source: AE/packages/VanillaBSL/IGMD/manplant/manplant_cutscene.bsl @ 407

Last change on this file since 407 was 407, checked in by gumby, 14 years ago

rename ahoy

File size: 10.0 KB
Line 
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
15        cm_interpolate Camout01 0
16        env_show 561 0
17        sleep f14
18        begin_cutscene
19        sleep f30
20        #Outside shot of cops walking in
21        ai2_spawn Recep
22        ai2_spawn partner_cop_1
23        ai2_spawn partner_cop_2
24        playback 0 IntroKonoko01
25        playback partner_cop_1 IntroCop01
26        playback partner_cop_2 IntroCop02
27        #cm_interpolate Camout01 0
28       
29        sound_music_start mus_ambgrv1b 0.90
30        #music_script_start();
31
32        fade_in 120
33
34        sleep f240
35        #cops enter building, shot behind the receptionist
36        cm_anim both Camin02
37        chr_envanim Recep IntroSecBox01 norotation
38        chr_animate Recep SECRETsit_prehello 540
39        chr_lock_active Recep
40        chr_lock_active partner_cop_1
41        chr_lock_active partner_cop_2
42        #receptionist looks up and Cop introduces himself
43        cm_interpolate_block Camin03 0
44        chr_envanim Recep IntroSecBox01 norotation
45        chr_animate Recep SECRETsit_prehello 120
46        chr_animate_block Recep SECRETsit_hello 90
47
48        sound_music_volume mus_ambgrv1b 0.6 1
49
50        chr_animate_block Recep SECRETsit_talk 600
51        chr_envanim Recep IntroSecBox01 norotation
52
53        sound_dialog_play c01_04_01receptionist
54        cinematic_start (RECEPtalking, 180, 180, 20, 9, 20, true)
55        sound_dialog_play_block pause
56        cinematic_stop (RECEPtalking, 20, 20)
57        cinematic_start (TCTFtalking, 180, 180, 19, 7, 20, false)
58        sound_dialog_play c01_04_02tctfag1
59        chr_envanim Recep IntroSecBox01 norotation
60        #Konoko interrupts Cop guy
61        playback 0 IntroKonokoInt
62        sleep f100
63        #sound_dialog_play_block pause
64        chr_envanim Recep IntroSecBox01 norotation
65        cm_interpolate IntroCamInterrupt 0
66        cinematic_start (KONpsychedup, 180, 180, 20, 7, 20, false)
67        playback partner_cop_1 IntroCopInt
68        sound_dialog_play_interrupt c01_04_03konoko
69        cinematic_stop (TCTFtalking, 19, 20)
70        sound_dialog_play_block pause
71        cinematic_stop (KONpsychedup, 19, 20)
72        #Receptionis says ok officer
73        cm_interpolate Camin03 0
74        chr_envanim Recep IntroSecBox01 norotation
75        chr_animate Recep SECRETsit_talk 400
76        sleep f30
77        cinematic_start (RECEPtalking, 180, 180, 20, 9, 20, true)
78        sound_dialog_play c01_04_04receptionist
79        sleep f90
80        #Receptionis hits alarm
81        cm_anim both IntroCamAlarm
82        chr_envanim Recep IntroSecBox01 norotation
83        chr_animate Recep SECRETsit_alarm 400
84        sleep f110
85        particle IntroLight01 create
86        particle IntroLight01 do start
87        cinematic_stop (RECEPtalking, 20, 20)
88        #Bad guys see alarm is hit
89        cm_wait
90        chr_create 1050 start
91        ai2_spawn Barabus
92        chr_neutral 1050 1
93        #chr_neutral 1051 1
94        playback 1050 IntroMuroSet
95        playback Barabus IntroBossSet
96        cm_interpolate IntroCamBadGuys00 0
97
98        sound_ambient_start alarm_loop
99
100        cm_interpolate_block IntroCamBadGuys01 240
101        sleep f120
102        cinematic_start (BOSS1nametag, 180, 180, 16, 3, 20, false)
103        sound_dialog_play c02_05_01barabas
104
105        sound_ambient_volume alarm_loop .35 1.0
106       
107        sound_dialog_play_block pause
108        #Muro turns to Bossman
109        playback 1050 IntroMuro01
110        cm_interpolate IntroCamMuro01 0
111        cinematic_start (MUROnametag, 180, 180, 15, 1, 20, false)       
112        sound_dialog_play c02_05_02muro
113        sound_dialog_play_block pause
114        #Bossman and Muro talk
115        cm_interpolate IntroCamBothLt 0
116        cm_interpolate_block IntroCamBothRt 500
117        sound_dialog_play c02_05_03barabas
118        sound_dialog_play_block pause
119        sound_dialog_play c02_05_04muro
120        sound_dialog_play_block pause
121        sound_dialog_play c02_05_05barabas
122        sound_dialog_play_block pause
123        #Muro talks
124        cm_interpolate IntroCamMuro02 0
125
126        sound_ambient_volume alarm_loop 0.0 1.0
127        sound_ambient_stop alarm_loop
128
129        sound_dialog_play c02_05_06muro
130        sound_dialog_play_block pause
131        #Bossman and Muro talk
132        cm_interpolate IntroCamBothRtHigh 0
133        cm_interpolate_block IntroCamBothLtHigh 500
134        sound_dialog_play c02_05_07muro
135        sound_dialog_play_block pause
136        sound_dialog_play c02_05_08barabas
137        sound_dialog_play_block pause
138        sound_dialog_play c02_05_09muro
139        sound_dialog_play_block pause
140        sound_dialog_play c02_05_10barabas
141        sound_dialog_play_block pause
142        #Muro talks
143        cm_interpolate IntroCamMuro01 0
144        sound_dialog_play c02_05_11muro
145        sound_dialog_play_block pause
146        cinematic_stop (MUROnametag, 15,20)
147        cinematic_stop (BOSS1nametag, 16,20)
148        #Receptionist says hold on
149        cm_interpolate Camin03 0
150        chr_envanim Recep IntroSecBox01 norotation
151        chr_animate Recep SECRETsit_unalarm 180
152        chr_animate_block Recep SECRETsit_talk 500
153        sound_dialog_play c02_05_12receptionist
154        cinematic_start (RECEPtalking, 180, 180, 20, 9, 20, true)
155        sound_dialog_play_block pause
156        cinematic_stop (RECEPtalking, 20,20)
157        #Strikers Rush in
158
159        sound_ambient_volume mus_ambgrv1b 0 .5
160
161        music_script_start();
162
163        ai2_spawn ambush_striker_3
164        ai2_spawn ambush_striker_2
165        #chr_neutral ambush_striker_3 1
166        #chr_neutral ambush_striker_2 1
167       
168        door_open 21
169        door_jam 21
170
171        playback ambush_striker_3 IntroStrikerRight01
172        playback ambush_striker_2 IntroStrikerRight02
173        cm_interpolate IntroCamDoorRight01 0
174        sleep f180
175        #Cop says what the?
176        playback partner_cop_2 IntroCop02Surprise
177        chr_envanim 1003 IntroSecBox01 norotation
178        chr_animate Recep SECRETsit_talk 400
179        cm_interpolate IntroCamSurprise 0
180        cm_interpolate_block IntroCamSurprise02 90
181        sound_dialog_play c02_05_13tctfag1
182        ai2_spawn ambush_striker_1
183        #chr_neutral ambush_striker_1 1
184
185        door_unlock 4
186        door_open 4
187        door_jam 4
188       
189        playback ambush_striker_1 IntroStrikerLeft01
190        sleep f60
191        #Konoko looks around
192        chr_envanim Recep IntroSecBox01 norotation
193        chr_animate Recep SECRETsit_talk 180
194        cm_reset
195        playback 0 IntroKonokoLook
196        sleep f30
197        cinematic_start (KONangryfront, 180, 180, 20, 7, 10, false)
198        sleep f170
199        #Konoko says we got company
200        playback Recep IntroRecepRun
201        cm_interpolate IntroCamCompany 0
202        sound_dialog_play c02_05_14konoko
203        sleep f30
204        playback Recep IntroRecepRun
205        sound_dialog_play_block pause
206        cinematic_stop (KONangryfront, 19 ,20)
207        #gameplay resumes
208        cm_reset
209        env_show 561 1
210        env_show 560 0
211        end_cutscene
212
213        ai2_attack partner_cop_1 ambush_striker_1
214        ai2_attack partner_cop_2 ambush_striker_3
215
216        chr_delete 1050
217        chr_delete Barabus
218        particle IntroLight01 kill
219        sleep f90
220        #chr_delete Recep
221       
222        door_lock 1
223        door_unjam 4
224        door_lock 4
225        door_unjam 21
226        set_objective_1
227       
228        save_point_1
229}
230
231func void
232Chase(
233        void)
234{
235        sleep 60
236        begin_cutscene jello
237#       sleep f10
238#       cm_orbit .1
239        sleep f30
240        chr_animate 0 KONOKOwatch_start 60
241        sleep f40
242        cinematic_start (KONtalking, 180, 180, 15, 1, 20, false)
243        cinematic_start (GRIFtalking, 180, 180, 16, 3, 20, true)
244        sleep f19
245        chr_animate 0 KONOKOwatch_idle 3000
246
247        sound_music_volume atm_low_perc1 0.35 1.0
248
249        sound_dialog_play c02_06_01konoko
250        sound_dialog_play_block pause
251        sound_dialog_play c02_06_02griffin
252        sound_dialog_play_block pause
253        sound_dialog_play c02_06_03konoko
254        sound_dialog_play_block pause
255        sound_dialog_play c02_06_04griffin
256        sound_dialog_play_block pause
257        sound_dialog_play c02_06_05konoko
258        sound_dialog_play_block pause
259        sound_dialog_play c02_06_06griffin
260        sound_dialog_play_block pause
261        sound_dialog_play c02_06_07konoko
262        sound_dialog_play_block pause
263        cinematic_stop (KONtalking, 15,20)
264        cinematic_stop (GRIFtalking, 16,20)
265        chr_animate 0 KONOKOwatch_stop
266        sleep f15
267        cm_reset
268        end_cutscene
269
270        sound_music_volume atm_low_perc1 .90 1.0
271       
272        striker_counter = striker_counter + 2
273        particle save1b_locklight01 do start
274        door_unlock 11
275        console_deactivate 15
276       
277        if (alarm_counter eq 1)         
278                {
279                ai2_spawn hall_striker_2
280                ai2_tripalarm konoko 1
281                }
282}
283
284
285func void
286Griffin_1(
287        void)
288{
289        begin_cutscene jello
290        sound_ambient_stop alarm_loop
291        sleep f30
292        chr_animate 0 KONOKOwatch_start 60
293        sleep 40
294        cinematic_start (KONtalking, 180, 180, 15, 1, 20, false)
295        cinematic_start (GRIFtalking, 180, 180, 16, 3, 20, true)
296        sleep f19
297        chr_animate 0 KONOKOwatch_idle 3000
298        sound_dialog_play c02_07_01griffin
299        sound_dialog_play_block pause
300        sound_dialog_play c02_07_02konoko
301        sound_dialog_play_block pause
302        chr_animate 0 KONOKOwatch_stop
303        cinematic_stop (KONtalking, 15,20)
304        cinematic_stop (GRIFtalking, 16,20)
305        sleep f15
306        cm_reset
307        end_cutscene
308}
309
310
311func void
312outro(
313        void)
314{
315        begin_cutscene
316        env_show 555 1
317        env_show 556 0
318        #Konok talks on watch radio to Griffin
319        #playback 0 OutroKonokoSet
320        ##cm_interpolate OutroCam00 0
321        ##cm_interpolate_block OutroCam01 180
322        fork soundplay
323        gl_fog_blue=0
324        gl_fog_red=0
325        gl_fog_green=0
326        gl_fog_end=.999
327        gl_fog_start_changeto 0.92 60
328        sleep f60
329        sleep f30
330        playback 0 OutroKonokoRun
331        cm_interpolate OutroCam00 0
332        cm_interpolate_block OutroCam01 180
333        sleep f120
334        #Konoko jumps out of room
335        playback 0 OutroKonoko01
336        cm_interpolate OutroCam02 0
337        sleep f60
338        #cm_interpolate_block OutroCam03 180
339        sleep f40
340        particle OutroCharge do explode
341        sleep f200
342        #Konoko runs out of room
343        playback 0 OutroKonoko02
344        door_open 4
345        door_jam 4
346        cm_interpolate OutroCam04 0
347        sleep f90
348        cm_interpolate_block OutroCam05 180
349        sleep f180
350        #Konoko runs out of front door
351        cm_interpolate OutroCam06 0
352        cm_interpolate_block OutroCam07 180
353        sleep f100
354        door_open 1
355        door_jam 1
356        sleep f140
357        fade_out 0 0 0 120
358        #win
359}
360
361func void
362soundplay(
363        void)
364{
365        cinematic_start (GRIFtalking, 180, 180, 15, 1, 20, false)
366        sound_dialog_play c02_09_01griffin
367        sleep f60
368        sound_dialog_play_block pause
369        sound_dialog_play c02_09_02kerr
370        cinematic_start (KERRtalking, 180, 180, 16, 3, 20, true)       
371        sound_dialog_play_block pause
372        sound_dialog_play c02_09_03griffin
373        sound_dialog_play_block pause
374        sound_dialog_play c02_09_04kerr
375        sound_dialog_play_block pause
376        sound_dialog_play c02_09_05griffin
377        sound_dialog_play_block pause
378        sound_dialog_play c02_09_06kerr
379        sound_dialog_play_block pause
380        sound_dialog_play c02_09_07griffin
381        sound_dialog_play_block pause
382        cinematic_stop (KERRtalking, 16,20)
383        cinematic_stop (GRIFtalking, 15,20)
384        sleep f100
385        gl_fog_end=1
386        gl_fog_start=.975
387        win
388}
389
390
391
392func void
393animate(
394        void)
395{
396        env_anim 1101 1
397        env_anim 1102 1
398        env_anim 1103 1
399        env_anim 1104 1
400        env_anim 1105 1
401        env_anim 1106 1
402        env_anim 1107 1
403        env_anim 1108 1
404        env_anim 1109 1
405        env_anim 1110 1
406        env_anim 1111 1
407        env_anim 1201 1
408        env_anim 1202 1
409        env_anim 1203 1
410        env_anim 1204 1
411}
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