Stalker Posted September 4, 2003 Share Posted September 4, 2003 I just few all BIA missions in Igor and saw the long script from the second mission.... ---------------- ---------------- ---------------- Group: <Default> Comment: Zone Croc_1 Trigger Event: A member of PlayerPlatoon is within 10 meter(s) of Zone Croc_1. Responses: Allow this block to be reactivated. Skip the remaining responses if (The state of CrocAttack). Play "e_crockie.wav" at (The actor nearest Zone Croc_1) with volume 1, looping for 0 second(s). Set Croc_Splash1 to expire in 1 second(s). Set CrocAttack to true. Set ResetCrocAttackFlag to expire in 5 second(s). Group: <Default> Comment: Croc_Splash1 Trigger Event: Croc_Splash1 has expired. Responses: Allow this block to be reactivated. Play "a_lsplash.wav" at Effect Croc1 with volume 1, looping for 0 second(s). Set CurrentPlatoonSize to (The number of active actors on PlayerPlatoon). Activate Effect Croc1. Set DamnGators to expire in 2 second(s). Set Crunch to expire in 2 second(s). Set WhichDeath to 1. Group: <Default> Comment: EnemyAlert Trigger Event: EnemyAlert has expired. Responses: Skip the remaining responses if (The state of MissonFailed). Play "alarm1.wav" at volume 0.3. Set Siren to expire in 4 second(s). Display "######! We're in trouble now . . ." to all players for 4 second(s). Disable the Detection script blocks. Make Platoon CampStayers visible to the game world. Assign Plan Stayers to Team Stayers and execute. Make Platoon Military visible to the game world. Set Military to true. Set Obj4Failed to expire in 6 second(s). Set Detected to true. Assign Plan Mendoza to Team Mendoza and execute. Assign Plan Humvee to Vehicle Humvee and execute. Assign Plan Tank_Nth to Vehicle Tank_Nth and execute. Assign Plan Tank_West to Vehicle Tank_West and execute. Assign Plan Tank_Sth to Vehicle Tank_Sth and execute. Use GhostAlert to loop over all teams in Platoon Ghosts after this block. Use MilAlert to loop over all teams in Platoon Military after this block. Call WhichPresidente after this block. Assign Plan Tank_Nth Team to Team Tank_Nth and execute. Assign Plan Tank_Sth Team to Team Tank_Sth and execute. Assign Plan Tank_West Team to Team Team_West and execute. Group: <Default> Comment: Thunder Trigger Event: Thunder has expired. Responses: Play "a_thunder.wav" at volume 0.7. Allow this block to be reactivated. Group: <Default> Comment: Death El Presidente Trigger Event: El Presidente has been killed. Responses: Skip the remaining responses if (The state of MissonFailed). Set Obj1Complete to expire in 1 second(s). Group: <Default> Comment: Obj1Complete Trigger Event: Obj1Complete has expired. Responses: Mark Execute Mendoza complete in the objective list. Increment ObjectiveCount. Set Obj!Complete to true. Enable the Extraction script blocks. Group: <Default> Comment: Obj4Failed Trigger Event: Obj4Failed has expired. Responses: Mark Avoid Detection failed in the objective list. Set Detected to true. Group: <Default> Comment: Zone Croc_2 Trigger Event: A member of PlayerPlatoon is within 10 meter(s) of Zone Croc_2. Responses: Allow this block to be reactivated. Skip the remaining responses if (The state of CrocAttack). Set Croc_Splash2 to expire in 1 second(s). Play "e_crockie.wav" at (The actor nearest Zone Croc_2) with volume 1, looping for 0 second(s). Set ResetCrocAttackFlag to expire in 5 second(s). Set CrocAttack to true. Group: <Default> Comment: Zone Croc_3 Trigger Event: A member of PlayerPlatoon is within 10 meter(s) of Zone Croc_3. Responses: Allow this block to be reactivated. Skip the remaining responses if (The state of CrocAttack). Set Croc_Splash3 to expire in 1 second(s). Play "e_crockie.wav" at (The actor nearest Zone Croc_3) with volume 1, looping for 0 second(s). Set CrocAttack to true. Set ResetCrocAttackFlag to expire in 5 second(s). Group: <Default> Comment: Zone Croc_4 Trigger Event: A member of PlayerPlatoon is within 10 meter(s) of Zone Croc_4. Responses: Allow this block to be reactivated. Skip the remaining responses if (The state of CrocAttack). Set Croc_Splash4 to expire in 1 second(s). Play "e_crockie.wav" at (The actor nearest Zone Croc_4) with volume 1, looping for 0 second(s). Set CrocAttack to true. Set ResetCrocAttackFlag to expire in 5 second(s). Group: <Default> Comment: Objective2 Trigger Event: A demo charge was placed within 10 meter(s) of Zone Demo. Responses: Skip the remaining responses if (The state of Obj2Removed). Disable the DemoCheck script blocks. If (The state of NoMineRequired), stop and queue a call to BitLate. Mark ProximityMine complete in the objective list. Set MinePlaced to expire in 10 second(s). Display "Mine active in 10 seconds!" to all players for 3 second(s). Set Obj2 to true. Group: <Default> Comment: Zone Croc_0 Trigger Event: A member of PlayerPlatoon is within 10 meter(s) of Zone Croc_0. Responses: Allow this block to be reactivated. Play "e_crockie.wav" at Effect Croc0 with volume 1, looping for 0 second(s). Set Croc_Splash0 to expire in 2 second(s). Use Croc_0_Msg to loop over all actors in PlayerPlatoon after this block. Prevent this block from being reactivated. Group: <Default> Comment: Croc_Splash0 Trigger Event: Croc_Splash0 has expired. Responses: Play "a_lsplash.wav" at (The actor nearest Zone Croc_0) with volume 1, looping for 0 second(s). Group: <Default> Comment: Zone Croc_5 Trigger Event: A member of PlayerPlatoon is within 10 meter(s) of Zone Croc_5. Responses: Allow this block to be reactivated. Skip the remaining responses if (The state of CrocAttack). Play "e_crockie.wav" at (The actor nearest Zone Croc_5) with volume 1, looping for 0 second(s). Set Croc_Splash5 to expire in 1 second(s). Set CrocAttack to true. Set ResetCrocAttackFlag to expire in 5 second(s). Group: <Default> Comment: Zone Croc_6 Trigger Event: A member of PlayerPlatoon is within 10 meter(s) of Zone Croc_6. Responses: Prevent this block from being reactivated. Skip the remaining responses if (The state of CrocAttack). Play "e_crockie.wav" at (The actor nearest Zone Croc_6) with volume 1, looping for 0 second(s). Set Croc_Splash6 to expire in 1 second(s). Set CrocAttack to true. Set ResetCrocAttackFlag to expire in 5 second(s). Group: <Default> Comment: Zone Croc_7 Trigger Event: A member of PlayerPlatoon is within 10 meter(s) of Zone Croc_7. Responses: Allow this block to be reactivated. Skip the remaining responses if (The state of CrocAttack). Play "e_crockie.wav" at (The actor nearest Zone Croc_7) with volume 1, looping for 0 second(s). Set Croc_Splash7 to expire in 1 second(s). Set CrocAttack to true. Set ResetCrocAttackFlag to expire in 5 second(s). Group: <Default> Comment: Zone Croc_8 Trigger Event: A member of PlayerPlatoon is within 10 meter(s) of Zone Croc_8. Responses: Allow this block to be reactivated. Skip the remaining responses if (The state of CrocAttack). Set Croc_Splash8 to expire in 1 second(s). Play "e_crockie.wav" at (The actor nearest Zone Croc_8) with volume 1, looping for 0 second(s). Set CrocAttack to true. Set ResetCrocAttackFlag to expire in 5 second(s). Group: <Default> Comment: Zone Croc_9 Trigger Event: A member of PlayerPlatoon is within 10 meter(s) of Zone Croc_9. Responses: Allow this block to be reactivated. Skip the remaining responses if (The state of CrocAttack). Set CrocAttack to true. Play "e_crockie.wav" at (The actor nearest Zone Croc_9) with volume 1, looping for 0 second(s). Set Croc_Splash9 to expire in 2 second(s). Set ResetCrocAttackFlag to expire in 5 second(s). Group: <Default> Comment: Zone Croc_10 Trigger Event: A member of PlayerPlatoon is within 10 meter(s) of Zone Croc_10. Responses: Allow this block to be reactivated. Skip the remaining responses if (The state of CrocAttack). Play "e_crockie.wav" at (The actor nearest Zone Croc_10) with volume 1, looping for 0 second(s). Set Croc_Splash10 to expire in 1 second(s). Set CrocAttack to true. Set ResetCrocAttackFlag to expire in 5 second(s). Group: <Default> Comment: Zone Croc_11 Trigger Event: A member of PlayerPlatoon is within 10 meter(s) of Zone Croc_11. Responses: Allow this block to be reactivated. Skip the remaining responses if (The state of CrocAttack). Play "e_crockie.wav" at (The actor nearest Zone Croc_11) with volume 1, looping for 0 second(s). Set Croc_Splash11 to expire in 2 second(s). Set CrocAttack to true. Set ResetCrocAttackFlag to expire in 5 second(s). Group: <Default> Comment: Croc_Splash2 Trigger Event: Croc_Splash2 has expired. Responses: Allow this block to be reactivated. Play "a_lsplash.wav" at Effect Croc2 with volume 1, looping for 0 second(s). Set CurrentPlatoonSize to (The number of active actors on PlayerPlatoon). Activate Effect Croc2. Set DamnGators to expire in 2 second(s). Set Crunch to expire in 2 second(s). Set WhichDeath to 2. Group: <Default> Comment: Croc_Splash3 Trigger Event: Croc_Splash3 has expired. Responses: Allow this block to be reactivated. Play "a_lsplash.wav" at Effect Croc3 with volume 1, looping for 0 second(s). Set CurrentPlatoonSize to (The number of active actors on PlayerPlatoon). Activate Effect Croc3. Set DamnGators to expire in 2 second(s). Set Crunch to expire in 2 second(s). Set WhichDeath to 3. Group: <Default> Comment: Croc_Splash4 Trigger Event: Croc_Splash4 has expired. Responses: Allow this block to be reactivated. Play "a_lsplash.wav" at Effect Croc_4_Splash with volume 1, looping for 0 second(s). Set CurrentPlatoonSize to (The number of active actors on PlayerPlatoon). Activate Effect Croc4a. Activate Effect Croc4b. Set DamnGators to expire in 2 second(s). Set Crunch to expire in 2 second(s). Set WhichDeath to 4. Group: <Default> Comment: Croc_Splash5 Trigger Event: Croc_Splash5 has expired. Responses: Play "a_lsplash.wav" at Effect Croc5 with volume 1, looping for 0 second(s). Allow this block to be reactivated. Set CurrentPlatoonSize to (The number of active actors on PlayerPlatoon). Activate Effect Croc5. Set DamnGators to expire in 2 second(s). Set Crunch to expire in 2 second(s). Set WhichDeath to 5. Group: <Default> Comment: Croc_Splash6 Trigger Event: Croc_Splash9 has expired. Responses: Allow this block to be reactivated. Play "a_lsplash.wav" at Effect Croc6 with volume 1, looping for 0 second(s). Set CurrentPlatoonSize to (The number of active actors on PlayerPlatoon). Activate Effect Croc6. Set DamnGators to expire in 2 second(s). Set Crunch to expire in 2 second(s). Set WhichDeath to 6. Group: <Default> Comment: Croc_Splash7 Trigger Event: Croc_Splash7 has expired. Responses: Allow this block to be reactivated. Play "a_lsplash.wav" at Effect Croc7 with volume 1, looping for 0 second(s). Set CurrentPlatoonSize to (The number of active actors on PlayerPlatoon). Activate Effect Croc7. Set DamnGators to expire in 2 second(s). Set Crunch to expire in 2 second(s). Set WhichDeath to 7. Group: <Default> Comment: Croc_Splash8 Trigger Event: Croc_Splash8 has expired. Responses: Allow this block to be reactivated. Play "a_lsplash.wav" at Effect Croc8 with volume 1, looping for 0 second(s). Set CurrentPlatoonSize to (The number of active actors on PlayerPlatoon). Activate Effect Croc8. Set DamnGators to expire in 2 second(s). Set Crunch to expire in 2 second(s). Set WhichDeath to 8. Group: <Default> Comment: Croc_Splash9 Trigger Event: Croc_Splash9 has expired. Responses: Allow this block to be reactivated. Play "a_lsplash.wav" at Effect Croc9 with volume 1, looping for 0 second(s). Set CurrentPlatoonSize to (The number of active actors on PlayerPlatoon). Activate Effect Croc9. Set DamnGators to expire in 2 second(s). Set Crunch to expire in 2 second(s). Set WhichDeath to 9. Group: <Default> Comment: Croc_Splash10 Trigger Event: Croc_Splash10 has expired. Responses: Allow this block to be reactivated. Play "a_lsplash.wav" at Effect Croc_10_Splash with volume 1, looping for 0 second(s). Set CurrentPlatoonSize to (The number of active actors on PlayerPlatoon). Activate Effect Croc10a. Activate Effect Croc10b. Set DamnGators to expire in 2 second(s). Set Crunch to expire in 2 second(s). Set WhichDeath to 10. Group: <Default> Comment: Croc_Splash11 Trigger Event: Croc_Splash11 has expired. Responses: Play "a_lsplash.wav" at Effect Croc11 with volume 1, looping for 0 second(s). Set CurrentPlatoonSize to (The number of active actors on PlayerPlatoon). Activate Effect Croc11. Allow this block to be reactivated. Set DamnGators to expire in 2 second(s). Set Crunch to expire in 2 second(s). Set WhichDeath to 11. Group: <Default> Comment: ResetCrocAttackFlag Trigger Event: ResetCrocAttackFlag has expired. Responses: Allow this block to be reactivated. Set CrocAttack to false. Set DeathMsg to false. Group: <Default> Comment: Death PlayerPlatoon Trigger Event: All members of PlayerPlatoon have been killed. Responses: Set MissonFailed to true. Set AllPlayersLost to expire in 5 second(s). Group: <Default> Comment: AllPlayersLost Trigger Event: AllPlayersLost has expired. Responses: End the game and display "All comrades have been lost . . ." Group: <Default> Comment: DamnGators Trigger Event: DamnGators has expired. Responses: Allow this block to be reactivated. Set DamnGatorsMsg to (A random integer between 1 and 5). Display "Damn Gators!!" to all players for 3 second(s). Continue executing responses if ((The value of DamnGatorsMsg) is greater than 1). Display "Big lizards 'round here!" to all players for 3 second(s). Continue executing responses if ((The value of DamnGatorsMsg) is greater than 2). Display "Watch the reed beds, remember!" to all players for 3 second(s). Continue executing responses if ((The value of DamnGatorsMsg) is greater than 3). Display "Watch out for alligators!" to all players for 3 second(s). Continue executing responses if ((The value of DamnGatorsMsg) is greater than 4). Display "Cocodrilos! Cocodrilos!" to all players for 3 second(s). Group: <Default> Comment: Siren Trigger Event: Siren has expired. Responses: Allow this block to be reactivated. Set Siren to expire in 4 second(s). Increment SirenCount. Play "alarm1.wav" at volume 0.2. Continue executing responses if ((The value of SirenCount) is equal to 10). Prevent this block from being reactivated. Cancel Siren. Group: <Default> Comment: BlowBridge Trigger Event: BlowBridge has expired. Responses: Play "a_exmetalammo.wav" at Effect BridgeNap with volume 1, looping for 0 second(s). Activate Effect BridgeNap. Activate Effect BidgeDamage_1. Activate Effect BidgeDamage_2. Activate Effect BridgeDebris. Activate Effect BridgeDecal. Activate Effect BridgeSmoke. Set BridgeBlown to true. Stop playing music. If (The state of FlagCineFinale), stop and queue a call to AltMissionComplete. Set EnemyAlert to expire in 1 second(s). Continue executing responses if (The state of Military). Use MilAltPlan to loop over all teams in Platoon Military after this block. Group: <Default> Comment: Player at Military Camp Trigger Event: A member of PlayerPlatoon is within 10 meter(s) of Zone Military. Responses: Enable the Seeing script blocks. Set Military to true. Activate Effect Campfire_2. Activate Effect Campfire_3. Continue executing responses if (Platoon Military is currently hidden). Make Platoon Military visible to the game world. Make Platoon CampStayers visible to the game world. Assign Plan Stayers to Team Stayers and execute. Group: <Default> Comment: Players trigger proximity mine Trigger Event: A member of PlayerPlatoon is within 10 meter(s) of Zone Demo. Responses: Allow this block to be reactivated. Continue executing responses if (The state of MinePlaced). Prevent this block from being reactivated. Set BlowBridge to expire in 0 second(s). Group: <Default> Comment: Enemy trigger proximity mine Trigger Event: A member of Platoon Military is within 10 meter(s) of Zone Demo. Responses: If (The inverse of (The state of MinePlaced)), stop and queue a call to Objective2Fail. Set BlowBridge to expire in 0 second(s). Group: <Default> Comment: MinePlaced Trigger Event: MinePlaced has expired. Responses: Set MinePlaced to true. Group: <Default> Comment: Military at Lodge Trigger Event: A member of Platoon Military is within 10 meter(s) of Zone MilLodge. Responses: Use MilLodge to loop over all teams in Platoon Military after this block. Group: <Default> Comment: Mendoza escapes Trigger Event: El Presidente is within 10 meter(s) of Zone Escaped. Responses: Skip the remaining responses if (The state of MissonFailed). Continue executing responses if (El Presidente is active). Mark Execute Mendoza failed in the objective list. Set MissionFailed to expire in 5 second(s). Set MissonFailed to true. Display "Mendoza has escaped!!" to all players for 4 second(s). Cancel execution of any plan assigned to Team Mendoza. Cancel execution of any plan assigned to Vehicle Humvee. Make El Presidente invincible. Teleport El Presidente to Zone Tele. Continue executing responses if (The state of Humvee at Escape). Teleport Vehicle Humvee to Zone Tele. Group: <Default> Comment: MissionFailed Trigger Event: MissionFailed has expired. Responses: Display "Mission Failed!" and register mission failure. Group: <Default> Comment: Death Enemy Coy Trigger Event: 5 second(s) elapsed. Responses: Allow this block to be reactivated. Continue executing responses if ((The state of Obj!Complete) and (((The number of active actors on Platoon Military) is equal to 0) and (((The number of active actors on Platoon CampStayers) is equal to 0) and (((The number of active actors on Platoon Ghosts) is equal to 0) and ((The number of active actors on Platoon Tank) is equal to 0))))). Display "All enemy are dead - return to extraction." to all players for 7 second(s). Prevent this block from being reactivated. Set NoMineRequired to true. Skip the remaining responses if (The state of MinePlaced). Remove ProximityMine from the objective list. Disable the DemoCheck script blocks. Group: <Default> Comment: Ghosts heard by Enemy Trigger Event: 1 second(s) elapsed. Responses: Skip the remaining responses if (The state of Detected). Allow this block to be reactivated. Continue executing responses if (A member of Platoon Ghosts is being heard by Company Enemy). Set GhostHeardCheck to expire in 2 second(s). Group: <Default> Comment: Calling the President Trigger Event: A member of PlayerPlatoon is within 10 meter(s) of Zone HuntingLodge. Responses: Call WhichPresidente after this block. Group: <Default> Comment: MissionAbort Trigger Event: MissionAbort has expired. Responses: End the game and display "Mission aborting . . ." Group: <Default> Comment: Trigger Event: The simulation is starting. Responses: Set PlayerPlatoon to (The player-controlled platoon). Turn off platoon AI for PlayerPlatoon. Hide Platoon CampStayers from the game world. Set debug to true. Set Thunder to expire in 0 second(s). Begin Cinematic Mode. Place the camera at Effect Cam1, facing Effect Cam1Target. Set Cam2 to expire in 12 second(s). Activate Effect Campfire_1. Override default replay recording start. Start playing "GRIT_Rapid_Python.wav". Continue executing responses if (The game mode is Single Player). Do not end the game automatically when there are no players left. Group: <Default> Comment: Cam2 Trigger Event: Cam2 has expired. Responses: Skip the remaining responses if (The state of SkipCine). Place the camera at Effect Cam2, facing Effect Cam2Target. Set Cam3 to expire in 10 second(s). Group: <Default> Comment: Cam3 Trigger Event: Cam3 has expired. Responses: Skip the remaining responses if (The state of SkipCine). Place the camera at Effect Cam3, facing Effect Cam3Target. Set Black to expire in 8 second(s). Group: <Default> Comment: (Black) CamOff Trigger Event: The display has completed a fade to black. Responses: End Cinematic Mode. Turn on platoon AI for (The player-controlled platoon). Return the camera to the default viewpoint. Call StartUp after this block. Begin recording replay now. Group: <Default> Comment: Black Trigger Event: Black has expired. Responses: Skip the remaining responses if (The state of SkipCine). Fade to black. Group: <Default> Comment: SkipCine Trigger Event: The player has requested to skip the current cinematic. Responses: Set SkipCine to true. Fade to black. Group: <Default> Comment: Military cross swamp Trigger Event: A member of Platoon Military is within 10 meter(s) of Zone Mil_To_Lodge. Responses: Set NoMineRequired to true. Disable the DemoCheck script blocks. Group: <Default> Comment: NoDemos Trigger Event: NoDemos has expired. Responses: Skip the remaining responses if (The state of MissonFailed). Skip the remaining responses if (The state of MinePlaced). Skip the remaining responses if (The state of Obj2Removed). Mark ProximityMine failed in the objective list. Display "Your team has no mines (demos) - you wil be unable to complete all objectives." to all players for 7 second(s). Group: <Default> Comment: Crunch Trigger Event: Crunch has expired. Responses: Allow this block to be reactivated. If ((The value of WhichDeath) is equal to 1), stop and queue a call to Death_1. If ((The value of WhichDeath) is equal to 2), stop and queue a call to Death_2. If ((The value of WhichDeath) is equal to 3), stop and queue a call to Death_3. If ((The value of WhichDeath) is equal to 4), stop and queue a call to Death_4. If ((The value of WhichDeath) is equal to 5), stop and queue a call to Death_5. If ((The value of WhichDeath) is equal to 6), stop and queue a call to Death_6. If ((The value of WhichDeath) is equal to 7), stop and queue a call to Death_7. If ((The value of WhichDeath) is equal to 8), stop and queue a call to Death_8. If ((The value of WhichDeath) is equal to 9), stop and queue a call to Death_9. If ((The value of WhichDeath) is equal to 10), stop and queue a call to Death_10. If ((The value of WhichDeath) is equal to 11), stop and queue a call to Death_11. Group: <Default> Comment: brete Trigger Event: brete has expired. Responses: Play "brete.wav" at volume 0.7. Group: <Default> Comment: Humvee at Escape Trigger Event: Vehicle Humvee is within 10 meter(s) of Zone Escaped. Responses: Set Humvee at Escape to true. Group: <Default> Comment: Zone RunPresidenteRun Trigger Event: El Presidente is within 10 meter(s) of Zone RunPresidenteRun. Responses: Set RunPresidenteRun to expire in 5 second(s). Group: <Default> Comment: RunPresidenteRun Trigger Event: RunPresidenteRun has expired. Responses: Skip the remaining responses if (The state of HumveeDeparted). Assign Plan RunPresidenteRun to Team Mendoza and execute. Group: <Default> Comment: HumveeDeparts Trigger Event: Vehicle Humvee is within 10 meter(s) of Zone HumveeDeparts. Responses: Set HumveeDeparted to true. Group: <Default> Comment: DeathCheck Trigger Event: DeathCheck has expired. Responses: Continue executing responses if (WoundedGhost is active). Set EnemyAlert to expire in 0 second(s). Group: <Default> Comment: Lookin for Wounded Ghosts Trigger Event: 1 second(s) elapsed. Responses: Skip the remaining responses if ((The state of Wounded) or (The state of Detected)). Allow this block to be reactivated. Use Wounded to loop over all actors in Platoon Ghosts after this block. Group: <Default> Comment: Mendoza Wounded Trigger Event: 1 second(s) elapsed. Responses: Allow this block to be reactivated. Continue executing responses if (El Presidente is wounded). Prevent this block from being reactivated. Skip the remaining responses if (The inverse of (El Presidente is active)). Assign Plan Mendoza to Team Mendoza and execute. Group: <Default> Comment: SeeingDoubleCheck Trigger Event: SeeingDoubleCheck has expired. Responses: Allow this block to be reactivated. If (The inverse of (A member of PlayerPlatoon is being seen by Company Enemy)), stop and queue a call to NotSeeing. Set EnemyAlert to expire in 0 second(s). Group: <Default> Comment: HearingDoubleCheck Trigger Event: HearingDoubleCheck has expired. Responses: Allow this block to be reactivated. If (The inverse of (A member of PlayerPlatoon is being heard by Company Enemy)), stop and queue a call to NotHearing. Set EnemyAlert to expire in 0 second(s). Group: <Default> Comment: GhostHeardCheck Trigger Event: GhostHeardCheck has expired. Responses: Allow this block to be reactivated. Continue executing responses if (A member of Platoon Ghosts is being heard by Company Enemy). Set EnemyAlert to expire in 0 second(s). Group: <Default> Comment: G3 Trigger Event: A member of Team G3 has been killed. Responses: Cancel execution of any plan assigned to Team G3. Set TeamG3_check to expire in 3 second(s). Group: <Default> Comment: TeamG3_check Trigger Event: TeamG3_check has expired. Responses: Continue executing responses if ((The number of active actors on Team G3) is greater than 0). Set EnemyAlert to expire in 0 second(s). Group: <Default> Comment: G7 Trigger Event: A member of Team G7 has been killed. Responses: Cancel execution of any plan assigned to Team G7. Set TeamG7_check to expire in 3 second(s). Group: <Default> Comment: TeamG7_check Trigger Event: TeamG7_check has expired. Responses: Continue executing responses if ((The number of active actors on Team G7) is greater than 0). Set EnemyAlert to expire in 0 second(s). Group: <Default> Comment: Clear Trigger Event: Clear has expired. Responses: Allow this block to be reactivated. Set Detecting to false. Skip the remaining responses if (The state of Detected). Set Clear to expire in 3 second(s). Skip the remaining responses if (A member of PlayerPlatoon is being heard by Company Enemy). Skip the remaining responses if (A member of PlayerPlatoon is being seen by Company Enemy). Display " . . . clear" to all players. Cancel Clear. Group: AbortPlans Comment: Trigger Event: A team loop is ready to process NextTeam. Responses: Allow this block to be reactivated. Cancel execution of any plan assigned to NextTeam. Group: AltMissionComplete Comment: Trigger Event: This block has been called directly from the script. Responses: Set MissionComplete_3 to expire in 7 second(s). Use MilAltPlan to loop over all teams in Platoon Military after this block. Start playing "death5.wav". Group: BitLate Comment: Trigger Event: This block has been called directly from the script. Responses: Display "Bit late for the mine now sunshine!" to all players for 5 second(s). Play "I_error1.wav" at volume 0.8. Group: CineFinale Comment: Trigger Event: This block has been called directly from the script. Responses: Enable the Finale script blocks. Fade to black. Use PlanFinale to loop over all teams in Platoon Military after this block. Group: Croc_0_Msg Comment: Trigger Event: An actor loop is ready to process NextActor. Responses: Allow this block to be reactivated. Continue executing responses if (((The distance between NextActor and Effect Croc0) truncated to an integer) is less than 30). Display "Watch out for gators!" to NextActor for 3 second(s). Group: Death_1 Comment: Trigger Event: This block has been called directly from the script. Responses: Allow this block to be reactivated. Skip the remaining responses if (The state of DeathMsg). Continue executing responses if ((The value of CurrentPlatoonSize) is greater than (The number of active actors on PlayerPlatoon)). Play "em1_killed10.wav" at (The actor nearest Effect Croc1) with volume 1, looping for 0 second(s). Display "Comrade attacked by alligator . . ." to all players. Set DeathMsg to true. Group: Death_10 Comment: Trigger Event: This block has been called directly from the script. Responses: Allow this block to be reactivated. Skip the remaining responses if (The state of DeathMsg). Continue executing responses if ((The value of CurrentPlatoonSize) is greater than (The number of active actors on PlayerPlatoon)). Display "Comrade attacked by alligator . . ." to all players. Play "em1_killed13.wav" at (The actor nearest Effect Croc_10_Splash) with volume 1, looping for 0 second(s). Set DeathMsg to true. Group: Death_11 Comment: Trigger Event: This block has been called directly from the script. Responses: Allow this block to be reactivated. Skip the remaining responses if (The state of DeathMsg). Continue executing responses if ((The value of CurrentPlatoonSize) is greater than (The number of active actors on PlayerPlatoon)). Display "Comrade attacked by alligator . . ." to all players. Play "em2_killed12.wav" at (The actor nearest Effect Croc11) with volume 1, looping for 0 second(s). Set DeathMsg to true. Group: Death_2 Comment: Trigger Event: This block has been called directly from the script. Responses: Allow this block to be reactivated. Skip the remaining responses if (The state of DeathMsg). Continue executing responses if ((The value of CurrentPlatoonSize) is greater than (The number of active actors on PlayerPlatoon)). Play "ec1_killed2.wav" at (The actor nearest Effect Croc2) with volume 1, looping for 0 second(s). Display "Comrade attacked by alligator . . ." to all players. Set DeathMsg to true. Group: Death_3 Comment: Trigger Event: This block has been called directly from the script. Responses: Allow this block to be reactivated. Skip the remaining responses if (The state of DeathMsg). Continue executing responses if ((The value of CurrentPlatoonSize) is greater than (The number of active actors on PlayerPlatoon)). Play "ec1_killed5.wav" at (The actor nearest Effect Croc3) with volume 1, looping for 0 second(s). Display "Comrade attacked by alligator . . ." to all players. Set DeathMsg to true. Group: Death_4 Comment: Trigger Event: This block has been called directly from the script. Responses: Allow this block to be reactivated. Continue executing responses if ((The value of CurrentPlatoonSize) is greater than (The number of active actors on PlayerPlatoon)). Skip the remaining responses if (The state of DeathMsg). Play "ec1_wounded4.wav" at (The actor nearest Effect Croc_4_Splash) with volume 1, looping for 0 second(s). Display "Comrade attacked by alligator . . ." to all players. Set DeathMsg to true. Group: Death_5 Comment: Trigger Event: This block has been called directly from the script. Responses: Allow this block to be reactivated. Skip the remaining responses if (The state of DeathMsg). Continue executing responses if ((The value of CurrentPlatoonSize) is greater than (The number of active actors on PlayerPlatoon)). Play "em2_killed2.wav" at (The actor nearest Effect Croc5) with volume 1, looping for 0 second(s). Display "Comrade attacked by alligator . . ." to all players. Set DeathMsg to true. Group: Death_6 Comment: Trigger Event: This block has been called directly from the script. Responses: Allow this block to be reactivated. Skip the remaining responses if (The state of DeathMsg). Continue executing responses if ((The value of CurrentPlatoonSize) is greater than (The number of active actors on PlayerPlatoon)). Play "ec1_wounded2.wav" at (The actor nearest Effect Croc6) with volume 1, looping for 0 second(s). Display "Comrade attacked by alligator . . ." to all players. Set DeathMsg to true. Group: Death_7 Comment: Trigger Event: This block has been called directly from the script. Responses: Allow this block to be reactivated. Skip the remaining responses if (The state of DeathMsg). Continue executing responses if ((The value of CurrentPlatoonSize) is greater than (The number of active actors on PlayerPlatoon)). Display "Comrade attacked by alligator . . ." to all players. Play "ec1_wounded3.wav" at (The actor nearest Effect Croc7) with volume 1, looping for 0 second(s). Set DeathMsg to true. Group: Death_8 Comment: Trigger Event: This block has been called directly from the script. Responses: Allow this block to be reactivated. Skip the remaining responses if (The state of DeathMsg). Continue executing responses if ((The value of CurrentPlatoonSize) is greater than (The number of active actors on PlayerPlatoon)). Display "Comrade attacked by alligator . . ." to all players. Play "em2_killed9.wav" at (The actor nearest Effect Croc8) with volume 1, looping for 0 second(s). Set DeathMsg to true. Group: Death_9 Comment: Trigger Event: This block has been called directly from the script. Responses: Allow this block to be reactivated. Skip the remaining responses if (The state of DeathMsg). Continue executing responses if ((The value of CurrentPlatoonSize) is greater than (The number of active actors on PlayerPlatoon)). Display "Comrade attacked by alligator . . ." to all players. Play "em2_killed11.wav" at Effect Croc9 with volume 1, looping for 0 second(s). Set DeathMsg to true. Group: DemoCheck Comment: Demo Charges Trigger Event: 3 second(s) elapsed. Responses: Skip the remaining responses if (The state of MissonFailed). Allow this block to be reactivated. Continue executing responses if ((The number of demo charges available to PlayerPlatoon) is equal to 0). Skip the remaining responses if (The state of MinePlaced). Prevent this block from being reactivated. Set NoDemos to expire in 4 second(s). Group: Detection Comment: Trigger Event: Actor G1 discharged a weapon. Responses: Set EnemyAlert to expire in 2 second(s). Group: Detection Comment: Trigger Event: Actor G2 discharged a weapon. Responses: Set EnemyAlert to expire in 2 second(s). Group: Detection Comment: Trigger Event: Actor G3a discharged a weapon. Responses: Set EnemyAlert to expire in 2 second(s). Group: Detection Comment: Trigger Event: Actor G3b discharged a weapon. Responses: Set EnemyAlert to expire in 2 second(s). Group: Detection Comment: Trigger Event: Actor G4 discharged a weapon. Responses: Set EnemyAlert to expire in 2 second(s). Group: Detection Comment: Trigger Event: Actor G5 discharged a weapon. Responses: Set EnemyAlert to expire in 2 second(s). Group: Detection Comment: Trigger Event: Actor G6 discharged a weapon. Responses: Set EnemyAlert to expire in 2 second(s). Group: Detection Comment: Trigger Event: Actor G7a discharged a weapon. Responses: Set EnemyAlert to expire in 2 second(s). Group: Detection Comment: Trigger Event: Actor G7b discharged a weapon. Responses: Set EnemyAlert to expire in 2 second(s). Group: Detection Comment: Seeing Players Trigger Event: 1 second(s) elapsed. Responses: Skip the remaining responses if (The state of Detected). Allow this block to be reactivated. Continue executing responses if (A member of PlayerPlatoon is being seen by Company Enemy). Skip the remaining responses if ((The number of members of PlayerPlatoon within 10 meter(s) of Zone HuntingLodge) is greater than 0). Skip the remaining responses if ((The number of members of PlayerPlatoon within 10 meter(s) of Zone HuntingLodge_UpperLevel) is greater than 0). Skip the remaining responses if (A member of PlayerPlatoon is being seen by Platoon Presidente). Skip the remaining responses if ((The number of active actors on PlayerPlatoon) is less than (The value of PlayerPlatoonStartSize)). Skip the remaining responses if (The state of Detecting). Set SeeingDoubleCheck to expire in 2 second(s). Display "Players seen . . ." to all players. Set Detecting to true. Continue executing responses if (The campaign difficulty is set to Hard). Cancel SeeingDoubleCheck. Set SeeingDoubleCheck to expire in 1 second(s). Group: Detection Comment: Hearing Trigger Event: 1 second(s) elapsed. Responses: Skip the remaining responses if (The state of Detected). Allow this block to be reactivated. Continue executing responses if (A member of PlayerPlatoon is being heard by Company Enemy). Skip the remaining responses if (The state of Detecting). Set HearingDoubleCheck to expire in 2 second(s). Display "Players heard . . ." to all players. Set Detecting to true. Group: Extraction Comment: Extraction (group enabled when Obj1) Trigger Event: A member of PlayerPlatoon is within 10 meter(s) of Zone Extraction. Responses: Allow this block to be reactivated. Continue executing responses if ((The number of members of PlayerPlatoon within 10 meter(s) of Zone Extraction) is equal to (The number of active actors on PlayerPlatoon)). Call ShowMilForCine after this block. Change the maximum spotting distance to 0. Prevent this block from being reactivated. Set MissionComplete_2 to expire in 5 second(s). Use AbortPlans to loop over all teams in Platoon Military after this block. Use AbortPlans to loop over all teams in Platoon Ghosts after this block. Mark Extract complete in the objective list. Skip the remaining responses if (The state of Detected). Mark Avoid Detection complete in the objective list. Group: Extraction Comment: MissionComplete_2 Trigger Event: MissionComplete_2 has expired. Responses: Set MissionComplete_3 to expire in 7 second(s). Display "Great job! That should give 'em something to ponder . . ." to all players for 6 second(s). Play "I_UI6.wav" at volume 0.7. Skip the remaining responses if ((The state of MinePlaced) or (The state of Obj2Removed)). Mark ProximityMine failed in the objective list. Display "Objective failed - no proximity mine placed!" to all players for 6 second(s). Group: Extraction Comment: MissionComplete_3 Trigger Event: MissionComplete_3 has expired. Responses: Allow this block to be reactivated. If ((The state of MinePlaced) and ((The inverse of (The state of FlagCineFinale)) and (The inverse of (The state of BridgeBlown)))), stop and queue a call to CineFinale. Display "Mission Complete!" and register mission completion. Group: Finale Comment: Trigger Event: The display has completed a fade to black. Responses: Make all members of PlayerPlatoon invincible. End recording replay now. Begin Cinematic Mode. Place the camera at Effect Cam_finale, facing Effect Cam_finale_target. Set FlagCineFinale to true. Start playing "GRIT_Righetous_Archer.wav". Group: GhostAlert Comment: Trigger Event: A team loop is ready to process NextTeam. Responses: Allow this block to be reactivated. Assign Plan GhostAlert to NextTeam and execute. Group: MilAlert Comment: Trigger Event: A team loop is ready to process NextTeam. Responses: Allow this block to be reactivated. Assign Plan Military to NextTeam and execute. Group: MilAltPlan Comment: Trigger Event: A team loop is ready to process NextTeam. Responses: Allow this block to be reactivated. Assign Plan MilAlt to NextTeam and execute. Group: MilLodge Comment: Trigger Event: A team loop is ready to process NextTeam. Responses: Allow this block to be reactivated. Assign Plan MilLodge to NextTeam and execute. Group: NotHearing Comment: Trigger Event: This block has been called directly from the script. Responses: Allow this block to be reactivated. Set Clear to expire in 3 second(s). Group: NotSeeing Comment: Trigger Event: This block has been called directly from the script. Responses: Allow this block to be reactivated. Set Clear to expire in 3 second(s). Group: Objective2Fail Comment: Trigger Event: This block has been called directly from the script. Responses: Skip the remaining responses if (The state of Obj2Removed). Mark ProximityMine failed in the objective list. Display "Enemy have crossed the foot bridge - Objective Failed!" to all players for 5 second(s). Increment ObjectiveCount. Set Obj2 to true. Group: PlanFinale Comment: Trigger Event: A team loop is ready to process NextTeam. Responses: Allow this block to be reactivated. Assign Plan Finale to NextTeam and execute. Group: Presidente_1 Comment: Trigger Event: This block has been called directly from the script. Responses: Hide Actor P2 from the game world. Hide Actor P3 from the game world. Hide Actor P4 from the game world. Hide Actor P5 from the game world. Set El Presidente to Actor P1. Set Team Mendoza to Team Presidente_1. Continue executing responses if (The state of Detected). Assign Plan Mendoza to Team Mendoza and execute. Continue executing responses if ((The number of members of PlayerPlatoon within 10 meter(s) of Zone HuntingLodge) is equal to 0). Teleport El Presidente to Zone TeleMendoza. Assign Plan Mendoza to Team Mendoza and execute. Group: Presidente_2 Comment: Trigger Event: This block has been called directly from the script. Responses: Hide Actor P1 from the game world. Hide Actor P3 from the game world. Hide Actor P4 from the game world. Hide Actor P5 from the game world. Set El Presidente to Actor P2. Set Team Mendoza to Team Presidente_2. Continue executing responses if (The state of Detected). Assign Plan Mendoza to Team Mendoza and execute. Continue executing responses if ((The number of members of PlayerPlatoon within 10 meter(s) of Zone HuntingLodge) is equal to 0). Teleport El Presidente to Zone TeleMendoza. Assign Plan Mendoza to Team Mendoza and execute. Group: Presidente_3 Comment: Trigger Event: This block has been called directly from the script. Responses: Hide Actor P1 from the game world. Hide Actor P2 from the game world. Hide Actor P4 from the game world. Hide Actor P5 from the game world. Set El Presidente to Actor P3. Set Team Mendoza to Team Presidente_3. Continue executing responses if (The state of Detected). Assign Plan Mendoza to Team Mendoza and execute. Continue executing responses if ((The number of members of PlayerPlatoon within 10 meter(s) of Zone HuntingLodge) is equal to 0). Teleport El Presidente to Zone TeleMendoza. Assign Plan Mendoza to Team Mendoza and execute. Group: Presidente_4 Comment: Trigger Event: This block has been called directly from the script. Responses: Hide Actor P1 from the game world. Hide Actor P2 from the game world. Hide Actor P3 from the game world. Hide Actor P5 from the game world. Set El Presidente to Actor P4. Set Team Mendoza to Team Presidente_4. Continue executing responses if (The state of Detected). Assign Plan Mendoza to Team Mendoza and execute. Group: Presidente_5 Comment: Trigger Event: This block has been called directly from the script. Responses: Hide Actor P1 from the game world. Hide Actor P2 from the game world. Hide Actor P3 from the game world. Hide Actor P4 from the game world. Set El Presidente to Actor P5. Set Team Mendoza to Team Presidente_5. Continue executing responses if (The state of Detected). Assign Plan Mendoza to Team Mendoza and execute. Continue executing responses if ((The number of members of PlayerPlatoon within 10 meter(s) of Zone HuntingLodge) is equal to 0). Teleport El Presidente to Zone TeleMendoza. Assign Plan Mendoza to Team Mendoza and execute. Group: Seeing Comment: Players seen by PDF Trigger Event: 1 second(s) elapsed. Responses: Skip the remaining responses if (The state of Detected). Allow this block to be reactivated. Continue executing responses if (A member of PlayerPlatoon is being seen by Platoon Military). Prevent this block from being reactivated. Set EnemyAlert to expire in 5 second(s). Group: ShowMilForCine Comment: Trigger Event: This block has been called directly from the script. Responses: Call TeleMilitary after this block. Continue executing responses if (Platoon Military is currently hidden). Make Platoon Military visible to the game world. Cancel execution of any plan assigned to Team M1. Cancel execution of any plan assigned to Team M2. Cancel execution of any plan assigned to Team M3. Cancel execution of any plan assigned to Team M4. Cancel execution of any plan assigned to Team M5. Group: StartUp Comment: Trigger Event: This block has been called directly from the script. Responses: Enable the Detection script blocks. Enable the DemoCheck script blocks. Hide Platoon Military from the game world. Stop playing music. Set Thunder to expire in 1 second(s). Set brete to expire in 5 second(s). Change the maximum spotting distance to 40. Set PlayerPlatoonStartSize to (The number of active actors on PlayerPlatoon). Continue executing responses if (The campaign difficulty is set to Easy). Change the maximum spotting distance to 30. Group: TeleMilitary Comment: Trigger Event: This block has been called directly from the script. Responses: Teleport all members of Platoon Military to Zone Finale. Cancel execution of any plan assigned to Team M1. Cancel execution of any plan assigned to Team M2. Cancel execution of any plan assigned to Team M3. Cancel execution of any plan assigned to Team M4. Cancel execution of any plan assigned to Team M5. Group: WhichPresidente Comment: Which Presidente? Trigger Event: This block has been called directly from the script. Responses: Set WhichPresidente to (A random integer between 1 and 5). If ((The value of WhichPresidente) is equal to 1), stop and queue a call to Presidente_1. If ((The value of WhichPresidente) is equal to 2), stop and queue a call to Presidente_2. If ((The value of WhichPresidente) is equal to 3), stop and queue a call to Presidente_3. If ((The value of WhichPresidente) is equal to 4), stop and queue a call to Presidente_4. If ((The value of WhichPresidente) is equal to 5), stop and queue a call to Presidente_5. Group: Wounded Comment: Wounded Trigger Event: An actor loop is ready to process NextActor. Responses: Allow this block to be reactivated. Continue executing responses if (NextActor is wounded). Set DeathCheck to expire in 2 second(s). Set Wounded to true. Set WoundedGhost to NextActor. Prevent this block from being reactivated. 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[GRT1]Kpl.Eli Posted September 4, 2003 Share Posted September 4, 2003 This took a long time to write down, and made his fingers hurt, when u ask me.... kp Quote Link to comment Share on other sites More sharing options...
Stalker Posted September 4, 2003 Author Share Posted September 4, 2003 lol!!! I just copy and paste!!! it took me 10 seconds Quote Link to comment Share on other sites More sharing options...
Pyro_Monty Posted September 4, 2003 Share Posted September 4, 2003 Quote Link to comment Share on other sites More sharing options...
The_Slink Posted September 4, 2003 Share Posted September 4, 2003 Didn't know it was THAT long! Quote Link to comment Share on other sites More sharing options...
Chems Posted September 4, 2003 Share Posted September 4, 2003 I think he said the summary on Capture the flag was really long, maybe longer than that! Quote Link to comment Share on other sites More sharing options...
The_Slink Posted September 4, 2003 Share Posted September 4, 2003 Got here at last... Chems: I think he said 20 pages? <looks for confirmation> Quote Link to comment Share on other sites More sharing options...
AO3_Chucky Posted September 4, 2003 Share Posted September 4, 2003 and you read it all I started but what for LOL " Chucky Quote Link to comment Share on other sites More sharing options...
Ravenmouth Posted September 4, 2003 Share Posted September 4, 2003 this is looooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo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AO3_Chucky Posted September 4, 2003 Share Posted September 4, 2003 this is looooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo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Jack57 Posted September 4, 2003 Share Posted September 4, 2003 The_Slink said: Didn't know it was THAT long! Yeah, yeah, they all say that Quote Link to comment Share on other sites More sharing options...
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