/* Scenario: Jurassic Classic * ==================================== * */ mission JurassicClassic { ;// mission info .info "objectives" 6 .info "savestate" "JuraClsc" .info "budget" 60000 ;// systems to activate/de-activate .systemactive "Economy" true .systemactive "Visitor Pool" true .systemactive "Corporate System" true .systemactive "Build Menu" true .systemactive "Enclosure Analyser" true .systemactive "Weather System" true ;// features to disable ;.featuredisable "AFossilHuntDialog" ;.featuredisable "ADNAInventoryDialog" ;.featuredisable "AFossilMarketDialog" ;.featuredisable "ADNAModificationDialog" ;.featuredisable "ADinoSummaryDialog" ;.featuredisable "EmergencyOn" ;.featuredisable "GotoSafari" ;.featuredisable "AResearchDialog" ;.featuredisable "maintdep" ;.featuredisable "fountn" ;.featuredisable "bin" ;.featuredisable "bench" ;.featuredisable "kiosk" ;.featuredisable "toilet" ;.featuredisable "picnic" ;.featuredisable "shop" ;.featuredisable "vent" ;.featuredisable "viewplat" ;.featuredisable "hventry" ;.featuredisable "bllnride" ;.featuredisable "safari" ;.featuredisable "huntplat" ;.featuredisable "rangerdp" ;.featuredisable "scamera" ;.featuredisable "abeacbld" ;.featuredisable "turret" ;.featuredisable "shelter" ;.featuredisable "hatchery" ;.featuredisable "carnfdsp" ;.featuredisable "herbfdsp" ;.featuredisable "lurebld" ;.featuredisable "wt1sct90" ;.featuredisable "wt2sct90" ;.featuredisable "wt3sct90" ;// fossil maps to enable .fossilsenable "MorrisonB" .fossilsenable "FlamingCliffs" .fossilsenable "JudithRiverB" ;// mission parameters .misparam ;// objective parameters .objparam 1 4 "Unit_dilopho" .objparam 2 5 "Unit_galli" .objparam 3 2 "Unit_brach" .objparam 4 6 "Unit_raptor" .objparam 5 1 "Unit_trex" .objparam 6 1 ;// variable declarations .var iCurObj ;// mission states state MissionInit { iCurObj = 1 action SetDinoDNA("dilopho", 100) action RemoveAllMailMessages() transition { direct goto PlayIntroFlyover } } state PlayIntroFlyover { transition PlayTransition(0, false) { direct goto ShowMissionIntro } } state ShowMissionIntro { transition ShowMissionIntro() { action ShowObjectives() goto ShowObjectives } } state ShowObjectives { transition ObjectivesClosed() { goto CheckObjectives } } state CheckObjectives { transition NumCompleteObjectives() == 6 { goto MissionVictory } transition iCurObj == 1 { goto CheckObjective1 } transition iCurObj == 2 { goto CheckObjective2 } transition iCurObj == 3 { goto CheckObjective3 } transition iCurObj == 4 { goto CheckObjective4 } transition iCurObj == 5 { goto CheckObjective5 } transition iCurObj == 6 { goto CheckObjective6 } transition iCurObj == 7 { iCurObj = 1 goto CheckObjectives } } state CheckObjective1 { action AddImm(iCurObj, 1) transition GetObjectiveStatus(1) { goto CheckObjectives } transition GetSpeciesCount("dilopho") > 3 { action SetObjectiveStatus(1, true) goto CheckObjectives } transition { action SetObjectiveStatus(1, false) goto CheckObjectives } } state CheckObjective2 { action AddImm(iCurObj, 1) transition GetObjectiveStatus(2) { goto CheckObjectives } transition GetSpeciesCount("galli") > 4 { action SetObjectiveStatus(2, true) goto CheckObjectives } transition { action SetObjectiveStatus(2, false) goto CheckObjectives } } state CheckObjective3 { action AddImm(iCurObj, 1) transition GetObjectiveStatus(3) { goto CheckObjectives } transition GetSpeciesCount("brach") > 1 { action SetObjectiveStatus(3, true) goto CheckObjectives } transition { action SetObjectiveStatus(3, false) goto CheckObjectives } } state CheckObjective4 { action AddImm(iCurObj, 1) transition GetObjectiveStatus(4) { goto CheckObjectives } transition GetSpeciesCount("raptor") > 5 { action SetObjectiveStatus(4, true) goto CheckObjectives } transition { action SetObjectiveStatus(4, false) goto CheckObjectives } } state CheckObjective5 { action AddImm(iCurObj, 1) transition GetObjectiveStatus(5) { goto CheckObjectives } transition GetSpeciesCount("trex") > 0 { action SetObjectiveStatus(5, true) goto CheckObjectives } transition { action SetObjectiveStatus(5, false) goto CheckObjectives } } state CheckObjective6 { action AddImm(iCurObj, 1) transition GetObjectiveStatus(6) { goto CheckObjectives } transition GetBuildingCount("safari") > 0 { action SetObjectiveStatus(6, true) goto CheckObjectives } transition { action SetObjectiveStatus(6, false) goto CheckObjectives } } state MissionVictory { transition ShowMissionVictory() { action SetMissionWon() action UnlockMission("LostWrld") action SaveOptions() goto SaveOptions } } state SaveOptions { transition NotCurrentGameState("AOptionsSaveState") { goto MissionComplete } } state MissionComplete { } }