Re: [Editing Reference] Release of v1.0
Posted: Tue Jan 03, 2012 21:46
by arakia
#include "zcommon.acs"
#import "strnghld.acs"
script 100 open
{
Waves = 10;
AddZone( 30, 31, 40 );
AddZone( 32, 33, 40 );
AddZone( 34, 35, 40 );
AddZone( 36, 37, 40 );
WaveEnemy( 1, "ZombieMan", 5 );
WaveEnemy( 1, "ShotgunGuy", 3 );
WaveEnemy( 1, "DoomImp", 5 );
WaveEnemy( 2, "ZombieMan", 5 );
WaveEnemy( 2, "ShotgunGuy", 3 );
WaveEnemy( 2, "DoomImp", 7 );
WaveEnemy( 3, "ZombieMan", 7 );
WaveEnemy( 3, "ShotgunGuy", 5 );
WaveEnemy( 3, "DoomImp", 12 );
WaveEnemy( 4, "Demon", 3 );
WaveEnemy( 4, "ShotgunGuy", 7 );
WaveEnemy( 4, "DoomImp", 13 );
WaveEnemy( 5, "DoomImp", 13 );
WaveEnemy( 5, "Demon", 3 );
WaveEnemy( 5, "ChaingunGuy", 3 );
WaveEnemy( 6, "DoomImp", 13 );
WaveEnemy( 6, "HellKnight", 3 );
WaveEnemy( 6, "Demon", 3 );
WaveEnemy( 7, "DoomImp", 15 );
WaveEnemy( 7, "Zombieman", 22 );
WaveEnemy( 7, "Spectre", 4 );
WaveEnemy( 8, "DoomImp", 18 );
WaveEnemy( 8, "Shotgunguy", 14 );
WaveEnemy( 8, "Demon", 3 );
WaveEnemy( 8, "Spectre", 3 );
WaveEnemy( 9, "Demon", 3 );
WaveEnemy( 9, "Spectre", 3 );
WaveEnemy( 9, "HellKnight", 5 );
WaveEnemy( 10, "Demon", 3 );
WaveEnemy( 10, "Spectre", 3 );
WaveEnemy( 10, "BaronOfHell", 6 );
WaveEnemy( -1, "Arachnotron", 1 );
RadioName[0] = RADIO_RANDOM;
WaveMessage( 2, 0, "This has only just\nstarted." );
WaveMessage( 2, 0, "get a \cishotgun \cffrom the\nsupply room!" );
WaveMessage( 3, 0, "Those \cazombies \cfare slow,\nand no real danger." );
WaveMessage( 3, 0, "They won't be the only\nenemies you'll have to\nface..." );
WaveMessage( 4, 0, "Those \caimps \cfcan be a pain." );
WaveMessage( 4, 0, "A \cichaingun \cfshould help\nhere, go get it." );
WaveMessage( 5, 0, "Make sure to take out the\nfaster \cademons \cffirst." );
WaveMessage( 5, 0, "They can pass the\n\cjdeadline \cfwithout you even\nnoticing." );
WaveMessage( 6, 0, "Damn, more \capinkies\n\cfapproaching..." );
WaveMessage( 6, 0, "I see you're gonna need\nmore supplies - an \ciSSG's\nwaiting for you." );
WaveMessage( 7, 0, "Okay, \ciland mines \cfshould\nsecure a few areas." );
WaveMessage( 7, 0, "\caSpectres \cfapproach. Get\nthe mines from the supply\nroom!" );
WaveMessage( 8, 0, "The demons found \cja second\n\cjway in!" );
WaveMessage( 8, 0, "This is starting to get\ninteresting..." );
WaveMessage( 9, 0, "We've sent you a \cirocket\n\cilauncher." );
WaveMessage( 9, 0, "You'll need powerful\nweapons against more\npowerful demons." );
WaveMessage( 10, 0, "The \cjgates \cfare starting to\nclose..." );
WaveMessage( 10, 0, "But Hell's sending in its\nlast wave of opposition!" );
WaveMessageEnd( 11, 0 );
WaveMessage( -1, 0, "You have activated\nthe extra wave!\nCollect your weapon!" );
WavePowerup( 2, "GreenArmor", 1 );
WavePowerup( 5, "Backpack", 1 );
WavePowerup( 6, "GreenArmor", 1 );
WavePowerup( 10, "BlueArmor", 1 );
WaveMedic( 1, "Stimpack", 4 );
WaveMedic( 2, "Stimpack", 4 );
WaveMedic( 3, "Stimpack", 5 );
WaveMedic( 4, "Stimpack", 5 );
WaveMedic( 5, "Stimpack", 6 );
WaveMedic( 6, "Stimpack", 6 );
WaveMedic( 7, "Stimpack", 2 );
WaveMedic( 7, "MediKit", 2 );
WaveMedic( 8, "Stimpack", 2 );
WaveMedic( 8, "MediKit", 2 );
WaveMedic( 9, "Stimpack", 3 );
WaveMedic( 9, "MediKit", 2 );
WaveMedic( 10, "Stimpack", 3 );
WaveMedic( 10, "MediKit", 3 );
WaveWeapon( 2, "Shotgun" );
WaveWeapon( 4, "Chaingun" );
WaveWeapon( 6, "SuperShotgun" );
WaveWeapon( 7, "LandMineLayer" );
WaveWeapon( 9, "RocketLauncher" );
WaveWeapon( -1, "DEPlasmaRifle" );
WaveAmmo( 2, BULLETS, 50 );
WaveAmmo( 2, SHELLS, 8 );
WaveAmmo( 3, BULLETS, 50 );
WaveAmmo( 3, SHELLS, 12 );
WaveAmmo( 4, BULLETS, 75 );
WaveAmmo( 4, SHELLS, 20 );
WaveAmmo( 5, BULLETS, 75 );
WaveAmmo( 5, SHELLS, 20 );
WaveAmmo( 6, BULLETS, 50 );
WaveAmmo( 6, SHELLS, 40 );
WaveAmmo( 7, BULLETS, 50 );
WaveAmmo( 7, SHELLS, 40 );
WaveAmmo( 7, ROCKETS, 2 );
WaveAmmo( 8, SHELLS, 80 );
WaveAmmo( 8, ROCKETS, 4 );
WaveAmmo( 8, MINES, 6 );
WaveAmmo( 9, SHELLS, 80 );
WaveAmmo( 9, ROCKETS, 8 );
WaveAmmo( 10, SHELLS, 80 );
WaveAmmo( 10, ROCKETS, 32 );
WaveAmmo( -1, CELLS, 60 );
AddMedicSpot ( 100 );
AddAmmoSpot ( 101 );
AddPowerupSpot ( 102 );
AddWeaponSpot ( 103 );
ACS_Execute(S_DEADLINE,0,0);
ScriptWait(S_DEADLINE);
ACS_Execute(S_MISSION_COMPLETE,0,0);
}
script 105 (void)
{
CallWave (-1);
}