WAC Scripts

made by dave 61

 

.WAC file scripts for : DELTA FORCE : EXTREME

These scripts are used for triggering effects, dialog, text, and audio files. These scripts can be altered. Basically changing SSNs and Groups can produce different results in the scripts. To use these scripts, copy and paste the script that you want into the wac file and change the scripts to suit your needs.

These scripts can be interchanged and placed together. For example, you can put a wav file with a text command ,wav files with mortar hits, etc......

 

To open the .WAC, start the DFX Mission Editor and click on Tools then click on open Mission WAC ( see the example below ).

 

 

 

 

 

 

 

 

 

 

After you click on open Mission WAC ( using the DFX:MED ) the 1st time, it will ask if you wish to create a .WAC . Anwser yes to start a new .WAC file.

 

______________________________________________________________________________

 

Weather Scripts

These scripts are Weather scripts. All weather effects are created by these scripts. For additional weather related scripts such as fog or sky and cloud color see the info below in the PFF list.

If you wish to have SNOW instead of RAIN, then change the word RAIN to the word SNOW.

Random Weather Script

This is an example of a changing weather condition.

If elapse(90) and random(5) then

dornd

rain(30, 30) //heavy rain

wind(22,327)

overcast(50,30)

skyspeed(36)

set(v1, 1)

farflash()

next

rain(100, 30) // light rain

wind(33,327)

overcast(100,30)

skyspeed(50)

set(v1, 2)

farflash()

wave("ngale1.wav", 100)

next

rain(60, 30) // heavy rain

wind(26,327)

overcast(70,30)

skyspeed(38)

set(v1, 3)

flash()

next

rain(0, 30) // rain

wind(7,327)

overcast(33,30)

skyspeed(33)

set(v1, 4)

farflash()

wave("ghopper1.wav",100)

enddo

endif

Rain script

This script is rain & overcast w/fast moving sky.

if never() then // start rainfall and fast-moving clouds

rain(75,1)

overcast(70,30)

skyspeed(80)

endif

 

Random lightning and thunder script

This script is for bright lighting and thunder, can be copied & pasted under rain script.

if elapse(2) and random(12) then // do random thunder-claps and lightning

lightning(250,250,250)

wave("thdrcrk2.wav",1000)

flash

endif

______________________________________________________________________________

Facial Expressions

This script changes the facial expressions of the AL.

if ssndead(44) and never then

ssnface 45 face_disgust

ssnface 46 face_angry

ssnturn(45,90)

ssnturn(46,-90)

endif

 

Also use : face_normal , face_happy , face_sad , face_smirk , face_angry , face_surprise , face_disgust , face_fear , face_aggressive

______________________________________________________________________________

 

HIT POINTS

Hit points adjusts the strength of an AI or SSN. For example If you want

to make a Helicopter take more or less direct hits before it is destroyed,

then you can adjust the hit points using this WAC script.

 

if never() then
ssnhp(ssn#, 10000)
ssnhp(ssn#, 15000)
endif

______________________________________________________________________________

 

Mortar Hits

As an alternative to setting variables within this script to turn on and off Mortar attacks, the

variables can also be set within the DFX:MED.

This script Sets the variable for a mortar attack if player is in area trigger #2 and group #3 is alive.

If ssnarea (10000,2) and groupalive (3) and never then

set (v1,1) // variable set to activate the mortars.

endif

 

This script starts a mortar attack at area #1 if group #3 is alive.

if eq (v1,1) and groupalive (3) then

ammoarea AMMO_60MM_MORTAR (1) //start the mortars.

endif

 

This script ends a mortar attack if group #3 is dead.

if eq (v1,1) and groupdead (3) and never and elapse 1 and waveready then

text("The Bad Guys have been taken out.")

Wave("happy1.wav",100)

set (v1,0) //ends the mortars.

endif

 

______________________________________________________________________________

 

 

 

Rocket Attack

As an alternative to setting variables within this script to turn on and off Rocket attacks, the

variables can also be set within the DFX:MED.

This script Sets the Variable for a rocket attack if player is in area trigger #2 and group #3 is alive.

If ssnarea (10000,2) and groupalive (3) and never then

set (v1,1) // variable set to activate the rockets.

endif

 

This script starts a rocket attack at area #1 if group #3 is alive.

if eq (v1,1) and groupalive (3) then

ammoarea ammo_rocket (1) //start the rockets.

endif

 

This script ends a rocket attack if group #3 is dead.

if eq (v1,1) and groupdead (3) and never and elapse 1 and waveready then

text("The Bad Guys have been taken out.")

Wave("happy1.wav",100)

set (v1,0) //ends the rockets.

endif

 

________________________________________________________________________

 

Event

The Event command is a very conveient command to use. It will allow a command to

execute when an event has occurred. The example below uses an event 2 to execute

a wave command.

 

If event (2) and never then

wave("dfm141.wav", 100)

endif

______________________________________________________________________________

SSN Names

I can't get this to work, if you do let me know! But, I believe names can only be used in the bin file.

if groupalive (3) and never() then

ssnname(904, AI_RALPH)

ssnname(905, AI_FRED)

ssnname(906, AI_HERMAN)

ssnname(907, AI_LUTHOR)

ssnname(908, AI_CARL)

ssnname(909, AI_THADIUS)

endif

 

______________________________________________________________________

Disabling a vehicle

This script will stop a vehicle from moving after it enters area trigger #1

 

if ssnarea(5,1) then
disablessn(5)
endif

______________________________________________________________________

Earthquake

This script produces an earthquake for 100/10 seconds

(or 6 seconds) if the player is in AREA TRIGGER 1.

 

If ssnarea (10000,1) and never then

quake(100)

endif

 

______________________________________________________________________

 

IN-GAME COUNTER

These scripts create an in-game counter during game play.

(This script was created by GENERAL ELECTRIC at NOVAWORLD FORUM)

A.) counter that counts the seconds into the game:

if never then
set(v60,0) ; s into game
set(v70,0) ; helpvar s
set(v80,0) ; m into game
set(v90,30) ; cd m Minutes for countdown
set(v100,59) ; cd s
endif

if elapse(1) then
inc(v60)
inc(v70)
dec(v100)
endif

B.) converting seconds into minutes

if eq(v70,60) or eq(v60,1) and ne(v90,0) then
inc(v80)
set(v70,0)
dec(v90)
set(v100,59)
endif

C.) Making a countdown

if elapse(2) then
consol#("Minutes left",v90)
consol#("Seconds left",v100)
consol("Countdown")
endif


D.) making a timer instead of countdown

if elapse(3) then
consol#("Minutes played",v80)
consol#("Seconds played",v70)
consol("Gametimecounter")
endif


E.) trigger for countdown

if eq(v90,0) and eq(v100,0) and never then
text("Countdown finished")
endif

This script is a simple counter that uses chain commands

(this script was written by Dave61).

 

if ssnarea(10000,1) and never() then
text("You have 1:00 minute left")
Wave("happy1.wav",1000)
endif

if chain(30) and never() then
text("You have :30 seconds left")
Wave("happy1.wav",1000)
endif

if chain(20) and never() then
text("0:10")
text("")
text("")
Wave("happy1.wav",1000)
endif

if chain(1) and never() then
text("0:09")
text("")
text("")
Wave("happy1.wav",1000)
endif

if chain(1) and never() then
text("0:08")
text("")
text("")
Wave("happy1.wav",1000)
endif

if chain(1) and never() then
text("0:07")
text("")
text("")
Wave("happy1.wav",1000)
endif

if chain(1) and never() then
text("0:06")
text("")
text("")
Wave("happy1.wav",1000)
endif

if chain(1) and never() then
text("0:05")
text("")
text("")
Wave("happy1.wav",1000)
endif

if chain(1) and never() then
text("0:04")
text("")
text("")
Wave("happy1.wav",1000)
endif

if chain(1) and never() then
text("0:03")
text("")
text("")
Wave("happy1.wav",1000)
endif

if chain(1) and never() then
text("0:02")
text("")
text("")
Wave("happy1.wav",1000)
endif

if chain(1) and never() then
text("0:01")
text("")
text("")
Wave("happy1.wav",1000)
endif

if chain(1) and never() then // player is dead
killSSN(10000)
text("You're dead")
endif

 

______________________________________________________________________

 

 

Triggered WAV file Scripts

Change these scripts as needed, these are examples only. Use the WAV FILE LIST (below) to insert the wave file that you chose. Be sure to paste the .wav file name between the quotes. The info after the ( // ) marks is a reference marker only, to be used to help you remember what .wav file is being played.

------------------------------------------

The wave will play if past 5 seconds into game.

// good luck in there Bravo

if past(5) and never() then

wave("alph507.wav",100)

endif

------------------------------------------

This is an example of Group #5 in area #5 triggering a .wav file.

// hey! i don't do warning shots.

if grouparea(5,5) and wavready() and never() then

wave("macr159.wav", 100)

endif

------------------------------------------

This is an example of Group #5 being dead triggering a .wav file.

// cheer! (alpha guards down)

if groupdead(5) and wavready() and never() then

wave("dfm141.wav", 100)

endif

------------------------------------------

This is an example of a Player in area #5 triggering a .wav file.

// base is alert

if ssnarea(10000,5) and never() then

wave("comd108.wav", 100)

endif

---------------------------------------------

The chain wave command is placed after a wave that you want to tie another wave file to. The chain command will play the wave file (within the seconds that you insert) after the previous wave file is played. You can even tie chain to chain and it sounds like a conversation.

// they got to be kidding me

if chain(6) and wavready() and never() then

wave("macr155.wav", 150)

endif

-------------------------------------------------

This is an example of SSN #101 in an area #6 triggering a .wav file.

// Bravo, don't let that helo get away

if ssnarea(101,6) and wavready() and never() then

wave("alph531.wav", 100)

endif

----------------------------------------------------

This is an example of SSN #5 being dead triggering a .wav file.

// hey! i don't do warning shots.

if ssndead(5) and wavready() and never() then

wave("macr159.wav", 100)

endif

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Random War Sounds

This script produces random explosions and gunfire. This script was created using

test sounds that were extracted from the localres.pff file. This script was meant only

to test the random sounds, so you may want to edit this script to suit your needs.

If elapse(1) and random(1) then

dornd

wave("30mmf3.wav")

next

wave("50dist12.wav")

next

wave("akdist1.wav")

next

wave("hrocket2.wav")

next

wave("hrocket1.wav")

next

wave("at4f4.wav")

next

wave("m4_c.wav")

next

wave("m60f1.wav")

next

wave("cannon2.wav")

next

wave("satch.wav")

next

wave("explocac.wav")

next

wave("xpboom1.wav")

next

wave("xplgf1.wav")

next

wave("xplgf2.wav")

next

wave("xplgf3.wav")

next

wave("xplgf4.wav")

next

wave("xplgf1b.wav")

next

wave("explf2.wav")

next

wave("xpflang1.wav")

next

wave("expl2.wav")

next

wave("xpgas2.wav")

next

wave("xpgas1.wav")

next

wave("xpbrrls.wav")

enddo

endif

 

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Triggered Text Scripts

These scripts are used to insert text into the game at area triggers, group or SSN dead triggers and at the beginning of the missions.

-------------------------------------------------------------------------------------------

This text will trigger at the very beginning of the mission.

if elapse(1) and never() then // initial instructions

text(" ")

text(" ")

text(" ")

consol("Insert your message here")

consol("and it will show up at")

consol("the start of your mission.")

endif

----------------------------------------------------------------------------------------------

This text will trigger 100/10 seconds (or 6 seconds) after the beginning of the mission.

if elapse(100) and never() then // initial instructions

text("Type message here")

text("and it will show up at the")

text("lower left corner of the screen")

consol("Insert your message here")

consol("and it will show up at")

consol("the upper center of screen.")

endif

----------------------------------------------------------------------------------------------

This is an example of an SSN dead and triggering text.

if ssndead(8) and never() then // SSN has died

text(" ")

text(" ")

text(" ")

consol("Type message here")

consol("and it will show up at the upper")

consol("center of the screen.")

endif

------------------------------------------------------------------------------------------------

This is an example of a Group being dead triggering text.

if groupdead(8) and never() then // Group has died

text("")

text("")

text("")

consol("Type message here")

consol("and it will show up at the upper")

consol("center of the screen.")

endif

--------------------------------------------------------------------------------------------------

This is an example of a triggered text of player in area trigger #1.

if ssnarea(10000,1) and never() then // Player is in area so display text

text("Type message here")

text("and it will show up at the")

text("lower left corner of the screen")

consol("Type message here")

consol("and it will show up at the upper")

consol("center of the screen.")

endif

 

______________________________________________________________________________

 

Wav file list

These are the .WAV files triggered by the above .WAV file scripts. These WAV files are inbeded in the DFX software. Delta Force Extreme Waves version 1.6.5.0

Compiled by Rat Sass and updated by Dave61 (9/11/05) from language.pff.

 

alph100.wav (radio) Alpha One is down.

alph101.wav (radio) Alpha Two is down!

alph102.wav (radio) Alpha Two is hit. I repeat, Alpha Two is hit.

alph103.wav (radio) Alpha Two is in place above the hangar.

alph104.wav --

alph105.wav (radio) Alpha here... ready to move.

alph106.wav (radio) Alpha Team set.

alph107.wav --

alph108.wav --

alph109.wav --

alph111.wav --

alph112.wav (radio) Alpha to Bravo- secondary objective is

destroyed. Moving in to assist.

alph113.wav (radio) Alpha to Bravo- in position. Waiting for

your signal.

alph114.wav (radio) Alpha to Bravo- we're in position. Ready to

clear the extraction route.

alph115.wav (radio) alpha to Bravo- in position. We'll clear the

extraction route after you locate the hostage.

alph116.wav (radio) Alpha to Bravo- we've broken the perimiter-

heading towards the motor pool.

alph181.wav --This is Alpha Team, tower is clear.

alph182.wav --This is Alpha Team. We have 2 shooters in the tower. Two shooters in the tower.

alph183.wav man down

alph184.wav This is Alpha Team. We're moving in.

alph185.wav This is Alpha. We're moving into position.

alph186.wav --This is Alpha One, I .... (transmission broken off)

alph187.wav This is Alpha Team, we're extracting.

alph190.wav This is Alpha- we've been compromised. I count 2 hostiles.

 

alph191.wav --This is Alpha. Charlie is down. Charlie is down.

alph192.wav Alpha here.l Proceeding to secondary objective.

alph196.wav This is Alpha. We have heavy patrols along this route.

alph200.wav This is Alpha. There are 2 hostiles by the building to the east.

 

alph201.wav truck patrol moving our way

alph203 We have 1 guy moving up the tower.

alph208 We have 3 shooters at the chopper pad.
alph210.wav we have eyes on antenna
alph212.wav we have eyes on the plane
alph213.wav we have heavy perimeter defense
alph214.wav mult-shooters moving down from North
alph217.wav shooters south. check south!

alph218.wav We have 2 in the hangars. Two in the hangars.

alph500.wav Bravo.- this is Alpha. We have enemy contact.

alph501.wav Bravo, Alpha. Eyes on the objective. Repeat, we have eyes on the objective.

alph502.wav Command, this is Alpha. The target is lit. Repeat, Bravo has lit the target.

alph503.wav Command, this is Alpha. The compound is secure.

alph504.wav Alpha to Black Widow. We are with Bravo Team and are en route to the exfil.

alph506.wav Bravo, this is Alpha. We will secure the entrance to the tunnel while you're inside.
alph507.wav good luck in there Bravo

alph508.wav Bravo, destroy all those manufacturing materials. Hit 'em where it hurts.
alph509.wav Bravo-Alpha, help us

alph510.wav Bravo, easy in this canyon. Keep your eyes peeled for an ambush.

alph512.wav Shooters in the south.

alph513.wav Bravo, we will secure the entrance. You move in.

alph514.wav Command, this is Alpha. Foxtrot One has been destroyed.

alph515.wav Command, this is Alpha. Foxtrot Two has been taken out.

alph516.wav Bravo, we're moving up the east flank.

alph517.wav Do we have authorization to engage the outpost?
alph518.wav
copy command, waiting and able
alph519.wav
copy command

alph520.wav Our position has been compromised. We are returning fire.
alph521.wav
we are taking fire. returning fire

alph526.wav Alpha Team, we are clear of the compound.

alph527.wav Copy that, Command.

alph528.wav Bravo, take up a new position, but keep that cover fire coming.

alph529.wav Bravo, this is Alpha Team. We are closing in on outpost.

alph530.wav Brovo, Alpha. There are 4 helicopters on the ground. Repeat, 4 helos on the ground.
alph531.wav
Bravo, don't let that helo get away
alph532.wav
Bravo, be wary of that canyon
alph533.wav
Bravo,shooters on the ridge

alph534.wav Bravo, Alpha. We have eyes on bunkers defending southern route to the base. Be aware of shooters in the bunkers.

alph535.wav one helo down

alph536.wav Command, this is Alpha. All 4 helicopters have been destroyed. We are moving to exfil location.

alph537.wav Command, this is Alpha. There are hostiles on the ground. Repeat, hostiles on the ground.

alph540.wav Command, we are defending the King Two crash site. We need help here.
alph542.wav
need backup

alph543.wav Bravo, this is Alpha Team. We are moving south of the crash site.

alph544.wav Alpha Team has eyes on the wreckage. There is significant enemy activity in the area.

alph545.wav Bravo, this is Alpha. We have eyes on increased and frantic enemy activity. It looks like they got to the nukes before we did.

alph547.wav Alpha, this is Bravo team. Enemy forces have occupied local buildings and have set up defensive positions.

alph548.wav Bravo, Alpha Team. We're at the weather station. Looks like we're going to have company.

alph550.wav Command, this is Alpha Team. We have secured package One, but package Two is nowhere to be found. They secured the other nuke before we got here.

alph558.wav Bravo, we have eyes on the package. Repeat- we have eyes on the package. Don't let them load it onto that truck.


alph601.wav
man dying sound (also for 2, '3', 4..)

==============================================================

dfm101.wav (gutteral groan) Arrrgh

dfm102.wav (dry heaves groan) Y-Arrrrgh

dfm103.wav (puke-groan) Yuhhharrrrgh

dfm104.wav (wind-knocked-out groan) Ugggh

dfm105.wav (Drawn-out groan) Yaaa-aaargh

dfm106.wav (drawing attention yell) Eh!

dfm107.wav (sharp-quick groan) Aggh!

dfm108.wav (quick expletive) Ugh!

dfm109.wav (quick expletive) Agh!

dfm110.wav (punch-in-the-gut groan) Ughhhh!

dfm121.wav (short gasp)

dfm122.wav (short double gasp)

dfm123.wav (questioning gasp)

dfm124.wav (questioning gasp)

dfm125.wav (quick gasp)

dfm141.wav cheer!

dfm142.wav (just-drank-some-tequila yell) Yay-yahhhh!

dfm143.wav (Daffy Duck yell) Woo-woooooooooo!!!

dfm144.wav (cowboy-on-a-cactus yell) Yee-Haaaaaaaaa!!!

dfm145.wav (same as 143)(kinda)

dfm146.wav (coyote yell) Woo Woo Woooooooooo! ----------

dfm148.wav (Swiss-Miss-on-crack yell) Yoo Hoooo !?!
avsv000.wav (coke-snorting sound?)

avsv000b.wav (a gasp)

 

===============================================================

TEAM MATES .WAV files

===============================================================

char100.wav --

char101.wav (radio) Charlie One is down!

char102.wav (radio) Charlie Two is down!

char103.wav (radio) Charlie is in position. Ready to move out.

char104.wav (radio) Charlie Team is at the perimeter.

char105.wav (radio) Bravo, this is Charlie. We will cover the

extraction route.

char106.wav --

char107.wav (radio) King 6, this is Charlie. Objective secure.

I repeat, objective secure.

char108.wav --

char109.wav --

char110.wav --

char128.wav primary obj is secured
char138.wav chopper is out
char148.wav this Charlie 1 we have problems

char150.wav (radio) This is Charlie- we've got a shooter in the

north tower.

char151.wav --

char152.wav (radio) Charlie, in position.

char153.wav (radio) Charlie in position- we'll move on your signal.

char154.wav --

char155.wav --

char156.wav --

char157.wav (radio) Charlie- we've breached the perimiter.

char158.wav (radio) Charlie... Alpha Team is down!

char160.wav (radio) Charlie... moving west to assist Bravo.

char163.wav (radio) Watch the fuel tank... it could explode.

char164.wav (radio) Watch the target- watch the target!

char165.wav --

char166.wav --

char167.wav --

char168.wav --

char169.wav (radio) We have eyes on the target.

char170.wav --

 

char500.wav --

char503.wav ambush!
char506.wav Bravo! Nine o'clock!
char509.wav looks like we'll do it the hard way

char512.wav we're slowing down to recon hostile camp ahead.
char517.wav command, rebel forces near oil depot. eyes on enemy

char700.wav Come on, Bravo. Let's get on this dune buggy and move

to Xray.

char701.wav Bravo, hold it steady. I need a good shot.

char702.wav Get behind that motorcycle. I need a good shot.

char703.wav Follow that motorcycle.

char704.wav Bravo- hold it steady.

char705.wav Enemy chopper overhead.

char706.wav We got company.

char707.wav Bravo, I've got my sights on that chopper.

char708.wav Take out that chopper.

 

===============================================================

CHOPPER .WAV file list

===============================================================

chop101.wav BW to Bravo, the LZ is hot
chop104.wav BW to Bravo, move to extract, meet you there
chop105.wav BW to Bravo, prepare for pickup
chop113.wav This BW, ETA in 3 mins
chop120.wav Mayday! BW going down
chop136.wav walk in park
chop141.wav Blackhawk, insert complete

chop142.wav Black Widow to King 6- Bravo is down; mission abort.

chop143.wav King 6, Bravo is down. Mission abort.

chop144.wav Black Widow to King 6- Bravo is terminated; the mission

is a scrub.

chop145.wav Black Widow to King 6- Bravo is a loss; returning home.

chop146.wav Black Widow to King 6- Bravo is gone. I repeat- Bravo

is gone.

chop147.wav King 6, Bravo is gone. We're scrubbing the mission; we're heading home.

chop162.wav Black Widow coming in hot
chop503.wav BW here. Good job!
chop505.wav Bravo, BW. we are approaching your position. hold tight.

 

===============================================================

KING 6 radio commands .WAV file list

===============================================================

comd100.wav All King elements, all King elements, Bravo is down, abort mission. I

say again, abort mission. Pull back to secondary Lima Zulu.

comd101.wav All units, eliminate hostiles at the base
comd102.wav Alpha, move in from West entrance, ...

comd103.wav Alpha Team- clear the extraction point.
comd105.wav Alpha, do you see the hostages?
comd106.wav Alpha, patrol the camp...
comd107.wav Approach the package with care
comd108.wav Base is alert!
comd110.wav Bravo, heads up. Contact north, units reinforcing

comd112.wav Bravo is down. All units abort. All units abort.

comd113.wav Bravo, move into the camp...
comd115.wav Bravo, you are compremised! Continue with mission.
comd118.wav Bravo, package upstairs
comd119.wav Prepare to move in. Keep hostages alive.

comd120.wav Bravo, watch for shooters in the village.

comd121.wav Bravo, you're closing in on the objective. Stay alert.

comd122.wav bravo, your objectives are the LARV and the SA2s'

comd123.wav Bravo, target is the dish

comd124.wav --

comd125.wav Elimination is confirmed, procede to extract

comd126.wav --Find the package, Bravo. You're running out of time.

comd127.wav --Get out! Get out! Get out!

comd128.wav Good job Bravo

comd129.wav Good job Bravo, move to extract, BW will meet you

comd130.wav --Hold your positions. Black Widow is inbound.

comd131.wav --

comd132.wav King 6 to all elements: Bravo has destroyed

the target; pull back to rendezvous.

comd133.wav --

comd134.wav --

comd135.wav --

comd136.wav Bravo, King 6. Proceed to extraction point.

comd137.wav King 6 to all elements- objective secured. Move to

primary extraction point.

comd138.wav King 6 to all units- you are clear to move in on the objective.

comd139.wav Black Widow, King 6. Move to extract- mission is scrubbed.

comd140.wav Bravo, King 6. Clear the shack on top of the hill.

comd141.wav Bravo, King 6. Clear the control tent.

comd142.wav Bravo, King 6. Check the commander's tent for the package.

comd143.wav --

comd144.wav Bravo, King 6. The hostage should be in the tent near you.

comd145.wav Bravo, King 6. They've moved the hostage. Abort mission.

I repeat, abort mission.

comd146.wav Bravo, King 6. We have a trace on the package- somewhere

north of the base.

comd147.wav Move out, Bravo. Move out.

comd148.wav Package is secure. Move to primary LZ.

comd149.wav --

comd150.wav Proceed to the secondary objective.

comd151.wav --

comd152.wav Roger, Alpha.

comd153.wav Roger Charlie. Target confirmed. Destroy all vehicles.

comd154.wav Roger, Charlie.

comd155.wav Roger. Eliminate both targets.

comd156.wav --

comd157.wav --

comd158.wav Target has been captured. Prepare for debriefing.

comd159.wav --

comd160.wav This is King 6... target has escaped.

comd161.wav This is King 6. Bravo- search the base. Alpha and

Charlie, provide overwatch.

comd162.wav This is King 6. Move the package north to the extraction point.

comd163.wav This is King 6. Package confirmed in the 4-by-4. Repeat-

package is in the 4-by-4.

comd164.wav --

comd165.wav --

comd166.wav --

comd167.wav Copy, Alpha. Proceed with mission.

comd168.wav Copy, Alpha Team.

comd169.wav Copy, Charlie.

comd170.wav --

 

comd501.wav Copy Charlie... move out

comd502.wav Bravo, you're gonna have to watch out for enemy snipers

on the road. We don't know how many of them are out there

but the valley you're driving thru gives them plenty of

cover.So watch yourself.

comd503.wav The enemy isn't gonna let us get thru to the oil depot

without a fight. So you'll probably have to act as our

forward scout if things get hairy.

comd504.wav Bravo, your job is to protect the convoy from hostile fire and escort it safely to the oil depot to the north.

comd505.wav Affirmative, Charlie.

comd506.wav Bravo- get out and protect the convoy. If you're fired on, return fire. comd507.wav Negative, Charlie. There is no available air support. You are on your own.

comd508.wav We are recieving reports of paramilitary forces in the village ahead. comd509.wav Bravo, make your way into the village. Take out any hostiles and destroy their communications equipment. We don't want them calling for reinfocements.

comd510.wav Good job, Bravo. Get back to the convoy so we can move on. ----------- comd513.wav What's your status, Charlie?

comd514.wav Is there any way around it? -----------

comd516.wav Bravo, move out and eliminate the hostile forces ahead. ----------- comd518.wav Roger that. Bravo, you're gonna have to go in there and take out any enemies at the depot. Be careful not to hit any barrels or this whole thing will have been a waste.

comd519.wav Copy, Charlie. Bravo- Good job.

comd520.wav Bravo, Command. You're gonna have to sneak into the enemy camp and obtain the code book. It's dark enough that you should be able to avoid most of the patrols. You don't have any backup on this one, so try to avoid an open firefight if possible.

comd521.wav Bravo, the airfield is south of your position. Make your way down and meet up with Alpha and Charlie. You will lead the attack. We have to secure this airfield before Corales has a chance to move his operation.

comd522.wav Bravo, Command. We believe that the drug cache is northwest of your position. There's a farm on the way that's swarming with hostiles. Take out the perimeter guards, neutralize hostiles at the target, and destroy the drugs and (whipping [?]) crates.

comd523.wav Bravo, Command. Move out to the objective. Once you have secured the area, destroy any caches of drugs or weapons you find.

comd524.wav Bravo, Command. You need to burn that field. Destroy those barrels to start the fire.

comd525.wav Bravo, secure the compound and destroy any drugs and weapons on site. comd526.wav Bravo, this is Command. Infil the area and destroy the drug manufacturing labs. Eliminate any resistance you encounter. The first first, suspected tunnel complex is west by northwest of your current location. Move out.

comd527.wav Keep your eyes open in the canyon, people. You don't want to get pinned down by an ambush.

comd528.wav Alpha- secure the entrance. Bravo, get in there and take out the drug labs. comd529.wav Bravo, this is Command. We have a bird en route to the exfil. Move south and rendezvouz with Black Widow.

comd530.wav Bravo, the enemy convoy's on the move. Head northwest to the small village and take an overwatch position in the hills overlooking the north road. When you see the convoy, take out every vehicle.

comd531.wav Bravo, this is Command. Corales has locked himself down in his compound. It's up to you to go in there and pull him out. You have full authorization to take out any hostile perimeter guards you find. Bring Corales out alive.

comd532.wav Bravo, make your way to the objective and take up an overwatch position. From there, observe the suspected CNLF outpost. Intel says there is a high- value target at this outpost. Wait for confirmation of the target before you fire. comd533.wav Alpha. Command here. Proceed with caution. Hostile forces are still unaccounted for.

comd534.wav All teams- hold your positions. Suspected target is inbound.

comd535.wav Bravo! What are you doing??? You do NOT have authorization to fire on the outpost. Repeat: You do NOT have authorization to fire on the outpost.

comd536.wav All teams- hold your fire. Repeat: hold your fire.

comd537.wav Negative, Alpha. All teams are to hold fire.

comd538.wav All teams- we have confirmation on the compound. Those are hostile forces. We are awaiting confirmation on target. Repeat: we are awaiting confirmation on the target.

comd539.wav Move forward, Alpha.

comd540.wav bravo, take out the target. repeat. don't let him escape

comd541.wav Confirmation of target is confirmed.

comd542.wav Copy, Alpha.
comd543.wav good job Bravo

comd544.wav Copy, Alpha.

comd545.wav Black Widow is inbound to your position. Clear the perimeter and keep your eyes open.

comd546.wav Bravo, provide cover fire while Alpha and Charlie exfil from objective area. Don't let them go down.

comd548.wav Bravo, this is Command. You are to move north and assault the CNLF helicopter outpost. Disable or destroy any helicopters on site. They must not escape. Good luck, Bravo. We will see you at the exfil point.

comd549.wav Roger that, Alpha. King 3 is inbound.

comd550.wav Bravo, this is Command. King flight is inbound to your position. Be ready to exfil ASAP. The weather is turning.


comd551.wav Bravo, get in gear. the weather is turning.

comd552.wav Bravo, Command. We've got a fix on your emergency beacon. Your helo crashed well into hostile territory. You're going to have to move out quick before local forces get to you. We suspect King Two went down a few hundred yards northwest of your position. King Three dissapeared off of radar somewhere north of there. Proceed to their location and search for any survivors. Then regroup and head for the border.

comd553.wav Bravo, this is Command. All birds are down. Repeat: all birds are down. Alpha Team crashed a few hundred yards northwest of your position. Charlie Team crashed somewhere north of there.

comd555.wav Roger that, Alpha. Bravo, move out to Alpha's location and secure that crash. comd556.wav Bravo, take out the hostiles now. Alpha, do you read? Alpha??

comd558.wav Bravo, Command. There's nothing more you can do there. Move on to Charlie's location. Let's just hope they've had better luck.

comd559.wav Charlie Team, Bravo is en route. Charlie Team, do you read? Charlie Team, come in. Bravo, I'm getting no response from Charlie. Get over to the crash site and assess the situation.

comd560.wav The enemy must have captured the pilot

comd562.wav Finish securing the site and then get out of there. We'll have to get our missing pilot back, but for now your safe return is top priority

comd564.wav Bravo, move north to the border. Once you get to the border you should be safe. We will get a Blackhawk to exfil you out of there.

comd565.wav Good to hear that you made it, Bravo. Stay put and Black Widow will pick you up. Once you're back, we'll start working on getting our man back.


comd566.wav good job Bravo. BW on its way.

comd567.wav Bravo, this is Command. Our pilot should be in the base to the north. Get in there. Take out any hostiles. Get our guy and get out of there. But remember not to do anything that would put the hostage in danger. Also, keep an eye open for those patrols.

comd568.wav Bravo, Command. Head over to Alpha's position and relieve them of overwatch. If you see the convoy, wait 'till it has reached the ambush point; then take out everything but the four-by-four.


comd569.wav Bravo-Cmd find the laptop so we can find downed pilot

comd570.wav Bravo, you're going to need to get to that C3 post and destroy the communications equipment. Do that and we can zero in on the hostage location while the CNLF is deaf. Head south, take out the equipment, and then get to the extraction point.

comd571.wav Bravo, this is Command. Taking out this training facility will weaken the CNLF enough to initiate a rescue. Expect heavy resistance. Head northeast, take out any hostiles, and secure that facility.

comd572.wav This is it, Bravo. Head northeast and take out the hilltop guards. Get in there and get our man out. Then move to extraction point.

comd573.wav Bravo, this is Command. Welcome to beautiful Novaya Zemlya. Head southeast to the crossroads and take the road southeast to the FARP. Alpha and Charlie Teams will meet you there.

comd574.wav Bravo, this is Command. You're going to have to take out the enemy SAMs before we can get some air support overhead. Avoid enemy patrols, lase the targets, confirm destruction and get out of there.
comd578.wav Bravo down helo North of insertion, pilot alive

comd579.wav Bravo, Command. Head northwest until you hit the enemy outpost. The good news is that the harsh weather seems to have limited the number of patrols, so you should have an easy route to the outpost. The bad news, is that all those patrols will be holed up inside when you get there. Get in, take out the hostiles, and secure that base.

comd580.wav Bravo, this is Command. The Air Force has a C-130 downed north of your position. They have confirmed that the aircraft was transporting two nuclear devices. Get your team on site ASAP, and secure those nukes. Enemy forces are present in the area and we can not afford to have WMD fall into their posession. Move out.

comd581.wav Alpha and Bravo Teams, this is Command. Recover those weapons from the enemy now. We can't afford to have nuclear weapons in enemy hands.

comd582.wav Bravo, move north and employ any means to recover the weapons.

comd583.wav Copy that, Alpha. We are scrambling forces as we speak to recover that second nuke. Stand by for exfil. We have a bird on the way.

comd586.wav Bravo, Command. There are a number of enemy controlled watercraft to the north that are being used to shuttle shipments of drugs. Infiltrate the harbor and destroy those boats. Reports indicate that the commander is located at this base. Take him out. -----------

comd600.wav This is it, Bravo. The nuke is under heavy guard in a warehouse to your southwest. Be careful. Those guards are ex-Speznaz, and anyone staying with the nuke is willing to die, protecting it. Good luck, Bravo.


===============================================================

EMOTES .WAV file list

===============================================================

macr100.wav move out
macr101.wav go-go-go

macr102.wav Move it!

macr103.wav Let's go...

macr104.wav Get movin'.

macr105.wav C'mon...

macr106.wav Hold this position.

macr107.wav Hold up.

macr108.wav Wait here.

macr109.wav Maintain this position.

macr110.wav Hold your ground!

macr111.wav Don't move.

macr112.wav Quiet!

macr113.wav Be quiet!

macr114.wav Knock it off!

macr115.wav Quit makin' noise!

macr116.wav Keep it down!

macr117.wav Ssssh!

macr118.wav Does the word, "STEALTH" mean anything to you?

macr119.wav Hold your fire.

macr120.wav Quit shooting.

macr121.wav Hey, Moron! Stop SHOOTING!

macr122.wav Stop shooting.

macr123.wav Cease fire.

macr124.wav Can't you see we're tryin' to be quiet!?!

macr125.wav Does the word, "stealth" mean anything to you!?!

macr126.wav Cover me!

macr127.wav Watch my back.

macr128.wav 'Gonna' need some help here...

macr129.wav Cover my rear!

macr130.wav ' Need some cover fire!

macr131.wav I got you covered!

macr132.wav I'll cover you!

macr133.wav I got your back!

macr134.wav I got you!

macr135.wav Never fear; your backup's here.

macr136.wav NICE shot!

macr137.wav Heck-uva shot!

macr138.wav That's a nice shot!

macr139.wav Good shot! Keep it up.

macr140.wav Nice shooting. -----------

macr145.wav Woo-woo! Ye-ah!! -----------

 

macr149.wav

macr151.wav --

macr152.wav Woooo-hooo!

macr153.wav Hey- over here!

macr154.wav That all you got?

macr155.wav You gotta be kiddin' me!

macr156.wav Here's lookin' at you, pal.

macr157.wav Here we come!

macr158.wav I'm commin' for you... kid!

macr159.wav Hey! I don't do warning shots.

macr160.wav --

macr164.wav oh! did i do that?

macr165.wav How does THAT feel?

macr166.wav feel better now

macr166.wav You feel better now?

macr167.wav Dude! ... You stink!

macr168.wav You are DEAD, Pal!

macr169.wav Next time... try takin' your safety off.

macr170.wav Next time I won't be so easy on you.

macr171.wav <radio> Affirmative!

macr172.wav <radio> Roger!

macr173.wav <radio> Copy that!

macr174.wav <radio> That's affirmative!

macr175.wav <radio> Roger that!

macr176.wav <radio> Copy that.

macr177.wav <radio> Negative!

macr178.wav <radio> That's a negative.

macr179.wav <radio> That's a "no-go".

macr180.wav <radio> No go.

macr181.wav <radio> Not a chance.

macr182.wav <radio> Not gonna happen.

macr183.wav <radio> Wait up!

macr184.wav <radio> Wait for me.

macr185.wav <radio> Hey... wait up.

macr186.wav <radio> Wait!!

macr187.wav <radio> Hold up.

macr188.wav <radio> Hold up, will ya?

macr189.wav <radio> I am on my way.

macr190.wav <radio> I'm coming.

macr191.wav <radio> I'll be there in a second.

macr192.wav <radio> I'm en route.

macr193.wav <radio> Hold your horses- I'm coming.

macr194.wav <radio> I need a ride.

macr195.wav <radio> ' Need a ride, here.

macr196.wav <radio> I need a lift.

macr197.wav <radio> I need a pick-up.

macr198.wav <radio> ' Need back-up.

macr199.wav <radio> I need some back-up here.

macr200.wav <radio> Help me out!

macr201.wav <radio> Need some backup.

macr202.wav <radio> ' Need help over here.

macr203.wav <radio> I am defending.

macr204.wav <radio> I am on defense.

macr205.wav <radio> I am hanging back, on defense.

macr206.wav <radio> I'll hold down the fort.

macr207.wav <radio> Let 'em come! I got 'em.

macr208.wav <radio> I am attacking.

macr209.wav <radio> I am on offence.

macr210.wav <radio> I am pushing the attack forward.

macr211.wav <radio> I'm gonna hit 'em hard.

macr212.wav <radio> Enemy spotted!

macr213.wav <radio> Enemy ahead.

macr214.wav <radio> Watch out! Enemy spotted.

macr215.wav <radio> Enemy infantry spotted.

macr216.wav <radio> Heads up! We've got inbound.

macr217.wav <radio> Enemy down.

macr218.wav <radio> Tango down!

macr219.wav <radio> I got 'im.
macr220.wav he's done
macr222.wav scratch one bad guy

===============================================================

RADIO MACROS .WAV file list

===============================================================

macr171.wav Affirmative!

macr172.wav Roger!

macr173.wav Copy that!

macr174.wav That's affirmative!

macr175.wav Roger that!

macr176.wav Copy that.

macr177.wav <radio> Negative!

macr178.wav <radio> That's a negative.

macr179.wav <radio> That's a "no-go".

macr180.wav

macr189.wav on my way

===============================================================

ARAB .WAV file list

===============================================================

arb101.wav (dying gasp)

arb102.wav (dying, hacking gasp)

arb103.wav Owwwww- (gasp)

arb104.wav (constipated gasp)

arb105.wav Ooooo-ow

arb106.wav --

arb107.wav

arb108.wav

arb109.wav

arb110.wav

arb111.wav

arb112.wav

arb113.wav

arb114.wav

arb115.wav

 

===============================================================

PERUVIAN .WAV file list

===============================================================

pru101.wav

pru102.wav

pru103.wav

pru104.wav

pru105.wav

pru106.wav

pru107.wav

pru108.wav

pru109.wav

pru110.wav

pru111.wav

pru112.wav

pru113.wav

pru114.wav

pru115.wav

 

 

=========================================

RUSSIAN .WAV file list

=========================================

rus101.wav

rus102.wav

rus103.wav

rus104.wav

rus105.wav

rus106.wav

rus107.wav

rus108.wav

rus109.wav

rus110.wav

rus111.wav

rus112.wav

rus113.wav

rus114.wav

rus115.wav

 

======================================

Sound effects WAV files

======================================

atv_lpd1.wav engine sound
btroff.wav engine shutdown sound
award.wav music
command1.wav intro to obj
cricket2.wav crickets

Explosion1.wav explosion

Flugzeug3.wav Darned if I know
jostmis1.wav intro to mission music (2 and 3)

finch9.wav bird sound
ghopper1.wav grasshoppers
grebe1.wav bird sound (2, 3, 4)
happy1.wav goal complete
medbeat1.wav heart beat

lppaddn1.wav froggy night time crickets (2 and 3)
lppadtn1.wav more night time sounds

lpair_a1.wav explosion sound


ngale1.wav nightingale bird
nrico3.wav bullet sound
parrt2.wav bird sounds 1, 2, 3
psp_t_ot.wav obj sound
opfire1.wav open flame sound
quail1.wav quail

strwind1.wav strong wind (3)
strwind2.wav strong wind (3)

strwind3.wav strong wind (3)

thdrcrk1.wav Thunder (?)

thdrcrk2.wav Thunder wave

thdrdst3.wav Thunder (?)

thdrdst4.wav Thunder (?)
watcu1.wav water fall sound
wren1.wav bird (1-8)

______________________________________________________________________________

 

 

This came from the Game.WAC file that is inside one of the pff files.


;wac file - nestable IF/THEN/ELSE/ENDIF boolean logic
;
;WAC post directory w:\vp\program\wac - commands listed in GAME.WAC
;WAC debug screen under shift-F12, numlock arrows to select and scroll
;
;GLOBAL
WAC is GAME.WAC (executed first)
;
;MISSION
WAC is misname.WAC (executed second)
;
;Left to Right order of operations
;
;---WAC LANGUAGE COMMANDS
;nestable flow control
; IF THEN ELSE ENDIF
;boolean logic
; AND OR XOR
;function modifier
; NOT
;comments
; ; /
;
;Syntax - parens optional, line returns and tabbing optional
;
; if trigger1(params) and trigger2(params) then
; event1(params)
; event2(params)
; endif
;
;Example
;
; I want to open doors in group 12 the first time I enter area 1501
;
; if location(1501) and never() then
; opendoors(12)
; endif
;

;---VARIABLES & IMMEDIATES (a variable can always be used as an immediate)
;"STRING" immediate string value
;# immediate decimal number
;anim_move immediate equate from ADM file
;ammo_name immediate ammo name (ex. ammo2tgt ammo_rocket 1)
;fx_fxname immediate effect name (ex. fxrain fx_effect_lightning)
;effect_name immediate effect name (ex. fxrain effect_lightning)
;SS_SoundSet immediate soundset name
;sSoundSet immediate soundset name (alternate syntax)
;face_name immediate face name (ex. ssnface 45 face_happy)
; face_normal
; face_happy
; face_sad
; face_smirk
; face_angry
; face_surprise
; face_disgust
; face_fear
; face_aggressive
;
;V# V0 to v511 game variables, cleared at start of mission
;G# G0 to vG11 global variables, not cleared during link
;M# Music Script Variable
;result current return/accumulator value (mostly for debug)
;ticks number of seconds into game
;GameOver true is game is over
;Win true if blue team won
;Lose true if red team won
;wind used by SWING, FLICKER, and particle wind2
;health player's health/hp value
;mana player's mana
;neartype the type of the nearest enemy (from items.def dialog)
;neardist the distance to the nearest organic
;nearmove the anim move of the nearest organic (setable)
;nearid the unique dcb/id of the nearest organic
;neartid the id of the organic's target or 0 if no target
;nearblind
;nearflying
;nearguard
;nearSSN
;nearWP
;nearGroup
;nearHP

;deadDist the nearest corpse info
;DdeadType
;ddeadSSN
;DdeadMove
;DdeadGroup

;bbadDist the nearest badguy info (team 2)
;bbadType
;bbadSSN
;bbadMove
;bbadGroup




;---TRIGGERS (# param can be number or variable)
;never() true if current IF has never fired, for one time only events
;elapse(#) true if past # seconds since current IF activated
;
;-IF Link (these commands fire once only for every fire of linked IF)
;previous true if previous (same nesting level) IF fired
;chain(#) true if previous (same nesting level) IF fired # seconds ago
;link(#1,#2) true if IF #1 away from current IF fired #2 seconds ago
;
;-Game Time (seconds of
WAC script running)
;past(#) true if past # seconds into game, keeps firing after #
;before(#) true if before # seconds into game. keeps firing before #
;ontick(#) true if ontick #, only fires once
;
;random(#) randomly true 1 in # times, sets RND for additional tests
;location(#) true if you are at that music location
;area(#) true if within MED area without checking vertical
;area3D(#) true if within MED 3D area
;outside() true if you are not in a blink box
;waveready() true if no talking going on
;groupdead(#) true if entire group is dead
;groupalive(#) true if anyone in group is alive
;ssnwounded(#) true if ssn is wounded
;ssndead(#) true if ssn is dead
;ssnalive(#) true if ssn is alive
;ssnride(#) true if any organic is standing on SSN
;ssnonssn true if SSN is standing on SSN
;ssnnearssn true if SSN is near SSN within dist
;ssnlosssn true if SSN is near SSN within dist and has LOS
;ssnseesssn true if SSN is near SSN within dist and can see it
;meride(#) true if player is standing on SSN
;meattached(#) true if player is attached to SSN
;medrive(#) true if player is driving SSN
;meongun(#) true if player is on emplaced weapon on SSN
;ssnloc(#,#) true if vehicle or person is in music location
;ssnarea(#,#) true if vehicle or person is in 2D med area #
;ssnarea3D(#,#) true if vehicle or person is in 3D med area #
;dooropen(#) true if group # has door open
;event(#) true if med event has triggered
;squadevent(#) true if squad event is in que, sets squadSSN to talker
;playerfired(#) true if player has pressed fire and has slot # selected
; 1=knife, 2=small arm, 3=main weapon, ect..
;
;---VARIABLE COMPARE
;eq(#,#) true if #==#
;ne(#,#) true if #!=#
;lt(#,#) true if #<#
;gt(#,#) true if #>#
;le(#,#) true if #<=#
;ge(#,#) true if #>=#
;true(#) true if #!=0
;false(#) true if #==0
;
;---VARIABLE MODIFY
;set(var,#) set var to #
;add(var,#) add # to var
;sub(var,#) subtract # from var, clamp at 0
;inc(var) add 1 to var
;dec(var) subtract 1 from var, clamp at 0

;---EVENTS (# param can be number or variable)
;squadclear clears squadevent selected by squadevent(#)
;forceanim(anim) forces all organics into anim slot (debug only)
;report("text") pop-up debug report window
;report#("text",#) pop-up debug report window with number
;text("text") output text to chat - right side
;text#("text",#) output text to chat w/# - right side
;consol("text") output text to consol - left side
;consol#("text",#) output text to consol w/# - left side
;
;flash produce a flash of lightning & thunder
;farflash produce a far away flash of lightning & thunder
;quake(#) earthquake for # 10th of a seconds
;
;colorfade(#) seconds for color to transition (zero is normal)
;sun(#,#,#) sets sun rgb ENV override
;sky(#,#,#) sets sky rgb
;ground(#,#,#) sets ground rgb
;ceiling(#,#,#) sets ceiling rgb
;floor(#,#,#) sets floor rgb (inside ground)
;lightning(#,#,#) sets the color of the lightning
;cloud(#,#,#) sets the cloud color
;gain(#,#,#) sets the brightness of the whole scene
;
;fogcolor(#,#,#) set fogcolor to R,G,B, changes at color fade rate
;fog(#,#,#) same as fogcolor
;skyfogcolor(#,#,#) set skyfogcolor to R,G,B
;skyfog(#,#,#) same as skyfogcolor
;fogtype(#) set fog type 0=fog, 1=haze, 2=haze wall, 3=fog wall
;fogdist(#) sets fogdist to # meters
;movefog(#,#) move fogdist to # meters over # seconds
;skyspeed(#) sets the sky movement speed
;skyheight(#) sets the height of the sky
;
;sound(sSSNAME, dist, head) plays soundset at distance(meters) and heading(bangle)
;
;nearwave("wave.wav", dist) plays wave file from the mouth of the nearest enemy with max dist to be heard
;nearanim(anim_move) sets the nearest enemy to ADM move slot
;
;SSNwave(ssn, "wave.wav", dist) plays wave file from the mouth of the ssn with max dist to be heard
;wave("wave.wav", dist) plays wave file from mouth of player
;SSNanim(ssn, anim_move) sets the ssn to ADM move slot
;SSNradio(ssn, "wave.wav") sets the ssn to talk on radio
;
;SSNmax(ssn, maxengage) set max engage distance
;SSNmin(ssn, minengage) set min engage distance
;SSNatt(ssn, maxattack) set max attack distance
;SSNSpawn(ssn, spawn count) set the spawn count, 0=don't respawn
;GroupMax(group, maxengage) set max engage distance
;GroupMin(group, minengage) set min engage distance
;GroupAtt(group, maxattack) set max attack distance
;GroupSpawn(group, spawn count) set the spawn count, 0=don't respawn
;remove(grp) remove group # without a trace
;kill(grp) kill group #
;removeSSN(ssn) remove SSN # without a trace
;killSSN(ssn) kill SSN #
;teleport(grp,tgt) teleport group # to target #
;telessn(ssn, tgt) teleport SSN # to target #
;targetfx(tgt) create med particle fx at target #
;sound2tgt(ss,tgt) create ssoundset at target # (ex. sound2tgt sSoundSet 1)
;ss2ssn(ss,ssn) create ssoundset at center of ssn
;ammo2tgt(ammo,tgt) create ammo # at target # (ex. ammo2tgt ammo_rocket 1)
;fx2tgt(fx,tgt) create fx # at target # (ex. fx2tgt effect_lightning 1)
;opendoors(group) open doors in group #
;closedoors(group) close doors in group #
;SSNtoWP(ssn, wp) redirect SSN to WP list
;GtoWP(group, wp) redirect Group to WP list
;ammorain(ammo) rain down ammo # somewhere near player
;ammoarea(ammo, area) rain down ammo # somewhere inside area #
;fxrain(fx) rain down effect # somewhere near player
;ssncspd(ssn,speed) set ssn to combat speed of #
;ssnpspd(ssn,speed) set ssn to patrol speed of #
;ssnuse(ssn) snap ssn to emplaced weapon if within 3 meters
;ssnrelease(ssn) remove ssn from emplaced weapon
;ssn2ssn(ssn, ssn) have ssn goto ssn and try to snap to emplaced
;ssnface(ssn, face) set face expression of ssn
;ssnguard(ssn, #) set ssn to guard 1=ON, 0=Off
;ssnturn(ssn, heading) turn ssn to heading 0-360
;ssnhp(ssn, hp) set ssn's hitpoints to hp
;blockfire(wpnkey, #) blockfiring of weapons under key, 0=fire, 1=block
;

 

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( NOTE : This can be considered as a cheat, so use at your own risk)
//Adjust falling damage and breath timer

if never() then
fallmps = 20
breathtime = 45
endif

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Unless noted, this list was collected, compiled and constructed by DAVE61. Any comments, suggestions or questions should be E-mailed to:

speedyd37854@yahoo.com