L.I.F.
Vice Admiral
Well, it should kinda sorta wipe out an entire fleet by going bang.Thanks for the update I will try and have a go with it later.
That sounds like a challenge to me !
Well, it should kinda sorta wipe out an entire fleet by going bang.Thanks for the update I will try and have a go with it later.
That sounds like a challenge to me !
Yeah. This morning was... exciting. I wanted to uninstall the Toolkit that allows me to upload the mods since it's always posting corrupted data and Steam... deleted the entire Homeworld folder, including all my work data. The whole 50 GB. Looks like one of the data recovery files is working, though, so it should be alright but I got ten years older today.Awfully expensive bomb though...
Awfully expensive bomb though...
Meh, don't worry about that yet, I haven't tinkered the game well enough for graphics settings to actually matter. :-PIt'll be worth it, I think that I would need to turn down the graphics setting in fear of my graphics card going up as well.
Heh, I'm pretty sure I got everything back. Just need to redownload some game files, test the mod to be sure the files are uncorrupted and then try to upload it again.I'm crossing my fingers that you haven't lost anything L.I.F. the last time I reformatted my computer I lost wedding photos/videos, I managed to get about 90 % back, thankfully the wife is not aware of it yet, and I hope that it will stay that way.
Glad you like it! As for creating the missions, it's entirely text-based. Here are the main files for the mission (keep in mind the code has not been cleaned and some of the legacy attempts of mine to work stuff with the ammunition limits).Nice update, I like the missle priority command, if only we had that in WC3 we might have been able to save the Behemoth . Do you mind me asking what are you using to create the missions ?
-- hw2 level exporter generated file
--=============================================================================
-- Name : M01.level
-- Purpose : Automatically generated level file by the level exporter.
-- Created Tuesday, July 29, 2003 by the level exporter.
-- Copyright Relic Entertainment, Inc. All rights reserved.
--=============================================================================
function DetermChunk()
addSquadron("Victory", "Cfd_Victory", {-21614, 141, 5229}, 0, {0.000, 90.000, 0.000},0,0)
addSquadron("Ajax", "Cfd_Ajax", {-20814,-141,5829}, 0, {0,90,0}, 0, 0)
addSquadron("Sheffield", "Cfd_Sheffield", {-21814,722.8,4900}, 0, {0,90,0}, 0, 0)
addSquadron("Coventry", "Cfd_Coventry", {-20693.5,-400,4900}, 0, {0,90,0}, 0, 0)
addSquadron("Light Cruiser", "Klr_Fralath", {25282.2,0,-4900}, 1, {0,0,0}, 0, 0)
addSquadron("Heavy Cruiser", "Klr_Fralthi_ii", {22282.2,0,-4900}, 1, {0,0,0}, 0, 0)
addSquadron("Darket 1", "Klr_darket_campaign", {15882.2,22.8,-4900}, 1, {0,0,0}, 0, 0)
addSquadron("Darket 2", "Klr_darket_campaign", {16282.2,822.8,-4900}, 1, {0,180,0}, 0, 0)
addSquadron("Darket 3", "Klr_darket_campaign", {16882.2,22.8,-4900}, 1, {0,0,0}, 0, 0)
addSquadron("Darket 4", "Klr_darket_campaign", {17282.2,822.8,-4900}, 1, {0,180,0}, 0, 0)
addSquadron("Dralthi 1", "Klr_dralthi_campaign", {25882.2,22.8,-4900}, 1, {0,0,0}, 0, 0)
addSquadron("Dralthi 2", "Klr_dralthi_campaign", {26282.2,822.8,-4900}, 1, {0,180,0}, 0, 0)
addSquadron("Arrow 1", "Cfd_scout_campaign", {-15882.2,22.8,-4900}, 0, {0,0,0}, 0, 0)
addSquadron("Arrow 2", "Cfd_scout_campaign", {-16282.2,822.8,-4900}, 0, {0,180,0}, 0, 0)
addSquadron("Hellcat 1", "Cfd_interceptor_campaign", {-15882.2,22.8,-4900}, 0, {0,0,0}, 0, 0)
addSquadron("Hellcat 2", "Cfd_interceptor_campaign", {-16282.2,822.8,-4900}, 0, {0,180,0}, 0, 0)
addSquadron("Hellcat 3", "Cfd_interceptor_campaign", {-15882.2,22.8,-4900}, 0, {0,0,0}, 0, 0)
addSquadron("Hellcat 4", "Cfd_interceptor_campaign", {-16282.2,822.8,-4900}, 0, {0,180,0}, 0, 0)
addSquadron("Hellcat 5", "Cfd_interceptor_campaign", {-15882.2,22.8,-4900}, 0, {0,0,0}, 0, 0)
addSquadron("Hellcat 6", "Cfd_interceptor_campaign", {-16282.2,822.8,-4900}, 0, {0,180,0}, 0, 0)
addSquadron("Thunderbolt 1", "Cfd_attackbomber", {-15882.2,22.8,-4900}, 0, {0,0,0}, 0, 0)
addSquadron("Thunderbolt 2", "Cfd_attackbomber", {-16282.2,822.8,-4900}, 0, {0,180,0}, 0, 0)
addSquadron("Thunderbolt 3", "Cfd_attackbomber", {-15882.2,22.8,-4900}, 0, {0,0,0}, 0, 0)
addSquadron("Thunderbolt 4", "Cfd_attackbomber", {-16282.2,822.8,-4900}, 0, {0,180,0}, 0, 0)
addSquadron("Thunderbolt 5", "Cfd_attackbomber", {-15882.2,22.8,-4900}, 0, {0,0,0}, 0, 0)
addSquadron("Thunderbolt 6", "Cfd_attackbomber", {-16282.2,822.8,-4900}, 0, {0,180,0}, 0, 0)
addSquadron("Corvette 1", "Klr_kamrani", {20882.2,22.8,-4900}, 1, {0,0,0}, 0, 0)
addSquadron("Corvette 2", "Klr_kamrani", {20282.2,822.8,-4900}, 1, {0,180,0}, 0, 0)
addSquadron("Convoy 1", "Cfd_Mercy", {-10882.2,22.8,4900}, 2, {0,0,0}, 0, 0)
addSquadron("Convoy 2", "Cfd_Caduceus", {-11282.2,822.8,4900}, 2, {0,180,0}, 0, 0)
addSquadron("Escort 1", "Cfd_interceptor", {-11882.2,22.8,4900}, 2, {0,0,0}, 0, 0)
addSquadron("Escort 2", "Cfd_interceptor", {-12282.2,822.8,4900}, 2, {0,180,0}, 0, 0)
addSquadron("Jump Buoy", "Cfd_jump_buoy", {16282.2,822.8,4900}, 2, {0,180,0}, 0, 0)
createSOBGroup("Victory")
createSOBGroup("VictoryEscort")
addToSOBGroup("Victory", "Victory")
addToSOBGroup("Ajax", "VictoryEscort")
addToSOBGroup("Sheffield", "VictoryEscort")
addToSOBGroup("Coventry", "VictoryEscort")
createSOBGroup("Victory_Group")
addToSOBGroup("Victory", "Victory_Group")
addToSOBGroup("Ajax", "Victory_Group")
addToSOBGroup("Sheffield", "Victory_Group")
addToSOBGroup("Coventry", "Victory_Group")
createSOBGroup("Thunderbolt A")
createSOBGroup("Thunderbolt B")
addToSOBGroup("Thunderbolt 1", "Thunderbolt A")
addToSOBGroup("Thunderbolt 2", "Thunderbolt B")
createSOBGroup("Thunderbolt C")
createSOBGroup("Thunderbolt D")
addToSOBGroup("Thunderbolt 3", "Thunderbolt C")
addToSOBGroup("Thunderbolt 4", "Thunderbolt D")
createSOBGroup("Thunderbolt E")
createSOBGroup("Thunderbolt F")
addToSOBGroup("Thunderbolt 5", "Thunderbolt E")
addToSOBGroup("Thunderbolt 6", "Thunderbolt F")
createSOBGroup("VFighters")
createSOBGroup("CAP")
addToSOBGroup("Arrow 1", "CAP")
addToSOBGroup("Arrow 2", "CAP")
addToSOBGroup("Arrow 1", "VFighters")
addToSOBGroup("Arrow 2", "VFighters")
addToSOBGroup("Hellcat 1", "VFighters")
addToSOBGroup("Hellcat 2", "VFighters")
addToSOBGroup("Hellcat 3", "VFighters")
addToSOBGroup("Hellcat 4", "VFighters")
addToSOBGroup("Hellcat 5", "VFighters")
addToSOBGroup("Hellcat 6", "VFighters")
addToSOBGroup("Thunderbolt 1", "VFighters")
addToSOBGroup("Thunderbolt 2", "VFighters")
addToSOBGroup("Thunderbolt 3", "VFighters")
addToSOBGroup("Thunderbolt 4", "VFighters")
addToSOBGroup("Thunderbolt 5", "VFighters")
addToSOBGroup("Thunderbolt 6", "VFighters")
createSOBGroup("KCruisers")
createSOBGroup("KCorvettes")
createSOBGroup("KCapitals")
addToSOBGroup("Light Cruiser", "KCruisers")
addToSOBGroup("Heavy Cruiser", "KCruisers")
addToSOBGroup("Corvette 1", "KCorvettes")
addToSOBGroup("Corvette 2", "KCorvettes")
addToSOBGroup("Light Cruiser", "KCapitals")
addToSOBGroup("Heavy Cruiser", "KCapitals")
addToSOBGroup("Corvette 1", "KCapitals")
addToSOBGroup("Corvette 2", "KCapitals")
createSOBGroup("Dralthi")
createSOBGroup("Darket_A")
createSOBGroup("Darket_B")
createSOBGroup("Darket_C")
createSOBGroup("Darket_D")
addToSOBGroup("Dralthi 1", "Dralthi")
addToSOBGroup("Dralthi 2", "Dralthi")
addToSOBGroup("Darket 1", "Darket_A")
addToSOBGroup("Darket 2", "Darket_B")
addToSOBGroup("Darket 3", "Darket_C")
addToSOBGroup("Darket 4", "Darket_D")
createSOBGroup("Darket")
addToSOBGroup("Darket 1", "Darket")
addToSOBGroup("Darket 2", "Darket")
addToSOBGroup("Darket 3", "Darket")
addToSOBGroup("Darket 4", "Darket")
createSOBGroup("Raiders")
addToSOBGroup("Darket 1", "Raiders")
addToSOBGroup("Darket 2", "Raiders")
addToSOBGroup("Darket 3", "Raiders")
addToSOBGroup("Darket 4", "Raiders")
addToSOBGroup("Corvette 1", "Raiders")
addToSOBGroup("Corvette 2", "Raiders")
createSOBGroup("Convoy")
createSOBGroup("ConvoyEscort")
addToSOBGroup("Convoy 1", "Convoy")
addToSOBGroup("Convoy 2", "Convoy")
addToSOBGroup("Escort 1", "ConvoyEscort")
addToSOBGroup("Escort 2", "ConvoyEscort")
createSOBGroup("JumpBuoy")
addToSOBGroup("Jump Buoy", "JumpBuoy")
addPoint("NavA",{15882.2,22.8,-4900},{0,0,0})
addPoint("NavB",{5882.2,4022.8,-900},{0,0,0})
addPoint("NavC",{-10882.2,1522.8,2800},{0,0,0})
addPoint("NavD",{-10882.2,-1522.8,2800},{0,0,0})
addPoint("NavE",{5882.2,-4022.8,-900},{0,0,0})
addPoint("NavF",{15882.2,22.8,-4900},{0,0,0})
addPoint("NavG",{-10882.2,-4022.8,8900},{0,0,0})
addPoint("NavH",{15882.2,22.8,-4900},{0,0,0})
addPoint("NavI",{-10882.2,4022.8,8900},{0,0,0})
addPath("Patrol_Darket_A","NavA","NavB","NavC","NavD","NavE")
addPath("Patrol_Darket_B","NavE","NavD","NavC","NavB","NavA")
addPath("Patrol_Darket_C","NavF","NavG")
addPath("Patrol_Darket_D","NavH","NavI")
addSphere("Asteroid_Volume", {5429, 6, -3229}, 4000.877)
addSphere("AsteroidFocus_Volume", {4172, 0, -3093}, 488.991)
addSphere("Carrier_EnterVolume", {1641, 101, 5231}, 488.991)
addSphere("MoveHere", {10853, 4824, 9904}, 3881.762)
addSphere("AsteroidPtr_Volume", {5868, 27, -3023}, 1220.408)
addCamera("camera1", {1617.764, -176.950, 5221.494}, {2980.118, 726.802, 5173.691})
addCamera("camera1", {1617.764, -176.950, 5221.494}, {2980.118, 726.802, 5173.691})
fogSetActive(0)
setGlareIntensity(0.0)
setLevelShadowColour(0, 0, 0, 1)
loadBackground("ez02")
setSensorsManagerCameraDistances(10500,87500)
setDefaultMusic("Data:sound/music/AMBIENT/a05_mission6and12")
setBattleMusic("Data:sound/music/STAGING/STAGING_01")
end -- end of nondeterm function
--HeaderInfo: max number of players allowed on this level
maxPlayers = 3;
--PlayerInfo: info on each possible player in this level
player = {};
player[0] = {
id = 0,
name = "TCS Victory Battlegroup",
resources = 0,
raceName = "Confederation",
startPos = 0,
}
player[1] = {
id = 1,
name = "Kilrathi Forces",
resources = 999999,
raceName = "Kilrathi",
startPos = 0,
}
player[2] = {
id = 2,
name = "Confederation Forces",
resources = 999999,
raceName = "Confederation",
startPos = 0,
}
-- **** Object Counts **** --
--Pebbles: 835
--Asteroids: 62
--Dustclouds: 48
--DustcloudMeshes: 2
--NebulaBranches: 0
--NebulaMeshes - Total number of points: 0
--NebulaNexii 0
GUID = { 110, 91, 157, 190, 18, 23, 250, 78, 144, 20, 41, 246, 181, 128, 214, 12, }
dofilepath("data:leveldata/multiplayer/sgconfiguration/divers.lua")
dofilepath("data:leveldata/multiplayer/sgconfiguration/hyperspace.lua")
dofilepath("data:scripts/scar/scar_util.lua")
dofilepath("data:leveldata/multiplayer/sgconfiguration/music.lua")
-- dofilepath("data:leveldata/campaign/Demo_SSC/Mission_Demo_00/Restrict_Demo_M00.lua")
dofilepath("locale:language.lua")
dofilepath("data:script/Actor.lua")
-- --- --- TAGS HERE --- --- --
-- Level_Pass_Tags = "demo_ssc,birth_demo"
-- Race_Pass_Tags = "race_cfd,race_klr"
-- --- --- Objectif Area --- --- --
Obj_build1_id = 0
Obj_build1 = "$60010"
Obj_build2_id = 0
Obj_build2 = "$60010"
Obj_build3_id = 0
Obj_build3 = "$60010"
Obj_UseHyperspace_id = 0
Obj_UseHyperspace = "$60012"
Obj_Convoy_id = 0
Obj_Convoy = "Escort the convoy to the Jump Point."
Obj_Convoy_desc = "A medical convoy carrying supplies to a neighbouring starbase is in-system. Both ships must reach the Jump Buoy in one piece if we do not want to lose hundreds of wounded."
Obj_ConvoyWin_desc = "The convoy has jumped out safely. Not a glamorous job, but these crews save as many lives as our best pilots."
Obj_ConvoyMid_desc = "One of the transports has been destroyed, but the other jumped to safety. No doubt that the medical crews at the starbase are going to have a nightmarish week to come, having to work with half the supplies and reinforcements."
Obj_ConvoyFail_desc = "The Kilrathi managed to destroy the convoy. The starbase has been notified of the impending humanitarian disaster and has already started triaging those of the wounded who will have to be left to die."
Obj_Patrol_id = 0
Obj_Patrol = "Ensure the safety of the TCS Victory."
Obj_Patrol_desc = "The Old Lady might not be the mightiest carrier of the fleet, but it's our home, so protect it well."
Obj_Locate_id = 0
Obj_Locate = "Locate the enemy task force."
Obj_Locate_desc = "We have multiple reports of Kilrathi capital ships being present in the area. They need to be located and identified before any further action."
Obj_KillForce_id = 0
Obj_KillForce = "Destroy the enemy task force."
Obj_KillForce_desc = "Such a combat force cannot be allowed to further threaten our supply lines."
-- --- --- End of O. Area --- --- --
-- --- --- Ping Area --- --- --
-- --- --- End of P. A. --- --
------------------------------------
saveID = 0
g_time = 0
LANG = ""
------- SobGroup General manipulation -----
SobGroup_Create("allship")
SobGroup_Create("temp0")
SobGroup_Create("temp1")
SobGroup_Create("temp2")
-- sobgroup for cpudocking--
SobGroup_Create("temp")
SobGroup_Create("tempa")
------------------------------------
-- --- --- Function Area --- --- --
function OnInit()
Rule_Add("Rule_Init")
-- Rule_Add("MusicInit")
-- Rule_Add("myinit")
end
function Rule_Init()
Obj_Convoy_id = Objective_Add (Obj_Convoy, OT_Primary)
print("Test 0")
SetAlliance(0,2)
SetAlliance(2,0)
Objective_AddDescription (Obj_Convoy_id , Obj_Convoy_desc)
Objective_AddDescription (Obj_Patrol_id , Obj_Patrol_desc)
Objective_AddDescription (Obj_Locate_id , Obj_Locate_desc)
Player_GrantResearchOption(1, "FralathTorpedo")
Player_GrantResearchOption(1, "FralthiTorpedo")
Player_GrantResearchOption(1, "KamraniTorpedo")
print("Test A")
CPU_EnableAll(0)
Rule_Add("Rule_Convoy_Move")
Rule_Add("Rule_Initial_Landing")
Rule_Add("Rule_Darket_Patrol")
Rule_Add("Rule_Convoy_Jump")
Rule_Add("Rule_Transport_Destroyed")
Rule_Add("Rule_Kilrathi_Fighter_Detected")
Rule_Add("Rule_Convoy_Detected")
Rule_Add("Rule_Kilrathi_Corvette_Detected")
Rule_Add("Rule_Kilrathi_Cruiser_Detected")
Rule_Add("Rule_Enemy_Close_To_Convoy")
Rule_Add("Rule_Victory_Group_Detected")
Rule_Add("Rule_Cruisers_Destroyed")
--Rule_Add("Rule_Torpedo_Fired_A")
--Rule_Add("Rule_Torpedo_Fired_B")
--Rule_Add("Rule_Torpedo_Fired_C")
--Rule_Add("Rule_Torpedo_Fired_D")
--Rule_Add("Rule_Torpedo_Fired_E")
--Rule_Add("Rule_Torpedo_Fired_F")
--Rule_Add("Rule_Ajax_Destroyed")
--Rule_Add("Rule_Coventry_Destroyed")
--Rule_Add("Rule_Sheffield_Destroyed")
Rule_Add("Rule_Victory_Destroyed")
print("Test B")
Rule_Remove("Rule_Init")
end
function Rule_Convoy_Move()
print("Test Convoy Move")
SobGroup_GuardSobGroup("ConvoyEscort","Convoy")
SobGroup_MoveToSobGroup("Convoy","JumpBuoy")
Rule_Add("Rule_Speech_A")
Rule_Remove("Rule_Convoy_Move")
end
function Rule_Speech_A()
if Subtitle_IsMessageDone() == 1 then
Subtitle_Message("Cambria System, Vega Sector, near the Krieger Jump Point, two months after the Battle of Earth",30)
Rule_Add("Rule_Speech_B")
Rule_Remove("Rule_Speech_A")
end
end
function Rule_Speech_B()
if Subtitle_IsMessageDone() == 1 then
Subtitle_Message("TCS Victory Battlegroup",10)
Rule_Add("Rule_Speech_C")
Rule_Remove("Rule_Speech_B")
end
end
function Rule_Speech_C()
if Subtitle_IsMessageDone() == 1 then
Subtitle_Message("Cambria System, Vega Sector, near the Krieger Jump Point, two months after the Battle of Earth",30)
Rule_Remove("Rule_Speech_C")
end
end
function Rule_Darket_Patrol()
print("Test Darket Patrol")
SobGroup_FollowPath("Darket_A","Patrol_Darket_A",1,1,1)
SobGroup_FollowPath("Darket_B","Patrol_Darket_B",1,1,1)
SobGroup_FollowPath("Darket_C","Patrol_Darket_C",1,1,1)
SobGroup_FollowPath("Darket_D","Patrol_Darket_D",1,1,1)
Rule_Remove("Rule_Darket_Patrol")
end
function Rule_Convoy_Jump()
if SobGroup_FillProximitySobGroup("temp0", "Convoy", "JumpBuoy", 1000) == 1 then
print("Test Convoy Jump")
Objective_SetState(Obj_Convoy_id , OS_Complete)
Objective_AddDescription (Obj_Convoy_id , Obj_ConvoyWin_desc)
Subtitle_Message("TCS Mercy: Thanks for the escort! These supplies will save a lot of lives out there. Our escort will now go back to your carrier. Out.",10)
SobGroup_EnterHyperSpaceOffMap("Convoy")
SobGroup_SwitchOwner("ConvoyEscort",0)
Rule_Remove("Rule_Convoy_Jump")
end
end
function Rule_Initial_Landing()
print("Test Initial Landing")
SobGroup_DockSobGroupInstant("VFighters","Victory")
Rule_Remove("Rule_Initial_Landing")
end
function Rule_Transport_Destroyed()
if SobGroup_Count("Convoy") == 1 then
print("Test Transport Destroyed")
Subtitle_Message("Mayday! Mayday! We have sustained critical damage, hull integrity is...",10)
Rule_Remove("Rule_Convoy_Jump")
Rule_Add("Rule_Damaged_Convoy_Jump")
Rule_Add("Rule_Convoy_Destroyed")
Rule_Remove("Rule_Transport_Destroyed")
end
end
function Rule_Damaged_Convoy_Jump()
if SobGroup_FillProximitySobGroup("temp0", "Convoy", "JumpBuoy", 1000) == 1 then
print("Test Damaged Convoy Jump")
Objective_SetState(Obj_Convoy_id , OS_Complete)
Objective_AddDescription (Obj_Convoy_id , Obj_ConvoyMid_desc)
Subtitle_Message("We're jumping out. Too bad they couldn't make it. Let's hope these supplies will be enough for them in Krieger. Our escort will now go back to your carrier. Out.",15)
SobGroup_EnterHyperSpaceOffMap("Convoy")
SobGroup_SwitchOwner("ConvoyEscort",0)
Rule_Remove("Rule_Damaged_Convoy_Jump")
end
end
function Rule_Convoy_Destroyed()
if SobGroup_Count("Convoy") == 0 then
print("Test Convoy Destroyed")
Rule_Remove("Rule_Damaged_Convoy_Jump")
Objective_SetState(Obj_Convoy_id , OS_Failed)
Objective_AddDescription (Obj_Convoy_id , Obj_ConvoyFail_desc)
Subtitle_Message("Direct hit! The reactor is breaking up, we're going to...",10)
Subtitle_Message("The medical convoy has been annihilated...",10)
Subtitle_Message("This is a disaster...",10)
SobGroup_SwitchOwner("ConvoyEscort",0)
Rule_Remove("Rule_Convoy_Destroyed")
end
end
function Rule_Convoy_Detected()
if SobGroup_PlayerIsInSensorRange("Convoy", 1) == 1 then
print("Test Convoy Detected")
SobGroup_Attack(1,"KCorvettes","Convoy")
Rule_Remove("Rule_Convoy_Detected")
end
end
function Rule_Kilrathi_Fighter_Detected()
if SobGroup_PlayerIsInSensorRange("Darket", 0) == 1 then
print("Test Kilrathi Fighter Detected")
Subtitle_Message("We've made contact with the enemy. Darket light fighters.",10)
SobGroup_Attack(1,"Darket","VFighters")
Rule_Remove("Rule_Kilrathi_Fighter_Detected")
end
end
function Rule_Kilrathi_Corvette_Detected()
if SobGroup_PlayerIsInSensorRange("KCorvettes", 0) == 1 then
print("Test Kilrathi Corvette Detected")
Subtitle_Message("Watch out, there, this is a pair of corvettes. Bring in the T-Bolts!",10)
Rule_Remove("Rule_Kilrathi_Corvette_Detected")
end
end
function Rule_Kilrathi_Cruiser_Detected()
if SobGroup_PlayerIsInSensorRange("KCruisers", 0) == 1 then
print("Test Kilrathi Cruiser Detected")
Objective_SetState(Obj_Locate_id , OS_Complete)
Subtitle_Message("Victory, we've located the Kilrathi task force, it's a pair of cruisers. We're going to need a lot of firepower to bring those down. Wish we had some Broadswords or Longbows...",15)
Rule_Remove("Rule_Kilrathi_Cruiser_Detected")
end
end
function Rule_Enemy_Close_To_Convoy()
if SobGroup_PlayerIsInSensorRange("Raiders", 2) == 1 then
print("Test Enemy Close To Convoy")
Sound_MusicPlay( "Data:sound/music/STAGING/STAGING_01" )
Subtitle_Message("TCS Mercy: We have detected Kilrathi forces and request immediate assistance!",5)
Rule_Add("Rule_Speech_2")
Rule_Remove("Rule_Enemy_Close_To_Convoy")
end
function Rule_Speech_1()
if Subtitle_IsMessageDone() == 1 then
Subtitle_Message("Rollins: That medical convoy is inbound for the Krieger jump point. If the Cats destroy it, it's going to be a disaster...",10)
Rule_Add("Rule_Speech_2")
Rule_Remove("Rule_Speech_1")
end
end
function Rule_Speech_2()
if Subtitle_IsMessageDone() == 1 then
Subtitle_Message("Eisen: Launch all fighters! This is not a drill!",10)
Rule_Add("Rule_Launch")
Rule_Remove("Rule_Speech_2")
end
end
function Rule_Launch()
if Subtitle_IsMessageDone() == 1 then
SobGroup_Launch("VFighters","Victory")
Rule_Add("Rule_Speech_3")
Rule_Remove("Rule_Launch")
end
end
function Rule_Speech_3()
if Subtitle_IsMessageDone() == 1 then
Subtitle_Message("Rollins: Sir, we just received a report from Intel indicating the presence of a Kilrathi task force of unknown strength in the vicinity.",10)
Rule_Add("Rule_Speech_4")
Rule_Remove("Rule_Speech_3")
end
end
function Rule_Speech_4()
if Subtitle_IsMessageDone() == 1 then
Subtitle_Message("Eisen: Better late than never... In any case, we must protect the convoy from attack, find the Kilrathi group and destroy it.",10)
Rule_Add("Rule_Speech_5")
Rule_Remove("Rule_Speech_4")
end
end
function Rule_Speech_5()
if Subtitle_IsMessageDone() == 1 then
Subtitle_Message("Eisen: Arrow flights, this is a direct order, you are to cover us against enemy missiles and ignore any other target. Eisen out.",10)
Rule_Add("Rule_Speech_6")
Rule_Remove("Rule_Speech_5")
end
end
function Rule_Speech_6()
if Subtitle_IsMessageDone() == 1 then
Subtitle_Message("TIP: All military units except for bombers can be ordered to prioritize missiles over any other target or order. Press F6 with a unit selected to tell it to do so. Fighters will also reroute power from guns to engines.",30)
Rule_Remove("Rule_Speech_6")
end
end
end
function Rule_Victory_Group_Detected()
if SobGroup_PlayerIsInSensorRange("Victory_Group", 1) == 1 then
print("Test Victory Group Detected")
SobGroup_Attack(1,"KCruisers","Victory_Group")
SobGroup_Attack(1,"Dralthi","VFighters")
Rule_Remove("Rule_Victory_Group_Detected")
end
end
function Rule_Cruisers_Destroyed()
if SobGroup_Count("KCruisers") == 0 then
print("Test Cruisers Destroyed")
Objective_SetState(Obj_KillForce_id , OS_Complete)
Objective_SetState(Obj_Patrol_id , OS_Complete)
Subtitle_Message("Rollins: The bigger they are, the harder they fall! That's a wrap, people. Captain Eisen sends his compliments.",10)
Rule_Add("Rule_Mission_Complete")
Rule_Remove("Rule_Cruisers_Destroyed")
end
end
function Rule_Mission_Complete()
if Subtitle_IsMessageDone() == 1 then
Rule_Remove("Rule_Mission_Complete")
setMissionComplete(1)
end
end
function Rule_Victory_Destroyed()
if SobGroup_Count("Victory") == 0 then
print("Test Victory Destroyed")
Objective_SetState(Obj_KillForce_id , OS_Failed)
Objective_SetState(Obj_Patrol_id , OS_Failed)
Subtitle_Message("This is TCS Victory. We have sustained heavy damage, we are...",10)
setMissionComplete(0)
Rule_Remove("Rule_Cruisers_Destroyed")
end
end
function Rule_Torpedo_Fired_A()
SobGroup_Clear("temp0")
Player_FillProximitySobGroup("temp0",0,"Thunderbolt A",500)
print(temp0)
if SobGroup_AreAnyFromTheseAttackFamilies("temp0","Munition")==1 then
print("Torpedo Fired!")
Rule_Remove("Rule_Torpedo_Fired_A")
end
if SobGroup_AreAnyFromTheseAttackFamilies("temp0","Munition")==0 then
print("Torpedo Not Fired!")
end
if SobGroup_HasFiredAtSobGroup("Thunderbolt A","KCapitals","kpr_sajuukheavycannon") == 1 then
print("Test Torpedo Launched")
SobGroup_ChangePower("Thunderbolt A","Weapon_Missile",0)
Subtitle_Message("Torpedoes running",10)
Rule_Add("Rule_Torpedo_Reload_A")
Rule_Remove("Rule_Torpedo_Fired_A")
end
end
function Rule_Torpedo_Fired_B()
if SobGroup_HasFiredAtSobGroup("Thunderbolt B","KCapitals","kpr_sajuukheavycannon") == 1 then
print("Test Torpedo Launched")
SobGroup_ChangePower("Thunderbolt B","Weapon_Missile",0)
Rule_Add("Rule_Torpedo_Reload_B")
Rule_Remove("Rule_Torpedo_Fired_B")
end
end
function Rule_Torpedo_Reload_A()
if SobGroup_IsDockedSobGroup("Thunderbolt A","Victory") == 1 then
print("Test Torpedo Reloaded")
SobGroup_ChangePower("Thunderbolt A","Weapon_Missile",1)
Rule_Add("Rule_Torpedo_Fired_A")
Rule_Remove("Rule_Torpedo_Reload_A")
end
end
function Rule_Torpedo_Reload_B()
if SobGroup_HasFiredAtSobGroup("Thunderbolt B","Victory") == 1 then
print("Test Torpedo Reloaded")
SobGroup_ChangePower("Thunderbolt B","Weapon_Missile",1)
Rule_Add("Rule_Torpedo_Fired_B")
Rule_Remove("Rule_Torpedo_Reload_B")
end
end
function Rule_Torpedo_Fired_C()
if SobGroup_HasFiredAtSobGroup("Thunderbolt C","KCapitals","kpr_sajuukheavycannon") == 1 then
print("Test Torpedo Launched")
SobGroup_ChangePower("Thunderbolt C","Weapon_Missile",0)
Subtitle_Message("Torpedoes running",10)
Rule_Add("Rule_Torpedo_Reload_C")
Rule_Remove("Rule_Torpedo_Fired_C")
end
end
function Rule_Torpedo_Fired_D()
if SobGroup_HasFiredAtSobGroup("Thunderbolt D","KCapitals","kpr_sajuukheavycannon") == 1 then
print("Test Torpedo Launched")
SobGroup_ChangePower("Thunderbolt D","Weapon_Missile",0)
Rule_Add("Rule_Torpedo_Reload_D")
Rule_Remove("Rule_Torpedo_Fired_D")
end
end
function Rule_Torpedo_Reload_C()
if SobGroup_IsDockedSobGroup("Thunderbolt C","Victory") == 1 then
print("Test Torpedo Reloaded")
SobGroup_ChangePower("Thunderbolt C","Weapon_Missile",1)
Rule_Add("Rule_Torpedo_Fired_C")
Rule_Remove("Rule_Torpedo_Reload_C")
end
end
function Rule_Torpedo_Reload_D()
if SobGroup_HasFiredAtSobGroup("Thunderbolt D","Victory") == 1 then
print("Test Torpedo Reloaded")
SobGroup_ChangePower("Thunderbolt D","Weapon_Missile",1)
Rule_Add("Rule_Torpedo_Fired_D")
Rule_Remove("Rule_Torpedo_Reload_D")
end
end
function Rule_Torpedo_Fired_E()
if SobGroup_HasFiredAtSobGroup("Thunderbolt E","KCapitals","kpr_sajuukheavycannon") == 1 then
print("Test Torpedo Launched")
SobGroup_ChangePower("Thunderbolt E","Weapon_Missile",0)
Subtitle_Message("Torpedoes running!",10)
Rule_Add("Rule_Torpedo_Reload_E")
Rule_Remove("Rule_Torpedo_Fired_E")
end
end
function Rule_Torpedo_Fired_F()
if SobGroup_HasFiredAtSobGroup("Thunderbolt F","KCapitals","kpr_sajuukheavycannon") == 1 then
print("Test Torpedo Launched")
SobGroup_ChangePower("Thunderbolt F","Weapon_Missile",0)
Rule_Add("Rule_Torpedo_Reload_F")
Rule_Remove("Rule_Torpedo_Fired_F")
end
end
function Rule_Torpedo_Reload_E()
if SobGroup_IsDockedSobGroup("Thunderbolt E","Victory") == 1 then
print("Test Torpedo Reloaded")
SobGroup_ChangePower("Thunderbolt E","Weapon_Missile",1)
Rule_Add("Rule_Torpedo_Fired_E")
Rule_Remove("Rule_Torpedo_Reload_E")
end
end
function Rule_Torpedo_Reload_F()
if SobGroup_HasFiredAtSobGroup("Thunderbolt F","Victory") == 1 then
print("Test Torpedo Reloaded")
SobGroup_ChangePower("Thunderbolt F","Weapon_Missile",1)
Rule_Add("Rule_Torpedo_Fired_F")
Rule_Remove("Rule_Torpedo_Reload_F")
end
end
-- --- --- End of Function Aera --
-- --- --- Event Aera --- --- --
Events = {}
Events.Briefing = {
{
{ "Universe_EnableSkip(0)", "" },
{ "Universe_AllowPlayerOrders(0)", "" },
{ "Camera_AllowControl(1)", "" },
{ "Sensors_EnableCameraZoom(0)", "" },
{ "Sound_EnableAllSpeech( 1 )",""},
{ "Sound_EnterIntelEvent()","" },
HW2_Letterbox(1),
HW2_Wait(1),
},
{
{"Camera_FocusSobGroupWithBuffer('sg_playershipyard_1', 1500, 1500, 3 )", ""},
},
{
HW2_Wait(1),
},
{
HW2_SubTitleEvent(26, "$60000", 13), -- Test audio -- OK
},
{
HW2_Wait(1),
},
{
HW2_SubTitleEvent(26, "$60001", 7),
},
{
HW2_Wait(1),
},
{
HW2_SubTitleEvent(27, "$60002", 2.5),
},
{
HW2_Wait(1),
},
{
HW2_SubTitleEvent(29, "$60003", 3),
},
{
HW2_Wait(1),
},
{
HW2_SubTitleEvent(26, "$60004", 6),
},
{
{ "Obj_build1_id = Objective_Add( Obj_build1, OT_Primary )", "" },
{ "Objective_AddDescription( Obj_build1_id, '$60011')", "" },
},
{
HW2_Wait(0.8),
HW2_Letterbox(0),
{ "Rule_Add('Rule_Buildship')",""},
{ "Sound_ExitIntelEvent()","" },
{ "Sound_SetMuteActor('')", ""},
{ "Universe_AllowPlayerOrders(1)", "" },
{ "Camera_AllowControl(1)", "" },
{ "Sensors_EnableCameraZoom(1)", "" },
{ "Universe_EnableSkip(0)", "", },
},
}
Events.END = {
{
{ "Universe_EnableSkip(0)", "" },
{ "Universe_AllowPlayerOrders(0)", "" },
{ "Camera_AllowControl(1)", "" },
{ "Sensors_EnableCameraZoom(0)", "" },
{ "Sound_EnableAllSpeech( 1 )",""},
{ "Sound_EnterIntelEvent()","" },
HW2_Letterbox(1),
HW2_Wait(1),
},
{
HW2_Wait(1),
},
{
HW2_LocationCardEvent( "$60014", 2),
},
{
HW2_Wait(0.8),
HW2_Letterbox(0),
{ "Rule_AddInterval('Rule_END2' , 7)",""},
{ "Sound_ExitIntelEvent()","" },
{ "Sound_SetMuteActor('')", ""},
{ "Universe_AllowPlayerOrders(1)", "" },
{ "Camera_AllowControl(1)", "" },
{ "Sensors_EnableCameraZoom(1)", "" },
{ "Universe_EnableSkip(0)", "", },
},
}
I don't know about any mission program, just wrote the stuff the hard way after defining what I wanted to see happening in the mission. It's annoying, but it works.Thanks for letting us know. I have tried to find a good mission programs but cannot get the really highly rated ones to work on my computer.
When I start studying again I shall have to try and get them working again. I thought that missions or rather a campaign would be something nice to slowly work on over winter as something to take my mind off studying.
Pretty much so, AFAIK. And even then, I have some workarounds that would make the official devs twitch and yell at me when it comes to integrating the ships in-game, particularly the big ones, which are, AFAIK, the biggest models anyone put in a mod, except maybe for the Star Wars one, but evillejedi is crazy awesome.Yeah there seams to be no easy way, just the hard way or the really long and hard way
Indeed, indeed, with the point of view of the two sides of the operation, Concordia and Tarawa. Just a bit disappointed I cannot get @Klavs81 ships to work, because he has modelled and textured already everything needed for such a campaign, in glorious HD.Hahaha, yes! Like I said during the party, I think this mod has the unique ability to create an End Run campaign because of the mechanics and story. It would be a blast!