as released 2000-06-15
This commit is contained in:
commit
1c3e861db6
314 changed files with 248362 additions and 0 deletions
BIN
Bin/SoFData.exe
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Bin/SoFData.exe
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Bin/Sof.qe4
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Bin/Sof.qe4
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// SoF SDK Radiant project file 29th March 2000
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// ----------------------------------------------------------
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//
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// You will need to edit these paths if you installed SoF
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// anywhere other than the default path.
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//
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// ie. Change every occurence of 'c:\Progra~1\Raven\SoF\base'
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// to your 'base' directory.
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//
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// Be sure to extract the textures from the pak file.
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// Put the 'entities.def' file in your 'base' directory.
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//
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// ----------------------------------------------------------
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// Disclaimer: This may work
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{
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// Paths
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"basepath" "c:\Progra~1\Raven\SoF\base"
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"rshcmd" ""
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"remotebasepath" "c:\Progra~1\Raven\SoF\base"
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"entitypath" "c:\Progra~1\Raven\SoF\base\entities.def"
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"texturepath" "c:\Progra~1\Raven\SoF\base\textures"
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"autosave" "c:\autosave.map"
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"mapspath" ""
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// Compiles
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"bsp_Relight_Qrad" "! sofbsp.exe -onlyents $ && ! sofarghrad.exe -scale 2.0 -lightmip 2 -moddir c:\Progra~1\Raven\SoF\base $"
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"bsp_FullVis (qrad -extra)" "! sofbsp.exe $ && ! sofvis.exe $ && ! sofarghrad.exe -scale 2.0 -lightmip 2 -moddir c:\Progra~1\Raven\SoF\base -extra $"
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"bsp_NoVis" "! sofbsp.exe $"
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"bsp_Entities" "! sofbsp.exe -onlyents $"
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"bsp_VisRad (BSP ents only)" "! sofbsp.exe -onlyents $ && ! sofvis.exe $ && ! sofarghrad.exe -scale 2.0 -lightmip 2 -moddir c:\Progra~1\Raven\SoF\base $"
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"bsp_FullVis" "! sofbsp.exe $ && ! sofvis.exe $ && ! sofarghrad.exe -scale 2.0 -lightmip 2 -moddir c:\Progra~1\Raven\SoF\base $"
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"bsp_FullVis (no qrad)" "! sofbsp $ && ! sofvis $"
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"bsp_FullVis (nodetail, qrad -extra)" "! sofbsp -nodetail $ && ! sofvis $ && ! sofarghrad -scale 2.0 -lightmip 2 -moddir c:\Progra~1\Raven\SoF\base -extra $"
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"bsp_FastVis" "! sofbsp $ && ! sofvis -fast $ && ! sofarghrad -scale 2.0 -lightmip 2 -moddir c:\Progra~1\Raven\SoF\base -bounce 0 $"
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"bsp_FastVis (nowater)" "! sofbsp -nowater $ && ! sofvis -fast $ && ! sofarghrad -scale 2.0 -lightmip 2 -moddir c:\Progra~1\Raven\SoF\base -bounce 0 $"
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"bsp_FastVis (noqrad)" "! sofbsp $ && ! sofvis -fast $"
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"bsp_FastVis (with bounce)" "! sofbsp $ && ! sofvis -fast $ && ! sofarghrad -scale 2.0 -lightmip 2 -moddir c:\Progra~1\Raven\SoF\base $"
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}
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6268
Bin/entities.def
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6268
Bin/entities.def
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BIN
Bin/plugins/M32Loader.dll
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Bin/plugins/M32Loader.dll
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BIN
Bin/sofarghrad.exe
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Bin/sofarghrad.exe
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Bin/sofbsp.exe
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Bin/sofbsp.exe
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Bin/sofbspinfo.exe
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Bin/sofbspinfo.exe
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Bin/sofds.exe
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Bin/sofds.exe
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Bin/sofradiant.exe
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Bin/sofradiant.exe
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Bin/sofvis.exe
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Bin/sofvis.exe
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Configs/ai.cfg
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Configs/ai.cfg
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set developer 1
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// disk ops
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bind s "savepoints"
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bind l "loadpoint"
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bind e "exportpoint"
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// point manipulation
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bind d "deletepoint"
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bind h "pointhelp"
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bind m "movepoint"
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// misc
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bind z "destroyents"
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bind i "toggleignore"
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// point dropping
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bind a "setpoint"
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bind 1 "setflee"
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bind 2 "setlean"
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bind 3 "setduck"
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bind 4 "setcover"
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bind 5 "setfleefriendly"
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bind 6 "setfleeenemy"
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Configs/fx.cfg
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Configs/fx.cfg
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bind kp_uparrow "fx_partadjust -"
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bind kp_downarrow "fx_partadjust +"
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bind kp_home "fx_partsub 10"
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bind kp_leftarrow "fx_partsub 1"
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bind kp_end "fx_partsub .1"
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bind kp_pgdn "fx_partadd .1"
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bind kp_rightarrow "fx_partadd 1"
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bind kp_pgup "fx_partadd 10"
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bind kp_plus "fx_partadjust 1000"
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bind kp_minus "fx_partadjust 999"
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bind kp_ins "fx_partadjust 1002"
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bind kp_enter "fx_run 1"
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bind kp_5 "fx_run 1"
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bind kp_fslash "fx_partadjust 1001"
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fx_edit 1
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Docs/Raven Menu Format.doc
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Docs/Raven Menu Format.doc
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Docs/Scripting Documentation.doc
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Docs/Scripting Documentation.doc
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Docs/SoF SDK.rtf
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Docs/SoF SDK.rtf
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{\rtf1\ansi\ansicpg1252\uc1 \deff0\deflang1033\deflangfe1033{\fonttbl{\f0\froman\fcharset0\fprq2{\*\panose 02020603050405020304}Times New Roman{\*\falt Times New Roman};}{\f75\froman\fcharset238\fprq2 Times New Roman CE{\*\falt Times New Roman};}
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{\f76\froman\fcharset204\fprq2 Times New Roman Cyr{\*\falt Times New Roman};}{\f78\froman\fcharset161\fprq2 Times New Roman Greek{\*\falt Times New Roman};}{\f79\froman\fcharset162\fprq2 Times New Roman Tur{\*\falt Times New Roman};}
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{\f80\froman\fcharset177\fprq2 Times New Roman (Hebrew){\*\falt Times New Roman};}{\f81\froman\fcharset178\fprq2 Times New Roman (Arabic){\*\falt Times New Roman};}{\f82\froman\fcharset186\fprq2 Times New Roman Baltic{\*\falt Times New Roman};}}
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{\colortbl;\red0\green0\blue0;\red0\green0\blue255;\red0\green255\blue255;\red0\green255\blue0;\red255\green0\blue255;\red255\green0\blue0;\red255\green255\blue0;\red255\green255\blue255;\red0\green0\blue128;\red0\green128\blue128;\red0\green128\blue0;
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\red128\green0\blue128;\red128\green0\blue0;\red128\green128\blue0;\red128\green128\blue128;\red192\green192\blue192;}{\stylesheet{\ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0
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\fs24\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 \snext0 Normal;}{\s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \fs36\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 \sbasedon0 \snext0
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heading 1;}{\*\cs10 \additive Default Paragraph Font;}{\*\cs15 \additive \ul\cf2 \sbasedon10 Hyperlink;}{\*\cs16 \additive \ul\cf12 \sbasedon10 FollowedHyperlink;}}{\info{\title SoF SDK V1}{\author Rick Johnson}{\operator Rick Johnson}
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{\creatim\yr2000\mo3\dy28\hr9\min36}{\revtim\yr2000\mo6\dy15\hr14\min29}{\version6}{\edmins43}{\nofpages2}{\nofwords308}{\nofchars1757}{\*\company Raven Software}{\nofcharsws2157}{\vern8247}}\margl720\margr720\margt720\margb720
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\widowctrl\ftnbj\aenddoc\noxlattoyen\expshrtn\noultrlspc\dntblnsbdb\nospaceforul\hyphcaps0\formshade\horzdoc\dgmargin\dghspace180\dgvspace180\dghorigin1701\dgvorigin1984\dghshow1\dgvshow1
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\jexpand\viewkind4\viewscale100\pgbrdrhead\pgbrdrfoot\splytwnine\ftnlytwnine\htmautsp\nolnhtadjtbl\useltbaln\alntblind\lytcalctblwd\lyttblrtgr\lnbrkrule \fet0\sectd \linex0\endnhere\sectlinegrid360\sectdefaultcl {\*\pnseclvl1
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\pnucrm\pnstart1\pnindent720\pnhang{\pntxta .}}{\*\pnseclvl2\pnucltr\pnstart1\pnindent720\pnhang{\pntxta .}}{\*\pnseclvl3\pndec\pnstart1\pnindent720\pnhang{\pntxta .}}{\*\pnseclvl4\pnlcltr\pnstart1\pnindent720\pnhang{\pntxta )}}{\*\pnseclvl5
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\pndec\pnstart1\pnindent720\pnhang{\pntxtb (}{\pntxta )}}{\*\pnseclvl6\pnlcltr\pnstart1\pnindent720\pnhang{\pntxtb (}{\pntxta )}}{\*\pnseclvl7\pnlcrm\pnstart1\pnindent720\pnhang{\pntxtb (}{\pntxta )}}{\*\pnseclvl8\pnlcltr\pnstart1\pnindent720\pnhang
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{\pntxtb (}{\pntxta )}}{\*\pnseclvl9\pnlcrm\pnstart1\pnindent720\pnhang{\pntxtb (}{\pntxta )}}\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0
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\fs36\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {SoF SDK V1.1
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\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \fs24\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\fs36 June 15, 2000
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\par
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\par }{\fs20 Added to the }{\b\fs20 Bin}{\fs20 directory:
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\par \tab SoF.QE4\tab \tab \tab - Sample project file for QERadiant
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\par
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\par Added to the }{\b\fs20 Docs}{\fs20 directory:
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\par \tab SoF partial animation list.htm\tab - Animation listing for SoF
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\par
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\par Changed the }{\b\fs20 Ghoul}{\fs20 directory to:
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\par \tab Max2/GHOULExp.dle\tab \tab - the 3DS Max V2.x plugin
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\par \tab Max3/GHOULExp3.dle\tab \tab - the 3DS Max V3.x plugin
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\par
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\par Added the }{\b\fs20 Source}{\fs20 directory:
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\par \tab It is recommended that you compile the source code using Microsoft Visual C++ V6.0 SP3
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\par
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\par \tab Game\tab \tab \tab \tab - Gamex86.dll source code
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\par \tab Tools
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\par \tab \tab SoFData\tab \tab \tab - SoFData source code (with M32 texture format)
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\par
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\par
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\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \fs36\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {
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\par SoF SDK V1.0
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\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \fs24\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\fs36 March 28, 2000
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\par }{
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\par }{\fs20 The initial release of the SDK contains programs and information on how to create custom maps, scripts, menus, and ghoul models. Please refer to the }{\b\fs20 Mod Community Board}{\fs20 under the SoF Message Boards at }
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{\field\flddirty{\*\fldinst {\fs20 HYPERLINK "http://sof.ravensoft.com" }{\fs20 {\*\datafield
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||||||
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00d0c9ea79f9bace118c8200aa004ba90b02000000170000001900000068007400740070003a002f002f0073006f0066002e0072006100760065006e0073006f00660074002e0063006f006d000000e0c9ea79f9bace118c8200aa004ba90b3400000068007400740070003a002f002f0073006f0066002e00720061007600
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65006e0073006f00660074002e0063006f006d002f00000000000000}}}{\fldrslt {\cs15\fs20\ul\cf2 http://sof.ravensoft.com}}}{\fs20 for assistance, feedback, and other issues relating to this SDK.
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\par
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\par The }{\b\fs20 Bin}{\fs20 directory contains the following programs:
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\par \tab SoFRadiant \tab \tab - the SoF map editor
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\par \tab Entities.def\tab \tab - the SoF entity list (for SoFRadiant)
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\par \tab SoFBSP\tab \tab \tab - to BSP your map
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\par \tab SoFVis\tab \tab \tab - to Vis your map
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\par \tab SoFArhgRad\tab \tab - to Light your map
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\par \tab SoFBSPInfo\tab \tab - to get information about your bsp file
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\par \tab SoFDS\tab \tab \tab - the designer script compiler
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\par \tab SoFData\tab \tab \tab - to generate textures
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\par
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\par The }{\b\fs20 Ghoul}{\fs20 directory contains the 3DS Max 2.0 or higher plugin for GHOUL model creation:
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\par \tab pmodels/buddy.gpm\tab - an example of a GHOUL Player Model file for custom player models in deathmatch
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\par
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\par The }{\b\fs20 Configs}{\fs20 directory contains config files useful for effect and map creation:
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\par \tab AI.cfg\tab \tab \tab - Config file to help see various aspects of the AI
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\par \tab FX.cfg\tab \tab \tab - Config file to assist in the creation of effects
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\par
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\par The }{\b\fs20 Docs}{\fs20 directory contains useful documentation:
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\par \tab Raven Menu Format.doc\tab \tab - Describes the various commands to create a menu
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\par \tab Scripting Documentation.doc\tab - Describes the various commands for the designer scripting language
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\par \tab SoF SDK.rtf\tab \tab \tab - This document
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\par
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\par The }{\b\fs20 Menus}{\fs20 directory contains examples for creating menus under SoF.
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\par
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\par The }{\b\fs20 Sample}{\fs20 directory contains the scripts and original map file for the TSR1 level, which is the New York Subway level (first mission in the game).
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\par
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\par
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\par
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\par }}
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7865
Docs/SoF partial animation list.htm
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Docs/SoF partial animation list.htm
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Ghoul/max2/ghoulexp.dle
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Ghoul/max2/ghoulexp.dle
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Ghoul/max3/ghoulexp3.dle
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Ghoul/max3/ghoulexp3.dle
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106
Ghoul/pmodels/buddy.gpm
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Ghoul/pmodels/buddy.gpm
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//First entry points to the working directory for the player model
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// (this should generally be "enemy/meso" or "enemy/female")
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enemy/meso
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//Second entry points to .ghb file to be used by menus
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// (meso_menu1-10 and fem_menu1&2 are available in the pakfile)
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meso_menu5
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//Third entry points to .ghb file to be used in the game
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// (meso_player and fem_play are available in the pakfile)
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meso_player
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//Fourth entry points to set of .gsq files to be used in the game
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// (this will determine most of the model parts turned on/off in game--can
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// be adjusted further down)
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playerbulbul
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//Fifth entry is the teamname of this model
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// ("Noteam" designates that model isn't on any team)
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"Noteam"
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//Sixth entry points to the directory in which pain and death sounds are found
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// (the following directories are available in the pakfile:
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// "enemy/dth/skin"--used for New York single player levels
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// "enemy/dth/russ"--used for Siberia/Kosovo single player levels
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// "enemy/dth/arab"--used for Iraq/Sudan single player levels
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// "enemy/dth/jpn"--used for Japan single player levels
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// "enemy/dth/rad"--used for Castle single player levels
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// "enemy/dth/fem"--used for females in single player)
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"enemy/dth/skin"
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//Seventh entry points to set of faces to be used by player model
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// (this can be set to "" if you don't want to make use of facial expressions--the
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// ninja player model is set this way)
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// (these face sets are available in the pakfile:
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// f_amu_--General Amu
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// f_w_2,3,4,6,8,10,11,12,15,16,17_--most of the caucasion faces in the single player game
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// f_b_2-7_--most of the African and African-American faces
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// f_h_6_--a serbian face
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// f_hb_1_--a bearded face
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// f_j_3,4,&8_--Asian faces
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// f_john_--John Mullins
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// f_m_1&5_--Middle Eastern faces
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// f_sam_--Sam
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// f_taylor_--Taylor)
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"f_w_3_"
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//Eighth entry is a list of skins to set for the model
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// (each list member has three parts: the material to set the skin for, the name of
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// the skin, and the model part to set the skin for. The materials on the meso player
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// model are:
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// H--head material
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// HD--hood material, for hooded coat
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// F--face material
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// MD--mask material, for chemical suit
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// A--arm material
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// B--body material
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// C--cap material (generally just used for severed limbs)
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// GZ--gore zone material (generally just used for bullet-hole textures)
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// The female player model has the same materials, except for HD and MD.
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//
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// If the seventh entry was set validly, it will override any face skin set here.
|
||||||
|
// These are the static faces available in the pakfile (for use when you set the 7th entry to ""):
|
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|
// f_afrrocket
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||||||
|
// f_dekker
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// f_irqrocket
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||||||
|
// f_irqwoman1
|
||||||
|
// f_irqwoman2
|
||||||
|
// f_ninja
|
||||||
|
// f_raider2-5
|
||||||
|
// f_sibtroop
|
||||||
|
// f_sibtroop2
|
||||||
|
//
|
||||||
|
// The model part can be the name of any mesh on the model, or can be set to 0 if you
|
||||||
|
// want the material on the entire model changed to the specified skin.)
|
||||||
|
{
|
||||||
|
a a_kosmechanic 0
|
||||||
|
b b_kosmechanic 0
|
||||||
|
f f_w_3_n 0
|
||||||
|
h h_w_3_s 0
|
||||||
|
h h_raider2 _mohawk
|
||||||
|
}
|
||||||
|
|
||||||
|
//Ninth entry is a list of bolt-ons for the model
|
||||||
|
// (each list member has four parts: the name of the .gbm file which descibes the item being
|
||||||
|
// bolted on, the name of the bolt on the player model, the name of the bolt on the item, and the
|
||||||
|
// scale to be applied to the item.)
|
||||||
|
{
|
||||||
|
boltons/funface.gbm abolt_head_t to_abolt_head_t 1.187857142857
|
||||||
|
}
|
||||||
|
|
||||||
|
//Tenth entry is a list of extra part toggles
|
||||||
|
// (each list member has two parts: the name of the mesh on the player model, and a 1-or-0 value
|
||||||
|
// which specifies whether the part should be on (1) or off (0).)
|
||||||
|
{
|
||||||
|
_mohawk 1
|
||||||
|
_crewhead 0
|
||||||
|
_beardhead 0
|
||||||
|
_beardface 0
|
||||||
|
_lbang 0
|
||||||
|
_rbang 0
|
||||||
|
_ponytail 0
|
||||||
|
_helmethead 0
|
||||||
|
_helmetface 0
|
||||||
|
_lear 0
|
||||||
|
}
|
61
Menus/fonts.rmf
Normal file
61
Menus/fonts.rmf
Normal file
|
@ -0,0 +1,61 @@
|
||||||
|
<stm>
|
||||||
|
<include tints>
|
||||||
|
<backdrop tile "backdrop/web_bg">
|
||||||
|
<vbar tint vbargray>
|
||||||
|
|
||||||
|
<normal>
|
||||||
|
<font type small tint purple>
|
||||||
|
"Font type small"<hbr>
|
||||||
|
<font type small tint white>
|
||||||
|
<hbr>
|
||||||
|
" ! #$%&'()*+,-./0123456789:; = ?"<hbr><hbr>
|
||||||
|
"@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]._"<hbr><hbr>
|
||||||
|
"`abcdefghijklmnopqrstuvwxyz{|}~ "<hbr><hbr>
|
||||||
|
"...............................Ÿ"<hbr><hbr>
|
||||||
|
"...£.....©....®................¿"<hbr><hbr>
|
||||||
|
"ÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓÔÕÖ×ØÙÚÛÜÝÞß"<hbr><hbr>
|
||||||
|
"àáâãäåæçèéêëìíîïðñòóôõö÷øùúûüýþÿ"<hbr><hbr>
|
||||||
|
<hbr>
|
||||||
|
|
||||||
|
<normal>
|
||||||
|
<font type medium tint purple>
|
||||||
|
"Font type medium"<hbr>
|
||||||
|
<font type medium tint white>
|
||||||
|
<hbr>
|
||||||
|
" ! #$%&'()*+,-./0123456789:; = ?"<hbr><hbr>
|
||||||
|
"@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]._"<hbr><hbr>
|
||||||
|
"`abcdefghijklmnopqrstuvwxyz{|}~ "<hbr><hbr>
|
||||||
|
"...............................Ÿ"<hbr><hbr>
|
||||||
|
"...£.....©....®................¿"<hbr><hbr>
|
||||||
|
"ÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓÔÕÖ×ØÙÚÛÜÝÞß"<hbr><hbr>
|
||||||
|
"àáâãäåæçèéêëìíîïðñòóôõö÷øùúûüýþÿ"<hbr><hbr>
|
||||||
|
<hbr>
|
||||||
|
|
||||||
|
<font type title tint purple>
|
||||||
|
"Font type title"<hbr>
|
||||||
|
<font type title tint white>
|
||||||
|
<hbr>
|
||||||
|
" ! #$%&'()*+,-./0123456789:; = ?"<hbr><hbr>
|
||||||
|
"@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]._"<hbr><hbr>
|
||||||
|
"`abcdefghijklmnopqrstuvwxyz{|}~ "<hbr><hbr>
|
||||||
|
"...............................Ÿ"<hbr><hbr>
|
||||||
|
"...£.....©....®................¿"<hbr><hbr>
|
||||||
|
"ÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓÔÕÖ×ØÙÚÛÜÝÞß"<hbr><hbr>
|
||||||
|
"àáâãäåæçèéêëìíîïðñòóôõö÷øùúûüýþÿ"<hbr><hbr>
|
||||||
|
<hbr>
|
||||||
|
|
||||||
|
<normal>
|
||||||
|
<font type title tint purple>
|
||||||
|
"Font type interface"<hbr>
|
||||||
|
<font type interface tint white>
|
||||||
|
<hbr>
|
||||||
|
"0123456789"<hbr>
|
||||||
|
<hbr>
|
||||||
|
<hbr>
|
||||||
|
<hbr>
|
||||||
|
<hbr>
|
||||||
|
<hbr>
|
||||||
|
<hbr>
|
||||||
|
<hbr>
|
||||||
|
<blank 16 16>
|
||||||
|
</stm>
|
52
Menus/layout.rmf
Normal file
52
Menus/layout.rmf
Normal file
|
@ -0,0 +1,52 @@
|
||||||
|
This menu demonstrates some of the simple layout controls of the menu system
|
||||||
|
|
||||||
|
<stm>
|
||||||
|
<include tints>
|
||||||
|
|
||||||
|
<backdrop tile "backdrop/web_bg">
|
||||||
|
|
||||||
|
<font type title tint normaltext atint hilitetext>
|
||||||
|
|
||||||
|
<hr width 200>
|
||||||
|
|
||||||
|
<left>
|
||||||
|
LEFT
|
||||||
|
<right>
|
||||||
|
RIGHT
|
||||||
|
<center>
|
||||||
|
CENTER
|
||||||
|
|
||||||
|
<hr width 200>
|
||||||
|
|
||||||
|
<left>
|
||||||
|
LEFT<hbr>
|
||||||
|
<right>
|
||||||
|
RIGHT<hbr>
|
||||||
|
<center>
|
||||||
|
CENTER
|
||||||
|
|
||||||
|
<hr width 200>
|
||||||
|
|
||||||
|
<font type medium>
|
||||||
|
|
||||||
|
<right>
|
||||||
|
These words appear in reverse order
|
||||||
|
<left>
|
||||||
|
These words appear in order
|
||||||
|
|
||||||
|
<hr width 200>
|
||||||
|
|
||||||
|
<center>
|
||||||
|
Not good with spaces.<hbr>
|
||||||
|
<hbr>
|
||||||
|
"Much better at handling spaces in quotes"<hbr>
|
||||||
|
|
||||||
|
<hr width 200>
|
||||||
|
|
||||||
|
<normal>
|
||||||
|
Normal text just appears left to right as you would expect - automatically carriage returning at the end
|
||||||
|
of a line. The carriage returns in the rmf document are ignored. Note how each word is highlighted individually.
|
||||||
|
|
||||||
|
</stm>
|
||||||
|
|
||||||
|
Anything past the </stm> is ignored completely - it is a good place to put comments like this :)
|
1
Menus/readme.txt
Normal file
1
Menus/readme.txt
Normal file
|
@ -0,0 +1 @@
|
||||||
|
Place these files in your "user/menus" folder. The user folder resides parallel to you base folder.
|
51
Menus/simple.rmf
Normal file
51
Menus/simple.rmf
Normal file
|
@ -0,0 +1,51 @@
|
||||||
|
This menu demonstrates some of the simple area types
|
||||||
|
|
||||||
|
<stm>
|
||||||
|
<include tints>
|
||||||
|
<backdrop bgcolor black>
|
||||||
|
<vbar tint vbargray>
|
||||||
|
|
||||||
|
<center>
|
||||||
|
|
||||||
|
<font type title tint normaltext atint hilitetext>
|
||||||
|
|
||||||
|
<hbr>
|
||||||
|
|
||||||
|
<ctext percent atext "The Percentage is : ">
|
||||||
|
<slider cvari percent min 0 max 100 step 1>
|
||||||
|
|
||||||
|
<hbr>
|
||||||
|
<hbr>
|
||||||
|
|
||||||
|
<ctext fruit atext "The current fruit number is : ">
|
||||||
|
<list "Apples,Oranges,Pears" cvar fruit atext "Fruit : ">
|
||||||
|
|
||||||
|
<hbr>
|
||||||
|
<hbr>
|
||||||
|
|
||||||
|
<ctext fruittaste atext "The current tastiness is : ">
|
||||||
|
<list "Apples,Oranges,Pears" match "Sweet,Bitter,Juicy" cvar fruittaste atext "Fruit : ">
|
||||||
|
|
||||||
|
<hbr>
|
||||||
|
<hbr>
|
||||||
|
|
||||||
|
<image "icons/f_mail" tint red alt "icons/f_joystick" atint blue key mouse1 "play menu/small/invalid">
|
||||||
|
|
||||||
|
<hbr>
|
||||||
|
<hbr>
|
||||||
|
|
||||||
|
<ctext nickname atext "Your current nickname is : ">
|
||||||
|
<input cvar nickname global maxchars 32 width 150 border 3 1 gray>
|
||||||
|
|
||||||
|
<hbr>
|
||||||
|
<hbr>
|
||||||
|
|
||||||
|
<ticker "This page demonstrates some of the simple area types to get you started customising your own menus" speed 5>
|
||||||
|
|
||||||
|
<hbr>
|
||||||
|
<hbr>
|
||||||
|
|
||||||
|
<text "OK" key mouse1 "killmenu" border 16 1 gray>
|
||||||
|
|
||||||
|
</stm>
|
||||||
|
|
228
Sample/ds/common/elevator.ds
Normal file
228
Sample/ds/common/elevator.ds
Normal file
|
@ -0,0 +1,228 @@
|
||||||
|
// template file for common directory
|
||||||
|
|
||||||
|
#include "../common/header.ds"
|
||||||
|
|
||||||
|
output "p:/base/ds/common"
|
||||||
|
|
||||||
|
// Declare the variables
|
||||||
|
|
||||||
|
parameter vector location //how far will the elevator move
|
||||||
|
parameter vector newlocation //how far will the elevator move
|
||||||
|
parameter int upordown //defines which floor the elevator is on. Up = 0
|
||||||
|
|
||||||
|
parameter entity leftupper //Upper outside door
|
||||||
|
parameter entity rightupper //Upper outside door
|
||||||
|
parameter entity leftlower //Lower outside door
|
||||||
|
parameter entity rightlower //Lower outside door
|
||||||
|
|
||||||
|
parameter entity elebody //The actual elevator
|
||||||
|
parameter entity eledoorleft //The inside elevator door
|
||||||
|
parameter entity eledoorright //The inside elevator door
|
||||||
|
|
||||||
|
local int done = 0 //Shows when the elevator has stopped moving so the doors can open
|
||||||
|
local int currentfloor = 0 //this tells the program which floor the elevator is on. Up = 0
|
||||||
|
|
||||||
|
/* !!!!!WARNING!!!! with currentfloor set to 0, it assumes that the elevator is at its extended
|
||||||
|
position. If you want the elevator to be at the lower floor, set currentfloor = 1 */
|
||||||
|
|
||||||
|
//We need to check which floor it is on first... remember that up = 0
|
||||||
|
|
||||||
|
if upordown = currentfloor
|
||||||
|
if upordown = 1
|
||||||
|
move entity leftlower by [0,48,0] at 100 speed //open the outside doors
|
||||||
|
move entity rightlower by [0,-48,0] at 100 speed
|
||||||
|
|
||||||
|
wait .5 seconds
|
||||||
|
|
||||||
|
move entity eledoorleft by [0,48,0] at 100 speed // open the inside doors
|
||||||
|
move entity eledoorright by [0,-48,0] at 100 speed signaling done
|
||||||
|
wait for any clearing done
|
||||||
|
|
||||||
|
wait 2 seconds
|
||||||
|
|
||||||
|
move entity eledoorleft by [0,-48,0] at 100 speed // close the inside doors
|
||||||
|
move entity eledoorright by [0,48,0] at 100 speed
|
||||||
|
|
||||||
|
wait .5 seconds
|
||||||
|
|
||||||
|
move entity leftlower by [0,48,0] at 100 speed //close the outside doors
|
||||||
|
move entity rightlower by [0,-48,0] at 100 speed signaling done
|
||||||
|
wait for any clearing done
|
||||||
|
|
||||||
|
move entity eledoorleft by location at 100 speed //move the elevator
|
||||||
|
move entity eledoorright by location at 100 speed
|
||||||
|
move entity elebody by location at 100 speed signaling done
|
||||||
|
wait for any clearing done
|
||||||
|
|
||||||
|
wait .5 seconds
|
||||||
|
|
||||||
|
move entity eledoorleft by [0,48,0] at 100 speed // open the inside doors
|
||||||
|
move entity eledoorright by [0,-48,0] at 100 speed
|
||||||
|
|
||||||
|
move entity leftupper by [0,48,0] at 100 speed //open the outside doors
|
||||||
|
move entity rightupper by [0,-48,0] at 100 speed signaling done
|
||||||
|
wait for any clearing done
|
||||||
|
|
||||||
|
wait 2 seconds
|
||||||
|
|
||||||
|
move entity leftupper by [0,-48,0] at 100 speed //close the outside doors
|
||||||
|
move entity rightupper by [0,48,0] at 100 speed
|
||||||
|
|
||||||
|
wait .5 seconds
|
||||||
|
|
||||||
|
move entity eledoorleft by [0,-48,0] at 100 speed // close the inside doors
|
||||||
|
move entity eledoorright by [0,48,0] at 100 speed signaling done
|
||||||
|
wait for any clearing done
|
||||||
|
|
||||||
|
else
|
||||||
|
move entity leftupper by [0,48,0] at 100 speed //open the outside doors
|
||||||
|
move entity rightupper by [0,-48,0] at 100 speed
|
||||||
|
|
||||||
|
wait .5 seconds
|
||||||
|
|
||||||
|
move entity eledoorleft by [0,48,0] at 100 speed // open the inside doors
|
||||||
|
move entity eledoorright by [0,-48,0] at 100 speed signaling done
|
||||||
|
wait for any clearing done
|
||||||
|
|
||||||
|
wait 2 seconds
|
||||||
|
|
||||||
|
move entity eledoorleft by [0,-48,0] at 100 speed // close the inside doors
|
||||||
|
move entity eledoorright by [0,48,0] at 100 speed
|
||||||
|
|
||||||
|
wait .5 seconds
|
||||||
|
|
||||||
|
move entity leftupper by [0,48,0] at 100 speed //close the outside doors
|
||||||
|
move entity rightupper by [0,-48,0] at 100 speed signaling done
|
||||||
|
wait for any clearing done
|
||||||
|
|
||||||
|
move entity eledoorleft by location at 100 speed //move the elevator
|
||||||
|
move entity eledoorright by location at 100 speed
|
||||||
|
move entity elebody by location at 100 speed signaling done
|
||||||
|
wait for any clearing done
|
||||||
|
|
||||||
|
wait .5 seconds
|
||||||
|
|
||||||
|
move entity eledoorleft by [0,48,0] at 100 speed // open the inside doors
|
||||||
|
move entity eledoorright by [0,-48,0] at 100 speed
|
||||||
|
|
||||||
|
move entity leftlower by [0,48,0] at 100 speed //open the outside doors
|
||||||
|
move entity rightlower by [0,-48,0] at 100 speed signaling done
|
||||||
|
wait for any clearing done
|
||||||
|
|
||||||
|
wait 2 seconds
|
||||||
|
|
||||||
|
move entity leftlower by [0,-48,0] at 100 speed //close the outside doors
|
||||||
|
move entity rightlower by [0,48,0] at 100 speed
|
||||||
|
|
||||||
|
wait .5 seconds
|
||||||
|
|
||||||
|
move entity eledoorleft by [0,-48,0] at 100 speed // close the inside doors
|
||||||
|
move entity eledoorright by [0,48,0] at 100 speed signaling done
|
||||||
|
wait for any clearing done
|
||||||
|
endif
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
else
|
||||||
|
|
||||||
|
endif
|
||||||
|
|
||||||
|
suspend
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
/* if upordown = 0
|
||||||
|
move entity leftupper by [0,48,0] at 100 speed //open the outside doors
|
||||||
|
move entity rightupper by [0,-48,0] at 100 speed
|
||||||
|
wait .25 seconds
|
||||||
|
|
||||||
|
move entity eledoorleft by [0,48,0] at 100 speed // open the inside doors
|
||||||
|
move entity eledoorright by [0,-48,0] at 100 speed signaling done
|
||||||
|
wait for any clearing done
|
||||||
|
|
||||||
|
wait 1 seconds
|
||||||
|
|
||||||
|
move entity eledoorleft by [0,-48,0] at 100 speed // close the inside doors
|
||||||
|
move entity eledoorright by [0,48,0] at 100 speed
|
||||||
|
wait .25 seconds
|
||||||
|
|
||||||
|
move entity leftupper by [0,48,0] at 100 speed //close the outside doors
|
||||||
|
move entity rightupper by [0,-48,0] at 100 speed signaling done
|
||||||
|
wait for any clearing done
|
||||||
|
|
||||||
|
else
|
||||||
|
move entity leftlower by [0,48,0] at 100 speed //open the outside doors
|
||||||
|
move entity rightlower by [0,-48,0] at 100 speed
|
||||||
|
wait .25 seconds
|
||||||
|
|
||||||
|
move entity eledoorleft by [0,48,0] at 100 speed // open the inside doors
|
||||||
|
move entity eledoorright by [0,-48,0] at 100 speed signaling done
|
||||||
|
wait for any clearing done
|
||||||
|
|
||||||
|
wait 1 seconds
|
||||||
|
|
||||||
|
move entity eledoorleft by [0,-48,0] at 100 speed // close the inside doors
|
||||||
|
move entity eledoorright by [0,48,0] at 100 speed
|
||||||
|
wait .25 seconds
|
||||||
|
|
||||||
|
move entity leftlower by [0,48,0] at 100 speed //close the outside doors
|
||||||
|
move entity rightlower by [0,-48,0] at 100 speed signaling done
|
||||||
|
endif
|
||||||
|
|
||||||
|
//move to the next level
|
||||||
|
|
||||||
|
move entity eledoorleft by newlocation at 200 speed
|
||||||
|
move entity eledoorright by newlocation at 200 speed
|
||||||
|
move entity elebody by newlocation at 200 speed signaling done
|
||||||
|
wait for any clearing done
|
||||||
|
|
||||||
|
|
||||||
|
//open the correct outside doors
|
||||||
|
|
||||||
|
if upordown = 1
|
||||||
|
move entity leftupper by [0,48,0] at 100 speed //open the outside doors
|
||||||
|
move entity rightupper by [0,-48,0] at 100 speed
|
||||||
|
wait .25 seconds
|
||||||
|
|
||||||
|
move entity eledoorleft by [0,48,0] at 100 speed // open the inside doors
|
||||||
|
move entity eledoorright by [0,-48,0] at 100 speed signaling done
|
||||||
|
wait for any clearing done
|
||||||
|
|
||||||
|
wait 1 seconds
|
||||||
|
|
||||||
|
move entity eledoorleft by [0,-48,0] at 100 speed // close the inside doors
|
||||||
|
move entity eledoorright by [0,48,0] at 100 speed
|
||||||
|
wait .25 seconds
|
||||||
|
|
||||||
|
move entity leftupper by [0,48,0] at 100 speed //close the outside doors
|
||||||
|
move entity rightupper by [0,-48,0] at 100 speed signaling done
|
||||||
|
wait for any clearing done
|
||||||
|
|
||||||
|
|
||||||
|
else
|
||||||
|
move entity leftlower by [0,48,0] at 100 speed //open the outside doors
|
||||||
|
move entity rightlower by [0,-48,0] at 100 speed
|
||||||
|
wait .25 seconds
|
||||||
|
|
||||||
|
move entity eledoorleft by [0,48,0] at 100 speed // open the inside doors
|
||||||
|
move entity eledoorright by [0,-48,0] at 100 speed signaling done
|
||||||
|
wait for any clearing done
|
||||||
|
|
||||||
|
wait 1 seconds
|
||||||
|
|
||||||
|
move entity eledoorleft by [0,-48,0] at 100 speed // close the inside doors
|
||||||
|
move entity eledoorright by [0,48,0] at 100 speed
|
||||||
|
wait .25 seconds
|
||||||
|
|
||||||
|
move entity leftlower by [0,48,0] at 100 speed //close the outside doors
|
||||||
|
move entity rightlower by [0,-48,0] at 100 speed signaling done
|
||||||
|
wait for any clearing done
|
||||||
|
endif
|
||||||
|
|
||||||
|
suspend */
|
||||||
|
|
17
Sample/ds/common/fallbackdeath.ds
Normal file
17
Sample/ds/common/fallbackdeath.ds
Normal file
|
@ -0,0 +1,17 @@
|
||||||
|
// Guy that gets shot gets blown backward!
|
||||||
|
|
||||||
|
#include "../common/header.ds"
|
||||||
|
|
||||||
|
output "p:/base/ds/common"
|
||||||
|
|
||||||
|
parameter entity deadguy // This is the enemy that should fall back
|
||||||
|
parameter vector falldist // This is the direction and distance that he should go
|
||||||
|
parameter entity breakbrush // This is the entity (such as a window) that the enemy should bust through
|
||||||
|
|
||||||
|
// If there is no window, make sure to set the breakbrush parameter to the same as the dying enemy parm
|
||||||
|
// That way, it will ignore breaking it
|
||||||
|
if breakbrush != deadguy
|
||||||
|
use entity breakbrush
|
||||||
|
endif
|
||||||
|
|
||||||
|
animate entity deadguy performing action STD_SBLOWN_2BK_N_N by moving falldist
|
18
Sample/ds/common/fallingdeath.ds
Normal file
18
Sample/ds/common/fallingdeath.ds
Normal file
|
@ -0,0 +1,18 @@
|
||||||
|
// template file for common directory
|
||||||
|
|
||||||
|
#include "../common/header.ds"
|
||||||
|
|
||||||
|
output "p:/base/ds/common"
|
||||||
|
|
||||||
|
parameter entity deadguy // This is the enemy that should be falling
|
||||||
|
parameter vector falldist // This is the direction and distance that he should go
|
||||||
|
parameter entity breakbrush // This is the entity (such as a railing) that the enemy should bust through
|
||||||
|
|
||||||
|
// If there is no railing, make sure to set the breakbrush parameter to the same as the dying enemy parm
|
||||||
|
// That way, it will ignore breaking it
|
||||||
|
if breakbrush != deadguy
|
||||||
|
use entity breakbrush
|
||||||
|
endif
|
||||||
|
|
||||||
|
animate entity deadguy performing action PRN_XFALLING_N_N_N by moving falldist
|
||||||
|
animate entity deadguy performing action PRN_XFALLLAND_N_N_N
|
560
Sample/ds/common/header.ds
Normal file
560
Sample/ds/common/header.ds
Normal file
|
@ -0,0 +1,560 @@
|
||||||
|
field vector "origin"
|
||||||
|
field float "origin_x"
|
||||||
|
field float "origin_y"
|
||||||
|
field float "origin_z"
|
||||||
|
field int "movetype"
|
||||||
|
field vector "start_origin"
|
||||||
|
field vector "start_angles"
|
||||||
|
field int "state"
|
||||||
|
field float "distance"
|
||||||
|
field entity "owner"
|
||||||
|
field float "wait"
|
||||||
|
field vector "velocity"
|
||||||
|
field vector "angle_velocity"
|
||||||
|
field entity "team_chain"
|
||||||
|
field float "yaw_speed"
|
||||||
|
field int "modelindex"
|
||||||
|
field int "count"
|
||||||
|
field int "solid"
|
||||||
|
field vector "angles"
|
||||||
|
field vector "delta_angles"
|
||||||
|
field int "skinnum"
|
||||||
|
field int "c_mode"
|
||||||
|
field float "ideal_yaw"
|
||||||
|
field vector "p_origin"
|
||||||
|
field int "takedamage"
|
||||||
|
field int "health"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// sound channels
|
||||||
|
// channel 0 never willingly overrides
|
||||||
|
// other channels (1-7) allways override a playing sound on that channel
|
||||||
|
#define CHAN_AUTO 0
|
||||||
|
#define CHAN_WEAPON 1
|
||||||
|
#define CHAN_VOICE 2
|
||||||
|
#define CHAN_ITEM 3
|
||||||
|
#define CHAN_BODY 4
|
||||||
|
#define CHAN_ENT1 5
|
||||||
|
#define CHAN_ENT2 6
|
||||||
|
// modifier flags
|
||||||
|
#define CHAN_NO_PHS_ADD 8 // send to all clients, not just ones in PHS (ATTN 0 will also do this)
|
||||||
|
#define CHAN_RELIABLE 16 // send by reliable message, not datagram
|
||||||
|
|
||||||
|
|
||||||
|
// Defines for print level
|
||||||
|
#define PRINT_LOW 0 // pickup messages
|
||||||
|
#define PRINT_MEDIUM 1 // death messages
|
||||||
|
#define PRINT_HIGH 2 // critical messages
|
||||||
|
#define PRINT_CHAT 3 // chat messages
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// Physic movetypes
|
||||||
|
#define MOVETYPE_NONE 0
|
||||||
|
#define MOVETYPE_NOCLIP 1
|
||||||
|
#define MOVETYPE_PUSH 2
|
||||||
|
#define MOVETYPE_STOP 3
|
||||||
|
#define MOVETYPE_WALK 4
|
||||||
|
#define MOVETYPE_STEP 5
|
||||||
|
#define MOVETYPE_FLY 6
|
||||||
|
#define MOVETYPE_TOSS 7
|
||||||
|
#define MOVETYPE_FLYMISSILE 8
|
||||||
|
#define MOVETYPE_BOUNCE 9
|
||||||
|
#define MOVETYPE_DAN 10
|
||||||
|
|
||||||
|
// Defines for animation emotions (facial expressions)
|
||||||
|
|
||||||
|
#define EMOTION_NORMAL 1
|
||||||
|
#define EMOTION_FEAR 2
|
||||||
|
#define EMOTION_ANGRY 3
|
||||||
|
#define EMOTION_PAIN 4
|
||||||
|
#define EMOTION_DEAD 5
|
||||||
|
#define EMOTION_TALK 6
|
||||||
|
#define EMOTION_TALKANGRY 7
|
||||||
|
#define EMOTION_TALKAFRAID 8
|
||||||
|
|
||||||
|
// Defines for animation sequences
|
||||||
|
|
||||||
|
#define UNKNOWN 0
|
||||||
|
#define RUN 1
|
||||||
|
#define JUMP 2
|
||||||
|
#define DEATH 5
|
||||||
|
#define DEATHTHROWN 6
|
||||||
|
#define DUCK_DN 7
|
||||||
|
#define DUCK_MID 8
|
||||||
|
#define DUCK_UP 9
|
||||||
|
#define DUCK_SHOOT 10
|
||||||
|
#define IDLE 11
|
||||||
|
#define IDLESTRETCH 12
|
||||||
|
#define IDLELOOK 13
|
||||||
|
#define SHOOT 14
|
||||||
|
#define WALK 15
|
||||||
|
#define AFRAIDRUN 19
|
||||||
|
#define GUN_IDLE 17
|
||||||
|
|
||||||
|
// The following are direct calls to specific animations
|
||||||
|
#define CCH_A_FWD_P_2 82
|
||||||
|
#define CCH_A_FWD_R_2 83
|
||||||
|
#define CCH_SONKNEES_2FRNT_N_N 84
|
||||||
|
#define CCH_XCCHCOWER_MID_A_A 86
|
||||||
|
#define CCH_XCCHCOWER_MID2_A_A 87
|
||||||
|
#define CCH_XCROUCH_UP_MRS_2 80
|
||||||
|
#define CCH_XCROUCH_UP_PK_A 81
|
||||||
|
#define CCH_XONKNEES_N_N_N 85
|
||||||
|
#define LB_PGENERICDIE_N_N_N 90
|
||||||
|
#define LS_XGETKICKED_N_N_N 43
|
||||||
|
#define PRN_XCOVERHEAD_N_A_A 88
|
||||||
|
#define SI_ISIT_N_A_A 125
|
||||||
|
#define SI_XALERTSTAND_UP_A_A 126
|
||||||
|
#define SI_XBYWALL_N_N_N 44
|
||||||
|
#define STD_ASHUFFLE_N_P_2 171
|
||||||
|
#define STD_ASHUFFLE_N_P_A 172
|
||||||
|
#define STD_ASHUFFLE_N_MS_2 173
|
||||||
|
#define STD_ASHUFFLE_N_R_2 174
|
||||||
|
#define STD_ASHUFFLE_N_L_2 175
|
||||||
|
#define STD_F_FWD_P_2 58
|
||||||
|
#define STD_F_FWD_S_2 59
|
||||||
|
#define STD_FATTITUDE_N_P_A 42
|
||||||
|
#define STD_FAUTOSWEEP_N_PM_A 96
|
||||||
|
#define STD_FCORNERPEAK_LT_P_A 65
|
||||||
|
#define STD_FCORNERPEAK_RT_P_A 66
|
||||||
|
#define STD_FGANGBANGER_N_M_2 97
|
||||||
|
#define STD_FSWATSTYLE_FWD_M_2 98
|
||||||
|
#define STD_FVIOLENT_DWN_M_2 100
|
||||||
|
#define STD_FVIOLENT_DWN_P_N 101
|
||||||
|
#define STD_IALERT_N_P_N 67
|
||||||
|
#define STD_ICLEANGUN_N_A_N 20
|
||||||
|
#define STD_ICLEANGUN2_N_MRS_2 68
|
||||||
|
#define STD_ILEANLOOK_FRM_PK_N 54
|
||||||
|
#define STD_ILEANLOOK_MID_PK_N 55
|
||||||
|
#define STD_ILEANLOOK_TO_PK_N 56
|
||||||
|
#define STD_ILOOKING_N_A_A 21
|
||||||
|
#define STD_ILOOKING_N_MRS_2 29
|
||||||
|
#define STD_IMONITORUP_N_A_N 22
|
||||||
|
#define STD_IMONITORUP2_N_A_N 69
|
||||||
|
#define STD_ISMOKE_FRM_A_N 76
|
||||||
|
#define STD_ISMOKE_N_A_N 77
|
||||||
|
#define STD_ISMOKE_TO_A_N 78
|
||||||
|
#define STD_ISTAND_N_MRS_2 31
|
||||||
|
#define STD_ITALK_N_A_N 23
|
||||||
|
#define STD_ITALK_N_MRS_2 32
|
||||||
|
#define STD_ITALKGEST1_N_A_N 24
|
||||||
|
#define STD_ITALKGEST2_N_A_N 25
|
||||||
|
#define STD_ITALKGEST3_N_A_N 26
|
||||||
|
#define STD_ITOUCHNUTS_N_A_N 79
|
||||||
|
#define STD_ITURNVALVE_FRM_N_N 33
|
||||||
|
#define STD_ITURNVALVE_N_N_N 34
|
||||||
|
#define STD_ITURNVALVE_TO_N_N 35
|
||||||
|
#define STD_IWIPEBROW_N_A_N 27
|
||||||
|
#define STD_JDIVE2PRONE_N_A_N 70
|
||||||
|
#define STD_JDOWN_N_A_A 57
|
||||||
|
#define STD_JDROP_N_A_A 36
|
||||||
|
#define STD_JRUN_FWD_A_A 75
|
||||||
|
#define STD_JUPTO_N_A_A 102
|
||||||
|
#define STD_MKICKLOW_N_A_A 37
|
||||||
|
#define STD_MNINJAKICK_N_A_B 103
|
||||||
|
#define STD_MPISTOLWHIP_N_P_N 38
|
||||||
|
#define STD_R_DWNST_MRS_2 105
|
||||||
|
#define STD_R_N_MRS_2 60
|
||||||
|
#define STD_R_N_PK_N 61
|
||||||
|
#define STD_RAFRAID_N_N_N 71
|
||||||
|
#define STD_RAIMSTRAF_LT_MRS_2 106
|
||||||
|
#define STD_RAIMSTRAF_LT_P_CBN 107
|
||||||
|
#define STD_RAIMSTRAF_RT_MRS_2 108
|
||||||
|
#define STD_RAIMSTRAF_RT_P_CBN 109
|
||||||
|
#define STD_RBACKAIM_N_MRS_2 110
|
||||||
|
#define STD_RBACKAIM_N_P_2 111
|
||||||
|
#define STD_RGUNUP_N_P_2 62
|
||||||
|
#define STD_MRIFLEBUTT_N_MRS_2 104
|
||||||
|
#define STD_SBLOWN_2BK_N_N 72
|
||||||
|
#define STD_SFALLFWD_2FRNT_N_N 112
|
||||||
|
#define STD_SINBACK_2FRNT_N_N 39
|
||||||
|
#define STD_SSTUMBLE_2FRNT_N_N 113
|
||||||
|
#define STD_SSTUMBLE_2BK_P_N 45
|
||||||
|
#define STD_SVIOLENT_N_N_N 89
|
||||||
|
#define STD_WATTITUDE_N_PK_A 91
|
||||||
|
#define STD_WBCKSIGNAL_N_N_N 53
|
||||||
|
#define STD_WCARRY1_N_N_N 50
|
||||||
|
#define STD_WJOG_N_MRS_2 92
|
||||||
|
#define STD_WJOGGUNDWN_N_P_2 93
|
||||||
|
#define STD_WJOGGUNUP_N_P_A 94
|
||||||
|
#define STD_WNORMAL_N_PK_A 51
|
||||||
|
#define STD_WPATROL_N_MRS_2 52
|
||||||
|
#define STD_WPUSH_N_N_N 46
|
||||||
|
#define STD_WPUSHCART_N_N_N 95
|
||||||
|
#define STD_XAFRAIDSHAKE_N_N_N 47
|
||||||
|
#define STD_XALARMPUSH_N_A_N 30
|
||||||
|
#define STD_XBOOMCROUCH_N_A_N 73
|
||||||
|
#define STD_XCCHCOWER_DWN_A_A 114
|
||||||
|
#define STD_XCHOKE_N_N_N 115
|
||||||
|
#define STD_XDANCE_N_N_N 116
|
||||||
|
#define STD_XDONTSHOOT_N_A_N 63
|
||||||
|
#define STD_XGOPRONE_N_A_A 117
|
||||||
|
#define STD_XFEARWAVE_N_N_N 64
|
||||||
|
#define STD_XKICKDOOR_N_A_A 48
|
||||||
|
#define STD_XTUMBLE_2FRNT_N_N 74
|
||||||
|
#define STD_XLADDER_DWN_A_A 118
|
||||||
|
#define STD_XLADDER_UP_A_A 119
|
||||||
|
#define STD_XROLL_LT_A_A 120
|
||||||
|
#define STD_XROLL_RT_A_A 121
|
||||||
|
#define STD_XROLLTOCCH_FWD_A_A 122
|
||||||
|
#define STD_XSTARTLED_N_A_A 123
|
||||||
|
#define STD_XSTUMBLE_N_A_A 124
|
||||||
|
#define STD_XYELLATYOU_N_A_A 49
|
||||||
|
#define STD_XYELLPOINT_FWD_A_N 40
|
||||||
|
#define STD_XYELLWAVE_BK_A_N 41
|
||||||
|
|
||||||
|
#define SCRIPT_RELEASE 99
|
||||||
|
|
||||||
|
#define PRN_C_N_A_2 127
|
||||||
|
#define PRN_XCOVERHEAD_TO_A_A 128
|
||||||
|
#define PRN_XFALLING_N_N_N 129
|
||||||
|
|
||||||
|
#define PRN_XFALLLAND_N_N_N 130
|
||||||
|
#define PRN_XTOSTAND_N_A_A 131
|
||||||
|
#define CCH_RAIM_FWD_MRS_2 132
|
||||||
|
#define CCH_RAIM_FWD_P_2 133
|
||||||
|
#define CCH_XCCHCOWER2_MID_A_A 134
|
||||||
|
//it's actually lb_pcrawl_bk_a_n. see below. #define LB_PCRAWL_BCK_P_N 135
|
||||||
|
#define LB_XLEANUPSHOOT_N_P_N 136
|
||||||
|
#define CCH_A_FWD_MS_2 137
|
||||||
|
#define CCH_F_FWD_L_2 138
|
||||||
|
#define CCH_RAIM_N_L_2 139
|
||||||
|
|
||||||
|
#define CCH_TLOBGRENADE_N_A_N 140
|
||||||
|
#define STD_ECHOKEKNEES_TO_N_N 141
|
||||||
|
#define CCH_ECHOKEKNEES_N_N_N 142
|
||||||
|
#define CCH_ECHOKEDEATH_N_N_N 143
|
||||||
|
#define STD_SELECTROCUTE_N_N_N 144
|
||||||
|
#define STD_EOFFLADDER_UP_A_N 145
|
||||||
|
#define STD_EPOUNDDOOR_N_A_N 146
|
||||||
|
#define STD_F_FWD_R_2 147
|
||||||
|
|
||||||
|
#define STD_EBUSTGLASS_N_MRS_2 148
|
||||||
|
#define STD_ECOMEHERE_N_A_N 149
|
||||||
|
|
||||||
|
#define STD_EFALLDEATH_N_N_N 150
|
||||||
|
#define STD_EFALLIMPACT_N_N_N 151
|
||||||
|
#define STD_EFLIPTABLE_N_A_N 152
|
||||||
|
#define STD_EPUSHBUTTONS_N_N_N 153
|
||||||
|
#define STD_EPUSHCRATE_N_A_N 154
|
||||||
|
#define STD_ESIGNALALARM_N_A_N 155
|
||||||
|
#define STD_ETYPING_N_N_N 156
|
||||||
|
#define STD_EWALL2WALK_N_MRS_2 157
|
||||||
|
#define STD_EWALL2WALK_N_PK_N 158
|
||||||
|
#define STD_EWALLIDLE_N_MRS_2 159
|
||||||
|
|
||||||
|
#define STD_EWALLIDLE_N_PK_N 160
|
||||||
|
#define STD_EWALLLOOK_LT_MRS_2 161
|
||||||
|
#define STD_EWALLLOOK_LT_PK_N 162
|
||||||
|
#define STD_EWALLLOOK_RT_MRS_2 163
|
||||||
|
#define STD_EWALLLOOK_RT_PK_N 164
|
||||||
|
#define STD_EWRENCHH_FRM_N_N 165
|
||||||
|
#define STD_EWRENCHH_N_N_N 166
|
||||||
|
#define STD_EWRENCHH_TO_N_N 167
|
||||||
|
#define STD_EWRENCHV_FRM_N_N 168
|
||||||
|
#define STD_EWRENCHV_N_N_N 169
|
||||||
|
|
||||||
|
#define STD_EWRENCHV_TO_N_N 170
|
||||||
|
#define STD_IPISS_N_A_A 176
|
||||||
|
#define STD_ATHREAT_DWN_P_N 177
|
||||||
|
#define STD_ATHREAT_FWD_P_N 178
|
||||||
|
#define STD_ATHREATYEL_DWN_P_N 179
|
||||||
|
|
||||||
|
#define STD_ATHREATYEL_FWD_P_N 180
|
||||||
|
#define STD_EEXAMINEWALL_N_A_N 181
|
||||||
|
#define STD_ERAGESHOOT_N_P_N 182
|
||||||
|
#define STD_ESABREMOCK_N_A_N 183
|
||||||
|
#define STD_RTOSTOP_N_PK_N 184
|
||||||
|
#define STD_ETALKBOTH_N_A_N 185
|
||||||
|
#define STD_ETALK_N_A_N 186
|
||||||
|
#define STD_EHEADNOD_N_A_N 187
|
||||||
|
#define STD_EHEADSHAKE_N_A_N 188
|
||||||
|
#define STD_EJUMPRAIL_N_A_N 189
|
||||||
|
|
||||||
|
#define STD_WTOSTOP_N_PK_A 190
|
||||||
|
#define STD_ESPIN180_LT_A_N 191
|
||||||
|
#define STD_ESPIN180_RT_A_N 192
|
||||||
|
#define STD_ETORUN_N_P_N 193
|
||||||
|
#define STD_ILEAN_N_P_N 194
|
||||||
|
#define STD_WBACKAIM_N_MS_2 195
|
||||||
|
#define STD_ETALKRIGHT_N_A_N 196
|
||||||
|
|
||||||
|
#define STD_ECLIMBLEDG_DWN_A_N 197
|
||||||
|
#define STD_ECLIMBLEDG_MID_A_N 198
|
||||||
|
#define STD_ECLIMBLEDGE_UP_A_N 199
|
||||||
|
|
||||||
|
#define STD_EDROPGRENADE_N_A_N 200
|
||||||
|
#define STD_EFRMSHADOW_N_MRS_2 201
|
||||||
|
#define STD_EFRMSHADOW_N_P_N 202
|
||||||
|
#define STD_EHANDTALK_FRM_P_N 203
|
||||||
|
#define STD_EHANDTALK_N_P_N 204
|
||||||
|
|
||||||
|
#define STD_EHANDTALK_TO_MRS_N 205
|
||||||
|
#define STD_EHANDTALK_TO_P_N 206
|
||||||
|
#define STD_EHANDTALK_FRM_MRS_N 207
|
||||||
|
#define STD_EHEADSET_FRM_P_N 208
|
||||||
|
#define STD_EHEADSET_MID_P_N 209
|
||||||
|
|
||||||
|
#define STD_EHEADSET_TO_P_N 210
|
||||||
|
#define STD_ESALUTE_FRM_MRS_N 211
|
||||||
|
#define STD_ESALUTE_N_MRS_N 212
|
||||||
|
#define STD_ESALUTE_TO_MRS_N 213
|
||||||
|
#define STD_ETALKLEFT_N_A_N 214
|
||||||
|
|
||||||
|
#define STD_ETALKLKLT_FRM_A_N 215
|
||||||
|
#define STD_ETALKLKLT_MID_A_N 216
|
||||||
|
#define STD_ETALKLKLT_TO_A_N 217
|
||||||
|
#define STD_ETALKLKRT_FRM_A_N 218
|
||||||
|
#define STD_ETALKLKRT_MID_A_N 219
|
||||||
|
|
||||||
|
#define STD_ETALKLKRT_TO_A_N 220
|
||||||
|
#define STD_ETORUN_N_MRS_2 221
|
||||||
|
#define STD_ETURN90_LT_A_N 222
|
||||||
|
#define STD_ETURN90_RT_A_N 223
|
||||||
|
#define STD_IGUNUP_N_A_N 224
|
||||||
|
|
||||||
|
#define STD_RONFIRE_N_N_N 225
|
||||||
|
#define STD_RONFIRETODTH_N_N_N 226
|
||||||
|
#define STD_RTOSTOP_N_MRS_2 227
|
||||||
|
#define STD_SSHOULDER_LT_N_N 228
|
||||||
|
#define STD_SUNHURT_BK_PK_N 229
|
||||||
|
|
||||||
|
#define STD_EDROPCROUCH_N_A_A 230
|
||||||
|
#define STD_TRUN_N_A_N 231
|
||||||
|
#define STD_W_N_PN_N 232
|
||||||
|
#define STD_WCARRY2_N_N_N 233
|
||||||
|
#define STD_WTALK_LT_MRS_2 234
|
||||||
|
|
||||||
|
#define A4_ASCRAMBLE_N_A_N 235
|
||||||
|
#define CCH_ENODLEFT_N_A_A 236
|
||||||
|
#define CCH_ENODRIGHT_N_A_A 237
|
||||||
|
#define CCH_ESCANTALK_LT_A_A 238
|
||||||
|
#define CCH_ESCANTALK_RT_A_A 239
|
||||||
|
|
||||||
|
#define CCH_IREADY_N_A_A 240
|
||||||
|
#define STD_FAUTOSWEEP_N_M_2 241
|
||||||
|
#define STD_L_N_MS_2 242
|
||||||
|
#define STD_ISTAND_N_A_N 243
|
||||||
|
#define STD_ECHOKESHOOT_N_A_N 244
|
||||||
|
|
||||||
|
#define STD_SONFIRE_2BK_N_N 245
|
||||||
|
#define STD_ETALK_FRM_A_N 246
|
||||||
|
#define STD_ETALK_TO_A_N 247
|
||||||
|
#define STD_JDROP_TO_A_N 248
|
||||||
|
#define STD_ATHREATSHT_DWN_P_N 249
|
||||||
|
|
||||||
|
#define LB_PHOLDLEG_LT_N_N 250
|
||||||
|
#define STD_XCOCK_N_S_2 251
|
||||||
|
#define STD_STOKNEES_2BK_N_N 252
|
||||||
|
#define STD_SGUT_2SIDE_N_N 253
|
||||||
|
#define STD_XLADDERFRM_UP_A_A 254
|
||||||
|
|
||||||
|
#define STD_SGUNFROMHAND_N_N_N 255
|
||||||
|
#define CCH_ETOSTAND_N_A_N 256
|
||||||
|
#define STD_ININJA_N_P_N 257
|
||||||
|
#define STD_XHANDSPRING_FWD_A_N 258
|
||||||
|
#define STD_EGANGSALUTE_N_A_N 259
|
||||||
|
|
||||||
|
#define STD_WBACKWARDS_N_A_N 260
|
||||||
|
#define STD_SSABREDEATH_BK_N_N 261
|
||||||
|
#define STD_WSTEALTH_N_PK_N 262
|
||||||
|
#define STD_JTHROWSTAR_FWD_A_N 263
|
||||||
|
#define PRN_A_N_A_2 264
|
||||||
|
|
||||||
|
#define STD_EYELL_N_A_N 265
|
||||||
|
#define STD_IALERTLK_RT_MRS_2 266
|
||||||
|
#define STD_EPUSHBUTTONH_N_A_N 267
|
||||||
|
#define STD_IALERT_N_MRS_2 268
|
||||||
|
#define STD_RDYNAMIC_N_A_N 269
|
||||||
|
|
||||||
|
#define STD_WAIM_FWD_P_2 270
|
||||||
|
#define STD_A_FWD_P_2 271
|
||||||
|
#define STD_IETALKPOSE_N_A_N 272
|
||||||
|
#define STD_FRAPIDSWEEP_LT_P_2 273
|
||||||
|
#define STD_IALERTTRN_LT_P_N 274
|
||||||
|
|
||||||
|
#define STD_ESUPRISE90_LT_A_N 275
|
||||||
|
#define STD_FAUTOSWEEP_UP_M_2 276
|
||||||
|
#define STD_XATKPAUSE1_N_MRS_2 277
|
||||||
|
#define LB_PCRAWL_BK_P_N 278
|
||||||
|
#define SI_EWALLIDLE_N_A_N 279
|
||||||
|
|
||||||
|
#define SI_EWALLTALK_N_A_N 280
|
||||||
|
#define STD_ETOAIM_N_P_2 281
|
||||||
|
#define STD_A_UP_P_2 282
|
||||||
|
#define SI_EWALLFEAR_N_A_N 283
|
||||||
|
#define STD_ESALUTE_TO_A_N 284
|
||||||
|
|
||||||
|
#define STD_ESALUTE_N_A_N 285
|
||||||
|
#define STD_ESALUTE_FRM_A_N 286
|
||||||
|
#define STD_ESALUTATIONS_N_A_N 287
|
||||||
|
#define STD_ECLIMBSHAFT_N_A_N 288
|
||||||
|
#define STD_XATKPAUSE2_N_PK_N 289
|
||||||
|
|
||||||
|
#define CCH_W_N_A_N 290
|
||||||
|
#define CCH_EWALK2CCH_N_A_N 291
|
||||||
|
#define CCH_ETALK_DWN_P_N 292
|
||||||
|
#define STD_ITALKPOSE_UP_A_N 293
|
||||||
|
#define CCH_ITALKPOSE_DWN_A_N 294
|
||||||
|
|
||||||
|
#define STD_ETALK_UP_A_N 295
|
||||||
|
#define CCH_EHEADNOD_N_A_N 296
|
||||||
|
#define CCH_ECCH2WALK_N_A_N 297
|
||||||
|
#define STD_XATKPAUSE1_N_PK_N 298
|
||||||
|
#define STD_WFAST_N_A_N 299
|
||||||
|
|
||||||
|
#define STD_ERAGEIDLE_N_P_N 300
|
||||||
|
#define CCH_XCCHCOWER_UP_A_A 301
|
||||||
|
#define STD_IETALKPOSE_RT_A_N 302
|
||||||
|
#define STD_EBOOKLOOK_N_A_N 303
|
||||||
|
#define STD_EBOOKSCAN_N_A_N 304
|
||||||
|
|
||||||
|
#define STD_XOPENDOOR_N_A_N 305
|
||||||
|
#define STD_XCROUCH_DWN_PK_A 306
|
||||||
|
#define CCH_EHEADSET_FRM_A_N 307
|
||||||
|
#define CCH_EHEADSET_MID_A_N 308
|
||||||
|
#define STD_SHEAD_2FRNT_N_N 309
|
||||||
|
|
||||||
|
#define STD_W_N_MRS_2 310
|
||||||
|
#define STD_EDKRAIM_N_A_N 311
|
||||||
|
#define CCH_EHAWKKNEES_N_N_N 312
|
||||||
|
#define STD_EDKRAIMTALK_N_A_N 313
|
||||||
|
#define STD_EDKRFIRELK_RT_A_N 314
|
||||||
|
|
||||||
|
#define CCH_EHAWKDEATH_N_N_N 315
|
||||||
|
#define CCH_EHAWKKNEETLK_N_N_N 316
|
||||||
|
#define CCH_EHAWKCROUCH_N_A_N 317
|
||||||
|
#define CCH_EHEADSET_TO_A_N 318
|
||||||
|
#define LB_ESLIDE_N_PK_N 319
|
||||||
|
|
||||||
|
#define STD_A_FWD_P_CB 320
|
||||||
|
#define STD_IGUNUPLOOK_N_A_N 321
|
||||||
|
#define STD_FRAPID_N_P_2 322
|
||||||
|
#define STD_EDKRAIMLK_FWD_A_N 323
|
||||||
|
#define STD_EWHIRL_RT_A_N 324
|
||||||
|
|
||||||
|
#define STD_FSWEEPUP_FRM_A_A 325
|
||||||
|
#define STD_FSWEEPUP_TO_A_A 326
|
||||||
|
#define STD_XTAKECOVER_N_A_N 327
|
||||||
|
#define STD_ESABREBLUFF_N_A_A 328
|
||||||
|
#define STD_EAUTOSWEEP_N_PM_A 329
|
||||||
|
|
||||||
|
#define CCH_F_FWD_S_2 330
|
||||||
|
#define STD_F_FWD_P_CB 331
|
||||||
|
#define STD_SOUTWINDOW_N_A_N 332
|
||||||
|
#define STD_XCROUCH_DWN_MRS_2 333
|
||||||
|
#define STD_XCROUCH_DWN_P_2 334
|
||||||
|
|
||||||
|
#define STD_TGRENADE_N_A_N 335
|
||||||
|
#define STD_TUNDER_N_A_N 336
|
||||||
|
#define CCH_XCROUCH_UP_L_2 337
|
||||||
|
#define STD_XCROUCH_DWN_L_2 338
|
||||||
|
#define STD_XCROUCH_DWN_P_A 339
|
||||||
|
|
||||||
|
#define STD_RAIM_N_MRS_2 340
|
||||||
|
#define STD_WFIRE_FWD_MS_2 341
|
||||||
|
#define CCH_AFIRE_FWD_MS_2 342
|
||||||
|
#define STD_F_FWD_M_2 343
|
||||||
|
#define CCH_F_FWD_M_2 344
|
||||||
|
|
||||||
|
#define STD_EPUSHOVER_N_PK_A 345
|
||||||
|
#define STD_EMERCHALL_N_A_A 346
|
||||||
|
#define STD_EMERCHONE_N_A_A 347
|
||||||
|
#define STD_IEMERCHANT_N_A_A 348
|
||||||
|
#define STD_EMERCHWAVE_RT_A_A 349
|
||||||
|
|
||||||
|
#define STD_EMERCHTALK_N_A_A 350
|
||||||
|
#define STD_EMERCHWAVE_LT_A_A 351
|
||||||
|
#define STD_EBEG_N_A_A 352
|
||||||
|
#define STD_ICLEANGUN2_N_PK_N 353
|
||||||
|
#define CCH_XCCHCOWER_N_A_N 354
|
||||||
|
|
||||||
|
// if we wind up #define'ing more than 500 anims, update ANIMLISTSIZE in ds.exe/ds.cpp
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
#define SOLID_NOT 0
|
||||||
|
#define SOLID_SOLID 2 // erm, why wasn't this made SOLID_BBOX? grrrr
|
||||||
|
#define SOLID_BSP 3
|
||||||
|
|
||||||
|
|
||||||
|
#define DAMAGE_NO 0 // Won't take damage
|
||||||
|
#define DAMAGE_YES 1 // Takes damage
|
||||||
|
#define DAMAGE_AIM 2 // Can be autotargeted???
|
||||||
|
#define DAMAGE_NO_RADIUS 3 // Will not take damage from radius blasts
|
||||||
|
|
||||||
|
// Commands for the helicopter
|
||||||
|
// Note: Scripter REALLY needs Ghoul support
|
||||||
|
#define HELI_TAKEOFF 1
|
||||||
|
#define HELI_LAND 2
|
||||||
|
#define HELI_REPAIR 3
|
||||||
|
#define HELI_REARM 4
|
||||||
|
#define HELI_GOTO_COORDS 5
|
||||||
|
#define HELI_GOTOREL_ENTITY 6
|
||||||
|
#define HELI_GOTOREL_ENT_X 7
|
||||||
|
#define HELI_GOTOREL_ENT_Y 8
|
||||||
|
#define HELI_GOTOREL_ENT_Z 9
|
||||||
|
#define HELI_MOVEREL 10
|
||||||
|
#define HELI_PAUSE 11
|
||||||
|
#define HELI_FACE_RELENT 12
|
||||||
|
#define HELI_FACE_ABSCOORDS 13
|
||||||
|
#define HELI_FACE_ABSDIR 14
|
||||||
|
#define HELI_FACE_RELCOORDS 15
|
||||||
|
#define HELI_PILOT_FACERELENT 16
|
||||||
|
#define HELI_PILOT_FACERELCOORDS 17
|
||||||
|
#define HELI_PILOT_FACEABSCOORDS 18
|
||||||
|
#define HELI_GUNNER_FACERELENT 19
|
||||||
|
#define HELI_GUNNER_FACERELCOORDS 20
|
||||||
|
#define HELI_GUNNER_FACEABSCOORDS 21
|
||||||
|
#define HELI_STRAFE_RT 22
|
||||||
|
#define HELI_STRAFE_LT 23
|
||||||
|
#define HELI_ROCKETS_ENABLE 24
|
||||||
|
#define HELI_ROCKETS_DISABLE 25
|
||||||
|
#define HELI_CHAINGUN_ENABLE 26
|
||||||
|
#define HELI_CHAINGUN_DISABLE 27
|
||||||
|
#define HELI_FIREAT_RELENT 28
|
||||||
|
#define HELI_FIREAT_ABSCOORDS 29
|
||||||
|
#define HELI_FIREAT_RELCOORDS 30
|
||||||
|
#define HELI_AUTOFIRE_ON 31
|
||||||
|
#define HELI_AUTOFIRE_OFF 32
|
||||||
|
#define HELI_HOVER_PASSIVE 33
|
||||||
|
#define HELI_HOVER_AGGRESSIVE 34
|
||||||
|
#define HELI_SET_WORLDMINS 35
|
||||||
|
#define HELI_SET_WORLDMAXS 36
|
||||||
|
#define HELI_SET_MAXHEALTH 37
|
||||||
|
#define HELI_SET_HEALTH 38
|
||||||
|
#define HELI_SET_DEATHDEST 39
|
||||||
|
#define HELI_SET_TRACEDIMS 40
|
||||||
|
#define HELI_AI 41
|
||||||
|
#define HELI_WAYPOINT 42
|
||||||
|
#define HELI_VOLUME 43
|
||||||
|
#define HELI_VOLUMEMINS 44
|
||||||
|
#define HELI_VOLUMEMAXS 45
|
||||||
|
#define HELI_DEBUG 46
|
||||||
|
#define HELI_CHANGE_SKIN 47
|
||||||
|
#define HELI_CHANGE_BODY 48
|
||||||
|
#define HELI_OUT_OF_CONTROL 49
|
||||||
|
|
||||||
|
// use these for snowcats as well as tanks
|
||||||
|
#define TANK_GOTOCOORDS 1
|
||||||
|
#define TANK_FIRECANNONATCOORDS 2
|
||||||
|
#define TANK_MACHGUNAUTO 3
|
||||||
|
#define TANK_DIE 4
|
||||||
|
#define TANK_AIMTURRET 5
|
||||||
|
|
||||||
|
// defines for null targeting
|
||||||
|
#define HEAD 1
|
||||||
|
// #define NECK 2
|
||||||
|
#define LSHOULDER 3
|
||||||
|
#define RSHOULDER 4
|
||||||
|
#define CHEST 5
|
||||||
|
#define GUT 6
|
||||||
|
#define GROIN 7
|
||||||
|
#define GUNHAND 8
|
||||||
|
#define NUG_O_POPPIN 9
|
||||||
|
|
||||||
|
|
15
Sample/ds/common/killer.ds
Normal file
15
Sample/ds/common/killer.ds
Normal file
|
@ -0,0 +1,15 @@
|
||||||
|
// template file for common directory
|
||||||
|
|
||||||
|
#include "../common/header.ds"
|
||||||
|
|
||||||
|
output "p:/base/ds/common"
|
||||||
|
|
||||||
|
|
||||||
|
// THIS SCRIPT JUST TAKES PARM1 FROM A SCRIPT RUNNER AND WILL REMOVE IT, USEFUL FOR GETTING LOCKED MESSAGES OFF OF DOORS
|
||||||
|
|
||||||
|
|
||||||
|
parameter entity kill_thing
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
remove entity kill_thing // removes whatever was in parm1
|
22
Sample/ds/common/lwdoor_ccw.ds
Normal file
22
Sample/ds/common/lwdoor_ccw.ds
Normal file
|
@ -0,0 +1,22 @@
|
||||||
|
// Generic counter clockwise door 90 degree swing
|
||||||
|
|
||||||
|
#include "../common/header.ds"
|
||||||
|
|
||||||
|
output "p:/base/ds/common"
|
||||||
|
|
||||||
|
/////////////////////////////////////////////////////////////
|
||||||
|
// Define
|
||||||
|
|
||||||
|
// Actors
|
||||||
|
parameter entity door_ccw // Two doors, clockwise and counter-cw
|
||||||
|
|
||||||
|
/////////////////////////////////////////////////////////////
|
||||||
|
// Assign
|
||||||
|
|
||||||
|
// door_ccw.movetype = MOVETYPE_NOCLIP
|
||||||
|
|
||||||
|
/////////////////////////////////////////////////////////////
|
||||||
|
// Action
|
||||||
|
|
||||||
|
moverotate entity door_ccw from file "generic_door_ccw.rof"
|
||||||
|
|
22
Sample/ds/common/lwdoor_cw.ds
Normal file
22
Sample/ds/common/lwdoor_cw.ds
Normal file
|
@ -0,0 +1,22 @@
|
||||||
|
// Generic clockwise door 90 degree swing
|
||||||
|
|
||||||
|
#include "../common/header.ds"
|
||||||
|
|
||||||
|
output "p:/base/ds/common"
|
||||||
|
|
||||||
|
/////////////////////////////////////////////////////////////
|
||||||
|
// Define
|
||||||
|
|
||||||
|
// Actors
|
||||||
|
parameter entity door_cw // Two doors, clockwise and counter-cw
|
||||||
|
|
||||||
|
/////////////////////////////////////////////////////////////
|
||||||
|
// Assign
|
||||||
|
|
||||||
|
// door_cw.movetype = MOVETYPE_NOCLIP
|
||||||
|
|
||||||
|
/////////////////////////////////////////////////////////////
|
||||||
|
// Action
|
||||||
|
|
||||||
|
moverotate entity door_cw from file "generic_door_cw.rof"
|
||||||
|
|
24
Sample/ds/common/lwdoors.ds
Normal file
24
Sample/ds/common/lwdoors.ds
Normal file
|
@ -0,0 +1,24 @@
|
||||||
|
// Generic double doors
|
||||||
|
|
||||||
|
#include "../common/header.ds"
|
||||||
|
|
||||||
|
output "p:/base/ds/common"
|
||||||
|
|
||||||
|
/////////////////////////////////////////////////////////////
|
||||||
|
// Define
|
||||||
|
|
||||||
|
// Actors
|
||||||
|
parameter entity door_cw // Two doors, clockwise and counter-cw
|
||||||
|
parameter entity door_ccw
|
||||||
|
|
||||||
|
/////////////////////////////////////////////////////////////
|
||||||
|
// Assign
|
||||||
|
|
||||||
|
// door_cw.movetype = MOVETYPE_NOCLIP
|
||||||
|
// door_ccw.movetype = MOVETYPE_NOCLIP
|
||||||
|
|
||||||
|
/////////////////////////////////////////////////////////////
|
||||||
|
// Action
|
||||||
|
|
||||||
|
moverotate entity door_cw from file "generic_door_cw.rof"
|
||||||
|
moverotate entity door_ccw from file "generic_door_ccw.rof"
|
9
Sample/ds/common/midsave.ds
Normal file
9
Sample/ds/common/midsave.ds
Normal file
|
@ -0,0 +1,9 @@
|
||||||
|
// autosave script for mid-level save
|
||||||
|
|
||||||
|
#include "../common/header.ds"
|
||||||
|
#include "general.ds"
|
||||||
|
|
||||||
|
output "p:/base/ds/common"
|
||||||
|
|
||||||
|
print GENERAL_MIDSAVE
|
||||||
|
run console command "save mid"
|
45
Sample/ds/common/pushthing.ds
Normal file
45
Sample/ds/common/pushthing.ds
Normal file
|
@ -0,0 +1,45 @@
|
||||||
|
// template file for common directory
|
||||||
|
|
||||||
|
#include "../common/header.ds"
|
||||||
|
|
||||||
|
output "p:/base/ds/common"
|
||||||
|
|
||||||
|
parameter entity pusher
|
||||||
|
parameter entity pushed
|
||||||
|
parameter vector movedist
|
||||||
|
|
||||||
|
local int sig1
|
||||||
|
local int pusherhealth
|
||||||
|
|
||||||
|
pusherhealth = pusher.health
|
||||||
|
|
||||||
|
if pusherhealth > 0
|
||||||
|
animate entity pusher performing action STD_EPUSHCRATE_N_A_N by moving movedist signaling sig1
|
||||||
|
move entity pushed by movedist
|
||||||
|
wait for all clearing sig1
|
||||||
|
endif
|
||||||
|
|
||||||
|
pusherhealth = pusher.health
|
||||||
|
|
||||||
|
if pusherhealth > 0
|
||||||
|
animate entity pusher performing action STD_EPUSHCRATE_N_A_N by moving movedist signaling sig1
|
||||||
|
move entity pushed by movedist
|
||||||
|
wait for all clearing sig1
|
||||||
|
endif
|
||||||
|
|
||||||
|
pusherhealth = pusher.health
|
||||||
|
|
||||||
|
if pusherhealth > 0
|
||||||
|
animate entity pusher performing action STD_EPUSHCRATE_N_A_N by moving movedist signaling sig1
|
||||||
|
move entity pushed by movedist
|
||||||
|
wait for all clearing sig1
|
||||||
|
endif
|
||||||
|
|
||||||
|
pusherhealth = pusher.health
|
||||||
|
|
||||||
|
if pusherhealth > 0
|
||||||
|
animate entity pusher performing action STD_EPUSHCRATE_N_A_N by moving movedist signaling sig1
|
||||||
|
move entity pushed by movedist
|
||||||
|
wait for all clearing sig1
|
||||||
|
endif
|
||||||
|
|
11
Sample/ds/common/stairstoken.ds
Normal file
11
Sample/ds/common/stairstoken.ds
Normal file
|
@ -0,0 +1,11 @@
|
||||||
|
// template file for newyork directory
|
||||||
|
|
||||||
|
#include "../common/header.ds"
|
||||||
|
|
||||||
|
output "p:/base/ds/newyork"
|
||||||
|
|
||||||
|
|
||||||
|
local entity topstairguy1
|
||||||
|
|
||||||
|
|
||||||
|
topstairguy1 = find entity with targetname "topstairguy1"
|
7
Sample/ds/common/template.ds
Normal file
7
Sample/ds/common/template.ds
Normal file
|
@ -0,0 +1,7 @@
|
||||||
|
// template file for common directory
|
||||||
|
|
||||||
|
#include "../common/header.ds"
|
||||||
|
|
||||||
|
output "p:/base/ds/common"
|
||||||
|
|
||||||
|
|
18
Sample/ds/common/train.ds
Normal file
18
Sample/ds/common/train.ds
Normal file
|
@ -0,0 +1,18 @@
|
||||||
|
// The handy dandy moving subway train script
|
||||||
|
|
||||||
|
#include "../common/header.ds"
|
||||||
|
|
||||||
|
output "p:/base/ds/common"
|
||||||
|
|
||||||
|
// declare the variables
|
||||||
|
|
||||||
|
parameter entity train //which train to move
|
||||||
|
parameter vector move //how far the train should move
|
||||||
|
local int sig = 0
|
||||||
|
|
||||||
|
// move the trains
|
||||||
|
|
||||||
|
move entity train by move signaling sig
|
||||||
|
wait for all signaling sig
|
||||||
|
|
||||||
|
//This is a very stupid piece of crap
|
21
Sample/ds/common/use2.ds
Normal file
21
Sample/ds/common/use2.ds
Normal file
|
@ -0,0 +1,21 @@
|
||||||
|
// Generic double use script
|
||||||
|
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/common"
|
||||||
|
|
||||||
|
/////////////////////////////////////////////////////////////
|
||||||
|
// Define
|
||||||
|
|
||||||
|
parameter entity e_target // Entity to use twice
|
||||||
|
|
||||||
|
/////////////////////////////////////////////////////////////
|
||||||
|
// Action
|
||||||
|
|
||||||
|
use entity e_target
|
||||||
|
use entity e_target
|
||||||
|
|
||||||
|
/////////////////////////////////////////////////////////////
|
||||||
|
// Cleanup
|
||||||
|
|
||||||
|
exit
|
||||||
|
|
28
Sample/ds/tsr1/aftertok.ds
Normal file
28
Sample/ds/tsr1/aftertok.ds
Normal file
|
@ -0,0 +1,28 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
local entity runguy1 // the guy who runs by
|
||||||
|
local entity waveguy1 // the guy waving at the end of the hallway
|
||||||
|
local entity afterguy // a guy who will spawn in the token room
|
||||||
|
local entity behindwaver // the guy who spawns behind the guy waving
|
||||||
|
local int sig1
|
||||||
|
local int sig2
|
||||||
|
|
||||||
|
runguy1 = find entity with targetname "runguy1"
|
||||||
|
waveguy1 = find entity with targetname "waveguy1"
|
||||||
|
afterguy = find entity with targetname "afterguy"
|
||||||
|
behindwaver = find entity with targetname "behindwaver"
|
||||||
|
|
||||||
|
use entity runguy1 // spawns the guy running by
|
||||||
|
use entity waveguy1 //spawns the guy at the end of the hall
|
||||||
|
|
||||||
|
|
||||||
|
use entity behindwaver // spawns the guy in the waitingroom
|
||||||
|
use entity afterguy // spawns another guy in the token room
|
||||||
|
|
||||||
|
animate entity runguy1 performing action SCRIPT_RELEASE
|
||||||
|
animate entity waveguy1 performing action SCRIPT_RELEASE
|
||||||
|
animate entity afterguy performing action SCRIPT_RELEASE
|
||||||
|
animate entity behindwaver performing action SCRIPT_RELEASE
|
39
Sample/ds/tsr1/backout.ds
Normal file
39
Sample/ds/tsr1/backout.ds
Normal file
|
@ -0,0 +1,39 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
/////////////////////////////////////////////////
|
||||||
|
// Declare
|
||||||
|
|
||||||
|
local entity camroom_door
|
||||||
|
local entity camroom_hole
|
||||||
|
local entity openout
|
||||||
|
local int sig1
|
||||||
|
local int sig2
|
||||||
|
local int health
|
||||||
|
|
||||||
|
/////////////////////////////////////////////////
|
||||||
|
// Assign
|
||||||
|
|
||||||
|
camroom_door = find entity with targetname "camroom_door"
|
||||||
|
camroom_hole = find entity with targetname "camroom_hole"
|
||||||
|
openout = find entity with targetname "openout"
|
||||||
|
|
||||||
|
/////////////////////////////////////////////////
|
||||||
|
// Action
|
||||||
|
|
||||||
|
camroom_hole.movetype = MOVETYPE_NOCLIP
|
||||||
|
health = camroom_door.health
|
||||||
|
|
||||||
|
if health < 100
|
||||||
|
exit
|
||||||
|
|
||||||
|
endif
|
||||||
|
|
||||||
|
|
||||||
|
rotate entity camroom_door by [0, 90,0] at 90 speed signaling sig1
|
||||||
|
rotate entity camroom_hole by [0, 90,0] at 90 speed signaling sig2
|
||||||
|
wait for all clearing sig1,sig2
|
||||||
|
use entity openout // triggers the func wall out if the player killed the doorkicking guy
|
||||||
|
camroom_hole.movetype = MOVETYPE_NONE
|
||||||
|
|
||||||
|
// End
|
21
Sample/ds/tsr1/behinducam.ds
Normal file
21
Sample/ds/tsr1/behinducam.ds
Normal file
|
@ -0,0 +1,21 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
local entity behinducam // the cam that shows the enemys sneaking up on the player
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
behinducam = find entity with targetname "behinducam"
|
||||||
|
|
||||||
|
|
||||||
|
behinducam.movetype = MOVETYPE_NOCLIP
|
||||||
|
|
||||||
|
|
||||||
|
use entity behinducam // turns the camera on
|
||||||
|
|
||||||
|
use entity behinducam // turns the camera off
|
||||||
|
|
||||||
|
|
27
Sample/ds/tsr1/below1.ds
Normal file
27
Sample/ds/tsr1/below1.ds
Normal file
|
@ -0,0 +1,27 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// this script starts the guys running below the grate on the nyc1 map
|
||||||
|
|
||||||
|
|
||||||
|
local entity belowguy1 // the first enemy below the tracks
|
||||||
|
local entity train1 // the train that goes by underneath
|
||||||
|
local int sig1
|
||||||
|
|
||||||
|
belowguy1 = find entity with targetname "belowguy1"
|
||||||
|
train1 = find entity with targetname "train1"
|
||||||
|
|
||||||
|
|
||||||
|
use entity belowguy1 // spawns the front guy in
|
||||||
|
animate entity belowguy1 performing action STD_R_N_PK_N by moving [512, 0, 0] signaling sig1
|
||||||
|
wait for all clearing sig1
|
||||||
|
wait 5 seconds
|
||||||
|
use entity train1 // triggers the train going by
|
||||||
|
remove entity belowguy1 // removes the guys from the track
|
||||||
|
|
||||||
|
exit
|
||||||
|
|
||||||
|
|
||||||
|
|
41
Sample/ds/tsr1/botsteps.ds
Normal file
41
Sample/ds/tsr1/botsteps.ds
Normal file
|
@ -0,0 +1,41 @@
|
||||||
|
// template file for newyork directory
|
||||||
|
|
||||||
|
#include "../common/header.ds"
|
||||||
|
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
local entity fuseguy // the guy hiding in the fusebox alcove
|
||||||
|
local entity stepsguy1 // the first guy at the bottom of the steps
|
||||||
|
local entity stepsguy2 // the second guy at the bottom of the steps
|
||||||
|
local entity fusedoor // the door that will get kicked open
|
||||||
|
local entity killhim68 // the player
|
||||||
|
local int sig1
|
||||||
|
local int sig2
|
||||||
|
|
||||||
|
fuseguy = find entity with targetname "fuseguy"
|
||||||
|
stepsguy1 = find entity with targetname "stepsguy1"
|
||||||
|
stepsguy2 = find entity with targetname "stepsguy2"
|
||||||
|
fusedoor = find entity with targetname "fusedoor"
|
||||||
|
killhim68 = find entity player
|
||||||
|
// fusedoor.movetype = MOVETYPE_NOCLIP
|
||||||
|
|
||||||
|
|
||||||
|
use entity stepsguy1 // spawns the first guy in
|
||||||
|
use entity stepsguy2 // spawns the sec guy in
|
||||||
|
animate entity stepsguy2 performing action SCRIPT_RELEASE
|
||||||
|
|
||||||
|
animate entity stepsguy1 performing action STD_FCORNERPEAK_RT_P_A targeting entity killhim68
|
||||||
|
animate entity stepsguy1 performing action SCRIPT_RELEASE
|
||||||
|
|
||||||
|
animate entity fuseguy performing action STD_XKICKDOOR_N_A_A signaling sig1 // plays the kicking door animations
|
||||||
|
animate entity fuseguy performing action SCRIPT_RELEASE
|
||||||
|
wait .25 seconds
|
||||||
|
moverotate entity fusedoor from file "generic_door_ccw.rof" signaling sig2 // rotates the door kicked open
|
||||||
|
play sound "Impact/Vending/Kick.wav" for entity fusedoor at volume 0.9
|
||||||
|
wait for all clearing sig1, sig2
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
23
Sample/ds/tsr1/bummurder.ds
Normal file
23
Sample/ds/tsr1/bummurder.ds
Normal file
|
@ -0,0 +1,23 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
local entity deadbum // the bum who will get killed on the subway tracks
|
||||||
|
local entity bumkiller // the guy who will shoot the bum from behind
|
||||||
|
local int sig1
|
||||||
|
|
||||||
|
deadbum = find entity with targetname "deadbum"
|
||||||
|
bumkiller = find entity with targetname "bumkiller"
|
||||||
|
|
||||||
|
|
||||||
|
use entity bumkiller // spawns the bumkiller in
|
||||||
|
animate entity bumkiller performing action STD_R_N_PK_N by moving [0, -256, 0] signaling sig1 // guy runs down other track tunnel
|
||||||
|
wait for all clearing sig1
|
||||||
|
animate entity bumkiller performing action STD_F_FWD_P_2 targeting entity deadbum kill signaling sig1 // he should kill the bum with this shot
|
||||||
|
wait for all clearing sig1
|
||||||
|
|
||||||
|
animate entity bumkiller performing action SCRIPT_RELEASE
|
||||||
|
|
||||||
|
|
21
Sample/ds/tsr1/cam3.ds
Normal file
21
Sample/ds/tsr1/cam3.ds
Normal file
|
@ -0,0 +1,21 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
local entity sabre1 // skinhead boss who will shoot the hostages
|
||||||
|
local entity introhostage1 // the hostage to the left of sabre in the intro
|
||||||
|
|
||||||
|
|
||||||
|
sabre1 = find entity with targetname "sabre1"
|
||||||
|
introhostage1 = find entity with targetname "introhostage1"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
animate entity sabre1 performing action STD_ERAGESHOOT_N_P_N targeting entity introhostage1 kill nulltarget HEAD//
|
28
Sample/ds/tsr1/check_guys.ds
Normal file
28
Sample/ds/tsr1/check_guys.ds
Normal file
|
@ -0,0 +1,28 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
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 fire_script // the script runner that will start the sequence
|
||||||
|
|
||||||
|
lstallguy1 = find entity with targetname "lstallguy1"
|
||||||
|
lstallguy2 = find entity with targetname "lstallguy2"
|
||||||
|
lstallguy3 = find entity with targetname "lstallguy3"
|
||||||
|
fire_script = find entity with targetname "t57"
|
||||||
|
|
||||||
|
|
||||||
|
// this checks the health all the time to see if the player takes a cheap shot at the guys in the stalls
|
||||||
|
|
||||||
|
on lstallguy1.health < 100 goto stall_release
|
||||||
|
on lstallguy2.health < 100 goto stall_release
|
||||||
|
on lstallguy3.health < 100 goto stall_release
|
||||||
|
|
||||||
|
suspend
|
||||||
|
|
||||||
|
label stall_release
|
||||||
|
|
||||||
|
use entity fire_script // fires off the script runner in case any of the guys get shot by the player
|
||||||
|
exit
|
41
Sample/ds/tsr1/closetguy.ds
Normal file
41
Sample/ds/tsr1/closetguy.ds
Normal file
|
@ -0,0 +1,41 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
|
||||||
|
// skinhead karate kicks a door open
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
local entity closetdoor // the door that opens slowly
|
||||||
|
local entity closetguy // the skinhead who will karate kick open the door
|
||||||
|
local entity f_closetpush // the push brush infront of the closet in case the player is by the rofed door
|
||||||
|
local int sig1
|
||||||
|
local int sig2
|
||||||
|
|
||||||
|
closetdoor = find entity with targetname "closetdoor"
|
||||||
|
closetguy = find entity with targetname "closetguy"
|
||||||
|
f_closetpush = find entity with targetname "f_closetpush"
|
||||||
|
|
||||||
|
// closetdoor.movetype = MOVETYPE_NOCLIP
|
||||||
|
|
||||||
|
use entity closetguy // spawns him in
|
||||||
|
animate entity closetguy performing action STD_XKICKDOOR_N_A_A by moving [32, 0, 0] signaling sig1 // this is the ninja kick animation
|
||||||
|
animate entity closetguy performing action SCRIPT_RELEASE
|
||||||
|
wait .25 seconds
|
||||||
|
use entity f_closetpush // triggers the pushbrush to get the player out of the way
|
||||||
|
moverotate entity closetdoor from file "generic_door_ccw.rof" signaling sig2 // the door kicking open animation
|
||||||
|
wait .2 seconds
|
||||||
|
use entity f_closetpush // shuts this off
|
||||||
|
play sound "impact/door/kickdoor.wav" for entity closetdoor at volume 0.9
|
||||||
|
wait for all clearing sig1, sig2
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// closetdoor.movetype = MOVETYPE_STOP
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
43
Sample/ds/tsr1/cnrleaner1.ds
Normal file
43
Sample/ds/tsr1/cnrleaner1.ds
Normal file
|
@ -0,0 +1,43 @@
|
||||||
|
|
||||||
|
|
||||||
|
#include "../common/header.ds"
|
||||||
|
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
|
||||||
|
//////////////////////////////////////////////////////////////////////////
|
||||||
|
// Enemy leans around corner near token booth coming from start
|
||||||
|
//////////////////////////////////////////////////////////////////////////
|
||||||
|
|
||||||
|
//enemy that leans
|
||||||
|
local entity cornerlean1
|
||||||
|
|
||||||
|
//to target player
|
||||||
|
local entity sneak
|
||||||
|
|
||||||
|
//trigger relay for cnrleaner2 script
|
||||||
|
local entity cornerln2
|
||||||
|
|
||||||
|
|
||||||
|
//enemy that leans
|
||||||
|
cornerlean1 = find entity with targetname "cornerlean1"
|
||||||
|
|
||||||
|
//to target player
|
||||||
|
sneak = find entity player
|
||||||
|
|
||||||
|
//trigger relay for cnrleaner2 script
|
||||||
|
cornerln2 = find entity with targetname "cornerln2"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
//spawns leaner
|
||||||
|
use entity cornerlean1
|
||||||
|
// this is him peeking around the corner firing
|
||||||
|
animate entity cornerlean1 performing action STD_FCORNERPEAK_RT_P_A targeting entity sneak
|
||||||
|
animate entity cornerlean1 performing action SCRIPT_RELEASE
|
||||||
|
|
||||||
|
//remove trigger relay for cnrleaner2 script
|
||||||
|
remove entity cornerln2
|
43
Sample/ds/tsr1/cnrleaner2.ds
Normal file
43
Sample/ds/tsr1/cnrleaner2.ds
Normal file
|
@ -0,0 +1,43 @@
|
||||||
|
|
||||||
|
|
||||||
|
#include "../common/header.ds"
|
||||||
|
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
|
||||||
|
//////////////////////////////////////////////////////////////////////////
|
||||||
|
// Enemy leans around corner near token booth coming from tokenbooth
|
||||||
|
//////////////////////////////////////////////////////////////////////////
|
||||||
|
|
||||||
|
//enemy that leans
|
||||||
|
local entity cornerlean2
|
||||||
|
|
||||||
|
//to target player
|
||||||
|
local entity sneak
|
||||||
|
|
||||||
|
//trigger relay for cnrleaner1 script
|
||||||
|
local entity cornerln1
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
//enemy that leans
|
||||||
|
cornerlean2 = find entity with targetname "cornerlean2"
|
||||||
|
|
||||||
|
//to target player
|
||||||
|
sneak = find entity player
|
||||||
|
|
||||||
|
//trigger relay for cnrleaner1 script
|
||||||
|
cornerln1 = find entity with targetname "cornerln1"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
//spawns leaner
|
||||||
|
use entity cornerlean2
|
||||||
|
// this is him peeking around the corner firing
|
||||||
|
animate entity cornerlean2 performing action STD_FCORNERPEAK_LT_P_A targeting entity sneak
|
||||||
|
animate entity cornerlean2 performing action SCRIPT_RELEASE
|
||||||
|
|
||||||
|
//remove trigger relay for cnrleaner1 script
|
||||||
|
remove entity cornerln1
|
31
Sample/ds/tsr1/corner1b.ds
Normal file
31
Sample/ds/tsr1/corner1b.ds
Normal file
|
@ -0,0 +1,31 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
local entity hostage1 // the first hostage being kicked
|
||||||
|
local entity hostage2 // the second hostage next to him
|
||||||
|
local entity hostageshooter // the guy who will try and kill the hostages once the player is in the room
|
||||||
|
local entity corner1guy // the other guy around the corner
|
||||||
|
local int sig1
|
||||||
|
local int sig2
|
||||||
|
|
||||||
|
hostage1 = find entity with targetname "hostage1"
|
||||||
|
hostage2 = find entity with targetname "hostage2"
|
||||||
|
corner1guy = find entity with targetname "corner1guy"
|
||||||
|
hostageshooter = find entity with targetname "hostageshooter"
|
||||||
|
|
||||||
|
|
||||||
|
use entity hostageshooter // spawns the guy in
|
||||||
|
use entity corner1guy // spawns the other guy in
|
||||||
|
|
||||||
|
animate entity corner1guy performing action STD_R_N_PK_N by moving [-200, 0, 0] // gets the other guy moving to the side
|
||||||
|
animate entity corner1guy performing action SCRIPT_RELEASE
|
||||||
|
|
||||||
|
animate entity hostageshooter performing action STD_R_N_MRS_2 by moving [-256, 0 , 0] // gets him to the side
|
||||||
|
// animate entity hostageshooter performing action STD_F_FWD_S_2 targeting entity hostage2 kill signaling sig1 // he attempts to murder the hostages
|
||||||
|
// animate entity hostageshooter performing action STD_F_FWD_S_2 targeting entity hostage1 kill signaling sig2
|
||||||
|
// wait for all clearing sig1, sig2
|
||||||
|
animate entity hostageshooter performing action SCRIPT_RELEASE
|
||||||
|
|
||||||
|
|
145
Sample/ds/tsr1/endcam.ds
Normal file
145
Sample/ds/tsr1/endcam.ds
Normal file
|
@ -0,0 +1,145 @@
|
||||||
|
// end camera voice over and flick for TEASER map
|
||||||
|
|
||||||
|
#include "../common/header.ds"
|
||||||
|
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
//Declare all of the camera and notnull entities
|
||||||
|
local entity firstcam //first camera for the voice over
|
||||||
|
local entity firstnull //first camera null for the voice over
|
||||||
|
local entity secondcam //second camera for the voice over
|
||||||
|
local entity secondnull //second camera null for the voice over
|
||||||
|
local entity thirdcam //third camera for the voice over
|
||||||
|
local entity thirdnull //third camera null for the voice over
|
||||||
|
local entity fourthcam //fourth camera for the voice over
|
||||||
|
local entity fourthnull //fourth camera null for the voice over
|
||||||
|
local entity fifthcam //fifth camera for the voice over
|
||||||
|
local entity fifthnull //fifth camera null for the voice over
|
||||||
|
local entity endlevel // the end level trigger
|
||||||
|
|
||||||
|
//Declare all of the black raider entities
|
||||||
|
local entity firstguard
|
||||||
|
local entity secondguard
|
||||||
|
local entity thirdguard
|
||||||
|
local entity fourthguard
|
||||||
|
local entity fifthguard
|
||||||
|
local entity sixthguard
|
||||||
|
local entity seventhguard
|
||||||
|
local entity eighthguard
|
||||||
|
local entity ninthguard
|
||||||
|
local entity escapetruck
|
||||||
|
local entity exitdoor
|
||||||
|
|
||||||
|
|
||||||
|
//Declare all of the signaling integers
|
||||||
|
local int sig1 //first signaling integer
|
||||||
|
local int sig2 //second signaling integer
|
||||||
|
local int sig3 //third signaling integer
|
||||||
|
|
||||||
|
// assign all cameras and nulls to their appropriate entities
|
||||||
|
firstcam = find entity with targetname "firstcam"
|
||||||
|
firstnull = find entity with targetname "firstnull"
|
||||||
|
secondcam = find entity with targetname "secondcam"
|
||||||
|
secondnull = find entity with targetname "secondnull"
|
||||||
|
thirdcam = find entity with targetname "thirdcam"
|
||||||
|
thirdnull = find entity with targetname "thirdnull"
|
||||||
|
fourthcam = find entity with targetname "fourthcam"
|
||||||
|
fourthnull = find entity with targetname "fourthnull"
|
||||||
|
fifthcam = find entity with targetname "fifthcam"
|
||||||
|
fifthnull = find entity with targetname "fifthnull"
|
||||||
|
endlevel = find entity with targetname "endlevel"
|
||||||
|
|
||||||
|
//assign all black raiders to the appropriate entities
|
||||||
|
firstguard = find entity with targetname "firstguard"
|
||||||
|
secondguard = find entity with targetname "secondguard"
|
||||||
|
thirdguard = find entity with targetname "thirdguard"
|
||||||
|
fourthguard = find entity with targetname "fourthguard"
|
||||||
|
fifthguard = find entity with targetname "fifthguard"
|
||||||
|
sixthguard = find entity with targetname "sixthguard"
|
||||||
|
seventhguard = find entity with targetname "seventhguard"
|
||||||
|
eighthguard = find entity with targetname "eighthguard"
|
||||||
|
ninthguard = find entity with targetname "ninthguard"
|
||||||
|
escapetruck = find entity with targetname "escapetruck"
|
||||||
|
exitdoor = find entity with targetname "exitdoor"
|
||||||
|
|
||||||
|
//Assign movetypes to the cameras and their associated notnulls
|
||||||
|
firstcam.movetype = MOVETYPE_NOCLIP
|
||||||
|
firstnull.movetype = MOVETYPE_NOCLIP
|
||||||
|
|
||||||
|
secondcam.movetype = MOVETYPE_NOCLIP
|
||||||
|
secondnull.movetype = MOVETYPE_NOCLIP
|
||||||
|
|
||||||
|
thirdcam.movetype = MOVETYPE_NOCLIP
|
||||||
|
thirdnull.movetype = MOVETYPE_NOCLIP
|
||||||
|
|
||||||
|
fourthcam.movetype = MOVETYPE_NOCLIP
|
||||||
|
fourthnull.movetype = MOVETYPE_NOCLIP
|
||||||
|
|
||||||
|
fifthcam.movetype = MOVETYPE_NOCLIP
|
||||||
|
fifthnull.movetype = MOVETYPE_NOCLIP
|
||||||
|
|
||||||
|
escapetruck.movetype = MOVETYPE_NOCLIP
|
||||||
|
|
||||||
|
use entity firstcam // turn on the first camera and watch the guys shoot for a while
|
||||||
|
//make sure to remember to start the voice over here. Play the damn sound!
|
||||||
|
animate entity firstguard performing action STD_WBACKAIM_N_MS_2 by moving [-200,0,0] //signaling sig1
|
||||||
|
wait .25 seconds
|
||||||
|
animate entity secondguard performing action STD_WBACKAIM_N_MS_2 by moving [-200,0,0]//signaling sig2
|
||||||
|
//wait for all clearing sig1, sig2
|
||||||
|
wait 2.5 seconds
|
||||||
|
use entity firstcam // turn off the first camera
|
||||||
|
remove entity firstguard
|
||||||
|
remove entity secondguard
|
||||||
|
|
||||||
|
|
||||||
|
use entity secondcam // turn on the second camera and watch the guys shoot for a while
|
||||||
|
animate entity thirdguard performing action STD_WBACKAIM_N_MS_2 by moving [-200,0,0] //signaling sig1
|
||||||
|
wait .25 seconds
|
||||||
|
animate entity fourthguard performing action STD_WBACKAIM_N_MS_2 by moving [-200,0,0] //signaling sig2
|
||||||
|
//wait for all clearing sig1, sig2
|
||||||
|
wait 2.5 seconds
|
||||||
|
use entity secondcam // turn off the second camera
|
||||||
|
remove entity thirdguard
|
||||||
|
remove entity fourthguard
|
||||||
|
|
||||||
|
|
||||||
|
use entity thirdcam //turn on third camera
|
||||||
|
animate entity fifthguard performing action STD_XYELLWAVE_BK_A_N signaling sig1
|
||||||
|
animate entity seventhguard performing action CCH_A_FWD_MS_2 repeating for 2 times
|
||||||
|
wait for any clearing sig1
|
||||||
|
animate entity fifthguard performing action STD_R_N_MRS_2 by moving [-200,0,0]
|
||||||
|
use entity sixthguard
|
||||||
|
animate entity seventhguard performing action CCH_XCROUCH_UP_MRS_2 //signaling sig1
|
||||||
|
//wait for any clearing sig1
|
||||||
|
animate entity seventhguard performing action STD_F_FWD_S_2 signaling sig1
|
||||||
|
wait for any clearing sig1
|
||||||
|
animate entity seventhguard performing action STD_WBACKAIM_N_MS_2 by moving [-64,0,0] signaling sig1
|
||||||
|
wait for any clearing sig1
|
||||||
|
use entity thirdcam //turn off third camera
|
||||||
|
remove entity fifthguard
|
||||||
|
remove entity sixthguard
|
||||||
|
remove entity seventhguard
|
||||||
|
|
||||||
|
use entity fourthcam //turn on fourth camera
|
||||||
|
animate entity ninthguard performing action CCH_A_FWD_MS_2 signaling sig1
|
||||||
|
wait for all clearing sig1
|
||||||
|
wait 2 seconds
|
||||||
|
use entity fourthcam //turn off fourth camera
|
||||||
|
remove entity ninthguard
|
||||||
|
|
||||||
|
use entity fifthcam //turn on fifth camera
|
||||||
|
use entity exitdoor
|
||||||
|
animate entity eighthguard performing action STD_ISTAND_N_A_N signaling sig1 //
|
||||||
|
wait for any clearing sig1
|
||||||
|
animate entity eighthguard performing action STD_ECOMEHERE_N_A_N repeating for 2 times signaling sig1
|
||||||
|
wait for any clearing sig1
|
||||||
|
use entity escapetruck // should start the wheels moving // MADE BY JERSEY :)
|
||||||
|
move entity escapetruck by [-400,0,0] at 60 speed
|
||||||
|
animate entity eighthguard performing action STD_ISTAND_N_A_N signaling sig1
|
||||||
|
wait for any clearing sig1
|
||||||
|
wait 1 seconds
|
||||||
|
use entity fifthcam // turn off fifth camera
|
||||||
|
// use entity endlevel // starts the next level
|
||||||
|
|
||||||
|
|
||||||
|
exit
|
85
Sample/ds/tsr1/endcavein.ds
Normal file
85
Sample/ds/tsr1/endcavein.ds
Normal file
|
@ -0,0 +1,85 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
local entity beam1 // the first beam looking from the front
|
||||||
|
local entity beam1b
|
||||||
|
|
||||||
|
local entity beam2 // second beam
|
||||||
|
local entity beam2b
|
||||||
|
|
||||||
|
local entity beam3 // third beam
|
||||||
|
local entity beam3b
|
||||||
|
|
||||||
|
local entity rubblechunk1 // the first ceiling rubble chunk that will animate
|
||||||
|
local entity rubblechunk2 // the second one
|
||||||
|
|
||||||
|
local entity breakceiling // the ceiling breakable brush
|
||||||
|
|
||||||
|
local entity endexplosion1 // the first explosion
|
||||||
|
local entity endexplosion2 // 2nd
|
||||||
|
local entity endexplosion3 // 3rd
|
||||||
|
local entity trainplayer
|
||||||
|
local entity trainshake // the screenshake effect for the explosion
|
||||||
|
local entity dirtpile //
|
||||||
|
local entity tunnelsabre // the sabre model the player will see running into the alcove
|
||||||
|
local int sig1
|
||||||
|
|
||||||
|
|
||||||
|
beam1 = find entity with targetname "beam1"
|
||||||
|
beam1b = find entity with targetname "beam1b"
|
||||||
|
beam2 = find entity with targetname "beam2"
|
||||||
|
beam2b = find entity with targetname "beam2b"
|
||||||
|
beam3 = find entity with targetname "beam3"
|
||||||
|
beam3b = find entity with targetname "beam3b"
|
||||||
|
|
||||||
|
rubblechunk1 = find entity with targetname "rubblechunk1"
|
||||||
|
rubblechunk2 = find entity with targetname "rubblechunk2"
|
||||||
|
|
||||||
|
|
||||||
|
breakceiling = find entity with targetname "breakceiling"
|
||||||
|
|
||||||
|
|
||||||
|
endexplosion1 = find entity with targetname "endexplosion1"
|
||||||
|
endexplosion2 = find entity with targetname "endexplosion2"
|
||||||
|
endexplosion3 = find entity with targetname "endexplosion3"
|
||||||
|
|
||||||
|
trainplayer = get entity activator
|
||||||
|
trainshake = find entity with targetname "trainshake"
|
||||||
|
tunnelsabre = find entity with targetname "tunnelsabre"
|
||||||
|
|
||||||
|
|
||||||
|
dirtpile = find entity with targetname "dirtpile"
|
||||||
|
|
||||||
|
// THE EXPLOSIVES GETTING SET OFF
|
||||||
|
|
||||||
|
animate entity tunnelsabre performing action STD_R_N_PK_N by moving [-448, 0, 0] signaling sig1 // him running into the little alcove
|
||||||
|
wait for all clearing sig1
|
||||||
|
|
||||||
|
|
||||||
|
use entity endexplosion1
|
||||||
|
|
||||||
|
moverotate entity beam1 from file "tsr1_beam1.rof" // the first beams animation
|
||||||
|
moverotate entity beam1b from file "tsr1_beam1b.rof" // the first part 2
|
||||||
|
moverotate entity beam2 from file "tsr1_beam2.rof" // second
|
||||||
|
moverotate entity beam2b from file "tsr1_beam2b.rof" //
|
||||||
|
moverotate entity beam3 from file "tsr1_beam3.rof" // third
|
||||||
|
moverotate entity beam3b from file "tsr1_beam3b.rof" //
|
||||||
|
|
||||||
|
|
||||||
|
moverotate entity rubblechunk1 from file "tsr1_rchunk1.rof" // the first rubble chunk animation
|
||||||
|
moverotate entity rubblechunk2 from file "tsr1_rchunk2.rof" // second one
|
||||||
|
|
||||||
|
|
||||||
|
play sound "Impact\Stone\BigRubble.adp" for entity trainplayer at volume 0.9 on channel CHAN_AUTO
|
||||||
|
use entity trainshake // triggers it
|
||||||
|
use entity breakceiling
|
||||||
|
use entity dirtpile // triggers the dirpile in
|
||||||
|
|
||||||
|
animate entity tunnelsabre performing action STD_R_N_PK_N by moving [0, 176, 0] signaling sig1 // him running out of view
|
||||||
|
wait for all clearing sig1
|
||||||
|
remove entity tunnelsabre // gets him out of the world
|
||||||
|
|
215
Sample/ds/tsr1/endcin.ds
Normal file
215
Sample/ds/tsr1/endcin.ds
Normal file
|
@ -0,0 +1,215 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
#include "tsr1.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
|
||||||
|
// this script starts the end cinematic
|
||||||
|
|
||||||
|
|
||||||
|
local entity endcam1 // the first camera
|
||||||
|
local entity endcam1n // the first cameras null
|
||||||
|
local entity endcam2 // the second camera
|
||||||
|
local entity endcam2n // the second cameras null
|
||||||
|
local entity endcam3 // the third camera
|
||||||
|
local entity endcam3n // the third cameras null
|
||||||
|
local entity endcam4 // the 4th camera
|
||||||
|
local entity endcam4n // the 4th cameras null
|
||||||
|
local entity endhawk1 // the hawk model for the end cinematic
|
||||||
|
local entity endhawk1b // the hawk model for the end cinematic
|
||||||
|
local entity endjohn1 // the john model used for the shots
|
||||||
|
local entity endhawk2 // the hawk model for the end cinematic
|
||||||
|
local entity endjohn2 // the john model used for the shots
|
||||||
|
|
||||||
|
|
||||||
|
//Declare all of the camera and notnull entities
|
||||||
|
local entity firstcam //first camera for the voice over
|
||||||
|
local entity firstnull //first camera null for the voice over
|
||||||
|
local entity secondcam //second camera for the voice over
|
||||||
|
local entity secondnull //second camera null for the voice over
|
||||||
|
local entity thirdcam //third camera for the voice over
|
||||||
|
local entity thirdnull //third camera null for the voice over
|
||||||
|
local entity fourthcam //fourth camera for the voice over
|
||||||
|
local entity fourthnull //fourth camera null for the voice over
|
||||||
|
local entity fifthcam //fifth camera for the voice over
|
||||||
|
local entity fifthnull //fifth camera null for the voice over
|
||||||
|
local entity endlevel // the end level trigger
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// ALL THE GUYS THAT COULD BE LEFT OVER FROM THE SPAWNER SCRIPT INCLUDING THE TRAIN GUYS
|
||||||
|
|
||||||
|
local entity endspawner1 // the first spawner at the end
|
||||||
|
local entity endspawner2 // the second spawner at the end
|
||||||
|
local entity endrightguy // the guy in the right alcove at the end of the tunnel
|
||||||
|
local entity endleftguy // the guy in the left alcove at the end of the tunnel
|
||||||
|
local entity rtskinhead1 // skinheads on the train
|
||||||
|
local entity rtskinhead2 // skinheads on the train
|
||||||
|
local entity rtskinhead3 // skinheads on the train
|
||||||
|
local entity testfade // the func fade to black
|
||||||
|
local entity testfade2 // the func fade that brings it back to normal
|
||||||
|
|
||||||
|
//Declare all of the signaling integers
|
||||||
|
local int sig1 //first signaling integer
|
||||||
|
local int sig2 //second signaling integer
|
||||||
|
local int sig3 //third signaling integer
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
cache sound "cin/tsr1/c8d1.adp"
|
||||||
|
cache sound "cin/tsr1/c8d2.adp"
|
||||||
|
// cache sound "cin/tsr1/c8d3.adp"
|
||||||
|
cache sound "cin/tsr1/c9d1.adp"
|
||||||
|
cache sound "cin/tsr1/c9d2.adp"
|
||||||
|
cache sound "cin/tsr1/c9d3.adp"
|
||||||
|
// cache sound "Enemy/So1/Sib1/Wake4.wav"
|
||||||
|
|
||||||
|
endcam1 = find entity with targetname "endcam1"
|
||||||
|
enable cinematics
|
||||||
|
use entity endcam1
|
||||||
|
|
||||||
|
endcam1n = find entity with targetname "endcam1n"
|
||||||
|
endcam2 = find entity with targetname "endcam2"
|
||||||
|
endcam2n = find entity with targetname "endcam2n"
|
||||||
|
endcam3 = find entity with targetname "endcam3"
|
||||||
|
endcam3n = find entity with targetname "endcam3n"
|
||||||
|
endcam4 = find entity with targetname "endcam4"
|
||||||
|
endcam4n = find entity with targetname "endcam4n"
|
||||||
|
endhawk1 = find entity with targetname "endhawk1"
|
||||||
|
endhawk1b = find entity with targetname "endhawk1b"
|
||||||
|
endjohn1 = find entity with targetname "endjohn1"
|
||||||
|
endhawk2 = find entity with targetname "endhawk2"
|
||||||
|
endjohn2 = find entity with targetname "endjohn2"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
endspawner1 = find entity with targetname "endspawner1"
|
||||||
|
endspawner2 = find entity with targetname "endspawner2"
|
||||||
|
endrightguy = find entity with targetname "endrightguy"
|
||||||
|
endleftguy = find entity with targetname "endleftguy"
|
||||||
|
rtskinhead1 = find entity with targetname "rtskinhead1"
|
||||||
|
rtskinhead2 = find entity with targetname "rtskinhead2"
|
||||||
|
rtskinhead2 = find entity with targetname "rtskinhead2"
|
||||||
|
|
||||||
|
testfade = find entity with targetname "testfade"
|
||||||
|
testfade2 = find entity with targetname "testfade2"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
endcam1.movetype = MOVETYPE_NOCLIP
|
||||||
|
endcam1n.movetype = MOVETYPE_NOCLIP
|
||||||
|
endcam2.movetype = MOVETYPE_NOCLIP
|
||||||
|
endcam2n.movetype = MOVETYPE_NOCLIP
|
||||||
|
endcam3.movetype = MOVETYPE_NOCLIP
|
||||||
|
endcam3n.movetype = MOVETYPE_NOCLIP
|
||||||
|
endcam4.movetype = MOVETYPE_NOCLIP
|
||||||
|
endcam4n.movetype = MOVETYPE_NOCLIP
|
||||||
|
|
||||||
|
|
||||||
|
// REMOVE ALL THE GUYS FROM THE LAST SCRIPT, DONT KNOW IF THIS WILL WORK?
|
||||||
|
|
||||||
|
remove entity endspawner1
|
||||||
|
remove entity endspawner2
|
||||||
|
remove entity endleftguy
|
||||||
|
remove entity endrightguy
|
||||||
|
remove entity rtskinhead1
|
||||||
|
remove entity rtskinhead2
|
||||||
|
remove entity rtskinhead3
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// first shot if hawk running into the camera view in the tunnel
|
||||||
|
|
||||||
|
use entity testfade2 // fade in from black to show hawk
|
||||||
|
|
||||||
|
use entity endhawk1 // spawns him in
|
||||||
|
// use entity endcam1 // should turn on the camera
|
||||||
|
animate entity endhawk1 performing action STD_R_N_PK_N by moving [0, -242, 0] signaling sig1 // shows hawk running towards the camera
|
||||||
|
wait for all clearing sig1
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// third shot of hawk stepping into the frame
|
||||||
|
|
||||||
|
use entity endjohn1 // spawns john in for the shot
|
||||||
|
use entity endhawk1b //spawns the other hawk model in for the shot
|
||||||
|
wait .1 seconds // NEW CHANGE
|
||||||
|
|
||||||
|
remove entity endhawk1 // gets old hawk out
|
||||||
|
|
||||||
|
use entity endcam3 // turns on the second shot
|
||||||
|
|
||||||
|
move entity endcam3 to [1816, -1882, -476] at 65 speed
|
||||||
|
move entity endcam3n to [1822, -1874, -476] at 65 speed
|
||||||
|
animate entity endhawk1b performing action STD_R_N_PK_N by moving [0, -256, 0] // hawk running into this shot
|
||||||
|
animate entity endjohn1 performing action STD_IETALKPOSE_N_A_N holding for 6.0
|
||||||
|
wait 1.2 seconds // delay for hawk to stop running
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// hawk talking during this shot
|
||||||
|
|
||||||
|
animate entity endhawk1b showing emotion EMOTION_TALK holding for 2.5 // Hawks talking animation
|
||||||
|
animate entity endhawk1b performing action STD_ETALKLEFT_N_A_N holding for .4
|
||||||
|
animate entity endhawk1b performing action STD_ETALK_N_A_N holding for 2.1
|
||||||
|
|
||||||
|
play sound "cin/tsr1/c8d1.adp" for entity endhawk1b at volume 0.9 on channel CHAN_AUTO
|
||||||
|
print TSR1_C8D1
|
||||||
|
// "This ones over John .."
|
||||||
|
|
||||||
|
wait 2.5 seconds
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// 4th shot of them running back up the tracks
|
||||||
|
|
||||||
|
use entity endhawk2 // triggers the other endhawk in
|
||||||
|
use entity endjohn2 // triggers the other end john in
|
||||||
|
wait .1 seconds // NEW STUFF
|
||||||
|
|
||||||
|
use entity endcam3 // shuts the second shut off
|
||||||
|
remove entity endhawk1b
|
||||||
|
|
||||||
|
use entity endcam4 // triggers on that last camera
|
||||||
|
wait .1 seconds // magic delay for shot
|
||||||
|
|
||||||
|
animate entity endhawk2 performing action STD_R_N_PK_N by moving [0, 600, 0]
|
||||||
|
animate entity endjohn2 performing action STD_R_N_PK_N by moving [0, 600, 0]
|
||||||
|
|
||||||
|
play sound "cin/tsr1/c8d2.adp" for entity endjohn2 at volume 0.9 on channel CHAN_AUTO
|
||||||
|
print TSR1_C8D2
|
||||||
|
// "Something big has happened" captioned
|
||||||
|
wait 4 seconds
|
||||||
|
|
||||||
|
use entity testfade // triggers the fade out
|
||||||
|
wait 1.5 seconds
|
||||||
|
|
||||||
|
|
||||||
|
disable cinematics
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
unload sound "cin/tsr1/c8d1.adp"
|
||||||
|
unload sound "cin/tsr1/c8d2.adp"
|
||||||
|
// unload sound "cin/tsr1/c8d3.adp"
|
||||||
|
unload sound "cin/tsr1/c9d1.adp"
|
||||||
|
unload sound "cin/tsr1/c9d2.adp"
|
||||||
|
unload sound "cin/tsr1/c9d3.adp"
|
||||||
|
|
||||||
|
// setcvar cvar "scr_blank" to 1.0
|
||||||
|
|
||||||
|
setcvar cvar "menu_nextmap" to "tsr2"
|
||||||
|
run console command "intermission acc2"
|
||||||
|
|
||||||
|
// use entity endlevel // starts the next level
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
exit
|
23
Sample/ds/tsr1/endexplosion.ds
Normal file
23
Sample/ds/tsr1/endexplosion.ds
Normal file
|
@ -0,0 +1,23 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
local entity tunnelsabre // the sabre model the player will see running into the alcove
|
||||||
|
local int sig1
|
||||||
|
|
||||||
|
// this script triggers the explosion that happens at the end of the tunnel
|
||||||
|
|
||||||
|
|
||||||
|
tunnelsabre = find entity with targetname "tunnelsabre"
|
||||||
|
|
||||||
|
// play sound "cin/tsr1/c5d2.adp" for entity tunnelsabre at volume 0.9 on channel CHAN_VOICE
|
||||||
|
animate entity tunnelsabre performing action STD_R_N_PK_N by moving [-504, 0, 0] signaling sig1 // him running into the little alcove
|
||||||
|
wait for all clearing sig1
|
||||||
|
animate entity tunnelsabre performing action STD_R_N_PK_N by moving [0, 176, 0] signaling sig1 // him running out of view
|
||||||
|
wait for all clearing sig1
|
||||||
|
remove entity tunnelsabre // gets him out of the world
|
||||||
|
|
||||||
|
|
22
Sample/ds/tsr1/endsteps.ds
Normal file
22
Sample/ds/tsr1/endsteps.ds
Normal file
|
@ -0,0 +1,22 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
local entity endstepsguy1 // first dude who will jump down the stairs
|
||||||
|
local entity endstepsguy2 // the second guy
|
||||||
|
|
||||||
|
|
||||||
|
endstepsguy1 = find entity with targetname "endstepsguy1"
|
||||||
|
endstepsguy2 = find entity with targetname "endstepsguy2"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
animate entity endstepsguy2 performing action STD_JRUN_FWD_A_A by moving [0, -188, 0] // first guy jumps off the steps
|
||||||
|
// animate entity endstepsguy1 performing action RUN by moving [-40, 0, 0] // second guy runs towards the steps
|
||||||
|
// animate entity endstepsguy1 performing action STD_JRUN_FWD_A_A by moving [0, -128, 0] // jumps off the steps
|
||||||
|
|
||||||
|
animate entity endstepsguy2 performing action SCRIPT_RELEASE
|
||||||
|
exit
|
||||||
|
|
||||||
|
|
25
Sample/ds/tsr1/endstepsa.ds
Normal file
25
Sample/ds/tsr1/endstepsa.ds
Normal file
|
@ -0,0 +1,25 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// this script spawns guys in around the corner just in case ghoul is rendering them
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
local entity endstepsguy1 // first guy
|
||||||
|
local entity endstepsguy2 // second guy who will jump down the stairs
|
||||||
|
local entity bstepsguy // the guy walking path corners at the bottom of the stairs
|
||||||
|
|
||||||
|
endstepsguy1 = find entity with targetname "endstepsguy1"
|
||||||
|
endstepsguy2 = find entity with targetname "endstepsguy2"
|
||||||
|
bstepsguy = find entity with targetname "bstepsguy"
|
||||||
|
|
||||||
|
use entity endstepsguy1 // spawns the first guy in
|
||||||
|
use entity endstepsguy2 // spawns the second guy in.
|
||||||
|
use entity bstepsguy // spawns the other guy in
|
||||||
|
|
||||||
|
animate entity endstepsguy1 performing action SCRIPT_RELEASE
|
||||||
|
animate entity endstepsguy2 performing action SCRIPT_RELEASE
|
||||||
|
animate entity bstepsguy performing action SCRIPT_RELEASE
|
58
Sample/ds/tsr1/endtunnel.ds
Normal file
58
Sample/ds/tsr1/endtunnel.ds
Normal file
|
@ -0,0 +1,58 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
#include "tsr1.ds"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// script that controls end stuff falling and rotating in tunnel
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
local entity endspawner1 // the first spawner at the end
|
||||||
|
local entity endspawner2 // the second spawner at the end
|
||||||
|
local entity endrightguy // the guy in the right alcove at the end of the tunnel
|
||||||
|
local entity endleftguy // the guy in the left alcove at the end of the tunnel
|
||||||
|
local entity findjohnend
|
||||||
|
|
||||||
|
|
||||||
|
endspawner1 = find entity with targetname "endspawner1"
|
||||||
|
endspawner2 = find entity with targetname "endspawner2"
|
||||||
|
endrightguy = find entity with targetname "endrightguy"
|
||||||
|
endleftguy = find entity with targetname "endleftguy"
|
||||||
|
findjohnend = find entity player
|
||||||
|
|
||||||
|
|
||||||
|
wait 1 seconds // slight pause to make it sound more natural
|
||||||
|
|
||||||
|
// JOHN TALKING TO HAWK OVER THE WALKIE TALKIE
|
||||||
|
|
||||||
|
play sound "cin/tsr1/s2d1.adp" for entity findjohnend at volume 0.9 // john talking to hawk
|
||||||
|
print TSR1_S2D1
|
||||||
|
// "damn"
|
||||||
|
|
||||||
|
|
||||||
|
use entity endspawner1 // triggers the first endspawner to activate
|
||||||
|
use entity endspawner2 // triggers the first endspawner to activate
|
||||||
|
use entity endrightguy // should send these guys to their point combats
|
||||||
|
use entity endleftguy //
|
||||||
|
|
||||||
|
wait 3 seconds
|
||||||
|
|
||||||
|
play sound "cin/tsr1/s2d2.adp" for entity findjohnend at volume 0.9 // john talking to hawk
|
||||||
|
print TSR1_S2D2
|
||||||
|
// "copy.. look out"
|
||||||
|
|
||||||
|
wait 2 seconds
|
||||||
|
|
||||||
|
|
||||||
|
use entity endspawner1 // triggers the first endspawner to activate
|
||||||
|
use entity endspawner2 // triggers the first endspawner to activate
|
||||||
|
use entity endrightguy // should send these guys to their point combats
|
||||||
|
use entity endleftguy //
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
33
Sample/ds/tsr1/etrainset.ds
Normal file
33
Sample/ds/tsr1/etrainset.ds
Normal file
|
@ -0,0 +1,33 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
|
||||||
|
// this script starts the train with skinheads on it running towards the end
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
local entity rtskinhead1 // the first guy towards the front of the train
|
||||||
|
local entity rtskinhead2 // the second skinhead towards the back of the train
|
||||||
|
local entity rtskinhead3 // the third middle guy on the train
|
||||||
|
local entity skintrain // the train they ride out on
|
||||||
|
local entity trainplay
|
||||||
|
|
||||||
|
rtskinhead1 = find entity with targetname "rtskinhead1"
|
||||||
|
rtskinhead2 = find entity with targetname "rtskinhead2"
|
||||||
|
rtskinhead3 = find entity with targetname "rtskinhead3"
|
||||||
|
skintrain = find entity with targetname "skintrain"
|
||||||
|
trainplay = find entity with targetname "player"
|
||||||
|
|
||||||
|
use entity rtskinhead1 // spawns him in
|
||||||
|
use entity rtskinhead2 // spawns him in
|
||||||
|
use entity skintrain // starts the train moving
|
||||||
|
|
||||||
|
animate entity rtskinhead1 performing action CCH_A_FWD_MS_2 targeting entity trainplay // holding for 9.0 // crouching firing
|
||||||
|
animate entity rtskinhead1 performing action SCRIPT_RELEASE
|
||||||
|
|
||||||
|
animate entity rtskinhead3 performing action CCH_A_FWD_MS_2 targeting entity trainplay // holding for 9.0 // crouching firing
|
||||||
|
animate entity rtskinhead3 performing action SCRIPT_RELEASE
|
||||||
|
|
||||||
|
animate entity rtskinhead2 performing action CCH_A_FWD_P_2 targeting entity trainplay // holding for 9.0 // crouching firing
|
||||||
|
animate entity rtskinhead2 performing action SCRIPT_RELEASE
|
||||||
|
|
28
Sample/ds/tsr1/gbnyc1.ds
Normal file
28
Sample/ds/tsr1/gbnyc1.ds
Normal file
|
@ -0,0 +1,28 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
/////////////////////////////////////////////////
|
||||||
|
// Declare
|
||||||
|
|
||||||
|
local entity bloke
|
||||||
|
local entity inplayer
|
||||||
|
local int sig
|
||||||
|
|
||||||
|
/////////////////////////////////////////////////
|
||||||
|
// Assign
|
||||||
|
|
||||||
|
bloke = find entity with targetname "subway_bloke1"
|
||||||
|
inplayer = find entity player
|
||||||
|
/////////////////////////////////////////////////
|
||||||
|
// Action
|
||||||
|
|
||||||
|
play sound "enemy/sk1/tsr1/wake3.wav" for entity inplayer at volume 0.9 on channel CHAN_AUTO
|
||||||
|
animate entity bloke performing action STD_R_N_PK_N by moving [256,0,0] signaling sig // 336
|
||||||
|
wait for all clearing sig
|
||||||
|
// animate entity bloke performing action STD_R_N_PK_N by moving [0,-208,0] signaling sig
|
||||||
|
// wait for all clearing sig
|
||||||
|
// animate entity bloke performing action SCRIPT_RELEASE
|
||||||
|
remove entity bloke
|
||||||
|
|
||||||
|
|
||||||
|
// End
|
42
Sample/ds/tsr1/gbnyc2.ds
Normal file
42
Sample/ds/tsr1/gbnyc2.ds
Normal file
|
@ -0,0 +1,42 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
/////////////////////////////////////////////////
|
||||||
|
// Declare
|
||||||
|
|
||||||
|
|
||||||
|
local entity runningguy // skinhead guy who runs around the corner quickly
|
||||||
|
local entity deadswatguy1 // the swat guy who will get killed
|
||||||
|
local entity swatkiller // the guy who will shoot the wounded swatguy
|
||||||
|
local entity gumball1 // the gumball machine
|
||||||
|
local int sig1
|
||||||
|
|
||||||
|
/////////////////////////////////////////////////
|
||||||
|
// Assign
|
||||||
|
|
||||||
|
|
||||||
|
runningguy = find entity with targetname "runningguy"
|
||||||
|
deadswatguy1 = find entity with targetname "deadswatguy1"
|
||||||
|
swatkiller = find entity with targetname "swatkiller"
|
||||||
|
gumball1 = find entity with targetname "gumball1"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
/////////////////////////////////////////////////
|
||||||
|
// Action
|
||||||
|
use entity deadswatguy1 // spawns the dead swatguy
|
||||||
|
use entity runningguy // spawns the guy in
|
||||||
|
animate entity swatkiller performing action SCRIPT_RELEASE
|
||||||
|
|
||||||
|
use entity gumball1 // makes sure the gumball machine breaks
|
||||||
|
|
||||||
|
|
||||||
|
animate entity deadswatguy1 performing action LB_XLEANUPSHOOT_N_P_N targeting entity swatkiller
|
||||||
|
animate entity deadswatguy1 performing action SCRIPT_RELEASE
|
||||||
|
remove entity runningguy // gets him out of the way
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// End
|
78
Sample/ds/tsr1/gbnyc3.ds
Normal file
78
Sample/ds/tsr1/gbnyc3.ds
Normal file
|
@ -0,0 +1,78 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
/////////////////////////////////////////////////
|
||||||
|
// Declare
|
||||||
|
|
||||||
|
local entity npc_murder // guy getting murdered
|
||||||
|
local entity npc_killer // the guy who kills him
|
||||||
|
local entity npc_watcher // the guy just standing there
|
||||||
|
local entity trackcam1_new // the first camera watching
|
||||||
|
local int sig1
|
||||||
|
|
||||||
|
/////////////////////////////////////////////////
|
||||||
|
// Assign
|
||||||
|
|
||||||
|
npc_murder = find entity with targetname "npc_murder"
|
||||||
|
npc_killer = find entity with targetname "npc_killer"
|
||||||
|
npc_watcher = find entity with targetname "npc_watcher"
|
||||||
|
trackcam1_new = find entity with targetname "trackcam1_new"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
/////////////////////////////////////////////////
|
||||||
|
|
||||||
|
trackcam1_new.movetype = MOVETYPE_NOCLIP
|
||||||
|
|
||||||
|
// Action
|
||||||
|
/*
|
||||||
|
use entity npc_murder // spawns the guy who will get murdered in
|
||||||
|
use entity npc_killer // spawns the guy who will kill him
|
||||||
|
use entity npc_watcher // spawns the guy next to him in
|
||||||
|
*/
|
||||||
|
|
||||||
|
|
||||||
|
animate entity npc_murder performing action STD_XAFRAIDSHAKE_N_N_N
|
||||||
|
|
||||||
|
|
||||||
|
play sound "speech/tsr1/npc/eb9-1.adp" for entity npc_murder at volume 0.9
|
||||||
|
wait .7 seconds
|
||||||
|
animate entity npc_killer performing action STD_FATTITUDE_N_P_A targeting entity npc_murder kill nulltarget HEAD signaling sig1
|
||||||
|
|
||||||
|
|
||||||
|
wait for all clearing sig1
|
||||||
|
|
||||||
|
// murder taking off out of sight
|
||||||
|
wait 1 seconds
|
||||||
|
play sound "speech/tsr1/skn/bt9-2.adp" for entity npc_killer at volume 0.9
|
||||||
|
animate entity npc_killer performing action STD_R_N_PK_N by moving [0, -16, 0]
|
||||||
|
|
||||||
|
animate entity npc_watcher performing action STD_R_N_MRS_2 by moving [-112, 0, 0]
|
||||||
|
|
||||||
|
animate entity npc_killer performing action STD_R_N_PK_N by moving [-152, 0, 0]
|
||||||
|
|
||||||
|
animate entity npc_killer performing action STD_R_N_PK_N by moving [0, -296, 0] // -226
|
||||||
|
animate entity npc_killer performing action STD_R_N_PK_N by moving [-172, 0, 0] // -226
|
||||||
|
|
||||||
|
animate entity npc_watcher performing action STD_R_N_MRS_2 by moving [0, -372, 0] // -382
|
||||||
|
animate entity npc_watcher performing action STD_R_N_MRS_2 by moving [-172, 0, 0] // -382
|
||||||
|
|
||||||
|
|
||||||
|
wait 7 seconds
|
||||||
|
remove entity npc_killer
|
||||||
|
remove entity npc_watcher
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
wait 2 seconds
|
||||||
|
play sound "speech/tsr1/skn/bt9-2.adp" for entity npc_killer at volume 0.9
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
31
Sample/ds/tsr1/gbnyc4.ds
Normal file
31
Sample/ds/tsr1/gbnyc4.ds
Normal file
|
@ -0,0 +1,31 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
/////////////////////////////////////////////////
|
||||||
|
// Declare
|
||||||
|
|
||||||
|
local entity camroom_door
|
||||||
|
local entity camroom_hole
|
||||||
|
local entity openin // the func wall for collision
|
||||||
|
local int sig1
|
||||||
|
local int sig2
|
||||||
|
|
||||||
|
/////////////////////////////////////////////////
|
||||||
|
// Assign
|
||||||
|
|
||||||
|
camroom_door = find entity with targetname "camroom_door"
|
||||||
|
camroom_hole = find entity with targetname "camroom_hole"
|
||||||
|
openin = find entity with targetname "openin"
|
||||||
|
|
||||||
|
/////////////////////////////////////////////////
|
||||||
|
// Action
|
||||||
|
|
||||||
|
camroom_hole.movetype = MOVETYPE_NOCLIP
|
||||||
|
|
||||||
|
rotate entity camroom_door by [0,-90,0] at 90 speed signaling sig1
|
||||||
|
rotate entity camroom_hole by [0,-90,0] at 90 speed signaling sig2
|
||||||
|
wait for all clearing sig1,sig2
|
||||||
|
use entity openin
|
||||||
|
camroom_hole.movetype = MOVETYPE_NONE
|
||||||
|
|
||||||
|
// End
|
46
Sample/ds/tsr1/gbnyc5.ds
Normal file
46
Sample/ds/tsr1/gbnyc5.ds
Normal file
|
@ -0,0 +1,46 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
/////////////////////////////////////////////////
|
||||||
|
// Declare
|
||||||
|
|
||||||
|
local entity camroom_door
|
||||||
|
local entity camroom_hole
|
||||||
|
local entity camroom_guys
|
||||||
|
local entity sparks1 // the spark gen by the fusebox
|
||||||
|
local entity right // the monitor towards the right
|
||||||
|
local entity backwall // the monitor by the back wall
|
||||||
|
local entity camdoorkicker // the guy who will actually kick the door open
|
||||||
|
local entity openin
|
||||||
|
local int sig1
|
||||||
|
local int sig2
|
||||||
|
|
||||||
|
/////////////////////////////////////////////////
|
||||||
|
// Assign
|
||||||
|
|
||||||
|
camroom_door = find entity with targetname "camroom_door"
|
||||||
|
camroom_hole = find entity with targetname "camroom_hole"
|
||||||
|
camroom_guys = find entity with targetname "camroom_guys"
|
||||||
|
sparks1 = find entity with targetname "sparks1"
|
||||||
|
right = find entity with targetname "right"
|
||||||
|
backwall = find entity with targetname "backwall"
|
||||||
|
camdoorkicker = find entity with targetname "camdoorkicker"
|
||||||
|
openin = find entity with targetname "openin"
|
||||||
|
|
||||||
|
/////////////////////////////////////////////////
|
||||||
|
// Action
|
||||||
|
|
||||||
|
camroom_hole.movetype = MOVETYPE_NOCLIP
|
||||||
|
rotate entity camroom_door by [0,90,0] at 155 speed signaling sig1
|
||||||
|
rotate entity camroom_hole by [0,90,0] at 155 speed signaling sig2
|
||||||
|
wait for all clearing sig1,sig2
|
||||||
|
use entity openin // should set this off because it had to be on already
|
||||||
|
|
||||||
|
use entity camdoorkicker //spawns the guy who will actually kick the door in
|
||||||
|
use entity camdoorkicker // sends him to his point combat
|
||||||
|
|
||||||
|
use entity camroom_guys // spawns the guys in
|
||||||
|
play sound "Speech/tsr1/skn/bt9-1.adp" for entity camdoorkicker at volume 0.9
|
||||||
|
|
||||||
|
// animate entity camdoorkicker performing action STD_R_N_PK_N by moving [0, 512, 0] // moves him towards the door 256
|
||||||
|
|
45
Sample/ds/tsr1/gbnyc5b.ds
Normal file
45
Sample/ds/tsr1/gbnyc5b.ds
Normal file
|
@ -0,0 +1,45 @@
|
||||||
|
|
||||||
|
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
local entity camroom_door
|
||||||
|
local entity camroom_hole
|
||||||
|
local entity camdoorkicker // the guy who will actually kick the door open
|
||||||
|
local entity kickedopen // the func wall clip brush that is collision for when it is kicked open
|
||||||
|
local entity playerpush
|
||||||
|
local int sig1
|
||||||
|
|
||||||
|
camroom_door = find entity with targetname "camroom_door"
|
||||||
|
camroom_hole = find entity with targetname "camroom_hole"
|
||||||
|
camdoorkicker = find entity with targetname "camdoorkicker"
|
||||||
|
kickedopen = find entity with targetname "kickedopen"
|
||||||
|
playerpush = find entity with targetname "playerpush"
|
||||||
|
|
||||||
|
camroom_hole.movetype = MOVETYPE_NOCLIP
|
||||||
|
|
||||||
|
|
||||||
|
if camdoorkicker.health <= 0
|
||||||
|
exit
|
||||||
|
|
||||||
|
endif
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
use entity camroom_hole
|
||||||
|
|
||||||
|
animate entity camdoorkicker performing action STD_XKICKDOOR_N_A_A // plays the actual kicking animation
|
||||||
|
animate entity camdoorkicker performing action SCRIPT_RELEASE // lets him go from the script
|
||||||
|
camroom_door.health = 0
|
||||||
|
|
||||||
|
|
||||||
|
moverotate entity camroom_door from file "generic_door_cw.rof" signaling sig1
|
||||||
|
play sound "impact/vending/kick.wav" for entity camroom_door at volume 0.9
|
||||||
|
use entity playerpush
|
||||||
|
wait .5 seconds
|
||||||
|
use entity playerpush
|
||||||
|
use entity kickedopen // spawns the func wall in for clipping
|
||||||
|
wait for all clearing sig1
|
||||||
|
|
||||||
|
|
||||||
|
// End
|
100
Sample/ds/tsr1/gbnyc6.ds
Normal file
100
Sample/ds/tsr1/gbnyc6.ds
Normal file
|
@ -0,0 +1,100 @@
|
||||||
|
#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
|
15
Sample/ds/tsr1/health.ds
Normal file
15
Sample/ds/tsr1/health.ds
Normal file
|
@ -0,0 +1,15 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
parameter entity health_door // the door that rotates up
|
||||||
|
parameter entity health_button // the button that needs to switch textures
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
use entity health_door // triggers this so it opens
|
||||||
|
\wait 1.5 seconds
|
||||||
|
use entity health_button // switches the button texture by using it
|
51
Sample/ds/tsr1/hostage.ds
Normal file
51
Sample/ds/tsr1/hostage.ds
Normal file
|
@ -0,0 +1,51 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
#include "tsr1.ds"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
local entity hostage1 // the hostage on the ground
|
||||||
|
local entity badguy1 // the guy kicking the hostage
|
||||||
|
|
||||||
|
local entity host_count // the hostage counter for how many hostage events the player has seen
|
||||||
|
|
||||||
|
|
||||||
|
hostage1 = find entity with targetname "hostage1"
|
||||||
|
badguy1 = find entity with targetname "badguy1"
|
||||||
|
|
||||||
|
host_count = find entity with targetname "host_count"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
on badguy1.health < 100 goto release_badguy1
|
||||||
|
|
||||||
|
|
||||||
|
animate entity badguy1 performing action STD_MKICKLOW_N_A_A // the first kick to the hostage
|
||||||
|
play sound "speech/tsr1/npc/eb9-3.adp" for entity badguy1 at volume 0.9
|
||||||
|
wait 1 seconds
|
||||||
|
|
||||||
|
label release
|
||||||
|
|
||||||
|
animate entity badguy1 performing action SCRIPT_RELEASE
|
||||||
|
|
||||||
|
animate entity hostage1 performing action SCRIPT_RELEASE
|
||||||
|
host_count.health += 1 // sets the hostage counter up by 1
|
||||||
|
exit
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
label release_badguy1
|
||||||
|
|
||||||
|
reset ai for entity badguy1
|
||||||
|
|
||||||
|
goto release
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
59
Sample/ds/tsr1/intoken.ds
Normal file
59
Sample/ds/tsr1/intoken.ds
Normal file
|
@ -0,0 +1,59 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
// this is the script triggered when the player enters the token booth through the glass
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
local entity tokentv // the tv thing in the token booth
|
||||||
|
local entity tvthing // the other tvthing in the token booth
|
||||||
|
local entity roundguy // the skinhead that will spawn round the corner shooting at the player entering
|
||||||
|
local entity tokvictim // the guy who will run past the token booth
|
||||||
|
local entity tokchaser // the guy following him
|
||||||
|
local entity tollguy // the guy by the token machines
|
||||||
|
local entity outtoken // the trigger for leaving the token booth
|
||||||
|
local entity host_count // the hostage counter for how many hostage events the player has seen
|
||||||
|
local int sig1
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
tokentv = find entity with targetname "tokentv"
|
||||||
|
tvthing = find entity with targetname "tvthing"
|
||||||
|
roundguy = find entity with targetname "roundguy"
|
||||||
|
tokvictim = find entity with targetname "tokvictim"
|
||||||
|
tokchaser = find entity with targetname "tokchaser"
|
||||||
|
tollguy = find entity with targetname "tollguy"
|
||||||
|
outtoken = find entity with targetname "outtoken"
|
||||||
|
host_count = find entity with targetname "host_count"
|
||||||
|
|
||||||
|
|
||||||
|
use entity roundguy // spawns the guy in
|
||||||
|
animate entity roundguy performing action SCRIPT_RELEASE
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
use entity outtoken // sets this trigger active
|
||||||
|
|
||||||
|
|
||||||
|
use entity tokvictim // spawns the first running guy in
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
host_count.health += 1 // sets the hostage counter up by 1
|
||||||
|
use entity tokchaser // spawns the guy chasing him
|
||||||
|
animate entity tokchaser performing action STD_R_N_PK_N by moving [156, 0, 0]
|
||||||
|
animate entity tokchaser performing action STD_R_N_PK_N by moving [0, -64, 0] signaling sig1
|
||||||
|
wait for all clearing sig1
|
||||||
|
animate entity tokchaser performing action SCRIPT_RELEASE
|
||||||
|
|
||||||
|
use entity tollguy // spawns the guy around the corner in
|
||||||
|
animate entity tollguy performing action SCRIPT_RELEASE
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
exit
|
15
Sample/ds/tsr1/introdeath.ds
Normal file
15
Sample/ds/tsr1/introdeath.ds
Normal file
|
@ -0,0 +1,15 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
|
||||||
|
// This is a custom death script called for the hostage murdered in the cinematic
|
||||||
|
|
||||||
|
local entity introhostage1 // the hostage who will be killed
|
||||||
|
|
||||||
|
introhostage1 = find entity with targetname "introhostage1"
|
||||||
|
|
||||||
|
|
||||||
|
animate entity introhostage1 performing action CCH_SONKNEES_2FRNT_N_N // the hostage getting shot and slumping to the ground
|
||||||
|
|
||||||
|
|
||||||
|
// exit
|
20
Sample/ds/tsr1/introstairs.ds
Normal file
20
Sample/ds/tsr1/introstairs.ds
Normal file
|
@ -0,0 +1,20 @@
|
||||||
|
// template file for newyork directory
|
||||||
|
|
||||||
|
#include "../common/header.ds"
|
||||||
|
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
local entity istairsguy
|
||||||
|
local entity sneak
|
||||||
|
|
||||||
|
istairsguy = find entity with targetname "istairsguy"
|
||||||
|
sneak = find entity player
|
||||||
|
|
||||||
|
// use entity istairsguy // spawns the guy in at the bottom of the steps
|
||||||
|
// animate entity istairsguy performing action RUN by moving to [-488, 1576, -104]
|
||||||
|
// animate entity istairsguy performing action STD_FCORNERPEAK_RT_P_A by turning to [100, -500, 150] targeting entity sneak // this is him peeking around the corner firing
|
||||||
|
|
||||||
|
animate entity istairsguy performing action STD_FCORNERPEAK_RT_P_A targeting entity sneak // this is him peeking around the corner firing
|
||||||
|
animate entity istairsguy performing action SCRIPT_RELEASE
|
58
Sample/ds/tsr1/lhostage.ds
Normal file
58
Sample/ds/tsr1/lhostage.ds
Normal file
|
@ -0,0 +1,58 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// this script is the ladies room hostage scene
|
||||||
|
|
||||||
|
local entity lbadguy1 // the guy hitting the hostage
|
||||||
|
local entity lhostage // the second script that will run if the guy gets hit
|
||||||
|
local entity host_count // the hostage counter for how many hostage events the player has seen
|
||||||
|
|
||||||
|
|
||||||
|
local int sig1
|
||||||
|
local int sig2
|
||||||
|
|
||||||
|
lbadguy1 = find entity with targetname "lbadguy1"
|
||||||
|
lhostage = find entity with targetname "lhostage"
|
||||||
|
host_count = find entity with targetname "host_count"
|
||||||
|
|
||||||
|
|
||||||
|
host_count.health += 1 // sets the hostage counter up by 1
|
||||||
|
|
||||||
|
on lbadguy1.health < 100 goto wm_release
|
||||||
|
|
||||||
|
animate entity lbadguy1 performing action STD_MPISTOLWHIP_N_P_N signaling sig1
|
||||||
|
|
||||||
|
if lbadguy1.health < 100
|
||||||
|
|
||||||
|
goto wm_release
|
||||||
|
|
||||||
|
|
||||||
|
endif
|
||||||
|
|
||||||
|
play sound "speech/tsr1/skn/bt9-3.adp" for entity lbadguy1 at volume 0.9
|
||||||
|
wait for all clearing sig1
|
||||||
|
// use entity lhostageb // fires off the second script if he got this far
|
||||||
|
|
||||||
|
if lhostage.health > 0
|
||||||
|
|
||||||
|
animate entity lhostage performing action CCH_XONKNEES_N_N_N
|
||||||
|
play sound "speech/tsr1/npc/eb9-6.adp" for entity lhostage at volume 0.9
|
||||||
|
animate entity lhostage performing action CCH_SONKNEES_2FRNT_N_N
|
||||||
|
|
||||||
|
endif
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
label wm_release
|
||||||
|
|
||||||
|
reset ai for entity lbadguy1
|
||||||
|
animate entity lbadguy1 performing action SCRIPT_RELEASE
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
31
Sample/ds/tsr1/lhostageb.ds
Normal file
31
Sample/ds/tsr1/lhostageb.ds
Normal file
|
@ -0,0 +1,31 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
local entity lhostage // the guy who will get pistol whipped
|
||||||
|
local entity lbadguy1 // the guy who does the pistol whip
|
||||||
|
local int health
|
||||||
|
|
||||||
|
|
||||||
|
lhostage = find entity with targetname "lhostage"
|
||||||
|
lbadguy1 = find entity with targetname "lbadguy1"
|
||||||
|
health = lbadguy1.health
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
if health > 0
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
animate entity lhostage performing action CCH_XONKNEES_N_N_N
|
||||||
|
play sound "speech/tsr1/npc/eb9-6.adp" for entity lhostage at volume 0.9
|
||||||
|
animate entity lhostage performing action CCH_SONKNEES_2FRNT_N_N
|
||||||
|
|
||||||
|
endif
|
||||||
|
|
||||||
|
animate entity lhostage performing action SCRIPT_RELEASE
|
||||||
|
|
28
Sample/ds/tsr1/lowpunks.ds
Normal file
28
Sample/ds/tsr1/lowpunks.ds
Normal file
|
@ -0,0 +1,28 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// this script makes punk guys on the lower level run around the corner and attack the player
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
local entity lower_punk1
|
||||||
|
local entity lower_punk2
|
||||||
|
|
||||||
|
|
||||||
|
lower_punk1 = find entity with targetname "lower_punk1"
|
||||||
|
lower_punk2 = find entity with targetname "lower_punk2"
|
||||||
|
|
||||||
|
|
||||||
|
use entity lower_punk1 // spawns this guy in
|
||||||
|
use entity lower_punk2 // spawns him in
|
||||||
|
|
||||||
|
use entity lower_punk1 // sends this guy to his point combat
|
||||||
|
use entity lower_punk2 // sends this guy to his point combat
|
||||||
|
|
||||||
|
|
||||||
|
exit
|
43
Sample/ds/tsr1/mensroom.ds
Normal file
43
Sample/ds/tsr1/mensroom.ds
Normal file
|
@ -0,0 +1,43 @@
|
||||||
|
// template file for newyork directory
|
||||||
|
|
||||||
|
#include "../common/header.ds"
|
||||||
|
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
|
||||||
|
local entity mstalldoor1 // the stall door that flys off
|
||||||
|
local entity stallguym // the guy in the far stall
|
||||||
|
local entity sinkguy // the guy standing by the sink who yells
|
||||||
|
local entity pissguy // the guy taking a leak
|
||||||
|
local int sig1
|
||||||
|
local int sig2
|
||||||
|
|
||||||
|
|
||||||
|
mstalldoor1 = find entity with targetname "mstalldoor1"
|
||||||
|
stallguym = find entity with targetname "stallguym"
|
||||||
|
sinkguy = find entity with targetname "sinkguy"
|
||||||
|
pissguy = find entity with targetname "pissguy"
|
||||||
|
|
||||||
|
// mstalldoor1.movetype = MOVETYPE_NOCLIP
|
||||||
|
|
||||||
|
|
||||||
|
animate entity stallguym performing action STD_XKICKDOOR_N_A_A // signaling sig1 // the kicking door animation
|
||||||
|
play sound "speech/tsr1/skn/bt9-6.adp" for entity sinkguy at volume 0.9
|
||||||
|
|
||||||
|
wait .25 seconds
|
||||||
|
moverotate entity mstalldoor1 from file "stall_door_1.rof" // signaling sig2 // the door getting kicked
|
||||||
|
play sound "impact/door/kickdoor.wav" for entity mstalldoor1 at volume 0.9
|
||||||
|
// wait for all clearing sig1, sig2
|
||||||
|
|
||||||
|
animate entity stallguym performing action RUN by moving [-64, 0, 0]
|
||||||
|
animate entity stallguym performing action RUN by moving [0, -64, 0] // moves him forwards to try and get him out of the way of the stall
|
||||||
|
|
||||||
|
use entity pissguy // gets this guy moving
|
||||||
|
|
||||||
|
|
||||||
|
animate entity stallguym performing action SCRIPT_RELEASE
|
||||||
|
animate entity sinkguy performing action SCRIPT_RELEASE
|
||||||
|
animate entity pissguy performing action SCRIPT_RELEASE
|
||||||
|
|
||||||
|
|
||||||
|
exit
|
37
Sample/ds/tsr1/npc1.ds
Normal file
37
Sample/ds/tsr1/npc1.ds
Normal file
|
@ -0,0 +1,37 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// the script is the first npc getting murdered
|
||||||
|
|
||||||
|
|
||||||
|
local entity victim1 // the person who dodges from the alcove
|
||||||
|
local entity chaser1 // the guy who will wind up chasing him
|
||||||
|
local entity host_count //
|
||||||
|
local int chaser_health // the health of the chaser guy
|
||||||
|
|
||||||
|
local int sig1
|
||||||
|
local int sig2
|
||||||
|
|
||||||
|
victim1 = find entity with targetname "victim1"
|
||||||
|
chaser1 = find entity with targetname "chaser1"
|
||||||
|
host_count = find entity with targetname "host_count"
|
||||||
|
|
||||||
|
on chaser1.health < 100 goto chaserhit
|
||||||
|
|
||||||
|
animate entity chaser1 performing action STD_XYELLATYOU_N_A_A // chaser guys yelling at the hostage
|
||||||
|
play sound "Speech/TSR1/SKN/BT9-3.adp" for entity chaser1 on channel CHAN_VOICE at volume 0.9
|
||||||
|
animate entity chaser1 performing action STD_F_FWD_P_2 targeting entity victim1
|
||||||
|
animate entity chaser1 performing action SCRIPT_RELEASE
|
||||||
|
play sound "speech/tsr1/npc/eb9-2.adp" for entity victim1 at volume 0.9
|
||||||
|
|
||||||
|
suspend
|
||||||
|
|
||||||
|
|
||||||
|
label chaserhit
|
||||||
|
animate entity chaser1 performing action SCRIPT_RELEASE
|
||||||
|
animate entity victim1 performing action SCRIPT_RELEASE
|
||||||
|
reset ai for entity chaser1 // fancy new command
|
||||||
|
exit
|
||||||
|
|
18
Sample/ds/tsr1/npc1set.ds
Normal file
18
Sample/ds/tsr1/npc1set.ds
Normal file
|
@ -0,0 +1,18 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
local entity victim1 // the person who dodges from the alcove
|
||||||
|
local entity chaser1 // the guy who will wind up chasing him
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
victim1 = find entity with targetname "victim1"
|
||||||
|
chaser1 = find entity with targetname "chaser1"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
use entity victim1 // spawns these guys in out of view
|
||||||
|
use entity chaser1
|
807
Sample/ds/tsr1/nycintro.ds
Normal file
807
Sample/ds/tsr1/nycintro.ds
Normal file
|
@ -0,0 +1,807 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
#include "tsr1.ds"
|
||||||
|
|
||||||
|
|
||||||
|
// redo of the nyc intro script, this is the first crane camera shot
|
||||||
|
|
||||||
|
// first shot entities
|
||||||
|
|
||||||
|
local entity introcam1 // the first camera looking down on the street
|
||||||
|
local entity introcam1n // the first cameras null
|
||||||
|
local entity walkingswatguy // the guy who will walk in the first shot
|
||||||
|
local entity intro4 // the second script runner that will trigger shot2 of the intro
|
||||||
|
local entity introhawk // the merc character in this shot
|
||||||
|
local entity introhawkb // the merc character in this shot
|
||||||
|
local entity introjohn // the merc character in this shot
|
||||||
|
local entity introjohnb // the merc character in this shot
|
||||||
|
local entity introswat3 // the guy back under the train bridge
|
||||||
|
local entity copcar1 // the slanted copcar in the middle of the street
|
||||||
|
local entity newcam1 // the new close up cam of john for the last couple of shots
|
||||||
|
local entity newcam2 // the cam for hawk close up
|
||||||
|
local entity newcam1n
|
||||||
|
local entity newcam2n
|
||||||
|
local entity t121 // the sound trigger for the first ambient set
|
||||||
|
|
||||||
|
// stuff for second shot
|
||||||
|
|
||||||
|
local entity introdeadswat // the swat guy who will get murdered
|
||||||
|
local entity introswatkiller // the guy who will kill him
|
||||||
|
local entity introswatcam // the camera showing the swat guy murdered
|
||||||
|
local entity introswatcamn // the cameras null
|
||||||
|
local entity intro3 // the cut to the shot back on the street
|
||||||
|
|
||||||
|
local entity introcam6 // other cut around the conversation
|
||||||
|
local entity introcam6n // the cams null
|
||||||
|
local entity swatleader // the swat guy leader
|
||||||
|
local entity introltrain // the l train that will fly by
|
||||||
|
|
||||||
|
// stuff for third shot
|
||||||
|
|
||||||
|
local entity introcam4 // the camera
|
||||||
|
local entity introcam4n // the third cameras null
|
||||||
|
|
||||||
|
// stuff for 4th shot
|
||||||
|
|
||||||
|
local entity sabre1 // skinhead boss who will shoot the hostages
|
||||||
|
local entity walkinguy // skinhead who will walk in the shot
|
||||||
|
local entity introcam2 // the camera which will shoot this shot
|
||||||
|
local entity introcam2n // the cameras null in case we want to move it
|
||||||
|
local entity introhostage1 // the hostage to the left of sabre in the intro
|
||||||
|
local entity introhostage2 // the second hostage
|
||||||
|
local entity introcam3 // the close up camera shot of Sabre
|
||||||
|
local entity introcam3n // the close up cameras null
|
||||||
|
local entity introcam7 // the other new shot of the hostage murder
|
||||||
|
local entity introcam7a // the other new shot of the hostage murder SM
|
||||||
|
local entity introcam7n // the above cameras null
|
||||||
|
local entity lastcam1 // the last close up shot of them in this cinematic
|
||||||
|
local entity lastcam1n // the last cameras null
|
||||||
|
local entity lastcam2 // the camera at the bottom of the stairs
|
||||||
|
local entity lastcam2n // the stair cams null
|
||||||
|
local entity lastjohn // the john by the stairs
|
||||||
|
local entity lasthawk // the hawk at the top of the stairs
|
||||||
|
local entity lastswatleader // the last swatleader that appears in the shot with hawk
|
||||||
|
local entity runguy // the script runner that starts the ecto running at the bottom of the stairs
|
||||||
|
local entity show_objectives // the objective thing that needs to be turned on after the intro runs
|
||||||
|
|
||||||
|
//sm addition
|
||||||
|
|
||||||
|
local entity finaltrain //train in final camera
|
||||||
|
local entity gunshots //gunshots the swat members hear
|
||||||
|
|
||||||
|
local entity tsr1fadeout // the fade out for the cinematic transition MADE BY JERSEY
|
||||||
|
local entity tsr1fadein // the fade in when the player starts in 1st person MADE BY JERSEY
|
||||||
|
|
||||||
|
local int sig1
|
||||||
|
local int sig2
|
||||||
|
|
||||||
|
// cache stuff
|
||||||
|
|
||||||
|
cache roff "tsr1_introcam1_ren.rof" // changes made by jersey
|
||||||
|
cache roff "tsr1_introcam1t_ren.rof"
|
||||||
|
|
||||||
|
/*
|
||||||
|
cache sound "cin/tsr1/c3d1.adp"
|
||||||
|
cache sound "cin/tsr1/c3d2.adp"
|
||||||
|
cache sound "cin/tsr1/c4d1.adp"
|
||||||
|
cache sound "cin/tsr1/c5d1.adp"
|
||||||
|
cache sound "cin/tsr1/c5d2.adp"
|
||||||
|
cache sound "cin/tsr1/c6d1.adp"
|
||||||
|
cache sound "cin/tsr1/c6d2.adp"
|
||||||
|
cache sound "cin/tsr1/c6d3.adp"
|
||||||
|
cache sound "cin/tsr1/c6d4.adp"
|
||||||
|
*/
|
||||||
|
|
||||||
|
introcam1 = find entity with targetname "introcam1"
|
||||||
|
|
||||||
|
//turns on 1st camera
|
||||||
|
enable cinematics
|
||||||
|
use entity introcam1// turns on the camera
|
||||||
|
|
||||||
|
|
||||||
|
introcam1n = find entity with targetname "introcam1n"
|
||||||
|
walkingswatguy = find entity with targetname "walkingswatguy"
|
||||||
|
intro4 = find entity with targetname "intro4"
|
||||||
|
introhawk = find entity with targetname "introhawk"
|
||||||
|
introhawkb = find entity with targetname "introhawkb"
|
||||||
|
introjohn = find entity with targetname "introjohn"
|
||||||
|
introjohnb = find entity with targetname "introjohnb"
|
||||||
|
introltrain = find entity with targetname "introltrain"
|
||||||
|
copcar1 = find entity with targetname "copcar1"
|
||||||
|
newcam1 = find entity with targetname "newcam1"
|
||||||
|
newcam1n = find entity with targetname "newcam1n"
|
||||||
|
newcam2 = find entity with targetname "newcam2"
|
||||||
|
newcam2n = find entity with targetname "newcam2n"
|
||||||
|
introswat3 = find entity with targetname "introswat3"
|
||||||
|
|
||||||
|
introdeadswat = find entity with targetname "introdeadswat"
|
||||||
|
introswatkiller = find entity with targetname "introswatkiller"
|
||||||
|
introswatcam = find entity with targetname "introswatcam"
|
||||||
|
introswatcamn = find entity with targetname "introswatcamn"
|
||||||
|
intro3 = find entity with targetname "intro3"
|
||||||
|
|
||||||
|
introcam6 = find entity with targetname "introcam6"
|
||||||
|
introcam6n = find entity with targetname "introcam6n"
|
||||||
|
swatleader = find entity with targetname "swatleader"
|
||||||
|
|
||||||
|
introcam4 = find entity with targetname "introcam4"
|
||||||
|
introcam4n = find entity with targetname "introcam4n"
|
||||||
|
|
||||||
|
sabre1 = find entity with targetname "sabre1"
|
||||||
|
walkinguy = find entity with targetname "walkinguy"
|
||||||
|
introcam2 = find entity with targetname "introcam2"
|
||||||
|
introcam2n = find entity with targetname "introcam2n"
|
||||||
|
introcam3 = find entity with targetname "introcam3"
|
||||||
|
introcam3n = find entity with targetname "introcam3n"
|
||||||
|
|
||||||
|
introhostage1 = find entity with targetname "introhostage1"
|
||||||
|
introhostage2 = find entity with targetname "introhostage2"
|
||||||
|
|
||||||
|
introcam7 = find entity with targetname "introcam7"
|
||||||
|
introcam7a = find entity with targetname "introcam7a"
|
||||||
|
introcam7n = find entity with targetname "introcam7n"
|
||||||
|
|
||||||
|
lastcam1 = find entity with targetname "lastcam1"
|
||||||
|
lastcam1n = find entity with targetname "lastcam1n"
|
||||||
|
lastcam2 = find entity with targetname "lastcam2"
|
||||||
|
lastcam2n = find entity with targetname "lastcam2n"
|
||||||
|
lastjohn = find entity with targetname "lastjohn"
|
||||||
|
lasthawk = find entity with targetname "lasthawk"
|
||||||
|
lastswatleader = find entity with targetname "lastswatleader"
|
||||||
|
runguy = find entity with targetname "runguy"
|
||||||
|
|
||||||
|
tsr1fadeout = find entity with targetname "tsr1fadeout" // MADE BY JERSEY
|
||||||
|
tsr1fadein = find entity with targetname "tsr1fadein"// MADE BY JERSEY
|
||||||
|
|
||||||
|
//sm addition
|
||||||
|
finaltrain = find entity with targetname "finaltrain" //train
|
||||||
|
gunshots = find entity with targetname "gunshots" //gunshots the swat members hear
|
||||||
|
show_objectives = find entity with targetname "show_objectives"
|
||||||
|
|
||||||
|
|
||||||
|
t121 = find entity with targetname "t121"
|
||||||
|
|
||||||
|
//introcam1.movetype = MOVETYPE_NOCLIP
|
||||||
|
//introcam1n.movetype = MOVETYPE_NOCLIP
|
||||||
|
introswatcam.movetype = MOVETYPE_NOCLIP
|
||||||
|
introswatcamn.movetype = MOVETYPE_NOCLIP
|
||||||
|
introcam4.movetype = MOVETYPE_NOCLIP
|
||||||
|
introcam4n.movetype = MOVETYPE_NOCLIP
|
||||||
|
introcam2.movetype = MOVETYPE_NOCLIP
|
||||||
|
introcam2n.movetype = MOVETYPE_NOCLIP
|
||||||
|
introcam3.movetype = MOVETYPE_NOCLIP
|
||||||
|
introcam3n.movetype = MOVETYPE_NOCLIP
|
||||||
|
introcam7.movetype = MOVETYPE_NOCLIP
|
||||||
|
introcam7n.movetype = MOVETYPE_NOCLIP
|
||||||
|
lastcam1.movetype = MOVETYPE_NOCLIP
|
||||||
|
lastcam1n.movetype = MOVETYPE_NOCLIP
|
||||||
|
lastcam2.movetype = MOVETYPE_NOCLIP
|
||||||
|
lastcam2n.movetype = MOVETYPE_NOCLIP
|
||||||
|
newcam1.movetype = MOVETYPE_NOCLIP
|
||||||
|
newcam1n.movetype = MOVETYPE_NOCLIP
|
||||||
|
newcam2.movetype = MOVETYPE_NOCLIP
|
||||||
|
newcam2n.movetype = MOVETYPE_NOCLIP
|
||||||
|
|
||||||
|
//
|
||||||
|
// FIRST SWEEPING SHOT OUTSIDE LEADS TO FIRST CONVERSATION
|
||||||
|
//
|
||||||
|
|
||||||
|
|
||||||
|
//TSR1_ACTIVISION
|
||||||
|
//TSR1_RAVEN
|
||||||
|
//TSR1_SOF
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// Use the first camera- this will be the fly-by and the intro credits.
|
||||||
|
|
||||||
|
//use entity introcam1// turns on the camera
|
||||||
|
playsong 1
|
||||||
|
// use entity t121 // should start the intro sound set
|
||||||
|
print TSR1_INTRO // added by jersey
|
||||||
|
moverotate entity introcam1 from file "tsr1_introcam1_ren.rof" // starts the fly-by for the camera // CHANGES MADE BY JERSEY :)
|
||||||
|
moverotate entity introcam1n from file "tsr1_introcam1t_ren.rof" // starts the fly-by for the target
|
||||||
|
|
||||||
|
wait 2 seconds
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
//print ACTIVISION for 1st camera
|
||||||
|
print TSR1_ACTIVISION
|
||||||
|
|
||||||
|
wait 1 seconds
|
||||||
|
|
||||||
|
animate entity walkingswatguy performing action STD_WNORMAL_N_PK_A by moving [0, -148, 0] // Starts the moving SWAT guy walking forward
|
||||||
|
|
||||||
|
wait 1.25 seconds
|
||||||
|
|
||||||
|
use entity introltrain // makes the train run across the bridge
|
||||||
|
wait 2 seconds
|
||||||
|
|
||||||
|
//eric biessman is a god
|
||||||
|
|
||||||
|
//
|
||||||
|
// This is the faked conversation at the beginning of the intro
|
||||||
|
//
|
||||||
|
animate entity swatleader performing action STD_IETALKPOSE_N_A_N holding for 2.2 // wait while the walking SWAT guy talks
|
||||||
|
|
||||||
|
animate entity walkingswatguy performing action STD_ETALKBOTH_N_A_N // talks for 1.5 seconds
|
||||||
|
animate entity walkingswatguy performing action STD_ETALKLEFT_N_A_N
|
||||||
|
animate entity walkingswatguy performing action STD_ETALKBOTH_N_A_N
|
||||||
|
|
||||||
|
animate entity walkingswatguy performing action STD_IETALKPOSE_N_A_N holding for 3.1 // wait while the SWAT Leader talks
|
||||||
|
|
||||||
|
animate entity swatleader performing action STD_ETALKLEFT_N_A_N // talks for 3.1 seconds
|
||||||
|
animate entity swatleader performing action STD_ETALKLEFT_N_A_N
|
||||||
|
animate entity swatleader performing action STD_ETALKBOTH_N_A_N
|
||||||
|
animate entity swatleader performing action STD_ETALKLEFT_N_A_N
|
||||||
|
|
||||||
|
animate entity swatleader performing action STD_IETALKPOSE_N_A_N holding for 4.1 // wait while the walking SWAT guy talks
|
||||||
|
|
||||||
|
animate entity walkingswatguy performing action STD_ETALKBOTH_N_A_N // talks for 4.1 seconds
|
||||||
|
animate entity walkingswatguy performing action STD_ETALK_N_A_N
|
||||||
|
animate entity walkingswatguy performing action STD_ETALKLEFT_N_A_N
|
||||||
|
|
||||||
|
animate entity walkingswatguy performing action STD_IETALKPOSE_N_A_N holding for 4.8 // wait while the SWAT Leader talks
|
||||||
|
|
||||||
|
|
||||||
|
animate entity swatleader performing action STD_ETALKBOTH_N_A_N // talks for 4.8 seconds
|
||||||
|
animate entity swatleader performing action STD_ETALKLEFT_N_A_N
|
||||||
|
animate entity swatleader performing action STD_ETALK_N_A_N
|
||||||
|
animate entity swatleader performing action STD_ETALKBOTH_N_A_N
|
||||||
|
|
||||||
|
//wait 1 seconds //was 5 before I added text
|
||||||
|
|
||||||
|
//print RAVEN SOFTWARE for 1st camera
|
||||||
|
print TSR1_RAVEN
|
||||||
|
|
||||||
|
wait 3 seconds
|
||||||
|
|
||||||
|
//print SOLDIER OF FORTUNE for 1st camera
|
||||||
|
print TSR1_SOF
|
||||||
|
|
||||||
|
wait 3 seconds
|
||||||
|
|
||||||
|
//print
|
||||||
|
print TSR1_ONE
|
||||||
|
|
||||||
|
//wait 10.8 seconds
|
||||||
|
|
||||||
|
wait 3 seconds
|
||||||
|
|
||||||
|
print TSR1_TWO
|
||||||
|
|
||||||
|
wait 3 seconds
|
||||||
|
|
||||||
|
print TSR1_THREE
|
||||||
|
|
||||||
|
wait 3 seconds
|
||||||
|
|
||||||
|
print TSR1_FOUR
|
||||||
|
|
||||||
|
wait 3 seconds
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
//
|
||||||
|
// The conversation ends
|
||||||
|
//
|
||||||
|
animate entity walkingswatguy performing action STD_WNORMAL_N_PK_A by moving [0, 212, 0] // Move the first walking SWAT guy away
|
||||||
|
|
||||||
|
wait .45 seconds
|
||||||
|
|
||||||
|
remove entity introltrain // once the train is out of the camera's view, it is removed
|
||||||
|
|
||||||
|
animate entity introjohn performing action STD_IETALKPOSE_N_A_N holding for 3.4 // 5.9standard talking pose, needs to hold it until he speaks
|
||||||
|
animate entity introhawk performing action STD_IETALKPOSE_N_A_N holding for 3.4 // standard talking pose, never needs to come out of it
|
||||||
|
|
||||||
|
animate entity walkingswatguy performing action STD_WNORMAL_N_PK_A by moving [-20, 24, 0] // Move the first walking SWAT guy away
|
||||||
|
|
||||||
|
animate entity swatleader performing action STD_WNORMAL_N_PK_A by moving [-88, 0, 0] signaling sig1// SWAT Leader walks into view (was -96)
|
||||||
|
wait for all clearing sig1
|
||||||
|
|
||||||
|
swatleader.angles = [0, 200, 0]
|
||||||
|
|
||||||
|
|
||||||
|
//////////////////////////////////////////////////////////
|
||||||
|
// SECOND CAMERA SHOT: TRANSITION BEHIND SWAT LEADER
|
||||||
|
//////////////////////////////////////////////////////////
|
||||||
|
|
||||||
|
//SM ADDITION
|
||||||
|
use entity introcam1 // turns the first camera off to switch to the second camera
|
||||||
|
use entity introcam6 // turns the camera on
|
||||||
|
//
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
animate entity swatleader showing emotion EMOTION_TALK holding for 3.4 // start the SWAT leader's face animating
|
||||||
|
animate entity swatleader performing action STD_ETALK_N_A_N holding for 3.0 // Does the normal talk anim for the first three seconds of the speech
|
||||||
|
animate entity swatleader performing action STD_ETALKLEFT_N_A_N holding for .4 // finishes with a different animation
|
||||||
|
|
||||||
|
wait .1 seconds
|
||||||
|
|
||||||
|
//
|
||||||
|
// SWAT talks to John and Hawk: 3.4 seconds long. Start the sound here and print the subtitle
|
||||||
|
//
|
||||||
|
play sound "cin/tsr1/c3d1.adp" for entity swatleader at volume 0.9 on channel CHAN_AUTO
|
||||||
|
print TSR1_C3D1 // "SWAT: This isn't a military operation, I can't let you boys go down there."
|
||||||
|
|
||||||
|
wait 3.3 seconds // holds the script while the SWAT leader talks
|
||||||
|
|
||||||
|
//gunshots go off
|
||||||
|
play sound "weapons/dpistol/fire.wav" for entity gunshots at volume 0.9 on channel CHAN_NO_PHS_ADD
|
||||||
|
wait .4 seconds
|
||||||
|
|
||||||
|
//reaction to the gunshots heard
|
||||||
|
animate entity introjohn performing action STD_XSTARTLED_N_A_A
|
||||||
|
wait .1 seconds
|
||||||
|
animate entity swatleader performing action STD_IALERTTRN_LT_P_N
|
||||||
|
wait .2 seconds
|
||||||
|
animate entity introhawk performing action STD_XSTARTLED_N_A_A
|
||||||
|
|
||||||
|
//////////////////////
|
||||||
|
//stuff for next shot
|
||||||
|
//////////////////////
|
||||||
|
|
||||||
|
|
||||||
|
//more gunshots go off
|
||||||
|
play sound "weapons/dpistol/fire.wav" for entity gunshots at volume 0.9 on channel CHAN_NO_PHS_ADD
|
||||||
|
wait .4 seconds
|
||||||
|
play sound "weapons/dpistol/fire.wav" for entity gunshots at volume 0.9 on channel CHAN_NO_PHS_ADD
|
||||||
|
wait .3 seconds
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
remove entity walkingswatguy // removes the walking SWAT guy when he is out of frame
|
||||||
|
remove entity introswat3 // removes the standing SWAT guy when he is out of frame
|
||||||
|
|
||||||
|
|
||||||
|
//spawns baddie that guns down swat member in next sequence
|
||||||
|
use entity introswatkiller
|
||||||
|
|
||||||
|
|
||||||
|
///////////////////
|
||||||
|
//turns off camera
|
||||||
|
///////////////////
|
||||||
|
use entity introcam6
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////
|
||||||
|
// THIRD CAMERA SHOT: Hate gang member guns down the SWAT guy
|
||||||
|
////////////////////////////////////////////////////////////////
|
||||||
|
|
||||||
|
|
||||||
|
//turns on camera
|
||||||
|
use entity introswatcam // turn the correct camera on
|
||||||
|
move entity introswatcam by [-55, 20, 0] at 12 speed // Dollies the camera to the left, revealing the gang member running in
|
||||||
|
|
||||||
|
//baddie runs around corner
|
||||||
|
animate entity introswatkiller performing action STD_R_N_PK_N by moving to [260,1432,-152] // the hate gang member runs around the corner[240,1432,-152]
|
||||||
|
animate entity introswatkiller performing action STD_R_N_PK_N by moving to [284,1376,-152] // Continues to run up to the SWAT guy[264,1376,-152]
|
||||||
|
|
||||||
|
|
||||||
|
//baddie runs up behind swat member
|
||||||
|
animate entity introswatkiller performing action STD_R_N_PK_N by moving [0,-205,0] // Runs behind the SWAT guy (was 174)
|
||||||
|
|
||||||
|
//swat member walks forward towards camera
|
||||||
|
animate entity introdeadswat performing action STD_WAIM_FWD_P_2 by moving [0,-152,0]
|
||||||
|
animate entity introdeadswat performing action STD_XSTARTLED_N_A_A
|
||||||
|
|
||||||
|
//swat member gets shot in the head
|
||||||
|
animate entity introswatkiller performing action STD_FATTITUDE_N_P_A targeting entity introdeadswat kill nulltarget HEAD // Shoots the SWAT guy
|
||||||
|
|
||||||
|
wait .7 seconds
|
||||||
|
|
||||||
|
print TSR1_FIVE
|
||||||
|
|
||||||
|
wait 1.3 seconds
|
||||||
|
|
||||||
|
//baddie walks over and fires more shots in dead swat member
|
||||||
|
animate entity introswatkiller performing action STD_WATTITUDE_N_PK_A by moving [8,-64,0] signaling sig1 // Moves up to the body was 20,-48,0
|
||||||
|
wait for all clearing sig1
|
||||||
|
animate entity introswatkiller performing action STD_FVIOLENT_DWN_P_N targeting entity introdeadswat kill nulltarget HEAD holding for 6.0// fires a couple of extra rounds for good measure
|
||||||
|
|
||||||
|
wait 1.0 seconds
|
||||||
|
|
||||||
|
print TSR1_SIX
|
||||||
|
|
||||||
|
wait 3 seconds
|
||||||
|
|
||||||
|
//turns off camera
|
||||||
|
use entity introswatcam // shuts this scene's camera off
|
||||||
|
|
||||||
|
//clean up
|
||||||
|
remove entity introdeadswat // removes the body when it is out of camera shot
|
||||||
|
remove entity introswatkiller // removes the gang member when it is out of camera shot
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
//////////////////////////////////////////////////////////////////////////
|
||||||
|
//CAMERA SHOT: JOHN YELLS Doesn't sound like you have a choice, Captain
|
||||||
|
//////////////////////////////////////////////////////////////////////////
|
||||||
|
///////////////////
|
||||||
|
//turns on camera
|
||||||
|
///////////////////
|
||||||
|
use entity introcam6
|
||||||
|
|
||||||
|
//////////////
|
||||||
|
//
|
||||||
|
//////////////
|
||||||
|
|
||||||
|
wait .1 seconds // waits for the SWAT leader to finish talking
|
||||||
|
|
||||||
|
animate entity swatleader performing action STD_IETALKPOSE_N_A_N //holding for 4.0 // Put the swatleader into a talk stance
|
||||||
|
|
||||||
|
|
||||||
|
animate entity introjohn showing emotion EMOTION_TALK holding for 1.8 // begin to make John's face animate
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
animate entity introjohn performing action STD_ETALKLEFT_N_A_N holding for .8 // run the animation for the talking
|
||||||
|
animate entity introjohn performing action STD_ETALK_N_A_N holding for 1.0 // add some spice to the animation
|
||||||
|
wait .5 seconds // Match the voice with the talking (was .25)
|
||||||
|
|
||||||
|
use entity introdeadswat // spawns this enemy for the next shot
|
||||||
|
use entity introswatkiller // spawns this SWAT guy for the next shot
|
||||||
|
|
||||||
|
//animate entity introswatkiller performing action STD_R_N_PK_N by moving to [240, 1432, -152] // the hate gang member runs around the corner
|
||||||
|
//animate entity introswatkiller performing action STD_R_N_PK_N by moving to [264, 1376, -152] // Continues to run up to the SWAT guy //
|
||||||
|
|
||||||
|
//
|
||||||
|
// John talks to the SWAT leader: 1.8 seconds long.
|
||||||
|
//
|
||||||
|
play sound "cin/tsr1/c3d2.adp" for entity introjohn at volume 0.9 on channel CHAN_AUTO
|
||||||
|
print TSR1_C3D2 // "JOHN: Doesn't sound like you have a choice, Captain."
|
||||||
|
|
||||||
|
animate entity introjohn performing action STD_IETALKPOSE_N_A_N holding for 5.0// goes back to his ready-to-talk pose
|
||||||
|
|
||||||
|
|
||||||
|
//swat leader talks
|
||||||
|
//animate entity swatleader showing emotion EMOTION_TALK //holding for 7.1
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
wait 2.0 seconds // cuts to next camera before John finishes talking 2.0
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
//set up stuff for the next shot
|
||||||
|
use entity introjohnb // Spawns the john model for the next camera shot
|
||||||
|
use entity introhawkb // Spawns the hawk model for the next camera shot
|
||||||
|
|
||||||
|
|
||||||
|
//
|
||||||
|
|
||||||
|
introjohnb.movetype = MOVETYPE_NOCLIP
|
||||||
|
|
||||||
|
animate entity introjohnb performing action STD_IETALKPOSE_RT_A_N holding for 6.0 // Sets the John model into his talk stance
|
||||||
|
animate entity introhawkb performing action STD_IETALKPOSE_N_A_N holding for 6.0 // Sets the Hawk model into his talk stance
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
/////////////////////////////////////////////////////////////////////////////////////////////////
|
||||||
|
// FOURTH CAMERA SHOT: Back to the outside where the SWAT leader tells John and Hawk to go on in
|
||||||
|
/////////////////////////////////////////////////////////////////////////////////////////////////
|
||||||
|
|
||||||
|
wait .1 seconds
|
||||||
|
|
||||||
|
///////////////////
|
||||||
|
//turns off camera
|
||||||
|
///////////////////
|
||||||
|
use entity introcam6 // turns the outside camera off
|
||||||
|
|
||||||
|
remove entity introjohn // removes this John model from the game when it is out of camera shot
|
||||||
|
remove entity introhawk // removes this Hawk model from the game when it is out of camera shot
|
||||||
|
|
||||||
|
//swat leader talks
|
||||||
|
animate entity swatleader showing emotion EMOTION_TALK
|
||||||
|
|
||||||
|
use entity introcam4 // turns on the camera
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
wait .1 seconds //wait (so sound will work)
|
||||||
|
|
||||||
|
//animate entity swatleader showing emotion EMOTION_TALK
|
||||||
|
|
||||||
|
//
|
||||||
|
// SWAT talks to John and tells him that he knows the leader's name: 5 seconds long
|
||||||
|
//
|
||||||
|
play sound "cin/tsr1/c4d1.adp" for entity swatleader at volume 0.9 on channel CHAN_AUTO
|
||||||
|
print TSR1_C4D1 // "SWAT: All right, you win. We know the leader's name."
|
||||||
|
|
||||||
|
animate entity swatleader performing action STD_EHEADSHAKE_N_A_N holding for 2.0
|
||||||
|
animate entity swatleader performing action STD_ETALK_N_A_N holding for 2.6
|
||||||
|
animate entity swatleader performing action STD_ETALKLEFT_N_A_N holding for .4
|
||||||
|
animate entity swatleader performing action STD_IETALKPOSE_N_A_N holding for 1.0
|
||||||
|
|
||||||
|
wait 0.9 seconds // Weird delay for no reason
|
||||||
|
|
||||||
|
use entity sabre1 // Spawn the enemy for the next camera shot
|
||||||
|
use entity introhostage1 // Spawn the hostage for the next camera shot
|
||||||
|
use entity introhostage2 // Spawn the hostage for the next camera shot
|
||||||
|
use entity walkinguy // Spawn the enemy for the next camera shot
|
||||||
|
|
||||||
|
|
||||||
|
wait 3.8 seconds
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////////////
|
||||||
|
// FIFTH CAMERA SHOT: Sabre and gang member are angry and kill a hostage
|
||||||
|
////////////////////////////////////////////////////////////////////////////
|
||||||
|
|
||||||
|
animate entity walkinguy performing action STD_IETALKPOSE_N_A_N holding for 0.1 // get the scared gang member in his talk pose
|
||||||
|
|
||||||
|
animate entity sabre1 performing action STD_IETALKPOSE_N_A_N holding for 3.1 // Make Sabre look menacing
|
||||||
|
|
||||||
|
wait .1 seconds
|
||||||
|
|
||||||
|
use entity introcam4 // turns off the previous camera
|
||||||
|
remove entity swatleader // Removes the SWAT leader from the game
|
||||||
|
remove entity introjohnb // Removes the John model from the shot
|
||||||
|
remove entity introhawkb // Removes the Hawk model from the shot
|
||||||
|
remove entity copcar1 // removes this out of the way so another hawk model doesnt get caught on it
|
||||||
|
|
||||||
|
use entity introcam7 // turns on the camera
|
||||||
|
|
||||||
|
wait .1 seconds //wait (so sound will work)
|
||||||
|
|
||||||
|
//print TSR1_SEVEN
|
||||||
|
|
||||||
|
|
||||||
|
animate entity walkinguy performing action STD_EHEADSHAKE_N_A_N repeating for 2 times // Skinhead talking to Sabre
|
||||||
|
animate entity walkinguy performing action STD_ETALKBOTH_N_A_N repeating for 1 times
|
||||||
|
animate entity walkinguy performing action STD_ETALK_N_A_N holding for 1.0
|
||||||
|
|
||||||
|
//
|
||||||
|
// The Gang Member yells at Sabre: 2.7 seconds long
|
||||||
|
//
|
||||||
|
play sound "cin/tsr1/c5d1.adp" for entity walkinguy at volume 0.9 on channel CHAN_AUTO // the skinhead guy panics
|
||||||
|
print TSR1_C5D1 // "GANG MEMBER: Sabre! We gotta,,,"
|
||||||
|
wait .3 seconds
|
||||||
|
print TSR1_SEVEN
|
||||||
|
//wait 1.6 seconds
|
||||||
|
wait 1.3 seconds
|
||||||
|
|
||||||
|
animate entity walkinguy performing action STD_IETALKPOSE_N_A_N holding for 2.0
|
||||||
|
|
||||||
|
animate entity sabre1 showing emotion EMOTION_TALKANGRY holding for 3.2 //3.5
|
||||||
|
|
||||||
|
|
||||||
|
wait .7 seconds // The delay for angry Sabre's face to start animating with the speaking
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
animate entity sabre1 performing action STD_ETALK_N_A_N holding for 3.5 // Sabre talking, angry
|
||||||
|
|
||||||
|
use entity introcam7 // turns off the camera
|
||||||
|
|
||||||
|
|
||||||
|
////////////////////////////////////////////////
|
||||||
|
// SIXTH CAMERA SHOT: Sabre shown in close up
|
||||||
|
////////////////////////////////////////////////
|
||||||
|
|
||||||
|
use entity introcam3 // turns on the close-up shot of sabre
|
||||||
|
|
||||||
|
//move entity introcam3 by [16, 0, 0] at 1 speed // pan across Sabre's face
|
||||||
|
|
||||||
|
wait .1 seconds
|
||||||
|
|
||||||
|
//
|
||||||
|
// Sabre says to grab hostages and detonate the bombs: 3.5 seconds long
|
||||||
|
//
|
||||||
|
play sound "cin/tsr1/c5d2.adp" for entity sabre1 at volume 0.9 on channel CHAN_AUTO // Sabre starts to talk
|
||||||
|
print TSR1_C5D2 // "SABRE: Take hostages, I want those bombs detonated!"
|
||||||
|
|
||||||
|
wait .5 seconds
|
||||||
|
print TSR1_EIGHT
|
||||||
|
//wait 3.5 seconds // The time for the speech delay
|
||||||
|
wait 3.0 seconds
|
||||||
|
|
||||||
|
use entity introcam3 // turns off the close-up
|
||||||
|
|
||||||
|
/////////////////////////////////////////////////////////
|
||||||
|
//SEVENTH CAMERA SHOT: Sabre shoots the hostage in rage
|
||||||
|
/////////////////////////////////////////////////////////
|
||||||
|
|
||||||
|
//turns on camera
|
||||||
|
use entity introcam7a
|
||||||
|
|
||||||
|
animate entity sabre1 showing emotion EMOTION_ANGRY holding for 4.0 //STD_ERAGESHOOT_N_P_N
|
||||||
|
animate entity sabre1 performing action STD_ERAGESHOOT_N_P_N targeting entity introhostage1 kill nulltarget HEAD //signaling sig1
|
||||||
|
//wait for all clearing sig1
|
||||||
|
|
||||||
|
wait .5 seconds
|
||||||
|
print TSR1_NINE
|
||||||
|
//wait 2.4 seconds //time STD_ERAGESHOOT_N_P_N takes
|
||||||
|
wait 1.9 seconds
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
animate entity sabre1 performing action STD_IETALKPOSE_N_A_N holding for 10.0 // Sabre looks pissed off
|
||||||
|
wait .2 seconds
|
||||||
|
animate entity walkinguy performing action STD_R_N_PK_N by moving [0, -200, 0]
|
||||||
|
|
||||||
|
use entity lastjohn // Spawns in the last John model- Thank God!
|
||||||
|
use entity lasthawk // Spawns in the last Hawk model
|
||||||
|
use entity lastswatleader // Spawns in the last SWAT leader
|
||||||
|
|
||||||
|
//for next shot
|
||||||
|
animate entity lastswatleader showing emotion EMOTION_TALK holding for 2.0
|
||||||
|
|
||||||
|
wait .1 seconds // time to show the hostage killed
|
||||||
|
|
||||||
|
//turns off camera
|
||||||
|
use entity introcam7a
|
||||||
|
|
||||||
|
remove entity sabre1 // Removes Sabre from the shot
|
||||||
|
remove entity walkinguy // Removes the hate gang member from the shot
|
||||||
|
remove entity introhostage1 // Removes the dead hostage from the shot
|
||||||
|
remove entity introhostage2 // Removes the other hostage from the shot
|
||||||
|
|
||||||
|
animate entity lastswatleader performing action STD_IETALKPOSE_N_A_N holding for 1.0 // set the SWAT Leader to speak
|
||||||
|
|
||||||
|
|
||||||
|
/////////////////////////////////////////////////////////////////////////////////////////
|
||||||
|
// EIGHTH CAMERA SHOT: John, Hawk, and the SWAT leader say one last round of conversation
|
||||||
|
/////////////////////////////////////////////////////////////////////////////////////////
|
||||||
|
|
||||||
|
use entity lastcam1 // turns on the last camera, finally!
|
||||||
|
|
||||||
|
move entity lastcam1 by [0, 0, 16] at 2 speed // pan up on the SWAT leader
|
||||||
|
|
||||||
|
wait .1 seconds
|
||||||
|
|
||||||
|
animate entity lasthawk performing action STD_IETALKPOSE_N_A_N holding for 2.6 // sets hawk standing there with a good transition animation
|
||||||
|
animate entity lastjohn performing action STD_IETALKPOSE_N_A_N holding for 2.0 // sets john up the same
|
||||||
|
|
||||||
|
|
||||||
|
//swat leader talks
|
||||||
|
//animate entity lastswatleader showing emotion EMOTION_TALK holding for 1.9
|
||||||
|
animate entity lastswatleader performing action STD_ETALK_N_A_N holding for 2.0
|
||||||
|
|
||||||
|
//
|
||||||
|
// SWAT Leader says to take down Sabre to take down the game: 1.9 seconds long
|
||||||
|
//
|
||||||
|
play sound "cin/tsr1/c6d1.adp" for entity lastswatleader at volume 0.9 on channel CHAN_AUTO // swat leader saying the leader line
|
||||||
|
print TSR1_C6D1 // "SWAT LEADER: Kill Sabre, you've killed the gang."
|
||||||
|
|
||||||
|
wait .1 seconds
|
||||||
|
print TSR1_TEN
|
||||||
|
//wait 2 seconds
|
||||||
|
wait 2.1 seconds
|
||||||
|
|
||||||
|
animate entity lastswatleader performing action STD_IETALKPOSE_N_A_N holding for 10.0 // set the SWAT Leader to never speak again
|
||||||
|
|
||||||
|
//off and on for last cam
|
||||||
|
use entity lastcam1 // turns off that bastard lastcam!
|
||||||
|
use entity newcam1 // close-up on John
|
||||||
|
|
||||||
|
wait .1 seconds
|
||||||
|
|
||||||
|
animate entity lastjohn showing emotion EMOTION_TALK holding for 0.7
|
||||||
|
animate entity lastjohn performing action STD_EHEADNOD_N_A_N holding for 1.0
|
||||||
|
|
||||||
|
//
|
||||||
|
// John answers the SWAT Leader: .7 seconds long
|
||||||
|
//
|
||||||
|
play sound "cin/tsr1/c6d2.adp" for entity lastjohn at volume 0.9 on channel CHAN_AUTO // johns response of understood
|
||||||
|
print TSR1_C6D2 // Understood. .7 seconds
|
||||||
|
wait 1 second
|
||||||
|
|
||||||
|
|
||||||
|
//turns off camera
|
||||||
|
use entity newcam1
|
||||||
|
|
||||||
|
/////////////////////////////////////////////////////////////
|
||||||
|
//Cuts to a view from down the stairs point up at the actors
|
||||||
|
/////////////////////////////////////////////////////////////
|
||||||
|
|
||||||
|
//turns on camera
|
||||||
|
use entity newcam2 // Cuts to a view from down the stairs point up at the actors
|
||||||
|
|
||||||
|
//moves train
|
||||||
|
use entity finaltrain
|
||||||
|
|
||||||
|
wait .1 seconds
|
||||||
|
|
||||||
|
animate entity lasthawk showing emotion EMOTION_TALK holding for 3.3 // Set Hawk's face to animate
|
||||||
|
animate entity lasthawk performing action STD_ETALK_N_A_N holding for 2.6 // Set Hawk's body to animate
|
||||||
|
animate entity lasthawk performing action STD_ETALKBOTH_N_A_N holding for .7 // Continues to speak
|
||||||
|
animate entity lasthawk performing action STD_ETALK_N_A_N holding for 1.2 // Finishes up his speech
|
||||||
|
|
||||||
|
//
|
||||||
|
// Hawk talks to John: 3.3 seconds
|
||||||
|
//
|
||||||
|
play sound "cin/tsr1/c6d3.adp" for entity lasthawk at volume 0.9 on channel CHAN_AUTO
|
||||||
|
print TSR1_C6D3 // "HAWK: John, take this entrance. I'll meet you at 6C."
|
||||||
|
wait .2 seconds
|
||||||
|
print TSR1_THIRTEEN
|
||||||
|
//wait 3.5 seconds
|
||||||
|
wait 3.3 seconds
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
animate entity lasthawk performing action STD_IETALKPOSE_N_A_N holding for 1.0
|
||||||
|
|
||||||
|
use entity newcam2 // turns off the Hawk Close-up
|
||||||
|
|
||||||
|
//
|
||||||
|
// NINTH AND FINAL CAMERA SHOT: John runs down the stairs
|
||||||
|
//
|
||||||
|
|
||||||
|
use entity lastcam2 // turns the lower camera on
|
||||||
|
|
||||||
|
move entity lastcam2 by [64, 0 ,0] at 8 speed // pans to the right as John runs down the steps
|
||||||
|
wait .1 seconds
|
||||||
|
|
||||||
|
animate entity lastjohn performing action STD_R_N_PK_N by moving [0, -336, 0] // john running down the stairs into the camera
|
||||||
|
|
||||||
|
//
|
||||||
|
// John yells to Hawk: .8 seconds
|
||||||
|
//
|
||||||
|
play sound "cin/tsr1/c6d4.adp" for entity lastjohn at volume 0.9 on channel CHAN_AUTO
|
||||||
|
print TSR1_C6D4 // "JOHN:Good luck, Hawk."
|
||||||
|
|
||||||
|
animate entity lasthawk performing action STD_R_N_PK_N by moving [96, 0, 0] // hawk running bacwards avoiding the copcar
|
||||||
|
|
||||||
|
animate entity lasthawk performing action STD_R_N_PK_N by moving [152, 0, 0] //signaling sig1 // hawk running behind the cop car
|
||||||
|
//wait for all clearing sig1
|
||||||
|
|
||||||
|
wait .2 seconds
|
||||||
|
print TSR1_FOURTEEN //TSR1_FOURTEEN
|
||||||
|
//wait 1.4 seconds
|
||||||
|
|
||||||
|
wait 2.1 seconds
|
||||||
|
|
||||||
|
|
||||||
|
use entity tsr1fadeout // starts the fade out // MADE BY JERSEY
|
||||||
|
wait 1 second
|
||||||
|
use entity lastcam2 // Finally ends the cinematic... there is a God
|
||||||
|
disable cinematics
|
||||||
|
|
||||||
|
remove entity lastjohn // Remove the fake John model from the world
|
||||||
|
remove entity lasthawk // Remove the fake Hawk model from the world
|
||||||
|
remove entity lastswatleader // Removes the SWAT Leader from the world
|
||||||
|
|
||||||
|
use entity runguy // starts the script runner of the guy running past
|
||||||
|
use entity show_objectives // triggers this
|
||||||
|
|
||||||
|
//////////////
|
||||||
|
// Clean Up
|
||||||
|
//////////////
|
||||||
|
|
||||||
|
//removes train
|
||||||
|
remove entity finaltrain
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
use entity tsr1fadein // fades in to players view // MADE BY JERSEY
|
||||||
|
playsong -1
|
||||||
|
|
||||||
|
|
||||||
|
unload roff "trs1_introcam1_ren.rof"
|
||||||
|
unload roff "trs1_introcam1t_ren.rof"
|
||||||
|
|
||||||
|
unload sound "cin/tsr1/c3d1.adp"
|
||||||
|
unload sound "cin/tsr1/c3d2.adp"
|
||||||
|
unload sound "cin/tsr1/c4d1.adp"
|
||||||
|
unload sound "cin/tsr1/c5d1.adp"
|
||||||
|
unload sound "cin/tsr1/c5d2.adp"
|
||||||
|
unload sound "cin/tsr1/c6d1.adp"
|
||||||
|
unload sound "cin/tsr1/c6d2.adp"
|
||||||
|
unload sound "cin/tsr1/c6d3.adp"
|
||||||
|
unload sound "cin/tsr1/c6d4.adp"
|
31
Sample/ds/tsr1/pisscop.ds
Normal file
31
Sample/ds/tsr1/pisscop.ds
Normal file
|
@ -0,0 +1,31 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
#include "tsr1.ds"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
local entity pissguy1
|
||||||
|
local entity pissguy2
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
pissguy1 = find entity with targetname "pissguy1"
|
||||||
|
pissguy2 = find entity with targetname "pissguy2"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
play sound "Cin/TSR1/Script/Piss.wav" for entity pissguy2 on channel CHAN_VOICE at volume 0.9
|
||||||
|
play sound "Speech/TSR1/SKN/BT9-2.adp" for entity pissguy1 on channel CHAN_VOICE at volume 0.9
|
||||||
|
|
||||||
|
|
||||||
|
animate entity pissguy2 performing action SCRIPT_RELEASE // releases the second guy
|
||||||
|
wait 1.5 seconds
|
||||||
|
animate entity pissguy1 performing action SCRIPT_RELEASE // releases the other guy a little bit later
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
25
Sample/ds/tsr1/r_murderguys.ds
Normal file
25
Sample/ds/tsr1/r_murderguys.ds
Normal file
|
@ -0,0 +1,25 @@
|
||||||
|
// template file for newyork directory
|
||||||
|
|
||||||
|
#include "../common/header.ds"
|
||||||
|
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
local entity npc_murder // the npc who will be shot
|
||||||
|
local entity npc_killer // the guy who will kill the hostage
|
||||||
|
local entity npc_watcher // guy watching the murder
|
||||||
|
|
||||||
|
npc_murder = find entity with targetname "npc_murder"
|
||||||
|
npc_killer = find entity with targetname "npc_killer"
|
||||||
|
npc_watcher = find entity with targetname "npc_watcher"
|
||||||
|
|
||||||
|
// THIS GETS RID OF ALL THESE GUYS IF THEY WERENT USED IN THE CAMERA SCRIPT IN THE TOKEN BOOTH
|
||||||
|
|
||||||
|
remove entity npc_murder
|
||||||
|
remove entity npc_killer
|
||||||
|
remove entity npc_watcher
|
||||||
|
|
||||||
|
|
20
Sample/ds/tsr1/rafguy.ds
Normal file
20
Sample/ds/tsr1/rafguy.ds
Normal file
|
@ -0,0 +1,20 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// THIS SCRIPT RELEASES THE GUY WHO RUNS OUT THE BACK DOOR OF THE TOKEN BOOTH
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
local entity tokenguy1 // the guy who is running out of the room
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
tokenguy1 = find entity with targetname "tokenguy1"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
animate entity tokenguy1 performing action SCRIPT_RELEASE // script releases the guy once he gets by the door
|
82
Sample/ds/tsr1/raid.ds
Normal file
82
Sample/ds/tsr1/raid.ds
Normal file
|
@ -0,0 +1,82 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
#include "tsr1.ds"
|
||||||
|
|
||||||
|
// this script controls the end raid right before the player jumps on the train
|
||||||
|
|
||||||
|
local entity rswat1 // the first swat guy
|
||||||
|
local entity rswat2 // the second swatguy
|
||||||
|
local entity rhawk // the hawk model used here
|
||||||
|
local entity rbadguy1 // first bad skinhead
|
||||||
|
local entity rbadguy2 // the second bad skinhead
|
||||||
|
local entity leader // the skinhead leader who will take off on the train
|
||||||
|
local entity rcam1 // the camera for the one cinematic shot
|
||||||
|
local entity rcam1n // the cameras null
|
||||||
|
local entity leadertrain // the train that leader takes off on
|
||||||
|
local entity sabrefade1 // the first fade
|
||||||
|
local entity sabrefade2 // the second fadeback
|
||||||
|
local entity traintriggerb // the trigger on top of the train that needs to become active once this script is over
|
||||||
|
local entity raidb //
|
||||||
|
local int hawkhealth
|
||||||
|
|
||||||
|
local int sig1
|
||||||
|
|
||||||
|
rswat1 = find entity with targetname "rswat1"
|
||||||
|
rswat2 = find entity with targetname "rswat2"
|
||||||
|
rhawk = find entity with targetname "rhawk"
|
||||||
|
rbadguy1 = find entity with targetname "rbadguy1"
|
||||||
|
rbadguy2 = find entity with targetname "rbadguy2"
|
||||||
|
leader = find entity with targetname "leader"
|
||||||
|
rcam1 = find entity with targetname "rcam1"
|
||||||
|
rcam1n = find entity with targetname "rcam1n"
|
||||||
|
leadertrain = find entity with targetname "leadertrain"
|
||||||
|
sabrefade1 = find entity with targetname "sabrefade1"
|
||||||
|
sabrefade2 = find entity with targetname "sabrefade2"
|
||||||
|
traintriggerb = find entity with targetname "traintriggerb"
|
||||||
|
raidb = find entity with targetname "raidb"
|
||||||
|
|
||||||
|
|
||||||
|
rcam1.movetype = MOVETYPE_NOCLIP
|
||||||
|
rcam1n.movetype = MOVETYPE_NOCLIP
|
||||||
|
|
||||||
|
wait .1 seconds // magic delay
|
||||||
|
|
||||||
|
|
||||||
|
animate entity rbadguy1 performing action CCH_XONKNEES_N_N_N holding for 999.0
|
||||||
|
animate entity rbadguy2 performing action STD_XAFRAIDSHAKE_N_N_N holding for 999.0 // him laying there on the ground PRN_A_N_A_2
|
||||||
|
|
||||||
|
animate entity rhawk performing action STD_XYELLWAVE_BK_A_N holding for 2.6 //new line
|
||||||
|
use entity leader //new line
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
wait .3 seconds //new line
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
animate entity rhawk showing emotion EMOTION_TALK holding for 1.3
|
||||||
|
play sound "cin/tsr1/c7d1.adp" for entity rhawk at volume 0.9 on channel CHAN_AUTO // Hawk talking to John
|
||||||
|
print TSR1_C7D1
|
||||||
|
//wait 1 seconds
|
||||||
|
|
||||||
|
wait .5 seconds
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
wait .4 seconds
|
||||||
|
|
||||||
|
|
||||||
|
play sound "cin/tsr1/c7d2.adp" for entity rhawk at volume 0.9 on channel CHAN_AUTO // Hawk talking to John
|
||||||
|
print TSR1_C7D2
|
||||||
|
|
||||||
|
wait .5 seconds
|
||||||
|
|
||||||
|
hawkhealth = rhawk.health
|
||||||
|
|
||||||
|
if hawkhealth > 0
|
||||||
|
|
||||||
|
use entity raidb // triggers the second half of the script
|
||||||
|
|
||||||
|
endif
|
||||||
|
|
||||||
|
exit
|
66
Sample/ds/tsr1/raidb.ds
Normal file
66
Sample/ds/tsr1/raidb.ds
Normal file
|
@ -0,0 +1,66 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
#include "tsr1.ds"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
local entity rcam1
|
||||||
|
local entity rhawk
|
||||||
|
local entity leader
|
||||||
|
local entity leadertrain
|
||||||
|
local entity sabrefade1
|
||||||
|
local entity sabrefade2
|
||||||
|
local entity traintriggerb
|
||||||
|
|
||||||
|
rcam1 = find entity with targetname "rcam1"
|
||||||
|
rhawk= find entity with targetname "rhawk"
|
||||||
|
leader = find entity with targetname "leader"
|
||||||
|
leadertrain = find entity with targetname "leadertrain"
|
||||||
|
sabrefade1 = find entity with targetname "sabrefade1"
|
||||||
|
sabrefade2 = find entity with targetname "sabrefade2"
|
||||||
|
traintriggerb = find entity with targetname "traintriggerb"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
enable cinematics //
|
||||||
|
use entity rcam1 // turns the camera on
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// animate entity rhawk performing action STD_R_N_PK_N by moving [-320, 0, 0] //new line
|
||||||
|
// animate entity rhawk performing action STD_R_N_PK_N by moving [-32, -64, 0] //new line
|
||||||
|
|
||||||
|
//Going to external camera
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
wait .1 seconds
|
||||||
|
|
||||||
|
animate entity leader performing action STD_ESABREMOCK_N_A_N holding for 4.0 // skinhead leader laughing as the train takes off
|
||||||
|
play sound "cin/tsr1/laugh.adp" for entity leader at volume .9 on channel CHAN_AUTO
|
||||||
|
|
||||||
|
wait 3 seconds
|
||||||
|
|
||||||
|
use entity leadertrain // starts the leaders train taking off
|
||||||
|
|
||||||
|
wait .8 seconds
|
||||||
|
|
||||||
|
use entity sabrefade1 // starts the fade
|
||||||
|
|
||||||
|
wait 2 seconds
|
||||||
|
|
||||||
|
use entity sabrefade2 // fade back
|
||||||
|
|
||||||
|
use entity rcam1 // shuts the camera off
|
||||||
|
disable cinematics
|
||||||
|
|
||||||
|
animate entity rhawk performing action STD_R_N_PK_N by moving [-320, 0, 0] //new line
|
||||||
|
animate entity rhawk performing action STD_R_N_PK_N by moving [-32, -64, 0] //new line
|
||||||
|
|
||||||
|
use entity traintriggerb // sets the trigger active on top of the train
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
remove entity leader // gets these guys out of the world
|
||||||
|
remove entity leadertrain
|
34
Sample/ds/tsr1/raidspwn.ds
Normal file
34
Sample/ds/tsr1/raidspwn.ds
Normal file
|
@ -0,0 +1,34 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
|
||||||
|
/////////////////////////////////////////
|
||||||
|
// spawns in actors for the RAID script
|
||||||
|
/////////////////////////////////////////
|
||||||
|
|
||||||
|
|
||||||
|
local entity rswat1 // the first swat guy
|
||||||
|
local entity rswat2 // the second swatguy
|
||||||
|
local entity rbadguy1 // first bad skinhead
|
||||||
|
local entity rbadguy2 // the second bad skinhead
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
rswat1 = find entity with targetname "rswat1"
|
||||||
|
rswat2 = find entity with targetname "rswat2"
|
||||||
|
rbadguy1 = find entity with targetname "rbadguy1"
|
||||||
|
rbadguy2 = find entity with targetname "rbadguy2"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
//spawns in swat guards
|
||||||
|
use entity rswat1
|
||||||
|
use entity rswat2
|
||||||
|
|
||||||
|
//spawns in skinheads
|
||||||
|
use entity rbadguy1
|
||||||
|
use entity rbadguy2
|
||||||
|
|
||||||
|
animate entity rbadguy2 performing action STD_XAFRAIDSHAKE_N_N_N holding for 999.0 // him laying there on the ground PRN_A_N_A_2
|
47
Sample/ds/tsr1/scue1.ds
Normal file
47
Sample/ds/tsr1/scue1.ds
Normal file
|
@ -0,0 +1,47 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
#include "tsr1.ds"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// THE FIRST SOUND CUE FROM HAWK TRIGGERED WHEN THE PLAYER LEAVES THE SUBWAY STATION
|
||||||
|
|
||||||
|
local entity splayer1 // the player who sets off the trigger
|
||||||
|
local entity notoken // the clip brush in front of the token booth
|
||||||
|
local entity scue1b // the relay between the trigger and the script runner so it doesnt get used twice
|
||||||
|
|
||||||
|
splayer1 = get entity activator
|
||||||
|
notoken = find entity with targetname "notoken"
|
||||||
|
scue1b = find entity with targetname "scue1b"
|
||||||
|
|
||||||
|
// THE WHOLE CONVERSATION EXCHANGE
|
||||||
|
|
||||||
|
use entity notoken // should remove the clip brush func wall in the token booth windows
|
||||||
|
|
||||||
|
play sound "cin/tsr1/s1d1.adp" for entity splayer1 at volume 0.9 // Hawks first call to John
|
||||||
|
print TSR1_S1D1
|
||||||
|
wait 1.5 seconds
|
||||||
|
// "John do you read"
|
||||||
|
|
||||||
|
play sound "cin/tsr1/s1d2.adp" for entity splayer1 at volume 0.9 // johns response
|
||||||
|
print TSR1_S1D2
|
||||||
|
//" go ahead"
|
||||||
|
wait 1.5 seconds
|
||||||
|
|
||||||
|
play sound "cin/tsr1/s1d3.adp" for entity splayer1 at volume 0.9 // hawk saying the info
|
||||||
|
print TSR1_S1D3
|
||||||
|
// "nypd has a large group ....."
|
||||||
|
wait 4 seconds
|
||||||
|
|
||||||
|
play sound "cin/tsr1/s1d4.adp" for entity splayer1 at volume 0.9 // roger
|
||||||
|
print TSR1_S1D4
|
||||||
|
|
||||||
|
// "roger"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
25
Sample/ds/tsr1/sodafall.ds
Normal file
25
Sample/ds/tsr1/sodafall.ds
Normal file
|
@ -0,0 +1,25 @@
|
||||||
|
// template file for newyork directory
|
||||||
|
|
||||||
|
#include "../common/header.ds"
|
||||||
|
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
local entity swatkiller // the guy who will push over the soda machine
|
||||||
|
local entity soda_fall // the soda machine that will be tipped over
|
||||||
|
local entity deadswatguy1 // the dead swat guy, the sound will be played from this origin to make it louder
|
||||||
|
local int sig1
|
||||||
|
|
||||||
|
soda_fall = find entity with targetname "soda_fall"
|
||||||
|
swatkiller = find entity with targetname "swatkiller"
|
||||||
|
deadswatguy1 = find entity with targetname "deadswatguy1"
|
||||||
|
|
||||||
|
animate entity swatkiller performing action STD_EPUSHOVER_N_PK_A // guy pushing over the soda machine
|
||||||
|
animate entity swatkiller performing action SCRIPT_RELEASE
|
||||||
|
moverotate entity soda_fall from file "tsr1_soda_fall.rof" signaling sig1
|
||||||
|
wait .75 seconds
|
||||||
|
play sound "Impact/Metal/SodaMach.adp" for entity deadswatguy1 on channel CHAN_AUTO at volume 0.9
|
||||||
|
wait for all clearing sig1
|
||||||
|
|
||||||
|
exit
|
29
Sample/ds/tsr1/sodalean.ds
Normal file
29
Sample/ds/tsr1/sodalean.ds
Normal file
|
@ -0,0 +1,29 @@
|
||||||
|
|
||||||
|
|
||||||
|
#include "../common/header.ds"
|
||||||
|
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
|
||||||
|
//////////////////////////////////////////////////////////////////////////
|
||||||
|
// Enemy leans around corner near soda machine after token booth gate
|
||||||
|
//////////////////////////////////////////////////////////////////////////
|
||||||
|
|
||||||
|
//enemy that leans
|
||||||
|
local entity sodaleaner
|
||||||
|
|
||||||
|
//to target player
|
||||||
|
local entity sneak
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
//enemy that leans
|
||||||
|
sodaleaner = find entity with targetname "sodaleaner"
|
||||||
|
sneak = find entity player
|
||||||
|
|
||||||
|
|
||||||
|
//spawns leaner
|
||||||
|
use entity sodaleaner
|
||||||
|
// this is him peeking around the corner firing
|
||||||
|
animate entity sodaleaner performing action STD_FCORNERPEAK_RT_P_A targeting entity sneak
|
||||||
|
animate entity sodaleaner performing action SCRIPT_RELEASE
|
42
Sample/ds/tsr1/sodastairs.ds
Normal file
42
Sample/ds/tsr1/sodastairs.ds
Normal file
|
@ -0,0 +1,42 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
local entity stairguy1 // the guy kicking the soda machine
|
||||||
|
local entity stepsrunguy // the guy running up the lower set of steps
|
||||||
|
|
||||||
|
local int sig1
|
||||||
|
|
||||||
|
stairguy1 = find entity with targetname "stairguy1"
|
||||||
|
stepsrunguy = find entity with targetname "stepsrunguy"
|
||||||
|
|
||||||
|
|
||||||
|
use entity stepsrunguy // spawns him in the world
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
on stairguy1.health < 100 goto sodalet_go
|
||||||
|
|
||||||
|
play sound "impact/vending/kick.wav" for entity stairguy1 at volume 0.9
|
||||||
|
animate entity stairguy1 performing action STD_XKICKDOOR_N_A_A // the first guy kicks the sodamachine
|
||||||
|
wait .1 seconds
|
||||||
|
play sound "impact/vending/kick.wav" for entity stairguy1 at volume 0.9
|
||||||
|
animate entity stairguy1 performing action STD_XKICKDOOR_N_A_A // again
|
||||||
|
|
||||||
|
play sound "impact/vending/sodadrop.wav" for entity stairguy1 at volume 0.9
|
||||||
|
wait 1.5 seconds
|
||||||
|
play sound "speech/tsr1/skn/bt9-5.adp" for entity stairguy1 at volume 0.8
|
||||||
|
wait .5 seconds
|
||||||
|
|
||||||
|
|
||||||
|
label sodalet_go
|
||||||
|
|
||||||
|
reset ai for entity stairguy1
|
||||||
|
animate entity stairguy1 performing action SCRIPT_RELEASE
|
||||||
|
use entity stepsrunguy // starts him on his pointcombats
|
||||||
|
|
||||||
|
|
||||||
|
exit
|
45
Sample/ds/tsr1/stairstoken.ds
Normal file
45
Sample/ds/tsr1/stairstoken.ds
Normal file
|
@ -0,0 +1,45 @@
|
||||||
|
// template file for newyork directory
|
||||||
|
|
||||||
|
#include "../common/header.ds"
|
||||||
|
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
|
||||||
|
local entity topstairguy1 // the hostage at the top of the stairs
|
||||||
|
local entity topstairbad1 //
|
||||||
|
local entity host_count // the hostage counter for how many hostage events the player has seen
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
topstairguy1 = find entity with targetname "topstairguy1"
|
||||||
|
topstairbad1 = find entity with targetname "topstairbad1"
|
||||||
|
host_count = find entity with targetname "host_count"
|
||||||
|
|
||||||
|
on topstairbad1.health < 100 goto badstairs1
|
||||||
|
|
||||||
|
animate entity topstairguy1 performing action STD_XFEARWAVE_N_N_N
|
||||||
|
play sound "speech/tsr1/npc/eb9-3.adp" for entity topstairguy1 at volume 0.9
|
||||||
|
|
||||||
|
animate entity topstairbad1 performing action STD_XYELLATYOU_N_A_A
|
||||||
|
wait 1.0 seconds
|
||||||
|
play sound "speech/tsr1/skn/bt9-4.adp" for entity topstairbad1 at volume 0.9
|
||||||
|
|
||||||
|
|
||||||
|
label release
|
||||||
|
|
||||||
|
animate entity topstairbad1 performing action SCRIPT_RELEASE
|
||||||
|
animate entity topstairguy1 performing action SCRIPT_RELEASE
|
||||||
|
exit
|
||||||
|
|
||||||
|
|
||||||
|
label badstairs1
|
||||||
|
|
||||||
|
reset ai for entity topstairbad1 // lets this guy go
|
||||||
|
goto release
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
33
Sample/ds/tsr1/stall.ds
Normal file
33
Sample/ds/tsr1/stall.ds
Normal file
|
@ -0,0 +1,33 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
local entity stallshooter // the guy who will shoot the stall
|
||||||
|
local entity breakstall // the breakable brush for the stall
|
||||||
|
local entity originalwall // the func wall that needs to be removed
|
||||||
|
local entity stall_playerfind // the target that the stall guy will shoot at
|
||||||
|
local int sig1
|
||||||
|
|
||||||
|
stallshooter = find entity with targetname "stallshooter" // \
|
||||||
|
breakstall = find entity with targetname "breakstall"
|
||||||
|
originalwall = find entity with targetname "originalwall"
|
||||||
|
stall_playerfind = find entity with targetname "stall_playerfind"
|
||||||
|
|
||||||
|
// use entity stallshooter // spawns the guy in
|
||||||
|
|
||||||
|
if stallshooter.health > 0
|
||||||
|
|
||||||
|
use entity originalwall // this should remove the func_wall
|
||||||
|
animate entity stallshooter performing action STD_F_FWD_S_2 targeting entity stall_playerfind signaling sig1 //breakstall // this should get the guy to fire and break the brush
|
||||||
|
wait .1 seconds
|
||||||
|
use entity breakstall // should trigger the stall to break no matter what, lets hope this fixes a bug
|
||||||
|
wait for all clearing sig1
|
||||||
|
|
||||||
|
|
||||||
|
endif
|
||||||
|
|
||||||
|
|
||||||
|
reset ai for entity stallshooter
|
||||||
|
animate entity stallshooter performing action SCRIPT_RELEASE
|
||||||
|
exit
|
958
Sample/ds/tsr1/startcin.ds
Normal file
958
Sample/ds/tsr1/startcin.ds
Normal file
|
@ -0,0 +1,958 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
#include "tsr1.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
//first camera stuff
|
||||||
|
local entity use_toll // trigger relay that starts the toll gates moving
|
||||||
|
local entity use_gates // trigger relay that starts the doors moving
|
||||||
|
local entity start_fade // starts the fade in
|
||||||
|
local entity end_fade // the reverse fade in
|
||||||
|
local entity first_cam // the first lighwave animated camera
|
||||||
|
local entity boothguard // guard in booth
|
||||||
|
|
||||||
|
//second camera stuff
|
||||||
|
local entity second_cam // second camera
|
||||||
|
local entity sniperzoom // sniper xoom function
|
||||||
|
local int counter = 0
|
||||||
|
local entity mullins // player
|
||||||
|
local entity vaporold // environ_invisible_attack
|
||||||
|
local entity vaporold2 // environ_invisible_attack
|
||||||
|
local entity cleanblood // clean wall
|
||||||
|
local entity dirtyblood // bloody wall
|
||||||
|
|
||||||
|
//third camera stuff
|
||||||
|
local entity third_cam // third camera
|
||||||
|
local entity fronttruck // truck that pulls in
|
||||||
|
local entity trucksmoke // smoke for trucks tailpipe
|
||||||
|
local entity first_raider // raider dude that walks into booth
|
||||||
|
|
||||||
|
//fourth camera stuff
|
||||||
|
local entity fourth_cam // fourth camera
|
||||||
|
local entity kneeler // guard that is kneeling
|
||||||
|
local entity t38 // kneeling guards pathcorner
|
||||||
|
local entity lookout // guard who is a lookout
|
||||||
|
local entity t39 // lookout guards pathcorner
|
||||||
|
local entity planter // raider who plants the c4
|
||||||
|
local entity c4ofdeath // c4
|
||||||
|
|
||||||
|
//fifth camera stuff
|
||||||
|
local entity fifth_cam // fifth camera
|
||||||
|
local entity t40 // fifth cameras notnull
|
||||||
|
local entity boomwall // wall that blows up
|
||||||
|
local entity boompipe // pipe that blows up
|
||||||
|
local entity wallexp // explosion
|
||||||
|
local entity boomlight1 // emergency light
|
||||||
|
local entity boomlight2 // emergency light
|
||||||
|
local entity boomlights // world lights that turn off
|
||||||
|
local entity blowback1 // guard1 who gets blown back
|
||||||
|
local entity blowback2 // guard2 who gets blown back
|
||||||
|
local entity runner01 // 1st raider who runs out
|
||||||
|
local entity runner02 // 2nd raider who runs out
|
||||||
|
local entity runner03 // 3rd raider who runs out
|
||||||
|
|
||||||
|
//sixth camera stuff
|
||||||
|
local entity sixth_cam // sixth camera
|
||||||
|
local entity hallraider1 // raider that is walking and shooting down hallway
|
||||||
|
local entity hallraider2 // raider that is walking and shooting down hallway
|
||||||
|
local entity hallbaddie1 // sib dude that runs out
|
||||||
|
local entity hallbaddie2 // sib dude that runs out
|
||||||
|
local entity hallbaddie3 // crawling sib dude
|
||||||
|
local entity hallflee1 // sib dude that runs away around corner
|
||||||
|
local entity hallflee2 // sib dude that runs away around corner
|
||||||
|
local entity hallbaddie1null // sib dude that runs out shoots at this
|
||||||
|
local entity hallbaddie2null // sib dude that runs out shoots at this
|
||||||
|
|
||||||
|
|
||||||
|
//seventh camera stuff
|
||||||
|
|
||||||
|
//eighth camera stuff
|
||||||
|
local entity eighth_cam // eighth camera
|
||||||
|
local entity walkfire1 // raiders that are walking and firing
|
||||||
|
local entity walkfire2 // raiders that are walking and firing
|
||||||
|
local entity walkfire3 // raiders that are walking and firing
|
||||||
|
local entity walkfire4 // raiders that are walking and firing
|
||||||
|
local entity walkfire5 // raiders that are walking and firing
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
//ninth camera stuff
|
||||||
|
local entity ninth_cam // ninth camera
|
||||||
|
local entity doorrt // door that is blasted open
|
||||||
|
local entity doorlf // door that is blasted open
|
||||||
|
local entity rspark // sparks
|
||||||
|
local entity lspark // sparks
|
||||||
|
local entity sparkboom // explosion
|
||||||
|
local entity sparkrunner1 // raider that runs in
|
||||||
|
local entity sparkrunner2 // raider that runs in
|
||||||
|
local entity sparkrunner3 // raider that runs in
|
||||||
|
local entity sparkrunner4 // raider that runs in
|
||||||
|
|
||||||
|
//tenth camera stuff
|
||||||
|
local entity tenth_cam // tenth camera
|
||||||
|
local entity pusher // raider that pushes crate
|
||||||
|
local entity nuke01 // nuke that gets pushed out of room
|
||||||
|
local entity nuketable1 // table nuke is sitting on
|
||||||
|
local entity nukewalker1 // guard who walks out with nuke
|
||||||
|
local entity nukewalker2 // guard who walks out with nuke
|
||||||
|
|
||||||
|
//eleventh camera stuff
|
||||||
|
local entity eleventh_cam // eleventh camera
|
||||||
|
local entity traindoors // doors on train
|
||||||
|
local entity trainraider1 // raider that jumps out of train
|
||||||
|
local entity trainraider2 // raider that jumps out of train
|
||||||
|
local entity heli1 // helicoptor that flys by
|
||||||
|
|
||||||
|
//twelve camera stuff
|
||||||
|
local entity twelve_cam // twelve camera
|
||||||
|
local entity trainguard1 // gaurd who stands outside train
|
||||||
|
local entity trainguard2 // gaurd who stands outside train
|
||||||
|
local entity trainguard3 // gaurd who stands outside train
|
||||||
|
local entity trainguard4 // gaurd who stands outside train
|
||||||
|
local entity traintruck // truck that backs up
|
||||||
|
local entity trainplat // plat that extends
|
||||||
|
|
||||||
|
//thirteenth camera stuff
|
||||||
|
local entity thirteen_cam // thirteenth camera
|
||||||
|
local entity trainpusher // dude who pushes the nuke in the train
|
||||||
|
local entity trainnuke // nuke that is in the train
|
||||||
|
local entity traintable // table nuke is sitting on
|
||||||
|
local entity traintruck2 // truck that drives off
|
||||||
|
|
||||||
|
//sound stuff
|
||||||
|
local entity outdoorsound // outdoor sound set
|
||||||
|
local entity indoorsound // indoor sound set
|
||||||
|
local entity nukesound1 // nuke that gets pushed out
|
||||||
|
local entity nukesound2 // nuke that gets pushed into the train
|
||||||
|
local entity trucksound1 // 1st truck
|
||||||
|
local entity beepsound // beeping sound for C4
|
||||||
|
local entity writhe1 // writhing sound
|
||||||
|
local entity blowbacksound1 // blown back screaming
|
||||||
|
local entity blowbacksound2 // blown back screaming
|
||||||
|
local entity baddie1sound // sib guard yelling
|
||||||
|
local entity baddie2sound // sib guard yelling
|
||||||
|
|
||||||
|
//change level entity
|
||||||
|
local entity changelevel
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
//first camera stuff
|
||||||
|
first_cam = find entity with targetname "first_cam"
|
||||||
|
enable cinematics
|
||||||
|
|
||||||
|
run console command "cl_touch"
|
||||||
|
|
||||||
|
//turns on first camera
|
||||||
|
use entity first_cam // turns the first camera on
|
||||||
|
|
||||||
|
use_toll = find entity with targetname "use_toll"
|
||||||
|
use_gates = find entity with targetname "use_gates"
|
||||||
|
start_fade = find entity with targetname "start_fade"
|
||||||
|
end_fade = find entity with targetname "end_fade"
|
||||||
|
boothguard = find entity with targetname "boothguard"
|
||||||
|
|
||||||
|
//second camera stuff
|
||||||
|
second_cam = find entity with targetname "second_cam"
|
||||||
|
sniperzoom = find entity with targetname "sniperzoom"
|
||||||
|
mullins = find entity player
|
||||||
|
vaporold = find entity with targetname "vaporold"
|
||||||
|
vaporold2 = find entity with targetname "vaporold2"
|
||||||
|
cleanblood = find entity with targetname "cleanblood"
|
||||||
|
dirtyblood = find entity with targetname "dirtyblood"
|
||||||
|
|
||||||
|
//third camera stuff
|
||||||
|
third_cam = find entity with targetname "third_cam"
|
||||||
|
fronttruck = find entity with targetname "fronttruck"
|
||||||
|
trucksmoke = find entity with targetname "trucksmoke"
|
||||||
|
first_raider = find entity with targetname "first_raider"
|
||||||
|
|
||||||
|
//fourth camera stuff
|
||||||
|
fourth_cam = find entity with targetname "fourth_cam"
|
||||||
|
kneeler = find entity with targetname "kneeler"
|
||||||
|
t38 = find entity with targetname "t38"
|
||||||
|
lookout = find entity with targetname "lookout"
|
||||||
|
t39 = find entity with targetname "t39"
|
||||||
|
planter = find entity with targetname "planter"
|
||||||
|
c4ofdeath = find entity with targetname "c4ofdeath"
|
||||||
|
|
||||||
|
//fifth camera stuff
|
||||||
|
fifth_cam = find entity with targetname "fifth_cam"
|
||||||
|
t40 = find entity with targetname "t40"
|
||||||
|
boomwall = find entity with targetname "boomwall"
|
||||||
|
boompipe = find entity with targetname "boompipe"
|
||||||
|
wallexp = find entity with targetname "wallexp"
|
||||||
|
boomlight1 = find entity with targetname "boomlight1"
|
||||||
|
boomlight2 = find entity with targetname "boomlight2"
|
||||||
|
boomlights = find entity with targetname "boomlights"
|
||||||
|
blowback1 = find entity with targetname "blowback1"
|
||||||
|
blowback2 = find entity with targetname "blowback2"
|
||||||
|
runner01 = find entity with targetname "runner01"
|
||||||
|
runner02 = find entity with targetname "runner02"
|
||||||
|
runner03 = find entity with targetname "runner03"
|
||||||
|
|
||||||
|
//sixth camera stuff
|
||||||
|
sixth_cam = find entity with targetname "sixth_cam"
|
||||||
|
hallraider1 = find entity with targetname "hallraider1"
|
||||||
|
hallraider2 = find entity with targetname "hallraider2"
|
||||||
|
hallbaddie1 = find entity with targetname "hallbaddie1"
|
||||||
|
hallbaddie2 = find entity with targetname "hallbaddie2"
|
||||||
|
hallbaddie3 = find entity with targetname "hallbaddie3"
|
||||||
|
hallflee1 = find entity with targetname "hallflee1"
|
||||||
|
hallflee2 = find entity with targetname "hallflee2"
|
||||||
|
hallbaddie1null = find entity with targetname "hallbaddie1null"
|
||||||
|
hallbaddie2null = find entity with targetname "hallbaddie2null"
|
||||||
|
|
||||||
|
//seventh camera stuff
|
||||||
|
|
||||||
|
//eighth camera stuff
|
||||||
|
eighth_cam = find entity with targetname "eighth_cam"
|
||||||
|
walkfire1 = find entity with targetname "walkfire1"
|
||||||
|
walkfire2 = find entity with targetname "walkfire2"
|
||||||
|
walkfire3 = find entity with targetname "walkfire3"
|
||||||
|
walkfire4 = find entity with targetname "walkfire4"
|
||||||
|
walkfire5 = find entity with targetname "walkfire5"
|
||||||
|
|
||||||
|
|
||||||
|
//ninth camera stuff
|
||||||
|
ninth_cam = find entity with targetname "ninth_cam"
|
||||||
|
doorrt = find entity with targetname "doorrt"
|
||||||
|
doorlf = find entity with targetname "doorlf"
|
||||||
|
rspark = find entity with targetname "rspark"
|
||||||
|
lspark = find entity with targetname "lspark"
|
||||||
|
sparkboom = find entity with targetname "sparkboom"
|
||||||
|
sparkrunner1 = find entity with targetname "sparkrunner1"
|
||||||
|
sparkrunner2 = find entity with targetname "sparkrunner2"
|
||||||
|
sparkrunner3 = find entity with targetname "sparkrunner3"
|
||||||
|
sparkrunner4 = find entity with targetname "sparkrunner4"
|
||||||
|
|
||||||
|
//tenth camera stuff
|
||||||
|
tenth_cam = find entity with targetname "tenth_cam"
|
||||||
|
pusher = find entity with targetname "pusher"
|
||||||
|
nuke01 = find entity with targetname "nuke01"
|
||||||
|
nuketable1 = find entity with targetname "nuketable1"
|
||||||
|
nukewalker1 = find entity with targetname "nukewalker1"
|
||||||
|
nukewalker2 = find entity with targetname "nukewalker2"
|
||||||
|
|
||||||
|
//eleventh camera stuff
|
||||||
|
eleventh_cam = find entity with targetname "eleventh_cam"
|
||||||
|
traindoors = find entity with targetname "traindoors"
|
||||||
|
trainraider1 = find entity with targetname "trainraider1"
|
||||||
|
trainraider2 = find entity with targetname "trainraider2"
|
||||||
|
heli1 = find entity with targetname "heli1"
|
||||||
|
|
||||||
|
//tweleve camera stuff
|
||||||
|
twelve_cam = find entity with targetname "twelve_cam"
|
||||||
|
trainguard1 = find entity with targetname "trainguard1"
|
||||||
|
trainguard2 = find entity with targetname "trainguard2"
|
||||||
|
trainguard3 = find entity with targetname "trainguard3"
|
||||||
|
trainguard4 = find entity with targetname "trainguard4"
|
||||||
|
traintruck = find entity with targetname "traintruck"
|
||||||
|
trainplat = find entity with targetname "trainplat"
|
||||||
|
|
||||||
|
|
||||||
|
//thirteenth camera stuff
|
||||||
|
thirteen_cam = find entity with targetname "thirteen_cam"
|
||||||
|
trainpusher = find entity with targetname "trainpusher"
|
||||||
|
trainnuke = find entity with targetname "trainnuke"
|
||||||
|
traintable = find entity with targetname "traintable"
|
||||||
|
traintruck2 = find entity with targetname "traintruck2"
|
||||||
|
|
||||||
|
//sound stuff
|
||||||
|
outdoorsound = find entity with targetname "outdoorsound"
|
||||||
|
indoorsound = find entity with targetname "indoorsound"
|
||||||
|
nukesound1 = find entity with targetname "nukesound1"
|
||||||
|
nukesound2 = find entity with targetname "nukesound2"
|
||||||
|
trucksound1 = find entity with targetname "trucksound1"
|
||||||
|
beepsound = find entity with targetname "beepsound"
|
||||||
|
writhe1 = find entity with targetname "writhe1"
|
||||||
|
blowbacksound1 = find entity with targetname "blowbacksound1"
|
||||||
|
blowbacksound2 = find entity with targetname "blowbacksound2"
|
||||||
|
baddie1sound = find entity with targetname "baddie1sound"
|
||||||
|
baddie2sound = find entity with targetname "baddie2sound"
|
||||||
|
|
||||||
|
//change level entity
|
||||||
|
changelevel = find entity with targetname "changelevel"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
first_cam.movetype = MOVETYPE_NOCLIP
|
||||||
|
fronttruck.movetype = MOVETYPE_NOCLIP
|
||||||
|
trucksmoke.movetype = MOVETYPE_NOCLIP
|
||||||
|
fifth_cam.movetype = MOVETYPE_NOCLIP
|
||||||
|
t40.movetype = MOVETYPE_NOCLIP
|
||||||
|
sixth_cam.movetype = MOVETYPE_NOCLIP
|
||||||
|
eighth_cam.movetype = MOVETYPE_NOCLIP
|
||||||
|
tenth_cam.movetype = MOVETYPE_NOCLIP
|
||||||
|
|
||||||
|
hallbaddie3.movetype = MOVETYPE_NOCLIP
|
||||||
|
|
||||||
|
rspark.movetype = MOVETYPE_NOCLIP
|
||||||
|
lspark.movetype = MOVETYPE_NOCLIP
|
||||||
|
nuke01.movetype = MOVETYPE_NOCLIP
|
||||||
|
nuketable1.movetype = MOVETYPE_NOCLIP
|
||||||
|
traintruck.movetype = MOVETYPE_NOCLIP
|
||||||
|
twelve_cam.movetype = MOVETYPE_NOCLIP
|
||||||
|
eleventh_cam.movetype = MOVETYPE_NOCLIP
|
||||||
|
heli1.movetype = MOVETYPE_NOCLIP
|
||||||
|
|
||||||
|
trainplat.movetype = MOVETYPE_NOCLIP
|
||||||
|
|
||||||
|
thirteen_cam.movetype = MOVETYPE_NOCLIP
|
||||||
|
trainnuke.movetype = MOVETYPE_NOCLIP
|
||||||
|
traintable.movetype = MOVETYPE_NOCLIP
|
||||||
|
traintruck2.movetype = MOVETYPE_NOCLIP
|
||||||
|
|
||||||
|
nukesound1.movetype = MOVETYPE_NOCLIP
|
||||||
|
nukesound2.movetype = MOVETYPE_NOCLIP
|
||||||
|
trucksound1.movetype = MOVETYPE_NOCLIP
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////
|
||||||
|
// First Camera - Camera pulls back and gates close
|
||||||
|
////////////////////////////////////////////////////
|
||||||
|
|
||||||
|
//plays music
|
||||||
|
playsong 1
|
||||||
|
|
||||||
|
//turns on outdoor sound set
|
||||||
|
use entity outdoorsound
|
||||||
|
|
||||||
|
//turns on first camera
|
||||||
|
//use entity first_cam // turns the first camera on
|
||||||
|
|
||||||
|
//starts the fade in
|
||||||
|
use entity start_fade // starts the fade in
|
||||||
|
|
||||||
|
wait 1.2 seconds
|
||||||
|
|
||||||
|
//moves the camera
|
||||||
|
moverotate entity first_cam from file "tsr2_intro.rof" // moves the camera rof takes 7.2 seconds
|
||||||
|
|
||||||
|
wait 1 seconds
|
||||||
|
|
||||||
|
//print typomatic stuff
|
||||||
|
print TSR1_RUSSIA
|
||||||
|
|
||||||
|
wait 1.5 seconds
|
||||||
|
|
||||||
|
//closes gates
|
||||||
|
use entity use_gates //closes gate
|
||||||
|
|
||||||
|
wait .7 seconds
|
||||||
|
|
||||||
|
//closes tool bars
|
||||||
|
use entity use_toll //closes toll bars
|
||||||
|
|
||||||
|
//guard walks to doorway
|
||||||
|
animate entity boothguard performing action STD_WNORMAL_N_PK_A by moving [78,0,0] //88
|
||||||
|
|
||||||
|
wait 1.2 seconds
|
||||||
|
|
||||||
|
//guard looks around
|
||||||
|
animate entity boothguard performing action STD_ILOOKING_N_MRS_2 holding for 4.7 //3.7
|
||||||
|
|
||||||
|
//truck drive up -happy eric?
|
||||||
|
use entity trucksound1
|
||||||
|
use entity fronttruck //turns on wheels
|
||||||
|
move entity fronttruck by [0,320,0] at 120 speed //truck drives in
|
||||||
|
move entity trucksmoke by [0,320,0] at 120 speed //trucksmoke moves with truck
|
||||||
|
move entity trucksound1 by [0,320,0] at 120 speed
|
||||||
|
|
||||||
|
wait 2 seconds
|
||||||
|
|
||||||
|
//fade out
|
||||||
|
use entity end_fade
|
||||||
|
|
||||||
|
wait 1 second
|
||||||
|
|
||||||
|
//turns off wheels and sound
|
||||||
|
use entity fronttruck //turns off wheels
|
||||||
|
use entity trucksound1 //turns off truck sound
|
||||||
|
|
||||||
|
//turns off first camera
|
||||||
|
use entity first_cam // shuts the camera off
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
//////////////////////////////////////
|
||||||
|
// Second Camera - Guard gets sniped
|
||||||
|
//////////////////////////////////////
|
||||||
|
|
||||||
|
//starts the fade in
|
||||||
|
use entity start_fade
|
||||||
|
//turns on second camera
|
||||||
|
use entity second_cam
|
||||||
|
|
||||||
|
//sniper scope zooms in on guard
|
||||||
|
sniperzoom.wait = 60
|
||||||
|
while counter < 17
|
||||||
|
|
||||||
|
sniperzoom.wait -= 2.5 //2.1
|
||||||
|
use entity sniperzoom
|
||||||
|
wait .1 seconds
|
||||||
|
counter += 1
|
||||||
|
|
||||||
|
endwhile
|
||||||
|
|
||||||
|
|
||||||
|
wait 1 second
|
||||||
|
|
||||||
|
use entity vaporold
|
||||||
|
//use entity vaporold2
|
||||||
|
use entity cleanblood
|
||||||
|
use entity dirtyblood
|
||||||
|
//sniper gun firing sound
|
||||||
|
play sound "Weapons\Sniper\Fire.wav" for entity mullins at volume 0.9 on channel CHAN_VOICE
|
||||||
|
//guard gets shot in the head
|
||||||
|
//animate entity vapor performing action STD_F_FWD_P_2 targeting entity boothguard kill nulltarget NUG_O_POPPIN
|
||||||
|
//animate entity boothguard performing action STD_SHEAD_2FRNT_N_N
|
||||||
|
wait .5 seconds
|
||||||
|
//use entity vaporold
|
||||||
|
//use entity vaporold2
|
||||||
|
|
||||||
|
//move truck up for next shot
|
||||||
|
//fronttruck.movetype = MOVETYPE_NOCLIP
|
||||||
|
move entity fronttruck by [0,84,0]// at 10000 speed //420
|
||||||
|
move entity trucksmoke by [0,84,0]
|
||||||
|
move entity trucksound1 by [0,84,0]
|
||||||
|
|
||||||
|
|
||||||
|
wait 2.0 seconds
|
||||||
|
|
||||||
|
//remove entity vapor
|
||||||
|
|
||||||
|
//set fov back to normal
|
||||||
|
sniperzoom.wait = -1
|
||||||
|
use entity sniperzoom
|
||||||
|
|
||||||
|
//turns off second camera
|
||||||
|
use entity second_cam
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
//////////////////////////////////////
|
||||||
|
// Third Camera - Truck pulls in
|
||||||
|
//////////////////////////////////////
|
||||||
|
|
||||||
|
//turns on third camera
|
||||||
|
use entity third_cam //turns on third camera
|
||||||
|
|
||||||
|
//raider dude walks into the booth
|
||||||
|
use entity first_raider
|
||||||
|
animate entity first_raider performing action STD_R_N_MRS_2 by moving [-192,0,0] //STD_WPATROL_N_MRS_2
|
||||||
|
|
||||||
|
wait .2 seconds
|
||||||
|
|
||||||
|
play sound "Enemy/Ra1/Ger1/help.wav" for entity first_raider at volume 0.9 on channel CHAN_AUTO
|
||||||
|
|
||||||
|
wait 2 seconds
|
||||||
|
|
||||||
|
//opens tool bars
|
||||||
|
use entity use_toll //opens tool bars
|
||||||
|
|
||||||
|
wait .7 seconds
|
||||||
|
|
||||||
|
//opens tool bars
|
||||||
|
use entity use_gates //opens tool bars
|
||||||
|
|
||||||
|
wait 2 seconds
|
||||||
|
|
||||||
|
//truck drives in
|
||||||
|
use entity trucksound1 //turns on truck sound
|
||||||
|
use entity fronttruck //turns on wheels
|
||||||
|
use entity trucksmoke //turns on smoke
|
||||||
|
move entity fronttruck by [0,470,0] at 120 speed //truck drives in
|
||||||
|
move entity trucksmoke by [0,470,0] at 120 speed //trucksmoke moves with truck
|
||||||
|
move entity trucksound1 by [0,470,0] at 120 speed
|
||||||
|
|
||||||
|
//spawns guys for next shot
|
||||||
|
use entity kneeler //spawns kneeling guy for next shot
|
||||||
|
use entity lookout //spawns lookout for next shot
|
||||||
|
use entity planter //spawns raider who plants c4
|
||||||
|
|
||||||
|
wait 3.5 seconds
|
||||||
|
|
||||||
|
//turns off wheels and smoke
|
||||||
|
use entity fronttruck //turns off wheels
|
||||||
|
use entity trucksmoke //turns off smoke
|
||||||
|
use entity trucksound1 //turns off truck sound
|
||||||
|
|
||||||
|
//turns off third camera
|
||||||
|
use entity third_cam
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
/////////////////////////////////////////
|
||||||
|
// Fourth Camera - Raiders place charge
|
||||||
|
/////////////////////////////////////////
|
||||||
|
|
||||||
|
//turns on fourth camera
|
||||||
|
use entity fourth_cam //turns on fourth camera
|
||||||
|
|
||||||
|
//turns on indoor sound set
|
||||||
|
use entity indoorsound
|
||||||
|
|
||||||
|
//raider runs up to plant charge
|
||||||
|
animate entity planter performing action STD_R_N_PK_N by moving [0,168,0]
|
||||||
|
animate entity planter performing action STD_EWRENCHV_TO_N_N
|
||||||
|
animate entity planter performing action STD_EWRENCHV_FRM_N_N
|
||||||
|
|
||||||
|
//guard runs
|
||||||
|
animate entity planter performing action STD_R_N_PK_N by moving [200,0,0]
|
||||||
|
|
||||||
|
wait 2 seconds
|
||||||
|
|
||||||
|
//C4 is spawned
|
||||||
|
use entity c4ofdeath
|
||||||
|
|
||||||
|
wait .6 seconds
|
||||||
|
play sound "Weapons/C4/Beep.wav" for entity beepsound at volume 0.9 on channel CHAN_AUTO
|
||||||
|
wait .6 seconds
|
||||||
|
play sound "Weapons/C4/Beep.wav" for entity beepsound at volume 0.9 on channel CHAN_AUTO
|
||||||
|
|
||||||
|
//lookouts run too
|
||||||
|
remove entity t38
|
||||||
|
//animate entity kneeler performing action CCH_XCROUCH_UP_PK_A
|
||||||
|
animate entity kneeler performing action STD_R_N_PK_N by moving [400,0,0]
|
||||||
|
wait .6 seconds
|
||||||
|
remove entity t39
|
||||||
|
animate entity lookout performing action STD_R_N_PK_N by moving [400,0,0]
|
||||||
|
|
||||||
|
play sound "Weapons/C4/Beep.wav" for entity beepsound at volume 0.9 on channel CHAN_AUTO
|
||||||
|
wait .4 seconds
|
||||||
|
//play sound "Weapons/C4/Beep.wav" for entity beepsound at volume 0.9 on channel CHAN_AUTO
|
||||||
|
|
||||||
|
//turns off fourth camera
|
||||||
|
use entity fourth_cam //turns off fourth camera
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////
|
||||||
|
// Fifth Camera - Wall blows up and raiders run through
|
||||||
|
////////////////////////////////////////////////////////
|
||||||
|
|
||||||
|
//turns on fifth camera
|
||||||
|
use entity fifth_cam //turns on fifth camera
|
||||||
|
|
||||||
|
wait .5 seconds
|
||||||
|
|
||||||
|
//guard standing says something
|
||||||
|
play sound "Enemy/So1/Sib1/Wake2.wav" for entity blowback1 at volume 0.9 on channel CHAN_AUTO
|
||||||
|
|
||||||
|
wait 1.5 seconds
|
||||||
|
|
||||||
|
//wall and pipe blow up emergency lights turn on
|
||||||
|
use entity wallexp
|
||||||
|
use entity boomwall
|
||||||
|
use entity boompipe
|
||||||
|
use entity boomlight1
|
||||||
|
use entity boomlight2
|
||||||
|
//use entity boomlights
|
||||||
|
|
||||||
|
//guards get blown back
|
||||||
|
animate entity blowback1 performing action STD_SBLOWN_2BK_N_N
|
||||||
|
play sound "enemy/Dth/Arab/Scream2.wav" for entity blowbacksound1 at volume 0.9 on channel CHAN_AUTO
|
||||||
|
wait .2 seconds
|
||||||
|
animate entity blowback2 performing action STD_SBLOWN_2BK_N_N
|
||||||
|
play sound "enemy/Dth/Arab/Scream3.wav" for entity blowbacksound2 at volume 0.9 on channel CHAN_AUTO
|
||||||
|
|
||||||
|
wait .8 seconds
|
||||||
|
|
||||||
|
//raiders run out of blown hole
|
||||||
|
use entity runner01
|
||||||
|
use entity runner02
|
||||||
|
wait .2 seconds
|
||||||
|
use entity runner03
|
||||||
|
|
||||||
|
wait .2 seconds
|
||||||
|
|
||||||
|
//camera slowly pans
|
||||||
|
move entity fifth_cam by [0,-32,0] at 7 speed
|
||||||
|
move entity t40 by [0,64,0] at 14 speed //32
|
||||||
|
|
||||||
|
wait .7 seconds
|
||||||
|
|
||||||
|
//
|
||||||
|
play sound "Enemy/Ra1/Ger3/Wake4.wav" for entity runner02 at volume 0.9 on channel CHAN_AUTO
|
||||||
|
|
||||||
|
wait 3 seconds
|
||||||
|
|
||||||
|
//sib dudes flee around corner
|
||||||
|
use entity hallflee1
|
||||||
|
use entity hallflee2
|
||||||
|
|
||||||
|
//LB_PCRAWL_BK_P_N
|
||||||
|
|
||||||
|
//sib dude is crawling away
|
||||||
|
animate entity hallbaddie3 performing action LB_PCRAWL_BK_P_N holding for 999.0
|
||||||
|
//play sound "enemy/Dth/Russ/Writhe1.wav" for entity hallbaddie3 at volume 0.9 on channel CHAN_AUTO
|
||||||
|
|
||||||
|
//raiders walk down hallway
|
||||||
|
animate entity hallraider1 performing action STD_WPATROL_N_MRS_2 by moving [0,200,0] //STD_WAIM_FWD_MS_2
|
||||||
|
wait .3 seconds
|
||||||
|
animate entity hallraider2 performing action STD_WPATROL_N_MRS_2 by moving [0,200,0] //STD_WAIM_FWD_MS_2
|
||||||
|
|
||||||
|
//turns off fifth camera
|
||||||
|
use entity fifth_cam //turns off fifth camera
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////
|
||||||
|
// Sixth Camera - Firefight down a hallway
|
||||||
|
////////////////////////////////////////////////////////
|
||||||
|
|
||||||
|
//turns on sixth camera
|
||||||
|
use entity sixth_cam //turns on sixth camera
|
||||||
|
|
||||||
|
wait .1 seconds
|
||||||
|
|
||||||
|
play sound "enemy/Dth/Russ/Writhe1.wav" for entity writhe1 at volume 0.9 on channel CHAN_AUTO
|
||||||
|
|
||||||
|
//camera moves with raiders
|
||||||
|
move entity sixth_cam by [0,155,0] at 50 speed
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
//baddies run up around the corner
|
||||||
|
animate entity hallbaddie1 performing action STD_R_N_MRS_2 by moving [-120,0,0]
|
||||||
|
animate entity hallbaddie1 performing action STD_R_N_MRS_2 by moving [-160,-80,0]
|
||||||
|
animate entity hallbaddie1 performing action STD_R_N_MRS_2 by moving [-80,-160,0]
|
||||||
|
animate entity hallbaddie1 performing action STD_R_N_MRS_2 by moving [0,-250,0]
|
||||||
|
animate entity hallbaddie1 performing action STD_F_FWD_M_2 targeting entity hallbaddie1null
|
||||||
|
|
||||||
|
animate entity hallbaddie2 performing action STD_R_N_MRS_2 by moving [-176,0,0]
|
||||||
|
animate entity hallbaddie2 performing action STD_R_N_MRS_2 by moving [-120,-56,0]
|
||||||
|
animate entity hallbaddie2 performing action STD_R_N_MRS_2 by moving [-56,-120,0]
|
||||||
|
animate entity hallbaddie2 performing action STD_R_N_MRS_2 by moving [0,-250,0]
|
||||||
|
animate entity hallbaddie2 performing action STD_F_FWD_M_2 targeting entity hallbaddie2null
|
||||||
|
|
||||||
|
//raiders gun down sib dudes
|
||||||
|
//animate entity hallraider2 performing action STD_XCROUCH_DWN_MRS_2
|
||||||
|
animate entity hallraider2 performing action CCH_F_FWD_M_2 targeting entity hallbaddie2 kill nulltarget HEAD
|
||||||
|
animate entity hallraider2 performing action CCH_F_FWD_M_2 holding for 999.9
|
||||||
|
|
||||||
|
animate entity hallraider1 performing action STD_F_FWD_M_2 targeting entity hallbaddie1 kill nulltarget CHEST
|
||||||
|
animate entity hallraider1 performing action STD_F_FWD_M_2 holding for 999.9
|
||||||
|
|
||||||
|
wait 2 seconds
|
||||||
|
|
||||||
|
play sound "enemy/So1/Sib1/Wake3.wav" for entity baddie1sound at volume 0.9 on channel CHAN_AUTO
|
||||||
|
|
||||||
|
wait 1 seconds
|
||||||
|
|
||||||
|
play sound "enemy/So1/Sib1/Wake1.wav" for entity baddie2sound at volume 0.9 on channel CHAN_AUTO
|
||||||
|
|
||||||
|
wait 2 seconds
|
||||||
|
|
||||||
|
//raiders walk and fire for next shot
|
||||||
|
animate entity walkfire1 performing action STD_WFIRE_FWD_MS_2 by moving [0,-240,0]
|
||||||
|
wait .2 seconds
|
||||||
|
animate entity walkfire2 performing action STD_WFIRE_FWD_MS_2 by moving [0,-240,0]
|
||||||
|
animate entity walkfire3 performing action STD_WPATROL_N_MRS_2 by moving [0,-240,0]
|
||||||
|
wait .1 seconds
|
||||||
|
animate entity walkfire4 performing action STD_WPATROL_N_MRS_2 by moving [0,-240,0]
|
||||||
|
wait .1 seconds
|
||||||
|
animate entity walkfire5 performing action STD_WPATROL_N_MRS_2 by moving [0,-240,0]
|
||||||
|
|
||||||
|
|
||||||
|
//turns off sixth camera
|
||||||
|
use entity sixth_cam //turns off sixth camera
|
||||||
|
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////
|
||||||
|
// Seventh Camera - Firefight
|
||||||
|
////////////////////////////////////////////////////////
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////
|
||||||
|
// Eighth Camera - Firefight
|
||||||
|
////////////////////////////////////////////////////////
|
||||||
|
//turns on eighth camera
|
||||||
|
use entity eighth_cam //turns on eighth camera
|
||||||
|
|
||||||
|
//removes sib dude
|
||||||
|
remove entity hallflee1
|
||||||
|
|
||||||
|
//camera moves with raiders
|
||||||
|
move entity eighth_cam by [0,-210,0] at 80 speed
|
||||||
|
|
||||||
|
wait 2.7 seconds
|
||||||
|
|
||||||
|
//turns off sixth camera
|
||||||
|
use entity eighth_cam //turns off eighth camera
|
||||||
|
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////
|
||||||
|
// Ninth Camera - Door is blasted and nuke is stolen
|
||||||
|
////////////////////////////////////////////////////////
|
||||||
|
|
||||||
|
//turns on ninth camera
|
||||||
|
use entity ninth_cam //turns on ninth camera
|
||||||
|
|
||||||
|
wait .5 seconds
|
||||||
|
|
||||||
|
play sound "cin/tsr1/c9d1.adp" for entity mullins at volume 0.9 on channel CHAN_NO_PHS_ADD
|
||||||
|
print TSR1_C9D1
|
||||||
|
// "sources in russia...." captioned
|
||||||
|
|
||||||
|
wait 2.7 seconds
|
||||||
|
|
||||||
|
//sparks fly
|
||||||
|
use entity rspark
|
||||||
|
use entity lspark
|
||||||
|
moverotate entity rspark from file "Tsr2_startcin_sparkrt.rof"
|
||||||
|
moverotate entity lspark from file "Tsr2_startcin_sparklf.rof"
|
||||||
|
|
||||||
|
wait 2 seconds
|
||||||
|
|
||||||
|
//removes sparks
|
||||||
|
remove entity rspark
|
||||||
|
remove entity lspark
|
||||||
|
|
||||||
|
wait 1 seconds
|
||||||
|
|
||||||
|
//doors are blasted open
|
||||||
|
use entity sparkboom
|
||||||
|
moverotate entity doorrt from file "Tsr2_startcin_doorrt.rof"
|
||||||
|
moverotate entity doorlf from file "Tsr2_startcin_doorlf.rof"
|
||||||
|
|
||||||
|
wait .4 seconds
|
||||||
|
|
||||||
|
//raiders run in
|
||||||
|
use entity sparkrunner1
|
||||||
|
wait .3 seconds
|
||||||
|
use entity sparkrunner2
|
||||||
|
wait .2 seconds
|
||||||
|
use entity sparkrunner3
|
||||||
|
wait .3 seconds
|
||||||
|
use entity sparkrunner4
|
||||||
|
|
||||||
|
wait .4 seconds
|
||||||
|
|
||||||
|
//fade out
|
||||||
|
use entity end_fade
|
||||||
|
|
||||||
|
wait 1 second
|
||||||
|
|
||||||
|
//turns off ninth camera
|
||||||
|
use entity ninth_cam //turns off ninth camera
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////
|
||||||
|
// Tenth Camera - Raiders make off with the nuke
|
||||||
|
////////////////////////////////////////////////////////
|
||||||
|
|
||||||
|
//turns on tenth camera
|
||||||
|
use entity tenth_cam //turns on tenth camera
|
||||||
|
|
||||||
|
//wait .1 seconds
|
||||||
|
|
||||||
|
// play sound "cin/tsr1/c9d2.adp" for entity mullins at volume 0.9 on channel CHAN_NO_PHS_ADD
|
||||||
|
// print TSR1_C9D2
|
||||||
|
// // "sold to the highest bidder" captioned
|
||||||
|
|
||||||
|
//camera moves with raiders
|
||||||
|
move entity tenth_cam by [70,0,0] at 15 speed
|
||||||
|
|
||||||
|
//starts the fade in
|
||||||
|
use entity start_fade // starts the fade in
|
||||||
|
|
||||||
|
//guards walks with nuke
|
||||||
|
animate entity nukewalker1 performing action STD_WPATROL_N_MRS_2 by moving [-250,0,0]
|
||||||
|
animate entity nukewalker2 performing action STD_WPATROL_N_MRS_2 by moving [-250,0,0]
|
||||||
|
|
||||||
|
//raider pushes out nuke
|
||||||
|
animate entity pusher performing action STD_WPUSH_N_N_N by moving [-250,0,0] holding for 10.0
|
||||||
|
move entity nuke01 by [-245,0,0] at 49.7 speed //signaling sig1
|
||||||
|
move entity nuketable1 by [-245,0,0] at 49.7 speed
|
||||||
|
move entity nukesound1 by [-245,0,0] at 49.7 speed
|
||||||
|
//wait for all clearing sig1
|
||||||
|
|
||||||
|
wait 3.2 seconds
|
||||||
|
|
||||||
|
//fade out
|
||||||
|
use entity end_fade
|
||||||
|
|
||||||
|
wait 1 seconds
|
||||||
|
|
||||||
|
//turns off tenth camera
|
||||||
|
use entity tenth_cam //turns off tenth camera
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
///////////////////////////////////////////////////////////
|
||||||
|
// Eleventh Camera - Train doors open and raiders jump out
|
||||||
|
///////////////////////////////////////////////////////////
|
||||||
|
|
||||||
|
//turns on eleventh camera
|
||||||
|
use entity eleventh_cam //turns on eleventh camera
|
||||||
|
|
||||||
|
//turns on outdoor sound set
|
||||||
|
use entity outdoorsound
|
||||||
|
|
||||||
|
//heli flys in the background
|
||||||
|
move entity heli1 by [1072,-1320,0] at 300 speed
|
||||||
|
|
||||||
|
wait .1 seconds
|
||||||
|
|
||||||
|
play sound "cin/tsr1/c9d2.adp" for entity mullins at volume 0.9 on channel CHAN_NO_PHS_ADD
|
||||||
|
print TSR1_C9D2
|
||||||
|
// "sold to the highest bidder" captioned
|
||||||
|
|
||||||
|
//camera pans
|
||||||
|
move entity eleventh_cam by [80,-16,0] at 16 speed
|
||||||
|
|
||||||
|
//starts the fade in
|
||||||
|
use entity start_fade // starts the fade in
|
||||||
|
|
||||||
|
wait 1 seconds
|
||||||
|
|
||||||
|
//opens train doors
|
||||||
|
use entity traindoors
|
||||||
|
|
||||||
|
wait .5 seconds
|
||||||
|
|
||||||
|
//raiders jump out of train
|
||||||
|
animate entity trainraider1 performing action STD_WPATROL_N_MRS_2 by moving [0,-112,0] //STD_R_N_MRS_2
|
||||||
|
wait .4 seconds
|
||||||
|
|
||||||
|
// play sound "cin/tsr1/c9d3.adp" for entity mullins at volume 0.9 on channel CHAN_NO_PHS_ADD
|
||||||
|
// print TSR1_C9D3
|
||||||
|
// // "As much ....." captioned
|
||||||
|
|
||||||
|
animate entity trainraider2 performing action STD_WPATROL_N_MRS_2 by moving [0,-112,0]
|
||||||
|
|
||||||
|
//animate entity trainraider1 performing action STD_JDOWN_N_A_A
|
||||||
|
//animate entity trainraider2 performing action STD_JDOWN_N_A_A
|
||||||
|
|
||||||
|
//STD_JDROP_N_A_A
|
||||||
|
|
||||||
|
wait 2.2 seconds
|
||||||
|
|
||||||
|
//fade out
|
||||||
|
use entity end_fade
|
||||||
|
|
||||||
|
wait 1.5 seconds
|
||||||
|
|
||||||
|
//removes jumper raiders
|
||||||
|
remove entity trainraider1
|
||||||
|
remove entity trainraider2
|
||||||
|
|
||||||
|
//turns off eleventh camera
|
||||||
|
use entity eleventh_cam //turns off eleventh camera
|
||||||
|
|
||||||
|
|
||||||
|
///////////////////////////////////////////////////////////
|
||||||
|
// Twelve Camera - Truck backs up to train
|
||||||
|
///////////////////////////////////////////////////////////
|
||||||
|
|
||||||
|
//turns on twelve camera
|
||||||
|
use entity twelve_cam //turns on twelve camera
|
||||||
|
|
||||||
|
wait .9 seconds
|
||||||
|
|
||||||
|
play sound "cin/tsr1/c9d3.adp" for entity mullins at volume 0.9 on channel CHAN_NO_PHS_ADD
|
||||||
|
print TSR1_C9D3
|
||||||
|
// // "As much ....." captioned
|
||||||
|
|
||||||
|
//starts the fade in
|
||||||
|
use entity start_fade // starts the fade in
|
||||||
|
|
||||||
|
//wait .1 seconds
|
||||||
|
|
||||||
|
//camera pans up
|
||||||
|
move entity twelve_cam by [0,0,32] at 8 speed
|
||||||
|
|
||||||
|
|
||||||
|
//spawns guards
|
||||||
|
use entity trainguard1
|
||||||
|
use entity trainguard2
|
||||||
|
use entity trainguard3
|
||||||
|
use entity trainguard4
|
||||||
|
animate entity trainguard1 performing action STD_ILOOKING_N_MRS_2 holding for 999.9
|
||||||
|
wait .1 seconds
|
||||||
|
animate entity trainguard2 performing action STD_ILOOKING_N_MRS_2 holding for 999.9
|
||||||
|
animate entity trainguard3 performing action STD_ILOOKING_N_MRS_2 holding for 999.9
|
||||||
|
animate entity trainguard4 performing action STD_ILOOKING_N_MRS_2 holding for 999.9
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
//plat moves out
|
||||||
|
move entity trainplat by [0,-64,0] at 40 speed
|
||||||
|
|
||||||
|
|
||||||
|
//truck backs up
|
||||||
|
use entity traintruck
|
||||||
|
move entity traintruck by [0,144,0] at 120 speed //truck drives in
|
||||||
|
|
||||||
|
wait 1.3 seconds
|
||||||
|
|
||||||
|
//turns off wheels and sound
|
||||||
|
use entity traintruck
|
||||||
|
|
||||||
|
wait 1.6 seconds
|
||||||
|
|
||||||
|
//turns off twelve camera
|
||||||
|
use entity twelve_cam //turns off twelve camera
|
||||||
|
|
||||||
|
|
||||||
|
///////////////////////////////////////////////////////////
|
||||||
|
// Thirteenth Camera - Truck backs up to train and unloads
|
||||||
|
///////////////////////////////////////////////////////////
|
||||||
|
|
||||||
|
//turns on thirteen camera
|
||||||
|
use entity thirteen_cam //turns on camera
|
||||||
|
|
||||||
|
//camera pans
|
||||||
|
move entity thirteen_cam by [62,-16,0] at 16 speed
|
||||||
|
|
||||||
|
//raider pushes nuke in train
|
||||||
|
animate entity trainpusher performing action STD_WPUSH_N_N_N by moving [0,250,0] holding for 10.0
|
||||||
|
move entity trainnuke by [0,245,0] at 49.7 speed //signaling sig1
|
||||||
|
move entity traintable by [0,245,0] at 49.7 speed
|
||||||
|
move entity nukesound2 by [0,245,0] at 49.7 speed
|
||||||
|
|
||||||
|
wait .5 seconds
|
||||||
|
|
||||||
|
//truck drives away
|
||||||
|
move entity traintruck2 by [0,-470,0] at 90 speed //truck drives away
|
||||||
|
|
||||||
|
wait 1.2 seconds
|
||||||
|
|
||||||
|
//fade out
|
||||||
|
use entity end_fade
|
||||||
|
|
||||||
|
wait 1.0 seconds
|
||||||
|
//setcvar cvar "scr_blank" to 80.0
|
||||||
|
wait .8 seconds
|
||||||
|
|
||||||
|
//turns off thirteen camera
|
||||||
|
use entity thirteen_cam //turns off camera
|
||||||
|
|
||||||
|
|
||||||
|
disable cinematics
|
||||||
|
|
||||||
|
//use entity changelevel
|
||||||
|
|
||||||
|
// run console command "menu congrats"
|
||||||
|
setcvar cvar "menu_nextmap" to "trn1"
|
||||||
|
run console command "intermission blankscreen_nostats"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
exit
|
26
Sample/ds/tsr1/swat1.ds
Normal file
26
Sample/ds/tsr1/swat1.ds
Normal file
|
@ -0,0 +1,26 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
|
||||||
|
// the script sets up the swatguys
|
||||||
|
|
||||||
|
local entity swatguyfront // the guy way up front by the second subway
|
||||||
|
local entity endtrackguy // the guy at the end of the tracks
|
||||||
|
local int sig1
|
||||||
|
|
||||||
|
swatguyfront = find entity with targetname "swatguyfront"
|
||||||
|
endtrackguy = find entity with targetname "endtrackguy"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
use entity swatguyfront // spawns the swatguy in
|
||||||
|
use entity endtrackguy // spawns the end guy in waiting on the tracks
|
||||||
|
|
||||||
|
play sound "speech/tsr1/swt/mcd-1.adp" for entity swatguyfront at volume 0.9 on channel CHAN_AUTO // Swat guy yelling to drop
|
||||||
|
animate entity swatguyfront performing action STD_R_N_PK_N by moving [256, 0, 0] // signaling sig1
|
||||||
|
animate entity swatguyfront performing action SCRIPT_RELEASE
|
||||||
|
|
||||||
|
// wait for all clearing sig1
|
||||||
|
|
||||||
|
animate entity endtrackguy performing action STD_F_FWD_P_2 targeting entity swatguyfront kill
|
||||||
|
animate entity endtrackguy performing action SCRIPT_RELEASE
|
60
Sample/ds/tsr1/swat2.ds
Normal file
60
Sample/ds/tsr1/swat2.ds
Normal file
|
@ -0,0 +1,60 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
|
||||||
|
// the script sets up the swatguys
|
||||||
|
|
||||||
|
local entity swatguyfront // the guy way up front by the second subway
|
||||||
|
local entity endgl2 // the skinhead guy running up the stairs
|
||||||
|
local entity jumpingman
|
||||||
|
local int sig1
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
swatguyfront = find entity with targetname "swatguyfront"
|
||||||
|
endgl2 = find entity with targetname "endgl2"
|
||||||
|
jumpingman = find entity with targetname "jumpingman"
|
||||||
|
|
||||||
|
use entity jumpingman // triggers the guy in who will do jumping
|
||||||
|
use entity endgl2 // triggers the guy running up the stairs
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
animate entity jumpingman performing action STD_F_FWD_S_2 targeting entity swatguyfront kill signaling sig1
|
||||||
|
wait for all clearing sig1
|
||||||
|
|
||||||
|
on jumpingman.health < 100 goto jumpingman_hit // check to see if he is shot
|
||||||
|
|
||||||
|
animate entity jumpingman performing action STD_JRUN_FWD_A_A by moving [-128, 0, 0] signaling sig1
|
||||||
|
wait for all clearing sig1
|
||||||
|
|
||||||
|
goto jumpingman_hit
|
||||||
|
exit
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
label jumpingman_hit // lets him go out of the animation if he is shot
|
||||||
|
|
||||||
|
reset ai for entity jumpingman
|
||||||
|
animate entity jumpingman performing action SCRIPT_RELEASE
|
||||||
|
|
||||||
|
// animate entity swatguyfront performing action SCRIPT_RELEASE
|
||||||
|
|
||||||
|
animate entity endgl2 performing action SCRIPT_RELEASE
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
18
Sample/ds/tsr1/swatguard1.ds
Normal file
18
Sample/ds/tsr1/swatguard1.ds
Normal file
|
@ -0,0 +1,18 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
|
||||||
|
//////////////////////////////////////////////////
|
||||||
|
// swat guarding punk stands up if punk is killed
|
||||||
|
//////////////////////////////////////////////////
|
||||||
|
|
||||||
|
|
||||||
|
local entity rswat1 // the second swatguy
|
||||||
|
|
||||||
|
rswat1 = find entity with targetname "rswat1"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
animate entity rswat1 performing action STD_IALERT_N_P_N
|
17
Sample/ds/tsr1/swatguard2.ds
Normal file
17
Sample/ds/tsr1/swatguard2.ds
Normal file
|
@ -0,0 +1,17 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
//////////////////////////////////////////////////
|
||||||
|
// swat guarding punk stands up if punk is killed
|
||||||
|
//////////////////////////////////////////////////
|
||||||
|
|
||||||
|
|
||||||
|
local entity rswat2 // the second swatguy
|
||||||
|
|
||||||
|
rswat2 = find entity with targetname "rswat2"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
animate entity rswat2 performing action STD_IALERT_N_P_N
|
11
Sample/ds/tsr1/swatintrob.ds
Normal file
11
Sample/ds/tsr1/swatintrob.ds
Normal file
|
@ -0,0 +1,11 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
|
||||||
|
// the script that calls the death animation of the swat guy in the intro
|
||||||
|
|
||||||
|
local entity introdeadswat // the guy who will be killed
|
||||||
|
|
||||||
|
introdeadswat = find entity with targetname "introdeadswat"
|
||||||
|
|
||||||
|
animate entity introdeadswat performing action STD_SINBACK_2FRNT_N_N // this is him getting shot in the back
|
13
Sample/ds/tsr1/swatkilled.ds
Normal file
13
Sample/ds/tsr1/swatkilled.ds
Normal file
|
@ -0,0 +1,13 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
|
||||||
|
// this script is the dead swat guy in the intro doing his thing, it is called once he gets shot with a killtarget
|
||||||
|
|
||||||
|
|
||||||
|
local entity introdeadswat
|
||||||
|
|
||||||
|
introdeadswat = find entity with targetname "introdeadswat"
|
||||||
|
|
||||||
|
|
||||||
|
animate entity introdeadswat performing action STD_SINBACK_2FRNT_N_N // this is him getting shot in the back
|
85
Sample/ds/tsr1/tdoorcam1.ds
Normal file
85
Sample/ds/tsr1/tdoorcam1.ds
Normal file
|
@ -0,0 +1,85 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
#include "tsr1.ds"
|
||||||
|
|
||||||
|
// THIS SCRIPT STARTS THE CAMERA IN THE TOKEN AREA SHOWING THE SUBWAY DOOR OPEN
|
||||||
|
|
||||||
|
|
||||||
|
local entity tokencam // the camera
|
||||||
|
local entity tokencamn // the cameras null
|
||||||
|
local entity tdoorjohn // the john model that spawns in the players spot
|
||||||
|
local entity tokenlocked2 // the relay that has the locked message
|
||||||
|
local entity tdoor // the actual door that will open
|
||||||
|
local entity new_tok_lever // the actual lever that will move
|
||||||
|
local entity use_the_switch // this is the actual trigger that opens the door and triggers this script
|
||||||
|
local entity host_count
|
||||||
|
local int host_counthealth
|
||||||
|
|
||||||
|
// THIS IS STUFF THAT SHOULDNT GET REMOVED DURING THE CINEMATIC, THAT IS THE ONLY REASON IT IS HERE
|
||||||
|
|
||||||
|
local entity roundguy // the skinhead that will spawn round the corner shooting at the player entering
|
||||||
|
local entity tokvictim // the guy who will run past the token booth
|
||||||
|
local entity tokchaser // the guy following him
|
||||||
|
local entity tollguy // the guy by the token machines
|
||||||
|
|
||||||
|
|
||||||
|
enable cinematics
|
||||||
|
|
||||||
|
tokencam = find entity with targetname "tokencam"
|
||||||
|
tokencamn = find entity with targetname "tokencamn"
|
||||||
|
tdoorjohn = find entity with targetname "tdoorjohn"
|
||||||
|
tokenlocked2 = find entity with targetname "tokenlocked2"
|
||||||
|
tdoor = find entity with targetname "tdoor"
|
||||||
|
host_count = find entity with targetname "host_count"
|
||||||
|
new_tok_lever = find entity with targetname "new_tok_lever"
|
||||||
|
use_the_switch = find entity with scripttarget "use_the_switch"
|
||||||
|
|
||||||
|
// HERE IS THE STUFF AGAIN
|
||||||
|
|
||||||
|
roundguy = find entity with targetname "roundguy"
|
||||||
|
tokvictim = find entity with targetname "tokvictim"
|
||||||
|
tokchaser = find entity with targetname "tokchaser"
|
||||||
|
tollguy = find entity with targetname "tollguy"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// label intro
|
||||||
|
|
||||||
|
host_counthealth = host_count.health
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// if host_counthealth < 5 // hostcount health must be greater than this number to get into the subway
|
||||||
|
|
||||||
|
// print TSR1_USELEVER // string to warn the player there are still hostages left
|
||||||
|
|
||||||
|
// else
|
||||||
|
|
||||||
|
|
||||||
|
use entity tdoorjohn // spawns the john model in players place **uncommented by SM**
|
||||||
|
// enable cinematics
|
||||||
|
use entity tokencam // turns the camera on
|
||||||
|
|
||||||
|
|
||||||
|
// use entity new_tok_lever // moves the level up
|
||||||
|
move entity new_tok_lever by [0, 0, -8]
|
||||||
|
use entity tdoor // starts the door moving up
|
||||||
|
remove entity use_the_switch // gets rid of the trigger multiple since it isnt needed anymore
|
||||||
|
|
||||||
|
wait 2 seconds // pause time
|
||||||
|
use entity tokencam // shuts the camera off
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
remove entity tokenlocked2 // cuts off the message on the relay
|
||||||
|
|
||||||
|
// remove john model
|
||||||
|
remove entity tdoorjohn
|
||||||
|
disable cinematics
|
||||||
|
// endif
|
||||||
|
|
||||||
|
|
||||||
|
// suspend
|
||||||
|
|
||||||
|
// goto intro
|
58
Sample/ds/tsr1/token.ds
Normal file
58
Sample/ds/tsr1/token.ds
Normal file
|
@ -0,0 +1,58 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
local entity tokenguy1
|
||||||
|
local entity tokenguy2
|
||||||
|
local entity tokenguy3
|
||||||
|
local entity player_shoot // the player
|
||||||
|
local int sig1
|
||||||
|
local int sig2
|
||||||
|
|
||||||
|
|
||||||
|
tokenguy1 = find entity with targetname "tokenguy1"
|
||||||
|
tokenguy2 = find entity with targetname "tokenguy2":
|
||||||
|
tokenguy3 = find entity with targetname "tokenguy3"
|
||||||
|
player_shoot = find entity player
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// animate entity tokenguy1 performing action CCH_XCROUCH_UP_PK_A
|
||||||
|
// wait .2 seconds
|
||||||
|
play sound "speech/tsr1/skn/bt9-7.adp" for entity tokenguy1 at volume 0.9
|
||||||
|
|
||||||
|
|
||||||
|
animate entity tokenguy1 performing action CCH_XCROUCH_UP_MRS_2 // first guy gets up
|
||||||
|
animate entity tokenguy1 performing action STD_F_FWD_S_2 targeting entity player_shoot // first guy takes a shot at the player
|
||||||
|
|
||||||
|
// THIS IS THE GUY RUNNING AWAY OUT THE BACK EXIT
|
||||||
|
|
||||||
|
// animate entity tokenguy1 performing action STD_R_N_MRS_2 by moving [-112, 0, 0] // guy running towards the back of the room
|
||||||
|
// animate entity tokenguy1 performing action STD_R_N_MRS_2 by moving [0, 112, 0] // guy running up the little hall and to the left
|
||||||
|
// animate entity tokenguy1 performing action STD_R_N_MRS_2 by moving [-216, 0, 0] //
|
||||||
|
// animate entity tokenguy1 performing action STD_R_N_MRS_2 by moving [0, 256, 0] // running towards the door
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// SECOND GUY DOING HIS THING
|
||||||
|
animate entity tokenguy2 performing action CCH_XCROUCH_UP_PK_A // JUMPS UP TO TAKE A SHOT AT THE PLAYER
|
||||||
|
animate entity tokenguy2 performing action STD_F_FWD_P_2 targeting entity player_shoot
|
||||||
|
animate entity tokenguy2 performing action STD_XCROUCH_DWN_PK_A // HIM DUCKING DOWN AGAIN
|
||||||
|
animate entity tokenguy2 performing action STD_F_FWD_P_2 targeting entity player_shoot // signaling sig1
|
||||||
|
|
||||||
|
// THIRD GUY DOING HIS THING
|
||||||
|
animate entity tokenguy3 performing action CCH_XCROUCH_UP_PK_A
|
||||||
|
animate entity tokenguy3 performing action STD_F_FWD_P_2 targeting entity player_shoot
|
||||||
|
animate entity tokenguy3 performing action STD_XCROUCH_DWN_PK_A // HIM DUCKING DOWN AGAIN
|
||||||
|
animate entity tokenguy3 performing action STD_F_FWD_P_2 targeting entity player_shoot // signaling sig2
|
||||||
|
|
||||||
|
// wait for all clearing sig1, sig2
|
||||||
|
animate entity tokenguy2 performing action SCRIPT_RELEASE
|
||||||
|
animate entity tokenguy3 performing action SCRIPT_RELEASE
|
||||||
|
animate entity tokenguy1 performing action SCRIPT_RELEASE
|
||||||
|
|
||||||
|
|
30
Sample/ds/tsr1/trackcam1.ds
Normal file
30
Sample/ds/tsr1/trackcam1.ds
Normal file
|
@ -0,0 +1,30 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
/////////////////////////////////////////////////
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
local entity trackcam1 // the cam on the tracks
|
||||||
|
local entity trackcam1n // the trackcams null
|
||||||
|
local entity fryguy // the guy who gets killed
|
||||||
|
local entity tracksparks // the spark gen by the tracks
|
||||||
|
local int sig1
|
||||||
|
|
||||||
|
trackcam1 = find entity with targetname "trackcam1"
|
||||||
|
trackcam1n = find entity with targetname "trackcam1n"
|
||||||
|
fryguy = find entity with targetname "fryguy"
|
||||||
|
tracksparks = find entity with targetname "tracksparks"
|
||||||
|
|
||||||
|
trackcam1.movetype = MOVETYPE_NOCLIP
|
||||||
|
trackcam1n.movetype = MOVETYPE_NOCLIP
|
||||||
|
|
||||||
|
use entity fryguy // spawns the guy who will get killed
|
||||||
|
use entity trackcam1 // turns the camera on
|
||||||
|
animate entity fryguy performing action WALK by moving [-32, 0, 0] signaling sig1 // has the guy walkforward towards the fusebox
|
||||||
|
wait for all clearing sig1
|
||||||
|
animate entity fryguy performing action STD_XALARMPUSH_N_A_N signaling sig1 // triggers the alarm push button animation
|
||||||
|
wait for all clearing sig1
|
||||||
|
animate entity fryguy performing action STD_SBLOWN_2BK_N_N signaling sig1 // the blown back animation
|
||||||
|
use entity tracksparks // triggers the sparkgen
|
||||||
|
wait for all clearing sig1
|
57
Sample/ds/tsr1/train1.ds
Normal file
57
Sample/ds/tsr1/train1.ds
Normal file
|
@ -0,0 +1,57 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
/////////////////////////////////////////////////
|
||||||
|
// THIS SCRIPT IS THE HOSTAGE GETTING PUSHED IN FRONT OF THE TRAIN
|
||||||
|
|
||||||
|
|
||||||
|
local entity train2 // the train that moves
|
||||||
|
local entity trainvictim1 // the guy getting pushed in front of the train
|
||||||
|
local entity pusher // the guy who does the pushing
|
||||||
|
local entity shake1 // the shake when the train derails
|
||||||
|
local entity trainexplosion // the explosion when the train derails
|
||||||
|
local entity brokensign // the func_wall sign that gets triggered on after the train derails
|
||||||
|
local entity trainsmokegen // the smokegen that gets triggered by the train
|
||||||
|
local int health
|
||||||
|
local int sig1
|
||||||
|
|
||||||
|
train2 = find entity with targetname "train2"
|
||||||
|
trainvictim1 = find entity with targetname "trainvictim1"
|
||||||
|
pusher = find entity with targetname "pusher"
|
||||||
|
shake1 = find entity with targetname "shake1"
|
||||||
|
brokensign = find entity with targetname "brokensign"
|
||||||
|
trainexplosion = find entity with targetname "trainexplosion"
|
||||||
|
trainsmokegen = find entity with targetname "trainsmokegen"
|
||||||
|
|
||||||
|
health = pusher.health
|
||||||
|
|
||||||
|
// animate entity trainvictim1 performing action STD_XAFRAIDSHAKE_N_N_N // the hostage cowering
|
||||||
|
|
||||||
|
if health <= 0
|
||||||
|
|
||||||
|
use entity train2 // makes the train move
|
||||||
|
animate entity trainvictim1 performing action SCRIPT_RELEASE
|
||||||
|
exit
|
||||||
|
endif
|
||||||
|
|
||||||
|
animate entity pusher performing action STD_F_FWD_S_2 targeting entity trainvictim1 // the pusher guy pistol whiping the guy
|
||||||
|
animate entity pusher performing action SCRIPT_RELEASE
|
||||||
|
animate entity trainvictim1 performing action STD_SBLOWN_2BK_N_N by moving [64, 0, 0] // the animation of the guy getting pushed onto the tracks
|
||||||
|
play sound "Speech/tsr1/npc/eb9-11.adp" for entity trainvictim1 at volume 0.9
|
||||||
|
wait 1.25 seconds
|
||||||
|
|
||||||
|
use entity train2 // makes the train move
|
||||||
|
wait .75 seconds
|
||||||
|
remove entity trainvictim1 // gets the guy out of the way so the train doesnt get stuck
|
||||||
|
|
||||||
|
wait 3 seconds
|
||||||
|
// use entity brokensign // triggers the sign in
|
||||||
|
use entity shake1 // causes the screen to shake
|
||||||
|
use entity trainexplosion // causes the explosions on the tracks.
|
||||||
|
rotate entity train2 by [-10, -5, 0] at 150 speed signaling sig1
|
||||||
|
// use entity trainsmokegen // triggers the smokegen
|
||||||
|
wait for all clearing sig1
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
exit
|
23
Sample/ds/tsr1/trainhorn.ds
Normal file
23
Sample/ds/tsr1/trainhorn.ds
Normal file
|
@ -0,0 +1,23 @@
|
||||||
|
#include "../common/header.ds"
|
||||||
|
output "p:/base/ds/tsr1"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
local entity runovertrain
|
||||||
|
local entity new_train_shake // the camera shake that people wanted
|
||||||
|
local entity qa_explosion // the explosion at the end of the tunnel
|
||||||
|
local entity qa_camerashake // the camera shake for the explosion at the end of the tunnel
|
||||||
|
|
||||||
|
runovertrain = find entity with scripttarget "runovertrain"
|
||||||
|
new_train_shake = find entity with targetname "new_train_shake"
|
||||||
|
qa_explosion = find entity with targetname "qa_explosion"
|
||||||
|
qa_camerashake = find entity with targetname "qa_camerashake"
|
||||||
|
|
||||||
|
wait .1 seconds
|
||||||
|
play sound "Cin/TSR1/Script/Warning.wav" for entity runovertrain at volume 0.9
|
||||||
|
wait 2.2 seconds
|
||||||
|
use entity runovertrain // triggers the train going
|
||||||
|
use entity new_train_shake // triggers the camera shake effect
|
||||||
|
wait 4 seconds
|
||||||
|
use entity qa_explosion // the explosion gets triggered
|
||||||
|
use entity qa_camerashake // triggers the camera shake
|
Some files were not shown because too many files have changed in this diff Show more
Loading…
Reference in a new issue