160 lines
3.6 KiB
Text
160 lines
3.6 KiB
Text
//Roof caving in, in Andslums
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#include "../common/header.ds"
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output "r:/base/ds/andoria"
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//define variables
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local entity roofcam
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local entity camtrain
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local entity domebreak1
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local entity domebreak3
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local entity domebreak4
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local entity domebreak5
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local entity domebreak6
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local entity domebreak7
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local entity domebreak8
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local entity domebreak9
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local entity dometrain
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local entity dometrain10
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local entity dome1
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local entity dome2
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local entity dome3
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local entity walkway
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local entity walkwaya
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local entity quaker
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local entity dmg
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local entity corv
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local entity player1
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local int sig
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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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roofcam = find entity with targetname "t111"
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camtrain = find entity with scripttarget "camtrain"
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domebreak1 = find entity with targetname "domebreak1"
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domebreak3 = find entity with targetname "domebreak3"
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domebreak4 = find entity with targetname "domebreak4"
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domebreak5 = find entity with targetname "domebreak5"
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domebreak6 = find entity with targetname "domebreak6"
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domebreak7 = find entity with targetname "domeJS1"
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domebreak8 = find entity with targetname "domeJS2"
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domebreak9 = find entity with targetname "domeJS3"
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dometrain = find entity with targetname "dometrain"
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dometrain10 = find entity with targetname "dometrain10"
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dome1 = find entity with targetname "t20"
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dome2 = find entity with targetname "dome2"
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dome3 = find entity with targetname "dome3"
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walkway = find entity with targetname "walkway"
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walkwaya = find entity with targetname "walkwaya"
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quaker = find entity with targetname "quaker"
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dmg = find entity with targetname "dmg"
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corv = find entity with targetname "corv"
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dometrain.movetype = PHYSICSTYPE_PUSH
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dometrain10.movetype = PHYSICSTYPE_PUSH
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player1 = get entity activator
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copy player attributes from entity player1 to entity corv
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corv.modelindex = corv.count
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corv.solid = SOLID_SOLID
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corv.movetype = 4
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//start er up
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enable cinematics
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enable trigger entity quaker
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use entity roofcam
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animate entity corv performing action ACTION7_ANIMATION repeating for 10 times
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play sound "world/quake.wav" for entity corv on channel 10
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use entity quaker
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wait 1 seconds
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use entity domebreak6
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wait .5 seconds
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use entity domebreak3
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wait .5 seconds
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use entity dome3
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use entity domebreak5
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use entity domebreak8
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wait .7 seconds
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use entity dome1
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use entity dome2
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wait .5 seconds
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use entity domebreak1
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use entity domebreak4
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use entity domebreak9
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use entity domebreak7
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enable trigger entity dmg
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move entity camtrain by [0, 0, -256] at 225 speed
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move entity dometrain by [0, 0, -568] at 800 speed signaling sig
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rotate entity dometrain by [0, 0, 45] at 80 speed signaling sig2
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wait .2 seconds
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move entity dometrain10 by [36, -16, -256] at 800 speed signaling sig3
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rotate entity dometrain10 by [52, 0, 42] at 160 speed signaling sig4
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wait for all clearing sig3, sig4
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move entity dometrain10 by [36, -16, -200] at 1000 speed signaling sig3
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move entity walkwaya by [0, 0, -168] at 800 speed
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use entity walkway
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wait for all clearing sig, sig2, sig3
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use entity dometrain
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use entity dometrain10
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play sound "world/quakend.wav" for entity corv on channel 10
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wait 2 seconds
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animate entity corv performing action ACTION8_ANIMATION repeating for 1 times
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wait 1 seconds
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disable trigger entity quaker
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disable trigger entity dmg
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use entity roofcam
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walkwaya.movetype = PHYSICSTYPE_NONE
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player1.origin = corv.origin
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player1.p_origin = corv.origin
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set view angles of entity player1 to corv.angles
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corv.modelindex = 0
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corv.solid = SOLID_NOT
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disable cinematics
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