958 lines
No EOL
30 KiB
Text
958 lines
No EOL
30 KiB
Text
#include "../common/header.ds"
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#include "tsr1.ds"
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output "p:/base/ds/tsr1"
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//first camera stuff
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local entity use_toll // trigger relay that starts the toll gates moving
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local entity use_gates // trigger relay that starts the doors moving
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local entity start_fade // starts the fade in
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local entity end_fade // the reverse fade in
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local entity first_cam // the first lighwave animated camera
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local entity boothguard // guard in booth
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//second camera stuff
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local entity second_cam // second camera
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local entity sniperzoom // sniper xoom function
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local int counter = 0
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local entity mullins // player
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local entity vaporold // environ_invisible_attack
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local entity vaporold2 // environ_invisible_attack
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local entity cleanblood // clean wall
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local entity dirtyblood // bloody wall
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//third camera stuff
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local entity third_cam // third camera
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local entity fronttruck // truck that pulls in
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local entity trucksmoke // smoke for trucks tailpipe
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local entity first_raider // raider dude that walks into booth
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//fourth camera stuff
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local entity fourth_cam // fourth camera
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local entity kneeler // guard that is kneeling
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local entity t38 // kneeling guards pathcorner
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local entity lookout // guard who is a lookout
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local entity t39 // lookout guards pathcorner
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local entity planter // raider who plants the c4
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local entity c4ofdeath // c4
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//fifth camera stuff
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local entity fifth_cam // fifth camera
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local entity t40 // fifth cameras notnull
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local entity boomwall // wall that blows up
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local entity boompipe // pipe that blows up
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local entity wallexp // explosion
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local entity boomlight1 // emergency light
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local entity boomlight2 // emergency light
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local entity boomlights // world lights that turn off
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local entity blowback1 // guard1 who gets blown back
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local entity blowback2 // guard2 who gets blown back
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local entity runner01 // 1st raider who runs out
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local entity runner02 // 2nd raider who runs out
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local entity runner03 // 3rd raider who runs out
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//sixth camera stuff
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local entity sixth_cam // sixth camera
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local entity hallraider1 // raider that is walking and shooting down hallway
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local entity hallraider2 // raider that is walking and shooting down hallway
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local entity hallbaddie1 // sib dude that runs out
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local entity hallbaddie2 // sib dude that runs out
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local entity hallbaddie3 // crawling sib dude
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local entity hallflee1 // sib dude that runs away around corner
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local entity hallflee2 // sib dude that runs away around corner
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local entity hallbaddie1null // sib dude that runs out shoots at this
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local entity hallbaddie2null // sib dude that runs out shoots at this
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//seventh camera stuff
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//eighth camera stuff
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local entity eighth_cam // eighth camera
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local entity walkfire1 // raiders that are walking and firing
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local entity walkfire2 // raiders that are walking and firing
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local entity walkfire3 // raiders that are walking and firing
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local entity walkfire4 // raiders that are walking and firing
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local entity walkfire5 // raiders that are walking and firing
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//ninth camera stuff
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local entity ninth_cam // ninth camera
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local entity doorrt // door that is blasted open
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local entity doorlf // door that is blasted open
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local entity rspark // sparks
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local entity lspark // sparks
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local entity sparkboom // explosion
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local entity sparkrunner1 // raider that runs in
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local entity sparkrunner2 // raider that runs in
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local entity sparkrunner3 // raider that runs in
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local entity sparkrunner4 // raider that runs in
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//tenth camera stuff
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local entity tenth_cam // tenth camera
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local entity pusher // raider that pushes crate
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local entity nuke01 // nuke that gets pushed out of room
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local entity nuketable1 // table nuke is sitting on
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local entity nukewalker1 // guard who walks out with nuke
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local entity nukewalker2 // guard who walks out with nuke
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//eleventh camera stuff
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local entity eleventh_cam // eleventh camera
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local entity traindoors // doors on train
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local entity trainraider1 // raider that jumps out of train
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local entity trainraider2 // raider that jumps out of train
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local entity heli1 // helicoptor that flys by
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//twelve camera stuff
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local entity twelve_cam // twelve camera
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local entity trainguard1 // gaurd who stands outside train
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local entity trainguard2 // gaurd who stands outside train
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local entity trainguard3 // gaurd who stands outside train
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local entity trainguard4 // gaurd who stands outside train
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local entity traintruck // truck that backs up
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local entity trainplat // plat that extends
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//thirteenth camera stuff
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local entity thirteen_cam // thirteenth camera
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local entity trainpusher // dude who pushes the nuke in the train
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local entity trainnuke // nuke that is in the train
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local entity traintable // table nuke is sitting on
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local entity traintruck2 // truck that drives off
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//sound stuff
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local entity outdoorsound // outdoor sound set
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local entity indoorsound // indoor sound set
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local entity nukesound1 // nuke that gets pushed out
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local entity nukesound2 // nuke that gets pushed into the train
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local entity trucksound1 // 1st truck
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local entity beepsound // beeping sound for C4
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local entity writhe1 // writhing sound
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local entity blowbacksound1 // blown back screaming
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local entity blowbacksound2 // blown back screaming
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local entity baddie1sound // sib guard yelling
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local entity baddie2sound // sib guard yelling
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//change level entity
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local entity changelevel
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//first camera stuff
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first_cam = find entity with targetname "first_cam"
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enable cinematics
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run console command "cl_touch"
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//turns on first camera
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use entity first_cam // turns the first camera on
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use_toll = find entity with targetname "use_toll"
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use_gates = find entity with targetname "use_gates"
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start_fade = find entity with targetname "start_fade"
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end_fade = find entity with targetname "end_fade"
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boothguard = find entity with targetname "boothguard"
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//second camera stuff
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second_cam = find entity with targetname "second_cam"
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sniperzoom = find entity with targetname "sniperzoom"
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mullins = find entity player
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vaporold = find entity with targetname "vaporold"
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vaporold2 = find entity with targetname "vaporold2"
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cleanblood = find entity with targetname "cleanblood"
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dirtyblood = find entity with targetname "dirtyblood"
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//third camera stuff
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third_cam = find entity with targetname "third_cam"
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fronttruck = find entity with targetname "fronttruck"
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trucksmoke = find entity with targetname "trucksmoke"
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first_raider = find entity with targetname "first_raider"
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//fourth camera stuff
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fourth_cam = find entity with targetname "fourth_cam"
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kneeler = find entity with targetname "kneeler"
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t38 = find entity with targetname "t38"
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lookout = find entity with targetname "lookout"
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t39 = find entity with targetname "t39"
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planter = find entity with targetname "planter"
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c4ofdeath = find entity with targetname "c4ofdeath"
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//fifth camera stuff
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fifth_cam = find entity with targetname "fifth_cam"
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t40 = find entity with targetname "t40"
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boomwall = find entity with targetname "boomwall"
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boompipe = find entity with targetname "boompipe"
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wallexp = find entity with targetname "wallexp"
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boomlight1 = find entity with targetname "boomlight1"
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boomlight2 = find entity with targetname "boomlight2"
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boomlights = find entity with targetname "boomlights"
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blowback1 = find entity with targetname "blowback1"
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blowback2 = find entity with targetname "blowback2"
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runner01 = find entity with targetname "runner01"
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runner02 = find entity with targetname "runner02"
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runner03 = find entity with targetname "runner03"
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//sixth camera stuff
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sixth_cam = find entity with targetname "sixth_cam"
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hallraider1 = find entity with targetname "hallraider1"
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hallraider2 = find entity with targetname "hallraider2"
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hallbaddie1 = find entity with targetname "hallbaddie1"
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hallbaddie2 = find entity with targetname "hallbaddie2"
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hallbaddie3 = find entity with targetname "hallbaddie3"
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hallflee1 = find entity with targetname "hallflee1"
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hallflee2 = find entity with targetname "hallflee2"
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hallbaddie1null = find entity with targetname "hallbaddie1null"
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hallbaddie2null = find entity with targetname "hallbaddie2null"
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//seventh camera stuff
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//eighth camera stuff
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eighth_cam = find entity with targetname "eighth_cam"
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walkfire1 = find entity with targetname "walkfire1"
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walkfire2 = find entity with targetname "walkfire2"
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walkfire3 = find entity with targetname "walkfire3"
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walkfire4 = find entity with targetname "walkfire4"
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walkfire5 = find entity with targetname "walkfire5"
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//ninth camera stuff
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ninth_cam = find entity with targetname "ninth_cam"
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doorrt = find entity with targetname "doorrt"
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doorlf = find entity with targetname "doorlf"
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rspark = find entity with targetname "rspark"
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lspark = find entity with targetname "lspark"
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sparkboom = find entity with targetname "sparkboom"
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sparkrunner1 = find entity with targetname "sparkrunner1"
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sparkrunner2 = find entity with targetname "sparkrunner2"
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sparkrunner3 = find entity with targetname "sparkrunner3"
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sparkrunner4 = find entity with targetname "sparkrunner4"
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//tenth camera stuff
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tenth_cam = find entity with targetname "tenth_cam"
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pusher = find entity with targetname "pusher"
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nuke01 = find entity with targetname "nuke01"
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nuketable1 = find entity with targetname "nuketable1"
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nukewalker1 = find entity with targetname "nukewalker1"
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nukewalker2 = find entity with targetname "nukewalker2"
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//eleventh camera stuff
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eleventh_cam = find entity with targetname "eleventh_cam"
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traindoors = find entity with targetname "traindoors"
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trainraider1 = find entity with targetname "trainraider1"
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trainraider2 = find entity with targetname "trainraider2"
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heli1 = find entity with targetname "heli1"
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//tweleve camera stuff
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twelve_cam = find entity with targetname "twelve_cam"
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trainguard1 = find entity with targetname "trainguard1"
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trainguard2 = find entity with targetname "trainguard2"
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trainguard3 = find entity with targetname "trainguard3"
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trainguard4 = find entity with targetname "trainguard4"
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traintruck = find entity with targetname "traintruck"
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trainplat = find entity with targetname "trainplat"
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//thirteenth camera stuff
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thirteen_cam = find entity with targetname "thirteen_cam"
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trainpusher = find entity with targetname "trainpusher"
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trainnuke = find entity with targetname "trainnuke"
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traintable = find entity with targetname "traintable"
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traintruck2 = find entity with targetname "traintruck2"
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//sound stuff
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outdoorsound = find entity with targetname "outdoorsound"
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indoorsound = find entity with targetname "indoorsound"
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nukesound1 = find entity with targetname "nukesound1"
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nukesound2 = find entity with targetname "nukesound2"
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trucksound1 = find entity with targetname "trucksound1"
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beepsound = find entity with targetname "beepsound"
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writhe1 = find entity with targetname "writhe1"
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blowbacksound1 = find entity with targetname "blowbacksound1"
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blowbacksound2 = find entity with targetname "blowbacksound2"
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baddie1sound = find entity with targetname "baddie1sound"
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baddie2sound = find entity with targetname "baddie2sound"
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//change level entity
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changelevel = find entity with targetname "changelevel"
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first_cam.movetype = MOVETYPE_NOCLIP
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fronttruck.movetype = MOVETYPE_NOCLIP
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trucksmoke.movetype = MOVETYPE_NOCLIP
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fifth_cam.movetype = MOVETYPE_NOCLIP
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t40.movetype = MOVETYPE_NOCLIP
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sixth_cam.movetype = MOVETYPE_NOCLIP
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eighth_cam.movetype = MOVETYPE_NOCLIP
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tenth_cam.movetype = MOVETYPE_NOCLIP
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hallbaddie3.movetype = MOVETYPE_NOCLIP
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rspark.movetype = MOVETYPE_NOCLIP
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lspark.movetype = MOVETYPE_NOCLIP
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nuke01.movetype = MOVETYPE_NOCLIP
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nuketable1.movetype = MOVETYPE_NOCLIP
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traintruck.movetype = MOVETYPE_NOCLIP
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twelve_cam.movetype = MOVETYPE_NOCLIP
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eleventh_cam.movetype = MOVETYPE_NOCLIP
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heli1.movetype = MOVETYPE_NOCLIP
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trainplat.movetype = MOVETYPE_NOCLIP
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thirteen_cam.movetype = MOVETYPE_NOCLIP
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trainnuke.movetype = MOVETYPE_NOCLIP
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traintable.movetype = MOVETYPE_NOCLIP
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traintruck2.movetype = MOVETYPE_NOCLIP
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nukesound1.movetype = MOVETYPE_NOCLIP
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nukesound2.movetype = MOVETYPE_NOCLIP
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trucksound1.movetype = MOVETYPE_NOCLIP
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////////////////////////////////////////////////////
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// First Camera - Camera pulls back and gates close
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////////////////////////////////////////////////////
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//plays music
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playsong 1
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//turns on outdoor sound set
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use entity outdoorsound
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//turns on first camera
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//use entity first_cam // turns the first camera on
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//starts the fade in
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use entity start_fade // starts the fade in
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wait 1.2 seconds
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//moves the camera
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moverotate entity first_cam from file "tsr2_intro.rof" // moves the camera rof takes 7.2 seconds
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wait 1 seconds
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//print typomatic stuff
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print TSR1_RUSSIA
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wait 1.5 seconds
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//closes gates
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use entity use_gates //closes gate
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wait .7 seconds
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//closes tool bars
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use entity use_toll //closes toll bars
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//guard walks to doorway
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animate entity boothguard performing action STD_WNORMAL_N_PK_A by moving [78,0,0] //88
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wait 1.2 seconds
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//guard looks around
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animate entity boothguard performing action STD_ILOOKING_N_MRS_2 holding for 4.7 //3.7
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//truck drive up -happy eric?
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use entity trucksound1
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use entity fronttruck //turns on wheels
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move entity fronttruck by [0,320,0] at 120 speed //truck drives in
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move entity trucksmoke by [0,320,0] at 120 speed //trucksmoke moves with truck
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move entity trucksound1 by [0,320,0] at 120 speed
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wait 2 seconds
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//fade out
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use entity end_fade
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wait 1 second
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//turns off wheels and sound
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use entity fronttruck //turns off wheels
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use entity trucksound1 //turns off truck sound
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//turns off first camera
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use entity first_cam // shuts the camera off
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//////////////////////////////////////
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// Second Camera - Guard gets sniped
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//////////////////////////////////////
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//starts the fade in
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use entity start_fade
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//turns on second camera
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use entity second_cam
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//sniper scope zooms in on guard
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sniperzoom.wait = 60
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while counter < 17
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sniperzoom.wait -= 2.5 //2.1
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use entity sniperzoom
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wait .1 seconds
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counter += 1
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endwhile
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wait 1 second
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use entity vaporold
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//use entity vaporold2
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use entity cleanblood
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use entity dirtyblood
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//sniper gun firing sound
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play sound "Weapons\Sniper\Fire.wav" for entity mullins at volume 0.9 on channel CHAN_VOICE
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//guard gets shot in the head
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//animate entity vapor performing action STD_F_FWD_P_2 targeting entity boothguard kill nulltarget NUG_O_POPPIN
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//animate entity boothguard performing action STD_SHEAD_2FRNT_N_N
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wait .5 seconds
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//use entity vaporold
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//use entity vaporold2
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//move truck up for next shot
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//fronttruck.movetype = MOVETYPE_NOCLIP
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move entity fronttruck by [0,84,0]// at 10000 speed //420
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move entity trucksmoke by [0,84,0]
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move entity trucksound1 by [0,84,0]
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wait 2.0 seconds
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//remove entity vapor
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//set fov back to normal
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sniperzoom.wait = -1
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use entity sniperzoom
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//turns off second camera
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use entity second_cam
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//////////////////////////////////////
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// Third Camera - Truck pulls in
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//////////////////////////////////////
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//turns on third camera
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use entity third_cam //turns on third camera
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//raider dude walks into the booth
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use entity first_raider
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animate entity first_raider performing action STD_R_N_MRS_2 by moving [-192,0,0] //STD_WPATROL_N_MRS_2
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wait .2 seconds
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play sound "Enemy/Ra1/Ger1/help.wav" for entity first_raider at volume 0.9 on channel CHAN_AUTO
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wait 2 seconds
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//opens tool bars
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use entity use_toll //opens tool bars
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wait .7 seconds
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//opens tool bars
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use entity use_gates //opens tool bars
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wait 2 seconds
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//truck drives in
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use entity trucksound1 //turns on truck sound
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use entity fronttruck //turns on wheels
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use entity trucksmoke //turns on smoke
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move entity fronttruck by [0,470,0] at 120 speed //truck drives in
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move entity trucksmoke by [0,470,0] at 120 speed //trucksmoke moves with truck
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move entity trucksound1 by [0,470,0] at 120 speed
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//spawns guys for next shot
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use entity kneeler //spawns kneeling guy for next shot
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use entity lookout //spawns lookout for next shot
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use entity planter //spawns raider who plants c4
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wait 3.5 seconds
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//turns off wheels and smoke
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use entity fronttruck //turns off wheels
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use entity trucksmoke //turns off smoke
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use entity trucksound1 //turns off truck sound
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//turns off third camera
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use entity third_cam
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/////////////////////////////////////////
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// Fourth Camera - Raiders place charge
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/////////////////////////////////////////
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//turns on fourth camera
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use entity fourth_cam //turns on fourth camera
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//turns on indoor sound set
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use entity indoorsound
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//raider runs up to plant charge
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animate entity planter performing action STD_R_N_PK_N by moving [0,168,0]
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animate entity planter performing action STD_EWRENCHV_TO_N_N
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animate entity planter performing action STD_EWRENCHV_FRM_N_N
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|
|
|
//guard runs
|
|
animate entity planter performing action STD_R_N_PK_N by moving [200,0,0]
|
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|
|
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
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|
|
//turns off fourth camera
|
|
use entity fourth_cam //turns off fourth camera
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|
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|
|
////////////////////////////////////////////////////////
|
|
// 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
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|
|
wait 1.5 seconds
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|
|
|
//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
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|
|
//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
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|
|
|
//raiders run out of blown hole
|
|
use entity runner01
|
|
use entity runner02
|
|
wait .2 seconds
|
|
use entity runner03
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|
|
|
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 |