beginscript; SetGlobalVar(1,0); SetGlobalVar(3,0); ToggleArmor (Fule_Trk_Scr); label Start: //Set Finished attack vars SetGlobalVar(1, 0); SetGlobalVar(4, 0); //SpawnOtherUnit (Jep_Gr2_05_Scr); //SpawnOtherUnit (Sld_Gr1_01_Scr); //WaitForTime(10); //SpawnOtherUnit (Sld_Gr1_02_Scr); //WaitForTime(10); SetHUDIndicatorWidth(15); AddRadarEdgeObj(Jep_Gr1_02_Scr, 0, 166, 255); // init cutscene PausePlayer(); // Spawn a conrollable player model SpawnOtherUnit (InroTarget_Scr); // Intro message SetButtonJump(); if (HasJumped()) goto skipcs1; WaitForTime(20); TriggerMessage(0,h0,0x783b); // welcome back WaitForTime(60); JumpOnButton(false); label skipcs1: // Spawn farm trucks SpawnOtherUnit (Ftk_Gr1_01_scr); SpawnOtherUnit (Ftk_Gr1_02_scr); SpawnOtherUnit (Jep_Gr1_02_Scr); //ChangeCamOnButton(0x801, 50, 60); ChangeCamera(0x803,50,50); // Cange to ATeam Cam // we use local var 7 to indicate a skip SetVar(7,0); SetButtonJump(); if (HasJumped()) { SetVar(7,1); goto skipcs2; } WaitForTime(10); JumpOnButton(false); label skipcs2: DespawnOtherUnit (InroTarget_Scr); // Get rid of the intro player // Spawn first group SpawnOtherUnit (Jkl_Gr1_01_Scr); SpawnOtherUnit (Jkl_Gr1_02_Scr); //WaitForTime(1); SpawnOtherUnit (Jkl_Gr1_03_Scr); KillOtherUnit (Jkl_Gr1_03_Scr); // Spawn East defences // Spawn North defences SpawnOtherUnit (Sld_Gr2_01_Scr); SpawnOtherUnit (Sld_Gr2_02_Scr); SpawnOtherUnit (Sld_Gr2_03_Scr); SpawnOtherUnit (Sld_Gr2_04_Scr); // Set timer for next group if (GetVar(7)) goto skipcs3; SetButtonJump(); if (HasJumped()) { SetVar(7,1); goto skipcs3; } WaitForTime(50); TriggerMessage(51,h51,0x780b); WaitForTime(20); ChangeCamera(0x809,0,0); // Change to follow cam (same shot as a-team cam tho) WaitForTime(30); //PlaySound(0x7401, h1vzintrosnap3,0); JumpOnButton(false); label skipcs3: // finally, let's play this message whatever happened so the player knows what to do TriggerMessage(1,h1,0x783b); // help those farm trucks! if (GetVar(7)) goto skipcs4; SetButtonJump(); if (HasJumped()) goto skipcs4; WaitForTime(40); JumpOnButton(false); label skipcs4: // End cutscene ResumePlayer(); ChangeCamera(0x801,50,30); // Change to player cam // SetGlobalVar(1, 1); // WaitForTime(250); // SetGlobalVar(4, 3); // WaitForTime(250); // SetGlobalVar(3, 1); // SetGlobalVar(1, 100); // WaitForTime(300); // SetGlobalVar(3, 10); SpawnOtherUnit(Jep_Gr2_03_Scr); SpawnOtherUnit(Jep_Gr2_01_Scr); DespawnOtherUnit (Ftk_Gr1_02_scr); DespawnOtherUnit (Jkl_Gr1_01_Scr); DespawnOtherUnit (Jkl_Gr1_02_Scr); DespawnOtherUnit (Jkl_Gr1_03_Scr); TeleportOtherUnit(Ftk_Gr1_02_scr, FTTele1, 0, 0); TeleportOtherUnit(Jkl_Gr1_01_Scr, FTTele2, 30, 60); TeleportOtherUnit(Jkl_Gr1_02_Scr, FTTele2, -30, -60); TeleportOtherUnit(Jkl_Gr1_03_Scr, FTTele2, 0, 60); WaitForTime(100); SpawnOtherUnit (Sld_Gr1_03_Scr); WaitForTime(10); SpawnOtherUnit (Sld_Gr1_04_Scr); WaitForTime(100); SpawnOtherUnit (Sld_Gr1_01_Scr); WaitForTime(10); SpawnOtherUnit (Sld_Gr1_02_Scr); SetHUDTarget (Jep_Gr1_02_Scr); // Change hud pointer to east gate (Wait for trigger in winlose) label End: if (GetGlobalVar(1) == 1) { if (OtherUnitDead(Drg_Gr4_01_Scr)) RemoveRadarEdgeObj(Drg_Gr4_01_Scr); else AddRadarEdgeObj(Drg_Gr4_01_Scr, 155,155,0); if (OtherUnitDead(Drg_Gr4_02_Scr)) RemoveRadarEdgeObj(Drg_Gr4_02_Scr); else AddRadarEdgeObj(Drg_Gr4_02_Scr, 155,155,0); if (OtherUnitDead(Drg_Gr4_03_Scr)) RemoveRadarEdgeObj(Drg_Gr4_03_Scr); else AddRadarEdgeObj(Drg_Gr4_03_Scr, 155,155,0); if (OtherUnitDead(Drg_Gr4_04_Scr)) RemoveRadarEdgeObj(Drg_Gr4_04_Scr); else AddRadarEdgeObj(Drg_Gr4_04_Scr, 155,155,0); if (OtherUnitDead(Drg_Gr4_05_Scr)) RemoveRadarEdgeObj(Drg_Gr4_05_Scr); else AddRadarEdgeObj(Drg_Gr4_05_Scr, 155,155,0); if (OtherUnitDead(Drg_Gr4_06_Scr)) RemoveRadarEdgeObj(Drg_Gr4_06_Scr); else AddRadarEdgeObj(Drg_Gr4_06_Scr, 155,155,0); } EndFrame(); goto End; endscript; $