heretic2-sdk/Toolkit/Designer/dsexamples/cloud/sixtomesdone.ds
1998-11-24 00:00:00 +00:00

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// After all 6 tomes are turned off.
#include "../common/header.ds"
output "r:/base/ds/cloud"
local entity tome
local entity camera1
local entity target1
local entity hero
local entity player1
local entity puzztome
local vector holdpos
local entity miss
local entity take
local int sig
local int sig1
local int sig2
local int holdindex
local vector holdangles
tome = find entity with targetname "tome"
camera1 = find entity with targetname "cam1"
target1 = find entity with scripttarget "target1"
hero = find entity with targetname "hero"
puzztome = find entity with targetname "puzztome"
miss = find entity with targetname "miss"
take = find entity with targetname "take"
player1 = get entity activator
//Switching player
copy player attributes from entity player1 to entity hero
hero.origin = player1.origin
hero.angles = player1.angles
hero.modelindex = hero.count // Turn on cinematic corvus
hero.solid = SOLID_SOLID // Make him block
hero.movetype = PHYSICSTYPE_STEP
camera1.origin = player1.origin + [8, 72, 16]
target1.origin = player1.origin + [0, -16, 0]
tome.origin = player1.origin + [24, 32, 0]
tome.angles = hero.angles + [0, 180, 0]
holdangles = tome.angles
tome.ideal_yaw = holdangles.y
tome.solid = SOLID_SOLID
tome.modelindex = tome.count
enable cinematics
use entity camera1
wait 1 seconds
animate entity tome performing action IDLE1_ANIMATION repeating for 5 times
animate entity hero performing action PIVOTLEFT_ANIMATION by turning [60, 0, 0]
print 75 captioned
play sound "tome/place_tome.wav" for entity tome
wait 16 seconds
use entity camera1
//Switching back
disable cinematics
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
holdpos = tome.origin + [0, 0, 8]
tome.modelindex = 0
tome.solid = SOLID_NOT
target1.movetype = PHYSICSTYPE_NOCLIP
//holdpos = player1.origin + [24, 32, 8]
//puzztome = spawn entity with fields "classname" = "item_puzzle_tome", "origin" = holdpos
puzztome.origin = player1.origin + [0, 0, 8]
use entity puzztome
use entity take
wait .1 seconds
use entity miss
wait .5 seconds
exit