149 lines
5.3 KiB
Text
149 lines
5.3 KiB
Text
// The Frist time Corvus encounters the High Priestess.
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#include "../common/header.ds"
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output "r:/base/ds/hive"
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local entity oneshot
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local entity onetarget
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local entity cam1a
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local entity cam2a
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local entity cam3a
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local entity base1a
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local entity cam3target
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local entity testcam
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local entity fallen1
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local entity corvus1
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local entity player1
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local entity monster
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local int sig
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local int sig1
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oneshot = find entity with targetname "oneshot"
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onetarget = find entity with targetname "t175"
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testcam = find entity with targetname "testcam"
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cam1a = find entity with targetname "camera1a"
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cam2a = find entity with targetname "camera2a"
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cam3a = find entity with targetname "camera3a"
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base1a = find entity with targetname "cam1abase"
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cam3target = find entity with targetname "t131"
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fallen1 = find entity with targetname "fallen1"
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corvus1 = find entity with targetname "corvus1"
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monster = find entity with targetname "monster"
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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 corvus1 // copies players appearance
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//corvus1.modelindex = corvus1.count // Turn on cinematic corvus
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corvus1.solid = SOLID_NOT // Make him block
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corvus1.movetype = PHYSICSTYPE_STEP
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fallen1.yaw_speed = .5
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enable cinematics
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cache sound "cinematics/first priestess/92-448.wav"
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cache sound "cinematics/first priestess/93-445.wav"
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cache sound "cinematics/first priestess/94-447.wav"
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cache sound "cinematics/first priestess/95-448.wav"
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cache sound "cinematics/first priestess/96-446.wav"
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cache sound "cinematics/first priestess/97-446.wav"
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cache sound "cinematics/first priestess/98-447.wav"
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//Opening shot of Corvus walking into scene.
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use entity oneshot
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wait .1 seconds
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// corvus1.modelindex = corvus1.count // Turn on cinematic corvus
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onetarget.movetype = PHYSICSTYPE_PUSH
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move entity onetarget by [0, 72, 0] over 3 seconds signaling sig
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animate entity corvus1 performing action WALK3_ANIMATION by moving [72, 0, 0] signaling sig1
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wait for all clearing sig1
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animate entity corvus1 performing action IDLE2_ANIMATION
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wait for all clearing sig
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use entity oneshot
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//Cam1a, behind corvus1 looking at fallen1 as she walks toward him.
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use entity cam1a
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wait 1 seconds
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print 229 captioned
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play sound "cinematics/first priestess/92-448.wav" for entity fallen1
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animate entity fallen1 performing action ACTION1_ANIMATION signaling sig
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animate entity corvus1 performing action ACTION17_ANIMATION
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wait for all clearing sig
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print 230 captioned
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play sound "cinematics/first priestess/93-445.wav" for entity corvus1
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animate entity corvus1 performing action ACTION18_ANIMATION signaling sig
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animate entity fallen1 performing action ACTION2_ANIMATION signaling sig1
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wait for all clearing sig, sig1
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animate entity corvus1 performing action ACTION17_ANIMATION
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print 231 captioned
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play sound "cinematics/first priestess/94-447.wav" for entity fallen1
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animate entity fallen1 performing action ACTION3_ANIMATION by turning [-20, 0, 0] signaling sig
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wait for all clearing sig
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use entity cam1a
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//Cam2a, low on the left of corvus1 looking up at the fallen1 as she walks around him.
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use entity cam2a
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move entity base1a by [80, -112, 0] over 21 seconds
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print 232 captioned
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play sound "cinematics/first priestess/95-448.wav" for entity corvus1
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animate entity corvus1 performing action ACTION19_ANIMATION signaling sig
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animate entity fallen1 performing action ACTION4_ANIMATION by turning [20, 0, 0] signaling sig1
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wait for all clearing sig, sig1
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animate entity corvus1 performing action ACTION17_ANIMATION
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fallen1.yaw_speed = 2
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print 233 captioned
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play sound "cinematics/first priestess/96-446.wav" for entity fallen1
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animate entity fallen1 performing action ACTION5_ANIMATION by turning [-180, 0, 0] signaling sig
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wait for all clearing sig
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fallen1.yaw_speed = 2
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print 234 captioned
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play sound "cinematics/first priestess/97-446.wav" for entity corvus1
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animate entity corvus1 performing action ACTION20_ANIMATION signaling sig
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animate entity fallen1 performing action ACTION6_ANIMATION by turning [-200, 0, 0] signaling sig1
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wait for all clearing sig, sig1
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animate entity corvus1 performing action ACTION17_ANIMATION
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//Cam3a, close up of corvus.
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//use entity cam3a
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fallen1.yaw_speed = 1
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print 235 captioned
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play sound "cinematics/first priestess/98-447.wav" for entity fallen1
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animate entity fallen1 performing action ACTION7_ANIMATION by turning [100, 0, 0] signaling sig
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animate entity corvus1 performing action ACTION17_ANIMATION
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wait for all clearing sig
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//use entity cam3a
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use entity cam2a
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//Switching back
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player1.origin = corvus1.origin // Put player where Cinematic corvus is
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player1.p_origin = corvus1.origin // Put player where Cinematic corvus is set view angles of entity player1 to hero.angles
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corvus1.modelindex = 0 // Turn off the cinematic corvus model
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corvus1.solid = SOLID_NOT // Make him not solid
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//Switching Priestess
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monster.origin = fallen1.origin // Put Monster where Cinematic Priestess is
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monster.angles = fallen1.angles // Make Monster angles like Cinematic Watcher
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monster.solid = SOLID_SOLID // Make the monster solid
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fallen1.modelindex = 0 // Turn off the cinematic Priestess model
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fallen1.solid = SOLID_NOT // Make her not solid
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disable cinematics
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