Btw, here's an example of the mission/script editor
(this is the complete code of "mission one")
rem MISSION 1-------------------------------------------------------------------------------
mission_one:
draw to front
side = 1
for reset_sounds_one=1 to 222
for reset_sounds_two=1 to 4
object_sounds(reset_sounds_one, reset_sounds_two)=1
next reset_sounds_two
next reset_sounds_one
Make matrix 1,10000,10000,50,50
rem position units -------------------------------------------------------------------
for m_position=2 to 6
load object "objects\idle.x", m_position
append object "objects\walk.x", m_position, 21
loop object m_position
position object m_position,500,0,500
object_name$(m_position)="Swordman"
object_type(m_position)=2
object_health(m_position)=50
object_strength(m_position)=7
object_defense(m_position)=3
object_range(m_position)=30
object_speed(m_position)=2
object_mission(m_position)=0
object_a_speed(m_position)=74
object_sounds(m_position, 1)=20
object_sounds(m_position, 2)=15
object_sounds(m_position, 3)=21
object_sounds(m_position, 4)=22
next m_position
for c_position=7 to 13
load object "objects\idle.x", c_position
append object "objects\walk.x", c_position, 21
loop object c_position
position object c_position,500,0,500
object_name$(c_position)="Archer"
object_type(c_position)=3
object_health(c_position)=25
object_strength(c_position)=4
object_defense(c_position)=2
object_range(c_position)=700
object_speed(c_position)=3
object_mission(c_position)=0
object_a_speed(c_position)=34
object_sounds(c_position, 1)=20
object_sounds(c_position, 2)=12
object_sounds(c_position, 3)=21
object_sounds(c_position, 4)=22
next c_position
position object 2,500 ,0 ,50
yrotate object 2,270
position object 3,425 ,0 ,200
yrotate object 3,248
position object 4,350 ,0 ,350
yrotate object 4,225
position object 5,200 ,0 ,425
yrotate object 5,202
position object 6,50 ,0 ,500
yrotate object 6,180
position object 7,300 ,0 ,250
yrotate object 7,237
position object 8,250 ,0 ,300
yrotate object 8,213
position object 9,275 ,0 ,275
yrotate object 9,225
position object 10,50 ,0 ,450
yrotate object 10,180
position object 11,175 ,0 ,400
yrotate object 11,202
position object 12,400 ,0 ,175
yrotate object 12,248
position object 13,450 ,0 ,50
yrotate object 13,270
for attack_force=110 to 129
load object "objects\idle.x", attack_force
append object "objects\walk.x", attack_force,21
loop object attack_force
position object attack_force,(rnd(8000)+2000),0,(rnd(8000)+2000)
target(attack_force)=rnd(11)+2
object_name$(attack_force)="Gunthar"
object_type(attack_force)=2
object_health(attack_force)=30
object_strength(attack_force)=5
object_defense(attack_force)=1
object_range(attack_force)=30
object_speed(attack_force)=2
object_mission(attack_force)=0
object_a_speed(attack_force)=53
object_sounds(attack_force, 1)=1
object_sounds(attack_force, 2)=2
object_sounds(attack_force, 3)=5
next attack_force
objective_one=20
rem position units -------------------------------------------------------------------
Prepare matrix texture 1,1,1,1
For x = 0 to 19
For z = 0 to 19
t = 1
Set Matrix Tile 1,x,z,t
Next z
Next x
update matrix 1
Position Camera 1000,1500,500
rem start mission
loop sound 70
`text
hour = 0
minute = 0
second = 0
old_time = timer()
Do
gosub Camera_c
gosub Selection_c
gosub Unit_c
set cursor 20,20
print "Gunthars left: ", objective_one
set cursor 20,35
second=int((timer()-old_time)/25)
if second > 59 then inc minute : second = 0 : old_time=timer()
if minute > 59 then inc hour : minute = 0
if hour > 23 then hour = 0
if minute < 10 and second < 10 then print "Time: ", hour,":0",minute,":0",second
if minute < 10 and second > 9 then print "Time: ", hour,":0",minute,":",second
if minute > 9 and second < 10 then print "Time: ", hour,":",minute,":0",second
if minute > 9 and second > 9 then print "Time: ", hour,":",minute,":",second
Sync
Loop
rem END OF MISSION 1------------------------------------------------------------------------