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Revision Autor Zeilennr. Zeile
626 lars 1
// EF2 Level Script File
2
// Level			map6.bsp
840 Avenger 3
// Script by:			ltiefland, Chrissstrahl
4
// Geometry by:			TRon, Argyle, TickNSwisted,Chrissstrahl
626 lars 5
// Created on:			10.12.2004
840 Avenger 6
// Last Updated on: 		30.12.2006
7
// Last Updated by: 		Chrissstrahl
626 lars 8
 
745 lars 9
void door_k_open();
10
float number_weapons_taken;
11
void obstacle();
12
void intro_cin();
13
void skip_intro_cin();
14
void setup_world();
15
void final_cin();
16
void skip_final_cin();
17
void levelchange();
840 Avenger 18
void doorLocked0();
19
void doorLocked1();
20
void doorLocked2();
21
void doorLocked3();
626 lars 22
void main(); // needed by ALL scripts
23
 
24
void main()
25
{
752 ticknswist 26
	//PLAYER WEAPON LOADOUT
840 Avenger 27
    $player.give( "models/weapons/worldmodel-phaser-STX.tik" );
28
    $player.give( "models/weapons/worldmodel-compressionrifle.tik" );
745 lars 29
	setup_world();
30
	thread intro_cin();
840 Avenger 31
	$mistvieh.ai_off();
32
	$mistvieh.model( "char/alien-type1a-lurker-autopsy.tik" );
626 lars 33
}
745 lars 34
 
35
void setup_world()
36
{
37
	$illia_prisoner.ai_off();
38
	$illia_prisoner.anim( "cin-m8_situp" );
39
	$illia_prisoner.removeactorweapon ( "CompressionRifle" );
40
	$illia_transporter.ai_off();
41
	$illia_transporter.hide();
42
	$illia_bridge.ai_off();
43
	$illia_bridge.hide();
44
	$illia_bridge2.ai_off();
45
	$illia_bridge2.hide();
46
	$illia_shuttle.ai_off();
47
	$illia_shuttle.hide();
48
	$warbird.forcealpha( 1 );
49
	$warbird.alpha( 0 );
50
	$warbird.hide();
51
	$scan_beam1.hide();
52
	$scan_beam2.hide();
840 Avenger 53
//	$scan_beam3.hide(); #Does not exist Chrissstrahl@27.12.2006
745 lars 54
	$scan_beam4.hide();
55
	$scan2_beam1.hide();
56
	$scan2_beam2.hide();
57
	$scan2_beam3.hide();
58
	$scan2_beam4.hide();
59
	$screen_on.hide();
60
	$screen_off.show();
61
	number_weapons_taken = 0;
62
	$weapon1_steam.hide();
63
	$weapon2_steam.hide();
64
	$weapon3_steam.hide();
840 Avenger 65
 
745 lars 66
}
67
 
68
void warbird_cin()
69
{
70
	spawn ( "Camera" , "targetname" , "cam2" );
71
	freezeplayer();
72
	cinematic();
73
	//cam_fadein( 1, 0, 0, 0, 1, 0 );
74
	letterbox ( .1 );
75
	wait( .05 );
76
	$cam2.follow( $map6_warbird );
77
	$cam2.cut();
78
	wait( .5);
79
	cuecamera($cam2);
80
	wait(.5);
81
	$warbird.playsound( "sound/cloak.wav", 0, 4, 20000 );
82
	$warbird.fadein( 2, 1 );
83
	$warbird.show();
84
	wait(4);
85
	noncinematic();
86
	releaseplayer();
87
	cueplayer ();
88
	clearletterbox(.1);
89
}
90
 
91
void intro_cin()
92
{
93
	spawn ( "Camera" , "targetname" , "cam1" );
94
	$illia_shuttle.show();
95
	$illia_shuttle.anim("cin-m7-end-sydney");
96
	freezeplayer();
97
	cinematic();
98
	//cam_fadein( 1, 0, 0, 0, 1, 0 );
99
	letterbox ( .1 );
100
	skipthread("skip_intro_cin");
101
	wait( .05 );
102
	$cam1.follow( $map6_planet );
103
	$cam1.cut();
104
	wait( .5);
105
	cuecamera($cam1);
106
	$shuttle.bind( $shuttle_origin );
107
	$shuttle_door.bind( $shuttle_origin );
840 Avenger 108
	$shuttle_origin.time(10);
745 lars 109
	wait(.1);
110
	$shuttle_origin.followpath( $shuttle_path, "normalangles" );
111
 
112
	wait(3);
749 lars 113
	stuffcmd( "showmenu antioch_system\n" );
745 lars 114
	wait(3);
115
	stuffcmd ( "popmenu 0\n" );
116
	wait(5);
117
	$cam1.follow($map6_prisoner);
118
	$cam1.cut();
119
	wait(.5);
120
	cuecamera($cam1);
749 lars 121
	$illia_prisoner.playdialog("localization/sound/dialog/map06/illia/uneventful.mp3",1,10000,0);
122
	waitfordialog($illia_prisoner);
123
	$illia_prisoner.playdialog("localization/sound/dialog/map06/illia/surprise.mp3",1,10000,0);
124
	waitfordialog($illia_prisoner);
745 lars 125
	$illia_prisoner.playdialog("localization/sound/dialog/map06/illia/notrace.mp3",1,10000,0);
126
	waitfordialog($illia_prisoner);
127
	$illia_prisoner.playdialog("localization/sound/dialog/map06/illia/ruins.mp3",1,10000,0);
128
	waitfordialog($illia_prisoner);
129
	$illia_prisoner.playdialog("localization/sound/dialog/map06/illia/begin.mp3",1,10000,0);
130
	waitfordialog($illia_prisoner);
131
	wait(2);
132
	$cam1.follow($antioch_cam3);
133
	$cam1.cut();
134
	wait(.5);
135
	cuecamera($cam1);
136
	$illia_shuttle.DisplayEffect( "TransportOut", "Federation" );
137
	wait(2);
138
	thread skip_intro_cin();
139
}
140
 
141
void skip_intro_cin()
142
{
143
	cam_fadeout( .5, 0, 0, 0, 1, 0 );
144
	killthread ( "intro_cin" );
145
	wait ( .5 );
146
	noncinematic();
147
	releaseplayer();
148
	cueplayer ();
149
	clearletterbox(.1);
150
	cam_fadein( 1, 0, 0, 0, 1, 0 );
151
}
152
 
153
void final_cin()
154
{
840 Avenger 155
	freezeplayer();
156
	$player.hide();
745 lars 157
	spawn ( "Camera" , "targetname" , "cam3" );
158
	spawn ( "Camera" , "targetname" , "cam4" );
159
	spawn ( "Camera" , "targetname" , "cam5" );
160
	cinematic();
161
	//cam_fadein( 1, 0, 0, 0, 1, 0 );
162
	letterbox ( .1 );
163
	skipthread("skip_final_cin");
164
	$illia_transporter.show();
165
	wait( .05 );
166
	$cam3.follow( $map6_transporter );
167
	$cam3.cut();
168
	$cam4.follow( $map6_bridge );
169
	$cam4.cut();
170
	wait( .5);
171
	cuecamera($cam3);
172
 
173
	wait(1);
174
	$illia_transporter.DisplayEffect( "TransportOut", "Federation" );
175
	wait(2);
176
 
177
	cuecamera($cam4);
178
 
179
	$illia_bridge.DisplayEffect( "TransportIn", "Federation" );
180
	wait(2);
181
	$illia_bridge.show();
182
 
183
	$illia_bridge.headWatchTarget( "illia_look_first", 7 );
184
	wait( 1 );
185
	$illia_bridge.headWatchTarget( "illia_look_second", 7 );
840 Avenger 186
	wait( 2 );
745 lars 187
 
188
	$cam5.follow( $map6_prisoner );
189
	$illia_bridge.hide();
190
	$illia_bridge.notsolid();
191
	$cam5.cut();
192
	cuecamera($cam5);
193
	$illia_prisoner.playdialog("localization/sound/dialog/map06/illia/ihadmydoubts.mp3",1,10000,0);
194
	waitfordialog($illia_prisoner);
195
	wait(.5);
196
 
746 lars 197
	$cam4.follow($map7_illia_cam1);
840 Avenger 198
	$cam4.cut();
745 lars 199
	wait(.5);
200
	cuecamera($cam4);
201
	//wait(5);
202
	$illia_bridge2.show();
203
	$illia_bridge2.anim( "cin-m7-end-sydney" );
204
	$illia_bridge2.playdialog("localization/sound/dialog/map06/illia/proof.mp3",1,10000,0);
205
	waitfordialog($illia_bridge2);
206
	wait(3);
207
 
208
	thread skip_final_cin();
209
}
210
 
211
void skip_final_cin()
212
{
213
	killthread("final_cin");
214
	noncinematic();
215
	releaseplayer();
216
	cueplayer ();
217
	clearletterbox(.1);
218
	levelchange();
840 Avenger 219
	$karq.ai_on();
220
	$karq.attack($player);
745 lars 221
}
222
 
223
 
224
void transporter_platform()
225
{
226
	thread final_cin();
227
}
228
 
229
void levelchange()
230
{
231
	stuffcmd("map map7");
232
}
233
 
234
 
235
void door_k_open()
236
{
840 Avenger 237
	$scan_beam2.playsound( "sound/weapons/romtricorder/tricord_scan.wav", 1 ,3 ,100 );
745 lars 238
	$scan_beam1.show();
239
	$scan2_beam1.show();
240
	wait(.3);
241
	$scan_beam1.hide();
242
	$scan2_beam1.hide();
243
	$scan_beam2.show();
244
	$scan2_beam2.show();
245
	wait(.3);
246
	$scan_beam2.hide();
247
	$scan2_beam2.hide();
840 Avenger 248
	//$scan_beam3.show();#Does not exist Chrissstrahl@27.12.2006
745 lars 249
	$scan2_beam3.show();
250
	wait(.3);
840 Avenger 251
	//$scan_beam3.hide();#Does not exist Chrissstrahl@27.12.2006
745 lars 252
	$scan2_beam3.hide();
253
	$scan_beam4.show();
254
	$scan2_beam4.show();
255
	wait(.3);
256
	$scan_beam4.hide();
257
	$scan2_beam4.hide();
258
	wait(.3);
259
	wait(1.5);
260
 
261
	$door_k_top.time(1.5);
262
	$door_k_left.time(1.5);
263
	$door_k_right.time(1.5);
264
	$door_k_lower.time(1.5);
265
 
266
	$door_k_top.moveUp( 72 );
267
	$door_k_left.moveWest( 50 );
268
	$door_k_right.moveEast( 50 );
269
	$door_k_lower.moveDown( 50 );
840 Avenger 270
	$door_k_top.playsound( "sound/doors/kling_shipdoor.wav", 3 ,7 ,100 );
745 lars 271
 
272
	wait(4);
273
	$weapon1.time(2);
274
	$weapon2.time(2);
275
	$weapon3.time(2);
276
 
277
	$weapon1.rotateZup( -100 );
278
	$weapon1_steam.show();
279
	$weapon1.playsound( "sound/environment/machine/lift2.wav");
280
	wait(.5);
281
 
282
	$weapon1_steam.hide();
283
	$weapon2_steam.show();
284
	$weapon2.rotateZup( -100 );
285
	$weapon2.playsound( "sound/environment/machine/lift2.wav");
286
	wait(.5);
287
 
288
	$weapon2_steam.hide();
289
	$weapon3_steam.show();
290
	$weapon3.rotateZup( -100 );
291
	$weapon3.playsound( "sound/environment/machine/lift2.wav");
292
 
293
	wait(.5);
294
	$weapon3_steam.hide();
295
}
296
 
297
void weapon_taken()
298
{
299
	number_weapons_taken++;
300
	if (number_weapons_taken == 3)
301
	{
302
		wait(2);
303
		$transporter_door_left.time(1.5);
304
		$transporter_door_right.time(1.5);
305
		$transporter_door_left.moveWest(80);
306
		$transporter_door_right.moveEast(80);
307
		$transporter_door_right.playsound( "sound/doors/sfa_regdoor.wav");
308
	}
309
}
310
 
311
void transporter_room_entered()
312
{
313
	$screen_off.hide();
314
	$screen_on.show();
315
	$stevens.playdialog("localization/sound/dialog/map06/stevens/goodday.mp3",1,10000,0);
316
	waitfordialog($stevens);
317
	$stevens.playdialog("localization/sound/dialog/map06/stevens/recorded.mp3",1,10000,0);
318
	waitfordialog($stevens);
319
	$stevens.playdialog("localization/sound/dialog/map06/stevens/ihope.mp3",1,10000,0);
320
	waitfordialog($stevens);
321
	warbird_cin();
322
	$stevens.playdialog("localization/sound/dialog/map06/stevens/wehave.mp3",1,10000,0);
323
	waitfordialog($stevens);
324
	$stevens.playdialog("localization/sound/dialog/map06/stevens/insteadof.mp3",1,10000,0);
325
	waitfordialog($stevens);
326
	$stevens.playdialog("localization/sound/dialog/map06/stevens/enterprise.mp3",1,10000,0);
327
	waitfordialog($stevens);
328
	//$stevens.playdialog("localization/sound/dialog/map06/stevens/exomorphs.mp3",1,10000,0);
329
	//waitfordialog($stevens);
330
	//$stevens.playdialog("localization/sound/dialog/map06/stevens/iamsure.mp3",1,10000,0);
331
	//waitfordialog($stevens);
332
 
333
	$screen_on.hide();
334
	$screen_off.show();
335
 
336
	wait(1);
337
	obstacle();
338
}
339
 
340
void obstacle()
341
{
342
	float move_val = 140;
343
	float delay_val = .3;
344
 
345
	$screen_off.show();
346
	$screen_on.hide();
347
 
348
	$obstacle1.playsound( "sound/environment/machine/mech_move1.wav");
349
	$obstacle1.moveDown(move_val);
350
	$down_obstacle1.moveUp(move_val);
351
	wait(delay_val);
352
 
353
	$obstacle2.playsound( "sound/environment/machine/mech_move1.wav");
354
	$obstacle2.moveDown(move_val);
355
	$down_obstacle2.moveUp(move_val);
356
	wait(delay_val);
357
 
358
	$obstacle3.playsound( "sound/environment/machine/mech_move1.wav");
359
	$obstacle3.moveDown(move_val);
360
	$down_obstacle3.moveUp(move_val);
361
	wait(delay_val);
362
 
363
	$obstacle4.playsound( "sound/environment/machine/mech_move1.wav");
364
	$obstacle4.moveDown(move_val);
365
	$down_obstacle4.moveUp(move_val);
366
	wait(delay_val);
367
 
368
	$obstacle5.playsound( "sound/environment/machine/mech_move1.wav");
369
	$obstacle5.moveDown(move_val);
370
	$down_obstacle5.moveUp(move_val);
371
	wait(delay_val);
372
 
373
	$obstacle6.playsound( "sound/environment/machine/mech_move1.wav");
374
	$obstacle6.moveDown(move_val);
375
	$down_obstacle6.moveUp(move_val);
376
	wait(delay_val);
377
 
378
	$obstacle7.playsound( "sound/environment/machine/mech_move1.wav");
379
	$obstacle7.moveDown(move_val);
380
	$down_obstacle7.moveUp(move_val);
381
	wait(delay_val);
382
 
383
	$obstacle8.playsound( "sound/environment/machine/mech_move1.wav");
384
	$obstacle8.moveDown(move_val);
385
	$down_obstacle8.moveUp(move_val);
386
	wait(delay_val);
387
 
388
	$obstacle9.playsound( "sound/environment/machine/mech_move1.wav");
389
	$obstacle9.moveDown(move_val);
390
	$down_obstacle9.moveUp(move_val);
391
	wait(delay_val);
392
 
393
	$obstacle10.playsound( "sound/environment/machine/mech_move1.wav");
394
	$obstacle10.moveDown(move_val);
395
	$down_obstacle10.moveUp(move_val);
396
	wait(delay_val);
397
 
398
	$obstacle11.playsound( "sound/environment/machine/mech_move1.wav");
399
	$obstacle11.moveDown(move_val);
840 Avenger 400
}
401
 
402
void doorLocked0()
403
{
404
	$door0.nottriggerable();
405
	$door0.playSound( "sound/doors/door_locked.wav", 3, 4, 50 );
406
	waitForSound( "door_locked.wav", 0.2 );
407
	$door0.triggerable();
408
}
409
void doorLocked1()
410
{
411
	$door1.nottriggerable();
412
	$door1.playSound( "sound/doors/door_locked.wav", 3, 4, 50 );
413
	waitForSound( "door_locked.wav", 0.2 );
414
	$door1.triggerable();
415
}
416
void doorLocked2()
417
{
418
	$door2.nottriggerable();
419
	$door2.playSound( "sound/doors/door_locked.wav", 3, 4, 50 );
420
	waitForSound( "door_locked.wav", 0.2 );
421
	$door2.triggerable();
422
}
423
void doorLocked3()
424
{
425
	$door3.nottriggerable();
426
	$door3.playSound( "sound/doors/door_locked.wav", 3, 4, 50 );
427
	waitForSound( "door_locked.wav", 0.2 );
428
	$door3.triggerable();
752 ticknswist 429
}