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// EF2 Level Script File//// Level: map8.bsp// Script By: DrBob, ltiefland// Geometry By: TickNSwisted// Created on: 17/04/04// Last Edited on: 27/09/04// Last Edited By: TickNSwisted//****************************************************************************************************// ~SETUP~//****************************************************************************************************//INCLUDES#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_tricorderBase.scr"#include "maps/global_scripts/global_tricorderKeypad.scr"//FUNCTION DECLARATIONS//MAP FUNCTIONSvoid remove_forcefield();void remove_cave_forcefield();void b03_door_01_unlock();void b03_door_01_relock();void b02_door_01_relock();//INHERENT FUNCTIONSvoid main();void setupWorld();//CINEMATIC FUNCTIONSvoid intro_cin();//PUZZLE FUNCTIONSvoid Puzzle_Used();void Puzzle_Reset();void Puzzle_Solved();//VARIABLE DECLARATIONS//MAP VARIABLES//INHERENT VARIABLES//CINEMATIC VARIABLES//********************************************************************************************//FUNCTIONS//********************************************************************************************//MAP FUNCTIONSvoid remove_forcefield(){//Remove the forcefield$forcefield.remove();// unlock bunker 03's door_02$b03_door_02.unlock();//Play a sound and remove the speaker$forcefield_speaker.stoploopsound();$forcefield_speaker.playsound( "sound/ships/enterprise/ent_forcefield_down.wav", 0, 1 );$forcefield_speaker.remove();}void b03_door_01_unlock(){$b03_door_01.unlock();// unlock bunker 03's door_01.$b02_door_01.lock();}void b03_door_01_relock(){$b03_door_01.lock();// relock bunker 03's door_01.}void b02_door_01_relock(){$b02_door_01.lock();$b01_door_02.lock();}void remove_cave_forcefield(){//Remove the forcefield$cave_forcefield.remove();$cave_forcefield_speaker.remove();}//INHERENT FUNCTIONSvoid main(){//Setup the world$world.weather( "snow", 200 );$world.entity_fade_dist( 3000 );setupWorld();//Show the cinematicintro_cin();//Show the mission objective$player.setobjectiveshow( "findstammheim", 1 );}void setupWorld(){//$illia.remove();//fakeplayer();$b03_door_01.lock();$b03_door_02.lock();$b02_door_02.unlock();$b02_door_01.unlock();$b01_door_02.unlock();//Setup onUse threads...//Change the player's model$player.model( "char/hazardteam_jurot.tik" );//$fakeplayer.model( "char/hazardteam_jurot.tik" );//Load the mission objectives$player.loadobjectives( "GBS8" );//Give the player her weapons, and remove the prisoner'sglobalLoadout_GiveWeapon( WEAPON_TRICORDER_STX );globalLoadout_GiveWeapon( WEAPON_ROMULAN_DISRUPTOR );globalLoadout_GiveWeapon( WEAPON_PHASER_STX );globalLoadout_GiveWeapon( WEAPON_ASSAULT_SHOTGUN );globalLoadout_GiveWeapon( WEAPON_GRENADE_LAUNCHER );$player.give( "models/weapons/worldmodel-rom-disruptor-rifle.tik" );$illia_prisoner.removeactorweapon ( "CompressionRifle" );$illia_prisoner.removeactorweapon ( "AssaultRifle" );$illia_prisoner.removeactorweapon ( "CompressionRifleEnhanced" );//Spawn camerasspawn( "Camera", "targetname", "cam1" );spawn( "Camera", "targetname", "cam2" );spawn( "Camera", "targetname", "cam3" );//Remove NPCs AI$illia_prisoner.ai_off();$tebok.ai_off();//Set NPCs sides//Setup NPC animations//Setup NPC facial animation$stammheim.morph( "exp_eyes_heavy" );$stammheim.morph( "exp_Nervous" );$stammheim.morph( "exp_Fear" );$stammheim.morph( "exp_Sad" );//Make NPCs non-pushable$illia_prisoner.pushable( 0 );$tebok.pushable( 0 );$illia.pushable( 0 );// $fakeplayer.pushable( 0 );//Hide and notsolid certain things...$illia_prisoner.hide();$tebok.hide();$illia.pushable( 0 );// $fakeplayer.hide();$illia_prisoner.notsolid();$tebok.notsolid();$illia.pushable( 0 );// $fakeplayer.notsolid();}//CINEMATIC FUNCTIONSvoid intro_cin(){cam_fadeout( 1, 0, 0, 0, 1, 0 );freezeplayer();cinematic();letterbox ( 0.1 );//Make the fakeplayer use the same weapon as you// globalCommon_AiActorUseWeapon( $fakeplayer, "current" );globalCommon_AiActorUseWeapon( $illia, "current" );$cam3.follow( $map8_intro2 );$cam3.cut();wait( 0.5 );cuecamera( $cam3 );cam_fadein( 1, 0, 0, 0, 1, 0 );$illia.DisplayEffect( "TransportIn", "Romulan" );// $fakeplayer.DisplayEffect( "TransportIn", "Romulan" );wait( 2.7 );$illia.show();$illia.solid();/* $fakeplayer.show();$fakeplayer.solid();*/$cam1.follow( $map8_intro1 );$cam1.cut();wait( 1 );cuecamera( $cam1 );wait( 5 );cuecamera( $cam3 );/* $fakeplayer.playdialog( "localization/sound/dialog/map08/illia/inshorttime.mp3", 1, 10000, 0 );waitfordialog( $fakeplayer );*/$illia.playdialog( "localization/sound/dialog/map08/illia/inshorttime.mp3", 1, 10000, 0 );waitfordialog( $illia );wait( 0.05 );$cam2.follow( $cell_cam );$cam2.cut();wait( 0.5 );cuecamera( $cam2 );$illia_prisoner.show();$illia_prisoner.solid();$illia_prisoner.anim( "cin-m8_situp" );cam_fadein( 3, 0, 0, 0, 1, 0 );$illia_prisoner.playdialog( "localization/sound/dialog/map08/Illia/iwasaware.mp3", 1, 10000, 0 );waitfordialog( $illia_prisoner );$illia_prisoner.playdialog( "localization/sound/dialog/map08/Illia/stillalive.mp3", 1, 10000, 0 );waitfordialog( $illia_prisoner );wait( 2 );cuecamera( $cam3 );/* $fakeplayer.playdialog( "localization/sound/dialog/map08/illia/nochoice.mp3", 1, 10000, 0 );waitfordialog( $fakeplayer );*/$illia.playdialog( "localization/sound/dialog/map08/illia/nochoice.mp3", 1, 10000, 0 );waitfordialog( $illia );wait( 0.2 );$illia_prisoner.remove();// removefakeplayer();$illia.hide();$illia.notsolid();clearletterbox( 0.1 );releaseplayer();noncinematic();cueplayer();//Make a new objective appear: find the entrance to the caves//Make the blip appear on your radar$player.missionobjective( 1 );//Make the mission objective appear$player.setobjectiveshow( "findentrance", 1 );}//PUZZLE FUNCTIONSvoid Puzzle_Used(){globalTricorderKeypad_SetType( "Starfleet" );globalTricorderKeypad_SetScannedCodeFlag( 0 );globalTricorderKeypad_SetSecretCode( 3, 1, 4, 1, 5, 9, 2, 6, 5 );//Edited by TICKNSWISTED:changed SecretCode to Pi for ingame clue.globalTricorderKeypad_Run( $cave_forcefield_puzzle, 100, 3);}void Puzzle_Reset(){$cave_forcefield_puzzle.puzzleobject_reset();}void Puzzle_Solved(){$cave_forcefield_puzzle.playsound( "sound/ships/romulan/rom_beep_yes.wav", 0, 1 );remove_cave_forcefield();}