| [520] | 1 | func void start(string ai_name)
|
|---|
| 2 | {
|
|---|
| 3 | #Konoko temp spawn location.
|
|---|
| 4 | chr_location 0 229 -90 -384
|
|---|
| 5 | #Chair stuff
|
|---|
| 6 | env_show 171 1
|
|---|
| 7 | env_show 172 1
|
|---|
| 8 | env_show 173 1
|
|---|
| 9 | env_show 174 1
|
|---|
| 10 | dprint start
|
|---|
| 11 |
|
|---|
| 12 |
|
|---|
| 13 | setup_doors
|
|---|
| 14 | fork laser_byebye
|
|---|
| 15 | #trigvolume_enable trigger_volume_29 0
|
|---|
| 16 | #trigvolume_enable trigger_volume_35 0
|
|---|
| 17 | #trigvolume_enable trigger_volume_39 0
|
|---|
| 18 | #trigvolume_enable trigger_volume_36 0
|
|---|
| 19 | #trigvolume_enable trigger_volume_41 0
|
|---|
| 20 |
|
|---|
| 21 | my_save_point = save_point;
|
|---|
| 22 |
|
|---|
| 23 | env_show 403 0
|
|---|
| 24 |
|
|---|
| 25 | env_show 1010 0
|
|---|
| 26 | dprint restore5
|
|---|
| 27 | objective_set(4)
|
|---|
| 28 | trigvolume_enable trigger_volume_42 0
|
|---|
| 29 | trigvolume_enable trigger_volume_35 0
|
|---|
| 30 | #Old Door locking
|
|---|
| 31 | particle ZomShin_door_locklight01 do start
|
|---|
| 32 | #door_lock 16
|
|---|
| 33 |
|
|---|
| 34 | #TCTF II cutscene "Base"
|
|---|
| 35 | env_show 171 1
|
|---|
| 36 | env_show 172 1
|
|---|
| 37 | env_show 173 1
|
|---|
| 38 | env_show 174 1
|
|---|
| 39 | # particle Forcefield do start
|
|---|
| 40 | # particle zombiesteam start
|
|---|
| 41 | #sound_ambient_start zomshin_amb_loop 1.0
|
|---|
| 42 | #music_zom
|
|---|
| 43 |
|
|---|
| 44 | #these next lines place griffin where he should be
|
|---|
| 45 | dprint place_griffin_and_holster
|
|---|
| 46 | ai2_spawn ZomGrif
|
|---|
| 47 | ai2_makeignoreplayer ZomGrif 1
|
|---|
| 48 | # make sure that griffin is aiming his weapon!
|
|---|
| 49 | ai2_setmovementmode ZomGrif walk
|
|---|
| 50 | # ai2_passive ZomGrif 1
|
|---|
| 51 | playback ZomGrif ZomGrifDraw
|
|---|
| 52 |
|
|---|
| 53 | # don't call the GrifSpawn function again
|
|---|
| 54 |
|
|---|
| 55 | # create_zomshin
|
|---|
| 56 | playback ZomShin BaseShin
|
|---|
| 57 | chr_create 1202
|
|---|
| 58 | chr_envanim 1202 IntroGriffinBox02
|
|---|
| 59 |
|
|---|
| 60 | # zombie_round_2
|
|---|
| 61 | chr_wait_health 1202 0
|
|---|
| 62 | #slowmo 1000
|
|---|
| 63 | #this will be replaced with a low gravity ONCC
|
|---|
| 64 | ai2_spawn l1
|
|---|
| 65 | chr_invincible l1
|
|---|
| 66 | chr_envanim l1 IntroGriffinBox03 norotation
|
|---|
| 67 | }
|
|---|
| 68 | func void laser_byebye {
|
|---|
| 69 | #should probably be replaced with some BINATRIG mods, but this will do for now
|
|---|
| 70 | dprint laser_go_bye_bye
|
|---|
| 71 | trig_deactivate 1
|
|---|
| 72 | trig_deactivate 2
|
|---|
| 73 | trig_deactivate 3
|
|---|
| 74 | trig_deactivate 4
|
|---|
| 75 | trig_deactivate 5
|
|---|
| 76 | trig_deactivate 8
|
|---|
| 77 | trig_deactivate 303
|
|---|
| 78 | trig_deactivate 100
|
|---|
| 79 | trig_deactivate 101
|
|---|
| 80 | trig_deactivate 500
|
|---|
| 81 | trig_deactivate 400
|
|---|
| 82 | sleep 15
|
|---|
| 83 | trig_deactivate 503
|
|---|
| 84 | sleep 5
|
|---|
| 85 | trig_deactivate 502
|
|---|
| 86 | sleep 5
|
|---|
| 87 | trig_deactivate 501
|
|---|
| 88 | sleep 15
|
|---|
| 89 | trig_deactivate 510
|
|---|
| 90 | sleep 5
|
|---|
| 91 | trig_deactivate 511
|
|---|
| 92 | sleep 5
|
|---|
| 93 | trig_deactivate 512
|
|---|
| 94 | sleep 15
|
|---|
| 95 | trig_deactivate 520
|
|---|
| 96 | sleep 5
|
|---|
| 97 | trig_deactivate 521
|
|---|
| 98 | sleep 5
|
|---|
| 99 | trig_deactivate 522
|
|---|
| 100 | sleep 15
|
|---|
| 101 | trig_deactivate 320
|
|---|
| 102 | sleep 15
|
|---|
| 103 | trig_deactivate 315
|
|---|
| 104 | sleep 15
|
|---|
| 105 | trig_deactivate 302
|
|---|
| 106 | }
|
|---|
| 107 | func void setup_doors(void) {
|
|---|
| 108 | #Old door locks
|
|---|
| 109 | # door_unlock 65
|
|---|
| 110 | # door_unlock 71
|
|---|
| 111 | # door_unlock 59
|
|---|
| 112 | # door_unlock 61
|
|---|
| 113 | # door_unlock 67
|
|---|
| 114 | # door_lock 7
|
|---|
| 115 | # door_lock 4
|
|---|
| 116 | # door_lock 5
|
|---|
| 117 | # door_lock 8
|
|---|
| 118 | # door_lock 6
|
|---|
| 119 | # door_lock 9
|
|---|
| 120 | # console_deactivate 3
|
|---|
| 121 | chr_location 1 90 .5 -50
|
|---|
| 122 | # incidental zombie shinatama dialog
|
|---|
| 123 | trigvolume_enable shinzom_voice1 0
|
|---|
| 124 | trigvolume_enable shinzom_voice2 0
|
|---|
| 125 | trigvolume_enable shinzom_voice3 0
|
|---|
| 126 | trigvolume_enable shinzom_voice4 0
|
|---|
| 127 |
|
|---|
| 128 | #Most of this needs to be activated with a console. More later.
|
|---|
| 129 | #Triple door
|
|---|
| 130 | particle lastdoor1_locklight01 do start
|
|---|
| 131 | particle lastdoor2_locklight01 do start
|
|---|
| 132 | particle lastdoor3_locklight01 do start
|
|---|
| 133 | door_unlock 97
|
|---|
| 134 |
|
|---|
| 135 | #Blue door
|
|---|
| 136 | #Look, ma! I broke the door!
|
|---|
| 137 | #Needs sparks :P
|
|---|
| 138 | door_open 28
|
|---|
| 139 | door_jam 28
|
|---|
| 140 | particle floor4_lock_locklight01 do stop
|
|---|
| 141 |
|
|---|
| 142 |
|
|---|
| 143 | #First door
|
|---|
| 144 | particle griffin_locklight01 do start
|
|---|
| 145 |
|
|---|
| 146 | #We three doors (yellow)
|
|---|
| 147 | #particle door42_locklight01 do start
|
|---|
| 148 | #particle stair_lock_locklight01 do start
|
|---|
| 149 | #particle roof_doors_locklight01 do start
|
|---|
| 150 | door_lock 19
|
|---|
| 151 | door_lock 20
|
|---|
| 152 | door_lock 24
|
|---|
| 153 |
|
|---|
| 154 | #Goodie Room
|
|---|
| 155 | door_lock 36
|
|---|
| 156 |
|
|---|
| 157 | #TCTF and BGI seperation, lower floor
|
|---|
| 158 | door_lock 22
|
|---|
| 159 | }
|
|---|
| 160 |
|
|---|
| 161 | func void setup_lower(string ai_name) {
|
|---|
| 162 | #Closes the stupid door
|
|---|
| 163 | door_unjam 97
|
|---|
| 164 | door_close 97
|
|---|
| 165 | door_lock 97
|
|---|
| 166 | particle lastdoor1_locklight01 do stop
|
|---|
| 167 | particle lastdoor2_locklight01 do stop
|
|---|
| 168 | particle lastdoor3_locklight01 do stop
|
|---|
| 169 |
|
|---|
| 170 | ai2_spawn jubei
|
|---|
| 171 | chr_boss_shield jubei
|
|---|
| 172 | chr_givepowerup jubei shield 1
|
|---|
| 173 | ai2_doalarm jubei 13
|
|---|
| 174 | }
|
|---|
| 175 | var bool eggman;
|
|---|
| 176 | func void open_yellow(string char) {
|
|---|
| 177 |
|
|---|
| 178 |
|
|---|
| 179 | eggman = chr_is_player(char);
|
|---|
| 180 |
|
|---|
| 181 | if (eggman eq 0)
|
|---|
| 182 | {
|
|---|
| 183 | if (distracted eq 0)
|
|---|
| 184 | {
|
|---|
| 185 | #Places jubei in the proper position and anim
|
|---|
| 186 | dprint robotnik
|
|---|
| 187 | chr_animate(char, STRIKEconsole, 7777777);
|
|---|
| 188 | console_reset 13
|
|---|
| 189 | sleep 10
|
|---|
| 190 | chr_freeze jubei 1
|
|---|
| 191 | #This animation will be ended when konoko enters. Yes, I am OCD. He must type!
|
|---|
| 192 | }
|
|---|
| 193 | }
|
|---|
| 194 |
|
|---|
| 195 | if (eggman eq 1)
|
|---|
| 196 | {
|
|---|
| 197 | #If player, unlock the yellow doors ^_^
|
|---|
| 198 | dprint sonic
|
|---|
| 199 | particle door42_locklight01 do start
|
|---|
| 200 | particle stair_lock_locklight01 do start
|
|---|
| 201 | particle roof_doors_locklight01 do start
|
|---|
| 202 | door_unlock 19
|
|---|
| 203 | door_unlock 20
|
|---|
| 204 | door_unlock 24
|
|---|
| 205 | }
|
|---|
| 206 | }
|
|---|
| 207 | var bool eggman2;
|
|---|
| 208 | var int distracted = 0;
|
|---|
| 209 | func void distract_console(string char) {
|
|---|
| 210 |
|
|---|
| 211 | eggman2 = chr_is_player(char);
|
|---|
| 212 | if (eggman2 eq 0)
|
|---|
| 213 | {
|
|---|
| 214 | #Make jubei go back to other console
|
|---|
| 215 | dprint jubei_is_distracted
|
|---|
| 216 | distracted = 1;
|
|---|
| 217 | ai2_tripalarm jubei 0
|
|---|
| 218 | #ai2_doalarm jubei 13
|
|---|
| 219 | #ai2_movetoflag jubei 598
|
|---|
| 220 | }
|
|---|
| 221 | if (eggman2 eq 1)
|
|---|
| 222 | {
|
|---|
| 223 | ai2_boss_battle = 1;
|
|---|
| 224 | #Make jubei go to this console
|
|---|
| 225 | dprint distracting_jubei
|
|---|
| 226 | chr_freeze jubei 0
|
|---|
| 227 | chr_animate(jubei, STRIKEconsole, 7);
|
|---|
| 228 | sleep 10
|
|---|
| 229 | console_reset 2
|
|---|
| 230 | #I need to make this a patrol path
|
|---|
| 231 | #I could also set his team to Neutral and then make him get attacked by Konoko :> (TRAM derived particle)
|
|---|
| 232 | #Even better.
|
|---|
| 233 | ai2_tripalarm 1 0
|
|---|
| 234 | #erm...much better :>
|
|---|
| 235 | #ai2_comehere jubei
|
|---|
| 236 | ai2_setmovementmode jubei run
|
|---|
| 237 | sleep 10
|
|---|
| 238 | ai2_attack jubei 0
|
|---|
| 239 | sleep 10
|
|---|
| 240 | ai2_forget jubei
|
|---|
| 241 | #I need to set up a trigger volume still, but meh.
|
|---|
| 242 | #ai2_doalarm jubei 2
|
|---|
| 243 | fork jubei_loop
|
|---|
| 244 | }
|
|---|
| 245 | }
|
|---|
| 246 |
|
|---|
| 247 | func void jubei_loop(void) {
|
|---|
| 248 | if(jubei_dead eq 0) {
|
|---|
| 249 | ai2_tripalarm 1 0
|
|---|
| 250 | #erm...much better :>
|
|---|
| 251 | #ai2_comehere jubei
|
|---|
| 252 | ai2_setmovementmode jubei run
|
|---|
| 253 | sleep 10
|
|---|
| 254 | ai2_attack jubei 0
|
|---|
| 255 | sleep 10
|
|---|
| 256 | ai2_forget jubei
|
|---|
| 257 | fork jubei_loop
|
|---|
| 258 | }
|
|---|
| 259 | }
|
|---|
| 260 | func void jubei_noticed(void) {
|
|---|
| 261 | dprint jubei_noticed
|
|---|
| 262 | ai2_inactive jubei
|
|---|
| 263 | #ai2_comehere jubei
|
|---|
| 264 | }
|
|---|
| 265 |
|
|---|
| 266 | var int jubei_dead = 0;
|
|---|
| 267 | func void jubei_died(string ai_name) {
|
|---|
| 268 | jubei_dead = 1
|
|---|
| 269 | fork lsi_loop
|
|---|
| 270 | }
|
|---|
| 271 |
|
|---|
| 272 | func void jubei_defeated(void) {
|
|---|
| 273 | chr_inv_reset jubei
|
|---|
| 274 | chr_givepowerup jubei lsi 2
|
|---|
| 275 | chr_givepowerup hypo 2
|
|---|
| 276 | chr_set_health jubei 0
|
|---|
| 277 | }
|
|---|
| 278 |
|
|---|
| 279 | func void lsi_loop(void) {
|
|---|
| 280 | #needs to quit after a certain amount of time.
|
|---|
| 281 | if(chr_has_lsi(0)) {
|
|---|
| 282 | chr_boss_shield 0
|
|---|
| 283 | chr_givepowerup 0 shield 100
|
|---|
| 284 | }
|
|---|
| 285 | else {
|
|---|
| 286 | sleep 30
|
|---|
| 287 | fork lsi_loop
|
|---|
| 288 | }
|
|---|
| 289 | }
|
|---|
| 290 | func void t33(string ai_name)
|
|---|
| 291 | {
|
|---|
| 292 | #Opens stupid door
|
|---|
| 293 | dprint Open_stupid
|
|---|
| 294 | sleep 20
|
|---|
| 295 | door_open 97
|
|---|
| 296 | door_jam 97
|
|---|
| 297 |
|
|---|
| 298 | fork BGI_died(BGI_lower1)
|
|---|
| 299 | fork BGI_died(BGI_lower2)
|
|---|
| 300 | fork BGI_died(BGI_lower3)
|
|---|
| 301 | fork BGI_died(BGI_lower4)
|
|---|
| 302 | fork BGI_died(BGI_lower5)
|
|---|
| 303 | # fork BGI_died(BGI_lower6)
|
|---|
| 304 | # fork BGI_died(BGI_lower7)
|
|---|
| 305 | # fork BGI_died(BGI_lower8)
|
|---|
| 306 |
|
|---|
| 307 |
|
|---|
| 308 | fork TCTF_died(TCTF_lower1)
|
|---|
| 309 | fork TCTF_died(TCTF_lower2)
|
|---|
| 310 | fork TCTF_died(TCTF_lower3)
|
|---|
| 311 | fork TCTF_died(TCTF_lower4)
|
|---|
| 312 | fork TCTF_died(TCTF_lower5)
|
|---|
| 313 | # fork TCTF_died(TCTF_lower6)
|
|---|
| 314 | # fork TCTF_died(TCTF_lower7)
|
|---|
| 315 | # fork TCTF_died(TCTF_lower8)
|
|---|
| 316 |
|
|---|
| 317 |
|
|---|
| 318 | }
|
|---|
| 319 | func powersub1(string ai_name)
|
|---|
| 320 | {
|
|---|
| 321 | dprint powersub1_active
|
|---|
| 322 | sub1 = 1;
|
|---|
| 323 | particle spine1 start
|
|---|
| 324 | particle spinesound1 start
|
|---|
| 325 |
|
|---|
| 326 | if(sub3 eq 0)
|
|---|
| 327 | {
|
|---|
| 328 | # target_set(594,30.0)
|
|---|
| 329 | }
|
|---|
| 330 | if(sub3 ne 0)
|
|---|
| 331 | {
|
|---|
| 332 | if(sub2 eq 0)
|
|---|
| 333 | {
|
|---|
| 334 | # target_set(595,30.0)
|
|---|
| 335 | }
|
|---|
| 336 | }
|
|---|
| 337 | check_power
|
|---|
| 338 | }
|
|---|
| 339 |
|
|---|
| 340 | func powersub2(string ai_name)
|
|---|
| 341 | {
|
|---|
| 342 | dprint powersub2_active
|
|---|
| 343 | particle spine2 do start
|
|---|
| 344 | particle spinesound2 start
|
|---|
| 345 | sub2 = 1;
|
|---|
| 346 | if(sub3 eq 0)
|
|---|
| 347 | {
|
|---|
| 348 | # target_set(594,30.0)
|
|---|
| 349 | }
|
|---|
| 350 | if(sub3 ne 0)
|
|---|
| 351 | {
|
|---|
| 352 | if(sub1 eq 0)
|
|---|
| 353 | {
|
|---|
| 354 | # target_set(587,30.0)
|
|---|
| 355 | }
|
|---|
| 356 | }
|
|---|
| 357 | check_power
|
|---|
| 358 | }
|
|---|
| 359 |
|
|---|
| 360 | func powersub3(string ai_name)
|
|---|
| 361 | {
|
|---|
| 362 | dprint powersub3_active
|
|---|
| 363 | sub3 = 1;
|
|---|
| 364 | particle spine3 do start
|
|---|
| 365 | particle spinesound3 start
|
|---|
| 366 | if(sub2 eq 0)
|
|---|
| 367 | {
|
|---|
| 368 | # target_set(595,30.0)
|
|---|
| 369 | }
|
|---|
| 370 |
|
|---|
| 371 | if(sub2 ne 0)
|
|---|
| 372 | {
|
|---|
| 373 | if(sub1 eq 0)
|
|---|
| 374 | {
|
|---|
| 375 | # target_set(587,30.0)
|
|---|
| 376 | }
|
|---|
| 377 | }
|
|---|
| 378 | check_power
|
|---|
| 379 | }
|
|---|
| 380 |
|
|---|
| 381 | func check_power(string ai_name)
|
|---|
| 382 | {
|
|---|
| 383 | dprint check_power_active
|
|---|
| 384 | counter = counter - 1
|
|---|
| 385 | if (counter eq 1)
|
|---|
| 386 | {
|
|---|
| 387 | #sound_dialog_play c14_54_27konoko
|
|---|
| 388 | #sound_dialog_play_block pause
|
|---|
| 389 | }
|
|---|
| 390 |
|
|---|
| 391 | if (counter eq 0)
|
|---|
| 392 | {
|
|---|
| 393 | dprint defenses_active
|
|---|
| 394 |
|
|---|
| 395 | }
|
|---|
| 396 | }
|
|---|
| 397 |
|
|---|
| 398 |
|
|---|
| 399 | func void t9(string ai_name)
|
|---|
| 400 | {
|
|---|
| 401 | #Trigger after exit basement
|
|---|
| 402 | dprint heyT9
|
|---|
| 403 | }
|
|---|
| 404 |
|
|---|
| 405 | func void floor4_lock(string ai_name)
|
|---|
| 406 | {
|
|---|
| 407 |
|
|---|
| 408 | door_unlock 36
|
|---|
| 409 | door_open 36
|
|---|
| 410 | door_jam 36
|
|---|
| 411 | #trigvolume_enable trigger_volume_39 1
|
|---|
| 412 |
|
|---|
| 413 | }
|
|---|
| 414 |
|
|---|
| 415 | func void respawn(string ai_name)
|
|---|
| 416 | {
|
|---|
| 417 |
|
|---|
| 418 | ai2_spawn(ai_name, force)
|
|---|
| 419 |
|
|---|
| 420 | }
|
|---|
| 421 |
|
|---|
| 422 | func void TCTF_spawned(string ai_name)
|
|---|
| 423 | {
|
|---|
| 424 | ai2_movetoflag(ai_name, 9101)
|
|---|
| 425 | }
|
|---|
| 426 |
|
|---|
| 427 | func void BGI_spawned(string ai_name)
|
|---|
| 428 | {
|
|---|
| 429 | ai2_movetoflag(ai_name, 9101)
|
|---|
| 430 | }
|
|---|
| 431 |
|
|---|
| 432 | var string last_BGI = "none";
|
|---|
| 433 | var string last_TCTF = "none";
|
|---|
| 434 | func void BGI_died(string ai_name)
|
|---|
| 435 | {
|
|---|
| 436 | last_BGI = ai_name;
|
|---|
| 437 | if (jubei_dead eq 0) {
|
|---|
| 438 | ai2_spawn(ai_name, force)
|
|---|
| 439 | ai2_setmovementmode(ai_name, run)
|
|---|
| 440 | ai2_movetoflag(ai_name, 9101)
|
|---|
| 441 | sleep 200
|
|---|
| 442 | ai2_movetoflag(ai_name, 9101)
|
|---|
| 443 | ai2_makeaware(ai_name, last_TCTF)
|
|---|
| 444 | }
|
|---|
| 445 |
|
|---|
| 446 | }
|
|---|
| 447 |
|
|---|
| 448 | func void TCTF_died(string ai_name)
|
|---|
| 449 | {
|
|---|
| 450 | last_TCTF = ai_name;
|
|---|
| 451 | ai2_spawn(ai_name, force)
|
|---|
| 452 | ai2_setmovementmode(ai_name, run)
|
|---|
| 453 | ai2_movetoflag(ai_name, 9101)
|
|---|
| 454 | sleep 200
|
|---|
| 455 | ai2_movetoflag(ai_name, 9101)
|
|---|
| 456 | ai2_makeaware(ai_name, last_BGI)
|
|---|
| 457 | }
|
|---|