Oni (folder)/GameDataFolder/IGMD/tctf_ii/tctf_ii_cutscene.bsl (Mac)
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#
# tctf_cutscene.bsl
#
func void
Intro(
void)
{
fade_out 0 0 0 0
cm_interpolate IntroCam01 0
sleep f14
begin_cutscene weapon
marketing_line_off=1
letterbox 1
sleep f60
invincible=1
obj_create 401 402
obj_create 404 407
fade_in 90
#Outside shot of TCTF
cm_interpolate IntroCam01 0
playback 0 IntroKonokoSet
sleep f300
#Griffin and Guy talking
chr_create 1201 start
chr_create 1202 start
playback 1202 IntroTCTF01
#make this box animation last as long as conversation
chr_envanim 1201 IntroGriffinBox01
chr_animate 1201 COMGUYsit_idle1 1800
#Conversation between the two
cm_interpolate IntroCam02 0
sound_dialog_play c14_50_01scigoon1
cinematic_start (COPtalking, 180, 180, 15, 1, 20, false)
sound_dialog_play_block pause
cm_interpolate IntroCamGriffin 0
sound_dialog_play c14_50_02griffin
cinematic_start (GRIFtalking, 180, 180, 16, 3, 20, true)
sound_dialog_play_block pause
#TCTF walks out
sound_music_start atm_low_perc2 0.8
cm_interpolate IntroCam02 0
playback 1202 IntroTCTF02
sound_dialog_play c14_50_03scigoon1
sleep f240
cinematic_stop (COPtalking, 15, 20)
cinematic_stop (GRIFtalking, 15, 20)
sleep f60
door_open 70
door_jam 70
sleep f100
#KONOKO on roof
playback 0 IntroKonoko01
cm_interpolate IntroCamInside01 0
cm_interpolate_block IntroCamInside02 400
sleep f400
cm_anim both IntroCamRoof
sleep f210
#Konoko falls into view
cm_anim both IntroCamFall01
chr_envanim 0 IntroKonBox01 norotation
chr_animate 0 KONOKOlev18_IntroFall01 140
#Griffin gets surprised
chr_delete 1202
cm_anim_block both IntroCamStand01
chr_envanim 1201 IntroGriffinBox02 norotation
chr_animate 1201 GRIFINlev18_IntroStand 110
env_anim 401 401
sleep f88
#Konoko enters office
playback 0 IntroKonoko02
cm_interpolate_block IntroCamKonAim01 0
cm_interpolate_block IntroCamKonAim02 350
sleep f140
cinematic_start(KONangryfront, 180, 180, 18, 6, 30, true)
sound_dialog_play c14_50_04konoko
sound_dialog_play_block pause
cinematic_stop (KONangryfront, 18, 30)
#Conversation with Griffin
playback 1201 IntroGriffin
cm_interpolate IntroCamGriffin02 0
cinematic_start(GRIFtalkangry, 180,180,18,6,30, true)
sound_dialog_play c14_50_05griffin
sound_dialog_play_block pause
cinematic_stop (GRIFtalkangry, 18, 30)
#Griffin's office goes down
sound_music_volume atm_low_perc2 0.0 0.5
sound_music_stop atm_low_perc2
music_intro
env_show 403 0
obj_create 403 403
cm_anim both IntroCamEscape01
chr_envanim 1201 IntroGriffinBox03 norotation
env_setanim 401 IntroChair02
env_anim 402 407
cutscene_sync mark
sound_ambient_start c14_46_11grifdesk
sleep f16
playback 0 IntroKonokoAim fromhere
cm_anim_block both IntroCamEscape02
cm_wait
cm_reset
obj_kill 401 407
# look out Stefan is editing scripts; yo foolios need to turn back on the laser sight :O)
marketing_line_off=0
end_cutscene
invincible=0
chr_delete 1201
door_unjam 70
door_close 70
# who is a foolio? the foo or the foo who follows him?
s1
}
func void
GrifSpawn(
void)
{
ai2_spawn ZomGrif
chr_invincible ZomGrif 1
chr_unstoppable ZomGrif 1
ai2_makeignoreplayer ZomGrif 1
ai2_setmovementmode ZomGrif walk
playback ZomGrif ZomGrifDraw
}
func void create_zomshin(void)
{
ai2_spawn ZomShin
ai2_passive ZomShin 1
chr_shadow ZomShin 0
chr_invincible ZomShin 1
chr_unstoppable ZomShin 1
chr_nocollision ZomShin 1
chr_neutral ZomShin 1
chr_lock_active ZomShin
}
func void
Base(
void)
{
begin_cutscene
#place Griffin here earlier
#chr_neutral ZomGrif 1
sleep f20
#playback ZomGrif BaseGriffin01
cm_interpolate BaseCam01 180
sleep f210
#place Konoko
playback 0 BaseKonoko01
cm_interpolate BaseCam02 0
cm_interpolate_block BaseCam04 500
sound_dialog_play c14_51_01konoko
cinematic_start(KONangryfront, 180,180,19,7,20, true)
sound_dialog_play_block pause
cinematic_stop (KONangryfront, 19, 20)
cm_interpolate BaseCam01 0
cm_interpolate_block BaseCam03 600
sound_dialog_play c14_51_02griffin
cinematic_start(GRIFtalkangry, 180,180,20,9,20, true)
sound_dialog_play_block pause
cutscene_sync mark
sound_ambient_start c15_04_23_effects
sound_dialog_play c14_51_03griffin
#Shinzom comes out of ground
create_zomshin
chr_envanim ZomShin ChairShinBox01
obj_create 171 174
env_anim 171 174
obj_shade 171 174 .5 .5 .5
cm_anim both ChairCamZomUp
#chr_create ZomShin start
#chr_neutral ZomShin 1
sleep f270
particle zombiespark pulse
cm_wait
particle zombient start
#hide Chair object, show chair gunk
env_show 171 1
env_show 172 1
env_show 173 1
env_show 174 1
obj_kill 171 174
cm_interpolate BaseCamShin01 0
playback ZomShin BaseShin
cm_interpolate_block BaseCamShin02 300
sound_dialog_play_block
cinematic_stop (GRIFtalkangry, 20, 20)
sound_dialog_play c14_51_04shinatama
cinematic_start(SHINZOMlistening, 180,180,19,7,20, false)
sound_dialog_play_block
cinematic_stop (SHINZOMlistening, 19, 20)
sleep f30
particle Forcefield do start
sound_ambient_start zomshin_amb_loop 0.1
sound_ambient_volume zomshin_amb_loop 1.0 1.0
cm_interpolate BaseCam02 0
sound_dialog_play c14_51_05konoko
cinematic_start(KONscared, 180,180,20,9,20, true)
sound_dialog_play_block
cinematic_stop (KONscared, 20, 20)
playback ZomShin BaseShin
cm_interpolate_block BaseCamShin02 0
sound_dialog_play c14_51_06shinatama
cinematic_start(SHINZOMlistening, 180,180,19,7,20, false)
particle zombiesteam start
sound_dialog_play_block pause
cinematic_stop (SHINZOMlistening, 19, 20)
# cm_reset
# trig_show 9
# trig_activate 9
end_cutscene
music_zom
ai2_passive ZomShin 1
ai2_makeignoreplayer ZomGrif 1
zombie_round_2
# ai2_allpassive 1
# remove line below after zomshin puzzle is fixed
# Zom
}
func void fade_out_zom_amb(void)
{
sound_ambient_volume zomshin_amb_loop 0.0 1.0
sleep 60
sound_ambient_stop zomshin_amb_loop
}
func void
Zom(
void)
{
env_show 1010 0
particle Forcefield do stop
fork fade_out_zom_amb
begin_cutscene
marketing_line_off=1
#Shinatama will already be created
#show the destruction of the turrets and the forcefield around Griffin
#cm_interpolate ZomCamGrif01 0
ai2_setmovementmode ZomGrif walk
playback ZomGrif ZomGrifDrawSet
#sleep f120
#Shinatama gets up out of chair
chr_shadow ZomShin 1
chr_invincible ZomShin 0
chr_unstoppable ZomShin 0
chr_envanim ZomShin ZomShinBox01 norotation
chr_animate ZomShin SHINZOMlev18_Free
cm_anim both ZomCamFree01
sleep f90
cutscene_sync mark
sound_ambient_start c_shin_escape
cm_wait
#Griffin says "what are you doing?"
cm_interpolate ZomCamGrif01 0
sound_dialog_play c14_52_01griffin
cinematic_start(GRIFtalkangry, 180,180,19,7,20, false)
sound_dialog_play_block
cinematic_stop(GRIFtalkangry, 19,20)
#Shinatama approaches Griffin
cm_interpolate ZomCamShinStart 0
playback ZomShin ZomShinSet
chr_animate ZomShin SHINZOMwalk1 180
chr_nocollision ZomShin 0
sleep f175
#Griffin says GET BACK OR I'll SHOOT
#cm_interpolate ZomCamGrif01 0
#playback ZomGrif ZomGrifDrawSet
#sleep f120
#Shin keeps coming
#cm_interpolate ZomCamShinApproach 0
playback ZomShin ZomShinWalk
chr_animate ZomShin SHINZOMwalk1 600
#sleep f120
#Griffin draws weapon
cm_interpolate ZomCamGrif01 0
playback ZomGrif ZomGrifDrawSet
sleep f30
#sound_dialog_play c14_52_01bgriffin
playback ZomGrif ZomGrifDraw
sleep f60
#konoko drops weapon
playback 0 ZomKonokoDrop
#Shinatama Approaches Griffin
cm_interpolate ZomCamBoth 0
sleep f180
#Griffin shoots
cm_interpolate ZomCamGrifShoot 0
playback ZomGrif ZomGrifShoot
sleep f50
#Shinatama gets hit
cm_interpolate ZomCamShinDie 0
chr_animate ZomShin SHINZOMshot 126
sound_ambient_start c_shin_die 1.0
sleep f120
#Show Griffin over Shinatama
cm_interpolate ZomCamDead 0
playback ZomGrif ZomGriffinKilled
chr_animate ZomShin SHINZOMfallen_front 1000
sleep f10
cm_interpolate ZomCamKonokoBehind 270
playback 0 ZomKonokoBehind
sleep f280
#Griffin turns and gets thrown
# CB: we force omnipotent off because it breaks this cutscene (you kill
# griffin prematurely)
omnipotent = 0
chr_invincible ZomGrif 0
chr_unstoppable ZomGrif 0
ai2_kill ZomShin
chr_neutral ZomGrif 0
cm_interpolate ZomCamThrow 0
playback ZomGrif ZomGriffinTurn
playback 0 ZomKonokoThrow
sleep f140
#Knoko holds him down
cm_interpolate ZomCamKonokoAim02 0
chr_neutral ZomGrif 1
chr_envanim ZomGrif ZomGriffinBox01 norotation
chr_envanim 0 ZomKonokoBox01 norotation
chr_animate 0 KONOKOlev18_ZomAim 300
chr_animate ZomGrif GRIFINlev18_ZomAim 500
sound_dialog_play c14_52_02konoko
cinematic_start(KONangryfront, 180,180,19,7,20, false)
sound_dialog_play_block pause
#Looking down at griffin
#chr_envanim 0 ZomKonokoBox01 norotation
#chr_envanim ZomGrif ZomGriffinBox01 norotation
#chr_animate 0 KONOKOlev18_ZomAim 300
#chr_animate ZomGrif GRIFINlev18_ZomAim 500
#cm_interpolate ZomCamKonokoAim01 0
#KONoko gets off Griffin
#cm_interpolate ZomCamKonokoAim02 0
chr_envanim 0 ZomKonokoBox02 norotation
chr_envanim ZomGrif ZomGriffinBox01 norotation
chr_animate ZomGrif GRIFINlev18_ZomAim 500
chr_animate 0 KONOKOlev18_ZomUp 120
#sound_dialog_play c14_52_04konoko
#Griffin gets up put the gun down
sleep f100
cm_interpolate ZomCamGriffinUp 0
chr_envanim ZomGrif ZomGriffinBox02 norotation
chr_animate ZomGrif GRIFINlev18_ZomUp
sound_dialog_play c14_52_03griffin
cinematic_start(GRIFbeatup, 180, 180, 20, 9, 20, true)
sound_dialog_play_block pause
#Konoko I'm a rogue agent, very dangerous
playback 0 ZomKonokoFace
cm_interpolate ZomCamKonokoFace 0
sound_dialog_play c14_52_04konoko
sound_dialog_play_block pause
#Griffin says youre a monster
cm_interpolate ZomCamGriffinFace 0
playback ZomGrif ZomGriffinFace
sound_dialog_play c14_52_05griffin
sound_dialog_play_block pause
#for you, badly
cm_interpolate ZomCamKonokoFace 0
sound_dialog_play c14_52_06konoko
sound_dialog_play_block pause
#Griffin says youre a monster
cm_interpolate ZomCamGriffinFace 0
sound_dialog_play c14_52_07griffin
sound_dialog_play_block pause
cinematic_stop(GRIFbeatup, 20, 20)
cinematic_stop(KONangryfront, 19, 20)
#Give player back control
cm_reset
end_cutscene
ai2_allpassive 1
chr_set_health ZomGrif 1
marketing_line_off=0
trigvolume_enable trigger_volume_35 1
objective_set(5)
}
func void
OutroKill(
void)
{
sound_music_start mus_wls 1.0
begin_cutscene jello
sleep f40
sound_dialog_play c14_53_01konoko
cinematic_start(KONintense, 180,180,19,8,20, false)
sound_dialog_play_block
cinematic_stop (KONintense, 19, 20)
fade_out 0 0 0 120
sleep f120
end_cutscene
win
}
func void
OutroNoKill(
void)
{
begin_cutscene jello
cm_detach
ai2_takecontrol 1
ai2_lookatchar 0 ZomGrif
ai2_lookatchar ZomGrif 0
sound_music_start mus_sad1
sound_dialog_play c14_54_01konoko
cinematic_start(KONlistening, 180,180,19,8,20, false)
sleep f120
cm_interpolate BaseCam01 180
sound_dialog_play_block
cinematic_stop (KONlistening, 19, 20)
fade_out 0 0 0 120
sleep f120
end_cutscene
win
}