Untitled diff

Created Diff never expires
(global string data_mine_mission_segment "")
(global string data_mine_mission_segment "")
(global short seconds 30)
(global short seconds 30)
(global short global_random 0)
(global short global_random 0)
(global short global_random_rumble 0)
(global short global_random_rumble 0)
(global short global_random_bridge 0)
(global short global_random_bridge 0)
(global short delay_prompt_blink (* 2 seconds))
(global short delay_prompt_blink (* 2 seconds))
(global short delay_prompt_short (* 8 seconds))
(global short delay_prompt_short (* 8 seconds))
(global short delay_prompt_medium (* 16 seconds))
(global short delay_prompt_medium (* 16 seconds))
(global short delay_prompt_long (* 36 seconds))
(global short delay_prompt_long (* 36 seconds))
(global short delay_prompt_drag (* 48 seconds))
(global short delay_prompt_drag (* 48 seconds))
(global short delay_prompt_final (* 60 seconds))
(global short delay_prompt_final (* 60 seconds))
(global bool mark_bsp0 False)
(global bool mark_bsp0 False)
(global bool mark_bsp1 False)
(global bool mark_bsp1 False)
(global bool mark_bsp2 False)
(global bool mark_bsp2 False)
(global bool mark_bsp3 False)
(global bool mark_bsp3 False)
(global bool mark_bsp4 False)
(global bool mark_bsp4 False)
(global bool mark_bsp5 False)
(global bool mark_bsp5 False)
(global short counter_mindread_normal_success 0)
(global short counter_mindread_normal_success 0)
(global short counter_mindread_invert_success 0)
(global short counter_mindread_invert_success 0)
(global short counter_training_pitch_choose 0)
(global short counter_training_pitch_choose 0)
(global short counter_prompt_looker_start 0)
(global short counter_prompt_looker_start 0)
(global short counter_prompt_looker 0)
(global short counter_prompt_looker 0)
(global short counter_prompt_start_spot 0)
(global short counter_prompt_start_spot 0)
(global short counter_prompt_careful 0)
(global short counter_prompt_careful 0)
(global short counter_prompt_zapper_lookatme 0)
(global short counter_prompt_zapper_lookatme 0)
(global short counter_prompt_zapper_getin 0)
(global short counter_prompt_zapper_getin 0)
(global short counter_prompt_zapper_button 0)
(global short counter_prompt_zapper_button 0)
(global short counter_prompt_elevator_plr 0)
(global short counter_prompt_elevator_plr 0)
(global bool mark_looker_light_left False)
(global bool mark_looker_light_left False)
(global bool mark_looker_light_right False)
(global bool mark_looker_light_right False)
(global bool mark_looker_light_top False)
(global bool mark_looker_light_top False)
(global bool mark_looker_light_bottom False)
(global bool mark_looker_light_bottom False)
(global bool mark_training_free False)
(global bool mark_training_free False)
(global bool mark_training_done False)
(global bool mark_training_done False)
(global short timer_training_pitch_choose 0)
(global short timer_training_pitch_choose 0)
(global short timer_prompt_looker_start 0)
(global short timer_prompt_looker_start 0)
(global short timer_prompt_looker 0)
(global short timer_prompt_looker 0)
(global short timer_prompt_start_spot 0)
(global short timer_prompt_start_spot 0)
(global short timer_prompt_careful 0)
(global short timer_prompt_careful 0)
(global short timer_prompt_zapper 0)
(global short timer_prompt_zapper 0)
(global short timer_prompt_zapper_lookatme 0)
(global short timer_prompt_zapper_lookatme 0)
(global short timer_prompt_zapper_getin 0)
(global short timer_prompt_zapper_getin 0)
(global short timer_prompt_zapper_button 0)
(global short timer_prompt_zapper_button 0)
(global short timer_prompt_elevator_plr 0)
(global short timer_prompt_elevator_plr 0)
(global bool mark_ice_cream False)
(global bool mark_ice_cream 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)
(fade_out 1 1 1 15)
(fade_out 1 1 1 15)
(sleep 15)
(sleep 15)
(hud_cinematic_fade 0 0.5)
(hud_cinematic_fade 0 0.5)
(cinematic_start)
(cinematic_start)
(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)
(fade_out 0 0 0 15)
(fade_out 0 0 0 15)
(sleep 15)
(sleep 15)
(hud_cinematic_fade 0 0.5)
(hud_cinematic_fade 0 0.5)
(cinematic_start)
(cinematic_start)
(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 save_look_start
(script static save_look_start
(begin
(begin
(if (game_safe_to_save)
(if (game_safe_to_save)
(data_mine_set_mission_segment "01a_look_start"))
(data_mine_set_mission_segment "01a_look_start"))
)
)
)
)


(script static save_move_start
(script static save_move_start
(begin
(begin
(game_save)
(game_save)
(if (game_safe_to_save)
(if (game_safe_to_save)
(data_mine_set_mission_segment "01a_move_start"))
(data_mine_set_mission_segment "01a_move_start"))
)
)
)
)


(script static save_shield_start
(script static save_shield_start
(begin
(begin
(game_save)
(game_save)
(if (game_safe_to_save)
(if (game_safe_to_save)
(data_mine_set_mission_segment "01a_shield_start"))
(data_mine_set_mission_segment "01a_shield_start"))
)
)
)
)


(script static save_tram_start
(script static save_tram_start
(begin
(begin
(game_save)
(game_save)
(if (game_safe_to_save)
(if (game_safe_to_save)
(data_mine_set_mission_segment "01a_tram_start"))
(data_mine_set_mission_segment "01a_tram_start"))
)
)
)
)


(script command cs_lookat_player
(script command cs_lookat_player
(begin
(begin
(cs_face_player True)
(cs_face_player True)
(sleep_forever)
(sleep_forever)
)
)
)
)


(script command cs_lookat_guns
(script command cs_lookat_guns
(begin
(begin
(cs_face_object True (ai_get_object guns))
(cs_face_object True (ai_get_object guns))
(sleep_forever)
(sleep_forever)
)
)
)
)


(script command cs_johnson_glanceat_guns
(script command cs_johnson_glanceat_guns
(begin
(begin
(cs_enable_looking True)
(cs_enable_looking True)
(cs_look_object True (ai_get_object guns))
(cs_look_object True (ai_get_object guns))
(sleep_forever)
(sleep_forever)
)
)
)
)


(script command cs_lookat_johnson
(script command cs_lookat_johnson
(begin
(begin
(cs_face_object True (ai_get_object johnson))
(cs_face_object True (ai_get_object johnson))
(sleep_forever)
(sleep_forever)
)
)
)
)


(script command cs_lookat_console_zapper
(script command cs_lookat_console_zapper
(begin
(begin
(cs_look True guns_points/console_zapper)
(cs_look True guns_points/console_zapper)
(sleep 45)
(sleep 45)
(cs_face_player True)
(cs_face_player True)
(sleep_forever)
(sleep_forever)
)
)
)
)


(script command cs_lookat_console_toplight
(script command cs_lookat_console_toplight
(begin
(begin
(cs_aim_object True looker_light_top_red)
(cs_aim_object True looker_light_top_red)
(sleep 45)
(sleep 45)
(cs_face True guns_points/console_inhibitor)
(cs_face True guns_points/console_inhibitor)
(sleep 30)
(sleep 30)
(cs_face_player True)
(cs_face_player True)
(sleep_forever)
(sleep_forever)
)
)
)
)


(script command cs_lookat_console_bottomlight
(script command cs_lookat_console_bottomlight
(begin
(begin
(cs_aim_object True looker_light_bottom_red)
(cs_aim_object True looker_light_bottom_red)
(sleep 45)
(sleep 45)
(cs_face True guns_points/console_inhibitor)
(cs_face True guns_points/console_inhibitor)
(sleep 30)
(sleep 30)
(cs_face_player True)
(cs_face_player True)
(sleep_forever)
(sleep_forever)
)
)
)
)


(script command cs_lookat_console_inhibitor
(script command cs_lookat_console_inhibitor
(begin
(begin
(cs_face True guns_points/console_inhibitor)
(cs_face True guns_points/console_inhibitor)
(sleep 30)
(sleep 30)
(cs_face_player True)
(cs_face_player True)
(sleep_forever)
(sleep_forever)
)
)
)
)


(script command cs_guns_start
(script command cs_guns_start
(begin
(begin
(cs_force_combat_status 2)
(cs_force_combat_status 2)
(cs_enable_moving False)
(cs_enable_moving False)
(cs_enable_pathfinding_failsafe True)
(cs_enable_pathfinding_failsafe True)
(cs_go_to guns_points/start)
(cs_go_to guns_points/start)
(cs_face_player True)
(cs_face_player True)
(sleep_forever)
(sleep_forever)
)
)
)
)


(script command cs_guns_zapper_halfway
(script command cs_guns_zapper_halfway
(begin
(begin
(cs_force_combat_status 2)
(cs_force_combat_status 2)
(cs_enable_moving False)
(cs_enable_moving False)
(cs_enable_pathfinding_failsafe True)
(cs_enable_pathfinding_failsafe True)
(cs_go_to guns_points/zapper_halfway)
(cs_go_to guns_points/zapper_halfway)
(cs_face_player True)
(cs_face_player True)
(sleep_forever)
(sleep_forever)
)
)
)
)


(script command cs_guns_zapper_wait
(script command cs_guns_zapper_wait
(begin
(begin
(cs_force_combat_status 2)
(cs_force_combat_status 2)
(cs_enable_moving False)
(cs_enable_moving False)
(cs_enable_pathfinding_failsafe True)
(cs_enable_pathfinding_failsafe True)
(cs_go_to guns_points/zapper)
(cs_go_to guns_points/zapper)
(cs_face_player True)
(cs_face_player True)
(sleep_forever)
(sleep_forever)
)
)
)
)


(script command cs_guns_zapper
(script command cs_guns_zapper
(begin
(begin
(cs_force_combat_status 2)
(cs_force_combat_status 2)
(cs_enable_moving False)
(cs_enable_moving False)
(cs_enable_pathfinding_failsafe True)
(cs_enable_pathfinding_failsafe True)
(cs_go_to_and_face guns_points/zapper guns_points/zapper_face)
(cs_go_to_and_face guns_points/zapper guns_points/zapper_face)
(cs_face True guns_points/zapper_face)
(cs_face True guns_points/zapper_face)
(sleep_forever)
(sleep_forever)
)
)
)
)


(script command cs_guns_zapper_prompt
(script command cs_guns_zapper_prompt
(begin
(begin
(cs_force_combat_status 2)
(cs_force_combat_status 2)
(cs_enable_moving False)
(cs_enable_moving False)
(cs_enable_pathfinding_failsafe True)
(cs_enable_pathfinding_failsafe True)
(cs_face_player True)
(cs_face_player True)
(sleep 90)
(sleep 90)
(cs_face_player False)
(cs_face_player False)
(cs_go_to_and_face guns_points/zapper guns_points/zapper_face)
(cs_go_to_and_face guns_points/zapper guns_points/zapper_face)
(cs_face True guns_points/zapper_face)
(cs_face True guns_points/zapper_face)
(sleep_forever)
(sleep_forever)
)
)
)
)


(script command cs_johnson_start
(script command cs_johnson_start
(begin
(begin
(cs_force_combat_status 2)
(cs_force_combat_status 2)
(cs_enable_moving False)
(cs_enable_moving False)
(cs_enable_pathfinding_failsafe True)
(cs_enable_pathfinding_failsafe True)
(cs_go_to johnson_points/start)
(cs_go_to johnson_points/start)
(cs_face_player True)
(cs_face_player True)
(sleep_forever)
(sleep_forever)
)
)
)
)


(script command cs_johnson_elevator
(script command cs_johnson_elevator
(begin
(begin
(cs_force_combat_status 2)
(cs_force_combat_status 2)
(cs_enable_moving False)
(cs_enable_moving False)
(cs_enable_pathfinding_failsafe True)
(cs_enable_pathfinding_failsafe True)
(cs_go_to johnson_points/elevator)
(cs_go_to johnson_points/elevator)
(cs_face_player True)
(cs_face_player True)
(sleep_forever)
(sleep_forever)
)
)
)
)


(script command cs_johnson_elevator_face_guns
(script command cs_johnson_elevator_face_guns
(begin
(begin
(cs_force_combat_status 2)
(cs_force_combat_status 2)
(cs_enable_moving False)
(cs_enable_moving False)
(cs_enable_pathfinding_failsafe True)
(cs_enable_pathfinding_failsafe True)
(cs_go_to johnson_points/elevator)
(cs_go_to johnson_points/elevator)
(cs_face_object True (ai_get_object guns))
(cs_face_object True (ai_get_object guns))
(sleep_forever)
(sleep_forever)
)
)
)
)


(script command cs_guns_elevator
(script command cs_guns_elevator
(begin
(begin
(cs_force_combat_status 2)
(cs_force_combat_status 2)
(cs_enable_moving False)
(cs_enable_moving False)
(cs_enable_pathfinding_failsafe True)
(cs_enable_pathfinding_failsafe True)
(cs_go_to guns_points/elevator)
(cs_go_to guns_points/elevator)
(cs_face_player True)
(cs_face_player True)
(sleep_forever)
(sleep_forever)
)
)
)
)


(script command cs_johnson_tram
(script command cs_johnson_tram
(begin
(begin
(cs_force_combat_status 2)
(cs_force_combat_status 2)
(cs_enable_moving False)
(cs_enable_moving False)
(cs_enable_pathfinding_failsafe True)
(cs_enable_pathfinding_failsafe True)
(cs_go_to_and_face johnson_points/tram johnson_points/earth)
(cs_go_to_and_face johnson_points/tram johnson_points/earth)
(cs_face True johnson_points/earth)
(cs_face True johnson_points/earth)
(sleep_forever)
(sleep_forever)
)
)
)
)


(script command cs_lookat_macgun
(script command cs_lookat_macgun
(begin
(begin
(cs_force_combat_status 2)
(cs_force_combat_status 2)
(cs_enable_moving False)
(cs_enable_moving False)
(cs_enable_pathfinding_failsafe True)
(cs_enable_pathfinding_failsafe True)
(cs_ignore_obstacles True)
(cs_ignore_obstacles True)
(cs_go_to_and_face johnson_points/tram_2 johnson_points/macgun)
(cs_go_to_and_face johnson_points/tram_2 johnson_points/macgun)
(cs_face True johnson_points/macgun)
(cs_face True johnson_points/macgun)
(sleep_forever)
(sleep_forever)
)
)
)
)


(script command cs_lookat_malta
(script command cs_lookat_malta
(begin
(begin
(cs_face True johnson_points/malta)
(cs_face True johnson_points/malta)
(sleep_forever)
(sleep_forever)
)
)
)
)


(script command cs_lookat_fleet
(script command cs_lookat_fleet
(begin
(begin
(cs_face_object True inamberclad)
(cs_face_object True inamberclad)
(cs_look_object True inamberclad)
(cs_look_object True inamberclad)
(sleep_forever)
(sleep_forever)
)
)
)
)


(script command cs_johnson_lookat_station
(script command cs_johnson_lookat_station
(begin
(begin
(cs_face True johnson_points/station)
(cs_face True johnson_points/station)
(sleep_forever)
(sleep_forever)
)
)
)
)


(script command cs_johnson_station
(script command cs_johnson_station
(begin
(begin
(cs_force_combat_status 2)
(cs_force_combat_status 2)
(cs_enable_moving False)
(cs_enable_moving False)
(cs_enable_pathfinding_failsafe True)
(cs_enable_pathfinding_failsafe True)
(cs_go_to johnson_points/station)
(cs_go_to johnson_points/station)
(cs_face_player True)
(cs_face_player True)
(sleep_forever)
(sleep_forever)
)
)
)
)


(script static prompt_looker_start
(script static prompt_looker_start
(begin
(begin
(if (= counter_prompt_looker_start 0)
(if (= counter_prompt_looker_start 0)
(begin
(begin
(begin
(begin
(print "go ahead and look at each of the four lights, chief.")
(print "go ahead and look at each of the four lights, chief.")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3110_gun (ai_get_object guns) 1)
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3110_gun (ai_get_object guns) 1)
(set timer_prompt_looker
(set timer_prompt_looker
(sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_3110_gun))
(sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_3110_gun))
(set timer_prompt_looker
(set timer_prompt_looker
(+ timer_prompt_looker delay_prompt_short))
(+ timer_prompt_looker delay_prompt_short))
)
)
)
)
(if (= counter_prompt_looker_start 1)
(if (= counter_prompt_looker_start 1)
(begin
(begin
(begin
(begin
(print "go ahead and target them one more time.")
(print "go ahead and target them one more time.")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_1360_gun (ai_get_object guns) 1)
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_1360_gun (ai_get_object guns) 1)
(set timer_prompt_looker
(set timer_prompt_looker
(sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_1360_gun))
(sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_1360_gun))
(set timer_prompt_looker
(set timer_prompt_looker
(+ timer_prompt_looker delay_prompt_medium))
(+ timer_prompt_looker delay_prompt_medium))
)
)
)
)
(if True
(if True
(begin
(begin
(set counter_prompt_looker_start 0)
(set counter_prompt_looker_start 0)
) void)))
) void)))
(set counter_prompt_looker_start
(set counter_prompt_looker_start
(+ counter_prompt_looker_start 1)) False)
(+ counter_prompt_looker_start 1)) False)
)
)


(script static prompt_looker
(script static prompt_looker
(begin
(begin
(if (= counter_prompt_looker 0)
(if (= counter_prompt_looker 0)
(begin
(begin
(begin
(begin
(print "you have to look at each light until it turns green.")
(print "you have to look at each light until it turns green.")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_1310_gun (ai_get_object guns) 1)
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_1310_gun (ai_get_object guns) 1)
(set timer_prompt_looker
(set timer_prompt_looker
(sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_1310_gun))
(sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_1310_gun))
(set timer_prompt_looker
(set timer_prompt_looker
(+ timer_prompt_looker delay_prompt_short))
(+ timer_prompt_looker delay_prompt_short))
)
)
)
)
(if (= counter_prompt_looker 1)
(if (= counter_prompt_looker 1)
(begin
(begin
(begin
(begin
(print "you gotta look at all the lights to complete the test.")
(print "you gotta look at all the lights to complete the test.")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_1370_gun (ai_get_object guns) 1)
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_1370_gun (ai_get_object guns) 1)
(set timer_prompt_looker
(set timer_prompt_looker
(sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_1370_gun))
(sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_1370_gun))
(set timer_prompt_looker
(set timer_prompt_looker
(+ timer_prompt_looker delay_prompt_short))
(+ timer_prompt_looker delay_prompt_short))
)
)
)
)
(if (= counter_prompt_looker 2)
(if (= counter_prompt_looker 2)
(begin
(begin
(begin
(begin
(unit_set_emotional_state (ai_get_unit guns) annoyed 0.5 1)
(unit_set_emotional_state (ai_get_unit guns) annoyed 0.5 1)
(print "look at the lights, chief, one by one.")
(print "look at the lights, chief, one by one.")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_1300_gun (ai_get_object guns) 1)
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_1300_gun (ai_get_object guns) 1)
(set timer_prompt_looker
(set timer_prompt_looker
(sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_1300_gun))
(sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_1300_gun))
(set timer_prompt_looker
(set timer_prompt_looker
(+ timer_prompt_looker delay_prompt_medium))
(+ timer_prompt_looker delay_prompt_medium))
)
)
)
)
(if (= counter_prompt_looker 3)
(if (= counter_prompt_looker 3)
(begin
(begin
(begin
(begin
(unit_set_emotional_state (ai_get_unit guns) annoyed 0.5 1)
(unit_set_emotional_state (ai_get_unit guns) annoyed 0.5 1)
(print "please look at the lights again, son.")
(print "please look at the lights again, son.")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_1350_gun (ai_get_object guns) 1)
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_1350_gun (ai_get_object guns) 1)
(set timer_prompt_looker
(set timer_prompt_looker
(sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_1350_gun))
(sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_1350_gun))
(set timer_prompt_looker
(set timer_prompt_looker
(+ timer_prompt_looker delay_prompt_medium))
(+ timer_prompt_looker delay_prompt_medium))
)
)
)
)
(if True
(if True
(begin
(begin
(set counter_prompt_looker 0)
(set counter_prompt_looker 0)
) void)))))
) void)))))
(set counter_prompt_looker
(set counter_prompt_looker
(+ counter_prompt_looker 1)) False)
(+ counter_prompt_looker 1)) False)
)
)


(script static prompt_start_spot
(script static prompt_start_spot
(begin
(begin
(if (= counter_prompt_start_spot 0)
(if (= counter_prompt_start_spot 0)
(begin
(begin
(begin
(begin
(print "go on, walk around, try it out.")
(print "go on, walk around, try it out.")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_0820_gun (ai_get_object guns) 1)
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_0820_gun (ai_get_object guns) 1)
(set timer_prompt_start_spot
(set timer_prompt_start_spot
(sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0820_gun))
(sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0820_gun))
(set timer_prompt_start_spot
(set timer_prompt_start_spot
(+ timer_prompt_start_spot delay_prompt_short))
(+ timer_prompt_start_spot delay_prompt_short))
)
)
)
)
(if (= counter_prompt_start_spot 1)
(if (= counter_prompt_start_spot 1)
(begin
(begin
(begin
(begin
(unit_set_emotional_state (ai_get_unit guns) inquisitive 0.5 1)
(unit_set_emotional_state (ai_get_unit guns) inquisitive 0.5 1)
(print "something wrong son? can't you move?")
(print "something wrong son? can't you move?")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_0830_gun (ai_get_object guns) 1)
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_0830_gun (ai_get_object guns) 1)
(set timer_prompt_start_spot
(set timer_prompt_start_spot
(sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0830_gun))
(sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0830_gun))
(set timer_prompt_start_spot
(set timer_prompt_start_spot
(+ timer_prompt_start_spot delay_prompt_medium))
(+ timer_prompt_start_spot delay_prompt_medium))
)
)
)
)
(if (= counter_prompt_start_spot 2)
(if (= counter_prompt_start_spot 2)
(begin
(begin
(begin
(begin
(unit_set_emotional_state (ai_get_unit guns) inquisitive 0.5 1)
(unit_set_emotional_state (ai_get_unit guns) inquisitive 0.5 1)
(print "inhibitors are definitely off. you should be able to walk around.")
(print "inhibitors are definitely off. you should be able to walk around.")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_0840_gun (ai_get_object guns) 1)
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_0840_gun (ai_get_object guns) 1)
(set timer_prompt_start_spot
(set timer_prompt_start_spot
(sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0840_gun))
(sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0840_gun))
(set timer_prompt_start_spot
(set timer_prompt_start_spot
(+ timer_prompt_start_spot delay_prompt_medium))
(+ timer_prompt_start_spot delay_prompt_medium))
)
)
)
)
(if True
(if True
(begin
(begin
(set counter_prompt_start_spot 0)
(set counter_prompt_start_spot 0)
) void))))
) void))))
(set counter_prompt_start_spot
(set counter_prompt_start_spot
(+ counter_prompt_start_spot 1)) False)
(+ counter_prompt_start_spot 1)) False)
)
)


(script static prompt_careful
(script static prompt_careful
(begin
(begin
(if (= counter_prompt_careful 0)
(if (= counter_prompt_careful 0)
(begin
(begin
(begin
(begin
(cs_run_command_script guns cs_lookat_player)
(cs_run_command_script guns cs_lookat_player)
(unit_set_emotional_state (ai_get_unit guns) scared 0.5 1)
(unit_set_emotional_state (ai_get_unit guns) scared 0.5 1)
(sleep 8)
(sleep 8)
(print "hey! take it easy!")
(print "hey! take it easy!")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_0850_gun (ai_get_object guns) 1)
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_0850_gun (ai_get_object guns) 1)
(sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0850_gun))
(sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0850_gun))
(sleep 30)
(sleep 30)
(cs_run_command_script guns cs_guns_zapper_wait)
(cs_run_command_script guns cs_guns_zapper_wait)
)
)
)
)
(if (= counter_prompt_careful 1)
(if (= counter_prompt_careful 1)
(begin
(begin
(begin
(begin
(cs_run_command_script guns cs_lookat_player)
(cs_run_command_script guns cs_lookat_player)
(unit_set_emotional_state (ai_get_unit guns) scared 0.5 1)
(unit_set_emotional_state (ai_get_unit guns) scared 0.5 1)
(sleep 8)
(sleep 8)
(print "careful! you'll tear a tendon doing that!")
(print "careful! you'll tear a tendon doing that!")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_0860_gun (ai_get_object guns) 1)
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_0860_gun (ai_get_object guns) 1)
(sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0860_gun))
(sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0860_gun))
(sleep 30)
(sleep 30)
(cs_run_command_script guns cs_guns_zapper_wait)
(cs_run_command_script guns cs_guns_zapper_wait)
)
)
)
)
(if (= counter_prompt_careful 2)
(if (= counter_prompt_careful 2)
(begin
(begin
(begin
(begin
(cs_run_command_script guns cs_lookat_player)
(cs_run_command_script guns cs_lookat_player)
(unit_set_emotional_state (ai_get_unit guns) annoyed 0.5 1)
(unit_set_emotional_state (ai_get_unit guns) annoyed 0.5 1)
(sleep 8)
(sleep 8)
(print "fine. but don't come crying to me when your rip your leg out of its socket.")
(print "fine. but don't come crying to me when your rip your leg out of its socket.")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_0870_gun (ai_get_object guns) 1)
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_0870_gun (ai_get_object guns) 1)
(sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0870_gun))
(sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0870_gun))
(sleep 30)
(sleep 30)
(cs_run_command_script guns cs_guns_zapper_wait)
(cs_run_command_script guns cs_guns_zapper_wait)
)
)
)
)
(if True
(if True
(begin
(begin
(set counter_prompt_careful 2)
(set counter_prompt_careful 2)
) void))))
) void))))
(set timer_prompt_careful delay_prompt_blink)
(set timer_prompt_careful delay_prompt_blink)
(set counter_prompt_careful
(set counter_prompt_careful
(+ counter_prompt_careful 1)) False)
(+ counter_prompt_careful 1)) False)
)
)


(script static prompt_zapper_lookatme
(script static prompt_zapper_lookatme
(begin
(begin
(hud_show_training_text False)
(hud_show_training_text False)
(if (= counter_prompt_zapper_lookatme 0)
(if (= counter_prompt_zapper_lookatme 0)
(begin
(begin
(begin
(begin
(cs_run_command_script guns cs_guns_zapper_prompt)
(cs_run_command_script guns cs_guns_zapper_prompt)
(unit_set_emotional_state (ai_get_unit guns) annoyed 0.5 1)
(unit_set_emotional_state (ai_get_unit guns) annoyed 0.5 1)
(sleep 30)
(sleep 30)
(print "are you listening to me?.")
(print "are you listening to me?.")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3160_gun (ai_get_object guns) 1)
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3160_gun (ai_get_object guns) 1)
(set timer_prompt_zapper
(set timer_prompt_zapper
(sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_3160_gun))
(sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_3160_gun))
(set timer_prompt_zapper_lookatme
(set timer_prompt_zapper_lookatme
(+ timer_prompt_zapper delay_prompt_short))
(+ timer_prompt_zapper delay_prompt_short))
)
)
)
)
(if (= counter_prompt_zapper_lookatme 1)
(if (= counter_prompt_zapper_lookatme 1)
(begin
(begin
(begin
(begin
(cs_run_command_script guns cs_guns_zapper_prompt)
(cs_run_command_script guns cs_guns_zapper_prompt)
(unit_set_emotional_state (ai_get_unit guns) annoyed 0.5 1)
(unit_set_emotional_state (ai_get_unit guns) annoyed 0.5 1)
(sleep 30)
(sleep 30)
(print "over here, chief. focus.")
(print "over here, chief. focus.")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3170_gun (ai_get_object guns) 1)
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3170_gun (ai_get_object guns) 1)
(set timer_prompt_zapper
(set timer_prompt_zapper
(sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_3170_gun))
(sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_3170_gun))
(set timer_prompt_zapper_lookatme
(set timer_prompt_zapper_lookatme
(+ timer_prompt_zapper delay_prompt_short))
(+ timer_prompt_zapper delay_prompt_short))
)
)
)
)
(if (= counter_prompt_zapper_lookatme 2)
(if (= counter_prompt_zapper_lookatme 2)
(begin
(begin
(begin
(begin
(cs_run_command_script guns cs_guns_zapper_prompt)
(cs_run_command_script guns cs_guns_zapper_prompt)
(unit_set_emotional_state (ai_get_unit guns) annoyed 0.5 1)
(unit_set_emotional_state (ai_get_unit guns) annoyed 0.5 1)
(sleep 30)
(sleep 30)
(print "it's considered respectful to look at someone when they are talking.")
(print "it's considered respectful to look at someone when they are talking.")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3180_gun (ai_get_object guns) 1)
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3180_gun (ai_get_object guns) 1)
(set timer_prompt_zapper
(set timer_prompt_zapper
(sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_3180_gun))
(sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_3180_gun))
(set timer_prompt_zapper_lookatme
(set timer_prompt_zapper_lookatme
(+ timer_prompt_zapper delay_prompt_medium))
(+ timer_prompt_zapper delay_prompt_medium))
)
)
)
)
(if (= counter_prompt_zapper_lookatme 3)
(if (= counter_prompt_zapper_lookatme 3)
(begin
(begin
(begin
(begin
(cs_run_command_script guns cs_guns_zapper_prompt)
(cs_run_command_script guns cs_guns_zapper_prompt)
(unit_set_emotional_state (ai_get_unit guns) angry 0.5 1)
(unit_set_emotional_state (ai_get_unit guns) angry 0.5 1)
(sleep 30)
(sleep 30)
(print "this is important, you could at least look at me while i explain it.")
(print "this is important, you could at least look at me while i explain it.")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3190_gun (ai_get_object guns) 1)
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3190_gun (ai_get_object guns) 1)
(set timer_prompt_zapper
(set timer_prompt_zapper
(sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_3190_gun))
(sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_3190_gun))
(set timer_prompt_zapper_lookatme
(set timer_prompt_zapper_lookatme
(+ timer_prompt_zapper delay_prompt_medium))
(+ timer_prompt_zapper delay_prompt_medium))
)
)
)
)
(if (= counter_prompt_zapper_lookatme 4)
(if (= counter_prompt_zapper_lookatme 4)
(begin
(begin
(begin
(begin
(cs_run_command_script guns cs_guns_zapper_prompt)
(cs_run_command_script guns cs_guns_zapper_prompt)
(unit_set_emotional_state (ai_get_unit guns) angry 0.5 1)
(unit_set_emotional_state (ai_get_unit guns) angry 0.5 1)
(sleep 30)
(sleep 30)
(print "i'm talking to you, chief. loot at me.")
(print "i'm talking to you, chief. loot at me.")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3200_gun (ai_get_object guns) 1)
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3200_gun (ai_get_object guns) 1)
(set timer_prompt_zapper
(set timer_prompt_zapper
(sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_3200_gun))
(sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_3200_gun))
(set timer_prompt_zapper_lookatme
(set timer_prompt_zapper_lookatme
(+ timer_prompt_zapper delay_prompt_long))
(+ timer_prompt_zapper delay_prompt_long))
(hud_set_training_text tutorial_zapper_lookatme)
(hud_set_training_text tutorial_zapper_lookatme)
(hud_show_training_text True)
(hud_show_training_text True)
)
)
)
)
(if (= counter_prompt_zapper_lookatme 5)
(if (= counter_prompt_zapper_lookatme 5)
(begin
(begin
(begin
(begin
(cs_run_command_script guns cs_guns_zapper_prompt)
(cs_run_command_script guns cs_guns_zapper_prompt)
(unit_set_emotional_state (ai_get_unit guns) angry 0.5 1)
(unit_set_emotional_state (ai_get_unit guns) angry 0.5 1)
(sleep 30)
(sleep 30)
(print "i know you spartans think you know everything, but it couldn't hurt you to at least look this way.")
(print "i know you spartans think you know everything, but it couldn't hurt you to at least look this way.")