-1 Removal
+8 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 debug True)(global bool debug True)
(global bool dialogue True)(global bool dialogue True)
(global bool g_play_cinematics True)(global bool g_play_cinematics True)
(global bool g_fact_ent_sen_spawn False)(global bool g_fact_ent_sen_spawn False)
(global short g_fact_ent_sen_count 0)(global short g_fact_ent_sen_count 0)
(global short g_fact_ent_sen_index 10)(global short g_fact_ent_sen_index 10)
(global short g_fact_ent_enf_count 0)(global short g_fact_ent_enf_count 0)
(global short g_fact_ent_enf_index 3)(global short g_fact_ent_enf_index 3)
(global bool g_music_06b_01 True)(global bool g_music_06b_01 True)
(global bool g_music_06b_02 False)(global bool g_music_06b_02 False)
(global bool g_music_06b_03 False)(global bool g_music_06b_03 False)
(global bool g_music_06b_04 False)(global bool g_music_06b_04 False)
(global bool g_music_06b_05 False)(global bool g_music_06b_05 False)
(global bool g_music_06b_06 False)(global bool g_music_06b_06 False)
(global bool g_music_06b_07 False)(global bool g_music_06b_07 False)
(global short dialogue_pause 7)(global short dialogue_pause 7)
(global bool g_qz_cov_def_progress False)(global bool g_qz_cov_def_progress False)
(global short g_order_delay 150)(global short g_order_delay 150)
(global bool g_veh_int_migrate_a False)(global bool g_veh_int_migrate_a False)
(global bool g_veh_int_migrate_b False)(global bool g_veh_int_migrate_b False)
(global bool g_veh_int_migrate_c False)(global bool g_veh_int_migrate_c False)
(global bool g_veh_int_migrate_d False)(global bool g_veh_int_migrate_d False)
(global bool g_veh_int_migrate_e False)(global bool g_veh_int_migrate_e False)
(global bool g_ext_a_dam_migrate_a False)(global bool g_ext_a_dam_migrate_a False)
(global bool g_ext_a_dam_migrate_b False)(global bool g_ext_a_dam_migrate_b False)
(global bool g_ext_a_migrate_a False)(global bool g_ext_a_migrate_a False)
(global bool g_ext_a_migrate_b False)(global bool g_ext_a_migrate_b False)
(global bool g_ext_a_migrate_c False)(global bool g_ext_a_migrate_c False)
(global bool g_ext_a_migrate_d False)(global bool g_ext_a_migrate_d False)
(global bool g_ext_a_migrate_e False)(global bool g_ext_a_migrate_e False)
(global bool g_ext_a_migrate_f False)(global bool g_ext_a_migrate_f False)
(global bool g_ext_a_fact_ent_migrate False)(global bool g_ext_a_fact_ent_migrate False)
(global bool g_ext_b_migrate_1 False)(global bool g_ext_b_migrate_1 False)
(global bool g_ext_b_migrate_2 False)(global bool g_ext_b_migrate_2 False)
(global bool g_ext_b_migrate_3 False)(global bool g_ext_b_migrate_3 False)
(global bool g_ext_b_migrate_4 False)(global bool g_ext_b_migrate_4 False)
(global bool g_ext_b_migrate_5 False)(global bool g_ext_b_migrate_5 False)
(global bool g_veh_int_ghost_spawn False)(global bool g_veh_int_ghost_spawn False)
(global short g_veh_int_ghost_limit 0)(global short g_veh_int_ghost_limit 0)
(global short g_veh_int_ghost_number 0)(global short g_veh_int_ghost_number 0)
(global script_vehicle v_ext_a_phantom none)(global script_vehicle v_ext_a_phantom none)
(global bool g_qz_ext_a_wraith_shoot False)(global bool g_qz_ext_a_wraith_shoot False)
(global bool g_ext_a_dam_enf False)(global bool g_ext_a_dam_enf False)
(global bool g_qz_ext_a_flood_ghosts False)(global bool g_qz_ext_a_flood_ghosts False)
(global bool g_qz_ext_a_d_spawn True)(global bool g_qz_ext_a_d_spawn True)
(global bool g_gorge_sen_spawn False)(global bool g_gorge_sen_spawn False)
(global bool g_ext_b_phantom False)(global bool g_ext_b_phantom False)
(global script_vehicle v_ext_b_phantom none)(global script_vehicle v_ext_b_phantom none)
(global bool g_ext_b_ent_phantom False)(global bool g_ext_b_ent_phantom False)
(global bool g_ext_b_enforcer False)(global bool g_ext_b_enforcer False)
(global bool g_ext_b_bk_ghost_spawn False)(global bool g_ext_b_bk_ghost_spawn False)
(global short g_ext_b_bk_ghost_limit 0)(global short g_ext_b_bk_ghost_limit 0)
(global short g_ext_b_bk_ghost_number 0)(global short g_ext_b_bk_ghost_number 0)
(global bool g_key_started False)(global bool g_key_started False)
(global bool g_key_lock0_entered False)(global bool g_key_lock0_entered False)
(global bool g_key_lock0_first_loadpoint False)(global bool g_key_lock0_first_loadpoint False)
(global bool g_key_lock0_second_loadpoint False)(global bool g_key_lock0_second_loadpoint False)
(global bool g_key_lock0_begin_human False)(global bool g_key_lock0_begin_human False)
(global bool g_key_lock0_door1 False)(global bool g_key_lock0_door1 False)
(global bool g_key_cruise_entered False)(global bool g_key_cruise_entered False)
(global bool g_key_cruise_first_loadpoint False)(global bool g_key_cruise_first_loadpoint False)
(global bool g_key_cruise_halfway False)(global bool g_key_cruise_halfway False)
(global bool g_key_shaft_entered False)(global bool g_key_shaft_entered False)
(global bool g_key_shaft_rising False)(global bool g_key_shaft_rising False)
(global bool g_key_shaft_near_exterior False)(global bool g_key_shaft_near_exterior False)
(global bool g_key_lock1_entered False)(global bool g_key_lock1_entered False)
(global bool g_key_lock1_first_arch False)(global bool g_key_lock1_first_arch False)
(global bool g_key_lock1_second_arch False)(global bool g_key_lock1_second_arch False)
(global bool g_key_library_entered False)(global bool g_key_library_entered False)
(global bool g_key_library_arrival False)(global bool g_key_library_arrival False)
(global bool g_e26_started False)(global bool g_e26_started False)
(global bool g_e26_ended False)(global bool g_e26_ended False)
(global bool g_e25_started False)(global bool g_e25_started False)
(global bool g_e24_started False)(global bool g_e24_started False)
(global bool g_e23_started False)(global bool g_e23_started False)
(global bool g_e22_started False)(global bool g_e22_started False)
(global bool g_e21_started False)(global bool g_e21_started False)
(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 06_intra1_01_predict_stub (script static 06_intra1_01_predict_stub
(begin (begin
(wake 06_intra1_01_predict) (wake 06_intra1_01_predict)
) )
))
(script static 06_intra2_01_predict_stub (script static 06_intra2_01_predict_stub
(begin (begin
(wake 06_intra2_01_predict) (wake 06_intra2_01_predict)
) )
))
(script static 06_intra2_02_predict_stub (script static 06_intra2_02_predict_stub
(begin (begin
(wake 06_intra2_02_predict) (wake 06_intra2_02_predict)
) )
))
(script static 06_intra2_03_predict_stub (script static 06_intra2_03_predict_stub
(begin (begin
(wake 06_intra2_03_predict) (wake 06_intra2_03_predict)
) )
))
(script static x07_01_predict_stub (script static x07_01_predict_stub
(begin (begin
(wake x07_01_predict) (wake x07_01_predict)
) )
))
(script static x07_02_predict_stub (script static x07_02_predict_stub
(begin (begin
(wake x07_02_predict) (wake x07_02_predict)
) )
))
(script static x07_03_predict_stub (script static x07_03_predict_stub
(begin (begin
(wake x07_03_predict) (wake x07_03_predict)
) )
))
(script static x07_04_predict_stub (script static x07_04_predict_stub
(begin (begin
(wake x07_04_predict) (wake x07_04_predict)
) )
))
(script static x07_05_predict_stub (script static x07_05_predict_stub
(begin (begin
(wake x07_05_predict) (wake x07_05_predict)
) )
))
(script static x07_06_predict_stub (script static x07_06_predict_stub
(begin (begin
(wake x07_06_predict) (wake x07_06_predict)
) )
))
(script dormant c06_intra1_score_01 (script dormant c06_intra1_score_01
(begin (begin
(sleep 0) (sleep 0)
(sound_impulse_start sound\cinematics\06_sentinelwalls\c06_intra1\music\c06_intra1_01_mus none 1) (sound_impulse_start sound\cinematics\06_sentinelwalls\c06_intra1\music\c06_intra1_01_mus none 1)
(print "c06_intra1 score 01 start") (print "c06_intra1 score 01 start")
) )
))
(script dormant c06_intra1_foley_01 (script dormant c06_intra1_foley_01
(begin (begin
(sleep 0) (sleep 0)
(sound_impulse_start sound\cinematics\06_sentinelwalls\c06_intra1\foley\c06_intra1_01_fol none 1) (sound_impulse_start sound\cinematics\06_sentinelwalls\c06_intra1\foley\c06_intra1_01_fol none 1)
(print "c06_intra1 foley 01 start") (print "c06_intra1 foley 01 start")
) )
))
(script dormant c06_2070_der (script dormant c06_2070_der
(begin (begin
(sleep 69) (sleep 69)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_2070_der dervish_intra1 1) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_2070_der dervish_intra1 1)
(cinematic_subtitle c06_2070_der 7) (cinematic_subtitle c06_2070_der 7)
) )
))
(script dormant c06_2090_soc (script dormant c06_2090_soc
(begin (begin
(sleep 303) (sleep 303)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_2090_soc commander_intra1 1) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_2090_soc commander_intra1 1)
(cinematic_subtitle c06_2090_soc 8) (cinematic_subtitle c06_2090_soc 8)
) )
))
(script dormant c06_2101_elc (script dormant c06_2101_elc
(begin (begin
(sleep 533) (sleep 533)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_2101_elc none 1) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_2101_elc none 1)
(cinematic_subtitle c06_2101_elc 3) (cinematic_subtitle c06_2101_elc 3)
) )
))
(script dormant c06_2110_soc (script dormant c06_2110_soc
(begin (begin
(sleep 610) (sleep 610)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_2110_soc commander_intra1 1) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_2110_soc commander_intra1 1)
(cinematic_subtitle c06_2110_soc 3) (cinematic_subtitle c06_2110_soc 3)
) )
))
(script dormant c06_2120_soc (script dormant c06_2120_soc
(begin (begin
(sleep 693) (sleep 693)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_2120_soc commander_intra1 1) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_2120_soc commander_intra1 1)
(cinematic_subtitle c06_2120_soc 2) (cinematic_subtitle c06_2120_soc 2)
) )
))
(script dormant c06_intra1_dof_01 (script dormant c06_intra1_dof_01
(begin (begin
(sleep 0) (sleep 0)
(cinematic_screen_effect_start True) (cinematic_screen_effect_start True)
(cinematic_screen_effect_set_depth_of_field 5 1 1 0 0 0 0) (cinematic_screen_effect_set_depth_of_field 5 1 1 0 0 0 0)
(print "rack focus") (print "rack focus")
(sleep 165) (sleep 165)
(cinematic_screen_effect_stop) (cinematic_screen_effect_stop)
(print "rack focus stop") (print "rack focus stop")
) )
))
(script dormant c06_intra1_dof_02 (script dormant c06_intra1_dof_02
(begin (begin
(time_code_reset) (time_code_reset)
(sleep 587) (sleep 587)
(cinematic_screen_effect_start True) (cinematic_screen_effect_start True)
(cinematic_screen_effect_set_depth_of_field 3 0 0 0 0.5 0.5 0) (cinematic_screen_effect_set_depth_of_field 3 0 0 0 0.5 0.5 0)
(print "rack focus") (print "rack focus")
(object_destroy_containing "elite") (object_destroy_containing "elite")
(sleep 190) (sleep 190)
(cinematic_screen_effect_set_depth_of_field 3 0 0.5 1 0.5 0 1) (cinematic_screen_effect_set_depth_of_field 3 0 0.5 1 0.5 0 1)
(print "rack focus") (print "rack focus")
) )
))
(script dormant c06_intra1_cinematic_light (script dormant c06_intra1_cinematic_light
(begin (begin
(cinematic_lighting_set_primary_light -20 282 0.21 0.29 0.37) (cinematic_lighting_set_primary_light -20 282 0.21 0.29 0.37)
(cinematic_lighting_set_secondary_light -59 306 0.34 0.58 0.65) (cinematic_lighting_set_secondary_light -59 306 0.34 0.58 0.65)
(cinematic_lighting_set_ambient_light 0.07 0.05 0.08) (cinematic_lighting_set_ambient_light 0.07 0.05 0.08)
(object_uses_cinematic_lighting dervish_intra1 True) (object_uses_cinematic_lighting dervish_intra1 True)
(object_uses_cinematic_lighting commander_intra1 True) (object_uses_cinematic_lighting commander_intra1 True)
(object_uses_cinematic_lighting elite_01 True) (object_uses_cinematic_lighting elite_01 True)
(object_uses_cinematic_lighting elite_02 True) (object_uses_cinematic_lighting elite_02 True)
(object_uses_cinematic_lighting elite_03 True) (object_uses_cinematic_lighting elite_03 True)
(object_uses_cinematic_lighting elite_04 True) (object_uses_cinematic_lighting elite_04 True)
(object_uses_cinematic_lighting phantom_intra1 True) (object_uses_cinematic_lighting phantom_intra1 True)
(object_uses_cinematic_lighting spectre_intra1 True) (object_uses_cinematic_lighting spectre_intra1 True)
) )
))
(script static c06_intra1_setup (script static c06_intra1_setup
(begin (begin
(object_create_anew dervish_intra1) (object_create_anew dervish_intra1)
(object_create_anew commander_intra1) (object_create_anew commander_intra1)
(object_create_anew elite_01) (object_create_anew elite_01)
(object_create_anew elite_02) (object_create_anew elite_02)
(object_create_anew elite_03) (object_create_anew elite_03)
(object_create_anew elite_04) (object_create_anew elite_04)
(object_create_anew phantom_intra1) (object_create_anew phantom_intra1)
(object_create_anew spectre_intra1) (object_create_anew spectre_intra1)
(cinematic_clone_players_weapon dervish_intra1 left_hand_elite ) (cinematic_clone_players_weapon dervish_intra1 left_hand_elite )
(object_cinematic_lod dervish_intra1 True) (object_cinematic_lod dervish_intra1 True)
(object_cinematic_lod commander_intra1 True) (object_cinematic_lod commander_intra1 True)
(object_cinematic_lod elite_01 True) (object_cinematic_lod elite_01 True)
(object_cinematic_lod elite_02 True) (object_cinematic_lod elite_02 True)
(object_cinematic_lod elite_03 True) (object_cinematic_lod elite_03 True)
(object_cinematic_lod elite_04 True) (object_cinematic_lod elite_04 True)
(object_cinematic_lod phantom_intra1 True) (object_cinematic_lod phantom_intra1 True)
(object_cinematic_lod spectre_intra1 True) (object_cinematic_lod spectre_intra1 True)
(wake c06_intra1_score_01) (wake c06_intra1_score_01)
(wake c06_intra1_foley_01) (wake c06_intra1_foley_01)
(wake c06_2070_der) (wake c06_2070_der)
(wake c06_2090_soc) (wake c06_2090_soc)
(wake c06_2101_elc) (wake c06_2101_elc)
(wake c06_2110_soc) (wake c06_2110_soc)
(wake c06_2120_soc) (wake c06_2120_soc)
(wake c06_intra1_dof_01) (wake c06_intra1_dof_01)
(wake c06_intra1_dof_02) (wake c06_intra1_dof_02)
(wake c06_intra1_cinematic_light) (wake c06_intra1_cinematic_light)
) )
))
(script static c06_intra1_cleanup (script static c06_intra1_cleanup
(begin (begin
(object_destroy_containing "intra1") (object_destroy_containing "intra1")
(cinematic_screen_effect_stop) (cinematic_screen_effect_stop)
) )
))
(script static c06_intra1 (script static c06_intra1
(begin (begin
(texture_cache_flush) (texture_cache_flush)
(geometry_cache_flush) (geometry_cache_flush)
(sound_class_set_gain "vehicle" 0.25 1) (sound_class_set_gain "vehicle" 0.25 1)
(sound_class_set_gain "amb" 0.5 1) (sound_class_set_gain "amb" 0.5 1)
(switch_bsp_by_name sentinelhq_2) (switch_bsp_by_name sentinelhq_2)
(sleep 1) (sleep 1)
(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)
(06_intra1_01_predict_stub) (06_intra1_01_predict_stub)
(sound_impulse_predict sound\cinematics\06_sentinelwalls\c06_intra1\music\c06_intra1_01_mus) (sound_impulse_predict sound\cinematics\06_sentinelwalls\c06_intra1\music\c06_intra1_01_mus)
(sound_impulse_predict sound\cinematics\06_sentinelwalls\c06_intra1\foley\c06_intra1_01_fol) (sound_impulse_predict sound\cinematics\06_sentinelwalls\c06_intra1\foley\c06_intra1_01_fol)
(sleep prediction_offset) (sleep prediction_offset)
(c06_intra1_setup) (c06_intra1_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\06_intra1\06_intra1 06_intra1_01 none anchor_flag_intra1) (camera_set_animation_relative objects\characters\cinematic_camera\06_intra1\06_intra1 06_intra1_01 none anchor_flag_intra1)
(custom_animation_relative dervish_intra1 objects\characters\dervish\06_intra1\06_intra1 dervish_01 False anchor_intra1) (custom_animation_relative dervish_intra1 objects\characters\dervish\06_intra1\06_intra1 dervish_01 False anchor_intra1)
(custom_animation_relative commander_intra1 objects\characters\elite\06_intra1\06_intra1 soc_01 False anchor_intra1) (custom_animation_relative commander_intra1 objects\characters\elite\06_intra1\06_intra1 soc_01 False anchor_intra1)
(custom_animation_relative elite_01 objects\characters\elite\06_intra1\06_intra1 elite01_01 False anchor_intra1) (custom_animation_relative elite_01 objects\characters\elite\06_intra1\06_intra1 elite01_01 False anchor_intra1)
(custom_animation_relative elite_02 objects\characters\elite\06_intra1\06_intra1 elite02_01 False anchor_intra1) (custom_animation_relative elite_02 objects\characters\elite\06_intra1\06_intra1 elite02_01 False anchor_intra1)
(custom_animation_relative elite_03 objects\characters\elite\06_intra1\06_intra1 elite03_01 False anchor_intra1) (custom_animation_relative elite_03 objects\characters\elite\06_intra1\06_intra1 elite03_01 False anchor_intra1)
(custom_animation_relative elite_04 objects\characters\elite\06_intra1\06_intra1 elite04_01 False anchor_intra1) (custom_animation_relative elite_04 objects\characters\elite\06_intra1\06_intra1 elite04_01 False anchor_intra1)
(custom_animation_relative phantom_intra1 objects\vehicles\phantom\animations\06_intra1\06_intra1 phantom_01 False anchor_intra1) (custom_animation_relative phantom_intra1 objects\vehicles\phantom\animations\06_intra1\06_intra1 phantom_01 False anchor_intra1)
(custom_animation_relative spectre_intra1 objects\vehicles\spectre\06_intra1\06_intra1 spectre_01 False anchor_intra1) (custom_animation_relative spectre_intra1 objects\vehicles\spectre\06_intra1\06_intra1 spectre_01 False anchor_intra1)
(sleep 15) (sleep 15)
(fade_in 1 1 1 15) (fade_in 1 1 1 15)
(sleep (- (camera_time) 15)) (sleep (- (camera_time) 15))
(fade_out 1 1 1 15) (fade_out 1 1 1 15)
(sleep 15) (sleep 15)
(c06_intra1_cleanup) (c06_intra1_cleanup)
(sleep 30) (sleep 30)
(sound_class_set_gain "vehicle" 1 1) (sound_class_set_gain "vehicle" 1 1)
(sound_class_set_gain "amb" 1 1) (sound_class_set_gain "amb" 1 1)
) )
))
(script dormant c06_intra2_score_01 (script dormant c06_intra2_score_01
(begin (begin
(sleep 0) (sleep 0)
(sound_impulse_start sound\cinematics\06_sentinelwalls\c06_intra2\music\c06_intra_2_01_mus none 1) (sound_impulse_start sound\cinematics\06_sentinelwalls\c06_intra2\music\c06_intra_2_01_mus none 1)
(print "c06_intra2 score 01 start") (print "c06_intra2 score 01 start")
) )
))
(script dormant c06_intra2_foley_01 (script dormant c06_intra2_foley_01
(begin (begin
(sleep 0) (sleep 0)
(sound_impulse_start sound\cinematics\06_sentinelwalls\c06_intra2\foley\c06_intra2_01_fol none 1) (sound_impulse_start sound\cinematics\06_sentinelwalls\c06_intra2\foley\c06_intra2_01_fol none 1)
(print "c06_intra2 foley 01 start") (print "c06_intra2 foley 01 start")
) )
))
(script dormant c06_3010_soc (script dormant c06_3010_soc
(begin (begin
(sleep 550) (sleep 550)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_3010_soc none 1) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_3010_soc none 1)
(cinematic_subtitle c06_3010_soc 3) (cinematic_subtitle c06_3010_soc 3)
) )
))
(script dormant c06_intra2_cinematic_light (script dormant c06_intra2_cinematic_light
(begin (begin
(cinematic_lighting_set_primary_light 40 40 0.24 0.25 0.27) (cinematic_lighting_set_primary_light 40 40 0.24 0.25 0.27)
(cinematic_lighting_set_secondary_light -72 134 0.23 0.27 0.29) (cinematic_lighting_set_secondary_light -72 134 0.23 0.27 0.29)
(cinematic_lighting_set_ambient_light 0.05 0.05 0.05) (cinematic_lighting_set_ambient_light 0.05 0.05 0.05)
(object_uses_cinematic_lighting dervish True) (object_uses_cinematic_lighting dervish True)
(object_uses_cinematic_lighting commander True) (object_uses_cinematic_lighting commander True)
) )
))
(script static c06_intra2_01_setup (script static c06_intra2_01_setup
(begin (begin
(object_destroy key) (object_destroy key)
(object_create_anew dervish) (object_create_anew dervish)
(object_create_anew commander) (object_create_anew commander)
(object_create_anew energy_blade) (object_create_anew energy_blade)
(object_create_anew key_intra2_01) (object_create_anew key_intra2_01)
(object_create_anew key_intra2_02) (object_create_anew key_intra2_02)
(objects_attach commander left_hand_elite energy_blade ) (objects_attach commander left_hand_elite energy_blade )
(object_set_permutation energy_blade blade noblade) (object_set_permutation energy_blade blade noblade)
(object_cinematic_lod dervish True) (object_cinematic_lod dervish True)
(object_cinematic_lod index_container True) (object_cinematic_lod index_container True)
(object_cinematic_lod key_intra2_01 True) (object_cinematic_lod key_intra2_01 True)
(object_cinematic_lod key_intra2_02 True) (object_cinematic_lod key_intra2_02 True)
(wake c06_intra2_score_01) (wake c06_intra2_score_01)
(wake c06_intra2_foley_01) (wake c06_intra2_foley_01)
(wake c06_3010_soc) (wake c06_3010_soc)
(wake c06_intra2_cinematic_light) (wake c06_intra2_cinematic_light)
) )
))
(script static c06_intra2_scene_01 (script static c06_intra2_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)
(06_intra2_01_predict_stub) (06_intra2_01_predict_stub)
(sound_impulse_predict sound\cinematics\06_sentinelwalls\c06_intra2\music\c06_intra_2_01_mus) (sound_impulse_predict sound\cinematics\06_sentinelwalls\c06_intra2\music\c06_intra_2_01_mus)
(sound_impulse_predict sound\cinematics\06_sentinelwalls\c06_intra2\foley\c06_intra2_01_fol) (sound_impulse_predict sound\cinematics\06_sentinelwalls\c06_intra2\foley\c06_intra2_01_fol)
(sleep prediction_offset) (sleep prediction_offset)
(c06_intra2_01_setup) (c06_intra2_01_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\06_intra2\06_intra2 06_intra2_01 none anchor_flag_intra2) (camera_set_animation_relative objects\characters\cinematic_camera\06_intra2\06_intra2 06_intra2_01 none anchor_flag_intra2)
(custom_animation_relative dervish objects\characters\dervish\06_intra2\06_intra2 dervish_01 False anchor_intra2) (custom_animation_relative dervish objects\characters\dervish\06_intra2\06_intra2 dervish_01 False anchor_intra2)
(custom_animation_relative commander objects\characters\elite\06_intra2\06_intra2 commander_01 False anchor_intra2) (custom_animation_relative commander objects\characters\elite\06_intra2\06_intra2 commander_01 False anchor_intra2)
(scenery_animation_start_relative key_intra2_01 scenarios\objects\solo\sentinelhq\key_cine\06_intra2\06_intra2 intra2_dervishkey_01 anchor_intra2) (scenery_animation_start_relative key_intra2_01 scenarios\objects\solo\sentinelhq\key_cine\06_intra2\06_intra2 intra2_dervishkey_01 anchor_intra2)
(scenery_animation_start_relative key_intra2_02 scenarios\objects\solo\sentinelhq\key_cine\06_intra2\06_intra2 intra2_humankey_01 anchor_intra2) (scenery_animation_start_relative key_intra2_02 scenarios\objects\solo\sentinelhq\key_cine\06_intra2\06_intra2 intra2_humankey_01 anchor_intra2)
(fade_in 1 1 1 15) (fade_in 1 1 1 15)
(sleep (- (camera_time) prediction_offset)) (sleep (- (camera_time) prediction_offset))
(06_intra2_02_predict_stub) (06_intra2_02_predict_stub)
(sleep (- (camera_time) sound_offset)) (sleep (- (camera_time) sound_offset))
(sound_impulse_predict sound\cinematics\06_sentinelwalls\c06_intra2\foley\c06_intra2_02_fol) (sound_impulse_predict sound\cinematics\06_sentinelwalls\c06_intra2\foley\c06_intra2_02_fol)
(sleep (camera_time)) (sleep (camera_time))
) )
))
(script dormant c06_intra2_foley_02 (script dormant c06_intra2_foley_02
(begin (begin
(sleep 0) (sleep 0)
(sound_impulse_start sound\cinematics\06_sentinelwalls\c06_intra2\foley\c06_intra2_02_fol none 1) (sound_impulse_start sound\cinematics\06_sentinelwalls\c06_intra2\foley\c06_intra2_02_fol none 1)
(print "c06_intra2 foley 02 start") (print "c06_intra2 foley 02 start")
) )
))
(script dormant c06_3030_soc (script dormant c06_3030_soc
(begin (begin
(sleep 73) (sleep 73)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_3030_soc commander 1) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_3030_soc commander 1)
(cinematic_subtitle c06_3030_soc 3) (cinematic_subtitle c06_3030_soc 3)
) )
))
(script dormant blade_activate (script dormant blade_activate
(begin (begin
(time_code_reset) (time_code_reset)
(sleep 87) (sleep 87)
(object_set_permutation energy_blade blade default) (object_set_permutation energy_blade blade default)
(object_set_function_variable energy_blade turned_on 1 0) (object_set_function_variable energy_blade turned_on 1 0)
(effect_new_on_object_marker effects\objects\weapons\melee\energy_blade\blade_activate_replace commander left_hand_elite) (effect_new_on_object_marker effects\objects\weapons\melee\energy_blade\blade_activate_replace commander left_hand_elite)
(print "blade activate") (print "blade activate")
) )
))
(script dormant kill_switch (script dormant kill_switch
(begin (begin
(sleep 307) (sleep 307)
(print "delete switch") (print "delete switch")
(object_destroy key_switch) (object_destroy key_switch)
) )
))
(script static c06_intra2_02_setup (script static c06_intra2_02_setup
(begin (begin
(cinematic_set_far_clip_distance 2048) (cinematic_set_far_clip_distance 2048)
(print "set far clip") (print "set far clip")
(wake c06_intra2_foley_02) (wake c06_intra2_foley_02)
(wake c06_3030_soc) (wake c06_3030_soc)
(wake blade_activate) (wake blade_activate)
(wake kill_switch) (wake kill_switch)
) )
))
(script static c06_intra2_02_cleanup (script static c06_intra2_02_cleanup
(begin (begin
(object_destroy commander) (object_destroy commander)
(object_destroy_containing "key_intra2_02") (object_destroy_containing "key_intra2_02")
) )
))
(script static c06_intra2_scene_02 (script static c06_intra2_scene_02
(begin (begin
(c06_intra2_02_setup) (c06_intra2_02_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\06_intra2\06_intra2 06_intra2_02 none anchor_flag_intra2) (camera_set_animation_relative objects\characters\cinematic_camera\06_intra2\06_intra2 06_intra2_02 none anchor_flag_intra2)
(custom_animation_relative dervish objects\characters\dervish\06_intra2\06_intra2 dervish_02 False anchor_intra2) (custom_animation_relative dervish objects\characters\dervish\06_intra2\06_intra2 dervish_02 False anchor_intra2)
(custom_animation_relative commander objects\characters\elite\06_intra2\06_intra2 commander_02 False anchor_intra2) (custom_animation_relative commander objects\characters\elite\06_intra2\06_intra2 commander_02 False anchor_intra2)
(scenery_animation_start_relative key_intra2_01 scenarios\objects\solo\sentinelhq\key_cine\06_intra2\06_intra2 intra2_dervishkey_02 anchor_intra2) (scenery_animation_start_relative key_intra2_01 scenarios\objects\solo\sentinelhq\key_cine\06_intra2\06_intra2 intra2_dervishkey_02 anchor_intra2)
(scenery_animation_start_relative key_intra2_02 scenarios\objects\solo\sentinelhq\key_cine\06_intra2\06_intra2 intra2_humankey_02 anchor_intra2) (scenery_animation_start_relative key_intra2_02 scenarios\objects\solo\sentinelhq\key_cine\06_intra2\06_intra2 intra2_humankey_02 anchor_intra2)
(sleep (- (camera_time) prediction_offset)) (sleep (- (camera_time) prediction_offset))
(06_intra2_03_predict_stub) (06_intra2_03_predict_stub)
(sleep (- (camera_time) sound_offset)) (sleep (- (camera_time) sound_offset))
(sound_impulse_predict sound\cinematics\06_sentinelwalls\c06_intra2\foley\c06_intra2_03_fol) (sound_impulse_predict sound\cinematics\06_sentinelwalls\c06_intra2\foley\c06_intra2_03_fol)
(sleep (camera_time)) (sleep (camera_time))
(c06_intra2_02_cleanup) (c06_intra2_02_cleanup)
) )
))
(script dormant c06_intra2_foley_03 (script dormant c06_intra2_foley_03
(begin (begin
(sleep 0) (sleep 0)
(sound_impulse_start sound\cinematics\06_sentinelwalls\c06_intra2\foley\c06_intra2_03_fol none 1) (sound_impulse_start sound\cinematics\06_sentinelwalls\c06_intra2\foley\c06_intra2_03_fol none 1)
(print "c06_intra2 foley 03 start") (print "c06_intra2 foley 03 start")
) )
))
(script dormant l06_0300_tar (script dormant l06_0300_tar
(begin (begin
(sleep 74) (sleep 74)
(sound_impulse_start_effect sound\dialog\levels\06_sentinelwall\mission\l06_0300_tar none 1 radio_covy) (sound_impulse_start_effect sound\dialog\levels\06_sentinelwall\mission\l06_0300_tar none 1 radio_covy)
(cinematic_subtitle l06_0300_tar 2) (cinematic_subtitle l06_0300_tar 2)
) )
))
(script dormant l06_0310_tar (script dormant l06_0310_tar
(begin (begin
(sleep 164) (sleep 164)
(sound_impulse_start_effect sound\dialog\levels\06_sentinelwall\mission\l06_0310_tar none 1 radio_covy) (sound_impulse_start_effect sound\dialog\levels\06_sentinelwall\mission\l06_0310_tar none 1 radio_covy)
(cinematic_subtitle l06_0310_tar 2.5) (cinematic_subtitle l06_0310_tar 2.5)
) )
))
(script dormant key_door_open (script dormant key_door_open
(begin (begin
(sleep 210) (sleep 210)
(print "key door open") (print "key door open")
(device_set_position key_ride_door0 1) (device_set_position key_ride_door0 1)
) )
))
(script static c06_intra2_03_setup (script static c06_intra2_03_setup
(begin (begin
(object_create_anew phantom_01) (object_create_anew phantom_01)
(object_cinematic_lod phantom_01 True) (object_cinematic_lod phantom_01 True)
(object_uses_cinematic_lighting phantom_01 True) (object_uses_cinematic_lighting phantom_01 True)
(wake c06_intra2_foley_03) (wake c06_intra2_foley_03)
(wake l06_0300_tar) (wake l06_0300_tar)
(wake l06_0310_tar) (wake l06_0310_tar)
(wake key_door_open) (wake key_door_open)
) )
))
(script static c06_intra2_03_cleanup (script static c06_intra2_03_cleanup
(begin (begin
(object_destroy dervish) (object_destroy dervish)
(object_destroy phantom_01) (object_destroy phantom_01)
(object_destroy key_intra2_01) (object_destroy key_intra2_01)
) )
))
(script static c06_intra2_scene_03 (script static c06_intra2_scene_03
(begin (begin
(c06_intra2_03_setup) (c06_intra2_03_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\06_intra2\06_intra2 06_intra2_03 none anchor_flag_intra2) (camera_set_animation_relative objects\characters\cinematic_camera\06_intra2\06_intra2 06_intra2_03 none anchor_flag_intra2)
(custom_animation_relative dervish objects\characters\dervish\06_intra2\06_intra2 dervish_03 False anchor_intra2) (custom_animation_relative dervish objects\characters\dervish\06_intra2\06_intra2 dervish_03 False anchor_intra2)
(custom_animation_relative phantom_01 objects\vehicles\phantom\animations\06_intra2\06_intra2 phantom_03 False anchor_intra2) (custom_animation_relative phantom_01 objects\vehicles\phantom\animations\06_intra2\06_intra2 phantom_03 False anchor_intra2)
(scenery_animation_start_relative key_intra2_01 scenarios\objects\solo\sentinelhq\key_cine\06_intra2\06_intra2 intra2_dervishkey_03 anchor_intra2) (scenery_animation_start_relative key_intra2_01 scenarios\objects\solo\sentinelhq\key_cine\06_intra2\06_intra2 intra2_dervishkey_03 anchor_intra2)
(sleep (- (camera_time) 15)) (sleep (- (camera_time) 15))
(fade_out 1 1 1 15) (fade_out 1 1 1 15)
(sleep 15) (sleep 15)
(c06_intra2_03_cleanup) (c06_intra2_03_cleanup)
(sleep 30) (sleep 30)
) )
))
(script static c06_intra2 (script static c06_intra2
(begin (begin
(texture_cache_flush) (texture_cache_flush)
(geometry_cache_flush) (geometry_cache_flush)
(switch_bsp_by_name sen_hq_bsp_5) (switch_bsp_by_name sen_hq_bsp_5)
(sleep 1) (sleep 1)
(c06_intra2_scene_01) (c06_intra2_scene_01)
(c06_intra2_scene_02) (c06_intra2_scene_02)
(c06_intra2_scene_03) (c06_intra2_scene_03)
) )
))
(script dormant x07_foley_01 (script dormant x07_foley_01
(begin (begin
(sleep 0) (sleep 0)
(sound_impulse_start sound\cinematics\06_sentinelwalls\x07\foley\x07_01_fol none 1) (sound_impulse_start sound\cinematics\06_sentinelwalls\x07\foley\x07_01_fol none 1)
(print "x07 foley 01 start") (print "x07 foley 01 start")
) )
))
(script dormant x07_cinematic_light_01 (script dormant x07_cinematic_light_01
(begin (begin
(cinematic_lighting_set_primary_light -46 220 0.26 0.23 0.2) (cinematic_lighting_set_primary_light -46 220 0.26 0.23 0.2)
(cinematic_lighting_set_secondary_light 63 262 0.23 0.27 0.29) (cinematic_lighting_set_secondary_light 63 262 0.23 0.27 0.29)
(cinematic_lighting_set_ambient_light 0.02 0.02 0.02) (cinematic_lighting_set_ambient_light 0.02 0.02 0.02)
(rasterizer_bloom_override True) (rasterizer_bloom_override True)
(rasterizer_bloom_override_threshold 0.3) (rasterizer_bloom_override_threshold 0.3)
(rasterizer_bloom_override_brightness 0.5) (rasterizer_bloom_override_brightness 0.5)
(object_uses_cinematic_lighting miranda True) (object_uses_cinematic_lighting miranda True)
(object_uses_cinematic_lighting x07_tentacle True) (object_uses_cinematic_lighting x07_tentacle True)
(print "tentacle cinematic lighting")
(object_uses_cinematic_lighting index_container True) (object_uses_cinematic_lighting index_container True)
) )
))
(script static x07_01_setup (script static x07_01_setup
(begin (begin
(object_create_anew miranda) (object_create_anew miranda)
(object_create_anew x07_tentacle) (object_create_anew x07_tentacle)
(object_create_anew index_container) (object_create_anew index_container)
(print "tentacle created")
(object_cinematic_lod miranda True) (object_cinematic_lod miranda True)
(object_cinematic_lod x07_tentacle True)
(object_cinematic_lod index_container True) (object_cinematic_lod index_container True)
(unit_set_emotional_state miranda pain 0.25 0) (unit_set_emotional_state miranda pain 0.25 0)
(print "miranda - pain .25 0") (print "miranda - pain .25 0")
(wake x07_foley_01) (wake x07_foley_01)
(wake x07_cinematic_light_01) (wake x07_cinematic_light_01)
) )
))
(script static x07_scene_01 (script static x07_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)
(x07_01_predict_stub) (x07_01_predict_stub)
(sound_impulse_predict sound\cinematics\06_sentinelwalls\x07\music\x07_02_mus) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x07\music\x07_02_mus)
(sound_impulse_predict sound\cinematics\06_sentinelwalls\x07\foley\x07_01_fol) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x07\foley\x07_01_fol)
(sleep prediction_offset) (sleep prediction_offset)
(x07_01_setup) (x07_01_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\x07\x07 x07_01 none anchor_flag_x07) (camera_set_animation_relative objects\characters\cinematic_camera\x07\x07 x07_01 none anchor_flag_x07)
(custom_animation_relative miranda objects\characters\miranda\x07\x07 miranda_01 False anchor_x07) (custom_animation_relative miranda objects\characters\miranda\x07\x07 miranda_01 False anchor_x07)
(scenery_animation_start_relative x07_tentacle objects\characters\gravemind\tentacle_capture\x07\x07 tentacle_02 anchor_x07)
(print "tentacle 02 animation relative started")
(scenery_animation_start_relative x07_tentacle objects\characters\gravemind\tentacle_capture\x07\x07 tentacle_01 anchor_x07) (scenery_animation_start_relative x07_tentacle objects\characters\gravemind\tentacle_capture\x07\x07 tentacle_01 anchor_x07)
(print "tentacle 01 animation relative started")
(scenery_animation_start_relative index_container scenarios\objects\forerunner\industrial\index\index_full\index_full x07_01 anchor_x07) (scenery_animation_start_relative index_container scenarios\objects\forerunner\industrial\index\index_full\index_full x07_01 anchor_x07)
(fade_in 1 1 1 15) (fade_in 1 1 1 15)
(sleep (- (camera_time) prediction_offset)) (sleep (- (camera_time) prediction_offset))
(x07_02_predict_stub) (x07_02_predict_stub)
(sleep (- (camera_time) sound_offset)) (sleep (- (camera_time) sound_offset))
(sound_impulse_predict sound\cinematics\06_sentinelwalls\x07\foley\x07_02_fol) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x07\foley\x07_02_fol)
(sleep (camera_time)) (sleep (camera_time))
) )
))
(script dormant x07_score_02 (script dormant x07_score_02
(begin (begin
(sleep 279) (sleep 279)
(sound_impulse_start sound\cinematics\06_sentinelwalls\x07\music\x07_02_mus none 1) (sound_impulse_start sound\cinematics\06_sentinelwalls\x07\music\x07_02_mus none 1)
(print "x07 score 02 start") (print "x07 score 02 start")
) )
))
(script dormant x07_foley_02 (script dormant x07_foley_02
(begin (begin
(sleep 0) (sleep 0)
(sound_impulse_start sound\cinematics\06_sentinelwalls\x07\foley\x07_02_fol none 1) (sound_impulse_start sound\cinematics\06_sentinelwalls\x07\foley\x07_02_fol none 1)
(print "x07 foley 02 start") (print "x07 foley 02 start")
) )
))
(script dormant x07_0010_mir (script dormant x07_0010_mir
(begin (begin
(sleep 249) (sleep 249)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0010_mir miranda 1) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0010_mir miranda 1)
(cinematic_subtitle x07_0010_mir 1) (cinematic_subtitle x07_0010_mir 1)
) )
))
(script dormant x07_0020_jon (script dormant x07_0020_jon
(begin (begin
(sleep 399) (sleep 399)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0020_jon johnson 1) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0020_jon johnson 1)
(cinematic_subtitle x07_0020_jon 4) (cinematic_subtitle x07_0020_jon 4)
) )
))
(script dormant x07_0030_mir (script dormant x07_0030_mir
(begin (begin
(sleep 540) (sleep 540)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0030_mir miranda 1) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0030_mir miranda 1)
(cinematic_subtitle x07_0030_mir 1.5) (cinematic_subtitle x07_0030_mir 1.5)
(unit_set_emotional_state miranda pain 0.25 15) (unit_set_emotional_state miranda pain 0.25 15)
(print "miranda - pain .25 15") (print "miranda - pain .25 15")
) )
))
(script dormant x07_emotion_miranda_01 (script dormant x07_emotion_miranda_01
(begin (begin
(sleep 330) (sleep 330)
(unit_set_emotional_state miranda shocked 0.5 0) (unit_set_emotional_state miranda shocked 0.5 0)
(print "miranda - shocked .5 0") (print "miranda - shocked .5 0")
) )
))
(script dormant x07_emotion_miranda_02 (script dormant x07_emotion_miranda_02
(begin (begin
(sleep 520) (sleep 520)
(unit_set_emotional_state miranda shocked 0.25 0) (unit_set_emotional_state miranda shocked 0.25 0)
(print "miranda - shocked .25 0") (print "miranda - shocked .25 0")
) )
))
(script static x07_02_setup (script static x07_02_setup
(begin (begin
(object_create_anew johnson) (object_create_anew johnson)
(object_cinematic_lod johnson True) (object_cinematic_lod johnson True)
(object_uses_cinematic_lighting johnson True) (object_uses_cinematic_lighting johnson True)
(wake x07_score_02) (wake x07_score_02)
(wake x07_foley_02) (wake x07_foley_02)
(wake x07_0010_mir) (wake x07_0010_mir)
(wake x07_0020_jon) (wake x07_0020_jon)
(wake x07_0030_mir) (wake x07_0030_mir)
(wake x07_emotion_miranda_01) (wake x07_emotion_miranda_01)
(wake x07_emotion_miranda_02) (wake x07_emotion_miranda_02)
) )
))
(script static x07_scene_02 (script static x07_scene_02
(begin (begin
(x07_02_setup) (x07_02_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\x07\x07 x07_02 none anchor_flag_x07) (camera_set_animation_relative objects\characters\cinematic_camera\x07\x07 x07_02 none anchor_flag_x07)
(custom_animation_relative miranda objects\characters\miranda\x07\x07 miranda_02 False anchor_x07) (custom_animation_relative miranda objects\characters\miranda\x07\x07 miranda_02 False anchor_x07)
(custom_animation_relative johnson objects\characters\marine\x07\x07 johnson_02 False anchor_x07) (custom_animation_relative johnson objects\characters\marine\x07\x07 johnson_02 False anchor_x07)
(scenery_animation_start_relative x07_tentacle objects\characters\gravemind\tentacle_capture\x07\x07 tentacle_02 anchor_x07) (scenery_animation_start_relative x07_tentacle objects\characters\gravemind\tentacle_capture\x07\x07 tentacle_02 anchor_x07)
(print "tentacle 02 animation started")
(scenery_animation_start_relative index_container scenarios\objects\forerunner\industrial\index\index_full\index_full x07_02 anchor_x07) (scenery_animation_start_relative index_container scenarios\objects\forerunner\industrial\index\index_full\index_full x07_02 anchor_x07)
(sleep (- (camera_time) prediction_offset)) (sleep (- (camera_time) prediction_offset))
(x07_03_predict_stub) (x07_03_predict_stub)
(sleep (- (camera_time) sound_offset)) (sleep (- (camera_time) sound_offset))
(sound_impulse_predict sound\cinematics\06_sentinelwalls\x07\music\x07_03_mus) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x07\music\x07_03_mus)
(sound_impulse_predict sound\cinematics\06_sentinelwalls\x07\foley\x07_03_fol) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x07\foley\x07_03_fol)
(sleep (camera_time)) (sleep (camera_time))
(object_destroy x07_tentacle) (object_destroy x07_tentacle)
(print "tentacle destroyed")
) )
))
(script dormant x07_score_03 (script dormant x07_score_03
(begin (begin
(sound_impulse_start sound\cinematics\06_sentinelwalls\x07\music\x07_03_mus none 1) (sound_impulse_start sound\cinematics\06_sentinelwalls\x07\music\x07_03_mus none 1)
(print "x07 score 03 start") (print "x07 score 03 start")
) )
))
(script dormant x07_foley_03 (script dormant x07_foley_03
(begin (begin
(sleep 0) (sleep 0)
(sound_impulse_start sound\cinematics\06_sentinelwalls\x07\foley\x07_03_fol none 1) (sound_impulse_start sound\cinematics\06_sentinelwalls\x07\foley\x07_03_fol none 1)
(print "x07 foley 03 start") (print "x07 foley 03 start")
) )
))
(script dormant x07_0040_jon (script dormant x07_0040_jon
(begin (begin
(sleep 0) (sleep 0)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0040_jon johnson 1) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0040_jon johnson 1)
(cinematic_subtitle x07_0040_jon 2) (cinematic_subtitle x07_0040_jon 2)
) )
))
(script dormant x07_0050_jon (script dormant x07_0050_jon
(begin (begin
(sleep 77) (sleep 77)
(unit_set_emotional_state johnson pain 0.25 0) (unit_set_emotional_state johnson pain 0.25 0)
(print "johnson - pain .25 0") (print "johnson - pain .25 0")
(sleep 10) (sleep 10)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0050_jon johnson 1) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0050_jon johnson 1)
(cinematic_subtitle x07_0050_jon 1.5) (cinematic_subtitle x07_0050_jon 1.5)
) )
))
(script dormant x07_0060_jon (script dormant x07_0060_jon
(begin (begin
(sleep 150) (sleep 150)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0060_jon johnson 1) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0060_jon johnson 1)
(cinematic_subtitle x07_0060_jon 1) (cinematic_subtitle x07_0060_jon 1)
(sleep 25) (sleep 25)
(unit_set_emotional_state miranda shocked 0.25 15) (unit_set_emotional_state miranda shocked 0.25 15)
(print "miranda - shocked .25 15") (print "miranda - shocked .25 15")
) )
))
(script dormant x07_0070_jon (script dormant x07_0070_jon
(begin (begin
(sleep 540) (sleep 540)
(unit_set_emotional_state johnson shocked 0.25 10) (unit_set_emotional_state johnson shocked 0.25 10)
(print "johnson - shocked .25 10") (print "johnson - shocked .25 10")
(sleep 10) (sleep 10)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0070_jon johnson 1) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0070_jon johnson 1)
(cinematic_subtitle x07_0070_jon 1) (cinematic_subtitle x07_0070_jon 1)
) )
))
(script dormant x07_0080_jon (script dormant x07_0080_jon
(begin (begin
(sleep 678) (sleep 678)
(unit_set_emotional_state johnson annoyed 0.75 60) (unit_set_emotional_state johnson annoyed 0.75 60)
(print "johnson - annoyed .75 60") (print "johnson - annoyed .75 60")
(sleep 10) (sleep 10)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0080_jon johnson 1) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0080_jon johnson 1)
(cinematic_subtitle x07_0080_jon 1) (cinematic_subtitle x07_0080_jon 1)
(sleep 45) (sleep 45)
(unit_set_emotional_state johnson shocked 0.5 30) (unit_set_emotional_state johnson shocked 0.5 30)
(print "johnson - shocked .5 30") (print "johnson - shocked .5 30")
) )
))
(script dormant x07_0090_mir (script dormant x07_0090_mir
(begin (begin
(sleep 776) (sleep 776)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0090_mir none 1) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0090_mir none 1)
(cinematic_subtitle x07_0090_mir 1) (cinematic_subtitle x07_0090_mir 1)
) )
))
(script dormant x07_0100_mir (script dormant x07_0100_mir
(begin (begin
(sleep 800) (sleep 800)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0100_mir miranda 1) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0100_mir miranda 1)
(cinematic_subtitle x07_0100_mir 1) (cinematic_subtitle x07_0100_mir 1)
) )
))
(script dormant miranda_smgs_fire_1 (script dormant miranda_smgs_fire_1
(begin (begin
(sleep 834) (sleep 834)
(object_create_anew smg_real_01) (object_create_anew smg_real_01)
(object_create_anew smg_real_02) (object_create_anew smg_real_02)
(object_set_scale smg_real_01 1 0) (object_set_scale smg_real_01 1 0)
(object_set_scale smg_real_02 1 0) (object_set_scale smg_real_02 1 0)
(objects_attach miranda right_hand smg_real_01 ) (objects_attach miranda right_hand smg_real_01 )
(objects_attach miranda left_hand smg_real_02 ) (objects_attach miranda left_hand smg_real_02 )
(sleep 5) (sleep 5)
(weapon_hold_trigger smg_real_01 0 True) (weapon_hold_trigger smg_real_01 0 True)
(weapon_hold_trigger smg_real_02 0 True) (weapon_hold_trigger smg_real_02 0 True)
) )
))
(script dormant johnson_rifle_fire (script dormant johnson_rifle_fire
(begin (begin
(sleep 563) (sleep 563)
(effect_new_on_object_marker effects\objects\weapons\rifle\battle_rifle\fire_bullet johnson_rifle primary_trigger) (effect_new_on_object_marker effects\objects\weapons\rifle\battle_rifle\fire_bullet johnson_rifle primary_trigger)
(sleep 2) (sleep 2)
(effect_new_on_object_marker effects\objects\weapons\rifle\battle_rifle\fire_bullet johnson_rifle primary_trigger) (effect_new_on_object_marker effects\objects\weapons\rifle\battle_rifle\fire_bullet johnson_rifle primary_trigger)
(sleep 2) (sleep 2)
(effect_new_on_object_marker effects\objects\weapons\rifle\battle_rifle\fire_bullet johnson_rifle primary_trigger) (effect_new_on_object_marker effects\objects\weapons\rifle\battle_rifle\fire_bullet johnson_rifle primary_trigger)
(sleep 10) (sleep 10)
(effect_new_on_object_marker effects\objects\weapons\rifle\battle_rifle\fire_bullet johnson_rifle primary_trigger) (effect_new_on_object_marker effects\objects\weapons\rifle\battle_rifle\fire_bullet johnson_rifle primary_trigger)
(sleep 2) (sleep 2)
(effect_new_on_object_marker effects\objects\weapons\rifle\battle_rifle\fire_bullet johnson_rifle primary_trigger) (effect_new_on_object_marker effects\objects\weapons\rifle\battle_rifle\fire_bullet johnson_rifle primary_trigger)
(sleep 2) (sleep 2)
(effect_new_on_object_marker effects\objects\weapons\rifle\battle_rifle\fire_bullet johnson_rifle primary_trigger) (effect_new_on_object_marker effects\objects\weapons\rifle\battle_rifle\fire_bullet johnson_rifle primary_trigger)
(sleep 21) (sleep 21)
(effect_new_on_object_marker effects\objects\weapons\rifle\battle_rifle\fire_bullet johnson_rifle primary_trigger) (effect_new_on_object_marker effects\objects\weapons\rifle\battle_rifle\fire_bullet johnson_rifle primary_trigger)
(sleep 2) (sleep 2)
(effect_new_on_object_marker effects\objects\weapons\rifle\battle_rifle\fire_bullet johnson_rifle primary_trigger) (effect_new_on_object_marker effects\objects\weapons\rifle\battle_rifle\fire_bullet johnson_rifle primary_trigger)
(sleep 2) (sleep 2)
(effect_new_on_object_marker effects\objects\weapons\rifle\battle_rifle\fire_bullet johnson_rifle primary_trigger) (effect_new_on_object_marker effects\objects\weapons\rifle\battle_rifle\fire_bullet johnson_rifle primary_trigger)
) )
))
(script dormant dervish_cammo (script dormant dervish_cammo
(begin (begin
(sleep 627) (sleep 627)
(print "effect - cammo off") (print "effect - cammo off")
(unit_set_active_camo dervish False 1) (unit_set_active_camo dervish False 1)
) )
))
(script dormant x07_cinematic_light_03 (script dormant x07_cinematic_light_03
(begin (begin
(cinematic_lighting_set_primary_light 16 82 0.25 0.32 0.32) (cinematic_lighting_set_primary_light 16 82 0.25 0.32 0.32)
(cinematic_lighting_set_secondary_light 24 272 0.22 0.26 0.28) (cinematic_lighting_set_secondary_light 24 272 0.22 0.26 0.28)
(cinematic_lighting_set_ambient_light 0.02 0.02 0.02) (cinematic_lighting_set_ambient_light 0.02 0.02 0.02)
(object_uses_cinematic_lighting dervish True) (object_uses_cinematic_lighting dervish True)
(object_uses_cinematic_lighting miranda_smg_01 True) (object_uses_cinematic_lighting miranda_smg_01 True)
(object_uses_cinematic_lighting miranda_smg_02 True) (object_uses_cinematic_lighting miranda_smg_02 True)
(object_uses_cinematic_lighting johnson_rifle True) (object_uses_cinematic_lighting johnson_rifle True)
) )
))
(script dormant johnson_rifle_arm (script dormant johnson_rifle_arm
(begin (begin
(sleep 105) (sleep 105)
(objects_attach johnson right_hand johnson_rifle ) (objects_attach johnson right_hand johnson_rifle )
) )
))
(script static x07_03_setup (script static x07_03_setup
(begin (begin
(sound_looping_stop scenarios\solo\06b_floodzone\06b_music\06b_07) (sound_looping_stop scenarios\solo\06b_floodzone\06b_music\06b_07)
(object_create_anew dervish) (object_create_anew dervish)
(object_cannot_die dervish True) (object_cannot_die dervish True)
(unit_set_active_camo dervish True 0) (unit_set_active_camo dervish True 0)
(object_create_anew miranda_smg_01) (object_create_anew miranda_smg_01)
(object_create_anew miranda_smg_02) (object_create_anew miranda_smg_02)
(object_create_anew johnson_rifle) (object_create_anew johnson_rifle)
(object_cinematic_lod dervish True) (object_cinematic_lod dervish True)
(object_cinematic_lod miranda_smg_01 True) (object_cinematic_lod miranda_smg_01 True)
(object_cinematic_lod miranda_smg_02 True) (object_cinematic_lod miranda_smg_02 True)
(object_cinematic_lod johnson_rifle True) (object_cinematic_lod johnson_rifle True)
(unit_set_emotional_state miranda pain 0.25 0) (unit_set_emotional_state miranda pain 0.25 0)
(print "miranda - pain .25 0") (print "miranda - pain .25 0")
(unit_set_emotional_state johnson pensive 0.25 0) (unit_set_emotional_state johnson pensive 0.25 0)
(print "johnson - pensive .25 0") (print "johnson - pensive .25 0")
(wake x07_score_03) (wake x07_score_03)
(wake x07_foley_03) (wake x07_foley_03)
(wake x07_0040_jon) (wake x07_0040_jon)
(wake x07_0050_jon) (wake x07_0050_jon)
(wake x07_0060_jon) (wake x07_0060_jon)
(wake x07_0070_jon) (wake x07_0070_jon)
(wake x07_0080_jon) (wake x07_0080_jon)
(wake x07_0090_mir) (wake x07_0090_mir)
(wake x07_0100_mir) (wake x07_0100_mir)
(wake miranda_smgs_fire_1) (wake miranda_smgs_fire_1)
(wake johnson_rifle_arm) (wake johnson_rifle_arm)
(wake johnson_rifle_fire) (wake johnson_rifle_fire)
(wake dervish_cammo) (wake dervish_cammo)
(wake x07_cinematic_light_03) (wake x07_cinematic_light_03)
) )
))
(script static x07_scene_03 (script static x07_scene_03
(begin (begin
(x07_03_setup) (x07_03_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\x07\x07 x07_03 none anchor_flag_x07) (camera_set_animation_relative objects\characters\cinematic_camera\x07\x07 x07_03 none anchor_flag_x07)
(custom_animation_relative miranda objects\characters\miranda\x07\x07 miranda_03 False anchor_x07) (custom_animation_relative miranda objects\characters\miranda\x07\x07 miranda_03 False anchor_x07)
(custom_animation_relative johnson objects\characters\marine\x07\x07 johnson_03 False anchor_x07) (custom_animation_relative johnson objects\characters\marine\x07\x07 johnson_03 False anchor_x07)
(custom_animation_relative dervish objects\characters\dervish\x07\x07 dervish_03 False anchor_x07) (custom_animation_relative dervish objects\characters\dervish\x07\x07 dervish_03 False anchor_x07)
(scenery_animation_start_relative index_container scenarios\objects\forerunner\industrial\index\index_full\index_full x07_03 anchor_x07) (scenery_animation_start_relative index_container scenarios\objects\forerunner\industrial\index\index_full\index_full x07_03 anchor_x07)
(scenery_animation_start_relative miranda_smg_01 objects\weapons\rifle\smg\x07\x07 smg01_03 anchor_x07) (scenery_animation_start_relative miranda_smg_01 objects\weapons\rifle\smg\x07\x07 smg01_03 anchor_x07)
(scenery_animation_start_relative miranda_smg_02 objects\weapons\rifle\smg\x07\x07 smg02_03 anchor_x07) (scenery_animation_start_relative miranda_smg_02 objects\weapons\rifle\smg\x07\x07 smg02_03 anchor_x07)
(sleep (- (camera_time) prediction_offset)) (sleep (- (camera_time) prediction_offset))
(x07_04_predict_stub) (x07_04_predict_stub)
(sleep (- (camera_time) sound_offset)) (sleep (- (camera_time) sound_offset))
(sound_impulse_predict sound\cinematics\06_sentinelwalls\x07\foley\x07_04_fol) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x07\foley\x07_04_fol)
(sleep (camera_time)) (sleep (camera_time))
) )
))
(script dormant x07_foley_04 (script dormant x07_foley_04
(begin (begin
(sleep 0) (sleep 0)
(sound_impulse_start sound\cinematics\06_sentinelwalls\x07\foley\x07_04_fol none 1) (sound_impulse_start sound\cinematics\06_sentinelwalls\x07\foley\x07_04_fol none 1)
(print "x07 foley 04 start") (print "x07 foley 04 start")
) )
))
(script dormant x07_0110_mir (script dormant x07_0110_mir
(begin (begin
(sleep 117) (sleep 117)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0110_mir miranda 1) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0110_mir miranda 1)
(cinematic_subtitle x07_0110_mir 1.5) (cinematic_subtitle x07_0110_mir 1.5)
) )
))
(script dormant x07_0120_mir (script dormant x07_0120_mir
(begin (begin
(sleep 169) (sleep 169)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0120_mir miranda 1) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0120_mir miranda 1)
(cinematic_subtitle x07_0120_mir 1) (cinematic_subtitle x07_0120_mir 1)
) )
))
(script dormant x07_0130_tar (script dormant x07_0130_tar
(begin (begin
(sleep 483) (sleep 483)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0130_tar tartarus 1) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0130_tar tartarus 1)
(cinematic_subtitle x07_0130_tar 4) (cinematic_subtitle x07_0130_tar 4)
) )
))
(script dormant x07_0140_der (script dormant x07_0140_der
(begin (begin
(sleep 614) (sleep 614)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0140_der dervish 1) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0140_der dervish 1)
(cinematic_subtitle x07_0140_der 3) (cinematic_subtitle x07_0140_der 3)
) )
))
(script dormant effect_miranda_hit (script dormant effect_miranda_hit
(begin (begin
(time_code_reset) (time_code_reset)
(sleep 338) (sleep 338)
(print "effect - miranda hit") (print "effect - miranda hit")
(effect_new_on_object_marker effects\objects\characters\brute\hammer_grappling miranda body) (effect_new_on_object_marker effects\objects\characters\brute\hammer_grappling miranda body)
) )
))
(script dormant x07_cinematic_light_04 (script dormant x07_cinematic_light_04
(begin (begin
(cinematic_lighting_set_primary_light 33 42 0.2 0.25 0.25) (cinematic_lighting_set_primary_light 33 42 0.2 0.25 0.25)
(cinematic_lighting_set_secondary_light -54 0 0.23 0.27 0.29) (cinematic_lighting_set_secondary_light -54 0 0.23 0.27 0.29)
(cinematic_lighting_set_ambient_light 0.02 0.02 0.02) (cinematic_lighting_set_ambient_light 0.02 0.02 0.02)
(object_uses_cinematic_lighting tartarus True) (object_uses_cinematic_lighting tartarus True)
(object_uses_cinematic_lighting hammer True) (object_uses_cinematic_lighting hammer True)
) )
))
(script static x07_scene_05_problem_actors (script static x07_scene_05_problem_actors
(begin (begin
(print "create problem actors") (print "create problem actors")
(object_create_anew_containing "brute") (object_create_anew_containing "brute")
(object_cinematic_lod brute_01 True) (object_cinematic_lod brute_01 True)
(object_cinematic_lod brute_02 True) (object_cinematic_lod brute_02 True)
(object_cinematic_lod brute_03 True) (object_cinematic_lod brute_03 True)
(object_cinematic_lod brute_04 True) (object_cinematic_lod brute_04 True)
(object_cinematic_lod brute_shot_01 True) (object_cinematic_lod brute_shot_01 True)
(object_cinematic_lod brute_shot_02 True) (object_cinematic_lod brute_shot_02 True)
(object_cinematic_lod brute_rifle_01 True) (object_cinematic_lod brute_rifle_01 True)
(object_cinematic_lod brute_rifle_02 True) (object_cinematic_lod brute_rifle_02 True)
(objects_attach brute_03 right_hand brute_shot_01 right_hand_brute) (objects_attach brute_03 right_hand brute_shot_01 right_hand_brute)
(objects_attach brute_04 right_hand brute_shot_02 right_hand_brute) (objects_attach brute_04 right_hand brute_shot_02 right_hand_brute)
(object_uses_cinematic_lighting brute_01 True) (object_uses_cinematic_lighting brute_01 True)
(object_uses_cinematic_lighting brute_02 True) (object_uses_cinematic_lighting brute_02 True)
(object_uses_cinematic_lighting brute_03 True) (object_uses_cinematic_lighting brute_03 True)
(object_uses_cinematic_lighting brute_04 True) (object_uses_cinematic_lighting brute_04 True)
(object_uses_cinematic_lighting brute_shot_01 True) (object_uses_cinematic_lighting brute_shot_01 True)
(object_uses_cinematic_lighting brute_shot_02 True) (object_uses_cinematic_lighting brute_shot_02 True)
(object_uses_cinematic_lighting brute_rifle_01 True) (object_uses_cinematic_lighting brute_rifle_01 True)
(object_uses_cinematic_lighting brute_rifle_02 True) (object_uses_cinematic_lighting brute_rifle_02 True)
) )
))
(script dormant x07_emotion_miranda_03 (script dormant x07_emotion_miranda_03
(begin (begin
(sleep 300) (sleep 300)
(unit_set_emotional_state miranda shocked 0.5 0) (unit_set_emotional_state miranda shocked 0.5 0)
(print "miranda - shocked .5 0") (print "miranda - shocked .5 0")
(sleep 38) (sleep 38)
(unit_set_emotional_state miranda pain 0.8 10) (unit_set_emotional_state miranda pain 0.8 10)
(print "miranda - shocked 1 10") (print "miranda - shocked 1 10")
) )
))
(script dormant tartarus_hide_seek (script dormant tartarus_hide_seek
(begin (begin
(sleep 5) (sleep 5)
(object_hide tartarus True) (object_hide tartarus True)
(object_hide hammer True) (object_hide hammer True)
(sleep 400) (sleep 400)
(object_hide tartarus False) (object_hide tartarus False)
(object_hide hammer False) (object_hide hammer False)
) )
))
(script dormant miranda_smgs_destroy (script dormant miranda_smgs_destroy
(begin (begin
(time_code_reset) (time_code_reset)
(sleep 98) (sleep 98)
(print "stop firing") (print "stop firing")
(weapon_hold_trigger smg_real_01 0 False) (weapon_hold_trigger smg_real_01 0 False)
(weapon_hold_trigger smg_real_02 0 False) (weapon_hold_trigger smg_real_02 0 False)
(sleep 131) (sleep 131)
(print "destroy smgs") (print "destroy smgs")
(objects_detach miranda smg_real_01) (objects_detach miranda smg_real_01)
(objects_detach miranda smg_real_02) (objects_detach miranda smg_real_02)
(object_destroy_containing "smg_real") (object_destroy_containing "smg_real")
) )
))
(script static x07_04_setup (script static x07_04_setup
(begin (begin
(object_create_anew tartarus) (object_create_anew tartarus)
(object_create hammer) (object_create hammer)
(object_cinematic_lod tartarus True) (object_cinematic_lod tartarus True)
(object_cinematic_lod hammer True) (object_cinematic_lod hammer True)
(wake x07_foley_04) (wake x07_foley_04)
(wake x07_0110_mir) (wake x07_0110_mir)
(wake x07_0120_mir) (wake x07_0120_mir)
(wake x07_0130_tar) (wake x07_0130_tar)
(wake x07_0140_der) (wake x07_0140_der)
(unit_set_emotional_state miranda shocked 0.25 0) (unit_set_emotional_state miranda shocked 0.25 0)
(print "miranda - shocked .25 0") (print "miranda - shocked .25 0")
(wake x07_emotion_miranda_03) (wake x07_emotion_miranda_03)
(wake miranda_smgs_destroy) (wake miranda_smgs_destroy)
(wake tartarus_hide_seek) (wake tartarus_hide_seek)
(wake x07_cinematic_light_04) (wake x07_cinematic_light_04)
(wake effect_miranda_hit) (wake effect_miranda_hit)
) )
))
(script static x07_scene_04 (script static x07_scene_04
(begin (begin
(x07_04_setup) (x07_04_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\x07\x07 x07_04 none anchor_flag_x07) (camera_set_animation_relative objects\characters\cinematic_camera\x07\x07 x07_04 none anchor_flag_x07)
(custom_animation_relative miranda objects\characters\miranda\x07\x07 miranda_04 False anchor_x07) (custom_animation_relative miranda objects\characters\miranda\x07\x07 miranda_04 False anchor_x07)
(custom_animation_relative johnson objects\characters\marine\x07\x07 johnson_04 False anchor_x07) (custom_animation_relative johnson objects\characters\marine\x07\x07 johnson_04 False anchor_x07)
(custom_animation_relative dervish objects\characters\dervish\x07\x07 dervish_04 False anchor_x07) (custom_animation_relative dervish objects\characters\dervish\x07\x07 dervish_04 False anchor_x07)
(custom_animation_relative tartarus objects\characters\brute\x07\x07 tartarus_04 False anchor_x07) (custom_animation_relative tartarus objects\characters\brute\x07\x07 tartarus_04 False anchor_x07)
(scenery_animation_start_relative hammer objects\weapons\melee\gravity_hammer\x07\x07 hammer_04 anchor_x07) (scenery_animation_start_relative hammer objects\weapons\melee\gravity_hammer\x07\x07 hammer_04 anchor_x07)
(scenery_animation_start_relative miranda_smg_01 objects\weapons\rifle\smg\x07\x07 smg01_04 anchor_x07) (scenery_animation_start_relative miranda_smg_01 objects\weapons\rifle\smg\x07\x07 smg01_04 anchor_x07)
(scenery_animation_start_relative miranda_smg_02 objects\weapons\rifle\smg\x07\x07 smg02_04 anchor_x07) (scenery_animation_start_relative miranda_smg_02 objects\weapons\rifle\smg\x07\x07 smg02_04 anchor_x07)
(scenery_animation_start_relative index_container scenarios\objects\forerunner\industrial\index\index_full\index_full x07_04 anchor_x07) (scenery_animation_start_relative index_container scenarios\objects\forerunner\industrial\index\index_full\index_full x07_04 anchor_x07)
(sleep (- (camera_time) prediction_offset)) (sleep (- (camera_time) prediction_offset))
(x07_05_predict_stub) (x07_05_predict_stub)
(sleep (- (camera_time) sound_offset)) (sleep (- (camera_time) sound_offset))
(sound_impulse_predict sound\cinematics\06_sentinelwalls\x07\foley\x07_05_fol) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x07\foley\x07_05_fol)
(x07_scene_05_problem_actors) (x07_scene_05_problem_actors)
(sleep (camera_time)) (sleep (camera_time))
(objects_detach johnson johnson_rifle) (objects_detach johnson johnson_rifle)
(object_destroy johnson_rifle) (object_destroy johnson_rifle)
) )
))
(script dormant x07_foley_05 (script dormant x07_foley_05
(begin (begin
(sleep 0) (sleep 0)
(sound_impulse_start sound\cinematics\06_sentinelwalls\x07\foley\x07_05_fol none 1) (sound_impulse_start sound\cinematics\06_sentinelwalls\x07\foley\x07_05_fol none 1)
(print "x07 foley 05 start") (print "x07 foley 05 start")
) )
))
(script dormant x07_0150_tar (script dormant x07_0150_tar
(begin (begin
(sleep 0) (sleep 0)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0150_tar tartarus 1) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0150_tar tartarus 1)
(cinematic_subtitle x07_0150_tar 1.5) (cinematic_subtitle x07_0150_tar 1.5)
) )
))
(script dormant x07_0160_tar (script dormant x07_0160_tar
(begin (begin
(sleep 48) (sleep 48)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0160_tar tartarus 1) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0160_tar tartarus 1)
(cinematic_subtitle x07_0160_tar 2) (cinematic_subtitle x07_0160_tar 2)
) )
))
(script dormant x07_0170_tar (script dormant x07_0170_tar
(begin (begin
(sleep 302) (sleep 302)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0170_tar tartarus 1) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0170_tar tartarus 1)
(cinematic_subtitle x07_0170_tar 4) (cinematic_subtitle x07_0170_tar 4)
) )
))
(script dormant x07_0180_tar (script dormant x07_0180_tar
(begin (begin
(sleep 428) (sleep 428)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0180_tar tartarus 1) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0180_tar tartarus 1)
(cinematic_subtitle x07_0180_tar 5.5) (cinematic_subtitle x07_0180_tar 5.5)
) )
))
(script dormant x07_0190_der (script dormant x07_0190_der
(begin (begin
(sleep 591) (sleep 591)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0190_der dervish 1) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0190_der dervish 1)
(cinematic_subtitle x07_0190_der 2.5) (cinematic_subtitle x07_0190_der 2.5)
) )
))
(script dormant destroy_miranda (script dormant destroy_miranda
(begin (begin
(sleep 428) (sleep 428)
(object_destroy miranda) (object_destroy miranda)
(print "destroy miranda") (print "destroy miranda")
) )
))
(script static x07_05_setup (script static x07_05_setup
(begin (begin
(wake x07_foley_05) (wake x07_foley_05)
(wake x07_0150_tar) (wake x07_0150_tar)
(wake x07_0160_tar) (wake x07_0160_tar)
(wake x07_0170_tar) (wake x07_0170_tar)
(wake x07_0180_tar) (wake x07_0180_tar)
(wake x07_0190_der) (wake x07_0190_der)
(unit_set_emotional_state miranda asleep 1 0) (unit_set_emotional_state miranda asleep 1 0)
(print "miranda - asleep 1 0") (print "miranda - asleep 1 0")
(unit_set_emotional_state johnson asleep 1 0) (unit_set_emotional_state johnson asleep 1 0)
(print "johnson - asleep 1 0") (print "johnson - asleep 1 0")
(wake destroy_miranda) (wake destroy_miranda)
) )
))
(script static x07_05_cleanup (script static x07_05_cleanup
(begin (begin
(object_destroy johnson) (object_destroy johnson)
(object_destroy_containing "brute") (object_destroy_containing "brute")
) )
))
(script static x07_scene_05 (script static x07_scene_05
(begin (begin
(x07_05_setup) (x07_05_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\x07\x07 x07_05 none anchor_flag_x07) (camera_set_animation_relative objects\characters\cinematic_camera\x07\x07 x07_05 none anchor_flag_x07)
(custom_animation_relative miranda objects\characters\miranda\x07\x07 miranda_05 False anchor_x07) (custom_animation_relative miranda objects\characters\miranda\x07\x07 miranda_05 False anchor_x07)
(custom_animation_relative johnson objects\characters\marine\x07\x07 johnson_05 False anchor_x07) (custom_animation_relative johnson objects\characters\marine\x07\x07 johnson_05 False anchor_x07)
(custom_animation_relative dervish objects\characters\dervish\x07\x07 dervish_05 False anchor_x07) (custom_animation_relative dervish objects\characters\dervish\x07\x07 dervish_05 False anchor_x07)
(custom_animation_relative tartarus objects\characters\brute\x07\x07 tartarus_05 False anchor_x07) (custom_animation_relative tartarus objects\characters\brute\x07\x07 tartarus_05 False anchor_x07)
(custom_animation_relative brute_01 objects\characters\brute\x07\x07 brute01_05 False anchor_x07) (custom_animation_relative brute_01 objects\characters\brute\x07\x07 brute01_05 False anchor_x07)
(custom_animation_relative brute_02 objects\characters\brute\x07\x07 brute02_05 False anchor_x07) (custom_animation_relative brute_02 objects\characters\brute\x07\x07 brute02_05 False anchor_x07)
(custom_animation_relative brute_03 objects\characters\brute\x07\x07 brute03_05 False anchor_x07) (custom_animation_relative brute_03 objects\characters\brute\x07\x07 brute03_05 False anchor_x07)
(custom_animation_relative brute_04 objects\characters\brute\x07\x07 brute04_05 False anchor_x07) (custom_animation_relative brute_04 objects\characters\brute\x07\x07 brute04_05 False anchor_x07)
(scenery_animation_start_relative hammer objects\weapons\melee\gravity_hammer\x07\x07 hammer_05 anchor_x07) (scenery_animation_start_relative hammer objects\weapons\melee\gravity_hammer\x07\x07 hammer_05 anchor_x07)
(scenery_animation_start_relative index_container scenarios\objects\forerunner\industrial\index\index_full\index_full x07_05 anchor_x07) (scenery_animation_start_relative index_container scenarios\objects\forerunner\industrial\index\index_full\index_full x07_05 anchor_x07)
(sleep (- (camera_time) prediction_offset)) (sleep (- (camera_time) prediction_offset))
(x07_06_predict_stub) (x07_06_predict_stub)
(sleep (- (camera_time) sound_offset)) (sleep (- (camera_time) sound_offset))
(sound_impulse_predict sound\cinematics\06_sentinelwalls\x07\foley\x07_06_fol) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x07\foley\x07_06_fol)
(sleep (camera_time)) (sleep (camera_time))
(x07_05_cleanup) (x07_05_cleanup)
) )
))
(script dormant x07_foley_06 (script dormant x07_foley_06
(begin (begin
(sleep 0) (sleep 0)
(sound_impulse_start sound\cinematics\06_sentinelwalls\x07\foley\x07_06_fol none 1) (sound_impulse_start sound\cinematics\06_sentinelwalls\x07\foley\x07_06_fol none 1)
(print "x07 foley 06 start") (print "x07 foley 06 start")
) )
))
(script dormant x07_0200_tar (script dormant x07_0200_tar
(begin (begin
(sleep 86) (sleep 86)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0200_tar tartarus 1) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0200_tar tartarus 1)
(cinematic_subtitle x07_0200_tar 6.5) (cinematic_subtitle x07_0200_tar 6.5)
(sleep 128) (sleep 128)
(unit_set_emotional_state tartarus inquisitive 1 60) (unit_set_emotional_state tartarus inquisitive 1 60)
) )
))
(script dormant tartarus_bruteshot_fire (script dormant tartarus_bruteshot_fire
(begin (begin
(sleep 373) (sleep 373)
(print "effect - tartarus' hammer") (print "effect - tartarus' hammer")
(effect_new_on_object_marker effects\objects\characters\brute\tartarus_hammer_impact_cinematic tartarus body) (effect_new_on_object_marker effects\objects\characters\brute\tartarus_hammer_impact_cinematic tartarus body)
) )
))
(script dormant tartarus_bruteshot_hit (script dormant tartarus_bruteshot_hit
(begin (begin
(sleep 380) (sleep 380)
(print "effect - hammer hit") (print "effect - hammer hit")
(effect_new_on_object_marker effects\objects\characters\brute\hammer_grappling dervish body) (effect_new_on_object_marker effects\objects\characters\brute\hammer_grappling dervish body)
) )
))
(script dormant x07_predict_shaft_01 (script dormant x07_predict_shaft_01
(begin (begin
(sleep 385) (sleep 385)
(print "predict: camera") (print "predict: camera")
(camera_predict_resources_at_frame objects\characters\cinematic_camera\x07\x07 x07_06 none anchor_flag_x07 405) (camera_predict_resources_at_frame objects\characters\cinematic_camera\x07\x07 x07_06 none anchor_flag_x07 405)
) )
))
(script dormant x07_predict_shaft_02 (script dormant x07_predict_shaft_02
(begin (begin
(sleep 532) (sleep 532)
(print "predict: camera") (print "predict: camera")
(camera_predict_resources_at_frame objects\characters\cinematic_camera\x07\x07 x07_06 none anchor_flag_x07 552) (camera_predict_resources_at_frame objects\characters\cinematic_camera\x07\x07 x07_06 none anchor_flag_x07 552)
) )
))
(script static x07_06_setup (script static x07_06_setup
(begin (begin
(wake x07_foley_06) (wake x07_foley_06)
(wake x07_0200_tar) (wake x07_0200_tar)
(wake tartarus_bruteshot_fire) (wake tartarus_bruteshot_fire)
(wake tartarus_bruteshot_hit) (wake tartarus_bruteshot_hit)
(wake x07_predict_shaft_01) (wake x07_predict_shaft_01)
(wake x07_predict_shaft_02) (wake x07_predict_shaft_02)
) )
))
(script static x07_06_cleanup (script static x07_06_cleanup
(begin (begin
(object_destroy dervish) (object_destroy dervish)
(object_destroy tartarus) (object_destroy tartarus)
(object_destroy hammer) (object_destroy hammer)
(object_destroy index_container) (object_destroy index_container)
) )
))
(script static x07_scene_06 (script static x07_scene_06
(begin (begin
(x07_06_setup) (x07_06_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\x07\x07 x07_06 none anchor_flag_x07) (camera_set_animation_relative objects\characters\cinematic_camera\x07\x07 x07_06 none anchor_flag_x07)
(custom_animation_relative dervish objects\characters\dervish\x07\x07 dervish_06 False anchor_x07) (custom_animation_relative dervish objects\characters\dervish\x07\x07 dervish_06 False anchor_x07)
(custom_animation_relative tartarus objects\characters\brute\x07\x07 tartarus_06 False anchor_x07) (custom_animation_relative tartarus objects\characters\brute\x07\x07 tartarus_06 False anchor_x07)
(scenery_animation_start_relative hammer objects\weapons\melee\gravity_hammer\x07\x07 hammer_06 anchor_x07) (scenery_animation_start_relative hammer objects\weapons\melee\gravity_hammer\x07\x07 hammer_06 anchor_x07)
(scenery_animation_start_relative index_container scenarios\objects\forerunner\industrial\index\index_full\index_full x07_06 anchor_x07) (scenery_animation_start_relative index_container scenarios\objects\forerunner\industrial\index\index_full\index_full x07_06 anchor_x07)
(sleep (- (camera_time) 1)) (sleep (- (camera_time) 1))
(fade_out 0 0 0 0) (fade_out 0 0 0 0)
(sleep 1) (sleep 1)
(x07_06_cleanup) (x07_06_cleanup)
(sound_class_set_gain "amb" 0 60) (sound_class_set_gain "amb" 0 60)
(sleep 90) (sleep 90)
) )
))
(script static x07 (script static x07
(begin (begin
(texture_cache_flush) (texture_cache_flush)
(geometry_cache_flush) (geometry_cache_flush)
(switch_bsp_by_name sen_hq_bsp_6) (switch_bsp_by_name sen_hq_bsp_6)
(sleep 1) (sleep 1)
(x07_scene_01) (x07_scene_01)
(x07_scene_02) (x07_scene_02)
(x07_scene_03) (x07_scene_03)
(x07_scene_04) (x07_scene_04)
(x07_scene_05) (x07_scene_05)
(x07_scene_06) (x07_scene_06)
(rasterizer_bloom_override False) (rasterizer_bloom_override False)
) )
))
(script command cs_invulnerable (script command cs_invulnerable
(begin (begin
(cs_enable_moving True) (cs_enable_moving True)
(object_cannot_take_damage (ai_get_object ai_current_actor)) (object_cannot_take_damage (ai_get_object ai_current_actor))
(sleep_until (>= (ai_combat_status ai_current_actor) ai_combat_status_certain)) (sleep_until (>= (ai_combat_status ai_current_actor) ai_combat_status_certain))
(sleep (* 30 1)) (sleep (* 30 1))
(object_can_take_damage (ai_get_object ai_current_actor)) (object_can_take_damage (ai_get_object ai_current_actor))
) )
))
(script command cs_invul_8 (script command cs_invul_8
(begin (begin
(cs_enable_moving True) (cs_enable_moving True)
(object_cannot_take_damage (ai_get_object ai_current_actor)) (object_cannot_take_damage (ai_get_object ai_current_actor))
(sleep (* 30 8)) (sleep (* 30 8))
(object_can_take_damage (ai_get_object ai_current_actor)) (object_can_take_damage (ai_get_object ai_current_actor))
) )
))
(script command cs_kill (script command cs_kill
(begin (begin
(ai_kill_silent ai_current_actor) (ai_kill_silent ai_current_actor)
) )
))
(script static no_death (script static no_death
(begin (begin
(object_cannot_take_damage (ai_actors covenant)) (object_cannot_take_damage (ai_actors covenant))
) )
))
(script dormant ice_cream_superman (script dormant ice_cream_superman
(begin (begin
(object_create ice_cream_head) (object_create ice_cream_head)
(sleep_until (or (unit_has_weapon (unit (sleep_until (or (unit_has_weapon (unit
(player0) (player0)
) objects\weapons\multiplayer\ball\head_sp.weapon) (unit_has_weapon (unit ) objects\weapons\multiplayer\ball\head_sp.weapon) (unit_has_weapon (unit
(player1) (player1)
) objects\weapons\multiplayer\ball\head_sp.weapon)) 5) ) objects\weapons\multiplayer\ball\head_sp.weapon)) 5)
(if debug (if debug
(print "you're going to get fat!!!!! or dead...")) (print "you're going to get fat!!!!! or dead..."))
(if debug (if debug
(print "because now everyone is superman!!!!")) (print "because now everyone is superman!!!!"))
(ice_cream_flavor_stock 10) (ice_cream_flavor_stock 10)
) )
))
(script dormant music_06b_01 (script dormant music_06b_01
(begin (begin
(sleep_until g_music_06b_01) (sleep_until g_music_06b_01)
(if debug (if debug
(print "start music 06b_01")) (print "start music 06b_01"))
(sound_looping_start scenarios\solo\06b_floodzone\06b_music\06b_01 none 1) (sound_looping_start scenarios\solo\06b_floodzone\06b_music\06b_01 none 1)
) )
))
(script dormant music_06b_02 (script dormant music_06b_02
(begin (begin
(sleep_until g_music_06b_02) (sleep_until g_music_06b_02)
(if debug (if debug
(print "start music 06b_02")) (print "start music 06b_02"))
(sound_looping_start scenarios\solo\06b_floodzone\06b_music\06b_02 none 1) (sound_looping_start scenarios\solo\06b_floodzone\06b_music\06b_02 none 1)
(sleep_until (not g_music_06b_02)) (sleep_until (not g_music_06b_02))
(if debug (if debug
(print "stop music 06b_02")) (print "stop music 06b_02"))
(sound_looping_stop scenarios\solo\06b_floodzone\06b_music\06b_02) (sound_looping_stop scenarios\solo\06b_floodzone\06b_music\06b_02)
) )
))
(script dormant music_06b_03 (script dormant music_06b_03
(begin (begin
(sleep_until g_music_06b_03) (sleep_until g_music_06b_03)
(if debug (if debug
(print "start music 06b_03")) (print "start music 06b_03"))
(sound_looping_start scenarios\solo\06b_floodzone\06b_music\06b_03 none 1) (sound_looping_start scenarios\solo\06b_floodzone\06b_music\06b_03 none 1)
(sleep_until (not g_music_06b_03)) (sleep_until (not g_music_06b_03))
(if debug (if debug
(print "stop music 06b_03")) (print "stop music 06b_03"))
(sound_looping_stop scenarios\solo\06b_floodzone\06b_music\06b_03) (sound_looping_stop scenarios\solo\06b_floodzone\06b_music\06b_03)
) )
))
(script dormant music_06b_04 (script dormant music_06b_04
(begin (begin
(sleep_until g_music_06b_04) (sleep_until g_music_06b_04)
(if debug (if debug
(print "start music 06b_04")) (print "start music 06b_04"))
(sound_looping_start scenarios\solo\06b_floodzone\06b_music\06b_04 none 1) (sound_looping_start scenarios\solo\06b_floodzone\06b_music\06b_04 none 1)
) )
))
(script dormant music_06b_05 (script dormant music_06b_05
(begin (begin
(sleep_until (volume_test_objects tv_e20_dock_entrance (players))) (sleep_until (volume_test_objects tv_e20_dock_entrance (players)))
(set g_music_06b_05 True) (set g_music_06b_05 True)
(if debug (if debug
(print "start music 06b_05")) (print "start music 06b_05"))
(sound_looping_start scenarios\solo\06b_floodzone\06b_music\06b_05 none 1) (sound_looping_start scenarios\solo\06b_floodzone\06b_music\06b_05 none 1)
(sleep_until (not g_music_06b_05)) (sleep_until (not g_music_06b_05))
(if debug (if debug
(print "stop music 06b_05")) (print "stop music 06b_05"))
(sound_looping_stop scenarios\solo\06b_floodzone\06b_music\06b_05) (sound_looping_stop scenarios\solo\06b_floodzone\06b_music\06b_05)
) )
))
(script dormant music_06b_06 (script dormant music_06b_06
(begin (begin
(sleep_until g_music_06b_06) (sleep_until g_music_06b_06)
(if debug (if debug
(print "start music 06b_06")) (print "start music 06b_06"))
(sound_looping_start scenarios\solo\06b_floodzone\06b_music\06b_06 none 1) (sound_looping_start scenarios\solo\06b_floodzone\06b_music\06b_06 none 1)
) )
))
(script dormant music_06b_07 (script dormant music_06b_07
(begin (begin
(sleep_until (volume_test_objects tv_music_06b_07 (players))) (sleep_until (volume_test_objects tv_music_06b_07 (players)))
(if debug (if debug
(print "start music 06b_07")) (print "start music 06b_07"))
(sound_looping_start scenarios\solo\06b_floodzone\06b_music\06b_07 none 1) (sound_looping_start scenarios\solo\06b_floodzone\06b_music\06b_07 none 1)
) )
))
(script dormant chapter_mirror (script dormant chapter_mirror
(begin (begin
(sleep 30) (sleep 30)
(cinematic_set_title title_1) (cinematic_set_title title_1)
(sleep 150) (sleep 150)
(hud_cinematic_fade 1 0.5) (hud_cinematic_fade 1 0.5)
(cinematic_show_letterbox False) (cinematic_show_letterbox False)
) )
))
(script dormant chapter_competition (script dormant chapter_competition
(begin (begin
(sleep 30) (sleep 30)
(hud_cinematic_fade 0 0.5) (hud_cinematic_fade 0 0.5)
(cinematic_show_letterbox True) (cinematic_show_letterbox True)
(sleep 30) (sleep 30)
(cinematic_set_title title_2) (cinematic_set_title title_2)
(sleep 150) (sleep 150)
(hud_cinematic_fade 1 0.5) (hud_cinematic_fade 1 0.5)
(cinematic_show_letterbox False) (cinematic_show_letterbox False)
) )
))
(script dormant chapter_gallery (script dormant chapter_gallery
(begin (begin
(hud_cinematic_fade 0 0.5) (hud_cinematic_fade 0 0.5)
(cinematic_show_letterbox True) (cinematic_show_letterbox True)
(sleep 30) (sleep 30)
(cinematic_set_title title_3) (cinematic_set_title title_3)
(sleep 150) (sleep 150)
(hud_cinematic_fade 1 0.5) (hud_cinematic_fade 1 0.5)
(cinematic_show_letterbox False) (cinematic_show_letterbox False)
) )
))
(script dormant chapter_familiar (script dormant chapter_familiar
(begin (begin
(hud_cinematic_fade 0 0.5) (hud_cinematic_fade 0 0.5)
(cinematic_show_letterbox True) (cinematic_show_letterbox True)
(sleep 30) (sleep 30)
(cinematic_set_title title_4) (cinematic_set_title title_4)
(sleep 150) (sleep 150)
(hud_cinematic_fade 1 0.5) (hud_cinematic_fade 1 0.5)
(cinematic_show_letterbox False) (cinematic_show_letterbox False)
) )
))
(script dormant objective_push_set (script dormant objective_push_set
(begin (begin
(sleep 30) (sleep 30)
(print "new objective set:") (print "new objective set:")
(print "push through the quarantine-zone toward the library.") (print "push through the quarantine-zone toward the library.")
(objectives_show_up_to 0) (objectives_show_up_to 0)
) )
))
(script dormant objective_push_clear (script dormant objective_push_clear
(begin (begin
(print "objective complete:") (print "objective complete:")
(print "push through the quarantine-zone toward the library.") (print "push through the quarantine-zone toward the library.")
(objectives_finish_up_to 0) (objectives_finish_up_to 0)
) )
))
(script dormant objective_link_set (script dormant objective_link_set
(begin (begin
(sleep 30) (sleep 30)
(print "new objective set:") (print "new objective set:")
(print "link-up with the spec-ops leader, and break through the flood barricade.") (print "link-up with the spec-ops leader, and break through the flood barricade.")
(objectives_show_up_to 1) (objectives_show_up_to 1)
) )
))
(script dormant objective_link_clear (script dormant objective_link_clear
(begin (begin
(print "objective complete:") (print "objective complete:")
(print "link-up with the spec-ops leader, and break through the flood barricade.") (print "link-up with the spec-ops leader, and break through the flood barricade.")
(objectives_finish_up_to 1) (objectives_finish_up_to 1)
) )
))
(script dormant objective_retrieve_set (script dormant objective_retrieve_set
(begin (begin
(sleep 30) (sleep 30)
(print "new objective set:") (print "new objective set:")
(print "retrieve the sacred icon before the humans.") (print "retrieve the sacred icon before the humans.")
(objectives_show_up_to 2) (objectives_show_up_to 2)
) )
))
(script dormant objective_retrieve_clear (script dormant objective_retrieve_clear
(begin (begin
(print "objective complete:") (print "objective complete:")
(print "retrieve the sacred icon before the humans.") (print "retrieve the sacred icon before the humans.")
(objectives_finish_up_to 2) (objectives_finish_up_to 2)
) )
))
(script dormant sc_cov_charge (script dormant sc_cov_charge
(begin (begin
(sleep 60) (sleep 60)
(if dialogue (if dialogue
(print "commander: forward, warriors! and fear not pain or death!")) (print "commander: forward, warriors! and fear not pain or death!"))
(sleep (ai_play_line_on_object none 0220)) (sleep (ai_play_line_on_object none 0220))
(sleep (* dialogue_pause 2)) (sleep (* dialogue_pause 2))
(if dialogue (if dialogue
(print "commander: go, arbiter! i'll follow when our reinforcements arrive!")) (print "commander: go, arbiter! i'll follow when our reinforcements arrive!"))
(sleep (ai_play_line_on_object none 0240)) (sleep (ai_play_line_on_object none 0240))
(sleep dialogue_pause) (sleep dialogue_pause)
(sleep_until g_qz_cov_def_progress) (sleep_until g_qz_cov_def_progress)
(if (<= (ai_living_count cov_def_enf) 0) (if (<= (ai_living_count cov_def_enf) 0)
(sleep 180) (sleep 180)
(sleep 30)) (sleep 30))
(if (> (ai_living_count cov_def_enf) 0) (if (> (ai_living_count cov_def_enf) 0)
(begin (begin
(if dialogue (if dialogue
(print "spec-ops: go, enforcers!")) (print "spec-ops: go, enforcers!"))
(sleep (ai_play_line covenant 0590)) (sleep (ai_play_line covenant 0590))
(sleep dialogue_pause) (sleep dialogue_pause)
)) ))
(if dialogue (if dialogue
(print "spec-ops: to the vehicles! we'll need their heavy-guns!")) (print "spec-ops: to the vehicles! we'll need their heavy-guns!"))
(sleep (ai_play_line covenant 0600)) (sleep (ai_play_line covenant 0600))
(sleep dialogue_pause) (sleep dialogue_pause)
(if dialogue (if dialogue
(print "spec-ops: onward! to the sacred icon!")) (print "spec-ops: onward! to the sacred icon!"))
(sleep (ai_play_line covenant 0610)) (sleep (ai_play_line covenant 0610))
(sleep dialogue_pause) (sleep dialogue_pause)
) )
))
(script command cs_sc_qz_veh_int (script command cs_sc_qz_veh_int
(begin (begin
(if dialogue (if dialogue
(print "spec-ops: what?! the parasite controls our vehicles?!")) (print "spec-ops: what?! the parasite controls our vehicles?!"))
(sleep (ai_play_line covenant 0620)) (sleep (ai_play_line covenant 0620))
(sleep dialogue_pause) (sleep dialogue_pause)
(if dialogue (if dialogue
(print "spec-ops: impossible! it's never done that before!")) (print "spec-ops: impossible! it's never done that before!"))
(sleep (ai_play_line covenant 0640)) (sleep (ai_play_line covenant 0640))
(sleep dialogue_pause) (sleep dialogue_pause)
(if dialogue (if dialogue
(print "spec-ops: no matter. it will die all the same!")) (print "spec-ops: no matter. it will die all the same!"))
(sleep (ai_play_line covenant 0650)) (sleep (ai_play_line covenant 0650))
(sleep dialogue_pause) (sleep dialogue_pause)
) )
))
(script dormant sc_qz_veh_int (script dormant sc_qz_veh_int
(begin (begin
(sleep 180) (sleep 180)
(sleep_until (ai_scene sc_qz_veh_int cs_sc_qz_veh_int covenant)) (sleep_until (ai_scene sc_qz_veh_int cs_sc_qz_veh_int covenant))
) )
))
(script dormant sc_ext_a (script dormant sc_ext_a
(begin (begin
(if dialogue (if dialogue
(print "commander: i'm sending you a squad of my most experienced warriors, arbiter.")) (print "commander: i'm sending you a squad of my most experienced warriors, arbiter."))
(sleep (ai_play_line_on_object none 0650)) (sleep (ai_play_line_on_object none 0650))
(sleep dialogue_pause) (sleep dialogue_pause)
(if dialogue (if dialogue
(print "commander: do not squander their talents!")) (print "commander: do not squander their talents!"))
(sleep (ai_play_line_on_object none 0660)) (sleep (ai_play_line_on_object none 0660))
(sleep dialogue_pause) (sleep dialogue_pause)
) )
))
(script dormant sc_factory_approach (script dormant sc_factory_approach
(begin (begin
(if dialogue (if dialogue
(print "commander: commander! we've found a human vehicle!")) (print "commander: commander! we've found a human vehicle!"))
(sleep (ai_play_line covenant 0250)) (sleep (ai_play_line covenant 0250))
(sleep dialogue_pause) (sleep dialogue_pause)
(if dialogue (if dialogue
(print "spec-ops: keep moving. i'm on my way.")) (print "spec-ops: keep moving. i'm on my way."))
(sleep (ai_play_line_on_object none 0260)) (sleep (ai_play_line_on_object none 0260))
(sleep dialogue_pause) (sleep dialogue_pause)
) )
))
(script dormant sc_factory_exit (script dormant sc_factory_exit
(begin (begin
(sleep 60) (sleep 60)
(if dialogue (if dialogue
(print "spec-ops: humans and parasites!")) (print "spec-ops: humans and parasites!"))
(if dialogue (if dialogue
(print "this ring has been befouled, but we will wipe it clean!")) (print "this ring has been befouled, but we will wipe it clean!"))
(sleep (ai_play_line covenant 0270)) (sleep (ai_play_line covenant 0270))
(sleep dialogue_pause) (sleep dialogue_pause)
(if dialogue (if dialogue
(print "spec-ops: honoring those who built it!")) (print "spec-ops: honoring those who built it!"))
(sleep (ai_play_line covenant 0280)) (sleep (ai_play_line covenant 0280))
(sleep dialogue_pause) (sleep dialogue_pause)
) )
))
(script dormant sc_human_fools (script dormant sc_human_fools
(begin (begin
(if dialogue (if dialogue
(print "commander: human fools. i almost feel sorry for them.")) (print "commander: human fools. i almost feel sorry for them."))
(sleep (ai_play_line_on_object none 0290)) (sleep (ai_play_line_on_object none 0290))
(sleep dialogue_pause) (sleep dialogue_pause)
) )
))
(script dormant sc_ext_b (script dormant sc_ext_b
(begin (begin
(if dialogue (if dialogue
(print "spec-ops: forward to the icon!")) (print "spec-ops: forward to the icon!"))
(sleep (ai_play_line covenant 0700)) (sleep (ai_play_line covenant 0700))
(sleep dialogue_pause) (sleep dialogue_pause)
(if dialogue (if dialogue
(print "spec-ops: the parasite's ranks swell as we draw nearer to the library!")) (print "spec-ops: the parasite's ranks swell as we draw nearer to the library!"))
(sleep (ai_play_line covenant 0710)) (sleep (ai_play_line covenant 0710))
(sleep dialogue_pause) (sleep dialogue_pause)
(if dialogue (if dialogue