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Revision Autor Zeilennr. Zeile
676 argyle 1
#include "maps/global_scripts/global_archetype.scr"
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#include "maps/global_scripts/global_common.scr"
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#include "maps/global_scripts/global_playerLoadout.scr"
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#include "maps/global_scripts/global_debugUtils.scr"
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#include "maps/global_scripts/global_array.scr"
6
#include "maps/global_scripts/global_math.scr"
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#include "maps/global_scripts/global_acceleratedMovement.scr"
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#include "maps/attackplayer.scr"
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10
void jeff_door_open();
11
void jeff_door_close();
12
void ff1();
13
void ff2();
14
void ff3();
15
void switch_open();
16
void lever_move();
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void alexia_walk();
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void door_field_active();
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void spotted();
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//void spotted_action();
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void trap_activation();
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void north();
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void east();
24
void south();
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void west();
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void neil_find();
27
void sarah_find();
28
void levelchange();
29
 
30
 
31
//-----------------------------MAP3EX ORIGINAL SCRIPT------------------------------------------------------------
32
 
33
void jeff_door_open()
34
{
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	$latch.time( 0.2 );
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	$latch.movedown(4);
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	$latch.playsound( "sound/environment/metal/panel_close1.wav" );
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	wait(1);
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	$latch.bind( $jeff_door_origin );
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	$jeff_door.bind( $jeff_door_origin );
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	$jeff_door_origin.time( 2.5 );
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	$jeff_door_origin.playsound( "sound/doors/drull_smldoor_01.wav" );
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	$jeff_door_origin.rotateto( '0 90 0' );
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	waitfor( $jeff_door_origin );
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	$jeff_door_origin.playsound( "sound/doors/drull_smldoor_stop_01.wav" );
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}
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48
void jeff_door_close()
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{
50
	$latch.bind( $jeff_door_origin );
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	$jeff_door.bind( $jeff_door_origin );
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	$jeff_door_origin.time( 2.5 );
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	$jeff_door_origin.playsound( "sound/doors/drull_smldoor_01.wav" );
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	$jeff_door_origin.rotateto( '0 0 0' );
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	waitfor( $jeff_door_origin );
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	$jeff_door_origin.playsound( "sound/doors/drull_smldoor_stop_01.wav" );
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	wait(1);
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	$latch.time( 0.2 );
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	$latch.moveup(4);
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	$latch.playsound( "sound/environment/metal/panel_close1.wav" );
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}
62
 
63
 
64
void ff1()
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{
66
	$cor_ff1.show();
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	$cor_ff1.solid();
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	$cor_ff1.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
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	$cor_ff1.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
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	$ff2_trig.triggerable();
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}
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73
void ff2()
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{
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	$cor_ff2.show();
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	$cor_ff2.solid();
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	$cor_ff2.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
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	$cor_ff2.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
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}
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void ff3()
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{
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	$cor_ff3.show();
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	$cor_ff3.solid();
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	$cor_ff3.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
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	$cor_ff3.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
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	$ff2_trig.triggerable();
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}
89
 
90
void switch_open()
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{
92
	$lever_door.movewest(1);
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	wait(0.1);
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	$lever_door.movenorth(35);
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	$lever_door.time(2);
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	$lever_door.playsound( "sound/ships/forever/for_gravpanel.wav", 1, 1, 11111 );
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	waitfor( $lever_door );
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	$lever_door.playsound( "sound/ships/forever/for_gravpanelstop.wav", 1, 1, 11111 );
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}
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101
void lever_move()
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{
103
	$lever_one.time(0.2);
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	$lever_one.movedown(15);
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	$player.playsound( "sound/environment/metal/panel_close1.wav");
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	wait(0.2);
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	$player.playsound("sound/environment/computer/lcars_yes.wav");
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	$alexia.notsolid();
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	$alexia.hide();
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	$alexia1.solid();
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	$alexia1.show();
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	$door_field.hide();
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	$door_field.notsolid();
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	$door_field.stoploopsound();
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}
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117
void alexia_walk()
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{
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	$alexia.walkto( "$alexia_nav1", "walk" );
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	waitfor( $alexia );
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	$alexia.walkto( "alexia_nav2", "walk" );
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	waitfor( $alexia );
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	$alexia.walkto( "$alexia_nav3", "walk" );
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	waitfor( $alexia );
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	$alexia.hide();
126
	$alexia.notsolid();
127
	$alexia1.show();
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}
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130
void door_field_active()
131
{
132
	$door_field.show();
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	$door_field.solid();
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	$door_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
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	$door_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
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	$lever.triggerable();
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}
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void spotted()
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{
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	//$office_field.solid();
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	//$spotted_trigger2.nottriggerable();
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	//$spotted_trigger3.nottriggerable();
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	//$spotted_trigger4.nottriggerable();
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	$emma.removeactorweapon( "EnterpriseDatapad" );
146
	$emma.anim( "idle" );
147
	$emma.turntoangle( 160 );
148
	$emma.headwatchtarget( "player" , 7 );
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150
	wait(0.5);
151
 
152
	$emma.anim( "tap_comm" );
153
	waitforanimation( $emma, "tap_comm" );
154
	$player.playsound( "sound/misc/player/communicatorbeep.wav", 1, 1, 11111 );
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	$emma.anim( "idle" );
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	$alexia1.anim( "idle" );
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	wait(0.2);
158
	$alexia1.turntoangle( 60 );
159
	$alexia1.headwatchtarget( "player" , 7 );
160
	$comp_screen.hide();
161
	$office_door.lock();
162
	$sick_door.lock();
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	//$office_field.show();
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	$office_field2.show();
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	//$office_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
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	$office_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
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	wait(0.3);
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	//$office_door_field.show();
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	//$office_door_field.solid();
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	//$office_door_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
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	//$office_door_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
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	wait(0.3);
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	//$sick_door_field.show();
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	//$sick_door_field.solid();
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	//$sick_door_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
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	//$sick_door_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
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	//AIShowGroup    ( 668, "Federation" );
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	//$security3.ai_on();
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	//$security4.ai_on();
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	//CommandToGroup ( 668 , "groupactortype" , "enemy" , "");
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	//CommandToGroup ( 668 , "visiondistance" , "4000" , "" );
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	//CommandToGroup ( 668 , "fov" , "360" , "" );
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	//CommandToGroup ( 668 , "attack" , "$player" , "" );
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}
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188
void spotted_action()
189
{
190
}
191
 
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void trap_activation()
193
{
194
	$west_trigger.triggerable();
195
}
196
 
197
void north()
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{
199
	$north_field.show();
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	$north_field.solid();
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	$north_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
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	$north_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
203
 
204
	$sarah_find_trig.nottriggerable();
205
	$neil_find_trig.nottriggerable();
206
	$east_trigger.triggerable();
207
	$south_trigger.triggerable();
208
}
209
 
210
void east()
211
{
212
	$east_field.show();
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	$east_field.solid();
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	$east_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
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}
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217
void south()
218
{
219
	$south_field.show();
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	$south_field.solid();
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	$south_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
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	$south_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
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}
224
 
225
void west()
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{
227
	$west_field.show();
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	$west_field.solid();
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	$west_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
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	$west_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
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232
	$sarah_find_trig.nottriggerable();
233
	$neil_find_trig.nottriggerable();
234
	$east_trigger.triggerable();
235
	$south_trigger.triggerable();
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}
237
 
238
void neil_find()
239
{
240
	$neil.solid();
241
	$neil.show();
242
 
243
	$neil.walkto( "$neil_nav1", "walk" );
244
	waitfor( $neil );
245
	$neil.walkto( "$neil_nav2", "walk" );
246
	waitfor( $neil );
247
	$neil.walkto( "$neil_nav3", "walk" );
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	waitfor( $neil );
249
	$neil.headwatchtarget( "player" , 7 );
250
	$neil.anim( "tap_comm" );
251
	waitforanimation( $neil, "tap_comm" );
252
	$neil.playsound( "sound/misc/player/communicatorbeep.wav", 1, 1, 11111 );
253
	$neil.anim( "idle" );
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255
	$east_field.show();
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	$east_field.solid();
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	$east_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
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	$east_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
259
 
260
	$sarah_find_trig.nottriggerable();
261
	$south_trigger.triggerable();
262
}
263
 
264
void sarah_find()
265
{
266
	$sarah.solid();
267
	$sarah.show();
268
 
269
	$sarah.walkto( "$sarah_nav1", "walk" );
270
	waitfor( $sarah );
271
	$sarah.walkto( "$sarah_nav2", "walk" );
272
	$sarah.headwatchtarget( "player" , 7 );
273
	$sarah.anim( "tap_comm" );
274
	waitforanimation( $sarah, "tap_comm" );
275
	$sarah.playsound( "sound/misc/player/communicatorbeep.wav", 1, 1, 11111 );
276
	$sarah.anim( "idle" );
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278
	$south_field.show();
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	$south_field.solid();
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	$south_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
281
	$south_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
282
 
283
	$neil_find_trig.nottriggerable();
284
	$east_trigger.triggerable();
285
}
286
 
287
void levelchange()
288
{
289
      stuffcmd("map map4 \n");
290
}
291
 
292
 
293
void main()
294
{
295
 
296
//-----------------------MAP3EX ORIGINAL SCRIPT--------------------------------
297
	$cor_ff1.hide();
298
	$cor_ff2.hide();
299
	$cor_ff3.hide();
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	$cor_ff1.notsolid();
301
	$cor_ff2.notsolid();
302
	$cor_ff3.notsolid();
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	$ff2_trig.nottriggerable();
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	//$office_door_field.notsolid();
305
	//$office_field.notsolid();
306
	//$office_field.hide();
307
	$office_field2.hide();
308
	$sick_door_field.notsolid();
309
	$sick_door_field.hide();
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	//$office_door_field.hide();
311
	//$office_field.hide();
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	$office_field2.hide();
313
	$sick_door_field.hide();
314
	$door_field.hide();
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	$door_field.hide();
316
	$door_field.notsolid();
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	$lever.nottriggerable();
318
	//--------------------------------------------------
319
	$alexia.ai_off();
320
	$alexia.anim( "idle" );
321
	$alexia.removeactorweapon( "CompressionRifle" );
322
	$alexia.useactorweapon( "none" );
323
	$alexia.pushable( 0 );
324
 
325
	$emma.ai_off();
326
	$emma.anim( "idle" );
327
	$emma.removeactorweapon( "CompressionRifle" );
328
	$emma.useactorweapon( "none" );
329
	$emma.pushable( 0 );
330
	$emma.useactorweapon( "EnterpriseDatapad" );
331
	$emma.anim( "ent-datapad-use" );
332
 
333
	$alexia1.ai_off();
334
	$alexia1.anim( "ent-table-gesture2" );
335
	$alexia1.removeactorweapon( "CompressionRifle" );
336
	$alexia1.useactorweapon( "none" );
337
	$alexia1.pushable( 0 );
338
	$alexia1.notsolid();
339
	$alexia1.hide();
340
 
341
	$neil.ai_off();
342
	$neil.anim( "idle" );
343
	$neil.removeactorweapon( "CompressionRifle" );
344
	$neil.useactorweapon( "none" );
345
	$neil.pushable( 0 );
346
	$neil.hide();
347
	$neil.notsolid();
348
 
349
	$sarah.ai_off();
350
	$sarah.anim( "idle" );
351
	$sarah.removeactorweapon( "CompressionRifle" );
352
	$sarah.useactorweapon( "none" );
353
	$sarah.pushable( 0 );
354
	$sarah.hide();
355
	$sarah.notsolid();
356
 
357
	//-------------------------------------------------
358
	$security3.setgroupid ( 668 );
359
	$security3.pushable( 0 );
360
	$security3.giveactorweapon( "actorweapons/fed-compressionrifle.tik", 1.0 );
361
	$security3.useactorweapon( "CompressionRifle" );
362
 
363
	$security4.setgroupid ( 668 );
364
	$security4.pushable( 0 );
365
	$security4.giveactorweapon( "actorweapons/fed-compressionrifle.tik", 1.0 );
366
	$security4.useactorweapon( "CompressionRifle" );
367
 
368
	AIHideGroup    ( 666 );
369
	//-------------------------------------------------
370
	$east_trigger.nottriggerable();
371
	$south_trigger.nottriggerable();
372
	$west_trigger.nottriggerable();
373
 
374
	$north_field.hide();
822 lars 375
	$north_field.notsolid();
676 argyle 376
 
377
	$east_field.hide();
822 lars 378
	$east_field.notsolid();
676 argyle 379
 
380
	$south_field.hide();
822 lars 381
	$south_field.notsolid();
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383
	$west_field.hide();
822 lars 384
	$west_field.notsolid();
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680 argyle 386
 
387
	//Archetypes
388
        thread globalArchetype_Setup( $hint_lever, "hint_lever");
389
 
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}