1 | func void cheater(void)
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2 | {
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3 | invincible=1
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4 | omnipotent=1
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5 | lock_keys keys_all
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6 | chr_teleport 0 7023
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7 | }
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8 | ###################################
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9 | # variables used in train2 scipts #
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10 | ###################################
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11 |
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12 | #used to see if PPK combo was successful
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13 | var int combo_did;
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14 |
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15 | #used to determine when to activate or deactivate blocking drone, current script comments out the usefulness of this variable
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16 | var int count_block;
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17 |
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18 | #determines if reload in ballistics or cell
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19 | var int reload=0;
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20 |
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21 | #makes sure reloading cells doesn't play before player has even picked up the rifle
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22 | var int droid_active;
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23 |
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24 | #sees if you already reloaded ballistics ammo before the system had a chance to prompt you to do so
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25 | var int already_reloaded;
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26 |
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27 | #sees if you already reloaded cell ammo before system prompted you to do so.
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28 | var int already_reloaded2;
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29 |
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30 | #counts number of reload prompts necessary, if you reloaded more than one time, you lose rating points
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31 | var int had_to_reload;
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32 |
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33 | #determines when inside the target shooting function
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34 | var int inside_target_function;
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35 |
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36 | #determines when inside ammo reload function
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37 | var int inside_ammo_function = 0;
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38 |
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39 | #determines when not to display block droid message
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40 | var int block_off;
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41 |
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42 | ################################
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43 | # fight training scripts below #
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44 | ################################
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45 |
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46 | #########################
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47 | # punch and kick script #
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48 | #########################
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49 | func void train_fighting(string ai_name)
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50 | {
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51 | how_far_along = 4;
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52 | music_stop
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53 | particle obj3 kill
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54 | particle obj4 kill
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55 | trig_deactivate 1
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56 | trig_deactivate 2
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57 | trig_deactivate 3
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58 | message_remove c01_50_23
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59 | message_remove jump_encourage
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60 | message_remove jump_encourage2
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61 | sleep 60
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62 | sound_dialog_play_interrupt c00_01_64shinatama
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63 | message_remove
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64 | message begin_fight 240
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65 | sleep 240
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66 | # PUNCH-KICK
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67 | lock_keys keys_attack
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68 | message xpunch
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69 | chr_wait_animtype 0 punch
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70 | sleep 60
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71 | message_remove xpunch
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72 | sleep 60
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73 | message xkick
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74 | chr_wait_animtype 0 kick
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75 | sleep 60
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76 | message_remove xkick
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77 | sleep 60
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78 |
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79 | if (how_far_along eq 4)
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80 | {
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81 | #throw two punches
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82 | sound_dialog_play_block c00_01_65shinatama
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83 | message punch
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84 | chr_wait_animtype 0 punch2
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85 | message_remove punch
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86 | sleep 60
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87 | message c01_50_27 180
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88 | sound_dialog_play_interrupt c00_01_66shinatama
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89 | sound_dialog_play_block pause
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90 | sleep 40
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91 | }
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92 |
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93 | if (how_far_along eq 4)
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94 | {
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95 | # more combo
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96 | sound_dialog_play_block c00_01_67shinatama
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97 | sound_dialog_play_block pause
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98 | sleep 60
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99 | }
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100 |
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101 | if (how_far_along eq 4)
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102 | {
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103 | # FIRST COMBO
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104 | message c01_50_29
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105 | fork combo_wait
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106 | chr_wait_animtype 0 ppk
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107 | combo_did = 1;
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108 | sleep 60
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109 | message_remove c01_50_29
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110 | message_remove c01_50_29b
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111 | sleep 60
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112 | sound_dialog_play_interrupt c00_01_07shinatama
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113 | message xppk 180
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114 | sleep 180
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115 | }
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116 | if(combo_did eq 1)
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117 | {
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118 | if (how_far_along eq 4)
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119 | {
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120 | # try linking for more combos
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121 | sound_dialog_play_block c00_01_69shinatama
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122 | sound_dialog_play_block pause
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123 | sleep 240
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124 | }
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125 |
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126 | if (how_far_along eq 4)
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127 | {
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128 | # you're now ready to train with a sparring partner
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129 | sound_dialog_play_block c00_01_70shinatama
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130 | sound_dialog_play_block pause
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131 | sleep 30
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132 | }
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133 | if (how_far_along eq 4)
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134 | {
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135 | # proceed to the next room
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136 | sound_dialog_play_block c00_01_71shinatama
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137 | message xspar2
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138 | ai2_spawn dum_hit_flash
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139 | chr_lock_active dum_hit_flash
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140 | chr_death_lock dum_hit_flash 1
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141 | door_unlock 99
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142 | particle door2_locklight02 do start
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143 | }
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144 | }
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145 | }
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146 |
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147 | func void combo_wait(string ai_name)
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148 | {
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149 | sleep 600
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150 | if (combo_did eq 0)
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151 | {
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152 | dprint rating
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153 | rating = rating + 1
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154 | rating
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155 | message_remove c01_50_29
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156 | sound_dialog_play_block c00_01_68shinatama
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157 | sleep 60
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158 | }
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159 | if (combo_did eq 0)
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160 | {
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161 | message c01_50_29b 240
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162 | sleep 240
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163 | }
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164 | if (combo_did eq 0)
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165 | {
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166 | message c01_50_29
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167 | }
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168 |
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169 | # if(combo_did eq 0)
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170 | # {
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171 | # if (how_far_along eq 4)
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172 | # {
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173 | # try linking for more combos
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174 | # sound_dialog_play_block c00_01_69shinatama
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175 | # sound_dialog_play_block pause
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176 | # sleep 240
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177 | # }
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178 | #
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179 | # if (how_far_along eq 4)
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180 | # {
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181 | # you're now ready to train with a sparring partner
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182 | # sound_dialog_play_block c00_01_70shinatama
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183 | # sound_dialog_play_block pause
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184 | # sleep 30
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185 | # }
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186 | # if (how_far_along eq 4)
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187 | # {
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188 | # proceed to the next room
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189 | # sound_dialog_play_block c00_01_71shinatama
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190 | # message xspar2
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191 | # ai2_spawn dum_hit_flash
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192 | # chr_lock_active dum_hit_flash
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193 | # chr_death_lock dum_hit_flash 1
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194 | # door_unlock 99
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195 | # particle door2_locklight02 do start
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196 | # }
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197 | # }
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198 | }
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199 |
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200 | ##################################
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201 | # train player about hit flashes #
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202 | ##################################
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203 | func void train_hit_flash(string ai_name)
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204 | {
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205 | particle steam stop
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206 | music_train2
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207 | how_far_along = 6;
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208 | message_remove xspar2
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209 | sleep 60
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210 | # try hitting this dummy
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211 | sound_dialog_play_block c00_01_77shinatama
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212 | message start_hit
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213 | ai2_makeignoreplayer dum_hit_flash 1
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214 | }
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215 |
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216 | func void hurt_dummy1(string ai_name)
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217 | {
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218 | message_remove start_hit
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219 | sleep 60
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220 | door_lock 99
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221 | particle door2_locklight02 do stop
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222 | # dynamic hit flashes
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223 | message c01_50_35 300
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224 | sleep 240
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225 | ai2_dopath dum_hit_flash patrol_dum_hit_flash
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226 | ai2_setjobstate dum_hit_flash
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227 | sleep 60
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228 | # more dynamic hit flashes blue
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229 | message blueflash 300
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230 | sleep 240
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231 | ai2_dopath dum_hit_flash patrol_dum_hit_flash
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232 | ai2_setjobstate dum_hit_flash
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233 | sleep 60
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234 | message c01_50_37 300
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235 | sleep 240
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236 | ai2_dopath dum_hit_flash patrol_dum_hit_flash
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237 | ai2_setjobstate dum_hit_flash
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238 | sleep 60
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239 | # more dynamic hit flashes
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240 | message c01_50_38 300
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241 | sleep 240
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242 | ai2_dopath dum_hit_flash patrol_dum_hit_flash
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243 | ai2_setjobstate dum_hit_flash
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244 | # move on to the next room to learn how to perform the most dangerous attacks.
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245 | sleep 60
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246 | sound_dialog_play_block c00_01_78shinatama
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247 | message goto_throw
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248 | sleep 60
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249 | door_unlock 100
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250 | particle door3_locklight02 do start
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251 | ai2_spawn dum_train_throw
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252 | chr_lock_active dum_train_throw
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253 | chr_death_lock dum_train_throw 1
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254 | ai2_makeignoreplayer dum_train_throw 1
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255 | }
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256 |
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257 | ###################################
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258 | # train player to throw opponents #
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259 | ###################################
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260 | func void lockthrow(void)
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261 | {
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262 | door_lock 100
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263 | particle door3_locklight02 do stop
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264 | }
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265 |
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266 | func void train_throw(string ai_name)
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267 | {
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268 | how_far_along = 7;
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269 | message_remove goto_throw
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270 | sleep 60
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271 | if (how_far_along eq 7)
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272 | {
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273 | # FIRST THROW
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274 | sound_dialog_play_block c00_01_79shinatama
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275 | message c01_50_41
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276 | chr_wait_animtype 0 throw_forward_punch throw_forward_kick run_throw_forward_punch run_throw_forward_kick
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277 | message_remove c01_50_41
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278 | sleep 60
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279 | }
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280 |
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281 | if (how_far_along eq 7)
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282 | {
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283 | # more throws
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284 | sound_dialog_play_block c00_01_80shinatama
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285 | ai2_dopath dum_train_throw patrol_train_throw2
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286 | ai2_setjobstate dum_train_throw
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287 | sleep 180
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288 | ai2_dopath dum_train_throw patrol_train_throw2
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289 | ai2_setjobstate dum_train_throw
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290 | sleep 180
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291 | message xthrow1 360
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292 | ai2_dopath dum_train_throw patrol_train_throw2
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293 | ai2_setjobstate dum_train_throw
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294 | sleep 180
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295 | ai2_dopath dum_train_throw patrol_train_throw2
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296 | ai2_setjobstate dum_train_throw
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297 | sleep 180
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298 | ai2_dopath dum_train_throw patrol_train_throw2
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299 | ai2_setjobstate dum_train_throw
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300 | sleep 180
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301 | message xthrow2 360
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302 | ai2_dopath dum_train_throw patrol_train_throw2
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303 | ai2_setjobstate dum_train_throw
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304 | sleep 180
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305 | ai2_dopath dum_train_throw patrol_train_throw2
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306 | ai2_setjobstate dum_train_throw
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307 | sleep 180
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308 | ai2_dopath dum_train_throw patrol_train_throw2
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309 | ai2_setjobstate dum_train_throw
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310 | sleep 180
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311 | ai2_dopath dum_train_throw patrol_train_throw2
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312 | ai2_setjobstate dum_train_throw
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313 | }
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314 |
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315 | if (how_far_along eq 7)
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316 | {
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317 | # Proceed to the next room and try blocking the training dummy'sleep 240 attacks.
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318 | message goto_block
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319 | sleep 60
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320 | door_unlock 101
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321 | particle door4_locklight02 do start
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322 | particle door4b_locklight02 do start
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323 | ai2_spawn dum_train_block
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324 | ai2_makeignoreplayer dum_train_block 1
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325 | chr_invincible char_0 1
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326 | }
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327 |
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328 | }
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329 |
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330 | ###############################
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331 | # train player to block blows #
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332 | ###############################
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333 | func void train_block(string ai_name)
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334 | {
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335 | #introduce blocking
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336 | how_far_along = 5;
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337 | message_remove goto_block
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338 | # dummy attack
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339 | sound_dialog_play_block c00_01_72shinatama
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340 | sound_dialog_play_block pause
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341 | sound_dialog_play_block c00_01_73shinatama
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342 | if(count_block eq 0)
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343 | {
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344 | message c01_50_33
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345 | }
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346 | }
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347 |
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348 | func void train_block2(string ai_name)
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349 | {
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350 | ai2_makeignoreplayer dum_train_block 0
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351 | ai2_dopath dum_train_block patrol_56b
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352 | ai2_setjobstate dum_train_block
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353 | message_remove c01_50_33
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354 | if(count_block eq 0)
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355 | {
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356 | count_block = 1
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357 | door_lock 101
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358 | door_close 101
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359 | particle door4_locklight02 do stop
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360 | chr_delete dum_train_throw
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361 | chr_delete dum_hit_flash
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362 | chr_delete demo1
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363 | chr_delete demo2
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364 | chr_delete demo3
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365 | if (how_far_along eq 5)
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366 | {
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367 | # more blocking
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368 | sleep 60
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369 | message c01_50_32 300
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370 | sound_dialog_play_block c00_01_74shinatama
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371 | sound_dialog_play_pause
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372 | sleep 30
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373 | sound_dialog_play_block c00_01_75shinatama
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374 | message xblocking2 300
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375 | sound_dialog_play_pause
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376 | sleep 30
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377 | sound_dialog_play_block c00_01_76shinatama
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378 | }
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379 | sleep 120
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380 | # message_remove xdronedeactive
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381 | ai2_makeignoreplayer dum_train_block 1
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382 | ai2_dopath dum_train_block patrol_56b
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383 | ai2_setjobstate dum_train_block
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384 | sound_dialog_play_block c00_01_83shinatama
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385 | sound_dialog_play_block pause
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386 | door_unlock 102
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387 | particle door5_locklight02 do start
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388 | message goto_shoot
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389 | chr_inv_reset 0
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390 | music_stop
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391 | sleep 60
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392 | dprint spawn_shoot
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393 | ai2_spawn dum_train_shoot
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394 | ai2_spawn dum_train_shoot2
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395 | ai2_passive dum_train_shoot 1
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396 | ai2_passive dum_train_shoot2 1
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397 | chr_invincible dum_train_shoot 1
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398 | chr_invincible dum_train_shoot2 1
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399 | chr_invincible char_0 0
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400 | console_deactivate 12
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401 | trigvolume_enable tv75 0
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402 | trigvolume_enable tv74 0
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403 | }
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404 | }
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405 |
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406 | func void disable_tv46(void)
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407 | {
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408 | message_remove c01_50_33
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409 | trigvolume_enable trigger_volume_46 0
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410 | }
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411 |
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412 | ##################################
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413 | # put drones back on their spots #
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414 | ##################################
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415 | func void flash_path(string ai_name)
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416 | {
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417 | sleep 90
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418 | ai2_dopath dum_hit_flash patrol_dum_hit_flash
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419 | }
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420 |
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421 | func void throw_path(string ai_name)
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422 | {
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423 | sleep 90
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424 | ai2_dopath dum_train_throw patrol_train_throw2
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425 | }
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426 |
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427 | func void block_path(string ai_name)
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428 | {
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429 | if(block_off eq 0)
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430 | {
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431 | block_off = 1;
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432 | message xdronedeactive 180
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433 | }
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434 | ai2_makeignoreplayer dum_train_block 1
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435 | ai2_dopath dum_train_block patrol_56
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436 | sleep 180
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437 | block_off = 0;
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438 | }
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439 |
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440 | func void block_path2(string ai_name)
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441 | {
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442 |
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443 | ai2_makeignoreplayer dum_train_block 1
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444 | ai2_dopath dum_train_block patrol_56
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445 | }
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446 | ######################################################
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447 | # regenerate first two training dummies as necessary #
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448 | ######################################################
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449 |
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450 | func void regen1(string ai_name)
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451 | {
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452 | dprint regen1
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453 | message_remove blueflash
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454 | message_remove c01_50_37
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455 | message_remove c01_50_38
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456 | sleep 60
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457 | message xregen1 180
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458 | sleep 180
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459 | chr_set_health dum_hit_flash 50
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460 | ai2_dopath dum_hit_flash patrol_dum_hit_flash
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461 | ai2_setjobstate dum_hit_flash
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462 | }
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463 |
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464 | func void regen2(string ai_name)
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465 | {
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466 | dprint regen2
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467 | sleep 60
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468 | message xregen1 180
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469 | sleep 180
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470 | chr_set_health dum_train_throw 50
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471 | ai2_dopath dum_hit_flash patrol_train_throw2
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472 | ai2_setjobstate dum_train_throw
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473 | }
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474 |
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475 | #########################
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476 | # train player to shoot #
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477 | #########################
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478 | func void train_shoot(string ai_name)
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479 | {
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480 | # message_remove xdroneactive
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481 | message_remove xdronedeactive
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482 | particle g_tap1 create
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483 | sleep 7
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484 | weapon_spawn w1_tap 7042
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485 | wp_disable_fade=1
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486 | how_far_along = 8;
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487 | message_remove goto_shoot
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488 | sleep 60
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489 | ai2_dopath dum_train_throw patrol_train_throw
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490 | ai2_setjobstate dum_train_throw
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491 |
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492 | if (how_far_along eq 8)
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493 | {
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494 | lock_keys keys_inventory
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495 | lock_keys keys_reload
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496 | # approach weapons
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497 | sound_dialog_play_block c00_01_84shinatama
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498 | sound_dialog_play_pause
|
---|
499 | chr_wait_animtype char_0 Pickup_Pistol Pickup_Pistol_Mid
|
---|
500 | door_lock 102
|
---|
501 | particle door5_locklight02 do stop
|
---|
502 | trigvolume_enable tv75 1
|
---|
503 | trigvolume_enable tv74 1
|
---|
504 | ui_show_element left 1
|
---|
505 | sleep 60
|
---|
506 | message c01_50_54
|
---|
507 | # hit targets
|
---|
508 | sound_dialog_play_block c00_01_85shinatama
|
---|
509 | chr_wait_animtype char_0 Autopistol_Recoil
|
---|
510 | sleep 120
|
---|
511 | message_remove c01_50_54
|
---|
512 | sleep 60
|
---|
513 | message c01_50_53 300
|
---|
514 | sleep 300
|
---|
515 | }
|
---|
516 | }
|
---|
517 |
|
---|
518 | func void enter_ammo_function(void)
|
---|
519 | {
|
---|
520 | dprint enter_ammo_function
|
---|
521 | inside_ammo_function = 1;
|
---|
522 | }
|
---|
523 |
|
---|
524 | func void exit_ammo_function(void)
|
---|
525 | {
|
---|
526 | dprint exit_ammo_function
|
---|
527 | inside_ammo_function = 0;
|
---|
528 | }
|
---|
529 |
|
---|
530 | func void need_ammo(string ai_name)
|
---|
531 | {
|
---|
532 | trigvolume_enable tv74 0
|
---|
533 |
|
---|
534 | sleep 67
|
---|
535 | var int empty_weapon = chr_has_empty_weapon(char_0);
|
---|
536 |
|
---|
537 | dprint trying_ammo_function
|
---|
538 |
|
---|
539 | if (inside_ammo_function eq 0)
|
---|
540 | {
|
---|
541 | dprint doing_ammo_function
|
---|
542 | enter_ammo_function();
|
---|
543 |
|
---|
544 | if(empty_weapon eq 1)
|
---|
545 | {
|
---|
546 | sleep 15
|
---|
547 | if(reload eq 0)
|
---|
548 | {
|
---|
549 | message_remove xkeepshoot
|
---|
550 | already_reloaded = 0;
|
---|
551 | sound_dialog_play_block c00_01_87shinatama
|
---|
552 | message c01_50_61
|
---|
553 | # generate powerup
|
---|
554 | particle g_tap1 create
|
---|
555 | sleep 7
|
---|
556 | powerup_spawn ammo 7042
|
---|
557 | particle g_tap2 create
|
---|
558 | sleep 7
|
---|
559 | powerup_spawn ammo 7043
|
---|
560 | chr_wait_animtype char_0 Pickup_Object_Mid Pickup_Object
|
---|
561 | fork remove_reload_message
|
---|
562 | # sleep 60
|
---|
563 | message_remove c01_50_61
|
---|
564 | sleep 90
|
---|
565 | if(already_reloaded eq 0)
|
---|
566 | {
|
---|
567 | message xreload
|
---|
568 | chr_wait_animtype char_0 reload_pistol
|
---|
569 | increase_rating()
|
---|
570 | message_remove xreload
|
---|
571 | sleep 90
|
---|
572 | }
|
---|
573 | message xkeepshoot
|
---|
574 | }
|
---|
575 | if(reload eq 1)
|
---|
576 | {
|
---|
577 | if(droid_active eq 1)
|
---|
578 | {
|
---|
579 | message c01_50_62
|
---|
580 | # generate powerup
|
---|
581 | particle g_phr1 create
|
---|
582 | sleep 7
|
---|
583 | powerup_spawn cell 7044
|
---|
584 | particle g_phr2 create
|
---|
585 | sleep 7
|
---|
586 | powerup_spawn cell 7045
|
---|
587 | chr_wait_animtype char_0 Pickup_Object_Mid Pickup_Object
|
---|
588 | # sleep 60
|
---|
589 | message_remove c01_50_62
|
---|
590 | fork remove_reload_message2
|
---|
591 | if(already_reloaded2 eq 0)
|
---|
592 | {
|
---|
593 | sleep 90
|
---|
594 | message xreload
|
---|
595 | chr_wait_animtype char_0 reload_rifle
|
---|
596 | dprint rating
|
---|
597 | increase_rating()
|
---|
598 | message_remove xreload
|
---|
599 | }
|
---|
600 | }
|
---|
601 | }
|
---|
602 | }
|
---|
603 |
|
---|
604 | exit_ammo_function();
|
---|
605 | }
|
---|
606 |
|
---|
607 | sleep 60
|
---|
608 | trigvolume_enable tv74 1
|
---|
609 | }
|
---|
610 |
|
---|
611 | func void increase_rating(void)
|
---|
612 | {
|
---|
613 | dprint rating
|
---|
614 | if(had_to_reload ne 0)
|
---|
615 | {
|
---|
616 |
|
---|
617 | rating = rating + 1;
|
---|
618 | }
|
---|
619 | had_to_reload = had_to_reload + 1;
|
---|
620 | }
|
---|
621 |
|
---|
622 | func void remove_reload_message(void)
|
---|
623 | {
|
---|
624 | chr_wait_animtype char_0 reload_pistol
|
---|
625 | already_reloaded = 1;
|
---|
626 | }
|
---|
627 |
|
---|
628 | func void remove_reload_message2(void)
|
---|
629 | {
|
---|
630 | chr_wait_animtype char_0 reload_rifle
|
---|
631 | already_reloaded2 = 1;
|
---|
632 | }
|
---|
633 |
|
---|
634 | func void enter_target_function(void)
|
---|
635 | {
|
---|
636 | dprint enter_target_function
|
---|
637 | inside_target_function = 1;
|
---|
638 | }
|
---|
639 |
|
---|
640 | func void exit_target_function(void)
|
---|
641 | {
|
---|
642 | dprint exit_target_function
|
---|
643 | inside_target_function = 0;
|
---|
644 | }
|
---|
645 |
|
---|
646 | func void targets_are_gone(void)
|
---|
647 | {
|
---|
648 | reload=1;
|
---|
649 | message_remove xkeepshoot
|
---|
650 | trigvolume_enable tv75 0
|
---|
651 | sleep 7
|
---|
652 | particle g_phr1 create
|
---|
653 | sleep7
|
---|
654 | weapon_spawn w3_phr 7045
|
---|
655 | sound_dialog_play_block c00_01_86shinatama
|
---|
656 | sound_dialog_play_block pause
|
---|
657 | message_remove
|
---|
658 | #plasma, switch weapons
|
---|
659 | sound_dialog_play_block c00_01_88shinatama
|
---|
660 | chr_wait_animtype char_0 Pickup_Rifle Pickup_Rifle_Mid
|
---|
661 | droid_active = 1;
|
---|
662 | sleep 30
|
---|
663 | #activate drone, hit it
|
---|
664 | chr_invincible dum_train_shoot 0
|
---|
665 | ai2_passive dum_train_shoot 0
|
---|
666 | sound_dialog_play_block c00_01_89shinatama
|
---|
667 | ai2_dopath dum_train_shoot patrol_train_shoot
|
---|
668 | ai2_setjobstate dum_train_shoot
|
---|
669 | }
|
---|
670 |
|
---|
671 | func void targets_are_not_gone(void)
|
---|
672 | {
|
---|
673 | # CB: turn off the trigger volume and sleep for a second
|
---|
674 | # so as not to cause hideous performance loss
|
---|
675 | trigvolume_enable tv75 0
|
---|
676 | sleep 60
|
---|
677 | trigvolume_enable tv75 1
|
---|
678 | }
|
---|
679 |
|
---|
680 | func void targets_gone(string ai_name)
|
---|
681 | {
|
---|
682 | if(inside_target_function eq 0)
|
---|
683 | {
|
---|
684 | enter_target_function()
|
---|
685 |
|
---|
686 | var int num_broken = env_broken(3001, 3018);
|
---|
687 |
|
---|
688 | if (num_broken eq 18)
|
---|
689 | {
|
---|
690 | targets_are_gone();
|
---|
691 | }
|
---|
692 |
|
---|
693 | if (num_broken < 18)
|
---|
694 | {
|
---|
695 | targets_are_not_gone();
|
---|
696 | }
|
---|
697 |
|
---|
698 | exit_target_function
|
---|
699 | }
|
---|
700 | }
|
---|
701 |
|
---|
702 | func void droid1_gone(string ai_name)
|
---|
703 | {
|
---|
704 | if (how_far_along eq 8)
|
---|
705 | {
|
---|
706 | chr_invincible dum_train_shoot2 0
|
---|
707 | # now side to side
|
---|
708 | sound_dialog_play_block c00_01_90shinatama
|
---|
709 | sound_dialog_play_block pause
|
---|
710 | sleep 30
|
---|
711 | ai2_passive dum_train_shoot2 0
|
---|
712 | ai2_dopath dum_train_shoot2 patrol_train_shoot2
|
---|
713 | ai2_setjobstate dum_train_shoot2
|
---|
714 | }
|
---|
715 | }
|
---|
716 |
|
---|
717 | func void droid2_gone(string ai_name)
|
---|
718 | {
|
---|
719 | if (how_far_along eq 8)
|
---|
720 | {
|
---|
721 | reload = 2;
|
---|
722 | droid_active = 0;
|
---|
723 | message_remove
|
---|
724 | cinematic_start (SHINnametag, 180, 180, 15, 1, 20, false)
|
---|
725 | # great, done training
|
---|
726 | chr_changeteam char_0 Syndicate
|
---|
727 | music_train3
|
---|
728 | if(rating eq 0)
|
---|
729 | {
|
---|
730 | message poopy
|
---|
731 |
|
---|
732 | }
|
---|
733 | if(rating eq 1)
|
---|
734 | {
|
---|
735 | message poopy2
|
---|
736 |
|
---|
737 | }
|
---|
738 | if(rating eq 2)
|
---|
739 | {
|
---|
740 | message poopy3
|
---|
741 |
|
---|
742 | }
|
---|
743 | if(rating eq 3)
|
---|
744 | {
|
---|
745 | message poopy4
|
---|
746 |
|
---|
747 | }
|
---|
748 | if(rating eq 4)
|
---|
749 | {
|
---|
750 | message poopy5
|
---|
751 |
|
---|
752 | }
|
---|
753 | if(rating eq 5)
|
---|
754 | {
|
---|
755 | message poopy6
|
---|
756 |
|
---|
757 | }
|
---|
758 | if(rating > 5)
|
---|
759 | {
|
---|
760 | message poopy7
|
---|
761 |
|
---|
762 | }
|
---|
763 | sound_dialog_play_block c00_01_91shinatama
|
---|
764 | sound_dialog_play_block pause
|
---|
765 | sleep 40
|
---|
766 | sound_dialog_play_block c00_01_81shinatama
|
---|
767 | sound_dialog_play_block pause
|
---|
768 | message_remove
|
---|
769 | sleep 40
|
---|
770 | sound_dialog_play_block c00_01_82shinatama
|
---|
771 | sound_dialog_play_block pause
|
---|
772 | cinematic_stop (SHINnametag, 15, 20)
|
---|
773 | message xf1 400
|
---|
774 | sleep 400
|
---|
775 | message xlastreview
|
---|
776 | particle obj_lastreview create
|
---|
777 | console_activate 12
|
---|
778 | wp_disable_fade=0
|
---|
779 | }
|
---|
780 | }
|
---|
781 |
|
---|
782 | func void lastreview(string ai_name)
|
---|
783 | {
|
---|
784 | music_stop
|
---|
785 | particle obj_lastreview kill
|
---|
786 | message_remove
|
---|
787 | message_remove xlastreview
|
---|
788 | text_console level_1f
|
---|
789 | lock_keys keys_all
|
---|
790 | sleep 60
|
---|
791 | dprint swing
|
---|
792 | swing
|
---|
793 | ui_suppress_prompt=0
|
---|
794 | }
|
---|
795 |
|
---|
796 | ######################################
|
---|
797 | # training scripts used in warehouse #
|
---|
798 | ######################################
|
---|
799 | # note: health function 'yhealth' is in the level_script file #
|
---|
800 |
|
---|
801 | func void train_fathealth(string ai_name)
|
---|
802 | {
|
---|
803 | chr_wait_animtype char_0 Pickup_Object
|
---|
804 | if(trigvolume_count (80) eq 1)
|
---|
805 | {
|
---|
806 | sleep 90
|
---|
807 | message xtabhypo 300
|
---|
808 | sound_dialog_play_block c00_01_93shinatama
|
---|
809 | sound_dialog_play_block pause
|
---|
810 | sleep 40
|
---|
811 | sound_dialog_play_block c00_01_94shinatama
|
---|
812 | }
|
---|
813 | }
|
---|
814 |
|
---|
815 | func void intro_enemies(string ai_name)
|
---|
816 | {
|
---|
817 | dprint intro_enemies
|
---|
818 | how_far_along = 11;
|
---|
819 |
|
---|
820 | music_firstfight
|
---|
821 |
|
---|
822 | if (how_far_along eq 11)
|
---|
823 | {
|
---|
824 | ai2_spawn Bay2_Thug_1
|
---|
825 | ai2_spawn Bay2_Thug_2
|
---|
826 | }
|
---|
827 |
|
---|
828 | if (how_far_along eq 11)
|
---|
829 | {
|
---|
830 | # enemies
|
---|
831 | message c01_50_84 240
|
---|
832 | sleep 360
|
---|
833 | }
|
---|
834 | }
|
---|
835 |
|
---|
836 | func void train_alarm(string ai_name)
|
---|
837 | {
|
---|
838 | how_far_along = 13;
|
---|
839 |
|
---|
840 | if (how_far_along eq 13)
|
---|
841 | {
|
---|
842 | ai2_spawn Bay4_Comguy_1
|
---|
843 | # alarm
|
---|
844 | sleep 180
|
---|
845 | message c01_50_88 240
|
---|
846 | sleep 240
|
---|
847 | }
|
---|
848 |
|
---|
849 | if (how_far_along eq 13)
|
---|
850 | {
|
---|
851 | # alarm
|
---|
852 | message c01_50_89 240
|
---|
853 | sleep 240
|
---|
854 | }
|
---|
855 |
|
---|
856 | # if (how_far_along eq 13)
|
---|
857 | # {
|
---|
858 | # alarm
|
---|
859 | # message c01_50_90 240
|
---|
860 | # sleep 240
|
---|
861 | # }
|
---|
862 | }
|
---|
863 |
|
---|
864 | func void train_neutral(string ai_name)
|
---|
865 | {
|
---|
866 | how_far_along = 14;
|
---|
867 | target_set(92,15.0)
|
---|
868 | if (how_far_along eq 14)
|
---|
869 | {
|
---|
870 | # neutrals
|
---|
871 | message c01_50_91 240
|
---|
872 | sleep 240
|
---|
873 | sound_dialog_play_block c00_01_97shinatama
|
---|
874 | }
|
---|
875 | }
|
---|
876 |
|
---|
877 | func void train_timer(string ai_name)
|
---|
878 | {
|
---|
879 | how_far_along = 15;
|
---|
880 |
|
---|
881 | if(how_far_along eq 15)
|
---|
882 | {
|
---|
883 | target_set(96,15.0)
|
---|
884 | timer_start 180 OutroLose
|
---|
885 | sound_dialog_play_block c00_01_95shinatama
|
---|
886 | sleep 180
|
---|
887 | objective_set(4)
|
---|
888 | sound_dialog_play_block pause
|
---|
889 | music_timer
|
---|
890 | }
|
---|
891 |
|
---|
892 | if (how_far_along eq 15)
|
---|
893 | {
|
---|
894 | sleep 60
|
---|
895 | message timer_text 300
|
---|
896 | sleep 360
|
---|
897 | message timer_text2 240
|
---|
898 | }
|
---|
899 | }
|
---|
900 |
|
---|
901 | ############################
|
---|
902 | # warn about alarm console #
|
---|
903 | ############################
|
---|
904 | func void alarm_warning(string ai_name)
|
---|
905 | {
|
---|
906 | if(count_alarm eq 0)
|
---|
907 | {
|
---|
908 | message alarm_warn 300
|
---|
909 | }
|
---|
910 | count_alarm = 1;
|
---|
911 | }
|
---|
912 |
|
---|
913 | func void alarm_warningb(string ai_name)
|
---|
914 | {
|
---|
915 | count_alarm = 0;
|
---|
916 | }
|
---|
917 |
|
---|
918 | #############################
|
---|
919 | # consoles and compass hint #
|
---|
920 | #############################
|
---|
921 | func void console_jump(string ai_name)
|
---|
922 | {
|
---|
923 | text_console level_1g
|
---|
924 | console_reset 18
|
---|
925 | }
|
---|
926 |
|
---|
927 | func void console_escape(string ai_name)
|
---|
928 | {
|
---|
929 | text_console level_1h
|
---|
930 | console_reset 17
|
---|
931 | }
|
---|
932 |
|
---|
933 | func void console_attack(string ai_name)
|
---|
934 | {
|
---|
935 | text_console level_1i
|
---|
936 | console_reset 16
|
---|
937 | }
|
---|
938 |
|
---|
939 | func void console_flash(string ai_name)
|
---|
940 | {
|
---|
941 | text_console level_1j
|
---|
942 | console_reset 15
|
---|
943 | }
|
---|
944 |
|
---|
945 | func void console_throw(string ai_name)
|
---|
946 | {
|
---|
947 | text_console level_1k
|
---|
948 | console_reset 14
|
---|
949 | }
|
---|
950 |
|
---|
951 | func void console_block(string ai_name)
|
---|
952 | {
|
---|
953 | text_console level_1l
|
---|
954 | console_reset 13
|
---|
955 | }
|
---|
956 |
|
---|
957 | func void t77(string ai_name)
|
---|
958 | {
|
---|
959 | message xarrow 400
|
---|
960 | }
|
---|