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845 lars 1
// EF2 Level Script File
2
//
3
// Level:		map3b.bsp
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// Script By:		Cortex, Argyle, ltiefland
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// Geometry By:		Argyle, Cortex, Alpharaptor
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// Created on:		17/11/03
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// Last Edited on:  20/01/07
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// Last Edited by:	ltiefland
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#include "maps/global_scripts/global_archetype.scr"
11
#include "maps/global_scripts/global_common.scr"
12
#include "maps/global_scripts/global_playerLoadout.scr"
13
#include "maps/global_scripts/global_debugUtils.scr"
14
#include "maps/global_scripts/global_array.scr"
15
#include "maps/global_scripts/global_math.scr"
16
#include "maps/global_scripts/global_acceleratedMovement.scr"
17
#include "maps/attackplayer.scr"
18
 
19
void jeff_door_open();
20
void jeff_door_close();
21
void ff1();
22
void ff2();
23
void ff3();
24
void switch_open();
25
void lever_move();
26
void alexia_walk();
27
void door_field_active();
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void spotted();
29
//void spotted_action();
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void trap_activation();
31
void north();
32
void east();
33
void south();
34
void west();
35
void neil_find();
36
void sarah_find();
37
void levelchange();
850 Avenger 38
void closed_door_sound();
39
void closed_door_sound_2();
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41
 
42
//-----------------------------MAP3EX ORIGINAL SCRIPT------------------------------------------------------------
43
 
44
void jeff_door_open()
45
{
46
	$latch.time( 0.2 );
47
	$latch.movedown(4);
48
	$latch.playsound( "sound/environment/metal/panel_close1.wav" );
49
	wait(1);
50
	$latch.bind( $jeff_door_origin );
51
	$jeff_door.bind( $jeff_door_origin );
52
	$jeff_door_origin.time( 2.5 );
53
	$jeff_door_origin.playsound( "sound/doors/drull_smldoor_01.wav" );
54
	$jeff_door_origin.rotateto( '0 90 0' );
55
	waitfor( $jeff_door_origin );
56
	$jeff_door_origin.playsound( "sound/doors/drull_smldoor_stop_01.wav" );
57
}
58
 
59
void jeff_door_close()
60
{
61
	$latch.bind( $jeff_door_origin );
62
	$jeff_door.bind( $jeff_door_origin );
63
	$jeff_door_origin.time( 2.5 );
64
	$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);
69
	$latch.time( 0.2 );
70
	$latch.moveup(4);
71
	$latch.playsound( "sound/environment/metal/panel_close1.wav" );
72
}
73
 
74
 
75
void ff1()
76
{
77
	$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();
82
}
83
 
84
void ff2()
85
{
86
	$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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}
91
 
92
void ff3()
93
{
94
	$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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}
100
 
101
void switch_open()
102
{
103
	$lever_door.movewest(1);
104
	wait(0.1);
105
	$lever_door.movenorth(35);
106
	$lever_door.time(2);
107
	$lever_door.playsound( "sound/ships/forever/for_gravpanel.wav", 1, 1, 11111 );
108
	waitfor( $lever_door );
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	$lever_door.playsound( "sound/ships/forever/for_gravpanelstop.wav", 1, 1, 11111 );
110
}
111
 
112
void lever_move()
113
{
114
	$lever_one.time(0.2);
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	$lever_one.movedown(15);
116
	$player.playsound( "sound/environment/metal/panel_close1.wav");
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	wait(0.2);
118
	$player.playsound("sound/environment/computer/lcars_yes.wav");
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	$alexia.notsolid();
120
	$alexia.hide();
121
	$alexia1.solid();
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	$alexia1.show();
123
	$door_field.hide();
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	$door_field.notsolid();
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	$door_field.stoploopsound();
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}
127
 
128
void alexia_walk()
129
{
130
	$alexia.walkto( "$alexia_nav1", "walk" );
131
	waitfor( $alexia );
132
	$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 );
136
	$alexia.hide();
137
	$alexia.notsolid();
138
	$alexia1.show();
139
}
140
 
141
void door_field_active()
142
{
143
	$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 );
146
	$door_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
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	$lever.triggerable();
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}
149
 
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void spotted()
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{
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	//$office_field.solid();
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	//$spotted_trigger2.nottriggerable();
154
	//$spotted_trigger3.nottriggerable();
155
	//$spotted_trigger4.nottriggerable();
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	$emma.removeactorweapon( "EnterpriseDatapad" );
157
	$emma.anim( "idle" );
158
	$emma.turntoangle( 160 );
159
	$emma.headwatchtarget( "player" , 7 );
160
 
161
	wait(0.5);
162
 
163
	$emma.anim( "tap_comm" );
164
	waitforanimation( $emma, "tap_comm" );
165
	$player.playsound( "sound/misc/player/communicatorbeep.wav", 1, 1, 11111 );
166
	$emma.anim( "idle" );
167
	$alexia1.anim( "idle" );
168
	wait(0.2);
169
	$alexia1.turntoangle( 60 );
170
	$alexia1.headwatchtarget( "player" , 7 );
171
	$comp_screen.hide();
172
	$office_door.lock();
173
	$sick_door.lock();
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	//$office_field.show();
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	$office_field2.show();
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	$office_field2.solid();
177
	$office_field2.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
178
	$office_field2.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
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	wait(0.3);
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	//$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();
186
	$sick_door_field.solid();
187
	$sick_door_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
188
	$sick_door_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
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	AIShowGroup    ( 668, "Federation" );
191
	$security3.ai_on();
192
	$security4.ai_on();
193
	CommandToGroup ( 668 , "groupactortype" , "enemy" , "");
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	CommandToGroup ( 668 , "visiondistance" , "4000" , "" );
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	CommandToGroup ( 668 , "fov" , "360" , "" );
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	CommandToGroup ( 668 , "attack" , "$player" , "" );
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}
198
 
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200
void spotted_action()
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{
202
}
203
 
676 argyle 204
void trap_activation()
205
{
206
	$west_trigger.triggerable();
207
}
208
 
209
void north()
210
{
211
	$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 );
214
	$north_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
215
 
216
	$sarah_find_trig.nottriggerable();
217
	$neil_find_trig.nottriggerable();
218
	$east_trigger.triggerable();
219
	$south_trigger.triggerable();
220
}
221
 
222
void east()
223
{
224
	$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 );
227
}
228
 
229
void south()
230
{
231
	$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 );
235
}
236
 
237
void west()
238
{
239
	$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 );
242
	$west_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
243
 
244
	$sarah_find_trig.nottriggerable();
245
	$neil_find_trig.nottriggerable();
246
	$east_trigger.triggerable();
247
	$south_trigger.triggerable();
248
}
249
 
250
void neil_find()
251
{
252
	$neil.solid();
253
	$neil.show();
254
 
255
	$neil.walkto( "$neil_nav1", "walk" );
256
	waitfor( $neil );
257
	$neil.walkto( "$neil_nav2", "walk" );
258
	waitfor( $neil );
259
	$neil.walkto( "$neil_nav3", "walk" );
260
	waitfor( $neil );
261
	$neil.headwatchtarget( "player" , 7 );
262
	$neil.anim( "tap_comm" );
263
	waitforanimation( $neil, "tap_comm" );
264
	$neil.playsound( "sound/misc/player/communicatorbeep.wav", 1, 1, 11111 );
265
	$neil.anim( "idle" );
266
 
267
	$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 );
270
	$east_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
271
 
272
	$sarah_find_trig.nottriggerable();
273
	$south_trigger.triggerable();
274
}
275
 
276
void sarah_find()
277
{
278
	$sarah.solid();
279
	$sarah.show();
280
 
281
	$sarah.walkto( "$sarah_nav1", "walk" );
282
	waitfor( $sarah );
283
	$sarah.walkto( "$sarah_nav2", "walk" );
284
	$sarah.headwatchtarget( "player" , 7 );
285
	$sarah.anim( "tap_comm" );
286
	waitforanimation( $sarah, "tap_comm" );
287
	$sarah.playsound( "sound/misc/player/communicatorbeep.wav", 1, 1, 11111 );
288
	$sarah.anim( "idle" );
289
 
290
	$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 );
293
	$south_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
294
 
295
	$neil_find_trig.nottriggerable();
296
	$east_trigger.triggerable();
297
}
298
 
299
void levelchange()
300
{
301
      stuffcmd("map map4 \n");
302
}
303
 
850 Avenger 304
void closed_door_sound()
305
{
306
	$player.playsound( "sound/doors/door_locked.wav");
307
}
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850 Avenger 309
void closed_door_sound_2()
310
{
311
	$player.playsound( "sound/environment/computer/lcars_no.wav");
312
}
313
 
676 argyle 314
void main()
315
{
316
 
317
//-----------------------MAP3EX ORIGINAL SCRIPT--------------------------------
318
	$cor_ff1.hide();
319
	$cor_ff2.hide();
320
	$cor_ff3.hide();
822 lars 321
	$cor_ff1.notsolid();
322
	$cor_ff2.notsolid();
323
	$cor_ff3.notsolid();
676 argyle 324
	$ff2_trig.nottriggerable();
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	//$office_door_field.notsolid();
326
	//$office_field.notsolid();
327
	//$office_field.hide();
328
	$office_field2.hide();
329
	$sick_door_field.notsolid();
330
	$sick_door_field.hide();
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	//$office_door_field.hide();
332
	//$office_field.hide();
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	$office_field2.hide();
334
	$sick_door_field.hide();
335
	$door_field.hide();
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	$door_field.hide();
337
	$door_field.notsolid();
676 argyle 338
	$lever.nottriggerable();
339
	//--------------------------------------------------
340
	$alexia.ai_off();
341
	$alexia.anim( "idle" );
342
	$alexia.removeactorweapon( "CompressionRifle" );
343
	$alexia.useactorweapon( "none" );
344
	$alexia.pushable( 0 );
345
 
346
	$emma.ai_off();
347
	$emma.anim( "idle" );
348
	$emma.removeactorweapon( "CompressionRifle" );
349
	$emma.useactorweapon( "none" );
350
	$emma.pushable( 0 );
351
	$emma.useactorweapon( "EnterpriseDatapad" );
352
	$emma.anim( "ent-datapad-use" );
353
 
354
	$alexia1.ai_off();
355
	$alexia1.anim( "ent-table-gesture2" );
356
	$alexia1.removeactorweapon( "CompressionRifle" );
357
	$alexia1.useactorweapon( "none" );
358
	$alexia1.pushable( 0 );
359
	$alexia1.notsolid();
360
	$alexia1.hide();
361
 
362
	$neil.ai_off();
363
	$neil.anim( "idle" );
364
	$neil.removeactorweapon( "CompressionRifle" );
365
	$neil.useactorweapon( "none" );
366
	$neil.pushable( 0 );
367
	$neil.hide();
368
	$neil.notsolid();
369
 
370
	$sarah.ai_off();
371
	$sarah.anim( "idle" );
372
	$sarah.removeactorweapon( "CompressionRifle" );
373
	$sarah.useactorweapon( "none" );
374
	$sarah.pushable( 0 );
375
	$sarah.hide();
376
	$sarah.notsolid();
377
 
378
	//-------------------------------------------------
379
	$security3.setgroupid ( 668 );
380
	$security3.pushable( 0 );
381
	$security3.giveactorweapon( "actorweapons/fed-compressionrifle.tik", 1.0 );
382
	$security3.useactorweapon( "CompressionRifle" );
383
 
384
	$security4.setgroupid ( 668 );
385
	$security4.pushable( 0 );
386
	$security4.giveactorweapon( "actorweapons/fed-compressionrifle.tik", 1.0 );
387
	$security4.useactorweapon( "CompressionRifle" );
388
 
845 lars 389
	$security3.hide();
390
	$security3.notsolid();
391
	$security4.hide();
392
	$security4.notsolid();
676 argyle 393
	//-------------------------------------------------
394
	$east_trigger.nottriggerable();
395
	$south_trigger.nottriggerable();
396
	$west_trigger.nottriggerable();
397
 
398
	$north_field.hide();
822 lars 399
	$north_field.notsolid();
676 argyle 400
 
401
	$east_field.hide();
822 lars 402
	$east_field.notsolid();
676 argyle 403
 
404
	$south_field.hide();
822 lars 405
	$south_field.notsolid();
676 argyle 406
 
407
	$west_field.hide();
822 lars 408
	$west_field.notsolid();
676 argyle 409
 
680 argyle 410
 
411
	//Archetypes
412
        thread globalArchetype_Setup( $hint_lever, "hint_lever");
413
 
676 argyle 414
}