Thread: Custom Wacs
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  #3  
Old 08-18-2017, 01:23 AM
Guest001 is offline Guest001
Registered User

Join Date: Aug 2008
Posts: 4,971

You will probably not be able to program a wac without the map as well.
This is a published and working wac.

It relies on triggers. Not just played from mission start.
//################################################## ##
//...[DFX: Ranger1 SPv1.3] [GLOBAL]
//...[stompem March, 2014] [INITS]
//################################################## ##
//----------------------------------------------------
if never() then
rain 50
overcast 20
ssnhp(3,500)
hidessn(20)//group 25 (Stryker)
hidessn(27)//group 24
hidessn(29)//group 24
hidessn(25)//group 24
hidessn(28)//group 24
hidessn(9)// group 27 (BTR)
hidessn(26)//group 26
hidessn(30)//group 26
hidessn(31)//group 26
hidessn(32)//group 26
endif
//----------------------------------------------------
if event(4) and never() then
overcast 50
rain 100
endif
//----------------------------------------------------
if event(8) and never() then
overcast 0
rain 0
endif
//----------------------------------------------------
//################################################## ##
// [GLOBAL]
// [WEATHER-FX]
//################################################## ##
//----------------------------------------------------
if elapse(41) and random(40) then
lightning(25,25,30)
farflash
endif
//----------------------------------------------------
if chain(4) and never() then
wave("thdrdst4.wav")
endif
//----------------------------------------------------
if elapse(51) and random(20) then
lightning(25,25,30)
flash
endif
//----------------------------------------------------
if chain(3) and never() then
wave("thdrdst5.wav")
endif
//----------------------------------------------------
if elapse(33) and random(15) then
lightning(25,25,25)
farflash
endif
//----------------------------------------------------
if chain(3) and never() then
wave("thunder2.wav")
endif
//----------------------------------------------------
//################################################## ##
// [GLOBAL]
// [SOUND-FX]
//################################################## ##
//----------------------------------------------------
if past(20) and waveready() and never() then
wave("owl2.wav")
endif

if past(29) and waveready() and never() then
wave("owl2.wav")
endif

if past(40) and waveready() and never() then
wave("owl2.wav")
endif

if past(100) and waveready() and never() then
wave("owl2.wav")
endif

if past(107) and waveready() and never() then
wave("owl2.wav")
endif


//----------------------------------------------------
//################################################## ##
// [EVENT 03]
//################################################## ##
//----------------------------------------------------
if event(3) and waveready() and never() then
wave("chop136.wav")
text("Rendezvous with Charlie")
endif

if chain(3) and never() then
wave("cube_amp1.wav")
endif

if ssnarea(10000,10) and waveready() and never() then
wave("comd513.wav")// What is your status Charlie
endif

if chain(7) and waveready() and never() then
wave("char520.wav")// Charlie we are West of your position
endif

if chain(7) and waveready() and never() then
wave("char147.wav")
endif
//----------------------------------------------------
//################################################## ##
// [EVENT 10]
//################################################## ##
//----------------------------------------------------
if event(10) and waveready() and never() then
wave("char174.wav")// Hostiles on our flank
text("Get Aboard The Blackhawk!")
text("Board The Blackhawk ASAP!")
//movefog 300,20
overcast 20
rain 50
endif

if chain(10) and never() then
ammoarea ammo_rocket(1)
endif

if chain(1)and never() then
quake(1)
endif

if chain(5) and never() then
ammoarea ammo_rocket(1)
endif

if chain(1) and never() then
quake(1)
endif

if chain(7) and never() then
ammoarea ammo_rocket(1)
endif

if chain(1) and never() then
quake(1)
endif
//----------------------------------------------------
//################################################## ##
// [EVENT 13]
//################################################## ##
//----------------------------------------------------
if event(13) and waveready() and never() then
wave("Warning.wav")// Warning
text("[WARNING]")
endif
//----------------------------------------------------
if chain(2) and waveready() and never() then
wave("alph514.wav")// Foxtrot1 Destroyed
text("Foxtrot1 Destroyed!")
endif
//----------------------------------------------------
if chain(26) and waveready() and never() then
wave("cube_amp1.wav")
endif
//----------------------------------------------------
//################################################## ##
// [EVENT 14]
//################################################## ##
//----------------------------------------------------
if event(14) and waveready() and never() then
wave("GZ2 Alert I hear.wav")
text("Enemy Helo's Inbound")
endif
//----------------------------------------------------
//################################################## ##
// [EVENT 17]
//################################################## ##
//----------------------------------------------------
if event(17) and never() then
unhidessn(20)//group 25 (Stryker) Armor Diversion 1
unhidessn(27)//group 24
unhidessn(29)//group 24
unhidessn(25)//group 24
unhidessn(28)//group 24
unhidessn(9)//group 27 (BTR) Armor Diversion 2
unhidessn(26)//group 26
unhidessn(30)//group 26
unhidessn(31)//group 26
unhidessn(32)//group 26
endif
//----------------------------------------------------
if chain(3) and waveready() and never() then
wave("char503.wav")
text("Ambush!")
endif
//----------------------------------------------------
//################################################## ##
// [EVENT 21]
//################################################## ##
//----------------------------------------------------
if event(21) and never() then
rain(0)
overcast 0,25
endif
//----------------------------------------------------
if chain(5) and waveready() and never() then
wave("Warning.wav")// Warning
endif
//----------------------------------------------------
if chain(3) and waveready() and never() then
wave("GZ2 Alert paratroopers.wav")
endif
//----------------------------------------------------
if chain(5) and waveready() and never() then
wave("Roll_Drums2.wav")
endif
//----------------------------------------------------
//################################################## ##
// [EVENT 22]
//################################################## ##
//----------------------------------------------------
If event(22) and waveready() and never() then
wave("Quake_ex1.wav")
quake(220)
endif
//----------------------------------------------------
if chain(1) and never() then
text("Earthquake!")
endif
//----------------------------------------------------
if chain(3) and never() then
text("Standing By!")
endif
//----------------------------------------------------
if chain(22) and never() then
text("All Clear!")
endif
//----------------------------------------------------
//################################################## ##
// [EVENT 26]
//################################################## ##
//----------------------------------------------------
if event(26) and waveready() and never() then
wave("Roll_Drums2.wav")
endif
//----------------------------------------------------
if chain(2) and waveready()and never() then
wave("wdpkr1.wav")
endif
//----------------------------------------------------
//################################################## ##
// [EVENT 29]
//################################################## ##
//----------------------------------------------------
if event(29) and waveready() and never() then
wave("Warning.wav")// Warning
text("!WARNING!")
wave("demote.wav")// Beeping sound
endif
//----------------------------------------------------
if chain(7) and waveready() and never() then
wave("Warning.wav")// Warning
text("[Sensor Tripped]")
text("Base Set To Self-Destruct!")
endif
//----------------------------------------------------
if chain(5) and waveready() and never() then
wave("comd126.wav")
text("Find That Codebook Now!")
endif
//----------------------------------------------------
//################################################## ##
// [EVENT 34]
//################################################## ##
//----------------------------------------------------
if event(34) and waveready() and never() then
wave("GZ2 Good job delta.wav")// Exfil Successful!
text("Mission Completed-Return To Base!")
endif
//----------------------------------------------------
if chain(3) and waveready() and never() then
wave("char131.wav")// Roger that
endif
//----------------------------------------------------
if chain(2) and waveready () and never() then
wave("Roll_Drums1.wav")
text("[MISSION: END]")
text("[MADE BY: STOMPEM]")
endif
//----------------------------------------------------
//################################################## ##
// [EVENT 39]
//################################################## ##
//----------------------------------------------------
if event(39) and waveready() and never() then
wave("alph167.wav")// Have package and extracting
endif
//----------------------------------------------------
//################################################## ##
// [EVENT 43]
//################################################## ##
//----------------------------------------------------
if chain(3) and waveready() and never() then
wave("char509.wav")// Looks like we do it the hard way
endif
//----------------------------------------------------
//################################################## #
// [EVENT 50]
//################################################## #
//----------------------------------------------------
if event(50) and waveready() and never() then
wave("comd527.wav")// Keep eyes open in canyon
endif
//----------------------------------------------------
//################################################## ##
// [ARTILLERY 1]
// [AREA 3]
//################################################## ##
//----------------------------------------------------
if ssnarea(10000,3) and never() then
set(v50,1)
endif
//----------------------------------------------------
if chain(60) and never() then
set(v50,0)
endif
//----------------------------------------------------
if eq(v50,1) elapse(5) and random(3) then
ammoarea ammo_T80Round(3)
endif
if previous() and never() then
quake(1)
endif
//----------------------------------------------------
//----------------------------------------------------
//################################################## ##
// [ARTILLERY 2]
// [AREA 4]
//################################################## ##
//----------------------------------------------------
if ssnarea(10000,4) and never() then
set(v51,1)
endif
//----------------------------------------------------
if chain(60) and never() then
set(v51,0)
endif
//----------------------------------------------------
if eq(v51,1) elapse(4) and random(3) then
ammoarea ammo_rocket(4)
endif
if chain(1) and never() then
quake(1)
endif
//----------------------------------------------------
//################################################## ##
// [ARTILLERY 3]
// [AREA 10]
//################################################## ##
//----------------------------------------------------
if ssnarea(10000,10) and never() then
ammoarea ammo_rocket(10)
endif
//----------------------------------------------------
if chain(1) and never() then
quake(1)
endif
//----------------------------------------------------
if chain(4) and never() then
ammoarea ammo_T80Round(10)
endif
//----------------------------------------------------
if chain(1) and never() then
quake(1)
endif
//----------------------------------------------------
if chain(8) and never() then
ammoarea ammo_T80Round(10)
endif
//----------------------------------------------------
if chain(1) and never() then
quake(1)
endif
//----------------------------------------------------
if chain(6) and never() then
ammoarea ammo_T80Round(10)
ammoarea ammo_rocket(10)
endif
//----------------------------------------------------
if chain(1) and never() then
quake(1)
endif
//----------------------------------------------------
//################################################## ##
// [AFTERSHOCK]
// [AREA 9]
//################################################## ##
//----------------------------------------------------
if ssnarea(10000,9) and waveready() and never() then
wave("Warning.wav")// Warning
text("[WARNING]")
text("Aftershock Detected")
endif
//----------------------------------------------------
if chain(3) and waveready() and never() then
wave("char502.wav")// Bravo gotta bad feelin bout this
endif
//----------------------------------------------------
if chain(3) and waveready() and never() then
kill(28)
wave("Quake_ex1.wav")
quake(220)
endif
//----------------------------------------------------
//################################################## ##
// [RELEASE SSN1013]
// [AREA 12]
//################################################## ##
if ssnarea(1013,12) and never() then
ssnrelease(1013)
endif
//################################################## ##
// [END]
//################################################## ##
;rain()
;overcast()
;fallmps=40//Gravity
;breathtime=20//Time Under Water
;ssnhp(3,500)//ssn hit points
;hidessn(20)//group 25 (Stryker) Armor Diversion 1
;fogtype 1//set fog type(0=fog, 1=haze, 2=haze wall, 3=fog wall)
;fogdist(300)//sets fogdist to # meters
;fog(125,125,125)//fogcolor
;skyspeed(50)
;sun(150,150,230)//sets sun rgb ENV override
;sky(25,25,25)//sets sky rgb,
;movefog(#,#)//move fogdist to # meters over # seconds)
;skyspeed(#)sets the sky movement speed
;skyheight(#)sets the height of the sky
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