-0 Removals
+4 Additions
(global string data_mine_mission_segment "")(global string data_mine_mission_segment "")
(global short sound_offset 15)(global short sound_offset 15)
(global short prediction_offset 45)(global short prediction_offset 45)
(global bool g_mission_over False)(global bool g_mission_over False)
(global short 30_seconds 900)(global short 30_seconds 900)
(global short 45_seconds 900)(global short 45_seconds 900)
(global short one_minute 1800)(global short one_minute 1800)
(global short two_minutes 3600)(global short two_minutes 3600)
(global bool g_e23_scarab_arrived False)(global bool g_e23_scarab_arrived False)
(global bool g_e23_scarab_climbed_down False)(global bool g_e23_scarab_climbed_down False)
(global bool g_e23_scarab_before_bridge0 False)(global bool g_e23_scarab_before_bridge0 False)
(global bool g_e23_scarab_under_bridge0 False)(global bool g_e23_scarab_under_bridge0 False)
(global bool g_e23_scarab_before_bridge1 False)(global bool g_e23_scarab_before_bridge1 False)
(global bool g_e23_scarab_under_bridge1 False)(global bool g_e23_scarab_under_bridge1 False)
(global bool g_e23_scarab_before_bridge2 False)(global bool g_e23_scarab_before_bridge2 False)
(global bool g_e23_scarab_under_bridge2 False)(global bool g_e23_scarab_under_bridge2 False)
(global bool g_e23_scarab_after_bridge2 False)(global bool g_e23_scarab_after_bridge2 False)
(global bool g_e23_scarab_after_turn False)(global bool g_e23_scarab_after_turn False)
(global bool g_e23_scarab_arrived_at_end False)(global bool g_e23_scarab_arrived_at_end False)
(global real g_scarab_interpolation 0.25)(global real g_scarab_interpolation 0.25)
(global bool g_e23_started False)(global bool g_e23_started False)
(global bool g_e23_mars_pelican0_appeared False)(global bool g_e23_mars_pelican0_appeared False)
(global bool g_e23_scarab_active True)(global bool g_e23_scarab_active True)
(global short g_e23_target_pelican -1)(global short g_e23_target_pelican -1)
(global bool g_e23_mars_pelican2_2_active False)(global bool g_e23_mars_pelican2_2_active False)
(global script_object g_target none)(global script_object g_target none)
(global bool g_e22_started False)(global bool g_e22_started False)
(global bool g_e22_scarab_visible False)(global bool g_e22_scarab_visible False)
(global bool g_e22_scarab_appeared False)(global bool g_e22_scarab_appeared False)
(global bool g_e22_scarab_advancing False)(global bool g_e22_scarab_advancing False)
(global bool g_e22_scarab_before_climb False)(global bool g_e22_scarab_before_climb False)
(global bool g_e22_scarab_started_climb False)(global bool g_e22_scarab_started_climb False)
(global bool g_e22_scarab_mid_climb False)(global bool g_e22_scarab_mid_climb False)
(global bool g_e22_scarab_past_climb False)(global bool g_e22_scarab_past_climb False)
(global bool g_e22_done_street_cleanup False)(global bool g_e22_done_street_cleanup False)
(global bool g_e22_scorpion_asplode False)(global bool g_e22_scorpion_asplode False)
(global bool g_e21_started False)(global bool g_e21_started False)
(global bool g_e21_cov_phantom0_retreating False)(global bool g_e21_cov_phantom0_retreating False)
(global bool g_e21_cov_phantom1_retreating False)(global bool g_e21_cov_phantom1_retreating False)
(global bool g_e20_started False)(global bool g_e20_started False)
(global bool g_e19_started False)(global bool g_e19_started False)
(global bool g_e18_started False)(global bool g_e18_started False)
(global short g_e18_orbit_count 0)(global short g_e18_orbit_count 0)
(global short g_e18_cov_inf2_spawn_max 5)(global short g_e18_cov_inf2_spawn_max 5)
(global bool g_e18_mars_warthog0_spoke False)(global bool g_e18_mars_warthog0_spoke False)
(global bool g_e17_started False)(global bool g_e17_started False)
(global bool g_e17_mars_warthog0_arrived False)(global bool g_e17_mars_warthog0_arrived False)
(global bool g_e16_started False)(global bool g_e16_started False)
(global bool g_e15_started False)(global bool g_e15_started False)
(global bool g_e14_started False)(global bool g_e14_started False)
(global short g_e14_ghost_respawn_limit 8)(global short g_e14_ghost_respawn_limit 8)
(script static player0 (script static player0
(begin (begin
(unit (list_get (players) 0)) (unit (list_get (players) 0))
) )
))
(script static player1 (script static player1
(begin (begin
(unit (list_get (players) 1)) (unit (list_get (players) 1))
) )
))
(script static player_count (script static player_count
(begin (begin
(list_count (players)) (list_count (players))
) )
))
(script static end_segment (script static end_segment
(begin (begin
(camera_control True) (camera_control True)
(cinematic_start) (cinematic_start)
(fade_out 0 0 0 15) (fade_out 0 0 0 15)
(sleep 30) (sleep 30)
(print "end gameplay segment! thank you for playing!") (print "end gameplay segment! thank you for playing!")
(sleep 15) (sleep 15)
(print "grab jaime or paul to give feedback!") (print "grab jaime or paul to give feedback!")
(player_action_test_reset) (player_action_test_reset)
(sleep 15) (sleep 15)
(print "press the “a” button to reset!") (print "press the “a” button to reset!")
(sleep_until (player_action_test_accept)) (sleep_until (player_action_test_accept))
(print "reloading map...") (print "reloading map...")
(sleep 15) (sleep 15)
(map_reset) (map_reset)
) )
))
(script static difficulty_legendary (script static difficulty_legendary
(begin (begin
(= (game_difficulty_get) legendary) (= (game_difficulty_get) legendary)
) )
))
(script static difficulty_heroic (script static difficulty_heroic
(begin (begin
(= (game_difficulty_get) heroic) (= (game_difficulty_get) heroic)
) )
))
(script static difficulty_normal (script static difficulty_normal
(begin (begin
(= (game_difficulty_get) normal) (= (game_difficulty_get) normal)
) )
))
(script static cinematic_skip_start (script static cinematic_skip_start
(begin (begin
(cinematic_skip_start_internal) (cinematic_skip_start_internal)
(game_save_cinematic_skip) (game_save_cinematic_skip)
(sleep_until (not (game_saving)) 1) (not (game_reverted)) (sleep_until (not (game_saving)) 1) (not (game_reverted))
) )
))
(script static cinematic_skip_stop (script static cinematic_skip_stop
(begin (begin
(cinematic_skip_stop_internal) (cinematic_skip_stop_internal)
(if (not (game_reverted)) (if (not (game_reverted))
(game_revert)) (game_revert))
) )
))
(script static cinematic_fade_to_white (script static cinematic_fade_to_white
(begin (begin
(player_enable_input False) (player_enable_input False)
(player_camera_control False) (player_camera_control False)
(hud_cinematic_fade 0 0.5) (hud_cinematic_fade 0 0.5)
(cinematic_start) (cinematic_start)
(fade_out 1 1 1 30) (fade_out 1 1 1 30)
(sleep 30) (sleep 30)
(camera_control True) (camera_control True)
) )
))
(script static cinematic_fade_from_white (script static cinematic_fade_from_white
(begin (begin
(hud_cinematic_fade 1 0.5) (hud_cinematic_fade 1 0.5)
(cinematic_stop) (cinematic_stop)
(camera_control False) (camera_control False)
(fade_in 1 1 1 15) (fade_in 1 1 1 15)
(sleep 15) (sleep 15)
(player_enable_input True) (player_enable_input True)
(player_camera_control True) (player_camera_control True)
) )
))
(script static cinematic_fade_from_white_bars (script static cinematic_fade_from_white_bars
(begin (begin
(cinematic_stop) (cinematic_stop)
(cinematic_show_letterbox_immediate True) (cinematic_show_letterbox_immediate True)
(camera_control False) (camera_control False)
(fade_in 1 1 1 15) (fade_in 1 1 1 15)
(sleep 15) (sleep 15)
(player_enable_input True) (player_enable_input True)
(player_camera_control True) (player_camera_control True)
) )
))
(script static cinematic_fade_from_black_bars (script static cinematic_fade_from_black_bars
(begin (begin
(cinematic_stop) (cinematic_stop)
(cinematic_show_letterbox_immediate True) (cinematic_show_letterbox_immediate True)
(camera_control False) (camera_control False)
(fade_in 0 0 0 15) (fade_in 0 0 0 15)
(sleep 15) (sleep 15)
(player_enable_input True) (player_enable_input True)
(player_camera_control True) (player_camera_control True)
) )
))
(script static cinematic_fade_to_black (script static cinematic_fade_to_black
(begin (begin
(player_enable_input False) (player_enable_input False)
(player_camera_control False) (player_camera_control False)
(hud_cinematic_fade 0 0.5) (hud_cinematic_fade 0 0.5)
(cinematic_start) (cinematic_start)
(fade_out 0 0 0 30) (fade_out 0 0 0 30)
(sleep 30) (sleep 30)
(camera_control True) (camera_control True)
) )
))
(script static cinematic_fade_from_black (script static cinematic_fade_from_black
(begin (begin
(hud_cinematic_fade 1 0.5) (hud_cinematic_fade 1 0.5)
(cinematic_stop) (cinematic_stop)
(camera_control False) (camera_control False)
(fade_in 0 0 0 15) (fade_in 0 0 0 15)
(sleep 15) (sleep 15)
(player_enable_input True) (player_enable_input True)
(player_camera_control True) (player_camera_control True)
) )
))
(script static cinematic_snap_to_black (script static cinematic_snap_to_black
(begin (begin
(player_enable_input False) (player_enable_input False)
(player_camera_control False) (player_camera_control False)
(fade_out 0 0 0 0) (fade_out 0 0 0 0)
(hud_cinematic_fade 0 0) (hud_cinematic_fade 0 0)
(cinematic_start) (cinematic_start)
(cinematic_show_letterbox_immediate True) (cinematic_show_letterbox_immediate True)
(camera_control True) (camera_control True)
) )
))
(script static cinematic_snap_to_white (script static cinematic_snap_to_white
(begin (begin
(player_enable_input False) (player_enable_input False)
(player_camera_control False) (player_camera_control False)
(fade_out 1 1 1 0) (fade_out 1 1 1 0)
(hud_cinematic_fade 0 0) (hud_cinematic_fade 0 0)
(cinematic_start) (cinematic_start)
(cinematic_show_letterbox_immediate True) (cinematic_show_letterbox_immediate True)
(camera_control True) (camera_control True)
) )
))
(script static cinematic_stash_players (script static cinematic_stash_players
(begin (begin
(object_hide (object_hide
(player0) (player0)
True) True)
(object_hide (object_hide
(player1) (player1)
True) True)
(object_cannot_take_damage (players)) (object_cannot_take_damage (players))
) )
))
(script static cinematic_unstash_players (script static cinematic_unstash_players
(begin (begin
(object_hide (object_hide
(player0) (player0)
False) False)
(object_hide (object_hide
(player1) (player1)
False) False)
(object_can_take_damage (players)) (object_can_take_damage (players))
) )
))
(script dormant _stealth_toggle_monitor (script dormant _stealth_toggle_monitor
(begin (begin
(sleep_until (sleep_until
(begin (begin
(sleep_until (if (and (>= (unit_get_shield (sleep_until (if (and (>= (unit_get_shield
(player0) (player0)
) 1) (player_action_test_vision_trigger)) (= 1 1) ) 1) (player_action_test_vision_trigger)) (= 1 1)
(begin (begin
(player_action_test_reset) (= 1 0) (player_action_test_reset) (= 1 0)
)) 1) )) 1)
(cheat_active_camouflage_by_player 0 True) (cheat_active_camouflage_by_player 0 True)
(print "stealth engaged") (print "stealth engaged")
(unit_set_maximum_vitality (unit_set_maximum_vitality
(player0) (player0)
50 0) 50 0)
(unit_set_current_vitality (unit_set_current_vitality
(player0) (player0)
50 0) 50 0)
(object_set_shield (object_set_shield
(player0) (player0)
0) 0)
(sleep 30) (sleep 30)
(player_action_test_reset) (player_action_test_reset)
(sleep_until (or (< (object_get_health (sleep_until (or (< (object_get_health
(player0) (player0)
) 1) (player_action_test_vision_trigger)) 1) ) 1) (player_action_test_vision_trigger)) 1)
(cheat_active_camouflage_by_player 0 False) (cheat_active_camouflage_by_player 0 False)
(print "stealth disengaged") (print "stealth disengaged")
(unit_set_maximum_vitality (unit_set_maximum_vitality
(player0) (player0)
30 70) 30 70)
(object_set_shield (object_set_shield
(player0) (player0)
0) 0)
(sleep 30) (sleep 30)
(player_action_test_reset) False) (player_action_test_reset) False)
1) 1)
) )
))
(script dormant _stealth_timer_monitor (script dormant _stealth_timer_monitor
(begin (begin
(sleep_until (sleep_until
(begin (begin
(sleep_until (if (player_action_test_vision_trigger) (= 1 1) (sleep_until (if (player_action_test_vision_trigger) (= 1 1)
(begin (begin
(player_action_test_reset) (= 1 0) (player_action_test_reset) (= 1 0)
)) 1) )) 1)
(cheat_active_camouflage_by_player 0 True) (cheat_active_camouflage_by_player 0 True)
(print "stealth engaged") (print "stealth engaged")
(sleep 15) (sleep 15)
(player_action_test_reset) (player_action_test_reset)
(sleep_until (or (player_action_test_vision_trigger) (player_action_test_primary_trigger) (player_action_test_grenade_trigger) (player_action_test_melee)) 1 (* 9 30)) (sleep_until (or (player_action_test_vision_trigger) (player_action_test_primary_trigger) (player_action_test_grenade_trigger) (player_action_test_melee)) 1 (* 9 30))
(cheat_active_camouflage_by_player 0 False) (cheat_active_camouflage_by_player 0 False)
(print "stealth disengaged") (print "stealth disengaged")
(sleep 30) (sleep 30)
(player_action_test_reset) (player_action_test_reset)
(sleep_until (sleep_until
(begin (begin
(print "+") False) (print "+") False)
30 (* 5 30)) False) 30 (* 5 30)) False)
1) 1)
) )
))
(script static activate_stealth_toggle_monitor (script static activate_stealth_toggle_monitor
(begin (begin
(sleep 1) (sleep 1)
) )
))
(script static activate_stealth_timer_monitor (script static activate_stealth_timer_monitor
(begin (begin
(sleep 1) (sleep 1)
) )
))
(script static playtest_mission (script static playtest_mission
(begin (begin
(if (game_is_playtest) (if (game_is_playtest)
(begin (begin
(sleep 30) (sleep 30)
(hud_set_training_text playtest_raisehand) (hud_set_training_text playtest_raisehand)
(hud_show_training_text True) (hud_show_training_text True)
(player_action_test_reset) (player_action_test_reset)
(sleep_until (player_action_test_accept) 1) (sleep_until (player_action_test_accept) 1)
(hud_show_training_text False) (hud_show_training_text False)
(sleep 30) (sleep 30)
)) ))
) )
))
(script static 03_intra1_01_predict_stub (script static 03_intra1_01_predict_stub
(begin (begin
(wake 03_intra1_01_predict) (wake 03_intra1_01_predict)
) )
))
(script static 03_intra1_02a_predict_stub (script static 03_intra1_02a_predict_stub
(begin (begin
(wake 03_intra1_02a_predict) (wake 03_intra1_02a_predict)
) )
))
(script static 03_intra1_02b_predict_stub (script static 03_intra1_02b_predict_stub
(begin (begin
(wake 03_intra1_02b_predict) (wake 03_intra1_02b_predict)
) )
))
(script static 03_intra1_02c_predict_stub (script static 03_intra1_02c_predict_stub
(begin (begin
(wake 03_intra1_02c_predict) (wake 03_intra1_02c_predict)
) )
))
(script static 03_intra1_03_predict_stub (script static 03_intra1_03_predict_stub
(begin (begin
(wake 03_intra1_03_predict) (wake 03_intra1_03_predict)
) )
))
(script static x03_01_predict_stub (script static x03_01_predict_stub
(begin (begin
(wake x03_01_predict) (wake x03_01_predict)
) )
))
(script static x03_02_predict_stub (script static x03_02_predict_stub
(begin (begin
(wake x03_02_predict) (wake x03_02_predict)
) )
))
(script static x03_03_predict_stub (script static x03_03_predict_stub
(begin (begin
(wake x03_03_predict) (wake x03_03_predict)
) )
))
(script static x03_04_predict_stub (script static x03_04_predict_stub
(begin (begin
(wake x03_04_predict) (wake x03_04_predict)
) )
))
(script static x03_05_predict_stub (script static x03_05_predict_stub
(begin (begin
(wake x03_05_predict) (wake x03_05_predict)
) )
))
(script static x03_06_predict_stub (script static x03_06_predict_stub
(begin (begin
(wake x03_06_predict) (wake x03_06_predict)
) )
))
(script static x03_07_predict_stub (script static x03_07_predict_stub
(begin (begin
(print "!!!07 predict") (print "!!!07 predict")
(wake x03_07_predict) (wake x03_07_predict)
) )
))
(script static x03_08_predict_stub (script static x03_08_predict_stub
(begin (begin
(print "!!!08 predict") (print "!!!08 predict")
(wake x03_08_predict) (wake x03_08_predict)
) )
))
(script dormant c03_intra1_sound_scene1_01 (script dormant c03_intra1_sound_scene1_01
(begin (begin
(sound_class_set_gain "vehicle_engine" 0 0) (sound_class_set_gain "vehicle_engine" 0 0)
(sleep 390) (sleep 390)
(sound_class_set_gain "vehicle_engine" 0.5 60) (sound_class_set_gain "vehicle_engine" 0.5 60)
) )
))
(script dormant c03_intra1_score_01 (script dormant c03_intra1_score_01
(begin (begin
(sleep 0) (sleep 0)
(sound_impulse_start sound\cinematics\03_earthcity\c03_intra1\music\c03_intra1_01_mus none 1) (sound_impulse_start sound\cinematics\03_earthcity\c03_intra1\music\c03_intra1_01_mus none 1)
(print "c03_intro score 01 start") (print "c03_intro score 01 start")
) )
))
(script dormant c03_intra1_foley_01 (script dormant c03_intra1_foley_01
(begin (begin
(sleep 0) (sleep 0)
(sound_impulse_start sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_01_fol none 1) (sound_impulse_start sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_01_fol none 1)
(print "c03_intro foley 01 start") (print "c03_intro foley 01 start")
) )
))
(script dormant c03_2010_mr3 (script dormant c03_2010_mr3
(begin (begin
(sleep 0) (sleep 0)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2010_mr3 marine_01 1) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2010_mr3 marine_01 1)
(cinematic_subtitle c03_2010_mr3 4) (cinematic_subtitle c03_2010_mr3 4)
(unit_set_emotional_state marine_01 scared 1 0) (unit_set_emotional_state marine_01 scared 1 0)
(print "marine_01 - scared 1 0") (print "marine_01 - scared 1 0")
) )
))
(script dormant c03_2020_mr4 (script dormant c03_2020_mr4
(begin (begin
(unit_set_emotional_state marine_02 shocked 0.25 0) (unit_set_emotional_state marine_02 shocked 0.25 0)
(print "marine_02 - shocked .25 0") (print "marine_02 - shocked .25 0")
(sleep 200) (sleep 200)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2020_mr4 marine_02 1) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2020_mr4 marine_02 1)
(cinematic_subtitle c03_2020_mr4 2) (cinematic_subtitle c03_2020_mr4 2)
(sleep 15) (sleep 15)
(unit_set_emotional_state marine_02 angry 0.5 30) (unit_set_emotional_state marine_02 angry 0.5 30)
(print "marine_02 - angry .5 30") (print "marine_02 - angry .5 30")
) )
))
(script dormant c03_2030_mr4 (script dormant c03_2030_mr4
(begin (begin
(sleep 278) (sleep 278)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2030_mr4 marine_02 1) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2030_mr4 marine_02 1)
(cinematic_subtitle c03_2030_mr4 3) (cinematic_subtitle c03_2030_mr4 3)
) )
))
(script dormant c03_intra1_fov_01 (script dormant c03_intra1_fov_01
(begin (begin
(time_code_reset) (time_code_reset)
(sleep 263) (sleep 263)
(camera_set_field_of_view 14 0) (camera_set_field_of_view 14 0)
(sleep 1) (sleep 1)
(camera_set_field_of_view 10 144) (camera_set_field_of_view 10 144)
(time_code_reset) (time_code_reset)
(sleep 144) (sleep 144)
(camera_set_field_of_view 60 0) (camera_set_field_of_view 60 0)
) )
))
(script dormant drop_tank (script dormant drop_tank
(begin (begin
(sleep 598) (sleep 598)
(objects_detach pelican_01a scorpion_01) (objects_detach pelican_01a scorpion_01)
(print "special delivery") (print "special delivery")
) )
))
(script dormant destroy_scarab (script dormant destroy_scarab
(begin (begin
(sleep 410) (sleep 410)
(object_destroy scarab_01) (object_destroy scarab_01)
(print "destroy scarab") (print "destroy scarab")
) )
))
(script dormant c03_intra1_cinematic_light_01 (script dormant c03_intra1_cinematic_light_01
(begin (begin
(cinematic_lighting_set_primary_light 27 228 0.360784 0.317647 0.203922) (cinematic_lighting_set_primary_light 27 228 0.360784 0.317647 0.203922)
(cinematic_lighting_set_secondary_light -35 100 0.0901961 0.109804 0.14902) (cinematic_lighting_set_secondary_light -35 100 0.0901961 0.109804 0.14902)
(cinematic_lighting_set_ambient_light 0.101961 0.101961 0.0666667) (cinematic_lighting_set_ambient_light 0.101961 0.101961 0.0666667)
(rasterizer_bloom_override True) (rasterizer_bloom_override True)
(rasterizer_bloom_override_threshold 0.6) (rasterizer_bloom_override_threshold 0.6)
(rasterizer_bloom_override_brightness 0.5) (rasterizer_bloom_override_brightness 0.5)
(object_uses_cinematic_lighting chief True) (object_uses_cinematic_lighting chief True)
(object_uses_cinematic_lighting johnson True) (object_uses_cinematic_lighting johnson True)
(object_uses_cinematic_lighting marine_01 True) (object_uses_cinematic_lighting marine_01 True)
(object_uses_cinematic_lighting marine_02 True) (object_uses_cinematic_lighting marine_02 True)
(object_uses_cinematic_lighting rifle_01 True) (object_uses_cinematic_lighting rifle_01 True)
(object_uses_cinematic_lighting rifle_02 True) (object_uses_cinematic_lighting rifle_02 True)
(object_uses_cinematic_lighting rifle_03 True) (object_uses_cinematic_lighting rifle_03 True)
(object_uses_cinematic_lighting pelican_01a True) (object_uses_cinematic_lighting pelican_01a True)
(object_uses_cinematic_lighting scarab_02 True) (object_uses_cinematic_lighting scarab_02 True)
(object_uses_cinematic_lighting scorpion_01 True) (object_uses_cinematic_lighting scorpion_01 True)
) )
))
(script dormant c03_intra1_problem_actors (script dormant c03_intra1_problem_actors
(begin (begin
(print "problem actors") (print "problem actors")
(object_create_anew marine_01) (object_create_anew marine_01)
(object_create_anew marine_02) (object_create_anew marine_02)
(object_create_anew rifle_02) (object_create_anew rifle_02)
(object_create_anew rifle_03) (object_create_anew rifle_03)
(object_cinematic_lod marine_01 True) (object_cinematic_lod marine_01 True)
(object_cinematic_lod marine_02 True) (object_cinematic_lod marine_02 True)
(objects_attach marine_01 right_hand rifle_02 ) (objects_attach marine_01 right_hand rifle_02 )
(objects_attach marine_02 right_hand rifle_03 ) (objects_attach marine_02 right_hand rifle_03 )
(object_set_permutation marine_02 head michelle) (object_set_permutation marine_02 head michelle)
) )
))
(script static c03_intra1_01_setup (script static c03_intra1_01_setup
(begin (begin
(object_create_anew chief) (object_create_anew chief)
(object_create_anew johnson) (object_create_anew johnson)
(object_create_anew pelican_01a) (object_create_anew pelican_01a)
(object_create_anew scorpion_01) (object_create_anew scorpion_01)
(object_create_anew scarab_01) (object_create_anew scarab_01)
(object_create_anew rifle_01) (object_create_anew rifle_01)
(object_cinematic_lod chief True) (object_cinematic_lod chief True)
(object_cinematic_lod johnson True) (object_cinematic_lod johnson True)
(object_cinematic_lod pelican_01a True) (object_cinematic_lod pelican_01a True)
(object_cinematic_lod scorpion_01 True) (object_cinematic_lod scorpion_01 True)
(object_cinematic_lod scarab_01 True) (object_cinematic_lod scarab_01 True)
(objects_attach chief right_hand rifle_01 ) (objects_attach chief right_hand rifle_01 )
(objects_attach pelican_01a pelican_sc_01 scorpion_01 scorpion_b_t) (objects_attach pelican_01a pelican_sc_01 scorpion_01 scorpion_b_t)
(object_set_function_variable pelican_01a hover 1 0) (object_set_function_variable pelican_01a hover 1 0)
(wake c03_intra1_sound_scene1_01) (wake c03_intra1_sound_scene1_01)
(wake c03_intra1_score_01) (wake c03_intra1_score_01)
(wake c03_intra1_foley_01) (wake c03_intra1_foley_01)
(wake c03_2010_mr3) (wake c03_2010_mr3)
(wake c03_2020_mr4) (wake c03_2020_mr4)
(wake c03_2030_mr4) (wake c03_2030_mr4)
(wake c03_intra1_fov_01) (wake c03_intra1_fov_01)
(wake c03_intra1_cinematic_light_01) (wake c03_intra1_cinematic_light_01)
(wake drop_tank) (wake drop_tank)
(wake destroy_scarab) (wake destroy_scarab)
) )
))
(script static c03_intra1_scene_01 (script static c03_intra1_scene_01
(begin (begin
(fade_out 1 1 1 0) (fade_out 1 1 1 0)
(camera_control True) (camera_control True)
(cinematic_start) (cinematic_start)
(set cinematic_letterbox_style 1) (set cinematic_letterbox_style 1)
(camera_set_field_of_view 60 0) (camera_set_field_of_view 60 0)
(03_intra1_01_predict_stub) (03_intra1_01_predict_stub)
(sound_impulse_predict sound\cinematics\03_earthcity\c03_intra1\music\c03_intra1_01_mus) (sound_impulse_predict sound\cinematics\03_earthcity\c03_intra1\music\c03_intra1_01_mus)
(sound_impulse_predict sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_01_fol) (sound_impulse_predict sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_01_fol)
(wake c03_intra1_problem_actors) (wake c03_intra1_problem_actors)
(sleep prediction_offset) (sleep prediction_offset)
(c03_intra1_01_setup) (c03_intra1_01_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\03_intra1\03_intra1 03_intra1_01 none anchor_flag_intra1) (camera_set_animation_relative objects\characters\cinematic_camera\03_intra1\03_intra1 03_intra1_01 none anchor_flag_intra1)
(custom_animation_relative chief objects\characters\masterchief\03_intra1\03_intra1 chief_01 False anchor_intra1) (custom_animation_relative chief objects\characters\masterchief\03_intra1\03_intra1 chief_01 False anchor_intra1)
(custom_animation_relative johnson objects\characters\marine\03_intra1\03_intra1 johnson_01 False anchor_intra1) (custom_animation_relative johnson objects\characters\marine\03_intra1\03_intra1 johnson_01 False anchor_intra1)
(custom_animation_relative marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_01 False anchor_intra1) (custom_animation_relative marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_01 False anchor_intra1)
(custom_animation_relative marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_01 False anchor_intra1) (custom_animation_relative marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_01 False anchor_intra1)
(custom_animation_relative pelican_01a objects\vehicles\pelican\03_intra1\03_intra1 pelican_01 False anchor_intra1) (custom_animation_relative pelican_01a objects\vehicles\pelican\03_intra1\03_intra1 pelican_01 False anchor_intra1)
(scenery_animation_start_relative scarab_01 scenarios\objects\covenant\military\scarab\03_intra1\03_intra1 scarab_01 anchor_intra1) (scenery_animation_start_relative scarab_01 scenarios\objects\covenant\military\scarab\03_intra1\03_intra1 scarab_01 anchor_intra1)
(sleep 45) (sleep 45)
(fade_in 1 1 1 15) (fade_in 1 1 1 15)
(sleep (- (camera_time) prediction_offset)) (sleep (- (camera_time) prediction_offset))
(03_intra1_02a_predict_stub) (03_intra1_02a_predict_stub)
(sleep (- (camera_time) sound_offset)) (sleep (- (camera_time) sound_offset))
(sound_impulse_predict sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_02a_fol) (sound_impulse_predict sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_02a_fol)
(sleep (camera_time)) (sleep (camera_time))
) )
))
(script dormant c03_intra1_foley_02a (script dormant c03_intra1_foley_02a
(begin (begin
(sleep 0) (sleep 0)
(sound_impulse_start sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_02a_fol none 1) (sound_impulse_start sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_02a_fol none 1)
(print "c03_intro foley 02a start") (print "c03_intro foley 02a start")
) )
))
(script dormant c03_2040_jon (script dormant c03_2040_jon
(begin (begin
(sleep 115) (sleep 115)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2040_jon johnson 1) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2040_jon johnson 1)
(cinematic_subtitle c03_2040_jon 1) (cinematic_subtitle c03_2040_jon 1)
) )
))
(script dormant c03_2050_mr4 (script dormant c03_2050_mr4
(begin (begin
(sleep 161) (sleep 161)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2050_mr4 marine_02 1) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2050_mr4 marine_02 1)
(cinematic_subtitle c03_2050_mr4 1) (cinematic_subtitle c03_2050_mr4 1)
) )
))
(script dormant c03_2060_mr3 (script dormant c03_2060_mr3
(begin (begin
(sleep 200) (sleep 200)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2060_mr3 marine_01 1) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2060_mr3 marine_01 1)
(cinematic_subtitle c03_2060_mr3 3) (cinematic_subtitle c03_2060_mr3 3)
(unit_set_emotional_state marine_01 scared 0.5 30) (unit_set_emotional_state marine_01 scared 0.5 30)
(print "marine_01 - angry .5 30") (print "marine_01 - angry .5 30")
) )
))
(script dormant c03_2070_jon (script dormant c03_2070_jon
(begin (begin
(sleep 288) (sleep 288)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2070_jon johnson 1) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2070_jon johnson 1)
(cinematic_subtitle c03_2070_jon 1) (cinematic_subtitle c03_2070_jon 1)
(unit_set_emotional_state johnson angry 0.5 30) (unit_set_emotional_state johnson angry 0.5 30)
(print "johnson - angry .5 30") (print "johnson - angry .5 30")
) )
))
(script dormant c03_2080_mr3 (script dormant c03_2080_mr3
(begin (begin
(sleep 328) (sleep 328)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2080_mr3 marine_01 1) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2080_mr3 marine_01 1)
(cinematic_subtitle c03_2080_mr3 1) (cinematic_subtitle c03_2080_mr3 1)
) )
))
(script dormant c03_2090_jon (script dormant c03_2090_jon
(begin (begin
(sleep 370) (sleep 370)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2090_jon johnson 1) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2090_jon johnson 1)
(cinematic_subtitle c03_2090_jon 1) (cinematic_subtitle c03_2090_jon 1)
) )
))
(script dormant swap_tanks (script dormant swap_tanks
(begin (begin
(sleep 200) (sleep 200)
(object_destroy scorpion_01) (object_destroy scorpion_01)
(object_create_anew scorpion_02) (object_create_anew scorpion_02)
(object_cinematic_lod scorpion_02 True) (object_cinematic_lod scorpion_02 True)
(object_uses_cinematic_lighting scorpion_02 True) (object_uses_cinematic_lighting scorpion_02 True)
(print "swap tanks") (print "swap tanks")
) )
))
(script static c03_intra1_02a_setup (script static c03_intra1_02a_setup
(begin (begin
(wake c03_2040_jon) (wake c03_2040_jon)
(wake c03_2050_mr4) (wake c03_2050_mr4)
(wake c03_2060_mr3) (wake c03_2060_mr3)
(wake c03_2070_jon) (wake c03_2070_jon)
(wake c03_2080_mr3) (wake c03_2080_mr3)
(wake c03_2090_jon) (wake c03_2090_jon)
(wake c03_intra1_foley_02a) (wake c03_intra1_foley_02a)
(wake swap_tanks) (wake swap_tanks)
) )
))
(script static c03_intra1_scene_02a (script static c03_intra1_scene_02a
(begin (begin
(c03_intra1_02a_setup) (c03_intra1_02a_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\03_intra1\03_intra1 03_intra1_02a none anchor_flag_intra1) (camera_set_animation_relative objects\characters\cinematic_camera\03_intra1\03_intra1 03_intra1_02a none anchor_flag_intra1)
(custom_animation_relative_loop chief objects\characters\masterchief\03_intra1\03_intra1 chief_02a False anchor_intra1) (custom_animation_relative_loop chief objects\characters\masterchief\03_intra1\03_intra1 chief_02a False anchor_intra1)
(custom_animation_relative johnson objects\characters\marine\03_intra1\03_intra1 johnson_02a False anchor_intra1) (custom_animation_relative johnson objects\characters\marine\03_intra1\03_intra1 johnson_02a False anchor_intra1)
(custom_animation_relative_loop marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_02a False anchor_intra1) (custom_animation_relative_loop marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_02a False anchor_intra1)
(custom_animation_relative_loop marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_02a False anchor_intra1) (custom_animation_relative_loop marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_02a False anchor_intra1)
(custom_animation_relative pelican_01a objects\vehicles\pelican\03_intra1\03_intra1 pelican_02a False anchor_intra1) (custom_animation_relative pelican_01a objects\vehicles\pelican\03_intra1\03_intra1 pelican_02a False anchor_intra1)
(custom_animation_relative_loop scorpion_01 objects\vehicles\scorpion\03_intra1\03_intra1 scorpion_02a False anchor_intra1) (custom_animation_relative_loop scorpion_01 objects\vehicles\scorpion\03_intra1\03_intra1 scorpion_02a False anchor_intra1)
(sleep (- (camera_time) prediction_offset)) (sleep (- (camera_time) prediction_offset))
(03_intra1_02b_predict_stub) (03_intra1_02b_predict_stub)
(sleep (camera_time)) (sleep (camera_time))
(object_destroy pelican_01a) (object_destroy pelican_01a)
) )
))
(script dormant c03_intra1_speech_easy (script dormant c03_intra1_speech_easy
(begin (begin
(custom_animation_relative_loop johnson objects\characters\marine\03_intra1\03_intra1 johnson_02b_easy False anchor_intra1) (custom_animation_relative_loop johnson objects\characters\marine\03_intra1\03_intra1 johnson_02b_easy False anchor_intra1)
(custom_animation_relative_loop chief objects\characters\masterchief\03_intra1\03_intra1 chief_02b False anchor_intra1) (custom_animation_relative_loop chief objects\characters\masterchief\03_intra1\03_intra1 chief_02b False anchor_intra1)
(custom_animation_relative_loop marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_02b False anchor_intra1) (custom_animation_relative_loop marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_02b False anchor_intra1)
(custom_animation_relative_loop marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_02b False anchor_intra1) (custom_animation_relative_loop marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_02b False anchor_intra1)
(sleep 5) (sleep 5)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2097_jon none 1) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2097_jon none 1)
(cinematic_subtitle c03_2097_jon 8) (cinematic_subtitle c03_2097_jon 8)
) )
))
(script dormant c03_intra1_speech_normal (script dormant c03_intra1_speech_normal
(begin (begin
(custom_animation_relative_loop johnson objects\characters\marine\03_intra1\03_intra1 johnson_02b_easy False anchor_intra1) (custom_animation_relative_loop johnson objects\characters\marine\03_intra1\03_intra1 johnson_02b_easy False anchor_intra1)
(custom_animation_relative_loop chief objects\characters\masterchief\03_intra1\03_intra1 chief_02b False anchor_intra1) (custom_animation_relative_loop chief objects\characters\masterchief\03_intra1\03_intra1 chief_02b False anchor_intra1)
(custom_animation_relative_loop marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_02b False anchor_intra1) (custom_animation_relative_loop marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_02b False anchor_intra1)
(custom_animation_relative_loop marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_02b False anchor_intra1) (custom_animation_relative_loop marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_02b False anchor_intra1)
(sleep 5) (sleep 5)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2091_jon none 1) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2091_jon none 1)
(cinematic_subtitle c03_2091_jon 8) (cinematic_subtitle c03_2091_jon 8)
) )
))
(script dormant c03_intra1_speech_heroic (script dormant c03_intra1_speech_heroic
(begin (begin
(custom_animation_relative_loop johnson objects\characters\marine\03_intra1\03_intra1 johnson_02b_easy False anchor_intra1) (custom_animation_relative_loop johnson objects\characters\marine\03_intra1\03_intra1 johnson_02b_easy False anchor_intra1)
(custom_animation_relative_loop chief objects\characters\masterchief\03_intra1\03_intra1 chief_02b False anchor_intra1) (custom_animation_relative_loop chief objects\characters\masterchief\03_intra1\03_intra1 chief_02b False anchor_intra1)
(custom_animation_relative_loop marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_02b False anchor_intra1) (custom_animation_relative_loop marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_02b False anchor_intra1)
(custom_animation_relative_loop marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_02b False anchor_intra1) (custom_animation_relative_loop marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_02b False anchor_intra1)
(sleep 5) (sleep 5)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2093_jon none 1) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2093_jon none 1)
(cinematic_subtitle c03_2093_jon 8) (cinematic_subtitle c03_2093_jon 8)
) )
))
(script dormant c03_intra1_speech_legendary (script dormant c03_intra1_speech_legendary
(begin (begin
(custom_animation_relative_loop johnson objects\characters\marine\03_intra1\03_intra1 johnson_02b_easy False anchor_intra1) (custom_animation_relative_loop johnson objects\characters\marine\03_intra1\03_intra1 johnson_02b_easy False anchor_intra1)
(custom_animation_relative_loop chief objects\characters\masterchief\03_intra1\03_intra1 chief_02b False anchor_intra1) (custom_animation_relative_loop chief objects\characters\masterchief\03_intra1\03_intra1 chief_02b False anchor_intra1)
(custom_animation_relative_loop marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_02b False anchor_intra1) (custom_animation_relative_loop marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_02b False anchor_intra1)
(custom_animation_relative_loop marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_02b False anchor_intra1) (custom_animation_relative_loop marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_02b False anchor_intra1)
(sleep 5) (sleep 5)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2095_jon none 1) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2095_jon none 1)
(cinematic_subtitle c03_2095_jon 8) (cinematic_subtitle c03_2095_jon 8)
) )
))
(script static c03_intra1_scene_02b (script static c03_intra1_scene_02b
(begin (begin
(if (= easy (game_difficulty_get_real)) (if (= easy (game_difficulty_get_real))
(begin (begin
(print "easy speech") (print "easy speech")
(wake c03_intra1_speech_easy) (wake c03_intra1_speech_easy)
(camera_set c03_intra1_01 0) (camera_set c03_intra1_01 0)
(camera_set c03_intra1_02 261) (camera_set c03_intra1_02 261)
(sleep 261) (sleep 261)
(sleep 15) (sleep 15)
)) ))
(if (= normal (game_difficulty_get_real)) (if (= normal (game_difficulty_get_real))
(begin (begin
(print "normal speech") (print "normal speech")
(wake c03_intra1_speech_normal) (wake c03_intra1_speech_normal)
(camera_set c03_intra1_01 0) (camera_set c03_intra1_01 0)
(camera_set c03_intra1_02 246) (camera_set c03_intra1_02 246)
(sleep 246) (sleep 246)
(sleep 15) (sleep 15)
)) ))
(if (= heroic (game_difficulty_get_real)) (if (= heroic (game_difficulty_get_real))
(begin (begin
(print "heroic speech") (print "heroic speech")
(wake c03_intra1_speech_heroic) (wake c03_intra1_speech_heroic)
(camera_set c03_intra1_01 0) (camera_set c03_intra1_01 0)
(camera_set c03_intra1_02 290) (camera_set c03_intra1_02 290)
(sleep 290) (sleep 290)
(sleep 15) (sleep 15)
)) ))
(if (= legendary (game_difficulty_get_real)) (if (= legendary (game_difficulty_get_real))
(begin (begin
(print "legendary speech") (print "legendary speech")
(wake c03_intra1_speech_legendary) (wake c03_intra1_speech_legendary)
(camera_set c03_intra1_01 0) (camera_set c03_intra1_01 0)
(camera_set c03_intra1_02 320) (camera_set c03_intra1_02 320)
(sleep 320) (sleep 320)
(sleep 15) (sleep 15)
)) ))
(sleep (- (camera_time) prediction_offset)) (sleep (- (camera_time) prediction_offset))
(03_intra1_02c_predict_stub) (03_intra1_02c_predict_stub)
(sleep (- (camera_time) sound_offset)) (sleep (- (camera_time) sound_offset))
(sound_impulse_predict sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_02c_fol) (sound_impulse_predict sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_02c_fol)
) )
))
(script dormant c03_intra1_foley_02c (script dormant c03_intra1_foley_02c
(begin (begin
(sleep 0) (sleep 0)
(sound_impulse_start sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_02c_fol none 1) (sound_impulse_start sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_02c_fol none 1)
(print "c03_intra1 foley 02c start") (print "c03_intra1 foley 02c start")
) )
))
(script dormant c03_2092_jon (script dormant c03_2092_jon
(begin (begin
(sleep 4) (sleep 4)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2092_jon johnson 1) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2092_jon johnson 1)
(cinematic_subtitle c03_2092_jon 2) (cinematic_subtitle c03_2092_jon 2)
(sleep 65) (sleep 65)
(unit_set_emotional_state marine_01 shocked 0.5 30) (unit_set_emotional_state marine_01 shocked 0.5 30)
(print "marine_01 - shocked .5 30") (print "marine_01 - shocked .5 30")
) )
))
(script dormant c03_2094_jon (script dormant c03_2094_jon
(begin (begin
(sleep 0) (sleep 0)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2094_jon johnson 1) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2094_jon johnson 1)
(cinematic_subtitle c03_2094_jon 2) (cinematic_subtitle c03_2094_jon 2)
(sleep 65) (sleep 65)
(unit_set_emotional_state marine_01 shocked 0.5 30) (unit_set_emotional_state marine_01 shocked 0.5 30)
(print "marine_01 - shocked .5 30") (print "marine_01 - shocked .5 30")
) )
))
(script dormant c03_2096_jon (script dormant c03_2096_jon
(begin (begin
(sleep 0) (sleep 0)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2096_jon johnson 1) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2096_jon johnson 1)
(cinematic_subtitle c03_2096_jon 2) (cinematic_subtitle c03_2096_jon 2)
(sleep 65) (sleep 65)
(unit_set_emotional_state marine_01 shocked 0.5 30) (unit_set_emotional_state marine_01 shocked 0.5 30)
(print "marine_01 - shocked .5 30") (print "marine_01 - shocked .5 30")
) )
))
(script dormant c03_2098_jon (script dormant c03_2098_jon
(begin (begin
(sleep 0) (sleep 0)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2098_jon johnson 1) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2098_jon johnson 1)
(cinematic_subtitle c03_2098_jon 2) (cinematic_subtitle c03_2098_jon 2)
(sleep 65) (sleep 65)
(unit_set_emotional_state marine_01 shocked 0.5 30) (unit_set_emotional_state marine_01 shocked 0.5 30)
(print "marine_01 - shocked .5 30") (print "marine_01 - shocked .5 30")
) )
))
(script dormant c03_2100_mr4 (script dormant c03_2100_mr4
(begin (begin
(sleep 81) (sleep 81)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2100_mr4 marine_02 1) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2100_mr4 marine_02 1)
(cinematic_subtitle c03_2100_mr4 1) (cinematic_subtitle c03_2100_mr4 1)
) )
))
(script dormant c03_2100_mr4_hard (script dormant c03_2100_mr4_hard
(begin (begin
(sleep 86) (sleep 86)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2100_mr4 marine_02 1) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2100_mr4 marine_02 1)
(cinematic_subtitle c03_2100_mr4 1) (cinematic_subtitle c03_2100_mr4 1)
) )
))
(script dormant c03_2100_mr4_leg (script dormant c03_2100_mr4_leg
(begin (begin
(sleep 102) (sleep 102)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2100_mr4 marine_02 1) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2100_mr4 marine_02 1)
(cinematic_subtitle c03_2100_mr4 1) (cinematic_subtitle c03_2100_mr4 1)
) )
))
(script dormant c03_2110_jon (script dormant c03_2110_jon
(begin (begin
(sleep 119) (sleep 119)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2110_jon johnson 1) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2110_jon johnson 1)
(cinematic_subtitle c03_2110_jon 3) (cinematic_subtitle c03_2110_jon 3)
(sleep 90) (sleep 90)
(unit_set_emotional_state marine_01 repulsed 0.25 60) (unit_set_emotional_state marine_01 repulsed 0.25 60)
(print "marine_01 - repulsed .25 60") (print "marine_01 - repulsed .25 60")
) )
))
(script dormant c03_2110_jon_leg (script dormant c03_2110_jon_leg
(begin (begin
(sleep 133) (sleep 133)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2110_jon johnson 1) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2110_jon johnson 1)
(cinematic_subtitle c03_2110_jon 3) (cinematic_subtitle c03_2110_jon 3)
) )
))
(script dormant c03_2120_jon (script dormant c03_2120_jon
(begin (begin
(sleep 235) (sleep 235)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2120_jon johnson 1) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2120_jon johnson 1)
(cinematic_subtitle c03_2120_jon 3) (cinematic_subtitle c03_2120_jon 3)
) )
))
(script dormant c03_2120_jon_leg (script dormant c03_2120_jon_leg
(begin (begin
(sleep 249) (sleep 249)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2120_jon johnson 1) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2120_jon johnson 1)
(cinematic_subtitle c03_2120_jon 2) (cinematic_subtitle c03_2120_jon 2)
) )
))
(script dormant c03_2130_mr4 (script dormant c03_2130_mr4
(begin (begin
(sleep 301) (sleep 301)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2130_mr4 marine_02 1) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2130_mr4 marine_02 1)
(cinematic_subtitle c03_2130_mr4 1) (cinematic_subtitle c03_2130_mr4 1)
) )
))
(script dormant c03_2130_mr4_leg (script dormant c03_2130_mr4_leg
(begin (begin
(sleep 315) (sleep 315)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2130_mr4 marine_02 1) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2130_mr4 marine_02 1)
(cinematic_subtitle c03_2130_mr4 1) (cinematic_subtitle c03_2130_mr4 1)
) )
))
(script dormant c03_2140_cor (script dormant c03_2140_cor
(begin (begin
(sleep 352) (sleep 352)
(sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_2140_cor none 1 radio_default_in) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_2140_cor none 1 radio_default_in)
(cinematic_subtitle c03_2140_cor 3) (cinematic_subtitle c03_2140_cor 3)
) )
))
(script dormant c03_2140_cor_leg (script dormant c03_2140_cor_leg
(begin (begin
(sleep 366) (sleep 366)
(sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_2140_cor none 1 radio_default_loop) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_2140_cor none 1 radio_default_loop)
(cinematic_subtitle c03_2140_cor 3) (cinematic_subtitle c03_2140_cor 3)
) )
))
(script static c03_intra1_scene_02c (script static c03_intra1_scene_02c
(begin (begin
(unit_set_emotional_state johnson angry 0.5 0) (unit_set_emotional_state johnson angry 0.5 0)
(print "johnson - angry .5 0") (print "johnson - angry .5 0")
(unit_set_emotional_state marine_01 scared 0.5 0) (unit_set_emotional_state marine_01 scared 0.5 0)
(print "marine_01 - scared .5 0") (print "marine_01 - scared .5 0")
(if (= easy (game_difficulty_get_real)) (if (= easy (game_difficulty_get_real))
(begin (begin
(print "easy speech") (print "easy speech")
(object_create_anew cigar) (object_create_anew cigar)
(wake c03_2098_jon) (wake c03_2098_jon)
(wake c03_2100_mr4) (wake c03_2100_mr4)
(wake c03_2110_jon) (wake c03_2110_jon)
(wake c03_2120_jon) (wake c03_2120_jon)
(wake c03_2130_mr4) (wake c03_2130_mr4)
(wake c03_2140_cor) (wake c03_2140_cor)
(wake c03_intra1_foley_02c) (wake c03_intra1_foley_02c)
(camera_set_animation_relative objects\characters\cinematic_camera\03_intra1\03_intra1 03_intra1_02ce none anchor_flag_intra1) (camera_set_animation_relative objects\characters\cinematic_camera\03_intra1\03_intra1 03_intra1_02ce none anchor_flag_intra1)
(custom_animation_relative chief objects\characters\masterchief\03_intra1\03_intra1 chief_02ce False anchor_intra1) (custom_animation_relative chief objects\characters\masterchief\03_intra1\03_intra1 chief_02ce False anchor_intra1)
(custom_animation_relative johnson objects\characters\marine\03_intra1\03_intra1 johnson_02ce False anchor_intra1) (custom_animation_relative johnson objects\characters\marine\03_intra1\03_intra1 johnson_02ce False anchor_intra1)
(custom_animation_relative marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_02ce False anchor_intra1) (custom_animation_relative marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_02ce False anchor_intra1)
(custom_animation_relative marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_02ce False anchor_intra1) (custom_animation_relative marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_02ce False anchor_intra1)
(scenery_animation_start_relative cigar objects\cinematics\human\cigar\cigar_good\03_intra1\03_intra1 cigar_02e anchor_intra1) (scenery_animation_start_relative cigar objects\cinematics\human\cigar\cigar_good\03_intra1\03_intra1 cigar_02e anchor_intra1)
)) ))
(if (= normal (game_difficulty_get_real)) (if (= normal (game_difficulty_get_real))
(begin (begin
(print "normal speech") (print "normal speech")
(object_create_anew cigar) (object_create_anew cigar)
(wake c03_2092_jon) (wake c03_2092_jon)
(wake c03_2100_mr4) (wake c03_2100_mr4)
(wake c03_2110_jon) (wake c03_2110_jon)
(wake c03_2120_jon) (wake c03_2120_jon)
(wake c03_2130_mr4) (wake c03_2130_mr4)
(wake c03_2140_cor) (wake c03_2140_cor)
(wake c03_intra1_foley_02c) (wake c03_intra1_foley_02c)
(camera_set_animation_relative objects\characters\cinematic_camera\03_intra1\03_intra1 03_intra1_02cn none anchor_flag_intra1) (camera_set_animation_relative objects\characters\cinematic_camera\03_intra1\03_intra1 03_intra1_02cn none anchor_flag_intra1)
(custom_animation_relative chief objects\characters\masterchief\03_intra1\03_intra1 chief_02cn False anchor_intra1) (custom_animation_relative chief objects\characters\masterchief\03_intra1\03_intra1 chief_02cn False anchor_intra1)
(custom_animation_relative johnson objects\characters\marine\03_intra1\03_intra1 johnson_02cn False anchor_intra1) (custom_animation_relative johnson objects\characters\marine\03_intra1\03_intra1 johnson_02cn False anchor_intra1)
(custom_animation_relative marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_02cn False anchor_intra1) (custom_animation_relative marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_02cn False anchor_intra1)
(custom_animation_relative marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_02cn False anchor_intra1) (custom_animation_relative marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_02cn False anchor_intra1)
(scenery_animation_start_relative cigar objects\cinematics\human\cigar\cigar_good\03_intra1\03_intra1 cigar_02n anchor_intra1) (scenery_animation_start_relative cigar objects\cinematics\human\cigar\cigar_good\03_intra1\03_intra1 cigar_02n anchor_intra1)
)) ))
(if (= heroic (game_difficulty_get_real)) (if (= heroic (game_difficulty_get_real))
(begin (begin
(print "heroic speech") (print "heroic speech")
(object_create_anew cigar) (object_create_anew cigar)
(wake c03_2094_jon) (wake c03_2094_jon)
(wake c03_2100_mr4_hard) (wake c03_2100_mr4_hard)
(wake c03_2110_jon) (wake c03_2110_jon)
(wake c03_2120_jon) (wake c03_2120_jon)
(wake c03_2130_mr4) (wake c03_2130_mr4)
(wake c03_2140_cor) (wake c03_2140_cor)
(wake c03_intra1_foley_02c) (wake c03_intra1_foley_02c)
(camera_set_animation_relative objects\characters\cinematic_camera\03_intra1\03_intra1 03_intra1_02ch none anchor_flag_intra1) (camera_set_animation_relative objects\characters\cinematic_camera\03_intra1\03_intra1 03_intra1_02ch none anchor_flag_intra1)
(custom_animation_relative chief objects\characters\masterchief\03_intra1\03_intra1 chief_02ch False anchor_intra1) (custom_animation_relative chief objects\characters\masterchief\03_intra1\03_intra1 chief_02ch False anchor_intra1)
(custom_animation_relative johnson objects\characters\marine\03_intra1\03_intra1 johnson_02ch False anchor_intra1) (custom_animation_relative johnson objects\characters\marine\03_intra1\03_intra1 johnson_02ch False anchor_intra1)
(custom_animation_relative marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_02ch False anchor_intra1) (custom_animation_relative marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_02ch False anchor_intra1)
(custom_animation_relative marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_02ch False anchor_intra1) (custom_animation_relative marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_02ch False anchor_intra1)
(scenery_animation_start_relative cigar objects\cinematics\human\cigar\cigar_good\03_intra1\03_intra1 cigar_02h anchor_intra1) (scenery_animation_start_relative cigar objects\cinematics\human\cigar\cigar_good\03_intra1\03_intra1 cigar_02h anchor_intra1)
)) ))
(if (= legendary (game_difficulty_get_real)) (if (= legendary (game_difficulty_get_real))
(begin (begin
(print "legendary speech") (print "legendary speech")
(object_create_anew cigar) (object_create_anew cigar)
(wake c03_2096_jon) (wake c03_2096_jon)
(wake c03_2100_mr4_leg) (wake c03_2100_mr4_leg)
(wake c03_2110_jon_leg) (wake c03_2110_jon_leg)
(wake c03_2120_jon_leg) (wake c03_2120_jon_leg)
(wake c03_2130_mr4_leg) (wake c03_2130_mr4_leg)
(wake c03_2140_cor_leg) (wake c03_2140_cor_leg)
(wake c03_intra1_foley_02c) (wake c03_intra1_foley_02c)
(camera_set_animation_relative objects\characters\cinematic_camera\03_intra1\03_intra1 03_intra1_02cl none anchor_flag_intra1) (camera_set_animation_relative objects\characters\cinematic_camera\03_intra1\03_intra1 03_intra1_02cl none anchor_flag_intra1)
(custom_animation_relative chief objects\characters\masterchief\03_intra1\03_intra1 chief_02cl False anchor_intra1) (custom_animation_relative chief objects\characters\masterchief\03_intra1\03_intra1 chief_02cl False anchor_intra1)
(custom_animation_relative johnson objects\characters\marine\03_intra1\03_intra1 johnson_02cl False anchor_intra1) (custom_animation_relative johnson objects\characters\marine\03_intra1\03_intra1 johnson_02cl False anchor_intra1)
(custom_animation_relative marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_02cl False anchor_intra1) (custom_animation_relative marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_02cl False anchor_intra1)
(custom_animation_relative marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_02cl False anchor_intra1) (custom_animation_relative marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_02cl False anchor_intra1)
(scenery_animation_start_relative cigar objects\cinematics\human\cigar\cigar_good\03_intra1\03_intra1 cigar_02l anchor_intra1) (scenery_animation_start_relative cigar objects\cinematics\human\cigar\cigar_good\03_intra1\03_intra1 cigar_02l anchor_intra1)
)) ))
(sleep (- (camera_time) 15)) (sleep (- (camera_time) 15))
(object_destroy pelican_01a) (object_destroy pelican_01a)
(object_destroy cigar) (object_destroy cigar)
(print "problem actors") (print "problem actors")
(object_create_anew pelican_01b) (object_create_anew pelican_01b)
(object_create_anew rear_gun) (object_create_anew rear_gun)
(object_cinematic_lod pelican_01b True) (object_cinematic_lod pelican_01b True)
(object_cinematic_lod rear_gun True) (object_cinematic_lod rear_gun True)
(object_uses_cinematic_lighting pelican_01b True) (object_uses_cinematic_lighting pelican_01b True)
(object_uses_cinematic_lighting rear_gun True) (object_uses_cinematic_lighting rear_gun True)
(sleep (- (camera_time) prediction_offset)) (sleep (- (camera_time) prediction_offset))
(03_intra1_03_predict_stub) (03_intra1_03_predict_stub)
(sleep (- (camera_time) sound_offset)) (sleep (- (camera_time) sound_offset))
(sound_impulse_predict sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_03_fol) (sound_impulse_predict sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_03_fol)
(sleep (camera_time)) (sleep (camera_time))
) )
))
(script dormant c03_intra1_foley_03 (script dormant c03_intra1_foley_03
(begin (begin
(sleep 0) (sleep 0)
(sound_impulse_start sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_03_fol none 1) (sound_impulse_start sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_03_fol none 1)
(print "c03_intra1 foley 03 start") (print "c03_intra1 foley 03 start")
) )
))
(script dormant c03_2150_jon (script dormant c03_2150_jon
(begin (begin
(sleep 59) (sleep 59)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2150_jon johnson 1) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2150_jon johnson 1)
(cinematic_subtitle c03_2150_jon 2) (cinematic_subtitle c03_2150_jon 2)
(sleep 15) (sleep 15)
(unit_set_emotional_state johnson amorous 1 15) (unit_set_emotional_state johnson amorous 1 15)
(print "johnson - amorous 1 15") (print "johnson - amorous 1 15")
) )
))
(script dormant c03_intra1_cinematic_light_03 (script dormant c03_intra1_cinematic_light_03
(begin (begin
(cinematic_lighting_set_primary_light 31 72 0.105882 0.0941177 0.0705882) (cinematic_lighting_set_primary_light 31 72 0.105882 0.0941177 0.0705882)
(cinematic_lighting_set_secondary_light 17 56 0.0784314 0.0784314 0.129412) (cinematic_lighting_set_secondary_light 17 56 0.0784314 0.0784314 0.129412)
(cinematic_lighting_set_ambient_light 0.0392157 0.0392157 0.0392157) (cinematic_lighting_set_ambient_light 0.0392157 0.0392157 0.0392157)
) )
))
(script static c03_intra1_03_setup (script static c03_intra1_03_setup
(begin (begin
(wake c03_2150_jon) (wake c03_2150_jon)
(wake c03_intra1_foley_03) (wake c03_intra1_foley_03)
(wake c03_intra1_cinematic_light_03) (wake c03_intra1_cinematic_light_03)
) )
))
(script static c03_intra1_03_cleanup (script static c03_intra1_03_cleanup
(begin (begin
(object_destroy chief) (object_destroy chief)
(object_destroy johnson) (object_destroy johnson)
(object_destroy marine_01) (object_destroy marine_01)
(object_destroy marine_02) (object_destroy marine_02)
(object_destroy rear_gun) (object_destroy rear_gun)
(object_destroy pelican_01b) (object_destroy pelican_01b)
(object_destroy scorpion_02) (object_destroy scorpion_02)
(object_destroy rifle_01) (object_destroy rifle_01)
(object_destroy rifle_02) (object_destroy rifle_02)
(object_destroy rifle_03) (object_destroy rifle_03)
) )
))
(script static c03_intra1_scene_03 (script static c03_intra1_scene_03
(begin (begin
(c03_intra1_03_setup) (c03_intra1_03_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\03_intra1\03_intra1 03_intra1_03 none anchor_flag_intra1) (camera_set_animation_relative objects\characters\cinematic_camera\03_intra1\03_intra1 03_intra1_03 none anchor_flag_intra1)
(custom_animation_relative johnson objects\characters\marine\03_intra1\03_intra1 johnson_03 False anchor_intra1) (custom_animation_relative johnson objects\characters\marine\03_intra1\03_intra1 johnson_03 False anchor_intra1)
(custom_animation_relative pelican_01b objects\vehicles\pelican\03_intra1\03_intra1 pelican_03 False anchor_intra1) (custom_animation_relative pelican_01b objects\vehicles\pelican\03_intra1\03_intra1 pelican_03 False anchor_intra1)
(scenery_animation_start_relative rear_gun objects\vehicles\pelican\pelican_rear_gun\03_intra1\03_intra1 rear_gun_03 anchor_intra1) (scenery_animation_start_relative rear_gun objects\vehicles\pelican\pelican_rear_gun\03_intra1\03_intra1 rear_gun_03 anchor_intra1)
(sleep (- (camera_time) 15)) (sleep (- (camera_time) 15))
(fade_out 1 1 1 15) (fade_out 1 1 1 15)
(sleep 15) (sleep 15)
(c03_intra1_03_cleanup) (c03_intra1_03_cleanup)
(sleep 30) (sleep 30)
) )
))
(script static c03_intra1 (script static c03_intra1
(begin (begin
(texture_cache_flush) (texture_cache_flush)
(geometry_cache_flush) (geometry_cache_flush)
(sound_class_set_gain "vehicle_collision" 0 0) (sound_class_set_gain "vehicle_collision" 0 0)
(sound_class_set_gain "amb" 0.25 1) (sound_class_set_gain "amb" 0.25 1)
(switch_bsp_by_name earthcity_3b) (switch_bsp_by_name earthcity_3b)
(sleep 1) (sleep 1)
(c03_intra1_scene_01) (c03_intra1_scene_01)
(c03_intra1_scene_02a) (c03_intra1_scene_02a)
(c03_intra1_scene_02b) (c03_intra1_scene_02b)
(c03_intra1_scene_02c) (c03_intra1_scene_02c)
(c03_intra1_scene_03) (c03_intra1_scene_03)
(sound_class_set_gain "vehicle_collision" 1 1) (sound_class_set_gain "vehicle_collision" 1 1)
(sound_class_set_gain "amb" 1 1) (sound_class_set_gain "amb" 1 1)
(rasterizer_bloom_override False) (rasterizer_bloom_override False)
) )
))
(script dormant x03_foley_01 (script dormant x03_foley_01
(begin (begin
(sleep 0) (sleep 0)
(sound_impulse_start sound\cinematics\03_earthcity\x03\foley\x03_01_fol none 1) (sound_impulse_start sound\cinematics\03_earthcity\x03\foley\x03_01_fol none 1)
(print "x03 foley 01 start") (print "x03 foley 01 start")
) )
))
(script dormant x03_0010_jon (script dormant x03_0010_jon
(begin (begin
(sleep 484) (sleep 484)
(sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\x03_0010_jon johnson 1 radio_default) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\x03_0010_jon johnson 1 radio_default)
(cinematic_subtitle x03_0010_jon 2) (cinematic_subtitle x03_0010_jon 2)
) )
))
(script dormant x03_0020_mir (script dormant x03_0020_mir
(begin (begin
(sleep 552) (sleep 552)
(sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\x03_0020_mir none 1 radio_default) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\x03_0020_mir none 1 radio_default)
(cinematic_subtitle x03_0020_mir 1.5) (cinematic_subtitle x03_0020_mir 1.5)
) )
))
(script dormant x03_fov_01 (script dormant x03_fov_01
(begin (begin
(sleep 88) (sleep 88)
(print "fov change: 65 -> 45 over 90 ticks") (print "fov change: 65 -> 45 over 90 ticks")
(camera_set_field_of_view 55 90) (camera_set_field_of_view 55 90)
(sleep 91) (sleep 91)
(print "fov change: 45 -> 50 over 0 ticks") (print "fov change: 45 -> 50 over 0 ticks")
(camera_set_field_of_view 60 0) (camera_set_field_of_view 60 0)
(sleep 299) (sleep 299)
(print "fov change: 50 -> 20 over 0 ticks") (print "fov change: 50 -> 20 over 0 ticks")
(camera_set_field_of_view 20 0) (camera_set_field_of_view 20 0)
(object_destroy scarab_02) (object_destroy scarab_02)
) )
))
(script dormant x03_01_dof_1 (script dormant x03_01_dof_1
(begin (begin
(sleep 479) (sleep 479)
(cinematic_screen_effect_start True) (cinematic_screen_effect_start True)
(cinematic_screen_effect_set_depth_of_field 1 1 1 0 0 0 0) (cinematic_screen_effect_set_depth_of_field 1 1 1 0 0 0 0)
(print "rack focus") (print "rack focus")
) )
))
(script dormant scarab_shake_1 (script dormant scarab_shake_1
(begin (begin
(sleep 135) (sleep 135)
(print "shake") (print "shake")
(player_effect_set_max_rotation 0 1 1) (player_effect_set_max_rotation 0 1 1)
(player_effect_start 0.25 0) (player_effect_start 0.25 0)
) )
))
(script dormant scarab_shake_2 (script dormant scarab_shake_2
(begin (begin
(sleep 179) (sleep 179)
(print "shake") (print "shake")
(player_effect_set_max_rotation 0 1 1) (player_effect_set_max_rotation 0 1 1)
(player_effect_start 0.4 0) (player_effect_start 0.4 0)
(sleep 25) (sleep 25)
(player_effect_stop 3) (player_effect_stop 3)
) )
))
(script dormant effect_scarab_death (script dormant effect_scarab_death
(begin (begin
(sleep 27) (sleep 27)
(print "blow main-gun") (print "blow main-gun")
(effect_new_on_object_marker effects\scenarios\objects\covenant\military\scarab\scarab_death_explosion_mouth scarab_02 primary_trigger) (effect_new_on_object_marker effects\scenarios\objects\covenant\military\scarab\scarab_death_explosion_mouth scarab_02 primary_trigger)
(effect_new_on_object_marker effects\scenarios\objects\covenant\military\scarab\scarab_death_explosion scarab_02 head_destroyed_cine) (effect_new_on_object_marker effects\scenarios\objects\covenant\military\scarab\scarab_death_explosion scarab_02 head_destroyed_cine)
(sleep 2) (sleep 2)
(effect_new_on_object_marker effects\scenarios\objects\covenant\military\scarab\scarab_death_explosion scarab_02 neck_destroyed_cine) (effect_new_on_object_marker effects\scenarios\objects\covenant\military\scarab\scarab_death_explosion scarab_02 neck_destroyed_cine)
(sleep 3) (sleep 3)
(effect_new_on_object_marker effects\scenarios\objects\covenant\military\scarab\scarab_death_explosion scarab_02 neck_destroyed2_cine) (effect_new_on_object_marker effects\scenarios\objects\covenant\military\scarab\scarab_death_explosion scarab_02 neck_destroyed2_cine)
(sleep 5) (sleep 5)
(effect_new_on_object_marker effects\scenarios\objects\covenant\military\scarab\scarab_death_explosion scarab_02 knee_destroyed_cine) (effect_new_on_object_marker effects\scenarios\objects\covenant\military\scarab\scarab_death_explosion scarab_02 knee_destroyed_cine)
(sleep 2) (sleep 2)
(effect_new_on_object_marker effects\scenarios\objects\covenant\military\scarab\scarab_death_explosion scarab_02 belly_destroyed_cine) (effect_new_on_object_marker effects\scenarios\objects\covenant\military\scarab\scarab_death_explosion scarab_02 belly_destroyed_cine)
(sleep 3) (sleep 3)
(effect_new_on_object_marker effects\scenarios\objects\covenant\military\scarab\scarab_death_explosion scarab_02 calf_destroyed_cine) (effect_new_on_object_marker effects\scenarios\objects\covenant\military\scarab\scarab_death_explosion scarab_02 calf_destroyed_cine)
(sleep 5) (sleep 5)
(effect_new_on_object_marker effects\scenarios\objects\covenant\military\scarab\scarab_death_explosion scarab_02 knee_destroyed02_cine) (effect_new_on_object_marker effects\scenarios\objects\covenant\military\scarab\scarab_death_explosion scarab_02 knee_destroyed02_cine)
) )
))
(script dormant effect_smoke_start (script dormant effect_smoke_start
(begin (begin
(sleep 165) (sleep 165)
(print "smoke start") (print "smoke start")
(object_create x03_smoke) (object_create x03_smoke)
) )
))
(script dormant effect_smoke_stop (script dormant effect_smoke_stop
(begin (begin
(sleep 475) (sleep 475)
(print "smoke stop") (print "smoke stop")
(object_destroy x03_smoke) (object_destroy x03_smoke)
) )
))
(script dormant effect_grav_lift (script dormant effect_grav_lift
(begin (begin
(sleep 330) (sleep 330)
(object_set_function_variable carrier grav_lift_control 0 75) (object_set_function_variable carrier grav_lift_control 0 75)
(print "grav-lift deactivate") (print "grav-lift deactivate")
) )
))
(script dormant x03_cinematic_lighting_01 (script dormant x03_cinematic_lighting_01
(begin (begin
(cinematic_lighting_set_primary_light 31 72 0.529412 0.466667 0.396078) (cinematic_lighting_set_primary_light 31 72 0.529412 0.466667 0.396078)
(cinematic_lighting_set_secondary_light -60 180 0.0627451 0.0588235 0.117647) (cinematic_lighting_set_secondary_light -60 180 0.0627451 0.0588235 0.117647)
(cinematic_lighting_set_ambient_light 0 0 0) (cinematic_lighting_set_ambient_light 0 0 0)
(object_uses_cinematic_lighting chief True) (object_uses_cinematic_lighting chief True)
(object_uses_cinematic_lighting johnson_02 True) (object_uses_cinematic_lighting johnson_02 True)
(object_uses_cinematic_lighting pilot True) (object_uses_cinematic_lighting pilot True)
(object_uses_cinematic_lighting pelican_01a True) (object_uses_cinematic_lighting pelican_01a True)
(object_uses_cinematic_lighting scarab_02 True) (object_uses_cinematic_lighting scarab_02 True)
(object_uses_cinematic_lighting carrier True) (object_uses_cinematic_lighting carrier True)
) )
))
(script static x03_01_setup (script static x03_01_setup
(begin (begin
(object_create_anew chief) (object_create_anew chief)
(object_create_anew johnson_02) (object_create_anew johnson_02)
(object_create_anew pilot) (object_create_anew pilot)
(object_create_anew pelican_01a) (object_create_anew pelican_01a)
(object_create_anew scarab_02) (object_create_anew scarab_02)
(object_create_anew carrier) (object_create_anew carrier)
(object_cinematic_lod chief True) (object_cinematic_lod chief True)
(object_cinematic_lod johnson_02 True) (object_cinematic_lod johnson_02 True)
(object_cinematic_lod pilot True) (object_cinematic_lod pilot True)
(object_cinematic_lod pelican_01a True) (object_cinematic_lod pelican_01a True)
(object_cinematic_lod scarab_02 True) (object_cinematic_lod scarab_02 True)
(object_cinematic_lod carrier True) (object_cinematic_lod carrier True)
(cinematic_clone_players_weapon chief right_hand ) (cinematic_clone_players_weapon chief right_hand )
(object_set_function_variable carrier grav_lift_control 1 0) (object_set_function_variable carrier grav_lift_control 1 0)
(wake x03_0010_jon) (wake x03_0010_jon)
(wake x03_0020_mir) (wake x03_0020_mir)
(wake x03_foley_01) (wake x03_foley_01)
(wake x03_fov_01) (wake x03_fov_01)
(wake x03_01_dof_1) (wake x03_01_dof_1)
(wake scarab_shake_1) (wake scarab_shake_1)
(wake scarab_shake_2) (wake scarab_shake_2)
(wake effect_grav_lift) (wake effect_grav_lift)
(wake effect_scarab_death) (wake effect_scarab_death)
(wake effect_smoke_start) (wake effect_smoke_start)
(wake effect_smoke_stop) (wake effect_smoke_stop)
(wake x03_cinematic_lighting_01) (wake x03_cinematic_lighting_01)
) )
))
(script static x03_01_cleanup (script static x03_01_cleanup
(begin (begin
(object_destroy chief) (object_destroy chief)
(object_destroy johnson_02) (object_destroy johnson_02)
(object_destroy pilot) (object_destroy pilot)
(object_destroy pelican_01a) (object_destroy pelican_01a)
(object_destroy carrier) (object_destroy carrier)
(object_destroy x03_smoke) (object_destroy x03_smoke)
) )
))
(script static x03_scene_01 (script static x03_scene_01
(begin (begin
(fade_out 1 1 1 0) (fade_out 1 1 1 0)
(camera_control True) (camera_control True)
(cinematic_start) (cinematic_start)
(cinematic_outro_start) (cinematic_outro_start)
(set cinematic_letterbox_style 1) (set cinematic_letterbox_style 1)
(camera_set_field_of_view 60 0) (camera_set_field_of_view 60 0)
(x03_01_predict_stub) (x03_01_predict_stub)
(sound_impulse_predict sound\cinematics\03_earthcity\x03\foley\x03_01_fol) (sound_impulse_predict sound\cinematics\03_earthcity\x03\foley\x03_01_fol)
(sleep prediction_offset) (sleep prediction_offset)
(camera_set_animation_relative objects\characters\cinematic_camera\x03\x03 x03_01 none anchor_flag_x03_01) (camera_set_animation_relative objects\characters\cinematic_camera\x03\x03 x03_01 none anchor_flag_x03_01)
(x03_01_setup) (x03_01_setup)
(custom_animation_relative chief objects\characters\masterchief\x03\x03 chief_01 False anchor_x03_01) (custom_animation_relative chief objects\characters\masterchief\x03\x03 chief_01 False anchor_x03_01)
(custom_animation_relative johnson_02 objects\characters\marine\x03\x03 johnson_01 False anchor_x03_01) (custom_animation_relative johnson_02 objects\characters\marine\x03\x03 johnson_01 False anchor_x03_01)
(custom_animation_relative pilot objects\characters\marine\x03\x03 pilot_01 False anchor_x03_01) (custom_animation_relative pilot objects\characters\marine\x03\x03 pilot_01 False anchor_x03_01)
(custom_animation_relative pelican_01a objects\vehicles\pelican\x03\x03 pelican_01 False anchor_x03_01) (custom_animation_relative pelican_01a objects\vehicles\pelican\x03\x03 pelican_01 False anchor_x03_01)
(scenery_animation_start_relative scarab_02 scenarios\objects\covenant\military\scarab\x03\x03 scarab_01 anchor_x03_01) (scenery_animation_start_relative scarab_02 scenarios\objects\covenant\military\scarab\x03\x03 scarab_01 anchor_x03_01)
(scenery_animation_start_relative carrier scenarios\objects\covenant\military\capital_ship\x03\x03 carrier_01 anchor_x03_01) (scenery_animation_start_relative carrier scenarios\objects\covenant\military\capital_ship\x03\x03 carrier_01 anchor_x03_01)
(sleep 15) (sleep 15)
(fade_in 1 1 1 15) (fade_in 1 1 1 15)
(sleep (- (camera_time) sound_offset)) (sleep (- (camera_time) sound_offset))
(sound_impulse_predict sound\cinematics\03_earthcity\x03\foley\x03_02_fol) (sound_impulse_predict sound\cinematics\03_earthcity\x03\foley\x03_02_fol)
(sleep (- (camera_time) 15)) (sleep (- (camera_time) 15))
(fade_out 1 1 1 15) (fade_out 1 1 1 15)
(sleep 15) (sleep 15)
(x03_01_cleanup) (x03_01_cleanup)
) )
))
(script dormant c03_intra1_sound_scene2_01 (script dormant c03_intra1_sound_scene2_01
(begin (begin
(sleep 30) (sleep 30)
(sound_class_set_gain "vehicle_engine" 0.2 60) (sound_class_set_gain "vehicle_engine" 0.2 60)
) )
))
(script dormant x03_foley_02 (script dormant x03_foley_02
(begin (begin
(sleep 0) (sleep 0)
(sound_impulse_start sound\cinematics\03_earthcity\x03\foley\x03_02_fol none 1) (sound_impulse_start sound\cinematics\03_earthcity\x03\foley\x03_02_fol none 1)
(print "x03 foley 02 start") (print "x03 foley 02 start")
) )
))
(script dormant x03_0030_mir (script dormant x03_0030_mir
(begin (begin
(sleep 0) (sleep 0)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\x03_0030_mir miranda 1) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\x03_0030_mir miranda 1)
(cinematic_subtitle x03_0030_mir 2) (cinematic_subtitle x03_0030_mir 2)
) )
))
(script dormant x03_0040_jon (script dormant x03_0040_jon
(begin (begin
(sleep 73) (sleep 73)
(sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\x03_0040_jon johnson_03 1 radio_default) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\x03_0040_jon johnson_03 1 radio_default)
(cinematic_subtitle x03_0040_jon 1) (cinematic_subtitle x03_0040_jon 1)
) )
))
(script dormant x03_0050_lhd (script dormant x03_0050_lhd
(begin (begin
(sleep 106) (sleep 106)
(sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\x03_0050_lhd hood 1 radio_default) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\x03_0050_lhd hood 1 radio_default)
(cinematic_subtitle x03_0050_lhd 1) (cinematic_subtitle x03_0050_lhd 1)
) )
))
(script dormant x03_0060_mir (script dormant x03_0060_mir
(begin (begin
(sleep 133) (sleep 133)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\x03_0060_mir miranda 1) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\x03_0060_mir miranda 1)
(cinematic_subtitle x03_0060_mir 3) (cinematic_subtitle x03_0060_mir 3)
) )
))
(script dormant x03_texture_camera_scene_02 (script dormant x03_texture_camera_scene_02
(begin (begin
(print "texture camera start") (print "texture camera start")
(object_create_anew texture_camera) (object_create_anew texture_camera)
(texture_camera_set_object_marker texture_camera marker 50) (texture_camera_set_object_marker texture_camera marker 50)
(scenery_animation_start_relative texture_camera objects\cinematics\texture_camera\x03\x03 texture_camera_02 anchor_x03_02) (scenery_animation_start_relative texture_camera objects\cinematics\texture_camera\x03\x03 texture_camera_02 anchor_x03_02)
) )
))
(script dormant x03_cinematic_lighting_02 (script dormant x03_cinematic_lighting_02
(begin (begin
(cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22) (cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22)
(cinematic_lighting_set_secondary_light -14 150 0.09 0.09 0.22) (cinematic_lighting_set_secondary_light -14 150 0.09 0.09 0.22)
(cinematic_lighting_set_ambient_light 0.06 0.05 0.04) (cinematic_lighting_set_ambient_light 0.06 0.05 0.04)
(object_uses_cinematic_lighting miranda True) (object_uses_cinematic_lighting miranda True)
(object_uses_cinematic_lighting iac_bridge True) (object_uses_cinematic_lighting iac_bridge True)
(object_uses_cinematic_lighting hood True) (object_uses_cinematic_lighting hood True)
(object_uses_cinematic_lighting johnson_03 True) (object_uses_cinematic_lighting johnson_03 True)
(object_uses_cinematic_lighting pilot_02 True) (object_uses_cinematic_lighting pilot_02 True)
) )
))
(script static x03_03_problem_actors (script static x03_03_problem_actors
(begin (begin
(print "problem actors") (print "problem actors")
(object_create_anew iac) (object_create_anew iac)
(object_cinematic_lod iac True) (object_cinematic_lod iac True)
) )
))
(script dormant delete_johnson (script dormant delete_johnson
(begin (begin
(sleep 150) (sleep 150)
(print "delete johnson and pelican") (print "delete johnson and pelican")
(object_destroy johnson_03) (object_destroy johnson_03)
(object_destroy pilot_02) (object_destroy pilot_02)
) )
))
(script dormant x03_emotion_02 (script dormant x03_emotion_02
(begin (begin
(unit_set_emotional_state miranda angry 0.25 0) (unit_set_emotional_state miranda angry 0.25 0)
(print "miranda - angry .25 0") (print "miranda - angry .25 0")
(unit_set_emotional_state johnson angry 0.5 0) (unit_set_emotional_state johnson angry 0.5 0)
(print "johnson - angry .5 0") (print "johnson - angry .5 0")
(unit_set_emotional_state hood angry 0.25 0) (unit_set_emotional_state hood angry 0.25 0)
(print "hood - angry .25 0") (print "hood - angry .25 0")
) )
))
(script static x03_02_setup (script static x03_02_setup
(begin (begin
(object_create_anew miranda) (object_create_anew miranda)
(object_create_anew hood) (object_create_anew hood)
(object_create johnson_03) (object_create johnson_03)
(object_create pilot_02) (object_create pilot_02)
(object_create_anew iac_bridge) (object_create_anew iac_bridge)
(object_create_anew pelican_02) (object_create_anew pelican_02)
(object_cinematic_lod miranda True) (object_cinematic_lod miranda True)
(object_cinematic_lod hood True) (object_cinematic_lod hood True)
(object_cinematic_lod johnson True) (object_cinematic_lod johnson True)
(object_cinematic_lod pilot True) (object_cinematic_lod pilot True)
(object_cinematic_lod iac_bridge True) (object_cinematic_lod iac_bridge True)
(object_cinematic_lod pelican_02 True) (object_cinematic_lod pelican_02 True)
(wake c03_intra1_sound_scene2_01) (wake c03_intra1_sound_scene2_01)
(wake x03_foley_02) (wake x03_foley_02)
(wake x03_0030_mir) (wake x03_0030_mir)
(wake x03_0040_jon) (wake x03_0040_jon)
(wake x03_0050_lhd) (wake x03_0050_lhd)
(wake x03_0060_mir) (wake x03_0060_mir)
(wake delete_johnson) (wake delete_johnson)
(wake x03_emotion_02) (wake x03_emotion_02)
(wake x03_texture_camera_scene_02) (wake x03_texture_camera_scene_02)
(wake x03_cinematic_lighting_02) (wake x03_cinematic_lighting_02)
) )
))
(script static x03_scene_02 (script static x03_scene_02
(begin (begin
(cinematic_screen_effect_stop) (cinematic_screen_effect_stop)
(print "rack focus stop") (print "rack focus stop")
(camera_set_field_of_view 60 0) (camera_set_field_of_view 60 0)
(x03_02_predict_stub) (x03_02_predict_stub)
(x03_02_setup) (x03_02_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\x03\x03 x03_02 none anchor_flag_x03_02) (camera_set_animation_relative objects\characters\cinematic_camera\x03\x03 x03_02 none anchor_flag_x03_02)
(custom_animation_relative miranda objects\characters\miranda\x03\x03 miranda_02 False anchor_x03_02) (custom_animation_relative miranda objects\characters\miranda\x03\x03 miranda_02 False anchor_x03_02)
(custom_animation_relative johnson_03 objects\characters\marine\x03\x03 johnson_02 False anchor_x03_02) (custom_animation_relative johnson_03 objects\characters\marine\x03\x03 johnson_02 False anchor_x03_02)
(custom_animation_relative pilot_02 objects\characters\marine\x03\x03 pilot_02 False anchor_x03_02) (custom_animation_relative pilot_02 objects\characters\marine\x03\x03 pilot_02 False anchor_x03_02)
(custom_animation_relative hood objects\characters\lord_hood\x03\x03 hood_02 False anchor_x03_02) (custom_animation_relative hood objects\characters\lord_hood\x03\x03 hood_02 False anchor_x03_02)
(custom_animation_relative pelican_02 objects\vehicles\pelican\x03\x03 pelican_02 False anchor_x03_02) (custom_animation_relative pelican_02 objects\vehicles\pelican\x03\x03 pelican_02 False anchor_x03_02)
(scenery_animation_start_relative iac_bridge objects\cinematics\human\inamberclad_bridge\x03\x03 iacbridge_02 anchor_x03_02) (scenery_animation_start_relative iac_bridge objects\cinematics\human\inamberclad_bridge\x03\x03 iacbridge_02 anchor_x03_02)
(sleep 20) (sleep 20)
(fade_in 1 1 1 15) (fade_in 1 1 1 15)
(sleep (- (camera_time) prediction_offset)) (sleep (- (camera_time) prediction_offset))
(x03_03_predict_stub) (x03_03_predict_stub)
(sleep (- (camera_time) sound_offset)) (sleep (- (camera_time) sound_offset))
(sound_impulse_predict sound\cinematics\03_earthcity\x03\music\x03_03_mus) (sound_impulse_predict sound\cinematics\03_earthcity\x03\music\x03_03_mus)
(sound_impulse_predict sound\cinematics\03_earthcity\x03\foley\x03_03_fol) (sound_impulse_predict sound\cinematics\03_earthcity\x03\foley\x03_03_fol)
(sleep (- (camera_time) 15)) (sleep (- (camera_time) 15))
(x03_03_problem_actors) (x03_03_problem_actors)
(sleep (camera_time)) (sleep (camera_time))
(print "texture camera stop") (print "texture camera stop")
(object_hide hood True) (object_hide hood True)
(print "hide hood") (print "hide hood")
) )
))
(script dormant x03_score_03 (script dormant x03_score_03
(begin (begin
(sleep 0) (sleep 0)
(sound_impulse_start sound\cinematics\03_earthcity\x03\music\x03_03_mus none 1) (sound_impulse_start sound\cinematics\03_earthcity\x03\music\x03_03_mus none 1)
(print "x03 score 03 start") (print "x03 score 03 start")
) )
))
(script dormant x03_foley_03 (script dormant x03_foley_03
(begin (begin
(sleep 0) (sleep 0)
(sound_impulse_start sound\cinematics\03_earthcity\x03\foley\x03_03_fol none 1) (sound_impulse_start sound\cinematics\03_earthcity\x03\foley\x03_03_fol none 1)
(print "x03 foley 03 start") (print "x03 foley 03 start")
) )
))
(script dormant x03_0070_lhd (script dormant x03_0070_lhd
(begin (begin
(sleep 0) (sleep 0)
(sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\x03_0070_lhd none 1 radio_default) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\x03_0070_lhd none 1 radio_default)
(cinematic_subtitle x03_0070_lhd 1) (cinematic_subtitle x03_0070_lhd 1)
) )
))
(script dormant x03_0080_lhd (script dormant x03_0080_lhd
(begin (begin
(sleep 50) (sleep 50)
(sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\x03_0080_lhd none 1 radio_default) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\x03_0080_lhd none 1 radio_default)
(cinematic_subtitle x03_0080_lhd 2) (cinematic_subtitle x03_0080_lhd 2)
) )
))
(script dormant x03_0090_nv1 (script dormant x03_0090_nv1
(begin (begin
(sleep 195) (sleep 195)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\x03_0090_nv1 none 1) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\x03_0090_nv1 none 1)
(cinematic_subtitle x03_0090_nv1 3) (cinematic_subtitle x03_0090_nv1 3)
) )
))
(script dormant x03_fov_03 (script dormant x03_fov_03
(begin (begin
(sleep 27) (sleep 27)
(print "fov change: 5 -> 50 over 38 ticks") (print "fov change: 5 -> 50 over 38 ticks")
(camera_set_field_of_view 60 38) (camera_set_field_of_view 60 38)
(sleep 191) (sleep 191)
(print "fov change: 50 -> 15 over 26 ticks") (print "fov change: 50 -> 15 over 26 ticks")
(camera_set_field_of_view 25 26) (camera_set_field_of_view 25 26)
) )
))
(script dormant effect_slipspace_open (script dormant effect_slipspace_open
(begin (begin
(sleep 161) (sleep 161)
(print "effect - slipspace open") (print "effect - slipspace open")
(effect_new_on_object_marker effects\cinematics\03\slipspace_open carrier_02 bow) (effect_new_on_object_marker effects\cinematics\03\slipspace_open carrier_02 bow)
) )
))
(script dormant x03_cinematic_lighting_03 (script dormant x03_cinematic_lighting_03
(begin (begin
(cinematic_lighting_set_primary_light 31 68 0.513726 0.415686 0.313726) (cinematic_lighting_set_primary_light 31 68 0.513726 0.415686 0.313726)
(cinematic_lighting_set_secondary_light -63 42 0.0901961 0.0901961 0.117647) (cinematic_lighting_set_secondary_light -63 42 0.0901961 0.0901961 0.117647)
(cinematic_lighting_set_ambient_light 0.0823529 0.0823529 0.0823529) (cinematic_lighting_set_ambient_light 0.0823529 0.0823529 0.0823529)
(object_uses_cinematic_lighting iac True) (object_uses_cinematic_lighting iac True)
(object_uses_cinematic_lighting carrier_02 True) (object_uses_cinematic_lighting carrier_02 True)
) )
))
(script static x03_04_problem_actors (script static x03_04_problem_actors
(begin (begin
(print "problem actors") (print "problem actors")
(object_create_anew nav_officer) (object_create_anew nav_officer)
(object_cinematic_lod nav_officer True) (object_cinematic_lod nav_officer True)
(object_uses_cinematic_lighting nav_officer True) (object_uses_cinematic_lighting nav_officer True)
) )
))
(script dormant hide_iac_crew_03 (script dormant hide_iac_crew_03
(begin (begin
(print "hide iac bridge") (print "hide iac bridge")
(object_hide miranda True) (object_hide miranda True)
(object_hide iac_bridge True) (object_hide iac_bridge True)
) )
))
(script static x03_03_setup (script static x03_03_setup
(begin (begin
(object_create_anew carrier_02) (object_create_anew carrier_02)
(object_cinematic_lod carrier_02 True) (object_cinematic_lod carrier_02 True)
(wake x03_0070_lhd) (wake x03_0070_lhd)
(wake x03_0080_lhd) (wake x03_0080_lhd)
(wake x03_0090_nv1) (wake x03_0090_nv1)
(wake x03_score_03) (wake x03_score_03)
(wake x03_foley_03) (wake x03_foley_03)
(wake x03_fov_03) (wake x03_fov_03)
(wake x03_cinematic_lighting_03) (wake x03_cinematic_lighting_03)
(wake effect_slipspace_open) (wake effect_slipspace_open)
(wake hide_iac_crew_03) (wake hide_iac_crew_03)
) )
))
(script static x03_scene_03 (script static x03_scene_03
(begin (begin
(print "fov change: 50 -> 5 over 0 ticks") (print "fov change: 50 -> 5 over 0 ticks")
(camera_set_field_of_view 15 0) (camera_set_field_of_view 15 0)
(x03_03_setup) (x03_03_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\x03\x03 x03_03 none anchor_flag_x03_02) (camera_set_animation_relative objects\characters\cinematic_camera\x03\x03 x03_03 none anchor_flag_x03_02)
(scenery_animation_start_relative iac objects\cinematics\human\inamberclad\x03\x03 iac_03 anchor_x03_02) (scenery_animation_start_relative iac objects\cinematics\human\inamberclad\x03\x03 iac_03 anchor_x03_02)
(scenery_animation_start_relative carrier_02 scenarios\objects\covenant\military\capital_ship\x03\x03 carrier_03 anchor_x03_02) (scenery_animation_start_relative carrier_02 scenarios\objects\covenant\military\capital_ship\x03\x03 carrier_03 anchor_x03_02)
(sleep (- (camera_time) prediction_offset)) (sleep (- (camera_time) prediction_offset))
(x03_04_predict_stub) (x03_04_predict_stub)
(sleep (- (camera_time) sound_offset)) (sleep (- (camera_time) sound_offset))
(sound_impulse_predict sound\cinematics\03_earthcity\x03\foley\x03_04_fol) (sound_impulse_predict sound\cinematics\03_earthcity\x03\foley\x03_04_fol)
(x03_04_problem_actors) (x03_04_problem_actors)
(sleep (- (camera_time) 5)) (sleep (- (camera_time) 5))
(fade_out 1 1 1 5) (fade_out 1 1 1 5)
(sleep 5) (sleep 5)
) )
))
(script dormant x03_foley_04 (script dormant x03_foley_04
(begin (begin
(sleep 0) (sleep 0)
(sound_impulse_start sound\cinematics\03_earthcity\x03\foley\x03_04_fol none 1) (sound_impulse_start sound\cinematics\03_earthcity\x03\foley\x03_04_fol none 1)
(print "x03 foley 04 start") (print "x03 foley 04 start")
) )
))
(script dormant x03_0100_nv1 (script dormant x03_0100_nv1
(begin (begin
(sleep 0) (sleep 0)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\x03_0100_nv1 nav_officer 1) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\x03_0100_nv1 nav_officer 1)
(cinematic_subtitle x03_0100_nv1 2) (cinematic_subtitle x03_0100_nv1 2)
) )
))
(script dormant x03_0110_mir (script dormant x03_0110_mir
(begin (begin
(sleep 121) (sleep 121)
(object_hide iac True) (object_hide iac True)
(object_hide carrier_02 True) (object_hide carrier_02 True)
(print "hide iac, carrier") (print "hide iac, carrier")
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\x03_0110_mir miranda 1) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\x03_0110_mir miranda 1)
(cinematic_subtitle x03_0110_mir 1) (cinematic_subtitle x03_0110_mir 1)
(unit_set_emotional_state miranda shocked 0.25 30) (unit_set_emotional_state miranda shocked 0.25 30)
(print "miranda - shocked .25 30") (print "miranda - shocked .25 30")
(sleep 30) (sleep 30)
(object_hide hood False) (object_hide hood False)
(print "unhide hoodr") (print "unhide hoodr")
) )
))
(script dormant x03_0120_lhd (script dormant x03_0120_lhd
(begin (begin
(sleep 175) (sleep 175)
(sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\x03_0120_lhd hood 1 radio_default) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\x03_0120_lhd hood 1 radio_default)
(cinematic_subtitle x03_0120_lhd 2) (cinematic_subtitle x03_0120_lhd 2)
(unit_set_emotional_state hood angry 0.5 30) (unit_set_emotional_state hood angry 0.5 30)
(print "hood - angry .5 30") (print "hood - angry .5 30")
) )
))
(script dormant x03_texture_camera_scene_04 (script dormant x03_texture_camera_scene_04
(begin (begin
(print "texture camera start") (print "texture camera start")
(object_create_anew texture_camera) (object_create_anew texture_camera)
(texture_camera_set_object_marker texture_camera marker 50) (texture_camera_set_object_marker texture_camera marker 50)
(scenery_animation_start_relative texture_camera objects\cinematics\texture_camera\x03\x03 texture_camera_04 anchor_x03_02) (scenery_animation_start_relative texture_camera objects\cinematics\texture_camera\x03\x03 texture_camera_04 anchor_x03_02)
) )
))
(script dormant x03_cinematic_lighting_04 (script dormant x03_cinematic_lighting_04
(begin (begin
(cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22) (cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22)
(cinematic_lighting_set_secondary_light -14 150 0.09 0.09 0.22) (cinematic_lighting_set_secondary_light -14 150 0.09 0.09 0.22)
(cinematic_lighting_set_ambient_light 0.06 0.05 0.04) (cinematic_lighting_set_ambient_light 0.06 0.05 0.04)
) )
))
(script dormant x03_emotion_04 (script dormant x03_emotion_04
(begin (begin
(unit_set_emotional_state miranda angry 0.25 0) (unit_set_emotional_state miranda angry 0.25 0)
(print "miranda - angry .25 0") (print "miranda - angry .25 0")
(unit_set_emotional_state hood angry 0.25 0) (unit_set_emotional_state hood angry 0.25 0)
(print "hood - angry .25 0") (print "hood - angry .25 0")
(unit_set_emotional_state nav_officer angry 0.25 0) (unit_set_emotional_state nav_officer angry 0.25 0)
(print "nav_officer - angry .25 0") (print "nav_officer - angry .25 0")
(sleep 20) (sleep 20)
(unit_set_emotional_state nav_officer shocked 0.5 30) (unit_set_emotional_state nav_officer shocked 0.5 30)
(print "nav_officer - shocked .5 30") (print "nav_officer - shocked .5 30")
) )
))
(script static x03_04_setup (script static x03_04_setup
(begin (begin
(object_hide miranda False) (object_hide miranda False)
(object_hide iac_bridge False) (object_hide iac_bridge False)
(cinematic_set_near_clip_distance 0.05)
(print "setting near clip distance to .05")
(wake x03_0100_nv1) (wake x03_0100_nv1)
(wake x03_0110_mir) (wake x03_0110_mir)
(wake x03_0120_lhd) (wake x03_0120_lhd)
(wake x03_foley_04) (wake x03_foley_04)
(wake x03_texture_camera_scene_04) (wake x03_texture_camera_scene_04)
(wake x03_cinematic_lighting_04) (wake x03_cinematic_lighting_04)
) )
))
(script static x03_scene_04 (script static x03_scene_04
(begin (begin
(print "fov change: 15 -> 50 over 0 ticks") (print "fov change: 15 -> 50 over 0 ticks")
(camera_set_field_of_view 60 0) (camera_set_field_of_view 60 0)
(x03_04_setup) (x03_04_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\x03\x03 x03_04 none anchor_flag_x03_02) (camera_set_animation_relative objects\characters\cinematic_camera\x03\x03 x03_04 none anchor_flag_x03_02)
(custom_animation_relative miranda objects\characters\miranda\x03\x03 miranda_04 False anchor_x03_02) (custom_animation_relative miranda objects\characters\miranda\x03\x03 miranda_04 False anchor_x03_02)
(custom_animation_relative hood objects\characters\lord_hood\x03\x03 hood_04 False anchor_x03_02) (custom_animation_relative hood objects\characters\lord_hood\x03\x03 hood_04 False anchor_x03_02)
(custom_animation_relative nav_officer objects\characters\marine\x03\x03 nav_04 False anchor_x03_02) (custom_animation_relative nav_officer objects\characters\marine\x03\x03 nav_04 False anchor_x03_02)
(scenery_animation_start_relative iac_bridge objects\cinematics\human\inamberclad_bridge\x03\x03 iacbridge_04 anchor_x03_02) (scenery_animation_start_relative iac_bridge objects\cinematics\human\inamberclad_bridge\x03\x03 iacbridge_04 anchor_x03_02)
(scenery_animation_start_relative carrier_02 scenarios\objects\covenant\military\capital_ship\x03\x03 carrier_04 anchor_x03_02) (scenery_animation_start_relative carrier_02 scenarios\objects\covenant\military\capital_ship\x03\x03 carrier_04 anchor_x03_02)
(sleep 10) (sleep 10)
(fade_in 1 1 1 5) (fade_in 1 1 1 5)
(sleep (- (camera_time) prediction_offset)) (sleep (- (camera_time) prediction_offset))
(x03_05_predict_stub) (x03_05_predict_stub)
(sleep (- (camera_time) sound_offset)) (sleep (- (camera_time) sound_offset))
(sound_impulse_predict sound\cinematics\03_earthcity\x03\foley\x03_05_fol) (sound_impulse_predict sound\cinematics\03_earthcity\x03\foley\x03_05_fol)
(sleep (camera_time)) (sleep (camera_time))
(object_destroy hood) (object_destroy hood)
(texture_camera_off) (texture_camera_off)
(print "texture camera stop") (print "texture camera stop")
) )
))
(script dormant x03_foley_05 (script dormant x03_foley_05
(begin (begin
(sleep 0) (sleep 0)
(sound_impulse_start sound\cinematics\03_earthcity\x03\foley\x03_05_fol none 1) (sound_impulse_start sound\cinematics\03_earthcity\x03\foley\x03_05_fol none 1)
(print "x03 foley 05 start") (print "x03 foley 05 start")
) )
))
(script dormant x03_0130_mir (script dormant x03_0130_mir
(begin (begin
(sleep 94) (sleep 94)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\x03_0130_mir none 1) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\x03_0130_mir none 1)
(cinematic_subtitle x03_0130_mir 1.5) (cinematic_subtitle x03_0130_mir 1.5)
) )
))
(script dormant effect_iac_engines (script dormant effect_iac_engines
(begin (begin
(sleep 112) (sleep 112)
(print "effect - engine") (print "effect - engine")
(effect_new_on_object_marker effects\cinematics\03\iac_engine_fire iac ) (effect_new_on_object_marker effects\cinematics\03\iac_engine_fire iac )
) )
))
(script dormant effect_slipspace_widen (script dormant effect_slipspace_widen
(begin (begin
(sleep 0) (sleep 0)
(effect_new_on_object_marker effects\cinematics\03\slipspace_widening carrier_02 bow) (effect_new_on_object_marker effects\cinematics\03\slipspace_widening carrier_02 bow)
(print "slipspace open") (print "slipspace open")
) )
))
(script dormant x03_cinematic_lighting_05 (script dormant x03_cinematic_lighting_05
(begin (begin
(cinematic_lighting_set_primary_light 31 42 0.662745 0.470588 0.278431) (cinematic_lighting_set_primary_light 31 42 0.662745 0.470588 0.278431)
(cinematic_lighting_set_secondary_light -18 30 0.121569 0.113725 0.219608) (cinematic_lighting_set_secondary_light -18 30 0.121569 0.113725 0.219608)
(cinematic_lighting_set_ambient_light 0.0392157 0.0392157 0.0392157) (cinematic_lighting_set_ambient_light 0.0392157 0.0392157 0.0392157)
) )
))
(script dormant delete_pelican (script dormant delete_pelican
(begin (begin
(sleep 87) (sleep 87)
(object_destroy pelican_02) (object_destroy pelican_02)
) )
))
(script dormant hide_iac_crew_05 (script dormant hide_iac_crew_05
(begin (begin
(print "hide iac bridge") (print "hide iac bridge")
(object_hide miranda True) (object_hide miranda True)
(object_hide nav_officer True) (object_hide nav_officer True)
(object_hide iac_bridge True) (object_hide iac_bridge True)
) )
))
(script static x03_05_setup (script static x03_05_setup
(begin (begin
(object_hide iac False) (object_hide iac False)
(object_hide carrier_02 False) (object_hide carrier_02 False)
(cinematic_set_near_clip_distance 0.06)
(print "resetting near clip distance to .06")
(wake x03_foley_05) (wake x03_foley_05)
(wake x03_0130_mir) (wake x03_0130_mir)
(wake x03_cinematic_lighting_05) (wake x03_cinematic_lighting_05)
(wake effect_iac_engines) (wake effect_iac_engines)
(wake effect_slipspace_widen) (wake effect_slipspace_widen)
(wake delete_pelican) (wake delete_pelican)
(wake hide_iac_crew_05) (wake hide_iac_crew_05)
) )
))
(script static x03_scene_05 (script static x03_scene_05
(begin (begin
(x03_05_setup) (x03_05_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\x03\x03 x03_05 none anchor_flag_x03_02) (camera_set_animation_relative objects\characters\cinematic_camera\x03\x03 x03_05 none anchor_flag_x03_02)
(custom_animation_relative pelican_02 objects\vehicles\pelican\x03\x03 pelican_05 False anchor_x03_02) (custom_animation_relative pelican_02 objects\vehicles\pelican\x03\x03 pelican_05 False anchor_x03_02)
(scenery_animation_start_relative iac objects\cinematics\human\inamberclad\x03\x03 iac_05 anchor_x03_02) (scenery_animation_start_relative iac objects\cinematics\human\inamberclad\x03\x03 iac_05 anchor_x03_02)
(scenery_animation_start_relative carrier_02 scenarios\objects\covenant\military\capital_ship\x03\x03 carrier_05 anchor_x03_02) (scenery_animation_start_relative carrier_02 scenarios\objects\covenant\military\capital_ship\x03\x03 carrier_05 anchor_x03_02)
(sleep (- (camera_time) prediction_offset)) (sleep (- (camera_time) prediction_offset))
(x03_06_predict_stub) (x03_06_predict_stub)
(sleep (- (camera_time) sound_offset)) (sleep (- (camera_time) sound_offset))
(sound_impulse_predict sound\cinematics\03_earthcity\x03\foley\x03_06_fol) (sound_impulse_predict sound\cinematics\03_earthcity\x03\foley\x03_06_fol)
(sleep (- (camera_time) 5)) (sleep (- (camera_time) 5))
(fade_out 1 1 1 5) (fade_out 1 1 1 5)
(sleep 5) (sleep 5)
) )
))
(script dormant x03_foley_06 (script dormant x03_foley_06
(begin (begin
(sleep 0) (sleep 0)
(sound_impulse_start sound\cinematics\03_earthcity\x03\foley\x03_06_fol none 1) (sound_impulse_start sound\cinematics\03_earthcity\x03\foley\x03_06_fol none 1)
(print "x03 foley 06 start") (print "x03 foley 06 start")
) )
))
(script dormant x03_0140_nv1 (script dormant x03_0140_nv1
(begin (begin
(sleep 0) (sleep 0)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\x03_0140_nv1 nav_officer 1) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\x03_0140_nv1 nav_officer 1)
(cinematic_subtitle x03_0140_nv1 2) (cinematic_subtitle x03_0140_nv1 2)
(unit_set_emotional_state miranda angry 0.15 0) (unit_set_emotional_state miranda angry 0.15 0)
(print "miranda - angry .15 0") (print "miranda - angry .15 0")
) )
))
(script dormant x03_0150_mir (script dormant x03_0150_mir
(begin (begin
(sleep 55) (sleep 55)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\x03_0150_mir miranda 1) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\x03_0150_mir miranda 1)
(cinematic_subtitle x03_0150_mir 1) (cinematic_subtitle x03_0150_mir 1)
(unit_set_emotional_state miranda angry 0.35 45) (unit_set_emotional_state miranda angry 0.35 45)
(print "miranda - angry .35 45") (print "miranda - angry .35 45")
) )
))
(script dormant x03_fov_06 (script dormant x03_fov_06
(begin (begin
(sleep 53) (sleep 53)
(print "fov change: 80 -> 60 over 0 ticks") (print "fov change: 80 -> 60 over 0 ticks")
(camera_set_field_of_view 60 0) (camera_set_field_of_view 60 0)
) )
))
(script dormant x03_texture_camera_scene_06 (script dormant x03_texture_camera_scene_06
(begin (begin
(print "texture camera start") (print "texture camera start")
(object_create_anew texture_camera) (object_create_anew texture_camera)
(texture_camera_set_object_marker texture_camera marker 50) (texture_camera_set_object_marker texture_camera marker 50)
(scenery_animation_start_relative texture_camera objects\cinematics\texture_camera\x03\x03 texture_camera_06 anchor_x03_02) (scenery_animation_start_relative texture_camera objects\cinematics\texture_camera\x03\x03 texture_camera_06 anchor_x03_02)
) )
))
(script dormant x03_cinematic_lighting_06 (script dormant x03_cinematic_lighting_06
(begin (begin
(cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22) (cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22)
(cinematic_lighting_set_secondary_light -14 150 0.09 0.09 0.22) (cinematic_lighting_set_secondary_light -14 150 0.09 0.09 0.22)
(cinematic_lighting_set_ambient_light 0.06 0.05 0.04) (cinematic_lighting_set_ambient_light 0.06 0.05 0.04)
) )
))
(script static x03_06_setup (script static x03_06_setup
(begin (begin
(object_hide miranda False) (object_hide miranda False)
(object_hide nav_officer False) (object_hide nav_officer False)
(object_hide iac_bridge False) (object_hide iac_bridge False)
(wake x03_0140_nv1) (wake x03_0140_nv1)
(wake x03_0150_mir) (wake x03_0150_mir)
(wake x03_foley_06) (wake x03_foley_06)
(wake x03_texture_camera_scene_06) (wake x03_texture_camera_scene_06)
(wake x03_fov_06) (wake x03_fov_06)
(wake x03_cinematic_lighting_06) (wake x03_cinematic_lighting_06)
) )
))
(script static x03_06_cleanup (script static x03_06_cleanup
(begin (begin
(object_destroy miranda) (object_destroy miranda)
(object_destroy nav_officer) (object_destroy nav_officer)
(object_destroy iac_bridge) (object_destroy iac_bridge)
) )
))
(script static x03_scene_06 (script static x03_scene_06
(begin (begin
(camera_set_field_of_view 80 0) (camera_set_field_of_view 80 0)
(x03_06_setup) (x03_06_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\x03\x03 x03_06 none anchor_flag_x03_02) (camera_set_animation_relative objects\characters\cinematic_camera\x03\x03 x03_06 none anchor_flag_x03_02)
(custom_animation_relative miranda objects\characters\miranda\x03\x03 miranda_06 False anchor_x03_02) (custom_animation_relative miranda objects\characters\miranda\x03\x03 miranda_06 False anchor_x03_02)
(custom_animation_relative nav_officer objects\characters\marine\x03\x03 nav_06 False anchor_x03_02) (custom_animation_relative nav_officer objects\characters\marine\x03\x03 nav_06 False anchor_x03_02)
(scenery_animation_start_relative iac_bridge objects\cinematics\human\inamberclad_bridge\x03\x03 iacbridge_06 anchor_x03_02) (scenery_animation_start_relative iac_bridge objects\cinematics\human\inamberclad_bridge\x03\x03 iacbridge_06 anchor_x03_02)
(scenery_animation_start_relative carrier_02 scenarios\objects\covenant\military\capital_ship\x03\x03 carrier_06 anchor_x03_02) (scenery_animation_start_relative carrier_02 scenarios\objects\covenant\military\capital_ship\x03\x03 carrier_06 anchor_x03_02)
(sleep 10) (sleep 10)
(fade_in 1 1 1 5) (fade_in 1 1 1 5)
(sleep (- (camera_time) prediction_offset)) (sleep (- (camera_time) prediction_offset))
(x03_07_predict_stub) (x03_07_predict_stub)
(sleep (- (camera_time) sound_offset)) (sleep (- (camera_time) sound_offset))
(sound_impulse_predict sound\cinematics\03_earthcity\x03\foley\x03_07_fol) (sound_impulse_predict sound\cinematics\03_earthcity\x03\foley\x03_07_fol)
(sleep (camera_time)) (sleep (camera_time))
(x03_06_cleanup) (x03_06_cleanup)
(texture_camera_off) (texture_camera_off)
(print "texture camera stop") (print "texture camera stop")
) )
))
(script dormant x03_foley_07 (script dormant x03_foley_07
(begin (begin
(sleep 0) (sleep 0)
(sound_impulse_start sound\cinematics\03_earthcity\x03\foley\x03_07_fol none 1) (sound_impulse_start sound\cinematics\03_earthcity\x03\foley\x03_07_fol none 1)
(print "x03 foley 07 start") (print "x03 foley 07 start")
) )
))
(script dormant effect_slipspace_collapse (script dormant effect_slipspace_collapse
(begin (begin
(sleep 150) (sleep 150)
(object_create_anew x03_slipspac