source: nikanabo/current/bsl/onilight/IGMD/tctf_ii/tctf2.bsl@ 368

Last change on this file since 368 was 185, checked in by geyser, 18 years ago
File size: 20.4 KB
RevLine 
[185]1#################
2### VARIABLES ###
3#################
4
5var int var_counter = 0;
6var int var_counter2 = 0;
7var int var_counter3 = 0;
8
9############
10### MAIN ###
11############
12
13func void main(void)
14{
15gl_fog_red = 0
16gl_fog_blue = 0
17gl_fog_green = 0
18gl_fog_start = .995
19gs_farclipplane_set 5000
20ui_suppress_prompt = 1
21chr_auto_aim_dist = 0
22start
23}
24
25#############
26### START ###
27#############
28
29func void start(string ai_name)
30{
31fork deactivate_stuff
32if(save_point eq 0) save_point = 1
33if(save_point eq 1) fork intro
34if(save_point eq 2) restore_game
35if(save_point eq 3) restore_game
36if(save_point eq 4) restore_game
37if(save_point eq 5) restore_game
38sleep 5
39fork sp_all
40}
41
42func void deactivate_stuff(void)
43{
44#not used
45trigvolume_enable shinzom_voice1 0
46trigvolume_enable shinzom_voice2 0
47trigvolume_enable shinzom_voice3 0
48trigvolume_enable shinzom_voice4 0
49trigvolume_enable trigger_volume_03 0
50trigvolume_enable trigger_volume_04 0
51trigvolume_enable trigger_volume_04_copy 0
52trigvolume_enable trigger_volume_04_copy_copy 0
53trigvolume_enable trigger_volume_05 0
54trigvolume_enable trigger_volume_07b 0
55trigvolume_enable trigger_volume_10 0
56trigvolume_enable trigger_volume_12 0
57trigvolume_enable trigger_volume_14 0
58trigvolume_enable trigger_volume_16 0
59trigvolume_enable trigger_volume_20 0
60trigvolume_enable trigger_volume_34 0
61trigvolume_enable trigger_volume_37 0
62trigvolume_enable trigger_volume_38 0
63trigvolume_enable trigger_volume_41 0
64trigvolume_enable trigger_volume_44 0
65trigvolume_enable trigger_volume_45 0
66trigvolume_enable trigger_volume_46 0
67trigvolume_enable trigger_volume_49 0
68trigvolume_enable trigger_volume_51 0
69trigvolume_enable trigger_volume_52 0
70trigvolume_enable trigger_volume_54 0
71trigvolume_enable trigger_volume_55 0
72trigvolume_enable trigger_volume_56 0
73trigvolume_enable trigger_volume_57 0
74trigvolume_enable trigger_volume_61 0
75trigvolume_enable trigger_volume_67 0
76trig_deactivate 10
77trig_deactivate 91
78trig_deactivate 92
79trig_deactivate 93
80trig_deactivate 94
81trig_deactivate 910
82trig_deactivate 210
83trig_deactivate 310
84trig_deactivate 410
85trig_deactivate 510
86trig_deactivate 214
87trig_deactivate 314
88trig_deactivate 414
89trig_deactivate 514
90trig_deactivate 2101
91trig_deactivate 3101
92trig_deactivate 4101
93trig_deactivate 5101
94env_show 403 0
95env_show 1010 0
96door_lock 4
97door_lock 5
98door_lock 6
99door_lock 7
100door_lock 8
101door_lock 9
102console_deactivate 3
103console_deactivate 399
104console_deactivate 400
105console_deactivate 401
106console_deactivate 402
107#used
108trigvolume_enable trigger_volume_06 0
109trigvolume_enable trigger_volume_29 0
110trigvolume_enable trigger_volume_35 0
111trigvolume_enable trigger_volume_39 0
112if(save_point ne 0 and save_point ne 1) deactivate_sp1
113if(save_point ne 2) deactivate_sp2
114if(save_point ne 3) deactivate_sp3
115env_shade 321 325 .3 .3 .3
116env_show 171 0
117env_show 172 0
118env_show 173 0
119env_show 174 0
120door_lock 42
121}
122
123func void deactivate_sp1(void)
124{
125trig_deactivate 60
126trig_deactivate 61
127trig_deactivate 62
128trig_deactivate 63
129trig_deactivate 64
130trig_deactivate 65
131trig_deactivate 70
132trig_deactivate 71
133trig_deactivate 72
134trig_deactivate 73
135trig_deactivate 74
136trig_deactivate 75
137}
138
139func void deactivate_sp2(void)
140{
141trig_deactivate 6
142trig_deactivate 7
143trig_deactivate 98
144trig_deactivate 99
145}
146
147func void deactivate_sp3(void)
148{
149trig_deactivate 1
150trig_deactivate 2
151trig_deactivate 3
152trig_deactivate 4
153trig_deactivate 5
154trig_deactivate 8
155trig_deactivate 100
156trig_deactivate 101
157trig_deactivate 302
158trig_deactivate 303
159trig_deactivate 315
160trig_deactivate 320
161trig_deactivate 500
162trig_deactivate 501
163trig_deactivate 502
164trig_deactivate 503
165trig_deactivate 400
166trig_deactivate 510
167trig_deactivate 511
168trig_deactivate 512
169trig_deactivate 520
170trig_deactivate 521
171trig_deactivate 522
172}
173
174func void you_lose(string ai_name)
175{
176fade_out 0 0 0 30
177sleep 30
178lose
179}
180
181####################################
182### SEVERAL TIMES USED FUNCTIONS ###
183####################################
184
185func void sp_all(void)
186{
187co_message_display = 0
188if(save_point eq 1) save_game 1 autosave
189if(save_point eq 2) save_game 2 autosave
190if(save_point eq 3) save_game 3 autosave
191if(save_point eq 4) save_game 4 autosave
192if(save_point eq 5) save_game 5 autosave
193sleep 180
194co_message_display = 1
195}
196
197func void remove_ai(void)
198{
199ai2_kill
200sleep 60
201powerup_reset
202weapon_reset
203sleep 240
204corpse_reset
205}
206
207func void music_stop(void)
208{
209sound_music_stop mus_main03
210sound_music_stop mus_wls
211sound_music_stop mus_trt
212sound_music_stop mus_sv
213}
214
215##########
216### SP1 ###
217##########
218
219func void intro(void)
220{
221particle roof_doors_locklight01 do start
222particle griffin_locklight01 do start
223door_unlock 61
224door_unlock 67
225door_unlock 71
226chr_teleport 0 19
227chr_inv_reset 0
228ai2_spawn l1
229ai2_spawn l3
230ai2_spawn l7
231ai2_spawn A_L8
232ai2_spawn A_L12
233ai2_spawn A_L18
234ai2_spawn A_L19
235ai2_spawn A_Lbo13
236objective_set 1 silent
237target_set 590 30
238sleep 1
239sound_music_start mus_main03 1.0
240}
241
242#tv1 - the complete volume between the doors 61, 63, 67 and 68
243func void t2(string ai_name)
244{
245trigvolume_enable trigger_volume_61 0
246ai2_spawn n5
247ai2_spawn A_Sbo14
248ai2_dopath A_Sbo14 patrol_14
249ai2_setjobstate A_Sbo14
250ai2_spawn A_Sbo15
251sleep 30
252ai2_dopath A_Sbo15 patrol_14
253ai2_setjobstate A_Sbo15
254music_stop
255}
256
257#neutral func of n5
258func void outta_sight(string ai_name)
259{
260ai2_dopath n5 patrol_99
261ai2_setjobstate n5
262}
263
264#tv61 - at the same place as tv1 (entry func: t61); I've disabled it
265
266#console 5
267func void roof(string ai_name)
268{
269trigvolume_enable trigger_volume_06 1
270particle roof_locklight01 do start
271ai2_spawn A_T25
272}
273
274#console 12
275func void roof_door2(string ai_name)
276{
277particle roof_door2_locklight01 do start
278ai2_spawn A_n17
279ai2_dopath A_n17 patrol_16
280ai2_setjobstate A_n17
281}
282
283#tv3 - long box behind door 63 and the windows (entry func: t4); I've disabled it
284#tv4 - long box behind door 68 and the windows (entry func: t4); I've disabled it
285#tv66 - long box behind the windows on the elevator side (entry func: t4); I've disabled it
286#tv67 - long box behind the windows on the opposite side of tv66 (entry func: t4); I've disabled it
287#tv2 - after door 59 (entry func: t3); I've disabled it
288
289#tv5 - after door 58
290func void t6(string ai_name)
291{
292ai2_spawn A_L20
293ai2_spawn A_L21
294target_set 593 30
295trig_activate 6
296}
297
298##########
299### SP2 ###
300##########
301
302#tv46 - on the platform between the stairs to the hall
303func void s2(string ai_name)
304{
305if(save_point eq 2)
306 {
307 objective_set 1 silent
308 target_set 593 30
309 }
310else
311 {
312 fork remove_ai
313 save_game 2 autosave
314 particle roof_locklight01 do stop
315 door_lock 59
316 trig_activate 7
317 trig_activate 98
318 trig_activate 99
319 deactivate_sp1
320 }
321particle shin_lock_locklight01 do start
322door_unlock 14
323door_unlock 48
324ai2_spawn B_S22
325}
326
327### HALL - 2ND FLOOR ###
328
329#tv6 - near the end of the stairs
330func void t7(string ai_name)
331{
332ai2_dopath B_S22 patrol_23
333ai2_setjobstate B_S22
334ai2_spawn B_N28
335ai2_dopath B_N28 patrol_42
336ai2_setjobstate B_N28
337ai2_spawn B_Lbo26
338playback_block B_Lbo26 run1 interp 20
339sleep 20
340ai2_dopath B_Lbo26 patrol_27
341ai2_setjobstate B_Lbo26
342}
343
344#hit func of B_S22
345func void B_S22_run (string ai_name)
346{
347ai2_dopath B_S22 patrol_24
348ai2_setjobstate B_S22
349}
350
351func void patrolscript0001(void)
352{
353playback_block B_S22 taunt1 interp 20
354}
355
356#tv12 - at the same place as tv6 (entry func: t7b); Ive disabled it
357
358#tv7 - after door 54 and the window next to it
359func void t8(string ai_name)
360{
361ai2_spawn B_L41
362ai2_spawn B_S36
363ai2_makeignoreplayer B_S36 0
364ai2_spawn B_S37
365ai2_makeignoreplayer B_S37 0
366ai2_spawn B_Sbo38
367ai2_makeignoreplayer B_Sbo38 0
368sound_music_start mus_wls 1.0
369sound_dialog_play c14_54_24konoko
370sound_dialog_play_block pause
371objective_set 2 silent
372}
373
374#tv59 - behind door 56 and the window next to it
375func void t59(string ai_name)
376{
377ai2_spawn B_L30
378ai2_spawn B_L95
379ai2_spawn B_Lbo27
380}
381
382#tv11 - after the right furniture in the room with door 64 (entry func: t12); I've disabled it
383
384#tv37 - on the platform between the stairs
385func void t43(string ai_name)
386{
387ai2_spawn B_S29
388ai2_spawn B_S43
389ai2_spawn B_S96
390}
391
392### HALL - 1ST FLOOR ###
393
394#tv68 - behind door 60 and the window next to it (entry func: t67); I've disabled it
395#tv8 - behind door 55 and the window next to it (entry func: t10); I've disabled it
396#tv34 - in front of door 50 and the window next to it (entry func: t38); I've disabled it
397
398#tv60 - on the platform between the stairs
399func void t60(string ai_name)
400{
401ai2_spawn B_C32
402ai2_spawn B_C33
403ai2_spawn B_C34
404}
405
406### HALL - GROUND FLOOR ###
407
408#tv9 - after door 48
409func void t11(string ai_name)
410{
411trigvolume_enable trigger_volume_11_copy 0
412t11_funcs
413}
414
415#tv25 - big volume on the ground
416func void t11b(string ai_name)
417{
418trigvolume_enable trigger_volume_11 0
419t11_funcs
420}
421
422func void t11_funcs(void)
423{
424ai2_dopath B_S36 patrol_38
425ai2_setjobstate B_S36
426ai2_spawn B_Lbo76
427ai2_spawn B_C32
428ai2_spawn B_C33
429ai2_spawn B_C34
430music_stop
431}
432
433#tv69 - in front of the wall with the high window next to door 48
434func void t68(string ai_name)
435{
436ai2_spawn mbo_femcop
437}
438
439#tv40 - after door 14 (no funcs); I've disabled it
440#tv42 - on the platform between the stairs (entry func: t45); I've disabled it
441
442##########
443### SP3 ###
444##########
445
446#tv44 - at the same place as tv42
447func void save3_and_spine(string ai_name)
448{
449if(save_point eq 3) objective_set 2 silent
450else
451 {
452 fork remove_ai
453 save_game 3 autosave
454 particle shin_lock_locklight01 do stop
455 door_lock 14
456 deactivate_sp2
457 trig_activate 1
458 trig_activate 2
459 trig_activate 3
460 trig_activate 4
461 trig_activate 5
462 trig_activate 8
463 trig_activate 100
464 trig_activate 101
465 trig_activate 302
466 trig_activate 303
467 trig_activate 400
468 trig_activate 500
469 trig_activate 501
470 trig_activate 502
471 trig_activate 503
472 trig_activate 510
473 trig_activate 511
474 trig_activate 512
475 trig_activate 520
476 trig_activate 521
477 trig_activate 522
478 trig_activate 315
479 trig_activate 320
480 }
481ai2_spawn C_C47
482ai2_spawn C_C65
483ai2_spawn C_L50
484ai2_spawn C_L51
485ai2_spawn C_N48
486ai2_spawn C_N55
487ai2_spawn C_N60
488ai2_spawn C_Sbo44
489ai2_spawn C_Sbo93
490ai2_makeignoreplayer C_C65 1
491ai2_makeignoreplayer C_L50 1
492ai2_makeignoreplayer C_L51 1
493ai2_makeignoreplayer C_N55 1
494particle spine1 do start
495particle spine2 do start
496particle spine3 do start
497particle spinesound1 do start
498particle spinesound2 do start
499particle spinesound3 do start
500target_set 587 30
501sleep 1
502sound_music_start mus_trt 0.8
503}
504
505#tv39 - in some diastance after tv44 (entry func: t45b); I've disabled it
506
507### ATRIUM - 7TH FLOOR ###
508
509#tv13 - in the middle between the end of the stairs and the entrance of the room with console 10 (entry func: t14); I've disabled it
510#tv49 - medium volume around console 10 (no funcs); I've disabled it
511
512#neutral func of C_N48
513func void patrolscript0098(string ai_name)
514{
515ai2_doalarm C_N48 10
516}
517
518#tv48 - in front of console 10
519func void t40(string ai_name)
520{
521trigvolume_enable trigger_volume_40 0
522var_counter = 1
523check_consoles
524}
525
526#console 10
527func void powersub1(string ai_name)
528{
529if(var_counter eq 0)
530 {
531 trigvolume_enable trigger_volume_40 0
532 var_counter2 = var_counter2 + 1
533 }
534var_counter3 = var_counter3 + 1
535particle spine1 do stop
536particle spinesound1 do stop
537if(var_counter3 eq 1 or var_counter3 eq 101) target_set 594 30
538if(var_counter3 eq 11) target_set 595 30
539if(var_counter3 eq 111) power_off
540}
541
542#tv14 at the beginning of the ramp
543func void t15(string ai_name)
544{
545ai2_lookatme C_L51
546ai2_dopath C_L51 patrol_51
547ai2_setjobstate C_L51
548ai2_makeignoreplayer C_L51 0
549sleep 90
550ai2_lookatme C_L50
551ai2_dopath C_L50 patrol_50
552ai2_setjobstate C_L50
553ai2_makeignoreplayer C_L50 0
554}
555
556### ATRIUM - 6TH FLOOR ###
557
558#tv15 - long box along in front of the windows and the entrance of the first room (entry func: t16); I've disabled it
559
560#tv58 - long box behind the windows and the entrance of the second room
561func void t58(string ai_name)
562{
563ai2_spawn C_Lbo53
564ai2_spawn C_Sbo52
565}
566
567### ATRIUM - 5TH FLOOR ###
568
569#tv16 - in the first room around C_N55
570func void t17(string ai_name)
571{
572ai2_makeignoreplayer C_N55 0
573ai2_spawn C_Sbo56
574}
575
576#tv17 - long box behind the windows and the entrance of the second room
577func void t18(string ai_name)
578{
579ai2_spawn C_S57
580}
581
582### ATRIUM - 4TH FLOOR ###
583
584#18 - around the entrance to the room with console 9
585func void t19(string ai_name)
586{
587ai2_spawn C_S58
588ai2_spawn C_S59
589}
590
591#tv53 - medium volume around console 9 (no funcs); I've disabled it
592
593#tv52 - in front of console 9
594func void t53(string ai_name)
595{
596trigvolume_enable trigger_volume_53 0
597check_consoles
598}
599
600#console 9
601func void powersub3(string ai_name)
602{
603var_counter3 = var_counter3 + 10
604particle spine3 do stop
605particle spinesound3 stop
606if(var_counter3 eq 10 or var_counter3 eq 110) target_set 587 30
607if(var_counter3 eq 11) target_set 595 30
608if(var_counter3 eq 111) power_off
609}
610
611### ATRIUM - 3RD FLOOR ###
612
613#neutral func of C_N60
614func void t20(string ai_name)
615{
616ai2_spawn C_Lbo62
617ai2_spawn C_Sbo61
618}
619
620#tv51 - medium volume around console 8 (no funcs); I've disabled it
621
622#tv50 - in front of console 8
623func void t50(string ai_name)
624{
625trigvolume_enable trigger_volume_50 0
626check_consoles
627}
628
629func void check_consoles(void)
630{
631var_counter2 = var_counter2 + 1
632if(var_counter2 eq 1) sound_dialog_play c14_54_25konoko
633if(var_counter2 eq 2) sound_dialog_play c14_54_26konoko
634if(var_counter2 eq 3) sound_dialog_play c14_54_27konoko
635}
636
637#console 8
638func powersub2(string ai_name)
639{
640var_counter3 = var_counter3 + 100
641particle spine2 do stop
642particle spinesound2 do stop
643if(var_counter3 eq 100 or var_counter3 eq 101) target_set 594 30
644if(var_counter3 eq 110) target_set 587 30
645if(var_counter3 eq 111) power_off
646}
647
648func void power_off(void)
649{
650particle door42_locklight01 do start
651door_unlock 42
652deactivate_sp3
653objective_set 3 silent
654target_set 403 30
655music_stop
656}
657
658### ATRIUM - 2ND FLOOR ###
659
660#tv19 - after the entrance to the first room
661#tv70 - behind the windows of the first room
662func void t21(string ai_name)
663{
664ai2_spawn C_Sbo63
665ai2_spawn C_Sbo64
666}
667
668#tv21 - at the beginning of the stairs down to the ground floor
669#tv22 - in the free middle of the atrium between the first and second floor; if you fall or jump down, you'll trigger it off
670func void t23(string ai_name)
671{
672ai2_spawn C_L71
673ai2_spawn C_S72
674}
675
676#tv20 - long box behind the windows and the entrance of the second room
677func void t22(string ai_name)
678{
679ai2_makeignoreplayer C_C65 0
680}
681
682### ATRIUM - 1ST FLOOR ###
683
684#nothing
685
686### ATRIUM - GROUND FLOOR ###
687
688#nothing
689
690##########
691### SP4 ###
692##########
693
694#tv43 - after door 42
695func void s4(string ai_name)
696{
697if(save_point eq 4) objective_set 3 silent
698else
699 {
700 fork remove_ai
701 save_game 4 autosave
702 var_counter = 0
703 var_counter2 = 0
704 var_counter3 = 0
705 }
706ai2_spawn C_N74
707target_set 596 30
708sleep 90
709}
710
711#tv36 - at the same place as tv43 (entry func: t41); I've disabled it
712
713### ENTRANCE HALL - 3RD FLOOR ###
714
715#tv23 - after door 41
716func void t25(string ai_name)
717{
718ai2_spawn D_C70
719ai2_spawn D_Sbo71
720ai2_spawn D_Sbo72
721ai2_spawn D_Sbo73
722ai2_spawn D_Sbo75
723ai2_spawn D_N76
724}
725
726#tv33 - after door 46 (entry func: t37); I've disabled it
727
728#console 7
729func void floor4_lock(string ai_name)
730{
731trigvolume_enable trigger_volume_39 1
732particle floor4_lock_locklight01 do start
733particle stair_lock_locklight01 do start
734}
735
736#tv24 - in the passage to the room with the neutral, who gives you a Scramble Cannon (w7_scc)
737func void t26(string ai_name)
738{
739ai2_spawn D_L74
740ai2_spawn new_1
741}
742
743#neutral func of new_1
744func void attack_konoko(string ai_name)
745{
746ai2_attack D_L74 A_player
747}
748
749#tv35 - in front of door 28
750func void t39(string ai_name)
751{
752target_set 598 30
753}
754
755### ENTRANCE HALL - 2ND FLOOR ###
756
757#tv47 - after the end of the stairs to the second floor
758func void t48(string ai_name)
759{
760ai2_spawn D_L91
761ai2_spawn D_S90
762ai2_spawn D_S89
763ai2_spawn D_S101
764ai2_spawn D_C100
765ai2_spawn D_Sbo75
766ai2_spawn D_Sbo92
767}
768
769#tv31 - after door 24 (entry func: t34); I've disabled it
770#tv40 - on the footbridge (entry func: t44); I've disabled it
771
772#console 2
773func void lastdoor3(string ai_name)
774{
775particle lastdoor3_locklight01 do start
776var_counter = var_counter + 1
777if(var_counter eq 1 or var_counter eq 101) target_set 599 30
778if(var_counter eq 11) target_set 597 30
779if(var_counter eq 111) lastdoor_open
780}
781
782### ENTRANCE HALL - 1ST FLOOR ###
783
784#tv29 - after door 20
785func void t31(string ai_name)
786{
787t32
788}
789
790#tv30 - on the footbridge
791func void t32(string ai_name)
792{
793ai2_spawn D_S83
794ai2_spawn D_S87
795ai2_spawn D_L84
796ai2_spawn D_L88
797ai2_spawn D_Lbo85
798ai2_spawn D_Sbo86
799trigvolume_enable trigger_volume_31 0
800trigvolume_enable trigger_volume_32 0
801}
802
803#console 13
804func void lastdoor2(string ai_name)
805{
806particle lastdoor2_locklight01 do start
807var_counter = var_counter + 10
808if(var_counter eq 10 or var_counter eq 110) target_set 598 30
809if(var_counter eq 11) target_set 597 30
810if(var_counter eq 111) lastdoor_open
811}
812
813### ENTRANCE HALL - GROUND FLOOR ###
814
815#tv28 - after door 37
816func void t30(string ai_name)
817{
818ai2_spawn D_L80
819}
820
821#tv26 - after door 32 (inside the room)
822func void t28(string ai_name)
823{
824ai2_spawn D_S78
825ai2_spawn D_S79
826}
827
828#console 11
829func void lastdoor1(string ai_name)
830{
831particle lastdoor1_locklight01 do start
832var_counter = var_counter + 100
833if(var_counter eq 100 or var_counter eq 101) target_set 599 30
834if (var_counter eq 110) target_set 598 30
835if(var_counter eq 111) lastdoor_open
836}
837
838func void lastdoor_open(void)
839{
840trigvolume_enable trigger_volume_29 1
841particle ZomShin_door_locklight01 do start
842door_unlock 97
843set_objective_4
844target_set 401 30
845}
846
847#tv27 - after door 32 (outside of the room)
848func void t29(string ai_name)
849{
850ai2_spawn D_Lbo81
851ai2_spawn D_S82
852}
853
854#tv 41 - on the platform between the stairs to the torture chamber (entry func: t33); I've disabled it
855
856#tv10 - in front of door 16
857func void t9(string ai_name)
858{
859fork remove_ai
860particle lastdoor1_locklight01 do stop
861particle lastdoor2_locklight01 do stop
862particle lastdoor3_locklight01 do stop
863door_lock 97
864target_set 1 0
865spawn_griffin
866}
867
868func void spawn_griffin(void)
869{
870particle zombiesteam start
871env_show 171 1
872env_show 172 1
873env_show 173 1
874env_show 174 1
875ai2_spawn ZomGrif
876ai2_passive ZomGrif 1
877chr_inv_reset ZomGrif
878ai2_setmovementmode ZomGrif walk
879playback ZomGrif ZomGrifDraw
880fork check_health
881}
882
883##########
884### SP5 ###
885##########
886
887#tv45 - in some distance after door 16
888func void t42(string ai_name)
889{
890if(save_point eq 5)
891 {
892 spawn_griffin
893 set_objective_4
894 target_set 1 0
895 }
896else
897 {
898 save_game 5 autosave
899 door_lock 16
900 }
901particle ZomShin_door_locklight01 do stop
902sleep 1
903sound_ambient_start zomshin_amb_loop 1.0
904sound_music_start mus_sv 0.75
905}
906
907#tv55 - in front of console 402 (entry func: t55); I've disabled it
908#tv64 - in front of the sector with console 402 (entry func: shinzom_voice3); I've disabled it
909#tv56 - in front of console 401 (entry func: t56); I've disabled it
910#tv63 - on the right next to console 401; Iguess, they've forgot to rotate it (entry func: shinzom_voice2); I've disabled it
911#tv56 - in front of console 400 (entry func: t57); I've disabled it
912#tv62 - in front of the sector with console 400 (entry func: shinzom_voice1); I've disabled it
913#tv54 - in front of console 399 (entry func: t52); I've disabled it
914#tv65 - in front of the sector with console 399 (entry func: shinzom_voice4); I've disabled it
915
916func void check_health(void)
917{
918chr_set_health ZomGrif 100
919chr_wait_health ZomGrif 99
920trigvolume_enable trigger_volume_35 1
921ui_suppress_prompt = 0
922objective_set 5
923chr_set_health ZomGrif 100
924chr_wait_health ZomGrif 99
925chr_set_health ZomGrif 250
926ai2_passive ZomGrif 0
927ai2_attack ZomGrif A_player
928}
929
930#tv32 - in front of the room, where Griffin waits
931func void t35(string ai_name)
932{
933killed_griffen 0
934fade_out 0 0 0 30
935sleep 30
936win
937}
938
939#lose func of ZomGrif
940func void grifdies(string ai_name)
941{
942killed_griffen 1
943fade_out 0 0 0 30
944sleep 30
945win
946}
947
948#####################
949### TEXT CONSOLES ###
950#####################
951
952func void console1(string ai_name)
953{
954text_console level_18c
955console_reset 14
956console_activate 14
957}
958
959func void console2(string ai_name)
960{
961text_console level_18d
962console_reset 15
963}
964
965func void console_android(void)
966{
967text_console level_18b
968console_reset 16
969}
970
971func void console_zombie(void)
972{
973text_console level_18a
974console_reset 17
975}
976
977func void level_18e(string ai_name)
978{
979text_console level_18e
980console_reset 1
981console_activate 1
982}
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