85 lines
2.8 KiB
Text
85 lines
2.8 KiB
Text
#include "../common/header.ds"
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output "p:/base/ds/tsr1"
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local entity beam1 // the first beam looking from the front
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local entity beam1b
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local entity beam2 // second beam
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local entity beam2b
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local entity beam3 // third beam
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local entity beam3b
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local entity rubblechunk1 // the first ceiling rubble chunk that will animate
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local entity rubblechunk2 // the second one
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local entity breakceiling // the ceiling breakable brush
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local entity endexplosion1 // the first explosion
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local entity endexplosion2 // 2nd
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local entity endexplosion3 // 3rd
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local entity trainplayer
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local entity trainshake // the screenshake effect for the explosion
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local entity dirtpile //
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local entity tunnelsabre // the sabre model the player will see running into the alcove
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local int sig1
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beam1 = find entity with targetname "beam1"
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beam1b = find entity with targetname "beam1b"
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beam2 = find entity with targetname "beam2"
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beam2b = find entity with targetname "beam2b"
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beam3 = find entity with targetname "beam3"
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beam3b = find entity with targetname "beam3b"
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rubblechunk1 = find entity with targetname "rubblechunk1"
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rubblechunk2 = find entity with targetname "rubblechunk2"
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breakceiling = find entity with targetname "breakceiling"
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endexplosion1 = find entity with targetname "endexplosion1"
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endexplosion2 = find entity with targetname "endexplosion2"
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endexplosion3 = find entity with targetname "endexplosion3"
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trainplayer = get entity activator
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trainshake = find entity with targetname "trainshake"
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tunnelsabre = find entity with targetname "tunnelsabre"
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dirtpile = find entity with targetname "dirtpile"
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// THE EXPLOSIVES GETTING SET OFF
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animate entity tunnelsabre performing action STD_R_N_PK_N by moving [-448, 0, 0] signaling sig1 // him running into the little alcove
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wait for all clearing sig1
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use entity endexplosion1
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moverotate entity beam1 from file "tsr1_beam1.rof" // the first beams animation
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moverotate entity beam1b from file "tsr1_beam1b.rof" // the first part 2
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moverotate entity beam2 from file "tsr1_beam2.rof" // second
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moverotate entity beam2b from file "tsr1_beam2b.rof" //
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moverotate entity beam3 from file "tsr1_beam3.rof" // third
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moverotate entity beam3b from file "tsr1_beam3b.rof" //
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moverotate entity rubblechunk1 from file "tsr1_rchunk1.rof" // the first rubble chunk animation
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moverotate entity rubblechunk2 from file "tsr1_rchunk2.rof" // second one
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play sound "Impact\Stone\BigRubble.adp" for entity trainplayer at volume 0.9 on channel CHAN_AUTO
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use entity trainshake // triggers it
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use entity breakceiling
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use entity dirtpile // triggers the dirpile in
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animate entity tunnelsabre performing action STD_R_N_PK_N by moving [0, 176, 0] signaling sig1 // him running out of view
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wait for all clearing sig1
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remove entity tunnelsabre // gets him out of the world
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