source: AE/packages/VanillaBSL/IGMD/manplant/manplant_cutscene.bsl @ 529

Last change on this file since 529 was 529, checked in by iritscen, 13 years ago

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

File size: 10.3 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 partner_cop_1
22        ai2_spawn partner_cop_2
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
35        playback 0 IntroKonoko01
36        playback partner_cop_1 IntroCop01
37        playback partner_cop_2 IntroCop02
38        #cm_interpolate Camout01 0
39
40
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
92        #Restore original values after cutscene
93        chr_focus 0
94        ai2_takecontrol 0
95        cm_distance=33
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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