source: AE/packages/VanillaBSL/IGMD/lab/lab_cutscene.bsl @ 367

Last change on this file since 367 was 367, checked in by gumby, 11 years ago
File size: 8.5 KB
Line 
1#
2# lab_cutscene.bsl
3#
4
5func void shin_intro_dialogue(void)
6{
7        sound_dialog_play c00_01_99shinatama
8        cinematic_start (SHINtalking, 180, 180, 15, 1, 20, false)
9        sound_dialog_play_block pause
10        cinematic_stop (SHINtalking, 15, 20)
11}
12
13func void intro(void)
14{
15        fade_out 0 0 0 0
16        cm_interpolate Camout01 0
17        sleep 13
18        begin_cutscene         
19        #hide motorcycle gunk
20        env_show 8 0
21        env_show 9 0
22        env_show 10 0
23        chr_nocollision 0 1
24        chr_forceholster 0 1
25        sleep 60
26        fade_in 120
27        #fork camcontrol
28        cm_anim both Camout01
29        obj_create 8 10
30        env_anim 8 10
31        chr_envanim 0 KonBipedBox01
32        chr_animate 0 KONOKOcycle_ride 880
33        sleep 15
34        cutscene_sync mark
35        sound_ambient_start c02_02_01_motorcyclea
36        cm_wait
37        cm_anim both Camout02
38        cutscene_sync mark
39
40        fork shin_intro_dialogue
41
42        sound_ambient_start c02_02_01_motorcycleb 0.7
43
44        cm_wait
45        cm_anim both Camout03
46        cutscene_sync mark
47
48        sound_ambient_start c02_02_01_motorcyclec 0.7
49
50        ai2_spawn Barabus
51        ai2_setmovementmode Barabus walk
52        playback Barabus IntroSubboss01
53        cm_wait
54        cm_anim both Camout04
55        sleep 20
56        cutscene_sync mark
57
58        sound_ambient_start c02_14_27_jump_land_skid
59
60        sleep 40
61        chr_animate Barabus STRIKElev3_startle
62        cm_wait
63        cm_anim both Camout05
64        chr_animate 0 KONOKOlev3_intro_stop
65        env_setanim 8 hubs_stop
66        env_setanim 9 hubs_rear_stop
67        env_setanim 10 motorcycle02_stop
68        chr_envanim 0 KonBipedBox02 norotation
69        cm_wait
70        cm_interpolate Camout06 0
71        #chr_create 1000 start
72        #chr_neutral 1000 1
73        cinematic_start (BOSS1talking, 180, 180, 20, 8, 20, false)
74        sleep 20
75        sound_dialog_play c03_10_01barabas
76        sound_dialog_play_block pause
77        sleep 20
78        cinematic_stop (BOSS1talking, 19, 20)
79        #hide motorcycle object
80        obj_kill 8 10
81        #unhide motorcycle gunk
82        env_show 10 1
83        env_show 9 1
84        env_show 8 1
85        #setup Konoko for scene
86        playback 0 IntroKonoko01
87        sleep 10
88        cm_reset
89        chr_nocollision 0 0
90        end_cutscene
91        set_objective_1
92        trigvolume_enable save_1_trig 1
93        ai2_attack Barabus konoko
94
95        sound_music_start mus_main01_hd 0.8
96}
97
98func void camcontrol(void)
99{
100        cm_anim both Camout01
101        cm_anim both Camout02
102        cm_anim both Camout03
103        cm_anim both Camout04
104        cm_anim both Camout05
105        cm_wait
106        letterbox 0
107        cm_jello 1
108        cm_reset
109        chr_nocollision 0 0
110        input 1
111}
112
113func void rocket(void)
114{
115        sound_music_stop mus_main01_hd 
116
117        begin_cutscene jello
118        chr_animate Barabus STRIKEknockdown1
119        sleep 60
120        ai2_takecontrol 1
121        ai2_lookatchar 0 Barabus
122        chr_animate Barabus BARABstunned 1000
123        sound_dialog_play c03_10_02barabas
124        cinematic_start (BOSS1talking, 180, 180, 16, 1, 20, false)     
125        sleep 280
126        chr_nocollision Barabus 1
127        chr_animate Barabus BARABrocket 250
128        sleep 130
129        cutscene_sync mark
130        sound_ambient_start c01_00_02barjet
131        #Barabas flies into the sky
132        chr_animate_block Barabus BARABlev3_rocket
133        chr_envanim Barabus RocketBox01
134        cm_anim both RocketCam01
135        sleep 90
136        sound_dialog_play c03_11_01barabas
137        sound_dialog_play_block pause
138        sound_dialog_play c03_11_02muro
139        cinematic_start (MUROtalking, 180, 180, 16, 3, 20, true)       
140        sound_dialog_play_block pause
141        sound_dialog_play c03_11_03barabas
142        sound_dialog_play_block pause
143        sound_dialog_play c03_11_04muro
144        sound_dialog_play_block pause
145        sound_dialog_play c03_11_05barabas
146        sound_dialog_play_block pause
147        sleep 30
148        cinematic_stop (BOSS1talking, 15, 20)
149        cinematic_stop (MUROtalking, 16, 20)
150        sleep 10
151        cm_reset
152        end_cutscene
153        ai2_takecontrol 0
154        chr_delete Barabus
155        set_objective_2
156        trigvolume_enable floor1 1
157        trigvolume_enable outside_left 1
158        trigvolume_enable outside_right 1
159        trigvolume_enable outside_back 1
160
161        target_set(143, 30.0)
162
163        sleep 180
164
165        sound_ambient_start c00_01_98shinatama
166
167#       dprint savegame_1       
168#       save_game 1
169}
170
171
172func void bomber(void)
173{
174        chr_animate Tower_MB_1 STRIKEknockdown1
175        chr_invincible Tower_MB_1 1
176        chr_unstoppable Tower_MB_1 1
177        dprint(ainame);
178        begin_cutscene
179        #input 0
180        #cm_jello 0             
181        #letterbox 1
182        #add dialogue "Help Konoko!  We're pinned down!!"
183        sleep f60
184        sound_dialog_play c03_12_02tctfag1
185        door_unlock 60
186        door_unlock 61
187        sleep 60
188        cm_interpolate BomberCam01 0
189        cm_interpolate_block BomberCam02 300
190        ai2_spawn BombComguy
191        ai2_setmovementmode BombComguy run
192        playback BombComguy COMGUYfiring
193        sleep 180
194        #sound_dialog_play
195        ai2_spawn BombTCTF1
196        ai2_spawn BombTCTF2
197        chr_create 1004 start
198        ai2_setmovementmode BombTCTF1 run
199        ai2_setmovementmode BombTCTF2 run
200        playback BombTCTF1 TCTFfiring01
201        playback BombTCTF2 TCTFfiring02
202        playback 1004 TCTFradio
203        playback BombComguy COMGUYfiring
204        chr_animate 1004 COMGUYtalk_radio 380
205        sound_dialog_play_block pause
206        # CB: this sound file no longer exists (it was a duplicate)
207        sound_dialog_play c03_12_12TCTFAG1
208
209        cinematic_start (TCTFshouting, 180, 180, 16, 3, 20, true)       
210        sound_dialog_play_block pause
211        #env_show 777 1
212        #env_show 778 0
213        cinematic_stop (TCTFshouting, 16, 20)
214        #back in the tower Bomber man staggers to his feet
215        playback 0 KonBomb
216        chr_envanim Tower_MB_1 BomberBox01 norotation
217        chr_animate Tower_MB_1 BOMBlev3_stagger
218        cm_interpolate BomberCam03 0
219        cm_interpolate_block BomberCam04 330
220        cinematic_start (KONtalkangryfront, 180, 180, 18, 6, 20, true)
221        sleep 40
222        sound_dialog_play c03_12_03konoko
223        sound_dialog_play_block pause
224        sleep 60
225        cinematic_stop (KONtalkangryfront, 17, 20)
226        chr_envanim_block Tower_MB_1 BomberBox02 norotation
227        chr_animate Tower_MB_1 BOMBlev3_stand 1200
228        cm_interpolate_block BomberCam05 0
229        cinematic_start (BOMBbeatup, 180, 180, 18, 4, 30, false)
230        sound_dialog_play c03_12_04bombgreen
231        sound_dialog_play_block pause
232        cinematic_stop (BOMBbeatup, 17, 30)
233        playback BombComguy COMGUYfiring
234        chr_envanim 0 KonBomBox01
235        chr_animate 0 KONOKOlev3_bomber
236        cm_interpolate BomberCam06 0
237        sleep 195
238        cm_anim both BomberCam07
239        chr_envanim Tower_MB_1 BomberBox03 norotation
240        sleep 110
241        chr_animate Tower_MB_1 BOMBlev3_fall1 100
242        sleep 13
243        #break tower glass here
244        #env_show 776 1
245
246        sound_impulse_play glass_big 1.0
247
248        env_show 777 1
249        env_show 778 0
250        particle BomberCharge01 do explode
251        cm_wait
252        cm_anim both BomberCam08
253        chr_envanim Tower_MB_1 BomberBox04 norotation
254        chr_animate Tower_MB_1 BOMBlev3_fall2
255        sleep 50
256        #break atrium glass here
257        particle BomberCharge02 do explode
258        sleep 105
259        #explode bomber here
260        particle BomberExplosion create
261        chr_delete BombComguy
262        cm_wait
263        sleep 60
264        playback 0 KonBomb02
265        cm_interpolate BomberCam09 0
266        cinematic_start (TCTFtalking, 180, 180, 20, 9, 20, true)
267        sound_dialog_play c03_12_05tctfag1
268        sound_dialog_play_block pause
269        cinematic_stop (TCTFtalking, 20, 20)
270        # sounds of TCTF saying "uhhhh, we're not pinned down.
271        #cm_reset
272        #end_cutscene
273        set_objective_5
274        door_unlock 38
275        door_unlock 41
276        door_unlock 42
277        door_lock 60
278        door_lock 61
279        particle locktower_locklight01 do start
280        chr_delete BombTCTF1
281        chr_delete BombTCTF2
282        chr_delete BombComguy
283        chr_delete 1004
284        chr_delete Tower_MB_1
285        playback 0 BomberKonRun01
286        sleep 120
287        cm_interpolate BomberCamRun01 0
288        playback 0 BomberKonRun02
289        cm_interpolate_block BomberCamRun02 200
290        sleep 210
291        #begin_cutscene
292        sleep 30
293        chr_nocollision 0 1
294        cm_anim both ElevCam01
295        chr_envanim 0 ElevBox01
296        chr_animate 0 KONOKOidle1
297
298        sound_ambient_start rl_elevator 1.0
299
300        env_show 540 0
301        cm_wait
302        end_cutscene
303        cm_reset
304        chr_nocollision 0 0
305        obj_create 2 7
306        sapper_damage_off
307#       save_game_3
308}
309
310
311func void fallinthevat(string char)
312{
313  var bool eggman;
314
315  eggman = chr_is_player(char);
316
317  if (eggman eq 0)
318  {
319    chr_animate(char, KONOKOacid);
320    sleep 10
321    chr_set_health(char, 0);
322  }
323
324  if (eggman eq 1)
325  {
326    cm_detach
327
328    sound_impulse_play konoko_gruesome_death
329
330    chr_animate(char, KONOKOacid);
331    sleep 10
332    chr_set_health(char, 0);
333  }
334}
335
336func void outro(void)
337{
338        target_set(256, 0.0)
339        ai2_allpassive=1
340        #begin_cutscene
341        #ai2_takecontrol 1
342        #ai2_movetoflag 0 257
343        env_anim 2 7
344        sound_ambient_start truck_driveaway
345        #cm_interpolate OutroCam01 360
346        sound_dialog_play c03_13_01konoko
347        cinematic_start (KONintense, 180, 180, 19, 7, 15, true)
348        sound_dialog_play_block pause
349        cm_interpolate OutroCam01 200
350        sleep 30
351        cinematic_stop (KONintense, 19, 30)
352        begin_cutscene
353        ai2_takecontrol 1
354        ai2_movetoflag 0 257
355        #camera cut to van
356        sound_dialog_play c03_13_02synhench1
357        cinematic_start (COMGUYtalking, 180, 180, 15, 1, 20, false)
358        sound_dialog_play_block pause
359        sound_dialog_play c03_13_03muro
360        sleep 120
361        fade_out 0 0 0 60
362        cinematic_start (MUROtalking, 180, 180, 16, 3, 20, true)
363        sound_dialog_play_block pause
364        cinematic_stop (MUROtalking, 16, 15)
365        cinematic_stop (COMGUYtalking, 15, 15)
366        sleep 30
367        win
368}
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