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Revision 850 Revision 854
Zeile 213... Zeile 213...
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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 );
Zeile 215... Zeile 215...
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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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}
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}
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void east()
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void east()
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{
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{
-
 
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	$east_field.show();
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	$east_field.show();
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	$east_field.solid();
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	$east_field.solid();
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	$east_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
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	$east_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
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	$east_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
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}
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}
Zeile 262... Zeile 263...
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	$neil.anim( "tap_comm" );
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	$neil.anim( "tap_comm" );
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	waitforanimation( $neil, "tap_comm" );
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	waitforanimation( $neil, "tap_comm" );
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	$neil.playsound( "sound/misc/player/communicatorbeep.wav", 1, 1, 11111 );
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	$neil.playsound( "sound/misc/player/communicatorbeep.wav", 1, 1, 11111 );
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	$neil.anim( "idle" );
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	$neil.anim( "idle" );
Zeile -... Zeile 267...
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	triggerentity( $east_trigger );
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	$east_field.show();
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//	$east_field.show();
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	$east_field.solid();
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//	$east_field.solid();
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	$east_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
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//	$east_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
Zeile 270... Zeile 273...
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	$east_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
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//	$east_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();
Zeile 273... Zeile 276...
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	$south_trigger.triggerable();
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//	$south_trigger.triggerable();
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}
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}
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Zeile 285... Zeile 288...
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	$sarah.anim( "tap_comm" );
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	$sarah.anim( "tap_comm" );
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	waitforanimation( $sarah, "tap_comm" );
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	waitforanimation( $sarah, "tap_comm" );
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	$sarah.playsound( "sound/misc/player/communicatorbeep.wav", 1, 1, 11111 );
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	$sarah.playsound( "sound/misc/player/communicatorbeep.wav", 1, 1, 11111 );
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	$sarah.anim( "idle" );
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	$sarah.anim( "idle" );
Zeile -... Zeile 292...
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	triggerentity( $south_trigger );
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	$south_field.show();
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//	$south_field.show();
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	$south_field.solid();
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//	$south_field.solid();
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	$south_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
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//	$south_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
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	$south_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
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//	$south_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
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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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}
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}
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Zeile 389... Zeile 394...
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	$security3.hide();
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	$security3.hide();
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	$security3.notsolid();
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	$security3.notsolid();
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	$security4.hide();
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	$security4.hide();
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	$security4.notsolid();
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	$security4.notsolid();
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	//-------------------------------------------------
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	//-------------------------------------------------
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	$east_trigger.nottriggerable();
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//	$east_trigger.nottriggerable();
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	$south_trigger.nottriggerable();
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//	$south_trigger.nottriggerable();
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	$west_trigger.nottriggerable();	
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	$west_trigger.nottriggerable();	
Zeile 397... Zeile 402...
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	$north_field.hide();
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	$north_field.hide();