------------------- ABOUT ---------------------- -- -- This map works as a menu for the hero hog to -- navigate through planets. It portrays the hogs -- planet and above the planets that he'll later -- visit. HedgewarsScriptLoad("/Scripts/Locale.lua") HedgewarsScriptLoad("/Scripts/Animate.lua") HedgewarsScriptLoad("/Missions/Campaign/A_Space_Adventure/global_functions.lua") ----------------- VARIABLES -------------------- -- globals local missionName = loc("Spacetrip") local timeForGuard1ToTurn = 1000 * 5 -- 5 sec local timeForGuard1ToTurnLeft = timeForGuard1ToTurn local saucerAcquired = false local status local checkPointReached = 1 -- 1 is start of the game local objectives = loc("Go to the moon by using the flying saucer and complete the main mission").."|".. loc("Come back to this mission and visit the other planets to collect the crates").."|".. loc("Visit the Death Planet after completing all the other planets' main missions").."|".. loc("Come back to this mission after collecting all the device parts") -- dialogs local dialog01 = {} local dialog02 = {} local dialog03 = {} local dialog04 = {} local dialog05 = {} local dialog06 = {} local dialog07 = {} local dialog08 = {} -- mission objectives local goals = { [dialog01] = {missionName, loc("Getting ready"), loc("Go and collect the crate").."|"..loc("Try not to get spotted by the guards!"), 1, 4500}, [dialog02] = {missionName, loc("The adventure begins!"), loc("Use the saucer and fly to the moon").."|"..loc("Travel carefully as your fuel is limited"), 1, 4500}, [dialog03] = {missionName, loc("An unexpected event!"), loc("Use the saucer and fly away").."|"..loc("Beware, any damage taken will stay until you complete the moon's main mission"), 1, 7000}, [dialog04] = {missionName, loc("Objectives"), objectives, 1, 7000}, [dialog05] = {missionName, loc("Objectives"), objectives, 1, 7000}, [dialog06] = {missionName, loc("Objectives"), objectives, 1, 7000}, [dialog07] = {missionName, loc("Searching the stars!"), loc("Use the saucer and fly away").."|"..loc("Visit the planets of Ice, Desert and Fruit before you proceed to the Death Planet"), 1, 6000}, [dialog08] = {missionName, loc("Saving Hogera"), loc("Fly to the meteorite and detonate the explosives"), 1, 7000} } -- crates local saucerX = 3270 local saucerY = 1500 -- hogs local hero = {} local director = {} local doctor = {} local guard1 = {} local guard2 = {} -- teams local teamA = {} local teamB = {} local teamC = {} -- hedgehogs values hero.name = loc("Hog Solo") hero.x = 1450 hero.y = 1550 director.name = loc("H") director.x = 1350 director.y = 1550 doctor.name = loc("Dr.Cornelius") doctor.x = 1300 doctor.y = 1550 guard1.name = loc("Bob") guard1.x = 3350 guard1.y = 1800 guard1.turn = false guard1.keepTurning = true guard2.name = loc("Sam") guard2.x = 3400 guard2.y = 1800 teamA.name = loc("PAoTH") teamA.color = tonumber("FF0000",16) -- red teamB.name = loc("Guards") teamB.color = tonumber("0033FF",16) -- blue teamC.name = loc("Hog Solo") teamC.color = tonumber("38D61C",16) -- green -------------- LuaAPI EVENT HANDLERS ------------------ function onGameInit() Seed = 35 GameFlags = gfSolidLand + gfDisableWind TurnTime = 40000 CaseFreq = 0 MinesNum = 0 Explosives = 0 Delay = 5 -- completed main missions status = getCompletedStatus() if status.death01 then Map = "cosmos2_map" else Map = "cosmos_map" -- custom map included in file end Theme = "Nature" -- I had originally hero in PAoTH team and changed it, may reconsider though -- PAoTH AddTeam(teamC.name, teamC.color, "Bone", "Island", "HillBilly", "cm_birdy") hero.gear = AddHog(hero.name, 0, 100, "war_desertgrenadier1") AnimSetGearPosition(hero.gear, hero.x, hero.y) HogTurnLeft(hero.gear, true) AddTeam(teamA.name, teamA.color, "Bone", "Island", "HillBilly", "cm_birdy") director.gear = AddHog(director.name, 0, 100, "hair_yellow") AnimSetGearPosition(director.gear, director.x, director.y) doctor.gear = AddHog(doctor.name, 0, 100, "Glasses") AnimSetGearPosition(doctor.gear, doctor.x, doctor.y) -- Guards AddTeam(teamB.name, teamB.color, "Bone", "Island", "HillBilly", "cm_birdy") guard1.gear = AddHog(guard1.name, 1, 100, "policecap") AnimSetGearPosition(guard1.gear, guard1.x, guard1.y) guard2.gear = AddHog(guard2.name, 1, 100, "policecap") AnimSetGearPosition(guard2.gear, guard2.x, guard2.y) -- get the check point if tonumber(GetCampaignVar("CosmosCheckPoint")) then checkPointReached = tonumber(GetCampaignVar("CosmosCheckPoint")) end -- do checkpoint stuff needed before game starts if checkPointReached == 1 then -- Start of the game elseif checkPointReached == 2 then -- Hero on the column, just took space ship unnoticed AnimSetGearPosition(hero.gear, saucerX, saucerY) elseif checkPointReached == 3 then -- Hero near column, without space ship unnoticed elseif checkPointReached == 4 then -- Hero visited moon for fuels AnimSetGearPosition(hero.gear, 1110, 850) elseif checkPointReached == 5 then -- Hero has visited a planet, he has plenty of fuels and can change planet if GetCampaignVar("Planet") == "moon" then AnimSetGearPosition(hero.gear, 1110, 850) elseif GetCampaignVar("Planet") == "desertPlanet" then AnimSetGearPosition(hero.gear, 3670, 270) elseif GetCampaignVar("Planet") == "fruitPlanet" then AnimSetGearPosition(hero.gear, 2400, 375) elseif GetCampaignVar("Planet") == "icePlanet" then AnimSetGearPosition(hero.gear, 1440, 260) elseif GetCampaignVar("Planet") == "deathPlanet" then AnimSetGearPosition(hero.gear, 620, 530) elseif GetCampaignVar("Planet") == "meteorite" then AnimSetGearPosition(hero.gear, 3080, 850) end end AnimInit() AnimationSetup() end function onGameStart() -- wait for the first turn to start AnimWait(hero.gear, 3000) FollowGear(hero.gear) ShowMission(loc("Spacetrip"), loc("Getting ready"), loc("Help Hog Solo to find all the parts of the anti-gravity device.").. "|"..loc("Travel to all the neighbor planets and collect all the pieces"), -amSkip, 0) -- do checkpoint stuff needed after game starts if checkPointReached == 1 then AddAnim(dialog01) AddAmmo(hero.gear, amRope, 1) AddAmmo(guard1.gear, amDEagle, 2) AddAmmo(guard2.gear, amDEagle, 2) SpawnAmmoCrate(saucerX, saucerY, amJetpack) -- EVENT HANDLERS AddEvent(onHeroBeforeTreePosition, {hero.gear}, heroBeforeTreePosition, {hero.gear}, 0) AddEvent(onHeroAtSaucerPosition, {hero.gear}, heroAtSaucerPosition, {hero.gear}, 0) AddEvent(onHeroOutOfGuardSight, {hero.gear}, heroOutOfGuardSight, {hero.gear}, 0) elseif checkPointReached == 2 then AddAmmo(hero.gear, amJetpack, 1) AddAnim(dialog02) elseif checkPointReached == 3 then -- Hero near column, without space ship unnoticed elseif checkPointReached == 4 then -- Hero visited moon for fuels AddAnim(dialog05) elseif checkPointReached == 5 then -- Hero has visited a planet, he has plenty of fuels and can change planet AddAmmo(hero.gear, amJetpack, 99) end AddEvent(onHeroDeath, {hero.gear}, heroDeath, {hero.gear}, 0) AddEvent(onNoFuelAtLand, {hero.gear}, noFuelAtLand, {hero.gear}, 0) -- always check for landings if GetCampaignVar("Planet") ~= "moon" then AddEvent(onMoonLanding, {hero.gear}, moonLanding, {hero.gear}, 0) end if GetCampaignVar("Planet") ~= "desertPlanet" then AddEvent(onDesertPlanetLanding, {hero.gear}, desertPlanetLanding, {hero.gear}, 0) end if GetCampaignVar("Planet") ~= "fruitPlanet" then AddEvent(onFruitPlanetLanding, {hero.gear}, fruitPlanetLanding, {hero.gear}, 0) end if GetCampaignVar("Planet") ~= "icePlanet" then AddEvent(onIcePlanetLanding, {hero.gear}, icePlanetLanding, {hero.gear}, 0) end if GetCampaignVar("Planet") ~= "deathPlanet" then AddEvent(onDeathPlanetLanding, {hero.gear}, deathPlanetLanding, {hero.gear}, 0) end if status.death01 and not status.final then AddAnim(dialog08) if GetCampaignVar("Planet") ~= "meteorite" then AddEvent(onMeteoriteLanding, {hero.gear}, meteoriteLanding, {hero.gear}, 0) end end SendHealthStatsOff() end function onGameTick() -- maybe alert this to avoid timeForGuard1ToTurnLeft overflow if timeForGuard1ToTurnLeft == 0 and guard1.keepTurning then guard1.turn = not guard1.turn HogTurnLeft(guard1.gear, guard1.turn) timeForGuard1ToTurnLeft = timeForGuard1ToTurn end timeForGuard1ToTurnLeft = timeForGuard1ToTurnLeft - 1 AnimUnWait() if ShowAnimation() == false then return end ExecuteAfterAnimations() CheckEvents() end function onGameTick20() setFoundDeviceVisual() end function onPrecise() if GameTime > 3000 then SetAnimSkip(true) end end function onAmmoStoreInit() SetAmmo(amJetpack, 0, 0, 0, 1) end function onNewTurn() if CurrentHedgehog == director.gear or CurrentHedgehog == doctor.gear then TurnTimeLeft = 0 end if guard1.keepTurning then AnimSwitchHog(hero.gear) TurnTimeLeft = -1 end end -------------- EVENTS ------------------ function onHeroBeforeTreePosition(gear) if GetHealth(hero.gear) and GetX(gear) > 2350 then return true end return false end function onHeroAtSaucerPosition(gear) if GetHealth(hero.gear) and GetX(gear) >= saucerX-25 and GetX(gear) <= saucerX+32 and GetY(gear) >= saucerY-32 and GetY(gear) <= saucerY+32 then saucerAcquired = true end if saucerAcquired and GetHealth(hero.gear) and StoppedGear(gear) then return true end return false end function onHeroOutOfGuardSight(gear) if GetHealth(hero.gear) and GetX(gear) < 3100 and GetY(gear) > saucerY-25 and StoppedGear(gear) and not guard1.keepTurning then return true end return false end function onMoonLanding(gear) if GetHealth(hero.gear) and GetX(gear) > 1010 and GetX(gear) < 1220 and GetY(gear) < 1300 and GetY(gear) > 750 and StoppedGear(gear) then return true end return false end function onFruitPlanetLanding(gear) if GetHealth(hero.gear) and GetX(gear) > 2240 and GetX(gear) < 2540 and GetY(gear) < 1100 and StoppedGear(gear) then return true end return false end function onDesertPlanetLanding(gear) if GetHealth(hero.gear) and GetX(gear) > 3568 and GetX(gear) < 4052 and GetY(gear) < 500 and StoppedGear(gear) then return true end return false end function onIcePlanetLanding(gear) if GetHealth(hero.gear) and GetX(gear) > 1330 and GetX(gear) < 1650 and GetY(gear) < 500 and StoppedGear(gear) then return true end return false end function onDeathPlanetLanding(gear) if GetHealth(hero.gear) and GetX(gear) > 280 and GetX(gear) < 700 and GetY(gear) < 720 and StoppedGear(gear) then return true end return false end function onMeteoriteLanding(gear) if GetHealth(hero.gear) and GetX(gear) > 2990 and GetX(gear) < 3395 and GetY(gear) < 940 and StoppedGear(gear) then return true end return false end function onNoFuelAtLand(gear) if checkPointReached > 1 and GetHealth(hero.gear) and GetY(gear) > 1400 and GetAmmoCount(gear, amJetpack) == 0 and StoppedGear(gear) then return true end return false end function onHeroDeath(gear) if not GetHealth(hero.gear) then return true end return false end -------------- ACTIONS ------------------ function heroBeforeTreePosition(gear) AnimSay(gear,loc("Now I have to climb these trees"), SAY_SAY, 4000) AnimCaption(hero.gear, loc("Use the rope to get to the crate"), 4000) end function heroAtSaucerPosition(gear) TurnTimeLeft = 0 -- save check point SaveCampaignVar("CosmosCheckPoint", "2") checkPointReached = 2 AddAnim(dialog02) -- check if he was spotted by the guard if guard1.turn and GetX(hero.gear) > saucerX-150 then guard1.keepTurning = false AddAnim(dialog03) end end function heroOutOfGuardSight(gear) guard1.keepTurning = true AddAnim(dialog04) end function moonLanding(gear) if checkPointReached == 1 then -- player climbed the moon with rope FollowGear(doctor.gear) AnimSay(doctor.gear, loc("One cannot simply walk in moon with rope!"), SAY_SHOUT, 4000) SendStat(siGameResult, loc("This is the wrong way!")) SendStat(siCustomAchievement, loc("Collect the crate with the flying saucer")) SendStat(siCustomAchievement, loc("Fly to the moon")) SendStat(siPlayerKills,'0',teamC.name) EndGame() else if checkPointReached ~= 5 then SaveCampaignVar("CosmosCheckPoint", "4") SaveCampaignVar("HeroHealth",GetHealth(hero.gear)) end AnimCaption(hero.gear,loc("Welcome to the moon!")) SaveCampaignVar("HeroHealth", GetHealth(hero.gear)) SaveCampaignVar("Planet", "moon") SaveCampaignVar("UnlockedMissions", "3") SaveCampaignVar("Mission1", "2") SaveCampaignVar("Mission2", "13") SaveCampaignVar("Mission3", "1") sendStats(loc("the moon")) end end function fruitPlanetLanding(gear) if checkPointReached < 5 then AddAnim(dialog06) else AnimCaption(hero.gear,loc("Welcome to the Fruit Planet!")) SaveCampaignVar("Planet", "fruitPlanet") if status.fruit02 then SaveCampaignVar("UnlockedMissions", "4") SaveCampaignVar("Mission1", "3") SaveCampaignVar("Mission2", "8") SaveCampaignVar("Mission3", "10") SaveCampaignVar("Mission4", "1") else SaveCampaignVar("UnlockedMissions", "3") SaveCampaignVar("Mission1", "3") SaveCampaignVar("Mission2", "10") SaveCampaignVar("Mission3", "1") end sendStats(loc("the Fruit Planet")) end end function desertPlanetLanding(gear) if checkPointReached < 5 then AddAnim(dialog06) else AnimCaption(hero.gear,loc("Welcome to the Desert Planet!")) SaveCampaignVar("Planet", "desertPlanet") SaveCampaignVar("UnlockedMissions", "4") SaveCampaignVar("Mission1", "4") SaveCampaignVar("Mission2", "7") SaveCampaignVar("Mission3", "12") SaveCampaignVar("Mission4", "1") sendStats(loc("the Desert Planet")) end end function icePlanetLanding(gear) if checkPointReached < 5 then AddAnim(dialog06) else AnimCaption(hero.gear,loc("Welcome to the Planet of Ice!")) SaveCampaignVar("Planet", "icePlanet") SaveCampaignVar("UnlockedMissions", "3") SaveCampaignVar("Mission1", "5") SaveCampaignVar("Mission2", "6") SaveCampaignVar("Mission3", "1") sendStats(loc("the Ice Planet")) end end function deathPlanetLanding(gear) if checkPointReached < 5 then AddAnim(dialog06) elseif not (status.fruit02 and status.ice01 and status.desert01) then AddAnim(dialog07) else AnimCaption(hero.gear,loc("Welcome to the Death Planet!")) SaveCampaignVar("Planet", "deathPlanet") SaveCampaignVar("UnlockedMissions", "3") SaveCampaignVar("Mission1", "9") SaveCampaignVar("Mission2", "11") SaveCampaignVar("Mission3", "1") sendStats(loc("the Planet of Death")) end end function meteoriteLanding(gear) -- first two conditionals are not possible but I'll leave it there... if checkPointReached < 5 then AddAnim(dialog06) elseif not (status.fruit02 and status.ice01 and status.desert01) then AddAnim(dialog07) else AnimCaption(hero.gear,loc("Welcome to the meteorite!")) SaveCampaignVar("Planet", "meteorite") SaveCampaignVar("UnlockedMissions", "2") SaveCampaignVar("Mission1", "14") SaveCampaignVar("Mission2", "1") sendStats(loc("the meteorite")) end end function noFuelAtLand(gear) AddAnim(dialog06) end function heroDeath(gear) sendStatsOnRetry() end function setFoundDeviceVisual() --WriteLnToConsole("status: "..status.fruit01.." - "..status.fruit02) if status.moon01 then vgear = AddVisualGear(1116, 848, vgtBeeTrace, 0, false) end if status.ice01 then vgear = AddVisualGear(1512, 120, vgtBeeTrace, 0, false) end if status.desert01 then vgear = AddVisualGear(4015, 316, vgtBeeTrace, 0, false) end if status.fruit01 and status.fruit02 then vgear = AddVisualGear(2390, 384, vgtBeeTrace, 0, false) end if status.death01 then vgear = AddVisualGear(444, 400, vgtBeeTrace, 0, false) end if status.final then vgear = AddVisualGear(3070, 810, vgtBeeTrace, 0, false) end end -------------- ANIMATIONS ------------------ function Skipanim(anim) if goals[anim] ~= nil then ShowMission(unpack(goals[anim])) end if CurrentHedgehog ~= hero.gear and anim ~= dialog03 then AnimSwitchHog(hero.gear) elseif anim == dialog03 then startCombat() elseif anim == dialog05 or anim == dialog06 then sendStatsOnRetry() end end function AnimationSetup() -- DIALOG 01 - Start AddSkipFunction(dialog01, Skipanim, {dialog01}) table.insert(dialog01, {func = AnimWait, args = {doctor.gear, 3000}}) table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("Near secret base 17 of PAotH in the rural Hogland..."), 4000}}) table.insert(dialog01, {func = AnimSay, args = {director.gear, loc("So Hog Solo, here we are..."), SAY_SAY, 2000}}) table.insert(dialog01, {func = AnimSay, args = {director.gear, loc("Behind these trees on the east side there is secret base 17"), SAY_SAY, 4000}}) table.insert(dialog01, {func = AnimSay, args = {director.gear, loc("You have to continue alone from now on."), SAY_SAY, 3000}}) table.insert(dialog01, {func = AnimSay, args = {director.gear, loc("Be careful, the future of Hogera is in your hands!"), SAY_SAY, 7200}}) table.insert(dialog01, {func = AnimSay, args = {doctor.gear, loc("We'll use our communicators to contact you"), SAY_SAY, 2600}}) table.insert(dialog01, {func = AnimSay, args = {doctor.gear, loc("In am also entrusting you with some rope"), SAY_SAY, 5000}}) table.insert(dialog01, {func = AnimSay, args = {doctor.gear, loc("You may find it handy"), SAY_SAY, 2300}}) table.insert(dialog01, {func = AnimSay, args = {hero.gear, loc("Thank you Dr.Cornelius"), SAY_SAY, 1600}}) table.insert(dialog01, {func = AnimSay, args = {hero.gear, loc("I'll make good use of it"), SAY_SAY, 4500}}) table.insert(dialog01, {func = AnimSay, args = {director.gear, loc("It would be wiser to steal the space ship while PAotH guards are taking a brake!"), SAY_SAY, 7000}}) table.insert(dialog01, {func = AnimSay, args = {director.gear, loc("Remember! Many will seek the anti-gravity device! Now go, hurry up!"), SAY_SAY, 4000}}) table.insert(dialog01, {func = AnimSwitchHog, args = {hero.gear}}) -- DIALOG 02 - Hero got the saucer AddSkipFunction(dialog02, Skipanim, {dialog02}) table.insert(dialog02, {func = AnimWait, args = {hero.gear, 500}}) table.insert(dialog02, {func = AnimCaption, args = {hero.gear, loc("CheckPoint reached!"), 4000}}) table.insert(dialog02, {func = AnimSay, args = {hero.gear, loc("Got the saucer!"), SAY_SHOUT, 2000}}) table.insert(dialog02, {func = AnimSay, args = {director.gear, loc("Nice!"), SAY_SHOUT, 1000}}) table.insert(dialog02, {func = AnimSay, args = {director.gear, loc("Now use it and go to the moon PAotH station to get more fuel!"), SAY_SHOUT, 5000}}) table.insert(dialog02, {func = AnimGearWait, args = {hero.gear, 500}}) -- DIALOG 03 - Hero got spotted by guard AddSkipFunction(dialog03, Skipanim, {dialog03}) table.insert(dialog03, {func = AnimWait, args = {guard1.gear, 4000}}) table.insert(dialog03, {func = AnimCaption, args = {guard1.gear, loc("Prepare to flee!"), 4000}}) table.insert(dialog03, {func = AnimSay, args = {guard1.gear, loc("Hey").." "..guard2.name.."! "..loc("Look, someone is stealing the saucer!"), SAY_SHOUT, 4000}}) table.insert(dialog03, {func = AnimSay, args = {guard2.gear, loc("I'll get him!"), SAY_SAY, 4000}}) table.insert(dialog03, {func = startCombat, args = {guard1.gear}}) -- DIALOG 04 - Hero out of sight AddSkipFunction(dialog04, Skipanim, {dialog04}) table.insert(dialog04, {func = AnimCaption, args = {guard1.gear, loc("You are out of danger, time to go to the moon!"), 4000}}) table.insert(dialog04, {func = AnimSay, args = {guard1.gear, loc("I guess we lost him!"), SAY_SAY, 3000}}) table.insert(dialog04, {func = AnimSay, args = {guard2.gear, loc("We should better report this and continue our watch!"), SAY_SAY, 5000}}) table.insert(dialog04, {func = AnimSwitchHog, args = {hero.gear}}) -- DIALOG 05 - Hero returned from moon without fuels AddSkipFunction(dialog05, Skipanim, {dialog05}) table.insert(dialog05, {func = AnimSay, args = {hero.gear, loc("I guess I can't go far without fuels!"), SAY_THINK, 6000}}) table.insert(dialog05, {func = AnimSay, args = {hero.gear, loc("Go to go back"), SAY_THINK, 2000}}) table.insert(dialog05, {func = sendStatsOnRetry, args = {hero.gear}}) -- DIALOG 06 - Landing on wrong planet or on earth if not enough fuels AddSkipFunction(dialog06, Skipanim, {dialog06}) table.insert(dialog06, {func = AnimCaption, args = {hero.gear, loc("You have to try again!"), 5000}}) table.insert(dialog06, {func = AnimSay, args = {hero.gear, loc("Hm... Now I ran out of fuel..."), SAY_THINK, 3000}}) table.insert(dialog06, {func = sendStatsOnRetry, args = {hero.gear}}) -- DIALOG 07 - Hero lands on Death Planet but isn't allowed yet to play this map AddSkipFunction(dialog07, Skipanim, {dialog07}) table.insert(dialog07, {func = AnimCaption, args = {hero.gear, loc("This planet seems dangerous!"), 5000}}) table.insert(dialog07, {func = AnimSay, args = {hero.gear, loc("I am not ready for this planet yet. I should visit it when I have found all the other device parts"), SAY_THINK, 4000}}) -- DIALOG 08 - Hero wins death01 AddSkipFunction(dialog08, Skipanim, {dialog08}) table.insert(dialog08, {func = AnimCaption, args = {hero.gear, loc("Under the meteorite shadow..."), 4000}}) table.insert(dialog08, {func = AnimSay, args = {doctor.gear, loc("You did great Hog Solo! However we aren't out of danger yet!"), SAY_SHOUT, 4500}}) table.insert(dialog08, {func = AnimSay, args = {doctor.gear, loc("The meteorite has come too close and the anti-gravity device isn't powerful enough to stop it now"), SAY_SHOUT, 5000}}) table.insert(dialog08, {func = AnimSay, args = {doctor.gear, loc("We need it to get split into at least two parts"), SAY_SHOUT, 3000}}) table.insert(dialog08, {func = AnimSay, args = {doctor.gear, loc("PAotH has sent explosives but unfortunately the trigger mechanism seems to be faulty!"), SAY_SHOUT, 5000}}) table.insert(dialog08, {func = AnimSay, args = {doctor.gear, loc("We need you to go there and detonate them yourself! Good luck!"), SAY_SHOUT, 500}}) table.insert(dialog08, {func = AnimWait, args = {doctor.gear, 3000}}) table.insert(dialog08, {func = AnimSwitchHog, args = {hero.gear}}) end ------------------- custom "animation" functions -------------------------- function startCombat() -- use this so guard2 will gain control AnimSwitchHog(hero.gear) TurnTimeLeft = 0 end function sendStats(planet) SendStat(siGameResult, loc("Hog Solo arrived at "..planet)) SendStat(siCustomAchievement, loc("Return to the mission menu by pressing the \"Go back\" button")) SendStat(siCustomAchievement, loc("You can choose another planet by replaying this mission")) SendStat(siCustomAchievement, loc("Planets with completed main missions will be marked with a flower")) SendStat(siPlayerKills,'1',teamC.name) EndGame() end function sendStatsOnRetry() SendStat(siGameResult, loc("You have to travel again")) SendStat(siCustomAchievement, loc("Your first destination is the moon in order to get more fuel")) SendStat(siCustomAchievement, loc("You have to complete the main mission on moon in order to travel to other planets")) SendStat(siCustomAchievement, loc("You have to be careful and not die!")) SendStat(siPlayerKills,'0',teamC.name) EndGame() end