Subversion-Projekte sthq.gbs

Revision

Revision 854 | Zur aktuellen Revision | Details | Vergleich mit vorheriger | Letzte Änderung | Log anzeigen | RSS feed

Revision Autor Zeilennr. Zeile
845 lars 1
// EF2 Level Script File
2
//
3
// Level:		map3b.bsp
880 lars 4
// Script By:	Cortex, Argyle, ltiefland
5
// Geometry By:	Argyle, Cortex, Alpharaptor
6
// Created on:	17/11/03
7
// Last Edited on:  $Date: 2007-04-08 23:58:18 +0200 (So, 08 Apr 2007) $
8
// Last Edited by:	$Author: lars $
845 lars 9
 
676 argyle 10
#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();
677 argyle 28
void spotted();
29
//void spotted_action();
676 argyle 30
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();
676 argyle 40
 
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" );
65
	$jeff_door_origin.rotateto( '0 0 0' );
66
	waitfor( $jeff_door_origin );
67
	$jeff_door_origin.playsound( "sound/doors/drull_smldoor_stop_01.wav" );
68
	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();
822 lars 78
	$cor_ff1.solid();
676 argyle 79
	$cor_ff1.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
80
	$cor_ff1.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
81
	$ff2_trig.triggerable();
82
}
83
 
84
void ff2()
85
{
86
	$cor_ff2.show();
822 lars 87
	$cor_ff2.solid();
676 argyle 88
	$cor_ff2.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
89
	$cor_ff2.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
90
}
91
 
92
void ff3()
93
{
94
	$cor_ff3.show();
822 lars 95
	$cor_ff3.solid();
676 argyle 96
	$cor_ff3.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
97
	$cor_ff3.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
98
	$ff2_trig.triggerable();
99
}
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 );
109
	$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);
115
	$lever_one.movedown(15);
116
	$player.playsound( "sound/environment/metal/panel_close1.wav");
117
	wait(0.2);
118
	$player.playsound("sound/environment/computer/lcars_yes.wav");
119
	$alexia.notsolid();
120
	$alexia.hide();
121
	$alexia1.solid();
122
	$alexia1.show();
123
	$door_field.hide();
822 lars 124
	$door_field.notsolid();
676 argyle 125
	$door_field.stoploopsound();
126
}
127
 
128
void alexia_walk()
129
{
130
	$alexia.walkto( "$alexia_nav1", "walk" );
131
	waitfor( $alexia );
132
	$alexia.walkto( "alexia_nav2", "walk" );
133
	waitfor( $alexia );
134
	$alexia.walkto( "$alexia_nav3", "walk" );
135
	waitfor( $alexia );
136
	$alexia.hide();
137
	$alexia.notsolid();
138
	$alexia1.show();
139
}
140
 
141
void door_field_active()
142
{
143
	$door_field.show();
822 lars 144
	$door_field.solid();
676 argyle 145
	$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 );
764 lars 147
	$lever.triggerable();
676 argyle 148
}
149
 
677 argyle 150
void spotted()
676 argyle 151
{
822 lars 152
	//$office_field.solid();
677 argyle 153
	//$spotted_trigger2.nottriggerable();
154
	//$spotted_trigger3.nottriggerable();
155
	//$spotted_trigger4.nottriggerable();
676 argyle 156
	$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
	$sick_door.lock();
677 argyle 174
	//$office_field.show();
676 argyle 175
	$office_field2.show();
845 lars 176
	$office_field2.solid();
177
	$office_field2.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
178
	$office_field2.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
676 argyle 179
	wait(0.3);
677 argyle 180
	//$office_door_field.show();
822 lars 181
	//$office_door_field.solid();
677 argyle 182
	//$office_door_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
183
	//$office_door_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
676 argyle 184
	wait(0.3);
845 lars 185
	$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 );
676 argyle 189
 
845 lars 190
	AIShowGroup    ( 668, "Federation" );
191
	$security3.ai_on();
192
	$security4.ai_on();
193
	CommandToGroup ( 668 , "groupactortype" , "enemy" , "");
194
	CommandToGroup ( 668 , "visiondistance" , "4000" , "" );
195
	CommandToGroup ( 668 , "fov" , "360" , "" );
196
	CommandToGroup ( 668 , "attack" , "$player" , "" );
676 argyle 197
}
198
 
677 argyle 199
 
200
void spotted_action()
201
{
202
}
203
 
676 argyle 204
void trap_activation()
205
{
206
	$west_trigger.triggerable();
207
}
208
 
209
void north()
210
{
211
	$north_field.show();
822 lars 212
	$north_field.solid();
676 argyle 213
	$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();
854 Avenger 218
//	$east_trigger.triggerable();
219
//	$south_trigger.triggerable();
676 argyle 220
}
221
 
222
void east()
223
{
224
	$east_field.show();
822 lars 225
	$east_field.solid();
854 Avenger 226
	$east_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
676 argyle 227
	$east_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
228
}
229
 
230
void south()
231
{
232
	$south_field.show();
822 lars 233
	$south_field.solid();
676 argyle 234
	$south_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
235
	$south_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
236
}
237
 
238
void west()
239
{
240
	$west_field.show();
822 lars 241
	$west_field.solid();
676 argyle 242
	$west_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
243
	$west_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
244
 
245
	$sarah_find_trig.nottriggerable();
246
	$neil_find_trig.nottriggerable();
247
	$east_trigger.triggerable();
248
	$south_trigger.triggerable();
249
}
250
 
251
void neil_find()
252
{
253
	$neil.solid();
254
	$neil.show();
255
 
256
	$neil.walkto( "$neil_nav1", "walk" );
257
	waitfor( $neil );
258
	$neil.walkto( "$neil_nav2", "walk" );
259
	waitfor( $neil );
260
	$neil.walkto( "$neil_nav3", "walk" );
261
	waitfor( $neil );
262
	$neil.headwatchtarget( "player" , 7 );
263
	$neil.anim( "tap_comm" );
264
	waitforanimation( $neil, "tap_comm" );
265
	$neil.playsound( "sound/misc/player/communicatorbeep.wav", 1, 1, 11111 );
266
	$neil.anim( "idle" );
267
 
854 Avenger 268
	triggerentity( $east_trigger );
676 argyle 269
 
854 Avenger 270
//	$east_field.show();
271
//	$east_field.solid();
272
//	$east_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
273
//	$east_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
274
 
676 argyle 275
	$sarah_find_trig.nottriggerable();
854 Avenger 276
//	$south_trigger.triggerable();
676 argyle 277
}
278
 
279
void sarah_find()
280
{
281
	$sarah.solid();
282
	$sarah.show();
283
 
284
	$sarah.walkto( "$sarah_nav1", "walk" );
285
	waitfor( $sarah );
286
	$sarah.walkto( "$sarah_nav2", "walk" );
287
	$sarah.headwatchtarget( "player" , 7 );
288
	$sarah.anim( "tap_comm" );
289
	waitforanimation( $sarah, "tap_comm" );
290
	$sarah.playsound( "sound/misc/player/communicatorbeep.wav", 1, 1, 11111 );
291
	$sarah.anim( "idle" );
292
 
854 Avenger 293
	triggerentity( $south_trigger );
676 argyle 294
 
854 Avenger 295
//	$south_field.show();
296
//	$south_field.solid();
297
//	$south_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
298
//	$south_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
299
 
676 argyle 300
	$neil_find_trig.nottriggerable();
854 Avenger 301
//	$east_trigger.triggerable();
676 argyle 302
}
303
 
304
void levelchange()
305
{
306
      stuffcmd("map map4 \n");
307
}
308
 
850 Avenger 309
void closed_door_sound()
310
{
311
	$player.playsound( "sound/doors/door_locked.wav");
312
}
676 argyle 313
 
850 Avenger 314
void closed_door_sound_2()
315
{
316
	$player.playsound( "sound/environment/computer/lcars_no.wav");
317
}
318
 
676 argyle 319
void main()
320
{
880 lars 321
	$hatch.solid();
676 argyle 322
//-----------------------MAP3EX ORIGINAL SCRIPT--------------------------------
323
	$cor_ff1.hide();
324
	$cor_ff2.hide();
325
	$cor_ff3.hide();
822 lars 326
	$cor_ff1.notsolid();
327
	$cor_ff2.notsolid();
328
	$cor_ff3.notsolid();
676 argyle 329
	$ff2_trig.nottriggerable();
822 lars 330
	//$office_door_field.notsolid();
331
	//$office_field.notsolid();
332
	//$office_field.hide();
333
	$office_field2.hide();
334
	$sick_door_field.notsolid();
335
	$sick_door_field.hide();
677 argyle 336
	//$office_door_field.hide();
337
	//$office_field.hide();
676 argyle 338
	$office_field2.hide();
339
	$sick_door_field.hide();
340
	$door_field.hide();
822 lars 341
	$door_field.hide();
342
	$door_field.notsolid();
676 argyle 343
	$lever.nottriggerable();
344
	//--------------------------------------------------
345
	$alexia.ai_off();
346
	$alexia.anim( "idle" );
347
	$alexia.removeactorweapon( "CompressionRifle" );
348
	$alexia.useactorweapon( "none" );
349
	$alexia.pushable( 0 );
350
 
351
	$emma.ai_off();
352
	$emma.anim( "idle" );
353
	$emma.removeactorweapon( "CompressionRifle" );
354
	$emma.useactorweapon( "none" );
355
	$emma.pushable( 0 );
356
	$emma.useactorweapon( "EnterpriseDatapad" );
357
	$emma.anim( "ent-datapad-use" );
358
 
359
	$alexia1.ai_off();
360
	$alexia1.anim( "ent-table-gesture2" );
361
	$alexia1.removeactorweapon( "CompressionRifle" );
362
	$alexia1.useactorweapon( "none" );
363
	$alexia1.pushable( 0 );
364
	$alexia1.notsolid();
365
	$alexia1.hide();
366
 
367
	$neil.ai_off();
368
	$neil.anim( "idle" );
369
	$neil.removeactorweapon( "CompressionRifle" );
370
	$neil.useactorweapon( "none" );
371
	$neil.pushable( 0 );
372
	$neil.hide();
373
	$neil.notsolid();
374
 
375
	$sarah.ai_off();
376
	$sarah.anim( "idle" );
377
	$sarah.removeactorweapon( "CompressionRifle" );
378
	$sarah.useactorweapon( "none" );
379
	$sarah.pushable( 0 );
380
	$sarah.hide();
381
	$sarah.notsolid();
382
 
383
	//-------------------------------------------------
384
	$security3.setgroupid ( 668 );
385
	$security3.pushable( 0 );
386
	$security3.giveactorweapon( "actorweapons/fed-compressionrifle.tik", 1.0 );
387
	$security3.useactorweapon( "CompressionRifle" );
388
 
389
	$security4.setgroupid ( 668 );
390
	$security4.pushable( 0 );
391
	$security4.giveactorweapon( "actorweapons/fed-compressionrifle.tik", 1.0 );
392
	$security4.useactorweapon( "CompressionRifle" );
393
 
845 lars 394
	$security3.hide();
395
	$security3.notsolid();
396
	$security4.hide();
397
	$security4.notsolid();
676 argyle 398
	//-------------------------------------------------
854 Avenger 399
//	$east_trigger.nottriggerable();
400
//	$south_trigger.nottriggerable();
676 argyle 401
	$west_trigger.nottriggerable();
402
 
403
	$north_field.hide();
822 lars 404
	$north_field.notsolid();
676 argyle 405
 
406
	$east_field.hide();
822 lars 407
	$east_field.notsolid();
676 argyle 408
 
409
	$south_field.hide();
822 lars 410
	$south_field.notsolid();
676 argyle 411
 
412
	$west_field.hide();
822 lars 413
	$west_field.notsolid();
676 argyle 414
 
680 argyle 415
 
416
	//Archetypes
880 lars 417
	thread globalArchetype_Setup( $hint_lever, "hint_lever");
680 argyle 418
 
676 argyle 419
}