heretic2-sdk/Toolkit/Designer/dsexamples/common/corvus2.ds
1998-11-24 00:00:00 +00:00

145 lines
3.4 KiB
Text

// template file for scripts
#include "../common/header.ds"
output "r:/base/ds/common"
local int sig
local int modelindex
local entity camera1
local entity player1
local vector character_pos
local vector player_pos
local int holdindex
parameter entity corvus
corvus.yaw_speed = 15
camera1 = find entity with targetname "camera1"
use entity camera1
player1 = get entity activator // Get player who set off trigger
holdindex = player1.modelindex // Save players model
player1.modelindex = 0 // Make players model disappear
player1.solid = SOLID_NOT // Player won't block now
corvus.modelindex = corvus.count // Turn on cinematic corvus
corvus.solid = SOLID_SOLID // Make him block
enable cinematics
// Walk start
animate entity corvus performing action WALKSTART_ANIMATION signaling sig
wait for any clearing sig
// Walk 1
animate entity corvus performing action WALK1_ANIMATION by moving [200, 0, 0] signaling sig
wait for any clearing sig
// Walk stop1
animate entity corvus performing action WALKSTOP1_ANIMATION signaling sig
wait for any clearing sig
// Walk start
animate entity corvus performing action WALKSTART_ANIMATION signaling sig
wait for any clearing sig
disable cinematics
player1.origin = corvus.origin // Put player where Cinematic corvus is
player1.angles = corvus.angles // Make player angles like Cinematic Corvus
player1.modelindex = holdindex // Return the model to the player
player1.solid = SOLID_SOLID // Make the player solid
corvus.modelindex = 0 // Turn off the cinematic corvus model
corvus.solid = SOLID_NOT // Make him not solid
use entity camera1
// Pivot Left Go
animate entity corvus performing action PIVOTLEFTGO_ANIMATION signaling sig
wait for any clearing sig
// Pivot Left
animate entity corvus performing action PIVOTLEFT_ANIMATION by turning [180, 0, 0] signaling sig
wait for any clearing sig
// Pivot Left Stop
animate entity corvus performing action PIVOTLEFTSTOP_ANIMATION signaling sig
wait for any clearing sig
// Walk 1
animate entity corvus performing action WALK1_ANIMATION by moving [200, 0, 0] signaling sig
wait for any clearing sig
// Walk stop2
animate entity corvus performing action WALKSTOP2_ANIMATION signaling sig
wait for any clearing sig
// Pivot Right Go
animate entity corvus performing action PIVOTRIGHTGO_ANIMATION signaling sig
wait for any clearing sig
// Pivot Right
animate entity corvus performing action PIVOTRIGHT_ANIMATION by turning [-180, 0, 0] signaling sig
wait for any clearing sig
// Pivot Right Stop
animate entity corvus performing action PIVOTLEFTSTOP_ANIMATION signaling sig
wait for any clearing sig
// Walk 1
animate entity corvus performing action WALK1_ANIMATION by moving [200, 0, 0] signaling sig
wait for any clearing sig
// Walk stop1
animate entity corvus performing action WALKSTOP1_ANIMATION signaling sig
wait for any clearing sig
// Walk start
animate entity corvus performing action WALKSTART_ANIMATION signaling sig
wait for any clearing sig
// Action 1
animate entity corvus performing action ACTION1_ANIMATION signaling sig
wait for any clearing sig
// Idle 1
animate entity corvus performing action IDLE1_ANIMATION
use entity camera1
// The big switch back
corvus.origin = corvus.origin
player1.origin = player1.origin
wait 2 seconds