// The Fallen High Priestess. #include "../common/header.ds" output "r:/base/ds/hive" local entity send local entity camnot local entity camthere local entity cam22 local entity camera1 local entity camera2 local entity camera3 local entity camera4 local entity camera4base local entity camera5 local entity camera6 local entity portal local entity portalcam local entity fallen local entity corvus local entity levelchange local entity player1 local entity watcher local entity monster local int sig local int sig1 send = find entity with targetname "send" camnot = find entity with targetname "not" camthere = find entity with targetname "there" cam22 = find entity with targetname "cam22" camera1 = find entity with targetname "fcam1" camera2 = find entity with targetname "fcam2" camera3 = find entity with targetname "fcam3" camera4 = find entity with targetname "fcam4" camera4base = find entity with targetname "fcam4b" camera5 = find entity with targetname "fcam5" camera6 = find entity with targetname "fcam6" portal = find entity with targetname "portal" portalcam = find entity with targetname "portalcam" levelchange = find entity with targetname "t129" fallen = find entity with targetname "fallen" corvus = find entity with targetname "corvus" monster = find entity with targetname "monster" 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" //Switching Priestess player1 = get entity activator // Get player who set off trigger copy player attributes from entity player1 to entity corvus // copies players appearance player1.solid = SOLID_NOT // Player won't block now corvus.modelindex = corvus.count // Turn on cinematic corvus corvus.solid = SOLID_NOT // Make him block corvus.movetype = PHYSICSTYPE_STEP //monster = get entity activator // Get player who set off trigger monster.modelindex = 0 // Make players model disappear monster.solid = SOLID_NOT // Player won't block now fallen.modelindex = fallen.count // Turn on cinematic priestess fallen.solid = SOLID_SOLID // Make her block fallen.movetype = PHYSICSTYPE_STEP fallen.origin = [2292, 2108, 504] fallen.angles = [0, 270, 0] enable cinematics //Camera1, behind fallen looking at corvus. use entity camera1 play sound "cinematics/fallen priestess/99-450.wav" for entity fallen animate entity fallen performing action ACTION7_ANIMATION signaling sig animate entity corvus performing action ACTION7_ANIMATION signaling sig1 wait for all clearing sig, sig1 print 237 captioned play sound "cinematics/fallen priestess/100-451.wav" for entity corvus animate entity fallen performing action ACTION8_ANIMATION signaling sig animate entity corvus performing action ACTION8_ANIMATION signaling sig1 wait for all clearing sig, sig1 print 238 captioned play sound "cinematics/fallen priestess/101-454.wav" for entity fallen animate entity fallen performing action ACTION9_ANIMATION signaling sig animate entity corvus performing action ACTION9_ANIMATION signaling sig1 wait for all clearing sig, sig1 //Camera2, on the side looking at both the fallen and corvus. animate entity fallen performing action ACTION10_ANIMATION signaling sig1 use entity camera2 print 239 captioned play sound "cinematics/fallen priestess/102-454.wav" for entity corvus animate entity corvus performing action ACTION10_ANIMATION signaling sig wait for all clearing sig, sig1 print 240 captioned play sound "cinematics/fallen priestess/103-454.wav" for entity fallen animate entity corvus performing action ACTION11_ANIMATION signaling sig animate entity fallen performing action ACTION11_ANIMATION signaling sig1 wait 9 seconds print 241 captioned use entity camera2 //Close up shots, one of Priestess, one of Corvus use entity camnot wait for all clearing sig, sig1 use entity camnot use entity camthere print 242 captioned play sound "cinematics/fallen priestess/104-454.wav" for entity corvus animate entity corvus performing action ACTION12_ANIMATION signaling sig animate entity fallen performing action ACTION12_ANIMATION signaling sig1 wait for all clearing sig, sig1 use entity camthere //back to profile shot of the two use entity cam22 print 243 captioned play sound "cinematics/fallen priestess/105-450.wav" for entity fallen animate entity corvus performing action ACTION13_ANIMATION signaling sig animate entity corvus performing action ACTION13_ANIMATION signaling sig1 wait for all clearing sig, sig1 print 244 captioned play sound "cinematics/fallen priestess/106-454.wav" for entity corvus animate entity corvus performing action ACTION14_ANIMATION signaling sig animate entity fallen performing action ACTION14_ANIMATION signaling sig1 wait for all clearing sig, sig1 print 245 captioned play sound "cinematics/fallen priestess/107-454.wav" for entity fallen animate entity corvus performing action ACTION1_ANIMATION signaling sig animate entity fallen performing action ACTION1_ANIMATION signaling sig1 wait for all clearing sig, sig1 use entity cam22 //Camera3, close up of corvus. use entity camera3 print 246 captioned play sound "cinematics/fallen priestess/108-450.wav" for entity corvus animate entity corvus performing action ACTION2_ANIMATION signaling sig animate entity fallen performing action ACTION2_ANIMATION signaling sig1 wait for all clearing sig, sig1 //Camera4, looking over corvus's shoulder use entity camera4 print 247 captioned play sound "cinematics/fallen priestess/109-450.wav" for entity fallen animate entity corvus performing action ACTION3_ANIMATION signaling sig animate entity fallen performing action ACTION3_ANIMATION signaling sig1 wait 6 seconds print 248 captioned wait for all clearing sig, sig1 //Camera4, camera pulls back looking at both the fallen and corvus move entity camera4base by [-56, 72, 0] over 37 seconds print 249 captioned play sound "cinematics/fallen priestess/110-455.wav" for entity fallen animate entity corvus performing action ACTION4_ANIMATION signaling sig animate entity fallen performing action ACTION4_ANIMATION signaling sig1 wait 4 seconds print 250 captioned wait 6 seconds print 251 captioned wait for all clearing sig, sig1 print 252 captioned play sound "cinematics/fallen priestess/112-458.wav" for entity fallen animate entity corvus performing action ACTION5_ANIMATION signaling sig animate entity fallen performing action ACTION5_ANIMATION signaling sig1 wait 8 seconds print 253 captioned to entity player1 wait for all clearing sig, sig1 //Camera5, low looking up at corvus use entity camera5 print 254 captioned play sound "cinematics/fallen priestess/113-455.wav" for entity corvus animate entity corvus performing action ACTION6_ANIMATION signaling sig animate entity fallen performing action ACTION6_ANIMATION signaling sig1 wait for all clearing sig, sig1 //Camera6, behind corvus looking at the fallen. use entity camera6 print 255 captioned play sound "cinematics/fallen priestess/114-458.wav" for entity fallen animate entity corvus performing action ACTION15_ANIMATION signaling sig animate entity fallen performing action ACTION15_ANIMATION signaling sig1 wait 6 seconds print 256 captioned wait for all clearing sig, sig1 use entity camera6 use entity send print 257 captioned play sound "cinematics/fallen priestess/115-458.wav" for entity corvus animate entity fallen performing action ACTION16_ANIMATION signaling sig animate entity corvus performing action ACTION16_ANIMATION signaling sig1 wait for all clearing sig, sig1 use entity send // animate entity fallen performing action IDLE1_ANIMATION signaling sig // animate entity corvus performing action IDLE4_ANIMATION signaling sig1 // wait for all clearing sig use entity send disable cinematics use entity levelchange