beginscript; label wait: if (GetState()!=0) { ExcludeGTarget (11); SelectWeapons(0,1,0); IncludeUTarget (tankchecker); WaitForTime(250); ExcludeUTarget (tankchecker); IncludeGTarget (4); EndFrame(); goto ashtarget; } EndFrame(); goto wait; label ashtarget: //SelectWeapons(0,0,0); SelectWeapons(0,1,0); //ToggleArmor (Ash); if (GetGlobalVar(0) == 1) { TriggerMessage(4,0xffff,0xffff); SetFollowWaypoint (30,0,0); SetFollowRange (1000); SelectWeapons(0,1,0); // SpawnOtherUnit(helimen1); SpawnOtherUnit(Fortress); SpawnOtherUnit(blackhawk1); // TriggerUnit(helimen1); //IncludeUTarget (Missile2); IncludeGTarget (8); EndFrame(); TriggerMessage(15,0xffff,0xffff); goto nextwp; } EndFrame(); goto ashtarget; label nextwp: if (GetGlobalVar(6) == 1) { TriggerMessage(4,0xffff,0xffff); SetFollowWaypoint (41,0,0); SetFollowRange(2000); SelectWeapons(0,1,0); IncludeUTarget(gun2); EndFrame(); goto attackeast; } EndFrame(); goto nextwp; label attackeast: if (OtherUnitInArea(Ash,-517,463,1000) == 1) { SetVar(0,0); SelectWeapons(0,1,0); SpawnOtherUnit (bi4); SpawnOtherUnit (bi3); TurnPointyOn(gun1); TurnPointyOn(gun2); TurnPointyOn(gun3); TurnPointyOn(gun4); ChangeCamera (0x809, 20, 20); FreezePlayer (); SetButtonJump(); if (HasJumped()) { SetVar(0,1); goto skipcs1; } WaitForTime (120); JumpOnButton(false); label skipcs1: SpawnOtherUnit (firebfort2); if (GetVar(0)) { SetVar(0,0); } else { SetButtonJump(); if (HasJumped()) goto skipcs2; WaitForTime (5); JumpOnButton(false); } label skipcs2: SpawnOtherUnit (firebfort1); ChangeCamera (0x807, 20, 20); SetButtonJump(); if (HasJumped()) goto skipcs3; WaitForTime (120); JumpOnButton(false); label skipcs3: ChangeCamera (0x80d, 20, 20); DestroyObject (0x435); TriggerMessage(9,0xffff,0xffff); SetButtonJump(); if (HasJumped()) goto skipcs4; WaitForTime (50); JumpOnButton(false); label skipcs4: ResumePlayer(); ChangeCamera(0x801, 20, 20); TriggerMessage(14,0xffff,0xffff); IncludeGTarget(5); IncludeUTarget(0x446); EndFrame(); goto CheckGlobVar; } EndFrame(); goto attackeast; label CheckGlobVar: if (GetGlobalVar(5) == 1) { TurnPointyOn(gun5); TurnPointyOn(gun6); TurnPointyOn(gun7); TurnPointyOn(gun8); TurnPointyOn(gun9); TurnPointyOn(gun10); TurnPointyOn(gun11); TurnPointyOff(gun1); TurnPointyOff(gun2); TurnPointyOff(gun3); TurnPointyOff(gun4); SpawnOtherUnit (Missfort); SpawnOtherUnit (firebfort3); WaitForTime (1); SpawnOtherUnit (firebfort4); WaitForTime (4); SpawnOtherUnit (firebfort5); FreezePlayer (); ChangeCamera (0x80c, 20, 20); TriggerMessage(10,0xffff,0xffff); SetButtonJump(); if (HasJumped()) goto skipcs5; WaitForTime (140); JumpOnButton(false); label skipcs5: DestroyObject (0x429); DestroyObject (0x42a); ResumePlayer (); ChangeCamera (0x801, 20, 20); TriggerMessage(13,0xffff,0xffff); EndFrame(); SetFollowWaypoint (47,0,0); SetFollowRange(2000); //IncTargetType(0xffffffff); SelectWeapons(0,1,0); IncludeGTarget(12); IncludeUTarget(Missfort); EndFrame(); goto CheckGlobVar2; } EndFrame(); goto CheckGlobVar; label CheckGlobVar2: if (GetGlobalVar(2) == 1) { TurnPointyOn(gun12); TurnPointyOn(gun13); TurnPointyOn(gun14); TurnPointyOn(gun15); TurnPointyOn(gun16); TurnPointyOff(gun5); TurnPointyOff(gun6); TurnPointyOff(gun7); TurnPointyOff(gun8); TurnPointyOff(gun9); TurnPointyOff(gun10); TurnPointyOff(gun11); SpawnOtherUnit (firebfort6); SetFollowWaypoint (48,0,0); ChangeCamera (0x80f, 20, 20); SetButtonJump(); if (HasJumped()) goto skipcs6; WaitForTime (70); JumpOnButton(false); label skipcs6: ChangeCamera (0x810, 20, 20); TriggerMessage(11,0xffff,0xffff); DestroyObject (0x41d); SetButtonJump(); if (HasJumped()) goto skipcs7; WaitForTime (30); JumpOnButton(false); label skipcs7: ResumePlayer (); ChangeCamera (0x801, 20, 20); SetFollowRange(1000); TriggerMessage(12,0xffff,0xffff); //SelectWeapons(0,0,0); SelectWeapons(0,1,0); IncludeGTarget(3); EndFrame(); goto CheckGlobVar3; } EndFrame(); goto CheckGlobVar2; label CheckGlobVar3: if (GetGlobalVar(3) == 1) { TurnPointyOff(gun12); TurnPointyOff(gun13); TurnPointyOff(gun14); TurnPointyOff(gun15); TurnPointyOff(gun16); ToggleArmor (0x5a3); ToggleArmor (0x5a4); ToggleArmor (0x5a5); SetFollowWaypoint (55,0,0); SetFollowRange(1000); SelectWeapons(0,0,1); IncludeUTarget(0x5a3); WaitForTime (50); FreezePlayer (); ChangeCamera (0x80a, 20, 20); //SetAnimID(15, 0); //ReEvaluate(); SetButtonJump(); if (HasJumped()) goto skipcs8; WaitForTime (100); JumpOnButton(false); label skipcs8: ChangeCamera (0x808, 20, 20); SetButtonJump(); if (HasJumped()) goto skipcs9; WaitForTime (200); JumpOnButton(false); label skipcs9: ChangeCamera (0x801, 20, 20); ResumePlayer (); SpawnOtherUnit (Missfort2); SpawnOtherUnit (lig1); SpawnOtherUnit (lig2); SpawnOtherUnit (lig3); SpawnOtherUnit (blackhawk4); SpawnOtherUnit (blackhawk3); SpawnOtherUnit (Fortress2); SpawnOtherUnit (Fortress3); TriggerMessage(5,0xffff,0xffff); SetHUDTarget(0x5a8); IncludeUTarget(0x5a3); WaitForTime (200); SelectWeapons(1,0,0); IncludeUTarget(0x5a4); WaitForTime (200); SelectWeapons(0,0,1); IncludeUTarget(0x5a5); EndFrame(); goto finale; } EndFrame(); goto CheckGlobVar3; label finale: if ((GetDestHealth(0x5a3) <= 5 ) && (GetDestHealth(0x5a4) <= 5 ) && (GetDestHealth(0x5a5) <= 5 )) { SetFollowWaypoint (55,0,0); SetFollowRange(1000); SelectWeapons(0,0,1); IncludeUTarget(0x5a8); goto End; } EndFrame(); goto finale; label End: EndFrame(); goto End; endscript; $