Subversion-Projekte sthq.colony7

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//Generated by BehavEd

rem ( "comment" );
camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "shuttle_cin_cam1", ORIGIN)$, 0 );

affect ( "munro_cin3", /*@AFFECT_TYPE*/ FLUSH )
{
        set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" );
//$"walkTo"@2
        set ( "BSTATE", "BS_WALK" );
        set ( "NAVGOAL", "shuttle_waypoint1" );
        wait ( 500.000 );

        task ( "finally" )
        {
                sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/voice/c7-2_6/Illia/finally.wav" );
        }

        dowait ( "finally" );

        task ( "getoff" )
        {
                sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/voice/c7-2_6/Illia/getoff.wav" );
        }

        dowait ( "getoff" );
}

camera ( /*@CAMERA_COMMANDS*/ FOLLOW, "munro_cin3", 0.000, 0 );
camera ( /*@CAMERA_COMMANDS*/ ENABLE );
wait ( 1000.000 );
set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SUCCEEDED", /*@OBJECTIVES*/ "OBJ_REPEL_CB7" );
camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "shuttle_cin_cam2", ORIGIN)$, 2000 );
wait ( 1500.000 );
camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 1.000, 500 );
wait ( 500.000 );

affect ( "munro_cin3", /*@AFFECT_TYPE*/ FLUSH )
{
        set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "true" );
}


affect ( "munro_cin", /*@AFFECT_TYPE*/ FLUSH )
{
        set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" );
}

wait ( 500.000 );
camera ( /*@CAMERA_COMMANDS*/ FOLLOW, "munro_cin", 0.000, 0 );
camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "shuttle_cin_cam3", ORIGIN)$, 0 );
camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 1.000, < 0.000 0.000 0.000 >, 0.000, 500 );
wait ( 2500.000 );

affect ( "munro_cin", /*@AFFECT_TYPE*/ FLUSH )
{

        task ( "initiate" )
        {
                sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/voice/c7-2_6/Illia/initiate.wav" );
        }

        dowait ( "initiate" );
}

wait ( 4000.000 );
sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/voice/c7-2_6/loki/complying.wav" );
camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 1.000, 500 );
wait ( 500.000 );

affect ( "munro_cin", /*@AFFECT_TYPE*/ FLUSH )
{
        set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "true" );
}

wait ( 500.000 );

affect ( "launcher1", /*@AFFECT_TYPE*/ FLUSH )
{
        //(BHVDREM)  set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_QUANTUM_BURST" );
        set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "true" );
}


affect ( "launcher2", /*@AFFECT_TYPE*/ FLUSH )
{
        //(BHVDREM)  set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_QUANTUM_BURST" );
        set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "true" );
}


affect ( "launcher3", /*@AFFECT_TYPE*/ FLUSH )
{
        set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_QUANTUM_BURST" );
        set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_SHOOT" );
        wait ( 500.000 );
        set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_IDLE" );
        set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "true" );
}

camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "shuttle_nav0", ORIGIN)$, 0 );
camera ( /*@CAMERA_COMMANDS*/ PAN, < 0.000 270.000 0.000 >, < 0.000 0.000 0.000 >, 0 );
camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 1.000, < 0.000 0.000 0.000 >, 0.000, 500 );
use ( "playmusic" );

affect ( "shuttle", /*@AFFECT_TYPE*/ FLUSH )
{
        set ( /*@SET_TYPES*/ "SET_SOLID", /*@BOOL_TYPES*/ "false" );
        move ( $tag( "shuttle_nav1", ORIGIN)$, 3000.000 );
        camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "shuttle_nav1", ORIGIN)$, 3000 );
        wait ( 1000.000 );
        rotate ( < 10.000 0.000 0.000 >, 1000.000 );
        wait ( 1000.000 );
        rotate ( < -5.000 0.000 0.000 >, 1000.000 );
        wait ( 1000.000 );
        move ( $tag( "shuttle_nav2", ORIGIN)$, 2000.000 );
        camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "shuttle_nav2", ORIGIN)$, 2000 );
        rotate ( < 0.000 0.000 0.000 >, 1000.000 );
        wait ( 2000.000 );
        move ( $tag( "shuttle_nav3", ORIGIN)$, 10000.000 );
        camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "shuttle_nav3", ORIGIN)$, 10000 );
        wait ( 10000.000 );

        task ( "closed" )
        {
                sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/voice/c7-2_6/Illia/closed.wav" );
        }

        dowait ( "closed" );
        camera ( /*@CAMERA_COMMANDS*/ SHAKE, 1.000, 2500 );
        move ( $tag( "shuttle_nav4", ORIGIN)$, 15000.000 );
        camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "shuttle_nav4", ORIGIN)$, 15170 );
        wait ( 1500.000 );
        sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/voice/c7-2_6/Illia/ready.wav" );
        wait ( 2000.000 );
        sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/voice/c7-2_6/Illia/fire.wav" );
        wait ( 500.000 );

        affect ( "launcher2", /*@AFFECT_TYPE*/ FLUSH )
        {
                set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_QUANTUM_BURST" );
                set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" );
                set ( /*@SET_TYPES*/ "SET_ENEMY", "target1" );
                set ( /*@SET_TYPES*/ "SET_WAIT", 0.000 );
                set ( /*@SET_TYPES*/ "SET_SHOT_SPACING", 1000 );
                set ( /*@SET_TYPES*/ "SET_AGGRESSION", 5 );
                set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_POINT_AND_SHOOT" );
                wait ( 700.000 );
                set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_IDLE" );
        }


        affect ( "launcher1", /*@AFFECT_TYPE*/ FLUSH )
        {
                set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_QUANTUM_BURST" );
                set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" );
                set ( /*@SET_TYPES*/ "SET_ENEMY", "target2" );
                set ( /*@SET_TYPES*/ "SET_WAIT", 0.000 );
                set ( /*@SET_TYPES*/ "SET_SHOT_SPACING", 1000 );
                set ( /*@SET_TYPES*/ "SET_AGGRESSION", 5 );
                set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_POINT_AND_SHOOT" );
                wait ( 700.000 );
                set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_IDLE" );
        }

        wait ( 11000.000 );
        use ( "nextlevel" );
        camera ( /*@CAMERA_COMMANDS*/ DISABLE );
}