Untitled diff

Created Diff never expires
(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
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03