
// MAP 6 : ESCAPE FROM TOYPIQUET //
// Map Design and concept by Christopher "Chip" Gracia //

// *** PADS *** //


pad 	tcaptainp	20  	tcaptain
pad 	tanplatoonps1	21  	tanplatoon1
pad 	tanplatoonps2	22  	tanplatoon2
pad 	tanplatoonps3	23  	tanplatoon3
pad 	tanplatoonps4	24  	tanplatoon4
pad 	tanplatoonps5	25  	tanplatoon5
pad 	tanplatoonps6	26  	tanplatoon6
pad 	tanplatoonps7	27  	tanplatoon7
pad 	tanplatoonps8	28  	tanplatoon8
pad 	tanplatoonps9	29  	tanplatoon9

pad 	tcaptainp1	30  	tcaptain
pad 	tanplatoonp1	31  	tanplatoon1
pad 	tanplatoonp2	32  	tanplatoon2
pad 	tanplatoonp3	33  	tanplatoon3
pad 	tanplatoonp4	34  	tanplatoon4
pad 	tanplatoonp5	35  	tanplatoon5
pad 	tanplatoonp6	36  	tanplatoon6
pad 	tanplatoonp7	37  	tanplatoon7
pad 	tanplatoonp8	38  	tanplatoon8
pad 	tanplatoonp9	39  	tanplatoon9

pad 	tcaptainp2	40  	tcaptain
pad 	tanplatoonp11	41  	tanplatoon1
pad 	tanplatoonp12	42  	tanplatoon2
pad 	tanplatoonp13	43  	tanplatoon3
pad 	tanplatoonp14	44  	tanplatoon4
pad 	tanplatoonp15	45  	tanplatoon5
pad 	tanplatoonp16	46  	tanplatoon6
pad 	tanplatoonp17	47  	tanplatoon7
pad 	tanplatoonp18	48  	tanplatoon8
pad 	tanplatoonp19	49  	tanplatoon9

pad	r1stop1		50  	rfollower1
pad	r1stop2		51  	rfollower1
pad	r1stop3		52  	rfollower1
pad	r1stop4		53  	rfollower1
pad	r2stop1		54  	rfollower2
pad 	r2stop2		55  	rfollower2
pad	r2stop3		56  	rfollower2
pad	r2stop4		57  	rfollower2
pad 	l1stop1		58  	lfollower1
pad 	l1stop2		59  	lfollower1
pad 	l1stop3		60  	lfollower1

pad  dguytrig		61

pad  disguyp1		62
pad  dgreenguyp1	63
pad  dgreenguyp2	64

pad  disguyp2		65  	C.Thrue
pad  disguisedrp1	68
pad  disguisedrp2	69

pad  thefollower1	70
pad  thefollower2	71
pad  thefollower3	72

pad  dbackup1 		73	tf1
pad  dbackup2 		74	tf2
pad  dbackup3 		75	tf3


pad  tquestionerp	80
pad  bazookguardp1	81  
pad  bazookguardp2	82 
pad  bazookguardp3	83 
pad  bazookguardp4	84 
pad  bazookguardp5	85 
pad  bazookguardp6	86 

pad  sneakbytan		87
pad  questionp1		88

pad  streetguardp1	90
pad  streetguardp2	91
pad  streetguardp3	92
pad  streetguardp4	93

pad  streetguardp5	94
pad  streetguardp6	95
pad  streetguardp7	96
pad  streetguardp8	97

pad tandefense1		101	tanguard1
pad tandefense2		102	tanguard2
pad tandefense3		103	tanguard3
pad tandefense4		104	tanguard4
pad tandefense5		105	tanguard5
pad tandefense6		106	tanguard6
pad tandefense7		107	tanguard7
pad tandefense8		108	tanguard8
pad tandefense9		109	tanguard9
pad tandefense10	110	tanguard10
pad tandefense11	111	tanguard11
pad tandefense12	112	tanguard12
pad tandefense13	113	tanguard13
pad tandefense14	114	tanguard14
pad tandefense15	115	tanguard15


pad outpostp1		120	tdefender1
pad outpostp2		121	tdefender2
pad outpostp3		122	tdefender3
pad outpostp4		123	tdefender4
pad outpostp5		124	tdefender5
pad outpostp6		125	tdefender6
pad outpostp7		126	tdefender7
pad outpostp8		127	tdefender8

pad spotterp		128
pad as1p  		129

pad 9thtankp1		130
pad 9thtankp2		131
pad 9thtankp3		132
pad 9thtankp4		133

pad 9thdefensepos1	146	9thtank1
pad 9thdefensepos2	147	9thtank2
pad 9thdefensepos3	148	9thtank3
pad 9thdefensepos4	149	9thtank4

pad  chillinp1		150	tdriver1
pad  chillinp2		151	tdriver2
pad  chillinp3		152	tdriver3
pad  chillinp4		153	tdriver4

pad enter9tank1 	154	9driver1
pad enter9tank2 	155	9driver2
pad enter9tank3 	156	9driver3
pad enter9tank4 	157	9driver4


pad rfollowerp1		203 	 rfollower1
pad rfollowerp2		204 	 rfollower2
pad lfollowerp1		205 	 lfollower1


pad tcaptainp3		240  	tcaptain
pad tanplatoonp21	241 	tanplatoon1
pad tanplatoonp22	242 	tanplatoon2
pad tanplatoonp23	243 	tanplatoon3
pad tanplatoonp24	244 	tanplatoon4
pad tanplatoonp25	245 	tanplatoon5
pad tanplatoonp26	246 	tanplatoon6
pad tanplatoonp27	247 	tanplatoon7
pad tanplatoonp28	248 	tanplatoon8
pad tanplatoonp29	249 	tanplatoon9

pad 2ndmeeting		250	
pad 2ndtankp1		251		
pad 2ndtankp2		252	
pad 2ndtankp3		253	
pad 2ndwaypoint 	254	green

pad victory691		255	green


// *** VARIABLES *** //

variable splittroopvar 0
variable shuterhitvar 0
variable bernhitvar 0
variable losevar 0
variable 2ndalivevar 3
variable 2ndmvar 0
variable foundgreenvar 0
variable entered9var1 0
variable entered9var2 0
variable entered9var3 0
variable entered9var4 0
variable 9inposvar1 0
variable 9inposvar2 0
variable 9inposvar3 0
variable 9inposvar4 0


// *** PRELOADED SPRITES *** //	

// ~ WATER WELL SPRITES ~ //
preloadsprite 43 381 0
preloadsprite 43 381 3
preloadsprite 43 381 4
preloadsprite 43 381 5
preloadsprite 43 381 6
preloadsprite 43 381 7
preloadsprite 43 381 8
preloadsprite 43 381 9

// ~ CAMPFIRE ~ //
preloadsprite 43 820 0
preloadsprite 43 820 1
preloadsprite 43 820 2
preloadsprite 43 820 3
preloadsprite 43 820 4
preloadsprite 43 820 5
preloadsprite 43 820 6
preloadsprite 43 820 7


// *** VICTORY CONDITION *** //

if padon victory691 testvar 2ndmvar = 10 then
	playsound "06_03_HQ.wav" victory691 7 1 500,
	triggerdelay 2000 checkwin,
	setvar 2ndmvar 11

if checkwin testvar losevar = 0 then
	triggerdelay 2000 greenwins,
	showpda "You made it out of the city in time! Mission Accomplished."


// *** 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,
	trigger losemess,
	triggerdelay 3000 tanwins

if losemess then
	showpda "You were unable to escape the city, and have become another victim of this war... Mission Failed."


// *** STARTUP *** //

if startup1 then 
	triggerdelay 300 timetobegin

if timetobegin then
	trigger yourtask,
	trigger tandefences,
	trigger outpostguys,
	trigger confront,
	trigger outpostguard,
	triggerdelay 1000 armor2nd,
	trigger streetguards,
	trigger loopwell,
	playsound "inland6_nomusic.wav" 15 2 1


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

if yourtask then
	showpda "Commander, the Armor 2nd should be coming from the east, meet up with them and get out of the city as quickly as possible! The Tan have located your position and deployed the Armor 9th, so be careful!


// *** MIDDLE OUTPOST *** //

if outpostguys then
	trigger outpostg

macro tanoutpost 2

{
if outpostg then
	createunit "tdefender@1" rifleman outpostp@1 tan 3 autorifle,
	setfacing tdefender@1 @2,
	setaimode tdefender@1 defend

}

expand tanoutpost (5 12 )
expand tanoutpost (6 29 )
expand tanoutpost (7 43 )
expand tanoutpost (8 69 )
expand tanoutpost (1 212 )
expand tanoutpost (2 147 )
expand tanoutpost (3 188 )
expand tanoutpost (4 122 )


// STREET GUARDS //

macro streetgmac 4

{

variable streetguardhitvar@1 	0

if streetguards then
	createunit "streetguard@1" rifleman streetguardp@1 tan 3 autorifle,
	setaipose streetguard@1 @2,
	setaimode  streetguard@1 @3

if hit streetguard@1 testvar streetguardhitvar@1 = 0 then
	order streetguard@4 follow me inmode attack,
	triggerdelay 3000 sgshoot,
	setvar streetguardhitvar@1 10

if sgshoot then
	setaipose streetguard@4 dive,
	setaimode streetguard@4 defend
}

expand streetgmac (1 kneel defend 7)
expand streetgmac (2 stand defend 7)
expand streetgmac (3 kneel defend 8)
expand streetgmac (4 stand defend 8)
expand streetgmac (5 stand standfire 7)
expand streetgmac (6 kneel standfire 8)
expand streetgmac (7 stand attack 7)
expand streetgmac (8 stand attack 8)


// *** ARMOR 9TH TANKS *** //

if outpostguard then
	trigger 9thtanks	

macro armor9thmac 4

{

if 9thtanks then
	createvehicle 9thtank@1 tank 9thtankp@1 tan,
	setaimode tank@1 ignore,
	setfacing 9thtank@1 @2,
	trigger 9thdrivers@1

if 9thdrivers@1 then
	createunit "9driver@1" rifleman chillinp@1 tan 3,
	setaipose 9driver@1 @3,
	setfacing 9driver@1 @4
}
	
expand armor9thmac ( 1 35 kneel 145)
expand armor9thmac ( 2 35 kneel 245) 
expand armor9thmac ( 3 215 kneel 80)
expand armor9thmac ( 4 215 stand 135)


// *** ALARM SECTION *** //

if alarm testvar 2ndmvar = 10 then
	trigger talarmed

if talarmed then
	playsound "AlarmKlaxon.wav" alarmbuilding 6 1 1200,
	triggerdelay 2000 9thmountup,
	triggerdelay 20000 alarmoff

if alarmoff then
	playsound "" 6 1 1200

if 9thmountup then
	order 9driver1 goto enter9tank1 inmode ignore,
	order 9driver2 goto enter9tank2 inmode ignore,
	order 9driver3 goto enter9tank3 inmode ignore,
	order 9driver4 goto enter9tank4 inmode ignore

if padon enter9tank1 testvar entered9var1 = 0 then
	entervehicle 9driver1 9thtank1,
	stayinvehicle 9driver1 1

if padon enter9tank2 testvar entered9var2 = 0 then
	entervehicle 9driver2 9thtank2,
	stayinvehicle 9driver2 1

if padon enter9tank3 testvar entered9var3 = 0 then
	entervehicle 9driver3 9thtank3,
	stayinvehicle 9driver3 1

if padon enter9tank4 testvar entered9var4 = 0 then
	entervehicle 9driver4 9thtank4,
	stayinvehicle 9driver4 1,
	triggerdelay 2000 9thmoveout

if 9thmoveout butnot bazalarmed then
	order 9thtank1 goto 9thdefensepos1 inmode standfire,
	order 9thtank2 goto 9thdefensepos2 inmode standfire,
	order 9thtank3 goto 9thdefensepos3 inmode standfire,
	order 9thtank4 goto 9thdefensepos4 inmode standfire

if padon 9thdefensepos1 testvar 9inposvar1 = 0 then
	setfacing 9thtank1 130

if padon 9thdefensepos2 testvar 9inposvar2 = 0 then
	setfacing 9thtank2 130

if padon 9thdefensepos3 testvar 9inposvar3 = 0 then
	setfacing 9thtank3 130

if padon 9thdefensepos4 testvar 9inposvar4 = 0 then
	setfacing 9thtank4 130


// *** BAZOOKA DEPOT *** //

if confront then
	createunit "tquestioner" rifleman tquestionerp tan 3 autorifle,
	setfacing tquestioner 128,
	trigger bazdepotguys 

macro bazmac 3

{
if bazdepotguys then
	createunit "bazookguard@1" rifleman bazookguardp@1 tan 3 autorifle,
	createpowerup bazookapup@1 bazooka bazookaguardp@1 5,
	selectinventoryitem bazookaguard@1 bazookapup@1 2,
	setaipose bazookguard@1 @2,
	setfacing bazookguard@1 @3,
	selectinventoryitem bazookaguard3 bazookaguard3 0,
	selectinventoryitem bazookaguard4 bazookaguard4 0
}

expand bazmac (1 stand 82)
expand bazmac (2 stand 82)
expand bazmac (3 kneel 170)
expand bazmac (4 kneel 0)
expand bazmac (5 kneel 115)
expand bazmac (6 stand 140)

if padon sneakbytan testvar getdisguise green = 0 then
	playsound "06_01_tantrooper.wav" tquestionerp 10 2 500,
	order bazookguard3 follow me inmode attack,
	order bazookguard4 follow me inmode attack,
	order bazookguard5 goto sneakbytan inmode defend,
	order bazookguard6 goto sneakbytan inmode defend

if hit bazookguard1 butnot bghitalready then
	order bazookguard3 follow me inmode attack,
	order bazookguard4 follow me inmode attack,
	order bazookguard5 goto sneakbytan inmode defend,
	order bazookguard6 goto sneakbytan inmode defend,
	trigger bg1hitalready

if hit bazookguard2 butnot bghitalready then
	order bazookguard3 follow me inmode attack,
	order bazookguard4 follow me inmode attack,
	order bazookguard5 goto sneakbytan inmode defend,
	order bazookguard6 goto sneakbytan inmode defend,
	trigger bghitalready

if hit tquestioner butnot bghitalready then
	order bazookguard3 follow me inmode attack,
	order bazookguard4 follow me inmode attack,
	order bazookguard5 goto sneakbytan inmode defend,
	order bazookguard6 goto sneakbytan inmode defend,
	trigger bghitalready
	
// *** Disguise Guy *** //

if padon dguytrig butnot descape then
	createunit "D.Shuter" rifleman dgreenguyp1 green 3,
	createunit "U.Bern" rifleman dgreenguyp2 green 3,	
	createunit "C.Thrue" rifleman disguyp1 green 3,
	setaimode U.bern ignore,
	setaimode d.shuter ignore,
	setaimode C.Thrue ignore,
	setnpc D.Shuter 1,
	setnpc U.Bern 1,
	setnpc C.Thrue 1,
 	setforcecolor C.Thrue tan,
	trigger escapesoldiers,
	trigger descape,
	triggerdelay 1000 tanfollowers

if tanfollowers then
	createunit "tf1" rifleman thefollower1 tan 3,
	createunit "tf2" rifleman thefollower2 tan 3,	
	createunit "tf3" rifleman thefollower3 tan 3,
	order tf1 follow D.Shuter inmode attack,
	order tf2 follow C.Thrue inmode attack,
	order tf3 follow U.Bern inmode attack

if escapesoldiers then
	order C.Thrue goto disguyp2,
	order D.Shuter goto dbackup1,
	order U.Bern goto dbackup2

if padon disguyp2 then
	trigger dguyturn,	
	trigger turnandfight1,
	triggerdelay 200 turnandfight2

if turnandfight1 then
	trigger fightback1,
	setvar shuterhitvar 10

if fightback1 then
	setaimode D.shuter defend,
	setaipose D.Shuter kneel,
	triggerdelay 2000 tanfiringline,
	triggerdelay 1000 dlife

if tanfiringline then
	setaimode tf1 standfire,
	setaimode tf2 standfire,
	setaimode tf3 standfire,
	setaipose tf1 stand,
	setaipose tf2 kneel,
	setaipose tf3 stand

if dlife then
	setmaxhealth d.shuter 1

if turnandfight2 then
	trigger fightback2

if fightback2 then
	setaimode U.bern defend,
	setaipose U.bern kneel,
	triggerdelay 1100 ylife,
	triggerdelay 2000 tfight

if ylife then
	setmaxhealth U.bern 1

if dguyturn then
	setfacing C.Thrue 15,
	triggerdelay 100 fightback3

if fightback3 then
	setaimode C.Thrue defend,
	setaipose C.Thrue prone

if tfight then
	setmaxhealth tf1 10,
	setmaxhealth tf2 10,	
	setmaxhealth tf3 10,
	triggerdelay 1000 tguydie1,
	triggerdelay 1000 tguydie2,
	triggerdelay 1000 tguydie3

if tguydie1 then
	heal tf1 -300

if tguydie2 then
	heal tf2 -300

if tguydie3 then
	heal tf3 -300

if allof killed tf1 killed tf2 killed tf3 then
	setaipose c.thrue stand,
	order C.Thrue follow me,
	triggerdelay 500 disvo

if disvo then
	setaipose c.thrue stand,
	setfacing c.thrue 128,
	playsound "06_01_disguiseguy.wav" 7 1 300,
	triggerdelay 2000 dropdisguises

if dropdisguises then
	createpowerup disguisetan disguisedrp1 1,
	createpowerup disguisetan disguisedrp2 1,
	playsound "disguise.wav" 9 2 400,
	triggerdelay 500 colorchng

if colorchng then
	setnpc C.Thrue 0,
	setnpc U.Bern 0,
	setnpc D.Shuter 0,
        setvar numgreen getdeployedtroopercount green,
	setforcecolor c.thrue green,
	heal C.Thrue 200,
	heal U.Bern 200,
	heal D.Shuter 200

// *** TAN REINFORCEMENTS *** //

if tanreinforce testvar 2ndmvar = 10 then
	triggerdelay 50000 coming4u,
	triggerdelay 33000 onyertail,
	triggerdelay 55000 stilcoming


// R SIDE BACKUP TANKS //

if coming4u then
	createvehicle rfollower1 tank rfollowerp1 tan,
	createunit "rfollowdriver" rifleman rfollowerp1 tan 3,
	triggerdelay 10 getin,
	setitemflag rfollower1 strategic 1,
	order rfollower1 goto r1stop1,
	trigger coming4u2

if getin then
	entervehicle rfollowdriver rfollower1,
	stayinvehicle rfollowdriver 1

if padon r1stop1 then
	setgunfacing badtank1 95,
	triggerdelay 4000 movinon

if movinon then
	setgunfacing rfollower1 0,
	triggerdelay 4000 keepmovinon

if keepmovinon then
	order rfollower1 goto r1stop2

if padon r1stop2 then
	setgunfacing rfollower1 95,
	triggerdelay 4000 keepmovinon2

if keepmovinon2 then
	setgunfacing rfollower1 0,
	triggerdelay 4000 keepmovinon3

if keepmovinon3 then
	order rfollower1 goto r1stop3

if padon r1stop3 then
	setgunfacing rfollower1 95,
	triggerdelay 4000 keepmovinon4

if keepmovinon4 then
	setgunfacing rfollower1 0,
	triggerdelay 4000 keepmovinon5

if keepmovinon5 then
	order rfollower1 goto r1stop4


if coming4u2 then
	createvehicle rfollower2 tank rfollowerp2 tan,
	createunit "rfollowdriver2" rifleman rfollowerp2 tan 3,
	triggerdelay 10 getin2,
	order rfollower2 goto r2stop1 inmode attack,
	setitemflag rfollower2 strategic 1

if padon r2stop1 then
	setgunfacing rfollower2 165,
	triggerdelay 3000 movinon2

if movinon2 then
	setgunfacing rfollower2 0,
	triggerdelay 3000 keepmovinon2

if keepmovinon2 then
	order rfollower2 goto r2stop2 inmode standfire

if padon r2stop3 then
	setgunfacing rfollower2 165,
	triggerdelay 5000 stillookin2

if stillookin2 then
	order rfollower2 goto r2stop3 inmode standfire

if getin then
	entervehicle rfollowdriver2 rfollower2,
	stayinvehicle rfollowdriver2 1

// L SIDE BACKUP TANK //

if onyertail then
	createvehicle lfollower1 tank lfollowerp1 tan,
	createunit "lfollowdriver" rifleman lfollowerp1 tan 3,
	triggerdelay 10 lgetin,
	order lfollower1 goto 2stop1 inmode attack

if lgetin then
	entervehicle lfollowdriver lfollower1,
	stayinvehicle lfollowdriver 1

if padon l1stop1 then
	setgunfacing lfollower1 85,
	triggerdelay 6000 lookbothways

if lookbothways then
	setgunfacing lfollower1 170,
	order backuptank1 goto l1stop2 inmode attack

if padon l1stop2 then
	order lfollower1 goto l1stop3 inmode attack,
	triggerdelay 2000 getbombed

if getbombed then
	fireweapon as1 spotter lfollower1,
	fireweapon as1 spotter c.thrue,
	fireweapon as1 spotter endspot,
	triggerdelay 5000 laggerraids

if laggerraids then
	triggerdelay 3000 mb1,
	triggerdelay 5000 mb2,
	triggerdelay 7000 mb3,
	triggerdelay 9000 mb4,
	triggerdelay 11000 mb5, 
	triggerdelay 13000 mb6,
	triggerdelay 15000 mb7,
	triggerdelay 17000 mb8,
	triggerdelay 19000 mb9,
	triggerdelay 21000 mb10,
	triggerdelay 23000 mb11,
	triggerdelay 25000 mb12,
	triggerdelay 27000 mb13, 
	triggerdelay 29000 mb14, 
	triggerdelay 31000 mb15, 
	triggerdelay 33000 mb16, 
	triggerdelay 35000 mb17, 
	triggerdelay 37000 mb18, 
	triggerdelay 39000 mb19,
	triggerdelay 41000 mb20,
	triggerdelay 43000 mb21,
	triggerdelay 45000 mb22,
	triggerdelay 47000 mb23,
	triggerdelay 49000 mb24,
	triggerdelay 51000 mb25,
	triggerdelay 53000 mb26,
	triggerdelay 55000 mb27,
	triggerdelay 57000 mb28,
	triggerdelay 59000 mb29,
	triggerdelay 61000 mb30, 
	triggerdelay 63000 mb31,
	triggerdelay 65000 mb32,
	triggerdelay 67000 mb33,
	triggerdelay 69000 mb34,
	triggerdelay 71000 mb35,
	triggerdelay 73000 mb36,
	triggerdelay 75000 mb37

if mb1 then
	fireweapon as1 spotter madbomber1

if mb2 then
	fireweapon as1 spotter madbomber2 

if mb3 then
	fireweapon as1 spotter madbomber3

if mb4 then
	fireweapon as1 spotter madbomber4

if mb5 then
	fireweapon as1 spotter madbomber5

if mb6 then
	fireweapon as1 spotter madbomber6

if mb7 then
	fireweapon as1 spotter madbomber7

if mb8 then
	fireweapon as1 spotter madbomber8

if mb9 then
	fireweapon as1 spotter madbomber9 

if mb10 then
	fireweapon as1 spotter madbomber10 

if mb11 then
	fireweapon as1 spotter madbomber11

if mb12 then
	fireweapon as1 spotter madbomber12 

if mb13 then
	fireweapon as1 spotter madbomber13 

if mb14 then
	fireweapon as1 spotter madbomber14 

if mb15 then
	fireweapon as1 spotter madbomber15

if mb16 then
	fireweapon as1 spotter madbomber16
 
if mb17 then
	fireweapon as1 spotter madbomber17
  
if mb18 then
	fireweapon as1 spotter madbomber18 

if mb19 then
	fireweapon as1 spotter madbomber19 

if mb20 then
	fireweapon as1 spotter madbomber20
 
if mb21 then
	fireweapon as1 spotter madbomber21 

if mb22 then
	fireweapon as1 spotter madbomber22 

if mb23 then
	fireweapon as1 spotter madbomber23 

if mb24 then
	fireweapon as1 spotter madbomber24
 
if mb25 then
	fireweapon as1 spotter madbomber25
 
if mb26 then
	fireweapon as1 spotter madbomber26
 
if mb27 then
	fireweapon as1 spotter madbomber27  

if mb28 then
	fireweapon as1 spotter madbomber28 

if mb29 then
	fireweapon as1 spotter madbomber29 

if mb30 then
	fireweapon as1 spotter madbomber30 

if mb31 then
	fireweapon as1 spotter madbomber31

if mb32 then
	fireweapon as1 spotter madbomber32 

if mb33 then
	fireweapon as1 spotter madbomber33 

if mb34 then
	fireweapon as1 spotter madbomber34

if mb35 then
	fireweapon as1 spotter madbomber35 

if mb36 then
	fireweapon as1 spotter madbomber36

if mb37 then
	fireweapon as1 spotter madbomber37 


// *** TAN ARMY FROM THE SOUTH *** //

macro tanplatoonmac 9

{
variable hityetvar@1 0

if stilcoming then
	createunit "tanplatoon@1" rifleman tanplatoonps@1 tan 3 autorifle,
	createunit "tcaptain" rifleman tcaptainp1 tan 3 autorifle,
	setspeed tanplatoon@1 slow,
	setspeed tcaptain slow,
	triggerdelay 1000 tmarchin

if tmarchin testvar hityetvar@1 = 0 then 
	order tcaptain goto tcaptainp1 inmode ignore,
	order tanplatoon@1 goto tanplatoonp@1 inmode ignore

if padon tcaptainp1 testvar hityetvar@1 = 0 then
	setfacing tcaptain 135,
	triggerdelay 1500 marchon

if marchon testvar hityetvar@1 = 0 then
	setfacing tcaptain 15,
	order tanplatoon@1 goto tanplatoonp@2,
	order tcaptain goto tcaptainp2

if padon tcaptainp2 testvar hityetvar@1 = 0 then
	order tcaptain goto tcaptainp3,
	order tanplatoon@1 goto tanplatoonp@3,
	setvar splittroopvar 10	

if padon tcaptainp3 then
	triggerdelay 1000 gotoend
	
if gotoend then
	order tcaptain goto victory691 inmode attack,
	order tanplatoon@1 goto @9 inmode attack

if hit tanplatoon@1 testvar hityetvar@1 = 0 then
	setaipose tanplatoon@1 @4,
	order tanplatoon@5 follow me,
	triggerdelay 1500 stoprun,
	trigger hitonce,
	addvar hityetvar@1 10,
	setvar foundgreenvar 10

if hitonce testvar foundgreenvar = 10 then 
	setaimode tanplatoon2 standfire,
	setaimode tanplatoon3 standfire,
	setaimode tanplatoon4 standfire,
	setaimode tanplatoon6 standfire,
	setaimode tanplatoon8 standfire,
	setaimode tanplatoon9 standfire,
	setspeed tanplatoon1 normal,
	setspeed tanplatoon2 normal,
	setspeed tanplatoon3 normal,
	order tanplatoon@1 follow me inmode attack
	
if stoprun then 
	setaipose tanplatoon@5 @4,
	setaipose tanplatoon@7 @4,
	setaimode tanplatoon@5 standfire,
	setaimode tanplatoon@7 standfire


if killed tanleader testvar splittroopvar < 10 then
	trigger hitonce@6,
	setspeed tanplatoon@8 normal,
	order tanplatoon@1 goto victory691 inmode attack
}

expand tanplatoonmac (1 11 21 prone 4 1 7 1 splitlp1)
expand tanplatoonmac (2 12 22 kneel 5 2 8 1 splitlp2)
expand tanplatoonmac (3 13 23 prone 6 3 9 1 victory691)
expand tanplatoonmac (4 14 24 kneel 1 1 7 5 splitlp3)
expand tanplatoonmac (5 15 25 prone 2 2 8 5 splitlp4)
expand tanplatoonmac (6 16 26 kneel 3 3 9 5 victory691)
expand tanplatoonmac (7 17 27 kneel 1 1 4 7 splitlp5)
expand tanplatoonmac (8 18 28 stand 2 2 5 7 victory691)
expand tanplatoonmac (9 19 29 kneel 3 3 6 7 victory691)


// *** RENDEVOUS WITH THE 2nd *** //
		
if armor2nd then
	trigger 2ndplacement,
	trigger 2ndlead,
	triggerdelay 500 dadrivers
		
macro 2ndbrigv 1

{
if 2ndplacement then
	createvehicle 2ndtank@1 tank 2ndtankp@1 green,
	setfacing 2ndtank@1 90,
	setnpc 2ndtank@1 1
}

expand 2ndbrigv (1)	
expand 2ndbrigv (2)
expand 2ndbrigv (3)


macro dadriversmac 1
{

variable 2nddriverinvar@1 0

if dadrivers then
	createunit "gdriver@1" rifleman 2ndtankp@1 green 3 autorifle,
	entervehicle gdriver@1 2ndtank@1,
	addvar 2nddriverinvar@1 1,
	stayinvehicle gdriver@1 1,
	setnpc gdriver@1 1,
	setnpc 2ndtank1 1,
	setnpc 2ndtank@1 1,
        setvar numgreen getdeployedtroopercount green
}

expand dadriversmac (2)
expand dadriversmac (3)

if 2ndlead then
	createunit "gcaptain" rifleman 2ndmeeting green 3 autorifle,
	setfacing gcaptain 128,
	setnpc gcaptain 1,
        setvar numgreen getdeployedtroopercount green

if padon 2ndwaypoint testvar 2ndmvar = 0 then
	setvar 2ndmvar 10,
	stayinvehicle gcaptain 1,
	trigger 2ndvoice,
	order gcaptain goto (2259,3204),
	triggerdelay 1000 have2nd,
	triggerdelay 3000 tanreinforce,
	triggerdelay 4000 2ndmessage,
	trigger airraids,
	triggerdelay 7000 alarm

if have2nd then
	setnpc 2ndtank1 0,
	setnpc 2ndtank2 0,
	setnpc 2ndtank3 0,
	setnpc gcaptain 0,
	setnpc gdriver2 0,
	setnpc gdriver3 0,
        setvar numgreen getdeployedtroopercount green,
	entervehicle gcaptain 2ndtank1	

if 2ndmessage then
	showpda "Good Job commander. Now get out of the city as quick as possible. Our bombers are on there way."

if 2ndvoice then
	playsound "06_02_2nd_2B.wav" 2ndtankp1 8 1 500



// *** AIRRAIDS *** //

if airraids testvar 2ndmvar = 10 then
	triggerdelay 52000 bombrun1,	
	triggerdelay 54000 bombrun2,
	triggerdelay 56000 bombrun3,	
	triggerdelay 60000 bombrun4,	
	triggerdelay 62000 bombrun5,
	triggerdelay 65000 bombrun6,
	triggerdelay 68000 bombrun7,	
	triggerdelay 72000 bombrun8,
	triggerdelay 74000 bombrun9,	
	triggerdelay 77000 bombrun10,
	triggerdelay 80000 bombrun11,	
	triggerdelay 83000 bombrun12,	
	triggerdelay 860000 bombrun13,
	triggerdelay 90000 bombrun14,
	triggerdelay 94000 bombrun15,	
	triggerdelay 98000 bombrun16,
	triggerdelay 102000 bombrun17,	
	triggerdelay 104000 bombrun18,
	triggerdelay 106000 bombrun19,	
	triggerdelay 107000 bombrun20,	
	triggerdelay 111000 bombrun21,
	triggerdelay 114000 bombrun22,
	triggerdelay 118000 bombrun23,	
	triggerdelay 122000 bombrun24,
	triggerdelay 123000 bombrun25,	
	triggerdelay 124000 bombrun26,
	triggerdelay 126000 bombrun27,	
	triggerdelay 127000 bombrun28,
	triggerdelay 128000 bombrun29,	
	triggerdelay 130000 bombrun30

if bombrun1 then
	createunit "spotter" rifleman spotterp tan 3 autorifle,
	createpowerup as1 airstrike as1p 70,
	fireweapon as1 spotter airdrop1,
	triggerdelay 200 raidsound1,
	triggerdelay 400 raidsound2,
	triggerdelay 800 raidsound3  

if raidsound1 then
	playsound "bombwhistle2.wav" airdrop30 15 2 500

if raidsound2 then
	playsound "bombwhistle2.wav" airdrop29 14 2 500

if raidsound3 then
	playsound "bombwhistle2.wav" airdrop28 13 2 500

if bombrun2 then
	fireweapon as1 spotter airdrop2

if bombrun3 then
	fireweapon as1 spotter airdrop3

if bombrun4 then
	fireweapon as1 spotter airdrop4

if bombrun5 then
	fireweapon as1 spotter airdrop5,
	triggerdelay 200 raidsound4,
	triggerdelay 400 raidsound5,
	triggerdelay 800 raidsound6  

if raidsound4 then
	playsound "bombwhistle2.wav" airdrop25 12 2 500

if raidsound5 then
	playsound "bombwhistle2.wav" airdrop24 11 2 500

if raidsound6 then
	playsound "bombwhistle2.wav" airdrop23 10 2 500


if bombrun6 then
	fireweapon as1 spotter airdrop6

if bombrun7 then
	fireweapon as1 spotter airdrop7

if bombrun8 then
	fireweapon as1 spotter airdrop8

if bombrun9 then
	fireweapon as1 spotter airdrop9

if bombrun10 then
	fireweapon as1 spotter airdrop10,
	triggerdelay 200 raidsound7,
	triggerdelay 400 raidsound8,
	triggerdelay 800 raidsound9  

if raidsound7 then
	playsound "bombwhistle2.wav" airdrop22 9 2 500

if raidsound8 then
	playsound "bombwhistle2.wav" airdrop21 8 2 500

if raidsound9 then
	playsound "bombwhistle2.wav" airdrop20 7 2 500

if bombrun11 then
	fireweapon as1 spotter airdrop11

if bombrun12 then
	fireweapon as1 spotter airdrop12

if bombrun13 then
	fireweapon as1 spotter airdrop13

if bombrun14 then
	fireweapon as1 spotter airdrop14,
	triggerdelay 200 raidsound10,
	triggerdelay 400 raidsound11,
	triggerdelay 800 raidsound12  

if raidsound10 then
	playsound "bombwhistle2.wav" airdrop19 6 2 500

if raidsound11 then
	playsound "bombwhistle2.wav" airdrop18 15 2 500

if raidsound12 then
	playsound "bombwhistle2.wav" airdrop17 14 2 500

if bombrun15 then
	fireweapon as1 spotter airdrop15

if bombrun16 then
	fireweapon as1 spotter airdrop16

if bombrun17 then
	fireweapon as1 spotter airdrop17

if bombrun18 then
	fireweapon as1 spotter airdrop18,
	triggerdelay 200 raidsound13 ,
	triggerdelay 400 raidsound14,
	triggerdelay 800 raidsound15

if raidsound13 then
	playsound "bombwhistle2.wav" airdrop3 12 2 500

if raidsound14 then
	playsound "bombwhistle2.wav" airdrop5 11 2 500

if raidsound15 then
	playsound "bombwhistle2.wav" airdrop7 10 2 500

if bombrun19 then
	fireweapon as1 spotter airdrop19

if bombrun20 then
	fireweapon as1 spotter airdrop20 

if bombrun21 then
	fireweapon as1 spotter airdrop21,
	triggerdelay 200 raidsound16,
	triggerdelay 400 raidsound17,
	triggerdelay 800 raidsound18  

if raidsound16 then
	playsound "bombwhistle2.wav" airdrop9 9 2 500

if raidsound17 then
	playsound "bombwhistle2.wav" airdrop11 8 2 500

if raidsound18 then
	playsound "bombwhistle2.wav" airdrop13 7 2 500


if bombrun22 then
	fireweapon as1 spotter airdrop22

if bombrun23 then
	fireweapon as1 spotter airdrop23

if bombrun24 then
	fireweapon as1 spotter airdrop24

if bombrun25 then
	fireweapon as1 spotter airdrop25

if bombrun26 then
	fireweapon as1 spotter airdrop26,
	triggerdelay 200 raidsound19,
	triggerdelay 400 raidsound20,
	triggerdelay 800 raidsound21  

if raidsound19 then
	playsound "bombwhistle2.wav" airdrop15 6 2 500

if raidsound20 then
	playsound "bombwhistle2.wav" airdrop17 15 2 500

if raidsound21 then
	playsound "bombwhistle2.wav" airdrop19 14 2 500


if bombrun27 then
	fireweapon as1 spotter airdrop27

if bombrun28 then
	fireweapon as1 spotter airdrop28

if bombrun29 then
	fireweapon as1 spotter airdrop29

if bombrun30 then
	fireweapon as1 spotter airdrop30,
	triggerdelay 200 raidsound22,
	triggerdelay 400 raidsound23,
	triggerdelay 800 raidsound24  

if raidsound22 then
	playsound "bombwhistle2.wav" airdrop21 13 2 500

if raidsound23 then
	playsound "bombwhistle2.wav" airdrop23 12 2 500

if raidsound24 then
	playsound "bombwhistle2.wav" airdrop25 11 2 500

//  *** TAN DEFENCES *** //

if tandefences then 
	trigger makeguards

macro tansoldiers 2

{

if makeguards then
	createunit "@1" rifleman @2 tan 3 autorifle,
	setaimode @1 defend
}

expand tansoldiers (tanguard1 tandefense1 )
expand tansoldiers (tanguard2 tandefense2 )
expand tansoldiers (tanguard3 tandefense3 )
expand tansoldiers (tanguard4 tandefense4 )
expand tansoldiers (tanguard5 tandefense5 )
expand tansoldiers (tanguard6 tandefense6 )
expand tansoldiers (tanguard7 tandefense7 )
expand tansoldiers (tanguard8 tandefense8 )
expand tansoldiers (tanguard9 tandefense9 )
expand tansoldiers (tanguard10 tandefense10 )
expand tansoldiers (tanguard11 tandefense11 )
expand tansoldiers (tanguard12 tandefense12 )
expand tansoldiers (tanguard13 tandefense13 )
expand tansoldiers (tanguard14 tandefense14 )
expand tansoldiers (tanguard15 tandefense15 )

// *** CAMPFIRE *** //

macro firemac 3

{
pad firepad@1   @2 trooper

variable firevar@1 0
variable soundvar@1 0
if reloopfire@1 testvar firevar@1 = 0 then
        setvar firevar@1 10,
        setobjstate fire@1 fire@1_active,
        makesmoke fire@1 1000,
        triggerdelay 1 fireSFX@1

if fireSFX@1 testvar soundvar@1 = 0 then
        setvar soundvar@1 10,
        playsound "campfire.wav" fire@1 3 @3 1 40


// ** FIREPAD@1 TRIGGER ** //

if padon firepad@1 then
        setdamagepad firepad@1 2 100 fire

object fire@1
        state fire@1_active
                frame 100 00
                frame 100 01
                frame 100 02
                frame 100 03
                frame 100 04
                frame 100 05
                frame 100 06
                frame 99 07
                setvar firevar@1 0,
                triggerdelay 1 reloopfire@1

}
expand firemac ( 1 12 5 )
expand firemac ( 2 13 5 )
expand firemac ( 3 14 5 )

// *** WATER WELL *** //

macro wellmac 1

{
variable wellvar@1 0

if loopwell testvar wellvar@1 = 0 then
        setvar wellvar@1 1,
        setobjstate well@1 well_active@1

object well@1

        state well_active@1
                frame 99 00
                frame 100 03
                frame 100 04
                frame 100 05
                frame 100 06
                frame 100 07
                frame 100 08
                frame 100 09
                setvar wellvar@1 0,
                triggerdelay 1 loopwell

        state well_damaged@1
                frame 7 02

if killed well@1 then
        setvar wellvar@1 100,
        setobjstate well@1 well_damaged@1
}

expand wellmac ( 1 )
expand wellmac ( 2 )
expand wellmac ( 3 )

