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// EF2 Level Script File//// Level: map3b.bsp// Script By: Cortex, Argyle, ltiefland// Geometry By: Argyle, Cortex, Alpharaptor// Created on: 17/11/03// Last Edited on: 20/01/07// Last Edited by: ltiefland#include "maps/global_scripts/global_archetype.scr"#include "maps/global_scripts/global_common.scr"#include "maps/global_scripts/global_playerLoadout.scr"#include "maps/global_scripts/global_debugUtils.scr"#include "maps/global_scripts/global_array.scr"#include "maps/global_scripts/global_math.scr"#include "maps/global_scripts/global_acceleratedMovement.scr"#include "maps/attackplayer.scr"void jeff_door_open();void jeff_door_close();void ff1();void ff2();void ff3();void switch_open();void lever_move();void alexia_walk();void door_field_active();void spotted();//void spotted_action();void trap_activation();void north();void east();void south();void west();void neil_find();void sarah_find();void levelchange();//-----------------------------MAP3EX ORIGINAL SCRIPT------------------------------------------------------------void jeff_door_open(){$latch.time( 0.2 );$latch.movedown(4);$latch.playsound( "sound/environment/metal/panel_close1.wav" );wait(1);$latch.bind( $jeff_door_origin );$jeff_door.bind( $jeff_door_origin );$jeff_door_origin.time( 2.5 );$jeff_door_origin.playsound( "sound/doors/drull_smldoor_01.wav" );$jeff_door_origin.rotateto( '0 90 0' );waitfor( $jeff_door_origin );$jeff_door_origin.playsound( "sound/doors/drull_smldoor_stop_01.wav" );}void jeff_door_close(){$latch.bind( $jeff_door_origin );$jeff_door.bind( $jeff_door_origin );$jeff_door_origin.time( 2.5 );$jeff_door_origin.playsound( "sound/doors/drull_smldoor_01.wav" );$jeff_door_origin.rotateto( '0 0 0' );waitfor( $jeff_door_origin );$jeff_door_origin.playsound( "sound/doors/drull_smldoor_stop_01.wav" );wait(1);$latch.time( 0.2 );$latch.moveup(4);$latch.playsound( "sound/environment/metal/panel_close1.wav" );}void ff1(){$cor_ff1.show();$cor_ff1.solid();$cor_ff1.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );$cor_ff1.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );$ff2_trig.triggerable();}void ff2(){$cor_ff2.show();$cor_ff2.solid();$cor_ff2.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );$cor_ff2.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );}void ff3(){$cor_ff3.show();$cor_ff3.solid();$cor_ff3.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );$cor_ff3.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );$ff2_trig.triggerable();}void switch_open(){$lever_door.movewest(1);wait(0.1);$lever_door.movenorth(35);$lever_door.time(2);$lever_door.playsound( "sound/ships/forever/for_gravpanel.wav", 1, 1, 11111 );waitfor( $lever_door );$lever_door.playsound( "sound/ships/forever/for_gravpanelstop.wav", 1, 1, 11111 );}void lever_move(){$lever_one.time(0.2);$lever_one.movedown(15);$player.playsound( "sound/environment/metal/panel_close1.wav");wait(0.2);$player.playsound("sound/environment/computer/lcars_yes.wav");$alexia.notsolid();$alexia.hide();$alexia1.solid();$alexia1.show();$door_field.hide();$door_field.notsolid();$door_field.stoploopsound();}void alexia_walk(){$alexia.walkto( "$alexia_nav1", "walk" );waitfor( $alexia );$alexia.walkto( "alexia_nav2", "walk" );waitfor( $alexia );$alexia.walkto( "$alexia_nav3", "walk" );waitfor( $alexia );$alexia.hide();$alexia.notsolid();$alexia1.show();}void door_field_active(){$door_field.show();$door_field.solid();$door_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );$door_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );$lever.triggerable();}void spotted(){//$office_field.solid();//$spotted_trigger2.nottriggerable();//$spotted_trigger3.nottriggerable();//$spotted_trigger4.nottriggerable();$emma.removeactorweapon( "EnterpriseDatapad" );$emma.anim( "idle" );$emma.turntoangle( 160 );$emma.headwatchtarget( "player" , 7 );wait(0.5);$emma.anim( "tap_comm" );waitforanimation( $emma, "tap_comm" );$player.playsound( "sound/misc/player/communicatorbeep.wav", 1, 1, 11111 );$emma.anim( "idle" );$alexia1.anim( "idle" );wait(0.2);$alexia1.turntoangle( 60 );$alexia1.headwatchtarget( "player" , 7 );$comp_screen.hide();$office_door.lock();$sick_door.lock();//$office_field.show();$office_field2.show();$office_field2.solid();$office_field2.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );$office_field2.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );wait(0.3);//$office_door_field.show();//$office_door_field.solid();//$office_door_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );//$office_door_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );wait(0.3);$sick_door_field.show();$sick_door_field.solid();$sick_door_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );$sick_door_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );AIShowGroup ( 668, "Federation" );$security3.ai_on();$security4.ai_on();CommandToGroup ( 668 , "groupactortype" , "enemy" , "");CommandToGroup ( 668 , "visiondistance" , "4000" , "" );CommandToGroup ( 668 , "fov" , "360" , "" );CommandToGroup ( 668 , "attack" , "$player" , "" );}void spotted_action(){}void trap_activation(){$west_trigger.triggerable();}void north(){$north_field.show();$north_field.solid();$north_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );$north_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );$sarah_find_trig.nottriggerable();$neil_find_trig.nottriggerable();$east_trigger.triggerable();$south_trigger.triggerable();}void east(){$east_field.show();$east_field.solid();$east_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );}void south(){$south_field.show();$south_field.solid();$south_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );$south_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );}void west(){$west_field.show();$west_field.solid();$west_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );$west_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );$sarah_find_trig.nottriggerable();$neil_find_trig.nottriggerable();$east_trigger.triggerable();$south_trigger.triggerable();}void neil_find(){$neil.solid();$neil.show();$neil.walkto( "$neil_nav1", "walk" );waitfor( $neil );$neil.walkto( "$neil_nav2", "walk" );waitfor( $neil );$neil.walkto( "$neil_nav3", "walk" );waitfor( $neil );$neil.headwatchtarget( "player" , 7 );$neil.anim( "tap_comm" );waitforanimation( $neil, "tap_comm" );$neil.playsound( "sound/misc/player/communicatorbeep.wav", 1, 1, 11111 );$neil.anim( "idle" );$east_field.show();$east_field.solid();$east_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );$east_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );$sarah_find_trig.nottriggerable();$south_trigger.triggerable();}void sarah_find(){$sarah.solid();$sarah.show();$sarah.walkto( "$sarah_nav1", "walk" );waitfor( $sarah );$sarah.walkto( "$sarah_nav2", "walk" );$sarah.headwatchtarget( "player" , 7 );$sarah.anim( "tap_comm" );waitforanimation( $sarah, "tap_comm" );$sarah.playsound( "sound/misc/player/communicatorbeep.wav", 1, 1, 11111 );$sarah.anim( "idle" );$south_field.show();$south_field.solid();$south_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );$south_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );$neil_find_trig.nottriggerable();$east_trigger.triggerable();}void levelchange(){stuffcmd("map map4 \n");}void main(){//-----------------------MAP3EX ORIGINAL SCRIPT--------------------------------$cor_ff1.hide();$cor_ff2.hide();$cor_ff3.hide();$cor_ff1.notsolid();$cor_ff2.notsolid();$cor_ff3.notsolid();$ff2_trig.nottriggerable();//$office_door_field.notsolid();//$office_field.notsolid();//$office_field.hide();$office_field2.hide();$sick_door_field.notsolid();$sick_door_field.hide();//$office_door_field.hide();//$office_field.hide();$office_field2.hide();$sick_door_field.hide();$door_field.hide();$door_field.hide();$door_field.notsolid();$lever.nottriggerable();//--------------------------------------------------$alexia.ai_off();$alexia.anim( "idle" );$alexia.removeactorweapon( "CompressionRifle" );$alexia.useactorweapon( "none" );$alexia.pushable( 0 );$emma.ai_off();$emma.anim( "idle" );$emma.removeactorweapon( "CompressionRifle" );$emma.useactorweapon( "none" );$emma.pushable( 0 );$emma.useactorweapon( "EnterpriseDatapad" );$emma.anim( "ent-datapad-use" );$alexia1.ai_off();$alexia1.anim( "ent-table-gesture2" );$alexia1.removeactorweapon( "CompressionRifle" );$alexia1.useactorweapon( "none" );$alexia1.pushable( 0 );$alexia1.notsolid();$alexia1.hide();$neil.ai_off();$neil.anim( "idle" );$neil.removeactorweapon( "CompressionRifle" );$neil.useactorweapon( "none" );$neil.pushable( 0 );$neil.hide();$neil.notsolid();$sarah.ai_off();$sarah.anim( "idle" );$sarah.removeactorweapon( "CompressionRifle" );$sarah.useactorweapon( "none" );$sarah.pushable( 0 );$sarah.hide();$sarah.notsolid();//-------------------------------------------------$security3.setgroupid ( 668 );$security3.pushable( 0 );$security3.giveactorweapon( "actorweapons/fed-compressionrifle.tik", 1.0 );$security3.useactorweapon( "CompressionRifle" );$security4.setgroupid ( 668 );$security4.pushable( 0 );$security4.giveactorweapon( "actorweapons/fed-compressionrifle.tik", 1.0 );$security4.useactorweapon( "CompressionRifle" );$security3.hide();$security3.notsolid();$security4.hide();$security4.notsolid();//-------------------------------------------------$east_trigger.nottriggerable();$south_trigger.nottriggerable();$west_trigger.nottriggerable();$north_field.hide();$north_field.notsolid();$east_field.hide();$east_field.notsolid();$south_field.hide();$south_field.notsolid();$west_field.hide();$west_field.notsolid();//Archetypesthread globalArchetype_Setup( $hint_lever, "hint_lever");}