[407] | 1 | func void cheater(void)
|
---|
| 2 | {
|
---|
| 3 | invincible=1
|
---|
| 4 | omnipotent=1
|
---|
| 5 | lock_keys keys_all
|
---|
| 6 | chr_teleport 0 7023
|
---|
| 7 | }
|
---|
| 8 | ###################################
|
---|
| 9 | # variables used in train2 scipts #
|
---|
| 10 | ###################################
|
---|
| 11 |
|
---|
| 12 | #used to see if PPK combo was successful
|
---|
| 13 | var int combo_did;
|
---|
| 14 |
|
---|
| 15 | #used to determine when to activate or deactivate blocking drone, current script comments out the usefulness of this variable
|
---|
| 16 | var int count_block;
|
---|
| 17 |
|
---|
| 18 | #determines if reload in ballistics or cell
|
---|
| 19 | var int reload=0;
|
---|
| 20 |
|
---|
| 21 | #makes sure reloading cells doesn't play before player has even picked up the rifle
|
---|
| 22 | var int droid_active;
|
---|
| 23 |
|
---|
| 24 | #sees if you already reloaded ballistics ammo before the system had a chance to prompt you to do so
|
---|
| 25 | var int already_reloaded;
|
---|
| 26 |
|
---|
| 27 | #sees if you already reloaded cell ammo before system prompted you to do so.
|
---|
| 28 | var int already_reloaded2;
|
---|
| 29 |
|
---|
| 30 | #counts number of reload prompts necessary, if you reloaded more than one time, you lose rating points
|
---|
| 31 | var int had_to_reload;
|
---|
| 32 |
|
---|
| 33 | #determines when inside the target shooting function
|
---|
| 34 | var int inside_target_function;
|
---|
| 35 |
|
---|
| 36 | #determines when inside ammo reload function
|
---|
| 37 | var int inside_ammo_function = 0;
|
---|
| 38 |
|
---|
| 39 | #determines when not to display block droid message
|
---|
| 40 | var int block_off;
|
---|
| 41 |
|
---|
| 42 | ################################
|
---|
| 43 | # fight training scripts below #
|
---|
| 44 | ################################
|
---|
| 45 |
|
---|
| 46 | #########################
|
---|
| 47 | # punch and kick script #
|
---|
| 48 | #########################
|
---|
| 49 | func void train_fighting(string ai_name)
|
---|
| 50 | {
|
---|
| 51 | how_far_along = 4;
|
---|
| 52 | music_stop
|
---|
| 53 | particle obj3 kill
|
---|
| 54 | particle obj4 kill
|
---|
| 55 | trig_deactivate 1
|
---|
| 56 | trig_deactivate 2
|
---|
| 57 | trig_deactivate 3
|
---|
| 58 | message_remove c01_50_23
|
---|
| 59 | message_remove jump_encourage
|
---|
| 60 | message_remove jump_encourage2
|
---|
| 61 | sleep 60
|
---|
| 62 | sound_dialog_play_interrupt c00_01_64shinatama
|
---|
| 63 | message_remove
|
---|
| 64 | message begin_fight 240
|
---|
| 65 | sleep 240
|
---|
| 66 | # PUNCH-KICK
|
---|
| 67 | lock_keys keys_attack
|
---|
| 68 | message xpunch
|
---|
| 69 | chr_wait_animtype 0 punch
|
---|
| 70 | sleep 60
|
---|
| 71 | message_remove xpunch
|
---|
| 72 | sleep 60
|
---|
| 73 | message xkick
|
---|
| 74 | chr_wait_animtype 0 kick
|
---|
| 75 | sleep 60
|
---|
| 76 | message_remove xkick
|
---|
| 77 | sleep 60
|
---|
| 78 |
|
---|
| 79 | if (how_far_along eq 4)
|
---|
| 80 | {
|
---|
| 81 | #throw two punches
|
---|
| 82 | sound_dialog_play_block c00_01_65shinatama
|
---|
| 83 | message punch
|
---|
| 84 | chr_wait_animtype 0 punch2
|
---|
| 85 | message_remove punch
|
---|
| 86 | sleep 60
|
---|
| 87 | message c01_50_27 180
|
---|
| 88 | sound_dialog_play_interrupt c00_01_66shinatama
|
---|
| 89 | sound_dialog_play_block pause
|
---|
| 90 | sleep 40
|
---|
| 91 | }
|
---|
| 92 |
|
---|
| 93 | if (how_far_along eq 4)
|
---|
| 94 | {
|
---|
| 95 | # more combo
|
---|
| 96 | sound_dialog_play_block c00_01_67shinatama
|
---|
| 97 | sound_dialog_play_block pause
|
---|
| 98 | sleep 60
|
---|
| 99 | }
|
---|
| 100 |
|
---|
| 101 | if (how_far_along eq 4)
|
---|
| 102 | {
|
---|
| 103 | # FIRST COMBO
|
---|
| 104 | message c01_50_29
|
---|
| 105 | fork combo_wait
|
---|
| 106 | chr_wait_animtype 0 ppk
|
---|
| 107 | combo_did = 1;
|
---|
| 108 | sleep 60
|
---|
| 109 | message_remove c01_50_29
|
---|
| 110 | message_remove c01_50_29b
|
---|
| 111 | sleep 60
|
---|
| 112 | sound_dialog_play_interrupt c00_01_07shinatama
|
---|
| 113 | message xppk 180
|
---|
| 114 | sleep 180
|
---|
| 115 | }
|
---|
| 116 | if(combo_did eq 1)
|
---|
| 117 | {
|
---|
| 118 | if (how_far_along eq 4)
|
---|
| 119 | {
|
---|
| 120 | # try linking for more combos
|
---|
| 121 | sound_dialog_play_block c00_01_69shinatama
|
---|
| 122 | sound_dialog_play_block pause
|
---|
| 123 | sleep 240
|
---|
| 124 | }
|
---|
| 125 |
|
---|
| 126 | if (how_far_along eq 4)
|
---|
| 127 | {
|
---|
| 128 | # you're now ready to train with a sparring partner
|
---|
| 129 | sound_dialog_play_block c00_01_70shinatama
|
---|
| 130 | sound_dialog_play_block pause
|
---|
| 131 | sleep 30
|
---|
| 132 | }
|
---|
| 133 | if (how_far_along eq 4)
|
---|
| 134 | {
|
---|
| 135 | # proceed to the next room
|
---|
| 136 | sound_dialog_play_block c00_01_71shinatama
|
---|
| 137 | message xspar2
|
---|
| 138 | ai2_spawn dum_hit_flash
|
---|
| 139 | chr_lock_active dum_hit_flash
|
---|
| 140 | chr_death_lock dum_hit_flash 1
|
---|
| 141 | door_unlock 99
|
---|
| 142 | particle door2_locklight02 do start
|
---|
| 143 | }
|
---|
| 144 | }
|
---|
| 145 | }
|
---|
| 146 |
|
---|
| 147 | func void combo_wait(string ai_name)
|
---|
| 148 | {
|
---|
| 149 | sleep 600
|
---|
| 150 | if (combo_did eq 0)
|
---|
| 151 | {
|
---|
| 152 | dprint rating
|
---|
| 153 | rating = rating + 1
|
---|
| 154 | rating
|
---|
| 155 | message_remove c01_50_29
|
---|
| 156 | sound_dialog_play_block c00_01_68shinatama
|
---|
| 157 | sleep 60
|
---|
| 158 | }
|
---|
| 159 | if (combo_did eq 0)
|
---|
| 160 | {
|
---|
| 161 | message c01_50_29b 240
|
---|
| 162 | sleep 240
|
---|
| 163 | }
|
---|
| 164 | if (combo_did eq 0)
|
---|
| 165 | {
|
---|
| 166 | message c01_50_29
|
---|
| 167 | }
|
---|
| 168 |
|
---|
| 169 | # if(combo_did eq 0)
|
---|
| 170 | # {
|
---|
| 171 | # if (how_far_along eq 4)
|
---|
| 172 | # {
|
---|
| 173 | # try linking for more combos
|
---|
| 174 | # sound_dialog_play_block c00_01_69shinatama
|
---|
| 175 | # sound_dialog_play_block pause
|
---|
| 176 | # sleep 240
|
---|
| 177 | # }
|
---|
| 178 | #
|
---|
| 179 | # if (how_far_along eq 4)
|
---|
| 180 | # {
|
---|
| 181 | # you're now ready to train with a sparring partner
|
---|
| 182 | # sound_dialog_play_block c00_01_70shinatama
|
---|
| 183 | # sound_dialog_play_block pause
|
---|
| 184 | # sleep 30
|
---|
| 185 | # }
|
---|
| 186 | # if (how_far_along eq 4)
|
---|
| 187 | # {
|
---|
| 188 | # proceed to the next room
|
---|
| 189 | # sound_dialog_play_block c00_01_71shinatama
|
---|
| 190 | # message xspar2
|
---|
| 191 | # ai2_spawn dum_hit_flash
|
---|
| 192 | # chr_lock_active dum_hit_flash
|
---|
| 193 | # chr_death_lock dum_hit_flash 1
|
---|
| 194 | # door_unlock 99
|
---|
| 195 | # particle door2_locklight02 do start
|
---|
| 196 | # }
|
---|
| 197 | # }
|
---|
| 198 | }
|
---|
| 199 |
|
---|
| 200 | ##################################
|
---|
| 201 | # train player about hit flashes #
|
---|
| 202 | ##################################
|
---|
| 203 | func void train_hit_flash(string ai_name)
|
---|
| 204 | {
|
---|
| 205 | particle steam stop
|
---|
| 206 | music_train2
|
---|
| 207 | how_far_along = 6;
|
---|
| 208 | message_remove xspar2
|
---|
| 209 | sleep 60
|
---|
| 210 | # try hitting this dummy
|
---|
| 211 | sound_dialog_play_block c00_01_77shinatama
|
---|
| 212 | message start_hit
|
---|
| 213 | ai2_makeignoreplayer dum_hit_flash 1
|
---|
| 214 | }
|
---|
| 215 |
|
---|
| 216 | func void hurt_dummy1(string ai_name)
|
---|
| 217 | {
|
---|
| 218 | message_remove start_hit
|
---|
| 219 | sleep 60
|
---|
| 220 | door_lock 99
|
---|
| 221 | particle door2_locklight02 do stop
|
---|
| 222 | # dynamic hit flashes
|
---|
| 223 | message c01_50_35 300
|
---|
| 224 | sleep 240
|
---|
| 225 | ai2_dopath dum_hit_flash patrol_dum_hit_flash
|
---|
| 226 | ai2_setjobstate dum_hit_flash
|
---|
| 227 | sleep 60
|
---|
| 228 | # more dynamic hit flashes blue
|
---|
| 229 | message blueflash 300
|
---|
| 230 | sleep 240
|
---|
| 231 | ai2_dopath dum_hit_flash patrol_dum_hit_flash
|
---|
| 232 | ai2_setjobstate dum_hit_flash
|
---|
| 233 | sleep 60
|
---|
| 234 | message c01_50_37 300
|
---|
| 235 | sleep 240
|
---|
| 236 | ai2_dopath dum_hit_flash patrol_dum_hit_flash
|
---|
| 237 | ai2_setjobstate dum_hit_flash
|
---|
| 238 | sleep 60
|
---|
| 239 | # more dynamic hit flashes
|
---|
| 240 | message c01_50_38 300
|
---|
| 241 | sleep 240
|
---|
| 242 | ai2_dopath dum_hit_flash patrol_dum_hit_flash
|
---|
| 243 | ai2_setjobstate dum_hit_flash
|
---|
| 244 | # move on to the next room to learn how to perform the most dangerous attacks.
|
---|
| 245 | sleep 60
|
---|
| 246 | sound_dialog_play_block c00_01_78shinatama
|
---|
| 247 | message goto_throw
|
---|
| 248 | sleep 60
|
---|
| 249 | door_unlock 100
|
---|
| 250 | particle door3_locklight02 do start
|
---|
| 251 | ai2_spawn dum_train_throw
|
---|
| 252 | chr_lock_active dum_train_throw
|
---|
| 253 | chr_death_lock dum_train_throw 1
|
---|
| 254 | ai2_makeignoreplayer dum_train_throw 1
|
---|
| 255 | }
|
---|
| 256 |
|
---|
| 257 | ###################################
|
---|
| 258 | # train player to throw opponents #
|
---|
| 259 | ###################################
|
---|
| 260 | func void lockthrow(void)
|
---|
| 261 | {
|
---|
| 262 | door_lock 100
|
---|
| 263 | particle door3_locklight02 do stop
|
---|
| 264 | }
|
---|
| 265 |
|
---|
| 266 | func void train_throw(string ai_name)
|
---|
| 267 | {
|
---|
| 268 | how_far_along = 7;
|
---|
| 269 | message_remove goto_throw
|
---|
| 270 | sleep 60
|
---|
| 271 | if (how_far_along eq 7)
|
---|
| 272 | {
|
---|
| 273 | # FIRST THROW
|
---|
| 274 | sound_dialog_play_block c00_01_79shinatama
|
---|
| 275 | message c01_50_41
|
---|
| 276 | chr_wait_animtype 0 throw_forward_punch throw_forward_kick run_throw_forward_punch run_throw_forward_kick
|
---|
| 277 | message_remove c01_50_41
|
---|
| 278 | sleep 60
|
---|
| 279 | }
|
---|
| 280 |
|
---|
| 281 | if (how_far_along eq 7)
|
---|
| 282 | {
|
---|
| 283 | # more throws
|
---|
| 284 | sound_dialog_play_block c00_01_80shinatama
|
---|
| 285 | ai2_dopath dum_train_throw patrol_train_throw2
|
---|
| 286 | ai2_setjobstate dum_train_throw
|
---|
| 287 | sleep 180
|
---|
| 288 | ai2_dopath dum_train_throw patrol_train_throw2
|
---|
| 289 | ai2_setjobstate dum_train_throw
|
---|
| 290 | sleep 180
|
---|
| 291 | message xthrow1 360
|
---|
| 292 | ai2_dopath dum_train_throw patrol_train_throw2
|
---|
| 293 | ai2_setjobstate dum_train_throw
|
---|
| 294 | sleep 180
|
---|
| 295 | ai2_dopath dum_train_throw patrol_train_throw2
|
---|
| 296 | ai2_setjobstate dum_train_throw
|
---|
| 297 | sleep 180
|
---|
| 298 | ai2_dopath dum_train_throw patrol_train_throw2
|
---|
| 299 | ai2_setjobstate dum_train_throw
|
---|
| 300 | sleep 180
|
---|
| 301 | message xthrow2 360
|
---|
| 302 | ai2_dopath dum_train_throw patrol_train_throw2
|
---|
| 303 | ai2_setjobstate dum_train_throw
|
---|
| 304 | sleep 180
|
---|
| 305 | ai2_dopath dum_train_throw patrol_train_throw2
|
---|
| 306 | ai2_setjobstate dum_train_throw
|
---|
| 307 | sleep 180
|
---|
| 308 | ai2_dopath dum_train_throw patrol_train_throw2
|
---|
| 309 | ai2_setjobstate dum_train_throw
|
---|
| 310 | sleep 180
|
---|
| 311 | ai2_dopath dum_train_throw patrol_train_throw2
|
---|
| 312 | ai2_setjobstate dum_train_throw
|
---|
| 313 | }
|
---|
| 314 |
|
---|
| 315 | if (how_far_along eq 7)
|
---|
| 316 | {
|
---|
| 317 | # Proceed to the next room and try blocking the training dummy'sleep 240 attacks.
|
---|
| 318 | message goto_block
|
---|
| 319 | sleep 60
|
---|
| 320 | door_unlock 101
|
---|
| 321 | particle door4_locklight02 do start
|
---|
| 322 | particle door4b_locklight02 do start
|
---|
| 323 | ai2_spawn dum_train_block
|
---|
| 324 | ai2_makeignoreplayer dum_train_block 1
|
---|
| 325 | chr_invincible char_0 1
|
---|
| 326 | }
|
---|
| 327 |
|
---|
| 328 | }
|
---|
| 329 |
|
---|
| 330 | ###############################
|
---|
| 331 | # train player to block blows #
|
---|
| 332 | ###############################
|
---|
| 333 | func void train_block(string ai_name)
|
---|
| 334 | {
|
---|
| 335 | #introduce blocking
|
---|
| 336 | how_far_along = 5;
|
---|
| 337 | message_remove goto_block
|
---|
| 338 | # dummy attack
|
---|
| 339 | sound_dialog_play_block c00_01_72shinatama
|
---|
| 340 | sound_dialog_play_block pause
|
---|
| 341 | sound_dialog_play_block c00_01_73shinatama
|
---|
| 342 | if(count_block eq 0)
|
---|
| 343 | {
|
---|
| 344 | message c01_50_33
|
---|
| 345 | }
|
---|
| 346 | }
|
---|
| 347 |
|
---|
| 348 | func void train_block2(string ai_name)
|
---|
| 349 | {
|
---|
| 350 | ai2_makeignoreplayer dum_train_block 0
|
---|
| 351 | ai2_dopath dum_train_block patrol_56b
|
---|
| 352 | ai2_setjobstate dum_train_block
|
---|
| 353 | message_remove c01_50_33
|
---|
| 354 | if(count_block eq 0)
|
---|
| 355 | {
|
---|
| 356 | count_block = 1
|
---|
| 357 | door_lock 101
|
---|
| 358 | door_close 101
|
---|
| 359 | particle door4_locklight02 do stop
|
---|
| 360 | chr_delete dum_train_throw
|
---|
| 361 | chr_delete dum_hit_flash
|
---|
| 362 | chr_delete demo1
|
---|
| 363 | chr_delete demo2
|
---|
| 364 | chr_delete demo3
|
---|
| 365 | if (how_far_along eq 5)
|
---|
| 366 | {
|
---|
| 367 | # more blocking
|
---|
| 368 | sleep 60
|
---|
| 369 | message c01_50_32 300
|
---|
| 370 | sound_dialog_play_block c00_01_74shinatama
|
---|
| 371 | sound_dialog_play_pause
|
---|
| 372 | sleep 30
|
---|
| 373 | sound_dialog_play_block c00_01_75shinatama
|
---|
| 374 | message xblocking2 300
|
---|
| 375 | sound_dialog_play_pause
|
---|
| 376 | sleep 30
|
---|
| 377 | sound_dialog_play_block c00_01_76shinatama
|
---|
| 378 | }
|
---|
| 379 | sleep 120
|
---|
| 380 | # message_remove xdronedeactive
|
---|
| 381 | ai2_makeignoreplayer dum_train_block 1
|
---|
| 382 | ai2_dopath dum_train_block patrol_56b
|
---|
| 383 | ai2_setjobstate dum_train_block
|
---|
| 384 | sound_dialog_play_block c00_01_83shinatama
|
---|
| 385 | sound_dialog_play_block pause
|
---|
| 386 | door_unlock 102
|
---|
| 387 | particle door5_locklight02 do start
|
---|
| 388 | message goto_shoot
|
---|
| 389 | chr_inv_reset 0
|
---|
| 390 | music_stop
|
---|
| 391 | sleep 60
|
---|
| 392 | dprint spawn_shoot
|
---|
| 393 | ai2_spawn dum_train_shoot
|
---|
| 394 | ai2_spawn dum_train_shoot2
|
---|
| 395 | ai2_passive dum_train_shoot 1
|
---|
| 396 | ai2_passive dum_train_shoot2 1
|
---|
| 397 | chr_invincible dum_train_shoot 1
|
---|
| 398 | chr_invincible dum_train_shoot2 1
|
---|
| 399 | chr_invincible char_0 0
|
---|
| 400 | console_deactivate 12
|
---|
| 401 | trigvolume_enable tv75 0
|
---|
| 402 | trigvolume_enable tv74 0
|
---|
| 403 | }
|
---|
| 404 | }
|
---|
| 405 |
|
---|
| 406 | func void disable_tv46(void)
|
---|
| 407 | {
|
---|
| 408 | message_remove c01_50_33
|
---|
| 409 | trigvolume_enable trigger_volume_46 0
|
---|
| 410 | }
|
---|
| 411 |
|
---|
| 412 | ##################################
|
---|
| 413 | # put drones back on their spots #
|
---|
| 414 | ##################################
|
---|
| 415 | func void flash_path(string ai_name)
|
---|
| 416 | {
|
---|
| 417 | sleep 90
|
---|
| 418 | ai2_dopath dum_hit_flash patrol_dum_hit_flash
|
---|
| 419 | }
|
---|
| 420 |
|
---|
| 421 | func void throw_path(string ai_name)
|
---|
| 422 | {
|
---|
| 423 | sleep 90
|
---|
| 424 | ai2_dopath dum_train_throw patrol_train_throw2
|
---|
| 425 | }
|
---|
| 426 |
|
---|
| 427 | func void block_path(string ai_name)
|
---|
| 428 | {
|
---|
| 429 | if(block_off eq 0)
|
---|
| 430 | {
|
---|
| 431 | block_off = 1;
|
---|
| 432 | message xdronedeactive 180
|
---|
| 433 | }
|
---|
| 434 | ai2_makeignoreplayer dum_train_block 1
|
---|
| 435 | ai2_dopath dum_train_block patrol_56
|
---|
| 436 | sleep 180
|
---|
| 437 | block_off = 0;
|
---|
| 438 | }
|
---|
| 439 |
|
---|
| 440 | func void block_path2(string ai_name)
|
---|
| 441 | {
|
---|
| 442 |
|
---|
| 443 | ai2_makeignoreplayer dum_train_block 1
|
---|
| 444 | ai2_dopath dum_train_block patrol_56
|
---|
| 445 | }
|
---|
| 446 | ######################################################
|
---|
| 447 | # regenerate first two training dummies as necessary #
|
---|
| 448 | ######################################################
|
---|
| 449 |
|
---|
| 450 | func void regen1(string ai_name)
|
---|
| 451 | {
|
---|
| 452 | dprint regen1
|
---|
| 453 | message_remove blueflash
|
---|
| 454 | message_remove c01_50_37
|
---|
| 455 | message_remove c01_50_38
|
---|
| 456 | sleep 60
|
---|
| 457 | message xregen1 180
|
---|
| 458 | sleep 180
|
---|
| 459 | chr_set_health dum_hit_flash 50
|
---|
| 460 | ai2_dopath dum_hit_flash patrol_dum_hit_flash
|
---|
| 461 | ai2_setjobstate dum_hit_flash
|
---|
| 462 | }
|
---|
| 463 |
|
---|
| 464 | func void regen2(string ai_name)
|
---|
| 465 | {
|
---|
| 466 | dprint regen2
|
---|
| 467 | sleep 60
|
---|
| 468 | message xregen1 180
|
---|
| 469 | sleep 180
|
---|
| 470 | chr_set_health dum_train_throw 50
|
---|
| 471 | ai2_dopath dum_hit_flash patrol_train_throw2
|
---|
| 472 | ai2_setjobstate dum_train_throw
|
---|
| 473 | }
|
---|
| 474 |
|
---|
| 475 | #########################
|
---|
| 476 | # train player to shoot #
|
---|
| 477 | #########################
|
---|
| 478 | func void train_shoot(string ai_name)
|
---|
| 479 | {
|
---|
| 480 | # message_remove xdroneactive
|
---|
| 481 | message_remove xdronedeactive
|
---|
| 482 | particle g_tap1 create
|
---|
| 483 | sleep 7
|
---|
| 484 | weapon_spawn w1_tap 7042
|
---|
| 485 | wp_disable_fade=1
|
---|
| 486 | how_far_along = 8;
|
---|
| 487 | message_remove goto_shoot
|
---|
| 488 | sleep 60
|
---|
| 489 | ai2_dopath dum_train_throw patrol_train_throw
|
---|
| 490 | ai2_setjobstate dum_train_throw
|
---|
| 491 |
|
---|
| 492 | if (how_far_along eq 8)
|
---|
| 493 | {
|
---|
| 494 | lock_keys keys_inventory
|
---|
| 495 | lock_keys keys_reload
|
---|
| 496 | # approach weapons
|
---|
| 497 | sound_dialog_play_block c00_01_84shinatama
|
---|
| 498 | sound_dialog_play_pause
|
---|
| 499 | chr_wait_animtype char_0 Pickup_Pistol Pickup_Pistol_Mid
|
---|
| 500 | door_lock 102
|
---|
| 501 | particle door5_locklight02 do stop
|
---|
| 502 | trigvolume_enable tv75 1
|
---|
| 503 | trigvolume_enable tv74 1
|
---|
| 504 | ui_show_element left 1
|
---|
| 505 | sleep 60
|
---|
| 506 | message c01_50_54
|
---|
| 507 | # hit targets
|
---|
| 508 | sound_dialog_play_block c00_01_85shinatama
|
---|
| 509 | chr_wait_animtype char_0 Autopistol_Recoil
|
---|
| 510 | sleep 120
|
---|
| 511 | message_remove c01_50_54
|
---|
| 512 | sleep 60
|
---|
| 513 | message c01_50_53 300
|
---|
| 514 | sleep 300
|
---|
| 515 | }
|
---|
| 516 | }
|
---|
| 517 |
|
---|
| 518 | func void enter_ammo_function(void)
|
---|
| 519 | {
|
---|
| 520 | dprint enter_ammo_function
|
---|
| 521 | inside_ammo_function = 1;
|
---|
| 522 | }
|
---|
| 523 |
|
---|
| 524 | func void exit_ammo_function(void)
|
---|
| 525 | {
|
---|
| 526 | dprint exit_ammo_function
|
---|
| 527 | inside_ammo_function = 0;
|
---|
| 528 | }
|
---|
| 529 |
|
---|
| 530 | func void need_ammo(string ai_name)
|
---|
| 531 | {
|
---|
| 532 | trigvolume_enable tv74 0
|
---|
| 533 |
|
---|
| 534 | sleep 67
|
---|
| 535 | var int empty_weapon = chr_has_empty_weapon(char_0);
|
---|
| 536 |
|
---|
| 537 | dprint trying_ammo_function
|
---|
| 538 |
|
---|
| 539 | if (inside_ammo_function eq 0)
|
---|
| 540 | {
|
---|
| 541 | dprint doing_ammo_function
|
---|
| 542 | enter_ammo_function();
|
---|
| 543 |
|
---|
| 544 | if(empty_weapon eq 1)
|
---|
| 545 | {
|
---|
| 546 | sleep 15
|
---|
| 547 | if(reload eq 0)
|
---|
| 548 | {
|
---|
| 549 | message_remove xkeepshoot
|
---|
| 550 | already_reloaded = 0;
|
---|
| 551 | sound_dialog_play_block c00_01_87shinatama
|
---|
| 552 | message c01_50_61
|
---|
| 553 | # generate powerup
|
---|
| 554 | particle g_tap1 create
|
---|
| 555 | sleep 7
|
---|
| 556 | powerup_spawn ammo 7042
|
---|
| 557 | particle g_tap2 create
|
---|
| 558 | sleep 7
|
---|
| 559 | powerup_spawn ammo 7043
|
---|
| 560 | chr_wait_animtype char_0 Pickup_Object_Mid Pickup_Object
|
---|
| 561 | fork remove_reload_message
|
---|
| 562 | # sleep 60
|
---|
| 563 | message_remove c01_50_61
|
---|
| 564 | sleep 90
|
---|
| 565 | if(already_reloaded eq 0)
|
---|
| 566 | {
|
---|
| 567 | message xreload
|
---|
| 568 | chr_wait_animtype char_0 reload_pistol
|
---|
| 569 | increase_rating()
|
---|
| 570 | message_remove xreload
|
---|
| 571 | sleep 90
|
---|
| 572 | }
|
---|
| 573 | message xkeepshoot
|
---|
| 574 | }
|
---|
| 575 | if(reload eq 1)
|
---|
| 576 | {
|
---|
| 577 | if(droid_active eq 1)
|
---|
| 578 | {
|
---|
| 579 | message c01_50_62
|
---|
| 580 | # generate powerup
|
---|
| 581 | particle g_phr1 create
|
---|
| 582 | sleep 7
|
---|
| 583 | powerup_spawn cell 7044
|
---|
| 584 | particle g_phr2 create
|
---|
| 585 | sleep 7
|
---|
| 586 | powerup_spawn cell 7045
|
---|
| 587 | chr_wait_animtype char_0 Pickup_Object_Mid Pickup_Object
|
---|
| 588 | # sleep 60
|
---|
| 589 | message_remove c01_50_62
|
---|
| 590 | fork remove_reload_message2
|
---|
| 591 | if(already_reloaded2 eq 0)
|
---|
| 592 | {
|
---|
| 593 | sleep 90
|
---|
| 594 | message xreload
|
---|
| 595 | chr_wait_animtype char_0 reload_rifle
|
---|
| 596 | dprint rating
|
---|
| 597 | increase_rating()
|
---|
| 598 | message_remove xreload
|
---|
| 599 | }
|
---|
| 600 | }
|
---|
| 601 | }
|
---|
| 602 | }
|
---|
| 603 |
|
---|
| 604 | exit_ammo_function();
|
---|
| 605 | }
|
---|
| 606 |
|
---|
| 607 | sleep 60
|
---|
| 608 | trigvolume_enable tv74 1
|
---|
| 609 | }
|
---|
| 610 |
|
---|
| 611 | func void increase_rating(void)
|
---|
| 612 | {
|
---|
| 613 | dprint rating
|
---|
| 614 | if(had_to_reload ne 0)
|
---|
| 615 | {
|
---|
| 616 |
|
---|
| 617 | rating = rating + 1;
|
---|
| 618 | }
|
---|
| 619 | had_to_reload = had_to_reload + 1;
|
---|
| 620 | }
|
---|
| 621 |
|
---|
| 622 | func void remove_reload_message(void)
|
---|
| 623 | {
|
---|
| 624 | chr_wait_animtype char_0 reload_pistol
|
---|
| 625 | already_reloaded = 1;
|
---|
| 626 | }
|
---|
| 627 |
|
---|
| 628 | func void remove_reload_message2(void)
|
---|
| 629 | {
|
---|
| 630 | chr_wait_animtype char_0 reload_rifle
|
---|
| 631 | already_reloaded2 = 1;
|
---|
| 632 | }
|
---|
| 633 |
|
---|
| 634 | func void enter_target_function(void)
|
---|
| 635 | {
|
---|
| 636 | dprint enter_target_function
|
---|
| 637 | inside_target_function = 1;
|
---|
| 638 | }
|
---|
| 639 |
|
---|
| 640 | func void exit_target_function(void)
|
---|
| 641 | {
|
---|
| 642 | dprint exit_target_function
|
---|
| 643 | inside_target_function = 0;
|
---|
| 644 | }
|
---|
| 645 |
|
---|
| 646 | func void targets_are_gone(void)
|
---|
| 647 | {
|
---|
| 648 | reload=1;
|
---|
| 649 | message_remove xkeepshoot
|
---|
| 650 | trigvolume_enable tv75 0
|
---|
| 651 | sleep 7
|
---|
| 652 | particle g_phr1 create
|
---|
| 653 | sleep7
|
---|
| 654 | weapon_spawn w3_phr 7045
|
---|
| 655 | sound_dialog_play_block c00_01_86shinatama
|
---|
| 656 | sound_dialog_play_block pause
|
---|
| 657 | message_remove
|
---|
| 658 | #plasma, switch weapons
|
---|
| 659 | sound_dialog_play_block c00_01_88shinatama
|
---|
| 660 | chr_wait_animtype char_0 Pickup_Rifle Pickup_Rifle_Mid
|
---|
| 661 | droid_active = 1;
|
---|
| 662 | sleep 30
|
---|
| 663 | #activate drone, hit it
|
---|
| 664 | chr_invincible dum_train_shoot 0
|
---|
| 665 | ai2_passive dum_train_shoot 0
|
---|
| 666 | sound_dialog_play_block c00_01_89shinatama
|
---|
| 667 | ai2_dopath dum_train_shoot patrol_train_shoot
|
---|
| 668 | ai2_setjobstate dum_train_shoot
|
---|
| 669 | }
|
---|
| 670 |
|
---|
| 671 | func void targets_are_not_gone(void)
|
---|
| 672 | {
|
---|
| 673 | # CB: turn off the trigger volume and sleep for a second
|
---|
| 674 | # so as not to cause hideous performance loss
|
---|
| 675 | trigvolume_enable tv75 0
|
---|
| 676 | sleep 60
|
---|
| 677 | trigvolume_enable tv75 1
|
---|
| 678 | }
|
---|
| 679 |
|
---|
| 680 | func void targets_gone(string ai_name)
|
---|
| 681 | {
|
---|
| 682 | if(inside_target_function eq 0)
|
---|
| 683 | {
|
---|
| 684 | enter_target_function()
|
---|
| 685 |
|
---|
| 686 | var int num_broken = env_broken(3001, 3018);
|
---|
| 687 |
|
---|
| 688 | if (num_broken eq 18)
|
---|
| 689 | {
|
---|
| 690 | targets_are_gone();
|
---|
| 691 | }
|
---|
| 692 |
|
---|
| 693 | if (num_broken < 18)
|
---|
| 694 | {
|
---|
| 695 | targets_are_not_gone();
|
---|
| 696 | }
|
---|
| 697 |
|
---|
| 698 | exit_target_function
|
---|
| 699 | }
|
---|
| 700 | }
|
---|
| 701 |
|
---|
| 702 | func void droid1_gone(string ai_name)
|
---|
| 703 | {
|
---|
| 704 | if (how_far_along eq 8)
|
---|
| 705 | {
|
---|
| 706 | chr_invincible dum_train_shoot2 0
|
---|
| 707 | # now side to side
|
---|
| 708 | sound_dialog_play_block c00_01_90shinatama
|
---|
| 709 | sound_dialog_play_block pause
|
---|
| 710 | sleep 30
|
---|
| 711 | ai2_passive dum_train_shoot2 0
|
---|
| 712 | ai2_dopath dum_train_shoot2 patrol_train_shoot2
|
---|
| 713 | ai2_setjobstate dum_train_shoot2
|
---|
| 714 | }
|
---|
| 715 | }
|
---|
| 716 |
|
---|
| 717 | func void droid2_gone(string ai_name)
|
---|
| 718 | {
|
---|
| 719 | if (how_far_along eq 8)
|
---|
| 720 | {
|
---|
| 721 | reload = 2;
|
---|
| 722 | droid_active = 0;
|
---|
| 723 | message_remove
|
---|
| 724 | cinematic_start (SHINnametag, 180, 180, 15, 1, 20, false)
|
---|
| 725 | # great, done training
|
---|
| 726 | chr_changeteam char_0 Syndicate
|
---|
| 727 | music_train3
|
---|
| 728 | if(rating eq 0)
|
---|
| 729 | {
|
---|
| 730 | message poopy
|
---|
| 731 |
|
---|
| 732 | }
|
---|
| 733 | if(rating eq 1)
|
---|
| 734 | {
|
---|
| 735 | message poopy2
|
---|
| 736 |
|
---|
| 737 | }
|
---|
| 738 | if(rating eq 2)
|
---|
| 739 | {
|
---|
| 740 | message poopy3
|
---|
| 741 |
|
---|
| 742 | }
|
---|
| 743 | if(rating eq 3)
|
---|
| 744 | {
|
---|
| 745 | message poopy4
|
---|
| 746 |
|
---|
| 747 | }
|
---|
| 748 | if(rating eq 4)
|
---|
| 749 | {
|
---|
| 750 | message poopy5
|
---|
| 751 |
|
---|
| 752 | }
|
---|
| 753 | if(rating eq 5)
|
---|
| 754 | {
|
---|
| 755 | message poopy6
|
---|
| 756 |
|
---|
| 757 | }
|
---|
| 758 | if(rating > 5)
|
---|
| 759 | {
|
---|
| 760 | message poopy7
|
---|
| 761 |
|
---|
| 762 | }
|
---|
| 763 | sound_dialog_play_block c00_01_91shinatama
|
---|
| 764 | sound_dialog_play_block pause
|
---|
| 765 | sleep 40
|
---|
| 766 | sound_dialog_play_block c00_01_81shinatama
|
---|
| 767 | sound_dialog_play_block pause
|
---|
| 768 | message_remove
|
---|
| 769 | sleep 40
|
---|
| 770 | sound_dialog_play_block c00_01_82shinatama
|
---|
| 771 | sound_dialog_play_block pause
|
---|
| 772 | cinematic_stop (SHINnametag, 15, 20)
|
---|
| 773 | message xf1 400
|
---|
| 774 | sleep 400
|
---|
| 775 | message xlastreview
|
---|
| 776 | particle obj_lastreview create
|
---|
| 777 | console_activate 12
|
---|
| 778 | wp_disable_fade=0
|
---|
| 779 | }
|
---|
| 780 | }
|
---|
| 781 |
|
---|
| 782 | func void lastreview(string ai_name)
|
---|
| 783 | {
|
---|
| 784 | music_stop
|
---|
| 785 | particle obj_lastreview kill
|
---|
| 786 | message_remove
|
---|
| 787 | message_remove xlastreview
|
---|
| 788 | text_console level_1f
|
---|
| 789 | lock_keys keys_all
|
---|
| 790 | sleep 60
|
---|
| 791 | dprint swing
|
---|
| 792 | swing
|
---|
| 793 | ui_suppress_prompt=0
|
---|
| 794 | }
|
---|
| 795 |
|
---|
| 796 | ######################################
|
---|
| 797 | # training scripts used in warehouse #
|
---|
| 798 | ######################################
|
---|
| 799 | # note: health function 'yhealth' is in the level_script file #
|
---|
| 800 |
|
---|
| 801 | func void train_fathealth(string ai_name)
|
---|
| 802 | {
|
---|
| 803 | chr_wait_animtype char_0 Pickup_Object
|
---|
| 804 | if(trigvolume_count (80) eq 1)
|
---|
| 805 | {
|
---|
| 806 | sleep 90
|
---|
| 807 | message xtabhypo 300
|
---|
| 808 | sound_dialog_play_block c00_01_93shinatama
|
---|
| 809 | sound_dialog_play_block pause
|
---|
| 810 | sleep 40
|
---|
| 811 | sound_dialog_play_block c00_01_94shinatama
|
---|
| 812 | }
|
---|
| 813 | }
|
---|
| 814 |
|
---|
| 815 | func void intro_enemies(string ai_name)
|
---|
| 816 | {
|
---|
| 817 | dprint intro_enemies
|
---|
| 818 | how_far_along = 11;
|
---|
| 819 |
|
---|
| 820 | music_firstfight
|
---|
| 821 |
|
---|
| 822 | if (how_far_along eq 11)
|
---|
| 823 | {
|
---|
| 824 | ai2_spawn Bay2_Thug_1
|
---|
| 825 | ai2_spawn Bay2_Thug_2
|
---|
| 826 | }
|
---|
| 827 |
|
---|
| 828 | if (how_far_along eq 11)
|
---|
| 829 | {
|
---|
| 830 | # enemies
|
---|
| 831 | message c01_50_84 240
|
---|
| 832 | sleep 360
|
---|
| 833 | }
|
---|
| 834 | }
|
---|
| 835 |
|
---|
| 836 | func void train_alarm(string ai_name)
|
---|
| 837 | {
|
---|
| 838 | how_far_along = 13;
|
---|
| 839 |
|
---|
| 840 | if (how_far_along eq 13)
|
---|
| 841 | {
|
---|
| 842 | ai2_spawn Bay4_Comguy_1
|
---|
| 843 | # alarm
|
---|
| 844 | sleep 180
|
---|
| 845 | message c01_50_88 240
|
---|
| 846 | sleep 240
|
---|
| 847 | }
|
---|
| 848 |
|
---|
| 849 | if (how_far_along eq 13)
|
---|
| 850 | {
|
---|
| 851 | # alarm
|
---|
| 852 | message c01_50_89 240
|
---|
| 853 | sleep 240
|
---|
| 854 | }
|
---|
| 855 |
|
---|
| 856 | # if (how_far_along eq 13)
|
---|
| 857 | # {
|
---|
| 858 | # alarm
|
---|
| 859 | # message c01_50_90 240
|
---|
| 860 | # sleep 240
|
---|
| 861 | # }
|
---|
| 862 | }
|
---|
| 863 |
|
---|
| 864 | func void train_neutral(string ai_name)
|
---|
| 865 | {
|
---|
| 866 | how_far_along = 14;
|
---|
| 867 | target_set(92,15.0)
|
---|
| 868 | if (how_far_along eq 14)
|
---|
| 869 | {
|
---|
| 870 | # neutrals
|
---|
| 871 | message c01_50_91 240
|
---|
| 872 | sleep 240
|
---|
| 873 | sound_dialog_play_block c00_01_97shinatama
|
---|
| 874 | }
|
---|
| 875 | }
|
---|
| 876 |
|
---|
| 877 | func void train_timer(string ai_name)
|
---|
| 878 | {
|
---|
| 879 | how_far_along = 15;
|
---|
| 880 |
|
---|
| 881 | if(how_far_along eq 15)
|
---|
| 882 | {
|
---|
| 883 | target_set(96,15.0)
|
---|
| 884 | timer_start 180 OutroLose
|
---|
| 885 | sound_dialog_play_block c00_01_95shinatama
|
---|
| 886 | sleep 180
|
---|
| 887 | objective_set(4)
|
---|
| 888 | sound_dialog_play_block pause
|
---|
| 889 | music_timer
|
---|
| 890 | }
|
---|
| 891 |
|
---|
| 892 | if (how_far_along eq 15)
|
---|
| 893 | {
|
---|
| 894 | sleep 60
|
---|
| 895 | message timer_text 300
|
---|
| 896 | sleep 360
|
---|
| 897 | message timer_text2 240
|
---|
| 898 | }
|
---|
| 899 | }
|
---|
| 900 |
|
---|
| 901 | ############################
|
---|
| 902 | # warn about alarm console #
|
---|
| 903 | ############################
|
---|
| 904 | func void alarm_warning(string ai_name)
|
---|
| 905 | {
|
---|
| 906 | if(count_alarm eq 0)
|
---|
| 907 | {
|
---|
| 908 | message alarm_warn 300
|
---|
| 909 | }
|
---|
| 910 | count_alarm = 1;
|
---|
| 911 | }
|
---|
| 912 |
|
---|
| 913 | func void alarm_warningb(string ai_name)
|
---|
| 914 | {
|
---|
| 915 | count_alarm = 0;
|
---|
| 916 | }
|
---|
| 917 |
|
---|
| 918 | #############################
|
---|
| 919 | # consoles and compass hint #
|
---|
| 920 | #############################
|
---|
| 921 | func void console_jump(string ai_name)
|
---|
| 922 | {
|
---|
| 923 | text_console level_1g
|
---|
| 924 | console_reset 18
|
---|
| 925 | }
|
---|
| 926 |
|
---|
| 927 | func void console_escape(string ai_name)
|
---|
| 928 | {
|
---|
| 929 | text_console level_1h
|
---|
| 930 | console_reset 17
|
---|
| 931 | }
|
---|
| 932 |
|
---|
| 933 | func void console_attack(string ai_name)
|
---|
| 934 | {
|
---|
| 935 | text_console level_1i
|
---|
| 936 | console_reset 16
|
---|
| 937 | }
|
---|
| 938 |
|
---|
| 939 | func void console_flash(string ai_name)
|
---|
| 940 | {
|
---|
| 941 | text_console level_1j
|
---|
| 942 | console_reset 15
|
---|
| 943 | }
|
---|
| 944 |
|
---|
| 945 | func void console_throw(string ai_name)
|
---|
| 946 | {
|
---|
| 947 | text_console level_1k
|
---|
| 948 | console_reset 14
|
---|
| 949 | }
|
---|
| 950 |
|
---|
| 951 | func void console_block(string ai_name)
|
---|
| 952 | {
|
---|
| 953 | text_console level_1l
|
---|
| 954 | console_reset 13
|
---|
| 955 | }
|
---|
| 956 |
|
---|
| 957 | func void t77(string ai_name)
|
---|
| 958 | {
|
---|
| 959 | message xarrow 400
|
---|
| 960 | }
|
---|