#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