namespace map_phobos2_invul { // turn on the electricity to all four rods void cinematic_electricityOn() { $rod_nw_electricity.show(); $rod_nw_electricity.startSoundShader ( "p2_electrical", SND_CHANNEL_VOICE ); // -Xian $rod_nw_beam.show(); $rod_nw_glow.On(); $rod_ne_electricity.show(); $rod_ne_electricity.startSoundShader ( "p2_electrical", SND_CHANNEL_VOICE ); // -Xian $rod_ne_beam.show(); $rod_ne_glow.On(); $rod_sw_electricity.show(); $rod_sw_electricity.startSoundShader ( "p2_electrical", SND_CHANNEL_VOICE ); // -Xian $rod_sw_beam.show(); $rod_sw_glow.On(); $rod_se_electricity.show(); $rod_se_electricity.startSoundShader ( "p2_electrical", SND_CHANNEL_VOICE ); // -Xian $rod_se_beam.show(); $rod_se_glow.On(); } // turn off the electricity to all four rods void cinematic_electricityOff() { $rod_nw_electricity.hide(); $rod_nw_electricity.stopSound ( SND_CHANNEL_VOICE, false ); // -Xian $rod_nw_beam.hide(); $rod_nw_glow.Off(); $rod_ne_electricity.hide(); $rod_ne_electricity.stopSound ( SND_CHANNEL_VOICE, false ); // -Xian $rod_ne_beam.hide(); $rod_ne_glow.Off(); $rod_sw_electricity.hide(); $rod_sw_electricity.stopSound ( SND_CHANNEL_VOICE, false ); // -Xian $rod_sw_beam.hide(); $rod_sw_glow.Off(); $rod_se_electricity.hide(); $rod_se_electricity.stopSound ( SND_CHANNEL_VOICE, false ); // -Xian $rod_se_beam.hide(); $rod_se_glow.Off(); } // fade the level lights to blue and back over 3 seconds void cinematic_blueLights() { $ceiling_light1.setKey ("color_demonic", "0.24 0.46 0.75"); $ceiling_light2.setKey ("color_demonic", "0.24 0.46 0.75"); $ceiling_light3.setKey ("color_demonic", "0.24 0.46 0.75"); $ceiling_light4.setKey ("color_demonic", "0.24 0.46 0.75"); $ceiling_highlight.setKey ("color_demonic", "0.24 0.46 0.75"); $ceiling_biglight.setKey ("color_demonic", "0.24 0.46 0.75"); $lowerlight_01.setKey ("color_demonic", "0.24 0.46 0.75"); $lowerlight_02.setKey ("color_demonic", "0.24 0.46 0.75"); $lowerlight_03.setKey ("color_demonic", "0.24 0.46 0.75"); $lowerlight_04.setKey ("color_demonic", "0.24 0.46 0.75"); $lowerlight_05.setKey ("color_demonic", "0.24 0.46 0.75"); $lowerlight_06.setKey ("color_demonic", "0.24 0.46 0.75"); $lowerlight_07.setKey ("color_demonic", "0.24 0.46 0.75"); $lowerlight_08.setKey ("color_demonic", "0.24 0.46 0.75"); $lowerlight_big.setKey ("color_demonic", "0.24 0.46 0.75"); $console_light.setKey ("color_demonic", "0.24 0.46 0.75"); sys.trigger( $cinematicInvuln_lights ); } // blow up the faulty rod void cinematic_rodExplodes() { // turn off the electricity fx $rod_nw_damageable.hide(); $rod_nw_beam.hide(); $rod_nw_electricity.hide(); $rod_nw_glow.Off(); sys.trigger ( $speaker_rod_nw_fixed ); // turn it off -Xian sys.trigger( $nw_explosion_emitter ); // hide the blue rod $rod_nw_blue.hide(); $rod_nw_blue_top_fx.hide(); $rod_nw_blue_bot_fx.hide(); $rod_nw_blue_top_light.Off(); $rod_nw_blue_bot_light.Off(); // show the red rod $rod_nw_red.show(); $rod_nw_red_shimmer.show(); $rod_nw_red_smoke.show(); $rod_nw_red_fire.show(); $rod_nw_red_fire.startSoundShader ( "p2_flames", SND_CHANNEL_VOICE ); // -Xian $rod_nw_red_light.On(); $rod_nw_red_top_fx.show(); $rod_nw_red_bot_fx.show(); $rod_nw_red_fire.startSoundShader ( "p2_core1_failure", SND_CHANNEL_BODY ); // -Xian } // close the remanining rod doors before the fight void cinematic_closeRodDoors() { $rod_door_ne.rotateOnce( '0 -180 0' ); $rod_door_ne.startSoundShader ( "e4_fingers_1s_inout", SND_CHANNEL_VOICE ); // -Xian $rod_door_sw.rotateOnce( '0 -180 0' ); $rod_door_sw.startSoundShader ( "e4_fingers_1s_inout", SND_CHANNEL_VOICE ); // -Xian $rod_door_se.rotateOnce( '0 180 0' ); $rod_door_se.startSoundShader ( "e4_fingers_1s_inout", SND_CHANNEL_VOICE ); // -Xian } // hunters shell goes into regular mode void cinematic_hunterShellNormal() { // hunter comes out of his shell $hunter.setSkin("skins/monsters/hunter_invul/invuln_no_shell"); //setShaderTime( $hunter ); } // hunters shell goes into full effect void cinematic_hunterTransShellFull() { // hunter summons his shell $hunter.setSkin("skins/monsters/hunter_invul/invuln_summon_shell"); setShaderTime( $hunter ); } // hunters shell goes into full effect void cinematic_hunterShellFull() { // hunter summons his shell $hunter.setSkin("skins/monsters/hunter_invul/invuln_shell"); //setShaderTime( $hunter ); } // hunters shell goes into static mode void cinematic_hunterTransShellStatic() { // hunter comes out of his shell $hunter.setSkin("skins/monsters/hunter_invul/invuln_shutdown_shell"); setShaderTime( $hunter ); } // hunters shell goes into static mode void cinematic_hunterShellStatic() { // hunter comes out of his shell $hunter.setSkin("skins/monsters/hunter_invul/invuln_no_shell2"); //setShaderTime( $hunter ); } // called before the hunters intro cinematic // give the player unlimited stamina for the fight void cinematic_setup() { // give the player unlimited stamina sys.setcvar( "pm_stamina", "0" ); } void StartInvulDeathBurn() { $inv_phobos2_cinematic_hunterdeath.setShaderParm(7, sys.getTime()); $inv_phobos2_cinematic_hunterdeath.setSkin("skins/monsters/hunter_invul/invuln_no_shell2_burn"); } void TurnOnPlasma1() { $phobos2_plasmajet1.show(); } void TurnOnPlasma2() { $phobos2_plasmajet2.show(); } void TurnOffPlasma() { $phobos2_plasmajet1.hide(); $phobos2_plasmajet2.hide(); } }// namespace