mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-04-25 11:01:30 +00:00
637 lines
16 KiB
Text
637 lines
16 KiB
Text
namespace map_deltax {
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float power = 0;
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float rgb_modifier = 0;
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void tp_disable() {
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$player1.disableWeapon();
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}
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void blow_window2() {
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sys.trigger($bj_fract2);
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sys.trigger($bj_ff2);
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sys.wait( .5 );
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sys.trigger($bj_fract3);
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sys.trigger($bj_ff3);
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}
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void teleport3_klaxxon_on()
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{
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$klaxxon3_light1.setColor(0.77,0.49,0.00);
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$klaxxon3_light2.setColor(0.77,0.49,0.00);
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$klaxxon3_light_base.setColor(0.77,0.49,0.00);
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$klaxxon3_light_base.rotate ('0 360 0');
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sys.wait ( .5 );
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sys.trigger ($klaxxon_speaker3);
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sys.trigger( $klaxxon_speaker3a );
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$klaxxon_speaker3.setKey ("klaxxon3_status", "1");
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//turn on blinking blue tp light
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sys.trigger ($teleport3_blightblink);
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sys.wait ( .25 );
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//trigger sounds for fx
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sys.trigger ($t3_teleporterfx_startup);
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sys.wait ( 1.5 );
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sys.trigger ($t3_teleporterfx_loop);
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//turn on floor and arm fx
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sys.trigger ($teleport3_arm1_fx);
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sys.trigger ($teleport3_arm2_fx);
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sys.wait ( .5 );
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//sys.trigger ($teleport3_warpfx);
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//sys.trigger ($teleport3_floorfx);
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}
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void mister_move3()
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{
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//start decon1 computer voice
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//$decon_trigger3.disable ();
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//sys.trigger ($decon3_start_speaker);
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//$decondoor5.lock (1);
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//$decondoor6.lock (1);
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sys.wait (1.6);
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thread crossFadeEnt ($misterlight_white3, '1 1 1', '1 0 0', 1.0);
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thread crossFadeEnt ($decontop_fade3, '1 1 1', '1 0 0', 1.0);
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thread crossFadeEnt ($decon_toplight_red3, '0 0 0', '1 0 0', 1.0);
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//thread crossFadeEnt ($decondoorframe5, '1 1 1', '1 0 0', 1.0);
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thread crossFadeEnt ($decondoorframe5_light, '1 1 1', '1 0 0', 1.0);
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//thread crossFadeEnt ($decondoorframe6, '1 1 1', '1 0 0', 1.0);
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thread crossFadeEnt ($decondoorframe6_light, '1 1 1', '1 0 0', 1.0);
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$mister5_anchor.time (1);
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$mister5_anchor.accelTime (.5 );
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$mister5_anchor.decelTime (.5);
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sys.trigger ($decon3_cycle_speaker);
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$mister5_anchor.moveTo ($mister5_spot1_broke);
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$mister6_anchor.moveTo ($mister6_spot1_broke);
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sys.waitFor ($mister6_anchor);
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sys.trigger($mister5_emitter);
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sys.trigger($mister6_emitter);
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sys.wait (1.5);
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sys.trigger ($decon3_malfunction_speaker);
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sys.trigger($mister6_emitter);
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sys.wait (1.85);
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sys.trigger($mister6_emitter);
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//sys.trigger ($decon3_backup_speaker);
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$mister5_anchor.moveTo ($mister5_spot2);
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$mister6_anchor.moveTo ($mister6_spot2);
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sys.waitFor ($mister6_anchor);
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$mister5_anchor.rotateOnce ('-60 0 0');
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sys.waitFor( $mister5_anchor );
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sys.trigger($mister6_emitter);
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sys.trigger ($decon3_shutdown_speaker);
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sys.wait (1.75);
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//$mister6_anchor.rotateOnce ('60 0 0');
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//sys.waitFor ($mister6_anchor);
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$mister5_anchor.rotateOnce ('60 0 0');
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sys.waitFor( $mister5_anchor );
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//$mister6_anchor.rotateOnce ('-60 0 0');
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//sys.waitFor ($mister6_anchor);
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$mister5_anchor.moveTo ($mister5_spot1);
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$mister6_anchor.moveTo ($mister6_spot1);
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sys.waitFor ($mister6_anchor);
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sys.trigger($mister6_emitter);
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sys.wait (1.6);
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thread crossFadeEnt ($misterlight_white3, '1 0 0', '1 1 1', 1.0);
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thread crossFadeEnt ($decontop_fade3, '1 0 0', '1 1 1', 1.0);
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thread crossFadeEnt ($decon_toplight_red3, '1 0 0', '0 0 0', 1.0);
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}
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void mister3()
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{
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//$decondoor5.close ();
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//$decondoor6.close ();
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//$decon_trigger3.disable ();
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//$decondoorframe5.setShaderParm (7, 0);
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//$decondoorframe6.setShaderParm (7, 0);
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while( 1 ) {
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float i;
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i = thread mister_move3();
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sys.waitForThread (i);
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// complete decon computer voice
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//sys.trigger ($decon3_complete_speaker);
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sys.wait (.5);
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//$decondoorframe5.setShaderParm (7, 1);
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//$decondoor5.lock (0);
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//$decondoorframe6.setShaderParm (7, 1);
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//$decondoor6.lock (0);
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sys.trigger($mister5_emitter);
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sys.trigger($mister6_emitter);
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}
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}
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void rotate_pad3_dest2() {
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$teleport3_pad2_rotate.rotate ('0 -320 0');
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thread crossFadeEnt ($teleport3_pad2_light1a, $teleport3_pad2_light1a.getColor(), '1 0 0', 2.0);
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thread crossFadeEnt ($teleport3_pad2_light1b, $teleport3_pad2_light1b.getColor(), '1 0 0', 2.0);
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thread crossFadeEnt ($teleport3_pad2_light2a, $teleport3_pad2_light2a.getColor(), '1 0 0', 2.0);
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thread crossFadeEnt ($teleport3_pad2_light2b, $teleport3_pad2_light2b.getColor(), '1 0 0', 2.0);
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}
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void setup_objects() {
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// Setup Main Teleporter
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$teleport3_controlpanelarms.time (1.0);
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$teleport3_controlpanelarms.accelTime (.5 );
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$teleport3_controlpanelarms.decelTime (.5 );
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$teleport3_controlpanel.time (.75);
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$teleport3_controlpanel.accelTime (.25 );
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$teleport3_controlpanel.decelTime (.5 );
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$teleport3_shoulder.time (0.1);
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$teleport3_shoulder.accelTime (1.0 );
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$teleport3_shoulder.decelTime (1.0 );
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$teleport3_arm1.time (0.1);
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$teleport3_arm1.accelTime (1.25 );
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$teleport3_arm1.decelTime (.75 );
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$teleport3_arm2.time (0.1);
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$teleport3_arm2.accelTime (1.25 );
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$teleport3_arm2.decelTime (.75 );
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$teleport3_shoulder.rotateOnce ('0 0 -30');
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$teleport3_arm1.rotateOnce ('0 -18 0');
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$teleport3_arm2.rotateOnce ('0 18 0');
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$mister5.bind ($mister5_anchor);
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$mister6.bind ($mister6_anchor);
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thread crossFadeEnt ($bj_doorframe2, '1 0 0', '.25 .25 .25', 1.0);
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}
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void light_ramp( float rgb_start, float rgb_end, float time_val )
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{
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float i, t, v;
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t = time_val * GAME_FPS;
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for ( i = 0; i < t; i++ ) {
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v = rgb_start + ( rgb_end - rgb_start ) * ( i / t );
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sys.setShaderParm( 0, v );
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sys.setShaderParm( 1, v );
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sys.setShaderParm( 2, v );
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sys.waitFrame();
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}
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sys.setShaderParm( 0, rgb_end );
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sys.setShaderParm( 1, rgb_end );
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sys.setShaderParm( 2, rgb_end );
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}
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void power_flux()
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{
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float i;
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float ran_loop, ran_new, ran_time;
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float old;
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old = .25;
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ran_loop = (sys.random(10) + 3);
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for (i=1; i<=ran_loop; i++){
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ran_new = (sys.random(1.5) + .2);
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ran_time = (sys.random(1) + .2);
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light_ramp( old, ran_new, ran_time );
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old = ran_new;
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}
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// how dark to go once cycle is complete
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light_ramp( old, .35, .3 );
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}
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void shakestuff() {
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sys.trigger($powerquake);
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sys.trigger($bj_lala1);
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sys.wait(.1);
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sys.trigger($bj_lala2);
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sys.wait(.1);
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sys.trigger($bj_lala3);
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sys.wait(.1);
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sys.trigger($bj_lala4);
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}
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void low_power_loop()
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{
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//sys.print ("begin low_power_loop\n");
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//sys.print ("power level =" + power + "\n");
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float ran;
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ran = sys.random (3);
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sys.wait (ran);
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while (power == 1){
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// wait between power surges
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ran = (sys.random(3) + 1);
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//sys.print ("next power surge in " + ran + " seconds\n");
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thread crossFadeEnt ($decondoorframe5, '1 1 1', '1 0 0', 1.0);
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thread crossFadeEnt ($decondoorframe6, '1 1 1', '1 0 0', 1.0);
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sys.wait( 1 );
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$decondoorframe5.setShaderParm (7, 0);
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$decondoor5.lock(1);
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$decondoorframe6.setShaderParm (7, 0);
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$decondoor6.lock(1);
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sys.wait (ran);
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// TESTING
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thread shakestuff();
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thread crossFadeEnt ($decondoorframe5, '1 0 0', '1 1 1', 1.0);
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thread crossFadeEnt ($decondoorframe6, '1 0 0', '1 1 1', 1.0);
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sys.wait( 1 );
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$decondoorframe5.setShaderParm (7, 1);
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$decondoor5.lock(0);
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$decondoorframe6.setShaderParm (7, 1);
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$decondoor6.lock(0);
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power_flux();
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}
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//sys.print ("made it to the end of low power loop\n");
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if (power==2){
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float ii;
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float rate;
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rate = GAME_FRAMETIME * 0.25;
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for( ii = rgb_modifier; ii <= 1; ii += rate ) {
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sys.setShaderParm(0,(ii*.65));
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sys.setShaderParm(1,(ii*.65));
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sys.setShaderParm(2,(ii*.75));
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sys.waitFrame();
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}
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}
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}
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void power_level_1()
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{
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// turn security lights off
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// doorlights back to white if red
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//thread seclights_off();
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//thread doorlights_off();
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sys.wait (1);
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float i;
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float rate;
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if ( power >= 1 ){
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rate = GAME_FRAMETIME * 0.25;
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for( i = rgb_modifier; i >= .25; i -= rate ) {
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sys.setShaderParm(0,i);
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sys.setShaderParm(1,i);
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sys.setShaderParm(2,i);
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sys.waitFrame();
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}
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} else {
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rate = GAME_FRAMETIME * 0.25;
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for( i = rgb_modifier; i <= .25; i += rate ) {
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sys.setShaderParm(0,i);
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sys.setShaderParm(1,i);
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sys.setShaderParm(2,i);
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sys.waitFrame();
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}
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}
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// set the rgb modifier tracking variable
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rgb_modifier = .25;
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// sys.print ( "power 10%\n" );
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power = 1;
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low_power_loop();
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}
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void move_teleporter() {
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while( 1 ) {
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$teleport3_shoulder.rotateOnce ('0 0 -15');
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$teleport3_arm1.rotateOnce ('0 -13 0');
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sys.wait( 3 );
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$teleport3_arm2.rotateOnce ('0 18 0');
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sys.waitFor($teleport3_arm2);
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}
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}
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void show_delta3_skels() {
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float i;
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entity d3_skel;
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//sys.print( "Starting Delta3 Influence\n" );
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sys.trigger( $delta3_influence );
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sys.trigger( $delta3_influence_speaker1 );
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$bj_del3_blood1.show();
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$bj_del3_blood2.show();
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$bj_del3_sl1.On();
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$bj_del3_sl2.On();
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$bj_del3_sl3.On();
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//$bj_del3_emit1.show();
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//$bj_del3_emit2.show();
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//$bj_del3_emit2a.show();
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//$bj_del3_emit2b.show();
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//$bj_del3_emit2c.show();
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//$bj_del3_emit3.show();
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//$bj_del3_emit3a.show();
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//$bj_del3_emit3b.show();
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//$bj_del3_emit4.show();
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//$bj_del3_emit4a.show();
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sys.trigger( $bj_del3_sound1 );
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sys.trigger( $bj_del3_sound2 );
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sys.trigger( $bj_del3_sound3 );
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sys.trigger( $bj_del3_sound4 );
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for( i = 1; i <= 10; i++ ) {
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d3_skel = sys.getEntity( "del3_skel" + i );
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d3_skel.show();
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}
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sys.wait( 4 );
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sys.trigger( $delta3_influence_speaker2 );
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$bj_del3_blood1.hide();
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$bj_del3_blood2.hide();
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$bj_del3_sl1.Off();
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$bj_del3_sl2.Off();
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$bj_del3_sl3.Off();
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//$bj_del3_emit1.hide();
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//$bj_del3_emit2.hide();
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//$bj_del3_emit2a.hide();
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//$bj_del3_emit2b.hide();
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//$bj_del3_emit2c.hide();
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//$bj_del3_emit3.hide();
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//$bj_del3_emit3a.hide();
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//$bj_del3_emit3b.hide();
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//$bj_del3_emit4.hide();
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//$bj_del3_emit4a.hide();
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for( i = 1; i <= 10; i++ ) {
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d3_skel = sys.getEntity( "del3_skel" + i );
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d3_skel.hide();
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}
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}
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void show_admin_skels() {
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float i;
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entity admin_skel;
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//sys.print( "Starting Admin Influence\n" );
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sys.trigger( $admin_influence );
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sys.trigger( $bj_ad_sound1 );
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sys.trigger( $bj_ad_sound2 );
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sys.trigger( $bj_ad_sound3 );
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sys.trigger( $bj_ad_sound4 );
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//$bj_ad_emit1.show();
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//$bj_ad_emit1a.show();
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//$bj_ad_emit1b.show();
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//$bj_ad_emit1c.show();
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//$bj_ad_emit1d.show();
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//$bj_ad_emit1e.show();
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//$bj_ad_emit1f.show();
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//$bj_ad_emit1g.show();
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//$bj_ad_emit1h.show();
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//$bj_ad_emit2.show();
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//$bj_ad_emit2a.show();
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//$bj_ad_emit2b.show();
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//$bj_ad_emit3.show();
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//$bj_ad_emit3a.show();
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//$bj_ad_emit3b.show();
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//$bj_ad_emit3c.show();
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//$bj_ad_emit4.show();
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//$bj_ad_emit4a.show();
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//$bj_ad_emit4b.show();
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//$bj_ad_emit4c.show();
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for( i = 1; i <= 6; i++ ) {
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admin_skel = sys.getEntity( "ad_skel" + i );
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admin_skel.show();
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}
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sys.wait( 4 );
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//$bj_ad_emit1.hide();
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//$bj_ad_emit1a.hide();
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//$bj_ad_emit1b.hide();
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//$bj_ad_emit1c.hide();
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//$bj_ad_emit1d.hide();
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//$bj_ad_emit1e.hide();
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//$bj_ad_emit1f.hide();
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//$bj_ad_emit1g.hide();
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//$bj_ad_emit1h.hide();
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//$bj_ad_emit2.hide();
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//$bj_ad_emit2a.hide();
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//$bj_ad_emit2b.hide();
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//$bj_ad_emit3.hide();
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//$bj_ad_emit3a.hide();
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//$bj_ad_emit3b.hide();
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//$bj_ad_emit3c.hide();
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//$bj_ad_emit4.hide();
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//$bj_ad_emit4a.hide();
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//$bj_ad_emit4b.hide();
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//$bj_ad_emit4c.hide();
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for( i = 1; i <= 6; i++ ) {
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admin_skel = sys.getEntity( "ad_skel" + i );
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admin_skel.hide();
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}
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}
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void show_d2b_skels() {
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float i;
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entity d2b_skel;
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//sys.print( "Starting D2B Influence\n" );
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sys.trigger( $delta2b_influence );
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//$bj_d2b_emit1.show();
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//$bj_d2b_emit1a.show();
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//$bj_d2b_emit1b.show();
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//$bj_d2b_emit1c.show();
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//$bj_d2b_emit2.show();
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//$bj_d2b_emit2a.show();
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//$bj_d2b_emit2b.show();
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//$bj_d2b_emit2c.show();
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//$bj_d2b_emit2d.show();
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//$bj_d2b_emit2e.show();
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//$bj_d2b_emit3.show();
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//$bj_d2b_emit3a.show();
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//$bj_d2b_emit3b.show();
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//$bj_d2b_emit3c.show();
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//$bj_d2b_emit3d.show();
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//$bj_d2b_emit4.show();
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//$bj_d2b_emit4a.show();
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//$bj_d2b_emit4b.show();
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//$bj_d2b_emit4c.show();
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//$bj_d2b_emit4d.show();
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//$bj_d2b_emit5.show();
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//$bj_d2b_emit5a.show();
|
|
//$bj_d2b_emit5b.show();
|
|
//$bj_d2b_emit5c.show();
|
|
//$bj_d2b_emit5d.show();
|
|
//$bj_d2b_emit5e.show();
|
|
//$bj_d2b_emit5f.show();
|
|
//$bj_d2b_emit5g.show();
|
|
//$bj_d2b_emit5h.show();
|
|
//$bj_d2b_emit6.show();
|
|
//$bj_d2b_emit6a.show();
|
|
//$bj_d2b_emit6b.show();
|
|
//$bj_d2b_emit6c.show();
|
|
//$bj_d2b_emit6d.show();
|
|
//$bj_d2b_emit6e.show();
|
|
//$bj_d2b_emit6f.show();
|
|
//$bj_d2b_emit6g.show();
|
|
//$bj_d2b_emit6h.show();
|
|
//$bj_d2b_emit7.show();
|
|
//$bj_d2b_emit7a.show();
|
|
//$bj_d2b_emit7b.show();
|
|
//$bj_d2b_emit7c.show();
|
|
//$bj_d2b_emit7d.show();
|
|
//$bj_d2b_emit7e.show();
|
|
//$bj_d2b_emit8.show();
|
|
sys.trigger( $bj_d2b_sound1 );
|
|
sys.trigger( $bj_d2b_sound2 );
|
|
sys.trigger( $bj_d2b_sound3 );
|
|
sys.trigger( $bj_d2b_sound4 );
|
|
sys.trigger( $bj_d2b_sound5 );
|
|
for( i = 1; i <= 12; i++ ) {
|
|
d2b_skel = sys.getEntity( "del2b_skel" + i );
|
|
d2b_skel.show();
|
|
}
|
|
sys.wait( 4 );
|
|
for( i = 1; i <= 12; i++ ) {
|
|
d2b_skel = sys.getEntity( "del2b_skel" + i );
|
|
d2b_skel.hide();
|
|
}
|
|
//$bj_d2b_emit1.hide();
|
|
//$bj_d2b_emit1a.hide();
|
|
//$bj_d2b_emit1b.hide();
|
|
//$bj_d2b_emit1c.hide();
|
|
//$bj_d2b_emit2.hide();
|
|
//$bj_d2b_emit2a.hide();
|
|
//$bj_d2b_emit2b.hide();
|
|
//$bj_d2b_emit2c.hide();
|
|
//$bj_d2b_emit2d.hide();
|
|
//$bj_d2b_emit2e.hide();
|
|
//$bj_d2b_emit3.hide();
|
|
//$bj_d2b_emit3a.hide();
|
|
//$bj_d2b_emit3b.hide();
|
|
//$bj_d2b_emit3c.hide();
|
|
//$bj_d2b_emit3d.hide();
|
|
//$bj_d2b_emit4.hide();
|
|
//$bj_d2b_emit4a.hide();
|
|
//$bj_d2b_emit4b.hide();
|
|
//$bj_d2b_emit4c.hide();
|
|
//$bj_d2b_emit4d.hide();
|
|
//$bj_d2b_emit5.hide();
|
|
//$bj_d2b_emit5a.hide();
|
|
//$bj_d2b_emit5b.hide();
|
|
//$bj_d2b_emit5c.hide();
|
|
//$bj_d2b_emit5d.hide();
|
|
//$bj_d2b_emit5e.hide();
|
|
//$bj_d2b_emit5f.hide();
|
|
//$bj_d2b_emit5g.hide();
|
|
//$bj_d2b_emit5h.hide();
|
|
//$bj_d2b_emit6.hide();
|
|
//$bj_d2b_emit6a.hide();
|
|
//$bj_d2b_emit6b.hide();
|
|
//$bj_d2b_emit6c.hide();
|
|
//$bj_d2b_emit6d.hide();
|
|
//$bj_d2b_emit6e.hide();
|
|
//$bj_d2b_emit6f.hide();
|
|
//$bj_d2b_emit6g.hide();
|
|
//$bj_d2b_emit6h.hide();
|
|
//$bj_d2b_emit7.hide();
|
|
//$bj_d2b_emit7a.hide();
|
|
//$bj_d2b_emit7b.hide();
|
|
//$bj_d2b_emit7c.hide();
|
|
//$bj_d2b_emit7d.hide();
|
|
//$bj_d2b_emit7e.hide();
|
|
//$bj_d2b_emit8.hide();
|
|
}
|
|
|
|
void show_d4_skels() {
|
|
//sys.print( "Starting D4 Influence\n" );
|
|
sys.trigger( $d4_influence );
|
|
$bj_d4_emit1.show();
|
|
$d4_white1.hide();
|
|
$d4_white2.hide();
|
|
sys.wait( 4 );
|
|
$bj_d4_emit1.hide();
|
|
$d4_white1.show();
|
|
$d4_white2.show();
|
|
}
|
|
|
|
void del3_influence() {
|
|
float r_time;
|
|
while( 1 ) {
|
|
r_time = (sys.random( 5 ) + 1);
|
|
show_delta3_skels();
|
|
//sys.print ("next Delta3 influence in " + r_time + " seconds\n");
|
|
sys.wait(r_time);
|
|
}
|
|
}
|
|
|
|
void ad_influence() {
|
|
float r_time;
|
|
while( 1 ) {
|
|
r_time = (sys.random( 4 ) + 2);
|
|
show_admin_skels();
|
|
//sys.print( "next Admin influence in " + r_time + " seconds\n" );
|
|
sys.wait(r_time);
|
|
}
|
|
}
|
|
|
|
void d2b_influence() {
|
|
float r_time;
|
|
while( 1 ) {
|
|
r_time = (sys.random( 5 ) + 1);
|
|
show_d2b_skels();
|
|
//sys.print( "next D2B influence in " + r_time + " seconds\n" );
|
|
sys.wait(r_time);
|
|
}
|
|
}
|
|
|
|
void d4_influence() {
|
|
float r_time;
|
|
while( 1 ) {
|
|
show_d4_skels();
|
|
r_time = (sys.random( 5 ) + 1);
|
|
//sys.print( "next D4 influence in " + r_time + " seconds\n" );
|
|
sys.wait(r_time);
|
|
}
|
|
}
|
|
|
|
void delta4_screwy() {
|
|
sys.killthread( "map_deltax::d2b_influence" );
|
|
sys.killthread( "map_deltax::show_d2b_skels" );
|
|
//sys.print( "Killing Delta2b Portion\n" );
|
|
$player1.enableWeapon();
|
|
//thread d4_influence();
|
|
}
|
|
|
|
void delta2b_screwy() {
|
|
sys.killthread( "map_deltax::ad_influence" );
|
|
sys.killthread( "map_deltax::show_admin_skels" );
|
|
//sys.print( "Killing Admin Portion\n" );
|
|
$player1.enableWeapon();
|
|
//thread d2b_influence();
|
|
}
|
|
|
|
void admin_screwy() {
|
|
sys.killthread( "map_deltax::del3_influence");
|
|
sys.killthread( "map_deltax::show_delta3_skels" );
|
|
//sys.print( "Killing Delta3 Portion\n" );
|
|
$player1.enableWeapon();
|
|
//thread ad_influence();
|
|
}
|
|
|
|
void delta3_screwy() {
|
|
$player1.enableWeapon();
|
|
//thread del3_influence();
|
|
}
|
|
|
|
void main() {
|
|
// BLAHBLAH EREBUS4
|
|
/* BLOCKED OUT FOR WORK */
|
|
sys.trigger($bj_railing1);
|
|
sys.trigger($bj_frac1);
|
|
sys.trigger($bj_ff1);
|
|
sys.trigger($bj_cindoor1);
|
|
$sky_mover.rotate( '15 15 15' );
|
|
setup_objects();
|
|
teleport3_klaxxon_on();
|
|
thread mister3();
|
|
rotate_pad3_dest2();
|
|
power_level_1();
|
|
//thread move_teleporter();
|
|
|
|
}
|
|
}
|
|
|
|
|