///////////////////////////////////////////////// // Script for the WW2 D-Day Invasion scenario // // last update 4-10-02 by Eddie Cavazos // ///////////////////////////////////////////////// HandleEvent(BeginTurn) pre { VeteranEffect(); // Call the VeterenEffect function } void_f VeteranEffect () { int_t i; int_t j; int_t k; unit_t tmpUnit; int_t tmpNum; int_t numUnits; int_t tmpPlayer; for (i = 1; i < 5; i = i + 1) { // Loop for each player if (IsPlayerAlive(i)) { // Check player exists player[0] = i; tmpPlayer = player[0]; numUnits = player[0].units; // Get number of units for player for (j = 0; j < numUnits; j = j + 1) { // Loop for every unit GetUnitByIndex(tmpPlayer, j, tmpUnit); ToggleVeteran(tmpUnit, 0); // Default every unit to non-veteren tmpNum = GetUnitsAtLocation(tmpUnit.location); // Get the units at the location for (i = 0; i < tmpNum; i = i + 1) { // Loop through units at location GetUnitFromCell(tmpUnit.location, i, tmpUnit); if(tmpUnit == UnitDB(UNIT_ARCHER)) { // Is the unit a leader? Change UNIT_ to whatever the leader unit is for(k = 0; k < tmpNum; k = k + 1) { // Loop through every unit at location again GetUnitFromCell(tmpUnit.location, k, tmpUnit); ToggleVeteran(tmpUnit, 1); // Make the unit a veteren } i = tmpNum; // Cancel the unit at location cycle (don't need to since we've found a leader already) } } } } } } // Player 1 - America // Player 2 - Germany // Player 3 - Great Britain // Player 4 - Canada // Player 5 - France HandleEvent(BeginTurn) 'BeginGameRegard' pre { int_t turnMax; turnMax = 1000; // Make everybody hate the Germans ChangeGlobalRegard(2, -1000, ID_BLITZ_WAR_REASON, turnMax); // Make the Germans hate everybody LogRegardEvent(2, 1, -1000, 0, ID_BLITZ_WAR_REASON, turnMax); LogRegardEvent(2, 3, -1000, 0, ID_BLITZ_WAR_REASON, turnMax); LogRegardEvent(2, 4, -1000, 0, ID_BLITZ_WAR_REASON, turnMax); LogRegardEvent(2, 5, -1000, 0, ID_BLITZ_WAR_REASON, turnMax); // Make the Allies like each other LogRegardEvent(1, 3, 1000, 0, ID_WW_BLANK, turnMax); LogRegardEvent(1, 4, 1000, 0, ID_WW_BLANK, turnMax); LogRegardEvent(1, 5, 1000, 0, ID_WW_BLANK, turnMax); LogRegardEvent(3, 1, 1000, 0, ID_WW_BLANK, turnMax); LogRegardEvent(3, 4, 1000, 0, ID_WW_BLANK, turnMax); LogRegardEvent(3, 5, 1000, 0, ID_WW_BLANK, turnMax); LogRegardEvent(4, 1, 1000, 0, ID_WW_BLANK, turnMax); LogRegardEvent(4, 3, 1000, 0, ID_WW_BLANK, turnMax); LogRegardEvent(4, 5, 1000, 0, ID_WW_BLANK, turnMax); LogRegardEvent(5, 1, 1000, 0, ID_WW_BLANK, turnMax); LogRegardEvent(5, 3, 1000, 0, ID_WW_BLANK, turnMax); LogRegardEvent(5, 4, 1000, 0, ID_WW_BLANK, turnMax); DisableTrigger('BeginGameRegard'); }