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Revision Autor Zeilennr. Zeile
885 lars 1
//--------------------------------------------------------------------------------------
2
//
3
//  EF2 Level Script File
4
//
5
//  Level:		Map5
6
//  Script By:	Nemo22, Cortex, LTiefland, TickNSwisted
7
//  Geometry By:	Nemo22, TickNSwisted, Argyle
8
//  Created on:	07.02.2004
9
//
10
// Last Edited on:  $Date: 2007-05-27 23:26:00 +0200 (So, 27 Mai 2007) $
11
// Last Edited by:	$Author: lars $
12
//
13
//--------------------------------------------------------------------------------------
14
 
15
#include "maps/global_scripts/global_common.scr"
16
#include "maps/global_scripts/global_math.scr"
17
#include "maps/global_scripts/global_acceleratedMovement.scr"
18
#include "maps/global_scripts/global_cinematicFX.scr"
19
#include "maps/global_scripts/global_archetype.scr"
20
#include "maps/attackplayer.scr"
21
 
22
void main();
23
void initArchetypes();
24
void init();
25
void first_shot();
26
void finish_introcin();
27
void bay_sec_beamin();
28
void sec_shoot();
29
void shuttle_open();
30
void finish_awaycin();
31
void shuttle_away();
32
void shuttle_inside_sparks();
33
void sparks();
34
void redalert();
35
void closed_door_sound();
36
 
37
void shuttlesparks();
38
void bill_ex();
39
 
40
void main()
41
{
42
	initArchetypes();
43
	cam_fadeout( .1, 0, 0, 0, 1, 0 );
44
	$player.notsolid();
45
	$player.hide();
46
	letterbox( .1 );
47
	allowMusicDucking( 0 );
48
	freezeplayer();
49
	cinematic();
50
 
51
	$world.canShakeCamera( 1 );
52
 
53
	init();
54
 
55
	thread first_shot();
56
	soundtrack( "music/m8l2a.mus");
57
}
58
 
59
 
60
void initArchetypes()
61
{
62
 
63
      thread globalArchetype_Setup( $console_hint1, "mdoor");
64
      thread globalArchetype_Setup( $console_hint2, "sdoor");
65
 
66
}
67
 
68
void init()
69
{
70
 
71
   	//$shuttle_stay.solid();
72
   	$ramp_blocker.notsolid();
73
 
74
	$npcs_off.notsolid();
75
	$npcs_off.hide();
76
	$npcs_off.ai_off();
77
 
78
	$world.light_fade( "light_red", 0, 1 );
79
 
80
	$player.give( "models/weapons/worldmodel-tricorder-STX.tik" );
81
 
82
	$atlantic_out_origin.loopsound( "sound/ships/enterprise/ent_exterior_01.wav", 1 ,1024 );
83
 
84
//--Das Shuttle, das wegfliegt:
85
	$shuttle_fly_away_door.bind( $shuttle_origin );
86
	$shuttle_fly_away_ext.bind( $shuttle_origin );
87
	$shuttle_fly_away_door.hide();
88
	$shuttle_fly_away_ext.hide();
89
 
90
//--Kameras laden und spawnen
91
/*	cam.load( "map5_p_illia1" );
92
	cam.load( "map5_shuttle_cam1" );
93
	cam.load( "map5_shuttle_cam1d" );
94
	cam.load( "map5_shuttle_cam2" );
95
	cam.load( "map5_shuttle_cam3" );
96
	cam.load( "map5_shuttle_cam4" );
97
	cam.load( "map5_shuttle_path" );
98
	cam.load( "map5_cam_shuttle" );
99
	cam.load( "map5_jim_beamin" );
100
	cam.load( "map5_atlantic_last_shot" );*/
101
 
102
	spawn( "Camera", "targetname", "cam1");
103
	spawn( "Camera", "targetname", "cam2");
104
	spawn( "Camera", "targetname", "cam3");
105
 
106
//--Illia SetUp
107
//	$illia_shuttle.pushable( 1 );
108
	globalCommon_AiActorUseWeapon( $illia_shuttle, "none" );
109
	$illia_shuttle.ai_off();
110
	$illia_shuttle.pushable( 0 );
111
	$illia_shuttle.hide();
112
	$illia_shuttle.notsolid();
113
 
114
	globalCommon_AiActorUseWeapon( $ceilling_illia, "none" );
115
	$ceilling_illia.ai_off();
116
	$ceilling_illia.pushable( 0 );
117
	$ceilling_illia.hide();
118
	$ceilling_illia.notsolid();
119
 
120
	globalCommon_AiActorUseWeapon( $illia_shuttle_inside, "none" );
121
	$illia_shuttle_inside.ai_off();
122
	$illia_shuttle_inside.anim( "ent-frontchair-gesture1" );
123
	$illia_shuttle_inside.pushable( 0 );
124
 
125
//--Illia_prisoner SetUp
126
	$illia_prisoner.pushable( 0 );
127
	$illia_prisoner.notsolid();
128
	$illia_prisoner.ai_off();
129
	globalCommon_AiActorUseWeapon( $illia_prisoner, "none" );
130
	globalCommon_AiDummy( $illia_prisoner, "" );
131
	$illia_prisoner.anim("cin-m8_situp");
132
 
133
//--people in Engineering
134
	$jones0.ai_off();
135
	globalCommon_AiActorUseWeapon( $jones0, "none" );
136
	$shaun0.ai_off();
137
	globalCommon_AiActorUseWeapon( $shaun0, "none" );
138
	$bails0.ai_off();
139
	$bails0.pushable( 0 );
140
	globalCommon_AiActorUseWeapon( $bails0, "none" );
141
 
142
	$jones0.anim( "ent-curvedconsole-gesture" );
143
	$shaun0.anim( "ent-compstation-idle" );
144
	$bails0.anim( "ent-compstation-gesture1" );
145
 
146
//--Moya
147
	$moya.ai_off();
148
 
149
//--Security team setup
150
	$sec_1.ai_off();
151
	$sec_1.pushable( 0 );
152
/*	$sec_1.notsolid();
153
	$sec_1.hide();*/
154
	$sec_1.setgroupid ( 668 );
155
 
156
	//$sec_1.giveactorweapon( "actorweapons/fed-compressionrifle.tik", 1.0 );
157
	//$sec_1.useactorweapon( "CompressionRifle" );
158
//	$sec_1.anim( "idle_weapon_legs" );
159
	$sec_1.anim( "compressionrifle_aim" );
160
 
161
	$sec_2.ai_off();
162
	$sec_2.pushable( 0 );
163
/*	$sec_2.notsolid();
164
	$sec_2.hide();*/
165
	//$sec_2.giveactorweapon( "actorweapons/fed-compressionrifle.tik", 1.0 );
166
	//$sec_2.useactorweapon( "CompressionRifle" );
167
	$sec_2.setgroupid ( 668 );
168
 
169
	$sec_3.ai_off();
170
	$sec_3.pushable( 0 );
171
/*	$sec_3.notsolid();
172
	$sec_3.hide();*/
173
	//$sec_3.giveactorweapon( "actorweapons/fed-compressionrifle.tik", 1.0 );
174
	//$sec_3.useactorweapon( "CompressionRifle" );
175
	$sec_3.anim( "crouch_idle" );
176
	$sec_3.setgroupid ( 668 );
177
 
178
	AIHideGroup(668);
179
 
180
//--misc
181
	$illia_shuttle.blink( 0 );
182
 
183
	$kraftfeld.hide();
184
 
185
	$security.nottriggerable();
186
	$trigger_open.nottriggerable();
187
	$away_trigger.nottriggerable();
188
 
189
	globalCommon_SpawnScriptModel( "vehicle/e-shuttle-ext.tik", "dallas_shuttle1", '-2200 596 60', 0 );
190
	$dallas_shuttle1.scale( .01 );
191
 
192
	globalCommon_SpawnScriptModel( "vehicle/e-shuttle-door.tik", "dallas_shuttle2", '-2200 596 60', 0 );
193
	$dallas_shuttle2.scale( .01 );
194
 
195
	$dallas_shuttle1.bind( $dallas_origin );
196
	$dallas_shuttle2.bind( $dallas_origin );
197
 
198
	$atlantic_a.bind( $atlantic_out_origin );
199
	$atlantic_b.bind( $atlantic_out_origin );
200
 
201
	$shuttle_warp.hide();
202
 
203
	wait( .1 );
204
	$sec_2.anim( "idle_weapon_legs" );
205
 
206
//--Maschinenraumtür
207
	$engdoor3.time( .1 );
208
	wait( .1 );
209
	$engdoor3.moveUp( 170 );
210
 
211
	$movewall.bind( $bay_move_origin );
212
}
213
 
214
///////////////////////////////////////////////////////////////////////////////
215
/////////////////////////////////////Intro/////////////////////////////////////
216
///////////////////////////////////////////////////////////////////////////////
217
 
218
 
219
void first_shot()
220
{
221
//--Camera fades in, Illia beams in, walks to console
222
	skipthread ( "finish_introcin" );
223
	$cam1.fov( 60 );
224
	$cam1.follow( $map5_shuttle_cam1d );
225
	$cam1.cut();
226
	wait( .1 );
227
	cuecamera( $cam1 );
228
	wait( .5 );
229
	cam_fadein( 3, 0, 0, 0, 1, 0 );
230
 
231
	wait( 1 );
232
	$illia_shuttle.show();
233
	$illia_shuttle.displayEffect( "TransportIn", "FederationNoAnim" );
234
	wait( 3 );
235
	$illia_shuttle.blink( 1 );
236
	wait( 1 );
237
	$illia_shuttle.headWatchTarget( "illia_look_first", 7 );
238
	wait( 1 );
239
	$illia_shuttle.headWatchTarget( "illia_look_second", 7 );
240
	$cam2.fov( 60 );
241
	$cam2.follow( $map5_shuttle_cam1 );
242
	$cam2.cut();
243
	wait( .1 );
244
	cuecamera( $cam2 );
245
 
246
	wait( 2 );
247
	$illia_shuttle.walkto( "$walk1", "walk" );
248
	wait( .5 );
249
	$illia_shuttle.headWatchTarget( "none", 7 );
250
	waitfor( $illia_shuttle );
251
	$illia_shuttle.walkto( "$walk2", "walk" );
252
	waitfor( $illia_shuttle );
253
	$illia_shuttle.turntoangle( 225 );
254
	waitfor( $illia_shuttle );
255
	$illia_shuttle.anim( "ent-curvedconsole-gesture" );
256
	wait( 2 );
257
	$illia_shuttle.anim( "idle" );
258
	wait( 1 );
259
	$illia_shuttle.playdialog("localization/sound/dialog/map05/illia/damn.mp3", 1, 10000, 0);
260
	waitfordialog( $illia_shuttle );
261
	cam_fadeout( 1.5, 0, 0, 0, 1, 0 );
262
	wait( 2 );
263
 
264
//--Camera cuts to imprisoned Illia
265
	$cam3.fov( 60 );
266
	$cam3.follow( $map5_p_illia1 );
267
	$cam3.cut();
268
	wait( .1 );
269
	cuecamera( $cam3 );
270
	cam_fadein( 1.5, 0, 0, 0, 1, 0 );
271
 
272
	wait( 2 );
273
	$illia_prisoner.playdialog("localization/sound/dialog/map05/illia/ihadto.mp3", 1, 10000, 0);
274
	waitfordialog( $illia_prisoner );
275
	wait( .5 );
276
	$illia_prisoner.playdialog("localization/sound/dialog/map05/illia/maincontrol.mp3", 1, 10000, 0);
277
	waitfordialog( $illia_prisoner );
278
//	wait( 1 );
279
	cam_fadeout( 1.5, 0, 0, 0, 1, 0 );
280
	wait( 2 );
281
	cam_fadein( 1.5, 0, 0, 0, 1, 0 );
282
 
283
//--camera is in shuttle, Illia exits
284
	$cam2.fov( 60 );
285
	$cam2.follow( $map5_shuttle_cam2 );
286
	$cam2.cut();
287
	wait( .1 );
288
	cuecamera( $cam2 );
289
 
290
	$illia_shuttle.walkto( "$walk1", "walk" );
291
	waitfor( $illia_shuttle );
292
	$illia_shuttle.walkto( "$w1", "walk" );
293
	wait( 1 );
294
	///////////////////
295
	//1. Tür geht auf//
296
	///////////////////
297
	$shuttle_stay_door1.anim( "opening" );
298
	$shuttle_stay_door1.playsound( "sound/doors/enterprise_door1.wav", 1 ,800 );
299
	waitforanimation( $shuttle_stay_door1, "opening" );
300
	$shuttle_stay_door1.anim( "open_idle" );
301
 
302
//	$shuttle_stay_door1.time( 1 );
303
//	$shuttle_stay_door1.moveWest( 38 );
304
//	$shuttle_stay_door1.moveNorth( 38 );
305
 
306
	waitfor( $illia_shuttle );
307
	$illia_shuttle.walkto( "$w2", "walk" );
308
	waitfor( $illia_shuttle );
309
	$illia_shuttle.walkto( "$w3", "walk" );
310
	//////////////////
311
	//1. Tür geht zu//
312
	//////////////////
313
	//$shuttle_stay_door1.anim( "closing" );
314
	//$shuttle_stay_door1.playsound( "sound/doors/enterprise_door1.wav", 1 ,800 );
315
	//waitforanimation( $shuttle_stay_door1, "closing" );
316
	//$shuttle_stay_door1.anim( "closed" );
317
 
318
//	$shuttle_stay_door1.time( 1 );
319
//	$shuttle_stay_door1.moveEast( 38 );
320
//	$shuttle_stay_door1.moveSouth( 38 );
321
	waitfor( $illia_shuttle );
322
	///////////////////
323
	//2. door opens //
324
	///////////////////
325
	$shuttle_stay_door2.anim( "opening" );
326
	$shuttle_stay_door2.playsound( "sound/doors/enterprise_door1.wav", 1 ,800 );	waitforanimation( $shuttle_stay_door2, "opening" );
327
	$shuttle_stay_door2.anim( "open_idle" );
328
 
329
//	$shuttle_stay_door2.time( 1 );
330
//	$shuttle_stay_door2.moveWest( 44 );
331
//	$shuttle_stay_door2.moveNorth( 44 );
332
 
333
	$illia_shuttle.walkto( "$w4", "walk" );
334
 
335
	$cam3.fov( 60 );
336
	$cam3.follow( $map5_shuttle_cam4 );
337
	$cam3.cut();
338
	wait( .1 );
339
	cuecamera( $cam3 );
340
 
341
	waitfor( $illia_shuttle );
342
	//////////////////
343
	//2. Tür geht zu//
344
	//////////////////
345
	//$shuttle_stay_door2.anim( "closing" );
346
	//$shuttle_stay_door2.playsound( "sound/doors/enterprise_door1.wav", 1 ,800 );
347
	//waitforanimation( $shuttle_stay_door2, "closing" );
348
	//$shuttle_stay_door2.anim( "closed" );
349
 
350
//	$shuttle_stay_door2.time( 1 );
351
//	$shuttle_stay_door2.moveEast( 44 );
352
//	$shuttle_stay_door2.moveSouth( 44 );
353
 
354
	$illia_shuttle.walkto( "$w5", "walk" );
355
	waitfor( $illia_shuttle );
356
 
357
	thread finish_introcin();
358
 
359
}
360
 
361
 
362
void finish_introcin()
363
{
364
 
365
   	$ramp_blocker.solid();
366
	$illia_shuttle.warpto( "$w5" );
367
	killthread("first_shot");
368
	$illia_shuttle.hide();
369
//--Cinematic beenden
370
	clearletterbox( 0.1 );
371
	noncinematic();
372
	$player.solid();
373
	$player.show();
374
	releaseplayer();
375
	cueplayer();
376
	//sec_shoot();
377
 
378
}
379
////////////////////////////////////////////////////////////////////////////
380
///////////After the player has maniplulated the main console///////////////
381
/////player has to jump of the railing /////////////////////////////////////
382
////////////////////////////////////////////////////////////////////////////
383
 
384
void bay_sec_beamin()
385
{
386
	skipthread ( "finish_beamincin" );
387
	$player.notsolid();
388
	$player.hide();
389
	letterbox( .1 );
390
	freezeplayer();
391
	cinematic();
392
	$ceilling_illia.turntoangle( 180 );
393
 
394
	$ceilling_illia.show();
395
	$cam1.fov( 60 );
396
	$cam1.follow( $map5_shuttle_door_close );
397
	$cam1.cut();
398
	wait( .1 );
399
	cuecamera( $cam1 );
400
 
401
	wait( 1 );
402
	//--Shuttle sschließt die Türen
403
   	$ramp_blocker.solid();
404
	$shuttle_stay_door.anim( "closing" );
405
	waitforanimation( $shuttle_stay_door, "closing" );
406
	$shuttle_stay_door.anim( "closed" );
407
	wait( 1 );
408
	$kraftfeld.show();
409
	$kraftfeld.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
410
	$kraftfeld.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
411
	triggerentity( $kraftfeld_sound );
412
	wait( .4 );
413
 
414
	$rechte_door.time( 5.2 );
415
	wait( .1 );
416
	$rechte_door.moveUp( 300 );
417
	$rechte_door.loopsound( "sound/doors/airlock_open01.wav", 1 ,1024 );
418
 
419
	wait( 5.2 );
420
	$rechte_door.stoploopsound();
421
	$rechte_door.playsound( "sound/doors/airlock_close01.wav", 10 ,1 ,1024 );
422
 
423
	wait( 3.8 );
424
 
425
/*	$sec_1.solid();
426
	$sec_2.solid();
427
	$sec_3.solid();
428
	wait(1);*/
429
 
430
 
431
	$cam2.fov( 60 );
432
	$cam2.follow( $map5_jim_beamin );
433
	$cam2.cut();
434
	wait( .1 );
435
	cuecamera( $cam2 );
436
 
437
	$ceilling_illia.playdialog("localization/sound/dialog/map05/illia/goodbye.mp3", 1, 10000, 0);
438
	waitfordialog( $ceilling_illia );
439
 
440
	wait( 2 );
441
/*	$sec_1.displayEffect( "TransportIn", "FederationNoAnim" );
442
	$sec_2.displayEffect( "TransportIn", "FederationNoAnim" );
443
	$sec_3.displayEffect( "TransportIn", "FederationNoAnim" );
444
	wait( 2 );*/
445
 
446
	AIShowGroup (668, "Federation");
447
	$sec_1.headWatchTarget("player",7);
448
	$sec_2.headWatchTarget("player",7);
449
	$sec_3.headWatchTarget("player",7);
450
	$sec_1.ai_off();
451
	$sec_2.ai_off();
452
	$sec_3.ai_off();
453
	$sec_1.anim( "compressionrifle_aim" );
454
	$sec_2.anim( "compressionrifle_aim" );
455
	$sec_3.anim( "compressionrifle_aim" );
456
 
457
	$sec_2.playdialog( "localization/sound/dialog/map05/lee/donotmove.mp3", 1, 10000, 0);
458
	waitfordialog( $sec_2 );
459
	$ceilling_illia.turntoangle( 270 );
460
	wait( .5 );
461
	$sec_2.playdialog( "localization/sound/dialog/map05/lee/gameover.mp3", 1, 10000, 0);
462
	waitfordialog( $sec_2 );
463
	wait( 1 );
464
	$ceilling_illia.hide();
465
 
466
	//--End cinematic
467
	forcemusic( "action" );
468
	clearletterbox( 0.1 );
469
	noncinematic();
470
	$player.solid();
471
	$player.show();
472
	releaseplayer();
473
	cueplayer();
474
	$player.playerviewangles( '0 270 0' );
475
 
476
//	$security_beam.nottriggerable();
477
	$security.triggerable();
478
}
479
 
480
void sec_shoot()
481
{
482
//	centerprint("Sicherheit fängt an zu schießen!");
483
 
484
	$sec_1.turntoangle( 180 );
485
	$sec_2.walkto( "$secnode1", "run" );
486
	$sec_3.walkto( "$secnode2", "run" );
487
	waitfor( $sec_3 );
488
	$sec_1.anim( "idle_weapon_legs" );
489
	$sec_2.turntoangle( 180 );
490
	$sec_3.walkto( "$secnode3", "run" );
491
	waitfor( $sec_3 );
492
	$sec_3.turntoangle( 180 );
493
	waitfor( $sec_3 );
494
	$sec_3.anim( "idle_weapon_legs" );
495
	wait( .7 );
496
	$sec_2.anim( "idle_weapon_legs" );
497
/*	$sec_1.attackplayer();
498
	$sec_2.attackplayer();
499
	$sec_3.attackplayer();*/
500
 
501
//	AIShowGroup(668, "Federation");
502
 
503
	CommandToGroup ( 668 , "groupactortype" , "enemy" , "");
504
	CommandToGroup ( 668 , "visiondistance" , "40000" , "" );
505
	CommandToGroup ( 668 , "fov" , "360" , "" );
506
	CommandToGroup ( 668 , "attack" , "$player" , "" );
507
 
508
	$sec_1.ai_on();
509
	$sec_2.ai_on();
510
	$sec_3.ai_on();
511
 
512
	$trigger_open.triggerable();
513
	$security.nottriggerable();
514
 
515
}
516
 
517
void shuttle_open()
518
{
519
   	$ramp_blocker.notsolid();
520
	$shuttle_stay_door.anim( "opening" );
521
	waitforanimation( $shuttle_stay_door, "opening" );
522
	$shuttle_stay_door.anim( "open_idle" );
523
 
524
	$away_trigger.triggerable();
525
	$trigger_open.nottriggerable();
526
}
527
 
528
void shuttle_away()
529
{
530
//--Begin cinematic!
531
	skipthread ( "finish_awaycin" );
532
	$player.notsolid();
533
	$player.hide();
534
	letterbox( .1 );
535
	freezeplayer();
536
	cinematic();
537
 
538
	$illia_shuttle.show();
539
	$cam1.fov( 60 );
540
	$cam1.follow( $away_cam1, $illia_shuttle );
541
	$cam1.cut();
542
	wait( .1 );
543
	cuecamera( $cam1 );
544
 
545
	$illia_shuttle.walkto( "$w4", "run" );
546
	waitfor( $illia_shuttle );
547
 
548
	$shuttle_stay_door.anim( "closing" );
549
	waitforanimation( $shuttle_stay_door, "closing" );
550
	$shuttle_stay_door.anim( "closed" );
551
 
552
	$illia_shuttle.hide();
553
 
554
	$shuttle_stay_door2.hide();
555
	$shuttle_stay_door1.hide();
556
	$shuttle_stay_door.hide();
557
	$shuttle_stay.hide();
558
	$shuttle_fly_away_door.show();
559
	$shuttle_fly_away_ext.show();
560
 
561
	$cam2.fov( 60 );
562
	$cam2.follow( $door_open_cam1 );
563
	$cam2.cut();
564
	wait( .1 );
565
	cuecamera( $cam2 );
566
 
567
	$shuttle_origin.followpath($shuttle_path);
568
	wait( 4.5 );
569
	$shuttle_origin.playsound( "sound/vehicles/shuttlecraft/shuttle_takeoff.wav", 0, 4 );
570
	wait( 16 );
571
	$rechte_door.time( 5.2 );
572
	$rechte_door.moveDown( 300 );
573
	$rechte_door.loopsound( "sound/doors/airlock_open01.wav", 1 ,1024 );
574
	wait( 2);
575
 
576
	wait( 4 );
577
 
578
	$cam2.fov( 20 );
579
	$cam2.follow( $map5_cam_shuttle );
580
	$cam2.cut();
581
	wait( .1 );
582
	cuecamera( $cam2 );
583
	$sky_ship.hide();
584
 
585
	wait( 1.2 );
586
	$rechte_door.stoploopsound();
587
	$rechte_door.playsound( "sound/doors/airlock_close01.wav", 10 ,.5 ,1024 );
588
	wait( .3 );
589
	$dallas_origin.followpath( $map5_shuttle_path );
590
	//wait( 6.5 );
591
	wait( 4 );
592
 
593
	$atlantic_out_origin.followpath( $atlantic_out_path );
594
 
595
	$cam3.fov( 55 );
596
	$cam3.follow( $atlantic_out_cam1, $atlantic_out_origin );
597
	$cam3.cut();
598
	wait( .1 );
599
	cuecamera( $cam3 );
600
	$kraftfeld.hide();
601
 
602
	wait( 8 );
603
 
604
	$cam1.fov( 55 );
605
	$cam1.follow( $atlantic_out_cam2, $atlantic_out_origin );
606
	$cam1.cut();
607
	wait( .1 );
608
	cuecamera( $cam1 );
609
	wait( 17 );
610
	/////////////////////////
611
	//Moya in engineering//
612
	/////////////////////////
613
	$cam3.fov( 75 );
614
	$cam3.follow( $engine_cam1 );
615
	$cam3.cut();
616
	wait( .1 );
617
	cuecamera( $cam3 );
618
 
619
	wait( 1 );
620
	thread sparks();
621
	wait(.1);
622
        $world.playsound( "sound/explo_large_01.wav",3,1,10000);
623
	triggerentity( $big_boom_engineering );
624
	wait(.1);
625
 
626
	$player.earthquake( 2.2, 1 );
627
 
628
	triggerentity( $eng_explosion );
629
	wait( 2 );
630
	thread redalert();
631
	$engdoor3.time( 6 );
632
	wait( .1 );
633
	$engdoor3.moveDown( 170 );
634
	wait( 1 );
635
 
636
	$moya.anim( "tap_comm" );//communicator
637
	waitforanimation( $moya, "tap_comm" );
638
	$moya.anim( "idle" );
639
	wait(1);
640
	$moya.playdialog( "localization/sound/dialog/map05/moya/bridge.mp3", 1, 10000, 0);
641
	waitfordialog( $moya );
642
	$moya.playdialog( "localization/sound/dialog/map05/moya/warpcore.mp3", 1, 10000, 0);
643
	waitfordialog( $moya );
644
	wait( .4 );
645
	$moya.playdialog( "localization/sound/dialog/map05/moya/deadinspace.mp3", 1, 10000, 0);
646
	waitfordialog( $moya );
647
	wait( 2 );
648
	triggerentity( $big_boom_engineering );
649
	thread bill_ex();
650
	wait( 2.5 );
651
	killthread( "sparks" );
652
	$cam2.fov( 90 );
653
	$cam2.follow( $map5_atlantic_last_shot );
654
	$cam2.cut();
655
	wait( .1 );
656
	cuecamera( $cam2 );
657
	wait( 2 );
658
	cam_fadeout( 10, 0, 0, 0, 1, 0 );
659
	wait( 4 );
660
//	stuffcmd( "showmenu continued\n" );
661
//	wait( 4 );
662
//	stuffcmd ( "popmenu 0\n" );
663
 
664
	wait( 4 );
665
	finish_awaycin();
666
}
667
 
668
void finish_awaycin()
669
{
670
//--end cinematic
671
	killthread("shuttle_away");
672
	clearletterbox( 0.1 );
673
	noncinematic();
674
	$player.solid();
675
	$player.show();
676
	releaseplayer();
677
	cueplayer();
678
 
679
	stuffcmd ("map map6");
680
 
681
	cam_fadein( 1.5, 0, 0, 0, 1, 0 );
682
}
683
 
684
//////////////////////////
685
//Explosions and sparks//
686
//////////////////////////
687
void shuttle_inside_sparks()
688
{
689
	$movewall.time( 15 );
690
	$sky_ship.time( 2.9 );
691
	wait( .1 );
692
	$movewall.moveEast( 1600 );
693
	$sky_ship.moveEast( 3 );
694
	$cam1.fov( 90 );
695
	$cam1.follow( $shuttle_inside_cam1 );
696
	$cam1.cut();
697
	wait( .1 );
698
	cuecamera( $cam1 );
699
	$player.earthquake( 1.2, 1 );
700
	triggerentity( $shuttle_inside_spark1 );
701
	triggerentity( $shuttle_inside_spark1_s );
702
	wait( .3 );
703
	triggerentity( $shuttle_inside_spark3 );
704
	triggerentity( $shuttle_inside_spark3_s );
705
	wait( .2 );
706
	triggerentity( $shuttle_inside_spark2 );
707
	triggerentity( $shuttle_inside_spark2_s );
708
	wait( .3 );
709
	triggerentity( $shuttle_inside_spark1 );
710
	triggerentity( $shuttle_inside_spark1_s );
711
	triggerentity( $shuttle_inside_spark3 );
712
	$sky_ship.time( .1 );
713
	wait( 2 );
714
	$sky_ship.moveWest( 3 );
715
	cuecamera( $cam2 );
716
 
717
}
718
 
719
void sparks()
720
{
721
	triggerentity( $sparks1 );
722
	$sparks1.playsound( "sound/impact/explosion/explo_shuttleint.wav" );
723
	wait( 1.1 );
724
	triggerentity( $sparks3 );
725
	$sparks3.playsound( "sound/impact/explosion/explo_shuttleint.wav" );
726
	wait( 2 );
727
	triggerentity( $sparks2 );
728
	$sparks2.playsound( "sound/impact/explosion/explo_shuttleint.wav" );
729
	wait( 1 );
730
	triggerentity( $sparks1 );
731
	$sparks1.playsound( "sound/impact/explosion/explo_shuttleint.wav" );
732
	triggerentity( $sparks3 );
733
	$sparks3.playsound( "sound/impact/explosion/explo_shuttleint.wav" );
734
	wait( 2 );
735
	thread sparks();
736
}
737
 
738
void redalert()
739
{
740
	$world.light_fade( "light_red", .65, .4 );
741
	triggerentity( $redalert_sound );
742
	wait( 1.5 );
743
	$world.light_fade( "light_red", .1, .8 );
744
	wait( 1 );
745
	thread redalert();
746
}
747
 
748
void shuttlesparks()
749
{
750
	$player.earthquake( .8, 2 );
751
	triggerentity( $shuttle_sparks );
752
	triggerentity( $fly_away_sparks_s );
753
	wait( .4 );
754
	triggerentity( $shuttle_sparks );
755
	triggerentity( $fly_away_sparks_s );
756
	wait( .4 );
757
	triggerentity( $shuttle_sparks );
758
	triggerentity( $fly_away_sparks_s );
759
	wait( .6 );
760
	triggerentity( $shuttle_sparks );
761
	triggerentity( $fly_away_sparks_s );
762
	wait( .1 );
763
	thread shuttle_inside_sparks();
764
}
765
 
766
void shuttle_goto_warp()
767
{
768
	$shuttle_warp.show();
769
	$shuttle_warp.followpath( $path_gowarp );
770
	wait( 2.6 );
771
	$shuttle_warp.playsound( "sound/ships/enterprise/ent_enter_warp.wav", 10 ,1 ,1024 );
772
	wait( 3.7 );
773
 
774
	$spawnWarpFlash.scale( .2 );
775
	$spawnWarpFlash.modelname( "models/fx/fx-warpflash-federation.tik" );
776
	$spawnWarpFlash.origin( $shuttle_warp.getOrigin() );
777
	wait( .05 );
778
 
779
	triggerEntity( $spawnWarpFlash );
780
	$shuttle_warp.hide();
781
}
782
 
783
void bill_ex()
784
{
785
	$bails0.turntoangle( 135 );
786
	wait( .1 );
787
	$bails0.anim( "cin-m6l0-engineering-bill" );
788
}
789
 
790
void closed_door_sound()
791
{
792
	$player.playsound( "sound/environment/computer/lcars_no.wav");
793
}