--///////////////////////////////////////////////////////////////////////////////////////////////// -- -- (C) Petroglyph Games, Inc. -- -- -- ***** ** * * -- * ** * * * -- * * * * * -- * * * * * * * * -- * * *** ****** * ** **** *** * * * ***** * *** -- * ** * * * ** * ** ** * * * * ** ** ** * -- *** ***** * * * * * * * * ** * * * * -- * * * * * * * * * * * * * * * -- * * * * * * * * * * ** * * * * -- * ** * * ** * ** * * ** * * * * -- ** **** ** * **** ***** * ** *** * * -- * * * -- * * * -- * * * -- * * * * -- **** * * -- --///////////////////////////////////////////////////////////////////////////////////////////////// -- 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