/* Scenario: Any Port In A Storm * ==================================== * */ mission StormIsland { ;// mission info .info "objectives" 1 .info "savestate" "StrmIsld" .info "budget" 100000 ;// 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" ;// fossil maps to enable (Example) .fossilsenable "MorrisonB" ;// mission paramaters .misparam 3 3 ;// objective parameters .objparam 1 3 3 ;// variable declarations (Example) ; .var iCounter ;// mission states state MissionInit { action SetWeatherFrequency(0, 0) action SetWeatherFrequency(1, 10) action SetWeatherFrequency(2, 75) action SetWeatherFrequency(3, 15) action SetWeatherFrequency(4, 0) ;// Make sure first weather is light rain action SendWeather(1) action SetDinoDNA("camara", 65) ;// Clear mail out action RemoveAllMailMessages() transition { direct goto ShowMissionIntro } } state ShowMissionIntro { transition ShowMissionIntro() { action ShowObjectives() goto ShowObjectives } } state ShowObjectives { transition ObjectivesClosed() { goto CheckObjective } } state CheckObjective { transition GetParkRating() >= 3.0 { action SetObjectiveStatus(1, true) goto MissionVictory } transition GetElapsedTime(4) > 3.0 { action SetObjectiveStatus(1, false) goto MissionFailure } } state MissionVictory { transition ShowMissionVictory() { action SetMissionWon() action SaveOptions() goto SaveOptions } } state SaveOptions { transition NotCurrentGameState("AOptionsSaveState") { goto MissionComplete } } state MissionFailure { transition ShowMissionFailure() { goto MissionOver } } state MissionComplete { } ; // Will return to front end final state MissionOver { } }