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// Gave up on all that BehavED shit. Writing it by hand. Told VC++ its a C// file to get colour coding (yea i know but i like colours).// 22/01/06: Steve : Fixed camera positions (offset +592 -2560 0)//------------------------------------------------// Brief rundown of script as of 22/01/06 - Steve//------------------------------------------------//Start music//Set screen black//Enable the camera//Move it in front of the lift//Set up kirk npc with boltons and camera group//Set the camera to look at kirk//Give the actual kirk the boltons (weapon ones not really needed)//Fade out//Start one bit of dialogue//Start lift moving down//After 4 seconds cut in new dialogue//After 1 move the camera in front of kirk and zoom in a bit//After 5 seconds start some more dialogue//Wait 5 then do some more//Open the shaft door//Move camera below shaft//zoom out to normal fov//Wait 5 seconds then say final dialogue//Close up of face//Look around a bit//Start getting weapon//Hide npc//Move player to npc position//Disable camera and give weapons//Get out phaser//play "roaming" music// Musicset ( "SET_CON_COMMAND", "music music/ae_02/kirk_descends.mp3 music/ae_02/kirk_descends.mp3" );// Mysterious darknesscamera ( FADE, < 0.000 0.000 0.000 >, 1.000, < 0.000 0.000 0.000 >, 1.000, 0 );// Enable Cameracamera ( ENABLE );// Position camera in front of liftcamera ( MOVE, <-2147 -1621 2896>, 0 );//camera ( MOVE, <-2739 939 2896>, 0 ); (offset +592 -2560 0)set ( /*@SET_TYPES*/ "SET_VIDEO_PLAY", "sfx2" );wait ( 200.000 );affect ( "munro", /*@AFFECT_TYPE*/ INSERT ){set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_STASIS" );set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "true" );}// Set up our npc ready for useaffect ( "kirk", FLUSH ){set ( "SET_BOLTON_ON", "phaser_hip" );set ( "SET_BOLTON_ON", "tos_mini_tricorder_hip" );set ( "SET_BOLTON_ON", "communicator_hip" );set ( "SET_INVISIBLE", "false" );set ( "SET_CAMERA_GROUP", "kirkgrp" );// Look at the npccamera ( FOLLOW, "kirkgrp", 0.000, 0 );}// Give us all the right weapons and boltonsaffect ( "munro", FLUSH){set ( "SET_BOLTON_ON", "phaser_hip" );set ( "SET_BOLTON_ON", "tos_mini_tricorder_hip" );set ( "SET_BOLTON_ON", "communicator_hip" )}// Give it all a second to pull its head outwait (1000.000 );// Fade back to realitycamera ( FADE, < 0.000 0.000 0.000 >, 1.000, < 0.000 0.000 0.000 >, 0.000, 3000 );// First bittask ( "pro1" ){sound ( CHAN_VOICE, "sound/voice/ae02/Kirk/prologue1.mp3" );}do ( "pro1" );// Move down the lift with us watchingaffect ( "lift", FLUSH ){move ( $tag("lift_down", ORIGIN)$, <0 0 0>, 20000.000 );}// Five seconds laterwait (5000.000 );// Second bittask ( "pro2" ){sound ( CHAN_VOICE, "sound/voice/ae02/Kirk/prologue2.mp3" );}do ( "pro2" );// Wait a bitwait (3000.000 );// Second position, us in the lift tooaffect ( "kirk", FLUSH ){// 1664 is a magic number (sorry) that will just move along the vertical axis. It is// also a good year for beer.//camera( MOVE, get( VECTOR, "SET_ORIGIN" ), 1664 ) // Note 1664 is actually 0camera ( FOLLOW, "", 0.000, 1 );//camera ( /*@CAMERA_COMMANDS*/ MOVE, $TAG("lift_down", ANGLES)$, 0 );// 15001 is the same thing but the duration is set to 15000//camera ( MOVE, $tag("lift_down", ORIGIN)$, 15001 );camera ( /*@CAMERA_COMMANDS*/ MOVE, $TAG("goingdown", ORIGIN)$, 0 );camera ( /*@CAMERA_COMMANDS*/ PAN, $TAG("goingdown", ANGLES)$, < 0.000 0.000 0.000 >, 0 );camera ( /*@CAMERA_COMMANDS*/ MOVE, $TAG("goingdown2", ORIGIN)$, 12000 );camera ( /*@CAMERA_COMMANDS*/ PAN, $TAG("goingdown2", ANGLES)$, < 0.000 0.000 0.000 >, 12000 );// Zoom in closerCamera( ZOOM, 80, 0 );}// Not really needed but keeps it i sync with the cameraaffect ( "lift", FLUSH ){move ( $tag("lift_down", ORIGIN)$, <0 0 0>, 15000.000 );}// Wait 5 secondswait (5000.000 );// Third sentencetask ( "pro3" ){sound ( CHAN_VOICE, "sound/voice/ae02/Kirk/prologue3.mp3" );}do ( "pro3" ); // Lasts 4 seconds// Wait whilst it does thiswait (4000.000 );// Next bittask ( "pro4" ){sound ( CHAN_VOICE, "sound/voice/ae02/Kirk/prologue4.mp3" );}do ( "pro4" ); // Lasts 4 seconds// Open the dooruse ( "shaftdoor" );wait (2000.000 );// Move us out onto the floor in front of kirk//camera ( MOVE, <-2172 -1586 -390>, 0 );//camera ( MOVE, <-2764 974 -390>, 0 ); (offset +592 -2560 0)camera( ZOOM, 80; 0 );camera ( /*@CAMERA_COMMANDS*/ MOVE, $TAG("lift_arrive1", ORIGIN)$, 0 );camera ( /*@CAMERA_COMMANDS*/ PAN, $TAG("lift_arrive1", ANGLES)$, 0 );camera ( /*@CAMERA_COMMANDS*/ MOVE, $TAG("lift_arrive2", ORIGIN)$, 3000 );camera ( /*@CAMERA_COMMANDS*/ PAN, $TAG("lift_arrive2", ANGLES)$, 3000 );// Go back to normal FOV// Wait 1 seconds to hit the groundwait (1000.000 );// Final bittask ( "pro5" ){sound ( CHAN_VOICE, "sound/voice/ae02/Kirk/prologue5.mp3" );}do ( "pro5" ); // Lasts 4 seconds// One second dramatic pausewait (6000.000 );// Close up of faceCamera( ZOOM, 15, 0 );// Look aroundaffect ( "kirk", FLUSH ){set ( "SET_ANIM_BOTH", "BOTH_STAND1_RANDOM7" );}// For 6 seconds (minus a bit to stop it teleflagging)wait (5500.000 );task ( "pro6" ){sound ( CHAN_VOICE, "sound/voice/ae02/Kirk/prologue6.mp3" );}do ( "pro6" ); // Lasts 4 secondswait ( 4000.000 );// Get his weapon out (oh do grow up)affect ( "kirk", FLUSH ){set ( "SET_ANIM_UPPER", "TORSO_RAISEWEAP1" );}// Give it a bit to show some movementwait (1000.000 );// Make kirk invisableaffect ( "kirk", FLUSH ){set ( "SET_INVISIBLE", "true" );}// Not entirely sure why this is here.. so remove it//camera ( MOVE, <-2839 873 2896>, 0 );// Move player to where kirk isset ( "SET_CON_COMMAND", "setviewpos -2236 -1687 -416 45" );//set ( "SET_CON_COMMAND", "setviewpos -2828 873 -416 45" ); (offset +592 -2560 0)// Dont need this, have setviewpos now//affect ( "munro", FLUSH )//{// move ( <-2828 873 -416>, <0 0 0>, 0 );//}// Turn it offcamera ( DISABLE );// Give him the weaponsaffect ( "munro", FLUSH){set ( "SET_WEAPON", "WP_PHASER" );set ( "SET_WEAPON", "WP_TRICORDER" );set ( "SET_WEAPON", "WP_STASIS" );set ( "SET_WEAPON", "WP_COMPRESSION_RIFLE" );}// Get his phaser out (i said grow up)set ( "SET_CON_COMMAND", "weapon 2" );// Musicset ( "SET_CON_COMMAND", "music music/ae_02/deserted_facility.mp3 music/ae_02/deserted_facility.mp3" );