source: AE/packages/VanillaBSL/IGMD/manplant/manplant_cutscene.bsl@ 691

Last change on this file since 691 was 529, checked in by iritscen, 15 years ago

Folding BSL widescreen fixes into VanillaBSL because that's where they need to be.

File size: 10.3 KB
RevLine 
[407]1#
2# manplant_cutscene.bsl
3#
4
5func void
6manplant_cs_intro(void)
7{
8
9}
10
11
12func void intro(void)
13{
14 fade_out 0 0 0 0
[529]15 #cm_interpolate Camout01 0
[407]16 env_show 561 0
17 sleep f14
18 begin_cutscene
19 sleep f30
20 #Outside shot of cops walking in
21 ai2_spawn partner_cop_1
22 ai2_spawn partner_cop_2
[529]23 ai2_spawn Recep
24 ai2_takecontrol 1
25
26 chr_envanim Recep IntroSecBox01 norotation
27 chr_animate Recep SECRETsit_prehello 300
28 chr_envanim Recep IntroSecBox01 norotation
29
30 sleep f2
31 chr_focus 3
32 cm_distance = 300
33 cm_orbit 0.07 720
34
[407]35 playback 0 IntroKonoko01
36 playback partner_cop_1 IntroCop01
37 playback partner_cop_2 IntroCop02
38 #cm_interpolate Camout01 0
[529]39
40
[407]41 sound_music_start mus_ambgrv1b 0.90
42 #music_script_start();
43
44 fade_in 120
45
46 sleep f240
47 #cops enter building, shot behind the receptionist
48 cm_anim both Camin02
49 chr_envanim Recep IntroSecBox01 norotation
50 chr_animate Recep SECRETsit_prehello 540
51 chr_lock_active Recep
52 chr_lock_active partner_cop_1
53 chr_lock_active partner_cop_2
54 #receptionist looks up and Cop introduces himself
55 cm_interpolate_block Camin03 0
56 chr_envanim Recep IntroSecBox01 norotation
57 chr_animate Recep SECRETsit_prehello 120
58 chr_animate_block Recep SECRETsit_hello 90
59
60 sound_music_volume mus_ambgrv1b 0.6 1
61
62 chr_animate_block Recep SECRETsit_talk 600
63 chr_envanim Recep IntroSecBox01 norotation
64
65 sound_dialog_play c01_04_01receptionist
66 cinematic_start (RECEPtalking, 180, 180, 20, 9, 20, true)
67 sound_dialog_play_block pause
68 cinematic_stop (RECEPtalking, 20, 20)
69 cinematic_start (TCTFtalking, 180, 180, 19, 7, 20, false)
70 sound_dialog_play c01_04_02tctfag1
71 chr_envanim Recep IntroSecBox01 norotation
72 #Konoko interrupts Cop guy
73 playback 0 IntroKonokoInt
74 sleep f100
75 #sound_dialog_play_block pause
76 chr_envanim Recep IntroSecBox01 norotation
77 cm_interpolate IntroCamInterrupt 0
78 cinematic_start (KONpsychedup, 180, 180, 20, 7, 20, false)
79 playback partner_cop_1 IntroCopInt
80 sound_dialog_play_interrupt c01_04_03konoko
81 cinematic_stop (TCTFtalking, 19, 20)
82 sound_dialog_play_block pause
83 cinematic_stop (KONpsychedup, 19, 20)
84 #Receptionis says ok officer
85 cm_interpolate Camin03 0
86 chr_envanim Recep IntroSecBox01 norotation
87 chr_animate Recep SECRETsit_talk 400
88 sleep f30
89 cinematic_start (RECEPtalking, 180, 180, 20, 9, 20, true)
90 sound_dialog_play c01_04_04receptionist
91 sleep f90
[529]92 #Restore original values after cutscene
93 chr_focus 0
94 ai2_takecontrol 0
95 cm_distance=33
[407]96 #Receptionis hits alarm
97 cm_anim both IntroCamAlarm
98 chr_envanim Recep IntroSecBox01 norotation
99 chr_animate Recep SECRETsit_alarm 400
100 sleep f110
101 particle IntroLight01 create
102 particle IntroLight01 do start
103 cinematic_stop (RECEPtalking, 20, 20)
104 #Bad guys see alarm is hit
105 cm_wait
106 chr_create 1050 start
107 ai2_spawn Barabus
108 chr_neutral 1050 1
109 #chr_neutral 1051 1
110 playback 1050 IntroMuroSet
111 playback Barabus IntroBossSet
112 cm_interpolate IntroCamBadGuys00 0
113
114 sound_ambient_start alarm_loop
115
116 cm_interpolate_block IntroCamBadGuys01 240
117 sleep f120
118 cinematic_start (BOSS1nametag, 180, 180, 16, 3, 20, false)
119 sound_dialog_play c02_05_01barabas
120
121 sound_ambient_volume alarm_loop .35 1.0
122
123 sound_dialog_play_block pause
124 #Muro turns to Bossman
125 playback 1050 IntroMuro01
126 cm_interpolate IntroCamMuro01 0
127 cinematic_start (MUROnametag, 180, 180, 15, 1, 20, false)
128 sound_dialog_play c02_05_02muro
129 sound_dialog_play_block pause
130 #Bossman and Muro talk
131 cm_interpolate IntroCamBothLt 0
132 cm_interpolate_block IntroCamBothRt 500
133 sound_dialog_play c02_05_03barabas
134 sound_dialog_play_block pause
135 sound_dialog_play c02_05_04muro
136 sound_dialog_play_block pause
137 sound_dialog_play c02_05_05barabas
138 sound_dialog_play_block pause
139 #Muro talks
140 cm_interpolate IntroCamMuro02 0
141
142 sound_ambient_volume alarm_loop 0.0 1.0
143 sound_ambient_stop alarm_loop
144
145 sound_dialog_play c02_05_06muro
146 sound_dialog_play_block pause
147 #Bossman and Muro talk
148 cm_interpolate IntroCamBothRtHigh 0
149 cm_interpolate_block IntroCamBothLtHigh 500
150 sound_dialog_play c02_05_07muro
151 sound_dialog_play_block pause
152 sound_dialog_play c02_05_08barabas
153 sound_dialog_play_block pause
154 sound_dialog_play c02_05_09muro
155 sound_dialog_play_block pause
156 sound_dialog_play c02_05_10barabas
157 sound_dialog_play_block pause
158 #Muro talks
159 cm_interpolate IntroCamMuro01 0
160 sound_dialog_play c02_05_11muro
161 sound_dialog_play_block pause
162 cinematic_stop (MUROnametag, 15,20)
163 cinematic_stop (BOSS1nametag, 16,20)
164 #Receptionist says hold on
165 cm_interpolate Camin03 0
166 chr_envanim Recep IntroSecBox01 norotation
167 chr_animate Recep SECRETsit_unalarm 180
168 chr_animate_block Recep SECRETsit_talk 500
169 sound_dialog_play c02_05_12receptionist
170 cinematic_start (RECEPtalking, 180, 180, 20, 9, 20, true)
171 sound_dialog_play_block pause
172 cinematic_stop (RECEPtalking, 20,20)
173 #Strikers Rush in
174
175 sound_ambient_volume mus_ambgrv1b 0 .5
176
177 music_script_start();
178
179 ai2_spawn ambush_striker_3
180 ai2_spawn ambush_striker_2
181 #chr_neutral ambush_striker_3 1
182 #chr_neutral ambush_striker_2 1
183
184 door_open 21
185 door_jam 21
186
187 playback ambush_striker_3 IntroStrikerRight01
188 playback ambush_striker_2 IntroStrikerRight02
189 cm_interpolate IntroCamDoorRight01 0
190 sleep f180
191 #Cop says what the?
192 playback partner_cop_2 IntroCop02Surprise
193 chr_envanim 1003 IntroSecBox01 norotation
194 chr_animate Recep SECRETsit_talk 400
195 cm_interpolate IntroCamSurprise 0
196 cm_interpolate_block IntroCamSurprise02 90
197 sound_dialog_play c02_05_13tctfag1
198 ai2_spawn ambush_striker_1
199 #chr_neutral ambush_striker_1 1
200
201 door_unlock 4
202 door_open 4
203 door_jam 4
204
205 playback ambush_striker_1 IntroStrikerLeft01
206 sleep f60
207 #Konoko looks around
208 chr_envanim Recep IntroSecBox01 norotation
209 chr_animate Recep SECRETsit_talk 180
210 cm_reset
211 playback 0 IntroKonokoLook
212 sleep f30
213 cinematic_start (KONangryfront, 180, 180, 20, 7, 10, false)
214 sleep f170
215 #Konoko says we got company
216 playback Recep IntroRecepRun
217 cm_interpolate IntroCamCompany 0
218 sound_dialog_play c02_05_14konoko
219 sleep f30
220 playback Recep IntroRecepRun
221 sound_dialog_play_block pause
222 cinematic_stop (KONangryfront, 19 ,20)
223 #gameplay resumes
224 cm_reset
225 env_show 561 1
226 env_show 560 0
227 end_cutscene
228
229 ai2_attack partner_cop_1 ambush_striker_1
230 ai2_attack partner_cop_2 ambush_striker_3
231
232 chr_delete 1050
233 chr_delete Barabus
234 particle IntroLight01 kill
235 sleep f90
236 #chr_delete Recep
237
238 door_lock 1
239 door_unjam 4
240 door_lock 4
241 door_unjam 21
242 set_objective_1
243
244 save_point_1
245}
246
247func void
248Chase(
249 void)
250{
251 sleep 60
252 begin_cutscene jello
253# sleep f10
254# cm_orbit .1
255 sleep f30
256 chr_animate 0 KONOKOwatch_start 60
257 sleep f40
258 cinematic_start (KONtalking, 180, 180, 15, 1, 20, false)
259 cinematic_start (GRIFtalking, 180, 180, 16, 3, 20, true)
260 sleep f19
261 chr_animate 0 KONOKOwatch_idle 3000
262
263 sound_music_volume atm_low_perc1 0.35 1.0
264
265 sound_dialog_play c02_06_01konoko
266 sound_dialog_play_block pause
267 sound_dialog_play c02_06_02griffin
268 sound_dialog_play_block pause
269 sound_dialog_play c02_06_03konoko
270 sound_dialog_play_block pause
271 sound_dialog_play c02_06_04griffin
272 sound_dialog_play_block pause
273 sound_dialog_play c02_06_05konoko
274 sound_dialog_play_block pause
275 sound_dialog_play c02_06_06griffin
276 sound_dialog_play_block pause
277 sound_dialog_play c02_06_07konoko
278 sound_dialog_play_block pause
279 cinematic_stop (KONtalking, 15,20)
280 cinematic_stop (GRIFtalking, 16,20)
281 chr_animate 0 KONOKOwatch_stop
282 sleep f15
283 cm_reset
284 end_cutscene
285
286 sound_music_volume atm_low_perc1 .90 1.0
287
288 striker_counter = striker_counter + 2
289 particle save1b_locklight01 do start
290 door_unlock 11
291 console_deactivate 15
292
293 if (alarm_counter eq 1)
294 {
295 ai2_spawn hall_striker_2
296 ai2_tripalarm konoko 1
297 }
298}
299
300
301func void
302Griffin_1(
303 void)
304{
305 begin_cutscene jello
306 sound_ambient_stop alarm_loop
307 sleep f30
308 chr_animate 0 KONOKOwatch_start 60
309 sleep 40
310 cinematic_start (KONtalking, 180, 180, 15, 1, 20, false)
311 cinematic_start (GRIFtalking, 180, 180, 16, 3, 20, true)
312 sleep f19
313 chr_animate 0 KONOKOwatch_idle 3000
314 sound_dialog_play c02_07_01griffin
315 sound_dialog_play_block pause
316 sound_dialog_play c02_07_02konoko
317 sound_dialog_play_block pause
318 chr_animate 0 KONOKOwatch_stop
319 cinematic_stop (KONtalking, 15,20)
320 cinematic_stop (GRIFtalking, 16,20)
321 sleep f15
322 cm_reset
323 end_cutscene
324}
325
326
327func void
328outro(
329 void)
330{
331 begin_cutscene
332 env_show 555 1
333 env_show 556 0
334 #Konok talks on watch radio to Griffin
335 #playback 0 OutroKonokoSet
336 ##cm_interpolate OutroCam00 0
337 ##cm_interpolate_block OutroCam01 180
338 fork soundplay
339 gl_fog_blue=0
340 gl_fog_red=0
341 gl_fog_green=0
342 gl_fog_end=.999
343 gl_fog_start_changeto 0.92 60
344 sleep f60
345 sleep f30
346 playback 0 OutroKonokoRun
347 cm_interpolate OutroCam00 0
348 cm_interpolate_block OutroCam01 180
349 sleep f120
350 #Konoko jumps out of room
351 playback 0 OutroKonoko01
352 cm_interpolate OutroCam02 0
353 sleep f60
354 #cm_interpolate_block OutroCam03 180
355 sleep f40
356 particle OutroCharge do explode
357 sleep f200
358 #Konoko runs out of room
359 playback 0 OutroKonoko02
360 door_open 4
361 door_jam 4
362 cm_interpolate OutroCam04 0
363 sleep f90
364 cm_interpolate_block OutroCam05 180
365 sleep f180
366 #Konoko runs out of front door
367 cm_interpolate OutroCam06 0
368 cm_interpolate_block OutroCam07 180
369 sleep f100
370 door_open 1
371 door_jam 1
372 sleep f140
373 fade_out 0 0 0 120
374 #win
375}
376
377func void
378soundplay(
379 void)
380{
381 cinematic_start (GRIFtalking, 180, 180, 15, 1, 20, false)
382 sound_dialog_play c02_09_01griffin
383 sleep f60
384 sound_dialog_play_block pause
385 sound_dialog_play c02_09_02kerr
386 cinematic_start (KERRtalking, 180, 180, 16, 3, 20, true)
387 sound_dialog_play_block pause
388 sound_dialog_play c02_09_03griffin
389 sound_dialog_play_block pause
390 sound_dialog_play c02_09_04kerr
391 sound_dialog_play_block pause
392 sound_dialog_play c02_09_05griffin
393 sound_dialog_play_block pause
394 sound_dialog_play c02_09_06kerr
395 sound_dialog_play_block pause
396 sound_dialog_play c02_09_07griffin
397 sound_dialog_play_block pause
398 cinematic_stop (KERRtalking, 16,20)
399 cinematic_stop (GRIFtalking, 15,20)
400 sleep f100
401 gl_fog_end=1
402 gl_fog_start=.975
403 win
404}
405
406
407
408func void
409animate(
410 void)
411{
412 env_anim 1101 1
413 env_anim 1102 1
414 env_anim 1103 1
415 env_anim 1104 1
416 env_anim 1105 1
417 env_anim 1106 1
418 env_anim 1107 1
419 env_anim 1108 1
420 env_anim 1109 1
421 env_anim 1110 1
422 env_anim 1111 1
423 env_anim 1201 1
424 env_anim 1202 1
425 env_anim 1203 1
426 env_anim 1204 1
427}
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