1 | func void cheater(void) |
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2 | { |
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3 | invincible=1 |
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4 | omnipotent=1 |
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5 | lock_keys keys_all |
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6 | chr_teleport 0 7023 |
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7 | } |
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8 | ################################### |
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9 | # variables used in train2 scipts # |
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10 | ################################### |
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11 | |
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12 | #used to see if PPK combo was successful |
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13 | var int combo_did; |
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14 | |
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15 | #used to determine when to activate or deactivate blocking drone, current script comments out the usefulness of this variable |
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16 | var int count_block; |
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17 | |
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18 | #determines if reload in ballistics or cell |
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19 | var int reload=0; |
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20 | |
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21 | #makes sure reloading cells doesn't play before player has even picked up the rifle |
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22 | var int droid_active; |
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23 | |
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24 | #sees if you already reloaded ballistics ammo before the system had a chance to prompt you to do so |
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25 | var int already_reloaded; |
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26 | |
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27 | #sees if you already reloaded cell ammo before system prompted you to do so. |
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28 | var int already_reloaded2; |
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29 | |
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30 | #counts number of reload prompts necessary, if you reloaded more than one time, you lose rating points |
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31 | var int had_to_reload; |
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32 | |
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33 | #determines when inside the target shooting function |
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34 | var int inside_target_function; |
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35 | |
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36 | #determines when inside ammo reload function |
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37 | var int inside_ammo_function = 0; |
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38 | |
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39 | #determines when not to display block droid message |
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40 | var int block_off; |
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41 | |
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42 | ################################ |
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43 | # fight training scripts below # |
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44 | ################################ |
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45 | |
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46 | ######################### |
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47 | # punch and kick script # |
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48 | ######################### |
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49 | func void train_fighting(string ai_name) |
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50 | { |
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51 | how_far_along = 4; |
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52 | music_stop |
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53 | particle obj3 kill |
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54 | particle obj4 kill |
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55 | trig_deactivate 1 |
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56 | trig_deactivate 2 |
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57 | trig_deactivate 3 |
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58 | message_remove c01_50_23 |
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59 | message_remove jump_encourage |
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60 | message_remove jump_encourage2 |
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61 | sleep 60 |
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62 | sound_dialog_play_interrupt c00_01_64shinatama |
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63 | message_remove |
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64 | message begin_fight 240 |
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65 | sleep 240 |
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66 | # PUNCH-KICK |
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67 | lock_keys keys_attack |
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68 | message xpunch |
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69 | chr_wait_animtype 0 punch |
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70 | sleep 60 |
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71 | message_remove xpunch |
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72 | sleep 60 |
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73 | message xkick |
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74 | chr_wait_animtype 0 kick |
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75 | sleep 60 |
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76 | message_remove xkick |
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77 | sleep 60 |
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78 | |
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79 | if (how_far_along eq 4) |
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80 | { |
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81 | #throw two punches |
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82 | sound_dialog_play_block c00_01_65shinatama |
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83 | message punch |
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84 | chr_wait_animtype 0 punch2 |
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85 | message_remove punch |
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86 | sleep 60 |
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87 | message c01_50_27 180 |
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88 | sound_dialog_play_interrupt c00_01_66shinatama |
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89 | sound_dialog_play_block pause |
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90 | sleep 40 |
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91 | } |
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92 | |
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93 | if (how_far_along eq 4) |
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94 | { |
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95 | # more combo |
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96 | sound_dialog_play_block c00_01_67shinatama |
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97 | sound_dialog_play_block pause |
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98 | sleep 60 |
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99 | } |
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100 | |
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101 | if (how_far_along eq 4) |
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102 | { |
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103 | # FIRST COMBO |
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104 | message c01_50_29 |
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105 | fork combo_wait |
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106 | chr_wait_animtype 0 ppk |
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107 | combo_did = 1; |
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108 | sleep 60 |
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109 | message_remove c01_50_29 |
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110 | message_remove c01_50_29b |
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111 | sleep 60 |
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112 | sound_dialog_play_interrupt c00_01_07shinatama |
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113 | message xppk 180 |
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114 | sleep 180 |
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115 | } |
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116 | if(combo_did eq 1) |
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117 | { |
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118 | if (how_far_along eq 4) |
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119 | { |
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120 | # try linking for more combos |
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121 | sound_dialog_play_block c00_01_69shinatama |
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122 | sound_dialog_play_block pause |
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123 | sleep 240 |
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124 | } |
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125 | |
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126 | if (how_far_along eq 4) |
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127 | { |
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128 | # you're now ready to train with a sparring partner |
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129 | sound_dialog_play_block c00_01_70shinatama |
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130 | sound_dialog_play_block pause |
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131 | sleep 30 |
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132 | } |
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133 | if (how_far_along eq 4) |
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134 | { |
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135 | # proceed to the next room |
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136 | sound_dialog_play_block c00_01_71shinatama |
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137 | message xspar2 |
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138 | ai2_spawn dum_hit_flash |
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139 | chr_lock_active dum_hit_flash |
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140 | chr_death_lock dum_hit_flash 1 |
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141 | door_unlock 99 |
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142 | particle door2_locklight02 do start |
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143 | } |
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144 | } |
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145 | } |
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146 | |
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147 | func void combo_wait(string ai_name) |
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148 | { |
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149 | sleep 600 |
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150 | if (combo_did eq 0) |
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151 | { |
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152 | dprint rating |
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153 | rating = rating + 1 |
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154 | rating |
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155 | message_remove c01_50_29 |
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156 | sound_dialog_play_block c00_01_68shinatama |
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157 | sleep 60 |
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158 | } |
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159 | if (combo_did eq 0) |
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160 | { |
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161 | message c01_50_29b 240 |
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162 | sleep 240 |
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163 | } |
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164 | if (combo_did eq 0) |
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165 | { |
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166 | message c01_50_29 |
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167 | } |
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168 | |
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169 | # if(combo_did eq 0) |
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170 | # { |
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171 | # if (how_far_along eq 4) |
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172 | # { |
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173 | # try linking for more combos |
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174 | # sound_dialog_play_block c00_01_69shinatama |
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175 | # sound_dialog_play_block pause |
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176 | # sleep 240 |
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177 | # } |
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178 | # |
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179 | # if (how_far_along eq 4) |
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180 | # { |
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181 | # you're now ready to train with a sparring partner |
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182 | # sound_dialog_play_block c00_01_70shinatama |
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183 | # sound_dialog_play_block pause |
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184 | # sleep 30 |
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185 | # } |
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186 | # if (how_far_along eq 4) |
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187 | # { |
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188 | # proceed to the next room |
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189 | # sound_dialog_play_block c00_01_71shinatama |
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190 | # message xspar2 |
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191 | # ai2_spawn dum_hit_flash |
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192 | # chr_lock_active dum_hit_flash |
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193 | # chr_death_lock dum_hit_flash 1 |
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194 | # door_unlock 99 |
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195 | # particle door2_locklight02 do start |
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196 | # } |
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197 | # } |
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198 | } |
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199 | |
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200 | ################################## |
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201 | # train player about hit flashes # |
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202 | ################################## |
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203 | func void train_hit_flash(string ai_name) |
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204 | { |
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205 | particle steam stop |
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206 | music_train2 |
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207 | how_far_along = 6; |
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208 | message_remove xspar2 |
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209 | sleep 60 |
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210 | # try hitting this dummy |
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211 | sound_dialog_play_block c00_01_77shinatama |
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212 | message start_hit |
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213 | ai2_makeignoreplayer dum_hit_flash 1 |
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214 | } |
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215 | |
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216 | func void hurt_dummy1(string ai_name) |
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217 | { |
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218 | message_remove start_hit |
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219 | sleep 60 |
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220 | door_lock 99 |
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221 | particle door2_locklight02 do stop |
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222 | # dynamic hit flashes |
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223 | message c01_50_35 300 |
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224 | sleep 240 |
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225 | ai2_dopath dum_hit_flash patrol_dum_hit_flash |
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226 | ai2_setjobstate dum_hit_flash |
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227 | sleep 60 |
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228 | # more dynamic hit flashes blue |
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229 | message blueflash 300 |
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230 | sleep 240 |
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231 | ai2_dopath dum_hit_flash patrol_dum_hit_flash |
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232 | ai2_setjobstate dum_hit_flash |
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233 | sleep 60 |
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234 | message c01_50_37 300 |
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235 | sleep 240 |
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236 | ai2_dopath dum_hit_flash patrol_dum_hit_flash |
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237 | ai2_setjobstate dum_hit_flash |
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238 | sleep 60 |
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239 | # more dynamic hit flashes |
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240 | message c01_50_38 300 |
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241 | sleep 240 |
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242 | ai2_dopath dum_hit_flash patrol_dum_hit_flash |
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243 | ai2_setjobstate dum_hit_flash |
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244 | # move on to the next room to learn how to perform the most dangerous attacks. |
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245 | sleep 60 |
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246 | sound_dialog_play_block c00_01_78shinatama |
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247 | message goto_throw |
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248 | sleep 60 |
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249 | door_unlock 100 |
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250 | particle door3_locklight02 do start |
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251 | ai2_spawn dum_train_throw |
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252 | chr_lock_active dum_train_throw |
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253 | chr_death_lock dum_train_throw 1 |
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254 | ai2_makeignoreplayer dum_train_throw 1 |
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255 | } |
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256 | |
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257 | ################################### |
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258 | # train player to throw opponents # |
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259 | ################################### |
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260 | func void lockthrow(void) |
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261 | { |
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262 | door_lock 100 |
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263 | particle door3_locklight02 do stop |
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264 | } |
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265 | |
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266 | func void train_throw(string ai_name) |
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267 | { |
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268 | how_far_along = 7; |
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269 | message_remove goto_throw |
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270 | sleep 60 |
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271 | if (how_far_along eq 7) |
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272 | { |
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273 | # FIRST THROW |
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274 | sound_dialog_play_block c00_01_79shinatama |
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275 | message c01_50_41 |
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276 | chr_wait_animtype 0 throw_forward_punch throw_forward_kick run_throw_forward_punch run_throw_forward_kick |
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277 | message_remove c01_50_41 |
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278 | sleep 60 |
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279 | } |
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280 | |
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281 | if (how_far_along eq 7) |
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282 | { |
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283 | # more throws |
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284 | sound_dialog_play_block c00_01_80shinatama |
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285 | ai2_dopath dum_train_throw patrol_train_throw2 |
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286 | ai2_setjobstate dum_train_throw |
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287 | sleep 180 |
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288 | ai2_dopath dum_train_throw patrol_train_throw2 |
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289 | ai2_setjobstate dum_train_throw |
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290 | sleep 180 |
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291 | message xthrow1 360 |
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292 | ai2_dopath dum_train_throw patrol_train_throw2 |
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293 | ai2_setjobstate dum_train_throw |
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294 | sleep 180 |
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295 | ai2_dopath dum_train_throw patrol_train_throw2 |
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296 | ai2_setjobstate dum_train_throw |
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297 | sleep 180 |
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298 | ai2_dopath dum_train_throw patrol_train_throw2 |
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299 | ai2_setjobstate dum_train_throw |
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300 | sleep 180 |
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301 | message xthrow2 360 |
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302 | ai2_dopath dum_train_throw patrol_train_throw2 |
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303 | ai2_setjobstate dum_train_throw |
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304 | sleep 180 |
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305 | ai2_dopath dum_train_throw patrol_train_throw2 |
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306 | ai2_setjobstate dum_train_throw |
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307 | sleep 180 |
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308 | ai2_dopath dum_train_throw patrol_train_throw2 |
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309 | ai2_setjobstate dum_train_throw |
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310 | sleep 180 |
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311 | ai2_dopath dum_train_throw patrol_train_throw2 |
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312 | ai2_setjobstate dum_train_throw |
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313 | } |
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314 | |
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315 | if (how_far_along eq 7) |
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316 | { |
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317 | # Proceed to the next room and try blocking the training dummy'sleep 240 attacks. |
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318 | message goto_block |
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319 | sleep 60 |
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320 | door_unlock 101 |
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321 | particle door4_locklight02 do start |
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322 | particle door4b_locklight02 do start |
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323 | ai2_spawn dum_train_block |
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324 | ai2_makeignoreplayer dum_train_block 1 |
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325 | chr_invincible char_0 1 |
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326 | } |
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327 | |
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328 | } |
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329 | |
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330 | ############################### |
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331 | # train player to block blows # |
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332 | ############################### |
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333 | func void train_block(string ai_name) |
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334 | { |
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335 | #introduce blocking |
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336 | how_far_along = 5; |
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337 | message_remove goto_block |
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338 | # dummy attack |
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339 | sound_dialog_play_block c00_01_72shinatama |
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340 | sound_dialog_play_block pause |
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341 | sound_dialog_play_block c00_01_73shinatama |
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342 | if(count_block eq 0) |
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343 | { |
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344 | message c01_50_33 |
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345 | } |
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346 | } |
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347 | |
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348 | func void train_block2(string ai_name) |
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349 | { |
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350 | ai2_makeignoreplayer dum_train_block 0 |
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351 | ai2_dopath dum_train_block patrol_56b |
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352 | ai2_setjobstate dum_train_block |
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353 | message_remove c01_50_33 |
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354 | if(count_block eq 0) |
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355 | { |
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356 | count_block = 1 |
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357 | door_lock 101 |
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358 | door_close 101 |
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359 | particle door4_locklight02 do stop |
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360 | chr_delete dum_train_throw |
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361 | chr_delete dum_hit_flash |
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362 | chr_delete demo1 |
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363 | chr_delete demo2 |
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364 | chr_delete demo3 |
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365 | if (how_far_along eq 5) |
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366 | { |
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367 | # more blocking |
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368 | sleep 60 |
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369 | message c01_50_32 300 |
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370 | sound_dialog_play_block c00_01_74shinatama |
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371 | sound_dialog_play_pause |
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372 | sleep 30 |
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373 | sound_dialog_play_block c00_01_75shinatama |
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374 | message xblocking2 300 |
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375 | sound_dialog_play_pause |
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376 | sleep 30 |
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377 | sound_dialog_play_block c00_01_76shinatama |
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378 | } |
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379 | sleep 120 |
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380 | # message_remove xdronedeactive |
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381 | ai2_makeignoreplayer dum_train_block 1 |
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382 | ai2_dopath dum_train_block patrol_56b |
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383 | ai2_setjobstate dum_train_block |
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384 | sound_dialog_play_block c00_01_83shinatama |
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385 | sound_dialog_play_block pause |
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386 | door_unlock 102 |
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387 | particle door5_locklight02 do start |
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388 | message goto_shoot |
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389 | chr_inv_reset 0 |
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390 | music_stop |
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391 | sleep 60 |
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392 | dprint spawn_shoot |
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393 | ai2_spawn dum_train_shoot |
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394 | ai2_spawn dum_train_shoot2 |
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395 | ai2_passive dum_train_shoot 1 |
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396 | ai2_passive dum_train_shoot2 1 |
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397 | chr_invincible dum_train_shoot 1 |
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398 | chr_invincible dum_train_shoot2 1 |
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399 | chr_invincible char_0 0 |
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400 | console_deactivate 12 |
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401 | trigvolume_enable tv75 0 |
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402 | trigvolume_enable tv74 0 |
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403 | } |
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404 | } |
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405 | |
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406 | func void disable_tv46(void) |
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407 | { |
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408 | message_remove c01_50_33 |
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409 | trigvolume_enable trigger_volume_46 0 |
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410 | } |
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411 | |
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412 | ################################## |
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413 | # put drones back on their spots # |
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414 | ################################## |
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415 | func void flash_path(string ai_name) |
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416 | { |
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417 | sleep 90 |
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418 | ai2_dopath dum_hit_flash patrol_dum_hit_flash |
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419 | } |
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420 | |
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421 | func void throw_path(string ai_name) |
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422 | { |
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423 | sleep 90 |
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424 | ai2_dopath dum_train_throw patrol_train_throw2 |
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425 | } |
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426 | |
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427 | func void block_path(string ai_name) |
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428 | { |
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429 | if(block_off eq 0) |
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430 | { |
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431 | block_off = 1; |
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432 | message xdronedeactive 180 |
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433 | } |
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434 | ai2_makeignoreplayer dum_train_block 1 |
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435 | ai2_dopath dum_train_block patrol_56 |
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436 | sleep 180 |
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437 | block_off = 0; |
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438 | } |
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439 | |
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440 | func void block_path2(string ai_name) |
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441 | { |
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442 | |
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443 | ai2_makeignoreplayer dum_train_block 1 |
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444 | ai2_dopath dum_train_block patrol_56 |
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445 | } |
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446 | ###################################################### |
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447 | # regenerate first two training dummies as necessary # |
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448 | ###################################################### |
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449 | |
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450 | func void regen1(string ai_name) |
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451 | { |
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452 | dprint regen1 |
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453 | message_remove blueflash |
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454 | message_remove c01_50_37 |
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455 | message_remove c01_50_38 |
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456 | sleep 60 |
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457 | message xregen1 180 |
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458 | sleep 180 |
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459 | chr_set_health dum_hit_flash 50 |
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460 | ai2_dopath dum_hit_flash patrol_dum_hit_flash |
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461 | ai2_setjobstate dum_hit_flash |
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462 | } |
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463 | |
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464 | func void regen2(string ai_name) |
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465 | { |
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466 | dprint regen2 |
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467 | sleep 60 |
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468 | message xregen1 180 |
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469 | sleep 180 |
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470 | chr_set_health dum_train_throw 50 |
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471 | ai2_dopath dum_hit_flash patrol_train_throw2 |
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472 | ai2_setjobstate dum_train_throw |
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473 | } |
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474 | |
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475 | ######################### |
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476 | # train player to shoot # |
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477 | ######################### |
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478 | func void train_shoot(string ai_name) |
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479 | { |
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480 | # message_remove xdroneactive |
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481 | message_remove xdronedeactive |
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482 | particle g_tap1 create |
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483 | sleep 7 |
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484 | weapon_spawn w1_tap 7042 |
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485 | wp_disable_fade=1 |
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486 | how_far_along = 8; |
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487 | message_remove goto_shoot |
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488 | sleep 60 |
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489 | ai2_dopath dum_train_throw patrol_train_throw |
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490 | ai2_setjobstate dum_train_throw |
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491 | |
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492 | if (how_far_along eq 8) |
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493 | { |
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494 | lock_keys keys_inventory |
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495 | lock_keys keys_reload |
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496 | # approach weapons |
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497 | sound_dialog_play_block c00_01_84shinatama |
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498 | sound_dialog_play_pause |
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499 | chr_wait_animtype char_0 Pickup_Pistol Pickup_Pistol_Mid |
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500 | door_lock 102 |
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501 | particle door5_locklight02 do stop |
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502 | trigvolume_enable tv75 1 |
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503 | trigvolume_enable tv74 1 |
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504 | ui_show_element left 1 |
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505 | sleep 60 |
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506 | message c01_50_54 |
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507 | # hit targets |
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508 | sound_dialog_play_block c00_01_85shinatama |
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509 | chr_wait_animtype char_0 Autopistol_Recoil |
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510 | sleep 120 |
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511 | message_remove c01_50_54 |
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512 | sleep 60 |
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513 | message c01_50_53 300 |
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514 | sleep 300 |
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515 | } |
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516 | } |
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517 | |
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518 | func void enter_ammo_function(void) |
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519 | { |
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520 | dprint enter_ammo_function |
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521 | inside_ammo_function = 1; |
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522 | } |
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523 | |
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524 | func void exit_ammo_function(void) |
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525 | { |
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526 | dprint exit_ammo_function |
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527 | inside_ammo_function = 0; |
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528 | } |
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529 | |
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530 | func void need_ammo(string ai_name) |
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531 | { |
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532 | trigvolume_enable tv74 0 |
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533 | |
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534 | sleep 67 |
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535 | var int empty_weapon = chr_has_empty_weapon(char_0); |
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536 | |
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537 | dprint trying_ammo_function |
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538 | |
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539 | if (inside_ammo_function eq 0) |
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540 | { |
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541 | dprint doing_ammo_function |
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542 | enter_ammo_function(); |
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543 | |
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544 | if(empty_weapon eq 1) |
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545 | { |
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546 | sleep 15 |
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547 | if(reload eq 0) |
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548 | { |
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549 | message_remove xkeepshoot |
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550 | already_reloaded = 0; |
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551 | sound_dialog_play_block c00_01_87shinatama |
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552 | message c01_50_61 |
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553 | # generate powerup |
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554 | particle g_tap1 create |
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555 | sleep 7 |
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556 | powerup_spawn ammo 7042 |
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557 | particle g_tap2 create |
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558 | sleep 7 |
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559 | powerup_spawn ammo 7043 |
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560 | chr_wait_animtype char_0 Pickup_Object_Mid Pickup_Object |
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561 | fork remove_reload_message |
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562 | # sleep 60 |
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563 | message_remove c01_50_61 |
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564 | sleep 90 |
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565 | if(already_reloaded eq 0) |
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566 | { |
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567 | message xreload |
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568 | chr_wait_animtype char_0 reload_pistol |
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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 | } |
---|