35% Chance you get a percentage of there map but not whole map

Note: The big Mc used to use you new avatar. Every time i see it i think i am talking to him

// Bribe Order
//////////////////////////
int_t BribedType[];
unit_t BribedUnit[];
location_t BribeLocation;
int_t BribeCount;
int_t BRIBE_COST;
HandleEvent(AirliftOrder) 'BribeOrderByPedrunn' pre {
int_t num;
int_t i;
int_t j;
int_t tmpPlayer;
unit_t tmpUnit;
location_t tmpLoc;
location_t tmpLoc2;
city_t tmpCity;
tmpPlayer = g.player;
BRIBE_COST = 0;
BribeCount = 0;
tmpLoc = location[0];
num = GetUnitsAtLocation(tmpLoc);
GetCityByLocation(tmpLoc, tmpCity);
if(!CityIsValid(tmpCity)
&& num > 0) {
for(i = 0; i < num; i = i + 1){
GetUnitFromCell(tmpLoc, i, tmpUnit);
BribedUnit[BribeCount] = tmpUnit;
BribedType[BribeCount] = tmpUnit.type;
BribeCount = BribeCount + 1;
BRIBE_COST = BRIBE_COST + (Random(200)
// + (30*IsFlankingUnit(tmpUnit))
// + (100*IsEliteUnit(tmpUnit))
// + (40*IsNonGroupLandUnit(tmpUnit))
// + (20*SeaTransporterCapacity(tmpUnit))
// + (40*IsAirUnit(tmpUnit))
// + (100*IsLeviathonUnit(tmpUnit))
// + (50*(1 + AS_GetAge(tmpUnit)))
);
if(tmpUnit.owner == 0) {
BRIBE_COST = BRIBE_COST/2;
}
}
if(BribeCount > 0) {
if(PlayerGold(tmpPlayer) > BRIBE_COST) {
if(IsHumanPlayer(tmpPlayer)) {
BribeLocation = BribedUnit[0].location;
message(tmpPlayer, 'DoYouWantToBribe');
}
else{
for(i = 0; i < BribeCount; i = i + 1) {
Event: DisbandUnit(BribedUnit[i]);
}
for(j = 0; j < BribeCount; j = j + 1) {
CreateUnit(tmpPlayer, BribedType[j], BribeLocation, 0);
}
AddEffect(location[0], "SPECEFFECT_REVOLUTION", "SOUND_ID_REVOLUTION");
AddGold(tmpPlayer, BRIBE_COST);
}
}
else{
if(IsHumanPlayer(tmpPlayer)) {
message(tmpPlayer, 'NotEnoughMoneyForBribe');
}
}
}
}
else{
// AddEffect(BribeLocation, "SPECEFFECT_NONE", "SOUND_ID_NONE"); // Dont exist
}
return STOP;
}
alertbox 'DoYouWantToBribe' {
int_t i;
int_t j;
int_t tmpPlayer;
tmpPlayer = g.player;
show();
text(ID_DO_YOU_WANT_TO_BRIBE);
Button(ID_YES) {
if(Random(4) == 0) {
for(i = 0; i < BribeCount; i = i + 1) {
Event: DisbandUnit(BribedUnit[i]);
}
for(j = 0; j < BribeCount; j = j + 1) {
CreateUnit(tmpPlayer, BribedType[j], BribeLocation, 0);
}
AddEffect(location[0], "SPECEFFECT_REVOLUTION", "SOUND_ID_REVOLUTION");
AddGold(tmpPlayer, BRIBE_COST);
}
else{
message(tmpPlayer, 'TheyAreGoodSoldiers');
}
Kill();
}
Button(ID_NO) { // if the player does accept
Kill();
}
}
alertbox 'NotEnoughMoneyForBribe' {
show();
text(ID_BRIBE_COST_TOO_HIGH);
Button(ID_OK) {
Kill();
}
}
alertbox 'TheyAreGoodSoldiers' {
show();
text(ID_BRIBE_REFUSED);
Button(ID_OK) {
Kill();
}
}
ORDER_BRIBE {
Gold 0
Move 100
EventName "AirliftOrder"
LocalizedName str_ldl_order_airlift
StatusText str_ldl_order_airlift
TargetPretest:EnemySpecialUnit
UnitPretest_CanSue
Range 1
CPIcon "upsi21.tga"
ButtonLocation 10
DefaultIcon ICON_ORDER_INCITE_REVOLUTION
Cursor 40
InvalidCursor 41
}
DO_YOU_WANT_TO_BRIBE "Great Leader, we could surely use this army for our needs but they we calculate an overall cost of {BRIBE_COST} gold from our treasury. Are you Do you want to send them the offer?"
BRIBE_COST_TOO_HIGH "Unfortunetly, Our treasury cannot afford the {BRIBE_COST} gold expense for bribing these units. "
BRIBE_REFUSED "The men you tried to bribe are too patriotic soldiers so they did not accept the offer."
ORDER_BRIBE "Bribe" str_ldl_order_airlift "Bribe" OK "Ok"
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