preloadsprite 43 10 0 preloadsprite 43 10 1 preloadsprite 43 10 2 preloadsprite 43 10 3 preloadsprite 43 10 4 preloadsprite 43 20 0 preloadsprite 43 20 1 preloadsprite 43 20 2 preloadsprite 43 20 3 preloadsprite 43 20 4 PAD spot1 10 PAD spot2 11 PAD spot3 12 PAD tspot1 13 PAD tspot2 14 PAD tspot3 15 PAD haunt1 20 Haunter > 0 PAD haunt2 21 Haunter > 0 PAD haunt3 22 Haunter > 0 PAD whatpad1 51 green trooper > 0 PAD whatpad2 52 green trooper > 0 PAD whatpad3 53 green trooper > 0 PAD whatarethose 210 greensarge1 > 0 PAD deadcow1 221 greensarge1 > 0 PAD deadcow2 222 greensarge1 > 0 PAD deadcow3 223 greensarge1 > 0 PAD deadcow4 224 greensarge1 > 0 PAD deadcow5 225 greensarge1 > 0 PAD deadcow6 226 greensarge1 > 0 PAD gottina 230 greensarge1 > 0 variable sargeisdead 0 variable tinaisdead 0 variable allgoodtina 0 variable nohaunt 0 variable hohoho1 0 variable faceoff1x 0 variable faceoff2x 0 variable firewave1 0 variable firewave2 0 variable firewave3 0 variable walkway1 0 variable walkway2 0 variable walkway3 0 variable tfirewave 0 variable twalkway1 0 VARIABLE dancer1 0 VARIABLE dancer2 0 VARIABLE dancer3 0 VARIABLE dancer4 0 VARIABLE dancer5 0 VARIABLE dancer6 0 VARIABLE dancer7 0 VARIABLE dancer8 0 VARIABLE dancer9 0 VARIABLE fdancer1 0 VARIABLE fdancer2 0 VARIABLE fdancer3 0 VARIABLE fdancer4 0 VARIABLE fdancer5 0 VARIABLE fdancer6 0 VARIABLE fdancer7 0 VARIABLE fdancer8 0 VARIABLE fdancer9 0 VARIABLE fdancer10 0 VARIABLE fdancer11 0 VARIABLE fdancer12 0 VARIABLE hancer1 0 VARIABLE hancer2 0 VARIABLE hancer3 0 VARIABLE buffydance 0 if bdance testvar buffydance < 99999 then addvar buffydance 1, triggerdelay 200 bdance, trigger bdance1x if bdance1x then RANDOM order Buffy goto (910,2969), order Buffy goto (935,3024), order Buffy goto (957,3060), order Buffy goto (968,3013), order Buffy goto (931,2986), order Buffy goto (876,2956) macro fantdance 2 { if fantdance@1 testvar fdancer@1 < 99999 then addvar fdancer@1 1, triggerdelay @2 fantdance@1, trigger fantdance@1x if fantdance@1x then RANDOM order fant@1 goto (3438,621), order fant@1 goto (3419,528), order fant@1 goto (3445,499), order fant@1 goto (3479,441), order fant@1 goto (3480,501), order fant@1 goto (3551,419), order fant@1 goto (3619,426), order fant@1 goto (3678,450), order fant@1 goto (3724,479) } expand fantdance (1 225) expand fantdance (2 225) expand fantdance (3 275) expand fantdance (4 250) expand fantdance (5 200) expand fantdance (6 200) expand fantdance (7 250) expand fantdance (8 200) expand fantdance (9 225) expand fantdance (10 275) expand fantdance (11 250) expand fantdance (12 275) macro pantdance 2 { if pantdance@1 testvar dancer@1 < 99999 then addvar dancer@1 1, triggerdelay @2 pantdance@1, trigger pantdance@1x if pantdance@1x then RANDOM order pant@1 goto (1196,1302), order pant@1 goto (1165,1393), order pant@1 goto (1202,1377), order pant@1 goto (1273,1366) } expand pantdance (1 100) expand pantdance (2 175) expand pantdance (3 125) expand pantdance (4 100) macro pant2dance 2 { if pantdance@1 testvar dancer@1 < 99999 then addvar dancer@1 1, triggerdelay @2 pantdance@1, trigger pantdance@1x if pantdance@1x then RANDOM order pant@1 goto (1432,2366), order pant@1 goto (1522,2400), order pant@1 goto (1409,2419), order pant@1 goto (1485,2489), order pant@1 goto (1499,2419) } expand pant2dance (5 200) expand pant2dance (6 75) expand pant2dance (7 150) expand pant2dance (8 200) expand pant2dance (9 150) macro hantmove 2 { if hantmove@1 testvar hancer@1 < 99999 then addvar hancer@1 1, triggerdelay @2 hantmove@1, trigger hantmove@1x if hantmove@1x then RANDOM order hant@1 goto (3713,2462), order hant@1 goto (3692,2543), order hant@1 goto (3637,2566) } expand hantmove (1 100) expand hantmove (2 75) expand hantmove (3 125) if startup1 then trigger cowmusic, triggerdelay 15000 cowmusicX, createunit "rot1" rifleman (2013,3199) green autorifle, damage rot1 9999 crush, createpowerup "X5" lightlaser (4,4055) -1, createunit "deadman3" spacemang (910,2969) blue lasergatling, createunit "deadman4" spacemang (935,3024) blue lasergatling, createunit "deadman1" spacewomanp (910,2969) blue lightlaser, createunit "deadman2" spacewomanp (935,3024) blue lightlaser, createunit "Buffy" spacewomanp (925,3076) green freezelaser, setnpc Buffy 1, setaimode Buffy ignore, setmaxhealth Buffy 300, heal Buffy 100, damage deadman3 1000 projectile, damage deadman4 1000 crush, setnpc deadman1 1, setnpc deadman2 1, setaimode deadman1 ignore, setaimode deadman2 ignore, trigger party, trigger faceoff1, trigger faceoff2, // these are the units guarding generator one createunit "gen1guard1" humanoid (2040,391) tan lightlaser, createunit "gen1guard2" humanoid (2184,580) tan lightlaser, setfacing gen1guard2 110, createunit "gen1guard3" humanoid (2229,532) tan lightlaser, setfacing gen1guard3 200, // these are the units guarding generator two createunit "gen2guard1" humanoid (3576,2255) tan lightlaser, setfacing gen2guard1 220, createunit "gen2guard2" humanoid (3492,2298) tan lightlaser, setfacing gen2guard2 100, createunit "gen2guard3" humanoid (3727,2281) tan lightlaser, setfacing gen2guard3 20, // these are the units guarding generator three createunit "gen3guard1" humanoid (3289,511) tan lightlaser, setfacing gen3guard1 110, createunit "gen3guard2" humanoid (3317,446) tan lightlaser, setfacing gen3guard2 160, createunit "gen3guard3" humanoid (3403,729) tan lightlaser, setaimode gen1guard1 defend, setaimode gen1guard2 defend, setaimode gen1guard3 defend, setaimode gen2guard1 defend, setaimode gen2guard2 defend, setaimode gen2guard3 defend, setaimode gen3guard1 defend, setaimode gen3guard2 defend, setaimode gen3guard3 defend, // tan guards for tiny area createunit "tanman1" rifleman (1549,3082) tan autorifle, setfacing tanman1 140, createunit "tanman2" rifleman (1975,3570) tan autorifle, setfacing tanman2 180, setaipose tanman2 kneel, setaimode tanman1 ignore, setaimode tanman2 ignore, // tan guards for entry area createunit "tandude1" rifleman (349,3189) tan autorifle, setfacing tandude1 150, setaimode tandude1 defend, setaipose tandude1 kneel, createunit "tandude2" rifleman (177,2999) tan autorifle, setfacing tandude2 140, setaimode tandude2 defend, createunit "tandude3" rifleman (180,2472) tan autorifle, setfacing tandude3 127, setaimode tandude3 defend, trigger gen1active, trigger gen2active, trigger gen3active, // tan guards for magn. area createunit "mtanman1" rifleman (761,486) tan autorifle, setfacing mtanman1 110, createunit "mtanman2" rifleman (913,483) tan autorifle, setfacing mtanman2 200, createunit "mtanman3" grenadier (612,691) tan grenade, setfacing mtanman3 100, setaimode mtanman1 defend, setaimode mtanman2 defend, setaimode mtanman3 defend, // tan guards for generator1 createunit "g1tanman1" rifleman (2034,797) tan autorifle, setfacing g1tanman1 70, createunit "g1tanman2" rifleman (2237,970) tan autorifle, setfacing g1tanman2 90, createunit "g1tanman3" grenadier (2032,1190) tan grenade, setfacing g1tanman3 80, createunit "g1tanman4" rifleman (2187,1335) tan autorifle, setfacing g1tanman4 110, createunit "g1tanman5" rifleman (2462,1561) tan autorifle, setfacing g1tanman5 110, setaimode g1tanman1 defend, setaimode g1tanman2 defend, setaipose g1tanman2 kneel, setaimode g1tanman3 defend, setaimode g1tanman4 defend, setaimode g1tanman5 defend, // tan tank for generator2 createvehicle "Haunter" tank (3274,2399) tan, setfacing Haunter 70, setaimode Haunter defend, trigger HauntHauntHaunt, // tan guards for generator3 createunit "g3tanman1" rifleman (3794,271) tan vulcan, setfacing g3tanman1 127, createunit "g3tanman2" flamerman (3474,362) tan flamer, setfacing g3tanman2 210, setaimode g3tanman1 defend, setaimode g3tanman2 defend, // ants! createunit "pant1" ant (1196,1302) tan spiderbite, createunit "pant2" ant (1165,1393) tan spiderbite, createunit "pant3" ant (1202,1377) tan spiderbite, createunit "pant4" ant (1273,1366) tan spiderbite, createunit "pant5" ant (1432,2366) tan spiderbite, createunit "pant6" ant (1409,2419) tan spiderbite, createunit "pant7" ant (1485,2489) tan spiderbite, createunit "pant8" ant (1499,2419) tan spiderbite, createunit "pant9" ant (1522,2400) tan spiderbite, setaimode pant1 ignore, setaimode pant2 ignore, setaimode pant3 ignore, setaimode pant4 ignore, setaimode pant5 ignore, setaimode pant6 ignore, setaimode pant7 ignore, setaimode pant8 ignore, setaimode pant9 ignore, trigger pantdance1, trigger pantdance2, trigger pantdance3, trigger pantdance4, trigger pantdance5, trigger pantdance6, trigger pantdance7, trigger pantdance8, trigger pantdance9, // ants! food line by gen3 createunit "fant1" ant (3438,621) tan spiderbite, createunit "fant2" ant (3459,555) tan spiderbite, createunit "fant3" ant (3419,528) tan spiderbite, createunit "fant4" ant (3480,501) tan spiderbite, createunit "fant5" ant (3445,499) tan spiderbite, createunit "fant6" ant (3479,441) tan spiderbite, createunit "fant7" ant (3551,419) tan spiderbite, createunit "fant8" ant (3619,426) tan spiderbite, createunit "fant9" ant (3678,450) tan spiderbite, createunit "fant10" ant (3724,479) tan spiderbite, createunit "fant11" ant (3732,527) tan spiderbite, createunit "fant12" ant (3757,584) tan spiderbite, setaimode fant1 ignore, setaimode fant2 ignore, setaimode fant3 ignore, setaimode fant4 ignore, setaimode fant5 ignore, setaimode fant6 ignore, setaimode fant7 ignore, setaimode fant8 ignore, setaimode fant9 ignore, setaimode fant10 ignore, setaimode fant11 ignore, setaimode fant12 ignore, trigger fantdance1, trigger fantdance2, trigger fantdance3, trigger fantdance4, trigger fantdance5, trigger fantdance6, trigger fantdance7, trigger fantdance8, trigger fantdance9, trigger fantdance10, trigger fantdance11, trigger fantdance12, // ants! for candy createunit "hant1" ant (3713,2462) tan spiderbite, createunit "hant2" ant (3692,2543) tan spiderbite, createunit "hant3" ant (3637,2566) tan spiderbite, setaimode hant1 ignore, setaimode hant2 ignore, setaimode hant3 ignore, triggerdelay 1500 hantmove1, triggerdelay 1000 hantmove2, triggerdelay 500 hantmove3, trigger bdance if HauntHauntHaunt then order Haunter goto (3010,2376) if padon haunt1 testvar nohaunt = 0 then order Haunter goto (3368,2145) if padon haunt2 testvar nohaunt = 0 then order Haunter goto (3460,2610) if padon haunt3 testvar nohaunt = 0 then order Haunter goto (3010,2376) if hit Haunter then addvar nohaunt 1, setaimode Haunter attack if hit mtanman1 then setaimode mtanman1 attack if hit mtanman2 then setaimode mtanman2 attack if hit mtanman3 then setaimode mtanman3 attack if hit g1tanman1 then setaimode g1tanman1 attack if hit g1tanman2 then setaimode g1tanman2 attack if hit g1tanman3 then setaimode g1tanman3 attack if hit g1tanman4 then setaimode g1tanman4 attack if hit g1tanman5 then setaimode g1tanman5 attack if hit g3tanman1 then setaimode g3tanman1 attack if hit g3tanman2 then setaimode g3tanman2 attack if hit tanman1 then setaimode tanman1 attack if hit tanman2 then setaimode tanman2 attack if hit tandude1 then setaimode tandude1 attack if hit tandude2 then setaimode tandude2 attack if hit tandude3 then setaimode tandude3 attack if hit deadman1 butnot nomoredeath1 then heal deadman1 100 if hit deadman2 butnot nomoredeath2 then heal deadman2 100 if hit pant1 then addvar dancer1 99999, setaimode pant1 attack if hit pant2 then addvar dancer2 99999, setaimode pant2 attack if hit pant3 then addvar dancer3 99999, setaimode pant3 attack if hit pant4 then addvar dancer4 99999, setaimode pant4 attack if hit pant5 then addvar dancer5 99999, setaimode pant5 attack if hit pant6 then addvar dancer6 99999, setaimode pant6 attack if hit pant7 then addvar dancer7 99999, setaimode pant7 attack if hit pant8 then addvar dancer8 99999, setaimode pant8 attack if hit pant9 then addvar dancer9 99999, setaimode pant9 attack if hit fant1 then addvar fdancer1 99999, setaimode fant1 attack if hit fant2 then addvar fdancer2 99999, setaimode fant2 attack if hit fant3 then addvar fdancer3 99999, setaimode fant3 attack if hit fant4 then addvar fdancer4 99999, setaimode fant4 attack if hit fant5 then addvar fdancer5 99999, setaimode fant5 attack if hit fant6 then addvar fdancer6 99999, setaimode fant6 attack if hit fant7 then addvar fdancer7 99999, setaimode fant7 attack if hit fant8 then addvar fdancer8 99999, setaimode fant8 attack if hit fant9 then addvar fdancer9 99999, setaimode fant9 attack if hit fant10 then addvar fdancer10 99999, setaimode fant10 attack if hit fant11 then addvar fdancer11 99999, setaimode fant11 attack if hit fant12 then addvar fdancer12 99999, setaimode fant12 attack if hit hant1 then addvar hancer1 99999, setaimode hant1 attack if hit hant2 then addvar hancer2 99999, setaimode hant2 attack if hit hant3 then addvar hancer3 99999, setaimode hant3 attack if faceoff1 testvar faceoff1x < 99999 then addvar faceoff1x 1, triggerdelay 750 faceoff1, trigger faceloop1 if faceloop1 then RANDOM order deadman1 goto (910,2969), order deadman1 goto (935,3024), order deadman1 goto (957,3060), order deadman1 goto (968,3013), order deadman1 goto (931,2986), order deadman1 goto (876,2956) if faceoff2 testvar faceoff2x < 99999 then addvar faceoff2x 1, triggerdelay 750 faceoff2, trigger faceloop2 if faceloop2 then RANDOM order deadman2 goto (910,2969), order deadman2 goto (935,3024), order deadman2 goto (957,3060), order deadman2 goto (968,3013), order deadman2 goto (931,2986), order deadman2 goto (876,2956) if party then createunit "pdrone1x" humanoid (731,2936) tan lightlaser, setfacing pdrone1x 190, createunit "pdrone2x" humanoid (809,3047) tan lightlaser, setfacing pdrone2x 210, createunit "pdrone3x" humanoid (964,2840) tan lightlaser, setfacing pdrone3x 110, createunit "pdrone4x" humanoid (1047,2927) tan lightlaser, setfacing pdrone4x 80, setaimode pdrone1x ignore, setaimode pdrone2x ignore, setaimode pdrone3x ignore, setaimode pdrone4x ignore, trigger gohoho if scream butnot scream2 then trigger scream2 if scream2 then playsound "AlienLaugh.wav" 2 0, playsound "Civilians_Ann_Civilian_Ahhhhhh3.wav" 3 0, playsound "Civilians_Tanya_Civilian_Ahhhhhh3.wav" 4 1, order Buffy goto (1176,3790), triggerdelay 11000 makebuffydosomething if makebuffydosomething then setaimode Buffy defend, setfacing Buffy 225 if hit pdrone1x by green butnot arggh1 then trigger arggh1 if arggh1 then trigger scream, trigger nomoredeath1, trigger nomoredeath2, fireweapon X5 pdrone1x deadman1, fireweapon X5 pdrone1x deadman2, damage deadman1 1000 projectile, damage deadman2 1000 crush, addvar hohoho1 99999, addvar faceoff1x 99999, addvar faceoff2x 99999, addvar buffydance 99999, triggerdelay 3000 gotinaevent, setaimode pdrone1x attack, setaimode pdrone2x attack, setaimode pdrone3x defend, setaimode pdrone4x defend if hit pdrone2x by green butnot arggh2 then trigger arggh2 if arggh2 then trigger scream, trigger nomoredeath1, trigger nomoredeath2, fireweapon X5 pdrone2x deadman1, fireweapon X5 pdrone2x deadman2, damage deadman1 1000 projectile, damage deadman2 1000 crush, addvar hohoho1 99999, addvar faceoff1x 99999, addvar faceoff2x 99999, addvar buffydance 99999, triggerdelay 3000 gotinaevent, setaimode pdrone1x attack, setaimode pdrone2x attack, setaimode pdrone3x defend, setaimode pdrone4x defend if hit pdrone3x by green butnot arggh3 then trigger arggh3 if arggh3 then trigger scream, trigger nomoredeath1, trigger nomoredeath2, fireweapon X5 pdrone3x deadman1, fireweapon X5 pdrone3x deadman2, damage deadman1 1000 projectile, damage deadman2 1000 crush, addvar hohoho1 99999, addvar faceoff1x 99999, addvar faceoff2x 99999, addvar buffydance 99999, triggerdelay 3000 gotinaevent, setaimode pdrone1x attack, setaimode pdrone2x attack, setaimode pdrone3x defend, setaimode pdrone4x defend if hit pdrone4x by green butnot arggh4 then trigger arggh4 if arggh4 then trigger scream, trigger nomoredeath1, trigger nomoredeath2, fireweapon X5 pdrone4x deadman1, fireweapon X5 pdrone4x deadman2, damage deadman1 1000 projectile, damage deadman2 1000 crush, addvar hohoho1 99999, addvar faceoff1x 99999, addvar faceoff2x 99999, addvar buffydance 99999, triggerdelay 3000 gotinaevent, setaimode pdrone1x attack, setaimode pdrone2x attack, setaimode pdrone3x defend, setaimode pdrone4x defend if gohoho testvar hohoho1 < 99999 then addvar hohoho1 1, triggerdelay 1500 gohoho, trigger hohoholoop1x if hohoholoop1x then RANDOM fireweapon X5 pdrone1x deadman1, fireweapon X5 pdrone2x deadman1, fireweapon X5 pdrone3x deadman1, fireweapon X5 pdrone4x deadman1, fireweapon X5 pdrone1x deadman2, fireweapon X5 pdrone2x deadman2, fireweapon X5 pdrone3x deadman2, fireweapon X5 pdrone4x deadman2 if gotinaevent butnot tinaevent1x then trigger tinaevent1x if tinaevent1x then createunit "Tina_Tomorrow" spacewomanp (1300,3747) green freezelaser, setnpc Tina_Tomorrow 1, setaimode Tina_Tomorrow ignore, createunit "a5101" humanoid (1102,3243) tan lightlaser, setfacing a5101 140, createunit "a5102" humanoid (1251,3336) tan lightlaser, setfacing a5102 127, createunit "a5103" humanoid (1218,3492) tan lightlaser, setfacing a5103 140, createpowerup "X1" lightlaser (4,4055) -1, createpowerup "X2" lightlaser (4,4055) -1, createpowerup "X3" lightlaser (4,4055) -1, createpowerup "X4" freezelaser (4,4055) -1, setaimode a5101 ignore, setaimode a5102 ignore, setaimode a5103 ignore, trigger fireloop1, trigger fireloop2, trigger fireloop3, trigger tfireloop1, playsound "Sarge_GoinDownThere2.wav" 16 0, playsound "LaserTunnel.wav" 15 1 if fireloop1 testvar firewave1 < 99999 then addvar firewave1 1, triggerdelay 1500 fireloop1, trigger fireloop1x, trigger walkthisway1 if fireloop2 testvar firewave2 < 99999 then addvar firewave2 1, triggerdelay 1750 fireloop2, trigger fireloop2x, trigger walkthisway2 if fireloop3 testvar firewave3 < 99999 then addvar firewave3 1, triggerdelay 2000 fireloop3, trigger fireloop3x, trigger walkthisway3 if fireloop1x then RANDOM fireweapon X1 a5101 spot1, fireweapon X1 a5101 spot2, fireweapon X1 a5101 spot3 if fireloop2x then RANDOM fireweapon X2 a5102 spot1, fireweapon X2 a5102 spot2, fireweapon X2 a5102 spot3 if fireloop3x then RANDOM fireweapon X3 a5103 spot1, fireweapon X3 a5103 spot2, fireweapon X3 a5103 spot3 if walkthisway1 testvar walkway1 < 99999 then addvar walkway1 1, triggerdelay 4000 walkthisway1, trigger walkloop1x if walkloop1x then RANDOM order a5101 goto (1170,3450), order a5101 goto (1296,3402), order a5101 goto (1225,3570), order a5101 goto (1368,3505) if walkthisway2 testvar walkway2 < 99999 then addvar walkway2 1, triggerdelay 5000 walkthisway2, trigger walkloop2x if walkloop2x then RANDOM order a5102 goto (1170,3450), order a5102 goto (1296,3402), order a5102 goto (1225,3570), order a5102 goto (1368,3505) if walkthisway3 testvar walkway3 < 99999 then addvar walkway3 1, triggerdelay 3000 walkthisway3, trigger walkloop3x if walkloop3x then RANDOM order a5103 goto (1170,3450), order a5103 goto (1296,3402), order a5103 goto (1225,3570), order a5103 goto (1368,3505) if tfireloop1 testvar tfirewave < 99999 then addvar tfirewave 1, heal Tina_Tomorrow 100, triggerdelay 1000 tfireloop1, trigger tfireloop1x, trigger twalkthisway1 if tfireloop1x then RANDOM fireweapon X4 Tina_Tomorrow tspot1, fireweapon X4 Tina_Tomorrow tspot2, fireweapon X4 Tina_Tomorrow tspot3, fireweapon X4 Tina_Tomorrow a5101, fireweapon X4 Tina_Tomorrow a5102, fireweapon X4 Tina_Tomorrow a5103 if twalkthisway1 testvar twalkway1 < 99999 then addvar twalkway1 1, triggerdelay 3000 twalkthisway1, trigger twalkloop1x if twalkloop1x then RANDOM order Tina_Tomorrow goto (1241,3775), order Tina_Tomorrow goto (1358,3725), order Tina_Tomorrow goto (1496,3678) if killed a5101 then addvar firewave1 99999 if killed a5102 then addvar firewave2 99999 if killed a5103 then addvar firewave3 99999 if allof killed a5101 killed a5102 killed a5103 then addvar tfirewave 99999, addvar twalkway1 99999, addvar allgoodtina 1 if PADON gottina testvar allgoodtina = 1 then trigger youwinbaby if youwinbaby butnot youwinbabyX then trigger youwinbabyX if youwinbabyX then playsound "Sarge_WhoAreYou1.wav" 16 0, triggerdelay 1700 tinaspeaks if tinaspeaks then playsound "Tina_ImTina.wav" 2 0, triggerdelay 1250 tinaspeaks2 if tinaspeaks2 then showpda "You've saved Tina Tomorrow!", triggerdelay 2000 endmission1 if killed Tina_Tomorrow testvar sargeisdead = 0 then addvar tfirewave 99999, addvar twalkway1 99999, setuilock 1, setcamerafocus Tina_Tomorrow, setvar tinaisdead 1, triggerdelay 1500 gameoverman2 if endmission1 butnot killed greensarge1 then triggerdelay 100 gotestgreenwins if gotestgreenwins butnot killed greensarge1 then trigger greenwins if killed greensarge1 testvar tinaisdead = 0 then setuilock 1, setcamerafocus greensarge1, setvar sargeisdead 1, triggerdelay 1500 gameoverman1 if gameoverman1 then playsound "HQ_radio_crackling.wav" 0 1, showfailure "Sarge? Sarge? Sarge!", triggerdelay 1000 tanwins if gameoverman2 then playsound "AlienLaugh.wav" 0 1, showfailure "Tina is down!", triggerdelay 1000 tanwins if padon whatpad1 butnot whatpad1x then trigger whatpad1x if whatpad1x then playsound "Sarge_WhatWithThis2.wav" 16 0 if padon whatpad2 butnot whatpad2x then trigger whatpad2x if whatpad2x then playsound "Sarge_WhatisThat3.wav" 16 0 if padon whatpad3 butnot whatpad3x then trigger whatpad3x if whatpad3x then playsound "Sarge_WhatWithThis2.wav" 16 0 if gen1active butnot shutdown1 then setobjstate gen1 gen1_go if gen2active butnot shutdown2 then setobjstate gen2 gen3_go if gen3active butnot shutdown3 then setobjstate gen3 gen3_go if padon whatarethose butnot what2x then trigger what2x if what2x then playsound "Sarge_WhatAreThoseThings4.wav" 16 0 if cowmusic then playsound "AlienCowMoo.wav" 2 0, triggerdelay 1200 cowmusic2 if cowmusic2 then playsound "AlienCowMoo.wav" 2 0, triggerdelay 1200 cowmusic3 if cowmusic3 then playsound "AlienLaugh.wav" 3 0, triggerdelay 1200 cowmusic4 if cowmusic4 then playsound "AlienCowDie.wav" 2 0 if cowmusicX then playsound "AlienCowMoo.wav" 2 0, triggerdelay 1200 cowmusic1X if cowmusic1X then playsound "AlienLaugh.wav" 2 0, triggerdelay 1400 cowmusic2X if cowmusic2X then playsound "AlienCowMoo.wav" 2 0, triggerdelay 1200 cowmusic3X if cowmusic3X then playsound "AlienLaugh.wav" 3 0, triggerdelay 1400 cowmusic4X if cowmusic4X then playsound "AlienCowDie.wav" 2 0 if padon deadcow1 butnot deadcow1x then trigger deadcow1x if deadcow1x then playsound "Sarge_poorCow1.wav" 16 0 if padon deadcow2 butnot deadcow2x then trigger deadcow2x if deadcow2x then playsound "Sarge_poorCow1.wav" 16 0 if padon deadcow3 butnot deadcow3x then trigger deadcow3x if deadcow3x then playsound "Sarge_poorCow1.wav" 16 0 if padon deadcow4 butnot deadcow4x then trigger deadcow4x if deadcow4x then playsound "Sarge_poorCow1.wav" 16 0 if padon deadcow5 butnot deadcow5x then trigger deadcow5x if deadcow5x then playsound "Sarge_poorCow1.wav" 16 0 if padon deadcow6 butnot deadcow6x then trigger deadcow6x if deadcow6x then playsound "Sarge_poorCow1.wav" 16 0 // object animation sequences object gen1 state gen1_go frame 150 0 frame 150 1 frame 150 2 frame 150 3 playsound "AlienGeneratorHum.wav" gen1 5 0 1 10, playsound "ElectricArc2.wav" gen1 9 0 1 10, setobjstate gen1 gen1_go state gen1_dead frame 50 0 frame 50 1 frame 50 2 frame 50 3 frame 50 2 frame 50 3 frame 50 1 frame 50 2 playsound "AlienGeneratorExplode.wav" gen1 5 0 10, playsound "" gen1 9 0 1 10, setobjstate gen1 gen1_gone, createexplosion gen1 130 state gen1_gone frame 10 4 object gen2 state gen2_go frame 150 0 frame 150 1 frame 150 2 frame 150 3 playsound "AlienGeneratorHum.wav" gen2 6 0 1 10, playsound "ElectricArc2.wav" gen2 10 0 1 10, setobjstate gen2 gen2_go state gen2_dead frame 50 0 frame 50 1 frame 50 2 frame 50 3 frame 50 2 frame 50 3 frame 50 1 frame 50 2 playsound "AlienGeneratorExplode.wav" gen2 6 0 10, playsound "" gen2 10 0 1 10, setobjstate gen2 gen2_gone, createexplosion gen2 130 state gen2_gone frame 10 4 object gen3 state gen3_go frame 150 0 frame 150 1 frame 150 2 frame 150 3 playsound "AlienGeneratorHum.wav" gen3 7 0 1 10, playsound "ElectricArc2.wav" gen3 8 0 1 10, setobjstate gen3 gen3_go state gen3_dead frame 50 0 frame 50 1 frame 50 2 frame 50 3 frame 50 2 frame 50 3 frame 50 1 frame 50 2 playsound "AlienGeneratorExplode.wav" gen3 7 0 10, playsound "" gen3 8 0 1 10, setobjstate gen3 gen3_gone, createexplosion gen3 130 state gen3_gone frame 10 4