| [185] | 1 | #################
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| 2 | ### VARIABLES ###
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| 3 | #################
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| 4 |
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| 5 | var int var_counter = 0;
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| 6 |
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| 7 | ############
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| 8 | ### MAIN ###
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| 9 | ############
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| 10 |
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| 11 | func void main(void)
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| 12 | {
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| 13 | gl_fog_red = .30
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| 14 | gl_fog_blue = .15
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| 15 | gl_fog_green = .17
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| 16 | gl_fog_start = .995
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| 17 | gs_farclipplane_set 5000
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| 18 | ui_suppress_prompt = 1
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| 19 | chr_auto_aim_dist = 0
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| 20 | start
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| 21 | }
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| 22 |
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| 23 | #############
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| 24 | ### START ###
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| 25 | #############
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| 26 |
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| 27 | func void start(string ai_name)
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| 28 | {
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| 29 | if(save_point eq 0) save_point = 1
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| 30 | if(save_point eq 1) fork intro
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| 31 | if (save_point eq 2) restore_game
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| 32 | if (save_point eq 3) restore_game
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| 33 | sleep 5
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| 34 | fork sp_all
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| 35 | }
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| 36 |
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| 37 | func void deactivate_stuff(void)
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| 38 | {
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| 39 | #not used
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| 40 | trigvolume_enable floor1 0
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| 41 | trigvolume_enable save_1_trig 0
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| 42 | trigvolume_enable save_3_trig 0
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| 43 | trigvolume_enable sapperdamageon 0
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| 44 | trigvolume_enable trigger_volume_36 0
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| 45 | trigvolume_enable trigger_volume_36_copy 0
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| 46 | trigvolume_enable trigger_volume_36_copy_copy 0
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| 47 | #used
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| 48 | trigvolume_enable outro_volume_1 0
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| 49 | trigvolume_enable attack_trigger 0
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| 50 | trigvolume_enable final_ambush 0
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| 51 | env_show 776 0
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| 52 | env_show 777 0
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| 53 | obj_create 2 7
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| 54 | }
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| 55 |
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| 56 | func void you_lose(string ai_name)
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| 57 | {
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| 58 | fade_out 0 0 0 30
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| 59 | sleep 30
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| 60 | lose
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| 61 | }
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| 62 |
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| 63 | ####################################
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| 64 | ### SEVERAL TIMES USED FUNCTIONS ###
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| 65 | ####################################
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| 66 |
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| 67 | func void sp_all(void)
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| 68 | {
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| 69 | co_message_display = 0
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| 70 | if(save_point eq 1) save_game 1 autosave
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| 71 | if(save_point eq 2) save_game 2 autosave
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| 72 | if(save_point eq 3) save_game 3 autosave
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| 73 | sleep 180
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| 74 | co_message_display = 1
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| 75 | }
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| 76 |
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| 77 | func void remove_ai(void)
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| 78 | {
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| 79 | ai2_kill
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| 80 | sleep 60
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| 81 | powerup_reset
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| 82 | weapon_reset
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| 83 | sleep 240
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| 84 | corpse_reset
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| 85 | }
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| 86 |
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| 87 | func void music_stop(void)
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| 88 | {
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| 89 | sound_music_stop mus_main01_hd
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| 90 | sound_music_stop mus_main03
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| 91 | }
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| 92 |
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| 93 | ##########
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| 94 | ### SP1 ###
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| 95 | ##########
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| 96 |
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| 97 | func void intro(void)
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| 98 | {
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| 99 | ai2_spawn Barabus
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| 100 | ai2_attack Barabus konoko
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| 101 | playback 0 IntroKonoko01
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| 102 | chr_inv_reset 0
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| 103 | env_show 8 1
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| 104 | env_show 9 1
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| 105 | env_show 10 1
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| 106 | objective_set 1 silent
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| 107 | sleep 1
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| 108 | sound_music_start mus_main01_hd 0.8
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| 109 | }
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| 110 |
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| 111 | #tv31 - at the place, where Konoko gets off the bike (inside func: save_game_1); I've disabled it
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| 112 |
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| 113 | #lose func of Barabus
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| 114 | func void rocket(void)
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| 115 | {
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| 116 | music_stop
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| 117 | chr_animate Barabus STRIKEknockdown1
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| 118 | fade_out 0 0 0 30
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| 119 | sleep 30
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| 120 | chr_animate_block Barabus BARABlev3_rocket
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| 121 | chr_envanim Barabus RocketBox01
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| 122 | sound_ambient_start c01_00_02barjet
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| 123 | particle lock99_locklight01 do start
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| 124 | door_unlock 43
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| 125 | objective_set 2 silent
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| 126 | target_set 143 30
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| 127 | fade_in 30
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| 128 | sleep 360
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| 129 | chr_delete Barabus
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| 130 | sleep 600
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| 131 | sound_dialog_play c00_01_98shinatama
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| 132 | }
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| 133 |
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| 134 | #tv22 - if you look to the gate, on the left, around the place where you find the plasma gun
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| 135 | func void spawn_right_patrol(string ai_name)
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| 136 | {
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| 137 | ai2_spawn right_patrol_striker_1
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| 138 | }
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| 139 |
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| 140 | #tv23 - between the last pillar and the 5 glass doors
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| 141 | func void spawn_back_patrol(string ai_name)
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| 142 | {
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| 143 | ai2_spawn back_patrol_striker_1
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| 144 | ai2_spawn back_patrol_striker_2
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| 145 | }
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| 146 |
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| 147 | #tv21 - if you look to the gate, on the right, nearly at the end of the way
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| 148 | func void spawn_left_patrol(string ai_name)
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| 149 | {
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| 150 | ai2_spawn left_patrol_striker_1
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| 151 | }
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| 152 |
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| 153 | #tv8 - in front of door 43 (func: spawn_floor1_guards); I've disabled it
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| 154 |
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| 155 | ##########
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| 156 | ### SP2 ###
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| 157 | ##########
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| 158 |
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| 159 | ### GROUND FLOOR ###
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| 160 |
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| 161 | #tv33 - after door 43
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| 162 | func void turnoffcompass(string ai_name)
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| 163 | {
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| 164 | if(save_point ne 2)
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| 165 | {
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| 166 | save_game 2 autosave
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| 167 | target_set 143 0
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| 168 | }
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| 169 | ai2_spawn Floor1_Striker_1
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| 170 | ai2_spawn Floor1_Striker_2
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| 171 | ai2_spawn Floor1_Sci_1
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| 172 | ai2_spawn Floor1_Sci_2
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| 173 | ai2_spawn Floor1_Sci_3
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| 174 | ai2_spawn Floor1_Sci_4
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| 175 | objective_set 3 silent
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| 176 | tr_write_animation KONCOMpunch_heavy tramph.txt
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| 177 | }
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| 178 |
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| 179 | #tv35 - complete room with console 2 (no funcs); I've disabled it
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| 180 |
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| 181 | #console 2
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| 182 | func void unlock_floor1_doors(string ai_name)
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| 183 | {
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| 184 | particle lock1_locklight01 do start
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| 185 | particle lock4a_locklight01 do start
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| 186 | door_unlock 3
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| 187 | door_unlock 8
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| 188 | door_unlock 11
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| 189 | door_unlock 14
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| 190 | door_unlock 17
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| 191 | door_unlock 20
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| 192 | door_unlock 23
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| 193 | door_unlock 26
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| 194 | check_doors
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| 195 | }
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| 196 |
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| 197 | #tv3 - long box in some distance after door 3, door 14, door 20 and door 26
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| 198 | func void spawn_floor1_striker_11(string ai_name)
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| 199 | {
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| 200 | ai2_spawn Floor1_Striker_11
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| 201 | ai2_spawn Floor1_Striker_12
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| 202 | }
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| 203 |
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| 204 | #tv4 - long box in some distance after door 8, door 11, door 17 and door 23
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| 205 | func void spawn_floor1_striker_10(string ai_name)
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| 206 | {
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| 207 | ai2_spawn Floor1_Striker_10
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| 208 | ai2_spawn Floor1_Striker_12
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| 209 | }
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| 210 |
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| 211 | #tv1 - in front of the stairs
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| 212 | func void spawn_floor2_guards(string ai_name)
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| 213 | {
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| 214 | ai2_spawn Floor2_Striker_2
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| 215 | ai2_spawn Floor2_Striker_3
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| 216 | ai2_spawn Floor2_Striker_4
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| 217 | sleep 15
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| 218 | ai2_spawn Floor2_Striker_1
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| 219 | ai2_doalarm Floor2_Striker_1 3
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| 220 | sleep 15
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| 221 | ai2_spawn Floor2_Sci_1
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| 222 | ai2_spawn Floor2_Sci_2
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| 223 | ai2_spawn Floor2_Sci_3
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| 224 | ai2_spawn Floor2_Sci_4
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| 225 | ai2_spawn Floor2_Sci_5
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| 226 | }
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| 227 |
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| 228 | #tv10 - on the platform between the ground floor and the first floor
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| 229 | func void set_target_4(string chr_index)
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| 230 | {
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| 231 | sound_dialog_play c00_01_26shinatama
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| 232 | target_set 253 30
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| 233 | }
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| 234 |
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| 235 | ### FIRST FLOOR ###
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| 236 |
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| 237 | #tv36 - complete room with console 3 (no funcs); I've disabled it
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| 238 |
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| 239 | #console 3
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| 240 | func void unlock_floor2_doors(void)
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| 241 | {
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| 242 | trigvolume_enable attack_trigger 1
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| 243 | particle lock2_locklight01 do start
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| 244 | particle lock4b_locklight01 do start
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| 245 | door_unlock 2
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| 246 | door_unlock 9
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| 247 | door_unlock 12
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| 248 | door_unlock 15
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| 249 | door_unlock 18
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| 250 | door_unlock 21
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| 251 | door_unlock 24
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| 252 | door_unlock 27
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| 253 | check_doors
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| 254 | sleep 60
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| 255 | ai2_dopath Floor2_Striker_1 Floor2_Stk_1
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| 256 | ai2_setjobstate Floor2_Striker_1
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| 257 | }
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| 258 |
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| 259 | #tv24 - after door 6; outside of the room with console 3 (tv name: attack_trigger)
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| 260 | func void commence_attack(string ai_name)
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| 261 | {
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| 262 | ai2_setalert Floor2_Striker_2 high
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| 263 | ai2_setalert Floor2_Striker_3 high
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| 264 | ai2_setalert Floor2_Striker_4 high
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| 265 | ai2_dopath Floor2_Striker_1 Floor2_Stk_1
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| 266 | ai2_dopath Floor2_Striker_2 scram_path
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| 267 | ai2_dopath Floor2_Striker_3 attack_path_1
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| 268 | ai2_dopath Floor2_Striker_4 attack_path_2
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| 269 | ai2_setjobstate Floor2_Striker_1
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| 270 | ai2_setjobstate Floor2_Striker_2
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| 271 | ai2_setjobstate Floor2_Striker_3
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| 272 | ai2_setjobstate Floor2_Striker_4
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| 273 | ai2_attack Floor2_Striker_4 Floor2_Sci_4
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| 274 | ai2_attack Floor2_Striker_3 Floor2_Sci_1
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| 275 | }
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| 276 |
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| 277 | #lose func of Floor2_Sci_4
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| 278 | func void death_sentence_1(string ai_name)
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| 279 | {
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| 280 | ai2_attack Floor2_Striker_4 Floor2_Sci_5
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| 281 | }
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| 282 |
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| 283 | #lose func of Floor2_Sci_1
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| 284 | func void death_sentence_2(string ai_name)
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| 285 | {
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| 286 | ai2_attack Floor2_Striker_3 Floor2_Sci_2
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| 287 | }
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| 288 |
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| 289 | #lose func of Floor2_Sci_2
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| 290 | func void death_sentence_3(string ai_name)
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| 291 | {
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| 292 | ai2_attack Floor2_Striker_3 Floor2_Sci_3
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| 293 | }
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| 294 |
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| 295 | #tv2 - in front of the stairs
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| 296 | func void spawn_floor3_guards(string ai_name)
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| 297 | {
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| 298 | ai2_spawn Floor3_Striker_1
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| 299 | ai2_spawn Floor3_Striker_2
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| 300 | ai2_spawn Floor3_Striker_3
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| 301 | ai2_spawn Floor3_Comguy_1
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| 302 | }
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| 303 |
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| 304 | #tv11 - on the platform between the first and the second floor
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| 305 | func void set_target_5(string chr_index)
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| 306 | {
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| 307 | sound_dialog_play c00_01_28shinatama
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| 308 | target_set 254 30
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| 309 | }
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| 310 |
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| 311 | ### SECOND FLOOR ###
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| 312 |
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| 313 | #tv37 - complete room with console 4 (no funcs); I've disabled it
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| 314 |
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| 315 | #console 4
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| 316 | func void unlock_floor3_doors(string ai_name)
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| 317 | {
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| 318 | particle lock3_locklight01 do start
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| 319 | particle lock4c_locklight01 do start
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| 320 | door_unlock 1
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| 321 | door_unlock 10
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| 322 | door_unlock 13
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| 323 | door_unlock 16
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| 324 | door_unlock 19
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| 325 | door_unlock 22
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| 326 | door_unlock 25
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| 327 | door_unlock 28
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| 328 | check_doors
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| 329 | }
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| 330 |
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| 331 | ### ROOF ###
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| 332 |
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| 333 | #tv12 - in front of door 4
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| 334 | func void set_objective_4(string chr_index)
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| 335 | {
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| 336 | sound_dialog_play c00_01_19shinatama
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| 337 | objective_set 4 silent
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| 338 | target_set 110 30
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| 339 | }
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| 340 |
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| 341 | #tv30 - in some distance after the ramp to the lower roof; box from left to right
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| 342 | func void roof_surprise(string ai_name)
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| 343 | {
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| 344 | ai2_dopath Roof_Striker_3 Roof_Striker_3b
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| 345 | ai2_setjobstate Roof_Striker_3
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| 346 | }
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| 347 |
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| 348 | #tv5 - after door 39
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| 349 | func void spawn_tower_guards(string ai_name)
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| 350 | {
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| 351 | ai2_spawn Tower_Striker_1
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| 352 | ai2_spawn Tower_Striker_2
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| 353 | }
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| 354 |
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| 355 | #tv18 - after door 41; on the right side
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| 356 | func void tower_lock_1(string chr_index)
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| 357 | {
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| 358 | ai2_spawn Tower_MB_1
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| 359 | particle sapper do start
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| 360 | music_stop
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| 361 | }
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| 362 |
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| 363 | #tv17 - right next to the furniture in the middle of the tower; from left to right (entry func: sapper_damage_on); I've disabled it
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| 364 |
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| 365 | #lose func of Tower_MB_1
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| 366 | func void bomber(void)
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| 367 | {
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| 368 | fade_out 0 0 0 30
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| 369 | sleep 30
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| 370 | chr_delete Tower_MB_1
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| 371 | fork remove_ai
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| 372 | particle sapper do stop
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| 373 | chr_teleport 0 99
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| 374 | chr_facetoflag 0 90
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| 375 | fade_in 30
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| 376 | }
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| 377 |
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| 378 | ##########
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| 379 | ### SP3 ###
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| 380 | ##########
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| 381 |
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| 382 | ### LOBBY - GROUND FLOOR ###
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| 383 |
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| 384 | #tv9 - in front of door 35; in the elevator shaft
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| 385 | func void spawn_lobby_tctf(string ai_name)
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| 386 | {
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| 387 | if(save_point ne 3)
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| 388 | {
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| 389 | sleep 30
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| 390 | save_game 3 autosave
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| 391 | }
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| 392 | env_show 540 0
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| 393 | env_show 777 1
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| 394 | env_show 778 0
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| 395 | ai2_spawn Lobby_TCL_1
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| 396 | ai2_spawn Lobby_TCL_2
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| 397 | ai2_spawn Lobby_TCS_1
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| 398 | objective_set 5 silent
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| 399 | target_set 142 30
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| 400 | }
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| 401 |
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| 402 | #tv34 - after door 35 (inside func: save_game_3); I've disabled it
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| 403 |
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| 404 | #tv13 - big box from door 59 and door 60 to the opposite wall; includes console 1
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| 405 | func void spawn_lobby_synd(string ai_name)
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| 406 | {
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| 407 | ai2_spawn Lobby_Striker_1
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| 408 | ai2_spawn Lobby_Striker_2
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| 409 | ai2_spawn Lobby_Striker_3
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| 410 | ai2_spawn Lobby_Striker_4
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| 411 | }
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| 412 |
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| 413 | #hit func of Lobby_TCL_1
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| 414 | func void Lobby_Hurt_TCL_1(string ai_name)
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| 415 | {
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| 416 | ai2_dopath Lobby_TCL_1 Lobby_Hurt_TCL_1
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| 417 | }
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| 418 |
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| 419 | #hit func of Lobby_TCL_2
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| 420 | func void Lobby_Hurt_TCL_2(string ai_name)
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| 421 | {
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| 422 | sleep 120
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| 423 | ai2_dopath Lobby_TCL_2 Lobby_Hurt_TCL_2
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| 424 | }
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| 425 |
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| 426 | #tv32 - at the end of the stairs to the lower floor with console 11; big box from left to right
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| 427 | func void backdoor(string ai_name)
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| 428 | {
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| 429 | ai2_spawn backdoor_striker_1
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| 430 | ai2_spawn backdoor_striker_3
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| 431 | }
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| 432 |
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| 433 | #console 11
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| 434 | func void passage_1(string ai_name)
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| 435 | {
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| 436 | particle lock69a_locklight01 do start
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| 437 | check_doors
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| 438 | }
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| 439 |
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| 440 | ### LOBBY - FIRST FLOOR ###
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| 441 |
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| 442 | #tv28 - long box; starts in some after door 53 and ends in front of console 9
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| 443 | func void spawn_lively_2(string ai_name)
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| 444 | {
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| 445 | ai2_spawn lively_striker_2
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| 446 | }
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| 447 |
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| 448 | #console 9
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| 449 | func void passage_2(string ai_name)
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| 450 | {
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| 451 | particle lock69b_locklight01 do start
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| 452 | check_doors
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| 453 | }
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| 454 |
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| 455 | #tv26 - in some distance after door 37
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| 456 | func void spawn_opposite_striker_1(string ai_name)
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| 457 | {
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| 458 | ai2_spawn opposite_striker_1
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| 459 | }
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| 460 |
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| 461 | #tv27 - in some distance after door 31
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| 462 | func void spawn_opposite_striker_2(string ai_name)
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| 463 | {
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| 464 | ai2_spawn opposite_striker_2
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| 465 | }
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| 466 |
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| 467 | ### LOBBY - SECOND FLOOR ###
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| 468 |
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| 469 | #tv25 - around the green energy clip; in the room with door 46
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| 470 | func void spawn_lively_1(string ai_name)
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| 471 | {
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| 472 | ai2_spawn lively_striker_1
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| 473 | }
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| 474 |
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| 475 | #tv29 - at the end of the room with door 29; from left to right; includes the hypo
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| 476 | func void spawn_lively_3(string ai_name)
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| 477 | {
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| 478 | ai2_spawn lively_striker_3
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| 479 | ai2_spawn lively_striker_4
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| 480 | }
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| 481 |
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| 482 | #console 8
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| 483 | func void passage_3(string ai_name)
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| 484 | {
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| 485 | particle lock69c_locklight01 do start
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| 486 | check_doors
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| 487 | }
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| 488 |
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| 489 | func void check_doors(void)
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| 490 | {
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| 491 | var_counter = var_counter + 1
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| 492 | if(var_counter eq 3)
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| 493 | {
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| 494 | if(save_point eq 2)
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| 495 | {
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| 496 | door_unlock 4
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| 497 | ai2_spawn Roof_Striker_1
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|---|
| 498 | ai2_spawn Roof_Striker_2
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|---|
| 499 | ai2_spawn Roof_Striker_3
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|---|
| 500 | sound_music_start mus_main03
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|---|
| 501 | }
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| 502 | if(save_point eq 3)
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| 503 | {
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| 504 | door_unlock 48
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| 505 | sound_music_start mus_main03 1.0
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| 506 | }
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| 507 | var_counter = 0
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| 508 | }
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| 509 | }
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| 510 |
|
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| 511 | #tv20 - in front of door 48
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| 512 | func void miseenscene_start(string ai_name)
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| 513 | {
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| 514 | particle scene create
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|---|
| 515 | ai2_spawn scene_thug_1
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| 516 | ai2_spawn scene_thug_2
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|---|
| 517 | }
|
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| 518 |
|
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| 519 | #tv6 - in the middle between door 48 and door 55
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|---|
| 520 | func void spawn_vats(string ai_name)
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|---|
| 521 | {
|
|---|
| 522 | ai2_spawn Vat_Striker_1
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|---|
| 523 | ai2_spawn Vat_Striker_2
|
|---|
| 524 | ai2_spawn Vat_Striker_3
|
|---|
| 525 | ai2_spawn Vat_Striker_4
|
|---|
| 526 | ai2_spawn Vat_Striker_5
|
|---|
| 527 | }
|
|---|
| 528 |
|
|---|
| 529 | #console 10 (text console)
|
|---|
| 530 | func void day_264(string ai_name)
|
|---|
| 531 | {
|
|---|
| 532 | ai2_idle scene_thug_1
|
|---|
| 533 | ai2_movetoflag scene_thug_1 7010
|
|---|
| 534 | ai2_setmovementmode scene_thug_1 run
|
|---|
| 535 | sleep 300
|
|---|
| 536 | particle day264 create
|
|---|
| 537 | particle dayafter create
|
|---|
| 538 | particle dayafter do start
|
|---|
| 539 | chr_animate scene_thug_1 STRIKEknockdown3
|
|---|
| 540 | ai2_dopath scene_thug_1 scene_flee_1
|
|---|
| 541 | ai2_dopath scene_thug_2 scene_flee_2
|
|---|
| 542 | sleep 300
|
|---|
| 543 | ai2_spawn arcy
|
|---|
| 544 | sleep 1000
|
|---|
| 545 | chr_delete scene_thug_1
|
|---|
| 546 | chr_delete scene_thug_2
|
|---|
| 547 | sleep 500
|
|---|
| 548 | chr_delete arcy
|
|---|
| 549 | }
|
|---|
| 550 |
|
|---|
| 551 | #tv19 - in front of door 55
|
|---|
| 552 | func void set_objective_6(string chr_index)
|
|---|
| 553 | {
|
|---|
| 554 | sound_dialog_play c00_01_22shinatama
|
|---|
| 555 | objective_set 6 silent
|
|---|
| 556 | target_set 256 30
|
|---|
| 557 | }
|
|---|
| 558 |
|
|---|
| 559 | ### HALL ###
|
|---|
| 560 |
|
|---|
| 561 | #tv16 - the complete acid volume
|
|---|
| 562 | func void fallinthevat(string character)
|
|---|
| 563 | {
|
|---|
| 564 | if(chr_is_player(character) eq 1)
|
|---|
| 565 | {
|
|---|
| 566 | cm_detach
|
|---|
| 567 | chr_animate 0 KONOKOacid
|
|---|
| 568 | sleep 10
|
|---|
| 569 | sound_impulse_play konoko_gruesome_death
|
|---|
| 570 | chr_set_health 0 0
|
|---|
| 571 | }
|
|---|
| 572 | else
|
|---|
| 573 | {
|
|---|
| 574 | chr_animate(character, KONOKOacid);
|
|---|
| 575 | sleep 10
|
|---|
| 576 | chr_set_health(character, 0);
|
|---|
| 577 | }
|
|---|
| 578 | }
|
|---|
| 579 |
|
|---|
| 580 | #console 5
|
|---|
| 581 | func void unlock_end_door(string ai_name)
|
|---|
| 582 | {
|
|---|
| 583 | trigvolume_enable final_ambush 1
|
|---|
| 584 | particle lockend_locklight02 do start
|
|---|
| 585 | door_unlock 56
|
|---|
| 586 | target_set 52 30
|
|---|
| 587 | ai2_spawn Vat_MB_1
|
|---|
| 588 | }
|
|---|
| 589 |
|
|---|
| 590 | #tv7 - in some distance in front three pillars; from left to right
|
|---|
| 591 | func void final_ambush(string ai_name)
|
|---|
| 592 | {
|
|---|
| 593 | ai2_spawn Ambush_Striker_1
|
|---|
| 594 | ai2_spawn Ambush_Striker_2
|
|---|
| 595 | }
|
|---|
| 596 |
|
|---|
| 597 | #hit func of Ambush_Striker_1
|
|---|
| 598 | func void gethelp(string ai_name)
|
|---|
| 599 | {
|
|---|
| 600 | trigvolume_enable outro_volume_1 1
|
|---|
| 601 | particle lock177_locklight01 do start
|
|---|
| 602 | door_unlock 49
|
|---|
| 603 | door_unlock 50
|
|---|
| 604 | ai2_attack Ambush_Striker_2 Konoko
|
|---|
| 605 | music_stop
|
|---|
| 606 | }
|
|---|
| 607 |
|
|---|
| 608 | #tv14 - after door 50
|
|---|
| 609 | #tv15 - after door 49
|
|---|
| 610 | func void outro(void)
|
|---|
| 611 | {
|
|---|
| 612 | fade_out 0 0 0 30
|
|---|
| 613 | sleep 30
|
|---|
| 614 | win
|
|---|
| 615 | }
|
|---|
| 616 |
|
|---|
| 617 | #####################
|
|---|
| 618 | ### TEXT CONSOLES ###
|
|---|
| 619 | #####################
|
|---|
| 620 |
|
|---|
| 621 | func void level3a(string chr_index)
|
|---|
| 622 | {
|
|---|
| 623 | text_console level_3a
|
|---|
| 624 | console_reset 7
|
|---|
| 625 | }
|
|---|
| 626 |
|
|---|
| 627 | func void level3b(string chr_index)
|
|---|
| 628 | {
|
|---|
| 629 | text_console level_3b
|
|---|
| 630 | console_reset 6
|
|---|
| 631 | }
|
|---|
| 632 |
|
|---|
| 633 | func void level3c(string chr_index)
|
|---|
| 634 | {
|
|---|
| 635 | text_console level_3c
|
|---|
| 636 | console_reset 1
|
|---|
| 637 | }
|
|---|
| 638 |
|
|---|
| 639 | func void level3d(string chr_index)
|
|---|
| 640 | {
|
|---|
| 641 | text_console level_3d
|
|---|
| 642 | day_264
|
|---|
| 643 | }
|
|---|