1 | ################# |
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2 | ### VARIABLES ### |
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3 | ################# |
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4 | |
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5 | var int var_counter = 0; |
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6 | |
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7 | ############ |
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8 | ### MAIN ### |
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9 | ############ |
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10 | |
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11 | func void main(void) |
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12 | { |
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13 | gl_fog_red = .30 |
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14 | gl_fog_blue = .15 |
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15 | gl_fog_green = .17 |
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16 | gl_fog_start = .995 |
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17 | gs_farclipplane_set 5000 |
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18 | ui_suppress_prompt = 1 |
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19 | chr_auto_aim_dist = 0 |
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20 | start |
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21 | } |
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22 | |
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23 | ############# |
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24 | ### START ### |
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25 | ############# |
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26 | |
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27 | func void start(string ai_name) |
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28 | { |
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29 | if(save_point eq 0) save_point = 1 |
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30 | if(save_point eq 1) fork intro |
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31 | if (save_point eq 2) restore_game |
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32 | if (save_point eq 3) restore_game |
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33 | sleep 5 |
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34 | fork sp_all |
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35 | } |
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36 | |
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37 | func void deactivate_stuff(void) |
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38 | { |
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39 | #not used |
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40 | trigvolume_enable floor1 0 |
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41 | trigvolume_enable save_1_trig 0 |
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42 | trigvolume_enable save_3_trig 0 |
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43 | trigvolume_enable sapperdamageon 0 |
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44 | trigvolume_enable trigger_volume_36 0 |
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45 | trigvolume_enable trigger_volume_36_copy 0 |
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46 | trigvolume_enable trigger_volume_36_copy_copy 0 |
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47 | #used |
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48 | trigvolume_enable outro_volume_1 0 |
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49 | trigvolume_enable attack_trigger 0 |
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50 | trigvolume_enable final_ambush 0 |
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51 | env_show 776 0 |
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52 | env_show 777 0 |
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53 | obj_create 2 7 |
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54 | } |
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55 | |
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56 | func void you_lose(string ai_name) |
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57 | { |
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58 | fade_out 0 0 0 30 |
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59 | sleep 30 |
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60 | lose |
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61 | } |
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62 | |
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63 | #################################### |
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64 | ### SEVERAL TIMES USED FUNCTIONS ### |
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65 | #################################### |
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66 | |
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67 | func void sp_all(void) |
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68 | { |
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69 | co_message_display = 0 |
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70 | if(save_point eq 1) save_game 1 autosave |
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71 | if(save_point eq 2) save_game 2 autosave |
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72 | if(save_point eq 3) save_game 3 autosave |
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73 | sleep 180 |
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74 | co_message_display = 1 |
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75 | } |
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76 | |
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77 | func void remove_ai(void) |
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78 | { |
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79 | ai2_kill |
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80 | sleep 60 |
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81 | powerup_reset |
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82 | weapon_reset |
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83 | sleep 240 |
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84 | corpse_reset |
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85 | } |
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86 | |
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87 | func void music_stop(void) |
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88 | { |
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89 | sound_music_stop mus_main01_hd |
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90 | sound_music_stop mus_main03 |
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91 | } |
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92 | |
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93 | ########## |
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94 | ### SP1 ### |
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95 | ########## |
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96 | |
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97 | func void intro(void) |
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98 | { |
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99 | ai2_spawn Barabus |
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100 | ai2_attack Barabus konoko |
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101 | playback 0 IntroKonoko01 |
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102 | chr_inv_reset 0 |
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103 | env_show 8 1 |
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104 | env_show 9 1 |
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105 | env_show 10 1 |
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106 | objective_set 1 silent |
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107 | sleep 1 |
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108 | sound_music_start mus_main01_hd 0.8 |
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109 | } |
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110 | |
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111 | #tv31 - at the place, where Konoko gets off the bike (inside func: save_game_1); I've disabled it |
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112 | |
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113 | #lose func of Barabus |
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114 | func void rocket(void) |
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115 | { |
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116 | music_stop |
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117 | chr_animate Barabus STRIKEknockdown1 |
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118 | fade_out 0 0 0 30 |
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119 | sleep 30 |
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120 | chr_animate_block Barabus BARABlev3_rocket |
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121 | chr_envanim Barabus RocketBox01 |
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122 | sound_ambient_start c01_00_02barjet |
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123 | particle lock99_locklight01 do start |
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124 | door_unlock 43 |
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125 | objective_set 2 silent |
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126 | target_set 143 30 |
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127 | fade_in 30 |
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128 | sleep 360 |
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129 | chr_delete Barabus |
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130 | sleep 600 |
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131 | sound_dialog_play c00_01_98shinatama |
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132 | } |
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133 | |
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134 | #tv22 - if you look to the gate, on the left, around the place where you find the plasma gun |
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135 | func void spawn_right_patrol(string ai_name) |
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136 | { |
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137 | ai2_spawn right_patrol_striker_1 |
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138 | } |
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139 | |
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140 | #tv23 - between the last pillar and the 5 glass doors |
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141 | func void spawn_back_patrol(string ai_name) |
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142 | { |
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143 | ai2_spawn back_patrol_striker_1 |
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144 | ai2_spawn back_patrol_striker_2 |
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145 | } |
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146 | |
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147 | #tv21 - if you look to the gate, on the right, nearly at the end of the way |
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148 | func void spawn_left_patrol(string ai_name) |
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149 | { |
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150 | ai2_spawn left_patrol_striker_1 |
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151 | } |
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152 | |
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153 | #tv8 - in front of door 43 (func: spawn_floor1_guards); I've disabled it |
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154 | |
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155 | ########## |
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156 | ### SP2 ### |
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157 | ########## |
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158 | |
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159 | ### GROUND FLOOR ### |
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160 | |
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161 | #tv33 - after door 43 |
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162 | func void turnoffcompass(string ai_name) |
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163 | { |
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164 | if(save_point ne 2) |
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165 | { |
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166 | save_game 2 autosave |
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167 | target_set 143 0 |
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168 | } |
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169 | ai2_spawn Floor1_Striker_1 |
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170 | ai2_spawn Floor1_Striker_2 |
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171 | ai2_spawn Floor1_Sci_1 |
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172 | ai2_spawn Floor1_Sci_2 |
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173 | ai2_spawn Floor1_Sci_3 |
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174 | ai2_spawn Floor1_Sci_4 |
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175 | objective_set 3 silent |
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176 | tr_write_animation KONCOMpunch_heavy tramph.txt |
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177 | } |
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178 | |
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179 | #tv35 - complete room with console 2 (no funcs); I've disabled it |
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180 | |
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181 | #console 2 |
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182 | func void unlock_floor1_doors(string ai_name) |
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183 | { |
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184 | particle lock1_locklight01 do start |
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185 | particle lock4a_locklight01 do start |
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186 | door_unlock 3 |
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187 | door_unlock 8 |
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188 | door_unlock 11 |
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189 | door_unlock 14 |
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190 | door_unlock 17 |
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191 | door_unlock 20 |
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192 | door_unlock 23 |
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193 | door_unlock 26 |
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194 | check_doors |
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195 | } |
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196 | |
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197 | #tv3 - long box in some distance after door 3, door 14, door 20 and door 26 |
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198 | func void spawn_floor1_striker_11(string ai_name) |
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199 | { |
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200 | ai2_spawn Floor1_Striker_11 |
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201 | ai2_spawn Floor1_Striker_12 |
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202 | } |
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203 | |
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204 | #tv4 - long box in some distance after door 8, door 11, door 17 and door 23 |
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205 | func void spawn_floor1_striker_10(string ai_name) |
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206 | { |
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207 | ai2_spawn Floor1_Striker_10 |
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208 | ai2_spawn Floor1_Striker_12 |
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209 | } |
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210 | |
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211 | #tv1 - in front of the stairs |
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212 | func void spawn_floor2_guards(string ai_name) |
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213 | { |
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214 | ai2_spawn Floor2_Striker_2 |
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215 | ai2_spawn Floor2_Striker_3 |
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216 | ai2_spawn Floor2_Striker_4 |
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217 | sleep 15 |
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218 | ai2_spawn Floor2_Striker_1 |
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219 | ai2_doalarm Floor2_Striker_1 3 |
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220 | sleep 15 |
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221 | ai2_spawn Floor2_Sci_1 |
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222 | ai2_spawn Floor2_Sci_2 |
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223 | ai2_spawn Floor2_Sci_3 |
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224 | ai2_spawn Floor2_Sci_4 |
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225 | ai2_spawn Floor2_Sci_5 |
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226 | } |
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227 | |
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228 | #tv10 - on the platform between the ground floor and the first floor |
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229 | func void set_target_4(string chr_index) |
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230 | { |
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231 | sound_dialog_play c00_01_26shinatama |
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232 | target_set 253 30 |
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233 | } |
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234 | |
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235 | ### FIRST FLOOR ### |
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236 | |
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237 | #tv36 - complete room with console 3 (no funcs); I've disabled it |
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238 | |
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239 | #console 3 |
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240 | func void unlock_floor2_doors(void) |
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241 | { |
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242 | trigvolume_enable attack_trigger 1 |
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243 | particle lock2_locklight01 do start |
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244 | particle lock4b_locklight01 do start |
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245 | door_unlock 2 |
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246 | door_unlock 9 |
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247 | door_unlock 12 |
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248 | door_unlock 15 |
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249 | door_unlock 18 |
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250 | door_unlock 21 |
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251 | door_unlock 24 |
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252 | door_unlock 27 |
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253 | check_doors |
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254 | sleep 60 |
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255 | ai2_dopath Floor2_Striker_1 Floor2_Stk_1 |
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256 | ai2_setjobstate Floor2_Striker_1 |
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257 | } |
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258 | |
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259 | #tv24 - after door 6; outside of the room with console 3 (tv name: attack_trigger) |
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260 | func void commence_attack(string ai_name) |
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261 | { |
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262 | ai2_setalert Floor2_Striker_2 high |
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263 | ai2_setalert Floor2_Striker_3 high |
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264 | ai2_setalert Floor2_Striker_4 high |
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265 | ai2_dopath Floor2_Striker_1 Floor2_Stk_1 |
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266 | ai2_dopath Floor2_Striker_2 scram_path |
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267 | ai2_dopath Floor2_Striker_3 attack_path_1 |
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268 | ai2_dopath Floor2_Striker_4 attack_path_2 |
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269 | ai2_setjobstate Floor2_Striker_1 |
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270 | ai2_setjobstate Floor2_Striker_2 |
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271 | ai2_setjobstate Floor2_Striker_3 |
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272 | ai2_setjobstate Floor2_Striker_4 |
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273 | ai2_attack Floor2_Striker_4 Floor2_Sci_4 |
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274 | ai2_attack Floor2_Striker_3 Floor2_Sci_1 |
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275 | } |
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276 | |
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277 | #lose func of Floor2_Sci_4 |
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278 | func void death_sentence_1(string ai_name) |
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279 | { |
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280 | ai2_attack Floor2_Striker_4 Floor2_Sci_5 |
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281 | } |
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282 | |
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283 | #lose func of Floor2_Sci_1 |
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284 | func void death_sentence_2(string ai_name) |
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285 | { |
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286 | ai2_attack Floor2_Striker_3 Floor2_Sci_2 |
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287 | } |
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288 | |
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289 | #lose func of Floor2_Sci_2 |
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290 | func void death_sentence_3(string ai_name) |
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291 | { |
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292 | ai2_attack Floor2_Striker_3 Floor2_Sci_3 |
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293 | } |
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294 | |
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295 | #tv2 - in front of the stairs |
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296 | func void spawn_floor3_guards(string ai_name) |
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297 | { |
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298 | ai2_spawn Floor3_Striker_1 |
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299 | ai2_spawn Floor3_Striker_2 |
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300 | ai2_spawn Floor3_Striker_3 |
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301 | ai2_spawn Floor3_Comguy_1 |
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302 | } |
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303 | |
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304 | #tv11 - on the platform between the first and the second floor |
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305 | func void set_target_5(string chr_index) |
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306 | { |
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307 | sound_dialog_play c00_01_28shinatama |
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308 | target_set 254 30 |
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309 | } |
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310 | |
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311 | ### SECOND FLOOR ### |
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312 | |
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313 | #tv37 - complete room with console 4 (no funcs); I've disabled it |
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314 | |
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315 | #console 4 |
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316 | func void unlock_floor3_doors(string ai_name) |
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317 | { |
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318 | particle lock3_locklight01 do start |
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319 | particle lock4c_locklight01 do start |
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320 | door_unlock 1 |
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321 | door_unlock 10 |
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322 | door_unlock 13 |
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323 | door_unlock 16 |
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324 | door_unlock 19 |
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325 | door_unlock 22 |
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326 | door_unlock 25 |
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327 | door_unlock 28 |
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328 | check_doors |
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329 | } |
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330 | |
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331 | ### ROOF ### |
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332 | |
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333 | #tv12 - in front of door 4 |
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334 | func void set_objective_4(string chr_index) |
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335 | { |
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336 | sound_dialog_play c00_01_19shinatama |
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337 | objective_set 4 silent |
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338 | target_set 110 30 |
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339 | } |
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340 | |
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341 | #tv30 - in some distance after the ramp to the lower roof; box from left to right |
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342 | func void roof_surprise(string ai_name) |
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343 | { |
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344 | ai2_dopath Roof_Striker_3 Roof_Striker_3b |
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345 | ai2_setjobstate Roof_Striker_3 |
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346 | } |
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347 | |
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348 | #tv5 - after door 39 |
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349 | func void spawn_tower_guards(string ai_name) |
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350 | { |
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351 | ai2_spawn Tower_Striker_1 |
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352 | ai2_spawn Tower_Striker_2 |
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353 | } |
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354 | |
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355 | #tv18 - after door 41; on the right side |
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356 | func void tower_lock_1(string chr_index) |
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357 | { |
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358 | ai2_spawn Tower_MB_1 |
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359 | particle sapper do start |
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360 | music_stop |
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361 | } |
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362 | |
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363 | #tv17 - right next to the furniture in the middle of the tower; from left to right (entry func: sapper_damage_on); I've disabled it |
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364 | |
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365 | #lose func of Tower_MB_1 |
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366 | func void bomber(void) |
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367 | { |
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368 | fade_out 0 0 0 30 |
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369 | sleep 30 |
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370 | chr_delete Tower_MB_1 |
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371 | fork remove_ai |
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372 | particle sapper do stop |
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373 | chr_teleport 0 99 |
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374 | chr_facetoflag 0 90 |
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375 | fade_in 30 |
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376 | } |
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377 | |
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378 | ########## |
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379 | ### SP3 ### |
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380 | ########## |
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381 | |
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382 | ### LOBBY - GROUND FLOOR ### |
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383 | |
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384 | #tv9 - in front of door 35; in the elevator shaft |
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385 | func void spawn_lobby_tctf(string ai_name) |
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386 | { |
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387 | if(save_point ne 3) |
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388 | { |
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389 | sleep 30 |
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390 | save_game 3 autosave |
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391 | } |
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392 | env_show 540 0 |
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393 | env_show 777 1 |
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394 | env_show 778 0 |
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395 | ai2_spawn Lobby_TCL_1 |
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396 | ai2_spawn Lobby_TCL_2 |
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397 | ai2_spawn Lobby_TCS_1 |
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398 | objective_set 5 silent |
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399 | target_set 142 30 |
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400 | } |
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401 | |
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402 | #tv34 - after door 35 (inside func: save_game_3); I've disabled it |
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403 | |
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404 | #tv13 - big box from door 59 and door 60 to the opposite wall; includes console 1 |
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405 | func void spawn_lobby_synd(string ai_name) |
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406 | { |
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407 | ai2_spawn Lobby_Striker_1 |
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408 | ai2_spawn Lobby_Striker_2 |
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409 | ai2_spawn Lobby_Striker_3 |
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410 | ai2_spawn Lobby_Striker_4 |
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411 | } |
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412 | |
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413 | #hit func of Lobby_TCL_1 |
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414 | func void Lobby_Hurt_TCL_1(string ai_name) |
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415 | { |
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416 | ai2_dopath Lobby_TCL_1 Lobby_Hurt_TCL_1 |
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417 | } |
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418 | |
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419 | #hit func of Lobby_TCL_2 |
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420 | func void Lobby_Hurt_TCL_2(string ai_name) |
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421 | { |
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422 | sleep 120 |
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423 | ai2_dopath Lobby_TCL_2 Lobby_Hurt_TCL_2 |
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424 | } |
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425 | |
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426 | #tv32 - at the end of the stairs to the lower floor with console 11; big box from left to right |
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427 | func void backdoor(string ai_name) |
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428 | { |
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429 | ai2_spawn backdoor_striker_1 |
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430 | ai2_spawn backdoor_striker_3 |
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431 | } |
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432 | |
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433 | #console 11 |
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434 | func void passage_1(string ai_name) |
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435 | { |
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436 | particle lock69a_locklight01 do start |
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437 | check_doors |
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438 | } |
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439 | |
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440 | ### LOBBY - FIRST FLOOR ### |
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441 | |
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442 | #tv28 - long box; starts in some after door 53 and ends in front of console 9 |
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443 | func void spawn_lively_2(string ai_name) |
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444 | { |
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445 | ai2_spawn lively_striker_2 |
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446 | } |
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447 | |
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448 | #console 9 |
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449 | func void passage_2(string ai_name) |
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450 | { |
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451 | particle lock69b_locklight01 do start |
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452 | check_doors |
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453 | } |
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454 | |
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455 | #tv26 - in some distance after door 37 |
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456 | func void spawn_opposite_striker_1(string ai_name) |
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457 | { |
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458 | ai2_spawn opposite_striker_1 |
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459 | } |
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460 | |
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461 | #tv27 - in some distance after door 31 |
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462 | func void spawn_opposite_striker_2(string ai_name) |
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463 | { |
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464 | ai2_spawn opposite_striker_2 |
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465 | } |
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466 | |
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467 | ### LOBBY - SECOND FLOOR ### |
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468 | |
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469 | #tv25 - around the green energy clip; in the room with door 46 |
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470 | func void spawn_lively_1(string ai_name) |
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471 | { |
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472 | ai2_spawn lively_striker_1 |
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473 | } |
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474 | |
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475 | #tv29 - at the end of the room with door 29; from left to right; includes the hypo |
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476 | func void spawn_lively_3(string ai_name) |
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477 | { |
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478 | ai2_spawn lively_striker_3 |
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479 | ai2_spawn lively_striker_4 |
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480 | } |
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481 | |
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482 | #console 8 |
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483 | func void passage_3(string ai_name) |
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484 | { |
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485 | particle lock69c_locklight01 do start |
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486 | check_doors |
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487 | } |
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488 | |
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489 | func void check_doors(void) |
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490 | { |
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491 | var_counter = var_counter + 1 |
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492 | if(var_counter eq 3) |
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493 | { |
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494 | if(save_point eq 2) |
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495 | { |
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496 | door_unlock 4 |
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497 | ai2_spawn Roof_Striker_1 |
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498 | ai2_spawn Roof_Striker_2 |
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499 | ai2_spawn Roof_Striker_3 |
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500 | sound_music_start mus_main03 |
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501 | } |
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502 | if(save_point eq 3) |
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503 | { |
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504 | door_unlock 48 |
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505 | sound_music_start mus_main03 1.0 |
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506 | } |
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507 | var_counter = 0 |
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508 | } |
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509 | } |
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510 | |
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511 | #tv20 - in front of door 48 |
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512 | func void miseenscene_start(string ai_name) |
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513 | { |
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514 | particle scene create |
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515 | ai2_spawn scene_thug_1 |
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516 | ai2_spawn scene_thug_2 |
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517 | } |
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518 | |
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519 | #tv6 - in the middle between door 48 and door 55 |
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520 | func void spawn_vats(string ai_name) |
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521 | { |
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522 | ai2_spawn Vat_Striker_1 |
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523 | ai2_spawn Vat_Striker_2 |
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524 | ai2_spawn Vat_Striker_3 |
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525 | ai2_spawn Vat_Striker_4 |
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526 | ai2_spawn Vat_Striker_5 |
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527 | } |
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528 | |
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529 | #console 10 (text console) |
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530 | func void day_264(string ai_name) |
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531 | { |
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532 | ai2_idle scene_thug_1 |
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533 | ai2_movetoflag scene_thug_1 7010 |
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534 | ai2_setmovementmode scene_thug_1 run |
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535 | sleep 300 |
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536 | particle day264 create |
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537 | particle dayafter create |
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538 | particle dayafter do start |
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539 | chr_animate scene_thug_1 STRIKEknockdown3 |
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540 | ai2_dopath scene_thug_1 scene_flee_1 |
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541 | ai2_dopath scene_thug_2 scene_flee_2 |
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542 | sleep 300 |
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543 | ai2_spawn arcy |
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544 | sleep 1000 |
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545 | chr_delete scene_thug_1 |
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546 | chr_delete scene_thug_2 |
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547 | sleep 500 |
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548 | chr_delete arcy |
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549 | } |
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550 | |
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551 | #tv19 - in front of door 55 |
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552 | func void set_objective_6(string chr_index) |
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553 | { |
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554 | sound_dialog_play c00_01_22shinatama |
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555 | objective_set 6 silent |
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556 | target_set 256 30 |
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557 | } |
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558 | |
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559 | ### HALL ### |
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560 | |
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561 | #tv16 - the complete acid volume |
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562 | func void fallinthevat(string character) |
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563 | { |
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564 | if(chr_is_player(character) eq 1) |
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565 | { |
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566 | cm_detach |
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567 | chr_animate 0 KONOKOacid |
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568 | sleep 10 |
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569 | sound_impulse_play konoko_gruesome_death |
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570 | chr_set_health 0 0 |
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571 | } |
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572 | else |
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573 | { |
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574 | chr_animate(character, KONOKOacid); |
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575 | sleep 10 |
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576 | chr_set_health(character, 0); |
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577 | } |
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578 | } |
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579 | |
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580 | #console 5 |
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581 | func void unlock_end_door(string ai_name) |
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582 | { |
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583 | trigvolume_enable final_ambush 1 |
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584 | particle lockend_locklight02 do start |
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585 | door_unlock 56 |
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586 | target_set 52 30 |
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587 | ai2_spawn Vat_MB_1 |
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588 | } |
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589 | |
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590 | #tv7 - in some distance in front three pillars; from left to right |
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591 | func void final_ambush(string ai_name) |
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592 | { |
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593 | ai2_spawn Ambush_Striker_1 |
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594 | ai2_spawn Ambush_Striker_2 |
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595 | } |
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596 | |
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597 | #hit func of Ambush_Striker_1 |
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598 | func void gethelp(string ai_name) |
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599 | { |
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600 | trigvolume_enable outro_volume_1 1 |
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601 | particle lock177_locklight01 do start |
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602 | door_unlock 49 |
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603 | door_unlock 50 |
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604 | ai2_attack Ambush_Striker_2 Konoko |
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605 | music_stop |
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606 | } |
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607 | |
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608 | #tv14 - after door 50 |
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609 | #tv15 - after door 49 |
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610 | func void outro(void) |
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611 | { |
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612 | fade_out 0 0 0 30 |
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613 | sleep 30 |
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614 | win |
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615 | } |
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616 | |
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617 | ##################### |
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618 | ### TEXT CONSOLES ### |
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619 | ##################### |
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620 | |
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621 | func void level3a(string chr_index) |
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622 | { |
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623 | text_console level_3a |
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624 | console_reset 7 |
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625 | } |
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626 | |
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627 | func void level3b(string chr_index) |
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628 | { |
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629 | text_console level_3b |
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630 | console_reset 6 |
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631 | } |
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632 | |
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633 | func void level3c(string chr_index) |
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634 | { |
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635 | text_console level_3c |
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636 | console_reset 1 |
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637 | } |
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638 | |
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639 | func void level3d(string chr_index) |
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640 | { |
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641 | text_console level_3d |
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642 | day_264 |
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643 | } |
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