beginscript; SetVar(0,0); SetVar(2,0); SpawnOtherUnit(APC_G1_2); SpawnOtherUnit(APC_G2_1); SpawnOtherUnit(Tnk_G2_1); ExitVehicle (Sld_G1_1, APC_G1_2, 1); WaitForTime(10); ExitVehicle (Sld_G1_2, APC_G1_2, 2); WaitForTime(10); ExitVehicle (Sld_G1_3, APC_G1_2, 3); WaitForTime(10); ExitVehicle (Sld_G1_4, APC_G1_2, 4); WaitForTime(10); ExitVehicle (Sld_G1_5, APC_G1_2, 5); WaitForTime(10); ExitVehicle (Sld_G1_6, APC_G1_2, 6); WaitForTime(10); ExitVehicle (Sld_G1_7, APC_G1_2, 7); WaitForTime(10); ExitVehicle (Sld_G1_8, APC_G1_2, 8); WaitForTime(10); ExitVehicle (Sld_G1_9, APC_G1_1, 9); WaitForTime(10); ExitVehicle (Sld_G1_10, APC_G1_1, 10); WaitForTime(10); ExitVehicle (Sld_G1_11, APC_G1_1, 11); WaitForTime(10); ExitVehicle (Sld_G1_12, APC_G1_1, 12); WaitForTime(10); ExitVehicle (Sld_G1_13, APC_G1_1, 13); WaitForTime(10); ExitVehicle (Sld_G1_14, APC_G1_1, 14); WaitForTime(10); ExitVehicle (Sld_G1_15, APC_G1_1, 15); WaitForTime(10); ExitVehicle (Sld_G1_16, APC_G1_1, 16); label Win: // End if all the rocket launchers have died if (OtherUnitDead(Mis_G1_1) && OtherUnitDead(Mis_G1_2) && OtherUnitDead(Mis_G1_3) && GetGlobalVar(0) < 2) { PausePlayer(); ChangeCamera(0x802,50,50); TriggerMessage(39,h39,Tnk_G2_1); SetButtonJump(); if (HasJumped()) goto skipcs1; WaitForTime(50); JumpOnButton(false); label skipcs1: EndLevel(0); EndFrame(); goto End; } if (OnFire(Mis_G1_1) && OnFire(Mis_G1_2) && OnFire(Mis_G1_3) && GetVar(1) != 1) { TriggerMessage(10,h10,Tnk_G2_1); SetVar(1,1); } if (OtherUnitDead(Tnk_G2_1)) { PausePlayer(); ChangeCamera(0x809,50,50); TriggerMessage(31,h31,Tnk_G2_1); SetButtonJump(); if (HasJumped()) goto skipcs2; WaitForTime(50); JumpOnButton(false); label skipcs2: EndLevel(0); EndFrame(); goto End; } // Win if away party get back if (GetGlobalVar(0) == 5) { PausePlayer(); ChangeCamera(0x80a,50,50); TriggerMessage(34,h34,Tnk_G2_1); SetButtonJump(); if (HasJumped()) goto skipcs3; WaitForTime(30); TriggerMessage(35,h35,Tnk_G2_1); WaitForTime(50); JumpOnButton(false); label skipcs3: EndLevel(1); EndFrame(); goto End; } if (GetGlobalVar(5) == 10) { PausePlayer(); ChangeCamera(0x804,50,50); TriggerMessage(31,h31,Tnk_G2_1); SetButtonJump(); if (HasJumped()) goto skipcs4; WaitForTime(50); JumpOnButton(false); label skipcs4: EndLevel(0); EndFrame(); goto End; } // End if Apc dead before it gets to away party if (OtherUnitDead(APC_G1_2) && GetGlobalVar(0) >= 2 && GetVar(3) != 1) { if (OtherUnitDead(APC_G2_1)) { PausePlayer(); ChangeCamera(0x808,50,50); TriggerMessage(38,h38,Tnk_G2_1); SetButtonJump(); if (HasJumped()) goto skipcs5; WaitForTime(50); JumpOnButton(false); label skipcs5: EndLevel(0); EndFrame(); goto End; } else { SetVar(3,1); } } if (OtherUnitDead(APC_G2_1) && GetGlobalVar(0) >= 2 && GetVar(4) != 1) { if (OtherUnitDead(APC_G1_2)) { PausePlayer(); ChangeCamera(0x807,50,50); TriggerMessage(38,h38,Tnk_G2_1); SetButtonJump(); if (HasJumped()) goto skipcs6; WaitForTime(50); JumpOnButton(false); label skipcs6: EndLevel(0); EndFrame(); goto End; } else { SetVar(4,1); } } // pickup spawns if (GetPlayerAmmo(1) > 6 && GetVar(2) == 0) { SetVar(2,1); } else if (GetPlayerAmmo(1) <= 2 && GetVar(2) == 1) { SpawnPickup(0x2803); SetVar(2,2); } else if (GetPlayerAmmo(1) <= 2 && GetVar(2) == 3) { SpawnPickup(0x2804); SetVar(2,4); } else if (GetPlayerAmmo(1) > 6 && GetVar(2) == 2) { SetVar(2,3); } SetVar(0,0); if (GetOtherUnitHealth(AmmoDump) < 10 && GetGlobalVar(0) < 2 && GetVar(5) != 1) { if (PlayerInRange(300)) { //PausePlayer(); //ChangeCamera(0x802,50,50); //TriggerMessage(31,0xffff,0xffff); //WaitForTime(5); } if (OtherUnitDead(AmmoDump) != 1) KillOtherUnit(AmmoDump); WaitForTime(5); if (OtherUnitDead(APC_G1_2) != 1) KillOtherUnit(APC_G1_2); if (OtherUnitDead(Mis_G1_1) != 1) KillOtherUnit(Mis_G1_1); WaitForTime(5); if (OtherUnitDead(APC_G1_1) != 1) KillOtherUnit(APC_G1_1); if (PlayerInRange(300)) { //KillOtherUnit(0x7401); } SetVar(5,1); } EndFrame(); goto Win; label End: EndFrame(); goto End; endscript; $