// Map 5 "Toypiquet Part 1: The Assault" //
// Map Design and concept by Christopher "Chip" Gracia //

//  *** PADS ***  //

pad finalguysp1 93	finalguy1
pad finalguysp2 94	finalguy2
pad finalguysp3 95	finalguy3
pad finalguysp4 96	finalguy4
pad finalguysp5 97	finalguy5

pad AAguardp15	98	AAguard15
pad AAguardp16	99	AAguard16
pad AAguardp1	101	AAguard1
pad AAguardp2	102	AAguard2
pad AAguardp3	103	AAguard3
pad AAguardp4	104	AAguard4
pad AAguardp5	105	AAguard5
pad AAguardp6	106	AAguard6
pad AAguardp7	107	AAguard7
pad AAguardp8	108	AAguard8
pad AAguardp9	109	AAguard9
pad AAguardp10	110	AAguard10
pad AAguardp11	111	AAguard11
pad AAguardp12	112	AAguard12
pad AAguardp13	113	AAguard13
pad AAguardp14	114	AAguard14
	
pad aap1	181
pad aap2	182
pad aap3	183
pad aap4	184
pad aap5	185
pad aap6	186
pad aap7	187
pad aap8	188


pad tanwatchgrdp2	100
pad tanwatchgrdp1	115 	
pad yardguard1		116	
pad yardguard2		117	
pad yardguard3		118	
pad yardguard4		119
pad yardguard5		120	
pad yardguard6		121	
pad yardguard7		122	
pad yardguard8		123	
pad htrackinyard	124	yardhtrack
pad leaderstart		125	
pad leaderpace1		126	tanleader
pad leaderpace2		127	tanleader
pad jeepinyardp		128	yardjeep

		
pad frontguard1		137
pad frontguard2		138
pad vehyardp		139	green
pad tyardjeepp1		140	tanyguard3
pad tyardjeepp2		141	tanyguard4
pad tfixerguyp		142
pad fixitp1		143	tfixerguy
pad fixitp2		144	tfixerguy
pad fixitp3		145	tfixerguy

pad alarmpadvy		160	tanleader
pad vybackup1p		161
pad vybackup2p		162
pad t1positionp		163	tanyguard1
pad t2positionp		164	tanyguard2
pad t5positionp		165	tanyguard5
pad t6positionp		166	tanyguard6
pad t7positionp		167	tanyguard7
pad t8positionp		168	tanyguard8
pad advance1p		169	tanyguard1
pad advance2p		170	tanyguard2
pad advance5p		171	tanyguard5
pad advance6p		172	tanyguard6
pad advance7p		173	tanyguard7
pad advance8p		174	tanyguard8
pad 2ndline1p		175	outdahousguy1
pad 2ndline2p		176	outdahousguy2
pad 2ndline3p		177	outdahousguy3
pad 2ndline4p		178	outdahousguy4
pad 2ndline5p		179	outdahousguy5
pad 2ndline6p		180	outdahousguy6

pad gspot1		201	tanleader	

//  PATROL JEEPS  //

pad jeeppatrolp1	130	tjeep1
pad jeeppatrolp2	131	tjeep2
pad jeeppatrolp3	132	tjeep3

pad jeeprp11		31	tjeep1
pad jeeprp12		32	tjeep1
pad jeeprp13		33	tjeep1	
pad jeeprp14		34	tjeep1	
pad jeeprp15		35	tjeep1	
pad jeeprp16		36	tjeep1
pad jeeprp17 		37	tjeep1
pad jeeprp18		38	tjeep1
pad jeeprp19		39	tjeep1
pad jeeprp10		40	tjeep1
pad jeeprp111		41	tjeep1
pad jeeprp112		42	tjeep1
pad jeeprp113		43	tjeep1
pad jeeprp114		44	tjeep1
pad jeeprp115		45	tjeep1
pad jeeprp116		46	tjeep1

pad jeeprp31		47	tjeep3
pad jeeprp32		48	tjeep3
pad jeeprp33		49	tjeep3
pad jeeprp34		50	tjeep3

pad jeeprp21		133	tjeep2
pad jeeprp22		134	tjeep2
pad jeeprp23		135	tjeep2
pad jeeprp24		136	tjeep2


// SQUIRMISH IN THE NORTHWEST //

pad tbadboy1p		64
pad tbadboy2p		65
pad tbadboy3p		66
pad tbadboy4p		67
pad tbadboy5p		68
pad tbadboy6p		69
pad tbadboy7p		70

pad gbackup1p		71
pad gbackup2p		72
pad gbackup3p		73
pad gbackup4p		74
pad gbackup5p		75
pad gbackup6p		76

pad gb1ambushp		77      I._Mug
pad gb2ambushp		78      U._Theman
pad gb3ambushp		79      B._Good
pad gb4ambushp		80      Q._Me
pad gb5ambushp		81      C._Target
pad gb6ambushp		82      A._Greenman

pad helpg2p		83      A._Greenman
pad helpg4p		84      B._Good

pad p_up1		190
pad p_up2		191
pad p_up3		192


// MISSION OBJECTIVE BASED PADS //

pad victory1		254	green
pad squirmish		253	green
pad aaguardnwp		252	green
pad alarm1		251     green
pad vyardinsight	250	green

// *** VARIABLES *** //

variable 2ndlinevar 0
variable 1wavevar 0
variable inposevar 0
variable 3hitvar 0
variable 4hitvar 0
variable 4gothitvar 0
variable 2gothitvar 0
variable ambushsoundvar 0
variable ongroundvar 0
variable deadaas 0
variable losevar 0
variable turretvar 0
variable repairvar 0
variable ambushvar 0
variable alarmedvar 0
variable trapguysvar 0
variable formationvar 0
variable gotcontrolvar 0
variable alarmfiredvar 0
variable jeep1hitvar 0
variable jeep1deadvar 0
variable jeep2deadvar 0
variable tanfrontg1hitvar 0
variable tanfrontg2hitvar 0

// *** ANIMATED OBJECTS *** //

// ~ 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

// ~ Mill ~ //
preloadsprite 37 300 0
preloadsprite 37 300 3
preloadsprite 37 300 4
preloadsprite 37 300 5
preloadsprite 37 300 6
preloadsprite 37 300 7
preloadsprite 37 300 8
preloadsprite 37 300 9

// FINAL GUYS //


macro finalguysmac 5

{

if finalguys then
	createunit "finalguy@1" rifleman finalguyp@1 tan 3,
	setaipose finalguy@1 @2,
	setfacing finalguy@1 @3,
	setspeed finalguy@1 @4,
	setaimode finalguy@1 @5

}

expand finalguysmac (1 kneel 195 normal standfire)
expand finalguysmac (2 stand 155 normal defend)
expand finalguysmac (3 stand 85 slow defend)
expand finalguysmac (4 kneel 225 normal standfire)
expand finalguysmac (5 stand 150 slow defend)

// *** STARTUP *** //

if startup1 then 
	triggerdelay 100 letfunbegin

if letfunbegin then
	trigger makeguards,
	triggerdelay 10 vehiclestart,
	triggerdelay 11 tandefense,
	triggerdelay 12 tanyardtroops,
	triggerdelay 13 thetrap,
	triggerdelay 1000 thegoal,
	triggerdelay 2000 aahighlite,
	playsound "inland5_nomusic.wav" 15 2 1

if thegoal then 
	showpda "Destroy the Tan AA-guns to secure a safe route for our bombers!"

// *** VICTORY CONDITIONS *** //

if allof killed aa1 killed aa2 killed aa3 killed aa4 killed aa5 killed aa6 killed aa7 killed aa8 then
	playsound "05_02_HQ_B.wav" 10 1,
	setvar deadaas 8,
	trigger proceednorth,
	triggerdelay 500 showthend

if padon victory1 testvar deadaas = 8 then
	trigger checkwin,
	setvar deadaas 10

if checkwin testvar losevar = 0 then
	showpda "Mission Accomplished.",
	triggerdelay 2000 greenwins

if proceednorth then
	showpda "Good job, Continue northeast to the location shown on your stratmap, and Commander, the tan are aware of your presence now so try not to attract any unwanted attention."
	
if showthend then
	setitemflag endspot strategic 1

// *** LOSE CONDITIONS *** //

if killed green trooper testvar getnpcstatus me = 0 then
	setvar numgreen getdeployedtroopercount green,
	trigger checklose

if checklose testvar numgreen = 0 then
        setvar losevar 10,
        showpda "You have been eliminated from the war. Mission Failed...",
        triggerdelay 2000 tanwins

// ***ALARM FOR CAMP*** //

if padon alarm1 testvar alarmedvar < 11 and alarmfiredvar = 0 then
	triggerdelay 10 alarmtest,
	setvar alarmedvar 1000

if alarmvyard testvar alarmedvar > 900 and alarmfiredvar = 0 then
	playsound "05_01_tantroop.wav" tanleaderstart 13 1 500,
	order tanleader goto alarmpadvy inmode ignore,
	order tanyguard1 goto t1positionp inmode standfire,
	order tanyguard2 goto t2positionp inmode standfire,
	order tanyguard3 goto tyardjeepp1 inmode ignore,
	order tanyguard4 goto tyardjeepp2 inmode ignore,
	order tanyguard5 goto t5positionp inmode ignore,
	order tanyguard6 goto t6positionp inmode standfire,
	order tanyguard7 goto t7positionp inmode standfire,
	order tanyguard8 goto t8positionp inmode standfire,
	order tanwatchgrd1 goto (2869 , 3222) inmode standfire,
	order tanwatchgrd2 goto (2436 , 3110) inmode standfire,
	order tfixerguy follow me inmode attack,
	triggerdelay 2000 watchgrdposes,
	setvar frontg1hitvar 100,
	setvar frontghit2var 100

if hit tfixerguy testvar alarmedvar > 9 then
	setaipose tfixerguy dive

if hit tfixerguy testvar alarmedvar < 10 then
	addvar alarmedvar 5,
	trigger alarmtest


if alarmtest testvar alarmedvar < 90 and alarmedvar > 9 then
	trigger alarmvyard,
	setvar alarmedvar 1000


if padon t1positionp then
	addvar inposevar 1,
	setspeed tanyguard1 slow

if padon t2positionp then
	addvar inposevar 1,
	setspeed tanyguard2 slow

if padon t5positionp then
	addvar inposevar 1,
	setspeed tanyguard5 slow

if padon t6positionp then
	addvar inposevar 1,
	setspeed tanyguard6 slow

if padon t7positionp then
	addvar inposevar 1,
	setspeed tanyguard7 slow

if padon t8positionp testvar inposevar > 4 then
	addvar inposevar 1,
	trigger advancing

if advancing testvar inposevar > 5 then
	order tanyguard1 goto advance1p inmode standfire,
	order tanyguard2 goto advance2p inmode standfire,
	order tanyguard5 goto advance5p inmode standfire,
	order tanyguard6 goto advance6p inmode standfire,
	order tanyguard7 goto advance7p inmode standfire,
	order tanyguard8 goto advance8p inmode standfire,
	setvar 1wavevar 10

if padon advance2p testvar 1wavevar = 10 then
	setaipose tanyguard1 kneel,
	setaipose tanyguard2 kneel,
	setaipose tanyguard5 stand,
	setaipose tanyguard6 stand,
	setaipose tanyguard7 stand,
	setaipose tanyguard8 stand

if padon alarmpadvy testvar alarmfiredvar = 0 then
	setfacing tanyguard5 30,
	playsound "POW_ALARM.wav" alarmpadvy 14 1 1 500,
	playsound "POW_ALARM.wav" alarmpad2 15 2 1 500,
	triggerdelay 1500 getinandfight,
	triggerdelay 9000 turndatshtoff,
	triggerdelay 3000 firstwave1,
	triggerdelay 4000 firstwave2,
	triggerdelay 5000 firstwave3,
	triggerdelay 2500 2ndwave1,
	triggerdelay 3500 2ndwave2,
	triggerdelay 4500 2ndwave3,
	setvar alarmfiredvar 1000	

if firstwave1 then
	createunit "outdahousguy1" rifleman vybackup1p tan 3,
	order outdahousguy1 goto 2ndline1p inmode standfire

if firstwave2 then
	createunit "outdahousguy2" rifleman vybackup1p tan 3,
	order outdahousguy2 goto 2ndline2p inmode standfire

if firstwave3 then
	createunit "outdahousguy3" rifleman vybackup1p tan 3,
	order outdahousguy3 goto 2ndline3p inmode standfire

if 2ndwave1 then
	createunit "outdahousguy4" rifleman vybackup2p tan 3,
	order outdahousguy4 goto 2ndline4p inmode standfire

if 2ndwave2 then
	createunit "outdahousguy5" rifleman vybackup2p tan 3,
	order outdahousguy5 goto 2ndline5p inmode standfire

if 2ndwave3 then
	createunit "outdahousguy6" rifleman vybackup2p tan 3,
	order outdahousguy6 goto 2ndline6p inmode standfire

if padon 2ndline1p then
	addvar 2ndlinevar 1

if padon 2ndline2p then
	addvar 2ndlinevar 1

if padon 2ndline3p then
	addvar 2ndlinevar 1

if padon 2ndline4p then
	addvar 2ndlinevar 1

if padon 2ndline5p then
	addvar 2ndlinevar 1

if padon 2ndline6p testvar 2ndlinevar < 6 then
	addvar 2ndlinevar 1

if padon 2ndline6p testvar 2ndlinevar > 5 then
	setspeed outdahousguy1 slow,
	setspeed outdahousguy2 slow,
	setspeed outdahousguy3 slow,
	setspeed outdahousguy4 slow,
	setspeed outdahousguy5 slow,
	setspeed outdahousguy6 slow,
	order outdahousguy1 goto advancep1 inmode standfire,
	order outdahousguy2 goto advancep2 inmode standfire,
	order outdahousguy3 goto advancep5 inmode standfire,
	order outdahousguy4 goto advancep6 inmode standfire,
	order outdahousguy5 goto advancep7 inmode standfire,
	order outdahousguy6 goto advancep8 inmode standfire

if getinandfight then
	order tanleader goto gspot1 inmode ignore,
	selectinventoryitem tanleader tanleader 1

if turndatshtoff then
	playsound " " 14 1 1 500, 
	playsound " " 15 2 1 500

if watchguardposes then
	setaipose tanwatchgrd1 kneel,
	setfacing tanwatchgrd1 50,
	setaipose tanwatchgrd1 prone,
	setfacing tanwatchgrd1 128

if hit tanyguard3 testvar 3hitvar = 0 then
	setaipose tanyguard3 dive,
	addvar 3hitvar 1,
	triggerdelay 1000 getgoing3

if hit tanyguard4 testvar 4hitvar = 0 then
	setaipose tanyguard4 dive,
	addvar 4hitvar 1,
	triggerdelay 1000 getgoing4

if getgoing3 then
	order tanyguard3 goto tyardjeepp1 inmode ignore

if getgoing4 then
	order tanyguard4 goto tyardjeepp2 inmode ignore

if padon tyardjeepp1 testvar jeep1deadvar = 0 then
	entervehicle tanyguard3 tyardjeep1,
	setaimode tyardjeep1 standfire,
	triggerdelay 1 injeep1

if padon tyardjeepp2 testvar jeep2deadvar = 0 then
	entervehicle tanyguard4 tyardjeep2,
	setaimode tyardjeep2 standfire,
	triggerdelay 1 injeep2

if injeep1 then
	setaimode tanyguard3 standfire	

if injeep2 then
	setaimode tanyguard4 standfire


// YARD JEEPS BLOWING UP //

if hit tyardjeep1 then
	addvar jeep1hitvar 1

if hit tyardjeep1 testvar jeep1hitvar > 2 then
	setmaxhealth tyardjeep1 10,
	heal tyardjeep1 -150

if killed tyardjeep1 then
	createexplosion tyardjeepp1 130 300,
	playsound "truckdeath.wav" tyardjeepp1 10 2 300,
	triggerdelay 200 smokeysmkoke,
	setvar jeep1deadvar 10

if smokeysmoke testvar jeep1deadvar = 10 then
	makesmoke tyardjeepp1 7000,
	triggerdelay 500 jeep2blowup

if jeep2blowup testvar jeep1deadvar = 10 then
	createexplosion tyardjeepp2 130 300,
	damage tyardjeep2 1000,
	playsound "truckdeath.wav" tyardjeepp2 11 2 300,
	triggerdelay 200 smokeysmkoke2,
	setvar jeep2deadvar 10

if smokeysmoke2 testvar jeep2deadvar = 10 then
	makesmoke tyardjeepp2 7000


// ***AA-GUNS*** //

if aahighlite then
	Setitemflag aa1 strategic 1, 
	Setitemflag aa2 strategic 1, 
	Setitemflag aa3 strategic 1, 
	Setitemflag aa4 strategic 1, 
	Setitemflag aa5 strategic 1, 
	Setitemflag aa6 strategic 1, 
	Setitemflag aa7 strategic 1, 
	Setitemflag aa8 strategic 1 

if killed aa1 then
	setitemflag aa1 strategic 0,
	createpowerup grenade aap1 3

if killed aa2 then
	setitemflag aa2 strategic 0,
	createpowerup grenade aap2 3

if killed aa3 then
	setitemflag aa3 strategic 0,
	createpowerup grenade aap3 3

if killed aa4 then
	setitemflag aa4 strategic 0,
	createpowerup grenade aap4 3

if killed aa5 then
	setitemflag aa5 strategic 0,
	createpowerup grenade aap5 3

if killed aa6 then
	setitemflag aa6 strategic 0,
	createpowerup grenade aap6 3

if killed aa7 then
	setitemflag aa7 strategic 0,
	createpowerup grenade aap7 3

if killed aa8 then
	setitemflag aa8 strategic 0,
	createpowerup grenade aap8 3



// ***TAN AA GUARD MACRO*** //


macro tanguards 6

{

variable aagrdhitvar@1 0

if makeguards then
	createunit "aaguard@1" rifleman aaguardp@1 tan 3,
	selectinventoryitem aaguard@1 aaguard@1 0,
	setaimode aaguard@1 defend,
	setaipose aaguard@1 @6

if hit aaguard@1 testvar aagrdhitvar@1 = 0 then
	setaipose aaguard@1 @4,
	setaimode aaguard@1 @5,
	setvar aagrdhitvar@1 10

if hit aaguard@1 testvar aagrdhitvar@1 = 10 then
	order aaguard@2 follow me inmode attack,
	triggerdelay 1500 turnbacknfight,
	setvar aagrdhitvar@1 100

if turnbacknfight then
	setaimode aaguard@2 standfire,
	setaipose aaguard@2 dive,
	order aaguard@1 goto aaguardp@1,
	triggerdelay 1000 turnbacknfight2

if turnbacknfight2 then
	setaimode aaguard@1 standfire,
	setaipose aaguard@1 stand,
	selectinventoryitem aaguard@1 aaguard@1 @3
}

expand tanguards (1 2 0 kneel attack stand)
expand tanguards (2 1 0 kneel standfire kneel)
expand tanguards (3 4 1 prone attack stand)
expand tanguards (4 3 0 kneel attack kneel)
expand tanguards (5 6 0 prone attack stand)
expand tanguards (6 5 1 kneel standfire kneel)
expand tanguards (7 8 0 kneel attack stand) 
expand tanguards (8 7 0 kneel standfire stand)
expand tanguards (9 10 1 kneel attack kneel)
expand tanguards (10 9 0 prone defend kneel)
expand tanguards (11 12 1 kneel standfire stand)
expand tanguards (12 11 0 prone defend kneel)
expand tanguards (13 14 0 kneel attack stand)
expand tanguards (14 13 0 prone attack kneel)
expand tanguards (15 16 0 kneel attack stand)
expand tanguards (16 15 1 prone attack kneel)

if padon aaguardnwp butnot chargedb4 then
	order tanguard11 follow me inmode attack,
	order tanguard12 follow me inmode attack


// ***TANTROOPS AND LEADER*** //

if tanyardtroops then
	trigger makeleader,
	trigger tanyguards,
	trigger tanwatchdog,
	triggerdelay 200 frontwatch

if makeleader then 
	createunit "tanleader" rifleman leaderstart tan 3 autorifle,
	setspeed tanleader slow,
	setfacing tanleader 10,
	triggerdelay 3000 strut

if strut then
	order tanleader goto leaderpace1

if padon leaderpace1 then
	setfacing tanleader 210,
	triggerdelay 3000 strutback

if strutback then
	order tanleader goto leaderpace2

if padon leaderpace2 then
	setfacing tanleader 10,
	triggerdelay 5000 strut


// ***TAN VEHICLE YARD TROOPS MACRO*** //
//** @1 = unit name, @2 = type, @3 = local, @4 = weapon @5 = level **//

macro vyardefense 3

{

if tanyguards then
	createunit "@1" rifleman @2 tan 3 autorifle 1,
	setaipose @1 stand,
	setfacing @1 99,
	setaimode @1 @3
}

expand vyardefense (tanyguard1 yardguard1 standfire)
expand vyardefense (tanyguard2 yardguard2 standfire)
expand vyardefense (tanyguard3 yardguard3 standfire)
expand vyardefense (tanyguard4 yardguard4 standfire)
expand vyardefense (tanyguard5 yardguard5 standfire)
expand vyardefense (tanyguard6 yardguard6 standfire)
expand vyardefense (tanyguard7 yardguard7 standfire)
expand vyardefense (tanyguard8 yardguard8 standfire)
expand vyardefense (tanfrontg1 frontguard1 ignore)
expand vyardefense (tanfrontg2 frontguard2 ignore)

if tanwatchdog then
	createunit "tanwatchgrd1" rifleman tanwatchgrdp1 tan 3 autorifle 1,
	setfacing tanwatchgrd1 70,
	setaimode tanwatchgrd1 standfire,
	createunit "tanwatchgrd2" rifleman tanwatchgrdp2 tan 3 autorifle 1,
	setfacing tanwatchgrd2 150,
	setaimode tanwatchgrd2 standfire,
	trigger repairman

if repairman then
	createunit "tfixerguy" rifleman tfixerguyp tan 3 autorifle 1,
	makesmoke tyardjeepp1 69000,
	makesmoke tyardjeepp2 40000,
	setaipose tfixerguy kneel,
	setfacing tfixerguy 128,
	triggerdelay 20000 fixit1

if fixit1 testvar alarmfiredvar = 0 then
	order tfixerguy goto fixitp1

if padon fixitp1 testvar repairvar = 0 and alarmfiredvar = 0 then
	setaipose tfixerguy kneel,
	setvar repairvar 10,
	setfacing tfixerguy 15,
	triggerdelay 25000 fixit2

if fixit2 testvar alarmfiredvar = 0 then
	order tfixerguy goto fixitp2
	 
if padon fixitp2 testvar repairvar = 10 and alarmfiredvar = 0 then	
	setaipose tfixerguy kneel,
	setvar repairvar 20,
	setfacing tfixerguy 0,
	triggerdelay 15000 fixit3

if fixit3 testvar alarmfiredvar = 0 then
	order tfixerguy goto fixitp3
	 
if padon fixitp3 testvar repairvar = 20 and alarmfiredvar = 0 then
	setaipose tfixerguy kneel,
	setvar repairvar 0,
	setfacing tfixerguy 192,
	triggerdelay 20000 repeatfix
	 
if repeatfix testvar repairvar = 0 and alarmfiredvar = 0 then
	order tfixerguy goto fixitp1

if hit tanfrontg1 testvar tanfrontg1hitvar = 1 then
	setaipose tanfrontg1 kneel,
	setfacing tanfrontg1 192,
	addvar alarmedvar 5

if hit tanfrontg2 testvar tanfrontg2hitvar = 1 then
	setaipose tanfrontg2 kneel,
	setfacing tanfrontg2 64,
	addvar alarmedvar 5

if hit tanfrontg1 testvar tanfrontg1hitvar < 10 then
	addvar tanfrontg1hitvar 1

if hit tanfrontg2 testvar tanfrontg2hitvar < 10 then
	addvar tanfrontg2hitvar 1 

if hit tanfrontg1 testvar tanfrontg1hitvar > 2 then
	setaimode tanfrontg1 standfire,
	order tanfrontg2 goto alarm1 inmode attack,
	trigger alarmtest

if hit tanfrontg2 testvar tanfrontg2hitvar > 2 then
	setaimode tanfrontg2 standfire,
	order tanfrontg1 goto alarm1 inmode defend,
	trigger alarmtest

if vehiclestart then
	trigger layemout,
	trigger yardvehicles,
	triggerdelay 1000 startpatrol

if yardvehicles then
	createvehicle yardhtrack halftrack htrackinyard tan,
	createvehicle yardjeep jeep jeepinyardp tan,
	createvehicle tyardjeep1 jeep tyardjeepp1 tan,
	createvehicle tyardjeep2 jeep tyardjeepp2 tan,
	setforcecolor yardhtrack green,
	setforcecolor yardjeep green,
	setfacing tyardjeep1 100,
	setfacing tyardjeep2 100,
	setaimode tyardjeep1 ignore,
	setaimode tyardjeep2 ignore,
	setfacing yardjeep 145,
	setfacing yardhtrack 145,
	setaimode yardjeep ignore,
	setaimode yardhtrack ignore 
		
if padon vyardinsight butnot vyardseen then
	playsound "05_01_greentroop.wav" 12 2 300,
	trigger vyardseen

	
// *** JEEP PATROL MACRO *** //

macro jeepsmac 5

{

if layemout then
	createvehicle tjeep@1 jeep jeeppatrolp@1 tan,
	setnpc tjeep@1 1,
	setfacing tjeep@1 @4,
	createunit "tdriveguy@1" rifleman jeeppatrolp@1 tan 3 autorifle 1,
	entervehicle tdriveguy@1 tjeep@1,
	triggerdelay 100 getinjeep@1

If getinjeep@1 then
	stayinvehicle tdriveguy@1 1,
	triggerdelay @5 startpatrol@1

}

expand jeepsmac (1 2015 3880 192 500)
expand jeepsmac (2 3656 1581 80 700) 
expand jeepsmac (3 3067 182 22 900)

if startpatrol1 then
	order tjeep1 goto jeeprp11 inmode attack

if startpatrol2 then
	order tjeep2 goto jeeprp21 inmode attack

if startpatrol3 then
	order tjeep3 goto jeeprp31 inmode attack


// *** TJEEP1 MACRO *** //


if padon jeeprp11 testvar then
	order tjeep1 goto jeeprp12 inmode defend

if padon jeeprp12 then
	order tjeep1 goto jeeprp13 inmode defend

if padon jeeprp13 then
	order tjeep1 goto jeeprp14 inmode defend

if padon jeeprp14 then
	order tjeep1 goto jeeprp15 inmode defend

if padon jeeprp15 then
	order tjeep1 goto jeeprp16 inmode defend

if padon jeeprp16 then
	order tjeep1 goto jeeprp17 inmode defend

if padon jeeprp17 then
	order tjeep1 goto jeeprp18 inmode defend

if padon jeeprp18 then
	order tjeep1 goto jeeprp19 inmode defend

if padon jeeprp19 then
	order tjeep1 goto jeeprp10 inmode defend

if padon jeeprp10 then
	order tjeep1 goto jeeprp111 inmode defend

if padon jeeprp111 then
	order tjeep1 goto jeeprp112 inmode defend

if padon jeeprp112 then
	order tjeep1 goto jeeprp113 inmode defend

if padon jeeprp113 then
	order tjeep1 goto jeeprp114 inmode defend

if padon jeeprp114 then
	order tjeep1 goto jeeprp115 inmode defend

if padon jeeprp115 then
	order tjeep1 goto jeeprp116 inmode defend

if padon jeeprp116 then
	order tjeep1 goto jeeprp11 inmode defend


// *** TJEEP3 MACRO *** //


if padon jeeprp31 then
	order tjeep3 goto jeeprp32 inmode attack

if padon jeeprp32 then
	order tjeep3 goto jeeprp33 inmode attack

if padon jeeprp33 then
	order tjeep3 goto jeeprp34 inmode attack


// *** TJEEP2 MACRO *** //


if padon jeeprp21 then
	order tjeep2 goto jeeprp22 inmode attack

if padon jeeprp22 then
	order tjeep2 goto jeeprp23 inmode attack

if padon jeeprp23 then
	order tjeep2 goto jeeprp24 inmode attack

if padon jeeprp24 then
	order tjeep2 goto jeeprp21 inmode attack



// *** SIDE MISSION : THE AMBUSH *** //

if thetrap then
	createunit "tbadboy1" rifleman tbadboy1p tan 3,
	createunit "tbadboy2" rifleman tbadboy2p tan 3,
	createunit "tbadboy3" rifleman tbadboy3p tan 3,
	createunit "tbadboy4" rifleman tbadboy4p tan 3,
	createunit "tbadboy5" rifleman tbadboy5p tan 3,
	createunit "tbadboy6" rifleman tbadboy6p tan 3,
	createunit "tbadboy7" rifleman tbadboy7p tan 3,
	setmaxhealth tbadboy1 350,
	setmaxhealth tbadboy2 350,
	setmaxhealth tbadboy3 350,
	setmaxhealth tbadboy4 350,
	setmaxhealth tbadboy5 350,
	setmaxhealth tbadboy6 350,
	setmaxhealth tbadboy7 350,
	heal tbadboy1 150,
	heal tbadboy2 150,
	heal tbadboy3 150,
	heal tbadboy4 150,
	heal tbadboy5 150,
	heal tbadboy6 150,
	heal tbadboy7 150,
	setaimode tbadboy1 ignore,
	setaimode tbadboy2 ignore,
	setaimode tbadboy3 ignore,
	setaimode tbadboy4 ignore,
	setaimode tbadboy5 ignore,
	setaimode tbadboy6 ignore,
	setaimode tbadboy7 ignore,
	setaipose tbadboy1 kneel,
	setaipose tbadboy2 kneel,
	setaipose tbadboy3 kneel,
	setaipose tbadboy4 kneel,
	setaipose tbadboy5 kneel,
	setaipose tbadboy6 kneel,
	setaipose tbadboy7 kneel

if padon squirmish testvar trapguysvar = 0 then
	createunit "I._Mug" rifleman gbackup1p green 3,
	createunit "U._Theman" rifleman gbackup2p green 3,
	createunit "B._Good" rifleman gbackup3p green 3,
	createunit "Q._Me" rifleman gbackup4p green 3,
	createunit "C._Target" rifleman gbackup5p green 3,
	createunit "A._Greenman" rifleman gbackup6p green 3,
	setmaxhealth I._Mug 400,
	setmaxhealth U._Theman 400,
	setmaxhealth B._Good 400,
	setmaxhealth Q._Me 400,
	setmaxhealth C._Target 400,
	setmaxhealth A._Greenman 400,
	heal I._Mug 200,
	heal U._Theman 200,
	heal B._Good 200,
	heal Q._Me 200,
	heal C._Target 200,
	heal A._Greenman 200,
	selectinventoryitem U._Theman U._Theman 1,
	selectinventoryitem Q._Me Q._Me 1,
	addvar numgreen 6,
	setnpc I._Mug 1,
	setnpc U._Theman 1,
	setnpc B._Good 1,
	setnpc Q._Me 1,
	setnpc C._Target 1,
	setnpc A._Greenman 1,
	setspeed I._Mug slow,
	setspeed U._Theman slow,
	setspeed B._Good slow,
	setspeed Q._Me slow,
	setspeed C._Target slow,
	setspeed A._Greenman slow,
	setvar trapguysvar 10,
	triggerdelay 500 fighttime

if fighttime then
	order I._Mug goto gb1ambushp inmode ignore,
	order U._Theman goto gb2ambushp inmode ignore,
	order B._Good goto gb3ambushp inmode ignore,
	order Q._Me goto gb4ambushp inmode ignore,
	order C._Target goto gb5ambushp inmode ignore,
	order A._Greenman goto gb6ambushp inmode ignore

if padon gb1ambushp then
	triggerdelay 1000 facedown,
	setvar ambushvar 10

if facedown then
	setfacing I._Mug 128,
	triggerdelay 1000 faceup

if faceup then
	setfacing I._Mug 0,
	triggerdelay 500 confusion

if confusion then
	setfacing I._Mug 180,
	setfacing U._Theman 85,
	setfacing B._Good 210,
	setfacing Q._Me 157,
	setfacing C._Target 36,
	setfacing A._Greenman 120,
	triggerdelay 2000 look1,
	triggerdelay 3000 look2,
	triggerdelay 4000 look3

if look1 then
	setfacing I._Mug 15,
	setfacing B._Good 130,
	setfacing C._Target 125,
	setfacing A._Greenman 12

if look2 then
	setfacing U._Theman 115,
	setfacing Q._Me 110,
	setfacing C._Target 202

if look3 then
	setfacing I._Mug 192,
	setfacing U._Theman 235,
	setfacing B._Good 205,
	setfacing A._Greenman 124,
	triggerdelay 500 d_attack

if d_attack testvar ambushsoundvar = 0 and ambushvar = 10 then
	playsound "05_02_greentroop.wav" gb5ambushp 7 1 500,
	triggerdelay 10 boo,
	setvar ambushsoundvar 10

// AMBUSH MACRO //

macro tanrushmac 7

{

pad gdefensep@1 	@6    gbackup@1
pad tattackpos@1	@7    tbadboy@1

variable gdefendvar@1 0

if boo testvar ambushsoundvar = 10 then
	order tbadboy@1 goto tattackpos@1 inmode attack

if padon tattackpos@1 testvar gdefendvar@1 = 0 then
	setaipose tbadboy@1 @2,
	selectinventoryitem tbadboy@3 tbadoy@3 0,
	trigger circlein

if circlein testvar formationvar = 0 then
	order gbackup@1 goto gdefensep@1,
	setvar gdefendvar@1 10,
	setvar formationvar 10

if padon gdefensep@1 testvar gdefendvar@1 = 10 then
	setaimode gbackup@1 defend,
	setaipose gbackup@3 kneel,
	selectinventoryitem gbackup@3 gbackup@3 0

if hit tbadboy@1 testvar formationvar = 10 then
	setaipose tbadboy@1 @4,
	setaimode tbadboy@1 @5,
	setvar formationvar 100

}

expand tanrushmac ( 1 kneel 5 prone standfire 85 193)
expand tanrushmac ( 2 dive 5 prone defend 86 194)
expand tanrushmac ( 3 kneel 5 prone attack 87 195)
expand tanrushmac ( 4 dive 6 kneel standfire 88 196)
expand tanrushmac ( 5 stand 6 kneel standfire 89 197)
expand tanrushmac ( 6 stand 7 dive attack 90 198)
expand tanrushmac ( 7 kneel 7 dive defend 91 199)

if killed tbadboy3 then
	createpowerup grenade p_up1 9

if killed tbadboy7 then
	createpowerup medkit p_up1 1

if killed tbadboy5 then
	createpowerup mine p_up1 10

if killed I._Mug testvar gotcontrolvar = 0 then
	order B._Good goto gdefensep1 inmode defend
	
if hit U._Theman testvar gotcontrolvar = 0 and 2gothitvar = 0 then
	order A._Greenman goto helpg2p inmode defend,
	setaipose U._Theman dive

if padon helpg2p then
	setaipose A._Greenman kneel,
	setaimode A._Greenman standfire

if hit Q._Me testvar gotcontrolvar = 0 and 4gothitvar = 0 then
	order C._Target goto helpg4p inmode defend,
	setaipose Q._Me prone

if padon helpg4p then
	setaipose C._Target kneel,
	setaimode C._Target standfire

if allof killed tbadboy1 killed tbadboy2 killed tbadboy3 killed tbadboy4 killed tbadboy5 killed tbadboy6 killed tbadboy7 then
	setmaxhealth I._Mug 200,
	setmaxhealth U._Theman 200,
	setmaxhealth B._Good 200,
	setmaxhealth Q._Me 200,
	setmaxhealth C._Target 200,
	setmaxhealth A._Greenman 200,
	setnpc I._Mug  0,
	setnpc U._Theman  0,
	setnpc B._Good  0,
	setnpc Q._Me  0,
	setnpc C._Target  0,
	setnpc A._Greenman  0,
	setspeed I._Mug normal,
	setspeed U._Theman normal,
	setspeed B._Good normal,
	setspeed Q._Me normal,
	setspeed C._Target normal,
	setspeed A._Greenman normal,
        setvar numgreen getdeployedtroopercount green,
	createpowerup bonushealth medkit mkit1 5,
	setvar gotcontrolvar 100

// *** CAMPFIRE *** //
//1 = integer 2 = pad num 3 = sound channel

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 6 )
expand firemac ( 3 14 7 )
expand firemac ( 4 15 8 )
expand firemac ( 5 16 9 )

 //**Mill**//

variable millvar 0 

if killed millbuilding then
        setvar millvar 10,
		setobjstate millwheel mill_toast

if loopwheel testvar millvar = 0 then
        setobjstate millwheel wheel_roll


object millwheel
        state wheel_roll
                frame 40 09
                frame 50 08
                frame 50 07
                frame 50 06
                frame 50 05
                frame 50 04
                frame 50 03
                frame 50 00
                triggerdelay 10 loopwheel

        state mill_toast
                frame 10 01
		trigger resetvar
if resetvar then
        setvar millvar 10
				
 //end of mill animation//
