[185] | 1 | #
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| 2 | # manplant_cutscene.bsl
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| 3 | #
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| 4 |
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| 5 | func void
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| 6 | manplant_cs_intro(void)
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| 7 | {
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| 8 |
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| 9 | }
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| 10 |
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| 11 |
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| 12 | func void intro(void)
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| 13 | {
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| 14 | fade_out 0 0 0 0
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| 15 | cm_interpolate Camout01 0
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| 16 | env_show 561 0
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| 17 | sleep f14
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| 18 | begin_cutscene
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| 19 | sleep f30
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| 20 | #Outside shot of cops walking in
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| 21 | ai2_spawn Recep
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| 22 | ai2_spawn partner_cop_1
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| 23 | ai2_spawn partner_cop_2
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| 24 | playback 0 IntroKonoko01
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| 25 | playback partner_cop_1 IntroCop01
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| 26 | playback partner_cop_2 IntroCop02
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| 27 | #cm_interpolate Camout01 0
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| 28 |
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| 29 | sound_music_start mus_ambgrv1b 0.90
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| 30 | #music_script_start();
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| 31 |
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| 32 | fade_in 120
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| 33 |
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| 34 | sleep f240
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| 35 | #cops enter building, shot behind the receptionist
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| 36 | cm_anim both Camin02
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| 37 | chr_envanim Recep IntroSecBox01 norotation
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| 38 | chr_animate Recep SECRETsit_prehello 540
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| 39 | chr_lock_active Recep
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| 40 | chr_lock_active partner_cop_1
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| 41 | chr_lock_active partner_cop_2
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| 42 | #receptionist looks up and Cop introduces himself
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| 43 | cm_interpolate_block Camin03 0
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| 44 | chr_envanim Recep IntroSecBox01 norotation
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| 45 | chr_animate Recep SECRETsit_prehello 120
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| 46 | chr_animate_block Recep SECRETsit_hello 90
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| 47 |
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| 48 | sound_music_volume mus_ambgrv1b 0.6 1
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| 49 |
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| 50 | chr_animate_block Recep SECRETsit_talk 600
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| 51 | chr_envanim Recep IntroSecBox01 norotation
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| 52 |
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| 53 | sound_dialog_play c01_04_01receptionist
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| 54 | cinematic_start (RECEPtalking, 180, 180, 20, 9, 20, true)
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| 55 | sound_dialog_play_block pause
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| 56 | cinematic_stop (RECEPtalking, 20, 20)
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| 57 | cinematic_start (TCTFtalking, 180, 180, 19, 7, 20, false)
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| 58 | sound_dialog_play c01_04_02tctfag1
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| 59 | chr_envanim Recep IntroSecBox01 norotation
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| 60 | #Konoko interrupts Cop guy
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| 61 | playback 0 IntroKonokoInt
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| 62 | sleep f100
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| 63 | #sound_dialog_play_block pause
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| 64 | chr_envanim Recep IntroSecBox01 norotation
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| 65 | cm_interpolate IntroCamInterrupt 0
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| 66 | cinematic_start (KONpsychedup, 180, 180, 20, 7, 20, false)
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| 67 | playback partner_cop_1 IntroCopInt
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| 68 | sound_dialog_play_interrupt c01_04_03konoko
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| 69 | cinematic_stop (TCTFtalking, 19, 20)
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| 70 | sound_dialog_play_block pause
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| 71 | cinematic_stop (KONpsychedup, 19, 20)
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| 72 | #Receptionis says ok officer
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| 73 | cm_interpolate Camin03 0
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| 74 | chr_envanim Recep IntroSecBox01 norotation
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| 75 | chr_animate Recep SECRETsit_talk 400
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| 76 | sleep f30
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| 77 | cinematic_start (RECEPtalking, 180, 180, 20, 9, 20, true)
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| 78 | sound_dialog_play c01_04_04receptionist
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| 79 | sleep f90
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| 80 | #Receptionis hits alarm
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| 81 | cm_anim both IntroCamAlarm
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| 82 | chr_envanim Recep IntroSecBox01 norotation
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| 83 | chr_animate Recep SECRETsit_alarm 400
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| 84 | sleep f110
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| 85 | particle IntroLight01 create
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| 86 | particle IntroLight01 do start
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| 87 | cinematic_stop (RECEPtalking, 20, 20)
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| 88 | #Bad guys see alarm is hit
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| 89 | cm_wait
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| 90 | chr_create 1050 start
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| 91 | ai2_spawn Barabus
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| 92 | chr_neutral 1050 1
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| 93 | #chr_neutral 1051 1
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| 94 | playback 1050 IntroMuroSet
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| 95 | playback Barabus IntroBossSet
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| 96 | cm_interpolate IntroCamBadGuys00 0
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| 97 |
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| 98 | sound_ambient_start alarm_loop
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| 99 |
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| 100 | cm_interpolate_block IntroCamBadGuys01 240
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| 101 | sleep f120
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| 102 | cinematic_start (BOSS1nametag, 180, 180, 16, 3, 20, false)
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| 103 | sound_dialog_play c02_05_01barabas
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| 104 |
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| 105 | sound_ambient_volume alarm_loop .35 1.0
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| 106 |
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| 107 | sound_dialog_play_block pause
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| 108 | #Muro turns to Bossman
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| 109 | playback 1050 IntroMuro01
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| 110 | cm_interpolate IntroCamMuro01 0
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| 111 | cinematic_start (MUROnametag, 180, 180, 15, 1, 20, false)
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| 112 | sound_dialog_play c02_05_02muro
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| 113 | sound_dialog_play_block pause
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| 114 | #Bossman and Muro talk
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| 115 | cm_interpolate IntroCamBothLt 0
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| 116 | cm_interpolate_block IntroCamBothRt 500
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| 117 | sound_dialog_play c02_05_03barabas
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| 118 | sound_dialog_play_block pause
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| 119 | sound_dialog_play c02_05_04muro
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| 120 | sound_dialog_play_block pause
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| 121 | sound_dialog_play c02_05_05barabas
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| 122 | sound_dialog_play_block pause
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| 123 | #Muro talks
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| 124 | cm_interpolate IntroCamMuro02 0
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| 125 |
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| 126 | sound_ambient_volume alarm_loop 0.0 1.0
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| 127 | sound_ambient_stop alarm_loop
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| 128 |
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| 129 | sound_dialog_play c02_05_06muro
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| 130 | sound_dialog_play_block pause
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| 131 | #Bossman and Muro talk
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| 132 | cm_interpolate IntroCamBothRtHigh 0
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| 133 | cm_interpolate_block IntroCamBothLtHigh 500
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| 134 | sound_dialog_play c02_05_07muro
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| 135 | sound_dialog_play_block pause
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| 136 | sound_dialog_play c02_05_08barabas
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| 137 | sound_dialog_play_block pause
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| 138 | sound_dialog_play c02_05_09muro
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| 139 | sound_dialog_play_block pause
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| 140 | sound_dialog_play c02_05_10barabas
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| 141 | sound_dialog_play_block pause
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| 142 | #Muro talks
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| 143 | cm_interpolate IntroCamMuro01 0
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| 144 | sound_dialog_play c02_05_11muro
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| 145 | sound_dialog_play_block pause
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| 146 | cinematic_stop (MUROnametag, 15,20)
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| 147 | cinematic_stop (BOSS1nametag, 16,20)
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| 148 | #Receptionist says hold on
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| 149 | cm_interpolate Camin03 0
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| 150 | chr_envanim Recep IntroSecBox01 norotation
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| 151 | chr_animate Recep SECRETsit_unalarm 180
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| 152 | chr_animate_block Recep SECRETsit_talk 500
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| 153 | sound_dialog_play c02_05_12receptionist
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| 154 | cinematic_start (RECEPtalking, 180, 180, 20, 9, 20, true)
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| 155 | sound_dialog_play_block pause
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| 156 | cinematic_stop (RECEPtalking, 20,20)
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| 157 | #Strikers Rush in
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| 158 |
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| 159 | sound_ambient_volume mus_ambgrv1b 0 .5
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| 160 |
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| 161 | music_script_start();
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| 162 |
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| 163 | ai2_spawn ambush_striker_3
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| 164 | ai2_spawn ambush_striker_2
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| 165 | #chr_neutral ambush_striker_3 1
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| 166 | #chr_neutral ambush_striker_2 1
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| 167 |
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| 168 | door_open 21
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| 169 | door_jam 21
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| 170 |
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| 171 | playback ambush_striker_3 IntroStrikerRight01
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| 172 | playback ambush_striker_2 IntroStrikerRight02
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| 173 | cm_interpolate IntroCamDoorRight01 0
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| 174 | sleep f180
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| 175 | #Cop says what the?
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| 176 | playback partner_cop_2 IntroCop02Surprise
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| 177 | chr_envanim 1003 IntroSecBox01 norotation
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| 178 | chr_animate Recep SECRETsit_talk 400
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| 179 | cm_interpolate IntroCamSurprise 0
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| 180 | cm_interpolate_block IntroCamSurprise02 90
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| 181 | sound_dialog_play c02_05_13tctfag1
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| 182 | ai2_spawn ambush_striker_1
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| 183 | #chr_neutral ambush_striker_1 1
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| 184 |
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| 185 | door_unlock 4
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| 186 | door_open 4
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| 187 | door_jam 4
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| 188 |
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| 189 | playback ambush_striker_1 IntroStrikerLeft01
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| 190 | sleep f60
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| 191 | #Konoko looks around
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| 192 | chr_envanim Recep IntroSecBox01 norotation
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| 193 | chr_animate Recep SECRETsit_talk 180
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| 194 | cm_reset
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| 195 | playback 0 IntroKonokoLook
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| 196 | sleep f30
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| 197 | cinematic_start (KONangryfront, 180, 180, 20, 7, 10, false)
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| 198 | sleep f170
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| 199 | #Konoko says we got company
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| 200 | playback Recep IntroRecepRun
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| 201 | cm_interpolate IntroCamCompany 0
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| 202 | sound_dialog_play c02_05_14konoko
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| 203 | sleep f30
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| 204 | playback Recep IntroRecepRun
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| 205 | sound_dialog_play_block pause
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| 206 | cinematic_stop (KONangryfront, 19 ,20)
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| 207 | #gameplay resumes
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| 208 | cm_reset
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| 209 | env_show 561 1
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| 210 | env_show 560 0
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| 211 | end_cutscene
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| 212 |
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| 213 | ai2_attack partner_cop_1 ambush_striker_1
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| 214 | ai2_attack partner_cop_2 ambush_striker_3
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| 215 |
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| 216 | chr_delete 1050
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| 217 | chr_delete Barabus
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| 218 | particle IntroLight01 kill
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| 219 | sleep f90
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| 220 | #chr_delete Recep
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| 221 |
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| 222 | door_lock 1
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| 223 | door_unjam 4
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| 224 | door_lock 4
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| 225 | door_unjam 21
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| 226 | set_objective_1
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| 227 |
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| 228 | save_point_1
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| 229 | }
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| 230 |
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| 231 | func void
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| 232 | Chase(
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| 233 | void)
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| 234 | {
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| 235 | sleep 60
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| 236 | begin_cutscene jello
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| 237 | # sleep f10
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| 238 | # cm_orbit .1
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| 239 | sleep f30
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| 240 | chr_animate 0 KONOKOwatch_start 60
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| 241 | sleep f40
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| 242 | cinematic_start (KONtalking, 180, 180, 15, 1, 20, false)
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| 243 | cinematic_start (GRIFtalking, 180, 180, 16, 3, 20, true)
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| 244 | sleep f19
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| 245 | chr_animate 0 KONOKOwatch_idle 3000
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| 246 |
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| 247 | sound_music_volume atm_low_perc1 0.35 1.0
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| 248 |
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| 249 | sound_dialog_play c02_06_01konoko
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| 250 | sound_dialog_play_block pause
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| 251 | sound_dialog_play c02_06_02griffin
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| 252 | sound_dialog_play_block pause
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| 253 | sound_dialog_play c02_06_03konoko
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| 254 | sound_dialog_play_block pause
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| 255 | sound_dialog_play c02_06_04griffin
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| 256 | sound_dialog_play_block pause
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| 257 | sound_dialog_play c02_06_05konoko
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| 258 | sound_dialog_play_block pause
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| 259 | sound_dialog_play c02_06_06griffin
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| 260 | sound_dialog_play_block pause
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| 261 | sound_dialog_play c02_06_07konoko
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| 262 | sound_dialog_play_block pause
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| 263 | cinematic_stop (KONtalking, 15,20)
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| 264 | cinematic_stop (GRIFtalking, 16,20)
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| 265 | chr_animate 0 KONOKOwatch_stop
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| 266 | sleep f15
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| 267 | cm_reset
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| 268 | end_cutscene
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| 269 |
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| 270 | sound_music_volume atm_low_perc1 .90 1.0
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| 271 |
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| 272 | striker_counter = striker_counter + 2
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| 273 | particle save1b_locklight01 do start
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| 274 | door_unlock 11
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| 275 | console_deactivate 15
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| 276 |
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| 277 | if (alarm_counter eq 1)
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| 278 | {
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| 279 | ai2_spawn hall_striker_2
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| 280 | ai2_tripalarm konoko 1
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| 281 | }
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| 282 | }
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| 283 |
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| 284 |
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| 285 | func void
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| 286 | Griffin_1(
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| 287 | void)
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| 288 | {
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| 289 | begin_cutscene jello
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| 290 | sound_ambient_stop alarm_loop
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| 291 | sleep f30
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| 292 | chr_animate 0 KONOKOwatch_start 60
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| 293 | sleep 40
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| 294 | cinematic_start (KONtalking, 180, 180, 15, 1, 20, false)
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| 295 | cinematic_start (GRIFtalking, 180, 180, 16, 3, 20, true)
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| 296 | sleep f19
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| 297 | chr_animate 0 KONOKOwatch_idle 3000
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| 298 | sound_dialog_play c02_07_01griffin
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| 299 | sound_dialog_play_block pause
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| 300 | sound_dialog_play c02_07_02konoko
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| 301 | sound_dialog_play_block pause
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| 302 | chr_animate 0 KONOKOwatch_stop
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| 303 | cinematic_stop (KONtalking, 15,20)
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| 304 | cinematic_stop (GRIFtalking, 16,20)
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| 305 | sleep f15
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| 306 | cm_reset
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| 307 | end_cutscene
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| 308 | }
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| 309 |
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| 310 |
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| 311 | func void
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| 312 | outro(
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| 313 | void)
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| 314 | {
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| 315 | begin_cutscene
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| 316 | env_show 555 1
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| 317 | env_show 556 0
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| 318 | #Konok talks on watch radio to Griffin
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| 319 | #playback 0 OutroKonokoSet
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| 320 | ##cm_interpolate OutroCam00 0
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| 321 | ##cm_interpolate_block OutroCam01 180
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| 322 | fork soundplay
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| 323 | gl_fog_blue=0
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| 324 | gl_fog_red=0
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| 325 | gl_fog_green=0
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| 326 | gl_fog_end=.999
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| 327 | gl_fog_start_changeto 0.92 60
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| 328 | sleep f60
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| 329 | sleep f30
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| 330 | playback 0 OutroKonokoRun
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| 331 | cm_interpolate OutroCam00 0
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| 332 | cm_interpolate_block OutroCam01 180
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| 333 | sleep f120
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| 334 | #Konoko jumps out of room
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| 335 | playback 0 OutroKonoko01
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| 336 | cm_interpolate OutroCam02 0
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| 337 | sleep f60
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| 338 | #cm_interpolate_block OutroCam03 180
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| 339 | sleep f40
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| 340 | particle OutroCharge do explode
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| 341 | sleep f200
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| 342 | #Konoko runs out of room
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| 343 | playback 0 OutroKonoko02
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| 344 | door_open 4
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| 345 | door_jam 4
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| 346 | cm_interpolate OutroCam04 0
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| 347 | sleep f90
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| 348 | cm_interpolate_block OutroCam05 180
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| 349 | sleep f180
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| 350 | #Konoko runs out of front door
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| 351 | cm_interpolate OutroCam06 0
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| 352 | cm_interpolate_block OutroCam07 180
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| 353 | sleep f100
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| 354 | door_open 1
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| 355 | door_jam 1
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| 356 | sleep f140
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| 357 | fade_out 0 0 0 120
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| 358 | #win
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| 359 | }
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| 360 |
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| 361 | func void
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| 362 | soundplay(
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| 363 | void)
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| 364 | {
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| 365 | cinematic_start (GRIFtalking, 180, 180, 15, 1, 20, false)
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| 366 | sound_dialog_play c02_09_01griffin
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| 367 | sleep f60
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| 368 | sound_dialog_play_block pause
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| 369 | sound_dialog_play c02_09_02kerr
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| 370 | cinematic_start (KERRtalking, 180, 180, 16, 3, 20, true)
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| 371 | sound_dialog_play_block pause
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| 372 | sound_dialog_play c02_09_03griffin
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| 373 | sound_dialog_play_block pause
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| 374 | sound_dialog_play c02_09_04kerr
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| 375 | sound_dialog_play_block pause
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| 376 | sound_dialog_play c02_09_05griffin
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| 377 | sound_dialog_play_block pause
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| 378 | sound_dialog_play c02_09_06kerr
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| 379 | sound_dialog_play_block pause
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| 380 | sound_dialog_play c02_09_07griffin
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| 381 | sound_dialog_play_block pause
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| 382 | cinematic_stop (KERRtalking, 16,20)
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| 383 | cinematic_stop (GRIFtalking, 15,20)
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| 384 | sleep f100
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| 385 | gl_fog_end=1
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| 386 | gl_fog_start=.975
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| 387 | win
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| 388 | }
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| 389 |
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| 390 |
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| 391 |
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| 392 | func void
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| 393 | animate(
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| 394 | void)
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| 395 | {
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| 396 | env_anim 1101 1
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| 397 | env_anim 1102 1
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| 398 | env_anim 1103 1
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| 399 | env_anim 1104 1
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| 400 | env_anim 1105 1
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| 401 | env_anim 1106 1
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| 402 | env_anim 1107 1
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| 403 | env_anim 1108 1
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| 404 | env_anim 1109 1
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| 405 | env_anim 1110 1
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| 406 | env_anim 1111 1
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| 407 | env_anim 1201 1
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| 408 | env_anim 1202 1
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| 409 | env_anim 1203 1
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| 410 | env_anim 1204 1
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| 411 | }
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