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lars |
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//Generated by BehavEd
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rem ( "comment" );
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camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "shuttle_cin_cam1", ORIGIN)$, 0 );
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affect ( "munro_cin3", /*@AFFECT_TYPE*/ FLUSH )
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{
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set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" );
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//$"walkTo"@2
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set ( "BSTATE", "BS_WALK" );
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set ( "NAVGOAL", "shuttle_waypoint1" );
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wait ( 500.000 );
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task ( "finally" )
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{
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sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/voice/c7-2_6/Illia/finally.wav" );
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}
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dowait ( "finally" );
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task ( "getoff" )
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{
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sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/voice/c7-2_6/Illia/getoff.wav" );
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}
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dowait ( "getoff" );
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}
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camera ( /*@CAMERA_COMMANDS*/ FOLLOW, "munro_cin3", 0.000, 0 );
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camera ( /*@CAMERA_COMMANDS*/ ENABLE );
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wait ( 1000.000 );
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set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SUCCEEDED", /*@OBJECTIVES*/ "OBJ_REPEL_CB7" );
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camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "shuttle_cin_cam2", ORIGIN)$, 2000 );
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wait ( 1500.000 );
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camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 1.000, 500 );
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wait ( 500.000 );
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affect ( "munro_cin3", /*@AFFECT_TYPE*/ FLUSH )
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{
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set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "true" );
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}
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affect ( "munro_cin", /*@AFFECT_TYPE*/ FLUSH )
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{
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set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" );
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}
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wait ( 500.000 );
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camera ( /*@CAMERA_COMMANDS*/ FOLLOW, "munro_cin", 0.000, 0 );
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camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "shuttle_cin_cam3", ORIGIN)$, 0 );
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camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 1.000, < 0.000 0.000 0.000 >, 0.000, 500 );
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wait ( 2500.000 );
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affect ( "munro_cin", /*@AFFECT_TYPE*/ FLUSH )
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{
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task ( "initiate" )
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{
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sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/voice/c7-2_6/Illia/initiate.wav" );
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}
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dowait ( "initiate" );
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}
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wait ( 4000.000 );
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sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/voice/c7-2_6/loki/complying.wav" );
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camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 1.000, 500 );
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wait ( 500.000 );
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affect ( "munro_cin", /*@AFFECT_TYPE*/ FLUSH )
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{
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set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "true" );
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}
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wait ( 500.000 );
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affect ( "launcher1", /*@AFFECT_TYPE*/ FLUSH )
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{
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//(BHVDREM) set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_QUANTUM_BURST" );
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set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "true" );
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}
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affect ( "launcher2", /*@AFFECT_TYPE*/ FLUSH )
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{
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//(BHVDREM) set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_QUANTUM_BURST" );
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set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "true" );
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}
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affect ( "launcher3", /*@AFFECT_TYPE*/ FLUSH )
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{
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set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_QUANTUM_BURST" );
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set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_SHOOT" );
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wait ( 500.000 );
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set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_IDLE" );
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set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "true" );
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}
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camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "shuttle_nav0", ORIGIN)$, 0 );
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camera ( /*@CAMERA_COMMANDS*/ PAN, < 0.000 270.000 0.000 >, < 0.000 0.000 0.000 >, 0 );
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camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 1.000, < 0.000 0.000 0.000 >, 0.000, 500 );
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use ( "playmusic" );
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affect ( "shuttle", /*@AFFECT_TYPE*/ FLUSH )
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{
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set ( /*@SET_TYPES*/ "SET_SOLID", /*@BOOL_TYPES*/ "false" );
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move ( $tag( "shuttle_nav1", ORIGIN)$, 3000.000 );
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camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "shuttle_nav1", ORIGIN)$, 3000 );
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wait ( 1000.000 );
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rotate ( < 10.000 0.000 0.000 >, 1000.000 );
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wait ( 1000.000 );
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rotate ( < -5.000 0.000 0.000 >, 1000.000 );
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wait ( 1000.000 );
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move ( $tag( "shuttle_nav2", ORIGIN)$, 2000.000 );
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camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "shuttle_nav2", ORIGIN)$, 2000 );
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rotate ( < 0.000 0.000 0.000 >, 1000.000 );
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wait ( 2000.000 );
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move ( $tag( "shuttle_nav3", ORIGIN)$, 10000.000 );
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camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "shuttle_nav3", ORIGIN)$, 10000 );
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wait ( 10000.000 );
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task ( "closed" )
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{
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sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/voice/c7-2_6/Illia/closed.wav" );
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}
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dowait ( "closed" );
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camera ( /*@CAMERA_COMMANDS*/ SHAKE, 1.000, 2500 );
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move ( $tag( "shuttle_nav4", ORIGIN)$, 15000.000 );
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camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "shuttle_nav4", ORIGIN)$, 15170 );
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wait ( 1500.000 );
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sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/voice/c7-2_6/Illia/ready.wav" );
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wait ( 2000.000 );
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sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/voice/c7-2_6/Illia/fire.wav" );
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wait ( 500.000 );
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affect ( "launcher2", /*@AFFECT_TYPE*/ FLUSH )
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{
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set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_QUANTUM_BURST" );
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set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" );
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set ( /*@SET_TYPES*/ "SET_ENEMY", "target1" );
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set ( /*@SET_TYPES*/ "SET_WAIT", 0.000 );
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set ( /*@SET_TYPES*/ "SET_SHOT_SPACING", 1000 );
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set ( /*@SET_TYPES*/ "SET_AGGRESSION", 5 );
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set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_POINT_AND_SHOOT" );
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wait ( 700.000 );
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set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_IDLE" );
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}
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affect ( "launcher1", /*@AFFECT_TYPE*/ FLUSH )
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{
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set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_QUANTUM_BURST" );
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set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" );
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set ( /*@SET_TYPES*/ "SET_ENEMY", "target2" );
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set ( /*@SET_TYPES*/ "SET_WAIT", 0.000 );
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set ( /*@SET_TYPES*/ "SET_SHOT_SPACING", 1000 );
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set ( /*@SET_TYPES*/ "SET_AGGRESSION", 5 );
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set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_POINT_AND_SHOOT" );
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wait ( 700.000 );
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set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_IDLE" );
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}
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wait ( 11000.000 );
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use ( "nextlevel" );
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camera ( /*@CAMERA_COMMANDS*/ DISABLE );
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}
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