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Revision 828 Revision 829
Zeile 2... Zeile 2...
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// 
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// 
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// Level:		map09.bsp
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// Level:		map09.bsp
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// Script By:		DrBob & Argyle & TickNSwisted & Sam "Bicko" Bickley & LTiefland
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// Script By:		DrBob & Argyle & TickNSwisted & Sam "Bicko" Bickley & LTiefland
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// Geometry By:		TickNSwisted & Argyle & Sam "Bicko" Bickley 
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// Geometry By:		TickNSwisted & Argyle & Sam "Bicko" Bickley 
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// Created on:		02/04/04 
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// Created on:		02/04/04 
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// Last Edited on:	11/15/06
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// Last Edited on:	11/18/06
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// Last Edited By:	LTiefland
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// Last Edited By:	LTiefland
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//************************************************************************** 
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//************************************************************************** 
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//   MAP 10 SCRIPT 
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//   MAP 10 SCRIPT 
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//************************************************************************** 
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//************************************************************************** 
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//INCLUDES 
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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_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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#include "maps/global_scripts/global_archetype.scr"
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//void fire_door_01(); 
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//void fire_door_01(); 
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//void open_door_01(); 
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//void open_door_01(); 
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//void shut_door_01(); 
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//void shut_door_01(); 
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void shuttle_entrance_skip();
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void shuttle_entrance_skip();
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void cin_shuttle();
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void cin_shuttle();
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void cin_shuttle_skip();
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void cin_shuttle_skip();
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void t15_attack();
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float elevator1_pos = 1; 
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float elevator1_pos = 1; 
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        $player.setobjectiveshow( "findstammheim", 1 ); 
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        $player.setobjectiveshow( "findstammheim", 1 ); 
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} 
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} 
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void setupWorld()
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void setupWorld()
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{ 
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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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{ 
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	$rom_1.hide();
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	$screen_on.hide();
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	$screen_on.hide();
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        $screen_pattern.show();
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	$screen_pattern.show();
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	$shuttle_attacker1.ai_off();
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	$shuttle_attacker1.ai_off();
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	$shuttle_attacker2.ai_off();
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	$shuttle_attacker2.ai_off();
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	$shuttle_attacker3.ai_off();
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	$shuttle_attacker3.ai_off();
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	$shuttle_attacker4.ai_off();
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	$shuttle_attacker4.ai_off();
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	$shuttle_attacker3.hide();
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	$shuttle_attacker3.hide();
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	$shuttle_attacker3.notsolid();
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	$shuttle_attacker3.notsolid();
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	$shuttle_attacker4.hide();
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	$shuttle_attacker4.hide();
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	$shuttle_attacker4.notsolid();
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	$shuttle_attacker4.notsolid();
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        $drull_shuttle.bind($shuttle_bind);
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	$drull_shuttle.bind($shuttle_bind);
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        $shuttle_main.bind($shuttle_bind);
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	$shuttle_main.bind($shuttle_bind);
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        //Setup onUse threads... 
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	//Setup onUse threads... 
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        thread globalCommon_OnUse( $door1_left, "fire_door_01" ); 
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	thread globalCommon_OnUse( $door1_left, "fire_door_01" ); 
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        //Change the player's model 
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	//Change the player's model 
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        $player.model( "char/hazardteam_jurot.tik" ); 
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	$player.model( "char/hazardteam_jurot.tik" ); 
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        //Load the mission objectives 
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	//Load the mission objectives 
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        $player.loadobjectives( "GBS10" ); 
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	$player.loadobjectives( "GBS10" ); 
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        //Take away weapons from player!
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	//Take away weapons from player!
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        //No tricorder in this map!
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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-compressionrifle.tik" );
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        $player.take ( "models/weapons/worldmodel-fieldassaultrifle.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-burstrifle.tik" );
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        $player.take ( "models/weapons/worldmodel-attrex-rifle.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-compressionrifle.tik" );
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        $player.take ( "models/weapons/worldmodel-phaser-STX.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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	$player.take ( "models/weapons/worldmodel-tricorder-STX.tik" );	
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        //Give the player her weapons 
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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_TRICORDER_STX ); 
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        globalLoadout_GiveWeapon( WEAPON_ROMULAN_DISRUPTOR ); 
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        globalLoadout_GiveWeapon( WEAPON_ROMULAN_DISRUPTOR ); 
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	$stammheim.walkto( "$enter_waypoint6" );
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	$stammheim.walkto( "$enter_waypoint6" );
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	waitfor( $stammheim );
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	waitfor( $stammheim );
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	$stammheim.walkto( "$enter_waypoint7" );
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	$stammheim.walkto( "$enter_waypoint7" );
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	waitfor( $stammheim );
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}
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void t15_attack()
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{
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	$t15.show();
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	$t15.solid();
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	$t15.ai_on();
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	$t15.attack($player);
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}
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void rom_1()
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{
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	$rom_1.show();
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	$rom_1.solid();
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	$rom_1.ai_on();
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	waitfor( $stammheim );
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	$rom_1.attack($player);
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}
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}