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DATA/SCRIPTS/STORY/STORY_REBEL_ACTIV_M11_GALACTIC.LUA
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181
DATA/SCRIPTS/STORY/STORY_REBEL_ACTIV_M11_GALACTIC.LUA
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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--
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-- (C) Petroglyph Games, Inc.
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--
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--
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-- ***** ** * *
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-- * ** * * *
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-- * * * * *
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-- * * * * * * * *
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-- * * *** ****** * ** **** *** * * * ***** * ***
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-- * ** * * * ** * ** ** * * * * ** ** ** *
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-- *** ***** * * * * * * * * ** * * * *
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-- * * * * * * * * * * * * * * *
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-- * * * * * * * * * * ** * * * *
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-- * ** * * ** * ** * * ** * * * *
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-- ** **** ** * **** ***** * ** *** * *
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-- * * *
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-- * * *
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-- * * *
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-- * * * *
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-- **** * *
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--
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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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
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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--
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-- $File:
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--
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-- $Author: Pat_Pannullo $
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--
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-- $Change:
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--
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-- $DateTime:
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--
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-- $Revision:
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--
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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require("PGStoryMode")
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require("PGSpawnUnits")
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--
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-- Definitions -- This function is called once when the script is first created.
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--
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function Definitions()
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DebugMessage("%s -- In Definitions", tostring(Script))
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StoryModeEvents =
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{
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Rebel_A4_M11_Begin = State_RA04M11_Begin
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}
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rebel_list_0 = {
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"Calamari_Cruiser"
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,"Calamari_Cruiser"
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,"Calamari_Cruiser"
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,"Calamari_Cruiser"
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}
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empire_list_0 = {
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"Accuser_Star_Destroyer"
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,"Executor_Super_Star_Destroyer"
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,"Star_Destroyer"
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,"Star_Destroyer"
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,"Star_Destroyer"
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,"Star_Destroyer_Class_II"
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,"Star_Destroyer_Class_II"
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,"Star_Destroyer_Class_II"
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,"Star_Destroyer_Class_III"
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,"Star_Destroyer_Class_III"
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,"Victory_Destroyer"
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,"Victory_Destroyer"
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,"Victory_Destroyer"
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,"Victory_Destroyer"
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,"Victory_Destroyer"
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,"Escort_Carrier"
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,"Escort_Carrier"
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,"Escort_Carrier"
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,"Vinterdictor_Cruiser"
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,"Vinterdictor_Cruiser"
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,"Vinterdictor_Cruiser"
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,"Vinterdictor_Cruiser"
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,"Acclamator_Assault_Ship"
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,"Acclamator_Assault_Ship"
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,"Acclamator_Assault_Ship"
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,"Acclamator_Assault_Ship"
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,"Acclamator_Assault_Ship"
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,"Acclamator_Assault_Ship"
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,"Tartan_Patrol_Cruiser"
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,"Tartan_Patrol_Cruiser"
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,"Tartan_Patrol_Cruiser"
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,"Tartan_Patrol_Cruiser"
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,"Broadside_Class_Cruiser"
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,"Broadside_Class_Cruiser"
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,"Broadside_Class_Cruiser"
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}
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fleet_delay = 30
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empire_player = nil
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end
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function State_RA04M11_Begin(message)
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if message == OnEnter then
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--MessageBox("Beginning script A4M11")
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-- Find the players
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rebel_player = Find_Player("Rebel")
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empire_player = Find_Player("Empire")
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-- Find the planets
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coruscant = Find_First_Object("Coruscant")
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-- SoaFE Need to change fleet route for new galactic map
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-- byss = Find_First_Object("Byss")
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corellia = Find_First_Object("Corellia")
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kuat = Find_First_Object("Kuat")
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carida = Find_First_Object("Carida")
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felucia = Find_First_Object("Felucia")
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-- kashyyyk = Find_First_Object("Kashyyyk")
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moncal = Find_First_Object("MonCalimari")
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-- Create a massive fleet to attack Mon Calamari
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super_fleet_units = SpawnList(empire_list_0,coruscant,empire_player,false,false)
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-- Give the player some Calamari Cruisers
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SpawnList(rebel_list_0,moncal,rebel_player,false,false)
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-- Start a new thread so other events won't be blocked
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Create_Thread("Move_Super_Fleet")
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fleet_created = false
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elseif message == OnUpdate then
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-- Constant check to see if fleet has been destroyed
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if fleet_created and not TestValid(super_fleet) then
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Story_Event("fleet_destroyed")
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end
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end
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end
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function Move_Super_Fleet()
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super_fleet = Assemble_Fleet(super_fleet_units)
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if TestValid(super_fleet) then
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fleet_created = true
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end
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-- Wait a little while and let the player find out about fleet through story dialog
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Sleep(fleet_delay)
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Story_Event("Super_Fleet_Moves")
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Move_Fleet_To_Planet(corellia)
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Move_Fleet_To_Planet(kuat)
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Move_Fleet_To_Planet(carida)
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Move_Fleet_To_Planet(felucia)
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-- Don't use the move_fleet function since it sleeps after arriving. We need to inform
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-- the story script as soon as it arrives
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BlockOnCommand(super_fleet.Move_To(moncal))
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if TestValid(super_fleet) then
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Story_Event("super_fleet_arrived")
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end
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end
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function Move_Fleet_To_Planet(next_planet)
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if TestValid(super_fleet) then
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--MessageBox("Moving super fleet to next planet")
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BlockOnCommand(super_fleet.Move_To(next_planet))
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Sleep(fleet_delay)
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end
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end
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