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- #include "../common/header.ds"
- output "p:/base/ds/tsr1"
-
- /////////////////////////////////////////////////
- // Declare
-
- local entity stall1
- local entity stall2
- local entity new_kick_stall // the new stall kick that Brian wanted in
- local entity new_kick_stall_push // push brush that will simulate force when the door is kicked open
- local entity backbystairs // trigger that needs to be hit when leaving ladies room
- local entity lstallguy1 // the first guy in the ladies room stall
- local entity lstallguy2 // the sec guy in the ladies rooms stall
- local entity lstallguy3 // the newest guy in the stall sequence
- local entity setup // this sets up the ambush on the way out
- local entity stallshooter // the guy who will shoot the stall on the way out
- local entity originalwall // the func_wall clean version stall that needs to be taken out for the ambush
- local entity raf_clipdoor // the func wall clip brush for the bathroom door
- local entity new_clip_stall // the clip brush func wall that will provide collision for when the door is kicked open
- local int sig1
- local int sig2
-
- /////////////////////////////////////////////////
- // Assign
-
- stall1 = find entity with targetname "stall1"
- stall2 = find entity with targetname "stall2"
- new_kick_stall = find entity with targetname "new_kick_stall"
- new_kick_stall_push = find entity with targetname "new_kick_stall_push"
- backbystairs = find entity with targetname "backbystairs"
- lstallguy1 = find entity with targetname "lstallguy1"
- lstallguy2 = find entity with targetname "lstallguy2"
- lstallguy3 = find entity with targetname "lstallguy3"
- stallshooter = find entity with targetname "stallshooter"
- setup = find entity with targetname "setup"
- originalwall = find entity with targetname "originalwall"
- raf_clipdoor = find entity with targetname "raf_clipdoor"
- new_clip_stall = find entity with targetname "new_clip_stall"
-
- /////////////////////////////////////////////////
- // Action
-
- // THE FIRST STALL GUY
- if lstallguy1.health > 0
-
- animate entity lstallguy1 performing action STD_XKICKDOOR_N_A_A // signaling sig1
- wait .25 seconds // mmm the magic delay
- moverotate entity stall1 from file "gbnyc_stall.rof"// signaling sig2
- play sound "impact/door/kickdoor.wav" for entity stall1 at volume 0.9
- // wait 0.5 seconds
- //wait for all clearing sig1, sig2
- animate entity lstallguy1 performing action STD_R_N_MRS_2 by moving [-64, 0, 0]
- animate entity lstallguy1 performing action SCRIPT_RELEASE
-
- endif
-
- // THE SECOND STALL GUY
-
- if lstallguy2.health > 0
-
- animate entity lstallguy2 performing action STD_XKICKDOOR_N_A_A //signaling sig1
- wait .25 seconds
- moverotate entity stall2 from file "generic_door_cw.rof" //signaling sig2
- play sound "impact/door/kickdoor.wav" for entity stall2 at volume 0.9
- use entity new_clip_stall // triggers the funcwall in for clipping
- //wait for all clearing sig1, sig2
- animate entity lstallguy2 performing action STD_R_N_MRS_2 by moving [-64, 0, 0]
- animate entity lstallguy2 performing action SCRIPT_RELEASE
- // use entity backbystairs
-
- endif
-
- wait 1 seconds // stall for the last guy to kick the stall
-
- // THE THIRD STALL GUY
-
- if lstallguy3.health > 0
-
- animate entity lstallguy3 performing action STD_XKICKDOOR_N_A_A //signaling sig1
- wait .25 seconds
- use entity new_kick_stall_push // triggers the push brush
- wait .2 seconds
- use entity new_kick_stall_push // shuts the stall push brush off
- moverotate entity new_kick_stall from file "generic_door_ccw.rof" //signaling sig2
- use entity raf_clipdoor // triggers the clip hull in
- play sound "impact/door/kickdoor.wav" for entity stall2 at volume 0.9
- //wait for all clearing sig1, sig2
- animate entity lstallguy3 performing action STD_R_N_MRS_2 by moving [64, 0, 0]
- animate entity lstallguy3 performing action SCRIPT_RELEASE
-
- endif
-
- use entity setup // activates the trigger for the stall shooting guy
- use entity stallshooter // spawns the skinhead in behind the front partition
- // use entity originalwall // this should remove the func_wall
-
- animate entity stallshooter performing action SCRIPT_RELEASE
-
-
- // End