TribesReplay/base/scripts/spdialog.cs
Robert MacGregor 669c607190 v24834 - skipped v24763 and v24822 due to not being available (09/13/01):
Map Editor
===================================
Several editor crashes have been resolved and this tool should be more stable for the MOD community now.

VCR Mode
===================================
The VCR Mode has been implemented.

F3 starts recording.  F4 stops the current recording.  Multiple recordings can be made from the same mission.

Other controls can be used while playing back a recording. They include:

   -- ESCAPE will stop the playback
   -- TAB will pop up the playback controls window in the upper part of the screen
   -- SPACEBAR will pause/unpause the playback
   -- Numpad + will increase the time step so that the playback accelerates (maximum of 16X speed)
   -- Numpad - will decrease the time step so that the playback slows down (minimum of 1/16X speed)

***If you Alt-Tab to windows to rename a demo file and then return to Tribes instead of using the rename file feature of the demo recorder you will crash after you exit the recorder. It is a windows issue and so we can't fix it.

Satchel Charge Icon Glow
===================================
When the satchel charge is deployed and ready to explode, the icon now glows. The icon disappears completely when the satchel is destroyed (either through activation or destruction). This allows players to more readily keep track of satchel charge status.

"Visibility" option for Server Admins
=====================================
Allows an Advanced Server option to indicate whether the server will use the "Speed" or "Distance" versions of the maps when hosting games. The "Distance" setting will use world versions with much less fog and more visible distance. The "Speed" setting will use the current foggier map settings. These settings will be displayed as a new column on the Master Server List titled "VISIBILITY" and the settings will be "Speed" or "Distance".

NOTE: This visibility change won't be apparent on all maps. A map you can use as a test to show the differences is "Dessicator".

World Skins Default to Main Tribes
==========================================
The missions are now set up so they have default skins other than "Storm" vs. "Inferno". This occurs whenever a player has "Show Individual Skins" toggled OFF. In otherwords, some maps will have "Diamond Skin" vs. "StarWolf", while others will have different combinations. (NOTE: If a player has "Show Individual Skins" toggled ON, then he will see the regular individual skins for players.) New voice samples have been added to allow Victory messages indicate these new team skins. Also note: Bioderms are bioderms, regardless of the team they are on...we're not changing models or voice packages.

Teams now use skins for CTF games relative to the planet - as follows:
Terrain 	Team 1 		Team 2
Ice  		Starwolf 	Blood Eagle
Lush  		Blood Eagle 	Diamond Sword
Badlands 	Starwolf 	Diamond Sword
Desert  	Phoenix 	Blood Eagle
Lava  		Diamond Sword 	Phoenix

If the server admin wishes to specify team skins, set the variable
$host:: useCustomSkins = true;  in serverPrefs.cs

if this variable is set true the skins and names used are
$Host::TeamName1 and $Host::TeamName2  and
$Host::TeamSkin1 and $Host::TeamSkin2  also set in serverPrefs.cs.
These team and skin names are always used for non-CTF games.

NOTE: In "Tournament" mode games, the skins will always default to Storm and Inferno rather than world-specific skins. This is to make it easier for League and Ladder players to assign teams to sides.

Cheat Fixes
===================================
Significant cheat prevention code has been implemented to eliminate known cheats, as well as to make it much more difficult for future cheating of a similar nature to occur.

NOTE: If you have any troubles running a server now, you may have altered or removed something from the build on your server. The code is checking almost everything now (shapes, textures, etc.), so you should ensure that you have all files present from a normal build on your server. (Additional files, like MODs and extra art files won't be a problem...but all original files must be there as well.)

Siege Halftime Improved
===================================
The Siege halftime now gets a screen listing the winning team instead of simply "Switching Sides".

CTF Individual Scoring
===================================
No change was made whatsoever to the team CTF scoring. But the individual scoring now takes into account vehicle kills, more repair/destroy stuff, and makes it nice and robust for statistical tracking later. NOTE: The scores are dramatically inflated compared to previous individual scores so that we had more "granularity" in the system and didn't have to use decimal points. Thus, you will appear to be racking up a huge amount of points, but it's all relative when compared to other players in the game.
Scoring Details
----------------------
Kill: 10 pts
Flag Capture: 30 pts
Flag Grab (if subsequently captured): 20  [A one player grab-and-cap you get both for a total of 50]
Carrier Escort: 3
Sniper Headshot: 1
Turret kill:  manned: 10  automated: 3
Flag Defend: 5
Flag Carrier Kill: 5
Flag Return: 0 - 10 pts [Points are scaled by distance: no points for a short return. 10 pts if the flag carrier gets all the way to the flag. 1 point per 10% (Halfway is 5 pts.)]  15 points if the return breaks a stalemate (both teams have had each others flags for 60 seconds or longer.)
Generator Defend: 5 pts
Object			Destroy				Repair
Generator		10				8
Sensor			4				1
Base Turret		5				4
Inv Station		2				2
Vehicle Station		5				4
Solar Panel		5				4
Sentry Turret		4				2
Deployed sensor		1				0
Deployed inv station	2				0
Deployed turret		3				3
Shrike			5
Bomber			8
Havoc			5
Wildcat			5
Tank			8
MPB			12
*vehicles destroyed by mines are double points, vehicles destroyed by the Shrike are triple points
**vehicles destroyed also score 2 points per passenger (after any multiplier)
***points accumulated in a vehicle are earned by everyone in the vehicle

Heat Lock vs. Target Laser Lock
===================================
Heat Locking now supercedes Targeting Laser Locking so that heat locks can be attained on objects that are being lazed by friends. Keep in mind that when the target is out of range for the ML, it will still lock onto the targeting laser giving the appearance that its locking onto the laser first. If the target is in range the ML will always look for heated targets first.

Objective HUD Visible on Vehicles
===================================
The objective HUD is now visible while flying/driving vehicles.

Client-Side Toggle on Vehicle Tport
===================================
The player now has the ability to toggle Vehicle Tport ability on/off (defaults to ON) as a client-side option in SETTINGS/GAME.

EAX Sound Improvements
===================================
EAX environmental sound reverbs have been included for underwater and interiors. Those sounds will only be heard when using EAX or EAX2 drivers. (We recommend EAX for best results.)

IFeel Force Feedback Mouse
===================================
The IFeel force feedback mouse vibrations should now work correctly again. They have also been enhanced beyond what was previously available.

Vehicles Parking on Flags
===================================
"Anti-Parking" code has been added to flags similar to the "anti-camping" code around a Nexus in Hunters. This results in vehicles taking damage over time when they are parked near a flag, eventually resulting in their destruction if left there too long.

Aiming Up and Down
===================================
The restrictions on aiming up and down have been virtually removed for all armors. NOTE: This will result in situations where your weapon can clip through the leg of your armor when looking straight down. If this bothers you, then change your graphics setting to "Items Only" so that your body is not drawn when in first-person perspective.

Jetpower for Suits
===================================
Scout jetpower (power of thrust) was reduced to previous levels, but their maximum speed velocity was increased somewhat. This removes the "butterfly" effect, but allows slightly faster skiing than previously allowed. Additionally, air resistance was reduced by 33% on all armors to further reduce the "floaty" feel. This also allows slightly faster speeds across the board.

Splash Damage
===================================
Splash damage on shots was reduced slightly. It is still much more powerful than when the game was released, but this change makes mortars and grenades more playable.

Shrike Speed
===================================
The Shrike thrust was returned to normal, making the Shrike very responsive again. A new maximum speed cap has been added to prevent it from going too fast, but the performance improvement on this vehicle is significant.

Mine Damage
===================================
Mine damage was reduced slightly to prevent Lights from being one-shotted by stepping on a mine. They will still be severely harmed, but won't go from 100% health to dead in one shot.

Missile Launcher
===================================
The Missile Launcher range had been inadvertently reduced during the reticule improvements a few patches back. It has now been increased back to its original design. Range is now 400m.

Heat Signature Fall Off
===================================
Heat reduces *very slightly* slower than it did previously. Players can still easily manage their heat signatures, but must be a bit more paranoid of missile launchers now (thus making it a bit easier for high-ping players to use this weapon).

Suit Mortars vs. Tanks
===================================
The strength of hand-held mortars versus Tanks was incorrectly weak. It has now been increased so that it is much more useful.

Shrike Gun Changes
===================================
The Shrike blasters have been moved out to the wing joints to allow easier strafing of objects. Additionally, there is some (very minor...one degree of spread) projectile spread on the blasters now to make strafing easier. (For comparison purposes, the chaingun has eight degrees of spread.)The range of the blasters was incorrectly enormous and has been reduced to a balanced distance (slightly outside the range of hand-held missile launchers).

Water Movement
===================================
Speeds in water have been greatly increased so as to make water a more viable playing environment.

Whiteout Grenades
===================================
A maximum saturation has been defined for the Whiteout grenades to keep your "whiteout" time to no more than two seconds.

OOB Grid
===================================
The mission boundary is now visually defined. As you approach a mission boundary, and "out of bounds grid" will fade into existence. If you go past the boundary, the grid will not fade out until you return inside the mission area. This is done to make it easier to avoid getting a flag stripped or getting damaged due to OOB damage. This visual option can be toggled OFF in your Game Settings area (option button is called "Show Out of Bounds Grid").

Wildcat Grav Bike
===================================
"Suspension" has been added to the Wildcat making it easier to control over rough terrain.

Air Drag
===================================
Air Drag has been reduced making the game feel "faster".

Panther XL Support Added
===================================
Players will now be able to satisfactorily map the roller ball of the Panther XL. The Z axis or throttle is not configurable with T2 because of a Panther XL driver issue.

Flight Ceiling limited for Shrike
===================================
If you fly past the flight ceiling then you will lose your jetting and thrusting ability. Angle your nose down (when you are above the flight ceiling) and thrust will function normally.

"Unassigned" Team
===================================
This bug allowed a person to join as "unassigned" and view all friend/foe triangles as grey. It has been fixed.

<Null> and random string issues
===================================
There is a finite number of network strings available, the single quote strings. This problem occurs when all strings have been allocated. This is particularly common with mod servers, which appear to be allocating too many net strings. Mod and script developers need to be cautious when creating new strings. Don't create dynamic net strings unless you have a firm understanding of the implications. If a string is added using "AddTaggedString" make sure that there is a corresponding "RemoveTaggedSting" call when the string is no longer needed. Also be sure to limit the number of imbedded strings in your scripts.
2017-07-17 23:27:34 -04:00

656 lines
41 KiB
C#

function createText(%who)
{
// The name all enemies have in the training missions
$EnemyName = "Enemy";
//Mission Specific wavs, lines and evals
//=============================================================================
//Here are all the voice files for the missions
// the wav variables are the file names for that line
// text elements are text that appears on the screen
// and the evals are functions that get called
// ANY/Misc
%who.text[ANY_healthKit, wav] ="voice/Training/Any/ANY.healthkit.wav";
%who.text[ANY_healthKit, text] ="Press " @ findTrainingControlButtons(useRepairKit) @ " to use your health kit.";
%who.text[ANY_objComplete01, wav] ="voice/Training/Any/ANY.obj_complete_01.wav";
%who.text[ANY_objComplete02, wav] ="voice/Training/Any/ANY.obj_complete_02.wav";
%who.text[ANY_tipNow01, wav] ="voice/Training/Any/ANY.tip_now01.wav";
%who.text[ANY_tipNow02, wav] ="voice/Training/Any/ANY.tip_now02.wav";
%who.text[ANY_hunting, wav] ="voice/Training/Any/ANY.hunting.wav";
%who.text[ANY_kudo01, wav] ="voice/Training/Any/ANY.kudo01.wav";
%who.text[ANY_kudo02, wav] ="voice/Training/Any/ANY.kudo02.wav";
%who.text[ANY_kudo03, wav] ="voice/Training/Any/ANY.kudo03.wav";
%who.text[ANY_kudo04, wav] ="voice/Training/Any/ANY.kudo04.wav";
%who.text[ANY_waypoint01, wav] ="voice/Training/Any/ANY.waypoint01.wav";
%who.text[ANY_waypoint02, wav] ="voice/Training/Any/ANY.waypoint02.wav";
%who.text[ANY_waypoint02, wav] ="voice/Training/Any/ANY.waypoint02.wav";
%who.text[ANY_waypoint03, wav] ="voice/Training/Any/ANY.waypoint03.wav";
%who.text[ANY_prompt01, wav] ="voice/Training/Any/ANY.prompt01.wav";
%who.text[ANY_prompt02, wav] ="voice/Training/Any/ANY.prompt02.wav";
%who.text[ANY_prompt03, wav] ="=voice/Training/Any/ANY.prompt03.wav";
%who.text[ANY_prompt04, wav] ="voice/Training/Any/ANY.prompt04.wav";
%who.text[ANY_prompt05, wav] ="voice/Training/Any/ANY.prompt05.wav";
%who.text[ANY_prompt06, wav] ="voice/Training/Any/ANY.prompt06.wav";
%who.text[ANY_prompt07, wav] ="voice/Training/Any/ANY.prompt07.wav";
%who.text[ANY_warning01, wav] ="voice/Training/Any/ANY.warning01.wav";
%who.text[ANY_warning02, wav] ="voice/Training/Any/ANY.warning02.wav";
%who.text[ANY_warning03, wav] ="voice/Training/Any/ANY.warning03.wav";
%who.text[ANY_warning03, eval] ="singlePlayerPlayGuiCheck();";
%who.text[ANY_warning04, wav] ="voice/Training/Any/ANY.warning04.wav";
%who.text[ANY_warning05, wav] ="voice/Training/Any/ANY.warning05.wav";
%who.text[ANY_warning06, wav] ="voice/Training/Any/ANY.warning06.wav";
%who.text[ANY_alright, wav] ="voice/Training/Any/ANY.alright.wav";
%who.text[ANY_blowoff01, wav] ="voice/Training/Any/ANY.blowoff01.wav";
%who.text[ANY_blowoff02, wav] ="voice/Training/Any/ANY.blowoff02.wav";
%who.text[ANY_blowoff03, wav] ="voice/Training/Any/ANY.blowoff03.wav";
%who.text[ANY_blowoff04, wav] ="voice/Training/Any/ANY.blowoff04.wav";
%who.text[ANY_careful, wav] ="voice/Training/Any/ANY.careful.wav";
%who.text[ANY_good, wav] ="voice/Training/Any/ANY.good.wav";
%who.text[ANY_jingo01, wav] ="voice/Training/Any/ANY.jingo01.wav";
%who.text[ANY_jingo02, wav] ="voice/Training/Any/ANY.jingo02.wav";
%who.text[ANY_jingo03, wav] ="voice/Training/Any/ANY.jingo03.wav";
%who.text[ANY_check01, wav] ="voice/Training/Any/ANY.check01.wav";
%who.text[ANY_check02, wav] ="voice/Training/Any/ANY.check02.wav";
%who.text[ANY_abortwarn, wav] ="voice/Training/Any/ANY.abortwarn.wav";
%who.text[ANY_abortsoon, wav] ="voice/Training/Any/ANY.abortsoon.wav";
%who.text[ANY_abort, wav] ="voice/Training/Any/ANY.abort.wav";
%who.text[ANY_abort, eval] ="schedule(3000, 0, disconnect);";
%who.text[ANY_tipskiing, wav] ="voice/Training/Any/ANY.tip.skiing.wav";
%who.text[ANY_tipskiing, text] ="Hold down the Jump button ("@findTrainingControlButtons(jump)@") to ski.";
%who.text[ANY_tipscavenge01, wav] ="voice/Training/Any/ANY.tip.scavenge01.wav";
%who.text[ANY_tipscavenge02, wav] ="voice/Training/Any/ANY.tip.scavenge02.wav";
%who.text[ANY_move, wav] ="voice/Training/Any/ANY.move.wav";
%who.text[ANY_practiceSki, wav] ="voice/Training/Any/ANY.practice.ski.wav";
%who.text[ANY_practiceJet, wav] ="voice/Training/Any/ANY.practice.jet.wav";
%who.text[ANY_offCourse, wav] ="voice/Training/Any/ANY.offCourse.wav";
// Mission 1
%who.text[T1_01, wav] ="voice/Training/Mission1/T1_01.wav";
%who.text[T1_01a, wav] ="voice/Training/Mission1/T1_01a.wav";
%who.text[T1_01b, wav] ="voice/Training/Mission1/T1_01b.wav";
%who.text[T1_01c, wav] ="voice/Training/Mission1/T1_01c.wav";
%who.text[T1_02, wav] ="voice/Training/Mission1/T1_02.wav";
%who.text[T1_02a, wav] ="voice/Training/Mission1/T1_02a.wav";
%who.text[T1_03, wav] ="voice/Training/Mission1/T1_03.wav";
//%who.text[T1_03, text] ="Press "@findTrainingControlButtons(toggleHelpGui)@" to toggle HUD help.";
//%who.text[T1_03, eval] ="toggleHelpText();";
%who.text[T1_03a, wav] ="voice/Training/Mission1/T1_03a.wav";
%who.text[T1_03a, eval] = "lockArmorHack();autoToggleHelpHud(true);";
//%who.text[T1_download01, eval] = "serverPlay2d(DownloadingSound);";
%who.text[T1_download01, text] = "Armor data transfer initiated.";
%who.text[T1_03b, wav] ="voice/Training/Mission1/T1_03b.wav";
%who.text[T1_03b, text] ="Use "@findTrainingControlButtons(pageMessageHudUp)@" and "@findTrainingControlButtons(pageMessageHudDown)@" to scroll through the message window.";
%who.text[T1_03b, eval] ="flashMessage();";
%who.text[T1_03c, wav] ="voice/Training/Mission1/T1_03c.wav";
%who.text[T1_03c, eval] ="flashObjective();";
%who.text[T1_03c02, wav] ="voice/Training/Mission1/T1_03c-02.wav";
%who.text[T1_04, wav] ="voice/Training/Mission1/T1_04.wav";
%who.text[T1_04, eval] ="flashCompass();";
%who.text[T1_05, wav] ="voice/Training/Mission1/T1_05.wav";
%who.text[T1_05, eval] ="flashHealth();";
%who.text[T1_06, wav] ="voice/Training/Mission1/T1_06.wav";
%who.text[T1_06, eval] ="flashEnergy();";
%who.text[T1_tipenergy, wav] ="voice/Training/Mission1/T1.tip.energy.wav";
%who.text[T1_08, wav] ="voice/Training/Mission1/T1_08.wav";
%who.text[T1_08, eval] ="flashInventory();";
%who.text[T1_09, wav] ="voice/Training/Mission1/T1_09.wav";
%who.text[T1_09, eval] ="flashSensor();";
%who.text[T1_10, wav] ="voice/Training/Mission1/T1_10.wav";
%who.text[T1_10, text] ="Press "@findTrainingControlButtons(toggleHelpGui)@" to toggle HUD help.";
%who.text[T1_10, eval] ="autoToggleHelpHud(false);";
%who.text[T1_10a, wav] ="voice/Training/Mission1/T1_10a.wav";
%who.text[T1_10a, eval] ="setWaypointAt(\"-287.5 393.1 76.2\", \"Health Patches\");movemap.push();$player.player.setMoveState(false);";
%who.text[T1_10b, wav] ="voice/Training/Mission1/T1_10b.wav";
%who.text[T1_10b, text] ="Run over freestanding Health Patches to repair your armor.";
%who.text[T1_10b, eval] = "$player.hurryUp = schedule(40000, 0, hurryPlayerUp); endOpeningSpiel(); updateTrainingObjectiveHud(obj8);";
%who.text[T1_tipjets01, wav] ="voice/Training/Mission1/T1.tip.jets01.wav";
%who.text[T1_tipjets01, text] ="Press "@findTrainingControlButtons(Jump)@" to jump. "@findTrainingControlButtons(mouseJet)@" triggers the jets. Jump just before you jet to increase jetting distance.";
%who.text[T1_11, wav] ="voice/Training/Mission1/T1_11.wav";
%who.text[T1_11, text] ="When necessary, press "@findTrainingControlButtons(useRepairKit)@" to trigger your armor's health kit for partial repairs.";
%who.text[T1_12a, wav] ="voice/Training/Mission1/T1_12a.wav";
%who.text[T1_12b, wav] ="voice/Training/Mission1/T1_12b.wav";
%who.text[T1_tipIFF, wav] ="voice/Training/Mission1/T1.tip.IFF.wav";
%who.text[T1_13, wav] ="voice/Training/Mission1/T1_13.wav";
%who.text[T1_13, eval] ="updateTrainingObjectiveHud(obj7);";
%who.text[T1_14, wav] ="voice/Training/Mission1/T1_14.wav";
%who.text[T1_14, eval] ="flashWeapon(0);";
%who.text[T1_tipblaster01, wav] ="voice/Training/Mission1/T1.tip.blaster01.wav";
%who.text[T1_15, wav] ="voice/Training/Mission1/T1_15.wav";
%who.text[T1_15, eval] ="flashWeapon(2);";
%who.text[T1_tipchaingun, wav] ="voice/Training/Mission1/T1.tip.chaingun.wav";
%who.text[T1_16, wav] ="voice/Training/Mission1/T1_16.wav";
%who.text[T1_16, eval] ="flashWeapon(3); ";
%who.text[T1_tipspinfusor, wav] ="voice/Training/Mission1/T1.tip.spinfusor.wav";
%who.text[T1_17, wav] ="voice/Training/Mission1/T1_17.wav";
%who.text[T1_17, eval] = "flashWeaponsHud();";
%who.text[T1_tipblaster02, wav] ="voice/Training/Mission1/T1.tip.blaster02.wav";
%who.text[T1_tipblaster02, eval] = "use(Blaster);";
%who.text[T1_tipjets02, wav] ="voice/Training/Mission1/T1.tip.jets02.wav";
%who.text[T1_18, wav] ="voice/Training/Mission1/T1_18.wav";
//%who.text[T1_18, text] ="Press "@findTrainingControlButtons(Jump)@" to jump. "@findTrainingControlButtons(mouseJet)@" triggers the jets. Jump just before you jet to increase jetting distance.";
%who.text[T1_18, eval] = "queEnemySet(0); activatePackage(singlePlayerMissionAreaEnforce);";
%who.text[T1_18a, wav] ="voice/Training/Mission1/T1_18a.wav";
%who.text[T1_1802, wav] ="voice/Training/Mission1/T1_18-02.wav";
%who.text[T1_19, wav] ="voice/Training/Mission1/T1_19.wav";
%who.text[T1_20, wav] ="voice/Training/Mission1/T1_20.wav";
%who.text[T1_21, wav] ="voice/Training/Mission1/T1_21.wav";
%who.text[T1_22, wav] ="voice/Training/Mission1/T1_22.wav";
%who.text[T1_22, eval] ="setWaypointat(nameToId(Tower).position, \"BE Tower\"); updateTrainingObjectiveHud(obj4);";
%who.text[T1_22a, wav] ="voice/Training/Mission1/T1_22a.wav";
%who.text[T1_23, wav] ="voice/Training/Mission1/T1_23.wav";
%who.text[T1_23a, wav] ="voice/Training/Mission1/T1_23a.wav";
%who.text[T1_23b, wav] ="voice/Training/Mission1/T1_23b.wav";
%who.text[T1_24, wav] ="voice/Training/Mission1/T1_24.wav";
%who.text[T1_24, text] ="Press "@findTrainingControlButtons(throwWeapon)@" to drop your current weapon.";
%who.text[T1_24a, wav] ="voice/Training/Mission1/T1_24a.wav";
%who.text[T1_tippack01, wav] ="voice/Training/Mission1/T1.tip.pack01.wav";
%who.text[T1_tippack01, eval] ="flashPack();";
%who.text[T1_tipsniper01, wav] ="voice/Training/Mission1/T1.tip.sniper01.wav";
%who.text[T1_tipsniper02, wav] ="voice/Training/Mission1/T1.tip.sniper02.wav";
%who.text[T1_tipsniper02, text] = "You must have an Energy Pack to fire the laser rifle.";
%who.text[T1_tipsniper03, wav] ="voice/Training/Mission1/T1.tip.sniper03.wav";
%who.text[T1_tipsniper03, text] ="Hold down "@findTrainingControlButtons(toggleZoom)@" to trigger the zoom feature.";
%who.text[T1_tipsniper04, wav] ="voice/Training/Mission1/T1.tip.sniper04.wav";
%who.text[T1_25, wav] ="voice/Training/Mission1/T1_25.wav";
%who.text[T1_25, eval] ="updateTrainingObjectiveHud(obj3);";
%who.text[T1_25a, wav] ="voice/Training/Mission1/T1_25a.wav";
%who.text[T1_tiptactics, wav] ="voice/Training/Mission1/T1.tip.tactics.wav";
%who.text[T1_tippack02, wav] ="voice/Training/Mission1/T1.tip.pack02.wav";
//%who.text[T1_tippack02, text] ="Press "@findTrainingControlButtons(useBackPack)@" to activate a pack.";
%who.text[T1_tippack03, wav] ="voice/Training/Mission1/T1.tip.pack03.wav";
%who.text[T1_26, wav] ="voice/Training/Mission1/T1_26.wav";
%who.text[T1_27, wav] ="voice/Training/Mission1/T1_27.wav";
%who.text[T1_27, wav] ="voice/Training/Mission1/T1_27.wav";
%who.text[T1_27a, wav] ="voice/Training/Mission1/T1_27a.wav";
%who.text[T1_27b, wav] ="voice/Training/Mission1/T1_27b.wav";
%who.text[T1_28, wav] ="voice/Training/Mission1/T1_28.wav";
%who.text[T1_28, text] ="Jump into the vehicle to pilot it.";
%who.text[T1_29, wav] ="voice/Training/Mission1/T1_29.wav";
%who.text[T1_29a, wav] ="voice/Training/Mission1/T1_29a.wav";
%who.text[T1_29a, text] ="Control vehicles the same way you control your armor. "@findTrainingControlButtons(mouseJet)@" triggers a turbo boost instead of jets.";
%who.text[T1_tipskiing01, wav] ="voice/Training/Mission1/T1.tip.skiing01.wav";
%who.text[T1_tipskiing01, text] ="Hold down the Jump button ("@findTrainingControlButtons(jump)@") to ski.";
%who.text[T1_tipskiing02, wav] ="voice/Training/Mission1/T1.tip.skiing02.wav";
%who.text[T1_tipskiing02a, wav] ="voice/Training/Mission1/T1.tip.skiing02a.wav";
%who.text[T1_tipskiing03, wav] ="voice/Training/Mission1/T1.tip.skiing03.wav";
%who.text[T1_30, wav] ="voice/Training/Mission1/T1_30.wav";
// Misssion 2
%who.text[T2_01, wav] ="voice/Training/Mission2/T2_01.wav";
%who.text[T2_01, eval] = "setWaypointAt(\"-8.82616 -131.779 119.756\", \"Control Switch\");";
%who.text[T2_01a, eval] = "setWaypointAt(nameToId(InitialPulseSensor).position, \"Sensor\");";
%who.text[T2_01a, wav] ="voice/Training/Mission2/T2_01a.wav";
%who.text[T2_01b, wav] ="voice/Training/Mission2/T2_01b.wav";
%who.text[T2_tipplasma, wav] ="voice/Training/Mission2/T2.tip.plasma.wav";
%who.text[T2_tipmissile, wav] ="voice/Training/Mission2/T2.tip.missile.wav";
%who.text[T2_tipmissile02, wav] ="voice/Training/Mission2/T2.tip.missile02.wav";
%who.text[T2_tipmissile03, wav] ="voice/Training/Mission2/T2.tip.missile03.wav";
%who.text[T2_tipevading, wav] ="voice/Training/Mission2/T2.tip.evading.wav";
%who.text[T2_tiptlaser, wav] ="voice/Training/Mission2/T2.tip.tlaser.wav";
%who.text[T2_tipelf, wav] ="voice/Training/Mission2/T2.tip.elf.wav";
%who.text[T2_02, wav] ="voice/Training/Mission2/T2_02.wav";
%who.text[T2_02, eval] = "setWaypointAt(\"-8.82616 -131.779 119.756\", \"Tower\");";
%who.text[T2_03, wav] ="voice/Training/Mission2/T2_03.wav";
%who.text[T2_03, eval] = "setWaypointAt(\"-8.82616 -131.779 119.756\", \"Tower\");";
%who.text[T2_04, wav] ="voice/Training/Mission2/T2_04.wav";
%who.text[T2_04a, wav] ="voice/Training/Mission2/T2_04a.wav";
%who.text[T2_05, wav] ="voice/Training/Mission2/T2_05.wav";
%who.text[T2_05a, wav] ="voice/Training/Mission2/T2_05a.wav";
%who.text[T2_05b, wav] ="voice/Training/Mission2/T2_05b.wav";
%who.text[T2_05c, wav] ="voice/Training/Mission2/T2_05c.wav";
%who.text[T2_tiprepair01, wav] ="voice/Training/Mission2/T2.tip.repair01.wav";
%who.text[T2_tiprepair01, text] ="Press "@findTrainingControlButtons(useBackPack)@" to ready the repair pack. Aim at damaged item and hold down ("@findTrainingControlButtons(mouseFire)@").";
%who.text[T2_tiprepair02, wav] ="voice/Training/Mission2/T2.tip.repair02.wav";
%who.text[T2_tiprepair03, wav] ="voice/Training/Mission2/T2.tip.repair03.wav";
%who.text[T2_tipgens01, wav] ="voice/Training/Mission2/T2.tip.gens01.wav";
%who.text[T2_tipdropit, wav] ="voice/Training/Mission2/T2.tip.dropit.wav";
%who.text[T2_tipdropit, text] ="Press "@findTrainingControlButtons(throwPack)@" to drop your pack.";
%who.text[T2_07, wav] ="voice/Training/Mission2/T2_07.wav";
%who.text[T2_07, eval] ="setWaypointAt(\"380.262 -298.625 98.9719\", \"Tower\");";
%who.text[T2_tipscanned, wav] ="voice/Training/Mission2/T2.tip.scanned.wav";
%who.text[T2_08, wav] ="voice/Training/Mission2/T2_08.wav";
%who.text[T2_tipshieldpack, wav] ="voice/Training/Mission2/T2.tip.shieldpack.wav";
%who.text[T2_tipshieldpack, text] ="Press "@findTrainingControlButtons(useBackPack)@" to turn the shield pack on or off.";
%who.text[T2_tipshieldpack02, wav] ="voice/Training/Mission2/T2.tip.shieldpack02.wav";
%who.text[T2_tipturret01, wav] ="voice/Training/Mission2/T2.tip.turret01.wav";
%who.text[T2_tipturret02, wav] ="voice/Training/Mission2/T2.tip.turret02.wav";
%who.text[T2_tipturret02, text] ="Press "@findTrainingControlButtons(useTargetingLaser)@" to arm the targeting laser.";
%who.text[T2_cya01, wav] ="voice/Training/Mission2/T2.cya01.wav";
%who.text[T2_09, wav] ="voice/Training/Mission2/T2_09.wav";
%who.text[T2_09a, wav] ="voice/Training/Mission2/T2_09a.wav";
%who.text[T2_09b, wav] ="voice/Training/Mission2/T2_09b.wav";
%who.text[T2_10, wav] ="voice/Training/Mission2/T2_10.wav";
%who.text[T2_10a, wav] ="voice/Training/Mission2/T2_10a.wav";
%who.text[T2_11, wav] ="voice/Training/Mission2/T2_11.wav";
%who.text[T2_tipinventory, wav] ="voice/Training/Mission2/T2.tip.inventory.wav";
%who.text[T2_inventory01, wav] ="voice/Training/Mission2/T2.inventory01.wav";
%who.text[T2_tipinventory01, wav] ="voice/Training/Mission2/T2.tip.inventory01.wav";
%who.text[T2_tipinventory03, wav] ="voice/Training/Mission2/T2.tip.inventory03.wav";
%who.text[T2_tipinventory03, text] ="Press "@findTrainingControlButtons(toggleInventoryHud)@" to activate inventory control.";
%who.text[T2_tipdefense01, wav] ="voice/Training/Mission2/T2.tip.defense01.wav";
%who.text[T2_tipdefense02, wav] ="voice/Training/Mission2/T2.tip.defense02.wav";
%who.text[T2_tipdefense03, wav] ="voice/Training/Mission2/T2.tip.defense03.wav";
%who.text[T2_tipdefense03, text] ="Press "@findTrainingControlButtons(placeMine)@" to deploy a mine. The longer you hold the key down before release, the farther the mine goes.";
%who.text[T2_tipdefense05, wav] ="voice/Training/Mission2/T2.tip.defense05.wav";
%who.text[T2_tipdefense05a, wav] ="voice/Training/Mission2/T2.tip.defense05a.wav";
%who.text[T2_tipdefense06, wav] ="voice/Training/Mission2/T2.tip.defense06.wav";
%who.text[T2_tipdefense07, wav] ="voice/Training/Mission2/T2.tip.defense07.wav";
%who.text[T2_tipdefense08, wav] ="voice/Training/Mission2/T2.tip.defense08.wav";
%who.text[T2_12, wav] ="voice/Training/Mission2/T2_12.wav";
%who.text[T2_13, wav] ="voice/Training/Mission2/T2_13.wav";
%who.text[T2_repairPack, wav] ="voice/Training/Mission2/T2.repairPack.wav";
// mission 3
%who.text[T3_01, wav] ="voice/Training/Mission3/T3_01.wav";
%who.text[T3_02, wav] ="voice/Training/Mission3/T3_02.wav";
%who.text[T3_cloaking, wav] ="voice/Training/Mission3/T3.cloaking.wav";
%who.text[T3_cloaking, text] = findTrainingControlButtons(useBackPack)@" activates and deactivates the cloaking pack.";
%who.text[T3_tipcloaking01, wav] ="voice/Training/Mission3/T3.tip.cloaking01.wav";
%who.text[T3_tipcloaking02, wav] ="voice/Training/Mission3/T3.tip.cloaking02.wav";
%who.text[T3_tipequipment01, wav] ="voice/Training/Mission3/T3.tip.equipment01.wav";
%who.text[T3_tipequipment02, wav] ="voice/Training/Mission3/T3.tip.equipment02.wav";
%who.text[T3_tippiloting01, wav] ="voice/Training/Mission3/T3.tip.piloting01.wav";
%who.text[T3_03, wav] ="voice/Training/Mission3/T3_03.wav";
%who.text[T3_player01, wav] ="voice/Training/Mission3/T3.player01.wav";
%who.text[T3_tippiloting02, wav] ="voice/Training/Mission3/T3.tip.piloting02.wav";
%who.text[T3_tippiloting03, wav] ="voice/Training/Mission3/T3.tip.piloting03.wav";
%who.text[T3_warning01, wav] ="voice/Training/Mission3/T3.warning01.wav";
%who.text[T3_warning02, wav] ="voice/Training/Mission3/T3.warning02.wav";
%who.text[T3_warning03, wav] ="voice/Training/Mission3/T3.warning03.wav";
%who.text[T3_04, wav] ="voice/Training/Mission3/T3_04.wav";
%who.text[T3_tippiloting04, wav] ="voice/Training/Mission3/T3.tip.piloting04.wav";
%who.text[T3_05, wav] ="voice/Training/Mission3/T3_05.wav";
%who.text[T3_tipfreelook, wav] ="voice/Training/Mission3/T3.tip.freelook.wav";
%who.text[T3_tipfreelook, text] = "Press and hold "@findTrainingControlButtons(toggleFreelook)@" to allow freelook.";
%who.text[T3_tipunderwater01, wav] ="voice/Training/Mission3/T3.tip.underwater01.wav";
%who.text[T3_tipunderwater02, wav] ="voice/Training/Mission3/T3.tip.underwater02.wav";
%who.text[T3_06, wav] ="voice/Training/Mission3/T3_06.wav";
%who.text[T3_07, wav] ="voice/Training/Mission3/T3_07.wav";
%who.text[T3_07a, wav] ="voice/Training/Mission3/T3_07a.wav";
%who.text[T3_07b, wav] ="voice/Training/Mission3/T3_07b.wav";
%who.text[T3_07c, wav] ="voice/Training/Mission3/T3_07c.wav";
%who.text[T3_tipcloaking03, wav] ="voice/Training/Mission3/T3.tip.cloaking03.wav";
%who.text[T3_tipshocklance, wav] ="voice/Training/Mission3/T3.tip.shocklance.wav";
%who.text[T3_08, wav] ="voice/Training/Mission3/T3_08.wav";
%who.text[T3_08a, wav] ="voice/Training/Mission3/T3_08a.wav";
%who.text[T3_08b, wav] ="voice/Training/Mission3/T3_08b.wav";
%who.text[T3_09, wav] ="voice/Training/Mission3/T3_09.wav";
%who.text[T3_09a, wav] ="voice/Training/Mission3/T3_09a.wav";
%who.text[T3_player02, wav] ="voice/Training/Mission3/T3.player02.wav";
%who.text[T3_trainer10, wav] ="voice/Training/Mission3/T3_10.wav";
%who.text[T3_player03, wav] ="voice/Training/Mission3/T3.player03.wav";
%who.text[T3_10, wav] ="voice/Training/Mission3/T3_10.wav";
%who.text[T3_11, wav] ="voice/Training/Mission3/T3_11.wav";
%who.text[T3_12, wav] ="voice/Training/Mission3/T3_12.wav";
%who.text[T3_12a, wav] ="voice/Training/Mission3/T3_12a.wav";
%who.text[T3_13, wav] ="voice/Training/Mission3/T3_13.wav";
// Mission 4
%who.text[T4_01, wav] ="voice/Training/Mission4/T4_01.wav";
%who.text[T4_01, text] ="Repair the waypointed sensor.";
%who.text[T4_01a, wav] ="voice/Training/Mission4/T4_01a.wav";
%who.text[T4_01b, wav] ="voice/Training/Mission4/T4_01b.wav";
%who.text[T4_01c, wav] ="voice/Training/Mission4/T4_01c.wav";
%who.text[T4_02, wav] ="voice/Training/Mission4/T4_02.wav";
%who.text[T4_02a, wav] ="voice/Training/Mission4/T4_02a.wav";
%who.text[T4_02b, wav] ="voice/Training/Mission4/T4_02b.wav";
%who.text[T4_03, wav] ="voice/Training/Mission4/T4_03.wav";
%who.text[T4_03, eval] ="firstPersonQuickPan();";
%who.text[T4_03a, wav] ="voice/Training/Mission4/T4_03a.wav";
%who.text[T4_03a, text] ="Press "@findTrainingControlButtons(toggleCommanderMap)@" to toggle your Command Circuit.";
%who.text[T4_03a, eval] ="ThreeAEval();";
%who.text[T4_03b, wav] ="voice/Training/Mission4/T4_03b.wav";
%who.text[T4_03c, wav] ="voice/Training/Mission4/T4_03c.wav";
%who.text[T4_03d, wav] ="voice/Training/Mission4/T4_03d.wav";
%who.text[T4_03e, wav] ="voice/Training/Mission4/T4_03e.wav";
%who.text[T4_03f, wav] ="voice/Training/Mission4/T4_03f.wav";
%who.text[T4_03g, wav] ="voice/Training/Mission4/T4_03g.wav";
%who.text[T4_03h, wav] ="voice/Training/Mission4/T4_03h.wav";
%who.text[T4_03h, text] ="Click \"Support Assets\" to open list.";
%who.text[T4_03h, eval] ="game.ExpectiongSupportButton = true;";
%who.text[T4_03i, wav] ="voice/Training/Mission4/T4_03i.wav";
%who.text[T4_03j, wav] ="voice/Training/Mission4/T4_03j.wav";
%who.text[T4_03j, text] ="Right click on the sensor tower to activate the Orders menu. Select Repair.";
%who.text[T4_03j, eval] ="game.expectingRepairOrder = true;";
%who.text[T4_03k, wav] ="voice/Training/Mission4/T4_03k.wav";
%who.text[T4_03k, text] ="Arrow keys let you scroll around the map.";
%who.text[T4_tipCamera01, wav] ="voice/Training/Mission4/T4.tip.Camera01.wav";
%who.text[T4_tipCamera01, text] ="Press "@findTrainingControlButtons(throwGrenade)@" to throw a grenade. The longer you press "@findTrainingControlButtons(throwGrenade)@", the farther the grenade goes.";
%who.text[T4_tipCamera02, wav] ="voice/Training/Mission4/T4.tip.Camera02.wav";
//%who.text[T4_tipCamera02, text] ="Click the control box to the right of a camera name to control that camera.";
%who.text[T4_tipCamera03, wav] ="voice/Training/Mission4/T4.tip.Camera03.wav";
%who.text[T4_tipCamera04, wav] ="voice/Training/Mission4/T4.tip.Camera04.wav";
%who.text[T4_controlTurret, wav] ="voice/Training/Mission4/T4_controlTurret.wav";
%who.text[T4_tipobjects, wav] ="voice/Training/Mission4/T4.tip.objects.wav";
%who.text[T4_CCend, wav] ="voice/Training/Mission4/T4_CCend.wav";
%who.text[T4_04, wav] ="voice/Training/Mission4/T4_04.wav";
%who.text[T4_04, eval] = "$random = getRandom(20,40);schedule($random, 0, doText, T4_TipDefense06);";
%who.text[T4_tipmortar, wav] ="voice/Training/Mission4/T4.tip.mortar.wav";
%who.text[T4_tipmortar02, wav] = "voice/Training/Mission4/T4.tip.mortar_02.wav";
%who.text[T4_tipgenerator01, wav] ="voice/Training/Mission4/T4.tip.generator01.wav";
%who.text[T4_tipgenerator01a, wav] ="voice/Training/Mission4/T4.tip.generator01a.wav";
%who.text[T4_tipgenerator01b, wav] ="voice/Training/Mission4/T4.tip.generator01b.wav";
%who.text[T4_tipgenerator02, wav] ="voice/Training/Mission4/T4.tip.generator02.wav";
%who.text[T4_ffGenDown01, wav] ="voice/Training/Mission4/T4.ff_genDown01.wav";
%who.text[T4_ffGenDown02, wav] ="voice/Training/Mission4/T4.ff_genDown02.wav";
%who.text[T4_fieldsUp01, wav] ="voice/Training/Mission4/T4.fieldsUp01.wav";
%who.text[T4_fieldsUp02, wav] ="voice/Training/Mission4/T4.fieldsUp02.wav";
%who.text[T4_forceFields01, wav] ="voice/Training/Mission4/T4.forceFields01.wav";
%who.text[T4_forceFields02, wav] ="voice/Training/Mission4/T4.forceFields02.wav";
%who.text[T4_trainer04a, wav] ="voice/Training/Mission4/T4_04a.wav";
%who.text[T4_trainer04b, wav] ="voice/Training/Mission4/T4_04b.wav";
%who.text[T4_tipdefense01, wav] ="voice/Training/Mission4/T4.defense01.wav";
%who.text[T4_05, wav] ="voice/Training/Mission4/T4_05.wav";
%who.text[T4_06, wav] ="voice/Training/Mission4/T4_06.wav";
%who.text[T4_tipdefense02, wav] ="voice/Training/Mission4/T4.tip.defense02.wav";
%who.text[T4_tipdefense03, wav] ="voice/Training/Mission4/T4.tip.defense03.wav";
%who.text[T4_tipdeploy, wav] ="voice/Training/Mission4/T4.tip.deploy.wav";
%who.text[T4_tipdeploy01, wav] ="voice/Training/Mission4/T4.tip.deploy01.wav";
%who.text[T4_tipdeploy02, wav] ="voice/Training/Mission4/T4.tip.deploy02.wav";
%who.text[T4_tipdepturret, wav] ="voice/Training/Mission4/T4.tip.depturret.wav";
%who.text[T4_07, wav] ="voice/Training/Mission4/T4_07.wav";
%who.text[T4_07a, wav] ="voice/Training/Mission4/T4_07a.wav";
%who.text[T4_warning01, wav] ="voice/Training/Mission4/T4.warning01.wav";
%who.text[T4_warning02, wav] ="voice/Training/Mission4/T4.warning02.wav";
%who.text[T4_genup, wav] ="voice/Training/Mission4/T4.genup.wav";
%who.text[T4_genup02, wav] ="voice/Training/Mission4/T4.genup02.wav";
%who.text[T4_genup02a, wav] ="voice/Training/Mission4/T4.genup02a.wav";
%who.text[T4_repgen, wav] ="voice/Training/Mission4/T4.repgen.wav";
%who.text[T4_08, wav] ="voice/Training/Mission4/T4_08.wav";
%who.text[T4_tipcommand05, wav] ="voice/Training/Mission4/T4.tip.command05.wav";
%who.text[T4_tipdefense04, wav] ="voice/Training/Mission4/T4.tip.defense04.wav";
%who.text[T4_tipdefense05, wav] ="voice/Training/Mission4/T4.tip.defense05.wav";
%who.text[T4_tipdefense06, wav] ="voice/Training/Mission4/T4.tip.defense06.wav";
%who.text[T4_tipdefense07, wav] ="voice/Training/Mission4/T4.tip.defense07.wav";
%who.text[T4_tipdefense08, wav] ="voice/Training/Mission4/T4.tip.defense08.wav";
%who.text[T4_tipdefense09, wav] ="voice/Training/Mission4/T4.tip.defense09.wav";
%who.text[T4_09, wav] ="voice/Training/Mission4/T4_09.wav";
%who.text[T4_10, wav] ="voice/Training/Mission4/T4_10.wav";
%who.text[T4_11, wav] ="voice/Training/Mission4/T4_11.wav";
// Mission 5
%who.text[T5_01, wav] ="voice/Training/Mission5/T5_01.wav";
%who.text[T5_02, wav] ="voice/Training/Mission5/T5_02.wav";
%who.text[T5_03, wav] ="voice/Training/Mission5/T5_03.wav";
%who.text[T5_04, wav] ="voice/Training/Mission5/T5_04.wav";
%who.text[T5_tipstations01, wav] ="voice/Training/Mission5/T5.tip.stations01.wav";
%who.text[T5_tipstations02, wav] ="voice/Training/Mission5/T5.tip.stations02.wav";
%who.text[T5_05, wav] ="voice/Training/Mission5/T5_05.wav";
%who.text[T5_05a, wav] ="voice/Training/Mission5/T5_05a.wav";
%who.text[T5_05b, wav] ="voice/Training/Mission5/T5_05b.wav";
%who.text[T5_tipsatchel01, wav] ="voice/Training/Mission5/T5.tip.satchel01.wav";
%who.text[T5_tipsatchel02, wav] ="voice/Training/Mission5/T5.tip.satchel02.wav";
%who.text[T5_06, wav] ="voice/Training/Mission5/T5_06.wav";
%who.text[T5_06a, wav] ="voice/Training/Mission5/T5_06a.wav";
%who.text[T5_06b, wav] ="voice/Training/Mission5/T5_06b.wav";
%who.text[T5_06b, eval] ="training5addSafeDistance();";
%who.text[T5_06c, wav] ="voice/Training/Mission5/T5_06c.wav";
%who.text[T5_06c, eval] ="training5addSafeDistance();";
%who.text[T5_06d, wav] ="voice/Training/Mission5/T5_06d.wav";
//%who.text[T5_06d, eval] ="training5addSafeDistance();";
%who.text[T5_07, wav] ="voice/Training/Mission5/T5_07.wav";
%who.text[T5_Failure01, wav] ="voice/Training/Mission5/T5.failure01.wav";
%who.text[T5_Failure02, wav] ="voice/Training/Mission5/T5.failure02.wav";
%who.text[T5_08, wav] ="voice/Training/Mission5/T5_08.wav";
%who.text[T5_08urgent, wav] ="voice/Training/Mission5/T5_08_urgent.wav";
%who.text[T5_09, wav] ="voice/Training/Mission5/T5_09.wav";
%who.text[T5_tipFirepower, wav] ="voice/Training/Mission5/T5.tip.firepower.wav";
//===========================================================================================
//these are the objective hud elements for single player
// note: lines get clipped after 24 chars
//format
//%who.objHud[missionName, ObjectiveID, Line(1|2)] = "text...duh";
//mission1
//----------------------------------------------------------------------------
%who.objHud[training1, obj1, 1] = "Survey Hanakush Lowlands.";
%who.objHud[training1, obj2, 1] = "Remain calm during remote scan.";
%who.objHud[training1, obj2, 2] = "Immobilization is temporary.";
%who.objHud[training1, obj3, 1] = "Eliminate incoming enemies.";
%who.objHud[training1, obj4, 1] = "Investigate tower at waypoint.";
%who.objHud[training1, obj5, 1] = "Leave area. Avoid the enemy.";
%who.objHud[training1, obj5, 2] = "Meet rescue team at waypoint.";
%who.objHud[training1, obj6, 1] = "Go to vehicle at waypoint.";
%who.objHud[training1, obj7, 1] = "Wait. Remote systems check pending.";
%who.objHud[training1, obj8, 1] = "Get health patches at waypoint.";
//mission2
//----------------------------------------------------------------------------
%who.objHud[training2, obj1, 1] = "Capture tower at waypoint.";
%who.objHud[training2, obj1, 2] = "Eliminate enemy units.";
%who.objHud[training2, obj2, 1] = "Rearm and defend the tower.";
%who.objHud[training2, obj2, 2] = "Eliminate incoming enemies.";
%who.objHud[training2, obj3, 1] = "Capture tower at waypoint.";
%who.objHud[training2, obj3, 2] = "Implant digital virus.";
%who.objHud[training2, obj4, 1] = "Capture tower at waypoint.";
%who.objHud[training2, obj4, 2] = "Eliminate enemies.";
%who.objHud[training2, obj5, 1] = "Destroy enemy sensor.";
%who.objHud[training2, obj6, 1] = "Eliminate enemies.";
%who.objHud[training2, obj6, 2] = "Destroy enemy turrets.";
//mission 3
//----------------------------------------------------------------------------
%who.objHud[training3, obj1, 1] = "Board the Shrike.";
%who.objHud[training3, obj2, 1] = "Pilot Shrike to enemy base.";
%who.objHud[training3, obj2, 2] = "Locate command switch.";
%who.objHud[training3, obj3, 1] = "Fly to extraction point.";
%who.objHud[training3, obj4, 1] = "Primary Objective Complete.";
%who.objHud[training3, obj4, 2] = "Return to the Shrike.";
%who.objHud[training3, obj5, 1] = "Destroy Forcefield Power";
%who.objHud[training3, obj5, 2] = "to disable Control Point shield.";
%who.objHud[training3, obj6, 1] = "Implant digital virus";
%who.objHud[training3, obj6, 2] = "at Control Point.";
//mission 4
//----------------------------------------------------------------------------
%who.objHud[training4, obj1, 1] = "Stay alert for enemy presence.";
%who.objHud[training4, obj1, 2] = "Repair sensor at waypoint.";
%who.objHud[training4, obj2, 1] = "Activate Command Circuit.";
%who.objHud[training4, obj3, 1] = "Deploy camera.";
%who.objHud[training4, obj3, 2] = "Use camera to survey area.";
%who.objHud[training4, obj4, 1] = "Use Command Circuit";
%who.objHud[training4, obj4, 2] = "to control Base Turret.";
%who.objHud[training4, obj4, 1] = "Use Command Circuit to";
%who.objHud[training4, obj4, 2] = "control Base Turret.";
%who.objHud[training4, obj5, 1] = "URGENT! Base Generator cannot";
%who.objHud[training4, obj5, 2] = "be offline longer than 60 seconds.";
%who.objHud[training4, obj6, 1] = "Issue order to repair sensor \'Tycho.\'";
%who.objHud[training4, obj7, 1] = "Remain still during remote";
%who.objHud[training4, obj7, 2] = "armor systems scan.";
%who.objHud[training4, obj9, 1] = "Deploy turrets.";
%who.objHud[training4, obj9, 2] = "Prepare for incoming enemies.";
%who.objHud[training4, obj10, 1] = "Defend Base!";
%who.objHud[training4, obj10, 2] = "Keep main generator online.";
//mission 5
//----------------------------------------------------------------------------
//%who.objHud[training5, obj1, 1] = "123456789A123456789B123456789C123456789";
%who.objHud[training5, obj1, 1] = "Capture tower at waypoint.";
%who.objHud[training5, obj1, 2] = "Implant digital virus.";
%who.objHud[training5, obj2, 1] = "Destroy critical gens";
%who.objHud[training5, obj2, 2] = "in the base at waypoint.";
%who.objHud[training5, obj4, 1] = "Get out of there NOW!";
//=================================================================================
// Misc Messages
//Mission completion/failure
%who.miscMsg[trainingGenericwin] = "Good Job.";
%who.miscMsg[trainingGenericLoss] = "Tribal life can be nasty, brutish, and short. Do you want to try again?";
%who.miscMsg[trainingDeathLoss] = "You died. The Hordes use your gene plasm to make their reavers strong. Do you want to try again?";
%who.miscMsg[training1win] = "Welcome back! You evaded the BioDerm pursuit. Not many warriors return from being shot down. Strike Colonel Akanruth wants a full debriefing.";
%who.miscMsg[training2win] = "You broke the back of Horde resistance in your area, and your prowess is noted. An army needs food to keep fighting, and now we have a secure supply.";
%who.miscMsg[training3win] = "The data provides key insights into Derm psychology and internal organization. We can now refine our strategic approach to exploit these vulnerabilities.";
%who.miscMsg[training3shrikeLoss] = "Without the Shrike, you are stranded too far from Pact territory. The BioDerms hunt you down like a dog and destroy you. Do you want to try again?";
%who.miscMsg[training4win] = "The BioDerm thrust at Nagakhun was shattered, thanks to you. The Derms fail to escape pursuing Pact warriors. Good work!";
%who.miscMsg[training4GenLoss] = "The main generator remained offline too long, and the BioDerms took the base. Your head now hangs on their Flaymaster's wall. Do you want to try again?";
%who.miscMsg[training5DistFail] = "You were too close to the blast. A Pact rescue team finds your broken remains and returns them for a hero's burial.";
%who.miscMsg[training5win] = "Congratulations. With the base destroyed, the Pact overwhelmed Horde defenses. The war continues, but we have broken the back of the BioDerm invasion.";
%who.miscMsg[training5loss] = "You completed your objective but failed to escape the blast. Too bad. Would you like to try again and find out if you can survive?";
%who.miscMsg[trainingOverEasy] = "You have mastered the basic skills. Consider further training in bot matches or a higher difficulty level.";
%who.miscMsg[trainingOverMed] = "You are skilled enough to enter online play with confidence.";
%who.miscMsg[trainingOverHard] = "You have God-like skills and should have your trigger finger bronzed.";
// -these are here so that they can be edited without the game script being molested
// -also for ease of localization (if necessary)
//otherMessages
%who.miscMsg[noScoreScreen] = "The Score screen is disabled in the training missions.";
%who.miscMsg[noCC] = "You are not yet cleared for Command Circuit use.";
%who.miscMsg[genAttackNoSatchel] = "You can only destroy the enemy generators by using a satchel charge. The chain reaction will not trigger otherwise.";
%who.miscMsg[OOB] = "You have left the mission area.";
%who.miscMsg[InBounds] = "You have returned to the mission area.";
%who.miscMsg[OOBLoss] = "You were outside the mission area too long. Do you want to try again?";
%who.miscMsg[LeaveGame] = "Are you sure you want to abandon this game?";
%who.miscMsg[noTaskListDlg] = "You have not yet been granted access to the task list dialog.";
%who.miscMsg[noInventoryHUD] = "You have not yet been granted access to the Inventory HUD.";
}
$EnemyNameList[1 ] = "Demon-Core";
$EnemyNameList[2 ] = "Blood-Drinker";
$EnemyNameList[3 ] = "Shargh-zhor";
$EnemyNameList[4 ] = "Azarok";
$EnemyNameList[5 ] = "Storm-of-Death";
$EnemyNameList[6 ] = "Gut Collar";
$EnemyNameList[7 ] = "Torment-the-Weak";
$EnemyNameList[8 ] = "Eats Only Heads";
$EnemyNameList[9 ] = "Koroz the Skull";
$EnemyNameList[10 ] = "Murkhofud";
$EnemyNameList[11 ] = "Broken Horn";
$EnemyNameList[12 ] = "Red Maw";
$EnemyNameList[13 ] = "Rragh Zhek";
$EnemyNameList[14 ] = "Yellowfang";
$EnemyNameList[15 ] = "Old Scarred One";
$EnemyNameList[16 ] = "Hrreshig";
$EnemyNameList[17 ] = "Marakh the Strong";
$EnemyNameList[18 ] = "Spits-Brains";
$EnemyNameList[19 ] = "Cracks-to-Bone";
$EnemyNameList[20 ] = "Gul-Khidor";
$EnemyNameList[21 ] = "Kolkhris";
$EnemyNameList[22 ] = "Render-of-Men";
$EnemyNameList[23 ] = "Ribshatter";
$EnemyNameList[24 ] = "Gerex Chol";
$EnemyNameList[25 ] = "Seregh-zhor";
$EnemyNameList[26 ] = "Lokh Bloodweb";
$EnemyNameList[27 ] = "Devours-All";
$EnemyNameList[28 ] = "The Dracorox";
$EnemyNameList[29 ] = "Tarh the Immortal";
$EnemyNameList[30 ] = "Suntalon";
$EnemyNameList[31 ] = "Omakhros";
$EnemyNameList[32 ] = "Horgoth the Mad";
$EnemyNameList[33 ] = "Spines-for-Spears";
$EnemyNameList[34 ] = "Terrible Claw";
$EnemyNameList[35 ] = "Crush the Humans!";
$EnemyNameList[36 ] = "Arhakhral";
$EnemyNameList[37 ] = "Talons-of-Stone";
$EnemyNameList[38 ] = "Burns-the-Monkeys";
$EnemyNameList[39 ] = "Chainbreaker";
$EnemyNameList[40 ] = "Breath-of-Fear";
$EnemyNameList[41 ] = "Stoneskin";
$EnemyNameList[42 ] = "Piths-the-Prey";
$EnemyNameList[43 ] = "Mercy to Carrion";
$EnemyNameList[44 ] = "Dark-Entrails";
$EnemyNameList[45 ] = "Flaymaster Zhor";
$EnemyNameList[46 ] = "Flaymaster Garakh";
$EnemyNameList[47 ] = "Flaymaster Khel";
$EnemyNameList[48 ] = "Flaymaster Morax";
$EnemyNameList[49 ] = "Flaymaster Khun";
$EnemyNameList[50 ] = "Mhor Chrak-Khor";
$EnemyNameList[51 ] = "Plague Dog!";
$EnemyNameList[52 ] = "Seg Mrazhurr";
$EnemyNameList[53 ] = "Skullcrusher";
$EnemyNameList[54 ] = "Boneboiler";
$EnemyNameList[55 ] = "Murder Beast";
$EnemyNameList[56 ] = "Zura Zorhak";
$EnemyNameList[57 ] = "Hearteater";
$EnemyNameList[58 ] = "Durakh Zon";
$EnemyNameList[59 ] = "Hide-of-Steel";
$EnemyNameList[60 ] = "All Snakes Die";
$EnemyNameList[61 ] = "Monkey Guts";
$EnemyNameList[62 ] = "Throat\'s Bane";
$EnemyNameList[63 ] = "Mukhrak Dar";
$EnemyNameList[64 ] = "Skins-the-Foe";
$EnemyNameList[65 ] = "Rogh the Fearslayer";
$EnemyNameList[66 ] = "Coat-of-Eyes";
$EnemyNameList[67 ] = "Mormoghast";
$EnemyNameList[68 ] = "Bringer-of-Pain";
$EnemyNameList[69 ] = "Devilclaw";
$EnemyNameList[70 ] = "Sows-Terror";
$EnemyNameList[71 ] = "Smiles-to-Kill";
$EnemyNameList[72 ] = "Scarred-by-Plasma";
$EnemyNameList[73 ] = "The Burned One";
$EnemyNameList[74 ] = "Charred Fangs";
$EnemyNameList[75 ] = "Kro Serexhar";
$EnemyNameList[76 ] = "Ku Annorkh";
$EnemyNameList[77 ] = "Gorog the Bull";
$EnemyNameList[78 ] = "Collar-of-Fingers";
$EnemyNameList[79 ] = "Nurog the Dire";
$EnemyNameList[80 ] = "Fharox the Cruel";
$EnemyNameList[81 ] = "Sixty Notches";
$EnemyNameList[82 ] = "Tribekiller";
$EnemyNameList[83 ] = "Bluefang";
$EnemyNameList[84 ] = "Torox Backbreaker";
$EnemyNameList[85 ] = "Dreadbite";
$EnemyNameList[86 ] = "Skarjett";
$EnemyNameList[87 ] = "Face of Thorns";
$EnemyNameList[88 ] = "Gorh Bloodcloud";
$EnemyNameList[89 ] = "Song-of-Carnage";
$EnemyNameList[90 ] = "Rrshak Grinds-All";
$EnemyNameList[91 ] = "Rage-of-Night";
$EnemyNameList[92 ] = "Irokhirr Zhor";
$EnemyNameList[93 ] = "Numankh Bloodcark";
$EnemyNameList[94 ] = "Stonefist Durok";
$EnemyNameList[95 ] = "Denier-of-Soup";
$EnemyNameList[96 ] = "Grendel\'s Kiss";
$EnemyNameList[97 ] = "Karghaz Jok";
$EnemyNameList[98 ] = "Liverthief";
$EnemyNameList[99 ] = "Tumoz Agarh";
$EnemyNameList[100] = "Thirsts-for-Vengeance";
$EnemyNameList[101] = "Malevolox";
$EnemyNameList[102] = "Splinters-Ribs";
$EnemyNameList[103] = "Taunts-the-Prey";
$EnemyNameList[104] = "Glory-in-Pain";
$EnemyNameList[105] = "Monkeykiller";
$EnemyNameList[106] = "Gir QIXOR";
$EnemyNameList[107] = "Rags-of-Flesh";
$EnemyNameList[108] = "Gerhrak Icerender";
$EnemyNameList[109] = "Mordhul Nom";
$EnemyNameList[110] = "Mother of Battles";
$EnemyNameList[111] = "Kill-the-Awkward";
$enemyNameCount = 111; //Blake, this number should be the same as the last name in the list