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- #include "../common/header.ds"
- output "p:/base/ds/tsr1"
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- local entity beam1 // the first beam looking from the front
- local entity beam1b
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- local entity beam2 // second beam
- local entity beam2b
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- local entity beam3 // third beam
- local entity beam3b
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- local entity rubblechunk1 // the first ceiling rubble chunk that will animate
- local entity rubblechunk2 // the second one
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- local entity breakceiling // the ceiling breakable brush
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- local entity endexplosion1 // the first explosion
- local entity endexplosion2 // 2nd
- local entity endexplosion3 // 3rd
- local entity trainplayer
- local entity trainshake // the screenshake effect for the explosion
- local entity dirtpile //
- local entity tunnelsabre // the sabre model the player will see running into the alcove
- local int sig1
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- beam1 = find entity with targetname "beam1"
- beam1b = find entity with targetname "beam1b"
- beam2 = find entity with targetname "beam2"
- beam2b = find entity with targetname "beam2b"
- beam3 = find entity with targetname "beam3"
- beam3b = find entity with targetname "beam3b"
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- rubblechunk1 = find entity with targetname "rubblechunk1"
- rubblechunk2 = find entity with targetname "rubblechunk2"
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- breakceiling = find entity with targetname "breakceiling"
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- endexplosion1 = find entity with targetname "endexplosion1"
- endexplosion2 = find entity with targetname "endexplosion2"
- endexplosion3 = find entity with targetname "endexplosion3"
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- trainplayer = get entity activator
- trainshake = find entity with targetname "trainshake"
- tunnelsabre = find entity with targetname "tunnelsabre"
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- dirtpile = find entity with targetname "dirtpile"
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- // THE EXPLOSIVES GETTING SET OFF
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- animate entity tunnelsabre performing action STD_R_N_PK_N by moving [-448, 0, 0] signaling sig1 // him running into the little alcove
- wait for all clearing sig1
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- use entity endexplosion1
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- moverotate entity beam1 from file "tsr1_beam1.rof" // the first beams animation
- moverotate entity beam1b from file "tsr1_beam1b.rof" // the first part 2
- moverotate entity beam2 from file "tsr1_beam2.rof" // second
- moverotate entity beam2b from file "tsr1_beam2b.rof" //
- moverotate entity beam3 from file "tsr1_beam3.rof" // third
- moverotate entity beam3b from file "tsr1_beam3b.rof" //
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- moverotate entity rubblechunk1 from file "tsr1_rchunk1.rof" // the first rubble chunk animation
- moverotate entity rubblechunk2 from file "tsr1_rchunk2.rof" // second one
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- play sound "Impact\Stone\BigRubble.adp" for entity trainplayer at volume 0.9 on channel CHAN_AUTO
- use entity trainshake // triggers it
- use entity breakceiling
- use entity dirtpile // triggers the dirpile in
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- animate entity tunnelsabre performing action STD_R_N_PK_N by moving [0, 176, 0] signaling sig1 // him running out of view
- wait for all clearing sig1
- remove entity tunnelsabre // gets him out of the world
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