diff --git a/planet/Defense.ocf/Windmill.ocs/CustomAI.ocd/Script.c b/planet/Defense.ocf/Windmill.ocs/CustomAI.ocd/Script.c index 28a60bcf1..170fa41df 100644 --- a/planet/Defense.ocf/Windmill.ocs/CustomAI.ocd/Script.c +++ b/planet/Defense.ocf/Windmill.ocs/CustomAI.ocd/Script.c @@ -66,7 +66,7 @@ func Execute(proplist fx, int time) return inherited(fx, time, ...); fx.target = nil; fx.parachute_lost = nil; - SetCommand(); + SetCommand("None"); } return inherited(fx, time, ...); @@ -208,7 +208,7 @@ func ExecuteMelee(fx) { // Don't jump for higher windmills, get a new target! fx.target = nil; - SetCommand(); + SetCommand("None"); return true; } // Clonk is above us - jump there @@ -224,7 +224,8 @@ func ExecuteMelee(fx) // Use shields only if still on the airship func ExecuteProtection(fx) { - if (!fx.carrier) return false; + if (!fx.carrier) + return false; return _inherited(fx); } diff --git a/planet/Defense.ocf/Windmill.ocs/Script.c b/planet/Defense.ocf/Windmill.ocs/Script.c index 2b301a7a9..184ffd593 100644 --- a/planet/Defense.ocf/Windmill.ocs/Script.c +++ b/planet/Defense.ocf/Windmill.ocs/Script.c @@ -416,14 +416,14 @@ static const g_respawning_weapons = [Firestone, Rock]; func InitWaveData() { // Define different enemy types - var pilot = { Name="$EnemyPilot$", Inventory=Rock, Energy= 30, Bounty= 10, Color=0xff0000ff, Skin=CSKIN_Alchemist, Backpack=0, Vehicle=Airship }; - var swordman = { Name="$EnemyCrewman$", Inventory=Sword, Energy= 50, Bounty= 15, Color=0xffff0000, Skin=CSKIN_Default, Backpack=0, IsCrew=true }; - var defender = { Name="$EnemyDefender$", Inventory=[Shield, Axe],Energy= 50, Bounty= 5, Color=0xff00ff00, Skin=CSKIN_Farmer, Backpack=0, IsCrew=true }; - var bowman = { Name="$EnemyBow$", Inventory=[Bow, Arrow], Energy= 30, Bounty= 10, Color=0xff80ff80, Skin=CSKIN_Steampunk, Backpack=0, IsCrew=true }; - var ballooner = { Name="$EnemyBalloon$", Inventory=Sword, Energy= 30, Bounty= 15, Color=0xff008000, Skin=CSKIN_Default, Vehicle=Balloon }; - var rocketeer = { Name="$EnemyRocket$", Inventory=[Bow, Arrow], Energy= 15, Bounty= 10, Color=0xffffffff, Skin=CSKIN_Steampunk, Vehicle=Boomattack }; - var boomattack = { Type=Boomattack, Bounty=1 }; - var boomattackf= { Type=Boomattack, Bounty=15, Speed=300 }; + var pilot = { Name="$EnemyPilot$", Inventory=Rock, Energy=30, Bounty=20, Color=0xff0000ff, Skin=CSKIN_Alchemist, Backpack=0, Vehicle=Airship }; + var swordman = { Name="$EnemyCrewman$", Inventory=Sword, Energy=50, Bounty=15, Color=0xffff0000, Skin=CSKIN_Default, Backpack=0, IsCrew=true }; + var defender = { Name="$EnemyDefender$", Inventory=[Shield, Axe], Energy=50, Bounty=10, Color=0xff00ff00, Skin=CSKIN_Farmer, Backpack=0, IsCrew=true }; + var bowman = { Name="$EnemyBow$", Inventory=[Bow, Arrow], Energy=30, Bounty=10, Color=0xff80ff80, Skin=CSKIN_Steampunk, Backpack=0, IsCrew=true }; + var ballooner = { Name="$EnemyBalloon$", Inventory=Sword, Energy=30, Bounty=15, Color=0xff008000, Skin=CSKIN_Default, Vehicle=Balloon }; + var rocketeer = { Name="$EnemyRocket$", Inventory=[Bow, Arrow], Energy=15, Bounty=15, Color=0xffffffff, Skin=CSKIN_Steampunk, Vehicle=Boomattack }; + var boomattack = { Type=Boomattack, Bounty=2 }; + var boomattackf = { Type=Boomattack, Bounty=15, Speed=300 }; // Define composition of waves ENEMY_WAVE_DATA = [nil, @@ -431,80 +431,80 @@ func InitWaveData() new boomattack { Num= 1, Interval=10, PosX = 0, PosY = 500 }, Arrows = { X = 0, Y = 500 } }, { Name = "$WaveSecond$", Bounty = 30, Enemies = - [new boomattack { Num= 3, Interval=10, PosX = 0, PosY = 500 }, - new boomattack { Num= 3, Interval=20, PosX = 2000, PosY = 500 },], + [new boomattack { Num= 3, Interval=10, PosX = 0, PosY = 500 }, + new boomattack { Num= 3, Interval=10, PosX = 2000, PosY = 500 },], Arrows = [{ X = 0, Y = 500 },{ X = 2000, Y = 500 }] }, { Name = "$WaveThird$", Bounty = 10, Enemies = new rocketeer { Num= 8, PosX = 0, PosY = 500 }, Arrows = { X = 0, Y = 500 } }, { Name = "$WaveFourth$", Bounty = 15, Enemies = - [new rocketeer { Num= 8, PosX = 0, PosY = 500 }, - new rocketeer { Num= 8, PosX = 2000, PosY = 500 },], + [new rocketeer { Num= 8, Interval=10, PosX = 0, PosY = 500 }, + new rocketeer { Num= 8, Interval=10, PosX = 2000, PosY = 500 },], Arrows = [{ X = 0, Y = 500 },{ X = 2000, Y = 500 }] }, { Name = "$WaveFifth$", Bounty = 20, Enemies = - [new boomattack { Num= 10, PosX = 1000, PosY = 2000 }, - new pilot { Num= 1, Interval = 1, PosX = 2000, PosY = 750 }, - new defender { Num= 1, Interval = 2, PosX = 2000, PosY = 750 }, - new pilot { Num= 1, Interval = 3, PosX = 0, PosY = 750 }, - new defender { Num= 1, Interval = 4, PosX = 0, PosY = 750 },], + [new boomattack { Num= 10, PosX = 1000, PosY = 2000 }, + new pilot { Num= 1, Delay = 1, PosX = 2000, PosY = 750 }, + new defender { Num= 1, Delay = 2, PosX = 2000, PosY = 750 }, + new pilot { Num= 1, Delay = 3, PosX = 0, PosY = 750 }, + new defender { Num= 1, Delay = 4, PosX = 0, PosY = 750 },], Arrows = [{ X = 0, Y = 750 },{ X = 2000, Y = 750 },{ X = 1000, Y = 2000 }] }, { Name = "$WaveSixth$", Bounty = 20, Enemies = - [new pilot { Num= 1, Interval = 1, PosX = 2000, PosY = 1250 }, - new defender { Num= 2, Interval = 2, PosX = 2000, PosY = 1250 }, - new bowman { Num= 2, Interval = 2, PosX = 2000, PosY = 1250 }, - new swordman { Num= 1, Interval = 2, PosX = 2000, PosY = 1250 }, - new pilot { Num= 1, Interval = 3, PosX = 0, PosY = 1250 }, - new defender { Num= 2, Interval = 4, PosX = 0, PosY = 1250 }, - new bowman { Num= 2, Interval = 4, PosX = 0, PosY = 1250 }, - new swordman { Num= 1, Interval = 4, PosX = 0, PosY = 1250 },], + [new pilot { Num= 1, Delay = 1, PosX = 2000, PosY = 1250 }, + new defender { Num= 2, Delay = 2, PosX = 2000, PosY = 1250 }, + new bowman { Num= 2, Delay = 2, PosX = 2000, PosY = 1250 }, + new swordman { Num= 1, Delay = 2, PosX = 2000, PosY = 1250 }, + new pilot { Num= 1, Delay = 3, PosX = 0, PosY = 1250 }, + new defender { Num= 2, Delay = 4, PosX = 0, PosY = 1250 }, + new bowman { Num= 2, Delay = 4, PosX = 0, PosY = 1250 }, + new swordman { Num= 1, Delay = 4, PosX = 0, PosY = 1250 },], Arrows = [{ X = 0, Y = 1250 },{ X = 2000, Y = 1250 }] }, { Name = "$WaveSeventh$", Bounty = 50, Enemies = - new ballooner { Num= 10, PosX = 1000, PosY = 0 }, + new ballooner { Num= 10, PosX = 1000, PosY = 0 }, Arrows = { X = 1000, Y = 0 } }, { Name = "$WaveEighth$", Bounty = 50, Enemies = - [new boomattack { Num= 15, Interval = 1, PosX = 500, PosY = 0 }, - new pilot { Num= 1, Interval = 80, PosX = 0, PosY = 1250 }, - new defender { Num= 3, Interval = 81, PosX = 0, PosY = 1250 }, - new bowman { Num= 3, Interval = 81, PosX = 0, PosY = 1250 }, - new pilot { Num= 1, Interval = 82, PosX = 2000, PosY = 1250 }, - new defender { Num= 3, Interval = 83, PosX = 2000, PosY = 1250 }, - new bowman { Num= 3, Interval = 83, PosX = 2000, PosY = 1250 }, - new pilot { Num= 1, Interval = 84, PosX = 200, PosY = 2000 }, - new defender { Num= 3, Interval = 85, PosX = 200, PosY = 2000 }, - new swordman { Num= 3, Interval = 85, PosX = 200, PosY = 2000 }, - new pilot { Num= 1, Interval = 86, PosX = 1800, PosY = 2000 }, - new defender { Num= 3, Interval = 87, PosX = 1800, PosY = 2000 }, - new swordman { Num= 3, Interval = 87, PosX = 1800, PosY = 2000 },], + [new boomattack { Num= 15, Interval = 5, PosX = 500, PosY = 0 }, + new pilot { Num= 1, Delay = 80, PosX = 0, PosY = 1250 }, + new defender { Num= 3, Delay = 81, PosX = 0, PosY = 1250 }, + new bowman { Num= 3, Delay = 81, PosX = 0, PosY = 1250 }, + new pilot { Num= 1, Delay = 82, PosX = 2000, PosY = 1250 }, + new defender { Num= 3, Delay = 83, PosX = 2000, PosY = 1250 }, + new bowman { Num= 3, Delay = 83, PosX = 2000, PosY = 1250 }, + new pilot { Num= 1, Delay = 84, PosX = 200, PosY = 2000 }, + new defender { Num= 3, Delay = 85, PosX = 200, PosY = 2000 }, + new swordman { Num= 3, Delay = 85, PosX = 200, PosY = 2000 }, + new pilot { Num= 1, Delay = 86, PosX = 1800, PosY = 2000 }, + new defender { Num= 3, Delay = 87, PosX = 1800, PosY = 2000 }, + new swordman { Num= 3, Delay = 87, PosX = 1800, PosY = 2000 },], Arrows = [{ X = 500, Y = 0 },{ X = 0, Y = 1250 },{ X = 2000, Y = 1250 },{ X = 200, Y = 2000 },{ X = 1800, Y = 2000 }] }, { Name = "$WaveNinth$", Bounty = 100, Enemies = - [new ballooner { Num= 10, Interval = 350, PosX = 1000, PosY = 0 }, - new boomattackf { Num= 8, Interval = 1, PosX = 0, PosY = 300 }, - new boomattackf { Num= 8, Interval = 1, PosX = 2000, PosY = 300 },], + [new ballooner { Num= 10, Interval = 10, Delay = 350, PosX = 1000, PosY = 0 }, + new boomattackf { Num= 8, Interval = 1, PosX = 0, PosY = 300 }, + new boomattackf { Num= 8, Interval = 1, PosX = 2000, PosY = 300 },], Arrows = [{ X = 1000, Y = 0 },{ X = 0, Y = 300 },{ X = 2000, Y = 300 }] }, { Name = "$WaveTenth$", Bounty = 1000, Enemies = - [new boomattack { Num= 7, Interval = 1, PosX = 0, PosY = 0 }, - new boomattack { Num= 7, Interval = 1, PosX = 2000, PosY = 0 }, - new rocketeer { Num= 4, Interval = 10, PosX = 0, PosY = 300 }, - new rocketeer { Num= 4, Interval = 10, PosX = 2000, PosY = 300 }, - new ballooner { Num= 10, Interval = 100, PosX = 1000, PosY = 0 }, - new pilot { Num= 1, Interval = 80, PosX = 0, PosY = 1250 }, - new defender { Num= 3, Interval = 81, PosX = 0, PosY = 1250 }, - new bowman { Num= 4, Interval = 81, PosX = 0, PosY = 1250 }, - new pilot { Num= 1, Interval = 82, PosX = 2000, PosY = 1250 }, - new defender { Num= 3, Interval = 83, PosX = 2000, PosY = 1250 }, - new bowman { Num= 4, Interval = 83, PosX = 2000, PosY = 1250 }, - new pilot { Num= 1, Interval = 84, PosX = 200, PosY = 2000 }, - new defender { Num= 3, Interval = 85, PosX = 200, PosY = 2000 }, - new swordman { Num= 4, Interval = 85, PosX = 200, PosY = 2000 }, - new pilot { Num= 1, Interval = 86, PosX = 1800, PosY = 2000 }, - new defender { Num= 3, Interval = 87, PosX = 1800, PosY = 2000 }, - new swordman { Num= 4, Interval = 87, PosX = 1800, PosY = 2000 }, - new pilot { Num= 1, Interval = 88, PosX = 880, PosY = 2000 }, - new bowman { Num= 3, Interval = 89, PosX = 880, PosY = 2000 }, - new swordman { Num= 3, Interval = 89, PosX = 880, PosY = 2000 }, - new pilot { Num= 1, Interval = 88, PosX = 1120, PosY = 2000 }, - new bowman { Num= 3, Interval = 89, PosX = 1120, PosY = 2000 }, - new swordman { Num= 3, Interval = 89, PosX = 1120, PosY = 2000 },], + [new boomattack { Num= 7, Interval = 1, PosX = 0, PosY = 0 }, + new boomattack { Num= 7, Interval = 1, PosX = 2000, PosY = 0 }, + new rocketeer { Num= 4, Interval = 10, PosX = 0, PosY = 300 }, + new rocketeer { Num= 4, Interval = 10, PosX = 2000, PosY = 300 }, + new ballooner { Num= 10, Interval = 5, Delay = 100, PosX = 1000, PosY = 0 }, + new pilot { Num= 1, Delay = 80, PosX = 0, PosY = 1250 }, + new defender { Num= 3, Delay = 81, PosX = 0, PosY = 1250 }, + new bowman { Num= 4, Delay = 81, PosX = 0, PosY = 1250 }, + new pilot { Num= 1, Delay = 82, PosX = 2000, PosY = 1250 }, + new defender { Num= 3, Delay = 83, PosX = 2000, PosY = 1250 }, + new bowman { Num= 4, Delay = 83, PosX = 2000, PosY = 1250 }, + new pilot { Num= 1, Delay = 84, PosX = 200, PosY = 2000 }, + new defender { Num= 3, Delay = 85, PosX = 200, PosY = 2000 }, + new swordman { Num= 4, Delay = 85, PosX = 200, PosY = 2000 }, + new pilot { Num= 1, Delay = 86, PosX = 1800, PosY = 2000 }, + new defender { Num= 3, Delay = 87, PosX = 1800, PosY = 2000 }, + new swordman { Num= 4, Delay = 87, PosX = 1800, PosY = 2000 }, + new pilot { Num= 1, Delay = 88, PosX = 880, PosY = 2000 }, + new bowman { Num= 3, Delay = 89, PosX = 880, PosY = 2000 }, + new swordman { Num= 3, Delay = 89, PosX = 880, PosY = 2000 }, + new pilot { Num= 1, Delay = 88, PosX = 1120, PosY = 2000 }, + new bowman { Num= 3, Delay = 89, PosX = 1120, PosY = 2000 }, + new swordman { Num= 3, Delay = 89, PosX = 1120, PosY = 2000 },], Arrows = [{ X = 0, Y = 0 },{ X = 2000, Y = 0 },{ X = 0, Y = 300 },{ X = 2000, Y = 300 },{ X = 1000, Y = 0 },{ X = 0, Y = 1250 },{ X = 2000, Y = 1250 },{ X = 200, Y = 2000 },{ X = 1800, Y = 2000 },{ X = 880, Y = 2000 },{ X = 1120, Y = 2000 }] }]; return true; diff --git a/planet/Defense.ocf/Windmill.ocs/Attack.ogg b/planet/Defense.ocf/Windmill.ocs/Sound.ocg/Attack.ogg similarity index 100% rename from planet/Defense.ocf/Windmill.ocs/Attack.ogg rename to planet/Defense.ocf/Windmill.ocs/Sound.ocg/Attack.ogg diff --git a/planet/Defense.ocf/Windmill.ocs/NextWave.ogg b/planet/Defense.ocf/Windmill.ocs/Sound.ocg/NextWave.ogg similarity index 100% rename from planet/Defense.ocf/Windmill.ocs/NextWave.ogg rename to planet/Defense.ocf/Windmill.ocs/Sound.ocg/NextWave.ogg diff --git a/planet/Defense.ocf/Windmill.ocs/Sound.ocg/authors.txt b/planet/Defense.ocf/Windmill.ocs/Sound.ocg/authors.txt new file mode 100644 index 000000000..f22c0eaa2 --- /dev/null +++ b/planet/Defense.ocf/Windmill.ocs/Sound.ocg/authors.txt @@ -0,0 +1,5 @@ +NextWave.ogg by daveincamas (http://www.freesound.org/people/daveincamas/sounds/27082/) + CC-BY 3.0 + +Attack.ogg by Erdie (http://www.freesound.org/people/Erdie/sounds/165614/) + CC-BY 3.0 \ No newline at end of file diff --git a/planet/Defense.ocf/Windmill.ocs/System.ocg/Airship.c b/planet/Defense.ocf/Windmill.ocs/System.ocg/Airship.c index 5910adb20..a5f75de8b 100644 --- a/planet/Defense.ocf/Windmill.ocs/System.ocg/Airship.c +++ b/planet/Defense.ocf/Windmill.ocs/System.ocg/Airship.c @@ -8,7 +8,7 @@ public func AllStop() for (var airship in FindObjects(Find_ID(Airship))) { - airship->SetCommand(); + airship->SetCommand("None"); airship->SetXDir(); airship->SetYDir(); } @@ -41,7 +41,7 @@ public func PrepareToBoard(object cpt) if (member->GetProcedure() == "PUSH") member->SetAction("Walk"); count++; } - // Suitable crows + // Suitable crew if (count >= 5) Sound("Attack"); // Let the captain yell something diff --git a/planet/Defense.ocf/Windmill.ocs/authors.txt b/planet/Defense.ocf/Windmill.ocs/authors.txt index 4726e3eff..10db21b71 100644 --- a/planet/Defense.ocf/Windmill.ocs/authors.txt +++ b/planet/Defense.ocf/Windmill.ocs/authors.txt @@ -1,8 +1,2 @@ Sky.jpg by http://www.splitshire.com/ - CC0 - -NextWave.ogg by daveincamas (http://www.freesound.org/people/daveincamas/sounds/27082/) - CC-BY 3.0 - -Attack.ogg by Erdie (http://www.freesound.org/people/Erdie/sounds/165614/) - CC-BY 3.0 \ No newline at end of file + CC0 \ No newline at end of file