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//  EF2 Level Script File
//
//  Level:                      map5.bsp
//  Script By:          Cortex
//  Geometry By:                Cortex
//  Created on:         12/2/04
//  Last Edited:        21/2/04

void main();
void initArchetypes();
void door_open();
void door_close();
void door_close_final();
void spawn_trigger();
void door_reopen();
void transport_in();
void catwalk_bang();
void cargo_puzzle_used();
void fly_cin();

#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/global_scripts/global_flyin.scr"
#include "maps/global_scripts/global_tricorderBase.scr"
#include "maps/global_scripts/global_tricorderRoute.scr"

void main()
{
//------------------------------------------------------------------
//      Setup the player and shuttle
//------------------------------------------------------------------
        $player.give( "models/weapons/worldmodel-tricorder-stx.tik" );
        $at_shuttle_ex.notsolid();
        $at_shuttle_in.notsolid();
        $at_shuttle_door.notsolid();
//------------------------------------------------------------------
//      Setup the Security Team
//------------------------------------------------------------------
        $jenette.notsolid();
        $jenette.hide();
        $jenette.pushable( 0 );
        $jenette.giveactorweapon( "actorweapons/fed-compressionrifle.tik", 1.0 );
        $jenette.useactorweapon( "CompressionRifle" );

        $ted.notsolid();
        $ted.hide();
        $ted.pushable( 0 );
        $ted.giveactorweapon( "actorweapons/fed-compressionrifle.tik", 1.0 );
        $ted.useactorweapon( "CompressionRifle" );

        $amy.notsolid();
        $amy.hide();
        $amy.pushable( 0 );
        $amy.giveactorweapon( "actorweapons/fed-compressionrifle.tik", 1.0 );
        $amy.useactorweapon( "CompressionRifle" );

        $lee.notsolid();
        $lee.hide();
        $lee.pushable( 0 );
        $lee.giveactorweapon( "actorweapons/fed-compressionrifle.tik", 1.0 );
        $lee.useactorweapon( "CompressionRifle" );
//------------------------------------------------------------------
//      Setup clips and triggers
//------------------------------------------------------------------
        $spawn_security.nottriggerable();
        $crouch_clip.notsolid();
        $catwalk_fine.show();
        $catwalk_fine.solid();
        $catwalk_damaged.hide();
        $catwalk_damaged.notsolid();
        $door_field.hide();
        $catwalk_trigger.nottriggerable();
        $final_close.notsolid();
        $shuttle_c.notsolid();
        $door_close_final_trigger.nottriggerable();
        $at_shuttle_cin_door.notsolid();
        $at_shuttle_cin_ex.notsolid();
        $at_shuttle_cin_door.hide();
        $at_shuttle_cin_ex.hide();
        $sky01.rendereffects( "+skyorigin" );
        waitfor( $sky01 );
thread initArchetypes();
}

void initArchetypes()
{
thread globalArchetype_Setup( $bay_door, "baydoor" );
thread globalArchetype_Setup( $shuttle_open, "shutopen" );
thread globalArchetype_Setup( $shuttle_c, "shutc" );
}

void door_open()
{
        $at_shuttle_door.loopsound( "sound/vehicles/shuttlecraft/shuttle_door_open.wav", 1 ,1024 );
        $at_shuttle_door.anim( "opening" );
        waitforanimation( $at_shuttle_door, "opening" );
        $at_shuttle_door.anim( "open_idle" );
        $shuttle_door_close_clip.notsolid();
        $at_shuttle_door.stoploopsound();
        $at_shuttle_door.playsound( "sound/vehicles/shuttlecraft/shuttle_door_openclose_stop.wav", 10 ,1 ,1024 );
}

void door_close()
{
        $at_shuttle_door.loopsound( "sound/vehicles/shuttlecraft/shuttle_door_open.wav", 1 ,1024 );
        $at_shuttle_door.anim( "closing" );
        waitforanimation( $at_shuttle_door, "closing" );
        $at_shuttle_door.anim( "closed" );
        $shuttle_door_close_clip.solid();
        $at_shuttle_door.stoploopsound();
        $at_shuttle_door.playsound( "sound/vehicles/shuttlecraft/shuttle_door_openclose_stop.wav", 10 ,1 ,800 );
}

void door_close_final()
{
        $at_shuttle_door.loopsound( "sound/vehicles/shuttlecraft/shuttle_door_open.wav", 1 ,1024 );
        $at_shuttle_door.anim( "closing" );
        waitforanimation( $at_shuttle_door, "closing" );
        $at_shuttle_door.anim( "closed" );
        $shuttle_door_close_clip.solid();
        $at_shuttle_door.stoploopsound();
        $at_shuttle_door.playsound( "sound/vehicles/shuttlecraft/shuttle_door_openclose_stop.wav", 10 ,1 ,800 );
        $final_close.solid();

thread fly_cin();
}

void spawn_trigger()
{
        $player.playsound("sound/environment/computer/lcars_yes.wav");
        $spawn_security.triggerable();
        $door_close_final_trigger.triggerable();
        $door_field.show();
        $door_field.solid();
        $door_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );

        $shuttle_bay_door.loopsound( "sound/doors/airlock_open01.wav", 1 ,10000 );
        $shuttle_bay_door.moveup( 380 );
        $shuttle_bay_door.time( 5 );
        waitfor( $shuttle_bay_door );

        $shuttle_bay_door.stoploopsound();
        $shuttle_bay_door.playsound( "sound/doors/airlock_close01.wav", 10 ,1 ,10000 );

//-------Secret----------------------------------------------------------------------
//      What could be the secret?, just look out the window
//-----------------------------------------------------------------------------------

        wait(60);

        $p_o_a.speed(0.2);
        $p_o_a.followpath( $path01 );
}

void door_reopen()
{
        $at_shuttle_door.loopsound( "sound/vehicles/shuttlecraft/shuttle_door_open.wav", 1 ,1024 );
        $at_shuttle_door.anim( "opening" );
        waitforanimation( $at_shuttle_door, "opening" );
        $at_shuttle_door.anim( "open_idle" );
        $shuttle_door_close_clip.notsolid();
        $at_shuttle_door.stoploopsound();
        $at_shuttle_door.playsound( "sound/vehicles/shuttlecraft/shuttle_door_openclose_stop.wav", 10 ,1 ,1024 );
}

void transport_in()
{

        $lee.ai_on();
        $lee.show();
        $lee.displayEffect( "TransportIn", "Federation" );
        $lee.anim( "crouch_idle" );
        $lee.headwatch( $player );

        $amy.ai_on();
        $amy.show();
        $amy.displayEffect( "TransportIn", "Federation" );
        $amy.anim( "crouch_idle" );
        $amy.headwatch( $player );

        $jenette.ai_on();
        $jenette.show();
        $jenette.displayEffect( "TransportIn", "Federation" );
        $jenette.headwatch( $player );

        $ted.ai_on();
        $ted.show();
        $ted.displayEffect( "TransportIn", "Federation" );
        $ted.headwatch( $player );

        wait(2);

        freezeplayer();

        wait(1);

        $crouch_clip.solid();

        $lee.playdialog("localization/sound/dialog/map05/lee/donotmove.mp3", 1, 10000, 1);
        waitfordialog( $lee );
        $lee.playdialog("localization/sound/dialog/map05/lee/gameover.mp3", 1, 10000, 1);
        waitfordialog( $lee );

        $amy.anim( "crouch_idle" );

        wait(3);

        $ted.attack ( $player );
        $lee.attack ( $catwalk_trigger );
        $amy.attack ( $player );
        $jenette.attack ( $player );
        releaseplayer();
        $catwalk_trigger.triggerable();
}

void catwalk_bang()
{
        triggerentity( $catwalk_ex );
        wait( 0.2 );
        $catwalk_fine.hide();
        $catwalk_fine.notsolid();
        $catwalk_damaged.show();
        $catwalk_damaged.solid();
}

void cargo_puzzle_used()
{
        entity puzzle;
        puzzle = getcurrententity();
        
        globalTricorderRoute_Reset();
        globalTricorderRoute_SetSource1Row( 4 );
        globalTricorderRoute_SetSource2Row( 8 ); 
        globalTricorderRoute_SetDestination1( 2, 8 );
    globalTricorderRoute_SetDestination2( 10, 4 );
    
        globalTricorderRoute_BeginDef();
        globalTricorderRoute_SetNextRow( 32, 11, 32, 11, 32, 32, 32, 32, 32 );
        globalTricorderRoute_SetNextRow( 32,  7,  1,  6,  5, 32, 32, 32,  2 );
        globalTricorderRoute_SetNextRow( 19,  2, 32, 32,  6, 11, 19,  1, 24 );
        globalTricorderRoute_SetNextRow(  8,  4, 16,  1, 26,  1, 21, 32, 32 );
        globalTricorderRoute_SetNextRow( 32,  0, 32, 32 , 0, 32, 32, 32, 32 );                          
        globalTricorderRoute_SetNextRow( 32, 17, 32, 32,  4, 16,  1,  9, 11 );  
        globalTricorderRoute_SetNextRow( 25,  3, 32, 32, 11, 32, 32, 17, 32 );  
        globalTricorderRoute_SetNextRow( 21, 32, 32, 32, 32, 32, 32,  4,  8 );  
        globalTricorderRoute_SetNextRow( 32, 32, 32, 32, 32, 32, 32, 32, 17 );                          
        globalTricorderRoute_SetNextRow( 32, 32, 32, 32, 32, 32, 32, 32,  3 );  
        globalTricorderRoute_SetNextRow( 32, 32, 32, 32, 32, 32, 32, 32, 32 );  
    
        globalTricorderRoute_Run( puzzle, 0 );

}

void fly_cin()
{
        freezeplayer();
        cinematic();

        wait(1);

        cam_fadeout( 1, 0, 0, 0, 1, 0 );

        wait(2);

        $at_shuttle_cin_door.show();
        $at_shuttle_cin_ex.show();
        $at_shuttle_cin_door.bind($at_shuttle_bind);
        $at_shuttle_cin_ex.bind($at_shuttle_bind);
        $at_shuttle_ex.notsolid();
        $at_shuttle_in.notsolid();
        $at_shuttle_door.notsolid();
        $at_shuttle_ex.hide();
        $at_shuttle_in.hide();
        $at_shuttle_door.hide();
        $at_shuttle_chair1.hide();
        $at_shuttle_chair2.hide();
        $at_shuttle_chair3.hide();
        $at_shuttle_chair4.hide();
        $p_o_a.hide();

        letterbox ( .1 );

        spawn ( "Camera" , "targetname" , "cam1" );

        wait( .05 );

//      cam.load("map5_shuttle_cam1");

        wait( .5);

        $cam1.follow( $map5_shuttle_cam1 );

        cuecamera ( $cam1 );

        wait( .5 );

        $player.warp( '433 -3568 138' );

        cam_fadein( 1, 0, 0, 0, 1, 0 );

        wait(2);

        $at_shuttle_bind.followpath( $path02 );
        $at_shuttle_bind.playsound( "sound/vehicles/shuttlecraft/shuttle_takeoff.wav", 10 ,1 ,1024 );
        $at_shuttle_bind.speed( 0.2 );

        wait(9);

        cam_fadeout( 1, 0, 0, 0, 1, 0 );

        wait (2);

        spawn ( "Camera" , "targetname" , "cam2" );

        wait( .05 );

//      cam.load("map5_shuttle_cam2");

        wait( .5);

        $cam2.follow( $map5_shuttle_cam2 );

        cuecamera ( $cam2 );

        wait( .5);

        cam_fadein( 1, 0, 0, 0, 1, 0 );

        $atlantic.loopsound( "sound/ships/enterprise/ent_exterior_01.wav", 1 ,1024 );

        wait(29);

        $cin_shuttle_1.bind($cin_shuttle_1_origin);
        $cin_shuttle_1_origin.followpath( $path03 );
        wait(3);
        $cin_shuttle_1_origin.playsound( "sound/vehicles/shuttlecraft/shuttle_flyby_fast.wav", 10 ,1 ,1024 );

        wait(20);

        cam_fadeout( 1, 0, 0, 0, 1, 0 );

        wait(2);

        noncinematic();
        clearletterbox( .1 );
        releaseplayer();
        cueplayer();

        wait(0.5);

        cam_fadein( 1, 0, 0, 0, 1, 0 );
}