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 | }
|
---|
488 |
|
---|
489 | func void check_doors(void)
|
---|
490 | {
|
---|
491 | var_counter = var_counter + 1
|
---|
492 | if(var_counter eq 3)
|
---|
493 | {
|
---|
494 | if(save_point eq 2)
|
---|
495 | {
|
---|
496 | door_unlock 4
|
---|
497 | ai2_spawn Roof_Striker_1
|
---|
498 | ai2_spawn Roof_Striker_2
|
---|
499 | ai2_spawn Roof_Striker_3
|
---|
500 | sound_music_start mus_main03
|
---|
501 | }
|
---|
502 | if(save_point eq 3)
|
---|
503 | {
|
---|
504 | door_unlock 48
|
---|
505 | sound_music_start mus_main03 1.0
|
---|
506 | }
|
---|
507 | var_counter = 0
|
---|
508 | }
|
---|
509 | }
|
---|
510 |
|
---|
511 | #tv20 - in front of door 48
|
---|
512 | func void miseenscene_start(string ai_name)
|
---|
513 | {
|
---|
514 | particle scene create
|
---|
515 | ai2_spawn scene_thug_1
|
---|
516 | ai2_spawn scene_thug_2
|
---|
517 | }
|
---|
518 |
|
---|
519 | #tv6 - in the middle between door 48 and door 55
|
---|
520 | func void spawn_vats(string ai_name)
|
---|
521 | {
|
---|
522 | ai2_spawn Vat_Striker_1
|
---|
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 | }
|
---|