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// EF2 Level Script File//// Level: map09.bsp// Script By: DrBob & Argyle & TickNSwisted & Sam "Bicko" Bickley & LTiefland & Chrissstrahl// Geometry By: TickNSwisted & Argyle & Sam "Bicko" Bickley// Created on: 02/04/04// Last Edited on: 03.02.2006// Last Edited By: Chrissstrahl//**************************************************************************// MAP 9SCRIPT//**************************************************************************//INCLUDES#include "maps/global_scripts/global_common.scr"#include "maps/global_scripts/global_archetype.scr"#include "maps/global_scripts/global_playerLoadout.scr"//NOTES/*sound/doors/door_locked.wavsound/ships/romulan/rom_beep_yes.wavsound/ships/romulan/rom_beep_no.wavsound/ships/romulan/rom_beep_activate.wavsound/ships/romulan/rom_redalert.wav*///VARS//**************************************************************************float romulan1_active;float elevator1_pos = 1;float door_01_pos = 1;float lift_02_pos = 0;//STAGE 0void main();void setupWorld();//STAGE 1void granade_romulan1();void fire_lift_01() ;void lift_01_romulaner();//void fire_lift_01();void fire_lift_02();void fire_lift_03();void fire_ff_01();void fire_steam_01();void fire_steam_02();//void cin_cells();void cin_cells_skip();//void shuttle_entrance();void shuttle_entrance_skip();//void cin_shuttle();void cin_shuttle_skip();void stammheimEnteringShuttle();void illiaEnteringShuttle();void fire_lift_02 (){if ( lift_02_pos == 0 ){$lift_02.playsound ( "sound/environment/machine/lift3.wav" );$lift_02.time ( 4 );$lift_02.movedown ( 280 );wait ( 4 );$lift_02.playsound ( "sound/environment/machine/lift3stop.wav" );wait ( 3 );lift_02_pos = 1;}else{if ( lift_02_pos == 1 ){$lift_02.playsound ( "sound/environment/machine/lift3.wav" );$lift_02.time ( 4 );$lift_02.moveup ( 280 );wait ( 4 );$lift_02.playsound ( "sound/environment/machine/lift3stop.wav" );wait ( 3 );lift_02_pos = 0;}}}void fire_lift_03 (){$lift_03.playsound ( "sound/environment/machine/lift3.wav" );$lift_03.time ( 3 );$lift_03.moveup ( 262 );wait ( 3 );$lift_03.playsound ( "sound/environment/machine/lift3stop.wav" );wait ( 4 );$lift_03.playsound ( "sound/environment/machine/lift3.wav" );$lift_03.time ( 3 );$lift_03.movedown ( 262 );wait ( 3 );$lift_03.playsound ( "sound/environment/machine/lift3stop.wav" );wait ( 3 );}void fire_baydoors (){$bay_door_01.playsound ( "sound/environment/machine/lift4.wav");$bay_door_01.time ( 5 );$bay_door_01.movenorth ( 500 );$bay_door_02.time ( 5 );$bay_door_02.movesouth ( 500 );wait ( 5 );$bay_door_01.playsound ( "sound/environment/machine/lift4stop.wav" );}void fire_ff_01 ()//Removes the ff to the controll center.{$trigger_ff.playsound( "sound/ships/romulan/rom_beep_activate.wav" );wait( 2 );$sparks_ff.selfdetonate();wait( 0.1 );$device_ff_origin.angles( '90 -90 0' );$ff_01.remove ();$sparks_ff.show();$cable_ff.show();wait( 3 );}void fire_steam_01(){$knob_steam_01.rotateZ(50);// $knob_steam_01.movenorth(1);$knob_steam_01.playsound( "sound/environment/metal/crank_switch.wav" );wait(1);$knob_steam_01.rotateZ(0);$trig_steam_01.nottriggerable();$enty_steam_01.remove ();}void fire_steam_02(){$knob_steam_02.rotateX(64);// $knob_steam_02.movenorth(1);$knob_steam_02.playsound( "sound/environment/metal/crank_switch.wav" );wait(1);$knob_steam_02.rotateX(0);$trig_steam_02.nottriggerable();$enty_steam_02.remove ();}//**************************************************************************//MAIN//**************************************************************************void main(){soundtrack( "music/map9.mus" );if(doesEntityExist($sky)){$sky.rendereffects( "+skyorigin" );}thread setupWorld();//Wait for the Player to be ReadywaitForPlayer();//Equip developers with something special, like tricorder to chek all the model archetypes/* if( getCvar( "developer" ) == "1" ){$player.give ( "models/weapons/worldmodel-tricorder-STX.tik" );stuffcmd( "sv_showInfo", "1" );stuffcmd( "sv_showInfodist", "512" );}*/ //Removed by Chrissstrahl for beta3 relase//Euip player with weapons$player.turn(45,.1);//BUGFIX, spawnpoint sux$player.give( "models/weapons/worldmodel-compressionrifle.tik" );$player.give( "models/weapons/worldmodel-rom-disruptor.tik" );//Give some Ammo$player.ammo( "Plasma", 200 );$player.armor( "BasicArmor", 100 );//Make the player use this weapon now$player.use( "romulanDisruptor" );//Show the mission objective$player.setobjectiveshow( "findstammheim", 1 );wait( 1.5 );}void setupWorld(){//Setup The Archetypesthread globalArchetype_Setup( $console_0, "RomulanGenericUsableConsole");thread globalArchetype_Setup( $console_1, "RomulanSecurityUsableConsole");thread globalArchetype_Setup( $console_2, "RomulanGenericUsableConsole");thread globalArchetype_Setup( $console_3, "RomulanSecurityUsableConsole");//Setup The OnUse Threadsthread globalCommon_OnUse( $trigger_fire_lift_01, "lift_01_romulaner" );//Loop Sounds$stammheim_forcefield.loopsound( "sound/ships/enterprise/ent_forcefield.wav" , 1, 125 );//Force Field Generator Device (Not the ventilator system)$device_ff.bind( $device_ff_origin );$sparks_ff.hide();$cable_ff.hide();$device_ff_origin.angles( '0 -90 0' );//Granade Romulaner$romulan1.ai_off();//Sleep till we need you//TEMORARY -> Lock Cell Door and disable cinematics//Till player finds the console to unlock the cell$cell_door.lock();$trigger_cin_cells.nottriggerable();//Lock door for the shuttlebay$baydoor.lock();//Cells, outside gards$romulan2.ai_off();$romulan3.ai_off();$romulan4.ai_off();$romulan2.hide();$romulan3.hide();$romulan4.hide();$romulan2.notsolid();$romulan3.notsolid();$romulan4.notsolid();//Video Screen$screen_on.hide();$screen_pattern.show();//Shuttle, Romulan Patrols$shuttle_attacker1.ai_off();$shuttle_attacker2.ai_off();$shuttle_attacker3.ai_off();$shuttle_attacker4.ai_off();$shuttle_attacker1.hide();$shuttle_attacker2.hide();$shuttle_attacker3.hide();$shuttle_attacker4.hide();$shuttle_attacker1.notsolid();$shuttle_attacker2.notsolid();$shuttle_attacker3.notsolid();$shuttle_attacker4.notsolid();//Shuttle, Bind Models$drull_shuttle.bind($shuttle_bind);$shuttle_main.bind($shuttle_bind);//Change the player's model$player.model( "char/hazardteam_jurot.tik" );//Load the mission objectives$player.loadobjectives( "GBS10" );//Since the radinat is resetin the model all the time we gona force this by script!!!$stammheim.model("models/char/stammheim.tik");//Patch 06.sep.2007 @ Chrissstrahl//Make Stammheim so that he isn't allowed to be killed by you$stammheim.not_allowed_to_kill();//Remove Stammheim's toy$stammheim.removeactorweapon( "CompressionRifle" );$illia_cockpit.removeactorweapon( "CompressionRifleEnhanced" );$stammheim_cockpit.removeactorweapon( "CompressionRifle" );//Spawn camerasspawn( "Camera", "targetname", "cam1" );spawn( "Camera", "targetname", "cam2" );spawn( "Camera", "targetname", "cam3" );spawn( "Camera", "targetname", "cam4" );spawn( "Camera", "targetname", "cam5" );spawn( "Camera", "targetname", "cam6" );spawn( "Camera", "targetname", "cam7" );spawn( "Camera", "targetname", "cam8" );//Remove NPCs AI$stammheim.ai_off();$stammheim_cockpit2.ai_off();$stammheim_cockpit2.hide();$stammheim_cockpit.ai_off();$illia_cockpit.ai_off();$imdead.ai_off();$arrest1.ai_off();$arrest2.ai_off();$arrest3.ai_off();$arrest4.ai_off();//Set NPCs sides$stammheim.actortype( "teammate" );$player.addrosterteammate1( $stammheim );//Make it so that Romulans wont attack Stammheim, only you$stammheim.flags( "+notarget" );//Make Stammheim a mission target$stammheim.missionobjective( 1 );//Setup NPC animations$stammheim.anim( "idle_breathing" );$imdead.anim("dead_in_captain_chair");//Setup NPC facial animation$stammheim.morph( "exp_eyes_heavy" );$stammheim.morph( "exp_Nervous" );$stammheim.morph( "exp_Fear" );$stammheim.morph( "exp_Sad" );$entrance_trigger.nottriggerable();$trigger_final.nottriggerable();//Make NPCs non-pushable//Loop redalert Sound//$player.loopsound("sound/ships/romulan/rom_redalert.wav", 1 );}//STAGE 1//**************************************************************************// Reach the lift//**************************************************************************void granade_romulan1()//Romulan Grenadier{//Chek if he is still alive, then make him thinkif( doesEntityExist( $romulan1 ) ){$romulan1.ai_on();}}void fire_lift_01(){//Check if the grenadier is still allive, if make him sleep//ELSE he will make noise all the timeif( doesEntityExist( $romulan1 ) ){$romulan1.sleep();}//Check if the Lift was activeif( romulan1_active != 1 ){thread lift_01_romulaner();romulan1_active = 1;}//Move the lift down, lock the trigger, wait and move the lift up again$trigger_fire_lift_01.nottriggerable();$lift_01.playsound ( "sound/environment/machine/lift3.wav" );$lift_01.time ( 6 );$lift_01.movedown ( 432 );wait ( 6 );$lift_01.playsound ( "sound/environment/machine/lift3stop.wav" );wait ( 5 );$lift_01.playsound ( "sound/environment/machine/lift3.wav" );$lift_01.time ( 6 );$lift_01.moveup ( 432 );wait ( 6 );$lift_01.playsound ( "sound/environment/machine/lift3stop.wav" );$trigger_fire_lift_01.triggerable();}void lift_01_romulaner(){//Spawn a Romulan Solider at the lift01$romulan2.ai_on();$romulan2.displayeffect( "TransportIn", "Romulan" );$romulan2.show();wait( 2 ); //Wait a moment to simulate the transporter effect$romulan2.solid();}//STAGE 2//**************************************************************************// Manage to open the hall door//**************************************************************************void secret_dancer1()//Secret dancer, if player enters the room she starts dancing{//Let her dancewhile( doesEntityExist( $dancer1 ) ){$dancer1.anim( "dance1" );wait( 10 );}}void grp_hall_door()//Unlock and open the hall door for stage 3{cam_fadeout( 0.1, 0, 0, 0, 1, 0 );$cam2.follow( $entrance );$cam2.cut();cinematic();freezeplayer();letterbox( 0.5 );wait( 0.5 );cam_fadein( 1, 0, 0, 0, 1, 0 );wait( 0.1 );cuecamera($cam2);$trigger_grp_hall_door.nottriggerable();$grp_hall_door.unlock();$grp_hall_door.open( $trigger_grp_hall_door );triggerentity($door_sound);wait(3);noncinematic();clearletterbox( 0.1 );releaseplayer();cueplayer();wait( 0.1 );cam_fadein( 0.1, 0, 0, 0, 1, 0 );}//STAGE 3//**************************************************************************// -//**************************************************************************void grp_hall_door_lock()//lock and open the hall door{$grp_hall_door.close();$grp_hall_door.lock();}void unlock_cells(){$trigger_unlock_cells.playsound("sound/ships/romulan/rom_beep_yes.wav", 1, 1, 10 );$trigger_cin_cells.triggerable();$cell_door.unlock();$romulan3.show();$romulan3.solid();$romulan3.ai_on();}//CINEMATIC FUNCTIONSvoid cin_cells(){//Unlock Bay Door,$baydoor.unlock();//Activate a nother soldier (he will patrol until player comes in viewrange)$romulan4.show();$romulan4.solid();$romulan4.ai_on();skipthread( "cin_cells_skip" );cam_fadeout( 0.1, 0, 0, 0, 1, 0 );//Make Illia holster any weapon she might have acquired$player.holster();$player.immobilize(1);$player.droptofloor();wait(.1);//Bring up a fake player modelfakeplayer();//Make the fakeplayer use the same weapon as youglobalCommon_AiActorUseWeapon( $fakeplayer, "current" );//Initialize the fake player$fakeplayer.strictlyfollowpath( 1 );$stammheim.strictlyfollowpath( 1 );$cam1.follow( $cin_cells_cam1_pos1, $fakeplayer );$cam1.cut();//Make it a cinematiccinematic();letterbox( 0.5 );wait( 0.5 );cam_fadein( 1, 0, 0, 0, 1, 0 );wait( 0.1 );cuecamera($cam1);//Make Illia walk up to the doors$fakeplayer.walkto( "$cin_cells_illia_pos_enter" );waitFor( $fakeplayer );//Open the door//thread fire_door_01();//Make the camera pan down to look through the door$cam1.follow( $cin_cells_cam1_pos2 );//Make Illia hesitate slightlywait( 0.3 );cuecamera($cam1);//Make Illia walk to inside the cell room//$fakeplayer.walkto( "$cin_cells_illia_pos_inside", "run", 0, -1 );$fakeplayer.walkto( "$cin_cells_illia_pos_inside" );waitFor( $fakeplayer );$fakeplayer.headwatch( $stammheim );$fakeplayer.walkto( "$cin_cells_illia_pos_nearcell" );wait( 1 );//Close the door again, just to be tidy//fire_door_01();//Fade the camera outcam_fadeout( 1, 0, 0, 0, 1, 0 );wait( 2 );//Setup the camera inside the cell room$cam1.follow( $cin_cells_cam1_pos3 );$cam1.cut();wait( 1 );cuecamera($cam1);cam_fadein( 0.1, 0, 0, 0, 1, 0 );//POSSIBLE ANIMATIONS FOR STAMMHEIM:// cheer : Arms above head// conv-embarrassment : Head in hands// conv-gesture1 : Looking around, scared// conv-laugh1 : Pain// conv-look : Looking around, scared// conv-shakehead : Pain in head, voices// idle_breathing : Hard to breathe//Illia: Stammheim.$fakeplayer.morph( "exp_Relief" );$fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/stammheim.mp3", 1, 10000, 0 );waitForDialog( $fakeplayer );$fakeplayer.unmorph( "exp_Relief" );wait( 0.5 );//Turn Stammheim towards the player$stammheim.turntowardsplayer();$stammheim.headwatch( $fakeplayer );wait( 0.5 );//Stammheim: Who...who are you?$stammheim.playdialog( "localization/sound/dialog/map09/Stammheim/whoareyou.mp3", 2, 10000, 0 );waitForDialog( $stammheim );//Start the camera panning up on Illia$cam1.follow( $cin_cells_cam1_pos4 );$cam1.cut();//Illia: You know me Stammheim.$fakeplayer.anim( "conv-gesture1" );$fakeplayer.morph( "exp_Skeptical" );$fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/youknowme.mp3", 1, 10000, 0 );waitForDialog( $fakeplayer );$fakeplayer.anim( "idle" );//Illia: The mission on Cardassia Prime?$fakeplayer.anim( "conv_shrug" );$fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/cardassiaprime.mp3", 1, 10000, 0 );waitForDialog( $fakeplayer );$fakeplayer.anim( "idle" );wait( 0.5 );//Illia: Doesn't that ring a bell?$fakeplayer.unmorph( "exp_Skeptical" );$fakeplayer.morph( "exp_Confused" );$fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/ringabell.mp3", 1, 10000, 0 );waitForDialog( $fakeplayer );wait( 0.5 );//Pointing at Stammheim through the forcefield$cam1.follow( $cin_cells_cam1_pos5 );$cam1.cut();//Stammheim: No more questions...please...please...$stammheim.anim( "conv-shakehead" );$stammheim.playdialog( "localization/sound/dialog/map09/Stammheim/noquestions.mp3", 2, 10000, 0 );waitForDialog( $stammheim );wait( 1.5 );//Stammheim: My head...$stammheim.anim( "cheer" );$stammheim.morph( "exp_Pain" );$stammheim.playdialog( "localization/sound/dialog/map09/Stammheim/myhead.mp3", 2, 10000, 0 );waitForAnimation( $stammheim, "cheer" );$stammheim.anim( "idle" );waitForDialog( $stammheim );//Stammheim: The Romulan said the pain would stop...but it hasn't.$stammheim.anim( "conv-shakehead" );$stammheim.playdialog( "localization/sound/dialog/map09/Stammheim/painstop.mp3", 2, 10000, 0 );waitForDialog( $stammheim );wait( 0.5 );//Looking at Illia$cam1.follow( $cin_cells_cam1_pos6, $fakeplayer );$cam1.cut();//Illia: The Romulans didn't exactly handle him with kid gloves, it seems.$fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/romulans.mp3", 1, 10000, 0 );waitForDialog( $fakeplayer );$fakeplayer.unmorph( "exp_Confused" );$fakeplayer.morph( "exp_Serious" );wait( 0.5 );//Make Illia walk over to the console & deactivate the forcefield$fakeplayer.walkto( "$cin_cells_illia_pos_console" );waitFor( $fakeplayer );wait( 0.1 );//Make Illia use the console and play a sound//$fakeplayer.turntowardsentity( $console );$fakeplayer.headwatch( $console );$fakeplayer.turntoangle( 0 );waitFor( $fakeplayer );$fakeplayer.anim( "ent-transporter-rear-gesture" );$console.playsound( "sound/ships/romulan/rom_beep_yes.wav", 0, 1 );$cam1.lookat( $fakeplayer );waitForAnimation( $fakeplayer, "ent-transporter-rear-gesture" );$fakeplayer.anim( "idle" );$cam1.follow( $cin_cells_cam1_pos7, $stammheim );$cam1.cut();//Stop the forcefield sound, and play the forcefield_down sound$stammheim_forcefield.stoploopsound();$stammheim_forcefield.playsound( "sound/ships/enterprise/ent_forcefield_down.wav", 0, 1 );$stammheim_forcefield.remove();wait( 0.1 );//Illia: Come on Alexander. I'll get you out of here.$fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/comeonalexander.mp3", 1, 10000, 0 );waitForDialog( $fakeplayer );//Illia: Try to follow me, ok?$fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/follow.mp3", 1, 10000, 0 );waitForDialog( $fakeplayer );wait( 1 );//Illia: Do you understand?$fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/understood.mp3", 1, 10000, 0 );$stammheim.anim( "idle_breathing" );waitForDialog( $fakeplayer );wait( 1.5 );//Stammheim: Follow...Yes...$stammheim.anim( "conv-yes" );$cam1.follow( $cin_cells_cam1_posstammheim, $stammheim );//$cam1.cut();$stammheim.playdialog( "localization/sound/dialog/map09/Stammheim/follow.mp3", 2, 10000, 0 );waitForDialog( $stammheim );$stammheim.anim( "idle_breathing" );wait( 0.5 );//Stammheim: Follow...$stammheim.playdialog( "localization/sound/dialog/map09/Stammheim/follow2.mp3", 2, 10000, 0 );wait( 1 );cin_cells_skip();}void cin_cells_skip(){skipthread( "Null" );killthread( "cin_cells" );$player.immobilize(0);cam_fadeout( 1, 0, 0, 0, 1, 0 );wait( 2 );//Remove all evidence of before the cin$stammheim_forcefield.remove();$fakeplayer.warpto( "$cin_cells_illia_pos_inside" );removefakeplayer();//End the cinematicnoncinematic();clearletterbox( 0.1 );cueplayer();wait( 0.1 );cam_fadein( 0.1, 0, 0, 0, 1, 0 );//Now that the cinematic is over, make Stammheim follow you$stammheim.ai_on();//Unholster the crap$player.holster();//Make the objective complete$player.setobjectivecomplete( "findstammheim", 1 );$stammheim.missionobjective( 0 );//Show the new objective$player.setobjectiveshow( "escapewithshuttle", 1 );$entrance_trigger.triggerable();}void shuttle_entrance(){skipthread( "shuttle_entrance_skip" );cam_fadeout( 0.1, 0, 0, 0, 1, 0 );//Make Illia holster any weapon she might have acquired$player.holster();//Bring up a fake player modelfakeplayer();$stammheim.ai_off();$fakeplayer.warpto( "$shuttle_cin_illia" );$stammheim.warpto( "$shuttle_cin_stammheim" );//Remove Fake Player Weapon, no matter what he is using...$fakeplayer.killattach();//removeactorweapon ( "BurstRifle" );//Patch 06.sep.2007 @ Chrissstrahl//Make the fakeplayer use the same weapon as youglobalCommon_AiActorUseWeapon( $fakeplayer, "current" );$cam3.follow( $cin_enter_shuttle, $fakeplayer );$cam3.cut();//Make it a cinematiccinematic();letterbox( 0.5 );wait( 0.5 );cam_fadein( 1, 0, 0, 0, 1, 0 );wait( 0.1 );cuecamera($cam3);//Make Illia walk to the shuttle//$fakeplayer.strictlyfollowpath(1);//################################//Entering Shuttlethread illiaEnteringShuttle();stammheimEnteringShuttle();cam_fadeout( 0.1, 0, 0, 0, 1, 0 );$illia_cockpit.show();$illia_cockpit.solid();$stammheim_cockpit.show();$stammheim_cockpit.solid();$cam4.follow( $cam_cockpit );$cam4.cut();cam_fadein( 1, 0, 0, 0, 1, 0 );wait( 0.1 );cuecamera($cam4);//Cockpit$illia_cockpit.walkto( "$shuttle_illia01" );$stammheim_cockpit.walkto( "$shuttle_stammheim01" );waitfor($stammheim_cockpit);$stammheim.notsolid();$stammheim.hide();$illia_cockpit.playdialog( "localization/sound/dialog/map09/Illia/sitdownalexander.mp3", 2, 10000, 0 );waitForDialog( $illia_cockpit );$illia_cockpit.playdialog( "localization/sound/dialog/map09/Illia/doorsofshuttlebay.mp3", 2, 10000, 0 );waitForDialog( $illia_cockpit );wait(1.5);$stammheim_cockpit.playdialog( "localization/sound/dialog/map09/Stammheim/myhead2.mp3", 2, 10000, 0 );waitForDialog( $stammheim_cockpit );cam_fadeout( 1, 0, 0, 0, 1, 0 );$fakeplayer.warpto("$shuttle_exit1");$cam5.follow( $shuttle_exit_cin, $fakeplayer );$cam5.cut();wait(.5);cuecamera($cam5);cam_fadein( 1, 0, 0, 0, 1, 0 );$fakeplayer.walkto("$shuttle_exit2");waitfor( $fakeplayer );$fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/deja-vu.mp3", 2, 10000, 0 );waitfordialog( $fakeplayer );shuttle_entrance_skip();}void shuttle_entrance_skip(){skipthread( "Null" );killthread( "shuttle_entrance" );$stammheim.remove();$illia_cockpit.remove();$stammheim_cockpit.remove();cam_fadeout( 1, 0, 0, 0, 1, 0 );wait( 2 );//Lock door for the shuttlebay$baydoor.close();$baydoor.lock();$fakeplayer.warpto( "$shuttle_exit2" );removefakeplayer();$player.holster();//End the cinematicnoncinematic();clearletterbox( 0.1 );cueplayer();wait( 0.1 );cam_fadein( 0.1, 0, 0, 0, 1, 0 );$trigger_final.triggerable();$shuttle_attacker1.displayeffect( "TransportIn", "Romulan" );$shuttle_attacker2.displayeffect( "TransportIn", "Romulan" );$shuttle_attacker3.displayeffect( "TransportIn", "Romulan" );$shuttle_attacker4.displayeffect( "TransportIn", "Romulan" );wait(2);$shuttle_attacker1.show();$shuttle_attacker1.solid();$shuttle_attacker2.show();$shuttle_attacker2.solid();$shuttle_attacker3.show();$shuttle_attacker3.solid();$shuttle_attacker4.show();$shuttle_attacker4.solid();wait(.4);$shuttle_attacker1.ai_on();$shuttle_attacker1.attack($player);$shuttle_attacker2.ai_on();$shuttle_attacker2.attack($player);$shuttle_attacker3.ai_on();$shuttle_attacker3.attack($player);$shuttle_attacker4.ai_on();$shuttle_attacker4.attack($player);}void cin_shuttle(){skipthread( "cin_shuttle_skip" );$stammheim_cockpit2.ai_off();$stammheim_cockpit2.show();$stammheim_cockpit2.solid();$stammheim_cockpit2.anim( "bar_sitting_forward" );//Imo Player, stuck there$player.immobilize( 1 );//Close Shuttle Doors$drull_shuttle.anim( "closing" );$drull_shuttle.playsound( "sound/doors/enterprise_door1.wav", 1 ,800 );waitforanimation( $drull_shuttle, "closing" );$drull_shuttle.anim( "closed" );//Open Bay Sky Door$bay_door_01.playsound ( "sound/environment/machine/lift4.wav");$bay_door_01.time ( 5 );$bay_door_01.movenorth ( 500 );$bay_door_02.time ( 5 );$bay_door_02.movesouth ( 500 );wait ( 5 );$bay_door_01.playsound ( "sound/environment/machine/lift4stop.wav" );//Remove the Shuttle Clip,( no reason given why)$shuttle_clip.remove();wait(1);//Shuttle Takeoff$shuttle_bind.followpath($shuttle_path);$shuttle_bind.playsound( "sound/vehicles/shuttlecraft/shuttle_takeoff.wav", 0, 4 );waitfor($shuttle_bind);$shuttle_bind.hide();//Remove Fake Player Weapon, no matter what he is using...$fakeplayer.killattach();//removeactorweapon ( "BurstRifle" ); //Patch 06.sep.2007 @ Chrissstrahl//Make the fakeplayer use the same weapon as youglobalCommon_AiActorUseWeapon( $fakeplayer, "current" );//Holster Player Weapon$player.holster();//Fade Out Camcam_fadeout( 0.1, 0, 0, 0, 1, 0 );//Bring up a fake player modelfakeplayer();//Make it a cinematiccinematic();letterbox( 0.5 );wait( 0.5 );$cam6.follow( $cin_final_pos1, $fakeplayer );$cam6.cut();cam_fadein( 1, 0, 0, 0, 1, 0 );wait(.5);cuecamera($cam6);$fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/no.mp3", 2, 10000, 0 );waitfordialog($fakeplayer);wait(1);$screen_pattern.hide();$screen_on.show();$fakeplayer.lookat( $screen_pos );wait(1);//$cam7.follow( $cin_final_pos2 );//$cam7.cut();//wait(.5);//cuecamera($cam7);//wait(.2);$stammheim_cockpit2.playdialog( "localization/sound/dialog/map09/Stammheim/Sorry.mp3", 2, 10000, 0 );waitfordialog($stammheim_cockpit2);$stammheim_cockpit2.playdialog( "localization/sound/dialog/map09/Stammheim/really.mp3", 2, 10000, 0 );waitfordialog($stammheim_cockpit2);$stammheim_cockpit2.playdialog( "localization/sound/dialog/map09/Stammheim/danger.mp3", 2, 10000, 0 );waitfordialog($stammheim_cockpit2);$stammheim_cockpit2.playdialog( "localization/sound/dialog/map09/Stammheim/played.mp3", 2, 10000, 0 );waitfordialog($stammheim_cockpit2);$stammheim_cockpit2.playdialog( "localization/sound/dialog/map09/Stammheim/hetlek.mp3", 2, 10000, 0 );waitfordialog($stammheim_cockpit2);$stammheim_cockpit2.playdialog( "localization/sound/dialog/map09/Stammheim/greet.mp3", 2, 10000, 0 );waitfordialog($stammheim_cockpit2);$stammheim_cockpit2.playdialog( "localization/sound/dialog/map09/Stammheim/youwill.mp3", 2, 10000, 0 );waitfordialog($stammheim_cockpit2);$screen_on.hide();$screen_pattern.show();wait(.5);$fakeplayer.playdialog( "localization/sound/dialog/map09/Illia/youbastard.mp3", 2, 10000, 0 );waitfordialog($fakeplayer);$cam8.follow( $cin_final_pos3, $fakeplayer );$cam8.cut();wait(.5);cuecamera($cam8);$fakeplayer.walkto( "$illia_final" );waitfor($fakeplayer);$sec_door.moveup(192);$sec_door.playsound("sound/doors/klingon_jtube.wav");waitfor($sec_door);$arrest1.walkto( "$arrest_dest1", "run" );$arrest2.walkto( "$arrest_dest2", "run" );$arrest3.walkto( "$arrest_dest3", "run" );$arrest4.walkto( "$arrest_dest4", "run" );$arrest1.lookat($fakeplayer);$arrest2.lookat($fakeplayer);$arrest3.lookat($fakeplayer);$arrest4.lookat($fakeplayer);wait(8);//FAKE ILLIA TO "cin_shuttle_illia_01"//STANHEIM WALK TO "cin_shuttle_stan_01"//CAMERA FOLLOW "cin_shuttle_cam1_pos1"//MODEL "int_door" ANIMATION OPEN//STANHEIM RUN TO "cin_shuttle_stan_02"//NPC "cin_shuttle_guard_A" WALK TO "cin_shuttle_guard_01"//NPC "cin_shuttle_guard_B" WALK TO "cin_shuttle_guard_02"//NPC "cin_shuttle_guard_C" WALK TO "cin_shuttle_guard_03"//NPC "cin_shuttle_guard_D" WALK TO "cin_shuttle_guard_04"//CAMERA "cin_shuttle_cam2_pos1"//FAKE ILLIA ANIMATION HANDS UP//CAMERA FADE OUTthread cin_shuttle_skip();}void cin_shuttle_skip(){cam_fadeout( 1, 0, 0, 0, 1, 0 );skipthread( "Null" );killthread( "cin_shuttle" );$player.immobilize(0);//End the cinematicnoncinematic();clearletterbox( 0.1 );cueplayer();stuffcmd("map map10");cam_fadein( 1, 0, 0, 0, 1, 0 );}void illiaEnteringShuttle(){$fakeplayer.notsolid();$fakeplayer.walkto( "$enter_shuttle2" );waitfor( $fakeplayer );$fakeplayer.walkto( "$enter_waypoint1" );waitfor( $fakeplayer );$fakeplayer.walkto( "$enter_waypoint3" );waitfor( $fakeplayer );$fakeplayer.walkto( "$enter_waypoint5" );waitfor( $fakeplayer );$fakeplayer.walkto( "$enter_waypoint7" );waitfor( $fakeplayer );}void stammheimEnteringShuttle(){$stammheim.notsolid();$stammheim.walkto( "$enter_shuttle1" );waitfor( $stammheim );$stammheim.walkto( "$enter_waypoint0" );waitfor( $stammheim );wait(2);$stammheim.walkto( "$enter_waypoint2" );waitfor( $stammheim );$stammheim.walkto( "$enter_waypoint4" );waitfor( $stammheim );$stammheim.walkto( "$enter_waypoint6" );waitfor( $stammheim );$stammheim.walkto( "$enter_waypoint7" );waitfor( $stammheim );}