source: AE/packages/VanillaBSL/IGMD/manplant/manplant_level_logic.bsl@ 336

Last change on this file since 336 was 313, checked in by gumby, 16 years ago
File size: 20.5 KB
Line 
1### MANPLANT LEVEL LOGIC###
2
3# START, SAVE & OBJECTIVES
4
5func void func_start(string ai_name)
6{
7 dprint start_active
8 particle lock_1_locklight01 do start
9 particle guardroom_2_locklight01 do start
10 particle foyer_right_locklight01 do start
11 particle brainlock_2_locklight01 do start
12 chr_forceholster 0 1
13 trig_hide 205
14 trig_hide 204
15 trig_hide 2042
16 trig_hide 203
17 trig_hide 2032
18 trig_hide 202
19 trig_hide 2022
20 trig_hide 2023
21 trig_hide 201
22 trig_hide 2012
23 trig_hide 2013
24 particle febtober1_locklight01 do start
25 particle save1a_locklight01 do start
26
27 if (save_point eq 0)
28 {
29 my_save_point=0;
30 particle vent03 start
31 }
32
33 if (save_point eq 1)
34 {
35 my_save_point=1;
36 particle vent03 start
37 ai2_spawn partner_cop_1
38 ai2_spawn partner_cop_2
39 ai2_spawn ambush_striker_1
40 ai2_spawn ambush_striker_2
41 ai2_spawn ambush_striker_3
42 chr_delete Recep
43 door_lock 1
44 door_lock 4
45 restore_game
46 ai2_attack partner_cop_1 ambush_striker_1
47 ai2_attack partner_cop_2 ambush_striker_3
48 music_script_start();
49 sleep 30
50 set_objective_1
51 }
52
53 if (save_point eq 2)
54 {
55 my_save_point=2;
56 dprint restore2_active
57 door_lock 1
58 door_lock 4
59 door_lock 11
60 door_lock 12
61 door_lock 13
62 door_unlock 3
63 door_unlock 19
64 trigvolume_enable nook_1 0
65 trigvolume_enable nookright 0
66 trigvolume_enable tech_1 0
67 trigvolume_enable bait_1 0
68 trigvolume_enable tech_ambush_1 0
69 chr_delete Recep
70 chr_delete extra_thug_1
71 ai2_spawn hall_striker_1
72 console_deactivate 1
73 console_deactivate 9
74 particle lock_1b_locklight01 do start
75 particle lock_1a_locklight01 do start
76 particle save1b_locklight01 do stop
77 particle febtober1_locklight01 do start
78 particle vent01 start
79 particle vent03 start
80 restore_game
81 sound_music_start atm_low_perc1 0.90
82 sleep 30
83 set_objective_1
84 target_set (123,30)
85 }
86
87 if (save_point eq 3)
88 {
89 my_save_point=3;
90 dprint restore3_active
91 door_lock 1
92 door_lock 12
93 door_lock 13
94 door_lock 25
95 door_unlock 19
96 door_unlock 3
97 trigvolume_enable nook_1 0
98 trigvolume_enable nookright 0
99 trigvolume_enable tech_1 0
100 trigvolume_enable bait_1 0
101 trigvolume_enable Griffin 0
102 trigvolume_enable lowthug_1 0
103 trigvolume_reset febtober
104 trigvolume_reset febtober2
105 chr_delete Recep
106 console_deactivate 10
107 particle lock_1b_locklight01 do start
108 particle lock_1a_locklight01 do start
109 particle vent01 start
110 particle vent03 start
111 ai2_spawn low_thug_1
112 ai2_spawn low_thug_2
113 restore_game
114 sleep 30
115 set_objective_3
116 }
117
118 if (save_point eq 4)
119 {
120 dprint save_point_4
121 my_save_point=4;
122 dprint restore4_active
123 particle brainlock_2_locklight01 do stop
124 particle brainlock_3_locklight01 do start
125 door_lock 26
126 door_unlock 27
127 trigvolume_reset lockit
128 trigvolume_enable save_point4 0
129 brain_counter
130 trig_show 202
131 trig_show 204
132 trig_speed 202 .2
133 trig_speed 204 .2
134 trig_hide 2023
135 trig_hide 2013
136 particle brain start
137 particle brain1 start
138 restore_game
139 sound_ambient_start deadlybrain_sound 0.75
140 sleep 30
141 set_objective_4
142 }
143}
144
145func void you_lose(string ai_name)
146{
147 sleep 240
148 fade_out 0 0 0 180
149 sleep 240
150 lose
151}
152
153func void you_win(int char_index)
154{
155 win
156}
157
158func void save_point_1(string player_name)
159{
160 dprint save_point_1_active
161 save_game 1 autosave
162}
163
164func void save_point_2(string player_name)
165{
166 dprint save_point_2_active
167 save_game 2 autosave
168}
169
170func void save_point_3(string player_name)
171{
172 dprint save_point_3_active
173 save_game 3
174 door_lock 25 autosave
175}
176
177func void save_point_4(string player_name)
178{
179 dprint save_point_4_active
180 save_game(4, autosave);
181 particle(brainlock_2_locklight01, do, stop);
182 particle(brainlock_3_locklight01, do, start);
183 door_lock(26);
184 door_unlock(27);
185 particle vent01 kill
186 particle vent02 kill
187}
188
189func void set_objective_1(string ai_name)
190{
191 dprint set_objective1
192 objective_set(1)
193 target_set (38,30)
194 sound_dialog_play c00_01_22shinatama
195}
196
197func void set_objective_2(string ai_name)
198{
199 dprint set_objective2
200 objective_set(2)
201 target_set (128,30)
202 sound_dialog_play c00_01_26shinatama
203}
204
205func void set_target(string ai_name)
206{
207 dprint new_target
208 target_set (124,30)
209 sound_dialog_play c00_01_27shinatama
210}
211
212func void set_objective_3(string ai_name)
213{
214 dprint set_objective3
215 objective_set(3)
216 target_set (125,30)
217 trigvolume_enable Griffin 0
218 sound_dialog_play c00_01_18shinatama
219}
220
221func void set_objective_4(string ai_name)
222{
223 dprint set_objective4
224 objective_set(4)
225 sound_dialog_play c00_01_20shinatama
226}
227
228### MUSIC ###
229
230var int music_counter=3;
231
232func void music_force_stop(void)
233{
234 sleep 4500
235
236 if (0 ne music_counter)
237 {
238 dprint music_force_stop
239 music_counter = 0
240 all_music_counters
241 }
242}
243
244func void music_script_start(void)
245{
246 sound_music_start mus_fiteb_hd 0.75
247 music_counter=3;
248}
249
250func void striker_lullaby_1(string ai_name)
251{
252 dprint striker_lullaby1
253 music_counter = music_counter - 1
254
255 if (music_counter eq 0)
256 {
257 all_music_counters();
258 }
259
260}
261
262func void striker_lullaby_2(string ai_name)
263{
264 dprint striker_lullaby2
265 music_counter = music_counter - 1
266
267 if (music_counter eq 0)
268 {
269 all_music_counters();
270 }
271}
272
273func void striker_lullaby_3(string ai_name)
274{
275 dprint striker_lullaby3
276 music_counter = music_counter - 1
277
278 if (music_counter eq 0)
279 {
280 all_music_counters();
281 }
282}
283
284
285func void all_music_counters(void)
286{
287 dprint ELVIS_HAS_LEFT_THE_BUILDING
288 sound_music_stop mus_ambgrv1b
289 sound_music_stop mus_fiteb_hd
290 sound_music_stop atm_low_perc1
291 sound_music_stop atm_cl12
292 sound_music_stop atm_cl11
293 sound_music_stop mus_sv
294}
295
296# SCRAMBLE SOUND ON
297func void scramble_sound_on(void)
298{
299 dprint scramble_sound_start
300 sound_music_start atm_cl12 0.75
301}
302
303# SCRAMBLE SOUND OFF
304func void scramble_sound_off(void)
305{
306 dprint scramble_sound_end
307 sound_music_stop atm_cl12
308}
309
310### TEXT CONSOLES ###
311
312func void level2a(string chr_index)
313{
314 dprint text2a
315 text_console level_2a
316 console_reset 2
317}
318
319func void level2b(string chr_index)
320{
321 dprint text2b
322 text_console level_2b
323 console_reset 12
324}
325
326func void level2c(string chr_index)
327{
328 dprint text2c
329 text_console level_2c
330 console_reset 13
331}
332
333func void level2d(string chr_index)
334{
335 dprint text2d
336 text_console level_2d
337 console_reset 14
338}
339
340func void level2e(string chr_index)
341{
342 dprint text2e
343 text_console level_2e
344 console_reset 11
345}
346
347### GAMEPLAY PROGRESSION ###
348
349# FIRST ROOM GUARDS
350func void tech_1(string ai_name)
351{
352
353 dprint trigger_tech_1_active
354 ai2_spawn tech_thug_1
355 ai2_spawn tech_thug_1a
356 ai2_dopath partner_cop_1 cop_backup_1a 1
357 ai2_dopath partner_cop_2 cop_backup_1b 1
358}
359
360# FIRST CONSOLE
361func void door_1(string ai_name)
362{
363
364 dprint trigger_door_1_active
365 input 0
366 begin_cutscene
367 door_unlock 19
368 door_unlock 3
369 cm_interpolate lock_1a 0
370 sleep 60
371 particle lock_1a_locklight01 do start
372 sleep 150
373 cm_interpolate lock_1b 0
374 sleep 60
375 particle lock_1b_locklight01 do start
376 sleep 150
377 cm_reset
378 end_cutscene
379 input 1
380 target_set (123,30)
381}
382
383# NOOK 1
384func void nook_1(string ai_name)
385{
386 dprint nook_1_active
387 ai2_spawn nookleft_thug_1
388}
389
390# FOYER RETURN REWARD
391func void nookright(string ai_name)
392{
393 dprint nookright_active
394 ai2_spawn nookright_thug_1
395}
396
397# FLYWAY AMBUSH
398func void flyway_1(string ai_name)
399{
400 dprint flyway_1_active
401 ai2_spawn flyway_striker_1
402}
403
404# COMMGUY BAIT
405func void bait_1(string ai_name)
406{
407 dprint bait_1_active
408 trigvolume_enable alarm_1 1
409 ai2_spawn bait_commguy_1
410 ai2_spawn tech_thug_2
411 sleep 120
412 ai2_doalarm bait_commguy_1 15
413 sound_music_start atm_low_perc1 0.90
414}
415
416# ALARM
417func void patrolscript0300(string ai_name)
418{
419 dprint alarm
420 ai2_doalarm bait_commguy_1 1
421}
422
423# PLASMA STRIKER 1
424func void plasma_striker_1(string ai_name)
425{
426 dprint plasma_striker_1_active
427 ai2_spawn plasma_striker_1
428}
429
430# ALARM 1 AMBUSH
431func void alarm_1(string ai_name)
432{
433 dprint alarm_1_active
434 alarm_counter = alarm_counter + 1
435 sound_ambient_start alarm_loop
436 sleep 900
437 sound_ambient_stop alarm_loop
438}
439
440
441
442### CUTSCENE COUNTDOWN
443
444func void hall_striker_var(string ai_name)
445{
446 dprint striker_var
447 striker_counter = striker_counter - 1
448
449 if (striker_counter eq 0)
450 {
451 sayonara_strikey();
452 }
453}
454
455func void hall_commguy_var(string ai_name)
456{
457 dprint commguy_var
458 striker_counter = striker_counter - 1
459
460 if (striker_counter eq 0)
461 {
462 sayonara_strikey();
463 }
464}
465
466func void hall_thug1_var(string ai_name)
467{
468 dprint thug1_var
469 striker_counter = striker_counter - 1
470
471 if (striker_counter eq 0)
472 {
473 sayonara_strikey();
474 }
475}
476
477func void sayonara_strikey
478{
479 dprint sayonara
480 Chase
481}
482
483### BACK TO THE LOGIC
484
485# TECH AMBUSH
486func void tech_ambush_1(string ai_name)
487{
488 dprint tech_ambush_1_active
489 ai2_spawn hall_striker_1
490}
491
492# SECOND CONSOLE
493func void door_2(string ai_name)
494{
495 dprint trigger_door_2_active
496 letterbox 1
497 door_lock 4
498 input 0
499 cm_interpolate lock_2 0
500 sleep 60
501 particle lock88_locklight02 do start
502 door_unlock 23
503 door_open 23
504 ai2_spawn patrol_striker_2
505 sleep 350
506 cm_reset
507 letterbox 0
508 input 1
509 door_lock 12
510 particle save1a_locklight01 do stop
511 target_set (124,30)
512 console_activate 4 1
513}
514
515# THIRD CONSOLE
516func void door_3(string ai_name)
517{
518 dprint trigger_door_3_active
519 door_unlock 4
520 input 0
521 cm_interpolate lock_3 0
522 sleep 60
523 particle lock_3_locklight01 do start
524 sleep 150
525 cm_reset
526 input 1
527 set_objective_2
528 sound_music_stop atm_low_perc1
529}
530
531# CRUEL COMMGUY
532func void cruel_1(string ai_name)
533{
534
535 dprint cruel_1_active_active
536 ai2_spawn cruel_commguy_1
537 ai2_spawn victim_femsci_1
538}
539
540# TECH 3 PATROL
541func void tech_3(string ai_name)
542{
543 dprint tech_3_active_active
544 ai2_spawn tech_thug_3
545}
546
547# NEW TARGET 1
548func void new_target_1(string ai_name)
549{
550 dprint new_target_1_active
551 target_set (54,30)
552}
553
554# BEATER ROOM 1
555func void beaters_1(string ai_name)
556{
557 dprint beaters_1_active
558 ai2_spawn scram_striker_1
559 ai2_spawn beater_thug_1
560 particle vent01 start
561 chr_delete plasma_striker_1
562}
563
564# BEATER THUG 2
565func void beater_thug_2(string ai_name)
566{
567 dprint beater_thug_2_active
568 ai2_spawn beater_thug_2
569}
570
571
572# BEATER BACKUP 1
573func void backup_1(string ai_name)
574{
575 dprint backup_1_active
576 ai2_spawn backup_thug_1
577 ai2_tripalarm 1 0
578}
579
580# BEATER BACKUP 2
581func void backup_2(string ai_name)
582{
583 dprint backup_2_active
584 ai2_spawn backup_thug_2
585 ai2_tripalarm 2 0
586}
587
588# NEW TARGET 2
589func void new_target_2(string ai_name)
590{
591 dprint new_target_2_active
592 target_set (54,30)
593}
594
595# NEW TARGET 3
596func void new_target_3(string ai_name)
597{
598 dprint new_target_3_active
599 target_set (126,30)
600}
601
602# LOW THUGS 1
603func void lowthug_1(string ai_name)
604{
605 dprint lowthug_1_active
606 ai2_spawn low_thug_1
607 ai2_spawn low_thug_2
608}
609
610# DISABLE OBJECTIVE TRIGGER 1
611func void disable_obj_trig_1(string ai_name)
612{
613 dprint_disable_obj_trig_1_active
614 trigvolume_enable low_thug_1 1
615}
616
617# HIDDEN LOCK 1
618func void hidden_1(string ai_name)
619{
620 dprint trigger_door_3_active
621 door_unlock 22
622 ai2_spawn hidden_sci_1
623 particle vent02 start
624 input 0
625 begin_cutscene
626 cm_interpolate hlock_1 0
627 sleep 60
628 particle hlock_1_locklight01 do start
629 sleep 150
630 cm_interpolate ShinatamaCam01 0
631 cm_interpolate_block ShinatamaCam02 900
632 chr_animate 0 KONOKOwatch_start 60
633 sleep f40
634 cinematic_start (SHINtalking, 180, 180, 16, 3, 20, true)
635 sleep f19
636 chr_animate 0 KONOKOwatch_idle 3000
637 sound_dialog_play c02_08_01shinatama
638 sound_dialog_play_block pause
639 sound_dialog_play c02_08_02konoko
640 cinematic_start(KONtalking, 180, 180, 15, 1, 20, false)
641 sound_dialog_play_block pause
642 sound_dialog_play c02_08_03shinatama
643 sound_dialog_play_block pause
644 cm_interpolate brain_off_1b 0
645 cm_interpolate_block brain_off_1a 1000
646 particle brain start
647 particle brain1 start
648 sound_ambient_start deadlybrain_sound 0.75
649 sound_dialog_play c02_08_04konoko
650 sound_dialog_play_block pause
651 sound_dialog_play c02_08_05shinatama
652 sound_dialog_play_block pause
653 sound_dialog_play c02_08_06konoko
654 sound_dialog_play_block pause
655 chr_animate 0 KONOKOwatch_stop 15
656 cinematic_stop(KONtalking, 15, 20)
657 cinematic_stop(SHINtalking, 16, 20)
658 sleep f15
659 sound_ambient_volume deadlybrain_sound 0
660 cm_reset
661 end_cutscene
662 particle brain stop
663 particle brain1 stop
664 target_set (127,30)
665 sleep 10
666 sound_ambient_stop deadlybrain_sound
667}
668
669# HIDDEN TRIGGER 1A
670func void hidden_1a(string ai_name)
671{
672 dprint hidden_1a_active
673 trigvolume_enable hidden_1b 1
674 particle vent02 start
675}
676
677# HIDDEN TRIGGER 1B
678func void hidden_1b(string ai_name)
679{
680 dprint hidden_1b_active
681 ai2_spawn patrol_striker_3
682}
683
684# TRIGGER DEACTIVATE 4
685func void trigger_deactivate_4(string ai_name)
686{
687 dprint trigger_deactivate_4_active
688 input 0
689 cm_interpolate trigger_4 0
690 sleep 90
691 trig_deactivate 4
692 sleep 150
693 cm_reset
694 input 1
695 target_set (125,30)
696}
697
698# LOW STRIKER 1
699func void low_striker_1(string ai_name)
700{
701 dprint low_striker_1_active
702 ai2_spawn low_striker_1
703 ai2_spawn low_striker_2
704}
705
706# HALL TRIGGER ACTIVATE
707func void trigger_active_1(string ai_name)
708{
709 dprint trigger_active_1_active
710 trig_activate 2
711}
712
713# GUARD ROOM 1
714func void guardroom_1(string ai_name)
715{
716 dprint guardroom_1_active
717 door_unlock 14
718 input 0
719 cm_interpolate guardroom_1 0
720 sleep 60
721 particle guardroom_1_locklight01 do start
722 sleep 150
723 cm_reset
724 input 1
725 target_set (65,30)
726}
727
728# BRAIN COMMGUY 1
729func void brain_commguy_1(string ai_name)
730{
731 dprint brain_commguy_1_active
732 ai2_spawn brain_commguy_1
733 ai2_spawn brain_commguy_2
734}
735
736# BRAIN LOCK 1
737func void brainlock_1(string ai_name)
738{
739 dprint brainlock_1_active
740 door_unlock 6
741 input 0
742 cm_interpolate brainlock_1 0
743 sleep 60
744 particle brainlock_1_locklight02 do start
745 sleep 150
746 cm_reset
747 input 1
748 target_set (129,30)
749 trigvolume_enable cruel_striker_1 1
750}
751
752# BRAIN DEFEAT
753func void braindefeat(string ai_name)
754{
755 target_set (130,30)
756}
757
758# CRUEL STRIKER
759func void cruel_striker_1(string ai_name)
760{
761 dprint cruel_striker_1_active
762 ai2_spawn cruel_striker_1
763 ai2_spawn victim_mansci_1
764 particle vent01 stop
765 particle vent02 stop
766 particle brain start
767 particle brain1 start
768}
769
770# AAIIEE!
771func void flee(string ai_name)
772{
773 dprint we_are_in_flee
774 chr_talk victim_mansci_1 c02_62_11sci 0 0
775 ai2_dopath victim_mansci_1 victim_2
776 sleep 300
777 set_objective_4
778}
779
780# LOCKIT
781func void lockit(string ai_name)
782{
783 dprint lockit_active
784 particle brainlock_3_locklight01 do stop
785 door_close 27
786 door_jam 27
787 particle vent01 kill
788 if (mus_cool4_playing eq 0)
789 {
790 sound_music_start mus_cool4_hd 1
791 mus_cool4_playing = 1;
792 }
793}
794
795### GLORIOUS DEADLY BRAIN FIGHT ###
796
797var int console_count = 4;
798
799func void brain_counter(string player_name)
800{
801 console_count = console_count - 1;
802
803 if (console_count eq 0)
804 {
805 console_count = 4;
806
807 dprint brain_counter_active
808 brain_counter_var = brain_counter_var + 1;
809
810 if (brain_counter_var eq 0)
811 {
812 brain_round_1
813 }
814
815 if (brain_counter_var eq 1)
816 {
817 brain_round_2
818 }
819
820 if (brain_counter_var eq 2)
821 {
822 brain_round_3
823 }
824
825 if (brain_counter_var eq 3)
826 {
827 brain_round_4
828 }
829 }
830}
831
832# BRAIN ROUND 1
833func void brain_round_1(string ai_name)
834{
835 ai2_allpassive 1
836 turret_deactivate 20
837 input 0
838 begin_cutscene jello
839 #sound_music_start atm_cl11 0.75
840 sound_ambient_start deadlybrain_sound 1.0
841 sleep 60
842 cm_interpolate brain_off_1b 0
843 sleep 30
844 cm_interpolate brain_off_1a 800
845 sleep 5
846 trig_show 202
847 trig_show 204
848 trig_speed 202 .2
849 trig_speed 204 .2
850 trig_hide 2023
851 trig_hide 2013
852 cinematic_start (SHINtalking, 180, 180, 16, 3, 20, true)
853 sound_dialog_play c00_01_106Shinatama
854 sound_dialog_play_block pause
855 sound_dialog_play c00_01_107Shinatama
856 sound_dialog_play_block pause
857 sleep 30
858 sound_dialog_play c00_01_108Shinatama
859 sound_dialog_play_block pause
860 cinematic_stop(SHINtalking, 16, 20)
861 cm_interpolate_block brain_closeup 0
862 sleep 30
863 sound_dialog_play brain07final
864 sleep 200
865 sound_music_stop atm_cl11
866 cm_reset
867 end_cutscene
868 input 1
869 sleep 90
870 ai2_allpassive 0
871 save_point_4
872 console_reset 21
873 console_reset 22
874 console_reset 23
875 console_reset 24
876}
877
878# BRAIN ROUND 2
879func void brain_round_2(string ai_name)
880{
881 ai2_allpassive 1
882 turret_deactivate 20
883 input 0
884 begin_cutscene jello
885 #sound_music_start atm_cl11 0.75
886 sound_music_volume mus_cool4_hd 0.7 1
887 sleep 60
888 cm_interpolate brain_off_1a 0
889 sleep 30
890 cm_interpolate brain_off_1b 850
891 cinematic_start (SHINtalking, 180, 180, 16, 3, 20, true)
892 sound_dialog_play c00_01_113Shinatama
893 sleep 120
894 trig_hide 204
895 trig_hide 202
896 sleep 120
897 trig_speed 2012 0
898 trig_speed 2022 0
899 trig_show 2012
900 trig_show 2022
901 sleep 90
902 trig_speed 2012 .2
903 trig_speed 2022 .2
904 sound_dialog_play_block pause
905 cinematic_stop(SHINtalking, 16, 20)
906 sleep 60
907 cinematic_start (SHINscared, 180, 180, 16, 3, 20, true)
908 sound_dialog_play c00_01_114Shinatama
909 sound_dialog_play_block pause
910 cinematic_stop(SHINscared, 16, 20)
911 cm_interpolate_block brain_closeup 0
912 sleep 30
913 sound_dialog_play brain03final
914 sleep 200
915 end_cutscene
916 #sound_music_stop atm_cl11
917 sound_music_volume mus_cool4_hd 1 1
918 cm_reset
919 input 1
920 sleep 90
921 ai2_allpassive 0
922 console_reset 21
923 console_reset 22
924 console_reset 23
925 console_reset 24
926}
927
928# BRAIN ROUND 3
929func void brain_round_3(string ai_name)
930{
931 ai2_allpassive 1
932 turret_deactivate 20
933 input 0
934 begin_cutscene jello
935 #sound_music_start atm_cl11 0.75
936 sound_music_volume mus_cool4_hd 0.7 1
937 sleep 60
938 cm_interpolate brain_off_1b 0
939 sleep 30
940 cm_interpolate brain_off_1a 1200
941 cinematic_start (SHINtalking, 180, 180, 16, 3, 20, true)
942 sound_dialog_play c00_01_115Shinatama
943 sleep 120
944 trig_hide 2012
945 trig_hide 2022
946 sleep 120
947 trig_speed 205 0
948 trig_speed 2042 0
949 trig_speed 2032 0
950 trig_speed 2023 0
951 trig_speed 2013 0
952 trig_show 205
953 sleep 60
954 trig_show 2042
955 sleep 60
956 trig_show 2032
957 sleep 60
958 trig_show 2023
959 sleep 60
960 trig_show 2013
961 sound_dialog_play_block pause
962 sleep 60
963 sound_dialog_play c00_01_117Shinatama
964 sound_dialog_play_block pause
965 trig_speed 205 .4
966 trig_speed 2042 .4
967 trig_speed 2032 .4
968 trig_speed 2023 .4
969 trig_speed 2013 .4
970 cinematic_stop(SHINtalking, 16, 20)
971 cm_interpolate_block brain_closeup 0
972 sleep 30
973 sound_dialog_play brain08final
974 sleep 200
975 end_cutscene
976 #sound_music_stop atm_cl11
977 sound_music_volume mus_cool4_hd 1.0 1
978 cm_reset
979 input 1
980 sleep 90
981 ai2_allpassive 0
982 console_reset 21
983 console_reset 22
984 console_reset 23
985 console_reset 24
986}
987
988# BRAIN ROUND 4
989func void brain_round_4(string ai_name)
990{
991 ai2_allpassive 1
992 turret_deactivate 20
993 input 0
994 sound_music_stop mus_cool4_hd
995 sound_music_start mus_sv 0.75
996 begin_cutscene jello
997 sleep 60
998 cm_interpolate brain_off_1a 0
999 sleep 30
1000 cm_interpolate brain_off_1b 1000
1001 sleep 90
1002 trig_speed 205 1
1003 sleep 90
1004 trig_speed 2042 2
1005 sleep 90
1006 trig_speed 2032 1
1007 sleep 90
1008 trig_speed 2023 2
1009 sleep 90
1010 trig_speed 2013 2
1011 sleep 60
1012 trig_hide 205
1013 trig_hide 2013
1014 sleep 60
1015 trig_hide 2042
1016 sleep 60
1017 trig_hide 2032
1018 trig_hide 2023
1019 sleep 60
1020 trig_hide 402
1021 sound_ambient_stop deadlybrain_sound
1022 particle brain1 kill
1023 sleep 10
1024 particle brain1 create
1025 particle brain1 start
1026 sleep 20
1027 particle brain1 kill
1028 particle brain1 create
1029 particle brain1 start
1030 sleep 30
1031 particle brain1 kill
1032 sleep 30
1033 particle brain kill
1034 sleep 250
1035 trigvolume_enable febtober 0
1036 door_unlock 1
1037 door_unlock 4
1038 particle lock_3_locklight01 do start
1039 outro
1040}
1041
1042### FEBTOBER ###
1043
1044# FEBTOBER TRIGGER 1
1045func void feb_tober(string ai_name)
1046{
1047 dprint febtober_active
1048
1049 all_music_counters();
1050
1051 door_lock 10
1052 door_lock 13
1053 door_unlock 25
1054 door_unlock 23
1055 ai2_spawn febtober_striker_1
1056 trigvolume_reset feb_tober2
1057 trigvolume_enable cruel_1 0
1058 trigvolume_enable flyway_1 0
1059 trigvolume_enable beaters_1 0
1060 console_deactivate 1
1061 console_deactivate 4
1062 particle lock_3_locklight01 do start
1063 particle lock88_locklight02 do start
1064 particle febtober1_locklight01 do stop
1065}
1066
1067# FEBTOBER TRIGGER 2
1068func void feb_tober2(string ai_name)
1069{
1070 dprint febtober_2_active
1071 trigvolume_reset febtober
1072}
1073
1074### I NEED SOME BACKUP ###
1075
1076func void calling_all_cars(string ai_name)
1077{
1078 dprint callingallcars
1079 ai2_dopath partner_cop_1 cop_backup_2a 1
1080 ai2_dopath partner_cop_2 cop_backup_2b 1
1081}
1082
1083func void calling_all_cars2(string ai_name)
1084{
1085 dprint callingallcars
1086
1087 ai2_dopath partner_cop_1 cop_backup_2a 1
1088 ai2_dopath partner_cop_2 cop_backup_2b 1
1089}
1090
1091### Level scripted by Joseph ###
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