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