Oni (folder)/GameDataFolder/IGMD/tctf ii/tctf2.bsl (Mac): Difference between revisions
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(Created page with "{{nochange}} <pre># tctf2_spawn # scripts for level 18 by wu var int counter=3; var int my_save_point=0; var int counterA=0; var int counterB=0; var int counterC=0; var int c...") |
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Revision as of 02:56, 16 January 2013
| This text is copied verbatim from Oni. Please do not edit this text. |
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# tctf2_spawn
# scripts for level 18 by wu
var int counter=3;
var int my_save_point=0;
var int counterA=0;
var int counterB=0;
var int counterC=0;
var int counterD=0;
var int counterDestroy=0;
var int lastdoor_count=0;
var int sub1 = 0;
var int sub2 = 0;
var int sub3 = 0;
var int ld1;
var int ld2;
var int ld3;
var int audio_counter = 3;
#########
# music #
#########
func void music_intro(void)
{
sound_music_start mus_main03 1.0
# this music stopped in t2 script
}
func void music_chair(void)
{
dprint music_chair
sound_music_start mus_wls 1.0
# this music stopped in 11 and 11b script
}
func void music_atrium(void)
{
dprint music_atrium
sound_music_start mus_trt .8
# this music stopped in check_power script
}
func void music_zom(void)
{
dprint music_zom
sound_music_start mus_sv 0.75
# this music stopped in Zom script
}
func void music_stop(void)
{
dprint STOP_THE_MUSIC
sound_music_stop mus_main03
sound_music_stop mus_wls
sound_music_stop mus_trt
sound_music_stop mus_sv
}
func void spawnA(void)
{
dprint spawn_zone_A
ai2_spawn A_L19
ai2_spawn l1
ai2_spawn l3
ai2_spawn A_L12
ai2_spawn A_Lbo13
ai2_spawn A_L8
ai2_spawn l7
}
###############################
# start and objectives #
###############################
func void start(string ai_name)
{
dprint start
trig_deactivate 1
trig_deactivate 2
trig_deactivate 3
trig_deactivate 4
trig_deactivate 5
trig_deactivate 6
trig_deactivate 7
trig_deactivate 8
trig_deactivate 9
trig_deactivate 91
trig_deactivate 92
trig_deactivate 93
trig_deactivate 98
trig_deactivate 99
trig_deactivate 10
trig_deactivate 302
trig_deactivate 303
trig_deactivate 315
trig_deactivate 320
trig_deactivate 100
trig_deactivate 101
trig_deactivate 500
trig_deactivate 501
trig_deactivate 502
trig_deactivate 503
trig_deactivate 400
trig_deactivate 510
trig_deactivate 511
trig_deactivate 512
trig_deactivate 520
trig_deactivate 521
trig_deactivate 522
door_unlock 65
door_unlock 71
# door_unlock 59
door_unlock 61
door_unlock 67
door_lock 7
door_lock 4
door_lock 5
door_lock 8
door_lock 6
door_lock 9
console_deactivate 3
# incidental zombie shinatama dialog
trigvolume_enable shinzom_voice1 0
trigvolume_enable shinzom_voice2 0
trigvolume_enable shinzom_voice3 0
trigvolume_enable shinzom_voice4 0
particle griffin_locklight01 do start
particle door42_locklight01 do start
particle stair_lock_locklight01 do start
particle roof_doors_locklight01 do start
trigvolume_enable trigger_volume_29 0
trigvolume_enable trigger_volume_35 0
trigvolume_enable trigger_volume_39 0
trigvolume_enable trigger_volume_36 0
trigvolume_enable trigger_volume_41 0
my_save_point = save_point;
if (my_save_point eq 0)
{
objective_set(1)
target_set(590,30.0)
Intro
spawnA
}
if (my_save_point eq 1)
{
dprint restore1
objective_set(1)
env_show 403 0
target_set(590,30.0)
spawnA
music_intro
restore_game
}
if (my_save_point eq 2)
{
dprint restore2
objective_set(2)
target_set(593,30.0)
trigvolume_enable trigger_volume_06 0
ai2_spawn B_S22
particle shin_lock_locklight01 do start
door_unlock 48
door_unlock 14
trig_activate 6
trig_activate 7
trig_activate 99
trig_activate 98
restore_game
}
if (my_save_point eq 3)
{
dprint restore3
particle shin_lock_locklight01 do stop
door_lock 14
objective_set(2)
trigvolume_enable trigger_volume_46 0
trigvolume_enable trigger_volume_47 0
trig_deactivate 60
trig_deactivate 61
trig_deactivate 62
trig_deactivate 63
trig_deactivate 64
trig_deactivate 65
trig_deactivate 70
trig_deactivate 71
trig_deactivate 72
trig_deactivate 73
trig_deactivate 74
trig_deactivate 75
trig_deactivate 91
trig_deactivate 92
trig_deactivate 93
trig_deactivate 98
trig_deactivate 99
trig_deactivate 6
trig_deactivate 7
target_set(587,30.0)
restore_game
spine1
sleep 7
spine2
sleep 7
spine3
}
if (my_save_point eq 4)
{
dprint restore4
objective_set(3)
target_set(596,30.0)
trig_deactivate 60
trig_deactivate 61
trig_deactivate 62
trig_deactivate 63
trig_deactivate 64
trig_deactivate 65
trig_deactivate 70
trig_deactivate 71
trig_deactivate 72
trig_deactivate 73
trig_deactivate 74
trig_deactivate 75
trig_deactivate 91
trig_deactivate 92
trig_deactivate 93
trig_deactivate 98
trig_deactivate 99
trig_deactivate 6
trig_deactivate 7
door_lock 42
particle door42_locklight01 do stop
ai2_spawn D_N74
restore_game
}
if (my_save_point eq 5)
{
dprint restore5
objective_set(4)
trigvolume_enable trigger_volume_42 0
trigvolume_enable trigger_volume_35 0
particle ZomShin_door_locklight01 do stop
door_lock 16
#TCTF II cutscene "Base"
env_show 171 1
env_show 172 1
env_show 173 1
env_show 174 1
particle Forcefield do start
particle zombiesteam start
sound_ambient_start zomshin_amb_loop 1.0
music_zom
GrifSpawn
# don't call the GrifSpawn function again
trigvolume_enable t9 0
create_zomshin
playback ZomShin BaseShin
restore_game
zombie_round_2
# chr_teleport 0 589
}
}
func void you_lose(string ai_name)
{
sleep 240
fade_out 0 0 0 180
sleep 240
lose
}
func void you_win(int char_index)
{
outro
win
}
func void set_objective_1(string ai_name)
{
dprint set_objective_1
objective_set(1)
target_set (1,0)
}
func void set_objective_2(string ai_name)
{
dprint set_objective_2
objective_set(2)
target_set (1,0)
}
func void set_objective_3(string ai_name)
{
dprint set_objective_3
objective_set(3)
target_set (1,0)
}
func void set_objective_4(string ai_name)
{
dprint set_objective_4
objective_set(4)
target_set (401,30)
particle ZomShin_door_locklight01 do start
}
#################################
# cut scene scripts #
#################################
func void grifdies(string ai_name)
{
killed_griffen 1
OutroKill
}
func void t35(string ai_name)
{
killed_griffen 0
OutroNoKill
}
func void outta_sight(string ai_name)
{
ai2_dopath n5 patrol_99
ai2_setjobstate n5
}
#########################
# trigger volume stuff #
#########################
func void t68(string ai_name)
{
ai2_spawn mbo_femcop
}
func void t2(string ai_name)
{
dprint t2_active
trigvolume_enable trigger_volume_61 0
ai2_spawn n5
ai2_spawn A_Sbo14
ai2_dopath A_Sbo14 patrol_14
ai2_setjobstate A_Sbo14
ai2_spawn A_Sbo15
sleep 30
ai2_dopath A_Sbo15 patrol_14
ai2_setjobstate A_Sbo15
# ai2_spawn A_Sbo16
music_stop
}
func void t61(string ai_name)
{
dprint t61_active
trigvolume_enable trigger_volume_02 0
ai2_spawn n5
ai2_spawn A_Sbo14
ai2_spawn A_Sbo15
music_stop
}
func void t3(string ai_name)
{
dprint t3_active
ai2_dopath A_n17 patrol_16
ai2_setjobstate A_n17
}
func void t4(string ai_name)
{
dprint t4_active
ai2_spawn A_L18
}
func void t6(string ai_name)
{
dprint t6_active
ai2_spawn A_L20
ai2_spawn A_L21
ai2_spawn B_S22
ai2_makeignoreplayer B_S22 1
trig_activate 6
trig_activate 7
trig_activate 99
trig_activate 98
target_set(593,30.0)
}
func void t7(string ai_name)
{
dprint t7_active
ai2_dopath B_S22 patrol_23
ai2_setjobstate B_S22
ai2_makeignoreplayer B_S22 0
ai2_spawn B_N28
}
func void t7b(string ai_name)
{
dprint t7b_active
ai2_spawn B_Lbo26
playback_block B_Lbo26 run1 interp 20
sleep 20
ai2_dopath B_Lbo26 patrol_27
ai2_setjobstate B_Lbo26
}
func void t8(string ai_name)
{
dprint t8_active
chr_delete A_L19
chr_delete l1
chr_delete l3
chr_delete A_L12
chr_delete A_Lbo13
chr_delete A_L8
chr_delete l7
chr_delete n5
chr_delete A_T25
chr_delete A_n17
chr_delete A_N31
ai2_spawn B_Sbo38
ai2_spawn B_S36
ai2_makeignoreplayer B_S36 1
ai2_spawn B_L40
ai2_spawn B_L41
music_chair
sleep 90
substation_monologue
}
func void t9(string ai_name)
{
dprint t9_spawning_griffin
# ai2_spawn ZomGrif
GrifSpawn
target_set (1,0.0)
}
func void t10(string ai_name)
{
dprint t10_active
ai2_spawn B_S29
}
func void t11(string ai_name)
{
dprint t11_active
ai2_dopath B_S36 patrol_38
ai2_setjobstate B_S36
ai2_makeignoreplayer B_Sbo38 0
# ai2_makeignoreplayer B_Sbo35 0
ai2_makeignoreplayer B_S36 0
ai2_makeignoreplayer B_S37 0
ai2_spawn B_Lbo76
# ai2_spawn B_Lbo77
ai2_spawn B_C34
ai2_spawn B_C33
ai2_spawn B_C32
trigvolume_enable trigger_volume_11_copy 0
music_stop
}
func void t59(string ai_name)
{
ai2_spawn B_L30
ai2_spawn B_L95
ai2_spawn B_Lbo27
}
func void t60(string ai_name)
{
ai2_spawn B_C32
ai2_spawn B_C34
ai2_spawn B_C33
ai2_makeignoreplayer B_S36 0
}
func void t67(string ai_name)
{
ai2_spawn B_S43
}
func void t11b(string ai_name)
{
dprint t11b_active
ai2_dopath B_S36 patrol_38
ai2_setjobstate B_S36
ai2_makeignoreplayer B_Sbo38 0
# ai2_makeignoreplayer B_Sbo35 0
ai2_makeignoreplayer B_S36 0
ai2_makeignoreplayer B_S37 0
ai2_spawn B_Lbo76
# ai2_spawn B_Lbo77
trigvolume_enable trigger_volume_11 0
music_stop
}
func void t12(string ai_name)
{
dprint t12_active
ai2_dopath B_N28 patrol_42
ai2_setjobstate B_N28
}
func void t14(string ai_name)
{
dprint t14_active
ai2_spawn C_Sbo44
# ai2_spawn C_C46
ai2_spawn C_C47
ai2_spawn C_N48
# ai2_spawn C_L50
# ai2_makeignoreplayer C_L50 1
# ai2_spawn C_L51
# ai2_makeignoreplayer C_L51 1
}
func void t15(string ai_name)
{
dprint t15_active
ai2_lookatme C_L51
ai2_dopath C_L51 patrol_51
ai2_setjobstate C_L51
ai2_makeignoreplayer C_L51 0
sleep 90
ai2_lookatme C_L50
ai2_dopath C_L50 patrol_50
ai2_setjobstate C_L50
ai2_makeignoreplayer C_L50 0
}
func void t16(string ai_name)
{
dprint t16_active
ai2_makeignoreplayer C_L50 0
ai2_makeignoreplayer C_L51 0
}
func void t17(string ai_name)
{
dprint t17_active
ai2_makeignoreplayer C_N55 0
ai2_spawn C_Sbo56
}
func void t18(string ai_name)
{
dprint t18_active
ai2_spawn C_S57
}
func void t19(string ai_name)
{
dprint t19_active
ai2_spawn C_S58
ai2_spawn C_S59
}
func void t20(string ai_name)
{
dprint t20_active
# sleep 200
ai2_spawn C_Lbo62
ai2_spawn C_Sbo61
}
func void t21(string ai_name)
{
dprint t21_active
ai2_spawn C_Sbo63
ai2_spawn C_Sbo64
}
func void t22(string ai_name)
{
dprint t22_active
ai2_makeignoreplayer C_C65 0
}
func void t23(string ai_name)
{
dprint t23_active
ai2_spawn C_L71
ai2_spawn C_S72
ai2_spawn C_N74
}
func void t25(string ai_name)
{
dprint t25_active
ai2_spawn D_C70
ai2_makeignoreplayer D_C70 1
ai2_spawn D_Sbo71
ai2_spawn D_Sbo72
ai2_spawn D_Sbo73
ai2_spawn D_Sbo75
ai2_spawn D_N76
}
func void t26(string ai_name)
{
dprint t26_active
ai2_spawn D_L74
ai2_spawn new_1
}
func void t28(string ai_name)
{
dprint t28_active
ai2_spawn D_S78
ai2_spawn D_S79
trigvolume_enable trigger_volume_29 1
}
func void t29(string ai_name)
{
dprint t29_active
ai2_spawn D_Lbo81
ai2_spawn D_S82
}
func void t30(string ai_name)
{
dprint t30_active
ai2_spawn D_L80
}
func void t31(string ai_name)
{
dprint t31_active
ai2_spawn D_S83
ai2_spawn D_L84
ai2_spawn D_Lbo85
ai2_spawn D_Sbo86
trigvolume_enable trigger_volume_32 0
}
func void t32(string ai_name)
{
dprint t32_active
ai2_spawn D_L88
ai2_spawn D_S87
ai2_spawn D_Sbo86
trigvolume_enable trigger_volume_31 0
target_set(599,30.0)
}
func void t33(string ai_name)
{
dprint t33_active
door_lock 97
particle lastdoor1_locklight01 do stop
particle lastdoor2_locklight01 do stop
particle lastdoor3_locklight01 do stop
#play doorsound
}
func void t34(string ai_name)
{
dprint t34_active
ai2_spawn D_Sbo75
ai2_spawn D_Sbo92
ai2_spawn D_L91
ai2_spawn D_S90
ai2_spawn D_S89
}
func void t37(string ai_name)
{
dprint t37_active
ai2_makeignoreplayer D_C70 0
}
func void t38(string ai_name)
{
dprint t38
# ai2_spawn B_N31
}
func void t41(string ai_name)
{
dprint t41_active
target_set(596,30.0)
}
func void t42(string ai_name)
{
dprint t42_active
door_lock 16
particle ZomShin_door_locklight01 do stop
trigvolume_enable trigger_volume_35 0
Base
s5
}
func void t43(string ai_name)
{
dprint t43_active
ai2_spawn B_S96
}
func void t44(string ai_name)
{
dprint t44
target_set(598,30.0)
}
func void t45(string ai_name)
{
dprint t45_active
target_set(587,30.0)
door_lock 14
particle shin_lock_locklight01 do stop
console_activate 3
# play door lock sound
trig_deactivate 60
trig_deactivate 61
trig_deactivate 62
trig_deactivate 63
trig_deactivate 64
trig_deactivate 65
trig_deactivate 70
trig_deactivate 71
trig_deactivate 72
trig_deactivate 73
trig_deactivate 74
trig_deactivate 75
trig_deactivate 91
trig_deactivate 92
trig_deactivate 93
trig_deactivate 98
trig_deactivate 99
trig_deactivate 6
trig_deactivate 7
if (trigvolume_count(20) eq 0)
{
dprint delete_B_AI
chr_delete B_L95
chr_delete B_Lbo27
chr_delete B_S29
chr_delete B_L30
chr_delete B_Sbo38
chr_delete B_S36
chr_delete B_S37
chr_delete B_L40
chr_delete B_L41
chr_delete B_Lbo39
chr_delete B_S43
chr_delete B_C32
chr_delete B_C33
chr_delete B_C34
chr_delete B_Lbo26
chr_delete B_S96
chr_delete B_Lbo76
chr_delete B_S22
chr_delete B_N31
chr_delete B_Lbo77
}
dprint delete_A_AI
chr_delete A_L20
chr_delete A_L21
chr_delete A_Sbo15
chr_delete A_Sbo14
chr_delete A_L19
chr_delete l1
chr_delete l3
chr_delete A_L12
chr_delete A_Lbo13
chr_delete A_L8
chr_delete l7
chr_delete n5
chr_delete A_T25
chr_delete B_N28
chr_delete A_n17
chr_delete A_N31
}
func void attack_konoko(string ai_name)
{
ai2_attack new_1 A_player
}
func void substation_monologue(void)
{
dprint playkonokoline
sound_dialog_play c14_54_24konoko
cinematic_start (KONtalkangryfront, 180, 180, 19, 7, 20)
sound_dialog_play_block
sleep f60
cinematic_stop (KONtalkangryfront, 19, 20)
objective_set(2, silent)
}
func void save3_and_spine(string ai_name)
{
s3
spine1
sleep 7
spine2
sleep 7
spine3
}
func void t45b(string ai_name)
{
dprint t45b_modified_by_okita
ai2_spawn C_L51
ai2_spawn C_L50
ai2_spawn C_C65
ai2_spawn C_N66
ai2_spawn C_Sbo93
ai2_spawn C_N60
ai2_spawn C_N55
ai2_makeignoreplayer C_L50 1
ai2_makeignoreplayer C_L51 1
ai2_makeignoreplayer C_N55 1
ai2_makeignoreplayer C_C65 1
trig_activate 1
trig_activate 2
trig_activate 3
trig_activate 4
trig_activate 5
trig_activate 8
trig_activate 303
trig_activate 100
trig_activate 101
trig_activate 500
trig_activate 400
trig_activate 503
trig_activate 502
trig_activate 501
trig_activate 510
trig_activate 511
trig_activate 512
trig_activate 520
trig_activate 521
trig_activate 522
trig_activate 320
trig_activate 315
trig_activate 302
music_atrium
}
################ begin #################
########## okita's modification ########
########################################
func void spine1(void)
{
dprint spine1_start
if (sub1 eq 0)
{
particle spine1 start
particle spinesound1 start
}
}
func void spine2(void)
{
dprint spine2_start
if (sub2 eq 0)
{
particle spine2 start
particle spinesound2 start
}
}
func void spine3(void)
{
dprint spine3_start
if (sub3 eq 0)
{
particle spine3 start
particle spinesound3 start
}
}
################ end #################
########## okita's modification ########
########################################
func void patrolscript0001(void)
{
playback_block B_S22 taunt1 interp 20
}
func void B_S22_run (string ai_name)
{
ai2_dopath B_S22 patrol_24
ai2_setjobstate B_S22
}
func void A_T25_run (string ai_name)
{
ai2_dopath A_T25 patrol_25
ai2_setjobstate A_T25
}
func void t39(string ai_name)
{
target_set(598,30.0)
}
func void t48(string ai_name)
{
ai2_spawn D_S101
ai2_spawn D_C100
}
#########################################
# console/special #
#########################################
func void unlock14(string ai_name)
{
dprint unlock14_active
door_unlock 14
particle shin_lock_locklight01 do start
}
func void console_android(void)
{
text_console level_18b
console_reset 16
}
func void console_zombie(void)
{
text_console level_18a
console_reset 17
}
func void console1(string ai_name)
{
dprint console1_active
text_console level_18c
console_reset 14
console_activate 14
}
func void console2(string ai_name)
{
dprint console2_active
text_console level_18d
console_reset 15
}
func void level_18e(string ai_name)
{
dprint text_18e
text_console level_18e
console_reset 1
console_activate 1
}
func void lastdoor_console(string ai_name)
{
dprint lastdoor_console
lastdoor_count = lastdoor_count + 1
if (lastdoor_count eq 1)
{
input 0
fade_out 0 0 0 30
cm_interpolate lastdoor_cam 0
fade_in 30
sleep 60
particle lastdoor3_locklight01 do start
sleep 30
fade_out 0 0 0 30
cm_reset
input 1
fade_in 30
}
if (lastdoor_count eq 2)
{
input 0
fade_out 0 0 0 30
cm_interpolate lastdoor_cam 0
fade_in 30
sleep 60
particle lastdoor2_locklight01 do start
sleep 30
fade_out 0 0 0 30
cm_reset
input 1
fade_in 30
}
if (lastdoor_count eq 3)
{
input 0
fade_out 0 0 0 30
cm_interpolate lastdoor_cam 0
fade_in 30
sleep 60
particle lastdoor1_locklight01 do start
set_objective_4
target_set(401,30.0)
sleep 30
fade_out 0 0 0 30
cm_reset
input 1
fade_in 30
trigvolume_enable trigger_volume_40 0
door_unlock 97
}
}
func void refuse_script(string ai_name)
{
dprint refuse
ai2_dopath C_N48 patrol_98
}
func void patrolscript0098(string ai_name)
{
dprint patrolscript0098
ai2_doalarm C_N48 10
}
func void shin_lock(string ai_name)
{
particle shin_lock_locklight01 do start
}
func void stair_lock(string ai_name)
{
particle stair_lock_locklight01 do start
}
func void roof(string ai_name)
{
particle roof_locklight01 do start
particle shin_lock_locklight01 do start
ai2_spawn A_T25
}
func void floor4_lock(string ai_name)
{
particle floor4_lock_locklight01 do start
trigvolume_enable trigger_volume_39 1
}
func void roof_doors(string ai_name)
{
particle roof_doors_locklight01 do start
}
func void roof_door2(string ai_name)
{
particle roof_door2_locklight01 do start
ai2_spawn A_n17
}
func void enable_t29(string ai_name)
{
trigvolume_enable trigger_volume_29 1
}
func void t40(string ai_name)
{
dprint t40_active
if(sub1 ne 1)
{
if (audio_counter eq 2)
{
if(trigvolume_count(49) eq 0)
{
trigvolume_enable trigger_volume_40 0
sound_dialog_play c14_54_26konoko
sound_dialog_play_block pause
audio_counter = audio_counter - 1;
}
}
if (audio_counter eq 3)
{
if(trigvolume_count(49) eq 0)
{
trigvolume_enable trigger_volume_40 0
sound_dialog_play c14_54_25konoko
sound_dialog_play_block pause
audio_counter = audio_counter - 1;
}
}
}
}
func void t50(string ai_name)
{
dprint t50_active
if(sub2 ne 1)
{
if (audio_counter eq 2)
{
if(trigvolume_count(51) eq 0)
{
trigvolume_enable trigger_volume_50 0
sound_dialog_play c14_54_26konoko
sound_dialog_play_block pause
audio_counter = audio_counter - 1;
}
}
if (audio_counter eq 3)
{
if(trigvolume_count(51) eq 0)
{
trigvolume_enable trigger_volume_50 0
sound_dialog_play c14_54_25konoko
sound_dialog_play_block pause
audio_counter = audio_counter - 1;
}
}
}
}
func void t53(string ai_name)
{
dprint t53_active
if(sub3 ne 1)
{
if (audio_counter eq 2)
{
if(trigvolume_count (54) eq 0)
{
trigvolume_enable trigger_volume_53 0
sound_dialog_play c14_54_26konoko
sound_dialog_play_block pause
audio_counter = audio_counter - 1;
}
}
if (audio_counter eq 3)
{
if(trigvolume_count(54) eq 0)
{
trigvolume_enable trigger_volume_53 0
sound_dialog_play c14_54_25konoko
sound_dialog_play_block pause
audio_counter = audio_counter - 1;
}
}
}
}
func powersub1(string ai_name)
{
dprint powersub1_active
sub1 = 1;
particle spine1 stop
particle spinesound1 stop
if(sub3 eq 0)
{
target_set(594,30.0)
}
if(sub3 ne 0)
{
if(sub2 eq 0)
{
target_set(595,30.0)
}
}
check_power
}
func powersub2(string ai_name)
{
dprint powersub2_active
particle spine2 do stop
particle spinesound2 stop
sub2 = 1;
if(sub3 eq 0)
{
target_set(594,30.0)
}
if(sub3 ne 0)
{
if(sub1 eq 0)
{
target_set(587,30.0)
}
}
check_power
}
func powersub3(string ai_name)
{
dprint powersub3_active
sub3 = 1;
particle spine3 do stop
particle spinesound3 stop
if(sub2 eq 0)
{
target_set(595,30.0)
}
if(sub2 ne 0)
{
if(sub1 eq 0)
{
target_set(587,30.0)
}
}
check_power
}
func check_power(string ai_name)
{
dprint check_power_active
counter = counter - 1
if (counter eq 1)
{
sound_dialog_play c14_54_27konoko
sound_dialog_play_block pause
}
if (counter eq 0)
{
dprint power_down
trigvolume_enable trigger_volume_36 1
trigvolume_enable trigger_volume_41 1
input 0
fade_out 0 0 0 30
cm_interpolate substation 0
fade_in 30
# sleep 180
trig_deactivate 1
trig_deactivate 2
trig_deactivate 3
trig_deactivate 4
trig_deactivate 5
trig_deactivate 8
trig_deactivate 303
trig_deactivate 100
trig_deactivate 101
trig_deactivate 500
trig_deactivate 400
sleep 15
trig_deactivate 503
sleep 5
trig_deactivate 502
sleep 5
trig_deactivate 501
sleep 15
trig_deactivate 510
sleep 5
trig_deactivate 511
sleep 5
trig_deactivate 512
sleep 15
trig_deactivate 520
sleep 5
trig_deactivate 521
sleep 5
trig_deactivate 522
sleep 15
trig_deactivate 320
sleep 15
trig_deactivate 315
sleep 15
trig_deactivate 302
door_unlock 16
particle ZomShin_door_locklight do start
sleep 120
fade_out 0 0 0 240
cm_reset
input 1
target_set(403, 30.0)
fade_in 30
music_stop
objective_set(3)
}
}
func void lastdoor1(string ai_name)
{
ld1=1
if(ld2 eq 0)
{
target_set(599,30.0)
}
if (ld2 ne 0)
{
if(ld3 eq 0)
{
target_set(598,30.0)
}
}
}
func void lastdoor2(string ai_name)
{
ld2=1
if(ld3 eq 0)
{
target_set(598,30.0)
}
if(ld3 ne 0)
{
if(ld1 eq 0)
{
target_set(597,30.0)
}
}
}
func void lastdoor3(string ai_name)
{
ld3=1
if(ld2 eq 0)
{
target_set(599,30.0)
}
if(ld2 ne 0)
{
if(ld1 eq 0)
{
target_set(597,30.0)
}
}
}
#########################
# save game #
#########################
func void s1(string ai_name)
{
dprint SAVEDGAME1
if (my_save_point ne 1)
{
save_game 1 autosave
}
}
func void s2(string ai_name)
{
dprint SAVEDGAME2
if (my_save_point ne 2)
{
save_game 2 autosave
}
}
func void s3(string ai_name)
{
dprint SAVEDGAME3
if (my_save_point ne 3)
{
save_game 3 autosave
}
}
func void s4(string ai_name)
{
dprint SAVEDGAME4
if (my_save_point ne 4)
{
save_game 4 autosave
}
}
func void s5(string ai_name)
{
dprint SAVEDGAME5
if (my_save_point ne 5)
{
save_game 5 autosave
}
}
###############################################
##### FURIOUS ZOMBIE SHINATAMA FIGHT ######
###############################################
var int console_count = 4;
var int zombie_counter_var = 0;
func void zombie_counter(string player_name)
{
console_count = console_count - 1;
door_lock 16
if (console_count eq 0)
{
console_count = 4;
dprint zombie_counter
zombie_counter_var = zombie_counter_var + 1;
if (zombie_counter_var eq 0)
{
zombie_round_2
}
if (zombie_counter_var eq 1)
{
zombie_round_3
}
if (zombie_counter_var eq 2)
{
zombie_round_4
}
if (zombie_counter_var eq 3)
{
zombie_round_5
}
}
}
func void t52(string ai_name)
{
ai2_dopath ZomGrif patrol_102
}
func void t55(string ai_name)
{
ai2_dopath ZomGrif patrol_103
}
func void t56(string ai_name)
{
ai2_dopath ZomGrif patrol_104
}
func void t57(string ai_name)
{
ai2_dopath ZomGrif patrol_105
}
func void t58(string ai_name)
{
ai2_spawn C_Lbo53
ai2_spawn C_Sbo52
}
func void zombie_dialog_round3(void)
{
sound_dialog_play c14_51_07shinatama
cinematic_start(SHINZOMlistening, 180,180,19,8,20, false)
sound_dialog_play_block
cinematic_stop (SHINZOMlistening, 19, 20)
}
func void zombie_dialog_round4(void)
{
sound_dialog_play c14_51_08shinatama
cinematic_start(SHINZOMlistening, 180,180,19,8,20, false)
sound_dialog_play_block
cinematic_stop (SHINZOMlistening, 19, 20)
}
func void zombie_dialog_round5(void)
{
sound_dialog_play c14_51_09shinatama
cinematic_start(SHINZOMlistening, 180,180,19,8,20, false)
sound_dialog_play_block
cinematic_stop (SHINZOMlistening, 19, 20)
}
# CB: this round is not called any longer! only zombie rounds 2-5 are used now
# ZOMBIE ROUND 1
func void zombie_round_1(string ai_name)
{
dprint zombie_round_1
particle zombie1 create
particle zombie1 start
ai2_allpassive 1
input 0
# CB: kill all weapon particles
p3_removedangerous
sleep 120
trig_show 91
trig_show 92
trig_show 93
trig_activate 91
trig_activate 92
trig_activate 93
sleep 30
# trig_speed 202 .2
# trig_speed 204 .2
# trig_hide 2023
# trig_hide 2013
# particle ????? start
# particle ????? start
cm_reset
input 1
sleep 90
ai2_allpassive 0
ai2_makeignoreplayer ZomGrif 1
}
# CB: this round has all the old zombie round 2 setup including camera angles
# OLD ZOMBIE ROUND 2
func void old_zombie_round_2(string ai_name)
{
dprint zombie_round_2
ai2_allpassive 1
turret_deactivate 330
turret_deactivate 333
turret_deactivate 336
input 0
# CB: kill all weapon particles
p3_removedangerous
particle zombie1 kill
sleep 90
cm_interpolate zombie_hint 0
particle zombie1 create
particle zombie1 start
sleep 120
trig_deactivate 91
trig_deactivate 92
trig_deactivate 93
dprint trig_off_1
sleep 15
trig_hide 91
sleep 15
trig_hide 92
sleep 15
trig_hide 93
sleep 120
trig_show 210
trig_show 310
trig_show 410
trig_show 510
trig_activate 210
trig_activate 310
trig_activate 410
trig_activate 510
trig_reset 91
trig_reset 92
trig_reset 93
sleep 15
trig_show 91
sleep 15
trig_show 92
sleep 15
trig_show 93
trig_activate 91
trig_activate 92
trig_activate 93
sleep 90
cm_reset
input 1
sleep 90
ai2_allpassive 0
ai2_passive ZomShin 1
ai2_makeignoreplayer ZomGrif 1
console_reset 399
console_reset 400
console_reset 401
console_reset 402
}
# CB: this round is the new zombie round 2 setup which is tabulae rasa
# and fit to be called from a save point, or from the cutscene
# ZOMBIE ROUND 2
func void zombie_round_2(string ai_name)
{
dprint zombie_round_2_active
particle zombie1 create
particle zombie1 start
ai2_allpassive 1
input 0
# CB: kill all weapon particles
p3_removedangerous
sleep 120
trig_show 210
trig_show 310
trig_show 410
trig_show 510
trig_activate 210
trig_activate 310
trig_activate 410
trig_activate 510
trig_reset 91
trig_reset 92
trig_reset 93
sleep 15
trig_show 91
sleep 15
trig_show 92
sleep 15
trig_show 93
trig_activate 91
trig_activate 92
trig_activate 93
# incidental zombie shinatama dialog
trigvolume_enable shinzom_voice1 1
trigvolume_enable shinzom_voice2 1
cm_reset
input 1
sleep 90
ai2_allpassive 0
ai2_makeignoreplayer ZomGrif 1
ai2_passive ZomShin 1
}
# ZOMBIE ROUND 3
func void zombie_round_3(string ai_name)
{
dprint zombie_round_3_active
ai2_allpassive 1
turret_deactivate 330
turret_deactivate 333
turret_deactivate 336
input 0
# CB: kill all weapon particles
p3_removedangerous
particle zombie1 kill
# incidental zombie shinatama dialog
trigvolume_enable shinzom_voice3 1
sleep 90
cm_interpolate zombie_hint 0
particle zombie1 create
particle zombie1 start
sleep 20
particle zombie1 kill
sleep 10
particle zombie1 create
particle zombie1 start
sleep 120
trig_deactivate 91
trig_deactivate 92
trig_deactivate 93
dprint trig_off_2
sleep 15
trig_hide 91
sleep 15
trig_hide 92
sleep 15
trig_hide 93
trig_deactivate 210
trig_deactivate 310
trig_deactivate 410
trig_deactivate 510
fork zombie_dialog_round3
sleep 120
trig_reset 91
trig_reset 92
trig_reset 93
sleep 15
trig_show 91
sleep 15
trig_show 92
sleep 15
trig_show 93
trig_activate 91
trig_activate 92
trig_activate 93
trig_reset 210
trig_reset 310
trig_reset 410
trig_reset 510
trig_activate 210
trig_activate 310
trig_activate 410
trig_activate 510
trig_show 2101
trig_show 3101
trig_show 4101
trig_show 5101
trig_activate 2101
trig_activate 3101
trig_activate 4101
trig_activate 5101
trig_speed 210 .3
trig_speed 310 .3
trig_speed 410 .3
trig_speed 510 .3
trig_speed 2101 .3
trig_speed 3101 .3
trig_speed 4101 .3
trig_speed 5101 .3
sleep 90
cm_reset
input 1
sleep 90
ai2_allpassive 0
ai2_passive ZomShin 1
# ai2_passive ZomGrif 1
console_reset 399
console_reset 400
console_reset 401
console_reset 402
}
## ZOMBIE ROUND 4
func void zombie_round_4(string ai_name)
{
dprint zombie_round_4_active
ai2_allpassive 1
turret_deactivate 330
turret_deactivate 333
turret_deactivate 336
input 0
# CB: kill all weapon particles
p3_removedangerous
particle zombie1 kill
# incidental zombie shinatama dialog
trigvolume_enable shinzom_voice4 1
sleep 90
cm_interpolate zombie_hint 0
sleep 30
particle zombie1 create
particle zombie1 start
sleep 20
particle zombie1 kill
sleep 30
particle zombie1 create
particle zombie1 start
fork zombie_dialog_round4
sleep 120
trig_deactivate 91
trig_deactivate 92
trig_deactivate 93
dprint trig_off_3
trig_hide 91
trig_hide 92
trig_hide 93
trig_deactivate 210
trig_deactivate 310
trig_deactivate 410
trig_deactivate 510
trig_hide 210
trig_hide 310
trig_hide 410
trig_hide 510
trig_deactivate 2101
trig_deactivate 3101
trig_deactivate 4101
trig_deactivate 5101
trig_hide 2101
trig_hide 3101
trig_hide 4101
trig_hide 5101
sleep 120
trig_show 214
trig_show 314
trig_show 414
trig_show 514
sleep 15
trig_show 94
sleep 15
trig_show 910
trig_activate 214
trig_activate 314
trig_activate 414
trig_activate 514
trig_activate 910
trig_activate 94
trig_speed 214 .15
trig_speed 314 .15
trig_speed 414 .15
trig_speed 514 .15
trig_speed 910 .35
trig_speed 94 .35
sleep 90
cm_reset
input 1
sleep 90
ai2_allpassive 0
ai2_passive ZomShin 1
# # ai2_passive ZomGrif 1
console_reset 399
console_reset 400
console_reset 401
console_reset 402
}
########## ZOMBIE ROUND 5 - YOU WIN ############
func void zombie_round_5(string ai_name)
{
dprint zombie_round_5_active
ai2_allpassive 1
turret_deactivate 330
turret_deactivate 333
turret_deactivate 336
trig_hide 214
trig_hide 414
trig_activate 210
trig_activate 410
# CB: kill all weapon particles
p3_removedangerous
input 0
begin_cutscene
music_stop
sleep 60
cm_interpolate zombie_death 0
fork zombie_dialog_round5
sleep 90
trig_speed 9 1
trig_speed 10 2
trig_speed 910 2.5
trig_speed 94 .5
trig_speed 210 2
sleep 90
trig_speed 410 2
sleep 90
trig_speed 514 1
trig_speed 410 1
sleep 90
trig_speed 314 2
sleep 90
trig_speed 210 1
sleep 60
trig_hide 210
trig_hide 9
trig_speed 10 .2
sleep 60
trig_hide 314
trig_hide 910
sleep 60
trig_speed 514 .2
trig_hide 410
trig_hide 10
trig_hide 94
sleep 60
trig_hide 514
sleep 60
trig_hide 93
particle zombie1 kill
sound_ambient_start shin_zom_shutdown 1.0
sleep 10
particle zombie1 create
particle zombie1 start
sleep 20
particle zombie1 kill
particle zombie1 create
particle zombie1 start
sleep 30
particle zombie1 kill
particle zombiesteam stop
particle zombient stop
sleep 90
# Hardy, if griffin has to see konoko after or during the zom cutscene,
# make sure this next line makes it into the shorter zombie shin scripts --mike
ai2_makeignoreplayer ZomGrif 0
Zom
}
############################################################
########### INCIDENTAL SHINATAMA ZOMBIE DIALOG #############
############################################################
func void shinzom_voice1(string ai_name)
{
sound_dialog_play c00_01_102shinatama
}
func void shinzom_voice2(string ai_name)
{
sound_dialog_play c00_01_101shinatama
}
func void shinzom_voice3(string ai_name)
{
sound_dialog_play c00_01_100shinatama
}
func void shinzom_voice4(string ai_name)
{
sound_dialog_play c00_01_103shinatama
}