# # airport_cutscene.bsl # func airport_cs_intro { #creates the cars, van obj_create 633 633 obj_create 6331 6331 obj_create 647 647 obj_create 6471 6471 obj_create 960 960 obj_create 9601 9602 obj_create 2 7 fade_out 0 0 0 0 cm_interpolate Camout01 0 sleep f7 begin_cutscene cm_jello 0 #fade_out 0 0 0 0 letterbox 1 fade_in 120 fork camcontrol sound_music_start mus_asian 0.5 music_script_start(); sleep 120 fork intro_cars #van start env_anim 2 7 fork shinatama_comm sleep 855 chr_nocollision 0 1 #konoko on bike start chr_envanim 0 IntroKonokoBox01 chr_animate 0 KONOKOcycle_ride 500 obj_create 10 12 env_anim 10 12 sleep 6 chr_create 100 start ai2_spawn IntroStriker01 ai2_spawn IntroStriker02 chr_forceholster IntroStriker02 1 sleep 1 playback 100 IntroMuro01 playback IntroStriker01 IntroComguy01 playback IntroStriker02 IntroStriker01 sleep 498 #kill van object obj_kill 2 7 #konoko off bike chr_envanim 0 IntroKonokoBox02 norotation chr_animate 0 KONOKOlev4_intro sound_music_volume mus_asian .25 0.5 cinematic_start(KONtalkangryfront, 180, 180, 15, 3, 10, false) sleep 60 sound_dialog_play c04_14_02konoko sleep 120 cinematic_stop (KONtalkangryfront, 16, 20) playback 100 IntroMuro02 playback IntroStriker01 IntroComguy02 playback IntroStriker02 IntroStriker02 sleep 60 cinematic_start(MUROtalking, 180, 180, 15, 1, 15, false) sleep f50 sound_dialog_play c04_14_01muro sound_dialog_play_block pause cinematic_stop (MUROtalking, 15, 30) sound_music_volume mus_asian 0.8 2.0 playback 0 IntroKonoko01 chr_nocollision 0 0 obj_kill 10 12 env_show 10 1 env_show 11 1 env_show 12 1 chr_forceholster IntroStriker02 0 sleep 60 set_objective_1 set_target_1 save_point_1 sleep 260 chr_delete 100 } func camcontrol { cm_anim both Camout01 sleep f80 sound_ambient_start c03_44_03truckby cm_anim_block both Camout02 sound_ambient_start c03_49_16_truck cm_anim_block both Camout03 sound_ambient_start c03_49_16_motorcycle cm_anim_block both Camout04 cm_wait sleep 2 cm_interpolate Camout05 0 sleep 1 cm_interpolate Camout06 120 sleep 300 cm_reset cm_jello 1 letterbox 0 end_cutscene } func intro_cars { sleep 633 env_anim 633 633 env_anim 6331 6331 sleep 14 env_anim 647 647 env_anim 6471 6471 sleep 203 sleep 110 env_anim 960 960 env_anim 9601 9602 sleep 560 obj_kill 633 633 obj_kill 6331 6331 obj_kill 647 647 obj_kill 6471 6471 obj_kill 960 960 obj_kill 9601 9602 } func shinatama_comm { sleep 90 sound_music_volume mus_asian 0.35 1.0 sound_dialog_play c00_01_104shinatama cinematic_start (SHINtalking, 180, 180, 15, 1, 20, false) sound_dialog_play_block pause cinematic_stop (SHINtalking, 15, 20) sound_music_volume mus_asian 0.5 1.0 } func Booth(string wazzzup) { begin_cutscene weapon #make Konoko run to a flag ai2_takecontrol 1 ai2_movetoflag 0 1091 cm_interpolate BoothCamMuroWalk 240 ai2_spawn BoothMuro01 playback BoothMuro01 BoothMuroWalk #Muro just stands there and talks for a while sleep f180 cinematic_start(MUROtalking, 180, 180, 19, 7, 20, false) sound_dialog_play c04_17_01muro sound_dialog_play_block pause #Konoko looks to see Strikers ai2_takecontrol 0 cm_interpolate BoothCamKonokoLook 0 playback 0 BoothKonokoLook ai2_spawn BoothStriker01 ai2_spawn BoothStriker02 sleep 30 playback BoothStriker01 BoothStriker01 playback BoothStriker02 BoothStriker02 sleep 50 #Strikers rush in cm_interpolate BoothCamStrike01 0 cm_interpolate_block BoothCamStrike02 180 sleep f60 sound_dialog_play c04_17_02muro sleep 140 #Muro walks out the door playback BoothMuro01 BoothMuroLeave sleep 30 cm_interpolate BoothCamLeave01 0 cm_interpolate_block BoothCamLeave02 300 sleep f30 sleep f50 sound_dialog_play c04_17_03muro sound_dialog_play_block pause sleep f30 sound_music_start mus_asian 0.8 music_script_start trigvolume_enable stop_booth_music_tv 1 cinematic_stop (MUROtalking, 15, 20) sleep 120 cm_reset fork FixDoors particle door2_locklight01 do stop particle door7_locklight01 do stop door_lock 7 set_target_blank chr_delete TerminalTwo_Striker_1 chr_delete TerminalTwo_Striker_2 chr_delete Tarmac_Striker_2 chr_delete Tarmac_Striker_4 chr_delete BoothMuro01 end_cutscene } func void stop_booth_music(string who) { sound_music_stop mus_asian } func outro(string wazzup) { begin_cutscene #cm_interpolate OutroCam01 0 #playback 0 OutroKonoko #sleep 400 fade_out 0 0 0 60 sleep f120 win }