source: AE/packages/NextRelease/81000TCTF3/bsl/tctf_iii/tctf2.bsl@ 793

Last change on this file since 793 was 540, checked in by iritscen, 15 years ago

Fixed capitalization :-p

File size: 26.5 KB
Line 
1# tctf2_spawn
2# scripts for level 18 by wu
3
4var int counter=3;
5var int my_save_point=0;
6var int counterA=0;
7var int counterB=0;
8var int counterC=0;
9var int counterD=0;
10var int counterDestroy=0;
11var int lastdoor_count=0;
12var int sub1 = 0;
13var int sub2 = 0;
14var int sub3 = 0;
15var int ld1;
16var int ld2;
17var int ld3;
18var int audio_counter = 3;
19
20#########
21# music #
22#########
23func void music_intro(void)
24{
25 sound_music_start mus_main03 1.0
26# this music stopped in t2 script
27}
28
29func void music_chair(void)
30{
31 dprint music_chair
32 sound_music_start mus_wls 1.0
33# this music stopped in 11 and 11b script
34}
35
36func void music_atrium(void)
37{
38 dprint music_atrium
39 sound_music_start mus_trt .8
40# this music stopped in check_power script
41}
42
43func void music_zom(void)
44{
45 dprint music_zom
46 sound_music_start mus_sv 0.75
47# this music stopped in Zom script
48}
49
50func void music_stop(void)
51{
52 dprint STOP_THE_MUSIC
53 sound_music_stop mus_main03
54 sound_music_stop mus_wls
55 sound_music_stop mus_trt
56 sound_music_stop mus_sv
57}
58
59func void spawnA(void)
60{
61 dprint spawn_zone_A
62
63 ai2_spawn A_L19
64 ai2_spawn l1
65 ai2_spawn l3
66 ai2_spawn A_L12
67 ai2_spawn A_Lbo13
68 ai2_spawn A_L8
69 ai2_spawn l7
70}
71###############################
72# start and objectives #
73###############################
74
75func void you_lose(string ai_name)
76{
77 sleep 240
78 #fade_out 0 0 0 180
79 sleep 240
80 #lose
81}
82
83func void you_win(int char_index)
84{
85 outro
86 #win
87}
88
89func void set_objective_1(string ai_name)
90{
91 dprint set_objective_1
92 objective_set(1)
93 target_set (1,0)
94}
95
96func void set_objective_2(string ai_name)
97{
98 dprint set_objective_2
99 objective_set(2)
100 target_set (1,0)
101}
102
103func void set_objective_3(string ai_name)
104{
105 dprint set_objective_3
106 objective_set(3)
107 target_set (1,0)
108}
109
110func void set_objective_4(string ai_name)
111{
112 dprint set_objective_4
113 objective_set(4)
114 target_set (401,30)
115 particle ZomShin_door_locklight01 do start
116}
117
118
119#################################
120# cut scene scripts #
121#################################
122
123func void grifdies(string ai_name)
124{
125 killed_griffen 1
126 OutroKill
127}
128
129func void t35(string ai_name)
130{
131 killed_griffen 0
132 OutroNoKill
133}
134
135func void outta_sight(string ai_name)
136{
137 ai2_dopath n5 patrol_99
138 ai2_setjobstate n5
139}
140
141#########################
142# trigger volume stuff #
143#########################
144
145func void t68(string ai_name)
146{
147 ai2_spawn mbo_femcop
148}
149
150func void t2(string ai_name)
151{
152 dprint t2_active
153 trigvolume_enable trigger_volume_61 0
154 ai2_spawn n5
155 ai2_spawn A_Sbo14
156 ai2_dopath A_Sbo14 patrol_14
157 ai2_setjobstate A_Sbo14
158 ai2_spawn A_Sbo15
159 sleep 30
160 ai2_dopath A_Sbo15 patrol_14
161 ai2_setjobstate A_Sbo15
162# ai2_spawn A_Sbo16
163 music_stop
164
165}
166
167func void t61(string ai_name)
168{
169 dprint t61_active
170 trigvolume_enable trigger_volume_02 0
171 ai2_spawn n5
172 ai2_spawn A_Sbo14
173 ai2_spawn A_Sbo15
174 music_stop
175}
176
177func void t3(string ai_name)
178{
179 dprint t3_active
180 ai2_dopath A_n17 patrol_16
181 ai2_setjobstate A_n17
182
183}
184
185func void t4(string ai_name)
186{
187 dprint t4_active
188 ai2_spawn A_L18
189}
190
191func void t6(string ai_name)
192{
193 dprint t6_active
194 ai2_spawn A_L20
195 ai2_spawn A_L21
196 ai2_spawn B_S22
197 ai2_makeignoreplayer B_S22 1
198 trig_activate 6
199 trig_activate 7
200 trig_activate 99
201 trig_activate 98
202 target_set(593,30.0)
203}
204
205func void t7(string ai_name)
206{
207 dprint t7_active
208 ai2_dopath B_S22 patrol_23
209 ai2_setjobstate B_S22
210 ai2_makeignoreplayer B_S22 0
211 ai2_spawn B_N28
212}
213
214func void t7b(string ai_name)
215{
216 dprint t7b_active
217 ai2_spawn B_Lbo26
218 playback_block B_Lbo26 run1 interp 20
219 sleep 20
220 ai2_dopath B_Lbo26 patrol_27
221 ai2_setjobstate B_Lbo26
222
223}
224
225func void t8(string ai_name)
226{
227 dprint t8_active
228 chr_delete A_L19
229 chr_delete l1
230 chr_delete l3
231 chr_delete A_L12
232 chr_delete A_Lbo13
233 chr_delete A_L8
234 chr_delete l7
235 chr_delete n5
236 chr_delete A_T25
237 chr_delete A_n17
238 chr_delete A_N31
239 ai2_spawn B_Sbo38
240 ai2_spawn B_S36
241 ai2_makeignoreplayer B_S36 1
242 ai2_spawn B_L40
243 ai2_spawn B_L41
244 music_chair
245 sleep 90
246 substation_monologue
247}
248
249
250
251func void t10(string ai_name)
252{
253 dprint t10_active
254 ai2_spawn B_S29
255}
256
257func void t11(string ai_name)
258{
259 dprint t11_active
260 ai2_dopath B_S36 patrol_38
261 ai2_setjobstate B_S36
262 ai2_makeignoreplayer B_Sbo38 0
263# ai2_makeignoreplayer B_Sbo35 0
264 ai2_makeignoreplayer B_S36 0
265 ai2_makeignoreplayer B_S37 0
266 ai2_spawn B_Lbo76
267# ai2_spawn B_Lbo77
268 ai2_spawn B_C34
269 ai2_spawn B_C33
270 ai2_spawn B_C32
271 trigvolume_enable trigger_volume_11_copy 0
272 music_stop
273}
274
275func void t59(string ai_name)
276{
277 ai2_spawn B_L30
278 ai2_spawn B_L95
279 ai2_spawn B_Lbo27
280}
281
282func void t60(string ai_name)
283{
284 ai2_spawn B_C32
285 ai2_spawn B_C34
286 ai2_spawn B_C33
287 ai2_makeignoreplayer B_S36 0
288}
289
290func void t67(string ai_name)
291{
292 ai2_spawn B_S43
293}
294
295func void t11b(string ai_name)
296{
297 dprint t11b_active
298 ai2_dopath B_S36 patrol_38
299 ai2_setjobstate B_S36
300 ai2_makeignoreplayer B_Sbo38 0
301# ai2_makeignoreplayer B_Sbo35 0
302 ai2_makeignoreplayer B_S36 0
303 ai2_makeignoreplayer B_S37 0
304 ai2_spawn B_Lbo76
305# ai2_spawn B_Lbo77
306 trigvolume_enable trigger_volume_11 0
307 music_stop
308}
309
310func void t12(string ai_name)
311{
312 dprint t12_active
313 ai2_dopath B_N28 patrol_42
314 ai2_setjobstate B_N28
315}
316
317func void t14(string ai_name)
318{
319 dprint t14_active
320 ai2_spawn C_Sbo44
321# ai2_spawn C_C46
322 ai2_spawn C_C47
323 ai2_spawn C_N48
324# ai2_spawn C_L50
325# ai2_makeignoreplayer C_L50 1
326# ai2_spawn C_L51
327# ai2_makeignoreplayer C_L51 1
328
329}
330
331func void t15(string ai_name)
332{
333 dprint t15_active
334 ai2_lookatme C_L51
335 ai2_dopath C_L51 patrol_51
336 ai2_setjobstate C_L51
337 ai2_makeignoreplayer C_L51 0
338 sleep 90
339 ai2_lookatme C_L50
340 ai2_dopath C_L50 patrol_50
341 ai2_setjobstate C_L50
342 ai2_makeignoreplayer C_L50 0
343
344}
345
346func void t16(string ai_name)
347{
348 dprint t16_active
349 ai2_makeignoreplayer C_L50 0
350 ai2_makeignoreplayer C_L51 0
351
352}
353
354func void t17(string ai_name)
355{
356 dprint t17_active
357 ai2_makeignoreplayer C_N55 0
358 ai2_spawn C_Sbo56
359
360}
361
362func void t18(string ai_name)
363{
364 dprint t18_active
365 ai2_spawn C_S57
366
367}
368
369func void t19(string ai_name)
370{
371 dprint t19_active
372 ai2_spawn C_S58
373 ai2_spawn C_S59
374
375}
376
377func void t20(string ai_name)
378{
379 dprint t20_active
380# sleep 200
381 ai2_spawn C_Lbo62
382 ai2_spawn C_Sbo61
383
384}
385
386func void t21(string ai_name)
387{
388 dprint t21_active
389 ai2_spawn C_Sbo63
390 ai2_spawn C_Sbo64
391
392}
393
394func void t22(string ai_name)
395{
396 dprint t22_active
397 ai2_makeignoreplayer C_C65 0
398
399}
400
401func void t23(string ai_name)
402{
403 dprint t23_active
404 ai2_spawn C_L71
405 ai2_spawn C_S72
406 ai2_spawn C_N74
407
408}
409
410func void t25(string ai_name)
411{
412 dprint t25_active
413 ai2_spawn D_C70
414 ai2_makeignoreplayer D_C70 1
415 ai2_spawn D_Sbo71
416 ai2_spawn D_Sbo72
417 ai2_spawn D_Sbo73
418 ai2_spawn D_Sbo75
419 ai2_spawn D_N76
420
421}
422
423func void t26(string ai_name)
424{
425 dprint t26_active
426 ai2_spawn D_L74
427 ai2_spawn new_1
428}
429
430func void t28(string ai_name)
431{
432 dprint t28_active
433 ai2_spawn D_S78
434 ai2_spawn D_S79
435 trigvolume_enable trigger_volume_29 1
436
437}
438
439func void t29(string ai_name)
440{
441 dprint t29_active
442 ai2_spawn D_Lbo81
443 ai2_spawn D_S82
444
445}
446
447func void t30(string ai_name)
448{
449 dprint t30_active
450 ai2_spawn D_L80
451
452}
453
454func void t31(string ai_name)
455{
456 dprint t31_active
457 ai2_spawn D_S83
458 ai2_spawn D_L84
459 ai2_spawn D_Lbo85
460 ai2_spawn D_Sbo86
461 trigvolume_enable trigger_volume_32 0
462}
463
464func void t32(string ai_name)
465{
466 dprint t32_active
467 ai2_spawn D_L88
468 ai2_spawn D_S87
469 ai2_spawn D_Sbo86
470 trigvolume_enable trigger_volume_31 0
471 target_set(599,30.0)
472}
473
474
475
476
477func void t34(string ai_name)
478{
479 dprint t34_active
480 ai2_spawn D_Sbo75
481 ai2_spawn D_Sbo92
482 ai2_spawn D_L91
483 ai2_spawn D_S90
484 ai2_spawn D_S89
485}
486
487func void t37(string ai_name)
488{
489 dprint t37_active
490 ai2_makeignoreplayer D_C70 0
491
492}
493
494func void t38(string ai_name)
495{
496 dprint t38
497# ai2_spawn B_N31
498
499}
500
501func void t41(string ai_name)
502{
503 dprint t41_active
504 target_set(596,30.0)
505}
506
507func void t42(string ai_name)
508{
509 dprint t42_active
510 door_lock 16
511 particle ZomShin_door_locklight01 do stop
512 trigvolume_enable trigger_volume_35 0
513 Base
514 s5
515}
516
517func void t43(string ai_name)
518{
519 dprint t43_active
520 ai2_spawn B_S96
521}
522
523func void t44(string ai_name)
524{
525 dprint t44
526 target_set(598,30.0)
527}
528
529func void t45(string ai_name)
530{
531 dprint t45_active
532 target_set(587,30.0)
533 door_lock 14
534 particle shin_lock_locklight01 do stop
535 console_activate 3
536# play door lock sound
537 trig_deactivate 60
538 trig_deactivate 61
539 trig_deactivate 62
540 trig_deactivate 63
541 trig_deactivate 64
542 trig_deactivate 65
543 trig_deactivate 70
544 trig_deactivate 71
545 trig_deactivate 72
546 trig_deactivate 73
547 trig_deactivate 74
548 trig_deactivate 75
549 trig_deactivate 91
550 trig_deactivate 92
551 trig_deactivate 93
552 trig_deactivate 98
553 trig_deactivate 99
554 trig_deactivate 6
555 trig_deactivate 7
556 if (trigvolume_count(20) eq 0)
557 {
558 dprint delete_B_AI
559 chr_delete B_L95
560 chr_delete B_Lbo27
561 chr_delete B_S29
562 chr_delete B_L30
563 chr_delete B_Sbo38
564 chr_delete B_S36
565 chr_delete B_S37
566 chr_delete B_L40
567 chr_delete B_L41
568 chr_delete B_Lbo39
569 chr_delete B_S43
570 chr_delete B_C32
571 chr_delete B_C33
572 chr_delete B_C34
573 chr_delete B_Lbo26
574 chr_delete B_S96
575 chr_delete B_Lbo76
576 chr_delete B_S22
577 chr_delete B_N31
578 chr_delete B_Lbo77
579 }
580 dprint delete_A_AI
581 chr_delete A_L20
582 chr_delete A_L21
583 chr_delete A_Sbo15
584 chr_delete A_Sbo14
585 chr_delete A_L19
586 chr_delete l1
587 chr_delete l3
588 chr_delete A_L12
589 chr_delete A_Lbo13
590 chr_delete A_L8
591 chr_delete l7
592 chr_delete n5
593 chr_delete A_T25
594 chr_delete B_N28
595 chr_delete A_n17
596 chr_delete A_N31
597}
598
599func void attack_konoko(string ai_name)
600{
601 ai2_attack new_1 A_player
602}
603
604func void substation_monologue(void)
605{
606 dprint playkonokoline
607 sound_dialog_play c14_54_24konoko
608 cinematic_start (KONtalkangryfront, 180, 180, 19, 7, 20)
609 sound_dialog_play_block
610 sleep f60
611 cinematic_stop (KONtalkangryfront, 19, 20)
612
613 objective_set(2, silent)
614}
615
616func void save3_and_spine(string ai_name)
617{
618 s3
619 spine1
620 sleep 7
621 spine2
622 sleep 7
623 spine3
624}
625func void t45b(string ai_name)
626{
627 dprint t45b_modified_by_okita
628 ai2_spawn C_L51
629 ai2_spawn C_L50
630 ai2_spawn C_C65
631 ai2_spawn C_N66
632 ai2_spawn C_Sbo93
633 ai2_spawn C_N60
634 ai2_spawn C_N55
635 ai2_makeignoreplayer C_L50 1
636 ai2_makeignoreplayer C_L51 1
637 ai2_makeignoreplayer C_N55 1
638 ai2_makeignoreplayer C_C65 1
639
640 music_atrium
641}
642################ begin #################
643########## okita's modification ########
644########################################
645func void spine1(void)
646{
647 dprint spine1_start
648
649 if (sub1 eq 1)
650 {
651 particle spine1 start
652 particle spinesound1 start
653 }
654}
655
656func void spine2(void)
657{
658 dprint spine2_start
659
660 if (sub2 eq 1)
661 {
662 particle spine2 start
663 particle spinesound2 start
664 }
665}
666
667func void spine3(void)
668{
669 dprint spine3_start
670
671 if (sub3 eq 1)
672 {
673 particle spine3 start
674 particle spinesound3 start
675 }
676}
677################ end #################
678########## okita's modification ########
679########################################
680func void patrolscript0001(void)
681{
682 playback_block B_S22 taunt1 interp 20
683}
684
685func void B_S22_run (string ai_name)
686{
687 ai2_dopath B_S22 patrol_24
688 ai2_setjobstate B_S22
689}
690
691func void A_T25_run (string ai_name)
692{
693 ai2_dopath A_T25 patrol_25
694 ai2_setjobstate A_T25
695}
696
697func void t39(string ai_name)
698{
699 target_set(598,30.0)
700}
701
702func void t48(string ai_name)
703{
704 ai2_spawn D_S101
705 ai2_spawn D_C100
706}
707#########################################
708# console/special #
709#########################################
710func void unlock14(string ai_name)
711{
712 dprint unlock14_active
713 door_unlock 14
714 particle shin_lock_locklight01 do start
715}
716
717func void console_android(void)
718{
719 text_console level_18b
720 console_reset 16
721}
722
723func void console_zombie(void)
724{
725 text_console level_18a
726 console_reset 17
727}
728
729func void console1(string ai_name)
730{
731 dprint console1_active
732 text_console level_18c
733 console_reset 14
734 console_activate 14
735}
736
737func void console2(string ai_name)
738{
739 dprint console2_active
740 text_console level_18d
741 console_reset 15
742}
743
744func void level_18e(string ai_name)
745{
746 dprint text_18e
747 text_console level_18e
748 console_reset 1
749 console_activate 1
750}
751
752func void tctf3_introcons(string ai_name)
753{
754 dprint introcons
755 text_console tctf3_intro
756 console_reset 71
757 console_activate 71
758 console_reset 72
759 console_activate 72
760}
761
762func void lastdoor_console(string ai_name)
763{
764 dprint lastdoor_console
765 lastdoor_count = lastdoor_count + 1
766 if (lastdoor_count eq 1)
767 {
768 input 0
769 fade_out 0 0 0 30
770 cm_interpolate lastdoor_cam 0
771 fade_in 30
772 sleep 60
773 particle lastdoor3_locklight01 do start
774 sleep 30
775 fade_out 0 0 0 30
776 cm_reset
777 input 1
778 fade_in 30
779 }
780 if (lastdoor_count eq 2)
781 {
782 input 0
783 fade_out 0 0 0 30
784 cm_interpolate lastdoor_cam 0
785 fade_in 30
786 sleep 60
787 particle lastdoor2_locklight01 do start
788 sleep 30
789 fade_out 0 0 0 30
790 cm_reset
791 input 1
792 fade_in 30
793 }
794 if (lastdoor_count eq 3)
795 {
796 input 0
797 fade_out 0 0 0 30
798 cm_interpolate lastdoor_cam 0
799 fade_in 30
800 sleep 60
801 particle lastdoor1_locklight01 do start
802 set_objective_4
803 target_set(401,30.0)
804 sleep 30
805 fade_out 0 0 0 30
806 cm_reset
807 input 1
808 fade_in 30
809 trigvolume_enable trigger_volume_40 0
810 door_unlock 97
811 }
812
813}
814
815func void refuse_script(string ai_name)
816{
817 dprint refuse
818 ai2_dopath C_N48 patrol_98
819}
820
821func void patrolscript0098(string ai_name)
822{
823 dprint patrolscript0098
824 ai2_doalarm C_N48 10
825}
826
827func void shin_lock(string ai_name)
828{
829 particle shin_lock_locklight01 do start
830}
831
832func void stair_lock(string ai_name)
833{
834 particle stair_lock_locklight01 do start
835}
836
837func void roof(string ai_name)
838{
839 particle roof_locklight01 do start
840 particle shin_lock_locklight01 do start
841 ai2_spawn A_T25
842
843}
844
845
846
847func void roof_doors(string ai_name)
848{
849 particle roof_doors_locklight01 do start
850
851}
852
853func void roof_door2(string ai_name)
854{
855 particle roof_door2_locklight01 do start
856 ai2_spawn A_n17
857}
858
859func void enable_t29(string ai_name)
860{
861 trigvolume_enable trigger_volume_29 1
862
863}
864
865func void t40(string ai_name)
866{
867 dprint t40_active
868 if(sub1 ne 1)
869 {
870 if (audio_counter eq 2)
871 {
872 if(trigvolume_count(49) eq 0)
873 {
874 trigvolume_enable trigger_volume_40 0
875 sound_dialog_play c14_54_26konoko
876 sound_dialog_play_block pause
877 audio_counter = audio_counter - 1;
878 }
879 }
880 if (audio_counter eq 3)
881 {
882 if(trigvolume_count(49) eq 0)
883 {
884 trigvolume_enable trigger_volume_40 0
885 sound_dialog_play c14_54_25konoko
886 sound_dialog_play_block pause
887 audio_counter = audio_counter - 1;
888 }
889 }
890 }
891}
892
893func void t50(string ai_name)
894{
895 dprint t50_active
896 if(sub2 ne 1)
897 {
898 if (audio_counter eq 2)
899 {
900 if(trigvolume_count(51) eq 0)
901 {
902
903 trigvolume_enable trigger_volume_50 0
904 sound_dialog_play c14_54_26konoko
905 sound_dialog_play_block pause
906 audio_counter = audio_counter - 1;
907 }
908 }
909 if (audio_counter eq 3)
910 {
911 if(trigvolume_count(51) eq 0)
912 {
913 trigvolume_enable trigger_volume_50 0
914 sound_dialog_play c14_54_25konoko
915 sound_dialog_play_block pause
916 audio_counter = audio_counter - 1;
917 }
918 }
919 }
920}
921
922func void t53(string ai_name)
923{
924 dprint t53_active
925 if(sub3 ne 1)
926 {
927 if (audio_counter eq 2)
928 {
929 if(trigvolume_count (54) eq 0)
930 {
931 trigvolume_enable trigger_volume_53 0
932 sound_dialog_play c14_54_26konoko
933 sound_dialog_play_block pause
934 audio_counter = audio_counter - 1;
935 }
936 }
937 if (audio_counter eq 3)
938 {
939 if(trigvolume_count(54) eq 0)
940 {
941 trigvolume_enable trigger_volume_53 0
942 sound_dialog_play c14_54_25konoko
943 sound_dialog_play_block pause
944 audio_counter = audio_counter - 1;
945 }
946 }
947 }
948}
949
950
951
952
953
954func void lastdoor1(string ai_name)
955{
956 ld1=1
957 if(ld2 eq 0)
958 {
959 target_set(599,30.0)
960 }
961 if (ld2 ne 0)
962 {
963 if(ld3 eq 0)
964 {
965 target_set(598,30.0)
966 }
967 }
968}
969
970func void lastdoor2(string ai_name)
971{
972 ld2=1
973 if(ld3 eq 0)
974 {
975 target_set(598,30.0)
976 }
977 if(ld3 ne 0)
978 {
979 if(ld1 eq 0)
980 {
981 target_set(597,30.0)
982 }
983 }
984}
985
986func void lastdoor3(string ai_name)
987{
988 ld3=1
989 if(ld2 eq 0)
990 {
991 target_set(599,30.0)
992 }
993 if(ld2 ne 0)
994 {
995 if(ld1 eq 0)
996 {
997 target_set(597,30.0)
998 }
999 }
1000}
1001
1002#########################
1003# save game #
1004#########################
1005func void s1(string ai_name)
1006{
1007 dprint SAVEDGAME1
1008
1009 if (my_save_point ne 1)
1010 {
1011 save_game 1 autosave
1012 }
1013}
1014
1015func void s2(string ai_name)
1016{
1017 dprint SAVEDGAME2
1018
1019 if (my_save_point ne 2)
1020 {
1021 save_game 2 autosave
1022 }
1023}
1024
1025func void s3(string ai_name)
1026{
1027 dprint SAVEDGAME3
1028
1029 if (my_save_point ne 3)
1030 {
1031 save_game 3 autosave
1032 }
1033}
1034
1035func void s4(string ai_name)
1036{
1037 dprint SAVEDGAME4
1038
1039 if (my_save_point ne 4)
1040 {
1041 save_game 4 autosave
1042 }
1043}
1044
1045func void s5(string ai_name)
1046{
1047 dprint SAVEDGAME5
1048
1049 if (my_save_point ne 5)
1050 {
1051 save_game 5 autosave
1052 }
1053}
1054
1055###############################################
1056##### FURIOUS ZOMBIE SHINATAMA FIGHT ######
1057###############################################
1058
1059var int console_count = 4;
1060var int zombie_counter_var = 0;
1061
1062func void zombie_counter(string player_name)
1063{
1064 console_count = console_count - 1;
1065
1066 door_lock 16
1067
1068 if (console_count eq 0)
1069 {
1070 console_count = 4;
1071
1072 dprint zombie_counter
1073 zombie_counter_var = zombie_counter_var + 1;
1074
1075 if (zombie_counter_var eq 0)
1076 {
1077 zombie_round_2
1078 }
1079
1080 if (zombie_counter_var eq 1)
1081 {
1082 zombie_round_3
1083 }
1084
1085 if (zombie_counter_var eq 2)
1086 {
1087 zombie_round_4
1088 }
1089
1090 if (zombie_counter_var eq 3)
1091 {
1092 zombie_round_5
1093 }
1094 }
1095}
1096
1097func void t52(string ai_name)
1098{
1099 ai2_dopath ZomGrif patrol_102
1100}
1101
1102func void t55(string ai_name)
1103{
1104 ai2_dopath ZomGrif patrol_103
1105}
1106
1107func void t56(string ai_name)
1108{
1109 ai2_dopath ZomGrif patrol_104
1110}
1111
1112func void t57(string ai_name)
1113{
1114 ai2_dopath ZomGrif patrol_105
1115}
1116
1117func void t58(string ai_name)
1118{
1119 ai2_spawn C_Lbo53
1120 ai2_spawn C_Sbo52
1121}
1122
1123func void zombie_dialog_round3(void)
1124{
1125 sound_dialog_play c14_51_07shinatama
1126 cinematic_start(SHINZOMlistening, 180,180,19,8,20, false)
1127 sound_dialog_play_block
1128 cinematic_stop (SHINZOMlistening, 19, 20)
1129}
1130
1131func void zombie_dialog_round4(void)
1132{
1133 sound_dialog_play c14_51_08shinatama
1134 cinematic_start(SHINZOMlistening, 180,180,19,8,20, false)
1135 sound_dialog_play_block
1136 cinematic_stop (SHINZOMlistening, 19, 20)
1137}
1138
1139func void zombie_dialog_round5(void)
1140{
1141 sound_dialog_play c14_51_09shinatama
1142 cinematic_start(SHINZOMlistening, 180,180,19,8,20, false)
1143 sound_dialog_play_block
1144 cinematic_stop (SHINZOMlistening, 19, 20)
1145}
1146
1147# CB: this round is not called any longer! only zombie rounds 2-5 are used now
1148# ZOMBIE ROUND 1
1149func void zombie_round_1(string ai_name)
1150{
1151 dprint zombie_round_1
1152
1153 particle zombie1 create
1154 particle zombie1 start
1155
1156 ai2_allpassive 1
1157 input 0
1158
1159 # CB: kill all weapon particles
1160 p3_removedangerous
1161
1162 sleep 120
1163
1164 trig_show 91
1165 trig_show 92
1166 trig_show 93
1167
1168 trig_activate 91
1169 trig_activate 92
1170 trig_activate 93
1171
1172 sleep 30
1173
1174# trig_speed 202 .2
1175# trig_speed 204 .2
1176# trig_hide 2023
1177# trig_hide 2013
1178
1179# particle ????? start
1180# particle ????? start
1181
1182 cm_reset
1183 input 1
1184 sleep 90
1185 ai2_allpassive 0
1186 ai2_makeignoreplayer ZomGrif 1
1187}
1188
1189# CB: this round has all the old zombie round 2 setup including camera angles
1190# OLD ZOMBIE ROUND 2
1191func void old_zombie_round_2(string ai_name)
1192{
1193 dprint zombie_round_2
1194
1195 ai2_allpassive 1
1196 turret_deactivate 330
1197 turret_deactivate 333
1198 turret_deactivate 336
1199 input 0
1200
1201 # CB: kill all weapon particles
1202 p3_removedangerous
1203
1204 particle zombie1 kill
1205
1206 sleep 90
1207
1208 cm_interpolate zombie_hint 0
1209
1210 particle zombie1 create
1211 particle zombie1 start
1212
1213 sleep 120
1214
1215 trig_deactivate 91
1216 trig_deactivate 92
1217 trig_deactivate 93
1218
1219 dprint trig_off_1
1220
1221 sleep 15
1222 trig_hide 91
1223 sleep 15
1224 trig_hide 92
1225 sleep 15
1226 trig_hide 93
1227
1228 sleep 120
1229
1230 trig_show 210
1231 trig_show 310
1232 trig_show 410
1233 trig_show 510
1234
1235 trig_activate 210
1236 trig_activate 310
1237 trig_activate 410
1238 trig_activate 510
1239
1240 trig_reset 91
1241 trig_reset 92
1242 trig_reset 93
1243
1244 sleep 15
1245 trig_show 91
1246 sleep 15
1247 trig_show 92
1248 sleep 15
1249 trig_show 93
1250
1251 trig_activate 91
1252 trig_activate 92
1253 trig_activate 93
1254
1255 sleep 90
1256
1257 cm_reset
1258 input 1
1259 sleep 90
1260 ai2_allpassive 0
1261 ai2_makeignoreplayer ZomGrif 1
1262
1263 console_reset 399
1264 console_reset 400
1265 console_reset 401
1266 console_reset 402
1267}
1268
1269# CB: this round is the new zombie round 2 setup which is tabulae rasa
1270# and fit to be called from a save point, or from the cutscene
1271# ZOMBIE ROUND 2
1272func void zombie_round_2(string ai_name)
1273{
1274 dprint zombie_round_2_active
1275
1276 particle zombie1 create
1277 particle zombie1 start
1278
1279 ai2_allpassive 1
1280 input 0
1281
1282 # CB: kill all weapon particles
1283 p3_removedangerous
1284
1285 sleep 120
1286
1287 trig_show 210
1288 trig_show 310
1289 trig_show 410
1290 trig_show 510
1291
1292 trig_activate 210
1293 trig_activate 310
1294 trig_activate 410
1295 trig_activate 510
1296
1297 trig_reset 91
1298 trig_reset 92
1299 trig_reset 93
1300
1301 sleep 15
1302 trig_show 91
1303 sleep 15
1304 trig_show 92
1305 sleep 15
1306 trig_show 93
1307
1308 trig_activate 91
1309 trig_activate 92
1310 trig_activate 93
1311
1312 # incidental zombie shinatama dialog
1313 trigvolume_enable shinzom_voice1 1
1314 trigvolume_enable shinzom_voice2 1
1315
1316 cm_reset
1317 input 1
1318 sleep 90
1319 ai2_allpassive 0
1320 ai2_makeignoreplayer ZomGrif 1
1321}
1322
1323# ZOMBIE ROUND 3
1324func void zombie_round_3(string ai_name)
1325{
1326 dprint zombie_round_3_active
1327
1328 ai2_allpassive 1
1329 turret_deactivate 330
1330 turret_deactivate 333
1331 turret_deactivate 336
1332 input 0
1333
1334 # CB: kill all weapon particles
1335 p3_removedangerous
1336
1337 particle zombie1 kill
1338
1339 # incidental zombie shinatama dialog
1340 trigvolume_enable shinzom_voice3 1
1341
1342 sleep 90
1343
1344 cm_interpolate zombie_hint 0
1345
1346 particle zombie1 create
1347 particle zombie1 start
1348 sleep 20
1349 particle zombie1 kill
1350 sleep 10
1351 particle zombie1 create
1352 particle zombie1 start
1353
1354 sleep 120
1355
1356 trig_deactivate 91
1357 trig_deactivate 92
1358 trig_deactivate 93
1359
1360 dprint trig_off_2
1361
1362 sleep 15
1363 trig_hide 91
1364 sleep 15
1365 trig_hide 92
1366 sleep 15
1367 trig_hide 93
1368
1369 trig_deactivate 210
1370 trig_deactivate 310
1371 trig_deactivate 410
1372 trig_deactivate 510
1373
1374 fork zombie_dialog_round3
1375 sleep 120
1376
1377 trig_reset 91
1378 trig_reset 92
1379 trig_reset 93
1380
1381 sleep 15
1382 trig_show 91
1383 sleep 15
1384 trig_show 92
1385 sleep 15
1386 trig_show 93
1387
1388 trig_activate 91
1389 trig_activate 92
1390 trig_activate 93
1391
1392 trig_reset 210
1393 trig_reset 310
1394 trig_reset 410
1395 trig_reset 510
1396
1397 trig_activate 210
1398 trig_activate 310
1399 trig_activate 410
1400 trig_activate 510
1401
1402 trig_show 2101
1403 trig_show 3101
1404 trig_show 4101
1405 trig_show 5101
1406
1407 trig_activate 2101
1408 trig_activate 3101
1409 trig_activate 4101
1410 trig_activate 5101
1411
1412 trig_speed 210 .3
1413 trig_speed 310 .3
1414 trig_speed 410 .3
1415 trig_speed 510 .3
1416
1417 trig_speed 2101 .3
1418 trig_speed 3101 .3
1419 trig_speed 4101 .3
1420 trig_speed 5101 .3
1421
1422 sleep 90
1423
1424 cm_reset
1425 input 1
1426 sleep 90
1427 ai2_allpassive 0
1428 # ai2_passive ZomGrif 1
1429
1430 console_reset 399
1431 console_reset 400
1432 console_reset 401
1433 console_reset 402
1434}
1435
1436## ZOMBIE ROUND 4
1437func void zombie_round_4(string ai_name)
1438{
1439 dprint zombie_round_4_active
1440
1441 ai2_allpassive 1
1442 turret_deactivate 330
1443 turret_deactivate 333
1444 turret_deactivate 336
1445 input 0
1446
1447 # CB: kill all weapon particles
1448 p3_removedangerous
1449
1450 particle zombie1 kill
1451
1452 # incidental zombie shinatama dialog
1453 trigvolume_enable shinzom_voice4 1
1454
1455 sleep 90
1456
1457 cm_interpolate zombie_hint 0
1458
1459 sleep 30
1460 particle zombie1 create
1461 particle zombie1 start
1462 sleep 20
1463 particle zombie1 kill
1464 sleep 30
1465 particle zombie1 create
1466 particle zombie1 start
1467
1468 fork zombie_dialog_round4
1469 sleep 120
1470
1471 trig_deactivate 91
1472 trig_deactivate 92
1473 trig_deactivate 93
1474
1475 dprint trig_off_3
1476
1477 trig_hide 91
1478 trig_hide 92
1479 trig_hide 93
1480
1481 trig_deactivate 210
1482 trig_deactivate 310
1483 trig_deactivate 410
1484 trig_deactivate 510
1485
1486 trig_hide 210
1487 trig_hide 310
1488 trig_hide 410
1489 trig_hide 510
1490
1491 trig_deactivate 2101
1492 trig_deactivate 3101
1493 trig_deactivate 4101
1494 trig_deactivate 5101
1495
1496 trig_hide 2101
1497 trig_hide 3101
1498 trig_hide 4101
1499 trig_hide 5101
1500
1501 sleep 120
1502
1503 trig_show 214
1504 trig_show 314
1505 trig_show 414
1506 trig_show 514
1507
1508 sleep 15
1509
1510 trig_show 94
1511
1512 sleep 15
1513
1514 trig_show 910
1515
1516 trig_activate 214
1517 trig_activate 314
1518 trig_activate 414
1519 trig_activate 514
1520
1521 trig_activate 910
1522 trig_activate 94
1523
1524 trig_speed 214 .15
1525 trig_speed 314 .15
1526 trig_speed 414 .15
1527 trig_speed 514 .15
1528
1529 trig_speed 910 .35
1530 trig_speed 94 .35
1531
1532 sleep 90
1533
1534 cm_reset
1535 input 1
1536 sleep 90
1537 ai2_allpassive 0
1538 # # ai2_passive ZomGrif 1
1539
1540 console_reset 399
1541 console_reset 400
1542 console_reset 401
1543 console_reset 402
1544}
1545
1546########## ZOMBIE ROUND 5 - YOU WIN ############
1547
1548func void zombie_round_5(string ai_name)
1549{
1550 dprint zombie_round_5_active
1551
1552 ai2_allpassive 1
1553 turret_deactivate 330
1554 turret_deactivate 333
1555 turret_deactivate 336
1556
1557 trig_hide 214
1558 trig_hide 414
1559
1560 trig_activate 210
1561 trig_activate 410
1562
1563 # CB: kill all weapon particles
1564 p3_removedangerous
1565
1566 input 0
1567
1568 begin_cutscene
1569
1570 music_stop
1571
1572 sleep 60
1573
1574 cm_interpolate zombie_death 0
1575
1576 fork zombie_dialog_round5
1577 sleep 90
1578
1579 trig_speed 9 1
1580 trig_speed 10 2
1581 trig_speed 910 2.5
1582 trig_speed 94 .5
1583 trig_speed 210 2
1584 sleep 90
1585 trig_speed 410 2
1586 sleep 90
1587 trig_speed 514 1
1588 trig_speed 410 1
1589 sleep 90
1590 trig_speed 314 2
1591 sleep 90
1592 trig_speed 210 1
1593
1594 sleep 60
1595 trig_hide 210
1596 trig_hide 9
1597 trig_speed 10 .2
1598 sleep 60
1599 trig_hide 314
1600 trig_hide 910
1601 sleep 60
1602 trig_speed 514 .2
1603 trig_hide 410
1604 trig_hide 10
1605 trig_hide 94
1606 sleep 60
1607 trig_hide 514
1608 sleep 60
1609 trig_hide 93
1610 particle zombie1 kill
1611 sound_ambient_start shin_zom_shutdown 1.0
1612 sleep 10
1613 particle zombie1 create
1614 particle zombie1 start
1615 sleep 20
1616 particle zombie1 kill
1617 particle zombie1 create
1618 particle zombie1 start
1619 sleep 30
1620 particle zombie1 kill
1621 particle zombiesteam stop
1622 particle zombient stop
1623
1624 sleep 90
1625
1626# Hardy, if griffin has to see konoko after or during the zom cutscene,
1627# make sure this next line makes it into the shorter zombie shin scripts --mike
1628
1629 ai2_makeignoreplayer ZomGrif 0
1630 Zom
1631}
1632
1633
1634
1635############################################################
1636########### INCIDENTAL SHINATAMA ZOMBIE DIALOG #############
1637############################################################
1638
1639func void shinzom_voice1(string ai_name)
1640{
1641 sound_dialog_play c00_01_102shinatama
1642}
1643
1644func void shinzom_voice2(string ai_name)
1645{
1646 sound_dialog_play c00_01_101shinatama
1647}
1648
1649func void shinzom_voice3(string ai_name)
1650{
1651 sound_dialog_play c00_01_100shinatama
1652}
1653
1654func void shinzom_voice4(string ai_name)
1655{
1656 sound_dialog_play c00_01_103shinatama
1657}
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