source: AE/packages/VanillaBSL/IGMD/power/power_objectives.bsl @ 313

Last change on this file since 313 was 313, checked in by gumby, 12 years ago
File size: 3.2 KB
Line 
1#
2# power_objectives.bsl
3#
4# SCRIPTS TO SET LEVEL OBJECTIVES/HINTS
5#
6var int cop;
7var int nocop;
8
9func void set_objective_1(string ai_name)
10{
11        dprint set_objective_1
12        objective_set(1)
13        target_set(5007, 30.0)
14}
15
16func void copdied(string ai_name)
17{
18        dprint copdied
19        nocop = 1
20}
21
22func void set_objective_3(string ai_name)
23{
24        dprint set_objective_3
25        objective_set(3)
26        cop = 1
27}
28
29func void target02(string ai_name)
30{
31        dprint target02
32        input 0
33        chr_invincible char_0 1
34
35
36        if(trigvolume_count(28) ne 0)
37        {
38        cm_interpolate bluedoor 0
39        sleep 60
40        }
41               
42        if(blue01 eq 0)
43        {
44        cm_interpolate bluedoor 0
45        sleep 60
46        }
47
48        if (blue01 eq 1)
49        {
50                if (trigvolume_count(28) eq 0)
51                {
52                        ai2_passive A1_s_blue01 1
53                        chr_teleport A1_s_blue01 7001
54                        cm_interpolate bluedoor 0
55                        sleep 60
56                        ai2_passive A1_s_blue01 0
57                        ai2_dopath A1_s_blue01 patrol_31_bluedoor
58                        particle blue_locklight01 do start
59                        particle b2_locklight01 do start
60                        sleep 180
61                }
62        }
63
64        particle blue_locklight01 do start
65        particle b2_locklight01 do start
66        sleep 60
67        cm_reset
68        chr_invincible char_0 0
69        input 1
70        target_set(2001, 30.0)
71#       ai2_spawn A1_s_red01
72        ai2_spawn A1_s_red02
73        trigvolume_enable trigger_volume_12 1
74}
75
76func void target03(string ai_name)
77{
78        dprint target03
79        ai2_spawn char_1
80        target_set(5007, 30.0)
81
82}
83
84func void target04(string ai_name)
85{
86        dprint target04
87        target_set(108, 30.0)
88
89}
90
91func void target05(string ai_name)
92{
93        dprint target05_07_09
94        ai2_spawn whiteneut
95        ai2_spawn B1_s_Red01
96        ai2_spawn B2_s_blue06
97        target_set(133, 30.0)
98        sleep 60
99
100        music_stop
101}
102
103func void target06(string ai_name)
104{
105        dprint target06
106        particle green_locklight01 do start
107        target_set(2005, 30.0)
108        sleep 120
109        trigvolume_enable trigger_volume_13 1
110        music_stop
111}
112
113func void target08(string ai_name)
114{
115        dprint target08
116        particle white_locklight01 do start
117        target_set(3001, 30.0)
118
119}
120
121func void target10(string ai_name)
122{
123        dprint target10
124        target_set(5008, 30.0)
125
126}
127
128func void target11(string ai_name)
129{
130        dprint target02
131        target_set(5009, 30.0)
132
133}
134
135func void target12(string ai_name)
136{
137        dprint target12
138        target_set(119, 30.0)
139
140}
141
142func void target13(string ai_name)
143{
144        dprint target13_16_18
145        target_set(128, 30.0)
146}
147
148func void target14(string ai_name)
149{
150        dprint target14
151        particle red_locklight01 do start
152        target_set(2085, 30.0)
153
154}
155
156func void target15(string ai_name)
157{
158        dprint target15
159        target_set(125, 30.0)
160
161}
162
163func void target17(string ai_name)
164{
165        dprint target17
166        particle yellow_locklight01 do start
167        target_set(3094, 30.0)
168
169}
170
171func void target19(string ai_name)
172{
173        dprint target19
174        target_set(5010, 30.0)
175
176}
177
178func void target20(string ai_name)
179{
180        dprint target20
181        target_set(5006, 30.0)
182
183}
184
185func void unlock_bwhite(string ai_name)
186{
187        dprint unlock_bwhite
188        particle bwhite_locklight01 do start
189        s5
190# checks to see if cop has already talked to konoko
191        if (cop eq 0)
192        {
193# if not, then see if the cop is dead
194                if(nocop eq 1)
195                {
196# if so, then go ahead and give next objective from console 4
197                        sleep 180
198                        set_objective_3
199                }
200        }
201}
202
203func void you_lose(string ai_name)
204{
205        sleep 240
206        fade_out 0 0 0 180
207        sleep 240
208        lose
209}
210func void you_win(int char_index)
211{
212        outro
213        win
214}
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