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--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- (C) Petroglyph Games, Inc.
--
--
-- ***** ** * *
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-- * * *** ****** * ** **** *** * * * ***** * ***
-- * ** * * * ** * ** ** * * * * ** ** ** *
-- *** ***** * * * * * * * * ** * * * *
-- * * * * * * * * * * * * * * *
-- * * * * * * * * * * ** * * * *
-- * ** * * ** * ** * * ** * * * *
-- ** **** ** * **** ***** * ** *** * *
-- * * *
-- * * *
-- * * *
-- * * * *
-- **** * *
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
-- C O N F I D E N T I A L S O U R C E C O D E -- D O N O T D I S T R I B U T E
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- $File:
--
-- $Author: Pat_Pannullo $
--
-- $Change:
--
-- $DateTime:
--
-- $Revision:
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
require("PGStoryMode")
require("PGSpawnUnits")
--
-- Definitions -- This function is called once when the script is first created.
--
function Definitions()
DebugMessage("%s -- In Definitions", tostring(Script))
StoryModeEvents =
{
Rebel_A4_M11_Begin = State_RA04M11_Begin
}
rebel_list_0 = {
"Calamari_Cruiser"
,"Calamari_Cruiser"
,"Calamari_Cruiser"
,"Calamari_Cruiser"
}
empire_list_0 = {
"Accuser_Star_Destroyer"
,"Executor_Super_Star_Destroyer"
,"Star_Destroyer"
,"Star_Destroyer"
,"Star_Destroyer"
,"Star_Destroyer_Class_II"
,"Star_Destroyer_Class_II"
,"Star_Destroyer_Class_II"
,"Star_Destroyer_Class_III"
,"Star_Destroyer_Class_III"
,"Victory_Destroyer"
,"Victory_Destroyer"
,"Victory_Destroyer"
,"Victory_Destroyer"
,"Victory_Destroyer"
,"Escort_Carrier"
,"Escort_Carrier"
,"Escort_Carrier"
,"Vinterdictor_Cruiser"
,"Vinterdictor_Cruiser"
,"Vinterdictor_Cruiser"
,"Vinterdictor_Cruiser"
,"Acclamator_Assault_Ship"
,"Acclamator_Assault_Ship"
,"Acclamator_Assault_Ship"
,"Acclamator_Assault_Ship"
,"Acclamator_Assault_Ship"
,"Acclamator_Assault_Ship"
,"Tartan_Patrol_Cruiser"
,"Tartan_Patrol_Cruiser"
,"Tartan_Patrol_Cruiser"
,"Tartan_Patrol_Cruiser"
,"Broadside_Class_Cruiser"
,"Broadside_Class_Cruiser"
,"Broadside_Class_Cruiser"
}
fleet_delay = 30
empire_player = nil
end
function State_RA04M11_Begin(message)
if message == OnEnter then
--MessageBox("Beginning script A4M11")
-- Find the players
rebel_player = Find_Player("Rebel")
empire_player = Find_Player("Empire")
-- Find the planets
coruscant = Find_First_Object("Coruscant")
-- SoaFE Need to change fleet route for new galactic map
-- byss = Find_First_Object("Byss")
corellia = Find_First_Object("Corellia")
kuat = Find_First_Object("Kuat")
carida = Find_First_Object("Carida")
felucia = Find_First_Object("Felucia")
-- kashyyyk = Find_First_Object("Kashyyyk")
moncal = Find_First_Object("MonCalimari")
-- Create a massive fleet to attack Mon Calamari
super_fleet_units = SpawnList(empire_list_0,coruscant,empire_player,false,false)
-- Give the player some Calamari Cruisers
SpawnList(rebel_list_0,moncal,rebel_player,false,false)
-- Start a new thread so other events won't be blocked
Create_Thread("Move_Super_Fleet")
fleet_created = false
elseif message == OnUpdate then
-- Constant check to see if fleet has been destroyed
if fleet_created and not TestValid(super_fleet) then
Story_Event("fleet_destroyed")
end
end
end
function Move_Super_Fleet()
super_fleet = Assemble_Fleet(super_fleet_units)
if TestValid(super_fleet) then
fleet_created = true
end
-- Wait a little while and let the player find out about fleet through story dialog
Sleep(fleet_delay)
Story_Event("Super_Fleet_Moves")
Move_Fleet_To_Planet(corellia)
Move_Fleet_To_Planet(kuat)
Move_Fleet_To_Planet(carida)
Move_Fleet_To_Planet(felucia)
-- Don't use the move_fleet function since it sleeps after arriving. We need to inform
-- the story script as soon as it arrives
BlockOnCommand(super_fleet.Move_To(moncal))
if TestValid(super_fleet) then
Story_Event("super_fleet_arrived")
end
end
function Move_Fleet_To_Planet(next_planet)
if TestValid(super_fleet) then
--MessageBox("Moving super fleet to next planet")
BlockOnCommand(super_fleet.Move_To(next_planet))
Sleep(fleet_delay)
end
end