# # tctf_spawn_syndicate.bsl # # SCRIPTS TO SPAWN SYNDICATE UNITS # var int my_save_point=0; var int striker_count=0; var int music_counter = 0; var int counter = 0; var int elev_count=0; var int shut_down_t103; var int count_follow; # music # func void music_intro(void) { sound_music_start mus_asianb } func void music_intro_stop(void) { sound_music_stop mus_asianb } func void music_attack(void) { sound_music_start mus_pursuit 0 sound_music_volume mus_pursuit 0.75 3.0 # this music stopped in floor4_lock script } func void music_kidnap(void) { dprint kidnapmusic sound_music_start mus_om01 0.0 sound_music_volume mus_om01 0.75 3.0 # this music stopped in ta2_54 script } func void music_battle(void) { sound_music_start mus_asianb 0 sound_music_volume mus_asianb 2 # this music stopped in final script } func void music_stop(void) { dprint STOP_THE_MUSIC sound_music_stop mus_asianb sound_music_stop mus_pursuit sound_music_stop mus_om01 # sound_music_stop mus_asianb } ############################### # start and objectives # ############################### func void start(string ai_name) { dprint start trig_deactivate 1 trig_deactivate 2 trig_deactivate 3 trig_deactivate 4 trig_deactivate 5 trig_deactivate 6 trig_deactivate 7 trig_deactivate 8 trig_deactivate 9 trig_deactivate 10 trig_deactivate 60 trig_deactivate 61 trig_deactivate 62 trig_deactivate 63 trig_deactivate 64 trig_deactivate 65 trig_deactivate 70 trig_deactivate 71 trig_deactivate 72 trig_deactivate 73 trig_deactivate 74 trig_deactivate 75 trig_deactivate 302 trig_deactivate 303 trig_deactivate 100 trig_deactivate 101 trig_deactivate 500 trig_deactivate 501 trig_deactivate 502 trig_deactivate 503 trig_deactivate 400 trig_deactivate 510 trig_deactivate 511 trig_deactivate 512 trig_deactivate 520 trig_deactivate 521 trig_deactivate 522 trig_deactivate 310 trig_deactivate 320 trig_deactivate 98 trig_deactivate 99 trigvolume_enable trigger_volume_81 0 trigvolume_enable z_40t 0 trigvolume_enable zz_40t 0 trigvolume_enable zzz_40t 0 trigvolume_enable zzzz_40t 0 trigvolume_enable tv_61t 0 if (save_point eq 0) { my_save_point=0; set_objective_1 particle security_locklight01 do start particle smoke start } if (save_point eq 1) { my_save_point=1; dprint restore1 set_objective_1 particle smoke start particle security_locklight01 do start env_show 398 0 #turn off unbroken curtain wall env_show 98 0 #turn on broken curtain wall env_show 99 1 #show gunk van env_show 101 1 env_show 103 1 env_show 104 1 env_show 105 1 env_show 106 1 env_show 107 1 env_show 108 1 env_show 444 1 env_show 97 0 #show gunk motorcycle env_show 110 1 env_show 111 1 env_show 112 1 #show door gunk env_show 321 1 env_show 322 1 env_show 323 1 env_show 324 1 env_show 325 1 env_shade 321 325 .3 .3 .3 ai2_spawn lobby_striker_01 ai2_spawn lobby_striker_02 ai2_spawn lobby_striker_03 music_intro restore_game sleep 7 sound_dialog_play c07_22_01konoko particle LobbyWall do explode } if (save_point eq 2) { my_save_point=2; dprint restore2 set_objective_3 trigvolume_enable tv_58t 0 door_lock 41 chr_delete lobby_victim trigvolume_enable trigger_volume_80 0 music_kidnap restore_game } if (save_point eq 3) { my_save_point=3; dprint restore3 trigvolume_enable t86 0 set_objective_5 trigvolume_enable tsh_55t 0 #Hide elevator gunk env_show 501 0 env_show 502 0 env_show 503 0 env_show 504 0 #Show new elevator gunk env_show 601 1 env_show 602 1 fork tsh_55 restore_game trigvolume_enable tv_58t 0 } if (save_point eq 4) { my_save_point=4; dprint restore4 set_objective_5 trigvolume_enable tsh_60t 0 trigvolume_enable tr_66t 0 trigvolume_enable tr_67t 0 trigvolume_enable tr_65t 0 trigvolume_enable tr_64t 0 ai2_spawn barabus chr_boss_shield barabus target_set(1,0.0) restore_game } } func void striker_spawn(string ai_name) { dprint striker_spawn striker_count = striker_count + 1 } func void striker_die(string ai_name) { dprint striker_die striker_count = striker_count - 1 } ######################### # trigger volumes # ######################### func void t102(string ai_name) { ai2_spawn mbo_sniper ai2_spawn mbo_target } func void t103(string ai_name) { dprint t103 trigvolume_enable trigger_volume_103 0 sleep 7 if(elev_count ne 1) { if (chr_has_lsi(0)) { trigvolume_enable trigger_volume_81 1 objective_set(4) particle obj1 create target_set(9999, 30.0) shut_down_t103 = 1; } } if(shut_down_t103 eq 0) { sleep 60 trigvolume_enable trigger_volume_103 1 } } func void spawnL2_4(string ai_name) { dprint spawnL2_4 ai2_spawn lobby_striker_04 playback lobby_striker_04 lobbystriker_roll trigvolume_enable u_36t 0 } func void spawnL1_6(string ai_name) { dprint spawnL1_6 ai2_spawn lobby_striker_06 trigvolume_enable tv_50t 0 } func void spawnG2_7(string ai_name) { dprint spawnG2_7 ai2_spawn garage_striker_01 ai2_spawn garage_striker_02 } func void spawnG3_8(string ai_name) { dprint spawnG3_8 if (striker_count eq 0) { ai2_spawn garage_striker_03 ai2_makeignoreplayer garage_striker_03 1 ai2_spawn garage_striker_04 ai2_spawn garage_striker_05 playback_block garage_striker_03 garage_jump ai2_makeignoreplayer garage_striker_03 0 } if (striker_count ne 0) { ai2_spawn garage_striker_03 ai2_makeignoreplayer garage_striker_03 1 playback_block garage_striker_03 garage_jump ai2_makeignoreplayer garage_striker_03 0 } } func void spawnG3_11(string ai_name) { dprint spawnG3_11 ai2_spawn garage_striker_07 ai2_passive garage_striker_07 1 ai2_spawn garage_striker_08 playback garage_striker_07 garage_taunt ai2_passive garage_striker_07 0 } func void spawnG3_12(string ai_name) { dprint spawnG3_12 if (striker_count eq 0) { ai2_spawn garage_striker_09 ai2_spawn garage_striker_10 } if (striker_count ne 0) { ai2_spawn garage_striker_09 } } func void killG2_08(string ai_name) { dprint killG2_08 trigvolume_enable trigger_volume_G2_08 0 } func void killG2_10(string ai_name) { dprint killG2_10 trigvolume_enable trigger_volume_G2_10 0 } func void killG3_11(string ai_name) { dprint killG3_11 trigvolume_enable trigger_volume_G3_11 0 } func void killG3_12(string ai_name) { dprint killG3_12 trigvolume_enable trigger_volume_G3_12 0 } func void a_18(string ai_name) { dprint a_18 trigvolume_enable b_19t 0 trigvolume_enable c_13t 0 } func void b_19(string ai_name) { dprint b_19 ai2_spawn lobby_striker_30 ai2_spawn lobby_striker_31 playback lobby_striker_31 lobby_roll2 # ai2_spawn lobby_striker_33 # ai2_spawn lobby_tctf_02 trigvolume_enable d_20t 0 } func void c_13(string ai_name) { dprint c_13 ai2_spawn lobby_striker_20 ai2_spawn lobby_striker_21 ai2_spawn lobby_fodder01 ai2_spawn lobby_striker_05 trigvolume_enable vv_38t 0 trigvolume_enable a_18t 0 music_stop } func void d_20(string ai_name) { dprint d_20 ai2_spawn l2_s46 ai2_spawn l2_s44 playback_block l2_s44 lobby_roll3 } func void e_21(string ai_name) { dprint e_21 ai2_spawn lobby_striker_34 ai2_spawn lobby_victim05 ai2_spawn lobby_victim06 trigvolume_enable l_27t 0 } func void f_22(string ai_name) { dprint f_22 ai2_spawn lobby_striker_05 trigvolume_enable vv_38t 0 ai2_spawn lobby_striker_20 ai2_spawn lobby_fodder01 ai2_spawn lobby_striker_21 } func void g_23(string ai_name) { dprint g_23 ai2_spawn L2s_01 ai2_spawn L2s_02 ai2_spawn L2s_03 ai2_spawn L2tctf_01 ai2_spawn L2tctf_02 music_stop trigvolume_enable trigger_volume_w_39 0 } func void h_06(string ai_name) { dprint h_06 ai2_spawn L2s_10 ai2_spawn Ls_15 ai2_spawn Ltctf_55 ai2_dopath L2tctf_01 patrol_L2_13 ai2_dopath L2tctf_02 patrol_L2_13 } func void i_24(string ai_name) { dprint i_24 trigvolume_enable j_25t 0 trigvolume_enable h_06t 0 } func void j_25(string ai_name) { dprint j_25 ai2_spawn L2s_11 } func void k_26(string ai_name) { dprint k_26 trigvolume_enable l_27t 1 } func void l_27(string ai_name) { dprint l_27 ai2_spawn L3s_40 ai2_spawn L3s_41 # ai2_spawn L3s_42 } func void m_28(string ai_name) { dprint m_28 ai2_spawn Lv_40 ai2_spawn Lv_41 ai2_spawn Lc_43 ai2_spawn Ls_44 trigvolume_enable s_34t 1 } func void n_29(string ai_name) { dprint n_29 ai2_spawn Lc_50 ai2_spawn Ls_51 ai2_spawn Ls_12 } func void o_30(string ai_name) { dprint o_30 ai2_spawn Ls_60 ai2_spawn a_v2 } func void p_31(string ai_name) { dprint p_31 trigvolume_enable trigger_volume_L2_4 1 } func void s_34(string ai_name) { dprint s_34 ai2_spawn Lcom_01 } func void t_35(string ai_name) { dprint t_35 trigvolume_enable s_34t 0 } func void u_36(string ai_name) { dprint u_36 ai2_spawn cat1_02 trigvolume_enable trigger_volume_L2_4 0 } func void v_37(string ai_name) { dprint v_37 ai2_spawn cat1_01 trigvolume_enable vv_38t 0 } func void t98(string ai_name) { dprint t98 ai2_spawn a_v4 } func void vv_38(string ai_name) { dprint vv_38 ai2_spawn lobby_striker_05 ai2_spawn lobby_striker_20 ai2_spawn lobby_striker_21 ai2_spawn lobby_fodder01 trigvolume_enable v_37t 0 } func void w_39(string ai_name) { dprint w_39 ai2_spawn s2_t01 ai2_spawn s2_t02 ai2_spawn s2_s01 ai2_spawn s2_s02 ai2_spawn s2_s03 # ai2_spawn s2_c01 ai2_spawn s2_s05 ai2_spawn s2_t05 trigvolume_enable g_23t 0 } func void x_05(string ai_name) { dprint x_05 ai2_spawn l_c01 ai2_lookatme l_c01 ai2_passive l_c01 1 playback l_c01 lobby_runout ai2_passive l_c01 0 trigvolume_enable trigger_volume_L1_6_9 0 } func void y_32(string ai_name) { dprint y_32 ai2_spawn l_t01 playback l_t01 lobby_backroll sleep 15 ai2_spawn l_s02 ai2_spawn l_s03 trigvolume_enable tv_47t 0 } func void unlock_follow(void) { dprint unlockfollow count_follow = count_follow + 1; if(count_follow eq 2) { trigvolume_enable z_40t 1 trigvolume_enable zz_40t 1 trigvolume_enable zzz_40t 1 trigvolume_enable zzzz_40t 1 trigvolume_enable tv_61t 1 } } func void patrolscript2222(void) { dprint lookatplayer ai2_lookatchar l_t01 char_0 ai2_lookatchar l_t23 char_0 } func void z01(string ai_name) { dprint z01 ai2_dopath l_t01 l_t01_01 ai2_setjobstate l_t01 ai2_dopath l_t23 l_t23_04 ai2_setjobstate l_t23 } func void z02(string ai_name) { dprint z02 ai2_dopath l_t01 l_t01_04 ai2_setjobstate l_t01 ai2_dopath l_t23 l_t23_02 ai2_setjobstate l_t23 } func void z03(string ai_name) { dprint z03 ai2_dopath l_t01 l_t01_05 ai2_setjobstate l_t01 ai2_dopath l_t23 l_t23_01 ai2_setjobstate l_t23 } func void z04(string ai_name) { dprint z04 ai2_dopath l_t01 l_t01_06 ai2_setjobstate l_t01 ai2_dopath l_t23 l_t23_06 ai2_setjobstate l_t23 } func void z05(string ai_name) { dprint z05 ai2_dopath l_t01 l_t01_07 ai2_setjobstate l_t01 ai2_dopath l_t23 l_t23_07 ai2_setjobstate l_t23 } func void z06(string ai_name) { dprint z06 ai2_dopath l_t01 l_t01_08 ai2_setjobstate l_t01 ai2_dopath l_t23 l_t23_08 ai2_setjobstate l_t23 } func void z_40(string ai_name) { dprint z_40 ai2_followme l_t01 ai2_lookatme l_t01 ai2_followme l_t23 ai2_lookatme l_t23 ai2_followme s2_t05 ai2_lookatme s2_t05 ai2_followme s2_t02 ai2_lookatme s2_t02 ai2_followme s2_t01 ai2_lookatme s2_t01 ai2_followme L2tctf_02 ai2_lookatme L2tctf_02 ai2_followme L2tctf_01 ai2_lookatme L2tctf_01 ai2_followme Lc_43 ai2_lookatme Lc_43 } func void tv_44(string ai_name) { dprint tv_44 ai2_spawn l_c10 ai2_dopath l_t01 l_t01_02 ai2_setjobstate l_t01 ai2_dopath l_t23 l_t23_03 ai2_setjobstate l_t23 } func void tv_45(string ai_name) { dprint tv_45 ai2_spawn a_v1 ai2_spawn l_s22 ai2_spawn l_s23 ai2_dopath l_t01 l_t01_03 ai2_setjobstate l_t01 ai2_dopath l_t23 l_t23_05 ai2_setjobstate l_t23 } func void tv_46(string ai_name) { dprint tv_46 ai2_spawn l_s24 ai2_spawn l_t23 trigvolume_enable tv_47t 1 ai2_dopath l_t01 l_t01_06 ai2_setjobstate l_t01 } func void tv_47(string ai_name) { dprint tv_47 ai2_spawn l_s27 } func void tv_48(string ai_name) { dprint tv_48 ai2_spawn l2_s46 } func void tv_49(string ai_name) { dprint tv_49 ai2_spawn l2_s47 } func void tv_50(string ai_name) { dprint tv_50 ai2_spawn l_s99 ai2_spawn l_s98 music_stop } func void tv_51(string ai_name) { dprint tv_51 ai2_spawn l4_red1 ai2_spawn l4_t1 ai2_spawn l4_s1 ai2_spawn l4_s67 ai2_spawn l4_t2 ai2_spawn l4_s2 ai2_spawn l4_s3 ai2_spawn l4_f1 ai2_spawn l4_f2 ai2_spawn l4_f3 ai2_kill l4_f1 ai2_kill l4_f2 ai2_kill l4_f3 ai2_spawn l4_c66 ai2_kill l4_c66 } func void tv_52(string ai_name) { dprint tv_52 particle smoke stop ai2_spawn a_t03 ai2_passive a_t03 1 playback a_t03 atrium_run sleep 7 ai2_spawn a_t06 sleep 7 ai2_spawn a_s02 sleep 7 ai2_spawn a_s03 sleep 7 ai2_spawn a_red1 ai2_passive a_t03 0 chr_set_health a_t05 900 chr_set_health a_t06 900 chr_set_health a_s02 900 chr_set_health a_s03 900 } func void new_atrium(string ai_name) { ai2_spawn a_s07 ai2_spawn a_s05 ai2_spawn a_v3 } func void ta_53(string ai_name) { dprint ta_53 ai2_spawn a_t05 ai2_dopath a_s03 patrol_7043 ai2_setjobstate a_s03 ai2_dopath a_s02 patrol_7030 ai2_setjobstate a_s02 ai2_dopath a_t06 patrol_7034 ai2_setjobstate a_t06 ai2_dopath a_t05 patrol_7042 ai2_setjobstate a_t05 chr_set_health a_t05 40 chr_set_health a_t06 30 chr_set_health a_s02 80 chr_set_health a_s03 80 sleep 2000 dprint no_more_tctf counter = 100 } func void ta_53b(string ai_name) { dprint ta_53b chr_set_health a_t05 80 chr_set_health a_t06 60 chr_set_health a_s02 70 chr_set_health a_s03 80 } func void ta2_54(string ai_name) { dprint ta2_54 ai2_spawn a2_t1 ai2_spawn a2_red1 ai2_spawn LSI chr_invincible LSI 1 sleep 240 music_stop } func void tsh_55(string ai_name) { dprint tsh_55 ai2_spawn sh_tank1 ai2_spawn sh_red1 ai2_spawn sh_s3 ai2_spawn sh_s4 ai2_spawn sh_s4b set_objective_5 sleep 120 ai2_attack sh_s3 char_0 } func void t62(string ai_name) { dprint t62 ai2_spawn sh_s1 ai2_spawn sh_s2 ai2_spawn sh_s6 } func void femcop_holster(string ai_name) { dprint holstergun chr_forceholster Lc_43 1 } func void t72(string ai_name) { dprint t72 ai2_spawn sh_com1 ai2_spawn sh_tank2 ai2_spawn sh_s9 } func void tv57(string ai_name) { dprint tv57 Attack target_set(59,30.0) } func void goAttack(string ai_name) { music_intro_stop dprint goAttack trigvolume_enable tv_57t 1 input 0 fade_out 0 0 0 30 chr_delete l_c01 chr_delete lobby_striker_01 chr_delete lobby_striker_02 chr_delete garage_striker_01 chr_delete garage_striker_02 chr_delete garage_striker_03 chr_delete garage_striker_04 chr_delete garage_striker_05 chr_delete garage_striker_06 chr_delete garage_striker_07 chr_delete garage_striker_08 chr_delete garage_striker_09 chr_delete garage_striker_10 chr_delete l_s98 chr_delete l_s99 cm_interpolate stair_lock 0 fade_in 30 sleep 60 particle stair_lock_locklight01 do start sleep 90 fade_out 0 0 0 30 cm_reset fade_in 30 input 1 set_objective_2 ai2_spawn tanker_stairdoor sound_dialog_play c00_01_27shinatama } func void tsh_60(string ai_name) { dprint tsh_60 ai2_spawn sh_s12 ai2_spawn sh_s12b helicopter } func void ta_62(string ai_name) { dprint ta_62 if (chr_has_lsi(0)) { trigvolume_enable trigger_volume_81 0 particle obj1 kill ai2_kill elev_count = 1; sleep 10 Elevator } } func void tv_58(string ai_name) { dprint tv_58 door_lock 41 particle security_locklight01 do stop ai2_kill Kidnap set_objective_3 s2 } func void tv_68(string ai_name) { dprint tv_68 ai2_spawn b_victim } func void tr_64(string ai_name) { dprint tr_64 target_set(58,0.0) HeliOutroRight trigvolume_enable tr_65t 0 trigvolume_enable tr_66t 0 trigvolume_enable tr_67t 0 } func void tr_65(string ai_name) { dprint tr_65 target_set(58,0.0) HeliOutroLeft trigvolume_enable tr_64t 0 trigvolume_enable tr_66t 0 trigvolume_enable tr_67t 0 } func void tr_66(string ai_name) { dprint tr_66 target_set(58,0.0) HeliOutroMid trigvolume_enable tr_65t 0 trigvolume_enable tr_64t 0 trigvolume_enable tr_67t 0 } func void tr_67(string ai_name) { dprint tr_67 target_set(58,0.0) HeliOutroMidLt trigvolume_enable tr_65t 0 trigvolume_enable tr_66t 0 trigvolume_enable tr_64t 0 } func void t100(string ai_name) { dprint t100 ai2_spawn roof_tctf1 ai2_spawn sh_s12c } ##################### # save scripts # ##################### func void s1(string ai_name) { dprint SAVEDGAME save_game 1 autosave } func void s2(string ai_name) { dprint SAVEDGAME save_game 2 autosave } func void s3(string ai_name) { dprint SAVEDGAME save_game 3 autosave } func void s4(string ai_name) { dprint SAVEDGAME save_game 4 autosave } func void check_death(string ai_name) { dprint check_death counter = counter - 1 if (trigvolume_count(99) eq 0) { if(counter eq 0) { sleep 210 ai2_spawn a_t99 } } } func void spawn(string ai_name) { dprint spawn counter = counter + 1 }