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

215 lines
6.9 KiB
Text

#include "../common/header.ds"
#include "tsr1.ds"
output "p:/base/ds/tsr1"
// this script starts the end cinematic
local entity endcam1 // the first camera
local entity endcam1n // the first cameras null
local entity endcam2 // the second camera
local entity endcam2n // the second cameras null
local entity endcam3 // the third camera
local entity endcam3n // the third cameras null
local entity endcam4 // the 4th camera
local entity endcam4n // the 4th cameras null
local entity endhawk1 // the hawk model for the end cinematic
local entity endhawk1b // the hawk model for the end cinematic
local entity endjohn1 // the john model used for the shots
local entity endhawk2 // the hawk model for the end cinematic
local entity endjohn2 // the john model used for the shots
//Declare all of the camera and notnull entities
local entity firstcam //first camera for the voice over
local entity firstnull //first camera null for the voice over
local entity secondcam //second camera for the voice over
local entity secondnull //second camera null for the voice over
local entity thirdcam //third camera for the voice over
local entity thirdnull //third camera null for the voice over
local entity fourthcam //fourth camera for the voice over
local entity fourthnull //fourth camera null for the voice over
local entity fifthcam //fifth camera for the voice over
local entity fifthnull //fifth camera null for the voice over
local entity endlevel // the end level trigger
// ALL THE GUYS THAT COULD BE LEFT OVER FROM THE SPAWNER SCRIPT INCLUDING THE TRAIN GUYS
local entity endspawner1 // the first spawner at the end
local entity endspawner2 // the second spawner at the end
local entity endrightguy // the guy in the right alcove at the end of the tunnel
local entity endleftguy // the guy in the left alcove at the end of the tunnel
local entity rtskinhead1 // skinheads on the train
local entity rtskinhead2 // skinheads on the train
local entity rtskinhead3 // skinheads on the train
local entity testfade // the func fade to black
local entity testfade2 // the func fade that brings it back to normal
//Declare all of the signaling integers
local int sig1 //first signaling integer
local int sig2 //second signaling integer
local int sig3 //third signaling integer
cache sound "cin/tsr1/c8d1.adp"
cache sound "cin/tsr1/c8d2.adp"
// cache sound "cin/tsr1/c8d3.adp"
cache sound "cin/tsr1/c9d1.adp"
cache sound "cin/tsr1/c9d2.adp"
cache sound "cin/tsr1/c9d3.adp"
// cache sound "Enemy/So1/Sib1/Wake4.wav"
endcam1 = find entity with targetname "endcam1"
enable cinematics
use entity endcam1
endcam1n = find entity with targetname "endcam1n"
endcam2 = find entity with targetname "endcam2"
endcam2n = find entity with targetname "endcam2n"
endcam3 = find entity with targetname "endcam3"
endcam3n = find entity with targetname "endcam3n"
endcam4 = find entity with targetname "endcam4"
endcam4n = find entity with targetname "endcam4n"
endhawk1 = find entity with targetname "endhawk1"
endhawk1b = find entity with targetname "endhawk1b"
endjohn1 = find entity with targetname "endjohn1"
endhawk2 = find entity with targetname "endhawk2"
endjohn2 = find entity with targetname "endjohn2"
endspawner1 = find entity with targetname "endspawner1"
endspawner2 = find entity with targetname "endspawner2"
endrightguy = find entity with targetname "endrightguy"
endleftguy = find entity with targetname "endleftguy"
rtskinhead1 = find entity with targetname "rtskinhead1"
rtskinhead2 = find entity with targetname "rtskinhead2"
rtskinhead2 = find entity with targetname "rtskinhead2"
testfade = find entity with targetname "testfade"
testfade2 = find entity with targetname "testfade2"
endcam1.movetype = MOVETYPE_NOCLIP
endcam1n.movetype = MOVETYPE_NOCLIP
endcam2.movetype = MOVETYPE_NOCLIP
endcam2n.movetype = MOVETYPE_NOCLIP
endcam3.movetype = MOVETYPE_NOCLIP
endcam3n.movetype = MOVETYPE_NOCLIP
endcam4.movetype = MOVETYPE_NOCLIP
endcam4n.movetype = MOVETYPE_NOCLIP
// REMOVE ALL THE GUYS FROM THE LAST SCRIPT, DONT KNOW IF THIS WILL WORK?
remove entity endspawner1
remove entity endspawner2
remove entity endleftguy
remove entity endrightguy
remove entity rtskinhead1
remove entity rtskinhead2
remove entity rtskinhead3
// first shot if hawk running into the camera view in the tunnel
use entity testfade2 // fade in from black to show hawk
use entity endhawk1 // spawns him in
// use entity endcam1 // should turn on the camera
animate entity endhawk1 performing action STD_R_N_PK_N by moving [0, -242, 0] signaling sig1 // shows hawk running towards the camera
wait for all clearing sig1
// third shot of hawk stepping into the frame
use entity endjohn1 // spawns john in for the shot
use entity endhawk1b //spawns the other hawk model in for the shot
wait .1 seconds // NEW CHANGE
remove entity endhawk1 // gets old hawk out
use entity endcam3 // turns on the second shot
move entity endcam3 to [1816, -1882, -476] at 65 speed
move entity endcam3n to [1822, -1874, -476] at 65 speed
animate entity endhawk1b performing action STD_R_N_PK_N by moving [0, -256, 0] // hawk running into this shot
animate entity endjohn1 performing action STD_IETALKPOSE_N_A_N holding for 6.0
wait 1.2 seconds // delay for hawk to stop running
// hawk talking during this shot
animate entity endhawk1b showing emotion EMOTION_TALK holding for 2.5 // Hawks talking animation
animate entity endhawk1b performing action STD_ETALKLEFT_N_A_N holding for .4
animate entity endhawk1b performing action STD_ETALK_N_A_N holding for 2.1
play sound "cin/tsr1/c8d1.adp" for entity endhawk1b at volume 0.9 on channel CHAN_AUTO
print TSR1_C8D1
// "This ones over John .."
wait 2.5 seconds
// 4th shot of them running back up the tracks
use entity endhawk2 // triggers the other endhawk in
use entity endjohn2 // triggers the other end john in
wait .1 seconds // NEW STUFF
use entity endcam3 // shuts the second shut off
remove entity endhawk1b
use entity endcam4 // triggers on that last camera
wait .1 seconds // magic delay for shot
animate entity endhawk2 performing action STD_R_N_PK_N by moving [0, 600, 0]
animate entity endjohn2 performing action STD_R_N_PK_N by moving [0, 600, 0]
play sound "cin/tsr1/c8d2.adp" for entity endjohn2 at volume 0.9 on channel CHAN_AUTO
print TSR1_C8D2
// "Something big has happened" captioned
wait 4 seconds
use entity testfade // triggers the fade out
wait 1.5 seconds
disable cinematics
unload sound "cin/tsr1/c8d1.adp"
unload sound "cin/tsr1/c8d2.adp"
// unload sound "cin/tsr1/c8d3.adp"
unload sound "cin/tsr1/c9d1.adp"
unload sound "cin/tsr1/c9d2.adp"
unload sound "cin/tsr1/c9d3.adp"
// setcvar cvar "scr_blank" to 1.0
setcvar cvar "menu_nextmap" to "tsr2"
run console command "intermission acc2"
// use entity endlevel // starts the next level
exit