source: AE/packages/VanillaBSL/IGMD/tctf/tctf_cutscene.bsl@ 653

Last change on this file since 653 was 407, checked in by gumby, 15 years ago

rename ahoy

File size: 14.9 KB
Line 
1#
2# tctf_cutscene.bsl
3#
4
5func void
6Cut01(
7 void)
8{
9 fade_out 0 0 0 0
10 cm_interpolate IntroCam01 0
11 sleep 8
12 begin_cutscene
13 sleep 1
14 sound_ambient_start cs_tctf8_01
15 fork Soundcue
16 env_show 99 0
17 sleep 40
18 #hides motorcycle gunk
19 env_show 110 0
20 env_show 111 0
21 env_show 112 0
22 #hides van gunk
23 env_show 444 0
24 env_show 101 0
25 env_show 103 0
26 env_show 104 0
27 env_show 105 0
28 env_show 106 0
29 env_show 107 0
30 env_show 108 0
31 #hides curtain wall
32 #start cutscene
33 #fade_in 120
34 cm_anim both IntroCam01
35 #cycle and konoko animate
36 chr_envanim 0 IntroKonBox01
37 chr_animate 0 KONOKOcycle_ride 560
38 obj_create 10 12
39 obj_create 1 8
40 env_anim 10 12
41 fade_in 120
42 #sound_ambient_start cs_tctf8_01
43 #fork Soundcue
44 #Konoko looking at TCTF
45 chr_envanim_block 0 IntroKonBox02
46 cm_anim both IntroCam02
47 chr_animate 0 KONOKOlev8_IntroKon01
48 #show helicopters circling
49 cm_anim_block both IntroCam03
50 obj_create 601 606
51 obj_create 701 706
52 env_anim 601 606
53 env_anim 701 706
54 #sleep
55 #sound_ambient_play cs_tctf8_02
56 #Van animate
57 cm_anim_block both IntroCam04
58 env_anim 1 8
59 #sleep 20
60 particle object_Blackvan_FB_VanHeadlight do start
61 #Vancrash
62 cm_anim_block both IntroCam05
63 #sound_ambient_start cs_tctf8_03
64 env_setanim 1 Blackvan_FB01
65 env_setanim 3 Blackvan_LR01
66 env_setanim 4 Blackvan_TB01
67 env_setanim 5 Blackvan_W01
68 env_setanim 6 Blackvan_WB01
69 env_setanim 7 Blackvan_doors0201
70 env_setanim 8 Blackvan_doors0301
71 sleep 287
72 #turn off unbroken curtain wall
73 env_show 98 0
74 env_show 398 0
75 particle LobbyWall do explode
76 #turn on broken curtain wall
77 env_show 99 1
78 #camera shows lobby doors closing and lights flashing
79 cm_interpolate_block IntroLobbyCam00 0
80 particle LobbyAlarm create
81 #hide object van
82 obj_kill 1 8
83 #show gunk van
84 env_show 101 1
85 env_show 103 1
86 env_show 104 1
87 env_show 105 1
88 env_show 106 1
89 env_show 107 1
90 env_show 108 1
91 env_show 444 1
92 #Strikers run into Lobby space
93 ai2_spawn IntroStriker01
94 ai2_spawn IntroStriker02
95 playback IntroStriker01 IntroStrikerLobby
96 cm_interpolate_block IntroLobbyCam01 220
97 env_show 97 0
98 sleep 50
99 obj_create 321 325
100 env_anim 321 322
101 playback IntroStriker02 IntroStrikerLobby
102 sleep 190
103 #Show alarms flashing and blast doors closing
104 cm_interpolate_block IntroDoorCam02 0
105 cutscene_sync mark
106 sound_ambient_start cs_tctf8_03
107 env_anim 323 325
108 sleep 200
109 #Konoko sees doors closing
110 chr_delete IntroStriker01
111 chr_delete IntroStriker02
112 cm_anim_block both IntroCam06
113 chr_envanim 0 IntroKonBox03 norotation
114 chr_animate 0 KONOKOlev8_IntroKon03
115 env_setanim 10 motorcycle03
116 env_setanim 11 hubs03
117 env_setanim 12 hubs_rear03
118 env_anim 323 325
119 #Konoko rides towards closing doors
120 chr_envanim_block 0 IntroKonBox04
121 chr_animate 0 KONOKOcycle_ride 246
122 env_setanim 10 motorcycle04
123 env_setanim 11 hubs04
124 env_setanim 12 hubs_rear04
125 cm_anim both IntroCam07
126 #Konoko slides under the doors
127 chr_envanim_block 0 IntroKonBox05 norotation
128 chr_animate 0 KONOKOlev8_IntroKon05
129 env_setanim 10 motorcycle05
130 env_setanim 11 hubs05
131 env_setanim 12 hubs_rear05
132 cm_anim both IntroCam08
133 #Konoko game start
134 cm_wait
135 playback 0 IntroKonoko
136 cinematic_start(KONintense, 180,180,15, 1, 15, false)
137 sound_dialog_play c07_22_01konoko
138 cm_reset
139 sleep 1
140 #hide motorcycle object
141 obj_kill 10 12
142 #kill helicopter objects
143 obj_kill 601 606
144 obj_kill 701 706
145 #hide door objects
146 obj_kill 321 325
147 #show gunk motorcycle
148 env_show 110 1
149 env_show 111 1
150 env_show 112 1
151 #show door gunk
152 env_show 321 1
153 env_show 322 1
154 env_show 323 1
155 env_show 324 1
156 env_show 325 1
157 env_shade 321 325 .3 .3 .3
158 #gameplay settings
159 end_cutscene
160 sound_dialog_play_block pause
161 music_intro
162 sleep 60
163 cinematic_stop(KONintense, 15, 15)
164 ai2_spawn lobby_striker_01
165 ai2_spawn lobby_striker_02
166 ai2_spawn lobby_striker_03
167 s1
168 sleep 120
169 particle LobbyAlarm kill
170}
171
172func void
173Soundcue(void)
174{
175 sleep 1146
176 sound_ambient_start cs_tctf8_02
177 cutscene_sync mark
178
179}
180
181func void
182Attack(void)
183{
184 begin_cutscene
185 particle Attack do start
186 fade_out 0 0 0 30
187 ai2_spawn AttackCivil01
188 ai2_spawn AttackCivil02
189 ai2_spawn AttackStriker01
190 ai2_spawn AttackStriker02
191 ai2_setmovementmode AttackStriker01 run
192 ai2_setmovementmode AttackStriker02 run
193 chr_create 1054 start
194 playback AttackCivil01 AttackGeneric01
195 playback AttackCivil02 AttackCop01
196 playback AttackStriker01 AttackStriker01
197 playback AttackStriker02 AttackStriker02
198 playback 1054 AttackComguy01
199 sleep 30
200 chr_animate AttackCivil01 KONPANcrouch_idle1 1000
201 fade_in 30
202 sleep 1
203 chr_animate 1054 COMGUYtalk_radio 1660
204 cm_interpolate AttackCam01 0
205 sleep 60
206 cm_interpolate AttackCam02 400
207 sleep 300
208 cinematic_start(COMGUYtalking, 180,180, 19, 7, 20, false)
209 sound_dialog_play c07_23_01synhench1
210 sound_dialog_play_block pause
211 cinematic_stop (COMGUYtalking, 19, 30)
212 sleep 10
213 end_cutscene
214 fade_out 0 0 0 30
215 sleep 30
216 cm_reset
217 fade_in 30
218 #kill characters 1050-1054
219 chr_delete AttackCivil01
220 chr_delete AttackCivil02
221 chr_delete AttackStriker01
222 chr_delete AttackStriker02
223 chr_delete 1054
224 particle Attack do stop
225 music_attack
226
227 # CB: after 10 seconds, play shinatama dialog "they're attacking the command center"
228 sleep 600
229 sound_dialog_play c00_01_105shinatama
230 sound_dialog_play_block
231}
232
233
234
235func void
236Kidnap(
237 void)
238{
239 particle Kidnap do start
240 begin_cutscene
241 fade_out 0 0 0 30
242 sleep 30
243
244 #Shinatama caught up in destruction
245 chr_create 1101 start
246 chr_envanim 1101 KidnapShinBox02
247 chr_animate 1101 SHINATsit_idle 3000
248
249 #create the strikers
250 chr_create 1103 start
251 chr_create 1104 start
252 playback 1103 KidnapStriker01
253 playback 1104 KidnapStriker02
254
255 #run the camera
256 dprint run_the_camera
257 cm_interpolate KidnapCam01 0
258 cm_interpolate_block KidnapCam02 300
259 fade_in 30
260 sleep 360
261
262 #Shinatama looks up to see SubBoss1
263 dprint shinatama_looks_up
264 chr_envanim 1101 KidnapShinBox02
265 chr_animate 1101 SHINATsit_idle 610
266
267 #cm_anim both KidnapCam03
268 cm_interpolate KidnapCam03 0
269 cm_interpolate_block KidnapHelpCam02 300
270 cinematic_start(SHINhelpme, 180,180, 15, 1, 20, false)
271 sound_dialog_play c07_24_02shinatama
272
273 #create barabus as passsive
274 dprint create_barabus
275 ai2_spawn barabus
276 chr_boss_shield barabus
277 ai2_passive barabus 1
278 chr_lock_active barabus
279 playback barabus KidnapSubBoss01
280
281 dprint sound_dialog_pause
282 sound_dialog_play_block pause
283 cinematic_stop (SHINhelpme, 19, 30)
284
285 #SubBoss grabs Shinatama
286 dprint barabus_grabs_shinatama
287 chr_envanim 1101 KidnapShinBox01 norotation
288 chr_animate 1101 SHINATlev8_Kidnap01 -1
289 chr_envanim barabus KidnapStrBox01 norotation
290 chr_animate barabus STRIKElev8_Kidnap01 -1
291 cutscene_sync mark
292 sound_ambient_start c09_32_09shin_kidnap
293 cinematic_start(BOSS01menacing, 180,180, 20, 9, 20, false)
294 sound_dialog_play c07_24_01barabas
295 cm_anim both KidnapCam04
296 sleep 60
297 particle KidnapSpark do start
298 sleep 5
299 particle KidnapSpark do stop
300 sleep 20
301 cinematic_stop (BOSS01menacing, 19, 30)
302 fade_out 0 0 0 30
303 chr_delete 1101
304 chr_delete 1103
305 chr_delete 1104
306 sleep 30
307 chr_delete barabus
308 cm_reset
309 fade_in 30
310 end_cutscene
311 particle Kidnap do stop
312}
313
314
315func void
316Elevator(
317 void)
318{
319 begin_cutscene
320 #hide gunk and show elevator objects
321 env_show 501 0
322 env_show 502 0
323 env_show 503 0
324 env_show 504 0
325 obj_create 781 781
326 obj_create 501 504
327 obj_force_draw 781 781
328 obj_force_draw 501 504
329 #KONOKO cuts the cables
330 chr_invincible 0 1
331 chr_nocollision 0 1
332 cm_anim both ElevatorCam01
333 chr_envanim 0 ElevatorKonBox01 norotation
334 chr_animate 0 KONOKOlev8_Elevator01
335 env_anim 781 781
336 env_anim 501 504
337 sleep f40
338 cutscene_sync mark
339 sound_ambient_start c10_00_10_torch
340 sleep 100
341 particle ElevatorSpark do start
342 sound_ambient_start c09_32_09shin_kidnap
343 sleep 85
344 particle ElevatorSpark do stop
345 cutscene_sync mark
346 sound_ambient_start c10_01_29_elevator
347 sleep 45
348 particle ElevatorSpark2 do start
349 sound_ambient_start c09_32_09shin_kidnap
350 sleep 70
351 particle ElevatorSpark2 do stop
352 #Elevator falls and KONOKO rises
353 chr_envanim_block 0 ElevatorKonBox02 norotation
354 obj_kill 781 781
355 chr_animate 0 KONOKOlev8_Elevator02
356 env_setanim 501 Elevator_fall
357 env_setanim 502 Elevator_brace_fall
358 env_setanim 503 Elevator_cable01_fall
359 env_setanim 504 Elevator_cable02_fall
360 cm_anim both ElevatorCam02
361 sleep 60
362 particle ElevatorDust do explode
363 sleep 5
364 particle ElevatorDust do explode
365 #KONOKO stops at top
366 chr_envanim_block 0 ElevatorKonBox03 norotation
367 chr_animate 0 KONOKOlev8_Elevator03
368 env_setanim 503 Elevator_cable01_stop
369 cm_anim both ElevatorCam03
370 #KONOKOleaps out of shaft
371 chr_envanim_block 0 ElevatorKonBox04 norotation
372 chr_animate 0 KONOKOlev8_Elevator04
373 cm_anim both ElevatorCam04
374 #hide objects and show gunk
375 obj_kill 501 504
376 env_show 601 1
377 env_show 602 1
378 cm_wait
379 playback 0 ElevatorEndSet
380 cm_reset
381 chr_invincible 0 0
382 chr_nocollision 0 0
383 end_cutscene
384 sleep 5
385}
386
387
388func void
389helicopter(
390 void)
391{
392 obj_create 901 906
393 particle EndDust create
394}
395
396func void helicopter_sound_start(void)
397{
398 sound_ambient_start c08_heli 1.0
399}
400
401func void helicopter_sound_stop(void)
402{
403 sleep 680
404 sound_ambient_volume c08_heli 0.0 12
405 sleep 600
406 sound_ambient_stop c08_heli
407}
408
409func void helicopter_fly_away(void)
410{
411 fork helicopter_sound_stop
412
413 #helicopter
414 chr_create 1019 start
415 chr_create 1020 start
416 chr_create 1021 start
417 chr_envanim 1019 HeliOutroShinBox01
418 chr_envanim 1020 HeliOutroStrBox01
419 chr_envanim 1021 HeliOutroStrBox02
420 chr_animate 1019 SHINATstand_heli 1000
421 chr_animate 1020 STRIKEstand_heli 1000
422 chr_animate 1021 STRIKEcrouch_idle 1000
423 env_anim 901 906
424}
425
426func void
427HeliOutroRight(
428 void)
429{
430 cutscene_sync mark
431 helicopter_sound_start
432 ai2_takecontrol 1
433 ai2_passive sh_s12b 1
434 ai2_passive sh_s12 1
435 ai2_passive sh_s12c 1
436 ai2_movetoflag 0 1900
437 begin_cutscene
438 chr_delete sh_s12b
439 chr_delete sh_s12
440 chr_delete sh_s12c
441 ai2_kill
442 sleep 10
443 helicopter_fly_away
444 cm_interpolate HeliOutroRight 200
445 sleep 200
446 cm_anim both HeliOutroCam012
447 sleep 100
448 ai2_takecontrol 0
449 input 0
450 playback 0 HeliOutroKonoko02
451 cinematic_start(KONtalking, 180,180, 16, 3, 15, true)
452 sound_dialog_play c07_25_01konoko
453 sound_dialog_play_block pause
454 fork HeliOutro
455}
456
457
458func void
459HeliOutroMid(
460 void)
461{
462 cutscene_sync mark
463 helicopter_sound_start
464 ai2_takecontrol 1
465 ai2_passive sh_s12b 1
466 ai2_passive sh_s12c 1
467 ai2_passive sh_s12 1
468 ai2_movetoflag 0 1900
469 begin_cutscene
470 chr_delete sh_s12c
471 chr_delete sh_s12b
472 chr_delete sh_s12
473 ai2_kill
474 sleep 10
475 helicopter_fly_away
476 cm_interpolate HeliOutroMid 100
477 sleep 100
478 cm_interpolate HeliOutroCam01 100
479 cm_anim_block both HeliOutroCam01
480 sleep 200
481 ai2_takecontrol 0
482 input 0
483 playback 0 HeliOutroKonoko02
484 cinematic_start(KONtalking, 180,180, 16, 3, 15, true)
485 sound_dialog_play c07_25_01konoko
486 sound_dialog_play_block pause
487 fork HeliOutro
488}
489
490func void
491HeliOutroMidLt(
492 void)
493{
494 cutscene_sync mark
495 helicopter_sound_start
496 ai2_takecontrol 1
497 ai2_passive sh_s12c 1
498 ai2_passive sh_s12b 1
499 ai2_passive sh_s12 1
500 ai2_movetoflag 0 1900
501 begin_cutscene
502 chr_delete sh_s12c
503 chr_delete sh_s12b
504 chr_delete sh_s12
505 ai2_kill
506 sleep 10
507 helicopter_fly_away
508 cm_interpolate HeliOutroMidLt 100
509 sleep 100
510 cm_interpolate HeliOutroCam01 100
511 cm_anim_block both HeliOutroCam01
512 #patrol Konoko to flag #1010
513 sleep 200
514 ai2_takecontrol 0
515 input 0
516 playback 0 HeliOutroKonoko02
517 cinematic_start(KONtalking, 180,180, 16, 3, 15, true)
518 sound_dialog_play c07_25_01konoko
519 sound_dialog_play_block pause
520 fork HeliOutro
521}
522
523func void
524HeliOutroLeft(
525 void)
526{
527 cutscene_sync mark
528 helicopter_sound_start
529 ai2_takecontrol 1
530 ai2_passive sh_s12c 1
531 ai2_passive sh_s12b 1
532 ai2_passive sh_s12 1
533 ai2_movetoflag 0 1900
534 begin_cutscene
535 chr_delete sh_s12c
536 chr_delete sh_s12b
537 chr_delete sh_s12
538 ai2_kill
539 sleep 10
540 helicopter_fly_away
541 cm_interpolate HeliOutroLeft 200
542 sleep 200
543 cm_anim both HeliOutroCam012
544 sleep 200
545 ai2_takecontrol 0
546 input 0
547 playback 0 HeliOutroKonoko02
548 cinematic_start(KONtalking, 180,180, 20, 9, 15, true)
549 sound_dialog_play c07_25_01konoko
550 sound_dialog_play_block pause
551 fork HeliOutro
552}
553
554
555func void
556HeliOutro(
557void)
558{
559 particle EndDust kill
560 target_set(1,0.0)
561 #Subboss shows up behind konoko
562 cm_interpolate_block HeliOutroCam02 0
563 chr_delete 1019
564 chr_delete 1020
565 chr_delete 1021
566 playback 0 HeliOutroKonoko01
567 ai2_spawn barabus
568 chr_boss_shield barabus
569 playback barabus HeliOutroBoss01
570 sleep 40
571 chr_animate 0 KONCOMstartle_bk2
572 cinematic_stop (KONtalking, 20, 40)
573 cinematic_start(KONintense, 180,180, 20, 9, 40, false)
574 sound_dialog_play c07_25_02konoko
575 sound_dialog_play_block pause
576 #subboss taunts Konoko
577 cm_interpolate HeliOutroCam03 0
578 sleep 30
579 cinematic_start(BOSS1talking, 180,180,19, 7, 25, false)
580 sound_dialog_play c07_25_03barabas
581 sound_dialog_play_block pause
582 #"KONOKO, let's get it on!!!!!"
583 cinematic_stop (BOSS1talking, 19, 40)
584 #camera of Konoko's face
585 cm_interpolate HeliCamKonFace 60
586 sound_dialog_play c07_25_04konoko
587 sound_dialog_play_block pause
588 sleep 30
589 cinematic_stop (KONintense, 19, 30)
590 #resume gameplay
591 cm_reset
592 letterbox 0
593 input 1
594 chr_neutral 1010 0
595 obj_kill 901 906
596 ai2_takecontrol 0
597 end_cutscene
598 music_battle
599 s4
600}
601
602
603func void
604final(
605void)
606{
607 music_stop
608 begin_cutscene
609 sleep 120
610 sound_dialog_play c07_26a_01konokofx
611 chr_animate 0 KONOKOpowerup
612 sleep 240
613 cinematic_start (KONtalking, 180, 180, 19, 7, 20, false)
614 sound_dialog_play c07_26_01konoko
615 sound_dialog_play_block
616 cinematic_stop (KONtalking, 19, 20)
617 fade_out 0 0 0 120
618 sleep 120
619 win
620}
621
622func void
623BarabasNorth(string barabas)
624{
625 cutscene_sync mark
626 sound_ambient_start c11_10_14bar_jet
627 playback barabus BarabasNorth
628 ai2_barabbas_retrievegun barabus
629 sleep 60
630 chr_envanim barabus BarabasNorthBox norotation
631 chr_animate barabus BARABnorth
632 sleep 105
633 #particle BarabasNorth do start
634}
635
636
637
638func void
639BarabasSouth(string barabas)
640{
641 cutscene_sync mark
642 sound_ambient_start c11_10_14bar_jet
643 playback barabus BarabasSouth
644 ai2_barabbas_retrievegun barabus
645 sleep 60
646 chr_envanim barabus BarabasSouthBox norotation
647 chr_animate barabus BARABsouth
648 sleep 105
649 #particle BarabasSouth do start
650}
651
652
653func void
654BarabasEast(string barabas)
655{
656 cutscene_sync mark
657 sound_ambient_start c11_10_14bar_jet
658 playback barabus BarabasEast
659 ai2_barabbas_retrievegun barabus
660 sleep 60
661 chr_envanim barabus BarabasEastBox norotation
662 chr_animate barabus BARABeast
663 sleep 105
664 #particle BarabasEast do start
665}
666
667
668
669func void
670BarabasWest(string barabas)
671{
672 cutscene_sync mark
673 sound_ambient_start c11_10_14bar_jet
674 playback barabus BarabasWest
675 ai2_barabbas_retrievegun barabus
676 sleep 60
677 chr_envanim barabus BarabasWestBox norotation
678 chr_animate barabus BARABwest
679 sleep 105
680 #particle BarabasWest do start
681
682}
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