/* Scenario: Open Range * ==================================== * */ mission OpenRange { ;// mission info .info "objectives" 10 .info "savestate" "OpenRnge" .info "budget" 75000 ;// 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" ;// research to disable ;.researchcomplete "JPISuperSequencer" ;.researchcomplete "JPIGrowthAccelerator" ;.researchcomplete "HatcheryLethalGene" ;.researchcomplete "HatcheryVaccination" ;.researchcomplete "ParkEntranceATM" ;.researchcomplete "ParkEntranceUmbrellas" ;.researchcomplete "RangerGyroStabiliser" ;.researchcomplete "RangerHeavyDutyBattery" ;.researchcomplete "RangerRetire" ;.researchcomplete "SuperHealingCompound" ;.researchcomplete "AutoLure" .researchcomplete "FenceType2" ;.researchcomplete "FenceType3" ;.researchcomplete "VisitorShelter" ;.researchcomplete "ViewPlatBinoculars" ;.researchcomplete "Fountain" ;.researchcomplete "SouvenirShop" ;.researchcomplete "RestArea" ;.researchcomplete "SecurityCamera" ;.researchcomplete "SentryTurret" ;.researchcomplete "BalloonRide" ;.researchcomplete "ViewingDome" ;.researchcomplete "ViewDomeFeedingSystem" ;.researchcomplete "SafariTour" ;.researchcomplete "AvoidanceBeacon" ;.researchcomplete "DinoBelly" ;.researchcomplete "TickInfestation" ;.researchcomplete "DinoFlu" ;.researchcomplete "Rabies" ;.researchcomplete "BumbleFoot" ;.researchcomplete "GastricPoison" ;// fossil maps to enable .fossilsenable "MorrisonA" .fossilsenable "MorrisonB" .fossilsenable "HellCreekA" ;// mission parameters .misparam ;// objective parameters .objparam 1 6 "Unit_dryo" .objparam 2 3 "Unit_steg" .objparam 3 2 "Unit_camara" .objparam 4 4 "Unit_para" .objparam 5 4 "Unit_toro" .objparam 6 2 "Unit_brach" .objparam 7 4 .objparam 8 4 .objparam 9 1 .objparam 10 70 ;// variable declarations .var iCurObj ;// mission states state MissionInit { iCurObj = 1 action SetDinoDNA("steg", 100) action SetDinoDNA("camara", 100) action SetDinoDNA("dryo", 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() == 10 { 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 { goto CheckObjective7 } transition iCurObj == 8 { goto CheckObjective8 } transition iCurObj == 9 { goto CheckObjective9 } transition iCurObj == 10 { goto CheckObjective10 } transition iCurObj == 11 { iCurObj = 1 goto CheckObjectives } } state CheckObjective1 { action AddImm(iCurObj, 1) transition GetObjectiveStatus(1) { goto CheckObjectives } transition GetSpeciesCount("dryo") > 5 { 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("steg") > 2 { 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("camara") > 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("para") > 3 { 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("toro") > 3 { 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 GetSpeciesCount("brach") > 1 { action SetObjectiveStatus(6, true) goto CheckObjectives } transition { action SetObjectiveStatus(6, false) goto CheckObjectives } } state CheckObjective7 { action AddImm(iCurObj, 1) transition GetObjectiveStatus(7) { goto CheckObjectives } transition GetBuildingCount("herbfdsp") > 3 { action SetObjectiveStatus(7, true) goto CheckObjectives } transition { action SetObjectiveStatus(7, false) goto CheckObjectives } } state CheckObjective8 { action AddImm(iCurObj, 1) transition GetObjectiveStatus(8) { goto CheckObjectives } transition GetBuildingCount("viewplat") > 3 { action SetObjectiveStatus(8, true) goto CheckObjectives } transition { action SetObjectiveStatus(8, false) goto CheckObjectives } } state CheckObjective9 { action AddImm(iCurObj, 1) transition GetObjectiveStatus(9) { goto CheckObjectives } transition GetBuildingCount("safari") > 0 { action SetObjectiveStatus(9, true) goto CheckObjectives } transition { action SetObjectiveStatus(9, false) goto CheckObjectives } } state CheckObjective10 { action AddImm(iCurObj, 1) transition GetObjectiveStatus(10) { goto CheckObjectives } transition GetExperienceRating("safari", 2) >= 0.7 { action SetObjectiveStatus(10, true) goto CheckObjectives } transition { action SetObjectiveStatus(10, false) goto CheckObjectives } } state MissionVictory { transition ShowMissionVictory() { action SetMissionWon() action UnlockMission("JuraClsc") action SaveOptions() goto SaveOptions } } state SaveOptions { transition NotCurrentGameState("AOptionsSaveState") { goto MissionComplete } } state MissionComplete { } }