| 1 | ################# | 
 
 
 
 
 | 2 | ### VARIABLES ### | 
 
 
 
 
 | 3 | ################# | 
 
 
 
 
 | 4 |  | 
 
 
 
 
 | 5 | var int var_counter = 0; | 
 
 
 
 
 | 6 |  | 
 
 
 
 
 | 7 | ############ | 
 
 
 
 
 | 8 | ### MAIN ### | 
 
 
 
 
 | 9 | ############ | 
 
 
 
 
 | 10 |  | 
 
 
 
 
 | 11 | func void main(void) | 
 
 
 
 
 | 12 | { | 
 
 
 
 
 | 13 | gl_fog_red = .30 | 
 
 
 
 
 | 14 | gl_fog_blue = .15 | 
 
 
 
 
 | 15 | gl_fog_green = .17 | 
 
 
 
 
 | 16 | gl_fog_start = .995 | 
 
 
 
 
 | 17 | gs_farclipplane_set 5000 | 
 
 
 
 
 | 18 | ui_suppress_prompt = 1 | 
 
 
 
 
 | 19 | chr_auto_aim_dist = 0 | 
 
 
 
 
 | 20 | start | 
 
 
 
 
 | 21 | } | 
 
 
 
 
 | 22 |  | 
 
 
 
 
 | 23 | ############# | 
 
 
 
 
 | 24 | ### START ### | 
 
 
 
 
 | 25 | ############# | 
 
 
 
 
 | 26 |  | 
 
 
 
 
 | 27 | func void start(string ai_name) | 
 
 
 
 
 | 28 | { | 
 
 
 
 
 | 29 | if(save_point eq 0) save_point = 1 | 
 
 
 
 
 | 30 | if(save_point eq 1) fork intro | 
 
 
 
 
 | 31 | if (save_point eq 2) restore_game | 
 
 
 
 
 | 32 | if (save_point eq 3) restore_game | 
 
 
 
 
 | 33 | sleep 5 | 
 
 
 
 
 | 34 | fork sp_all | 
 
 
 
 
 | 35 | } | 
 
 
 
 
 | 36 |  | 
 
 
 
 
 | 37 | func void deactivate_stuff(void) | 
 
 
 
 
 | 38 | { | 
 
 
 
 
 | 39 | #not used | 
 
 
 
 
 | 40 | trigvolume_enable floor1 0 | 
 
 
 
 
 | 41 | trigvolume_enable save_1_trig 0 | 
 
 
 
 
 | 42 | trigvolume_enable save_3_trig 0 | 
 
 
 
 
 | 43 | trigvolume_enable sapperdamageon 0 | 
 
 
 
 
 | 44 | trigvolume_enable trigger_volume_36 0 | 
 
 
 
 
 | 45 | trigvolume_enable trigger_volume_36_copy 0 | 
 
 
 
 
 | 46 | trigvolume_enable trigger_volume_36_copy_copy 0 | 
 
 
 
 
 | 47 | #used | 
 
 
 
 
 | 48 | trigvolume_enable outro_volume_1 0 | 
 
 
 
 
 | 49 | trigvolume_enable attack_trigger 0 | 
 
 
 
 
 | 50 | trigvolume_enable final_ambush 0 | 
 
 
 
 
 | 51 | env_show 776 0 | 
 
 
 
 
 | 52 | env_show 777 0 | 
 
 
 
 
 | 53 | obj_create 2 7 | 
 
 
 
 
 | 54 | } | 
 
 
 
 
 | 55 |  | 
 
 
 
 
 | 56 | func void you_lose(string ai_name) | 
 
 
 
 
 | 57 | { | 
 
 
 
 
 | 58 | fade_out 0 0 0 30 | 
 
 
 
 
 | 59 | sleep 30 | 
 
 
 
 
 | 60 | lose | 
 
 
 
 
 | 61 | } | 
 
 
 
 
 | 62 |  | 
 
 
 
 
 | 63 | #################################### | 
 
 
 
 
 | 64 | ### SEVERAL TIMES USED FUNCTIONS ### | 
 
 
 
 
 | 65 | #################################### | 
 
 
 
 
 | 66 |  | 
 
 
 
 
 | 67 | func void sp_all(void) | 
 
 
 
 
 | 68 | { | 
 
 
 
 
 | 69 | co_message_display = 0 | 
 
 
 
 
 | 70 | if(save_point eq 1) save_game 1 autosave | 
 
 
 
 
 | 71 | if(save_point eq 2) save_game 2 autosave | 
 
 
 
 
 | 72 | if(save_point eq 3) save_game 3 autosave | 
 
 
 
 
 | 73 | sleep 180 | 
 
 
 
 
 | 74 | co_message_display = 1 | 
 
 
 
 
 | 75 | } | 
 
 
 
 
 | 76 |  | 
 
 
 
 
 | 77 | func void remove_ai(void) | 
 
 
 
 
 | 78 | { | 
 
 
 
 
 | 79 | ai2_kill | 
 
 
 
 
 | 80 | sleep 60 | 
 
 
 
 
 | 81 | powerup_reset | 
 
 
 
 
 | 82 | weapon_reset | 
 
 
 
 
 | 83 | sleep 240 | 
 
 
 
 
 | 84 | corpse_reset | 
 
 
 
 
 | 85 | } | 
 
 
 
 
 | 86 |  | 
 
 
 
 
 | 87 | func void music_stop(void) | 
 
 
 
 
 | 88 | { | 
 
 
 
 
 | 89 | sound_music_stop mus_main01_hd | 
 
 
 
 
 | 90 | sound_music_stop mus_main03 | 
 
 
 
 
 | 91 | } | 
 
 
 
 
 | 92 |  | 
 
 
 
 
 | 93 | ########## | 
 
 
 
 
 | 94 | ### SP1 ### | 
 
 
 
 
 | 95 | ########## | 
 
 
 
 
 | 96 |  | 
 
 
 
 
 | 97 | func void intro(void) | 
 
 
 
 
 | 98 | { | 
 
 
 
 
 | 99 | ai2_spawn Barabus | 
 
 
 
 
 | 100 | ai2_attack Barabus konoko | 
 
 
 
 
 | 101 | playback 0 IntroKonoko01 | 
 
 
 
 
 | 102 | chr_inv_reset 0 | 
 
 
 
 
 | 103 | env_show 8 1 | 
 
 
 
 
 | 104 | env_show 9 1 | 
 
 
 
 
 | 105 | env_show 10 1 | 
 
 
 
 
 | 106 | objective_set 1 silent | 
 
 
 
 
 | 107 | sleep 1 | 
 
 
 
 
 | 108 | sound_music_start mus_main01_hd 0.8 | 
 
 
 
 
 | 109 | } | 
 
 
 
 
 | 110 |  | 
 
 
 
 
 | 111 | #tv31 - at the place, where Konoko gets off the bike (inside func: save_game_1); I've disabled it | 
 
 
 
 
 | 112 |  | 
 
 
 
 
 | 113 | #lose func of Barabus | 
 
 
 
 
 | 114 | func void rocket(void) | 
 
 
 
 
 | 115 | { | 
 
 
 
 
 | 116 | music_stop | 
 
 
 
 
 | 117 | chr_animate Barabus STRIKEknockdown1 | 
 
 
 
 
 | 118 | fade_out 0 0 0 30 | 
 
 
 
 
 | 119 | sleep 30 | 
 
 
 
 
 | 120 | chr_animate_block Barabus BARABlev3_rocket | 
 
 
 
 
 | 121 | chr_envanim Barabus RocketBox01 | 
 
 
 
 
 | 122 | sound_ambient_start c01_00_02barjet | 
 
 
 
 
 | 123 | particle lock99_locklight01 do start | 
 
 
 
 
 | 124 | door_unlock 43 | 
 
 
 
 
 | 125 | objective_set 2 silent | 
 
 
 
 
 | 126 | target_set 143 30 | 
 
 
 
 
 | 127 | fade_in 30 | 
 
 
 
 
 | 128 | sleep 360 | 
 
 
 
 
 | 129 | chr_delete Barabus | 
 
 
 
 
 | 130 | sleep 600 | 
 
 
 
 
 | 131 | sound_dialog_play c00_01_98shinatama | 
 
 
 
 
 | 132 | } | 
 
 
 
 
 | 133 |  | 
 
 
 
 
 | 134 | #tv22 - if you look to the gate, on the left, around the place where you find the plasma gun | 
 
 
 
 
 | 135 | func void spawn_right_patrol(string ai_name) | 
 
 
 
 
 | 136 | { | 
 
 
 
 
 | 137 | ai2_spawn right_patrol_striker_1 | 
 
 
 
 
 | 138 | } | 
 
 
 
 
 | 139 |  | 
 
 
 
 
 | 140 | #tv23 - between the last pillar and the 5 glass doors | 
 
 
 
 
 | 141 | func void spawn_back_patrol(string ai_name) | 
 
 
 
 
 | 142 | { | 
 
 
 
 
 | 143 | ai2_spawn back_patrol_striker_1 | 
 
 
 
 
 | 144 | ai2_spawn back_patrol_striker_2 | 
 
 
 
 
 | 145 | } | 
 
 
 
 
 | 146 |  | 
 
 
 
 
 | 147 | #tv21 - if you look to the gate, on the right, nearly at the end of the way | 
 
 
 
 
 | 148 | func void spawn_left_patrol(string ai_name) | 
 
 
 
 
 | 149 | { | 
 
 
 
 
 | 150 | ai2_spawn left_patrol_striker_1 | 
 
 
 
 
 | 151 | } | 
 
 
 
 
 | 152 |  | 
 
 
 
 
 | 153 | #tv8 - in front of door 43 (func: spawn_floor1_guards); I've disabled it | 
 
 
 
 
 | 154 |  | 
 
 
 
 
 | 155 | ########## | 
 
 
 
 
 | 156 | ### SP2 ### | 
 
 
 
 
 | 157 | ########## | 
 
 
 
 
 | 158 |  | 
 
 
 
 
 | 159 | ### GROUND FLOOR ### | 
 
 
 
 
 | 160 |  | 
 
 
 
 
 | 161 | #tv33 - after door 43 | 
 
 
 
 
 | 162 | func void turnoffcompass(string ai_name) | 
 
 
 
 
 | 163 | { | 
 
 
 
 
 | 164 | if(save_point ne 2) | 
 
 
 
 
 | 165 | { | 
 
 
 
 
 | 166 | save_game 2 autosave | 
 
 
 
 
 | 167 | target_set 143 0 | 
 
 
 
 
 | 168 | } | 
 
 
 
 
 | 169 | ai2_spawn Floor1_Striker_1 | 
 
 
 
 
 | 170 | ai2_spawn Floor1_Striker_2 | 
 
 
 
 
 | 171 | ai2_spawn Floor1_Sci_1 | 
 
 
 
 
 | 172 | ai2_spawn Floor1_Sci_2 | 
 
 
 
 
 | 173 | ai2_spawn Floor1_Sci_3 | 
 
 
 
 
 | 174 | ai2_spawn Floor1_Sci_4 | 
 
 
 
 
 | 175 | objective_set 3 silent | 
 
 
 
 
 | 176 | tr_write_animation KONCOMpunch_heavy tramph.txt | 
 
 
 
 
 | 177 | } | 
 
 
 
 
 | 178 |  | 
 
 
 
 
 | 179 | #tv35 - complete room with console 2 (no funcs); I've disabled it | 
 
 
 
 
 | 180 |  | 
 
 
 
 
 | 181 | #console 2 | 
 
 
 
 
 | 182 | func void unlock_floor1_doors(string ai_name) | 
 
 
 
 
 | 183 | { | 
 
 
 
 
 | 184 | particle lock1_locklight01 do start | 
 
 
 
 
 | 185 | particle lock4a_locklight01 do start | 
 
 
 
 
 | 186 | door_unlock 3 | 
 
 
 
 
 | 187 | door_unlock 8 | 
 
 
 
 
 | 188 | door_unlock 11 | 
 
 
 
 
 | 189 | door_unlock 14 | 
 
 
 
 
 | 190 | door_unlock 17 | 
 
 
 
 
 | 191 | door_unlock 20 | 
 
 
 
 
 | 192 | door_unlock 23 | 
 
 
 
 
 | 193 | door_unlock 26 | 
 
 
 
 
 | 194 | check_doors | 
 
 
 
 
 | 195 | } | 
 
 
 
 
 | 196 |  | 
 
 
 
 
 | 197 | #tv3 - long box in some distance after door 3, door 14, door 20 and door 26 | 
 
 
 
 
 | 198 | func void spawn_floor1_striker_11(string ai_name) | 
 
 
 
 
 | 199 | { | 
 
 
 
 
 | 200 | ai2_spawn Floor1_Striker_11 | 
 
 
 
 
 | 201 | ai2_spawn Floor1_Striker_12 | 
 
 
 
 
 | 202 | } | 
 
 
 
 
 | 203 |  | 
 
 
 
 
 | 204 | #tv4 - long box in some distance after door 8, door 11, door 17 and door 23 | 
 
 
 
 
 | 205 | func void spawn_floor1_striker_10(string ai_name) | 
 
 
 
 
 | 206 | { | 
 
 
 
 
 | 207 | ai2_spawn Floor1_Striker_10 | 
 
 
 
 
 | 208 | ai2_spawn Floor1_Striker_12 | 
 
 
 
 
 | 209 | } | 
 
 
 
 
 | 210 |  | 
 
 
 
 
 | 211 | #tv1 - in front of the stairs | 
 
 
 
 
 | 212 | func void spawn_floor2_guards(string ai_name) | 
 
 
 
 
 | 213 | { | 
 
 
 
 
 | 214 | ai2_spawn Floor2_Striker_2 | 
 
 
 
 
 | 215 | ai2_spawn Floor2_Striker_3 | 
 
 
 
 
 | 216 | ai2_spawn Floor2_Striker_4 | 
 
 
 
 
 | 217 | sleep 15 | 
 
 
 
 
 | 218 | ai2_spawn Floor2_Striker_1 | 
 
 
 
 
 | 219 | ai2_doalarm Floor2_Striker_1 3 | 
 
 
 
 
 | 220 | sleep 15 | 
 
 
 
 
 | 221 | ai2_spawn Floor2_Sci_1 | 
 
 
 
 
 | 222 | ai2_spawn Floor2_Sci_2 | 
 
 
 
 
 | 223 | ai2_spawn Floor2_Sci_3 | 
 
 
 
 
 | 224 | ai2_spawn Floor2_Sci_4 | 
 
 
 
 
 | 225 | ai2_spawn Floor2_Sci_5 | 
 
 
 
 
 | 226 | } | 
 
 
 
 
 | 227 |  | 
 
 
 
 
 | 228 | #tv10 - on the platform between the ground floor and the first floor | 
 
 
 
 
 | 229 | func void set_target_4(string chr_index) | 
 
 
 
 
 | 230 | { | 
 
 
 
 
 | 231 | sound_dialog_play c00_01_26shinatama | 
 
 
 
 
 | 232 | target_set 253 30 | 
 
 
 
 
 | 233 | } | 
 
 
 
 
 | 234 |  | 
 
 
 
 
 | 235 | ### FIRST FLOOR ### | 
 
 
 
 
 | 236 |  | 
 
 
 
 
 | 237 | #tv36 - complete room with console 3 (no funcs); I've disabled it | 
 
 
 
 
 | 238 |  | 
 
 
 
 
 | 239 | #console 3 | 
 
 
 
 
 | 240 | func void unlock_floor2_doors(void) | 
 
 
 
 
 | 241 | { | 
 
 
 
 
 | 242 | trigvolume_enable attack_trigger 1 | 
 
 
 
 
 | 243 | particle lock2_locklight01 do start | 
 
 
 
 
 | 244 | particle lock4b_locklight01 do start | 
 
 
 
 
 | 245 | door_unlock 2 | 
 
 
 
 
 | 246 | door_unlock 9 | 
 
 
 
 
 | 247 | door_unlock 12 | 
 
 
 
 
 | 248 | door_unlock 15 | 
 
 
 
 
 | 249 | door_unlock 18 | 
 
 
 
 
 | 250 | door_unlock 21 | 
 
 
 
 
 | 251 | door_unlock 24 | 
 
 
 
 
 | 252 | door_unlock 27 | 
 
 
 
 
 | 253 | check_doors | 
 
 
 
 
 | 254 | sleep 60 | 
 
 
 
 
 | 255 | ai2_dopath Floor2_Striker_1 Floor2_Stk_1 | 
 
 
 
 
 | 256 | ai2_setjobstate Floor2_Striker_1 | 
 
 
 
 
 | 257 | } | 
 
 
 
 
 | 258 |  | 
 
 
 
 
 | 259 | #tv24 - after door 6; outside of the room with console 3 (tv name: attack_trigger) | 
 
 
 
 
 | 260 | func void commence_attack(string ai_name) | 
 
 
 
 
 | 261 | { | 
 
 
 
 
 | 262 | ai2_setalert Floor2_Striker_2 high | 
 
 
 
 
 | 263 | ai2_setalert Floor2_Striker_3 high | 
 
 
 
 
 | 264 | ai2_setalert Floor2_Striker_4 high | 
 
 
 
 
 | 265 | ai2_dopath Floor2_Striker_1 Floor2_Stk_1 | 
 
 
 
 
 | 266 | ai2_dopath Floor2_Striker_2 scram_path | 
 
 
 
 
 | 267 | ai2_dopath Floor2_Striker_3 attack_path_1 | 
 
 
 
 
 | 268 | ai2_dopath Floor2_Striker_4 attack_path_2 | 
 
 
 
 
 | 269 | ai2_setjobstate Floor2_Striker_1 | 
 
 
 
 
 | 270 | ai2_setjobstate Floor2_Striker_2 | 
 
 
 
 
 | 271 | ai2_setjobstate Floor2_Striker_3 | 
 
 
 
 
 | 272 | ai2_setjobstate Floor2_Striker_4 | 
 
 
 
 
 | 273 | ai2_attack Floor2_Striker_4 Floor2_Sci_4 | 
 
 
 
 
 | 274 | ai2_attack Floor2_Striker_3 Floor2_Sci_1 | 
 
 
 
 
 | 275 | } | 
 
 
 
 
 | 276 |  | 
 
 
 
 
 | 277 | #lose func of Floor2_Sci_4 | 
 
 
 
 
 | 278 | func void death_sentence_1(string ai_name) | 
 
 
 
 
 | 279 | { | 
 
 
 
 
 | 280 | ai2_attack Floor2_Striker_4 Floor2_Sci_5 | 
 
 
 
 
 | 281 | } | 
 
 
 
 
 | 282 |  | 
 
 
 
 
 | 283 | #lose func of Floor2_Sci_1 | 
 
 
 
 
 | 284 | func void death_sentence_2(string ai_name) | 
 
 
 
 
 | 285 | { | 
 
 
 
 
 | 286 | ai2_attack Floor2_Striker_3 Floor2_Sci_2 | 
 
 
 
 
 | 287 | } | 
 
 
 
 
 | 288 |  | 
 
 
 
 
 | 289 | #lose func of Floor2_Sci_2 | 
 
 
 
 
 | 290 | func void death_sentence_3(string ai_name) | 
 
 
 
 
 | 291 | { | 
 
 
 
 
 | 292 | ai2_attack Floor2_Striker_3 Floor2_Sci_3 | 
 
 
 
 
 | 293 | } | 
 
 
 
 
 | 294 |  | 
 
 
 
 
 | 295 | #tv2 - in front of the stairs | 
 
 
 
 
 | 296 | func void spawn_floor3_guards(string ai_name) | 
 
 
 
 
 | 297 | { | 
 
 
 
 
 | 298 | ai2_spawn Floor3_Striker_1 | 
 
 
 
 
 | 299 | ai2_spawn Floor3_Striker_2 | 
 
 
 
 
 | 300 | ai2_spawn Floor3_Striker_3 | 
 
 
 
 
 | 301 | ai2_spawn Floor3_Comguy_1 | 
 
 
 
 
 | 302 | } | 
 
 
 
 
 | 303 |  | 
 
 
 
 
 | 304 | #tv11 - on the platform between the first and the second floor | 
 
 
 
 
 | 305 | func void set_target_5(string chr_index) | 
 
 
 
 
 | 306 | { | 
 
 
 
 
 | 307 | sound_dialog_play c00_01_28shinatama | 
 
 
 
 
 | 308 | target_set 254 30 | 
 
 
 
 
 | 309 | } | 
 
 
 
 
 | 310 |  | 
 
 
 
 
 | 311 | ### SECOND FLOOR ### | 
 
 
 
 
 | 312 |  | 
 
 
 
 
 | 313 | #tv37 - complete room with console 4 (no funcs); I've disabled it | 
 
 
 
 
 | 314 |  | 
 
 
 
 
 | 315 | #console 4 | 
 
 
 
 
 | 316 | func void unlock_floor3_doors(string ai_name) | 
 
 
 
 
 | 317 | { | 
 
 
 
 
 | 318 | particle lock3_locklight01 do start | 
 
 
 
 
 | 319 | particle lock4c_locklight01 do start | 
 
 
 
 
 | 320 | door_unlock 1 | 
 
 
 
 
 | 321 | door_unlock 10 | 
 
 
 
 
 | 322 | door_unlock 13 | 
 
 
 
 
 | 323 | door_unlock 16 | 
 
 
 
 
 | 324 | door_unlock 19 | 
 
 
 
 
 | 325 | door_unlock 22 | 
 
 
 
 
 | 326 | door_unlock 25 | 
 
 
 
 
 | 327 | door_unlock 28 | 
 
 
 
 
 | 328 | check_doors | 
 
 
 
 
 | 329 | } | 
 
 
 
 
 | 330 |  | 
 
 
 
 
 | 331 | ### ROOF ### | 
 
 
 
 
 | 332 |  | 
 
 
 
 
 | 333 | #tv12 - in front of door 4 | 
 
 
 
 
 | 334 | func void set_objective_4(string chr_index) | 
 
 
 
 
 | 335 | { | 
 
 
 
 
 | 336 | sound_dialog_play c00_01_19shinatama | 
 
 
 
 
 | 337 | objective_set 4 silent | 
 
 
 
 
 | 338 | target_set 110 30 | 
 
 
 
 
 | 339 | } | 
 
 
 
 
 | 340 |  | 
 
 
 
 
 | 341 | #tv30 - in some distance after the ramp to the lower roof; box from left to right | 
 
 
 
 
 | 342 | func void roof_surprise(string ai_name) | 
 
 
 
 
 | 343 | { | 
 
 
 
 
 | 344 | ai2_dopath Roof_Striker_3 Roof_Striker_3b | 
 
 
 
 
 | 345 | ai2_setjobstate Roof_Striker_3 | 
 
 
 
 
 | 346 | } | 
 
 
 
 
 | 347 |  | 
 
 
 
 
 | 348 | #tv5 - after door 39 | 
 
 
 
 
 | 349 | func void spawn_tower_guards(string ai_name) | 
 
 
 
 
 | 350 | { | 
 
 
 
 
 | 351 | ai2_spawn Tower_Striker_1 | 
 
 
 
 
 | 352 | ai2_spawn Tower_Striker_2 | 
 
 
 
 
 | 353 | } | 
 
 
 
 
 | 354 |  | 
 
 
 
 
 | 355 | #tv18 - after door 41; on the right side | 
 
 
 
 
 | 356 | func void tower_lock_1(string chr_index) | 
 
 
 
 
 | 357 | { | 
 
 
 
 
 | 358 | ai2_spawn Tower_MB_1 | 
 
 
 
 
 | 359 | particle sapper do start | 
 
 
 
 
 | 360 | music_stop | 
 
 
 
 
 | 361 | } | 
 
 
 
 
 | 362 |  | 
 
 
 
 
 | 363 | #tv17 - right next to the furniture in the middle of the tower; from left to right (entry func: sapper_damage_on); I've disabled it | 
 
 
 
 
 | 364 |  | 
 
 
 
 
 | 365 | #lose func of Tower_MB_1 | 
 
 
 
 
 | 366 | func void bomber(void) | 
 
 
 
 
 | 367 | { | 
 
 
 
 
 | 368 | fade_out 0 0 0 30 | 
 
 
 
 
 | 369 | sleep 30 | 
 
 
 
 
 | 370 | chr_delete Tower_MB_1 | 
 
 
 
 
 | 371 | fork remove_ai | 
 
 
 
 
 | 372 | particle sapper do stop | 
 
 
 
 
 | 373 | chr_teleport 0 99 | 
 
 
 
 
 | 374 | chr_facetoflag 0 90 | 
 
 
 
 
 | 375 | fade_in 30 | 
 
 
 
 
 | 376 | } | 
 
 
 
 
 | 377 |  | 
 
 
 
 
 | 378 | ########## | 
 
 
 
 
 | 379 | ### SP3 ### | 
 
 
 
 
 | 380 | ########## | 
 
 
 
 
 | 381 |  | 
 
 
 
 
 | 382 | ### LOBBY - GROUND FLOOR ### | 
 
 
 
 
 | 383 |  | 
 
 
 
 
 | 384 | #tv9 - in front of door 35; in the elevator shaft | 
 
 
 
 
 | 385 | func void spawn_lobby_tctf(string ai_name) | 
 
 
 
 
 | 386 | { | 
 
 
 
 
 | 387 | if(save_point ne 3) | 
 
 
 
 
 | 388 | { | 
 
 
 
 
 | 389 | sleep 30 | 
 
 
 
 
 | 390 | save_game 3 autosave | 
 
 
 
 
 | 391 | } | 
 
 
 
 
 | 392 | env_show 540 0 | 
 
 
 
 
 | 393 | env_show 777 1 | 
 
 
 
 
 | 394 | env_show 778 0 | 
 
 
 
 
 | 395 | ai2_spawn Lobby_TCL_1 | 
 
 
 
 
 | 396 | ai2_spawn Lobby_TCL_2 | 
 
 
 
 
 | 397 | ai2_spawn Lobby_TCS_1 | 
 
 
 
 
 | 398 | objective_set 5 silent | 
 
 
 
 
 | 399 | target_set 142 30 | 
 
 
 
 
 | 400 | } | 
 
 
 
 
 | 401 |  | 
 
 
 
 
 | 402 | #tv34 - after door 35 (inside func: save_game_3); I've disabled it | 
 
 
 
 
 | 403 |  | 
 
 
 
 
 | 404 | #tv13 - big box from door 59 and door 60 to the opposite wall; includes console 1 | 
 
 
 
 
 | 405 | func void spawn_lobby_synd(string ai_name) | 
 
 
 
 
 | 406 | { | 
 
 
 
 
 | 407 | ai2_spawn Lobby_Striker_1 | 
 
 
 
 
 | 408 | ai2_spawn Lobby_Striker_2 | 
 
 
 
 
 | 409 | ai2_spawn Lobby_Striker_3 | 
 
 
 
 
 | 410 | ai2_spawn Lobby_Striker_4 | 
 
 
 
 
 | 411 | } | 
 
 
 
 
 | 412 |  | 
 
 
 
 
 | 413 | #hit func of Lobby_TCL_1 | 
 
 
 
 
 | 414 | func void Lobby_Hurt_TCL_1(string ai_name) | 
 
 
 
 
 | 415 | { | 
 
 
 
 
 | 416 | ai2_dopath Lobby_TCL_1 Lobby_Hurt_TCL_1 | 
 
 
 
 
 | 417 | } | 
 
 
 
 
 | 418 |  | 
 
 
 
 
 | 419 | #hit func of Lobby_TCL_2 | 
 
 
 
 
 | 420 | func void Lobby_Hurt_TCL_2(string ai_name) | 
 
 
 
 
 | 421 | { | 
 
 
 
 
 | 422 | sleep 120 | 
 
 
 
 
 | 423 | ai2_dopath Lobby_TCL_2 Lobby_Hurt_TCL_2 | 
 
 
 
 
 | 424 | } | 
 
 
 
 
 | 425 |  | 
 
 
 
 
 | 426 | #tv32 - at the end of the stairs to the lower floor with console 11; big box from left to right | 
 
 
 
 
 | 427 | func void backdoor(string ai_name) | 
 
 
 
 
 | 428 | { | 
 
 
 
 
 | 429 | ai2_spawn backdoor_striker_1 | 
 
 
 
 
 | 430 | ai2_spawn backdoor_striker_3 | 
 
 
 
 
 | 431 | } | 
 
 
 
 
 | 432 |  | 
 
 
 
 
 | 433 | #console 11 | 
 
 
 
 
 | 434 | func void passage_1(string ai_name) | 
 
 
 
 
 | 435 | { | 
 
 
 
 
 | 436 | particle lock69a_locklight01 do start | 
 
 
 
 
 | 437 | check_doors | 
 
 
 
 
 | 438 | } | 
 
 
 
 
 | 439 |  | 
 
 
 
 
 | 440 | ### LOBBY - FIRST FLOOR ### | 
 
 
 
 
 | 441 |  | 
 
 
 
 
 | 442 | #tv28 - long box; starts in some after door 53 and ends in front of console 9 | 
 
 
 
 
 | 443 | func void spawn_lively_2(string ai_name) | 
 
 
 
 
 | 444 | { | 
 
 
 
 
 | 445 | ai2_spawn lively_striker_2 | 
 
 
 
 
 | 446 | } | 
 
 
 
 
 | 447 |  | 
 
 
 
 
 | 448 | #console 9 | 
 
 
 
 
 | 449 | func void passage_2(string ai_name) | 
 
 
 
 
 | 450 | { | 
 
 
 
 
 | 451 | particle lock69b_locklight01 do start | 
 
 
 
 
 | 452 | check_doors | 
 
 
 
 
 | 453 | } | 
 
 
 
 
 | 454 |  | 
 
 
 
 
 | 455 | #tv26 - in some distance after door 37 | 
 
 
 
 
 | 456 | func void spawn_opposite_striker_1(string ai_name) | 
 
 
 
 
 | 457 | { | 
 
 
 
 
 | 458 | ai2_spawn opposite_striker_1 | 
 
 
 
 
 | 459 | } | 
 
 
 
 
 | 460 |  | 
 
 
 
 
 | 461 | #tv27 - in some distance after door 31 | 
 
 
 
 
 | 462 | func void spawn_opposite_striker_2(string ai_name) | 
 
 
 
 
 | 463 | { | 
 
 
 
 
 | 464 | ai2_spawn opposite_striker_2 | 
 
 
 
 
 | 465 | } | 
 
 
 
 
 | 466 |  | 
 
 
 
 
 | 467 | ### LOBBY - SECOND FLOOR ### | 
 
 
 
 
 | 468 |  | 
 
 
 
 
 | 469 | #tv25 - around the green energy clip; in the room with door 46 | 
 
 
 
 
 | 470 | func void spawn_lively_1(string ai_name) | 
 
 
 
 
 | 471 | { | 
 
 
 
 
 | 472 | ai2_spawn lively_striker_1 | 
 
 
 
 
 | 473 | } | 
 
 
 
 
 | 474 |  | 
 
 
 
 
 | 475 | #tv29 - at the end of the room with door 29; from left to right; includes the hypo | 
 
 
 
 
 | 476 | func void spawn_lively_3(string ai_name) | 
 
 
 
 
 | 477 | { | 
 
 
 
 
 | 478 | ai2_spawn lively_striker_3 | 
 
 
 
 
 | 479 | ai2_spawn lively_striker_4 | 
 
 
 
 
 | 480 | } | 
 
 
 
 
 | 481 |  | 
 
 
 
 
 | 482 | #console 8 | 
 
 
 
 
 | 483 | func void passage_3(string ai_name) | 
 
 
 
 
 | 484 | { | 
 
 
 
 
 | 485 | particle lock69c_locklight01 do start | 
 
 
 
 
 | 486 | check_doors | 
 
 
 
 
 | 487 | } | 
 
 
 
 
 | 488 |  | 
 
 
 
 
 | 489 | func void check_doors(void) | 
 
 
 
 
 | 490 | { | 
 
 
 
 
 | 491 | var_counter = var_counter + 1 | 
 
 
 
 
 | 492 | if(var_counter eq 3) | 
 
 
 
 
 | 493 | { | 
 
 
 
 
 | 494 | if(save_point eq 2) | 
 
 
 
 
 | 495 | { | 
 
 
 
 
 | 496 | door_unlock 4 | 
 
 
 
 
 | 497 | ai2_spawn Roof_Striker_1 | 
 
 
 
 
 | 498 | ai2_spawn Roof_Striker_2 | 
 
 
 
 
 | 499 | ai2_spawn Roof_Striker_3 | 
 
 
 
 
 | 500 | sound_music_start mus_main03 | 
 
 
 
 
 | 501 | } | 
 
 
 
 
 | 502 | if(save_point eq 3) | 
 
 
 
 
 | 503 | { | 
 
 
 
 
 | 504 | door_unlock 48 | 
 
 
 
 
 | 505 | sound_music_start mus_main03 1.0 | 
 
 
 
 
 | 506 | } | 
 
 
 
 
 | 507 | var_counter = 0 | 
 
 
 
 
 | 508 | } | 
 
 
 
 
 | 509 | } | 
 
 
 
 
 | 510 |  | 
 
 
 
 
 | 511 | #tv20 - in front of door 48 | 
 
 
 
 
 | 512 | func void miseenscene_start(string ai_name) | 
 
 
 
 
 | 513 | { | 
 
 
 
 
 | 514 | particle scene create | 
 
 
 
 
 | 515 | ai2_spawn scene_thug_1 | 
 
 
 
 
 | 516 | ai2_spawn scene_thug_2 | 
 
 
 
 
 | 517 | } | 
 
 
 
 
 | 518 |  | 
 
 
 
 
 | 519 | #tv6 - in the middle between door 48 and door 55 | 
 
 
 
 
 | 520 | func void spawn_vats(string ai_name) | 
 
 
 
 
 | 521 | { | 
 
 
 
 
 | 522 | ai2_spawn Vat_Striker_1 | 
 
 
 
 
 | 523 | ai2_spawn Vat_Striker_2 | 
 
 
 
 
 | 524 | ai2_spawn Vat_Striker_3 | 
 
 
 
 
 | 525 | ai2_spawn Vat_Striker_4 | 
 
 
 
 
 | 526 | ai2_spawn Vat_Striker_5 | 
 
 
 
 
 | 527 | } | 
 
 
 
 
 | 528 |  | 
 
 
 
 
 | 529 | #console 10 (text console) | 
 
 
 
 
 | 530 | func void day_264(string ai_name) | 
 
 
 
 
 | 531 | { | 
 
 
 
 
 | 532 | ai2_idle scene_thug_1 | 
 
 
 
 
 | 533 | ai2_movetoflag scene_thug_1 7010 | 
 
 
 
 
 | 534 | ai2_setmovementmode scene_thug_1 run | 
 
 
 
 
 | 535 | sleep 300 | 
 
 
 
 
 | 536 | particle day264 create | 
 
 
 
 
 | 537 | particle dayafter create | 
 
 
 
 
 | 538 | particle dayafter do start | 
 
 
 
 
 | 539 | chr_animate scene_thug_1 STRIKEknockdown3 | 
 
 
 
 
 | 540 | ai2_dopath scene_thug_1 scene_flee_1 | 
 
 
 
 
 | 541 | ai2_dopath scene_thug_2 scene_flee_2 | 
 
 
 
 
 | 542 | sleep 300 | 
 
 
 
 
 | 543 | ai2_spawn arcy | 
 
 
 
 
 | 544 | sleep 1000 | 
 
 
 
 
 | 545 | chr_delete scene_thug_1 | 
 
 
 
 
 | 546 | chr_delete scene_thug_2 | 
 
 
 
 
 | 547 | sleep 500 | 
 
 
 
 
 | 548 | chr_delete arcy | 
 
 
 
 
 | 549 | } | 
 
 
 
 
 | 550 |  | 
 
 
 
 
 | 551 | #tv19 - in front of door 55 | 
 
 
 
 
 | 552 | func void set_objective_6(string chr_index) | 
 
 
 
 
 | 553 | { | 
 
 
 
 
 | 554 | sound_dialog_play c00_01_22shinatama | 
 
 
 
 
 | 555 | objective_set 6 silent | 
 
 
 
 
 | 556 | target_set 256 30 | 
 
 
 
 
 | 557 | } | 
 
 
 
 
 | 558 |  | 
 
 
 
 
 | 559 | ### HALL ### | 
 
 
 
 
 | 560 |  | 
 
 
 
 
 | 561 | #tv16 - the complete acid volume | 
 
 
 
 
 | 562 | func void fallinthevat(string character) | 
 
 
 
 
 | 563 | { | 
 
 
 
 
 | 564 | if(chr_is_player(character) eq 1) | 
 
 
 
 
 | 565 | { | 
 
 
 
 
 | 566 | cm_detach | 
 
 
 
 
 | 567 | chr_animate 0 KONOKOacid | 
 
 
 
 
 | 568 | sleep 10 | 
 
 
 
 
 | 569 | sound_impulse_play konoko_gruesome_death | 
 
 
 
 
 | 570 | chr_set_health 0 0 | 
 
 
 
 
 | 571 | } | 
 
 
 
 
 | 572 | else | 
 
 
 
 
 | 573 | { | 
 
 
 
 
 | 574 | chr_animate(character, KONOKOacid); | 
 
 
 
 
 | 575 | sleep 10 | 
 
 
 
 
 | 576 | chr_set_health(character, 0); | 
 
 
 
 
 | 577 | } | 
 
 
 
 
 | 578 | } | 
 
 
 
 
 | 579 |  | 
 
 
 
 
 | 580 | #console 5 | 
 
 
 
 
 | 581 | func void unlock_end_door(string ai_name) | 
 
 
 
 
 | 582 | { | 
 
 
 
 
 | 583 | trigvolume_enable final_ambush 1 | 
 
 
 
 
 | 584 | particle lockend_locklight02 do start | 
 
 
 
 
 | 585 | door_unlock 56 | 
 
 
 
 
 | 586 | target_set 52 30 | 
 
 
 
 
 | 587 | ai2_spawn Vat_MB_1 | 
 
 
 
 
 | 588 | } | 
 
 
 
 
 | 589 |  | 
 
 
 
 
 | 590 | #tv7 - in some distance in front three pillars; from left to right | 
 
 
 
 
 | 591 | func void final_ambush(string ai_name) | 
 
 
 
 
 | 592 | { | 
 
 
 
 
 | 593 | ai2_spawn Ambush_Striker_1 | 
 
 
 
 
 | 594 | ai2_spawn Ambush_Striker_2 | 
 
 
 
 
 | 595 | } | 
 
 
 
 
 | 596 |  | 
 
 
 
 
 | 597 | #hit func of Ambush_Striker_1 | 
 
 
 
 
 | 598 | func void gethelp(string ai_name) | 
 
 
 
 
 | 599 | { | 
 
 
 
 
 | 600 | trigvolume_enable outro_volume_1 1 | 
 
 
 
 
 | 601 | particle lock177_locklight01 do start | 
 
 
 
 
 | 602 | door_unlock 49 | 
 
 
 
 
 | 603 | door_unlock 50 | 
 
 
 
 
 | 604 | ai2_attack Ambush_Striker_2 Konoko | 
 
 
 
 
 | 605 | music_stop | 
 
 
 
 
 | 606 | } | 
 
 
 
 
 | 607 |  | 
 
 
 
 
 | 608 | #tv14 - after door 50 | 
 
 
 
 
 | 609 | #tv15 - after door 49 | 
 
 
 
 
 | 610 | func void outro(void) | 
 
 
 
 
 | 611 | { | 
 
 
 
 
 | 612 | fade_out 0 0 0 30 | 
 
 
 
 
 | 613 | sleep 30 | 
 
 
 
 
 | 614 | win | 
 
 
 
 
 | 615 | } | 
 
 
 
 
 | 616 |  | 
 
 
 
 
 | 617 | ##################### | 
 
 
 
 
 | 618 | ### TEXT CONSOLES ### | 
 
 
 
 
 | 619 | ##################### | 
 
 
 
 
 | 620 |  | 
 
 
 
 
 | 621 | func void level3a(string chr_index) | 
 
 
 
 
 | 622 | { | 
 
 
 
 
 | 623 | text_console level_3a | 
 
 
 
 
 | 624 | console_reset 7 | 
 
 
 
 
 | 625 | } | 
 
 
 
 
 | 626 |  | 
 
 
 
 
 | 627 | func void level3b(string chr_index) | 
 
 
 
 
 | 628 | { | 
 
 
 
 
 | 629 | text_console level_3b | 
 
 
 
 
 | 630 | console_reset 6 | 
 
 
 
 
 | 631 | } | 
 
 
 
 
 | 632 |  | 
 
 
 
 
 | 633 | func void level3c(string chr_index) | 
 
 
 
 
 | 634 | { | 
 
 
 
 
 | 635 | text_console level_3c | 
 
 
 
 
 | 636 | console_reset 1 | 
 
 
 
 
 | 637 | } | 
 
 
 
 
 | 638 |  | 
 
 
 
 
 | 639 | func void level3d(string chr_index) | 
 
 
 
 
 | 640 | { | 
 
 
 
 
 | 641 | text_console level_3d | 
 
 
 
 
 | 642 | day_264 | 
 
 
 
 
 | 643 | } |