as released 1998-11-24
This commit is contained in:
commit
51f037f03e
865 changed files with 275335 additions and 0 deletions
3
Toolkit/Designer/Download Acrobat Reader.url
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3
Toolkit/Designer/Download Acrobat Reader.url
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[InternetShortcut]
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||||
URL=http://www.adobe.com/acrobat/
|
||||
Modified=E0B6E1A7070EBE01F2
|
BIN
Toolkit/Designer/HereticEd.lnk
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BIN
Toolkit/Designer/HereticEd.lnk
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55
Toolkit/Designer/HereticEd/Heretic2.qe4
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55
Toolkit/Designer/HereticEd/Heretic2.qe4
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{
|
||||
// maps will be loaded and saved from <basepath>/maps
|
||||
"basepath" "C:\PROG~FBU\HERE~VP5\base"
|
||||
|
||||
// you are using your local machine to bsp, set rshcmd to ""
|
||||
// and remotebasebath to the same thing as basepath.
|
||||
// if you are using a remote unix host, remotebasepath
|
||||
// will usually be different.
|
||||
//
|
||||
//
|
||||
"rshcmd" "C:\PROG~FBU\HERE~VP5\Toolkit\Designer\HereticEd\batch\"
|
||||
|
||||
"remotebasepath" "C:\PROG~FBU\HERE~VP5\base"
|
||||
|
||||
|
||||
|
||||
// the entity classes are found by parsing through
|
||||
// all the files in <entitypath>, looking for
|
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// /*QUAKED comments
|
||||
|
||||
"entitypath" "C:\PROG~FBU\HERE~VP5\Toolkit\Programming\GameCode\game\*.c"
|
||||
|
||||
// the "textures" menu is filled with all of the directories
|
||||
// found under <texturepath>. All texture references from maps
|
||||
// have <texturepath> implicitly prepended.
|
||||
// The textures directory can be duplicated on a local harddrive
|
||||
// for better performance.
|
||||
|
||||
"texturepath" "C:\PROG~FBU\HERE~VP5\base\textures"
|
||||
|
||||
// every five minutes, the editor will autosave a map if it is dirty.
|
||||
// this should be on a local drive, so multiple people editing
|
||||
// maps don't collide
|
||||
|
||||
"autosave" "C:\PROG~FBU\HERE~VP5\base\maps\autosave.map"
|
||||
|
||||
// the "bsp" menu in QuakeEd is filled with the following bsp_* commands
|
||||
// when selected, the value string will be expanded then executed in the
|
||||
// background.
|
||||
// ! will be replaced with <rshcmd>
|
||||
// $ will be replaced with <remotebasepath>/maps/<currentmap>
|
||||
// @ is changed to a quote(in case you need one in the command line)
|
||||
|
||||
"bsp_Relight_Qrad" "!relight.bat $"
|
||||
"bsp_novis" "!novis.bat $"
|
||||
"bsp_Entities" "!onlyents.bat $"
|
||||
"bsp_FullVis (nowater)" "!fullvisw.bat $"
|
||||
"bsp_FullVis" "!fullvis.bat $"
|
||||
"bsp_FullVis (no qrad)" "!fullvisnoq.bat $"
|
||||
"bsp_FullVis (qrad -extra)" "!fullvisxq.bat $"
|
||||
"bsp_FullVis (nodetail, qrad -extra)" "!fullvisnodetail.bat $"
|
||||
"bsp_FastVis" "!fastvis.bat $"
|
||||
"bsp_FastVis (nowater)" "!fastvisnowater.bat $"
|
||||
}
|
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|
BIN
Toolkit/Designer/HereticEd/HereticEd.exe
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BIN
Toolkit/Designer/HereticEd/HereticEd.exe
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5
Toolkit/Designer/HereticEd/batch/1024fullvis.bat
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5
Toolkit/Designer/HereticEd/batch/1024fullvis.bat
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@ -0,0 +1,5 @@
|
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@echo Full Vis
|
||||
@echo .
|
||||
qbsp3 -chop 1024 %1
|
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qvis3 %1
|
||||
qrad3 %1
|
5
Toolkit/Designer/HereticEd/batch/512fullvis.bat
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5
Toolkit/Designer/HereticEd/batch/512fullvis.bat
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|
|||
@echo Full Vis
|
||||
@echo .
|
||||
qbsp3 -chop 512 %1
|
||||
qvis3 %1
|
||||
qrad3 %1
|
5
Toolkit/Designer/HereticEd/batch/FULLVIS.BAT
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5
Toolkit/Designer/HereticEd/batch/FULLVIS.BAT
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|
|||
@echo Full Vis
|
||||
@echo .
|
||||
qbsp3 %1
|
||||
qvis3 %1
|
||||
qrad3 %1
|
5
Toolkit/Designer/HereticEd/batch/Visrad.bat
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5
Toolkit/Designer/HereticEd/batch/Visrad.bat
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|
|||
@echo Vis Rad
|
||||
@echo .
|
||||
qbsp3 -onlyents %1
|
||||
qvis3 %1
|
||||
qrad3 %1
|
5
Toolkit/Designer/HereticEd/batch/fastvis.bat
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5
Toolkit/Designer/HereticEd/batch/fastvis.bat
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|
|||
@echo Fast Vis
|
||||
@echo .
|
||||
qbsp3 %1
|
||||
qvis3 -fast %1
|
||||
qrad3 -bounce 0 %1
|
4
Toolkit/Designer/HereticEd/batch/fastvisnoqrad.bat
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4
Toolkit/Designer/HereticEd/batch/fastvisnoqrad.bat
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|
|||
@echo Fast Vis No QRad
|
||||
@echo .
|
||||
qbsp3 %1
|
||||
qvis3 -fast %1
|
5
Toolkit/Designer/HereticEd/batch/fastvisnowater.bat
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5
Toolkit/Designer/HereticEd/batch/fastvisnowater.bat
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@ -0,0 +1,5 @@
|
|||
@echo Fast Vis No Water
|
||||
@echo .
|
||||
qbsp3 -nowater %1
|
||||
qvis3 -fast %1
|
||||
qrad3 -bounce 0 %1
|
5
Toolkit/Designer/HereticEd/batch/fullvisd.bat
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5
Toolkit/Designer/HereticEd/batch/fullvisd.bat
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@ -0,0 +1,5 @@
|
|||
@echo Full Vis
|
||||
@echo .
|
||||
bin_nt\qbsp3 %1
|
||||
bin_nt\qvis3 %1
|
||||
bin_nt\qrad3 -chop 256 %1
|
5
Toolkit/Designer/HereticEd/batch/fullvisnodetail.bat
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5
Toolkit/Designer/HereticEd/batch/fullvisnodetail.bat
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|
|||
@echo Full Vis No Detail
|
||||
@echo .
|
||||
qbsp3 -nodetail %1
|
||||
qvis3 %1
|
||||
qrad3 -extra %1
|
4
Toolkit/Designer/HereticEd/batch/fullvisnoq.bat
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4
Toolkit/Designer/HereticEd/batch/fullvisnoq.bat
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|
|||
@echo Full Vis No QRad
|
||||
@echo .
|
||||
qbsp3 %1
|
||||
qvis3 %1
|
5
Toolkit/Designer/HereticEd/batch/fullvisw.bat
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5
Toolkit/Designer/HereticEd/batch/fullvisw.bat
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|
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|
|||
@echo Full Vis No Water
|
||||
@echo .
|
||||
qbsp3 -nowater %1
|
||||
qvis3 %1
|
||||
qrad3 %1
|
5
Toolkit/Designer/HereticEd/batch/fullvisxq.bat
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5
Toolkit/Designer/HereticEd/batch/fullvisxq.bat
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|
|||
@echo Full Vis Extra QRad
|
||||
@echo .
|
||||
qbsp3 %1
|
||||
qvis3 %1
|
||||
qrad3 -extra %1
|
5
Toolkit/Designer/HereticEd/batch/minefullvis.bat
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5
Toolkit/Designer/HereticEd/batch/minefullvis.bat
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|
@ -0,0 +1,5 @@
|
|||
@echo Full Vis
|
||||
@echo .
|
||||
qbsp3 %1
|
||||
qvis3 %1
|
||||
qrad3 -chop 128 %1
|
3
Toolkit/Designer/HereticEd/batch/novis.bat
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3
Toolkit/Designer/HereticEd/batch/novis.bat
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|
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|
|||
@echo No Vis
|
||||
@echo .
|
||||
qbsp3 %1
|
3
Toolkit/Designer/HereticEd/batch/onlyents.bat
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3
Toolkit/Designer/HereticEd/batch/onlyents.bat
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|
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|
|||
@echo Only Ents
|
||||
@echo .
|
||||
qbsp3 -onlyents %1
|
4
Toolkit/Designer/HereticEd/batch/relight.bat
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4
Toolkit/Designer/HereticEd/batch/relight.bat
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|
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|
|||
@echo Relight
|
||||
@echo .
|
||||
qbsp3 -onlyents %1
|
||||
qrad3 %1
|
4
Toolkit/Designer/HereticEd/hereticed.bat
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4
Toolkit/Designer/HereticEd/hereticed.bat
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|
|||
@rem edit this line to the path where you installed the toolkit editor
|
||||
path C:\PROG~FBU\HERE~VP5\Toolkit\Designer\HereticEd;%path
|
||||
hereticed.exe heretic2.qe4
|
||||
|
BIN
Toolkit/Designer/HereticEd/qbsp3.exe
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BIN
Toolkit/Designer/HereticEd/qbsp3.exe
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BIN
Toolkit/Designer/HereticEd/qrad3.exe
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Toolkit/Designer/HereticEd/qrad3.exe
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BIN
Toolkit/Designer/HereticEd/qvis3.exe
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Toolkit/Designer/HereticEd/qvis3.exe
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BIN
Toolkit/Designer/HereticEdAcrobat.PDF
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BIN
Toolkit/Designer/HereticEdAcrobat.PDF
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BIN
Toolkit/Designer/HereticEdDoc.doc
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Toolkit/Designer/HereticEdDoc.doc
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BIN
Toolkit/Designer/M8VIEW.EXE
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Toolkit/Designer/M8VIEW.EXE
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BIN
Toolkit/Designer/Shortcut to HereticEd.lnk
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BIN
Toolkit/Designer/Shortcut to HereticEd.lnk
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BIN
Toolkit/Designer/ds.exe
Executable file
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Toolkit/Designer/ds.exe
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20
Toolkit/Designer/dsexamples/andoria/MSsithraStatue.ds
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20
Toolkit/Designer/dsexamples/andoria/MSsithraStatue.ds
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|
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|
|||
// Big statue falling if the Mutant Ssithra hits the tower.
|
||||
|
||||
#include "../common/header.ds"
|
||||
output "r:/base/ds/andoria"
|
||||
|
||||
local entity tower
|
||||
local entity statue
|
||||
|
||||
tower = find entity with targetname "stbase"
|
||||
statue = find entity with targetname "BigFatStatue"
|
||||
|
||||
rotate entity tower by [-15,0,0] at 200 speed
|
||||
move entity tower by [0,0,-16] at 100 speed
|
||||
|
||||
rotate entity statue by [-15,0,0] at 400 speed
|
||||
move entity statue by [-96,0,-24] at 400 speed
|
||||
|
||||
play sound "misc/plattrem.wav" for entity tower
|
||||
|
||||
exit
|
41
Toolkit/Designer/dsexamples/andoria/breakout.ds
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41
Toolkit/Designer/dsexamples/andoria/breakout.ds
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|
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|
|||
//the gorgon's break through the freakin wall!
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/andoria"
|
||||
|
||||
//define variables
|
||||
|
||||
local entity blockone
|
||||
local entity blocktwo
|
||||
local int sig
|
||||
local int sig2
|
||||
local int sig3
|
||||
local int sig4
|
||||
|
||||
field vector "velocity"
|
||||
|
||||
blockone = find entity with targetname "blockone"
|
||||
blocktwo = find entity with targetname "blocktwo"
|
||||
|
||||
//start of script
|
||||
|
||||
blockone.movetype = PHYSICSTYPE_NOCLIP
|
||||
blocktwo.movetype = PHYSICSTYPE_NOCLIP
|
||||
|
||||
play sound "doors/stoneend.wav" for entity blockone
|
||||
play sound "doors/stoneend.wav" for entity blocktwo
|
||||
move entity blockone by [0, -150, -24] at 700 speed signaling sig
|
||||
rotate entity blockone by [0, 70, 90] at 400 speed signaling sig2
|
||||
|
||||
move entity blocktwo by [0, -200, -24] at 800 speed signaling sig3
|
||||
rotate entity blocktwo by [0, 130, 100] at 500 speed signaling sig4
|
||||
|
||||
wait for any clearing sig, sig2, sig3, sig4
|
||||
|
||||
use entity blocktwo
|
||||
|
||||
blockone.movetype = PHYSICSTYPE_NONE
|
||||
blocktwo.movetype = PHYSICSTYPE_NONE
|
||||
|
||||
exit
|
42
Toolkit/Designer/dsexamples/andoria/counter.ds
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42
Toolkit/Designer/dsexamples/andoria/counter.ds
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|
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|
|||
//A one and a two and a...
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/andoria"
|
||||
|
||||
//define variables
|
||||
|
||||
local entity door
|
||||
local entity door2
|
||||
local entity camera
|
||||
local int sig
|
||||
local int sig2
|
||||
|
||||
door = find entity with targetname "bigdoor1"
|
||||
door2 = find entity with targetname "bigdoor2"
|
||||
camera = find entity with targetname "doorcam"
|
||||
|
||||
//start er up
|
||||
|
||||
suspend
|
||||
|
||||
enable cinematics
|
||||
|
||||
use entity camera
|
||||
|
||||
move entity door by [0, 120, 0] at 30 speed signaling sig
|
||||
move entity door2 by [0, -120, 0] at 30 speed signaling sig2
|
||||
play sound "doors/gendoorstart.wav" for entity door
|
||||
play sound "doors/gendoorstart.wav" for entity door2
|
||||
wait 4.0 seconds
|
||||
play sound "doors/gendoorstop.wav" for entity door
|
||||
play sound "doors/gendoorstop.wav" for entity door2
|
||||
wait for all clearing sig, sig2
|
||||
|
||||
use entity camera
|
||||
|
||||
disable cinematics
|
||||
|
||||
exit
|
||||
|
||||
|
20
Toolkit/Designer/dsexamples/andoria/crystal.ds
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20
Toolkit/Designer/dsexamples/andoria/crystal.ds
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|
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|
|||
// the floating crystal puzzle piece.
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/andoria"
|
||||
|
||||
|
||||
local entity train1
|
||||
local entity train2
|
||||
field vector "angle_velocity"
|
||||
|
||||
|
||||
train1 = find entity with targetname "train"
|
||||
train2 = find entity with targetname "trainpuz"
|
||||
train2.owner = train1
|
||||
train2.distance = 80
|
||||
train2.start_origin = [-80, 0, 0]
|
||||
train2.movetype = PHYSICSTYPE_SCRIPT_ANGULAR
|
||||
|
||||
train1.angle_velocity = [0, 90, 0]
|
20
Toolkit/Designer/dsexamples/andoria/crystal2.ds
Normal file
20
Toolkit/Designer/dsexamples/andoria/crystal2.ds
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|
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|
|||
// the floating crystal puzzle piece.
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/andoria"
|
||||
|
||||
|
||||
local entity train1
|
||||
local entity train2
|
||||
field vector "angle_velocity"
|
||||
|
||||
|
||||
train1 = find entity with targetname "train"
|
||||
train2 = find entity with targetname "trainpuz"
|
||||
train2.owner = train1
|
||||
train2.distance = 80
|
||||
train2.start_origin = [80, 0, 0]
|
||||
train2.movetype = PHYSICSTYPE_SCRIPT_ANGULAR
|
||||
|
||||
train1.angle_velocity = [0, 90, 0]
|
131
Toolkit/Designer/dsexamples/andoria/diamondsign.ds
Normal file
131
Toolkit/Designer/dsexamples/andoria/diamondsign.ds
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|
@ -0,0 +1,131 @@
|
|||
// The Diamond thing falls down and goes boom.
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/andoria"
|
||||
|
||||
local entity piece1
|
||||
local entity piece2
|
||||
local entity piece3
|
||||
local entity break
|
||||
|
||||
local int sig
|
||||
local int sig1
|
||||
local int sig2
|
||||
local int sig3
|
||||
local int sig4
|
||||
local int sig5
|
||||
local int b1
|
||||
local int b2
|
||||
|
||||
piece1 = find entity with targetname "d1"
|
||||
piece2 = find entity with targetname "d2"
|
||||
piece3 = find entity with targetname "d3"
|
||||
break = find entity with targetname "break"
|
||||
|
||||
|
||||
|
||||
// in the begining
|
||||
|
||||
break.movetype = PHYSICSTYPE_PUSH
|
||||
|
||||
move entity piece1 by [0, 10, 5] at 300 speed signaling sig
|
||||
move entity piece2 by [0, 10, 5] at 300 speed signaling sig1
|
||||
move entity piece3 by [0, 10, 5] at 300 speed signaling sig2
|
||||
move entity break by [0, 10, 5] at 300 speed signaling b1
|
||||
wait for all clearing sig, sig1, sig2, b1
|
||||
|
||||
//-------------
|
||||
|
||||
move entity piece1 by [0, 10, -20] at 300 speed signaling sig
|
||||
move entity piece2 by [0, 10, -20] at 300 speed signaling sig1
|
||||
move entity piece3 by [0, 10, -20] at 300 speed signaling sig2
|
||||
move entity break by [0, 10, -20] at 300 speed signaling b1
|
||||
wait for all clearing sig, sig1, sig2, b1
|
||||
|
||||
//-------------
|
||||
|
||||
rotate entity piece1 by [-45, 0, 0] at 300 speed signaling sig
|
||||
move entity piece1 by [0, 50, 0] at 300 speed signaling sig3
|
||||
|
||||
rotate entity piece2 by [-45, 0, 0] at 300 speed signaling sig1
|
||||
move entity piece2 by [0, 50, 0] at 300 speed signaling sig4
|
||||
|
||||
rotate entity piece3 by [-45, 0, 0] at 300 speed signaling sig2
|
||||
move entity piece3 by [0, 50, 0] at 300 speed signaling sig5
|
||||
|
||||
rotate entity break by [-45, 0, 0] at 300 speed signaling b1
|
||||
move entity break by [0, 50, 0] at 300 speed signaling b2
|
||||
wait for all clearing sig, sig1, sig2, sig3, sig4, sig5, b1, b2
|
||||
|
||||
//--------------
|
||||
|
||||
rotate entity piece1 to [0, 45, -90] at 300 speed signaling sig
|
||||
move entity piece1 by [20, 10, 15] at 300 speed signaling sig3
|
||||
|
||||
rotate entity piece2 to [0, 45, -90] at 300 speed signaling sig1
|
||||
move entity piece2 by [20, 10, 15] at 300 speed signaling sig4
|
||||
|
||||
rotate entity piece3 to [0, 45, -90] at 300 speed signaling sig2
|
||||
move entity piece3 by [20, 10, 15] at 300 speed signaling sig5
|
||||
|
||||
rotate entity break to [0, 45, -90] at 300 speed signaling b1
|
||||
move entity break by [20, 10, 15] at 300 speed signaling b2
|
||||
wait for all clearing sig, sig1, sig2, sig3, sig4, sig5, b1, b2
|
||||
|
||||
//---------------
|
||||
|
||||
move entity piece1 by [30, 75, -255] at 500 speed signaling sig
|
||||
move entity piece2 by [30, 75, -255] at 500 speed signaling sig1
|
||||
move entity piece3 by [30, 75, -255] at 500 speed signaling sig2
|
||||
move entity break by [30, 75, -255] at 500 speed signaling b1
|
||||
wait for all clearing sig, sig1, sig2, b1
|
||||
|
||||
use entity break
|
||||
|
||||
play sound "misc/breakstone.wav" for entity piece1
|
||||
|
||||
//----------------
|
||||
|
||||
move entity piece1 by [0, 10, 10] at 300 speed signaling sig
|
||||
move entity piece2 by [-10, 0, 10] at 300 speed signaling sig1
|
||||
move entity piece3 by [0, -10, 10] at 300 speed signaling sig2
|
||||
wait for all clearing sig, sig1, sig2
|
||||
|
||||
//----------------
|
||||
|
||||
move entity piece1 by [0, 10, -10] at 300 speed signaling sig
|
||||
move entity piece2 by [-10, 0, -10] at 300 speed signaling sig1
|
||||
move entity piece3 by [0, -10, -10] at 300 speed signaling sig2
|
||||
wait for all clearing sig, sig1, sig2
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
46
Toolkit/Designer/dsexamples/andoria/diamondsign2.ds
Normal file
46
Toolkit/Designer/dsexamples/andoria/diamondsign2.ds
Normal file
|
@ -0,0 +1,46 @@
|
|||
// The Diamond thing falls down and goes boom.
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/andoria"
|
||||
|
||||
local entity piece2
|
||||
local int sig
|
||||
|
||||
field vector "velocity"
|
||||
|
||||
piece2 = find entity with targetname "d2"
|
||||
|
||||
move entity piece2 by [0, 0, 5] at 500 speed signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
move entity piece2 by [0, 0, -16] at 500 speed signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
rotate entity piece2 by [-45, 0, 0] at 300 speed signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
piece2.velocity = [0, 50, 0]
|
||||
|
||||
rotate entity piece2 to [0, 45, -90] at 400 speed signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
piece2.velocity = [0, 0, 0]
|
||||
|
||||
move entity piece2 by [0, 20, 40] at 500 speed signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
piece2.velocity = [0, 470, -270]
|
||||
|
||||
rotate entity piece2 to [0, 0, -270] at 400 speed signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
piece2.velocity = [0, 0, 0]
|
||||
|
||||
move entity piece2 by [0, 50, -130] at 450 speed signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
move entity piece2 by [-10, -10, 10] at 500 speed signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
move entity piece2 by [-10, -10, -10] at 500 speed signaling sig
|
||||
wait for all clearing sig
|
47
Toolkit/Designer/dsexamples/andoria/diamondsign3.ds
Normal file
47
Toolkit/Designer/dsexamples/andoria/diamondsign3.ds
Normal file
|
@ -0,0 +1,47 @@
|
|||
// The Diamond thing falls down and goes boom.
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/andoria"
|
||||
|
||||
local entity piece3
|
||||
local int sig
|
||||
|
||||
field vector "velocity"
|
||||
|
||||
piece3 = find entity with targetname "d3"
|
||||
|
||||
move entity piece3 by [0, 0, 5] at 500 speed signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
move entity piece3 by [0, 0, -16] at 500 speed signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
rotate entity piece3 by [-45, 0, 0] at 300 speed signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
piece3.velocity = [0, 50, 0]
|
||||
|
||||
rotate entity piece3 to [0, 45, -90] at 400 speed signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
piece3.velocity = [0, 0, 0]
|
||||
|
||||
move entity piece3 by [0, 20, 40] at 500 speed signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
piece3.velocity = [0, 470, -270]
|
||||
|
||||
rotate entity piece3 to [0, 0, -270] at 400 speed signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
piece3.velocity = [0, 0, 0]
|
||||
|
||||
move entity piece3 by [0, 50, -130] at 450 speed signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
move entity piece3 by [10, -5, 10] at 500 speed signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
move entity piece3 by [10, -5, -10] at 500 speed signaling sig
|
||||
wait for all clearing sig
|
117
Toolkit/Designer/dsexamples/andoria/firewall.ds
Normal file
117
Toolkit/Designer/dsexamples/andoria/firewall.ds
Normal file
|
@ -0,0 +1,117 @@
|
|||
//Picking up firewall weapon.
|
||||
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "R:/base/ds/andoria"
|
||||
|
||||
//define entity
|
||||
|
||||
local entity flamel
|
||||
local entity flamer
|
||||
//local entity ped
|
||||
local entity barreltop
|
||||
local entity barrelback
|
||||
local entity rubblefront
|
||||
local entity rubbleback
|
||||
local entity camera
|
||||
local entity camtarget
|
||||
local entity c1
|
||||
local entity player1
|
||||
local entity wall
|
||||
|
||||
local int sig
|
||||
local int sig1
|
||||
|
||||
flamel = find entity with targetname "flamel"
|
||||
flamer = find entity with targetname "flamer"
|
||||
//ped = find entity with targetname "ped"
|
||||
barreltop = find entity with targetname "barreltop"
|
||||
barrelback = find entity with targetname "barrelback"
|
||||
rubblefront = find entity with targetname "rubble1"
|
||||
rubbleback = find entity with targetname "r2"
|
||||
camera = find entity with targetname "camera"
|
||||
camtarget = find entity with targetname "camtarget"
|
||||
c1 = find entity with targetname "c1"
|
||||
player1 = get entity activator
|
||||
wall = find entity with targetname "wall"
|
||||
|
||||
enable cinematics
|
||||
|
||||
copy player attributes from entity player1 to entity c1
|
||||
c1.modelindex = c1.count
|
||||
c1.solid = SOLID_SOLID
|
||||
c1.movetype = 4
|
||||
|
||||
// move entity ped by [0, 0, -12] at 30 speed signaling sig
|
||||
// wait for all clearing sig
|
||||
|
||||
|
||||
//move fire
|
||||
|
||||
use entity camera
|
||||
|
||||
flamel.movetype = PHYSICSTYPE_NOCLIP
|
||||
flamer.movetype = PHYSICSTYPE_NOCLIP
|
||||
|
||||
move entity flamel by [64, 4, 0] at 60 speed signaling sig
|
||||
|
||||
move entity flamer by [64, 0, 0] at 60 speed signaling sig1
|
||||
wait for all clearing sig, sig1
|
||||
|
||||
move entity flamel by [0, 0, -16] at 60 speed signaling sig
|
||||
|
||||
move entity flamer by [0, 0, -16] at 60 speed signaling sig1
|
||||
wait for all clearing sig, sig1
|
||||
|
||||
move entity flamel by [48, 0, 0] at 60 speed signaling sig
|
||||
|
||||
move entity flamer by [48, 0, 0] at 60 speed signaling sig1
|
||||
wait for all clearing sig, sig1
|
||||
|
||||
move entity flamel by [0, 0, -20] at 60 speed signaling sig
|
||||
|
||||
move entity flamer by [0, 0, -20] at 60 speed signaling sig1
|
||||
wait for all clearing sig, sig1
|
||||
|
||||
camtarget.movetype = PHYSICSTYPE_PUSH
|
||||
move entity camtarget by [640, 0, 0] at 100 speed
|
||||
|
||||
move entity flamel by [640, 0, 0] at 400 speed signaling sig
|
||||
|
||||
move entity flamer by [640, 0, 0] at 400 speed signaling sig1
|
||||
wait for all clearing sig, sig1
|
||||
|
||||
use entity rubblefront
|
||||
|
||||
use entity barreltop
|
||||
|
||||
wait .3 seconds
|
||||
|
||||
use entity wall
|
||||
|
||||
use entity rubbleback
|
||||
|
||||
use entity barrelback
|
||||
|
||||
// move entity flamel by [0, 0, -640] at 1000 speed signaling sig
|
||||
|
||||
// move entity flamer by [0, 0, -640] at 1000 speed signaling sig1
|
||||
// wait for all clearing sig, sig1
|
||||
|
||||
|
||||
wait 2 seconds
|
||||
|
||||
use entity camera
|
||||
|
||||
player1.origin = c1.origin
|
||||
player1.p_origin = c1.origin
|
||||
set view angles of entity player1 to c1.angles
|
||||
|
||||
c1.modelindex = 0
|
||||
c1.solid = SOLID_NOT
|
||||
|
||||
disable cinematics
|
||||
|
||||
|
||||
|
32
Toolkit/Designer/dsexamples/andoria/flydoor.ds
Normal file
32
Toolkit/Designer/dsexamples/andoria/flydoor.ds
Normal file
|
@ -0,0 +1,32 @@
|
|||
//the gorgon's break through the freakin wall!
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/andoria"
|
||||
|
||||
//define variables
|
||||
|
||||
local entity door
|
||||
local int sig
|
||||
local int sig2
|
||||
|
||||
door = find entity with targetname "metaldoor"
|
||||
|
||||
//start of script
|
||||
|
||||
//door.movetype = PHYSICSTYPE_NOCLIP
|
||||
|
||||
play sound "objects/klang.wav" for entity door
|
||||
|
||||
move entity door by [60, -150, -56] at 400 speed signaling sig
|
||||
rotate entity door by [0, 160, 90] at 400 speed signaling sig2
|
||||
|
||||
wait for all clearing sig, sig2
|
||||
|
||||
use entity door
|
||||
|
||||
play sound "doors/thud4.wav" for entity door
|
||||
|
||||
//door.movetype = PHYSICSTYPE_PUSH
|
||||
|
||||
exit
|
80
Toolkit/Designer/dsexamples/andoria/healerstatue.ds
Normal file
80
Toolkit/Designer/dsexamples/andoria/healerstatue.ds
Normal file
|
@ -0,0 +1,80 @@
|
|||
//The super duper guardian statue rotater lever-o-matic thing a ma bob!
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/andoria"
|
||||
|
||||
//define variables
|
||||
|
||||
local entity leverblock
|
||||
local entity lever
|
||||
local entity guardian
|
||||
local entity secdoor
|
||||
local entity camera
|
||||
local entity activate
|
||||
local entity counter
|
||||
local entity c1
|
||||
local entity player1
|
||||
|
||||
local int sig
|
||||
local int sig2
|
||||
|
||||
leverblock = find entity with targetname "block"
|
||||
lever = find entity with targetname "lever"
|
||||
guardian = find entity with targetname "guard1"
|
||||
secdoor = find entity with targetname "secret"
|
||||
camera = find entity with targetname "guardcam"
|
||||
activate = find entity with targetname "active"
|
||||
counter = find entity with targetname "counter"
|
||||
c1 = find entity with targetname "c1"
|
||||
player1 = get entity activator
|
||||
|
||||
//move lever outward (cool huh?)
|
||||
move entity secdoor by [-16, 0, 0] at 30 speed signaling sig
|
||||
wait for all clearing sig
|
||||
move entity secdoor by [0, 120, 0] at 40 speed signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
wait .3 seconds
|
||||
lever.movetype = PHYSICSTYPE_PUSH
|
||||
play sound "doors/stonestart.wav" for entity lever
|
||||
move entity lever by [48, 0, 0] at 30 speed signaling sig
|
||||
move entity leverblock by [48, 0, 0] at 30 speed signaling sig2
|
||||
wait for all clearing sig, sig2
|
||||
|
||||
enable trigger entity activate
|
||||
|
||||
suspend
|
||||
|
||||
//use lever... rotate statue
|
||||
|
||||
use entity lever
|
||||
wait 1 seconds
|
||||
|
||||
enable cinematics
|
||||
|
||||
copy player attributes from entity player1 to entity c1
|
||||
c1.modelindex = c1.count
|
||||
c1.solid = SOLID_SOLID
|
||||
c1.movetype = 4
|
||||
|
||||
use entity camera
|
||||
|
||||
guardian.movetype = PHYSICSTYPE_PUSH
|
||||
play sound "doors/gendoorstart.wav" for entity guardian
|
||||
rotate entity guardian by [0, -90, 0] over 3 seconds signaling sig
|
||||
wait 3.0 seconds
|
||||
play sound "doors/gendoorstop.wav" for entity guardian
|
||||
wait for all clearing sig
|
||||
|
||||
player1.origin = c1.origin
|
||||
player1.p_origin = c1.origin
|
||||
set view angles of entity player1 to c1.angles
|
||||
|
||||
c1.modelindex = 0
|
||||
c1.solid = SOLID_NOT
|
||||
|
||||
disable cinematics
|
||||
use entity camera
|
||||
use entity counter
|
||||
exit
|
80
Toolkit/Designer/dsexamples/andoria/healerstatue2.ds
Normal file
80
Toolkit/Designer/dsexamples/andoria/healerstatue2.ds
Normal file
|
@ -0,0 +1,80 @@
|
|||
//The super duper guardian statue (part 2)
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/andoria"
|
||||
|
||||
//define variables
|
||||
|
||||
local entity leverblock
|
||||
local entity lever
|
||||
local entity guardian
|
||||
local entity secdoor
|
||||
local entity camera
|
||||
local entity activate
|
||||
local entity counter
|
||||
local entity c2
|
||||
local entity player1
|
||||
|
||||
local int sig
|
||||
local int sig2
|
||||
|
||||
leverblock = find entity with targetname "block2"
|
||||
lever = find entity with targetname "lever2"
|
||||
guardian = find entity with targetname "guard2"
|
||||
secdoor = find entity with targetname "secret2"
|
||||
camera = find entity with targetname "guardcam2"
|
||||
activate = find entity with targetname "active2"
|
||||
counter = find entity with targetname "counter"
|
||||
c2 = find entity with targetname "c2"
|
||||
player1 = get entity activator
|
||||
|
||||
//move lever outward (cool huh?)
|
||||
move entity secdoor by [-16, 0, 0] at 30 speed signaling sig
|
||||
wait for all clearing sig
|
||||
move entity secdoor by [0, -120, 0] at 40 speed signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
wait .3 seconds
|
||||
lever.movetype = PHYSICSTYPE_PUSH
|
||||
play sound "doors/stonestart.wav" for entity lever
|
||||
move entity lever by [48, 0, 0] at 30 speed signaling sig
|
||||
move entity leverblock by [48, 0, 0] at 30 speed signaling sig2
|
||||
wait for all clearing sig, sig2
|
||||
|
||||
enable trigger entity activate
|
||||
|
||||
suspend
|
||||
|
||||
//use lever... rotate statue
|
||||
|
||||
use entity lever
|
||||
wait 1 seconds
|
||||
|
||||
enable cinematics
|
||||
|
||||
copy player attributes from entity player1 to entity c2
|
||||
c2.modelindex = c2.count
|
||||
c2.solid = SOLID_SOLID
|
||||
c2.movetype = 4
|
||||
|
||||
use entity camera
|
||||
|
||||
guardian.movetype = PHYSICSTYPE_PUSH
|
||||
play sound "doors/gendoorstart.wav" for entity guardian
|
||||
rotate entity guardian by [0, 90, 0] over 3 seconds signaling sig
|
||||
wait 3.0 seconds
|
||||
play sound "doors/gendoorstop.wav" for entity guardian
|
||||
wait for all clearing sig
|
||||
|
||||
player1.origin = c2.origin
|
||||
player1.p_origin = c2.origin
|
||||
set view angles of entity player1 to c2.angles
|
||||
|
||||
c2.modelindex = 0
|
||||
c2.solid = SOLID_NOT
|
||||
|
||||
disable cinematics
|
||||
use entity camera
|
||||
use entity counter
|
||||
exit
|
111
Toolkit/Designer/dsexamples/andoria/jumplift1.ds
Normal file
111
Toolkit/Designer/dsexamples/andoria/jumplift1.ds
Normal file
|
@ -0,0 +1,111 @@
|
|||
//platform that raises block over stairs
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/andoria"
|
||||
|
||||
//define variables
|
||||
|
||||
local entity plat
|
||||
local entity buttons
|
||||
local entity punch
|
||||
local entity bars
|
||||
local entity block
|
||||
local entity back
|
||||
local entity saw
|
||||
local entity rope
|
||||
|
||||
local int sig
|
||||
local int sig2
|
||||
local int sig3
|
||||
|
||||
global int up_or_down1
|
||||
global int up_or_down2
|
||||
|
||||
plat = find entity with targetname "lifter"
|
||||
buttons = find entity with targetname "buttonpunchers"
|
||||
punch = find entity with targetname "punch"
|
||||
bars = find entity with targetname "pusher2"
|
||||
block = find entity with targetname "pickmeup"
|
||||
back = find entity with targetname "pusher1"
|
||||
saw = find entity with targetname "blade"
|
||||
rope = find entity with targetname "rope"
|
||||
|
||||
//start of script
|
||||
|
||||
//plat moves down after checking to see if bars are in place
|
||||
label downsy
|
||||
if up_or_down2 = 0
|
||||
up_or_down1 = 1
|
||||
play sound "doors/elevatorstart.wav" for entity plat
|
||||
// wait 0.9 seconds
|
||||
// play sound "doors/elevatormove.wav" for entity plat
|
||||
move entity plat by [0, 0, -176] at 100 speed signaling sig
|
||||
wait for all clearing sig
|
||||
play sound "doors/elevatorstop.wav" for entity plat
|
||||
up_or_down1 = 0
|
||||
goto checkit
|
||||
else
|
||||
up_or_down1 = 1
|
||||
play sound "doors/elevatorstart.wav" for entity plat
|
||||
// wait 0.9 seconds
|
||||
// play sound "doors/elevatormove.wav" for entity plat
|
||||
move entity plat by [0, 0, -144] at 100 speed signaling sig
|
||||
wait for all clearing sig
|
||||
play sound "doors/elevatorstop.wav" for entity plat
|
||||
wait 2 seconds
|
||||
play sound "doors/elevatorstart.wav" for entity plat
|
||||
// wait 0.9 seconds
|
||||
// play sound "doors/elevatormove.wav" for entity plat
|
||||
move entity plat by [0, 0, 144] at 100 speed signaling sig
|
||||
wait for all clearing sig
|
||||
play sound "doors/elevatorstop.wav" for entity plat
|
||||
up_or_down1 = 0
|
||||
goto holdon
|
||||
endif
|
||||
|
||||
|
||||
//pause to allow bars to be moved into place
|
||||
label checkit
|
||||
wait 10 seconds
|
||||
goto upsy
|
||||
|
||||
//plat moves up after checking to see if bars are in place
|
||||
label upsy
|
||||
if up_or_down2 = 0
|
||||
up_or_down1 = 1
|
||||
play sound "doors/elevatorstart.wav" for entity plat
|
||||
// wait 0.9 seconds
|
||||
// play sound "doors/elevatormove.wav" for entity plat
|
||||
move entity plat by [0, 0, 176] at 100 speed signaling sig
|
||||
wait for all clearing sig
|
||||
play sound "doors/elevatorstop.wav" for entity plat
|
||||
up_or_down1 = 0
|
||||
goto holdon
|
||||
else
|
||||
up_or_down1 = 1
|
||||
disable trigger entity buttons
|
||||
disable trigger entity punch
|
||||
play sound "doors/elevatorstart.wav" for entity plat
|
||||
// wait 0.9 seconds
|
||||
// play sound "doors/elevatormove.wav" for entity plat
|
||||
move entity saw by [0, 0, 384] at 400 speed
|
||||
move entity rope by [0, 0, 384] at 400 speed
|
||||
move entity plat by [0, 0, 176] at 100 speed signaling sig
|
||||
move entity bars by [0, 0, 176] at 100 speed signaling sig2
|
||||
move entity block by [0, 0, 176] at 100 speed signaling sig3
|
||||
wait for all clearing sig, sig2, sig3
|
||||
play sound "doors/elevatorstop.wav" for entity plat
|
||||
play sound "doors/stonestart.wav" for entity back
|
||||
move entity back by [0, -176, 0] at 300 speed signaling sig
|
||||
exit
|
||||
endif
|
||||
|
||||
label holdon
|
||||
suspend
|
||||
|
||||
goto downsy
|
||||
|
||||
|
||||
|
||||
|
47
Toolkit/Designer/dsexamples/andoria/jumplift2.ds
Normal file
47
Toolkit/Designer/dsexamples/andoria/jumplift2.ds
Normal file
|
@ -0,0 +1,47 @@
|
|||
//blocking entities
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/andoria"
|
||||
|
||||
//define variables
|
||||
|
||||
local entity back
|
||||
local entity front
|
||||
local entity crap
|
||||
|
||||
global int up_or_down1
|
||||
global int up_or_down2
|
||||
|
||||
local int sig
|
||||
local int sig2
|
||||
|
||||
back = find entity with targetname "pusher1"
|
||||
front = find entity with targetname "pusher2"
|
||||
crap = find entity with targetname "pickmeup"
|
||||
|
||||
//start of script
|
||||
|
||||
label start
|
||||
if up_or_down1 = 0
|
||||
|
||||
if up_or_down2 = 0
|
||||
up_or_down2 = 1
|
||||
play sound "doors/stonestart.wav" for entity crap
|
||||
play sound "doors/stonestart.wav" for entity back
|
||||
move entity back by [0, 400, 0] at 300 speed signaling sig
|
||||
move entity front by [0, 400, 0] at 300 speed signaling sig2
|
||||
else
|
||||
up_or_down2 = 0
|
||||
play sound "doors/stonestart.wav" for entity front
|
||||
play sound "doors/stonestart.wav" for entity back
|
||||
move entity back by [0, -400, 0] at 300 speed signaling sig
|
||||
move entity front by [0, -400, 0] at 300 speed signaling sig2
|
||||
endif
|
||||
else
|
||||
print 51 captioned
|
||||
endif
|
||||
|
||||
suspend
|
||||
|
||||
goto start
|
24
Toolkit/Designer/dsexamples/andoria/jumpyboy.ds
Normal file
24
Toolkit/Designer/dsexamples/andoria/jumpyboy.ds
Normal file
|
@ -0,0 +1,24 @@
|
|||
//breaking part of jump platform
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/andoria"
|
||||
|
||||
//define variables
|
||||
|
||||
local entity drop
|
||||
|
||||
local int sig1
|
||||
local int sig2
|
||||
|
||||
drop = find entity with targetname "jumpbreak2"
|
||||
|
||||
//start of script
|
||||
|
||||
//drop.movetype = PHYSICSTYPE_NOCLIP
|
||||
rotate entity drop by [0, 10, -180] at 400 speed signaling sig1
|
||||
move entity drop by [60, 80, -176] at 700 speed signaling sig2
|
||||
play sound "doors/objectdrop.wav" for entity drop
|
||||
wait for all clearing sig1, sig2
|
||||
//drop.movetype = PHYSICSTYPE_PUSH
|
||||
exit
|
31
Toolkit/Designer/dsexamples/andoria/lift.ds
Normal file
31
Toolkit/Designer/dsexamples/andoria/lift.ds
Normal file
|
@ -0,0 +1,31 @@
|
|||
// a stupid lift i can't get to work anyother way.
|
||||
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/andoria"
|
||||
|
||||
|
||||
local entity lift
|
||||
|
||||
local int sig
|
||||
|
||||
lift = find entity with targetname "tom"
|
||||
|
||||
|
||||
// start
|
||||
|
||||
label start
|
||||
|
||||
move entity lift by [0, 0, 246] over 3 seconds signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
wait 2 seconds
|
||||
|
||||
move entity lift by [0, 0, -246] over 3 seconds signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
suspend
|
||||
|
||||
goto start
|
||||
|
160
Toolkit/Designer/dsexamples/andoria/roofcave.ds
Normal file
160
Toolkit/Designer/dsexamples/andoria/roofcave.ds
Normal file
|
@ -0,0 +1,160 @@
|
|||
//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
|
27
Toolkit/Designer/dsexamples/andoria/rubble.ds
Normal file
27
Toolkit/Designer/dsexamples/andoria/rubble.ds
Normal file
|
@ -0,0 +1,27 @@
|
|||
//rubble falling
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "R:base/ds/andoria"
|
||||
|
||||
|
||||
//define variables
|
||||
|
||||
local entity rubble
|
||||
local entity dust
|
||||
local int sig
|
||||
|
||||
rubble = find entity with targetname "r1"
|
||||
dust = find entity with targetname "r2"
|
||||
|
||||
//rubble falls
|
||||
|
||||
use entity dust
|
||||
|
||||
wait 0.5 seconds
|
||||
|
||||
move entity rubble by [0, 0, -308] at 800 speed signaling sig
|
||||
play sound "doors/objectdrop.wav" for entity rubble
|
||||
rotate entity rubble to [0, 0, 18] at 400 speed
|
||||
wait for all clearing sig
|
||||
|
46
Toolkit/Designer/dsexamples/andoria/sawblade.ds
Normal file
46
Toolkit/Designer/dsexamples/andoria/sawblade.ds
Normal file
|
@ -0,0 +1,46 @@
|
|||
//saw blade from hell
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/andoria"
|
||||
|
||||
//define variables
|
||||
|
||||
local entity saw
|
||||
local entity rope
|
||||
local entity dam
|
||||
|
||||
local int sig
|
||||
local int sig2
|
||||
|
||||
saw = find entity with targetname "blade"
|
||||
rope = find entity with targetname "rope"
|
||||
dam = find entity with targetname "dam"
|
||||
|
||||
//start of script
|
||||
|
||||
label start
|
||||
|
||||
saw.angle_velocity = [0, 0, 480]
|
||||
play sound "objects/yoyo.wav" for entity saw
|
||||
move entity saw by [0, 0, -416] at 400 speed signaling sig
|
||||
move entity rope by [0, 0, -416] at 400 speed signaling sig2
|
||||
wait for all clearing sig, sig2
|
||||
|
||||
enable trigger entity dam
|
||||
play sound "objects/yoyo.wav" for entity dam
|
||||
|
||||
wait 3 seconds
|
||||
|
||||
disable trigger entity dam
|
||||
|
||||
saw.angle_velocity = [0, 0, -480]
|
||||
play sound "objects/yoyo.wav" for entity saw
|
||||
move entity saw by [0, 0, 416] at 300 speed signaling sig
|
||||
move entity rope by [0, 0, 416] at 300 speed signaling sig2
|
||||
wait for all clearing sig, sig2
|
||||
saw.angle_velocity = [0, 0, 0]
|
||||
|
||||
suspend
|
||||
|
||||
goto start
|
68
Toolkit/Designer/dsexamples/andoria/siernan.ds
Normal file
68
Toolkit/Designer/dsexamples/andoria/siernan.ds
Normal file
|
@ -0,0 +1,68 @@
|
|||
// Corvus goes back to siernan. if he does not have both puzzle items that he needs
|
||||
// this script will play.
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/andoria"
|
||||
|
||||
local entity siernan
|
||||
local entity camera
|
||||
local entity player1
|
||||
|
||||
local int sig
|
||||
|
||||
cache sound "cinematics/second siernan/question.wav"
|
||||
cache sound "cinematics/second siernan/getitems.wav"
|
||||
cache sound "corvus/no.wav"
|
||||
|
||||
siernan = find entity with targetname "siernan"
|
||||
camera = find entity with targetname "luke"
|
||||
player1 = get entity activator
|
||||
|
||||
// here we go.
|
||||
enable cinematics
|
||||
siernan.yaw_speed = 4
|
||||
|
||||
use entity camera
|
||||
|
||||
animate entity siernan performing action WALK1_ANIMATION by turning [-45, 0, 0] signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
play sound "cinematics/second siernan/question.wav" for entity siernan
|
||||
print 185 captioned
|
||||
|
||||
animate entity siernan performing action ACTION1_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan performing action IDLE1_ANIMATION
|
||||
|
||||
play sound "corvus/no.wav" for entity siernan
|
||||
print 186 captioned
|
||||
|
||||
wait 1 seconds
|
||||
|
||||
play sound "cinematics/second siernan/getitems.wav" for entity siernan
|
||||
print 187 captioned
|
||||
|
||||
animate entity siernan performing action ACTION4_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan performing action ACTION1_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
wait 1 seconds
|
||||
|
||||
animate entity siernan performing action WALK1_ANIMATION by turning [45, 0, 0] signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan performing action IDLE1_ANIMATION
|
||||
|
||||
disable cinematics
|
||||
|
||||
use entity camera
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
431
Toolkit/Designer/dsexamples/andoria/siernan1.ds
Normal file
431
Toolkit/Designer/dsexamples/andoria/siernan1.ds
Normal file
|
@ -0,0 +1,431 @@
|
|||
// The first time corvus meets siernan.
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/andoria"
|
||||
|
||||
local entity camera1
|
||||
local entity camera2
|
||||
local entity camera3
|
||||
local entity camera4
|
||||
local entity camera5
|
||||
local entity camera6
|
||||
local entity camera7
|
||||
local entity camera8
|
||||
local entity objective
|
||||
local entity take
|
||||
local entity siernan
|
||||
local entity corvus
|
||||
local entity player1
|
||||
local entity movecam1
|
||||
|
||||
local int sig
|
||||
|
||||
cache sound "cinematics/first siernan/48-4.wav"
|
||||
cache sound "cinematics/first siernan/49-6.wav"
|
||||
cache sound "cinematics/first siernan/50-5.wav"
|
||||
cache sound "cinematics/first siernan/51-5.wav"
|
||||
cache sound "cinematics/first siernan/52-8.wav"
|
||||
cache sound "cinematics/first siernan/53-3.wav"
|
||||
cache sound "cinematics/first siernan/54-2.wav"
|
||||
cache sound "cinematics/first siernan/55-12.wav"
|
||||
cache sound "cinematics/first siernan/56-1.wav"
|
||||
cache sound "cinematics/first siernan/57-2.wav"
|
||||
cache sound "cinematics/first siernan/58-2.wav"
|
||||
cache sound "cinematics/first siernan/59-8.wav"
|
||||
|
||||
camera1 = find entity with targetname "camera1"
|
||||
camera2 = find entity with targetname "camera2"
|
||||
camera3 = find entity with targetname "camera3"
|
||||
camera4 = find entity with targetname "camera4"
|
||||
camera5 = find entity with targetname "camera5"
|
||||
camera6 = find entity with targetname "camera6"
|
||||
camera7 = find entity with targetname "camera7"
|
||||
camera8 = find entity with targetname "camera8"
|
||||
objective = find entity with targetname "objective3"
|
||||
take = find entity with targetname "take3"
|
||||
siernan = find entity with targetname "siernan"
|
||||
corvus = find entity with targetname "corvus"
|
||||
movecam1 = find entity with targetname "movecam1"
|
||||
player1 = get entity activator
|
||||
|
||||
// lets start this sucker.
|
||||
|
||||
siernan.yaw_speed = 7
|
||||
|
||||
copy player attributes from entity player1 to entity corvus
|
||||
corvus.modelindex = corvus.count
|
||||
corvus.solid = SOLID_SOLID
|
||||
corvus.movetype = 4
|
||||
|
||||
siernan.movetype = 5
|
||||
|
||||
enable cinematics
|
||||
|
||||
//camera1, high on right side of corvus looking at siernan.
|
||||
|
||||
use entity camera1
|
||||
|
||||
animate entity corvus performing action WALK2_ANIMATION by moving [100, 0, 0] by turning [-15, 0, 0] signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity corvus performing action WALKSTOP2_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity corvus performing action IDLE1_ANIMATION
|
||||
|
||||
play sound "cinematics/first siernan/48-4.wav" for entity siernan
|
||||
print 168 captioned
|
||||
|
||||
animate entity siernan performing action ACTION5_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan performing action IDLE2_ANIMATION
|
||||
|
||||
play sound "cinematics/first siernan/49-6.wav" for entity corvus
|
||||
print 169 captioned
|
||||
|
||||
animate entity corvus performing action ACTION9_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity corvus performing action IDLE1_ANIMATION
|
||||
|
||||
use entity camera1
|
||||
|
||||
//camera2, middle shot of siernan.
|
||||
|
||||
use entity camera2
|
||||
|
||||
animate entity siernan performing action WALK1_ANIMATION by turning [-90, 0, 0] signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan performing action WALKSTART_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan performing action WALK1_ANIMATION by moving [100, 0, 0] signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan performing action WALK1_ANIMATION by moving [100, 0, 0] by turning [45, 0, 0] signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan performing action WALKSTOP1_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
play sound "cinematics/first siernan/50-5.wav" for entity siernan
|
||||
print 170 captioned
|
||||
|
||||
animate entity siernan performing action ACTION1_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan performing action ACTION2_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan performing action ACTION3_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan performing action ACTION4_ANIMATION repeating for 2 times signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan performing action IDLE1_ANIMATION
|
||||
|
||||
use entity camera2
|
||||
|
||||
//camera3, middle shot of corvus
|
||||
|
||||
use entity camera3
|
||||
|
||||
//-----------------------------------------------
|
||||
|
||||
animate entity corvus performing action WALK2_ANIMATION by moving [75, 0, 0] signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
// animate entity corvus performing action WALKSTOP1_ANIMATION signaling sig
|
||||
// wait for all clearing sig
|
||||
|
||||
//------------------------------------------------
|
||||
|
||||
play sound "cinematics/first siernan/51-5.wav" for entity corvus
|
||||
print 171 captioned
|
||||
|
||||
animate entity siernan performing action IDLE1_ANIMATION
|
||||
|
||||
animate entity corvus performing action ACTION8_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity corvus performing action ACTION11_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity corvus performing action ACTION12_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity corvus performing action ACTION6_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity corvus performing action ACTION11_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity corvus performing action ACTION12_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity corvus performing action IDLE1_ANIMATION
|
||||
|
||||
use entity camera3
|
||||
|
||||
//camera4, side shot of both charactors
|
||||
|
||||
use entity camera4
|
||||
|
||||
play sound "cinematics/first siernan/52-8.wav" for entity siernan
|
||||
print 172 captioned
|
||||
|
||||
animate entity siernan performing action ACTION1_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan performing action ACTION2_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
play sound "cinematics/first siernan/53-3.wav" for entity corvus
|
||||
print 173 captioned
|
||||
|
||||
animate entity siernan performing action IDLE1_ANIMATION
|
||||
|
||||
animate entity corvus performing action ACTION8_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity corvus performing action ACTION11_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity corvus performing action ACTION12_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity corvus performing action ACTION10_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity corvus performing action IDLE1_ANIMATION
|
||||
|
||||
use entity camera4
|
||||
|
||||
//camera7, side shot.
|
||||
|
||||
use entity camera7
|
||||
|
||||
play sound "cinematics/first siernan/54-2.wav" for entity siernan
|
||||
print 174 captioned
|
||||
|
||||
animate entity siernan performing action ACTION2_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan performing action ACTION3_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan performing action ACTION5_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan performing action ACTION1_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan performing action ACTION2_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan performing action ACTION3_ANIMATION signaling sig
|
||||
print 175 captioned
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan performing action ACTION5_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan performing action ACTION4_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
use entity camera7
|
||||
|
||||
//camera6, back to looking straight on corvus.
|
||||
|
||||
use entity camera6
|
||||
|
||||
animate entity corvus performing action ACTION11_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
play sound "cinematics/first siernan/55-12.wav" for entity corvus
|
||||
print 176 captioned
|
||||
|
||||
animate entity siernan performing action IDLE1_ANIMATION
|
||||
|
||||
animate entity corvus performing action ACTION12_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity corvus performing action ACTION8_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity corvus performing action ACTION10_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity corvus performing action ACTION8_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity corvus performing action ACTION11_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan performing action IDLE2_ANIMATION
|
||||
|
||||
animate entity corvus performing action ACTION12_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity corvus performing action IDLE1_ANIMATION
|
||||
|
||||
use entity camera6
|
||||
|
||||
//camera5, looking at siernan and moving a little bit.
|
||||
|
||||
use entity camera5
|
||||
|
||||
play sound "cinematics/first siernan/56-1.wav" for entity siernan
|
||||
print 177 captioned
|
||||
|
||||
animate entity siernan performing action ACTION1_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan performing action ACTION2_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
print 178 captioned
|
||||
|
||||
animate entity siernan performing action ACTION3_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
move entity movecam1 by [50, 0, 20] over 15 seconds
|
||||
|
||||
animate entity siernan performing action ACTION2_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan performing action ACTION1_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan performing action ACTION5_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan performing action ACTION3_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan performing action ACTION2_ANIMATION signaling sig
|
||||
print 179 captioned
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan performing action ACTION1_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan performing action ACTION3_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan performing action ACTION4_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan performing action ACTION5_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan performing action ACTION1_ANIMATION signaling sig
|
||||
print 180 captioned
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan performing action ACTION2_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
use entity camera5
|
||||
|
||||
//camera8, side shot of both charactors (same as camera4)
|
||||
|
||||
use entity camera8
|
||||
|
||||
play sound "cinematics/first siernan/57-2.wav" for entity corvus
|
||||
print 181 captioned
|
||||
|
||||
animate entity siernan performing action IDLE1_ANIMATION
|
||||
|
||||
animate entity corvus performing action ACTION10_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity corvus performing action ACTION6_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity corvus performing action IDLE1_ANIMATION
|
||||
|
||||
play sound "cinematics/first siernan/58-2.wav" for entity siernan
|
||||
print 182 captioned
|
||||
|
||||
animate entity siernan performing action ACTION3_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan performing action ACTION2_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan performing action ACTION4_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan performing action ACTION1_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan performing action ACTION5_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan performing action ACTION2_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
play sound "cinematics/first siernan/59-8.wav" for entity siernan
|
||||
|
||||
animate entity siernan performing action ACTION1_ANIMATION signaling sig
|
||||
print 183 captioned
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan performing action ACTION4_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan performing action ACTION3_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan performing action IDLE1_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
use entity take
|
||||
use entity objective
|
||||
|
||||
disable cinematics
|
||||
|
||||
player1.origin = corvus.origin
|
||||
player1.p_origin = corvus.origin
|
||||
set view angles of entity player1 to corvus.angles
|
||||
|
||||
corvus.modelindex = 0
|
||||
corvus.solid = SOLID_NOT
|
||||
|
||||
use entity camera8
|
||||
|
||||
animate entity siernan performing action WALK1_ANIMATION by turning [90, 0, 0] signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan performing action WALK1_ANIMATION by turning [90, 0, 0] signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan performing action WALK1_ANIMATION by moving [20, 0, 0] signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan performing action WALK1_ANIMATION by turning [-45, 0, 0] signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan performing action WALK1_ANIMATION by moving [20, 0, 0] signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan performing action WALK1_ANIMATION by turning [-90, 0, 0] signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan performing action IDLE1_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
118
Toolkit/Designer/dsexamples/andoria/siernan2.ds
Normal file
118
Toolkit/Designer/dsexamples/andoria/siernan2.ds
Normal file
|
@ -0,0 +1,118 @@
|
|||
// The second time corvus meets siernan.
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/andoria"
|
||||
|
||||
local entity camera1a
|
||||
local entity objective
|
||||
local entity take
|
||||
local entity siernan
|
||||
local entity siernan2
|
||||
local entity corvus2
|
||||
local entity spreader
|
||||
local entity assassin
|
||||
local entity player2
|
||||
|
||||
local int sig
|
||||
|
||||
cache sound "cinematics/second siernan/60-14.wav"
|
||||
cache sound "cinematics/second siernan/61-16.wav"
|
||||
cache sound "cinematics/second siernan/62-14.wav"
|
||||
cache sound "cinematics/second siernan/63-18.wav"
|
||||
|
||||
camera1a = find entity with targetname "camera1a"
|
||||
objective = find entity with targetname "objective4"
|
||||
take = find entity with targetname "take4"
|
||||
siernan = find entity with targetname "siernan"
|
||||
siernan2 = find entity with targetname "siernan2"
|
||||
corvus2 = find entity with targetname "corvus2"
|
||||
player2 = get entity activator
|
||||
|
||||
// bring in the boys
|
||||
|
||||
spreader = spawn entity with fields "classname" = "monster_spreader", "angle" = 225, "origin" = [-2192, -16, -456], "target" = "monsters"
|
||||
|
||||
assassin = spawn entity with fields "classname" = "monster_assassin", "angle" = 180, "origin" = [-2064, -160, -424], "target" = "monsters"
|
||||
|
||||
siernan.modelindex = 0
|
||||
siernan.solid = SOLID_NOT
|
||||
|
||||
siernan2.modelindex = siernan2.count
|
||||
siernan2.solid = SOLID_SOLID
|
||||
|
||||
suspend
|
||||
|
||||
//camera1a, side shot of both charactors. corvus walks into view. kneels etc.
|
||||
|
||||
copy player attributes from entity player2 to entity corvus2
|
||||
corvus2.modelindex = corvus2.count
|
||||
corvus2.solid = SOLID_SOLID
|
||||
corvus2.movetype = 4
|
||||
|
||||
siernan2.movetype = 5
|
||||
|
||||
enable cinematics
|
||||
|
||||
use entity camera1a
|
||||
|
||||
animate entity corvus2 performing action WALK2_ANIMATION by moving [75, 0, 0] signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
play sound "cinematics/second siernan/60-14.wav" for entity corvus2
|
||||
print 189 captioned
|
||||
|
||||
animate entity corvus2 performing action ACTION1_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
play sound "cinematics/second siernan/61-16.wav" for entity siernan2
|
||||
print 190 captioned
|
||||
|
||||
animate entity siernan2 performing action ACTION1_ANIMATION
|
||||
|
||||
animate entity corvus2 performing action ACTION2_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity corvus2 performing action ACTION3_ANIMATION repeating for 10 times signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
play sound "cinematics/second siernan/62-14.wav" for entity corvus2
|
||||
print 191 captioned
|
||||
|
||||
animate entity corvus2 performing action ACTION4_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
|
||||
animate entity corvus2 performing action ACTION3_ANIMATION repeating
|
||||
|
||||
|
||||
play sound "cinematics/second siernan/63-18.wav" for entity siernan2
|
||||
print 192 captioned
|
||||
|
||||
animate entity siernan2 performing action ACTION2_ANIMATION
|
||||
|
||||
wait 1 seconds
|
||||
|
||||
animate entity corvus2 performing action ACTION5_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity corvus2 performing action IDLE1_ANIMATION
|
||||
|
||||
wait 11 seconds
|
||||
|
||||
use entity take
|
||||
use entity objective
|
||||
|
||||
player2.origin = corvus2.origin
|
||||
player2.p_origin = corvus2.origin
|
||||
set view angles of entity player2 to corvus2.angles
|
||||
|
||||
corvus2.modelindex = 0
|
||||
corvus2.solid = SOLID_NOT
|
||||
|
||||
disable cinematics
|
||||
|
||||
use entity camera1a
|
||||
|
||||
//this is where the script stop until corvus combines the earth blood and the crystal and brings the cure back to siernan.
|
||||
|
358
Toolkit/Designer/dsexamples/andoria/siernan3.ds
Normal file
358
Toolkit/Designer/dsexamples/andoria/siernan3.ds
Normal file
|
@ -0,0 +1,358 @@
|
|||
// The third time corvus meets siernan. corvus now has the potion. hopefully.
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/andoria"
|
||||
|
||||
|
||||
local entity camera3a
|
||||
local entity camera4a
|
||||
local entity camera5a
|
||||
local entity camera6a
|
||||
local entity camera7a
|
||||
local entity camera8a
|
||||
local entity camera9a
|
||||
local entity aremac
|
||||
local entity aremac1
|
||||
local entity aremac2
|
||||
local entity funcwall
|
||||
local entity siernan2
|
||||
local entity siernan3
|
||||
local entity nan
|
||||
local entity corvus3
|
||||
local entity player3
|
||||
local entity trian
|
||||
local entity portal
|
||||
local entity trian2
|
||||
local entity target
|
||||
local entity objective
|
||||
local entity take
|
||||
|
||||
local int sig
|
||||
local int sig1
|
||||
|
||||
field vector "movetype"
|
||||
|
||||
cache sound "cinematics/second siernan/64-18.wav"
|
||||
cache sound "cinematics/second siernan/65-18.wav"
|
||||
cache sound "cinematics/second siernan/66-20.wav"
|
||||
cache sound "cinematics/second siernan/67-16.wav"
|
||||
cache sound "cinematics/second siernan/68-23.wav"
|
||||
cache sound "cinematics/second siernan/69-16.wav"
|
||||
cache sound "cinematics/second siernan/70-18.wav"
|
||||
cache sound "cinematics/second siernan/71-21.wav"
|
||||
cache sound "cinematics/second siernan/72-14.wav"
|
||||
cache sound "cinematics/second siernan/73-16.wav"
|
||||
cache sound "cinematics/second siernan/74-21.wav"
|
||||
cache sound "cinematics/second siernan/75-14.wav"
|
||||
|
||||
camera3a = find entity with targetname "camera3a"
|
||||
camera4a = find entity with targetname "camera4a"
|
||||
camera5a = find entity with targetname "camera5a"
|
||||
camera6a = find entity with targetname "camera6a"
|
||||
camera7a = find entity with targetname "camera7a"
|
||||
camera8a = find entity with targetname "camera8a"
|
||||
camera9a = find entity with targetname "camera9a"
|
||||
aremac = find entity with targetname "aremac"
|
||||
aremac1 = find entity with targetname "aremac1"
|
||||
aremac2 = find entity with targetname "aremac2"
|
||||
funcwall = find entity with targetname "funcwall"
|
||||
siernan2 = find entity with targetname "siernan2"
|
||||
siernan3 = find entity with targetname "siernan3"
|
||||
nan = find entity with targetname "nan"
|
||||
corvus3 = find entity with targetname "corvus3"
|
||||
trian = find entity with targetname "trian"
|
||||
portal = find entity with targetname "t130"
|
||||
trian2 = find entity with targetname "trian2"
|
||||
target = find entity with targetname "target"
|
||||
objective = find entity with targetname "objective5"
|
||||
take = find entity with targetname "take5"
|
||||
|
||||
//switching siernans
|
||||
|
||||
use entity funcwall
|
||||
|
||||
wait .1 seconds
|
||||
|
||||
siernan2.modelindex = 0
|
||||
siernan2.solid = SOLID_NOT
|
||||
|
||||
nan.modelindex = nan.count
|
||||
nan.solid = SOLID_SOLID
|
||||
|
||||
suspend
|
||||
|
||||
// here we go
|
||||
|
||||
player3 = get entity activator
|
||||
|
||||
copy player attributes from entity player3 to entity corvus3
|
||||
|
||||
corvus3.modelindex = corvus3.count
|
||||
corvus3.solid = SOLID_SOLID
|
||||
corvus3.movetype = 4
|
||||
|
||||
siernan3.movetype = 5
|
||||
nan.movetype = 5
|
||||
|
||||
enable cinematics
|
||||
|
||||
//camera3a, away looking at both charactors.
|
||||
|
||||
use entity camera3a
|
||||
|
||||
move entity aremac by [50, -25 , 20] over 10 seconds
|
||||
|
||||
wait 1 seconds
|
||||
|
||||
animate entity corvus3 performing action WALK3_ANIMATION by moving [116, 0, 0] signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity corvus3 performing action ACTION18_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity corvus3 performing action IDLE2_ANIMATION repeating for 100 times
|
||||
|
||||
// siernan reaching out
|
||||
|
||||
animate entity nan performing action ACTION13_ANIMATION signaling sig by turning [-35, 0, 0]
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity nan performing action IDLE4_ANIMATION repeating for 100 times
|
||||
|
||||
// corvus pouring the juice in siernan's hands
|
||||
|
||||
animate entity corvus3 performing action ACTION20_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
// siernan takes a sip
|
||||
|
||||
animate entity nan performing action ACTION12_ANIMATION by turning [-55, 0, 0]
|
||||
|
||||
// corvus takes a drink
|
||||
|
||||
animate entity corvus3 performing action ACTION19_ANIMATION
|
||||
|
||||
wait 1 seconds
|
||||
|
||||
use entity camera3a
|
||||
|
||||
//aremac2, close up of siernan.
|
||||
|
||||
use entity aremac2
|
||||
|
||||
wait 1 seconds
|
||||
|
||||
animate entity corvus3 performing action IDLE1_ANIMATION repeating for 100 times
|
||||
|
||||
play sound "cinematics/second siernan/64-18.wav" for entity nan
|
||||
print 194 captioned
|
||||
|
||||
animate entity nan performing action ACTION11_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity nan performing action IDLE1_ANIMATION
|
||||
|
||||
use entity aremac2
|
||||
|
||||
//aremac1, close up of corvus.
|
||||
|
||||
use entity aremac1
|
||||
|
||||
play sound "cinematics/second siernan/65-18.wav" for entity corvus3
|
||||
print 195 captioned
|
||||
|
||||
animate entity corvus3 performing action ACTION17_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
//--------
|
||||
|
||||
nan.modelindex = 0
|
||||
nan.solid = SOLID_NOT
|
||||
|
||||
siernan3.modelindex = siernan3.count
|
||||
siernan3.solid = SOLID_SOLID
|
||||
|
||||
//--------
|
||||
|
||||
animate entity corvus3 performing action IDLE1_ANIMATION
|
||||
|
||||
use entity aremac1
|
||||
|
||||
//camera4a, close up of siernan.
|
||||
|
||||
use entity camera4a
|
||||
|
||||
play sound "cinematics/second siernan/66-20.wav" for entity siernan3
|
||||
print 196 captioned
|
||||
|
||||
animate entity siernan3 performing action ACTION9_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan3 performing action IDLE1_ANIMATION
|
||||
|
||||
use entity camera4a
|
||||
|
||||
//camera5a, behind siernan looking at corvus
|
||||
|
||||
use entity camera5a
|
||||
|
||||
play sound "cinematics/second siernan/67-16.wav" for entity corvus3
|
||||
print 197 captioned
|
||||
|
||||
animate entity corvus3 performing action ACTION14_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity corvus3 performing action IDLE1_ANIMATION
|
||||
|
||||
move entity trian by [75, 0, 30] over 10 seconds
|
||||
|
||||
play sound "cinematics/second siernan/68-23.wav" for entity siernan3
|
||||
print 198 captioned
|
||||
|
||||
animate entity siernan3 performing action ACTION10_ANIMATION signaling sig
|
||||
|
||||
wait 3 seconds
|
||||
|
||||
print 199 captioned
|
||||
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan3 performing action IDLE1_ANIMATION
|
||||
|
||||
use entity camera5a
|
||||
|
||||
//camera6a, long shot so you can see the door open.
|
||||
|
||||
use entity camera6a
|
||||
|
||||
play sound "cinematics/second siernan/69-16.wav" for entity corvus3
|
||||
print 200 captioned
|
||||
|
||||
animate entity corvus3 performing action ACTION16_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity corvus3 performing action IDLE1_ANIMATION
|
||||
|
||||
play sound "cinematics/second siernan/70-18.wav" for entity siernan3
|
||||
print 201 captioned
|
||||
|
||||
use entity portal
|
||||
|
||||
animate entity siernan3 performing action ACTION10_ANIMATION
|
||||
|
||||
// wait 4 seconds
|
||||
|
||||
target.movetype = PHYSICSTYPE_PUSH
|
||||
|
||||
move entity trian2 by [0, 0, 20] over 1 seconds signaling sig
|
||||
move entity target by [0, 0, 50] over 2 seconds signaling sig1
|
||||
wait for all clearing sig, sig1
|
||||
|
||||
move entity trian2 by [-325, -100, 50] over 5 seconds signaling sig
|
||||
move entity target by [-175, -100, 50] over 5 seconds signaling sig1
|
||||
wait for all clearing sig, sig1
|
||||
|
||||
move entity target by [0, -300, 0] over 1 seconds signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
print 202 captioned
|
||||
|
||||
move entity trian2 by [0, -325, 0] over 3 seconds signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
move entity trian2 by [0, -300, 0] over 3 seconds signaling sig
|
||||
move entity target by [-400, -300, 0] over 3 seconds signaling sig1
|
||||
wait for all clearing sig, sig1
|
||||
|
||||
animate entity siernan3 performing action IDLE1_ANIMATION
|
||||
|
||||
move entity target by [-450, 0, 0] over 3 seconds signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
use entity camera6a
|
||||
|
||||
//camera7a, side shot of charactors.
|
||||
|
||||
use entity camera7a
|
||||
|
||||
play sound "cinematics/second siernan/71-21.wav" for entity corvus3
|
||||
print 203 captioned
|
||||
|
||||
animate entity corvus3 performing action ACTION13_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity corvus3 performing action IDLE1_ANIMATION
|
||||
|
||||
play sound "cinematics/second siernan/72-14.wav" for entity siernan3
|
||||
print 204 captioned
|
||||
|
||||
animate entity siernan3 performing action ACTION8_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
play sound "cinematics/second siernan/73-16.wav" for entity siernan3
|
||||
print 205 captioned
|
||||
|
||||
animate entity siernan3 performing action ACTION7_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan3 performing action IDLE1_ANIMATION
|
||||
|
||||
use entity camera7a
|
||||
|
||||
//camera8a, looking over siernan'n shoulder at corvus (something like camera5a)
|
||||
|
||||
use entity camera8a
|
||||
|
||||
play sound "cinematics/second siernan/74-21.wav" for entity corvus3
|
||||
print 206 captioned
|
||||
|
||||
animate entity corvus3 performing action ACTION15_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity corvus3 performing action IDLE1_ANIMATION
|
||||
|
||||
use entity camera8a
|
||||
|
||||
//camera9a, waist up shot of siernan.
|
||||
|
||||
use entity camera9a
|
||||
|
||||
play sound "cinematics/second siernan/75-14.wav" for entity siernan3
|
||||
print 207 captioned
|
||||
|
||||
animate entity siernan3 performing action ACTION6_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity siernan3 performing action IDLE1_ANIMATION
|
||||
|
||||
use entity take
|
||||
use entity objective
|
||||
|
||||
disable cinematics
|
||||
|
||||
player3.origin = corvus3.origin
|
||||
player3.p_origin = corvus3.origin
|
||||
set view angles of entity player3 to corvus3.angles
|
||||
|
||||
corvus3.modelindex = 0
|
||||
corvus3.solid = SOLID_NOT
|
||||
siernan3.solid = SOLID_SOLID
|
||||
|
||||
use entity camera9a
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
28
Toolkit/Designer/dsexamples/andoria/topple.ds
Normal file
28
Toolkit/Designer/dsexamples/andoria/topple.ds
Normal file
|
@ -0,0 +1,28 @@
|
|||
//rubble falling
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "R:base/ds/andoria"
|
||||
|
||||
|
||||
//define variables
|
||||
|
||||
local entity rubble
|
||||
local entity rubble2
|
||||
local int sig
|
||||
|
||||
rubble = find entity with targetname "toppler"
|
||||
rubble2 = find entity with targetname "topl2"
|
||||
|
||||
//pillar falls
|
||||
|
||||
rubble.movetype = PHYSICSTYPE_NOCLIP
|
||||
play sound "doors/objectdrop.wav" for entity rubble
|
||||
rotate entity rubble by [0, 45, -90] at 200 speed
|
||||
wait 0.2 seconds
|
||||
move entity rubble by [0, 0, -120] at 400 speed signaling sig
|
||||
wait 0.2 seconds
|
||||
use entity rubble2
|
||||
wait for all clearing sig
|
||||
rubble.movetype = PHYSICSTYPE_PUSH
|
||||
|
35
Toolkit/Designer/dsexamples/andoria/tportdoors.ds
Normal file
35
Toolkit/Designer/dsexamples/andoria/tportdoors.ds
Normal file
|
@ -0,0 +1,35 @@
|
|||
//teleporter secret doors... ooooooh.
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/andoria"
|
||||
|
||||
//define variables
|
||||
|
||||
local entity door1
|
||||
local entity door2
|
||||
local entity cam
|
||||
local int sig
|
||||
local int sig2
|
||||
|
||||
door1 = find entity with targetname "tportdoor1"
|
||||
door2 = find entity with targetname "tportdoor2"
|
||||
cam = find entity with targetname "tportcam"
|
||||
|
||||
//start script, meng
|
||||
|
||||
use entity cam
|
||||
|
||||
move entity door1 by [0, 0, -24] at 50 speed signaling sig
|
||||
|
||||
move entity door2 by [0, 0, -24] at 50 speed signaling sig2
|
||||
|
||||
wait for all clearing sig, sig2
|
||||
|
||||
move entity door1 by [0, 56, 0] at 50 speed signaling sig
|
||||
|
||||
move entity door2 by [0, -56, 0] at 50 speed signaling sig2
|
||||
|
||||
wait for all clearing sig, sig2
|
||||
|
||||
use entity cam
|
63
Toolkit/Designer/dsexamples/andoria/watrrr.ds
Normal file
63
Toolkit/Designer/dsexamples/andoria/watrrr.ds
Normal file
|
@ -0,0 +1,63 @@
|
|||
//raise water and close doors
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/andoria"
|
||||
|
||||
//define variables
|
||||
|
||||
local entity water
|
||||
local entity door1
|
||||
local entity door2
|
||||
local entity cam
|
||||
|
||||
local int sig1
|
||||
local int sig2
|
||||
local int sig3
|
||||
local int wait4me
|
||||
|
||||
|
||||
water = find entity with targetname "movewater"
|
||||
door1 = find entity with targetname "waterdoor2"
|
||||
door2 = find entity with targetname "waterdoor1"
|
||||
cam = find entity with targetname "watrcammm"
|
||||
|
||||
//start of script
|
||||
|
||||
label start
|
||||
if wait4me != 666
|
||||
wait4me = 666
|
||||
//use entity cam
|
||||
play sound "objects/oilpump.wav" for entity cam on channel 10
|
||||
play sound "doors/stonestart.wav" for entity door1 on channel 10
|
||||
move entity door1 by [0, 0, -272] at 300 speed signaling sig1
|
||||
play sound "doors/stonestart.wav" for entity door2 on channel 10
|
||||
play sound "objects/oilpump.wav" for entity cam on channel 10
|
||||
rotate entity door2 by [-90, 0, 0] at 30 speed signaling sig2
|
||||
wait for all clearing sig1, sig2
|
||||
play sound "doors/stonestop.wav" for entity door1 on channel 10
|
||||
play sound "doors/stonestop.wav" for entity door2 on channel 10
|
||||
play sound "objects/oilpump.wav" for entity cam on channel 10
|
||||
wait .5 seconds
|
||||
//use entity cam
|
||||
// play sound "ambient/river.wav" for entity water on channel 2
|
||||
move entity water by [0, 0, 260] at 20 speed signaling sig3
|
||||
wait for all clearing sig3
|
||||
// play sound "misc/null.wav" for entity water on channel 2
|
||||
wait 20 seconds
|
||||
// play sound "ambient/river.wav" for entity water
|
||||
move entity water by [0, 0, -260] at 20 speed signaling sig3
|
||||
wait for all clearing sig3
|
||||
// play sound "misc/null.wav" for entity water on channel 2
|
||||
wait 3 seconds
|
||||
play sound "doors/stonestart.wav" for entity door1 on channel 10
|
||||
move entity door1 by [0, 0, 272] at 300 speed signaling sig1
|
||||
play sound "doors/stonestart.wav" for entity door2 on channel 10
|
||||
rotate entity door2 by [90, 0, 0] at 30 speed signaling sig2
|
||||
wait for all clearing sig1, sig2
|
||||
play sound "doors/stonestop.wav" for entity door1 on channel 10
|
||||
play sound "doors/stonestop.wav" for entity door2 on channel 10
|
||||
wait4me = 0
|
||||
endif
|
||||
suspend
|
||||
goto start
|
39
Toolkit/Designer/dsexamples/canyon/boom.ds
Normal file
39
Toolkit/Designer/dsexamples/canyon/boom.ds
Normal file
|
@ -0,0 +1,39 @@
|
|||
//Assassin's explosive trap.
|
||||
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "R:/base/ds/canyon"
|
||||
|
||||
//define entity
|
||||
|
||||
local entity flamel
|
||||
local entity rubble
|
||||
local entity activate
|
||||
local entity deactivate
|
||||
local int sig
|
||||
|
||||
|
||||
flamel = find entity with targetname "flamel"
|
||||
rubble = find entity with targetname "rubble"
|
||||
activate = find entity with targetname "activate"
|
||||
deactivate = find entity with targetname "deactivate"
|
||||
|
||||
|
||||
//move fire
|
||||
|
||||
|
||||
flamel.movetype = PHYSICSTYPE_PUSH
|
||||
move entity flamel by [0, 0, -120] at 200 speed signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
use entity rubble
|
||||
|
||||
wait .1 seconds
|
||||
|
||||
use entity activate
|
||||
|
||||
wait .1 seconds
|
||||
|
||||
use entity deactivate
|
||||
|
61
Toolkit/Designer/dsexamples/canyon/drop.ds
Normal file
61
Toolkit/Designer/dsexamples/canyon/drop.ds
Normal file
|
@ -0,0 +1,61 @@
|
|||
//Lever pushes crates out of doorway at bottom of SSDocks tower
|
||||
|
||||
#include "../common/header.ds"
|
||||
output "r:/base/ds/canyon"
|
||||
|
||||
//define variables
|
||||
|
||||
local entity pivot1
|
||||
local entity pivot2
|
||||
local entity break1
|
||||
local entity break2
|
||||
local entity break3
|
||||
local entity drop1
|
||||
local entity drop2
|
||||
local entity drop3
|
||||
|
||||
local int sig1
|
||||
local int sig2
|
||||
|
||||
pivot1 = find entity with targetname "brid1"
|
||||
pivot2 = find entity with targetname "brid2"
|
||||
drop1 = find entity with targetname "brid3"
|
||||
drop2 = find entity with targetname "brid4"
|
||||
drop3 = find entity with targetname "brid5"
|
||||
break1 = find entity with targetname "rope1"
|
||||
break2 = find entity with targetname "rope2"
|
||||
break3 = find entity with targetname "rope3"
|
||||
|
||||
pivot1.movetype = PHYSICSTYPE_NOCLIP
|
||||
pivot2.movetype = PHYSICSTYPE_NOCLIP
|
||||
drop1.movetype = PHYSICSTYPE_NOCLIP
|
||||
drop2.movetype = PHYSICSTYPE_NOCLIP
|
||||
drop3.movetype = PHYSICSTYPE_NOCLIP
|
||||
|
||||
use entity break3
|
||||
wait 0.2 seconds
|
||||
use entity break1
|
||||
use entity break2
|
||||
wait 0.2 seconds
|
||||
move entity drop1 by [-16, 10, -384] at 300 speed
|
||||
drop1.angle_velocity = [0, 200, 100]
|
||||
rotate entity pivot1 by [40, 20, 50] at 400 speed signaling sig1
|
||||
move entity pivot1 by [0, 0, 8] at 300 speed
|
||||
rotate entity pivot2 by [-40, 20, -50] at 300 speed signaling sig2
|
||||
move entity pivot2 by [0, 0, 8] at 300 speed
|
||||
move entity drop2 by [0, 0, -384] at 400 speed
|
||||
rotate entity drop2 by [100, 100, -300] at 300 speed
|
||||
move entity drop3 by [0, 0, -384] at 350 speed
|
||||
rotate entity drop3 by [100, 100, -300] at 200 speed
|
||||
wait 0.8 seconds
|
||||
use entity drop1
|
||||
use entity drop2
|
||||
wait 0.4 seconds
|
||||
use entity drop3
|
||||
//use entity pivot2
|
||||
|
||||
wait for all clearing sig1, sig2
|
||||
pivot1.movetype = PHYSICSTYPE_PUSH
|
||||
pivot2.movetype = PHYSICSTYPE_PUSH
|
||||
|
||||
exit
|
227
Toolkit/Designer/dsexamples/canyon/scout.ds
Normal file
227
Toolkit/Designer/dsexamples/canyon/scout.ds
Normal file
|
@ -0,0 +1,227 @@
|
|||
//Ssithra scout encounter
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/canyon"
|
||||
|
||||
//define variables
|
||||
|
||||
local entity corvus
|
||||
local entity scout
|
||||
local entity cam1
|
||||
local entity cam2
|
||||
local entity cam2t
|
||||
local entity cam2train
|
||||
local entity cam3
|
||||
local entity cam3b
|
||||
local entity cam4
|
||||
local entity cam1b
|
||||
local entity cam4b
|
||||
local entity cam5
|
||||
local entity cam6
|
||||
local entity cam6b
|
||||
local entity objective
|
||||
local int sig
|
||||
local int sig1
|
||||
local int sig2
|
||||
local entity player1
|
||||
|
||||
corvus = find entity with targetname "corvus"
|
||||
scout = find entity with targetname "scout"
|
||||
cam1 = find entity with targetname "c1"
|
||||
cam1b = find entity with targetname "camtrain"
|
||||
cam2 = find entity with targetname "c2"
|
||||
cam2t = find entity with targetname "cam2target"
|
||||
cam2train = find entity with targetname "cam2train"
|
||||
cam3 = find entity with targetname "c3"
|
||||
cam3b = find entity with targetname "t41"
|
||||
cam4 = find entity with targetname "c4"
|
||||
cam4b = find entity with targetname "cam4b"
|
||||
cam5 = find entity with targetname "nothing"
|
||||
cam6 = find entity with targetname "cam6"
|
||||
cam6b = find entity with targetname "cam6b"
|
||||
objective = find entity with targetname "objective5"
|
||||
|
||||
cache sound "cinematics/Scout/76-334.wav"
|
||||
cache sound "cinematics/Scout/77-332.wav"
|
||||
cache sound "cinematics/Scout/78-332.wav"
|
||||
cache sound "cinematics/Scout/79-330.wav"
|
||||
cache sound "cinematics/Scout/80-335.wav"
|
||||
cache sound "cinematics/Scout/81-335.wav"
|
||||
cache sound "cinematics/Scout/82-330.wav"
|
||||
cache sound "cinematics/Scout/83-335.wav"
|
||||
|
||||
player1 = get entity activator // Get player who set off trigger
|
||||
copy player attributes from entity player1 to entity corvus
|
||||
corvus.modelindex = corvus.count // Turn on cinematic corvus
|
||||
corvus.solid = SOLID_SOLID // Make him block
|
||||
|
||||
enable cinematics
|
||||
|
||||
//First camera closing in on both Corvus and Scout
|
||||
|
||||
use entity cam1
|
||||
|
||||
wait 1 seconds
|
||||
|
||||
move entity cam1b by [-16, 80, -24] over 3.5 seconds
|
||||
|
||||
//You are the scout?
|
||||
|
||||
animate entity corvus performing action WALK2_ANIMATION by moving [80, 0, 0] by turning [35, 0, 0] signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity corvus performing action ACTION1_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
print 209 captioned to entity player1
|
||||
play sound "cinematics/Scout/76-334.wav" for entity corvus
|
||||
|
||||
animate entity corvus performing action ACTION2_ANIMATION signaling sig1
|
||||
|
||||
wait .2 seconds
|
||||
|
||||
animate entity scout performing action ACTION1_ANIMATION signaling sig
|
||||
wait for all clearing sig, sig1
|
||||
|
||||
animate entity corvus performing action IDLE2_ANIMATION signaling sig1
|
||||
use entity cam1
|
||||
//Scout, cough, cough... yup. Corvus..."infected?"
|
||||
|
||||
use entity cam2
|
||||
|
||||
cam2t.movetype = PHYSICSTYPE_PUSH
|
||||
move entity cam2t by [16, 8, 0] over 12 seconds
|
||||
move entity cam2train by [16, 8, 16] over 12 seconds
|
||||
|
||||
print 210 captioned to entity player1
|
||||
play sound "cinematics/Scout/77-332.wav" for entity scout
|
||||
|
||||
animate entity scout performing action ACTION2_ANIMATION signaling sig
|
||||
wait for all clearing sig, sig1
|
||||
|
||||
wait 7 seconds
|
||||
|
||||
use entity cam2
|
||||
|
||||
use entity cam3
|
||||
|
||||
print 211 captioned to entity player1
|
||||
play sound "cinematics/Scout/78-332.wav" for entity corvus
|
||||
|
||||
animate entity corvus performing action ACTION3_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity corvus performing action IDLE2_ANIMATION signaling sig
|
||||
|
||||
animate entity scout performing action IDLE2_ANIMATION signaling sig2
|
||||
wait for all clearing sig, sig2
|
||||
|
||||
use entity cam3
|
||||
|
||||
//Action breakdown #1 Scout... they seem immune.
|
||||
|
||||
use entity cam4
|
||||
|
||||
move entity cam4b by [36, 56, 24] over 30 seconds
|
||||
|
||||
print 212 captioned to entity player1
|
||||
play sound "cinematics/Scout/79-330.wav" for entity scout
|
||||
|
||||
animate entity scout performing action ACTION3_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity scout performing action ACTION5_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
print 213 captioned to entity player1
|
||||
animate entity scout performing action ACTION3_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity scout performing action ACTION4_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity scout performing action IDLE3_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
use entity cam4
|
||||
|
||||
//My journey has been for nothing.
|
||||
|
||||
use entity cam5
|
||||
|
||||
print 214 captioned to entity player1
|
||||
play sound "cinematics/Scout/80-335.wav" for entity corvus
|
||||
|
||||
animate entity corvus performing action ACTION4_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity corvus performing action IDLE2_ANIMATION signaling sig
|
||||
//wait for all clearing sig
|
||||
|
||||
use entity cam5
|
||||
|
||||
//Action breakdown #2 No. She may listen.
|
||||
|
||||
use entity cam6
|
||||
|
||||
print 215 captioned to entity player1
|
||||
play sound "cinematics/Scout/81-335.wav" for entity scout
|
||||
|
||||
move entity cam6b by [-84, -170, 32] over 59 seconds
|
||||
|
||||
animate entity scout performing action ACTION6_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity scout performing action ACTION7_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity scout performing action ACTION8_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity scout performing action ACTION10_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
|
||||
//ACTION BREAKDOWN #3
|
||||
|
||||
print 216 captioned to entity player1
|
||||
play sound "cinematics/Scout/82-330.wav" for entity scout
|
||||
|
||||
animate entity scout performing action ACTION7_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity scout performing action ACTION7_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity scout performing action ACTION7_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity scout performing action ACTION9_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
//DEATH OF SCOUT
|
||||
|
||||
play sound "cinematics/Scout/83-335.wav" for entity scout
|
||||
|
||||
animate entity scout performing action DEATH1_ANIMATION signaling sig
|
||||
|
||||
use entity objective
|
||||
|
||||
wait 1 seconds
|
||||
|
||||
animate entity corvus performing action ACTION5_ANIMATION signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
animate entity corvus performing action IDLE1_ANIMATION signaling sig
|
||||
|
||||
wait .5 seconds
|
||||
|
||||
use entity cam6
|
||||
|
||||
disable cinematics
|
||||
|
||||
player1.origin = corvus.origin
|
||||
player1.p_origin = corvus.origin // Put player where Cinematic corvus is set view angles of entity player1 to hero.angles
|
||||
corvus.modelindex = 0
|
||||
corvus.solid = SOLID_NOT
|
47
Toolkit/Designer/dsexamples/canyon/swinger.ds
Normal file
47
Toolkit/Designer/dsexamples/canyon/swinger.ds
Normal file
|
@ -0,0 +1,47 @@
|
|||
//Swinging wood on a broken bridge.
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/canyon"
|
||||
|
||||
parameter entity parm1
|
||||
parameter vector parm2
|
||||
parameter float parm3
|
||||
|
||||
local entity thing
|
||||
local vector distance
|
||||
local vector tvec
|
||||
local float time_var
|
||||
local int sgnl
|
||||
local float ttime
|
||||
local float counter
|
||||
|
||||
thing = parm1
|
||||
distance = parm2
|
||||
time_var = parm3
|
||||
counter = 0
|
||||
|
||||
label begin
|
||||
|
||||
counter += 9
|
||||
ttime = sin counter
|
||||
ttime += 1
|
||||
ttime /= 4
|
||||
ttime += time_var
|
||||
tvec = distance
|
||||
tvec *= -1
|
||||
|
||||
rotate entity thing to tvec over ttime seconds signaling sgnl
|
||||
wait for any clearing sgnl
|
||||
|
||||
counter += 17
|
||||
ttime = sin counter
|
||||
ttime += 1
|
||||
ttime /= 4
|
||||
ttime += time_var
|
||||
tvec = distance
|
||||
|
||||
rotate entity thing to tvec over ttime seconds signaling sgnl
|
||||
wait for any clearing sgnl
|
||||
|
||||
goto begin
|
45
Toolkit/Designer/dsexamples/canyon/swinger2.ds
Normal file
45
Toolkit/Designer/dsexamples/canyon/swinger2.ds
Normal file
|
@ -0,0 +1,45 @@
|
|||
//Swinging wood on a broken bridge
|
||||
|
||||
output "r:/base/ds/canyon"
|
||||
|
||||
parameter entity parm1
|
||||
parameter vector parm2
|
||||
parameter float parm3
|
||||
|
||||
local entity thing
|
||||
local vector distance
|
||||
local vector tvec
|
||||
local float time_var
|
||||
local int sgnl
|
||||
local float ttime
|
||||
local float counter
|
||||
|
||||
thing = parm1
|
||||
distance = parm2
|
||||
time_var = parm3
|
||||
counter = 0
|
||||
|
||||
label begin
|
||||
|
||||
counter += 9
|
||||
ttime = sin counter
|
||||
ttime += 1
|
||||
ttime /= 4
|
||||
ttime += time_var
|
||||
tvec = distance
|
||||
tvec *= -1
|
||||
|
||||
rotate entity thing to tvec over ttime seconds signaling sgnl
|
||||
wait for any clearing sgnl
|
||||
|
||||
counter += 17
|
||||
ttime = sin counter
|
||||
ttime += 1
|
||||
ttime /= 4
|
||||
ttime += time_var
|
||||
tvec = distance
|
||||
|
||||
rotate entity thing to tvec over ttime seconds signaling sgnl
|
||||
wait for any clearing sgnl
|
||||
|
||||
goto begin
|
22
Toolkit/Designer/dsexamples/cloud/beddn.ds
Normal file
22
Toolkit/Designer/dsexamples/cloud/beddn.ds
Normal file
|
@ -0,0 +1,22 @@
|
|||
//bed goes down
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/cloud"
|
||||
|
||||
local entity bed
|
||||
local int sig
|
||||
|
||||
bed = find entity with targetname "bed"
|
||||
|
||||
//label loop
|
||||
|
||||
play sound "doors/gendoorstart.wav" for entity bed on channel 10
|
||||
|
||||
move entity bed by [0, 0, -280] at 75 speed signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
play sound "doors/gendoorstop.wav" for entity bed on channel 10
|
||||
|
||||
//suspend
|
||||
//goto loop
|
32
Toolkit/Designer/dsexamples/cloud/bedtel.ds
Normal file
32
Toolkit/Designer/dsexamples/cloud/bedtel.ds
Normal file
|
@ -0,0 +1,32 @@
|
|||
//teleporter in secret bed room if player is stupid.
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/cloud"
|
||||
|
||||
|
||||
local entity teleporter
|
||||
local entity plat
|
||||
local entity cam
|
||||
local int sig
|
||||
|
||||
teleporter = find entity with targetname "telactivate"
|
||||
plat = find entity with targetname "beddoor"
|
||||
cam = find entity with targetname "bedcam"
|
||||
|
||||
|
||||
|
||||
//move it
|
||||
|
||||
use entity cam
|
||||
|
||||
rotate entity plat by [0, 0, 90] at 75 speed signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
use entity teleporter
|
||||
|
||||
wait 2 seconds
|
||||
|
||||
use entity cam
|
||||
|
||||
exit
|
27
Toolkit/Designer/dsexamples/cloud/bedtel2.ds
Normal file
27
Toolkit/Designer/dsexamples/cloud/bedtel2.ds
Normal file
|
@ -0,0 +1,27 @@
|
|||
//teleporter thing goes back up
|
||||
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/cloud"
|
||||
|
||||
|
||||
local entity teleporter
|
||||
local entity plat
|
||||
|
||||
local int sig
|
||||
|
||||
teleporter = find entity with targetname "telactivate"
|
||||
plat = find entity with targetname "beddoor"
|
||||
|
||||
//move it
|
||||
|
||||
wait 1 seconds
|
||||
|
||||
use entity teleporter
|
||||
|
||||
rotate entity plat by [0, 0, -90] at 75 speed signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
|
||||
exit
|
23
Toolkit/Designer/dsexamples/cloud/bedup.ds
Normal file
23
Toolkit/Designer/dsexamples/cloud/bedup.ds
Normal file
|
@ -0,0 +1,23 @@
|
|||
// Bed goes up
|
||||
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/cloud"
|
||||
|
||||
local entity bed
|
||||
local int sig
|
||||
|
||||
//label loop
|
||||
|
||||
bed = find entity with targetname "bed"
|
||||
|
||||
play sound "doors/gendoorstart.wav" for entity bed on channel 10
|
||||
|
||||
move entity bed by [0, 0, 280] at 75 speed signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
play sound "doors/gendoorstop.wav" for entity bed on channel 10
|
||||
|
||||
//suspend
|
||||
//goto loop
|
186
Toolkit/Designer/dsexamples/cloud/bigdoor.ds
Normal file
186
Toolkit/Designer/dsexamples/cloud/bigdoor.ds
Normal file
|
@ -0,0 +1,186 @@
|
|||
// Big honkin' door!
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/cloud"
|
||||
|
||||
local entity toplf
|
||||
local entity toprt
|
||||
local entity topup
|
||||
local entity topdn
|
||||
local entity midupout
|
||||
local entity midupin
|
||||
local entity middnout
|
||||
local entity middnin
|
||||
local entity botup
|
||||
local entity botdn
|
||||
local entity bar1
|
||||
local entity bar2
|
||||
local entity bar3
|
||||
local entity bar4
|
||||
local entity bar5
|
||||
local entity bar6
|
||||
local entity bar7
|
||||
local entity bar8
|
||||
local entity portal
|
||||
|
||||
local int sig1
|
||||
local int sig2
|
||||
local int sig3
|
||||
local int sig4
|
||||
local int sig5
|
||||
local int sig6
|
||||
local int sig7
|
||||
local int sig8
|
||||
|
||||
toplf = find entity with targetname "toplf"
|
||||
toprt = find entity with targetname "toprt"
|
||||
topup = find entity with targetname "topup"
|
||||
topdn = find entity with targetname "topdn"
|
||||
midupout = find entity with targetname "midupout"
|
||||
midupin = find entity with targetname "midupin"
|
||||
middnout = find entity with targetname "middnout"
|
||||
middnin = find entity with targetname "middnin"
|
||||
botup = find entity with targetname "botup"
|
||||
botdn = find entity with targetname "botdn"
|
||||
bar1 = find entity with targetname "bar1"
|
||||
bar2 = find entity with targetname "bar2"
|
||||
bar3 = find entity with targetname "bar3"
|
||||
bar4 = find entity with targetname "bar4"
|
||||
bar5 = find entity with targetname "bar5"
|
||||
bar6 = find entity with targetname "bar6"
|
||||
bar7 = find entity with targetname "bar7"
|
||||
bar8 = find entity with targetname "bar8"
|
||||
portal = find entity with targetname "portal"
|
||||
|
||||
label weee
|
||||
|
||||
use entity portal
|
||||
|
||||
wait .5 seconds
|
||||
|
||||
play sound "doors/kchunk5.wav" for entity bar1 on channel 10
|
||||
play sound "doors/kchunk5.wav" for entity bar3 on channel 10
|
||||
|
||||
move entity bar1 by [16,0,0] at 50 speed signaling sig1
|
||||
move entity bar2 by [16,0,0] at 50 speed signaling sig2
|
||||
move entity bar3 by [16,0,0] at 50 speed signaling sig3
|
||||
move entity bar4 by [16,0,0] at 50 speed signaling sig4
|
||||
move entity bar5 by [-16,0,0] at 50 speed signaling sig5
|
||||
move entity bar6 by [-16,0,0] at 50 speed signaling sig6
|
||||
move entity bar7 by [-16,0,0] at 50 speed signaling sig7
|
||||
move entity bar8 by [-16,0,0] at 50 speed signaling sig8
|
||||
|
||||
wait for all clearing sig1, sig2, sig3, sig4, sig5, sig6, sig7, sig8
|
||||
|
||||
wait .5 seconds
|
||||
|
||||
play sound "objects/gearsmove.wav" for entity bar1 on channel 10
|
||||
play sound "objects/gearsmove.wav" for entity bar3 on channel 10
|
||||
|
||||
move entity bar1 by [0,160,0] at 50 speed signaling sig1
|
||||
move entity bar2 by [0,-96,0] at 50 speed signaling sig2
|
||||
move entity bar3 by [0,96,0] at 50 speed signaling sig3
|
||||
move entity bar4 by [0,-160,0] at 50 speed signaling sig4
|
||||
move entity bar5 by [0,160,0] at 50 speed signaling sig5
|
||||
move entity bar6 by [0,-96,0] at 50 speed signaling sig6
|
||||
move entity bar7 by [0,96,0] at 50 speed signaling sig7
|
||||
move entity bar8 by [0,-160,0] at 50 speed signaling sig8
|
||||
|
||||
wait for all clearing sig1, sig2, sig3, sig4, sig5, sig6, sig7, sig8
|
||||
|
||||
play sound "doors/thud4.wav" for entity bar1 on channel 10
|
||||
play sound "doors/thud4.wav" for entity bar3 on channel 10
|
||||
|
||||
wait 2 seconds
|
||||
|
||||
move entity botdn by [0,0,-60] at 30 speed
|
||||
move entity botup by [0,0,-60] at 30 speed
|
||||
move entity middnout by [0,-64,0] at 30 speed
|
||||
move entity midupout by [0,64,0] at 30 speed
|
||||
move entity middnin by [0,-120,0] at 60 speed
|
||||
move entity midupin by [0,120,0] at 60 speed
|
||||
move entity topup by [0,112,0] at 40 speed
|
||||
move entity topdn by [0,-112,0] at 40 speed
|
||||
move entity toprt by [0,0,224] at 40 speed
|
||||
move entity toplf by [0,0,224] at 40 speed
|
||||
|
||||
play sound "doors/stonestart.wav" for entity botup on channel 10
|
||||
play sound "doors/stonestart.wav" for entity botdn on channel 10
|
||||
|
||||
wait.5 seconds
|
||||
|
||||
play sound "doors/stoneloop.wav" for entity botup on channel 10
|
||||
play sound "doors/stoneloop.wav" for entity botdn on channel 10
|
||||
|
||||
wait 5 seconds
|
||||
|
||||
play sound "doors/stoneend.wav" for entity botup on channel 10
|
||||
play sound "doors/stoneend.wav" for entity botdn on channel 10
|
||||
|
||||
wait 2 seconds
|
||||
|
||||
move entity botdn by [0,0,60] at 30 speed
|
||||
move entity botup by [0,0,60] at 30 speed
|
||||
move entity middnout by [0,64,0] at 30 speed
|
||||
move entity midupout by [0,-64,0] at 30 speed
|
||||
move entity middnin by [0,120,0] at 60 speed
|
||||
move entity midupin by [0,-120,0] at 60 speed
|
||||
move entity topup by [0,-112,0] at 40 speed
|
||||
move entity topdn by [0,112,0] at 40 speed
|
||||
move entity toprt by [0,0,-224] at 40 speed
|
||||
move entity toplf by [0,0,-224] at 40 speed
|
||||
|
||||
play sound "doors/stonestart.wav" for entity botup on channel 10
|
||||
play sound "doors/stonestart.wav" for entity botdn on channel 10
|
||||
|
||||
wait.5 seconds
|
||||
|
||||
play sound "doors/stoneloop.wav" for entity botup on channel 10
|
||||
play sound "doors/stoneloop.wav" for entity botdn on channel 10
|
||||
|
||||
wait 5 seconds
|
||||
|
||||
play sound "doors/stoneend.wav" for entity botup on channel 10
|
||||
play sound "doors/stoneend.wav" for entity botdn on channel 10
|
||||
|
||||
wait 2 seconds
|
||||
|
||||
play sound "doors/kchunk5.wav" for entity bar1 on channel 10
|
||||
play sound "doors/kchunk5.wav" for entity bar3 on channel 10
|
||||
|
||||
wait .5 seconds
|
||||
|
||||
play sound "objects/gearsmove.wav" for entity bar1 on channel 10
|
||||
play sound "objects/gearsmove.wav" for entity bar3 on channel 10
|
||||
|
||||
move entity bar1 by [0,-160,0] at 50 speed signaling sig1
|
||||
move entity bar2 by [0,96,0] at 50 speed signaling sig2
|
||||
move entity bar3 by [0,-96,0] at 50 speed signaling sig3
|
||||
move entity bar4 by [0,160,0] at 50 speed signaling sig4
|
||||
move entity bar5 by [0,-160,0] at 50 speed signaling sig5
|
||||
move entity bar6 by [0,96,0] at 50 speed signaling sig6
|
||||
move entity bar7 by [0,-96,0] at 50 speed signaling sig7
|
||||
move entity bar8 by [0,160,0] at 50 speed signaling sig8
|
||||
|
||||
wait for all clearing sig1, sig2, sig3, sig4, sig5, sig6, sig7, sig8
|
||||
|
||||
move entity bar1 by [-16,0,0] at 50 speed signaling sig1
|
||||
move entity bar2 by [-16,0,0] at 50 speed signaling sig2
|
||||
move entity bar3 by [-16,0,0] at 50 speed signaling sig3
|
||||
move entity bar4 by [-16,0,0] at 50 speed signaling sig4
|
||||
move entity bar5 by [16,0,0] at 50 speed signaling sig5
|
||||
move entity bar6 by [16,0,0] at 50 speed signaling sig6
|
||||
move entity bar7 by [16,0,0] at 50 speed signaling sig7
|
||||
move entity bar8 by [16,0,0] at 50 speed signaling sig8
|
||||
|
||||
wait for all clearing sig1, sig2, sig3, sig4, sig5, sig6, sig7, sig8
|
||||
|
||||
play sound "doors/thud4.wav" for entity bar1 on channel 10
|
||||
play sound "doors/thud4.wav" for entity bar3 on channel 10
|
||||
|
||||
use entity portal
|
||||
|
||||
suspend
|
||||
|
||||
goto weee
|
122
Toolkit/Designer/dsexamples/cloud/bigdoorclose.ds
Normal file
122
Toolkit/Designer/dsexamples/cloud/bigdoorclose.ds
Normal file
|
@ -0,0 +1,122 @@
|
|||
// Big honkin' door!
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/cloud"
|
||||
|
||||
local entity toplf
|
||||
local entity toprt
|
||||
local entity topup
|
||||
local entity topdn
|
||||
local entity midupout
|
||||
local entity midupin
|
||||
local entity middnout
|
||||
local entity middnin
|
||||
local entity botup
|
||||
local entity botdn
|
||||
local entity bar1
|
||||
local entity bar2
|
||||
local entity bar3
|
||||
local entity bar4
|
||||
local entity bar5
|
||||
local entity bar6
|
||||
local entity bar7
|
||||
local entity bar8
|
||||
local entity portal
|
||||
|
||||
local int sig1
|
||||
local int sig2
|
||||
local int sig3
|
||||
local int sig4
|
||||
local int sig5
|
||||
local int sig6
|
||||
local int sig7
|
||||
local int sig8
|
||||
|
||||
toplf = find entity with targetname "toplf"
|
||||
toprt = find entity with targetname "toprt"
|
||||
topup = find entity with targetname "topup"
|
||||
topdn = find entity with targetname "topdn"
|
||||
midupout = find entity with targetname "midupout"
|
||||
midupin = find entity with targetname "midupin"
|
||||
middnout = find entity with targetname "middnout"
|
||||
middnin = find entity with targetname "middnin"
|
||||
botup = find entity with targetname "botup"
|
||||
botdn = find entity with targetname "botdn"
|
||||
bar1 = find entity with targetname "bar1"
|
||||
bar2 = find entity with targetname "bar2"
|
||||
bar3 = find entity with targetname "bar3"
|
||||
bar4 = find entity with targetname "bar4"
|
||||
bar5 = find entity with targetname "bar5"
|
||||
bar6 = find entity with targetname "bar6"
|
||||
bar7 = find entity with targetname "bar7"
|
||||
bar8 = find entity with targetname "bar8"
|
||||
portal = find entity with targetname "portal"
|
||||
|
||||
label weee
|
||||
|
||||
move entity botdn by [0,0,64] at 30 speed
|
||||
move entity botup by [0,0,64] at 30 speed
|
||||
move entity middnout by [0,64,0] at 30 speed
|
||||
move entity midupout by [0,-64,0] at 30 speed
|
||||
move entity middnin by [0,120,0] at 60 speed
|
||||
move entity midupin by [0,-120,0] at 60 speed
|
||||
move entity topup by [0,-112,0] at 40 speed
|
||||
move entity topdn by [0,112,0] at 40 speed
|
||||
move entity toprt by [0,0,-112] at 40 speed
|
||||
move entity toplf by [0,0,-112] at 40 speed
|
||||
|
||||
play sound "doors/stonestart.wav" for entity botup on channel 10
|
||||
play sound "doors/stonestart.wav" for entity botdn on channel 10
|
||||
|
||||
wait.5 seconds
|
||||
|
||||
play sound "doors/stoneloop.wav" for entity botup on channel 10
|
||||
play sound "doors/stoneloop.wav" for entity botdn on channel 10
|
||||
|
||||
wait 1.5 seconds
|
||||
|
||||
play sound "doors/stoneend.wav" for entity botup on channel 10
|
||||
play sound "doors/stoneend.wav" for entity botdn on channel 10
|
||||
|
||||
wait 2 seconds
|
||||
|
||||
play sound "doors/kchunk5.wav" for entity bar1 on channel 10
|
||||
play sound "doors/kchunk5.wav" for entity bar3 on channel 10
|
||||
|
||||
wait .5 seconds
|
||||
|
||||
play sound "objects/gearsmove.wav" for entity bar1 on channel 10
|
||||
play sound "objects/gearsmove.wav" for entity bar3 on channel 10
|
||||
|
||||
move entity bar1 by [0,-160,0] at 50 speed signaling sig1
|
||||
move entity bar2 by [0,96,0] at 50 speed signaling sig2
|
||||
move entity bar3 by [0,-96,0] at 50 speed signaling sig3
|
||||
move entity bar4 by [0,160,0] at 50 speed signaling sig4
|
||||
move entity bar5 by [0,-160,0] at 50 speed signaling sig5
|
||||
move entity bar6 by [0,96,0] at 50 speed signaling sig6
|
||||
move entity bar7 by [0,-96,0] at 50 speed signaling sig7
|
||||
move entity bar8 by [0,160,0] at 50 speed signaling sig8
|
||||
|
||||
wait for all clearing sig1, sig2, sig3, sig4, sig5, sig6, sig7, sig8
|
||||
|
||||
move entity bar1 by [-16,0,0] at 50 speed signaling sig1
|
||||
move entity bar2 by [-16,0,0] at 50 speed signaling sig2
|
||||
move entity bar3 by [-16,0,0] at 50 speed signaling sig3
|
||||
move entity bar4 by [-16,0,0] at 50 speed signaling sig4
|
||||
move entity bar5 by [16,0,0] at 50 speed signaling sig5
|
||||
move entity bar6 by [16,0,0] at 50 speed signaling sig6
|
||||
move entity bar7 by [16,0,0] at 50 speed signaling sig7
|
||||
move entity bar8 by [16,0,0] at 50 speed signaling sig8
|
||||
|
||||
wait for all clearing sig1, sig2, sig3, sig4, sig5, sig6, sig7, sig8
|
||||
|
||||
play sound "doors/thud4.wav" for entity bar1 on channel 10
|
||||
play sound "doors/thud4.wav" for entity bar3 on channel 10
|
||||
|
||||
use entity portal
|
||||
|
||||
|
||||
suspend
|
||||
|
||||
goto weee
|
132
Toolkit/Designer/dsexamples/cloud/bigdooropen.ds
Normal file
132
Toolkit/Designer/dsexamples/cloud/bigdooropen.ds
Normal file
|
@ -0,0 +1,132 @@
|
|||
// Big honkin' door!
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/cloud"
|
||||
|
||||
local entity toplf
|
||||
local entity toprt
|
||||
local entity topup
|
||||
local entity topdn
|
||||
local entity midupout
|
||||
local entity midupin
|
||||
local entity middnout
|
||||
local entity middnin
|
||||
local entity botup
|
||||
local entity botdn
|
||||
local entity bar1
|
||||
local entity bar2
|
||||
local entity bar3
|
||||
local entity bar4
|
||||
local entity bar5
|
||||
local entity bar6
|
||||
local entity bar7
|
||||
local entity bar8
|
||||
local entity portal
|
||||
local entity doorcam
|
||||
|
||||
local int sig1
|
||||
local int sig2
|
||||
local int sig3
|
||||
local int sig4
|
||||
local int sig5
|
||||
local int sig6
|
||||
local int sig7
|
||||
local int sig8
|
||||
|
||||
toplf = find entity with targetname "toplf"
|
||||
toprt = find entity with targetname "toprt"
|
||||
topup = find entity with targetname "topup"
|
||||
topdn = find entity with targetname "topdn"
|
||||
midupout = find entity with targetname "midupout"
|
||||
midupin = find entity with targetname "midupin"
|
||||
middnout = find entity with targetname "middnout"
|
||||
middnin = find entity with targetname "middnin"
|
||||
botup = find entity with targetname "botup"
|
||||
botdn = find entity with targetname "botdn"
|
||||
bar1 = find entity with targetname "bar1"
|
||||
bar2 = find entity with targetname "bar2"
|
||||
bar3 = find entity with targetname "bar3"
|
||||
bar4 = find entity with targetname "bar4"
|
||||
bar5 = find entity with targetname "bar5"
|
||||
bar6 = find entity with targetname "bar6"
|
||||
bar7 = find entity with targetname "bar7"
|
||||
bar8 = find entity with targetname "bar8"
|
||||
portal = find entity with targetname "portal"
|
||||
doorcam = find entity with targetname "doorcam"
|
||||
label weee
|
||||
|
||||
use entity doorcam
|
||||
|
||||
use entity portal
|
||||
|
||||
wait .5 seconds
|
||||
|
||||
play sound "doors/kchunk5.wav" for entity bar1 on channel 10
|
||||
play sound "doors/kchunk5.wav" for entity bar3 on channel 10
|
||||
|
||||
move entity bar1 by [16,0,0] at 50 speed signaling sig1
|
||||
move entity bar2 by [16,0,0] at 50 speed signaling sig2
|
||||
move entity bar3 by [16,0,0] at 50 speed signaling sig3
|
||||
move entity bar4 by [16,0,0] at 50 speed signaling sig4
|
||||
move entity bar5 by [-16,0,0] at 50 speed signaling sig5
|
||||
move entity bar6 by [-16,0,0] at 50 speed signaling sig6
|
||||
move entity bar7 by [-16,0,0] at 50 speed signaling sig7
|
||||
move entity bar8 by [-16,0,0] at 50 speed signaling sig8
|
||||
|
||||
wait for all clearing sig1, sig2, sig3, sig4, sig5, sig6, sig7, sig8
|
||||
|
||||
wait .5 seconds
|
||||
|
||||
play sound "objects/gearsmove.wav" for entity bar1 on channel 10
|
||||
play sound "objects/gearsmove.wav" for entity bar3 on channel 10
|
||||
|
||||
move entity bar1 by [0,160,0] at 50 speed signaling sig1
|
||||
move entity bar2 by [0,-96,0] at 50 speed signaling sig2
|
||||
move entity bar3 by [0,96,0] at 50 speed signaling sig3
|
||||
move entity bar4 by [0,-160,0] at 50 speed signaling sig4
|
||||
move entity bar5 by [0,160,0] at 50 speed signaling sig5
|
||||
move entity bar6 by [0,-96,0] at 50 speed signaling sig6
|
||||
move entity bar7 by [0,96,0] at 50 speed signaling sig7
|
||||
move entity bar8 by [0,-160,0] at 50 speed signaling sig8
|
||||
|
||||
wait for all clearing sig1, sig2, sig3, sig4, sig5, sig6, sig7, sig8
|
||||
|
||||
play sound "doors/thud4.wav" for entity bar1 on channel 10
|
||||
play sound "doors/thud4.wav" for entity bar3 on channel 10
|
||||
|
||||
wait 2 seconds
|
||||
|
||||
move entity botdn by [0,0,-64] at 30 speed
|
||||
move entity botup by [0,0,-64] at 30 speed
|
||||
move entity middnout by [0,-64,0] at 30 speed
|
||||
move entity midupout by [0,64,0] at 30 speed
|
||||
move entity middnin by [0,-120,0] at 60 speed
|
||||
move entity midupin by [0,120,0] at 60 speed
|
||||
move entity topup by [0,112,0] at 40 speed
|
||||
move entity topdn by [0,-112,0] at 40 speed
|
||||
move entity toprt by [0,0,112] at 40 speed
|
||||
move entity toplf by [0,0,112] at 40 speed
|
||||
|
||||
play sound "doors/stonestart.wav" for entity botup on channel 10
|
||||
play sound "doors/stonestart.wav" for entity botdn on channel 10
|
||||
|
||||
wait.5 seconds
|
||||
|
||||
play sound "doors/stoneloop.wav" for entity botup on channel 10
|
||||
play sound "doors/stoneloop.wav" for entity botdn on channel 10
|
||||
|
||||
wait 1.5 seconds
|
||||
|
||||
play sound "doors/stoneend.wav" for entity botup on channel 10
|
||||
play sound "doors/stoneend.wav" for entity botdn on channel 10
|
||||
|
||||
wait .5 seconds
|
||||
|
||||
use entity doorcam
|
||||
|
||||
exit
|
||||
|
||||
//suspend
|
||||
|
||||
//goto weee
|
28
Toolkit/Designer/dsexamples/cloud/flames.ds
Normal file
28
Toolkit/Designer/dsexamples/cloud/flames.ds
Normal file
|
@ -0,0 +1,28 @@
|
|||
//gaurds die, ogles cheer, flames go out
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/cloud"
|
||||
|
||||
//define variables
|
||||
|
||||
local entity fire
|
||||
local entity fire1
|
||||
local entity hurt
|
||||
local entity light
|
||||
local int sig
|
||||
|
||||
fire = find entity with targetname "fire"
|
||||
fire1 = find entity with targetname "fire1"
|
||||
hurt = find entity with targetname "firedamage"
|
||||
light = find entity with targetname "flamelight"
|
||||
|
||||
//turn stuff off.
|
||||
|
||||
use entity fire
|
||||
use entity fire1
|
||||
|
||||
move entity hurt by [0, 0, -256] over 1 seconds
|
||||
|
||||
move entity light by [0, 0, -256] over 1 seconds signaling sig
|
||||
wait for all clearing sig
|
41
Toolkit/Designer/dsexamples/cloud/labtable.ds
Normal file
41
Toolkit/Designer/dsexamples/cloud/labtable.ds
Normal file
|
@ -0,0 +1,41 @@
|
|||
// The fantabulous rotating lab table!
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/cloud"
|
||||
|
||||
local entity labtable
|
||||
local entity arm
|
||||
local int sig
|
||||
|
||||
labtable = find entity with targetname "t100"
|
||||
arm = find entity with targetname "t200"
|
||||
|
||||
|
||||
label loop
|
||||
|
||||
wait 3 seconds
|
||||
|
||||
labtable.owner = arm
|
||||
labtable.state = 0
|
||||
labtable.distance = 240
|
||||
labtable.start_origin = [0, 0, 240]
|
||||
labtable.movetype = PHYSICSTYPE_SCRIPT_ANGULAR
|
||||
|
||||
play sound "objects/globebottomstart.wav" for entity arm on channel 10
|
||||
rotate entity arm by [0,0,-180] at 30 speed signaling sig
|
||||
wait for all clearing sig
|
||||
play sound "objects/globebottomend.wav" for entity arm on channel 10
|
||||
|
||||
wait 15 seconds
|
||||
|
||||
play sound "objects/globebottomstart.wav" for entity arm on channel 10
|
||||
rotate entity arm by [0,0, 180] at 30 speed signaling sig
|
||||
wait for all clearing sig
|
||||
play sound "objects/globebottomend.wav" for entity arm on channel 10
|
||||
|
||||
suspend
|
||||
goto loop
|
||||
|
||||
|
||||
|
56
Toolkit/Designer/dsexamples/cloud/levers.ds
Normal file
56
Toolkit/Designer/dsexamples/cloud/levers.ds
Normal file
|
@ -0,0 +1,56 @@
|
|||
//Levers come from the walls in the sanctum.
|
||||
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/cloud"
|
||||
|
||||
// define varibles
|
||||
|
||||
local entity leverr
|
||||
local entity leverl
|
||||
local entity leverbaser
|
||||
local entity leverbasel
|
||||
local entity doorr
|
||||
local entity doorl
|
||||
local entity steps
|
||||
local int sig
|
||||
local int sig1
|
||||
local int sig2
|
||||
local int sig3
|
||||
|
||||
leverr = find entity with targetname "leverr"
|
||||
leverl = find entity with targetname "leverl"
|
||||
leverbaser = find entity with targetname "t50"
|
||||
leverbasel = find entity with targetname "t62"
|
||||
doorr = find entity with targetname "r7"
|
||||
doorl = find entity with targetname "d7"
|
||||
steps = find entity with targetname "steps"
|
||||
|
||||
//move it
|
||||
|
||||
play sound "doors/kchunk3.wav" for entity doorl on channel 10
|
||||
move entity doorr by [-16, 0, 0] at 75 speed signaling sig
|
||||
move entity doorl by [-16, 0, 0] at 75 speed signaling sig1
|
||||
wait for all clearing sig, sig1
|
||||
|
||||
wait .5 seconds
|
||||
move entity doorr by [0, 32, 0] at 75 speed signaling sig
|
||||
move entity doorl by [0, -32, 0] at 75 speed signaling sig1
|
||||
wait for all clearing sig, sig1
|
||||
|
||||
play sound "doors/slide2.wav" for entity leverbasel on channel 10
|
||||
leverr.movetype = PHYSICSTYPE_PUSH
|
||||
leverl.movetype = PHYSICSTYPE_PUSH
|
||||
move entity leverr by [104, 0, 0] at 75 speed signaling sig
|
||||
move entity leverl by [104, 0, 0] at 75 speed signaling sig1
|
||||
move entity leverbaser by [104, 0, 0] at 75 speed signaling sig2
|
||||
move entity leverbasel by [104, 0, 0] at 75 speed signaling sig3
|
||||
wait for all clearing sig, sig1, sig2, sig3
|
||||
play sound "doors/thud4.wav" for entity leverbasel on channel 10
|
||||
|
||||
move entity steps by [32, 0, 0] at 75 speed signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
|
||||
|
35
Toolkit/Designer/dsexamples/cloud/lift.ds
Normal file
35
Toolkit/Designer/dsexamples/cloud/lift.ds
Normal file
|
@ -0,0 +1,35 @@
|
|||
//lift in boiler room
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/cloud"
|
||||
|
||||
|
||||
//define variables
|
||||
|
||||
local entity roll
|
||||
local entity lift
|
||||
local int sig
|
||||
local int sig1
|
||||
|
||||
roll = find entity with targetname "roll"
|
||||
lift = find entity with targetname "lift"
|
||||
|
||||
label loop
|
||||
|
||||
//lift goes up
|
||||
|
||||
move entity lift by [0, 0, 576] at 60 speed signaling sig
|
||||
|
||||
rotate entity roll to [-576, 0, 0] at 60 speed signaling sig1
|
||||
wait for all clearing sig, sig1
|
||||
|
||||
wait 2 seconds
|
||||
|
||||
move entity lift by [0, 0, -576] at 80 speed signaling sig
|
||||
|
||||
rotate entity roll to [576, 0, 0] at 80 speed signaling sig1
|
||||
wait for all clearing sig, sig1
|
||||
|
||||
suspend
|
||||
goto loop
|
61
Toolkit/Designer/dsexamples/cloud/monster.ds
Normal file
61
Toolkit/Designer/dsexamples/cloud/monster.ds
Normal file
|
@ -0,0 +1,61 @@
|
|||
// Big Gaurd comes out and whoops ass!
|
||||
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/cloud"
|
||||
|
||||
//varibles
|
||||
|
||||
local entity light
|
||||
local entity chain
|
||||
local entity tablef
|
||||
local entity tableb
|
||||
local entity rubble
|
||||
local entity junk
|
||||
local entity kill
|
||||
local entity kill1
|
||||
local entity throne
|
||||
local int sig
|
||||
local int sig1
|
||||
local int sig2
|
||||
|
||||
light = find entity with targetname "chandelier"
|
||||
chain = find entity with targetname "chain"
|
||||
tablef = find entity with targetname "tablefront"
|
||||
tableb = find entity with targetname "tableback"
|
||||
rubble = find entity with targetname "tablerubble"
|
||||
kill = find entity with targetname "kill"
|
||||
kill1 = find entity with targetname "kill1"
|
||||
throne = find entity with targetname "throne"
|
||||
junk = find entity with targetname "junk"
|
||||
|
||||
|
||||
|
||||
|
||||
// wow
|
||||
|
||||
use entity chain
|
||||
|
||||
light.movetype = PHYSICSTYPE_PUSH
|
||||
move entity light by [0, 0, -336] over .25 seconds signaling sig
|
||||
wait for all clearing sig
|
||||
play sound "monsters/tbeast/slam.wav" for entity rubble
|
||||
use entity rubble
|
||||
use entity junk
|
||||
rotate entity tablef by [0, 0, -15] at 300 speed signaling sig
|
||||
rotate entity tableb by [0, 0, 15] at 300 speed signaling sig1
|
||||
wait for all clearing sig, sig1
|
||||
|
||||
use entity kill
|
||||
use entity kill1
|
||||
use entity throne
|
||||
|
||||
wait 10 seconds
|
||||
|
||||
light.modelindex = 0
|
||||
light.solid = SOLID_NOT
|
||||
|
||||
exit
|
||||
|
||||
|
301
Toolkit/Designer/dsexamples/cloud/morcalavin.ds
Normal file
301
Toolkit/Designer/dsexamples/cloud/morcalavin.ds
Normal file
|
@ -0,0 +1,301 @@
|
|||
// The big boss man
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/cloud"
|
||||
|
||||
local entity barrier
|
||||
|
||||
local entity cam1
|
||||
local entity cam2
|
||||
local entity cam3
|
||||
local entity cam4
|
||||
local entity cam5
|
||||
local entity camone
|
||||
local entity dolly1
|
||||
local entity dolly2
|
||||
local entity dolly3
|
||||
local entity dolly4
|
||||
local entity cam1train
|
||||
local entity cam2train
|
||||
local entity cam3train
|
||||
local entity cam4train
|
||||
local entity boss
|
||||
parameter entity hero
|
||||
local entity player1
|
||||
local entity monster
|
||||
local entity cd
|
||||
local entity close
|
||||
local entity hero
|
||||
local entity doorcam
|
||||
local entity coop
|
||||
|
||||
local entity toplf
|
||||
local entity toprt
|
||||
local entity topup
|
||||
local entity topdn
|
||||
local entity midupout
|
||||
local entity midupin
|
||||
local entity middnout
|
||||
local entity middnin
|
||||
local entity botup
|
||||
local entity botdn
|
||||
local entity bar1
|
||||
local entity bar2
|
||||
local entity bar3
|
||||
local entity bar4
|
||||
local entity bar5
|
||||
local entity bar6
|
||||
local entity bar7
|
||||
local entity bar8
|
||||
local entity portal
|
||||
local entity take
|
||||
|
||||
local int sig
|
||||
local int sig1
|
||||
local int sig2
|
||||
local int sig3
|
||||
local int sig4
|
||||
local int sig5
|
||||
local int sig6
|
||||
local int sig7
|
||||
local int sig8
|
||||
|
||||
|
||||
//hero.yaw_speed = 8
|
||||
|
||||
barrier = find entity with targetname "barrier"
|
||||
|
||||
cam1 = find entity with targetname "shot1"
|
||||
cam1train = find entity with scripttarget "train1"
|
||||
cam2 = find entity with targetname "shot2"
|
||||
cam2train = find entity with scripttarget "train2"
|
||||
cam3 = find entity with targetname "shot3"
|
||||
cam3train = find entity with scripttarget "train3"
|
||||
cam4 = find entity with targetname "shot4"
|
||||
cam4train = find entity with scripttarget "train4"
|
||||
cam5 = find entity with targetname "cam5"
|
||||
camone = find entity with targetname "camone"
|
||||
dolly1 = find entity with scripttarget "pan1"
|
||||
dolly2 = find entity with scripttarget "pan2"
|
||||
dolly3 = find entity with scripttarget "pan3"
|
||||
dolly4 = find entity with scripttarget "pan4"
|
||||
boss = find entity with targetname "boss"
|
||||
monster = find entity with targetname "monster"
|
||||
cd = find entity with targetname "cd"
|
||||
close = find entity with targetname "close"
|
||||
hero = find entity with targetname "hero"
|
||||
doorcam = find entity with targetname "doorcam2"
|
||||
coop = find entity with targetname "telcoop"
|
||||
|
||||
toplf = find entity with targetname "toplf"
|
||||
toprt = find entity with targetname "toprt"
|
||||
topup = find entity with targetname "topup"
|
||||
topdn = find entity with targetname "topdn"
|
||||
midupout = find entity with targetname "midupout"
|
||||
midupin = find entity with targetname "midupin"
|
||||
middnout = find entity with targetname "middnout"
|
||||
middnin = find entity with targetname "middnin"
|
||||
botup = find entity with targetname "botup"
|
||||
botdn = find entity with targetname "botdn"
|
||||
bar1 = find entity with targetname "bar1"
|
||||
bar2 = find entity with targetname "bar2"
|
||||
bar3 = find entity with targetname "bar3"
|
||||
bar4 = find entity with targetname "bar4"
|
||||
bar5 = find entity with targetname "bar5"
|
||||
bar6 = find entity with targetname "bar6"
|
||||
bar7 = find entity with targetname "bar7"
|
||||
bar8 = find entity with targetname "bar8"
|
||||
portal = find entity with targetname "portal"
|
||||
take = find entity with targetname "take"
|
||||
|
||||
//Switching player
|
||||
|
||||
player1 = get entity activator // Get player who set off trigger
|
||||
|
||||
copy player attributes from entity player1 to entity hero
|
||||
hero.modelindex = hero.count // Turn on cinematic corvus
|
||||
hero.solid = SOLID_SOLID // Make him block
|
||||
hero.movetype = PHYSICSTYPE_STEP
|
||||
|
||||
enable cinematics
|
||||
cache sound "cinematics/morcalavin/120-54.wav"
|
||||
cache sound "cinematics/morcalavin/121-60.wav"
|
||||
cache sound "cinematics/morcalavin/122-52.wav"
|
||||
cache sound "cinematics/morcalavin/123-66.wav"
|
||||
cache sound "cinematics/morcalavin/124-52.wav"
|
||||
cache sound "cinematics/morcalavin/125-76.wav"
|
||||
|
||||
// Corvus walks in and door closes.
|
||||
|
||||
use entity doorcam
|
||||
|
||||
animate entity hero performing action WALK2_ANIMATION by moving [302, 0, 0] signaling sig
|
||||
wait for all clearing sig
|
||||
animate entity hero performing action IDLE1_ANIMATION
|
||||
|
||||
wait .5 seconds
|
||||
|
||||
|
||||
move entity botdn by [0,0,64] at 30 speed
|
||||
move entity botup by [0,0,64] at 30 speed
|
||||
move entity middnout by [0,64,0] at 30 speed
|
||||
move entity midupout by [0,-64,0] at 30 speed
|
||||
move entity middnin by [0,120,0] at 60 speed
|
||||
move entity midupin by [0,-120,0] at 60 speed
|
||||
move entity topup by [0,-112,0] at 40 speed
|
||||
move entity topdn by [0,112,0] at 40 speed
|
||||
move entity toprt by [0,0,-112] at 40 speed
|
||||
move entity toplf by [0,0,-112] at 40 speed
|
||||
|
||||
play sound "doors/stonestart.wav" for entity botup on channel 10
|
||||
play sound "doors/stonestart.wav" for entity botdn on channel 10
|
||||
|
||||
wait.5 seconds
|
||||
|
||||
play sound "doors/stoneloop.wav" for entity botup on channel 10
|
||||
play sound "doors/stoneloop.wav" for entity botdn on channel 10
|
||||
|
||||
wait 1.5 seconds
|
||||
|
||||
play sound "doors/stoneend.wav" for entity botup on channel 10
|
||||
play sound "doors/stoneend.wav" for entity botdn on channel 10
|
||||
|
||||
wait 2 seconds
|
||||
|
||||
play sound "doors/kchunk5.wav" for entity bar1 on channel 10
|
||||
play sound "doors/kchunk5.wav" for entity bar3 on channel 10
|
||||
|
||||
wait .5 seconds
|
||||
|
||||
play sound "objects/gearsmove.wav" for entity bar1 on channel 10
|
||||
play sound "objects/gearsmove.wav" for entity bar3 on channel 10
|
||||
|
||||
move entity bar1 by [0,-160,0] at 50 speed signaling sig1
|
||||
move entity bar2 by [0,96,0] at 50 speed signaling sig2
|
||||
move entity bar3 by [0,-96,0] at 50 speed signaling sig3
|
||||
move entity bar4 by [0,160,0] at 50 speed signaling sig4
|
||||
move entity bar5 by [0,-160,0] at 50 speed signaling sig5
|
||||
move entity bar6 by [0,96,0] at 50 speed signaling sig6
|
||||
move entity bar7 by [0,-96,0] at 50 speed signaling sig7
|
||||
move entity bar8 by [0,160,0] at 50 speed signaling sig8
|
||||
|
||||
wait for all clearing sig1, sig2, sig3, sig4, sig5, sig6, sig7, sig8
|
||||
|
||||
move entity bar1 by [-16,0,0] at 50 speed signaling sig1
|
||||
move entity bar2 by [-16,0,0] at 50 speed signaling sig2
|
||||
move entity bar3 by [-16,0,0] at 50 speed signaling sig3
|
||||
move entity bar4 by [-16,0,0] at 50 speed signaling sig4
|
||||
move entity bar5 by [16,0,0] at 50 speed signaling sig5
|
||||
move entity bar6 by [16,0,0] at 50 speed signaling sig6
|
||||
move entity bar7 by [16,0,0] at 50 speed signaling sig7
|
||||
move entity bar8 by [16,0,0] at 50 speed signaling sig8
|
||||
|
||||
wait for all clearing sig1, sig2, sig3, sig4, sig5, sig6, sig7, sig8
|
||||
|
||||
play sound "doors/thud4.wav" for entity bar1 on channel 10
|
||||
play sound "doors/thud4.wav" for entity bar3 on channel 10
|
||||
|
||||
use entity portal
|
||||
|
||||
wait 1.5 seconds
|
||||
|
||||
use entity doorcam
|
||||
|
||||
// Establishing shot
|
||||
|
||||
use entity camone
|
||||
|
||||
animate entity hero performing action WALK2_ANIMATION by moving [370, 0, 0] signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
use entity camone
|
||||
|
||||
// Morcalavin speaks
|
||||
|
||||
use entity cam1
|
||||
|
||||
print 263 captioned
|
||||
play sound "cinematics/morcalavin/120-54.wav" for entity boss
|
||||
move entity cam1train by [96, 16, 0] over 28 seconds
|
||||
animate entity boss performing action ACTION1_ANIMATION signaling sig
|
||||
animate entity hero performing action IDLE2_ANIMATION signaling sig1
|
||||
wait 10 seconds
|
||||
print 264 captioned
|
||||
wait for all clearing sig, sig1
|
||||
// wait .5 seconds
|
||||
use entity cam1
|
||||
|
||||
|
||||
// Corvus replies
|
||||
|
||||
use entity cam2
|
||||
|
||||
print 265 captioned
|
||||
play sound "cinematics/morcalavin/121-60.wav" for entity hero
|
||||
animate entity hero performing action ACTION1_ANIMATION signaling sig
|
||||
animate entity boss performing action IDLE2_ANIMATION signaling sig1
|
||||
wait for all clearing sig, sig1
|
||||
// wait .5 seconds
|
||||
use entity cam2
|
||||
|
||||
// Morcalavin is sarcastic
|
||||
|
||||
use entity cam3
|
||||
|
||||
print 266 captioned
|
||||
play sound "cinematics/morcalavin/122-52.wav" for entity boss
|
||||
animate entity boss performing action ACTION2_ANIMATION signaling sig
|
||||
animate entity hero performing action IDLE2_ANIMATION signaling sig1
|
||||
wait for all clearing sig, sig1
|
||||
wait .2 seconds
|
||||
use entity cam3
|
||||
|
||||
// They banter back and forth
|
||||
|
||||
use entity cam4
|
||||
|
||||
print 267 captioned
|
||||
play sound "cinematics/morcalavin/123-66.wav" for entity hero
|
||||
animate entity hero performing action ACTION2_ANIMATION signaling sig
|
||||
animate entity boss performing action IDLE3_ANIMATION signaling sig1
|
||||
wait for all clearing sig, sig1
|
||||
|
||||
print 268 captioned
|
||||
play sound "cinematics/morcalavin/124-52.wav" for entity boss
|
||||
animate entity boss performing action ACTION3_ANIMATION signaling sig
|
||||
animate entity hero performing action IDLE3_ANIMATION signaling sig1
|
||||
wait for all clearing sig, sig1
|
||||
use entity cam4
|
||||
|
||||
use entity cam5
|
||||
print 269 captioned
|
||||
play sound "cinematics/morcalavin/125-76.wav" for entity hero
|
||||
animate entity hero performing action ACTION3_ANIMATION signaling sig
|
||||
animate entity boss performing action IDLE4_ANIMATION signaling sig1
|
||||
wait for all clearing sig, sig1
|
||||
use entity cam5
|
||||
|
||||
//Switching back
|
||||
|
||||
player1.origin = hero.origin // Put player where Cinematic corvus is
|
||||
player1.p_origin = hero.origin // Put player where Cinematic corvus is set view angles of entity player1 to hero.angles
|
||||
hero.modelindex = 0 // Turn off the cinematic corvus model
|
||||
hero.solid = SOLID_NOT // Make him not solid
|
||||
|
||||
//Switching Morcalavin
|
||||
|
||||
monster.origin = boss.origin // Put Monster where Morcalavin is
|
||||
monster.angles = boss.angles // Make Monster angles like Morcalavin
|
||||
boss.modelindex = 0 // Turn off the cinematic Morcalavin model
|
||||
boss.solid = SOLID_NOT // Make him not solid
|
||||
|
||||
disable cinematics
|
||||
|
||||
use entity take
|
||||
|
||||
use entity coop
|
||||
|
||||
use entity barrier
|
||||
|
||||
use entity cd
|
55
Toolkit/Designer/dsexamples/cloud/newarm.ds
Normal file
55
Toolkit/Designer/dsexamples/cloud/newarm.ds
Normal file
|
@ -0,0 +1,55 @@
|
|||
// The fantabulous rotating lab table!
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/cloud"
|
||||
|
||||
local entity table
|
||||
local entity kill
|
||||
local entity light
|
||||
local entity flame
|
||||
local entity flame1
|
||||
local entity lever
|
||||
|
||||
local int sig
|
||||
local int sig1
|
||||
|
||||
lever = find entity with targetname "lablever"
|
||||
table = find entity with targetname "newtable"
|
||||
kill = find entity with targetname "kill"
|
||||
light = find entity with targetname "strike"
|
||||
flame = find entity with targetname "burn"
|
||||
flame = find entity with targetname "burn1"
|
||||
|
||||
//CRANK IT UP!!!!
|
||||
|
||||
//use entity light
|
||||
//play sound "Weapons/lightning.wav" for entity lever
|
||||
|
||||
//wait .25 seconds
|
||||
|
||||
//use entity kill
|
||||
|
||||
suspend
|
||||
|
||||
label loop
|
||||
|
||||
play sound "doors/elevatorstop.wav" for entity table on channel 10
|
||||
wait 1 seconds
|
||||
move entity table by [0, 0, 440] at 60 speed signaling sig
|
||||
play sound "objects/hugewheel.wav" for entity table on channel 10
|
||||
wait for all clearing sig
|
||||
play sound "objects/piston.wav" for entity table on channel 10
|
||||
|
||||
wait 5 seconds
|
||||
|
||||
play sound "doors/elevatorstop.wav" for entity table on channel 10
|
||||
wait 1 seconds
|
||||
move entity table by [0, 0, -440] at 60 speed signaling sig
|
||||
play sound "objects/hugewheel.wav" for entity table on channel 10
|
||||
wait for all clearing sig
|
||||
play sound "objects/piston.wav" for entity table on channel 10
|
||||
|
||||
wait 5 seconds
|
||||
|
||||
goto loop
|
40
Toolkit/Designer/dsexamples/cloud/ogle.ds
Normal file
40
Toolkit/Designer/dsexamples/cloud/ogle.ds
Normal file
|
@ -0,0 +1,40 @@
|
|||
// ogles pushing a wheel
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/cloud"
|
||||
|
||||
local entity ogle1
|
||||
local entity ogle2
|
||||
local entity wheel
|
||||
local int sig
|
||||
|
||||
ogle1 = find entity with targetname "ogle1"
|
||||
ogle2 = find entity with targetname "ogle2"
|
||||
wheel = find entity with targetname "t289"
|
||||
|
||||
|
||||
ogle1.owner = wheel
|
||||
ogle1.distance = 155
|
||||
ogle1.start_origin = wheel.origin - [0, 0, 184]
|
||||
ogle1.start_angles = [0, 160, 0]
|
||||
ogle1.movetype = PHYSICSTYPE_SCRIPT_ANGULAR
|
||||
ogle1.state = 3
|
||||
|
||||
ogle2.owner = wheel
|
||||
ogle2.distance = 155
|
||||
ogle2.start_origin = wheel.origin - [0, 0, 184]
|
||||
ogle2.start_angles = [0, 300, 0]
|
||||
ogle2.movetype = PHYSICSTYPE_SCRIPT_ANGULAR
|
||||
ogle2.state = 3
|
||||
|
||||
label loop
|
||||
|
||||
rotate entity wheel by [0,-360,0] at 10 speed signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
|
||||
goto loop
|
||||
|
||||
|
||||
|
26
Toolkit/Designer/dsexamples/cloud/secretdoor.ds
Normal file
26
Toolkit/Designer/dsexamples/cloud/secretdoor.ds
Normal file
|
@ -0,0 +1,26 @@
|
|||
//secret door in the labs
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/cloud"
|
||||
|
||||
//define varibales
|
||||
|
||||
local entity sdoor
|
||||
local int sig
|
||||
|
||||
sdoor = find entity with targetname "secretdoor"
|
||||
|
||||
play sound "doors/thud4.wav" for entity sdoor
|
||||
|
||||
move entity sdoor by [-16, 0, 0] at 50 speed signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
play sound "doors/metal1.wav" for entity sdoor
|
||||
|
||||
move entity sdoor by [0, 192, 0] over 2 seconds signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
wait .5 seconds
|
||||
|
||||
play sound "doors/kchunk6.wav" for entity sdoor
|
22
Toolkit/Designer/dsexamples/cloud/secretdoor1.ds
Normal file
22
Toolkit/Designer/dsexamples/cloud/secretdoor1.ds
Normal file
|
@ -0,0 +1,22 @@
|
|||
// secret door moves back
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/cloud"
|
||||
|
||||
//define varibales
|
||||
|
||||
local entity sdoor
|
||||
local int sig
|
||||
|
||||
sdoor = find entity with targetname "secretdoor"
|
||||
|
||||
play sound "doors/metal1.wav" for entity sdoor
|
||||
|
||||
move entity sdoor by [0, -192, 0] over 2 seconds signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
play sound "doors/thud3.wav" for entity sdoor
|
||||
|
||||
move entity sdoor by [16, 0, 0] at 50 speed signaling sig
|
||||
wait for all clearing sig
|
86
Toolkit/Designer/dsexamples/cloud/sixtomesdone.ds
Normal file
86
Toolkit/Designer/dsexamples/cloud/sixtomesdone.ds
Normal file
|
@ -0,0 +1,86 @@
|
|||
// After all 6 tomes are turned off.
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/cloud"
|
||||
|
||||
local entity tome
|
||||
local entity camera1
|
||||
local entity target1
|
||||
local entity hero
|
||||
local entity player1
|
||||
local entity puzztome
|
||||
local vector holdpos
|
||||
local entity miss
|
||||
local entity take
|
||||
|
||||
local int sig
|
||||
local int sig1
|
||||
local int sig2
|
||||
local int holdindex
|
||||
local vector holdangles
|
||||
|
||||
tome = find entity with targetname "tome"
|
||||
camera1 = find entity with targetname "cam1"
|
||||
target1 = find entity with scripttarget "target1"
|
||||
hero = find entity with targetname "hero"
|
||||
puzztome = find entity with targetname "puzztome"
|
||||
miss = find entity with targetname "miss"
|
||||
take = find entity with targetname "take"
|
||||
player1 = get entity activator
|
||||
//Switching player
|
||||
|
||||
|
||||
|
||||
copy player attributes from entity player1 to entity hero
|
||||
hero.origin = player1.origin
|
||||
hero.angles = player1.angles
|
||||
hero.modelindex = hero.count // Turn on cinematic corvus
|
||||
hero.solid = SOLID_SOLID // Make him block
|
||||
hero.movetype = PHYSICSTYPE_STEP
|
||||
|
||||
camera1.origin = player1.origin + [8, 72, 16]
|
||||
target1.origin = player1.origin + [0, -16, 0]
|
||||
tome.origin = player1.origin + [24, 32, 0]
|
||||
tome.angles = hero.angles + [0, 180, 0]
|
||||
holdangles = tome.angles
|
||||
tome.ideal_yaw = holdangles.y
|
||||
tome.solid = SOLID_SOLID
|
||||
tome.modelindex = tome.count
|
||||
enable cinematics
|
||||
use entity camera1
|
||||
wait 1 seconds
|
||||
|
||||
animate entity tome performing action IDLE1_ANIMATION repeating for 5 times
|
||||
animate entity hero performing action PIVOTLEFT_ANIMATION by turning [60, 0, 0]
|
||||
|
||||
print 75 captioned
|
||||
play sound "tome/place_tome.wav" for entity tome
|
||||
wait 16 seconds
|
||||
use entity camera1
|
||||
|
||||
//Switching back
|
||||
disable cinematics
|
||||
player1.origin = hero.origin // Put player where Cinematic corvus is
|
||||
player1.p_origin = hero.origin // Put player where Cinematic corvus is
|
||||
set view angles of entity player1 to hero.angles
|
||||
hero.modelindex = 0 // Turn off the cinematic corvus model
|
||||
hero.solid = SOLID_NOT // Make him not solid
|
||||
holdpos = tome.origin + [0, 0, 8]
|
||||
tome.modelindex = 0
|
||||
tome.solid = SOLID_NOT
|
||||
|
||||
target1.movetype = PHYSICSTYPE_NOCLIP
|
||||
//holdpos = player1.origin + [24, 32, 8]
|
||||
|
||||
//puzztome = spawn entity with fields "classname" = "item_puzzle_tome", "origin" = holdpos
|
||||
puzztome.origin = player1.origin + [0, 0, 8]
|
||||
use entity puzztome
|
||||
|
||||
use entity take
|
||||
wait .1 seconds
|
||||
use entity miss
|
||||
wait .5 seconds
|
||||
|
||||
exit
|
||||
|
65
Toolkit/Designer/dsexamples/cloud/stairs.ds
Normal file
65
Toolkit/Designer/dsexamples/cloud/stairs.ds
Normal file
|
@ -0,0 +1,65 @@
|
|||
// stairs go down to secret room
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/cloud"
|
||||
|
||||
|
||||
//define variables
|
||||
|
||||
local entity step1
|
||||
local entity step2
|
||||
local entity step3
|
||||
local entity step4
|
||||
local entity step5
|
||||
local entity step6
|
||||
local entity step7
|
||||
local entity step8
|
||||
local entity panelr
|
||||
local entity panell
|
||||
|
||||
local int sig1
|
||||
local int sig2
|
||||
local int sig3
|
||||
local int sig4
|
||||
local int sig5
|
||||
local int sig6
|
||||
local int sig7
|
||||
local int sig8
|
||||
|
||||
step1 = find entity with targetname "s1"
|
||||
step2 = find entity with targetname "s2"
|
||||
step3 = find entity with targetname "s3"
|
||||
step4 = find entity with targetname "s4"
|
||||
step5 = find entity with targetname "s5"
|
||||
step6 = find entity with targetname "s6"
|
||||
step7 = find entity with targetname "s7"
|
||||
step8 = find entity with targetname "s8"
|
||||
panelr = find entity with targetname "pr"
|
||||
panell = find entity with targetname "pl"
|
||||
|
||||
|
||||
// move stuff
|
||||
|
||||
label loop
|
||||
|
||||
move entity step1 by [0, 0, -16] at 50 speed signaling sig1
|
||||
move entity step2 by [0, 0, -32] at 55 speed signaling sig2
|
||||
move entity step3 by [0, 0, -48] at 60 speed signaling sig3
|
||||
move entity step4 by [0, 0, -64] at 65 speed signaling sig4
|
||||
move entity step5 by [0, 0, -80] at 70 speed signaling sig5
|
||||
move entity step6 by [0, 0, -96] at 75 speed signaling sig6
|
||||
move entity step7 by [0, 0, -112] at 80 speed signaling sig7
|
||||
move entity step8 by [0, 0, -128] at 85 speed signaling sig8
|
||||
wait for all clearing sig1, sig2, sig3, sig4, sig5, sig6, sig7, sig8
|
||||
|
||||
|
||||
play sound "doors/kchunk7.wav" for entity panelr on channel 10
|
||||
move entity panelr by [56, 0, 0] at 50 speed signaling sig1
|
||||
move entity panell by [-56, 0, 0] at 50 speed signaling sig2
|
||||
wait for all clearing sig1, sig2
|
||||
play sound "doors/kchunk6.wav" for entity panelr on channel 10
|
||||
|
||||
|
||||
suspend
|
||||
goto loop
|
66
Toolkit/Designer/dsexamples/cloud/stairsdn.ds
Normal file
66
Toolkit/Designer/dsexamples/cloud/stairsdn.ds
Normal file
|
@ -0,0 +1,66 @@
|
|||
// stairs go down to secret room
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/cloud"
|
||||
|
||||
|
||||
//define variables
|
||||
|
||||
local entity step1
|
||||
local entity step2
|
||||
local entity step3
|
||||
local entity step4
|
||||
local entity step5
|
||||
local entity step6
|
||||
local entity step7
|
||||
local entity step8
|
||||
local entity panelr
|
||||
local entity panell
|
||||
|
||||
local int sig1
|
||||
local int sig2
|
||||
local int sig3
|
||||
local int sig4
|
||||
local int sig5
|
||||
local int sig6
|
||||
local int sig7
|
||||
local int sig8
|
||||
|
||||
step1 = find entity with targetname "s1"
|
||||
step2 = find entity with targetname "s2"
|
||||
step3 = find entity with targetname "s3"
|
||||
step4 = find entity with targetname "s4"
|
||||
step5 = find entity with targetname "s5"
|
||||
step6 = find entity with targetname "s6"
|
||||
step7 = find entity with targetname "s7"
|
||||
step8 = find entity with targetname "s8"
|
||||
panelr = find entity with targetname "pr"
|
||||
panell = find entity with targetname "pl"
|
||||
|
||||
|
||||
// move stuff
|
||||
|
||||
label loop
|
||||
|
||||
|
||||
play sound "doors/kchunk6.wav" for entity panelr on channel 10
|
||||
move entity panelr by [-56, 0, 0] at 50 speed signaling sig1
|
||||
move entity panell by [56, 0, 0] at 50 speed signaling sig2
|
||||
wait for all clearing sig1, sig2
|
||||
play sound "doors/kchunk7.wav" for entity panelr on channel 10
|
||||
|
||||
move entity step8 by [0, 0, 128] at 50 speed signaling sig8
|
||||
move entity step7 by [0, 0, 112] at 45 speed signaling sig7
|
||||
move entity step6 by [0, 0, 96] at 40 speed signaling sig6
|
||||
move entity step5 by [0, 0, 80] at 35 speed signaling sig5
|
||||
move entity step4 by [0, 0, 64] at 30 speed signaling sig4
|
||||
move entity step3 by [0, 0, 48] at 25 speed signaling sig3
|
||||
move entity step2 by [0, 0, 32] at 20 speed signaling sig2
|
||||
move entity step1 by [0, 0, 16] at 15 speed signaling sig1
|
||||
wait for all clearing sig8, sig7, sig6, sig5, sig4, sig3, sig2, sig1
|
||||
|
||||
|
||||
suspend
|
||||
goto loop
|
||||
|
60
Toolkit/Designer/dsexamples/cloud/tankdoor.ds
Normal file
60
Toolkit/Designer/dsexamples/cloud/tankdoor.ds
Normal file
|
@ -0,0 +1,60 @@
|
|||
// biotank secret room
|
||||
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/cloud"
|
||||
|
||||
// define varibles
|
||||
|
||||
local entity doorr
|
||||
local entity doorl
|
||||
local entity floor
|
||||
local entity cover
|
||||
|
||||
local entity cam
|
||||
local entity portal
|
||||
local entity light
|
||||
local entity lablight
|
||||
local int sig
|
||||
local int sig1
|
||||
local int sig2
|
||||
|
||||
doorr = find entity with targetname "biodoor1"
|
||||
doorl = find entity with targetname "biodoor"
|
||||
floor = find entity with targetname "tankdoor1"
|
||||
cover = find entity with targetname "tankdoor2"
|
||||
|
||||
light = find entity with targetname "biolight"
|
||||
lablight = find entity with targetname "biolight2"
|
||||
cam = find entity with targetname "tankcam"
|
||||
portal = find entity with targetname "portal"
|
||||
|
||||
// wow
|
||||
|
||||
label loop
|
||||
|
||||
use entity cam
|
||||
|
||||
light.movetype = PHYSICSTYPE_NOCLIP
|
||||
play sound "doors/kchunk7.wav" for entity floor
|
||||
move entity floor by [0, 0, -154] over 2 seconds signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
play sound "doors/kchunk6.wav" for entity doorr
|
||||
move entity doorr by [72, 0, 0] over 1 seconds signaling sig
|
||||
move entity doorl by [-72, 0, 0] over 1 seconds signaling sig1
|
||||
wait for all clearing sig, sig1
|
||||
|
||||
use entity lablight
|
||||
|
||||
play sound "doors/kchunk5.wav" for entity cover
|
||||
move entity cover by [0, 56, 0] over 1 seconds signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
wait .5 seconds
|
||||
|
||||
use entity cam
|
||||
|
||||
suspend
|
||||
goto loop
|
59
Toolkit/Designer/dsexamples/cloud/tankdoor1.ds
Normal file
59
Toolkit/Designer/dsexamples/cloud/tankdoor1.ds
Normal file
|
@ -0,0 +1,59 @@
|
|||
// biotank secret room
|
||||
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/cloud"
|
||||
|
||||
// define varibles
|
||||
|
||||
local entity doorr
|
||||
local entity doorl
|
||||
local entity floor
|
||||
local entity cover
|
||||
|
||||
local entity cam1
|
||||
local entity portal
|
||||
local entity light
|
||||
local entity lablight
|
||||
local int sig
|
||||
local int sig1
|
||||
local int sig2
|
||||
|
||||
doorr = find entity with targetname "biodoor1"
|
||||
doorl = find entity with targetname "biodoor"
|
||||
floor = find entity with targetname "tankdoor1"
|
||||
cover = find entity with targetname "tankdoor2"
|
||||
|
||||
light = find entity with targetname "biolight"
|
||||
lablight = find entity with targetname "biolight2"
|
||||
cam1 = find entity with targetname "tankcam1"
|
||||
portal = find entity with targetname "portal"
|
||||
|
||||
// wow
|
||||
|
||||
label loop
|
||||
|
||||
use entity cam1
|
||||
|
||||
play sound "doors/kchunk5.wav" for entity cover
|
||||
move entity cover by [0, -56, 0] over 1 seconds signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
use entity lablight
|
||||
|
||||
play sound "doors/kchunk6.wav" for entity doorr
|
||||
move entity doorr by [-72, 0, 0] over 1 seconds signaling sig
|
||||
move entity doorl by [72, 0, 0] over 1 seconds signaling sig1
|
||||
wait for all clearing sig, sig1
|
||||
|
||||
play sound "doors/kchunk7.wav" for entity floor
|
||||
move entity floor by [0, 0, 154] over 2 seconds signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
wait .5 seconds
|
||||
|
||||
use entity cam1
|
||||
|
||||
suspend
|
||||
goto loop
|
36
Toolkit/Designer/dsexamples/cloud/tomecam.ds
Normal file
36
Toolkit/Designer/dsexamples/cloud/tomecam.ds
Normal file
|
@ -0,0 +1,36 @@
|
|||
// Pivoting cam to run while sister_tome plays
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/cloud"
|
||||
|
||||
local entity cam
|
||||
local entity ctr
|
||||
local entity mess
|
||||
local entity give
|
||||
|
||||
local int sig
|
||||
|
||||
cam = find entity with targetname "rotcam"
|
||||
ctr = find entity with scripttarget "camtrain"
|
||||
mess = find entity with targetname "mess"
|
||||
give = find entity with targetname "mission"
|
||||
|
||||
//start action!
|
||||
|
||||
|
||||
enable cinematics
|
||||
|
||||
use entity cam
|
||||
|
||||
wait 1 seconds
|
||||
|
||||
print 72 captioned
|
||||
move entity ctr by [-256, -256, 0] over 20 seconds signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
use entity cam
|
||||
|
||||
use entity give
|
||||
|
||||
disable cinematics
|
20
Toolkit/Designer/dsexamples/cloud/tomecount.ds
Normal file
20
Toolkit/Designer/dsexamples/cloud/tomecount.ds
Normal file
|
@ -0,0 +1,20 @@
|
|||
// Pivoting cam to run while sister_tome plays
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/cloud"
|
||||
|
||||
global int countem
|
||||
|
||||
label countloop
|
||||
countem += 1
|
||||
|
||||
if countem = 6
|
||||
wait 12 seconds
|
||||
print 75
|
||||
wait 16 seconds
|
||||
exit
|
||||
endif
|
||||
suspend
|
||||
|
||||
goto countloop
|
82
Toolkit/Designer/dsexamples/cloud/wowcam.ds
Normal file
82
Toolkit/Designer/dsexamples/cloud/wowcam.ds
Normal file
|
@ -0,0 +1,82 @@
|
|||
//wow cam for the cloudhub
|
||||
|
||||
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/cloud"
|
||||
|
||||
local entity cam
|
||||
local entity cambase
|
||||
local entity null
|
||||
|
||||
local entity light
|
||||
local entity light2
|
||||
local entity light3
|
||||
local entity player1
|
||||
local entity hero
|
||||
local int sig
|
||||
local int sig1
|
||||
|
||||
cam = find entity with targetname "t66"
|
||||
cambase = find entity with targetname "t64"
|
||||
null = find entity with targetname "t65"
|
||||
light = find entity with targetname "t82"
|
||||
light2 = find entity with targetname "t76"
|
||||
light3 = find entity with targetname "t81"
|
||||
hero = find entity with targetname "wowcorvus"
|
||||
|
||||
player1 = get entity activator // Get player who set off trigger
|
||||
|
||||
copy player attributes from entity player1 to entity hero
|
||||
hero.modelindex = hero.count // Turn on cinematic corvus
|
||||
hero.solid = SOLID_SOLID // Make him block
|
||||
hero.movetype = PHYSICSTYPE_STEP
|
||||
|
||||
|
||||
//wow
|
||||
|
||||
enable cinematics
|
||||
|
||||
use entity cam
|
||||
|
||||
animate entity hero performing action IDLE1_ANIMATION
|
||||
|
||||
move entity cambase by [450, -712, 360] over 3.5 seconds signaling sig
|
||||
wait for all clearing sig
|
||||
|
||||
use entity light
|
||||
play sound "Weapons/lightning.wav" for entity cam
|
||||
|
||||
wait .5 seconds
|
||||
|
||||
use entity light2
|
||||
play sound "Weapons/lightning.wav" for entity cam
|
||||
|
||||
wait 1 seconds
|
||||
|
||||
use entity light2
|
||||
play sound "Weapons/lightning.wav" for entity cam
|
||||
|
||||
wait .25 seconds
|
||||
|
||||
use entity light
|
||||
play sound "Weapons/lightning.wav" for entity cam
|
||||
|
||||
wait .25 seconds
|
||||
|
||||
use entity light
|
||||
play sound "Weapons/lightning.wav" for entity cam
|
||||
|
||||
wait 1.5 seconds
|
||||
|
||||
use entity cam
|
||||
|
||||
player1.origin = hero.origin // Put player where Cinematic corvus is
|
||||
player1.p_origin = hero.origin // Put player where Cinematic corvus is set view angles of entity player1 to hero.angles
|
||||
hero.modelindex = 0 // Turn off the cinematic corvus model
|
||||
hero.solid = SOLID_NOT // Make him not solid
|
||||
|
||||
disable cinematics
|
||||
|
||||
exit
|
42
Toolkit/Designer/dsexamples/common/DoorSwing.ds
Normal file
42
Toolkit/Designer/dsexamples/common/DoorSwing.ds
Normal file
|
@ -0,0 +1,42 @@
|
|||
// This thing is intended to allow the creation of a rotating door
|
||||
// that always swings away from the player, thus avoiding those
|
||||
// annoying hitches when the door swings towards you.
|
||||
|
||||
output "r:/base/ds/common"
|
||||
|
||||
parameter entity parm1
|
||||
parameter vector parm2
|
||||
parameter int parm3
|
||||
parameter int parm4
|
||||
parameter entity parm5
|
||||
|
||||
local entity door
|
||||
local vector angles
|
||||
local int spd
|
||||
local int delay
|
||||
|
||||
local int sgnl
|
||||
|
||||
label beginning
|
||||
|
||||
door = parm1
|
||||
angles = parm2
|
||||
spd = parm3
|
||||
delay = parm4
|
||||
|
||||
use entity parm5
|
||||
rotate entity door to angles at spd speed signaling sgnl
|
||||
|
||||
wait for any clearing sgnl
|
||||
wait delay seconds
|
||||
|
||||
angles = [0,0,0]
|
||||
|
||||
rotate entity door to angles at spd speed signaling sgnl
|
||||
|
||||
wait for any clearing sgnl
|
||||
use entity parm5
|
||||
|
||||
suspend
|
||||
|
||||
goto beginning
|
BIN
Toolkit/Designer/dsexamples/common/Heretic2.BCE
Normal file
BIN
Toolkit/Designer/dsexamples/common/Heretic2.BCE
Normal file
Binary file not shown.
52
Toolkit/Designer/dsexamples/common/InsetDoor.ds
Normal file
52
Toolkit/Designer/dsexamples/common/InsetDoor.ds
Normal file
|
@ -0,0 +1,52 @@
|
|||
output "r:/base/ds/common"
|
||||
|
||||
parameter entity parm1
|
||||
parameter entity parm2
|
||||
parameter int parm3
|
||||
parameter vector parm4
|
||||
parameter vector parm5
|
||||
|
||||
local entity door
|
||||
local entity areaportal
|
||||
local int spd
|
||||
local vector d1
|
||||
local vector d2
|
||||
local vector d1a
|
||||
local vector d2a
|
||||
|
||||
local int sgnl
|
||||
|
||||
label beginning
|
||||
|
||||
door = parm1
|
||||
areaportal = parm2
|
||||
spd = parm3
|
||||
d1 = parm4
|
||||
d2 = parm5
|
||||
d1a = [0,0,0]
|
||||
d2a = [0,0,0]
|
||||
|
||||
use entity areaportal
|
||||
|
||||
move entity door by d1 at spd speed signaling sgnl
|
||||
wait for any clearing sgnl
|
||||
|
||||
move entity door by d2 at spd speed signaling sgnl
|
||||
wait for any clearing sgnl
|
||||
|
||||
wait 0.5 seconds
|
||||
|
||||
d1a -= d1
|
||||
d2a -= d2
|
||||
|
||||
move entity door by d2a at spd speed signaling sgnl
|
||||
wait for any clearing sgnl
|
||||
|
||||
move entity door by d1a at spd speed signaling sgnl
|
||||
wait for any clearing sgnl
|
||||
|
||||
use entity areaportal
|
||||
|
||||
suspend
|
||||
|
||||
goto beginning
|
54
Toolkit/Designer/dsexamples/common/bug.ds
Normal file
54
Toolkit/Designer/dsexamples/common/bug.ds
Normal file
|
@ -0,0 +1,54 @@
|
|||
// template file for scripts
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/common"
|
||||
|
||||
local int sig
|
||||
|
||||
parameter entity bug
|
||||
|
||||
|
||||
bug.yaw_speed = 5
|
||||
|
||||
// Idle 1
|
||||
animate entity bug performing action IDLE1_ANIMATION by turning [180, 0, 0] signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Pain 1
|
||||
animate entity bug performing action PAIN1_ANIMATION repeating for 2 times signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
|
||||
// Walking
|
||||
animate entity bug performing action WALK1_ANIMATION by moving [200, 0, 0] by turning [180, 0, 0] signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Backpedal
|
||||
animate entity bug performing action BACKPEDAL1_ANIMATION by moving [-200, 0, 0] by turning [0, 0,0] signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
|
||||
// Idling
|
||||
animate entity bug performing action IDLE1_ANIMATION by turning [-200, 0, 0] signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
|
||||
animate entity bug performing action ATTACK1_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
|
||||
animate entity bug performing action PAIN2_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
|
||||
animate entity bug performing action ATTACK2_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
|
||||
animate entity bug performing action RUN1_ANIMATION by moving [200, 0, 0] signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
|
||||
// Death
|
||||
animate entity bug performing action DEATH1_ANIMATION by turning [300, 0, 0] signaling sig
|
34
Toolkit/Designer/dsexamples/common/camera.ds
Normal file
34
Toolkit/Designer/dsexamples/common/camera.ds
Normal file
|
@ -0,0 +1,34 @@
|
|||
// A camera test!
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/common"
|
||||
|
||||
local entity camera
|
||||
local entity cameratarget
|
||||
local int cut
|
||||
|
||||
camera = find entity with targetname "rollem"
|
||||
cameratarget = find entity with targetname "camlook"
|
||||
|
||||
// move camera (I hope)
|
||||
|
||||
use entity camera
|
||||
|
||||
move entity cameratarget by [128,32,16] at 35 speed signaling cut
|
||||
|
||||
wait for all clearing cut
|
||||
|
||||
move entity camera by [16,96,32] at 35 speed signaling cut
|
||||
|
||||
wait for all clearing cut
|
||||
|
||||
wait 2 seconds
|
||||
|
||||
move entity cameratarget by [8,128,-48] at 35 speed signaling cut
|
||||
|
||||
wait for all clearing cut
|
||||
|
||||
use entity camera
|
||||
|
||||
suspend
|
29
Toolkit/Designer/dsexamples/common/camera1.ds
Normal file
29
Toolkit/Designer/dsexamples/common/camera1.ds
Normal file
|
@ -0,0 +1,29 @@
|
|||
//This is the cool camera script!
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/common"
|
||||
|
||||
//define variables
|
||||
|
||||
local entity train
|
||||
local entity rollem
|
||||
local int sig
|
||||
|
||||
train = find entity with targetname "t100"
|
||||
rollem = find entity with targetname "camera"
|
||||
|
||||
//move camera
|
||||
|
||||
use entity rollem
|
||||
move entity train by [128, 128, 0] at 100 speed signaling sig
|
||||
wait for all clearing sig
|
||||
rotate entity train by [0, 0, 128] at 200 speed signaling sig
|
||||
wait for all clearing sig
|
||||
wait 3 seconds
|
||||
move entity train by [16, 16, 64] at 100 speed signaling sig
|
||||
wait for all clearing sig
|
||||
use entity rollem
|
||||
|
||||
suspend
|
||||
|
112
Toolkit/Designer/dsexamples/common/corvus.ds
Normal file
112
Toolkit/Designer/dsexamples/common/corvus.ds
Normal file
|
@ -0,0 +1,112 @@
|
|||
// template file for scripts
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/common"
|
||||
|
||||
local int sig
|
||||
local entity camera1
|
||||
|
||||
parameter entity corvus
|
||||
|
||||
camera1 = find entity with targetname "camera1"
|
||||
|
||||
corvus.yaw_speed = 15
|
||||
|
||||
use entity camera1
|
||||
|
||||
// Walk start
|
||||
animate entity corvus performing action WALKSTART_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Walk 1
|
||||
animate entity corvus performing action WALK1_ANIMATION by moving [240, 0, 0] signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Walk stop1
|
||||
animate entity corvus performing action WALKSTOP1_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Walk start
|
||||
animate entity corvus performing action WALKSTART_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Walk 1
|
||||
animate entity corvus performing action WALK1_ANIMATION by moving [140, 0, 0] signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Walk stop2
|
||||
animate entity corvus performing action WALKSTOP2_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Idle 1
|
||||
animate entity corvus performing action IDLE1_ANIMATION repeating for 2 times signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
|
||||
// Pivot Left Go
|
||||
animate entity corvus performing action PIVOTLEFTGO_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Pivot Left
|
||||
animate entity corvus performing action PIVOTLEFT_ANIMATION by turning [180, 0, 0] signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Pivot Left Stop
|
||||
animate entity corvus performing action PIVOTLEFTSTOP_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
|
||||
// Idle 1
|
||||
animate entity corvus performing action IDLE1_ANIMATION repeating for 2 times signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Pivot Right Go
|
||||
animate entity corvus performing action PIVOTRIGHTGO_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Pivot Right
|
||||
animate entity corvus performing action PIVOTRIGHT_ANIMATION by turning [-180, 0, 0] signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Pivot Right Stop
|
||||
animate entity corvus performing action PIVOTLEFTSTOP_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
|
||||
// Action 1
|
||||
animate entity corvus performing action ACTION1_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Action 2
|
||||
animate entity corvus performing action ACTION2_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Action 3
|
||||
animate entity corvus performing action ACTION3_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Idle 2
|
||||
animate entity corvus performing action IDLE2_ANIMATION by turning [180, 0, 0] repeating for 4 times signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Walk start
|
||||
animate entity corvus performing action WALKSTART_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Walk 2
|
||||
animate entity corvus performing action WALK2_ANIMATION by moving [240, 0, 0] signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
|
||||
// Strafe Left
|
||||
//animate entity corvus performing action STRAFELEFT_ANIMATION signaling sig
|
||||
//wait for any clearing sig
|
||||
|
||||
// Strafe Right
|
||||
//animate entity corvus performing action STRAFERIGHT_ANIMATION signaling sig
|
||||
//wait for any clearing sig
|
||||
|
||||
|
||||
// Idle 1
|
||||
animate entity corvus performing action IDLE1_ANIMATION
|
145
Toolkit/Designer/dsexamples/common/corvus2.ds
Normal file
145
Toolkit/Designer/dsexamples/common/corvus2.ds
Normal file
|
@ -0,0 +1,145 @@
|
|||
// template file for scripts
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/common"
|
||||
|
||||
local int sig
|
||||
local int modelindex
|
||||
|
||||
local entity camera1
|
||||
local entity player1
|
||||
local vector character_pos
|
||||
local vector player_pos
|
||||
local int holdindex
|
||||
|
||||
parameter entity corvus
|
||||
|
||||
corvus.yaw_speed = 15
|
||||
|
||||
camera1 = find entity with targetname "camera1"
|
||||
|
||||
use entity camera1
|
||||
|
||||
|
||||
|
||||
|
||||
player1 = get entity activator // Get player who set off trigger
|
||||
|
||||
holdindex = player1.modelindex // Save players model
|
||||
player1.modelindex = 0 // Make players model disappear
|
||||
player1.solid = SOLID_NOT // Player won't block now
|
||||
|
||||
|
||||
corvus.modelindex = corvus.count // Turn on cinematic corvus
|
||||
corvus.solid = SOLID_SOLID // Make him block
|
||||
|
||||
|
||||
|
||||
|
||||
enable cinematics
|
||||
|
||||
|
||||
// Walk start
|
||||
animate entity corvus performing action WALKSTART_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Walk 1
|
||||
animate entity corvus performing action WALK1_ANIMATION by moving [200, 0, 0] signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Walk stop1
|
||||
animate entity corvus performing action WALKSTOP1_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Walk start
|
||||
animate entity corvus performing action WALKSTART_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
disable cinematics
|
||||
|
||||
player1.origin = corvus.origin // Put player where Cinematic corvus is
|
||||
player1.angles = corvus.angles // Make player angles like Cinematic Corvus
|
||||
|
||||
player1.modelindex = holdindex // Return the model to the player
|
||||
player1.solid = SOLID_SOLID // Make the player solid
|
||||
|
||||
corvus.modelindex = 0 // Turn off the cinematic corvus model
|
||||
corvus.solid = SOLID_NOT // Make him not solid
|
||||
|
||||
|
||||
|
||||
use entity camera1
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// Pivot Left Go
|
||||
animate entity corvus performing action PIVOTLEFTGO_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Pivot Left
|
||||
animate entity corvus performing action PIVOTLEFT_ANIMATION by turning [180, 0, 0] signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Pivot Left Stop
|
||||
animate entity corvus performing action PIVOTLEFTSTOP_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
|
||||
|
||||
// Walk 1
|
||||
animate entity corvus performing action WALK1_ANIMATION by moving [200, 0, 0] signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Walk stop2
|
||||
animate entity corvus performing action WALKSTOP2_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
|
||||
|
||||
// Pivot Right Go
|
||||
animate entity corvus performing action PIVOTRIGHTGO_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Pivot Right
|
||||
animate entity corvus performing action PIVOTRIGHT_ANIMATION by turning [-180, 0, 0] signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Pivot Right Stop
|
||||
animate entity corvus performing action PIVOTLEFTSTOP_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
|
||||
|
||||
// Walk 1
|
||||
animate entity corvus performing action WALK1_ANIMATION by moving [200, 0, 0] signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Walk stop1
|
||||
animate entity corvus performing action WALKSTOP1_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Walk start
|
||||
animate entity corvus performing action WALKSTART_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
|
||||
|
||||
|
||||
// Action 1
|
||||
animate entity corvus performing action ACTION1_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
|
||||
// Idle 1
|
||||
animate entity corvus performing action IDLE1_ANIMATION
|
||||
|
||||
use entity camera1
|
||||
|
||||
// The big switch back
|
||||
corvus.origin = corvus.origin
|
||||
player1.origin = player1.origin
|
||||
|
||||
wait 2 seconds
|
122
Toolkit/Designer/dsexamples/common/corvus4.ds
Normal file
122
Toolkit/Designer/dsexamples/common/corvus4.ds
Normal file
|
@ -0,0 +1,122 @@
|
|||
// template file for scripts
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/common"
|
||||
|
||||
local int sig
|
||||
|
||||
parameter entity corvus
|
||||
|
||||
|
||||
corvus.yaw_speed = 15
|
||||
|
||||
// Idle2
|
||||
animate entity corvus performing action IDLE2_ANIMATION repeating for 4 times signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
|
||||
// Action 2
|
||||
animate entity corvus performing action ACTION2_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Action 2
|
||||
animate entity corvus performing action ACTION2_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Walk start
|
||||
animate entity corvus performing action WALKSTART_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Walk 1
|
||||
animate entity corvus performing action WALK1_ANIMATION by moving [240, 0, 0] signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Walk stop1
|
||||
animate entity corvus performing action WALKSTOP1_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Walk start
|
||||
animate entity corvus performing action WALKSTART_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Walk 1
|
||||
animate entity corvus performing action WALK1_ANIMATION by moving [140, 0, 0] signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Walk stop2
|
||||
animate entity corvus performing action WALKSTOP2_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Idle 1
|
||||
animate entity corvus performing action IDLE1_ANIMATION repeating for 2 times signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
|
||||
// Pivot Left Go
|
||||
animate entity corvus performing action PIVOTLEFTGO_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Pivot Left
|
||||
animate entity corvus performing action PIVOTLEFT_ANIMATION by turning [180, 0, 0] signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Pivot Left Stop
|
||||
animate entity corvus performing action PIVOTLEFTSTOP_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
|
||||
// Idle 1
|
||||
animate entity corvus performing action IDLE1_ANIMATION repeating for 2 times signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Pivot Right Go
|
||||
animate entity corvus performing action PIVOTRIGHTGO_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Pivot Right
|
||||
animate entity corvus performing action PIVOTRIGHT_ANIMATION by turning [-180, 0, 0] signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Pivot Right Stop
|
||||
animate entity corvus performing action PIVOTLEFTSTOP_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
|
||||
// Action 1
|
||||
animate entity corvus performing action ACTION1_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Action 2
|
||||
animate entity corvus performing action ACTION2_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Action 3
|
||||
animate entity corvus performing action ACTION3_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Action 4
|
||||
animate entity corvus performing action ACTION4_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Action 5
|
||||
animate entity corvus performing action ACTION5_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Idle 2
|
||||
animate entity corvus performing action IDLE2_ANIMATION by turning [180, 0, 0] repeating for 4 times signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Walk start
|
||||
animate entity corvus performing action WALKSTART_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Walk 2
|
||||
animate entity corvus performing action WALK2_ANIMATION by moving [240, 0, 0] signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
|
||||
|
||||
|
||||
// Idle 1
|
||||
animate entity corvus performing action IDLE1_ANIMATION
|
206
Toolkit/Designer/dsexamples/common/dranor.ds
Normal file
206
Toolkit/Designer/dsexamples/common/dranor.ds
Normal file
|
@ -0,0 +1,206 @@
|
|||
// template file for scripts
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/common"
|
||||
|
||||
local int sig
|
||||
|
||||
parameter entity dranor
|
||||
|
||||
|
||||
dranor.yaw_speed = 15
|
||||
|
||||
|
||||
cache sound "cinematics/dranor/19-316.wav"
|
||||
cache sound "cinematics/dranor/20-314.wav"
|
||||
cache sound "cinematics/dranor/21-319.wav"
|
||||
cache sound "cinematics/dranor/22-314.wav"
|
||||
cache sound "cinematics/dranor/23-315.wav"
|
||||
cache sound "cinematics/dranor/24-316.wav"
|
||||
cache sound "cinematics/dranor/25-316.wav"
|
||||
cache sound "cinematics/dranor/26-319.wav"
|
||||
cache sound "cinematics/dranor/27-315.wav"
|
||||
cache sound "cinematics/dranor/28-317.wav"
|
||||
cache sound "cinematics/dranor/29-317.wav"
|
||||
cache sound "cinematics/dranor/30-314.wav"
|
||||
cache sound "cinematics/dranor/31-314.wav"
|
||||
cache sound "cinematics/dranor/32-317.wav"
|
||||
|
||||
|
||||
// Idle 1
|
||||
animate entity dranor performing action IDLE1_ANIMATION repeating for 2 times signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
|
||||
// Action 12
|
||||
animate entity dranor performing action ACTION12_ANIMATION repeating for 20 times signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
|
||||
// Action 1
|
||||
animate entity dranor performing action ACTION1_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
play sound "cinematics/dranor/19-316.wav" for entity dranor
|
||||
|
||||
// Action 2
|
||||
animate entity dranor performing action ACTION2_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
|
||||
|
||||
|
||||
play sound "cinematics/dranor/20-314.wav" for entity dranor
|
||||
|
||||
// Idle 2
|
||||
animate entity dranor performing action IDLE2_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
|
||||
|
||||
|
||||
play sound "cinematics/dranor/21-319.wav" for entity dranor
|
||||
|
||||
// Action 3
|
||||
animate entity dranor performing action ACTION3_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
|
||||
|
||||
|
||||
play sound "cinematics/dranor/22-314.wav" for entity dranor
|
||||
|
||||
// Idle 3
|
||||
animate entity dranor performing action IDLE3_ANIMATION repeating for 2 times signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
|
||||
|
||||
|
||||
play sound "cinematics/dranor/23-315.wav" for entity dranor
|
||||
|
||||
// Action 4
|
||||
animate entity dranor performing action ACTION4_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Action 5
|
||||
animate entity dranor performing action ACTION5_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
|
||||
|
||||
|
||||
play sound "cinematics/dranor/24-316.wav" for entity dranor
|
||||
|
||||
// Idle 3
|
||||
animate entity dranor performing action IDLE3_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
|
||||
|
||||
play sound "cinematics/dranor/25-316.wav" for entity dranor
|
||||
|
||||
// Action 7
|
||||
animate entity dranor performing action ACTION7_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Action 6
|
||||
animate entity dranor performing action ACTION6_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
|
||||
|
||||
|
||||
play sound "cinematics/dranor/26-319.wav" for entity dranor
|
||||
|
||||
|
||||
// Action 8
|
||||
animate entity dranor performing action ACTION8_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Action 9
|
||||
animate entity dranor performing action ACTION9_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
play sound "cinematics/dranor/27-315.wav" for entity dranor
|
||||
|
||||
// Idle 3
|
||||
animate entity dranor performing action IDLE3_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
|
||||
|
||||
play sound "cinematics/dranor/28-317.wav" for entity dranor
|
||||
|
||||
// Action 4
|
||||
animate entity dranor performing action ACTION4_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Action 5
|
||||
animate entity dranor performing action ACTION5_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Action 10
|
||||
animate entity dranor performing action ACTION10_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
|
||||
|
||||
play sound "cinematics/dranor/29-317.wav" for entity dranor
|
||||
|
||||
// Action 8
|
||||
animate entity dranor performing action ACTION8_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Action 4
|
||||
animate entity dranor performing action ACTION4_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Action 5
|
||||
animate entity dranor performing action ACTION5_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
|
||||
// Action 11
|
||||
animate entity dranor performing action ACTION11_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
|
||||
play sound "cinematics/dranor/30-314.wav" for entity dranor
|
||||
|
||||
// Idle 3
|
||||
animate entity dranor performing action IDLE3_ANIMATION repeating for 3 times signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
|
||||
|
||||
|
||||
play sound "cinematics/dranor/31-314.wav" for entity dranor
|
||||
|
||||
// Action 4
|
||||
animate entity dranor performing action ACTION4_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Action 11
|
||||
animate entity dranor performing action ACTION11_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Action 5
|
||||
animate entity dranor performing action ACTION5_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
|
||||
|
||||
play sound "cinematics/dranor/32-317.wav" for entity dranor
|
||||
|
||||
// Death 1
|
||||
animate entity dranor performing action DEATH1_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
|
||||
|
134
Toolkit/Designer/dsexamples/common/header.ds
Normal file
134
Toolkit/Designer/dsexamples/common/header.ds
Normal file
|
@ -0,0 +1,134 @@
|
|||
field vector "origin"
|
||||
field int "movetype"
|
||||
field vector "start_origin"
|
||||
field vector "start_angles"
|
||||
field int "state"
|
||||
field float "distance"
|
||||
field entity "owner"
|
||||
field float "wait"
|
||||
field vector "velocity"
|
||||
field vector "angle_velocity"
|
||||
field entity "team_chain"
|
||||
field float "yaw_speed"
|
||||
field int "modelindex"
|
||||
field int "count"
|
||||
field int "solid"
|
||||
field vector "angles"
|
||||
field vector "delta_angles"
|
||||
field int "skinnum"
|
||||
field int "c_mode"
|
||||
field float "ideal_yaw"
|
||||
field vector "p_origin"
|
||||
field int "takedamage"
|
||||
|
||||
|
||||
|
||||
// Defines for print level
|
||||
#define PRINT_LOW 0 // pickup messages
|
||||
#define PRINT_MEDIUM 1 // death messages
|
||||
#define PRINT_HIGH 2 // critical messages
|
||||
#define PRINT_CHAT 3 // chat messages
|
||||
|
||||
|
||||
|
||||
// Physic movetypes
|
||||
#define PHYSICSTYPE_NONE 0 // MOVETYPE_NONE
|
||||
#define PHYSICSTYPE_STATIC 1
|
||||
#define PHYSICSTYPE_NOCLIP 2 // MOVETYPE_NOCLIP
|
||||
#define PHYSICSTYPE_FLY 3 // MOVETYPE_FLY, MOVETYPE_FLYMISSILE, MOVETYPE_BOUNCE
|
||||
#define PHYSICSTYPE_STEP 4 // MOVETYPE_WALK, MOVETYPE_STEP, MOVETYPE_TOSS, MOVETYPE_BOUNCE
|
||||
#define PHYSICSTYPE_PUSH 5 // MOVETYPE_PUSH
|
||||
#define PHYSICSTYPE_STOP 6 // MOVETYPE_STOP
|
||||
#define MOVETYPE_FLYMISSILE 7
|
||||
#define PHYSICSTYPE_SCRIPT_ANGULAR 8
|
||||
#define NUM_PHYSICSTYPES 9
|
||||
|
||||
#define MOVETYPE_NONE 10 // never moves
|
||||
#define MOVETYPE_NOCLIP 11 // origin and angles change with no interaction
|
||||
#define MOVETYPE_PUSH 12 // no clip to world, push on box contact
|
||||
#define MOVETYPE_STOP 13 // no clip to world, stops on box contact
|
||||
#define MOVETYPE_WALK 14 // gravity
|
||||
#define MOVETYPE_STEP 15 // gravity, special edge handling
|
||||
#define MOVETYPE_FLY 16
|
||||
#define MOVETYPE_TOSS 17 // gravity
|
||||
#define MOVETYPE_BOUNCE 18
|
||||
#define MOVETYPE_SCRIPT_ANGULAR 19 // moves with the rotation of another entity
|
||||
|
||||
|
||||
// Defines for animation sequences
|
||||
|
||||
#define ACTION1_ANIMATION 0
|
||||
#define ACTION2_ANIMATION 1
|
||||
#define ACTION3_ANIMATION 2
|
||||
#define ACTION4_ANIMATION 3
|
||||
#define ACTION5_ANIMATION 4
|
||||
#define ACTION6_ANIMATION 5
|
||||
#define ACTION7_ANIMATION 6
|
||||
#define ACTION8_ANIMATION 7
|
||||
#define ACTION9_ANIMATION 8
|
||||
#define ACTION10_ANIMATION 9
|
||||
#define ACTION11_ANIMATION 10
|
||||
#define ACTION12_ANIMATION 11
|
||||
#define ACTION13_ANIMATION 12
|
||||
#define ACTION14_ANIMATION 13
|
||||
#define ACTION15_ANIMATION 14
|
||||
#define ACTION16_ANIMATION 15
|
||||
#define ACTION17_ANIMATION 16
|
||||
#define ACTION18_ANIMATION 17
|
||||
#define ACTION19_ANIMATION 18
|
||||
#define ACTION20_ANIMATION 19
|
||||
#define ATTACK1_ANIMATION 20
|
||||
#define ATTACK2_ANIMATION 21
|
||||
#define ATTACK3_ANIMATION 22
|
||||
#define BACKPEDAL1_ANIMATION 23
|
||||
#define DEATH1_ANIMATION 24
|
||||
#define DEATH2_ANIMATION 25
|
||||
#define DEATH3_ANIMATION 26
|
||||
#define DEATH4_ANIMATION 27
|
||||
#define GIB1_ANIMATION 28
|
||||
#define IDLE1_ANIMATION 29
|
||||
#define IDLE2_ANIMATION 30
|
||||
#define IDLE3_ANIMATION 31
|
||||
#define IDLE4_ANIMATION 32
|
||||
#define IDLE5_ANIMATION 33
|
||||
#define IDLE6_ANIMATION 34
|
||||
#define JUMP1_ANIMATION 35
|
||||
#define PAIN1_ANIMATION 36
|
||||
#define PAIN2_ANIMATION 37
|
||||
#define PAIN3_ANIMATION 38
|
||||
#define PIVOTLEFTGO_ANIMATION 39
|
||||
#define PIVOTLEFT_ANIMATION 40
|
||||
#define PIVOTLEFTSTOP_ANIMATION 41
|
||||
#define PIVOTRIGHTGO_ANIMATION 42
|
||||
#define PIVOTRIGHT_ANIMATION 43
|
||||
#define PIVOTRIGHTSTOP_ANIMATION 44
|
||||
#define RUN1_ANIMATION 45
|
||||
#define STEPLEFT_ANIMATION 46
|
||||
#define STEPRIGHT_ANIMATION 47
|
||||
#define THINKAGAIN_ANIMATION 48
|
||||
#define TRANS1_ANIMATION 49
|
||||
#define TRANS2_ANIMATION 50
|
||||
#define TRANS3_ANIMATION 51
|
||||
#define TRANS4_ANIMATION 52
|
||||
#define TRANS5_ANIMATION 53
|
||||
#define TRANS6_ANIMATION 54
|
||||
#define WALKSTART_ANIMATION 55
|
||||
#define WALK1_ANIMATION 56
|
||||
#define WALK2_ANIMATION 57
|
||||
#define WALK3_ANIMATION 58
|
||||
#define WALK4_ANIMATION 59
|
||||
#define WALKSTOP1_ANIMATION 60
|
||||
#define WALKSTOP2_ANIMATION 61
|
||||
#define ATTACK4_ANIMATION 62
|
||||
#define ATTACK5_ANIMATION 63
|
||||
|
||||
|
||||
#define SOLID_NOT 0
|
||||
#define SOLID_SOLID 2
|
||||
|
||||
|
||||
#define DAMAGE_NO 0 // Won't take damage
|
||||
#define DAMAGE_YES 1 // Takes damage
|
||||
#define DAMAGE_AIM 2 // Can be autotargeted???
|
||||
#define DAMAGE_NO_RADIUS 3 // Will not take damage from radius blasts
|
||||
|
116
Toolkit/Designer/dsexamples/common/highpriestess.ds
Normal file
116
Toolkit/Designer/dsexamples/common/highpriestess.ds
Normal file
|
@ -0,0 +1,116 @@
|
|||
// template file for scripts
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/common"
|
||||
|
||||
local int sig
|
||||
|
||||
parameter entity highpriestess
|
||||
|
||||
|
||||
highpriestess.yaw_speed = 2
|
||||
|
||||
|
||||
cache sound "cinematics/Fallen Priestess/107-454.wav"
|
||||
cache sound "cinematics/Fallen Priestess/108-450.wav"
|
||||
cache sound "cinematics/Fallen Priestess/109-450.wav"
|
||||
cache sound "cinematics/Fallen Priestess/110-455.wav"
|
||||
cache sound "cinematics/Fallen Priestess/112-458.wav"
|
||||
cache sound "cinematics/Fallen Priestess/113-455.wav"
|
||||
cache sound "cinematics/Fallen Priestess/99-450.wav"
|
||||
cache sound "cinematics/Fallen Priestess/100-451.wav"
|
||||
cache sound "cinematics/Fallen Priestess/101-454.wav"
|
||||
cache sound "cinematics/Fallen Priestess/102-454.wav"
|
||||
cache sound "cinematics/Fallen Priestess/103-454.wav"
|
||||
cache sound "cinematics/Fallen Priestess/104-454.wav"
|
||||
cache sound "cinematics/Fallen Priestess/105-450.wav"
|
||||
cache sound "cinematics/Fallen Priestess/106-454.wav"
|
||||
cache sound "cinematics/Fallen Priestess/114-458.wav"
|
||||
cache sound "cinematics/Fallen Priestess/115-458.wav"
|
||||
|
||||
animate entity highpriestess performing action IDLE2_ANIMATION repeating for 100 times signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Action7
|
||||
//play sound "cinematics/Fallen Priestess/99-450.wav" for entity highpriestess
|
||||
//animate entity highpriestess performing action ACTION7_ANIMATION signaling sig
|
||||
//wait for any clearing sig
|
||||
|
||||
// Action8
|
||||
//play sound "cinematics/Fallen Priestess/100-451.wav" for entity highpriestess
|
||||
//animate entity highpriestess performing action ACTION8_ANIMATION signaling sig
|
||||
//wait for any clearing sig
|
||||
|
||||
// Action9
|
||||
//play sound "cinematics/Fallen Priestess/101-454.wav" for entity highpriestess
|
||||
//animate entity highpriestess performing action ACTION9_ANIMATION signaling sig
|
||||
//wait for any clearing sig
|
||||
|
||||
// Action10
|
||||
//play sound "cinematics/Fallen Priestess/102-454.wav" for entity highpriestess
|
||||
//animate entity highpriestess performing action ACTION10_ANIMATION signaling sig
|
||||
//wait for any clearing sig
|
||||
|
||||
// Action11
|
||||
//play sound "cinematics/Fallen Priestess/103-454.wav" for entity highpriestess
|
||||
//animate entity highpriestess performing action ACTION11_ANIMATION signaling sig
|
||||
//wait for any clearing sig
|
||||
|
||||
// Action12
|
||||
//play sound "cinematics/Fallen Priestess/104-454.wav" for entity highpriestess
|
||||
//animate entity highpriestess performing action ACTION12_ANIMATION signaling sig
|
||||
//wait for any clearing sig
|
||||
|
||||
// Action13
|
||||
//play sound "cinematics/Fallen Priestess/105-450.wav" for entity highpriestess
|
||||
//animate entity highpriestess performing action ACTION13_ANIMATION signaling sig
|
||||
//wait for any clearing sig
|
||||
|
||||
// Action14
|
||||
//play sound "cinematics/Fallen Priestess/106-454.wav" for entity highpriestess
|
||||
//animate entity highpriestess performing action ACTION14_ANIMATION signaling sig
|
||||
//wait for any clearing sig
|
||||
|
||||
// Action1
|
||||
//play sound "cinematics/Fallen Priestess/107-454.wav" for entity highpriestess
|
||||
//animate entity highpriestess performing action ACTION1_ANIMATION signaling sig
|
||||
//wait for any clearing sig
|
||||
|
||||
|
||||
// Action2
|
||||
play sound "cinematics/Fallen Priestess/108-450.wav" for entity highpriestess
|
||||
animate entity highpriestess performing action ACTION2_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
|
||||
// Action3
|
||||
play sound "cinematics/Fallen Priestess/109-450.wav" for entity highpriestess
|
||||
animate entity highpriestess performing action ACTION3_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Action4
|
||||
play sound "cinematics/Fallen Priestess/110-455.wav" for entity highpriestess
|
||||
animate entity highpriestess performing action ACTION4_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Action5
|
||||
play sound "cinematics/Fallen Priestess/112-458.wav" for entity highpriestess
|
||||
animate entity highpriestess performing action ACTION5_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Action6
|
||||
play sound "cinematics/Fallen Priestess/113-455.wav" for entity highpriestess
|
||||
animate entity highpriestess performing action ACTION6_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Action15
|
||||
play sound "cinematics/Fallen Priestess/114-458.wav" for entity highpriestess
|
||||
animate entity highpriestess performing action ACTION15_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Action16
|
||||
play sound "cinematics/Fallen Priestess/115-458.wav" for entity highpriestess
|
||||
animate entity highpriestess performing action ACTION16_ANIMATION signaling sig
|
||||
wait for any clearing sig
|
||||
|
78
Toolkit/Designer/dsexamples/common/plagueelf.ds
Normal file
78
Toolkit/Designer/dsexamples/common/plagueelf.ds
Normal file
|
@ -0,0 +1,78 @@
|
|||
// template file for scripts
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/common"
|
||||
|
||||
local int sig
|
||||
|
||||
parameter entity plagueelf
|
||||
|
||||
// Idle 3
|
||||
animate entity plagueelf performing action IDLE3_ANIMATION repeating for 2 times signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// Pain 1
|
||||
animate entity plagueelf performing action PAIN1_ANIMATION by turning [180, 0, 0] repeating for 4 times signaling sig
|
||||
wait for any clearing sig
|
||||
|
||||
// DEATH 1
|
||||
animate entity plagueelf performing action DEATH1_ANIMATION signaling sig
|
||||
|
||||
|
||||
// DEATH 2
|
||||
//animate entity plagueelf performing action DEATH2_ANIMATION signaling sig
|
||||
//wait for any clearing sig
|
||||
|
||||
// DEATH 3
|
||||
//animate entity plagueelf performing action DEATH3_ANIMATION signaling sig
|
||||
//wait for any clearing sig
|
||||
|
||||
// Idle 3
|
||||
//animate entity plagueelf performing action IDLE3_ANIMATION by turning [180, 0, 0] repeating for 2 times signaling sig
|
||||
//wait for any clearing sig
|
||||
|
||||
|
||||
// Idle 1
|
||||
//animate entity plagueelf performing action IDLE1_ANIMATION by turning [180, 0, 0] repeating for 4 times signaling sig
|
||||
//wait for any clearing sig
|
||||
|
||||
// Idle 2
|
||||
//animate entity plagueelf performing action IDLE2_ANIMATION by turning [-180, 0, 0] repeating for 2 times signaling sig
|
||||
//wait for any clearing sig
|
||||
|
||||
|
||||
// Run 1
|
||||
//animate entity plagueelf performing action RUN1_ANIMATION by moving [200, 0, 0] by turning [180, 0, 0] signaling sig
|
||||
//wait for any clearing sig
|
||||
|
||||
|
||||
// Walk 1
|
||||
//animate entity plagueelf performing action WALK2_ANIMATION by moving [200, 0, 0] by turning [180, 0, 0] signaling sig
|
||||
//wait for any clearing sig
|
||||
|
||||
|
||||
// Walk 2
|
||||
//animate entity plagueelf performing action WALK1_ANIMATION by moving [200, 0, 0] by turning [180, 0, 0] signaling sig
|
||||
//wait for any clearing sig
|
||||
|
||||
|
||||
// ATTACK1
|
||||
//animate entity plagueelf performing action ATTACK1_ANIMATION by moving [100, 0, 0] signaling sig
|
||||
//wait for any clearing sig
|
||||
|
||||
|
||||
// ATTACK2
|
||||
//animate entity plagueelf performing action ATTACK2_ANIMATION repeating for 3 times signaling sig
|
||||
//wait for any clearing sig
|
||||
|
||||
// ATTACK3
|
||||
//animate entity plagueelf performing action ATTACK3_ANIMATION signaling sig
|
||||
//wait for any clearing sig
|
||||
|
||||
|
||||
// DEATH 4
|
||||
//animate entity plagueelf performing action DEATH4_ANIMATION
|
||||
|
||||
// GIB 1
|
||||
//animate entity plagueelf performing action GIB1_ANIMATION
|
17
Toolkit/Designer/dsexamples/common/pushogle.ds
Normal file
17
Toolkit/Designer/dsexamples/common/pushogle.ds
Normal file
|
@ -0,0 +1,17 @@
|
|||
// template file for scripts
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/common"
|
||||
|
||||
local entity ogle1
|
||||
local entity push1
|
||||
local int sig
|
||||
local int sig1
|
||||
|
||||
ogle1 = find entity with targetname ogle1
|
||||
push1 = find entity with targetname push1
|
||||
|
||||
animate entity ogle1 performing action WALK3_ANIMATION by moving [704, 0, 0] signaling sig
|
||||
move entity push1 by [0, -704, 0] at 40 speed signaling sig1
|
||||
wait for all clearing sig, sig1
|
14
Toolkit/Designer/dsexamples/common/shifty.ds
Normal file
14
Toolkit/Designer/dsexamples/common/shifty.ds
Normal file
|
@ -0,0 +1,14 @@
|
|||
// template file for scripts
|
||||
|
||||
#include "../common/header.ds"
|
||||
|
||||
output "r:/base/ds/common"
|
||||
|
||||
local entity break1
|
||||
local entity break2
|
||||
|
||||
break1 = find entity with targetname "break1"
|
||||
break2 = find entity with targetname "break2"
|
||||
|
||||
use entity break1
|
||||
use entity break2
|
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Reference in a new issue