/* Scenario: Safe and Secure * ==================================== * */ mission Security { ;// mission info .info "objectives" 11 .info "savestate" "SafeSec" .info "budget" 250000 ;// 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 (Example) .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" ;// features to enable ;.featureenable "wt2sct90" ;.featureenable "scamera" ;.featureenable "turret" ;.featureenable "abeacbld" ;.featureenable "shelter" ;// 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" ;// mail to disable .maildisable "FossilStart" .maildisable "FossilIdle" .maildisable "FossilNewTeamHint" .maildisable "FossilNew" .maildisable "FossilDigCompleteFullDNA" .maildisable "FossilDigComplete" .maildisable "FossilDigGold" .maildisable "FossilFull" .maildisable "FossilHuntDigCompletedNothing" .maildisable "FossilHuntDigCompletedAmber" .maildisable "FossilUnlockGroundSet" ;// fossil maps to enable .fossilsenable "JudithRiverB" .fossilsenable "FlamingCliffs" ;// These to go once new scheme comes in .fossilsenable "HellCreek" ;// mission parameters .misparam ;// objective parameters .objparam 1 .objparam 2 .objparam 3 .objparam 4 4 .objparam 5 2 .objparam 6 2 .objparam 7 1 .objparam 8 1 .objparam 9 .objparam 10 .objparam 11 ;// variable declarations ;// ********** INTRO SECTION ********** state MissionInit { action SetWeatherFrequency(0, 100) action SetWeatherFrequency(1, 0) action SetWeatherFrequency(2, 0) action SetWeatherFrequency(3, 0) action SetWeatherFrequency(4, 0) action SetDinoDNA("raptor", 100) action SetDinoDNA("trex", 100) action AccumulateStatistic(3, 25.0) action AccumulateStatistic(9, 19.0) action AccumulateStatistic(24,16.0) action SetStatistic(6, 0.2) action RemoveAllMailMessages() action VaccinateAllDinosaurs() transition { direct goto PlayIntroFlyover } } state PlayIntroFlyover { transition PlayTransition(0, false) { direct goto ShowMissionIntro } } state ShowMissionIntro { transition ShowMissionIntro("facebuttonArnold") { goto DinoMessage1 } } ;// ********** Objective One ********** state DinoMessage1 { transition ShowTutorialMessage(1, 1, "facebuttonArnold") { goto DinoMessage2 } } state DinoMessage2 { transition ShowTutorialMessage(1, 2, "facebuttonArnold") { action ShowObjectiveTip(1, true) action StartMenuFlash("ADinoSummaryDialog") goto WaitForDino } } state WaitForDino { transition IsCurrentGameState("AParkManagerDialogState", "ADinoSummaryDialog") { action SetObjectiveStatus(1, true) action ShowObjectiveTip(1, false) action StopMenuFlash("ADinoSummaryDialog") goto WaitForDinoClose } savestate DinoMessage2 } state WaitForDinoClose { transition NotCurrentGameState("AParkManagerDialogState") { action StartTimer(1,3) goto DinoLeave } savestate DinoMessage2 } state DinoLeave { transition HasTimerElapsed(1) { goto SecurityMessage1 } } ;// ********** Objective Two ********** state SecurityMessage1 { transition ShowTutorialMessage(2, 1, "facebuttonArnold") { action ShowObjectiveTip(2, true) action StartMenuFlash("AParkSafetyDialog") goto WaitForSecurity } } state WaitForSecurity { transition IsCurrentGameState("AParkManagerDialogState", "AParkSafetyDialog") { action SetObjectiveStatus(2, true) action ShowObjectiveTip(2, false) action StopMenuFlash("AParkSafetyDialog") goto WaitForSecurityClose } savestate SecurityMessage1 } state WaitForSecurityClose { transition NotCurrentGameState("AParkManagerDialogState") { action StartTimer(1,3) goto SecurityLeave } savestate SecurityMessage1 } state SecurityLeave { transition HasTimerElapsed(1) { goto FencesMessage1 } } ;// ********** Objective Three ********** state FencesMessage1 { transition ShowTutorialMessage(3, 1, "facebuttonArnold") { goto FencesMessage2 } } state FencesMessage2 { transition ShowTutorialMessage(3, 2, "facebuttonArnold") { goto FencesMessage3 } } state FencesMessage3 { transition ShowTutorialMessage(3, 3, "facebuttonArnold") { action ShowObjectiveTip(3, true) goto FencesWait } } state FencesWait { transition FencesUpgraded("wt3sct90") { action SetObjectiveStatus(3, true) action ShowObjectiveTip(3, false) action StartTimer(1, 3) goto FencesLeave } savestate FencesMessage3 } state FencesLeave { transition HasTimerElapsed(1) { goto FencesMessage4 } } state FencesMessage4 { transition ShowTutorialMessage(3, 4, "facebuttonArnold") { goto CameraMessage1 } } ;// ********** Objective Four ********** state CameraMessage1 { transition ShowTutorialMessage(4, 1, "facebuttonArnold") { goto CameraMessage2 } } state CameraMessage2 { transition ShowTutorialMessage(4, 2, "facebuttonArnold") { action ShowObjectiveTip(4, true) action StartMenuFlash("scamera") goto WaitForCamera } } state WaitForCamera { transition GetBuildingCount("scamera") > 3 { action SetObjectiveStatus(4, true) action ShowObjectiveTip(4, false) action StopMenuFlash("scamera") action StartTimer(1,3) goto CameraLeave } savestate CameraMessage2 } state CameraLeave { transition HasTimerElapsed(1) { goto BeaconMessage1 } } ;// ********** Objective Five ********** state BeaconMessage1 { transition ShowTutorialMessage(5, 1, "facebuttonArnold") { goto BeaconMessage2 } } state BeaconMessage2 { transition ShowTutorialMessage(5, 2, "facebuttonArnold") { action ShowObjectiveTip(5, true) action StartMenuFlash("abeacbld") goto WaitForBeacon } } state WaitForBeacon { transition GetBuildingCount("abeacbld") > 1 { action SetObjectiveStatus(5, true) action ShowObjectiveTip(5, false) action StopMenuFlash("abeacbld") action StartTimer(1,3) goto BeaconLeave } savestate BeaconMessage2 } state BeaconLeave { transition HasTimerElapsed(1) { goto TurretMessage1 } } ;// ********** Objective Six ********** state TurretMessage1 { transition ShowTutorialMessage(6, 1, "facebuttonArnold") { goto TurretMessage2 } } state TurretMessage2 { transition ShowTutorialMessage(6, 2, "facebuttonArnold") { action ShowObjectiveTip(6, true) action StartMenuFlash("turret") goto WaitForTurret } } state WaitForTurret { transition GetBuildingCount("turret") > 1 { action SetObjectiveStatus(6, true) action ShowObjectiveTip(6, false) action StopMenuFlash("turret") action StartTimer(1,3) goto TurretLeave } savestate TurretMessage2 } state TurretLeave { transition HasTimerElapsed(1) { goto RangerMessage1 } } ;// ********** Objective Seven ********** state RangerMessage1 { transition ShowTutorialMessage(7, 1, "facebuttonArnold") { goto RangerMessage2 } } state RangerMessage2 { transition ShowTutorialMessage(7, 2, "facebuttonMuldoon") { goto RangerMessage3 } } state RangerMessage3 { transition ShowTutorialMessage(7, 3, "facebuttonArnold") { goto RangerMessage4 } } state RangerMessage4 { transition ShowTutorialMessage(7, 4, "facebuttonMuldoon") { action ShowObjectiveTip(7, true) action StartMenuFlash("rangerdp") goto WaitForRanger } } state WaitForRanger { transition GetBuildingCount("rangerdp") > 1 { action SetObjectiveStatus(7, true) action ShowObjectiveTip(7, false) action StopMenuFlash("rangerdp") action StartTimer(1,3) goto RangerLeave } savestate RangerMessage4 } state RangerLeave { transition HasTimerElapsed(1) { goto ShelterMessage1 } } ;// ********** Objective Eight ********** state ShelterMessage1 { transition ShowTutorialMessage(8, 1, "facebuttonMuldoon") { action ShowObjectiveTip(8, true) action StartMenuFlash("shelter") goto WaitForShelter } } state WaitForShelter { transition GetBuildingCount("shelter") > 0 { action SetObjectiveStatus(8, true) action ShowObjectiveTip(8, false) action StopMenuFlash("shelter") action StartTimer(1,3) goto ShelterLeave } savestate ShelterMessage1 } state ShelterLeave { transition HasTimerElapsed(1) { goto ShelterMessage2 } } state ShelterMessage2 { transition ShowTutorialMessage(8, 2, "facebuttonMuldoon") { goto EmergencyMessage1 } } ;// ********** Objective Nine ********** state EmergencyMessage1 { transition ShowTutorialMessage(9, 1, "facebuttonArnold") { action SendWeather(2) ;// Set heavy rain goto EmergencyMessage2 } } state EmergencyMessage2 { transition ShowTutorialMessage(9, 2, "facebuttonArnold") { action ShowObjectiveTip(9, true) action StartMenuFlash("EmergencyOn") action StartMenuFlash("EmergencyOff") action SetDinoStress(4, 1.0) goto WaitForEmergency } } state WaitForEmergency { transition GetParkMode(1) { action SetObjectiveStatus(9, true) action ShowObjectiveTip(9, false) action StopMenuFlash("EmergencyOn") action StopMenuFlash("EmergencyOff") action StartTimer(1,3) goto EmergencyLeave } savestate EmergencyMessage2 } state EmergencyLeave { transition HasTimerElapsed(1) { goto CopterMessage1 } } ;// ********** Objective Ten ********** state CopterMessage1 { transition ShowTutorialMessage(10, 1, "facebuttonMuldoon") { action ShowObjectiveTip(10, true) ;// Set up minigame action SetCurrentMiniGameParamList(0) ; This is param list AddMiniGameParam() will add Params to action AddMiniGameParam("IsScenario", true) ;// **** Allow/Disallow different ranger "modes" ;// Enable Retire action AddMiniGameParam("SetModeEnable", 4, true) ;// **** Allow/Disallow components ;// Only allow carnivores to be retired action AddMiniGameParam("SetRetireFlags", 1) ;// 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) action ClearUnitSelections() action StartMenuFlash("GotoChopper") goto WaitForCopter } } state WaitForCopter { transition UnitSelected("rgrcopt") { action SetObjectiveStatus(10, true) action ShowObjectiveTip(10, false) action StopMenuFlash("GotoChopper") action StartMiniGame(0, 0) goto RetireMessage1 } } ;// ********** Objective Eleven ********** state RetireMessage1 { transition ShowTutorialMessage(11, 1, "facebuttonMuldoon") { action ShowObjectiveTip(11, true) goto WaitForRetire1 } } state WaitForRetire1 { transition GetSpeciesCount("raptor") == 0 { goto WaitForRetire2 } } state WaitForRetire2 { transition GetSpeciesCount("trex") == 0 { action SetObjectiveStatus(11, true) action ShowObjectiveTip(11, false) goto FinalWait } } ;// ********** Mission Finished ********** state FinalWait { transition HasTimerElapsed(1) { goto MissionVictory } } state MissionVictory { transition ShowMissionVictory("facebuttonArnold") { action SetMissionWon() action UnlockMission("OpenRnge") action SaveOptions() goto SaveOptions } } state SaveOptions { transition NotCurrentGameState("AOptionsSaveState") { goto MissionComplete } } final state MissionComplete { } }