home *** CD-ROM | disk | FTP | other *** search
- // ------------------------------------------
- // ------------------------------------------
- // Universal script for all levels
- // ------------------------------------------
- // ------------------------------------------
-
- //------------------------------------------------------
- // Write some nonsense cause I have nothing better to do
- //------------------------------------------------------
- already_got_it:
- *1 playsound player/blade/nope.wav
- end
-
- // ------------------------------------------
- // Clear out the player's inventory
- // ------------------------------------------
- ClearInventory:
- *1 take BlueCard 1000
- *1 take OrangeCard 1000
- *1 take YellowCard 1000
- *1 take GreenCard 1000
- *1 take KeyRing 1000
- *1 take ScubaGear 1000
- *1 take MoneyBag 1000
- //###
- *1 take BlueCraneCard 1000
- *1 take OrangeCraneCard 1000
- *1 take CraneIdentityCard 1000
- *1 take SecurityL1Card 1000
- *1 take SecurityOverrideCard 1000
- *1 take TerminalAccessCard 1000
-
- // clear some game.player_# variables
- game.playeritem_BlueCard = 0
- game.playeritem_OrangeCard = 0
- game.playeritem_YellowCard = 0
- game.playeritem_GreenCard = 0
- game.playeritem_KeyRing = 0
- game.playeritem_ScubaGear = 0
- game.playeritem_MoneyBag = 0
- game.playeritem_BlueCraneCard = 0
- game.playeritem_OrangeCraneCard = 0
- game.playeritem_CraneIdentityCard = 0
- game.playeritem_SecurityL1Card = 0
- game.playeritem_SecurityOverrideCard = 0
- game.playeritem_TerminalAccessCard = 0
- //###
- end
-
- // ------------------------------------------
- // Start a player with a new episode
- // ------------------------------------------
- NewEpisode:
- *1 health 100
- *1 take FlakJacket 200
- *1 take FlakPants 200
- *1 take RiotHelmet 200
- *1 take all
- *1 give fists
- *1 give Magnum
- end
-
- // ------------------------------------------
- // Mission Status Computer
- // ------------------------------------------
- StatusUpdated:
- crucialdialog "i_computer" "Mission Status Updated (TAB)" "mission_comp/update.wav" 1 5
- waitForSound "mission_comp/update.wav" 1
- end
-
- PObjectiveComplete:
- crucialdialog "i_computer" "Primary Objective Completed" "mission_comp/mix1ima.wav" 1 5
- waitForSound "mission_comp/mix1ima.wav" 1
- end
-
- SObjectiveComplete:
- crucialdialog "i_computer" "Secondary Objective Completed" "mission_comp/mix1ima.wav" 1 5
- waitForSound "mission_comp/mix1ima.wav" 1
- end
-
- PObjectiveFailed:
- crucialdialog "i_computer" "Primary Objective Failed" "mission_comp/mix3ima.wav" 1 5
- waitForSound "mission_comp/mix3ima.wav" 1
- end
-
- SObjectiveFailed:
- crucialdialog "i_computer" "Secondary Objective Failed" "mission_comp/mix3ima.wav" 1 5
- waitForSound "mission_comp/mix3ima.wav" 1
- end
-
- // ------------------------------------------
- // Blade finds a secret
- // ------------------------------------------
- secret:
- local.PrintString string "Secrets Found: "
- local.PrintString appendint level.found_secrets
- local.PrintString append "/"
- local.PrintString appendint level.total_secrets
- crucialdialog "i_computer" local.PrintString "mission_comp/mix1ima.wav" 1 5
- waitForSound "mission_comp/secret.wav" 1
- end
-
- // ------------------------------------------
- // Blade finds a non needed item
- // ------------------------------------------
- blade_no_reason:
- //Blade says "Hmm, no reason to go in there." when he finds a locked door
- dialog "i_blade" "Hmm, no reason to go in there." "dialog/general/blade/noreas.wav" 1 5
- end
-
- // ---------------------------------------------------------------
- // Blade tries to use an item that needs a keycard he doesn't have
- // ---------------------------------------------------------------
- need_yellow_card:
- dialogsound environment/computer/beeps/affirm3.wav
- end
-
- need_orange_card:
- dialogsound environment/computer/beeps/affirm3.wav
- end
-
- need_green_card:
- dialogsound environment/computer/beeps/affirm3.wav
- end
-
- need_blue_card:
- dialogsound environment/computer/beeps/affirm3.wav
- end
-
- //###
- need_blue_crane_card:
- dialogsound environment/computer/beeps/affirm3.wav
- end
-
- need_orange_crane_card:
- dialogsound environment/computer/beeps/affirm3.wav
- end
-
- need_identity_crane_card:
- dialogsound environment/computer/beeps/affirm3.wav
- end
-
- need_security_l1_card:
- dialogsound environment/computer/beeps/affirm3.wav
- end
-
- need_security_override_card:
- dialogsound environment/computer/beeps/affirm3.wav
- end
-
- need_terminal_access_card:
- screenprint 1 "jcx yv 30 string \"You need this:\" jcx jcy picn i_card_terminal_access"
- dialogsound environment/computer/beeps/affirm3.wav
- end
-
- //###
-
- // ------------------------------------------
- // Blade finds a locked door
- // ------------------------------------------
- locked_door:
- //Blade says "Another locked door!" when he finds a locked door
- dialogsound "dialog/general/blade/nlck.wav"
- end
-
- // ------------------------------------------
- // X-Files Type Intro Screen
- // ------------------------------------------
- XFilesScreen_Black:
- freezeplayer
- local.WaitTime = parm.WaitTime
- local.TimeDate string parm.TimeDate
- local.Location string parm.Location
- local.Description string parm.Description
- local.PrintString string "fullfill 0 0 0 1"
- local.PrintString append "xl 8 yb 8 type 1 string \""
- local.PrintString append local.TimeDate
- local.PrintString append "\n"
- local.PrintString append local.Location
- local.PrintString append "\n"
- local.PrintString append local.Description
- local.PrintString append "\""
- screenprint 3 "fullfill 0 0 0 1"
- wait 1
- screenprint local.WaitTime local.PrintString
- local.WaitTime -= 1
- wait local.WaitTime
- releaseplayer
- end
-
- XFilesScreen:
- local.WaitTime = parm.WaitTime
- local.TimeDate string parm.TimeDate
- local.Location string parm.Location
- local.Description string parm.Description
- local.PrintString string "xl 8 yb 8 type 1 string \""
- local.PrintString append local.TimeDate
- local.PrintString append "\n"
- local.PrintString append local.Location
- local.PrintString append "\n"
- local.PrintString append local.Description
- local.PrintString append "\""
- screenprint local.WaitTime local.PrintString
- local.WaitTime -= 1
- wait local.WaitTime
- end
-
- // ------------------------------------------
- // Blade finds items
- // ------------------------------------------
- //this dialog is good for when Blade blows open a crate and finds guns/ammo, or any similar situation
-
- blade_finds_item1:
- //Blade says "Alright!"
- // dialog "i_blade" "Alright!" "dialog/general/blade/Alright.wav" 1 5
- dialogsound "dialog/general/blade/Alright.wav"
- end
-
- blade_finds_item2:
- //Blade says "Come to Papa!"
- // dialog "i_blade" "Come to Papa!" "dialog/general/blade/Papa.wav" 1 5
- dialogsound "dialog/general/blade/Papa.wav"
- end
-
- blade_finds_item3:
- //Blade says "Score!"
- // dialog "i_blade" "Score!" "dialog/general/blade/Score.wav" 1 5
- dialogsound "dialog/general/blade/Score.wav"
- end
-
- // Jc reacts to what Blade finds
- blade_finds_item4:
- //JC says "Rock the Casbah!"
- // dialog "i_jc" "Rock the Casbah!" "dialog/general/jc/Paydirt.wav" 1 5
- dialogsound "dialog/general/jc/Paydirt.wav"
- end
-
- blade_finds_item5:
- //JC says "Jackpot!"
- // dialog "i_jc" "Jackpot!" "dialog/general/jc/jackpot.wav" 1 5
- dialogsound "dialog/general/jc/jackpot.wav"
- end
-
- // ------------------------------------------
- // Blade dies and JC calls after him
- // ------------------------------------------
- blade_ponders_item1:
- //Blade says "Hmmm!"
- dialog "i_blade" "Hmmm!" "dialog/bank/blade/hmm.wav" 1 5
- end
-
- blade_ponders_item2:
- //Blade says "Hmmm, whatÆs that for?"
- dialog "i_blade" "Hmmm, whatÆs that for?" "dialog/geotherm/blade/whatthat.wav" 1 5
- end
-
- // ------------------------------------------
- // Blade dies and JC calls after him
- // ------------------------------------------
- jc_talks_blade_dies1:
- // JC says "Blade! Blade, talk to me!"
- // dialog "i_jc" "Blade! Blade, talk to me!" "dialog/general/jc/bldtlk.wav" 1 5
- dialogsound "dialog/general/jc/bldtlk.wav"
- end
-
- jc_talks_blade_dies2:
- // JC says "Blade...Blade, come in Blade...talk to me!"
- // dialog "i_jc" "Blade...Blade, come in Blade...talk to me!" "dialog/general/jc/cmn2.wav" 1 5
- dialogsound "dialog/general/jc/cmn2.wav"
- end
-
- jc_talks_blade_dies3:
- // JC says "Blade? Blade? Talk to me man!"
- // dialog "i_jc" "Blade? Blade? Talk to me man!" "dialog/chem/jc/talkme.wav" 1 5
- dialogsound "dialog/chem/jc/talkme.wav"
- end
-
- jc_talks_blade_dies4:
- // JC says "Blade is down! Repeat Blade is down! Get some backup in there now!"
- // dialog "i_jc" "Blade is down! Repeat Blade is down! Get some backup in there now!" "dialog/general/jc/blddw2.wav" 1 5
- dialogsound "dialog/general/jc/blddw2.wav"
-
- end
-
- // ------------------------------------------
- // Blade sees Cool Shit happen in level
- // ------------------------------------------
- Blade_reacts_2_coolshit1:
- // Blade says "OH SHIT!"
- // dialog "i_blade" "OH SHIT!" "dialog/abandoned/blade/ohsht1.wav" 1 5
- end
-
- Blade_reacts_2_coolshit2:
- // Blade says "Man, this is some pretty fubarÆed shit!"
- // dialog "i_blade" "Man, this is some pretty fubarÆed shit!" "dialog/biomech/blade/fubar.wav" 1 5
- end
-
- Blade_reacts_2_coolshit3:
- // Blade says "What THE!"
- // dialog "i_blade" "What THE!" "dialog/intro/blade/whtth2.wav" 1 5
- end
-
- Blade_reacts_2_coolshit4:
- // Blade says "Bring it on!"
- // dialog "i_blade" "Bring it on!" "dialog/basehq/blade/bringon.wav" 1 5
- end
-
- Blade_reacts_2_coolshit5:
- // Blade says "ItÆs demolition time!"
- dialog "i_blade" "ItÆs demolition time!" "dialog/hdocks/blade/demolit.wav" 1 5
- end
-
- // ------------------------------------------
- // JC sees Cool Shit happen in level
- // ------------------------------------------
- JC_reacts_2_coolshit1:
- // JC says "Cause a little havoc why donÆt you Blade!"
- // dialog "i_jc" "Cause a little havoc why donÆt you Blade!" "dialog/chem/jc/havoc.wav" 1 5
- end
-
- JC_reacts_2_coolshit2:
- // JC says "SMOKINÆ!"
- // dialog "i_jc" "SMOKINÆ!" "dialog/basehq/jc/smokin.wav" 1 5
- end
-
- JC_reacts_2_coolshit3:
- // JC says "Boss youÆre one bad-ass mother!"
- // dialog "i_jc" "Boss youÆre one bad-ass mother!" "dialog/basehq/jc/badass.WAV" 1 5
- end
-
- JC_reacts_2_coolshit4:
- // JC says "Damn Blade, youÆre tearing this place apart!"
- dialog "i_jc" "Damn Blade, youÆre tearing this place apart!" "dialog/geotherm/jc/Tear.wav" 1 5
- end
-
- JC_reacts_2_coolshit5:
- // JC says "Give emÆ fifty CCÆs of Kick-ass bossman!"
- // dialog "i_jc" "Give emÆ fifty CCÆs of Kick-ass bossman!" "dialog/hdocks/jc/50cc.wav" 1 5
- end
-
- JC_reacts_2_coolshit6:
- // JC says "TRASH IT! TRASH IT!! TRASH IT!"
- // dialog "i_jc" "TRASH IT! TRASH IT!! TRASH IT!" "dialog/hdocks/jc/trash.wav" 1 5
- end
-
- // ------------------------------------------
- // JC berates Blade for killing innocents
- // ------------------------------------------
- blade_kills_innocent1:
- // JC says "What are you blind DON'T shoot them!"
- // dialog "i_jc" "What are you blind DON'T shoot them!" "dialog/general/jc/blind.wav" 1 5
- dialogsound "dialog/general/jc/blind.wav"
- end
-
- blade_kills_innocent2:
- // JC says "Blade, what are doing? Those are friendlies!"
- // dialog "i_jc" "Blade, what are doing? Those are friendlies!" "dialog/general/jc/friend1.wav" 1 5
- dialogsound "dialog/general/jc/friend1.wav"
- end
-
- blade_kills_innocent3:
- // JC says "HEY! Easy does it PSYCHO!"
- // dialog "i_jc" "HEY! Easy does it PSYCHO!" "dialog/general/jc/psycho.wav" 1 5
- dialogsound "dialog/general/jc/psycho.wav"
- end
-
- blade_kills_innocent4:
- // JC says "BLADE! What are you doing?"
- // dialog "i_jc" "BLADE! What are you doing?" "dialog/general/jc/whatdo.wav" 1 5
- dialogsound "dialog/general/jc/whatdo.wav"
- end
-
- blade_kills_innocent5:
- // JC says "DAMN BLADE! Watch out?"
- // dialog "i_jc" "DAMN BLADE! Watch out?" "dialog/general/jc/watch6.wav" 1 5
- dialogsound "dialog/general/jc/watch6.wav"
- end
-
- /////////////////////////////////////////////////////////////////////////////
- // smoothturn_thread:
- // Simulate a smooth moving turn for an object.
- // local.TurnTics = number of sub-turns to divide the motion into
- // parm.Object = script object to turn
- // parm.Radius = radius of the circle to turn on
- // parm.Angle = number of degrees to turn
- // parm.Speed = speed in units per sec to move
- // parm.Direction = [left/right] direction to turn
- // parm.YDistance = how far to move up or down while turning
- // parm.YDirection = [up/down/nop] tells if the object should slide on the Y
- // axis while turning.
- /////////////////////////////////////////////////////////////////////////////
- smoothturn_thread:
- local.Pi = 3.1415926535
- local.TurnTics = 50
- local.Object string parm.Object
- local.Angle = parm.Angle
- local.Speed = parm.Speed
- local.Counter = 0
- local.TurnDirection string parm.Direction
- local.YDistance = parm.YDistance
- local.YDirection string parm.YDirection
-
- // Find the circumference
- local.TicDistance = local.Pi
- local.TicDistance *= 2
- local.TicDistance *= parm.Radius
-
- // Find the ammount to divide the circumference by
- local.AngleFactor = 360
- local.AngleFactor /= local.Angle
-
- // Total distance in units the object will travel
- local.TicDistance /= local.AngleFactor
-
- // We are givin the speed we wish the object to make the turn at, calculate the time
- local.TicTime = local.TicDistance
- local.TicTime /= local.Speed
- local.TicTime /= local.TurnTics
-
- // Distance and angle the object should move/turn in each itteration
- local.TicDistance /= local.TurnTics
- local.YDistance /= local.TurnTics
- local.TicAngle = local.Angle
- local.TicAngle /= local.TurnTics
-
- // Turn the object
- local.Object time local.TicTime
-
- smoothturn_loop:
- local.Object moveForward local.TicDistance
-
- local.TurnDirection ifstrequal "left" local.Object rotateYup local.TicAngle
- local.TurnDirection ifstrequal "right" local.Object rotateYdown local.TicAngle
-
- local.YDirection ifstrequal "up" local.Object moveUp local.YDistance
- local.YDirection ifstrequal "down" local.Object moveDown local.YDistance
-
- waitFor local.Object
-
- local.Counter += 1
- local.Counter ifless local.TurnTics goto smoothturn_loop
- end // smoothturn_thread
-
- //---------------------------------------------------------------------------
- // Returns a number with the specified Significant digits
- //---------------------------------------------------------------------------
- SigDigits:
- local.OrigFloat = parm.OrigFloat
- local.NumDigits = parm.NumDigits
-
- local.NewFloat string ""
- local.NewFloat appendint local.OrigFloat
- local.NumDigits ifgreater 0 local.NewFloat append "."
-
- local.OnDigit = 0
- local.DigitPlace = 1
-
- GetDigit:
- local.OnDigit ifequal local.NumDigits goto GotDigits
- local.OnDigit += 1
- local.TempVal = local.OrigFloat
- local.TempVal *= local.DigitPlace
- local.TempVal1 string ""
- local.TempVal1 appendint local.TempVal
- local.TempVal1 *= 10
- local.DigitPlace *= 10
- local.TempVal = local.OrigFloat
- local.TempVal *= local.DigitPlace
- local.TempVal2 string ""
- local.TempVal2 appendint local.TempVal
- local.TempVal2 -= local.TempVal1
- local.NewFloat appendint local.TempVal2
- goto GetDigit
-
- GotDigits:
- parm.NewFloat string local.NewFloat
- end
-
- // ------------------------------------------
- // Sound Precache Section
- // ------------------------------------------
-
- precache:
- cachesound "dialog/bank/blade/hmm.wav"
- cachesound "dialog/chem/jc/talkme.wav"
- cachesound "dialog/general/blade/Alright.wav"
- cachesound "dialog/general/blade/Papa.wav"
- cachesound "dialog/general/blade/Score.wav"
- cachesound "dialog/general/blade/nlck.wav"
- cachesound "dialog/general/blade/noreas.wav"
- cachesound "dialog/general/jc/Paydirt.wav"
- cachesound "dialog/general/jc/blddw2.wav"
- cachesound "dialog/general/jc/bldtlk.wav"
- cachesound "dialog/general/jc/blind.wav"
- cachesound "dialog/general/jc/cmn2.wav"
- cachesound "dialog/general/jc/friend1.wav"
- cachesound "dialog/general/jc/jackpot.wav"
- cachesound "dialog/general/jc/psycho.wav"
- cachesound "dialog/general/jc/watch6.wav"
- cachesound "dialog/general/jc/whatdo.wav"
- cachesound "dialog/geotherm/blade/whatthat.wav"
- cachesound "dialog/geotherm/jc/Tear.wav"
- cachesound "dialog/hdocks/blade/demolit.wav"
- cachesound "environment/computer/beeps/affirm3.wav"
- cachesound "mission_comp/mix1ima.wav"
- cachesound "mission_comp/mix3ima.wav"
- cachesound "mission_comp/secret.wav"
- cachesound "mission_comp/update.wav"
- end
-
- // ------------------------------------------
- // End of File
- // ------------------------------------------
-
-
-
-