/* MILITARY ZONE - Game name "MILITARY BASE " */ /* ------------- SETUP INFO ------------------*/ PLAY_TIME 4800 SKIP_MINI_GAMES FAR_CLIP 60000 // Arena LANDSCAPE militarymesh.obe 0 0 0 ACTOR_DONT_STATIC_LIGHT ACTOR_DONT_FOG // Beneath arena PLATFORM_BACKGROUND milt_engineplatform.obe 0 0 0 ANIMATE flame 1 0 0.3 0.1 ACTOR_DONT_LIGHT // Sky PLATFORM_BACKGROUND military_back.obe 0 -300 0 ACTOR_DONT_FOG ACTOR_DONT_LIGHT // Clouds ADD_SLIDDING_TEXTURE_MODEL mist.obe 0 600 0 0 0.002 1 ADD_SLIDDING_TEXTURE_MODEL mist.obe 0 800 0 0 0.003 1 ADD_SLIDDING_TEXTURE_MODEL mist.obe 0 1200 0 0 0.005 1 RESPAWN_POINT 100 8000 -700 RESPAWN_POINT 300 8000 -100 RESPAWN_POINT 700 8000 -700 RESPAWN_POINT 900 8000 -100 /* ------------------- CAMERA --------------------*/ CAMERA_ROT -0.45 CAMERA_ORIGIN -600 0 2500 INTRO_CAM military1.lom INTRO_CAM_LOW_DETAIL INTRO_CAM military2.lom INTRO_CAM military3.lom INTRO_CAM military4.lom INTRO_CAM military5.lom WINNER_CAM // campos 710 400 -1525 //winners 330 0 -900 540 0 -790 180 0 -1060 710 0 -730 // losers -5 0 -665 545 0 -415 255 0 -495 /* ------------------- FOG ---------------------*/ //orange FOG 3000 50000 96 71 12 /* -------------- SCENIC LIGHTING ---------------*/ AMBIENTLIGHT 150 150 130 DIRECTIONAL_LIGHT 230 255 244 -0.4 3.0 // xRot yRot zRot SHADOW DIRECTIONAL 0.7 0 0 /* ------------------ SFX ----------------------*/ // SFX #define SFX_AIR_RAID_SIREN 1 #define SFX_BOMB_FALLING_1 2 #define SFX_BOMB_FALLING_2 3 #define SFX_BOMB_IMPACT_1 4 #define SFX_BOMB_IMPACT_2 5 #define SFX_BOMB_IMPACT_3 6 #define SFX_BOMB_IMPACT_4 7 #define SFX_GLASS_BREAKING 8 #define SFX_SHIP_SWOOP_1 9 #define SFX_SHIP_SWOOP_2 10 #define SFX_SHIP_SWOOP_3 11 #define SFX_LIGHTS_ON 12 #define SFX_BOMB_TICK_DOWN 13 #define SFX_SHIP_APPROACH 14 #define SFX_SHIP_HOVVER_LOOP 15 #define SFX_SHIP_LANDS 16 #define SFX_SHIP_LANDS_CLUNK 17 #define SFX_SHIP_TAKES_OFF 18 #define SFX_SHIP_BOOSTS 19 #define SFX_AMB_WIND 20 SAMPLE military_01a.wav SFX_AIR_RAID_SIREN SAMPLE military_02a.wav SFX_BOMB_FALLING_1 SAMPLE military_02b.wav SFX_BOMB_FALLING_2 SAMPLE military_03a.wav SFX_BOMB_IMPACT_1 SAMPLE military_03d.wav SFX_BOMB_IMPACT_2 SAMPLE military_03e.wav SFX_BOMB_IMPACT_3 SAMPLE military_03g.wav SFX_BOMB_IMPACT_4 SAMPLE military_07b.wav SFX_GLASS_BREAKING SAMPLE military_16a.wav SFX_SHIP_SWOOP_1 SAMPLE military_16b.wav SFX_SHIP_SWOOP_2 SAMPLE military_16c.wav SFX_SHIP_SWOOP_3 SAMPLE military_06a.wav SFX_LIGHTS_ON SAMPLE military_04a.wav SFX_BOMB_TICK_DOWN SAMPLE military_10a.wav SFX_SHIP_APPROACH SAMPLE military_11a.wav SFX_SHIP_HOVVER_LOOP SAMPLE military_12a.wav SFX_SHIP_LANDS SAMPLE military_13a.wav SFX_SHIP_LANDS_CLUNK SAMPLE military_14a.wav SFX_SHIP_TAKES_OFF SAMPLE military_15a.wav SFX_SHIP_BOOSTS SAMPLE tanks_01a.wav SFX_AMB_WIND #define TEMP_VOL 255 PUZZLE START_OF_FIRST_HALF ACTION PLAY_SAMPLE SFX_AMB_WIND TEMP_VOL 0 0 ACTION PLAY_SAMPLE SFX_SHIP_SWOOP_3 TEMP_VOL 0 0 /* ------------------------------- GAME ------------------------------*/ /* --------------------- GOAL --------------------------*/ #define GOAL_EFFECT_1 1 #define GOAL_EFFECT_2 2 PLATFORM goalbase.obe 1000 20 -1000 TEXTURE_ANIM activegoalanim.gif 1 GOAL ACTOR_DONT_LIGHT PLATFORM goalbase.obe -1000 20 -1000 TEXTURE_ANIM activegoalanim.gif 1 GOAL ACTOR_DONT_LIGHT PLATFORM_BACKGROUND goaleffect.obe 1000 -20 -1000 TAG GOAL_EFFECT_1 TEXTURE_ANIM goalsign_anim.gif 1 ACTOR_DONT_LIGHT PLATFORM_BACKGROUND goaleffect.obe -1000 -20 -1000 TAG GOAL_EFFECT_2 TEXTURE_ANIM goalsign_anim.gif 1 ACTOR_DONT_LIGHT PUZZLE START_OF_FIRST_HALF ACTION ANIMATE_PLATFORM GOAL_EFFECT_1 active 1 0 0.5 0.1 0 ACTION ANIMATE_PLATFORM GOAL_EFFECT_2 active 1 0 0.5 0.1 0 ACTION SET_TEXTURE_ANIM_SPEED GOAL_EFFECT_1 1 0 0 ACTION SET_TEXTURE_ANIM_SPEED GOAL_EFFECT_2 1 0 0 /* --------------------- BUTTON ------------------ */ #define AIR_RAID_BUTTON_1 101 #define GLASS_1 99 PLATFORM brb.obe -100 400 600 BIGREDBUTTON AUTOMATIC 125 3.2 1 TAG AIR_RAID_BUTTON_1 ACTOR_DONT_STATIC_LIGHT PLATFORM glass.obe -100 400 500 TAG GLASS_1 DESTRUCT REMAINS glass_smash.obe 0.5 REMAINS_NOCOLL // animSpeed ACTOR_DONT_LIGHT PUZZLE PLATFORM_DESTROYED GLASS_1 NUMTIMES 1 ACTION PLAY_SAMPLE SFX_GLASS_BREAKING TEMP_VOL 0 0 /*-------------------- AIR RAID -------------------*/ #define RAID_DURATION 120 #define BOMB_RATE 20 #define VELX_1 0 #define VELZ_1 0 #define MINX_1 1100 #define MINZ_1 -1100 #define MAXX_1 900 #define MAXZ_1 -900 // Goal on left #define VELX_2 0 #define VELZ_2 0 #define MINX_2 -1100 #define MINZ_2 -1100 #define MAXX_2 -900 #define MAXZ_2 -900 #define RESET_RAID_DELAY 900 #define SIREN_GLOW 44 // Warning spinning siren PLATFORM_BACKGROUND siren.obe -895 670 100 TAG SIREN_GLOW //ACTOR_ADDITIVE ACTOR_DONT_LIGHT ACTOR_DONT_FOG ROTATEKEY 0 0 0 0 ROTATEKEY 0 180 0 30 ROTATEKEY 0 360 0 60 BEHAVIOUR LOOP SPEED 1 INACTIVE PUZZLE START_OF_FIRST_HALF ACTION RESET_BRB AIR_RAID_BUTTON_1 0 ACTION SET_PLATFORM_ALPHA SIREN_GLOW 0 0 PUZZLE BRB_JUST_DOWN AIR_RAID_BUTTON_1 0 // Air Raid on goal area on right ACTION AIR_RAID RAID_DURATION BOMB_RATE MINX_1 MINZ_1 MAXX_1 MAXZ_1 0 VELX_1 VELZ_1 60 // Air Raid on goal area on left ACTION AIR_RAID RAID_DURATION 18 MINX_2 MINZ_2 MAXX_2 MAXZ_2 0 VELX_2 VELZ_2 60 // SFX ACTION PLAY_SAMPLE SFX_AIR_RAID_SIREN TEMP_VOL 0 0 // Siren lights ACTION ACTIVATE_PLATFORM SIREN_GLOW 0 ACTION SET_PLATFORM_TARGET_ALPHA SIREN_GLOW 255 10 0 ACTION SET_PLATFORM_TARGET_ALPHA SIREN_GLOW 0 10 200 ACTION SPRITE_ONOFF SPRITE_SIREN 1 0 ACTION SPRITE_ONOFF SPRITE_SIREN 0 260 // Bomb SFX ACTION PLAY_SAMPLE SFX_BOMB_FALLING_1 170 0 80 ACTION PLAY_SAMPLE SFX_BOMB_FALLING_2 170 0 100 ACTION PLAY_SAMPLE SFX_BOMB_FALLING_1 170 0 150 ACTION PLAY_SAMPLE SFX_BOMB_IMPACT_1 TEMP_VOL 0 90 ACTION PLAY_SAMPLE SFX_BOMB_IMPACT_3 TEMP_VOL 0 110 ACTION PLAY_SAMPLE SFX_BOMB_IMPACT_2 TEMP_VOL 0 140 ACTION PLAY_SAMPLE SFX_BOMB_IMPACT_4 TEMP_VOL 0 150 ACTION PLAY_SAMPLE SFX_BOMB_IMPACT_3 TEMP_VOL 0 170 ACTION PLAY_SAMPLE SFX_BOMB_IMPACT_1 TEMP_VOL 0 180 ACTION PLAY_SAMPLE SFX_BOMB_IMPACT_4 TEMP_VOL 0 200 //ACTION SHAKE_CAMERA 5 10 120 //ACTION SHAKE_CAMERA 10 20 140 //ACTION SHAKE_CAMERA 5 10 160 //ACTION SHAKE_CAMERA 20 30 180 //ACTION SHAKE_CAMERA 20 60 200 // Deativate button during raid ACTION ACTIVATE_BRB AIR_RAID_BUTTON_1 0 0 ACTION SPRITE_ONOFF SPRITE_BUTTON 0 0 ACTION ACTIVATE_BRB AIR_RAID_BUTTON_1 1 RESET_RAID_DELAY ACTION SPRITE_ONOFF SPRITE_BUTTON 1 RESET_RAID_DELAY /* -------------- MINES AND SEARCHLIGHTS ---------------------*/ /* A circle of mines lands periodically with a super orb in the centre. When the bombs aren't there, a searchlight patrols. */ BOMB_POS 300 1500 -960 201 1 BOMB_POS 300 1500 -620 202 2 BOMB_POS 0 1500 -470 203 3 BOMB_POS -300 1500 -620 204 4 BOMB_POS -300 1500 -960 205 5 BOMB_POS 0 1500 -1120 206 6 #define LIGHT_SCALE 1 #define LIGHT_1 301 SEARCHLIGHT_WITHTURRET light_cone_short.obe 0 2500 200 LIGHT_SCALE LIGHT_1 0 gun_turret.obe mil_gunl -1600 550 -399 MOVEKEY 1200 0 -830 0 MOVEKEY -1200 0 -830 180 SPEED 1 BEHAVIOUR BOUNCE TIME_LIMIT 60 INACTIVE // Trigger bombs and lights alternately-------------------- PUZZLE AFTER_TIME 800 NUMTIMES 1 ACTION PLAY_SAMPLE SFX_LIGHTS_ON TEMP_VOL 0 0 ACTION ACTIVATE_SEARCHLIGHTS LIGHT_1 60 ACTION DEACTIVATE_SEARCHLIGHTS LIGHT_1 600 PUZZLE AFTER_TIME 1800 NUMTIMES 1 ACTION CREATE_TILE_GROUP SUPER 5 0 0 ACTION DESTROY_TILE_GROUP 5 300 // Circle ACTION CREATE_RANDOM_BOMBS PROXIMITY 1 1 1 0 ACTION CREATE_RANDOM_BOMBS PROXIMITY 2 1 1 10 ACTION CREATE_RANDOM_BOMBS PROXIMITY 3 1 1 20 ACTION CREATE_RANDOM_BOMBS PROXIMITY 4 1 1 30 ACTION CREATE_RANDOM_BOMBS PROXIMITY 5 1 1 40 ACTION CREATE_RANDOM_BOMBS PROXIMITY 6 1 1 50 ACTION SPRITE_ONOFF SPRITE_MINE_1 1 60 ACTION SPRITE_ONOFF SPRITE_MINE_2 1 70 ACTION SPRITE_ONOFF SPRITE_MINE_3 1 80 ACTION SPRITE_ONOFF SPRITE_MINE_4 1 90 ACTION SPRITE_ONOFF SPRITE_MINE_5 1 100 ACTION SPRITE_ONOFF SPRITE_MINE_6 1 110 ACTION SPRITE_ONOFF SPRITE_MINE_1 0 240 ACTION SPRITE_ONOFF SPRITE_MINE_2 0 250 ACTION SPRITE_ONOFF SPRITE_MINE_3 0 260 ACTION SPRITE_ONOFF SPRITE_MINE_4 0 270 ACTION SPRITE_ONOFF SPRITE_MINE_5 0 280 ACTION SPRITE_ONOFF SPRITE_MINE_6 0 290 ACTION EXPLODE_BOMB 201 60 ACTION EXPLODE_BOMB 202 70 ACTION EXPLODE_BOMB 203 80 ACTION EXPLODE_BOMB 204 90 ACTION EXPLODE_BOMB 205 100 ACTION EXPLODE_BOMB 206 110 ACTION PLAY_SAMPLE SFX_BOMB_TICK_DOWN TEMP_VOL 0 100 ACTION PLAY_SAMPLE SFX_BOMB_TICK_DOWN TEMP_VOL 0 110 ACTION PLAY_SAMPLE SFX_BOMB_TICK_DOWN TEMP_VOL 0 120 ACTION PLAY_SAMPLE SFX_BOMB_TICK_DOWN TEMP_VOL 0 130 ACTION PLAY_SAMPLE SFX_BOMB_IMPACT_2 TEMP_VOL 0 240 ACTION PLAY_SAMPLE SFX_BOMB_IMPACT_2 TEMP_VOL 0 250 ACTION PLAY_SAMPLE SFX_BOMB_IMPACT_2 TEMP_VOL 0 260 ACTION PLAY_SAMPLE SFX_BOMB_IMPACT_2 TEMP_VOL 0 270 ACTION PLAY_SAMPLE SFX_BOMB_IMPACT_2 TEMP_VOL 0 280 ACTION PLAY_SAMPLE SFX_BOMB_IMPACT_2 TEMP_VOL 0 290 //ACTION SHAKE_CAMERA 20 45 200 PUZZLE AFTER_TIME 2400 NUMTIMES 1 ACTION PLAY_SAMPLE SFX_LIGHTS_ON TEMP_VOL 0 0 ACTION ACTIVATE_SEARCHLIGHTS LIGHT_1 60 ACTION DEACTIVATE_SEARCHLIGHTS LIGHT_1 420 PUZZLE AFTER_TIME 3000 NUMTIMES 1 ACTION CREATE_TILE_GROUP SUPER 5 0 0 ACTION DESTROY_TILE_GROUP 5 300 // Circle ACTION CREATE_RANDOM_BOMBS PROXIMITY 1 1 1 0 ACTION CREATE_RANDOM_BOMBS PROXIMITY 2 1 1 10 ACTION CREATE_RANDOM_BOMBS PROXIMITY 3 1 1 20 ACTION CREATE_RANDOM_BOMBS PROXIMITY 4 1 1 30 ACTION CREATE_RANDOM_BOMBS PROXIMITY 5 1 1 40 ACTION CREATE_RANDOM_BOMBS PROXIMITY 6 1 1 50 ACTION SPRITE_ONOFF SPRITE_MINE_1 1 60 ACTION SPRITE_ONOFF SPRITE_MINE_2 1 70 ACTION SPRITE_ONOFF SPRITE_MINE_3 1 80 ACTION SPRITE_ONOFF SPRITE_MINE_4 1 90 ACTION SPRITE_ONOFF SPRITE_MINE_5 1 100 ACTION SPRITE_ONOFF SPRITE_MINE_6 1 110 ACTION SPRITE_ONOFF SPRITE_MINE_1 0 240 ACTION SPRITE_ONOFF SPRITE_MINE_2 0 250 ACTION SPRITE_ONOFF SPRITE_MINE_3 0 260 ACTION SPRITE_ONOFF SPRITE_MINE_4 0 270 ACTION SPRITE_ONOFF SPRITE_MINE_5 0 280 ACTION SPRITE_ONOFF SPRITE_MINE_6 0 290 ACTION EXPLODE_BOMB 201 60 ACTION EXPLODE_BOMB 202 70 ACTION EXPLODE_BOMB 203 80 ACTION EXPLODE_BOMB 204 90 ACTION EXPLODE_BOMB 205 100 ACTION EXPLODE_BOMB 206 110 ACTION PLAY_SAMPLE SFX_BOMB_TICK_DOWN TEMP_VOL 0 100 ACTION PLAY_SAMPLE SFX_BOMB_TICK_DOWN TEMP_VOL 0 110 ACTION PLAY_SAMPLE SFX_BOMB_TICK_DOWN TEMP_VOL 0 120 ACTION PLAY_SAMPLE SFX_BOMB_TICK_DOWN TEMP_VOL 0 130 ACTION PLAY_SAMPLE SFX_BOMB_IMPACT_2 TEMP_VOL 0 240 ACTION PLAY_SAMPLE SFX_BOMB_IMPACT_2 TEMP_VOL 0 250 ACTION PLAY_SAMPLE SFX_BOMB_IMPACT_2 TEMP_VOL 0 260 ACTION PLAY_SAMPLE SFX_BOMB_IMPACT_2 TEMP_VOL 0 270 ACTION PLAY_SAMPLE SFX_BOMB_IMPACT_2 TEMP_VOL 0 280 ACTION PLAY_SAMPLE SFX_BOMB_IMPACT_2 TEMP_VOL 0 290 //ACTION SHAKE_CAMERA 20 45 200 PUZZLE AFTER_TIME 4200 NUMTIMES 1 ACTION CREATE_TILE_GROUP SUPER 5 0 0 ACTION DESTROY_TILE_GROUP 5 300 // Circle ACTION CREATE_RANDOM_BOMBS PROXIMITY 1 1 1 0 ACTION CREATE_RANDOM_BOMBS PROXIMITY 2 1 1 10 ACTION CREATE_RANDOM_BOMBS PROXIMITY 3 1 1 20 ACTION CREATE_RANDOM_BOMBS PROXIMITY 4 1 1 30 ACTION CREATE_RANDOM_BOMBS PROXIMITY 5 1 1 40 ACTION CREATE_RANDOM_BOMBS PROXIMITY 6 1 1 50 ACTION SPRITE_ONOFF SPRITE_MINE_1 1 60 ACTION SPRITE_ONOFF SPRITE_MINE_2 1 70 ACTION SPRITE_ONOFF SPRITE_MINE_3 1 80 ACTION SPRITE_ONOFF SPRITE_MINE_4 1 90 ACTION SPRITE_ONOFF SPRITE_MINE_5 1 100 ACTION SPRITE_ONOFF SPRITE_MINE_6 1 110 ACTION SPRITE_ONOFF SPRITE_MINE_1 0 240 ACTION SPRITE_ONOFF SPRITE_MINE_2 0 250 ACTION SPRITE_ONOFF SPRITE_MINE_3 0 260 ACTION SPRITE_ONOFF SPRITE_MINE_4 0 270 ACTION SPRITE_ONOFF SPRITE_MINE_5 0 280 ACTION SPRITE_ONOFF SPRITE_MINE_6 0 290 ACTION EXPLODE_BOMB 201 60 ACTION EXPLODE_BOMB 202 70 ACTION EXPLODE_BOMB 203 80 ACTION EXPLODE_BOMB 204 90 ACTION EXPLODE_BOMB 205 100 ACTION EXPLODE_BOMB 206 110 ACTION PLAY_SAMPLE SFX_BOMB_TICK_DOWN TEMP_VOL 0 100 ACTION PLAY_SAMPLE SFX_BOMB_TICK_DOWN TEMP_VOL 0 110 ACTION PLAY_SAMPLE SFX_BOMB_TICK_DOWN TEMP_VOL 0 120 ACTION PLAY_SAMPLE SFX_BOMB_TICK_DOWN TEMP_VOL 0 130 ACTION PLAY_SAMPLE SFX_BOMB_IMPACT_2 TEMP_VOL 0 240 ACTION PLAY_SAMPLE SFX_BOMB_IMPACT_2 TEMP_VOL 0 250 ACTION PLAY_SAMPLE SFX_BOMB_IMPACT_2 TEMP_VOL 0 260 ACTION PLAY_SAMPLE SFX_BOMB_IMPACT_2 TEMP_VOL 0 270 ACTION PLAY_SAMPLE SFX_BOMB_IMPACT_2 TEMP_VOL 0 280 ACTION PLAY_SAMPLE SFX_BOMB_IMPACT_2 TEMP_VOL 0 290 //ACTION SHAKE_CAMERA 20 45 200 /* ----------------------- ORB HANDLING -------------------*/ #define GOLDEN PERSONALISED PUZZLE START_OF_FIRST_HALF ACTION SET_TILE_DEAL_DELAY 0 0 ACTION ACTIVATE_TILE_GROUP 1 0 #define TILE_GENERATION_LOOP 1 PUZZLE AFTER_TIME 1 & REPEAT ACTION CREATE_RANDOM_TILE_GROUP 1 GOLDEN 1 1 0 ACTION SET_VAR TILE_GENERATION_LOOP 1 NO_FLAGS 60 /* ---------------------- POWER UPS ----------------------*/ PUZZLE AFTER_TIME 1 NUMTIMES 1 ACTION CREATE_COLLECTABLE SPEEDUP -900 200 -100 600 ACTION CREATE_COLLECTABLE SPEEDUP -500 600 900 1200 ACTION CREATE_COLLECTABLE SPEEDUP -100 0 -1000 1800 ACTION CREATE_COLLECTABLE SPEEDUP 900 200 500 2400 ACTION CREATE_COLLECTABLE SUPER_ATTACK 300 400 900 1500 ACTION CREATE_COLLECTABLE INVINCIBILITY 1100 0 -100 2600 /* ----------------- ORB POSITIONS -----------------------*/ // Centre of mine circle TILE_POSITION 0 0 -800 5 SUPER // Used to be gold orbs on the top row TILE_POSITION -1100 400 -100 1 SUPER TILE_POSITION 100 600 1100 1 SUPER TILE_POSITION -100 600 1100 1 SUPER TILE_POSITION -300 600 1100 1 SUPER TILE_POSITION -500 600 1100 1 SUPER TILE_POSITION -700 600 1100 1 SUPER TILE_POSITION -900 600 1100 1 SUPER TILE_POSITION 900 0 -300 1 GOLDEN TILE_POSITION 1100 0 -300 1 GOLDEN TILE_POSITION 900 0 -500 1 GOLDEN TILE_POSITION 1100 0 -500 1 GOLDEN TILE_POSITION -1100 0 -500 1 GOLDEN TILE_POSITION -900 0 -500 1 GOLDEN //TILE_POSITION 1100 0 -100 1 GOLDEN TILE_POSITION 700 0 -900 1 GOLDEN TILE_POSITION 700 0 -500 1 GOLDEN TILE_POSITION 700 0 -300 1 GOLDEN TILE_POSITION 700 0 -100 1 GOLDEN TILE_POSITION 500 0 -1100 1 GOLDEN TILE_POSITION 500 0 -900 1 GOLDEN TILE_POSITION 500 0 -700 1 GOLDEN TILE_POSITION 500 0 -500 1 GOLDEN TILE_POSITION 500 0 -300 1 GOLDEN TILE_POSITION 500 0 -100 1 GOLDEN ////TILE_POSITION 300 0 -1100 1 GOLDEN ////TILE_POSITION 300 0 -900 1 GOLDEN ////TILE_POSITION 300 0 -700 1 GOLDEN ////TILE_POSITION 300 0 -500 1 GOLDEN TILE_POSITION 300 0 -300 1 GOLDEN ////TILE_POSITION 100 0 -1100 1 GOLDEN ////TILE_POSITION 100 0 -900 1 GOLDEN ////TILE_POSITION 100 0 -500 1 GOLDEN ////TILE_POSITION -100 0 -1100 1 GOLDEN ////TILE_POSITION -100 0 -900 1 GOLDEN ////TILE_POSITION -100 0 -700 1 GOLDEN ////TILE_POSITION -100 0 -500 1 GOLDEN ////TILE_POSITION -300 0 -1100 1 GOLDEN ////TILE_POSITION -300 0 -900 1 GOLDEN ////TILE_POSITION -300 0 -700 1 GOLDEN ////TILE_POSITION -300 0 -500 1 GOLDEN TILE_POSITION -500 0 -700 1 GOLDEN TILE_POSITION -500 0 -500 1 GOLDEN TILE_POSITION -500 0 -300 1 GOLDEN TILE_POSITION -500 0 -100 1 GOLDEN TILE_POSITION -700 0 -300 1 GOLDEN TILE_POSITION -700 0 -100 1 GOLDEN TILE_POSITION -700 0 -700 1 GOLDEN //TILE_POSITION -700 0 -900 1 GOLDEN //TILE_POSITION -700 0 -1100 1 GOLDEN TILE_POSITION -700 0 -500 1 GOLDEN TILE_POSITION -900 0 -300 1 GOLDEN TILE_POSITION -500 0 -1100 1 GOLDEN TILE_POSITION -500 600 700 1 GOLDEN TILE_POSITION -1100 0 -300 1 GOLDEN TILE_POSITION -500 0 -900 1 GOLDEN TILE_POSITION 1100 200 100 1 GOLDEN TILE_POSITION 1100 200 300 1 GOLDEN TILE_POSITION 1100 200 500 1 GOLDEN TILE_POSITION 1100 200 700 1 GOLDEN TILE_POSITION 1100 200 900 1 GOLDEN TILE_POSITION 900 200 100 1 GOLDEN TILE_POSITION 900 200 300 1 GOLDEN //TILE_POSITION 900 200 500 1 GOLDEN TILE_POSITION 900 200 700 1 GOLDEN TILE_POSITION 900 200 900 1 GOLDEN TILE_POSITION 700 200 100 1 GOLDEN TILE_POSITION 700 200 300 1 GOLDEN TILE_POSITION 700 200 500 1 GOLDEN TILE_POSITION 700 200 700 1 GOLDEN TILE_POSITION 700 200 900 1 GOLDEN TILE_POSITION 500 200 100 1 GOLDEN TILE_POSITION 500 200 300 1 GOLDEN TILE_POSITION 300 200 100 1 GOLDEN TILE_POSITION 300 200 300 1 GOLDEN TILE_POSITION 300 400 500 1 GOLDEN TILE_POSITION 300 400 700 1 GOLDEN //TILE_POSITION 300 400 900 1 GOLDEN TILE_POSITION 100 400 100 1 GOLDEN TILE_POSITION 100 400 300 1 GOLDEN TILE_POSITION -100 400 100 1 GOLDEN TILE_POSITION -100 400 300 1 GOLDEN TILE_POSITION -300 400 100 1 GOLDEN TILE_POSITION -300 400 300 1 GOLDEN TILE_POSITION -500 400 100 1 GOLDEN TILE_POSITION -500 400 300 1 GOLDEN TILE_POSITION -700 400 100 1 GOLDEN TILE_POSITION -700 400 300 1 GOLDEN TILE_POSITION 700 0 -1100 1 GOLDEN TILE_POSITION -700 600 700 1 GOLDEN //TILE_POSITION -900 200 -100 1 GOLDEN /*---------------------- SCENIC OBJECTS -------------------------*/ /* --------------- Ships --------------------*/ // ------------ Attackship --------------------- #define SHIP 10 PLATFORM_BACKGROUND attackship1.obe -13450 800 40000 // Setup TAG SHIP ANIMATE bank 1 0 0.3 0.1 PLATFORM_TRAIL streak_left2 PLATFORM_TRAIL streak_left4 PLATFORM_TRAIL streak_right2 PLATFORM_TRAIL streak_right4 // Fly from back to front MOVEKEY -13450 800 40000 0 MOVEKEY 6230 1000 -10200 900 ROTATEKEY 0 0 0 0 ROTATEKEY 0 315 0 1 // Fly from behind right-hand building to left MOVEKEY 6230 1000 -10200 1800 MOVEKEY -1340 0 40160 1801 MOVEKEY -3600 2000 -2860 2600 ROTATEKEY 0 315 0 1800 ROTATEKEY 0 15 0 1801 // Fly from front to back MOVEKEY 6230 1000 -10200 3600 MOVEKEY -13450 800 40000 4500 ROTATEKEY 0 15 0 3600 ROTATEKEY 0 135 0 3601 BEHAVIOUR STOP SPEED 0 ACTOR_DONT_STATIC_LIGHT PUZZLE AFTER_TIME 1 NUMTIMES 1 ACTION ACTIVATE_PLATFORM_TRAILS SHIP 1 0 ACTION SET_PLATFORM_SPEED SHIP 1 NO_FLAGS 0 //ACTION CREATE_LIGHT_AT_PLATFORM SHIP attackship 0 -100 0 7000 0 127 100 0 0 ACTION ACTIVATE_PLATFORM_LIGHTS 1 500 ACTION ACTIVATE_PLATFORM_LIGHTS 0 1000 ACTION ACTIVATE_PLATFORM_LIGHTS 1 3600 ACTION ACTIVATE_PLATFORM_LIGHTS 0 4000 ACTION PLAY_SAMPLE SFX_SHIP_SWOOP_1 TEMP_VOL 0 720 ACTION PLAY_SAMPLE SFX_SHIP_SWOOP_2 TEMP_VOL 0 3620 // ----------------- Fly glider ----------------- #define FLYGLIDER 11 #define FLYGLIDER_SMOKE 55 PLATFORM_BACKGROUND flyglider.obe 6980 1000 1090 TAG FLYGLIDER ANIMATE fly 1 0 1 0.1 PLATFORM_TRAIL streak2 PLATFORM_TRAIL streak3 PLATFORM_TRAIL streak4 // right to left MOVEKEY 6980 1000 1090 0 MOVEKEY -10020 3000 6840 400 ROTATEKEY 0 0 0 0 ROTATEKEY 0 110 0 1 // left to right MOVEKEY -10020 3000 6840 600 MOVEKEY -10000 -1740 -2600 601 MOVEKEY 1390 2480 12000 1000 ROTATEKEY 0 110 0 600 ROTATEKEY 0 207 0 601 BEHAVIOUR LOOP SPEED 0 INACTIVE ACTOR_DONT_LIGHT PUZZLE AFTER_TIME 1 NUMTIMES 1 ACTION ACTIVATE_PLATFORM FLYGLIDER 300 ACTION SET_PLATFORM_SPEED FLYGLIDER 1 NO_FLAGS 300 ACTION ACTIVATE_PLATFORM_TRAILS FLYGLIDER 1 300 // -------------------- Glider ------------------- #define GLIDER 12 #define GLIDER_SMOKE_LEFT 56 #define GLIDER_SMOKE_RIGHT 57 PLATFORM_BACKGROUND glider.obe -7130 2340 -2030 TAG GLIDER ANIMATE fly 1 0 1 0.1 PLATFORM_TRAIL streak_left PLATFORM_TRAIL streak_right // Fly in from left, dock in bulding MOVEKEY -7130 2340 -2030 0 MOVEKEY 1484 -490 6130 600 MOVEKEY 1484 -490 6130 720 MOVEKEY 1484 -990 6130 900 ROTATEKEY 0 0 0 0 ROTATEKEY 0 225 0 1 ROTATEKEY 0 225 0 600 ROTATEKEY 0 45 0 720 // Fly out of building MOVEKEY 1484 -990 6130 1600 MOVEKEY 1484 -490 6130 1800 MOVEKEY -7130 2340 -2030 2400 BEHAVIOUR LOOP SPEED 0 INACTIVE ACTOR_DONT_LIGHT /* // Movement JetS // Left Jet NEW_VENT STREAK3 0 0 0 GLIDER_SMOKE_LEFT 0 3 VENT_POS -7068 2376 -1714 20 10 VENT_PATTERN 0 10 VENT_VEL 0 0 20 0 0 VENT_PLATFORM GLIDER // Right Jet NEW_VENT STREAK3 0 0 0 GLIDER_SMOKE_RIGHT 0 3 VENT_POS -7188 2376 -1714 20 10 VENT_PATTERN 0 10 VENT_VEL 0 0 20 0 0 VENT_PLATFORM GLIDER */ PUZZLE AFTER_TIME 1 NUMTIMES 1 ACTION ACTIVATE_PLATFORM GLIDER 600 ACTION SET_PLATFORM_SPEED GLIDER 1 NO_FLAGS 600 //ACTION ACTIVATE_VENT GLIDER_SMOKE_LEFT 600 //ACTION ACTIVATE_VENT GLIDER_SMOKE_RIGHT 600 ACTION ACTIVATE_PLATFORM_TRAILS GLIDER 1 600 /* ------------- Blinking beacons ------------*/ #define BLINK_RADAR_1 15 #define BLINK_RADAR_2 16 #define BLINK_RADAR_3 17 // rear spikes PLATFORM_BACKGROUND blinker.obe -460 952 1474 ACTOR_DONT_FOG ACTOR_DONT_LIGHT PLATFORM_BACKGROUND blinker.obe -83 881 1486 ACTOR_DONT_FOG ACTOR_DONT_LIGHT PLATFORM_BACKGROUND blinker.obe 1126 731 1343 ACTOR_DONT_FOG ACTOR_DONT_LIGHT // Hanging from underneath PLATFORM_BACKGROUND blinker.obe -1100 -700 -1100 ACTOR_DONT_FOG ACTOR_DONT_LIGHT ROTATEKEY 0 0 0 0 ROTATEKEY 0 0 180 1 BEHAVIOUR STOP SPEED 1 // Front PLATFORM_BACKGROUND blinker.obe 408 -180 -1450 ACTOR_DONT_FOG ACTOR_DONT_LIGHT ROTATEKEY 0 0 0 0 ROTATEKEY 90 0 0 1 BEHAVIOUR STOP SPEED 1 PLATFORM_BACKGROUND blinker.obe 575 -190 -1500 ACTOR_DONT_FOG ACTOR_DONT_LIGHT ROTATEKEY 0 0 0 0 ROTATEKEY 90 0 0 1 BEHAVIOUR STOP SPEED 1 // Attached to radar // Left PLATFORM_BACKGROUND blinker.obe -165 135 -42 ACTOR_DONT_FOG ACTOR_DONT_LIGHT TAG BLINK_RADAR_1 // Middle PLATFORM_BACKGROUND blinker.obe 0 565 6 ACTOR_DONT_FOG ACTOR_DONT_LIGHT TAG BLINK_RADAR_2 // Right PLATFORM_BACKGROUND blinker.obe 165 135 -42 ACTOR_DONT_FOG ACTOR_DONT_LIGHT TAG BLINK_RADAR_3 /* ---------- Lights from gun turret ------------*/ PLATFORM_BACKGROUND gun_turret_light_glow.obe -1350 874 -123 ACTOR_DONT_FOG ACTOR_DONT_LIGHT /*--------------- Radar ----------------*/ #define RADAR 90 #define RADAR_ANIMSPEED 0.3 PLATFORM_BACKGROUND radar.obe -832 564 1336 TAG RADAR ACTOR_DONT_LIGHT PUZZLE START_OF_FIRST_HALF ACTION ATTACH_PLATFORM_TO_NODE BLINK_RADAR_1 RADAR radar_dish -165 135 -42 0 ACTION ATTACH_PLATFORM_TO_NODE BLINK_RADAR_2 RADAR mil_radar 0 565 6 0 ACTION ATTACH_PLATFORM_TO_NODE BLINK_RADAR_3 RADAR radar_dish 165 135 -42 0 PUZZLE REPEAT ACTION ANIMATE_PLATFORM RADAR swingleftright 1 1 RADAR_ANIMSPEED 0.1 60 ACTION ANIMATE_PLATFORM RADAR rotateanticlockwise 1 1 RADAR_ANIMSPEED 0.1 900 ACTION ANIMATE_PLATFORM RADAR swingup 1 1 RADAR_ANIMSPEED 0.1 1500 /* ------------ Smoke from exhaust ports -------------*/ #define PORT_SMOKE_LEFT 58 #define PORT_SMOKE_RIGHT 59 // Smoke from vertical pipes at rear of arena // Left jet NEW_VENT BLEND_SMOKE_BIG 80 90 80 PORT_SMOKE_LEFT 1 0.2 VENT_POS 696 310 1212 20 120 VENT_PATTERN 0 10 VENT_VEL 0 3 0 1 8 // Right jet NEW_VENT BLEND_SMOKE_BIG 100 150 100 PORT_SMOKE_RIGHT 1 0.2 VENT_POS 973 410 1212 30 150 VENT_PATTERN 0 10 VENT_VEL 0 3 0 1 8 /*-------------------------- SPRITES --------------------------*/ #define DISTANCE 70 // On top of land mines #define SPRITE_MINE_1 10 #define SPRITE_MINE_2 11 #define SPRITE_MINE_3 12 #define SPRITE_MINE_4 13 #define SPRITE_MINE_5 14 #define SPRITE_MINE_6 15 CAMERA_ALIGNED_SPRITE 300 50 -960 200 200 ai_light_glow_2.bmp 127 90 50 90 DISTANCE 0 TAG SPRITE_MINE_1 CAMERA_ALIGNED_SPRITE 300 50 -620 200 200 ai_light_glow_2.bmp 127 90 50 90 DISTANCE 0 TAG SPRITE_MINE_2 CAMERA_ALIGNED_SPRITE 0 50 -470 200 200 ai_light_glow_2.bmp 127 90 50 90 DISTANCE 0 TAG SPRITE_MINE_3 CAMERA_ALIGNED_SPRITE -300 50 -620 200 200 ai_light_glow_2.bmp 127 90 50 90 DISTANCE 0 TAG SPRITE_MINE_4 CAMERA_ALIGNED_SPRITE -300 50 -960 200 200 ai_light_glow_2.bmp 127 90 50 90 DISTANCE 0 TAG SPRITE_MINE_5 CAMERA_ALIGNED_SPRITE 0 50 -1120 200 200 ai_light_glow_2.bmp 127 90 50 90 DISTANCE 0 TAG SPRITE_MINE_6 // On button when active #define SPRITE_BUTTON 19 #define SPRITE_SIREN 20 CAMERA_ALIGNED_SPRITE -100 430 600 275 250 ai_light_glow_2.bmp 127 90 40 90 200 1 TAG SPRITE_BUTTON CAMERA_ALIGNED_SPRITE -895 600 100 600 600 ai_light_glow_2.bmp 127 100 100 90 200 0 TAG SPRITE_SIREN // Over blinking beacons #define SPRITE_RADAR_1 21 #define SPRITE_RADAR_2 22 #define SPRITE_RADAR_3 23 #define BLINK_SPRITE_X 100 #define BLINK_SPRITE_Y 100 // Rear Spikes CAMERA_ALIGNED_SPRITE -460 1000 1474 BLINK_SPRITE_X BLINK_SPRITE_Y ai_light_glow_2.bmp 100 20 10 90 50 1 CAMERA_ALIGNED_SPRITE -83 930 1486 BLINK_SPRITE_X BLINK_SPRITE_Y ai_light_glow_2.bmp 100 20 10 90 50 1 CAMERA_ALIGNED_SPRITE 1126 780 1343 BLINK_SPRITE_X BLINK_SPRITE_Y ai_light_glow_2.bmp 100 20 10 90 50 1 // Hanging CAMERA_ALIGNED_SPRITE -1100 -750 -1100 BLINK_SPRITE_X BLINK_SPRITE_Y ai_light_glow_2.bmp 100 20 10 90 50 1 // Front CAMERA_ALIGNED_SPRITE 408 -180 -1500 BLINK_SPRITE_X BLINK_SPRITE_Y ai_light_glow_2.bmp 100 20 10 90 50 1 CAMERA_ALIGNED_SPRITE 575 -190 -1550 BLINK_SPRITE_X BLINK_SPRITE_Y ai_light_glow_2.bmp 100 20 10 90 50 1 // Radar CAMERA_ALIGNED_SPRITE -165 185 -42 BLINK_SPRITE_X BLINK_SPRITE_Y ai_light_glow_2.bmp 100 20 10 90 50 1 TAG SPRITE_RADAR_1 CAMERA_ALIGNED_SPRITE 0 615 6 BLINK_SPRITE_X BLINK_SPRITE_Y ai_light_glow_2.bmp 100 20 10 90 50 1 TAG SPRITE_RADAR_2 CAMERA_ALIGNED_SPRITE 165 185 -42 BLINK_SPRITE_X BLINK_SPRITE_Y ai_light_glow_2.bmp 100 20 10 90 50 1 TAG SPRITE_RADAR_3 PUZZLE START_OF_FIRST_HALF ACTION ATTACH_SPRITE_TO_NODE SPRITE_RADAR_1 RADAR radar_dish -165 185 -42 0 ACTION ATTACH_SPRITE_TO_NODE SPRITE_RADAR_2 RADAR mil_radar 0 615 6 0 ACTION ATTACH_SPRITE_TO_NODE SPRITE_RADAR_3 RADAR radar_dish 165 185 -42 0 /* ------------- sorting sorting -------------*/ // These things have to be listed last to draw first to sort correctly with alpha polys in the foreground... // Periphery BACKGROUND militaryperiphery.obe 0 0 0 ACTOR_DONT_LIGHT