| 1 |
func void cheater(void) |
| 2 |
{ |
| 3 |
invincible=1 |
| 4 |
omnipotent=1 |
| 5 |
lock_keys keys_all |
| 6 |
chr_teleport 0 7023 |
| 7 |
} |
| 8 |
################################### |
| 9 |
# variables used in train2 scipts # |
| 10 |
################################### |
| 11 |
|
| 12 |
#used to see if PPK combo was successful |
| 13 |
var int combo_did; |
| 14 |
|
| 15 |
#used to determine when to activate or deactivate blocking drone, current script comments out the usefulness of this variable |
| 16 |
var int count_block; |
| 17 |
|
| 18 |
#determines if reload in ballistics or cell |
| 19 |
var int reload=0; |
| 20 |
|
| 21 |
#makes sure reloading cells doesn't play before player has even picked up the rifle |
| 22 |
var int droid_active; |
| 23 |
|
| 24 |
#sees if you already reloaded ballistics ammo before the system had a chance to prompt you to do so |
| 25 |
var int already_reloaded; |
| 26 |
|
| 27 |
#sees if you already reloaded cell ammo before system prompted you to do so. |
| 28 |
var int already_reloaded2; |
| 29 |
|
| 30 |
#counts number of reload prompts necessary, if you reloaded more than one time, you lose rating points |
| 31 |
var int had_to_reload; |
| 32 |
|
| 33 |
#determines when inside the target shooting function |
| 34 |
var int inside_target_function; |
| 35 |
|
| 36 |
#determines when inside ammo reload function |
| 37 |
var int inside_ammo_function = 0; |
| 38 |
|
| 39 |
#determines when not to display block droid message |
| 40 |
var int block_off; |
| 41 |
|
| 42 |
################################ |
| 43 |
# fight training scripts below # |
| 44 |
################################ |
| 45 |
|
| 46 |
######################### |
| 47 |
# punch and kick script # |
| 48 |
######################### |
| 49 |
func void train_fighting(string ai_name) |
| 50 |
{ |
| 51 |
how_far_along = 4; |
| 52 |
music_stop |
| 53 |
particle obj3 kill |
| 54 |
particle obj4 kill |
| 55 |
trig_deactivate 1 |
| 56 |
trig_deactivate 2 |
| 57 |
trig_deactivate 3 |
| 58 |
message_remove c01_50_23 |
| 59 |
message_remove jump_encourage |
| 60 |
message_remove jump_encourage2 |
| 61 |
sleep 60 |
| 62 |
sound_dialog_play_interrupt c00_01_64shinatama |
| 63 |
message_remove |
| 64 |
message begin_fight 240 |
| 65 |
sleep 240 |
| 66 |
# PUNCH-KICK |
| 67 |
lock_keys keys_attack |
| 68 |
message xpunch |
| 69 |
chr_wait_animtype 0 punch |
| 70 |
sleep 60 |
| 71 |
message_remove xpunch |
| 72 |
sleep 60 |
| 73 |
message xkick |
| 74 |
chr_wait_animtype 0 kick |
| 75 |
sleep 60 |
| 76 |
message_remove xkick |
| 77 |
sleep 60 |
| 78 |
|
| 79 |
if (how_far_along eq 4) |
| 80 |
{ |
| 81 |
#throw two punches |
| 82 |
sound_dialog_play_block c00_01_65shinatama |
| 83 |
message punch |
| 84 |
chr_wait_animtype 0 punch2 |
| 85 |
message_remove punch |
| 86 |
sleep 60 |
| 87 |
message c01_50_27 180 |
| 88 |
sound_dialog_play_interrupt c00_01_66shinatama |
| 89 |
sound_dialog_play_block pause |
| 90 |
sleep 40 |
| 91 |
} |
| 92 |
|
| 93 |
if (how_far_along eq 4) |
| 94 |
{ |
| 95 |
# more combo |
| 96 |
sound_dialog_play_block c00_01_67shinatama |
| 97 |
sound_dialog_play_block pause |
| 98 |
sleep 60 |
| 99 |
} |
| 100 |
|
| 101 |
if (how_far_along eq 4) |
| 102 |
{ |
| 103 |
# FIRST COMBO |
| 104 |
message c01_50_29 |
| 105 |
fork combo_wait |
| 106 |
chr_wait_animtype 0 ppk |
| 107 |
combo_did = 1; |
| 108 |
sleep 60 |
| 109 |
message_remove c01_50_29 |
| 110 |
message_remove c01_50_29b |
| 111 |
sleep 60 |
| 112 |
sound_dialog_play_interrupt c00_01_07shinatama |
| 113 |
message xppk 180 |
| 114 |
sleep 180 |
| 115 |
} |
| 116 |
if(combo_did eq 1) |
| 117 |
{ |
| 118 |
if (how_far_along eq 4) |
| 119 |
{ |
| 120 |
# try linking for more combos |
| 121 |
sound_dialog_play_block c00_01_69shinatama |
| 122 |
sound_dialog_play_block pause |
| 123 |
sleep 240 |
| 124 |
} |
| 125 |
|
| 126 |
if (how_far_along eq 4) |
| 127 |
{ |
| 128 |
# you're now ready to train with a sparring partner |
| 129 |
sound_dialog_play_block c00_01_70shinatama |
| 130 |
sound_dialog_play_block pause |
| 131 |
sleep 30 |
| 132 |
} |
| 133 |
if (how_far_along eq 4) |
| 134 |
{ |
| 135 |
# proceed to the next room |
| 136 |
sound_dialog_play_block c00_01_71shinatama |
| 137 |
message xspar2 |
| 138 |
ai2_spawn dum_hit_flash |
| 139 |
chr_lock_active dum_hit_flash |
| 140 |
chr_death_lock dum_hit_flash 1 |
| 141 |
door_unlock 99 |
| 142 |
particle door2_locklight02 do start |
| 143 |
} |
| 144 |
} |
| 145 |
} |
| 146 |
|
| 147 |
func void combo_wait(string ai_name) |
| 148 |
{ |
| 149 |
sleep 600 |
| 150 |
if (combo_did eq 0) |
| 151 |
{ |
| 152 |
dprint rating |
| 153 |
rating = rating + 1 |
| 154 |
rating |
| 155 |
message_remove c01_50_29 |
| 156 |
sound_dialog_play_block c00_01_68shinatama |
| 157 |
sleep 60 |
| 158 |
} |
| 159 |
if (combo_did eq 0) |
| 160 |
{ |
| 161 |
message c01_50_29b 240 |
| 162 |
sleep 240 |
| 163 |
} |
| 164 |
if (combo_did eq 0) |
| 165 |
{ |
| 166 |
message c01_50_29 |
| 167 |
} |
| 168 |
|
| 169 |
# if(combo_did eq 0) |
| 170 |
# { |
| 171 |
# if (how_far_along eq 4) |
| 172 |
# { |
| 173 |
# try linking for more combos |
| 174 |
# sound_dialog_play_block c00_01_69shinatama |
| 175 |
# sound_dialog_play_block pause |
| 176 |
# sleep 240 |
| 177 |
# } |
| 178 |
# |
| 179 |
# if (how_far_along eq 4) |
| 180 |
# { |
| 181 |
# you're now ready to train with a sparring partner |
| 182 |
# sound_dialog_play_block c00_01_70shinatama |
| 183 |
# sound_dialog_play_block pause |
| 184 |
# sleep 30 |
| 185 |
# } |
| 186 |
# if (how_far_along eq 4) |
| 187 |
# { |
| 188 |
# proceed to the next room |
| 189 |
# sound_dialog_play_block c00_01_71shinatama |
| 190 |
# message xspar2 |
| 191 |
# ai2_spawn dum_hit_flash |
| 192 |
# chr_lock_active dum_hit_flash |
| 193 |
# chr_death_lock dum_hit_flash 1 |
| 194 |
# door_unlock 99 |
| 195 |
# particle door2_locklight02 do start |
| 196 |
# } |
| 197 |
# } |
| 198 |
} |
| 199 |
|
| 200 |
################################## |
| 201 |
# train player about hit flashes # |
| 202 |
################################## |
| 203 |
func void train_hit_flash(string ai_name) |
| 204 |
{ |
| 205 |
particle steam stop |
| 206 |
music_train2 |
| 207 |
how_far_along = 6; |
| 208 |
message_remove xspar2 |
| 209 |
sleep 60 |
| 210 |
# try hitting this dummy |
| 211 |
sound_dialog_play_block c00_01_77shinatama |
| 212 |
message start_hit |
| 213 |
ai2_makeignoreplayer dum_hit_flash 1 |
| 214 |
} |
| 215 |
|
| 216 |
func void hurt_dummy1(string ai_name) |
| 217 |
{ |
| 218 |
message_remove start_hit |
| 219 |
sleep 60 |
| 220 |
door_lock 99 |
| 221 |
particle door2_locklight02 do stop |
| 222 |
# dynamic hit flashes |
| 223 |
message c01_50_35 300 |
| 224 |
sleep 240 |
| 225 |
ai2_dopath dum_hit_flash patrol_dum_hit_flash |
| 226 |
ai2_setjobstate dum_hit_flash |
| 227 |
sleep 60 |
| 228 |
# more dynamic hit flashes blue |
| 229 |
message blueflash 300 |
| 230 |
sleep 240 |
| 231 |
ai2_dopath dum_hit_flash patrol_dum_hit_flash |
| 232 |
ai2_setjobstate dum_hit_flash |
| 233 |
sleep 60 |
| 234 |
message c01_50_37 300 |
| 235 |
sleep 240 |
| 236 |
ai2_dopath dum_hit_flash patrol_dum_hit_flash |
| 237 |
ai2_setjobstate dum_hit_flash |
| 238 |
sleep 60 |
| 239 |
# more dynamic hit flashes |
| 240 |
message c01_50_38 300 |
| 241 |
sleep 240 |
| 242 |
ai2_dopath dum_hit_flash patrol_dum_hit_flash |
| 243 |
ai2_setjobstate dum_hit_flash |
| 244 |
# move on to the next room to learn how to perform the most dangerous attacks. |
| 245 |
sleep 60 |
| 246 |
sound_dialog_play_block c00_01_78shinatama |
| 247 |
message goto_throw |
| 248 |
sleep 60 |
| 249 |
door_unlock 100 |
| 250 |
particle door3_locklight02 do start |
| 251 |
ai2_spawn dum_train_throw |
| 252 |
chr_lock_active dum_train_throw |
| 253 |
chr_death_lock dum_train_throw 1 |
| 254 |
ai2_makeignoreplayer dum_train_throw 1 |
| 255 |
} |
| 256 |
|
| 257 |
################################### |
| 258 |
# train player to throw opponents # |
| 259 |
################################### |
| 260 |
func void lockthrow(void) |
| 261 |
{ |
| 262 |
door_lock 100 |
| 263 |
particle door3_locklight02 do stop |
| 264 |
} |
| 265 |
|
| 266 |
func void train_throw(string ai_name) |
| 267 |
{ |
| 268 |
how_far_along = 7; |
| 269 |
message_remove goto_throw |
| 270 |
sleep 60 |
| 271 |
if (how_far_along eq 7) |
| 272 |
{ |
| 273 |
# FIRST THROW |
| 274 |
sound_dialog_play_block c00_01_79shinatama |
| 275 |
message c01_50_41 |
| 276 |
chr_wait_animtype 0 throw_forward_punch throw_forward_kick run_throw_forward_punch run_throw_forward_kick |
| 277 |
message_remove c01_50_41 |
| 278 |
sleep 60 |
| 279 |
} |
| 280 |
|
| 281 |
if (how_far_along eq 7) |
| 282 |
{ |
| 283 |
# more throws |
| 284 |
sound_dialog_play_block c00_01_80shinatama |
| 285 |
ai2_dopath dum_train_throw patrol_train_throw2 |
| 286 |
ai2_setjobstate dum_train_throw |
| 287 |
sleep 180 |
| 288 |
ai2_dopath dum_train_throw patrol_train_throw2 |
| 289 |
ai2_setjobstate dum_train_throw |
| 290 |
sleep 180 |
| 291 |
message xthrow1 360 |
| 292 |
ai2_dopath dum_train_throw patrol_train_throw2 |
| 293 |
ai2_setjobstate dum_train_throw |
| 294 |
sleep 180 |
| 295 |
ai2_dopath dum_train_throw patrol_train_throw2 |
| 296 |
ai2_setjobstate dum_train_throw |
| 297 |
sleep 180 |
| 298 |
ai2_dopath dum_train_throw patrol_train_throw2 |
| 299 |
ai2_setjobstate dum_train_throw |
| 300 |
sleep 180 |
| 301 |
message xthrow2 360 |
| 302 |
ai2_dopath dum_train_throw patrol_train_throw2 |
| 303 |
ai2_setjobstate dum_train_throw |
| 304 |
sleep 180 |
| 305 |
ai2_dopath dum_train_throw patrol_train_throw2 |
| 306 |
ai2_setjobstate dum_train_throw |
| 307 |
sleep 180 |
| 308 |
ai2_dopath dum_train_throw patrol_train_throw2 |
| 309 |
ai2_setjobstate dum_train_throw |
| 310 |
sleep 180 |
| 311 |
ai2_dopath dum_train_throw patrol_train_throw2 |
| 312 |
ai2_setjobstate dum_train_throw |
| 313 |
} |
| 314 |
|
| 315 |
if (how_far_along eq 7) |
| 316 |
{ |
| 317 |
# Proceed to the next room and try blocking the training dummy'sleep 240 attacks. |
| 318 |
message goto_block |
| 319 |
sleep 60 |
| 320 |
door_unlock 101 |
| 321 |
particle door4_locklight02 do start |
| 322 |
particle door4b_locklight02 do start |
| 323 |
ai2_spawn dum_train_block |
| 324 |
ai2_makeignoreplayer dum_train_block 1 |
| 325 |
chr_invincible char_0 1 |
| 326 |
} |
| 327 |
|
| 328 |
} |
| 329 |
|
| 330 |
############################### |
| 331 |
# train player to block blows # |
| 332 |
############################### |
| 333 |
func void train_block(string ai_name) |
| 334 |
{ |
| 335 |
#introduce blocking |
| 336 |
how_far_along = 5; |
| 337 |
message_remove goto_block |
| 338 |
# dummy attack |
| 339 |
sound_dialog_play_block c00_01_72shinatama |
| 340 |
sound_dialog_play_block pause |
| 341 |
sound_dialog_play_block c00_01_73shinatama |
| 342 |
if(count_block eq 0) |
| 343 |
{ |
| 344 |
message c01_50_33 |
| 345 |
} |
| 346 |
} |
| 347 |
|
| 348 |
func void train_block2(string ai_name) |
| 349 |
{ |
| 350 |
ai2_makeignoreplayer dum_train_block 0 |
| 351 |
ai2_dopath dum_train_block patrol_56b |
| 352 |
ai2_setjobstate dum_train_block |
| 353 |
message_remove c01_50_33 |
| 354 |
if(count_block eq 0) |
| 355 |
{ |
| 356 |
count_block = 1 |
| 357 |
door_lock 101 |
| 358 |
door_close 101 |
| 359 |
particle door4_locklight02 do stop |
| 360 |
chr_delete dum_train_throw |
| 361 |
chr_delete dum_hit_flash |
| 362 |
chr_delete demo1 |
| 363 |
chr_delete demo2 |
| 364 |
chr_delete demo3 |
| 365 |
if (how_far_along eq 5) |
| 366 |
{ |
| 367 |
# more blocking |
| 368 |
sleep 60 |
| 369 |
message c01_50_32 300 |
| 370 |
sound_dialog_play_block c00_01_74shinatama |
| 371 |
sound_dialog_play_pause |
| 372 |
sleep 30 |
| 373 |
sound_dialog_play_block c00_01_75shinatama |
| 374 |
message xblocking2 300 |
| 375 |
sound_dialog_play_pause |
| 376 |
sleep 30 |
| 377 |
sound_dialog_play_block c00_01_76shinatama |
| 378 |
} |
| 379 |
sleep 120 |
| 380 |
# message_remove xdronedeactive |
| 381 |
ai2_makeignoreplayer dum_train_block 1 |
| 382 |
ai2_dopath dum_train_block patrol_56b |
| 383 |
ai2_setjobstate dum_train_block |
| 384 |
sound_dialog_play_block c00_01_83shinatama |
| 385 |
sound_dialog_play_block pause |
| 386 |
door_unlock 102 |
| 387 |
particle door5_locklight02 do start |
| 388 |
message goto_shoot |
| 389 |
chr_inv_reset 0 |
| 390 |
music_stop |
| 391 |
sleep 60 |
| 392 |
dprint spawn_shoot |
| 393 |
ai2_spawn dum_train_shoot |
| 394 |
ai2_spawn dum_train_shoot2 |
| 395 |
ai2_passive dum_train_shoot 1 |
| 396 |
ai2_passive dum_train_shoot2 1 |
| 397 |
chr_invincible dum_train_shoot 1 |
| 398 |
chr_invincible dum_train_shoot2 1 |
| 399 |
chr_invincible char_0 0 |
| 400 |
console_deactivate 12 |
| 401 |
trigvolume_enable tv75 0 |
| 402 |
trigvolume_enable tv74 0 |
| 403 |
} |
| 404 |
} |
| 405 |
|
| 406 |
func void disable_tv46(void) |
| 407 |
{ |
| 408 |
message_remove c01_50_33 |
| 409 |
trigvolume_enable trigger_volume_46 0 |
| 410 |
} |
| 411 |
|
| 412 |
################################## |
| 413 |
# put drones back on their spots # |
| 414 |
################################## |
| 415 |
func void flash_path(string ai_name) |
| 416 |
{ |
| 417 |
sleep 90 |
| 418 |
ai2_dopath dum_hit_flash patrol_dum_hit_flash |
| 419 |
} |
| 420 |
|
| 421 |
func void throw_path(string ai_name) |
| 422 |
{ |
| 423 |
sleep 90 |
| 424 |
ai2_dopath dum_train_throw patrol_train_throw2 |
| 425 |
} |
| 426 |
|
| 427 |
func void block_path(string ai_name) |
| 428 |
{ |
| 429 |
if(block_off eq 0) |
| 430 |
{ |
| 431 |
block_off = 1; |
| 432 |
message xdronedeactive 180 |
| 433 |
} |
| 434 |
ai2_makeignoreplayer dum_train_block 1 |
| 435 |
ai2_dopath dum_train_block patrol_56 |
| 436 |
sleep 180 |
| 437 |
block_off = 0; |
| 438 |
} |
| 439 |
|
| 440 |
func void block_path2(string ai_name) |
| 441 |
{ |
| 442 |
|
| 443 |
ai2_makeignoreplayer dum_train_block 1 |
| 444 |
ai2_dopath dum_train_block patrol_56 |
| 445 |
} |
| 446 |
###################################################### |
| 447 |
# regenerate first two training dummies as necessary # |
| 448 |
###################################################### |
| 449 |
|
| 450 |
func void regen1(string ai_name) |
| 451 |
{ |
| 452 |
dprint regen1 |
| 453 |
message_remove blueflash |
| 454 |
message_remove c01_50_37 |
| 455 |
message_remove c01_50_38 |
| 456 |
sleep 60 |
| 457 |
message xregen1 180 |
| 458 |
sleep 180 |
| 459 |
chr_set_health dum_hit_flash 50 |
| 460 |
ai2_dopath dum_hit_flash patrol_dum_hit_flash |
| 461 |
ai2_setjobstate dum_hit_flash |
| 462 |
} |
| 463 |
|
| 464 |
func void regen2(string ai_name) |
| 465 |
{ |
| 466 |
dprint regen2 |
| 467 |
sleep 60 |
| 468 |
message xregen1 180 |
| 469 |
sleep 180 |
| 470 |
chr_set_health dum_train_throw 50 |
| 471 |
ai2_dopath dum_hit_flash patrol_train_throw2 |
| 472 |
ai2_setjobstate dum_train_throw |
| 473 |
} |
| 474 |
|
| 475 |
######################### |
| 476 |
# train player to shoot # |
| 477 |
######################### |
| 478 |
func void train_shoot(string ai_name) |
| 479 |
{ |
| 480 |
# message_remove xdroneactive |
| 481 |
message_remove xdronedeactive |
| 482 |
particle g_tap1 create |
| 483 |
sleep 7 |
| 484 |
weapon_spawn w1_tap 7042 |
| 485 |
wp_disable_fade=1 |
| 486 |
how_far_along = 8; |
| 487 |
message_remove goto_shoot |
| 488 |
sleep 60 |
| 489 |
ai2_dopath dum_train_throw patrol_train_throw |
| 490 |
ai2_setjobstate dum_train_throw |
| 491 |
|
| 492 |
if (how_far_along eq 8) |
| 493 |
{ |
| 494 |
lock_keys keys_inventory |
| 495 |
lock_keys keys_reload |
| 496 |
# approach weapons |
| 497 |
sound_dialog_play_block c00_01_84shinatama |
| 498 |
sound_dialog_play_pause |
| 499 |
chr_wait_animtype char_0 Pickup_Pistol Pickup_Pistol_Mid |
| 500 |
door_lock 102 |
| 501 |
particle door5_locklight02 do stop |
| 502 |
trigvolume_enable tv75 1 |
| 503 |
trigvolume_enable tv74 1 |
| 504 |
ui_show_element left 1 |
| 505 |
sleep 60 |
| 506 |
message c01_50_54 |
| 507 |
# hit targets |
| 508 |
sound_dialog_play_block c00_01_85shinatama |
| 509 |
chr_wait_animtype char_0 Autopistol_Recoil |
| 510 |
sleep 120 |
| 511 |
message_remove c01_50_54 |
| 512 |
sleep 60 |
| 513 |
message c01_50_53 300 |
| 514 |
sleep 300 |
| 515 |
} |
| 516 |
} |
| 517 |
|
| 518 |
func void enter_ammo_function(void) |
| 519 |
{ |
| 520 |
dprint enter_ammo_function |
| 521 |
inside_ammo_function = 1; |
| 522 |
} |
| 523 |
|
| 524 |
func void exit_ammo_function(void) |
| 525 |
{ |
| 526 |
dprint exit_ammo_function |
| 527 |
inside_ammo_function = 0; |
| 528 |
} |
| 529 |
|
| 530 |
func void need_ammo(string ai_name) |
| 531 |
{ |
| 532 |
trigvolume_enable tv74 0 |
| 533 |
|
| 534 |
sleep 67 |
| 535 |
var int empty_weapon = chr_has_empty_weapon(char_0); |
| 536 |
|
| 537 |
dprint trying_ammo_function |
| 538 |
|
| 539 |
if (inside_ammo_function eq 0) |
| 540 |
{ |
| 541 |
dprint doing_ammo_function |
| 542 |
enter_ammo_function(); |
| 543 |
|
| 544 |
if(empty_weapon eq 1) |
| 545 |
{ |
| 546 |
sleep 15 |
| 547 |
if(reload eq 0) |
| 548 |
{ |
| 549 |
message_remove xkeepshoot |
| 550 |
already_reloaded = 0; |
| 551 |
sound_dialog_play_block c00_01_87shinatama |
| 552 |
message c01_50_61 |
| 553 |
# generate powerup |
| 554 |
particle g_tap1 create |
| 555 |
sleep 7 |
| 556 |
powerup_spawn ammo 7042 |
| 557 |
particle g_tap2 create |
| 558 |
sleep 7 |
| 559 |
powerup_spawn ammo 7043 |
| 560 |
chr_wait_animtype char_0 Pickup_Object_Mid Pickup_Object |
| 561 |
fork remove_reload_message |
| 562 |
# sleep 60 |
| 563 |
message_remove c01_50_61 |
| 564 |
sleep 90 |
| 565 |
if(already_reloaded eq 0) |
| 566 |
{ |
| 567 |
message xreload |
| 568 |
chr_wait_animtype char_0 reload_pistol |
| 569 |
increase_rating() |
| 570 |
message_remove xreload |
| 571 |
sleep 90 |
| 572 |
} |
| 573 |
message xkeepshoot |
| 574 |
} |
| 575 |
if(reload eq 1) |
| 576 |
{ |
| 577 |
if(droid_active eq 1) |
| 578 |
{ |
| 579 |
message c01_50_62 |
| 580 |
# generate powerup |
| 581 |
particle g_phr1 create |
| 582 |
sleep 7 |
| 583 |
powerup_spawn cell 7044 |
| 584 |
particle g_phr2 create |
| 585 |
sleep 7 |
| 586 |
powerup_spawn cell 7045 |
| 587 |
chr_wait_animtype char_0 Pickup_Object_Mid Pickup_Object |
| 588 |
# sleep 60 |
| 589 |
message_remove c01_50_62 |
| 590 |
fork remove_reload_message2 |
| 591 |
if(already_reloaded2 eq 0) |
| 592 |
{ |
| 593 |
sleep 90 |
| 594 |
message xreload |
| 595 |
chr_wait_animtype char_0 reload_rifle |
| 596 |
dprint rating |
| 597 |
increase_rating() |
| 598 |
message_remove xreload |
| 599 |
} |
| 600 |
} |
| 601 |
} |
| 602 |
} |
| 603 |
|
| 604 |
exit_ammo_function(); |
| 605 |
} |
| 606 |
|
| 607 |
sleep 60 |
| 608 |
trigvolume_enable tv74 1 |
| 609 |
} |
| 610 |
|
| 611 |
func void increase_rating(void) |
| 612 |
{ |
| 613 |
dprint rating |
| 614 |
if(had_to_reload ne 0) |
| 615 |
{ |
| 616 |
|
| 617 |
rating = rating + 1; |
| 618 |
} |
| 619 |
had_to_reload = had_to_reload + 1; |
| 620 |
} |
| 621 |
|
| 622 |
func void remove_reload_message(void) |
| 623 |
{ |
| 624 |
chr_wait_animtype char_0 reload_pistol |
| 625 |
already_reloaded = 1; |
| 626 |
} |
| 627 |
|
| 628 |
func void remove_reload_message2(void) |
| 629 |
{ |
| 630 |
chr_wait_animtype char_0 reload_rifle |
| 631 |
already_reloaded2 = 1; |
| 632 |
} |
| 633 |
|
| 634 |
func void enter_target_function(void) |
| 635 |
{ |
| 636 |
dprint enter_target_function |
| 637 |
inside_target_function = 1; |
| 638 |
} |
| 639 |
|
| 640 |
func void exit_target_function(void) |
| 641 |
{ |
| 642 |
dprint exit_target_function |
| 643 |
inside_target_function = 0; |
| 644 |
} |
| 645 |
|
| 646 |
func void targets_are_gone(void) |
| 647 |
{ |
| 648 |
reload=1; |
| 649 |
message_remove xkeepshoot |
| 650 |
trigvolume_enable tv75 0 |
| 651 |
sleep 7 |
| 652 |
particle g_phr1 create |
| 653 |
sleep7 |
| 654 |
weapon_spawn w3_phr 7045 |
| 655 |
sound_dialog_play_block c00_01_86shinatama |
| 656 |
sound_dialog_play_block pause |
| 657 |
message_remove |
| 658 |
#plasma, switch weapons |
| 659 |
sound_dialog_play_block c00_01_88shinatama |
| 660 |
chr_wait_animtype char_0 Pickup_Rifle Pickup_Rifle_Mid |
| 661 |
droid_active = 1; |
| 662 |
sleep 30 |
| 663 |
#activate drone, hit it |
| 664 |
chr_invincible dum_train_shoot 0 |
| 665 |
ai2_passive dum_train_shoot 0 |
| 666 |
sound_dialog_play_block c00_01_89shinatama |
| 667 |
ai2_dopath dum_train_shoot patrol_train_shoot |
| 668 |
ai2_setjobstate dum_train_shoot |
| 669 |
} |
| 670 |
|
| 671 |
func void targets_are_not_gone(void) |
| 672 |
{ |
| 673 |
# CB: turn off the trigger volume and sleep for a second |
| 674 |
# so as not to cause hideous performance loss |
| 675 |
trigvolume_enable tv75 0 |
| 676 |
sleep 60 |
| 677 |
trigvolume_enable tv75 1 |
| 678 |
} |
| 679 |
|
| 680 |
func void targets_gone(string ai_name) |
| 681 |
{ |
| 682 |
if(inside_target_function eq 0) |
| 683 |
{ |
| 684 |
enter_target_function() |
| 685 |
|
| 686 |
var int num_broken = env_broken(3001, 3018); |
| 687 |
|
| 688 |
if (num_broken eq 18) |
| 689 |
{ |
| 690 |
targets_are_gone(); |
| 691 |
} |
| 692 |
|
| 693 |
if (num_broken < 18) |
| 694 |
{ |
| 695 |
targets_are_not_gone(); |
| 696 |
} |
| 697 |
|
| 698 |
exit_target_function |
| 699 |
} |
| 700 |
} |
| 701 |
|
| 702 |
func void droid1_gone(string ai_name) |
| 703 |
{ |
| 704 |
if (how_far_along eq 8) |
| 705 |
{ |
| 706 |
chr_invincible dum_train_shoot2 0 |
| 707 |
# now side to side |
| 708 |
sound_dialog_play_block c00_01_90shinatama |
| 709 |
sound_dialog_play_block pause |
| 710 |
sleep 30 |
| 711 |
ai2_passive dum_train_shoot2 0 |
| 712 |
ai2_dopath dum_train_shoot2 patrol_train_shoot2 |
| 713 |
ai2_setjobstate dum_train_shoot2 |
| 714 |
} |
| 715 |
} |
| 716 |
|
| 717 |
func void droid2_gone(string ai_name) |
| 718 |
{ |
| 719 |
if (how_far_along eq 8) |
| 720 |
{ |
| 721 |
reload = 2; |
| 722 |
droid_active = 0; |
| 723 |
message_remove |
| 724 |
cinematic_start (SHINnametag, 180, 180, 15, 1, 20, false) |
| 725 |
# great, done training |
| 726 |
chr_changeteam char_0 Syndicate |
| 727 |
music_train3 |
| 728 |
if(rating eq 0) |
| 729 |
{ |
| 730 |
message poopy |
| 731 |
|
| 732 |
} |
| 733 |
if(rating eq 1) |
| 734 |
{ |
| 735 |
message poopy2 |
| 736 |
|
| 737 |
} |
| 738 |
if(rating eq 2) |
| 739 |
{ |
| 740 |
message poopy3 |
| 741 |
|
| 742 |
} |
| 743 |
if(rating eq 3) |
| 744 |
{ |
| 745 |
message poopy4 |
| 746 |
|
| 747 |
} |
| 748 |
if(rating eq 4) |
| 749 |
{ |
| 750 |
message poopy5 |
| 751 |
|
| 752 |
} |
| 753 |
if(rating eq 5) |
| 754 |
{ |
| 755 |
message poopy6 |
| 756 |
|
| 757 |
} |
| 758 |
if(rating > 5) |
| 759 |
{ |
| 760 |
message poopy7 |
| 761 |
|
| 762 |
} |
| 763 |
sound_dialog_play_block c00_01_91shinatama |
| 764 |
sound_dialog_play_block pause |
| 765 |
sleep 40 |
| 766 |
sound_dialog_play_block c00_01_81shinatama |
| 767 |
sound_dialog_play_block pause |
| 768 |
message_remove |
| 769 |
sleep 40 |
| 770 |
sound_dialog_play_block c00_01_82shinatama |
| 771 |
sound_dialog_play_block pause |
| 772 |
cinematic_stop (SHINnametag, 15, 20) |
| 773 |
message xf1 400 |
| 774 |
sleep 400 |
| 775 |
message xlastreview |
| 776 |
particle obj_lastreview create |
| 777 |
console_activate 12 |
| 778 |
wp_disable_fade=0 |
| 779 |
} |
| 780 |
} |
| 781 |
|
| 782 |
func void lastreview(string ai_name) |
| 783 |
{ |
| 784 |
music_stop |
| 785 |
particle obj_lastreview kill |
| 786 |
message_remove |
| 787 |
message_remove xlastreview |
| 788 |
text_console level_1f |
| 789 |
lock_keys keys_all |
| 790 |
sleep 60 |
| 791 |
dprint swing |
| 792 |
swing |
| 793 |
ui_suppress_prompt=0 |
| 794 |
} |
| 795 |
|
| 796 |
###################################### |
| 797 |
# training scripts used in warehouse # |
| 798 |
###################################### |
| 799 |
# note: health function 'yhealth' is in the level_script file # |
| 800 |
|
| 801 |
func void train_fathealth(string ai_name) |
| 802 |
{ |
| 803 |
chr_wait_animtype char_0 Pickup_Object |
| 804 |
if(trigvolume_count (80) eq 1) |
| 805 |
{ |
| 806 |
sleep 90 |
| 807 |
message xtabhypo 300 |
| 808 |
sound_dialog_play_block c00_01_93shinatama |
| 809 |
sound_dialog_play_block pause |
| 810 |
sleep 40 |
| 811 |
sound_dialog_play_block c00_01_94shinatama |
| 812 |
} |
| 813 |
} |
| 814 |
|
| 815 |
func void intro_enemies(string ai_name) |
| 816 |
{ |
| 817 |
dprint intro_enemies |
| 818 |
how_far_along = 11; |
| 819 |
|
| 820 |
music_firstfight |
| 821 |
|
| 822 |
if (how_far_along eq 11) |
| 823 |
{ |
| 824 |
ai2_spawn Bay2_Thug_1 |
| 825 |
ai2_spawn Bay2_Thug_2 |
| 826 |
} |
| 827 |
|
| 828 |
if (how_far_along eq 11) |
| 829 |
{ |
| 830 |
# enemies |
| 831 |
message c01_50_84 240 |
| 832 |
sleep 360 |
| 833 |
} |
| 834 |
} |
| 835 |
|
| 836 |
func void train_alarm(string ai_name) |
| 837 |
{ |
| 838 |
how_far_along = 13; |
| 839 |
|
| 840 |
if (how_far_along eq 13) |
| 841 |
{ |
| 842 |
ai2_spawn Bay4_Comguy_1 |
| 843 |
# alarm |
| 844 |
sleep 180 |
| 845 |
message c01_50_88 240 |
| 846 |
sleep 240 |
| 847 |
} |
| 848 |
|
| 849 |
if (how_far_along eq 13) |
| 850 |
{ |
| 851 |
# alarm |
| 852 |
message c01_50_89 240 |
| 853 |
sleep 240 |
| 854 |
} |
| 855 |
|
| 856 |
# if (how_far_along eq 13) |
| 857 |
# { |
| 858 |
# alarm |
| 859 |
# message c01_50_90 240 |
| 860 |
# sleep 240 |
| 861 |
# } |
| 862 |
} |
| 863 |
|
| 864 |
func void train_neutral(string ai_name) |
| 865 |
{ |
| 866 |
how_far_along = 14; |
| 867 |
target_set(92,15.0) |
| 868 |
if (how_far_along eq 14) |
| 869 |
{ |
| 870 |
# neutrals |
| 871 |
message c01_50_91 240 |
| 872 |
sleep 240 |
| 873 |
sound_dialog_play_block c00_01_97shinatama |
| 874 |
} |
| 875 |
} |
| 876 |
|
| 877 |
func void train_timer(string ai_name) |
| 878 |
{ |
| 879 |
how_far_along = 15; |
| 880 |
|
| 881 |
if(how_far_along eq 15) |
| 882 |
{ |
| 883 |
target_set(96,15.0) |
| 884 |
timer_start 180 OutroLose |
| 885 |
sound_dialog_play_block c00_01_95shinatama |
| 886 |
sleep 180 |
| 887 |
objective_set(4) |
| 888 |
sound_dialog_play_block pause |
| 889 |
music_timer |
| 890 |
} |
| 891 |
|
| 892 |
if (how_far_along eq 15) |
| 893 |
{ |
| 894 |
sleep 60 |
| 895 |
message timer_text 300 |
| 896 |
sleep 360 |
| 897 |
message timer_text2 240 |
| 898 |
} |
| 899 |
} |
| 900 |
|
| 901 |
############################ |
| 902 |
# warn about alarm console # |
| 903 |
############################ |
| 904 |
func void alarm_warning(string ai_name) |
| 905 |
{ |
| 906 |
if(count_alarm eq 0) |
| 907 |
{ |
| 908 |
message alarm_warn 300 |
| 909 |
} |
| 910 |
count_alarm = 1; |
| 911 |
} |
| 912 |
|
| 913 |
func void alarm_warningb(string ai_name) |
| 914 |
{ |
| 915 |
count_alarm = 0; |
| 916 |
} |
| 917 |
|
| 918 |
############################# |
| 919 |
# consoles and compass hint # |
| 920 |
############################# |
| 921 |
func void console_jump(string ai_name) |
| 922 |
{ |
| 923 |
text_console level_1g |
| 924 |
console_reset 18 |
| 925 |
} |
| 926 |
|
| 927 |
func void console_escape(string ai_name) |
| 928 |
{ |
| 929 |
text_console level_1h |
| 930 |
console_reset 17 |
| 931 |
} |
| 932 |
|
| 933 |
func void console_attack(string ai_name) |
| 934 |
{ |
| 935 |
text_console level_1i |
| 936 |
console_reset 16 |
| 937 |
} |
| 938 |
|
| 939 |
func void console_flash(string ai_name) |
| 940 |
{ |
| 941 |
text_console level_1j |
| 942 |
console_reset 15 |
| 943 |
} |
| 944 |
|
| 945 |
func void console_throw(string ai_name) |
| 946 |
{ |
| 947 |
text_console level_1k |
| 948 |
console_reset 14 |
| 949 |
} |
| 950 |
|
| 951 |
func void console_block(string ai_name) |
| 952 |
{ |
| 953 |
text_console level_1l |
| 954 |
console_reset 13 |
| 955 |
} |
| 956 |
|
| 957 |
func void t77(string ai_name) |
| 958 |
{ |
| 959 |
message xarrow 400 |
| 960 |
} |