// This hopefully will be the cinematic with the Ssithera victim in the Dungeon level. // Starring Rick Johnson as the Hero and Eric Biessman as the Victim. #include "../common/header.ds" output "r:/base/ds/dungeon" local entity camera1 local entity camera2 local entity camera3 local entity camera4 local entity camera5 local entity zoom local entity zoom2 local entity spawner local entity victim local entity dungeonkey local entity player1 parameter entity hero local int sig local int sig1 cache sound "cinematics/torture victim/117-345.wav" cache sound "cinematics/torture victim/117a-344.wav" cache sound "cinematics/torture victim/117a-345.wav" cache sound "cinematics/torture victim/118-350.wav" cache sound "cinematics/torture victim/119-345.wav" cache sound "cinematics/torture victim/wheel.wav" hero.yaw_speed = 6 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" zoom = find entity with targetname "zoom" zoom2 = find entity with targetname "zoom2" spawner = find entity with targetname "spawner" victim = find entity with targetname "victim" player1 = get entity activator // its a start copy player attributes from entity player1 to entity hero hero.modelindex = hero.count hero.solid = SOLID_SOLID hero.movetype = 4 enable cinematics // Our story starts out with a lovely camrea shot. play sound "cinematics/torture victim/117a-344.wav" for entity victim use entity camera1 // Let's make our hero walk forward shall we? Victim in pain. animate entity hero performing action WALK2_ANIMATION by moving [140, 0, 0] by turning [0, 0, 0] signaling sig wait for all clearing sig // At last our hero speaks move entity zoom2 by [0, 100, 0] over 3 seconds print 259 captioned play sound "cinematics/torture victim/117-345.wav" for entity hero animate entity hero performing action WALK2_ANIMATION by moving [60, 0, 0] by turning [-45, 0, 0] signaling sig wait for all clearing sig animate entity hero performing action WALK2_ANIMATION by moving [27, 0, 0] by turning [-45, 0, 0] signaling sig wait for all clearing sig // Our Hero releases the poor victim animate entity hero performing action ACTION1_ANIMATION signaling sig wait for all clearing sig play sound "cinematics/torture victim/wheel.wav" for entity hero animate entity hero performing action ACTION2_ANIMATION signaling sig1 animate entity victim performing action ACTION2_ANIMATION signaling sig wait for all clearing sig, sig1 animate entity hero performing action IDLE1_ANIMATION // Our story continues with this magnificent camera change. (up high looking down) use entity camera1 use entity camera4 play sound "cinematics/torture victim/117a-345.wav" for entity hero animate entity victim performing action ACTION3_ANIMATION wait 3 seconds // Camera (high, looking down in hero and victim) print 260 captioned play sound "cinematics/torture victim/118-350.wav" for entity victim animate entity victim performing action ACTION4_ANIMATION animate entity hero performing action ACTION3_ANIMATION signaling sig wait for all clearing sig animate entity hero performing action IDLE2_ANIMATION repeating for 18 times use entity camera4 use entity camera5 wait 9 seconds // Camera (medium shot, zooms in) use entity camera5 use entity camera2 wait 4 seconds dungeonkey = spawn entity with fields "classname" = "item_puzzle_dungeonkey" , "angle" = 0 , "origin" = [-2391, -2758, 793] animate entity victim performing action ACTION5_ANIMATION print 261 captioned play sound "cinematics/torture victim/119-345.wav" for entity victim wait 10 seconds animate entity victim performing action ACTION6_ANIMATION move entity zoom by [30, 30, 0] over 10 seconds signaling sig wait for all clearing sig wait 2 seconds // The final shot. use entity camera2 use entity camera3 wait 2 seconds player1.origin = hero.origin player1.p_origin = hero.origin set view angles of entity player1 to hero.angles hero.modelindex = 0 hero.solid = SOLID_NOT disable cinematics use entity camera3