source: AE/packages/VanillaBSL/IGMD/power/power_objectives.bsl@ 527

Last change on this file since 527 was 407, checked in by gumby, 15 years ago

rename ahoy

File size: 3.2 KB
Line 
1#
2# power_objectives.bsl
3#
4# SCRIPTS TO SET LEVEL OBJECTIVES/HINTS
5#
6var int cop;
7var int nocop;
8
9func void set_objective_1(string ai_name)
10{
11 dprint set_objective_1
12 objective_set(1)
13 target_set(5007, 30.0)
14}
15
16func void copdied(string ai_name)
17{
18 dprint copdied
19 nocop = 1
20}
21
22func void set_objective_3(string ai_name)
23{
24 dprint set_objective_3
25 objective_set(3)
26 cop = 1
27}
28
29func void target02(string ai_name)
30{
31 dprint target02
32 input 0
33 chr_invincible char_0 1
34
35
36 if(trigvolume_count(28) ne 0)
37 {
38 cm_interpolate bluedoor 0
39 sleep 60
40 }
41
42 if(blue01 eq 0)
43 {
44 cm_interpolate bluedoor 0
45 sleep 60
46 }
47
48 if (blue01 eq 1)
49 {
50 if (trigvolume_count(28) eq 0)
51 {
52 ai2_passive A1_s_blue01 1
53 chr_teleport A1_s_blue01 7001
54 cm_interpolate bluedoor 0
55 sleep 60
56 ai2_passive A1_s_blue01 0
57 ai2_dopath A1_s_blue01 patrol_31_bluedoor
58 particle blue_locklight01 do start
59 particle b2_locklight01 do start
60 sleep 180
61 }
62 }
63
64 particle blue_locklight01 do start
65 particle b2_locklight01 do start
66 sleep 60
67 cm_reset
68 chr_invincible char_0 0
69 input 1
70 target_set(2001, 30.0)
71# ai2_spawn A1_s_red01
72 ai2_spawn A1_s_red02
73 trigvolume_enable trigger_volume_12 1
74}
75
76func void target03(string ai_name)
77{
78 dprint target03
79 ai2_spawn char_1
80 target_set(5007, 30.0)
81
82}
83
84func void target04(string ai_name)
85{
86 dprint target04
87 target_set(108, 30.0)
88
89}
90
91func void target05(string ai_name)
92{
93 dprint target05_07_09
94 ai2_spawn whiteneut
95 ai2_spawn B1_s_Red01
96 ai2_spawn B2_s_blue06
97 target_set(133, 30.0)
98 sleep 60
99
100 music_stop
101}
102
103func void target06(string ai_name)
104{
105 dprint target06
106 particle green_locklight01 do start
107 target_set(2005, 30.0)
108 sleep 120
109 trigvolume_enable trigger_volume_13 1
110 music_stop
111}
112
113func void target08(string ai_name)
114{
115 dprint target08
116 particle white_locklight01 do start
117 target_set(3001, 30.0)
118
119}
120
121func void target10(string ai_name)
122{
123 dprint target10
124 target_set(5008, 30.0)
125
126}
127
128func void target11(string ai_name)
129{
130 dprint target02
131 target_set(5009, 30.0)
132
133}
134
135func void target12(string ai_name)
136{
137 dprint target12
138 target_set(119, 30.0)
139
140}
141
142func void target13(string ai_name)
143{
144 dprint target13_16_18
145 target_set(128, 30.0)
146}
147
148func void target14(string ai_name)
149{
150 dprint target14
151 particle red_locklight01 do start
152 target_set(2085, 30.0)
153
154}
155
156func void target15(string ai_name)
157{
158 dprint target15
159 target_set(125, 30.0)
160
161}
162
163func void target17(string ai_name)
164{
165 dprint target17
166 particle yellow_locklight01 do start
167 target_set(3094, 30.0)
168
169}
170
171func void target19(string ai_name)
172{
173 dprint target19
174 target_set(5010, 30.0)
175
176}
177
178func void target20(string ai_name)
179{
180 dprint target20
181 target_set(5006, 30.0)
182
183}
184
185func void unlock_bwhite(string ai_name)
186{
187 dprint unlock_bwhite
188 particle bwhite_locklight01 do start
189 s5
190# checks to see if cop has already talked to konoko
191 if (cop eq 0)
192 {
193# if not, then see if the cop is dead
194 if(nocop eq 1)
195 {
196# if so, then go ahead and give next objective from console 4
197 sleep 180
198 set_objective_3
199 }
200 }
201}
202
203func void you_lose(string ai_name)
204{
205 sleep 240
206 fade_out 0 0 0 180
207 sleep 240
208 lose
209}
210func void you_win(int char_index)
211{
212 outro
213 win
214}
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