| 1 |
func void start(string ai_name) |
| 2 |
{ |
| 3 |
#Konoko temp spawn location. |
| 4 |
chr_location 0 229 -90 -384 |
| 5 |
#Chair stuff |
| 6 |
env_show 171 1 |
| 7 |
env_show 172 1 |
| 8 |
env_show 173 1 |
| 9 |
env_show 174 1 |
| 10 |
dprint start |
| 11 |
|
| 12 |
|
| 13 |
setup_doors |
| 14 |
fork laser_byebye |
| 15 |
#trigvolume_enable trigger_volume_29 0 |
| 16 |
#trigvolume_enable trigger_volume_35 0 |
| 17 |
#trigvolume_enable trigger_volume_39 0 |
| 18 |
#trigvolume_enable trigger_volume_36 0 |
| 19 |
#trigvolume_enable trigger_volume_41 0 |
| 20 |
|
| 21 |
my_save_point = save_point; |
| 22 |
|
| 23 |
env_show 403 0 |
| 24 |
|
| 25 |
env_show 1010 0 |
| 26 |
dprint restore5 |
| 27 |
objective_set(4) |
| 28 |
trigvolume_enable trigger_volume_42 0 |
| 29 |
trigvolume_enable trigger_volume_35 0 |
| 30 |
#Old Door locking |
| 31 |
particle ZomShin_door_locklight01 do start |
| 32 |
#door_lock 16 |
| 33 |
|
| 34 |
#TCTF II cutscene "Base" |
| 35 |
env_show 171 1 |
| 36 |
env_show 172 1 |
| 37 |
env_show 173 1 |
| 38 |
env_show 174 1 |
| 39 |
# particle Forcefield do start |
| 40 |
# particle zombiesteam start |
| 41 |
#sound_ambient_start zomshin_amb_loop 1.0 |
| 42 |
#music_zom |
| 43 |
|
| 44 |
#these next lines place griffin where he should be |
| 45 |
dprint place_griffin_and_holster |
| 46 |
ai2_spawn ZomGrif |
| 47 |
ai2_makeignoreplayer ZomGrif 1 |
| 48 |
# make sure that griffin is aiming his weapon! |
| 49 |
ai2_setmovementmode ZomGrif walk |
| 50 |
# ai2_passive ZomGrif 1 |
| 51 |
playback ZomGrif ZomGrifDraw |
| 52 |
|
| 53 |
# don't call the GrifSpawn function again |
| 54 |
|
| 55 |
# create_zomshin |
| 56 |
playback ZomShin BaseShin |
| 57 |
chr_create 1202 |
| 58 |
chr_envanim 1202 IntroGriffinBox02 |
| 59 |
|
| 60 |
# zombie_round_2 |
| 61 |
chr_wait_health 1202 0 |
| 62 |
#slowmo 1000 |
| 63 |
#this will be replaced with a low gravity ONCC |
| 64 |
ai2_spawn l1 |
| 65 |
chr_invincible l1 |
| 66 |
chr_envanim l1 IntroGriffinBox03 norotation |
| 67 |
} |
| 68 |
func void laser_byebye { |
| 69 |
#should probably be replaced with some BINATRIG mods, but this will do for now |
| 70 |
dprint laser_go_bye_bye |
| 71 |
trig_deactivate 1 |
| 72 |
trig_deactivate 2 |
| 73 |
trig_deactivate 3 |
| 74 |
trig_deactivate 4 |
| 75 |
trig_deactivate 5 |
| 76 |
trig_deactivate 8 |
| 77 |
trig_deactivate 303 |
| 78 |
trig_deactivate 100 |
| 79 |
trig_deactivate 101 |
| 80 |
trig_deactivate 500 |
| 81 |
trig_deactivate 400 |
| 82 |
sleep 15 |
| 83 |
trig_deactivate 503 |
| 84 |
sleep 5 |
| 85 |
trig_deactivate 502 |
| 86 |
sleep 5 |
| 87 |
trig_deactivate 501 |
| 88 |
sleep 15 |
| 89 |
trig_deactivate 510 |
| 90 |
sleep 5 |
| 91 |
trig_deactivate 511 |
| 92 |
sleep 5 |
| 93 |
trig_deactivate 512 |
| 94 |
sleep 15 |
| 95 |
trig_deactivate 520 |
| 96 |
sleep 5 |
| 97 |
trig_deactivate 521 |
| 98 |
sleep 5 |
| 99 |
trig_deactivate 522 |
| 100 |
sleep 15 |
| 101 |
trig_deactivate 320 |
| 102 |
sleep 15 |
| 103 |
trig_deactivate 315 |
| 104 |
sleep 15 |
| 105 |
trig_deactivate 302 |
| 106 |
} |
| 107 |
func void setup_doors(void) { |
| 108 |
#Old door locks |
| 109 |
# door_unlock 65 |
| 110 |
# door_unlock 71 |
| 111 |
# door_unlock 59 |
| 112 |
# door_unlock 61 |
| 113 |
# door_unlock 67 |
| 114 |
# door_lock 7 |
| 115 |
# door_lock 4 |
| 116 |
# door_lock 5 |
| 117 |
# door_lock 8 |
| 118 |
# door_lock 6 |
| 119 |
# door_lock 9 |
| 120 |
# console_deactivate 3 |
| 121 |
chr_location 1 90 .5 -50 |
| 122 |
# incidental zombie shinatama dialog |
| 123 |
trigvolume_enable shinzom_voice1 0 |
| 124 |
trigvolume_enable shinzom_voice2 0 |
| 125 |
trigvolume_enable shinzom_voice3 0 |
| 126 |
trigvolume_enable shinzom_voice4 0 |
| 127 |
|
| 128 |
#Most of this needs to be activated with a console. More later. |
| 129 |
#Triple door |
| 130 |
particle lastdoor1_locklight01 do start |
| 131 |
particle lastdoor2_locklight01 do start |
| 132 |
particle lastdoor3_locklight01 do start |
| 133 |
door_unlock 97 |
| 134 |
|
| 135 |
#Blue door |
| 136 |
#Look, ma! I broke the door! |
| 137 |
#Needs sparks :P |
| 138 |
door_open 28 |
| 139 |
door_jam 28 |
| 140 |
particle floor4_lock_locklight01 do stop |
| 141 |
|
| 142 |
|
| 143 |
#First door |
| 144 |
particle griffin_locklight01 do start |
| 145 |
|
| 146 |
#We three doors (yellow) |
| 147 |
#particle door42_locklight01 do start |
| 148 |
#particle stair_lock_locklight01 do start |
| 149 |
#particle roof_doors_locklight01 do start |
| 150 |
door_lock 19 |
| 151 |
door_lock 20 |
| 152 |
door_lock 24 |
| 153 |
|
| 154 |
#Goodie Room |
| 155 |
door_lock 36 |
| 156 |
|
| 157 |
#TCTF and BGI seperation, lower floor |
| 158 |
door_lock 22 |
| 159 |
} |
| 160 |
|
| 161 |
func void setup_lower(string ai_name) { |
| 162 |
#Closes the stupid door |
| 163 |
door_unjam 97 |
| 164 |
door_close 97 |
| 165 |
door_lock 97 |
| 166 |
particle lastdoor1_locklight01 do stop |
| 167 |
particle lastdoor2_locklight01 do stop |
| 168 |
particle lastdoor3_locklight01 do stop |
| 169 |
|
| 170 |
ai2_spawn jubei |
| 171 |
chr_boss_shield jubei |
| 172 |
chr_givepowerup jubei shield 1 |
| 173 |
ai2_doalarm jubei 13 |
| 174 |
} |
| 175 |
var bool eggman; |
| 176 |
func void open_yellow(string char) { |
| 177 |
|
| 178 |
|
| 179 |
eggman = chr_is_player(char); |
| 180 |
|
| 181 |
if (eggman eq 0) |
| 182 |
{ |
| 183 |
if (distracted eq 0) |
| 184 |
{ |
| 185 |
#Places jubei in the proper position and anim |
| 186 |
dprint robotnik |
| 187 |
chr_animate(char, STRIKEconsole, 7777777); |
| 188 |
console_reset 13 |
| 189 |
sleep 10 |
| 190 |
chr_freeze jubei 1 |
| 191 |
#This animation will be ended when konoko enters. Yes, I am OCD. He must type! |
| 192 |
} |
| 193 |
} |
| 194 |
|
| 195 |
if (eggman eq 1) |
| 196 |
{ |
| 197 |
#If player, unlock the yellow doors ^_^ |
| 198 |
dprint sonic |
| 199 |
particle door42_locklight01 do start |
| 200 |
particle stair_lock_locklight01 do start |
| 201 |
particle roof_doors_locklight01 do start |
| 202 |
door_unlock 19 |
| 203 |
door_unlock 20 |
| 204 |
door_unlock 24 |
| 205 |
} |
| 206 |
} |
| 207 |
var bool eggman2; |
| 208 |
var int distracted = 0; |
| 209 |
func void distract_console(string char) { |
| 210 |
|
| 211 |
eggman2 = chr_is_player(char); |
| 212 |
if (eggman2 eq 0) |
| 213 |
{ |
| 214 |
#Make jubei go back to other console |
| 215 |
dprint jubei_is_distracted |
| 216 |
distracted = 1; |
| 217 |
ai2_tripalarm jubei 0 |
| 218 |
#ai2_doalarm jubei 13 |
| 219 |
#ai2_movetoflag jubei 598 |
| 220 |
} |
| 221 |
if (eggman2 eq 1) |
| 222 |
{ |
| 223 |
ai2_boss_battle = 1; |
| 224 |
#Make jubei go to this console |
| 225 |
dprint distracting_jubei |
| 226 |
chr_freeze jubei 0 |
| 227 |
chr_animate(jubei, STRIKEconsole, 7); |
| 228 |
sleep 10 |
| 229 |
console_reset 2 |
| 230 |
#I need to make this a patrol path |
| 231 |
#I could also set his team to Neutral and then make him get attacked by Konoko :> (TRAM derived particle) |
| 232 |
#Even better. |
| 233 |
ai2_tripalarm 1 0 |
| 234 |
#erm...much better :> |
| 235 |
#ai2_comehere jubei |
| 236 |
ai2_setmovementmode jubei run |
| 237 |
sleep 10 |
| 238 |
ai2_attack jubei 0 |
| 239 |
sleep 10 |
| 240 |
ai2_forget jubei |
| 241 |
#I need to set up a trigger volume still, but meh. |
| 242 |
#ai2_doalarm jubei 2 |
| 243 |
fork jubei_loop |
| 244 |
} |
| 245 |
} |
| 246 |
|
| 247 |
func void jubei_loop(void) { |
| 248 |
if(jubei_dead eq 0) { |
| 249 |
ai2_tripalarm 1 0 |
| 250 |
#erm...much better :> |
| 251 |
#ai2_comehere jubei |
| 252 |
ai2_setmovementmode jubei run |
| 253 |
sleep 10 |
| 254 |
ai2_attack jubei 0 |
| 255 |
sleep 10 |
| 256 |
ai2_forget jubei |
| 257 |
fork jubei_loop |
| 258 |
} |
| 259 |
} |
| 260 |
func void jubei_noticed(void) { |
| 261 |
dprint jubei_noticed |
| 262 |
ai2_inactive jubei |
| 263 |
#ai2_comehere jubei |
| 264 |
} |
| 265 |
|
| 266 |
var int jubei_dead = 0; |
| 267 |
func void jubei_died(string ai_name) { |
| 268 |
jubei_dead = 1 |
| 269 |
fork lsi_loop |
| 270 |
} |
| 271 |
|
| 272 |
func void jubei_defeated(void) { |
| 273 |
chr_inv_reset jubei |
| 274 |
chr_givepowerup jubei lsi 2 |
| 275 |
chr_givepowerup hypo 2 |
| 276 |
chr_set_health jubei 0 |
| 277 |
} |
| 278 |
|
| 279 |
func void lsi_loop(void) { |
| 280 |
#needs to quit after a certain amount of time. |
| 281 |
if(chr_has_lsi(0)) { |
| 282 |
chr_boss_shield 0 |
| 283 |
chr_givepowerup 0 shield 100 |
| 284 |
} |
| 285 |
else { |
| 286 |
sleep 30 |
| 287 |
fork lsi_loop |
| 288 |
} |
| 289 |
} |
| 290 |
func void t33(string ai_name) |
| 291 |
{ |
| 292 |
#Opens stupid door |
| 293 |
dprint Open_stupid |
| 294 |
sleep 20 |
| 295 |
door_open 97 |
| 296 |
door_jam 97 |
| 297 |
|
| 298 |
fork BGI_died(BGI_lower1) |
| 299 |
fork BGI_died(BGI_lower2) |
| 300 |
fork BGI_died(BGI_lower3) |
| 301 |
fork BGI_died(BGI_lower4) |
| 302 |
fork BGI_died(BGI_lower5) |
| 303 |
# fork BGI_died(BGI_lower6) |
| 304 |
# fork BGI_died(BGI_lower7) |
| 305 |
# fork BGI_died(BGI_lower8) |
| 306 |
|
| 307 |
|
| 308 |
fork TCTF_died(TCTF_lower1) |
| 309 |
fork TCTF_died(TCTF_lower2) |
| 310 |
fork TCTF_died(TCTF_lower3) |
| 311 |
fork TCTF_died(TCTF_lower4) |
| 312 |
fork TCTF_died(TCTF_lower5) |
| 313 |
# fork TCTF_died(TCTF_lower6) |
| 314 |
# fork TCTF_died(TCTF_lower7) |
| 315 |
# fork TCTF_died(TCTF_lower8) |
| 316 |
|
| 317 |
|
| 318 |
} |
| 319 |
func powersub1(string ai_name) |
| 320 |
{ |
| 321 |
dprint powersub1_active |
| 322 |
sub1 = 1; |
| 323 |
particle spine1 start |
| 324 |
particle spinesound1 start |
| 325 |
|
| 326 |
if(sub3 eq 0) |
| 327 |
{ |
| 328 |
# target_set(594,30.0) |
| 329 |
} |
| 330 |
if(sub3 ne 0) |
| 331 |
{ |
| 332 |
if(sub2 eq 0) |
| 333 |
{ |
| 334 |
# target_set(595,30.0) |
| 335 |
} |
| 336 |
} |
| 337 |
check_power |
| 338 |
} |
| 339 |
|
| 340 |
func powersub2(string ai_name) |
| 341 |
{ |
| 342 |
dprint powersub2_active |
| 343 |
particle spine2 do start |
| 344 |
particle spinesound2 start |
| 345 |
sub2 = 1; |
| 346 |
if(sub3 eq 0) |
| 347 |
{ |
| 348 |
# target_set(594,30.0) |
| 349 |
} |
| 350 |
if(sub3 ne 0) |
| 351 |
{ |
| 352 |
if(sub1 eq 0) |
| 353 |
{ |
| 354 |
# target_set(587,30.0) |
| 355 |
} |
| 356 |
} |
| 357 |
check_power |
| 358 |
} |
| 359 |
|
| 360 |
func powersub3(string ai_name) |
| 361 |
{ |
| 362 |
dprint powersub3_active |
| 363 |
sub3 = 1; |
| 364 |
particle spine3 do start |
| 365 |
particle spinesound3 start |
| 366 |
if(sub2 eq 0) |
| 367 |
{ |
| 368 |
# target_set(595,30.0) |
| 369 |
} |
| 370 |
|
| 371 |
if(sub2 ne 0) |
| 372 |
{ |
| 373 |
if(sub1 eq 0) |
| 374 |
{ |
| 375 |
# target_set(587,30.0) |
| 376 |
} |
| 377 |
} |
| 378 |
check_power |
| 379 |
} |
| 380 |
|
| 381 |
func check_power(string ai_name) |
| 382 |
{ |
| 383 |
dprint check_power_active |
| 384 |
counter = counter - 1 |
| 385 |
if (counter eq 1) |
| 386 |
{ |
| 387 |
#sound_dialog_play c14_54_27konoko |
| 388 |
#sound_dialog_play_block pause |
| 389 |
} |
| 390 |
|
| 391 |
if (counter eq 0) |
| 392 |
{ |
| 393 |
dprint defenses_active |
| 394 |
|
| 395 |
} |
| 396 |
} |
| 397 |
|
| 398 |
|
| 399 |
func void t9(string ai_name) |
| 400 |
{ |
| 401 |
#Trigger after exit basement |
| 402 |
dprint heyT9 |
| 403 |
} |
| 404 |
|
| 405 |
func void floor4_lock(string ai_name) |
| 406 |
{ |
| 407 |
|
| 408 |
door_unlock 36 |
| 409 |
door_open 36 |
| 410 |
door_jam 36 |
| 411 |
#trigvolume_enable trigger_volume_39 1 |
| 412 |
|
| 413 |
} |
| 414 |
|
| 415 |
func void respawn(string ai_name) |
| 416 |
{ |
| 417 |
|
| 418 |
ai2_spawn(ai_name, force) |
| 419 |
|
| 420 |
} |
| 421 |
|
| 422 |
func void TCTF_spawned(string ai_name) |
| 423 |
{ |
| 424 |
ai2_movetoflag(ai_name, 9101) |
| 425 |
} |
| 426 |
|
| 427 |
func void BGI_spawned(string ai_name) |
| 428 |
{ |
| 429 |
ai2_movetoflag(ai_name, 9101) |
| 430 |
} |
| 431 |
|
| 432 |
var string last_BGI = "none"; |
| 433 |
var string last_TCTF = "none"; |
| 434 |
func void BGI_died(string ai_name) |
| 435 |
{ |
| 436 |
last_BGI = ai_name; |
| 437 |
if (jubei_dead eq 0) { |
| 438 |
ai2_spawn(ai_name, force) |
| 439 |
ai2_setmovementmode(ai_name, run) |
| 440 |
ai2_movetoflag(ai_name, 9101) |
| 441 |
sleep 200 |
| 442 |
ai2_movetoflag(ai_name, 9101) |
| 443 |
ai2_makeaware(ai_name, last_TCTF) |
| 444 |
} |
| 445 |
|
| 446 |
} |
| 447 |
|
| 448 |
func void TCTF_died(string ai_name) |
| 449 |
{ |
| 450 |
last_TCTF = ai_name; |
| 451 |
ai2_spawn(ai_name, force) |
| 452 |
ai2_setmovementmode(ai_name, run) |
| 453 |
ai2_movetoflag(ai_name, 9101) |
| 454 |
sleep 200 |
| 455 |
ai2_movetoflag(ai_name, 9101) |
| 456 |
ai2_makeaware(ai_name, last_BGI) |
| 457 |
} |