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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