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//
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//
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// Level:		map3b.bsp
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// Level:		map3b.bsp
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// Script By:	Cortex, Argyle, ltiefland
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// Script By:	Cortex, Argyle, ltiefland
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// Geometry By:	Argyle, Cortex, Alpharaptor
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// Geometry By:	Argyle, Cortex, Alpharaptor
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// Created on:	17/11/03
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// Created on:	17/11/03
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// Last Edited on:  $Date: 2007-04-08 23:58:18 +0200 (So, 08 Apr 2007) $
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// Last Edited on:  $Date: 2007-06-20 22:47:49 +0200 (Mi, 20 Jun 2007) $
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// Last Edited by:	$Author: lars $
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// Last Edited by:	$Author: avenger $
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#include "maps/global_scripts/global_archetype.scr"
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#include "maps/global_scripts/global_archetype.scr"
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#include "maps/global_scripts/global_common.scr"
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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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#include "maps/global_scripts/global_playerLoadout.scr"
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	//$spotted_trigger2.nottriggerable();
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	//$spotted_trigger2.nottriggerable();
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	//$spotted_trigger3.nottriggerable();
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	//$spotted_trigger3.nottriggerable();
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	//$spotted_trigger4.nottriggerable();
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	//$spotted_trigger4.nottriggerable();
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	$emma.removeactorweapon( "EnterpriseDatapad" );
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	$emma.removeactorweapon( "EnterpriseDatapad" );
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	$emma.anim( "idle" );
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	$emma.anim( "idle" );
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	$emma.turntoangle( 160 );
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	$emma.turntowardsplayer();
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	$emma.headwatchtarget( "player" , 7 );
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	$emma.headwatchtarget( "player" , 7 );
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	wait(0.5);
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	wait(0.2);
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	$emma.anim( "tap_comm" );
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	$emma.anim( "tap_comm" );
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	waitforanimation( $emma, "tap_comm" );
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	waitforanimation( $emma, "tap_comm" );
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	$player.playsound( "sound/misc/player/communicatorbeep.wav", 1, 1, 11111 );
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	$emma.playsound( "sound/misc/player/communicatorbeep.wav", 2, 2, 1111 );
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	$emma.anim( "idle" );
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	$emma.anim( "idle" );
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	$alexia1.anim( "idle" );
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	$alexia1.anim( "idle" );
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	wait(0.2);
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	wait(0.2);
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	$alexia1.turntoangle( 60 );
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	$alexia1.turntoangle( 60 );
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	$alexia1.headwatchtarget( "player" , 7 );
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	$alexia1.headwatchtarget( "player" , 7 );
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	$comp_screen.hide();
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	$comp_screen.hide();
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	$office_door.lock();
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	$office_door.lock();
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	$sick_door.lock();
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	$sick_door.lock();
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	//$office_field.show();
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	//$office_field.show();
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	$office_field2.show();
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	$office_field2.show();
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	$office_field2.solid();
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	$office_field2.solid();
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	$office_field2.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
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	$office_field2.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
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	$office_field2.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
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	$office_field2.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
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	wait(0.3);
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	wait(0.3);
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	//$office_door_field.show();
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	//$office_door_field.show();
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	//$office_door_field.solid();
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	//$office_door_field.solid();
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	//$office_door_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
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	//$office_door_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
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	//$office_door_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
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	//$office_door_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
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	wait(0.3);
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	wait(0.3);
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	$sick_door_field.show();
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	$sick_door_field.show();
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	$sick_door_field.solid();
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	$sick_door_field.solid();
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	$sick_door_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
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	$sick_door_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
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	$sick_door_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
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	$sick_door_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
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//required animations where included in teh models...
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	AIShowGroup    ( 668, "Federation" );
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	AIShowGroup    ( 668, "Federation" );
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	$security3.ai_on();
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	$security3.ai_on();
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	$security4.ai_on();
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	$security4.ai_on();
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	CommandToGroup ( 668 , "groupactortype" , "enemy" , "");
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	CommandToGroup ( 668 , "groupactortype" , "enemy" , "");
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}
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}
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void spotted_action()
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void spotted_action()
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{
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{
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	print("^5spotted_action\n");
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}
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}
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	$north_field.show();
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	$north_field.show();
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	$north_field.solid();
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	$north_field.solid();
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	$north_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
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	$north_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
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	$north_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
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	$north_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
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	$sarah_find_trig.nottriggerable();
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//	$sarah_find_trig.nottriggerable();
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	$neil_find_trig.nottriggerable();
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	$neil_find_trig.nottriggerable();
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//	$east_trigger.triggerable();
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//	$east_trigger.triggerable();
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//	$south_trigger.triggerable();
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//	$south_trigger.triggerable();
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	$player.playsound( "sound/environment/computer/lcars_no.wav");
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	$player.playsound( "sound/environment/computer/lcars_no.wav");
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}
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}
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void main()
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void main()
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{
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{
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	$hatch.solid();
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	//$hatch.solid(); //Chrissstrahl, does not exist (relict?)
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//-----------------------MAP3EX ORIGINAL SCRIPT--------------------------------
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//-----------------------MAP3EX ORIGINAL SCRIPT--------------------------------
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	$cor_ff1.hide();
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	//$cor_ff1.hide(); //Chrissstrahl, does not exist (relict?)
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	$cor_ff2.hide();
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	$cor_ff2.hide();
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	$cor_ff3.hide();
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	$cor_ff3.hide();
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	$cor_ff1.notsolid();
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	//$cor_ff1.notsolid(); //Chrissstrahl, does not exist (relict?)
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	$cor_ff2.notsolid();
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	$cor_ff2.notsolid();
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	$cor_ff3.notsolid();
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	$cor_ff3.notsolid();
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	$ff2_trig.nottriggerable();
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	$ff2_trig.nottriggerable();
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	//$office_door_field.notsolid();
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	//$office_door_field.notsolid();