sof-sdk/Sample/ds/tsr1/gbnyc6.ds

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2000-06-15 00:00:00 +00:00
#include "../common/header.ds"
output "p:/base/ds/tsr1"
/////////////////////////////////////////////////
// Declare
local entity stall1
local entity stall2
local entity new_kick_stall // the new stall kick that Brian wanted in
local entity new_kick_stall_push // push brush that will simulate force when the door is kicked open
local entity backbystairs // trigger that needs to be hit when leaving ladies room
local entity lstallguy1 // the first guy in the ladies room stall
local entity lstallguy2 // the sec guy in the ladies rooms stall
local entity lstallguy3 // the newest guy in the stall sequence
local entity setup // this sets up the ambush on the way out
local entity stallshooter // the guy who will shoot the stall on the way out
local entity originalwall // the func_wall clean version stall that needs to be taken out for the ambush
local entity raf_clipdoor // the func wall clip brush for the bathroom door
local entity new_clip_stall // the clip brush func wall that will provide collision for when the door is kicked open
local int sig1
local int sig2
/////////////////////////////////////////////////
// Assign
stall1 = find entity with targetname "stall1"
stall2 = find entity with targetname "stall2"
new_kick_stall = find entity with targetname "new_kick_stall"
new_kick_stall_push = find entity with targetname "new_kick_stall_push"
backbystairs = find entity with targetname "backbystairs"
lstallguy1 = find entity with targetname "lstallguy1"
lstallguy2 = find entity with targetname "lstallguy2"
lstallguy3 = find entity with targetname "lstallguy3"
stallshooter = find entity with targetname "stallshooter"
setup = find entity with targetname "setup"
originalwall = find entity with targetname "originalwall"
raf_clipdoor = find entity with targetname "raf_clipdoor"
new_clip_stall = find entity with targetname "new_clip_stall"
/////////////////////////////////////////////////
// Action
// THE FIRST STALL GUY
if lstallguy1.health > 0
animate entity lstallguy1 performing action STD_XKICKDOOR_N_A_A // signaling sig1
wait .25 seconds // mmm the magic delay
moverotate entity stall1 from file "gbnyc_stall.rof"// signaling sig2
play sound "impact/door/kickdoor.wav" for entity stall1 at volume 0.9
// wait 0.5 seconds
//wait for all clearing sig1, sig2
animate entity lstallguy1 performing action STD_R_N_MRS_2 by moving [-64, 0, 0]
animate entity lstallguy1 performing action SCRIPT_RELEASE
endif
// THE SECOND STALL GUY
if lstallguy2.health > 0
animate entity lstallguy2 performing action STD_XKICKDOOR_N_A_A //signaling sig1
wait .25 seconds
moverotate entity stall2 from file "generic_door_cw.rof" //signaling sig2
play sound "impact/door/kickdoor.wav" for entity stall2 at volume 0.9
use entity new_clip_stall // triggers the funcwall in for clipping
//wait for all clearing sig1, sig2
animate entity lstallguy2 performing action STD_R_N_MRS_2 by moving [-64, 0, 0]
animate entity lstallguy2 performing action SCRIPT_RELEASE
// use entity backbystairs
endif
wait 1 seconds // stall for the last guy to kick the stall
// THE THIRD STALL GUY
if lstallguy3.health > 0
animate entity lstallguy3 performing action STD_XKICKDOOR_N_A_A //signaling sig1
wait .25 seconds
use entity new_kick_stall_push // triggers the push brush
wait .2 seconds
use entity new_kick_stall_push // shuts the stall push brush off
moverotate entity new_kick_stall from file "generic_door_ccw.rof" //signaling sig2
use entity raf_clipdoor // triggers the clip hull in
play sound "impact/door/kickdoor.wav" for entity stall2 at volume 0.9
//wait for all clearing sig1, sig2
animate entity lstallguy3 performing action STD_R_N_MRS_2 by moving [64, 0, 0]
animate entity lstallguy3 performing action SCRIPT_RELEASE
endif
use entity setup // activates the trigger for the stall shooting guy
use entity stallshooter // spawns the skinhead in behind the front partition
// use entity originalwall // this should remove the func_wall
animate entity stallshooter performing action SCRIPT_RELEASE
// End