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 |
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trig_deactivate 2 |
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trig_deactivate 3 |
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trig_deactivate 4 |
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trig_deactivate 5 |
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trig_deactivate 8 |
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trig_deactivate 303 |
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trig_deactivate 100 |
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trig_deactivate 101 |
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trig_deactivate 500 |
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trig_deactivate 400 |
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sleep 15 |
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trig_deactivate 503 |
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sleep 5 |
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trig_deactivate 502 |
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sleep 5 |
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trig_deactivate 501 |
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sleep 15 |
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trig_deactivate 510 |
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sleep 5 |
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trig_deactivate 511 |
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sleep 5 |
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trig_deactivate 512 |
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sleep 15 |
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trig_deactivate 520 |
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sleep 5 |
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trig_deactivate 521 |
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sleep 5 |
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trig_deactivate 522 |
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sleep 15 |
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trig_deactivate 320 |
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sleep 15 |
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trig_deactivate 315 |
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sleep 15 |
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trig_deactivate 302 |
106 |
} |
107 |
func void setup_doors(void) { |
108 |
#Old door locks |
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# door_unlock 65 |
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# door_unlock 71 |
111 |
# door_unlock 59 |
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# door_unlock 61 |
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# door_unlock 67 |
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# door_lock 7 |
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# door_lock 4 |
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# door_lock 5 |
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# door_lock 8 |
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# door_lock 6 |
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# door_lock 9 |
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# console_deactivate 3 |
121 |
chr_location 1 90 .5 -50 |
122 |
# incidental zombie shinatama dialog |
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trigvolume_enable shinzom_voice1 0 |
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trigvolume_enable shinzom_voice2 0 |
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trigvolume_enable shinzom_voice3 0 |
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trigvolume_enable shinzom_voice4 0 |
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|
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#Most of this needs to be activated with a console. More later. |
129 |
#Triple door |
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particle lastdoor1_locklight01 do start |
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particle lastdoor2_locklight01 do start |
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particle lastdoor3_locklight01 do start |
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door_unlock 97 |
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|
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#Blue door |
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#Look, ma! I broke the door! |
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#Needs sparks :P |
138 |
door_open 28 |
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door_jam 28 |
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particle floor4_lock_locklight01 do stop |
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|
142 |
|
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#First door |
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particle griffin_locklight01 do start |
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|
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#We three doors (yellow) |
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#particle door42_locklight01 do start |
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#particle stair_lock_locklight01 do start |
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#particle roof_doors_locklight01 do start |
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door_lock 19 |
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door_lock 20 |
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door_lock 24 |
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|
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#Goodie Room |
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door_lock 36 |
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|
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#TCTF and BGI seperation, lower floor |
158 |
door_lock 22 |
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} |
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|
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func void setup_lower(string ai_name) { |
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#Closes the stupid door |
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door_unjam 97 |
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door_close 97 |
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door_lock 97 |
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particle lastdoor1_locklight01 do stop |
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particle lastdoor2_locklight01 do stop |
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particle lastdoor3_locklight01 do stop |
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|
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ai2_spawn jubei |
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chr_boss_shield jubei |
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chr_givepowerup jubei shield 1 |
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ai2_doalarm jubei 13 |
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} |
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var bool eggman; |
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func void open_yellow(string char) { |
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|
178 |
|
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eggman = chr_is_player(char); |
180 |
|
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if (eggman eq 0) |
182 |
{ |
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if (distracted eq 0) |
184 |
{ |
185 |
#Places jubei in the proper position and anim |
186 |
dprint robotnik |
187 |
chr_animate(char, STRIKEconsole, 7777777); |
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console_reset 13 |
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sleep 10 |
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chr_freeze jubei 1 |
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#This animation will be ended when konoko enters. Yes, I am OCD. He must type! |
192 |
} |
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} |
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|
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if (eggman eq 1) |
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{ |
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#If player, unlock the yellow doors ^_^ |
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dprint sonic |
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particle door42_locklight01 do start |
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particle stair_lock_locklight01 do start |
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particle roof_doors_locklight01 do start |
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door_unlock 19 |
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door_unlock 20 |
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door_unlock 24 |
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} |
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} |
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var bool eggman2; |
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var int distracted = 0; |
209 |
func void distract_console(string char) { |
210 |
|
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eggman2 = chr_is_player(char); |
212 |
if (eggman2 eq 0) |
213 |
{ |
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#Make jubei go back to other console |
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dprint jubei_is_distracted |
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distracted = 1; |
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ai2_tripalarm jubei 0 |
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#ai2_doalarm jubei 13 |
219 |
#ai2_movetoflag jubei 598 |
220 |
} |
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if (eggman2 eq 1) |
222 |
{ |
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ai2_boss_battle = 1; |
224 |
#Make jubei go to this console |
225 |
dprint distracting_jubei |
226 |
chr_freeze jubei 0 |
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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 |
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ai2_setmovementmode jubei run |
237 |
sleep 10 |
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ai2_attack jubei 0 |
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sleep 10 |
240 |
ai2_forget jubei |
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#I need to set up a trigger volume still, but meh. |
242 |
#ai2_doalarm jubei 2 |
243 |
fork jubei_loop |
244 |
} |
245 |
} |
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|
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 |
} |
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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) { |
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jubei_dead = 1 |
269 |
fork lsi_loop |
270 |
} |
271 |
|
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func void jubei_defeated(void) { |
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chr_inv_reset jubei |
274 |
chr_givepowerup jubei lsi 2 |
275 |
chr_givepowerup hypo 2 |
276 |
chr_set_health jubei 0 |
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} |
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) |
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# 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 |
} |