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from Expansion Manager's OXP list | from Expansion Manifest | |
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Description | A mission/gameplay set in Galaxy 5 that allows players to take command of a small squadron of ships in combat operations. | A mission/gameplay set in Galaxy 5 that allows players to take command of a small squadron of ships in combat operations. |
Identifier | oolite.oxp.Ramirez.ResistanceCommander | oolite.oxp.Ramirez.ResistanceCommander |
Title | Resistance Commander | Resistance Commander |
Category | Missions | Missions |
Author | Ramirez | Ramirez |
Version | 1.6 | 1.6 |
Tags | ||
Required Oolite Version | ||
Maximum Oolite Version | ||
Required Expansions |
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Optional Expansions | ||
Conflict Expansions | ||
Information URL | http://wiki.alioth.net/index.php/Resistance_Commander | n/a |
Download URL | https://wiki.alioth.net/img_auth.php/a/af/ResistanceCommander_1.6.oxz | n/a |
License | CC BY-NC-SA 3 | CC BY-NC-SA 3 |
File Size | n/a | |
Upload date | 1610873410 |
Also read http://wiki.alioth.net/index.php/Resistance%20Commander
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\pard\plain\ltrpar\ql\sl240\slmult1\itap0\tx566\tx1133\tx1700\tx2267\tx2834\tx3401\tx3968\tx4535\tx5102\tx5669\tx6236\tx6803{\f0\fs24\lang1038{\*\listtag0}\par} {\listtext\pard\fi13\bullet }\pard\plain{\ltrpar\ql\fi13{\*\abilist\abilistid1010\abilistparentid0\abilistlevel1\abistartat1{\abifieldfont Symbol}{\abilistdecimal .}{\abilistdelim %L}{\abiliststyle Bullet List}}{\*\pn\pnql\pnstart1\pnlvlblt{\pntxtb\bullet}}\ls1\ilvl0\sl240\slmult1\itap0\tx220\tx720\tx1133\tx1700\tx2267\tx2834\tx3401\tx3968\tx4535\tx5102\tx5669\tx6236\tx6803{\f0\fs24\lang1038{\*\listtag0}\abinodiroverride\ltrch units promoted to Commander are not yet replaced by new recruits, so they'll remain part of your squadron indefinitely}{\f0\fs24\lang1038{\*\listtag0}\par} }{\listtext\pard\fi13\bullet }\pard\plain{\ltrpar\ql\fi13{\*\abilist\abilistid1010\abilistparentid0\abilistlevel1\abistartat1{\abifieldfont Symbol}{\abilistdecimal .}{\abilistdelim %L}{\abiliststyle Bullet 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}\pard\plain{\ltrpar\ql\fi13{\*\abilist\abilistid1010\abilistparentid0\abilistlevel1\abistartat1{\abifieldfont Symbol}{\abilistdecimal .}{\abilistdelim %L}{\abiliststyle Bullet List}}{\*\pn\pnql\pnstart1\pnlvlblt{\pntxtb\bullet}}\ls1\ilvl0\sl240\slmult1\itap0\tx220\tx720\tx1133\tx1700\tx2267\tx2834\tx3401\tx3968\tx4535\tx5102\tx5669\tx6236\tx6803{\f0\fs24\lang1038{\*\listtag0}\abinodiroverride\ltrch a set of potential special functions (status check, systems check and hyperspace check) are described in the pdf but haven't been implemented as yet}{\f0\fs24\lang1038{\*\listtag0}\par} }{\listtext\pard\fi13\bullet }\pard\plain{\ltrpar\ql\fi13{\*\abilist\abilistid1010\abilistparentid0\abilistlevel1\abistartat1{\abifieldfont Symbol}{\abilistdecimal .}{\abilistdelim %L}{\abiliststyle Bullet 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}\pard\plain\ltrpar\ql\sl240\slmult1\itap0\tx220\tx720\tx1133\tx1700\tx2267\tx2834\tx3401\tx3968\tx4535\tx5102\tx5669\tx6236\tx6803{\f0\fs24\lang1038{\*\listtag0}\par} \pard\plain\ltrpar\ql\sl240\slmult1\itap0\tx220\tx720\tx1133\tx1700\tx2267\tx2834\tx3401\tx3968\tx4535\tx5102\tx5669\tx6236\tx6803{\f0\fs24\lang1038{\*\listtag0}\abinodiroverride\ltrch v1.5 12/11/14}{\f0\fs24\lang1038{\*\listtag0}\par} {\listtext\pard\fi11\bullet }\pard\plain{\ltrpar\ql\fi11{\*\abilist\abilistid1230\abilistparentid0\abilistlevel1\abistartat1{\abifieldfont Symbol}{\abilistdecimal .}{\abilistdelim %L}{\abiliststyle Bullet List}}{\*\pn\pnql\pnstart1\pnlvlblt{\pntxtb\bullet}}\ls11\ilvl0\sl240\slmult1\itap0\tx220\tx720\tx1133\tx1700\tx2267\tx2834\tx3401\tx3968\tx4535\tx5102\tx5669\tx6236\tx6803{\f0\fs24\lang1038{\*\listtag0}\abinodiroverride\ltrch fixed the price of the playable Python Commander ship}{\f0\fs24\lang1038{\*\listtag1342}\par} 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Name | Visible | Cost [deci-credits] | Tech-Level |
---|---|---|---|
Advance Button | yes | 0 | 100+ |
ControlButton | yes | 0 | 100+ |
Engage Button | yes | 0 | 100+ |
Squadron Command System | yes | 0 | 100+ |
Hold button | yes | 0 | 100+ |
Regroup | yes | 0 | 100+ |
Sweep Button | yes | 0 | 100+ |
Undo button | yes | 0 | 100+ |
Unit 1 button | yes | 0 | 100+ |
Unit 2 button | yes | 0 | 100+ |
Unit 3 button | yes | 0 | 100+ |
Unit 4 button | yes | 0 | 100+ |
Unit 99 button | yes | 0 | 100+ |
Unit All button | yes | 0 | 100+ |
Special function button | yes | 0 | 100+ |
Special function button | yes | 0 | 100+ |
Path | |
---|---|
Scripts/GWbehemoth.js | this.name = "GWbehemoth.js"; this.author = "Ramirez"; this.copyright = "October 2011"; this.description = "Ship script for GW Behemoths"; this.version = "1.0"; this.shipSpawned = function() { } this.shipDied = function() { } this.locateFactory = function() {var astrofactory = system.shipsWithRole("GW-astrofactory")[0] this.ship.target = astrofactory log('coordinates set') this.ship.reactToAIMessage("TARGET_FOUND")} this.factoryReached = function() {this.ship.commsMessage("in position near factory") missionVariables.GW_mission = "ENDGAME_ECAVUATE" } |
Scripts/GWcontrolbutton.js | this.name = "controlbutton.js"; this.author = "Ramirez"; this.copyright = "Whatever..."; this.description = "Control Button test"; this.version = "1.0"; this.selectUnit1 = function() { if(system.countShipsWithRole("unit1") == 0) {player.consoleMessage("Unit 1 out of action") worldScripts.GWcontrolpanel.setUnitPanel(); return} else player.consoleMessage("Unit 1 selected") missionVariables.unitSelection = "unit1" worldScripts.GWcontrolpanel.setCommandPanel() } this.selectUnit2 = function() { if(system.countShipsWithRole("unit2") == 0) {player.consoleMessage("Unit 2 out of action") worldScripts.GWcontrolpanel.setUnitPanel(); return} else player.consoleMessage("Unit 2 selected") missionVariables.unitSelection = "unit2" worldScripts.GWcontrolpanel.setCommandPanel() } this.selectUnit3 = function() { if(system.countShipsWithRole("unit3") == 0) {player.consoleMessage("Unit 3 out of action") worldScripts.GWcontrolpanel.setUnitPanel(); return} else player.consoleMessage("Unit 3 selected") missionVariables.unitSelection = "unit3" worldScripts.GWcontrolpanel.setCommandPanel() } this.selectUnit4 = function() { if(system.countShipsWithRole("unit4") == 0) {player.consoleMessage("Unit 4 out of action") worldScripts.GWcontrolpanel.setUnitPanel(); return} else player.consoleMessage("Unit 4 selected") missionVariables.unitSelection = "unit4" worldScripts.GWcontrolpanel.setCommandPanel() } this.selectUnit5 = function() { if(system.countShipsWithRole("unit5") == 0) {player.consoleMessage("Unit 5 out of action") worldScripts.GWcontrolpanel.setUnitPanel(); return} else player.consoleMessage("Unit 5 selected") missionVariables.unitSelection = "unit5" worldScripts.GWcontrolpanel.setCommandPanel() } this.selectAll = function() {missionVariables.unitSelection = "GWunit" player.consoleMessage("All units selected") worldScripts.GWcontrolpanel.setCommandPanel(); } this.selectSpecial = function() {missionVariables.unitSelection = "GWunit" player.consoleMessage("Special Functions selected") this.setSpecialPanel() } //this.issueAdvance = function() //{missionVariables.unitOrder = "advance" //player.commsMessage("Squadron, this is Sunray: Prepare for hyperspace.") //worldScripts.GWmain.issueOrder()} this.issueSweep = function() {missionVariables.unitOrder = "sweep" worldScripts.GWmain.issueOrder()} this.issueRegroup = function() //need to go back to world script {missionVariables.unitOrder = "regroup" worldScripts.GWmain.issueOrder()} this.issueEngage = function() { if(player.ship.target == null) {player.consoleMessage("No target set") worldScripts.GWcontrolpanel.setUnitPanel() return;} else missionVariables.unitOrder = "engage" worldScripts.GWmain.issueOrder() //this.locateCommandTarget() //for (var i=0; i<this.commandTarget.length; i++) // { this.commandTarget[i].target = null //this.commandTarget[i].target = player.ship.target //this.commandTarget[i].setAI("GW-interceptAI.plist") //this.commandTarget[i].commsMessage(expandDescription("[GW_engage_message]"+player.ship.target.name))} //this.setUnitPanel() } this.issueHold = function() {missionVariables.unitOrder = "hold" worldScripts.GWmain.issueOrder()} this.issueUndo = function() { player.ship.awardEquipment("EQ_MISSILE_REMOVAL") worldScripts.GWcontrolpanel.setUnitPanel()} this.issueStatusCheck = function() { this.locateCommandTarget() for (var i=0; i<this.commandTarget.length; i++) {if(this.commandTarget[i].AI == "nullAI.plist") {this.commandTarget[i].commsMessage("Holding position at "+this.commandTarget[i].position)} if(this.commandTarget[i].AI == "IR-wingmanAI.plist") {this.commandTarget[i].commsMessage("Roger leader, holding formation.")} if(this.commandTarget[i].AI == "GW-interceptAI.plist") {this.commandTarget[i].commsMessage(this.commandTarget[i].name+" engaging "+this.commandTarget[i].target.name)} worldScripts.GWcontrolpanel.setUnitPanel() } } this.locateCommandTarget = function() { this.commandTarget = system.shipsWithRole(missionVariables.unitSelection)} this.setSpecialPanel = function() { player.ship.awardEquipment("EQ_MISSILE_REMOVAL") player.ship.awardEquipment("EQ_UNDO_MINE") player.ship.awardEquipment("EQ_UNDO_MINE") player.ship.awardEquipment("EQ_UNIT_HYPERSPACE_MINE") missionVariables.unitSelection = null } |
Scripts/GWcontrolpanel.js | this.name = "GWcontrolpanel"; this.author = "Ramirez"; this.copyright = "2011"; this.description = "Script for setting up command panel"; this.version = "1.0"; this.activateControlPanel = function() {player.ship.GWcontrolpanel = true this.storeMissileArray = player.ship.missiles; this.initialisePanel() player.commsMessage("Comms channel opened")} this.deactivateControlPanel = function() {player.ship.GWcontrolpanel = false player.ship.awardEquipment("EQ_MISSILE_REMOVAL") player.commsMessage("Comms channel closed") for(restoreCounter = 0;restoreCounter<this.storeMissileArray.length;restoreCounter++) {player.ship.awardEquipment(this.storeMissileArray[restoreCounter].equipmentKey);} } this.initialisePanel = function() { player.ship.awardEquipment("EQ_MISSILE_REMOVAL") player.ship.awardEquipment("EQ_UNIT_1_MINE") player.ship.awardEquipment("EQ_UNIT_2_MINE") player.ship.awardEquipment("EQ_UNIT_3_MINE") player.ship.awardEquipment("EQ_UNIT_4_MINE") player.ship.awardEquipment("EQ_UNIT_ALL_MINE") missionVariables.unitSelection = null} this.setUnitPanel = function() { player.ship.awardEquipment("EQ_MISSILE_REMOVAL") player.ship.awardEquipment("EQ_UNIT_1_MINE") player.ship.awardEquipment("EQ_UNIT_1_MINE") player.ship.awardEquipment("EQ_UNIT_2_MINE") player.ship.awardEquipment("EQ_UNIT_3_MINE") player.ship.awardEquipment("EQ_UNIT_4_MINE") player.ship.awardEquipment("EQ_UNIT_ALL_MINE") missionVariables.unitSelection = null} this.setCommandPanel = function() { player.ship.awardEquipment("EQ_MISSILE_REMOVAL") player.ship.awardEquipment("EQ_UNDO_MINE") player.ship.awardEquipment("EQ_UNDO_MINE") player.ship.awardEquipment("EQ_SWEEP_MINE") player.ship.awardEquipment("EQ_HOLD_MINE") player.ship.awardEquipment("EQ_REGROUP_MINE") player.ship.awardEquipment("EQ_ENGAGE_MINE") } |
Scripts/GWendgame.js | this.name = "GWendgame"; this.author = "Ramirez"; this.copyright = "2011"; this.description = "Worldscript for Resistance Commander endgame"; this.version = "0.1"; this.missionScreenOpportunity = function() { if(this.missing) { mission.runScreen({title: "Resistance Commander", message: this.missing, background: "GW_backdrop.png"}); delete this.missing; } if(player.ship.docked) this.missionScreens(); } this.shipDockedWithStation = function() { if(this.GWTimer) {if(this.GW_count < 10) this.GWTimer.stop() delete this.GWTimer}} this.missionScreens = function() { if(guiScreen == "GUI_SCREEN_MISSION" || !player.ship.docked) return; if(missionVariables.GW_mission == "NONE_SET" && missionVariables.GW_bluefor_morale > 99999999) { if(system.ID == 221) {mission.runScreen({title: "Resistance Command", messageKey: "GW_endgame_1A", background: "GW_backdrop.png"}) missionVariables.GW_mission = "ENDGAME_1A" mission.setInstructionsKey("GW_endgame_1A_brief") return;} else {mission.runScreen({title: "Resistance Command", messageKey: "GW_endgame_0"}) missionVariables.GW_mission = "ENDGAME_0" mission.setInstructionsKey("GW_endgame_0_brief") return;} } if(player.ship.dockedStation.hasRole("GW-behemoth")) { if(missionVariables.GW_mission == "ENDGAME_1A") { mission.runScreen({title: "Operation ENVOY: Briefing", messageKey: "GW_endgame_1B", choicesKey: "GW_continue_choices", background: "GW_backdrop.png"}, function(choice) {if(choice == "GW_continue") {mission.runScreen({title: "Operation ENVOY: Briefing", messageKey: "GW_endgame_1C", background: "GW_backdrop.png"}); missionVariables.GW_mission = "ENDGAME_1C" mission.setInstructionsKey("GW_endgame_1C_brief") missionVariables.GW_endgame_kills = 0} }); } if(missionVariables.GW_mission == "ENDGAME_1D") //to be called when mines are destroyed - see target script {mission.runScreen({title: "Operation ENVOY: Debriefing", messageKey: "GW_endgame_1E"}) missionVariables.GW_mission = "ENDGAME_1E" mission.setInstructionsKey("GW_endgame_1E_brief") missionVariables.GW_endgame_kills = null} if(missionVariables.GW_mission == "ENDGAME_1F") {mission.runScreen({title: "Operation ENVOY: Briefing", messageKey: "GW_endgame_2A", choicesKey: "GW_continue_choices"}, function(choice) {if(choice == "GW_continue") {mission.runScreen({title: "Operation ENVOY: Briefing", background: "map.png", messageKey: "GW_endgame_2B"}); missionVariables.GW_mission = "ENDGAME_2B"} }); } } } this.shipWillLaunchFromStation = function() { if(missionVariables.GW_mission == "ENDGAME_1A" && system.ID == 221) {if(system.countShipsWithRole("GW-behemoth") == 0) {system.legacy_addSystemShips("GW-behemoth", 1, 0.9) system.legacy_addSystemShips("GW-behemoth-biarra", 1, 0.9) system.legacy_addSystemShips("GW-behemoth-solaerin", 1, 0.9)} } if(missionVariables.GW_mission == "ENDGAME_1E" || missionVariables.GW_mission == "ENDGAME_2B") { if(!this.GWTimer) {this.GWTimer = new Timer(this, this.GWreply, null, 1) this.GW_count = 0} else {this.GWTimer.start();} } if(missionVariables.GW_mission == "ENDGAME_2B") { if(system.ID == 189) { if(system.shipsWithRole("GW-astrofactory") == 0) {system.legacy_addShipsAtPrecisely("GW-astrofactory", 1, "pwm", [-36055, 60672, 444676])} if(system.shipsWithRole("GW-behemoth-biarra") == 0) {system.legacy_addSystemShips("GW-behemoth-biarra", 1, 0.0) system.legacy_addSystemShips("GW-behemoth-solaerin", 1, 0.0)} if(!this.teleport) {var behemoth = system.shipsWithRole("GW-behemoth")[0] behemoth.position = [39033, -40064, 175267] var biarra = system.shipsWithRole("GW-behemoth-biarra")[0] var solaerin = system.shipsWithRole("GW-behemoth-solaerin")[0] biarra.position = behemoth.position.add([0,10000,0]) solaerin.position = behemoth.position.add([0,-10000,0]) player.ship.position = behemoth.position.add([0,0,500]) player.ship.orientation = behemoth.orientation this.teleport = "true"} } } } this.shipExitedWitchspace = function() { if(missionVariables.GW_mission == "ENDGAME_1C" && system.ID == 159 ) // Laquused { system.legacy_addShipsWithinRadius("GW-mine", 30, "wpm", [0, 0, 70000], 2500) system.legacy_addShipsWithinRadius("GW-mine", 30, "wpm", [0, 5000, 70000], 2500) system.legacy_addShipsWithinRadius("GW-mine", 30, "wpm", [0, -5000, 70000], 2500) system.legacy_addShipsWithinRadius("GW-mine", 30, "wpm", [0, -10000, 70000], 2500) system.legacy_addShipsWithinRadius("GW-mine", 30, "wpm", [0, 10000, 70000], 2500) system.legacy_addShipsWithinRadius("GW-mine", 30, "wpm", [0, -15000, 70000], 2000) system.legacy_addShipsWithinRadius("GW-mine", 30, "wpm", [0, 15000, 70000], 2000) system.legacy_addShipsAtPrecisely("GW-bluefor", 10, "wpm", [0, 20000, 70000]) if(missionVariables.GW_mission == "ENDGAME_1E") {missionVariables.GW_mission = "ENDGAME_1F" if(system.ID == 189) system.legacy_addShipsAtPrecisely("astrofactory", 1, "pwm", [-36055, 60672, 444676])} if(!this.GWTimer) {this.GWTimer = new Timer(this, this.GWreply, null, 1) this.GW_count = 0} else { this.GWTimer.start(); log('timer started')} } if(missionVariables.GW_mission == "ENDGAME_1E" && system.ID == 189 ) // Riratea {system.legacy_addSystemShips("GW-behemoth-biarra", 1, 0.9) system.legacy_addSystemShips("GW-behemoth-solaerin", 5, 0.9)} } this.GWreply = function() { ++this.GW_count //log(this.GW_count) if(missionVariables.GW_mission == "ENDGAME_1C") { if(this.GW_count == 10) player.commsMessage("Resistance Command: The minefield should be about 60 clicks ahead, towards the planet.", 8) if(this.GW_count == 300) player.commsMessage("Resistance Command: Hurry up, Commander. We need the minefield cleared so the fleet can exit witchspace safely.", 8) } if(missionVariables.GW_mission == "ENDGAME_1D") {player.commsMessage("Resistance Command: OK, that should be enough. The fleet will be arriving at the witchpoint shortly. Rendezvous with the flagship.", 8) system.legacy_addSystemShips("GW-behemoth", 1, 0.0) system.legacy_addSystemShips("GW-behemoth-ceused", 1, 0.0) system.legacy_addSystemShips("GW-behemoth-solaerin", 1, 0.0) this.GWTimer.stop() delete this.GWTimer } if(missionVariables.GW_mission == "ENDGAME_xx") { if(this.GW_count == 10) behemoth.commsMessage("Attention all ships, prepare for hyperspace.") if(this.GW_count == 20) behemoth.commsMessage("Engaging witchdrive...") if(this.GW_count == 25) {behemoth.exitSystem(159) this.GWTimer.stop() delete this.GWTimer} } if(missionVariables.GW_mission == "ENDGAME_1E") { var behemoth = system.shipsWithRole("GW-behemoth")[0] var solaerin = system.shipsWithRole("GW-behemeoth-solaerin")[0] var biarra = system.shipsWithRole("GW-behemoth-biarra")[0] if(this.GW_count == 10) {behemoth.commsMessage("All ships, set a course for Riratea.") log('behemoth comms message')} if(this.GW_count == 20) behemoth.commsMessage("Engaging witchdrive...") if(this.GW_count == 25) behemoth.exitSystem(189) //Riratea if(this.GW_count == 29) solaerin.exitSystem(189) if(this.GW_count == 34) {biarra.exitSystem(189) this.GWTimer.stop() delete this.GWTimer} } if(missionVariables.GW_mission == "ENDGAME_2B") { var behemoth = system.shipsWithRole("GW-behemoth")[0] if(this.GW_count == 20) behemoth.commsMessage("ANCHOR, BAJA, proceed to the astrofactory. Watch out for enemy units.") if(this.GW_count == 35) {player.commsMessage("Roger MAGIC, we're beginning our approach") //behemoth.launchShip("GW-transporter") } if(this.GW_count == 50) behemoth.commsMessage("ROULETTE-1, scanner trace at 50 clicks. Please investigate.") if(this.GW_count == 57) player.commsMessage("Roger MAGIC, please send coordinates.") if(this.GW_count == 65) {behemoth.commsMessage("ROULETTE-1, sending data. Target designated as beacon-X.") system.legacy_addSystemShips("GW-censor-leader", 1, 0.5) system.legacy_addSystemShips("GW-quaestor", 4, 0.5)} if(this.GW_count == 72) player.commsMessage("Copy MAGIC, compass set and locked, investigating now.") if(missionVariables.GW_mission == "ENDGAME_EVACUATE") {this.GW_count = 0 player.commsMessage("MAGIC, this is ANCHOR. We're in position. The first transport is launching now")} if(this.GW_count == "xxx") {player.commsMessage("dfdnvestigate.") this.GWTimer.stop() delete this.GWTimer} } } |
Scripts/GWmain.js | this.name = "GWmain"; this.author = "Ramirez"; this.copyright = "September 2011"; this.description = "World script for Guerilla War"; this.version = "0.4"; this.startUp = function() { // search for pressence of dependent oxps if (!worldScripts["dictators.js"]) { this.missing = "Dictators"; } //if (!worldScripts["behemoth"]) //{ // if (this.missing) this.missing += ", Behemoth"; // else this.missing = "Behemoth"; // } if (this.missing) { this.missing = " The following OXP(s) are missing: "+this.missing+". Please install them and restart Oolite. "; this.missing += "They are essentional for the correct functioning of Resistance Commander."; } } this.defineAvailableModels = function() { this.availableModels = new Array() availableModels[0] = "fuel reprocessing facility" availableModels[1] = "area defence cannon" availableModels[2] = "hyperspace jumpgate" availableModels[3] = "communications satellite" availableModels[4] = "early warning station" //availableModels[5] = "trading post" if(worldScripts.communist_population) {availableModels.push('Solar Research Laboratory') availableModels.push('prison facility') availableModels.push('factory')} //if(worldScripts.GRS) //availableModels.push('Buoy Repair Facility') //log(availableModels) } this.defineTargetRole = function() { if(missionVariables.GW_opfor_target_name == "fuel reprocessing facility") missionVariables.GW_opfor_target_role = "GW-fuel-processor" if(missionVariables.GW_opfor_target_name == "communications satellite") missionVariables.GW_opfor_target_role = "GW-comms-station" if(missionVariables.GW_opfor_target_name == "area defence cannon") missionVariables.GW_opfor_target_role = "GW-cannon-core" if(missionVariables.GW_opfor_target_name == "early warning station") missionVariables.GW_opfor_target_role = "GW-comms-station" if(missionVariables.GW_opfor_target_name == "Rock Hermit") missionVariables.GW_opfor_target_role = "GW-rock-hermit" if(missionVariables.GW_opfor_target_name == "hyperspace jumpgate") missionVariables.GW_opfor_target_role = "GW-gate" if(missionVariables.GW_opfor_target_name == "Solar Research Laboratory") missionVariables.GW_opfor_target_role = "GW-slapu" if(missionVariables.GW_opfor_target_name == "prison facility") missionVariables.GW_opfor_target_role = "GW-prison" if(missionVariables.GW_opfor_target_name == "factory") missionVariables.GW_opfor_target_role = "GW-factory" //if(missionVariables.GW_opfor_target_name == "Buoy Repair Facility") //missionVariables.GW_opfor_target_role = "GW-GRS" } this.defineAvailableShips = function() { this.availableShips = new Array() availableShips[0] = "Mamba Armed Racer" availableShips[1] = "Krait Assault Craft" availableShips[2] = "Gecko Bomber" availableShips[3] = "Moray Gunship" //log(availableShips) } this.defineUnitRoleKey = function() { if(this.availableShips[this.shipCount] == "Mamba Armed Racer") this.unitRoleKey = "mamba" if(this.availableShips[this.shipCount] == "Krait Assault Craft") this.unitRoleKey = "krait" if(this.availableShips[this.shipCount] == "Gecko Bomber") this.unitRoleKey = "gecko" if(this.availableShips[this.shipCount] == "Moray Gunship") this.unitRoleKey = "moray" } this.activated = function() { if(missionVariables.GW_mission != "NONE_SET") { if(player.ship.GWcontrolpanel == true) worldScripts.GWcontrolpanel.deactivateControlPanel() else worldScripts.GWcontrolpanel.activateControlPanel() } else player.consoleMessage("Negative, squadron not active") } this.shipDockedWithStation = function() { if(player.ship.GWcontrolpanel == true) {worldScripts.GWcontrolpanel.deactivateControlPanel()} this.removeActiveUnits() } this.missionScreenOpportunity = function () { if(this.missing) { mission.runScreen({title: "Resistance Commander", message: this.missing, background: "GW_backdrop.png"}); delete this.missing; } } this.guiScreenChanged = function() { if(!player.ship.docked) return; if(player.ship.dockedStation.isMainStation && galaxyNumber == 4) {if(system.ID == 221 || system.ID == 66 || system.ID == 98 || system.ID == 136 || system.ID == 200) {if(guiScreen == "GUI_SCREEN_SYSTEM_DATA") this.missionScreens()}} if(player.ship.dockedStation.hasRole("GW-behemoth")) {if(guiScreen == "GUI_SCREEN_SYSTEM_DATA") this.missionScreens()} } this.checkUnitDistance = function() { this.GWunits = system.shipsWithRole("GWunit") for (var i=0; i<this.GWunits.length; i++) { this.playerDistance = this.GWunits[i].position.distanceTo(player.ship.position); if(this.playerDistance < 20000) return; else { player.consoleMessage('WARNING: '+GWunits[i].displayName+' failed to hyperspace', 10) missionVariables.GW_mission_points -= 50 if(GWunits[i].primaryRole.indexOf(1) != -1) missionVariables.GW_unit1_status = "Inactive" if(GWunits[i].primaryRole.indexOf(2) != -1) missionVariables.GW_unit2_status = "Inactive" if(GWunits[i].primaryRole.indexOf(3) != -1) missionVariables.GW_unit3_status = "Inactive" if(GWunits[i].primaryRole.indexOf(4) != -1) missionVariables.GW_unit4_status = "Inactive" } worldScripts.GWunitstatus.updateUnitStatus() } } this.spawnActiveUnits = function() { if(missionVariables.GW_unit1_status == "Active") system.addShips([missionVariables.GW_unit1_role], 1, player.ship.position, 10000) if(missionVariables.GW_unit2_status == "Active") system.addShips([missionVariables.GW_unit2_role], 1, player.ship.position, 10000) if(missionVariables.GW_unit3_status == "Active") system.addShips([missionVariables.GW_unit3_role], 1, player.ship.position, 10000) if(missionVariables.GW_unit4_status == "Active") system.addShips([missionVariables.GW_unit4_role], 1, player.ship.position, 10000) } this.removeActiveUnits = function() { var activeUnits = system.shipsWithRole("GWunit") for (var i = 0; i<activeUnits.length; i++) {activeUnits[i].remove(true)} } this.unitResponse = function() { if(this.count == this.commandTarget.length -1) {this.responseTimer.stop();} if(this.count < this.commandTarget.length - 1) {++this.count if(missionVariables.unitOrder == "regroup") {this.commandTarget[this.count].switchAI("GW-wingmanAI.plist") this.commandTarget[this.count].commsMessage("Roger, returning to formation.")} if(missionVariables.unitOrder == "hold") {this.commandTarget[this.count].switchAI("GW-holdAI.plist") this.commandTarget[this.count].commsMessage("Roger, holding position.")} if(missionVariables.unitOrder == "engage") {this.commandTarget[this.count].target = null this.commandTarget[this.count].target = player.ship.target this.commandTarget[this.count].switchAI("GW-interceptAI.plist") this.commandTarget[this.count].commsMessage(expandDescription("[GW_engage_message]"+player.ship.target.name+".")) this.commandTarget[this.count].fireMissile()} if(missionVariables.unitOrder == "sweep") {this.commandTarget[this.count].switchAI("GW-sweepAI.plist") this.commandTarget[this.count].commsMessage(expandDescription("[GW_sweep_message]"))} if(missionVariables.unitOrder == "hyperspace") {this.playerDistance = this.commandTarget[this.count].position.distanceTo(player.ship.position) if(this.playerDistance < 20000) this.commandTarget[this.count].commsMessage(expandDescription("[GW_distanceOK_message]")); else this.commandTarget[this.count].commsMessage(expandDescription("[GW_distanceBAD_message]"))} if(missionVariables.unitOrder == "checkin") this.commandTarget[this.count].commsMessage(expandDescription("[GW_checkin_message]"))} if(this.count == this.commandTarget.length) {this.responseTimer.stop();} } this.issueOrder = function() { //log('timer set up') this.responseTimer = new Timer(this, this.unitResponse, null, 1) this.count = -1 this.responseTimer.start(); this.locateCommandTarget() worldScripts.GWcontrolpanel.setUnitPanel()} this.checkInUnits = function() {missionVariables.unitSelection = "GWunit" missionVariables.unitOrder = "checkin" this.responseTimer = new Timer(this, this.unitResponse, 3, 1) this.count = -1 this.responseTimer.start(); this.locateCommandTarget()} this.locateCommandTarget = function() {this.commandTarget = system.shipsWithRole(missionVariables.unitSelection)} this.missionScreens = function() { worldScripts.GWpromotions.checkForPromotions() if(missionVariables.GW_status == null) {mission.runScreen({title: "Resistance Command", background: "GW_backdrop.png", messageKey: "GW_welcome", choicesKey: "GW_accept_choices"}, this.choiceEvaluation); missionVariables.GW_status = "COMMAND_OFFERED"} if(missionVariables.GW_status == "ACTIVE") {mission.runScreen({title: "Resistance Command", background: "GW_backdrop.png", messageKey: "GW_menu", choicesKey: "GW_menu_choices"}, this.choiceEvaluation); missionVariables.GW_menu_page = "page1"} worldScripts.GWpromotions.checkForPromotions() worldScripts.GWpromotions.runPromotionScreen() } this.updateMoraleStats = function() { this.GW_bluefor_ratio = (missionVariables.GW_bluefor_morale/2000)*50 this.GW_opfor_ratio = (missionVariables.GW_opfor_morale/2000)*50 missionVariables.GW_bluefor_graph = "-" missionVariables.GW_opfor_graph = "-" for (var i=1; i<this.GW_bluefor_ratio; i++) {missionVariables.GW_bluefor_graph = missionVariables.GW_bluefor_graph + "-"} for (var j=0; j<this.GW_opfor_ratio; j++) {missionVariables.GW_opfor_graph = missionVariables.GW_opfor_graph + "-"} } this.defineMissionLocationNo = function() { var nearbySystems = SystemInfo.systemsInRange(15) var systemSelection = nearbySystems[Math.floor(Math.random()*nearbySystems.length)] missionVariables.GW_mission_location_no = systemSelection.systemID if(missionVariables.GW_mission_location_no == system.ID) this.defineMissionLocationNo()} this.defineMissionLocationName = function() {missionVariables.GW_mission_location_name = System.systemNameForID([missionVariables.GW_mission_location_no])} this.GW_defendOrder = function() { mission.runScreen({messageKey: "GW_mission_defend"}) missionVariables.GW_mission = "DEFEND_RUNNING" missionVariables.GW_mission_location_no = system.ID mission.setInstructionsKey("GW_mission_defend_instructions") missionVariables.GW_small_opfor_no = (Math.floor(Math.random()*5) + 10) missionVariables.GW_medium_opfor_no = (Math.floor(Math.random()*2) + 1)} this.GW_ambushOrder = function() { this.defineMissionLocationNo() this.defineMissionLocationName() missionVariables.GW_transport_opfor_no = (Math.floor(Math.random()*3)+3); missionVariables.GW_medium_opfor_no = (Math.floor(Math.random()*2)); missionVariables.GW_transport_opfor_kills = 0 mission.markSystem([missionVariables.GW_mission_location_no]) mission.runScreen({messageKey: "GW_mission_ambush"}) missionVariables.GW_mission = "AMBUSH_RUNNING" mission.setInstructionsKey("GW_mission_ambush_instructions")} this.GW_assassinateOrder = function() { this.defineMissionLocationNo() this.defineMissionLocationName() this.defineAvailableModels() missionVariables.GW_opfor_target_name = this.availableModels[Math.floor(Math.random()*this.availableModels.length)] this.defineTargetRole() missionVariables.GW_mission_vip_name = expandDescription("[GW_high_rank]") + " " + expandDescription("[nom1]") mission.markSystem([missionVariables.GW_mission_location_no]) missionVariables.GW_small_opfor_no = (Math.floor(Math.random()*5)+7); mission.runScreen({messageKey: "GW_mission_assassinate"}) missionVariables.GW_mission = "ASSASSINATE_RUNNING" mission.setInstructionsKey("GW_mission_assassinate_instructions")} this.GW_assaultOrder = function() { this.defineMissionLocationNo() this.defineMissionLocationName() mission.markSystem([missionVariables.GW_mission_location_no]) this.defineAvailableModels() missionVariables.GW_opfor_target_name = this.availableModels[Math.floor(Math.random()*this.availableModels.length)] this.defineTargetRole() missionVariables.GW_medium_opfor_no = (Math.floor(Math.random()*2)+1); missionVariables.GW_small_opfor_no = (Math.floor(Math.random()*1)+5); mission.runScreen({messageKey: "GW_mission_assault"}) missionVariables.GW_mission = "ASSAULT_RUNNING" mission.setInstructionsKey("GW_mission_assault_instructions")} this.GW_clearOrder = function() { this.defineMissionLocationNo() this.defineMissionLocationName() this.defineAvailableModels() missionVariables.GW_opfor_target_name = this.availableModels[Math.floor(Math.random()*this.availableModels.length)] this.defineTargetRole() mission.markSystem([missionVariables.GW_mission_location_no]) missionVariables.GW_small_opfor_no = (Math.floor(Math.random()*10)+15); missionVariables.GW_medium_opfor_no = (Math.floor(Math.random()*2)+1); mission.runScreen({messageKey: "GW_mission_clear"}) missionVariables.GW_mission = "CLEAR_RUNNING" mission.setInstructionsKey("GW_mission_clear_instructions")} this.GW_assistOrder = function() { this.defineMissionLocationNo() this.defineMissionLocationName() mission.markSystem([missionVariables.GW_mission_location_no]) missionVariables.GW_small_opfor_no = (Math.floor(Math.random()*10)+20); missionVariables.GW_medium_opfor_no = (Math.floor(Math.random()*2)+3); missionVariables.GW_large_opfor_no = (Math.floor(Math.random()*1)); mission.runScreen({messageKey: "GW_mission_assist"}) missionVariables.GW_mission = "ASSIST_RUNNING" mission.setInstructionsKey("GW_mission_assist_instructions")} this.reset_GW_unit1 = function() {missionVariables.GW_unit1_name = randomName().charAt(0)+". "+randomName() missionVariables.GW_unit1_race = randomInhabitantsDescription(false) missionVariables.GW_unit1_kills = 0 missionVariables.GW_unit1_missions = 0 missionVariables.GW_unit1_status = "Active" missionVariables.GW_unit1_rank_no = 1 missionVariables.GW_unit1_rank = expandDescription("[GW_unit_rank_"+missionVariables.GW_unit1_rank_no+"]") missionVariables.GW_unit1_history = clock.days + " - enlisted into "+ missionVariables.GW_player_squadron} this.reset_GW_unit2 = function() {missionVariables.GW_unit2_name = randomName().charAt(0)+". "+randomName() missionVariables.GW_unit2_race = randomInhabitantsDescription(false) missionVariables.GW_unit2_kills = 0 missionVariables.GW_unit2_missions = 0 missionVariables.GW_unit2_status = "Active" missionVariables.GW_unit2_rank_no = 1 missionVariables.GW_unit2_rank = expandDescription("[GW_unit_rank_"+missionVariables.GW_unit2_rank_no+"]") missionVariables.GW_unit2_history = clock.days + " - enlisted into "+ missionVariables.GW_player_squadron} this.reset_GW_unit3 = function() {missionVariables.GW_unit3_name = randomName().charAt(0)+". "+randomName() missionVariables.GW_unit3_race = randomInhabitantsDescription(false) missionVariables.GW_unit3_kills = 0 missionVariables.GW_unit3_missions = 0 missionVariables.GW_unit3_status = "Active" missionVariables.GW_unit3_rank_no = 1 missionVariables.GW_unit3_rank = expandDescription("[GW_unit_rank_"+missionVariables.GW_unit3_rank_no+"]") missionVariables.GW_unit3_history = clock.days + " - enlisted into "+ missionVariables.GW_player_squadron} this.reset_GW_unit4 = function() {missionVariables.GW_unit4_name = randomName().charAt(0)+". "+randomName() missionVariables.GW_unit4_race = randomInhabitantsDescription(false) missionVariables.GW_unit4_kills = 0 missionVariables.GW_unit4_missions = 0 missionVariables.GW_unit4_status = "Active" missionVariables.GW_unit4_rank_no = 1 missionVariables.GW_unit4_rank = expandDescription("[GW_unit_rank_"+missionVariables.GW_unit4_rank_no+"]") missionVariables.GW_unit4_history = clock.days + " - enlisted into "+ missionVariables.GW_player_squadron} this.initialiseUnits = function() {this.reset_GW_unit1() this.reset_GW_unit2() this.reset_GW_unit3() this.reset_GW_unit4()} this.resetUnitRoles = function() {missionVariables.GW_unit1_role = "GW_unit1_mamba" missionVariables.GW_unit2_role = "GW_unit2_mamba" missionVariables.GW_unit3_role = "GW_unit3_mamba" missionVariables.GW_unit4_role = "GW_unit4_mamba" missionVariables.GW_unit1_shipname = "Mamba Armed Racer" missionVariables.GW_unit2_shipname = "Mamba Armed Racer" missionVariables.GW_unit3_shipname = "Mamba Armed Racer" missionVariables.GW_unit4_shipname = "Mamba Armed Racer"} this.updateMissionStats = function() {mission.unmarkSystem(missionVariables.GW_mission_location_no) ++missionVariables.GW_unit1_missions ++missionVariables.GW_unit2_missions ++missionVariables.GW_unit3_missions ++missionVariables.GW_unit4_missions ++missionVariables.GW_player_missions missionVariables.GW_opfor_destroyed += missionVariables.GW_mission_kills missionVariables.GW_bluefor_casualties += missionVariables.GW_mission_losses missionVariables.GW_mission_kills = null missionVariables.GW_mission_losses = null missionVariables.GW_mission_points = null mission.setInstructionsKey(null) missionVariables.GW_mission_location_no = null missionVariables.GW_mission_location_name = null missionVariables.GW_mission_opfor_target_role = null missionVariables.GW_mission_opfor_target_name = null missionVariables.GW_mission_vip_name = null missionVariables.GW_transport_opfor_kills = null missionVariables.GW_small_opfor_no = null missionVariables.GW_medium_opfor_no = null } this.choiceEvaluation = function(choice) { if(missionVariables.GW_status == "COMMAND_OFFERED") { if(choice == "GW_accept") { if(player.score < 128) {mission.runScreen({title: "Resistance Command", background: "GW_backdrop.png", messageKey: "GW_reject_1"}); missionVariables.GW_status = "DECLINED"} if(player.score > 127 && player.score < 1000) {mission.runScreen({title: "Resistance Command", background: "GW_backdrop.png", messageKey: "GW_reject_2"}); missionVariables.GW_status = "DECLINED"} if(player.score >= 1000) {missionVariables.GW_player_squadron = expandDescription("[GW_squadron_name]") mission.runScreen({title: "Resistance Command", background: "GW_backdrop.png", messageKey: "GW_accept", choicesKey: "GW_continue_choices"}, this.choiceEvaluation); missionVariables.GW_status = "COMMAND_ACCEPTED" this.initialiseUnits() this.resetUnitRoles()} if(choice == "GW_decline") { mission.runScreen({title: "Resistance Command", background: "GW_backdrop.png", messageKey: "GW_decline"}, this.choiceEvaluation); missionVariables.GW_status = "DECLINED"} } } if(missionVariables.GW_status == "COMMAND_ACCEPTED") {if(choice == "GW_continue") { mission.runScreen({title: "Resistance Command", background: "GW_backdrop.png", messageKey: "GW_menu", choicesKey: "GW_menu_choices"}, this.choiceEvaluation); missionVariables.GW_status = "ACTIVE" missionVariables.GW_mission = "NONE_SET" missionVariables.GW_menu_page = "page1" missionVariables.GW_loadout = "FALSE" missionVariables.GW_personnel = "FALSE" missionVariables.GW_player_kills = 0 missionVariables.GW_player_missions = 0 missionVariables.GW_opfor_morale = 1000 missionVariables.GW_bluefor_morale = 1000 missionVariables.GW_opfor_destroyed = 0 missionVariables.GW_bluefor_casualties = 0 this.updateMoraleStats() player.ship.awardEquipment("EQ_GW_CONTROL_PANEL") player.ship.awardEquipment("EQ_MULTI_TARGET") } } if(missionVariables.GW_menu_page == "page1") { if(choice == "GW_A_personnel") { if(missionVariables.GW_personnel == "FALSE") {mission.runScreen({title: "Personnel Files", background: "GW_backdrop.png", messageKey: "GW_personnel_welcome", choicesKey: "GW_continue_choices"}, this.choiceEvaluation); worldScripts.GWunitstatus.updateUnitStatus() missionVariables.GW_personnel_page = "page0" missionVariables.GW_personnel = null} else {mission.runScreen({title: "Personnel Files", messageKey: "GW_personnel_1", background: "GW_"+[missionVariables.GW_unit1_status]+".png", choicesKey: "GW_personnel_choices"}, this.choiceEvaluation); missionVariables.GW_personnel_page = "page1" missionVariables.GW_menu_page = null} } if(choice == "GW_B_loadout") { this.defineAvailableShips() if(missionVariables.GW_loadout == "FALSE") {mission.runScreen({title: "Resistance Command", background: "GW_backdrop.png", messageKey: "GW_loadout_welcome", choicesKey: "GW_continue_choices"}, this.choiceEvaluation); missionVariables.GW_loadout_page = "page0" missionVariables.GW_loadout = null this.shipCount = 0} else {mission.runScreen({title: "Resistance Command", background: "GW_backdrop.png", messageKey: "GW_loadout_1", model: [missionVariables.GW_unit1_role], choicesKey: "GW_loadout_choices"}, this.choiceEvaluation); mission.addMessageText(expandMissionText(missionVariables.GW_unit1_shipname+" specs")) mission.displayModel.position=[50,40,250] missionVariables.GW_loadout_page = "page1" missionVariables.GW_menu_page = null this.shipCount = 0} if(choice == "GW_E_exit") {missionVariables.GW_menu_page = null return;} } if(choice == "GW_D_ops") {missionVariables.GW_ops_page = "page1" mission.runScreen({title: "Resistance Command", background: "GW_opsroom.png", messageKey: "GW_ops_room", choicesKey: "GW_continue_choices"}, this.choiceEvaluation); missionVariables.GW_menu_page = null} if(choice == "GW_C_mission") { if(missionVariables.GW_mission.indexOf("SUCCESS") > 1) { if(missionVariables.GW_mission == "DEFEND_SUCCESS") mission.runScreen({title: "Resistance Command", background: "GW_backdrop.png", messageKey: "GW_mission_defend_debrief"}) if(missionVariables.GW_mission == "AMBUSH_SUCCESS") mission.runScreen({title: "Resistance Command", background: "GW_backdrop.png", messageKey: "GW_mission_ambush_debrief"}) if(missionVariables.GW_mission == "ASSASSINATE_SUCCESS") mission.runScreen({title: "Resistance Command", background: "GW_backdrop.png", messageKey: "GW_mission_assassinate_debrief"}) if(missionVariables.GW_mission == "ASSIST_SUCCESS") mission.runScreen({title: "Resistance Command", background: "GW_backdrop.png", messageKey: "GW_mission_assist_debrief"}) if(missionVariables.GW_mission == "CLEAR_SUCCESS") mission.runScreen({title: "Resistance Command", background: "GW_backdrop.png", messageKey: "GW_mission_clear_debrief"}) if(missionVariables.GW_mission == "ASSAULT_SUCCESS") mission.runScreen({title: "Resistance Command", background: "GW_backdrop.png", messageKey: "GW_mission_assault_debrief"}); missionVariables.GW_mission = "NONE_SET" mission.addMessageText(expandMissionText("GW_mission_stats")) missionVariables.GW_bluefor_morale += missionVariables.GW_mission_points missionVariables.GW_opfor_morale -= missionVariables.GW_mission_points this.updateMissionStats() this.updateMoraleStats() return; } if(missionVariables.GW_mission == "NONE_SET") {missionVariables.GW_mission_kills = 0 missionVariables.GW_mission_losses = 0 missionVariables.GW_mission_points = 0 if(missionVariables.GW_bluefor_morale > 1800) {mission.runScreen({title: "Mission Instructions", background: "GW_backdrop.png", messageKey: "GW_mission_victory"}) this.removeGW() return;} if(missionVariables.GW_opfor_morale > 1800) {mission.runScreen({title: "Mission Instructions", background: "GW_backdrop.png", messageKey: "GW_mission_flee"}) this.removeGW() return;} else this.GW_selectMission = null this.GW_selectMission = (Math.floor(Math.random()*10)) //this.GW_selectMission = 5 if(this.GW_selectMission == 0) this.GW_defendOrder() if(this.GW_selectMission > 0 && this.GW_selectMission < 3) this.GW_assaultOrder() if(this.GW_selectMission > 8) this.GW_assassinateOrder() if(this.GW_selectMission > 2 && this.GW_selectMission < 5) this.GW_ambushOrder() if(this.GW_selectMission > 4 && this.GW_selectMission < 7) this.GW_clearOrder() if(this.GW_selectMission > 6 && this.GW_selectMission < 9) this.GW_assistOrder() return; } if(missionVariables.GW_mission.indexOf("RUNNING") > 1) {mission.runScreen({title: "Mission Instructions", background: "GW_backdrop.png", messageKey: "GW_mission_defer", choicesKey: "GW_defer_choices"}, this.choiceEvaluation); missionVariables.GW_commander_page = "page1" missionVariables.GW_menu_page = null return;} if(missionVariables.GW_mission.indexOf("ENDGAME") > -1) {mission.runScreen({title: "Mission Instructions", background: "GW_backdrop.png", messageKey: "GW_mission_defer"}); missionVariables.GW_commander_page = "page1" missionVariables.GW_menu_page = null return;} if(missionVariables.GW_mission.indexOf("FAILURE") > 1) {mission.runScreen({title: "Resistance Command", background: "GW_backdrop.png", messageKey: "GW_mission_failure"}) mission.addMessageText(expandMissionText("GW_mission_stats")) missionVariables.GW_mission = "NONE_SET" missionVariables.GW_bluefor_morale += (missionVariables.GW_mission_points - 100) missionVariables.GW_opfor_morale -= (missionVariables.GW_mission_points - 100) this.updateMissionStats() this.updateMoraleStats() missionVariables.GW_commander_page = "page1" missionVariables.GW_menu_page = null} } } if(missionVariables.GW_commander_page) { if(choice == "GW_A_continue") {mission.runScreen({title: "Resistance Command", background: "GW_backdrop.png", messageKey: "GW_menu", choicesKey: "GW_menu_choices"}, this.choiceEvaluation); missionVariables.GW_menu_page = "page1" missionVariables.GW_commander_page = null} if(choice == "GW_B_abort") {mission.runScreen({title: "Resistance Command", background: "GW_backdrop.png", messageKey: "GW_mission_failure"}) mission.addMessageText(expandMissionText("GW_mission_stats")) missionVariables.GW_mission = "NONE_SET" missionVariables.GW_bluefor_morale += (missionVariables.GW_mission_points - 100) missionVariables.GW_opfor_morale -= (missionVariables.GW_mission_points - 100) this.updateMissionStats() this.updateMoraleStats() missionVariables.GW_commander_page = "page1" missionVariables.GW_menu_page = null} } if(missionVariables.GW_ops_page) { if(choice == "GW_continue") {mission.runScreen({title: "Resistance Command", background: "GW_backdrop.png", messageKey: "GW_menu", choicesKey: "GW_menu_choices"}, this.choiceEvaluation); missionVariables.GW_menu_page = "page1" missionVariables.GW_ops_page = null} } if(missionVariables.GW_personnel_page) { if(choice == "GW_continue") {mission.runScreen({title: "Personnel Files", messageKey: "GW_personnel_1", background: "GW_"+[missionVariables.GW_unit1_status]+".png", choicesKey: "GW_personnel_choices"}, this.choiceEvaluation); missionVariables.GW_personnel_page = "page1" missionVariables.GW_menu_page = null} if(choice == "GW_C_exit_personnel") {missionVariables.GW_personnel_page = null mission.runScreen({title: "Menu", messageKey: "GW_menu", background: "GW_backdrop.png", choicesKey: "GW_menu_choices"}, this.choiceEvaluation); missionVariables.GW_personnel_page = null missionVariables.GW_menu_page = "page1" worldScripts.GWunitstatus.updateUnitStatus()} if(choice == "GW_B_replenish_personnel") { switch(missionVariables.GW_personnel_page) { case "page1": { if(missionVariables.GW_unit1_status == "Inactive") {this.reset_GW_unit1()} mission.runScreen({title: "Personnel Files", messageKey: "GW_personnel_1", background: "GW_"+[missionVariables.GW_unit1_status]+".png", choicesKey: "GW_personnel_choices"}, this.choiceEvaluation); break;} case "page2": { if(missionVariables.GW_unit2_status == "Inactive") {this.reset_GW_unit2()} mission.runScreen({title: "Personnel Files", messageKey: "GW_personnel_2", background: "GW_"+[missionVariables.GW_unit2_status]+".png", choicesKey: "GW_personnel_choices"}, this.choiceEvaluation); break;} case "page3": { if(missionVariables.GW_unit3_status == "Inactive") {this.reset_GW_unit3()} mission.runScreen({title: "Personnel Files", messageKey: "GW_personnel_3", background: "GW_"+[missionVariables.GW_unit3_status]+".png", choicesKey: "GW_personnel_choices"}, this.choiceEvaluation); break;} case "page4": { if(missionVariables.GW_unit4_status == "Inactive") {this.reset_GW_unit4()} mission.runScreen({title: "Personnel Files", messageKey: "GW_personnel_4", background: "GW_"+[missionVariables.GW_unit4_status]+".png", choicesKey: "GW_personnel_choices"}, this.choiceEvaluation); break;} } } if(choice == "GW_A_next_personnel") { switch(missionVariables.GW_personnel_page) { case "page1": { mission.runScreen({title: "Personnel Files", messageKey: "GW_personnel_2", background: "GW_"+[missionVariables.GW_unit2_status]+".png", choicesKey: "GW_personnel_choices"}, this.choiceEvaluation); missionVariables.GW_personnel_page = "page2"} break; case "page2": { mission.runScreen({title: "Personnel Files", messageKey: "GW_personnel_3", background: "GW_"+[missionVariables.GW_unit3_status]+".png", choicesKey: "GW_personnel_choices"}, this.choiceEvaluation); missionVariables.GW_personnel_page = "page3"} break; case "page3": { mission.runScreen({title: "Personnel Files", messageKey: "GW_personnel_4", background: "GW_"+[missionVariables.GW_unit4_status]+".png", choicesKey: "GW_personnel_choices"}, this.choiceEvaluation); missionVariables.GW_personnel_page = "page4"} break; case "page4": { mission.runScreen({title: "Personnel Files", messageKey: "GW_personnel_1", background: "GW_"+[missionVariables.GW_unit1_status]+".png", choicesKey: "GW_personnel_choices"}, this.choiceEvaluation); missionVariables.GW_personnel_page = "page1"} break;} } } if(missionVariables.GW_loadout_page) { { if(choice == "GW_continue") {mission.runScreen({title: "Resistance Command", messageKey: "GW_loadout_1", model: [missionVariables.GW_unit1_role], background: "GW_backdrop.png", choicesKey: "GW_loadout_choices"}, this.choiceEvaluation); mission.addMessageText(expandMissionText(missionVariables.GW_unit1_shipname+" specs")) mission.displayModel.position=[50,40,250] missionVariables.GW_loadout_page = "page1" missionVariables.GW_menu_page = null} if(choice == "GW_F_exit_loadout") {missionVariables.GW_loadout_page = null mission.runScreen({title: "Menu", background: "GW_backdrop.png", messageKey: "GW_menu", choicesKey: "GW_menu_choices"}, this.choiceEvaluation); missionVariables.GW_loadout_page = null missionVariables.GW_menu_page = "page1" missionVariables.GW_switch_loadout = null} if(choice == "GW_A_next_loadout") { switch(missionVariables.GW_loadout_page) { case "page1": { mission.runScreen({title: "Resistance Command", background: "GW_backdrop.png", messageKey: "GW_loadout_2", model: [missionVariables.GW_unit2_role], choicesKey: "GW_loadout_choices"}, this.choiceEvaluation); missionVariables.GW_loadout_page = "page2" mission.displayModel.position=[50,40,250] mission.addMessageText(expandMissionText(missionVariables.GW_unit2_shipname+" specs"))} break; case "page2": { mission.runScreen({title: "Resistance Command", background: "GW_backdrop.png", messageKey: "GW_loadout_3", model: [missionVariables.GW_unit3_role], choicesKey: "GW_loadout_choices"}, this.choiceEvaluation); missionVariables.GW_loadout_page = "page3" mission.displayModel.position=[50,40,250] mission.addMessageText(expandMissionText(missionVariables.GW_unit3_shipname+" specs"))} break; case "page3": { mission.runScreen({title: "Resistance Command", background: "GW_backdrop.png", messageKey: "GW_loadout_4", model: [missionVariables.GW_unit4_role], choicesKey: "GW_loadout_choices"}, this.choiceEvaluation); missionVariables.GW_loadout_page = "page4" mission.displayModel.position=[50,40,250] mission.addMessageText(expandMissionText(missionVariables.GW_unit4_shipname+" specs"))} break; case "page4": { mission.runScreen({title: "Resistance Command", background: "GW_backdrop.png", messageKey: "GW_loadout_1", model: [missionVariables.GW_unit1_role], choicesKey: "GW_loadout_choices"}, this.choiceEvaluation); missionVariables.GW_loadout_page = "page1" mission.displayModel.position=[50,40,250] mission.addMessageText(expandMissionText(missionVariables.GW_unit1_shipname+" specs"))} break; } } if(choice == "GW_B_switch_loadout") { ++this.shipCount if(this.shipCount == this.availableShips.length) {this.shipCount = 0} //log(this.shipCount) //log(this.availableShips.length) { switch(missionVariables.GW_loadout_page) { case "page1": { missionVariables.GW_unit1_shipname = this.availableShips[this.shipCount] this.defineUnitRoleKey() missionVariables.GW_unit1_role = "GW_unit1_"+[this.unitRoleKey] mission.runScreen({title: "Resistance Command", background: "GW_backdrop.png", messageKey: "GW_loadout_1", model: [missionVariables.GW_unit1_role], choicesKey: "GW_loadout_choices"}, this.choiceEvaluation); mission.displayModel.position=[50,40,250] mission.addMessageText(expandMissionText(missionVariables.GW_unit1_shipname+" specs")) } break; case "page2": {missionVariables.GW_unit2_shipname = this.availableShips[this.shipCount] this.defineUnitRoleKey() missionVariables.GW_unit2_role = "GW_unit2_"+[this.unitRoleKey] mission.runScreen({title: "Resistance Command", background: "GW_backdrop.png", messageKey: "GW_loadout_2", model: [missionVariables.GW_unit2_role], choicesKey: "GW_loadout_choices"}, this.choiceEvaluation); mission.displayModel.position=[50,40,250] mission.addMessageText(expandMissionText(missionVariables.GW_unit2_shipname+" specs")) } break; case "page3": {missionVariables.GW_unit3_shipname = this.availableShips[this.shipCount] this.defineUnitRoleKey() missionVariables.GW_unit3_role = "GW_unit3_"+[this.unitRoleKey] mission.runScreen({title: "Resistance Command", background: "GW_backdrop.png", messageKey: "GW_loadout_3", model: [missionVariables.GW_unit3_role], choicesKey: "GW_loadout_choices"}, this.choiceEvaluation); mission.displayModel.position=[50,40,250] mission.addMessageText(expandMissionText(missionVariables.GW_unit3_shipname+" specs")) } break; case "page4": {missionVariables.GW_unit4_shipname = this.availableShips[this.shipCount] this.defineUnitRoleKey() missionVariables.GW_unit4_role = "GW_unit4_"+[this.unitRoleKey] mission.runScreen({title: "Resistance Command", background: "GW_backdrop.png", messageKey: "GW_loadout_4", model: [missionVariables.GW_unit4_role],choicesKey: "GW_loadout_choices"}, this.choiceEvaluation); mission.displayModel.position=[50,40,250] mission.addMessageText(expandMissionText(missionVariables.GW_unit4_shipname+" specs")) } break; } } } } } } //Ship appearances this.shipWillLaunchFromStation = function() { //system.legacy_addSystemShips("feudal-hunting-lodge", 1, 0.0) //var currentDestination = system.shipsWithRole("player")[0] //var awayDestination = system.shipsWithRole("feudal-hunting-lodge")[0] //player.ship.position = awayDestination.position.add([0,0,1000]) //player.ship.orientation = awayDestination.orientation if(missionVariables.GW_mission) {if(missionVariables.GW_mission.indexOf("RUNNING") > 1 || missionVariables.GW_mission.indexOf("ENDGAME") > -1) {if(system.countShipsWithRole("GWunit") == 0) {this.spawnActiveUnits() worldScripts.GWunitstatus.updateUnitStatus() player.ship.awardEquipment("EQ_GW_CONTROL_PANEL")} } } if(missionVariables.GW_mission == "DEFEND_RUNNING") {if(system.countShipsWithRole("GW-small-opfor") == 0) {system.legacy_addSystemShips("GW-small-opfor", [missionVariables.GW_small_opfor_no], 0.9) system.legacy_addSystemShips("GW-medium-opfor", [missionVariables.GW_medium_opfor_no], 0.9) system.legacy_addSystemShips("police", 4, 1.0)} } } this.shipWillEnterWitchspace = function() { if(missionVariables.GW_mission != "NONE_SET") { this.checkUnitDistance() if(system.ID == missionVariables.GW_mission_location_no) { mission.setInstructionsKey("GW_mission_return") if(missionVariables.GW_mission == "ASSAULT_RUNNING") missionVariables.GW_mission = "ASSAULT_FAILURE" if(missionVariables.GW_mission == "ASSASSINATE_RUNNING") missionVariables.GW_mission = "ASSASSINATE_FAILURE" if(missionVariables.GW_mission == "CLEAR_RUNNING") missionVariables.GW_mission = "CLEAR_FAILURE" if(missionVariables.GW_mission == "AMBUSH_RUNNING") missionVariables.GW_mission = "AMBUSH_FAILURE" if(missionVariables.GW_mission == "ASSIST_RUNNING") missionVariables.GW_mission = "ASSIST_FAILURE" if(missionVariables.GW_mission == "DEFEND_RUNNING") missionVariables.GW_mission = "DEFEND_FAILURE" } } if(missionVariables.GW_mission) {if(missionVariables.GW_mission.indexOf("SUCCESS") > 1) mission.setInstructionsKey("GW_mission_return")} } this.shipExitedWitchspace = function() { if(missionVariables.GW_mission) {if(missionVariables.GW_mission.indexOf("RUNNING") > 1 || missionVariables.GW_mission.indexOf("ENDGAME") > -1) {this.spawnActiveUnits() this.checkInUnits()} } if(missionVariables.GW_mission == "ASSAULT_RUNNING" && system.ID == missionVariables.GW_mission_location_no) {system.legacy_addSystemShips([missionVariables.GW_opfor_target_role], 1, 0.1) system.legacy_addSystemShips("GW-medium-opfor", [missionVariables.GW_medium_opfor_no], 0.1) system.legacy_addSystemShips("GW-small-opfor", [missionVariables.GW_small_opfor_no], 0.1) system.legacy_addSystemShips("GW-small-opfor", [missionVariables.GW_small_opfor_no], 0.1)} if(missionVariables.GW_mission == "ASSASSINATE_RUNNING" && system.ID == missionVariables.GW_mission_location_no) {system.legacy_addSystemShips([missionVariables.GW_opfor_target_role], 1, 0.2) system.legacy_addSystemShips("GW-vip-opfor", 1, 0.2) system.legacy_addSystemShips("GW-small-opfor", [missionVariables.GW_small_opfor_no], 0.2)} if(missionVariables.GW_mission == "AMBUSH_RUNNING" && system.ID == missionVariables.GW_mission_location_no) {system.legacy_addSystemShips("GW-transport-opfor", [missionVariables.GW_transport_opfor_no], 0.2) if(missionVariables.GW_medium_opfor_no > 0) system.legacy_addSystemShips("GW-medium-opfor", [missionVariables.GW_medium_opfor_no], 0.2)} if(missionVariables.GW_mission == "CLEAR_RUNNING" && system.ID == missionVariables.GW_mission_location_no) {system.legacy_addSystemShips("trader", 10, 0.2) system.legacy_addSystemShips("scavenger", 10, 0.2) system.legacy_addSystemShips([missionVariables.GW_opfor_target_role], 1, 0.2) system.legacy_addSystemShips("GW-medium-opfor", [missionVariables.GW_medium_opfor_no], 0.2) system.legacy_addSystemShips("GW-small-opfor", [missionVariables.GW_small_opfor_no], 0.2)} if(missionVariables.GW_mission == "ASSIST_RUNNING" && system.ID == missionVariables.GW_mission_location_no) {system.legacy_addSystemShips("trader", 4, 0.2) system.legacy_addSystemShips("GW-bluefor", 12, 0.2) system.legacy_addSystemShips("GW-medium-opfor", [missionVariables.GW_medium_opfor_no], 0.2) system.legacy_addSystemShips("GW-small-opfor", [missionVariables.GW_small_opfor_no], 0.2) system.legacy_addSystemShips("GW-large-opfor", [missionVariables.GW_large_opfor_no], 0.2)} } this.removeGW = function() {missionVariables.GW_status = "COMPLETED" player.ship.removeEquipment("EQ_GW_CONTROL_PANEL") mission.setInstructionsKey(null, "GWunitstatus") missionVariables.GW_unit1_missions = null missionVariables.GW_unit2_missions = null missionVariables.GW_unit3_missions = null missionVariables.GW_unit4_missions = null missionVariables.GW_player_missions = null missionVariables.GW_player_kills = null missionVariables.GW_menu_page = null missionVariables.GW_opfor_destroyed = null missionVariables.GW_bluefor_casualties = null missionVariables.GW_player_squadron = null missionVariables.GW_bluefor_morale = null missionVariables.GW_opfor_morale = null missionVariables.GW_bluefor_graph = null missionVariables.GW_opfor_graph = null missionVariables.GW_unit1_role = null missionVariables.GW_unit2_role = null missionVariables.GW_unit3_role = null missionVariables.GW_unit4_role = null missionVariables.GW_unit1_shipname = null missionVariables.GW_unit2_shipname = null missionVariables.GW_unit3_shipname = null missionVariables.GW_unit4_shipname = null missionVariables.GW_unit1_name = null missionVariables.GW_unit1_race = null missionVariables.GW_unit1_kills = null missionVariables.GW_unit1_missions = null missionVariables.GW_unit1_status = null missionVariables.GW_unit1_rank = null missionVariables.GW_unit1_rank_no = null missionVariables.GW_unit1_history = null missionVariables.GW_unit2_name = null missionVariables.GW_unit2_race = null missionVariables.GW_unit2_kills = null missionVariables.GW_unit2_missions = null missionVariables.GW_unit2_status = null missionVariables.GW_unit2_rank = null missionVariables.GW_unit2_rank_no = null missionVariables.GW_unit2_history = null missionVariables.GW_unit3_name = null missionVariables.GW_unit3_race = null missionVariables.GW_unit3_kills = null missionVariables.GW_unit3_missions = null missionVariables.GW_unit3_status = null missionVariables.GW_unit3_rank = null missionVariables.GW_unit3_rank_no = null missionVariables.GW_unit3_history = null missionVariables.GW_unit4_name = null missionVariables.GW_unit4_race = null missionVariables.GW_unit4_kills = null missionVariables.GW_unit4_missions = null missionVariables.GW_unit4_status = null missionVariables.GW_unit4_rank = null missionVariables.GW_unit4_rank_no = null missionVariables.GW_unit4_history = null } |
Scripts/GWpromotions.js | this.name = "GWpromotions"; this.author = "Ramirez"; this.copyright = "June 3011"; this.description = "World script for Guerilla War unit promotions"; this.version = "0.1"; this.checkForPromotions = function() { //if(missionVariables.GW_mission.indexOf("ENDGAME") == -1) { if(missionVariables.GW_unit1_kills > 10 && missionVariables.GW_unit1_rank_no == 1) {missionVariables.GW_unit1_rank_no = 2 missionVariables.GW_unit1_rank = expandDescription("[GW_unit_rank_"+missionVariables.GW_unit1_rank_no+"]") this.promoteUnit1()} if(missionVariables.GW_unit1_kills > 30 && missionVariables.GW_unit1_rank_no == 2) {missionVariables.GW_unit1_rank_no = 3 missionVariables.GW_unit1_rank = expandDescription("[GW_unit_rank_"+missionVariables.GW_unit1_rank_no+"]") this.promoteUnit1()} if(missionVariables.GW_unit1_kills > 60 && missionVariables.GW_unit1_rank_no == 3) {missionVariables.GW_unit1_rank_no = 4 missionVariables.GW_unit1_rank = expandDescription("[GW_unit_rank_"+missionVariables.GW_unit1_rank_no+"]") this.promoteUnit1()} if(missionVariables.GW_unit1_kills > 90 && missionVariables.GW_unit1_rank_no == 4) {missionVariables.GW_unit1_rank_no = 5 missionVariables.GW_unit1_rank = expandDescription("[GW_unit_rank_"+missionVariables.GW_unit1_rank_no+"]") this.promoteUnit1()} if(missionVariables.GW_unit2_kills > 10 && missionVariables.GW_unit2_rank_no == 1) {missionVariables.GW_unit2_rank_no = 2 missionVariables.GW_unit2_rank = expandDescription("[GW_unit_rank_"+missionVariables.GW_unit2_rank_no+"]") this.promoteUnit2()} if(missionVariables.GW_unit2_kills > 30 && missionVariables.GW_unit2_rank_no == 2) {missionVariables.GW_unit2_rank_no = 3 missionVariables.GW_unit2_rank = expandDescription("[GW_unit_rank_"+missionVariables.GW_unit2_rank_no+"]") this.promoteUnit2()} if(missionVariables.GW_unit2_kills > 60 && missionVariables.GW_unit2_rank_no == 3) {missionVariables.GW_unit2_rank_no = 4 missionVariables.GW_unit2_rank = expandDescription("[GW_unit_rank_"+missionVariables.GW_unit2_rank_no+"]") this.promoteUnit2()} if(missionVariables.GW_unit2_kills > 90 && missionVariables.GW_unit2_rank_no == 4) {missionVariables.GW_unit2_rank_no = 5 missionVariables.GW_unit2_rank = expandDescription("[GW_unit_rank_"+missionVariables.GW_unit2_rank_no+"]") this.promoteUnit2()} if(missionVariables.GW_unit3_kills > 10 && missionVariables.GW_unit3_rank_no == 1) {missionVariables.GW_unit3_rank_no = 2 missionVariables.GW_unit3_rank = expandDescription("[GW_unit_rank_"+missionVariables.GW_unit3_rank_no+"]") this.promoteUnit3()} if(missionVariables.GW_unit3_kills > 30 && missionVariables.GW_unit3_rank_no == 2) {missionVariables.GW_unit3_rank_no = 3 missionVariables.GW_unit3_rank = expandDescription("[GW_unit_rank_"+missionVariables.GW_unit3_rank_no+"]") this.promoteUnit3()} if(missionVariables.GW_unit3_kills > 60 && missionVariables.GW_unit3_rank_no == 3) {missionVariables.GW_unit3_rank_no = 4 missionVariables.GW_unit3_rank = expandDescription("[GW_unit_rank_"+missionVariables.GW_unit3_rank_no+"]") this.promoteUnit3()} if(missionVariables.GW_unit3_kills > 90 && missionVariables.GW_unit3_rank_no == 4) {missionVariables.GW_unit3_rank_no = 5 missionVariables.GW_unit3_rank = expandDescription("[GW_unit_rank_"+missionVariables.GW_unit3_rank_no+"]") this.promoteUnit3()} if(missionVariables.GW_unit4_kills > 10 && missionVariables.GW_unit4_rank_no == 1) {missionVariables.GW_unit4_rank_no = 2 missionVariables.GW_unit4_rank = expandDescription("[GW_unit_rank_"+missionVariables.GW_unit4_rank_no+"]") this.promoteUnit4()} if(missionVariables.GW_unit4_kills > 30 && missionVariables.GW_unit4_rank_no == 2) {missionVariables.GW_unit4_rank_no = 3 missionVariables.GW_unit4_rank = expandDescription("[GW_unit_rank_"+missionVariables.GW_unit4_rank_no+"]") this.promoteUnit4()} if(missionVariables.GW_unit4_kills > 60 && missionVariables.GW_unit4_rank_no == 3) {missionVariables.GW_unit4_rank_no = 4 missionVariables.GW_unit4_rank = expandDescription("[GW_unit_rank_"+missionVariables.GW_unit4_rank_no+"]") this.promoteUnit4()} if(missionVariables.GW_unit4_kills > 90 && missionVariables.GW_unit4_rank_no == 4) {missionVariables.GW_unit4_rank_no = 5 missionVariables.GW_unit4_rank = expandDescription("[GW_unit_rank_"+missionVariables.GW_unit4_rank_no+"]") this.promoteUnit4()} } } this.promoteUnit1 = function() {this.promotion1 = "true" this.GW_unit1_promo = "\n" + missionVariables.GW_unit1_name + " (Unit 1) promoted to "+ missionVariables.GW_unit1_rank missionVariables.GW_unit1_history += "\n"+clock.days+" - promoted to "+missionVariables.GW_unit1_rank} this.promoteUnit2 = function() {this.promotion2 = "true" this.GW_unit2_promo = "\n" + missionVariables.GW_unit2_name + " (Unit 2) promoted to "+ missionVariables.GW_unit2_rank; missionVariables.GW_unit2_history += "\n"+clock.days+" - promoted to "+missionVariables.GW_unit2_rank} this.promoteUnit3 = function() {this.promotion3 = "true" this.GW_unit3_promo = "\n" + missionVariables.GW_unit3_name + " (Unit 3) promoted to "+ missionVariables.GW_unit3_rank; missionVariables.GW_unit3_history += "\n"+clock.days+" - promoted to "+missionVariables.GW_unit3_rank} this.promoteUnit4 = function() {this.promotion4 = "true" this.GW_unit4_promo = "\n" + missionVariables.GW_unit4_name + " (Unit 4) promoted to "+ missionVariables.GW_unit4_rank; missionVariables.GW_unit4_history += "\n"+clock.days+" - promoted to "+missionVariables.GW_unit4_rank} this.runPromotionScreen = function() { if(this.promotion1 || this.promotion2 || this.promotion3 || this.promotion4) {mission.runScreen({title: "Resistance Command", background: "GW_backdrop.png", messageKey: "GW_promotion_screen"}); mission.addMessageText(this.GW_unit1_promo + this.GW_unit2_promo + this.GW_unit3_promo + this.GW_unit4_promo) this.promotion1 = null this.promotion2 = null this.promotion3 = null this.promotion4 = null this.GW_unit1_promo = " " this.GW_unit2_promo = " " this.GW_unit3_promo = " " this.GW_unit4_promo = " " } else return; } |
Scripts/GWtarget.js | this.name = "GWtarget.js"; this.author = "Ramirez"; this.copyright = "July 2011"; this.description = "Ship script for GW targets"; this.version = "2.0"; this.shipSpawned = function () { if(missionVariables.GW_mission == "ASSAULT_RUNNING") { if(this.ship.primaryRole == "GW-medium-opfor") this.ship.switchAI("GW-medium-patrolAI.plist") if(this.ship.primaryRole == "GW-small-opfor") this.ship.switchAI("GW-small-patrolAI.plist") } if(missionVariables.GW_mission == "AMBUSH_RUNNING") {} if(missionVariables.GW_mission == "ASSASSINATE_RUNNING") {if(this.ship.primaryRole == "GW-vip-opfor") this.ship.displayName = missionVariables.GW_mission_vip_name} if(missionVariables.GW_mission == "DEFEND_RUNNING") {this.ship.switchAI("GW-attackstationAI.plist")} if(missionVariables.GW_mission == "CLEAR_RUNNING") {} } this.shipDied = function(whom) { ++missionVariables.GW_mission_kills if(whom == player.ship) {++missionVariables.GW_player_kills} if(this.ship.hasRole == "GW-small-opfor") missionVariables.GW_mission_points += 5 if(this.ship.hasRole == "GW-medium-opfor") missionVariables.GW_mission_points += 10 if(this.ship.hasRole == "GW-large-opfor") missionVariables.GW_mission_points += 20 if(missionVariables.GW_mission == "ASSAULT_RUNNING") { if(this.ship.primaryRole == missionVariables.GW_opfor_target_role) {missionVariables.GW_mission_points += 40 player.commsMessage("Leader to units: Primary target destroyed.") missionVariables.GW_mission = "ASSAULT_SUCCESS"} } if(missionVariables.GW_mission == "ASSASSINATE_RUNNING") { if(this.ship.primaryRole == "GW-vip-opfor") {missionVariables.GW_mission_points += 40 player.commsMessage("Leader to units: Primary target destroyed.") missionVariables.GW_mission = "ASSASSINATE_SUCCESS"} } if(missionVariables.GW_mission == "DEFEND_RUNNING") { if(missionVariables.GW_mission_kills == (missionVariables.GW_small_opfor_no + missionVariables.GW_medium_opfor_no)) {player.commsMessage("Resistance Command: All enemies destroyed; return to base") missionVariables.GW_mission = "DEFEND_SUCCESS"} } if(missionVariables.GW_mission == "AMBUSH_RUNNING") { if(this.ship.primaryRole == "GW-transport-opfor") {missionVariables.GW_mission_points += 15 ++missionVariables.GW_transport_opfor_kills if(missionVariables.GW_transport_opfor_kills == missionVariables.GW_transport_opfor_no) {player.commsMessage("Leader to units: All enemy transports destroyed.") missionVariables.GW_mission = "AMBUSH_SUCCESS"} } } if(missionVariables.GW_mission == "CLEAR_RUNNING") { if(missionVariables.GW_mission_kills > (missionVariables.GW_small_opfor_no + missionVariables.GW_medium_opfor_no)*0.75) {player.commsMessage("Leader to units: We've scattered the enemy forces - we can return home.") missionVariables.GW_mission = "DEFEND_SUCCESS"} } if(missionVariables.GW_mission == "ASSIST_RUNNING") { if(missionVariables.GW_mission_kills > (missionVariables.GW_small_opfor_no + missionVariables.GW_medium_opfor_no + missionVariables.GW_large_opfor_no)*0.80) {player.commsMessage("Leader to units: Good work, we've fought off the enemy.") missionVariables.GW_mission = "ASSIST_SUCCESS"} } if(this.ship.primaryRole == "GW-mine") {++missionVariables.GW_endgame_kills if(missionVariables.GW_endgame_kills == 105) player.commsMessage("Resistance Command: Good, the distortion field is weakening. Carry on.") if(missionVariables.GW_endgame_kills > 155) missionVariables.GW_mission = "ENDGAME_1D" } } |
Scripts/GWunits.js | this.name = "GWunits.js"; this.author = "Ramirez"; this.copyright = "October 2011"; this.description = "Ship script for GW units, incorporating elements from Hired Guns"; this.version = "3.0"; //this.shipCollided = function(player) //{ log('collision detected') //++this.collisionCount //log(this.collisionCount) //if(this.collisionCount == 2) // {this.ship.commsMessage("OK, I'll pull over!") //this.ship.setAI("nullAI.plist")} // } this.shipSpawned = function() { //this.collisionCount = 0 this.missileCount = 10 if(this.ship.primaryRole.indexOf("unit1") != -1) this.energyRatio = missionVariables.GW_unit1_rank_no/4 if(this.ship.primaryRole.indexOf("unit2") != -1) this.energyRatio = missionVariables.GW_unit2_rank_no/4 if(this.ship.primaryRole.indexOf("unit3") != -1) this.energyRatio = missionVariables.GW_unit3_rank_no/4 if(this.ship.primaryRole.indexOf("unit4") != -1) this.energyRatio = missionVariables.GW_unit4_rank_no/4 } this.shipBeingAttacked = function() { //this.effectiveEnergy = this.ship.maxEnergy * this.energyRatio //if(this.ship.energy > this.effectiveEnergy) //this.ship.energy = this.effectiveEnergy this.effectiveEnergy = this.ship.maxEnergy * (1/3 + this.energyRatio*2/3) if(this.ship.energy > this.effectiveEnergy) this.ship.energy = this.effectiveEnergy } this.shipDied = function() { if(this.ship.primaryRole.indexOf("unit1") != -1) missionVariables.GW_unit1_status = "Inactive" if(this.ship.primaryRole.indexOf("unit2") != -1) missionVariables.GW_unit2_status = "Inactive" if(this.ship.primaryRole.indexOf("unit3") != -1) missionVariables.GW_unit3_status = "Inactive" if(this.ship.primaryRole.indexOf("unit4") != -1) missionVariables.GW_unit4_status = "Inactive" player.consoleMessage(this.ship.displayName+" destroyed.", 10) ++missionVariables.GW_mission_losses missionVariables.GW_mission_points -= 50 worldScripts.GWunitstatus.updateUnitStatus()} this.shipTargetDestroyed = function() { this.ship.commsMessage(expandDescription("[GW_target_destroyed]")) if(this.ship.primaryRole.indexOf("unit1") != -1) ++missionVariables.GW_unit1_kills if(this.ship.primaryRole.indexOf("unit2") != -1) ++missionVariables.GW_unit2_kills if(this.ship.primaryRole.indexOf("unit3") != -1) ++missionVariables.GW_unit3_kills if(this.ship.primaryRole.indexOf("unit4") != -1) ++missionVariables.GW_unit4_kills} this.shipFiredMissile = function() { if(this.ship.name.indexOf("Gecko") != -1) { --this.missileCount if(this.missileCount > 0) {this.ship.awardEquipment("EQ_HARDENED_MISSILE")} else {this.ship.commsMessage("Out of missiles!")} } } this.locatePlayer = function() { this.playerArray = system.shipsWithPrimaryRole("player"); if(this.playerArray.length > 0) { this.ship.target = this.playerArray[0]; this.ship.reactToAIMessage("PLAYER_FOUND"); } } this.checkPlayerDistance = function() { if(!player.ship) return; else { this.playerDistance = this.ship.position.distanceTo(player.ship.position); if(this.playerDistance > 51200) // if the escort is more than 2 scanner ranges from the player, move it just off-scanner { let playerDirection = player.ship.position.subtract(this.ship.position).direction(); let newPosition = player.ship.position.subtract(playerDirection.multiply(20000)); if (oolite.compareVersion('1.73') <= 0) { this.ship.position = newPosition; } else { this.ship.setPosition(newPosition); } this.ship.reactToAIMessage("PLAYER_MID"); return; } if(this.playerDistance < 25600) { this.ship.reactToAIMessage("PLAYER_NEAR"); } else { if(this.playerDistance > 38400 || player.ship.speed > 2000) { this.ship.reactToAIMessage("PLAYER_FAR"); } else { this.ship.reactToAIMessage("PLAYER_MID"); } } }} this.combatCheck = function() { if(this.ship.target && this.ship.target.isDerelict) { this.ship.target = null; this.ship.reactToAIMessage("TARGET_EJECTED"); } this.playerDistance = this.ship.position.distanceTo(player.ship.position); if(this.playerDistance > 51200) // if the escort is more than 2 scanner ranges from the player, break off combat { this.ship.AIState = "LOCATE_PLAYER"; } else { this.ship.reactToAIMessage("ENEMY_FIRE"); } } this.findPlayerHostiles = function() { function isHostileToPlayer(entity) { return (entity.isThargoid || (entity.isShip && entity.target && entity.target == player.ship && entity.hasHostileTarget && !entity.isDerelict)); } { var targets = system.filteredEntities(this, isHostileToPlayer, this.ship, this.ship.scannerRange); if(targets.length > 0) { this.ship.target = targets[0]; this.ship.reactToAIMessage("HOSTILE_FOUND"); } else { this.ship.reactToAIMessage("NO_HOSTILE_FOUND"); } } } this.fireCheck = function() { if(player.ship.target == this.ship && this.ship.target.isPlayer) { this.ship.reactToAIMessage("FRIENDLY_FIRE"); } else { this.ship.reactToAIMessage("ENEMY_FIRE"); } } |
Scripts/GWunitstatus.js | this.name = "GWunitstatus"; this.author = "Ramirez"; this.copyright = "2011"; this.description = "Script for keeping track of unit status"; this.version = "1.0"; this.updateUnitStatus = function() {mission.setInstructionsKey("GW_unit_status", "GWunitstatus")} |