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jurga.swf

This is the info page for
Flash #199875

(Click the ID number above for more basic data on this flash file.)


Text
Version 1.0

Objective:

To Win:

To Lose:

Using your trusty machine gun, and with the help of other riflemen,
a barrage and mortars, prevent the enemy invasion forces from
reaching your defenses and establishing a beach-head.

Kill all invading infantry that come out every wave using every means at your disposal.
Survive 10 waves and the invasion will fail, the enemy will retreat and you will win the
game victoriously!  Beware, every wave, the enemy will become more aggressive and
it will become more difficult to shoot them before they reach your defenses.

Enemy infantry will take the prone position when they reach your defenses preventing
you from shooting them.  After 10 enemy infantry reach your defenses, they will blow up
your defenses and you will lose the game.  The enemy cannot shoot you but they can
still shoot your riflemen and mortarman.

Move mouse to aim targeter, left mouse button to fire and spacebar to call a barrage.
You only have one barrage to use but riflemen will be replenished at the beginning of
each wave.  Riflemen and mortars fire automatically and target where they see fit.

Helpful Tips:

During the development of this little game, I did alot of testing
and have come up with some very useful tips for beating this
game.  Here they are.

#1.  Each press of the button will fire 6 shots in a volley.  Rapid clicking will do no good.
#2.  After firing a volley, strafe the cursor over the enemy targets.
#3.  Concentrate on those enemy closest to you.
#4.  Fire volleys at the doors of the landing craft immediately after the wave begins.  You
will hit some of them coming out as some shots will miss the obstacles.
#5.  Firing the volley with the cursor over an enemy will always score a hit.
#6.  You only have one barrage to call... save it for wave 10 if you can as it's the hardest.
#7.  When the mortar fires, you will see a targeter.  Shoot elsewhere and let the bomb
do it's job at that spot.
#8.  It's ok to let some of the enemy reach the defenses.  Since there can only be 25
enemy on the beach at one time, this will make it easier to clear waves.

YOU WIN!

YOU LOSE!

Kills:

0

Shots:

0

Ratio:

0

Wave:

0

fire

ssssssssssss

ActionScript [AS1/AS2]

Frame 1
stop();
Frame 8
stop();
Frame 15
stop();
Frame 28
gotoAndPlay ("win");
Frame 29
stop();
Frame 45
function updateEnemy() { prone_count = 0; wave_over = 1; var _local1 = 0; while (_local1 < MAX_ENEMY) { think(_local1); if ((e_action[_local1] != EACT_PRONE) && (e_action[_local1] != EACT_DEAD)) { wave_over = 0; } if (e_action[_local1] == EACT_PRONE) { prone_count = prone_count + 1; } _local1++; } } function think(num) { if (e_actionTime[num] >= runTime) { return(undefined); } if (e_action[num] != e_nextaction[num]) { setAction(num); } with (_root["enemy" + num]) { switch (e_action[num]) { case EACT_NONE : default : spawnEnemy(num); return; case EACT_RUN : var origin = new v3d(_x, _y, 0); var dest = new v3d(e_destx[num], e_desty[num], 0); dest.minVec(origin); dest.normalize(); _x = _x + ((deltaTime * dest.x) * e_speed); _y = _y + ((deltaTime * dest.y) * e_speed); r = random(500); if (r == 1) { nextAction(num, EACT_SHOOT, 0); } if (hitTest(defense)) { nextAction(num, EACT_PRONE, 0); } return; case EACT_SHOOT : fireBullet(_x, _y, -90, random(100), random(400), 1); nextAction(num, EACT_RUN, 3000); return; case EACT_COVER : nextAction(num, EACT_RUN, random(3000) + 1000); return; case EACT_PRONE : return; case EACT_GRANADE : return; case EACT_KILLED : } _root["deadenemy" + d_curDeadEnemy]._x = _root["enemy" + num]._x; _root["deadenemy" + d_curDeadEnemy]._y = _root["enemy" + num]._y; _root["deadenemy" + d_curDeadEnemy]._rotation = random(90) - 45; if (random(2) == 1) { _root["deadenemy" + d_curDeadEnemy]._yscale = -70; } else { _root["deadenemy" + d_curDeadEnemy]._yscale = 70; } if (random(2) == 1) { _root["deadenemy" + d_curDeadEnemy]._xscale = -70; } else { _root["deadenemy" + d_curDeadEnemy]._xscale = 70; } _root["deadenemy" + d_curDeadEnemy].gotoAndPlay(1); d_curDeadEnemy = d_curDeadEnemy + 1; if (d_curDeadEnemy >= MAX_DEADENEMY) { d_curDeadEnemy = 0; } _root["enemy" + num]._x = 700; nextAction(num, EACT_DEAD, 0); } } function nextAction(num, act, time) { e_actionTime[num] = runTime + time; e_nextaction[num] = act; } function setAction(num) { with (_root["enemy" + num]) { switch (e_nextaction[num]) { case EACT_NONE : default : break; case EACT_RUN : gotoAndPlay("run"); break; case EACT_SHOOT : gotoAndPlay("shoot"); break; case EACT_COVER : gotoAndPlay("prone"); break; case EACT_PRONE : gotoAndPlay("prone"); break; case EACT_GRANADE : } } e_action[num] = e_nextaction[num]; } function killEnemy(num) { nextAction(num, EACT_KILLED, 0); shots_hit = shots_hit + 1; } function spawnEnemy(num) { if (wave_count <= 0) { return(undefined); } lc = chooseLC(); _root["enemy" + num]._x = _root["lc" + lc]._x; _root["enemy" + num]._y = _root["lc" + lc]._y; e_destx[num] = random(50) + 100; e_desty[num] = random(380) + 10; nextAction(num, EACT_RUN, 0); wave_count = wave_count - 1; } function killEnemyInRadius(x, y, rad) { var i = 0; while (i < MAX_ENEMY) { if (e_action[i] != EACT_DEAD) { with (_root["enemy" + i]) { var origin = new v3d(_x, _y, 0); var dest = new v3d(x, y, 0); var dist = dest.distance(origin); if (dist <= rad) { killEnemy(i); } else if (dist <= (rad * 2)) { nextAction(i, EACT_COVER, 0); } } } i++; } } function chooseLC() { return(random(MAX_LC)); } EACT_NONE = 0; EACT_RUN = 1; EACT_SHOOT = 2; EACT_COVER = 3; EACT_PRONE = 4; EACT_GRENADE = 5; EACT_DEAD = 6; EACT_KILLED = 7; MAX_ENEMY = 20; e_speed = 10; e_destx = new Array(); e_desty = new Array(); e_action = new Array(); e_nextaction = new Array(); e_actionTime = new Array(); MAX_DEADENEMY = 20; d_curDeadEnemy = 0; var prone_count = 0; startDrag ("/drag", true); function togglePause() { paused = !paused; if (paused) { var _local3 = 0; while (_local3 < MAX_EXPLODES) { _root["explosion" + _local3].gotoAndStop("suspendexplosion"); _local3++; } var _local2 = 0; while (_local2 < MAX_ENEMY) { _root["enemy" + _local2].stop(); _local2++; } } else { var _local2 = 0; while (_local2 < MAX_ENEMY) { _root["enemy" + _local2].play(); _local2++; } } } function fireRifleman() { r = random(MAX_RIFLEMEN); if (r_dead[r] == 1) { r_fireTime = runTime + 1000; return(undefined); } targx = random(200) + 350; targy = random(300) + 50; with (_root["rifleman" + r]) { riflefire.gotoAndPlay("riflefire"); fireBullet(_x, _y, 90, targx, targy, 0); } r_fireTime = runTime + (random(3000) + 1000); } function nextWave() { wave_over = 0; wave_state = 0; wave = wave + 1; e_speed = e_speed + 1; x_nextExplode = (runTime + random(5000)) + 5000; wave_count = 25 * wave; var _local2 = 0; while (_local2 < MAX_ENEMY) { if (e_action[_local2] != EACT_PRONE) { e_action[_local2] = EACT_NONE; e_nextaction[_local2] = EACT_NONE; } _local2++; } var _local3 = 0; while (_local3 < MAX_RIFLEMEN) { r_dead[_local3] = 0; _root["rifleman" + _local3]._alpha = 100; _local3++; } } function addExplosion(x, y, type) { with (_root["explosion" + x_currentExplode]) { _x = x; _y = y; if (type == 0) { gotoAndPlay("explode"); } else if (type == 1) { gotoAndPlay("incoming"); } } x_currentExplode = x_currentExplode + 1; if (x_currentExplode >= MAX_EXPLODES) { x_currentExplode = 0; } if (x_inBarrage <= 0) { x_nextExplode = (runTime + random(5000)) + 5000; } else { x_nextExplode = runTime + 2000; } x_inBarrage = x_inBarrage - 1; } function initiateBarrage() { if (x_barrageCount <= 0) { return(undefined); } x_nextExplode = runTime + 2000; x_inBarrage = 10; x_barrageCount = x_barrageCount - 1; radio._alpha = 0; } function updateMg42() { if (drag._x < mg42._x) { drag._x = mg42._x; } var _local2 = new v3d(mg42._x, mg42._y, 0); var _local1 = new v3d(drag._x, drag._y, 0); _local1.minVec(_local2); _local1.normalize(); degrees = Math.acos(_local1.x) * 57.2958; if (_local1.y < 0) { degrees = 360 - degrees; } mg42._rotation = degrees + 90; if (firing == 1) { if (firetime < runTime) { firetime = runTime + 175; fireBullet(mg42._x, mg42._y, mg42._rotation, drag._x, drag._y, 0); numfired = numfired + 1; if (numfired >= 6) { firing = 0; numfired = 0; clicker.enabled = true; } } } } function setMessage(msg) { messageText = msg; messagetime = runTime + 3000; } function updateBullets() { var i = 0; while (i < MAX_BULLETS) { with (_root["bullet" + i]) { if (bullet_active[i] == false) { _x = -100; } else { _x = _x + (deltaTime * bullet_velx[i]); _y = _y + (deltaTime * bullet_vely[i]); var origin = new v3d(_x, _y, 0); var dest = new v3d(bullet_destx[i], bullet_desty[i], 0); var dist = dest.distance(origin); if (bullet_owner[i] == 0) { if (!bulletHitObstacle(i)) { var e = 0; while (e < MAX_ENEMY) { if (e_action[e] != EACT_PRONE) { if (hitTest(_root["enemy" + e])) { killEnemy(e); _x = 1000; bullet_active[i] = false; } } e++; } } } else if (bullet_owner[i] == 1) { var r = 0; while (r < MAX_RIFLEMEN) { if (hitTest(_root["rifleman" + r]) && (r_dead[r] == 0)) { r_dead[r] = 1; _root["rifleman" + r]._alpha = 0; break; } r++; } } if (dist < 15) { if (bullet_destx[i] > 460) { with (splash) { splash._x = bullet_destx[i]; splash._y = bullet_desty[i]; gotoAndPlay("splash"); bullet_active[i] = false; } } else { with (sand_poof) { sand_poof._x = bullet_destx[i]; sand_poof._y = bullet_desty[i]; gotoAndPlay("sand_poof"); bullet_active[i] = false; } } _x = 1000; } } } i++; } } function bulletHitObstacle(num) { var i = 0; while (i < MAX_OBSTACLES) { with (_root["obstacle" + i]) { if (hitTest(_root["bullet" + num])) { sparks._x = _root["bullet" + num]._x; sparks._y = _root["bullet" + num]._y; sparks.gotoAndPlay("sparks"); bullet_active[num] = false; return(true); } } i++; } return(false); } function fireBullet(x, y, rot, destx, desty, owner) { _root["bullet" + cur_bullet]._x = x; _root["bullet" + cur_bullet]._y = y; _root["bullet" + cur_bullet]._rotation = rot; var _local3 = new v3d(x, y, 0); var _local2 = new v3d(destx, desty, 0); _local2.minVec(_local3); _local2.normalize(); bullet_velx[cur_bullet] = _local2.x * bullet_speed; bullet_vely[cur_bullet] = _local2.y * bullet_speed; bullet_destx[cur_bullet] = destx; bullet_desty[cur_bullet] = desty; bullet_owner[cur_bullet] = owner; bullet_active[cur_bullet] = true; cur_bullet = cur_bullet + 1; if (cur_bullet >= MAX_BULLETS) { cur_bullet = 0; } if (owner == 0) { shots_fired = shots_fired + 1; } } function initGame() { var _local6 = 0; while (_local6 < MAX_DEADENEMY) { _root.attachMovie("deadenemy", "deadenemy" + _local6, this.getNextHighestDepth()); _root["deadenemy" + _local6]._y = 0; _root["deadenemy" + _local6]._x = -50; _root["deadenemy" + _local6]._xscale = 70; _root["deadenemy" + _local6]._yscale = 70; _local6++; } var _local8 = 0; while (_local8 < MAX_EXPLODES) { _root.attachMovie("explosion", "explosion" + _local8, this.getNextHighestDepth()); _root["explosion" + _local8]._y = 0; _root["explosion" + _local8]._x = -50; _root["explosion" + _local8]._xscale = 70; _root["explosion" + _local8]._yscale = 70; _local8++; } var _local4 = 0; while (_local4 < MAX_BULLETS) { _root.attachMovie("bullet", "bullet" + _local4, this.getNextHighestDepth()); _root["bullet" + _local4].gotoAndStop(1); _root["bullet" + _local4]._xscale = 50; _root["bullet" + _local4]._yscale = 50; _root["bullet" + _local4]._alpha = 60; bullet_active[_local4] = false; _local4++; } ox = 325; oy = 60; oi = 0; var _local7 = 0; while (_local7 < MAX_OBSTACLES) { _root.attachMovie("obstacle", "obstacle" + _local7, this.getNextHighestDepth()); _root["obstacle" + _local7].gotoAndStop(1); if (_local7 == 5) { ox = 400; oy = 100; oi = 0; } _root["obstacle" + _local7]._x = ox; _root["obstacle" + _local7]._y = (oi * 70) + oy; oi = oi + 1; _local7++; } onstacle1._x = -100; var _local5 = 0; while (_local5 < MAX_LC) { _root.attachMovie("lc", "lc" + _local5, this.getNextHighestDepth()); _root["lc" + _local5].gotoAndStop(1); _root["lc" + _local5]._x = 450 + random(20); _root["lc" + _local5]._y = 100 * (_local5 + 1); _local5++; } var _local3 = 0; while (_local3 < MAX_ENEMY) { _root.attachMovie("enemy", "enemy" + _local3, this.getNextHighestDepth()); _root["enemy" + _local3]._xscale = 50; _root["enemy" + _local3]._yscale = 40; _root["enemy" + _local3]._x = 1000; _root["enemy" + _local3]._y = 1000; e_destx[_local3] = random(50) + 100; e_desty[_local3] = random(300) + 50; e_action[_local3] = EACT_DEAD; e_nextaction[_local3] = EACT_DEAD; e_actionTime[_local3] = random(3000) + 1000; _local3++; } var _local9 = 0; while (_local9 < MAX_RIFLEMEN) { _root.attachMovie("rifleman", "rifleman" + _local9, this.getNextHighestDepth()); _root["rifleman" + _local9]._y = (_local9 * 40) + 80; _root["rifleman" + _local9]._x = 50; _local9++; } sparks.swapDepths(this.getNextHighestDepth()); messagetext.swapDepths(this.getNextHighestDepth()); drag.swapDepths(this.getNextHighestDepth()); frame.swapDepths(this.getNextHighestDepth()); radio._alpha = 100; init = 1; } function endGame(wl) { var _local4 = 0; while (_local4 < MAX_DEADENEMY) { _root["deadenemy" + _local4].removeMovieClip(); _local4++; } var _local7 = 0; while (_local7 < MAX_BULLETS) { _root["bullet" + _local7].removeMovieClip(); _local7++; } var _local8 = 0; while (_local8 < MAX_EXPLODES) { _root["explosion" + _local8].removeMovieClip(); _local8++; } var _local6 = 0; while (_local6 < MAX_OBSTACLES) { _root["obstacle" + _local6].removeMovieClip(); _local6++; } var _local2 = 0; while (_local2 < MAX_LC) { _root["lc" + _local2].removeMovieClip(); _local2++; } var _local3 = 0; while (_local3 < MAX_ENEMY) { _root["enemy" + _local3].removeMovieClip(); _local3++; } var _local5 = 0; while (_local5 < MAX_RIFLEMEN) { _root["rifleman" + _local5].removeMovieClip(); _local5++; } init = 0; if (wl == 0) { _root.gotoAndPlay("Win"); } else if (wl == 1) { _root.gotoAndPlay("Loose"); } game_over = 1; drag.stopDrag(); drag.removeMovieClip(); } stop(); wave = 0; wave_count = 25; wave_over = 1; wave_time = 0; wave_state = 0; shots_fired = 0; shots_hit = 0; hit_ratio = 0; MAX_BULLETS = 10; bullet_speed = 300; bullet_velx = new Array(); bullet_vely = new Array(); bullet_destx = new Array(); bullet_desty = new Array(); bullet_owner = new Array(); bullet_active = new Array(); cur_bullet = 0; firing = 0; numfired = 0; firetime = 0; MAX_LC = 3; MAX_OBSTACLES = 9; MAX_RIFLEMEN = 3; r_fireTime = 0; r_dead = new Array(); MAX_EXPLODES = 10; x_currentExplode = 0; x_nextExplode = 0; x_barrageCount = 1; x_inBarrage = 0; init = 0; runTime = getTimer(); lastTime = runTime; deltaTime = 0; messagetime = 0; messageText = ""; var game_over = 0; paused = 0; onEnterFrame = function () { if (game_over == 1) { return(undefined); } if (init == 0) { initGame(); } runTime = getTimer(); if (wave_over == 1) { if (wave == 10) { endGame(0); return(undefined); } if (wave_time < runTime) { if (wave_state == 0) { if (wave == 0) { setMessage("The enemy is coming!"); wave_state = 2; } else { setMessage("Wave Completed!"); wave_state = 1; } wave_time = runTime + 3000; } else if (wave_state == 1) { setMessage("Prepare for next wave!!"); wave_time = runTime + 3000; wave_state = 2; } else if (wave_state == 2) { setMessage("Get ready!"); wave_time = runTime + 3000; wave_state = 3; } else if (wave_state == 3) { setMessage("GO!!"); wave_time = runTime + 3000; nextWave(); } } } else if (paused == 0) { updateMg42(); updateEnemy(); updateBullets(); if (r_fireTime < runTime) { fireRifleman(); } if (x_nextExplode < runTime) { if (x_inBarrage <= 0) { mortarman.gotoAndPlay("firemortar"); x_nextExplode = runTime + 5000; shots_fired = shots_fired + 1; } else { addExplosion(random(150) + 250, random(300) + 50, 1); } } if (prone_count >= 10) { endGame(1); return(undefined); } } hit_ratio = (shots_hit / shots_fired) * 100; hit_ratio = Math.round(hit_ratio) + "%"; if (messagetime < runTime) { setMessage(""); } if (paused) { setMessage("GAME PAUSED"); } deltaTime = runTime - lastTime; deltaTime = deltaTime * 0.001; lastTime = runTime; };
Frame 46
stop();
Frame 47
stop();
Symbol 12 MovieClip [explosion] Frame 1
stop();
Symbol 12 MovieClip [explosion] Frame 2
_root.killEnemyInRadius(this._x, this._y, 35);
Symbol 12 MovieClip [explosion] Frame 19
stop(); stop();
Symbol 12 MovieClip [explosion] Frame 40
gotoAndPlay ("explode");
Symbol 19 MovieClip [deadenemy] Frame 101
stop();
Symbol 43 MovieClip [enemy] Frame 9
gotoAndPlay ("run");
Symbol 43 MovieClip [enemy] Frame 19
stop();
Symbol 43 MovieClip [enemy] Frame 26
stop();
Symbol 49 Button
on (release) { gotoAndPlay ("rungame"); }
Symbol 65 Button
on (release) { gotoAndPlay ("help"); }
Symbol 153 MovieClip [__Packages.v3d] Frame 0
class v3d { var x, y, z; function v3d (px, py, pz) { x = px; y = py; z = pz; } function toString() { trace(((((("[" + x) + ",") + y) + ",") + z) + "]"); } function reset(px, py, pz) { x = px; y = py; z = pz; } function resetNew(px, py, pz) { return(new v3d((x = px), (y = py), (z = pz))); } function cloneVec(vec) { x = vec.x; y = vec.y; z = vec.z; } function cloneVecNew(vec) { return(new v3d((x = vec.x), (y = vec.y), (z = vec.z))); } function incrX(xScalar) { x = x + xScalar; } function incrY(yScalar) { y = y + yScalar; } function incrZ(zScalar) { z = z + zScalar; } function incrXY(xScalar, yScalar) { x = x + xScalar; y = y + yScalar; } function incrXZ(xScalar, zScalar) { x = x + xScalar; z = z + zScalar; } function incrYZ(yScalar, zScalar) { y = y + yScalar; z = z + zScalar; } function incrXYZ(xScalar, yScalar, zScalar) { x = x + xScalar; y = y + yScalar; z = z + zScalar; } function addVec(vec) { x = x + vec.x; y = y + vec.y; z = z + vec.z; } function addVecNew(vec) { return(new v3d(x + vec.x, y + vec.y, z + vec.z)); } function minVec(vec) { x = x - vec.x; y = y - vec.y; z = z - vec.z; } function minVecNew(vec) { return(new v3d(x - vec.x, y - vec.y, z - vec.z)); } function getNegativeVec(vec) { x = -x; y = -y; z = -z; } function getNegativeVecNew(vec) { return(new v3d((x = -x), (y = -y), (z = -z))); } function scaleVec(scalar) { x = x * scalar; y = y * scalar; z = z * scalar; } function scaleVecNew(scalar) { return(new v3d((x = x * scalar), (y = y * scalar), (z = z * scalar))); } function dot(vec) { return(((x * vec.x) + (y * vec.y)) + (z * vec.z)); } function cross(vec) { var _local3 = new v3d(0, 0, 0); _local3.x = (y * vec.z) - (z * vec.y); _local3.y = (z * vec.x) - (x * vec.z); _local3.z = (x * vec.y) - (y * vec.x); return(_local3); } function getNormal() { return(Math.sqrt(((x * x) + (y * y)) + (z * z))); } function normalize() { var _local2 = getNormal(); x = x / _local2; y = y / _local2; z = z / _local2; } function getUnitVec() { var _local2 = new v3d(x, y, z); var _local3 = getNormal(); _local2.x = _local2.x / _local3; _local2.y = _local2.y / _local3; _local2.z = _local2.z / _local3; return(_local2); } function distance(other) { var _local4 = other.x - x; var _local3 = other.y - y; var _local2 = other.z - z; return(Math.sqrt(((_local4 * _local4) + (_local3 * _local3)) + (_local2 * _local2))); } }
Symbol 69 Button
on (release) { gotoAndPlay ("tips"); }
Symbol 118 MovieClip Frame 1
stop();
Symbol 118 MovieClip Frame 20
_root.addExplosion(random(150) + 250, random(300) + 50, 1); stop();
Symbol 141 MovieClip Frame 1
stop();
Symbol 142 MovieClip Frame 10
stop();
Symbol 144 Button
on (press) { if (firing) { return(undefined); } with (fire) { gotoAndPlay("fire"); } firing = 1; clicker.enabled = false; } on (keyPress "<Space>") { initiateBarrage(); } on (keyPress "p") { togglePause(); }
Symbol 147 MovieClip Frame 1
stop();
Symbol 147 MovieClip Frame 12
stop();
Symbol 149 MovieClip Frame 1
stop();
Symbol 149 MovieClip Frame 9
stop();
Symbol 151 MovieClip Frame 9
gotoAndStop (1);

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Symbol 14 MovieClip [bullet]Uses:13Used by:Timeline
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Symbol 24 MovieClip [rifleman]Uses:21 23Used by:Timeline
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Symbol 26 MovieClip [obstacle]Uses:25Used by:Timeline
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Symbol 52 GraphicUsed by:Timeline
Symbol 53 GraphicUsed by:54
Symbol 54 MovieClipUses:53Used by:55 56
Symbol 55 MovieClipUses:54Used by:56
Symbol 56 MovieClipUses:55 54Used by:85  Timeline
Symbol 57 GraphicUsed by:58
Symbol 58 MovieClipUses:57Used by:85  Timeline
Symbol 59 FontUsed by:152
Symbol 154 Font
Symbol 156 Font
Symbol 60 TextUsed by:Timeline
Symbol 61 TextUsed by:85  Timeline
Symbol 62 GraphicUsed by:63 65
Symbol 63 MovieClipUses:62Used by:65
Symbol 64 GraphicUsed by:65
Symbol 65 ButtonUses:63 64 62Used by:Timeline
Symbol 153 MovieClip [__Packages.v3d]
Symbol 66 GraphicUsed by:69
Symbol 67 GraphicUsed by:69
Symbol 68 GraphicUsed by:69
Symbol 69 ButtonUses:66 67 68Used by:Timeline
Symbol 70 FontUsed by:71 72 73 78
Symbol 71 TextUses:70Used by:Timeline
Symbol 72 TextUses:70Used by:Timeline
Symbol 73 TextUses:70Used by:Timeline
Symbol 74 TextUses:50Used by:Timeline
Symbol 75 TextUses:50Used by:Timeline
Symbol 76 TextUses:50Used by:Timeline
Symbol 77 TextUses:50Used by:Timeline
Symbol 78 TextUses:70Used by:Timeline
Symbol 79 TextUses:50Used by:Timeline
Symbol 80 TextUses:50Used by:Timeline
Symbol 81 FontUsed by:82 83
Symbol 82 TextUses:81Used by:Timeline
Symbol 83 TextUses:81Used by:Timeline
Symbol 84 GraphicUsed by:85
Symbol 85 MovieClipUses:84 56 58 61Used by:Timeline
Symbol 86 GraphicUses:4Used by:Timeline
Symbol 87 GraphicUsed by:88
Symbol 88 MovieClipUses:87Used by:91
Symbol 89 GraphicUsed by:90
Symbol 90 MovieClipUses:89Used by:91
Symbol 91 MovieClipUses:88 90Used by:Timeline
Symbol 92 GraphicUsed by:93
Symbol 93 MovieClipUses:92Used by:Timeline
Symbol 94 GraphicUsed by:95
Symbol 95 MovieClipUses:94Used by:Timeline
Symbol 96 GraphicUsed by:98
Symbol 97 GraphicUsed by:98
Symbol 98 MovieClipUses:96 97Used by:Timeline
Symbol 99 GraphicUsed by:100
Symbol 100 MovieClipUses:99Used by:Timeline
Symbol 101 GraphicUsed by:102
Symbol 102 MovieClipUses:101Used by:Timeline
Symbol 103 GraphicUsed by:104
Symbol 104 MovieClipUses:103Used by:Timeline
Symbol 105 GraphicUsed by:106
Symbol 106 MovieClipUses:105Used by:Timeline
Symbol 107 GraphicUsed by:108
Symbol 108 MovieClipUses:107Used by:Timeline
Symbol 109 GraphicUsed by:110
Symbol 110 MovieClipUses:109Used by:118
Symbol 111 GraphicUsed by:112
Symbol 112 MovieClipUses:111Used by:118
Symbol 113 GraphicUsed by:114
Symbol 114 MovieClipUses:113Used by:118
Symbol 115 GraphicUsed by:116
Symbol 116 MovieClipUses:115Used by:118
Symbol 117 SoundUsed by:118
Symbol 118 MovieClipUses:110 112 114 116 117Used by:Timeline
Symbol 119 GraphicUsed by:120
Symbol 120 MovieClipUses:119Used by:123
Symbol 121 GraphicUsed by:122
Symbol 122 MovieClipUses:121Used by:123
Symbol 123 MovieClipUses:120 122Used by:Timeline
Symbol 124 GraphicUsed by:125
Symbol 125 MovieClipUses:124Used by:Timeline
Symbol 126 GraphicUsed by:136
Symbol 127 FontUsed by:128 129 130 131 132 133 134 135
Symbol 128 TextUses:127Used by:136
Symbol 129 EditableTextUses:127Used by:136
Symbol 130 TextUses:127Used by:136
Symbol 131 EditableTextUses:127Used by:136
Symbol 132 TextUses:127Used by:136
Symbol 133 EditableTextUses:127Used by:136
Symbol 134 TextUses:127Used by:136
Symbol 135 EditableTextUses:127Used by:136
Symbol 136 MovieClipUses:126 128 129 130 131 132 133 134 135Used by:Timeline
Symbol 137 GraphicUsed by:138
Symbol 138 MovieClipUses:137Used by:Timeline
Symbol 139 FontUsed by:140
Symbol 140 EditableTextUses:139Used by:141
Symbol 141 MovieClipUses:140 SS3Used by:Timeline
Symbol 142 MovieClipUses:20 SS4Used by:Timeline
Symbol 143 GraphicUsed by:144
Symbol 144 ButtonUses:143Used by:Timeline
Symbol 145 GraphicUsed by:147
Symbol 146 GraphicUsed by:147
Symbol 147 MovieClipUses:145 146Used by:Timeline
Symbol 148 GraphicUsed by:149
Symbol 149 MovieClipUses:148Used by:Timeline
Symbol 150 GraphicUsed by:151
Symbol 151 MovieClipUses:150Used by:Timeline
Symbol 152 EditableTextUses:59Used by:Timeline
Streaming Sound 1Used by:Symbol 12 MovieClip [explosion]
Streaming Sound 2Used by:Symbol 43 MovieClip [enemy]
Streaming Sound 3Used by:Symbol 141 MovieClip
Streaming Sound 4Used by:Symbol 142 MovieClip

Instance Names

"mg42"Frame 45Symbol 104 MovieClip
"enemy"Frame 45Symbol 43 MovieClip [enemy]
"lc"Frame 45Symbol 28 MovieClip [lc]
"obstacle"Frame 45Symbol 26 MovieClip [obstacle]
"defense"Frame 45Symbol 108 MovieClip
"rifleman"Frame 45Symbol 24 MovieClip [rifleman]
"mortarman"Frame 45Symbol 118 MovieClip
"deadenemy"Frame 45Symbol 19 MovieClip [deadenemy]
"radio"Frame 45Symbol 125 MovieClip
"drag"Frame 45Symbol 138 MovieClip
"fire"Frame 45Symbol 141 MovieClip
"bullet"Frame 45Symbol 14 MovieClip [bullet]
"riflefire"Frame 45Symbol 142 MovieClip
"clicker"Frame 45Symbol 144 Button
"splash"Frame 45Symbol 147 MovieClip
"sand_poof"Frame 45Symbol 149 MovieClip
"sparks"Frame 45Symbol 151 MovieClip
"explosion"Frame 45Symbol 12 MovieClip [explosion]

Special Tags

ExportAssets (56)Timeline Frame 1Symbol 12 as "explosion"
ExportAssets (56)Timeline Frame 1Symbol 14 as "bullet"
ExportAssets (56)Timeline Frame 1Symbol 19 as "deadenemy"
ExportAssets (56)Timeline Frame 1Symbol 24 as "rifleman"
ExportAssets (56)Timeline Frame 1Symbol 26 as "obstacle"
ExportAssets (56)Timeline Frame 1Symbol 28 as "lc"
ExportAssets (56)Timeline Frame 1Symbol 43 as "enemy"
ExportAssets (56)Timeline Frame 1Symbol 153 as "__Packages.v3d"
ExportAssets (56)Timeline Frame 45Symbol 43 as "enemy"
ExportAssets (56)Timeline Frame 45Symbol 28 as "lc"
ExportAssets (56)Timeline Frame 45Symbol 26 as "obstacle"
ExportAssets (56)Timeline Frame 45Symbol 24 as "rifleman"
ExportAssets (56)Timeline Frame 45Symbol 19 as "deadenemy"
ExportAssets (56)Timeline Frame 45Symbol 14 as "bullet"
ExportAssets (56)Timeline Frame 45Symbol 12 as "explosion"

Labels

"start"Frame 1
"help"Frame 8
"tips"Frame 15
"win"Frame 22
"loose"Frame 29
"rungame"Frame 36
"explode"Symbol 12 MovieClip [explosion] Frame 2
"suspendexplosion"Symbol 12 MovieClip [explosion] Frame 19
"incoming"Symbol 12 MovieClip [explosion] Frame 20
"run"Symbol 43 MovieClip [enemy] Frame 1
"shoot"Symbol 43 MovieClip [enemy] Frame 10
"prone"Symbol 43 MovieClip [enemy] Frame 20
"firemortar"Symbol 118 MovieClip Frame 2
"fire"Symbol 141 MovieClip Frame 2
"riflefire"Symbol 142 MovieClip Frame 1
"splash"Symbol 147 MovieClip Frame 2
"sand_poof"Symbol 149 MovieClip Frame 2
"sparks"Symbol 151 MovieClip Frame 2

Dynamic Text Variables

_root.shots_hitSymbol 129 EditableText"0  "
_root.shots_firedSymbol 131 EditableText"0  "
_root.hit_ratioSymbol 133 EditableText"0  "
_root.waveSymbol 135 EditableText"0  "
messageTextSymbol 152 EditableText"ssssssssssss"




http://swfchan.com/40/199875/info.shtml
Created: 29/7 -2019 03:50:09 Last modified: 29/7 -2019 03:50:09 Server time: 25/04 -2024 06:12:19