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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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ticknswist |
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// Script By: DrBob & Argyle & TickNSwisted & Sam "Bicko" Bickley & LTiefland
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ticknswist |
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// Geometry By: TickNSwisted & Argyle & Sam "Bicko" Bickley
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TickNSwist |
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// Created on: 02/04/04
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lars |
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// Last Edited on: 11/18/06
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lars |
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// Last Edited By: LTiefland
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TickNSwist |
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//**************************************************************************
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// MAP 10 SCRIPT
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//**************************************************************************
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//INCLUDES
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#include "maps/global_scripts/global_common.scr"
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#include "maps/global_scripts/global_playerLoadout.scr"
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lars |
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#include "maps/global_scripts/global_archetype.scr"
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TickNSwist |
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avenger |
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//void fire_door_01();
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//void open_door_01();
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//void shut_door_01();
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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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void main();
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void setupWorld();
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void cin_cells();
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ticknswist |
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void cin_cells_skip();
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TickNSwist |
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avenger |
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void shuttle_entrance();
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void shuttle_entrance_skip();
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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 t15_attack();
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lars |
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void rom_1();
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lars |
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lars |
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void grp_hall_door();
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TickNSwist |
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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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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_door_01()
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//{
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// if( door_01_pos == 0 )
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// {
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// shut_door_01();
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// }
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// else
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// {
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// if( door_01_pos == 1 )
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// {
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// open_door_01();
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// wait( 5 );
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// shut_door_01();
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// }
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// }
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// thread globalCommon_OnUse( $door1_left, "fire_door_01" );
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//}
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TickNSwist |
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avenger |
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//void open_door_01()
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//{
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// door_01_pos = 1;
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// $door1_init.movesouth( 102 );
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// waitfor( $door1_init );
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// $door1_right.movesouth( 116 );
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// $door1_left.movenorth( 116 );
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// waitFor( $door1_left );
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// door_01_pos = 0;
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//}
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TickNSwist |
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avenger |
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//void shut_door_01()
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//{
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// door_01_pos = 0;
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// $door1_left.movesouth( 116 );
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// $door1_right.movenorth( 116 );
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// waitfor ( $door1_right );
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// $door1_init.movesouth( 102 );
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// waitFor( $door1_init );
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// door_01_pos = 1;
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//}
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TickNSwist |
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void fire_lift_01 ()
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{
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$lift_01.playsound ( "sound/environment/machine/lift3.wav" );
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$lift_01.time ( 6 );
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$lift_01.movedown ( 432 );
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wait ( 6 );
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$lift_01.playsound ( "sound/environment/machine/lift3stop.wav" );
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wait ( 3 );
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$lift_01.playsound ( "sound/environment/machine/lift3.wav" );
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$lift_01.time ( 6 );
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$lift_01.moveup ( 432 );
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wait ( 6 );
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$lift_01.playsound ( "sound/environment/machine/lift3stop.wav" );
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wait ( 3 );
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}
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void fire_lift_02 ()
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{
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if ( lift_02_pos == 0 )
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{
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$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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$lift_02.playsound ( "sound/environment/machine/lift3stop.wav" );
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wait ( 3 );
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lift_02_pos = 0;
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}
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}
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}
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void fire_lift_03 ()
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{
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$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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$lift_03.playsound ( "sound/environment/machine/lift3stop.wav" );
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wait ( 3 );
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}
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void fire_baydoors ()
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{
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$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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$bay_door_01.playsound ( "sound/environment/machine/lift4stop.wav" );
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}
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void fire_ff_01 ()
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{
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$ff_01.remove ();
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}
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void fire_steam_01()
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{
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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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$enty_steam_01.remove ();
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}
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void fire_steam_02()
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{
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ticknswist |
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$knob_steam_02.rotateX(64);
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TickNSwist |
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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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ticknswist |
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$knob_steam_02.rotateX(0);
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TickNSwist |
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$trig_steam_02.nottriggerable();
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$enty_steam_02.remove ();
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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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soundtrack( "music/m10l1-romulan_installation.mus" );
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lars |
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thread globalArchetype_Setup( $rom_bay_door, "rom_bay_door");
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TickNSwist |
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$player.give( "models/weapons/worldmodel-phaser-STX.tik" );
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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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$player.ammo( "Phaser", 200 );
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$player.ammo( "Disruptor", 200 );
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$player.ammo( "Fed", 200 );
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$player.armor( "BasicArmor", 100 );
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$player.use( "romulanDisruptor" );
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$sky.rendereffects( "+skyorigin" );
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setupWorld();
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waitForPlayer();
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//Show the mission objective
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$player.setobjectiveshow( "findstammheim", 1 );
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}
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void setupWorld()
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{
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lars |
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$t15.ai_off();
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$t15.notsolid();
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$t15.hide();
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$rom_1.ai_off();
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$rom_1.notsolid();
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$rom_1.hide();
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lars |
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$screen_on.hide();
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lars |
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$screen_pattern.show();
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lars |
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$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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$shuttle_attacker1.notsolid();
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$shuttle_attacker2.hide();
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$shuttle_attacker2.notsolid();
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$shuttle_attacker3.hide();
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$shuttle_attacker3.notsolid();
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$shuttle_attacker4.hide();
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$shuttle_attacker4.notsolid();
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avenger |
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lars |
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$drull_shuttle.bind($shuttle_bind);
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$shuttle_main.bind($shuttle_bind);
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//Setup onUse threads...
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thread globalCommon_OnUse( $door1_left, "fire_door_01" );
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TickNSwist |
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lars |
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//Change the player's model
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$player.model( "char/hazardteam_jurot.tik" );
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TickNSwist |
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lars |
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//Load the mission objectives
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$player.loadobjectives( "GBS10" );
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//Take away weapons from player!
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//No tricorder in this map!
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$player.take ( "models/weapons/worldmodel-compressionrifle.tik" );
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$player.take ( "models/weapons/worldmodel-fieldassaultrifle.tik" );
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$player.take ( "models/weapons/worldmodel-burstrifle.tik" );
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$player.take ( "models/weapons/worldmodel-attrex-rifle.tik" );
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$player.take ( "models/weapons/worldmodel-compressionrifle.tik" );
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$player.take ( "models/weapons/worldmodel-phaser-STX.tik" );
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$player.take ( "models/weapons/worldmodel-tricorder-STX.tik" );
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TickNSwist |
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//Give the player her weapons
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globalLoadout_GiveWeapon( WEAPON_TRICORDER_STX );
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globalLoadout_GiveWeapon( WEAPON_ROMULAN_DISRUPTOR );
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$player.give( "models/weapons/worldmodel-rom-disruptor-rifle.tik" );
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//Make Stammheim so that he isn't allowed to be killed by you
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$stammheim.not_allowed_to_kill();
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//Remove Stammheim's toy
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$stammheim.removeactorweapon( "CompressionRifle" );
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avenger |
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$illia_cockpit.removeactorweapon( "CompressionRifleEnhanced" );
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$stammheim_cockpit.removeactorweapon( "CompressionRifle" );
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TickNSwist |
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//Spawn cameras
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ticknswist |
278 |
spawn( "Camera", "targetname", "cam1" );
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lars |
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spawn( "Camera", "targetname", "cam2" );
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avenger |
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spawn( "Camera", "targetname", "cam3" );
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spawn( "Camera", "targetname", "cam4" );
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spawn( "Camera", "targetname", "cam5" );
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spawn( "Camera", "targetname", "cam6" );
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spawn( "Camera", "targetname", "cam7" );
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spawn( "Camera", "targetname", "cam8" );
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TickNSwist |
286 |
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//Remove NPCs AI
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avenger |
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$stammheim.ai_off();
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avenger |
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$stammheim_cockpit2.ai_off();
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$stammheim_cockpit2.hide();
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$stammheim_cockpit.ai_off();
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$illia_cockpit.ai_off();
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avenger |
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$imdead.ai_off();
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avenger |
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$arrest1.ai_off();
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$arrest2.ai_off();
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$arrest3.ai_off();
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$arrest4.ai_off();
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TickNSwist |
298 |
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//Set NPCs sides
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$stammheim.actortype( "teammate" );
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$player.addrosterteammate1( $stammheim );
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//Make it so that Romulans wont attack Stammheim, only you
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$stammheim.flags( "+notarget" );
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//Make Stammheim a mission target
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$stammheim.missionobjective( 1 );
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//Setup NPC animations
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$stammheim.anim( "idle_breathing" );
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avenger |
311 |
$imdead.anim("dead_in_captain_chair");
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| 606 |
TickNSwist |
312 |
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//Setup NPC facial animation
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$stammheim.morph( "exp_eyes_heavy" );
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$stammheim.morph( "exp_Nervous" );
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$stammheim.morph( "exp_Fear" );
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$stammheim.morph( "exp_Sad" );
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| 772 |
avenger |
319 |
$entrance_trigger.nottriggerable();
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$trigger_final.nottriggerable();
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| 606 |
TickNSwist |
322 |
//Make NPCs non-pushable
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}
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325 |
//CINEMATIC FUNCTIONS
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326 |
void cin_cells()
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327 |
{
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328 |
skipthread( "cin_cells_skip" );
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329 |
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330 |
cam_fadeout( 0.1, 0, 0, 0, 1, 0 );
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332 |
//Make Illia holster any weapon she might have acquired
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$player.holster();
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//Bring up a fake player model
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fakeplayer();
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338 |
//Make the fakeplayer use the same weapon as you
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339 |
globalCommon_AiActorUseWeapon( $fakeplayer, "current" );
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|
340 |
|
|
|
341 |
//Initialize the fake player
|
| 809 |
lars |
342 |
$fakeplayer.strictlyfollowpath( 1 );
|
|
|
343 |
$stammheim.strictlyfollowpath( 1 );
|
| 606 |
TickNSwist |
344 |
|
|
|
345 |
$cam1.follow( $cin_cells_cam1_pos1, $fakeplayer );
|
|
|
346 |
$cam1.cut();
|
|
|
347 |
|
|
|
348 |
//Make it a cinematic
|
|
|
349 |
cinematic();
|
|
|
350 |
letterbox( 0.5 );
|
|
|
351 |
|
|
|
352 |
wait( 0.5 );
|
|
|
353 |
|
|
|
354 |
cam_fadein( 1, 0, 0, 0, 1, 0 );
|
|
|
355 |
wait( 0.1 );
|
|
|
356 |
cuecamera($cam1);
|
|
|
357 |
|
|
|
358 |
//Make Illia walk up to the doors
|
|
|
359 |
$fakeplayer.walkto( "$cin_cells_illia_pos_enter" );
|
|
|
360 |
waitFor( $fakeplayer );
|
|
|
361 |
|
|
|
362 |
//Open the door
|
| 772 |
avenger |
363 |
//thread fire_door_01();
|
| 606 |
TickNSwist |
364 |
|
|
|
365 |
//Make the camera pan down to look through the door
|
|
|
366 |
$cam1.follow( $cin_cells_cam1_pos2 );
|
|
|
367 |
|
|
|
368 |
//Make Illia hesitate slightly
|
|
|
369 |
wait( 0.3 );
|
|
|
370 |
cuecamera($cam1);
|
|
|
371 |
|
|
|
372 |
//Make Illia walk to inside the cell room
|
|
|
373 |
//$fakeplayer.walkto( "$cin_cells_illia_pos_inside", "run", 0, -1 );
|
|
|
374 |
$fakeplayer.walkto( "$cin_cells_illia_pos_inside" );
|
|
|
375 |
waitFor( $fakeplayer );
|
|
|
376 |
$fakeplayer.headwatch( $stammheim );
|
|
|
377 |
$fakeplayer.walkto( "$cin_cells_illia_pos_nearcell" );
|
|
|
378 |
wait( 1 );
|
|
|
379 |
|
|
|
380 |
//Close the door again, just to be tidy
|
| 772 |
avenger |
381 |
//fire_door_01();
|
| 606 |
TickNSwist |
382 |
|
|
|
383 |
//Fade the camera out
|
|
|
384 |
cam_fadeout( 1, 0, 0, 0, 1, 0 );
|
|
|
385 |
wait( 2 );
|
|
|
386 |
|
|
|
387 |
//Setup the camera inside the cell room
|
|
|
388 |
|
|
|
389 |
$cam1.follow( $cin_cells_cam1_pos3 );
|
|
|
390 |
$cam1.cut();
|
|
|
391 |
|
|
|
392 |
wait( 1 );
|
|
|
393 |
cuecamera($cam1);
|
|
|
394 |
|
|
|
395 |
cam_fadein( 0.1, 0, 0, 0, 1, 0 );
|
|
|
396 |
|
|
|
397 |
//POSSIBLE ANIMATIONS FOR STAMMHEIM:
|
|
|
398 |
// cheer : Arms above head
|
|
|
399 |
// conv-embarrassment : Head in hands
|
|
|
400 |
// conv-gesture1 : Looking around, scared
|
|
|
401 |
// conv-laugh1 : Pain
|
|
|
402 |
// conv-look : Looking around, scared
|
|
|
403 |
// conv-shakehead : Pain in head, voices
|
|
|
404 |
// idle_breathing : Hard to breathe
|
|
|
405 |
|
|
|
406 |
//Illia: Stammheim.
|
|
|
407 |
$fakeplayer.morph( "exp_Relief" );
|
| 665 |
lars |
408 |
$fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/stammheim.mp3", 1, 10000, 0 );
|
| 606 |
TickNSwist |
409 |
waitForDialog( $fakeplayer );
|
|
|
410 |
$fakeplayer.unmorph( "exp_Relief" );
|
|
|
411 |
|
|
|
412 |
wait( 0.5 );
|
|
|
413 |
|
|
|
414 |
//Turn Stammheim towards the player
|
|
|
415 |
$stammheim.turntowardsplayer();
|
|
|
416 |
$stammheim.headwatch( $fakeplayer );
|
|
|
417 |
|
|
|
418 |
wait( 0.5 );
|
|
|
419 |
|
|
|
420 |
//Stammheim: Who...who are you?
|
| 665 |
lars |
421 |
$stammheim.playdialog( "localization/sound/dialog/map09/Stammheim/whoareyou.mp3", 2, 10000, 0 );
|
| 606 |
TickNSwist |
422 |
waitForDialog( $stammheim );
|
|
|
423 |
|
|
|
424 |
//Start the camera panning up on Illia
|
|
|
425 |
$cam1.follow( $cin_cells_cam1_pos4 );
|
|
|
426 |
$cam1.cut();
|
|
|
427 |
|
|
|
428 |
//Illia: You know me Stammheim.
|
|
|
429 |
$fakeplayer.anim( "conv-gesture1" );
|
|
|
430 |
$fakeplayer.morph( "exp_Skeptical" );
|
| 665 |
lars |
431 |
$fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/youknowme.mp3", 1, 10000, 0 );
|
| 606 |
TickNSwist |
432 |
waitForDialog( $fakeplayer );
|
|
|
433 |
$fakeplayer.anim( "idle" );
|
|
|
434 |
|
|
|
435 |
//Illia: The mission on Cardassia Prime?
|
|
|
436 |
$fakeplayer.anim( "conv_shrug" );
|
| 665 |
lars |
437 |
$fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/cardassiaprime.mp3", 1, 10000, 0 );
|
| 606 |
TickNSwist |
438 |
waitForDialog( $fakeplayer );
|
|
|
439 |
$fakeplayer.anim( "idle" );
|
|
|
440 |
|
|
|
441 |
wait( 0.5 );
|
|
|
442 |
|
|
|
443 |
//Illia: Doesn't that ring a bell?
|
|
|
444 |
$fakeplayer.unmorph( "exp_Skeptical" );
|
|
|
445 |
$fakeplayer.morph( "exp_Confused" );
|
| 665 |
lars |
446 |
$fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/ringabell.mp3", 1, 10000, 0 );
|
| 606 |
TickNSwist |
447 |
waitForDialog( $fakeplayer );
|
|
|
448 |
|
|
|
449 |
wait( 0.5 );
|
|
|
450 |
|
|
|
451 |
//Pointing at Stammheim through the forcefield
|
|
|
452 |
$cam1.follow( $cin_cells_cam1_pos5 );
|
|
|
453 |
$cam1.cut();
|
|
|
454 |
|
|
|
455 |
//Stammheim: No more questions...please...please...
|
|
|
456 |
$stammheim.anim( "conv-shakehead" );
|
| 781 |
lars |
457 |
$stammheim.playdialog( "localization/sound/dialog/map09/Stammheim/noquestions.mp3", 2, 10000, 0 );
|
| 606 |
TickNSwist |
458 |
waitForDialog( $stammheim );
|
|
|
459 |
|
|
|
460 |
wait( 1.5 );
|
|
|
461 |
|
|
|
462 |
//Stammheim: My head...
|
|
|
463 |
$stammheim.anim( "cheer" );
|
|
|
464 |
$stammheim.morph( "exp_Pain" );
|
| 665 |
lars |
465 |
$stammheim.playdialog( "localization/sound/dialog/map09/Stammheim/myhead.mp3", 2, 10000, 0 );
|
| 606 |
TickNSwist |
466 |
waitForAnimation( $stammheim, "cheer" );
|
|
|
467 |
$stammheim.anim( "idle" );
|
|
|
468 |
waitForDialog( $stammheim );
|
|
|
469 |
|
|
|
470 |
//Stammheim: The Romulan said the pain would stop...but it hasn't.
|
|
|
471 |
$stammheim.anim( "conv-shakehead" );
|
| 665 |
lars |
472 |
$stammheim.playdialog( "localization/sound/dialog/map09/Stammheim/painstop.mp3", 2, 10000, 0 );
|
| 606 |
TickNSwist |
473 |
waitForDialog( $stammheim );
|
|
|
474 |
|
|
|
475 |
wait( 0.5 );
|
|
|
476 |
|
|
|
477 |
//Looking at Illia
|
|
|
478 |
$cam1.follow( $cin_cells_cam1_pos6, $fakeplayer );
|
|
|
479 |
$cam1.cut();
|
|
|
480 |
|
|
|
481 |
//Illia: The Romulans didn't exactly handle him with kid gloves, it seems.
|
| 665 |
lars |
482 |
$fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/romulans.mp3", 1, 10000, 0 );
|
| 606 |
TickNSwist |
483 |
waitForDialog( $fakeplayer );
|
|
|
484 |
$fakeplayer.unmorph( "exp_Confused" );
|
|
|
485 |
$fakeplayer.morph( "exp_Serious" );
|
|
|
486 |
|
|
|
487 |
wait( 0.5 );
|
|
|
488 |
|
|
|
489 |
//Make Illia walk over to the console & deactivate the forcefield
|
|
|
490 |
$fakeplayer.walkto( "$cin_cells_illia_pos_console" );
|
|
|
491 |
waitFor( $fakeplayer );
|
|
|
492 |
|
|
|
493 |
wait( 0.1 );
|
|
|
494 |
|
|
|
495 |
//Make Illia use the console and play a sound
|
|
|
496 |
//$fakeplayer.turntowardsentity( $console );
|
|
|
497 |
$fakeplayer.headwatch( $console );
|
|
|
498 |
$fakeplayer.turntoangle( 0 );
|
|
|
499 |
waitFor( $fakeplayer );
|
|
|
500 |
$fakeplayer.anim( "ent-transporter-rear-gesture" );
|
|
|
501 |
$console.playsound( "sound/ships/romulan/rom_beep_yes.wav", 0, 1 );
|
|
|
502 |
|
|
|
503 |
$cam1.lookat( $fakeplayer );
|
|
|
504 |
|
|
|
505 |
waitForAnimation( $fakeplayer, "ent-transporter-rear-gesture" );
|
|
|
506 |
$fakeplayer.anim( "idle" );
|
|
|
507 |
|
|
|
508 |
$cam1.follow( $cin_cells_cam1_pos7, $stammheim );
|
|
|
509 |
$cam1.cut();
|
|
|
510 |
|
|
|
511 |
//Stop the forcefield sound, and play the forcefield_down sound
|
|
|
512 |
$stammheim_forcefield.stoploopsound();
|
|
|
513 |
$stammheim_forcefield.playsound( "sound/ships/enterprise/ent_forcefield_down.wav", 0, 1 );
|
|
|
514 |
$stammheim_forcefield.remove();
|
|
|
515 |
|
|
|
516 |
wait( 0.1 );
|
|
|
517 |
|
|
|
518 |
//Illia: Come on Alexander. I'll get you out of here.
|
| 665 |
lars |
519 |
$fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/comeonalexander.mp3", 1, 10000, 0 );
|
| 606 |
TickNSwist |
520 |
waitForDialog( $fakeplayer );
|
|
|
521 |
|
|
|
522 |
//Illia: Try to follow me, ok?
|
| 665 |
lars |
523 |
$fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/follow.mp3", 1, 10000, 0 );
|
| 606 |
TickNSwist |
524 |
waitForDialog( $fakeplayer );
|
|
|
525 |
|
|
|
526 |
wait( 1 );
|
|
|
527 |
|
|
|
528 |
//Illia: Do you understand?
|
| 665 |
lars |
529 |
$fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/understood.mp3", 1, 10000, 0 );
|
| 606 |
TickNSwist |
530 |
$stammheim.anim( "idle_breathing" );
|
|
|
531 |
waitForDialog( $fakeplayer );
|
|
|
532 |
|
|
|
533 |
wait( 1.5 );
|
|
|
534 |
|
|
|
535 |
//Stammheim: Follow...Yes...
|
|
|
536 |
$stammheim.anim( "conv-yes" );
|
|
|
537 |
$cam1.follow( $cin_cells_cam1_posstammheim, $stammheim );
|
|
|
538 |
//$cam1.cut();
|
| 665 |
lars |
539 |
$stammheim.playdialog( "localization/sound/dialog/map09/Stammheim/follow.mp3", 2, 10000, 0 );
|
| 606 |
TickNSwist |
540 |
waitForDialog( $stammheim );
|
|
|
541 |
$stammheim.anim( "idle_breathing" );
|
|
|
542 |
|
|
|
543 |
wait( 0.5 );
|
|
|
544 |
|
|
|
545 |
//Stammheim: Follow...
|
| 665 |
lars |
546 |
$stammheim.playdialog( "localization/sound/dialog/map09/Stammheim/follow2.mp3", 2, 10000, 0 );
|
| 606 |
TickNSwist |
547 |
wait( 1 );
|
|
|
548 |
|
|
|
549 |
cin_cells_skip();
|
|
|
550 |
}
|
|
|
551 |
|
|
|
552 |
void cin_cells_skip()
|
|
|
553 |
{
|
|
|
554 |
skipthread( "Null" );
|
|
|
555 |
killthread( "cin_cells" );
|
|
|
556 |
|
|
|
557 |
cam_fadeout( 1, 0, 0, 0, 1, 0 );
|
| 772 |
avenger |
558 |
// thread fire_door_01();
|
| 606 |
TickNSwist |
559 |
|
|
|
560 |
wait( 2 );
|
|
|
561 |
|
|
|
562 |
//Remove all evidence of before the cin
|
|
|
563 |
$stammheim_forcefield.remove();
|
|
|
564 |
|
|
|
565 |
$fakeplayer.warpto( "$cin_cells_illia_pos_inside" );
|
|
|
566 |
removefakeplayer();
|
|
|
567 |
|
|
|
568 |
//End the cinematic
|
|
|
569 |
noncinematic();
|
|
|
570 |
clearletterbox( 0.1 );
|
|
|
571 |
cueplayer();
|
|
|
572 |
|
|
|
573 |
wait( 0.1 );
|
|
|
574 |
|
|
|
575 |
cam_fadein( 0.1, 0, 0, 0, 1, 0 );
|
|
|
576 |
|
|
|
577 |
//Now that the cinematic is over, make Stammheim follow you
|
|
|
578 |
$stammheim.ai_on();
|
|
|
579 |
|
|
|
580 |
//Make the objective complete
|
|
|
581 |
$player.setobjectivecomplete( "findstammheim", 1 );
|
|
|
582 |
$stammheim.missionobjective( 0 );
|
|
|
583 |
|
|
|
584 |
//Show the new objective
|
|
|
585 |
$player.setobjectiveshow( "escapewithshuttle", 1 );
|
| 772 |
avenger |
586 |
|
|
|
587 |
$entrance_trigger.triggerable();
|
| 606 |
TickNSwist |
588 |
}
|
| 628 |
ticknswist |
589 |
|
| 772 |
avenger |
590 |
void shuttle_entrance()
|
|
|
591 |
{
|
|
|
592 |
skipthread( "shuttle_entrance_skip" );
|
| 628 |
ticknswist |
593 |
|
| 772 |
avenger |
594 |
cam_fadeout( 0.1, 0, 0, 0, 1, 0 );
|
|
|
595 |
|
|
|
596 |
//Make Illia holster any weapon she might have acquired
|
|
|
597 |
$player.holster();
|
|
|
598 |
|
|
|
599 |
//Bring up a fake player model
|
|
|
600 |
fakeplayer();
|
|
|
601 |
$stammheim.ai_off();
|
|
|
602 |
|
|
|
603 |
$fakeplayer.warpto( "$shuttle_cin_illia" );
|
|
|
604 |
$stammheim.warpto( "$shuttle_cin_stammheim" );
|
|
|
605 |
|
|
|
606 |
//Make the fakeplayer use the same weapon as you
|
|
|
607 |
globalCommon_AiActorUseWeapon( $fakeplayer, "current" );
|
|
|
608 |
|
|
|
609 |
$cam3.follow( $cin_enter_shuttle, $fakeplayer );
|
|
|
610 |
$cam3.cut();
|
|
|
611 |
|
|
|
612 |
//Make it a cinematic
|
|
|
613 |
cinematic();
|
|
|
614 |
letterbox( 0.5 );
|
|
|
615 |
|
|
|
616 |
wait( 0.5 );
|
|
|
617 |
|
|
|
618 |
cam_fadein( 1, 0, 0, 0, 1, 0 );
|
|
|
619 |
wait( 0.1 );
|
|
|
620 |
cuecamera($cam3);
|
| 812 |
lars |
621 |
|
|
|
622 |
|
| 772 |
avenger |
623 |
//Make Illia walk to the shuttle
|
| 809 |
lars |
624 |
//$fakeplayer.strictlyfollowpath(1);
|
| 812 |
lars |
625 |
//################################
|
|
|
626 |
//Entering Shuttle
|
|
|
627 |
thread illiaEnteringShuttle();
|
|
|
628 |
stammheimEnteringShuttle();
|
|
|
629 |
|
|
|
630 |
|
|
|
631 |
|
| 772 |
avenger |
632 |
cam_fadeout( 0.1, 0, 0, 0, 1, 0 );
|
| 809 |
lars |
633 |
$illia_cockpit.show();
|
|
|
634 |
$illia_cockpit.solid();
|
|
|
635 |
$stammheim_cockpit.show();
|
|
|
636 |
$stammheim_cockpit.solid();
|
| 786 |
lars |
637 |
$cam4.follow( $cam_cockpit );
|
| 772 |
avenger |
638 |
$cam4.cut();
|
|
|
639 |
cam_fadein( 1, 0, 0, 0, 1, 0 );
|
|
|
640 |
wait( 0.1 );
|
|
|
641 |
cuecamera($cam4);
|
| 814 |
lars |
642 |
//Cockpit
|
|
|
643 |
$illia_cockpit.walkto( "$shuttle_illia01" );
|
|
|
644 |
$stammheim_cockpit.walkto( "$shuttle_stammheim01" );
|
|
|
645 |
waitfor($stammheim_cockpit);
|
| 782 |
lars |
646 |
$stammheim.notsolid();
|
|
|
647 |
$stammheim.hide();
|
|
|
648 |
|
| 772 |
avenger |
649 |
$illia_cockpit.playdialog( "localization/sound/dialog/map09/Illia/sitdownalexander.mp3", 2, 10000, 0 );
|
|
|
650 |
waitForDialog( $illia_cockpit );
|
|
|
651 |
$illia_cockpit.playdialog( "localization/sound/dialog/map09/Illia/doorsofshuttlebay.mp3", 2, 10000, 0 );
|
|
|
652 |
waitForDialog( $illia_cockpit );
|
|
|
653 |
wait(1.5);
|
|
|
654 |
$stammheim_cockpit.playdialog( "localization/sound/dialog/map09/Stammheim/myhead2.mp3", 2, 10000, 0 );
|
|
|
655 |
waitForDialog( $stammheim_cockpit );
|
|
|
656 |
cam_fadeout( 1, 0, 0, 0, 1, 0 );
|
|
|
657 |
|
|
|
658 |
$fakeplayer.warpto("$shuttle_exit1");
|
|
|
659 |
$cam5.follow( $shuttle_exit_cin, $fakeplayer );
|
|
|
660 |
$cam5.cut();
|
|
|
661 |
wait(.5);
|
|
|
662 |
cuecamera($cam5);
|
|
|
663 |
cam_fadein( 1, 0, 0, 0, 1, 0 );
|
|
|
664 |
$fakeplayer.walkto("$shuttle_exit2");
|
|
|
665 |
waitfor( $fakeplayer );
|
|
|
666 |
$fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/deja-vu.mp3", 2, 10000, 0 );
|
|
|
667 |
waitfordialog( $fakeplayer );
|
|
|
668 |
|
|
|
669 |
shuttle_entrance_skip();
|
|
|
670 |
|
|
|
671 |
|
|
|
672 |
|
|
|
673 |
|
|
|
674 |
}
|
|
|
675 |
|
|
|
676 |
void shuttle_entrance_skip()
|
|
|
677 |
{
|
|
|
678 |
skipthread( "Null" );
|
|
|
679 |
killthread( "shuttle_entrance" );
|
|
|
680 |
$stammheim.remove();
|
|
|
681 |
$illia_cockpit.remove();
|
|
|
682 |
$stammheim_cockpit.remove();
|
|
|
683 |
cam_fadeout( 1, 0, 0, 0, 1, 0 );
|
|
|
684 |
|
|
|
685 |
wait( 2 );
|
|
|
686 |
|
|
|
687 |
$fakeplayer.warpto( "$shuttle_exit2" );
|
|
|
688 |
removefakeplayer();
|
|
|
689 |
|
|
|
690 |
//End the cinematic
|
|
|
691 |
noncinematic();
|
|
|
692 |
clearletterbox( 0.1 );
|
|
|
693 |
cueplayer();
|
|
|
694 |
|
|
|
695 |
wait( 0.1 );
|
|
|
696 |
|
|
|
697 |
cam_fadein( 0.1, 0, 0, 0, 1, 0 );
|
|
|
698 |
|
|
|
699 |
$trigger_final.triggerable();
|
|
|
700 |
|
| 785 |
lars |
701 |
$shuttle_attacker1.displayeffect( "TransportIn", "Romulan" );
|
|
|
702 |
$shuttle_attacker2.displayeffect( "TransportIn", "Romulan" );
|
|
|
703 |
$shuttle_attacker3.displayeffect( "TransportIn", "Romulan" );
|
|
|
704 |
$shuttle_attacker4.displayeffect( "TransportIn", "Romulan" );
|
| 784 |
lars |
705 |
wait(2);
|
|
|
706 |
$shuttle_attacker1.show();
|
|
|
707 |
$shuttle_attacker1.solid();
|
|
|
708 |
$shuttle_attacker2.show();
|
|
|
709 |
$shuttle_attacker2.solid();
|
|
|
710 |
$shuttle_attacker3.show();
|
|
|
711 |
$shuttle_attacker3.solid();
|
|
|
712 |
$shuttle_attacker4.show();
|
|
|
713 |
$shuttle_attacker4.solid();
|
| 772 |
avenger |
714 |
wait(.4);
|
|
|
715 |
$shuttle_attacker1.ai_on();
|
|
|
716 |
$shuttle_attacker1.attack($player);
|
|
|
717 |
$shuttle_attacker2.ai_on();
|
|
|
718 |
$shuttle_attacker2.attack($player);
|
|
|
719 |
$shuttle_attacker3.ai_on();
|
|
|
720 |
$shuttle_attacker3.attack($player);
|
|
|
721 |
$shuttle_attacker4.ai_on();
|
|
|
722 |
$shuttle_attacker4.attack($player);
|
|
|
723 |
}
|
|
|
724 |
|
| 628 |
ticknswist |
725 |
void cin_shuttle()
|
|
|
726 |
{
|
|
|
727 |
|
| 748 |
ticknswist |
728 |
skipthread( "cin_shuttle_skip" );
|
| 812 |
lars |
729 |
|
| 814 |
lars |
730 |
$stammheim_cockpit2.ai_off();
|
|
|
731 |
$stammheim_cockpit2.show();
|
|
|
732 |
$stammheim_cockpit2.solid();
|
|
|
733 |
$stammheim_cockpit2.anim( "bar_sitting_forward" );
|
| 812 |
lars |
734 |
|
| 814 |
lars |
735 |
$player.immobilize(1);
|
|
|
736 |
$bay_door_01.playsound ( "sound/environment/machine/lift4.wav");
|
|
|
737 |
$bay_door_01.time ( 5 );
|
|
|
738 |
$bay_door_01.movenorth ( 500 );
|
|
|
739 |
$bay_door_02.time ( 5 );
|
|
|
740 |
$bay_door_02.movesouth ( 500 );
|
|
|
741 |
wait ( 5 );
|
|
|
742 |
$bay_door_01.playsound ( "sound/environment/machine/lift4stop.wav" );
|
| 812 |
lars |
743 |
|
| 814 |
lars |
744 |
$shuttle_clip.remove();
|
|
|
745 |
$drull_shuttle.anim( "closing" );
|
|
|
746 |
$drull_shuttle.playsound( "sound/doors/enterprise_door1.wav", 1 ,800 );
|
|
|
747 |
waitforanimation( $drull_shuttle, "closing" );
|
|
|
748 |
$drull_shuttle.anim( "closed" );
|
| 628 |
ticknswist |
749 |
|
| 772 |
avenger |
750 |
wait(1);
|
|
|
751 |
$shuttle_bind.followpath($shuttle_path);
|
|
|
752 |
$shuttle_bind.playsound( "sound/vehicles/shuttlecraft/shuttle_takeoff.wav", 0, 4 );
|
|
|
753 |
//$shuttle_bind.moveup(1216);
|
|
|
754 |
|
|
|
755 |
waitfor($shuttle_bind);
|
|
|
756 |
$shuttle_bind.hide();
|
|
|
757 |
|
|
|
758 |
|
|
|
759 |
|
| 748 |
ticknswist |
760 |
cam_fadeout( 0.1, 0, 0, 0, 1, 0 );
|
|
|
761 |
|
| 772 |
avenger |
762 |
|
|
|
763 |
//Make Illia holster any weapon she might have acquired
|
| 748 |
ticknswist |
764 |
$player.holster();
|
| 772 |
avenger |
765 |
|
|
|
766 |
//Bring up a fake player model
|
| 748 |
ticknswist |
767 |
fakeplayer();
|
| 772 |
avenger |
768 |
|
|
|
769 |
//Make the fakeplayer use the same weapon as you
|
|
|
770 |
globalCommon_AiActorUseWeapon( $fakeplayer, "current" );
|
|
|
771 |
|
|
|
772 |
//Make it a cinematic
|
|
|
773 |
cinematic();
|
|
|
774 |
letterbox( 0.5 );
|
|
|
775 |
|
|
|
776 |
wait( 0.5 );
|
|
|
777 |
|
|
|
778 |
$cam6.follow( $cin_final_pos1, $fakeplayer );
|
|
|
779 |
$cam6.cut();
|
|
|
780 |
cam_fadein( 1, 0, 0, 0, 1, 0 );
|
|
|
781 |
wait(.5);
|
|
|
782 |
cuecamera($cam6);
|
|
|
783 |
|
|
|
784 |
$fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/no.mp3", 2, 10000, 0 );
|
|
|
785 |
waitfordialog($fakeplayer);
|
| 785 |
lars |
786 |
|
| 772 |
avenger |
787 |
wait(1);
|
|
|
788 |
|
|
|
789 |
$screen_pattern.hide();
|
| 814 |
lars |
790 |
$screen_on.show();
|
| 785 |
lars |
791 |
$fakeplayer.lookat( $screen_pos );
|
| 772 |
avenger |
792 |
wait(1);
|
|
|
793 |
|
| 783 |
lars |
794 |
//$cam7.follow( $cin_final_pos2 );
|
|
|
795 |
//$cam7.cut();
|
|
|
796 |
//wait(.5);
|
|
|
797 |
//cuecamera($cam7);
|
|
|
798 |
//wait(.2);
|
| 772 |
avenger |
799 |
$stammheim_cockpit2.playdialog( "localization/sound/dialog/map09/Stammheim/Sorry.mp3", 2, 10000, 0 );
|
| 814 |
lars |
800 |
waitfordialog($stammheim_cockpit2);
|
|
|
801 |
$stammheim_cockpit2.playdialog( "localization/sound/dialog/map09/Stammheim/really.mp3", 2, 10000, 0 );
|
|
|
802 |
waitfordialog($stammheim_cockpit2);
|
|
|
803 |
$stammheim_cockpit2.playdialog( "localization/sound/dialog/map09/Stammheim/danger.mp3", 2, 10000, 0 );
|
|
|
804 |
waitfordialog($stammheim_cockpit2);
|
|
|
805 |
$stammheim_cockpit2.playdialog( "localization/sound/dialog/map09/Stammheim/played.mp3", 2, 10000, 0 );
|
|
|
806 |
waitfordialog($stammheim_cockpit2);
|
|
|
807 |
$stammheim_cockpit2.playdialog( "localization/sound/dialog/map09/Stammheim/hetlek.mp3", 2, 10000, 0 );
|
|
|
808 |
waitfordialog($stammheim_cockpit2);
|
|
|
809 |
$stammheim_cockpit2.playdialog( "localization/sound/dialog/map09/Stammheim/greet.mp3", 2, 10000, 0 );
|
|
|
810 |
waitfordialog($stammheim_cockpit2);
|
|
|
811 |
$stammheim_cockpit2.playdialog( "localization/sound/dialog/map09/Stammheim/youwill.mp3", 2, 10000, 0 );
|
|
|
812 |
waitfordialog($stammheim_cockpit2);
|
|
|
813 |
$screen_on.hide();
|
|
|
814 |
$screen_pattern.show();
|
| 772 |
avenger |
815 |
|
|
|
816 |
wait(.5);
|
|
|
817 |
|
|
|
818 |
$fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/youbastard.mp3", 2, 10000, 0 );
|
|
|
819 |
waitfordialog($fakeplayer);
|
|
|
820 |
|
|
|
821 |
$cam8.follow( $cin_final_pos3, $fakeplayer );
|
|
|
822 |
$cam8.cut();
|
|
|
823 |
wait(.5);
|
|
|
824 |
cuecamera($cam8);
|
|
|
825 |
$fakeplayer.walkto( "$illia_final" );
|
|
|
826 |
waitfor($fakeplayer);
|
|
|
827 |
|
|
|
828 |
$sec_door.moveup(192);
|
|
|
829 |
$sec_dppr.playsound("sound/doors/klingon_jtube.wav");
|
|
|
830 |
waitfor($sec_door);
|
|
|
831 |
$arrest1.walkto( "$arrest_dest1", "run" );
|
|
|
832 |
$arrest2.walkto( "$arrest_dest2", "run" );
|
|
|
833 |
$arrest3.walkto( "$arrest_dest3", "run" );
|
|
|
834 |
$arrest4.walkto( "$arrest_dest4", "run" );
|
|
|
835 |
|
|
|
836 |
wait(8);
|
|
|
837 |
|
|
|
838 |
|
|
|
839 |
|
| 748 |
ticknswist |
840 |
//FAKE ILLIA TO "cin_shuttle_illia_01"
|
|
|
841 |
//STANHEIM WALK TO "cin_shuttle_stan_01"
|
|
|
842 |
//CAMERA FOLLOW "cin_shuttle_cam1_pos1"
|
|
|
843 |
//MODEL "int_door" ANIMATION OPEN
|
|
|
844 |
//STANHEIM RUN TO "cin_shuttle_stan_02"
|
|
|
845 |
//NPC "cin_shuttle_guard_A" WALK TO "cin_shuttle_guard_01"
|
|
|
846 |
//NPC "cin_shuttle_guard_B" WALK TO "cin_shuttle_guard_02"
|
|
|
847 |
//NPC "cin_shuttle_guard_C" WALK TO "cin_shuttle_guard_03"
|
|
|
848 |
//NPC "cin_shuttle_guard_D" WALK TO "cin_shuttle_guard_04"
|
|
|
849 |
//CAMERA "cin_shuttle_cam2_pos1"
|
|
|
850 |
//FAKE ILLIA ANIMATION HANDS UP
|
|
|
851 |
//CAMERA FADE OUT
|
|
|
852 |
|
| 768 |
avenger |
853 |
thread cin_shuttle_skip();
|
| 628 |
ticknswist |
854 |
}
|
|
|
855 |
|
|
|
856 |
|
|
|
857 |
void cin_shuttle_skip()
|
|
|
858 |
{
|
| 772 |
avenger |
859 |
cam_fadeout( 1, 0, 0, 0, 1, 0 );
|
| 628 |
ticknswist |
860 |
skipthread( "Null" );
|
|
|
861 |
killthread( "cin_shuttle" );
|
| 781 |
lars |
862 |
$player.immobilize(0);
|
|
|
863 |
//End the cinematic
|
|
|
864 |
noncinematic();
|
|
|
865 |
clearletterbox( 0.1 );
|
|
|
866 |
cueplayer();
|
| 768 |
avenger |
867 |
stuffcmd("map map10");
|
| 781 |
lars |
868 |
cam_fadein( 1, 0, 0, 0, 1, 0 );
|
| 628 |
ticknswist |
869 |
}
|
| 812 |
lars |
870 |
|
|
|
871 |
|
|
|
872 |
void illiaEnteringShuttle()
|
|
|
873 |
{
|
| 814 |
lars |
874 |
$fakeplayer.notsolid();
|
|
|
875 |
$fakeplayer.walkto( "$enter_shuttle2" );
|
| 812 |
lars |
876 |
waitfor( $fakeplayer );
|
|
|
877 |
|
|
|
878 |
$fakeplayer.walkto( "$enter_waypoint1" );
|
|
|
879 |
waitfor( $fakeplayer );
|
| 814 |
lars |
880 |
|
| 812 |
lars |
881 |
$fakeplayer.walkto( "$enter_waypoint3" );
|
|
|
882 |
waitfor( $fakeplayer );
|
|
|
883 |
|
|
|
884 |
$fakeplayer.walkto( "$enter_waypoint5" );
|
|
|
885 |
waitfor( $fakeplayer );
|
|
|
886 |
|
|
|
887 |
$fakeplayer.walkto( "$enter_waypoint7" );
|
|
|
888 |
waitfor( $fakeplayer );
|
|
|
889 |
}
|
|
|
890 |
|
|
|
891 |
void stammheimEnteringShuttle()
|
|
|
892 |
{
|
| 814 |
lars |
893 |
$stammheim.notsolid();
|
| 812 |
lars |
894 |
|
| 814 |
lars |
895 |
$stammheim.walkto( "$enter_shuttle1" );
|
| 812 |
lars |
896 |
waitfor( $stammheim );
|
|
|
897 |
|
| 814 |
lars |
898 |
$stammheim.walkto( "$enter_waypoint0" );
|
| 812 |
lars |
899 |
waitfor( $stammheim );
|
| 814 |
lars |
900 |
wait(2);
|
|
|
901 |
|
| 812 |
lars |
902 |
$stammheim.walkto( "$enter_waypoint2" );
|
|
|
903 |
waitfor( $stammheim );
|
|
|
904 |
|
|
|
905 |
$stammheim.walkto( "$enter_waypoint4" );
|
|
|
906 |
waitfor( $stammheim );
|
|
|
907 |
|
|
|
908 |
$stammheim.walkto( "$enter_waypoint6" );
|
|
|
909 |
waitfor( $stammheim );
|
|
|
910 |
|
|
|
911 |
$stammheim.walkto( "$enter_waypoint7" );
|
|
|
912 |
waitfor( $stammheim );
|
| 829 |
lars |
913 |
}
|
|
|
914 |
|
|
|
915 |
void t15_attack()
|
|
|
916 |
{
|
|
|
917 |
$t15.show();
|
|
|
918 |
$t15.solid();
|
|
|
919 |
$t15.ai_on();
|
|
|
920 |
$t15.attack($player);
|
|
|
921 |
}
|
|
|
922 |
|
|
|
923 |
void rom_1()
|
|
|
924 |
{
|
|
|
925 |
$rom_1.show();
|
|
|
926 |
$rom_1.solid();
|
|
|
927 |
$rom_1.ai_on();
|
|
|
928 |
$rom_1.attack($player);
|
| 830 |
lars |
929 |
}
|
|
|
930 |
|
|
|
931 |
void grp_hall_door()
|
|
|
932 |
{
|
|
|
933 |
cam_fadeout( 0.1, 0, 0, 0, 1, 0 );
|
|
|
934 |
$cam2.follow( $entrance );
|
|
|
935 |
$cam2.cut();
|
|
|
936 |
cinematic();
|
|
|
937 |
freezeplayer();
|
|
|
938 |
letterbox( 0.5 );
|
|
|
939 |
wait( 0.5 );
|
|
|
940 |
|
|
|
941 |
cam_fadein( 1, 0, 0, 0, 1, 0 );
|
|
|
942 |
wait( 0.1 );
|
|
|
943 |
cuecamera($cam2);
|
|
|
944 |
$grp_hall_door.open($grp_hall_door);
|
|
|
945 |
triggerentity($door_sound);
|
|
|
946 |
wait(3);
|
|
|
947 |
noncinematic();
|
|
|
948 |
clearletterbox( 0.1 );
|
|
|
949 |
|
|
|
950 |
releaseplayer();
|
|
|
951 |
cueplayer();
|
|
|
952 |
|
|
|
953 |
wait( 0.1 );
|
|
|
954 |
|
|
|
955 |
cam_fadein( 0.1, 0, 0, 0, 1, 0 );
|
| 812 |
lars |
956 |
}
|