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Revision Autor Zeilennr. Zeile
845 lars 1
// EF2 Level Script File
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//
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// Level:		map3b.bsp
880 lars 4
// 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:  $Date: 2007-06-20 22:47:49 +0200 (Mi, 20 Jun 2007) $
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// Last Edited by:	$Author: avenger $
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#include "maps/global_scripts/global_archetype.scr"
11
#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"
15
#include "maps/global_scripts/global_math.scr"
16
#include "maps/global_scripts/global_acceleratedMovement.scr"
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#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();
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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();
31
void north();
32
void east();
33
void south();
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void west();
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void neil_find();
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void sarah_find();
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void levelchange();
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void closed_door_sound();
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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" );
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	wait(1);
50
	$latch.bind( $jeff_door_origin );
51
	$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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}
58
 
59
void jeff_door_close()
60
{
61
	$latch.bind( $jeff_door_origin );
62
	$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" );
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();
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}
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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}
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92
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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}
100
 
101
void switch_open()
102
{
103
	$lever_door.movewest(1);
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	wait(0.1);
105
	$lever_door.movenorth(35);
106
	$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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112
void lever_move()
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{
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	$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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128
void alexia_walk()
129
{
130
	$alexia.walkto( "$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();
137
	$alexia.notsolid();
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	$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 );
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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" );
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	$emma.anim( "idle" );
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	$emma.turntowardsplayer();
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	$emma.headwatchtarget( "player" , 7 );
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	wait(0.2);
161
 
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	$emma.anim( "tap_comm" );
163
	waitforanimation( $emma, "tap_comm" );
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165
	$emma.playsound( "sound/misc/player/communicatorbeep.wav", 2, 2, 1111 );
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	$emma.anim( "idle" );
167
	$alexia1.anim( "idle" );
168
	wait(0.2);
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	$alexia1.turntoangle( 60 );
171
	$alexia1.headwatchtarget( "player" , 7 );
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	$comp_screen.hide();
174
	$office_door.lock();
175
	$sick_door.lock();
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	//$office_field.show();
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	$office_field2.show();
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	$office_field2.solid();
180
	$office_field2.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
181
	$office_field2.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
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	wait(0.3);
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	//$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();
191
	$sick_door_field.solid();
192
	$sick_door_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
193
	$sick_door_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
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//required animations where included in teh models...
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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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}
204
 
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206
void spotted_action()
207
{
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	print("^5spotted_action\n");
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}
210
 
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void trap_activation()
212
{
213
	$west_trigger.triggerable();
214
}
215
 
216
void north()
217
{
218
	$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 );
221
	$north_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
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//	$sarah_find_trig.nottriggerable();
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	$neil_find_trig.nottriggerable();
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//	$east_trigger.triggerable();
226
//	$south_trigger.triggerable();
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}
228
 
229
void east()
230
{
231
	$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 );
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}
236
 
237
void south()
238
{
239
	$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 );
242
	$south_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
243
}
244
 
245
void west()
246
{
247
	$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 );
250
	$west_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
251
 
252
	$sarah_find_trig.nottriggerable();
253
	$neil_find_trig.nottriggerable();
254
	$east_trigger.triggerable();
255
	$south_trigger.triggerable();
256
}
257
 
258
void neil_find()
259
{
260
	$neil.solid();
261
	$neil.show();
262
 
263
	$neil.walkto( "$neil_nav1", "walk" );
264
	waitfor( $neil );
265
	$neil.walkto( "$neil_nav2", "walk" );
266
	waitfor( $neil );
267
	$neil.walkto( "$neil_nav3", "walk" );
268
	waitfor( $neil );
269
	$neil.headwatchtarget( "player" , 7 );
270
	$neil.anim( "tap_comm" );
271
	waitforanimation( $neil, "tap_comm" );
272
	$neil.playsound( "sound/misc/player/communicatorbeep.wav", 1, 1, 11111 );
273
	$neil.anim( "idle" );
274
 
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	triggerentity( $east_trigger );
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//	$east_field.show();
278
//	$east_field.solid();
279
//	$east_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
280
//	$east_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
281
 
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	$sarah_find_trig.nottriggerable();
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//	$south_trigger.triggerable();
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}
285
 
286
void sarah_find()
287
{
288
	$sarah.solid();
289
	$sarah.show();
290
 
291
	$sarah.walkto( "$sarah_nav1", "walk" );
292
	waitfor( $sarah );
293
	$sarah.walkto( "$sarah_nav2", "walk" );
294
	$sarah.headwatchtarget( "player" , 7 );
295
	$sarah.anim( "tap_comm" );
296
	waitforanimation( $sarah, "tap_comm" );
297
	$sarah.playsound( "sound/misc/player/communicatorbeep.wav", 1, 1, 11111 );
298
	$sarah.anim( "idle" );
299
 
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	triggerentity( $south_trigger );
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//	$south_field.show();
303
//	$south_field.solid();
304
//	$south_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
305
//	$south_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
306
 
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	$neil_find_trig.nottriggerable();
854 Avenger 308
//	$east_trigger.triggerable();
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}
310
 
311
void levelchange()
312
{
313
      stuffcmd("map map4 \n");
314
}
315
 
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void closed_door_sound()
317
{
318
	$player.playsound( "sound/doors/door_locked.wav");
319
}
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void closed_door_sound_2()
322
{
323
	$player.playsound( "sound/environment/computer/lcars_no.wav");
324
}
325
 
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void main()
327
{
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	//$hatch.solid(); //Chrissstrahl, does not exist (relict?)
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//-----------------------MAP3EX ORIGINAL SCRIPT--------------------------------
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	//$cor_ff1.hide(); //Chrissstrahl, does not exist (relict?)
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	$cor_ff2.hide();
332
	$cor_ff3.hide();
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	//$cor_ff1.notsolid(); //Chrissstrahl, does not exist (relict?)
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	$cor_ff2.notsolid();
335
	$cor_ff3.notsolid();
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	$ff2_trig.nottriggerable();
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	//$office_door_field.notsolid();
338
	//$office_field.notsolid();
339
	//$office_field.hide();
340
	$office_field2.hide();
341
	$sick_door_field.notsolid();
342
	$sick_door_field.hide();
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	//$office_door_field.hide();
344
	//$office_field.hide();
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	$office_field2.hide();
346
	$sick_door_field.hide();
347
	$door_field.hide();
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	$door_field.hide();
349
	$door_field.notsolid();
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	$lever.nottriggerable();
351
	//--------------------------------------------------
352
	$alexia.ai_off();
353
	$alexia.anim( "idle" );
354
	$alexia.removeactorweapon( "CompressionRifle" );
355
	$alexia.useactorweapon( "none" );
356
	$alexia.pushable( 0 );
357
 
358
	$emma.ai_off();
359
	$emma.anim( "idle" );
360
	$emma.removeactorweapon( "CompressionRifle" );
361
	$emma.useactorweapon( "none" );
362
	$emma.pushable( 0 );
363
	$emma.useactorweapon( "EnterpriseDatapad" );
364
	$emma.anim( "ent-datapad-use" );
365
 
366
	$alexia1.ai_off();
367
	$alexia1.anim( "ent-table-gesture2" );
368
	$alexia1.removeactorweapon( "CompressionRifle" );
369
	$alexia1.useactorweapon( "none" );
370
	$alexia1.pushable( 0 );
371
	$alexia1.notsolid();
372
	$alexia1.hide();
373
 
374
	$neil.ai_off();
375
	$neil.anim( "idle" );
376
	$neil.removeactorweapon( "CompressionRifle" );
377
	$neil.useactorweapon( "none" );
378
	$neil.pushable( 0 );
379
	$neil.hide();
380
	$neil.notsolid();
381
 
382
	$sarah.ai_off();
383
	$sarah.anim( "idle" );
384
	$sarah.removeactorweapon( "CompressionRifle" );
385
	$sarah.useactorweapon( "none" );
386
	$sarah.pushable( 0 );
387
	$sarah.hide();
388
	$sarah.notsolid();
389
 
390
	//-------------------------------------------------
391
	$security3.setgroupid ( 668 );
392
	$security3.pushable( 0 );
393
	$security3.giveactorweapon( "actorweapons/fed-compressionrifle.tik", 1.0 );
394
	$security3.useactorweapon( "CompressionRifle" );
395
 
396
	$security4.setgroupid ( 668 );
397
	$security4.pushable( 0 );
398
	$security4.giveactorweapon( "actorweapons/fed-compressionrifle.tik", 1.0 );
399
	$security4.useactorweapon( "CompressionRifle" );
400
 
845 lars 401
	$security3.hide();
402
	$security3.notsolid();
403
	$security4.hide();
404
	$security4.notsolid();
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	//-------------------------------------------------
854 Avenger 406
//	$east_trigger.nottriggerable();
407
//	$south_trigger.nottriggerable();
676 argyle 408
	$west_trigger.nottriggerable();
409
 
410
	$north_field.hide();
822 lars 411
	$north_field.notsolid();
676 argyle 412
 
413
	$east_field.hide();
822 lars 414
	$east_field.notsolid();
676 argyle 415
 
416
	$south_field.hide();
822 lars 417
	$south_field.notsolid();
676 argyle 418
 
419
	$west_field.hide();
822 lars 420
	$west_field.notsolid();
676 argyle 421
 
680 argyle 422
 
423
	//Archetypes
880 lars 424
	thread globalArchetype_Setup( $hint_lever, "hint_lever");
680 argyle 425
 
676 argyle 426
}