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Text File | 1999-02-24 | 45.9 KB | 2,002 lines |
- //******************************************************
- // Script file for the Intro cinematic - 2015
- // elmagoo
- //******************************************************
-
- setdialogscript dialog/dialog_intro_cin.scr
-
- //** cachemodel and skies
- stuffcmd "sky syday_ "
- stuffcmd "sky intro"
-
-
- //*** initialize
- thread misc_object
- thread shot2_setup
- thread shot3_setup
- thread shot5_setup
- thread shot7_setup
- thread shot8_setup
- thread shot9_setup
- thread shot11_setup
- thread shot12_setup
-
- //level.thread = parm.previousthread
-
- //** AI inits
- $shot5_dude thread shot5_dude
-
- fadeout .1 0 0 0
- waitForPlayer
- fadeout .1 0 0 0
- *1 hide
- wait 2
- thread start_cinematic
- level.main_thread = parm.previousthread
-
- end
-
-
- //**********************************
- //** skip level thread
- //**********************************
- skiplevel_thread:
-
- *1 show
- wait .1
- releaseplayer
- setcvar timescalenopitch 1
- setcvar timescale 1
- thread levelcomplete
- wait .1
- map *undergrd
- end
-
- //**********************************
- //** level complete thread
- //**********************************
- levelcomplete:
- thread global/universal_script.scr::ClearInventory
- // Send over the information needed to load the proper intermission
- loadintermission "layouts/im_layouts/intro_cin_to_undergrd"
- intermissionlayout local.IMString
- end
-
-
- //**********************************
- //** misc object setup
- //**********************************
- misc_object:
- //** start scrolling water for shot2
- @shot2_water trans_mag 98
-
- //** shot3 stuff
-
- //** shot4 setup
- $shot4_cam1 moveto $shot4_campath1
- wait .1
-
- end
-
- //**************
- //** shot3 setup
- //**************
- shot3_setup:
- $shot3_swirllight_lights hide
- $shot3_swirllight_cones bind $shot3_swirllight
- $shot3_swirllight_lights bind $shot3_swirllight
- $shot3_swirllight_lights lightRed 1
- $shot3_swirllight_lights lightRadius 160
- wait .1
- $shot3_swirllight rotateY 120
-
- $shot3_swirllight_lights2 hide
- $shot3_swirllight_cones2 bind $shot3_swirllight2
- $shot3_swirllight_lights2 bind $shot3_swirllight2
- $shot3_swirllight_lights2 lightRed 1
- $shot3_swirllight_lights2 lightRadius 160
- wait .1
- $shot3_swirllight2 rotateY 120
- wait .1
-
- $shot3_thug1 thread shot3_thug1
- $shot3_thug2 thread shot3_thug2
- wait .1
-
- $shot3_chopper notsolid
- $shot3_chopper_rotors notsolid
- $shot3_chopper_light notsolid
- $shot3_chopper_light_origin notsolid
- $shot3_chopper_light bind $shot3_chopper_light_origin
- $shot3_chopper_light_origin bind $shot3_chopper
- $shot3_chopper_rotors bind $shot3_chopper_rotors_origin
- $shot3_chopper_rotors_origin bind $shot3_chopper
- wait .2
-
- $shot3_chopper_rotors_origin rotateY 2048
- $shot3_chopper_light hide
- $shot3_chopper_light_origin rotateXdown 45
- waitFor $shot3_chopper_light_origin
- wait .2
- $shot3_chopper jumpto $shot3_chopper_path
- wait .1
-
- $shot3_manero hide
- $shot3_manero thread shot3_manero
-
- end
-
- //**************
- //** shot2 setup
- //**************
- shot2_setup:
- $shot2_chopper_rotors bind $shot2_chopper_rotors_origin
- $shot2_chopper_rotors_origin bind $shot2_chopper
- $shot2_chopper_rotors_origin rotateY 2048
- wait .1
-
- end
-
- //**************
- //** shot5 setup
- //**************
- shot5_setup:
- $shot5_front_right_origin bind $shot5_car
- $shot5_front_left_origin bind $shot5_car
- $shot5_rear_right_origin bind $shot5_car
- $shot5_rear_left_origin bind $shot5_car
- wait .2
-
- $shot5_front_right bind $shot5_front_right_origin
- $shot5_front_left bind $shot5_front_left_origin
- $shot5_rear_right bind $shot5_rear_right_origin
- $shot5_rear_left bind $shot5_rear_left_origin
- wait .2
-
- $shot6_front bind $shot6_front_origin
- $shot6_rear bind $shot6_rear_origin
- $shot6_front_origin bind $shot6_car
- $shot6_rear_origin bind $shot6_car
- wait .2
-
- $shot6_manero bind $shot6_car
- $shot6_carthug bind $shot6_car
- wait .2
-
- $shot6_manero attachmodel cigarette.def gun shot6_manero_cigarette
- wait .1
-
- $shot5_front_right_origin rotateX -180
- $shot5_front_left_origin rotateX -180
- $shot5_rear_right_origin rotateX -180
- $shot5_rear_left_origin rotateX -180
- wait .1
-
- $shot5_front_right_origin time 1.5
- $shot5_front_left_origin time 1.5
-
- $shot5_garagedoor_cone moveEast 204
- waitFor $shot5_garagedoor_cone
-
- $shot5_garagedoor time 5
- $shot5_garagedoor_cone time 5
-
- $shot5_car jumpto $shot5_carpath
-
- $shot5_dude hide
-
- end
-
- //**************
- //** shot7 setup
- //**************
- shot7_setup:
- $blade_buggy_front_right_origin bind $blade_buggy_front_right_turn_origin
- $blade_buggy_front_left_origin bind $blade_buggy_front_left_turn_origin
- $blade_buggy_front_right bind $blade_buggy_front_right_origin
- $blade_buggy_front_left bind $blade_buggy_front_left_origin
- $blade_buggy_front_right_turn_origin bind $blade_buggy_origin
- $blade_buggy_front_left_turn_origin bind $blade_buggy_origin
- $blade_buggy_rear bind $blade_buggy_rear_origin
- $blade_buggy_rear_origin bind $blade_buggy_origin
- $blade_buggy bind $blade_buggy_origin
- $blade bind $blade_buggy
-
- $evil_buggy_front_right_origin bind $evil_buggy_front_right_turn_origin
- $evil_buggy_front_left_origin bind $evil_buggy_front_left_turn_origin
- $evil_buggy_front_right bind $evil_buggy_front_right_origin
- $evil_buggy_front_left bind $evil_buggy_front_left_origin
- $evil_buggy_front_right_turn_origin bind $evil_buggy
- $evil_buggy_front_left_turn_origin bind $evil_buggy
- $evil_buggy_rear bind $evil_buggy_rear_origin
- $evil_buggy_rear_origin bind $evil_buggy
- $evil_buggy bind $evil_buggy_rotate_origin
- $evil_buggy_rotate_origin bind $evil_buggy_origin
- $evil bind $evil_buggy
- wait .2
-
- $blade_buggy_origin time 1
- $evil_buggy_origin time 1
- $shot7_pigeon1 time 5
- $shot7_pigeon2 time 9
- $shot7_pigeon1 anim pigeon_fly
- $shot7_pigeon2 anim pigeon_fly
-
- end
-
- //**************
- //** shot8 setup
- //**************
- shot8_setup:
- $shot8_light1 time 4.7
- $shot8_light2 time 4.7
- $shot8_building1 time 4.7
- $shot8_building3 time 4.7
- $shot8_wreck time 4.7
- $blade_buggy_front_right_turn_origin time .5
- $blade_buggy_front_left_turn_origin time .5
- $blade_buggy_front_right_origin rotateZ -1450
- $blade_buggy_front_left_origin rotateZ -1450
- $blade_buggy_rear_origin rotateZ -1450
- end
-
- //** moving buildings and lightposts
- shot8_scene_start:
- thread shot8_building1
- level.shot8_building1_thread = parm.previousthread
- thread shot8_light1
- level.shot8_light1_thread = parm.previousthread
- wait 2.1
- thread shot8_building3
- level.shot8_building2_thread = parm.previousthread
- thread shot8_light2
- level.shot8_light2_thread = parm.previousthread
-
- end
-
- //**************
- //** shot9 setup
- //**************
- shot9_setup:
- $shot9_truck_front_left bind $shot9_truck
- $shot9_truck_front_right bind $shot9_truck
- $shot9_truck_mids bind $shot9_truck
- $shot9_truck_rears bind $shot9_truck
- $shot9_truck_dork bind $shot9_truck
- $shot9_truck bind $shot9_truck_origin
- wait .2
-
- $shot9_truck_origin jumpto $shot9_truckpath1
- wait .1
-
- $shot9_light time .4
- $shot9_truck_front_right time .5
- $shot9_truck_front_left time .5
- $evil_buggy_front_right_turn_origin time .5
- $evil_buggy_front_left_turn_origin time .5
- $evil_buggy_front_right_origin rotateZ -1450
- $evil_buggy_front_left_origin rotateZ -1450
- $evil_buggy_rear_origin rotateZ -1450
- wait .1
-
- end
-
- //***************
- //** shot11 setup
- //***************
- shot11_setup:
- $shot11_light1 time 6.9
- $shot11_light2 time 6.9
- $shot11_light3 time 6.9
- $shot11_light4 time 6.9
- $shot11_light5 time 6.9
- $shot11_light6 time 6.9
-
- $shot11_building1 time 6.9
- $shot11_building2 time 6.9
- $shot11_building3 time 6.9
- $shot11_building4 time 6.9
- $shot11_building5 time 6.9
- end
-
- //** moving buildings and lightposts
- shot11_scene_start:
- thread shot11_building1
- level.shot11_building1_thread = parm.previousthread
- thread shot11_light1
- level.shot11_light1_thread = parm.previousthread
- thread shot11_light3
- level.shot11_light3_thread = parm.previousthread
-
- wait 2.3
-
- thread shot11_building2
- level.shot11_building2_thread = parm.previousthread
- thread shot11_light2
- level.shot11_light2_thread = parm.previousthread
- thread shot11_light4
- level.shot11_light4_thread = parm.previousthread
-
- wait 2.3
-
- thread shot11_light5
- level.shot11_light5_thread = parm.previousthread
- thread shot11_light6
- level.shot11_light6_thread = parm.previousthread
-
- wait 1.75
-
- thread shot11_building4
- level.shot11_building4_thread = parm.previousthread
-
- wait 1.5
-
- thread shot11_building3
- level.shot11_building3_thread = parm.previousthread
-
- wait 2
-
- thread shot11_building5
- level.shot11_building5_thread = parm.previousthread
-
- end
-
- //***************
- //** shot12 setup
- //***************
- shot12_setup:
- $shot12_truck_tire_front bind $shot12_truck_tire_front_origin
- $shot12_truck_tire_mid bind $shot12_truck_tire_mid_origin
- $shot12_truck_tire_rear bind $shot12_truck_tire_rear_origin
- $shot12_truck_tire_front_origin bind $shot12_truck
- $shot12_truck_tire_mid_origin bind $shot12_truck
- $shot12_truck_tire_rear_origin bind $shot12_truck
- $shot12_truck_dude1 bind $shot12_truck
- $shot12_truck_dude1 bind $shot12_truck
- $shot12_truck bind $shot12_truck_origin
- wait .2
-
- $shot12_evil_dead hide
- $shot12_blade_stand hide
- $shot12_truck_dude2_stand hide
-
- wait .2
-
- end
-
- //*****************************************
- //** moving building and lights
- //*****************************************
- shot8_light1:
- $shot8_light1 jumpto $shot8_light_path
- $shot8_light1 moveSouth 2674
- waitFor $shot8_light1
- goto shot8_light1
-
- shot8_light2:
- $shot8_light2 jumpto $shot8_light_path
- $shot8_light2 moveSouth 2674
- waitFor $shot8_light2
- goto shot8_light2
-
- shot8_building1:
- $shot8_building1 jumpto $shot8_building_way
- $shot8_building1 moveSouth 2674
- waitFor $shot8_building1
- goto shot8_building1
-
- shot8_building3:
- $shot8_building3 jumpto $shot8_building_way
- $shot8_building3 moveSouth 2674
- waitFor $shot8_building3
- goto shot8_building3
-
- shot11_light1:
- $shot11_light1 jumpto $shot11_light_path
- $shot11_light1 moveSouth 3954
- waitFor $shot11_light1
- goto shot11_light1
-
- shot11_light2:
- $shot11_light2 jumpto $shot11_light_path
- $shot11_light2 moveSouth 3954
- waitFor $shot11_light2
- goto shot11_light2
-
- shot11_light3:
- $shot11_light3 jumpto $shot11_light_path2
- $shot11_light3 moveSouth 3954
- waitFor $shot11_light3
- goto shot11_light3
-
- shot11_light4:
- $shot11_light4 jumpto $shot11_light_path2
- $shot11_light4 moveSouth 3954
- waitFor $shot11_light4
- goto shot11_light4
-
- shot11_light5:
- $shot11_light5 jumpto $shot11_light_path
- $shot11_light5 moveSouth 3954
- waitFor $shot11_light5
- goto shot11_light5
-
- shot11_light6:
- $shot11_light6 jumpto $shot11_light_path2
- $shot11_light6 moveSouth 3954
- waitFor $shot11_light6
- goto shot11_light6
-
- shot11_building1:
- $shot11_building1 jumpto $shot11_building_way
- $shot11_building1 moveSouth 3954
- waitFor $shot11_building1
- goto shot11_building1
-
- shot11_building2:
- $shot11_building2 jumpto $shot11_building_way
- $shot11_building2 moveSouth 3954
- waitFor $shot11_building2
- goto shot11_building2
-
- shot11_building3:
- $shot11_building3 jumpto $shot11_building_way2
- $shot11_building3 moveSouth 3954
- waitFor $shot11_building3
- goto shot11_building3
-
- shot11_building4:
- $shot11_building4 jumpto $shot11_building_way2
- $shot11_building4 moveSouth 3954
- waitFor $shot11_building4
- goto shot11_building4
-
- shot11_building5:
- $shot11_building5 jumpto $shot11_building_way2
- $shot11_building5 moveSouth 3954
- waitFor $shot11_building5
- goto shot11_building5
-
- //******************************************************
- //******************************************************
- // main cinematic thread
- //******************************************************
- //******************************************************
- start_cinematic:
- cinematic
- skipthread "skiplevel_thread"
- hud 0
- freezeplayer
-
-
- //****************************
- //** shot1 - rising from water
- //****************************
- music surprise
-
- $cam1 jumpto $cam_path1
- $cam1 fov 30
- $cam1 speed .58
- $cam1 Follow $cam_path1
- wait .1
- $cam1 jumpcut
- cuecamera $cam1
- thread camera_shot1_zoom
- fadein 2 0 0 0
- wait 13.5
- fadeout 2.8 0 0 0
- wait 2.8
- fadein .5 0 0 0
- wait 6.25
- thread shot1_chopper_thread
- wait 1.6
- dialogsound "weapons/rlaunch/mssllp3.wav" .5 4 2
- $title1 anim explode
- $title2 anim explode
- $title3 anim explode
- dialogsound "impact/explosion/lrg3.wav" .5 3 2
- wait 1
- $title1 remove
- $title2 remove
- $title3 remove
- wait .5
-
- //****************************
- //** shot2 - fly to city
- //****************************
- forcemusic suspense
- print "tele1 activate"
- triggerfroment *1 $tele1_trigger
- $shot2_chopper phssound "vehicle/helicopt/flyloop.wav" 4 0 1
- //dialogsound "vehicle/helicopt/heliby.wav" .7 3 2
-
- @shot2_water trans_mag 98
- $cam1 Follow $shot2_path1
- wait .1
- $cam1 jumpcut
- wait 4
- thread cam2_chopper
- wait 8.5
- thread shot2_water_slow
-
- wait 10.5
- thread cam3_chopper
- wait .5
-
- //****************************
- //** shot3 - chopper landing
- //****************************
- triggerfroment *1 $tele2_trigger
- dialogsound "vehicle/helicopt/flyloop.wav" .5 3 2
-
- thread shot3_flares
- $cam1 Speed .4
- $cam1 Follow $shot3_campath1
- wait .1
- $cam1 jumpcut
- wait 6
- $shot3_chopper_light show
- wait 10
- $shot3_flare1 deactivate
- $shot3_flare2 deactivate
- forcemusic mystery
- cuecamera $shot3_cam2
- wait 4
- dialogsound "vehicle/helicopt/helidown.wav" .5 3 2
- $cam1 speed .6
- $cam1 follow $shot3_campath2
- wait .1
- $shot3_manero show
- $cam1 jumpcut
- $shot3_flare1 activate
- $shot3_flare2 activate
- cuecamera $cam1
- wait .1
- setcvar timescalenopitch 1
- setcvar timescale .5
- wait 2
- //** begin zooming in on manero
- thread camera_shot3_zoom
- dialogsound "vehicle/helicopt/idleloop.wav" .5 3 2
- wait 1.25
- //** start manero walking
- $shot3_manero state activate
- wait 3.5
- dialogsound "vehicle/helicopt/powerup&loop.wav" .5 3 2
- wait 1
- setcvar timescale 1
- fadeout .1 0 0 0
- thread shot3_chopper2
- cuecamera $shot3_cam4
- wait .1
- fadein 3 0 0 0
- wait 3
- dialogsound "vehicle/helicopt/flyloop.wav" .5 3 2
- wait 6
- $shot3_chopper_light hide
- $shot4_cam1 Speed .45
- $shot4_cam1 Follow $shot4_campath1
- wait 1.5
- dialogsound "misc/null.wav" 1 3 2
-
- //****************************
- //** shot4 - city overhead
- //****************************
- thread shot4_cars
- cuecamera $shot4_cam1
- //*1 playsound "environment/citysfx/ctylp1.wav" .7 3 2
- wait 12
- //*1 playsound "environment/citysfx/ctylp1.wav" .7 3 2
-
- //***************************************************
- //** shot5,6,7 - garage pullup, manero, cars overhead
- //***************************************************
- forcemusic success
-
- triggerfroment *1 $tele3_trigger
-
- $shot5_cam1 speed .4
- $shot5_cam1 follow $shot5_cam1path
- wait .1
- $shot5_cam1 jumpcut
- cuecamera $shot5_cam1
-
- wait .5
- //*1 playsound "environment/amb_machine/bncmb01l.wav" .5 3 2
-
- $shot5_garagedoor moveUp 196
- $shot5_garagedoor_cone moveWest 168
- waitFor $shot5_garagedoor_cone
-
- print "move you frikin car damn it"
- newline
- $shot5_car followpath $shot5_carpath
-
- wait 3
-
- $shot5_front_right_origin rotateYup 25
- $shot5_front_left_origin rotateYup 25
- waitFor $shot5_front_left_origin
-
- $shot5_front_right_origin rotateX -180
- $shot5_front_left_origin rotateX -180
-
- wait 1.5
-
- thread shot5_close_garagedoor
-
- $shot5_front_right_origin rotateYdown 25
- $shot5_front_left_origin rotateYdown 25
- waitFor $shot5_front_left_origin
-
- $shot5_front_right_origin rotateX -180
- $shot5_front_left_origin rotateX -180
-
- wait 1.5
-
- $shot5_front_right_origin rotateYdown 25
- $shot5_front_left_origin rotateYdown 25
- waitFor $shot5_front_left_origin
-
- dialogsound "vehicle/humvee/idle.wav" .2 4 2
-
- $shot5_front_right_origin rotateX -180
- $shot5_front_left_origin rotateX -180
-
- wait 2
-
- dialogsound "vehicle/humvee/idle.wav" .3 4 2
-
- $shot5_front_right_origin rotateYup 25
- $shot5_front_left_origin rotateYup 25
- waitFor $shot5_front_left_origin
-
- dialogsound "vehicle/humvee/idle.wav" .4 4 2
-
- $shot5_dude show
- $shot5_dude state activate
-
- $shot5_front_right_origin rotateX -180
- $shot5_front_left_origin rotateX -180
-
- wait 1
-
- $shot5_front_right_origin rotateX 0
- $shot5_front_left_origin rotateX 0
- $shot5_rear_right_origin rotateX 0
- $shot5_rear_left_origin rotateX 0
-
- wait 3
-
- //** shot 6 with manero in limo
- thread shot6_movethug
- $shot5_cam1 speed .6
- $shot5_cam1 follow $shot6_campath1
- wait .1
- $shot5_cam1 jumpcut
-
- wait 8
-
- dialogsound "vehicle/humvee/idle.wav" .2 4 2
-
- //** shot 6 in limo with manero
- $shot5_cam1 follow $shot6_campath2
- wait .1
- $shot5_cam1 jumpcut
- $shot6_manero anim chair_talk_basic
- thread dialog::manero_what_news
- waitForThread parm.previousthread
-
- wait .5
-
- //** shot 6 outside lime over thug shoulder
- $shot5_cam1 follow $shot6_campath3
- wait .1
- $shot5_cam1 jumpcut
- $shot6_manero anim chair_smoke
- thread dialog::thug_things_are
- local.thread_marker = parm.previousthread
- wait 3
- $shot6_manero anim chair_idle
- waitForThread local.thread_marker
-
- //** shot6 jump back to manero
- $shot5_cam1 follow $shot6_campath2
- wait .1
- $shot5_cam1 jumpcut
- $shot6_manero anim chair_talk_move1
- thread dialog::manero_well_if
- waitForThread parm.previousthread
-
- wait .5
-
- dialogsound "vehicle/humvee/idle.wav" .2 4 2
-
- //** shot6 back to thug out of limo
- $shot5_cam1 speed .3
- $shot5_cam1 follow $shot6_campath4
- wait .1
- $shot5_cam1 jumpcut
- $shot6_manero anim chair_smoke
- thread dialog::thug_you_got
- local.thread_marker = parm.previousthread
- wait 3
- $shot6_manero anim chair_idle
- waitForThread local.thread_marker
- thread dialog::thug_they_breached
- waitForThread parm.previousthread
-
- dialogsound "vehicle/humvee/idle.wav" .2 4 2
-
- //** shot6 DAMN manero
- $shot5_cam1 follow $shot6_campath5
- wait .1
- $shot5_cam1 jumpcut
- $shot6_manero anim chair_talk_angry
- thread dialog::manero_damn
- local.thread_marker = parm.previousthread
- wait 5
- waitForThread local.thread_marker
- $shot6_manero anim chair_talk_move1
- waitForThread parm.previousthread
-
- $shot6_flare deactivate
-
- $shot5_cam1 jumptime 3
- $shot5_cam1 jumpto $shot6_campath2
- $shot5_cam1 follow $shot6_campath2
- thread dialog::manero_i_don't
- waitForThread parm.previousthread
-
- dialogsound "vehicle/humvee/idle.wav" .2 4 2
-
- //** back to thug for the GULP
- $shot5_cam1 follow $shot6_campath3
- wait .1
- $shot5_cam1 jumpcut
- $shot6_flare activate
- $shot6_manero anim chair_idle
- thread dialog::thug_gulp
- waitForThread parm.previousthread
-
- //** last shot up to manero, and pull out of limo
- $shot5_cam1 speed .6
- $shot5_cam1 follow $shot6_campath6
- wait .1
- $shot5_cam1 jumpcut
- $shot6_manero anim chair_talk_move1
- thread dialog::manero_soon_now
- local.thread_marker = parm.previousthread
- wait 5
- $shot6_manero anim chair_smoke
- waitForThread local.thread_marker
-
- wait 5
-
- fadeout 2 1 1 1
- wait 2
-
- music normal
- dialogsound "misc/null.wav" 1 4 2
-
- //** change to shot7
- triggerfroment *1 $tele4_trigger
- stuffcmd "sky syday_ "
- $shot5_cam1 follow $shot7_campath1
- wait .1
- $shot5_cam1 jumpcut
-
- thread shot7_pigeons_go
-
- wait 1
-
- fadein 2 1 1 1
- dialogsound "environment/citysfx/ctylp1.wav" .5 3 2
- thread shot8_scene_start
- wait 4
- dialogsound "environment/citysfx/ctylp1.wav" .5 3 2
-
- thread shot7_cars_go
- wait 3
- dialogsound "environment/citysfx/ctylp1.wav" .5 3 2
-
- //****************************
- //** shot8 - blade avoids car
- //****************************
- forcemusic action
- triggerfroment *1 $tele5_trigger
-
- $cam1 speed .4
- $cam1 follow $shot8_campath1
- $blade_buggy_origin jumpto $shot8_carpath
- $blade_buggy_origin followpath $shot8_carpath
- wait .1
- $cam1 jumpcut
- cuecamera $cam1
-
- $shot8_wreck moveSouth 2674
-
- dialogsound "vehicle/humvee/run.wav" .2 4 2
- dialogsound "vehicle/humvee/skid.wav" .7 3 2
- $blade anim start_swerve_left
- $blade_buggy_front_right_turn_origin rotateYup 35
- $blade_buggy_front_left_turn_origin rotateYup 35
- waitFor $blade_buggy_front_left_turn_origin
-
- wait .2
-
- dialogsound "vehicle/humvee/run.wav" .2 4 2
- dialogsound "vehicle/humvee/skidmed.wav" .7 3 2
- $blade anim start_swerve_right
- $blade_buggy_front_right_turn_origin rotateYdown 70
- $blade_buggy_front_left_turn_origin rotateYdown 70
- waitFor $blade_buggy_front_left_turn_origin
-
- wait 1
-
- dialogsound "vehicle/humvee/run.wav" .2 4 2
- dialogsound "vehicle/humvee/skidhi.wav" .7 3 2
- $blade anim start_swerve_left
- $blade_buggy_front_right_turn_origin rotateYup 70
- $blade_buggy_front_left_turn_origin rotateYup 70
- waitFor $blade_buggy_front_left_turn_origin
-
- wait .7
-
- dialogsound "vehicle/humvee/run.wav" .2 4 2
- $blade anim end_swerve_left
- $blade_buggy_front_right_turn_origin rotateYdown 60
- $blade_buggy_front_left_turn_origin rotateYdown 60
- waitFor $blade_buggy_front_left_turn_origin
-
- wait .3
-
- dialogsound "vehicle/humvee/run.wav" .2 4 2
- $blade_buggy_front_right_turn_origin rotateYup 55
- $blade_buggy_front_left_turn_origin rotateYup 55
- waitFor $blade_buggy_front_left_turn_origin
-
- wait .4
-
- dialogsound "vehicle/humvee/run.wav" .2 4 2
- thread dialog::blade_son_of_bitch
- $blade_buggy_front_right_turn_origin rotateYdown 30
- $blade_buggy_front_left_turn_origin rotateYdown 30
- waitFor $blade_buggy_front_left_turn_origin
-
- wait 2
- dialogsound "vehicle/humvee/run.wav" .2 4 2
- $shot5_cam1 speed .5
- $shot5_cam1 follow $shot9_campath1
- wait 2
-
- //**********************************
- //** shot9,10 - through intersection
- //**********************************
- triggerfroment *1 $tele6_trigger
- $shot5_cam1 jumpcut
- cuecamera $shot5_cam1
-
- wait 2.25
-
- thread shot9_cars1_go
-
- $shot5_cam1 speed .6
- $shot5_cam1 follow $shot9_campath2
- wait .1
- $shot5_cam1 jumpcut
-
- wait 1.5
- dialogsound "vehicle/truck/honks.wav" .7 5 2
- dialogsound "vehicle/humvee/skidmed.wav" .7 3 2
- wait 3
-
- dialogsound "vehicle/humvee/skidlo.wav" .7 3 2
- $shot5_cam1 follow $shot9_campath3
- wait .1
- dialogsound "vehicle/truck/idle.wav" .4 4 2
- $shot5_cam1 jumpcut
-
- wait .2
-
- thread shot9_light_fall
- dialogsound "impact/crash1.wav" .7 5 2
- trigger $shot3_jitter
-
- wait 1.5
-
- thread shot9_blade_car_go
-
- wait 1.5
-
- $shot5_cam1 speed .7
- $shot5_cam1 follow $shot9_campath4
- wait .1
- $shot5_cam1 jumpcut
-
- wait 4
- dialogsound "vehicle/humvee/skidmed.wav" .7 3 2
-
- $shot5_cam1 speed .8
- $shot5_cam1 follow $shot9_campath5
- wait .1
- $shot5_cam1 jumpcut
-
- wait 2.5
- dialogsound "vehicle/humvee/skid.wav" .7 3 2
-
- $shot5_cam1 speed 1
- $shot5_cam1 follow $shot9_campath6
- wait .1
- $shot5_cam1 jumpcut
-
- wait 1
- //dialogsound "vehicle/humvee/skidhi.wav" .7 3 2
- wait 1
-
- $shot5_cam1 speed 1.5
- $shot5_cam1 follow $shot9_campath7
- wait .1
- $shot5_cam1 jumpcut
-
- wait 3
-
- $blade_buggy_origin jumpto $t85
- $blade_buggy_origin followpath $t85
-
- $shot5_cam1 follow $shot10_campath1
- wait .1
- $shot5_cam1 jumpcut
- thread dialog::jc_blade_this_a
- thread shot11_scene_start
-
- wait 4
-
- dialogsound "vehicle/humvee/skidhi.wav" .7 3 2
- $blade_buggy_origin moveNorth 256
- waitFor $blade_buggy_origin
-
- wait 1
-
- //****************************
- //** shot11 - swerve around
- //****************************
- triggerfroment *1 $tele7_trigger
- $evil_buggy_origin jumpto $shot11_evil_buggypath1
- $blade_buggy_origin jumpto $shot11_blade_buggypath1
- wait .1
-
- thread shot11_stuff_go
-
- dialogsound "vehicle/humvee/run.wav" .2 5 2
- $shot5_cam1 speed .6
- $shot5_cam1 follow $shot11_campath1
- wait .1
- $shot5_cam1 jumpcut
-
- cuecamera $shot5_cam1
-
- wait 4.5
-
- dialogsound "vehicle/humvee/run.wav" .2 5 2
- $shot5_cam1 follow $shot11_campath2
- wait .1
- $shot5_cam1 jumpcut
-
- wait 2
-
- dialogsound "vehicle/humvee/run.wav" .2 5 2
- $shot5_cam1 follow $shot11_campath3
- wait .1
- $shot5_cam1 jumpcut
-
- wait 2
-
- dialogsound "vehicle/humvee/run.wav" .2 5 2
- $shot5_cam1 follow $shot11_campath4
- $shot5_cam1 stop
- wait .1
- $shot5_cam1 jumpcut
-
- wait 2
-
- dialogsound "vehicle/humvee/run.wav" .2 5 2
- $shot5_cam1 follow $shot11_campath5
- wait .1
- $shot5_cam1 jumpcut
-
- wait 2
-
- dialogsound "vehicle/humvee/run.wav" .2 5 2
- $shot5_cam1 follow $shot11_campath4
- wait .1
- $shot5_cam1 jumpcut
-
- wait 2
-
- dialogsound "vehicle/humvee/run.wav" .2 5 2
- $shot5_cam1 follow $shot11_campath6
- wait .1
- $shot5_cam1 jumpcut
-
- wait 3
-
- dialogsound "vehicle/humvee/run.wav" .2 5 2
- $shot5_cam1 speed .8
- $shot5_cam1 follow $shot11_campath7
- wait .1
- $shot5_cam1 jumpcut
-
- wait 7
-
- dialogsound "vehicle/humvee/run.wav" .2 5 2
- $shot5_cam1 follow $shot11_campath3
- wait .1
- $shot5_cam1 jumpcut
-
- wait 3
-
- dialogsound "vehicle/humvee/run.wav" .2 5 2
-
- wait 1
-
- $evil_buggy_origin jumpto $shot12_evil_buggypath1
- $evil_buggy_origin followpath $shot12_evil_buggypath1
- $evil_buggy_front_right_turn_origin rotateYup 45
- $evil_buggy_front_left_turn_origin rotateYup 45
- wait .2
- thread shot12_evil_buggy_move
-
-
- //****************************
- //** shot12 - upsee daisy
- //****************************
- triggerfroment *1 $tele9_trigger
-
- //** car heading towards ramp
- $shot5_cam1 jumptime .01
- $shot5_cam1 speed 1.25
- $shot5_cam1 follow $shot12_campath1
- wait .1
- $shot5_cam1 jumpcut
- wait 2
-
- dialogsound "vehicle/humvee/run.wav" .4 5 2
- //** street level cam following airbone dork boy
- $shot5_cam1 speed .5
- $shot5_cam1 follow $shot12_campath2
- wait .1
- $shot5_cam1 jumpcut
-
- wait 4
-
- dialogsound "vehicle/humvee/stop.wav" .4 5 2
- //** oncoming shot of soon-to-be-dead boy
- $shot5_cam1 speed .6
- $shot5_cam1 follow $shot12_campath3
- wait .1
- $shot5_cam1 jumpcut
-
- wait 1.6
-
- thread shot12_blade_swerve
-
- wait .5
-
- //** blade screechin' in
- dialogsound "vehicle/humvee/run.wav" .4 5 2
- $shot5_cam1 speed .6
- $shot5_cam1 follow $shot12_campath4
- wait .1
- $shot5_cam1 jumpcut
- dialogsound "vehicle/humvee/skidlo.wav" .7 3 2
-
- wait 3
- dialogsound "vehicle/humvee/idle.wav" .4 5 2
- wait 4
-
- //** blade standing
- $shot5_cam1 speed .5
- $shot5_cam1 follow $shot12_campath5
- wait .1
- $shot12_blade_stand show
- $blade hide
- $shot5_cam1 jumpcut
-
- thread dialog::jc_now_that_say
-
- wait 5
-
- //** blade talking shot
- $shot5_cam1 speed .55
- $shot5_cam1 follow $shot12_campath6
- wait .1
- $shot5_cam1 jumpcut
-
- thread dialog::blade_end1
-
- wait 2
-
- forcemusic mystery
-
- wait 26
-
- $shot12_blade_stand anim standidle1
-
- wait 3.5
-
- thread shot12_truck_move
-
- wait 1.5
-
- //** truck coming in
- $shot5_cam1 speed .5
- $shot5_cam1 follow $shot12_campath7
- wait .1
- $shot5_cam1 jumpcut
-
- wait 8.5
-
- //** blade with motion1
- $shot5_cam1 follow $t183
- wait .1
- $shot5_cam1 jumpcut
-
- wait .3
-
- thread dialog::blade_man_ok_em
-
- wait 1
- $shot12_blade_stand anim motion1
- wait 1.75
-
- $shot12_blade_stand anim standidle1
-
- wait 3.5
-
- //****************************
- //** shot13 - outtake
- //****************************
-
- fadeout 1 0 0 0
- wait 1
-
- $shot5_cam1 speed .4
- $shot5_cam1 follow $shot13_campath1
- wait 1
- $shot5_cam1 jumpcut
-
- fadein 1.5 0 0 0
- wait 1.5
-
- thread dialog::blade_mutants_how_before
- waitForThread parm.previousthread
-
- fadeout 2 0 0 0
- wait 3
-
- *1 show
- wait .1
- releaseplayer
- setcvar timescalenopitch 1
- setcvar timescale 1
- thread levelcomplete
- wait .1
- map *undergrd
-
- end
-
- //******************************************************
- //******************************************************
- // threads for each shot
- //******************************************************
- //******************************************************
- //*******************
- //** shot1
- //*******************
- //** zoom the camera out
- camera_shot1_zoom:
- local.self string "$cam1"
- local.temp = 30
-
- cam1_zoom_loop:
- local.self fov local.temp
- wait .1
- local.temp += 1
- local.temp ifequal 100 goto cam1_zoom_end
- goto cam1_zoom_loop
-
- cam1_zoom_end:
- end
-
- //*** move the chopper across the screen
- shot1_chopper_thread:
- print "starting chopper"
- newline
- wait 1
- $shot1_chopper_rotors bind $shot1_chopper_rotors_origin
- $shot1_chopper_rotors_origin bind $shot1_chopper
- wait .2
- $shot1_chopper_rotors_origin rotateY 2048
-
- $shot1_chopper time 1.3
- $shot1_chopper moveNorth 2048
- waitFor $shot1_chopper
- end
-
- //*******************
- //** shot2
- //*******************
- //** slow the water down when getting near the coast
- shot2_water_slow:
- local.temp = 98
- print local.temp
- newline
- print "slowing water"
- newline
-
- shot2_water_loop:
- local.temp iflessequal 8 goto shot2_water_end
- @shot2_water trans_mag local.temp
- local.temp -= 6
- wait .2
- goto shot2_water_loop
-
- shot2_water_end:
- end
-
- //*** move the chopper across the screen
- cam2_chopper:
- print "starting chopper"
- newline
- $shot2_chopper jumpto $shot2_chopper_path
- wait .1
- $shot2_chopper followpath $shot2_chopper_path
- $shot2_chopper_rotors_origin phssound "vehicle/helicopt/flyloop.wav" 1 0 2 1
- waitFor $shot2_chopper
-
- end
-
- //*******************
- //** shot3
- //*******************
- //** move the chopper
- cam3_chopper:
- $shot3_chopper followpath $shot3_chopper_path
- $shot3_chopper_rotors_origin phssound "vehicle/helicopt/flyloop.wav" 1 0 2 1
- waitFor $shot3_chopper
- $shot3_chopper time 3
- $shot3_chopper moveDown 10
- waitFor $shot3_chopper
- trigger $shot3_jitter
- dialogsound "impact/metal.wav" .7 4 2
-
- end
-
- //** move chopper the second time
- shot3_chopper2:
- $shot3_chopper followpath $shot3_chopper_path2
- waitFor $shot3_chopper
- end
-
- //** camera zoom
- camera_shot3_zoom:
- local.self string "$cam1"
- local.temp = 90
-
- shot3_zoom_loop:
- local.self fov local.temp
- wait .1
- local.temp -= 1
- local.temp ifequal 40 goto shot3_zoom_end
- goto shot3_zoom_loop
-
- shot3_zoom_end:
- end
-
- //** lens flare funkiness
- shot3_flares:
- wait 5.5
- $shot3_flare2 deactivate
- wait 4.5
- $shot3_flare2 activate
- wait 11.6
- $shot3_flare2 deactivate
- wait .5
- $shot3_flare1 deactivate
-
- end
-
- //*******************
- //** shot4
- //*******************
- //** move the cars
- shot4_cars:
- $shot4_car1 time 11
- $shot4_car2 time 14
- $shot4_car3 time 11
- $shot4_car4 time 14
- $shot4_car5 time 14
- $shot4_car6 time 9
- $shot4_car7 time 14
- wait .1
-
- $shot4_car1 moveSouth 780
- $shot4_car2 moveNorth 512
- $shot4_car3 moveSouth 512
- $shot4_car4 moveNorth 512
- $shot4_car5 moveWest 512
- $shot4_car6 moveWest 512
- $shot4_car7 moveEast 512
- waitFor $shot4_car5
-
- end
-
- //*******************
- //** shot5,6,7
- //*******************
- //** shot7 cars go
- shot7_cars_go:
- dialogsound "vehicle/humvee/stop.wav" 1 4 2
- $evil_buggy_origin moveNorth 1024
- waitFor $evil_buggy_origin
-
- dialogsound "vehicle/humvee/stop.wav" 1 4 2
- $blade_buggy_origin moveNorth 1024
- waitFor $blade_buggy_origin
-
- end
-
- //** shot7 pigeons go
- shot7_pigeons_go:
- $shot7_pigeon1 moveNorth 700
- $shot7_pigeon2 moveNorth 700
- waitFor $shot7_pigeon2
-
- end
-
- //** shot6 move the thug
- shot6_movethug:
- $shot6_thug time 1
- $shot6_thug anim walk
- $shot6_thug moveEast 64
- waitFor $shot6_thug
-
- $shot6_thug anim idle
- $shot6_thug rotateYup 70
- waitFor $shot6_thug
-
- end
-
- //** close the garage door
- shot5_close_garagedoor:
- $shot5_garagedoor moveDown 196
- $shot5_garagedoor_cone moveEast 168
- waitFor $shot5_garagedoor_cone
- end
-
- //*******************
- //** shot 9,10
- //*******************
- //** move blade's buggy
- shot9_blade_car_go:
- $blade_buggy_origin jumpto $shot9_blade_buggypath1
- $blade_buggy_origin followpath $shot9_blade_buggypath1
-
- wait 3.5
-
- $blade anim start_swerve_left
- $blade_buggy_front_right_turn_origin rotateYup 35
- $blade_buggy_front_left_turn_origin rotateYup 35
- waitFor $blade_buggy_front_left_turn_origin
-
- wait 1
-
- $blade anim start_swerve_right
- $blade_buggy_front_right_turn_origin rotateYdown 70
- $blade_buggy_front_left_turn_origin rotateYdown 70
- waitFor $blade_buggy_front_left_turn_origin
-
- wait 2
-
- $blade anim start_swerve_left
- $blade_buggy_front_right_turn_origin rotateYup 70
- $blade_buggy_front_left_turn_origin rotateYup 70
- waitFor $blade_buggy_front_left_turn_origin
-
- wait 2.75
-
- $blade anim end_swerve_left
- $blade_buggy_front_right_turn_origin rotateYdown 35
- $blade_buggy_front_left_turn_origin rotateYdown 35
- waitFor $blade_buggy_front_left_turn_origin
-
- end
-
- //** move the first cars
- shot9_cars1_go:
-
- wait .5
-
- $shot9_truck_origin followpath $shot9_truckpath1
- $evil_buggy_origin jumpto $evil_path1
- $evil_buggy_origin followpath $evil_path1
- wait .1
-
- $evil_buggy_front_right_turn_origin rotateYdown 35
- $evil_buggy_front_left_turn_origin rotateYdown 35
- waitFor $evil_buggy_front_left_turn_origin
-
- wait 1.75
-
- $shot9_truck_front_right rotateYup 35
- $shot9_truck_front_left rotateYup 35
- $evil_buggy_front_right_turn_origin rotateYup 70
- $evil_buggy_front_left_turn_origin rotateYup 70
- waitFor $evil_buggy_front_left_turn_origin
-
- wait 1
-
- $evil_buggy_front_right_turn_origin rotateYdown 55
- $evil_buggy_front_left_turn_origin rotateYdown 55
- waitFor $evil_buggy_front_left_turn_origin
-
- $evil_buggy_front_right_turn_origin rotateYup 20
- $evil_buggy_front_left_turn_origin rotateYup 20
- waitFor $evil_buggy_front_left_turn_origin
-
- $evil_buggy_origin jumpto $t78
- wait .1
-
- end
-
- //** make the stoplight fall
- shot9_light_fall:
- $shot9_light rotateYup 5
- $shot9_light rotateZup 10
- waitFor $shot9_light
-
- $shot9_light rotateYup 5
- $shot9_light rotateZup 20
- waitFor $shot9_light
-
- $shot9_light rotateYup 5
- $shot9_light rotateZup 30
- waitFor $shot9_light
-
- $shot9_light moveUp 16
- $shot9_light rotateXup 5
- $shot9_light rotateYup 5
- $shot9_light rotateZup 33
- waitFor $shot9_light
- dialogsound "impact/crates/crate4.wav" .5 5 2
-
- $shot9_light moveEast 5
- $shot9_light moveUp 4
- $shot9_light rotateZdown 5
- waitFor $shot9_light
-
- $shot9_light moveEast 3
- $shot9_light moveDown 4
- $shot9_light rotateZup 5
- waitFor $shot9_light
-
- end
-
- //*******************
- //** shot 11
- //*******************
- //** timing for cars to follow their paths
- shot11_stuff_go:
- thread shot11_steering_evil
- thread shot11_steering_blade
-
- $evil_buggy_origin followpath $shot11_evil_buggypath1
- $blade_buggy_origin followpath $shot11_blade_buggypath1
-
- wait 8.05
-
- $evil_buggy_origin followpath $shot11_evil_buggypath2
- $blade_buggy_origin followpath $shot11_blade_buggypath2
-
- wait 4.7
-
- $evil_buggy_origin followpath $shot11_evil_buggypath3
- $blade_buggy_origin followpath $shot11_blade_buggypath3
-
- wait 9.75
-
- $evil_buggy_origin followpath $shot11_evil_buggypath4
- $blade_buggy_origin followpath $shot11_blade_buggypath4
-
- wait 30
-
- end
-
- //** steering for evil
- shot11_steering_evil:
- wait 8
- $evil anim start_swerve_left
- $evil_buggy_front_right_turn_origin rotateYup 30
- $evil_buggy_front_left_turn_origin rotateYup 30
- waitFor $evil_buggy_front_left_turn_origin
-
- dialogsound "vehicle/humvee/skidhi.wav" .7 3 2
- dialogsound "hoverbike/crash1.wav" .7 4 2
-
- $evil anim end_swerve_left
- $evil_buggy_front_right_turn_origin rotateYdown 60
- $evil_buggy_front_left_turn_origin rotateYdown 60
- waitFor $evil_buggy_front_left_turn_origin
-
- dialogsound "vehicle/humvee/skidmed.wav" .7 3 2
-
- wait 1
-
- $evil_buggy_front_right_turn_origin rotateYup 45
- $evil_buggy_front_left_turn_origin rotateYup 45
- waitFor $evil_buggy_front_left_turn_origin
-
- wait .5
-
- $evil_buggy_front_right_turn_origin rotateYdown 30
- $evil_buggy_front_left_turn_origin rotateYdown 30
- waitFor $evil_buggy_front_left_turn_origin
-
- dialogsound "vehicle/humvee/skid.wav" .7 3 2
-
- wait .5
-
- $evil_buggy_front_right_turn_origin rotateYup 15
- $evil_buggy_front_left_turn_origin rotateYup 15
- waitFor $evil_buggy_front_left_turn_origin
-
- wait 1
-
- dialogsound "vehicle/humvee/skidhi.wav" .7 3 2
- dialogsound "hoverbike/crash3.wav" .7 4 2
-
- $evil anim start_swerve_left
- $evil_buggy_front_right_turn_origin rotateYup 30
- $evil_buggy_front_left_turn_origin rotateYup 30
- waitFor $evil_buggy_front_left_turn_origin
-
- dialogsound "vehicle/humvee/skid.wav" .7 3 2
- dialogsound "hoverbike/crash2.wav" .7 4 2
-
- wait .5
-
- $evil_buggy_front_right_turn_origin rotateYdown 15
- $evil_buggy_front_left_turn_origin rotateYdown 15
- waitFor $evil_buggy_front_left_turn_origin
-
- dialogsound "vehicle/humvee/skidmed.wav" .7 3 2
- dialogsound "hoverbike/crash4.wav" .7 4 2
-
- wait .5
-
- $evil_buggy_front_right_turn_origin rotateYup 15
- $evil_buggy_front_left_turn_origin rotateYup 15
- waitFor $evil_buggy_front_left_turn_origin
-
- dialogsound "vehicle/humvee/skidhi.wav" .7 3 2
- dialogsound "hoverbike/crash3.wav" .7 4 2
-
- wait .75
-
- $evil_buggy_front_right_turn_origin rotateYup 15
- $evil_buggy_front_left_turn_origin rotateYup 15
- waitFor $evil_buggy_front_left_turn_origin
-
- dialogsound "vehicle/humvee/skid.wav" .7 3 2
- dialogsound "hoverbike/crash2.wav" .7 4 2
-
- wait .5
-
- $evil anim start_swerve_right
- $evil_buggy_front_right_turn_origin rotateYdown 75
- $evil_buggy_front_left_turn_origin rotateYdown 75
- waitFor $evil_buggy_front_left_turn_origin
-
- dialogsound "vehicle/humvee/skidmed.wav" .7 3 2
-
- $evil anim end_swerve_left
- wait 2
-
- $evil anim end_swerve_left
- $evil_buggy_front_right_turn_origin rotateYup 60
- $evil_buggy_front_left_turn_origin rotateYup 60
- waitFor $evil_buggy_front_left_turn_origin
-
- dialogsound "vehicle/humvee/skidlo.wav" .7 3 2
-
- wait .5
-
- $evil_buggy_front_right_turn_origin rotateYdown 45
- $evil_buggy_front_left_turn_origin rotateYdown 45
- waitFor $evil_buggy_front_left_turn_origin
-
- $evil_buggy_front_right_turn_origin rotateYup 15
- $evil_buggy_front_left_turn_origin rotateYup 15
- waitFor $evil_buggy_front_left_turn_origin
-
- dialogsound "vehicle/humvee/skidhi.wav" .7 3 2
-
- wait 6
-
- dialogsound "vehicle/humvee/skidmed.wav" .7 3 2
- dialogsound "hoverbike/crash1.wav" .7 4 2
-
- $evil anim start_swerve_right
- $evil_buggy_front_right_turn_origin rotateYdown 45
- $evil_buggy_front_left_turn_origin rotateYdown 45
- waitFor $evil_buggy_front_left_turn_origin
-
- $evil anim end_swerve_right
- end
-
- //** steering for blade
- shot11_steering_blade:
- wait 8.5
- $blade anim start_swerve_left
- $blade_buggy_front_right_turn_origin rotateYup 30
- $blade_buggy_front_left_turn_origin rotateYup 30
- waitFor $blade_buggy_front_left_turn_origin
-
- $blade anim start_swerve_right
- $blade_buggy_front_right_turn_origin rotateYdown 60
- $blade_buggy_front_left_turn_origin rotateYdown 60
- waitFor $blade_buggy_front_left_turn_origin
-
- wait .75
-
- $blade anim end_swerve_right
- $blade_buggy_front_right_turn_origin rotateYup 45
- $blade_buggy_front_left_turn_origin rotateYup 45
- waitFor $blade_buggy_front_left_turn_origin
-
- wait .5
-
- $blade_buggy_front_right_turn_origin rotateYdown 30
- $blade_buggy_front_left_turn_origin rotateYdown 30
- waitFor $blade_buggy_front_left_turn_origin
-
- $blade_buggy_front_right_turn_origin rotateYup 15
- $blade_buggy_front_left_turn_origin rotateYup 15
- waitFor $blade_buggy_front_left_turn_origin
-
- wait 1
-
- $blade anim start_swerve_right
- $blade_buggy_front_right_turn_origin rotateYup 30
- $blade_buggy_front_left_turn_origin rotateYup 30
- waitFor $blade_buggy_front_left_turn_origin
-
- wait .5
-
- $blade_buggy_front_right_turn_origin rotateYdown 15
- $blade_buggy_front_left_turn_origin rotateYdown 15
- waitFor $blade_buggy_front_left_turn_origin
-
- wait .5
-
- $blade_buggy_front_right_turn_origin rotateYup 15
- $blade_buggy_front_left_turn_origin rotateYup 15
- waitFor $blade_buggy_front_left_turn_origin
-
- wait .5
-
- $blade anim start_swerve_right
- $blade_buggy_front_right_turn_origin rotateYdown 15
- $blade_buggy_front_left_turn_origin rotateYdown 15
- waitFor $blade_buggy_front_left_turn_origin
-
- $blade anim end_swerve_right
- wait 1.5
-
- $blade_buggy_front_right_turn_origin rotateYdown 30
- $blade_buggy_front_left_turn_origin rotateYdown 30
- waitFor $blade_buggy_front_left_turn_origin
-
- wait .5
-
- $blade_buggy_front_right_turn_origin rotateYup 45
- $blade_buggy_front_left_turn_origin rotateYup 45
- waitFor $blade_buggy_front_left_turn_origin
-
- $blade_buggy_front_right_turn_origin rotateYdown 30
- $blade_buggy_front_left_turn_origin rotateYdown 30
- waitFor $blade_buggy_front_left_turn_origin
-
- wait 7.5
-
- $blade anim start_swerve_right
- $blade_buggy_front_right_turn_origin rotateYdown 45
- $blade_buggy_front_left_turn_origin rotateYdown 45
- waitFor $blade_buggy_front_left_turn_origin
-
- $blade anim end_swerve_right
- end
-
- //*******************
- //** shot 12
- //*******************
-
- //** move the hardcorps truck
- shot12_truck_move:
- $shot12_truck_tire_front_origin rotateX -200
- $shot12_truck_tire_mid_origin rotateX -200
- $shot12_truck_tire_rear_origin rotateX -200
-
- $shot12_truck_origin jumpto $shot12_truckpath1
- $shot12_truck_origin followpath $shot12_truckpath1
-
- wait 6.5
-
- $shot12_truck_tire_front_origin rotateX 0
- $shot12_truck_tire_mid_origin rotateX 0
- $shot12_truck_tire_rear_origin rotateX 0
-
- wait 1
-
- $shot12_truck_dude2 hide
- $shot12_truck_dude2_stand show
- $shot12_truck_dude2_stand time .75
- $shot12_truck_dude2_stand anim walk
- $shot12_truck_dude2_stand moveNorth 16
- $shot12_truck_dude2_stand moveWest 64
- waitFor $shot12_truck_dude2_stand
-
- $shot12_truck_dude2_stand moveNorth 16
- $shot12_truck_dude2_stand moveWest 64
- waitFor $shot12_truck_dude2_stand
-
- $shot12_truck_dude2_stand moveNorth 16
- $shot12_truck_dude2_stand moveWest 64
- waitFor $shot12_truck_dude2_stand
-
- $shot12_truck_dude2_stand moveNorth 16
- $shot12_truck_dude2_stand moveWest 64
- waitFor $shot12_truck_dude2_stand
-
- $shot12_truck_dude2_stand anim idle1
- wait .1
-
- end
-
- //** blade swerve
- shot12_blade_swerve:
- $blade_buggy_origin jumpto $shot12_blade_buggypath1
- $blade_buggy_origin followpath $shot12_blade_buggypath1
-
- $blade_buggy_front_right_origin rotateZ 0
- $blade_buggy_front_left_origin rotateZ 0
- $blade_buggy_rear_origin rotateZ 0
-
- $blade_buggy_front_right_turn_origin rotateYup 35
- $blade_buggy_front_left_turn_origin rotateYup 35
- waitFor $blade_buggy_front_left_turn_origin
-
- wait 1
-
- end
-
-
- //** evil buggy tire1 bounce thread
- shot12_evil_tire1:
-
- $evil_buggy_front_left_turn_origin unbind $evil_buggy
- wait .2
-
- $evil_buggy_front_left_origin rotateX 50
- $evil_buggy_front_left_origin rotateY 50
- $evil_buggy_front_left_origin rotateZ 50
-
- $evil_buggy_front_left_turn_origin time .75
- $evil_buggy_front_left_turn_origin moveUp 128
- $evil_buggy_front_left_turn_origin moveNorth 64
- $evil_buggy_front_left_turn_origin moveEast 32
- waitFor $evil_buggy_front_left_turn_origin
-
- $evil_buggy_front_left_turn_origin moveUp 64
- $evil_buggy_front_left_turn_origin moveNorth 64
- $evil_buggy_front_left_turn_origin moveEast 32
- waitFor $evil_buggy_front_left_turn_origin
-
- $evil_buggy_front_left_turn_origin moveUp 32
- $evil_buggy_front_left_turn_origin moveNorth 64
- $evil_buggy_front_left_turn_origin moveEast 32
- waitFor $evil_buggy_front_left_turn_origin
-
- $evil_buggy_front_left_turn_origin moveUp 16
- $evil_buggy_front_left_turn_origin moveNorth 64
- $evil_buggy_front_left_turn_origin moveEast 32
- waitFor $evil_buggy_front_left_turn_origin
-
- $evil_buggy_front_left_turn_origin moveDown 16
- $evil_buggy_front_left_turn_origin moveNorth 64
- $evil_buggy_front_left_turn_origin moveEast 32
- waitFor $evil_buggy_front_left_turn_origin
-
- $evil_buggy_front_left_turn_origin moveDown 32
- $evil_buggy_front_left_turn_origin moveNorth 64
- $evil_buggy_front_left_turn_origin moveEast 32
- waitFor $evil_buggy_front_left_turn_origin
-
- $evil_buggy_front_left_turn_origin moveDown 64
- $evil_buggy_front_left_turn_origin moveNorth 64
- $evil_buggy_front_left_turn_origin moveEast 32
- waitFor $evil_buggy_front_left_turn_origin
-
- $evil_buggy_front_left_turn_origin moveDown 256
- $evil_buggy_front_left_turn_origin moveNorth 64
- $evil_buggy_front_left_turn_origin moveEast 32
- waitFor $evil_buggy_front_left_turn_origin
-
- $evil_buggy_front_left_turn_origin remove
-
- end
-
- //** move the evil buggy
- shot12_evil_buggy_move:
- local.evil string "$evil_buggy_rotate_origin"
- $evil anim end_swerve_right
- wait 2
- $evil_buggy_front_right_origin rotateZ -750
- $evil_buggy_front_left_origin rotateZ -750
- $evil_buggy_rear_origin rotateZ -750
-
- local.evil rotateX -35
-
- wait 4
-
- local.evil rotateY -50
- local.evil rotateZ 100
- thread shot12_evil_tire1
- trigger $shot12_exploder4
- trigger $shot3_jitter
- dialogsound "hoverbike/crash1.wav" .7 3 2
-
- wait 1.5
-
- local.evil rotateY 20
-
- local.evil rotateX -53
- local.evil rotateZ 0
- trigger $shot12_exploder5
- trigger $shot3_jitter
- dialogsound "hoverbike/crash2.wav" .7 3 2
-
- wait 1.5
-
- local.evil rotateY -30
- trigger $shot12_exploder6
- trigger $shot3_jitter
- dialogsound "hoverbike/crash3.wav" .7 3 2
-
- wait 1
-
- local.evil rotateX 0
- trigger $shot12_exploder1
- trigger $shot3_jitter
- dialogsound "hoverbike/crash4.wav" .7 3 2
- dialogsound "misc/null.wav" 1 4 2
- dialogsound "misc/null.wav" 1 5 2
-
- wait 1
-
- $evil remove
- $shot12_evil_dead show
- local.evil rotateY 0
- local.evil rotateX 20
- local.evil rotateZ 8
- trigger $shot12_exploder2
-
- wait 1
-
- trigger $shot12_exploder3
- local.evil rotateX 0
- local.evil rotateZ 0
- $evil_buggy_front_right_origin rotateZ -50
- $evil_buggy_rear_origin rotateZ -35
- wait .5
-
- trigger $shot12_exploder2
- wait .5
- trigger $shot12_exploder3
-
- wait .75
- trigger $shot12_exploder2
- wait .5
- trigger $shot12_exploder3
-
- end
-
-
- //******************************************************
- //******************************************************
- // AI
- //******************************************************
- //******************************************************
- shot3_thug1:
- local.self clearstate
- local.self ignoreall
- local.self anim guard_1_idle
- waitFor local.self
- pause
- end
-
- shot3_thug2:
- local.self clearstate
- local.self ignoreall
- local.self anim guard_2_idle1
- waitFor local.self
- pause
- end
-
- shot3_manero:
- local.self clearstate
- local.self ignoreall
-
- local.self definestate activate shot3_manero_activate
- pause
-
- shot3_manero_activate:
- local.self walkto $shot3_pathpoint1
- waitFor local.self
- $shot3_door_west time 1
- $shot3_door_east time 1
- $shot3_door_west moveWest 40
- $shot3_door_east moveEast 40
- waitFor $shot3_door_east
- local.self walkto $shot3_pathpoint2
- waitFor local.self
- $shot3_door_west moveEast 40
- $shot3_door_east moveWest 40
- waitFor $shot3_door_east
- local.self remove
-
- end
-
- shot5_dude:
- local.self clearstate
- local.self ignoreall
-
- local.self definestate activate shot5_dude_activate
- pause
-
- shot5_dude_activate:
- local.self walkto $shot5_dude_point1
- waitFor local.self
-
- end
-
-
-
- precache:
- cachesound "environment/citysfx/ctylp1.wav"
- cachesound "hoverbike/crash1.wav"
- cachesound "hoverbike/crash2.wav"
- cachesound "hoverbike/crash3.wav"
- cachesound "hoverbike/crash4.wav"
- cachesound "impact/crash1.wav"
- cachesound "impact/crates/crate4.wav"
- cachesound "impact/explosion/lrg3.wav"
- cachesound "impact/metal.wav"
- cachesound "misc/null.wav"
- cachesound "vehicle/helicopt/flyloop.wav"
- cachesound "vehicle/helicopt/helidown.wav"
- cachesound "vehicle/helicopt/idleloop.wav"
- cachesound "vehicle/helicopt/powerup&loop.wav"
- cachesound "vehicle/humvee/idle.wav"
- cachesound "vehicle/humvee/run.wav"
- cachesound "vehicle/humvee/skid.wav"
- cachesound "vehicle/humvee/skidhi.wav"
- cachesound "vehicle/humvee/skidlo.wav"
- cachesound "vehicle/humvee/skidmed.wav"
- cachesound "vehicle/humvee/stop.wav"
- cachesound "vehicle/truck/honks.wav"
- cachesound "vehicle/truck/idle.wav"
- cachesound "weapons/rlaunch/mssllp3.wav"
- end
-