// 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