BSL:Tutorial/airport1 level logic.bsl: Difference between revisions
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### AIRPORT 1 LEVEL LOGIC ### | |||
[[BSL:Tutorial/airport1 level logic.bsl#thing]] | |||
### START, SAVE & OBJECTIVES ### | |||
= | <span id="thing">func void func_start(string ai_name)</span> | ||
{ | { | ||
[[dprint]] start_active | [[dprint]] start_active |
Revision as of 16:36, 21 March 2008
- AIRPORT 1 LEVEL LOGIC ###
BSL:Tutorial/airport1 level logic.bsl#thing
- START, SAVE & OBJECTIVES ###
func void func_start(string ai_name) { dprint start_active trigvolume_enable hidden1 1 trigvolume_enable hidden1 1 if (save_point eq 0) { my_save_point=0; particle auto1 start particle auto1fire start particle auto1spark start particle door1spark start particle tctf1 start } if (save_point eq 1) { my_save_point=1; env_show 10 1 env_show 11 1 env_show 12 1 dprint restore1_active particle auto1 start particle auto1fire start particle auto1spark start particle door1spark start particle tctf1 start sound_music_start mus_asian 0.5 music_script_start(); ai2_spawn IntroStriker01 ai2_spawn IntroStriker02 restore_game sleep 30 set_target_1 set_objective_1 } if (save_point eq 2) { my_save_point=2; dprint restore_2 particle fx3 do start particle exhaust create Tarmac1 trigvolume_enable tarmac 0 trigvolume_enable trigger_volume_03 0 trigvolume_enable bomberboom 0 trigvolume_enable madbomberbait 0 door_lock 3 obj_kill 991 992 restore_game sleep 30 set_target_3 set_objective_2 } if (save_point eq 3) { my_save_point=3; dprint restore3_active door_lock 3 door_unlock 6 particle lock1_locklight01 do stop particle lock2_locklight01 do start console_deactivate 5 particle door7_locklight01 do start particle door2_locklight01 do start console_deactivate 6 trigvolume_enable trigger_volume_02 0 trigvolume_enable trigger_volume_03 0 trigvolume_enable trigger_volume_04 0 trigvolume_enable trigger_volume_08 0 trigvolume_enable trigger_volume_10 0 trigvolume_enable trigger_volume_11 0 trigvolume_enable save_game 0 trigvolume_enable secondcoming 0 TerminalTwo1 particle auto1 stop particle auto1fire stop particle auto1spark stop particle door1spark stop particle tctf1 stop ai2_spawn TerminalTwo_Striker_1 ai2_spawn TerminalTwo_Striker_2 particle fx4 do start particle fx5 do start particle fx6 do start particle fx1 do stop particle fx2 do stop particle fx3 do stop music_script_start(); restore_game sleep 30 set_objective_3 set_target_5 } }
func you_lose
func void you_lose(string ai_name) { all_music_counters sleep 240 fade_out 0 0 0 180 sleep 240 lose }
func you_win
func void you_win(int char_index) { all_music_counters win }
func save_point_1
func void save_point_1(string player_name) { dprint save_point_1_active save_game 1 autosave }
func save_point_2
func void save_point_2(string player_name) { dprint save_point_2_active save_game 2 autosave }
func save_point_3
func void save_point_3(string player_name) { dprint save_point_3_active save_game 3 autosave ai2_spawn TerminalTwo_Striker_1 ai2_spawn TerminalTwo_Striker_2 particle fx5 do start particle fx6 do start particle fx3 do stop door_unlock 6 particle door7_locklight01 do start particle lock2_locklight01 do start particle door2_locklight01 do start }
func set_objective_1
func void set_objective_1(string chr_index) { dprint objective_1 objective_set(1) sound_dialog_play c00_01_22shinatama }
func set_objective_2
func void set_objective_2(string chr_index) { dprint objective_2 objective_set(2) sound_dialog_play c00_01_19shinatama }
func set_objective_3
func void set_objective_3(string chr_index) { dprint objective_3 objective_set(3) console_deactivate 2 sound_dialog_play c00_01_18shinatama }
func set_objective_4
func void set_objective_4(string chr_index) { dprint objective_4 objective_set(4) sound_dialog_play c00_01_20shinatama }
func set_target_1
func void set_target_1(string chr_index) { dprint set_target1 target_set(1095, 30.0) sound_dialog_play c00_01_28shinatama }
func set_target_2
func void set_target_2(string chr_index) { dprint set_target2 target_set(1132, 30.0) sound_dialog_play c00_01_27shinatama }
func set_target_3
func void set_target_3(string chr_index) { dprint set_target3 target_set(1109, 30.0) sound_dialog_play c00_01_26shinatama }
func set_target_4
func void set_target_4(string chr_index) { dprint set_target4 target_set(1112, 30.0) sound_dialog_play c00_01_25shinatama }
func set_target_5
func void set_target_5(string chr_index) { dprint set_target5 target_set(1115, 30.0) sound_dialog_play c00_01_24shinatama }
func set_target_6
func void set_target_6(string chr_index) { dprint set_target6 target_set(1139, 30.0) sound_dialog_play c00_01_28shinatama }
func set_target_blank
func void set_target_blank(string chr_index) { dprint set_targetblank target_set(0, 0.0) }
### MUSIC ###
var music_counter
var int music_counter;
func music_force_stop
func void music_force_stop(void) { sleep 4500 if (0 ne music_counter) { dprint music_force_stop music_counter = 0 all_music_counters } }
func music_script_start
func void music_script_start(void) { music_counter = 2 }
func striker_lullaby_1
func void striker_lullaby_1(string ai_name) { dprint striker_lullaby1 music_counter = music_counter - 1 if (music_counter eq 0) { all_music_counters(); sleep f120 } }
func striker_lullaby_2
func void striker_lullaby_2(string ai_name) { dprint striker_lullaby2 music_counter = music_counter - 1 if (music_counter eq 0) { all_music_counters(); sleep f120 } }
func all_music_counters
func void all_music_counters(void) { dprint STOP_THE_MUSIC sound_music_stop mus_fitec_hd sound_music_stop mus_fitec sound_music_stop mus_fiteb sound_music_stop mus_asian sound_music_stop atm_gr06 }
### TEXT CONSOLES ###
func level_4a
func void level_4a(void) { dprint set_text_4a text_console level_4a console_reset 7 }
func level_4b
func void level_4b(void) { dprint set_text_4b text_console level_4b console_reset 7 }
func level_4c
func void level_4c(void) { dprint set_text_4c text_console level_4c console_reset 8 }
### GAMEPLAY PROGRESSION ###
func FixDoors
func void FixDoors(string char_index) { dprint Fix_Doors particle door2_locklight01 do stop door_lock 10 }
func void hidden_civilian1(string ai_name) { dprint hidden_civilian ai2_spawn hidden_civ_1 }
func panic1a
func void panic1a(string char_index) { dprint panic_1a ai2_spawn civ_victim_6 playback civ_victim_6 civ_victim6_flee interp 30 ai2_spawn civ_victim_4 playback civ_victim_4 civ_victim4_flee interp 30 sleep 30 ai2_spawn Intro_Striker_4 playback Intro_Striker_4 striker4_advance interp 30 ai2_spawn Intro_Comguy_1 }
func panic1b
func void panic1b(string char_index) { dprint panic_1b ai2_passive Intro_Striker_4 1 ai2_spawn civ_victim_2 ai2_spawn civ_victim_3 playback civ_victim_3 civ_victim3_flee interp 30 sleep 120 ai2_spawn Intro_Striker_3 ai2_attack Intro_Striker_3 civ_victim_2 ai2_spawn Friend_Thug_1 ai2_spawn Neutral_Thug_1 ai2_spawn Neutral_Thug_3 particle fx1 do start particle fx2 do start chr_delete civ_victim_4 chr_delete civ_victim_6 }
func hide_1
func void hide_1(string char_index) { dprint hide1 ai2_spawn civ_victim_5 playback_block civ_victim_5 civ_victim5_flee interp 30 ai2_dopath civ_victim_5 civ_victim_5 }
func horror_1
func void horror_1(string char_index) { dprint horror1 ai2_passive Intro_Striker_4 0 ai2_spawn civ_victim_10 ai2_spawn civ_victim_11 ai2_spawn civ_victim_20 ai2_spawn civ_victim_21 particle fx1 do start particle fx2 do start }
func ambush_striker_1
func void ambush_striker_1(string char_index) { dprint ambush_1 ai2_spawn Terminal_Striker_1 ai2_spawn Terminal_Striker_2 ai2_spawn mad_bomber_1 obj_create 991 992 }
func civ_victim_20s_flee
func void civ_victim_20s_flee(string char_index) { dprint civ_victim_20s ai2_dopath civ_victim_20 civ20s_flee1 ai2_dopath civ_victim_21 civ20s_flee2 }
func LoadingBay1
func void LoadingBay1(string char_index) { dprint spawn_guards ai2_spawn LoadingBay_Thug_1 ai2_spawn LoadingBay_Thug_2 ai2_spawn LoadingBay_Striker_2 ai2_spawn LoadingBay_Comguy_1 particle fx3 do start }
func bomber_boom
func void bomber_boom(string char_index) { dprint bomberboom particle bomb1 do explode obj_kill 991 992 sleep 300 particle bomb1 stop }
func mad_bomber_bait
func void mad_bomber_bait(string char_index) { dprint bomber_bait ai2_dopath mad_bomber_1 bomber_flee 1 }
func patrolscript0200
func void patrolscript0200(string char_index) { dprint bomber1_death chr_delete mad_bomber_1 }
func Tarmac1
func void Tarmac1(string char_index) { dprint spawn_guards ai2_spawn Tarmac_Striker_1 ai2_spawn Tarmac_Striker_2 ai2_spawn Tarmac_Striker_3 ai2_spawn Tarmac_Striker_4 ai2_spawn Tarmac_Friend_1 ai2_spawn LoadingBay_Striker_1 sound_music_start atm_gr06 0.75 particle tarmacfire do start particle exhaust create }
func back9a
func void back9a(string ai_name) { dprint hidden_striker1 ai2_spawn hidden_striker1 }
func back9b
func void back9b(string ai_name) { dprint hidden_striker1 ai2_spawn hidden_striker2 }
func bay1_particles
func void bay1_particles(void) { dprint bay1_fires_on particle fx3 do start particle fx4 do stop }
func fire_damage
func void fire_damage(string ai_name) { dprint fire_hurt_konoko chr_poison (ai_name, 5, 30, 30); }
func bay2_particles
func void bay2_particles(void) { dprint bay2_fires_on particle fx3 do stop particle fx4 do start }
# COME TO ME
func come_to_me
func void come_to_me(string ai_name) { dprint go_to_konoko ai2_dopath Tarmac_Striker_2 come_to_me 1 ai2_dopath Tarmac_Striker_3 come_to_me 1 ai2_dopath mad_bomber_2 come_to_me 1 }
# COME TO ME REDUX
func second_coming
func void second_coming(string ai_name) { dprint go_to_konoko_again ai2_dopath Tarmac_Striker_2 come_to_me 1 ai2_dopath Tarmac_Striker_3 come_to_me 1 ai2_dopath mad_bomber_2 come_to_me 1 }
# PROGRESS CHECK
var progress_counter
var int progress_counter=2;
func progress_check_1
func void progress_check_1(string ai_name) { dprint progress_check1 progress_counter = progress_counter - 1 if (progress_counter eq 0) { pass_go_collect_whupass(); } }
func progress_check_2
func void progress_check_2(string ai_name) { dprint progress_check2 progress_counter = progress_counter - 1 if (progress_counter eq 0) { pass_go_collect_whupass(); } }
func progress_check_3
func void progress_check_3(string ai_name) { dprint progress_check3 progress_counter = progress_counter - 1 if (progress_counter eq 0) { pass_go_collect_whupass(); } }
func progress_check_4
func void progress_check_4(string ai_name) { dprint progress_check4 progress_counter = progress_counter - 1 if (progress_counter eq 0) { pass_go_collect_whupass(); } }
func exhaust_on
func void exhaust_on(string ai_name) { dprint start_exhaust particle exhaust create }
func exhaust_off
func void exhaust_off(string ai_name) { dprint stop_exhaust particle exhaust kill }
func pass_go_collect_whupass
func void pass_go_collect_whupass(string ai_name) { dprint let_the_whupping_continue trigvolume_enable save_game_2 1 trigvolume_enable secondcoming 0 }
func patrolscript000
func void patrolscript000(string ai_name) { dprint do_my_bidding particle lock2_locklight01 do start door_unlock 6 }
func BayTwo1
func void BayTwo1(string char_index) { dprint spawn_guards ai2_spawn BayTwo_Striker_1 ai2_spawn hidden_friend2 ai2_spawn mad_bomber_2 sound_music_stop atm_gr06 }
func Repair1
func void Repair1(string char_index) { dprint spawn_guards ai2_spawn Repair_Striker_1 ai2_spawn Repair_Comguy_1 ai2_spawn alamo_thug_1 }
func Repair2
func void Repair2(string char_index) { dprint spawn_guards ai2_spawn Repair_Striker_2 ai2_spawn Repair_Comguy_2 }
func console_2_activate
func void console_2_activate(string char_index) { dprint console2_activate console_activate 2 }
func final_ambush
func void final_ambush(string char_index) { dprint finalambush input 0 begin_cutscene sleep 60 cm_interpolate ambush1 0 sleep 150 console_activate 4 sleep 150 sound_music_start mus_fitec_hd 0.91 music_script_start cm_interpolate ambush2 0 cm_interpolate_block ambush3 300 sleep 350 cm_interpolate ambush4 300 door_unlock 14 particle door3_locklight01 do start ai2_spawn finalam_striker_1 ai2_spawn finalam_striker_2 ai2_setmovementmode finalam_striker_1 walk ai2_setmovementmode finalam_striker_2 walk playback finalam_striker_1 finalam_striker1 interp 30 playback finalam_striker_2 finalam_striker2 interp 30 sleep 300 particle door3_locklight01 do stop sleep 300 door_lock 14 ai2_dopath finalam_striker1 finalam_1 1 ai2_dopath finalam_striker2 finalam_2 1 trigvolume_enable i_uh_heheheh1 1 cm_reset end_cutscene input 1 }
func i_uh_heheheh
func void i_uh_heheheh(string char_index) { dprint iuh_heheheh ai2_dopath finalam_striker_1 strategic_retreat1 ai2_dopath finalam_striker_2 strategic_retreat2 }
### DOOR LOCK LIGHTS ###
func change_terminaldoor_light
func void change_terminaldoor_light(void) { dprint door1 input 0 cm_interpolate door1 0 sleep 60 particle door1_locklight01 do start sleep 150 cm_reset input 1 }
func change_door2_light
func void change_door2_light(void) { dprint door2 input 0 cm_interpolate door2 0 sleep 60 particle door2_locklight01 do start sleep 150 set_objective_3 set_target_6 cm_reset input 1 }
func change_enddoor_light
func void change_enddoor_light(void) { dprint end_door input 0 cm_interpolate ambush4 0 sleep 60 particle door3_locklight01 do start sleep 150 door_unlock 14 cm_reset input 1 }