807 lines
29 KiB
Text
807 lines
29 KiB
Text
#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"
|