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firestorm/Gameleap/mw4/Content/Missions/TribeIncursion/Scripts/TribeIncursion.abl
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//*********************************************************************************
fsm GENERIC : integer;
//------------------------------------------------------------------
//
// Constant Definitions
//
//------------------------------------------------------------------
const
#include_ <content\ABLScripts\mwconst.abi>
//------------------------------------------------------------------
//
// Type Definitions
//
//------------------------------------------------------------------
type
#include_ <content\ABLScripts\mwtype.abi>
//------------------------------------------------------------------
//
// Variable Declarations
//
//------------------------------------------------------------------
var
eternal integer playermech;
static integer cinema_cut;
//------------------------------------------------------------------
//
// Init Function (automatically run first time through)
//
//------------------------------------------------------------------
function init;
var
integer i;
code
playermech = getplayervehicle(epl_player0);
GroupAddObject(GroupObjectId(1),playermech);
//GroupAddObject(GroupObjectId(X),eve_SOMETHING);
//SetGroupAI(groupobjectid(X),GROUPAI_MOODSQUAD);
cinema_cut = 0;
endfunction;
//------------------------------------------------------------------
//
// Main Code
//
//------------------------------------------------------------------
state startState;
code
//playsound(eso_start);
//setactivationdistance(6800);
//trans opening;
trans sit;
endstate;
state deadState;
code
endstate;
//------------------------------------------------------------------
//
// Sit state : description
//
//------------------------------------------------------------------
state sit;
code
//Reveal the objectives
//Fail the mission when the player dies
if (isdead(playermech)) then
failobjectiveall(9);
endif;
endstate;
//-----------------------------------------
//HERE THERE BE CINEMAS
//-----------------------------------------
state opening;
code
switch (cinema_cut)
case 0:
endcase;
case 1:
endcase;
case 2:
endcase;
case 3:
endcase;
endswitch;
endstate;
state won;
code
switch cinema_cut
case 0:
endcase;
case 1:
endcase;
endswitch;
endstate;
state lost;
code
switch cinema_cut
case 0:
endcase;
case 1:
endcase;
endswitch;
endstate;
endfsm.
//******************************************************************