//Beginning of game #include "../common/header.ds" output "r:/base/ds/silverspring" //define variables local entity camera local entity portal local entity message local entity hero local entity player1 local int sig camera = find entity with targetname "cam1" portal = find entity with targetname "port" message = find entity with targetname "mess" hero = find entity with targetname "corv" //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 //Where is everyone? enable cinematics disable ambient sounds use entity camera play sound "items/teleport2.wav" for entity portal animate entity hero performing action WALK2_ANIMATION by moving [64, 0, 0] signaling sig wait for all clearing sig animate entity hero performing action ACTION6_ANIMATION repeating for 1 times signaling sig wait for all clearing sig animate entity hero performing action ACTION7_ANIMATION repeating for 1 times signaling sig wait for all clearing sig print 27 captioned animate entity hero performing action ACTION7_ANIMATION repeating for 1 times signaling sig wait for all clearing sig use entity portal wait .5 seconds animate entity hero performing action ACTION8_ANIMATION repeating for 1 times signaling sig wait for all clearing sig animate entity hero performing action IDLE1_ANIMATION repeating for 10 times wait 1 seconds use entity camera //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 disable cinematics enable ambient sounds