301 lines
9.1 KiB
Text
301 lines
9.1 KiB
Text
// The big boss man
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#include "../common/header.ds"
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output "r:/base/ds/cloud"
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local entity barrier
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local entity cam1
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local entity cam2
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local entity cam3
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local entity cam4
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local entity cam5
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local entity camone
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local entity dolly1
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local entity dolly2
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local entity dolly3
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local entity dolly4
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local entity cam1train
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local entity cam2train
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local entity cam3train
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local entity cam4train
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local entity boss
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parameter entity hero
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local entity player1
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local entity monster
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local entity cd
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local entity close
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local entity hero
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local entity doorcam
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local entity coop
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local entity toplf
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local entity toprt
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local entity topup
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local entity topdn
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local entity midupout
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local entity midupin
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local entity middnout
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local entity middnin
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local entity botup
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local entity botdn
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local entity bar1
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local entity bar2
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local entity bar3
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local entity bar4
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local entity bar5
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local entity bar6
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local entity bar7
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local entity bar8
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local entity portal
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local entity take
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local int sig
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local int sig1
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local int sig2
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local int sig3
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local int sig4
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local int sig5
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local int sig6
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local int sig7
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local int sig8
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//hero.yaw_speed = 8
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barrier = find entity with targetname "barrier"
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cam1 = find entity with targetname "shot1"
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cam1train = find entity with scripttarget "train1"
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cam2 = find entity with targetname "shot2"
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cam2train = find entity with scripttarget "train2"
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cam3 = find entity with targetname "shot3"
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cam3train = find entity with scripttarget "train3"
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cam4 = find entity with targetname "shot4"
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cam4train = find entity with scripttarget "train4"
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cam5 = find entity with targetname "cam5"
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camone = find entity with targetname "camone"
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dolly1 = find entity with scripttarget "pan1"
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dolly2 = find entity with scripttarget "pan2"
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dolly3 = find entity with scripttarget "pan3"
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dolly4 = find entity with scripttarget "pan4"
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boss = find entity with targetname "boss"
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monster = find entity with targetname "monster"
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cd = find entity with targetname "cd"
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close = find entity with targetname "close"
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hero = find entity with targetname "hero"
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doorcam = find entity with targetname "doorcam2"
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coop = find entity with targetname "telcoop"
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toplf = find entity with targetname "toplf"
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toprt = find entity with targetname "toprt"
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topup = find entity with targetname "topup"
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topdn = find entity with targetname "topdn"
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midupout = find entity with targetname "midupout"
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midupin = find entity with targetname "midupin"
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middnout = find entity with targetname "middnout"
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middnin = find entity with targetname "middnin"
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botup = find entity with targetname "botup"
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botdn = find entity with targetname "botdn"
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bar1 = find entity with targetname "bar1"
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bar2 = find entity with targetname "bar2"
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bar3 = find entity with targetname "bar3"
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bar4 = find entity with targetname "bar4"
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bar5 = find entity with targetname "bar5"
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bar6 = find entity with targetname "bar6"
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bar7 = find entity with targetname "bar7"
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bar8 = find entity with targetname "bar8"
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portal = find entity with targetname "portal"
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take = find entity with targetname "take"
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//Switching player
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player1 = get entity activator // Get player who set off trigger
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copy player attributes from entity player1 to entity hero
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hero.modelindex = hero.count // Turn on cinematic corvus
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hero.solid = SOLID_SOLID // Make him block
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hero.movetype = PHYSICSTYPE_STEP
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enable cinematics
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cache sound "cinematics/morcalavin/120-54.wav"
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cache sound "cinematics/morcalavin/121-60.wav"
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cache sound "cinematics/morcalavin/122-52.wav"
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cache sound "cinematics/morcalavin/123-66.wav"
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cache sound "cinematics/morcalavin/124-52.wav"
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cache sound "cinematics/morcalavin/125-76.wav"
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// Corvus walks in and door closes.
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use entity doorcam
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animate entity hero performing action WALK2_ANIMATION by moving [302, 0, 0] signaling sig
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wait for all clearing sig
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animate entity hero performing action IDLE1_ANIMATION
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wait .5 seconds
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move entity botdn by [0,0,64] at 30 speed
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move entity botup by [0,0,64] at 30 speed
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move entity middnout by [0,64,0] at 30 speed
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move entity midupout by [0,-64,0] at 30 speed
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move entity middnin by [0,120,0] at 60 speed
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move entity midupin by [0,-120,0] at 60 speed
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move entity topup by [0,-112,0] at 40 speed
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move entity topdn by [0,112,0] at 40 speed
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move entity toprt by [0,0,-112] at 40 speed
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move entity toplf by [0,0,-112] at 40 speed
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play sound "doors/stonestart.wav" for entity botup on channel 10
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play sound "doors/stonestart.wav" for entity botdn on channel 10
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wait.5 seconds
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play sound "doors/stoneloop.wav" for entity botup on channel 10
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play sound "doors/stoneloop.wav" for entity botdn on channel 10
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wait 1.5 seconds
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play sound "doors/stoneend.wav" for entity botup on channel 10
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play sound "doors/stoneend.wav" for entity botdn on channel 10
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wait 2 seconds
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play sound "doors/kchunk5.wav" for entity bar1 on channel 10
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play sound "doors/kchunk5.wav" for entity bar3 on channel 10
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wait .5 seconds
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play sound "objects/gearsmove.wav" for entity bar1 on channel 10
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play sound "objects/gearsmove.wav" for entity bar3 on channel 10
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move entity bar1 by [0,-160,0] at 50 speed signaling sig1
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move entity bar2 by [0,96,0] at 50 speed signaling sig2
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move entity bar3 by [0,-96,0] at 50 speed signaling sig3
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move entity bar4 by [0,160,0] at 50 speed signaling sig4
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move entity bar5 by [0,-160,0] at 50 speed signaling sig5
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move entity bar6 by [0,96,0] at 50 speed signaling sig6
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move entity bar7 by [0,-96,0] at 50 speed signaling sig7
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move entity bar8 by [0,160,0] at 50 speed signaling sig8
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wait for all clearing sig1, sig2, sig3, sig4, sig5, sig6, sig7, sig8
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move entity bar1 by [-16,0,0] at 50 speed signaling sig1
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move entity bar2 by [-16,0,0] at 50 speed signaling sig2
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move entity bar3 by [-16,0,0] at 50 speed signaling sig3
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move entity bar4 by [-16,0,0] at 50 speed signaling sig4
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move entity bar5 by [16,0,0] at 50 speed signaling sig5
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move entity bar6 by [16,0,0] at 50 speed signaling sig6
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move entity bar7 by [16,0,0] at 50 speed signaling sig7
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move entity bar8 by [16,0,0] at 50 speed signaling sig8
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wait for all clearing sig1, sig2, sig3, sig4, sig5, sig6, sig7, sig8
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play sound "doors/thud4.wav" for entity bar1 on channel 10
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play sound "doors/thud4.wav" for entity bar3 on channel 10
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use entity portal
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wait 1.5 seconds
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use entity doorcam
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// Establishing shot
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use entity camone
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animate entity hero performing action WALK2_ANIMATION by moving [370, 0, 0] signaling sig
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wait for all clearing sig
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use entity camone
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// Morcalavin speaks
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use entity cam1
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print 263 captioned
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play sound "cinematics/morcalavin/120-54.wav" for entity boss
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move entity cam1train by [96, 16, 0] over 28 seconds
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animate entity boss performing action ACTION1_ANIMATION signaling sig
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animate entity hero performing action IDLE2_ANIMATION signaling sig1
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wait 10 seconds
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print 264 captioned
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wait for all clearing sig, sig1
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// wait .5 seconds
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use entity cam1
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// Corvus replies
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use entity cam2
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print 265 captioned
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play sound "cinematics/morcalavin/121-60.wav" for entity hero
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animate entity hero performing action ACTION1_ANIMATION signaling sig
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animate entity boss performing action IDLE2_ANIMATION signaling sig1
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wait for all clearing sig, sig1
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// wait .5 seconds
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use entity cam2
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// Morcalavin is sarcastic
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use entity cam3
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print 266 captioned
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play sound "cinematics/morcalavin/122-52.wav" for entity boss
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animate entity boss performing action ACTION2_ANIMATION signaling sig
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animate entity hero performing action IDLE2_ANIMATION signaling sig1
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wait for all clearing sig, sig1
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wait .2 seconds
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use entity cam3
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// They banter back and forth
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use entity cam4
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print 267 captioned
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play sound "cinematics/morcalavin/123-66.wav" for entity hero
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animate entity hero performing action ACTION2_ANIMATION signaling sig
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animate entity boss performing action IDLE3_ANIMATION signaling sig1
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wait for all clearing sig, sig1
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print 268 captioned
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play sound "cinematics/morcalavin/124-52.wav" for entity boss
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animate entity boss performing action ACTION3_ANIMATION signaling sig
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animate entity hero performing action IDLE3_ANIMATION signaling sig1
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wait for all clearing sig, sig1
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use entity cam4
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use entity cam5
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print 269 captioned
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play sound "cinematics/morcalavin/125-76.wav" for entity hero
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animate entity hero performing action ACTION3_ANIMATION signaling sig
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animate entity boss performing action IDLE4_ANIMATION signaling sig1
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wait for all clearing sig, sig1
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use entity cam5
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//Switching back
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player1.origin = hero.origin // Put player where Cinematic corvus is
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player1.p_origin = hero.origin // Put player where Cinematic corvus is set view angles of entity player1 to hero.angles
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hero.modelindex = 0 // Turn off the cinematic corvus model
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hero.solid = SOLID_NOT // Make him not solid
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//Switching Morcalavin
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monster.origin = boss.origin // Put Monster where Morcalavin is
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monster.angles = boss.angles // Make Monster angles like Morcalavin
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boss.modelindex = 0 // Turn off the cinematic Morcalavin model
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boss.solid = SOLID_NOT // Make him not solid
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disable cinematics
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use entity take
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use entity coop
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use entity barrier
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use entity cd
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