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Remove tons of useless stuff from fastplay tutorial.
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perim committed May 8, 2011
1 parent 2d1b6aa commit ff20bda
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Showing 19 changed files with 2 additions and 1,449 deletions.
9 changes: 0 additions & 9 deletions data/base/gamedesc.lev
Expand Up @@ -358,12 +358,3 @@ camstart FASTPLAY
dataset CAM_1
game "wrf/fastplay/fastdemo.gam"
data "wrf/fastplay/fastdemo.wrf"

between SUBDEMO_START
dataset CAM_1
data "wrf/fastplay/subdemos.wrf"

miss_keep SUBDEMO
dataset CAM_1
game "wrf/fastplay/subdemo.gam"
data "wrf/fastplay/subdemo.wrf"
4 changes: 0 additions & 4 deletions data/base/messages/briefsub.txt

This file was deleted.

15 changes: 0 additions & 15 deletions data/base/script/fastplay/fastdemo.slo
Expand Up @@ -497,22 +497,7 @@ event nextLevEvnt(inactive) //assumes victory already checked
flushConsoleMessages();
playSound(wonSnd,0);
pause(20);
// give all research
count = 0;
while (count < numArt)
{
enableResearch(artComp[count], 0);
count = count +1;
}
// *required for sub missions*
//setLandingZone(10, 51, 12, 53);
// *no longer need to remove briefings?*
//removeMessage(MissionBrief, MISS_MSG, player);
//startMission(CAMP_EXPAND, NextLev);

//End game here for now! (don't try next mission)
gameOverMessage(winMsg, MISS_MSG, 0, true);

setEventTrigger(nextLevEvnt, inactive);
}

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120 changes: 0 additions & 120 deletions data/base/script/fastplay/fastdemo.vlo
Expand Up @@ -4,13 +4,9 @@
script "fastdemo.slo"
run
{
/* Next level stuff */
NextLev LEVEL "SUBDEMO_START" //points to next level

/* Define Players/Enemies */
numEnemies int 1 //MAX 2. Must define same as number of enemy players given next
enemy[0] int 7
//enemy[1] int 1
allianceFlag BOOL FALSE //TRUE if want enemies to ally, otherwise mark FALSE

/* Starting Enemy Power */
Expand Down Expand Up @@ -50,18 +46,10 @@ LZY[0] int 54
numTechs[0] int 0
startTech[0][0] RESEARCHSTAT "R-Wpn-MG-Damage03"
startTech[0][1] RESEARCHSTAT "R-Wpn-Rocket-Damage02"
/*
numTechs[1] int 3
startTech[1][0] RESEARCHSTAT "R-Vehicle-Body01"
startTech[1][1] RESEARCHSTAT "R-Sys-Spade1Mk1"
startTech[1][2] RESEARCHSTAT "R-Vehicle-Prop-Wheels"
//startTech[1][3] RESEARCHSTAT "R-Wpn-MG1Mk1" //done as makeComponent available!
*/

/* Briefings */
numBriefs int 1 //MAX 2. Needs to be same as the number of briefings given next
brief[0] INTMESSAGE "MBDEMO_MSG"
//brief[1] INTMESSAGE "MB1C2_MSG"
endMsg INTMESSAGE "END"
winMsg INTMESSAGE "WIN"

Expand Down Expand Up @@ -112,14 +100,6 @@ artX [3] int 5696
artY [3] int 1856
artComp [3] RESEARCHSTAT "R-Vehicle-Prop-Halftracks" //"R-Sys-Engineering01"

/*
artType [4] int 1
artVal [4] int 3 //get this from base 3 factory
artX [4] int 4928
artY [4] int 6464
artComp [4] RESEARCHSTAT "R-Wpn-Mortar01Lt"
*/

artType [4] int 1 //get this from bunker
artVal [4] int 4
artX [4] int 3136
Expand All @@ -129,7 +109,6 @@ artComp [4] RESEARCHSTAT "R-Sys-Engineering01" //"R-Wpn-MG-Damage01"
/* lists of stuff referred to by index number */
//features (inc crates, by ID number) MAX = 10
features [0] FEATURE 649 //crate artifact (1st in valley)
//features [1] FEATURE 661 //crate artifact (2nd by huts) (CHANGED TO BUNKER)

//structures (by ID number) MAX = 10
structures [0] STRUCTURE 223 //Base 1 Factory
Expand All @@ -138,9 +117,6 @@ structures [2] STRUCTURE 481 //Base 2 Factory
structures [3] STRUCTURE 623 //Base 3 Factory
structures [4] STRUCTURE 666 //Bunker

//droids (by ID number) MAX = 10
//droids [0] DROID 3279 //testdroid

// list of templates (by name) MAX = 20
templates [0] TEMPLATE "BaBaPeople" //Truck template is always in position 0?

Expand Down Expand Up @@ -175,8 +151,6 @@ coordsY [7] int 7488
coordsX [8] int 1728 //hillgroup waypoint4
coordsY [8] int 7744



//regions (world coords) MAX = 20
regionsX1 [0] int 2624 //enemy base1 blip
regionsY1 [0] int 448
Expand Down Expand Up @@ -204,7 +178,6 @@ regionsY1 [5] int 2496 //crossed by radar tower
regionsX2 [5] int 5312
regionsY2 [5] int 4288


regionsX1 [6] int 704 //region group 0 (along valley)
regionsY1 [6] int 4544
regionsX2 [6] int 1728 //include guys on hill!
Expand Down Expand Up @@ -235,99 +208,6 @@ regionsY1 [12] int 2368
regionsX2 [12] int 4800
regionsY2 [12] int 3136


/* sector Stuff */
/*reuse
//sectors to attack (covers 1A-C expansion area, in order of priority to attack)
//MAX = 20
//sect15
sectorsX1 [0] int 10432
sectorsY1 [0] int 12736
sectorsX2 [0] int 14272
sectorsY2 [0] int 15552
//sect21
sectorsX1 [1] int 8896
sectorsY1 [1] int 13760
sectorsX2 [1] int 10304
sectorsY2 [1] int 15040
//sect20
sectorsX1 [2] int 6336
sectorsY1 [2] int 13760
sectorsX2 [2] int 8768
sectorsY2 [2] int 14144
//ravine entrance to 1B
//sect
sectorsX1 [3] int 2112
sectorsY1 [3] int 12736
sectorsX2 [3] int 6336
sectorsY2 [3] int 14784
//sect
sectorsX1 [4] int 1600
sectorsY1 [4] int 10176
sectorsX2 [4] int 5952
sectorsY2 [4] int 12608
//sect
sectorsX1 [5] int 4672
sectorsY1 [5] int 8640
sectorsX2 [5] int 5696
sectorsY2 [5] int 10048
//sect
sectorsX1 [6] int 4160
sectorsY1 [6] int 6464
sectorsX2 [6] int 5056
sectorsY2 [6] int 8512
//sect (base)
sectorsX1 [7] int 832
sectorsY1 [7] int 6336
sectorsX2 [7] int 3392
sectorsY2 [7] int 7104
//sect
sectorsX1 [8] int 4800
sectorsY1 [8] int 5056
sectorsX2 [8] int 6208
sectorsY2 [8] int 6208
//sect
sectorsX1 [9] int 3392
sectorsY1 [9] int 4672
sectorsX2 [9] int 4160
sectorsY2 [9] int 5440
//sect
sectorsX1 [10] int 5056
sectorsY1 [10] int 4160
sectorsX2 [10] int 5312
sectorsY2 [10] int 4928
//sect
sectorsX1 [11] int 4032
sectorsY1 [11] int 1216
sectorsX2 [11] int 6208
sectorsY2 [11] int 3264
//sect
sectorsX1 [12] int 3392
sectorsY1 [12] int 832
sectorsX2 [12] int 3776
sectorsY2 [12] int 1472
//sect
sectorsX1 [13] int 2624
sectorsY1 [13] int 1600
sectorsX2 [13] int 3392
sectorsY2 [13] int 1856
//sect
sectorsX1 [14] int 832
sectorsY1 [14] int 1344
sectorsX2 [14] int 2496
sectorsY2 [14] int 3392
//sect
sectorsX1 [15] int 1600
sectorsY1 [15] int 3520
sectorsX2 [15] int 2496
sectorsY2 [15] int 4544
//sect
sectorsX1 [16] int 832
sectorsY1 [16] int 1344
sectorsX2 [16] int 1728
sectorsY2 [16] int 2880
*/

/* Enemy Base Blips */

numBases int 4 //MAX = 5. Must be same as number of bases listed next
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