heretic2-sdk/Toolkit/Designer/dsexamples/hive/firstprts.ds
1998-11-24 00:00:00 +00:00

149 lines
5.3 KiB
Text

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