// Come and ride on my beautiful, my beautiful, Mine Cart. #include "../common/header.ds" output "r:/base/ds/mines" local entity wheel1 local entity wheel2 local entity main local entity walls local entity camera local entity change local entity corvus local entity player1 local entity break 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 cor local int cor1 cache sound "objects/spankers.wav" cache sound "misc/breakstone.wav" wheel1 = find entity with targetname "wheel1" wheel2 = find entity with targetname "wheel2" main = find entity with targetname "main" walls = find entity with targetname "walls" camera = find entity with targetname "camera" change = find entity with targetname "change" corvus = find entity with targetname "corvus" player1 = get entity activator break = find entity with targetname "break" // in the begining move entity wheel1 by [0, 0, 40] at 2000 speed signaling sig wait for all clearing sig enable cinematics // let's get things rolling copy player attributes from entity player1 to entity corvus corvus.modelindex = corvus.count corvus.solid = SOLID_SOLID corvus.movetype = 4 //-------------------------------- use entity camera corvus.movetype = PHYSICSTYPE_NOCLIP animate entity corvus performing action ACTION8_ANIMATION signaling sig wait for all clearing sig animate entity corvus performing action ACTION9_ANIMATION repeating for 100 times play sound "objects/cartroll.wav" for entity main move entity wheel1 by [0, -100, 0] at 100 speed signaling sig move entity wheel2 by [0, -100, 0] at 100 speed signaling sig1 move entity main by [0, -100, 0] at 100 speed signaling sig2 move entity walls by [0, -100, 0] at 100 speed signaling sig3 move entity corvus by [0, -100, 0] at 100 speed signaling cor wait for all clearing sig, sig1, sig2, sig3, cor // -------------------------------- move entity wheel1 by [0, -40, -6] at 150 speed signaling sig move entity wheel2 by [0, -40, -6] at 150 speed signaling sig1 move entity main by [0, -40, -6] at 150 speed signaling sig2 move entity walls by [0, -40, -6] at 150 speed signaling sig3 move entity corvus by [0, -40, -6] at 150 speed signaling cor rotate entity wheel1 by [0, 0, 18] at 200 speed signaling sig4 rotate entity wheel2 by [0, 0, 18] at 200 speed signaling sig5 rotate entity main by [0, 0, 18] at 200 speed signaling sig6 rotate entity walls by [0, 0, 18] at 200 speed signaling sig7 rotate entity corvus by [0, 0, 18] at 200 speed signaling cor1 wait for all clearing sig, sig1, sig2, sig3, sig4, sig5, sig6, sig7, cor, cor1 // -------------------------------- move entity wheel1 by [0, -690, -215] at 800 speed signaling sig move entity wheel2 by [0, -690, -215] at 800 speed signaling sig1 move entity main by [0, -690, -215] at 800 speed signaling sig2 move entity walls by [0, -690, -215] at 800 speed signaling sig3 move entity corvus by [0, -690, -215] at 800 speed signaling cor wait for all clearing sig, sig1, sig2, sig3, cor //--------------------------------- move entity wheel1 by [0, -50, 0] at 800 speed signaling sig move entity wheel2 by [0, -50, 0] at 800 speed signaling sig1 move entity main by [0, -50, 0] at 800 speed signaling sig2 move entity walls by [0, -50, 0] at 800 speed signaling sig3 move entity corvus by [0, -50, 0] at 800 speed signaling cor rotate entity wheel1 by [0, 0, -10] at 800 speed signaling sig4 rotate entity wheel2 by [0, 0, -10] at 800 speed signaling sig5 rotate entity main by [0, 0, -10] at 800 speed signaling sig6 rotate entity walls by [0, 0, -10] at 800 speed signaling sig7 rotate entity corvus by [0, 0, -10] at 800 speed signaling cor1 wait for all clearing sig, sig1, sig2, sig3, sig4, sig5, sig6, sig7, cor, cor1 //--------------------------------- move entity wheel1 by [0, -65, -20] at 800 speed signaling sig move entity wheel2 by [0, -65, -20] at 800 speed signaling sig1 move entity main by [0, -65, -20] at 800 speed signaling sig2 move entity walls by [0, -65, -20] at 800 speed signaling sig3 move entity corvus by [0, -65, -20] at 800 speed signaling cor rotate entity wheel1 by [0, 0, -8] at 800 speed signaling sig4 rotate entity wheel2 by [0, 0, -8] at 800 speed signaling sig5 rotate entity main by [0, 0, -8] at 800 speed signaling sig6 rotate entity walls by [0, 0, -8] at 800 speed signaling sig7 rotate entity corvus by [0, 0, -8] at 800 speed signaling cor1 wait for all clearing sig, sig1, sig2, sig3, sig4, sig5, sig6, sig7, cor, cor1 //--------------------------------- move entity wheel1 by [0, -140, 0] at 800 speed signaling sig move entity wheel2 by [0, -140, 0] at 800 speed signaling sig1 move entity main by [0, -140, 0] at 800 speed signaling sig2 move entity walls by [0, -140, 0] at 800 speed signaling sig3 move entity corvus by [0, -140, 0] at 800 speed signaling cor wait for all clearing sig, sig1, sig2, sig3, cor //--------------------------------- play sound "objects/spankers.wav" for entity main move entity wheel1 by [0, -50, 20] at 800 speed signaling sig move entity wheel2 by [0, -50, 20] at 800 speed signaling sig1 move entity main by [0, -50, 20] at 800 speed signaling sig2 move entity walls by [0, -50, 20] at 800 speed signaling sig3 move entity corvus by [0, -50, 20] at 800 speed signaling cor rotate entity wheel1 by [0, 0, -25] at 800 speed signaling sig4 rotate entity wheel2 by [0, 0, -25] at 800 speed signaling sig5 rotate entity main by [0, 0, -25] at 800 speed signaling sig6 rotate entity walls by [0, 0, -25] at 800 speed signaling sig7 rotate entity corvus by [0, 0, -25] at 800 speed signaling cor1 wait for all clearing sig, sig1, sig2, sig3, sig4, sig5, sig6, sig7, cor, cor1 // -------------------------------- move entity wheel1 by [0, -50, 50] at 800 speed signaling sig move entity wheel2 by [0, -50, 50] at 800 speed signaling sig1 move entity main by [0, -50, 50] at 800 speed signaling sig2 move entity walls by [0, -50, 50] at 800 speed signaling sig3 move entity corvus by [0, -50, 50] at 800 speed signaling cor wait for all clearing sig, sig1, sig2, sig3, cor //--------------------------------- move entity wheel1 by [0, -50, 20] at 800 speed signaling sig move entity wheel2 by [0, -50, 20] at 800 speed signaling sig1 move entity main by [0, -50, 20] at 800 speed signaling sig2 move entity walls by [0, -50, 20] at 800 speed signaling sig3 move entity corvus by [0, -50, 20] at 800 speed signaling cor rotate entity wheel1 by [0, 0, 15] at 800 speed signaling sig4 rotate entity wheel2 by [0, 0, 15] at 800 speed signaling sig5 rotate entity main by [0, 0, 15] at 800 speed signaling sig6 rotate entity walls by [0, 0, 15] at 800 speed signaling sig7 rotate entity corvus by [0, 0, 15] at 800 speed signaling cor1 wait for all clearing sig, sig1, sig2, sig3, sig4, sig5, sig6, sig7, cor, cor1 // -------------------------------- move entity wheel1 by [0, -150, 0] at 800 speed signaling sig move entity wheel2 by [0, -150, 0] at 800 speed signaling sig1 move entity main by [0, -150, 0] at 800 speed signaling sig2 move entity walls by [0, -150, 0] at 800 speed signaling sig3 move entity corvus by [0, -150, 0] at 800 speed signaling cor rotate entity wheel1 by [0, 0, 10] at 800 speed signaling sig4 rotate entity wheel2 by [0, 0, 10] at 800 speed signaling sig5 rotate entity main by [0, 0, 10] at 800 speed signaling sig6 rotate entity walls by [0, 0, 10] at 800 speed signaling sig7 rotate entity corvus by [0, 0, 10] at 800 speed signaling cor1 wait for all clearing sig, sig1, sig2, sig3, sig4, sig5, sig6, sig7, cor, cor1 //--------------------------------- move entity wheel1 by [0, -150, 0] at 800 speed signaling sig move entity wheel2 by [0, -150, 0] at 800 speed signaling sig1 move entity main by [0, -150, 0] at 800 speed signaling sig2 move entity walls by [0, -150, 0] at 800 speed signaling sig3 move entity corvus by [0, -150, 0] at 800 speed signaling cor rotate entity wheel1 by [0, 0, 10] at 800 speed signaling sig4 rotate entity wheel2 by [0, 0, 10] at 800 speed signaling sig5 rotate entity main by [0, 0, 10] at 800 speed signaling sig6 rotate entity walls by [0, 0, 10] at 800 speed signaling sig7 rotate entity corvus by [0, 0, 10] at 800 speed signaling cor1 wait for all clearing sig, sig1, sig2, sig3, sig4, sig5, sig6, sig7, cor, cor1 // --------------------------------- move entity wheel1 by [0, -50, -20] at 800 speed signaling sig move entity wheel2 by [0, -50, -20] at 800 speed signaling sig1 move entity main by [0, -50, -20] at 800 speed signaling sig2 move entity walls by [0, -50, -20] at 800 speed signaling sig3 move entity corvus by [0, -50, -20] at 800 speed signaling cor rotate entity wheel1 by [0, 0, 15] at 800 speed signaling sig4 rotate entity wheel2 by [0, 0, 15] at 800 speed signaling sig5 rotate entity main by [0, 0, 15] at 800 speed signaling sig6 rotate entity walls by [0, 0, 15] at 800 speed signaling sig7 rotate entity corvus by [0, 0, 15] at 800 speed signaling cor1 wait for all clearing sig, sig1, sig2, sig3, sig4, sig5, sig6, sig7, cor, cor1 //---------------------------------- move entity wheel1 by [0, -75, -50] at 800 speed signaling sig move entity wheel2 by [0, -75, -50] at 800 speed signaling sig1 move entity main by [0, -75, -50] at 800 speed signaling sig2 move entity walls by [0, -75, -50] at 800 speed signaling sig3 move entity corvus by [0, -75, -50] at 800 speed signaling cor wait for all clearing sig, sig1, sig2, sig3, cor play sound "misc/metalbreak.wav" for entity main use entity break //--------------------------------- move entity wheel1 by [75, 25, 15] at 400 speed signaling sig move entity wheel2 by [75, 0, 15] at 400 speed signaling sig1 move entity main by [0, -10, -20] at 400 speed signaling sig2 move entity corvus by [0, -10, -20] at 400 speed signaling cor move entity walls by [30, -100, -40] at 400 speed signaling sig3 rotate entity wheel1 by [90, 0, -25] at 400 speed signaling sig4 rotate entity wheel2 by [90, 0, -25] at 400 speed signaling sig5 rotate entity main by [0, 0, -25] at 400 speed signaling sig6 rotate entity corvus by [0, 0, -25] at 400 speed signaling cor1 rotate entity walls by [0, 0, -25] at 400 speed signaling sig7 wait for any clearing sig, sig1, sig2, sig3, sig4, sig5, sig6, sig7, cor, cor1 corvus.movetype = PHYSICSTYPE_PUSH animate entity corvus performing action ACTION11_ANIMATION by moving [-20, 0, 0] //---------------------------------- move entity main by [0, -10, 0] at 200 speed signaling sig wait for all clearing sig move entity main by [0, -10, 0] at 100 speed signaling sig wait for all clearing sig move entity main by [0, -10, 0] at 50 speed signaling sig wait for all clearing sig // ---------------------------------- wait 1 seconds disable cinematics player1.modelindex = 0 player1.solid = SOLID_NOT use entity change