/* Scenario: RgrAttk1 : "When carnivores attack!" * ==================================== NOTE: Make sure that we have 100% DNA dinosaurs before placing dinosaurs! Problems: - Hard to get the carnivores to kill the herbivores Briefing: "This Park was due to open but the carnivores went berserk. It must have been something in the food, all of a sudden they just went crazy. The park is now in Emergency Mode. Please help us win the park back before we are due to open..." o The objectives here are - Retire all 25 "rampaging" carnivores within 10 minutes, - Preserve as many of the 40 herbivores as possible o There are no visitors in the park, just herbivores and carnivores. o Mission time limit: 10 minutes o The carnivores included are: - 3 x Tyrannosaurs (Judith River B) - 1 x Spinosaurus (Chenini) (CUT) - 10 x Velociraptors (Flaming Cliffs) - 7 x Carcharadontosaurus (Chenini) o The herbivores included are: - 5 x Corythosaurus (Judith River B) - 5 x Ouranosaurus (Chenini) (CUT) - 7 x Homalocephale (Flaming Cliffs) (CUT) - 10 x Gallis (Flaming Cliffs) o The structures available: - 2 x Ranger Stations [widely spaced in the Park] - 1 x Park Entrance - Scenic attractions as set dressing. o Victory Conditions: All carnivores retired in time-limit. o Failure Conditions: All herbivores dead; Player runs out of time. */ mission RgrAttk1 { ;// mission info .info "budget" 0 .info "objectives" 1 .info "savestate" "RgrAttk1" ;// systems to activate/de-activate .systemactive "Economy" false .systemactive "Mail" false .systemactive "Visitor Pool" false .systemactive "Corporate System" false .systemactive "Build Menu" false .systemactive "Enclosure Analyser" false .systemactive "Weather System" false ;// features to disable .featuredisable "AParkGuestbookDialog" .featuredisable "AParkSafetyDialog" .featuredisable "AStructureSummaryDialog" .featuredisable "AParkFinanceDialog" .featuredisable "ADinoSummaryDialog" .featuredisable "GotoParkEntrance" .featuredisable "EmergencyOn" .featuredisable "GotoSafari" .featuredisable "AResearchDialog" .featuredisable "Manager" .featuredisable "SaveGame" ;// Disable all save game menu .featuredisable "LoadGame" ;// Disable all load game menu .featuredisable "ParkManager_Dinosaurs" ;// Disable all "dinosaurs" submenu .featuredisable "ParkManager_Build" ;// Disable the build menu .featuredisable "Command_Orders" ;// Disables ALL "order" commands .featuredisable "AutoRescue" ;// Disables automatic rescues .featuredisable "BuildParkEntrance" ;// Disable build park entrace from manager ;// fossil maps to enable .fossilsenable "Chenini" .fossilsenable "FlamingCliffs" .fossilsenable "JudithRiverB" .misparam .objparam 1 0 ;// Number of carnivores left ;// variable declarations .var iHerbivoreCount .var iCarnivoreCount ;// mission states state MissionInit { action SetWeatherFrequency(0, 100) action SetWeatherFrequency(1, 0) action SetWeatherFrequency(2, 0) action SetWeatherFrequency(3, 0) action SetWeatherFrequency(4, 0) action SendWeather(0) action LockCurrentWeather(true) action SetAllSpeciesDinoDNA(100) action VaccinateAllDinosaurs() action RemoveAllMailMessages() ;// Put the park into emergency mode action SetEmergencyMode(true) ;// Set up minigame action SetCurrentMiniGameParamList(0) ; This is param list AddMiniGameParam() will add Params to action AddMiniGameParam("IsScenario", true) ;// Make it so that the user can't exit the minigame action AddMiniGameParam("SetMiniGameExitEnable", false) ;// **** Allow/Disallow different ranger "modes" ;// Enable Retire action AddMiniGameParam("SetModeEnable", 4, true) ;// **** Allow/Disallow components ;// Allow retire of all dinosaurs, but don't count herbivores as targets action AddMiniGameParam("SetRetireFlags", 17) ;// Initialises bullet limitation action AddMiniGameParam("InitBulletLimit", 40); ;// The user can freely enter and leave minigames within the mission. ;// Whenever a new minigame is created, it will use this parameter list action SetDefaultMiniGameParamList(0) ;// Start the minigame - RgrAttack(0), Game #1 ;// action StartMiniGame(0, 1) ;// This is now performed by the PlayTransition call while the screen is black! action SetDinoTypeToMissionMode(6) transition { direct goto PlayFlyOver } } state PlayFlyOver { transition PlayTransition(0, false, 0) { goto StartMission } } state StartMission { transition ShowMissionIntro("facebuttonMuldoon") { ;// Start timer action EnableMissionTimer(true) action StartMissionTimer(240.0) action StartTimer(2, 5) goto MiniGameCheck } } ;// Check to see if the minigame has been completed state MiniGameCheck { ;// Keep carnivores enraged action SetDinoStress(4, 1.0) iCarnivoreCount = GetDinoTypeCount(4) action SetObjectiveParametersFromVars(1, iCarnivoreCount); transition iCarnivoreCount == 0 { action SetObjectiveStatus(1, true) goto MissionVictory } transition HasMissionTimerElapsed() { goto MissionFailureOuttaTime } iHerbivoreCount = GetDinoTypeCount(5); ;// action SetObjectiveParametersFromVars(2, iHerbivoreCount); transition iHerbivoreCount == 0 { goto MissionFailureHerbDead } transition HasTimerElapsed(2) { action StartTimer(2, 20) action SetDinoTypeToMissionMode(6) goto MiniGameCheck } } ;// Success state MissionVictory { action StartTimer(1, 5) transition { goto MissionVictoryWait } } state MissionVictoryWait { transition HasTimerElapsed(1) { goto MissionVictoryShow } } state MissionVictoryShow { transition ShowMissionVictory("facebuttonMuldoon") { action SetMissionWon() action UnlockMission("RgrMust1") action SaveOptions() goto SaveOptions } } state SaveOptions { transition NotCurrentGameState("AOptionsSaveState") { goto MissionComplete } } ;// Mission failed because all the herbivores were killed state MissionFailureHerbDead { transition ShowMissionFailure("facebuttonMuldoon", "Mission_RgrAttk1_Failure_HerbDead") { goto MissionComplete } } ;// Mission failed because the gallis weren't mustered within the given time state MissionFailureOuttaTime { transition ShowMissionFailure("facebuttonMuldoon", "Mission_RgrAttk1_Failure_OuttaTime") { goto MissionComplete } } ;// Go back to the front screen final state MissionComplete { } }