#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