UFO-Scripts/staticcampaign.ufo

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Static campaign

The static campaign is there to allow a fixed map selection that can be tweaked by the scripter. You have the opportunity to (almost) define the order of the appearance of the maps in the campaign.

So the static campaign is only about the map selection - the remaining stuff is the same as the other campaign. But the map selection has a big influence on the campaign progress.

Description

mission

  • city: City reference to define the position of the mission

stage

A stage contains several sets that define a timeframe and a mission and ufo set that should appear.

set

  • delay V_DATE: year, day, hour
  • frame V_DATE: year, day, hour
  • expire V_DATE: year, day, hour
  • missions V_STRING: the mission set (mapdefs)
  • number V_INT:
  • quota V_INT: The amount of missions you have to fulfill to mark this set as done
  • needed V_BEP: Reference to another sets
  • ufos V_INT: The amount of ufos to spawn in this set
  • nextstage V_STRING: The next stage that is going to become active once the current set is done
  • endstage V_STRING: Ends the given stage (can be the current, or any other)
  • commands V_STRING: Commands that are executed once the set is done

Example

staticcampaign example {
	mission africa_large
	{
		city	cairo
	}

	stage intro
	{
		set first
		{
			delay		"0 0 10"
			frame		"0 3 0"
			expire		"0 6 0"
			missions	"africa_large"
			number		1
			quota		0
		}
		set terror_only
		{
			needed		first
			delay		"0 5 12"
			frame		"0 9 0"
			expire		"0 8 0"
			missions	"italy japan_large village mine mart estate bungalow bungalow2 wilderness rivertown transport eaglenest neighbourhood" 
			number		12 
			quota		8
		}
		set soldier_terror
		{
			needed		terror_only
			delay		"0 10 7"
			frame		"0 15 0"
			expire		"0 45 0"
			missions	"bunker japan_small dam spedition stadium druglord tower small_house gate fueldump city_industry community_centre"
			number		12
			quota		7
			ufos		2
		}
		set landed_ships
		{
			needed		soldier_terror
			delay		"0 5 2"
			frame		"0 6 0"
			expire		"0 5 0"
			missions	"frozen_alienlandingnature rivertown farm2 frozen_alienlandingindustrial village_commercial"
			quota		4
		}
		set ultimate_terror
		{
			needed		soldier_terror
			delay		"0 15 7"
			frame		"0 6 0"
			expire		"0 5 0"
			missions	"oriental_large small_house subway gasstation tower village military_convoy frozen_industrial mansion"
			quota		7
			nextstage	ufos_are_coming
			ufos		2
		}
		set stop
		{
			needed		ultimate_terror
			delay		"0 20 0"
			endstage	intro
		}
	}

	stage ufos_are_coming
	{
		set first_coming
		{
			delay		"0 2 7"
			frame		"0 12 0"
			expire		"0 5 0"
			missions	"fighter_crash"
			quota		1
			ufos		4
		}
		set crashed_and_landed
		{
			needed		first_coming
			delay		"0 0 1"
			frame		"0 10 0"
			expire		"0 8 0"
			missions	"construction office harbour city2 resort bungalow tropic_river city_disco tropic_drug_crash oriental_medium_crash desert_harvester_crash"
			quota		6
			nextstage	invasion
			ufos		2
		}
		set stop_coming
		{
			needed		crashed_and_landed
			delay		"0 11 0"
			endstage	ufos_are_coming
		}
	}

	stage invasion
	{
		set first_invasion
		{
			delay		"0 5 1"
			frame		"0 10 0"
			expire		"0 7 0"
			missions	"africa_large eaglenest lake_ice corrupter_crash oriental_mosque england"
			quota		6
			nextstage	alienbase
		}
		set stop_invasion
		{
			needed		first_invasion
			delay		"0 11 0"
			endstage	invasion
			commands	"addeventmail alien_base_discovered;"
		}
	}

	stage alienbase
	{
		set first_alienbase
		{
			delay		"0 11 0"
			missions	"alienbase"
			quota		1
		}
		set stop_alienbase
		{
			needed		first_alienbase
			delay		"0 12 0"
			endstage	alienbase
			commands	"cp_endgame;"
		}
	}
}
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