| 46 |
lars |
1 |
// Gave up on all that BehavED shit. Writing it by hand. Told VC++ its a C
|
|
|
2 |
// file to get colour coding (yea i know but i like colours).
|
|
|
3 |
|
|
|
4 |
// 22/01/06: Steve : Fixed camera positions (offset +592 -2560 0)
|
|
|
5 |
|
|
|
6 |
//------------------------------------------------
|
|
|
7 |
// Brief rundown of script as of 22/01/06 - Steve
|
|
|
8 |
//------------------------------------------------
|
|
|
9 |
//Start music
|
|
|
10 |
//Set screen black
|
|
|
11 |
//Enable the camera
|
|
|
12 |
//Move it in front of the lift
|
|
|
13 |
//Set up kirk npc with boltons and camera group
|
|
|
14 |
//Set the camera to look at kirk
|
|
|
15 |
//Give the actual kirk the boltons (weapon ones not really needed)
|
|
|
16 |
//Fade out
|
|
|
17 |
//Start one bit of dialogue
|
|
|
18 |
//Start lift moving down
|
|
|
19 |
//After 4 seconds cut in new dialogue
|
|
|
20 |
//After 1 move the camera in front of kirk and zoom in a bit
|
|
|
21 |
//After 5 seconds start some more dialogue
|
|
|
22 |
//Wait 5 then do some more
|
|
|
23 |
//Open the shaft door
|
|
|
24 |
//Move camera below shaft
|
|
|
25 |
//zoom out to normal fov
|
|
|
26 |
//Wait 5 seconds then say final dialogue
|
|
|
27 |
//Close up of face
|
|
|
28 |
//Look around a bit
|
|
|
29 |
//Start getting weapon
|
|
|
30 |
//Hide npc
|
|
|
31 |
//Move player to npc position
|
|
|
32 |
//Disable camera and give weapons
|
|
|
33 |
//Get out phaser
|
|
|
34 |
//play "roaming" music
|
|
|
35 |
|
|
|
36 |
// Music
|
|
|
37 |
set ( "SET_CON_COMMAND", "music music/ae_02/kirk_descends.mp3 music/ae_02/kirk_descends.mp3" );
|
|
|
38 |
|
|
|
39 |
// Mysterious darkness
|
|
|
40 |
camera ( FADE, < 0.000 0.000 0.000 >, 1.000, < 0.000 0.000 0.000 >, 1.000, 0 );
|
|
|
41 |
|
|
|
42 |
// Enable Camera
|
|
|
43 |
camera ( ENABLE );
|
|
|
44 |
|
|
|
45 |
|
|
|
46 |
// Position camera in front of lift
|
|
|
47 |
camera ( MOVE, <-2147 -1621 2896>, 0 );
|
|
|
48 |
//camera ( MOVE, <-2739 939 2896>, 0 ); (offset +592 -2560 0)
|
|
|
49 |
|
|
|
50 |
|
|
|
51 |
set ( /*@SET_TYPES*/ "SET_VIDEO_PLAY", "sfx2" );
|
|
|
52 |
wait ( 200.000 );
|
|
|
53 |
|
|
|
54 |
affect ( "munro", /*@AFFECT_TYPE*/ INSERT )
|
|
|
55 |
{
|
|
|
56 |
set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_STASIS" );
|
|
|
57 |
set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "true" );
|
|
|
58 |
}
|
|
|
59 |
|
|
|
60 |
|
|
|
61 |
|
|
|
62 |
// Set up our npc ready for use
|
|
|
63 |
affect ( "kirk", FLUSH )
|
|
|
64 |
{
|
|
|
65 |
set ( "SET_BOLTON_ON", "phaser_hip" );
|
|
|
66 |
set ( "SET_BOLTON_ON", "tos_mini_tricorder_hip" );
|
|
|
67 |
set ( "SET_BOLTON_ON", "communicator_hip" );
|
|
|
68 |
set ( "SET_INVISIBLE", "false" );
|
|
|
69 |
set ( "SET_CAMERA_GROUP", "kirkgrp" );
|
|
|
70 |
|
|
|
71 |
// Look at the npc
|
|
|
72 |
camera ( FOLLOW, "kirkgrp", 0.000, 0 );
|
|
|
73 |
}
|
|
|
74 |
|
|
|
75 |
// Give us all the right weapons and boltons
|
|
|
76 |
affect ( "munro", FLUSH)
|
|
|
77 |
{
|
|
|
78 |
set ( "SET_BOLTON_ON", "phaser_hip" );
|
|
|
79 |
set ( "SET_BOLTON_ON", "tos_mini_tricorder_hip" );
|
|
|
80 |
set ( "SET_BOLTON_ON", "communicator_hip" )
|
|
|
81 |
}
|
|
|
82 |
|
|
|
83 |
// Give it all a second to pull its head out
|
|
|
84 |
wait (1000.000 );
|
|
|
85 |
|
|
|
86 |
// Fade back to reality
|
|
|
87 |
camera ( FADE, < 0.000 0.000 0.000 >, 1.000, < 0.000 0.000 0.000 >, 0.000, 3000 );
|
|
|
88 |
|
|
|
89 |
// First bit
|
|
|
90 |
task ( "pro1" )
|
|
|
91 |
{
|
|
|
92 |
sound ( CHAN_VOICE, "sound/voice/ae02/Kirk/prologue1.mp3" );
|
|
|
93 |
}
|
|
|
94 |
do ( "pro1" );
|
|
|
95 |
|
|
|
96 |
// Move down the lift with us watching
|
|
|
97 |
affect ( "lift", FLUSH )
|
|
|
98 |
{
|
|
|
99 |
move ( $tag("lift_down", ORIGIN)$, <0 0 0>, 20000.000 );
|
|
|
100 |
}
|
|
|
101 |
|
|
|
102 |
// Five seconds later
|
|
|
103 |
wait (5000.000 );
|
|
|
104 |
|
|
|
105 |
// Second bit
|
|
|
106 |
task ( "pro2" )
|
|
|
107 |
{
|
|
|
108 |
sound ( CHAN_VOICE, "sound/voice/ae02/Kirk/prologue2.mp3" );
|
|
|
109 |
}
|
|
|
110 |
do ( "pro2" );
|
|
|
111 |
|
|
|
112 |
// Wait a bit
|
|
|
113 |
wait (3000.000 );
|
|
|
114 |
|
|
|
115 |
// Second position, us in the lift too
|
|
|
116 |
affect ( "kirk", FLUSH )
|
|
|
117 |
{
|
|
|
118 |
// 1664 is a magic number (sorry) that will just move along the vertical axis. It is
|
|
|
119 |
// also a good year for beer.
|
|
|
120 |
//camera( MOVE, get( VECTOR, "SET_ORIGIN" ), 1664 ) // Note 1664 is actually 0
|
|
|
121 |
camera ( FOLLOW, "", 0.000, 1 );
|
|
|
122 |
//camera ( /*@CAMERA_COMMANDS*/ MOVE, $TAG("lift_down", ANGLES)$, 0 );
|
|
|
123 |
// 15001 is the same thing but the duration is set to 15000
|
|
|
124 |
//camera ( MOVE, $tag("lift_down", ORIGIN)$, 15001 );
|
|
|
125 |
camera ( /*@CAMERA_COMMANDS*/ MOVE, $TAG("goingdown", ORIGIN)$, 0 );
|
|
|
126 |
camera ( /*@CAMERA_COMMANDS*/ PAN, $TAG("goingdown", ANGLES)$, < 0.000 0.000 0.000 >, 0 );
|
|
|
127 |
camera ( /*@CAMERA_COMMANDS*/ MOVE, $TAG("goingdown2", ORIGIN)$, 12000 );
|
|
|
128 |
camera ( /*@CAMERA_COMMANDS*/ PAN, $TAG("goingdown2", ANGLES)$, < 0.000 0.000 0.000 >, 12000 );
|
|
|
129 |
|
|
|
130 |
// Zoom in closer
|
|
|
131 |
Camera( ZOOM, 80, 0 );
|
|
|
132 |
}
|
|
|
133 |
|
|
|
134 |
// Not really needed but keeps it i sync with the camera
|
|
|
135 |
affect ( "lift", FLUSH )
|
|
|
136 |
{
|
|
|
137 |
move ( $tag("lift_down", ORIGIN)$, <0 0 0>, 15000.000 );
|
|
|
138 |
}
|
|
|
139 |
|
|
|
140 |
// Wait 5 seconds
|
|
|
141 |
wait (5000.000 );
|
|
|
142 |
|
|
|
143 |
// Third sentence
|
|
|
144 |
task ( "pro3" )
|
|
|
145 |
{
|
|
|
146 |
sound ( CHAN_VOICE, "sound/voice/ae02/Kirk/prologue3.mp3" );
|
|
|
147 |
}
|
|
|
148 |
do ( "pro3" ); // Lasts 4 seconds
|
|
|
149 |
|
|
|
150 |
// Wait whilst it does this
|
|
|
151 |
wait (4000.000 );
|
|
|
152 |
|
|
|
153 |
// Next bit
|
|
|
154 |
task ( "pro4" )
|
|
|
155 |
{
|
|
|
156 |
sound ( CHAN_VOICE, "sound/voice/ae02/Kirk/prologue4.mp3" );
|
|
|
157 |
}
|
|
|
158 |
do ( "pro4" ); // Lasts 4 seconds
|
|
|
159 |
|
|
|
160 |
// Open the door
|
|
|
161 |
use ( "shaftdoor" );
|
|
|
162 |
wait (2000.000 );
|
|
|
163 |
|
|
|
164 |
// Move us out onto the floor in front of kirk
|
|
|
165 |
//camera ( MOVE, <-2172 -1586 -390>, 0 );
|
|
|
166 |
//camera ( MOVE, <-2764 974 -390>, 0 ); (offset +592 -2560 0)
|
|
|
167 |
camera( ZOOM, 80; 0 );
|
|
|
168 |
camera ( /*@CAMERA_COMMANDS*/ MOVE, $TAG("lift_arrive1", ORIGIN)$, 0 );
|
|
|
169 |
camera ( /*@CAMERA_COMMANDS*/ PAN, $TAG("lift_arrive1", ANGLES)$, 0 );
|
|
|
170 |
camera ( /*@CAMERA_COMMANDS*/ MOVE, $TAG("lift_arrive2", ORIGIN)$, 3000 );
|
|
|
171 |
camera ( /*@CAMERA_COMMANDS*/ PAN, $TAG("lift_arrive2", ANGLES)$, 3000 );
|
|
|
172 |
|
|
|
173 |
|
|
|
174 |
|
|
|
175 |
// Go back to normal FOV
|
|
|
176 |
|
|
|
177 |
|
|
|
178 |
// Wait 1 seconds to hit the ground
|
|
|
179 |
wait (1000.000 );
|
|
|
180 |
|
|
|
181 |
// Final bit
|
|
|
182 |
task ( "pro5" )
|
|
|
183 |
{
|
|
|
184 |
sound ( CHAN_VOICE, "sound/voice/ae02/Kirk/prologue5.mp3" );
|
|
|
185 |
}
|
|
|
186 |
do ( "pro5" ); // Lasts 4 seconds
|
|
|
187 |
|
|
|
188 |
// One second dramatic pause
|
|
|
189 |
wait (6000.000 );
|
|
|
190 |
|
|
|
191 |
// Close up of face
|
|
|
192 |
Camera( ZOOM, 15, 0 );
|
|
|
193 |
|
|
|
194 |
// Look around
|
|
|
195 |
affect ( "kirk", FLUSH )
|
|
|
196 |
{
|
|
|
197 |
set ( "SET_ANIM_BOTH", "BOTH_STAND1_RANDOM7" );
|
|
|
198 |
}
|
|
|
199 |
|
|
|
200 |
// For 6 seconds (minus a bit to stop it teleflagging)
|
|
|
201 |
wait (5500.000 );
|
|
|
202 |
|
|
|
203 |
task ( "pro6" )
|
|
|
204 |
{
|
|
|
205 |
sound ( CHAN_VOICE, "sound/voice/ae02/Kirk/prologue6.mp3" );
|
|
|
206 |
}
|
|
|
207 |
do ( "pro6" ); // Lasts 4 seconds
|
|
|
208 |
wait ( 4000.000 );
|
|
|
209 |
|
|
|
210 |
|
|
|
211 |
// Get his weapon out (oh do grow up)
|
|
|
212 |
affect ( "kirk", FLUSH )
|
|
|
213 |
{
|
|
|
214 |
set ( "SET_ANIM_UPPER", "TORSO_RAISEWEAP1" );
|
|
|
215 |
}
|
|
|
216 |
|
|
|
217 |
// Give it a bit to show some movement
|
|
|
218 |
wait (1000.000 );
|
|
|
219 |
|
|
|
220 |
// Make kirk invisable
|
|
|
221 |
affect ( "kirk", FLUSH )
|
|
|
222 |
{
|
|
|
223 |
set ( "SET_INVISIBLE", "true" );
|
|
|
224 |
}
|
|
|
225 |
// Not entirely sure why this is here.. so remove it
|
|
|
226 |
//camera ( MOVE, <-2839 873 2896>, 0 );
|
|
|
227 |
|
|
|
228 |
// Move player to where kirk is
|
|
|
229 |
set ( "SET_CON_COMMAND", "setviewpos -2236 -1687 -416 45" );
|
|
|
230 |
//set ( "SET_CON_COMMAND", "setviewpos -2828 873 -416 45" ); (offset +592 -2560 0)
|
|
|
231 |
// Dont need this, have setviewpos now
|
|
|
232 |
//affect ( "munro", FLUSH )
|
|
|
233 |
//{
|
|
|
234 |
// move ( <-2828 873 -416>, <0 0 0>, 0 );
|
|
|
235 |
//}
|
|
|
236 |
|
|
|
237 |
// Turn it off
|
|
|
238 |
camera ( DISABLE );
|
|
|
239 |
|
|
|
240 |
// Give him the weapons
|
|
|
241 |
affect ( "munro", FLUSH)
|
|
|
242 |
{
|
|
|
243 |
set ( "SET_WEAPON", "WP_PHASER" );
|
|
|
244 |
set ( "SET_WEAPON", "WP_TRICORDER" );
|
|
|
245 |
set ( "SET_WEAPON", "WP_STASIS" );
|
|
|
246 |
set ( "SET_WEAPON", "WP_COMPRESSION_RIFLE" );
|
|
|
247 |
}
|
|
|
248 |
|
|
|
249 |
// Get his phaser out (i said grow up)
|
|
|
250 |
set ( "SET_CON_COMMAND", "weapon 2" );
|
|
|
251 |
|
|
|
252 |
// Music
|
|
|
253 |
set ( "SET_CON_COMMAND", "music music/ae_02/deserted_facility.mp3 music/ae_02/deserted_facility.mp3" );
|