; generated script [is_front_end_demo] state sInitial { when always { IfCommand "gc is_rolling_demo" goto rolling_demo bind "inputdev reset" bind "ui add front_end" bind "ui ..front_end add fe_buttons" bind "ui ..front_end add fe_multiplayer_unavailable" bind "ui ..front_end show" bind "sequence fe_intro" bind "renderer fade restore 1.0" gotoF goto_press_start bindF "inputdev reset" bindF "ui add front_end" bindF "ui add fe_press_start" bindF "ui ..front_end add fe_buttons" bindF "ui ..front_end add fe_multiplayer_unavailable" bindF "sequence fe_intro" } } state rolling_demo { when always { waitTime 180.000 goto rolling_demo_exit exitTime 1.000 bind "renderer fade black 1" } } state rolling_demo_exit { when always { goto trap_state bind "load splash_screens" } } state goto_press_start { entry { bind "ui ..fe_press_start show" bind "sca mute 3d" } when always { goto press_start exitTime 1 bind "renderer fade restore 1" } } state press_start { when always { waitTime 30.0 goto goto_attract_mode exitTime 1 bind "renderer fade black 1" } when generalStart { goto setup exitTime 1 bind "renderer fade black 1" bind "sca play 8" } when actionButton { goto setup exitTime 1 bind "renderer fade black 1" bind "sca play 8" } } state goto_attract_mode { entry { bind "ui ..fe_press_start hide" } when always { goto attract_mode exitTime 1 bind "renderer fade restore 1" bind "sca unmute 3d" } } state attract_mode { entry { bind "ui add fe_attract_mode" bind "ui ..fe_attract_mode show" } when always { waitTime 90.00 goto goto_press_start exitTime 1 bind "renderer fade black 1" bind "ui ..fe_attract_mode hide" } when generalButtonInput { goto goto_press_start exitTime 1 bind "renderer fade black 1" bind "ui ..fe_attract_mode hide" } } state setup { when always { goto main exitTime 1 bind "ui ..fe_press_start hide" bind "ui ..front_end show" bind "ui ..front_end add fe_playerprofile" bind "ui ..front_end.fe_playerprofile configure" bind "ui ..front_end add fe_skirmish_map_select" bind "ui ..front_end.fe_skirmish_map_select.mapselect configure" bind "renderer fade restore 1" bind "sca unmute 3d" } } state main { entry { entryTime 0.1000 bind "ui ..front_end.fe_buttons hide" bind "sequence fe_main_open" } when always { goto main.campaign exitTime 0.9 bind "ui ..front_end.menuitem3.text disable" bind "ui ..front_end.menuitem4.text set text Exit" gotoF } } state main.campaign { entry { entryTime 0.000 bind "ui ..front_end.menuitem1 select" } when always { waitTime 30 goto wait_campaign bind "ui ..front_end.menuitem1 deselect" } when generalDown { waitTime 0.200 goto main.skirmish bind "ui ..front_end.menuitem1 deselect" } when generalUp { waitTime 0.200 goto main.exit bind "ui ..front_end.menuitem1 deselect" } when actionButton 1 { goto load_campaign exitTime 1.000 bind "ui ..front_end.menuitem1 deselect" bind "inputdev SetPrimary 0" bind "sequence fe_main_close" } when actionButton 2 { goto load_campaign exitTime 1.000 bind "ui ..front_end.menuitem1 deselect" bind "inputdev SetPrimary 1" bind "sequence fe_main_close" } } state main.skirmish { entry { entryTime 0.000 bind "ui ..front_end.menuitem2 select" } when always { waitTime 30 goto wait_skirmish bind "ui ..front_end.menuitem1 deselect" } when generalDown { waitTime 0.200 goto main.exit bind "ui ..front_end.menuitem2 deselect" gotoF } when generalUp { waitTime 0.200 goto main.campaign bind "ui ..front_end.menuitem2 deselect" gotoF } when actionButton 1 { ifCommand "inputdev HaveMultiple" goto load_skirmish exitTime 1.000 bind "ui ..front_end.menuitem2 deselect" bind "inputdev SetPrimary 0" bind "inputdev SetSecondary 1" bind "sequence fe_main_close" gotoF multiplayer_unavailable exitTimeF 0.7500 bindF "ui ..front_end.menuitem2 deselect" bindF "sequence fe_main_close" } when actionButton 2 { ifCommand "inputdev HaveMultiple" goto load_skirmish exitTime 1.000 bind "ui ..front_end.menuitem2 deselect" bind "inputdev SetPrimary 1" bind "inputdev SetSecondary 0" bind "sequence fe_main_close" gotoF multiplayer_unavailable exitTimeF 0.7500 bindF "ui ..front_end.menuitem2 deselect" bindF "sequence fe_main_close" } } state main.exit { entry { entryTime 0.000 bind "ui ..front_end.menuitem4 select" } when always { waitTime 30 goto wait_campaign bind "ui ..front_end.menuitem4 deselect" } when generalDown { waitTime 0.200 goto main.campaign bind "ui ..front_end.menuitem4 deselect" } when generalUp { waitTime 0.200 goto main.skirmish bind "ui ..front_end.menuitem4 deselect" } when actionButton 1 { goto main_exit exitTime 1.000 bind "ui ..front_end.menuitem4 deselect" bind "renderer fade black 1" } when actionButton 2 { goto main_exit exitTime 1.000 bind "ui ..front_end.menuitem4 deselect" bind "renderer fade black 1" } } state main_exit { when always { bind "load splash_screens" } } state multiplayer_unavailable { entry { bind "ui ..front_end add fe_multiplayer_unavailable" bind "ui ..front_end.fe_multiplayer_unavailable show" } when actionButton { goto main exitTime 1.000 bind "ui ..front_end.fe_multiplayer_unavailable hide" } when cancelButton { goto main exitTime 1.000 bind "ui ..front_end.fe_multiplayer_unavailable hide" } } state wait_campaign { entry { bind "sequence fe_main_close" } when generalLeft { goto main exitTime 0.5 } when generalRight { goto main exitTime 0.5 } when generalDown { goto main exitTime 0.5 } when generalUp { goto main exitTime 0.5 } when actionButton { goto main exitTime 0.5 } when cancelButton { goto main exitTime 0.5 } when secondaryButton { goto main exitTime 0.5 } when generalstart { goto main exitTime 0.5 } } state wait_skirmish { entry { bind "sequence fe_main_close" } when generalLeft { goto main exitTime 0.5 } when generalRight { goto main exitTime 0.5 } when generalDown { goto main exitTime 0.5 } when generalUp { goto main exitTime 0.5 } when actionButton { goto main exitTime 0.5 } when cancelButton { goto main exitTime 0.5 } when secondaryButton { goto main exitTime 0.5 } when generalstart { goto main exitTime 0.5 } } state load_campaign { entry { entryTime 1.000 bind "inputdev Ignore" bind "renderer fade black 1" } when always { bind "ui ..front_end.fe_playerprofile commit_selection" bind "load fe_demo_splash_screens" } } state load_skirmish { entry { entryTime 1.000 bind "inputdev Ignore" bind "renderer fade black 1" } when always { bind "ui ..front_end.fe_skirmish_map_select.mapselect commit_selection" bind "load fe_demo_splash_screens" } } stat trap_state { } initialState sInitial ; end of script [is_front_end_demo]