Subversion-Projekte sthq.gbs

Revision

Revision 830 | Revision 857 | Zur aktuellen Revision | Ganze Datei anzeigen | Leerzeichen ignorieren | Details | Blame | Letzte Änderung | Log anzeigen | RSS feed

Revision 830 Revision 855
Zeile 1... Zeile 1...
1
// EF2 Level Script File 
1
// EF2 Level Script File 
2
// 
2
// 
3
// Level:		map09.bsp
3
// Level:		map09.bsp
4
// Script By:		DrBob & Argyle & TickNSwisted & Sam "Bicko" Bickley & LTiefland
4
// Script By:		DrBob & Argyle & TickNSwisted & Sam "Bicko" Bickley & LTiefland & Chrissstrahl
5
// Geometry By:		TickNSwisted & Argyle & Sam "Bicko" Bickley 
5
// Geometry By:		TickNSwisted & Argyle & Sam "Bicko" Bickley 
6
// Created on:		02/04/04 
6
// Created on:		02/04/04 
7
// Last Edited on:	11/18/06
7
// Last Edited on:		31.01.2006
8
// Last Edited By:	LTiefland
8
// Last Edited By:		Chrissstrahl
9
//************************************************************************** 
9
//************************************************************************** 
10
//   MAP 10 SCRIPT 
10
//   MAP 9SCRIPT 
11
//************************************************************************** 
11
//************************************************************************** 
12
//INCLUDES 
12
//INCLUDES 
13
#include "maps/global_scripts/global_common.scr" 
13
#include "maps/global_scripts/global_common.scr"
14
#include "maps/global_scripts/global_playerLoadout.scr" 
-
 
15
#include "maps/global_scripts/global_archetype.scr"
14
#include "maps/global_scripts/global_archetype.scr"
-
 
15
#include "maps/global_scripts/global_playerLoadout.scr" 
-
 
16
 
-
 
17
//NOTES
-
 
18
/*
-
 
19
sound/doors/door_locked.wav
-
 
20
sound/ships/romulan/rom_beep_yes.wav
-
 
21
sound/ships/romulan/rom_beep_no.wav
-
 
22
sound/ships/romulan/rom_beep_activate.wav
-
 
23
sound/ships/romulan/rom_redalert.wav
-
 
24
*/
-
 
25
 
-
 
26
 
-
 
27
//VARS
-
 
28
//************************************************************************** 
-
 
29
float romulan1_active;
-
 
30
float elevator1_pos = 1; 
-
 
31
float door_01_pos = 1; 
-
 
32
float lift_02_pos = 0; 
Zeile -... Zeile 33...
-
 
33
 
-
 
34
 
-
 
35
//STAGE 0
16
 
36
void main();
-
 
37
void setupWorld();
-
 
38
 
17
//void fire_door_01(); 
39
//STAGE 1
18
//void open_door_01(); 
40
void granade_romulan1();
-
 
41
void fire_lift_01() ;
-
 
42
void lift_01_romulaner();
19
//void shut_door_01(); 
43
//
20
void fire_lift_01(); 
44
void fire_lift_01(); 
21
void fire_lift_02(); 
45
void fire_lift_02(); 
22
void fire_lift_03(); 
46
void fire_lift_03(); 
23
void fire_ff_01();
47
void fire_ff_01();
24
void fire_steam_01();
48
void fire_steam_01();
25
void fire_steam_02();
-
 
26
 
-
 
27
void main(); 
-
 
28
void setupWorld(); 
49
void fire_steam_02();
29
 
50
//
30
void cin_cells(); 
51
void cin_cells(); 
31
void cin_cells_skip();
52
void cin_cells_skip();
32
 
53
//
33
void shuttle_entrance();
54
void shuttle_entrance();
34
void shuttle_entrance_skip();
55
void shuttle_entrance_skip();
35
 
56
//
36
void cin_shuttle();
57
void cin_shuttle();
37
void cin_shuttle_skip();
-
 
38
 
-
 
39
void t15_attack();
-
 
40
void rom_1();
-
 
41
 
-
 
42
void grp_hall_door();
-
 
43
 
-
 
44
float elevator1_pos = 1; 
-
 
45
float door_01_pos = 1; 
-
 
46
float lift_02_pos = 0; 
-
 
47
 
-
 
48
 
58
void cin_shuttle_skip();
49
void stammheimEnteringShuttle();
59
void stammheimEnteringShuttle();
Zeile 50... Zeile -...
50
void illiaEnteringShuttle();
-
 
51
 
-
 
52
 
-
 
53
 
-
 
54
//void fire_door_01()
-
 
55
//{ 
-
 
56
//        if( door_01_pos == 0 ) 
-
 
57
//        { 
-
 
58
//                shut_door_01(); 
-
 
59
//        } 
-
 
60
//        else 
-
 
61
//        { 
-
 
62
//                if( door_01_pos == 1 ) 
-
 
63
//                { 
-
 
64
//                        open_door_01(); 
-
 
65
//                           wait( 5 ); 
-
 
66
//                           shut_door_01(); 
-
 
67
//                } 
-
 
68
//        } 
-
 
69
//        thread globalCommon_OnUse( $door1_left, "fire_door_01" ); 
-
 
70
//} 
-
 
71
 
-
 
72
//void open_door_01() 
-
 
73
//{ 
-
 
74
//        door_01_pos = 1; 
-
 
75
//        $door1_init.movesouth( 102 );  
-
 
76
//        waitfor( $door1_init ); 
-
 
77
//        $door1_right.movesouth( 116 ); 
-
 
78
//        $door1_left.movenorth( 116 ); 
-
 
79
//        waitFor( $door1_left ); 
-
 
80
//        door_01_pos = 0;
-
 
81
//} 
-
 
82
 
-
 
83
//void shut_door_01()
-
 
84
//{ 
-
 
85
//        door_01_pos = 0; 
-
 
86
//        $door1_left.movesouth( 116 );  
-
 
87
//        $door1_right.movenorth( 116 ); 
-
 
88
//        waitfor ( $door1_right );  
-
 
89
//        $door1_init.movesouth( 102 ); 
-
 
Zeile 90... Zeile -...
90
//        waitFor( $door1_init ); 
-
 
91
//        door_01_pos = 1; 
-
 
92
//} 
-
 
93
 
-
 
94
void fire_lift_01 () 
-
 
95
{ 
-
 
96
        $lift_01.playsound ( "sound/environment/machine/lift3.wav" ); 
-
 
97
        $lift_01.time ( 6 ); 
-
 
98
        $lift_01.movedown ( 432 ); 
-
 
99
        wait ( 6 ); 
-
 
100
        $lift_01.playsound ( "sound/environment/machine/lift3stop.wav" ); 
-
 
101
        wait ( 3 ); 
-
 
102
        $lift_01.playsound ( "sound/environment/machine/lift3.wav" ); 
-
 
103
        $lift_01.time ( 6 ); 
-
 
104
        $lift_01.moveup ( 432 ); 
-
 
Zeile 105... Zeile 60...
105
        wait ( 6 ); 
60
void illiaEnteringShuttle();
106
        $lift_01.playsound ( "sound/environment/machine/lift3stop.wav" ); 
61
 
107
        wait ( 3 );
62
 
108
} 
63
 
109
 
64
 
110
void fire_lift_02 () 
65
void fire_lift_02 ()
111
{ 
66
{
112
        if ( lift_02_pos == 0 )  
67
	if ( lift_02_pos == 0 )  
113
        {  
68
	{
114
                $lift_02.playsound ( "sound/environment/machine/lift3.wav" );  
69
		$lift_02.playsound ( "sound/environment/machine/lift3.wav" );  
115
                $lift_02.time ( 4 ); 
70
		$lift_02.time ( 4 ); 
116
                $lift_02.movedown ( 280 ); 
71
		$lift_02.movedown ( 280 ); 
117
                wait ( 4 ); 
72
		wait ( 4 ); 
118
                $lift_02.playsound ( "sound/environment/machine/lift3stop.wav" ); 
73
		$lift_02.playsound ( "sound/environment/machine/lift3stop.wav" ); 
119
                wait ( 3 ); 
74
		wait ( 3 ); 
120
                lift_02_pos = 1; 
75
		lift_02_pos = 1; 
121
        } 
76
	}
122
        else 
77
	else 
123
        { 
78
	{
124
                if ( lift_02_pos == 1 )  
79
		if ( lift_02_pos == 1 )  
125
                {  
80
		{  
126
                        $lift_02.playsound ( "sound/environment/machine/lift3.wav" );  
81
			$lift_02.playsound ( "sound/environment/machine/lift3.wav" );  
127
                        $lift_02.time ( 4 );  
82
			$lift_02.time ( 4 );  
128
                        $lift_02.moveup ( 280 ); 
83
			$lift_02.moveup ( 280 ); 
129
                        wait ( 4 ); 
84
			wait ( 4 ); 
130
                        $lift_02.playsound ( "sound/environment/machine/lift3stop.wav" );  
85
			$lift_02.playsound ( "sound/environment/machine/lift3stop.wav" );  
Zeile 131... Zeile 86...
131
                        wait ( 3 );  
86
			wait ( 3 );  
132
                        lift_02_pos = 0;  
87
			lift_02_pos = 0;  
133
                } 
88
		}
134
        } 
89
	}
135
} 
90
}
136
 
91
 
137
void fire_lift_03 () 
92
void fire_lift_03 () 
138
{ 
93
{ 
139
        $lift_03.playsound ( "sound/environment/machine/lift3.wav" ); 
94
	$lift_03.playsound ( "sound/environment/machine/lift3.wav" ); 
140
        $lift_03.time ( 3 ); 
95
	$lift_03.time ( 3 ); 
141
        $lift_03.moveup ( 262 );
96
	$lift_03.moveup ( 262 );
142
        wait ( 3 ); 
97
	wait ( 3 ); 
143
        $lift_03.playsound ( "sound/environment/machine/lift3stop.wav" ); 
98
	$lift_03.playsound ( "sound/environment/machine/lift3stop.wav" ); 
144
        wait ( 4 ); 
99
	wait ( 4 ); 
145
        $lift_03.playsound ( "sound/environment/machine/lift3.wav" ); 
100
	$lift_03.playsound ( "sound/environment/machine/lift3.wav" ); 
Zeile 146... Zeile 101...
146
        $lift_03.time ( 3 ); 
101
	$lift_03.time ( 3 ); 
147
        $lift_03.movedown ( 262 ); 
102
	$lift_03.movedown ( 262 ); 
148
        wait ( 3 ); 
103
	wait ( 3 ); 
149
        $lift_03.playsound ( "sound/environment/machine/lift3stop.wav" );
104
	$lift_03.playsound ( "sound/environment/machine/lift3stop.wav" );
150
        wait ( 3 ); 
105
	wait ( 3 ); 
151
}
106
}
152
 
107
 
153
void fire_baydoors ()
108
void fire_baydoors ()
154
{
109
{
155
        $bay_door_01.playsound ( "sound/environment/machine/lift4.wav");
110
	$bay_door_01.playsound ( "sound/environment/machine/lift4.wav");
Zeile 156... Zeile 111...
156
        $bay_door_01.time ( 5 );
111
	$bay_door_01.time ( 5 );
-
 
112
	$bay_door_01.movenorth ( 500 );
157
        $bay_door_01.movenorth ( 500 );
113
	$bay_door_02.time ( 5 );
-
 
114
	$bay_door_02.movesouth ( 500 );
-
 
115
	wait ( 5 );
-
 
116
	$bay_door_01.playsound ( "sound/environment/machine/lift4stop.wav" );
-
 
117
}
-
 
118
 
-
 
119
void fire_ff_01 () 
158
        $bay_door_02.time ( 5 );
120
//Removes the ff to the controll center.
-
 
121
{
-
 
122
	$trigger_ff.playsound( "sound/ships/romulan/rom_beep_activate.wav" );
-
 
123
	wait( 2 );
159
        $bay_door_02.movesouth ( 500 );
124
	
Zeile 160... Zeile 125...
160
        wait ( 5 );
125
	$sparks_ff.selfdetonate();
161
        $bay_door_01.playsound ( "sound/environment/machine/lift4stop.wav" );
126
	wait( 0.1 );
162
}
127
	$device_ff_origin.angles( '90 -90 0' );
163
 
128
	$ff_01.remove ();
164
void fire_ff_01 () 
129
	$sparks_ff.show();
165
{ 
130
	$cable_ff.show();
166
        $ff_01.remove (); 
131
	wait( 3 );
167
}
132
}
168
 
133
 
169
 
134
 
Zeile 170... Zeile 135...
170
void fire_steam_01()
135
void fire_steam_01()
171
{
136
{
172
  $knob_steam_01.rotateZ(50);
137
	$knob_steam_01.rotateZ(50);
173
//  $knob_steam_01.movenorth(1);
138
	//  $knob_steam_01.movenorth(1);
174
  $knob_steam_01.playsound( "sound/environment/metal/crank_switch.wav" );
139
	$knob_steam_01.playsound( "sound/environment/metal/crank_switch.wav" );
175
  wait(1);
140
	wait(1);
176
  $knob_steam_01.rotateZ(0);
141
	$knob_steam_01.rotateZ(0);
177
  $trig_steam_01.nottriggerable();
142
	$trig_steam_01.nottriggerable();
178
  $enty_steam_01.remove ();
143
	$enty_steam_01.remove ();
179
}
144
}
Zeile 180... Zeile 145...
180
 
145
 
181
void fire_steam_02()
146
void fire_steam_02()
182
{
147
{
183
  $knob_steam_02.rotateX(64);
148
	$knob_steam_02.rotateX(64);
184
//  $knob_steam_02.movenorth(1);
149
	//  $knob_steam_02.movenorth(1);
185
  $knob_steam_02.playsound( "sound/environment/metal/crank_switch.wav" );
150
	$knob_steam_02.playsound( "sound/environment/metal/crank_switch.wav" );
186
  wait(1);
151
	wait(1);
-
 
152
	$knob_steam_02.rotateX(0);
-
 
153
	$trig_steam_02.nottriggerable();
-
 
154
	$enty_steam_02.remove ();
-
 
155
}
187
  $knob_steam_02.rotateX(0);
156
 
188
  $trig_steam_02.nottriggerable();
157
//************************************************************************** 
189
  $enty_steam_02.remove ();
158
//MAIN
-
 
159
//**************************************************************************
190
}
160
void main() 
191
 
161
{ 
192
//************************************************************************** 
162
	soundtrack( "music/map9.mus" ); 
-
 
163
	$sky.rendereffects( "+skyorigin" );
-
 
164
	thread setupWorld(); 
-
 
165
	
193
//MAIN
166
	//Wait for the Player to be Ready
194
//**************************************************************************
167
	waitForPlayer();
195
void main() 
168
	
196
{ 
169
	//Equip developers with something special, like tricorder to chek all the model archetypes
-
 
170
	if( getCvar( "developer" ) == "1" )
197
        soundtrack( "music/m10l1-romulan_installation.mus" ); 
171
	{
198
		thread globalArchetype_Setup( $rom_bay_door, "rom_bay_door");
-
 
199
 
172
		$player.give ( "models/weapons/worldmodel-tricorder-STX.tik" );
200
        $player.give( "models/weapons/worldmodel-phaser-STX.tik" ); 
173
		stuffcmd( "sv_showInfo", "1" );
-
 
174
		stuffcmd( "sv_showInfodist", "512" );
201
        $player.give( "models/weapons/worldmodel-compressionrifle.tik" ); 
175
	}
202
        $player.give( "models/weapons/worldmodel-rom-disruptor.tik" ); 
176
	
203
        $player.ammo( "Phaser", 200 ); 
177
	
204
        $player.ammo( "Disruptor", 200 ); 
178
	//Euip player with weapons
-
 
179
	$player.give( "models/weapons/worldmodel-compressionrifle.tik" );
205
        $player.ammo( "Fed", 200 ); 
180
	$player.give( "models/weapons/worldmodel-rom-disruptor.tik" );
Zeile 206... Zeile 181...
206
        $player.armor( "BasicArmor", 100 ); 
181
 
207
        $player.use( "romulanDisruptor" ); 
182
	//Give some Ammo
-
 
183
	$player.ammo( "Plasma", 200 );
-
 
184
	$player.armor( "BasicArmor", 100 );
-
 
185
	
-
 
186
	//Make the player use this weapon now
-
 
187
	$player.use( "romulanDisruptor" );
-
 
188
	
-
 
189
	//Show the mission objective 
-
 
190
	$player.setobjectiveshow( "findstammheim", 1 );
-
 
191
	wait( 1.5 );
-
 
192
} 
-
 
193
 
-
 
194
void setupWorld()
-
 
195
{
-
 
196
	//Setup The Archetypes
-
 
197
	thread globalArchetype_Setup( $console_0, "RomulanGenericUsableConsole");
-
 
198
	thread globalArchetype_Setup( $console_1, "RomulanSecurityUsableConsole");
-
 
199
	thread globalArchetype_Setup( $console_2, "RomulanGenericUsableConsole");
-
 
200
	thread globalArchetype_Setup( $console_3, "RomulanSecurityUsableConsole");
-
 
201
	
-
 
202
	//Setup The OnUse Threads
-
 
203
	thread globalCommon_OnUse( $trigger_fire_lift_01, "lift_01_romulaner" ); 
-
 
204
	
-
 
205
	//Loop Sounds
-
 
206
	$stammheim_forcefield.loopsound( "sound/ships/enterprise/ent_forcefield.wav" , 1, 125 );
-
 
207
	
-
 
208
	//Force Field Generator Device (Not the ventilator system)
-
 
209
	$device_ff.bind( $device_ff_origin );
-
 
210
	$sparks_ff.hide();
-
 
211
	$cable_ff.hide();
-
 
212
	$device_ff_origin.angles( '0 -90 0' );
-
 
213
	
208
 
214
	//Granade Romulaner
209
        $sky.rendereffects( "+skyorigin" ); 
215
	$romulan1.ai_off();//Sleep till we need you
210
 
216
	
211
        setupWorld(); 
217
	//TEMORARY -> Lock Cell Door and disable cinematics
-
 
218
	//Till player finds the console to unlock the cell
212
 
219
	$cell_door.lock();
213
        waitForPlayer(); 
220
	$trigger_cin_cells.nottriggerable();
-
 
221
	//Lock door for the shuttlebay
-
 
222
	$baydoor.lock();
214
 
223
	
215
        //Show the mission objective 
224
	//Cells, outside gards
-
 
225
	$romulan2.ai_off();
-
 
226
	$romulan3.ai_off();
216
        $player.setobjectiveshow( "findstammheim", 1 ); 
227
	$romulan4.ai_off();
217
} 
228
	$romulan2.hide();
218
 
229
	$romulan3.hide();
219
void setupWorld()
230
	$romulan4.hide();
220
{ 
231
	$romulan2.notsolid();
221
	$t15.ai_off();
-
 
222
	$t15.notsolid();
232
	$romulan3.notsolid();
223
	$t15.hide();
-
 
224
	$rom_1.ai_off();
233
	$romulan4.notsolid();
225
	$rom_1.notsolid();
-
 
226
	$rom_1.hide();
234
 
-
 
235
	//Video Screen
-
 
236
	$screen_on.hide();
-
 
237
    $screen_pattern.show();
227
	$screen_on.hide();
238
	
Zeile -... Zeile 239...
-
 
239
	//Shuttle, Romulan Patrols
228
	$screen_pattern.show();
240
	$shuttle_attacker1.ai_off();
229
	$shuttle_attacker1.ai_off();
241
	$shuttle_attacker2.ai_off();
230
	$shuttle_attacker2.ai_off();
-
 
231
	$shuttle_attacker3.ai_off();
-
 
Zeile 232... Zeile 242...
232
	$shuttle_attacker4.ai_off();
242
	$shuttle_attacker3.ai_off();
233
	$shuttle_attacker1.hide();
243
	$shuttle_attacker4.ai_off();
Zeile 234... Zeile 244...
234
	$shuttle_attacker1.notsolid();
244
	$shuttle_attacker1.hide();
235
	$shuttle_attacker2.hide();
245
	$shuttle_attacker2.hide();
Zeile 236... Zeile -...
236
	$shuttle_attacker2.notsolid();
-
 
237
	$shuttle_attacker3.hide();
-
 
238
	$shuttle_attacker3.notsolid();
-
 
239
	$shuttle_attacker4.hide();
-
 
240
	$shuttle_attacker4.notsolid();
-
 
241
 
246
	$shuttle_attacker3.hide();
242
	$drull_shuttle.bind($shuttle_bind);
-
 
243
	$shuttle_main.bind($shuttle_bind);
-
 
244
	//Setup onUse threads... 
-
 
245
	thread globalCommon_OnUse( $door1_left, "fire_door_01" ); 
247
	$shuttle_attacker4.hide();
246
 
-
 
247
	//Change the player's model 
-
 
248
	$player.model( "char/hazardteam_jurot.tik" ); 
-
 
Zeile 249... Zeile -...
249
 
-
 
250
	//Load the mission objectives 
-
 
251
	$player.loadobjectives( "GBS10" ); 
-
 
252
	
248
	$shuttle_attacker1.notsolid();
253
	//Take away weapons from player!
249
	$shuttle_attacker2.notsolid();
Zeile 254... Zeile 250...
254
	//No tricorder in this map!
250
	$shuttle_attacker3.notsolid();
255
	$player.take ( "models/weapons/worldmodel-compressionrifle.tik" );
251
	$shuttle_attacker4.notsolid();
Zeile 256... Zeile 252...
256
	$player.take ( "models/weapons/worldmodel-fieldassaultrifle.tik" );
252
 
257
	$player.take ( "models/weapons/worldmodel-burstrifle.tik" );
253
	//Shuttle, Bind Models
258
	$player.take ( "models/weapons/worldmodel-attrex-rifle.tik" );
254
	$drull_shuttle.bind($shuttle_bind);
259
	$player.take ( "models/weapons/worldmodel-compressionrifle.tik" );
255
	$shuttle_main.bind($shuttle_bind);
260
	$player.take ( "models/weapons/worldmodel-phaser-STX.tik" );	
256
 
261
	$player.take ( "models/weapons/worldmodel-tricorder-STX.tik" );	
257
	//Change the player's model 
262
        //Give the player her weapons 
258
	$player.model( "char/hazardteam_jurot.tik" ); 
263
        globalLoadout_GiveWeapon( WEAPON_TRICORDER_STX ); 
259
 
264
        globalLoadout_GiveWeapon( WEAPON_ROMULAN_DISRUPTOR ); 
260
	//Load the mission objectives 
265
        $player.give( "models/weapons/worldmodel-rom-disruptor-rifle.tik" ); 
-
 
266
 
-
 
267
        //Make Stammheim so that he isn't allowed to be killed by you 
-
 
268
        $stammheim.not_allowed_to_kill(); 
-
 
269
 
-
 
270
        //Remove Stammheim's toy 
-
 
271
        $stammheim.removeactorweapon( "CompressionRifle" ); 
-
 
272
 
-
 
273
        $illia_cockpit.removeactorweapon( "CompressionRifleEnhanced" );
-
 
274
        $stammheim_cockpit.removeactorweapon( "CompressionRifle" );
-
 
275
 
-
 
276
 
-
 
277
        //Spawn cameras 
-
 
278
        spawn( "Camera", "targetname", "cam1" );
-
 
279
	spawn( "Camera", "targetname", "cam2" ); 
-
 
280
        spawn( "Camera", "targetname", "cam3" );
-
 
Zeile -... Zeile 261...
-
 
261
	$player.loadobjectives( "GBS10" ); 
-
 
262
	
-
 
263
	//Make Stammheim so that he isn't allowed to be killed by you 
-
 
264
	$stammheim.not_allowed_to_kill(); 
-
 
265
 
-
 
266
	//Remove Stammheim's toy 
-
 
267
	$stammheim.removeactorweapon( "CompressionRifle" ); 
-
 
268
 
-
 
269
	$illia_cockpit.removeactorweapon( "CompressionRifleEnhanced" );
-
 
270
	$stammheim_cockpit.removeactorweapon( "CompressionRifle" );
-
 
271
 
-
 
272
 
-
 
273
	//Spawn cameras 
-
 
274
	spawn( "Camera", "targetname", "cam1" );
-
 
275
	spawn( "Camera", "targetname", "cam2" ); 
-
 
276
	spawn( "Camera", "targetname", "cam3" );
281
        spawn( "Camera", "targetname", "cam4" );
277
	spawn( "Camera", "targetname", "cam4" );
282
        spawn( "Camera", "targetname", "cam5" );
278
	spawn( "Camera", "targetname", "cam5" );
283
        spawn( "Camera", "targetname", "cam6" );
279
	spawn( "Camera", "targetname", "cam6" );
284
        spawn( "Camera", "targetname", "cam7" );
280
	spawn( "Camera", "targetname", "cam7" );
285
        spawn( "Camera", "targetname", "cam8" );
281
	spawn( "Camera", "targetname", "cam8" );
286
 
282
 
287
        //Remove NPCs AI 
283
	//Remove NPCs AI 
288
        $stammheim.ai_off();
284
	$stammheim.ai_off();
289
        $stammheim_cockpit2.ai_off();
285
	$stammheim_cockpit2.ai_off();
290
        $stammheim_cockpit2.hide();
286
	$stammheim_cockpit2.hide();
291
        $stammheim_cockpit.ai_off();
287
	$stammheim_cockpit.ai_off();
292
        $illia_cockpit.ai_off();
288
	$illia_cockpit.ai_off();
293
        $imdead.ai_off();
289
	$imdead.ai_off();
294
        $arrest1.ai_off();
290
	$arrest1.ai_off();
295
        $arrest2.ai_off();
291
	$arrest2.ai_off();
-
 
292
	$arrest3.ai_off();
-
 
293
	$arrest4.ai_off();
-
 
294
 
-
 
295
	//Set NPCs sides 
-
 
296
	$stammheim.actortype( "teammate" ); 
-
 
297
	$player.addrosterteammate1( $stammheim ); 
-
 
298
 
-
 
299
	//Make it so that Romulans wont attack Stammheim, only you 
-
 
300
	$stammheim.flags( "+notarget" ); 
Zeile 296... Zeile -...
296
        $arrest3.ai_off();
-
 
297
        $arrest4.ai_off();
-
 
Zeile -... Zeile 301...
-
 
301
 
-
 
302
	//Make Stammheim a mission target 
-
 
303
	$stammheim.missionobjective( 1 ); 
-
 
304
 
-
 
305
	//Setup NPC animations
-
 
306
	$stammheim.anim( "idle_breathing" ); 
-
 
307
	$imdead.anim("dead_in_captain_chair");
-
 
308
 
-
 
309
	//Setup NPC facial animation 
-
 
310
	$stammheim.morph( "exp_eyes_heavy" ); 
-
 
311
	$stammheim.morph( "exp_Nervous" ); 
-
 
312
	$stammheim.morph( "exp_Fear" ); 
-
 
313
	$stammheim.morph( "exp_Sad" ); 
-
 
314
 
-
 
315
	$entrance_trigger.nottriggerable();
-
 
316
	$trigger_final.nottriggerable();
-
 
317
 
-
 
318
	//Make NPCs non-pushable 
298
 
319
	
-
 
320
	//Loop redalert Sound
-
 
321
	//$player.loopsound("sound/ships/romulan/rom_redalert.wav", 1 );
-
 
322
}
-
 
323
 
-
 
324
 
-
 
325
//STAGE 1
-
 
326
//************************************************************************** 
-
 
327
// Reach the lift
-
 
328
//************************************************************************** 
-
 
329
 
-
 
330
void granade_romulan1()
-
 
331
//Romulan Grenadier
-
 
332
{
-
 
333
	//Chek if he is still alive, then make him think
-
 
334
	if( doesEntityExist( $romulan1 ) )
-
 
335
	{
-
 
336
		$romulan1.ai_on();
-
 
337
	}
-
 
338
}
-
 
339
 
-
 
340
void fire_lift_01() 
-
 
341
{
-
 
342
	//Check if the grenadier is still allive, if make him sleep
-
 
343
	//ELSE he will make noise all the time
-
 
344
	if( doesEntityExist( $romulan1 ) )
-
 
345
	{
-
 
346
		$romulan1.sleep();
299
        //Set NPCs sides 
347
	}
Zeile -... Zeile 348...
-
 
348
	
-
 
349
	//Check if the Lift was active
-
 
350
	if( romulan1_active != 1 )
-
 
351
	{
-
 
352
		thread lift_01_romulaner();
-
 
353
		romulan1_active = 1;
-
 
354
	}
-
 
355
	//Move the lift down, lock the trigger, wait and move the lift up again
-
 
356
	$trigger_fire_lift_01.nottriggerable();
-
 
357
	$lift_01.playsound ( "sound/environment/machine/lift3.wav" ); 
-
 
358
	$lift_01.time ( 6 ); 
-
 
359
	$lift_01.movedown ( 432 ); 
-
 
360
	wait ( 6 ); 
-
 
361
	$lift_01.playsound ( "sound/environment/machine/lift3stop.wav" ); 
-
 
362
	
-
 
363
	wait ( 5 ); 
-
 
364
	
-
 
365
	$lift_01.playsound ( "sound/environment/machine/lift3.wav" ); 
-
 
366
	$lift_01.time ( 6 ); 
-
 
367
	$lift_01.moveup ( 432 ); 
-
 
368
	wait ( 6 ); 
-
 
369
	$lift_01.playsound ( "sound/environment/machine/lift3stop.wav" ); 
-
 
370
	$trigger_fire_lift_01.triggerable();	
-
 
371
} 
-
 
372
 
-
 
373
 
-
 
374
void lift_01_romulaner()
-
 
375
{
-
 
376
	//Spawn a Romulan Solider at the lift01
-
 
377
	$romulan2.ai_on();
-
 
378
	$romulan2.displayeffect( "TransportIn", "Romulan" );
-
 
379
	$romulan2.show();
-
 
380
	wait( 2 ); //Wait a moment to simulate the transporter effect
-
 
381
	$romulan2.solid();
-
 
382
}
-
 
383
 
-
 
384
 
-
 
385
 
-
 
386
//STAGE 2
-
 
387
//************************************************************************** 
-
 
388
// Manage to open the hall door
-
 
389
//************************************************************************** 
-
 
390
 
-
 
391
void secret_dancer1()
-
 
392
//Secret dancer, if player enters the room she starts dancing
-
 
393
{
-
 
394
	//Let her dance
-
 
395
	while( doesEntityExist( $dancer1 ) )
-
 
396
	{
-
 
397
		$dancer1.anim( "dance1" );
-
 
398
		wait( 10 );
-
 
399
	}
-
 
400
}
-
 
401
 
-
 
402
void grp_hall_door()
-
 
403
//Unlock and open the hall door for stage 3
-
 
404
{
300
        $stammheim.actortype( "teammate" ); 
405
	$trigger_grp_hall_door.nottriggerable();
301
        $player.addrosterteammate1( $stammheim ); 
406
	$grp_hall_door.unlock();
302
 
407
	$grp_hall_door.open( $trigger_grp_hall_door );
-
 
408
}
-
 
409
 
-
 
410
//STAGE 3
-
 
411
//************************************************************************** 
-
 
412
// -
-
 
413
//************************************************************************** 
-
 
414
void grp_hall_door_lock()
-
 
415
//lock and open the hall door
-
 
416
{
303
        //Make it so that Romulans wont attack Stammheim, only you 
417
	$grp_hall_door.close();
-
 
418
	$grp_hall_door.lock();
Zeile 304... Zeile -...
304
        $stammheim.flags( "+notarget" ); 
-
 
305
 
-
 
306
        //Make Stammheim a mission target 
419
}
307
        $stammheim.missionobjective( 1 ); 
420
 
308
 
-
 
309
        //Setup NPC animations
421
void unlock_cells()
310
        $stammheim.anim( "idle_breathing" ); 
422
{
311
        $imdead.anim("dead_in_captain_chair");
423
	$trigger_unlock_cells.playsound("sound/ships/romulan/rom_beep_yes.wav", 1, 1, 10 );
312
 
424
	$trigger_cin_cells.triggerable();
313
        //Setup NPC facial animation 
425
	$cell_door.unlock();
314
        $stammheim.morph( "exp_eyes_heavy" ); 
426
	$romulan3.show();
315
        $stammheim.morph( "exp_Nervous" ); 
427
	$romulan3.solid();
316
        $stammheim.morph( "exp_Fear" ); 
428
	$romulan3.ai_on();
317
        $stammheim.morph( "exp_Sad" ); 
429
}
318
 
-
 
319
        $entrance_trigger.nottriggerable();
-
 
320
        $trigger_final.nottriggerable();
-
 
321
 
-
 
322
        //Make NPCs non-pushable 
-
 
323
} 
-
 
324
 
-
 
325
//CINEMATIC FUNCTIONS 
-
 
326
void cin_cells() 
-
 
327
{ 
-
 
328
        skipthread( "cin_cells_skip" ); 
-
 
329
 
-
 
330
        cam_fadeout( 0.1, 0, 0, 0, 1, 0 ); 
-
 
331
 
-
 
332
        //Make Illia holster any weapon she might have acquired 
-
 
333
        $player.holster(); 
-
 
334
 
-
 
Zeile 335... Zeile -...
335
        //Bring up a fake player model 
-
 
336
        fakeplayer(); 
-
 
337
 
-
 
338
        //Make the fakeplayer use the same weapon as you 
-
 
339
        globalCommon_AiActorUseWeapon( $fakeplayer, "current" ); 
430
//CINEMATIC FUNCTIONS 
-
 
431
void cin_cells() 
Zeile 340... Zeile -...
340
 
-
 
341
        //Initialize the fake player 
-
 
342
        $fakeplayer.strictlyfollowpath( 1 ); 
-
 
343
        $stammheim.strictlyfollowpath( 1 ); 
-
 
344
 
-
 
345
        $cam1.follow( $cin_cells_cam1_pos1, $fakeplayer ); 
-
 
346
        $cam1.cut(); 
-
 
347
 
-
 
348
        //Make it a cinematic 
-
 
349
        cinematic(); 
-
 
350
        letterbox( 0.5 ); 
-
 
351
 
-
 
352
        wait( 0.5 ); 
-
 
353
 
-
 
354
        cam_fadein( 1, 0, 0, 0, 1, 0 );
-
 
355
        wait( 0.1 ); 
432
{
356
        cuecamera($cam1);
-
 
357
 
-
 
358
        //Make Illia walk up to the doors
-
 
359
        $fakeplayer.walkto( "$cin_cells_illia_pos_enter" ); 
-
 
360
        waitFor( $fakeplayer ); 
-
 
361
 
-
 
362
        //Open the door 
-
 
363
        //thread fire_door_01(); 
-
 
364
 
433
	//Unlock Bay Door, 
365
        //Make the camera pan down to look through the door 
-
 
366
        $cam1.follow( $cin_cells_cam1_pos2 ); 
-
 
367
 
-
 
368
        //Make Illia hesitate slightly 
-
 
369
        wait( 0.3 ); 
-
 
370
        cuecamera($cam1);
-
 
371
 
-
 
372
        //Make Illia walk to inside the cell room 
-
 
373
        //$fakeplayer.walkto( "$cin_cells_illia_pos_inside", "run", 0, -1 ); 
-
 
374
        $fakeplayer.walkto( "$cin_cells_illia_pos_inside" ); 
-
 
375
        waitFor( $fakeplayer ); 
-
 
376
        $fakeplayer.headwatch( $stammheim ); 
-
 
377
        $fakeplayer.walkto( "$cin_cells_illia_pos_nearcell" ); 
-
 
378
        wait( 1 ); 
-
 
379
 
-
 
380
        //Close the door again, just to be tidy 
-
 
381
        //fire_door_01(); 
-
 
382
 
-
 
383
        //Fade the camera out 
-
 
384
        cam_fadeout( 1, 0, 0, 0, 1, 0 ); 
-
 
385
        wait( 2 ); 
-
 
386
 
-
 
387
        //Setup the camera inside the cell room 
-
 
388
            
-
 
389
        $cam1.follow( $cin_cells_cam1_pos3 ); 
-
 
390
        $cam1.cut();
434
	$baydoor.unlock();
Zeile 391... Zeile -...
391
 
-
 
392
        wait( 1 ); 
-
 
393
        cuecamera($cam1);
-
 
394
 
-
 
395
        cam_fadein( 0.1, 0, 0, 0, 1, 0 ); 
-
 
396
 
-
 
397
        //POSSIBLE ANIMATIONS FOR STAMMHEIM: 
-
 
398
        //   cheer              :   Arms above head 
-
 
399
        //   conv-embarrassment :   Head in hands 
-
 
400
        //   conv-gesture1      :   Looking around, scared 
-
 
401
        //   conv-laugh1        :   Pain 
-
 
402
        //   conv-look          :   Looking around, scared 
-
 
403
        //   conv-shakehead     :   Pain in head, voices
-
 
404
        //   idle_breathing     :   Hard to breathe
-
 
405
 
-
 
406
        //Illia: Stammheim. 
-
 
407
        $fakeplayer.morph( "exp_Relief" ); 
-
 
408
        $fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/stammheim.mp3", 1, 10000, 0 );
-
 
409
        waitForDialog( $fakeplayer ); 
-
 
410
        $fakeplayer.unmorph( "exp_Relief" ); 
-
 
411
 
-
 
412
        wait( 0.5 ); 
435
	
Zeile 413... Zeile -...
413
 
-
 
414
        //Turn Stammheim towards the player 
436
	//Activate a nother soldier (he will patrol until player comes in viewrange)
415
        $stammheim.turntowardsplayer(); 
437
	$romulan4.show();
416
        $stammheim.headwatch( $fakeplayer ); 
-
 
417
 
438
	$romulan4.solid();
Zeile -... Zeile 439...
-
 
439
	$romulan4.ai_on();
-
 
440
	
418
        wait( 0.5 ); 
441
	
419
 
442
	skipthread( "cin_cells_skip" ); 
420
        //Stammheim: Who...who are you? 
443
	cam_fadeout( 0.1, 0, 0, 0, 1, 0 ); 
421
        $stammheim.playdialog( "localization/sound/dialog/map09/Stammheim/whoareyou.mp3", 2, 10000, 0 );
-
 
422
        waitForDialog( $stammheim ); 
444
 
423
 
445
	//Make Illia holster any weapon she might have acquired 
424
        //Start the camera panning up on Illia 
-
 
425
        $cam1.follow( $cin_cells_cam1_pos4 ); 
446
	$player.holster(); 
426
        $cam1.cut(); 
-
 
427
 
447
	//Bring up a fake player model 
428
        //Illia: You know me Stammheim.
448
	fakeplayer(); 
-
 
449
 
429
        $fakeplayer.anim( "conv-gesture1" ); 
450
	//Make the fakeplayer use the same weapon as you 
-
 
451
	globalCommon_AiActorUseWeapon( $fakeplayer, "current" ); 
430
        $fakeplayer.morph( "exp_Skeptical" ); 
452
 
431
        $fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/youknowme.mp3", 1, 10000, 0 );
453
	//Initialize the fake player 
432
        waitForDialog( $fakeplayer ); 
454
	$fakeplayer.strictlyfollowpath( 1 ); 
433
        $fakeplayer.anim( "idle" ); 
455
	$stammheim.strictlyfollowpath( 1 ); 
434
 
456
 
435
        //Illia: The mission on Cardassia Prime? 
457
	$cam1.follow( $cin_cells_cam1_pos1, $fakeplayer ); 
436
        $fakeplayer.anim( "conv_shrug" ); 
458
	$cam1.cut(); 
437
        $fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/cardassiaprime.mp3", 1, 10000, 0 );
459
 
438
        waitForDialog( $fakeplayer ); 
460
	//Make it a cinematic 
439
        $fakeplayer.anim( "idle" ); 
-
 
440
 
461
	cinematic(); 
441
        wait( 0.5 ); 
-
 
442
 
462
	letterbox( 0.5 ); 
443
        //Illia: Doesn't that ring a bell? 
463
 
-
 
464
	wait( 0.5 ); 
-
 
465
 
444
        $fakeplayer.unmorph( "exp_Skeptical" ); 
466
	cam_fadein( 1, 0, 0, 0, 1, 0 );
Zeile 445... Zeile 467...
445
        $fakeplayer.morph( "exp_Confused" ); 
467
	wait( 0.1 ); 
446
        $fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/ringabell.mp3", 1, 10000, 0 );
-
 
447
        waitForDialog( $fakeplayer ); 
-
 
448
 
468
	cuecamera($cam1);
449
        wait( 0.5 ); 
-
 
450
 
-
 
451
        //Pointing at Stammheim through the forcefield 
469
 
452
        $cam1.follow( $cin_cells_cam1_pos5 ); 
-
 
453
        $cam1.cut(); 
470
	//Make Illia walk up to the doors
Zeile 454... Zeile 471...
454
 
471
	$fakeplayer.walkto( "$cin_cells_illia_pos_enter" ); 
455
        //Stammheim: No more questions...please...please... 
-
 
456
        $stammheim.anim( "conv-shakehead" );
-
 
457
        $stammheim.playdialog( "localization/sound/dialog/map09/Stammheim/noquestions.mp3", 2, 10000, 0 );
-
 
458
        waitForDialog( $stammheim ); 
-
 
459
 
-
 
460
        wait( 1.5 ); 
472
	waitFor( $fakeplayer ); 
461
 
-
 
462
        //Stammheim: My head... 
-
 
463
        $stammheim.anim( "cheer" ); 
-
 
464
        $stammheim.morph( "exp_Pain" ); 
-
 
465
        $stammheim.playdialog( "localization/sound/dialog/map09/Stammheim/myhead.mp3", 2, 10000, 0 );
-
 
466
        waitForAnimation( $stammheim, "cheer" ); 
-
 
467
        $stammheim.anim( "idle" ); 
-
 
468
        waitForDialog( $stammheim ); 
-
 
Zeile 469... Zeile 473...
469
 
473
 
Zeile -... Zeile 474...
-
 
474
	//Open the door 
-
 
475
	//thread fire_door_01(); 
-
 
476
 
-
 
477
	//Make the camera pan down to look through the door 
-
 
478
	$cam1.follow( $cin_cells_cam1_pos2 ); 
-
 
479
 
-
 
480
	//Make Illia hesitate slightly 
-
 
481
	wait( 0.3 ); 
-
 
482
	cuecamera($cam1);
-
 
483
 
-
 
484
	//Make Illia walk to inside the cell room 
-
 
485
	//$fakeplayer.walkto( "$cin_cells_illia_pos_inside", "run", 0, -1 ); 
470
        //Stammheim: The Romulan said the pain would stop...but it hasn't. 
486
	$fakeplayer.walkto( "$cin_cells_illia_pos_inside" ); 
471
        $stammheim.anim( "conv-shakehead" ); 
487
	waitFor( $fakeplayer ); 
Zeile 472... Zeile -...
472
        $stammheim.playdialog( "localization/sound/dialog/map09/Stammheim/painstop.mp3", 2, 10000, 0 );
-
 
473
        waitForDialog( $stammheim ); 
-
 
474
 
-
 
475
        wait( 0.5 ); 
-
 
476
 
-
 
477
        //Looking at Illia 
-
 
478
        $cam1.follow( $cin_cells_cam1_pos6, $fakeplayer ); 
-
 
479
        $cam1.cut(); 
-
 
480
 
488
	$fakeplayer.headwatch( $stammheim ); 
481
        //Illia: The Romulans didn't exactly handle him with kid gloves, it seems. 
-
 
482
        $fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/romulans.mp3", 1, 10000, 0 );
-
 
483
        waitForDialog( $fakeplayer );
-
 
484
        $fakeplayer.unmorph( "exp_Confused" ); 
-
 
485
        $fakeplayer.morph( "exp_Serious" ); 
-
 
486
 
-
 
487
        wait( 0.5 ); 
-
 
488
 
-
 
489
        //Make Illia walk over to the console & deactivate the forcefield 
-
 
490
        $fakeplayer.walkto( "$cin_cells_illia_pos_console" ); 
-
 
491
        waitFor( $fakeplayer ); 
-
 
492
 
-
 
493
        wait( 0.1 ); 
-
 
494
 
-
 
495
        //Make Illia use the console and play a sound 
-
 
496
        //$fakeplayer.turntowardsentity( $console ); 
-
 
497
        $fakeplayer.headwatch( $console ); 
-
 
498
        $fakeplayer.turntoangle( 0 ); 
-
 
499
        waitFor( $fakeplayer ); 
-
 
500
        $fakeplayer.anim( "ent-transporter-rear-gesture" ); 
-
 
501
        $console.playsound( "sound/ships/romulan/rom_beep_yes.wav", 0, 1 ); 
-
 
502
 
-
 
503
        $cam1.lookat( $fakeplayer ); 
-
 
504
 
-
 
505
        waitForAnimation( $fakeplayer, "ent-transporter-rear-gesture" ); 
-
 
Zeile -... Zeile 489...
-
 
489
	$fakeplayer.walkto( "$cin_cells_illia_pos_nearcell" ); 
-
 
490
	wait( 1 ); 
-
 
491
 
-
 
492
	//Close the door again, just to be tidy 
-
 
493
	//fire_door_01(); 
-
 
494
 
-
 
495
	//Fade the camera out 
-
 
496
	cam_fadeout( 1, 0, 0, 0, 1, 0 ); 
-
 
497
	wait( 2 ); 
-
 
498
 
-
 
499
	//Setup the camera inside the cell room 
-
 
500
		
-
 
501
	$cam1.follow( $cin_cells_cam1_pos3 ); 
-
 
502
	$cam1.cut();
-
 
503
 
-
 
504
	wait( 1 ); 
-
 
505
	cuecamera($cam1);
-
 
506
 
-
 
507
	cam_fadein( 0.1, 0, 0, 0, 1, 0 ); 
-
 
508
 
-
 
509
	//POSSIBLE ANIMATIONS FOR STAMMHEIM: 
-
 
510
	//   cheer              :   Arms above head 
-
 
511
	//   conv-embarrassment :   Head in hands 
-
 
512
	//   conv-gesture1      :   Looking around, scared 
-
 
513
	//   conv-laugh1        :   Pain 
-
 
514
	//   conv-look          :   Looking around, scared 
-
 
515
	//   conv-shakehead     :   Pain in head, voices
-
 
516
	//   idle_breathing     :   Hard to breathe
-
 
517
 
-
 
518
	//Illia: Stammheim. 
-
 
519
	$fakeplayer.morph( "exp_Relief" ); 
-
 
520
	$fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/stammheim.mp3", 1, 10000, 0 );
-
 
521
	waitForDialog( $fakeplayer ); 
-
 
522
	$fakeplayer.unmorph( "exp_Relief" ); 
-
 
523
 
-
 
524
	wait( 0.5 ); 
-
 
525
 
-
 
526
	//Turn Stammheim towards the player 
-
 
527
	$stammheim.turntowardsplayer(); 
-
 
528
	$stammheim.headwatch( $fakeplayer ); 
-
 
529
 
-
 
530
	wait( 0.5 ); 
-
 
531
 
-
 
532
	//Stammheim: Who...who are you? 
-
 
533
	$stammheim.playdialog( "localization/sound/dialog/map09/Stammheim/whoareyou.mp3", 2, 10000, 0 );
-
 
534
	waitForDialog( $stammheim ); 
-
 
535
 
-
 
536
	//Start the camera panning up on Illia 
-
 
537
	$cam1.follow( $cin_cells_cam1_pos4 ); 
-
 
538
	$cam1.cut(); 
-
 
539
 
-
 
540
	//Illia: You know me Stammheim.
-
 
541
	$fakeplayer.anim( "conv-gesture1" ); 
-
 
542
	$fakeplayer.morph( "exp_Skeptical" ); 
-
 
543
	$fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/youknowme.mp3", 1, 10000, 0 );
-
 
544
	waitForDialog( $fakeplayer ); 
-
 
545
	$fakeplayer.anim( "idle" ); 
-
 
546
 
-
 
547
	//Illia: The mission on Cardassia Prime? 
-
 
548
	$fakeplayer.anim( "conv_shrug" ); 
-
 
549
	$fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/cardassiaprime.mp3", 1, 10000, 0 );
-
 
550
	waitForDialog( $fakeplayer ); 
-
 
551
	$fakeplayer.anim( "idle" ); 
-
 
552
 
-
 
553
	wait( 0.5 ); 
-
 
554
 
-
 
555
	//Illia: Doesn't that ring a bell? 
-
 
556
	$fakeplayer.unmorph( "exp_Skeptical" ); 
-
 
557
	$fakeplayer.morph( "exp_Confused" ); 
-
 
558
	$fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/ringabell.mp3", 1, 10000, 0 );
-
 
559
	waitForDialog( $fakeplayer ); 
-
 
560
 
-
 
561
	wait( 0.5 ); 
-
 
562
 
-
 
563
	//Pointing at Stammheim through the forcefield 
-
 
564
	$cam1.follow( $cin_cells_cam1_pos5 ); 
-
 
565
	$cam1.cut(); 
-
 
566
 
-
 
567
	//Stammheim: No more questions...please...please... 
-
 
568
	$stammheim.anim( "conv-shakehead" );
-
 
569
	$stammheim.playdialog( "localization/sound/dialog/map09/Stammheim/noquestions.mp3", 2, 10000, 0 );
-
 
570
	waitForDialog( $stammheim ); 
-
 
571
 
-
 
572
	wait( 1.5 ); 
-
 
573
 
-
 
574
	//Stammheim: My head... 
-
 
575
	$stammheim.anim( "cheer" ); 
-
 
576
	$stammheim.morph( "exp_Pain" ); 
-
 
577
	$stammheim.playdialog( "localization/sound/dialog/map09/Stammheim/myhead.mp3", 2, 10000, 0 );
-
 
578
	waitForAnimation( $stammheim, "cheer" ); 
-
 
579
	$stammheim.anim( "idle" ); 
-
 
580
	waitForDialog( $stammheim ); 
-
 
581
 
-
 
582
	//Stammheim: The Romulan said the pain would stop...but it hasn't. 
-
 
583
	$stammheim.anim( "conv-shakehead" ); 
-
 
584
	$stammheim.playdialog( "localization/sound/dialog/map09/Stammheim/painstop.mp3", 2, 10000, 0 );
-
 
585
	waitForDialog( $stammheim ); 
-
 
586
 
-
 
587
	wait( 0.5 ); 
-
 
588
 
-
 
589
	//Looking at Illia 
-
 
590
	$cam1.follow( $cin_cells_cam1_pos6, $fakeplayer ); 
-
 
591
	$cam1.cut(); 
-
 
592
 
-
 
593
	//Illia: The Romulans didn't exactly handle him with kid gloves, it seems. 
-
 
594
	$fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/romulans.mp3", 1, 10000, 0 );
-
 
595
	waitForDialog( $fakeplayer );
-
 
596
	$fakeplayer.unmorph( "exp_Confused" ); 
-
 
597
	$fakeplayer.morph( "exp_Serious" ); 
-
 
598
 
-
 
599
	wait( 0.5 ); 
-
 
600
 
-
 
601
	//Make Illia walk over to the console & deactivate the forcefield 
-
 
602
	$fakeplayer.walkto( "$cin_cells_illia_pos_console" ); 
-
 
603
	waitFor( $fakeplayer ); 
-
 
604
 
-
 
605
	wait( 0.1 ); 
-
 
606
 
-
 
607
	//Make Illia use the console and play a sound 
-
 
608
	//$fakeplayer.turntowardsentity( $console ); 
-
 
609
	$fakeplayer.headwatch( $console ); 
-
 
610
	$fakeplayer.turntoangle( 0 ); 
-
 
611
	waitFor( $fakeplayer ); 
-
 
612
	$fakeplayer.anim( "ent-transporter-rear-gesture" ); 
-
 
613
	$console.playsound( "sound/ships/romulan/rom_beep_yes.wav", 0, 1 ); 
-
 
614
 
-
 
615
	$cam1.lookat( $fakeplayer ); 
-
 
616
 
-
 
617
	waitForAnimation( $fakeplayer, "ent-transporter-rear-gesture" ); 
506
        $fakeplayer.anim( "idle" ); 
618
	$fakeplayer.anim( "idle" ); 
507
 
619
 
508
        $cam1.follow( $cin_cells_cam1_pos7, $stammheim ); 
620
	$cam1.follow( $cin_cells_cam1_pos7, $stammheim ); 
509
        $cam1.cut(); 
621
	$cam1.cut(); 
510
 
622
 
511
        //Stop the forcefield sound, and play the forcefield_down sound 
623
	//Stop the forcefield sound, and play the forcefield_down sound 
512
        $stammheim_forcefield.stoploopsound(); 
624
	$stammheim_forcefield.stoploopsound(); 
513
        $stammheim_forcefield.playsound( "sound/ships/enterprise/ent_forcefield_down.wav", 0, 1 ); 
625
	$stammheim_forcefield.playsound( "sound/ships/enterprise/ent_forcefield_down.wav", 0, 1 ); 
Zeile 514... Zeile 626...
514
        $stammheim_forcefield.remove(); 
626
	$stammheim_forcefield.remove(); 
515
 
627
 
516
        wait( 0.1 ); 
628
	wait( 0.1 ); 
517
 
629
 
518
        //Illia: Come on Alexander. I'll get you out of here.
-
 
519
        $fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/comeonalexander.mp3", 1, 10000, 0 );
-
 
520
        waitForDialog( $fakeplayer ); 
-
 
521
 
-
 
522
        //Illia: Try to follow me, ok? 
-
 
523
        $fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/follow.mp3", 1, 10000, 0 );
-
 
524
        waitForDialog( $fakeplayer ); 
-
 
525
 
-
 
526
        wait( 1 ); 
-
 
527
 
-
 
528
        //Illia: Do you understand? 
-
 
Zeile -... Zeile 630...
-
 
630
	//Illia: Come on Alexander. I'll get you out of here.
-
 
631
	$fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/comeonalexander.mp3", 1, 10000, 0 );
-
 
632
	waitForDialog( $fakeplayer ); 
-
 
633
 
-
 
634
	//Illia: Try to follow me, ok? 
-
 
635
	$fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/follow.mp3", 1, 10000, 0 );
-
 
636
	waitForDialog( $fakeplayer ); 
-
 
637
 
529
        $fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/understood.mp3", 1, 10000, 0 );
638
	wait( 1 ); 
530
        $stammheim.anim( "idle_breathing" ); 
639
 
531
        waitForDialog( $fakeplayer ); 
640
	//Illia: Do you understand? 
532
 
641
	$fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/understood.mp3", 1, 10000, 0 );
-
 
642
	$stammheim.anim( "idle_breathing" ); 
-
 
643
	waitForDialog( $fakeplayer ); 
-
 
644
 
533
        wait( 1.5 ); 
645
	wait( 1.5 ); 
-
 
646
 
534
 
647
	//Stammheim: Follow...Yes... 
Zeile -... Zeile 648...
-
 
648
	$stammheim.anim( "conv-yes" ); 
535
        //Stammheim: Follow...Yes... 
649
	$cam1.follow( $cin_cells_cam1_posstammheim, $stammheim ); 
Zeile -... Zeile 650...
-
 
650
	//$cam1.cut(); 
536
        $stammheim.anim( "conv-yes" ); 
651
	$stammheim.playdialog( "localization/sound/dialog/map09/Stammheim/follow.mp3", 2, 10000, 0 );
537
        $cam1.follow( $cin_cells_cam1_posstammheim, $stammheim ); 
652
	waitForDialog( $stammheim ); 
Zeile 538... Zeile 653...
538
        //$cam1.cut(); 
653
	$stammheim.anim( "idle_breathing" ); 
539
        $stammheim.playdialog( "localization/sound/dialog/map09/Stammheim/follow.mp3", 2, 10000, 0 );
654
 
540
        waitForDialog( $stammheim ); 
-
 
Zeile 541... Zeile -...
541
        $stammheim.anim( "idle_breathing" ); 
-
 
542
 
-
 
543
        wait( 0.5 );
-
 
544
 
655
	wait( 0.5 );
545
        //Stammheim: Follow... 
656
 
Zeile 546... Zeile 657...
546
        $stammheim.playdialog( "localization/sound/dialog/map09/Stammheim/follow2.mp3", 2, 10000, 0 );
657
	//Stammheim: Follow... 
547
        wait( 1 ); 
658
	$stammheim.playdialog( "localization/sound/dialog/map09/Stammheim/follow2.mp3", 2, 10000, 0 );
548
 
659
	wait( 1 ); 
-
 
660
 
Zeile 549... Zeile -...
549
        cin_cells_skip(); 
-
 
550
} 
-
 
551
 
661
	cin_cells_skip(); 
552
void cin_cells_skip() 
662
} 
553
{ 
-
 
554
        skipthread( "Null" ); 
-
 
555
        killthread( "cin_cells" ); 
-
 
556
 
-
 
Zeile -... Zeile 663...
-
 
663
 
-
 
664
void cin_cells_skip() 
-
 
665
{ 
-
 
666
	skipthread( "Null" ); 
557
        cam_fadeout( 1, 0, 0, 0, 1, 0 ); 
667
	killthread( "cin_cells" ); 
558
//       thread fire_door_01();
668
 
559
 
669
	cam_fadeout( 1, 0, 0, 0, 1, 0 ); 
560
        wait( 2 ); 
670
	wait( 2 ); 
561
 
671
 
562
        //Remove all evidence of before the cin 
672
	//Remove all evidence of before the cin 
563
        $stammheim_forcefield.remove(); 
673
	$stammheim_forcefield.remove(); 
564
 
674
	$fakeplayer.warpto( "$cin_cells_illia_pos_inside" ); 
565
        $fakeplayer.warpto( "$cin_cells_illia_pos_inside" ); 
675
	removefakeplayer(); 
566
        removefakeplayer(); 
676
 
567
 
677
	//End the cinematic 
568
        //End the cinematic 
678
	noncinematic(); 
569
        noncinematic(); 
679
	clearletterbox( 0.1 ); 
570
        clearletterbox( 0.1 ); 
680
	cueplayer();
571
        cueplayer();
681
	wait( 0.1 ); 
572
 
682
	
573
        wait( 0.1 ); 
683
	cam_fadein( 0.1, 0, 0, 0, 1, 0 ); 
574
 
684
 
575
        cam_fadein( 0.1, 0, 0, 0, 1, 0 ); 
685
	//Now that the cinematic is over, make Stammheim follow you 
576
 
686
	$stammheim.ai_on(); 
577
        //Now that the cinematic is over, make Stammheim follow you 
687
 
578
        $stammheim.ai_on(); 
688
	//Unholster the crap
579
 
689
	$player.holster(); 
580
        //Make the objective complete 
690
 
581
        $player.setobjectivecomplete( "findstammheim", 1 ); 
691
	//Make the objective complete 
582
        $stammheim.missionobjective( 0 ); 
692
	$player.setobjectivecomplete( "findstammheim", 1 ); 
583
 
-
 
584
        //Show the new objective 
693
	$stammheim.missionobjective( 0 ); 
585
        $player.setobjectiveshow( "escapewithshuttle", 1 ); 
694
 
586
       
695
	//Show the new objective 
587
        $entrance_trigger.triggerable();
696
	$player.setobjectiveshow( "escapewithshuttle", 1 ); 
588
}
697
 
589
 
698
	$entrance_trigger.triggerable();
590
void shuttle_entrance()
699
}
591
{
700
 
592
        skipthread( "shuttle_entrance_skip" ); 
701
void shuttle_entrance()
593
 
702
{
594
        cam_fadeout( 0.1, 0, 0, 0, 1, 0 ); 
703
	skipthread( "shuttle_entrance_skip" ); 
595
 
704
	cam_fadeout( 0.1, 0, 0, 0, 1, 0 ); 
596
        //Make Illia holster any weapon she might have acquired 
705
 
597
        $player.holster();
706
	//Make Illia holster any weapon she might have acquired 
598
 
707
	$player.holster();
599
        //Bring up a fake player model 
708
 
600
        fakeplayer(); 
709
	//Bring up a fake player model 
601
        $stammheim.ai_off();
710
	fakeplayer(); 
602
 
-
 
603
        $fakeplayer.warpto( "$shuttle_cin_illia" );
-
 
604
        $stammheim.warpto( "$shuttle_cin_stammheim" ); 
-
 
605
 
-
 
606
        //Make the fakeplayer use the same weapon as you 
-
 
607
        globalCommon_AiActorUseWeapon( $fakeplayer, "current" ); 
-
 
608
  
-
 
609
        $cam3.follow( $cin_enter_shuttle, $fakeplayer ); 
-
 
610
        $cam3.cut(); 
-
 
611
 
-
 
612
        //Make it a cinematic 
-
 
613
        cinematic(); 
-
 
614
        letterbox( 0.5 ); 
-
 
615
 
-
 
616
        wait( 0.5 ); 
-
 
617
 
-
 
618
        cam_fadein( 1, 0, 0, 0, 1, 0 );
-
 
619
        wait( 0.1 ); 
-
 
620
        cuecamera($cam3);
-
 
621
        
-
 
622
           
-
 
623
        //Make Illia walk to the shuttle
-
 
624
        //$fakeplayer.strictlyfollowpath(1);
-
 
625
//################################          
-
 
Zeile -... Zeile 711...
-
 
711
	$stammheim.ai_off();
-
 
712
 
-
 
713
	$fakeplayer.warpto( "$shuttle_cin_illia" );
-
 
714
	$stammheim.warpto( "$shuttle_cin_stammheim" ); 
-
 
715
 
-
 
716
	//Make the fakeplayer use the same weapon as you 
-
 
717
	globalCommon_AiActorUseWeapon( $fakeplayer, "current" ); 
-
 
718
 
-
 
719
	$cam3.follow( $cin_enter_shuttle, $fakeplayer ); 
-
 
720
	$cam3.cut(); 
-
 
721
 
-
 
722
	//Make it a cinematic 
-
 
723
	cinematic(); 
-
 
724
	letterbox( 0.5 ); 
-
 
725
 
-
 
726
	wait( 0.5 ); 
-
 
727
 
-
 
728
	cam_fadein( 1, 0, 0, 0, 1, 0 );
-
 
729
	wait( 0.1 ); 
Zeile -... Zeile 730...
-
 
730
	cuecamera($cam3);
626
        //Entering Shuttle
731
 
Zeile -... Zeile 732...
-
 
732
 
627
        thread illiaEnteringShuttle();
733
	//Make Illia walk to the shuttle
628
        stammheimEnteringShuttle();
734
	//$fakeplayer.strictlyfollowpath(1);
629
        
735
	//################################          
630
        
736
	//Entering Shuttle
631
        		
737
	thread illiaEnteringShuttle();
632
        cam_fadeout( 0.1, 0, 0, 0, 1, 0 );
738
	stammheimEnteringShuttle();
633
 	$illia_cockpit.show();
739
 
634
	$illia_cockpit.solid();
740
 
635
 	$stammheim_cockpit.show();
741
	cam_fadeout( 0.1, 0, 0, 0, 1, 0 );
636
	$stammheim_cockpit.solid();
742
	$illia_cockpit.show();
637
        $cam4.follow( $cam_cockpit ); 
743
	$illia_cockpit.solid();
-
 
744
	$stammheim_cockpit.show();
-
 
745
	$stammheim_cockpit.solid();
-
 
746
	$cam4.follow( $cam_cockpit ); 
638
        $cam4.cut();
747
	$cam4.cut();
639
        cam_fadein( 1, 0, 0, 0, 1, 0 );
748
	cam_fadein( 1, 0, 0, 0, 1, 0 );
-
 
749
	wait( 0.1 ); 
Zeile 640... Zeile 750...
640
        wait( 0.1 ); 
750
	cuecamera($cam4);
641
        cuecamera($cam4);
751
	//Cockpit
642
	//Cockpit
752
	$illia_cockpit.walkto( "$shuttle_illia01" );
643
	$illia_cockpit.walkto( "$shuttle_illia01" );
753
	$stammheim_cockpit.walkto( "$shuttle_stammheim01" );
644
	$stammheim_cockpit.walkto( "$shuttle_stammheim01" );
754
	waitfor($stammheim_cockpit);
645
	waitfor($stammheim_cockpit);
755
	$stammheim.notsolid();
Zeile 646... Zeile 756...
646
        $stammheim.notsolid();
756
	$stammheim.hide();
Zeile 647... Zeile 757...
647
        $stammheim.hide();
757
 
Zeile 648... Zeile 758...
648
 
758
	$illia_cockpit.playdialog( "localization/sound/dialog/map09/Illia/sitdownalexander.mp3", 2, 10000, 0 );
649
        $illia_cockpit.playdialog( "localization/sound/dialog/map09/Illia/sitdownalexander.mp3", 2, 10000, 0 );
759
	waitForDialog( $illia_cockpit );
650
        waitForDialog( $illia_cockpit );
760
	$illia_cockpit.playdialog( "localization/sound/dialog/map09/Illia/doorsofshuttlebay.mp3", 2, 10000, 0 );
651
        $illia_cockpit.playdialog( "localization/sound/dialog/map09/Illia/doorsofshuttlebay.mp3", 2, 10000, 0 );
761
	waitForDialog( $illia_cockpit );
652
        waitForDialog( $illia_cockpit );
762
	wait(1.5);
653
        wait(1.5);
763
	$stammheim_cockpit.playdialog( "localization/sound/dialog/map09/Stammheim/myhead2.mp3", 2, 10000, 0 );
654
        $stammheim_cockpit.playdialog( "localization/sound/dialog/map09/Stammheim/myhead2.mp3", 2, 10000, 0 );
764
	waitForDialog( $stammheim_cockpit ); 
655
        waitForDialog( $stammheim_cockpit ); 
765
	cam_fadeout( 1, 0, 0, 0, 1, 0 );
656
        cam_fadeout( 1, 0, 0, 0, 1, 0 );
766
 
657
 
767
	$fakeplayer.warpto("$shuttle_exit1");
658
        $fakeplayer.warpto("$shuttle_exit1");
768
	$cam5.follow( $shuttle_exit_cin, $fakeplayer ); 
659
        $cam5.follow( $shuttle_exit_cin, $fakeplayer ); 
769
	$cam5.cut();  
660
        $cam5.cut();  
770
	wait(.5);
661
        wait(.5);
771
	cuecamera($cam5);
662
        cuecamera($cam5);
772
	cam_fadein( 1, 0, 0, 0, 1, 0 );
663
        cam_fadein( 1, 0, 0, 0, 1, 0 );
773
	$fakeplayer.walkto("$shuttle_exit2");
664
        $fakeplayer.walkto("$shuttle_exit2");
774
	waitfor( $fakeplayer );
665
        waitfor( $fakeplayer );
775
	$fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/deja-vu.mp3", 2, 10000, 0 ); 
666
        $fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/deja-vu.mp3", 2, 10000, 0 ); 
776
	waitfordialog( $fakeplayer );
667
        waitfordialog( $fakeplayer );
777
 
668
        
778
	shuttle_entrance_skip();
669
        shuttle_entrance_skip();
779
}
670
 
780
 
Zeile 671... Zeile 781...
671
        
781
 
672
 
782
void shuttle_entrance_skip()
-
 
783
{
Zeile 673... Zeile -...
673
 
-
 
674
}
-
 
675
 
784
	skipthread( "Null" );
676
void shuttle_entrance_skip()
785
	killthread( "shuttle_entrance" );
677
{
786
	$stammheim.remove();
678
        skipthread( "Null" );
787
	$illia_cockpit.remove();
679
        killthread( "shuttle_entrance" );
788
	$stammheim_cockpit.remove();
-
 
789
	cam_fadeout( 1, 0, 0, 0, 1, 0 ); 
680
        $stammheim.remove();
790
 
-
 
791
	wait( 2 );  
-
 
792
 
-
 
793
	//Lock door for the shuttlebay
-
 
794
	$baydoor.close();
-
 
795
	$baydoor.lock();
-
 
796
	$fakeplayer.warpto( "$shuttle_exit2" ); 
-
 
797
	removefakeplayer();
-
 
798
	$player.holster();
681
        $illia_cockpit.remove();
799
 
682
        $stammheim_cockpit.remove();
800
	//End the cinematic 
683
        cam_fadeout( 1, 0, 0, 0, 1, 0 ); 
801
	noncinematic(); 
684
 
802
	clearletterbox( 0.1 ); 
685
        wait( 2 );  
803
	cueplayer();
686
 
804
 
687
        $fakeplayer.warpto( "$shuttle_exit2" ); 
805
	wait( 0.1 ); 
688
        removefakeplayer(); 
-
 
689
 
-
 
690
        //End the cinematic 
-
 
691
        noncinematic(); 
-
 
692
        clearletterbox( 0.1 ); 
-
 
693
        cueplayer();
-
 
694
 
-
 
695
        wait( 0.1 ); 
-
 
696
 
-
 
697
        cam_fadein( 0.1, 0, 0, 0, 1, 0 );
-
 
698
 
-
 
699
        $trigger_final.triggerable();
-
 
700
 
-
 
701
        $shuttle_attacker1.displayeffect( "TransportIn", "Romulan" );
-
 
702
        $shuttle_attacker2.displayeffect( "TransportIn", "Romulan" );
-
 
703
        $shuttle_attacker3.displayeffect( "TransportIn", "Romulan" );
-
 
Zeile 704... Zeile -...
704
        $shuttle_attacker4.displayeffect( "TransportIn", "Romulan" );
-
 
705
	wait(2);
-
 
706
	$shuttle_attacker1.show();
-
 
707
	$shuttle_attacker1.solid();
806
 
708
	$shuttle_attacker2.show();
807
	cam_fadein( 0.1, 0, 0, 0, 1, 0 );
-
 
808
 
709
	$shuttle_attacker2.solid();
809
	$trigger_final.triggerable();
710
	$shuttle_attacker3.show();
810
 
711
	$shuttle_attacker3.solid();
811
	$shuttle_attacker1.displayeffect( "TransportIn", "Romulan" );
-
 
812
	$shuttle_attacker2.displayeffect( "TransportIn", "Romulan" );
Zeile -... Zeile 813...
-
 
813
	$shuttle_attacker3.displayeffect( "TransportIn", "Romulan" );
-
 
814
	$shuttle_attacker4.displayeffect( "TransportIn", "Romulan" );
-
 
815
	wait(2);
-
 
816
	$shuttle_attacker1.show();
712
	$shuttle_attacker4.show();
817
	$shuttle_attacker1.solid();
713
	$shuttle_attacker4.solid();
818
	$shuttle_attacker2.show();
714
        wait(.4);  
819
	$shuttle_attacker2.solid();
715
        $shuttle_attacker1.ai_on();
820
	$shuttle_attacker3.show();
716
        $shuttle_attacker1.attack($player);
821
	$shuttle_attacker3.solid();
-
 
822
	$shuttle_attacker4.show();
-
 
823
	$shuttle_attacker4.solid();
-
 
824
	wait(.4);  
-
 
825
	$shuttle_attacker1.ai_on();
-
 
826
	$shuttle_attacker1.attack($player);
717
        $shuttle_attacker2.ai_on();
827
	$shuttle_attacker2.ai_on();
Zeile -... Zeile 828...
-
 
828
	$shuttle_attacker2.attack($player);
-
 
829
	$shuttle_attacker3.ai_on();
-
 
830
	$shuttle_attacker3.attack($player);
718
        $shuttle_attacker2.attack($player);
831
	$shuttle_attacker4.ai_on();
Zeile 719... Zeile 832...
719
        $shuttle_attacker3.ai_on();
832
	$shuttle_attacker4.attack($player);
720
        $shuttle_attacker3.attack($player);
833
}
721
        $shuttle_attacker4.ai_on();
834
 
722
        $shuttle_attacker4.attack($player);
835
void cin_shuttle()
723
}
836
{
Zeile 724... Zeile 837...
724
 
837
	skipthread( "cin_shuttle_skip" ); 
725
void cin_shuttle()
838
 
Zeile 726... Zeile 839...
726
{
839
	$stammheim_cockpit2.ai_off();
Zeile 727... Zeile 840...
727
 
840
	$stammheim_cockpit2.show();
728
        skipthread( "cin_shuttle_skip" ); 
841
	$stammheim_cockpit2.solid();
729
		
842
	$stammheim_cockpit2.anim( "bar_sitting_forward" );
730
	$stammheim_cockpit2.ai_off();
843
 
Zeile 731... Zeile 844...
731
	$stammheim_cockpit2.show();
844
	//Imo Player, stuck there
732
	$stammheim_cockpit2.solid();
845
	$player.immobilize( 1 );
733
	$stammheim_cockpit2.anim( "bar_sitting_forward" );
846
 
734
		
847
	//Close Shuttle Doors
735
	$player.immobilize(1);
848
	$drull_shuttle.anim( "closing" );
736
	$bay_door_01.playsound ( "sound/environment/machine/lift4.wav");
849
	$drull_shuttle.playsound( "sound/doors/enterprise_door1.wav", 1 ,800 );	
737
	$bay_door_01.time ( 5 );
850
	waitforanimation( $drull_shuttle, "closing" );
738
	$bay_door_01.movenorth ( 500 );
851
	$drull_shuttle.anim( "closed" );
739
	$bay_door_02.time ( 5 );
852
	
740
	$bay_door_02.movesouth ( 500 );
853
	//Open Bay Sky Door
741
	wait ( 5 );
854
	$bay_door_01.playsound ( "sound/environment/machine/lift4.wav");
Zeile 811... Zeile 924...
811
	$stammheim_cockpit2.playdialog( "localization/sound/dialog/map09/Stammheim/youwill.mp3", 2, 10000, 0 );
924
	$stammheim_cockpit2.playdialog( "localization/sound/dialog/map09/Stammheim/youwill.mp3", 2, 10000, 0 );
812
	waitfordialog($stammheim_cockpit2);
925
	waitfordialog($stammheim_cockpit2);
813
	$screen_on.hide();
926
	$screen_on.hide();
814
	$screen_pattern.show();
927
	$screen_pattern.show();
Zeile 815... Zeile 928...
815
 
928
 
816
        wait(.5);
929
	wait(.5);
817
        
930
 
818
        $fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/youbastard.mp3", 2, 10000, 0 );
931
	$fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/youbastard.mp3", 2, 10000, 0 );
819
        waitfordialog($fakeplayer);
-
 
820
 
-
 
821
        $cam8.follow( $cin_final_pos3, $fakeplayer ); 
-
 
822
        $cam8.cut();
-
 
823
        wait(.5);
-
 
824
        cuecamera($cam8);
-
 
825
        $fakeplayer.walkto( "$illia_final" );
-
 
826
        waitfor($fakeplayer);
-
 
827
 
-
 
828
        $sec_door.moveup(192);
-
 
829
        $sec_dppr.playsound("sound/doors/klingon_jtube.wav");
-
 
830
        waitfor($sec_door);
-
 
831
        $arrest1.walkto( "$arrest_dest1", "run" );
-
 
832
        $arrest2.walkto( "$arrest_dest2", "run" );
-
 
833
        $arrest3.walkto( "$arrest_dest3", "run" );
-
 
Zeile -... Zeile 932...
-
 
932
	waitfordialog($fakeplayer);
-
 
933
 
-
 
934
	$cam8.follow( $cin_final_pos3, $fakeplayer ); 
-
 
935
	$cam8.cut();
-
 
936
	wait(.5);
-
 
937
	cuecamera($cam8);
-
 
938
	$fakeplayer.walkto( "$illia_final" );
-
 
939
	waitfor($fakeplayer);
-
 
940
 
-
 
941
	$sec_door.moveup(192);
-
 
942
	$sec_dppr.playsound("sound/doors/klingon_jtube.wav");
-
 
943
	waitfor($sec_door);
-
 
944
	$arrest1.walkto( "$arrest_dest1", "run" );
-
 
945
	$arrest2.walkto( "$arrest_dest2", "run" );
-
 
946
	$arrest3.walkto( "$arrest_dest3", "run" );
834
        $arrest4.walkto( "$arrest_dest4", "run" );
947
	$arrest4.walkto( "$arrest_dest4", "run" );
Zeile 835... Zeile 948...
835
 
948
 
836
        wait(8);
949
	wait(8);
Zeile 854... Zeile 967...
854
}
967
}
Zeile 855... Zeile 968...
855
 
968
 
856
 
969
 
857
void cin_shuttle_skip()
970
void cin_shuttle_skip()
858
{
971
{
859
        cam_fadeout( 1, 0, 0, 0, 1, 0 );
972
	cam_fadeout( 1, 0, 0, 0, 1, 0 );
860
        skipthread( "Null" ); 
973
	skipthread( "Null" ); 
861
        killthread( "cin_shuttle" );
974
	killthread( "cin_shuttle" );
862
	$player.immobilize(0);
975
	$player.immobilize(0);
863
        //End the cinematic 
976
	//End the cinematic 
864
        noncinematic(); 
977
	noncinematic(); 
865
        clearletterbox( 0.1 ); 
978
	clearletterbox( 0.1 ); 
866
        cueplayer();
979
	cueplayer();
867
	stuffcmd("map map10"); 
980
	stuffcmd("map map10"); 
Zeile 868... Zeile 981...
868
        cam_fadein( 1, 0, 0, 0, 1, 0 );
981
	cam_fadein( 1, 0, 0, 0, 1, 0 );
869
}
982
}
Zeile 908... Zeile 1021...
908
	$stammheim.walkto( "$enter_waypoint6" );
1021
	$stammheim.walkto( "$enter_waypoint6" );
909
	waitfor( $stammheim );
1022
	waitfor( $stammheim );
Zeile 910... Zeile 1023...
910
 
1023
 
911
	$stammheim.walkto( "$enter_waypoint7" );
1024
	$stammheim.walkto( "$enter_waypoint7" );
912
	waitfor( $stammheim );
-
 
913
}
-
 
914
 
-
 
915
void t15_attack()
-
 
916
{
-
 
917
	$t15.show();
-
 
918
	$t15.solid();
-
 
919
	$t15.ai_on();
-
 
920
	$t15.attack($player);
-
 
921
}
-
 
922
 
-
 
923
void rom_1()
-
 
924
{
-
 
925
	$rom_1.show();
-
 
926
	$rom_1.solid();
-
 
927
	$rom_1.ai_on();
-
 
928
	$rom_1.attack($player);
-
 
929
}
-
 
930
 
-
 
931
void grp_hall_door()
-
 
932
{
-
 
933
	cam_fadeout( 0.1, 0, 0, 0, 1, 0 ); 
-
 
934
	$cam2.follow( $entrance ); 
-
 
935
	$cam2.cut(); 
-
 
936
	cinematic();
-
 
937
	freezeplayer();
-
 
938
	letterbox( 0.5 ); 
-
 
939
	wait( 0.5 ); 
-
 
940
 
-
 
941
	cam_fadein( 1, 0, 0, 0, 1, 0 );
-
 
942
	wait( 0.1 ); 
-
 
943
	cuecamera($cam2);
-
 
944
	$grp_hall_door.open($grp_hall_door);
-
 
945
	triggerentity($door_sound);
-
 
946
	wait(3);
-
 
947
	noncinematic();
-
 
948
	clearletterbox( 0.1 ); 
-
 
949
 
-
 
950
	releaseplayer();
-
 
951
	cueplayer();
-
 
952
 
-
 
953
	wait( 0.1 ); 
-
 
954
 
-
 
955
	cam_fadein( 0.1, 0, 0, 0, 1, 0 ); 
1025
	waitfor( $stammheim );
956
}
1026
}