Macro Main ? { Wait (event(Chapter003.Started)) RunAsync This.Dropships Wait (8.00 sec) ActionAsync WorldInfo.ForceMusic("Tense") Wait (event(Chapter003.Finished)) //start chapter004 Wait (4.00 sec) Send event ChapterControl.StartChapter004 } On (event(Chapter003.DropshipOnPosition)) do { RunAsync This.Fight } On (event(Chapter003.DropshipOnPosition_02)) do { RunAsync This.Fight02 } Macro Dropships CAircraftCharacterEntity { global var CAircraftCharacterEntity Dropship global var CAircraftCharacterEntity Dropship02 //left dropship start Dropship=Dropship_Spawner.SpawnOne() ActionAsync Dropship.BeInvulnerable(TRUE) Action SciFi_Commander.SetSpawnSource(Dropship) Action SciFi_Multispawner.SetSpawnSource(Dropship) ActionAsync Macro_DropshipControl.StartFunction("DropshipControl",Dropship) //right dropship start Dropship02=Dropship_Spawner_02.SpawnOne() ActionAsync Dropship02.BeInvulnerable(TRUE) //all three SciFis are in multispawner Action SciFi_Multispawner02.SetSpawnSource(Dropship02) ActionAsync Macro_DropshipControl_02.StartFunction("DropshipControl",Dropship02) } Macro Fight02 CLeggedCharacterEntity { //spawning SciFi soldiers ActionAsync SciFi_Multispawner02.SpawnSimple() Wait (event(Chapter003.Finished)) } On (event(SciFi_Multispawner02.AllSpawned)) do { Send event Chapter003.AllSpawned_02 } Macro Fight CLeggedCharacterEntity { //spawning SciFi soldiers out of dropship Action SciFi_Commander.SpawnSimple() Wait (1.00 sec) Action SciFi_Multispawner.SpawnSimple() Wait (event(Chapter003.Finished)) } On (event(SciFi_Commander.SpawneeAvailable)) do { Commander_Spawnee=SciFi_Commander.GetLastSpawned() RunAsync Commander_Spawnee.Commander_Behaviour //dropship goes away after all SciFis jumped out } On (event(SciFi_Multispawner.AllSpawned)) do { Send event Chapter003.AllSpawned //testing if all enemies from dropship are killed } On (event all(DropshipsEnemies.AllKilled)) do { Wait (1.50 sec) Send event Chapter003.Finished ActionAsync Macro_Speech.StartFunction("DropshipSciFisDied") } On (45.00 sec) do { //safety progress ActionAsync DetectorSafety.Recharge() Wait (event(DetectorSafety.Activated)) Send event Chapter003.Finished } Macro Commander_Behaviour CLeggedCharacterEntity { //Commander is first dropped from dropship, then it signals other soldiers to sorround player, Wait (event(This.LastTacticMarkerReached)) Action This.AttackMelee("Wave") Action This.macSetThreatSensitivity("Standard") }