//**AMWWpc Map #3 "Tanthie_Basin".  Map concept and layout created by Jason Wildblood**//
//Execution and correction attempted by Keith Meyer.//

pad POWpad      10

//**Game Startup**//

if Startup1 then
        triggerdelay 100 Gstart,
		playsound "beach3_nomusic.wav" 0 16 1
		
if Gstart then
        createpowerup "sniperPOW" sniper POWpad 6,
        triggerdelay 10 makeset,
        //triggerdelay 100 TKTenemies,
        //triggerdelay 600 TKPenemies,
        //triggerdelay 700 makeTKsetup
        triggerdelay 100 SetMoviecam,
		triggerdelay 50 makeeasy,
		setfog 0

If makeeasy testvar difficulty = 0 then
		createpowerup "medpack" medpack (569,2499) 9,
		createpowerup "airstrike1" airstrike (2363,707) 1,
		createpowerup "grenades" grenade (291,2597) 10,
		createpowerup "mortar" mortar (264,2921) 3,	
		createpowerup "medpack" medpack (1562,2766) 9,
		createpowerup "medpack" medpack (1306,2252) 9,
		createpowerup "grenades" grenade (299,1520) 10
		
variable losevar 0
variable tankvar 0
//**In Game Movie**//

variable ingamemovie 0

if SetMoviecam then
        setuilock 1,
		setvar ingamemovie 1,
        setcamerafocus TBstarz1,
		showmessage  "Tan Leader: Move out troopers, be on the watch for those Green boys!",
		PLAYSOUND "03_02_tansquadleader_07B.wav" (0,0) 6 1 100,
        triggerdelay 5500 ingame_movie

if inputbypass all testvar ingamemovie = 1 THEN
	trigger startgame
	//showmessage "by pass has occured"

if ingame_movie then
		trigger powercam,
		PLAYSOUND "03_01_bluecorp_06A.wav" (0,0) 6 1 100,
		showmessage "Blue Corporal: OK men, we need to sweep the area. Lets go!",
        triggerdelay 2500 moveagentmen,
        triggerdelay 6000 setcamalert

If powercam BUTNOT startgame then
       	setcamerafocus agent_powers

if setcamalert then
		trigger gotosandcam,
        triggerdelay 2000 alerttans

IF gotosandcam BUTNOT startgame THEN
        setcamerafocus sandcam

if makeset then
        trigger Agentmen,
        trigger tanmoviestars

//**Lose Condition**//

if killed green trooper testvar getnpcstatus me = 0 then
        addvar numgreen -1,
        trigger checklose

if checklose testvar numgreen = 0 then
        setvar losevar 10,
        showpda "If the Green Nation survives, we will honor your sacrifice. Mission failed...",
        triggerdelay 3000 tanwins

//**All tan react to their tanks being blown up**//
pad padpatrol2   	157		tttandef6					
pad padpatrol3  	158		tttandef0

if checkwin testvar tankvar = 2 THEN
	//showmessage "charge activated",
	order tandef1 GOTO padpatrol3 inmode attack,
	order tandef2 GOTO padpatrol3 inmode attack,
	order tandef3 GOTO padpatrol3 inmode attack,
	order tandef4 GOTO padpatrol2 inmode attack,
	order tandef5 GOTO padpatrol2 inmode attack,
	order tandef6 GOTO padpatrol3 inmode attack,
	order tandef7 GOTO padpatrol2 inmode attack,
	order tandef8 GOTO padpatrol2 inmode attack,
	order tandef9 GOTO padpatrol2 inmode attack,
	order tandef10 GOTO padpatrol3 inmode attack,
	order tandef11 GOTO padpatrol3 inmode attack,
	order tandef12 GOTO padpatrol3 inmode attack,
	order tandef13 GOTO padpatrol3 inmode attack,
	order tandef14 GOTO padpatrol2 inmode attack,
	order tandef15 GOTO padpatrol2 inmode attack,
	order trstarz1 GOTO padpatrol2 inmode attack,
	order trstarz2 GOTO padpatrol2 inmode attack,
	order trstarz3 GOTO padpatrol2 inmode attack,
	order trstarz4 GOTO padpatrol2 inmode attack,
	order trstarz5 GOTO padpatrol2 inmode attack,
	order trstarz6 GOTO padpatrol2 inmode attack,
	order trstarz7 GOTO padpatrol2 inmode attack,
	order trstarz8 GOTO padpatrol2 inmode attack,
	order trstarz9 GOTO padpatrol2 inmode attack

//**Win Condition**//

if checkwin testvar losevar = 0 and tankvar = 7 then
		playsound "03_02_HQ_B.wav" (0,0) 6 1 100,
        showpda "Those tanks will never see battle again. Excellent work commander.",
        triggerdelay 3000 greenwins

//**Ending**
if setcampad then
        trigger finalsandcam,
        triggerdelay 500 attackFgreen,
        triggerdelay 100 ftan,
        trigger powers_Run

If finalsandcam BUTNOT startgame THEN
	setcamerafocus sandcam

//**Movie Starz**//

pad agentpad1   70
pad agentpad2   71
pad agentpad3   72
pad agentpad4   73
pad agentpad5   74
pad agentpad6   75
pad agentpad7   76
pad agentpad8   77
pad agentpad9   78
pad Agent_Drakepad   79

pad attackpos1  50
pad attackpos2  51
pad attackpos3  52
pad attackpos4  53
pad attackpos5  54
pad attackpos6  55
pad attackpos7  56
pad attackpos8  57
pad attackpos9  58

pad powerpad1    60 agent_powers
pad powerpad2    59 agent_powers

pad powerpad3    59 	green trooper > 1
pad padrecoverpower		61	green trooper > 0

macro blueface 9

////@1 Name @2 Type @3 location @4 weapon @5 faceing @6 AI Mode @7 pose @8 gotopad @9 secondAI
{
if Agentmen then
        createunit @1 @2 @3 green 3 @4 20,
        setaimode @1 @6,
        setfacing @1 @5,
        setaipose @1 @7,
        setnpc @1 1,
        setspeed @1 slow,
        trigger changePcolor

if attackFgreen then
        setaimode @1 @9

if moveagentmen then
        order @1 goto @8,
        triggerdelay 6000 aboutface

//if killed @1 testvar getnpcstatus @1 = 0 then
  //      addvar numgreen -1


}
expand blueface ( agentman1 rifleman agentpad1 rifle 14 ignore kneel attackpos1 attack )
expand blueface ( agentman2 rifleman agentpad2 rifle 14 ignore kneel attackpos2 attack )
expand blueface ( agentman3 rifleman agentpad3 rifle 14 ignore kneel attackpos3 attack )
expand blueface ( agentman4 rifleman agentpad4 rifle 14 ignore kneel attackpos4 attack )
expand blueface ( agentman5 rifleman agentpad5 rifle 14 ignore kneel attackpos5 attack )
expand blueface ( agentman6 rifleman agentpad6 rifle 14 ignore kneel attackpos6 attack )
//expand blueface ( agentman7 rifleman agentpad7 rifle 14 ignore kneel attackpos7 attack )
//expand blueface ( agentman8 rifleman agentpad8 rifle 14 ignore kneel attackpos8 attack )
expand blueface ( Agent_Powers rifleman Agent_Drakepad sniper 142 ignore stand powerpad1 ignore )

if changePcolor then
        setforcecolor Agent_Powers blue,
		triggerdelay 2000 rungreen

If rungreen then
	setspeed agentman3 normal,
	setspeed agentman4 normal,
	setspeed agentman5 normal

if aboutface then
        setfacing agentman1 240,
        setfacing agentman2 240,
        setfacing agentman3 240,
        setfacing agentman4 240,
        setfacing agentman5 240,
        setfacing agentman6 240,
        setfacing agentman7 240,
        setfacing agentman8 240

if setnewaimodeGRN then
        setaimode agentman1 attack,
        setaimode agentman2 attack,
        setaimode agentman3 attack,
        setaimode agentman4 attack,
        setaimode agentman5 attack,
        setaimode agentman6 attack,
        setaimode agentman7 attack,
        setaimode agentman8 attack,
        setaimode agent_powers attack

if padon powerpad1 then
        triggerdelay 2000 POF

if POF then
        setfacing agent_powers 230


//**Tan movie stars**//

pad Tanstarzpad1        80
pad Tanstarzpad2        81
pad Tanstarzpad3        82
pad Tanstarzpad4        83
pad Tanstarzpad5        84
pad Tanstarzpad6        85
pad Tanstarzpad7        86
pad Tanstarzpad8        87
pad Tanstarzpad9        88
pad Tanstarzpad10       89
pad Tanstarzpad11       90

pad Mortarpad1          91 TMstarz1
pad Mortarpad2          92 TMstarz2

pad Twalkers1           30 TBstarz1
pad Twalkers2           31
pad Twalkers3           32
pad Twalkers4           33
pad Twalkers5           34
pad Twalkers6           35
pad Twalkers7           36
pad Twalkers8           37
pad Twalkers9           38
pad Twalkers10           39
pad Twalkers11           40

////@1 Name @2 Type @3 location @4 weapon @5 faceing @6 AI Mode @7 pose @8 goto pads

macro tanstarz 7
{
if tanmoviestars then
        createunit @1 rifleman @2 tan 2 @3,				// 3 and 20
        setaimode @1 ignore,
        setfacing @1 @4,
        setaipose @1 @5

if tanmoveorders then
        order @1 goto @6,
        setspeed @1 slow,
		trigger powersspotted

if tanassumepos then
        order @1 goto @2 inmode defend,
        setaipose @1 none

if ftan then
		setspeed @1 normal,
        setaimode @1 attack,
		selectinventoryitem @1 @1 @7

}
expand tanstarz ( TBstarz1 Tanstarzpad1 bazooka 24 stand Twalkers1 2 )
expand tanstarz ( TFstarz1 Tanstarzpad2 flamer 224 stand Twalkers2 2 )
expand tanstarz ( Trstarz1 Tanstarzpad3 rifle 94 kneel Twalkers3 0 )
expand tanstarz ( Trstarz2 Tanstarzpad4 rifle 94 kneel Twalkers4 0 )
expand tanstarz ( TRstarz3 Tanstarzpad5 rifle 94 stand Twalkers5 1 )
expand tanstarz ( TRstarz4 Tanstarzpad6 rifle 94 stand Twalkers6 0 )
expand tanstarz ( TRstarz5 Tanstarzpad7 rifle 94 stand Twalkers7 1 )
expand tanstarz ( TRstarz6 Tanstarzpad8 rifle 94 stand Twalkers8 0)
expand tanstarz ( TRstarz7 Tanstarzpad9 rifle 94 stand Twalkers9 1 )
expand tanstarz ( TRstarz8 Tanstarzpad10 rifle 94 stand Twalkers10 0 )
expand tanstarz ( TRstarz9 Tanstarzpad11 rifle 94 stand Twalkers11 0 )

IF count 1 of powersspotted THEN
	    showmessage "Tan Leader: Enemy sighted! Surrender in the name of Tan!",
		playsound "03_01_tansquadleader_07B.wav" (0,0) 6 1 100

if padon Twalkers1 then
        setaipose TBstarz1 kneel,
        //showmessage "Tan Leader: Drop your weapons and surrender!",
        triggerdelay 3000 setcamfocGRN,
		trigger gpickfacing1,
		triggerdelay 1500 gpickfacing2,
		triggerdelay 2000 gpickfacing3,
		trigger tpickfacing1,
		triggerdelay 3000 tpickfacing2,
		triggerdelay 3500 tpickfacing3

macro macrogpickfacing 4
{
	If gpickfacing1 then
		setfacing @1 @2

	If gpickfacing2 then
		setfacing @1 @3
	
	If gpickfacing3 then
		setfacing @1 @4
}

expand macrogpickfacing (agentman1 230 185 250)
expand macrogpickfacing (agentman2 220 175 160)
expand macrogpickfacing (agentman3 220 200 240)
expand macrogpickfacing (agentman4 220 190 220)
expand macrogpickfacing (agentman5 250 220 190)
expand macrogpickfacing (agentman6 240 250 200)

macro macrotpickfacing 4
{
	If tpickfacing1 then
		setfacing @1 @2

	If tpickfacing2 then
		setfacing @1 @3
	
	If tpickfacing3 then
		setfacing @1 @4
}

expand macrotpickfacing (trstarz1 60 80 60)
expand macrotpickfacing (trstarz2 70 90 70)
expand macrotpickfacing (trstarz3 80 90 60)
expand macrotpickfacing (trstarz4 80 90 60)
expand macrotpickfacing (trstarz5 60 80 60)
expand macrotpickfacing (trstarz6 100 60 100)
expand macrotpickfacing (trstarz7 60 80 60)
expand macrotpickfacing (trstarz8 70 90 70)
expand macrotpickfacing (trstarz9 80 90 60)
expand macrotpickfacing (tfstarz9 80 90 60)
 	
if alerttans then
       triggerdelay 2000 tanmoveorders,
        setfacing TBstarz1 94,
        setfacing TFstarz1 9

if setcamfocGRN then
        //setcamerafocus agent_powers,
        showmessage "Blue Corporal: We'll never surrender to Tan. Open fire! Open fire!",
		playsound "03_bluecorp.wav" (0,0) 6 1 100,
        setaipose agent_powers kneel,
        triggerdelay 4000 powersattacks,
        triggerdelay 4300 setdeathcam

if setdeathcam then
        //setcamerafocus TBstarz1,
        damage tbstarz1 4000,
        triggerdelay 1000 setcampad

if powersattacks then
        fireweapon sniperPOW agent_powers TBstarz1,
		TRIGGERDELAY 7500 killgreen

IF killgreen THEN						//after 7.5 seconds all green will be dead
	damage agentman1 600,
	damage agentman2 600,
	damage agentman3 600,
	damage agentman4 600,
	damage agentman5 600,
	damage agentman6 600


if allof killed agentman1 killed agentman2 killed agentman3 killed agentman4 killed agentman5
killed agentman6 then							//killed agentman7 killed agentman8 then
        trigger tanassumepos,
        triggerdelay 3000 startgame			

if powers_Run then
	    setspeed agent_powers normal,
        order agent_powers goto (1284,2407) inmode ignore

if padon powerpad2 then
        triggerdelay 2000 FaceAstin

if FaceAstin then
        setaimode agent_powers defend,
        setfacing agent_powers 230,
        setaipose agent_powers prone
		
IF padon padrecoverpower testvar getnpcstatus me = 0 THEN
	trigger ispowersdead

If ispowersdead BUTNOT killed agent_powers THEN
	TRIGGER powercryhelp

IF count 1 of powercryhelp THEN				 
	showmessage "Blue Corporal: Come in, anyone! My squad is dead and I am pinned in!", 
	playsound "03_02_bluecorp_06A.wav" (0,0) 6 1 100

IF padon powerpad3 BUTNOT killed agent_powers THEN
	TRIGGER foundpowers

IF count 1 of foundpowers THEN				 
	showmessage "Blue Corporal: Boy am I happy to see you guys!",
	playsound "03_03_bluecorp_06C.wav" (0,0) 6 1 100,
	setaipose agent_powers none,
	addvar numgreen 1,
	setnpc agent_powers 0

//**End of Movie**//

if startgame testvar ingamemovie = 1 then
        Setcamerafocus greensarge1,
		setfog 1,
		setvar ingamemovie 0,
        setuilock 0,
		//showpda "HQ: Commander, we need you to strike and eliminate Tan tanks that are in for repairs. Stay on the look out for a squad we sent in earlier led by a friendly Blue.",
        //playsound "03_01_HQ_B.wav" (0,0) 6 1 100,
		triggerdelay 40 checkreinforcement,
		triggerdelay 50 makeenemies,
        triggerdelay 100 TKTenemies,
        triggerdelay 600 TKPenemies,
        triggerdelay 700 makeTKsetup,
		triggerdelay 800 ltgreenmanincident,
		TRIGGER cof										

pad  balancepad 254 balanceunit

If checkreinforcement then
	createunit "balanceunit" rifleman balancepad green 0 bazooka -1,
    setnpc balanceunit 1,
    setaimode balanceunit ignore,
    createpowerup "balancepower" paratroopers balancepad -1,
    moveitem balanceunit balancepad,
    moveitem balancepower balancepad,
	triggerdelay 5 checkbalance

If Checkbalance testvar numgreen < 4 then
    triggerdelay 1 balanceVOrandom,
    fireweapon balancepower balanceunit green

If balanceVOrandom then	random
	playsound "gamehq1_A.wav" 3 3,
    playsound "gamehq2_B.wav" 3 3,
    playsound "gamehq3_C.wav" 3 3

pad padgt1 101	gt1
pad padgt2 108	gt2
pad padgt3 107 	gt3
pad padlg 106	lg > 0
PAD padgreenmove3b	183	lg

IF cof THEN
//	createvehicle gt1 tank padgt1 green,
//	createvehicle gt2 tank padgt2 green,
//	createvehicle gt3 tank padgt3 green,
//	createunit dr0 rifleman padlt green 0 rifle,
//	createunit dr1 rifleman padlt green 0 rifle,
//	createunit dr2 rifleman padlt green 0 rifle,
//	entervehicle dr0 gt1,
//	entervehicle dr1 gt2,
//	entervehicle dr2 gt3,
//	createunit lt rifleman padlt green 2 rifle,
	moveitem gt1 padgt1,
	moveitem gt2 padgt2,
	moveitem gt3 padgt3,
	moveitem lg padlg,
	triggerdelay 5 checkpda

VARIABLE tankcof 0
VARIABLE lgcof 0
VARIABLE vargt1killed 1				//assumues they are dead, but if they hit pad then makes them 0
VARIABLE vargt2killed 1
VARIABLE vargt3killed 1

MACRO macrocof 2

{
	IF count 1 of padon pad@1 THEN
		addvar numgreen -1,
		addvar tankcof 1,
		setnpc @1 1,
		setnpc @2 1,
		setfacing @1 220,
		setunitgroup @1 0,
		setvar var@1killed 0
		//trigger maketankdriver@1

//	If maketankdriver@1 THEN
		//createunit @2 rifleman padlt green 0 rifle,
//		deploy @2 (410,300),
//		setnpc @2 1,
//		entervehicle @2 @1
}

EXPAND macrocof (gt1 td1)
EXPAND macrocof (gt2 td2)
EXPAND macrocof (gt3 td3)

If checkpda testvar getpadstatus padlg = 0 Then
	//showmessage "lg dead",
	trigger ltdead,
	triggerdelay 5 checktanks,
	triggerdelay 10 pdatank

If checkpda testvar getpadstatus padlg = 1 then
	showpda "HQ: Commander, we need you to strike and eliminate Tan tanks that are in for repairs. Lt. Greenman will not be accompanying you as he has other orders, but do stay on the look out for a squad we sent in earlier led by a friendly Blue.",
	setnpc lg 1,
	addvar lgcof 1,
	addvar numgreen -1,
	//showmessage "lg alive",
	triggerdelay 5 checktanks
	
If checktanks testvar tankcof > 0 THEN				//If tanks around then lg leaves
	//showmessage "checking number of tanks",
	trigger tanksalive,
	undeploy lg										

IF checktanks testvar tankcof = 0 THEN
	ORDER lg GOTO padgreenmove3b inmode attack,
	trigger tanksdead 

If count 2 of pdatank tanksalive then
	showpda "HQ: Commander, we need you to strike and eliminate Tan tanks that are in for repairs. Our Green Armor has their own mission, but stay on the look out for a squad we sent in earlier led by a friendly Blue."
        
If count 2 of pdatank tanksdead then
	showpda "HQ: Commander, we need you to strike and eliminate Tan tanks that are in for repairs. Stay on the look out for a squad we sent in earlier led by a friendly Blue."

//**Enemy guards**//
pad enemydep1   200
pad enemydep2   201
pad enemydep3   202
pad enemydep4   203
pad enemydep5   204
pad enemydep6   205
pad enemydep7   206
pad enemydep8   207
pad enemydep9   208
pad enemydep10   209
pad enemydep11   210
pad enemydep12   211
pad enemydep13   212
pad enemydep14   213
pad enemydep15   214



////@1 Name @2 Type @3 location @4 weapon @5 faceing @6 AI Mode @7 pose

macro enemies 8
{

if makeenemies then
        createunit @1 @2 @3 tan 2 @4,
		setfacing @1 @5,
        setaimode @1 @6,
        setaipose @1 @7,
		selectinventoryitem @1 @1 @8

if killed @1 then Random
        createpowerup "" medpack @1 3,
        createpowerup "" grenade @1 2

}

//selectinventoryitem trooper_name item_name slot_number
//the slot numbers are 0 (primary weapon)  1 (grenades) 2 (special item)

//Bottom group
expand enemies ( tandef1 rifleman enemydep1 rifle 0 defend none 1 )
expand enemies ( tandef2 rifleman enemydep2 rifle 20 defend none 1 )
expand enemies ( tandef3 rifleman enemydep3 rifle 30 defend none 1 )
//near Sandbags
expand enemies ( tandef6 rifleman enemydep6 rifle 40 defend stand 1 )

//Top Left Group
expand enemies ( tandef4 rifleman enemydep4 rifle 148 defend stand 0 )
expand enemies ( tandef5 rifleman enemydep5 rifle 64 defend kneel 1 )

//Guard Entrance to Maint. Yard
expand enemies ( tandef7 rifleman enemydep7 rifle 148 defend kneel 0 )
expand enemies ( tandef8 rifleman enemydep8 rifle 128 defend kneel 0 )
expand enemies ( tandef9 rifleman enemydep9 rifle 46 defend kneel 0 )

//Bottom Right
expand enemies ( tandef10 rifleman enemydep10 rifle 56 defend kneel 0 )
expand enemies ( tandef11 rifleman enemydep11 rifle 56 defend stand 0 )
expand enemies ( tandef12 rifleman enemydep12 rifle 216 defend stand 1 )
expand enemies ( tandef13 rifleman enemydep13 rifle 72 defend stand 0 )

//Top Right
expand enemies ( tandef14 rifleman enemydep14 rifle 74 defend kneel 0 )
expand enemies ( tandef15 rifleman enemydep15 rifle 74 defend kneel 0 )

pad padtandef1 169 tandef1
pad padtandef2 170 tandef2
pad padtandef3 171 tandef3

MACRO macrominiambush 2

{
	If ambush2 then
		order @1 goto padtandef@2 inmode defend

	If padon padtandef@2 then
		setaipose @1 kneel 
}

expand macrominiambush (tandef1 1)
expand macrominiambush (tandef2 2)
expand macrominiambush (tandef3 3)

//**Tank Depo**//

pad TKenemydep1   140
pad TKenemydep2   141
pad TKenemydep3   142
pad TKenemydep4   143
pad TKenemydep5   144
pad TKenemydep6   145
pad TKenemydep7   146

pad enterVH1      131		tan		
pad enterVH2      132		tan
pad enterVH3      133		tan
pad enterVH4      134		tan
pad enterVH5      135		tan
pad enterVH6      136		tan
pad enterVH7      137		tan

pad TTenemydep0   150		tttandef0
pad TTenemydep1   151
pad TTenemydep2   152
pad TTenemydep3   153
pad TTenemydep4   154		tttandef4
pad TTenemydep6   156		tttandef6

//*patrollers*//
//Patrols//			
pad padpatrol1   	155		tttandef4
//pad padpatrol2   	157		tttandef6					Pads moved up
//pad padpatrol3  	158		tttandef0

macro TKsetup 5
{

if makeTKsetup then
	createvehicle @1 @2 @3 tan,
        setfacing @1 @4,
        setaimode @1 @5,
		setmaxhealth @1 240,
		Setitemflag @1 strategic 1, 
		heal @1 100

if killed @1 testvar losevar = 0 then
        addvar tankvar 1,
		Setitemflag @1 strategic 0, 
        triggerdelay 100 checkwin

}

expand TKsetup ( TKtandef1 tank TKenemydep1 38 ignore )
expand TKsetup ( TKtandef2 tank TKenemydep2 38 ignore )
expand TKsetup ( TKtandef3 tank TKenemydep3 38 ignore )
expand TKsetup ( TKtandef4 tank TKenemydep4 38 ignore )
expand TKsetup ( TKtandef5 tank TKenemydep5 82 ignore )
expand TKsetup ( TKtandef6 tank TKenemydep6 82 ignore )
expand TKsetup ( TKtandef7 tank TKenemydep7 82 ignore )

if makeTKsetup then
	createvehicle supplytruck convoy (1335,239) tan,
	setfacing supplytruck 112,
	createunit supd rifleman (1350,250) tan 0 rifle,
	entervehicle supd supplytruck,
	setaimode supplytruck ignore
	

////@1 Name @2 Type @3 location @4 weapon @5 faceing @6 pose @6 

macro TKenemies 7

{
	if TKTenemies then
        createunit @1 @2 @3 tan 0 @4,
        setaimode @1 defend,
        setfacing @1 @5,
		setaipose @1 @6,
		setspeed @1 slow,
		selectinventoryitem @1 @1 @7

	IF hit @1 BUTNOT KILLED @1 THEN
		TRIGGER guardalerted

	IF count 1 of guardalerted THEN
		TRIGGER intruderalert
}

expand TKenemies ( TTtandef0 rifleman TTenemydep0 rifle 74 none 0 )				//patroler
expand TKenemies ( TTtandef1 rifleman TTenemydep1 heavymg 72 kneel 2 )			//HMG sentry
expand TKenemies ( TTtandef2 rifleman TTenemydep2 heavymg 34 kneel 2 )			//HMG sentry
expand TKenemies ( TTtandef3 rifleman TTenemydep3 rifle 34 none 0 )				//sentry
expand TKenemies ( TTtandef4 rifleman TTenemydep4 rifle 34 none 0 )				//patroler
expand TKenemies ( TTtandef6 rifleman TTenemydep6 rifle 34 none 0 )				//patroler

MACRO macropatrol 2						//tank area patrol
{
	IF padon @1 BUTNOT intruderalert THEN					//intruderalert...signal for patrol to stop and attack enemy and for tankers to come to tanks
		order me GOTO @2
}

EXPAND macropatrol ( TTenemydep0 padpatrol3 )
EXPAND macropatrol ( padpatrol3 TTenemydep0 )
EXPAND macropatrol ( TTenemydep4 padpatrol1 )
EXPAND macropatrol ( padpatrol1 TTenemydep4 )
EXPAND macropatrol ( TTenemydep6 padpatrol2 )
EXPAND macropatrol ( padpatrol2 TTenemydep6 )

PAD padtankercreate 167		tan
PAD padtankermove0a	168		tanker1
PAD padtankermove0b	168		tanker2
PAD padtankermove0c	168		tanker3
PAD padtankermove1a	156		tanker1
PAD padtankermove1b	156		tanker2
PAD padtankermove1c	156		tanker3

IF count 1 of intruderalert THEN										//intruder alert sets guards to attack and trigger tankers to go to tank
	showmessage "Tan: Green spotted! Tank crews go to your tanks!",
	playsound "03_02_tantrooper_02C.wav" (0,0) 6 1 100,
	ORDER tttandef0 follow me INMODE attack,
	ORDER tttandef4 follow me INMODE attack,
	ORDER tttandef6 follow me INMODE attack,
	SETSPEED tttandef0 normal,
	SETSPEED tttandef4 normal,
	SETSPEED tttandef6 normal,
	TRIGGERDELAY 5000 deploytankers
	
IF deploytankers BUTNOT KILLED house2 THEN
	createunit tanker1 rifleman padtankercreate tan 0 rifle,
	TRIGGERDELAY 5000 tankercreate1

IF tankercreate1 BUTNOT KILLED house2 THEN
	createunit tanker2 rifleman padtankercreate tan 0 rifle,
	TRIGGERDELAY 5000 tankercreate2

IF tankercreate2 BUTNOT KILLED house2 THEN
	createunit tanker3 rifleman padtankercreate tan 0 rifle
	
MACRO macrotankermove 2
{
	IF padon padtankercreate THEN
		order me GOTO padtankermove@1 INMODE ignore

	IF padon padtankermove@1 THEN
		order me GOTO padtankermove@2 INMODE ignore

	IF padon padtankermove@2 THEN
		TRIGGER pickatank 
}

EXPAND macrotankermove ( 0a 1a )
EXPAND macrotankermove ( 0b 1b )
EXPAND macrotankermove ( 0c 1c )

IF pickatank THEN random
	ORDER me GOTO entervh1 inmode ignore,
	ORDER me GOTO entervh2 inmode ignore,
	ORDER me GOTO entervh3 inmode ignore,
	ORDER me GOTO entervh4 inmode ignore,
	ORDER me GOTO entervh5 inmode ignore,
	ORDER me GOTO entervh6 inmode ignore,
	ORDER me GOTO entervh7 inmode ignore

MACRO macroentertank 2
{
	IF PADON entervh@1 THEN
		entervehicle me @2,
		SETAIMODE @2 defend
}

EXPAND macroentertank ( 1 tktandef1 )
EXPAND macroentertank ( 2 tktandef2 )
EXPAND macroentertank ( 3 tktandef3 )
EXPAND macroentertank ( 4 tktandef4 )
EXPAND macroentertank ( 5 tktandef5 )
EXPAND macroentertank ( 6 tktandef6 )
EXPAND macroentertank ( 7 tktandef7 )

//Special Stuff
IF KILLED tttandef1 KILLED tttandef2 THEN
	createpowerup "autorifle" autorifle me 1
	
IF KILLED gt1 KILLED gt2 KILLED gt3 THEN
	createpowerup "grenade" grenade me 3

IF KILLED supplytruck THEN
	createpowerup "grenade" grenade me 5
	
// Bottom team reaction

pad padtanreact0 160 	tan
pad padtanreact1 161 	tan
pad padtanreact2 162 	tan
pad padtanreact3 163 	tan
pad padtanreact4 164 	tan
 
MACRO macrohitai 4
{
VARIABLE vargotorder@4 0

	IF HIT @1 TESTVAR vargotorder@4 = 0 THEN
		ORDER @2 GOTO @3,
		setvar vargotorder@4 1,
		TRIGGER randomorder
}

IF randomorder THEN Random
	SETAIMODE me attack,
	SETAIMODE me defend

EXPAND macrohitai (tandef10 tandef12 padtanreact0 1)
EXPAND macrohitai (tandef10 tandef13 padtanreact2 2)
EXPAND macrohitai (tandef11 tandef12 padtanreact0 3)
EXPAND macrohitai (tandef11 tandef13 padtanreact2 4)				
EXPAND macrohitai (tandef12 tandef10 padtanreact4 5)				
EXPAND macrohitai (tandef12 tandef11 padtanreact4 6)				
EXPAND macrohitai (tandef13 tandef10 padtanreact4 7)				
EXPAND macrohitai (tandef13 tandef11 padtanreact4 8)				

IF padon padtanreact0 THEN
	order me goto padtanreact1

IF padon padtanreact2 THEN
	order me goto padtanreact3

IF padon padtanreact4 THEN Random
	order me goto padtanreact0,
	order me goto padtanreact2

//Waking up the House
PAD padhousedeploy 165 Tan > 0
PAD padhousemove 166 	Tan

VARIABLE varhousedeployed 0

IF hit tandef14 BUTNOT KILLED tandef14 THEN
	TRIGGER housedeploy

IF hit tandef15 BUTNOT KILLED tandef15 THEN
	TRIGGER housedeploy

IF count 1 of housedeploy  THEN
	showmessage "Tan: Green spotted!",
	playsound "03_01_tantrooper_05C.wav" (0,0) 6 1 100,
	TRIGGERDELAY 5500 housecreation

IF housecreation TESTVAR varhousedeployed < 3 THEN
	TRIGGER checkhouse

IF checkhouse BUTNOT KILLED house1 THEN
	createunit tanhouse rifleman padhousedeploy tan 0 rifle,
	ADDVAR varhousedeployed 1,
	TRIGGERDELAY 4500 housecreation

IF padon padhousedeploy THEN
	ORDER me goto padhousemove INMODE ignore

IF padon padhousemove THEN
	SETAIMODE me attack

//Lt. Greenman Incident

IF ltgreenmanincident THEN
	TRIGGERDELAY 3500 startconvoy,
	TRIGGERDELAY 3750 tanambush,
	trigger ltmessage

if ltmessage butnot ltdead then
	setfacing lg 60
	//showmessage "Lt. Greenman: Thanks for the escort Commander, but I got my own mission. Good luck!"

VARIABLE vartempx 0
VARIABLE vartempy 0

PAD padgreenmove0 180 	green tank
PAD padgreenmove1 181 	green tank
PAD padgreenmove2 182 	green tank
PAD padgreenmove3 183 	green tank

PAD padtandeploy0 183	tan
PAD padtandeploy1 184	tan
PAD padtanmove0	185		tan
PAD padtanmove1	186 	tan
PAD padtanmove2 187		tan

IF KILLED gt1 THEN
	ADDVAR vargt1killed 1,
	TRIGGER moveout									//This way if killed while going to a location it forces the next in line to keep moving to last x,y

IF KILLED gt2 THEN
	ADDVAR vargt2killed 1,
	TRIGGER moveout

IF KILLED gt3 THEN
	ADDVAR vargt3killed 1

IF startconvoy THEN
	SETVAR vartempx 1063,
	SETVAR vartempy 2687,
	//showmessage "Lt. Greenman: Move it out boys!",
	TRIGGER moveout

IF PADON padgreenmove0 THEN
	TRIGGER firstmove

IF count 1 of firstmove THEN
	SETVAR vartempx 623,
	SETVAR vartempy 2032,
	TRIGGER moveout

IF PADON padgreenmove1 THEN
	TRIGGER secondmove

IF count 1 of secondmove THEN	
	SETVAR vartempx 576,
	SETVAR vartempy 1426,	
	TRIGGER moveout

IF PADON padgreenmove2 THEN
	TRIGGER thirdmove

IF count 1 of thirdmove THEN
	SETVAR vartempx 142,
	SETVAR vartempy 960,
	TRIGGER moveout

IF padon padgreenmove3 THEN
	UNDEPLOY me,
	TRIGGER finalorder

IF padon padgreenmove3 THEN
	UNDEPLOY me

IF finalorder THEN
	order gt1 goto padgreenmove3 INMODE defend,
	order gt2 goto padgreenmove3 INMODE defend,
	order gt3 goto padgreenmove3 INMODE defend
	//order lt goto padgreenmove3 INMODE defend

IF moveout TESTVAR vargt1killed = 0 THEN
	ORDER gt1 GOTO (refvar vartempx,refvar vartempy) INMODE defend,
	TRIGGERDELAY 4000 gt2move

IF moveout TESTVAR vargt1killed = 1 THEN
	TRIGGERDELAY 1000 gt2move

IF gt2move TESTVAR vargt1killed = 0 THEN				//gt2 follows gt1
	ORDER gt2 FOLLOW gt1 INMODE defend,
	TRIGGERDELAY 4000 gt3move

IF gt2move TESTVAR vargt1killed = 1 THEN				//unless gt1 dead
	ORDER gt2 GOTO (refvar vartempx,refvar vartempy),
	TRIGGERDELAY 3000 gt3move 

IF gt3move TESTVAR vargt2killed = 0 THEN					//gt3 follows gt2 
	ORDER gt3 FOLLOW gt2

IF gt3move TESTVAR vargt2killed = 1 THEN					//unless gt2 dead, then check gt1
	TRIGGER checkgt1

IF checkgt1 TESTVAR vargt1killed = 0 THEN				//follow gt1
	ORDER gt3 FOLLOW gt1

IF checkgt1 TESTVAR vargt1killed = 1 THEN					//but if both dead...
	ORDER gt3 GOTO (refvar vartempx,refvar vartempy) INMODE attack

If tanambush THEN
	createunit tanambush0 rifleman padtandeploy0 tan 0 bazooka, 
	createunit tanambush1 rifleman padtandeploy0 tan 0 bazooka,
	createunit tanambush2 rifleman padtandeploy1 tan 0 bazooka,
	createunit tanambush3 rifleman padtandeploy1 tan 0 bazooka,
	createunit tadriver rifleman padtandeploy1 tan 0 rifle,
	selectinventoryitem tanambush0 tanambush0 2,
	selectinventoryitem tanambush1 tanambush1 2,
	selectinventoryitem tanambush2 tanambush2 2,
	selectinventoryitem tanambush3 tanambush3 2,
	createvehicle tanambush4 jeep padtandeploy0 tan,
	entervehicle tanambush0 tanambush4,
	entervehicle tanambush1 tanambush4,
	entervehicle tadriver tanambush4,
	order tanambush4 goto padtanmove2 inmode attack,
	order tanambush2 goto padtanmove0 inmode attack,
	order tanambush3 goto padtanmove1 inmode attack,
	triggerdelay 5000 ambush2

MACRO macroambushorders 1
{
	IF padon padtanmove@1 THEN
		SETAIMODE me attack,
		SETAIPOSE me kneel
}		 

EXPAND macroambushorders ( 0 )
EXPAND macroambushorders ( 1 )

IF padon padtanmove2 THEN
	TRIGGERDELAY 2500 hopout

IF count 1 of hopout THEN
	exitvehicle tanambush0 tanambush4,
	setaipose tanambush0 none,
	TRIGGERDELAY 1500 hopout2

IF hopout2 THEN
	exitvehicle tanambush1 tanambush4,
	setaipose tanambush1 none,
	TRIGGERDELAY 100 orderambush

IF orderambush THEN
	ORDER tanambush0 goto (502,1275) INMODE ignore,
	ORDER tanambush1 goto (370,1311) INMODE ignore,
	SETAIMODE tanambush4 defend,
	TRIGGERDELAY 10000 goprone

IF goprone THEN
	setfacing tanambush0 145,
	setfacing tanambush1 145,
	SETAIMODE tanambush0 attack,
	SETAIMODE tanambush1 attack,
	SETAIPOSE tanambush0 prone,
	SETAIPOSE tanambush1 prone
	
