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warfare-1917-2267.swf

This is the info page for
Flash #42981

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


Text
00

versionNumber

PLAY

NEXT TRANSMISSION

HINT: A hint!

WARFARE:1917
IS NOT AVAILABLE HERE

PERHAPS TRY PLAYING AT

ARMORGAMES.COM

SOUND CONTROLLER

ASSET CONTROLLER

A

XP

2

C40

X

Developed by:  Armor Games

v1.01

© Armor Games 2008

MUSIC

OPTIONS

VISUAL QUALITY

SOUND EFFECTS

SELECT CAMPAIGN

GERMAN CAMPAIGN - HARD

Known for their hardy infantry and Sturmtruppen the German Army of 1917 were a fierce fighting force.
Taking a defensive stance on lands that they had gained through occupation, the German Army's strategy
was much more suited to trench warfare.

GERMAN CAMPAIGN - ONLY AVAILABLE AT ARMORGAMES.COM

BRITISH CAMPAIGN - NORMAL

During the first world war, the British Army was known for it's keen use of Artillery and pioneering of the
Tank. Always pushing forward the British Army took on an offensive doctrine, while this lead to the deaths
of many, ground gained was the all important goal.

CHOOSE YOUR CAMPAIGN

Select a side to lead into your Warfare campaign!
Each army has it's own strengths and weaknesses as well as specialty units available.

LAUNCH BATTLE

UPGRADE UNITS

00

<p align="center"><font face="DIN-Bold" size="9" color="#d2d1c6" letterSpacing="0.000000" kerning="0">10000 / 25 XP</font></p>

Text

Text

MAIN MENU

CREDITS

DESIGNED / PROGRAMMED / ANIMATED

CHRIS "CON" CONDON

MUSIC BY

JAMES CUSSEN

VOICE ACTORS

TOTALBISCUIT (wcradio.com)  as  BRITISH SOLDIER

BRIAN JAMES SMITH   as  BRITISH SOLDIER

DAVID WEINBERGER  as  BRITISH SOLDIER

FRANK 'DINICTUS' WEHRMEIJER  as  GERMAN SOLDIER

SCOTT LATHAM  as  GERMAN SOLDIER

CON@ARMORGAMES.COM

CON@ARMORGAMES.COM

INSTRUCTIONS

HOW TO PLAY

Win each battle by taking over
the ENEMY GROUND or by
forcing the enemy into
surrender by wearing down
their  MORALE.
The bars at the top of screen
show GROUND TAKEN and
the MORALE of your men.

TRENCHES

Each trench can fit up to 3
squads. Once in the trench,
these squads can be forced
out using the UNIT
CONTROLS.
Trenches can also be
LOCKED. This stops any
units entering the trench.

BONUSES

Trenches, Officers and
Upgrades all provide both
offensive and defensive
bonuses  to your men.
Earn experience (XP) by
killing enemies and
winning battles effectively
and you'll earn UPGRADE
POINTS. Spend these to
buy bonuses.

SUPPORT

Fire support weapons are
your best bet against
entrenched troops.
To use  support weapons
select them from the menu,
then click on the red target
on the battlefield for where
you'd like it deployed.

0

0

DEFENSIVE

AGGRESSIVE

BALANCED

RIFLEMEN

ASSAULT

MG

SNIPER

OFFICER

TANK

MORTAR

ARTILLERY

GAS

ANTI-TANK

EASY

MEDIUM

HARD

SHORT

LONG

FEW

MED.

MANY

DONE

00

ARTILLERY ACCURACY

Makes artillery strikes long and intense barrages that will decimate the enemy.

Effect: Additional rounds.

Cost: 3

00

NEW UNIT AVAILABLE

TEAMTYPE

CLOSE

ON

WHAT

VISUAL QUALITY

SOUND EFFECTS

BATTLENAME

DEPLOYING TO BATTLEFIELD

HINT: A hint!

TEAM VICTORY!

BRITISH

GERMAN

ENEMIES KILLED

SQUADS DEPLOYED

TRENCHES TAKEN

SUPPORT USED

SQUADS  LOST

000

000

000

000

000

000

000

000

000

000

BONUS XP: 0

BONUS EXPERIENCE BASED ON PERFORMANCE.

CAMPAIGN STATISTICS

UNITS DEPLOYED

ENEMIES KILLED

SOLDIERS LOST

WINS

LOSSES

MORALE WINS

CONQUER WINS

MORALE LOSSES

CONQUER LOSSES

RIFLEMEN

ASSAULT

MACHINE GUN

SNIPER

OFFICER

TANK

TRENCHES TAKEN

FIRE SUPPORT USED

XP GAINED

BONUS XP GAINED

WINS / LOSSES

OVERVIEW

000

000

000

000

000

000

000

000

000

000

000

000

000

000

000

000

000

000

FISH ARMY  LED TO GLORIOUS VICTORY

CAMPAIGN COMPLETED!

Congratulations you have completed the campaign for this
army. Continue on to view your campaign statistics.

EMPTY

00

MORALE

BRITISH

10%

GERMAN

GROUND TAKEN

MORALE

30%

10%

30%

Header

Desc

TIP: CREATE UNITS HERE

Click the portraits to create units. Deploying a unit will reset ALL timers.

FPS:

ActionScript [AS1/AS2]

Frame 1
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} if (_local3._prop == "__special_glow_color__") { _global.$setFilterProperty(_local3._targ, "glow_color", _global.findTweenColor(_local3, _local8), _local3._extras); } if (_local3._prop == "__special_glow_alpha__") { _global.$setFilterProperty(_local3._targ, "glow_alpha", _local4, _local3._extras); } if (_local3._prop == "__special_glow_blurX__") { _global.$setFilterProperty(_local3._targ, "glow_blurX", _local4, _local3._extras); } if (_local3._prop == "__special_glow_blurY__") { _global.$setFilterProperty(_local3._targ, "glow_blurY", _local4, _local3._extras); } if (_local3._prop == "__special_glow_strength__") { _global.$setFilterProperty(_local3._targ, "glow_strength", _local4, _local3._extras); } if (_local3._prop == "__special_bevel_distance__") { _global.$setFilterProperty(_local3._targ, "bevel_distance", _local4, _local3._extras); } if (_local3._prop == "__special_bevel_angle__") { _global.$setFilterProperty(_local3._targ, "bevel_angle", _local4, _local3._extras); } if (_local3._prop == "__special_bevel_highlightColor__") { _global.$setFilterProperty(_local3._targ, "bevel_highlightColor", _global.findTweenColor(_local3, _local8), _local3._extras); } if (_local3._prop == "__special_bevel_highlightAlpha__") { _global.$setFilterProperty(_local3._targ, "bevel_highlightAlpha", _local4, _local3._extras); } if (_local3._prop == "__special_bevel_shadowColor__") { _global.$setFilterProperty(_local3._targ, "bevel_shadowColor", _global.findTweenColor(_local3, _local8), _local3._extras); } if (_local3._prop == "__special_bevel_shadowAlpha__") { _global.$setFilterProperty(_local3._targ, "bevel_shadowAlpha", _local4, _local3._extras); } if (_local3._prop == "__special_bevel_blurX__") { _global.$setFilterProperty(_local3._targ, "bevel_blurX", _local4, _local3._extras); } if (_local3._prop == "__special_bevel_blurY__") { _global.$setFilterProperty(_local3._targ, "bevel_blurY", _local4, _local3._extras); } if (_local3._prop == "__special_bevel_strength__") { _global.$setFilterProperty(_local3._targ, "bevel_strength", _local4, _local3._extras); } if (_local3._targ.onTweenUpdate != undefined) { _local3._targ.onTweenUpdate(_local3._prop); } if (_local10 <= _local8) { if (_local3._targ.onTweenComplete != undefined) { _local3._targ.onTweenComplete(_local3._prop); } _global.$stopTween(_local3._targ, [_local3._prop], false); _local6--; if (_local3._callback != undefined) { if (_global.backwardCallbackTweening) { var _local11 = _local3._targ.createEmptyMovieClip("__child__", 122344); _local3._callback.apply(_local11, null); _local11.removeMovieClip(); } else { _local3._callback.apply(_local3._targ, null); } } } } _local6++; } if (this.$_tweenPropList.length == 0) { _global.$removeTweenController(); } }; ASSetPropFlags(_global, "$updateTween", 1, 0); _global.$stopTween = function (mtarget, props, wipeFuture) { var _local4 = _root.__tweenController__.$_tweenPropList; var _local7; for (var _local9 in _local4) { _local7 = _local4[_local9]._prop; var _local5 = 0; while ((_local5 < props.length) || ((_local5 < 1) && (props == undefined))) { if (((_local4[_local9]._targ == mtarget) && ((_local7 == props[_local5]) || (props == undefined))) && (wipeFuture || ((_local4[_local9]._timeDest + (_local4[_local9]._delay * 1000)) <= getTimer()))) { switch (_local7) { case "__special_mc_frame__" : case "__special_mc_ra__" : case "__special_mc_rb__" : case "__special_mc_ga__" : case "__special_mc_gb__" : case "__special_mc_ba__" : case "__special_mc_bb__" : case "__special_mc_aa__" : case "__special_mc_ab__" : case "__special_sound_volume__" : case "__special_bst_t__" : delete mtarget[_local7]; break; case "__special_text_b__" : delete mtarget.__special_text_r__; delete mtarget.__special_text_g__; delete mtarget.__special_text_b__; } _local4.splice(_local9, 1); } _local5++; } } if (props == undefined) { delete mtarget.$_tweenCount; } else { mtarget.$_tweenCount = 0; for (var _local9 in _local4) { if (_local4[_local9]._targ == mtarget) { mtarget.$_tweenCount++; } } if (mtarget.$_tweenCount == 0) { delete mtarget.$_tweenCount; } } if (_local4.length == 0) { _global.$removeTweenController(); } }; ASSetPropFlags(_global, "$stopTween", 1, 0); _global.$setFilterProperty = function (mtarget, propName, propValue, extras) { var _local1; var _local7 = false; var _local3 = []; _local1 = 0; while (_local1 < mtarget.filters.length) { _local3.push(mtarget.filters[_local1]); _local1++; } if (propName.substr(0, 5) == "blur_") { _local1 = 0; while (_local1 < mtarget.filters.length) { if (_local3[_local1] instanceof flash.filters.BlurFilter) { _local3[_local1][propName.substr(5)] = propValue; if (extras.__special_blur_quality__ != undefined) { _local3[_local1].quality = extras.__special_blur_quality__; } _local7 = true; break; } _local1++; } if (!_local7) { var _local9; var _local8 = ((extras.__special_blur_quality__ == undefined) ? 2 : (extras.__special_blur_quality__)); if (propName == "blur_blurX") { _local9 = new flash.filters.BlurFilter(propValue, 0, _local8); } if (propName == "blur_blurY") { _local9 = new flash.filters.BlurFilter(0, propValue, _local8); } _local3.push(_local9); } } else if (propName.substr(0, 5) == "glow_") { _local1 = 0; while (_local1 < mtarget.filters.length) { if (_local3[_local1] instanceof flash.filters.GlowFilter) { _local3[_local1][propName.substr(5)] = propValue; if (extras.__special_glow_quality__ != undefined) { _local3[_local1].quality = extras.__special_glow_quality__; } if (extras.__special_glow_inner__ != undefined) { _local3[_local1].inner = extras.__special_glow_inner__; } if (extras.__special_glow_knockout__ != undefined) { _local3[_local1].knockout = extras.__special_glow_knockout__; } _local7 = true; break; } _local1++; } if (!_local7) { var _local8 = ((extras.__special_glow_quality__ == undefined) ? 2 : (extras.__special_glow_quality__)); var _local12 = ((extras.__special_glow_inner__ == undefined) ? false : (extras.__special_glow_inner__)); var _local10 = ((extras.__special_glow_knockout__ == undefined) ? false : (extras.__special_glow_knockout__)); if (propName == "glow_color") { var _local9 = new flash.filters.GlowFilter(propValue, 1, 0, 0, 1, _local8, _local12, _local10); } if (propName == "glow_alpha") { var _local9 = new flash.filters.GlowFilter(16777215, propValue, 0, 0, 1, _local8, _local12, _local10); } if (propName == "glow_blurX") { var _local9 = new flash.filters.GlowFilter(16777215, 1, propValue, 0, 1, _local8, _local12, _local10); } if (propName == "glow_blurY") { var _local9 = new flash.filters.GlowFilter(16777215, 1, 0, propValue, 1, _local8, _local12, _local10); } if (propName == "glow_strength") { var _local9 = new flash.filters.GlowFilter(16777215, 1, 0, 0, propValue, _local8, _local12, _local10); } _local3.push(_local9); } } else if (propName.substr(0, 6) == "bevel_") { _local1 = 0; while (_local1 < mtarget.filters.length) { if (_local3[_local1] instanceof flash.filters.BevelFilter) { _local3[_local1][propName.substr(6)] = propValue; if (extras.__special_bevel_quality__ != undefined) { _local3[_local1].quality = extras.__special_bevel_quality__; } if (extras.__special_bevel_type__ != undefined) { _local3[_local1].inner = extras.__special_bevel_type__; } if (extras.__special_bevel_knockout__ != undefined) { _local3[_local1].knockout = extras.__special_bevel_knockout__; } _local7 = true; break; } _local1++; } if (!_local7) { var _local8 = ((extras.__special_bevel_quality__ == undefined) ? 2 : (extras.__special_bevel_quality__)); var _local11 = ((extras.__special_bevel_type__ == undefined) ? "inner" : (extras.__special_bevel_type__)); var _local10 = ((extras.__special_bevel_knockout__ == undefined) ? false : (extras.__special_bevel_knockout__)); if (propName == "bevel_distance") { var _local9 = new flash.filters.BevelFilter(propValue, 45, 16777215, 1, 0, 1, 0, 0, 1, _local8, _local11, _local10); } if (propName == "bevel_angle") { var _local9 = new flash.filters.BevelFilter(0, propValue, 16777215, 1, 0, 1, 0, 0, 1, _local8, _local11, _local10); } if (propName == "bevel_highlightColor") { var _local9 = new flash.filters.BevelFilter(0, 45, propValue, 1, 0, 1, 0, 0, 1, _local8, _local11, _local10); } if (propName == "bevel_highlightAlpha") { var _local9 = new flash.filters.BevelFilter(0, 45, 16777215, propValue, 0, 1, 0, 0, 1, _local8, _local11, _local10); } if (propName == "bevel_shadowColor") { var _local9 = new flash.filters.BevelFilter(0, 45, 16777215, 1, propValue, 1, 0, 0, 1, _local8, _local11, _local10); } if (propName == "bevel_shadowAlpha") { var _local9 = new flash.filters.BevelFilter(0, 45, 16777215, 1, 0, propValue, 0, 0, 1, _local8, _local11, _local10); } if (propName == "bevel_blurX") { var _local9 = new flash.filters.BevelFilter(0, 45, 16777215, 1, 0, 1, propValue, 0, 1, _local8, _local11, _local10); } if (propName == "bevel_blurY") { var _local9 = new flash.filters.BevelFilter(0, 45, 16777215, 1, 0, 1, 0, propValue, 1, _local8, _local11, _local10); } if (propName == "bevel_strength") { var _local9 = new flash.filters.BevelFilter(0, 45, 16777215, 1, 0, 1, 0, 0, propValue, _local8, _local11, _local10); } _local3.push(_local9); } } else { return(undefined); } mtarget.filters = _local3; }; MovieClip.prototype.tween = (TextField.prototype.tween = (Sound.prototype.tween = function (prop, propDest, timeSeconds, animType, delay, callback, extra1, extra2) { _global.$addTween(this, prop, propDest, timeSeconds, animType, delay, callback, extra1, extra2); })); ASSetPropFlags(MovieClip.prototype, "tween", 1, 0); ASSetPropFlags(TextField.prototype, "tween", 1, 0); ASSetPropFlags(Sound.prototype, "tween", 1, 0); MovieClip.prototype.roundedTween = (TextField.prototype.roundedTween = (Sound.prototype.roundedTween = function (prop, propDest, timeSeconds, animType, delay, callback, extra1, extra2) { _global.$addTween(this, prop, propDest, timeSeconds, animType, delay, callback, extra1, extra2, {mustRound:true}); })); ASSetPropFlags(MovieClip.prototype, "roundedTween", 1, 0); ASSetPropFlags(TextField.prototype, "roundedTween", 1, 0); ASSetPropFlags(Sound.prototype, "roundedTween", 1, 0); MovieClip.prototype.stopTween = (TextField.prototype.stopTween = (Sound.prototype.stopTween = function (props) { if (typeof(props) == "string") { props = [props]; } if (props != undefined) { var _local4 = 1; while (_local4 < arguments.length) { props.push(arguments[_local4]); _local4++; } } _global.$stopTween(this, props, true); })); ASSetPropFlags(MovieClip.prototype, "stopTween", 1, 0); ASSetPropFlags(TextField.prototype, "stopTween", 1, 0); ASSetPropFlags(Sound.prototype, "stopTween", 1, 0); MovieClip.prototype.pauseTween = (TextField.prototype.pauseTween = (Sound.prototype.pauseTween = function (props) { if (props != undefined) { if (typeof(props) == "string") { props = [props]; } var _local6 = 1; while (_local6 < Arguments.length) { props.push(Arguments[_local6]); _local6++; } } var _local4 = _root.__tweenController__.$_tweenPropList; var _local5; for (var _local7 in _local4) { if ((_local4[_local7]._targ == this) && (!_local4[_local7]._isPaused)) { if (props != undefined) { _local5 = false; for (var _local6 in props) { if (props[_local6] == _local4[_local7]._prop) { _local5 = true; break; } } } if ((props == undefined) || (_local5)) { _local4[_local7]._isPaused = true; _local4[_local7]._timePaused = _root.__tweenController__.$_tTime; } } } })); ASSetPropFlags(MovieClip.prototype, "pauseTween", 1, 0); ASSetPropFlags(TextField.prototype, "pauseTween", 1, 0); ASSetPropFlags(Sound.prototype, "pauseTween", 1, 0); MovieClip.prototype.resumeTween = (TextField.prototype.resumeTween = (Sound.prototype.resumeTween = function (props) { if (props != undefined) { if (typeof(props) == "string") { props = [props]; } var _local7 = 1; while (_local7 < Arguments.length) { props.push(Arguments[_local7]); _local7++; } } var _local3 = _root.__tweenController__.$_tweenPropList; var _local5; var _local6; for (var _local8 in _local3) { if ((_local3[_local8]._targ == this) && (_local3[_local8]._isPaused)) { if (props != undefined) { _local5 = false; for (var _local7 in props) { if (props[_local7] == _local3[_local8]._prop) { _local5 = true; break; } } } if ((props == undefined) || (_local5)) { _local3[_local8]._isPaused = false; _local6 = _root.__tweenController__.$_tTime - _local3[_local8]._timePaused; _local3[_local8]._timeStart = _local3[_local8]._timeStart + _local6; _local3[_local8]._timeDest = _local3[_local8]._timeDest + _local6; _local3[_local8]._timePaused = 0; } } } })); ASSetPropFlags(MovieClip.prototype, "resumeTween", 1, 0); ASSetPropFlags(TextField.prototype, "resumeTween", 1, 0); ASSetPropFlags(Sound.prototype, "resumeTween", 1, 0); MovieClip.prototype.lockTween = (TextField.prototype.lockTween = (Sound.prototype.lockTween = function () { this.$_isTweenLocked = true; ASSetPropFlags(this, "this.$_isTweenLocked", 1, 0); })); ASSetPropFlags(MovieClip.prototype, "lockTween", 1, 0); ASSetPropFlags(TextField.prototype, "lockTween", 1, 0); ASSetPropFlags(Sound.prototype, "lockTween", 1, 0); MovieClip.prototype.unlockTween = (TextField.prototype.unlockTween = (Sound.prototype.unlockTween = function () { delete this.$_isTweenLocked; })); ASSetPropFlags(MovieClip.prototype, "unlockTween", 1, 0); ASSetPropFlags(TextField.prototype, "unlockTween", 1, 0); ASSetPropFlags(Sound.prototype, "unlockTween", 1, 0); MovieClip.prototype.getTweens = (TextField.prototype.getTweens = (Sound.prototype.getTweens = function () { return(this.$_tweenCount); })); ASSetPropFlags(MovieClip.prototype, "getTweens", 1, 0); ASSetPropFlags(TextField.prototype, "getTweens", 1, 0); ASSetPropFlags(Sound.prototype, "getTweens", 1, 0); MovieClip.prototype.isTweening = (TextField.prototype.isTweening = (Sound.prototype.isTweening = function () { return(((this.$_tweenCount > 0) ? true : false)); })); ASSetPropFlags(MovieClip.prototype, "isTweening", 1, 0); ASSetPropFlags(TextField.prototype, "isTweening", 1, 0); ASSetPropFlags(Sound.prototype, "isTweening", 1, 0); MovieClip.prototype.alphaTo = (TextField.prototype.alphaTo = function (propDest_a, timeSeconds, animType, delay, callback, extra1, extra2) { _global.$addTween(this, "_alpha", propDest_a, timeSeconds, animType, delay, callback, extra1, extra2); }); ASSetPropFlags(MovieClip.prototype, "alphaTo", 1, 0); ASSetPropFlags(TextField.prototype, "alphaTo", 1, 0); MovieClip.prototype.frameTo = function (propDest_frame, timeSeconds, animType, delay, callback, extra1, extra2) { _global.$addTween(this, "__special_mc_frame__", propDest_frame, timeSeconds, animType, delay, callback, extra1, extra2); }; ASSetPropFlags(MovieClip.prototype, "frameTo", 1, 0); MovieClip.prototype.resizeTo = (TextField.prototype.resizeTo = function (propDest_width, propDest_height, timeSeconds, animType, delay, callback, extra1, extra2) { _global.$addTween(this, ["_width", "_height"], [propDest_width, propDest_height], timeSeconds, animType, delay, callback, extra1, extra2); }); ASSetPropFlags(MovieClip.prototype, "resizeTo", 1, 0); ASSetPropFlags(TextField.prototype, "resizeTo", 1, 0); MovieClip.prototype.rotateTo = (TextField.prototype.rotateTo = function (propDest_rotation, timeSeconds, animType, delay, callback, extra1, extra2) { _global.$addTween(this, "_rotation", propDest_rotation, timeSeconds, animType, delay, callback, extra1, extra2); }); ASSetPropFlags(MovieClip.prototype, "rotateTo", 1, 0); ASSetPropFlags(TextField.prototype, "rotateTo", 1, 0); MovieClip.prototype.scaleTo = (TextField.prototype.scaleTo = function (propDest_scale, timeSeconds, animType, delay, callback, extra1, extra2) { _global.$addTween(this, ["_xscale", "_yscale"], [propDest_scale, propDest_scale], timeSeconds, animType, delay, callback, extra1, extra2); }); ASSetPropFlags(MovieClip.prototype, "scaleTo", 1, 0); ASSetPropFlags(TextField.prototype, "scaleTo", 1, 0); MovieClip.prototype.xScaleTo = (TextField.prototype.xScaleTo = function (propDest_scale, timeSeconds, animType, delay, callback, extra1, extra2) { _global.$addTween(this, "_xscale", propDest_scale, timeSeconds, animType, delay, callback, extra1, extra2); }); ASSetPropFlags(MovieClip.prototype, "xScaleTo", 1, 0); ASSetPropFlags(TextField.prototype, "xScaleTo", 1, 0); MovieClip.prototype.yScaleTo = (TextField.prototype.yScaleTo = function (propDest_scale, timeSeconds, animType, delay, callback, extra1, extra2) { _global.$addTween(this, "_yscale", propDest_scale, timeSeconds, animType, delay, callback, extra1, extra2); }); ASSetPropFlags(MovieClip.prototype, "yScaleTo", 1, 0); ASSetPropFlags(TextField.prototype, "yScaleTo", 1, 0); TextField.prototype.scrollTo = function (propDest_scroll, timeSeconds, animType, delay, callback, extra1, extra2) { _global.$addTween(this, "scroll", propDest_scroll, timeSeconds, animType, delay, callback, extra1, extra2); }; ASSetPropFlags(TextField.prototype, "scrollTo", 1, 0); MovieClip.prototype.slideTo = (TextField.prototype.slideTo = function (propDest_x, propDest_y, timeSeconds, animType, delay, callback, extra1, extra2) { _global.$addTween(this, ["_x", "_y"], [propDest_x, propDest_y], timeSeconds, animType, delay, callback, extra1, extra2); }); ASSetPropFlags(MovieClip.prototype, "slideTo", 1, 0); ASSetPropFlags(TextField.prototype, "slideTo", 1, 0); MovieClip.prototype.roundedSlideTo = (TextField.prototype.roundedSlideTo = function (propDest_x, propDest_y, timeSeconds, animType, delay, callback, extra1, extra2) { _global.$addTween(this, ["_x", "_y"], [propDest_x, propDest_y], timeSeconds, animType, delay, callback, extra1, extra2, {mustRound:true}); }); ASSetPropFlags(MovieClip.prototype, "roundedSlideTo", 1, 0); ASSetPropFlags(TextField.prototype, "roundedSlideTo", 1, 0); MovieClip.prototype.xSlideTo = (TextField.prototype.xSlideTo = function (propDest_x, timeSeconds, animType, delay, callback, extra1, extra2) { _global.$addTween(this, "_x", propDest_x, timeSeconds, animType, delay, callback, extra1, extra2); }); ASSetPropFlags(MovieClip.prototype, "xSlideTo", 1, 0); ASSetPropFlags(TextField.prototype, "xSlideTo", 1, 0); MovieClip.prototype.roundedXSlideTo = (TextField.prototype.roundedXSlideTo = function (propDest_x, timeSeconds, animType, delay, callback, extra1, extra2) { _global.$addTween(this, "_x", propDest_x, timeSeconds, animType, delay, callback, extra1, extra2, {mustRound:true}); }); ASSetPropFlags(MovieClip.prototype, "roundedXSlideTo", 1, 0); ASSetPropFlags(TextField.prototype, "roundedXSlideTo", 1, 0); MovieClip.prototype.ySlideTo = (TextField.prototype.ySlideTo = function (propDest_y, timeSeconds, animType, delay, callback, extra1, extra2) { _global.$addTween(this, "_y", propDest_y, timeSeconds, animType, delay, callback, extra1, extra2); }); ASSetPropFlags(MovieClip.prototype, "ySlideTo", 1, 0); ASSetPropFlags(TextField.prototype, "ySlideTo", 1, 0); MovieClip.prototype.roundedYSlideTo = (TextField.prototype.roundedYSlideTo = function (propDest_y, timeSeconds, animType, delay, callback, extra1, extra2) { _global.$addTween(this, "_y", propDest_y, timeSeconds, animType, delay, callback, extra1, extra2, {mustRound:true}); }); ASSetPropFlags(MovieClip.prototype, "roundedYSlideTo", 1, 0); ASSetPropFlags(TextField.prototype, "roundedYSlideTo", 1, 0); MovieClip.prototype.bezierSlideTo = (TextField.prototype.bezierSlideTo = function (cpoint_x, cpoint_y, propDest_x, propDest_y, timeSeconds, animType, delay, callback, extra1, extra2) { var _local3 = new Object(); _local3.__special_bst_ix__ = undefined; _local3.__special_bst_iy__ = undefined; _local3.__special_bst_cx__ = cpoint_x; _local3.__special_bst_cy__ = cpoint_y; _local3.__special_bst_dx__ = propDest_x; _local3.__special_bst_dy__ = propDest_y; _global.$addTween(this, "__special_bst_t__", 1, timeSeconds, animType, delay, callback, extra1, extra2, _local3); }); ASSetPropFlags(MovieClip.prototype, "bezierSlideTo", 1, 0); ASSetPropFlags(TextField.prototype, "bezierSlideTo", 1, 0); MovieClip.prototype.roundedBezierSlideTo = (TextField.prototype.roundedBezierSlideTo = function (cpoint_x, cpoint_y, propDest_x, propDest_y, timeSeconds, animType, delay, callback, extra1, extra2) { var _local3 = new Object(); _local3.__special_bst_ix__ = undefined; _local3.__special_bst_iy__ = undefined; _local3.__special_bst_cx__ = cpoint_x; _local3.__special_bst_cy__ = cpoint_y; _local3.__special_bst_dx__ = propDest_x; _local3.__special_bst_dy__ = propDest_y; _local3.mustRound = true; _global.$addTween(this, "__special_bst_t__", 1, timeSeconds, animType, delay, callback, extra1, extra2, _local3); }); ASSetPropFlags(MovieClip.prototype, "roundedBezierSlideTo", 1, 0); ASSetPropFlags(TextField.prototype, "roundedBezierSlideTo", 1, 0); Sound.prototype.volumeTo = function (propDest_volume, timeSeconds, animType, delay, callback, extra1, extra2) { _global.$addTween(this, "__special_sound_volume__", propDest_volume, timeSeconds, animType, delay, callback, extra1, extra2); }; ASSetPropFlags(Sound.prototype, "volumeTo", 1, 0); Sound.prototype.panTo = function (propDest_volume, timeSeconds, animType, delay, callback, extra1, extra2) { _global.$addTween(this, "__special_sound_pan__", propDest_volume, timeSeconds, animType, delay, callback, extra1, extra2); }; ASSetPropFlags(Sound.prototype, "panTo", 1, 0); MovieClip.prototype.colorTo = function (propDest_color, timeSeconds, animType, delay, callback, extra1, extra2) { if (propDest_color == null) { this.colorTransformTo(100, 0, 100, 0, 100, 0, undefined, undefined, timeSeconds, animType, delay, callback, extra1, extra2); } else { var _local3 = propDest_color >> 16; var _local5 = (propDest_color & 65280) >> 8; var _local4 = propDest_color & 255; this.colorTransformTo(0, _local3, 0, _local5, 0, _local4, undefined, undefined, timeSeconds, animType, delay, callback, extra1, extra2); } }; ASSetPropFlags(MovieClip.prototype, "colorTo", 1, 0); TextField.prototype.colorTo = function (propDest_color, timeSeconds, animType, delay, callback, extra1, extra2) { var _local3 = propDest_color >> 16; var _local6 = (propDest_color & 65280) >> 8; var _local4 = propDest_color & 255; _global.$addTween(this, ["__special_text_r__", "__special_text_g__", "__special_text_b__"], [_local3, _local6, _local4], timeSeconds, animType, delay, callback, extra1, extra2); }; ASSetPropFlags(TextField.prototype, "colorTo", 1, 0); MovieClip.prototype.colorTransformTo = function () { if ((typeof(arguments[0]) == "object") && (arguments[0] != undefined)) { _global.$addTween(this, ["__special_mc_ra__", "__special_mc_rb__", "__special_mc_ga__", "__special_mc_gb__", "__special_mc_ba__", "__special_mc_bb__", "__special_mc_aa__", "__special_mc_ab__"], [arguments[0].ra, arguments[0].rb, arguments[0].ga, arguments[0].gb, arguments[0].ba, arguments[0].bb, arguments[0].aa, arguments[0].ab], arguments[1], arguments[2], arguments[3], arguments[4], arguments[5], arguments[6]); } else { _global.$addTween(this, ["__special_mc_ra__", "__special_mc_rb__", "__special_mc_ga__", "__special_mc_gb__", "__special_mc_ba__", "__special_mc_bb__", "__special_mc_aa__", "__special_mc_ab__"], [arguments[0], arguments[1], arguments[2], arguments[3], arguments[4], arguments[5], arguments[6], arguments[7]], arguments[8], arguments[9], arguments[10], arguments[11], arguments[12], arguments[13]); } }; ASSetPropFlags(MovieClip.prototype, "colorTransformTo", 1, 0); MovieClip.prototype.blurTo = (TextField.prototype.blurTo = function () { if ((typeof(arguments[0]) == "object") && (arguments[0] != undefined)) { _global.$addTween(this, ["__special_blur_x__", "__special_blur_y__"], [arguments[0].blurX, arguments[0].blurY], arguments[1], arguments[2], arguments[3], arguments[4], arguments[5], arguments[6], {__special_blur_quality__:arguments[0].quality}); } else { _global.$addTween(this, ["__special_blur_x__", "__special_blur_y__"], [arguments[0], arguments[0]], arguments[2], arguments[3], arguments[4], arguments[5], arguments[6], arguments[7], {__special_blur_quality__:arguments[1]}); } }); ASSetPropFlags(MovieClip.prototype, "blurTo", 1, 0); ASSetPropFlags(TextField.prototype, "blurTo", 1, 0); MovieClip.prototype.xyBlurTo = (TextField.prototype.xyBlurTo = function (propDest_blurX, propDest_blurY, quality, timeSeconds, animType, delay, callback, extra1, extra2) { _global.$addTween(this, ["__special_blur_x__", "__special_blur_y__"], [propDest_blurX, propDest_blurY], timeSeconds, animType, delay, callback, extra1, extra2, {__special_blur_quality__:quality}); }); ASSetPropFlags(MovieClip.prototype, "xyBlurTo", 1, 0); ASSetPropFlags(TextField.prototype, "xyBlurTo", 1, 0); MovieClip.prototype.xBlurTo = (TextField.prototype.xBlurTo = function (propDest_blur, quality, timeSeconds, animType, delay, callback, extra1, extra2) { _global.$addTween(this, "__special_blur_x__", propDest_blur, timeSeconds, animType, delay, callback, extra1, extra2, {__special_blur_quality__:quality}); }); ASSetPropFlags(MovieClip.prototype, "xBlurTo", 1, 0); ASSetPropFlags(TextField.prototype, "xBlurTo", 1, 0); MovieClip.prototype.yBlurTo = (TextField.prototype.yBlurTo = function (propDest_blur, quality, timeSeconds, animType, delay, callback, extra1, extra2) { _global.$addTween(this, "__special_blur_y__", propDest_blur, timeSeconds, animType, delay, callback, extra1, extra2, {__special_blur_quality__:quality}); }); ASSetPropFlags(MovieClip.prototype, "yBlurTo", 1, 0); ASSetPropFlags(TextField.prototype, "yBlurTo", 1, 0); MovieClip.prototype.glowTo = (TextField.prototype.glowTo = function () { if ((typeof(arguments[0]) == "object") && (arguments[0] != undefined)) { _global.$addTween(this, ["__special_glow_color__", "__special_glow_alpha__", "__special_glow_blurX__", "__special_glow_blurY__", "__special_glow_strength__"], [arguments[0].color, arguments[0].alpha, arguments[0].blurX, arguments[0].blurY, arguments[0].strength], arguments[1], arguments[2], arguments[3], arguments[4], arguments[5], arguments[6], {__special_glow_quality__:arguments[0].quality, __special_glow_inner__:arguments[0].inner, __special_glow_knockout__:arguments[0].knockout}); } else { _global.$addTween(this, ["__special_glow_color__", "__special_glow_alpha__", "__special_glow_blurX__", "__special_glow_blurY__", "__special_glow_strength__"], [arguments[0], arguments[1], arguments[2], arguments[2], arguments[3]], arguments[7], arguments[8], arguments[9], arguments[10], arguments[11], arguments[12], {__special_glow_quality__:arguments[4], __special_glow_inner__:arguments[5], __special_glow_knockout__:arguments[6]}); } }); ASSetPropFlags(MovieClip.prototype, "glowTo", 1, 0); ASSetPropFlags(TextField.prototype, "glowTo", 1, 0); MovieClip.prototype.xyGlowTo = (TextField.prototype.xyGlowTo = function (propDest_color, propDest_alpha, propDest_blurX, propDest_blurY, propDest_strength, quality, inner, knockout, timeSeconds, animType, delay, callback, extra1, extra2) { _global.$addTween(this, ["__special_glow_color__", "__special_glow_alpha__", "__special_glow_blurX__", "__special_glow_blurY__", "__special_glow_strength__"], [propDest_color, propDest_alpha, propDest_blurX, propDest_blurY, propDest_strength], timeSeconds, animType, delay, callback, extra1, extra2, {__special_glow_quality__:quality, __special_glow_inner__:inner, __special_glow_knockout__:knockout}); }); ASSetPropFlags(MovieClip.prototype, "xyGlowTo", 1, 0); ASSetPropFlags(TextField.prototype, "xyGlowTo", 1, 0); MovieClip.prototype.xGlowTo = (TextField.prototype.xGlowTo = function (propDest_color, propDest_alpha, propDest_blur, propDest_strength, quality, inner, knockout, timeSeconds, animType, delay, callback, extra1, extra2) { _global.$addTween(this, ["__special_glow_color__", "__special_glow_alpha__", "__special_glow_blurX__", "__special_glow_strength__"], [propDest_color, propDest_alpha, propDest_blur, propDest_strength], timeSeconds, animType, delay, callback, extra1, extra2, {__special_glow_quality__:quality, __special_glow_inner__:inner, __special_glow_knockout__:knockout}); }); ASSetPropFlags(MovieClip.prototype, "xGlowTo", 1, 0); ASSetPropFlags(TextField.prototype, "xGlowTo", 1, 0); MovieClip.prototype.yGlowTo = (TextField.prototype.yGlowTo = function (propDest_color, propDest_alpha, propDest_blur, propDest_strength, quality, inner, knockout, timeSeconds, animType, delay, callback, extra1, extra2) { _global.$addTween(this, ["__special_glow_color__", "__special_glow_alpha__", "__special_glow_blurY__", "__special_glow_strength__"], [propDest_color, propDest_alpha, propDest_blur, propDest_strength], timeSeconds, animType, delay, callback, extra1, extra2, {__special_glow_quality__:quality, __special_glow_inner__:inner, __special_glow_knockout__:knockout}); }); ASSetPropFlags(MovieClip.prototype, "yGlowTo", 1, 0); ASSetPropFlags(TextField.prototype, "yGlowTo", 1, 0); MovieClip.prototype.bevelTo = (TextField.prototype.bevelTo = function () { if ((typeof(arguments[0]) == "object") && (arguments[0] != undefined)) { _global.$addTween(this, ["__special_bevel_distance__", "__special_bevel_angle__", "__special_bevel_highlightColor__", "__special_bevel_highlightAlpha__", "__special_bevel_shadowColor__", "__special_bevel_shadowAlpha__", "__special_bevel_blurX__", "__special_bevel_blurY__", "__special_bevel_strength__"], [arguments[0].distance, arguments[0].angle, arguments[0].highlightColor, arguments[0].highlightAlpha * 100, arguments[0].shadowColor, arguments[0].shadowAlpha * 100, arguments[0].blurX, arguments[0].blurY, arguments[0].strength], arguments[1], arguments[2], arguments[3], arguments[4], arguments[5], arguments[6], {__special_bevel_quality__:arguments[0].quality, __special_bevel_type__:arguments[0].type, __special_bevel_knockout__:arguments[0].knockout}); } else { _global.$addTween(this, ["__special_bevel_distance__", "__special_bevel_angle__", "__special_bevel_highlightColor__", "__special_bevel_highlightAlpha__", "__special_bevel_shadowColor__", "__special_bevel_shadowAlpha__", "__special_bevel_blurX__", "__special_bevel_blurY__", "__special_bevel_strength__"], [arguments[0], arguments[1], arguments[2], arguments[3], arguments[4], arguments[5], arguments[6], arguments[6], arguments[7]], arguments[11], arguments[12], arguments[13], arguments[14], arguments[15], arguments[16], {__special_bevel_quality__:arguments[8], __special_bevel_type__:arguments[9], __special_bevel_knockout__:arguments[10]}); } }); ASSetPropFlags(MovieClip.prototype, "bevelTo", 1, 0); ASSetPropFlags(TextField.prototype, "bevelTo", 1, 0); MovieClip.prototype.xyBevelTo = (TextField.prototype.xyBevelTo = function (propDest_distance, propDest_angle, propDest_highlightColor, propDest_highlightAlpha, propDest_shadowColor, propDest_shadowAlpha, propDest_blurX, propDest_blurY, propDest_strength, quality, type, knockout, timeSeconds, animType, delay, callback, extra1, extra2) { _global.$addTween(this, ["__special_bevel_distance__", "__special_bevel_angle__", "__special_bevel_highlightColor__", "__special_bevel_highlightAlpha__", "__special_bevel_shadowColor__", "__special_bevel_shadowAlpha__", "__special_bevel_blurX__", "__special_bevel_blurY__", "__special_bevel_blurY__", "__special_bevel_strength__"], [propDest_distance, propDest_angle, propDest_highlightColor, propDest_highlightAlpha, propDest_shadowColor, propDest_shadowAlpha, propDest_blur, propDest_blur, propDest_strength], timeSeconds, animType, delay, callback, extra1, extra2, {__special_bevel_quality__:quality, __special_bevel_type__:type, __special_bevel_knockout__:knockout}); }); ASSetPropFlags(MovieClip.prototype, "xyBevelTo", 1, 0); ASSetPropFlags(TextField.prototype, "xyBevelTo", 1, 0); _global.findPointOnCurve = function (p1x, p1y, cx, cy, p2x, p2y, t) { return({x:p1x + (t * (((2 * (1 - t)) * (cx - p1x)) + (t * (p2x - p1x)))), y:p1y + (t * (((2 * (1 - t)) * (cy - p1y)) + (t * (p2y - p1y))))}); }; ASSetPropFlags(_global, "findPointOnCurve", 1, 0); _global.findTweenColor = function (objProp, tTime) { var _local8 = objProp._propStart >> 16; var _local4 = objProp._propDest >> 16; var _local5 = (objProp._propStart >> 8) & 255; var _local6 = (objProp._propDest >> 8) & 255; var _local9 = objProp._propStart & 255; var _local7 = objProp._propDest & 255; var _local12 = Math.round(_global.findTweenValue(_local8, _local4, objProp._timeStart, tTime - (objProp._delay * 1000), objProp._timeDest, objProp._animType, objProp._extra1, objProp._extra2)); var _local10 = Math.round(_global.findTweenValue(_local5, _local6, objProp._timeStart, tTime - (objProp._delay * 1000), objProp._timeDest, objProp._animType, objProp._extra1, objProp._extra2)); var _local3 = Math.round(_global.findTweenValue(_local9, _local7, objProp._timeStart, tTime - (objProp._delay * 1000), objProp._timeDest, objProp._animType, objProp._extra1, objProp._extra2)); return(((_local12 << 16) + (_local10 << 8)) + _local3); }; _global.findTweenValue = function (_propStart, _propDest, _timeStart, _timeNow, _timeDest, _animType, _extra1, _extra2) { var _local1 = _timeNow - _timeStart; var _local4 = _propStart; var _local2 = _propDest - _propStart; var _local3 = _timeDest - _timeStart; var _local6 = _extra1; var _local7 = _extra2; var _local5 = _extra1; switch (_animType.toLowerCase()) { case "linear" : return(((_local2 * _local1) / _local3) + _local4); case "easeinquad" : _local1 = _local1 / _local3; return(((_local2 * _local1) * _local1) + _local4); case "easeoutquad" : _local1 = _local1 / _local3; return((((-_local2) * _local1) * (_local1 - 2)) + _local4); case "easeinoutquad" : _local1 = _local1 / (_local3 / 2); if (_local1 < 1) { return((((_local2 / 2) * _local1) * _local1) + _local4); } _local1--; return((((-_local2) / 2) * ((_local1 * (_local1 - 2)) - 1)) + _local4); case "easeoutinquad" : if (_local1 < (_local3 / 2)) { return((findTweenValue(0, _local2, 0, _local1 * 2, _local3, "easeOutQuad") * 0.5) + _local4); } return(((findTweenValue(0, _local2, 0, (_local1 * 2) - _local3, _local3, "easeInQuad") * 0.5) + (_local2 * 0.5)) + _local4); case "easeincubic" : _local1 = _local1 / _local3; return((((_local2 * _local1) * _local1) * _local1) + _local4); case "easeoutcubic" : _local1 = (_local1 / _local3) - 1; return((_local2 * (((_local1 * _local1) * _local1) + 1)) + _local4); case "easeinoutcubic" : _local1 = _local1 / (_local3 / 2); if (_local1 < 1) { return(((((_local2 / 2) * _local1) * _local1) * _local1) + _local4); } _local1 = _local1 - 2; return(((_local2 / 2) * (((_local1 * _local1) * _local1) + 2)) + _local4); case "easeoutincubic" : if (_local1 < (_local3 / 2)) { return((findTweenValue(0, _local2, 0, _local1 * 2, _local3, "easeOutCubic") * 0.5) + _local4); } return(((findTweenValue(0, _local2, 0, (_local1 * 2) - _local3, _local3, "easeInCubic") * 0.5) + (_local2 * 0.5)) + _local4); case "easeinquart" : _local1 = _local1 / _local3; return(((((_local2 * _local1) * _local1) * _local1) * _local1) + _local4); case "easeoutquart" : _local1 = (_local1 / _local3) - 1; return(((-_local2) * ((((_local1 * _local1) * _local1) * _local1) - 1)) + _local4); case "easeinoutquart" : _local1 = _local1 / (_local3 / 2); if (_local1 < 1) { return((((((_local2 / 2) * _local1) * _local1) * _local1) * _local1) + _local4); } _local1 = _local1 - 2; return((((-_local2) / 2) * ((((_local1 * _local1) * _local1) * _local1) - 2)) + _local4); case "easeoutinquart" : if (_local1 < (_local3 / 2)) { return((findTweenValue(0, _local2, 0, _local1 * 2, _local3, "easeOutQuart") * 0.5) + _local4); } return(((findTweenValue(0, _local2, 0, (_local1 * 2) - _local3, _local3, "easeInQuart") * 0.5) + (_local2 * 0.5)) + _local4); case "easeinquint" : _local1 = _local1 / _local3; return((((((_local2 * _local1) * _local1) * _local1) * _local1) * _local1) + _local4); case "easeoutquint" : _local1 = (_local1 / _local3) - 1; return((_local2 * (((((_local1 * _local1) * _local1) * _local1) * _local1) + 1)) + _local4); case "easeinoutquint" : _local1 = _local1 / (_local3 / 2); if (_local1 < 1) { return(((((((_local2 / 2) * _local1) * _local1) * _local1) * _local1) * _local1) + _local4); } _local1 = _local1 - 2; return(((_local2 / 2) * (((((_local1 * _local1) * _local1) * _local1) * _local1) + 2)) + _local4); case "easeoutinquint" : if (_local1 < (_local3 / 2)) { return((findTweenValue(0, _local2, 0, _local1 * 2, _local3, "easeOutQuint") * 0.5) + _local4); } return(((findTweenValue(0, _local2, 0, (_local1 * 2) - _local3, _local3, "easeInQuint") * 0.5) + (_local2 * 0.5)) + _local4); case "easeinsine" : return((((-_local2) * Math.cos((_local1 / _local3) * (Math.PI/2))) + _local2) + _local4); case "easeoutsine" : return((_local2 * Math.sin((_local1 / _local3) * (Math.PI/2))) + _local4); case "easeinoutsine" : return((((-_local2) / 2) * (Math.cos((Math.PI * _local1) / _local3) - 1)) + _local4); case "easeoutinsine" : if (_local1 < (_local3 / 2)) { return((findTweenValue(0, _local2, 0, _local1 * 2, _local3, "easeOutSine") * 0.5) + _local4); } return(((findTweenValue(0, _local2, 0, (_local1 * 2) - _local3, _local3, "easeInSine") * 0.5) + (_local2 * 0.5)) + _local4); case "easeinexpo" : return(((_local1 == 0) ? (_local4) : ((_local2 * Math.pow(2, 10 * ((_local1 / _local3) - 1))) + _local4))); case "easeoutexpo" : return(((_local1 == _local3) ? (_local4 + _local2) : ((_local2 * ((-Math.pow(2, (-10 * _local1) / _local3)) + 1)) + _local4))); case "easeinoutexpo" : if (_local1 == 0) { return(_local4); } if (_local1 == _local3) { return(_local4 + _local2); } _local1 = _local1 / (_local3 / 2); if (_local1 < 1) { return(((_local2 / 2) * Math.pow(2, 10 * (_local1 - 1))) + _local4); } _local1--; return(((_local2 / 2) * ((-Math.pow(2, -10 * _local1)) + 2)) + _local4); case "easeoutinexpo" : if (_local1 == 0) { return(_local4); } if (_local1 == _local3) { return(_local4 + _local2); } _local1 = _local1 / (_local3 / 2); if (_local1 < 1) { return(((_local2 / 2) * ((-Math.pow(2, (-10 * _local1) / 1)) + 1)) + _local4); } return(((_local2 / 2) * (Math.pow(2, (10 * (_local1 - 2)) / 1) + 1)) + _local4); case "easeincirc" : _local1 = _local1 / _local3; return(((-_local2) * (Math.sqrt(1 - (_local1 * _local1)) - 1)) + _local4); case "easeoutcirc" : _local1 = (_local1 / _local3) - 1; return((_local2 * Math.sqrt(1 - (_local1 * _local1))) + _local4); case "easeinoutcirc" : _local1 = _local1 / (_local3 / 2); if (_local1 < 1) { return((((-_local2) / 2) * (Math.sqrt(1 - (_local1 * _local1)) - 1)) + _local4); } _local1 = _local1 - 2; return(((_local2 / 2) * (Math.sqrt(1 - (_local1 * _local1)) + 1)) + _local4); case "easeoutincirc" : if (_local1 < (_local3 / 2)) { return((findTweenValue(0, _local2, 0, _local1 * 2, _local3, "easeOutCirc") * 0.5) + _local4); } return(((findTweenValue(0, _local2, 0, (_local1 * 2) - _local3, _local3, "easeInCirc") * 0.5) + (_local2 * 0.5)) + _local4); case "easeinelastic" : if (_local1 == 0) { return(_local4); } _local1 = _local1 / _local3; if (_local1 == 1) { return(_local4 + _local2); } if (!_local7) { _local7 = _local3 * 0.3; } if ((!_local6) || (_local6 < Math.abs(_local2))) { _local6 = _local2; _local5 = _local7 / 4; } else { _local5 = (_local7 / (Math.PI*2)) * Math.asin(_local2 / _local6); } _local1 = _local1 - 1; return((-((_local6 * Math.pow(2, 10 * _local1)) * Math.sin((((_local1 * _local3) - _local5) * (Math.PI*2)) / _local7))) + _local4); case "easeoutelastic" : if (_local1 == 0) { return(_local4); } _local1 = _local1 / _local3; if (_local1 == 1) { return(_local4 + _local2); } if (!_local7) { _local7 = _local3 * 0.3; } if ((!_local6) || (_local6 < Math.abs(_local2))) { _local6 = _local2; _local5 = _local7 / 4; } else { _local5 = (_local7 / (Math.PI*2)) * Math.asin(_local2 / _local6); } return((((_local6 * Math.pow(2, -10 * _local1)) * Math.sin((((_local1 * _local3) - _local5) * (Math.PI*2)) / _local7)) + _local2) + _local4); case "easeinoutelastic" : if (_local1 == 0) { return(_local4); } _local1 = _local1 / (_local3 / 2); if (_local1 == 2) { return(_local4 + _local2); } if (!_local7) { _local7 = _local3 * 0.45; } if ((!_local6) || (_local6 < Math.abs(_local2))) { _local6 = _local2; _local5 = _local7 / 4; } else { _local5 = (_local7 / (Math.PI*2)) * Math.asin(_local2 / _local6); } if (_local1 < 1) { _local1 = _local1 - 1; return((-0.5 * ((_local6 * Math.pow(2, 10 * _local1)) * Math.sin((((_local1 * _local3) - _local5) * (Math.PI*2)) / _local7))) + _local4); } _local1 = _local1 - 1; return(((((_local6 * Math.pow(2, -10 * _local1)) * Math.sin((((_local1 * _local3) - _local5) * (Math.PI*2)) / _local7)) * 0.5) + _local2) + _local4); case "easeoutinelastic" : if (_local1 < (_local3 / 2)) { return((findTweenValue(0, _local2, 0, _local1 * 2, _local3, "easeOutElastic") * 0.5) + _local4); } return(((findTweenValue(0, _local2, 0, (_local1 * 2) - _local3, _local3, "easeInElastic") * 0.5) + (_local2 * 0.5)) + _local4); case "easeinback" : if (_local5 == undefined) { _local5 = 1.70158; } _local1 = _local1 / _local3; return((((_local2 * _local1) * _local1) * (((_local5 + 1) * _local1) - _local5)) + _local4); case "easeoutback" : if (_local5 == undefined) { _local5 = 1.70158; } _local1 = (_local1 / _local3) - 1; return((_local2 * (((_local1 * _local1) * (((_local5 + 1) * _local1) + _local5)) + 1)) + _local4); case "easeinoutback" : if (_local5 == undefined) { _local5 = 1.70158; } _local1 = _local1 / (_local3 / 2); if (_local1 < 1) { _local5 = _local5 * 1.525; return(((_local2 / 2) * ((_local1 * _local1) * (((_local5 + 1) * _local1) - _local5))) + _local4); } _local1 = _local1 - 2; _local5 = _local5 * 1.525; return(((_local2 / 2) * (((_local1 * _local1) * (((_local5 + 1) * _local1) + _local5)) + 2)) + _local4); case "easeoutinback" : if (_local1 < (_local3 / 2)) { return((findTweenValue(0, _local2, 0, _local1 * 2, _local3, "easeOutBack") * 0.5) + _local4); } return(((findTweenValue(0, _local2, 0, (_local1 * 2) - _local3, _local3, "easeInBack") * 0.5) + (_local2 * 0.5)) + _local4); case "easeinbounce" : return((_local2 - findTweenValue(0, _local2, 0, _local3 - _local1, _local3, "easeOutBounce")) + _local4); case "easeoutbounce" : _local1 = _local1 / _local3; if (_local1 < 0.363636363636364) { return((_local2 * ((7.5625 * _local1) * _local1)) + _local4); } if (_local1 < 0.727272727272727) { _local1 = _local1 - 0.545454545454545; return((_local2 * (((7.5625 * _local1) * _local1) + 0.75)) + _local4); } if (_local1 < 0.909090909090909) { _local1 = _local1 - 0.818181818181818; return((_local2 * (((7.5625 * _local1) * _local1) + 0.9375)) + _local4); } _local1 = _local1 - 0.954545454545455; return((_local2 * (((7.5625 * _local1) * _local1) + 0.984375)) + _local4); case "easeinoutbounce" : if (_local1 < (_local3 / 2)) { return((findTweenValue(0, _local2, 0, _local1 * 2, _local3, "easeInBounce") * 0.5) + _local4); } return(((findTweenValue(0, _local2, 0, (_local1 * 2) - _local3, _local3, "easeOutBounce") * 0.5) + (_local2 * 0.5)) + _local4); case "easeoutinbounce" : if (_local1 < (_local3 / 2)) { return((findTweenValue(0, _local2, 0, _local1 * 2, _local3, "easeOutBounce") * 0.5) + _local4); } return(((findTweenValue(0, _local2, 0, (_local1 * 2) - _local3, _local3, "easeInBounce") * 0.5) + (_local2 * 0.5)) + _local4); } return(0); }; ASSetPropFlags(_global, "findTweenValue", 1, 0); var hints = new Array("Assault troops will throw grenades at tanks in an attempt to disable them.", "Experience is earned by killing enemy units, taking control of trenches and winning battles.", "Keep an eye on the grey Morale Bar at the top of screen, depletion of morale will lead to your men surrendering.", "Killing enemies, deploying Officers and bringing Tanks to the battlefield will boost the Morale of your men.", "The destruction of Tanks and the death of Officers will greatly affect the morale of the men.", "Upgrade your units via the upgrades button on the HUD or in the Campaign Map menu.", "Gas is best used against entrenched infantry or to block movement to an area.", "Officers provide a damage bonus to any infantry near them.", "Be cautious when moving over open ground. Listen in the distance for artillery guns before sending your men over the top.", "Upgrades carry over between battles.", "Your game is saved automatically each time you start and finish a battle.", "Deploy weaker units such as Machine Gunners and Sharpshooters behind other Infantry for protection.", "Use Assault Teams to charge trenches and gain ground on long range infantry.", "Mortar strikes do a great deal of damage to infantry in the open but are less effective against entrenched troops.", "Artillery strikes take a long time to reload, use them wisely.", "Machine Gunners and Sharpshooters are weak in the open, try to get them to entrenched positions quickly.", "Tanks are almost invulnerable against small arms fire. Use your fire support to knock them out.", "Take notice of the 'Ground Taken' progress bar at the top of screen. It shows your units front most position.", "You can lock trenches via each trench's interface. This tells your units to ignore that trench and keep advancing."); var goodURL = false; var armorGamesVersion = false; var urlCheckerOn = true; urlChecker(); preLoaderCombo.versionNumber.text = versionNumber;
Instance of Symbol 316 MovieClip in Frame 1
onClipEvent (load) { this.onRollOver = function () { this.backing.colorTransformTo(180, 0, 180, 0, 180, 0, 100, 0, 0.5); }; this.onRollOut = function () { this.backing.colorTransformTo(100, 0, 100, 0, 100, 0, 100, 0, 0.5); }; this.onRelease = function () { _root.removeAd(); _root.loadAd(); }; }
Frame 2
armorAnim.alphaTo(100, 2, "easeOutSine", 0, function () { this.play(); });
Instance of Symbol 368 MovieClip "armorAnim" in Frame 2
onClipEvent (load) { this.onEnterFrame = function () { removeAd(); }; }
Frame 3
stop();
Instance of Symbol 401 MovieClip in Frame 3
onClipEvent (load) { this.onEnterFrame = function () { removeAd(); }; }
Frame 5
function checkForSaveGame() { if (saveGameData.data.gameName != undefined) { saveGameExists = true; } else { saveGameExists = false; } } function saveGameSettings() { saveGameData.data.qualitySetting = _quality; saveGameData.data.soundEffectsOn = soundEffectsOn; saveGameData.data.musicOn = musicOn; saveGameData.data.helpEnabled = helpEnabled; saveGameData.data.helpArrayIndex = helpArrayIndex; } function loadGameSettings() { if (saveGameData.data.qualitySetting != undefined) { _quality = saveGameData.data.qualitySetting; soundEffectsOn = saveGameData.data.soundEffectsOn; musicOn = saveGameData.data.musicOn; if (saveGameData.data.helpEnabled != undefined) { helpEnabled = saveGameData.data.helpEnabled; helpArrayIndex = saveGameData.data.helpArrayIndex; } } } function saveGame() { saveGameData.data.gameName = "Warfare1917"; saveGameData.data.teamName = playerTeam.team; saveGameData.data.enemyTeamName = compTeam.team; saveGameData.data.currentMapName = currentMap.name; saveGameData.data.missionNumber = currentMap.mission; saveGameData.data.experiencePoints = experiencePoints; saveGameData.data.experienceLevel = experienceLevel; saveGameData.data.upgradePoints = upgradePoints; x = 1; while (x <= 22) { saveGameData.data["upgrade" + x] = _root[((playerTeam.team + "_slot") + x) + "_upgrade"]; x++; } saveGameData.data.career_soldiersKilled = career_soldiersKilled; saveGameData.data.career_soldiersLost = career_soldiersLost; saveGameData.data.career_trenchesTaken = career_trenchesTaken; saveGameData.data.career_supportUsed = career_supportUsed; saveGameData.data.career_wins = career_wins; saveGameData.data.career_losses = career_losses; saveGameData.data.career_moraleWins = career_moraleWins; saveGameData.data.career_moraleLosses = career_moraleLosses; saveGameData.data.career_conquerWins = career_conquerWins; saveGameData.data.career_conquerLosses = career_conquerLosses; saveGameData.data.career_moraleGained = career_moraleGained; saveGameData.data.career_moraleLost = career_moraleLost; saveGameData.data.career_experienceGained = career_experienceGained; saveGameData.data.career_bonusExpGained = career_bonusExpGained; saveGameData.data.career_riflemenDeployed = career_riflemenDeployed; saveGameData.data.career_assaultDeployed = career_assaultDeployed; saveGameData.data.career_machineGunDeployed = career_machineGunDeployed; saveGameData.data.career_sniperDeployed = career_sniperDeployed; saveGameData.data.career_officerDeployed = career_officerDeployed; saveGameData.data.career_tankDeployed = career_tankDeployed; } function loadGameInfo() { playerTeam.team = saveGameData.data.teamName; compTeam.team = saveGameData.data.enemyTeamName; currentMapName = saveGameData.data.currentMapName; currentMap = _root[currentMapName]; } function loadGame() { playerTeam.team = saveGameData.data.teamName; compTeam.team = saveGameData.data.enemyTeamName; currentMapName = saveGameData.data.currentMapName; currentMap = _root[currentMapName]; battleNum = _root[currentMapName].mission; experiencePoints = saveGameData.data.experiencePoints; experienceLevel = saveGameData.data.experienceLevel; upgradePoints = saveGameData.data.upgradePoints; lastMapPlayed = saveGameData.data.lastMapPlayed; x = 1; while (x <= 22) { _root[((playerTeam.team + "_slot") + x) + "_upgrade"] = saveGameData.data["upgrade" + x]; x++; } career_soldiersKilled = saveGameData.data.career_soldiersKilled; career_soldiersLost = saveGameData.data.career_soldiersLost; career_trenchesTaken = saveGameData.data.career_trenchesTaken; career_supportUsed = saveGameData.data.career_supportUsed; career_wins = saveGameData.data.career_wins; career_losses = saveGameData.data.career_losses; career_moraleWins = saveGameData.data.career_moraleWins; career_moraleLosses = saveGameData.data.career_moraleLosses; career_conquerWins = saveGameData.data.career_conquerWins; career_conquerLosses = saveGameData.data.career_conquerLosses; career_experienceGained = saveGameData.data.career_experienceGained; career_bonusExpGained = saveGameData.data.career_bonusExpGained; career_riflemenDeployed = saveGameData.data.career_riflemenDeployed; career_assaultDeployed = saveGameData.data.career_assaultDeployed; career_machineGunDeployed = saveGameData.data.career_machineGunDeployed; career_sniperDeployed = saveGameData.data.career_sniperDeployed; career_officerDeployed = saveGameData.data.career_officerDeployed; career_tankDeployed = saveGameData.data.career_tankDeployed; } function showDialogBox(contents) { _root.attachMovie("dialogBox", "dialogBox", depth_dialog); dialogBox.blackOut._alpha = 0; dialogBox.backing._alpha = 0; dialogBox.button1._alpha = 0; dialogBox.button2._alpha = 0; dialogBox.backing._visible = true; dialogBox.textBoxes._alpha = 0; dialogBox.textBoxes.headingText.autoSize = "center"; dialogBox.textBoxes.bodyText.autoSize = "center"; dialogBox.textBoxes.headingText.text = contents.heading; dialogBox.textBoxes.bodyText.text = contents.body; dialogBox.backing._width = dialogBox.textBoxes.bodyText._width + 30; dialogBox.backing._height = (dialogBox.textBoxes.headingText._height + dialogBox.textBoxes.bodyText._height) + 20; if (contents.button1Active == true) { dialogBox.backing._height = dialogBox.backing._height + 40; } if (contents.button1Active == true) { dialogBox.button1.buttonText.text = contents.button1Desc; dialogBox.button1._y = dialogBox.backing._height - 45; dialogBox.button1.alphaTo(100, 0.6, "easeOutSine", 0.4); dialogBox.button1.onRelease = contents.button1Action; dialogBox.button1.onRollOver = playRollOverSound; } if ((contents.button1Active == true) && (contents.button2Active == true)) { dialogBox.button1.buttonText.text = contents.button1Desc; dialogBox.button2.buttonText.text = contents.button2Desc; dialogBox.button1._x = -50; dialogBox.button2._x = 50; dialogBox.button1._y = (dialogBox.button2._y = dialogBox.backing._height - 45); dialogBox.button1.alphaTo(100, 0.6, "easeOutSine", 0.4); dialogBox.button2.alphaTo(100, 0.6, "easeOutSine", 0.4); dialogBox.button1.onRelease = contents.button1Action; dialogBox.button2.onRelease = contents.button2Action; dialogBox.button1.onRollOver = playRollOverSound; dialogBox.button2.onRollOver = playRollOverSound; } dialogBox._x = 400; dialogBox._y = 150; dialogBox.blackOut.alphaTo(60, 0.8, "easeOutSine"); dialogBox.backing.alphaTo(100, 0.6, "easeOutSine"); dialogBox.textBoxes.alphaTo(100, 0.6, "easeOutSine", 0.4); } function closeDialogBox() { dialogBox.alphaTo(0, 0.1, "easeOutSine", 0, function () { removeMovieClip(this); }); } function initDialogBoxes() { dialog_startNewCampaign = new Object(); dialog_startNewCampaign.heading = "START A NEW CAMPAIGN?"; dialog_startNewCampaign.body = ((("Starting a new campaign will overwrite\ryour previous save game:\r\r" + saveGameData.data.teamName.toUpperCase()) + " CAMPAIGN - MISSION ") + saveGameData.data.missionNumber) + "\r\rAre you sure?"; dialog_startNewCampaign.button1Active = true; dialog_startNewCampaign.button2Active = true; dialog_startNewCampaign.button1Desc = "ACCEPT"; dialog_startNewCampaign.button2Desc = "CANCEL"; dialog_startNewCampaign.button1Action = function () { playClickSound(); loadCampaignSelect(); closeDialogBox(); }; dialog_startNewCampaign.button2Action = function () { playClickSound(); closeDialogBox(); }; dialog_continueCampaign = new Object(); dialog_continueCampaign.heading = "CONTINUE CAMPAIGN?"; dialog_continueCampaign.body = ((("Continue playing:\r\r" + saveGameData.data.teamName.toUpperCase()) + " CAMPAIGN - MISSION ") + saveGameData.data.missionNumber) + "\r\rAre you sure?"; dialog_continueCampaign.button1Active = true; dialog_continueCampaign.button2Active = true; dialog_continueCampaign.button1Desc = "ACCEPT"; dialog_continueCampaign.button2Desc = "CANCEL"; dialog_continueCampaign.button1Action = function () { playingSkirmish = false; playingContinue = true; playClickSound(); loadGame(); loadMapScreen(); closeDialogBox(); }; dialog_continueCampaign.button2Action = function () { playClickSound(); closeDialogBox(); }; dialog_newGameSaved = new Object(); dialog_newGameSaved.heading = "NEW CAMPAIGN"; dialog_newGameSaved.body = "A new save game has been created.\r\rProgress will be saved for you\rautomatically during the campaign."; dialog_newGameSaved.button1Active = true; dialog_newGameSaved.button2Active = false; dialog_newGameSaved.button1Desc = "OK"; dialog_newGameSaved.button1Action = function () { playClickSound(); closeDialogBox(); }; } function showQuickMessage(contents, position) { _root.hud.attachMovie("dialog_quickMessage", "quickMessage", depth_hud_quickMessage); hud.quickMessage.stopTween(); hud.quickMessage._xscale = 100; hud.quickMessage._yscale = 100; hud.quickMessage._alpha = 0; hud.quickMessage._x = Stage.width / 2; if (position == "center") { hud.quickMessage._y = 210; hud.quickMessage._xscale = 125; hud.quickMessage._yscale = 125; } else { hud.quickMessage._y = 60; } hud.quickMessage.messageText.autoSize = "center"; hud.quickMessage.messageText.text = contents; hud.quickMessage.backing._width = hud.quickMessage.messageText._width + 30; hud.quickMessage.alphaTo(100, 0.6); quickMessageTime = contents.length * 0.25; hud.quickMessage.alphaTo(0, 1, "easeOutSine", quickMessageTime); } function setupSound() { _root.attachMovie("blankMovie", "sound_effects", 50); _root.attachMovie("blankMovie", "sound_music", 51); _root.attachMovie("blankMovie", "sound_loops", 52); } function playSound(soundName) { if (soundEffectsOn) { _root["effect" + soundEffects] = new Sound(sound_effects); _root["effect" + soundEffects].attachSound(soundName); _root["effect" + soundEffects].setVolume(100); _root["effect" + soundEffects].start(); } } function playSoundLoop(soundName, loops, loopID) { if (soundEffectsOn) { soundEffects++; _root.attachMovie("blankMovie", "soundLoop" + loopID, depth_sound_tanks + soundEffects); _root["loop" + loopID] = new Sound("soundLoop" + loopID); _root["loop" + loopID].attachSound(soundName); _root["loop" + loopID].setVolume(100); _root["loop" + loopID].start(0, loops); } } function playMusicLoop(soundName, loops, loopID) { if (musicOn) { _root["music_" + loopID] = new Sound(sound_music); _root["music_" + loopID].attachSound(soundName); _root["music_" + loopID].setVolume(0); _root["music_" + loopID].start(0, loops); } } function playRollOverSound() { playSound("sound_interface_rollOver"); } function playClickSound() { playSound("sound_interface_click"); } function loadMenu() { initDialogBoxes(); checkForSaveGame(); loadGameInfo(); playMusicLoop("sound_menuMusic", 1, "menuMusic"); music_menuMusic.volumeTo(100, 3); _root.attachMovie("menu", "menu", depth_menu); menu.mainMenu.versionNumber.text = _root.versionNumber; menu.skirmish._visible = false; menu.instructions._visible = false; menu.mapScreen._visible = false; menu.upgrades._visible = false; menu.mainMenu._alpha = 0; menu.mainMenu.alphaTo(100, 0.2, "easeOutSine"); menu.mainMenu.logo._alpha = 0; menu.mainMenu.logo.colorTo(16777215); menu.mainMenu.logo.alphaTo(100, 0.2, "easeOutSine"); menu.mainMenu.logo.colorTo(null, 0.8, "easeOutSine"); } function hideMenu() { music_menuMusic.volumeTo(0, 5, "easeOutSine", 0, function () { this.stop(); }); menu.alphaTo(0, 1, "easeOutSine", 2, function () { removeMovieClip(this); }); } function moveMenu() { music_menuMusic.volumeTo(0, 5, "easeOutSine", 0, function () { this.stop(); }); menu.alphaTo(0, 1, "easeOutSine", 2, function () { this._visible = false; }); } function mapScreenToMainMenu() { loadGameInfo(); menu.mapScreen.alphaTo(0, 0.6, "easeOutSine", 0, function () { this._visible = false; }); menu.mainMenu._visible = true; menu.mainMenu.alphaTo(100, 0.8, "easeOutSine", 0.8); } function loadCredits() { menu.mainMenu.alphaTo(0, 0.8, "easeOutSine", 0, function () { this._visible = false; }); menu.credits._alpha = 0; menu.credits._visible = true; menu.credits.alphaTo(100, 0.6, "easeOutSine", 0.8); } function hideCredits() { menu.credits.alphaTo(0, 0.6, "easeOutSine", 0, function () { this._visible = false; }); menu.mainMenu._visible = true; menu.mainMenu.alphaTo(100, 0.8, "easeOutSine", 0.8); } function loadInstructions() { menu.mainMenu.alphaTo(0, 0.8, "easeOutSine", 0, function () { this._visible = false; }); menu.instructions._alpha = 0; menu.instructions._visible = true; menu.instructions.alphaTo(100, 0.6, "easeOutSine", 0.8); } function hideInstructions() { menu.instructions.alphaTo(0, 0.6, "easeOutSine", 0, function () { this._visible = false; }); menu.mainMenu._visible = true; menu.mainMenu.alphaTo(100, 0.8, "easeOutSine", 0.8); } function loadOptions() { menu.mainMenu.alphaTo(0, 0.8, "easeOutSine", 0, function () { this._visible = false; }); menu.options._alpha = 0; menu.options._visible = true; menu.options.alphaTo(100, 0.6, "easeOutSine", 0.8); } function optionsToMainMenu() { menu.options.alphaTo(0, 0.6, "easeOutSine", 0, function () { this._visible = false; }); menu.mainMenu._visible = true; menu.mainMenu.alphaTo(100, 0.8, "easeOutSine", 0.8); } function loadCampaignSelect() { playingSkirmish = false; playingContinue = false; resetCareerStats(); battleNum = 1; upgradePoints = 0; retry = false; resetExperience(); menu.mainMenu.alphaTo(0, 0.8, "easeOutSine", 0, function () { this._visible = false; }); menu.teamSelect._alpha = 0; menu.teamSelect._visible = true; menu.teamSelect.alphaTo(100, 0.6, "easeOutSine", 0.8); } function loadSkirmish() { setupSkirmishMapDefaults(); menu.mainMenu.alphaTo(0, 0.8, "easeOutSine", 0, function () { this._visible = false; }); menu.skirmish._alpha = 0; menu.skirmish._visible = true; menu.skirmish.alphaTo(100, 0.6, "easeOutSine", 0.8); } function skirmishToMainMenu() { menu.skirmish.alphaTo(0, 0.6, "easeOutSine", 0, function () { this._visible = false; }); menu.mainMenu._visible = true; menu.mainMenu.alphaTo(100, 0.8, "easeOutSine", 0.8); } function loadSkirmishEndBattle() { _root.menu._visible = true; _root.menu._alpha = 100; menu.mainMenu.versionNumber.text = _root.versionNumber; _root.menu.mainMenu._visible = false; _root.menu.mapScreen._visible = false; _root.menu.skirmish._visible = true; _root.menu.skirmish._alpha = 100; _root.menu.skirmish.alphaTo(100, 0.8, "easeOutSine", 0.5); } function loadMapScreen() { rainSetup = false; resetDepthVariables(); _root.menu.mapScreen.upgradePointsText.text = upgradePoints; setupUpgradeInterface(playerTeam.team); _root.menu.skirmish._visible = false; _root.menu.instructions._visible = false; _root.menu.upgrades._visible = false; if (experienceLevel > 0) { prevExpLevel = experienceLevel - 1; xpSoFar = experiencePoints - experienceIntervals[prevExpLevel]; nextXPLevel = experienceIntervals[experienceLevel] - experienceIntervals[prevExpLevel]; xpBarText = ((("" + xpSoFar) + " / ") + nextXPLevel) + " XP"; _root.menu.mapScreen.expBar._xscale = Math.round((xpSoFar / nextXPLevel) * 100); } else { xpBarText = ((("" + experiencePoints) + " / ") + experienceIntervals[experienceLevel]) + " XP"; _root.menu.mapScreen.expBar._xscale = Math.round((experiencePoints / experienceIntervals[experienceLevel]) * 100); } _root.menu.mapScreen.xpText.htmlText = xpBarText.split("").join("<font size='5'> </font>"); checkForUnlocks(); if (unlocksInQueue) { displayUnlockDialog(); } campaignMapSetup(currentMap); menu.mainMenu.alphaTo(0, 0.8, "easeOutSine", 0, function () { this._visible = false; }); _root.menu.mapScreen._visible = true; _root.menu.mapScreen._alpha = 0; _root.menu.mapScreen.alphaTo(100, 0.8, "easeOutSine", 0.5); } function loadMapScreenEndBattle() { rainSetup = false; _root.attachMovie("menu", "menu", depth_menu); _root.menu.instructions._visible = false; menu.mainMenu.versionNumber.text = _root.versionNumber; if (experienceLevel > 0) { prevExpLevel = experienceLevel - 1; xpSoFar = experiencePoints - experienceIntervals[prevExpLevel]; nextXPLevel = experienceIntervals[experienceLevel] - experienceIntervals[prevExpLevel]; xpBarText = ((("" + xpSoFar) + " / ") + nextXPLevel) + " XP"; _root.menu.mapScreen.expBar._xscale = Math.round((xpSoFar / nextXPLevel) * 100); } else { xpBarText = ((("" + experiencePoints) + " / ") + experienceIntervals[experienceLevel]) + " XP"; _root.menu.mapScreen.expBar._xscale = Math.round((experiencePoints / experienceIntervals[experienceLevel]) * 100); } _root.menu.mapScreen.xpText.htmlText = xpBarText.split("").join("<font size='5'> </font>"); checkForUnlocks(); if (unlocksInQueue) { displayUnlockDialog(); } saveGame(); _root.menu.mapScreen.upgradePointsText.text = upgradePoints; _root.menu.upgrades._visible = false; _root.menu.skirmish._visible = false; campaignMapSetup(currentMap); _root.menu.mainMenu._visible = false; _root.menu.mapScreen._visible = true; _root.menu.mapScreen._alpha = 100; _root.menu.mapScreen.alphaTo(100, 0.8, "easeOutSine", 0.5); } function loadUpgradeScreen() { _root.menu.attachMovie("upgrades", "upgrades", depth_menu_upgrades); _root.menu.upgrades.gotoAndStop(playerTeam.team); checkUpgrades(playerTeam.team); _root.menu.upgrades.upgradePointsText.text = upgradePoints; _root.menu.upgrades._visible = true; _root.menu.mapScreen.alphaTo(0, 0.6, "easeOutSine", 0, function () { this._visible = false; }); _root.menu.upgrades.alphaTo(100, 0.8, "easeOutSine", 0.5); _root.menu.upgrades.doneButton.onRelease = function () { saveGame(); backToMapScreen(); }; } function loadUpgradeScreenInGame() { _root.attachMovie("blankMovie", "menu", depth_HUD_upgrades); _root.menu.attachMovie("upgrades", "upgrades", depth_menu_upgrades); _root.menu.upgrades.gotoAndStop(playerTeam.team); game.state = "paused"; stopAllSoldiers(); _root.menu.upgrades.backing.alphaTo(60, 1); checkUpgrades(playerTeam.team); _root.menu.upgrades.upgradePointsText.text = upgradePoints; _root.menu.upgrades._visible = true; _root.menu.upgrades.alphaTo(100, 0.8, "easeOutSine", 0.5); _root.menu.upgrades.doneButton.onRelease = function () { _root.menu.alphaTo(0, 0.6, "easeOutSine", 0.1, function () { removeMovieClip(this); game.state = "unpaused"; startAllSoldiers(); }); }; } function backToMapScreen() { _root.menu.mapScreen.upgradePointsText.text = upgradePoints; _root.menu.mapScreen._visible = true; _root.menu.mapScreen.alphaTo(100, 0.8, "easeOutSine", 0.5); _root.menu.upgrades.alphaTo(0, 0.6, "easeOutSine", 0, function () { this._visible = false; }); } function showLoadScreen() { _root.attachMovie("loadScreen", "loadScreen", depth_blackOut); loadScreen._alpha = 0; loadScreen.bg.gotoAndStop(playerTeam.team); loadScreen.battleTitle.autoSize = "center"; loadScreen.hintText.autoSize = "center"; loadScreen.battleHeading.text = currentMap.battleTitle; loadScreen.hintText.text = "HINT: " + hints[random(hints.length)]; loadScreen.alphaTo(100, 1.8, "easeOutSine", 0, buildGameInterface); } function buttonSetup_hudMenuButton(btnName) { _root.hud[btnName].onRollOver = function () { playRollOverSound(); _root.hud[btnName].colorTransformTo(220, 0, 220, 0, 220, 0, 100, 0, 0.4, "easeOutSine"); }; _root.hud[btnName].onRollOut = function () { _root.hud[btnName].colorTransformTo(100, 0, 100, 0, 100, 0, 100, 0, 0.4, "easeOutSine"); }; _root.hud[btnName].onRelease = function () { playClickSound(); loadInGameMenu(); }; } function buttonSetup_mainMenu(btnName) { checkForSaveGame(); _root.menu.mainMenu[btnName].activated = true; _root.menu.mainMenu[btnName].textClip.btnText.autoSize = "center"; if ((saveGameExists == false) && (btnName == "continueCampaign")) { _root.menu.mainMenu[btnName].activated = false; _root.menu.mainMenu[btnName].textClip.colorTo(1973778, 0); _root.menu.mainMenu[btnName].textClip.btnText.text = "CONTINUE CAMPAIGN"; } if (_root.menu.mainMenu[btnName].activated == true) { _root.menu.mainMenu[btnName].onRollOver = function () { playRollOverSound(); if (this.activated == true) { this.textClip.colorTo(15461097, 0.4, "easeOutSine"); this.textClip.scaleTo(110, 0.5); } }; _root.menu.mainMenu[btnName].onRollOut = function () { if (this.activated == true) { this.textClip.colorTo(null, 0.8, "easeOutSine"); this.textClip.scaleTo(100, 0.6); } }; switch (btnName) { case "continueCampaign" : _root.menu.mainMenu[btnName].textClip.btnText.text = "CONTINUE CAMPAIGN"; _root.menu.mainMenu[btnName].onRelease = function () { showDialogBox(dialog_continueCampaign); }; break; case "newCampaign" : _root.menu.mainMenu[btnName].textClip.btnText.text = "NEW CAMPAIGN"; _root.menu.mainMenu[btnName].onRelease = function () { playClickSound(); if (saveGameExists == true) { showDialogBox(dialog_startNewCampaign); } else { showDialogBox(dialog_newGameSaved); loadCampaignSelect(); } }; break; case "skirmish" : _root.menu.mainMenu[btnName].textClip.btnText.text = "CUSTOM BATTLE"; _root.menu.mainMenu[btnName].onRelease = function () { playClickSound(); loadSkirmish(); }; break; case "options" : _root.menu.mainMenu[btnName].textClip.btnText.text = "OPTIONS"; _root.menu.mainMenu[btnName].onRelease = function () { playClickSound(); loadOptions(); }; break; case "credits" : _root.menu.mainMenu[btnName].textClip.btnText.text = "CREDITS"; _root.menu.mainMenu[btnName].onRelease = function () { playClickSound(); loadCredits(); }; break; case "howToPlay" : _root.menu.mainMenu[btnName].textClip.btnText.text = "INSTRUCTIONS"; _root.menu.mainMenu[btnName].onRelease = function () { playClickSound(); loadInstructions(); }; break; case "playMoreGames" : _root.menu.mainMenu[btnName].textClip.btnText.text = "PLAY MORE GAMES"; _root.menu.mainMenu[btnName].onRelease = function () { playClickSound(); getURL ("http://armorGames.com", "_blank"); }; break; } } } function buttonSetup_campaignSelect(btnName) { if (armorGamesVersion == false) { _root.menu.teamSelect.german.gotoAndStop("bw"); } _root.menu.teamSelect[btnName].onRollOver = function () { playRollOverSound(); if (btnName == "british") { this.flag.colorTransformTo(220, 0, 220, 0, 220, 0, 100, 0, 0.4, "easeOutSine"); this.nameTag.glowTo(5, 5); } if ((btnName == "german") && (armorGamesVersion)) { this.flag.colorTransformTo(220, 0, 220, 0, 220, 0, 100, 0, 0.4, "easeOutSine"); this.nameTag.glowTo(5, 5); } if ((armorGamesVersion == false) && (btnName == "german")) { _root.menu.teamSelect.descriptions[btnName + "Desc"].gotoAndStop(2); } _root.menu.teamSelect.descriptions[btnName + "Desc"].alphaTo(100, 0.8); _root.menu.teamSelect.descriptions.generalDesc.alphaTo(0, 0.4); }; _root.menu.teamSelect[btnName].onRollOut = (_root.menu.teamSelect[btnName].onDragOut = function () { this.flag.colorTransformTo(100, 0, 100, 0, 100, 0, 100, 0, 0.6, "easeOutSine"); this.nameTag.glowTo(0, 0); _root.menu.teamSelect.descriptions[btnName + "Desc"].alphaTo(0, 0.4); _root.menu.teamSelect.descriptions.generalDesc.alphaTo(100, 0.8, "easeOutSine", 0.5); }); _root.menu.teamSelect[btnName].onRelease = function () { playClickSound(); if (btnName == "british") { playerTeam.team = "british"; compTeam.team = "german"; _root.menu.teamSelect.alphaTo(0, 0.4, "easeOutSine", 0, function () { this._visible = false; }); _root.currentMap = _root[(playerTeam.team + "_map") + battleNum]; loadMapScreen(); } else if ((armorGamesVersion == true) && (btnName == "german")) { playerTeam.team = "german"; compTeam.team = "british"; _root.menu.teamSelect.alphaTo(0, 0.4, "easeOutSine", 0, function () { this._visible = false; }); _root.currentMap = _root[(playerTeam.team + "_map") + battleNum]; loadMapScreen(); } }; } function buttonSetup_mapScreen(btnName) { _root.menu.mapScreen[btnName].onRollOver = function () { playRollOverSound(); this.colorTransformTo(220, 0, 220, 0, 220, 0, 100, 0, 0.4, "easeOutSine"); }; _root.menu.mapScreen[btnName].onRollOut = (_root.menu.mapScreen[btnName].onDragOut = function () { this.colorTransformTo(100, 0, 100, 0, 100, 0, 100, 0, 0.6, "easeOutSine"); }); _root.menu.mapScreen[btnName].onRelease = function () { playClickSound(); switch (btnName) { case "launch" : hideMenu(); buildMap(currentMap); showLoadScreen(); saveGame(); return; case "backToMainButt" : mapScreenToMainMenu(); return; case "upgrades" : loadUpgradeScreen(); return; } }; } function buttonSetup_options(btnName) { _root.menu.options[btnName].textClip.btnText.autoSize = "center"; switch (btnName) { case "low" : _root.menu.options[btnName].textClip.btnText.text = "LOW"; if (_quality == "LOW") { _root.menu.options[btnName].textClip.colorTo(15987699, 0); } _root.menu.options[btnName].onRelease = function () { playClickSound(); _root.menu.options[btnName].textClip.colorTo(15987699, 0); _root.menu.options.medium.textClip.colorTo(null, 0); _root.menu.options.high.textClip.colorTo(null, 0); _quality = "LOW"; }; break; case "medium" : _root.menu.options[btnName].textClip.btnText.text = "MEDIUM"; if (_quality == "MEDIUM") { _root.menu.options[btnName].textClip.colorTo(15987699, 0); } _root.menu.options[btnName].onRelease = function () { playClickSound(); _root.menu.options[btnName].textClip.colorTo(15987699, 0); _root.menu.options.low.textClip.colorTo(null, 0); _root.menu.options.high.textClip.colorTo(null, 0); _quality = "MEDIUM"; }; break; case "high" : _root.menu.options[btnName].textClip.btnText.text = "HIGH"; if (_quality == "HIGH") { _root.menu.options[btnName].textClip.colorTo(15987699, 0); } _root.menu.options[btnName].onRelease = function () { playClickSound(); _root.menu.options[btnName].textClip.colorTo(15987699, 0); _root.menu.options.medium.textClip.colorTo(null, 0); _root.menu.options.low.textClip.colorTo(null, 0); _quality = "HIGH"; }; break; case "effectsOn" : _root.menu.options[btnName].textClip.btnText.text = "ON"; if (soundEffectsOn == true) { _root.menu.options[btnName].textClip.colorTo(15987699, 0); } _root.menu.options[btnName].onRelease = function () { playClickSound(); _root.menu.options[btnName].textClip.colorTo(15987699, 0); _root.menu.options.effectsOff.textClip.colorTo(null, 0); soundEffectsOn = true; }; break; case "effectsOff" : _root.menu.options[btnName].textClip.btnText.text = "OFF"; if (soundEffectsOn == false) { _root.menu.options[btnName].textClip.colorTo(15987699, 0); } _root.menu.options[btnName].onRelease = function () { playClickSound(); _root.menu.options[btnName].textClip.colorTo(15987699, 0); _root.menu.options.effectsOn.textClip.colorTo(null, 0); soundEffectsOn = false; }; break; case "musicOn" : _root.menu.options[btnName].textClip.btnText.text = "ON"; if (musicOn == true) { _root.menu.options[btnName].textClip.colorTo(15987699, 0); } _root.menu.options[btnName].onRelease = function () { playClickSound(); _root.menu.options[btnName].textClip.colorTo(15987699, 0); _root.menu.options.musicOff.textClip.colorTo(null, 0); music_menuMusic.setVolume(100); music_menuMusic.start(); musicOn = true; }; break; case "musicOff" : _root.menu.options[btnName].textClip.btnText.text = "OFF"; if (musicOn == false) { _root.menu.options[btnName].textClip.colorTo(15987699, 0); } _root.menu.options[btnName].onRelease = function () { playClickSound(); _root.menu.options[btnName].textClip.colorTo(15987699, 0); _root.menu.options.musicOn.textClip.colorTo(null, 0); musicOn = false; music_menuMusic.stop(); }; break; } _root.menu.options[btnName].onRollOver = function () { playRollOverSound(); this.textClip.scaleTo(110, 0.5); }; _root.menu.options[btnName].onRollOut = (_root.menu.options[btnName].onDragOut = function () { this.textClip.scaleTo(100, 0.6); }); } function buttonSetup_optionsBack(btnName) { _root.menu.options[btnName].buttonText.text = "DONE"; _root.menu.options[btnName].onRelease = function () { playClickSound(); saveGameSettings(); optionsToMainMenu(); }; } function debugTools() { if (debugMode == true) { setupConsole(); hud.attachMovie("fpsChecker", "fpsCheck", depth_HUD_fps); hud.fpsCheck._x = Stage.width - 5; hud.fpsCheck._y = 25; hud.fpsCheck._alpha = 70; hud.fpsCheck.onEnterFrame = function () { fpsTime = getTimer(); framerate = Math.round(1000 / (fpsTime - oldTime)); updateFPScount--; if (updateFPScount < 0) { this.fpsText.text = "FPS: " + framerate; updateFPScount = updateFPScountMax; if (framerate <= 20) { this.fpsText.colorTo(10027008); } else { this.fpsText.colorTo(16777215); } } oldTime = fpsTime; }; } } function cameraSetup() { if (playerTeam.team == "german") { world._x = ((-world.bg._width) + Stage.width) + 100; } } function cameraControl() { if ((game.state != "paused") && (camera.state != "locked")) { Mouse.show(); hud.panArrow._visible = false; gameCursor._visible = true; if (((_xmouse <= panBuffer) && (_ymouse <= panInterfaceBlock)) && (world._x <= (-panBuffer))) { Mouse.hide(); world._x = world._x + panSpeed; gameCursor._visible = false; hud.panArrow._xscale = -100; hud.panArrow._visible = true; hud.panArrow._x = _xmouse - (hud.panArrow._width / 2); hud.panArrow._y = _ymouse; if (_xmouse <= (panBuffer / 3)) { hud.panArrow._x = 0; } } if (((_xmouse >= (Stage.width - panBuffer)) && (_ymouse <= panInterfaceBlock)) && (world._x > (((-world.bg._width) + Stage.width) + panBuffer))) { Mouse.hide(); world._x = world._x - panSpeed; gameCursor._visible = false; hud.panArrow._xscale = 100; hud.panArrow._visible = true; hud.panArrow._x = _xmouse + (hud.panArrow._width / 2); hud.panArrow._y = _ymouse; if (_xmouse >= (Stage.width - (panBuffer / 2))) { hud.panArrow._x = Stage.width; } } } } function createSquad(team, squadType) { squadNumber++; if (team == playerTeam.team) { _root[("career_" + squadType) + "Deployed"]++; } adjustStats("unitDeployed", team); currentSquad = (team + squadType) + squadNumber; _root[team].currentSquad = new Object(); _root[team].currentSquad.members = new Array(); _root[team].currentSquad.leader = new Object(); _root[team].currentSquad.isVisible = false; _root[team].currentSquad.ref = currentSquad; _root[team].currentSquad.team = team; _root[team].currentSquad.squadID = _root[team + "SquadsOnScreen"].length; _root[team].currentSquad.type = squadType; _root[team].currentSquad.name = (team + squadType) + squadNumber; _root[team].currentSquad.range = _root[team][squadType].range; _root[team].currentSquad.lastState = "moving"; _root[team].currentSquad.enemyTarget = undefined; _root[team].currentSquad.targetProx = 999999 /* 0x0F423F */; _root[team].currentSquad.hit = false; _root[team].currentSquad.accuracy = _root[team][squadType].accuracy; _root[team].currentSquad.damage = _root[team][squadType].damage; _root[team].currentSquad.speed = _root[team][squadType].speed; _root[team].currentSquad.health = _root[team][squadType].health; _root[team].currentSquad.minHealth = _root[team][squadType].soldierHealth; _root[team].currentSquad.totalHealth = 0; _root[team].currentSquad.morale = _root[team][squadType].morale; _root[team].currentSquad.nearTrench = false; _root[team].currentSquad.inTrench = false; _root[team].currentSquad.passingTrench = false; _root[team].currentSquad.allMembersInTrench = false; _root[team].currentSquad.trenchRef = null; _root[team].currentSquad.trenchSlotRef = null; _root[team].currentSquad.inWire = false; _root[team].currentSquad.nearGas = false; _root[team].currentSquad.gasMasksOn = false; _root[team].currentSquad.allMasksOn = false; _root[team].currentSquad.allMasksOff = false; _root[team].currentSquad.nearOfficer = false; _root[team].currentSquad.officerRef = null; if (squadType == "tank") { _root[team].currentSquad.state = "tankMoving"; if (team == playerTeam.team) { playerMorale = playerMorale + moraleCost.tankBonus; } else if (team == compTeam.team) { compMorale = compMorale + moraleCost.tankBonus; } } else { _root[team].currentSquad.state = "moving"; } if (squadType == "officer") { _root[team + "Officers"].push(_root[team].currentSquad); if (team == playerTeam.team) { playerMorale = playerMorale + moraleCost.officerBonus; } else if (team == compTeam.team) { compMorale = compMorale + moraleCost.officerBonus; } } for (unitAdd in _root[team][squadType].units) { setTimeout(createSoldier, 300 * unitAdd, _root[team][squadType].units[unitAdd], team, squadType); } _root[team + "SquadsOnScreen"].push(_root[team].currentSquad); } function decorateSoldier(team, soldierRef, soldierType) { soldierRef.helmet.gotoAndStop((team + "_") + soldierType); soldierRef.torso.gotoAndStop((team + "_") + soldierType); soldierRef.front_upperArm.gotoAndStop((team + "_") + soldierType); soldierRef.front_lowerArm.gotoAndStop((team + "_") + soldierType); soldierRef.front_upperLeg.gotoAndStop((team + "_") + soldierType); soldierRef.front_lowerLeg.gotoAndStop((team + "_") + soldierType); soldierRef.back_upperArm.gotoAndStop((team + "_") + soldierType); soldierRef.back_lowerArm.gotoAndStop((team + "_") + soldierType); soldierRef.back_upperLeg.gotoAndStop((team + "_") + soldierType); soldierRef.back_lowerLeg.gotoAndStop((team + "_") + soldierType); } function createSoldier(soldierType, team, squadType) { soldierNumber++; if (squadType != "tank") { world.attachMovie("soldier", "soldier" + soldierNumber, soldierNumber + _root.depth_world_soldiers); } else { world.attachMovie("tank", "soldier" + soldierNumber, soldierNumber + _root.depth_world_soldiers); world["soldier" + soldierNumber].gotoAndStop(team); } world["soldier" + soldierNumber]._visible = true; world["soldier" + soldierNumber]._xscale = (world["soldier" + soldierNumber]._yscale = random(7) + 105); world["soldier" + soldierNumber].cacheAsBitmap = false; world["soldier" + soldierNumber].squadRef = _root[team].currentSquad.name; world["soldier" + soldierNumber].squadObjRef = _root[team].currentSquad; world["soldier" + soldierNumber].unitID = v; world["soldier" + soldierNumber].team = team; _root[team].currentSquad.totalHealth = _root[team].currentSquad.totalHealth + _root[team][squadType].soldierHealth; world["soldier" + soldierNumber].health = _root[team].currentSquad.totalHealth; world["soldier" + soldierNumber].alive = true; world["soldier" + soldierNumber].ref = world["soldier" + soldierNumber]; world["soldier" + soldierNumber].leader = false; world["soldier" + soldierNumber].name = "soldier" + soldierNumber; world["soldier" + soldierNumber].type = soldierType; world["soldier" + soldierNumber].squadType = squadType; world["soldier" + soldierNumber].position = "standing"; world["soldier" + soldierNumber].inPosition = false; world["soldier" + soldierNumber].wayPoint = null; world["soldier" + soldierNumber].wayPointSet = false; world["soldier" + soldierNumber].wayPointReached = false; world["soldier" + soldierNumber].changingPosition = false; world["soldier" + soldierNumber].inMovingPosition = true; world["soldier" + soldierNumber].animating = true; world["soldier" + soldierNumber].moveAnim = true; world["soldier" + soldierNumber].weaponType = "rifle"; world["soldier" + soldierNumber].mainWeapon = _root[team][soldierType].mainWeapon; world["soldier" + soldierNumber].secondaryWeapon = _root[team][soldierType].secondaryWeapon; world["soldier" + soldierNumber].damage = _root[team][soldierType].damage; world["soldier" + soldierNumber].firePose = _root[team][soldierType].firePose; world["soldier" + soldierNumber].maxAmmo = _root[team][squadType].maxAmmo; world["soldier" + soldierNumber].ammo = world["soldier" + soldierNumber].maxAmmo; world["soldier" + soldierNumber].firing = false; world["soldier" + soldierNumber].startFiring = false; world["soldier" + soldierNumber].squadState.text = ""; world["soldier" + soldierNumber].firingSecondary = false; world["soldier" + soldierNumber].throwingGrenade = false; world["soldier" + soldierNumber].puttingOnMask = false; world["soldier" + soldierNumber].takingOffMask = false; world["soldier" + soldierNumber].gasMaskOn = false; world["soldier" + soldierNumber].gasMaskOff = false; world["soldier" + soldierNumber].directionCountMax = 100; world["soldier" + soldierNumber].directionCount = world["soldier" + soldierNumber].directionCountMax - random(world["soldier" + soldierNumber].directionCountMax); world["soldier" + soldierNumber].movingUp = false; world["soldier" + soldierNumber].movingDown = false; world["soldier" + soldierNumber].burstCounter = 1; world["soldier" + soldierNumber].waitCounter = 0; world["soldier" + soldierNumber].mgBurstCounter = 0; world["soldier" + soldierNumber].mgWaitCounter = 0; world["soldier" + soldierNumber].endBattleAnim = false; world["soldier" + soldierNumber].trenchWayPoint = null; world["soldier" + soldierNumber].trenchWayPointSet = false; world["soldier" + soldierNumber].trenchWayPointReached = false; world["soldier" + soldierNumber].inTrench = false; world["soldier" + soldierNumber].inTrenchPosition = false; world["soldier" + soldierNumber].enteringTrench = false; world["soldier" + soldierNumber].exitingTrench = false; world["soldier" + soldierNumber].exitedTrench = false; world["soldier" + soldierNumber]._y = world.ground + random(110); if (squadType == "tank") { world["soldier" + soldierNumber]._y = 230 + (random(80) - 40); world["soldier" + soldierNumber].tag.tagNumber.text = "C" + (random(40) + 10); } world["soldier" + soldierNumber].depth = world["soldier" + soldierNumber]._y; world["soldier" + soldierNumber].ground = world["soldier" + soldierNumber]._y; _root[team].currentSquad.members.push(world["soldier" + soldierNumber]); if (team == british.name) { world["soldier" + soldierNumber]._x = british.spawnPoint; } else if (team == german.name) { world["soldier" + soldierNumber]._x = german.spawnPoint; world["soldier" + soldierNumber]._xscale = -100; } if (squadType != "officer") { world["soldier" + soldierNumber].officerStar._visible = false; } if ((squadType == "officer") && (team == "german")) { world["soldier" + soldierNumber].officerStar.gotoAndStop("german_officer"); } if (squadType != "tank") { world["soldier" + soldierNumber].gotoAndPlay(20 + random(15)); world["soldier" + soldierNumber].weapon.gotoAndStop(world["soldier" + soldierNumber].mainWeapon); decorateSoldier(team, world["soldier" + soldierNumber], soldierType); } soldierRollOvers(world["soldier" + soldierNumber]); } function squadAI(teamName) { for (s in _root[teamName + "SquadsOnScreen"]) { var _local6 = _root[teamName + "SquadsOnScreen"][s].members[0]; squadLocalX = _root[teamName + "SquadsOnScreen"][s].members[0]._x; squadLocalPoint = new Object(); squadLocalPoint.x = squadLocalX; squadLocalPoint.y = squadLocalX; world.localToGlobal(squadLocalPoint); squadGlobalX = squadLocalPoint.x; if ((squadGlobalX > -100) && (squadGlobalX < 900)) { for (v in _root[teamName + "SquadsOnScreen"][s].members) { _root[teamName + "SquadsOnScreen"][s].members[v]._visible = true; } } else { for (v in _root[teamName + "SquadsOnScreen"][s].members) { _root[teamName + "SquadsOnScreen"][s].members[v]._visible = false; } } if (teamName == german.name) { _root[teamName + "SquadsOnScreen"][s].members[0].debug._xscale = -100; } _root[teamName + "SquadsOnScreen"][s].members[0].debug.squadName.text = _root[teamName + "SquadsOnScreen"][s].name; _root[teamName + "SquadsOnScreen"][s].members[0].debug.squadState.text = _root[teamName + "SquadsOnScreen"][s].state; _root[teamName + "SquadsOnScreen"][s].members[0].debug.soldierPosition.text = movingSoldierRef.position; _root[teamName + "SquadsOnScreen"][s].members[0].debug.changePosition.text = movingSoldierRef.changingPosition; _root[teamName + "SquadsOnScreen"][s].members[0].healthBar.bar._xscale = Math.round((_root[teamName + "SquadsOnScreen"][s].members.length / (_root[teamName + "SquadsOnScreen"][s].totalHealth / _root[teamName + "SquadsOnScreen"][s].minHealth)) * 100); if (_root[teamName + "SquadsOnScreen"][s].type == "tank") { _root[teamName + "SquadsOnScreen"][s].members[0].healthBar.bar._xscale = Math.round((_root[teamName + "SquadsOnScreen"][s].health / _root[teamName + "SquadsOnScreen"][s].totalHealth) * 100); _root[teamName + "SquadsOnScreen"][s].members[0].healthBar.healthNumber.text = _root[teamName + "SquadsOnScreen"][s].health; } if (_root[teamName + "SquadsOnScreen"][s].members[0].healthBar.bar._xscale < 60) { _root[teamName + "SquadsOnScreen"][s].members[0].healthBar.bar.colorTo(16763904, 0.4); } if (_root[teamName + "SquadsOnScreen"][s].members[0].healthBar.bar._xscale < 30) { _root[teamName + "SquadsOnScreen"][s].members[0].healthBar.bar.colorTo(10027008, 0.4); } if (_local6.inTrench) { _local6.officerStar._x = 32; _local6.officerStar._y = -26; } else { _local6.officerStar._x = 0; _local6.officerStar._y = -48; } if (game.state != "endBattle") { findEnemy(british.name, german.name); findEnemy(german.name, british.name); findTrenches(british.name); findTrenches(german.name); } switch (_root[teamName + "SquadsOnScreen"][s].state) { case "moving" : for (m in _root[teamName + "SquadsOnScreen"][s].members) { movingSoldierRef = _root[teamName + "SquadsOnScreen"][s].members[m]; if (movingSoldierRef.cacheAsBitmap == true) { movingSoldierRef.cacheAsBitmap = false; } _root["unique" + _root[teamName + "SquadsOnScreen"][s].members[m].name] = _root[teamName + "SquadsOnScreen"][s].members[m]; movingSoldierRef.firing = false; movingSoldierRef.inPosition = false; movingSoldierRef.inTrench = false; _root[teamName + "SquadsOnScreen"][s].inTrench = false; movingSoldierRef.directionCount--; if (movingSoldierRef.directionCount < 0) { movingSoldierRef.directionCount = movingSoldierRef.directionCountMax; var _local4 = random(10); if (_local4 == 0) { movingSoldierRef.movingUp = true; } if (_local4 == 1) { movingSoldierRef.movingDown = true; } if (_local4 > 1) { movingSoldierRef.movingUp = false; movingSoldierRef.movingDown = false; } } if ((movingSoldierRef.alive == true) && (game.state != "endBattle")) { if ((movingSoldierRef.changingPosition == false) && (movingSoldierRef.inMovingPosition == false)) { movingSoldierRef.changingPosition = true; setTimeout(soldierMovements, random(400) + 100, _root["unique" + _root[teamName + "SquadsOnScreen"][s].members[m].name].position + "ToStand", _root["unique" + _root[teamName + "SquadsOnScreen"][s].members[m].name]); } if (((movingSoldierRef.changingPosition == false) && (movingSoldierRef.inMovingPosition == true)) && (movingSoldierRef.alive == true)) { if ((movingSoldierRef.moveAnim == false) && (movingSoldierRef.alive == true)) { movingSoldierRef.moveAnim = true; playVoice("advance", teamName); soldierMovements("run", movingSoldierRef); } if ((teamName == british.name) && (movingSoldierRef.alive == true)) { if (_root[teamName + "SquadsOnScreen"][s].inWire == true) { movingSoldierRef._x = movingSoldierRef._x + (_root[teamName + "SquadsOnScreen"][s].speed / wireSpeedMod); } else { movingSoldierRef._x = movingSoldierRef._x + _root[teamName + "SquadsOnScreen"][s].speed; } if (movingSoldierRef.movingUp && (movingSoldierRef._y > world.ground)) { movingSoldierRef._y = movingSoldierRef._y - (_root[teamName + "SquadsOnScreen"][s].speed / 6); } if (movingSoldierRef.movingDown && (movingSoldierRef._y < (world.ground + 100))) { movingSoldierRef._y = movingSoldierRef._y + (_root[teamName + "SquadsOnScreen"][s].speed / 6); } if (movingSoldierRef._x > (world.bg._width - conquerWinArea)) { endBattle("british", "conquer"); } } if ((teamName == german.name) && (movingSoldierRef.alive == true)) { if (_root[teamName + "SquadsOnScreen"][s].inWire == true) { movingSoldierRef._x = movingSoldierRef._x - (_root[teamName + "SquadsOnScreen"][s].speed / wireSpeedMod); } else { movingSoldierRef._x = movingSoldierRef._x - _root[teamName + "SquadsOnScreen"][s].speed; } if (movingSoldierRef.movingUp && (movingSoldierRef._y > world.ground)) { movingSoldierRef._y = movingSoldierRef._y - (_root[teamName + "SquadsOnScreen"][s].speed / 6); } if (movingSoldierRef.movingDown && (movingSoldierRef._y < (world.ground + 100))) { movingSoldierRef._y = movingSoldierRef._y + (_root[teamName + "SquadsOnScreen"][s].speed / 6); } if (movingSoldierRef._x < conquerWinArea) { endBattle("german", "conquer"); } } } } } break; case "engaging" : for (m in _root[teamName + "SquadsOnScreen"][s].members) { soldierRef = _root[teamName + "SquadsOnScreen"][s].members[m]; if (soldierRef.cacheAsBitmap == true) { soldierRef.cacheAsBitmap = false; } _root["soldierRef" + m] = _root[teamName + "SquadsOnScreen"][s].members[m]; squadRef = _root[teamName + "SquadsOnScreen"][s]; if (soldierRef.alive == true) { if (soldierRef.wayPointSet == false) { if (teamName == british.name) { if (squadRef.nearTrench == false) { if (soldierRef._x > -50) { soldierRef.wayPoint = soldierRef._x + random(50); soldierRef.wayPointSet = true; } else { soldierRef.wayPoint = 100 + random(50); soldierRef.wayPointSet = true; } } else { soldierRef.wayPoint = soldierRef._x + 1; soldierRef.wayPointSet = true; } } if (teamName == german.name) { if (squadRef.nearTrench == false) { if (soldierRef._x < world.bg._width) { soldierRef.wayPoint = soldierRef._x - random(50); soldierRef.wayPointSet = true; } else { soldierRef.wayPoint = (world.bg._width - 100) - random(50); soldierRef.wayPointSet = true; } } else { soldierRef.wayPoint = soldierRef._x - 1; soldierRef.wayPointSet = true; } } } if ((teamName == british.name) && (soldierRef._x <= soldierRef.wayPoint)) { if (_root[teamName + "SquadsOnScreen"][s].inWire == true) { soldierRef._x = soldierRef._x + (_root[teamName + "SquadsOnScreen"][s].speed / wireSpeedMod); } else { soldierRef._x = soldierRef._x + _root[teamName + "SquadsOnScreen"][s].speed; } } else if ((teamName == british.name) && (soldierRef._x >= soldierRef.wayPoint)) { soldierRef.wayPointReached = true; } if ((teamName == german.name) && (soldierRef._x >= soldierRef.wayPoint)) { if (_root[teamName + "SquadsOnScreen"][s].inWire == true) { soldierRef._x = soldierRef._x - (_root[teamName + "SquadsOnScreen"][s].speed / wireSpeedMod); } else { soldierRef._x = soldierRef._x - _root[teamName + "SquadsOnScreen"][s].speed; } } else if ((teamName == german.name) && (soldierRef._x <= soldierRef.wayPoint)) { soldierRef.wayPointReached = true; } if ((((soldierRef.wayPointReached == true) && (soldierRef.inPosition == false)) && (soldierRef.changingPosition == false)) && (soldierRef.alive == true)) { soldierRef.changingPosition = true; soldierRef.inMovingPosition = false; soldierRef.gotoAndStop(soldierRef.weaponType + "_stop_standing"); var _local5 = random(3) + 1; if (soldierRef.type == "lieutenant") { _local5 = 1; } if (soldierRef.type == "machineGunner") { _local5 = random(2) + 2; } if (_local5 == 1) { setTimeout(soldierMovements, random(400) + 100, "stand", _root["soldierRef" + m]); } else if (_local5 == 2) { setTimeout(soldierMovements, random(400) + 100, "crouch", _root["soldierRef" + m]); } else if (_local5 == 3) { setTimeout(soldierMovements, random(400) + 100, "prone", _root["soldierRef" + m]); } } if (game.state != "endBattle") { if (((squadRef.enemyTarget.members[0].alive == undefined) && (squadRef.inTrench == false)) || (((squadRef.enemyTarget.type == "tank") && (squadRef.enemyTarget.members[0].alive == false)) && (squadRef.inTrench == false))) { squadRef.state = "moving"; } } if (((((squadRef.enemyTarget.members[0].alive != undefined) && (soldierRef.changingPosition == false)) && (soldierRef.inPosition == true)) && (soldierRef.firing == false)) && (soldierRef.alive == true)) { soldierRef.inMovingPosition = false; if (((soldierRef.throwingGrenade == false) && (squadRef.type == "assault")) && (squadRef.enemyTarget.type == "tank")) { if (random(2) == 0) { soldierRef.throwingGrenade = true; soldierRef.gotoAndPlay("standing_throwGrenade"); } } if (soldierRef.type == "machineGunner") { if (soldierRef.burstCounter <= (random(8) + 8)) { soldierRef.burstCounter++; playSound((("sound_" + _root[teamName][soldierRef.type].mainWeapon) + "_fire") + (random(2) + 1)); soldierRef.gotoAndPlay((_root[teamName][soldierRef.type].firePose + "_fire_") + soldierRef.position); if (teamName == british.name) { hitEnemy(british.name, german.name, soldierRef, squadRef); } else { hitEnemy(german.name, british.name, soldierRef, squadRef); } } else { soldierRef.waitCounter++; } if (soldierRef.waitCounter >= (random(30) + 15)) { soldierRef.waitCounter = 0; soldierRef.burstCounter = 0; } } else if (soldierRef.throwingGrenade == false) { playVoice("attack", teamName); playSound((("sound_" + _root[teamName][soldierRef.type].mainWeapon) + "_fire") + (random(2) + 1)); soldierRef.gotoAndPlay((_root[teamName][soldierRef.type].firePose + "_fire_") + soldierRef.position); if (teamName == british.name) { hitEnemy(british.name, german.name, soldierRef, squadRef); } else { hitEnemy(german.name, british.name, soldierRef, squadRef); } } } } } break; case "assaultTrench" : for (m in _root[teamName + "SquadsOnScreen"][s].members) { soldierRef = _root[teamName + "SquadsOnScreen"][s].members[m]; if (soldierRef.cacheAsBitmap == true) { soldierRef.cacheAsBitmap = false; } _root["soldierRef" + m] = _root[teamName + "SquadsOnScreen"][s].members[m]; squadRef = _root[teamName + "SquadsOnScreen"][s]; if (soldierRef.alive == true) { if (soldierRef.wayPointSet == false) { if (teamName == british.name) { soldierRef.wayPoint = (squadRef.enemyTarget.trenchRef._x - 150) - random(60); soldierRef.wayPointSet = true; } if (teamName == german.name) { soldierRef.wayPoint = (squadRef.enemyTarget.trenchRef._x + 150) + random(60); soldierRef.wayPointSet = true; } } if ((teamName == british.name) && (soldierRef._x <= soldierRef.wayPoint)) { if (_root[teamName + "SquadsOnScreen"][s].inWire == true) { soldierRef._x = soldierRef._x + (_root[teamName + "SquadsOnScreen"][s].speed / wireSpeedMod); } else { soldierRef._x = soldierRef._x + _root[teamName + "SquadsOnScreen"][s].speed; } } else if ((teamName == british.name) && (soldierRef._x >= soldierRef.wayPoint)) { soldierRef.wayPointReached = true; } if ((teamName == german.name) && (soldierRef._x >= soldierRef.wayPoint)) { if (_root[teamName + "SquadsOnScreen"][s].inWire == true) { soldierRef._x = soldierRef._x - (_root[teamName + "SquadsOnScreen"][s].speed / wireSpeedMod); } else { soldierRef._x = soldierRef._x - _root[teamName + "SquadsOnScreen"][s].speed; } } else if ((teamName == german.name) && (soldierRef._x <= soldierRef.wayPoint)) { soldierRef.wayPointReached = true; } if ((((soldierRef.wayPointReached == true) && (soldierRef.inPosition == false)) && (soldierRef.changingPosition == false)) && (soldierRef.alive == true)) { soldierRef.changingPosition = true; soldierRef.inMovingPosition = false; soldierRef.gotoAndStop(soldierRef.weaponType + "_stop_standing"); var _local5 = random(2) + 1; if (_local5 == 1) { setTimeout(soldierMovements, random(400) + 100, "crouch", _root["soldierRef" + m]); } else if (_local5 == 2) { setTimeout(soldierMovements, random(400) + 100, "stand", _root["soldierRef" + m]); } } if (game.state != "endBattle") { if (((squadRef.enemyTarget.members[0].alive == undefined) && (squadRef.inTrench == false)) || (((squadRef.enemyTarget.type == "tank") && (squadRef.enemyTarget.members[0].alive == false)) && (squadRef.inTrench == false))) { squadRef.state = "moving"; } } if (((((squadRef.enemyTarget.members[0].alive != undefined) && (soldierRef.changingPosition == false)) && (soldierRef.inPosition == true)) && (soldierRef.firing == false)) && (soldierRef.alive == true)) { soldierRef.inMovingPosition = false; if ((soldierRef.throwingGrenade == false) && (squadRef.type == "assault")) { if (random(6) == 0) { soldierRef.throwingGrenade = true; soldierRef.gotoAndPlay("standing_throwGrenade"); } } if (soldierRef.throwingGrenade == false) { playSound((("sound_" + _root[teamName][soldierRef.type].mainWeapon) + "_fire") + (random(2) + 1)); soldierRef.gotoAndPlay((_root[teamName][soldierRef.type].firePose + "_fire_") + soldierRef.position); if (teamName == british.name) { hitEnemy(british.name, german.name, soldierRef, squadRef); } else { hitEnemy(german.name, british.name, soldierRef, squadRef); } } } } } break; case "stopped" : for (m in _root[teamName + "SquadsOnScreen"][s].members) { _root[teamName + "SquadsOnScreen"][s].members[m].gotoAndStop(1); } break; case "entrench" : for (m in _root[teamName + "SquadsOnScreen"][s].members) { entrenchedSoldier = _root[teamName + "SquadsOnScreen"][s].members[m]; if (entrenchedSoldier.cacheAsBitmap == true) { entrenchedSoldier.cacheAsBitmap = false; } entrenchedSquad = _root[teamName + "SquadsOnScreen"][s]; if (entrenchedSoldier.alive == true) { if (entrenchedSoldier.trenchWayPointSet == false) { if (teamName == "british") { entrenchedSoldier.trenchWayPoint = (entrenchedSquad.trenchRef._x - (entrenchedSquad.trenchRef._width / 2)) + (random(15) + 37); entrenchedSoldier.trenchWayPointSet = true; } if (teamName == "german") { entrenchedSoldier.trenchWayPoint = (entrenchedSquad.trenchRef._x + (entrenchedSquad.trenchRef._width / 2)) - (random(15) + 32); entrenchedSoldier.trenchWayPointSet = true; } } if ((teamName == "british") && (entrenchedSoldier._x <= entrenchedSoldier.trenchWayPoint)) { if ((entrenchedSoldier.moveAnim == false) && (entrenchedSoldier.alive == true)) { entrenchedSoldier.moveAnim = true; soldierMovements("run", entrenchedSoldier); } if (_root[teamName + "SquadsOnScreen"][s].inWire == true) { entrenchedSoldier._x = entrenchedSoldier._x + (_root[teamName + "SquadsOnScreen"][s].speed / wireSpeedMod); } else { entrenchedSoldier._x = entrenchedSoldier._x + _root[teamName + "SquadsOnScreen"][s].speed; } } else if ((teamName == "british") && (entrenchedSoldier._x >= entrenchedSoldier.trenchWayPoint)) { entrenchedSoldier.trenchWayPointReached = true; entrenchedSoldier.inTrenchPosition = true; } if ((teamName == "german") && (entrenchedSoldier._x >= entrenchedSoldier.trenchWayPoint)) { if ((entrenchedSoldier.moveAnim == false) && (entrenchedSoldier.alive == true)) { entrenchedSoldier.moveAnim = true; soldierMovements("run", entrenchedSoldier); } if (_root[teamName + "SquadsOnScreen"][s].inWire == true) { entrenchedSoldier._x = entrenchedSoldier._x - (_root[teamName + "SquadsOnScreen"][s].speed / wireSpeedMod); } else { entrenchedSoldier._x = entrenchedSoldier._x - _root[teamName + "SquadsOnScreen"][s].speed; } } else if ((teamName == "german") && (entrenchedSoldier._x <= entrenchedSoldier.trenchWayPoint)) { entrenchedSoldier.trenchWayPointReached = true; entrenchedSoldier.inTrenchPosition = true; } if (((((entrenchedSoldier.trenchWayPointReached == true) && (entrenchedSoldier.inTrenchPosition == true)) && (entrenchedSoldier.inTrench == false)) && (entrenchedSoldier.changingPosition == false)) && (entrenchedSoldier.enteringTrench == false)) { if (entrenchedSoldier.type != "lieutenant") { entrenchedSoldier.gotoAndPlay("enterTrench"); } else { entrenchedSoldier.gotoAndPlay("enterTrench_officer"); } } if (entrenchedSoldier.inTrench) { entrenchedSquad.trenchRef.ownerTeam = teamName; } if (entrenchedSquad.passingTrench == true) { entrenchedSquad.allMembersInTrench = true; for (m in entrenchedSquad.members) { if (entrenchedSquad.members[m].inTrench == false) { entrenchedSquad.allMembersInTrench = false; } } if (entrenchedSquad.allMembersInTrench == true) { entrenchedSquad.state = "exitTrench"; entrenchedSquad.passingTrench = false; } } else { entrenchedSquad.allMembersInTrench = true; for (m in entrenchedSquad.members) { if (entrenchedSquad.members[m].inTrench == false) { entrenchedSquad.allMembersInTrench = false; } } } if ((((entrenchedSquad.enemyTarget.members[0].alive != undefined) && (entrenchedSoldier.inTrench == true)) && (entrenchedSquad.enemyTarget.members[0].alive != undefined)) && (entrenchedSoldier.firing == false)) { setTimeout(startFiringDelay, random(3000) + 500, entrenchedSoldier); entrenchedSoldier.cacheAsBitmap = true; if (entrenchedSoldier.startFiring == true) { if (entrenchedSoldier.type == "machineGunner") { if (entrenchedSoldier.burstCounter <= (random(8) + 8)) { entrenchedSoldier.cacheAsBitmap = false; entrenchedSoldier.burstCounter++; playSound((("sound_" + _root[teamName][entrenchedSoldier.type].mainWeapon) + "_fire") + (random(2) + 1)); entrenchedSoldier.gotoAndPlay((_root[teamName][entrenchedSoldier.type].firePose + "_fire_") + entrenchedSoldier.position); if (teamName == british.name) { hitEnemy(british.name, german.name, entrenchedSoldier, entrenchedSquad); } else { hitEnemy(german.name, british.name, entrenchedSoldier, entrenchedSquad); } } else { entrenchedSoldier.waitCounter++; } if (entrenchedSoldier.waitCounter >= (random(30) + 15)) { entrenchedSoldier.waitCounter = 0; entrenchedSoldier.burstCounter = 0; } } else { entrenchedSoldier.cacheAsBitmap = false; playSound((("sound_" + _root[teamName][entrenchedSoldier.type].mainWeapon) + "_fire") + (random(2) + 1)); entrenchedSoldier.gotoAndPlay((_root[teamName][entrenchedSoldier.type].firePose + "_fire_") + entrenchedSoldier.position); if (teamName == british.name) { hitEnemy(british.name, german.name, entrenchedSoldier, entrenchedSquad); } else { hitEnemy(german.name, british.name, entrenchedSoldier, entrenchedSquad); } } } } } } break; case "exitTrench" : _root[teamName + "SquadsOnScreen"][s].enemyTarget = undefined; if (teamName != playerTeam.team) { _root[teamName + "SquadsOnScreen"][s].trenchRef["slot" + _root[teamName + "SquadsOnScreen"][s].trenchSlotRef] = "empty"; } for (m in _root[teamName + "SquadsOnScreen"][s].members) { memberRef = _root[teamName + "SquadsOnScreen"][s].members[m]; if (memberRef.cacheAsBitmap == true) { memberRef.cacheAsBitmap = false; } if (memberRef.exitingTrench == false) { memberRef.exitingTrench = true; memberRef.gotoAndPlay("exitTrench"); playVoice("advance", teamName); } if (memberRef.exitedTrench == true) { memberRef.exitedTrench = false; if (teamName == "british") { memberRef._x = memberRef._x + 60; } else { memberRef._x = memberRef._x - 60; } memberRef.gotoAndPlay("rifle_run"); memberRef.trenchWayPointSet = false; memberRef.inTrenchPosition = false; memberRef.enteringTrench = false; memberRef.firing = false; memberRef.inTrench = false; memberRef.squadObjRef.trenchRef = null; memberRef.squadObjRef.trenchNumRef = null; memberRef.squadObjRef.trenchSlotRef = null; memberRef.squadObjRef.state = "moving"; memberRef.squadObjRef.inTrench = false; memberRef.squadObjRef.nearTrench = false; memberRef.squadObjRef.allMembersInTrench = false; memberRef.exitingTrench = false; } } break; case "gasMasksOn" : _root[teamName + "SquadsOnScreen"][s].allMasksOn = true; _root[teamName + "SquadsOnScreen"][s].gasMasksOn = true; for (m in _root[teamName + "SquadsOnScreen"][s].members) { memberRef = _root[teamName + "SquadsOnScreen"][s].members[m]; memberRef.cacheAsBitmap = false; if ((memberRef.gasMaskOn == false) && (memberRef.puttingOnMask == false)) { memberRef.puttingOnMask = true; memberRef.moveAnim = false; memberRef.firing = false; memberRef.gotoAndPlay("gasMaskOn_standing"); } if (memberRef.gasMaskOn == false) { _root[teamName + "SquadsOnScreen"][s].allMasksOn = false; } } if (_root[teamName + "SquadsOnScreen"][s].allMasksOn == true) { for (m in _root[teamName + "SquadsOnScreen"][s].members) { memberRef = _root[teamName + "SquadsOnScreen"][s].members[m]; memberRef.puttingOnMask = false; } _root[teamName + "SquadsOnScreen"][s].state = _root[teamName + "SquadsOnScreen"][s].lastState; } break; case "gasMasksOff" : _root[teamName + "SquadsOnScreen"][s].allMasksOff = true; _root[teamName + "SquadsOnScreen"][s].gasMasksOn = false; for (m in _root[teamName + "SquadsOnScreen"][s].members) { memberRef = _root[teamName + "SquadsOnScreen"][s].members[m]; memberRef.cacheAsBitmap = false; if ((memberRef.gasMaskOff == false) && (memberRef.takingOffMask == false)) { memberRef.takingOffMask = true; memberRef.moveAnim = false; memberRef.firing = false; memberRef.gotoAndPlay("gasMaskOff_standing"); } if (memberRef.gasMaskOff == false) { _root[teamName + "SquadsOnScreen"][s].allMasksOff = false; } } if (_root[teamName + "SquadsOnScreen"][s].allMasksOff == true) { for (m in _root[teamName + "SquadsOnScreen"][s].members) { memberRef = _root[teamName + "SquadsOnScreen"][s].members[m]; memberRef.takingOffMask = false; } _root[teamName + "SquadsOnScreen"][s].state = _root[teamName + "SquadsOnScreen"][s].lastState; if ((_root[teamName + "SquadsOnScreen"][s].lastState = "gasMasksOn")) { if (_root[teamName + "SquadsOnScreen"][s].members[0].position == "trench") { _root[teamName + "SquadsOnScreen"][s].state = "entrench"; } else { _root[teamName + "SquadsOnScreen"][s].state = "moving"; } } } break; case "tankMoving" : for (m in _root[teamName + "SquadsOnScreen"][s].members) { movingTankRef = _root[teamName + "SquadsOnScreen"][s].members[m]; if (movingTankRef.alive == true) { if (movingTankRef.engineSoundPlaying != true) { movingTankRef.engineSoundPlaying = true; playSoundLoop("sound_tankMoving", 9999, movingTankRef.name); } if ((teamName == british.name) && (movingTankRef.alive == true)) { movingTankRef._x = movingTankRef._x + _root[teamName + "SquadsOnScreen"][s].speed; if (movingTankRef._x >= (world.bg._width - conquerWinArea)) { endBattle("british", "conquer"); } } if ((teamName == german.name) && (movingTankRef.alive == true)) { movingTankRef._x = movingTankRef._x - _root[teamName + "SquadsOnScreen"][s].speed; if (movingTankRef._x <= conquerWinArea) { endBattle("german", "conquer"); } } } } break; case "tankDead" : break; case "tankEngaging" : squadRef = _root[teamName + "SquadsOnScreen"][s]; for (m in _root[teamName + "SquadsOnScreen"][s].members) { tankRef = _root[teamName + "SquadsOnScreen"][s].members[m]; if (((teamName == british.name) && (tankRef.alive == true)) && (squadRef.enemyTarget.type != "tank")) { tankRef._x = tankRef._x + (_root[teamName + "SquadsOnScreen"][s].speed / 2); if (tankRef._x >= (world.bg._width - conquerWinArea)) { endBattle("british", "conquer"); } } if (((teamName == german.name) && (tankRef.alive == true)) && (squadRef.enemyTarget.type != "tank")) { tankRef._x = tankRef._x - (_root[teamName + "SquadsOnScreen"][s].speed / 2); if (tankRef._x <= conquerWinArea) { endBattle("german", "conquer"); } } tankRef.mainGun.disabled = false; tankRef.secondGun.disabled = false; if ((((((squadRef.enemyTarget.members[0].alive != undefined) && (tankRef.alive == true)) && (tankRef.mainGun.disabled == false)) && (tankRef.burstCounter < 1)) && (tankRef.firing == false)) && (_root[teamName + "SquadsOnScreen"][s].enemyTarget != undefined)) { tankRef.burstCounter++; tankRef.mainGun.gotoAndPlay("firing"); tankRound((_root[teamName + "SquadsOnScreen"][s].enemyTarget.members[0]._x + random(200)) - 100, (_root[teamName + "SquadsOnScreen"][s].enemyTarget.members[0]._y + random(50)) - 25, teamName); playSound("sound_tankMainGunFire"); } else { tankRef.waitCounter++; } if (tankRef.waitCounter >= (random(20) + 10)) { tankRef.waitCounter = 0; tankRef.burstCounter = 0; } if (((((tankRef.alive == true) && (tankRef.secondGun.disabled == false)) && (tankRef.mgBurstCounter <= (random(5) + 3))) && (tankRef.firingSecondary == false)) && (_root[teamName + "SquadsOnScreen"][s].enemyTarget != undefined)) { tankRef.mgBurstCounter++; tankRef.secondGun.gotoAndPlay("firing"); tankRef.tracer.play(); playSound("sound_lewis_fire" + (random(2) + 1)); if (teamName == british.name) { hitEnemy(british.name, german.name, tankRef, squadRef); } else { hitEnemy(german.name, british.name, tankRef, squadRef); } } else { tankRef.mgWaitCounter++; } if (tankRef.mgWaitCounter >= (random(60) + 30)) { tankRef.mgWaitCounter = 0; tankRef.mgBurstCounter = 0; } } break; case "victory" : for (m in _root[teamName + "SquadsOnScreen"][s].members) { victoryMemberRef = _root[teamName + "SquadsOnScreen"][s].members[m]; if (victoryMemberRef.endBattleAnim == false) { victoryMemberRef.endBattleAnim = true; _root["loop" + victoryMemberRef.name].volumeTo(0, 2, "easeOutSine", 0, function () { this.stop(); }); setTimeout(soldierMovements, random(400) + 100, "victory", victoryMemberRef); } } break; case "defeated" : for (m in _root[teamName + "SquadsOnScreen"][s].members) { victoryMemberRef = _root[teamName + "SquadsOnScreen"][s].members[m]; if ((victoryMemberRef.endBattleAnim == false) && (victoryMemberRef.inTrench)) { victoryMemberRef.endBattleAnim = true; _root["loop" + victoryMemberRef.name].volumeTo(0, 2, "easeOutSine", 0, function () { this.stop(); }); setTimeout(soldierMovements, random(400) + 100, "defeatTrench", victoryMemberRef); } if ((victoryMemberRef.endBattleAnim == false) && (victoryMemberRef.inTrench == false)) { victoryMemberRef.endBattleAnim = true; _root["loop" + victoryMemberRef.name].volumeTo(0, 2, "easeOutSine", 0, function () { this.stop(); }); setTimeout(soldierMovements, random(400) + 100, "defeatGround", victoryMemberRef); } } break; } } } function soldierMovements(moveType, soldier) { if (soldier.alive == true) { switch (moveType) { case "victory" : soldier.gotoAndPlay("victory_" + soldier.position); break; case "defeatTrench" : soldier.gotoAndPlay("defeat_trench"); break; case "defeatGround" : soldier.gotoAndPlay("defeat_standing"); break; case "crouch" : soldier.gotoAndPlay(soldier.weaponType + "_stop_crouch"); break; case "stand" : soldier.gotoAndPlay(soldier.weaponType + "_stop_standing"); break; case "prone" : soldier.gotoAndPlay(soldier.weaponType + "_stop_prone"); break; case "proneToStand" : soldier.gotoAndPlay(soldier.weaponType + "_start_prone"); break; case "crouchToStand" : soldier.gotoAndPlay(soldier.weaponType + "_start_crouch"); break; case "standingToStand" : soldier.gotoAndPlay(soldier.weaponType + "_start_standing"); break; case "run" : if (soldier.changingPosition == false) { soldier.gotoAndPlay(soldier.weaponType + "_run"); } break; } } } function startFiringDelay(firingSoldierRef) { firingSoldierRef.startFiring = true; } function findEnemy(friendlyTeam, enemyTeam) { for (v in _root[friendlyTeam + "SquadsOnScreen"]) { friendlySquad = _root[friendlyTeam + "SquadsOnScreen"][v]; if ((_root[enemyTeam + "SquadsOnScreen"].length > 0) && (friendlySquad.members[0].alive == true)) { for (e in _root[enemyTeam + "SquadsOnScreen"]) { enemySquad = _root[enemyTeam + "SquadsOnScreen"][e]; if (enemySquad.members[0].alive == true) { currentSquadProx = enemySquad.members[0]._x - friendlySquad.members[0]._x; if (friendlyTeam == german.name) { currentSquadProx = -currentSquadProx; } if ((((((((enemySquad != friendlySquad.enemyTarget) && (currentSquadProx < friendlySquad.targetProx)) && (currentSquadProx < friendlySquad.range)) && (enemySquad.members.length > 0)) && (friendlySquad.members[0]._x > targetingBuffer)) && (friendlySquad.members[0]._x < (world.bg._width - targetingBuffer))) && (enemySquad.members[0]._x > targetingBuffer)) && (enemySquad.members[0]._x < (world.bg._width - targetingBuffer))) { friendlySquad.enemyTarget = enemySquad; friendlySquad.targetProx = currentSquadProx; if ((((friendlySquad.state != "entrench") && (friendlySquad.state != "exitTrench")) && (friendlySquad.state != "gasMasksOn")) && (friendlySquad.state != "gasMasksOff")) { if (((friendlySquad.nearTrench == false) && (friendlySquad.enemyTarget.state == "entrench")) && (friendlySquad.type == "assault")) { friendlySquad.state = "assaultTrench"; } else { friendlySquad.state = "engaging"; } } if (friendlySquad.type == "tank") { friendlySquad.state = "tankEngaging"; } } if (((friendlySquad.enemyTarget.members.length == 0) || (friendlySquad.enemyTarget.members[0].alive == undefined)) || (friendlySquad.enemyTarget.members[0].alive == false)) { friendlySquad.enemyTarget = undefined; friendlySquad.targetProx = 999999 /* 0x0F423F */; for (f in friendlySquad.members) { friendlySquad.members[f].startFiring = false; } if ((((((friendlySquad.type != "tank") && (friendlySquad.state != "stopped")) && (friendlySquad.state != "entrench")) && (friendlySquad.state != "exitTrench")) && (friendlySquad.state != "gasMasksOn")) && (friendlySquad.state != "gasMasksOff")) { friendlySquad.state = "moving"; } if (friendlySquad.type == "tank") { friendlySquad.state = "tankMoving"; } } } } } else { friendlySquad.enemyTarget = undefined; friendlySquad.targetProx = 999999 /* 0x0F423F */; for (f in friendlySquad.members) { friendlySquad.members[f].startFiring = false; } if ((((((friendlySquad.type != "tank") && (friendlySquad.state != "stopped")) && (friendlySquad.state != "entrench")) && (friendlySquad.state != "exitTrench")) && (friendlySquad.state != "gasMasksOn")) && (friendlySquad.state != "gasMasksOff")) { friendlySquad.state = "moving"; } if (friendlySquad.type == "tank") { friendlySquad.state = "tankMoving"; } } } } function findOfficer(teamName) { if ((teamName == "british") && (british_slot8_upgrade.active == true)) { officerInfluence = 250; } for (x in _root[teamName + "Officers"]) { officerUnitRef = _root[teamName + "Officers"][x]; officerRef = _root[teamName + "Officers"][x].members[0]; for (v in _root[teamName + "SquadsOnScreen"]) { unitRef = _root[teamName + "SquadsOnScreen"][v]; unitLeaderRef = _root[teamName + "SquadsOnScreen"][v].members[0]; if (unitRef.type != "officer") { if ((((unitRef.nearOfficer == false) && (unitRef.officerRef.name != officerUnitRef.name)) && ((unitLeaderRef._x - officerRef._x) > (-officerInfluence))) && ((unitLeaderRef._x - officerRef._x) < officerInfluence)) { unitRef.nearOfficer = true; unitRef.officerUnitRef = officerUnitRef; unitLeaderRef.officerStar._visible = true; unitLeaderRef.officerStar.gotoAndStop("silver"); unitLeaderRef.officerStar._alpha = 0; unitLeaderRef.officerStar.alphaTo(100, 0.3); } if ((unitRef.officerUnitRef.name == officerUnitRef.name) && (((unitLeaderRef._x - officerRef._x) < (-officerInfluence)) || ((unitLeaderRef._x - officerRef._x) > officerInfluence))) { unitRef.nearOfficer = false; unitLeaderRef.officerStar.alphaTo(0, 0.3); } if (unitRef.officerUnitRef.members.length < 1) { unitRef.officerUnitRef = null; unitRef.nearOfficer = false; unitLeaderRef.officerStar.alphaTo(0, 0.3); } } } } } function findTrenches(teamName) { for (w in _root[teamName + "SquadsOnScreen"]) { squadTrenchRef = _root[teamName + "SquadsOnScreen"][w]; leaderTrenchRef = _root[teamName + "SquadsOnScreen"][w].members[0]; if (leaderTrenchRef.type != "tankMarkIV") { for (p in trenches) { if (teamName == "british") { if (((trenches[p]._x - leaderTrenchRef._x) <= trenchBoundary) && ((trenches[p]._x - leaderTrenchRef._x) > 0)) { if (((trenches[p].slot1.team != "german") && (trenches[p].slot2.team != "german")) && (trenches[p].slot3.team != "german")) { squadTrenchRef.nearTrench = true; } } else { squadTrenchRef.nearTrench = false; } } else if (teamName == "german") { if (((leaderTrenchRef._x - trenches[p]._x) <= trenchBoundary) && ((leaderTrenchRef._x - trenches[p]._x) > 0)) { if (((trenches[p].slot1.team != "british") && (trenches[p].slot2.team != "british")) && (trenches[p].slot3.team != "british")) { squadTrenchRef.nearTrench = true; } } else { squadTrenchRef.nearTrench = false; } } if ((((squadTrenchRef.nearTrench == true) && (squadTrenchRef.state != "exitTrench")) && (squadTrenchRef.state != "gasMasksOn")) && (squadTrenchRef.state != "gasMasksOff")) { if ((trenches[p].owner == teamName) || (trenches[p].owner == undefined)) { if ((((((trenches[p].slot1 != "empty") && (trenches[p].slot1 != squadTrenchRef)) && (trenches[p].slot1 != undefined)) && (((trenches[p].slot2 != "empty") && (trenches[p].slot2 != squadTrenchRef)) && (trenches[p].slot2 != undefined))) && (((trenches[p].slot3 != "empty") && (trenches[p].slot3 != squadTrenchRef)) && (trenches[p].slot3 != undefined))) || (trenches[p].locked == true)) { if (squadTrenchRef.inTrench == false) { squadTrenchRef.state = "entrench"; squadTrenchRef.trenchRef = trenches[p]; squadTrenchRef.inTrench = true; squadTrenchRef.passingTrench = true; squadTrenchRef.enemyTarget = undefined; } } r = 1; while (r <= 3) { if (squadTrenchRef.inTrench == false) { squadTrenchRef.state = "entrench"; if (((((trenches[p]["slot" + r] == "empty") || (trenches[p]["slot" + r] == undefined)) && (squadTrenchRef.state != "exitTrench")) && (squadTrenchRef.state != "gasMasksOn")) && (squadTrenchRef.state != "gasMasksOff")) { if ((trenches[p].locked != true) && ((trenches[p].owner == teamName) || (trenches[p].owner == undefined))) { trenches[p].owner = teamName; squadTrenchRef.trenchRef = trenches[p]; squadTrenchRef.trenchNumRef = p; squadTrenchRef.trenchSlotRef = r; squadTrenchRef.inTrench = true; trenches[p]["slot" + r] = squadTrenchRef; squadTrenchRef.passingTrench = false; squadTrenchRef.enemyTarget = undefined; if ((teamName == playerTeam.team) && (trenches[p].controlVisible == false)) { showTrenchButton(trenches[p]); } else if (teamName == compTeam.team) { hideTrenchButton(trenches[p]); } if (trenches[p].controlVisible) { updateTrenchInterface(trenches[p]); } } } } r++; } } else if ((trenches[p].owner != teamName) && (trenches[p].owner != undefined)) { if (((((trenches[p].slot1 != "empty") && (trenches[p].slot1 != squadTrenchRef)) && (trenches[p].slot1 != undefined)) && (((trenches[p].slot2 != "empty") && (trenches[p].slot2 != squadTrenchRef)) && (trenches[p].slot2 != undefined))) && (((trenches[p].slot3 != "empty") && (trenches[p].slot3 != squadTrenchRef)) && (trenches[p].slot3 != undefined))) { if (squadTrenchRef.inTrench == false) { squadTrenchRef.state = "entrench"; squadTrenchRef.trenchRef = trenches[p]; squadTrenchRef.inTrench = true; squadTrenchRef.passingTrench = true; squadTrenchRef.enemyTarget = undefined; } } r = 1; while (r <= 3) { if (squadTrenchRef.inTrench == false) { squadTrenchRef.state = "entrench"; if (((((trenches[p]["slot" + r] == "empty") || (trenches[p]["slot" + r] == undefined)) && (squadTrenchRef.state != "exitTrench")) && (squadTrenchRef.state != "gasMasksOn")) && (squadTrenchRef.state != "gasMasksOff")) { if (teamName != playerTeam.team) { trenches[p].locked = false; } trenches[p].owner = teamName; squadTrenchRef.trenchRef = trenches[p]; squadTrenchRef.trenchNumRef = p; squadTrenchRef.trenchSlotRef = r; squadTrenchRef.inTrench = true; trenches[p]["slot" + r] = squadTrenchRef; squadTrenchRef.passingTrench = false; squadTrenchRef.enemyTarget = undefined; if ((teamName == playerTeam.team) && (trenches[p].controlVisible == false)) { showTrenchButton(trenches[p]); } else if (teamName == compTeam.team) { hideTrenchButton(trenches[p]); } if (trenches[p].controlVisible) { updateTrenchInterface(trenches[p]); } } } r++; } } } } } } } function findWire(teamName) { for (w in _root[teamName + "SquadsOnScreen"]) { squadWireRef = _root[teamName + "SquadsOnScreen"][w]; leaderWireRef = _root[teamName + "SquadsOnScreen"][w].members[0]; squadWireRef.inWire = false; x = 1; while (x <= currentMap.wire) { if (((currentMap[("wire" + x) + "Pos"] - leaderWireRef._x) > -50) && ((currentMap[("wire" + x) + "Pos"] - leaderWireRef._x) < 50)) { squadWireRef.inWire = true; } x++; } } } function findMines(teamName) { if (teamName == "british") { mineEnemyName = "german"; } if (teamName == "german") { mineEnemyName = "british"; } if (_root["currentMapMines_" + mineEnemyName] > 0) { for (v in _root[teamName + "SquadsOnScreen"]) { currentMineLeader = _root[teamName + "SquadsOnScreen"][v].members[0]; for (x in _root.currentMap[mineEnemyName + "Mines"]) { if (((_root[teamName + "SquadsOnScreen"][v].state == "moving") && ((_root.currentMap[mineEnemyName + "Mines"][x] - currentMineLeader._x) > (-mineBoundary))) && ((_root.currentMap[mineEnemyName + "Mines"][x] - currentMineLeader._x) < mineBoundary)) { if (random(mineDeathChance) == 0) { _root["currentMapMines_" + mineEnemyName]--; mineVictim = random(_root[teamName + "SquadsOnScreen"][v].members[0].length); specialRounds++; world.attachMovie("mineStrike", "mineRound" + specialRounds, depth_world_artillery + specialRounds); world["mineRound" + specialRounds]._x = _root[teamName + "SquadsOnScreen"][v].members[mineVictim]._x; world["mineRound" + specialRounds]._y = _root[teamName + "SquadsOnScreen"][v].members[mineVictim]._y; world["mineRound" + specialRounds].ownerTeam = ownerTeam; } } } } } } function enemyUnitAI() { for (t in trenches) { if (trenches[t].owner == compTeam.team) { if (((trenches[t].slot1 != "empty") && (trenches[t].slot2 != "empty")) && (trenches[t].slot3 != "empty")) { if (((_root.currentMap.enemyMood == "aggressive") && (random(15) == 0)) || ((_root.currentMap.enemyMood == "balanced") && (random(30) == 0))) { setTimeout(enemyCharge, 4000, trenches[t]); } } } } for (v in _root[compTeam.team + "SquadsOnScreen"]) { enemySquadAIRef = _root[compTeam.team + "SquadsOnScreen"][v]; switch (_root.currentMap.enemyMood) { case "aggressive" : if (((enemySquadAIRef.state == "entrench") && (enemySquadAIRef.allMembersInTrench == true)) && (enemySquadAIRef.enemyTarget == undefined)) { if ((random(5) == 0) && ((enemySquadAIRef.type == "riflemen") || (enemySquadAIRef.type == "assault"))) { enemySquadAIRef.state = "exitTrench"; } if ((random(10) == 0) && (enemySquadAIRef.type == "sniper")) { enemySquadAIRef.state = "exitTrench"; } if ((random(20) == 0) && ((enemySquadAIRef.type == "officer") || (enemySquadAIRef.type == "machineGun"))) { enemySquadAIRef.state = "exitTrench"; } } break; case "defensive" : if (((enemySquadAIRef.state == "entrench") && (enemySquadAIRef.allMembersInTrench == true)) && (enemySquadAIRef.enemyTarget == undefined)) { if ((random(20) == 0) && ((enemySquadAIRef.type == "riflemen") || (enemySquadAIRef.type == "assault"))) { enemySquadAIRef.state = "exitTrench"; } if ((random(35) == 0) && (enemySquadAIRef.type == "sniper")) { enemySquadAIRef.state = "exitTrench"; } if ((random(60) == 0) && ((enemySquadAIRef.type == "officer") || (enemySquadAIRef.type == "machineGun"))) { enemySquadAIRef.state = "exitTrench"; } } break; case "balanced" : if (!(((enemySquadAIRef.state == "entrench") && (enemySquadAIRef.allMembersInTrench == true)) && (enemySquadAIRef.enemyTarget == undefined))) { break; } if ((random(10) == 0) && ((enemySquadAIRef.type == "riflemen") || (enemySquadAIRef.type == "assault"))) { enemySquadAIRef.state = "exitTrench"; } if ((random(20) == 0) && (enemySquadAIRef.type == "sniper")) { enemySquadAIRef.state = "exitTrench"; } if (!((random(30) == 0) && ((enemySquadAIRef.type == "officer") || (enemySquadAIRef.type == "machineGun")))) { break; } enemySquadAIRef.state = "exitTrench"; } break; } } function enemyCharge(trenchName) { trenchName.slot1.state = "exitTrench"; trenchName.slot2.state = "exitTrench"; trenchName.slot3.state = "exitTrench"; } function setupEnemyUnitGenerator() { enemyUnitRateMax = currentMap.enemyRate; enemyUnitRate = enemyUnitRateMax; enemyUnitWave = 0; } function enemyUnitGenerator() { enemyUnitRate--; if ((firstEnemyUnit == true) && (enemyUnitRate <= 10)) { firstEnemyUnit = false; enemyUnitRate = enemyUnitRateMax; createSquad(compTeam.team, currentMap.enemyUnits[enemyUnitWave]); enemyUnitWave++; } if (createEnemyUnits && (enemyUnitRate < 0)) { enemyUnitRate = enemyUnitRateMax; createSquad(compTeam.team, currentMap.enemyUnits[enemyUnitWave]); enemyUnitWave++; if (enemyUnitWave > currentMap.enemyUnits.length) { enemyUnitWave = 0; } } if ((createEnemyUnits && (AIpanicMode == true)) && (enemyUnitRate <= (enemyUnitRate / 2))) { enemyUnitRate = enemyUnitRateMax; createSquad(compTeam.team, currentMap.enemyUnits[enemyUnitWave]); enemyUnitWave++; if (enemyUnitWave > currentMap.enemyUnits.length) { enemyUnitWave = 0; } } } function setupEnemySupportGenerator() { enemySupportRateMax = currentMap.enemySupportRate; enemySupportRate = enemySupportRateMax; enemySupportWave = 0; } function enemySupportGenerator() { enemySupportRate--; if (enemySupportRate < 0) { enemySupportRate = enemySupportRateMax; closestSupportTargetX = _root[playerTeam.team + "SquadsOnScreen"][x].members[0]._x; for (x in _root[playerTeam.team + "SquadsOnScreen"]) { if (playerTeam.team == "british") { if (_root[playerTeam.team + "SquadsOnScreen"][x].members[0]._x > closestSupportTargetX) { enemySupportTarget = _root[playerTeam.team + "SquadsOnScreen"][x].members[0]; } } if (playerTeam.team == "german") { if (_root[playerTeam.team + "SquadsOnScreen"][x].members[0]._x < closestSupportTargetX) { enemySupportTarget = _root[playerTeam.team + "SquadsOnScreen"][x].members[0]; } } if (random(5) == 0) { if ((_root[playerTeam.team + "SquadsOnScreen"][random(_root[playerTeam.team + "SquadsOnScreen"].length)].members[0]._x > 100) && (_root[playerTeam.team + "SquadsOnScreen"][random(_root[playerTeam.team + "SquadsOnScreen"].length)].members[0]._x < (world.bg._width - 150))) { enemySupportTarget = _root[playerTeam.team + "SquadsOnScreen"][random(_root[playerTeam.team + "SquadsOnScreen"].length)].members[0]; } } } if (enemySupportTarget != null) { launchSpecialAttack(currentMap.enemySupport[enemySupportWave], enemySupportTarget._x, enemySupportTarget._y, compTeam.team); enemySupportTarget = null; enemySupportWave++; } if (enemySupportWave > currentMap.enemySupport.length) { enemySupportWave = 0; } } } function hitEnemy(friendTeam, targetTeam, attacker, attackingSquad) { e = 0; while (e <= _root[targetTeam + "SquadsOnScreen"].length) { currentTargetSquad = _root[targetTeam + "SquadsOnScreen"][e]; currentDamage = attacker.damage; if (currentTargetSquad.name == attackingSquad.enemyTarget.name) { if (currentTargetSquad.type == "tank") { currentTargetSquad.health = currentTargetSquad.health - (currentDamage / 20); } else { if (attacker.inTrench == true) { currentDamage = currentDamage * trenchBonus; if (friendTeam == "german") { if (german_slot5_upgrade.active && (attacker.type == "machineGun")) { currentDamage = currentDamage * german_slot5_upgrade.bonus; } } } if (currentTargetSquad.state == "entrench") { currentDamage = currentDamage * trenchDefence; if (friendTeam == "british") { if (british_slot7_upgrade.active) { currentDamage = currentDamage * british_slot7_upgrade.bonus; } } if (friendTeam == "german") { if (german_slot2_upgrade.active) { currentDamage = currentDamage * german_slot2_upgrade.bonus; } if (german_slot6_upgrade.active) { currentDamage = currentDamage * german_slot6_upgrade.bonus; } } } if (attacker.nearOfficer == true) { currentDamage = currentDamage * officerBonus; if (german_slot11_upgrade.active == true) { currentDamage = currentDamage * german_slot11_upgrade.bonus; } } if (friendTeam == "british") { if (british_slot2_upgrade.active) { currentDamage = currentDamage * british_slot2_upgrade.bonus; } if ((british_slot9_upgrade.active == true) && (attacker.type == "sharpShooter")) { currentDamage = currentDamage * british_slot9_upgrade.bonus; } if ((british_slot10_upgrade.active == true) && (attacker.type == "machineGunner")) { currentDamage = currentDamage * british_slot10_upgrade.bonus; } if ((british_slot11_upgrade.active == true) && (attacker.type == "tank")) { currentDamage = currentDamage * british_slot11_upgrade.bonus; } } if (friendTeam == "german") { if (german_slot1_upgrade.active) { currentDamage = currentDamage * german_slot1_upgrade.bonus; } if (german_slot9_upgrade.active) { currentDamage = currentDamage * german_slot9_upgrade.bonus; } if (british_slot3_upgrade.active) { currentDamage = currentDamage * british_slot3_upgrade.bonus; } } currentTargetSquad.health = currentTargetSquad.health - currentDamage; } m = 0; while (m <= currentTargetSquad.members.length) { if ((currentTargetSquad.type == "tank") && (currentTargetSquad.members[m].alive == true)) { if (random(10) <= showBulletDustChance) { playSound("sound_ricochetMetal" + (random(2) + 1)); currentTargetSquad.members[m]["ricochet" + (random(11) + 1)].play(); } if (random(100) <= showBulletDustChance) { bulletDust(currentTargetSquad.members[m]._x + (random(120) - 60), currentTargetSquad.members[m]._y); break; } } if (((currentTargetSquad.type != "tank") && (currentTargetSquad.health <= currentTargetSquad.members[m].health)) && (currentTargetSquad.members[m].alive == true)) { currentTargetSquad.members[m].alive = false; updateTrenchInterface(currentTargetSquad.trenchRef); adjustMorale(targetTeam, currentTargetSquad.type, "normal"); if (friendTeam == playerTeam.team) { updateExperience(currentTargetSquad.type, currentTargetSquad.members[m]); career_soldiersKilled++; } else { career_soldiersLost++; } adjustStats("kill", friendTeam); if (random(10) == 0) { currentTargetSquad.members[m].torso.bloodSplat._visible = true; } if (random(10) == 0) { currentTargetSquad.members[m].head.bloodSplat._visible = true; } currentTargetSquad.members[m].gotoAndPlay(currentTargetSquad.members[m].position + "_death"); setTimeout(fadeDeadSoldier, clearDeadSoldierTime, currentTargetSquad.members[m]); sortDeadSoldiers(currentTargetSquad.members[m]); currentTargetSquad.members[m].selectedRing.alphaTo(0, 0.3); currentTargetSquad.members[m].healthBar.alphaTo(0, 0.3); currentTargetSquad.members[m].officerStar.alphaTo(0, 0.3); if ((attackingSquad.type == "sniper") && (m != 0)) { playVoice("sniper", targetTeam); if (((currentTargetSquad.team != playerTeam.team) && (currentTargetSquad.enemyTarget == undefined)) && (currentTargetSquad.inTrench == true)) { if (random(2) == 0) { currentTargetSquad.state = "exitTrench"; } } } if ((attackingSquad.type == "machineGun") && (m != 0)) { playVoice("machineGun", targetTeam); } if ((attackingSquad.type == "tank") && (m != 0)) { playVoice("tank", targetTeam); } currentTargetSquad.members.splice(m, 1); playSound("sound_soldierDeath" + (random(10) + 1)); } else if (random(100) <= showBulletDustChance) { bulletDust(currentTargetSquad.members[m]._x + (random(120) - 60), currentTargetSquad.members[m]._y); break; } if (currentTargetSquad.members.length == 0) { for (s in _root[targetTeam + "SquadsOnScreen"]) { if (_root[targetTeam + "SquadsOnScreen"][s].name == currentTargetSquad.name) { _root["loop" + currentTargetSquad.name].stop(); _root.trenches[currentTargetSquad.trenchNumRef]["slot" + currentTargetSquad.trenchSlotRef] = "empty"; _root[targetTeam + "SquadsOnScreen"].splice(s, 1); adjustStats("unitLost", targetTeam); break; } } } m++; } } e++; } } function explosiveHit(explosionName, teamName, ownerTeam, explosionType) { for (s in _root[teamName + "SquadsOnScreen"]) { currentTargetSquad = _root[teamName + "SquadsOnScreen"][s]; var _local7 = currentTargetSquad.members[0]._x - explosionName._x; if (((_local7 < 60) && (_local7 >= 0)) || ((_local7 > -60) && (_local7 <= 0))) { if (random(explosionSurvivalChance) != 0) { for (m in _root[teamName + "SquadsOnScreen"][s].members) { memberRef = _root[teamName + "SquadsOnScreen"][s].members[m]; if (teamName != ownerTeam) { playVoice("incoming", teamName); } _root["unique" + _root[teamName + "SquadsOnScreen"][s].members[m].name] = _root[teamName + "SquadsOnScreen"][s].members[m]; if (memberRef.alive == true) { if ((explosionName.collision.hitTest(memberRef.collision) == true) && (memberRef.alive == true)) { if (memberRef.squadType == "tank") { explosiveDamage = 0; explosiveDamage = _root[ownerTeam][explosionType].damage; if ((ownerTeam == "british") && (british_slot11_upgrade.active)) { explosiveDamage = explosiveDamage * british_slot11_upgrade.bonus; } if (((ownerTeam == "british") && (british_slot14_upgrade.active)) && (explosionType == "mortar")) { explosiveDamage = explosiveDamage * british_slot14_upgrade.bonus; } if (((ownerTeam == "british") && (british_slot18_upgrade.active)) && ((explosionType == "artillery") || (explosionType == "antiTank"))) { explosiveDamage = explosiveDamage * british_slot18_upgrade.bonus; } _root[teamName + "SquadsOnScreen"][s].health = _root[teamName + "SquadsOnScreen"][s].health - explosiveDamage; particleCount++; world.attachMovie("particle_fireball_tank", "tankPart" + particleCount, particleCount); world["tankPart" + particleCount]._x = explosionName._x + (random(10) - 5); world["tankPart" + particleCount]._y = explosionName._y - (random(15) + 15); metalFragmentParticle(explosionName._x, explosionName._y); playSound("sound_metalImpact"); if (_root[teamName + "SquadsOnScreen"][s].health <= 0) { memberRef.alive = false; _root[teamName + "SquadsOnScreen"][s].state = "tankDead"; memberRef.damageClip._alpha = 0; memberRef.damageClip._visible = true; memberRef.damageClip.alphaTo(100, 3); memberRef.damageClip.fireAnim1.alphaTo(0, 6, "easeOutSine", 5 + random(10), function () { removeMovieClip(this); }); memberRef.damageClip.fireAnim2.alphaTo(0, 6, "easeOutSine", 5 + random(10), function () { removeMovieClip(this); }); memberRef.damageClip.fireAnim3.alphaTo(0, 6, "easeOutSine", 5 + random(10), function () { removeMovieClip(this); }); memberRef.damageClip.fireAnim4.alphaTo(0, 6, "easeOutSine", 5 + random(10), function () { removeMovieClip(this); }); memberRef.damageClip.fireAnim1.fireAnim.gotoAndPlay(random(45) + 1); memberRef.damageClip.fireAnim2.fireAnim.gotoAndPlay(random(45) + 1); memberRef.tankBody.gotoAndStop("destroyed"); if (random(2) > 0) { memberRef.damageClip.fireAnim3.fireAnim.gotoAndPlay(random(45) + 1); } else { memberRef.damageClip.fireAnim3._visible = false; } if (random(2) > 0) { memberRef.damageClip.fireAnim4.fireAnim.gotoAndPlay(random(45) + 1); } else { memberRef.damageClip.fireAnim4._visible = false; } _root["loop" + memberRef.name].volumeTo(0, 2, "easeOutSine", 0, function () { this.stop(); }); adjustStats("kill", ownerTeam); adjustStats("unitLost", memberRef.squadObjRef.team); _root.deadTanks.push(memberRef); _root[teamName + "SquadsOnScreen"][s].members.splice(m, 1); if (_root[teamName + "SquadsOnScreen"][s].members.length == 0) { _root[teamName + "SquadsOnScreen"].splice(s, 1); } } } if (memberRef.squadType != "tank") { memberRef.alive = false; updateTrenchInterface(currentTargetSquad.trenchRef); if (teamName != ownerTeam) { adjustStats("kill", ownerTeam); } adjustMorale(teamName, _root[teamName + "SquadsOnScreen"][s].type, "explosive", ownerTeam); if (ownerTeam == playerTeam.team) { updateExperience(_root[teamName + "SquadsOnScreen"][s].type, memberRef); } _root[teamName + "SquadsOnScreen"][s].health = _root[teamName + "SquadsOnScreen"][s].health - _root[teamName + "SquadsOnScreen"][s].minHealth; if (random(2) > 0) { bodyRagdoll(memberRef); _root["unique" + _root[teamName + "SquadsOnScreen"][s].members[m].name].gotoAndPlay("exploded_death"); } else { if (random(10) == 0) { currentTargetSquad.members[m].head.bloodSplat._visible = true; } if (random(10) == 0) { currentTargetSquad.members[m].torso.bloodSplat._visible = true; } _root["unique" + _root[teamName + "SquadsOnScreen"][s].members[m].name].gotoAndPlay(_root["unique" + _root[teamName + "SquadsOnScreen"][s].members[m].name].position + "_death"); } setTimeout(fadeDeadSoldier, clearDeadSoldierTime, _root["unique" + _root[teamName + "SquadsOnScreen"][s].members[m].name]); playSound("sound_soldierDeath" + (random(10) + 1)); bldCloud = new Object(); bldCloud.x = memberRef._x; bldCloud.y = memberRef._y; bloodCloudParticle(bldCloud.x, bldCloud.y - random(15)); _root[teamName + "SquadsOnScreen"][s].members[m].selectedRing.alphaTo(0, 0.3); _root[teamName + "SquadsOnScreen"][s].members[m].healthBar.alphaTo(0, 0.3); _root[teamName + "SquadsOnScreen"][s].members[m].officerStar.alphaTo(0, 0.3); sortDeadSoldiers(_root[teamName + "SquadsOnScreen"][s].members[m]); _root[teamName + "SquadsOnScreen"][s].members.splice(m, 1); if (_root[teamName + "SquadsOnScreen"][s].members.length == 0) { _root.trenches[currentTargetSquad.trenchNumRef]["slot" + currentTargetSquad.trenchSlotRef] = "empty"; _root[teamName + "SquadsOnScreen"].splice(s, 1); } } } } } } } } } function playExplodedDeath(deadSoldierRef) { deadSoldierRef.gotoAndPlay("exploded_death"); } function fadeDeadSoldier(soldierRef) { soldierRef.alphaTo(0, 1, "linear"); setTimeout(removeDeadSoldier, 1000, soldierRef); } function removeDeadSoldier(soldierRef) { removeMovieClip(soldierRef); } function particleEmitter(particleType, particleName, particleDepth, particleX, particleY, particleGravity, particleQuantity, particleHorizontalEnergy, particleVerticalEnergy, particleFade, particleRotationRate, particleScaling, particleChangeAngle) { i = 0; while (i <= particleQuantity) { particleCount++; var _local2 = world.attachMovie(particleType, particleName + i, particleCount); _local2.ref = particleName + i; _local2.partType = particleType; _local2.gravity = particleGravity; if (random(2) > 0) { _local2.HorzEnergy = Math.random() * particleHorizontalEnergy; } else { _local2.HorzEnergy = Math.random() * (-particleHorizontalEnergy); } _local2.VertEnergy = (-particleVerticalEnergy) + ((Math.random() * particleVerticalEnergy) / 2); if (particleScaling == true) { _local2._xscale = (_local2._yscale = random(50) + 50); } _local2._x = particleX; _local2._y = particleY; _local2.originY = particleY; if (particleChangeAngle == true) { if (random(2) > 0) { _local2.angle = random(60); } else { _local2.angle = random(60) + 300; } } _local2._alpha = random(30) + 70; _local2._rotation = _local2.angle; _local2.rotation = particleRotationRate; _local2.acceleration = 5; _local2.particleFade = particleFade; _local2.splash = particleSplash; _local2.onEnterFrame = _root.moveParticle; i++; } } function moveParticle() { with (this) { _alpha = _alpha - particleFade; if ((_alpha < 15) || (this._y > (this.originY + 10))) { removeMovieClip(this); } this._rotation = this._rotation + rotation; this.x = Math.cos((this.angle * Math.PI) / 180) * HorzEnergy; _x = _x - this.x; _y = _y + ((VertEnergy = VertEnergy + gravity)); } } function artilleryExplosionParticle(targetX, targetY) { particleEmitter("particle_dustShaft", "dustPart", 100, targetX, targetY, 0.015, 0, 0, 0.5, 1.75, 0.01, true, true); particleEmitter("particle_dustShaft", "dustPart", 100, targetX, targetY, 0.015, 0, 0, 0.5, 1.75, 0.01, true, false); particleEmitter("particle_cloudDust", "dustPart", 100, targetX, targetY, 0.01, 0, 0.5, 0.5, 1.5, 0.05, true, true); particleEmitter("particle_cloudDust_white", "dustPart", 100, targetX, targetY, 0.01, 0, 0.5, 0.5, 1, 0.05, true, true); particleEmitter("particle_fireball", "firePart", 100, targetX, targetY, 0.015, 0, 0, 0.5, 3, 0, true, false); particleEmitter("particle_cloudDust", "dustPart", 100, targetX, targetY, 0.01, 0, 1.5, 0.5, 1.5, 0.05, true, true); particleEmitter("particle_sparks", "sparkPart", 100, targetX + (random(50) - 25), targetY - 20, 0.4, 0, 4, 10, 6, 1.5, true, true); particleEmitter("particle_dirt", "dirtPart", 100, targetX + (random(50) - 25), targetY - 20, 0.4, 1, 4, 10, 2, 1.5, true, true); particleEmitter("particle_dirt2", "dirtPart", 100, targetX + (random(50) - 25), targetY - 20, 0.35, 1, 4, 10, 2, 0, true, true); } function mortarExplosionParticle(targetX, targetY) { particleEmitter("particle_dustShaft_mortar", "dustPart", 100, targetX, targetY, 0.015, 0, 0, 0.5, 1.75, 0.05, true, false); particleEmitter("particle_cloudDust_mortar", "dustPart", 100, targetX, targetY, 0.01, 0, 0.5, 0.5, 1.5, 0.05, true, true); particleEmitter("particle_dirt", "dirtPart", 100, targetX + (random(10) - 5), targetY - 10, 0.4, 0, 2, 10, 2, 1.5, true, true); particleEmitter("particle_fireball_mortar", "firePart", 100, targetX, targetY, 0.015, 0, 0, 0.5, 2, 0, true, false); particleEmitter("particle_dirt2_mortar", "dirtPart", 100, targetX + (random(10) - 5), targetY - 10, 0.35, 0, 3, 8, 2, 0, true, true); particleEmitter("particle_cloudDust_mortar", "dustPart", 100, targetX + (random(20) - 10), targetY, 0.01, 0, 4, 0.5, 2, 0.05, true, false); } function bulletDustParticle(targetX, targetY) { particleEmitter("particle_dustShaft_bullet", "dustPart", 100, targetX, targetY, 0.015, 0, 0, 0.5, 1.75, 0.05, true, false); particleEmitter("particle_cloudDust_bullet", "dustPart", 100, targetX, targetY, 0.01, 1, 0.5, 0.5, 1.5, 0.05, true, true); particleEmitter("particle_dirt2_bullet", "dirtPart", 100, targetX + (random(50) - 25), targetY - 20, 0.4, 1, 1, 1, 6, 1.5, true, true); } function bloodCloudParticle(targetX, targetY) { particleEmitter("particle_bloodCloud", "dustPart", 100, targetX, targetY, 0.01, 0, 0.5, 0.5, 3, 0.05, true, true); } function grenadeExplosionParticle(targetX, targetY) { particleEmitter("particle_dustShaft_grenade", "dustPart", 100, targetX, targetY, 0.015, 0, 0, 0.5, 1.75, 0.05, true, false); particleEmitter("particle_cloudDust_grenade", "dustPart", 100, targetX, targetY, 0.01, 1, 0.5, 0.5, 1.5, 0.05, true, true); particleEmitter("particle_dirt", "dirtPart", 100, targetX, targetY - 10, 0.4, 1, 2, 10, 2, 1.5, true, true); particleEmitter("particle_fireball_grenade", "firePart", 100, targetX, targetY, 0.015, 0, 0, 0.5, 2, 0, true, false); particleEmitter("particle_dirt2_grenade", "dirtPart", 100, targetX, targetY - 10, 0.35, 1, 3, 8, 2, 0, true, true); particleEmitter("particle_cloudDust_grenade", "dustPart", 100, targetX, targetY, 0.01, 1, 4, 0.5, 2, 0.05, true, false); } function mineExplosionParticle(targetX, targetY) { particleEmitter("particle_dustShaft_mortar", "dustPart", 100, targetX, targetY, 0.015, 0, 0, 0.5, 1.75, 0.05, true, false); particleEmitter("particle_cloudDust_mortar", "dustPart", 100, targetX, targetY, 0.01, 0, 0.5, 0.5, 1.5, 0.05, true, true); particleEmitter("particle_dirt", "dirtPart", 100, targetX + (random(10) - 5), targetY - 10, 0.4, 3, 2, 10, 2, 1.5, true, true); particleEmitter("particle_fireball_mortar", "firePart", 100, targetX, targetY, 0.015, 0, 0, 0.5, 2, 0, true, false); particleEmitter("particle_dirt2_mortar", "dirtPart", 100, targetX + (random(10) - 5), targetY - 10, 0.35, 2, 3, 8, 2, 0, true, true); particleEmitter("particle_cloudDust_mortar", "dustPart", 100, targetX + (random(20) - 10), targetY, 0.01, 1, 4, 0.5, 2, 0.05, true, false); } function metalFragmentParticle(targetX, targetY) { particleEmitter("particle_metalFragment", "metalFrag", 100, targetX + (random(10) - 5), targetY - 10, 0.4, 6, 2, 8, 0, 1.5, true, true); } function bodyRagdoll(soldierRef) { if (soldierRef.inTrench == true) { if (soldierRef.squadObjRef.team == "british") { soldierRef._x = soldierRef._x + 60; } if (soldierRef.squadObjRef.team == "german") { soldierRef._x = soldierRef._x - 60; } } randomLimb = random(10); switch (randomLimb) { case 0 : soldierRef.torso.bloodSplat._visible = true; break; case 1 : soldierRef.front_upperArm.gotoAndStop("gone"); soldierRef.front_lowerArm.gotoAndStop("gone"); soldierRef.torso.bloodSplat._visible = true; soldierRef.head.bloodSplat._visible = true; break; case 2 : soldierRef.back_upperArm.gotoAndStop("gone"); soldierRef.back_lowerArm.gotoAndStop("gone"); soldierRef.torso.bloodSplat._visible = true; break; case 3 : soldierRef.front_upperLeg.gotoAndStop("gone"); soldierRef.front_lowerLeg.gotoAndStop("gone"); soldierRef.front_foot.gotoAndStop("gone"); break; case 4 : soldierRef.back_upperLeg.gotoAndStop("gone"); soldierRef.back_lowerLeg.gotoAndStop("gone"); soldierRef.back_foot.gotoAndStop("gone"); break; case 5 : soldierRef.front_upperLeg.gotoAndStop("gone"); soldierRef.front_lowerLeg.gotoAndStop("gone"); soldierRef.front_foot.gotoAndStop("gone"); soldierRef.back_upperLeg.gotoAndStop("gone"); soldierRef.back_lowerLeg.gotoAndStop("gone"); soldierRef.back_foot.gotoAndStop("gone"); break; case 6 : soldierRef.front_upperArm.gotoAndStop("gone"); soldierRef.front_lowerArm.gotoAndStop("gone"); soldierRef.back_upperArm.gotoAndStop("gone"); soldierRef.back_lowerArm.gotoAndStop("gone"); soldierRef.torso.bloodSplat._visible = true; soldierRef.head.bloodSplat._visible = true; break; case 7 : soldierRef.head.gotoAndStop("gone"); soldierRef.torso.bloodSplat._visible = true; break; case 8 : soldierRef.head.gotoAndStop("off"); soldierRef.front_upperArm.gotoAndStop("off"); soldierRef.front_lowerArm.gotoAndStop("gone"); soldierRef.back_upperArm.gotoAndStop("off"); soldierRef.back_lowerArm.gotoAndStop("gone"); soldierRef.torso.gotoAndStop("gone"); break; case 9 : break; } soldierRef.particleHorizontalEnergy = 6; soldierRef.particleVerticalEnergy = 11; if (random(2) > 0) { soldierRef.HorzEnergy = Math.random() * soldierRef.particleHorizontalEnergy; } else { soldierRef.HorzEnergy = Math.random() * (-soldierRef.particleHorizontalEnergy); } soldierRef.VertEnergy = (-soldierRef.particleVerticalEnergy) + ((Math.random() * soldierRef.particleVerticalEnergy) / 2); if (random(2) > 0) { soldierRef.angle = random(60); soldierRef.rotation = random(8) + 4; } else { soldierRef.angle = random(60) + 300; soldierRef.rotation = (-random(8)) + 4; } soldierRef.gravity = 0.45; soldierRef.onEnterFrame = function () { this._rotation = this._rotation + this.rotation; this.x = Math.cos((this.angle * Math.PI) / 180) * this.HorzEnergy; this._x = this._x - this.x; this._y = this._y + ((this.VertEnergy = this.VertEnergy + this.gravity)); if (this._y > (this.ground - 5)) { this._y = this.ground - 2; this.onEnterFrame = null; if (random(2) > 0) { this._rotation = 0; } else { this._rotation = 180; } this.gotoAndPlay("flatDead"); setTimeout(_root.fadeDeadSoldier, _root.clearDeadSoldierTime, this); } }; } function mortarExplosion(targetX, targetY) { mortarExplosionParticle(targetX, targetY); randomSound = "sound_mortar_explosion" + (random(2) + 1); playSound(randomSound); } function mineExplosion(targetX, targetY) { mineExplosionParticle(targetX, targetY); randomSound = "sound_mine_explosion" + (random(2) + 1); playSound(randomSound); } function artilleryExplosion(targetX, targetY) { artilleryExplosionParticle(targetX, targetY); randomSound = "sound_artillery_explosion" + (random(3) + 1); playSound(randomSound); } function grenadeExplosion(targetX, targetY) { grenadeExplosionParticle(targetX, targetY); randomSound = "sound_grenade_explosion" + (random(2) + 1); playSound(randomSound); } function bulletDust(targetX, targetY) { bulletDustParticle(targetX, targetY); randomSound = "sound_bulletHit" + (random(2) + 1); setTimeout(playSound, random(100), randomSound); } function gasExplosion(targetX, targetY, strikeName, collisionName, ownerTeam) { showGasMask(); specialRounds++; world.attachMovie("gasCloud", "gasCloud" + specialRounds, depth_world_artillery + specialRounds); world["gasCloud" + specialRounds]._rotation = random(360); world["gasCloud" + specialRounds]._x = targetX; world["gasCloud" + specialRounds]._y = targetY; world["gasCloud" + specialRounds].collisionName = collisionName; world["gasCloud" + specialRounds].strikeName = strikeName; world["gasCloud" + specialRounds].ownerTeam = ownerTeam; world["gasCloud" + specialRounds].timer = _root[ownerTeam].gas.duration; world["gasCloud" + specialRounds].onEnterFrame = function () { if (_root.game.state != "paused") { this.timer--; if (this.timer < 0) { this.alphaTo(0, 2, "easeOutSine"); if (this._alpha == 0) { _root.clearGas(this.collisionName, this.strikeName); this.onEnterFrame = null; } } } }; randomSound = "sound_mortar_explosion" + (random(2) + 1); playSound(randomSound); } function rainEffect() { if (currentMap.rainOn == true) { if (rainSetup == false) { rainSetup = true; world.attachMovie("blankMovie", "rainHolder", depth_world_rainHolder); playSoundLoop("sound_ambienceRain", 9999, "ambienceRain"); x = 1; while (x < rainDrops) { numRainDrops++; numRainSplash++; world.rainHolder.attachMovie("rainDrop", "rainDrop" + numRainDrops, 50 + numRainDrops); world.rainHolder.attachMovie("rainSplash", "rainSplash" + numRainSplash, 500 + numRainSplash); world.rainHolder["rainDrop" + numRainDrops]._x = random(world.bg._width); world.rainHolder["rainDrop" + numRainDrops]._y = random(200) - 500; world.rainHolder["rainDrop" + numRainDrops].rainSplash = world.rainHolder["rainSplash" + numRainSplash]; world.rainHolder["rainDrop" + numRainDrops].onEnterFrame = function () { this._x = this._x + 2; this._y = this._y + 30; if (this._y > (random(250) + 170)) { this.rainSplash._x = this._x; this.rainSplash._y = this._y; this.rainSplash.gotoAndPlay(1); this._y = random(200) - 500; this._x = random(world.bg._width); } }; x++; } } } } function launchSpecialAttack(type, targetX, targetY, owner) { switch (type) { case "artillery" : artilleryStrike(targetX, targetY, owner); break; case "mortar" : mortarStrike(targetX, targetY, owner); break; case "gas" : if (owner == playerTeam.team) { playVoice("gas", compTeam.team); } else { playVoice("gas", playerTeam.team); } gasStrike(targetX, targetY, owner); break; case "antiTank" : antiTankStrike(targetX, targetY, owner); break; } } function playIncomingSound(soundType) { if (random(6) == 0) { playSound(("sound_incoming_" + soundType) + (random(3) + 1)); } } function artilleryStrike(targetX, targetY, ownerTeam) { adjustStats("supportUsed", ownerTeam); tempNumArtilleryRounds = numArtilleryRounds; if (british_slot17_upgrade.active) { tempNumArtilleryRounds = tempNumArtilleryRounds + british_slot17_upgrade.bonus; } if (british_slot21_upgrade.active) { tempNumArtilleryRounds = tempNumArtilleryRounds + british_slot21_upgrade.bonus; } v = 0; while (v < tempNumArtilleryRounds) { artilleryRound(targetX, targetY, ownerTeam, random(30) + (v * 90)); v++; } } function artilleryRound(targetX, targetY, ownerTeam, delay) { specialRounds++; world.attachMovie("artilleryStrike", "artyRound" + specialRounds, depth_world_artillery + specialRounds); world["artyRound" + specialRounds].delayCount = delay; world["artyRound" + specialRounds].onEnterFrame = function () { if (_root.game.state != "paused") { this.delayCount--; if (this.delayCount < 0) { this.play(); if (british_slot16_upgrade.active) { this._x = targetX + ((random(250) - 125) * british_slot16_upgrade.bonus); } else { this._x = (targetX + random(250)) - 125; } this._y = world.ground + random(120); this.ownerTeam = ownerTeam; delete this.onEnterFrame; } } }; } function artilleryScorchDecal(targetX, targetY) { decals++; world.attachMovie("decal_artilleryScorch", "decal" + decals, depth_world_decals + decals); world["decal" + decals]._xscale = (world["decal" + decals]._yscale = random(40) + 90); world["decal" + decals]._alpha = random(30) + 70; world["decal" + decals]._x = targetX; world["decal" + decals]._y = targetY; world["decal" + decals].alphaTo(0, 6, "easeOutSine", decalRemoveDelay, function () { removeMovieClip(this); }); } function mortarStrike(targetX, targetY, ownerTeam) { adjustStats("supportUsed", ownerTeam); tempNumMortarRounds = numMortarRounds; if (british_slot13_upgrade.active) { tempNumMortarRounds = tempNumMortarRounds + british_slot13_upgrade.bonus; } v = 0; while (v < tempNumMortarRounds) { mortarRound(targetX, targetY, ownerTeam, random(20) + (v * 70)); v++; } } function mortarRound(targetX, targetY, ownerTeam, delay) { specialRounds++; world.attachMovie("mortarStrike", "mortyRound" + specialRounds, depth_world_artillery + specialRounds); world["mortyRound" + specialRounds].delayCount = delay; world["mortyRound" + specialRounds].onEnterFrame = function () { if (_root.game.state != "paused") { this.delayCount--; if (this.delayCount < 0) { this.play(); if (british_slot12_upgrade.active) { this._x = targetX + ((random(250) - 125) * british_slot12_upgrade.bonus); } else { this._x = (targetX + random(250)) - 125; } this._y = world.ground + random(120); this.ownerTeam = ownerTeam; delete this.onEnterFrame; } } }; } function mortarScorchDecal(targetX, targetY) { decals++; world.attachMovie("decal_artilleryScorch", "decal" + decals, depth_world_decals + decals); world["decal" + decals]._xscale = (world["decal" + decals]._yscale = random(20) + 50); world["decal" + decals]._alpha = random(20) + 80; world["decal" + decals]._x = targetX; world["decal" + decals]._y = targetY; world["decal" + decals].alphaTo(0, 6, "easeOutSine", decalRemoveDelay, function () { removeMovieClip(this); }); } function antiTankStrike(targetX, targetY, ownerTeam) { adjustStats("supportUsed", ownerTeam); v = 0; while (v < numAntiTankRounds) { antiTankRound(targetX, targetY, ownerTeam, random(20) + (v * 70)); v++; } } function antiTankRound(targetX, targetY, ownerTeam, delay) { specialRounds++; world.attachMovie("antiTankStrike", "antiTank" + specialRounds, depth_world_artillery + specialRounds); if (ownerTeam == "german") { world["antiTank" + specialRounds]._xscale = -100; } world["antiTank" + specialRounds].delayCount = delay; world["antiTank" + specialRounds].onEnterFrame = function () { if (_root.game.state != "paused") { this.delayCount--; if (this.delayCount < 0) { this.play(); if (british_slot12_upgrade.active) { this._x = targetX + ((random(250) - 125) * british_slot12_upgrade.bonus); } else { this._x = (targetX + random(250)) - 125; } this._y = world.ground + random(120); this.ownerTeam = ownerTeam; delete this.onEnterFrame; } } }; } function gasStrike(targetX, targetY, ownerTeam) { adjustStats("supportUsed", ownerTeam); v = 0; while (v < numGasRounds) { setTimeout(gasRound, random(800) + (v * 1100), targetX, targetY, ownerTeam); v++; } } function gasRound(targetX, targetY, ownerTeam) { specialRounds++; world.attachMovie("gasStrikeAnim", "gasRound" + specialRounds, depth_world_artillery + specialRounds); world["gasRound" + specialRounds]._x = (targetX + random(250)) - 125; world["gasRound" + specialRounds]._y = world.ground + random(120); world["gasRound" + specialRounds].ownerTeam = ownerTeam; } function gasCloudCollisions(teamName) { if (activeGas.length > 0) { for (v in activeGas) { for (s in _root[teamName + "SquadsOnScreen"]) { if (((activeGas[v].xTarget - _root[teamName + "SquadsOnScreen"][s].members[0]._x) > (-gasDetectRange)) && ((activeGas[v].xTarget - _root[teamName + "SquadsOnScreen"][s].members[0]._x) < gasDetectRange)) { _root[teamName + "SquadsOnScreen"][s].nearGas = true; } if (_root[teamName + "SquadsOnScreen"][s].nearGas == true) { if (((activeGas[v].hitTest(_root[teamName + "SquadsOnScreen"][s].members[0].collision) == true) && (_root[teamName + "SquadsOnScreen"][s].allMasksOn == false)) && (_root[teamName + "SquadsOnScreen"][s].type != "tank")) { gasDamage = gasDamage; if ((british_slot15_upgrade.active == true) || (german_slot15_upgrade.active == true)) { gasDamage = gasDamage * british_slot15_upgrade.bonus; } _root[teamName + "SquadsOnScreen"][s].health = _root[teamName + "SquadsOnScreen"][s].health - gasDamage; for (m in _root[teamName + "SquadsOnScreen"][s].members) { if ((_root[teamName + "SquadsOnScreen"][s].health <= _root[teamName + "SquadsOnScreen"][s].members[m].health) && (_root[teamName + "SquadsOnScreen"][s].members[m].alive == true)) { _root[teamName + "SquadsOnScreen"][s].members[m].alive = false; adjustMorale(teamName, _root[teamName + "SquadsOnScreen"][s].type, "normal"); if (_root[teamName + "SquadsOnScreen"][s].members[m].position != "trench") { _root[teamName + "SquadsOnScreen"][s].members[m].gotoAndPlay("standing_collapse"); } else { _root[teamName + "SquadsOnScreen"][s].members[m].gotoAndPlay("trench_collapse"); } setTimeout(fadeDeadSoldier, clearDeadSoldierTime, _root[teamName + "SquadsOnScreen"][s].members[m]); sortDeadSoldiers(_root[teamName + "SquadsOnScreen"][s].members[m]); _root[teamName + "SquadsOnScreen"][s].members[m].selectedRing.alphaTo(0, 0.3); _root[teamName + "SquadsOnScreen"][s].members[m].healthBar.alphaTo(0, 0.3); _root[teamName + "SquadsOnScreen"][s].members[m].officerStar.alphaTo(0, 0.3); _root[teamName + "SquadsOnScreen"][s].members.splice(m, 1); playSound("sound_soldierCough" + (random(5) + 1)); if (_root[teamName + "SquadsOnScreen"][s].members.length == 0) { _root.trenches[_root[teamName + "SquadsOnScreen"][s].trenchNumRef]["slot" + _root[teamName + "SquadsOnScreen"][s].trenchSlotRef] = "empty"; _root[teamName + "SquadsOnScreen"].splice(s, 1); adjustStats("unitLost", teamName); } } } } } } } } } function clearGas(parentName, gasCloudName) { for (v in activeGas) { if (parentName._name == activeGas[v]._name) { activeGas.splice(v, 1); break; } } removeMovieClip(gasCloudName); removeMovieClip(parentName); if (activeGas[0]._name == undefined) { hideGasMask(); for (v in _root[playerTeam.team + "SquadsOnScreen"]) { _root[playerTeam.team + "SquadsOnScreen"][v].nearGas = false; if (_root[playerTeam.team + "SquadsOnScreen"][v].gasMasksOn == true) { _root[playerTeam.team + "SquadsOnScreen"][v].lastState = _root[playerTeam.team + "SquadsOnScreen"][v].state; _root[playerTeam.team + "SquadsOnScreen"][v].state = "gasMasksOff"; } } } } function tankRound(targetX, targetY, ownerTeam) { specialRounds++; world.attachMovie("tankRound", "tankRound" + specialRounds, depth_world_artillery + specialRounds); world["tankRound" + specialRounds]._x = targetX; world["tankRound" + specialRounds]._y = targetY; world["tankRound" + specialRounds].ownerTeam = ownerTeam; } function buildGameInterface() { _root.attachMovie("hud", "hud", depth_HUD); setupInterfaceExperience(); setupProgressBar(); setupHelp(); hud.experience.text = "XP: " + experiencePoints; hud.level.text = "LEVEL: " + experienceLevel; checkUnitNames(); hud.attachMovie("panArrow", "panArrow", depth_HUD_panArrow); debugTools(); startBattle(); } function setupCursor() { _root.attachMovie("gameCursor", "gameCursor", depth_cursor); Mouse.hide(); gameCursor.onEnterFrame = function () { this._x = _xmouse; this._y = _ymouse; }; } function showHand() { gameCursor.gotoAndStop("hand"); } function showArrow() { gameCursor._visible = true; gameCursor.gotoAndStop("arrow"); } function showGasMask() { if (hud.gasMask._visible == false) { if (_root[playerTeam.team].gasMasksOn == true) { hud.gasMask.mainButton.buttonText.text = "ON"; } if (_root[playerTeam.team].gasMasksOn == false) { hud.gasMask.mainButton.buttonText.text = "OFF"; } hud.gasMask._alpha = 0; hud.gasMask._visible = true; hud.gasMask.alphaTo(100, 0.3); hud.gasMask.mainButton.onRelease = (hud.gasMask.maskButton.onRelease = function () { playClickSound(); for (g in _root[playerTeam.team + "SquadsOnScreen"]) { if (_root[playerTeam.team + "SquadsOnScreen"][g].nearGas == true) { _root[playerTeam.team + "SquadsOnScreen"][g].lastState = _root[playerTeam.team + "SquadsOnScreen"][g].state; _root[playerTeam.team + "SquadsOnScreen"][g].state = "gasMasksOn"; } } }); } } function hideGasMask() { hud.gasMask.alphaTo(0, 0.3, "linear", 0, function () { this._visible = false; }); } function setupProgressBar() { hud.progressBar.onRollOver = function () { hud.progressBarToolTip._alpha = 0; hud.progressBarToolTip._visible = true; hud.progressBarToolTip.alphaTo(100, 0.6); }; hud.progressBar.onRollOut = function () { hud.progressBarToolTip.alphaTo(0, 0.6, "easeOutSine", 0, function () { this._visible = false; }); }; } function updateProgressBar() { for (s in britishSquadsOnScreen) { if (britishSquadsOnScreen[s].members[0]._x > closestPlayerTeamSquadX) { closestPlayerTeamSquad = britishSquadsOnScreen[s]; closestPlayerTeamSquadX = britishSquadsOnScreen[s].members[0]._x; groundMoraleCheck(closestPlayerTeamSquadX, "british"); } } for (c in germanSquadsOnScreen) { if (germanSquadsOnScreen[c].members[0]._x < closestCompTeamSquadX) { closestCompTeamSquad = germanSquadsOnScreen[c]; closestCompTeamSquadX = germanSquadsOnScreen[c].members[0]._x; groundMoraleCheck(closestCompTeamSquadX, "german"); } } if ((britishSquadsOnScreen == undefined) || (closestPlayerTeamSquad.members[0].alive == undefined)) { hud.progressBar.playerTeamProgBar.colorTo(3342336, 0.2); hud.progressBar.playerTeamProgBar.colorTo(null, 2, "easeOutSine", 1); closestPlayerTeamSquad = undefined; closestPlayerTeamSquadX = -1; } if ((germanSquadsOnScreen == undefined) || (closestCompTeamSquad.members[0].alive == undefined)) { hud.progressBar.compTeamProgBar.colorTo(3342336, 0.2); hud.progressBar.compTeamProgBar.colorTo(null, 2, "easeOutSine", 1); closestCompTeamSquad = undefined; closestCompTeamSquadX = world.bg._width; } progressBarPlayerScale = Math.round((closestPlayerTeamSquadX / (world.bg._width - 60)) * 100); progressBarCompScale = Math.round(((closestCompTeamSquadX - 60) / world.bg._width) * 100); progressBarCompScale = 100 - progressBarCompScale; if ((playerTeam.team == "british") && (progressBarPlayerScale >= 50)) { AIpanicMode = true; } if ((playerTeam.team == "british") && (progressBarPlayerScale < 50)) { AIpanicMode = false; } if ((compTeam.team == "british") && (progressBarCompScale >= 50)) { AIpanicMode = true; } if ((compTeam.team == "british") && (progressBarCompScale < 50)) { AIpanicMode = false; } hud.progressBarToolTip.britishGroundTaken.text = progressBarPlayerScale + "%"; hud.progressBarToolTip.germanGroundTaken.text = progressBarCompScale + "%"; if ((progressBarPlayerScale != lastProgPlayerScale) || (progressBarCompScale != lastProgCompScale)) { lastProgPlayerScale = progressBarPlayerScale; lastProgCompScale = progressBarCompScale; hud.progressBar.playerTeamProgBar.xScaleTo(progressBarPlayerScale, 5, "easeOutSine"); hud.progressBar.compTeamProgBar.xScaleTo(progressBarCompScale, 5, "easeOutSine"); } } function checkUnitNames() { if (playerTeam.team == "german") { slot2_unit.unitType = "Sturmtruppen"; slot3_unit.unitType = "Machine Gun Team"; slot6_unit.unitType = "A7V Tank"; } } function buttonSetup(btnName) { hud["icon_" + btnName].gotoAndStop(playerTeam.team); hud.hudBG.gotoAndStop(playerTeam.team); hud.progressBar.casing.gotoAndStop(playerTeam.team); hud["icon_" + btnName].icon._alpha = 0; hud[btnName].rightDial._rotation = -180; hud[btnName]._alpha = 0; hud[btnName].unlocked = false; for (v in currentMap.availableUnits) { if (currentMap.availableUnits[v] == _root[btnName + "_unit"].name) { hud[btnName].unlocked = true; hud["lock_" + btnName]._alpha = 0; hud["icon_" + btnName].icon._alpha = 100; hud["icon_" + btnName].icon.gotoAndStop("colour"); hud[btnName].activated = true; hud["highlight_" + btnName].alphaTo(55, 0); hud[btnName].colorTo(12566199, 0.5, "linear"); hud[btnName].alphaTo(0, 0.3, "linear", 0.4); } } allSlots.push(hud[btnName]); hud[btnName].onRollOver = function () { hud[btnName].useHandCursor = false; if (hud[btnName].unlocked == true) { hud.toolTip.backing._width = 10; hud.toolTip.backing._height = 10; hud.toolTip.desc._width = 10; hud.toolTip.header.autoSize = "left"; hud.toolTip.header.text = _root[btnName + "_unit"].unitType; hud.toolTip.desc.autoSize = "left"; hud.toolTip.desc.text = _root[btnName + "_unit"].description; hud.toolTip.backing._width = hud.toolTip.desc._width + 20; hud.toolTip.backing._height = hud.toolTip.desc._height + 20; if (hud.toolTip.desc._width <= hud.toolTip.header._width) { hud.toolTip.backing._width = hud.toolTip.header._width + 10; } hud.toolTip._alpha = 0; hud.toolTip._visible = true; hud.toolTip.alphaTo(100, 0.4, "easeOutSine", 0.5); } if ((hud[btnName].activated == true) && (hud[btnName].unlocked == true)) { hud[btnName].useHandCursor = true; hud["highlight_" + btnName].alphaTo(95, 0.8); } }; hud[btnName].onRollOut = (hud[btnName].onDragOut = function () { hud.toolTip.stopTween(); hud.toolTip.alphaTo(0, 0.2); if ((hud[btnName].activated == true) && (hud[btnName].unlocked == true)) { hud["highlight_" + btnName].alphaTo(55, 0.8); } }); hud[btnName].onPress = (hud[btnName].onRelease = (hud[btnName].onReleaseOutside = function () { if ((this.activated == true) && (this.unlocked == true)) { this.activated = false; _root.createSquad(playerTeam.team, _root[btnName + "_unit"].name); _root.resetButtonTimers(); _root.showHelp(); } })); hud[btnName].onEnterFrame = function () { if (((this.activated == false) && (this.unlocked == true)) && (game.state == "unpaused")) { buttonTimer(btnName); } }; } function buttonTimer(btnName) { currentReinforceTime = _root[btnName + "_unit"].timer; if (british_slot1_upgrade.active && (btnName != "slot6")) { currentReinforceTime = currentReinforceTime * british_slot1_upgrade.bonus; } if (british_slot5_upgrade.active && (btnName != "slot6")) { currentReinforceTime = currentReinforceTime * british_slot5_upgrade.bonus; } if (german_slot3_upgrade.active && (btnName != "slot6")) { currentReinforceTime = currentReinforceTime * german_slot3_upgrade.bonus; } if (german_slot7_upgrade.active && (btnName != "slot6")) { currentReinforceTime = currentReinforceTime * german_slot7_upgrade.bonus; } if (german_slot10_upgrade.active && (btnName == "slot6")) { currentReinforceTime = currentReinforceTime * german_slot10_upgrade.bonus; } if (hud[btnName].unlocked == true) { if ((hud[btnName].rightDial._rotation < 0) && (hud[btnName].activated == false)) { hud[btnName].rightDial._rotation = hud[btnName].rightDial._rotation + (180 / (currentReinforceTime / 2)); } if (((hud[btnName].rightDial._rotation >= 0) && (hud[btnName].leftDial._rotation > -180)) && (hud[btnName].activated == false)) { hud[btnName].leftDial._rotation = hud[btnName].leftDial._rotation + (180 / (currentReinforceTime / 2)); } if (((hud[btnName].leftDial._rotation < 0) && (hud[btnName].rightDial._rotation >= 0)) && (hud[btnName].activated == false)) { hud[btnName].activated = true; hud[btnName].rightDial._rotation = 0; hud[btnName].leftDial._rotation = 180; hud["icon_" + btnName].icon.gotoAndStop("colour"); hud["highlight_" + btnName].alphaTo(55, 0.3, "linear", 0.5); hud[btnName].colorTo(10460563, 0.5, "linear"); hud[btnName].alphaTo(0, 0.3, "linear", 0.4); } } } function resetButtonTimers() { for (bSlot in allSlots) { if (allSlots[bSlot].unlocked == true) { allSlots[bSlot].activated = false; allSlots[bSlot].stopTween(); hud["icon_" + allSlots[bSlot]._name].icon.gotoAndStop("bw"); hud["highlight_" + allSlots[bSlot]._name].alphaTo(0, 0.8); allSlots[bSlot].alphaTo(100, 0.1, "linear"); allSlots[bSlot].colorTo(null, 0.1, "linear"); allSlots[bSlot].rightDial._rotation = -179; allSlots[bSlot].leftDial._rotation = 0; } } } function buttonSetup_fireSupport(btnName) { hud[btnName].activated = false; hud[btnName].rightDial._rotation = -180; hud[btnName].useHandCursor = false; supportSlots.push(hud[btnName]); hud["icon_" + btnName]._visible = false; hud[btnName].unlocked = false; for (v in currentMap.availableUnits) { if (currentMap.availableUnits[v] == _root[btnName + "_special"].name) { hud["lock_" + btnName]._alpha = 0; hud["icon_" + btnName]._visible = true; hud[btnName]._visible = true; hud[btnName].unlocked = true; } } hud[btnName].onRollOver = function () { if (hud[btnName].unlocked == true) { hud.toolTip.backing._width = 10; hud.toolTip.backing._height = 10; hud.toolTip.desc._width = 10; hud.toolTip.header.autoSize = "left"; hud.toolTip.header.text = _root[btnName + "_special"].unitType; hud.toolTip.desc.autoSize = "left"; hud.toolTip.desc.text = _root[btnName + "_special"].description; hud.toolTip.backing._width = hud.toolTip.desc._width + 20; hud.toolTip.backing._height = hud.toolTip.desc._height + 20; if (hud.toolTip.desc._width <= hud.toolTip.header._width) { hud.toolTip.backing._width = hud.toolTip.header._width + 10; } hud.toolTip._alpha = 0; hud.toolTip._visible = true; hud.toolTip.alphaTo(100, 0.4, "easeOutSine", 0.5); } if ((hud[btnName].activated == true) && (hud[btnName].unlocked == true)) { hud[btnName].useHandCursor = true; hud["highlight_" + btnName].alphaTo(95, 0.8); } }; hud[btnName].onRollOut = (hud[btnName].onDragOut = function () { hud.toolTip.stopTween(); hud.toolTip.alphaTo(0, 0.2); if ((hud[btnName].activated == true) && (hud[btnName].unlocked == true)) { hud["highlight_" + btnName].alphaTo(55, 0.8); } }); hud[btnName].onPress = (hud[btnName].onRelease = (hud[btnName].onReleaseOutside = function () { if ((this.activated == true) && (hud[btnName].unlocked == true)) { this.activated = false; supportTargets++; _root.world.attachMovie("interface_groundTarget", "supportTarget" + supportTargets, depth_world_target); _root.world["supportTarget" + supportTargets]._y = _root.world.ground + 60; _root.world["supportTarget" + supportTargets].onEnterFrame = function () { _root.world["supportTarget" + supportTargets]._x = _root.world._xmouse; }; _root.world["supportTarget" + supportTargets].onRelease = function () { launchSpecialAttack(_root[btnName + "_special"].name, _root.world["supportTarget" + supportTargets]._x, _root.world.ground, playerTeam.team); _root.world["supportTarget" + supportTargets].colorTo(16777215, 0.5, "linear"); _root.world["supportTarget" + supportTargets].colorTo(null, 0.5, "linear", 0.5); _root.world["supportTarget" + supportTargets].alphaTo(0, 8, "linear", 0, function () { removeMovieClip(this); }); _root.world["supportTarget" + supportTargets].onRelease = null; _root.world["supportTarget" + supportTargets].onEnterFrame = null; resetSupportButtonTimers(btnName); }; } })); hud[btnName].onEnterFrame = function () { if ((this.activated == false) && (game.state == "unpaused")) { _root.buttonTimer_supportButtons(btnName); } }; } function buttonTimer_supportButtons(btnName) { currentFireSupportTime = _root[btnName + "_special"].timer; if (british_slot20_upgrade.active) { currentFireSupportTime = currentFireSupportTime * british_slot20_upgrade.bonus; } if (hud[btnName].unlocked == true) { if ((hud[btnName].rightDial._rotation < 0) && (hud[btnName].activated == false)) { hud[btnName].rightDial._rotation = hud[btnName].rightDial._rotation + (180 / (currentFireSupportTime / 2)); } if (((hud[btnName].rightDial._rotation >= 0) && (hud[btnName].leftDial._rotation > -180)) && (hud[btnName].activated == false)) { hud[btnName].leftDial._rotation = hud[btnName].leftDial._rotation + (180 / (currentFireSupportTime / 2)); } if (((hud[btnName].leftDial._rotation < 0) && (hud[btnName].rightDial._rotation >= 0)) && (hud[btnName].activated == false)) { hud[btnName].activated = true; hud[btnName].rightDial._rotation = 0; hud[btnName].leftDial._rotation = 180; hud["icon_" + btnName].gotoAndStop("colour"); hud[btnName].colorTo(10460563, 0.5, "linear"); hud[btnName].alphaTo(0, 0.3, "linear", 0.4); } } } function resetSupportButtonTimers(btnName) { hud[btnName].activated = false; hud[btnName].stopTween(); hud["icon_" + btnName].gotoAndStop("bw"); hud["highlight_" + btnName].alphaTo(0, 0.8); hud[btnName].alphaTo(100, 0.1, "linear"); hud[btnName].colorTo(null, 0.1, "linear"); hud[btnName].rightDial._rotation = -179; hud[btnName].leftDial._rotation = 0; } function soldierRollOvers(soldierRef) { if (soldierRef.squadObjRef.team == playerTeam.team) { soldierRef.useHandCursor = false; soldierRef.onRollOver = function () { for (m in soldierRef.squadObjRef.members) { if (m == 0) { soldierRef.squadObjRef.members[m].healthBar._visible = true; soldierRef.squadObjRef.members[m].healthBar.alphaTo(100, 0.2); if (soldierRef.squadObjRef.team == compTeam.team) { } } soldierRef.squadObjRef.members[m].selectedRing._visible = true; soldierRef.squadObjRef.members[m].selectedRing.alphaTo(30, 0.2); } }; soldierRef.onRollOut = function () { for (m in soldierRef.squadObjRef.members) { if (m == 0) { soldierRef.squadObjRef.members[m].healthBar.alphaTo(0, 0.5, "linear", 1); } soldierRef.squadObjRef.members[m].selectedRing.alphaTo(0, 0.5, "linear", 1); } }; } } function initBattleStats() { britishEnemiesKilled = 0; germanEnemiesKilled = 0; britishUnitsLost = 0; germanUnitsLost = 0; britishUnitsDeployed = 0; germanUnitsDeployed = 0; britishTrenchesTaken = 0; germanTrenchesTaken = 0; britishSupportUsed = 0; germanSupportUsed = 0; } function winBattle() { endBattle(playerTeam.team); } function startBattle() { if (retry == true) { } if (retry == false) { } endOfBattle = false; firstEnemyUnit = true; experienceForMap = 0; britishSquadsOnScreen = new Array(); germanSquadsOnScreen = new Array(); britishOfficers = new Array(); germanOfficers = new Array(); deadTanks = new Array(); groundMoraleIndexBritish = 0; groundMoraleIndexGerman = 0; cameraSetup(); assignMorale(); setupEnemyUnitGenerator(); setupEnemySupportGenerator(); loadScreen.alphaTo(0, 2, "easeOutSine", 4, function () { playSoundLoop("sound_ambienceBattle", 9999, "ambience"); removeMovieClip(this); }); game.state = "unpaused"; } function endBattle(winner, winType) { endOfBattle = true; game.state = "endBattle"; playSound("sound_cheer"); if (winner == playerTeam.team) { career_wins++; if (winType == "conquer") { career_conquerWins++; } else { career_moraleWins++; } } else { career_losses++; if (winType == "conquer") { career_conquerLosses++; } else { career_moraleLosses++; } } if (winner == "british") { for (b in britishSquadsOnScreen) { britishSquadsOnScreen[b].state = "victory"; } for (g in germanSquadsOnScreen) { germanSquadsOnScreen[g].state = "defeated"; } } else { for (g in germanSquadsOnScreen) { germanSquadsOnScreen[g].state = "victory"; } for (b in britishSquadsOnScreen) { britishSquadsOnScreen[b].state = "defeated"; } } setTimeout(postBattleScreen, 6000, winner); if (winner == playerTeam.team) { if (winType == "conquer") { showQuickMessage("ENEMY GROUND TAKEN, YOU WIN!", "center"); } if (winType == "morale") { showQuickMessage("THE ENEMY HAS SURRENDERED, YOU WIN!", "center"); } playMusicLoop("music_winMusic", 30, "endBattleMusic"); music_endBattleMusic.volumeTo(100, 10); } else { if (winType == "conquer") { showQuickMessage("GROUND LOST, YOU HAVE BEEN DEFEATED.", "center"); } if (winType == "morale") { showQuickMessage("MORALE DEPLETED, OUR MEN SURRENDERED.", "center"); } playMusicLoop("music_lossMusic", 30, "endBattleMusic"); music_endBattleMusic.volumeTo(100, 10); } } function unloadBattle() { unloadMap(); removeMovieClip(hud); showArrow(); } function loadNextBattle(winner) { if (winner == playerTeam.team) { battleNum++; retry = false; } else { retry = true; } currentMap = _root[(playerTeam.team + "_map") + battleNum]; } function adjustStats(stat, targetTeam) { switch (stat) { case "kill" : _root[targetTeam + "EnemiesKilled"]++; break; case "unitLost" : _root[targetTeam + "UnitsLost"]++; break; case "unitDeployed" : _root[targetTeam + "UnitsDeployed"]++; break; case "supportUsed" : _root[targetTeam + "SupportUsed"]++; } } function postBattleScreen(winner) { if (playingSkirmish == false) { removeMovieClip(_root.menu); } for (x in trenches) { if (trenches[x].ownerTeam == "british") { britishTrenchesTaken++; } if (trenches[x].ownerTeam == "german") { germanTrenchesTaken++; } } if (playerTeam.team == "british") { career_trenchesTaken = career_trenchesTaken + britishTrenchesTaken; } else { career_trenchesTaken = career_trenchesTaken + germanTrenchesTaken; } _root.attachMovie("loadScreen", "loadScreen", depth_blackOut); loadScreen._alpha = 0; loadScreen.gotoAndStop("postBattle"); loadScreen.bg.gotoAndStop(playerTeam.team); loadScreen.alphaTo(100, 2, "easeOutSine", 0.5, unloadBattle); loadScreen.continueButton.buttonText.text = "CONTINUE"; loadScreen.continueButton.onRollOver = function () { playRollOverSound(); this.colorTransformTo(220, 0, 220, 0, 220, 0, 100, 0, 0.4, "easeOutSine"); }; loadScreen.continueButton.onRollOut = function () { this.colorTransformTo(100, 0, 100, 0, 100, 0, 100, 0, 0.6, "easeOutSine"); }; loadScreen.continueButton.onRelease = function () { playClickSound(); music_endBattleMusic.volumeTo(0, 5, "easeOutSine", 0, function () { loopambience.stop(); loopambienceRain.stop(); this.stop(); }); loadScreen.alphaTo(0, 1.2, "easeOutSine", 0, function () { removeMovieClip(this); }); if (playingSkirmish == false) { loadNextBattle(winner); loadMapScreenEndBattle(); game.state = "paused"; } else { loadSkirmishEndBattle(); game.state = "paused"; } initBattleStats(); }; playerBonusXP = 0; if (winner == playerTeam.team) { if (playerTeam.team == "british") { killDifference = britishEnemiesKilled - germanEnemiesKilled; if (killDifference <= 0) { killDifference = 0; } playerBonusXP = Math.round(((britishTrenchesTaken + killDifference) + currentMap.mission) * 10); if (playerBonusXP <= 0) { playerBonusXP = 0; } } if (playerTeam.team == "german") { killDifference = germanEnemiesKilled - britishEnemiesKilled; if (killDifference <= 0) { killDifference = 0; } playerBonusXP = Math.round(((germanTrenchesTaken + killDifference) - germanSupportUsed) * 10); if (playerBonusXP <= 0) { playerBonusXP = 0; } } career_bonusExpGained = career_bonusExpGained + playerBonusXP; if ((currentMap.mission == 9) && (winner == playerTeam.team)) { loadScreen.gotoAndStop("endGame"); game.state = "paused"; showEnding(); } loadScreen.teamVictory.text = playerTeam.team.toUpperCase() + " VICTORY!"; loadScreen.bonusXP.text = "BONUS XP: " + playerBonusXP; updateExperience("bonus", null); } else { loadScreen.teamVictory.text = playerTeam.team.toUpperCase() + " DEFEAT!"; loadScreen.bonusXP.text = "BONUS XP: 0"; } if (playingSkirmish) { loadScreen.bonusXP.text = ""; loadScreen.XPnote._visible = false; } loadScreen.brit_enemiesKilled.text = britishEnemiesKilled; loadScreen.german_enemiesKilled.text = germanEnemiesKilled; loadScreen.brit_unitsLost.text = britishUnitsLost; loadScreen.german_unitsLost.text = germanUnitsLost; loadScreen.brit_unitsDeployed.text = britishUnitsDeployed; loadScreen.german_unitsDeployed.text = germanUnitsDeployed; loadScreen.brit_trenchesTaken.text = britishTrenchesTaken; loadScreen.german_trenchesTaken.text = germanTrenchesTaken; loadScreen.brit_supportUsed.text = britishSupportUsed; loadScreen.german_supportUsed.text = germanSupportUsed; if (playerTeam.team == "british") { career_supportUsed = career_supportUsed + britishSupportUsed; } else { career_supportUsed = career_supportUsed + germanSupportUsed; } if (britishEnemiesKilled > germanEnemiesKilled) { loadScreen.brit_enemiesKilled.colorTo(10667612); loadScreen.german_enemiesKilled.colorTo(9323331); } else if (britishEnemiesKilled == germanEnemiesKilled) { } else { loadScreen.brit_enemiesKilled.colorTo(9323331); loadScreen.german_enemiesKilled.colorTo(10667612); } if (britishUnitsLost > germanUnitsLost) { loadScreen.brit_unitsLost.colorTo(9323331); loadScreen.german_unitsLost.colorTo(10667612); } else if (britishUnitsLost == germanUnitsLost) { } else { loadScreen.brit_unitsLost.colorTo(10667612); loadScreen.german_unitsLost.colorTo(9323331); } if (britishUnitsDeployed > germanUnitsDeployed) { loadScreen.brit_unitsDeployed.colorTo(10667612); loadScreen.german_unitsDeployed.colorTo(9323331); } else if (britishUnitsDeployed == germanUnitsDeployed) { } else { loadScreen.brit_unitsDeployed.colorTo(9323331); loadScreen.german_unitsDeployed.colorTo(10667612); } if (britishTrenchesTaken > germanTrenchesTaken) { loadScreen.brit_trenchesTaken.colorTo(10667612); loadScreen.german_trenchesTaken.colorTo(9323331); } else if (britishTrenchesTaken == germanTrenchesTaken) { } else { loadScreen.brit_trenchesTaken.colorTo(9323331); loadScreen.german_trenchesTaken.colorTo(10667612); } if (britishSupportUsed > germanSupportUsed) { loadScreen.brit_supportUsed.colorTo(9323331); loadScreen.german_supportUsed.colorTo(10667612); } else if (britishSupportUsed == germanSupportUsed) { } else { loadScreen.brit_supportUsed.colorTo(10667612); loadScreen.german_supportUsed.colorTo(9323331); } } function enemyMortar() { AImortarTarget = random(britishSquadsOnScreen.length); artStrike = new Object(); artStrike.x = britishSquadsOnScreen[AImortarTarget].members[0]._x + random(50); _root.world.globalToLocal(artStrike); setTimeout(mortarStrike, random(2000) + 5000, artStrike.x, world.ground, compTeam.team); } function campaignMapSetup(currentMapLoc) { mapSectionFound = false; _root.menu.mapScreen.header.autoSize = "center"; _root.menu.mapScreen.desc.autoSize = "center"; _root.menu.mapScreen.header.text = currentMapLoc.battleTitle; _root.menu.mapScreen.desc.text = currentMapLoc.description; if (playerTeam.team == "british") { i = 0; while (i < campaignMapSections.length) { _root.menu.mapScreen.map[campaignMapSections[i]].backing._alpha = campaignMapSectionAlpha; _root.menu.mapScreen.map[campaignMapSections[i] + "_icons_german"]._visible = false; _root.menu.mapScreen.map[campaignMapSections[i] + "_icons"]._visible = false; if ((currentMapLoc.mapSection == campaignMapSections[i]) && (mapSectionFound == false)) { mapSectionFound = true; _root.menu.mapScreen.map[campaignMapSections[i] + "_icons"]._visible = true; _root.menu.mapScreen.map[campaignMapSections[i]].backing.colorTo(10027008); _root.menu.mapScreen.map[campaignMapSections[i]].backing.blurTo(5, 1); } if (mapSectionFound == false) { _root.menu.mapScreen.map[campaignMapSections[i]].backing.colorTo(16777215); _root.menu.mapScreen.map[campaignMapSections[i]].backing.colorTo(british.teamColour, 2, "easeOutSine", 1); _root.menu.mapScreen.map[campaignMapSections[i]].backing.blurTo(5, 1); } else { _root.menu.mapScreen.map[campaignMapSections[i]].backing.colorTo(german.teamColour); _root.menu.mapScreen.map[campaignMapSections[i]].backing.blurTo(5, 1); } i++; } } if (playerTeam.team == "german") { for (i in campaignMapSections) { _root.menu.mapScreen.map[campaignMapSections[i]].backing._alpha = campaignMapSectionAlpha; _root.menu.mapScreen.map[campaignMapSections[i] + "_icons_german"]._visible = false; _root.menu.mapScreen.map[campaignMapSections[i] + "_icons"]._visible = false; if ((currentMapLoc.mapSection == campaignMapSections[i]) && (mapSectionFound == false)) { mapSectionFound = true; _root.menu.mapScreen.map[campaignMapSections[i] + "_icons_german"]._visible = true; _root.menu.mapScreen.map[campaignMapSections[i]].backing.colorTo(10027008); _root.menu.mapScreen.map[campaignMapSections[i]].backing.blurTo(5, 1); } if (mapSectionFound == false) { _root.menu.mapScreen.map[campaignMapSections[i]].backing.colorTo(16777215); _root.menu.mapScreen.map[campaignMapSections[i]].backing.colorTo(german.teamColour, 2, "easeOutSine", 1); _root.menu.mapScreen.map[campaignMapSections[i]].backing.blurTo(5, 1); } else { _root.menu.mapScreen.map[campaignMapSections[i]].backing.colorTo(british.teamColour); _root.menu.mapScreen.map[campaignMapSections[i]].backing.blurTo(5, 1); } } } } function playMap() { currentMap = german_map9; hideMenu(); buildMap(currentMap); showLoadScreen(); } function buildMap(mapName) { _root.trenches = new Array(); _root.attachMovie(mapName.file, "world", depth_testMap); world.ground = 170; for (v in mapName.trenchPos) { world.bg.attachMovie("trench", "trench" + v, depth_bg_trenches + v); world.bg["trench" + v]._y = 135; world.bg["trench" + v]._x = mapName.trenchPos[v]; world.bg["trench" + v].slot1 = "empty"; world.bg["trench" + v].slot2 = "empty"; world.bg["trench" + v].slot3 = "empty"; world.bg["trench" + v].locked = false; world.bg["trench" + v].controlVisible = false; world.bg["trench" + v].controlClipVisible = false; world.bg["trench" + v].ownerTeam = undefined; _root.trenches.push(world.bg["trench" + v]); _root.trenchButtons(world.bg["trench" + v]); } _root.wire = new Array(); if (mapName.wire != undefined) { x = 1; while (x <= mapName.wire) { w = 0; while (w < 6) { wireCount++; world.attachMovie("wireFence", "wire" + wireCount, depth_world_wire + wireCount); if (random(2) == 0) { world["wire" + wireCount]._xscale = -100; } var _local3 = random(2) + 1; world["wire" + wireCount].gotoAndStop(2); world["wire" + wireCount]._x = ((mapName[("wire" + x) + "Pos"] + (w * 5)) + random(22)) - 11; world["wire" + wireCount]._y = 180 + (w * 30); world["wire" + wireCount].depth = world["wire" + wireCount]._y; world["wire" + wireCount].ref = world["wire" + wireCount]; _root.wire.push(world["wire" + wireCount]); w++; } x++; } } currentMapMines_british = currentMap.britishMinesMax; currentMapMines_german = currentMap.germanMinesMax; rainEffect(); british.spawnPoint = -100; german.spawnPoint = world.bg._width + 100; currentMap = mapName; } function unloadMap() { removeMovieClip(world); } function setUpgradesInfantry() { british_slot1_upgrade.name = "RALLY"; british_slot1_upgrade.desc = "Reinforcements will arrive quicker for all infantry."; british_slot1_upgrade.effect = "10% faster reinforcement"; british_slot1_upgrade.cost = 1; british_slot1_upgrade.bonus = 0.9; british_slot1_upgrade.unlocked = true; british_slot1_upgrade.active = false; british_slot2_upgrade.name = "BALLISTICS"; british_slot2_upgrade.desc = "All Infantry armed with rifles will inflict more damage."; british_slot2_upgrade.effect = "+15% Damage to Rifles"; british_slot2_upgrade.cost = 1; british_slot2_upgrade.bonus = 1.15; british_slot2_upgrade.unlocked = true; british_slot2_upgrade.active = false; british_slot3_upgrade.name = "HARD HEADED"; british_slot3_upgrade.desc = "All Infantry soldiers gain a slight defensive bonus."; british_slot3_upgrade.effect = "+10% to Defence"; british_slot3_upgrade.cost = 1; british_slot3_upgrade.bonus = 0.9; british_slot3_upgrade.unlocked = true; british_slot3_upgrade.active = false; british_slot4_upgrade.name = "MORALE BOOST"; british_slot4_upgrade.desc = "Your men recieve an extra ration of rum before each fight."; british_slot4_upgrade.effect = "15% boost to Morale"; british_slot4_upgrade.cost = 1; british_slot4_upgrade.bonus = 1.15; british_slot4_upgrade.unlocked = true; british_slot4_upgrade.active = false; british_slot5_upgrade.name = "POST HASTE"; british_slot5_upgrade.desc = "Decreases the reinforcment time for all units even further."; british_slot5_upgrade.effect = "15% faster reinforcement"; british_slot5_upgrade.cost = 2; british_slot5_upgrade.bonus = 0.85; british_slot5_upgrade.unlocked = false; british_slot5_upgrade.active = false; british_slot6_upgrade.name = "HIGH EXPLOSIVE"; british_slot6_upgrade.desc = "Our engineers have tweaked the Mills bomb to pack more of a punch."; british_slot6_upgrade.effect = "Larger area of effect for grenades."; british_slot6_upgrade.cost = 2; british_slot6_upgrade.bonus = "larger explosive area"; british_slot6_upgrade.unlocked = false; british_slot6_upgrade.active = false; british_slot7_upgrade.name = "ENTRENCHED"; british_slot7_upgrade.desc = "Infantry have been trained in defending themselves better in the trenches."; british_slot7_upgrade.effect = "+10% Defence when Entrenched"; british_slot7_upgrade.cost = 2; british_slot7_upgrade.bonus = 0.9; british_slot7_upgrade.unlocked = false; british_slot7_upgrade.active = false; british_slot8_upgrade.name = "OFFICER RALLY"; british_slot8_upgrade.desc = "Your officers will take command over larger numbers of men."; british_slot8_upgrade.effect = "Larger bonus area"; british_slot8_upgrade.cost = 2; british_slot8_upgrade.bonus = 1.15; british_slot8_upgrade.unlocked = false; british_slot8_upgrade.active = false; british_slot9_upgrade.name = "RANGE TRAINING"; british_slot9_upgrade.desc = "Your Sharpshooters have spent time training on the range."; british_slot9_upgrade.effect = "+50% Damage for Sharpshooters"; british_slot9_upgrade.cost = 3; british_slot9_upgrade.bonus = 1.5; british_slot9_upgrade.unlocked = false; british_slot9_upgrade.active = false; british_slot10_upgrade.name = "FIRE SUPPORT"; british_slot10_upgrade.desc = "Gunner crews are trained together to provide more deadly fire support."; british_slot10_upgrade.effect = "+30% Damage for Lewis Gunners"; british_slot10_upgrade.cost = 3; british_slot10_upgrade.bonus = 1.3; british_slot10_upgrade.unlocked = false; british_slot10_upgrade.active = false; british_slot11_upgrade.name = "TANK COMMAND"; british_slot11_upgrade.desc = "Tanks deal more damage and take less."; british_slot11_upgrade.effect = "+25% Damage and Defence"; british_slot11_upgrade.cost = 3; british_slot11_upgrade.bonus = 1.25; british_slot11_upgrade.unlocked = false; british_slot11_upgrade.active = false; } function setUpgradesSupport() { british_slot12_upgrade.name = "MORTAR ACCURACY"; british_slot12_upgrade.desc = "Mortar crews will fire far more accurately at designated targets."; british_slot12_upgrade.effect = "+25% more Accurate"; british_slot12_upgrade.cost = 1; british_slot12_upgrade.bonus = 0.75; british_slot12_upgrade.unlocked = true; british_slot12_upgrade.active = false; british_slot13_upgrade.name = "MORTAR BARRAGE"; british_slot13_upgrade.desc = "Increases the amount of rounds fired in a single mortar strike."; british_slot13_upgrade.effect = "Additional Rounds"; british_slot13_upgrade.cost = 1; british_slot13_upgrade.bonus = 5; british_slot13_upgrade.unlocked = true; british_slot13_upgrade.active = false; british_slot14_upgrade.name = "HEAVY MORTAR"; british_slot14_upgrade.desc = "Mortar shells are far more effective against tanks."; british_slot14_upgrade.effect = "+30% Damage to Tanks"; british_slot14_upgrade.cost = 1; british_slot14_upgrade.bonus = 1.3; british_slot14_upgrade.unlocked = true; british_slot14_upgrade.active = false; british_slot15_upgrade.name = "TOXIC GAS"; british_slot15_upgrade.desc = "Our gas make up has been altered to be more effective."; british_slot15_upgrade.effect = "+25% Damage"; british_slot15_upgrade.cost = 1; british_slot15_upgrade.bonus = 1.25; british_slot15_upgrade.unlocked = true; british_slot15_upgrade.active = false; british_slot16_upgrade.name = "ARTILLERY ACCURACY"; british_slot16_upgrade.desc = "Artillery crews fire more accurately on designated targets."; british_slot16_upgrade.effect = "+25% more Accurate"; british_slot16_upgrade.cost = 2; british_slot16_upgrade.bonus = 0.75; british_slot16_upgrade.unlocked = false; british_slot16_upgrade.active = false; british_slot17_upgrade.name = "ARTILLERY BARRAGE"; british_slot17_upgrade.desc = "Increases the amount of rounds fired in a single artillery strike."; british_slot17_upgrade.effect = "Additional Rounds"; british_slot17_upgrade.cost = 2; british_slot17_upgrade.bonus = 3; british_slot17_upgrade.unlocked = false; british_slot17_upgrade.active = false; british_slot18_upgrade.name = "HEAVY ARTILLERY"; british_slot18_upgrade.desc = "Artillery and Anti-Tank shells are more effective against hard targets."; british_slot18_upgrade.effect = "+30% Damage to Tanks"; british_slot18_upgrade.cost = 2; british_slot18_upgrade.bonus = 1.3; british_slot18_upgrade.unlocked = false; british_slot18_upgrade.active = false; british_slot19_upgrade.name = "LINGERING GAS"; british_slot19_upgrade.desc = "Our gas has been reformulated to hang longer in the air."; british_slot19_upgrade.effect = "+30% Duration"; british_slot19_upgrade.cost = 2; british_slot19_upgrade.bonus = 1.3; british_slot19_upgrade.unlocked = false; british_slot19_upgrade.active = false; british_slot20_upgrade.name = "RESUPPLY"; british_slot20_upgrade.desc = "All types of fire support resupply are shortened significantly."; british_slot20_upgrade.effect = "+40% faster Resupply"; british_slot20_upgrade.cost = 3; british_slot20_upgrade.bonus = 0.6; british_slot20_upgrade.unlocked = false; british_slot20_upgrade.active = false; british_slot21_upgrade.name = "BARRAGE OF FIRE"; british_slot21_upgrade.desc = "Makes artillery strikes long and intense barrages which will decimate the enemy."; british_slot21_upgrade.effect = "Additional Rounds"; british_slot21_upgrade.cost = 3; british_slot21_upgrade.bonus = 10; british_slot21_upgrade.unlocked = false; british_slot21_upgrade.active = false; british_slot22_upgrade.name = "ANTI-TANK BARRAGE"; british_slot22_upgrade.desc = "Anti-tank batteries will fire more rounds at enemy tanks."; british_slot22_upgrade.effect = "Additional Rounds"; british_slot22_upgrade.cost = 3; british_slot22_upgrade.bonus = 5; british_slot22_upgrade.unlocked = false; british_slot22_upgrade.active = false; } function setUpgradesInfantryGerman() { german_slot1_upgrade.name = "BALLISTICS"; german_slot1_upgrade.desc = "All Infantry armed with rifles will inflict more damage."; german_slot1_upgrade.effect = "+15% Damage to Rifles"; german_slot1_upgrade.cost = 1; german_slot1_upgrade.bonus = 1.15; german_slot1_upgrade.unlocked = true; german_slot1_upgrade.active = false; german_slot2_upgrade.name = "TRENCH ARMOUR"; german_slot2_upgrade.desc = "Our engineers have designed armor to protect our men better."; german_slot2_upgrade.effect = "+10% to Defence"; german_slot2_upgrade.cost = 1; german_slot2_upgrade.bonus = 0.9; german_slot2_upgrade.unlocked = true; german_slot2_upgrade.active = false; german_slot3_upgrade.name = "REINFORCEMENTS"; german_slot3_upgrade.desc = "Additional reinforcements have been allotted to our fight"; german_slot3_upgrade.effect = "15% faster reinforcement"; german_slot3_upgrade.cost = 1; german_slot3_upgrade.bonus = 0.85; german_slot3_upgrade.unlocked = true; german_slot3_upgrade.active = false; german_slot4_upgrade.name = "FOR THE KAISER"; german_slot4_upgrade.desc = "Our men are inspired by the Kaiser."; german_slot4_upgrade.effect = "15% boost to Morale"; german_slot4_upgrade.cost = 1; german_slot4_upgrade.bonus = 1.15; german_slot4_upgrade.unlocked = true; german_slot4_upgrade.active = false; german_slot5_upgrade.name = "MACHINE GUN TRENCH"; german_slot5_upgrade.desc = "Our Machine Gun teams have been training in operating in trenches."; german_slot5_upgrade.effect = "+15% Damage when Entrenched"; german_slot5_upgrade.cost = 2; german_slot5_upgrade.bonus = 1.15; german_slot5_upgrade.unlocked = false; german_slot5_upgrade.active = false; german_slot6_upgrade.name = "ENTRENCH"; german_slot6_upgrade.desc = "Trenches are more secure now providing better cover."; german_slot6_upgrade.effect = "+10% Defence when Entrenched"; german_slot6_upgrade.cost = 2; german_slot6_upgrade.bonus = 0.9; german_slot6_upgrade.unlocked = false; german_slot6_upgrade.active = false; german_slot7_upgrade.name = "RAPID DEPLOYMENT"; german_slot7_upgrade.desc = "Reinforcements arrive even faster."; german_slot7_upgrade.effect = "15% faster reinforcement"; german_slot7_upgrade.cost = 2; german_slot7_upgrade.bonus = 0.85; german_slot7_upgrade.unlocked = false; german_slot7_upgrade.active = false; german_slot8_upgrade.name = "FOR THE FATHERLAND"; german_slot8_upgrade.desc = "Our men will die for our country."; german_slot8_upgrade.effect = "20% boost to Morale"; german_slot8_upgrade.cost = 2; german_slot8_upgrade.bonus = 1.2; german_slot8_upgrade.unlocked = false; german_slot8_upgrade.active = false; german_slot9_upgrade.name = "STURMTRUPPEN"; german_slot9_upgrade.desc = "Our Sturmtruppen are a tool of destruction."; german_slot9_upgrade.effect = "+30% Damage for Sturmtruppen"; german_slot9_upgrade.cost = 3; german_slot9_upgrade.bonus = 1.3; german_slot9_upgrade.unlocked = false; german_slot9_upgrade.active = false; german_slot10_upgrade.name = "INDUSTRIAL ACTION"; german_slot10_upgrade.desc = "Our engineers are able to supply us with Tanks much faster."; german_slot10_upgrade.effect = "+25% faster reinforcement of Tanks"; german_slot10_upgrade.cost = 3; german_slot10_upgrade.bonus = 0.75; german_slot10_upgrade.unlocked = false; german_slot10_upgrade.active = false; german_slot11_upgrade.name = "GREAT LEADER"; german_slot11_upgrade.desc = "Our Officers provide great leadership to our men."; german_slot11_upgrade.effect = "+30% Damage bonus to surrounding men"; german_slot11_upgrade.cost = 3; german_slot11_upgrade.bonus = 1.3; german_slot11_upgrade.unlocked = false; german_slot11_upgrade.active = false; } function setUpgradesSupportGerman() { german_slot12_upgrade.name = "MORTAR ACCURACY"; german_slot12_upgrade.desc = "Mortar crews will fire far more accurately at designated targets."; german_slot12_upgrade.effect = "+25% more Accurate"; german_slot12_upgrade.cost = 1; german_slot12_upgrade.bonus = 0.75; german_slot12_upgrade.unlocked = true; german_slot12_upgrade.active = false; german_slot13_upgrade.name = "MORTAR BARRAGE"; german_slot13_upgrade.desc = "Increases the amount of rounds fired in a single mortar strike."; german_slot13_upgrade.effect = "Additional Rounds"; german_slot13_upgrade.cost = 1; german_slot13_upgrade.bonus = 5; german_slot13_upgrade.unlocked = true; german_slot13_upgrade.active = false; german_slot14_upgrade.name = "HEAVY MORTAR"; german_slot14_upgrade.desc = "Mortar shells are far more effective against tanks."; german_slot14_upgrade.effect = "+30% Damage to Tanks"; german_slot14_upgrade.cost = 1; german_slot14_upgrade.bonus = 1.3; german_slot14_upgrade.unlocked = true; german_slot14_upgrade.active = false; german_slot15_upgrade.name = "TOXIC GAS"; german_slot15_upgrade.desc = "Our gas make up has been altered to be more effective."; german_slot15_upgrade.effect = "+25% Damage"; german_slot15_upgrade.cost = 1; german_slot15_upgrade.bonus = 1.25; german_slot15_upgrade.unlocked = true; german_slot15_upgrade.active = false; german_slot16_upgrade.name = "ARTILLERY ACCURACY"; german_slot16_upgrade.desc = "Artillery crews fire more accurately on designated targets."; german_slot16_upgrade.effect = "+25% more Accurate"; german_slot16_upgrade.cost = 2; german_slot16_upgrade.bonus = 0.75; german_slot16_upgrade.unlocked = false; german_slot16_upgrade.active = false; german_slot17_upgrade.name = "ARTILLERY BARRAGE"; german_slot17_upgrade.desc = "Increases the amount of rounds fired in a single artillery strike."; german_slot17_upgrade.effect = "Additional Rounds"; german_slot17_upgrade.cost = 2; german_slot17_upgrade.bonus = 3; german_slot17_upgrade.unlocked = false; german_slot17_upgrade.active = false; german_slot18_upgrade.name = "HEAVY ARTILLERY"; german_slot18_upgrade.desc = "Artillery and Anti-Tank shells are more effective against hard targets."; german_slot18_upgrade.effect = "+30% Damage to Tanks"; german_slot18_upgrade.cost = 2; german_slot18_upgrade.bonus = 1.3; german_slot18_upgrade.unlocked = false; german_slot18_upgrade.active = false; german_slot19_upgrade.name = "LINGERING GAS"; german_slot19_upgrade.desc = "Our gas has been reformulated to hang longer in the air."; german_slot19_upgrade.effect = "+30% Duration"; german_slot19_upgrade.cost = 2; german_slot19_upgrade.bonus = 1.3; german_slot19_upgrade.unlocked = false; german_slot19_upgrade.active = false; german_slot20_upgrade.name = "RESUPPLY"; german_slot20_upgrade.desc = "All types of fire support resupply are shortened significantly."; german_slot20_upgrade.effect = "+40% faster Resupply"; german_slot20_upgrade.cost = 3; german_slot20_upgrade.bonus = 0.6; german_slot20_upgrade.unlocked = false; german_slot20_upgrade.active = false; german_slot21_upgrade.name = "BARRAGE OF FIRE"; german_slot21_upgrade.desc = "Makes artillery strikes long and intense barrages which will decimate the enemy."; german_slot21_upgrade.effect = "Additional Rounds"; german_slot21_upgrade.cost = 3; german_slot21_upgrade.bonus = 10; german_slot21_upgrade.unlocked = false; german_slot21_upgrade.active = false; german_slot22_upgrade.name = "ANTI-TANK BARRAGE"; german_slot22_upgrade.desc = "Anti-tank batteries will fire more rounds at enemy tanks."; german_slot22_upgrade.effect = "Additional Rounds"; german_slot22_upgrade.cost = 3; german_slot22_upgrade.bonus = 5; german_slot22_upgrade.unlocked = false; german_slot22_upgrade.active = false; } function setupUpgradeInterface(team) { if (playingContinue == false) { setUpgradesInfantry(); setUpgradesSupport(); setUpgradesInfantryGerman(); setUpgradesSupportGerman(); resetUpgrades(); } checkUpgrades(team); _root.menu.upgrades.details._visible = false; } function updateUpgradeButtons() { v = 1; while (v <= numUpgradeButtons) { _root.menu.upgrades["slot" + v].slotNumber.text = v; _root.menu.upgrades["slot" + v].objectRef = _root[((playerTeam.team + "_slot") + v) + "_upgrade"]; if (_root.menu.upgrades["slot" + v].objectRef.active) { _root.menu.upgrades["slot" + v].colorTransformTo(235, 0, 218, 0, 156, 0, 100, 0, 0.4, "easeOutSine"); _root.menu.upgrades["icon_slot" + v].gotoAndStop("colour"); } if (_root.menu.upgrades["slot" + v].objectRef.unlocked && (_root.menu.upgrades["slot" + v].objectRef.active == false)) { _root.menu.upgrades["slot" + v].colorTransformTo(245, 0, 250, 0, 235, 0, 100, 0, 0.4, "easeOutSine"); } _root.menu.upgrades["slot" + v].onRollOver = function () { _root.menu.upgrades.details._visible = true; _root.menu.upgrades.details.upgradeName.text = this.objectRef.name; _root.menu.upgrades.details.upgradeCost.text = "Cost: " + this.objectRef.cost; _root.menu.upgrades.details.upgradeDesc.text = this.objectRef.desc; _root.menu.upgrades.details.upgradeEffect.text = "Effect: " + this.objectRef.effect; _root.menu.upgrades.details._x = this._x; if (this._x <= -320) { _root.menu.upgrades.details._x = this._x + 75; } if (this._x >= 320) { _root.menu.upgrades.details._x = this._x - 75; } _root.menu.upgrades.details._y = this._y; _root.menu.upgrades.details.alphaTo(100, 0.3, "easeOutSine"); if ((this.objectRef.unlocked == true) && (this.objectRef.active == false)) { this.colorTransformTo(250, 0, 250, 0, 250, 0, 100, 0, 0.4, "easeOutSine"); } }; _root.menu.upgrades["slot" + v].onRollOut = function () { _root.menu.upgrades.details.alphaTo(0, 0.3, "easeOutSine", 0, function () { this._visible = false; }); if ((this.objectRef.unlocked == true) && (this.objectRef.active == false)) { this.colorTransformTo(245, 0, 250, 0, 235, 0, 100, 0, 0.4, "easeOutSine"); } }; _root.menu.upgrades["slot" + v].onRelease = function () { buyUpgrade(this); }; v++; } } function checkUpgrades(teamName) { if (_root[teamName + "_slot1_upgrade"].active) { _root[teamName + "_slot5_upgrade"].unlocked = true; } if (_root[teamName + "_slot2_upgrade"].active) { _root[teamName + "_slot6_upgrade"].unlocked = true; } if (_root[teamName + "_slot3_upgrade"].active) { _root[teamName + "_slot7_upgrade"].unlocked = true; } if (_root[teamName + "_slot4_upgrade"].active) { _root[teamName + "_slot8_upgrade"].unlocked = true; } if (_root[teamName + "_slot1_upgrade"].active && (_root[teamName + "_slot5_upgrade"].active)) { _root[teamName + "_slot9_upgrade"].unlocked = true; } if (_root[teamName + "_slot2_upgrade"].active && (_root[teamName + "_slot6_upgrade"].active)) { _root[teamName + "_slot9_upgrade"].unlocked = true; _root[teamName + "_slot10_upgrade"].unlocked = true; } if (_root[teamName + "_slot3_upgrade"].active && (_root[teamName + "_slot7_upgrade"].active)) { _root[teamName + "_slot10_upgrade"].unlocked = true; _root[teamName + "_slot11_upgrade"].unlocked = true; } if (_root[teamName + "_slot4_upgrade"].active && (_root[teamName + "_slot8_upgrade"].active)) { _root[teamName + "_slot11_upgrade"].unlocked = true; } if (_root[teamName + "_slot12_upgrade"].active) { _root[teamName + "_slot16_upgrade"].unlocked = true; } if (_root[teamName + "_slot13_upgrade"].active) { _root[teamName + "_slot17_upgrade"].unlocked = true; } if (_root[teamName + "_slot14_upgrade"].active) { _root[teamName + "_slot18_upgrade"].unlocked = true; } if (_root[teamName + "_slot15_upgrade"].active) { _root[teamName + "_slot19_upgrade"].unlocked = true; } if (_root[teamName + "_slot12_upgrade"].active && (_root[teamName + "_slot16_upgrade"].active)) { _root[teamName + "_slot20_upgrade"].unlocked = true; } if (_root[teamName + "_slot13_upgrade"].active && (_root[teamName + "_slot17_upgrade"].active)) { _root[teamName + "_slot20_upgrade"].unlocked = true; _root[teamName + "_slot21_upgrade"].unlocked = true; } if (_root[teamName + "_slot14_upgrade"].active && (_root[teamName + "_slot18_upgrade"].active)) { _root[teamName + "_slot21_upgrade"].unlocked = true; _root[teamName + "_slot22_upgrade"].unlocked = true; } if (_root[teamName + "_slot15_upgrade"].active && (_root[teamName + "_slot19_upgrade"].active)) { _root[teamName + "_slot22_upgrade"].unlocked = true; } updateUpgradeButtons(); } function buyUpgrade(upgradeSlot) { if ((upgradeSlot.objectRef.unlocked && (upgradeSlot.objectRef.active == false)) && (upgradePoints >= upgradeSlot.objectRef.cost)) { upgradePoints = upgradePoints - upgradeSlot.objectRef.cost; upgradeSlot.objectRef.active = true; checkUpgrades(playerTeam.team); hud.upgrades.upgradePointsText.text = upgradePoints; _root.menu.upgrades.upgradePointsText.text = upgradePoints; showQuickMessage("UPGRADE PURCHASED"); } } function resetUpgrades() { x = 1; while (x <= 22) { _root[("british_slot" + x) + "_upgrade"].active = false; _root[("german_slot" + x) + "_upgrade"].active = false; x++; } } function sortSoldierDepths() { var _local4; var _local1 = new Array(); for (v in britishSquadsOnScreen) { for (m in britishSquadsOnScreen[v].members) { britishSquadsOnScreen[v].members[m].depth = britishSquadsOnScreen[v].members[m]._y; _local1.push(britishSquadsOnScreen[v].members[m]); } } for (v in germanSquadsOnScreen) { for (m in germanSquadsOnScreen[v].members) { germanSquadsOnScreen[v].members[m].depth = germanSquadsOnScreen[v].members[m]._y; _local1.push(germanSquadsOnScreen[v].members[m]); } } for (v in wire) { _local1.push(wire[v]); } for (v in deadTanks) { deadTanks[v].members[0].depth = deadTanks[v].members[0]._y; _local1.push(deadTanks[v]); } do { _local4 = false; var _local3 = 1; while (_local3 < _local1.length) { if (_local1[_local3 - 1].depth > _local1[_local3].depth) { var _local2 = _local1[_local3 - 1]; _local1[_local3 - 1] = _local1[_local3]; _local1[_local3] = _local2; _local4 = true; } _local3++; } } while (_local4); _local3 = 0; while (_local3 < _local1.length) { _local1[_local3].ref.swapDepths(_local3 + depth_world_soldiersSorted); _local3++; } } function sortDeadSoldiers(soldierRef) { soldierRef.swapDepths(soldierRef.depth + _root.depth_world_deadSoldiers); } function showTrenchButton(trenchName) { if (trenchName.controlClipVisible == false) { trenchName.mainTrenchButton._visible = true; } trenchName.controlVisible = true; trenchName.mainTrenchButton.unitIcon._visible = false; trenchName.mainTrenchButton.healthBar._visible = false; trenchName.mainTrenchButton.lockedIcon._visible = false; trenchName.mainTrenchButton.onSwitch._visible = true; if (trenchName.locked == true) { trenchName.mainTrenchButton.gotoAndStop("locked"); trenchName.mainTrenchButton.lockedIcon._visible = true; } if (trenchName.locked == false) { trenchName.mainTrenchButton.gotoAndStop("on"); } trenchName.mainTrenchButton.onRelease = function () { showTrenchControls(trenchName); hideTrenchButton(trenchName); }; trenchName.mainTrenchButton.onRollOver = function () { if (trenchName.locked == false) { this.gotoAndStop("on"); } this.backing.colorTransformTo(220, 0, 220, 0, 220, 0, 100, 0, 0.4, "easeOutSine"); }; trenchName.mainTrenchButton.onRollOut = function () { if (trenchName.locked == false) { this.gotoAndStop("off"); } this.backing.colorTransformTo(100, 0, 100, 0, 100, 0, 100, 0, 0.6, "easeOutSine"); }; } function hideTrenchButton(trenchName) { trenchButtonVisible = false; trenchName.controlVisible = false; trenchName.mainTrenchButton._visible = false; } function updateTrenchInterface(trenchName) { updateTrenchHealthBars(); trenchName.controlClip.button1.unitIcon.gotoAndStop(trenchName.slot1.type); trenchName.controlClip.button2.unitIcon.gotoAndStop(trenchName.slot2.type); trenchName.controlClip.button3.unitIcon.gotoAndStop(trenchName.slot3.type); if (trenchName.slot1 == "empty") { trenchName.controlClip.button1.unitIcon.gotoAndStop("empty"); } if (trenchName.slot2 == "empty") { trenchName.controlClip.button2.unitIcon.gotoAndStop("empty"); } if (trenchName.slot3 == "empty") { trenchName.controlClip.button3.unitIcon.gotoAndStop("empty"); } } function updateTrenchHealthBars() { for (t in trenches) { trenches[t].controlClip.button1.healthBar.bar._xscale = Math.round((trenches[t].slot1.members.length / (trenches[t].slot1.totalHealth / trenches[t].slot1.minHealth)) * 100); trenches[t].controlClip.button2.healthBar.bar._xscale = Math.round((trenches[t].slot2.members.length / (trenches[t].slot2.totalHealth / trenches[t].slot2.minHealth)) * 100); trenches[t].controlClip.button3.healthBar.bar._xscale = Math.round((trenches[t].slot3.members.length / (trenches[t].slot3.totalHealth / trenches[t].slot3.minHealth)) * 100); if (trenches[t].slot1.totalHealth == undefined) { trenches[t].controlClip.button1.healthBar.bar._xscale = 1; } if (trenches[t].slot2.totalHealth == undefined) { trenches[t].controlClip.button2.healthBar.bar._xscale = 1; } if (trenches[t].slot3.totalHealth == undefined) { trenches[t].controlClip.button3.healthBar.bar._xscale = 1; } } } function showTrenchControls(trenchName) { if (((trenchName.slot1.team != compTeam.team) && (trenchName.slot2.team != compTeam.team)) && (trenchName.slot3.team != compTeam.team)) { trenchName.controlClipVisible = true; trenchInterfaceVisible = true; tcc++; world.attachMovie("trenchInterface", "trenchControls" + tcc, depth_world_trenchHUD + tcc); trenchName.controlClip = world["trenchControls" + tcc]; world["trenchControls" + tcc].gotoAndStop(playerTeam.team); world["trenchControls" + tcc]._x = trenchName._x; world["trenchControls" + tcc]._y = trenchName._y + 145; world["trenchControls" + tcc]._alpha = 0; world["trenchControls" + tcc].alphaTo(100, 0.1); world["trenchControls" + tcc].button1.unitIcon.gotoAndStop(trenchName.slot1.type); world["trenchControls" + tcc].button1.unitIcon._visible = true; world["trenchControls" + tcc].button1.lockedIcon._visible = false; world["trenchControls" + tcc].button1.onSwitch._visible = false; world["trenchControls" + tcc].button2.unitIcon.gotoAndStop(trenchName.slot2.type); world["trenchControls" + tcc].button2.unitIcon._visible = true; world["trenchControls" + tcc].button2.lockedIcon._visible = false; world["trenchControls" + tcc].button2.onSwitch._visible = false; world["trenchControls" + tcc].button3.unitIcon.gotoAndStop(trenchName.slot3.type); world["trenchControls" + tcc].button3.unitIcon._visible = true; world["trenchControls" + tcc].button3.lockedIcon._visible = false; world["trenchControls" + tcc].button3.onSwitch._visible = false; world["trenchControls" + tcc].button4.unitIcon._visible = false; world["trenchControls" + tcc].button4.healthBar._visible = false; world["trenchControls" + tcc].button4.onSwitch._visible = false; if (trenchName.locked) { world["trenchControls" + tcc].button4.lockedIcon.gotoAndStop("lock"); } else { world["trenchControls" + tcc].button4.lockedIcon.gotoAndStop("unlock"); } world["trenchControls" + tcc].button5.unitIcon._visible = false; world["trenchControls" + tcc].button5.healthBar._visible = false; world["trenchControls" + tcc].button5.lockedIcon.gotoAndStop("cancel"); world["trenchControls" + tcc].button5.lockedIcon._visible = true; world["trenchControls" + tcc].button5.onSwitch._visible = false; world["trenchControls" + tcc].button1.onRollOver = (world["trenchControls" + tcc].button2.onRollOver = (world["trenchControls" + tcc].button3.onRollOver = (world["trenchControls" + tcc].button4.onRollOver = (world["trenchControls" + tcc].button5.onRollOver = function () { this.colorTransformTo(220, 0, 220, 0, 220, 0, 100, 0, 0.4, "easeOutSine"); })))); world["trenchControls" + tcc].button1.onRollOut = (world["trenchControls" + tcc].button2.onRollOut = (world["trenchControls" + tcc].button3.onRollOut = (world["trenchControls" + tcc].button4.onRollOut = (world["trenchControls" + tcc].button5.onRollOut = function () { this.colorTransformTo(100, 0, 100, 0, 100, 0, 100, 0, 0.6, "easeOutSine"); })))); world["trenchControls" + tcc].button5.onRelease = function () { hideTrenchControls(trenchName); }; world["trenchControls" + tcc].button4.onRelease = function () { if (trenchName.locked == false) { showQuickMessage("LOCKED TRENCH"); trenchName.locked = true; trenchName.controlClip.button4.lockedIcon.gotoAndStop("lock"); } else { showQuickMessage("UNLOCKED TRENCH"); trenchName.locked = false; trenchName.controlClip.button4.lockedIcon.gotoAndStop("unlock"); } }; world["trenchControls" + tcc].button1.onRelease = function () { allInTrench = true; if (trenchName.slot1.state == "entrench") { for (m in trenchName.slot1.members) { if (trenchName.slot1.members[m].inTrench == false) { allInTrench = false; trenchName.slot1.passingTrench = true; trenchName.slot1 = "empty"; _root.updateTrenchInterface(trenchName); } } if (allInTrench && (trenchName.slot1.state != "exitTrench")) { trenchName.slot1.state = "exitTrench"; trenchName.slot1.inTrench = false; trenchName.slot1 = "empty"; _root.updateTrenchInterface(trenchName); _root.checkForEmptyTrench(trenchName); } } }; world["trenchControls" + tcc].button2.onRelease = function () { allInTrench = true; if (trenchName.slot2.state == "entrench") { for (m in trenchName.slot2.members) { if (trenchName.slot2.members[m].inTrench == false) { allInTrench = false; trenchName.slot2.passingTrench = true; trenchName.slot2 = "empty"; _root.updateTrenchInterface(trenchName); } } if (allInTrench && (trenchName.slot2.state != "exitTrench")) { trenchName.slot2.state = "exitTrench"; trenchName.slot2.inTrench = false; trenchName.slot2 = "empty"; _root.updateTrenchInterface(trenchName); _root.checkForEmptyTrench(trenchName); } } }; world["trenchControls" + tcc].button3.onRelease = function () { allInTrench = true; if (trenchName.slot3.state == "entrench") { for (m in trenchName.slot3.members) { if (trenchName.slot3.members[m].inTrench == false) { allInTrench = false; trenchName.slot3.passingTrench = true; trenchName.slot3 = "empty"; _root.updateTrenchInterface(trenchName); } } if (allInTrench && (trenchName.slot3.state != "exitTrench")) { trenchName.slot3.state = "exitTrench"; trenchName.slot3.inTrench = false; trenchName.slot3 = "empty"; playVoice("advance", playerTeam.team); _root.updateTrenchInterface(trenchName); _root.checkForEmptyTrench(trenchName); } } }; } } function hideTrenchControls(trenchName) { trenchName.controlClipVisible = false; trenchName.controlClip.alphaTo(0, 0.2, "easeOutSine", 0, function () { removeMovieClip(this); }); showTrenchButton(trenchName); } function checkForEmptyTrench(trenchName) { if (((trenchName.slot1 == "empty") && (trenchName.slot2 == "empty")) && (trenchName.slot3 == "empty")) { trenchName.controlClipVisible = false; hideTrenchButton(trenchName); } } function assignMorale() { playerMorale = currentMap.friendlyMorale; playerMoraleMax = currentMap.friendlyMorale; if ((playerTeam.team == "british") && (british_slot4_upgrade.active == true)) { playerMoraleMax = playerMoraleMax * british_slot4_upgrade.bonus; playerMorale = playerMoraleMax; } if ((playerTeam.team == "german") && (german_slot4_upgrade.active == true)) { playerMoraleMax = playerMoraleMax * german_slot4_upgrade.bonus; playerMorale = playerMoraleMax; } if ((playerTeam.team == "german") && (german_slot8_upgrade.active == true)) { playerMoraleMax = playerMoraleMax * german_slot8_upgrade.bonus; playerMorale = playerMoraleMax; } compMorale = currentMap.enemyMorale; compMoraleMax = currentMap.enemyMorale; } function adjustMorale(teamName, squadType, attackType, attackOwner) { if (attackOwner == teamName) { if (teamName == playerTeam.team) { playerMorale = playerMorale - moraleCost.friendlyFire; } else if (teamName == compTeam.team) { compMorale = compMorale - moraleCost.friendlyFire; } } switch (squadType) { case "officer" : if ((teamName == playerTeam.team) && (attackType == "normal")) { playerMorale = playerMorale - moraleCost.officer; career_moraleLost = career_moraleLost + moraleCost.officer; } else if ((teamName == compTeam.team) && (attackType == "normal")) { compMorale = compMorale - moraleCost.officer; } if ((teamName == playerTeam.team) && (attackType == "explosive")) { playerMorale = playerMorale - (moraleCost.officer * 2); career_moraleLost = career_moraleLost + (moraleCost.officer * 2); } else if ((teamName == compTeam.team) && (attackType == "explosive")) { compMorale = compMorale - (moraleCost.officer * 2); } break; case "tank" : if (teamName == playerTeam.team) { playerMorale = playerMorale - moraleCost.tank; compMorale = compMorale + moraleCost.tankKilled; career_moraleLost = career_moraleLost + moraleCost.tank; } else if (teamName == compTeam.team) { compMorale = compMorale - moraleCost.tank; playerMorale = playerMorale + moraleCost.tankKilled; career_moraleGained = career_moraleGained + moraleCost.tankKilled; } break; case "ground" : if (teamName == playerTeam.team) { playerMorale = playerMorale * 1.05; } else if (teamName == compTeam.team) { compMorale = compMorale * 1.05; } break; case "regen" : if (teamName == playerTeam.team) { playerMorale = playerMorale * _root["moraleRegen_" + teamName]; } else if (teamName == compTeam.team) { compMorale = compMorale * _root["moraleRegen_" + teamName]; } break; default : if ((teamName == playerTeam.team) && (attackType == "normal")) { playerMorale = playerMorale - moraleCost.soldier; compMorale = compMorale + (moraleCost.soldier / 2); career_moraleLost = career_moraleLost + moraleCost.soldier; } else if ((teamName == compTeam.team) && (attackType == "normal")) { compMorale = compMorale - moraleCost.soldier; playerMorale = playerMorale + (moraleCost.soldier / 2); career_moraleGained = career_moraleGained + (moraleCost.soldier / 2); } if ((teamName == playerTeam.team) && (attackType == "explosive")) { playerMorale = playerMorale - (moraleCost.soldier * 2); compMorale = compMorale + moraleCost.soldier; career_moraleLost = career_moraleLost + (moraleCost.soldier * 2); } else { if (!((teamName == compTeam.team) && (attackType == "explosive"))) { break; } compMorale = compMorale - (moraleCost.soldier * 2); playerMorale = playerMorale + moraleCost.soldier; career_moraleGained = career_moraleGained + moraleCost.soldier; } } if (playerMorale > playerMoraleMax) { playerMorale = playerMoraleMax; } if (compMorale > compMoraleMax) { compMorale = compMoraleMax; } if ((((compMorale / compMoraleMax) * 100) <= 30) && (((compMorale / compMoraleMax) * 100) >= 25)) { showQuickMessage("ENEMY MORALE IS LOW!"); } if ((((compMorale / compMoraleMax) * 100) <= 10) && (((compMorale / compMoraleMax) * 100) >= 5)) { showQuickMessage("ENEMY IS AT BREAKING POINT!"); } if ((((playerMorale / playerMoraleMax) * 100) <= 30) && (((playerMorale / playerMoraleMax) * 100) >= 25)) { showQuickMessage("MORALE IS LOW!"); } if ((((playerMorale / playerMoraleMax) * 100) <= 10) && (((playerMorale / playerMoraleMax) * 100) >= 5)) { showQuickMessage("OUR UNITS ARE AT BREAKING POINT!"); } } function moraleRegen(teamName) { if (teamName == "german") { currentGroundMade = hud.progressBar.compTeamProgBar._xscale; } else { currentGroundMade = hud.progressBar.playerTeamProgBar._xscale; } if ((currentGroundMade >= 0) && (currentGroundMade < 10)) { _root["moraleRegen_" + teamName] = 1.005; } if ((currentGroundMade >= 11) && (currentGroundMade < 20)) { _root["moraleRegen_" + teamName] = 1.0075; } if ((currentGroundMade >= 21) && (currentGroundMade < 30)) { _root["moraleRegen_" + teamName] = 1.01; } if ((currentGroundMade >= 31) && (currentGroundMade < 40)) { _root["moraleRegen_" + teamName] = 1.0125; } if ((currentGroundMade >= 41) && (currentGroundMade < 50)) { _root["moraleRegen_" + teamName] = 1.015; } if ((currentGroundMade >= 51) && (currentGroundMade < 60)) { _root["moraleRegen_" + teamName] = 1.02; } if ((currentGroundMade >= 61) && (currentGroundMade < 70)) { _root["moraleRegen_" + teamName] = 1.025; } if ((currentGroundMade >= 71) && (currentGroundMade < 80)) { _root["moraleRegen_" + teamName] = 1.03; } if ((currentGroundMade >= 81) && (currentGroundMade < 100)) { _root["moraleRegen_" + teamName] = 1.035; } adjustMorale(teamName, "regen", null, null); } function updateMoraleBar() { if (playerMorale >= playerMoraleMax) { playerMorale = playerMoraleMax; } if (compMorale >= compMoraleMax) { compMorale = compMoraleMax; } if (playerMorale <= 0) { endBattle(compTeam.team, "morale"); } if (compMorale <= 0) { endBattle(playerTeam.team, "morale"); } if (playerTeam.team == "british") { moraleBarBritishScale = Math.round((playerMorale / playerMoraleMax) * 100); moraleBarGermanScale = Math.round((compMorale / compMoraleMax) * 100); } if (playerTeam.team == "german") { moraleBarBritishScale = Math.round((compMorale / compMoraleMax) * 100); moraleBarGermanScale = Math.round((playerMorale / playerMoraleMax) * 100); } hud.progressBarToolTip.britishMorale.text = moraleBarBritishScale + "%"; hud.progressBarToolTip.germanMorale.text = moraleBarGermanScale + "%"; if ((moraleBarBritishScale != lastmoraleBarBritishScale) || (moraleBarGermanScale != lastmoraleBarGermanScale)) { lastmoraleBarBritishScale = moraleBarBritishScale; lastmoraleBarGermanScale = moraleBarGermanScale; hud.progressBar.britishMoraleBar.xScaleTo(moraleBarBritishScale, 5, "linear"); hud.progressBar.germanMoraleBar.xScaleTo(moraleBarGermanScale, 5, "linear"); if (lastmoraleBarBritishScale <= 35) { hud.progressBar.britishMoraleBar.colorTo(3342336, 2); } if (lastmoraleBarGermanScale <= 35) { hud.progressBar.germanMoraleBar.colorTo(3342336, 2); } if (lastmoraleBarBritishScale <= 15) { hud.progressBar.britishMoraleBar.colorTo(10027008, 2); } if (lastmoraleBarGermanScale <= 15) { hud.progressBar.germanMoraleBar.colorTo(10027008, 2); } if (lastmoraleBarBritishScale > 30) { hud.progressBar.britishMoraleBar.colorTo(null, 2); } if (lastmoraleBarGermanScale > 30) { hud.progressBar.germanMoraleBar.colorTo(null, 2); } } } function groundMoraleCheck(forwardTeamX, teamName) { if (teamName == "british") { var _local1 = (forwardTeamX / world.bg._width) * 100; } if (teamName == "german") { var _local1 = (forwardTeamX / world.bg._width) * 100; _local1 = 100 - _local1; } if ((teamName == "british") && (_local1 > groundMorale[groundMoraleIndexBritish])) { groundMoraleIndexBritish++; adjustMorale(teamName, "ground", null, null); } if ((teamName == "german") && (_local1 > groundMorale[groundMoraleIndexGerman])) { groundMoraleIndexGerman++; adjustMorale(teamName, "ground", null, null); } } function throwGrenade(targetSquad, owner, ourTeam) { grenNumber++; world.attachMovie("handGrenade", "gren" + grenNumber, depth_world_grenade + grenNumber); if (ourTeam == "british") { world["gren" + grenNumber]._x = (targetSquad._x - 30) + (random(40) - 20); } else { world["gren" + grenNumber]._x = (targetSquad._x + 30) + (random(40) - 20); } world["gren" + grenNumber]._y = targetSquad._y + (random(50) - 30); world["gren" + grenNumber].ownerTeam = ourTeam; grenAdj = owner._x - targetSquad._x; grenOpp = -1 * (owner._y - targetSquad._y); grenadeAngle = Math.atan2(grenOpp, grenAdj); grenadeAngle = Math.round((grenadeAngle / Math.PI) * 180); world["gren" + grenNumber]._rotation = -1 * grenadeAngle; if (ourTeam == "british") { world["gren" + grenNumber]._yscale = -100; } var _local3 = "throw" + (random(2) + 1); world["gren" + grenNumber].gotoAndPlay(_local3); } function playVoice(voiceType, teamName) { switch (voiceType) { case "advance" : if (random(6) == 0) { setTimeout(playSound, random(600) + 100, (("sound_voice_" + teamName) + "_advance") + (random(sounds_advance) + 1)); } break; case "attack" : if (random(20) == 0) { setTimeout(playSound, random(600) + 100, (("sound_voice_" + teamName) + "_attack") + (random(sounds_attack) + 1)); } break; case "sniper" : if (random(3) == 0) { setTimeout(playSound, random(600) + 100, (("sound_voice_" + teamName) + "_sniper") + (random(sounds_sniper) + 1)); } break; case "incoming" : if (random(20) == 0) { setTimeout(playSound, random(600) + 400, (("sound_voice_" + teamName) + "_incoming") + (random(sounds_incoming) + 1)); } break; case "machineGun" : if (random(20) == 0) { setTimeout(playSound, random(10) + 100, (("sound_voice_" + teamName) + "_machineGun") + (random(sounds_MG) + 1)); } break; case "gas" : if (random(4) == 0) { setTimeout(playSound, random(10) + 100, ("sound_voice_" + teamName) + "_gas1"); } break; case "tank" : if (random(10) != 0) { break; } setTimeout(playSound, random(900) + 100, (("sound_voice_" + teamName) + "_tank") + (random(sounds_tank) + 1)); } } function checkForUnlocks() { unlocksInQueue = false; unlockQueue = new Array(); if (currentMap.unlocks != undefined) { for (v in currentMap.unlocks) { unlocksInQueue = true; unlockQueue.push(currentMap.unlocks[v]); } } } function displayUnlockDialog() { udc++; _root.attachMovie("unlockDialog", "unlockDialog" + udc, depth_unlockDialog + udc); _root["unlockDialog" + udc].blackOut._alpha = 8; _root["unlockDialog" + udc].backing._alpha = 8; _root["unlockDialog" + udc].icon._alpha = 0; _root["unlockDialog" + udc].textBoxes._alpha = 0; _root["unlockDialog" + udc].mainButton._alpha = 0; _root["unlockDialog" + udc].blackOut.alphaTo(60, 0.8, "easeOutSine"); _root["unlockDialog" + udc].backing.alphaTo(100, 0.6, "easeOutSine"); _root["unlockDialog" + udc].icon.alphaTo(100, 0.6, "easeOutSine", 0.4); _root["unlockDialog" + udc].textBoxes.alphaTo(100, 0.6, "easeOutSine", 0.4); _root["unlockDialog" + udc].mainButton.alphaTo(100, 0.6, "easeOutSine", 0.6); _root["unlockDialog" + udc]._x = Stage.width / 2; _root["unlockDialog" + udc]._y = Stage.height / 2; if ((((unlockQueue[0] == "mortar") || (unlockQueue[0] == "artillery")) || (unlockQueue[0] == "gas")) || (unlockQueue[0] == "antiTank")) { _root["unlockDialog" + udc].textBoxes.headerText.text = "NEW SUPPORT AVAILABLE"; } _root["unlockDialog" + udc].textBoxes.unitHeader.text = unlockQueue[0].toUpperCase(); _root["unlockDialog" + udc].icon.gotoAndStop(playerTeam.team); _root["unlockDialog" + udc].icon.icons.gotoAndStop(unlockQueue[0]); _root["unlockDialog" + udc].textBoxes.description.text = _root[playerTeam.team][unlockQueue[0]].unlockDescription; unlockQueue.splice(0, 1); _root["unlockDialog" + udc].mainButton.buttonText.text = "OK"; _root["unlockDialog" + udc].mainButton.onRelease = function () { playClickSound(); hideUnlockDialog(_root["unlockDialog" + udc]); if (unlockQueue.length >= 1) { displayUnlockDialog(); } }; _root["unlockDialog" + udc].mainButton.onRollOver = function () { this.backing.colorTransformTo(220, 0, 220, 0, 220, 0, 100, 0, 0.4, "easeOutSine"); }; _root["unlockDialog" + udc].mainButton.onRollOut = function () { this.backing.colorTransformTo(100, 0, 100, 0, 100, 0, 100, 0, 0.6, "easeOutSine"); }; } function hideUnlockDialog(unlockDialogName) { unlockDialogName.alphaTo(0, 0.1, "easeOutSine", 0, function () { removeMovieClip(this); }); } function setupConsole() { _root.attachMovie("systemConsole", "systemConsole", depth_console); systemConsole._x = Stage.width / 2; systemConsole._y = -480; systemConsole.opened = false; systemConsole.consoleHistory.autoSize = true; var _local2 = new Object(); _local2.onKeyUp = function () { switch (Key.getCode()) { case 192 : openCloseConsole(); return; case 13 : executeCommand(); } }; Key.addListener(_local2); } function openCloseConsole() { if (systemConsole._y > -100) { systemConsole.consoleInput.text = ""; systemConsole.ySlideTo(-480, 0.5, "easeOutSine", 0); systemConsole.opened = false; } if (systemConsole._y <= -100) { systemConsole.opened = true; systemConsole.ySlideTo(-90, 0.5); systemConsole.consoleInput.text = ""; Selection.setFocus("_root.systemConsole.consoleInput"); systemConsole.consoleInput.text = ""; } } function executeCommand(funcName) { _root[_root.systemConsole.consoleInput.text](); if (_root[_root.systemConsole.consoleInput.text] == undefined) { _root.systemConsole.consoleHistory.text = _root.systemConsole.consoleHistory.text + "Undefined Function\r"; } else { _root.systemConsole.consoleHistory.text = _root.systemConsole.consoleHistory.text + (_root.systemConsole.consoleInput.text + "\r"); } _root.systemConsole.consoleHistory._y = _root.systemConsole.consoleHistory._y - 16; _root.systemConsole.consoleInput.text = ""; } function resetExperience() { experiencePoints = 0; experienceLevel = 0; experienceGained = 0; } function updateExperience(unitType, soldier) { if ((retry == false) && (playingSkirmish == false)) { hudRef = hud.upgrades.experience; experienceGained = 0; switch (unitType) { case "bonus" : experiencePoints = experiencePoints + playerBonusXP; experienceGained = playerBonusXP; break; case "riflemen" : experiencePoints = experiencePoints + 1; experienceGained = 1; break; case "assault" : experiencePoints = experiencePoints + 2; experienceGained = 2; break; case "machineGun" : experiencePoints = experiencePoints + 5; experienceGained = 5; break; case "sniper" : experiencePoints = experiencePoints + 5; experienceGained = 5; break; case "officer" : experiencePoints = experiencePoints + 10; experienceGained = 10; break; case "tank" : experiencePoints = experiencePoints + 15; experienceGained = 15; } career_experienceGained = career_experienceGained + experienceGained; xpCount++; world.attachMovie("xpIcon", "xpIcon" + xpCount, depth_world_xpIcons + xpCount); world["xpIcon" + xpCount].exp.text = experienceGained; world["xpIcon" + xpCount]._alpha = 0; if (soldier.inTrench == true) { if (playerTeam.team == "british") { world["xpIcon" + xpCount]._x = soldier._x - 30; } else { world["xpIcon" + xpCount]._x = soldier._x + 30; } } else { world["xpIcon" + xpCount]._x = soldier._x; } world["xpIcon" + xpCount]._y = soldier._y - 30; var _local3 = soldier._y - 60; world["xpIcon" + xpCount].ySlideTo(_local3, 4, "easeOutSine"); world["xpIcon" + xpCount].alphaTo(100, 1, "easeOutSine"); world["xpIcon" + xpCount].alphaTo(0, 1, "easeOutSine", 1, function () { removeMovieClip(this); }); while (experiencePoints > experienceIntervals[experienceLevel]) { if (experienceLevel < experienceIntervals.length) { experienceLevel++; upgradePoints++; hud.upgrades.upgradePointsText.text = upgradePoints; hud.upgrades.experience.whiteOut.colorTo(13030847, 0); hud.upgrades.experience.whiteOut.alphaTo(100, 1, "easeOutSine"); hud.upgrades.experience.whiteOut.alphaTo(0, 2, "easeOutSine", 3); hud.upgrades.upgradeButton.colorTransformTo(220, 0, 220, 0, 220, 0, 100, 0, 1); hud.upgrades.upgradeButton.colorTransformTo(100, 0, 100, 0, 100, 0, 100, 0, 1, "easeOutSine", 2); hud.upgrades.experience.rightDial._rotation = -180; hud.upgrades.experience.leftDial._rotation = 0; } else { hud.upgrades.upgradePointsText.text = "X"; showQuickMessage("MAXIMUM UPGRADE POINTS ACHIEVED"); } } hud.experience.text = "XP: " + experiencePoints; hud.level.text = "LEVEL: " + experienceLevel; hud.upgrades.upgradePointsText.text = upgradePoints; if (hudRef.rightDial._rotation < 0) { hudRef.rightDial._rotation = hudRef.rightDial._rotation + Math.round((180 / (experienceIntervals[experienceLevel] / 2)) * experienceGained); } if ((hudRef.rightDial._rotation >= 0) && (hudRef.leftDial._rotation > -180)) { hudRef.leftDial._rotation = hudRef.leftDial._rotation + Math.round((180 / (experienceIntervals[experienceLevel] / 2)) * experienceGained); } if ((hudRef.leftDial._rotation < 0) && (hudRef.rightDial._rotation >= 0)) { } hud.upgrades.upgradePointsText.text = upgradePoints; } } function setupInterfaceExperience() { if (playingSkirmish == true) { hud.upgrades._visible = false; } hudRef = hud.upgrades.experience; hud.upgrades.upgradePointsText.text = upgradePoints; hud.upgrades.experience.rightDial._rotation = -180; hudRef.rightDial._rotation = hudRef.rightDial._rotation + ((180 / (experienceIntervals[experienceLevel] / 2)) * experiencePoints); if ((hudRef.rightDial._rotation >= 0) && (hudRef.leftDial._rotation > -180)) { hudRef.rightDial._rotation = 0; hudRef.leftDial._rotation = hudRef.leftDial._rotation + ((180 / (experienceIntervals[experienceLevel] / 2)) * (experiencePoints - (experienceIntervals[experienceLevel] / 2))); } hud.upgrades.upgradeButton.onRelease = function () { loadUpgradeScreenInGame(); }; } function setupSkirmishMapDefaults() { skirmishMap.name = "skirmish"; skirmishMap.mission = 1; skirmishMap.battleTitle = "SKIRMISH"; skirmishMap.description = ""; skirmishMap.mapSection = "section1"; skirmishMap.sectionNumber = 1; skirmishMap.friendlyMorale = 1000; skirmishMap.enemyMorale = 1000; skirmishMap.file = "skirmishMap_medium"; skirmishMap.mapWidth = 1300; skirmishMap.trenchPos = new Array(); skirmishMap.wire = 0; skirmishMap.wire1Pos = 0; skirmishMap.wire2Pos = 0; skirmishMap.wire3Pos = 0; skirmishMap.wire4Pos = 0; skirmishMap.britishMines = new Array(); skirmishMap.germanMines = new Array(); skirmishMap.britishMinesMax = 0; skirmishMap.germanMinesMax = 0; skirmishMap.unlocks = new Array(); skirmishMap.availableUnits = new Array("riflemen"); skirmishMap.enemyRate = 15; skirmishMap.enemyUnits = new Array(); skirmishMap.enemySupport = new Array(); skirmishMap.enemySupportRate = 30; skirmishMap.enemyMood = "balanced"; } function buttonSetup_skirmish(btnName) { menu.skirmish[btnName].buttonSelected = false; if (((((btnName == "british") || (btnName == "medium")) || (btnName == "riflemen")) || (btnName == "AI_balanced")) || (btnName == "map_medium")) { menu.skirmish[btnName].buttonSelected = true; _root.menu.skirmish[btnName].colorTransformTo(220, 0, 220, 0, 220, 0, 100, 0, 0.4, "easeOutSine"); } menu.skirmish[btnName].onRollOver = function () { if (menu.skirmish[btnName].buttonSelected == false) { this.colorTransformTo(140, 0, 140, 0, 140, 0, 100, 0, 0.4, "easeOutSine"); } }; menu.skirmish[btnName].onRollOut = function () { if (menu.skirmish[btnName].buttonSelected == false) { this.colorTransformTo(100, 0, 100, 0, 100, 0, 100, 0, 0.4, "easeOutSine"); } }; menu.skirmish[btnName].onRelease = function () { playClickSound(); switch (btnName) { case "launch" : skirmishMapSettings(); currentMap = skirmishMap; moveMenu(); buildMap(currentMap); showLoadScreen(); _root.playingSkirmish = true; break; case "backToMainButt" : _root.skirmishToMainMenu(); break; case "british" : _root.menu.skirmish.british.buttonSelected = true; _root.menu.skirmish.german.buttonSelected = false; _root.menu.skirmish.british.colorTransformTo(220, 0, 220, 0, 220, 0, 100, 0, 0.4, "easeOutSine"); _root.menu.skirmish.german.colorTransformTo(100, 0, 100, 0, 100, 0, 100, 0, 0.4, "easeOutSine"); break; case "german" : _root.menu.skirmish.british.buttonSelected = false; _root.menu.skirmish.german.buttonSelected = true; _root.menu.skirmish.german.colorTransformTo(220, 0, 220, 0, 220, 0, 100, 0, 0.4, "easeOutSine"); _root.menu.skirmish.british.colorTransformTo(100, 0, 100, 0, 100, 0, 100, 0, 0.4, "easeOutSine"); break; case "easy" : _root.menu.skirmish.easy.buttonSelected = true; _root.menu.skirmish.medium.buttonSelected = false; _root.menu.skirmish.hard.buttonSelected = false; _root.menu.skirmish.easy.colorTransformTo(220, 0, 220, 0, 220, 0, 100, 0, 0.4, "easeOutSine"); _root.menu.skirmish.medium.colorTransformTo(100, 0, 100, 0, 100, 0, 100, 0, 0.4, "easeOutSine"); _root.menu.skirmish.hard.colorTransformTo(100, 0, 100, 0, 100, 0, 100, 0, 0.4, "easeOutSine"); break; case "medium" : _root.menu.skirmish.easy.buttonSelected = false; _root.menu.skirmish.medium.buttonSelected = true; _root.menu.skirmish.hard.buttonSelected = false; _root.menu.skirmish.medium.colorTransformTo(220, 0, 220, 0, 220, 0, 100, 0, 0.4, "easeOutSine"); _root.menu.skirmish.easy.colorTransformTo(100, 0, 100, 0, 100, 0, 100, 0, 0.4, "easeOutSine"); _root.menu.skirmish.hard.colorTransformTo(100, 0, 100, 0, 100, 0, 100, 0, 0.4, "easeOutSine"); break; case "hard" : _root.menu.skirmish.easy.buttonSelected = false; _root.menu.skirmish.medium.buttonSelected = false; _root.menu.skirmish.hard.buttonSelected = true; _root.menu.skirmish.hard.colorTransformTo(220, 0, 220, 0, 220, 0, 100, 0, 0.4, "easeOutSine"); _root.menu.skirmish.easy.colorTransformTo(100, 0, 100, 0, 100, 0, 100, 0, 0.4, "easeOutSine"); _root.menu.skirmish.medium.colorTransformTo(100, 0, 100, 0, 100, 0, 100, 0, 0.4, "easeOutSine"); break; case "riflemen" : addRemoveSkirmishUnits(btnName, "riflemen"); break; case "assault" : addRemoveSkirmishUnits(btnName, "assault"); break; case "machineGun" : addRemoveSkirmishUnits(btnName, "machineGun"); break; case "sniper" : addRemoveSkirmishUnits(btnName, "sniper"); break; case "officer" : addRemoveSkirmishUnits(btnName, "officer"); break; case "tank" : addRemoveSkirmishUnits(btnName, "tank"); break; case "mortar" : addRemoveSkirmishUnits(btnName, "mortar"); break; case "artillery" : addRemoveSkirmishUnits(btnName, "artillery"); break; case "gas" : addRemoveSkirmishUnits(btnName, "gas"); break; case "antiTank" : addRemoveSkirmishUnits(btnName, "antiTank"); break; case "AI_aggressive" : _root.skirmishMap.enemyMood = "aggressive"; _root.menu.skirmish.AI_aggressive.buttonSelected = true; _root.menu.skirmish.AI_defensive.buttonSelected = false; _root.menu.skirmish.AI_balanced.buttonSelected = false; _root.menu.skirmish.AI_aggressive.colorTransformTo(220, 0, 220, 0, 220, 0, 100, 0, 0.4, "easeOutSine"); _root.menu.skirmish.AI_defensive.colorTransformTo(100, 0, 100, 0, 100, 0, 100, 0, 0.4, "easeOutSine"); _root.menu.skirmish.AI_balanced.colorTransformTo(100, 0, 100, 0, 100, 0, 100, 0, 0.4, "easeOutSine"); break; case "AI_defensive" : _root.skirmishMap.enemyMood = "defensive"; _root.menu.skirmish.AI_aggressive.buttonSelected = false; _root.menu.skirmish.AI_defensive.buttonSelected = true; _root.menu.skirmish.AI_balanced.buttonSelected = false; _root.menu.skirmish.AI_aggressive.colorTransformTo(100, 0, 100, 0, 100, 0, 100, 0, 0.4, "easeOutSine"); _root.menu.skirmish.AI_defensive.colorTransformTo(220, 0, 220, 0, 220, 0, 100, 0, 0.4, "easeOutSine"); _root.menu.skirmish.AI_balanced.colorTransformTo(100, 0, 100, 0, 100, 0, 100, 0, 0.4, "easeOutSine"); break; case "AI_balanced" : _root.skirmishMap.enemyMood = "balanced"; _root.menu.skirmish.AI_aggressive.buttonSelected = false; _root.menu.skirmish.AI_defensive.buttonSelected = false; _root.menu.skirmish.AI_balanced.buttonSelected = true; _root.menu.skirmish.AI_aggressive.colorTransformTo(100, 0, 100, 0, 100, 0, 100, 0, 0.4, "easeOutSine"); _root.menu.skirmish.AI_defensive.colorTransformTo(100, 0, 100, 0, 100, 0, 100, 0, 0.4, "easeOutSine"); _root.menu.skirmish.AI_balanced.colorTransformTo(220, 0, 220, 0, 220, 0, 100, 0, 0.4, "easeOutSine"); break; case "map_short" : _root.skirmishMap.file = "skirmishMap_short"; _root.menu.skirmish.map_short.buttonSelected = true; _root.menu.skirmish.map_medium.buttonSelected = false; _root.menu.skirmish.map_long.buttonSelected = false; _root.menu.skirmish.map_short.colorTransformTo(220, 0, 220, 0, 220, 0, 100, 0, 0.4, "easeOutSine"); _root.menu.skirmish.map_medium.colorTransformTo(100, 0, 100, 0, 100, 0, 100, 0, 0.4, "easeOutSine"); _root.menu.skirmish.map_long.colorTransformTo(100, 0, 100, 0, 100, 0, 100, 0, 0.4, "easeOutSine"); break; case "map_medium" : _root.skirmishMap.file = "skirmishMap_medium"; _root.menu.skirmish.map_short.buttonSelected = false; _root.menu.skirmish.map_medium.buttonSelected = true; _root.menu.skirmish.map_long.buttonSelected = false; _root.menu.skirmish.map_short.colorTransformTo(100, 0, 100, 0, 100, 0, 100, 0, 0.4, "easeOutSine"); _root.menu.skirmish.map_medium.colorTransformTo(220, 0, 220, 0, 220, 0, 100, 0, 0.4, "easeOutSine"); _root.menu.skirmish.map_long.colorTransformTo(100, 0, 100, 0, 100, 0, 100, 0, 0.4, "easeOutSine"); break; case "map_long" : _root.skirmishMap.file = "skirmishMap_long"; _root.menu.skirmish.map_short.buttonSelected = false; _root.menu.skirmish.map_medium.buttonSelected = false; _root.menu.skirmish.map_long.buttonSelected = true; _root.menu.skirmish.map_short.colorTransformTo(100, 0, 100, 0, 100, 0, 100, 0, 0.4, "easeOutSine"); _root.menu.skirmish.map_medium.colorTransformTo(100, 0, 100, 0, 100, 0, 100, 0, 0.4, "easeOutSine"); _root.menu.skirmish.map_long.colorTransformTo(220, 0, 220, 0, 220, 0, 100, 0, 0.4, "easeOutSine"); break; case "mines_few" : _root.menu.skirmish.mines_few.buttonSelected = true; _root.menu.skirmish.mines_medium.buttonSelected = false; _root.menu.skirmish.mines_many.buttonSelected = false; _root.menu.skirmish.mines_few.colorTransformTo(220, 0, 220, 0, 220, 0, 100, 0, 0.4, "easeOutSine"); _root.menu.skirmish.mines_medium.colorTransformTo(100, 0, 100, 0, 100, 0, 100, 0, 0.4, "easeOutSine"); _root.menu.skirmish.mines_many.colorTransformTo(100, 0, 100, 0, 100, 0, 100, 0, 0.4, "easeOutSine"); break; case "mines_medium" : _root.menu.skirmish.mines_few.buttonSelected = false; _root.menu.skirmish.mines_medium.buttonSelected = true; _root.menu.skirmish.mines_many.buttonSelected = false; _root.menu.skirmish.mines_few.colorTransformTo(100, 0, 100, 0, 100, 0, 100, 0, 0.4, "easeOutSine"); _root.menu.skirmish.mines_medium.colorTransformTo(220, 0, 220, 0, 220, 0, 100, 0, 0.4, "easeOutSine"); _root.menu.skirmish.mines_many.colorTransformTo(100, 0, 100, 0, 100, 0, 100, 0, 0.4, "easeOutSine"); break; case "mines_many" : _root.menu.skirmish.mines_few.buttonSelected = false; _root.menu.skirmish.mines_medium.buttonSelected = false; _root.menu.skirmish.mines_many.buttonSelected = true; _root.menu.skirmish.mines_few.colorTransformTo(100, 0, 100, 0, 100, 0, 100, 0, 0.4, "easeOutSine"); _root.menu.skirmish.mines_medium.colorTransformTo(100, 0, 100, 0, 100, 0, 100, 0, 0.4, "easeOutSine"); _root.menu.skirmish.mines_many.colorTransformTo(220, 0, 220, 0, 220, 0, 100, 0, 0.4, "easeOutSine"); } }; } function addRemoveSkirmishUnits(btnName, unitName) { if (menu.skirmish[btnName].buttonSelected == false) { menu.skirmish[btnName].buttonSelected = true; _root.skirmishMap.availableUnits.push(unitName); _root.menu.skirmish[unitName].colorTransformTo(220, 0, 220, 0, 220, 0, 220, 0, 0.4, "easeOutSine"); } else { menu.skirmish[btnName].buttonSelected = false; _root.menu.skirmish[unitName].colorTransformTo(100, 0, 100, 0, 100, 0, 100, 0, 0.4, "easeOutSine"); for (x in _root.skirmishMap.availableUnits) { if (_root.skirmishMap.availableUnits[x] == unitName) { _root.skirmishMap.availableUnits.splice(x, 1); } } } } function saveSkirmishSettings() { } function skirmishMapSettings() { initBattleStats(); if (_root.menu.skirmish.british.buttonSelected == true) { playerTeam.team = "british"; compTeam.team = "german"; } else { playerTeam.team = "german"; compTeam.team = "british"; } if (_root.menu.skirmish.easy.buttonSelected == true) { skirmishMap.enemyRate = 20; skirmishMap.enemySupportRate = 30; skirmishMap.enemyUnits = new Array("riflemen", "riflemen", "riflemen", "riflemen", "assault", "machineGun"); if (random(randomiseUnits) == 0) { skirmishMap.enemyUnits = new Array("riflemen", "riflemen", "assault", "riflemen", "machineGun", "riflemen"); } if (random(randomiseUnits) == 1) { skirmishMap.enemyUnits = new Array("riflemen", "assault", "machineGun", "riflemen", "riflemen"); } skirmishMap.enemySupport = new Array("mortar"); } if (_root.menu.skirmish.medium.buttonSelected == true) { skirmishMap.enemyRate = 15; skirmishMap.enemySupportRate = 20; skirmishMap.enemyUnits = new Array("riflemen", "riflemen", "officer", "sniper", "assault", "machineGun"); if (random(randomiseUnits) == 0) { skirmishMap.enemyUnits = new Array("assault", "riflemen", "machineGun", "sniper", "riflemen", "officer"); } if (random(randomiseUnits) == 1) { skirmishMap.enemyUnits = new Array("riflemen", "officer", "riflemen", "sniper", "assault", "assault", "machineGun"); } skirmishMap.enemySupport = new Array("mortar", "artillery"); } if (_root.menu.skirmish.hard.buttonSelected == true) { skirmishMap.enemyRate = 10; skirmishMap.enemySupportRate = 15; skirmishMap.enemyUnits = new Array("riflemen", "sniper", "riflemen", "machineGun", "officer", "assault", "tank", "machineGun"); if (random(randomiseUnits) == 0) { skirmishMap.enemyUnits = new Array("assault", "assault", "machineGun", "riflemen", "sniper", "officer", "tank"); } if (random(randomiseUnits) == 1) { skirmishMap.enemyUnits = new Array("riflemen", "riflemen", "machineGun", "officer", "sniper", "riflemen", "tank"); } skirmishMap.enemySupport = new Array("mortar", "artillery", "antiTank"); } skirmishTrenchNum = _root.menu.skirmish.trenches.text; if (((((skirmishTrenchNum != 1) && (skirmishTrenchNum != 2)) && (skirmishTrenchNum != 3)) && (skirmishTrenchNum != 4)) && (skirmishTrenchNum != 5)) { skirmishTrenchNum = 0; } skirmishWireNum = _root.menu.skirmish.wire.text; if ((((skirmishWireNum != 1) && (skirmishWireNum != 2)) && (skirmishWireNum != 3)) && (skirmishWireNum != 4)) { skirmishWireNum = 0; } skirmishMap.wire = skirmishWireNum; if (skirmishMap.file == "skirmishMap_short") { skirmishMap.mapWidth = 800; skirmishMap.trenchPos = new Array(); skirmishMap.britishMines = new Array(); skirmishMap.germanMines = new Array(); switch (skirmishTrenchNum) { case "1" : skirmishMap.trenchPos = new Array("600"); skirmishMap.wire1Pos = 300; skirmishMap.wire2Pos = 750; skirmishMap.wire3Pos = 200; skirmishMap.wire4Pos = 950; break; case "2" : skirmishMap.trenchPos = new Array("300", "900"); skirmishMap.wire1Pos = 400; skirmishMap.wire2Pos = 700; skirmishMap.wire3Pos = 200; skirmishMap.wire4Pos = 1000; break; case "3" : skirmishMap.trenchPos = new Array("300", "600", "900"); skirmishMap.wire1Pos = 450; skirmishMap.wire2Pos = 750; skirmishMap.wire3Pos = 200; skirmishMap.wire4Pos = 1000; break; case "4" : skirmishMap.trenchPos = new Array("300", "500", "700", "900"); skirmishMap.wire1Pos = 400; skirmishMap.wire2Pos = 800; skirmishMap.wire3Pos = 600; skirmishMap.wire4Pos = 1600; break; case "5" : skirmishMap.trenchPos = new Array("300", "450", "600", "750", "900"); skirmishMap.wire1Pos = 520; skirmishMap.wire2Pos = 680; skirmishMap.wire3Pos = 375; skirmishMap.wire4Pos = 825; } } if (skirmishMap.file == "skirmishMap_medium") { skirmishMap.mapWidth = 1300; skirmishMap.trenchPos = new Array(); skirmishMap.britishMines = new Array(); skirmishMap.germanMines = new Array(); switch (skirmishTrenchNum) { case "1" : skirmishMap.trenchPos = new Array("750"); skirmishMap.wire1Pos = 400; skirmishMap.wire2Pos = 800; skirmishMap.wire3Pos = 200; skirmishMap.wire4Pos = 950; break; case "2" : skirmishMap.trenchPos = new Array("300", "1100"); skirmishMap.wire1Pos = 400; skirmishMap.wire2Pos = 700; skirmishMap.wire3Pos = 200; skirmishMap.wire4Pos = 1000; break; case "3" : skirmishMap.trenchPos = new Array("300", "650", "1100"); skirmishMap.wire1Pos = 450; skirmishMap.wire2Pos = 900; skirmishMap.wire3Pos = 200; skirmishMap.wire4Pos = 1000; break; case "4" : skirmishMap.trenchPos = new Array("200", "550", "850", "1100"); skirmishMap.wire1Pos = 400; skirmishMap.wire2Pos = 800; skirmishMap.wire3Pos = 600; skirmishMap.wire4Pos = 1600; break; case "5" : skirmishMap.trenchPos = new Array("300", "500", "700", "900", "1100"); skirmishMap.wire1Pos = 580; skirmishMap.wire2Pos = 780; skirmishMap.wire3Pos = 375; skirmishMap.wire4Pos = 825; } } if (skirmishMap.file == "skirmishMap_long") { skirmishMap.mapWidth = 1800; skirmishMap.trenchPos = new Array(); skirmishMap.britishMines = new Array(); skirmishMap.germanMines = new Array(); switch (skirmishTrenchNum) { case "1" : skirmishMap.trenchPos = new Array("1000"); skirmishMap.wire1Pos = 800; skirmishMap.wire2Pos = 1200; skirmishMap.wire3Pos = 400; skirmishMap.wire4Pos = 1500; break; case "2" : skirmishMap.trenchPos = new Array("300", "1700"); skirmishMap.wire1Pos = 450; skirmishMap.wire2Pos = 1300; skirmishMap.wire3Pos = 850; skirmishMap.wire4Pos = 1100; break; case "3" : skirmishMap.trenchPos = new Array("300", "1000", "1700"); skirmishMap.wire1Pos = 450; skirmishMap.wire2Pos = 1500; skirmishMap.wire3Pos = 850; skirmishMap.wire4Pos = 1100; break; case "4" : skirmishMap.trenchPos = new Array("300", "800", "1300", "1700"); skirmishMap.wire1Pos = 400; skirmishMap.wire2Pos = 1500; skirmishMap.wire3Pos = 900; skirmishMap.wire4Pos = 1100; break; case "5" : skirmishMap.trenchPos = new Array("300", "600", "900", "1300", "1700"); skirmishMap.wire1Pos = 400; skirmishMap.wire2Pos = 1500; skirmishMap.wire3Pos = 800; skirmishMap.wire4Pos = 1100; } } if (_root.menu.skirmish.mines_few.buttonSelected == true) { randomMineSpot1 = random(skirmishMap.mapWidth) + 200; randomMineSpot2 = random(skirmishMap.mapWidth) + 200; skirmishMap.britishMines = new Array(); skirmishMap.germanMines = new Array(); skirmishMap.britishMines.push(randomMineSpot1); skirmishMap.germanMines.push(randomMineSpot2); skirmishMap.britishMinesMax = 5; skirmishMap.germanMinesMax = 5; } if (_root.menu.skirmish.mines_medium.buttonSelected == true) { randomMineSpot1 = random(skirmishMap.mapWidth) + 200; randomMineSpot2 = random(skirmishMap.mapWidth) + 200; randomMineSpot3 = random(skirmishMap.mapWidth) + 200; randomMineSpot4 = random(skirmishMap.mapWidth) + 200; skirmishMap.britishMines = new Array(); skirmishMap.germanMines = new Array(); skirmishMap.britishMines.push(randomMineSpot1, randomMineSpot2); skirmishMap.germanMines.push(randomMineSpot3, randomMineSpot4); skirmishMap.britishMinesMax = 12; skirmishMap.germanMinesMax = 12; } if (_root.menu.skirmish.mines_many.buttonSelected == true) { randomMineSpot1 = random(skirmishMap.mapWidth) + 200; randomMineSpot2 = random(skirmishMap.mapWidth) + 200; randomMineSpot3 = random(skirmishMap.mapWidth) + 200; randomMineSpot4 = random(skirmishMap.mapWidth) + 200; randomMineSpot5 = random(skirmishMap.mapWidth) + 200; randomMineSpot6 = random(skirmishMap.mapWidth) + 200; randomMineSpot7 = random(skirmishMap.mapWidth) + 200; randomMineSpot8 = random(skirmishMap.mapWidth) + 200; skirmishMap.britishMines = new Array(); skirmishMap.germanMines = new Array(); skirmishMap.britishMines.push(randomMineSpot1, randomMineSpot2, randomMineSpot3, randomMineSpot4); skirmishMap.germanMines.push(randomMineSpot5, randomMineSpot6, randomMineSpot7, randomMineSpot8); skirmishMap.britishMinesMax = 30; skirmishMap.germanMinesMax = 30; } } function loadInGameMenu() { game.state = "paused"; stopAllSoldiers(); _root.hud.attachMovie("inGameMenu", "inGameMenu", depth_HUD_inGameMenu); _root.hud.inGameMenu._x = Stage.width / 2; _root.hud.inGameMenu._y = (Stage.height / 2) - 25; _root.hud.inGameMenu.backing.alphaTo(60, 1); if (soundEffectsOn == true) { _root.hud.inGameMenu.sound_on.activated = true; _root.hud.inGameMenu.sound_on.colorTransformTo(220, 0, 220, 0, 220, 0, 100, 0, 0.4, "easeOutSine"); } if (soundEffectsOn == false) { _root.hud.inGameMenu.sound_off.activated = true; _root.hud.inGameMenu.sound_off.colorTransformTo(220, 0, 220, 0, 220, 0, 100, 0, 0.4, "easeOutSine"); } if (_quality == "LOW") { _root.hud.inGameMenu.low.activated = true; _root.hud.inGameMenu.low.colorTransformTo(220, 0, 220, 0, 220, 0, 100, 0, 0.4, "easeOutSine"); } if (_quality == "MEDIUM") { _root.hud.inGameMenu.medium.activated = true; _root.hud.inGameMenu.medium.colorTransformTo(220, 0, 220, 0, 220, 0, 100, 0, 0.4, "easeOutSine"); } if (_quality == "HIGH") { _root.hud.inGameMenu.high.activated = true; _root.hud.inGameMenu.high.colorTransformTo(220, 0, 220, 0, 220, 0, 100, 0, 0.4, "easeOutSine"); } } function hideInGameMenu() { _root.hud.inGameMenu.alphaTo(0, 1, "linear", 0, function () { if (game.state != "endBattle") { game.state = "unpaused"; startAllSoldiers(); } removeMovieClip(this); }); } function buttonSetup_inGameMenu(btnName) { _root.hud.inGameMenu[btnName].activated = false; _root.hud.inGameMenu[btnName].onRollOver = function () { playRollOverSound(); this.colorTransformTo(220, 0, 220, 0, 220, 0, 100, 0, 0.4, "easeOutSine"); }; _root.hud.inGameMenu[btnName].onRollOut = function () { if (this.activated == false) { this.colorTransformTo(100, 0, 100, 0, 100, 0, 100, 0, 0.4, "easeOutSine"); } }; _root.hud.inGameMenu[btnName].onRelease = function () { playClickSound(); switch (btnName) { case "low" : _root._quality = "LOW"; this.activated = true; _root.hud.inGameMenu.medium.activated = false; _root.hud.inGameMenu.high.activated = false; _root.hud.inGameMenu.medium.colorTransformTo(100, 0, 100, 0, 100, 0, 100, 0, 0.4, "easeOutSine"); _root.hud.inGameMenu.high.colorTransformTo(100, 0, 100, 0, 100, 0, 100, 0, 0.4, "easeOutSine"); break; case "medium" : _root._quality = "MEDIUM"; this.activated = true; _root.hud.inGameMenu.low.activated = false; _root.hud.inGameMenu.high.activated = false; _root.hud.inGameMenu.low.colorTransformTo(100, 0, 100, 0, 100, 0, 100, 0, 0.4, "easeOutSine"); _root.hud.inGameMenu.high.colorTransformTo(100, 0, 100, 0, 100, 0, 100, 0, 0.4, "easeOutSine"); break; case "high" : _root._quality = "HIGH"; this.activated = true; _root.hud.inGameMenu.medium.activated = false; _root.hud.inGameMenu.low.activated = false; _root.hud.inGameMenu.medium.colorTransformTo(100, 0, 100, 0, 100, 0, 100, 0, 0.4, "easeOutSine"); _root.hud.inGameMenu.low.colorTransformTo(100, 0, 100, 0, 100, 0, 100, 0, 0.4, "easeOutSine"); break; case "sound_on" : soundEffectsOn = true; this.activated = true; _root.hud.inGameMenu.sound_off.activated = false; _root.hud.inGameMenu.sound_off.colorTransformTo(100, 0, 100, 0, 100, 0, 100, 0, 0.4, "easeOutSine"); break; case "sound_off" : soundEffectsOn = false; this.activated = true; _root.hud.inGameMenu.sound_on.activated = false; _root.hud.inGameMenu.sound_on.colorTransformTo(100, 0, 100, 0, 100, 0, 100, 0, 0.4, "easeOutSine"); break; case "quitBattle" : hideInGameMenu(); endBattle(compTeam.team, "morale"); break; case "quitToMenu" : loopambienceRain.stop(); loopambience.stop(); game.state = "paused"; unloadMap(); removeMovieClip(hud); loadMenu(); break; case "close" : saveGameSettings(); hideInGameMenu(); } }; } function setupHelp() { if ((helpArrayIndex > 0) || (helpEnabled == false)) { hud.help.unitHelp._visible = false; } hud.help.unitHelp.header.text = "CREATE UNITS HERE"; hud.help.unitHelp.desc.text = "Click the portraits to create units. Deploying a unit will reset ALL timers."; hud.help.progressBar.gotoAndStop("flipped"); hud.help.progressBar.header.text = "GROUND TAKEN"; hud.help.progressBar.desc.text = "The top bar shows the ground taken by your army. Move your men to the enemy's end of the battlefield to win."; hud.help.morale.gotoAndStop("flipped"); hud.help.morale.header.text = "MORALE BAR"; hud.help.morale.desc.text = "Seeing men die around them will make your army lose morale. Lose enough morale and your army may surrender."; hud.help.upgrades.header.text = "UPGRADES"; hud.help.upgrades.desc.text = "Killing enemies and winning battles will earn you XP. Earn enough XP and you'll be awarded an upgrade point."; hud.help.support.header.text = "FIRE SUPPORT"; hud.help.support.desc.text = "To use your fire support items, click the icon, then click the red target on the map."; hud.help.progressBar._alpha = 0; hud.help.morale._visible = false; hud.help.morale._alpha = 0; hud.help.upgrades._visible = false; hud.help.upgrades._alpha = 0; hud.help.support._visible = false; hud.help.support._alpha = 0; hud.help.support.closeButton.onRelease = (hud.help.unitHelp.closeButton.onRelease = (hud.help.progressBar.closeButton.onRelease = (hud.help.morale.closeButton.onRelease = (hud.help.upgrades.closeButton.onRelease = function () { playClickSound(); this._parent.alphaTo(0, 0.6, "easeOutSine", 0, function () { this._visible = false; }); })))); } function showHelp() { helpCountdown--; if ((helpCountdown <= 0) && (helpEnabled == true)) { if ((helpArrayIndex < 3) || ((helpArrayIndex == 3) && (currentMap.mission >= 2))) { hud.help[helpArray[helpArrayIndex]]._visible = true; hud.help[helpArray[helpArrayIndex]].alphaTo(100, 0.8, "easeOutSine"); hud.help[helpArray[helpArrayIndex]].alphaTo(0, 0.8, "easeOutSine", 30); helpArrayIndex++; helpCountdown = helpCountdownMax; saveGameSettings(); } if (helpArrayIndex > helpArray.length) { helpEnabled = false; saveGameSettings(); } } } function resetDepthVariables() { squadNumber = 0; soldierNumber = 0; particleCount = depth_particles; xpCount = 0; grenNumber = 0; grenadeCollisions = 0; wireCount = 0; soundEffects = 0; specialRounds = 0; decals = 0; gasCollisions = 0; } function resetCareerStats() { career_soldiersKilled = 0; career_soldiersLost = 0; career_trenchesTaken = 0; career_supportUsed = 0; career_wins = 0; career_losses = 0; career_moraleWins = 0; career_moraleLosses = 0; career_conquerWins = 0; career_conquerLosses = 0; career_moraleGained = 0; career_moraleLost = 0; career_experienceGained = 0; career_bonusExpGained = 0; career_riflemenDeployed = 0; career_assaultDeployed = 0; career_machineGunDeployed = 0; career_sniperDeployed = 0; career_officerDeployed = 0; career_tankDeployed = 0; } function showEnding() { loadScreen.gotoAndStop("endGame"); switch (random(5) + 1) { case 1 : loadScreen.ending.paper.headLine.text = playerTeam.team.toUpperCase() + " ARMY LED TO GLORIOUS VICTORY"; break; case 2 : loadScreen.ending.paper.headLine.text = playerTeam.team.toUpperCase() + " ARMY CONQUERS ALL"; break; case 3 : loadScreen.ending.paper.headLine.text = playerTeam.team.toUpperCase() + " FORCES VICTORIOUS"; break; case 4 : loadScreen.ending.paper.headLine.text = playerTeam.team.toUpperCase() + " ARMED FORCES SURGE TO VICTORY"; break; case 5 : loadScreen.ending.paper.headLine.text = playerTeam.team.toUpperCase() + " MEN LED TO VICTORY IN EUROPE"; break; default : loadScreen.ending.paper.headLine.text = playerTeam.team.toUpperCase() + " ARMY LED TO GLORIOUS VICTORY"; } loadScreen.campaignStats.end_soldiersKilled.text = career_soldiersKilled; loadScreen.campaignStats.end_soldiersLost.text = career_soldiersLost; loadScreen.campaignStats.end_trenchesTaken.text = career_trenchesTaken; loadScreen.campaignStats.end_supportUsed.text = career_supportUsed; loadScreen.campaignStats.end_wins.text = career_wins; loadScreen.campaignStats.end_losses.text = career_losses; loadScreen.campaignStats.end_moraleWins.text = career_moraleWins; loadScreen.campaignStats.end_moraleLosses.text = career_moraleLosses; loadScreen.campaignStats.end_conquerWins.text = career_conquerWins; loadScreen.campaignStats.end_conquerLosses.text = career_conquerLosses; loadScreen.campaignStats.end_xpGained.text = career_experienceGained; loadScreen.campaignStats.end_bonusXPGained.text = career_bonusExpGained; loadScreen.campaignStats.end_riflemen.text = career_riflemenDeployed; loadScreen.campaignStats.end_assault.text = career_assaultDeployed; loadScreen.campaignStats.end_machineGun.text = career_machineGunDeployed; loadScreen.campaignStats.end_sniper.text = career_sniperDeployed; loadScreen.campaignStats.end_officer.text = career_officerDeployed; loadScreen.campaignStats.end_tank.text = career_tankDeployed; } function slowEnterFrame() { slowEFcount--; if (slowEFcount <= 0) { removeAd(); enemyUnitGenerator(); enemySupportGenerator(); sortSoldierDepths(); updateProgressBar(); updateMoraleBar(); enemyUnitAI(); slowEFcount = slowEFcountMax; } } function mediumEnterFrame() { mediumEFcount--; if (mediumEFcount <= 0) { findMines("german"); findMines("british"); findWire("german"); findWire("british"); findOfficer("german"); findOfficer("british"); updateTrenchHealthBars(); mediumEFcount = mediumEFcountMax; } } function stopAllSoldiers() { for (b in britishSquadsOnScreen) { for (s in britishSquadsOnScreen[b].members) { britishSquadsOnScreen[b].members[s].stop(); } } for (g in germanSquadsOnScreen) { for (s in germanSquadsOnScreen[b].members) { germanSquadsOnScreen[b].members[s].stop(); } } } function startAllSoldiers() { for (b in britishSquadsOnScreen) { for (s in britishSquadsOnScreen[b].members) { if (britishSquadsOnScreen[b].members[s].animating == true) { britishSquadsOnScreen[b].members[s].play(); } } } for (g in germanSquadsOnScreen) { for (s in germanSquadsOnScreen[b].members) { if (germanSquadsOnScreen[b].members[s].animating == true) { germanSquadsOnScreen[b].members[s].play(); } } } } stop(); _quality = "MEDIUM"; var debugMode = false; var intoMenu = true; var slowEFcount = 0; var slowEFcountMax = 40; var mediumEFcount = 0; var mediumEFcountMax = 4; var depth_sound_tanks = 60; var depth_menu = 850000; var depth_gameMenu = 855000; var depth_menu_upgrades = 860000; var depth_dialog = 950000; var depth_unlockDialog = 960000; var depth_blackOut = 1500000; var depth_cursor = 1550000; var depth_console = 1600000; var depth_HUD = 900000; var depth_HUD_upgrades = 910000; var depth_HUD_inGameMenu = 920000; var depth_HUD_panArrow = 1000; var depth_HUD_fps = 1001; var depth_HUD_quickMessage = 1002; var depth_HUD_console = 5000; var depth_world = 1000; var depth_world_decals = 1500; var depth_world_deadSoldiers = 10000; var depth_world_wire = 15000; var depth_world_soldiers = 20000; var depth_world_soldiersSorted = 30000; var depth_world_grenade = 400000; var depth_world_artillery = 500000; var depth_world_rainHolder = 700000; var depth_world_trenchHUD = 750000; var depth_world_target = 900000; var depth_world_xpIcons = 950000; var depth_bg_trenches = 100; var depth_particles = 480000; var depth_bounceParticles = 680000; var saveGameExists = false; saveGameData = SharedObject.getLocal("ConArtists_Warfare1917"); checkForSaveGame(); initDialogBoxes(); var quickMessageTime = 0; var soundEffects = 0; var soundEffectsOn = true; var musicOn = true; var playingContinue; var xpBarText; var prevExpLevel = 0; var xpSoFar = 0; var nextXPLevel = 0; var updateFPScountMax = 20; var updateFPScount = updateFPScountMax; var panSpeed = 20; var panBuffer = 80; var panInterfaceBlock = (Stage.height - 80); var camera; camera.state = "free"; var a = 0; british = new Object(); british.name = "british"; british.teamColour = "0x666600"; british.spawnPoint = -100; british.gasMasksOn = false; german = new Object(); german.name = "german"; german.teamColour = "0x222222"; german.spawnPoint = 1700; german.gasMasksOn = false; playerTeam = new Object(); playerTeam.team = "empty"; compTeam = new Object(); compTeam.team = "empty"; british.base = new Object(); british.base.health = 0; british.base.speed = 0; british.base.units = ["base"]; british.artillery = new Object(); british.artillery.name = "Artillery"; british.artillery.description = "Artillery"; british.artillery.unlockDescription = "Devastating heavy rounds that will destroy anything in their way."; british.artillery.damage = 500; british.artillery.timer = 400; british.mortar = new Object(); british.mortar.name = "Mortar"; british.mortar.description = "Mortar"; british.mortar.unlockDescription = "Explosive rounds good for hitting large numbers of infantry in the open."; british.mortar.damage = 200; british.tankShell = new Object(); british.tankShell.name = "Riflemen"; british.tankShell.description = "Riflemen"; british.tankShell.damage = 200; british.grenade = new Object(); british.grenade.name = "Grenade"; british.grenade.description = "Grenade"; british.grenade.damage = 100; british.gas = new Object(); british.gas.name = "Gas"; british.gas.description = "Gas"; british.gas.unlockDescription = "Gas rounds are a long lasting area attack. Best used on men in entrenched positions."; british.gas.duration = 450; british.antiTank = new Object(); british.antiTank.name = "AntiTank"; british.antiTank.description = "AntiTank"; british.antiTank.unlockDescription = "Direct fire rounds for taking out tanks."; british.antiTank.damage = 650; british.mine = new Object(); british.mine.name = "Mine"; british.mine.description = "Mine"; british.mine.unlockDescription = "Gas rounds are a long lasting area attack. Best used on men in entrenched positions."; british.mine.damage = 250; british.riflemen = new Object(); british.riflemen.name = "Riflemen"; british.riflemen.description = "Riflemen"; british.riflemen.unlockDescription = "British riflemen are the core of your infantry. Good in most situations."; british.riflemen.units = ["rifleman", "rifleman", "rifleman", "rifleman", "rifleman", "rifleman"]; british.riflemen.range = 450; british.riflemen.speed = 1.8; british.riflemen.soldierHealth = 40; british.riflemen.health = (british.riflemen.units.length + 1) * british.riflemen.soldierHealth; british.rifleman = new Object(); british.rifleman.mainWeapon = "enfield"; british.rifleman.damage = 15; british.rifleman.firePose = "rifle"; british.rifleman.health = 10; british.assault = new Object(); british.assault.name = "Assault Team"; british.assault.description = "Assault Team"; british.assault.unlockDescription = "Using rush tactics and mills bombs, Assault Teams are best at clearing trenches."; british.assault.units = ["grenadier", "grenadier", "grenadier", "grenadier"]; british.assault.range = 450; british.assault.speed = 2.1; british.assault.soldierHealth = 150; british.assault.health = (british.assault.units.length + 1) * british.assault.soldierHealth; british.grenadier = new Object(); british.grenadier.mainWeapon = "enfield"; british.grenadier.secondWeapon = "grenade"; british.grenadier.damage = 12; british.grenadier.firePose = "rifle"; british.grenadier.health = 10; british.machineGun = new Object(); british.machineGun.name = "Machine Gun Team"; british.machineGun.description = "The Lewis Gunneroos"; british.machineGun.unlockDescription = "Carrying the Lewis Gun, these teams are your defensive backbone. Keep them entrenched."; british.machineGun.mainWeapon = "enfield"; british.machineGun.units = ["machineGunner", "rifleman", "rifleman"]; british.machineGun.range = 450; british.machineGun.speed = 1.5; british.machineGun.soldierHealth = 70; british.machineGun.health = (british.machineGun.units.length + 1) * british.machineGun.soldierHealth; british.machineGunner = new Object(); british.machineGunner.mainWeapon = "lewis"; british.machineGunner.firePose = "machineGun"; british.machineGunner.damage = 5; british.mgAssist = new Object(); british.mgAssist.mainWeapon = "pistol"; british.mgAssist.firePose = "pistol"; british.mgAssist.damage = 1.25; british.sniper = new Object(); british.sniper.name = "Sharpshooter"; british.sniper.description = "British Sharpshooter"; british.sniper.unlockDescription = "These men are the best shots in the company. Devastating to enemy machine gun teams."; british.sniper.mainWeapon = "enfieldSniper"; british.sniper.units = ["sharpShooter"]; british.sniper.range = 600; british.sniper.speed = 1.65; british.sniper.soldierHealth = 90; british.sniper.health = (british.sniper.units.length + 1) * british.sniper.soldierHealth; british.sharpShooter = new Object(); british.sharpShooter.mainWeapon = "enfieldSniper"; british.sharpShooter.firePose = "sniper"; british.sharpShooter.damage = 70; british.spotter = new Object(); british.spotter.mainWeapon = "pistol"; british.spotter.health = 10; british.officer = new Object(); british.officer.name = "officer"; british.officer.description = "Officer"; british.officer.unlockDescription = "Officers inspire their men, providing them with an accuracy bonus when close."; british.officer.units = ["lieutenant"]; british.officer.range = 450; british.officer.mainWeapon = "pistol"; british.officer.speed = 1.5; british.officer.soldierHealth = 115; british.officer.health = (british.officer.units.length + 1) * british.officer.soldierHealth; british.lieutenant = new Object(); british.lieutenant.mainWeapon = "pistol"; british.lieutenant.firePose = "pistol"; british.lieutenant.damage = 1.9; british.tank = new Object(); british.tank.name = "tank"; british.tank.description = "Tank Mark IV"; british.tank.unlockDescription = "'Land-ships' are a fearsome sight to the Fritz. Blazing machine guns and cannons, hurrah!"; british.tank.units = ["tankMarkIV"]; british.tank.range = 650; british.tank.mainWeapon = "mainGun"; british.tank.secondaryWeapon = "tankMG"; british.tank.speed = 0.6; british.tank.soldierHealth = 1000; british.tank.health = british.tank.units.length * british.tank.soldierHealth; british.tankMarkIV = new Object(); british.tankMarkIV.mainWeapon = "tankMG"; british.tankMarkIV.damage = 8; german.base = new Object(); german.base.health = 0; german.base.speed = 0; german.base.units = ["base"]; german.artillery = new Object(); german.artillery.name = "Artillery"; german.artillery.description = "Artillery"; german.artillery.unlockDescription = "Heavy artillery rounds for taking out all types of targets."; german.artillery.damage = 500; german.mortar = new Object(); german.mortar.name = "Mortar"; german.mortar.description = "Mortar"; german.mortar.unlockDescription = "Indirect medium explosive fire."; german.mortar.damage = 200; german.tankShell = new Object(); german.tankShell.name = "Riflemen"; german.tankShell.description = "Riflemen"; german.tankShell.damage = 200; german.grenade = new Object(); german.grenade.name = "Grenade"; german.grenade.description = "Grenade"; german.grenade.damage = 100; german.gas = new Object(); german.gas.name = "Gas"; german.gas.description = "Gas"; german.gas.unlockDescription = "Toxic gases used to disable enemies. Best used on entrenched soldiers."; german.gas.duration = 350; german.antiTank = new Object(); german.antiTank.name = "AntiTank"; german.antiTank.description = "Anti-Tank"; german.antiTank.unlockDescription = "Direct fire rounds for taking out tanks."; german.antiTank.damage = 450; german.mine = new Object(); german.mine.name = "Mine"; german.mine.description = "Mine"; german.mine.unlockDescription = "Gas rounds are a long lasting area attack. Best used on men in entrenched positions."; german.mine.damage = 250; german.riflemen = new Object(); german.riflemen.name = "Riflemen"; german.riflemen.description = "Riflemen"; german.riflemen.units = ["rifleman", "rifleman", "rifleman", "rifleman", "rifleman"]; german.riflemen.range = 450; german.riflemen.speed = 1.8; german.riflemen.morale = 100; german.riflemen.unlockDescription = "Our riflemen are excellent all round soldiers."; german.riflemen.soldierHealth = 45; german.riflemen.health = (german.riflemen.units.length + 1) * german.riflemen.soldierHealth; german.rifleman = new Object(); german.rifleman.mainWeapon = "mauser"; german.rifleman.firePose = "rifle"; german.rifleman.damage = 15; german.rifleman.health = 0; german.assault = new Object(); german.assault.name = "Assault Team"; german.assault.description = "Sturmtruppen"; german.assault.units = ["grenadier", "grenadier", "grenadier", "grenadier"]; german.assault.range = 450; german.assault.speed = 2.1; german.assault.soldierHealth = 165; german.assault.health = (german.assault.units.length + 1) * german.assault.soldierHealth; german.assault.unlockDescription = "Sturmtruppen or Assault Troops are trained in assaulting trenches."; german.grenadier = new Object(); german.grenadier.mainWeapon = "mauser"; german.grenadier.secondWeapon = "grenade"; german.grenadier.damage = 15; german.grenadier.firePose = "rifle"; german.grenadier.health = 10; german.machineGun = new Object(); german.machineGun.name = "Machine Gun Team"; german.machineGun.description = "Machine Gun Team"; german.machineGun.mainWeapon = "Lewis Gun"; german.machineGun.units = ["machineGunner", "rifleman", "rifleman"]; german.machineGun.range = 450; german.machineGun.speed = 1.5; german.machineGun.soldierHealth = 70; german.machineGun.health = (german.machineGun.units.length + 1) * german.machineGun.soldierHealth; german.machineGun.unlockDescription = "Machine gun teams are best entrenched in defensive positions."; german.machineGunner = new Object(); german.machineGunner.mainWeapon = "lewis"; german.machineGunner.firePose = "machineGun"; german.machineGunner.damage = 6; german.machineGunner.health = 10; german.mgAssist = new Object(); german.mgAssist.mainWeapon = "pistol"; german.mgAssist.health = 10; german.sniper = new Object(); german.sniper.name = "Sharpshooter"; german.sniper.description = "German Sharpshooter"; german.sniper.mainWeapon = "enfieldSniper"; german.sniper.units = ["sharpShooter"]; german.sniper.range = 600; german.sniper.speed = 1.65; german.sniper.unlockDescription = "The sharpshooter is a deadly tool against enemies at long range."; german.sniper.soldierHealth = 90; german.sniper.health = (german.sniper.units.length + 1) * german.sniper.soldierHealth; german.sharpShooter = new Object(); german.sharpShooter.mainWeapon = "mauserSniper"; german.sharpShooter.firePose = "sniper"; german.sharpShooter.damage = 70; german.spotter = new Object(); german.spotter.mainWeapon = "pistol"; german.spotter.health = 10; german.officer = new Object(); german.officer.name = "officer"; german.officer.description = "Officer"; german.officer.units = ["lieutenant"]; german.officer.range = 450; german.officer.mainWeapon = "pistol"; german.officer.speed = 1.5; german.officer.unlockDescription = "Our officers provide a boost to the morale of the men."; german.officer.soldierHealth = 115; german.officer.health = (german.officer.units.length + 1) * german.officer.soldierHealth; german.lieutenant = new Object(); german.lieutenant.mainWeapon = "pistol"; german.lieutenant.firePose = "pistol"; german.lieutenant.damage = 1.9; german.tank = new Object(); german.tank.name = "tank"; german.tank.description = "A7V Tank"; german.tank.units = ["tankMarkIV"]; german.tank.range = 650; german.tank.mainWeapon = "mainGun"; german.tank.secondaryWeapon = "tankMG"; german.tank.speed = 0.6; german.tank.unlockDescription = "Our answer to the Mark IV. Devastating to infantry."; german.tank.soldierHealth = 800; german.tank.health = german.tank.units.length * german.tank.soldierHealth; german.tankMarkIV = new Object(); german.tankMarkIV.mainWeapon = "tankMG"; german.tankMarkIV.damage = 10; var squadNumber = 0; var soldierNumber = 0; var britishSquadsOnScreen = new Array(); var germanSquadsOnScreen = new Array(); var britishOfficers = new Array(); var germanOfficers = new Array(); british.squadLeaders = new Array(); german.squadLeaders = new Array(); var conquerWinArea = 150; var squadLocalX = 0; var squadGlobalX = 0; var squadLocalPoint = new Object(); var currentSquadProx = 0; var targetingBuffer = 120; var officerInfluence = 150; var officerFound = false; var trenchBoundary = 150; var wireSpeedMod = 1.5; var mineBoundary = 60; var mineEnemyName; var mineDeathChance = 16; var mineVictim = 0; var currentMapMines_british = 0; var currentMapMines_german = 0; var firstEnemyUnit = true; var enemyUnitRate = 0; var enemyUnitRateMax = 0; var enemyUnitWave = 0; var AIpanicMode = false; var enemySupportRate = 0; var enemySupportRateMax = 0; var enemySupportWave = 0; var closestSupportTargetX = 0; var enemySupportTarget = null; var squadToHit = 0; var squadMemberNumberToHit = 0; var showBulletDustChance = 2; var trenchDefence = 0.2; var trenchBonus = 1.3; var officerBonus = 1.5; var explosiveDamage = 0; var clearDeadSoldierTime = 15000; var explosionSurvivalChance = 5; var deadTanks = new Array(); var particleCount = depth_particles; var bounceParticleCount = depth_bounceParticles; var randomLimb = 0; var randomSound = null; var flashRandomDelay = 0; var rainSetup = false; var rainDrops = 130; var numRainDrops = 0; var numRainSplash = 0; var specialRounds = 0; var decals = 0; var numArtilleryRounds = 8; var numMortarRounds = 8; var numGasRounds = 2; var numAntiTankRounds = 5; var tempNumMortarRounds = 0; var tempNumArtilleryRounds = 0; var tempNumGasRounds = 0; var tempNumAntiTankRounds = 0; var decalRemoveDelay = 15; var gasCollisions = 0; var gasDamage = 0.4; var activeGas = new Array(); var gasDetectRange = 400; var closestPlayerTeamSquadX = -1; var closestCompTeamSquadX = world.bg._width; var progressBarPlayerScale = 0; var progressBarCompScale = 0; var lastProgPlayerScale = 0; var lastProgCompScale = 0; var supportTargets = 0; var currentFireSupportTime = 0; var enemyTeamInterfaceColour = "0x888888"; slot1_unit = new Object(); slot1_unit.name = "riflemen"; slot1_unit.unitType = "Riflemen"; slot1_unit.description = "Good vs Infantry. \rWeak vs Armor."; slot1_unit.timer = 300; slot2_unit = new Object(); slot2_unit.name = "assault"; slot2_unit.unitType = "Assault Team"; slot2_unit.description = "Strong vs Entrenched.\rAvg vs Armor."; slot2_unit.timer = 420; slot3_unit = new Object(); slot3_unit.name = "machineGun"; slot3_unit.unitType = "Lewis Gunners"; slot3_unit.description = "Good vs Infantry \rwhen entrenched."; slot3_unit.timer = 600; slot4_unit = new Object(); slot4_unit.name = "sniper"; slot4_unit.unitType = "Sharpshooter"; slot4_unit.description = "Strong vs Infantry \rat long range."; slot4_unit.timer = 800; slot5_unit = new Object(); slot5_unit.name = "officer"; slot5_unit.unitType = "Officer"; slot5_unit.description = "Adds morale. \rDamage bonus to soldiers."; slot5_unit.timer = 600; slot6_unit = new Object(); slot6_unit.name = "tank"; slot6_unit.unitType = "Mark IV Tank"; slot6_unit.description = "Strong vs All. Weak vs Fire support."; slot6_unit.timer = 1500; var allSlots = new Array(); supportSlot1_special = new Object(); supportSlot1_special.name = "mortar"; supportSlot1_special.unitType = "Mortar Strike"; supportSlot1_special.description = "Medium explosive.\rGood vs exposed infantry."; supportSlot1_special.timer = 2000; supportSlot2_special = new Object(); supportSlot2_special.name = "artillery"; supportSlot2_special.unitType = "Artillery Strike"; supportSlot2_special.description = "Heavy bombardment.\rGood vs All units."; supportSlot2_special.timer = 4000; supportSlot3_special = new Object(); supportSlot3_special.name = "gas"; supportSlot3_special.unitType = "Gas"; supportSlot3_special.description = "Poison gas attack.\rGood vs Infantry."; supportSlot3_special.timer = 2500; supportSlot4_special = new Object(); supportSlot4_special.name = "antiTank"; supportSlot4_special.unitType = "Anti-Tank"; supportSlot4_special.description = "Anti-tank cannon.\rDirect fire."; supportSlot4_special.timer = 1500; var supportSlots = new Array(); var retry = false; var lastMap; var createEnemyUnits = true; var battleNum = 1; var britishEnemiesKilled = 0; var germanEnemiesKilled = 0; var britishUnitsLost = 0; var germanUnitsLost = 0; var britishUnitsDeployed = 0; var germanUnitsDeployed = 0; var britishTrenchesTaken = 0; var germanTrenchesTaken = 0; var britishSupportUsed = 0; var germanSupportUsed = 0; var endOfBattle = false; var playerBonusXP = 0; var killDifference = 0; var AImortarTarget = 0; var mapSectionFound = false; var campaignMapSectionAlpha = 35; var campaignMapSections = new Array("section1", "section2", "section3", "section4", "section5", "section6", "section7", "section8", "section9", "section10"); var currentMap; var currentMapNumber = 1; var british_map1 = new Object(); british_map1.name = "british_map1"; british_map1.mission = 1; british_map1.battleTitle = "TO THE TRENCHES"; british_map1.description = "The stretch of open ground beyond our trench should lead to a swift victory."; british_map1.mapSection = "section1"; british_map1.sectionNumber = 1; british_map1.bonusXP = 25; british_map1.rainOn = false; british_map1.friendlyMorale = 100; british_map1.enemyMorale = 100; british_map1.file = "map_british_1"; british_map1.trenchPos = new Array("200"); british_map1.wire = 0; british_map1.wire1Pos = 0; british_map1.britishMines = new Array(); british_map1.germanMines = new Array(); british_map1.britishMinesMax = 0; british_map1.germanMinesMax = 0; british_map1.unlocks = new Array(); british_map1.availableUnits = new Array("riflemen"); british_map1.enemyRate = 12; british_map1.enemyUnits = new Array("riflemen", "riflemen", "riflemen", "assault"); british_map1.enemySupport = new Array(); british_map1.enemySupportRate = 20; british_map1.enemyMood = "defensive"; var british_map2 = new Object(); british_map2.name = "british_map2"; british_map2.mission = 2; british_map2.battleTitle = "DOWNPOUR"; british_map2.description = "The enemy is dug in here, use our assault teams to drive Fritz out!"; british_map2.mapSection = "section2"; british_map2.sectionNumber = 2; british_map2.bonusXP = 50; british_map2.rainOn = true; british_map2.friendlyMorale = 80; british_map2.enemyMorale = 80; british_map2.file = "map_british_2"; british_map2.trenchPos = new Array("300", "1048"); british_map2.wire = 0; british_map2.unlocks = new Array("assault", "mortar"); british_map2.availableUnits = new Array("riflemen", "assault", "mortar"); british_map2.enemyRate = 18; british_map2.enemyUnits = new Array("riflemen", "riflemen", "riflemen", "riflemen", "machineGun"); british_map2.enemySupport = new Array(); british_map2.enemySupportRate = 15; british_map2.enemyMood = "balanced"; var british_map3 = new Object(); british_map3.name = "british_map3"; british_map3.mission = 3; british_map3.battleTitle = "TAKE COVER!"; british_map3.description = "The rain has cleared but now it's raining shells. Fritz has started bombarding us."; british_map3.mapSection = "section3"; british_map3.sectionNumber = 3; british_map3.bonusXP = 100; british_map3.friendlyMorale = 90; british_map3.enemyMorale = 90; british_map3.file = "map_british_3"; british_map3.trenchPos = new Array("290", "1360"); british_map3.wire = 1; british_map3.wire1Pos = 800; british_map3.unlocks = new Array("machineGun"); british_map3.availableUnits = new Array("riflemen", "assault", "mortar", "machineGun"); british_map3.enemyRate = 15; british_map3.enemyUnits = new Array("machineGun", "riflemen", "riflemen", "assault", "riflemen", "riflemen", "riflemen"); british_map3.enemySupport = new Array("mortar"); british_map3.enemySupportRate = 15; british_map3.enemyMood = "balanced"; var british_map4 = new Object(); british_map4.name = "british_map4"; british_map4.mission = 4; british_map4.battleTitle = "NO MAN'S LAND"; british_map4.description = "Fritz has started entrenching heavily. Wire and mines are deadly, be careful."; british_map4.mapSection = "section4"; british_map4.sectionNumber = 4; british_map4.bonusXP = 150; british_map4.friendlyMorale = 100; british_map4.enemyMorale = 100; british_map4.file = "map_british_4"; british_map4.trenchPos = new Array("540", "1360"); british_map4.wire = 2; british_map4.wire1Pos = 1150; british_map4.wire2Pos = 850; british_map4.britishMines = new Array(); british_map4.germanMines = new Array(900, 960); british_map4.britishMinesMax = 0; british_map4.germanMinesMax = 5; british_map4.unlocks = new Array(); british_map4.availableUnits = new Array("riflemen", "assault", "machineGun", "mortar"); british_map4.enemyRate = 15; british_map4.enemyUnits = new Array("machineGun", "riflemen", "riflemen", "riflemen", "assault", "sniper"); british_map4.enemySupport = new Array("mortar"); british_map4.enemySupportRate = 15; british_map4.enemyMood = "balanced"; var british_map5 = new Object(); british_map5.name = "british_map5"; british_map5.mission = 5; british_map5.battleTitle = "HEAVY GUNS"; british_map5.description = "Our fire support is in place now. Hit them with everything we've got."; british_map5.mapSection = "section5"; british_map5.sectionNumber = 5; british_map5.bonusXP = 250; british_map5.friendlyMorale = 90; british_map5.enemyMorale = 90; british_map5.file = "map_british_5"; british_map5.trenchPos = new Array("230", "800", "1380"); british_map5.wire = 1; british_map5.wire1Pos = 660; british_map5.britishMines = new Array(400, 450); british_map5.germanMines = new Array(900, 1000); british_map5.britishMinesMax = 10; british_map5.germanMinesMax = 10; british_map5.unlocks = new Array("artillery", "sniper"); british_map5.availableUnits = new Array("riflemen", "assault", "machineGun", "mortar", "artillery", "sniper"); british_map5.enemyRate = 12; british_map5.enemyUnits = new Array("machineGun", "riflemen", "riflemen", "riflemen", "assault", "sniper"); british_map5.enemySupport = new Array("mortar", "artillery"); british_map5.enemySupportRate = 20; british_map5.enemyMood = "balanced"; var british_map6 = new Object(); british_map6.name = "british_map6"; british_map6.mission = 6; british_map6.battleTitle = "YELLOW CROSS"; british_map6.description = "Our fire support is in place now. Hit them with everything we've got."; british_map6.mapSection = "section6"; british_map6.sectionNumber = 6; british_map6.bonusXP = 450; british_map6.friendlyMorale = 90; british_map6.enemyMorale = 80; british_map6.file = "map_british_6"; british_map6.trenchPos = new Array("230", "950", "1380"); british_map6.wire = 2; british_map6.wire1Pos = 800; british_map6.wire2Pos = 1100; british_map6.britishMines = new Array(800, 850); british_map6.germanMines = new Array(1100, 1100); british_map6.britishMinesMax = 5; british_map6.germanMinesMax = 5; british_map6.unlocks = new Array("officer", "gas"); british_map6.availableUnits = new Array("riflemen", "assault", "machineGun", "mortar", "artillery", "sniper", "officer", "gas"); british_map6.enemyRate = 13; british_map6.enemyUnits = new Array("machineGun", "riflemen", "riflemen", "riflemen", "assault", "sniper", "officer"); british_map6.enemySupport = new Array("mortar", "artillery", "gas"); british_map6.enemySupportRate = 20; british_map6.enemyMood = "balanced"; var british_map7 = new Object(); british_map7.name = "british_map7"; british_map7.mission = 7; british_map7.battleTitle = "LAND-SHIPS"; british_map7.description = "Our fire support is in place now. Hit them with everything we've got."; british_map7.mapSection = "section7"; british_map7.sectionNumber = 7; british_map7.bonusXP = 600; british_map7.rainOn = true; british_map7.friendlyMorale = 80; british_map7.enemyMorale = 80; british_map7.file = "map_british_7"; british_map7.trenchPos = new Array(); british_map7.wire = 2; british_map7.wire1Pos = 800; british_map7.wire2Pos = 1100; british_map7.britishMines = new Array(); british_map7.germanMines = new Array(); british_map7.britishMinesMax = 0; british_map7.germanMinesMax = 0; british_map7.unlocks = new Array("tank"); british_map7.availableUnits = new Array("riflemen", "assault", "machineGun", "mortar", "artillery", "sniper", "officer", "gas", "tank"); british_map7.enemyRate = 12; british_map7.enemyUnits = new Array("machineGun", "riflemen", "riflemen", "tank", "riflemen", "assault", "sniper", "officer"); british_map7.enemySupport = new Array("mortar", "artillery", "gas"); british_map7.enemySupportRate = 20; british_map7.enemyMood = "balanced"; var british_map8 = new Object(); british_map8.name = "british_map8"; british_map8.mission = 8; british_map8.battleTitle = "EXPLODING GROUND"; british_map8.description = "There is a mess of trenches and mines between us and the German line."; british_map8.mapSection = "section8"; british_map8.sectionNumber = 8; british_map8.bonusXP = 50; british_map8.friendlyMorale = 70; british_map8.enemyMorale = 70; british_map8.file = "map_british_8"; british_map8.trenchPos = new Array("410", "800", "1150", "1505"); british_map8.wire = 4; british_map8.wire1Pos = 500; british_map8.wire2Pos = 950; british_map8.wire3Pos = 1250; british_map8.wire4Pos = 1400; british_map8.britishMines = new Array(); british_map8.germanMines = new Array(1250, 1200); british_map8.britishMinesMax = 0; british_map8.germanMinesMax = 10; british_map8.unlocks = new Array("antiTank"); british_map8.availableUnits = new Array("riflemen", "assault", "machineGun", "mortar", "artillery", "sniper", "officer", "gas", "tank", "antiTank"); british_map8.enemyRate = 15; british_map8.enemyUnits = new Array("machineGun", "riflemen", "riflemen", "tank", "riflemen", "assault", "sniper", "officer", "tank"); british_map8.enemySupport = new Array("mortar", "artillery", "gas"); british_map8.enemySupportRate = 30; british_map8.enemyMood = "balanced"; var british_map9 = new Object(); british_map9.name = "british_map9"; british_map9.mission = 9; british_map9.battleTitle = "THE LAST STAND"; british_map9.description = "Take this ground and we have won this once and for all."; british_map9.mapSection = "section9"; british_map9.sectionNumber = 9; british_map9.bonusXP = 50; british_map9.friendlyMorale = 70; british_map9.enemyMorale = 70; british_map9.file = "map_british_9"; british_map9.trenchPos = new Array("1130", "1376"); british_map9.wire = 4; british_map9.wire1Pos = 400; british_map9.wire2Pos = 550; british_map9.wire3Pos = 750; british_map9.wire4Pos = 900; british_map9.britishMines = new Array(); british_map9.germanMines = new Array(500, 800, 1000); british_map9.britishMinesMax = 0; british_map9.germanMinesMax = 20; british_map9.unlocks = new Array(); british_map9.availableUnits = new Array("riflemen", "assault", "machineGun", "mortar", "artillery", "sniper", "officer", "gas", "tank", "antiTank"); british_map9.enemyRate = 10; british_map9.enemyUnits = new Array("machineGun", "riflemen", "riflemen", "tank", "riflemen", "assault", "sniper", "officer", "tank"); british_map9.enemySupport = new Array("mortar", "artillery", "gas", "antiTank"); british_map9.enemySupportRate = 20; british_map9.enemyMood = "aggressive"; var german_map1 = new Object(); german_map1.name = "german_map1"; german_map1.mission = 1; german_map1.battleTitle = "FORWARD!"; german_map1.description = "Make your way across this open field and take that trench."; german_map1.rainOn = true; german_map1.mapSection = "section10"; german_map1.sectionNumber = 10; german_map1.friendlyMorale = 150; german_map1.enemyMorale = 60; german_map1.file = "map_german_1"; german_map1.trenchPos = new Array("300"); german_map1.wire = 1; german_map1.wire1Pos = 500; german_map1.britishMines = new Array(450, 455); german_map1.germanMines = new Array(1100, 1150); german_map1.britishMinesMax = 4; german_map1.germanMinesMax = 5; german_map1.unlocks = new Array("assault"); german_map1.availableUnits = new Array("riflemen", "assault"); german_map1.enemyRate = 20; german_map1.enemyUnits = new Array("riflemen", "riflemen", "riflemen", "assault"); german_map1.enemySupport = new Array(); german_map1.enemySupportRate = 10; german_map1.enemyMood = "aggressive"; var german_map2 = new Object(); german_map2.name = "german_map2"; german_map2.mission = 2; german_map2.battleTitle = "TOMMY'S LONG RUN"; german_map2.description = "Hold the line here, Tommy has a long way to come."; german_map2.rainOn = true; german_map2.mapSection = "section9"; german_map2.sectionNumber = 9; german_map2.friendlyMorale = 150; german_map2.enemyMorale = 60; german_map2.file = "map_german_2"; german_map2.trenchPos = new Array("1050"); german_map2.wire = 1; german_map2.wire1Pos = 850; german_map2.britishMines = new Array(); german_map2.germanMines = new Array(700, 750); german_map2.britishMinesMax = 1; german_map2.germanMinesMax = 10; german_map2.unlocks = new Array("machineGun"); german_map2.availableUnits = new Array("riflemen", "assault", "machineGun"); german_map2.enemyRate = 11; german_map2.enemyUnits = new Array("riflemen", "assault", "riflemen", "assault", "machineGun"); german_map2.enemySupport = new Array("mortar"); german_map2.enemySupportRate = 12; german_map2.enemyMood = "aggressive"; var german_map3 = new Object(); german_map3.name = "german_map3"; german_map3.mission = 3; german_map3.battleTitle = "HEAVY DEFENCE"; german_map3.description = "We have the advantage, stem the flow of attacks and force them to quit."; german_map3.rainOn = false; german_map3.mapSection = "section8"; german_map3.sectionNumber = 8; german_map3.friendlyMorale = 150; german_map3.enemyMorale = 60; german_map3.file = "map_german_3"; german_map3.trenchPos = new Array("220", "1130", "1360"); german_map3.wire = 2; german_map3.wire1Pos = 550; german_map3.wire1Pos = 850; german_map3.britishMines = new Array(); german_map3.germanMines = new Array(700, 750); german_map3.britishMinesMax = 1; german_map3.germanMinesMax = 5; german_map3.unlocks = new Array("officer"); german_map3.availableUnits = new Array("riflemen", "assault", "machineGun", "officer"); german_map3.enemyRate = 10; german_map3.enemyUnits = new Array("riflemen", "assault", "officer", "riflemen", "assault", "machineGun"); german_map3.enemySupport = new Array("mortar", "artillery"); german_map3.enemySupportRate = 15; german_map3.enemyMood = "aggressive"; var german_map4 = new Object(); german_map4.name = "german_map4"; german_map4.mission = 4; german_map4.battleTitle = "CLOSE LINES"; german_map4.description = "The lines here are tight. Be careful not to hit our own with mortars."; german_map4.rainOn = false; german_map4.mapSection = "section7"; german_map4.sectionNumber = 7; german_map4.friendlyMorale = 80; german_map4.enemyMorale = 100; german_map4.file = "map_german_4"; german_map4.trenchPos = new Array("625", "950"); german_map4.wire = 2; german_map4.wire1Pos = 550; german_map4.wire1Pos = 850; german_map4.britishMines = new Array(300, 350); german_map4.germanMines = new Array(700, 750); german_map4.britishMinesMax = 5; german_map4.germanMinesMax = 5; german_map4.unlocks = new Array("mortar"); german_map4.availableUnits = new Array("riflemen", "assault", "machineGun", "officer", "mortar"); german_map4.enemyRate = 12; german_map4.enemyUnits = new Array("riflemen", "assault", "officer", "riflemen", "sniper", "assault", "machineGun"); german_map4.enemySupport = new Array("mortar", "artillery"); german_map4.enemySupportRate = 18; german_map4.enemyMood = "aggressive"; var german_map5 = new Object(); german_map5.name = "german_map5"; german_map5.mission = 5; german_map5.battleTitle = "IMPENETRABLE"; german_map5.description = "Our two lines must not be broken!"; german_map5.rainOn = false; german_map5.mapSection = "section6"; german_map5.sectionNumber = 6; german_map5.friendlyMorale = 80; german_map5.enemyMorale = 100; german_map5.file = "map_german_5"; german_map5.trenchPos = new Array("350", "1345", "1642"); german_map5.wire = 2; german_map5.wire1Pos = 500; german_map5.wire2Pos = 850; german_map5.britishMines = new Array(400, 450); german_map5.germanMines = new Array(500, 750); german_map5.britishMinesMax = 10; german_map5.germanMinesMax = 5; german_map5.unlocks = new Array("artillery"); german_map5.availableUnits = new Array("riflemen", "assault", "machineGun", "officer", "mortar", "artillery"); german_map5.enemyRate = 13; german_map5.enemyUnits = new Array("riflemen", "assault", "riflemen", "sniper", "assault", "officer", "machineGun"); german_map5.enemySupport = new Array("mortar", "artillery", "gas"); german_map5.enemySupportRate = 15; german_map5.enemyMood = "aggressive"; var german_map6 = new Object(); german_map6.name = "german_map6"; german_map6.mission = 6; german_map6.battleTitle = "GAINING GROUND"; german_map6.description = "Our command has demanded that we take more ground."; german_map6.rainOn = false; german_map6.mapSection = "section5"; german_map6.sectionNumber = 5; german_map6.friendlyMorale = 80; german_map6.enemyMorale = 80; german_map6.file = "map_german_6"; german_map6.trenchPos = new Array("220", "460", "1332"); german_map6.wire = 2; german_map6.wire1Pos = 520; german_map6.wire2Pos = 850; german_map6.britishMines = new Array(650, 850, 950); german_map6.germanMines = new Array(1500, 1550); german_map6.britishMinesMax = 10; german_map6.germanMinesMax = 5; german_map6.unlocks = new Array("sniper"); german_map6.availableUnits = new Array("riflemen", "assault", "machineGun", "officer", "mortar", "artillery", "sniper"); german_map6.enemyRate = 15; german_map6.enemyUnits = new Array("riflemen", "assault", "riflemen", "sniper", "assault", "officer", "machineGun"); german_map6.enemySupport = new Array("mortar", "artillery"); german_map6.enemySupportRate = 13; german_map6.enemyMood = "aggressive"; var german_map7 = new Object(); german_map7.name = "german_map7"; german_map7.mission = 7; german_map7.battleTitle = "METAL GIANTS"; german_map7.description = "The ground shakes. Distant rumbling."; german_map7.rainOn = false; german_map7.mapSection = "section4"; german_map7.sectionNumber = 4; german_map7.friendlyMorale = 80; german_map7.enemyMorale = 100; german_map7.file = "map_german_7"; german_map7.trenchPos = new Array("1650"); german_map7.wire = 4; german_map7.wire1Pos = 500; german_map7.wire2Pos = 900; german_map7.wire3Pos = 1300; german_map7.britishMines = new Array(650, 850, 950); german_map7.germanMines = new Array(750, 1150); german_map7.britishMinesMax = 5; german_map7.germanMinesMax = 10; german_map7.unlocks = new Array("gas", "antiTank"); german_map7.availableUnits = new Array("riflemen", "assault", "machineGun", "officer", "mortar", "artillery", "sniper", "gas", "antiTank"); german_map7.enemyRate = 15; german_map7.enemyUnits = new Array("assault", "tank", "riflemen", "sniper", "assault", "machineGun", "officer", "assault"); german_map7.enemySupport = new Array("mortar", "artillery"); german_map7.enemySupportRate = 12; german_map7.enemyMood = "aggressive"; var german_map8 = new Object(); german_map8.name = "german_map8"; german_map8.mission = 8; german_map8.battleTitle = "CLASH OF TITANS"; german_map8.description = "We have a response to the British Land Ships now."; german_map8.rainOn = true; german_map8.mapSection = "section3"; german_map8.sectionNumber = 3; german_map8.friendlyMorale = 80; german_map8.enemyMorale = 100; german_map8.file = "map_german_8"; german_map8.trenchPos = new Array(); german_map8.wire = 4; german_map8.wire1Pos = 500; german_map8.wire2Pos = 900; german_map8.wire3Pos = 1300; german_map8.wire4Pos = 1700; german_map8.britishMines = new Array(450, 850, 1500); german_map8.germanMines = new Array(750, 1150, 1400); german_map8.britishMinesMax = 15; german_map8.germanMinesMax = 15; german_map8.unlocks = new Array("tank"); german_map8.availableUnits = new Array("riflemen", "assault", "machineGun", "officer", "mortar", "artillery", "sniper", "tank", "antiTank", "gas"); german_map8.enemyRate = 10; german_map8.enemyUnits = new Array("tank", "assault", "riflemen", "assault", "sniper", "assault", "machineGun", "assault"); german_map8.enemySupport = new Array("mortar", "artillery", "gas", "antiTank"); german_map8.enemySupportRate = 12; german_map8.enemyMood = "aggressive"; var german_map9 = new Object(); german_map9.name = "german_map9"; german_map9.mission = 9; german_map9.battleTitle = "THE LAST LINE"; german_map9.description = "Hold off the Tommies here and we will have won."; german_map9.rainOn = false; german_map9.mapSection = "section2"; german_map9.sectionNumber = 2; german_map9.friendlyMorale = 80; german_map9.enemyMorale = 80; german_map9.file = "map_german_9"; german_map9.trenchPos = new Array("1300"); german_map9.wire = 4; german_map9.wire1Pos = 500; german_map9.wire2Pos = 900; german_map9.wire3Pos = 1000; german_map9.britishMines = new Array(650, 850, 950); german_map9.germanMines = new Array(750, 1150); german_map9.britishMinesMax = 10; german_map9.germanMinesMax = 10; german_map9.unlocks = new Array(); german_map9.availableUnits = new Array("riflemen", "assault", "machineGun", "officer", "mortar", "artillery", "sniper", "tank", "gas", "antiTank"); german_map9.enemyRate = 10; german_map9.enemyUnits = new Array("tank", "assault", "riflemen", "sniper", "assault", "machineGun", "officer", "assault"); german_map9.enemySupport = new Array("mortar", "artillery", "gas", "antiTank"); german_map9.enemySupportRate = 15; german_map9.enemyMood = "aggressive"; var wireCount = 0; var british_slot1_upgrade = new Object(); var british_slot2_upgrade = new Object(); var british_slot3_upgrade = new Object(); var british_slot4_upgrade = new Object(); var british_slot5_upgrade = new Object(); var british_slot6_upgrade = new Object(); var british_slot7_upgrade = new Object(); var british_slot8_upgrade = new Object(); var british_slot9_upgrade = new Object(); var british_slot10_upgrade = new Object(); var british_slot11_upgrade = new Object(); var british_slot12_upgrade = new Object(); var british_slot13_upgrade = new Object(); var british_slot14_upgrade = new Object(); var british_slot15_upgrade = new Object(); var british_slot16_upgrade = new Object(); var british_slot17_upgrade = new Object(); var british_slot18_upgrade = new Object(); var british_slot19_upgrade = new Object(); var british_slot20_upgrade = new Object(); var british_slot21_upgrade = new Object(); var british_slot22_upgrade = new Object(); var german_slot1_upgrade = new Object(); var german_slot2_upgrade = new Object(); var german_slot3_upgrade = new Object(); var german_slot4_upgrade = new Object(); var german_slot5_upgrade = new Object(); var german_slot6_upgrade = new Object(); var german_slot7_upgrade = new Object(); var german_slot8_upgrade = new Object(); var german_slot9_upgrade = new Object(); var german_slot10_upgrade = new Object(); var german_slot11_upgrade = new Object(); var german_slot12_upgrade = new Object(); var german_slot13_upgrade = new Object(); var german_slot14_upgrade = new Object(); var german_slot15_upgrade = new Object(); var german_slot16_upgrade = new Object(); var german_slot17_upgrade = new Object(); var german_slot18_upgrade = new Object(); var german_slot19_upgrade = new Object(); var german_slot20_upgrade = new Object(); var german_slot21_upgrade = new Object(); var german_slot22_upgrade = new Object(); var numUpgradeButtons = 24; var currentUpgradeSlot; var upgradeButtons = new Array(); var currentUpgradeObj = new Object(); var upgradePoints = 0; var overTrenchButtons; var overTrenchButtonBacking; var allInTrench; var trenchButtonVisible = false; var trenchInterfaceVisible = false; var tcc = 0; var playerMorale = 0; var playerMoraleMax = 0; var lastmoraleBarBritishScale = 0; var compMorale = 0; var compMoraleMax = 0; var lastmoraleBarGermanScale = 0; var moraleBarBritishScale = 2; var moraleBarGermanScale = 2; var currentGroundMoraleIndex = 0; var moraleRegen_german = 0; var moraleRegen_british = 0; var currentGroundMade = 0; var moraleCost = new Object(); moraleCost.soldier = 2; moraleCost.officer = 5; moraleCost.tank = 15; moraleCost.tankKilled = 10; moraleCost.friendlyFire = 10; moraleCost.officerBonus = 10; moraleCost.tankBonus = 10; var groundMoraleIndexBritish = 0; var groundMoraleIndexGerman = 0; var groundMorale = new Array(10, 20, 30, 40, 50, 60, 70, 80, 90, 95); var grenNumber = 0; var grenadeAngle; var grenAdj; var grenOpp; var grenadeCollisions = 0; var sounds_advance = 6; var sounds_attack = 3; var sounds_sniper = 3; var sounds_incoming = 4; var sounds_MG = 3; var sounds_tank = 2; var unlockQueue = new Array(); var unlocksInQueue = false; var udc = 0; var experiencePoints = 0; var experienceLevel = 0; var experienceGained = 0; var xpCount = 0; var experienceIntervals = new Array(15, 45, 90, 150, 225, 315, 420, 540, 675, 825, 990, 1170, 1390, 1615, 1855, 2110, 2880, 3165, 3465); var playingSkirmish = false; var skirmishMap = new Object(); setupSkirmishMapDefaults(); var randomiseUnits = 3; var randomMineSpot1 = 0; var randomMineSpot2 = 0; var randomMineSpot3 = 0; var randomMineSpot4 = 0; var randomMineSpot5 = 0; var randomMineSpot6 = 0; var randomMineSpot7 = 0; var randomMineSpot8 = 0; var helpEnabled = true; var helpArray = new Array("progressBar", "morale", "upgrades", "support"); var helpArrayIndex = 0; var helpCountdownMax = 4; var helpCountdown = helpCountdownMax; var career_soldiersKilled = 0; var career_soldiersLost = 0; var career_trenchesTaken = 0; var career_supportUsed = 0; var career_wins = 0; var career_losses = 0; var career_moraleGained = 0; var career_moraleLost = 0; var career_experienceGained = 0; var career_bonusExpGained = 0; var career_riflemenDeployed = 0; var career_assaultDeployed = 0; var career_machineGunDeployed = 0; var career_sniperDeployed = 0; var career_officerDeployed = 0; var career_tankDeployed = 0; var career_conquerWins = 0; var career_conquerLosses = 0; var career_moraleWins = 0; var career_moraleLosses = 0; game = new Object(); game.state = "paused"; if (intoMenu == true) { setupSound(); loadGameSettings(); loadGameInfo(); loadMenu(); } _root.onEnterFrame = function () { if (game.state == "unpaused") { slowEnterFrame(); mediumEnterFrame(); cameraControl(); gasCloudCollisions("german"); gasCloudCollisions("british"); squadAI("german"); squadAI("british"); } if (game.state == "endBattle") { cameraControl(); squadAI("german"); squadAI("british"); } }; Stage.showMenu = false; adBox._visible = false; mainAd._visible = false; removeAd();
Symbol 16 MovieClip Frame 1
stop();
Symbol 26 MovieClip Frame 1
stop();
Symbol 38 MovieClip Frame 1
stop();
Symbol 49 MovieClip Frame 1
stop();
Symbol 60 MovieClip Frame 1
stop();
Symbol 72 MovieClip Frame 1
stop();
Instance of Symbol 68 MovieClip in Symbol 72 MovieClip Frame 1
onClipEvent (load) { this.gotoAndStop(random(10) + 1); }
Instance of Symbol 70 MovieClip "bloodSplat" in Symbol 72 MovieClip Frame 1
onClipEvent (load) { this._visible = false; }
Symbol 84 MovieClip Frame 1
stop();
Instance of Symbol 70 MovieClip "bloodSplat" in Symbol 84 MovieClip Frame 1
onClipEvent (load) { this._visible = false; }
Symbol 96 MovieClip Frame 1
stop();
Symbol 102 MovieClip Frame 1
stop();
Instance of Symbol 99 MovieClip in Symbol 102 MovieClip Frame 1
onClipEvent (load) { this._visible = false; }
Symbol 106 MovieClip Frame 1
stop();
Symbol 122 MovieClip Frame 1
stop();
Symbol 176 MovieClip Frame 4
stop();
Symbol 177 MovieClip Frame 1
stop();
Instance of Symbol 99 MovieClip in Symbol 177 MovieClip Frame 1
onClipEvent (load) { this._visible = false; }
Instance of Symbol 176 MovieClip in Symbol 177 MovieClip Frame 2
onClipEvent (load) { this._visible = false; if (random(2) == 0) { this._visible = true; this._xscale = random(90) + 130; this._rotation = this._rotation + (random(4) - 2); } }
Symbol 209 MovieClip Frame 4
stop();
Symbol 210 MovieClip Frame 1
stop();
Instance of Symbol 99 MovieClip in Symbol 210 MovieClip Frame 1
onClipEvent (load) { this._visible = false; }
Instance of Symbol 209 MovieClip in Symbol 210 MovieClip Frame 2
onClipEvent (load) { this._visible = false; if (random(2) == 0) { this._visible = true; this._xscale = random(90) + 130; this._rotation = this._rotation + (random(4) - 2); } }
Symbol 257 MovieClip Frame 32
stop();
Instance of Symbol 109 MovieClip "selectedRing" in Symbol 289 MovieClip [soldier] Frame 1
onClipEvent (load) { this._visible = false; }
Instance of Symbol 111 MovieClip "collision" in Symbol 289 MovieClip [soldier] Frame 1
onClipEvent (load) { this._visible = false; }
Instance of Symbol 111 MovieClip "backing" in Symbol 289 MovieClip [soldier] Frame 1
onClipEvent (load) { this._alpha = 0; }
Instance of Symbol 117 MovieClip "healthBar" in Symbol 289 MovieClip [soldier] Frame 1
onClipEvent (load) { this._visible = false; }
Symbol 289 MovieClip [soldier] Frame 19
this.animating = true;
Symbol 289 MovieClip [soldier] Frame 38
if (this.alive == true) { gotoAndPlay ("rifle_run"); }
Symbol 289 MovieClip [soldier] Frame 40
play(); this.animating = true;
Symbol 289 MovieClip [soldier] Frame 61
gotoAndPlay ("victoryStandingLoop");
Symbol 289 MovieClip [soldier] Frame 63
play(); this.animating = true;
Symbol 289 MovieClip [soldier] Frame 81
this.animating = false; stop();
Symbol 289 MovieClip [soldier] Frame 85
play(); this.animating = true; this.changingPosition = true; this.inPosition = false;
Symbol 289 MovieClip [soldier] Frame 116
head.gasMask._visible = true;
Symbol 289 MovieClip [soldier] Frame 128
this.animating = false; this.gasMaskOn = true; this.changingPosition = false; stop();
Symbol 289 MovieClip [soldier] Frame 132
play(); this.animating = true; this.changingPosition = true; this.inPosition = false;
Symbol 289 MovieClip [soldier] Frame 137
head.gasMask._visible = false;
Symbol 289 MovieClip [soldier] Frame 168
this.animating = false; this.gasMaskOff = true; this.changingPosition = false; stop();
Symbol 289 MovieClip [soldier] Frame 175
this.animating = true; this.changingPosition = true; this.inPosition = false; selectedRing.stopTween(); selectedRing._alpha = 0; healthBar.stopTween(); healthBar._alpha = 0;
Symbol 289 MovieClip [soldier] Frame 195
this.inTrench = true; this.changingPosition = false; this.enteringTrench = false; this.position = "trench";
Symbol 289 MovieClip [soldier] Frame 217
this.animating = false; stop();
Symbol 289 MovieClip [soldier] Frame 219
this.animating = true; this.changingPosition = true; this.inPosition = false; selectedRing.stopTween(); selectedRing._alpha = 0; healthBar.stopTween(); healthBar._alpha = 0;
Symbol 289 MovieClip [soldier] Frame 239
this.inTrench = true; this.changingPosition = false; this.enteringTrench = false; this.position = "trench";
Symbol 289 MovieClip [soldier] Frame 261
this.animating = false; stop();
Symbol 289 MovieClip [soldier] Frame 265
this.animating = true; this.firing = true; this.moveAnim = false; weapon.muzzleFlash.play(); tracer.play(); play();
Symbol 289 MovieClip [soldier] Frame 317
this.animating = false; this.firing = false; stop();
Symbol 289 MovieClip [soldier] Frame 319
this.animating = true; selectedRing.stopTween(); selectedRing._alpha = 0; healthBar.stopTween(); healthBar._alpha = 0;
Instance of Symbol 109 MovieClip "selectedRing" in Symbol 289 MovieClip [soldier] Frame 319
onClipEvent (load) { this._visible = false; }
Symbol 289 MovieClip [soldier] Frame 340
this.animating = false; this.exitedTrench = true; this.position = "standing";
Symbol 289 MovieClip [soldier] Frame 353
this.animating = true; this.firing = true; this.moveAnim = false; weapon.muzzleFlash.play(); tracer.play(); play();
Symbol 289 MovieClip [soldier] Frame 450
this.animating = false; this.firing = false; stop();
Symbol 289 MovieClip [soldier] Frame 451
this.animating = true; this.firing = true; this.moveAnim = false; weapon.muzzleFlash.play(); tracer.play();
Symbol 289 MovieClip [soldier] Frame 544
this.firing = false; stop();
Symbol 289 MovieClip [soldier] Frame 545
this.animating = true; this.firing = true; this.moveAnim = false; weapon.muzzleFlash.play(); tracer.play();
Symbol 289 MovieClip [soldier] Frame 548
this.animating = false; this.firing = false; stop();
Symbol 289 MovieClip [soldier] Frame 566
this.animating = true; play();
Symbol 289 MovieClip [soldier] Frame 596
gotoAndPlay ("victoryLoopTrench");
Symbol 289 MovieClip [soldier] Frame 600
this.animating = true; play();
Symbol 289 MovieClip [soldier] Frame 617
this.animating = false; stop();
Symbol 289 MovieClip [soldier] Frame 620
this.animating = true; play();
Symbol 289 MovieClip [soldier] Frame 747
this.animating = false; stop();
Symbol 289 MovieClip [soldier] Frame 750
this.animating = true; play();
Symbol 289 MovieClip [soldier] Frame 767
this.animating = false; stop();
Symbol 289 MovieClip [soldier] Frame 769
this.animating = true; this.moveAnim = false; this.inMovingPosition = false; this.changingPosition = true;
Instance of Symbol 111 MovieClip "collision" in Symbol 289 MovieClip [soldier] Frame 769
onClipEvent (load) { this._visible = false; }
Symbol 289 MovieClip [soldier] Frame 784
this.animating = false; this.position = "prone"; this.inPosition = true; this.changingPosition = false; this.animating = false; stop();
Symbol 289 MovieClip [soldier] Frame 787
this.animating = true; this.changingPosition = true; play();
Symbol 289 MovieClip [soldier] Frame 816
stop(); this.animating = false; this.position = "standing"; this.inMovingPosition = true; this.changingPosition = false;
Symbol 289 MovieClip [soldier] Frame 821
this.animating = true; this.firing = true; this.moveAnim = false; weapon.muzzleFlash.play(); tracer.play();
Symbol 289 MovieClip [soldier] Frame 888
this.firing = false; this.animating = false; stop();
Symbol 289 MovieClip [soldier] Frame 894
this.animating = true; this.firing = true; this.moveAnim = false; weapon.muzzleFlash.play(); tracer.play();
Symbol 289 MovieClip [soldier] Frame 897
this.firing = false; this.animating = false; stop();
Symbol 289 MovieClip [soldier] Frame 914
this.animating = true; this.firing = true; this.moveAnim = false; weapon.muzzleFlash.play(); tracer.play();
Symbol 289 MovieClip [soldier] Frame 984
this.firing = false; this.animating = false; stop();
Symbol 289 MovieClip [soldier] Frame 985
this.animating = true;
Instance of Symbol 111 MovieClip "rangeFinder" in Symbol 289 MovieClip [soldier] Frame 985
onClipEvent (load) { this._visible = false; }
Symbol 289 MovieClip [soldier] Frame 1001
stop(); this.animating = false;
Symbol 289 MovieClip [soldier] Frame 1003
this.animating = true; this.moveAnim = false; this.inMovingPosition = false; this.changingPosition = true;
Symbol 289 MovieClip [soldier] Frame 1011
stop(); this.animating = false; this.position = "crouch"; this.inPosition = true; this.changingPosition = false;
Symbol 289 MovieClip [soldier] Frame 1022
this.animating = true; this.changingPosition = true; play();
Symbol 289 MovieClip [soldier] Frame 1030
this.position = "standing"; this.animating = false; this.inMovingPosition = true; this.changingPosition = false; stop();
Symbol 289 MovieClip [soldier] Frame 1038
this.animating = true; this.firing = true; this.moveAnim = false; weapon.muzzleFlash.play(); tracer.play();
Symbol 289 MovieClip [soldier] Frame 1119
this.firing = false; this.animating = false; stop();
Symbol 289 MovieClip [soldier] Frame 1120
this.animating = true; this.firing = true; this.moveAnim = false; weapon.muzzleFlash.play(); tracer.play();
Symbol 289 MovieClip [soldier] Frame 1123
this.firing = false; this.animating = false; stop();
Symbol 289 MovieClip [soldier] Frame 1140
this.animating = true; this.firing = true; this.moveAnim = false; weapon.muzzleFlash.play(); tracer.play();
Symbol 289 MovieClip [soldier] Frame 1215
this.firing = false; this.animating = false; stop();
Symbol 289 MovieClip [soldier] Frame 1216
this.animating = true; play();
Instance of Symbol 111 MovieClip "rangeFinder" in Symbol 289 MovieClip [soldier] Frame 1216
onClipEvent (load) { this._visible = false; }
Instance of Symbol 257 MovieClip in Symbol 289 MovieClip [soldier] Frame 1216
onClipEvent (load) { this._y = this._y + (random(10) - 5); }
Symbol 289 MovieClip [soldier] Frame 1248
stop(); this.animating = false;
Symbol 289 MovieClip [soldier] Frame 1249
this.animating = true; this.moveAnim = false; this.inMovingPosition = false; this.changingPosition = true;
Symbol 289 MovieClip [soldier] Frame 1254
this.position = "standing"; this.animating = false; this.inPosition = true; this.changingPosition = false; stop();
Symbol 289 MovieClip [soldier] Frame 1271
this.animating = true; this.firing = true; this.moveAnim = false; weapon.muzzleFlash.play(); tracer.play();
Symbol 289 MovieClip [soldier] Frame 1339
this.firing = false; this.animating = false; stop();
Symbol 289 MovieClip [soldier] Frame 1343
this.animating = true; this.firing = true; this.moveAnim = false; weapon.muzzleFlash.play(); tracer.play();
Symbol 289 MovieClip [soldier] Frame 1375
this.firing = false; this.animating = false; stop();
Symbol 289 MovieClip [soldier] Frame 1379
this.animating = true; this.firing = true; this.moveAnim = false; weapon.muzzleFlash.play(); tracer.play();
Symbol 289 MovieClip [soldier] Frame 1382
this.firing = false; this.animating = false; stop();
Symbol 289 MovieClip [soldier] Frame 1402
this.animating = true; this.firing = true; this.moveAnim = false; weapon.muzzleFlash.play(); tracer.play();
Symbol 289 MovieClip [soldier] Frame 1469
this.firing = false; this.animating = false; stop();
Symbol 289 MovieClip [soldier] Frame 1470
this.animating = true; this.changingPosition = true; play();
Symbol 289 MovieClip [soldier] Frame 1475
this.position = "standing"; this.animating = false; this.inMovingPosition = true; this.changingPosition = false; stop();
Symbol 289 MovieClip [soldier] Frame 1487
this.animating = true; this.throwingGrenade = true; this.firing = true; play();
Symbol 289 MovieClip [soldier] Frame 1507
_root.throwGrenade(this.squadObjRef.enemyTarget.members[0], this, this.team);
Symbol 289 MovieClip [soldier] Frame 1528
this.throwingGrenade = false; this.animating = false; this.firing = false; gotoAndPlay ("rifle_fire_standing");
Symbol 289 MovieClip [soldier] Frame 1534
this.animating = true; play();
Instance of Symbol 96 MovieClip "helmet" in Symbol 289 MovieClip [soldier] Frame 1534
onClipEvent (load) { this._visible = false; }
Instance of Symbol 106 MovieClip "weapon" in Symbol 289 MovieClip [soldier] Frame 1534
onClipEvent (load) { this._visible = false; }
Instance of Symbol 111 MovieClip "rangeFinder" in Symbol 289 MovieClip [soldier] Frame 1534
onClipEvent (load) { this._visible = false; }
Symbol 289 MovieClip [soldier] Frame 1579
stop(); this.animating = false; this.cacheAsBitmap = true;
Symbol 289 MovieClip [soldier] Frame 1581
this.animating = true; play();
Symbol 289 MovieClip [soldier] Frame 1741
stop(); this.cacheAsBitmap = true;
Symbol 289 MovieClip [soldier] Frame 1747
this.animating = true; play();
Instance of Symbol 257 MovieClip in Symbol 289 MovieClip [soldier] Frame 1747
onClipEvent (load) { this._y = this._y + (random(20) - 10); }
Symbol 289 MovieClip [soldier] Frame 1772
stop(); this.animating = false; this.cacheAsBitmap = true;
Symbol 289 MovieClip [soldier] Frame 1775
this.animating = true; play();
Instance of Symbol 96 MovieClip "helmet" in Symbol 289 MovieClip [soldier] Frame 1775
onClipEvent (load) { this._visible = false; }
Instance of Symbol 106 MovieClip "weapon" in Symbol 289 MovieClip [soldier] Frame 1775
onClipEvent (load) { this._visible = false; }
Symbol 289 MovieClip [soldier] Frame 1786
stop(); this.animating = false; this.cacheAsBitmap = true;
Symbol 322 MovieClip Frame 1
stop();
Instance of Symbol 319 MovieClip in Symbol 322 MovieClip Frame 1
onClipEvent (load) { this.onRollOver = function () { this.colorTransformTo(190, 0, 190, 0, 190, 0, 100, 0, 0.4, "easeOutSine"); }; this.onRollOut = function () { this.colorTransformTo(100, 0, 100, 0, 100, 0, 100, 0, 0.4, "easeOutSine"); }; this.onRelease = function () { getURL ("http://armorgames.com/", "_blank"); }; }
Instance of Symbol 328 MovieClip in Symbol 329 MovieClip Frame 1
onClipEvent (load) { this.onRelease = function () { getURL ("http://armorgames.com/", "_blank"); }; }
Symbol 363 Button
on (press) { getURL ("http://www.armorgames.com", "_blank"); }
Symbol 368 MovieClip Frame 1
stop();
Symbol 368 MovieClip Frame 225
_root.gotoAndPlay("conArtistsLogo");
Symbol 401 MovieClip Frame 333
_root.gotoAndPlay("main");
Symbol 495 MovieClip Frame 1
stop();
Symbol 503 MovieClip [particle_dustShaft] Frame 10
stop();
Symbol 578 MovieClip [particle_fireball] Frame 13
stop();
Symbol 582 MovieClip [particle_cloudDust] Frame 9
stop();
Symbol 583 MovieClip [particle_fireball_mortar] Frame 10
stop();
Symbol 584 MovieClip [particle_dustShaft_mortar] Frame 11
stop();
Symbol 587 MovieClip [particle_dirt2_mortar] Frame 6
stop();
Symbol 588 MovieClip [particle_cloudDust_mortar] Frame 9
stop();
Symbol 592 MovieClip [particle_sparks] Frame 9
stop();
Symbol 596 MovieClip [particle_cloudDust_white] Frame 15
stop();
Symbol 599 MovieClip [particle_cloudDust_bullet] Frame 9
stop();
Symbol 600 MovieClip [particle_dustShaft_bullet] Frame 2
stop();
Symbol 607 MovieClip [artilleryStrike] Frame 1
stop();
Instance of Symbol 603 MovieClip in Symbol 607 MovieClip [artilleryStrike] Frame 1
onClipEvent (load) { this._visible = false; }
Symbol 607 MovieClip [artilleryStrike] Frame 2
_root.playSound("sound_artillery_fire");
Symbol 607 MovieClip [artilleryStrike] Frame 47
_root.playIncomingSound("artillery");
Symbol 607 MovieClip [artilleryStrike] Frame 152
this.attachMovie("artilleryStrikeCollision", "collision", 500); this.collision._visible = false; _root.artilleryExplosion(this._x, this._y); _root.artilleryScorchDecal(this._x, this._y); _root.explosiveHit(this, _root.compTeam.team, this.ownerTeam, "artillery"); _root.explosiveHit(this, _root.playerTeam.team, this.ownerTeam, "artillery");
Symbol 607 MovieClip [artilleryStrike] Frame 156
stop(); removeMovieClip(this);
Instance of Symbol 577 MovieClip in Symbol 609 MovieClip [particle_fireball_tank] Frame 1
onClipEvent (load) { this._rotation = random(360); this._xscale = (this._yscale = random(60) + 40); }
Symbol 609 MovieClip [particle_fireball_tank] Frame 50
stop(); removeMovieClip(this);
Symbol 610 MovieClip [gasStrikeAnim] Frame 1
_root.playSound("sound_mortar_fire");
Instance of Symbol 603 MovieClip in Symbol 610 MovieClip [gasStrikeAnim] Frame 1
onClipEvent (load) { this._visible = false; }
Symbol 610 MovieClip [gasStrikeAnim] Frame 152
_root.gasCollisions++; this.attachMovie("gasStrikeCollision", "collision" + _root.gasCollisions, 500 + _root.gasCollisions); this["collision" + _root.gasCollisions]._visible = false; this.xTarget = this._x; this.yTarget = this._y; _root.activeGas.push(this); _root.gasExplosion(this._x, this._y, this, this["collision" + _root.gasCollisions], this.ownerTeam);
Symbol 610 MovieClip [gasStrikeAnim] Frame 154
stop();
Symbol 610 MovieClip [gasStrikeAnim] Frame 156
removeMovieClip(this);
Symbol 614 MovieClip [gasCloud] Frame 11
stop();
Symbol 615 MovieClip [particle_dustShaft_grenade] Frame 11
stop();
Symbol 616 MovieClip [particle_cloudDust_grenade] Frame 9
stop();
Symbol 617 MovieClip [particle_fireball_grenade] Frame 10
stop();
Symbol 618 MovieClip [particle_dirt2_grenade] Frame 6
stop();
Symbol 619 MovieClip [antiTankStrike] Frame 1
stop();
Instance of Symbol 603 MovieClip in Symbol 619 MovieClip [antiTankStrike] Frame 1
onClipEvent (load) { this._visible = false; }
Symbol 619 MovieClip [antiTankStrike] Frame 2
_root.playSound("sound_artillery_fire");
Symbol 619 MovieClip [antiTankStrike] Frame 82
this.attachMovie("antiTankStrikeCollision", "collision", 500); this.collision._visible = false; _root.mortarExplosion(this._x, this._y); _root.artilleryScorchDecal(this._x, this._y); _root.explosiveHit(this, _root.compTeam.team, this.ownerTeam, "antiTank"); _root.explosiveHit(this, _root.playerTeam.team, this.ownerTeam, "antiTank");
Symbol 619 MovieClip [antiTankStrike] Frame 86
stop(); removeMovieClip(this);
Symbol 621 MovieClip [mineStrike] Frame 1
_root.playSound("sound_mine_click");
Instance of Symbol 603 MovieClip in Symbol 621 MovieClip [mineStrike] Frame 1
onClipEvent (load) { this._visible = false; }
Symbol 621 MovieClip [mineStrike] Frame 16
this.attachMovie("mortarStrikeCollision", "collision", 500); this.collision._visible = false; _root.mineExplosion(this._x, this._y); _root.mortarScorchDecal(this._x, this._y); _root.explosiveHit(this, _root.compTeam.team, this.ownerTeam, "mine"); _root.explosiveHit(this, _root.playerTeam.team, this.ownerTeam, "mine");
Symbol 621 MovieClip [mineStrike] Frame 20
stop(); removeMovieClip(this);
Symbol 622 MovieClip [mortarStrike] Frame 1
stop();
Instance of Symbol 603 MovieClip in Symbol 622 MovieClip [mortarStrike] Frame 1
onClipEvent (load) { this._visible = false; }
Symbol 622 MovieClip [mortarStrike] Frame 2
_root.playSound("sound_mortar_fire");
Symbol 622 MovieClip [mortarStrike] Frame 50
_root.playIncomingSound("mortar");
Symbol 622 MovieClip [mortarStrike] Frame 101
this.attachMovie("mortarStrikeCollision", "collision", 600); this.collision._visible = false; _root.mortarExplosion(this._x, this._y); _root.mortarScorchDecal(this._x, this._y); _root.explosiveHit(this, _root.compTeam.team, this.ownerTeam, "mortar"); _root.explosiveHit(this, _root.playerTeam.team, this.ownerTeam, "mortar");
Symbol 622 MovieClip [mortarStrike] Frame 105
stop(); removeMovieClip(this);
Instance of Symbol 603 MovieClip in Symbol 623 MovieClip [tankRound] Frame 1
onClipEvent (load) { this._visible = false; }
Symbol 623 MovieClip [tankRound] Frame 6
this.attachMovie("tankStrikeCollision", "collision", 600); this.collision._visible = false; _root.mortarExplosion(this._x, this._y); _root.mortarScorchDecal(this._x, this._y); _root.explosiveHit(this, _root.compTeam.team, this.ownerTeam, "tankShell"); _root.explosiveHit(this, _root.playerTeam.team, this.ownerTeam, "tankShell");
Symbol 623 MovieClip [tankRound] Frame 10
stop(); removeMovieClip(this);
Symbol 642 MovieClip Frame 1
_root.playSound("sound_tankExplosion"); _root.playSound("sound_tankExplosion_indivExplosion");
Symbol 642 MovieClip Frame 10
_root.playSound("sound_tankExplosion_indivExplosion");
Symbol 642 MovieClip Frame 26
_root.playSound("sound_tankExplosion_indivExplosion");
Symbol 642 MovieClip Frame 53
_root.playSound("sound_tankExplosion_indivExplosion");
Symbol 642 MovieClip Frame 78
_root.playSound("sound_tankExplosion_indivExplosion");
Symbol 642 MovieClip Frame 93
stop();
Symbol 643 MovieClip Frame 1
stop();
Symbol 651 MovieClip Frame 1
stop();
Symbol 651 MovieClip Frame 7
_parent.firingSecondary = true;
Symbol 651 MovieClip Frame 10
_parent.firingSecondary = false;
Symbol 653 MovieClip Frame 41
stop();
Symbol 654 MovieClip Frame 1
stop();
Symbol 654 MovieClip Frame 7
_parent.firing = true;
Symbol 654 MovieClip Frame 103
_parent.firing = false;
Symbol 661 MovieClip Frame 1
stop();
Instance of Symbol 603 MovieClip in Symbol 661 MovieClip Frame 1
onClipEvent (load) { this._visible = false; }
Symbol 814 MovieClip Frame 1
stop();
Instance of Symbol 814 MovieClip "fireAnim3" in Symbol 815 MovieClip Frame 1
onClipEvent (load) { this._x = this._x + (random(60) - 20); this._xscale = random(60) + 70; this._yscale = random(60) + 70; }
Instance of Symbol 814 MovieClip "fireAnim1" in Symbol 815 MovieClip Frame 1
onClipEvent (load) { this._x = this._x + (random(60) - 20); this._xscale = random(60) + 70; this._yscale = random(60) + 70; }
Symbol 820 MovieClip Frame 1
stop();
Instance of Symbol 814 MovieClip "fireAnim3" in Symbol 823 MovieClip Frame 1
onClipEvent (load) { this._x = this._x + (random(60) - 20); this._xscale = random(60) + 70; this._yscale = random(60) + 70; }
Instance of Symbol 814 MovieClip "fireAnim2" in Symbol 823 MovieClip Frame 1
onClipEvent (load) { this._x = this._x + (random(60) - 20); this._xscale = random(60) + 70; this._yscale = random(60) + 70; }
Symbol 824 MovieClip [tank] Frame 1
stop(); this.animating = false;
Instance of Symbol 111 MovieClip "collision" in Symbol 824 MovieClip [tank] Frame 1
onClipEvent (load) { this._visible = false; }
Instance of Symbol 117 MovieClip "healthBar" in Symbol 824 MovieClip [tank] Frame 1
onClipEvent (load) { this._visible = false; }
Instance of Symbol 815 MovieClip "damageClip" in Symbol 824 MovieClip [tank] Frame 1
onClipEvent (load) { this._visible = false; }
Symbol 824 MovieClip [tank] Frame 18
this.animating = false;
Instance of Symbol 823 MovieClip "damageClip" in Symbol 824 MovieClip [tank] Frame 18
onClipEvent (load) { this._visible = false; }
Instance of Symbol 836 MovieClip "continueCampaign" in Symbol 840 MovieClip Frame 1
onClipEvent (load) { _root.buttonSetup_mainMenu(this._name); }
Instance of Symbol 836 MovieClip "newCampaign" in Symbol 840 MovieClip Frame 1
onClipEvent (load) { _root.buttonSetup_mainMenu(this._name); }
Instance of Symbol 836 MovieClip "options" in Symbol 840 MovieClip Frame 1
onClipEvent (load) { _root.buttonSetup_mainMenu(this._name); }
Instance of Symbol 836 MovieClip "playMoreGames" in Symbol 840 MovieClip Frame 1
onClipEvent (load) { _root.buttonSetup_mainMenu(this._name); }
Instance of Symbol 836 MovieClip "howToPlay" in Symbol 840 MovieClip Frame 1
onClipEvent (load) { _root.buttonSetup_mainMenu(this._name); }
Instance of Symbol 836 MovieClip "skirmish" in Symbol 840 MovieClip Frame 1
onClipEvent (load) { _root.buttonSetup_mainMenu(this._name); }
Instance of Symbol 836 MovieClip "credits" in Symbol 840 MovieClip Frame 1
onClipEvent (load) { _root.buttonSetup_mainMenu(this._name); }
Instance of Symbol 836 MovieClip "low" in Symbol 847 MovieClip Frame 1
onClipEvent (load) { _root.buttonSetup_options(this._name); }
Instance of Symbol 836 MovieClip "medium" in Symbol 847 MovieClip Frame 1
onClipEvent (load) { _root.buttonSetup_options(this._name); }
Instance of Symbol 836 MovieClip "high" in Symbol 847 MovieClip Frame 1
onClipEvent (load) { _root.buttonSetup_options(this._name); }
Instance of Symbol 836 MovieClip "effectsOff" in Symbol 847 MovieClip Frame 1
onClipEvent (load) { _root.buttonSetup_options(this._name); }
Instance of Symbol 836 MovieClip "effectsOn" in Symbol 847 MovieClip Frame 1
onClipEvent (load) { _root.buttonSetup_options(this._name); }
Instance of Symbol 836 MovieClip "musicOff" in Symbol 847 MovieClip Frame 1
onClipEvent (load) { _root.buttonSetup_options(this._name); }
Instance of Symbol 836 MovieClip "musicOn" in Symbol 847 MovieClip Frame 1
onClipEvent (load) { _root.buttonSetup_options(this._name); }
Instance of Symbol 846 MovieClip "backButton" in Symbol 847 MovieClip Frame 1
onClipEvent (load) { _root.buttonSetup_optionsBack(this._name); }
Symbol 864 MovieClip Frame 1
stop();
Symbol 871 MovieClip Frame 1
stop();
Instance of Symbol 856 MovieClip "british" in Symbol 880 MovieClip Frame 1
onClipEvent (load) { _root.buttonSetup_campaignSelect(this._name); }
Instance of Symbol 864 MovieClip "german" in Symbol 880 MovieClip Frame 1
onClipEvent (load) { _root.buttonSetup_campaignSelect(this._name); }
Instance of Symbol 946 MovieClip "launch" in Symbol 960 MovieClip Frame 1
onClipEvent (load) { _root.buttonSetup_mapScreen(this._name); }
Instance of Symbol 950 MovieClip "upgrades" in Symbol 960 MovieClip Frame 1
onClipEvent (load) { _root.buttonSetup_mapScreen(this._name); }
Instance of Symbol 959 MovieClip "backToMainButt" in Symbol 960 MovieClip Frame 1
onClipEvent (load) { _root.buttonSetup_mapScreen(this._name); }
Symbol 975 Button
on (release) { getURL ("mailto:con@armorgames.com"); }
Instance of Symbol 846 MovieClip "backButton" in Symbol 976 MovieClip Frame 1
onClipEvent (load) { this.buttonText.text = "CLOSE"; this.onRollOver = function () { _root.playRollOverSound(); }; this.onRelease = function () { _root.playClickSound(); _root.hideCredits(); }; }
Instance of Symbol 846 MovieClip "backButton" in Symbol 991 MovieClip Frame 1
onClipEvent (load) { this.buttonText.text = "CLOSE"; this.onRollOver = function () { _root.playRollOverSound(); }; this.onRelease = function () { _root.playClickSound(); _root.hideInstructions(); }; }
Instance of Symbol 959 MovieClip "backToMainButt" in Symbol 1035 MovieClip Frame 1
onClipEvent (load) { _root.buttonSetup_skirmish(this._name); }
Instance of Symbol 946 MovieClip "launch" in Symbol 1035 MovieClip Frame 1
onClipEvent (load) { _root.buttonSetup_skirmish(this._name); }
Instance of Symbol 999 MovieClip "british" in Symbol 1035 MovieClip Frame 1
onClipEvent (load) { _root.buttonSetup_skirmish(this._name); }
Instance of Symbol 999 MovieClip "german" in Symbol 1035 MovieClip Frame 1
onClipEvent (load) { _root.buttonSetup_skirmish(this._name); if (_root.armorGamesVersion != true) { this._visible = false; } }
Instance of Symbol 999 MovieClip "easy" in Symbol 1035 MovieClip Frame 1
onClipEvent (load) { _root.buttonSetup_skirmish(this._name); }
Instance of Symbol 999 MovieClip "medium" in Symbol 1035 MovieClip Frame 1
onClipEvent (load) { _root.buttonSetup_skirmish(this._name); }
Instance of Symbol 999 MovieClip "hard" in Symbol 1035 MovieClip Frame 1
onClipEvent (load) { _root.buttonSetup_skirmish(this._name); }
Instance of Symbol 999 MovieClip "riflemen" in Symbol 1035 MovieClip Frame 1
onClipEvent (load) { _root.buttonSetup_skirmish(this._name); }
Instance of Symbol 999 MovieClip "assault" in Symbol 1035 MovieClip Frame 1
onClipEvent (load) { _root.buttonSetup_skirmish(this._name); }
Instance of Symbol 999 MovieClip "machineGun" in Symbol 1035 MovieClip Frame 1
onClipEvent (load) { _root.buttonSetup_skirmish(this._name); }
Instance of Symbol 999 MovieClip "sniper" in Symbol 1035 MovieClip Frame 1
onClipEvent (load) { _root.buttonSetup_skirmish(this._name); }
Instance of Symbol 999 MovieClip "officer" in Symbol 1035 MovieClip Frame 1
onClipEvent (load) { _root.buttonSetup_skirmish(this._name); }
Instance of Symbol 999 MovieClip "tank" in Symbol 1035 MovieClip Frame 1
onClipEvent (load) { _root.buttonSetup_skirmish(this._name); }
Instance of Symbol 999 MovieClip "mortar" in Symbol 1035 MovieClip Frame 1
onClipEvent (load) { _root.buttonSetup_skirmish(this._name); }
Instance of Symbol 999 MovieClip "artillery" in Symbol 1035 MovieClip Frame 1
onClipEvent (load) { _root.buttonSetup_skirmish(this._name); }
Instance of Symbol 999 MovieClip "gas" in Symbol 1035 MovieClip Frame 1
onClipEvent (load) { _root.buttonSetup_skirmish(this._name); }
Instance of Symbol 999 MovieClip "antiTank" in Symbol 1035 MovieClip Frame 1
onClipEvent (load) { _root.buttonSetup_skirmish(this._name); }
Instance of Symbol 999 MovieClip "AI_aggressive" in Symbol 1035 MovieClip Frame 1
onClipEvent (load) { _root.buttonSetup_skirmish(this._name); }
Instance of Symbol 999 MovieClip "AI_defensive" in Symbol 1035 MovieClip Frame 1
onClipEvent (load) { _root.buttonSetup_skirmish(this._name); }
Instance of Symbol 999 MovieClip "AI_balanced" in Symbol 1035 MovieClip Frame 1
onClipEvent (load) { _root.buttonSetup_skirmish(this._name); }
Instance of Symbol 999 MovieClip "map_short" in Symbol 1035 MovieClip Frame 1
onClipEvent (load) { _root.buttonSetup_skirmish(this._name); }
Instance of Symbol 999 MovieClip "map_medium" in Symbol 1035 MovieClip Frame 1
onClipEvent (load) { _root.buttonSetup_skirmish(this._name); }
Instance of Symbol 999 MovieClip "map_long" in Symbol 1035 MovieClip Frame 1
onClipEvent (load) { _root.buttonSetup_skirmish(this._name); }
Instance of Symbol 999 MovieClip "mines_few" in Symbol 1035 MovieClip Frame 1
onClipEvent (load) { _root.buttonSetup_skirmish(this._name); }
Instance of Symbol 999 MovieClip "mines_medium" in Symbol 1035 MovieClip Frame 1
onClipEvent (load) { _root.buttonSetup_skirmish(this._name); }
Instance of Symbol 999 MovieClip "mines_many" in Symbol 1035 MovieClip Frame 1
onClipEvent (load) { _root.buttonSetup_skirmish(this._name); }
Instance of Symbol 1034 MovieClip "germanFlag" in Symbol 1035 MovieClip Frame 1
onClipEvent (load) { if (_root.armorGamesVersion != true) { this._visible = false; } }
Symbol 1036 MovieClip Frame 97
stop(); removeMovieClip(this);
Instance of Symbol 830 MovieClip "bg" in Symbol 1037 MovieClip [menu] Frame 1
onClipEvent (load) { this.useHandCursor = false; this.onRelease = function () { }; }
Instance of Symbol 847 MovieClip "options" in Symbol 1037 MovieClip [menu] Frame 1
onClipEvent (load) { this._visible = false; }
Instance of Symbol 880 MovieClip "teamSelect" in Symbol 1037 MovieClip [menu] Frame 1
onClipEvent (load) { this._visible = false; }
Instance of Symbol 976 MovieClip "credits" in Symbol 1037 MovieClip [menu] Frame 1
onClipEvent (load) { this._visible = false; }
Instance of Symbol 991 MovieClip "instructions" in Symbol 1037 MovieClip [menu] Frame 1
onClipEvent (load) { this._visible = false; }
Instance of Symbol 111 MovieClip "blackOut" in Symbol 1042 MovieClip [dialogBox] Frame 1
onClipEvent (load) { this.onRelease = function () { }; this.useHandCursor = false; }
Symbol 1057 MovieClip Frame 1
stop();
Symbol 1061 MovieClip Frame 1
stop();
Symbol 1065 MovieClip Frame 1
stop();
Symbol 1069 MovieClip Frame 1
stop();
Symbol 1073 MovieClip Frame 1
stop();
Symbol 1077 MovieClip Frame 1
stop();
Symbol 1081 MovieClip Frame 1
stop();
Symbol 1085 MovieClip Frame 1
stop();
Symbol 1089 MovieClip Frame 1
stop();
Symbol 1099 MovieClip Frame 1
stop();
Symbol 1109 MovieClip Frame 1
stop();
Symbol 1113 MovieClip Frame 1
stop();
Symbol 1117 MovieClip Frame 1
stop();
Symbol 1121 MovieClip Frame 1
stop();
Symbol 1125 MovieClip Frame 1
stop();
Symbol 1129 MovieClip Frame 1
stop();
Symbol 1133 MovieClip Frame 1
stop();
Symbol 1137 MovieClip Frame 1
stop();
Symbol 1154 MovieClip Frame 1
stop();
Symbol 1158 MovieClip Frame 1
stop();
Symbol 1163 MovieClip Frame 1
stop();
Symbol 1167 MovieClip Frame 1
stop();
Symbol 1171 MovieClip Frame 1
stop();
Symbol 1175 MovieClip Frame 1
stop();
Symbol 1179 MovieClip Frame 1
stop();
Symbol 1180 MovieClip [upgrades] Frame 1
stop();
Instance of Symbol 111 MovieClip "backing" in Symbol 1180 MovieClip [upgrades] Frame 1
onClipEvent (load) { this.onRelease = function () { }; this.useHandCursor = false; }
Symbol 1199 MovieClip Frame 1
stop();
Symbol 1210 MovieClip Frame 1
stop();
Symbol 1211 MovieClip Frame 1
stop();
Instance of Symbol 111 MovieClip "blackOut" in Symbol 1216 MovieClip [unlockDialog] Frame 1
onClipEvent (load) { this.onRelease = function () { }; this.useHandCursor = false; }
Instance of Symbol 111 MovieClip "backing" in Symbol 1229 MovieClip [inGameMenu] Frame 1
onClipEvent (load) { this.onRelease = function () { }; this.useHandCursor = false; }
Instance of Symbol 1221 MovieClip "close" in Symbol 1229 MovieClip [inGameMenu] Frame 1
onClipEvent (load) { this.buttonText.text = "CLOSE"; _root.buttonSetup_inGameMenu(this._name); }
Instance of Symbol 1223 MovieClip "low" in Symbol 1229 MovieClip [inGameMenu] Frame 1
onClipEvent (load) { this.buttonText.text = "LOW"; _root.buttonSetup_inGameMenu(this._name); }
Instance of Symbol 1223 MovieClip "medium" in Symbol 1229 MovieClip [inGameMenu] Frame 1
onClipEvent (load) { this.buttonText.text = "MED"; _root.buttonSetup_inGameMenu(this._name); }
Instance of Symbol 1223 MovieClip "high" in Symbol 1229 MovieClip [inGameMenu] Frame 1
onClipEvent (load) { this.buttonText.text = "HIGH"; _root.buttonSetup_inGameMenu(this._name); }
Instance of Symbol 1223 MovieClip "sound_on" in Symbol 1229 MovieClip [inGameMenu] Frame 1
onClipEvent (load) { this.buttonText.text = "ON"; _root.buttonSetup_inGameMenu(this._name); }
Instance of Symbol 1223 MovieClip "sound_off" in Symbol 1229 MovieClip [inGameMenu] Frame 1
onClipEvent (load) { this.buttonText.text = "OFF"; _root.buttonSetup_inGameMenu(this._name); }
Instance of Symbol 1226 MovieClip "quitToMenu" in Symbol 1229 MovieClip [inGameMenu] Frame 1
onClipEvent (load) { this.buttonText.text = "QUIT TO MAIN MENU"; _root.buttonSetup_inGameMenu(this._name); }
Instance of Symbol 1226 MovieClip "quitBattle" in Symbol 1229 MovieClip [inGameMenu] Frame 1
onClipEvent (load) { this.buttonText.text = "QUIT BATTLE"; _root.buttonSetup_inGameMenu(this._name); }
Symbol 1233 MovieClip [gameCursor] Frame 1
stop();
Symbol 1238 MovieClip Frame 1
stop();
Instance of Symbol 1272 MovieClip in Symbol 1311 MovieClip Frame 1
onClipEvent (load) { this.buttonText.text = "PLAY MORE GAMES"; this.onRelease = function () { getURL ("http://armorgames.com", "_blank"); }; }
Instance of Symbol 1272 MovieClip in Symbol 1311 MovieClip Frame 1
onClipEvent (load) { this.buttonText.text = "MAIN MENU"; this.onRelease = function () { _root.saveGame(); _root.loadMenu(); _root.loadScreen.alphaTo(0, 1, "linear", 0, function () { removeMovieClip(this); }); }; }
Instance of Symbol 1272 MovieClip "viewStats" in Symbol 1322 MovieClip Frame 1
onClipEvent (load) { this.buttonText.text = "CAMPAIGN STATS"; this.onRelease = function () { _root.music_endBattleMusic.volumeTo(0, 5, "easeOutSine", 0, function () { loopambience.stop(); loopambienceRain.stop(); this.stop(); }); _root.loadScreen.campaignStats._visible = true; _root.loadScreen.ending.alphaTo(0, 2, "easeOutSine", 0, function () { _root.loadScreen.ending._visible = false; }); }; }
Instance of Symbol 1322 MovieClip in Symbol 1323 MovieClip Frame 1
onClipEvent (load) { this._alpha = 0; this.alphaTo(100, 0.5, "linear", 4); }
Symbol 1323 MovieClip Frame 79
stop();
Symbol 1324 MovieClip [loadScreen] Frame 1
stop();
Instance of Symbol 1238 MovieClip "bg" in Symbol 1324 MovieClip [loadScreen] Frame 1
onClipEvent (load) { this.onRollOver = function () { this.useHandCursor = false; }; }
Instance of Symbol 1311 MovieClip "campaignStats" in Symbol 1324 MovieClip [loadScreen] Frame 21
onClipEvent (load) { this._visible = false; }
Symbol 1348 MovieClip Frame 1
stop();
Symbol 1357 MovieClip Frame 1
stop();
Symbol 1365 MovieClip Frame 1
stop();
Symbol 1366 MovieClip Frame 1
stop();
Symbol 1367 MovieClip Frame 1
stop();
Symbol 1368 MovieClip [trenchInterface] Frame 1
stop();
Symbol 1375 MovieClip Frame 1
stop();
Symbol 1376 MovieClip [handGrenade] Frame 1
stop();
Instance of Symbol 1375 MovieClip in Symbol 1376 MovieClip [handGrenade] Frame 1
onClipEvent (load) { if (_parent.ownerTeam == "german") { this.gotoAndStop("stick"); } }
Symbol 1376 MovieClip [handGrenade] Frame 2
play();
Symbol 1376 MovieClip [handGrenade] Frame 41
_root.grenadeCollisions++; this.attachMovie("grenadeStrikeCollision", "collision", 500 + _root.grenadeCollisions); this.collision._visible = false; if (_root[_root.playerTeam.team + "_slot6_upgrade"].active == true) { this.collision._width = this.collision._width * 3; } _root.grenadeExplosion(this._x, this._y); _root.explosiveHit(this, _root.compTeam.team, this.ownerTeam, "grenade"); _root.explosiveHit(this, _root.playerTeam.team, this.ownerTeam, "grenade");
Symbol 1376 MovieClip [handGrenade] Frame 46
stop(); removeMovieClip(this);
Symbol 1376 MovieClip [handGrenade] Frame 48
play();
Symbol 1376 MovieClip [handGrenade] Frame 83
_root.grenadeCollisions++; this.attachMovie("grenadeStrikeCollision", "collision", 500 + _root.grenadeCollisions); this.collision._visible = false; if (_root[_root.playerTeam.team + "_slot6_upgrade"].active == true) { this.collision._width = this.collision._width * 3; } _root.grenadeExplosion(this._x, this._y); _root.explosiveHit(this, _root.compTeam.team, this.ownerTeam, "grenade"); _root.explosiveHit(this, _root.playerTeam.team, this.ownerTeam, "grenade");
Symbol 1376 MovieClip [handGrenade] Frame 89
stop(); removeMovieClip(this);
Symbol 1382 MovieClip Frame 1
this.gotoAndStop(random(2) + 1);
Instance of Symbol 1400 MovieClip "fullBlock" in Symbol 1401 MovieClip Frame 1
onClipEvent (load) { this._visible = false; }
Instance of Symbol 1400 MovieClip "whiteOut" in Symbol 1401 MovieClip Frame 1
/* no clip actions */
Symbol 1409 MovieClip Frame 1
stop();
Symbol 1412 MovieClip Frame 1
stop();
Symbol 1415 MovieClip Frame 1
stop();
Symbol 1421 MovieClip Frame 1
stop();
Symbol 1425 MovieClip Frame 1
stop();
Symbol 1426 MovieClip Frame 1
stop();
Symbol 1430 MovieClip Frame 1
stop();
Symbol 1432 MovieClip Frame 1
stop();
Symbol 1433 MovieClip Frame 1
stop();
Symbol 1437 MovieClip Frame 1
stop();
Symbol 1439 MovieClip Frame 1
stop();
Symbol 1440 MovieClip Frame 1
stop();
Symbol 1444 MovieClip Frame 1
stop();
Symbol 1446 MovieClip Frame 1
stop();
Symbol 1447 MovieClip Frame 1
stop();
Symbol 1449 MovieClip Frame 1
stop();
Symbol 1451 MovieClip Frame 1
stop();
Symbol 1452 MovieClip Frame 1
stop();
Symbol 1454 MovieClip Frame 1
stop();
Symbol 1456 MovieClip Frame 1
stop();
Symbol 1457 MovieClip Frame 1
stop();
Symbol 1460 MovieClip Frame 1
stop();
Symbol 1469 MovieClip Frame 1
stop();
Symbol 1501 MovieClip Frame 1
stop();
Instance of Symbol 1400 MovieClip "highlight_slot1" in Symbol 1503 MovieClip [hud] Frame 1
onClipEvent (load) { this._alpha = 0; }
Instance of Symbol 1400 MovieClip "highlight_slot2" in Symbol 1503 MovieClip [hud] Frame 1
onClipEvent (load) { this._alpha = 0; }
Instance of Symbol 1400 MovieClip "highlight_slot3" in Symbol 1503 MovieClip [hud] Frame 1
onClipEvent (load) { this._alpha = 0; }
Instance of Symbol 1400 MovieClip "highlight_slot4" in Symbol 1503 MovieClip [hud] Frame 1
onClipEvent (load) { this._alpha = 0; }
Instance of Symbol 1400 MovieClip "highlight_slot5" in Symbol 1503 MovieClip [hud] Frame 1
onClipEvent (load) { this._alpha = 0; }
Instance of Symbol 1400 MovieClip "highlight_slot6" in Symbol 1503 MovieClip [hud] Frame 1
onClipEvent (load) { this._alpha = 0; }
Instance of Symbol 1401 MovieClip "slot1" in Symbol 1503 MovieClip [hud] Frame 1
onClipEvent (load) { _root.buttonSetup(this._name); }
Instance of Symbol 1401 MovieClip "slot2" in Symbol 1503 MovieClip [hud] Frame 1
onClipEvent (load) { _root.buttonSetup(this._name); }
Instance of Symbol 1401 MovieClip "slot3" in Symbol 1503 MovieClip [hud] Frame 1
onClipEvent (load) { _root.buttonSetup(this._name); }
Instance of Symbol 1401 MovieClip "slot4" in Symbol 1503 MovieClip [hud] Frame 1
onClipEvent (load) { _root.buttonSetup(this._name); }
Instance of Symbol 1401 MovieClip "slot5" in Symbol 1503 MovieClip [hud] Frame 1
onClipEvent (load) { _root.buttonSetup(this._name); }
Instance of Symbol 1401 MovieClip "slot6" in Symbol 1503 MovieClip [hud] Frame 1
onClipEvent (load) { _root.buttonSetup(this._name); }
Instance of Symbol 1401 MovieClip "supportSlot1" in Symbol 1503 MovieClip [hud] Frame 1
onClipEvent (load) { _root.buttonSetup_fireSupport(this._name); }
Instance of Symbol 1401 MovieClip "supportSlot2" in Symbol 1503 MovieClip [hud] Frame 1
onClipEvent (load) { _root.buttonSetup_fireSupport(this._name); }
Instance of Symbol 1401 MovieClip "supportSlot3" in Symbol 1503 MovieClip [hud] Frame 1
onClipEvent (load) { _root.buttonSetup_fireSupport(this._name); }
Instance of Symbol 1401 MovieClip "supportSlot4" in Symbol 1503 MovieClip [hud] Frame 1
onClipEvent (load) { _root.buttonSetup_fireSupport(this._name); }
Instance of Symbol 1478 MovieClip "menuButton" in Symbol 1503 MovieClip [hud] Frame 1
onClipEvent (load) { _root.buttonSetup_hudMenuButton(this._name); }
Instance of Symbol 1489 MovieClip "progressBarToolTip" in Symbol 1503 MovieClip [hud] Frame 1
onClipEvent (load) { this._visible = false; }
Instance of Symbol 1492 MovieClip "toolTip" in Symbol 1503 MovieClip [hud] Frame 1
onClipEvent (load) { this._visible = false; this.onEnterFrame = function () { this._x = _root._xmouse + 10; this._y = _root._ymouse - 30; if (_root._xmouse > 750) { this._x = _root._xmouse - 100; } }; }
Instance of Symbol 1365 MovieClip "mainTrenchButton" in Symbol 1508 MovieClip [trench] Frame 1
onClipEvent (load) { this._visible = false; }
Symbol 1512 MovieClip Frame 1
stop();
Symbol 1512 MovieClip Frame 41
gotoAndPlay(random(100) + 50);
Instance of Symbol 1512 MovieClip "flash1" in Symbol 1525 MovieClip Frame 1
onClipEvent (load) { this.gotoAndPlay(random(300)); }
Instance of Symbol 1512 MovieClip "flash1" in Symbol 1525 MovieClip Frame 1
onClipEvent (load) { this.gotoAndPlay(random(300)); }
Instance of Symbol 1512 MovieClip "flash1" in Symbol 1525 MovieClip Frame 1
onClipEvent (load) { this.gotoAndPlay(random(300)); }
Symbol 1532 MovieClip [rainSplash] Frame 5
stop();
Instance of Symbol 1512 MovieClip "flash1" in Symbol 1563 MovieClip Frame 1
onClipEvent (load) { this.gotoAndPlay(random(300)); }
Instance of Symbol 1512 MovieClip "flash1" in Symbol 1563 MovieClip Frame 1
onClipEvent (load) { this.gotoAndPlay(random(300)); }
Instance of Symbol 1512 MovieClip "flash3" in Symbol 1563 MovieClip Frame 1
onClipEvent (load) { this.gotoAndPlay(random(300)); }
Instance of Symbol 1512 MovieClip "flash1" in Symbol 1568 MovieClip Frame 1
onClipEvent (load) { this.gotoAndPlay(random(300)); }
Instance of Symbol 1512 MovieClip "flash1" in Symbol 1568 MovieClip Frame 1
onClipEvent (load) { this.gotoAndPlay(random(300)); }
Instance of Symbol 1512 MovieClip "flash3" in Symbol 1568 MovieClip Frame 1
onClipEvent (load) { this.gotoAndPlay(random(300)); }
Instance of Symbol 1512 MovieClip "flash1" in Symbol 1580 MovieClip Frame 1
onClipEvent (load) { this.gotoAndPlay(random(300)); }
Instance of Symbol 1512 MovieClip "flash1" in Symbol 1593 MovieClip Frame 1
onClipEvent (load) { this.gotoAndPlay(random(300)); }
Instance of Symbol 1512 MovieClip "flash1" in Symbol 1593 MovieClip Frame 1
onClipEvent (load) { this.gotoAndPlay(random(300)); }
Instance of Symbol 1512 MovieClip "flash3" in Symbol 1593 MovieClip Frame 1
onClipEvent (load) { this.gotoAndPlay(random(300)); }
Instance of Symbol 1512 MovieClip "flash1" in Symbol 1596 MovieClip Frame 1
onClipEvent (load) { this.gotoAndPlay(random(300)); }
Instance of Symbol 1512 MovieClip "flash1" in Symbol 1596 MovieClip Frame 1
onClipEvent (load) { this.gotoAndPlay(random(300)); }
Instance of Symbol 1512 MovieClip "flash3" in Symbol 1596 MovieClip Frame 1
onClipEvent (load) { this.gotoAndPlay(random(300)); }
Instance of Symbol 1512 MovieClip "flash1" in Symbol 1601 MovieClip Frame 1
onClipEvent (load) { this.gotoAndPlay(random(300)); }
Instance of Symbol 1512 MovieClip "flash1" in Symbol 1601 MovieClip Frame 1
onClipEvent (load) { this.gotoAndPlay(random(300)); }
Instance of Symbol 1512 MovieClip "flash1" in Symbol 1605 MovieClip Frame 1
onClipEvent (load) { this.gotoAndPlay(random(300)); }
Instance of Symbol 1512 MovieClip "flash3" in Symbol 1605 MovieClip Frame 1
onClipEvent (load) { this.gotoAndPlay(random(300)); }
Instance of Symbol 1512 MovieClip "flash1" in Symbol 1611 MovieClip Frame 1
onClipEvent (load) { this.gotoAndPlay(random(300)); }
Instance of Symbol 1512 MovieClip "flash1" in Symbol 1615 MovieClip Frame 1
onClipEvent (load) { this.gotoAndPlay(random(300)); }
Instance of Symbol 1512 MovieClip "flash1" in Symbol 1615 MovieClip Frame 1
onClipEvent (load) { this.gotoAndPlay(random(300)); }
Instance of Symbol 1512 MovieClip "flash1" in Symbol 1615 MovieClip Frame 1
onClipEvent (load) { this.gotoAndPlay(random(300)); }
Symbol 1690 MovieClip Frame 1
stop();
Instance of Symbol 584 MovieClip [particle_dustShaft_mortar] in Symbol 1690 MovieClip Frame 2
onClipEvent (load) { if (random(2) > 0) { this._xscale = -100; } }
Instance of Symbol 600 MovieClip [particle_dustShaft_bullet] in Symbol 1690 MovieClip Frame 2
onClipEvent (load) { if (random(2) > 0) { this._xscale = -100; } }
Instance of Symbol 615 MovieClip [particle_dustShaft_grenade] in Symbol 1690 MovieClip Frame 2
onClipEvent (load) { if (random(2) > 0) { this._xscale = -100; } }

Library Items

Symbol 1 GraphicUsed by:2
Symbol 2 MovieClip [adBox]Uses:1
Symbol 3 GraphicUsed by:4 5 8 382 400 620 1377
Symbol 4 MovieClip [tankStrikeCollision]Uses:3
Symbol 5 MovieClip [mortarStrikeCollision]Uses:3
Symbol 6 GraphicUsed by:7
Symbol 7 MovieClip [gasStrikeCollision]Uses:6
Symbol 8 MovieClip [artilleryStrikeCollision]Uses:3
Symbol 9 BitmapUsed by:10
Symbol 10 GraphicUses:9Used by:11
Symbol 11 MovieClip [panArrow]Uses:10Used by:1503
Symbol 12 MovieClip [blankMovie]Used by:1690
Symbol 13 GraphicUsed by:14
Symbol 14 MovieClipUses:13Used by:289
Symbol 15 GraphicUsed by:16
Symbol 16 MovieClipUses:15Used by:289
Symbol 17 GraphicUsed by:26
Symbol 18 GraphicUsed by:26
Symbol 19 GraphicUsed by:26
Symbol 20 GraphicUsed by:26
Symbol 21 GraphicUsed by:26
Symbol 22 GraphicUsed by:26
Symbol 23 GraphicUsed by:26
Symbol 24 GraphicUsed by:26
Symbol 25 GraphicUsed by:26
Symbol 26 MovieClipUses:17 18 19 20 21 22 23 24 25Used by:289
Symbol 27 GraphicUsed by:38
Symbol 28 GraphicUsed by:38
Symbol 29 GraphicUsed by:38
Symbol 30 GraphicUsed by:38
Symbol 31 GraphicUsed by:38
Symbol 32 GraphicUsed by:38
Symbol 33 GraphicUsed by:38
Symbol 34 GraphicUsed by:38
Symbol 35 GraphicUsed by:38
Symbol 36 GraphicUsed by:38
Symbol 37 GraphicUsed by:38
Symbol 38 MovieClipUses:27 28 29 30 31 32 33 34 35 36 37Used by:289
Symbol 39 GraphicUsed by:49
Symbol 40 GraphicUsed by:49
Symbol 41 GraphicUsed by:49
Symbol 42 GraphicUsed by:49
Symbol 43 GraphicUsed by:49
Symbol 44 GraphicUsed by:49
Symbol 45 GraphicUsed by:49
Symbol 46 GraphicUsed by:49
Symbol 47 GraphicUsed by:49
Symbol 48 GraphicUsed by:49
Symbol 49 MovieClipUses:39 40 41 42 43 44 45 46 47 48Used by:289
Symbol 50 GraphicUsed by:60
Symbol 51 GraphicUsed by:60
Symbol 52 GraphicUsed by:60
Symbol 53 GraphicUsed by:60
Symbol 54 GraphicUsed by:60
Symbol 55 GraphicUsed by:60
Symbol 56 GraphicUsed by:60
Symbol 57 GraphicUsed by:60
Symbol 58 GraphicUsed by:60
Symbol 59 GraphicUsed by:60
Symbol 60 MovieClipUses:50 51 52 53 54 55 56 57 58 59Used by:289
Symbol 61 GraphicUsed by:72
Symbol 62 GraphicUsed by:68
Symbol 63 GraphicUsed by:68
Symbol 64 GraphicUsed by:68
Symbol 65 GraphicUsed by:68
Symbol 66 GraphicUsed by:68
Symbol 67 GraphicUsed by:68
Symbol 68 MovieClipUses:62 63 64 65 66 67Used by:72
Symbol 69 GraphicUsed by:70
Symbol 70 MovieClipUses:69Used by:72 84
Symbol 71 GraphicUsed by:72
Symbol 72 MovieClipUses:61 68 70 71Used by:289
Symbol 73 GraphicUsed by:84
Symbol 74 GraphicUsed by:84
Symbol 75 GraphicUsed by:84
Symbol 76 GraphicUsed by:84
Symbol 77 GraphicUsed by:84
Symbol 78 GraphicUsed by:84
Symbol 79 GraphicUsed by:84
Symbol 80 GraphicUsed by:84
Symbol 81 GraphicUsed by:84
Symbol 82 GraphicUsed by:84
Symbol 83 GraphicUsed by:84
Symbol 84 MovieClipUses:73 70 74 75 76 77 78 79 80 81 82 83Used by:289
Symbol 85 GraphicUsed by:96
Symbol 86 GraphicUsed by:96
Symbol 87 GraphicUsed by:96
Symbol 88 GraphicUsed by:96
Symbol 89 GraphicUsed by:96
Symbol 90 GraphicUsed by:96
Symbol 91 GraphicUsed by:96
Symbol 92 GraphicUsed by:96
Symbol 93 GraphicUsed by:96
Symbol 94 GraphicUsed by:96
Symbol 95 GraphicUsed by:96
Symbol 96 MovieClipUses:85 86 87 88 89 90 91 92 93 94 95Used by:289
Symbol 97 GraphicUsed by:106
Symbol 98 GraphicUsed by:99
Symbol 99 MovieClipUses:98Used by:102 177 210
Symbol 100 GraphicUsed by:101
Symbol 101 MovieClipUses:100Used by:102 651 654
Symbol 102 MovieClipUses:99 101Used by:106
Symbol 103 GraphicUsed by:106
Symbol 104 GraphicUsed by:106
Symbol 105 GraphicUsed by:106
Symbol 106 MovieClipUses:97 102 103 104 105Used by:289
Symbol 107 BitmapUsed by:108
Symbol 108 GraphicUses:107Used by:109
Symbol 109 MovieClipUses:108Used by:289
Symbol 110 GraphicUsed by:111
Symbol 111 MovieClipUses:110Used by:289 329 824 840 847 976 991 1042 1180 1216 1229 1461 1462 1463 1464
Symbol 112 GraphicUsed by:113
Symbol 113 MovieClipUses:112Used by:117 1359
Symbol 114 GraphicUsed by:117 495 1359 1690
Symbol 115 GraphicUsed by:116 1358
Symbol 116 MovieClipUses:115Used by:117
Symbol 117 MovieClipUses:113 114 116Used by:289 824
Symbol 118 GraphicUsed by:119
Symbol 119 MovieClipUses:118Used by:122
Symbol 120 GraphicUsed by:121
Symbol 121 MovieClipUses:120Used by:122
Symbol 122 MovieClipUses:119 121Used by:289
Symbol 123 GraphicUsed by:289
Symbol 124 GraphicUsed by:289
Symbol 125 GraphicUsed by:289
Symbol 126 GraphicUsed by:289
Symbol 127 GraphicUsed by:289
Symbol 128 GraphicUsed by:289
Symbol 129 GraphicUsed by:289
Symbol 130 GraphicUsed by:289
Symbol 131 GraphicUsed by:289
Symbol 132 GraphicUsed by:289
Symbol 133 GraphicUsed by:289
Symbol 134 GraphicUsed by:289
Symbol 135 GraphicUsed by:289
Symbol 136 GraphicUsed by:289
Symbol 137 GraphicUsed by:289
Symbol 138 GraphicUsed by:289
Symbol 139 GraphicUsed by:289
Symbol 140 GraphicUsed by:289
Symbol 141 GraphicUsed by:289
Symbol 142 GraphicUsed by:289
Symbol 143 GraphicUsed by:289
Symbol 144 GraphicUsed by:289
Symbol 145 GraphicUsed by:289
Symbol 146 GraphicUsed by:289
Symbol 147 GraphicUsed by:289
Symbol 148 GraphicUsed by:289
Symbol 149 GraphicUsed by:289
Symbol 150 GraphicUsed by:289
Symbol 151 GraphicUsed by:289
Symbol 152 GraphicUsed by:289
Symbol 153 GraphicUsed by:289
Symbol 154 GraphicUsed by:289
Symbol 155 GraphicUsed by:289
Symbol 156 GraphicUsed by:289
Symbol 157 GraphicUsed by:289
Symbol 158 GraphicUsed by:289
Symbol 159 GraphicUsed by:289
Symbol 160 GraphicUsed by:289
Symbol 161 GraphicUsed by:289
Symbol 162 GraphicUsed by:289
Symbol 163 GraphicUsed by:289
Symbol 164 GraphicUsed by:289
Symbol 165 GraphicUsed by:289
Symbol 166 GraphicUsed by:289
Symbol 167 GraphicUsed by:289
Symbol 168 GraphicUsed by:289
Symbol 169 GraphicUsed by:289
Symbol 170 GraphicUsed by:289
Symbol 171 GraphicUsed by:289
Symbol 172 GraphicUsed by:289
Symbol 173 GraphicUsed by:289
Symbol 174 GraphicUsed by:176
Symbol 175 GraphicUsed by:176
Symbol 176 MovieClipUses:174 175Used by:177
Symbol 177 MovieClipUses:99 176Used by:289 824
Symbol 178 GraphicUsed by:289
Symbol 179 GraphicUsed by:289
Symbol 180 GraphicUsed by:289
Symbol 181 GraphicUsed by:289
Symbol 182 GraphicUsed by:289
Symbol 183 GraphicUsed by:289
Symbol 184 GraphicUsed by:289
Symbol 185 GraphicUsed by:289
Symbol 186 GraphicUsed by:289
Symbol 187 GraphicUsed by:289
Symbol 188 GraphicUsed by:289
Symbol 189 GraphicUsed by:289
Symbol 190 GraphicUsed by:289
Symbol 191 GraphicUsed by:289
Symbol 192 GraphicUsed by:289
Symbol 193 GraphicUsed by:289
Symbol 194 GraphicUsed by:289
Symbol 195 GraphicUsed by:289
Symbol 196 GraphicUsed by:289
Symbol 197 GraphicUsed by:289
Symbol 198 GraphicUsed by:289
Symbol 199 GraphicUsed by:289
Symbol 200 GraphicUsed by:289
Symbol 201 GraphicUsed by:289
Symbol 202 GraphicUsed by:289
Symbol 203 GraphicUsed by:289
Symbol 204 GraphicUsed by:289
Symbol 205 GraphicUsed by:289
Symbol 206 GraphicUsed by:289
Symbol 207 GraphicUsed by:209
Symbol 208 GraphicUsed by:209
Symbol 209 MovieClipUses:207 208Used by:210
Symbol 210 MovieClipUses:99 209Used by:289
Symbol 211 GraphicUsed by:289
Symbol 212 GraphicUsed by:289
Symbol 213 GraphicUsed by:289
Symbol 214 GraphicUsed by:289
Symbol 215 GraphicUsed by:289
Symbol 216 GraphicUsed by:289
Symbol 217 GraphicUsed by:289
Symbol 218 GraphicUsed by:289
Symbol 219 GraphicUsed by:289
Symbol 220 GraphicUsed by:289
Symbol 221 GraphicUsed by:289
Symbol 222 GraphicUsed by:289
Symbol 223 GraphicUsed by:289
Symbol 224 GraphicUsed by:289
Symbol 225 GraphicUsed by:289
Symbol 226 GraphicUsed by:289
Symbol 227 GraphicUsed by:289
Symbol 228 GraphicUsed by:289
Symbol 229 GraphicUsed by:289
Symbol 230 GraphicUsed by:289
Symbol 231 GraphicUsed by:289
Symbol 232 GraphicUsed by:289
Symbol 233 GraphicUsed by:289
Symbol 234 GraphicUsed by:289
Symbol 235 GraphicUsed by:289
Symbol 236 GraphicUsed by:289
Symbol 237 GraphicUsed by:289
Symbol 238 GraphicUsed by:289
Symbol 239 GraphicUsed by:289
Symbol 240 GraphicUsed by:289
Symbol 241 GraphicUsed by:289
Symbol 242 GraphicUsed by:289
Symbol 243 GraphicUsed by:289
Symbol 244 GraphicUsed by:289
Symbol 245 GraphicUsed by:289
Symbol 246 GraphicUsed by:289
Symbol 247 GraphicUsed by:289
Symbol 248 GraphicUsed by:289
Symbol 249 GraphicUsed by:289
Symbol 250 GraphicUsed by:289
Symbol 251 GraphicUsed by:289
Symbol 252 GraphicUsed by:289
Symbol 253 GraphicUsed by:289
Symbol 254 GraphicUsed by:289
Symbol 255 GraphicUsed by:256
Symbol 256 MovieClipUses:255Used by:257 608
Symbol 257 MovieClipUses:256Used by:289
Symbol 258 GraphicUsed by:289
Symbol 259 GraphicUsed by:289
Symbol 260 GraphicUsed by:289
Symbol 261 GraphicUsed by:289
Symbol 262 GraphicUsed by:289
Symbol 263 GraphicUsed by:289
Symbol 264 GraphicUsed by:289
Symbol 265 GraphicUsed by:289
Symbol 266 GraphicUsed by:289
Symbol 267 GraphicUsed by:289
Symbol 268 GraphicUsed by:289
Symbol 269 GraphicUsed by:289
Symbol 270 GraphicUsed by:289
Symbol 271 GraphicUsed by:289
Symbol 272 GraphicUsed by:289
Symbol 273 GraphicUsed by:289
Symbol 274 GraphicUsed by:289
Symbol 275 GraphicUsed by:289
Symbol 276 GraphicUsed by:289
Symbol 277 GraphicUsed by:289
Symbol 278 GraphicUsed by:289
Symbol 279 GraphicUsed by:289
Symbol 280 GraphicUsed by:289
Symbol 281 GraphicUsed by:289
Symbol 282 GraphicUsed by:289
Symbol 283 GraphicUsed by:289
Symbol 284 GraphicUsed by:289
Symbol 285 GraphicUsed by:289
Symbol 286 GraphicUsed by:289
Symbol 287 GraphicUsed by:289
Symbol 288 GraphicUsed by:289
Symbol 289 MovieClip [soldier]Uses:14 16 26 38 49 60 72 84 96 106 109 111 117 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288Used by:1690
Symbol 290 BitmapUsed by:291
Symbol 291 GraphicUses:290Used by:306
Symbol 292 FontUsed by:293
Symbol 293 EditableTextUses:292Used by:306
Symbol 294 FontUsed by:295 837 838 839 954 958 1227 1228 1405
Symbol 295 EditableTextUses:294Used by:306
Symbol 296 GraphicUsed by:300
Symbol 297 GraphicUsed by:298
Symbol 298 MovieClipUses:297Used by:299
Symbol 299 MovieClipUses:298Used by:300
Symbol 300 MovieClipUses:296 299Used by:306
Symbol 301 GraphicUsed by:302
Symbol 302 MovieClipUses:301Used by:303
Symbol 303 MovieClipUses:302Used by:306
Symbol 304 GraphicUsed by:305
Symbol 305 MovieClipUses:304Used by:306
Symbol 306 MovieClipUses:291 293 295 300 303 305Used by:Timeline
Symbol 307 BitmapUsed by:308 1260 1270
Symbol 308 GraphicUses:307Used by:309
Symbol 309 MovieClipUses:308Used by:313 316 846 1221 1223 1226
Symbol 310 FontUsed by:311 324 325 327 845 868 869 870 874 876 877 955 956 1039 1040 1139 1140 1141 1214 1261 1271 1320 1321 1371 1480 1482 1490 1491 1496
Symbol 311 TextUses:310Used by:312
Symbol 312 MovieClipUses:311Used by:313
Symbol 313 MovieClipUses:309 312Used by:Timeline
Symbol 314 FontUsed by:315 1138 1212 1213 1481 1483 1484 1485 1486 1487 1495
Symbol 315 TextUses:314Used by:316
Symbol 316 MovieClipUses:309 315Used by:Timeline
Symbol 317 BitmapUsed by:318
Symbol 318 GraphicUses:317Used by:319
Symbol 319 MovieClipUses:318Used by:322
Symbol 320 FontUsed by:321 635 636 834 841 842 843 844 865 961 962 963 964 965 966 967 968 969 970 971 972 973 982 983 984 985 986 987 988 989 990 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1263 1264 1268 1269 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1316
Symbol 321 EditableTextUses:320Used by:322
Symbol 322 MovieClipUses:319 321Used by:Timeline
Symbol 323 GraphicUsed by:329
Symbol 324 TextUses:310Used by:329
Symbol 325 TextUses:310Used by:329
Symbol 326 GraphicUsed by:328
Symbol 327 TextUses:310Used by:328
Symbol 328 MovieClipUses:326 327Used by:329
Symbol 329 MovieClipUses:323 111 324 325 328Used by:Timeline
Symbol 330 GraphicUsed by:333
Symbol 331 GraphicUsed by:332
Symbol 332 MovieClipUses:331Used by:333 368 401 1036 1323
Symbol 333 MovieClipUses:330 332Used by:368 401 1036 1323
Symbol 334 GraphicUsed by:336
Symbol 335 GraphicUsed by:336
Symbol 336 MovieClipUses:334 335Used by:368 401 1036 1323
Symbol 337 GraphicUsed by:343
Symbol 338 GraphicUsed by:343
Symbol 339 GraphicUsed by:343
Symbol 340 GraphicUsed by:343
Symbol 341 GraphicUsed by:343
Symbol 342 GraphicUsed by:343
Symbol 343 MovieClipUses:337 338 339 340 341 342Used by:368 401 1036 1323
Symbol 344 BitmapUsed by:345 346 347
Symbol 345 GraphicUses:344Used by:348
Symbol 346 GraphicUses:344Used by:348
Symbol 347 GraphicUses:344Used by:348
Symbol 348 MovieClipUses:345 346 347Used by:368 401 1036 1323
Symbol 349 BitmapUsed by:350
Symbol 350 GraphicUses:349Used by:351
Symbol 351 MovieClipUses:350Used by:368
Symbol 352 SoundUsed by:368
Symbol 353 SoundUsed by:368
Symbol 354 GraphicUsed by:368
Symbol 355 GraphicUsed by:356
Symbol 356 MovieClipUses:355Used by:368
Symbol 357 SoundUsed by:368
Symbol 358 SoundUsed by:368
Symbol 359 SoundUsed by:368
Symbol 360 BitmapUsed by:361
Symbol 361 GraphicUses:360Used by:368
Symbol 362 GraphicUsed by:363
Symbol 363 ButtonUses:362Used by:368
Symbol 364 BitmapUsed by:365
Symbol 365 GraphicUses:364Used by:368
Symbol 366 SoundUsed by:368
Symbol 367 SoundUsed by:368
Symbol 368 MovieClipUses:333 336 343 348 332 351 352 353 354 356 357 358 359 361 363 365 366 367 SS1Used by:Timeline
Symbol 369 GraphicUsed by:401
Symbol 370 BitmapUsed by:371
Symbol 371 GraphicUses:370Used by:372
Symbol 372 MovieClipUses:371Used by:401
Symbol 373 GraphicUsed by:401
Symbol 374 BitmapUsed by:375
Symbol 375 GraphicUses:374Used by:376
Symbol 376 MovieClipUses:375Used by:401
Symbol 377 BitmapUsed by:378
Symbol 378 GraphicUses:377Used by:379
Symbol 379 MovieClipUses:378Used by:401
Symbol 380 BitmapUsed by:381
Symbol 381 GraphicUses:380Used by:382 400
Symbol 382 MovieClipUses:3 381Used by:401
Symbol 383 GraphicUsed by:384
Symbol 384 MovieClipUses:383Used by:399
Symbol 385 GraphicUsed by:398
Symbol 386 GraphicUsed by:398
Symbol 387 GraphicUsed by:398
Symbol 388 GraphicUsed by:398
Symbol 389 GraphicUsed by:398
Symbol 390 GraphicUsed by:398
Symbol 391 GraphicUsed by:398
Symbol 392 GraphicUsed by:398
Symbol 393 GraphicUsed by:398
Symbol 394 GraphicUsed by:398
Symbol 395 GraphicUsed by:398
Symbol 396 GraphicUsed by:398
Symbol 397 GraphicUsed by:398
Symbol 398 MovieClipUses:385 386 387 388 389 390 391 392 393 394 395 396 397Used by:399
Symbol 399 MovieClipUses:384 398Used by:401
Symbol 400 MovieClipUses:3 381Used by:401
Symbol 401 MovieClipUses:333 369 372 373 376 336 343 348 332 379 382 399 400 SS2Used by:Timeline
Symbol 402 FontUsed by:403 496 602 1385 1386 1691
Symbol 403 EditableTextUses:402Used by:495
Symbol 404 Sound [music_lossMusic]Used by:495
Symbol 405 Sound [music_winMusic]Used by:495
Symbol 406 Sound [sound_menuMusic]Used by:495
Symbol 407 Sound [sound_mine_explosion2]Used by:495
Symbol 408 Sound [sound_mine_explosion1]Used by:495
Symbol 409 Sound [sound_tankExplosion_indivExplosion]Used by:495
Symbol 410 Sound [sound_tankExplosion]Used by:495
Symbol 411 Sound [sound_metalImpact]Used by:495
Symbol 412 Sound [sound_ambienceRain]Used by:495
Symbol 413 Sound [sound_incoming_artillery3]Used by:495
Symbol 414 Sound [sound_incoming_artillery2]Used by:495
Symbol 415 Sound [sound_incoming_artillery1]Used by:495
Symbol 416 Sound [sound_incoming_mortar3]Used by:495
Symbol 417 Sound [sound_incoming_mortar2]Used by:495
Symbol 418 Sound [sound_incoming_mortar1]Used by:495
Symbol 419 Sound [sound_voice_german_gas1]Used by:495
Symbol 420 Sound [sound_voice_british_gas1]Used by:495
Symbol 421 Sound [sound_soldierCough4]Used by:495
Symbol 422 Sound [sound_soldierCough3]Used by:495
Symbol 423 Sound [sound_soldierCough2]Used by:495
Symbol 424 Sound [sound_soldierCough1]Used by:495
Symbol 425 Sound [sound_cheer]Used by:495
Symbol 426 Sound [sound_voice_german_tank1]Used by:495
Symbol 427 Sound [sound_voice_british_tank2]Used by:495
Symbol 428 Sound [sound_voice_british_tank1]Used by:495
Symbol 429 Sound [sound_mine_click]Used by:495
Symbol 430 Sound [sound_voice_british_attack1]Used by:495
Symbol 431 Sound [sound_voice_british_machineGun2]Used by:495
Symbol 432 Sound [sound_voice_british_machineGun1]Used by:495
Symbol 433 Sound [sound_voice_german_machineGun2]Used by:495
Symbol 434 Sound [sound_voice_german_machineGun1]Used by:495
Symbol 435 Sound [sound_pistol_fire2]Used by:495
Symbol 436 Sound [sound_pistol_fire1]Used by:495
Symbol 437 Sound [sound_soldierDeath5]Used by:495
Symbol 438 Sound [sound_soldierDeath6]Used by:495
Symbol 439 Sound [sound_voice_german_incoming4]Used by:495
Symbol 440 Sound [sound_voice_british_sniper3]Used by:495
Symbol 441 Sound [sound_voice_british_sniper2]Used by:495
Symbol 442 Sound [sound_voice_british_incoming3]Used by:495
Symbol 443 Sound [sound_voice_british_incoming2]Used by:495
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Symbol 446 Sound [sound_voice_german_advance5]Used by:495
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Symbol 448 Sound [sound_voice_german_incoming2]Used by:495
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Symbol 451 Sound [sound_voice_german_advance4]Used by:495
Symbol 452 Sound [sound_voice_german_sniper1]Used by:495
Symbol 453 Sound [sound_voice_german_sniper2]Used by:495
Symbol 454 Sound [sound_voice_british_sniper1]Used by:495
Symbol 455 Sound [sound_voice_german_advance1]Used by:495
Symbol 456 Sound [sound_voice_british_advance6]Used by:495
Symbol 457 Sound [sound_voice_british_advance5]Used by:495
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Symbol 459 Sound [sound_voice_british_advance3]Used by:495
Symbol 460 Sound [sound_voice_british_advance2]Used by:495
Symbol 461 Sound [sound_voice_british_advance1]Used by:495
Symbol 462 Sound [sound_testVoice]Used by:495
Symbol 463 Sound [sound_grenade_explosion2]Used by:495
Symbol 464 Sound [sound_grenade_explosion1]Used by:495
Symbol 465 Sound [sound_interface_rollOver]Used by:495
Symbol 466 Sound [sound_interface_click]Used by:495
Symbol 467 Sound [sound_tankMainGunFire]Used by:495
Symbol 468 Sound [sound_tankMoving]Used by:495
Symbol 469 Sound [sound_ricochetMetal2]Used by:495
Symbol 470 Sound [sound_ricochetMetal1]Used by:495
Symbol 471 Sound [sound_ambienceBattle]Used by:495
Symbol 472 Sound [sound_soldierDeath4]Used by:495
Symbol 473 Sound [sound_soldierDeath3]Used by:495
Symbol 474 Sound [sound_soldierDeath2]Used by:495
Symbol 475 Sound [sound_soldierDeath1]Used by:495
Symbol 476 Sound [sound_mortar_fire]Used by:495
Symbol 477 Sound [sound_artillery_fire]Used by:495
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Symbol 479 Sound [sound_artillery_explosion2]Used by:495
Symbol 480 Sound [sound_artillery_explosion3]Used by:495
Symbol 481 Sound [sound_bulletHit1]Used by:495
Symbol 482 Sound [sound_bulletHit2]Used by:495
Symbol 483 Sound [sound_enfield_fire1]Used by:495
Symbol 484 Sound [sound_enfield_fire2]Used by:495
Symbol 485 Sound [sound_enfieldSniper_fire1]Used by:495
Symbol 486 Sound [sound_enfieldSniper_fire2]Used by:495
Symbol 487 Sound [sound_lewis_fire1]Used by:495
Symbol 488 Sound [sound_lewis_fire2]Used by:495
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Symbol 1406 MovieClipUses:1393 1394 1401 1404 1405Used by:1503
Symbol 1407 GraphicUses:1195Used by:1408
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Symbol 1422 BitmapUsed by:1423
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Symbol 1427 BitmapUsed by:1428
Symbol 1428 GraphicUses:1427Used by:1429
Symbol 1429 MovieClipUses:1428Used by:1430
Symbol 1430 MovieClipUses:1429 1182Used by:1433
Symbol 1431 MovieClipUses:1201Used by:1432
Symbol 1432 MovieClipUses:1431Used by:1433
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Symbol 1434 BitmapUsed by:1435
Symbol 1435 GraphicUses:1434Used by:1436
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Symbol 1458 GraphicUses:1197Used by:1459
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Symbol 1470 GraphicUsed by:1473
Symbol 1471 FontUsed by:1472
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Symbol 1474 BitmapUsed by:1475
Symbol 1475 GraphicUses:1474Used by:1503
Symbol 1476 BitmapUsed by:1477
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Symbol 1478 MovieClipUses:1477Used by:1503
Symbol 1479 MovieClipUses:866Used by:1489 1492
Symbol 1480 TextUses:310Used by:1489
Symbol 1481 EditableTextUses:314Used by:1489
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Symbol 1488 GraphicUsed by:1489
Symbol 1489 MovieClipUses:1479 1480 1481 1482 1483 1484 1485 1486 1487 1488Used by:1503
Symbol 1490 EditableTextUses:310Used by:1492
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Symbol 1492 MovieClipUses:1479 1490 1491Used by:1503
Symbol 1493 GraphicUsed by:1494
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Symbol 1495 EditableTextUses:314Used by:1501
Symbol 1496 EditableTextUses:310Used by:1501
Symbol 1497 GraphicUsed by:1500
Symbol 1498 GraphicUsed by:1500
Symbol 1499 GraphicUsed by:1500
Symbol 1500 ButtonUses:1497 1498 1499Used by:1501
Symbol 1501 MovieClipUses:1494 1495 1496 1500Used by:1502
Symbol 1502 MovieClipUses:1501Used by:1503
Symbol 1503 MovieClip [hud]Uses:1391 1406 1400 996 1409 1412 1415 11 1426 1433 1440 1447 1452 1457 1460 1401 1473 1475 1478 1489 1492 1502Used by:1690
Symbol 1504 BitmapUsed by:1505 1533 1565 1570 1582 1607 1613 1617 1629 1645 1665 1674 1684
Symbol 1505 GraphicUses:1504Used by:1525
Symbol 1506 BitmapUsed by:1507
Symbol 1507 GraphicUses:1506Used by:1508
Symbol 1508 MovieClip [trench]Uses:1507 1365Used by:1525 1690
Symbol 1509 GraphicUsed by:1525
Symbol 1510 GraphicUsed by:1511
Symbol 1511 MovieClipUses:1510Used by:1512
Symbol 1512 MovieClipUses:1511Used by:1525 1563 1568 1580 1593 1596 1601 1605 1611 1615
Symbol 1513 BitmapUsed by:1514 1619 1623 1631 1632 1638 1641 1647 1648 1653 1658 1662
Symbol 1514 GraphicUses:1513Used by:1515 1668
Symbol 1515 MovieClipUses:1514Used by:1525 1563 1568 1580 1593 1596 1601 1605 1611
Symbol 1516 BitmapUsed by:1517
Symbol 1517 GraphicUses:1516Used by:1518
Symbol 1518 MovieClipUses:1517Used by:1525 1563 1568 1580 1593 1596 1601 1605 1611 1615 1627 1636 1643 1650 1654 1659 1663 1668 1672 1678 1682 1688
Symbol 1519 BitmapUsed by:1520
Symbol 1520 GraphicUses:1519Used by:1521
Symbol 1521 MovieClipUses:1520Used by:1525 1563 1568 1580 1593 1596 1601 1605 1611 1615 1627 1636 1643 1650 1654 1659 1663 1668 1672 1678 1682 1688
Symbol 1522 BitmapUsed by:1523
Symbol 1523 GraphicUses:1522Used by:1524
Symbol 1524 MovieClipUses:1523Used by:1525 1563 1568 1580 1593 1596 1601 1605 1611 1615 1627 1636 1643 1650 1654 1659 1663 1668 1672 1678 1682 1688
Symbol 1525 MovieClipUses:1505 1508 1509 1512 1515 1518 814 1521 1524Used by:1526
Symbol 1526 MovieClip [testMap]Uses:1525Used by:1690
Symbol 1527 GraphicUsed by:1528
Symbol 1528 MovieClipUses:1527Used by:1529
Symbol 1529 MovieClip [rainDrop]Uses:1528Used by:1690
Symbol 1530 GraphicUsed by:1531
Symbol 1531 MovieClipUses:1530Used by:1532
Symbol 1532 MovieClip [rainSplash]Uses:1531Used by:1690
Symbol 1533 GraphicUses:1504Used by:1563
Symbol 1534 GraphicUsed by:1563
Symbol 1535 BitmapUsed by:1536 1567 1573 1603 1604 1610 1620 1621 1622 1623 1632 1634 1635 1638 1640 1642 1647 1652 1657 1658 1661 1667 1671 1676 1677 1681 1686 1687
Symbol 1536 GraphicUses:1535Used by:1563 1568 1593 1596 1601 1615 1672 1688
Symbol 1537 BitmapUsed by:1538 1572 1609 1619 1624 1633 1639 1641 1648 1649 1653
Symbol 1538 GraphicUses:1537Used by:1563 1580 1596 1601 1654
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Symbol 1540 GraphicUses:1539Used by:1541
Symbol 1541 MovieClipUses:1540Used by:1563 1568 1580 1593 1596 1605 1611 1627 1643 1650 1654 1659 1663 1668 1682
Symbol 1542 BitmapUsed by:1543
Symbol 1543 GraphicUses:1542Used by:1544
Symbol 1544 MovieClipUses:1543Used by:1563 1568 1580 1593 1596 1601 1605 1611 1643 1650 1654 1659 1663 1668 1672
Symbol 1545 BitmapUsed by:1546
Symbol 1546 GraphicUses:1545Used by:1547
Symbol 1547 MovieClipUses:1546Used by:1563 1568 1580 1593 1596 1605 1611 1627 1636 1643 1650 1654 1659 1663 1668
Symbol 1548 BitmapUsed by:1549
Symbol 1549 GraphicUses:1548Used by:1550
Symbol 1550 MovieClipUses:1549Used by:1563 1568 1580 1593 1596 1601 1605 1636 1643 1650 1654 1659 1663 1668 1672
Symbol 1551 BitmapUsed by:1552
Symbol 1552 GraphicUses:1551Used by:1553
Symbol 1553 MovieClipUses:1552Used by:1563 1568 1580 1593 1596 1601 1611 1627 1643 1650 1659 1663 1668 1672
Symbol 1554 BitmapUsed by:1555
Symbol 1555 GraphicUses:1554Used by:1556
Symbol 1556 MovieClipUses:1555Used by:1563 1568 1580 1593 1601 1605 1611 1627 1636 1643 1650 1654 1659 1663 1668 1672 1682 1688
Symbol 1557 BitmapUsed by:1558
Symbol 1558 GraphicUses:1557Used by:1559
Symbol 1559 MovieClipUses:1558Used by:1563 1568 1580 1593 1596 1601 1605 1611 1615 1636 1643 1650 1654 1659 1663 1668 1678 1682 1688
Symbol 1560 BitmapUsed by:1561
Symbol 1561 GraphicUses:1560Used by:1562
Symbol 1562 MovieClipUses:1561Used by:1563 1568 1580 1593 1605 1611 1615 1627 1636 1643 1650 1654 1659 1663 1668 1672 1678 1682 1688
Symbol 1563 MovieClipUses:1533 1534 1512 1518 1521 1524 1536 1538 1515 1541 1544 1547 1550 1553 1556 1559 1562Used by:1564
Symbol 1564 MovieClip [map_british_9]Uses:1563Used by:1690
Symbol 1565 GraphicUses:1504Used by:1568
Symbol 1566 GraphicUsed by:1568
Symbol 1567 GraphicUses:1535Used by:1568
Symbol 1568 MovieClipUses:1565 1566 1512 1521 1515 1524 1518 1536 1567 1541 1544 1547 1550 1553 1556 1559 1562Used by:1569
Symbol 1569 MovieClip [map_british_8]Uses:1568Used by:1690
Symbol 1570 GraphicUses:1504Used by:1580
Symbol 1571 GraphicUsed by:1580
Symbol 1572 GraphicUses:1537Used by:1580 1654
Symbol 1573 GraphicUses:1535Used by:1580 1593 1596
Symbol 1574 BitmapUsed by:1575
Symbol 1575 GraphicUses:1574Used by:1576
Symbol 1576 MovieClipUses:1575Used by:1580 1593 1601 1605 1611 1615 1627 1636 1654 1663 1668 1678 1682 1688
Symbol 1577 BitmapUsed by:1578
Symbol 1578 GraphicUses:1577Used by:1579
Symbol 1579 MovieClipUses:1578Used by:1580 1593 1601 1611 1615 1627 1654 1668 1672 1678
Symbol 1580 MovieClipUses:1570 1571 1512 1521 1518 1572 1538 1515 1573 1524 1576 1541 1544 1547 1550 1553 1556 1579 1559 1562Used by:1581
Symbol 1581 MovieClip [map_british_7]Uses:1580Used by:1690
Symbol 1582 GraphicUses:1504Used by:1593 1596 1601 1605 1682
Symbol 1583 GraphicUsed by:1593
Symbol 1584 BitmapUsed by:1585
Symbol 1585 GraphicUses:1584Used by:1586
Symbol 1586 MovieClipUses:1585Used by:1593 1611 1615 1627 1654 1668 1672
Symbol 1587 BitmapUsed by:1588
Symbol 1588 GraphicUses:1587Used by:1589
Symbol 1589 MovieClipUses:1588Used by:1593 1654 1659 1663 1668
Symbol 1590 BitmapUsed by:1591
Symbol 1591 GraphicUses:1590Used by:1592
Symbol 1592 MovieClipUses:1591Used by:1593 1596 1605 1615 1627 1668 1682
Symbol 1593 MovieClipUses:1582 1583 1512 1518 1521 1536 1524 1515 1573 1556 1541 1544 1579 1586 1547 1550 1589 1576 1592 1559 1562 1553Used by:1594
Symbol 1594 MovieClip [map_british_6]Uses:1593Used by:1690
Symbol 1595 GraphicUsed by:1596
Symbol 1596 MovieClipUses:1582 1595 1512 1573 1518 1538 1521 1536 1515 1524 1550 1541 1559 1547 1544 1553 1592Used by:1597
Symbol 1597 MovieClip [map_british_5]Uses:1596Used by:1690
Symbol 1598 GraphicUsed by:1601 1605
Symbol 1599 BitmapUsed by:1600 1671
Symbol 1600 GraphicUses:1599Used by:1601
Symbol 1601 MovieClipUses:1582 1598 1512 1521 1536 1518 1538 1600 1515 1524 1550 1579 1544 1556 1559 1576 1553Used by:1602
Symbol 1602 MovieClip [map_british_4]Uses:1601Used by:1690
Symbol 1603 GraphicUses:1535Used by:1605
Symbol 1604 GraphicUses:1535Used by:1605
Symbol 1605 MovieClipUses:1582 1598 1512 1603 1521 1518 1604 1515 1524 1541 1576 1547 1559 1544 1562 1550 1556 1592Used by:1606
Symbol 1606 MovieClip [map_british_3]Uses:1605Used by:1690
Symbol 1607 GraphicUses:1504Used by:1611
Symbol 1608 GraphicUsed by:1611
Symbol 1609 GraphicUses:1537Used by:1611
Symbol 1610 GraphicUses:1535Used by:1611
Symbol 1611 MovieClipUses:1607 1608 1512 1521 1518 1609 1610 1515 1524 1547 1556 1544 1579 1586 1553 1559 1576 1562 1541Used by:1612
Symbol 1612 MovieClip [map_british_2]Uses:1611Used by:1690
Symbol 1613 GraphicUses:1504Used by:1615 1672
Symbol 1614 GraphicUsed by:1615 1678
Symbol 1615 MovieClipUses:1613 1614 1512 1536 1518 1521 1524 1579 1576 1592 1559 1586 1562Used by:1616
Symbol 1616 MovieClip [map_british_1]Uses:1615Used by:1690
Symbol 1617 GraphicUses:1504Used by:1627 1659 1663
Symbol 1618 GraphicUsed by:1627
Symbol 1619 GraphicUses:1537 1513Used by:1627
Symbol 1620 GraphicUses:1535Used by:1627 1636 1650 1659
Symbol 1621 GraphicUses:1535Used by:1627
Symbol 1622 GraphicUses:1535Used by:1627
Symbol 1623 GraphicUses:1535 1513Used by:1627
Symbol 1624 GraphicUses:1537Used by:1627 1636
Symbol 1625 GraphicUsed by:1626
Symbol 1626 MovieClipUses:1625Used by:1627 1636 1643 1650 1678
Symbol 1627 MovieClipUses:1617 1618 1521 1619 1518 1620 1621 1622 1623 1624 1524 1626 1541 1547 1553 1576 1556 1592 1579 1586 1562Used by:1628
Symbol 1628 MovieClip [map_german_9]Uses:1627Used by:1690
Symbol 1629 GraphicUses:1504Used by:1636 1643 1654
Symbol 1630 GraphicUsed by:1636 1643 1654
Symbol 1631 GraphicUses:1513Used by:1636
Symbol 1632 GraphicUses:1535 1513Used by:1636
Symbol 1633 GraphicUses:1537Used by:1636 1650
Symbol 1634 GraphicUses:1535Used by:1636
Symbol 1635 GraphicUses:1535Used by:1636 1650 1659
Symbol 1636 MovieClipUses:1629 1630 1518 1521 1631 1632 1633 1634 1635 1624 1620 1524 1626 1547 1550 1576 1556 1559 1562Used by:1637
Symbol 1637 MovieClip [map_german_8]Uses:1636Used by:1690
Symbol 1638 GraphicUses:1535 1513Used by:1643
Symbol 1639 GraphicUses:1537Used by:1643
Symbol 1640 GraphicUses:1535Used by:1643 1654 1663
Symbol 1641 GraphicUses:1513 1537Used by:1643
Symbol 1642 GraphicUses:1535Used by:1643 1654 1663 1668
Symbol 1643 MovieClipUses:1629 1630 1518 1521 1638 1639 1640 1641 1642 1524 1626 1541 1547 1550 1553 1556 1559 1562 1544Used by:1644
Symbol 1644 MovieClip [map_german_7]Uses:1643Used by:1690
Symbol 1645 GraphicUses:1504Used by:1650
Symbol 1646 GraphicUsed by:1650
Symbol 1647 GraphicUses:1535 1513Used by:1650
Symbol 1648 GraphicUses:1513 1537Used by:1650
Symbol 1649 GraphicUses:1537Used by:1650
Symbol 1650 MovieClipUses:1645 1646 1518 1521 1647 1633 1635 1648 1620 1649 1524 1626 1541 1547 1550 1553 1556 1559 1562 1544Used by:1651
Symbol 1651 MovieClip [map_german_6]Uses:1650Used by:1690
Symbol 1652 GraphicUses:1535Used by:1654
Symbol 1653 GraphicUses:1537 1513Used by:1654
Symbol 1654 MovieClipUses:1629 1630 1518 1521 1652 1640 1572 1642 1538 1524 1653 1541 1547 1550 1544 1589 1576 1556 1579 1586 1559 1562Used by:1655
Symbol 1655 MovieClip [map_german_5]Uses:1654Used by:1690
Symbol 1656 GraphicUsed by:1659 1663
Symbol 1657 GraphicUses:1535Used by:1659
Symbol 1658 GraphicUses:1513 1535Used by:1659
Symbol 1659 MovieClipUses:1617 1656 1518 1521 1657 1524 1658 1635 1620 1541 1547 1550 1589 1553 1544 1556 1559 1562Used by:1660
Symbol 1660 MovieClip [map_german_4]Uses:1659Used by:1690
Symbol 1661 GraphicUses:1535Used by:1663
Symbol 1662 GraphicUses:1513Used by:1663
Symbol 1663 MovieClipUses:1617 1656 1518 1661 1521 1640 1524 1662 1642 1541 1547 1550 1589 1553 1576 1556 1559 1562 1544Used by:1664
Symbol 1664 MovieClip [map_german_3]Uses:1663Used by:1690
Symbol 1665 GraphicUses:1504Used by:1668
Symbol 1666 GraphicUsed by:1668
Symbol 1667 GraphicUses:1535Used by:1668
Symbol 1668 MovieClipUses:1665 1666 1667 1521 1642 1518 1524 1514 1592 1541 1547 1550 1589 1553 1576 1579 1586 1556 1559 1562 1544Used by:1669
Symbol 1669 MovieClip [map_german_2]Uses:1668Used by:1690
Symbol 1670 GraphicUsed by:1672
Symbol 1671 GraphicUses:1535 1599Used by:1672
Symbol 1672 MovieClipUses:1613 1670 1536 1518 1524 1521 1671 1544 1586 1556 1550 1562 1579 1553Used by:1673
Symbol 1673 MovieClip [map_german_1]Uses:1672Used by:1690
Symbol 1674 GraphicUses:1504Used by:1675
Symbol 1675 MovieClipUses:1674Used by:1678
Symbol 1676 GraphicUses:1535Used by:1678
Symbol 1677 GraphicUses:1535Used by:1678
Symbol 1678 MovieClipUses:1675 1614 1518 1676 1521 1524 1677 1579 1576 1559 1562 1626Used by:1679
Symbol 1679 MovieClip [skirmishMap_short]Uses:1678Used by:1690
Symbol 1680 GraphicUsed by:1682
Symbol 1681 GraphicUses:1535Used by:1682
Symbol 1682 MovieClipUses:1582 1680 1681 1521 1518 1524 1576 1559 1562 1541 1556 1592Used by:1683
Symbol 1683 MovieClip [skirmishMap_medium]Uses:1682Used by:1690
Symbol 1684 GraphicUses:1504Used by:1688
Symbol 1685 GraphicUsed by:1688
Symbol 1686 GraphicUses:1535Used by:1688
Symbol 1687 GraphicUses:1535Used by:1688
Symbol 1688 MovieClipUses:1684 1685 1686 1521 1518 1687 1524 1536 1576 1559 1562 1556Used by:1689
Symbol 1689 MovieClip [skirmishMap_long]Uses:1688Used by:1690
Symbol 1690 MovieClipUses:114 496 499 503 506 578 582 583 584 587 588 592 596 598 599 600 607 608 609 610 614 615 616 617 618 619 620 621 622 623 631 289 634 637 824 827 1037 1042 1180 12 1216 1229 1233 1324 1368 1372 1376 1377 1383 1387 1503 1526 1508 1529 1532 1564 1569 1581 1594 1597 1602 1606 1612 1616 1628 1637 1644 1651 1655 1660 1664 1669 1673 1679 1683 1689Used by:Timeline
Symbol 1691 EditableTextUses:402Used by:1692
Symbol 1692 MovieClip [fpsChecker]Uses:1691Used by:Timeline
Streaming Sound 1Used by:Symbol 368 MovieClip
Streaming Sound 2Used by:Symbol 401 MovieClip
Streaming Sound 3Used by:Symbol 1036 MovieClip

Instance Names

"preLoaderCombo"Frame 1Symbol 306 MovieClip
"preloaderPlayButton"Frame 1Symbol 313 MovieClip
"mainAd"Frame 1Symbol 322 MovieClip
"securityImage"Frame 1Symbol 329 MovieClip
"armorAnim"Frame 2Symbol 368 MovieClip
"bloodSplat"Symbol 72 MovieClip Frame 1Symbol 70 MovieClip
"bloodSplat"Symbol 84 MovieClip Frame 1Symbol 70 MovieClip
"muzzleFlash"Symbol 106 MovieClip Frame 1Symbol 102 MovieClip
"backing"Symbol 117 MovieClip Frame 1Symbol 113 MovieClip
"bar"Symbol 117 MovieClip Frame 1Symbol 116 MovieClip
"back_foot"Symbol 289 MovieClip [soldier] Frame 1Symbol 16 MovieClip
"back_lowerLeg"Symbol 289 MovieClip [soldier] Frame 1Symbol 26 MovieClip
"back_upperLeg"Symbol 289 MovieClip [soldier] Frame 1Symbol 38 MovieClip
"front_foot"Symbol 289 MovieClip [soldier] Frame 1Symbol 16 MovieClip
"front_lowerLeg"Symbol 289 MovieClip [soldier] Frame 1Symbol 26 MovieClip
"front_upperLeg"Symbol 289 MovieClip [soldier] Frame 1Symbol 38 MovieClip
"back_lowerArm"Symbol 289 MovieClip [soldier] Frame 1Symbol 49 MovieClip
"back_upperArm"Symbol 289 MovieClip [soldier] Frame 1Symbol 60 MovieClip
"head"Symbol 289 MovieClip [soldier] Frame 1Symbol 72 MovieClip
"torso"Symbol 289 MovieClip [soldier] Frame 1Symbol 84 MovieClip
"helmet"Symbol 289 MovieClip [soldier] Frame 1Symbol 96 MovieClip
"weapon"Symbol 289 MovieClip [soldier] Frame 1Symbol 106 MovieClip
"front_lowerArm"Symbol 289 MovieClip [soldier] Frame 1Symbol 49 MovieClip
"front_upperArm"Symbol 289 MovieClip [soldier] Frame 1Symbol 60 MovieClip
"selectedRing"Symbol 289 MovieClip [soldier] Frame 1Symbol 109 MovieClip
"collision"Symbol 289 MovieClip [soldier] Frame 1Symbol 111 MovieClip
"backing"Symbol 289 MovieClip [soldier] Frame 1Symbol 111 MovieClip
"healthBar"Symbol 289 MovieClip [soldier] Frame 1Symbol 117 MovieClip
"officerStar"Symbol 289 MovieClip [soldier] Frame 1Symbol 122 MovieClip
"selectedRing"Symbol 289 MovieClip [soldier] Frame 175Symbol 109 MovieClip
"tracer"Symbol 289 MovieClip [soldier] Frame 265Symbol 177 MovieClip
"selectedRing"Symbol 289 MovieClip [soldier] Frame 319Symbol 109 MovieClip
"tracer"Symbol 289 MovieClip [soldier] Frame 353Symbol 177 MovieClip
"tracer"Symbol 289 MovieClip [soldier] Frame 451Symbol 210 MovieClip
"tracer"Symbol 289 MovieClip [soldier] Frame 545Symbol 177 MovieClip
"collision"Symbol 289 MovieClip [soldier] Frame 769Symbol 111 MovieClip
"tracer"Symbol 289 MovieClip [soldier] Frame 821Symbol 177 MovieClip
"tracer"Symbol 289 MovieClip [soldier] Frame 914Symbol 210 MovieClip
"rangeFinder"Symbol 289 MovieClip [soldier] Frame 985Symbol 111 MovieClip
"tracer"Symbol 289 MovieClip [soldier] Frame 1038Symbol 177 MovieClip
"tracer"Symbol 289 MovieClip [soldier] Frame 1140Symbol 210 MovieClip
"rangeFinder"Symbol 289 MovieClip [soldier] Frame 1216Symbol 111 MovieClip
"tracer"Symbol 289 MovieClip [soldier] Frame 1271Symbol 177 MovieClip
"tracer"Symbol 289 MovieClip [soldier] Frame 1402Symbol 210 MovieClip
"helmet"Symbol 289 MovieClip [soldier] Frame 1534Symbol 96 MovieClip
"weapon"Symbol 289 MovieClip [soldier] Frame 1534Symbol 106 MovieClip
"rangeFinder"Symbol 289 MovieClip [soldier] Frame 1534Symbol 111 MovieClip
"helmet"Symbol 289 MovieClip [soldier] Frame 1581Symbol 96 MovieClip
"weapon"Symbol 289 MovieClip [soldier] Frame 1581Symbol 106 MovieClip
"helmet"Symbol 289 MovieClip [soldier] Frame 1775Symbol 96 MovieClip
"weapon"Symbol 289 MovieClip [soldier] Frame 1775Symbol 106 MovieClip
"loadBar"Symbol 303 MovieClip Frame 1Symbol 302 MovieClip
"percentageTotal"Symbol 306 MovieClip Frame 1Symbol 293 EditableText
"versionNumber"Symbol 306 MovieClip Frame 1Symbol 295 EditableText
"preloader"Symbol 306 MovieClip Frame 1Symbol 303 MovieClip
"backing"Symbol 313 MovieClip Frame 1Symbol 309 MovieClip
"playText"Symbol 313 MovieClip Frame 1Symbol 312 MovieClip
"backing"Symbol 316 MovieClip Frame 1Symbol 309 MovieClip
"hintText"Symbol 322 MovieClip Frame 5Symbol 321 EditableText
"exp"Symbol 637 MovieClip [xpIcon] Frame 1Symbol 636 EditableText
"tagNumber"Symbol 647 MovieClip Frame 1Symbol 646 EditableText
"fireAnim"Symbol 814 MovieClip Frame 1Symbol 813 MovieClip
"fireAnim3"Symbol 815 MovieClip Frame 1Symbol 814 MovieClip
"fireAnim1"Symbol 815 MovieClip Frame 1Symbol 814 MovieClip
"fireAnim3"Symbol 823 MovieClip Frame 1Symbol 814 MovieClip
"fireAnim2"Symbol 823 MovieClip Frame 1Symbol 814 MovieClip
"tankBody"Symbol 824 MovieClip [tank] Frame 1Symbol 643 MovieClip
"tag"Symbol 824 MovieClip [tank] Frame 1Symbol 647 MovieClip
"secondGun"Symbol 824 MovieClip [tank] Frame 1Symbol 651 MovieClip
"tracer"Symbol 824 MovieClip [tank] Frame 1Symbol 177 MovieClip
"mainGun"Symbol 824 MovieClip [tank] Frame 1Symbol 654 MovieClip
"collision"Symbol 824 MovieClip [tank] Frame 1Symbol 111 MovieClip
"healthBar"Symbol 824 MovieClip [tank] Frame 1Symbol 117 MovieClip
"ricochet6"Symbol 824 MovieClip [tank] Frame 1Symbol 661 MovieClip
"ricochet10"Symbol 824 MovieClip [tank] Frame 1Symbol 661 MovieClip
"ricochet2"Symbol 824 MovieClip [tank] Frame 1Symbol 661 MovieClip
"ricochet5"Symbol 824 MovieClip [tank] Frame 1Symbol 661 MovieClip
"ricochet7"Symbol 824 MovieClip [tank] Frame 1Symbol 661 MovieClip
"ricochet1"Symbol 824 MovieClip [tank] Frame 1Symbol 661 MovieClip
"ricochet9"Symbol 824 MovieClip [tank] Frame 1Symbol 661 MovieClip
"ricochet11"Symbol 824 MovieClip [tank] Frame 1Symbol 661 MovieClip
"ricochet8"Symbol 824 MovieClip [tank] Frame 1Symbol 661 MovieClip
"ricochet4"Symbol 824 MovieClip [tank] Frame 1Symbol 661 MovieClip
"ricochet3"Symbol 824 MovieClip [tank] Frame 1Symbol 661 MovieClip
"damageClip"Symbol 824 MovieClip [tank] Frame 1Symbol 815 MovieClip
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"flash3"Symbol 1596 MovieClip Frame 1Symbol 1512 MovieClip
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"flash1"Symbol 1601 MovieClip Frame 1Symbol 1512 MovieClip
"bg"Symbol 1602 MovieClip [map_british_4] Frame 1Symbol 1601 MovieClip
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"bg"Symbol 1606 MovieClip [map_british_3] Frame 1Symbol 1605 MovieClip
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"flash1"Symbol 1615 MovieClip Frame 1Symbol 1512 MovieClip
"flash1"Symbol 1615 MovieClip Frame 1Symbol 1512 MovieClip
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"bg"Symbol 1628 MovieClip [map_german_9] Frame 1Symbol 1627 MovieClip
"bg"Symbol 1637 MovieClip [map_german_8] Frame 1Symbol 1636 MovieClip
"bg"Symbol 1644 MovieClip [map_german_7] Frame 1Symbol 1643 MovieClip
"bg"Symbol 1651 MovieClip [map_german_6] Frame 1Symbol 1650 MovieClip
"bg"Symbol 1655 MovieClip [map_german_5] Frame 1Symbol 1654 MovieClip
"bg"Symbol 1660 MovieClip [map_german_4] Frame 1Symbol 1659 MovieClip
"bg"Symbol 1664 MovieClip [map_german_3] Frame 1Symbol 1663 MovieClip
"bg"Symbol 1669 MovieClip [map_german_2] Frame 1Symbol 1668 MovieClip
"bg"Symbol 1673 MovieClip [map_german_1] Frame 1Symbol 1672 MovieClip
"bg"Symbol 1679 MovieClip [skirmishMap_short] Frame 1Symbol 1678 MovieClip
"bg"Symbol 1683 MovieClip [skirmishMap_medium] Frame 1Symbol 1682 MovieClip
"bg"Symbol 1689 MovieClip [skirmishMap_long] Frame 1Symbol 1688 MovieClip
"upgrades"Symbol 1690 MovieClip Frame 2Symbol 1180 MovieClip [upgrades]
"trench0"Symbol 1690 MovieClip Frame 2Symbol 1508 MovieClip [trench]
"fpsText"Symbol 1692 MovieClip [fpsChecker] Frame 1Symbol 1691 EditableText

Special Tags

FileAttributes (69)Timeline Frame 1Access local files only, Metadata not present, AS1/AS2.
ExportAssets (56)Timeline Frame 1Symbol 2 as "adBox"
ExportAssets (56)Timeline Frame 1Symbol 4 as "tankStrikeCollision"
ExportAssets (56)Timeline Frame 1Symbol 5 as "mortarStrikeCollision"
ExportAssets (56)Timeline Frame 1Symbol 7 as "gasStrikeCollision"
ExportAssets (56)Timeline Frame 1Symbol 8 as "artilleryStrikeCollision"
ExportAssets (56)Timeline Frame 1Symbol 11 as "panArrow"
ExportAssets (56)Timeline Frame 1Symbol 12 as "blankMovie"
ExportAssets (56)Timeline Frame 1Symbol 289 as "soldier"
ExportAssets (56)Timeline Frame 4Symbol 404 as "music_lossMusic"
ExportAssets (56)Timeline Frame 4Symbol 405 as "music_winMusic"
ExportAssets (56)Timeline Frame 4Symbol 406 as "sound_menuMusic"
ExportAssets (56)Timeline Frame 4Symbol 407 as "sound_mine_explosion2"
ExportAssets (56)Timeline Frame 4Symbol 408 as "sound_mine_explosion1"
ExportAssets (56)Timeline Frame 4Symbol 409 as "sound_tankExplosion_indivExplosion"
ExportAssets (56)Timeline Frame 4Symbol 410 as "sound_tankExplosion"
ExportAssets (56)Timeline Frame 4Symbol 411 as "sound_metalImpact"
ExportAssets (56)Timeline Frame 4Symbol 412 as "sound_ambienceRain"
ExportAssets (56)Timeline Frame 4Symbol 413 as "sound_incoming_artillery3"
ExportAssets (56)Timeline Frame 4Symbol 414 as "sound_incoming_artillery2"
ExportAssets (56)Timeline Frame 4Symbol 415 as "sound_incoming_artillery1"
ExportAssets (56)Timeline Frame 4Symbol 416 as "sound_incoming_mortar3"
ExportAssets (56)Timeline Frame 4Symbol 417 as "sound_incoming_mortar2"
ExportAssets (56)Timeline Frame 4Symbol 418 as "sound_incoming_mortar1"
ExportAssets (56)Timeline Frame 4Symbol 419 as "sound_voice_german_gas1"
ExportAssets (56)Timeline Frame 4Symbol 420 as "sound_voice_british_gas1"
ExportAssets (56)Timeline Frame 4Symbol 421 as "sound_soldierCough4"
ExportAssets (56)Timeline Frame 4Symbol 422 as "sound_soldierCough3"
ExportAssets (56)Timeline Frame 4Symbol 423 as "sound_soldierCough2"
ExportAssets (56)Timeline Frame 4Symbol 424 as "sound_soldierCough1"
ExportAssets (56)Timeline Frame 4Symbol 425 as "sound_cheer"
ExportAssets (56)Timeline Frame 4Symbol 426 as "sound_voice_german_tank1"
ExportAssets (56)Timeline Frame 4Symbol 427 as "sound_voice_british_tank2"
ExportAssets (56)Timeline Frame 4Symbol 428 as "sound_voice_british_tank1"
ExportAssets (56)Timeline Frame 4Symbol 429 as "sound_mine_click"
ExportAssets (56)Timeline Frame 4Symbol 430 as "sound_voice_british_attack1"
ExportAssets (56)Timeline Frame 4Symbol 431 as "sound_voice_british_machineGun2"
ExportAssets (56)Timeline Frame 4Symbol 432 as "sound_voice_british_machineGun1"
ExportAssets (56)Timeline Frame 4Symbol 433 as "sound_voice_german_machineGun2"
ExportAssets (56)Timeline Frame 4Symbol 434 as "sound_voice_german_machineGun1"
ExportAssets (56)Timeline Frame 4Symbol 435 as "sound_pistol_fire2"
ExportAssets (56)Timeline Frame 4Symbol 436 as "sound_pistol_fire1"
ExportAssets (56)Timeline Frame 4Symbol 437 as "sound_soldierDeath5"
ExportAssets (56)Timeline Frame 4Symbol 438 as "sound_soldierDeath6"
ExportAssets (56)Timeline Frame 4Symbol 439 as "sound_voice_german_incoming4"
ExportAssets (56)Timeline Frame 4Symbol 440 as "sound_voice_british_sniper3"
ExportAssets (56)Timeline Frame 4Symbol 441 as "sound_voice_british_sniper2"
ExportAssets (56)Timeline Frame 4Symbol 442 as "sound_voice_british_incoming3"
ExportAssets (56)Timeline Frame 4Symbol 443 as "sound_voice_british_incoming2"
ExportAssets (56)Timeline Frame 4Symbol 444 as "sound_voice_british_incoming1"
ExportAssets (56)Timeline Frame 4Symbol 445 as "sound_voice_german_incoming3"
ExportAssets (56)Timeline Frame 4Symbol 446 as "sound_voice_german_advance5"
ExportAssets (56)Timeline Frame 4Symbol 447 as "sound_voice_german_incoming1"
ExportAssets (56)Timeline Frame 4Symbol 448 as "sound_voice_german_incoming2"
ExportAssets (56)Timeline Frame 4Symbol 449 as "sound_voice_german_advance2"
ExportAssets (56)Timeline Frame 4Symbol 450 as "sound_voice_german_advance3"
ExportAssets (56)Timeline Frame 4Symbol 451 as "sound_voice_german_advance4"
ExportAssets (56)Timeline Frame 4Symbol 452 as "sound_voice_german_sniper1"
ExportAssets (56)Timeline Frame 4Symbol 453 as "sound_voice_german_sniper2"
ExportAssets (56)Timeline Frame 4Symbol 454 as "sound_voice_british_sniper1"
ExportAssets (56)Timeline Frame 4Symbol 455 as "sound_voice_german_advance1"
ExportAssets (56)Timeline Frame 4Symbol 456 as "sound_voice_british_advance6"
ExportAssets (56)Timeline Frame 4Symbol 457 as "sound_voice_british_advance5"
ExportAssets (56)Timeline Frame 4Symbol 458 as "sound_voice_british_advance4"
ExportAssets (56)Timeline Frame 4Symbol 459 as "sound_voice_british_advance3"
ExportAssets (56)Timeline Frame 4Symbol 460 as "sound_voice_british_advance2"
ExportAssets (56)Timeline Frame 4Symbol 461 as "sound_voice_british_advance1"
ExportAssets (56)Timeline Frame 4Symbol 462 as "sound_testVoice"
ExportAssets (56)Timeline Frame 4Symbol 463 as "sound_grenade_explosion2"
ExportAssets (56)Timeline Frame 4Symbol 464 as "sound_grenade_explosion1"
ExportAssets (56)Timeline Frame 4Symbol 465 as "sound_interface_rollOver"
ExportAssets (56)Timeline Frame 4Symbol 466 as "sound_interface_click"
ExportAssets (56)Timeline Frame 4Symbol 467 as "sound_tankMainGunFire"
ExportAssets (56)Timeline Frame 4Symbol 468 as "sound_tankMoving"
ExportAssets (56)Timeline Frame 4Symbol 469 as "sound_ricochetMetal2"
ExportAssets (56)Timeline Frame 4Symbol 470 as "sound_ricochetMetal1"
ExportAssets (56)Timeline Frame 4Symbol 471 as "sound_ambienceBattle"
ExportAssets (56)Timeline Frame 4Symbol 472 as "sound_soldierDeath4"
ExportAssets (56)Timeline Frame 4Symbol 473 as "sound_soldierDeath3"
ExportAssets (56)Timeline Frame 4Symbol 474 as "sound_soldierDeath2"
ExportAssets (56)Timeline Frame 4Symbol 475 as "sound_soldierDeath1"
ExportAssets (56)Timeline Frame 4Symbol 476 as "sound_mortar_fire"
ExportAssets (56)Timeline Frame 4Symbol 477 as "sound_artillery_fire"
ExportAssets (56)Timeline Frame 4Symbol 478 as "sound_artillery_explosion1"
ExportAssets (56)Timeline Frame 4Symbol 479 as "sound_artillery_explosion2"
ExportAssets (56)Timeline Frame 4Symbol 480 as "sound_artillery_explosion3"
ExportAssets (56)Timeline Frame 4Symbol 481 as "sound_bulletHit1"
ExportAssets (56)Timeline Frame 4Symbol 482 as "sound_bulletHit2"
ExportAssets (56)Timeline Frame 4Symbol 483 as "sound_enfield_fire1"
ExportAssets (56)Timeline Frame 4Symbol 484 as "sound_enfield_fire2"
ExportAssets (56)Timeline Frame 4Symbol 485 as "sound_enfieldSniper_fire1"
ExportAssets (56)Timeline Frame 4Symbol 486 as "sound_enfieldSniper_fire2"
ExportAssets (56)Timeline Frame 4Symbol 487 as "sound_lewis_fire1"
ExportAssets (56)Timeline Frame 4Symbol 488 as "sound_lewis_fire2"
ExportAssets (56)Timeline Frame 4Symbol 489 as "sound_mauser_fire1"
ExportAssets (56)Timeline Frame 4Symbol 490 as "sound_mauser_fire2"
ExportAssets (56)Timeline Frame 4Symbol 491 as "sound_mauserSniper_fire1"
ExportAssets (56)Timeline Frame 4Symbol 492 as "sound_mauserSniper_fire2"
ExportAssets (56)Timeline Frame 4Symbol 493 as "sound_mortar_explosion1"
ExportAssets (56)Timeline Frame 4Symbol 494 as "sound_mortar_explosion2"
ExportAssets (56)Timeline Frame 4Symbol 499 as "particle_dirt"
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ExportAssets (56)Timeline Frame 4Symbol 506 as "particle_dirt2"
ExportAssets (56)Timeline Frame 4Symbol 578 as "particle_fireball"
ExportAssets (56)Timeline Frame 4Symbol 582 as "particle_cloudDust"
ExportAssets (56)Timeline Frame 4Symbol 583 as "particle_fireball_mortar"
ExportAssets (56)Timeline Frame 4Symbol 584 as "particle_dustShaft_mortar"
ExportAssets (56)Timeline Frame 4Symbol 587 as "particle_dirt2_mortar"
ExportAssets (56)Timeline Frame 4Symbol 588 as "particle_cloudDust_mortar"
ExportAssets (56)Timeline Frame 4Symbol 592 as "particle_sparks"
ExportAssets (56)Timeline Frame 4Symbol 596 as "particle_cloudDust_white"
ExportAssets (56)Timeline Frame 4Symbol 598 as "particle_dirt2_bullet"
ExportAssets (56)Timeline Frame 4Symbol 599 as "particle_cloudDust_bullet"
ExportAssets (56)Timeline Frame 4Symbol 600 as "particle_dustShaft_bullet"
ExportAssets (56)Timeline Frame 4Symbol 607 as "artilleryStrike"
ExportAssets (56)Timeline Frame 4Symbol 608 as "particle_bloodCloud"
ExportAssets (56)Timeline Frame 4Symbol 609 as "particle_fireball_tank"
ExportAssets (56)Timeline Frame 4Symbol 610 as "gasStrikeAnim"
ExportAssets (56)Timeline Frame 4Symbol 614 as "gasCloud"
ExportAssets (56)Timeline Frame 4Symbol 615 as "particle_dustShaft_grenade"
ExportAssets (56)Timeline Frame 4Symbol 616 as "particle_cloudDust_grenade"
ExportAssets (56)Timeline Frame 4Symbol 617 as "particle_fireball_grenade"
ExportAssets (56)Timeline Frame 4Symbol 618 as "particle_dirt2_grenade"
ExportAssets (56)Timeline Frame 4Symbol 619 as "antiTankStrike"
ExportAssets (56)Timeline Frame 4Symbol 620 as "antiTankStrikeCollision"
ExportAssets (56)Timeline Frame 4Symbol 621 as "mineStrike"
ExportAssets (56)Timeline Frame 4Symbol 622 as "mortarStrike"
ExportAssets (56)Timeline Frame 4Symbol 623 as "tankRound"
ExportAssets (56)Timeline Frame 4Symbol 631 as "particle_metalFragment"
ExportAssets (56)Timeline Frame 4Symbol 634 as "decal_artilleryScorch"
ExportAssets (56)Timeline Frame 4Symbol 637 as "xpIcon"
ExportAssets (56)Timeline Frame 4Symbol 824 as "tank"
ExportAssets (56)Timeline Frame 4Symbol 827 as "interface_groundTarget"
ExportAssets (56)Timeline Frame 4Symbol 1037 as "menu"
ExportAssets (56)Timeline Frame 4Symbol 1042 as "dialogBox"
ExportAssets (56)Timeline Frame 4Symbol 1180 as "upgrades"
ExportAssets (56)Timeline Frame 4Symbol 1216 as "unlockDialog"
ExportAssets (56)Timeline Frame 4Symbol 1229 as "inGameMenu"
ExportAssets (56)Timeline Frame 4Symbol 1233 as "gameCursor"
ExportAssets (56)Timeline Frame 4Symbol 1324 as "loadScreen"
ExportAssets (56)Timeline Frame 4Symbol 1368 as "trenchInterface"
ExportAssets (56)Timeline Frame 4Symbol 1372 as "dialog_quickMessage"
ExportAssets (56)Timeline Frame 4Symbol 1376 as "handGrenade"
ExportAssets (56)Timeline Frame 4Symbol 1377 as "grenadeStrikeCollision"
ExportAssets (56)Timeline Frame 4Symbol 1383 as "wireFence"
ExportAssets (56)Timeline Frame 4Symbol 1387 as "systemConsole"
ExportAssets (56)Timeline Frame 4Symbol 1503 as "hud"
ExportAssets (56)Timeline Frame 4Symbol 1508 as "trench"
ExportAssets (56)Timeline Frame 4Symbol 1526 as "testMap"
ExportAssets (56)Timeline Frame 4Symbol 1529 as "rainDrop"
ExportAssets (56)Timeline Frame 4Symbol 1532 as "rainSplash"
ExportAssets (56)Timeline Frame 4Symbol 1564 as "map_british_9"
ExportAssets (56)Timeline Frame 4Symbol 1569 as "map_british_8"
ExportAssets (56)Timeline Frame 4Symbol 1581 as "map_british_7"
ExportAssets (56)Timeline Frame 4Symbol 1594 as "map_british_6"
ExportAssets (56)Timeline Frame 4Symbol 1597 as "map_british_5"
ExportAssets (56)Timeline Frame 4Symbol 1602 as "map_british_4"
ExportAssets (56)Timeline Frame 4Symbol 1606 as "map_british_3"
ExportAssets (56)Timeline Frame 4Symbol 1612 as "map_british_2"
ExportAssets (56)Timeline Frame 4Symbol 1616 as "map_british_1"
ExportAssets (56)Timeline Frame 4Symbol 1628 as "map_german_9"
ExportAssets (56)Timeline Frame 4Symbol 1637 as "map_german_8"
ExportAssets (56)Timeline Frame 4Symbol 1644 as "map_german_7"
ExportAssets (56)Timeline Frame 4Symbol 1651 as "map_german_6"
ExportAssets (56)Timeline Frame 4Symbol 1655 as "map_german_5"
ExportAssets (56)Timeline Frame 4Symbol 1660 as "map_german_4"
ExportAssets (56)Timeline Frame 4Symbol 1664 as "map_german_3"
ExportAssets (56)Timeline Frame 4Symbol 1669 as "map_german_2"
ExportAssets (56)Timeline Frame 4Symbol 1673 as "map_german_1"
ExportAssets (56)Timeline Frame 4Symbol 1679 as "skirmishMap_short"
ExportAssets (56)Timeline Frame 4Symbol 1683 as "skirmishMap_medium"
ExportAssets (56)Timeline Frame 4Symbol 1689 as "skirmishMap_long"
ExportAssets (56)Timeline Frame 4Symbol 1692 as "fpsChecker"

Labels

"logo"Frame 2
"conArtistsLogo"Frame 3
"main"Frame 5
"british_rifleman"Symbol 16 MovieClip Frame 1
"gone"Symbol 16 MovieClip Frame 30
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"british_lieutenant"Symbol 26 MovieClip Frame 20
"british_sharpShooter"Symbol 26 MovieClip Frame 43
"british_machineGunner"Symbol 26 MovieClip Frame 57
"german_rifleman"Symbol 26 MovieClip Frame 76
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"gone"Symbol 26 MovieClip Frame 168
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"pistol"Symbol 106 MovieClip Frame 27
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"enterTrench"Symbol 289 MovieClip [soldier] Frame 175
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"officer"Symbol 1199 MovieClip Frame 41
"tank"Symbol 1199 MovieClip Frame 52
"gas"Symbol 1199 MovieClip Frame 62
"artillery"Symbol 1199 MovieClip Frame 71
"mortar"Symbol 1199 MovieClip Frame 81
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"sniper"Symbol 1210 MovieClip Frame 30
"officer"Symbol 1210 MovieClip Frame 41
"tank"Symbol 1210 MovieClip Frame 52
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"mortar"Symbol 1210 MovieClip Frame 81
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"british"Symbol 1211 MovieClip Frame 1
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"postBattle"Symbol 1324 MovieClip [loadScreen] Frame 10
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http://swfchan.com/9/42981/info.shtml
Created: 9/5 -2019 16:40:50 Last modified: 9/5 -2019 16:40:50 Server time: 22/12 -2024 19:32:03