heretic2-sdk/Toolkit/Designer/dsexamples/andoria/roofcave.ds

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1998-11-24 00:00:00 +00:00
//Roof caving in, in Andslums
#include "../common/header.ds"
output "r:/base/ds/andoria"
//define variables
local entity roofcam
local entity camtrain
local entity domebreak1
local entity domebreak3
local entity domebreak4
local entity domebreak5
local entity domebreak6
local entity domebreak7
local entity domebreak8
local entity domebreak9
local entity dometrain
local entity dometrain10
local entity dome1
local entity dome2
local entity dome3
local entity walkway
local entity walkwaya
local entity quaker
local entity dmg
local entity corv
local entity player1
local int sig
local int sig2
local int sig3
local int sig4
roofcam = find entity with targetname "t111"
camtrain = find entity with scripttarget "camtrain"
domebreak1 = find entity with targetname "domebreak1"
domebreak3 = find entity with targetname "domebreak3"
domebreak4 = find entity with targetname "domebreak4"
domebreak5 = find entity with targetname "domebreak5"
domebreak6 = find entity with targetname "domebreak6"
domebreak7 = find entity with targetname "domeJS1"
domebreak8 = find entity with targetname "domeJS2"
domebreak9 = find entity with targetname "domeJS3"
dometrain = find entity with targetname "dometrain"
dometrain10 = find entity with targetname "dometrain10"
dome1 = find entity with targetname "t20"
dome2 = find entity with targetname "dome2"
dome3 = find entity with targetname "dome3"
walkway = find entity with targetname "walkway"
walkwaya = find entity with targetname "walkwaya"
quaker = find entity with targetname "quaker"
dmg = find entity with targetname "dmg"
corv = find entity with targetname "corv"
dometrain.movetype = PHYSICSTYPE_PUSH
dometrain10.movetype = PHYSICSTYPE_PUSH
player1 = get entity activator
copy player attributes from entity player1 to entity corv
corv.modelindex = corv.count
corv.solid = SOLID_SOLID
corv.movetype = 4
//start er up
enable cinematics
enable trigger entity quaker
use entity roofcam
animate entity corv performing action ACTION7_ANIMATION repeating for 10 times
play sound "world/quake.wav" for entity corv on channel 10
use entity quaker
wait 1 seconds
use entity domebreak6
wait .5 seconds
use entity domebreak3
wait .5 seconds
use entity dome3
use entity domebreak5
use entity domebreak8
wait .7 seconds
use entity dome1
use entity dome2
wait .5 seconds
use entity domebreak1
use entity domebreak4
use entity domebreak9
use entity domebreak7
enable trigger entity dmg
move entity camtrain by [0, 0, -256] at 225 speed
move entity dometrain by [0, 0, -568] at 800 speed signaling sig
rotate entity dometrain by [0, 0, 45] at 80 speed signaling sig2
wait .2 seconds
move entity dometrain10 by [36, -16, -256] at 800 speed signaling sig3
rotate entity dometrain10 by [52, 0, 42] at 160 speed signaling sig4
wait for all clearing sig3, sig4
move entity dometrain10 by [36, -16, -200] at 1000 speed signaling sig3
move entity walkwaya by [0, 0, -168] at 800 speed
use entity walkway
wait for all clearing sig, sig2, sig3
use entity dometrain
use entity dometrain10
play sound "world/quakend.wav" for entity corv on channel 10
wait 2 seconds
animate entity corv performing action ACTION8_ANIMATION repeating for 1 times
wait 1 seconds
disable trigger entity quaker
disable trigger entity dmg
use entity roofcam
walkwaya.movetype = PHYSICSTYPE_NONE
player1.origin = corv.origin
player1.p_origin = corv.origin
set view angles of entity player1 to corv.angles
corv.modelindex = 0
corv.solid = SOLID_NOT
disable cinematics