Initial full mirror of c:\VWE (source + assets + toolchain + outputs) via Git LFS

Complete disaster-recovery snapshot: engine/game source, game data assets,
VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive.
Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false,
no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
This commit is contained in:
Cyd
2026-06-24 21:28:16 -05:00
commit 2b8ca921cb
66341 changed files with 7923174 additions and 0 deletions
@@ -0,0 +1,37 @@
fsm StockAbsoluteAttrition : integer;
const
#include_ <content\ABLScripts\mwconst.abi>
type
#include_ <content\ABLScripts\mwtype.abi>
function init;
code
SetupScoring_AbsoluteAttrition;
TeamSetNav(0,ena_Nav_Center);
endfunction;
state startState;
code
revealnavpoint(ena_Nav_Center);
setnavpoint(ena_Nav_Center);
trans SitState;
endstate;
state sitState;
code
endstate;
state deadState;
code
endstate;
endfsm.
@@ -0,0 +1,29 @@
fsm StockAttrition : integer;
const
#include_ <content\ABLScripts\mwconst.abi>
type
#include_ <content\ABLScripts\mwtype.abi>
function init;
code
SetupScoring_Attrition;
TeamSetNav(0,ena_Nav_Center);
endfunction;
state startState;
code
revealnavpoint(ena_Nav_Center);
endstate;
state deadState;
code
endstate;
endfsm.
@@ -0,0 +1,37 @@
fsm StockAbsoluteAttrition : integer;
const
#include_ <content\ABLScripts\mwconst.abi>
type
#include_ <content\ABLScripts\mwtype.abi>
function init;
code
SetupScoring_Battle;
TeamSetNav(0,ena_Nav_Center);
endfunction;
state startState;
code
revealnavpoint(ena_Nav_Center);
setnavpoint(ena_Nav_Center);
trans SitState;
endstate;
state sitState;
code
endstate;
state deadState;
code
endstate;
endfsm.
@@ -0,0 +1,49 @@
fsm StockCaptureTheFlag : integer;
const
#include_ <content\ABLScripts\mwconst.abi>
type
#include_ <content\ABLScripts\mwtype.abi>
function init;
code
SetupScoring_CTF;
TeamSetNav(1,ena_Nav_Center);
TeamSetNav(2,ena_Nav_Center);
TeamSetNav(3,ena_Nav_Center);
TeamSetNav(4,ena_Nav_Center);
TeamSetNav(5,ena_Nav_Center);
TeamSetNav(6,ena_Nav_Center);
TeamSetNav(7,ena_Nav_Center);
TeamSetNav(8,ena_Nav_Center);
endfunction;
state startState;
code
revealnavpoint(ena_Nav_Center);
// revealnavpoint(ena_Team_1_Drop_Zone);
// revealnavpoint(ena_Team_2_Drop_Zone);
// revealnavpoint(ena_Team_3_Drop_Zone);
// revealnavpoint(ena_Team_4_Drop_Zone);
// revealnavpoint(ena_Team_5_Drop_Zone);
// revealnavpoint(ena_Team_6_Drop_Zone);
// revealnavpoint(ena_Team_7_Drop_Zone);
// revealnavpoint(ena_Team_8_Drop_Zone);
revealnavpoint(ena_Team_1);
revealnavpoint(ena_Team_2);
endstate;
state deadState;
code
endstate;
endfsm.
@@ -0,0 +1,65 @@
fsm StockCaptureBase : integer;
const
#include_ <content\ABLScripts\mwconst.abi>
type
#include_ <content\ABLScripts\mwtype.abi>
var
static ObjectID baseBuilding1;
static ObjectID baseBuilding2;
static ObjectID baseBuilding3;
static ObjectID baseBuilding4;
static ObjectID baseBuilding5;
static ObjectID baseBuilding6;
static ObjectID baseBuilding7;
static ObjectID baseBuilding8;
function CheckIfBuildingDestroyed(ObjectID building, integer team) : integer;
code
if (building <> -1) then
if (IsDead(building)) then
Destroy(TeamObjectID(team));
return (1);
endif;
endif;
return (0);
endfunction;
function init;
code
baseBuilding1 = -1;
baseBuilding2 = -1;
baseBuilding3 = -1;
baseBuilding4 = -1;
baseBuilding5 = -1;
baseBuilding6 = -1;
baseBuilding7 = -1;
baseBuilding8 = -1;
SetupScoring_CaptureBase;
endfunction;
state startState;
code
CheckIfBuildingDestroyed(baseBuilding1,1);
CheckIfBuildingDestroyed(baseBuilding2,2);
CheckIfBuildingDestroyed(baseBuilding3,3);
CheckIfBuildingDestroyed(baseBuilding4,4);
CheckIfBuildingDestroyed(baseBuilding5,5);
CheckIfBuildingDestroyed(baseBuilding6,6);
CheckIfBuildingDestroyed(baseBuilding7,7);
CheckIfBuildingDestroyed(baseBuilding8,8);
endstate;
state deadState;
code
endstate;
endfsm.
@@ -0,0 +1,40 @@
fsm StockClanVsInnerSphere : integer;
const
#include_ <content\ABLScripts\mwconst.abi>
type
#include_ <content\ABLScripts\mwtype.abi>
function init;
code
SetupScoring_ClanVsInnerSphere;
TeamSetNav(1,ena_Nav_Center);
TeamSetNav(2,ena_Nav_Center);
endfunction;
state startState;
code
revealnavpoint(ena_Nav_Center);
revealnavpoint(ena_Team_1_Drop_Zone);
revealnavpoint(ena_Team_2_Drop_Zone);
trans sitState;
endstate;
state sitState;
code
endstate;
state deadState;
code
endstate;
endfsm.
@@ -0,0 +1,46 @@
fsm StockDestroyObjective : integer;
const
#include_ <content\ABLScripts\mwconst.abi>
type
#include_ <content\ABLScripts\mwtype.abi>
var
static ObjectID objective;
function CheckIfObjectiveDestroyed(ObjectID obj) : integer;
var
ObjectID who_killed;
code
if (obj <> -1) then
if (IsDead(obj) == true) then
who_killed = WhoDestroyed(obj);
// TODO: objective dead
endif;
endif;
endfunction;
function init;
code
objective = -1;
SetupScoring_DestroyObjective;
endfunction;
state startState;
code
CheckIfObjectiveDestroyed(objective);
endstate;
state deadState;
code
endstate;
endfsm.
@@ -0,0 +1,29 @@
fsm StockDestruction : integer;
const
#include_ <content\ABLScripts\mwconst.abi>
type
#include_ <content\ABLScripts\mwtype.abi>
function init;
code
SetupScoring_Destruction;
TeamSetNav(0,ena_Nav_Center);
endfunction;
state startState;
code
revealnavpoint(ena_Nav_Center);
endstate;
state deadState;
code
endstate;
endfsm.
@@ -0,0 +1,179 @@
fsm Frostbite_Escort : integer;
const
#include_ <content\ABLScripts\mwconst.abi>
type
#include_ <content\ABLScripts\mwtype.abi>
var
static ObjectID Blue_goal1;
static ObjectID Blue_goal2;
static ObjectID Red_goal1;
static ObjectID Red_goal2;
static integer goal_distance;
static boolean Blue_vip_alive;
static boolean Red_vip_alive;
static ObjectID Blue_currentgoal;
static ObjectID Red_currentgoal;
static integer Blue_score_add;
static integer Red_score_add;
static integer Blue_VIP_team;
static integer Blue_Guard_team;
static integer Red_VIP_team;
static integer Red_Guard_team;
function UpdateRedTeamGoal;
code
TeamSetNav(4,Red_currentgoal);
endfunction;
function UpdateBlueTeamGoal;
code
TeamSetNav(3,Blue_currentgoal);
endfunction;
function init;
code
Blue_goal1 = ena_Nav_Alpha;
Blue_goal2 = ena_Nav_Beta;
Red_goal1 = ena_Nav_Beta;
Red_goal2 = ena_Nav_Alpha;
Blue_VIP_team = TeamObjectID(3);
Blue_Guard_team = TeamObjectID(1);
Red_VIP_team = TeamObjectID(4);
Red_Guard_team = TeamObjectID(2);
goal_distance = 100;
Blue_score_add = 1000;
Red_score_add = 1000;
Blue_vip_alive = false;
Red_vip_alive = false;
Blue_currentgoal = Blue_goal2;
UpdateBlueTeamGoal;
Red_currentgoal = Red_goal2;
UpdateRedTeamGoal;
SetupScoring_Escort;
endfunction;
function BlueTeamScores;
code
AddPoints(Blue_VIP_team,Blue_score_add);
AddPoints(Blue_Guard_team,Blue_score_add);
if (Blue_score_add < 4000000) then
Blue_score_add = Blue_score_add + Blue_score_add;
endif;
endfunction;
function RefreshBlueTeam;
code
if (GroupAllDead(Blue_VIP_team) == true) then
Blue_score_add = 1000;
Blue_currentgoal = Blue_goal2;
Blue_vip_alive = false;
UpdateBlueTeamGoal;
else
if (Blue_vip_alive == false) then
Blue_vip_alive = true;
ChatMessage("Blue Team: Go to Nav Beta!");
endif;
if (IsWithin(Blue_VIP_team,Blue_currentgoal,goal_distance) == true) then
PlayTeamBettySound(3,SOUND_TRIGGER_NAVPOINT_REACHED);
BlueTeamScores;
if (Blue_currentgoal == Blue_goal2) then
Blue_currentgoal = Blue_goal1;
UpdateBlueTeamGoal;
ChatMessage("Blue Team Has Scored - Go to Nav Alpha!");
else
Blue_currentgoal = Blue_goal2;
UpdateBlueTeamGoal;
ChatMessage("Blue Team Has Scored - Go to Nav Beta!");
endif;
endif;
endif;
endfunction;
function RedTeamScores;
code
AddPoints(Red_VIP_team,Red_score_add);
AddPoints(Red_Guard_team,Red_score_add);
if (Red_score_add < 4000000) then
Red_score_add = Red_score_add + Red_score_add;
endif;
endfunction;
function RefreshRedTeam;
code
if (GroupAllDead(Red_VIP_team) == true) then
Red_score_add = 1000;
Red_currentgoal = Red_goal2;
Red_vip_alive = false;
UpdateRedTeamGoal;
else
if (Red_vip_alive == false) then
Red_vip_alive = true;
ChatMessage("Red Team: Go to Nav Alpha!");
endif;
if (IsWithin(Red_VIP_team,Red_currentgoal,goal_distance) == true) then
PlayTeamBettySound(4,SOUND_TRIGGER_NAVPOINT_REACHED);
RedTeamScores;
if (Red_currentgoal == Red_goal2) then
Red_currentgoal = Red_goal1;
UpdateRedTeamGoal;
ChatMessage("Red Team Has Scored - Go to Nav Beta!");
else
Red_currentgoal = Red_goal2;
UpdateRedTeamGoal;
ChatMessage("Red Team Has Scored - Go to Nav Alpha!");
endif;
endif;
endif;
endfunction;
state startState;
code
revealnavpoint(ena_Nav_Center);
revealnavpoint(ena_Nav_Alpha);
revealnavpoint(ena_Nav_Beta);
SetRadarNav(ena_Nav_Alpha,1);
SetRadarNav(ena_Nav_Beta,2);
trans goState;
endstate;
state goState;
code
RefreshBlueTeam;
RefreshRedTeam;
endstate;
state deadState;
code
endstate;
endfsm.
@@ -0,0 +1,41 @@
fsm StockGiantKillers : integer;
const
#include_ <content\ABLScripts\mwconst.abi>
type
#include_ <content\ABLScripts\mwtype.abi>
function init;
code
SetupScoring_GiantKillers;
TeamSetNav(1,ena_Nav_Center);
TeamSetNav(2,ena_Nav_Center);
endfunction;
state startState;
code
revealnavpoint(ena_Nav_Center);
revealnavpoint(ena_Team_1_Drop_Zone);
revealnavpoint(ena_Team_2_Drop_Zone);
trans sitState;
endstate;
state sitState;
code
endstate;
state deadState;
code
endstate;
endfsm.
@@ -0,0 +1,37 @@
fsm StockKingOfTheHill : integer;
const
#include_ <content\ABLScripts\mwconst.abi>
type
#include_ <content\ABLScripts\mwtype.abi>
var
static ObjectID hill_drop_zone;
static integer hill_radius;
function init;
code
hill_drop_zone = edr_hill;
hill_radius = 100;
SetupScoring_KOTH(hill_drop_zone,hill_radius);
TeamSetNav(0,ena_The_Hill);
endfunction;
state startState;
code
revealnavpoint(ena_The_Hill);
endstate;
state deadState;
code
endstate;
endfsm.
@@ -0,0 +1,31 @@
fsm Stock_MasterTrial : integer;
const
#include_ <content\ABLScripts\mwconst.abi>
type
#include_ <content\ABLScripts\mwtype.abi>
function init;
code
SetupScoring_MasterTrial;
TeamSetNav(1,ena_Nav_Center);
TeamSetNav(2,ena_Nav_Center);
endfunction;
state startState;
code
revealnavpoint(ena_Nav_Center);
revealnavpoint(ena_Blue_Team_Drop_Zone);
revealnavpoint(ena_Red_Team_Drop_Zone);
endstate;
state deadState;
code
endstate;
endfsm.
@@ -0,0 +1,30 @@
fsm StockStealTheBacon : integer;
const
#include_ <content\ABLScripts\mwconst.abi>
type
#include_ <content\ABLScripts\mwtype.abi>
function init;
code
SetupScoring_STB;
TeamSetNav(0,ena_The_Hill);
endfunction;
state startState;
code
revealnavpoint(ena_The_Hill);
endstate;
state deadState;
code
endstate;
endfsm.
@@ -0,0 +1,196 @@
fsm StockSiegeAssault : integer;
const
#include_ <content\ABLScripts\mwconst.abi>
type
#include_ <content\ABLScripts\mwtype.abi>
var
static ObjectID Blue_goal1;
static ObjectID Blue_goal2;
static ObjectID Red_goal1;
static ObjectID Red_goal2;
static integer Blue_score_add;
static integer Red_score_add;
static integer Blue_Guard_team;
static integer Red_Guard_team;
static boolean Winning;
static boolean RedHQ; // This is whether the Red HQ building is alive
static boolean RedComm; // This is whether the Red Comm building is alive
// Timers
static integer game_timer;
static integer pause_timer;
static integer toggler; // This makes it so there is a lengthier pause b/n some sounds
function PlayBigAlerts;
code
PlayTeamBettySound(1,SOUND_TRIGGER_MISSILE_LOCKED_ON_ME);
PlayTeamBettySound(2,SOUND_TRIGGER_MISSILE_LOCKED_ON_ME);
Return;
endfunction;
function PlaySmallAlerts;
code
PlayTeamBettySound(1,SOUND_TRIGGER_NARC_SIGNAL_START);
PlayTeamBettySound(2,SOUND_TRIGGER_NARC_SIGNAL_START);
Return;
endfunction;
function init;
code
SetupScoring_SiegeAssault;
// Goal for Team 1 - Kill this
GroupAddObject(GroupObjectId(20),ebu_Red_HQ);
GroupAddObject(GroupObjectId(20),ebu_Red_Communications);
MarkBuildingAsScorable(ebu_Red_HQ);
MarkBuildingAsScorable(ebu_Red_Communications);
Blue_Guard_team = TeamObjectID(1);
Red_Guard_team = TeamObjectID(2);
Blue_score_add = 350;
Red_score_add = 350;
LogDefendingTeam(team2);
// Misc Setup
winning = false;
// Timers
game_timer = gti_timer_1;
pause_timer = gti_timer_2;
endfunction;
function BlueTeamScores;
code
AddPoints(Blue_Guard_team,Blue_score_add);
endfunction;
function RedTeamScores;
code
AddPoints(Red_Guard_team,Red_score_add);
endfunction;
state StartState;
code
revealnavpoint(ena_Nav_Center);
revealnavpoint(ena_Blue_Drop_Zone);
revealnavpoint(ena_Red_Base);
TeamSetNav(1,ena_Red_Base);
TeamSetNav(2,ena_Nav_Center);
//ChatMessage("Game Starting.");
//StartTimer(1); // This is to make sure everyone is in
StartTimer(3); // This is the defense point timer
ResetTimer(3);
StartTimer(4); // This is the timer for the warning messages about buildings
ResetTimer(4);
ResetTimer(Game_Timer);
trans GoState;
endstate;
state goState;
code
if (timegreater(game_timer,90)) then
if (timegreater(3,30)) then
AddPoints(Red_Guard_team,125);
LogDefendTimeAward(team2,125);
PlaySmallalerts;
ResetTimer(3);
endif;
endif;
if (GroupAllDead(GroupObjectID(20))) then
BlueTeamScores;
PlayBigAlerts;
ChatMessage("Red Base has been destroyed!");
// ChatMessage("Respawn 2x slowly in 5");
ChatMessage("Respawn in 5 seconds.");
ResetTimer(Pause_Timer);
trans deadstate;
endif;
if (timegreater(4,5)) then
if (not RedComm) then
if (isshot(GroupObjectID(20))) then
if (toggler>3) then
PlayTeamBettySound(2,SOUND_TRIGGER_ALARM1);
ChatMessage("Red Base buildings are under attack.");
toggler = 0;
endif;
endif;
endif;
if (not RedHQ) then
if (isdead(ebu_Red_HQ)) then
BlueTeamScores;
PlayTeamBettySound(1,SOUND_TRIGGER_ALARM2);
PlayTeamBettySound(2,SOUND_TRIGGER_ALARM2);
ChatMessage("Red HQ has been destroyed.");
RedHQ = true;
endif;
endif;
if (not RedComm) then
if (isdead(ebu_Red_Communications)) then
BlueTeamScores;
PlayTeamBettySound(1,SOUND_TRIGGER_ALARM2);
PlayTeamBettySound(2,SOUND_TRIGGER_ALARM2);
ChatMessage("Red Communications has been destroyed.");
RedComm = true;
endif;
endif;
Toggler = Toggler + 1;
resettimer(4);
endif;
endstate;
state deadState;
code
if (timegreater (pause_timer,5)) then
LogHQDestroyed(team2,team1);
LogMMapRespawn;
Winning = False;
RedComm = False;
RedHQ = False;
RespawnMission;
ResetTimer(Pause_timer);
//ChatMessage("Respawn Done, one more in 5 sec.");
// ChatMessage("Respawn in 5");
ChatMessage("Game respawned.");
// trans RestartState;
trans Startstate
endif;
endstate;
/* state RestartState;
code
if (timegreater (pause_timer,5)) then
ResetTimer(Game_Timer);
ResetTimer(Pause_Timer);
RespawnMission;
ChatMessage("2nd Respawn done.");
trans StartState;
endif;
endstate; */
endfsm.
@@ -0,0 +1,30 @@
fsm StockStealTheBacon : integer;
const
#include_ <content\ABLScripts\mwconst.abi>
type
#include_ <content\ABLScripts\mwtype.abi>
function init;
code
SetupScoring_STB;
TeamSetNav(0,ena_The_Hill);
endfunction;
state startState;
code
revealnavpoint(ena_The_Hill);
endstate;
state deadState;
code
endstate;
endfsm.
@@ -0,0 +1,234 @@
fsm StockStrongholds : integer;
const
#include_ <content\ABLScripts\mwconst.abi>
type
#include_ <content\ABLScripts\mwtype.abi>
var
static ObjectID Blue_goal1;
static ObjectID Blue_goal2;
static ObjectID Red_goal1;
static ObjectID Red_goal2;
static integer Blue_score_add;
static integer Red_score_add;
static integer game_timer;
static integer pause_timer;
static integer respawn_timer;
static integer Blue_Guard_team;
static integer Red_Guard_team;
static boolean winning;
static boolean RedHQ; // This is whether the Red HQ building is alive
static boolean RedComm; // This is whether the Red Comm building is alive
static boolean BlueHQ; // This is whether the Blue HQ building is alive
static boolean BlueComm; // This is whether the Blue Comm building is alive
static integer toggler1; // This makes it so there is a lengthier pause b/n some sounds
static integer toggler2; // This makes it so there is a lengthier pause b/n some sounds
function PlayBigAlerts;
code
PlayTeamBettySound(1,SOUND_TRIGGER_MISSILE_LOCKED_ON_ME);
PlayTeamBettySound(2,SOUND_TRIGGER_MISSILE_LOCKED_ON_ME);
Return;
endfunction;
function PlaySmallAlerts;
code
PlayTeamBettySound(1,SOUND_TRIGGER_NARC_SIGNAL_START);
PlayTeamBettySound(2,SOUND_TRIGGER_NARC_SIGNAL_START);
Return;
endfunction;
function init;
code
// Goal for Team 2 - Kill this
GroupAddObject(GroupObjectId(20),ebu_Blue_HQ);
GroupAddObject(GroupObjectId(20),ebu_Blue_Communications);
MarkBuildingAsScorable(ebu_Blue_HQ);
MarkBuildingAsScorable(ebu_Blue_Communications);
// Goal for Team 1 - Kill this
GroupAddObject(GroupObjectId(30),ebu_Red_HQ);
GroupAddObject(GroupObjectId(30),ebu_Red_Communications);
MarkBuildingAsScorable(ebu_Red_HQ);
MarkBuildingAsScorable(ebu_Red_Communications);
Blue_Guard_team = TeamObjectID(1);
Red_Guard_team = TeamObjectID(2);
Blue_score_add = 350;
Red_score_add = 350;
SetupScoring_Strongholds;
// Misc setup
winning = false;
game_timer = gti_timer_1;
pause_timer = gti_timer_2;
respawn_timer = gti_timer_3;
endfunction;
function BlueTeamScores;
code
AddPoints(Blue_Guard_team,Blue_score_add);
endfunction;
function RedTeamScores;
code
AddPoints(Red_Guard_team,Red_score_add);
endfunction;
state StartState;
code
revealnavpoint(ena_Nav_Center);
revealnavpoint(ena_Blue_Base);
revealnavpoint(ena_Red_Base);
TeamSetNav(1,ena_Red_Base);
TeamSetNav(2,ena_Blue_Base);
ResetTimer(Game_timer);
StartTimer(4); // This is the timer for the warning messages about buildings
ResetTimer(4);
trans goState;
endstate;
state goState;
code
if (not winning) then
if (GroupAllDead(GroupObjectID(20))) then
RedTeamScores;
ChatMessage("Blue Team's Base has been destroyed!");
ChatMessage("Respawn in 5 seconds.");
LogHQDestroyed(team1,team2);
ResetTimer(Pause_Timer);
ResetTimer(Respawn_Timer);
winning = true;
trans deadState;
endif;
endif;
if (not winning) then
if (GroupAllDead(GroupObjectID(30))) then
BlueTeamScores;
ChatMessage("Red Team's Base has been destroyed!");
ChatMessage("Respawn in 5 seconds.");
LogHQDestroyed(team2,team1);
ResetTimer(Pause_Timer);
ResetTimer(Respawn_Timer);
winning = true;
trans deadState;
endif;
endif;
if (timegreater(4,5)) then
if (not RedComm) then
if (isshot(GroupObjectID(30))) then
if (toggler1>3) then
PlayTeamBettySound(2,SOUND_TRIGGER_ALARM1);
ChatMessage("Red base is under attack.");
toggler1=0;
endif;
endif;
endif;
if (not RedHQ) then
if (isdead(ebu_Red_HQ)) then
BlueTeamScores;
ChatMessage("Red HQ has been destroyed.");
PlayTeamBettySound(1,SOUND_TRIGGER_ALARM2);
PlayTeamBettySound(2,SOUND_TRIGGER_ALARM2);
PlayBigAlerts;
RedHQ = true;
endif;
endif;
if (not RedComm) then
if (isdead(ebu_Red_Communications)) then
BlueTeamScores;
PlayTeamBettySound(1,SOUND_TRIGGER_ALARM2);
PlayTeamBettySound(2,SOUND_TRIGGER_ALARM2);
ChatMessage("Red Communications has been destroyed.");
PlayBigAlerts;
RedComm = true;
endif;
endif;
if (not BlueComm) then
if (isshot(GroupObjectID(20))) then
if (toggler2>3) then
PlayTeamBettySound(1,SOUND_TRIGGER_ALARM1);
ChatMessage("Blue base is under attack.");
toggler2=0;
endif;
endif;
endif;
if (not BlueHQ) then
if (isdead(ebu_Blue_HQ)) then
RedTeamScores;
PlayTeamBettySound(1,SOUND_TRIGGER_ALARM2);
PlayTeamBettySound(2,SOUND_TRIGGER_ALARM2);
ChatMessage("Blue HQ has been destroyed.");
PlayBigAlerts;
BlueHQ = true;
endif;
endif;
if (not BlueComm) then
if (isdead(ebu_Blue_Communications)) then
RedTeamScores;
PlayTeamBettySound(1,SOUND_TRIGGER_ALARM2);
PlayTeamBettySound(2,SOUND_TRIGGER_ALARM2);
ChatMessage("Blue Communications has been destroyed.");
PlayBigAlerts;
BlueComm = true;
endif;
endif;
Toggler1 = Toggler1 + 1;
Toggler2 = Toggler2 + 1;
resettimer(4);
endif;
if (not ismusicplaying) then
StartMusic("Music\DesertAmbLoop",0.0,10.0,20);
endif;
endstate;
state deadState;
code
if (timegreater (pause_timer,5)) then
LogMMapRespawn;
Winning = False;
RedComm = False;
RedHQ = False;
BlueComm = False;
BlueHQ = False;
RespawnMission;
ResetTimer(Pause_timer);
//ChatMessage("Respawn Done, one more in 5 sec.");
// ChatMessage("Respawn in 5");
ChatMessage("Game respawned.");
// trans RestartState;
trans Startstate
endif;
endstate;
state over;
code
endstate;
endfsm.
@@ -0,0 +1,52 @@
fsm StockTeamKingOfTheHill : integer;
const
#include_ <content\ABLScripts\mwconst.abi>
type
#include_ <content\ABLScripts\mwtype.abi>
var
static ObjectID hill_drop_zone;
static integer hill_radius;
function init;
code
hill_drop_zone = edr_hill;
hill_radius = 100;
SetupScoring_TKOTH(hill_drop_zone,hill_radius);
TeamSetNav(1,ena_The_Hill);
TeamSetNav(2,ena_The_Hill);
TeamSetNav(3,ena_The_Hill);
TeamSetNav(4,ena_The_Hill);
TeamSetNav(5,ena_The_Hill);
TeamSetNav(6,ena_The_Hill);
TeamSetNav(7,ena_The_Hill);
TeamSetNav(8,ena_The_Hill);
endfunction;
state startState;
code
revealnavpoint(ena_The_Hill);
revealnavpoint(ena_Team_1_Drop_Zone);
revealnavpoint(ena_Team_2_Drop_Zone);
revealnavpoint(ena_Team_3_Drop_Zone);
revealnavpoint(ena_Team_4_Drop_Zone);
revealnavpoint(ena_Team_5_Drop_Zone);
revealnavpoint(ena_Team_6_Drop_Zone);
revealnavpoint(ena_Team_7_Drop_Zone);
revealnavpoint(ena_Team_8_Drop_Zone);
endstate;
state deadState;
code
endstate;
endfsm.
@@ -0,0 +1,50 @@
fsm StockTeamAbsoluteAttrition : integer;
const
#include_ <content\ABLScripts\mwconst.abi>
type
#include_ <content\ABLScripts\mwtype.abi>
function init;
code
SetupScoring_TeamAbsoluteAttrition;
TeamSetNav(1,ena_Nav_Center);
TeamSetNav(2,ena_Nav_Center);
TeamSetNav(3,ena_Nav_Center);
TeamSetNav(4,ena_Nav_Center);
TeamSetNav(5,ena_Nav_Center);
TeamSetNav(6,ena_Nav_Center);
TeamSetNav(7,ena_Nav_Center);
TeamSetNav(8,ena_Nav_Center);
endfunction;
state startState;
code
revealnavpoint(ena_Nav_Center);
revealnavpoint(ena_Team_1_Drop_Zone);
revealnavpoint(ena_Team_2_Drop_Zone);
revealnavpoint(ena_Team_3_Drop_Zone);
revealnavpoint(ena_Team_4_Drop_Zone);
revealnavpoint(ena_Team_5_Drop_Zone);
revealnavpoint(ena_Team_6_Drop_Zone);
revealnavpoint(ena_Team_7_Drop_Zone);
revealnavpoint(ena_Team_8_Drop_Zone);
trans sitState;
endstate;
state sitState;
code
endstate;
state deadState;
code
endstate;
endfsm.
@@ -0,0 +1,45 @@
fsm StockTeamAttrition : integer;
const
#include_ <content\ABLScripts\mwconst.abi>
type
#include_ <content\ABLScripts\mwtype.abi>
function init;
code
SetupScoring_TeamAttrition;
TeamSetNav(1,ena_Nav_Center);
TeamSetNav(2,ena_Nav_Center);
TeamSetNav(3,ena_Nav_Center);
TeamSetNav(4,ena_Nav_Center);
TeamSetNav(5,ena_Nav_Center);
TeamSetNav(6,ena_Nav_Center);
TeamSetNav(7,ena_Nav_Center);
TeamSetNav(8,ena_Nav_Center);
endfunction;
state startState;
code
revealnavpoint(ena_Nav_Center);
revealnavpoint(ena_Team_1_Drop_Zone);
revealnavpoint(ena_Team_2_Drop_Zone);
revealnavpoint(ena_Team_3_Drop_Zone);
revealnavpoint(ena_Team_4_Drop_Zone);
revealnavpoint(ena_Team_5_Drop_Zone);
revealnavpoint(ena_Team_6_Drop_Zone);
revealnavpoint(ena_Team_7_Drop_Zone);
revealnavpoint(ena_Team_8_Drop_Zone);
endstate;
state deadState;
code
endstate;
endfsm.
@@ -0,0 +1,50 @@
fsm StockTeamAbsoluteAttrition : integer;
const
#include_ <content\ABLScripts\mwconst.abi>
type
#include_ <content\ABLScripts\mwtype.abi>
function init;
code
SetupScoring_TeamBattle;
TeamSetNav(1,ena_Nav_Center);
TeamSetNav(2,ena_Nav_Center);
TeamSetNav(3,ena_Nav_Center);
TeamSetNav(4,ena_Nav_Center);
TeamSetNav(5,ena_Nav_Center);
TeamSetNav(6,ena_Nav_Center);
TeamSetNav(7,ena_Nav_Center);
TeamSetNav(8,ena_Nav_Center);
endfunction;
state startState;
code
revealnavpoint(ena_Nav_Center);
revealnavpoint(ena_Team_1_Drop_Zone);
revealnavpoint(ena_Team_2_Drop_Zone);
revealnavpoint(ena_Team_3_Drop_Zone);
revealnavpoint(ena_Team_4_Drop_Zone);
revealnavpoint(ena_Team_5_Drop_Zone);
revealnavpoint(ena_Team_6_Drop_Zone);
revealnavpoint(ena_Team_7_Drop_Zone);
revealnavpoint(ena_Team_8_Drop_Zone);
trans sitState;
endstate;
state sitState;
code
endstate;
state deadState;
code
endstate;
endfsm.
@@ -0,0 +1,44 @@
fsm StockTeamDestruction : integer;
const
#include_ <content\ABLScripts\mwconst.abi>
type
#include_ <content\ABLScripts\mwtype.abi>
function init;
code
SetupScoring_TeamDestruction;
TeamSetNav(1,ena_Nav_Center);
TeamSetNav(2,ena_Nav_Center);
TeamSetNav(3,ena_Nav_Center);
TeamSetNav(4,ena_Nav_Center);
TeamSetNav(5,ena_Nav_Center);
TeamSetNav(6,ena_Nav_Center);
TeamSetNav(7,ena_Nav_Center);
TeamSetNav(8,ena_Nav_Center);
endfunction;
state startState;
code
revealnavpoint(ena_Nav_Center);
revealnavpoint(ena_Team_1_Drop_Zone);
revealnavpoint(ena_Team_2_Drop_Zone);
revealnavpoint(ena_Team_3_Drop_Zone);
revealnavpoint(ena_Team_4_Drop_Zone);
revealnavpoint(ena_Team_5_Drop_Zone);
revealnavpoint(ena_Team_6_Drop_Zone);
revealnavpoint(ena_Team_7_Drop_Zone);
revealnavpoint(ena_Team_8_Drop_Zone);
endstate;
state deadState;
code
endstate;
endfsm.
@@ -0,0 +1,32 @@
fsm StockTerritories : integer;
const
#include_ <content\ABLScripts\mwconst.abi>
type
#include_ <content\ABLScripts\mwtype.abi>
var
static ObjectID hill_drop_zone;
static integer hill_radius;
function init;
code
hill_drop_zone = -1;
hill_radius = 100;
SetupScoring_Territories(hill_drop_zone,hill_radius);
endfunction;
state startState;
code
endstate;
state deadState;
code
endstate;
endfsm.