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 | var int var_counter2 = 0;
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7 | var int var_counter3 = 0;
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8 |
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9 | ############
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10 | ### MAIN ###
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11 | ############
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12 |
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13 | func void main(void)
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14 | {
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15 | gl_fog_red = 0
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16 | gl_fog_blue = 0
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17 | gl_fog_green = 0
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18 | gl_fog_start = .995
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19 | gs_farclipplane_set 5000
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20 | ui_suppress_prompt = 1
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21 | chr_auto_aim_dist = 0
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22 | start
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23 | }
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24 |
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25 | #############
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26 | ### START ###
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27 | #############
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28 |
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29 | func void start(string ai_name)
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30 | {
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31 | fork deactivate_stuff
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32 | if(save_point eq 0) save_point = 1
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33 | if(save_point eq 1) fork intro
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34 | if(save_point eq 2) restore_game
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35 | if(save_point eq 3) restore_game
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36 | if(save_point eq 4) restore_game
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37 | if(save_point eq 5) restore_game
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38 | sleep 5
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39 | fork sp_all
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40 | }
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41 |
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42 | func void deactivate_stuff(void)
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43 | {
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44 | #not used
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45 | trigvolume_enable shinzom_voice1 0
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46 | trigvolume_enable shinzom_voice2 0
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47 | trigvolume_enable shinzom_voice3 0
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48 | trigvolume_enable shinzom_voice4 0
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49 | trigvolume_enable trigger_volume_03 0
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50 | trigvolume_enable trigger_volume_04 0
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51 | trigvolume_enable trigger_volume_04_copy 0
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52 | trigvolume_enable trigger_volume_04_copy_copy 0
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53 | trigvolume_enable trigger_volume_05 0
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54 | trigvolume_enable trigger_volume_07b 0
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55 | trigvolume_enable trigger_volume_10 0
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56 | trigvolume_enable trigger_volume_12 0
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57 | trigvolume_enable trigger_volume_14 0
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58 | trigvolume_enable trigger_volume_16 0
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59 | trigvolume_enable trigger_volume_20 0
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60 | trigvolume_enable trigger_volume_34 0
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61 | trigvolume_enable trigger_volume_37 0
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62 | trigvolume_enable trigger_volume_38 0
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63 | trigvolume_enable trigger_volume_41 0
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64 | trigvolume_enable trigger_volume_44 0
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65 | trigvolume_enable trigger_volume_45 0
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66 | trigvolume_enable trigger_volume_46 0
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67 | trigvolume_enable trigger_volume_49 0
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68 | trigvolume_enable trigger_volume_51 0
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69 | trigvolume_enable trigger_volume_52 0
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70 | trigvolume_enable trigger_volume_54 0
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71 | trigvolume_enable trigger_volume_55 0
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72 | trigvolume_enable trigger_volume_56 0
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73 | trigvolume_enable trigger_volume_57 0
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74 | trigvolume_enable trigger_volume_61 0
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75 | trigvolume_enable trigger_volume_67 0
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76 | trig_deactivate 10
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77 | trig_deactivate 91
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78 | trig_deactivate 92
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79 | trig_deactivate 93
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80 | trig_deactivate 94
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81 | trig_deactivate 910
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82 | trig_deactivate 210
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83 | trig_deactivate 310
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84 | trig_deactivate 410
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85 | trig_deactivate 510
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86 | trig_deactivate 214
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87 | trig_deactivate 314
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88 | trig_deactivate 414
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89 | trig_deactivate 514
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90 | trig_deactivate 2101
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91 | trig_deactivate 3101
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92 | trig_deactivate 4101
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93 | trig_deactivate 5101
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94 | env_show 403 0
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95 | env_show 1010 0
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96 | door_lock 4
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97 | door_lock 5
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98 | door_lock 6
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99 | door_lock 7
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100 | door_lock 8
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101 | door_lock 9
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102 | console_deactivate 3
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103 | console_deactivate 399
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104 | console_deactivate 400
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105 | console_deactivate 401
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106 | console_deactivate 402
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107 | #used
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108 | trigvolume_enable trigger_volume_06 0
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109 | trigvolume_enable trigger_volume_29 0
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110 | trigvolume_enable trigger_volume_35 0
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111 | trigvolume_enable trigger_volume_39 0
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112 | if(save_point ne 0 and save_point ne 1) deactivate_sp1
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113 | if(save_point ne 2) deactivate_sp2
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114 | if(save_point ne 3) deactivate_sp3
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115 | env_shade 321 325 .3 .3 .3
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116 | env_show 171 0
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117 | env_show 172 0
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118 | env_show 173 0
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119 | env_show 174 0
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120 | door_lock 42
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121 | }
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122 |
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123 | func void deactivate_sp1(void)
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124 | {
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125 | trig_deactivate 60
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126 | trig_deactivate 61
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127 | trig_deactivate 62
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128 | trig_deactivate 63
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129 | trig_deactivate 64
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130 | trig_deactivate 65
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131 | trig_deactivate 70
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132 | trig_deactivate 71
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133 | trig_deactivate 72
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134 | trig_deactivate 73
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135 | trig_deactivate 74
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136 | trig_deactivate 75
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137 | }
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138 |
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139 | func void deactivate_sp2(void)
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140 | {
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141 | trig_deactivate 6
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142 | trig_deactivate 7
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143 | trig_deactivate 98
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144 | trig_deactivate 99
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145 | }
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146 |
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147 | func void deactivate_sp3(void)
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148 | {
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149 | trig_deactivate 1
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150 | trig_deactivate 2
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151 | trig_deactivate 3
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152 | trig_deactivate 4
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153 | trig_deactivate 5
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154 | trig_deactivate 8
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155 | trig_deactivate 100
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156 | trig_deactivate 101
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157 | trig_deactivate 302
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158 | trig_deactivate 303
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159 | trig_deactivate 315
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160 | trig_deactivate 320
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161 | trig_deactivate 500
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162 | trig_deactivate 501
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163 | trig_deactivate 502
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164 | trig_deactivate 503
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165 | trig_deactivate 400
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166 | trig_deactivate 510
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167 | trig_deactivate 511
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168 | trig_deactivate 512
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169 | trig_deactivate 520
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170 | trig_deactivate 521
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171 | trig_deactivate 522
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172 | }
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173 |
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174 | func void you_lose(string ai_name)
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175 | {
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176 | fade_out 0 0 0 30
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177 | sleep 30
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178 | lose
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179 | }
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180 |
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181 | ####################################
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182 | ### SEVERAL TIMES USED FUNCTIONS ###
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183 | ####################################
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184 |
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185 | func void sp_all(void)
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186 | {
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187 | co_message_display = 0
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188 | if(save_point eq 1) save_game 1 autosave
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189 | if(save_point eq 2) save_game 2 autosave
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190 | if(save_point eq 3) save_game 3 autosave
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191 | if(save_point eq 4) save_game 4 autosave
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192 | if(save_point eq 5) save_game 5 autosave
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193 | sleep 180
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194 | co_message_display = 1
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195 | }
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196 |
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197 | func void remove_ai(void)
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198 | {
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199 | ai2_kill
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200 | sleep 60
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201 | powerup_reset
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202 | weapon_reset
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203 | sleep 240
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204 | corpse_reset
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205 | }
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206 |
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207 | func void music_stop(void)
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208 | {
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209 | sound_music_stop mus_main03
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210 | sound_music_stop mus_wls
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211 | sound_music_stop mus_trt
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212 | sound_music_stop mus_sv
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213 | }
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214 |
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215 | ##########
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216 | ### SP1 ###
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217 | ##########
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218 |
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219 | func void intro(void)
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220 | {
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221 | particle roof_doors_locklight01 do start
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222 | particle griffin_locklight01 do start
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223 | door_unlock 61
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224 | door_unlock 67
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225 | door_unlock 71
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226 | chr_teleport 0 19
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227 | chr_inv_reset 0
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228 | ai2_spawn l1
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229 | ai2_spawn l3
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230 | ai2_spawn l7
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231 | ai2_spawn A_L8
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232 | ai2_spawn A_L12
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233 | ai2_spawn A_L18
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234 | ai2_spawn A_L19
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235 | ai2_spawn A_Lbo13
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236 | objective_set 1 silent
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237 | target_set 590 30
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238 | sleep 1
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239 | sound_music_start mus_main03 1.0
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240 | }
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241 |
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242 | #tv1 - the complete volume between the doors 61, 63, 67 and 68
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243 | func void t2(string ai_name)
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244 | {
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245 | trigvolume_enable trigger_volume_61 0
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246 | ai2_spawn n5
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247 | ai2_spawn A_Sbo14
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248 | ai2_dopath A_Sbo14 patrol_14
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249 | ai2_setjobstate A_Sbo14
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250 | ai2_spawn A_Sbo15
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251 | sleep 30
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252 | ai2_dopath A_Sbo15 patrol_14
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253 | ai2_setjobstate A_Sbo15
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254 | music_stop
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255 | }
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256 |
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257 | #neutral func of n5
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258 | func void outta_sight(string ai_name)
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259 | {
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260 | ai2_dopath n5 patrol_99
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261 | ai2_setjobstate n5
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262 | }
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263 |
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264 | #tv61 - at the same place as tv1 (entry func: t61); I've disabled it
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265 |
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266 | #console 5
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267 | func void roof(string ai_name)
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268 | {
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269 | trigvolume_enable trigger_volume_06 1
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270 | particle roof_locklight01 do start
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271 | ai2_spawn A_T25
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272 | }
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273 |
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274 | #console 12
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275 | func void roof_door2(string ai_name)
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276 | {
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277 | particle roof_door2_locklight01 do start
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278 | ai2_spawn A_n17
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279 | ai2_dopath A_n17 patrol_16
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280 | ai2_setjobstate A_n17
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281 | }
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282 |
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283 | #tv3 - long box behind door 63 and the windows (entry func: t4); I've disabled it
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284 | #tv4 - long box behind door 68 and the windows (entry func: t4); I've disabled it
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285 | #tv66 - long box behind the windows on the elevator side (entry func: t4); I've disabled it
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286 | #tv67 - long box behind the windows on the opposite side of tv66 (entry func: t4); I've disabled it
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287 | #tv2 - after door 59 (entry func: t3); I've disabled it
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288 |
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289 | #tv5 - after door 58
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290 | func void t6(string ai_name)
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291 | {
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292 | ai2_spawn A_L20
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293 | ai2_spawn A_L21
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294 | target_set 593 30
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295 | trig_activate 6
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296 | }
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297 |
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298 | ##########
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299 | ### SP2 ###
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300 | ##########
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301 |
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302 | #tv46 - on the platform between the stairs to the hall
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303 | func void s2(string ai_name)
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304 | {
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305 | if(save_point eq 2)
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306 | {
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307 | objective_set 1 silent
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308 | target_set 593 30
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309 | }
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310 | else
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311 | {
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312 | fork remove_ai
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313 | save_game 2 autosave
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314 | particle roof_locklight01 do stop
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315 | door_lock 59
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316 | trig_activate 7
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317 | trig_activate 98
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318 | trig_activate 99
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319 | deactivate_sp1
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320 | }
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321 | particle shin_lock_locklight01 do start
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322 | door_unlock 14
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323 | door_unlock 48
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324 | ai2_spawn B_S22
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325 | }
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326 |
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327 | ### HALL - 2ND FLOOR ###
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328 |
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329 | #tv6 - near the end of the stairs
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330 | func void t7(string ai_name)
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331 | {
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332 | ai2_dopath B_S22 patrol_23
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333 | ai2_setjobstate B_S22
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334 | ai2_spawn B_N28
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335 | ai2_dopath B_N28 patrol_42
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336 | ai2_setjobstate B_N28
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337 | ai2_spawn B_Lbo26
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338 | playback_block B_Lbo26 run1 interp 20
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339 | sleep 20
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340 | ai2_dopath B_Lbo26 patrol_27
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341 | ai2_setjobstate B_Lbo26
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342 | }
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343 |
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344 | #hit func of B_S22
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345 | func void B_S22_run (string ai_name)
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346 | {
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347 | ai2_dopath B_S22 patrol_24
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348 | ai2_setjobstate B_S22
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349 | }
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350 |
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351 | func void patrolscript0001(void)
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352 | {
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353 | playback_block B_S22 taunt1 interp 20
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354 | }
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355 |
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356 | #tv12 - at the same place as tv6 (entry func: t7b); Ive disabled it
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357 |
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358 | #tv7 - after door 54 and the window next to it
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359 | func void t8(string ai_name)
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360 | {
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361 | ai2_spawn B_L41
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362 | ai2_spawn B_S36
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363 | ai2_makeignoreplayer B_S36 0
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364 | ai2_spawn B_S37
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365 | ai2_makeignoreplayer B_S37 0
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366 | ai2_spawn B_Sbo38
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367 | ai2_makeignoreplayer B_Sbo38 0
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368 | sound_music_start mus_wls 1.0
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369 | sound_dialog_play c14_54_24konoko
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370 | sound_dialog_play_block pause
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371 | objective_set 2 silent
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372 | }
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373 |
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374 | #tv59 - behind door 56 and the window next to it
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375 | func void t59(string ai_name)
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376 | {
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377 | ai2_spawn B_L30
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378 | ai2_spawn B_L95
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379 | ai2_spawn B_Lbo27
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380 | }
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381 |
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382 | #tv11 - after the right furniture in the room with door 64 (entry func: t12); I've disabled it
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383 |
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384 | #tv37 - on the platform between the stairs
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385 | func void t43(string ai_name)
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386 | {
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387 | ai2_spawn B_S29
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388 | ai2_spawn B_S43
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389 | ai2_spawn B_S96
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390 | }
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391 |
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392 | ### HALL - 1ST FLOOR ###
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393 |
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394 | #tv68 - behind door 60 and the window next to it (entry func: t67); I've disabled it
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395 | #tv8 - behind door 55 and the window next to it (entry func: t10); I've disabled it
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396 | #tv34 - in front of door 50 and the window next to it (entry func: t38); I've disabled it
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397 |
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398 | #tv60 - on the platform between the stairs
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399 | func void t60(string ai_name)
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400 | {
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401 | ai2_spawn B_C32
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402 | ai2_spawn B_C33
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403 | ai2_spawn B_C34
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404 | }
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405 |
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406 | ### HALL - GROUND FLOOR ###
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407 |
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408 | #tv9 - after door 48
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409 | func void t11(string ai_name)
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410 | {
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411 | trigvolume_enable trigger_volume_11_copy 0
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412 | t11_funcs
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413 | }
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414 |
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415 | #tv25 - big volume on the ground
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416 | func void t11b(string ai_name)
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417 | {
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418 | trigvolume_enable trigger_volume_11 0
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419 | t11_funcs
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420 | }
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421 |
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422 | func void t11_funcs(void)
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423 | {
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424 | ai2_dopath B_S36 patrol_38
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425 | ai2_setjobstate B_S36
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426 | ai2_spawn B_Lbo76
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427 | ai2_spawn B_C32
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428 | ai2_spawn B_C33
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429 | ai2_spawn B_C34
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430 | music_stop
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431 | }
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432 |
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433 | #tv69 - in front of the wall with the high window next to door 48
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434 | func void t68(string ai_name)
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435 | {
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436 | ai2_spawn mbo_femcop
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437 | }
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438 |
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439 | #tv40 - after door 14 (no funcs); I've disabled it
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440 | #tv42 - on the platform between the stairs (entry func: t45); I've disabled it
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441 |
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442 | ##########
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443 | ### SP3 ###
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444 | ##########
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445 |
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446 | #tv44 - at the same place as tv42
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447 | func void save3_and_spine(string ai_name)
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448 | {
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449 | if(save_point eq 3) objective_set 2 silent
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450 | else
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451 | {
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452 | fork remove_ai
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453 | save_game 3 autosave
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454 | particle shin_lock_locklight01 do stop
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455 | door_lock 14
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456 | deactivate_sp2
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457 | trig_activate 1
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458 | trig_activate 2
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459 | trig_activate 3
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460 | trig_activate 4
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461 | trig_activate 5
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462 | trig_activate 8
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463 | trig_activate 100
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464 | trig_activate 101
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465 | trig_activate 302
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466 | trig_activate 303
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467 | trig_activate 400
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468 | trig_activate 500
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469 | trig_activate 501
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470 | trig_activate 502
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471 | trig_activate 503
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472 | trig_activate 510
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473 | trig_activate 511
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474 | trig_activate 512
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475 | trig_activate 520
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476 | trig_activate 521
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477 | trig_activate 522
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478 | trig_activate 315
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479 | trig_activate 320
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480 | }
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481 | ai2_spawn C_C47
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482 | ai2_spawn C_C65
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483 | ai2_spawn C_L50
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484 | ai2_spawn C_L51
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485 | ai2_spawn C_N48
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486 | ai2_spawn C_N55
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487 | ai2_spawn C_N60
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488 | ai2_spawn C_Sbo44
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489 | ai2_spawn C_Sbo93
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490 | ai2_makeignoreplayer C_C65 1
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491 | ai2_makeignoreplayer C_L50 1
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492 | ai2_makeignoreplayer C_L51 1
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493 | ai2_makeignoreplayer C_N55 1
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494 | particle spine1 do start
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495 | particle spine2 do start
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496 | particle spine3 do start
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497 | particle spinesound1 do start
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498 | particle spinesound2 do start
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---|
499 | particle spinesound3 do start
|
---|
500 | target_set 587 30
|
---|
501 | sleep 1
|
---|
502 | sound_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
|
---|
513 | func void patrolscript0098(string ai_name)
|
---|
514 | {
|
---|
515 | ai2_doalarm C_N48 10
|
---|
516 | }
|
---|
517 |
|
---|
518 | #tv48 - in front of console 10
|
---|
519 | func void t40(string ai_name)
|
---|
520 | {
|
---|
521 | trigvolume_enable trigger_volume_40 0
|
---|
522 | var_counter = 1
|
---|
523 | check_consoles
|
---|
524 | }
|
---|
525 |
|
---|
526 | #console 10
|
---|
527 | func void powersub1(string ai_name)
|
---|
528 | {
|
---|
529 | if(var_counter eq 0)
|
---|
530 | {
|
---|
531 | trigvolume_enable trigger_volume_40 0
|
---|
532 | var_counter2 = var_counter2 + 1
|
---|
533 | }
|
---|
534 | var_counter3 = var_counter3 + 1
|
---|
535 | particle spine1 do stop
|
---|
536 | particle spinesound1 do stop
|
---|
537 | if(var_counter3 eq 1 or var_counter3 eq 101) target_set 594 30
|
---|
538 | if(var_counter3 eq 11) target_set 595 30
|
---|
539 | if(var_counter3 eq 111) power_off
|
---|
540 | }
|
---|
541 |
|
---|
542 | #tv14 at the beginning of the ramp
|
---|
543 | func void t15(string ai_name)
|
---|
544 | {
|
---|
545 | ai2_lookatme C_L51
|
---|
546 | ai2_dopath C_L51 patrol_51
|
---|
547 | ai2_setjobstate C_L51
|
---|
548 | ai2_makeignoreplayer C_L51 0
|
---|
549 | sleep 90
|
---|
550 | ai2_lookatme C_L50
|
---|
551 | ai2_dopath C_L50 patrol_50
|
---|
552 | ai2_setjobstate C_L50
|
---|
553 | ai2_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
|
---|
561 | func void t58(string ai_name)
|
---|
562 | {
|
---|
563 | ai2_spawn C_Lbo53
|
---|
564 | ai2_spawn C_Sbo52
|
---|
565 | }
|
---|
566 |
|
---|
567 | ### ATRIUM - 5TH FLOOR ###
|
---|
568 |
|
---|
569 | #tv16 - in the first room around C_N55
|
---|
570 | func void t17(string ai_name)
|
---|
571 | {
|
---|
572 | ai2_makeignoreplayer C_N55 0
|
---|
573 | ai2_spawn C_Sbo56
|
---|
574 | }
|
---|
575 |
|
---|
576 | #tv17 - long box behind the windows and the entrance of the second room
|
---|
577 | func void t18(string ai_name)
|
---|
578 | {
|
---|
579 | ai2_spawn C_S57
|
---|
580 | }
|
---|
581 |
|
---|
582 | ### ATRIUM - 4TH FLOOR ###
|
---|
583 |
|
---|
584 | #18 - around the entrance to the room with console 9
|
---|
585 | func void t19(string ai_name)
|
---|
586 | {
|
---|
587 | ai2_spawn C_S58
|
---|
588 | ai2_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
|
---|
594 | func void t53(string ai_name)
|
---|
595 | {
|
---|
596 | trigvolume_enable trigger_volume_53 0
|
---|
597 | check_consoles
|
---|
598 | }
|
---|
599 |
|
---|
600 | #console 9
|
---|
601 | func void powersub3(string ai_name)
|
---|
602 | {
|
---|
603 | var_counter3 = var_counter3 + 10
|
---|
604 | particle spine3 do stop
|
---|
605 | particle spinesound3 stop
|
---|
606 | if(var_counter3 eq 10 or var_counter3 eq 110) target_set 587 30
|
---|
607 | if(var_counter3 eq 11) target_set 595 30
|
---|
608 | if(var_counter3 eq 111) power_off
|
---|
609 | }
|
---|
610 |
|
---|
611 | ### ATRIUM - 3RD FLOOR ###
|
---|
612 |
|
---|
613 | #neutral func of C_N60
|
---|
614 | func void t20(string ai_name)
|
---|
615 | {
|
---|
616 | ai2_spawn C_Lbo62
|
---|
617 | ai2_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
|
---|
623 | func void t50(string ai_name)
|
---|
624 | {
|
---|
625 | trigvolume_enable trigger_volume_50 0
|
---|
626 | check_consoles
|
---|
627 | }
|
---|
628 |
|
---|
629 | func void check_consoles(void)
|
---|
630 | {
|
---|
631 | var_counter2 = var_counter2 + 1
|
---|
632 | if(var_counter2 eq 1) sound_dialog_play c14_54_25konoko
|
---|
633 | if(var_counter2 eq 2) sound_dialog_play c14_54_26konoko
|
---|
634 | if(var_counter2 eq 3) sound_dialog_play c14_54_27konoko
|
---|
635 | }
|
---|
636 |
|
---|
637 | #console 8
|
---|
638 | func powersub2(string ai_name)
|
---|
639 | {
|
---|
640 | var_counter3 = var_counter3 + 100
|
---|
641 | particle spine2 do stop
|
---|
642 | particle spinesound2 do stop
|
---|
643 | if(var_counter3 eq 100 or var_counter3 eq 101) target_set 594 30
|
---|
644 | if(var_counter3 eq 110) target_set 587 30
|
---|
645 | if(var_counter3 eq 111) power_off
|
---|
646 | }
|
---|
647 |
|
---|
648 | func void power_off(void)
|
---|
649 | {
|
---|
650 | particle door42_locklight01 do start
|
---|
651 | door_unlock 42
|
---|
652 | deactivate_sp3
|
---|
653 | objective_set 3 silent
|
---|
654 | target_set 403 30
|
---|
655 | music_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
|
---|
662 | func void t21(string ai_name)
|
---|
663 | {
|
---|
664 | ai2_spawn C_Sbo63
|
---|
665 | ai2_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
|
---|
670 | func void t23(string ai_name)
|
---|
671 | {
|
---|
672 | ai2_spawn C_L71
|
---|
673 | ai2_spawn C_S72
|
---|
674 | }
|
---|
675 |
|
---|
676 | #tv20 - long box behind the windows and the entrance of the second room
|
---|
677 | func void t22(string ai_name)
|
---|
678 | {
|
---|
679 | ai2_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
|
---|
695 | func void s4(string ai_name)
|
---|
696 | {
|
---|
697 | if(save_point eq 4) objective_set 3 silent
|
---|
698 | else
|
---|
699 | {
|
---|
700 | fork remove_ai
|
---|
701 | save_game 4 autosave
|
---|
702 | var_counter = 0
|
---|
703 | var_counter2 = 0
|
---|
704 | var_counter3 = 0
|
---|
705 | }
|
---|
706 | ai2_spawn C_N74
|
---|
707 | target_set 596 30
|
---|
708 | sleep 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
|
---|
716 | func void t25(string ai_name)
|
---|
717 | {
|
---|
718 | ai2_spawn D_C70
|
---|
719 | ai2_spawn D_Sbo71
|
---|
720 | ai2_spawn D_Sbo72
|
---|
721 | ai2_spawn D_Sbo73
|
---|
722 | ai2_spawn D_Sbo75
|
---|
723 | ai2_spawn D_N76
|
---|
724 | }
|
---|
725 |
|
---|
726 | #tv33 - after door 46 (entry func: t37); I've disabled it
|
---|
727 |
|
---|
728 | #console 7
|
---|
729 | func void floor4_lock(string ai_name)
|
---|
730 | {
|
---|
731 | trigvolume_enable trigger_volume_39 1
|
---|
732 | particle floor4_lock_locklight01 do start
|
---|
733 | particle 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)
|
---|
737 | func void t26(string ai_name)
|
---|
738 | {
|
---|
739 | ai2_spawn D_L74
|
---|
740 | ai2_spawn new_1
|
---|
741 | }
|
---|
742 |
|
---|
743 | #neutral func of new_1
|
---|
744 | func void attack_konoko(string ai_name)
|
---|
745 | {
|
---|
746 | ai2_attack D_L74 A_player
|
---|
747 | }
|
---|
748 |
|
---|
749 | #tv35 - in front of door 28
|
---|
750 | func void t39(string ai_name)
|
---|
751 | {
|
---|
752 | target_set 598 30
|
---|
753 | }
|
---|
754 |
|
---|
755 | ### ENTRANCE HALL - 2ND FLOOR ###
|
---|
756 |
|
---|
757 | #tv47 - after the end of the stairs to the second floor
|
---|
758 | func void t48(string ai_name)
|
---|
759 | {
|
---|
760 | ai2_spawn D_L91
|
---|
761 | ai2_spawn D_S90
|
---|
762 | ai2_spawn D_S89
|
---|
763 | ai2_spawn D_S101
|
---|
764 | ai2_spawn D_C100
|
---|
765 | ai2_spawn D_Sbo75
|
---|
766 | ai2_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
|
---|
773 | func void lastdoor3(string ai_name)
|
---|
774 | {
|
---|
775 | particle lastdoor3_locklight01 do start
|
---|
776 | var_counter = var_counter + 1
|
---|
777 | if(var_counter eq 1 or var_counter eq 101) target_set 599 30
|
---|
778 | if(var_counter eq 11) target_set 597 30
|
---|
779 | if(var_counter eq 111) lastdoor_open
|
---|
780 | }
|
---|
781 |
|
---|
782 | ### ENTRANCE HALL - 1ST FLOOR ###
|
---|
783 |
|
---|
784 | #tv29 - after door 20
|
---|
785 | func void t31(string ai_name)
|
---|
786 | {
|
---|
787 | t32
|
---|
788 | }
|
---|
789 |
|
---|
790 | #tv30 - on the footbridge
|
---|
791 | func void t32(string ai_name)
|
---|
792 | {
|
---|
793 | ai2_spawn D_S83
|
---|
794 | ai2_spawn D_S87
|
---|
795 | ai2_spawn D_L84
|
---|
796 | ai2_spawn D_L88
|
---|
797 | ai2_spawn D_Lbo85
|
---|
798 | ai2_spawn D_Sbo86
|
---|
799 | trigvolume_enable trigger_volume_31 0
|
---|
800 | trigvolume_enable trigger_volume_32 0
|
---|
801 | }
|
---|
802 |
|
---|
803 | #console 13
|
---|
804 | func void lastdoor2(string ai_name)
|
---|
805 | {
|
---|
806 | particle lastdoor2_locklight01 do start
|
---|
807 | var_counter = var_counter + 10
|
---|
808 | if(var_counter eq 10 or var_counter eq 110) target_set 598 30
|
---|
809 | if(var_counter eq 11) target_set 597 30
|
---|
810 | if(var_counter eq 111) lastdoor_open
|
---|
811 | }
|
---|
812 |
|
---|
813 | ### ENTRANCE HALL - GROUND FLOOR ###
|
---|
814 |
|
---|
815 | #tv28 - after door 37
|
---|
816 | func void t30(string ai_name)
|
---|
817 | {
|
---|
818 | ai2_spawn D_L80
|
---|
819 | }
|
---|
820 |
|
---|
821 | #tv26 - after door 32 (inside the room)
|
---|
822 | func void t28(string ai_name)
|
---|
823 | {
|
---|
824 | ai2_spawn D_S78
|
---|
825 | ai2_spawn D_S79
|
---|
826 | }
|
---|
827 |
|
---|
828 | #console 11
|
---|
829 | func void lastdoor1(string ai_name)
|
---|
830 | {
|
---|
831 | particle lastdoor1_locklight01 do start
|
---|
832 | var_counter = var_counter + 100
|
---|
833 | if(var_counter eq 100 or var_counter eq 101) target_set 599 30
|
---|
834 | if (var_counter eq 110) target_set 598 30
|
---|
835 | if(var_counter eq 111) lastdoor_open
|
---|
836 | }
|
---|
837 |
|
---|
838 | func void lastdoor_open(void)
|
---|
839 | {
|
---|
840 | trigvolume_enable trigger_volume_29 1
|
---|
841 | particle ZomShin_door_locklight01 do start
|
---|
842 | door_unlock 97
|
---|
843 | set_objective_4
|
---|
844 | target_set 401 30
|
---|
845 | }
|
---|
846 |
|
---|
847 | #tv27 - after door 32 (outside of the room)
|
---|
848 | func void t29(string ai_name)
|
---|
849 | {
|
---|
850 | ai2_spawn D_Lbo81
|
---|
851 | ai2_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
|
---|
857 | func void t9(string ai_name)
|
---|
858 | {
|
---|
859 | fork remove_ai
|
---|
860 | particle lastdoor1_locklight01 do stop
|
---|
861 | particle lastdoor2_locklight01 do stop
|
---|
862 | particle lastdoor3_locklight01 do stop
|
---|
863 | door_lock 97
|
---|
864 | target_set 1 0
|
---|
865 | spawn_griffin
|
---|
866 | }
|
---|
867 |
|
---|
868 | func void spawn_griffin(void)
|
---|
869 | {
|
---|
870 | particle zombiesteam start
|
---|
871 | env_show 171 1
|
---|
872 | env_show 172 1
|
---|
873 | env_show 173 1
|
---|
874 | env_show 174 1
|
---|
875 | ai2_spawn ZomGrif
|
---|
876 | ai2_passive ZomGrif 1
|
---|
877 | chr_inv_reset ZomGrif
|
---|
878 | ai2_setmovementmode ZomGrif walk
|
---|
879 | playback ZomGrif ZomGrifDraw
|
---|
880 | fork check_health
|
---|
881 | }
|
---|
882 |
|
---|
883 | ##########
|
---|
884 | ### SP5 ###
|
---|
885 | ##########
|
---|
886 |
|
---|
887 | #tv45 - in some distance after door 16
|
---|
888 | func void t42(string ai_name)
|
---|
889 | {
|
---|
890 | if(save_point eq 5)
|
---|
891 | {
|
---|
892 | spawn_griffin
|
---|
893 | set_objective_4
|
---|
894 | target_set 1 0
|
---|
895 | }
|
---|
896 | else
|
---|
897 | {
|
---|
898 | save_game 5 autosave
|
---|
899 | door_lock 16
|
---|
900 | }
|
---|
901 | particle ZomShin_door_locklight01 do stop
|
---|
902 | sleep 1
|
---|
903 | sound_ambient_start zomshin_amb_loop 1.0
|
---|
904 | sound_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 |
|
---|
916 | func void check_health(void)
|
---|
917 | {
|
---|
918 | chr_set_health ZomGrif 100
|
---|
919 | chr_wait_health ZomGrif 99
|
---|
920 | trigvolume_enable trigger_volume_35 1
|
---|
921 | ui_suppress_prompt = 0
|
---|
922 | objective_set 5
|
---|
923 | chr_set_health ZomGrif 100
|
---|
924 | chr_wait_health ZomGrif 99
|
---|
925 | chr_set_health ZomGrif 250
|
---|
926 | ai2_passive ZomGrif 0
|
---|
927 | ai2_attack ZomGrif A_player
|
---|
928 | }
|
---|
929 |
|
---|
930 | #tv32 - in front of the room, where Griffin waits
|
---|
931 | func void t35(string ai_name)
|
---|
932 | {
|
---|
933 | killed_griffen 0
|
---|
934 | fade_out 0 0 0 30
|
---|
935 | sleep 30
|
---|
936 | win
|
---|
937 | }
|
---|
938 |
|
---|
939 | #lose func of ZomGrif
|
---|
940 | func void grifdies(string ai_name)
|
---|
941 | {
|
---|
942 | killed_griffen 1
|
---|
943 | fade_out 0 0 0 30
|
---|
944 | sleep 30
|
---|
945 | win
|
---|
946 | }
|
---|
947 |
|
---|
948 | #####################
|
---|
949 | ### TEXT CONSOLES ###
|
---|
950 | #####################
|
---|
951 |
|
---|
952 | func void console1(string ai_name)
|
---|
953 | {
|
---|
954 | text_console level_18c
|
---|
955 | console_reset 14
|
---|
956 | console_activate 14
|
---|
957 | }
|
---|
958 |
|
---|
959 | func void console2(string ai_name)
|
---|
960 | {
|
---|
961 | text_console level_18d
|
---|
962 | console_reset 15
|
---|
963 | }
|
---|
964 |
|
---|
965 | func void console_android(void)
|
---|
966 | {
|
---|
967 | text_console level_18b
|
---|
968 | console_reset 16
|
---|
969 | }
|
---|
970 |
|
---|
971 | func void console_zombie(void)
|
---|
972 | {
|
---|
973 | text_console level_18a
|
---|
974 | console_reset 17
|
---|
975 | }
|
---|
976 |
|
---|
977 | func void level_18e(string ai_name)
|
---|
978 | {
|
---|
979 | text_console level_18e
|
---|
980 | console_reset 1
|
---|
981 | console_activate 1
|
---|
982 | }
|
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