source: AE/packages/Globalize/bsl/manplant/manplant_cutscene.bsl @ 495

Last change on this file since 495 was 495, checked in by iritscen, 11 years ago

Adding first cutscene fixed for 16:10 and 16:9 screens.

  • Property svn:executable set to *
File size: 10.3 KB
Line 
1#
2# manplant_cutscene.bsl
3#
4
5func void
6manplant_cs_intro(void)
7{
8
9}
10
11
12func void intro(void)
13{
14        fade_out 0 0 0 0
15        #cm_interpolate Camout01 0
16        env_show 561 0
17        sleep f14
18        begin_cutscene
19        sleep f30
20        #Outside shot of cops walking in
21        ai2_spawn partner_cop_1
22        ai2_spawn partner_cop_2
23        ai2_spawn Recep
24        ai2_takecontrol 1
25
26        chr_envanim Recep IntroSecBox01 norotation
27        chr_animate Recep SECRETsit_prehello 300
28        chr_envanim Recep IntroSecBox01 norotation
29
30        sleep f2
31        chr_focus 3
32        cm_distance = 300
33        cm_orbit 0.07 720
34
35        playback 0 IntroKonoko01
36        playback partner_cop_1 IntroCop01
37        playback partner_cop_2 IntroCop02
38        #cm_interpolate Camout01 0
39
40
41        sound_music_start mus_ambgrv1b 0.90
42        #music_script_start();
43
44        fade_in 120
45
46        sleep f240
47        #cops enter building, shot behind the receptionist
48        cm_anim both Camin02
49        chr_envanim Recep IntroSecBox01 norotation
50        chr_animate Recep SECRETsit_prehello 540
51        chr_lock_active Recep
52        chr_lock_active partner_cop_1
53        chr_lock_active partner_cop_2
54        #receptionist looks up and Cop introduces himself
55        cm_interpolate_block Camin03 0
56        chr_envanim Recep IntroSecBox01 norotation
57        chr_animate Recep SECRETsit_prehello 120
58        chr_animate_block Recep SECRETsit_hello 90
59
60        sound_music_volume mus_ambgrv1b 0.6 1
61
62        chr_animate_block Recep SECRETsit_talk 600
63        chr_envanim Recep IntroSecBox01 norotation
64
65        sound_dialog_play c01_04_01receptionist
66        cinematic_start (RECEPtalking, 180, 180, 20, 9, 20, true)
67        sound_dialog_play_block pause
68        cinematic_stop (RECEPtalking, 20, 20)
69        cinematic_start (TCTFtalking, 180, 180, 19, 7, 20, false)
70        sound_dialog_play c01_04_02tctfag1
71        chr_envanim Recep IntroSecBox01 norotation
72        #Konoko interrupts Cop guy
73        playback 0 IntroKonokoInt
74        sleep f100
75        #sound_dialog_play_block pause
76        chr_envanim Recep IntroSecBox01 norotation
77        cm_interpolate IntroCamInterrupt 0
78        cinematic_start (KONpsychedup, 180, 180, 20, 7, 20, false)
79        playback partner_cop_1 IntroCopInt
80        sound_dialog_play_interrupt c01_04_03konoko
81        cinematic_stop (TCTFtalking, 19, 20)
82        sound_dialog_play_block pause
83        cinematic_stop (KONpsychedup, 19, 20)
84        #Receptionis says ok officer
85        cm_interpolate Camin03 0
86        chr_envanim Recep IntroSecBox01 norotation
87        chr_animate Recep SECRETsit_talk 400
88        sleep f30
89        cinematic_start (RECEPtalking, 180, 180, 20, 9, 20, true)
90        sound_dialog_play c01_04_04receptionist
91        sleep f90
92        #Restore original values after cutscene
93        chr_focus 0
94        ai2_takecontrol 0
95        cm_distance=33
96        #Receptionis hits alarm
97        cm_anim both IntroCamAlarm
98        chr_envanim Recep IntroSecBox01 norotation
99        chr_animate Recep SECRETsit_alarm 400
100        sleep f110
101        particle IntroLight01 create
102        particle IntroLight01 do start
103        cinematic_stop (RECEPtalking, 20, 20)
104        #Bad guys see alarm is hit
105        cm_wait
106        chr_create 1050 start
107        ai2_spawn Barabus
108        chr_neutral 1050 1
109        #chr_neutral 1051 1
110        playback 1050 IntroMuroSet
111        playback Barabus IntroBossSet
112        cm_interpolate IntroCamBadGuys00 0
113
114        sound_ambient_start alarm_loop
115
116        cm_interpolate_block IntroCamBadGuys01 240
117        sleep f120
118        cinematic_start (BOSS1nametag, 180, 180, 16, 3, 20, false)
119        sound_dialog_play c02_05_01barabas
120
121        sound_ambient_volume alarm_loop .35 1.0
122       
123        sound_dialog_play_block pause
124        #Muro turns to Bossman
125        playback 1050 IntroMuro01
126        cm_interpolate IntroCamMuro01 0
127        cinematic_start (MUROnametag, 180, 180, 15, 1, 20, false)       
128        sound_dialog_play c02_05_02muro
129        sound_dialog_play_block pause
130        #Bossman and Muro talk
131        cm_interpolate IntroCamBothLt 0
132        cm_interpolate_block IntroCamBothRt 500
133        sound_dialog_play c02_05_03barabas
134        sound_dialog_play_block pause
135        sound_dialog_play c02_05_04muro
136        sound_dialog_play_block pause
137        sound_dialog_play c02_05_05barabas
138        sound_dialog_play_block pause
139        #Muro talks
140        cm_interpolate IntroCamMuro02 0
141
142        sound_ambient_volume alarm_loop 0.0 1.0
143        sound_ambient_stop alarm_loop
144
145        sound_dialog_play c02_05_06muro
146        sound_dialog_play_block pause
147        #Bossman and Muro talk
148        cm_interpolate IntroCamBothRtHigh 0
149        cm_interpolate_block IntroCamBothLtHigh 500
150        sound_dialog_play c02_05_07muro
151        sound_dialog_play_block pause
152        sound_dialog_play c02_05_08barabas
153        sound_dialog_play_block pause
154        sound_dialog_play c02_05_09muro
155        sound_dialog_play_block pause
156        sound_dialog_play c02_05_10barabas
157        sound_dialog_play_block pause
158        #Muro talks
159        cm_interpolate IntroCamMuro01 0
160        sound_dialog_play c02_05_11muro
161        sound_dialog_play_block pause
162        cinematic_stop (MUROnametag, 15,20)
163        cinematic_stop (BOSS1nametag, 16,20)
164        #Receptionist says hold on
165        cm_interpolate Camin03 0
166        chr_envanim Recep IntroSecBox01 norotation
167        chr_animate Recep SECRETsit_unalarm 180
168        chr_animate_block Recep SECRETsit_talk 500
169        sound_dialog_play c02_05_12receptionist
170        cinematic_start (RECEPtalking, 180, 180, 20, 9, 20, true)
171        sound_dialog_play_block pause
172        cinematic_stop (RECEPtalking, 20,20)
173        #Strikers Rush in
174
175        sound_ambient_volume mus_ambgrv1b 0 .5
176
177        music_script_start();
178
179        ai2_spawn ambush_striker_3
180        ai2_spawn ambush_striker_2
181        #chr_neutral ambush_striker_3 1
182        #chr_neutral ambush_striker_2 1
183       
184        door_open 21
185        door_jam 21
186
187        playback ambush_striker_3 IntroStrikerRight01
188        playback ambush_striker_2 IntroStrikerRight02
189        cm_interpolate IntroCamDoorRight01 0
190        sleep f180
191        #Cop says what the?
192        playback partner_cop_2 IntroCop02Surprise
193        chr_envanim 1003 IntroSecBox01 norotation
194        chr_animate Recep SECRETsit_talk 400
195        cm_interpolate IntroCamSurprise 0
196        cm_interpolate_block IntroCamSurprise02 90
197        sound_dialog_play c02_05_13tctfag1
198        ai2_spawn ambush_striker_1
199        #chr_neutral ambush_striker_1 1
200
201        door_unlock 4
202        door_open 4
203        door_jam 4
204       
205        playback ambush_striker_1 IntroStrikerLeft01
206        sleep f60
207        #Konoko looks around
208        chr_envanim Recep IntroSecBox01 norotation
209        chr_animate Recep SECRETsit_talk 180
210        cm_reset
211        playback 0 IntroKonokoLook
212        sleep f30
213        cinematic_start (KONangryfront, 180, 180, 20, 7, 10, false)
214        sleep f170
215        #Konoko says we got company
216        playback Recep IntroRecepRun
217        cm_interpolate IntroCamCompany 0
218        sound_dialog_play c02_05_14konoko
219        sleep f30
220        playback Recep IntroRecepRun
221        sound_dialog_play_block pause
222        cinematic_stop (KONangryfront, 19 ,20)
223        #gameplay resumes
224        cm_reset
225        env_show 561 1
226        env_show 560 0
227        end_cutscene
228
229        ai2_attack partner_cop_1 ambush_striker_1
230        ai2_attack partner_cop_2 ambush_striker_3
231
232        chr_delete 1050
233        chr_delete Barabus
234        particle IntroLight01 kill
235        sleep f90
236        #chr_delete Recep
237       
238        door_lock 1
239        door_unjam 4
240        door_lock 4
241        door_unjam 21
242        set_objective_1
243       
244        save_point_1
245}
246
247func void
248Chase(
249        void)
250{
251        sleep 60
252        begin_cutscene jello
253#       sleep f10
254#       cm_orbit .1
255        sleep f30
256        chr_animate 0 KONOKOwatch_start 60
257        sleep f40
258        cinematic_start (KONtalking, 180, 180, 15, 1, 20, false)
259        cinematic_start (GRIFtalking, 180, 180, 16, 3, 20, true)
260        sleep f19
261        chr_animate 0 KONOKOwatch_idle 3000
262
263        sound_music_volume atm_low_perc1 0.35 1.0
264
265        sound_dialog_play c02_06_01konoko
266        sound_dialog_play_block pause
267        sound_dialog_play c02_06_02griffin
268        sound_dialog_play_block pause
269        sound_dialog_play c02_06_03konoko
270        sound_dialog_play_block pause
271        sound_dialog_play c02_06_04griffin
272        sound_dialog_play_block pause
273        sound_dialog_play c02_06_05konoko
274        sound_dialog_play_block pause
275        sound_dialog_play c02_06_06griffin
276        sound_dialog_play_block pause
277        sound_dialog_play c02_06_07konoko
278        sound_dialog_play_block pause
279        cinematic_stop (KONtalking, 15,20)
280        cinematic_stop (GRIFtalking, 16,20)
281        chr_animate 0 KONOKOwatch_stop
282        sleep f15
283        cm_reset
284        end_cutscene
285
286        sound_music_volume atm_low_perc1 .90 1.0
287       
288        striker_counter = striker_counter + 2
289        particle save1b_locklight01 do start
290        door_unlock 11
291        console_deactivate 15
292       
293        if (alarm_counter eq 1)         
294                {
295                ai2_spawn hall_striker_2
296                ai2_tripalarm konoko 1
297                }
298}
299
300
301func void
302Griffin_1(
303        void)
304{
305        begin_cutscene jello
306        sound_ambient_stop alarm_loop
307        sleep f30
308        chr_animate 0 KONOKOwatch_start 60
309        sleep 40
310        cinematic_start (KONtalking, 180, 180, 15, 1, 20, false)
311        cinematic_start (GRIFtalking, 180, 180, 16, 3, 20, true)
312        sleep f19
313        chr_animate 0 KONOKOwatch_idle 3000
314        sound_dialog_play c02_07_01griffin
315        sound_dialog_play_block pause
316        sound_dialog_play c02_07_02konoko
317        sound_dialog_play_block pause
318        chr_animate 0 KONOKOwatch_stop
319        cinematic_stop (KONtalking, 15,20)
320        cinematic_stop (GRIFtalking, 16,20)
321        sleep f15
322        cm_reset
323        end_cutscene
324}
325
326
327func void
328outro(
329        void)
330{
331        begin_cutscene
332        env_show 555 1
333        env_show 556 0
334        #Konok talks on watch radio to Griffin
335        #playback 0 OutroKonokoSet
336        ##cm_interpolate OutroCam00 0
337        ##cm_interpolate_block OutroCam01 180
338        fork soundplay
339        gl_fog_blue=0
340        gl_fog_red=0
341        gl_fog_green=0
342        gl_fog_end=.999
343        gl_fog_start_changeto 0.92 60
344        sleep f60
345        sleep f30
346        playback 0 OutroKonokoRun
347        cm_interpolate OutroCam00 0
348        cm_interpolate_block OutroCam01 180
349        sleep f120
350        #Konoko jumps out of room
351        playback 0 OutroKonoko01
352        cm_interpolate OutroCam02 0
353        sleep f60
354        #cm_interpolate_block OutroCam03 180
355        sleep f40
356        particle OutroCharge do explode
357        sleep f200
358        #Konoko runs out of room
359        playback 0 OutroKonoko02
360        door_open 4
361        door_jam 4
362        cm_interpolate OutroCam04 0
363        sleep f90
364        cm_interpolate_block OutroCam05 180
365        sleep f180
366        #Konoko runs out of front door
367        cm_interpolate OutroCam06 0
368        cm_interpolate_block OutroCam07 180
369        sleep f100
370        door_open 1
371        door_jam 1
372        sleep f140
373        fade_out 0 0 0 120
374        #win
375}
376
377func void
378soundplay(
379        void)
380{
381        cinematic_start (GRIFtalking, 180, 180, 15, 1, 20, false)
382        sound_dialog_play c02_09_01griffin
383        sleep f60
384        sound_dialog_play_block pause
385        sound_dialog_play c02_09_02kerr
386        cinematic_start (KERRtalking, 180, 180, 16, 3, 20, true)       
387        sound_dialog_play_block pause
388        sound_dialog_play c02_09_03griffin
389        sound_dialog_play_block pause
390        sound_dialog_play c02_09_04kerr
391        sound_dialog_play_block pause
392        sound_dialog_play c02_09_05griffin
393        sound_dialog_play_block pause
394        sound_dialog_play c02_09_06kerr
395        sound_dialog_play_block pause
396        sound_dialog_play c02_09_07griffin
397        sound_dialog_play_block pause
398        cinematic_stop (KERRtalking, 16,20)
399        cinematic_stop (GRIFtalking, 15,20)
400        sleep f100
401        gl_fog_end=1
402        gl_fog_start=.975
403        win
404}
405
406
407
408func void
409animate(
410        void)
411{
412        env_anim 1101 1
413        env_anim 1102 1
414        env_anim 1103 1
415        env_anim 1104 1
416        env_anim 1105 1
417        env_anim 1106 1
418        env_anim 1107 1
419        env_anim 1108 1
420        env_anim 1109 1
421        env_anim 1110 1
422        env_anim 1111 1
423        env_anim 1201 1
424        env_anim 1202 1
425        env_anim 1203 1
426        env_anim 1204 1
427}
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