#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"