#load ships/weaponfire.set #var dirlist1 { starboard aft | port aft } #var dirlist2 { starboard fore | port fore } ; var for shot counting #var hits 0 #var destroyed 0 #var Indirect 0 #var shotcount 0 #trigger {You see bomb explode at landing pad on Spy Satellite*} { gagAll} #TRIGGER {The ship shudders as the beam cannons are fired.} {gagAll; playsound {cosmic rage/ships/combat/beam.wav} @CVol; #if {@panShipCombat = "Enabled"} { #pc %playhandle pan %random(-4000,4000)}} #trigger {* hum begins to resonate throughout the ship.} {gagAll; playsound {Cosmic Rage/ships/combat/ObfStart.wav} @CVol} {} AnyCase #TRIGGER {The hum crescendos until, with a thump, the obfuscation field generator activates.} {gagAll; playsound {cosmic rage/ships/combat/ObfOn.wav} @CVol} #trigger {There is the strained whine of power enhancers as the obfiscation field works to deflect incoming damage.} {gagAll} #trigger {*"Deactivating obfuscation field."} {gagAll; playsound {Cosmic Rage/ships/combat/ObfFade.wav} @CVol} #TRIGGER {Silence fills the ship as the obfuscation field generator goes offline.} {gagAll; playsound {cosmic rage/ships/combat/ObfOff.wav} @CVol}; #TRIGGER {You here a voom as the EMP is fired.} {gagAll; playsound {cosmic rage/ships/combat/emp.wav} @CVol; #if {@panShipCombat = "Enabled"} { #pc %playhandle pan %random(-4000,4000)}} #TRIGGER {A slight zing is heard as the *laser* fires.} {gagAll; playsound {cosmic rage/ships/combat/laser.wav} @CVol; #if {@panShipCombat = "Enabled"} { #pc %playhandle pan %random(-4000,4000)}} #TRIGGER {invalid target} {gagAll; playsound {cosmic rage/ships/combat/LostTrack.wav} @CVol}; #TRIGGER {The computer announces: "Locked on to *} {playsound {cosmic rage/ships/combat/targeted.wav} @CVol}; #TRIGGER {The computer announces: "Target moved."} {gagAll; playsound {cosmic rage/ships/combat/LostTrack.wav} @CVol}; #TRIGGER {The computer announces: "No targets available."} {gagAll; playsound {cosmic rage/ships/combat/LostTrack.wav} @CVol}; #TRIGGER {Invalid, there are only 2 targets in range.} {playsound {cosmic rage/ships/combat/LostTrack.wav} @CVol}; #trigger {A slight zing is heard as the phasers fires.} {gagAll; playsound {cosmic rage/ships/combat/phaser.wav} @CVol; #if {@panShipCombat = "Enabled"} { #pc %playhandle pan %random(-4000,4000)}} #TRIGGER {The ship jolts a little as phasers are fired.} {gagAll; playsound {cosmic rage/ships/combat/phaser.wav} @CVol; #if {@panShipCombat = "Enabled"} { #pc %playhandle pan %random(-4000,4000)}} #TRIGGER {*hums to itself as it starts a reload.} {gagAll; playsound {cosmic rage/ships/combat/droneReloading*2.wav} @CVol}; #TRIGGER {A gentle sliding sound can be heard as ammunition is moved in the ship's hold.} {playsound {cosmic rage/ships/combat/reload.wav} @CVol}; #trigger {A green light flashes beside the railgun.} {gagAll} #trigger {You hear a series of clicks as the * are locked into place} {gagVoice} #trigger {There is a rumbling clunk before the low thrum of the machines cut out, their work complete.} {gagAll} #trigger {There is a slide, followed by a sharp thud, as * missiles are drawn from the banks and slotted into tubes.} {gagAll} #trigger {You slide a switch across and hold it.} {gagAll}; #trigger {You release the switch.} {gagAll}; #TRIGGER {You hear a sliding noise, before a loud thunk as * are loaded into the ships main banks.} {playsound {cosmic rage/ships/combat/reload.wav} @CVol}; #TRIGGER {The floor underfoot vibrates as * torpedos are fired.} {gagAll; playsound {cosmic rage/ships/combat/torp.wav} @CVol; #if {@panShipCombat = "Enabled"} { #pc %playhandle pan %random(-4000,4000)}}; #TRIGGER {On screen, you see * fire torpedos at *} {gagAll; playsound {cosmic rage/ships/combat/torp.wav} @CVol; #if {@panShipCombat = "Enabled"} { #PC %Playhandle Pan %Random(-4000,4000)}}; #TRIGGER {You hear a slight hum and a vibration begins beneath your feet as the plasma cannon begins to power up.} { gagAll; playsound {cosmic rage/ships/combat/plasmaCannonPowerup.wav} @CVol} {} #trigger {The humming grows as the plasma cannon prepares to fire.} { gagAll; playsound {cosmic rage/ships/combat/plasmaCannonHum.wav} @CVol} #TRIGGER {You hear an earsplitting boom as the plasma cannon fires.} {gagAll; playsound {cosmic rage/ships/combat/Plasma.wav} @CVol; #if {@panShipCombat = "Enabled"} { #pc %playhandle pan %random(-4000,4000)}} #trigger {A thundering boom echoes throughout the ship, shaking the structure for several moments as the heavy weaponry recoils.} {gagAll} #TRIGGER {On screen, * explode!} {playsound {cosmic rage/ships/combat/OtherDestroyed*7.wav} @CVol; #if {@panShipCombat = "Enabled"} { #pc %playhandle pan %random(-4000,4000)}} #TRIGGER {A grating noise fills the ship as the armor activates.} {gagAll; playsound {cosmic rage/ships/combat/defon1.wav} @CVol}; #TRIGGER {The whirr of the mechanism grows slightly louder as the defense systems come online.} {gagAll}; #TRIGGER {A grating noise fills the ship as the armor deactivates.} {gagAll; playsound {cosmic rage/ships/combat/defoff1.wav} @CVol}; #TRIGGER {The whirr of the armor mechanism grows louder as the armor continues to be deactivated.} {gagAll}; #TRIGGER {On screen, you see * fire*cannons at *} {gagAll; playsound {cosmic rage/ships/combat/enemyBeams.wav} @CVol; #if {@panShipCombat = "Enabled"} { #PC %Playhandle Pan %Random(-4000,4000)}}; #TRIGGER {On screen, you see * fire*lasers at *} {gagAll; playsound {cosmic rage/ships/combat/enemyLasers.wav} @CVol; #if {@panShipCombat = "Enabled"} { #PC %Playhandle Pan %Random(-4000,4000)}}; #TRIGGER {On screen, you see * fire*missiles at *} {gagAll; playsound {cosmic rage/ships/combat/enemyMissile.wav} @CVol; #if {@panShipCombat = "Enabled"} { #PC %Playhandle Pan %Random(-4000,4000)}}; #trigger {You set the ship alert to red and call for all hands to stations.} {gagAll; #var redalerton 1; playsound {cosmic rage/ships/combat/red.wav} @Cvol; #if {@CMusic = "Enabled"} { #var CombatMusicPlaying 1; loopsound {cosmic rage/music/combat/theme*@skice.wav} @MVol; #var CombatMusicPlayingHandle %playhandle}}; #TRIGGER {The overhead strips turn green as you hear an order to stand down over the in ship pa.} {gagAll; #var redalerton 0; playsound {cosmic rage/ships/combat/green.wav} @CVol; #if {@CombatmusicPlaying = 1} { #pc @CombatmusicPlayingHandle stop; #var CombatMusicPlaying 0}; #if {@RedAlertLoop = 1} { #pc @RedAlertHandle stop; #var RedAlertLoop 0}} #TRIGGER {A siren blares through the ship, * has a lock on this starship.} { #if {@gagShipCombat = "Enabled"} { gagAll}; #sub {%1 has a lock on this starship.}; playsound {cosmic rage/ships/combat/haslock*4.wav} @CVol}; #TRIGGER {The floor underfoot vibrates as * missiles are fired.} {gagAll} #TRIGGER {target moved.} {gagAll; playsound {cosmic rage/ships/combat/LostTrack.wav} @CVol}; #TRIGGER {You hear a siren begin to blair and a synthesised voice announces: Alert. Self-destruction in * Please evacuate immediately.} {playsound {cosmic rage/ships/combat/SelfDestructStart.wav} @CVol}; #TRIGGER {You hear a siren blair and a synthesised voice announces: Alert. Self-destruction in 4 minutes. Please evacuate immediately.} {playsound {cosmic rage/ships/combat/SelfDestructStart.wav} @CVol}; #TRIGGER {You hear a siren blair and a synthesised voice announces: Alert. Self-destruction in 3 minutes. Please evacuate immediately.} {playsound {cosmic rage/ships/combat/SelfDestructStart.wav} @CVol}; #TRIGGER {You hear a siren blair and a synthesised voice announces: Alert. Self-destruction in 2 minutes. Please evacuate immediately.} {playsound {cosmic rage/ships/combat/SelfDestructStart.wav} @CVol}; #TRIGGER {You hear a siren blair and a synthesised voice announces: Alert. Self-destruction in 90 seconds Please evacuate immediately.} {playsound {cosmic rage/ships/combat/SelfDestructStart.wav} @CVol}; #TRIGGER {You hear a siren blair and a synthesised voice announces: Alert. Self-destruction in 60 seconds Please evacuate immediately.} {playsound {cosmic rage/ships/combat/SelfDestructStart.wav} @CVol}; #TRIGGER {You hear a siren blair and a synthesised voice announces: Alert. Self-destruction in 30 seconds Please evacuate immediately.} {playsound {cosmic rage/ships/combat/SelfDestructThirty.wav} @CVol}; #TRIGGER {Self destruction in: 10} {playsound {cosmic rage/ships/combat/SelfDestructTen.wav} @CVol}; #TRIGGER {Self Destruction in 5} {playsound {cosmic rage/ships/combat/SelfDestructFive.wav} @CVol}; #TRIGGER {Self Destruction in 3} {playsound {cosmic rage/ships/combat/SelfDestructThree.wav} @CVol}; #TRIGGER {Self Destruction in 2} {playsound {cosmic rage/ships/combat/SelfDestructTwo.wav} @CVol}; #TRIGGER {Self Destruction in 1} {playsound {cosmic rage/ships/combat/SelfDestructOne.wav} @CVol}; #TRIGGER {As the walls of the ship begin to crumble, the vessels safety systems yank you into an escape pod.} {#if {@CombatmusicPlaying = 1} { #pc @CombatmusicHandle stop; #var combatMusicPlaying 0}; playsound {cosmic rage/ships/combat/YouDestroyed*3.wav} @CVol} #trigger {You are hauled into an escape pod.} {playsound {cosmic rage/ships/combat/YouDestroyed*3.wav} @CVol}; #TRIGGER {You hear several loud bongs as the defensive armour deflects damage.} {gagAll; playsound {cosmic rage/ships/combat/YourDefs*3.wav} @CVol; #if {@panShipCombat = "Enabled"} { #pc %playhandle pan %random(-4000,4000)}} #TRIGGER {The defensive armour creaks and lets out short sharp pings as laser fire hits it.} {gagAll; playsound {cosmic rage/ships/combat/YourDefs*3.wav} @CVol; #if {@panShipCombat = "Enabled"} { #pc %playhandle pan %random(-4000,4000)}} #TRIGGER {The defensive armour lets out several dull booms as it is slammed by cannon fire.} {gagAll; playsound {cosmic rage/ships/combat/YourDefs*3.wav} @CVol; #if {@panShipCombat = "Enabled"} { #pc %playhandle pan %random(-4000,4000)}} #TRIGGER {Loud explosions echo throughout the ship as a warhead slams into the defensive armour.} {gagAll; playsound {cosmic rage/ships/combat/YourDefs*3.wav} @CVol; #if {@panShipCombat = "Enabled"} { #pc %playhandle pan %random(-4000,4000)}} #trigger {The defensive armour creaks alarmingly as it is slammed by heavy fire.} {gagAll; playsound {cosmic rage/ships/combat/YourDefs*3.wav} @CVol; #if {@panShipCombat = "Enabled"} { #pc %playhandle pan %random(-4000,4000)}} #trigger {The hull creaks alarmingly as it is slammed by heavy fire.} {gagAll; playsound {cosmic rage/ships/combat/YourDefs*3.wav} @CVol; #if {@panShipCombat = "Enabled"} { #pc %playhandle pan %random(-4000,4000)}} #TRIGGER {The defensive armour lets out loud bongs as it continually deflects damage.} {gagAll; playsound {cosmic rage/ships/combat/YourDefs*3.wav} @CVol; #if {@panShipCombat = "Enabled"} { #pc %playhandle pan %random(-4000,4000)}} #TRIGGER {The ship lurches as something impacts it directly.} {gagAll; playsound {cosmic rage/ships/combat/YouHit*6.wav} @CVol; #if {@panShipCombat = "Enabled"} { #pc %playhandle pan %random(-4000,4000)}} #trigger {The hull creaks and lets out short sharp pings as laser fire hits it.} {gagAll; playsound {cosmic rage/ships/combat/YouHit*6.wav} @CVol; #if {@panShipCombat = "Enabled"} { #pc %playhandle pan %random(-4000,4000)}} #trigger {The hull groans alarmingly as it is slammed by cannon fire.} {gagAll; playsound {cosmic rage/ships/combat/YouHit*6.wav} @CVol; #if {@panShipCombat = "Enabled"} { #pc %playhandle pan %random(-4000,4000)}} #trigger {An explosion comes from the ship's hull as a warhead slams into it.} {gagAll; playsound {cosmic rage/ships/combat/YouHit*6.wav} @CVol; #if {@panShipCombat = "Enabled"} { #pc %playhandle pan %random(-4000,4000)}} #trigger {The hull lets out alarmingly loud cracks as it continually takes damage.} {gagAll; playsound {cosmic rage/ships/combat/YouHit*6.wav} @CVol; #if {@panShipCombat = "Enabled"} { #pc %playhandle pan %random(-4000,4000)}} #TRIGGER {A hum fills the ship as the shields are powered up.} {gagAll; playsound {cosmic rage/ships/combat/shieldson.wav} @CVol}; #TRIGGER {The hum begins to decrease as the shields begin to power off.} {gagAll; playsound {cosmic rage/ships/combat/shieldsoff.wav} @CVol}; #TRIGGER {Through the windows: * explodes!} { #math destroyed {@destroyed + 1}; playsound {cosmic rage/ships/combat/OtherDestroyed*7.wav} @CVol; #if {@panShipCombat = "Enabled"} { #pc %playhandle pan %random(-4000,4000)}; #if {@gagShipCombat = "Enabled"} { gagAll} { #if {@gagShipCombat = "Disabled"} { #sub {%1 explodes!}}}} #trigger {You hear a metal ring then a click.} { gagAll; playsound {cosmic rage/ships/combat/bladeson.wav} @CVol} #trigger {You hear a metal ringing sound and then a loud crash.} { gagAll; playsound {cosmic rage/ships/combat/bladesoff.wav} @CVol} #trigger {You hear a hum as the heat shields are brought online.} { gagAll; playsound {cosmic rage/ships/combat/heatShieldsOn.wav} @CVol} #trigger {You hear a zing as the heat shields are boosted.} { gagAll; playsound {cosmic rage/ships/combat/heatShieldsBoost.wav} @CVol} #trigger {You hear a peculiar humming noise as the heat shields are taken offline.} { gagAll; playsound {cosmic rage/ships/combat/heatShieldsOff.wav} @CVol} #trigger {A slight zing is heard as the molecular disruptor fires.} { gagAll; playsound {cosmic rage/ships/combat/disruptor.wav} @CVol; #if {@panShipCombat = "Enabled"} { #pc %playhandle pan %random(-4000,4000)}} #trigger {You hear a subtle sliding sound.} { gagAll; playsound {cosmic rage/ships/combat/bladeslice*5.wav} @CVol; #if {@panShipCombat = "Enabled"} { #pc %playhandle pan %random(-4000,4000)}} #trigger {You hear the scream of metal as the blades slice into the hull of a ship.} { gagAll; playsound {cosmic rage/ships/combat/bladeslice*5.wav} @CVol; #if {@panShipCombat = "Enabled"} { #pc %playhandle pan %random(-4000,4000)}} #trigger {You hold down the lightning laser button until * units of charge filter into it.} {gagAll; playsound {cosmic rage/ships/combat/lightn1.wav} @CVol} #trigger {The ship shudders as all of the laser ports fire simaltaneously.} {gagAll; playsound {cosmic rage/ships/combat/lightn2.wav} @CVol; #if {@panShipCombat = "Enabled"} { #pc %playhandle pan %random(-2000,2000)}} #trigger {The ship rocks in place.} { gagAll} #trigger {The ship gives several violent shudders.} { gagAll} #trigger {The shields thrum powerfully as they deflect a projectile.} { gagAll; playsound {cosmic rage/ships/combat/shieldDeflect.wav} @CVol; #if {@panShipCombat = "Enabled"} { #pc %playhandle pan %random(-4000,4000)}} #trigger {There is a light zing as laser fire ricochets off of the shields.} { gagAll; playsound {cosmic rage/ships/combat/shieldDeflect.wav} @CVol; #if {@panShipCombat = "Enabled"} { #pc %playhandle pan %random(-4000,4000)}} #trigger {The shields let out loud hums as they continually deflect damage.} { gagAll; playsound {cosmic rage/ships/combat/shieldDeflect.wav} @CVol; #if {@panShipCombat = "Enabled"} { #pc %playhandle pan %random(-4000,4000)}} #trigger {A drone wheels out of the bay.} { gagAll; playsound {cosmic rage/ships/combat/combat drone launch.wav} @CVol} #trigger {You hear the whoosh of a combat drone launching into space.} { gagAll} #trigger {* combat drone slides into the slot with a click, ready for use.} { gagAll; playsound {cosmic rage/ships/combat/combatDroneInstall.wav} @CVol} #trigger {You pull a heavy lever.} { gagAll; playsound {cosmic rage/ships/combat/railgun.wav} @CVol; #if {@panShipCombat = "Enabled"} { #pc %playhandle pan %random(-4000,4000)}} #trigger {You hear a dull metal twang as rails begin to heat to extreme temperatures.} { gagAll} #trigger {You hear the sound of a ball rolling down a tube then a loud clank.} { gagAll; playsound {cosmic rage/ships/combat/ball.wav} @CVol; #alarm 3 { playsound {cosmic rage/activities/mechanicalMining/slam.wav} @CVol}} #trigger {The ship's engines seem to splutter slightly, almost stalling as a huge amount of force is put behind a tritanium ball.} { gagAll; playsound {cosmic rage/ships/combat/railgunlaunch.wav} @CVol} #trigger {The ship rocks in place as plasma missiles are fired.} { gagAll; playsound {cosmic rage/ships/combat/pm.wav} @CVol; #if {@panShipCombat = "Enabled"} { #pc %playhandle pan %random(-4000,4000)}} #trigger {Target's * penetrated.} { gagAll; #if {%ifword(shields,%1," ")} { playsound {cosmic rage/ships/combat/otherShieldsDown.wav} @CVol; #if {@panShipCombat = "Enabled"} { #pc %playhandle pan %random(-4000,4000)}}; #if {%ifword(defensive,%1," ")} { playsound {cosmic rage\ships\combat\DefensiveSystemsPenetrated.wav} @CVol; #if {@panShipCombat = "Enabled"} { #pc %playhandle pan %random(-4000,4000)}}} #trigger {Hit on target's *.} { gagAll; #if {%ifword(defensive systems,%1," ")} { playsound {cosmic rage/ships/combat/otherDefensiveSystemHit.wav} @CVol;#if {@panShipCombat = "Enabled"} { #pc %playhandle pan %random(-4000,4000)}}; #if {%ifword(shields,%1," ")} { playsound {cosmic rage\ships\combat\OtherShieldsHit.wav} @CVol; #if {@panShipCombat = "Enabled"} { #pc %playhandle pan %random(-4000,4000)}}} #trigger {The windows are filled with a bright light from *} { playsound {cosmic rage\ships\combat\SolarFlare.wav} @CVol} #trigger {* "* Ratika killed at *"} { playsound {cosmic rage\general\socials\collapse3.wav} @CVol} #TRIGGER {*"Enemies inbound. I repeat, enemies inbound!"} {playsound {Cosmic Rage/ships/combat/Enemiesinbound.wav} 80; gagAll} #trigger {You pull a tiny lever.} {playsound {Cosmic Rage/ships/combat/Lever.wav} @CVol; gagAll} #Trigger {*"Holovid enabled."} {playsound {Cosmic Rage/ships/combat/HolovidOn.wav} @CVol} #trigger {*"Holovid disabled."} {playsound {Cosmic Rage/ships/combat/HolovidOff.wav} @CVol} #trigger {the overhead lights blink yellow, informing you the ship is on standby.} {playsound {Cosmic Rage/ships/combat/yellowAlert.wav} @CVol; gagAll} #trigger {*fires an electric beam from a socket on it's underside.} {playsound {Cosmic Rage/ships/combat/Electric.wav} @CVol; #PC %PlayHandle Pan %Random(-4000,4000)} #trigger {A bright flash fills the windows and the ship shoots into a stargate.} {playsound {Cosmic Rage/ships/movement/stargate.wav} @CVol; gagAll} #trigger {alternating dark and light flashes fill the room as the ship continues to travel through the stargate.} {playsound {Cosmic Rage/ships/misc/StargateFlash.wav} @CVol; #pc %playhandle pan %random(-4000,4000); gagAll} #trigger {Another bright flash fills the room as the ship exits the stargate!} {playsound {Cosmic Rage/ships/misc/stargateNotification.wav} @CVol; gagAll} #trigger {*"Warning, warning, enemies detected in the sector. enemies detected in the sector."} {playsound {Cosmic Rage/ships/misc/Buzzer.wav} @CVol} #trigger {*"Firing molecular disrupter at *} {gagAll} #trigger {On screen you see a bomb travelling towards *} {playsound {Cosmic Rage/ships/combat/Bomb.wav} @CVol; gagAll} #trigger {You see bomb explode *} {playsound {Cosmic Rage/ships/combat/BombExplode.wav} @CVol} #trigger {Through the windows, you see * fireball!} {playsound {Cosmic Rage/ships/combat/Explode.wav} @CVol} #trigger {*"I am beginning repairs *} {playsound {Cosmic Rage/ships/misc/repair*7.wav} @vol} {} AnyCase #trigger {*"Defensive systems disengaged."} {playsound {cosmic rage/ships/combat/defoff2.wav} @CVol} #trigger {A siren rips through the ship as the heat shields drop lower.} {playsound {Cosmic Rage/ships/misc/HeatShieldsAlarm.wav} @vol} #trigger {You tap a button, setting the ship to yellow alert.} {playsound {Cosmic Rage/ships/combat/yellowAlert.wav} @CVol; #if {@RedAlertLoop = 1} { #pc @RedAlertHandle stop; #var RedAlertLoop 0}} #trigger {The ship shudders as torpedos are fired.} {gagAll; playsound {cosmic rage/ships/combat/yourTorps.wav} @CVol; #if {@panShipCombat = "Enabled"} { #pc %playhandle pan %random(-4000,4000)}} #trigger {The hum of the shields fade away as the shields go offline.} {gagAll; playsound {Cosmic Rage/ships/combat/shieldsoff2.wav} @CVol} #trigger {*"I am beginning the repair of the *} {playsound {Cosmic Rage/ships/misc/repair*7.wav} @vol} {} AnyCase #trigger {*"repair complete."} {playsound {Cosmic Rage/ships/misc/RepairComplete.wav} @vol; gagAll} {} AnyCase #TRIGGER {You hear a hollow bang as the ship collides with another vessel.} {playsound {Cosmic Rage/ships/Combat/boom.wav} @CVol} {} AnyCase #TRIGGER {all ship movement appears to completely stop for a moment as the ship's momentum is countered by a huge bludgening force.} {gagAll; #PC @solarhandle stop; playsound {Cosmic Rage/ships/Combat/solar2.wav} @CVol} {} AnyCase #trigger {*nester wheels in and settles in a charging station.} {playsound {Cosmic Rage/ships/Misc/ModuleMove*8.wav} @vol} #Trigger {You tap a button, setting the ship to * alert.} { gagAll; playsound {cosmic rage/ships/misc/switch.wav} @vol} #TRIGGER {Klaxons continue to blare and red lights revolve in urgent circles.} {#gagline all} #trigger {Red lights begin to revolve in urgent circles on the ceiling.} {gagAll; #if {@RedAlert = "Enabled"} { Loopsound {Cosmic Rage/ships/combat/RedAlert.wav} @CVol; #var RedAlertHandle %playhandle; #var RedAlertLoop 1}} #trigger {You give an order over pa to stand down and set the alert on the ship to green.} { playsound {Cosmic Rage/ships/Com/PA*2.wav} @CommsVol; #if {@CombatMusicPlaying = 1} { #pc @CombatmusicPlayingHandle stop; #var CombatMusicPlaying 0}; #if {@RedAlertLoop = 1} { #pc @RedAlertHandle stop}; #var RedAlertLoop 0} #trigger {A hum fills the ship as plasma is filtered into one of the cannons.} {gagAll; playsound {cosmic rage/ships/combat/plasmaCannonFilter.wav} @CVol} #TRIGGER {There is a deep boom as debris cannons fire.} {gagAll; playsound {cosmic rage/ships/combat/dc.wav} @CVol; #if {@panShipCombat = "Enabled"} { #pc %playhandle pan %random(-4000,4000)}} #trigger {You bring up the weapons report on screen*} {playsound {cosmic rage/ships/computer/display*4.wav} @vol; gagAll} #trigger {The ship rocks a little before the wheine of the stabilisers kick in and steady it.} {gagAll} #trigger {A pulsing red light appears on screen, informing you that the mission location has been established.} {gagAll} #trigger {The ship's engines slow down, the vessel twisting a little as it prepares to exit the rift.} {#ggagline all} #trigger {As though the star blinked, there is a moment of darkness throughout the vessel before it rifts into the mission sector.} {gagAll} #TRIGGER {Small pieces of exploding wreckage tip tap against the windows as * explodes.} {#sub {%1 explodes}; #var pardom %random(5000,9000); #math pardom {@pardom * 10}; playsound {cosmic rage/ships/combat/OtherDestroyed*7.wav} @CVol; #PC %Playhandle Frequency @pardom; #if {@panShipCombat = "Enabled"} { #pc %playhandle pan %random(-4000,4000)}; #if {@gagShipCombat = "Enabled"} { gagAll}} #trigger {A massive explosion sounds from the docking bay as a ship inside it automatically destructs.} {gagVoice; playsound {cosmic rage/ships/combat/component/1/*10.wav} @cvol; #alarm 0.7 {#var randsound %random(2,8); playsound {cosmic rage/ships/combat/component/@randsound/*3.wav} @cvol}; #alarm 0.3 {#var randsound %random(2,8); playsound {cosmic rage/ships/combat/component/@randsound/*3.wav} @cvol}; #alarm 0.5 {playsound {cosmic rage/ships/combat/component/3/*3.wav} @cvol}}; #trigger {The floor underfoot vibrates as plasma missiles are fired through the guided system.} {playsound {cosmic rage/ships/combat/missile.wav} @vol; gagAll} #trigger {There is an ominous buzz followed by a loud, electronic crackle as the shields deflect the incoming surge of energy.} {playsound {cosmic rage/ships/combat/energyDeflect.wav} @vol; gagAll} #trigger {The computer announces: "Warning. A surge of unknown energy detected from avenger*"} {gagAll; playsound {cosmic rage/ships/combat/energyDetected.wav} @CVol; #if {@panShipCombat = "Enabled"} { #pc %playhandle pan %random(-5000,5000)}} ;script for shot counting #trigger {The computer announces: "Indirect hit on *"} {#math Indirect {@Indirect + 1}} #trigger {The computer announces: "Direct hit on *"} {#math hits {@hits + 1}} #trigger {The computer announces: "End of mission report: *"} {#say {your last shot count to the enemy is: @counting. you've achieve @persen% hits from @destroyed enemies. this is good.}} #trigger {On screen, a pulsing light indicates there is only 10 seconds of rift time left.} {#var hits 0; #var destroyed 0; #var indirect 0; #var shotcount 0} #key alt-f1 { #if {@destroyed > 0} { #math counting {@hits+@Indirect}; #math persen {@counting*100/@destroyed}; #say {your last shot count to the enemy is: @hits direct hits, @Indirect Indirect hits, for the total of @counting shots. you've achieve @persen% hits from @destroyed destroyed enemies. Incredible!.}} { #say {You are not firing at anything yet.} } } ; end of script