source: AE/packages/VanillaBSL/BSL/IGMD/tctf/tctf_spawn_syndicate.bsl@ 304

Last change on this file since 304 was 304, checked in by gumby, 16 years ago

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1#
2# tctf_spawn_syndicate.bsl
3#
4# SCRIPTS TO SPAWN SYNDICATE UNITS
5#
6
7var int my_save_point=0;
8var int striker_count=0;
9var int music_counter = 0;
10var int counter = 0;
11var int elev_count=0;
12var int shut_down_t103;
13var int count_follow;
14
15# music #
16
17func void music_intro(void)
18{
19 sound_music_start mus_asianb
20}
21
22func void music_intro_stop(void)
23{
24 sound_music_stop mus_asianb
25}
26
27func void music_attack(void)
28{
29 sound_music_start mus_pursuit 0
30 sound_music_volume mus_pursuit 0.75 3.0
31# this music stopped in floor4_lock script
32}
33
34func void music_kidnap(void)
35{
36 dprint kidnapmusic
37 sound_music_start mus_om01 0.0
38 sound_music_volume mus_om01 0.75 3.0
39# this music stopped in ta2_54 script
40}
41
42func void music_battle(void)
43{
44 sound_music_start mus_asianb 0
45 sound_music_volume mus_asianb 2
46# this music stopped in final script
47}
48
49func void music_stop(void)
50{
51 dprint STOP_THE_MUSIC
52 sound_music_stop mus_asianb
53 sound_music_stop mus_pursuit
54 sound_music_stop mus_om01
55# sound_music_stop mus_asianb
56}
57
58
59###############################
60# start and objectives #
61###############################
62func void start(string ai_name)
63{
64 dprint start
65
66 trig_deactivate 1
67 trig_deactivate 2
68 trig_deactivate 3
69 trig_deactivate 4
70 trig_deactivate 5
71 trig_deactivate 6
72 trig_deactivate 7
73 trig_deactivate 8
74 trig_deactivate 9
75 trig_deactivate 10
76 trig_deactivate 60
77 trig_deactivate 61
78 trig_deactivate 62
79 trig_deactivate 63
80 trig_deactivate 64
81 trig_deactivate 65
82 trig_deactivate 70
83 trig_deactivate 71
84 trig_deactivate 72
85 trig_deactivate 73
86 trig_deactivate 74
87 trig_deactivate 75
88 trig_deactivate 302
89 trig_deactivate 303
90 trig_deactivate 100
91 trig_deactivate 101
92 trig_deactivate 500
93 trig_deactivate 501
94 trig_deactivate 502
95 trig_deactivate 503
96 trig_deactivate 400
97 trig_deactivate 510
98 trig_deactivate 511
99 trig_deactivate 512
100 trig_deactivate 520
101 trig_deactivate 521
102 trig_deactivate 522
103 trig_deactivate 310
104 trig_deactivate 320
105 trig_deactivate 98
106 trig_deactivate 99
107 trigvolume_enable trigger_volume_81 0
108 trigvolume_enable z_40t 0
109 trigvolume_enable zz_40t 0
110 trigvolume_enable zzz_40t 0
111 trigvolume_enable zzzz_40t 0
112 trigvolume_enable tv_61t 0
113
114 if (save_point eq 0)
115 {
116 my_save_point=0;
117 set_objective_1
118 particle security_locklight01 do start
119 particle smoke start
120 }
121
122 if (save_point eq 1)
123 {
124 my_save_point=1;
125 dprint restore1
126 set_objective_1
127 particle smoke start
128 particle security_locklight01 do start
129 env_show 398 0
130 #turn off unbroken curtain wall
131 env_show 98 0
132 #turn on broken curtain wall
133 env_show 99 1
134 #show gunk van
135 env_show 101 1
136 env_show 103 1
137 env_show 104 1
138 env_show 105 1
139 env_show 106 1
140 env_show 107 1
141 env_show 108 1
142 env_show 444 1
143 env_show 97 0
144 #show gunk motorcycle
145 env_show 110 1
146 env_show 111 1
147 env_show 112 1
148 #show door gunk
149 env_show 321 1
150 env_show 322 1
151 env_show 323 1
152 env_show 324 1
153 env_show 325 1
154 env_shade 321 325 .3 .3 .3
155 ai2_spawn lobby_striker_01
156 ai2_spawn lobby_striker_02
157 ai2_spawn lobby_striker_03
158 music_intro
159 restore_game
160 sleep 7
161 sound_dialog_play c07_22_01konoko
162 particle LobbyWall do explode
163 }
164
165 if (save_point eq 2)
166 {
167 my_save_point=2;
168 dprint restore2
169 set_objective_3
170 trigvolume_enable tv_58t 0
171 door_lock 41
172 chr_delete lobby_victim
173 trigvolume_enable trigger_volume_80 0
174 music_kidnap
175 restore_game
176 }
177
178 if (save_point eq 3)
179 {
180 my_save_point=3;
181 dprint restore3
182 trigvolume_enable t86 0
183 set_objective_5
184 trigvolume_enable tsh_55t 0
185 #Hide elevator gunk
186 env_show 501 0
187 env_show 502 0
188 env_show 503 0
189 env_show 504 0
190 #Show new elevator gunk
191 env_show 601 1
192 env_show 602 1
193 fork tsh_55
194 restore_game
195 trigvolume_enable tv_58t 0
196 }
197
198 if (save_point eq 4)
199 {
200 my_save_point=4;
201 dprint restore4
202 set_objective_5
203 trigvolume_enable tsh_60t 0
204 trigvolume_enable tr_66t 0
205 trigvolume_enable tr_67t 0
206 trigvolume_enable tr_65t 0
207 trigvolume_enable tr_64t 0
208 ai2_spawn barabus
209 chr_boss_shield barabus
210 target_set(1,0.0)
211 restore_game
212 }
213
214}
215
216func void striker_spawn(string ai_name)
217{
218 dprint striker_spawn
219 striker_count = striker_count + 1
220}
221
222func void striker_die(string ai_name)
223{
224 dprint striker_die
225 striker_count = striker_count - 1
226}
227
228#########################
229# trigger volumes #
230#########################
231
232func void t102(string ai_name)
233{
234 ai2_spawn mbo_sniper
235 ai2_spawn mbo_target
236}
237
238func void t103(string ai_name)
239{
240 dprint t103
241 trigvolume_enable trigger_volume_103 0
242 sleep 7
243 if(elev_count ne 1)
244 {
245 if (chr_has_lsi(0))
246 {
247 trigvolume_enable trigger_volume_81 1
248 objective_set(4)
249 particle obj1 create
250 target_set(9999, 30.0)
251 shut_down_t103 = 1;
252 }
253 }
254 if(shut_down_t103 eq 0)
255 {
256 sleep 60
257 trigvolume_enable trigger_volume_103 1
258 }
259}
260
261func void spawnL2_4(string ai_name)
262{
263 dprint spawnL2_4
264 ai2_spawn lobby_striker_04
265 playback lobby_striker_04 lobbystriker_roll
266 trigvolume_enable u_36t 0
267
268}
269
270func void spawnL1_6(string ai_name)
271{
272 dprint spawnL1_6
273 ai2_spawn lobby_striker_06
274 trigvolume_enable tv_50t 0
275
276}
277
278func void spawnG2_7(string ai_name)
279{
280 dprint spawnG2_7
281 ai2_spawn garage_striker_01
282 ai2_spawn garage_striker_02
283
284}
285
286func void spawnG3_8(string ai_name)
287{
288 dprint spawnG3_8
289 if (striker_count eq 0)
290 {
291 ai2_spawn garage_striker_03
292 ai2_makeignoreplayer garage_striker_03 1
293 ai2_spawn garage_striker_04
294 ai2_spawn garage_striker_05
295 playback_block garage_striker_03 garage_jump
296 ai2_makeignoreplayer garage_striker_03 0
297 }
298 if (striker_count ne 0)
299 {
300 ai2_spawn garage_striker_03
301 ai2_makeignoreplayer garage_striker_03 1
302 playback_block garage_striker_03 garage_jump
303 ai2_makeignoreplayer garage_striker_03 0
304 }
305}
306
307func void spawnG3_11(string ai_name)
308{
309 dprint spawnG3_11
310 ai2_spawn garage_striker_07
311 ai2_passive garage_striker_07 1
312 ai2_spawn garage_striker_08
313 playback garage_striker_07 garage_taunt
314 ai2_passive garage_striker_07 0
315
316}
317
318func void spawnG3_12(string ai_name)
319{
320 dprint spawnG3_12
321
322 if (striker_count eq 0)
323 {
324 ai2_spawn garage_striker_09
325 ai2_spawn garage_striker_10
326 }
327 if (striker_count ne 0)
328 {
329 ai2_spawn garage_striker_09
330 }
331}
332
333func void killG2_08(string ai_name)
334{
335 dprint killG2_08
336 trigvolume_enable trigger_volume_G2_08 0
337
338}
339
340func void killG2_10(string ai_name)
341{
342 dprint killG2_10
343 trigvolume_enable trigger_volume_G2_10 0
344
345}
346
347func void killG3_11(string ai_name)
348{
349 dprint killG3_11
350 trigvolume_enable trigger_volume_G3_11 0
351
352}
353
354func void killG3_12(string ai_name)
355{
356 dprint killG3_12
357 trigvolume_enable trigger_volume_G3_12 0
358
359}
360
361func void a_18(string ai_name)
362{
363 dprint a_18
364 trigvolume_enable b_19t 0
365 trigvolume_enable c_13t 0
366
367}
368
369func void b_19(string ai_name)
370{
371 dprint b_19
372 ai2_spawn lobby_striker_30
373 ai2_spawn lobby_striker_31
374 playback lobby_striker_31 lobby_roll2
375# ai2_spawn lobby_striker_33
376# ai2_spawn lobby_tctf_02
377 trigvolume_enable d_20t 0
378}
379
380func void c_13(string ai_name)
381{
382 dprint c_13
383 ai2_spawn lobby_striker_20
384 ai2_spawn lobby_striker_21
385 ai2_spawn lobby_fodder01
386 ai2_spawn lobby_striker_05
387 trigvolume_enable vv_38t 0
388 trigvolume_enable a_18t 0
389 music_stop
390}
391
392func void d_20(string ai_name)
393{
394 dprint d_20
395 ai2_spawn l2_s46
396 ai2_spawn l2_s44
397 playback_block l2_s44 lobby_roll3
398
399}
400
401func void e_21(string ai_name)
402{
403 dprint e_21
404 ai2_spawn lobby_striker_34
405 ai2_spawn lobby_victim05
406 ai2_spawn lobby_victim06
407 trigvolume_enable l_27t 0
408}
409
410func void f_22(string ai_name)
411{
412 dprint f_22
413 ai2_spawn lobby_striker_05
414 trigvolume_enable vv_38t 0
415 ai2_spawn lobby_striker_20
416 ai2_spawn lobby_fodder01
417 ai2_spawn lobby_striker_21
418
419}
420
421func void g_23(string ai_name)
422{
423 dprint g_23
424 ai2_spawn L2s_01
425 ai2_spawn L2s_02
426 ai2_spawn L2s_03
427 ai2_spawn L2tctf_01
428 ai2_spawn L2tctf_02
429 music_stop
430 trigvolume_enable trigger_volume_w_39 0
431
432}
433
434func void h_06(string ai_name)
435{
436 dprint h_06
437 ai2_spawn L2s_10
438 ai2_spawn Ls_15
439 ai2_spawn Ltctf_55
440 ai2_dopath L2tctf_01 patrol_L2_13
441 ai2_dopath L2tctf_02 patrol_L2_13
442
443}
444
445func void i_24(string ai_name)
446{
447 dprint i_24
448 trigvolume_enable j_25t 0
449 trigvolume_enable h_06t 0
450
451}
452
453func void j_25(string ai_name)
454{
455 dprint j_25
456 ai2_spawn L2s_11
457
458}
459
460func void k_26(string ai_name)
461{
462 dprint k_26
463 trigvolume_enable l_27t 1
464
465}
466
467func void l_27(string ai_name)
468{
469 dprint l_27
470 ai2_spawn L3s_40
471 ai2_spawn L3s_41
472# ai2_spawn L3s_42
473
474}
475
476func void m_28(string ai_name)
477{
478 dprint m_28
479 ai2_spawn Lv_40
480 ai2_spawn Lv_41
481 ai2_spawn Lc_43
482 ai2_spawn Ls_44
483 trigvolume_enable s_34t 1
484
485}
486
487func void n_29(string ai_name)
488{
489 dprint n_29
490 ai2_spawn Lc_50
491 ai2_spawn Ls_51
492 ai2_spawn Ls_12
493
494}
495
496func void o_30(string ai_name)
497{
498 dprint o_30
499 ai2_spawn Ls_60
500 ai2_spawn a_v2
501
502}
503
504func void p_31(string ai_name)
505{
506 dprint p_31
507 trigvolume_enable trigger_volume_L2_4 1
508
509}
510
511func void s_34(string ai_name)
512{
513 dprint s_34
514 ai2_spawn Lcom_01
515
516}
517
518func void t_35(string ai_name)
519{
520 dprint t_35
521 trigvolume_enable s_34t 0
522
523}
524
525func void u_36(string ai_name)
526{
527 dprint u_36
528 ai2_spawn cat1_02
529 trigvolume_enable trigger_volume_L2_4 0
530}
531
532func void v_37(string ai_name)
533{
534 dprint v_37
535 ai2_spawn cat1_01
536 trigvolume_enable vv_38t 0
537
538}
539
540func void t98(string ai_name)
541{
542 dprint t98
543 ai2_spawn a_v4
544}
545
546func void vv_38(string ai_name)
547{
548 dprint vv_38
549 ai2_spawn lobby_striker_05
550 ai2_spawn lobby_striker_20
551 ai2_spawn lobby_striker_21
552 ai2_spawn lobby_fodder01
553 trigvolume_enable v_37t 0
554
555}
556
557func void w_39(string ai_name)
558{
559 dprint w_39
560 ai2_spawn s2_t01
561 ai2_spawn s2_t02
562 ai2_spawn s2_s01
563 ai2_spawn s2_s02
564 ai2_spawn s2_s03
565# ai2_spawn s2_c01
566 ai2_spawn s2_s05
567 ai2_spawn s2_t05
568 trigvolume_enable g_23t 0
569
570}
571
572func void x_05(string ai_name)
573{
574 dprint x_05
575 ai2_spawn l_c01
576 ai2_lookatme l_c01
577 ai2_passive l_c01 1
578 playback l_c01 lobby_runout
579 ai2_passive l_c01 0
580 trigvolume_enable trigger_volume_L1_6_9 0
581
582}
583
584func void y_32(string ai_name)
585{
586 dprint y_32
587 ai2_spawn l_t01
588 playback l_t01 lobby_backroll
589 sleep 15
590 ai2_spawn l_s02
591 ai2_spawn l_s03
592 trigvolume_enable tv_47t 0
593
594}
595
596func void unlock_follow(void)
597{
598 dprint unlockfollow
599 count_follow = count_follow + 1;
600 if(count_follow eq 2)
601 {
602 trigvolume_enable z_40t 1
603 trigvolume_enable zz_40t 1
604 trigvolume_enable zzz_40t 1
605 trigvolume_enable zzzz_40t 1
606 trigvolume_enable tv_61t 1
607 }
608}
609
610func void patrolscript2222(void)
611{
612 dprint lookatplayer
613 ai2_lookatchar l_t01 char_0
614 ai2_lookatchar l_t23 char_0
615}
616
617func void z01(string ai_name)
618{
619 dprint z01
620
621 ai2_dopath l_t01 l_t01_01
622 ai2_setjobstate l_t01
623
624 ai2_dopath l_t23 l_t23_04
625 ai2_setjobstate l_t23
626
627}
628
629func void z02(string ai_name)
630{
631 dprint z02
632 ai2_dopath l_t01 l_t01_04
633 ai2_setjobstate l_t01
634
635 ai2_dopath l_t23 l_t23_02
636 ai2_setjobstate l_t23
637}
638
639func void z03(string ai_name)
640{
641 dprint z03
642 ai2_dopath l_t01 l_t01_05
643 ai2_setjobstate l_t01
644
645 ai2_dopath l_t23 l_t23_01
646 ai2_setjobstate l_t23
647}
648
649func void z04(string ai_name)
650{
651 dprint z04
652 ai2_dopath l_t01 l_t01_06
653 ai2_setjobstate l_t01
654
655 ai2_dopath l_t23 l_t23_06
656 ai2_setjobstate l_t23
657}
658
659func void z05(string ai_name)
660{
661 dprint z05
662 ai2_dopath l_t01 l_t01_07
663 ai2_setjobstate l_t01
664
665 ai2_dopath l_t23 l_t23_07
666 ai2_setjobstate l_t23
667}
668
669func void z06(string ai_name)
670{
671 dprint z06
672 ai2_dopath l_t01 l_t01_08
673 ai2_setjobstate l_t01
674
675 ai2_dopath l_t23 l_t23_08
676 ai2_setjobstate l_t23
677}
678
679func void z_40(string ai_name)
680{
681 dprint z_40
682 ai2_followme l_t01
683 ai2_lookatme l_t01
684 ai2_followme l_t23
685 ai2_lookatme l_t23
686 ai2_followme s2_t05
687 ai2_lookatme s2_t05
688 ai2_followme s2_t02
689 ai2_lookatme s2_t02
690 ai2_followme s2_t01
691 ai2_lookatme s2_t01
692 ai2_followme L2tctf_02
693 ai2_lookatme L2tctf_02
694 ai2_followme L2tctf_01
695 ai2_lookatme L2tctf_01
696 ai2_followme Lc_43
697 ai2_lookatme Lc_43
698
699}
700
701func void tv_44(string ai_name)
702{
703 dprint tv_44
704 ai2_spawn l_c10
705 ai2_dopath l_t01 l_t01_02
706 ai2_setjobstate l_t01
707
708 ai2_dopath l_t23 l_t23_03
709 ai2_setjobstate l_t23
710}
711
712func void tv_45(string ai_name)
713{
714 dprint tv_45
715 ai2_spawn a_v1
716 ai2_spawn l_s22
717 ai2_spawn l_s23
718 ai2_dopath l_t01 l_t01_03
719 ai2_setjobstate l_t01
720
721 ai2_dopath l_t23 l_t23_05
722 ai2_setjobstate l_t23
723
724}
725
726func void tv_46(string ai_name)
727{
728 dprint tv_46
729 ai2_spawn l_s24
730 ai2_spawn l_t23
731 trigvolume_enable tv_47t 1
732 ai2_dopath l_t01 l_t01_06
733 ai2_setjobstate l_t01
734}
735
736func void tv_47(string ai_name)
737{
738 dprint tv_47
739 ai2_spawn l_s27
740
741}
742
743func void tv_48(string ai_name)
744{
745 dprint tv_48
746 ai2_spawn l2_s46
747
748}
749
750func void tv_49(string ai_name)
751{
752 dprint tv_49
753 ai2_spawn l2_s47
754
755}
756
757func void tv_50(string ai_name)
758{
759 dprint tv_50
760 ai2_spawn l_s99
761 ai2_spawn l_s98
762 music_stop
763
764}
765
766func void tv_51(string ai_name)
767{
768 dprint tv_51
769 ai2_spawn l4_red1
770 ai2_spawn l4_t1
771 ai2_spawn l4_s1
772 ai2_spawn l4_s67
773 ai2_spawn l4_t2
774 ai2_spawn l4_s2
775 ai2_spawn l4_s3
776 ai2_spawn l4_f1
777 ai2_spawn l4_f2
778 ai2_spawn l4_f3
779 ai2_kill l4_f1
780 ai2_kill l4_f2
781 ai2_kill l4_f3
782 ai2_spawn l4_c66
783 ai2_kill l4_c66
784
785}
786
787func void tv_52(string ai_name)
788{
789 dprint tv_52
790 particle smoke stop
791 ai2_spawn a_t03
792 ai2_passive a_t03 1
793 playback a_t03 atrium_run
794 sleep 7
795 ai2_spawn a_t06
796 sleep 7
797 ai2_spawn a_s02
798 sleep 7
799 ai2_spawn a_s03
800 sleep 7
801 ai2_spawn a_red1
802 ai2_passive a_t03 0
803 chr_set_health a_t05 900
804 chr_set_health a_t06 900
805 chr_set_health a_s02 900
806 chr_set_health a_s03 900
807}
808func void new_atrium(string ai_name)
809{
810 ai2_spawn a_s07
811 ai2_spawn a_s05
812 ai2_spawn a_v3
813}
814
815func void ta_53(string ai_name)
816{
817 dprint ta_53
818 ai2_spawn a_t05
819 ai2_dopath a_s03 patrol_7043
820 ai2_setjobstate a_s03
821 ai2_dopath a_s02 patrol_7030
822 ai2_setjobstate a_s02
823 ai2_dopath a_t06 patrol_7034
824 ai2_setjobstate a_t06
825 ai2_dopath a_t05 patrol_7042
826 ai2_setjobstate a_t05
827 chr_set_health a_t05 40
828 chr_set_health a_t06 30
829 chr_set_health a_s02 80
830 chr_set_health a_s03 80
831 sleep 2000
832 dprint no_more_tctf
833 counter = 100
834
835}
836
837func void ta_53b(string ai_name)
838{
839 dprint ta_53b
840 chr_set_health a_t05 80
841 chr_set_health a_t06 60
842 chr_set_health a_s02 70
843 chr_set_health a_s03 80
844}
845
846func void ta2_54(string ai_name)
847{
848 dprint ta2_54
849 ai2_spawn a2_t1
850 ai2_spawn a2_red1
851 ai2_spawn LSI
852 chr_invincible LSI 1
853 sleep 240
854 music_stop
855}
856
857func void tsh_55(string ai_name)
858{
859 dprint tsh_55
860 ai2_spawn sh_tank1
861 ai2_spawn sh_red1
862 ai2_spawn sh_s3
863 ai2_spawn sh_s4
864 ai2_spawn sh_s4b
865 set_objective_5
866 sleep 120
867 ai2_attack sh_s3 char_0
868}
869
870func void t62(string ai_name)
871{
872 dprint t62
873 ai2_spawn sh_s1
874 ai2_spawn sh_s2
875 ai2_spawn sh_s6
876}
877
878func void femcop_holster(string ai_name)
879{
880 dprint holstergun
881 chr_forceholster Lc_43 1
882}
883
884func void t72(string ai_name)
885{
886 dprint t72
887 ai2_spawn sh_com1
888 ai2_spawn sh_tank2
889 ai2_spawn sh_s9
890}
891
892func void tv57(string ai_name)
893{
894 dprint tv57
895 Attack
896 target_set(59,30.0)
897}
898
899func void goAttack(string ai_name)
900{
901 music_intro_stop
902
903 dprint goAttack
904 trigvolume_enable tv_57t 1
905 input 0
906 fade_out 0 0 0 30
907 chr_delete l_c01
908 chr_delete lobby_striker_01
909 chr_delete lobby_striker_02
910 chr_delete garage_striker_01
911 chr_delete garage_striker_02
912 chr_delete garage_striker_03
913 chr_delete garage_striker_04
914 chr_delete garage_striker_05
915 chr_delete garage_striker_06
916 chr_delete garage_striker_07
917 chr_delete garage_striker_08
918 chr_delete garage_striker_09
919 chr_delete garage_striker_10
920 chr_delete l_s98
921 chr_delete l_s99
922 cm_interpolate stair_lock 0
923 fade_in 30
924 sleep 60
925 particle stair_lock_locklight01 do start
926 sleep 90
927 fade_out 0 0 0 30
928 cm_reset
929 fade_in 30
930 input 1
931 set_objective_2
932 ai2_spawn tanker_stairdoor
933 sound_dialog_play c00_01_27shinatama
934}
935
936func void tsh_60(string ai_name)
937{
938 dprint tsh_60
939 ai2_spawn sh_s12
940 ai2_spawn sh_s12b
941 helicopter
942}
943
944func void ta_62(string ai_name)
945{
946 dprint ta_62
947 if (chr_has_lsi(0))
948 {
949 trigvolume_enable trigger_volume_81 0
950 particle obj1 kill
951 ai2_kill
952 elev_count = 1;
953 sleep 10
954 Elevator
955 }
956}
957
958func void tv_58(string ai_name)
959{
960 dprint tv_58
961 door_lock 41
962 particle security_locklight01 do stop
963 ai2_kill
964 Kidnap
965 set_objective_3
966 s2
967}
968
969func void tv_68(string ai_name)
970{
971 dprint tv_68
972 ai2_spawn b_victim
973}
974
975func void tr_64(string ai_name)
976{
977 dprint tr_64
978 target_set(58,0.0)
979 HeliOutroRight
980 trigvolume_enable tr_65t 0
981 trigvolume_enable tr_66t 0
982 trigvolume_enable tr_67t 0
983
984}
985
986func void tr_65(string ai_name)
987{
988 dprint tr_65
989 target_set(58,0.0)
990 HeliOutroLeft
991 trigvolume_enable tr_64t 0
992 trigvolume_enable tr_66t 0
993 trigvolume_enable tr_67t 0
994
995}
996
997func void tr_66(string ai_name)
998{
999 dprint tr_66
1000 target_set(58,0.0)
1001 HeliOutroMid
1002 trigvolume_enable tr_65t 0
1003 trigvolume_enable tr_64t 0
1004 trigvolume_enable tr_67t 0
1005
1006}
1007
1008func void tr_67(string ai_name)
1009{
1010 dprint tr_67
1011 target_set(58,0.0)
1012 HeliOutroMidLt
1013 trigvolume_enable tr_65t 0
1014 trigvolume_enable tr_66t 0
1015 trigvolume_enable tr_64t 0
1016
1017}
1018
1019func void t100(string ai_name)
1020{
1021 dprint t100
1022 ai2_spawn roof_tctf1
1023 ai2_spawn sh_s12c
1024}
1025#####################
1026# save scripts #
1027#####################
1028
1029func void s1(string ai_name)
1030{
1031 dprint SAVEDGAME
1032 save_game 1 autosave
1033}
1034
1035func void s2(string ai_name)
1036{
1037 dprint SAVEDGAME
1038 save_game 2 autosave
1039}
1040
1041func void s3(string ai_name)
1042{
1043 dprint SAVEDGAME
1044 save_game 3 autosave
1045}
1046
1047func void s4(string ai_name)
1048{
1049 dprint SAVEDGAME
1050 save_game 4 autosave
1051}
1052
1053func void check_death(string ai_name)
1054{
1055 dprint check_death
1056 counter = counter - 1
1057 if (trigvolume_count(99) eq 0)
1058 {
1059 if(counter eq 0)
1060 {
1061 sleep 210
1062 ai2_spawn a_t99
1063 }
1064 }
1065}
1066
1067func void spawn(string ai_name)
1068{
1069 dprint spawn
1070 counter = counter + 1
1071}
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