sof-sdk/Sample/ds/tsr1/nycintro.ds
2000-06-15 00:00:00 +00:00

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"