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_module/nss/os_arm_bri.nss
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208
_module/nss/os_arm_bri.nss
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////////////////////////////////////////////////////////////////////////////////
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//
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// Siege Bricole - Initiates Load Sequence
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// os_arm_bri
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// by Don Anderson
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// dandersonru@msn.com
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//
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////////////////////////////////////////////////////////////////////////////////
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#include "os_inc"
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void main()
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{
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object oBricole = OBJECT_SELF;
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int nSelfFaction = GetLocalInt(oBricole,"FACTION");
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int nLoaded = GetLocalInt(oBricole,"LOADED");
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location lLoc = GetLocation(oBricole);
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//Find closest related Switch
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object oSwitch = GetNearestObjectByTag("SiegeSwitch",oBricole,1);
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float fSDist = GetDistanceToObject(oSwitch);
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if(fSDist > SIEGE_SWITCH) return;
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int nFaction;
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object oTarget;
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object oAcquire;
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string sTarget;
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//Check for Active Fire Mode
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int nFMode = GetLocalInt(oSwitch,"FIREMODE");
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if(nFMode < 1)
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{
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AssignCommand(oBricole,SpeakString("Bricole standing down!"));
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SetLocalInt(oBricole,"LOADED",0);
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SetLocalInt(oBricole,"ACQUIRED",0);
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return;
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}
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//Find a Valid Stone Pile
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object oStone = GetNearestObjectByTag("SiegeStones",oBricole,1);
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if(oStone != OBJECT_INVALID && nLoaded == 0)
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{
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float fDist = GetDistanceToObject(oStone);
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if(fDist <= SIEGE_SUPPLY)
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{
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//Check for Available Stones
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int nStones = GetLocalInt(oStone,"AMMOQTY");
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if(nStones > 0)
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{
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nStones--;
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SetLocalInt(oStone,"AMMOQTY",nStones);
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SetLocalInt(oBricole,"LOADED",1);
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SetLocalInt(oBricole,"ACQUIRED",0);
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}
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else
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{
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//Destroy Existing and Find Another
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DestroyObject(oStone,0.1);
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DelayCommand(1.0,ExecuteScript("os_arm_bri",oBricole));
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}
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}
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}
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else
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{
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DelayCommand(1.0,SpeakString("Bricole standing down....no Stones available!"));
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SetLocalInt(oBricole,"LOADED",0);
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SetLocalInt(oBricole,"ACQUIRED",0);
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return;
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}
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/*******************************************************************************/
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//: SIEGE BRICOLE
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//Now the ammunition is properly loaded and the firing sequence takes place
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if(GetLocalInt(oBricole,"LOADED") == 1)
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{
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//Now we look for doors
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if(GetLocalInt(oBricole,"ACQUIRED") == 0)
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{
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object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, MAXRANGE_SIEGEBRICOLE, lLoc, TRUE, OBJECT_TYPE_DOOR);
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while (GetIsObjectValid(oTarget))
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{
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location lType = GetLocation(oTarget);
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string sType = GetTag(oTarget);
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fSDist = GetDistanceToObject(oTarget);
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if(fSDist >= MINRANGE_SIEGEBRICOLE)
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{
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//OK to Fire On?
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if(GetPlotFlag(oTarget) == FALSE)
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{
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int nNPCHP = GetCurrentHitPoints(oTarget);
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if(nNPCHP >= 1)
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{
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SetLocalInt(oBricole,"ACQUIRED",1);
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oAcquire = oTarget;
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break;//Acquired Target
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}
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}
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}
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, MAXRANGE_SIEGEBRICOLE, lLoc, TRUE, OBJECT_TYPE_DOOR);
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}
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}
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//Now we check for Siege Weapons
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if(GetLocalInt(oBricole,"ACQUIRED") == 0)
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{
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object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, MAXRANGE_SIEGEBRICOLE, lLoc, TRUE, OBJECT_TYPE_PLACEABLE);
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while (GetIsObjectValid(oTarget))
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{
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location lType = GetLocation(oTarget);
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string sType = GetTag(oTarget);
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fSDist = GetDistanceToObject(oTarget);
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if((fSDist >= MINRANGE_SIEGEBRICOLE) &&
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(sType == SIEGEARBALEST_LGT || sType == SIEGEARBALEST_HVY
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|| sType == SIEGECATAPULT_LGT || sType == SIEGECATAPULT_HVY
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|| sType == SIEGEBRICOLE || sType == SIEGECOUILLARD || sType == SIEGEPERRIERE
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|| sType == SIEGEONAGER))
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{
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//OK to Fire On?
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if(GetPlotFlag(oTarget) == FALSE)
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{
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nFaction = GetLocalInt(oTarget,"FACTION");
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int nNPCHP = GetCurrentHitPoints(oTarget);
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if(nNPCHP >= 1 && (nFaction != nSelfFaction))
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{
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SetLocalInt(oBricole,"ACQUIRED",1);
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oAcquire = oTarget;
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break;//Acquired Target
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}
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}
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}
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, MAXRANGE_SIEGEBRICOLE, lLoc, TRUE, OBJECT_TYPE_PLACEABLE);
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}
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}
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//Now we look for creatures
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if(GetLocalInt(oBricole,"ACQUIRED") == 0)
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{
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object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, MAXRANGE_SIEGEBRICOLE, lLoc, TRUE, OBJECT_TYPE_CREATURE);
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while (GetIsObjectValid(oTarget))
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{
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location lType = GetLocation(oTarget);
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string sType = GetTag(oTarget);
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fSDist = GetDistanceToObject(oTarget);
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if(fSDist >= MINRANGE_SIEGEBRICOLE)
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{
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//OK to Fire On?
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if(GetPlotFlag(oTarget) == FALSE)
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{
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nFaction = GetLocalInt(oTarget,"FACTION");
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int nNPCHP = GetCurrentHitPoints(oTarget);
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if(nNPCHP >= 1 && (nFaction != nSelfFaction))
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{
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SetLocalInt(oBricole,"ACQUIRED",1);
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oAcquire = oTarget;
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break;//Acquired Target
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}
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}
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}
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, MAXRANGE_SIEGEBRICOLE, lLoc, TRUE, OBJECT_TYPE_CREATURE);
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}
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}
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}
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//: SIEGE BRICOLE
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/*******************************************************************************/
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if(GetLocalInt(oBricole,"LOADED") == 1)
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{
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//Now we either stand down or range and face the target
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if(GetLocalInt(oBricole,"ACQUIRED") == 0)
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{
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AssignCommand(oBricole,DelayCommand(1.0,SpeakString("Bricole standing down....no valid targets!")));
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SetLocalInt(oBricole,"LOADED",0);
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return;
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}
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else
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{
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sTarget = GetName(oAcquire);
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float fDTarget = GetDistanceToObject(oAcquire);
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SetLocalFloat(oBricole,"RANGE",fDTarget);
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SetFacingObject(oAcquire);
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}
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//Get Range in Integer Format
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int nDTarget = FloatToInt(GetLocalFloat(oBricole,"RANGE"));
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//Now we start the Firing Process
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if(GetLocalInt(oBricole,"LOADED") == 1)
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{
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AssignCommand(oBricole,DelayCommand(1.0,SpeakString("Bricole has acquired "+ sTarget +" as a Target!")));
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AssignCommand(oBricole,DelayCommand(3.0,SpeakString("Range: "+ IntToString(nDTarget) +" Meters")));
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AssignCommand(oBricole,DelayCommand(5.0,SpeakString("Siege Stone Ammunition Received!")));
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AssignCommand(oBricole,DelayCommand(TIME_SIEGEBRICOLE - 10.0,PlaySound("as_cv_ropepully1")));
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AssignCommand(oBricole,DelayCommand(TIME_SIEGEBRICOLE - 8.0,PlaySound("as_cv_ropecreak2")));
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AssignCommand(oBricole,DelayCommand(TIME_SIEGEBRICOLE - 6.0,SpeakString("Loaded!")));
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AssignCommand(oBricole,DelayCommand(TIME_SIEGEBRICOLE - 3.0,SpeakString("Ready!")));
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AssignCommand(oBricole,DelayCommand(TIME_SIEGEBRICOLE - 0.5,SpeakString("FIRE!")));
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AssignCommand(oBricole,DelayCommand(TIME_SIEGEBRICOLE,ExecuteScript("os_fire_cou",oBricole)));
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AssignCommand(oBricole,DelayCommand(TIME_SIEGEBRICOLE + 10.0,ExecuteScript("os_arm_bri",oBricole)));
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}
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}
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}
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