/* Scenario: What Visitors Want * ==================================== * */ mission Visitors { ;// mission info .info "objectives" 16 .info "savestate" "WhatVis" .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 "GotoChopper" ;.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" ;// 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 "MorrisonA" .fossilsenable "JudithRiverB" .fossilsenable "TendaguruBeds" ;// mission parameters .misparam ;// objective parameters .objparam 1 .objparam 2 .objparam 3 1 .objparam 4 1 .objparam 5 .objparam 6 .objparam 7 1 .objparam 8 4 .objparam 9 1 .objparam 10 4 .objparam 11 2 .objparam 12 .objparam 13 .objparam 14 .objparam 15 .objparam 16 ;// 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 RemoveAllMailMessages() action VaccinateAllDinosaurs() action SetDinoDNA("steg", 100) action SetDinoDNA("kentro", 100) action SetDinoDNA("dryo", 100) transition { direct goto PlayIntroFlyover } } state PlayIntroFlyover { transition PlayTransition(0, false) { direct goto ShowMissionIntro } } state ShowMissionIntro { transition ShowMissionIntro("facebuttonJanePower") { goto OpenMessage1 } } ;// ********** Objective One ********** state OpenMessage1 { transition ShowTutorialMessage(1, 1, "facebuttonJanePower") { goto OpenMessage2 } } state OpenMessage2 { transition ShowTutorialMessage(1, 2, "facebuttonJanePower") { action ShowObjectiveTip(1, true) goto WaitForParkOpen } } state WaitForParkOpen { transition GetParkMode(0) { action ShowObjectiveTip(1, false) action SetObjectiveStatus(1, true) action SendVisitors() goto OpenMessage3 } savestate OpenMessage2 } state OpenMessage3 { transition ShowTutorialMessage(1, 3, "facebuttonJanePower") { action StartTimer(1, 10) goto WaitForCopter } } state WaitForCopter { transition UnitExists("viscopt") { action StartTimer(1,5) goto CopterWait } } state CopterWait { transition HasTimerElapsed(1) { goto WatchVis } } state SelectCopter { transition SelectUnit("viscopt") { goto WatchVis } } ;// ********** Objective Two ********** state WatchVis { transition GetVisitorCount() > 0 { goto WatchVisMessage1 } } state WatchVisMessage1 { transition ShowTutorialMessage(2, 1, "facebuttonJanePower") { action ShowObjectiveTip(2, true) goto WaitForVisSelect } } state WaitForVisSelect { transition IsCurrentGameState("AUnitInfoState", "AUnitVisitorDialog") { goto WatchVisMessage2 } savestate WatchVisMessage1 } state WatchVisMessage2 { transition ShowTutorialMessage(2, 2, "facebuttonJanePower") { action ShowObjectiveTip(2, false) action SetObjectiveStatus(2, true) action StartTimer(1, 5) goto VisitorWait } } state VisitorWait { transition HasTimerElapsed(1) { goto KioskMessage1 } } ;// ********** Objective Three ********** state KioskMessage1 { transition ShowTutorialMessage(3, 1, "facebuttonJanePower") { goto KioskMessage2 } } state KioskMessage2 { transition ShowTutorialMessage(3, 2, "facebuttonJanePower") { goto KioskMessage3 } } state KioskMessage3 { transition ShowTutorialMessage(3, 3, "facebuttonJanePower") { action ShowObjectiveTip(3, true) action StartMenuFlash("kiosk"); goto WaitForKiosk } } state WaitForKiosk { transition GetBuildingCount("kiosk") > 0 { action ShowObjectiveTip(3, false) action StopMenuFlash("kiosk"); action SetObjectiveStatus(3, true) action StartTimer(1, 3) goto KioskWait } savestate KioskMessage3 } state KioskWait { transition HasTimerElapsed(1) { goto KioskMessage4 } } state KioskMessage4 { transition ShowTutorialMessage(3, 4, "facebuttonJanePower") { goto ToiletMessage1 } } ;// ********** Objective Four ********** state ToiletMessage1 { transition ShowTutorialMessage(4, 1, "facebuttonJanePower") { goto ToiletMessage2 } } state ToiletMessage2 { transition ShowTutorialMessage(4, 2, "facebuttonJanePower") { action ShowObjectiveTip(4, true) action StartMenuFlash("toilet"); goto WaitForToilet } } state WaitForToilet { transition GetBuildingCount("toilet") > 0 { action ShowObjectiveTip(4, false) action StopMenuFlash("toilet"); action SetObjectiveStatus(4, true) action StartTimer(1, 5) goto ToiletWait } savestate ToiletMessage2 } state ToiletWait { transition HasTimerElapsed(1) { goto ToiletMessage3 } } state ToiletMessage3 { transition ShowTutorialMessage(4, 3, "facebuttonJanePower") { goto ResearchMessage1 } } ;// ********** Objective Five ********** state ResearchMessage1 { transition ShowTutorialMessage(5, 1, "facebuttonWu") { action ShowObjectiveTip(5, true) action StartMenuFlash("AResearchDialog"); goto WaitForResearch } } state WaitForResearch { transition IsCurrentGameState("AParkManagerDialogState", "AResearchDialog") { action ShowObjectiveTip(5, false) action StopMenuFlash("AResearchDialog"); action SetObjectiveStatus(5, true) action StartTimer(1, 1) goto ResearchWait } savestate ResearchMessage1 } state ResearchWait { transition HasTimerElapsed(1) { goto UmbrellaMessage1 } } ;// ********** Objective Six ********** state UmbrellaMessage1 { transition ShowTutorialMessageNow(6, 1, "facebuttonWu") { goto UmbrellaMessage2 } } state UmbrellaMessage2 { transition ShowTutorialMessageNow(6, 2, "facebuttonWu") { goto UmbrellaMessage3 } } state UmbrellaMessage3 { transition ShowTutorialMessageNow(6, 3, "facebuttonWu") { action ShowObjectiveTip(6, true) goto WaitForUmbrella } } state WaitForUmbrella { transition IsCurrentResearch("ParkEntranceUmbrellas") { action ShowObjectiveTip(6, false) action SetObjectiveStatus(6, true) action StartTimer(1, 3) goto UmbrellaWait } savestate UmbrellaMessage3 } state UmbrellaWait { transition HasTimerElapsed(1) { goto UmbrellaMessage4 } } state UmbrellaMessage4 { transition ShowTutorialMessageNow(6, 4, "facebuttonWu") { goto CleanerMessage1 } } ;// ********** Objective Seven ********** state CleanerMessage1 { transition ShowTutorialMessage(7, 1, "facebuttonJanePower") { goto CleanerMessage2 } } state CleanerMessage2 { transition ShowTutorialMessage(7, 2, "facebuttonArnold") { goto CleanerMessage3 } } state CleanerMessage3 { transition ShowTutorialMessage(7, 3, "facebuttonArnold") { action ShowObjectiveTip(7, true) action StartMenuFlash("maintdep"); goto WaitForCleaner } } state WaitForCleaner { transition GetBuildingCount("maintdep") > 0 { action ShowObjectiveTip(7, false) action StopMenuFlash("maintdep"); action SetObjectiveStatus(7, true) action StartTimer(1, 5) goto CleanerWait } savestate CleanerMessage3 } state CleanerWait { transition HasTimerElapsed(1) { goto HireMessage1 } } ;// ********** Objective Eight ********** state HireMessage1 { transition ShowTutorialMessage(8, 1, "facebuttonArnold") { action ShowObjectiveTip(8, true) goto WaitForHire } } state WaitForHire { transition GetCleanerCount() > 3 { action ShowObjectiveTip(8, false) action SetObjectiveStatus(8, true) action StartTimer(1, 5) goto HireWait } savestate HireMessage1 } state HireWait { transition HasTimerElapsed(1) { goto HireMessage2 } } state HireMessage2 { transition ShowTutorialMessage(8, 2, "facebuttonArnold") { goto RestMessage1 } } ;// ********** Objective Nine ********** state RestMessage1 { transition ShowTutorialMessage(9, 1, "facebuttonJanePower") { goto RestMessage2 } } state RestMessage2 { transition ShowTutorialMessage(9, 2, "facebuttonJanePower") { goto RestMessage3 } } state RestMessage3 { transition ShowTutorialMessage(9, 3, "facebuttonJanePower") { action ShowObjectiveTip(9, true) action StartMenuFlash("picnic"); goto WaitForRest } } state WaitForRest { transition GetBuildingCount("picnic") > 0 { action ShowObjectiveTip(9, false) action StopMenuFlash("picnic"); action SetObjectiveStatus(9, true) action StartTimer(1, 5) goto RestWait } savestate RestMessage3 } state RestWait { transition HasTimerElapsed(1) { goto RestMessage4 } } state RestMessage4 { transition ShowTutorialMessage(9, 4, "facebuttonJanePower") { goto PlatformMessage1 } } ;// ********** Objective Ten ********** state PlatformMessage1 { transition ShowTutorialMessage(10, 1, "facebuttonJanePower") { goto PlatformMessage2 } } state PlatformMessage2 { transition ShowTutorialMessage(10, 2, "facebuttonJanePower") { goto PlatformMessage3 } } state PlatformMessage3 { transition ShowTutorialMessage(10, 3, "facebuttonJanePower") { goto PlatformMessage4 } } state PlatformMessage4 { transition ShowTutorialMessage(10, 4, "facebuttonJanePower") { action ShowObjectiveTip(10, true) action StartMenuFlash("viewplat"); goto WaitForPlatform } } state WaitForPlatform { transition GetBuildingCount("viewplat") > 3 { action ShowObjectiveTip(10, false) action StopMenuFlash("viewplat"); action SetObjectiveStatus(10, true) action StartTimer(1, 5) goto PlatformWait } savestate PlatformMessage4 } state PlatformWait { transition HasTimerElapsed(1) { goto VentMessage1 } } ;// ********** Objective Eleven ********** state VentMessage1 { transition ShowTutorialMessage(11, 1, "facebuttonJanePower") { action ShowObjectiveTip(11, true) action StartMenuFlash("vent"); goto WaitForVent } } state WaitForVent { transition GetBuildingCount("vent") > 1 { action ShowObjectiveTip(11, false) action StopMenuFlash("vent"); action SetObjectiveStatus(11, true) action StartTimer(1, 5) goto VentWait } savestate VentMessage1 } state VentWait { transition HasTimerElapsed(1) { goto ViewMessage1 } } ;// ********** Objective Twelve ********** state ViewMessage1 { transition ShowTutorialMessage(12, 1, "facebuttonJanePower") { action ShowObjectiveTip(12, true) goto WaitForView } } state WaitForView { transition IsCurrentGameState("ABuildingCamState") { action ShowObjectiveTip(12, false) action SetObjectiveStatus(12, true) action StartTimer(1, 5) goto ViewWait } savestate ViewMessage1 } state ViewWait { transition HasTimerElapsed(1) { goto ViewMessage2 } } state ViewMessage2 { transition ShowTutorialMessage(12, 2, "facebuttonJanePower") { goto EntertainMessage1 } } ;// ********** Objective Thirteen ********** state EntertainMessage1 { transition ShowTutorialMessage(13, 1, "facebuttonJanePower") { goto EntertainMessage2 } } state EntertainMessage2 { transition ShowTutorialMessage(13, 2, "facebuttonJanePower") { action ShowObjectiveTip(13, true) action StartMenuFlash("AEntertainmentSummaryDialog"); goto WaitForEntertain } } state WaitForEntertain { transition IsCurrentGameState("AParkManagerDialogState", "AEntertainmentSummaryDialog") { action ShowObjectiveTip(13, false) action StopMenuFlash("AEntertainmentSummaryDialog"); action SetObjectiveStatus(13, true) action StartTimer(1,1) goto EntertainWait } savestate EntertainMessage2 } state EntertainWait { transition HasTimerElapsed(1) { goto EntertainMessage3 } } state EntertainMessage3 { transition ShowTutorialMessageNow(13, 3, "facebuttonJanePower") { action ShowObjectiveTip(13, true) goto BiasMessage1 } } ;// ********** Objective Forteen ********** state BiasMessage1 { transition ShowTutorialMessageNow(14, 1, "facebuttonJanePower") { goto BiasMessage2 } } state BiasMessage2 { transition ShowTutorialMessageNow(14, 2, "facebuttonJanePower") { goto WaitForLeave } } state WaitForLeave { transition NotCurrentGameState("AParkManagerDialogState") { goto BiasMessage3 } savestate BiasMessage2 } state BiasMessage3 { transition ShowTutorialMessage(14, 3, "facebuttonJanePower") { goto BiasMessage4 } } state BiasMessage4 { transition ShowTutorialMessage(14, 4, "facebuttonJanePower") { goto BiasMessage5 } } state BiasMessage5 { transition ShowTutorialMessage(14, 5, "facebuttonJanePower") { action ShowObjectiveTip(14, true) goto WaitForThrill } } state WaitForThrill { ;// 0 - Thrilling, 1 - Fun, 2 - Authentic, 3 - Neutral transition AttractionExisits("vent", 0) { action ShowObjectiveTip(14, false) action SetObjectiveStatus(14, true) action StartTimer(1, 5) goto ThrillWait } savestate BiasMessage5 } state ThrillWait { transition HasTimerElapsed(1) { goto TRexMessage1 } } ;// ********** Objective Fifteen ********** state TRexMessage1 { transition ShowTutorialMessage(15, 1, "facebuttonJanePower") { action ShowObjectiveTip(15, true) action SetDinoDNA("trex", 100) goto WaitForTRex } } state WaitForTRex { transition GetSpeciesCount("trex") > 0 { action ShowObjectiveTip(15, false) action SetObjectiveStatus(15, true) action StartTimer(1, 5) goto TRexWait } savestate TRexMessage1 } state TRexWait { transition HasTimerElapsed(1) { goto TRexMessage2 } } state TRexMessage2 { transition ShowTutorialMessage(15, 2, "facebuttonJanePower") { action SendWeather(2) goto EndMessage1 } } ;// ********** Objective Sixteen ********** state EndMessage1 { transition ShowTutorialMessage(16, 1, "facebuttonJanePower") { action ShowObjectiveTip(16, true) goto WaitForEnd } } state WaitForEnd { ;// Change so they actually have to select the vent transition IsCurrentGameState("AUnitInfoState") { action ShowObjectiveTip(16, false) action SetObjectiveStatus(16, true) action StartTimer(1,5) goto FinalWait } savestate EndMessage1 } ;// ********** Mission Finished ********** state FinalWait { transition HasTimerElapsed(1) { goto MissionVictory } } state MissionVictory { transition ShowMissionVictory("facebuttonJanePower") { action SetMissionWon() action UnlockMission("SafeSec") action SaveOptions() goto SaveOptions } } state SaveOptions { transition NotCurrentGameState("AOptionsSaveState") { goto MissionComplete } } final state MissionComplete { } }