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#include "maps/global_scripts/global_common.scr"
#include "maps/global_scripts/global_debugUtils.scr"
#include "maps/global_scripts/global_math.scr"
#include "maps/global_scripts/global_archetype.scr"
#include "maps/m11/m11l1a_dialog.scr"
#include "maps/m11/m11_groupSpawn.scr"
#include "maps/global_scripts/global_playerLoadout.scr"
#include "maps/m11/m11_beamInAmmo.scr"
#include "maps/global_scripts/global_tricorderbase.scr"
#include "maps/global_scripts/global_tricordermod.scr"


void switch_of_ai()
{
   $illia.ai_off();
   $klingon1.ai_off();
   $klingon3.ai_off();
   $klingon4.ai_off();
   $klingon5.ai_off();
   $klingon6.ai_off();
}

void show_camera(entity camera_to_use, entity camera_path, float duration_to_wait)
{
   camera_to_use.follow( camera_path );
   cuecamera( camera_to_use );
   wait(.2);
   cam_fadein( 1, 0, 0, 0, 1, 0 );
   wait(duration_to_wait);
   cam_fadeout( 1, 0, 0, 0, 1, 0 );
   wait(1);

}


void start_introcin()
{
   cinematic();
   letterbox(.1);
   cam_fadeout( .1, 0, 0, 0, 1, 0 );
   
   spawn ( "Camera" , "targetname" , "cam1" );
   spawn ( "Camera" , "targetname" , "cam2" );
   spawn ( "Camera" , "targetname" , "cam3" );
   spawn ( "Camera" , "targetname" , "cam4" );
   spawn ( "Camera" , "targetname" , "cam5" );
   spawn ( "Camera" , "targetname" , "cam6" );

   wait ( .05 );
   cam.load("holo2_gate_cam");
   cam.load("holo2_illia_cam");
   cam.load("holo2_illia_cam2");
   cam.load("holo2_klingon_cam");
   cam.load("holo2_illia_close_cam");
   cam.load("holo2_klingon_close_cam");

   wait ( .5);

   switch_of_ai();


   wait(1);

   //   stuffcmd("showmenu we_proudly_present\n");

   // wait(2);

   //  stuffcmd ( "popmenu 0\n" );
   // wait(3);
   stuffcmd("showmenu gbs\n");
   wait(4);
   stuffcmd ( "popmenu 0\n" );

   


   show_camera($cam1, $holo2_gate_cam, 3);
   wait(.5);

   
   show_camera($cam2, $holo2_illia_cam, 3);
   wait(.5);
   show_camera($cam3, $holo2_klingon_cam, 3);
   wait(.5);
   show_camera($cam6, $holo2_illia_cam2, 3);
   wait(.5);
   show_camera($cam5, $holo2_klingon_close_cam, 3);
   wait(.5);
   $world.light_lightstyle( "lightning", "azzazaazzzzz", 0 );
   $player.playsound( "sound/environment/nature/thunder2.wav", 0, 1.5, 10000 );
   show_camera($cam4, $holo2_illia_close_cam, 3);
   wait(.5);
   //wait(5);
}

void finish_introcin()
{
   cam_fadein( 1, 0, 0, 0, 1, 0 );

   noncinematic();
   cueplayer ();
   clearletterbox(.1);
   $illia.hide();
   $illia.notsolid();
   $klingon1.ai_on();
   $klingon3.ai_on();
   $klingon4.ai_on();
   $klingon5.ai_on();
   $klingon6.ai_on();
   $klingon1.attack($player);
   $klingon3.attack($player);
   $klingon4.attack($player);
   $klingon5.attack($player);
   $klingon6.attack($player);



}

void start_holocin()
{
   cinematic();
   letterbox(.1);
   cam_fadeout( .1, 0, 0, 0, 1, 0 );
/*   
   spawn ( "Camera" , "targetname" , "cam1" );
   spawn ( "Camera" , "targetname" , "cam2" );
   spawn ( "Camera" , "targetname" , "cam3" );
   spawn ( "Camera" , "targetname" , "cam4" );
   spawn ( "Camera" , "targetname" , "cam5" );
   spawn ( "Camera" , "targetname" , "cam6" );

   wait ( .05 );
   cam.load("holo2_gate_cam");
   cam.load("holo2_illia_cam");
   cam.load("holo2_illia_cam2");
   cam.load("holo2_klingon_cam");
   cam.load("holo2_illia_close_cam");
   cam.load("holo2_klingon_close_cam");

   wait ( .5);

   switch_of_ai();


   wait(1);

   //   stuffcmd("showmenu we_proudly_present\n");

   // wait(2);

   //  stuffcmd ( "popmenu 0\n" );
   // wait(3);
   stuffcmd("showmenu gbs\n");
   wait(4);
   stuffcmd ( "popmenu 0\n" );

   


   show_camera($cam1, $holo2_gate_cam, 3);
   wait(.5);

   
   show_camera($cam2, $holo2_illia_cam, 3);
   wait(.5);
   show_camera($cam3, $holo2_klingon_cam, 3);
   wait(.5);
   show_camera($cam6, $holo2_illia_cam2, 3);
   wait(.5);
   show_camera($cam5, $holo2_klingon_close_cam, 3);
   wait(.5);
   $world.light_lightstyle( "lightning", "azzazaazzzzz", 0 );
   $player.playsound( "sound/environment/nature/thunder2.wav", 0, 1.5, 10000 );
   show_camera($cam4, $holo2_illia_close_cam, 3);
   wait(.5);
   //wait(5);

   */
}



void main()
{
   globalLoadout_AssignWeapons ( "m11l1a_drull_ruins3" );
   

   $world.light_intensity( "lightning", 0 );

   //switch_of_ai();
   //start_introcin();
   //finish_introcin();

   /*
      Fight
      Corridor shot
      Illia turns, 'long death' animation of Klingon in the foreground
      Moya appears, door is closed.
      Illia walks toward him, Klingons beam in all around her
      */

   


}