ignore, order greencivi35 goto civgoto35 inmode ignore, trigger alienciv_121, triggerdelay 2000 civ36delay, trigger randocivvo18 if civ36delay then order greencivi36 goto civgoto36 inmode ignore if padon civgoto31 then order greencivi31 goto retreat inmode ignore if padon civgoto35 then order greencivi35 goto retreat inmode ignore if padon civgoto36 then order greencivi36 goto retreat inmode ignore //122 Active if padon house122 butnot randocivvo19 then order greencivi28 goto civgoto28 inmode ignore, order greencivi29 goto civgoto29 inmode ignore, order greencivi30 goto civgoto30 inmode ignore, trigger alienciv_122, triggerdelay 2000 civ30delay, trigger randocivvo19 if civ30delay then order greencivi30 goto civgoto30 inmode ignore if padon civgoto28 then order greencivi28 goto retreat inmode ignore if padon civgoto29 then order greencivi29 goto retreat inmode ignore if padon civgoto30 then order greencivi30 goto retreat inmode ignore if padon retreat then moveitem me dmz if padon dmz then addvar civiliansescaped 1, undeploy me, trigger checkvictory macro vomac 1 { if randocivvo@1 then random playsound "Civilians_aahhh1.wav" 6 3, playsound "Civilians_ahhh1.wav" 7 3, playsound "Civilians_ahhh4.wav" 8 3, playsound "Civilians_Ann_Civilian_Ahhhhhh3.wav" 9 3, playsound "Civilians_Ann_Civilian_PleasesaveUs.wav" 10 3, playsound "Civilians_helpMe1.wav" 11 3, playsound "Civilians_pleassaveus3.wav" 12 3, playsound "Civilians_Tanya_Civilian_Ahhhhhh3.wav" 13 3, playsound "Civilians_Tanya_Civilian_PleaseSaveMe3.wav" 14 3, playsound "Civilians_thoseThings1.wav" 15 3, playsound "Civilians_thoseThings1.wav" 16 3 } expand vomac ( 1 ) expand vomac ( 2 ) expand vomac ( 3 ) expand vomac ( 4 ) expand vomac ( 5 ) expand vomac ( 6 ) expand vomac ( 7 ) expand vomac ( 8 ) expand vomac ( 9 ) expand vomac ( 10 ) expand vomac ( 11 ) expand vomac ( 12 ) expand vomac ( 13 ) expand vomac ( 14 ) expand vomac ( 15 ) expand vomac ( 16 ) expand vomac ( 17 ) expand vomac ( 18 ) expand vomac ( 19 ) //--Alien order pads--// if padon NW then order me goto gateway inmode defend if padon SE then order me goto gateway inmode defend