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

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