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TickNSwist |
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// EF2 Level Script File
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//
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lars |
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// Level: map09.bsp
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lars |
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// Script By: DrBob & Argyle & TickNSwisted & Sam "Bicko" Bickley & LTiefland & Chrissstrahl
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// Geometry By: TickNSwisted & Argyle & Sam "Bicko" Bickley
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// Created on: 02/04/04
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avenger |
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// Last Edited on: 03.02.2006
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lars |
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// Last Edited By: Chrissstrahl
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TickNSwist |
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//**************************************************************************
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Avenger |
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// MAP 9SCRIPT
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TickNSwist |
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//**************************************************************************
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//INCLUDES
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Avenger |
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#include "maps/global_scripts/global_common.scr"
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#include "maps/global_scripts/global_archetype.scr"
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TickNSwist |
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#include "maps/global_scripts/global_playerLoadout.scr"
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Avenger |
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//NOTES
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/*
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sound/doors/door_locked.wav
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sound/ships/romulan/rom_beep_yes.wav
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sound/ships/romulan/rom_beep_no.wav
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sound/ships/romulan/rom_beep_activate.wav
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sound/ships/romulan/rom_redalert.wav
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*/
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//VARS
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//**************************************************************************
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float romulan1_active;
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float elevator1_pos = 1;
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float door_01_pos = 1;
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float lift_02_pos = 0;
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//STAGE 0
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void main();
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void setupWorld();
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//STAGE 1
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void granade_romulan1();
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void fire_lift_01() ;
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void lift_01_romulaner();
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//
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TickNSwist |
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void fire_lift_01();
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void fire_lift_02();
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void fire_lift_03();
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void fire_ff_01();
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void fire_steam_01();
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void fire_steam_02();
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Avenger |
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//
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TickNSwist |
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void cin_cells();
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ticknswist |
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void cin_cells_skip();
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Avenger |
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//
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avenger |
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void shuttle_entrance();
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void shuttle_entrance_skip();
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Avenger |
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//
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ticknswist |
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void cin_shuttle();
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void cin_shuttle_skip();
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lars |
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void stammheimEnteringShuttle();
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void illiaEnteringShuttle();
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TickNSwist |
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Avenger |
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void fire_lift_02 ()
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{
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if ( lift_02_pos == 0 )
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{
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$lift_02.playsound ( "sound/environment/machine/lift3.wav" );
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$lift_02.time ( 4 );
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$lift_02.movedown ( 280 );
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wait ( 4 );
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$lift_02.playsound ( "sound/environment/machine/lift3stop.wav" );
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wait ( 3 );
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lift_02_pos = 1;
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}
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else
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{
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if ( lift_02_pos == 1 )
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{
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$lift_02.playsound ( "sound/environment/machine/lift3.wav" );
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$lift_02.time ( 4 );
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$lift_02.moveup ( 280 );
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wait ( 4 );
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$lift_02.playsound ( "sound/environment/machine/lift3stop.wav" );
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wait ( 3 );
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lift_02_pos = 0;
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}
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}
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}
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TickNSwist |
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void fire_lift_03 ()
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{
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Avenger |
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$lift_03.playsound ( "sound/environment/machine/lift3.wav" );
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$lift_03.time ( 3 );
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$lift_03.moveup ( 262 );
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wait ( 3 );
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$lift_03.playsound ( "sound/environment/machine/lift3stop.wav" );
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wait ( 4 );
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$lift_03.playsound ( "sound/environment/machine/lift3.wav" );
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$lift_03.time ( 3 );
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$lift_03.movedown ( 262 );
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wait ( 3 );
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$lift_03.playsound ( "sound/environment/machine/lift3stop.wav" );
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wait ( 3 );
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TickNSwist |
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}
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void fire_baydoors ()
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{
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Avenger |
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$bay_door_01.playsound ( "sound/environment/machine/lift4.wav");
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$bay_door_01.time ( 5 );
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$bay_door_01.movenorth ( 500 );
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$bay_door_02.time ( 5 );
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$bay_door_02.movesouth ( 500 );
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wait ( 5 );
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$bay_door_01.playsound ( "sound/environment/machine/lift4stop.wav" );
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TickNSwist |
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}
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void fire_ff_01 ()
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Avenger |
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//Removes the ff to the controll center.
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{
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$trigger_ff.playsound( "sound/ships/romulan/rom_beep_activate.wav" );
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wait( 2 );
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$sparks_ff.selfdetonate();
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wait( 0.1 );
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$device_ff_origin.angles( '90 -90 0' );
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$ff_01.remove ();
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$sparks_ff.show();
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$cable_ff.show();
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wait( 3 );
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TickNSwist |
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}
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void fire_steam_01()
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{
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Avenger |
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$knob_steam_01.rotateZ(50);
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// $knob_steam_01.movenorth(1);
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$knob_steam_01.playsound( "sound/environment/metal/crank_switch.wav" );
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wait(1);
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$knob_steam_01.rotateZ(0);
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$trig_steam_01.nottriggerable();
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$enty_steam_01.remove ();
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TickNSwist |
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}
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void fire_steam_02()
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{
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Avenger |
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$knob_steam_02.rotateX(64);
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// $knob_steam_02.movenorth(1);
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$knob_steam_02.playsound( "sound/environment/metal/crank_switch.wav" );
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wait(1);
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$knob_steam_02.rotateX(0);
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$trig_steam_02.nottriggerable();
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$enty_steam_02.remove ();
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TickNSwist |
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}
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//**************************************************************************
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//MAIN
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//**************************************************************************
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void main()
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{
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Avenger |
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soundtrack( "music/map9.mus" );
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avenger |
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if(doesEntityExist($sky)){
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$sky.rendereffects( "+skyorigin" );
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}
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Avenger |
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thread setupWorld();
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//Wait for the Player to be Ready
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lars |
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waitForPlayer();
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Avenger |
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//Euip player with weapons
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lars |
173 |
$player.turn(45,.1);//BUGFIX, spawnpoint sux
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Avenger |
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$player.give( "models/weapons/worldmodel-compressionrifle.tik" );
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$player.give( "models/weapons/worldmodel-rom-disruptor.tik" );
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TickNSwist |
176 |
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Avenger |
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//Give some Ammo
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$player.ammo( "Plasma", 200 );
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$player.armor( "BasicArmor", 100 );
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//Make the player use this weapon now
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$player.use( "romulanDisruptor" );
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//Show the mission objective
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$player.setobjectiveshow( "findstammheim", 1 );
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wait( 1.5 );
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TickNSwist |
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}
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void setupWorld()
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Avenger |
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{
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//Setup The Archetypes
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thread globalArchetype_Setup( $console_0, "RomulanGenericUsableConsole");
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thread globalArchetype_Setup( $console_1, "RomulanSecurityUsableConsole");
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thread globalArchetype_Setup( $console_2, "RomulanGenericUsableConsole");
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thread globalArchetype_Setup( $console_3, "RomulanSecurityUsableConsole");
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//Setup The OnUse Threads
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thread globalCommon_OnUse( $trigger_fire_lift_01, "lift_01_romulaner" );
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//Loop Sounds
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$stammheim_forcefield.loopsound( "sound/ships/enterprise/ent_forcefield.wav" , 1, 125 );
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//Force Field Generator Device (Not the ventilator system)
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$device_ff.bind( $device_ff_origin );
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$sparks_ff.hide();
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$cable_ff.hide();
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$device_ff_origin.angles( '0 -90 0' );
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//Granade Romulaner
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$romulan1.ai_off();//Sleep till we need you
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//TEMORARY -> Lock Cell Door and disable cinematics
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//Till player finds the console to unlock the cell
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$cell_door.lock();
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$trigger_cin_cells.nottriggerable();
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//Lock door for the shuttlebay
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$baydoor.lock();
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//Cells, outside gards
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$romulan2.ai_off();
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$romulan3.ai_off();
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$romulan4.ai_off();
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$romulan2.hide();
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$romulan3.hide();
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$romulan4.hide();
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$romulan2.notsolid();
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$romulan3.notsolid();
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$romulan4.notsolid();
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//Video Screen
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lars |
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$screen_on.hide();
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Avenger |
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$screen_pattern.show();
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//Shuttle, Romulan Patrols
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lars |
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$shuttle_attacker1.ai_off();
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$shuttle_attacker2.ai_off();
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$shuttle_attacker3.ai_off();
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$shuttle_attacker4.ai_off();
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lars |
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$shuttle_attacker1.hide();
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Avenger |
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$shuttle_attacker2.hide();
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$shuttle_attacker3.hide();
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$shuttle_attacker4.hide();
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lars |
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$shuttle_attacker1.notsolid();
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$shuttle_attacker2.notsolid();
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$shuttle_attacker3.notsolid();
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$shuttle_attacker4.notsolid();
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avenger |
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Avenger |
248 |
//Shuttle, Bind Models
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lars |
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$drull_shuttle.bind($shuttle_bind);
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$shuttle_main.bind($shuttle_bind);
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TickNSwist |
251 |
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lars |
252 |
//Change the player's model
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$player.model( "char/hazardteam_jurot.tik" );
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TickNSwist |
254 |
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lars |
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//Load the mission objectives
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lars |
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$player.loadobjectives( "GBS10" );
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lars |
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lars |
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//Since the radinat is resetin the model all the time we gona force this by script!!!
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$stammheim.model("models/char/stammheim.tik");//Patch 06.sep.2007 @ Chrissstrahl
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Avenger |
261 |
//Make Stammheim so that he isn't allowed to be killed by you
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lars |
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$stammheim.not_allowed_to_kill();
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Avenger |
264 |
//Remove Stammheim's toy
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$stammheim.removeactorweapon( "CompressionRifle" );
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| 606 |
TickNSwist |
266 |
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Avenger |
267 |
$illia_cockpit.removeactorweapon( "CompressionRifleEnhanced" );
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$stammheim_cockpit.removeactorweapon( "CompressionRifle" );
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| 772 |
avenger |
269 |
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Avenger |
271 |
//Spawn cameras
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spawn( "Camera", "targetname", "cam1" );
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| 784 |
lars |
273 |
spawn( "Camera", "targetname", "cam2" );
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Avenger |
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spawn( "Camera", "targetname", "cam3" );
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spawn( "Camera", "targetname", "cam4" );
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spawn( "Camera", "targetname", "cam5" );
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spawn( "Camera", "targetname", "cam6" );
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spawn( "Camera", "targetname", "cam7" );
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spawn( "Camera", "targetname", "cam8" );
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| 606 |
TickNSwist |
280 |
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Avenger |
281 |
//Remove NPCs AI
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$stammheim.ai_off();
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$stammheim_cockpit2.ai_off();
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284 |
$stammheim_cockpit2.hide();
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$stammheim_cockpit.ai_off();
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$illia_cockpit.ai_off();
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$imdead.ai_off();
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$arrest1.ai_off();
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$arrest2.ai_off();
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290 |
$arrest3.ai_off();
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291 |
$arrest4.ai_off();
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| 606 |
TickNSwist |
292 |
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| 855 |
Avenger |
293 |
//Set NPCs sides
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$stammheim.actortype( "teammate" );
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$player.addrosterteammate1( $stammheim );
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| 606 |
TickNSwist |
296 |
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| 855 |
Avenger |
297 |
//Make it so that Romulans wont attack Stammheim, only you
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298 |
$stammheim.flags( "+notarget" );
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| 772 |
avenger |
299 |
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| 855 |
Avenger |
300 |
//Make Stammheim a mission target
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301 |
$stammheim.missionobjective( 1 );
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303 |
//Setup NPC animations
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304 |
$stammheim.anim( "idle_breathing" );
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305 |
$imdead.anim("dead_in_captain_chair");
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306 |
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307 |
//Setup NPC facial animation
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308 |
$stammheim.morph( "exp_eyes_heavy" );
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$stammheim.morph( "exp_Nervous" );
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310 |
$stammheim.morph( "exp_Fear" );
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311 |
$stammheim.morph( "exp_Sad" );
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312 |
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313 |
$entrance_trigger.nottriggerable();
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314 |
$trigger_final.nottriggerable();
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315 |
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316 |
//Make NPCs non-pushable
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317 |
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318 |
//Loop redalert Sound
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319 |
//$player.loopsound("sound/ships/romulan/rom_redalert.wav", 1 );
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320 |
}
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321 |
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322 |
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323 |
//STAGE 1
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324 |
//**************************************************************************
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325 |
// Reach the lift
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326 |
//**************************************************************************
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327 |
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328 |
void granade_romulan1()
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329 |
//Romulan Grenadier
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330 |
{
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331 |
//Chek if he is still alive, then make him think
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332 |
if( doesEntityExist( $romulan1 ) )
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333 |
{
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334 |
$romulan1.ai_on();
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335 |
}
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336 |
}
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337 |
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338 |
void fire_lift_01()
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339 |
{
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|
340 |
//Check if the grenadier is still allive, if make him sleep
|
|
|
341 |
//ELSE he will make noise all the time
|
|
|
342 |
if( doesEntityExist( $romulan1 ) )
|
|
|
343 |
{
|
|
|
344 |
$romulan1.sleep();
|
|
|
345 |
}
|
|
|
346 |
|
|
|
347 |
//Check if the Lift was active
|
|
|
348 |
if( romulan1_active != 1 )
|
|
|
349 |
{
|
|
|
350 |
thread lift_01_romulaner();
|
|
|
351 |
romulan1_active = 1;
|
|
|
352 |
}
|
|
|
353 |
//Move the lift down, lock the trigger, wait and move the lift up again
|
|
|
354 |
$trigger_fire_lift_01.nottriggerable();
|
|
|
355 |
$lift_01.playsound ( "sound/environment/machine/lift3.wav" );
|
|
|
356 |
$lift_01.time ( 6 );
|
|
|
357 |
$lift_01.movedown ( 432 );
|
|
|
358 |
wait ( 6 );
|
|
|
359 |
$lift_01.playsound ( "sound/environment/machine/lift3stop.wav" );
|
|
|
360 |
|
|
|
361 |
wait ( 5 );
|
|
|
362 |
|
|
|
363 |
$lift_01.playsound ( "sound/environment/machine/lift3.wav" );
|
|
|
364 |
$lift_01.time ( 6 );
|
|
|
365 |
$lift_01.moveup ( 432 );
|
|
|
366 |
wait ( 6 );
|
|
|
367 |
$lift_01.playsound ( "sound/environment/machine/lift3stop.wav" );
|
|
|
368 |
$trigger_fire_lift_01.triggerable();
|
| 606 |
TickNSwist |
369 |
}
|
|
|
370 |
|
| 855 |
Avenger |
371 |
|
|
|
372 |
void lift_01_romulaner()
|
|
|
373 |
{
|
|
|
374 |
//Spawn a Romulan Solider at the lift01
|
|
|
375 |
$romulan2.ai_on();
|
|
|
376 |
$romulan2.displayeffect( "TransportIn", "Romulan" );
|
|
|
377 |
$romulan2.show();
|
|
|
378 |
wait( 2 ); //Wait a moment to simulate the transporter effect
|
|
|
379 |
$romulan2.solid();
|
|
|
380 |
}
|
|
|
381 |
|
|
|
382 |
|
|
|
383 |
|
|
|
384 |
//STAGE 2
|
|
|
385 |
//**************************************************************************
|
|
|
386 |
// Manage to open the hall door
|
|
|
387 |
//**************************************************************************
|
|
|
388 |
|
|
|
389 |
void secret_dancer1()
|
|
|
390 |
//Secret dancer, if player enters the room she starts dancing
|
|
|
391 |
{
|
|
|
392 |
//Let her dance
|
|
|
393 |
while( doesEntityExist( $dancer1 ) )
|
|
|
394 |
{
|
|
|
395 |
$dancer1.anim( "dance1" );
|
|
|
396 |
wait( 10 );
|
|
|
397 |
}
|
|
|
398 |
}
|
|
|
399 |
|
|
|
400 |
void grp_hall_door()
|
|
|
401 |
//Unlock and open the hall door for stage 3
|
|
|
402 |
{
|
| 857 |
lars |
403 |
cam_fadeout( 0.1, 0, 0, 0, 1, 0 );
|
|
|
404 |
$cam2.follow( $entrance );
|
|
|
405 |
$cam2.cut();
|
|
|
406 |
cinematic();
|
|
|
407 |
freezeplayer();
|
|
|
408 |
letterbox( 0.5 );
|
|
|
409 |
wait( 0.5 );
|
|
|
410 |
|
|
|
411 |
cam_fadein( 1, 0, 0, 0, 1, 0 );
|
|
|
412 |
wait( 0.1 );
|
|
|
413 |
cuecamera($cam2);
|
| 855 |
Avenger |
414 |
$trigger_grp_hall_door.nottriggerable();
|
|
|
415 |
$grp_hall_door.unlock();
|
|
|
416 |
$grp_hall_door.open( $trigger_grp_hall_door );
|
| 857 |
lars |
417 |
triggerentity($door_sound);
|
|
|
418 |
wait(3);
|
|
|
419 |
noncinematic();
|
|
|
420 |
clearletterbox( 0.1 );
|
|
|
421 |
|
|
|
422 |
releaseplayer();
|
|
|
423 |
cueplayer();
|
|
|
424 |
|
|
|
425 |
wait( 0.1 );
|
|
|
426 |
|
|
|
427 |
cam_fadein( 0.1, 0, 0, 0, 1, 0 );
|
| 855 |
Avenger |
428 |
}
|
|
|
429 |
|
|
|
430 |
//STAGE 3
|
|
|
431 |
//**************************************************************************
|
|
|
432 |
// -
|
|
|
433 |
//**************************************************************************
|
|
|
434 |
void grp_hall_door_lock()
|
|
|
435 |
//lock and open the hall door
|
|
|
436 |
{
|
|
|
437 |
$grp_hall_door.close();
|
|
|
438 |
$grp_hall_door.lock();
|
|
|
439 |
}
|
|
|
440 |
|
|
|
441 |
void unlock_cells()
|
|
|
442 |
{
|
|
|
443 |
$trigger_unlock_cells.playsound("sound/ships/romulan/rom_beep_yes.wav", 1, 1, 10 );
|
|
|
444 |
$trigger_cin_cells.triggerable();
|
|
|
445 |
$cell_door.unlock();
|
|
|
446 |
$romulan3.show();
|
|
|
447 |
$romulan3.solid();
|
|
|
448 |
$romulan3.ai_on();
|
|
|
449 |
}
|
| 606 |
TickNSwist |
450 |
//CINEMATIC FUNCTIONS
|
|
|
451 |
void cin_cells()
|
| 855 |
Avenger |
452 |
{
|
|
|
453 |
//Unlock Bay Door,
|
|
|
454 |
$baydoor.unlock();
|
|
|
455 |
|
|
|
456 |
//Activate a nother soldier (he will patrol until player comes in viewrange)
|
|
|
457 |
$romulan4.show();
|
|
|
458 |
$romulan4.solid();
|
|
|
459 |
$romulan4.ai_on();
|
|
|
460 |
|
|
|
461 |
|
|
|
462 |
skipthread( "cin_cells_skip" );
|
|
|
463 |
cam_fadeout( 0.1, 0, 0, 0, 1, 0 );
|
| 606 |
TickNSwist |
464 |
|
| 855 |
Avenger |
465 |
//Make Illia holster any weapon she might have acquired
|
| 888 |
lars |
466 |
$player.holster();
|
|
|
467 |
$player.immobilize(1);
|
|
|
468 |
$player.droptofloor();
|
|
|
469 |
wait(.1);
|
| 855 |
Avenger |
470 |
//Bring up a fake player model
|
|
|
471 |
fakeplayer();
|
| 606 |
TickNSwist |
472 |
|
| 855 |
Avenger |
473 |
//Make the fakeplayer use the same weapon as you
|
|
|
474 |
globalCommon_AiActorUseWeapon( $fakeplayer, "current" );
|
| 606 |
TickNSwist |
475 |
|
| 855 |
Avenger |
476 |
//Initialize the fake player
|
|
|
477 |
$fakeplayer.strictlyfollowpath( 1 );
|
|
|
478 |
$stammheim.strictlyfollowpath( 1 );
|
| 606 |
TickNSwist |
479 |
|
| 855 |
Avenger |
480 |
$cam1.follow( $cin_cells_cam1_pos1, $fakeplayer );
|
|
|
481 |
$cam1.cut();
|
| 606 |
TickNSwist |
482 |
|
| 855 |
Avenger |
483 |
//Make it a cinematic
|
|
|
484 |
cinematic();
|
|
|
485 |
letterbox( 0.5 );
|
| 606 |
TickNSwist |
486 |
|
| 855 |
Avenger |
487 |
wait( 0.5 );
|
| 606 |
TickNSwist |
488 |
|
| 855 |
Avenger |
489 |
cam_fadein( 1, 0, 0, 0, 1, 0 );
|
|
|
490 |
wait( 0.1 );
|
|
|
491 |
cuecamera($cam1);
|
| 606 |
TickNSwist |
492 |
|
| 855 |
Avenger |
493 |
//Make Illia walk up to the doors
|
|
|
494 |
$fakeplayer.walkto( "$cin_cells_illia_pos_enter" );
|
|
|
495 |
waitFor( $fakeplayer );
|
| 606 |
TickNSwist |
496 |
|
| 855 |
Avenger |
497 |
//Open the door
|
|
|
498 |
//thread fire_door_01();
|
| 606 |
TickNSwist |
499 |
|
| 855 |
Avenger |
500 |
//Make the camera pan down to look through the door
|
|
|
501 |
$cam1.follow( $cin_cells_cam1_pos2 );
|
| 606 |
TickNSwist |
502 |
|
| 855 |
Avenger |
503 |
//Make Illia hesitate slightly
|
|
|
504 |
wait( 0.3 );
|
|
|
505 |
cuecamera($cam1);
|
| 606 |
TickNSwist |
506 |
|
| 855 |
Avenger |
507 |
//Make Illia walk to inside the cell room
|
|
|
508 |
//$fakeplayer.walkto( "$cin_cells_illia_pos_inside", "run", 0, -1 );
|
|
|
509 |
$fakeplayer.walkto( "$cin_cells_illia_pos_inside" );
|
|
|
510 |
waitFor( $fakeplayer );
|
|
|
511 |
$fakeplayer.headwatch( $stammheim );
|
|
|
512 |
$fakeplayer.walkto( "$cin_cells_illia_pos_nearcell" );
|
|
|
513 |
wait( 1 );
|
| 606 |
TickNSwist |
514 |
|
| 855 |
Avenger |
515 |
//Close the door again, just to be tidy
|
|
|
516 |
//fire_door_01();
|
| 606 |
TickNSwist |
517 |
|
| 855 |
Avenger |
518 |
//Fade the camera out
|
|
|
519 |
cam_fadeout( 1, 0, 0, 0, 1, 0 );
|
|
|
520 |
wait( 2 );
|
| 606 |
TickNSwist |
521 |
|
| 855 |
Avenger |
522 |
//Setup the camera inside the cell room
|
|
|
523 |
|
|
|
524 |
$cam1.follow( $cin_cells_cam1_pos3 );
|
|
|
525 |
$cam1.cut();
|
| 606 |
TickNSwist |
526 |
|
| 855 |
Avenger |
527 |
wait( 1 );
|
|
|
528 |
cuecamera($cam1);
|
| 606 |
TickNSwist |
529 |
|
| 855 |
Avenger |
530 |
cam_fadein( 0.1, 0, 0, 0, 1, 0 );
|
| 606 |
TickNSwist |
531 |
|
| 855 |
Avenger |
532 |
//POSSIBLE ANIMATIONS FOR STAMMHEIM:
|
|
|
533 |
// cheer : Arms above head
|
|
|
534 |
// conv-embarrassment : Head in hands
|
|
|
535 |
// conv-gesture1 : Looking around, scared
|
|
|
536 |
// conv-laugh1 : Pain
|
|
|
537 |
// conv-look : Looking around, scared
|
|
|
538 |
// conv-shakehead : Pain in head, voices
|
|
|
539 |
// idle_breathing : Hard to breathe
|
| 606 |
TickNSwist |
540 |
|
| 855 |
Avenger |
541 |
//Illia: Stammheim.
|
|
|
542 |
$fakeplayer.morph( "exp_Relief" );
|
|
|
543 |
$fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/stammheim.mp3", 1, 10000, 0 );
|
|
|
544 |
waitForDialog( $fakeplayer );
|
|
|
545 |
$fakeplayer.unmorph( "exp_Relief" );
|
| 606 |
TickNSwist |
546 |
|
| 855 |
Avenger |
547 |
wait( 0.5 );
|
| 606 |
TickNSwist |
548 |
|
| 855 |
Avenger |
549 |
//Turn Stammheim towards the player
|
|
|
550 |
$stammheim.turntowardsplayer();
|
|
|
551 |
$stammheim.headwatch( $fakeplayer );
|
| 606 |
TickNSwist |
552 |
|
| 855 |
Avenger |
553 |
wait( 0.5 );
|
| 606 |
TickNSwist |
554 |
|
| 855 |
Avenger |
555 |
//Stammheim: Who...who are you?
|
|
|
556 |
$stammheim.playdialog( "localization/sound/dialog/map09/Stammheim/whoareyou.mp3", 2, 10000, 0 );
|
|
|
557 |
waitForDialog( $stammheim );
|
| 606 |
TickNSwist |
558 |
|
| 855 |
Avenger |
559 |
//Start the camera panning up on Illia
|
|
|
560 |
$cam1.follow( $cin_cells_cam1_pos4 );
|
|
|
561 |
$cam1.cut();
|
| 606 |
TickNSwist |
562 |
|
| 855 |
Avenger |
563 |
//Illia: You know me Stammheim.
|
|
|
564 |
$fakeplayer.anim( "conv-gesture1" );
|
|
|
565 |
$fakeplayer.morph( "exp_Skeptical" );
|
|
|
566 |
$fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/youknowme.mp3", 1, 10000, 0 );
|
|
|
567 |
waitForDialog( $fakeplayer );
|
|
|
568 |
$fakeplayer.anim( "idle" );
|
| 606 |
TickNSwist |
569 |
|
| 855 |
Avenger |
570 |
//Illia: The mission on Cardassia Prime?
|
|
|
571 |
$fakeplayer.anim( "conv_shrug" );
|
|
|
572 |
$fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/cardassiaprime.mp3", 1, 10000, 0 );
|
|
|
573 |
waitForDialog( $fakeplayer );
|
|
|
574 |
$fakeplayer.anim( "idle" );
|
| 606 |
TickNSwist |
575 |
|
| 855 |
Avenger |
576 |
wait( 0.5 );
|
| 606 |
TickNSwist |
577 |
|
| 855 |
Avenger |
578 |
//Illia: Doesn't that ring a bell?
|
|
|
579 |
$fakeplayer.unmorph( "exp_Skeptical" );
|
|
|
580 |
$fakeplayer.morph( "exp_Confused" );
|
|
|
581 |
$fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/ringabell.mp3", 1, 10000, 0 );
|
|
|
582 |
waitForDialog( $fakeplayer );
|
| 606 |
TickNSwist |
583 |
|
| 855 |
Avenger |
584 |
wait( 0.5 );
|
| 606 |
TickNSwist |
585 |
|
| 855 |
Avenger |
586 |
//Pointing at Stammheim through the forcefield
|
|
|
587 |
$cam1.follow( $cin_cells_cam1_pos5 );
|
|
|
588 |
$cam1.cut();
|
| 606 |
TickNSwist |
589 |
|
| 855 |
Avenger |
590 |
//Stammheim: No more questions...please...please...
|
|
|
591 |
$stammheim.anim( "conv-shakehead" );
|
|
|
592 |
$stammheim.playdialog( "localization/sound/dialog/map09/Stammheim/noquestions.mp3", 2, 10000, 0 );
|
|
|
593 |
waitForDialog( $stammheim );
|
| 606 |
TickNSwist |
594 |
|
| 855 |
Avenger |
595 |
wait( 1.5 );
|
|
|
596 |
|
|
|
597 |
//Stammheim: My head...
|
|
|
598 |
$stammheim.anim( "cheer" );
|
|
|
599 |
$stammheim.morph( "exp_Pain" );
|
|
|
600 |
$stammheim.playdialog( "localization/sound/dialog/map09/Stammheim/myhead.mp3", 2, 10000, 0 );
|
|
|
601 |
waitForAnimation( $stammheim, "cheer" );
|
|
|
602 |
$stammheim.anim( "idle" );
|
|
|
603 |
waitForDialog( $stammheim );
|
|
|
604 |
|
|
|
605 |
//Stammheim: The Romulan said the pain would stop...but it hasn't.
|
|
|
606 |
$stammheim.anim( "conv-shakehead" );
|
|
|
607 |
$stammheim.playdialog( "localization/sound/dialog/map09/Stammheim/painstop.mp3", 2, 10000, 0 );
|
|
|
608 |
waitForDialog( $stammheim );
|
|
|
609 |
|
|
|
610 |
wait( 0.5 );
|
|
|
611 |
|
|
|
612 |
//Looking at Illia
|
|
|
613 |
$cam1.follow( $cin_cells_cam1_pos6, $fakeplayer );
|
|
|
614 |
$cam1.cut();
|
|
|
615 |
|
|
|
616 |
//Illia: The Romulans didn't exactly handle him with kid gloves, it seems.
|
|
|
617 |
$fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/romulans.mp3", 1, 10000, 0 );
|
|
|
618 |
waitForDialog( $fakeplayer );
|
|
|
619 |
$fakeplayer.unmorph( "exp_Confused" );
|
|
|
620 |
$fakeplayer.morph( "exp_Serious" );
|
|
|
621 |
|
|
|
622 |
wait( 0.5 );
|
|
|
623 |
|
|
|
624 |
//Make Illia walk over to the console & deactivate the forcefield
|
|
|
625 |
$fakeplayer.walkto( "$cin_cells_illia_pos_console" );
|
|
|
626 |
waitFor( $fakeplayer );
|
|
|
627 |
|
|
|
628 |
wait( 0.1 );
|
|
|
629 |
|
|
|
630 |
//Make Illia use the console and play a sound
|
|
|
631 |
//$fakeplayer.turntowardsentity( $console );
|
|
|
632 |
$fakeplayer.headwatch( $console );
|
|
|
633 |
$fakeplayer.turntoangle( 0 );
|
|
|
634 |
waitFor( $fakeplayer );
|
|
|
635 |
$fakeplayer.anim( "ent-transporter-rear-gesture" );
|
|
|
636 |
$console.playsound( "sound/ships/romulan/rom_beep_yes.wav", 0, 1 );
|
|
|
637 |
|
|
|
638 |
$cam1.lookat( $fakeplayer );
|
|
|
639 |
|
|
|
640 |
waitForAnimation( $fakeplayer, "ent-transporter-rear-gesture" );
|
|
|
641 |
$fakeplayer.anim( "idle" );
|
|
|
642 |
|
|
|
643 |
$cam1.follow( $cin_cells_cam1_pos7, $stammheim );
|
|
|
644 |
$cam1.cut();
|
|
|
645 |
|
|
|
646 |
//Stop the forcefield sound, and play the forcefield_down sound
|
|
|
647 |
$stammheim_forcefield.stoploopsound();
|
|
|
648 |
$stammheim_forcefield.playsound( "sound/ships/enterprise/ent_forcefield_down.wav", 0, 1 );
|
|
|
649 |
$stammheim_forcefield.remove();
|
|
|
650 |
|
|
|
651 |
wait( 0.1 );
|
|
|
652 |
|
|
|
653 |
//Illia: Come on Alexander. I'll get you out of here.
|
|
|
654 |
$fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/comeonalexander.mp3", 1, 10000, 0 );
|
|
|
655 |
waitForDialog( $fakeplayer );
|
|
|
656 |
|
|
|
657 |
//Illia: Try to follow me, ok?
|
|
|
658 |
$fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/follow.mp3", 1, 10000, 0 );
|
|
|
659 |
waitForDialog( $fakeplayer );
|
|
|
660 |
|
|
|
661 |
wait( 1 );
|
|
|
662 |
|
|
|
663 |
//Illia: Do you understand?
|
|
|
664 |
$fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/understood.mp3", 1, 10000, 0 );
|
|
|
665 |
$stammheim.anim( "idle_breathing" );
|
|
|
666 |
waitForDialog( $fakeplayer );
|
|
|
667 |
|
|
|
668 |
wait( 1.5 );
|
|
|
669 |
|
|
|
670 |
//Stammheim: Follow...Yes...
|
|
|
671 |
$stammheim.anim( "conv-yes" );
|
|
|
672 |
$cam1.follow( $cin_cells_cam1_posstammheim, $stammheim );
|
|
|
673 |
//$cam1.cut();
|
|
|
674 |
$stammheim.playdialog( "localization/sound/dialog/map09/Stammheim/follow.mp3", 2, 10000, 0 );
|
|
|
675 |
waitForDialog( $stammheim );
|
|
|
676 |
$stammheim.anim( "idle_breathing" );
|
|
|
677 |
|
|
|
678 |
wait( 0.5 );
|
|
|
679 |
|
|
|
680 |
//Stammheim: Follow...
|
|
|
681 |
$stammheim.playdialog( "localization/sound/dialog/map09/Stammheim/follow2.mp3", 2, 10000, 0 );
|
|
|
682 |
wait( 1 );
|
|
|
683 |
|
|
|
684 |
cin_cells_skip();
|
| 606 |
TickNSwist |
685 |
}
|
|
|
686 |
|
|
|
687 |
void cin_cells_skip()
|
|
|
688 |
{
|
| 855 |
Avenger |
689 |
skipthread( "Null" );
|
|
|
690 |
killthread( "cin_cells" );
|
| 888 |
lars |
691 |
$player.immobilize(0);
|
| 855 |
Avenger |
692 |
cam_fadeout( 1, 0, 0, 0, 1, 0 );
|
|
|
693 |
wait( 2 );
|
| 606 |
TickNSwist |
694 |
|
| 855 |
Avenger |
695 |
//Remove all evidence of before the cin
|
|
|
696 |
$stammheim_forcefield.remove();
|
|
|
697 |
$fakeplayer.warpto( "$cin_cells_illia_pos_inside" );
|
|
|
698 |
removefakeplayer();
|
| 606 |
TickNSwist |
699 |
|
| 855 |
Avenger |
700 |
//End the cinematic
|
|
|
701 |
noncinematic();
|
|
|
702 |
clearletterbox( 0.1 );
|
|
|
703 |
cueplayer();
|
|
|
704 |
wait( 0.1 );
|
|
|
705 |
|
|
|
706 |
cam_fadein( 0.1, 0, 0, 0, 1, 0 );
|
| 606 |
TickNSwist |
707 |
|
| 855 |
Avenger |
708 |
//Now that the cinematic is over, make Stammheim follow you
|
|
|
709 |
$stammheim.ai_on();
|
| 606 |
TickNSwist |
710 |
|
| 855 |
Avenger |
711 |
//Unholster the crap
|
|
|
712 |
$player.holster();
|
|
|
713 |
|
|
|
714 |
//Make the objective complete
|
|
|
715 |
$player.setobjectivecomplete( "findstammheim", 1 );
|
|
|
716 |
$stammheim.missionobjective( 0 );
|
|
|
717 |
|
|
|
718 |
//Show the new objective
|
|
|
719 |
$player.setobjectiveshow( "escapewithshuttle", 1 );
|
|
|
720 |
|
|
|
721 |
$entrance_trigger.triggerable();
|
| 606 |
TickNSwist |
722 |
}
|
| 628 |
ticknswist |
723 |
|
| 772 |
avenger |
724 |
void shuttle_entrance()
|
|
|
725 |
{
|
| 855 |
Avenger |
726 |
skipthread( "shuttle_entrance_skip" );
|
|
|
727 |
cam_fadeout( 0.1, 0, 0, 0, 1, 0 );
|
| 628 |
ticknswist |
728 |
|
| 855 |
Avenger |
729 |
//Make Illia holster any weapon she might have acquired
|
|
|
730 |
$player.holster();
|
| 772 |
avenger |
731 |
|
| 855 |
Avenger |
732 |
//Bring up a fake player model
|
|
|
733 |
fakeplayer();
|
|
|
734 |
$stammheim.ai_off();
|
| 772 |
avenger |
735 |
|
| 855 |
Avenger |
736 |
$fakeplayer.warpto( "$shuttle_cin_illia" );
|
|
|
737 |
$stammheim.warpto( "$shuttle_cin_stammheim" );
|
| 772 |
avenger |
738 |
|
| 902 |
lars |
739 |
//Remove Fake Player Weapon, no matter what he is using...
|
|
|
740 |
$fakeplayer.killattach();//removeactorweapon ( "BurstRifle" );//Patch 06.sep.2007 @ Chrissstrahl
|
| 855 |
Avenger |
741 |
//Make the fakeplayer use the same weapon as you
|
| 902 |
lars |
742 |
|
| 855 |
Avenger |
743 |
globalCommon_AiActorUseWeapon( $fakeplayer, "current" );
|
|
|
744 |
|
|
|
745 |
$cam3.follow( $cin_enter_shuttle, $fakeplayer );
|
|
|
746 |
$cam3.cut();
|
|
|
747 |
|
|
|
748 |
//Make it a cinematic
|
|
|
749 |
cinematic();
|
|
|
750 |
letterbox( 0.5 );
|
|
|
751 |
|
|
|
752 |
wait( 0.5 );
|
|
|
753 |
|
|
|
754 |
cam_fadein( 1, 0, 0, 0, 1, 0 );
|
|
|
755 |
wait( 0.1 );
|
|
|
756 |
cuecamera($cam3);
|
|
|
757 |
|
|
|
758 |
|
|
|
759 |
//Make Illia walk to the shuttle
|
|
|
760 |
//$fakeplayer.strictlyfollowpath(1);
|
|
|
761 |
//################################
|
|
|
762 |
//Entering Shuttle
|
|
|
763 |
thread illiaEnteringShuttle();
|
|
|
764 |
stammheimEnteringShuttle();
|
|
|
765 |
|
|
|
766 |
|
|
|
767 |
cam_fadeout( 0.1, 0, 0, 0, 1, 0 );
|
|
|
768 |
$illia_cockpit.show();
|
| 809 |
lars |
769 |
$illia_cockpit.solid();
|
| 855 |
Avenger |
770 |
$stammheim_cockpit.show();
|
| 809 |
lars |
771 |
$stammheim_cockpit.solid();
|
| 855 |
Avenger |
772 |
$cam4.follow( $cam_cockpit );
|
|
|
773 |
$cam4.cut();
|
|
|
774 |
cam_fadein( 1, 0, 0, 0, 1, 0 );
|
|
|
775 |
wait( 0.1 );
|
|
|
776 |
cuecamera($cam4);
|
| 814 |
lars |
777 |
//Cockpit
|
|
|
778 |
$illia_cockpit.walkto( "$shuttle_illia01" );
|
|
|
779 |
$stammheim_cockpit.walkto( "$shuttle_stammheim01" );
|
|
|
780 |
waitfor($stammheim_cockpit);
|
| 855 |
Avenger |
781 |
$stammheim.notsolid();
|
|
|
782 |
$stammheim.hide();
|
| 782 |
lars |
783 |
|
| 855 |
Avenger |
784 |
$illia_cockpit.playdialog( "localization/sound/dialog/map09/Illia/sitdownalexander.mp3", 2, 10000, 0 );
|
|
|
785 |
waitForDialog( $illia_cockpit );
|
|
|
786 |
$illia_cockpit.playdialog( "localization/sound/dialog/map09/Illia/doorsofshuttlebay.mp3", 2, 10000, 0 );
|
|
|
787 |
waitForDialog( $illia_cockpit );
|
|
|
788 |
wait(1.5);
|
|
|
789 |
$stammheim_cockpit.playdialog( "localization/sound/dialog/map09/Stammheim/myhead2.mp3", 2, 10000, 0 );
|
|
|
790 |
waitForDialog( $stammheim_cockpit );
|
|
|
791 |
cam_fadeout( 1, 0, 0, 0, 1, 0 );
|
| 772 |
avenger |
792 |
|
| 855 |
Avenger |
793 |
$fakeplayer.warpto("$shuttle_exit1");
|
|
|
794 |
$cam5.follow( $shuttle_exit_cin, $fakeplayer );
|
|
|
795 |
$cam5.cut();
|
|
|
796 |
wait(.5);
|
|
|
797 |
cuecamera($cam5);
|
|
|
798 |
cam_fadein( 1, 0, 0, 0, 1, 0 );
|
|
|
799 |
$fakeplayer.walkto("$shuttle_exit2");
|
|
|
800 |
waitfor( $fakeplayer );
|
|
|
801 |
$fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/deja-vu.mp3", 2, 10000, 0 );
|
|
|
802 |
waitfordialog( $fakeplayer );
|
| 772 |
avenger |
803 |
|
| 855 |
Avenger |
804 |
shuttle_entrance_skip();
|
|
|
805 |
}
|
| 772 |
avenger |
806 |
|
|
|
807 |
|
|
|
808 |
void shuttle_entrance_skip()
|
|
|
809 |
{
|
| 855 |
Avenger |
810 |
skipthread( "Null" );
|
|
|
811 |
killthread( "shuttle_entrance" );
|
|
|
812 |
$stammheim.remove();
|
|
|
813 |
$illia_cockpit.remove();
|
|
|
814 |
$stammheim_cockpit.remove();
|
|
|
815 |
cam_fadeout( 1, 0, 0, 0, 1, 0 );
|
| 772 |
avenger |
816 |
|
| 855 |
Avenger |
817 |
wait( 2 );
|
| 772 |
avenger |
818 |
|
| 855 |
Avenger |
819 |
//Lock door for the shuttlebay
|
|
|
820 |
$baydoor.close();
|
|
|
821 |
$baydoor.lock();
|
|
|
822 |
$fakeplayer.warpto( "$shuttle_exit2" );
|
|
|
823 |
removefakeplayer();
|
|
|
824 |
$player.holster();
|
| 772 |
avenger |
825 |
|
| 855 |
Avenger |
826 |
//End the cinematic
|
|
|
827 |
noncinematic();
|
|
|
828 |
clearletterbox( 0.1 );
|
|
|
829 |
cueplayer();
|
| 772 |
avenger |
830 |
|
| 855 |
Avenger |
831 |
wait( 0.1 );
|
|
|
832 |
|
|
|
833 |
cam_fadein( 0.1, 0, 0, 0, 1, 0 );
|
|
|
834 |
|
|
|
835 |
$trigger_final.triggerable();
|
|
|
836 |
|
|
|
837 |
$shuttle_attacker1.displayeffect( "TransportIn", "Romulan" );
|
|
|
838 |
$shuttle_attacker2.displayeffect( "TransportIn", "Romulan" );
|
|
|
839 |
$shuttle_attacker3.displayeffect( "TransportIn", "Romulan" );
|
|
|
840 |
$shuttle_attacker4.displayeffect( "TransportIn", "Romulan" );
|
| 784 |
lars |
841 |
wait(2);
|
|
|
842 |
$shuttle_attacker1.show();
|
|
|
843 |
$shuttle_attacker1.solid();
|
|
|
844 |
$shuttle_attacker2.show();
|
|
|
845 |
$shuttle_attacker2.solid();
|
|
|
846 |
$shuttle_attacker3.show();
|
|
|
847 |
$shuttle_attacker3.solid();
|
|
|
848 |
$shuttle_attacker4.show();
|
|
|
849 |
$shuttle_attacker4.solid();
|
| 855 |
Avenger |
850 |
wait(.4);
|
|
|
851 |
$shuttle_attacker1.ai_on();
|
|
|
852 |
$shuttle_attacker1.attack($player);
|
|
|
853 |
$shuttle_attacker2.ai_on();
|
|
|
854 |
$shuttle_attacker2.attack($player);
|
|
|
855 |
$shuttle_attacker3.ai_on();
|
|
|
856 |
$shuttle_attacker3.attack($player);
|
|
|
857 |
$shuttle_attacker4.ai_on();
|
|
|
858 |
$shuttle_attacker4.attack($player);
|
| 772 |
avenger |
859 |
}
|
|
|
860 |
|
| 628 |
ticknswist |
861 |
void cin_shuttle()
|
|
|
862 |
{
|
| 855 |
Avenger |
863 |
skipthread( "cin_shuttle_skip" );
|
| 628 |
ticknswist |
864 |
|
| 814 |
lars |
865 |
$stammheim_cockpit2.ai_off();
|
|
|
866 |
$stammheim_cockpit2.show();
|
|
|
867 |
$stammheim_cockpit2.solid();
|
|
|
868 |
$stammheim_cockpit2.anim( "bar_sitting_forward" );
|
| 855 |
Avenger |
869 |
|
|
|
870 |
//Imo Player, stuck there
|
|
|
871 |
$player.immobilize( 1 );
|
|
|
872 |
|
|
|
873 |
//Close Shuttle Doors
|
|
|
874 |
$drull_shuttle.anim( "closing" );
|
|
|
875 |
$drull_shuttle.playsound( "sound/doors/enterprise_door1.wav", 1 ,800 );
|
|
|
876 |
waitforanimation( $drull_shuttle, "closing" );
|
|
|
877 |
$drull_shuttle.anim( "closed" );
|
|
|
878 |
|
|
|
879 |
//Open Bay Sky Door
|
| 814 |
lars |
880 |
$bay_door_01.playsound ( "sound/environment/machine/lift4.wav");
|
|
|
881 |
$bay_door_01.time ( 5 );
|
|
|
882 |
$bay_door_01.movenorth ( 500 );
|
|
|
883 |
$bay_door_02.time ( 5 );
|
|
|
884 |
$bay_door_02.movesouth ( 500 );
|
|
|
885 |
wait ( 5 );
|
|
|
886 |
$bay_door_01.playsound ( "sound/environment/machine/lift4stop.wav" );
|
| 855 |
Avenger |
887 |
|
|
|
888 |
//Remove the Shuttle Clip,( no reason given why)
|
| 814 |
lars |
889 |
$shuttle_clip.remove();
|
| 855 |
Avenger |
890 |
wait(1);
|
|
|
891 |
|
|
|
892 |
//Shuttle Takeoff
|
|
|
893 |
$shuttle_bind.followpath($shuttle_path);
|
|
|
894 |
$shuttle_bind.playsound( "sound/vehicles/shuttlecraft/shuttle_takeoff.wav", 0, 4 );
|
| 628 |
ticknswist |
895 |
|
| 855 |
Avenger |
896 |
|
|
|
897 |
waitfor($shuttle_bind);
|
|
|
898 |
$shuttle_bind.hide();
|
|
|
899 |
|
| 902 |
lars |
900 |
//Remove Fake Player Weapon, no matter what he is using...
|
|
|
901 |
$fakeplayer.killattach();//removeactorweapon ( "BurstRifle" ); //Patch 06.sep.2007 @ Chrissstrahl
|
| 855 |
Avenger |
902 |
//Make the fakeplayer use the same weapon as you
|
|
|
903 |
globalCommon_AiActorUseWeapon( $fakeplayer, "current" );
|
|
|
904 |
|
|
|
905 |
//Holster Player Weapon
|
|
|
906 |
$player.holster();
|
|
|
907 |
|
|
|
908 |
//Fade Out Cam
|
|
|
909 |
cam_fadeout( 0.1, 0, 0, 0, 1, 0 );
|
|
|
910 |
|
|
|
911 |
//Bring up a fake player model
|
|
|
912 |
fakeplayer();
|
| 772 |
avenger |
913 |
|
| 855 |
Avenger |
914 |
//Make it a cinematic
|
|
|
915 |
cinematic();
|
|
|
916 |
letterbox( 0.5 );
|
|
|
917 |
wait( 0.5 );
|
| 772 |
avenger |
918 |
|
| 855 |
Avenger |
919 |
$cam6.follow( $cin_final_pos1, $fakeplayer );
|
|
|
920 |
$cam6.cut();
|
|
|
921 |
cam_fadein( 1, 0, 0, 0, 1, 0 );
|
|
|
922 |
wait(.5);
|
|
|
923 |
cuecamera($cam6);
|
| 772 |
avenger |
924 |
|
| 855 |
Avenger |
925 |
$fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/no.mp3", 2, 10000, 0 );
|
|
|
926 |
waitfordialog($fakeplayer);
|
| 772 |
avenger |
927 |
|
| 855 |
Avenger |
928 |
wait(1);
|
| 772 |
avenger |
929 |
|
| 855 |
Avenger |
930 |
$screen_pattern.hide();
|
| 814 |
lars |
931 |
$screen_on.show();
|
| 855 |
Avenger |
932 |
$fakeplayer.lookat( $screen_pos );
|
|
|
933 |
wait(1);
|
| 772 |
avenger |
934 |
|
| 855 |
Avenger |
935 |
//$cam7.follow( $cin_final_pos2 );
|
|
|
936 |
//$cam7.cut();
|
|
|
937 |
//wait(.5);
|
|
|
938 |
//cuecamera($cam7);
|
|
|
939 |
//wait(.2);
|
|
|
940 |
$stammheim_cockpit2.playdialog( "localization/sound/dialog/map09/Stammheim/Sorry.mp3", 2, 10000, 0 );
|
| 814 |
lars |
941 |
waitfordialog($stammheim_cockpit2);
|
|
|
942 |
$stammheim_cockpit2.playdialog( "localization/sound/dialog/map09/Stammheim/really.mp3", 2, 10000, 0 );
|
|
|
943 |
waitfordialog($stammheim_cockpit2);
|
|
|
944 |
$stammheim_cockpit2.playdialog( "localization/sound/dialog/map09/Stammheim/danger.mp3", 2, 10000, 0 );
|
|
|
945 |
waitfordialog($stammheim_cockpit2);
|
|
|
946 |
$stammheim_cockpit2.playdialog( "localization/sound/dialog/map09/Stammheim/played.mp3", 2, 10000, 0 );
|
|
|
947 |
waitfordialog($stammheim_cockpit2);
|
|
|
948 |
$stammheim_cockpit2.playdialog( "localization/sound/dialog/map09/Stammheim/hetlek.mp3", 2, 10000, 0 );
|
|
|
949 |
waitfordialog($stammheim_cockpit2);
|
|
|
950 |
$stammheim_cockpit2.playdialog( "localization/sound/dialog/map09/Stammheim/greet.mp3", 2, 10000, 0 );
|
|
|
951 |
waitfordialog($stammheim_cockpit2);
|
|
|
952 |
$stammheim_cockpit2.playdialog( "localization/sound/dialog/map09/Stammheim/youwill.mp3", 2, 10000, 0 );
|
|
|
953 |
waitfordialog($stammheim_cockpit2);
|
|
|
954 |
$screen_on.hide();
|
|
|
955 |
$screen_pattern.show();
|
| 772 |
avenger |
956 |
|
| 855 |
Avenger |
957 |
wait(.5);
|
| 772 |
avenger |
958 |
|
| 855 |
Avenger |
959 |
$fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/youbastard.mp3", 2, 10000, 0 );
|
|
|
960 |
waitfordialog($fakeplayer);
|
| 772 |
avenger |
961 |
|
| 855 |
Avenger |
962 |
$cam8.follow( $cin_final_pos3, $fakeplayer );
|
|
|
963 |
$cam8.cut();
|
|
|
964 |
wait(.5);
|
|
|
965 |
cuecamera($cam8);
|
|
|
966 |
$fakeplayer.walkto( "$illia_final" );
|
|
|
967 |
waitfor($fakeplayer);
|
| 772 |
avenger |
968 |
|
| 855 |
Avenger |
969 |
$sec_door.moveup(192);
|
| 890 |
avenger |
970 |
$sec_door.playsound("sound/doors/klingon_jtube.wav");
|
| 855 |
Avenger |
971 |
waitfor($sec_door);
|
|
|
972 |
$arrest1.walkto( "$arrest_dest1", "run" );
|
|
|
973 |
$arrest2.walkto( "$arrest_dest2", "run" );
|
|
|
974 |
$arrest3.walkto( "$arrest_dest3", "run" );
|
|
|
975 |
$arrest4.walkto( "$arrest_dest4", "run" );
|
| 888 |
lars |
976 |
$arrest1.lookat($fakeplayer);
|
|
|
977 |
$arrest2.lookat($fakeplayer);
|
|
|
978 |
$arrest3.lookat($fakeplayer);
|
|
|
979 |
$arrest4.lookat($fakeplayer);
|
| 855 |
Avenger |
980 |
wait(8);
|
| 772 |
avenger |
981 |
|
|
|
982 |
|
| 855 |
Avenger |
983 |
|
| 748 |
ticknswist |
984 |
//FAKE ILLIA TO "cin_shuttle_illia_01"
|
|
|
985 |
//STANHEIM WALK TO "cin_shuttle_stan_01"
|
|
|
986 |
//CAMERA FOLLOW "cin_shuttle_cam1_pos1"
|
|
|
987 |
//MODEL "int_door" ANIMATION OPEN
|
|
|
988 |
//STANHEIM RUN TO "cin_shuttle_stan_02"
|
|
|
989 |
//NPC "cin_shuttle_guard_A" WALK TO "cin_shuttle_guard_01"
|
|
|
990 |
//NPC "cin_shuttle_guard_B" WALK TO "cin_shuttle_guard_02"
|
|
|
991 |
//NPC "cin_shuttle_guard_C" WALK TO "cin_shuttle_guard_03"
|
|
|
992 |
//NPC "cin_shuttle_guard_D" WALK TO "cin_shuttle_guard_04"
|
|
|
993 |
//CAMERA "cin_shuttle_cam2_pos1"
|
|
|
994 |
//FAKE ILLIA ANIMATION HANDS UP
|
|
|
995 |
//CAMERA FADE OUT
|
|
|
996 |
|
| 768 |
avenger |
997 |
thread cin_shuttle_skip();
|
| 628 |
ticknswist |
998 |
}
|
|
|
999 |
|
|
|
1000 |
|
|
|
1001 |
void cin_shuttle_skip()
|
|
|
1002 |
{
|
| 855 |
Avenger |
1003 |
cam_fadeout( 1, 0, 0, 0, 1, 0 );
|
|
|
1004 |
skipthread( "Null" );
|
|
|
1005 |
killthread( "cin_shuttle" );
|
| 781 |
lars |
1006 |
$player.immobilize(0);
|
| 855 |
Avenger |
1007 |
//End the cinematic
|
|
|
1008 |
noncinematic();
|
|
|
1009 |
clearletterbox( 0.1 );
|
|
|
1010 |
cueplayer();
|
| 768 |
avenger |
1011 |
stuffcmd("map map10");
|
| 855 |
Avenger |
1012 |
cam_fadein( 1, 0, 0, 0, 1, 0 );
|
| 628 |
ticknswist |
1013 |
}
|
| 812 |
lars |
1014 |
|
|
|
1015 |
|
|
|
1016 |
void illiaEnteringShuttle()
|
|
|
1017 |
{
|
| 814 |
lars |
1018 |
$fakeplayer.notsolid();
|
|
|
1019 |
$fakeplayer.walkto( "$enter_shuttle2" );
|
| 812 |
lars |
1020 |
waitfor( $fakeplayer );
|
|
|
1021 |
|
|
|
1022 |
$fakeplayer.walkto( "$enter_waypoint1" );
|
|
|
1023 |
waitfor( $fakeplayer );
|
| 814 |
lars |
1024 |
|
| 812 |
lars |
1025 |
$fakeplayer.walkto( "$enter_waypoint3" );
|
|
|
1026 |
waitfor( $fakeplayer );
|
|
|
1027 |
|
|
|
1028 |
$fakeplayer.walkto( "$enter_waypoint5" );
|
|
|
1029 |
waitfor( $fakeplayer );
|
|
|
1030 |
|
|
|
1031 |
$fakeplayer.walkto( "$enter_waypoint7" );
|
|
|
1032 |
waitfor( $fakeplayer );
|
|
|
1033 |
}
|
|
|
1034 |
|
|
|
1035 |
void stammheimEnteringShuttle()
|
|
|
1036 |
{
|
| 814 |
lars |
1037 |
$stammheim.notsolid();
|
| 812 |
lars |
1038 |
|
| 814 |
lars |
1039 |
$stammheim.walkto( "$enter_shuttle1" );
|
| 812 |
lars |
1040 |
waitfor( $stammheim );
|
|
|
1041 |
|
| 814 |
lars |
1042 |
$stammheim.walkto( "$enter_waypoint0" );
|
| 812 |
lars |
1043 |
waitfor( $stammheim );
|
| 814 |
lars |
1044 |
wait(2);
|
|
|
1045 |
|
| 812 |
lars |
1046 |
$stammheim.walkto( "$enter_waypoint2" );
|
|
|
1047 |
waitfor( $stammheim );
|
|
|
1048 |
|
|
|
1049 |
$stammheim.walkto( "$enter_waypoint4" );
|
|
|
1050 |
waitfor( $stammheim );
|
|
|
1051 |
|
|
|
1052 |
$stammheim.walkto( "$enter_waypoint6" );
|
|
|
1053 |
waitfor( $stammheim );
|
|
|
1054 |
|
|
|
1055 |
$stammheim.walkto( "$enter_waypoint7" );
|
|
|
1056 |
waitfor( $stammheim );
|
|
|
1057 |
}
|