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Revision Autor Zeilennr. Zeile
46 lars 1
// Gave up on all that BehavED shit. Writing it by hand. Told VC++ its a C
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// file to get colour coding (yea i know but i like colours).
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// 22/01/06: Steve	: Fixed camera positions (offset +592 -2560 0)
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//------------------------------------------------
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// Brief rundown of script as of 22/01/06 - Steve
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//------------------------------------------------
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//Start music
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//Set screen black
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//Enable the camera
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//Move it in front of the lift
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//Set up kirk npc with boltons and camera group
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//Set the camera to look at kirk
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//Give the actual kirk the boltons (weapon ones not really needed)
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//Fade out
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//Start one bit of dialogue
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//Start lift moving down
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//After 4 seconds cut in new dialogue
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//After 1 move the camera in front of kirk and zoom in a bit
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//After 5 seconds start some more dialogue
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//Wait 5 then do some more
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//Open the shaft door
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//Move camera below shaft
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//zoom out to normal fov
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//Wait 5 seconds then say final dialogue
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//Close up of face
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//Look around a bit
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//Start getting weapon
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//Hide npc
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//Move player to npc position
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//Disable camera and give weapons
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//Get out phaser
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//play "roaming" music
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// Music
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set ( "SET_CON_COMMAND", "music music/ae_02/kirk_descends.mp3 music/ae_02/kirk_descends.mp3" );
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// Mysterious darkness
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camera ( FADE, < 0.000 0.000 0.000 >, 1.000, < 0.000 0.000 0.000 >, 1.000, 0 );
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// Enable Camera
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camera ( ENABLE );
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// Position camera in front of lift
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camera ( MOVE, <-2147 -1621 2896>, 0 );
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//camera ( MOVE, <-2739 939 2896>, 0 ); (offset +592 -2560 0)
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set ( /*@SET_TYPES*/ "SET_VIDEO_PLAY", "sfx2" );
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wait ( 200.000 );
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affect ( "munro", /*@AFFECT_TYPE*/ INSERT )
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{
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	set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_STASIS" );
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	set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "true" );
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}
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// Set up our npc ready for use
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affect ( "kirk", FLUSH )
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{
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	set ( "SET_BOLTON_ON", "phaser_hip" );
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	set ( "SET_BOLTON_ON", "tos_mini_tricorder_hip" );
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	set ( "SET_BOLTON_ON", "communicator_hip" );
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	set ( "SET_INVISIBLE", "false" );
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	set ( "SET_CAMERA_GROUP", "kirkgrp" );
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	// Look at the npc
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	camera ( FOLLOW, "kirkgrp", 0.000, 0 );
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}
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// Give us all the right weapons and boltons
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affect ( "munro", FLUSH)
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{
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	set ( "SET_BOLTON_ON", "phaser_hip" );
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	set ( "SET_BOLTON_ON", "tos_mini_tricorder_hip" );
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	set ( "SET_BOLTON_ON", "communicator_hip" )
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}
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// Give it all  a second to pull its head out
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wait (1000.000 );
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// Fade back to reality
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camera ( FADE, < 0.000 0.000 0.000 >, 1.000, < 0.000 0.000 0.000 >, 0.000, 3000 );
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// First bit
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task ( "pro1" )
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{
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	sound ( CHAN_VOICE, "sound/voice/ae02/Kirk/prologue1.mp3" );
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}
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do ( "pro1" );
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// Move down the lift with us watching
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affect ( "lift", FLUSH )
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{
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	move ( $tag("lift_down", ORIGIN)$, <0 0 0>, 20000.000 );
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}
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// Five seconds later
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wait (5000.000 );
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// Second bit
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task ( "pro2" )
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{
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	sound ( CHAN_VOICE, "sound/voice/ae02/Kirk/prologue2.mp3" );
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}
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do ( "pro2" );
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// Wait a bit
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wait (3000.000 );
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// Second position, us in the lift too
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affect ( "kirk", FLUSH )
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{
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	// 1664 is a magic number (sorry) that will just move along the vertical axis. It is
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	// also a good year for beer.
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	//camera( MOVE, get( VECTOR, "SET_ORIGIN" ), 1664 ) // Note 1664 is actually 0
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    camera ( FOLLOW, "", 0.000, 1 );
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	//camera ( /*@CAMERA_COMMANDS*/ MOVE, $TAG("lift_down", ANGLES)$, 0 );
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	// 15001 is the same thing but the duration is set to 15000
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	//camera ( MOVE, $tag("lift_down", ORIGIN)$, 15001 );
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camera ( /*@CAMERA_COMMANDS*/ MOVE, $TAG("goingdown", ORIGIN)$, 0 );
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camera ( /*@CAMERA_COMMANDS*/ PAN, $TAG("goingdown", ANGLES)$, < 0.000 0.000 0.000 >, 0 );
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camera ( /*@CAMERA_COMMANDS*/ MOVE, $TAG("goingdown2", ORIGIN)$, 12000 );
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camera ( /*@CAMERA_COMMANDS*/ PAN, $TAG("goingdown2", ANGLES)$, < 0.000 0.000 0.000 >, 12000 );
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	// Zoom in closer
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	Camera( ZOOM, 80, 0 );
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}
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// Not really needed but keeps it i sync with the camera
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affect ( "lift", FLUSH )
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{
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	move ( $tag("lift_down", ORIGIN)$, <0 0 0>, 15000.000 );
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}
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// Wait 5 seconds
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wait (5000.000 );
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// Third sentence
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task ( "pro3" )
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{
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	sound ( CHAN_VOICE, "sound/voice/ae02/Kirk/prologue3.mp3" );
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}
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do ( "pro3" );	// Lasts 4 seconds
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// Wait whilst it does this
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wait (4000.000 );
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// Next bit
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task ( "pro4" )
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{
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	sound ( CHAN_VOICE, "sound/voice/ae02/Kirk/prologue4.mp3" );
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}
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do ( "pro4" );	// Lasts 4 seconds
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// Open the door
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use ( "shaftdoor" );
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wait (2000.000 );
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// Move us out onto the floor in front of kirk
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//camera ( MOVE, <-2172 -1586 -390>, 0 );
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//camera ( MOVE, <-2764 974 -390>, 0 ); (offset +592 -2560 0)
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camera( ZOOM, 80; 0 );
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camera ( /*@CAMERA_COMMANDS*/ MOVE, $TAG("lift_arrive1", ORIGIN)$, 0 );
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camera ( /*@CAMERA_COMMANDS*/ PAN, $TAG("lift_arrive1", ANGLES)$, 0 );
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camera ( /*@CAMERA_COMMANDS*/ MOVE, $TAG("lift_arrive2", ORIGIN)$, 3000 );
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camera ( /*@CAMERA_COMMANDS*/ PAN, $TAG("lift_arrive2", ANGLES)$, 3000 );
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// Go back to normal FOV
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// Wait 1 seconds to hit the ground
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wait (1000.000 );
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// Final bit
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task ( "pro5" )
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{
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	sound ( CHAN_VOICE, "sound/voice/ae02/Kirk/prologue5.mp3" );
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}
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do ( "pro5" );	// Lasts 4 seconds
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// One second dramatic pause
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wait (6000.000 );
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// Close up of face
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Camera( ZOOM, 15, 0 );
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// Look around
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affect ( "kirk", FLUSH )
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{
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	set ( "SET_ANIM_BOTH", "BOTH_STAND1_RANDOM7" );
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}
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// For 6 seconds (minus a bit to stop it teleflagging)
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wait (5500.000 );
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task ( "pro6" )
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{
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	sound ( CHAN_VOICE, "sound/voice/ae02/Kirk/prologue6.mp3" );
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}
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do ( "pro6" );	// Lasts 4 seconds
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wait ( 4000.000 );
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// Get his weapon out (oh do grow up)
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affect ( "kirk", FLUSH )
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{
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	set ( "SET_ANIM_UPPER", "TORSO_RAISEWEAP1" );
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}
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// Give it a bit to show some movement
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wait (1000.000 );
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// Make kirk invisable
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affect ( "kirk", FLUSH )
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{
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	set ( "SET_INVISIBLE", "true" );
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}
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// Not entirely sure why this is here.. so remove it
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//camera ( MOVE, <-2839 873 2896>, 0 );
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// Move player to where kirk is
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set ( "SET_CON_COMMAND", "setviewpos -2236 -1687 -416 45" );
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//set ( "SET_CON_COMMAND", "setviewpos -2828 873 -416 45" );  (offset +592 -2560 0)
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// Dont need this, have setviewpos now
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//affect ( "munro", FLUSH )
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//{
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//	move ( <-2828 873 -416>, <0 0 0>, 0 );
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//}
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// Turn it off
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camera ( DISABLE );
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// Give him the weapons
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affect ( "munro", FLUSH)
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{
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	set ( "SET_WEAPON", "WP_PHASER" );
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	set ( "SET_WEAPON", "WP_TRICORDER" );
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	set ( "SET_WEAPON", "WP_STASIS" );
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	set ( "SET_WEAPON", "WP_COMPRESSION_RIFLE" );
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}
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// Get his phaser out (i said grow up)
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set ( "SET_CON_COMMAND", "weapon 2" );
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// Music
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set ( "SET_CON_COMMAND", "music music/ae_02/deserted_facility.mp3 music/ae_02/deserted_facility.mp3" );